Sega Channel (January 1996 dev disc): Difference between revisions

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=== Game guides ===
=== Game guides ===


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==Disc contents==
==Disc contents==

Revision as of 06:20, June 26, 2017

Click to upload a new image...Dummy link
Sega Channel (January 1996 dev disc)
Build date January 1996
Dump status Released
Dumped by tdijital
Origin CD-ROM
Lot Bay Area IRS liquidation sale (early 2000s)
Labels Sega Channel
Download Sega Channel (January 1996 dev disc) (info)
Error: The download file provided does not exist, please upload it or fix the file name if it's incorrect.

This Sega Channel dev disc was found among a number of discs and floppies from an IRS liquidation sale from a Bay Area company in the early 2000s during the dot-com bust and dumped by tdijital. It contains various backups and files pertaining to Sega Channel.

Notes

Game guides

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!

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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

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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.

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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.

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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.

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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.

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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!!

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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.

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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 the planet and made it their den. They destroyed the cities and all communication lines. Worst of all, they enslaved all Human Beings into a life of misery and humiliation. The planet became the Dust World. The Human Beings were reduced to pitiful shreds of their former glory, living in dread of the hostile Aliens who infested their planet. But in a hidden place, a group of brave Human Beings raised two male children in secret. They brought up the young men as Warriors, training them for battle and the specialized use of lethal weapons. The gamble paid off! The two Warriors emerged as armed machines of might, strength, and super power - the Nameless Ones. As a Nameless One you've got to move quick, shoot fast, and show no mercy. You face vicious Aliens, repulsive monsters, and fire-belching machines. Your only rest is at the Store, where you load up with ammo and revive your strength. War is bad, but somebody's got to do it. You swear to destroy the hateful invaders, free the Dust Planet, and restore its ancient name: Earth! Forgotten Worlds Controller Functions Use Up/Down to scroll text D-Button: * Moves selection arrow on Start Game Screen. * Moves Warrior and Satellite in all directions. * Moves Marker on Shopping List in Store. Start Button: * Starts game. * Enters selections on Start Game and Option Screens. * When 2 Control Pads are plugged in, starts up Warrior 2 in a 1 Player game. * Revives a dead Warrior in a 2 Player game. * Pauses game. Press again to resume play. Button A: * Circles Warrior around to the left. * Circles Warrior's Satellite to the left around him. Button B: * Fires weapons. Button C: * Circles Warrior around to the right. * Circles Warrior's Satellite to the right around him. Button A + Button B: * Circles Warrior and Satellite to the left. Button C + Button B: * Circles Warrior and Satellite to the right. Button A, B, or C: * Buys Merchandise in the Store. Forgotten Worlds Playing the Game Use Up/Down to scroll text Your Satellite is your best friend. It's always with you, following you faithfully as you twist, turn, and whirl in battle. Press Button B to fire it along with your machine gun, which you always carry. Hold down Button B for continuous fire. In the first battle, your Satellite is a V-Cannon. You can buy Boosters for it in the Store to increase its range, fire power, and destructive action. You can also exchange it for more powerful and effective weapons. Press Button A to circle to the left, and press Button C to circle to the right. Press the D Button to move up, down, and around. Your score for wholesale destruction appears at the top of the screen. When you finish off your enemies and their grim machine, Zenny (blue coins) drop from the ruins. Fly over the Zenny to pick them up. The amount of Zenny you have appears below your score. Your Strength Bar and special items you've bought in the last Store appear at the bottom of the screen. Zenny: You'll need all the Zenny you can get to buy Merchandise in the Store. The bigger the coin you pick up, the more Zenny it is worth. Strength: You will be hit by enemy fire. You can withstand a certain amount of injury, but if you're hit too often or run into too many obstacles, you'll die. When injured, your Warrior's body starts flashing and his Strength Bar ebbs away. He'll revive as long as he has some Strength left. Stop at a Store to renew your Strength. You can also pick up extra Strength by flying over a POW, Drum, Windmill, and other special objects during battle. Keep a watch on your Strength Bar, and try to avoid getting hit. If your Bar disappears, it's all over. Note: In a 2 Player game, if your Warrior dies, press your Start Button to revive him and continue the battle. You can do this as long as the other Warrior is still fighting. Your score returns to 0, but you keep all the Zenny you gained so far. If both Warriors die, the War is lost! Mirabella's Store: Mirabella's Store miraculously appears just when you need it most! Fly into the Store so you can buy what you need to stay alive and win! Press the D Button to move your Marker to any item in the Shopping List. A description of the item appears on your Board. Press Button A, B, or C to buy the item (if you have enough Zenny). In the Store, Mirabella treats you with respect. If you don't have enough Zenny, you can sell your current weapon to her at half price as a trade in on a new one. Forgotten Worlds Store Merchandise Use Up/Down to scroll text Here's what you will find for sale in the Store: All Direction Shooter: 3,000 Zenny. Fires in 8 directions at once. Armor: 3,000 Zenny. Lets you take up to 3 enemy shots without losing Strength. Aura Stone: 30,000 Zenny. Doubles your Strength. Balcan Cannon: 50,000 Zenny. Your most powerful weapon. Booster 1: 10,000 Zenny. Increases the power of your shots. Booster 2: 20,000 Zenny. Doubly increases the power of your shots. Bound: 30,000 Zenny. Rebound shots that ricochet off obstacles to hit the enemy. Burner: 20,000 Zenny. A lethal flame-thrower. Dress: Earns you 1,000,000 points when you win the War. Available only in Temple of Dread Store. Flying Stone: 100 Zenny. Boosts your speed. Copper is normal speed, Silver is high speed, and Gold is ultra-high speed. Homing Laser: 99,900 Zenny. A lethal tracking laser that catches the enemy. Information: 100 Zenny. Tips on winning the next battle. Laser: 20,000 Zenny. A lethal light weapon. Life Pack: 600 Zenny (first purchase). Boosts your Strength to its maximum level. Cost doubles with every purchase. Costs for Warriors 1 and 2 are listed separately. Missile: 5,000 Zenny. An auto-tracking explosive. Napalm Bomb: 5,000 Zenny. Scorches everything it touches. Potion of Resurrection: 20,000 Zenny (first purchase). A powerful drink that revives you if you die. Cost doubles with every purchase. Costs for Warriors 1 and 2 are listed separately. Special Armor: 5,000 Zenny. Lets you take up to 5 enemy shots without losing Strength. Super Bean: 80,000 Zenny. Lets you survive up to 5 enemy hits without being injured. Super Booster: 50,000 Zenny. Boosts your shots to maximum damaging power. Treatment: 300 Zenny (first purchase). Restores your Strength. Cost doubles with every purchase. Costs for Warriors 1 and 2 are listed separately. Wide Shots: 50,000 Zenny. This excellent weapon fires large-caliber ammo. End: Returns you to battle. In 2 Player games, both Players must select End. Forgotten Worlds Hints and Tips Use Up/Down to scroll text Survival Tips: * Learn how each enemy moves and the best way to destroy him. This will get you through battles faster and earn you more Zenny and higher scores. * Be smart! Learn what weapons are best for which battles, then make sure you grab enough Zenny to buy them at the Store. Some weapons are more effective than others. * Get in the habit of placing your Satellite where it'll be most effective and do the greatest damage. * Buy information at the Store for important hints on how to win the next battle. * Learn where POWs, Drums, and Windmills are stashed. Then get to them quickly in battle to make sure you keep your Strength up! Get in the habit of shooting and striking everything so you won't miss any important items. * Sparks flare up when the two Warriors get close. This added electricity increases the power of your weapons. * Revive your Warrior right away in 2 Player games by pressing your Start Button. Make sure that both Warriors aren't killed at the same time and you'll be able to see the battle through to victory!

FIFASC95.O

FIFA Soccer '95 Electronic Arts To return to Now Playing, reset your adapter. FONCTIONS DU CONTR‘LEUR JOUER LE JEU TRUCS ET ASTUCES PARCOURIR LES FICHIERS D'AIDE FIFA Soccer '95 Description du Jeu Use Up/Down to scroll text Donnez l'assaut dans les airs : coups de tÍte vers le bas, retournÈs acrobatiques, volÈes irrÈsistibles devant le but. Le gardien de but ne saura plus o˘ se mettre. Des manoeuvres plus rapides et une conception inÈdite permettent de faire dÈcoller le jeu. Des passes rapides et prÈcises aux hors-jeu, c'est vous qui Ítes aux commandes. Il ne reste plus qu'‡ battre le gardien de but. FIFA Soccer '95 Fonctions du ContrÙleur Use Up/Down to scroll text SOMMAIRE DES COMMANDES Coup d'envoi * Appuyez sur A, B ou C pour envoyer le ballon ‡ un coÈquipier. Attaque * Utilisez le bouton directionnel pour contrÙler le ballon ou dribbler. * Appuyez sur A pour lober ou frapper le ballon par en dessous. * Appuyez sur B + bouton directionnel vers le co-Èquipier pour passer le ballon ‡ ce co-Èquipier. * Appuyez sur B + C pour passer et attaquer un adversaire. * Appuyez sur C + bouton directionnel pour viser et tirer. DÈfense * Appuyez sur A pour un tacle glissÈ. * Appuyez sur B pour passer le contrÙle ‡ un autre joueur ou lui arracher le ballon. * Appuyez sur C pour accÈlÈrer. * Appuyez sur C (prËs de l'adversaire) pour donner un coup de coude. * Appuyez sur B + C pour pousser l'adversaire. Ballon dans les airs * Appuyez sur A, B ou C pour un coup de tÍte, une volÈe ou un retournÈ acrobatique. Coup de pied de coin, rentrÈe en touche * Appuyez sur A pour le mode cible/receveur. * Utilisez le bouton directionnel pour placer la boÓte de cible. * Appuyez sur B pour envoyer le ballon au receveur. * Appuyez sur C pour envoyer le ballon ‡ la cible. Coup franc * Appuyez sur A pour faire dÈfiler les options. * Appuyez sur B pour choisir une option. * Appuyez sur C pour commencer le jeu ou tirer. Coup de pied de rÈparation * Appuyez sur A ou C pour tirer. * Appuyez sur B pour changer de joueur. Gardien de but D…FENDRE LE BUT (gardien de but manuel) * Appuyez sur A, B ou C (ballon vers le camp adverse) pour changer le contrÙle du joueur. * Appuyez sur A, B ou C + bouton directionnel pour plonger sur le ballon ou faire un tacle. EN POSSESSION DU BALLON * Appuyez sur A pour afficher la boÓte de cible. * Utilisez le bouton directionnel pour positionner la boÓte de cible. * Appuyez sur B ou C pour envoyer le ballon vers la cible. TIR AU BUT * Appuyez sur A pour le mode cible/receveur. * Utilisez le bouton directionnel pour positionner la boÓte de cible. * Appuyez sur B pour envoyer le ballon au receveur. * Appuyez sur C pour envoyer le ballon vers la cible. FIFA Soccer '95 Jouer le Jeu Use Up/Down to scroll text S…LECTION D'UNE …QUIPE Pour choisir une division : 1. Dans l'Ècran du choix d'une Èquipe, utilisez le bouton directionnel pour mettre la division en surbrillance. 2. DÈplacez le bouton directionnel vers la gauche ou la droite pour faire dÈfiler la liste des divisions. Pour choisir une Èquipe : 1. DÈplacez le bouton directionnel vers le bas pour mettre l'Èquipe en surbrillance. 2. DÈplacez le bouton directionnel vers la gauche ou la droite pour faire dÈfiler la liste des Èquipes. Appuyez sur A pour changer de cÙtÈs. CONTR‘LEURS Sens du contrÙle La perspective exceptionnelle offerte par ´FIFA Soccer '95ª vous donne des images qui ressemblent ‡ ce qu'on voit ‡ la tÈlÈvision. Pour changer l'angle de vue, modifiez la configuration de votre bouton directionnel. La flËche de sens du contrÙle pointe normalement vers le haut. DÈplacez le bouton directionnel vers le haut pour envoyer les joueurs vers le but adverse. Lorsque la flËche est orientÈe en diagonale, dÈplacez le bouton directionnel dans la direction vers laquelle vous voulez que vos joueurs courent. Dans l'Ècran de contrÙleur, appuyez sur A pour changer le sens du contrÙle. Plusieurs joueurs Un maximum de quatre joueurs humains peuvent jouer ‡ ´FIFA Soccer 95ª en mÍme temps au moyen de l'adapteur quadruple de ´EA Sportsª. CONTR‘LEUR No1 - Jaune 2 - Rouge 3 - Bleu 4 - Violet CONTR‘LE Couverture de l'Èquipe Pour adapter la couverture : 1. Dans l'Ècran de couverture, dÈplacez le bouton directionnel vers le haut ou le bas pour mettre en surbrillance un groupe de couverture. 2. DÈplacez le bouton directionnel vers la gauche ou la droite pour adapter la longueur de la flËche sur le terrain. La flËche de milieu de terrain pointe dans l'une ou l'autre direction. Lorsque vous Ítes prÍt ‡ continuer, appuyez sur B. StratÈgie de l'Èquipe Pour mettre votre stratÈgie en oeuvre : Dans l'Ècran de stratÈgie, dÈplacez le bouton directionnel vers le haut ou le bas pour mettre en surbrillance une option de stratÈgie. Les flËches sur le terrain changent pour illustrer chaque stratÈgie. Lorsque vous avez choisi une stratÈgie, appuyez sur B. L'Ècran de formation est alors affichÈ. Formation de l'Èquipe Pour former votre Èquipe : Dans l'Ècran de formation, dÈplacez le bouton directionnel vers le haut ou le bas pour mettre en surbrillance une option de formation. Une fois votre formation choisie, appuyez sur B. Le sousÈcran des joueurs est affichÈ. Formation partante Pour choisir une formation partante : 1. Dans l'Ècran de la formation partante, dÈplacez le bouton directionnel vers le haut ou le bas pour diriger l'icÙne du ballon sur le joueur de votre choix. 2. Appuyez sur A pour choisir. Le nom du joueur apparaÓt au bas de l'Ècran. Appuyez sur C pour annuler le choix d'un joueur. 3. DÈplacez le bouton directionnel vers le haut ou le bas pour dÈplacer l'icÙne du ballon vers le joueur avec lequel vous voulez changer de position. 4. Appuyez sur A. Les deux joueurs changent de position. DÈplacez le bouton directionnel vers la droite ou la gauche pour faire dÈfiler les 14 catÈgories d'Èvaluation des joueurs. AprËs le coup d'envoi, l'option de la formation partante est remplacÈe par l'option de remplacement. SUR LE TERRAIN ContrÙle du ballon Plus un joueur contrÙle le ballon de prËs, plus il est difficile pour un adversaire de le tacler. Appuyez sur A pour lober ou frapper le ballon par en dessous. Appuyez sur B pour passer le ballon ‡ votre co-Èquipier le plus proche. Utilisez le bouton directionnel pour orienter la passe. Appuyez sur C pour effectuer un tir de n'importe quel point du terrain. DÈplacez le bouton directionnel vers la gauche ou la droite pour orienter les tirs et les passes juste aprËs avoir appuyÈ sur A, B ou C. Appuyez sur B + C pour passer et attaquer un adversaire. Le ballon est passÈ ‡ un co-Èquipier proche qui s'arrÍte pour vous permettre de trouver une ouverture, puis vous le rend. DÈfense Appuyez sur A pour un tacle glissÈ. C'est la meilleure faÁon d'arracher le ballon ‡ un adversaire. Appuyez sur B pour passer le contrÙle au joueur le plus proche du ballon. Lorsque vous Ítes prËs d'un joueur qui attaque, appuyez encore sur B pour essayer de lui prendre le ballon. Appuyez sur C pour accÈlÈrer ou donner un coup de coude ‡ l'adversaire qui a le ballon. Ballon dans les airs La manoeuvre exÈcutÈe par vos joueurs lorsque le ballon est dans les airs dÈpend de sa hauteur ‡ ce moment-l‡. Lorsque le ballon est ‡ micorps, c'est un retournÈ acrobatique. Un peu plus haut et on donne un coup de tÍte, un peu plus bas et on choisit une volÈe. Lorsque le ballon est dans les airs, appuyez sur A, B ou C pour les manoeuvres spÈciales. Ballon tenu par le gardien de but Appuyez sur A pour faire commuter la boÓte de cible. Utilisez le bouton directionnel pour dÈplacer la boÓte de cible. Appuyez sur B ou C pour envoyer le ballon vers la cible. COUPS FRANCS Pour un coup franc direct : Appuyez sur A pour faire dÈfiler les diffÈrents types de coups francs. Appuyez sur B pour choisir un coup franc. Appuyez sur C pour exÈcuter le coup franc ou tirer sous contrÙle normal. Les adversaires doivent rester ‡ 10 mËtres du ballon pendant le coup franc. TIRS AU BUT Pour arrÍter le tir au but : Lorsque le joueur frappe le ballon, appuyez sur A, B ou C + bouton directionnel vers la gauche ou la droite pour plonger sur le ballon. Pour exÈcuter le tir au but : Appuyez sur B pour choisir un autre joueur. C'est le joueur au bottÈ le plus prÈcis qui doit se retrouver sur la ligne. Appuyez sur A ou C pour frapper le ballon. RALENTI Pour voir un ralenti : Tapez sur B pour faire avancer le jeu une image ‡ la fois. Gardez B enfoncÈ pour jouer ‡ vitesse normale. Appuyez sur A + bouton directionnel vers la gauche pour rembobiner le film et sur A + bouton directionnel vers la droite pour le faire avancer. Appuyez sur C pour inverser l'angle du ralenti. Pour suivre un joueur en particulier : 1. Utilisez le bouton directionnel pour faire apparaÓtre une boÓte. Mettez un joueur en vedette et un fil jaune apparaÓt pour montrer que la camÈra le suit. 2. Utilisez les manoeuvres dÈcrites ci-dessus pour revoir la performance du joueur en vedette. MODES CIBLE ET RECEVEUR Pour utiliser les modes cible et receveur : 1. Lorsque vos joueurs sont en position pour un coup de pied de coin ou une rentrÈe en touche, appuyez sur A pour aller en mode cible. La boÓte de cible apparaÓt. 2. Utilisez le bouton directionnel pour dÈplacer la boÓte de cible vers la position dÈsirÈe sur le terrain. 3. Appuyez sur A pour aller en mode receveur. Votre receveur se trouve dans une Ètoile colorÈe. 4. Utilisez le bouton directionnel pour dÈplacer le joueur. 5. Appuyez sur B pour envoyer le ballon au receveur et sur C pour l'envoyer ‡ la cible. FIFA Soccer '95 Trucs et Astuces Use Up/Down to scroll text * Plus vos dÈfenseurs se dirigent vers le camp adverse, plus vous risquez de manquer de dÈfenseurs lorsque l'adversaire contreattaque. * Tapez sur le bouton A pour envoyer le ballon en chandelle et pour placer votre joueur en bonne position pour donner un coup de tÍte ou un retournÈ acrobatique. * Pour un tir diabolique, appuyez sur B + C afin d'aplatir l'adversaire. Si vous avez activÈ la reconnaissance des fautes, soyez prÍt ‡ assumer les consÈquences. * Utilisez un retournÈ acrobatique ou un coup de tÍte lorsque le ballon est dans les airs devant le but de l'adversaire. * Pour gagner des parties ou des tournois, choisissez de bonnes Èquipes. Ne vous laissez pas influencer par le patriotisme. Choisissez une Èquipe comme le BrÈsil, l'Italie ou l'Allemagne pour avoir de meilleures chances de gagner. Quand vous vous serez bien exercÈ, vous pourrez choisir une autre Èquipe et lui faire remporter la coupe du monde.

FIFASC96.O

FIFA Soccer '96 Electronic Arts To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES FIFA Soccer '96 Game Description Use Up/Down to scroll text You'll get even more soccer excitement with this latest installment in the FIFA series from Electronic Arts. FIFA Soccer '96 Controller Functions Use Up/Down to scroll text COMMAND SUMMARY Kick off * Press A, B, or C to kick to a teammate. Offense * Press D-Pad to control ball/dribble. * Press A to Lob/Chipshot. * Hold B or C + D-Pad to Sprint. * Press B + D-Pad to teammate to Pass to teammate. * Press A + B for a Shallow lob. * Press A + C or X to Step Over Fake. * Press B + C or Y when running for a rainbow kick. * Press C to Shoot. Defense * Press A for a Sliding tackle. * Press B to Switch player control/Steal. * Press C for a Burst of speed. * Press C (near opponent) for an Elbow shot. * Press B + C to Push opponent. Ball in the air * Press A, B, or C for a Header/Volley/Bicycle kick. * Use the D-Pad to direct the ball after a touch curve. Corner Kick/Throw-In/Free-Kick * Press A to Lob/Throw in. * Use the B Button to cycle through Camera/Normal/Receiver views. * Press D-Pad to Position a target box * Press B + D-Pad to Kick/Throw to receiver * Press C + D-Pad for a Select set play. * Press C + D-Pad + A for a Hide set play. * Press C for Kick/Throw set play. Goalkeeper DEFENDING THE GOAL(Manual Goal Keepers) * Press A, B, or C(Ball upfield) to Switch player control. * Press A, B, or C + D-Pad to Dive for ball/Tackle. IN POSSESSION OF BALL * Press B + D-pad for a Shallow Throw. * Use the B Button to cycle through Camera/Normal/Receiver views. * Press D-Pad to Position target box. * Press A or C to Throw/Kick ball into play. Receiver * Press A to Lob to targeted Player. * Press D-Pad + B to Pass to targeted Player. Camera * Press A to Lob to targeted field position. * Use the D-Pad + A to Lob in D-Pad direction. * Use the D-Pad + B to pass in D-Pad direction. Passback (during game play) * To enter Passback Mode, press A instantly after a pass. * To perform a passback, press A again. FIFA Soccer '96 Playing the Game Use Up/Down to scroll text To select a team: 1. D-Pad down to highlight the team. 2. D-Pad left/right to cycle through teams. Press B to change sides. CONTROLLERS Control Direction To compensate for the angle from which you view the action, you can change the response of your D-Pad. The control direction arrow is normally straight up. D-Pad Up to move the players upfield. When the arrow points diagonally, D-Pad in the true direction to which you want the players to run. From the Controllers screen, press A to toggle control direction. Multiple Players Up to four human players can play FIFA Soccer '96 at the same time using EA Sports' 4 Way Play adapter. CONTROLLER# 1-Yellow 2-Red 3-Blue 4-White CONTROL Team Coverage To adjust your coverage: 1. From the Coverage screen, D-Pad Up/Down to highlight a coverage grouping. 2. D-Pad Left/Right to adjust the length of the arrow on the field. The Midfield arrow extends in either direction. When you're ready to move on, press B. Team Strategy To select your initial strategy: From the strategy screen, D-Pad Up/Down to highlight a strategy option. The arrows on the field change to illustrate each strategy. When you've decided on a strategy, press B. The Formation screen appears. Team Formation A diagram of players on the field displays how each formation appears. Select a team formation in the same manner as Team Strategy. On-The-Fly Management To adjust your coverage, formation, and strategy, you can do one of two things. Either pause during game play and modify from the Game Paused screen, or use On-The-Fly Management to save up to seven different settings, then change your approach without ever leaving the game. To save a setting: * From the Coverage, Formation, or Strategy screen, D-Pad up/down to highlight a setting. * When your formation is set, press START + any combination of A, B, and C. (e.g. Start + A + C) To change a setting while in play: * Press START + the combination of A, B, and C you used to save your strategy. Starting Lineup To adjust your starting lineup: 1. From the Starting Lineup screen, D-Pad Up/Down to highlight your desired player. 2. Press C to select. The player's name appears on the bottom of the screen. 3. D-Pad Up/Down to highlight the player you want to swap positions with. 4. Press C. The two players swap positions. D-Pad Left/Right to scroll through 14 Player Rating categories. After the match begins, the Starting Lineup option is replaced by the Substitutions option. Press A to cancel swap. ON THE FIELD Kick Off/Restart Before each half and after each score, the players take up their positions on either side of the center circle. * With both teams in Kick Off formation, press A, B, or C to kick to your teammate. Ball Control The closer a player controls the ball, the harder it is for an opponent to tackle him. Press A to clear the ball or attempt a chipshot. Press B to pass to your nearest teammate. D-Pad in any direction to direct the pass. To sprint while in possession of the ball, hold B or C + D-Pad. Press C to take a shot toward the goal from anywhere on the field. To boot the ball over the head of a defender with a Rainbow Kick press B + C while running. To do a Step-Over-Fake, press A + C. TIP: Holding a button increases the power of a move. Hold A for a longer lob, B for a stronger pass, and C for a more powerful shot. Defense Press A to slide tackle. Simply the best way to strip the ball from an attacking opponent. Press B to switch control to your player nearest the ball. When you are near an attacker, press B again to attempt a steal. Press C for a burst of speed or to throw an elbow at an opposing ball handler. TIP: For a fiendish shot, press B + C to flatten an oppenent. Ball In The Air The type of specialty move your players perform when the ball is in the air depends on the height of the ball at the time the move is executed, and how close you are to the net. With the ball in the air, press A, B, or C to perform a specialty move away from the net. After you make contact with the ball, D-Pad in any directio to add a slight curve. To perform a specialty move near the net: 1) Press A to lob the ball in front of the net. 2) Tap B to switch to the receiver. For a normal header into the net, press A. To trap the ball, press B. For a diving header, press C. Keeper's Ball To cycle normal/camera/receiver modes, press B. D-Pad in any direction to position target box. Press A or C to throw or kick to a target. Corner Kick To Lob the ball into play, press A. To cycle normal/camera/receiver modes, press B. To select a set play, press C + the D_pad to determine the direction of the kick. To hide a set play, press C + D-Pad + A. To execute the set play, press C. Throw-ins are executed in the same manner as Corner Kicks, as are Free Kicks. NOTE: Opposition players can block free kicks. PENALTIES To save a penalty kick: As the ball is struck, press A, B, or C + D-Pad Left/Right to dive in anticipation of the shot. To take a penalty kick: Press B to select another shot taker. You want your most accurate foot at the line. Press A or C to kick the ball. INSTANT REPLAY To view an instant replay: Tap B to advance the play one frame at a time. Hold B to play at normal speed. Hold A + D-Pad Left to rewind the action, and use A + D-Pad Right to fast-forward. Press C to flip the replay and watch it from the reverse angle. To track a specific player: D-Pad in any direction and the track box appears. Focus on a player; a yellow cross hair indicates the camera is locked on. To exit the Instant Replay screen, press START. PRACTICE SCENARIOS To select a scenario: 1. Select Practice from the Game Setup screen. Once in the Practice screen, D-Pad up/down to highlight the desired scenario. 2. Press START to go straight to the field. To advance to the Control Screen, press C. NOTE: All scenarios end once a team reaches ten points. Points are awarded when a goal is scored, a shot on the net is blocked, or the ball is put out of play. Select Scenario: With this option, you can choose to play one of three practice scenarios: Kicks and Throw Ins, Scrimmage, or Shootout. FIFA Soccer '96 Hints and Tips Use Up/Down to scroll text * The further your defenders push up, the more likely you are to find yourself under-manned in defense when the opposition counter-attacks. * Tapping the A Button pops the ball straight up, putting your player in position to follow up with a bicycle kick or header. * For a devilishly fiendish shot, press B + C to flatten an opponent. If you're playing with Fouls on, be prepared to pay the price. * Use a bicycle kick or header when the ball is in the air in front of your opponent's goal. * To win games and tournaments you should pick strong teams. Don't try to be patriotic and pick the United States when you're learning to play the game. Instead, pick a team like Brazil, Italy or Germany to give you a better chance to win. Once you get better, then try to bring the United States team to glory by winning the World Cup.

FIFASOCC.O

FIFA International Soccer Electronic Arts To return to Now Playing, reset your adapter. FONCTIONS DU CONTR‘LEUR JOUER LE JEU TRUCS ET ASTUCES PARCOURIR LES FICHIERS D'AIDE FIFA International Soccer Description du Jeu Use Up/Down to scroll text LE MONDE DU FOOTBALL Des bidonvilles de Sao Paulo aux banlieues de Stuttgart, les enfants jouent au football (soccer) avec des buts de fortune et une boÓte de conserve ou une balle de tennis au lieu du ballon rond. Dans ce sens au moins, c'est un sport universel. On n'a pas besoin de matÈriel dispendieux ou d'Èquipements dÈmesurÈs pour apprÈcier le football association, mais juste l'amour du jeu. Ne vous y trompez pas; de cette mÍlÈe de pieds voltigeurs et de bras agiles Èmergera la relËve de PelÈ, Maradona, Charlton et Cruyff. Pratiquement tous les pays du monde prennent part aux compÈtitions mondiales.Le football est de loin le sport le plus pratiquÈ et le plus regardÈ de la planËte. Mais ce n'Ètait pas le cas en 1904, lors de la crÈation de la FÈdÈration Internationale de Football Association (FIFA). Les sept membres fondateurs Ètaient tous europÈens: la Belgique, le Danemark, l'Espagne, la France, la Hollande, la SuËde et la Suisse. La GrandeBretagne a mis deux ans pour se joindre ‡ cette Association, bien que le premier prÈsident de la FIFA, D.B. Woolfall Ètait un Anglais. Pour tenir compte de la diversitÈ des Èquipes et de l'intÈrÍt manifestÈ partout dans le monde pour le football, le jeu ´FIFA International Soccerª comporte 48 Èquipes nationales. Le Cameroun a fait irruption sur la scËne mondiale lors de la coupe du monde 90 en Italie, et ´FIFA International Soccerª reflËte l'Èmergence d'Èquipes africaines impressionnantes. Mesurez le Cameroun ‡ d'autres pays plus rÈputÈs pour leur football, comme la Hollande, l'Allemagne ou le BrÈsil. Toutes les Èquipes sont prÈsentes dans cette simulation Ètonnante, digne d'un jeu ´EA SPORTSª. FIFA International Soccer Fonctions du ContrÙleur Use Up/Down to scroll text SOMMAIRE DES COMMANDES Coup d'envoi Appuyez sur A, B ou C. Sans ballon Appuyez sur A pour un plaquÈ glissÈ ou un coup de tÍte (selon la position du ballon). Appuyez sur B pour activer le joueur le plus prËs du ballon/plaquÈ s'il est prËs de l'adversaire. Appuyez sur C pour accÈlÈrer et charger un adversaire. Appuyez sur B+C pour un coup d'Èpaule ou un plaquÈ glissÈ. Avec ballon Bouton directionnel haut/bas/gauche/droit pour contrÙler la direction du joueur ayant le ballon. A (enfoncÈ) pour frapper le ballon par en dessous ou pour le lober. B+Bouton directionnel dans le sens contraire de votre course pour faire une talonnade. B (enfoncÈ) pour passer le ballon. C (enfoncÈ) pour lancer. B+C pour faire un jeu de passe. Gardez B ou C enfoncÈ pour donner un surcroÓt de puissance au lancer ou ‡ la passe. Utilisez le bouton directionnel pour diriger le ballon dans les airs. Ballon dans les airs Appuyez sur A, B ou C pour une volÈe, un retournÈ acrobatique ou un coup de tÍte. Gardien de but Appuyez sur A ou B pour passer le ballon ‡ un coÈquipier (s'il y en a un tout prËs). Appuyez sur B pour plonger sur le ballon (bouton directionnel haut/bas/gauche/droit pour diriger le plongeon). Appuyez sur C pour la boÓte de directions. Coup de pied de but ou de coin, rentrÈe en touche Appuyez sur A, B, ou C pour frapper ou lancer le ballon. Coup de pied de rÈparation Appuyez sur A ou C pour lancer. Appuyez sur B pour changer de tireur. Coup franc Appuyez sur A ou B pour passer. Appuyez sur C pour lancer au but. FIFA International Soccer Jouer le Jeu Use Up/Down to scroll text …CRAN D'INSTALLATION Langue Lorsque vous arrivez ‡ l'Ècran d'installation (´GAME SETUPª), l'option de langue devrait Ítre activÈe. DÈplacez le bouton directionnel vers la gauche ou la droite pour choisir le franÁais, l'anglais, l'allemand ou l'espagnol. Cette option n'est pas sauvegardÈe lorsque vous sortez de ´FIFAª, vous devrez donc la rÈactiver ‡ chaque partie. Mode de jeu DÈplacez le bouton directionnel vers la gauche ou vers la droite pour choisir entre un match d'exhibition, de tournoi, d'Èliminatoire, de championnat, pour reprendre une partie ou regarder un match de dÈmonstration. Le mode exhibition est un match amical entre deux Èquipes de votre choix, et c'est aussi le mode par dÈfaut. Le mode tournoi vous permet de choisir entre une ‡ huit Èquipes pouvant participer ‡ un tournoi. Le mode Èliminatoire vous permet de sauter les matches de qualification et de passer directement aux Èliminatoires avec au moins seize Èquipes. Le mode championnat vous permet de faire le choix entre un maximum de huit Èquipes devant jouer les unes contre les autres pour le compte du championnat de la ligue. Vous pouvez reprendre une partie pour poursuivre les Èliminatoires ou les championnats. DISPOSITION DE L'…QUIPE Vous pouvez modifier la disposition des joueurs sur le terrain. DÈplacez le bouton directionnel vers le haut ou le bas pour choisir les arriËres, les demis ou les ailiers, et dÈplacez le bouton directionnel vers la gauche ou la droite pour modifier la longueur de la flËche sur le terrain. La flËche des demis peut Ítre Ètendue dans les deux sens, vers l'attaque ou vers la dÈfense. STRAT…GIE D'…QUIPE DÈplacez le bouton directionnel vers le bas pour activer la stratÈgie d'Èquipe et appuyez sur C pour l'Ècran de stratÈgie. DÈplacez le bouton directionnel vers le haut ou vers le bas pour choisir l'une des options offertes. Les flËches changent de longueur en fonction de la stratÈgie choisie. DÈgagement : Les arriËres dÈgagent le ballon de leur camp; les demis et les avants courrent vers le ballon. Souvent appelÈe Route 1, cette stratÈgie est simple, directe et efficace si vous avez des avantcentres qui savent donner de bons coups de tÍte. Toutefois, les puristes trouvent cette stratÈgie dÈnuÈe de la finesse du jeu fondÈ sur les passes. DÈfense gÈnÈrale : Les joueurs restent tous derriËre le ballon afin d'Ècraser les attaquants par leur supÈrioritÈ numÈrique. Choisissez cette stratÈgie si vous craignez une attaque agressive des attaquants de l'Èquipe adverse, ou si la victoire ne tient qu'‡ un fil. Attaque : Une stratÈgie ouverte conÁue pour tirer le meilleur parti possible des possibilitÈs de marquer des buts; les arriËres et les demis soutiennent les avants. DÈfense : Une stratÈgie rigoureuse o˘ les milieux de terrain sont positionnÈs autour du rond central pour former une barriËre dÈfensive supplÈmentaire. Attaque gÈnÈrale : Tous les joueurs envahissent le camp adverse sans se prÈoccuper de dÈfendre leur but. ¿ utiliser lorsqu'on arrive ‡ la fin du match et que la dÈfaite semble de toute faÁon inÈvitable. FORMATIONS Voici les formations possibles : 352 : les milieux de terrain sont nombreux; ils essaient de s'emparer du ballon avant que les trois arriËres ne soient menacÈs et l'envoient aux avants. 442 : une formation ÈquilibrÈe mais conventionnelle, solidement pourvue d'arriËres et de demis; les avants doivent bien s'entendre pour marquer des buts. Balayeur : un joueur est envoyÈ ‡ l'arriËre pour prendre un rÙle dÈfensif plus libre. C'est la derniËre dÈfense lorsque son co-Èquipier le plus prËs est dÈbordÈ, mais il peut aussi avancer vers le centre et amener le ballon vers l'avant. 424 : malgrÈ le nombre restreint de demis, les quatre avants sont capables d'Ècraser les dÈfenses adverses par surprise. Cette formation est particuliËrement efficace combinÈe avec les stratÈgies d'attaque. 433 : une autre formation bien ÈquilibrÈe, avec l'accent mis sur l'attaque malgrÈ le nombre restreint de demis. …QUIPE DE D…PART Toute l'Èquipe est nommÈe, mais seuls les onze premiers vont sur le terrain. Lorsque le nom d'un joueur est activÈ, dÈplacez le bouton directionnel vers la gauche ou vers la droite pour connaÓtre ses qualitÈs. Si un joueur est renvoyÈ pour mauvaise conduite, vous serez ‡ court. Utilisez l'option de remplacement pour repositionner les autres joueurs de sorte ‡ boucher le trou. PILE OU FACE DÈplacez le bouton directionnel vers le haut ou le bas pour choisir pile ou face. Appuyez sur C; l'arbitre jette la piËce en l'air et la laisse tomber par terre. Un message vous indique si vous avez gagnÈ ou perdu. Si vous avez gagnÈ, vous pouvez donner le coup d'envoi ou choisir quel cÙtÈ dÈfendre. DÈplacez le bouton directionnel pour choisir l'une des icÙnes, puis appuyez sur C pour confirmer votre choix. Pour choisir de donner le coup d'envoi, dÈplacez le bouton directionnel vers le bas pour activer l'icÙne reprÈsentant un ballon et appuyez sur C. Le drapeau d'Èquipe en haut de l'Ècran change, et les adversaires choisissent le cÙtÈ. Si vous perdez, vous Ítes ‡ la merci de vos adversaires. Si c'est ‡ vous de choisir, vous pouvez dÈcider de quel cÙtÈ jouer ou donner le coup d'envoi, comme si vous aviez gagnÈ. CONTR‘LE DES JOUEURS Vous contrÙlez le joueur marquÈ d'une Ètoile de couleur. Lorsque votre joueur n'a pas le ballon, seule la silhouette de l'Ètoile est affichÈe. Quand le joueur prend le contrÙle du ballon, l'Ètoile devient colorÈe. La couleur de l'Ètoile dÈpend du numÈro de contrÙleur que vous utilisez: ContrÙleur 1 : Jaune ContrÙleur 2 : Rouge ContrÙleur 3 : Bleu ContrÙleur 4 : Rose Appuyez sur B pour alterner entre les joueurs. L'Ètoile se place prËs du joueur le plus proche du ballon. DÈplacez le bouton directionnel vers le haut, le bas, la gauche ou la droite pour diriger les mouvements du joueur activÈ. HORS JEU Le ballon est hors du champ de jeu lorsque toute sa circonfÈrence passe la ligne de touche ou la ligne de but, ce que l'arbitre donne par un coup de sifflet. Cela donne le choix entre trois faÁons diffÈrentes de recommencer le jeu. Coups de pied de but : Un attaquant lance loin du but et aucun dÈfenseur ne touche le ballon tandis qu'il passe la ligne de but. Le ballon est automatiquement placÈ dans le coin de la surface de but (du cÙtÈ o˘ le ballon est sorti). Appuyez sur A ou B et le gardien de but envoie le ballon dans le camp adverse. Ou encore, appuyez sur C; la boÓte de direction rouge vous permet de frapper le ballon de maniËre plus prÈcise. Utilisez le bouton directionnel pour activer la surface du terrain o˘ vous voulez que le ballon tombe. Appuyez sur A ou B pour un coup de pied de but plus prÈcis. Nota : AprËs un coup de pied de but, le ballon doit atteindre au moins la limite de la surface de rÈparation. Aucun autre joueur ne peut pÈnÈtrer dans la surface de rÈparation tant que le ballon s'y trouve. Coups de pied de coin : Lorsque le dernier joueur ayant touchÈ le ballon lorsqu'il passait la ligne de but est un dÈfenseur ou un gardien de but. Pour le coup de pied de coin, on place le ballon dans le quart de cercle tracÈ autour du drapeau de coin (du cÙtÈ o˘ le ballon est sorti). Le joueur qui frappe le ballon est choisi automatiquement. Utilisez le bouton directionnel pour placer la boÓte de direction rouge dans l'endroit o˘ vous voulez que le ballon tombe, puis appuyez sur A, B ou C pour donner le coup de pied. RentrÈes de touche : Une rentrÈe de touche se fait ‡ partir de la ligne de touche o˘ le ballon est sorti; elle est accordÈe lorsqu'un joueur envoie le ballon hors des limites du champ de jeu. Le joueur qui lance le ballon est choisi automatiquement. Le numÈro du contrÙleur est activÈ dans une Ètoile colorÈe au bas de l'Ècran. DÈplacez la boÓte de direction vers la partie du terrain o˘ vous voulez lancer le ballon, et appuyez sur A, B ou C. BALLON DU GARDIEN Il arrive que l'attaque n'aboutisse pas et que le ballon reste dans les bras du gardien de but. MÍme lorsque l'ordinateur choisit le gardien de but, le contrÙleur avec l'Ètoile de la couleur correspondante doit remettre le ballon en jeu. Le gardien de but peut envoyer le ballon ‡ l'autre bout du terrain en lui donnant un coup de pied ou en le lanÁant. Pour lancer : Appuyez sur A ou B et utilisez le bouton directionnel pour lancer le ballon vers un dÈfenseur proche. Pour donner un coup de pied : Appuyez sur C et activez la boÓte de direction rouge. Utilisez le bouton directionnel pour la diriger vers la partie du terrain o˘ vous voulez lancer le ballon; ensuite, appuyez sur B. Nota : Lorsque vous utilisez la boÓte de direction, gardez l'oeil sur le gardien de but pour voir si des adversaires empiËtent sur votre surface. Contrairement ‡ ce qui se produit avec le coup de pied de but, la surface de rÈparation n'est pas un lieu s˚r lorsque le gardien de but tient le ballon dans ses bras. INFRACTIONS Des coups francs sont accordÈs pour les fautes et les infractions techniques, par exemple les hors-jeu, les plaquÈs violents ou tardifs ou le fait de bousculer un joueur. Lorsque vous bÈnÈficiez d'un coup franc, le ballon est placÈ ‡ l'endroit o˘ l'infraction a eu lieu, et il est impossible de grignoter quelques mËtres en avan ant un peu avec le ballon. Un joueur est automatiquement dÈsignÈ pour donner le coup franc. Lorsque plus d'un joueur par Èquipe est contrÙlÈ par un joueur humain, celui contre qui la faute a ÈtÈ commise donne le coup de pied. Utilisez le bouton directionnel pour contrÙler la direction du tir. Appuyez sur B pour envoyer le ballon sur une petite distance au joueur le plus proche. Si vous Ítes en bonne position pour le faire, appuyez sur C pour tirer directement au but. Nota : Les joueurs adverses doivent demeurer ‡ 9 mËtres 15 du ballon jusqu'‡ ce que le coup de pied ait ÈtÈ donnÈ. Coups de pied de rÈparation Un coup de pied de rÈparation est imposÈ si une faute mÈritant un coup franc est commise dans la surface de rÈparation. Par consÈquent, la faute d'un dÈfenseur dans sa propre surface de rÈparation produit un coup de pied de rÈparation (‡ moins, bien s˚r, d'avoir choisi d'ignorer les fautes dans l'Ècran d'installation). ArrÍter un coup de pied de rÈparation : Le ballon est automatiquement placÈ sur le point de rÈparation. Seul votre gardien de but et le joueur qui donne le coup de pied peuvent pÈnÈtrer sur la surface de rÈparation. Les arriËres ne peuvent pÈnÈtrer dans cette zone qu'aprËs le coup de pied de rÈparation. MÍme si les gardiens de but sont contrÙlÈs par l'ordinateur, vous devez essayer de bloquer le ballon. Au moment de toucher le ballon, dÈplacez le bouton directionnel vers la gauche ou la droite, puis appuyez sur B pour plonger dans la bonne direction (on l'espËre!). Donner un coup de pied de rÈparation : L'ordinateur nomme automatiquement le joueur qui donnera le coup de pied de rÈparation; celui-ci reste dans la surface de rÈparation en attendant le tir. Appuyez sur B pour changer de joueur. Maintenant, c'est vous contre le gardien de but. Appuyez sur A ou sur C pour lancer, et utilisez le bouton directionnel pour diriger le ballon dans les airs. C'est la meilleure occasion de marquer un but que vous aurez pendant tout le match, alors ne la ratez pas! Lorsque plus d'un joueur par Èquipe est sous contrÙle humain, le joueur contre qui la faute a ÈtÈ commise donne le coup de pied de rÈparation. PUNITIONS Si l'arbitre considËre qu'une faute est particuliËrement grave, il pourra brandir le carton jaune. Le jeu s'arrÍte pendant que l'arbitre prend note du nom du joueur et un message appropriÈ apparaÓt. En gÈnÈral, les rÈcidivistes re oivent le carton rouge et sont expulsÈs. Ici aussi, le jeu s'arrÍte et l'Èquipe du joueur fautif doit se dÈbrouiller avec dix joueurs, puisqu'il est interdit de remplacer le co-Èquipier expulsÈ. POINTAGE La seule faÁon de gagner des points, c'est d'envoyer le ballon au fond des filets. En fait, il suffit que le ballon passe le plan de la ligne de but (imaginez un mur invisible entre la ligne de but, les montants et la barre) et l'arbitre dÈcidera que le but est valable. Toutefois, le ballon doit traverser la ligne en entier et il est inutile de se disputer avec l'arbitre, mÍme si vous pensez avoir marquÈ un but. Pour lancer, appuyez sur C. Gardez C enfoncÈ pour un surcroÓt de puissance. Vous pouvez utiliser le bouton directionnel pour diriger le ballon dans les airs. AprËs avoir marquÈ un but Lorsque le joueur qui a marquÈ le but et ses coÈquipiers ont fini de cÈlÈbrer le but, le ballon retourne dans le rond central pour Ítre remis au jeu. MITEMPS Un match de football se dÈroule en deux temps. ¿ la fin de la premiËre demie, vous serez peut-Ítre sur le chemin de la victoire, mais rien n'est encore garanti. Lorsque l'arbitre siffle pour indiquer la mi-temps, les deux Èquipes vont derriËre la ligne de touche et l'Ècran de configuration est affichÈ. L'option ´RESUME GAMEª (reprendre la partie) est activÈe, mais vous pouvez aussi apporter des changements ‡ votre Èquipe ou ‡ votre tactique. RÈflÈchissez sur vos faiblesses et les points forts des adversaires et faites vos changements en consÈquence. Si vous Ítes prÍt ‡ reprendre la partie, appuyez sur ´STARTª ou activez ´RESUME GAMEª et appuyez sur C. RALENTIS Vous voulez revoir le moment mÈmorable o˘ vous avez frappÈ une volÈe des 25 mËtres et o˘ le ballon a atterri au sommet du but? Ou vous voulez humilier votre adversaire en lui rappelant sa gaffe embarrassante? Et bien, c'est possible avec l'option ´INSTANT REPLAYª. Dans l'Ècran de configuration, activez ´INSTANT REPLAYª et appuyez sur C. L'Ècran ´INSTANT REPLAYª est affichÈ. Vous y voyez une image figÈe et une icÙne de contrÙleur en haut ‡ gauche. Les boutons du contrÙleur vous permettent de faire ce qui suit : Gardez A enfoncÈ pour revenir en arriËre. L‚chez A pour arrÍter le retour en arriËre. Appuyez sur B pour avancer le film image par image. Gardez B enfoncÈ pour avancer le film plus vite. Appuyez sur C pour visionner l'action ‡ la vitesse normale. Pour regarder encore une fois, appuyez sur A et le film se rembobine. Pour suivre un joueur Utilisez le bouton directionnel pour mettre un joueur en surbrillance et suivre chacun de ses mouvements pendant le ralenti. DÈplacez le bouton directionnel vers le haut, le bas, la gauche ou la droite et une boÓte jaune apparaÓt ‡ l'Ècran. Placez cette boÓte au-dessus d'un joueur; un fil jaune montre que la camÈra le suit. Appuyez sur A, B et C comme auparavant pour visionner la performance du joueur que vous avez mis en vedette. REMPLACEMENTS DÈplacez le bouton directionnel vers le bas pour afficher l'Ècran des substitutions. Utilisez le bouton directionnel pour faire dÈfiler la liste des joueurs vers le haut ou vers le bas. Activez le nom du joueur devant Ítre remplacÈ, et appuyez sur A; son nom apparaÓt dans la fenÍtre des substitutions prËs du drapeau de l'Èquipe. DÈplacez le bouton directionnel vers le haut ou le bas pour activer le nom du remplaÁant que vous avez choisi. Vous pouvez comparer ses attributs ‡ ceux du joueur remplacÈ. Le nom du remplaÁant apparaÓt en dessous du nom de l'autre joueur dans la fenÍtre des substitutions. Appuyez sur A et le message OK confirme le remplacement. On ne peut utiliser que deux remplaÁants par match. Si vous changez d'idÈe, appuyez sur C pour choisir un autre joueur. Lorsque vous retournez sur le terrain, le joueur remplacÈ retourne au vestiaire dËs que l'arbitre siffle pour arrÍter le jeu. POINTAGE DÈplacez le bouton directionnel vers le bas pour afficher le pointage et appuyez sur C. Cet Ècran vous montre les joueurs et les Èquipes qui ont marquÈ des buts, ainsi que le moment o˘ le ballon est entrÈ dans le filet. LISTE DES FAUTES DÈplacez le bouton directionnel vers le bas pour afficher la liste des fautes et appuyez sur C. Cet Ècran vous montre le nom des petits vilains auxquels on a montrÈ le carton jaune ou rouge, ainsi que leur Èquipe et le moment de la faute. FIN DU MATCH Un coup de sifflet marque la fin du match. Les gagnants peuvent jouir des applaudissements de la foule et cÈlÈbrer sur la ligne de touche. Si vous avez ÈtÈ battu ‡ plate couture et n'avez pas envie de voir les adversaires fÍter leur victoire, appuyez sur ´STARTª et passez ‡ l'Ècran ´END OF GAMEª. Mot de passe Si vous avez besoin de souffler un peu, il vous faut un mot de passe. DÈplacez le bouton directionnel vers le bas jusqu'‡ ´VIEW PASSWORD et appuyez sur C. Vous entrez alors dans l'Ècran du mot de passe. Prenez note des lettres et chiffres formant le mot de passe et gardez-le en lieu s˚r. Sans mot de passe, vous ne pourrez plus reprendre la sÈrie actuelle de matches lorsque vous retournerez au tournoi, aux Èliminatoires ou au championnat. FIFA International Soccer Trucs et Astuces Use Up/Down to scroll text - Plus vos dÈfenseurs avancent sur le terrain, plus vous risquez d'Ítre ‡ court de dÈfenseurs lorsque les adversaires lanceront leur contre-attaque. - Si vous laissez les demis groupÈs au milieu du terrain, ils auront du mal ‡ faire des passes aux dÈfenseurs, mais s'ils sont trop dispersÈs, ils risquent d'Ítre dÈbordÈs. - La surface de jeu couverte par vos avants dÈpend surtout de la stratÈgie choisie. Si vous avez choisi des balles longues, il convient de les laisser dans le camp adverse, mais en stratÈgie dÈfensive, ils devront reculer.

FINLZONE.O

Final Zone Renovation To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME WEAPONS BROWSE HELP FILES Final Zone Game Description Use Up/Down to scroll text You are about to be transported into the future, where wars are no longer fought by missiles and nuclear bombs. With all weapons of mass destruction banned, the latest wave in warfare is the New Age Power-Suit, or NAP-a robotic combat machine which gives the wearer unheard-of fighting ability. Here, you will play the part of Howie Bowie, the finest soldier of the El Shiria Military Nation's foreign legion, leader of the unit called "Undead". You receive your orders via an urgent radio transmission: "Team Undead, occupy and destroy Point A-46K Bloody Axis. Use K-19 Phantom NAP for this operation." Some would call this an impossible mission. But your NAP can be equipped with up to 14 different weapons, out of 20 available--including flame throwers, land mines, and both hand-held and body-mounted firing equipment. With this kind of firepower to command, your only limitation will be your own strategic sense and combat savvy. The ultimate battlefield-the FINAL ZONE-awaits you! Final Zone Controller Functions Use Up/Down to scroll text Start: * Press to start game. * During play, press to pause/unpause game. D-Pad: * Press to move NAP in eight directions. * Pressing D-Pad twice in the same direction moves NAP faster. * Pressing the button once in the reverse direction applies the brake. A Button: * Press to shoot hand-held weapon. B Button: * Press to shoot optional weapon. C Button: * Press to go to weapons select mode. Punch: * Enemies are punched automatically when NAP gets close to them. Final Zone Playing the Game Use Up/Down to scroll text How to Move NAP: Normal move: Press D Button to move NAP and to change the direction it is facing. Move and use hand-held weapon at the same time: Press D Button and A Button (or whichever button you assigned in configuration mode). The NAP will move without changing direction of the body. Super-speed mode: Press D Button twice quickly in the same direction to move the NAP at super-speed. Press the D Button in the opposite direction once to resume normal movement. Screen Indicators: * The number of enemy officers left in the stage is shown in the upper left corner of the screen. * Your current score is shown in the upper right corner of the screen. * To the right of the enemy officers indicator is the number of weapons equipped with NAP now, or how durable the NAP is. * Just to the left of your score is the number of bullets left for optional weapon being used. A square means 10 bullets and a bar means 1 bullet. Game Start: In this game you must clear 14 stages in 7 areas of battle scenes. Each area consists of a Battle Stage and a Boss Stage (except area 7). In the Battle Stage, "Officers" and "Soldiers" of enemies will fight NAP. The number of "Officers" of enemies is displayed at ENEMIES portion in the upper screen. To clear each stage: In Battle Stage--Destroy all "Officers" of enemies. In Boss Stage--Destroy all enemies. Weapon Damaging System: NAP is able to equip with up to 14 different types of weapons. Number of weapons equipped also means how durable the NAP is. For example, the NAP with 10 weapons can get through 10 enemies' attacks before it is destroyed (Game Over). Game Over: Each time NAP is attacked by enemies, it will lose the weapons equipped, one by one per attack. When NAP loses all the weapons, it will be out of control and will explode (Game Over). Continue Game: Game Over will lead to the title screen, which will display the number of credits and time toward accepting replay. Replaying the game from the stage where Game Over happened is possible. The number of credits toward replay differs in each game mode. Easy Mode allows replay for five times, Normal Mode for three times, and Hard Mode for one time. Final Zone Weapons Use Up/Down to scroll text Weapons Select Mode: If you press C Button during game play, Weapons Select Mode will appear. Functions of each Button at Select Mode: D-Button: Selects weapons. A Button: Assign selected weapon as Hand-held Weapon. B Button: Assign selected weapon as Optional Weapon. C Button: Change priority of weapons. To exit from Weapons Select Mode, move cursor to "EXIT" and press either A, B, or C Button. Weapon Characteristics: NAP is able to equip with up to 14 weapons. To obtain weapons, destroy enemies' transports carrying weapons. Each weapon will have different characteristics, depending on the part of the body to which the weapon will be loaded. When the weapon is loaded on the right hand, it will work as a "Hand-held Weapon." If the same weapon is loaded on the back, it will work as an "Optional Weapon." If it is located on another part of the body, it will work as a "Shield." Hand-held Weapon: Number of bullets is limitless; however, it is not powerful. Optional Weapon: Number of bullets is limited but powerful. Shield: This does not discharge bullets. It works as a shield against attacks, giving NAP durability. There is a priority order of each weapon depending upon where it is loaded on. When NAP is shot, it will lose the weapon which has the lowest priority. Once "Optional Weapon" uses up all bullets, it will be moved to the lowest priority part of the body automatically. Other weapons will go up to a higher priority position accordingly. Priority of each body part to load weapons: 1) Right hand 2) Back 3) Left hand 4) Body 5) Shoulder joint 6) Right waist 7) Head 8) Right Shoulder 9) Left Shoulder 10) Right leg 11) Left leg 12) Right arm 13) Left arm 14) Left waist Smaller number means higher priority. Selecting Hand-held Weapon: Move cursor by D Button to the weapon you want to load on the right hand (Hand-held weapon, highest priority) and press A Button. The weapon selected here will be loaded on the right hand and other weapons will move to lower priority positions accordingly. Selecting Optional Weapon: Move cursor by D Button to the weapon you want to use as Optional Weapon and press B Button. The weapon selected here will be loaded on the back (second priority) and other weapons except the Hand-held Weapon will move to lower priority positions accordingly. Selecting a weapon for third priority: Move cursor by D Button to the weapon you want to load on at third priority and press C Button. Other weapons lower than third priority will go down to lower priority accordingly. Hints for effective use of weapons: * Weapons have different characteristics depending on which position they are loaded (Hand-held Weapon or Optional Weapon). * Think about priority--NAP will lose a weapon loaded at the lowest priority position when it is attacked. If you want to use a strong weapon later, it is suggested that you raise the priority of the weapon. * Think about the number of bullets left--When the weapon is used as Optional Weapon, it is powerful, but the number of bullets is limited. Once it uses up all bullets, the weapon will be moved to the lowest priority position automatically. Functions of Weapons: Obtainable weapons are categorized in six systems: Normal, Laser, Napalm, Wire, Mine, and Missile. NOTE: Within each system, the name of the weapon will be listed first, followed by it's Hand-held function, and finally the Optional function. Normal System: * Normal; rapid firing; fires dual guns in parallel. * Shot G (gun); semicircular-style three-directional gun; fires guns rocking side to side. * Wave; fires twin bullets; fires three bullets in parallel. * Vulcan; rapid firing; fires bi-directional bullets on a slant. * Twin; fires two bullets in parallel; fires three bullets in parallel. * Grenade; rapid firing; eight-directional. Laser System: * Ray; single laser; dual laser. Napalm System: * Napalm; flame thrower; flame thrower (longer distance). * H NAP (handy napalm); flame thrower; three-directional flame thrower. Wire System: * Rope G (gun); shoots wire; shoots penetrative wire. Mine System: * Mine; single; set at the point time-bomb. Missile System: * Bazooka; rapid firing; T-shaped three-directional firing. * Spread; explodes when it reaches target; homing missile. * Side; Bi-directional dual firing (back & forth); Bi-directional dual firing (right & left). * Air Hunter; single shot; anti-aircraft fire. * Help; homing missile; supports bomber. * Missile Cannon; rapid firing; four-directional. * Particle Cannon; homing missile; anti-aircraft fire. * Giant; single shot; explodes when it reaches target. * Hunter; penetrative; parallel.

FLICKY.O

Flicky Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Flicky Game Description Use Up/Down to scroll text Flicky must find all of the Chirps in each round and take them to the door with Exit written above it. Watch out for the hungry Tiger cats and Iggy lizards! Jump from level to level, grabbing Chirps and dodging enemies. There are also items found on various levels that Flicky can throw at the Tigers and Iggys. In each of the first two rounds, there are six Chirps Flicky has to rescue. Every normal round thereafter has eight of the Chirps. You can take on one Chirp at a time to the door if you want. Each one is worth 100 points. There are special bonus points available though, if Flicky can take a group, or possibly all, of the Chirps to the door at the same time. Flicky Controller Functions Use Up/Down to scroll text D-Button: * Press to move Flicky in any direction. Start Button: * Press to start the game. * Press to pause the action; press again to resume play. Buttons A, B, and C: * Press any of these buttons to make Flicky jump or throw Items. Flicky Playing the Game Use Up/Down to scroll text As Flicky moves about, he can pick up one of the items to throw at oncoming foes. The items may be anything from telephones to flowerpots, cups or bottles. To hurl one at a cat or lizard, press Button A, B, or C. Make sure Flicky is facing in the direction of the enemy. Diamonds that are worth bonus points will also appear from time to time. They are small, so watch for them as you play! In the bonus round, Tigers use see-saws to propel Chirps skyward. Flicky must move side to side and catch as many possible using his net. The more he catches, the higher the bonus will be. SCORING: If Flicky brings just one Chirp to the door at a time, each one is worth 100 points. If you're good enough to grab a group of Chirps, the point value increases by 100 points per extra Chirp, (so the 4th Chirp will get you 400 points) until the 5th Chirp. The 6th Chirp will get you 1,000 points, the 7th will get you 2,000 points, and the 8th will get you 5,000 points. A Time Bonus is also available. You will get extra points for clearing a round under a minute. In the bonus round, each Chirp Flicky catches is worth 250 points. You'll receive a 10,000 point bonus if our little hero manages to haul in all twenty Chirps! Flicky Hints and Tips Use Up/Down to scroll text * Take as many Chirps in a group to the door as you can, and watch your score soar! * Perfect your catching technique, and get that perfect bonus in every bonus round! * Watch out for the cats. It's safer to follow them instead of running into them.

FLINTSTN.O

Flintstones Ocean To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME ZONES BROWSE HELP FILES Flintstones Game Description Use Up/Down to scroll text Not everyone is "falling" for Cliff Vanderclave...who has kidnapped Pebbles and Bamm-Bamm! As Fred, you'll rescue them. But wait, Cliff has Barney, Betty, Wilma and Dino too! To successfully rescue everyone, you'll explore every nook and crevice of Bedrock and the surrounding Jungle. Visit a real active volcano! Wrestle hungry dinosaurs. Eat Brontosaurus Burgers. Navigate the Machine... So put on your saber tooth, take off your shoes, and be your favorite Stone Age stooge in the rockinest adventure this side of Jurassic Park! Flintstones Controller Functions Use Up/Down to scroll text Move: Press the D-Pad Left or Right. Duck: Press the D-Pad Down. Jump: Press the B Button. To grab onto ledges, continue holding the B Button and release the arrowpad before reaching the cliff. Bowl: Press the D-Pad Up and press the C Button. Throw Stones: Press the C Button. The longer you press the button, the farther you throw. Club: Press the A Button. Pause: Press the Start Button. Volcanic Level In this level Fred will need to use boulders to stay above the moving lava. To do this, press the D-Pad Left or Right. Machine Level In this level Fred will need to use a rotating platform to continue past the tracks. Fred will also have all sorts of switches he will be required to use to continue past the tricky track. To move the platform, press the D-Pad in the direction you wish to go before reaching an intersection. To use a switch, simply stand as you are passing it. To miss a switch, just duck. Flintstones Playing the Game Use Up/Down to scroll text Game Screen Score: Here's how you're doing so far! Time Remaining: Gotta keep rockin'! There's only a limited amount of time. Fred's Head: This displays how much energy you have remaining. Each time you get hit Fred's face will change expressions. Take three hits and you lose a life. When you start again, you will start with maximum energy. Lives Remaining: (The number just to the right of Fred's head) This is how many more lives you have...use them wisely! Bowling Balls: Displays how many bowling balls you currently have. Stones: Displays how many stones you currently have. Power-Ups Club: Use it in close combat, or to smash rocks for bonuses. Fred always has his club with him. Stones: Used to hit enemies you can't get close to. You can pick up a stone you've already used and use it again, but you can only carry a limited number of stones. Bowling Balls: Line up your enemies and bowl 'em down! You can pick up a bowling ball you've already used and use it again, but you can only carry a limited number of them. Gems, Trophies & Coins: Earn bonus points for finding the goodies! Fred's Head: Don't laugh! This earns you an extra life, or boosts your energy to "Well." Flintstones Zones Use Up/Down to scroll text Zones: The Quarry: Avoid the rolling boulders, don't mess with the jumping frogs, and club all the uncivilized cavemen! Keep climbing higher, and eventually you'll trip the secret steps. Find the Big Caveman and you'll get a glimpse of Pebbles and Bamm-Bamm...keep searching! Bedrock: Off to the Cradle of Civilization! You're at the wheel, keeping Bamm-Bamm bouncing on the roof of his car. Press the D-Pad Down to scroll down and look at Fred's car, then press the D-Pad to move his car. The Jungle: Show these Gorillas the business end of your club...and go bowling for warthogs! Watch out for the hidden Jungle traps as you work your way to a real battle with a saber-toothed tiger! The Volcano: Come on in, the lava's fine! Duck before you get scorched by the Volcano's molten core...and narrowly escape the rising lava. Cowabunga-you can ride the lava wave to safety! The Machine: Cliff has wife-napped Wilma. Nobody wife-naps Wilma! Climb on conveyor belts, rising platforms and massive gears. Avoid the threatening buzzsaws, giant stone blades...and give Cliff what he deserves-a great big piece of rock...right in the gut!

FLSHBACK.O

Flashback: The Quest For Identity US Gold To return to Now Playing, reset your adapter CONTROLLER FUNCTIONS PLAYING THE GAME OBJECTS AND DEVICES HINTS AND TIPS BROWSE HELP FILES Flashback: The Quest For Identity Game Description Use Up/Down to scroll text THE ADVENTURE BEGINS You are Conrad Hart, graduate student, agent of the G.B.I. (Galaxial Bureau of Investigation) and overall cool dude. You must fight your way through 7 hazard-packed levels to retrieve your memory and probe hostile alien worlds to unlock the secrets of the invasion plot. Flashback: The Quest For Identity Controller Functions Use Up/Down to scroll text SUMMARY OF GENERAL COMMANDS D-Button: Moves the character during the game. Start Button: Opens and closes the inventory during the game. Shortens the animated scenes. Default Control Settings: A Button: "Action" button (running, jumping, firing, picking up an object, talking, hanging on a ledge) B Button: "Use" button (use an object selected from the inventory). Also Places an object down when pressed with the down button. C Button: Draws the gun or puts it away. Flashback: The Quest For Identity Playing the Game Use Up/Down to scroll text Interacting with Your Surroundings As you move through each level, you will come across many people and objects. Each time you come across one, its name and an icon will be displayed at the top left of the screen. The icon will explain which way you can interact with the object. Pressing the "Action" button performs the action indicated by the icon. The various icons are as follows: Take (pick up an object), Talk, Look, Activate (press a button, etc.), Recharge (recharges your shield or cartridge), and Use (Insert a key card into a card lock, for example). INVENTORY MENU To Open/Close the Inventory, press the Start button. At the start of the game, there are already several objects listed. As you "Take" items while progressing through each level, they will be added to your inventory. At the end of each level, any unnecessary objects will be discarded and you may be given extra objects to help you complete the next level. After opening up the inventory, use the D-Button to highlight an object. Select the object and exit the inventory by pushing the Start button. The last selected object will now be moved to the beginning of the inventory. If you give away the object, the previously selected object becomes current again. The current object is displayed at the top right hand corner of the play screen. Pressing the A,B, or C buttons while in the inventory menu will display the current score and difficulty level. CALLING TRANSPORTATION To call a taxi: Stand facing the taxi station and press the A Button. To take the subway: Stand in the entry zone, wait for the train to arrive and press the A Button. To get off at a station, press the A Button. HAZARDS There are various enemy and killer objects in the game. Destroy enemies with your gun. However, some killer objects cannot be destroyed. These objects are as follows: Land Mine: Explodes when you pass over or near to it. An explosion destroys one shield. Avoid them by jumping over them. Falling Mine: Explodes on contact with the ground, an object, or a character, etc. and destroys one shield. If any object passes beneath one of these mines it will cause it to fall. Laser Cannon: Try to avoid its deadly rays. It is activated by a camera or pressure pad. If Conrad falls more than two floors, he loses his life. However, it is possible to stop him from falling if he is lucky enough to catch a side wall. Special Character Moves Timing is essential to good play control. Keep in mind that tap means to quickly press down then release a button. Hold down means to continue pressing down a button, even when pressing other buttons. To make elevator go up/down: Hold down the A button and up/down on the D-Pad. To run: Hold down the A button, then left/right on the D-Pad. To Somersault while running: Hold down the A button then tap left or right on the D-Pad; then tap down on the D-Pad to somersault. Small jump: Hold down the A button and tap up on the D-Pad. Going down one floor: Stand at the edge. Hold down the A button then down on the D-Pad. Going up one floor: Method 1-Stand under the ledge. Hold up on the D-Pad. Method 2-Tap up on the D-Pad then hold down the A button. Tap up on the D-Pad to pull yourself up. Running long jump: Hold down the A button then tap left or right on the D-Pad, then tap up on the D-Pad to jump. Run and hang onto a higher floor automatically: Hold down the A button then tap left or right on the D-Pad. Hang to the left or right towards a lower floor: Hold down the A button then tap down on the D-Pad in the opposite direction to turn around. Walk with the gun: Tap the C button to pull out the gun. Press left or right on the D-Pad to move with the gun out. Press the A button to take aim. Somersault with gun: Tap the C button to pull out the gun. Tap down on the D-Pad to kneel, then tap left or right twice to roll. Drop down a floor with the gun drawn on landing: Tap the C button to pull out the gun. Advance to the edge by pressing left or right on the D-Pad. When at the edge, tap left or right once more on the D-Pad to drop down. Climb up a floor with the gun drawn: Hold up on the D-Pad. When pulling yourself up, tap the C button. Somersault Hold down on the D-Pad. While crouching, press and hold left or right on the D-Pad. Flashback: The Quest For Identity Objects and Devices Use Up/Down to scroll text OBJECT LIST Here are some of the objects which you may find in the course of the adventure: Holocube: Contains important information. Force Field: Creates an energy barrier which stops enemy shots. Stone: Can be thrown or placed. Credits: Money. Mechanical Mouse: Advances along the ground setting off pressure pads and cameras. Exploding Mouse: Like the mechanical mouse, but explodes at the slightest touch. May be picked up when not moving. ID Card: Identity card. Some may be used as keys. Teleport Receiver: Only works with the Teleport Remote. It teleports you to where the receiver is thrown or placed. Teleport Remote Control: Only works with the Teleport Receiver by teleporting you to the receiver's position. You can get the receiver back automatically by placing the Teleport Remote Control on the ground. MISCELLANEOUS DEVICES Used with certain objects to activate them. Teleport: Teleports you towards a mission or to a place which is inaccessible on foot. Energy Generator: Recharges the shield or magnetic cartridge. Switch: Opens a door or calls an elevator. Camera: Opens or closes a door, calls an elevator, etc. It also triggers the laser cannon's fire. Pressure Pad: Opens or closes a door, calls an elevator and may also set off an alarm. Card Lock: Used with a card, opens doors. Key Lock: Used with a key, opens a door or trap-door. Save: Saves the game where the station is. Shield: The shield is an item in your inventory. You start with 4 shields, and each time you are hit, you will lose 1 shield. If you have no shields left and you take a hit, you lose your life. You can recharge your shield using the energy generator. However, look out for the following death hazards: Disintegrator: Loss of life if you cross this. Electrified Floor: Run or jump over it. Flashback: The Quest For Identity Hints and Tips Use Up/Down to scroll text General Information *Before starting your quest, pick up the holocube and read the information. Get information from people you talk to. * Search the screen for objects which may not be obvious at first glance. * Keep an eye on your shields, you may be closer to death than you think. * Save the game regularly. Level 1-Planet Titan Conrad awakens on the artificial jungle of the planet Titan. He has no memory of past events nor the circumstances which brought him to this place. However, he finds a holocube which contains information to help him piece together his memory. Conrad must fight hostile mutants, watchdog robots, and avoid deadly traps to find his way out of the jungle. Hint: Pressure pads are activated by running or walking across them, or by the weight of an object. Level 2-New Washington Conrad manages to find his friend Ian and recover his memory. He knows he must return to earth to stop the Alien conspiracy. Unfortunately the voyage to earth is expensive. Conrad must earn credits by completing some jobs. Hint: Don't leave out any of your options during a last minute decision. Level 3-Death Tower Conrad is a contestant on The Death Tower television game show to try to win a free ticket back to earth. The Death Tower is a dangerous labyrinth guarded by formidable replicants having the power to move at breathtaking speed. Hint: The path that is most obvious is not always the quickest. Level 4-Earth Once on Earth, the aliens discover his true identity and try to liquidate him. After escaping he finds his way to the aliens' headquarters. Conrad must face watchdogs, replicants, laser cameras and rockets. Hint: There are lots of secret passages in this club. Level 5-The Secret Base of "Paradise" In the Paradise Club Conrad uncovers the aliens' plan to dominate the human race. Unfortunately he is discovered by the aliens and captured. Hint: Practice using the teleporter. Level 6&7-The Planet of Morphs Conrad finds himself on the planet Morph, the home of the aliens. He sets out to find crucial information which will destroy the planet. Hint: 1. Sometimes the best thing to do is the most obvious. 2. Try to attack the aliens from all sides. Here are the passwords for the NORMAL Mode: LEVEL 1: FALCON LEVEL 2: DATA LEVEL 3: MILORD LEVEL 4: QUICKEY LEVEL 5: BIJOU LEVEL 6: BUBBLE LEVEL 7: CLIP

FUNGAMES.O

Fun 'N' Games Williams To return to Now Playing, reset your adapter. DYNAMITE DRAWING BOARD MAGIC MUSIC MACHINE STYLIN' STUFF MIX AND MATCH ARCADE AVENUE BROWSE HELP FILES

GAIARES.O

Gaiares Renovation To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME WEAPONS STAGES BROWSE HELP FILES Gaiares Game Description Use Up/Down to scroll text THE STORY Mother Earth has been turned into an environmental wasteland by careless humans. Now, the human race has one last chance to save the Earth...with your help. The United Star Cluster of Leezaluth, the governing empire of the Galaxy, has sent a warning to the Earth: "To any surviving Humans-An inter-galactic terrorist group known as Gulfer is planning to invade your planet and use your polluted waster to build weapons. You Humans must stop Gulfer. If you cannot, we will be forced to super-nova your sun and destroy the Earth to stop them. But if you can stop Gulfer, we will give you a new planet like Earth to live on." Unfortunately, Earth can no longer afford to maintain a standing army or military. But there is still one brave hero willing to fight for the survival of Earth. He is Dan Dare, a young ace-pilot who is ready to face Gulfer-and possible death-by himself. Alexis, the messenger from Leezaluth, was awed by Dan's fighting spirit and decided to stay with him. She deliberately brainwashed herself of her own culture so that she could stay on Earth and fight alongside Dan. She modified Dan's spacecraft and is now the navigator of the TOZ weapon system on Dan's ship. The last epic struggle for the survival of the Human Race and Mother Earth has just begun...All our fates rest in your hands. Gaiares Controller Functions Use Up/Down to scroll text TAKING CONTROL D-Pad: * Move ship. Press to move ship in any direction. A Button: * Speed change. Press to change the speed of the ship in three levels: Low, Mid(medium), or Max(maximum). B Button: * Attack. Press to shoot. Pressing continuously shoots rapid-fire shots. Even if you are using the Genesis Arcade Power Stick, the number of shots will not increase more than the standard rapid-fire. C Button: * Operate TOZ. Press to detach TOZ. Start Button: * To pause/resume play. HOW TO PLAY In this game, the ship will power up by learning attacking characteristics of enemies as you play. You must carefully watch the TOZ indicator in the upper left corner of the screen during operation of TOZ. Don't worry, you won't be too nervous about the indicator once you get used to it. You can change the speed of the ship any time you want. The faster your speed is, the more likely you are to crash on the land or obstacles. Adjust the speed as you learn how to maneuver the ship. When you lose a ship, you will be sent back to a certain position of the stage in which you lost the ship. Gaiares Playing the Game Use Up/Down to scroll text CAST OF CHARACTERS There are four main characters that appear on the screen, who are part of this epic space struggle. Dan Twenty-one years old, he is an honest and true hero of Earth who has a strong sense of justice. He is the main hero of the game. He is also a first-rate pilot. Alexis She was sent to the Earth as a messenger, and she was awed by Dan's strong will to fight. She deliberately brainwashed herself of her own culture(which, of course, is forbidden in Leezaluth) so she could live among the humans and become the navigator of the TOZ for Dan. She is a bright and thoughtful 20-year-old girl from the Leezaluth star cluster. Natasha She is the Queen of the United Star Clusters, Leezaluth. The sister of Alexis, Natasha is 25 years old. She worries about Alexis, who she sent to Earth as a messenger. Queen ZZ Badnasty The corrupt leader of the terrorist force, Gulfer. A cold-blooded Queen who is trying to utilize polluted materials on Earth for military weapons. Half her body is a robot. She has a habit of laughing hysterically at absolutely nothing. She is also an egomaniac. ABOUT THE TOZ Power up your ship! A learning unit, the TOZ, is an artificial-intelligence system that can adapt the attacking pattern of the enemy and transfer the same weapon the enemy has to the player's ship by docking to the enemy. When TOZ is docked to the enemy, the system analyzes and adapts the enemy's attacking pattern, and the information will be transferred to the ship. By doing so, the ship will be able to change weapons, power-up, and attack with multiple weapons. Now your ship has the same capability as the enemy. The TOZ is standard equipment on the ship and you will not lose the system even when attacked. The level of weapon system acquired by TOZ will be kept even after a change of weapons is made. When the TOZ adapts the same kind of weapon later, the original weapon level will be resumed. How to use the TOZ The TOZ is detached by pressing Button C. Just press once. The weapon power level will be upgraded by learning the same weapon several times. The level of each weapon will be recorded and the same level will be resumed when TOZ re-equips with the same kind of weapon. NOTE: Once the ship learns a special weapon, the TOZ will not dock with enemies that have the basic weapon. And, after learning a special weapon, the ship cannot use the basic weapon until you lose a ship. Search Pressing the C Button sets the TOZ in front of the ship immediately and detaches it horizontally. Then it docks with the enemy, id there is one on the same horizontal line. Capture If the detached TOZ judges that it is worth learning a weapon, it will dock with the enemy. Completed The TOZ returns to the ship after a short period of time. Only then is it possible for TOZ and the ship to attack enemies with a new weapon acquired. Error The TOZ will return to the ship if it cannot find an enemy on the straight line on which the TOZ sought along. Be careful not to detach TOZ without good reason, because the ship cannot shoot while TOZ is searching for an enemy. TOZ Level Any basic or special weapon can be upgraded to a max or level three. The status of the level is seen in the upper left corner of the screen. The color changes from blue to red in the three levels. The TOZ is Invincible Wield a variety of attacks using TOZ's invincibility! TOZ is absolutely invincible. It even protects you from bullets of enemies in low levels. Move the ship, assuming that the TOZ traces on the extended line of the course on which the ship moved. Gaiares Weapons Use Up/Down to scroll text BASIC WEAPONS The basic weapon is standard equipment that is loaded at the time of starting. The weapon can be powered up by using the TOZ system. However, it goes back to the lowest level when you are shot by an enemy. Ionic Vulcan Bullets equipped as standard. They are automatic, but not powerful. You can fire three bullets at the same time by powering up. Quark Missile Missiles equipped as standard. Automatic firing and bi-directional firing is possible by powering up. It can also fire homing missiles after learning the same type of missiles from an enemy. SPECIAL WEAPONS Many kinds of powerful attacks are available through TOZ! Special weapons are ones obtained by learning from enemies using TOZ. The ship will gain more offensive power by learning the weapon of the same enemy repeatedly. Power up levels could be different depending on the type of weapon. Horizontal Laser A laser shot fired horizontally which goes linearly. Powered-up laser discharges more output and thus becomes more powerful. This is a weapon with high attacking capability and easy to aim. Vertical Laser This laser forms a vertical wall and then goes straight. Shooting distance will be longer with power-ups. Rolling Colador Multi-directional shots. Power-up makes it possible to shoot three, four, and five directional shots in each level. This is helpful when enemies appear frequently. Energy Smash Fires rotating bullet around the ship. The bullet charges energy while pressing B Button and fires when released. Number of bullets increases with power-ups. Plasma Cannon A laser shot gun which fires multi-directionally at the same time. It fires laser shots counter-clockwise and power-up makes it possible to fire two, four and eight directional lasers in each level. Giga-Beam An ultra-thick laser beam that launches forward. While a beam in basic level is powerful enough, it becomes even thicker and stronger with power-ups. Somersault Laser A homing laser. With power-up, it obtains automated firing capability and fires more bullets. Tektite Missile Multi-directional missiles. They fly up to a certain distance and then explode. With power-up, the number of directions shot will increase. Break Defender The ship will have a barrier around it and will be invincible. It will lose its durability when attacked by an enemy. Dimension Quake This instantly eliminates all of the enemies on the screen. Random Unit The ship will learn a weapon at random. Gaiares Stages Use Up/Down to scroll text GAME STAGES Floating Continent After launching from the Space Attacker station and passing the Asteroids, try to destroy the boss character waiting at the inside of the huge cave of the floating continent, and you will clear the stage. The ship makes a sortie at super high speed. Once the ship is launched from the catapult, it will travel into the complete darkness of space. A turning point in the stage. Enemies' fighting power is different in the upper and lower sections.)A turning point is seen in each stage). The first boss character is GALUDIA. It fires three-directional bullets and discharges powerful energy beams when putting its arms together. It sometimes dashes into the ship. Do not let down the first boss character-it's really strong. Glacial Planet The ship enters into the atmosphere of the planet and passes through the tunnel of an iceberg. Escape from the inside of the big iceberg and into the ocean and destroy the boss hiding in the water, to clear the stage. Laser batteries on the ground fire lasers at you at fixed angles. Find them and destroy the batteries! Obstacles like the net surrounding an area must be blown away to go through. Just before the Boss character shows up, the ship will sink into the water. The name of the Boss is Demarina. She's covered with hard shells, but she shows her true character as you damage her. She will fire shock waves from a crystal ball in her hands. The battle will take her a relatively long time; BE PATIENT. Space Sanctuary In this stage, you fight while sailing at high speed into Nether Space. Get around the blackholes and destroy the Boss in the sanctuary. You pass through Nether Space by high speed navigation. Don't let the dazzling scenery make you dizzy-Push yourself! The intense gravity from the blackhole pulls the ship, and it's very hard to have full control in this area. There are many hidden traps in the Sanctuary. Look and proceed very carefully. The Boss, Death Ghetto, appears and disappears in front of you and behind you, and it throws big rotating blades. The ship can damage the Boss only when it is fully seen. The weak point is its face. Don't be overpowered by its huge body, and aim at the weak point as accurately as you can. Space Colony In this stage, you pass through a graveyard of space ships and robots. The ship must get into the inside of the Space Colony. The stage can be cleared by destroying the core of the boss, BioMonster. This area is the graveyard of space and has many obstacles. Obtain a powerful weapon and be prepared. The elevator is installed at the entrance of the Space Colony. Many random enemies are floating around in here. Inside the unattended colony, there appears a dragon called Rob. Its moves are tricky and it is hard to destroy. This is a Boss area where the ship will be forced into a narrow space. The Boss, Guzalik, attacks you while spinning itself at high speed like a top. It momentarily stops spinning when shot by you, but then it shoots a ring of fire at you.

GALFORC2.O

Galaxy Force 2 Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Galaxy Force 2 Game Description Use Up/Down to scroll text Located at the end of the Milky Way Galaxy, the solar system called Junos-known by its inhabitants as the jewel of the galaxy-consisted of five planets. Those who called Junos home lived in glorious peace and prosperity. They had no idea what was about to happen to them... The Fourth Empire, on the verge of completing its conquest of the Milky Way, knew all about Junos and the five planets. They, in fact, were the final targets in the galactic massacre staged by Halcyon, ruler of the Fourth Empire. The ruthless tyrant sent the bulk of his attacking force into the small system with one purpose-the elimination of all life forms on the five planets of Junos, and the construction of gigantic fortresses from which Halycon would rule the galaxy! The attack was indeed devastating! Junos, being a peaceful region, had no real defense system, and was a sitting duck! Halcyon erected a fortress on each of the five planets. The galaxy's recognized governing body, the Space Federation, began recruiting attack pilots in an effort to reclaim Junos. Strap yourself into your TRX-5 Quasar and turn the tables on Halycon! Galaxy Force 2 Controller Functions Use Up/Down to scroll text In Selection Screens: Start Button: * Press to start the game. D-Button: * Press to move the selection marker or to highlight choices in the Options screen. * Press left or right to choose a level in the Scene Select screen. Buttons A, B and C: * Press to enter selections made using the D-Button. During Play: Start Button: * Press to pause the action; press again to resume play. D-Button: * Press in any direction to control the TRX-5. * Under normal conditions, press up to descend/dive and press down to climb. Buttons A, B and C: * The functions of these buttons can be selected in the Options screen. Since there are four functions and three buttons, one of the functions will be handled automatically by the computer. Galaxy Force 2 Playing the Game Use Up/Down to scroll text There are several screen signals that give you certain information. In the upper left corner is the number of the mission you're currently playing. In the upper right corner is your current score. You accumulate points by destroying enemy craft, and there are bonus points available as well. In the lower left corner is where the damage to your protector shield is indicated. It changes color to represent the severity of the damage. * Blue: Light damage. * Yellow: Moderate damage. * Red: Severe damage. The bottom middle of the screen displays your remaining energy. This counter acts as a timer-when your energy is gone, the game ends. Normally the energy ticks away like seconds from a time clock, but you can lose big quantities of energy if you sustain serious damage in an attack. This will happen most often when your protector shield has been destroyed. The energy bonus is located on the lower right corner of the screen. This number increases as you wipe out enemy craft. It will be added to your energy supply after you've cleared the level. The number of Power-Up missiles remaining is just above the remaining energy display. The TRX-5 Quasar: You're not alone in the fight against the Fourth Empire, but you have been given the toughest and most dangerous assignment. The Space Federation has scrambled an estimated 2,000 commanders in defense of Junos. Before you enter the battle, learn a bit about your ship. Weaponry: The TRX-5 is equipped with a medium-intensity laser shot that can be fired repeatedly. Unfortunately, the Fourth Empire's technology is more advanced than that of the Federation, so one shot may not be enough to take out an enemy ship. Fire relentlessly and stay on the move to avoid damage to your shield. Your ship can also fire missiles at enemy craft. Use your sight to lock on to as many targets as possible, and press Button B to let the missiles fly. Under normal conditions you can fire as many as four missiles at a time. Your supply of laser shots and regular missiles is unlimited. Power Up: The TRX Lifesaver craft appears occasionally to deliver a supply of super-powerful missiles. You get 60 missiles each time the Lifesaver appears, and you can fire as many as six at a time! Again, don't fire unless you are locked on to a few targets. When the supply runs out, you have to do the best you can with normal missiles. Protector Shield: You begin with a fully-operational shield, which deteriorates as you take hits from enemy craft. The shield indicator in the lower left corner of the screen changes color (Blue, Yellow and finally Red) as the effectiveness of your shield wears off. Your flying ability will be put to the test when you lose your shield, as each hit from enemy ships does severe damage and takes big chunks out of your energy supply. Speed Control: You'll experience sudden, drastic changes in terrain in each level. There are obstacles, both fixed and moving, and tunnels with radical bends and curls. Running into the side, top or bottom of a tunnel or hitting an obstacle costs you big in terms of energy. Use the Speed Down button to gain better control of your ship in those tight areas. Navigational Aid: As you enter a tunnel, a computerized voice informs you of upcoming turns. Have the sound turned up so you don't miss the indication. It just might save you some energy units. Fortresses: If you can fight and maneuver your way through the first wave of Fourth Empire attack craft, you can penetrate the fortress and destroy its control center. Doing so reclaims the planet in the name of the Space Federation and brings you one step closer to driving the Fourth Empire out of existence! Scoring: You accumulate points by destroying enemies. There are also bonus points and extra energy units available for reclaiming a planet (clearing a level). While it's natural to try for the highest score possible, don't forget your primary mission is to annihilate the control center in the fortress on each planet. That's the way to shut down Halcyon and his Empire! Galaxy Force 2 Hints and Tips Use Up/Down to scroll text Galactic Guidance: * Get as many enemy targets locked as possible before firing missiles, especially in a Power-Up situation. Your supply is limited! * Become a skilled pilot and stay away from ceilings, floors, walls, and stationary obstacles. Also do your best to avoid enemy fire and ships. Each hit wears down your shield. If you're hit after your shield has been broken, you lose huge amounts of energy! * Use your Speed Down control to carefully maneuver your ship through tight spots, but remember that the rate of energy consumption doesn't slow down accordingly. Should you go all out and take risks, or is it best to play it conservatively and save energy? The decision is yours!

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SEGA CHANNEL GAME GUIDE VRC Ratings Use Up/Down to scroll text Adventures of Batman and Robin KA (The Arcade) ATP Tour Championship Tennis KA (The Stadium) Ballz MA-13 (The Arcade) Bass Masters Classic KA (The Stadium) Batman Returns GA (The Arcade) Bubba 'N Stix GA (The Arcade) Chiki Chiki Boys GA (The Arcade) College Football II KA (Test Drives) Columns GA (Puzzlers) Combat Cars GA (The Speedway) Counting Cafe GA (Family Room) Crystal's Pony Tale GA (Family Room) Decapattack GA (The Arcade) Desert Demolition KA (The Arcade) Dungeons and Dragons GA (Fantasy Land) Earthworm Jim 2 KA (Test Drive) Eternal Champions MA-13 (The Arcade) Fatal Labyrinth GA (Fantasy Land) FIFA Soccer GA (The Stadium) FIFA Soccer '95 GA (The Stadium) Flicky GA (Family Room) Generations Lost MA-13 (The Arcade) Humans GA (Puzzlers) Hurricanes KA (SC Exclusives) International Rugby GA (SC Exclusives) Kid Chameleon GA (The Arcade) Klax GA (Puzzlers) Landstalker GA (Fantasy Land) MegaMan: The Wily Wars GA (SC Exclusives) Monopoly GA (Puzzlers) Mutant League Hockey MA-13 (The Stadium) Outrun 2019 GA (The Speedway) Pele GA (The Stadium) PGA Tour Golf GA (The Stadium) Power Drive KA (SC Exclusives) Race Drivin' GA (The Speedway) Red Zone MA-13 (The Arcade) Road Rash MA-13 (The Speedway) Rugby World Cup '95 GA (The Stadium) Skeleton Krew KA The Arcade Sonic & Knuckles GA (The Arcade) Sub-Terrania GA (The Arcade) Super Street Fighter (L.E) MA-13 (The Arcade) Taz in Escape from Mars GA (The Arcade) Thomas the Tank Engine GA (Family Room) VR Troopers KA (Test Drives) Winter Olympics: Lillehammer KA (The Stadium) World Series Baseball GA (The Stadium) X-Men GA (The Arcade) Game help calls will incur charges. (Kids, ask your parents before calling.) Use Up/Down to scroll text Adventures of Batman and Robin 415-591-7529 ATP Championship Tour Tennis 415-591-7529 Ballz 408-296-8400 Bass Masters Classic 900-370-4468 Batman Returns 415-591-7529 Bubba 'N Stix 900-288-4263 Chiki Chiki Boys 415-591-7529 College Football II 415-591-7529 Columns 415-591-7529 Combat Cars 408-296-8400 Counting Cafe 415-572-9560 Crystal's Pony Tale 415-591-7529 Decapattack 415-591-7529 Desert Demolition 415-591-7529 Dungeons and Dragons 415-591-7529 Earthworm Jim 2 714-562-1743 EXT. 176 Eternal Champions 415-591-7529 Fatal Labyrinth 415-591-7529 FIFA Soccer 415-572-9560 FIFA Soccer '95 415-572-9560 Flicky 415-591-7529 Generations Lost 408-433-3999 Humans 900-903-4263 Hurricanes 900-288-4263 International Rugby 415-513-8929 ext.111 Kid Chameleon 415-591-7529 Klax 408-433-3999 Landstalker 415-591-7529 MegaMan: The Wily Wars 900-680-2583 Monopoly (Refer to Help) Mutant League Hockey 415-572-9560 Outrun 2019 415-591-7529 Pele 408-296-8400 PGA Tour Golf 415-572-9560 Power Drive 900-288-4263 Race Drivin' 408-433-3999 Red Zone 408-433-3999 Road Rash 415-572-9560 Rugby World Cup '95 415-572-9560 Skeleton Krew 900-288-4263 Sonic & Knuckles 415-591-7529 Sub-Terrania 415-591-7529 Super Street Fighter (L.E) 900-680-2583 Taz in Escape from Mars 415-591-7529 Thomas the Tank Engine 900-370-4468 VR Troopers 415-591-7529 Winter Olympics: Lillehammer 900-288-4263 World Series Baseball 415-591-7529 X-Men 415-591-7529 SEGA CHANNEL GAME GUIDE Game Categories Use Up/Down to scroll text "TEST DRIVES" This is the place where you can take the newest, hottest titles out for a spin! "THE ARCADE" Where your favorite action and adventure titles can be found. "THE STADIUM" Let the games begin! "THE SPEEDWAY" Push the envelope in a supersonic fighter or racing machine. "FANTASY LAND" Get your sword and healing potions ready because there will surely be some monsters to fight and dragons to slay! "PUZZLERS" Strategy and puzzles for those who prefer a cerebral challenge. "FAMILY ROOM" The entire family can enjoy these games that are entertaining for all ages! "S.C EXCLUSIVES" Play never before released games that you will never see on a store shelf or in your friend's library of games. But now its yours to play exclusively on The Sega Channel! SEGA CHANNEL GAME GUIDE Sega Channel Help Use Up/Down to scroll text * Use the DIRECTIONAL BUTTONS on your CONTROL PAD to highlight options in any SEGA Channel Screen. * A flashing arrow at the bottom of any SEGA Channel Screen indicates that there are more options. * Press the Direction button down, up or sideways to move around the screen. * Press the START button when you want to make a selection. Press the A button to go back to the previous screen. * To get to game help, highlight the question mark for a game and press the START button. The help file for that game will be loaded. * From game help you can browse the help files of any games on this month. * To get back to the Now Playing Menu, press the RESET button on the SEGA CHANNEL ADAPTER. * In a help file, use the START button to select a menu item and use the Up and Down arrows to scroll the text window. SEGA CHANNEL GAME GUIDE Accessories Use Up/Down to scroll text Team Player: Team Player lets up to 4 people play simultaneously, in the same game! Not only that, but the new Team Player Adapter works on all multi-player games, including EA Team Player games. 6 Button Arcade Stick: Play like a pro with real arcade control! 6 action buttons, 6 rapid fire switches and a joystick pump up the game speed! 6 Button Arcade Pad: 6 buttons for combination moves with a single touch. Activator: Activator, the full body controller, is the ultimate way to play and win Genesis games. Every punch and move is instantly transformed into game action on screen. And that's not all! Activator gives you special moves and powers not available on ordinary controllers! Mega Mouse: Familiar point and click control for more accurate gaming. Especially enhances new Role Playing, Puzzle, Action/Adventure and Art and Paint Games! Specially designed with three action buttons and a Start! SEGA CHANNEL GAME GUIDE Troubleshooting Guide Use Up/Down to scroll text Q. I was playing a killer game and it just quit while I was playing, what's going on? A. Were you playing a game from the "Test Drives" menu? "Test Drives" games are limited versions of the retail games. The limitation is often by time allowed. Please read the news as you download a game to see any limits that are set. When these games come back on Sega Channel in a few months they will not have any time limits. Q. I saved a game and when I played later, I couldn't re-load my saved game. Why not? A. The Sega Channel does have save ability, but only for one game. If you save a game, you cannot play a different game before restoring your saved one. Alternatively, there are a couple games which require more save memory than the Sega Channel provides. These games cannot be saved on your Sega Channel Converter. Please read the news as you download a game to see any limitations. Q. I tried to load a really radical game, and my system said I wasn't authorized. What gives? A. Sega Channel includes a Password for Parents system, which allows parents to select certain game ratings that they feel to be most appropriate for their children. If you are not authorized for a game, it is because games of that rating are restricted by the password. Q. How do I play my Sega CD once I have the Sega Channel? A. To play a Sega game on Sega CD, you will first need to remove the Sega Channel Adapter from the Sega Genesis Console. Q. I Was playing the Channel through my 32X. When a game finishes loading, all I get on my T.V. is a black screen. What should I do? A. When you get a black screen after loading, try pressing reset on your Genesis. If problems persist, disconnect your 32X and connect your Sega Channel adapter directly to the Genesis. Q. I was in the middle of a game and I really needed help. How do I access the game help from within a game? A. You cannot access the on-line help while playing a game, so be sure to check out the Game Information Screen before selecting a game to play. If you do, you'll get all the information and instructions you need to enjoy the game. Since you cannot access this screen during a game, write down any important information before starting the game. If you find you still need help, reset the Adapter, read the instructions and load the game again. For additional game hint information, you can call the game assistance telephone numbers listed on the Game Guide and Game Information Screens. SEGA CHANNEL GAME GUIDE How to Reach Us Use Up/Down to scroll text If you would like to write to your favorite Sega Channel staff member, send us art, suggestions, comments or gripes, simply write to the address below. Remember, letters sent to us cannot be returned. SEGA CHANNEL ALLO! 630 - 3rd Avenue S.W. Calgary AB T2P 4L4 If you have concerns that cannot be resolved through your local cable company, you may call the Sega Channel Customer Service Number: (402) 573-3637 CatÈgories de jeux Utiliser les flËches vers le haut ou vers le bas pour le menu dÈroulant "TEST DRIVES" C'est l'endroit o˘ vous pouvez essayer les capacitÈs des nouveaux titres! "THE ARCADE" C'est l‡ o˘ se trouvent vos jeux d'action et d'aventure prÈfÈrÈs. "THE STADIUM" Que le meilleur gagne! "THE SPEEDWAY" Allez au bout de vos limites dans un avion de combat supersonique ou un engin de course. "FANTASY LAND" Prenez votre ÈpÈe et vos potions magiques parce qu'il faudra s˚rement vous battre contre des monstres et des dragons! "PUZZLERS" Jeu de stratÈgie et de casse-tÍte pour ceux qui prÈf rent les jeux cÈrÈbraux. "FAMILY ROOM" Toute la famille pourra apprÈcier ces jeux qui s'adressent ‡ tous les ‚ges! "SC EXCLUSIVES" Jouez ‡ des jeux qui n'ont encore jamais ÈtÈ diffusÈs et que vous ne trouverez pas dans les rayons de votre magasin ou sur l'ÈtagËre de votre amie. Ces jeux sont une exclusivitÈ de Sega Channel! Aide Sega Channel Utiliser les flËches vers le haut ou vers le bas pour le menu dÈroulant * Utilisez les BOUTONS DIRECTIONNELS sur votre PANNEAU DE CONTR‘LE pour mettre en Èvidence les options sur n'importe quel Ècran du SEGA Channel. * Une flËche clignotante en bas de n'importe quel Ècran SEGA Channel indique que plus d'options sont disponibles. * Appuyez sur le bouton directionnel vers le bas, le haut ou sur les cÙtÈs pour vous dÈplacer sur l'Ècran. * Appuyez sur le bouton START quand vous voulez faire une sÈlection. Appuyez sur le bouton A pour retourner ‡ l'Ècran prÈcÈdent. * Pour obtenir de l'aide, mettez en valeur le point d'interrogation d'un jeu donnÈ et appuyez sur le bouton START. Le fichier d'aide pour ce jeu sera chargÈ. * ¿ partir de l'aide, vous pouvez parcourir les fichiers d'aide de tous les jeux du mois. * Pour revenir au menu Now Playing, appuyez sur le bouton RESET sur l'ADAPTEUR SEGA CHANNEL. * Dans un fichier d'aide, utilisez le bouton START pour sÈlectionner un article du menu et utilisez les flËches haut et bas pour faire dÈfiler la fenÍtre de texte. Accessoires Utiliser les flËches vers le haut ou vers le bas pour le menu dÈroulant Team Player: Team Player permet ‡ 4 personnes de jouer simultanÈment au mÍme jeu! En outre, le nouvel adaptateur de Team Player fonctionne sur tous les jeux ‡ plusieurs joueurs, y compris les jeux d'Èquipes EA. Manette d'Arcade ‡ 6 boutons: Jouez comme un pro avec une commande rÈelle d'arcade! 6 boutons d'action, 6 interrupteurs de feu rapide et une manette accÈl rent encore plus la vitesse du jeu! Tableau d'Arcade ‡ 6 boutons: 6 boutons pour des combinaisons avec une seule touche. Activator: Activator, commande de contrÙle corporel, est la maniËre idÈale de jouer aux jeux Genesis et de gagner. Chacun de vos gestes se traduit instantanÈment en une action ‡ l'Ècran. Et ce n'est pas tout! L'Activator vous donne une puissance de manoeuvre et de contrÙle qui n'existe pas sur les commandes ordinaires! Mega Mouse: Commande par pointer-cliquer pour une plus grande prÈcision de jeu. Rend encore plus passionnants les nouveaux jeux de rÙles, les casse-tÍte, les jeux d'action/aventure, d'art et de peinture! SpÈcialement conÁue avec trois boutons d'actions et un bouton Start! Guide de dÈpannage Utiliser les flËches vers le haut ou vers le bas pour le menu dÈroulant Q. Je jouais ‡ un jeu et il s'est arrÍtÈ tout d'un coup, qu'est-ce qui s'est passÈ? R. Est-ce que vous jouiez ‡ un jeu du menu ´Test Drivesª? Les jeux ´Test Drivesª sont des versions limitÈes des jeux vendus dans le commerce. Les restrictions qu'ils comportent sont souvent des limites de temps. Pensez ‡ lire les informations quand vous tÈlÈchargez un jeu, pour voir si des limites nouvelles sont imposÈes. Lorsque ces jeux reviendront sur Sega Channel dans quelques mois, ils ne comporteront plus de limites de temps. Q. J'avais sauvegardÈ un jeu et quand j'ai voulu jouer plus tard, je n'ai pas pu recharger mon jeu sauvegardÈ. Pourquoi? R. Sega Channel possËde une capacitÈ de sauvegarde, mais pour un jeu seulement. Si vous sauvegardez un jeu, vous ne pouvez pas passer un jeu diffÈrent avant de restaurer celui que vous aviez sauvegardÈ. Autrement, il y a deux jeux qui ont besoin de plus de mÈmoire de sauvegarde que celle fournie par Sega Channel. Ces jeux ne peuvent pas Ítre sauvegardÈs sur votre Converter Sega Channel. Pensez ‡ lire les informations quand vous tÈlÈchargez un jeu pour voir si des limites nouvelles sont imposÈes. Q. J'ai essayÈ de charger un jeu pour adultes et mon systËme m'a indiquÈ que je n'Ètais pas autorisÈ ‡ le faire. Quelle est l'explication? R. Sega Channel est dotÈ d'un mot de passe pour le systËme parental qui permet aux parents de sÈlectionner certaines catÈgories de jeux qu'ils considËrent plus appropriÈs pour leurs enfants. Si vous ne recevez pas d'autorisation pour un jeu donnÈ, c'est parce que cette catÈgorie de jeu est restreinte en raison du mot de passe. Q. Comment dois-je faire pour passer mon CD Sega une fois que j'ai la Sega Channel? R. Pour passer un jeu Sega sur Sega CD, il faut d'abord retirer l'adapteur Sega Channel de la Console Sega Genesis. Q. J'Ètais en train de passer la chaine par mon 32X. Quand un jeu est chargÈ, un Ècran noir apparait sur mon poste de tÈlÈ. Qu'est ce que je dois faire? R. Quand vous obtenez un Ècran noir aprËs le chargement, essayez d'appuyer sur le bouton de remise zÈro sur votre Genesis. Si les problËmes persistent, dÈbranchez votre 32X et branchez directement votre adapteur Sega Channel sur Genesis. Q. J'Ètais au milieu d'un jeu et j'avais vraiment besoin d'aide. Comment faire pour obtenir de l'aide quand on est en plein jeu? R. Vous ne pouvez pas avoir acc s ‡ l'aide en ligne quand vous passez un jeu, c'est pour Áa qu'il faut consulter l'Ècran d'information du jeu avant de faire votre choix et de commencer jouer. Cela vous permettra d'obtenir toutes les informations et les instructions nÈcessaires pour que vous puissiez apprÈcier le jeu. Puisque vous ne pouvez pas accÈder ‡ cet Ècran pendant le jeu, prenez note par Ècrit de toute information importante avant de commencer. Si vous avez malgrÈ tout besoin d'aide pendant le jeu, mettez l'adapteur ‡ zÈro, lisez les instructions, puis chargez le jeu de nouveau. Pour plus de conseils sur les tactiques de jeu, vous pouvez appeler les numÈros de tÈlÈphone d'aide qui sont indiquÈs sur le Guide des jeux et les …crans d'information des jeux. Pour nous rejoindre Utiliser les flËches vers le haut ou vers le bas pour le menu dÈroulant Si vous souhaitez Ècrire ‡ votre membre prÈfÈrÈ du personnel de Sega Channel, nous faire parvenir des illustrations, des suggestions, des commentaires ou des plaintes, il vous suffit d'Ècrire ‡ l'adresse figurant ci-dessous. Les lettres qui nous sont envoyÈes ne sont pas rÈexpÈdiÈes. SEGA CHANNEL ALLÙ! 630-3rd Avenue S.W CALGARY, Alberta T2P 4L4 …tats-Unis Si votre compagnie de c‚blodistribution locale ne peut rÈsoudre votre problËme, vous pouvez appeler le numÈro de service clientËle de Sega Channel: 402 573-3637

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Columns from Sega of America To return to Now Playing, reset your adapter. Controller Functions Game Descriptions Hints and Tips

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Garfield: Caught in the Act Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME LEVELS HINTS AND TIPS BROWSE HELP FILES Garfield: Caught in the Act Game Description Use Up/Down to scroll text TRAPPED IN A TELEVISION WASTELAND! In a scuffle with Odie, Garfield's smashed Jon's TV set to bits. Scrambling to put it back together, he's left out some key components. In the process, Garfield's created the evil "Glitch," who zaps Garfield into the wacky world of late night television. And it's no easy trick to escape! Lob stinky fish bones at terrible pterodactyls in Cave Cat 3,000,000 BC. Claw your way past mummified mice in the chaotic catacombs of The Curse of Cleofatra. And leap across rickety rooftops on the shadowy streets of Catsablanca! Visit six-packed levels, including Count Slobula's Castle and The Revenge of Orangebeard. To help Garfield escape from the Television Wasteland, you'll need to get through them all. Stay tuned--this could be a long night! Garfield: Caught in the Act Controller Functions Use Up/Down to scroll text TAKE CONTROL! D-Pad: * Move Garfield Button A: * Makes Garfield throw ammunition Button B: * Makes Garfield attack with his weapon Button C: * Makes Garfield jump Start: * pause/resume play Garfield: Caught in the Act Playing the Game Use Up/Down to scroll text POWER-UPS AND OTHER STUFF Throughout the levels, Garfield finds power-ups and other cool stuff. Health Bonus Grab juicy hamburgers and pepperoni pizzas that restore Garfield's life. Ammunitions Find additional ammo to beat down attackers. Extra Life Snag the Garfield head to get an extra life. Way Marker When you pass Pooky, you'll restart from that point. Mallet Key Find the Mallet Key and play the Bonus Round. Invincibility A jolt of java from Garfield's coffee mug makes you invincible for 15 seconds! TV Remote Grab the TV Remote and get zapped to the next sub-level or level. SCREEN INDICATORS Make your way through the levels by collecting ammo and fending off attackers. Along the way you'll find extra ammo and power-ups. You'll also have to think on your feet to get out of some slippery situations. At the end of each level, you'll meet the boss. Defeat the boss to reserve a seat for your next movie adventure. Keep an eye on these screen indicators: Life Bar Watch the TV screen to keep track of life points. "10" means Garfield's in top form; "1" means he's running out of steam. Number of lives: Unlike regular cats, Garfield starts with three lives, although he can collect some additional lives in the levels. Ammo: You'll start each level with 10 pieces of ammo in Normal mode, 20 pieces in Kitty mode. But you'll have a chance to pick up more ammo along the way. Watch this indicator to see how much ammo you've got. Password Screen When you run out of lives and Continues, a password will be revealed to you. The password is a combination of three pictures of Garfield and his pals. Write it down. When you want to restart a game, enter the Password Screen from the Options Screen. Press the D-Pad Left/Right to select one of the three pictures. Press the D-Pad Up/Down to select characters. Press Start to enter your password. Your game will begin at the last level you reached in your previous game. Commercial Break When you defeat a boss, Garfield takes a well-deserved commercial break. Rocket through the Television Wasteland collecting Pookys for a chance to win an Extra Life or a Continue. Bonus Round Collect the Malley Key in each round to earn a chance at the Bonus Round. In the Bonus Round, use the mallet to clobber Jon, Odie, Pooky, Erma and Arlene. Bop everybody--except for the first character to appear--to earn a Continue. Garfield: Caught in the Act Levels Use Up/Down to scroll text Movie Madness Travel with Garfield through a dizzying collection of late-night movie classics. Count Slobula's Castle Defend yourself against spooky skeletons and ghastly ghosts. Count Slobula awaits you anxiously in his lair! The Revenge of Orangebeard Claw your way past poisonous piranhas and mischievous monkeys in this adventure on the high seas! Cave Cat 3,000,000 B.C. Leap into underground caves, ride on gushing geysers and crush clawing crabs! Catsablanca You're the ultimate alley cat on the streets of Catsablanca. Dodge belligerent bulldogs and nasty neighbors to avoid a real cat-astrophe! The Curse of Cleofatra Look out for razor-sharp spears and mummified mice as you probe the passages below the pyramids! Television Wasteland You've almost made it! But to escape the Television Wasteland, you'll have to defeat the evil Glitch! Garfield: Caught in the Act Hints and Tips Use Up/Down to scroll text * Use Garfield's swing attack to find hidden ammo and power-ups, and to activate secret elevators and passageways. * Touch the Blue Orb during the Commercial Breaks and Garfield slows down. * Go through doors and cave entrances to teleport and find secret rooms. * Remember, vampires hate sunlight. It just kills them!

GARFIELD.O

Garfield: Caught in the Act Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME LEVELS HINTS AND TIPS BROWSE HELP FILES Garfield: Caught in the Act Game Description Use Up/Down to scroll text TRAPPED IN A TELEVISION WASTELAND! In a scuffle with Odie, Garfield's smashed Jon's TV set to bits. Scrambling to put it back together, he's left out some key components. In the process, Garfield's created the evil "Glitch," who zaps Garfield into the wacky world of late night television. And it's no easy trick to escape! Lob stinky fish bones at terrible pterodactyls in Cave Cat 3,000,000 BC. Claw your way past mummified mice in the chaotic catacombs of The Curse of Cleofatra. And leap across rickety rooftops on the shadowy streets of Catsablanca! Visit six-packed levels, including Count Slobula's Castle and The Revenge of Orangebeard. To help Garfield escape from the Television Wasteland, you'll need to get through them all. Stay tuned--this could be a long night! Garfield: Caught in the Act Controller Functions Use Up/Down to scroll text TAKE CONTROL! D-Pad: * Move Garfield Button A: * Makes Garfield throw ammunition Button B: * Makes Garfield attack with his weapon Button C: * Makes Garfield jump Start: * pause/resume play Garfield: Caught in the Act Playing the Game Use Up/Down to scroll text POWER-UPS AND OTHER STUFF Throughout the levels, Garfield finds power-ups and other cool stuff. Health Bonus Grab juicy hamburgers and pepperoni pizzas that restore Garfield's life. Ammunitions Find additional ammo to beat down attackers. Extra Life Snag the Garfield head to get an extra life. Way Marker When you pass Pooky, you'll restart from that point. Mallet Key Find the Mallet Key and play the Bonus Round. Invincibility A jolt of java from Garfield's coffee mug makes you invincible for 15 seconds! TV Remote Grab the TV Remote and get zapped to the next sub-level or level. SCREEN INDICATORS Make your way through the levels by collecting ammo and fending off attackers. Along the way you'll find extra ammo and power-ups. You'll also have to think on your feet to get out of some slippery situations. At the end of each level, you'll meet the boss. Defeat the boss to reserve a seat for your next movie adventure. Keep an eye on these screen indicators: Life Bar Watch the TV screen to keep track of life points. "10" means Garfield's in top form; "1" means he's running out of steam. Number of lives: Unlike regular cats, Garfield starts with three lives, although he can collect some additional lives in the levels. Ammo: You'll start each level with 10 pieces of ammo in Normal mode, 20 pieces in Kitty mode. But you'll have a chance to pick up more ammo along the way. Watch this indicator to see how much ammo you've got. Password Screen When you run out of lives and Continues, a password will be revealed to you. The password is a combination of three pictures of Garfield and his pals. Write it down. When you want to restart a game, enter the Password Screen from the Options Screen. Press the D-Pad Left/Right to select one of the three pictures. Press the D-Pad Up/Down to select characters. Press Start to enter your password. Your game will begin at the last level you reached in your previous game. Commercial Break When you defeat a boss, Garfield takes a well-deserved commercial break. Rocket through the Television Wasteland collecting Pookys for a chance to win an Extra Life or a Continue. Bonus Round Collect the Malley Key in each round to earn a chance at the Bonus Round. In the Bonus Round, use the mallet to clobber Jon, Odie, Pooky, Erma and Arlene. Bop everybody--except for the first character to appear--to earn a Continue. Garfield: Caught in the Act Levels Use Up/Down to scroll text Movie Madness Travel with Garfield through a dizzying collection of late-night movie classics. Count Slobula's Castle Defend yourself against spooky skeletons and ghastly ghosts. Count Slobula awaits you anxiously in his lair! The Revenge of Orangebeard Claw your way past poisonous piranhas and mischievous monkeys in this adventure on the high seas! Cave Cat 3,000,000 B.C. Leap into underground caves, ride on gushing geysers and crush clawing crabs! Catsablanca You're the ultimate alley cat on the streets of Catsablanca. Dodge belligerent bulldogs and nasty neighbors to avoid a real cat-astrophe! The Curse of Cleofatra Look out for razor-sharp spears and mummified mice as you probe the passages below the pyramids! Television Wasteland You've almost made it! But to escape the Television Wasteland, you'll have to defeat the evil Glitch! Garfield: Caught in the Act Hints and Tips Use Up/Down to scroll text * Use Garfield's swing attack to find hidden ammo and power-ups, and to activate secret elevators and passageways. * Touch the Blue Orb during the Commercial Breaks and Garfield slows down. * Go through doors and cave entrances to teleport and find secret rooms. * Remember, vampires hate sunlight. It just kills them!

GARGOYLE.O

Gargoyles Buena Vista Interactive To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Gargoyles Game Description Use Up/Down to scroll text Goliath is the powerful leader of the ancient race of creatures known as gargoyles. One day, Goliath awoke to find himself in a new world, and, for the first time in a millennium, a gargoyle rules the night. Goliath becomes aware of a familiar evil presence in this bizarre land, an evil he has fought before. Somehow, the Eye of Odin survived the centuries with Goliath and leads a new type of army on a path of destruction. Goliath must chase the Eye of Odin across the rooftops of the sprawling metropolis, battling the mechanized terrors that have been programmed to destroy him. The Eye of Odin must be destroyed and only Goliath possesses the knowledge and the power to succeed-and survive. Gargoyles Controller Functions Use Up/Down to scroll text D-Pad: This moves Goliath Left and Right. Press Up to make him look up. Press Up while he's clinging to a wall to make him climb up the wall. Press Up while Goliath is crawling across a ceiling to use his wings as defensive shields. Press Down to make him crouch or duck down. Press Down while he's clinging to a wall to make him slide down the wall. Button A: Press once to throw an enemy (who is within Goliath's reach). Hold Button A to slam an enemy into the ground. Button B: Press once to make Goliath swipe his claws in an uppercut. Tap Button B twice to make Goliath perform an uppercut followed by a low slash in a combo move. Tap Button B three times and Goliath uppercuts, does a low slash, then follows through with a smashing overhead blow. Button C: Press once to make Goliath jump. Tap Button C twice to make Goliath jump and flap his wings. Press Button C once after Goliath is struck (during an attack or after he collides with a solid object), and he performs a flap to give himself extra lift. Start: Press this button to pause the action of the game. Press it again to resume game play. Special Moves: * Shoulder Roll: This move can be used by Goliath to attack his enemies and break through doors and weak walls. Run either Left or Right and tap Button B to perform this move. * Hawk Dive: Use this move to have Goliath break through skylights and weak floors and to dive down on enemies in fierce attacks! Press Button C to make Goliath jump (or leap from a platform), then, while he is in the air, press Button A to perform the Hawk Dive. * Kick Maneuver: Press Down (Left or Right) on the D-Pad then Button B to crouch-kick your enemies. Gargoyles Playing the Game Use Up/Down to scroll text The Game Screens A meter appears at the lower left side of the screen that indicates Goliath's current health. As enemy attacks take their toll, the bar within turns from green to yellow. When it begins to flash red, Goliath must beware-or soon perish. When Goliath has collected a magic shield, this bar flashes white. While it does, Goliath is invulnerable to any type of damage. Next to the health meter is the number of lives Goliath has left. If Goliath is defeated when this number reaches zero, the battle is lost. However, if he has collected an enchanted Gargoyle Totem, he will be given the opportunity to continue. Bonus Items Danger and destruction aren't the only things that lie in the wake of the Eye of Odin. As he pursues his enemies, Goliath will find many items to help him in his battles. In some cases, these powerful artifacts will have been left behind by others fleeing the incoming tide of evil. They are also found in the possession of enemies, human or robot. When Goliath defeats the enemy, he will be able to make use of the item the enemy may be carrying. The more enemies Goliath defeats, the more artifacts he may find. The more dangerous foes often carry the most powerful artifacts. They are: * Shield: Makes Goliath temporarily invulnerable. * Hammer: Gives Goliath a One-Hit Kill temporarily. * Chalice: Partial restoration of Health Meter. * Goblet: Fully restores his Health Meter. * Gargoyle Totem: Grants one extra Life. * Enchanted Gargoyle Totem: Grants one extra Continue. Gargoyles Hints and Tips Use Up/Down to scroll text * Goliath is a creature of living stone. He's heavier and stronger than humans-use this to your advantage as you crash through barriers like weak floors and skylights. * Goliath can use catapults to gain higher ground. * Goliath cannot truly fly upwards, but he can ride strong air currents to reach higher levels. These currents can be found in the modern world as well! * Goliath can attack while he's airborne. Just because he's in the middle of a jump doesn't mean he's completely defenseless. * Have Goliath look for hidden chambers and secret rooms throughout the many levels to find even more bonus items. * Don't underestimate a well-timed duck. Having Goliath dodge attacks is not cowardly, it's a form of self preservation! * Have Goliath use his wings to defend himself while he's climbing across the ceilings! * Wait for the Raptors to jump first-THEN take a swing at them.

GAUNTLT4.O

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

GEMFIRE.O

Gemfire Koei To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME COMMANDS WAR HINTS AND TIPS BROWSE HELP FILES

GENCHAOS.O

General Chaos Electronic Arts To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES General Chaos Game Description Use Up/Down to scroll text What about Starpuppy? How about Biceps? Some childrens' entire lives are shaped by the names their parents give them. A child named Chaos another named Havoc aren't likely to grow up to be tree huggers or flower sellers. Those are warrior names! Chaos and Havoc were inseparable playmates during childhood. Their war games were the pride to their parents, a source of envy to their schoolmates, and caused increased earplug sales in their neighborhood. They built up such a huge library of the literature of combat that their knowledge of strategy and tactics was soon encyclopedic. Their games expanded over the years, and so did their library. One day, Chaos came upon a written treasure more valuable than Napoleon's journals, Charlemagne's diary, or Frederick the Great's credit card carbons. Chaos discovered a mint edition copy of the #1 edition of HUGE MUSCULAR DESTRUCTIVE HEAVILY ARMED FREQUENTLY EXPLODING COMBAT WARRIORS IN BATTLE comic book. He made the mistake of showing it to Havoc, bringing out Havoc's natural streak of greed and treachery. Havoc declared martial law and tried to confiscate the comic book. Chaos refused. In a tug of war, the aged pulp pages flew apart. Chaos blamed Havoc. Havoc blamed Chaos. A feud began that has never ended. Both continued their military studies and went on to control huge armies and vast tracts of land. War has raged between General Chaos of Moronica and General Havoc of Viceria for decades. Vast armies were drawn back and forth across the landscape like bedclothes. There was no snooze alarm to postpone the carnage. Both generals thought at length on how to break the stalemate. Finally...at the same moment, both Chaos and Havoc arrived at the same solution. Small mobile squads of Scorchers, Gunners, Launchers, Chuckers, and Blasters in place of huge, slow armies. Scorchers are fire bugs who think the whole world's a barbecue. Grenade Chuckers take time to appreciate the heavens. Launchers muse over life's meaning. Gunners lay down a curtain of lead in combat, but they're the most fun-loving soldiers in the army. A blaster is something of an outcast among his fellow soldiers. The Soldiers of Chaos assemble in five man squads. Each has been trained to a hard, gleaming edge. So it has come to this. The end is surely near. General Chaos Controller Functions Use Up/Down to scroll text CONTROL SUMMARY Select soldier: Press C to cycle through the soldiers Combat: Press A to fire all weapons Close Combat(Hand To Hand): Press A to Punch Straight Press A + D-Pad Up to Punch High Press A + D-Pad Down to Punch Low Press B to Kick Straight Press B + D-Pad Up to Kick High Press B + D-Pad Down to Kick Low Press C to Block Movement(Five Man Squads) Use the D-Pad to Move Cursor Press B to move the Highlighted Soldier to Cursor Note: If you move the Cursor while you are holding down B, the soldier will follow the Cursor around the screen. Movement(Commandos) Move D-Pad to move the highlighted commando Press B to move the other commando to the highlighted commando's location Medics Five Man Squads: Move cursor to downed soldier; when Cursor changes into a Cross, press A. Commandos: Move active commando to downed commando and press A. The 4-Way Play Too many friends, not enough controllers? Electronic Arts has solved your problem with the all new 4-Way Play four-player controller. Simply plug the 4-Way Play into your Genesis, then plug up to four controllers into the adapter, and you're ready to go. Note: Six-button controller users who are using the 4-Way Play must play in three-button mode. To configure your controller to three-button mode: 1. Turn off the Genesis. 2. Hold the Mode button on every six-button controller that will be used while you turn the Genesis on. Your six-button controller is now configured in three-button mode. You may just want to leave a 4-Way Play plugged into your Sega Genesis even if you aren't playing a 3 Player or 4 Player game. If you have a 4-Way Play plugged into your Sega Genesis and you want to play a 1 Player game, make sure your controller is plugged into control port 1. If you want to play a 2 Player game with the 4-Way Play plugged in, make sure controller 1 is plugged into control port 1 and controller 2 is plugged into control port 2. General Chaos Playing the Game Use Up/Down to scroll text BATTLEFIELD & SQUAD SELECTION Battlefields The attacking Army chooses the next battle site, known as the Battlefield. Usually, the army that won the last battle is the Attacking Army. There are exceptions: *In the first battle of the first game, the Blue Army is always the Attacking Army. *In a 3 or 4 Player game, Player 1 will choose for Chaos when they are the Attacking Army, and Player 3 will choose for Havoc when they are the Attacking Army. *In the first battle of a Continued game, the army that lost the last campaign is the Attacking Army. To select a Battlefield: 1. Press the D-Pad up/down to move the Bullseye Icon up and down on the map. A Battlefield's name will appear at the top of the map when the Bullseye Icon is on it. In the first battle, you can choose from a set of three different Battle Regions. And in most subsequent battles, you also usually have a set three battle regions to choose from. However, in a campaign's later battles, after the control of several Battle Regions has been determined, you may have only one or two Battlefields to choose from. If only one Battle Region is available, you will automatically attack it. 2. To select a region, place the Bullseye Icon over it and press any button. A dart will hit the target Battlefield and you'll be on your way. As your front line pushes forward, the Battlefields that you may select from get closer and closer to the enemy capital. You can attack your enemy's capital after you've captured a territory that borders on it. If you lose the battle for the enemy's capital, you must defeat the enemy's subsequent advance toward your own capital before you can attack his capital again. There are 17 Battlefields in each campaign map. In a game Continued through all three campaigns, there are a total of 51 possible Battlefields. Squads To select a squad: 1. use the D-Pad to look at portraits of the available squads: D-Pad Up-Displays the Assault Team D-Pad Down-Displays the Commandos D-Pad Left-Displays the Demolition Squad D-Pad Right-Displays the Brute Force Squad Note: When you're playing a 2 Player Side By Side or 4 Player Game, you can choose only Commandos. When you're playing a 3 Player Game, the side with 2 players can only choose Commandos. 2. Icons beneath each Squad portrait tell what weapons the Squad carries. Check the icons to make sure you're getting the weapons combination you want. 3. Look to see if the Attacking Army has a Special Objective in the upcoming battle; it could help you decide which Squad to select. For example, if your Special Objective is to destroy a building, you might want to select a Squad that includes one or more grenade-throwing Chuckers or dynamite-tossing Blasters. Special Objective assignments appear above the Squad portraits.(See the Special Objective section in this manual for more information.) 4. When the Squad you want is on screen, Press A, B, or C to select it. Clandestine Squad Selection When selecting squads in a multi player game, the player who chooses his squad first can then secretly select a different squad, so his opponent won't know what he selected. This is called Clandestine Squad Selection. To commit Clandestine Squad Selection: 1. Before your opponent makes his squad selection, press the D-Pad in the direction of the squad you want. For instance, if you originally selected an Assault Team, you can select the Commando Team by pressing the D-Pad down before your opponent selects his squad. 2. If Clandestine Squad Selection has been accomplished, the text on the closed dossier drawer will change from Squad selection completed to Clandestine squad selection completed. Soldiers There are five types of Soldier. Each type of Soldier has a unique appearance to make them easily recognizable on the battlefield. Gunner-Gunners are standard issue GI jarhead grunts. They aren't lifetime soldiers like Launchers, but War is still the most fun they'll ever have. Gunners lay down a constant spray of bullets with their machine guns. Their weapons can jam, though, and they need time to clear them when they do. Their line of fire can also be blocked by some obstacles. Range: 40 meters Chucker-Combat is probably the best place for Chuckers. Chuckers have a reputation for being a little off the wall...and they'd like to know just where this wall is so they could go blow it up. If Chuckers could jump on live grenades, they would-not to save their comrades' lives but as a show of affection. Chuckers throw grenades for good distance and can arc them over obstacles. Range: 50 meters Scorcher-There's something about Scorchers' grins and tendency to mutter "Mmm, barbecue!" in the heat of battle(no pun intended) that make people think Scorchers enjoy their work just way too much. They unfurl a short but deadly curtain of flame that can ignite more than one foe. But he may have trouble firing up immediately after crossing a body of water. Range: 5 meters Launcher-Launchers are old-fashioned hard-bitten by-the-book army lifers. Military service is the only life they know, and all they care about. Their long years of service have earned them the privilege of using that most formidable of weapons, the bazooka. These roughnecks' bazookas have very long range, but they take awhile to reload. As with Gunners, some obstacles can block Launchers' fire. Range: 150 meters Blaster-Blasters are nervous. You might ask why guys like that would get into demolitions; the answer is they weren't guys like that when they started. They inevitably have a few mishaps during training(those eyepatches are there for a reason), which leave them jangled for life. The fact they throw bombs a relatively short distance away doesn't hem-up their frayed nerves, either. Blasters blow things up by throwing dynamite; they're good guys to send in when you need to blast an objective. Their range is short, but the explosions have an area of effect that can take out more than one enemy. Range: 10 meters Info line Info lines for both armies appear at the top of the screen during combat. The Blue army's Info Line is on the left side of the screen, and the Red army's Info Line is on the right side of the screen. The currently selected Soldier appears on the left side of the Info Line, followed by a line of icons. Each Soldier is represented by an icon of the weapon he uses. The currently selected soldier's icon is highlighted in white. When a Soldier is down and needs a Medic, his weapon icon on the Info Line is replaced by a cross. When a Soldier dies, his weapon icon onto Info Line is replaced by a skull. FIRE AND MOVEMENT Firing Weapons Button A fires all soldiers weapons as long as the button is held down. Each Soldier automatically attempts to fire at the closest enemy Soldier, but it is up to you to move them within range of targets on into strategic positions. Selecting Soldiers For Players 1 and 3, their currently selected Soldier is marked by a circle beneath him; for players 2 and 4, their currently selected Soldier stands on a star. The circle or star will flash the color of the appropriate Army and then turn black. To select another Soldier, press C until the circle is beneath the Soldier you want. Movement Cursor The Movement Cursor tells the selected Soldier where to go. The Blue Side's Cursor is stamped with a C(for Chaos, naturally), while the Red Side's Cursor is emblazoned with an H(the initial of Havoc). 1. To move the Movement Cursor around the battlefield, use the D-Pad. 2. Press the D-Pad Up to move the Cursor up, press it down to move the Cursor down, left to move it left, and right to move it right. Moving Soldiers 1. When you've selected a Soldier and chosen his destination, press B. This will tell the Soldier to move toward the Cursor's location. The next Soldier on the Info Line then becomes the selected Soldier. 2. To move multiple Soldiers to the same location, press B several times, rapidly. 3. To make a Soldier follow the Cursor around the screen, hold down B when moving the Cursor. To make the Soldier stop following the Cursor, let up on the B button. COMMANDOS Selecting Commandos The currently selected Commando is marked with a circle in a 1 Player game or 2 Player Head To Head game. In a 2 Player Side By Side, 3 Player, or 4 Player game, the currently selected Commando is marked by a Circle or a Star, depending on which player is controlling him. See the descriptions of 2 Player Side By Side, 3 Player, or 4 Player games in this manual for more information. To switch between Commandos, press C Moving Commandos 1. There is no movement Cursor for Commandos. The selected Commando's movement is directly controlled by the D-Pad: Press the D-Pad in the direction you want the selected Commando to go. 2. To call the other Commando to the selected Commando's position, press B. Terrain & Obstacles Soldiers encounter many different types of terrain and obstacles during campaigns. These can slow their movement in a variety of ways-tripping over rocks, running into trees, stumbling over crates, etc. Water Water is a special problem. There will be many instances when your troops will have to cross bodies of water. But Soldiers move through water at a much slower speed than they travel over land. And if a Soldier spends an extended amount of time in the water, he will eventually become exhausted and drown. (Medics cannot help a drowning Soldier.) So when you send a Soldier into water, get him back out again as soon as possible. WEAPONS COMBAT Press A to fire all your Squad's weapons. Soldiers will aim at the nearest target, but it is up to you to put them in position so their fire will be effective. CLOSE COMBAT When Soldiers from opposing Squads come too close to each other to use weapons, hand-to-hand- Close Combat results. A cloud of dust means a Close Combat has begun(nearby Soldiers may be knocked aside by the hand-to-hand fury). All other activity stops while a Close Combat is in progress: Weapons combat is suspended and other Soldiers will not move or respond to commands. Some Close Combats are over as soon as the dust clears-one Soldier has already defeated the other. Many Close Combats, though, require the player or players to guide their soldier's tactics. There are three basic moves in close combat that are activated by pressing the appropriate button: Press A to Punch, press B to Kick, and press C to Block. Punches and Kicks can also be directed high or low: 1. Press the D-Pad Up at the same time you press A to direct a Punch high. Press the D-Pad Up at the same time you press B to direct a Kick high. 2. Press the D-Pad Down at the same time you press A to direct a Punch low. Press the D-Pad Down at the same time you press B to direct a Kick low. 3. Press A or B without moving the D-Pad to deliver a mid-level Punch or Kick. Each Close Combat participant's Health is displayed as a row of dots at the top of the screen: Red dots for the Red Soldier, Blue dots for the Blue Soldier. As a Soldier's Health decreases when he is hit or kicked, his dots decrease, too. A Soldier will lose the Close Combat when all his dots are gone. Note: It is recommended that you vary your Close Combat moves or you'll suffer a surprise from your opponent. 2, 3, and 4 Player Games 2 Player Head to Head Game This game pits a Blue Team against a Red Team. You can match a full five-man Squad against another five-man Squad, a five-man Squad against a two-man Commando team, or Commandos against Commandos. 2 Player Side By Side Game You can play a 2 Player Side By Side game with either two standard controllers or a four player adapter. Both players are on the same team, and each player controls a pair of Commandos who face a single enemy team of five Soldiers. Player 1 selects the battle amp as well as the Squads. Player 1 controls the Alpha Commando Team, and Player 2 controls the Beta Commando Team. Alpha team Commandos are highlighted by a circle and Beta Team Commandos are highlighted by a star. 3 Player Game There are two possible player configurations in a 3 Player game: *An Alpha Commando unit controlled by Player 1 and a Beta Commando unit controlled by Player 2 vs. a five-man Squad controlled by Player 3. *An Alpha Commando unit controlled by Player 1 and a Beta Commando unit controlled by Player 2 vs. a single Commando team controlled by Player 3. On the two-player side, Player 1 selects the battle map when he and Player 2 are the attacking army. Player 1 also makes the squad selection. Alpha Team Commandos are highlighted by a circle and beta Team Commandos are highlighted by a star. Blue Squads and red Squads can attack each other only; a Blue Squad cannot attack the other Blue Squad. 4 Player game Each player will control a Commando unit. Players 1(Blue Alpha Commandos) and 2(Blue Beta commandos) form the Blue Team, and Players 3(Red Alpha Commandos) and 4(Red Beta Commandos) form the Red Team. Blue Squads and Red Squads can attack each other only; a Blue Squad cannot attack the other Blue Squad, and Red Squads cannot attack each other. MEDICS Medics are the only personnel who can't be wounded by the combat that rages around them. When one of your Soldiers goes down, you can call a Medic who will run out to treat the Soldier on the field, or take him to safety, treat his wounds, and send him back into battle. For Five Man Squads To send in a Medic for a member of a five man Squad: 1. Move your Cursor onto a downed Soldier. The Cursor will become a Cross when it is over a Soldier who needs a Medic.(Note that the Cursor will change only when you have Medics available.) 2. Press A. When the Soldier is ready to reenter battle, he'll run onto the screen towards the current location of the Cursor. If you don't call a Medic quick enough, your downed man's wounds may become fatal. If you have no medics, naturally you can't send any in to patch up your wounded. You begin each game with 5 Medics. You earn one Medic at 10,000, 25,000, and 50,000 points. More Medics can be earned by picking up Medic Bonuses. Medic bonuses appear on some battlefields; each is worth varying numbers of additional Medics. But no matter how many Medic Bonuses you pick up, or what their value is, you can never have more than 9 Medics. For Commandos To call in a Medic for a Commando, move the active Commando to his downed partner and press A. If you have only one Commando left, you cannot call a Medic to help him if he goes down. Sudden Death Sometimes, when a Soldier who has already been hit in the line of duty is hit by a shell from a Launcher's bazooka, he will die instantly. You'll know he's passed on when he is reduced to bones and crumbles to dust. When this happens, even a Medic can't help him. SPECIAL OBJECTIVES 1. Sometimes, the Mission Description will include a Special Objective, such as destroying an aircraft or protecting a tank. The name of the commanding general who is issuing the Special Order, Chaos or Havoc, is displayed beside the Special Objective text. 2. The Special Objective is intended for the side that chose the map. For example, Havoc(Red Team) chooses a Battlefield. The Mission Description includes the Special Objective of destroying a building. The Red Team must try to destroy the building, and the Blue Team must try to protect it. The successful side will receive points when the battle is over. 3. To Destroy a Special Objective, move your soldiers(especially Launchers, Blasters, and Chuckers) near it. They will target the Objective. Note that Gunners and Scorchers will not target a Special Objective. Sometimes it takes multiple hits to destroy the Objective. Hint: For best results, position the Special Objective between your squad and the enemy squad. PLUNDER On all battle maps, there is Plunder to pick up. Plunder can take the form of gold dust, gold bars, ammo, secret documents, or moneybags. To pick up Plunder: 1. Move a Soldier to it or over it and he will pick it up automatically. 2. A Soldier does not have to stop to pick up Plunder. If he runs over it on his way to another part of the map, he will still pick it up. Safes & Crates Most Plunder is out in the open, but some is hidden in crates or safes. You need to open them to get to the Plunder they conceal. To open a safe or crates, position one of your Soldiers in such a way that he can blast it open. (Or position one of your Soldiers so that an enemy will blast open the safe while trying to blast him.) General Chaos Hints and Tips Use Up/Down to scroll text * At the end of each battle, a Battle report will appear, It tells you how many Medical Personnel you have left after the last battle and adds up your points. * You are awarded points for every items of Plunder you pick up. * Battlefields are worth varying numbers of points. When you win a Battlefield, you win its points. For instance, Capitals are worth more than other battlefields, and Battlefields that have Special Objectives are usually worth more than Battlefields that don't. Total Acreage refers to the number of points you are awarded for winning a battlefield. * A Casualty is scored every time an enemy is knocked down, either by weapon fire or in Close Combat. * In the battle for the capital, collect your plunder first, then worry about troop placement.

GENRLOST.O

Generations Lost Time Warner Interactive To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Generations Lost Game Description Use Up/Down to scroll text SOLVING THE MYSTERY Generations Lost is a mystery, a quest, and an adventure, with plenty of action to test your courage and your reflexes...plus puzzles and strategies to challenge your wits. The Geezer sends you off with words of warning and hope, and gives you a suit with strange and magical powers. Through experience you will learn how to use those powers wisely. Only at the end of your journey, through many lands and dangers, will you come to understand the fate of the lost generations-and your own destiny. Generations Lost Controller Functions Use Up/Down to scroll text General Controls Start: Pause/resume play. Press and hold, then release to go to Inventory/Transnode map. When in Transnode map, tap to go to the highlighted node or level D-Pad: On Transnode map, cycle through levels and sectors on the map Up/Down only: On Inventory, cycle through items held Controlling Monobe D-Pad: Move Monobe Button A: Fire E-Rad Button B: Punch Button C: Jump; swing from Plunker when Plunkers are activated Combinations Left/Right and A Button: Use key to open locker Up and A Button: Repel up using E-Rad Down and A Button: Energize your E-Rad when on an E-Rad energizer Generations Lost Playing the Game Use Up/Down to scroll text Lives and Life Energy You begin each game with three lives. You may accumulate more by collecting power-ups found in lockers along the way. Displayed in the upper left corner of the screen is your life energy indicator, which tells you how healthy you are. Life Energy Indicator When the indicator is green and rapidly active, your health is robust. As you take blows from enemies and your health deteriorates, your chest armor sparkles and the life energy indicator slows down, turning first yellow, then red. As the indicator reaches the red stage, you have very little energy left before you lose your current life. When the ball stops moving, you've lost a life. When you lose your last life, the game ends, and you must start your quest over again. You may start from any level for which you know the password. On the first level and most other levels, you'll find at least one health power-up platform, which you can use to restore your life energy. To power-up your life energy, jump on a health power-up platform. As Monobe is surrounded by floating life energy beams, your life energy indicator will return to its healthiest state. Navigating the Six Levels There are six levels, or nodes, in the world of Generations Lost. Each has up to five separate sectors. On each level except the first, you'll come upon at least one Transnode, a chamber that can transport you between levels. To operate a Transnode, walk into it and press Start. You'll go to the Transnode map screen. On the map, you may choose the level you want to go to by pressing the D-Pad Up, Down, Left, or Right. You may always go back to Transnodes you have successfully traveled through before. To advance to new levels, however, you may need certain items in your inventory. You get an "ACCESS DENIED" message when you don't have all the items needed to advance to a level you've selected on the map. Sometimes, you'll also be told what you must add to your inventory in order to gain access to the level. Checkpoints and Passwords Scattered through the world of Generations Lost, you'll come upon various checkpoints that mark your progress toward the solution to the mystery. Checkpoint Marker Once you've passed a checkpoint, its marker changes in appearance. Checkpoint Marker Already Passed If you lose a life and have lives remaining, you'll restart play at the last checkpoint you passed. As you make progress through the game, new passwords will be revealed to you when the Geezer talks to you at the end of certain levels. Always look for passwords at the end of his dialogue, and write down each and every password you're given. If you lose all your lives and the game ends, or if you want a break, you'll need to enter a password to resume play close to where you left off. You can enter any password you know from the OPTIONS menu. You'll start play in the sector where you were issued that password. The Energy Radiator(E-Rad) The Energy Radiator, or E-Rad, is the most useful, most versatile power of your special suit-both a weapon and a unique means of moving around. You can fire your E-Rad only when it's fully energized. Each time you use it, it must re-energize itself before you can use it again. Appearing in the upper right corner of the screen is the E-Rad energy meter. It's white when the E-Rad is fully energized, and flashes purple while the E-Rad is re-energizing itself. To fire your E-Rad as a weapon, press the A Button. The E-Rad fires in the direction you're facing, and can effectively damage any enemy within range. To repel up with your E-Rad, press and hold the D-Pad up and press the A Button. The E-Rad sends up a repelling beam, which attaches to any solid surface it meets and then lifts you up to that surface. To repel down with your E-Rad, press and hold the D-Pad down and press the A Button. When you find that its length is limited, you may need to supercharge your E-Rad. This makes it longer and more powerful, but supercharging lasts only until you sustain a limited amount of damage from enemies. To supercharge your E-Rad, jump onto an E-Rad supercharger, then press and hold the D-Pad down while you press the A Button. You can also quick-charge your E-Rad, by collecting a quick-charger from a locker. When quick-charged, your E-Rad has the added capability of rapid fire. Plunkers Plunkers-from which you can swing over land and water-enable you to travel fast while eluding enemies and other dangers. Plunkers are active only in Plunker zones, which are marked by Plunker Markers. To use Plunkers, jump and hold down the C Button. Gathering Items To succeed, even to survive, you'll have to gather power-ups, fast E-Rad chargers, puzzle solutions, elevator keys, and other items along the way. You hold these items in your inventory, which always displays your Energy Radiator. Lives Remaining To view your inventory, press and hold the Start Button, then release it. You may press the D-Pad up and down to scroll through the items in your inventory. As each one is highlighted, you'll see a description of it in the lower right quadrant of the screen. Lockers Some items are concealed inside lockers. When you find a locker, somewhere nearby will be a lock that you must unlock to open the locker. While standing next to the lock, press and hold the D-Pad Left or Right, and press the A Button. Then walk past the open locker to pick up the items inside it. Other important items to look for include shields, which protect you for a limited time against danger, and pieces of the Polyphase Conductor. E-Rad Quick Charger When quick-charged, your E-Rad has the added capability of rapid fire. Enemies Camorock: Found primarily in the Agricultural Sector, these creatures can be lethal if they hit you. Armafer: Found primarily in the Agricultural Sector, these beasts will throw stones at you, causing you great harm if they hit you. Monkey: These protect the Propulsion Sector from intruders. Guardian: These creatures guard the Mountain Face. Dollick: Defeat this nasty guy to gain a piece of the Cap Key. Generations Lost Hints and Tips Use Up/Down to scroll text * You can jump or E-Rad onto platforms above or below you. Generally, you can E-Rad farther up than you can jump. * Try different kinds of blows on the various enemies you meet. You can knock out birds with a punch or two; you may have to shoot other enemies with your E-Rad. * You can simply punch away the arrows that your adversaries will shoot at you in barrages. * This cat can be your friend when you reach the Cat Dungeon. * To understand the game, it's very important to read the story of Generations Lost as it appears on the screen during your journey. * It's not essential to explore all of the secret rooms you come upon, but you'll find that they often contain useful power-ups and other helpful items. * If you get lost or stuck, try everything. There are many things to discover and secrets to unlock in Generations Lost. * Remember that the E-Rad can shoot enemies above you as well as those in front of you. * Be sure to keep your E-Rad fully charged-you never know when you're going to need it.

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Ghouls 'N Ghosts Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME WEAPONS AND MAGIC HINTS AND TIPS BROWSE HELP FILES Ghouls 'N Ghosts Game Description Use Up/Down to scroll text The time is yesteryear, when knights scoured the countryside in search of the Holy Grail, defended the honor of fair maidens and fought a never ending battle against rampant evil forces. Thrown into this mayhem, is the courageous Sir Arthur. A victorious knight with the awesome task of penetrating the Demon's Castle to pulverize the Prince of Darkness. Can he do it? It's up to you. You'll dangerously travel through the Place of Execution, the Village of Decay, the Town of Fire, and the Crystal Forest with an arsenal of weapons at your side. And when you're really down on your luck, magic fights might with powerful results. The only problem? You'll have to learn how to use it. And avoid it. Because their magic has the power to change you into a helpless duck and other things. But there's not much time. Lives depend on you. So brandish your sword and make mincemeat of your foes. Ghouls 'N Ghosts Controller Functions Use Up/Down to scroll text Start Button: * Selects Option Screen. * Begins play. * Operates pause during play. * Resumes play. D-Pad: * Operates selection arrow for option setting. * Moves Sir Arthur in different directions. * Makes Sir Arthur kneel and climb. * Helps Sir Arthur direct his blows. * Specifies the direction that Sir Arthur jumps. Buttons A, B & C: A: Jump and select options. B: Fires weapons/shots. C: Jump and select options. Ghouls 'N Ghosts Playing the Game Use Up/Down to scroll text Arthur's Lives and Damage: Arthur begins the game with three lives and a coat of armor. Every time Arthur is injured, his coat of armor falls off entirely and leaves him naked. The next time he is injured, he will turn into a skeleton and you will lose one life. You have 2:30 minutes to complete the first stage and 3:00 minutes for every stage thereafter. If you cannot make it through one stage within the given time limit, you will lose one life. However, if you accrue enough points, you will gain another life. The Gateways: The Gateways are found at the end of every stage. To enter the next stage, you must pass through the Gateway where an evil gatekeeper protects the portal. Destroy him and you can go forward. Game Over: When Arthur has lost all three lives, the game will end. To win, you must complete all five stages. Game Continue: When the Game Over message is displayed, the Continue Screen will appear. Press the Start Button before the pages of the book turn to Chapter 0 and you can continue game play from a predetermined stage. Ghouls 'N Ghosts Weapons and Magic Use Up/Down to scroll text Weapons and Magic: Sir Arthur begins the game with a sword. As you continue playing and advancing, different weapons are awarded to you. Every time you contact a different weapon, the new weapon will replace the old. If you don't want to lose the weapon you're playing with, jump over the new weapon, being careful not to touch it. There are six different types of weapons that Arthur can use and each one possesses a different magical talent. Sword: It flies straight and is Arthur's first weapon. Torpedo Magic: Sword will send torpedoes in three directions; up, right and left. Big Axe: Able to penetrate through things, but cannot be thrown consistently. Exploding Magic: Causes explosions all around your position and burns up enemies in one fierce swoop. Super Sword: It can't be thrown, but you can cause twice as much damage with one stroke. Thunder Dragon Magic: Release the Thunder Dragon upwards and destroy all the enemies in the sky. Fire Water: When Fire Water hits the ground, it spreads blue flames everywhere. If the Fire Water hits your enemies directly, they will burn. Fireball Magic: Spread four fireballs in the area surrounding your position. The fireballs will move in a whirlpool-like motion. Discus: Throw it from a kneeling position and it will skim the ground. Mirror Magic: A mirror will appear in front of you and for a short period of time, it will protect you like a shield from your enemies. Dagger: This weapon will fly the farthest and can be thrown consecutively. Double Magic: For a limited period of time, your double will appear and the two of you can fight together. In fact, your double cannot be defeated. Using the Magic: When the magic suit of armor appears and you touch it, the Magic Gauge appears to indicate that your weapon now has magical powers. You now have the opportunity to use the magic. During firing, the red scale of the Magic Gauge will eventually turn silver starting from the left. When the gauge turns entirely silver, the Weapon Display changes to the Magic Display. Now you have fired enough to use magic. Treasure Items: Treasure Chests and Big Jars which are carried by demons will appear during game play. Sometimes you'll get lucky and the chests and jars will be filled with good things, other results can be dangerous. The Magician: When the magician appears from inside a Treasure Chest, his magic can turn you into a duck or an old man for a certain period of time. When you're a duck, you're rendered helpless. When you're an old man, your abilities are decreased. Ghouls 'N Ghosts Hints and Tips Use Up/Down to scroll text * Your enemies are defeated by certain tactics, so try to recognize which blows work best and use them in the future. * Many of the monsters cannot be defeated unless you attempt repeated blows, so don't give up. * In order to defeat the gatekeepers, you must understand their weak points and plan a strategy. * The treasure chests are very appealing, but sometimes it's better to leave them closed. We all know what curiosity did to the cat!

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Golden Axe Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS MAGIC AND STRENGTH THE QUEST WARRIORS HINTS AND TIPS BROWSE HELP FILES Golden Axe Game Description Use Up/Down to scroll text Death Adder's soldiers have invaded every village of Yuria, and they've kidnapped the King and his daughter and seized the Golden Axe. Only the strongest and craftiest warriors now have any chance of defeating him. Three warriors appear to challenge Death Adder. Guide one of these warriors to defeat all of Death Adder's soldiers and beasts, travel the treacherous route and defeat Death Adder himself! Golden Axe Controller Functions Use Up/Down to scroll text D (Directional) Button: * Press up or down to move the marker on the Start Game, Options, and Sound Test screens. * Press right or left to change options on the Options screen. * During play, press to make your warrior walk, run, or jump in any direction. Button A (Magic Button): * Press to use your magic. Button B (Attack Button): * Press to attack. Button C (Jump Button): * Press to jump. SPECIAL MOVES: * Press Button B (Attack) and Button C (Jump) at the same time for a special skilled attack. * Press Button C (Jump), then quickly press Button B (Attack) for a downward slash with your weapon. * Press the D Button right or left twice quickly to run in either direction. * While running, press Button B (Attack) for a body slam, kick, or head butt, depending on your warrior. * While running, press Button C (Jump) for greater distance. During this jump you can also press Button B (Attack) for a downward thrust. * Remember that each warrior has special attack skills. What one warrior can do, the others may not be able to do. Golden Axe Magic and Strength Use Up/Down to scroll text You start the battle carrying 1 Magic Pot. But you'll need much more than that to survive the battles ahead. During your travels you'll sometimes find little Elves running underfoot. These tiny guys carry rucksacks full of things you need. Nudge the Elves to make them drop things from their sacks. (Sometimes it takes a strong nudge.) They'll drop Magic Pots and Strength Bars. Run over these things to pick them up. Save the Magic Pot for the right moment. The Strength Bars give you extra strength right away. Sometimes the Elves sneak around at night, when you're sleeping. Wake up as quickly as you can to get Magic Pots and Strength Bars from them. If you're too sleepy, they may steal Magic Pots back from you! Magic Pots can add up. The more Pots you have, the stronger your Magic will be. Ax-Battler's Volcano Magic can reach up to 4 levels of power. When Tyris-Flare has 9 Magic Pots, her Fire Magic is stupendous! Fire Magic can reach up to 6 levels of power. Gilius-Thunderhead's Lightning Magic has 3 power levels. Golden Axe The Quest Use Up/Down to scroll text You begin your quest in the woods surrounding Turtle Village. As you enter the woods you are immediately attacked by Death Adder's soldiers. Press your D Button to move around the battle. Press your Jump and Attack Buttons to fight for your life! The number of times you press the Attack Button determines your maneuver and how much damage you do. With the Attack Button: * Press once or twice quickly to stab or slice. * Press 3 times quickly: -for a strong stab or slice at distant enemies. -to poke your weapon handle at near enemies. -to grab an enemy who's right on you and throw him down in a body twirl. * Press 4 times quickly to poke your weapon handle at an enemy who's right on you. * Press 5 times quickly to kick an enemy who's right on you. * Press the D-Button left or right twice quickly, then press the Attack Button for a body slam, kick, or head butt, depending on your warrior. Golden Axe Warriors Use Up/Down to scroll text When the Warrior Selection screen appears, press the D Button left or right to make the warriors circle. Release the button when the warrior you want is in front. Then press the Start Button (or Button A, B, or C) to choose that warrior and begin. Tyris-Flare the Amazon saw her mother and father massacred by Death Adder. When she's really angry, she rains down curtains of fire on her enemies with Fire Magic. Gilius-Thunderhead the Dwarf lost his brother to Death Adder's power. His specialty is somersaulting and scorching the invaders with Lightning Magic. Ax-Battler the Barbarian heard his mother's final screams. Now he won't rest until he hears Death Adder's. He uses Volcano Magic on the attacking hordes. Golden Axe Hints and Tips Use Up/Down to scroll text * Practice, practice, practice! Work on your jump and attack skills to get your timing perfect. Mastering the attack and all its variations is the best way to win! * Experiment with your Jump and Attack Buttons to discover all the special moves. You'll be surprised at how many maneuvers you can do, including kicking, thrusting with the handle of your weapon, and tossing your opponent overhead in a body twirl. * Ride a Bizarrian whenever you can. Let the monster take the hits while keeping the enemy's weapon swipes away from you. * Learn the shortcomings of each enemy. Then concentrate on defeating them by attacking their vulnerable spots. * Assess each situation to decide whether to retreat to a better position or close in for the attack. * Learn to jump and twirl to get behind an attacker. * Always face your enemy. Stabs in the back are lethal! * Watch your Hit Meter and Life Counter. If you're getting short on lives, it might be a good idea to retreat instead of attack. * Use your Magic Pots wisely. It may be a while before you get more. Stay on guard--some enemies are strong enough to survive a Magic attack. * Some platforms can only be scaled from a secret spot--which you have to find. * Fighting on a cliff, near the sea, or on a terrace is very tricky. Instead of tumbling off, lure the enemy towards the edge and let him be the one to fall. You can even give him a little push. * In 2 Player games, don't attack your partner--you can hurt each other. * There are three Death Adders in this game. Death Adder Jr. is in round three, Death Adder is in round six, and Death Bringer is in round eight. TO GET EXTRA MEN: Start a two player game (press Start on the second player Control Pad). Immediately kill the second player, and all of his continues will be transferred to the first player. LEVEL SELECT: On the player select screen (Skeleton holding the players in his hand), press the Lower Left hand corner of the Directional Pad, Button B and the Start Button. This will allow you to select which round you wish to start from. GAME STRATEGIES: * In Round 6, in order to get over the ledge, you must run and jump, or run and attack. * Learn which character you control best. * Fight in the duel to learn the opponents moves and attacks. * To beat the Death Bringer, you need to get as close to him as possible, hit him, and then move away. Attack the Skeletons as a defensive move only, they are indestructible. Another way, is to run (same direction on the Control Pad, twice), and attack him, this way he will not hit you.

GLDNAXE2.O

Golden Axe II Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Golden Axe II Game Description Use Up/Down to scroll text Save the World from Chaos! The evil lord Dark Guld should have been put away for good the last time he was defeated in battle. But now he has recouped and is back in full force. And he's accompanied by his clan of evil followers who are creepier, slimier and more disgusting than ever. Dark Guld has come for revenge and he is driven by the desire to see this world revert to chaos. He has taken the powerful Golden Axe, which is a symbol of peace and prosperity, to use for his own evil purposes. His creatures terrorize every town they descend upon. Someone must put a stop to this horror! Once again, three warriors stand up to face the oppressors. One is Ax-Battler, the fierce barbarian; the second is Tyris-Flare, the ferocious Amazon; and the third is Gilius Thunderhead, the fearless dwarf. They are willing to risk their lives to put a stop to the terror. They won't rest easy until the Golden Axe is returned to its rightful place. It's time to start the long journey through enemy-infested territory. Don't let the strange reptilian enemy creatures frighten you, because you'll need every ounce of courage you can muster. Fight onward until you reach the final showdown, a battle with Dark Guld himself! Golden Axe II Controller Functions Use Up/Down to scroll text Start Button: * Press to start game. * Press to bypass opening screens. * Press to enter selections in the Play/Options, Mode Selection and Options screens. (You can also press Buttons A, B or C to enter selections.) * During play, press to pause game; press again to resume play. D-Pad: * Press up or down to move the marker in the Mode Selection screen. * Press left or right to change settings in the Options screen. * Press left or right to choose a warrior in the Select Player screen. * During the game, press to move your warrior in any direction. Buttons A, B & C: A: Press to use magic. B: Press to attack. C: Press to jump. Special Moves * Press Button B (attack) and Button C (jump) at the same time for a special attack (different for each character). Tyris-Flare does a back flip attack, Ax-Battler uses an upper-swing followed by an attack to his rear, and Gilius Thunderhead does a spinning kick using his axe. * Press Button C (jump), then quickly press Button B (attack) to swing your weapon downward. * Press the D-Button twice to the left or right to run in those directions. * Press Button B (attack) while you are running to perform a body slam, flying kick or head butt, for Ax-Battler, Tyris-Flare and Gilius Thunderhead, respectively. * Press Button C (jump) while you are running to jump higher and further. You can also press Button B (attack) while you are jumping to swing your weapon downward. Golden Axe II Playing the Game Use Up/Down to scroll text Mode Selection Screen Select 1 Play or 2 Play in the Play/Options screen to open the Mode Selection screen. Press the D-Pad up or down to select Normal Game or the Duel and press the Start Button or Button A, B, or C to enter your choice. Once you have entered your choice, the Select Player screen will appear. Select the character you wish to use by pressing the D-Pad left or right to rotate the three characters. Keep pressing until the character you want is at the bottom of the screen. Press the Start Button or Button A, B, or C to begin play. In the two-player mode, two players can play simultaneously. The players can cooperate to destroy enemies, but if you're not careful, your partner may stab you in the back! The game ends when both players lose their lives. In The Duel, fight creepy adversaries in a succession from weak to powerful in the ultimate test of your fighting skills. Advance through 15 stages for the 1P mode and fight against another player in the 2P mode. Destroy as many adversaries as you can before your life gauge units run out. Screen Signals Magic: Each time you destroy a wizard, the wizard will let go of an item. This item may be a magic book. Each time you pick up a book, your magic power increases. Ax-Battler's magic power gauge has a four-unit capacity and Gilius Thunderhead's has a three-unit capacity. You can choose the level of magic that you wish to use by keeping Button A pressed until the marker reaches the level of your choice. Life Gauge: Each time you are hit by an enemy blow, your life gauge decreases by up to one unit. You can set the number of units in the Options screen. Some wizards will let go of items other than magic books. These items will restore a unit of your life gauge. Lives Remaining: You start out with three lives and this number decreases by one each time your life gauge reaches empty. Character: This shows the warrior in action. BONUS STAGES Between stages, you will encounter bonus stages. Wizards will disguise themselves as some kind of animal and try to make their way across the screen as you are sleeping. Once you wake up, attack the wizards to gain as many items as you can before they get away. Items Magic Book: Increases your magic power. Bread: Fills one unit of your life gauge. Meat: Fills one unit of your life gauge. Bizarrians Some enemies will be riding on animals called Bizarrians. Destroy these enemies and steal the Bizarrians to use these animals' special attack skills. But hurry, because if no one mounts them, they will run away. If you are hit by an enemy while you are riding a Bizarrian, your life gauge will not diminish, but you will be thrown to the ground. Golden Axe II Hints and Tips Use Up/Down to scroll text Helpful Hints * There are quite a variety of attack skills. Practice all the variations until you can control your character masterfully. * Ride a Bizarrian whenever you can. Use the attack skills of the Bizarrian to your best advantage. * Learn the weak points of each enemy. Attack their weak spots as much as possible. * Use your magic wisely. You don't know when you can get more. * In some places you will be fighting on a ledge. Be careful not to fall off the edge.

GLOBGLAD.O

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

GNRLCHAO.O

General Chaos Electronic Arts To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES

GODS.O

Gods Mindscape To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME MONSTERS AND ITEMS BROWSE HELP FILES Gods Game Description Use Up/Down to scroll text Gods is a game of exploration, combat, and adventure. You assume the role of a classical hero who has taken up the challenge of the Gods. In order to gain the ultimate prize of immortality, you must slay the four guardians of the city and return to Mount Olympus. The four guardians rule over an ancient city full of chaotic beasts. The city was once the citadel of the Gods and consists of four levels. Each level is protected by one of the guardians and their many minions. The levels are: the city, the temple, the labyrinth, and the underworld. Each level is split into three sections referred to as worlds. At the end of the second world in each level, you must stop at a shop. At the end of the third world in each level, you meet the guardian. Avoid the guardian and his weapons. Press A to fire at him. Gods Controller Functions Use Up/Down to scroll text GAME CONTROLS D-Pad: Use the arrow keys to make your hero walk and climb: * Climb up or face the wall in preparation for pulling a lever. * Climb down, duck, or crouch. * Move to the right/left. Start: * Start the game; pause a game in progress. Button A: * Fire a weapon or pull a lever (first press up to face the wall). Button B: * Press to jump (select the direction with the D-Pad). Button C: * Pick up or drop objects. GAME PLAY Press the arrows to walk and climb. Press up, right, or left to operate levers and jump. To use a lever or button: 1) Press up to face the wall lever, or button. 2) Press A. To jump: 1) Press right or left to select a direction. 2) Press B. NOTE: When the hero walks off an edge, he jumps down. If the jump is too far down, uh oh! INVENTORY You may only carry up to three objects in your inventory. If you try to get a fourth object, you will lose one of the others. To pick up an object: 1) Press arrows to stand by object. 2) Hold down to crouch. 3) Press C twice. 4) Release down to stand up again. To drop an object: 1) Hold down to crouch. 2) Press C twice. 3) Release down to stand up again. To open treasure with a key: 1) Pick up the key. 2) Press arrows to walk over the treasure chest. To shop for weapons, health, and potions: At the end of the second world in each level, you must go shopping. You need food to increase your energy as well as a total of three objects for your inventory. 1) Walk over the shop token to call the shopkeeper and the shopkeeper will appear. 2) Use arrows to select a weapon, health, or potion. 3) Click A, B, or C once to view a description of your selection. 4) Click A, B, or C twice to buy it. 5) When you are done, use arrows to select EXIT and press A, B, or C. TO PASS AN OBSTACLE: 1) Jump over it, if you can. 2) If you can't jump an obstacle, press a lever to turn it off, remove it, or open it. MENU OPTIONS: Starting from the main menu, you start the game, enter passwords, or use the game options. To select a level: 1) Press down to Enter Password, then press any button. 2) Press arrows to select a letter, then press any button. 3) When you finish spelling the password, select the end icon and press Start. HINT: Select the back arrow icon on the screen to correct spelling mistakes. Gods Playing the Game Use Up/Down to scroll text Status: To determine your play status, check these screen features: * Lives: See the lower left corner. * Energy: Yours is in the far lower left corner; the guardian's is in the far right corner. * Inventory: Up to three objects are shown in the four boxes in the lower center of the screen. * Score: See the lower right corner. * Message scroll: Appears with hints or clues when you solve puzzles, avoid traps, or collect bonus gems. * Bank account: Your account balance is listed below your score. Combat: In order to fulfill your quest, you must venture through the levels of the city. These are now the home of chaotic hordes of monsters which must be overcome. To do this, you must fight. Scattered throughout the city are many weapons; some are powerful and others weak. These weapons are essential if you are to defeat the creatures you will face. As well as weapons that you may find, it is possible to purchase others at shops located within each level. Different weapons have different strengths and qualities. Discovering the nature of each weapon will help you succeed. Money and Shopping: The city is fabled to be rich in treasure and gold, though no one has ever returned to confirm it. For the best chance of success, you need to collect as much of this treasure as possible. The money can then be used to buy weapons, potions, and health in the shops dotted throughout the levels. These shops are reached by walking over a special token, which calls the shopkeeper to escort you to his store. The description of the item and price are displayed in a window below the arches. Your cash is displayed at the bottom of the screen. To leave the shop, press on the arch labeled EXIT. All the items you have purchased will be available as soon as you leave the shop. If you buy a weapon that replaces one you are already carrying, half the value of the lost weapon will be added to your cash. Treasure may be revealed by destroying monsters or solving puzzles. Shields and starbursts will be removed when you confront the guardian at the end of each level. Potions can be collected either by finding them in the city or buying them in a shop. If a potion is collected, it takes immediate effect. Certain potions that are bought in the shop can be carried and only take effect if they are dropped from your inventory. Traps and Puzzles: The most cunning methods employed by the dwellers of the city are puzzles and traps. Some of the puzzles are simple, requiring only the throwing of a switch to advance further. Other puzzles are much more complex, involving collecting objects, finding keys, and acquiring special weapons. Traps take several forms but most are lethal, their spiked flails causing death unless you can escape them quickly. The puzzles that you will face are many and varied. All puzzles are one of two types: progression puzzles and reward puzzles. Progression puzzles need to be solved in order to complete the world or progress. Reward puzzles are not essential to the completion of the game; these puzzles provide rewards that can take the form of extra treasure, shortcuts, or other benefits. Hidden rooms are a typical example of a reward puzzle. The entrance to a hidden room may be found by examining the background-there may be a platform that cannot normally be reached or a passage blocked by a wall. As reward puzzles are not essential, they may involve a considerable amount of danger. Particularly strong monsters may protect the route that leads to the reward. Progression Puzzles are usually simple in nature than reward puzzles; however these puzzles often contain traps if they are not solved correctly. Progression puzzles often require that you recover an item, such as a key or teleport gem. These items will then let you into the next section of the world. Puzzles may be simple, requiring only one action to solve them; others require combinations of one or more events to trigger them. These actions include: throwing switches, completing sections within a limited time, or finding and returning objects to a specific location. As well as puzzles, there are also many hidden bonuses. These provide rewards at certain points if you complete a section in a good time or lose minimal energy or lives. The bonuses take the form of treasure or potions that will make completing the next section easier. Once a puzzle is complete, the object used to solve it will be removed from your inventory. Clues: To assist you, there are many clues that can be picked up. Clues take the form of special tokens. Collecting them causes a message or clue to appear in the Message Scroll. These clues may help define the quest for the level, provide a hint or a solution to a puzzle, or reveal the location of an object. All clue messages are displayed when you collect the token. They cannot be redisplayed, so take careful note of their contents. The Four Great Levels and Four Gigantic Guardians: The city has four levels, with each level being split into three worlds. AT the end of each level is an enormous guardian. These are the monsters you were sent to destroy. All the minions and treasure belong to these fearsome creatures and each is determined to retain its power. Scoring: As well as completing this great quest, there may also be some honor in having achieved a good score. You receive points for destroying monsters, collecting treasure, and solving puzzles. At the end of each world, a bonus is added to your score. This bonus is affected by the number of lives remaining and health as shown by the Energy meter. At the end of the game, your score will be placed into the hall of fame. To input your name, follow the same procedure as entering a password. Bonus lives will be awarded for "landmark" scores. Losing Lives and Restarting: You have three lives in which to complete the game. Each level consists of several worlds. You return to the world in which you lost a life with all your weapons. Password: When you complete a level, you get a password that lets you reenter the game at the beginning of that level. You restart the game inside a shop, which lets you purchase health, weapons, and potions. Gods Monsters and Items Use Up/Down to scroll text Monsters: Over the years since the Gods abandoned it, the city has become the home of many chaotic beasts. These are ruled by four gigantic guardians who use them to protect their fortunes. The monsters you will meet are by no means stupid; some will be stronger than others and some will be more deadly, but all are united in their cause to thwart your quest. Some of these inhabitants are able to avoid your attempts to destroy them. Collecting several of the same weapon will make your shots more effective. Several weapons may be used at the same time. Find out which are compatible for ultimate fighting ability. Then strike with precision. Whatever monster you meet, it is wise to study its behavior and from this knowledge learn the nature of all your adversaries. Within the first level the monsters you will meet will have only one aim-to destroy you. As you press into the temple and beyond, you will meet creatures who will try to steal the few precious items to be found. * The physical appearance of a monster indicates its nature and its objectives. Destroyer: These are very intelligent. Their objective is to destroy you, and they will pursue you throughout the level in order to do so. Flier: As well as trying to destroy you, these monsters are able to avoid your shots; the more intelligent ones will prove very elusive. Thief: These monsters try to steal objects from you. They will also try to grab and run away with any objects not yet acquired. Because of this tendency, it is possible to delay them by leaving treasure scattered throughout the world. If there is no treasure available, they will try to destroy you. * Because of their varying objectives, monsters can be used to help you. For example, suppose you find a cross but cannot reach it. If a thief is chasing you, it will steal the cross. You can drop the attract potion, then destroy the thief to recover the cross. A guide to weapons and potions: Weapons * Dagger: One of the weakest weapons you may come across. * Shurikans: Stronger than daggers, these travel through monsters. * Fireballs: Can be used at the same time as a conventional weapon, such as a dagger or shurikan. * Spears: Pass through monsters and platforms to cause great damage. Potions and Stuff: * Attract: Causes all monsters to attack you. * Large Shield: Can be bought or collected; it lasts for the whole of the current world and reduces your damage by half. * Small Shield: Can be bought or collected; it lasts 15 seconds and protects you from damage and also destroys any monsters who run into it. * Wideshot: One of three shot-directing tokens, this spreads the shot for maximum effect against fliers. * Food: Comes in several forms; it replaces lost energy but is not as powerful as the health potions. * Shop: Step on a token to call the shopkeeper. Keys: In order to protect the city from unwelcome intruders, the Gods placed many doors to block their progress. These doors are extremely strong and can resist all attempts to demolish them. To open them, it is often necessary to have the correct key in your inventory. As well as doors, the inhabitants have entrusted their valuables to locked chests. These containers may only be opened using the correct key. These are smaller than keys used to open doors and are colored to correspond with the chest they open. Like their larger relatives, these keys are not easy to obtain and are usually well protected by monsters, traps, or puzzles. The treasure within these chests may be used to purchase weapons or potions at the shops that are found throughout the city. When a key has been used, it will be discarded automatically. Doors can lead to rooms, teleport you to new locations, or let you progress along passages. Special gems are also able to teleport you. To open a chest, pick up the key and walk past the chest. To open a door, pick up the key and walk to the door. Using the arrow keys, face the wall and press the A button to pull the lever. The color and shape of a key indicates what type of door or entrance it will open: Vertical Keys: There are three vertical keys: Gold (teleport), Bronze (room), and Iron (trapdoor/moving block). Horizontal Keys: There are three horizontal keys: Gold (end of level or world), Bronze (treasure room), and Iron (door). The color of a chest and its corresponding key are indicative of the value of its contents: Gold chests (greatest value), Bronze (average value), and Iron chests (lowest value).

GOLDAXE1.O

Golden Axe Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS MAGIC AND STRENGTH THE QUEST WARRIORS HINTS AND TIPS BROWSE HELP FILES

GOOFY.O

Goofy's Hysterical History Tour Absolute Entertainment To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME POWER-UPS GOOFTRAPTIONS GOOF CUBES BROWSE HELP FILES

GRANADAX.O

Granada X Renovation To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME STAGES HINTS AND TIPS BROWSE HELP FILES Granada X Game Description Use Up/Down to scroll text THE STORY The Super Strategic Defense Initiative of the 1990's banned inter-continental ballistic missiles and nuclear warheads. Now the year is 2016. Weapons today are limited to super strategic mobile weapons. Enter Granada. Hypertek-Cannon Tank. (HCT). Firepower as we know it today is all but abandoned with Granada. Granada uses shields and radar to create its defense mechanism. Offensive firepower is provided by the most awesome array of weaponry ever assembled on a battlefield. These include multi-directional interceptors, long-range homing missiles, and a device designed to totally obliterate all opposing forces. You will command Granada through the peaceful streets of Tobora. Battle the giant flying battleship Astarsha, and Valsic, another HCT. If you enjoy fast paced action-packed thrills, you'll love the feel and sound of Granada. BEGINNING True Enemy, "PEID" Leon Todo-one of the last great sharpshooters, fights for private enterprises. His strong will drives him to the battlefield. In September, 2016, he came to Japan while the summer still lingered. A female agent of PEID(Private Enterprises' Intelligence Department) contacted him and gave him a floppy disk with a job request. The agent was later found dead, by unknown hands. Leon accepted the assignment, and he traveled to Tobora. In Tobora, he found a Super Mobile Weapon. It had been waiting peacefully as if expecting somebody to wake it up. Leon got in the mobile weapon without saying a word and then a navigation computer, "Labune," calmly said to him; "Hello, my master..." Leon cast his eyes on the control pad and said spiritlessly, "Where are the people from PEID?" "PEID"-The word appeared on the screen, and it changed into GRANADA-The legendary HCT. Granada X Controller Functions Use Up/Down to scroll text TAKE CONTROL This game is for 1 player. Plug in Control Pad 1. Start Button: * Press to start game. During play, press to pause game. Press the button again to resume play. D-Pad: * Press to move Granada in eight directions. A Button: * Press to shoot normal weapon. B Button: * Press to set direction of cannon. C Button: * Press to discharge a blast. A blast is 16 times more powerful than a normal bullet. Granada recoils when shooting a blast. Also, the C Button is used to detach a support unit. How to Move Granada: Normal Move: * Press D-Pad to move Granada and to change the direction of its cannon. Move and Hold Direction of the cannon: * Press D-Pad and B Button at the same time.(Press D-Pad, and A or C Button when key functions are changed in configuration mode). Granada X Playing the Game Use Up/Down to scroll text THE GAME Each stage has several points to be destroyed to clear the stage. Take control of Granada and destroy all enemies to clear the stage. Be careful when you have destroyed all enemies-different music will play and then a boss character will appear. Some of them are big, some small, and some transform their bodies. Take advantage of the performance of Granada, use your technique, and you will win the game! CONFIGURATION MODE The D-Pad selects commands in Configuration Mode. Selecting Configuration Modes shows a sub-menu, and information on the sub-menu displays how functions are set in each mode,(number of) Granada's, Level, Music, S.E.(sound effects), Rotation, or key assignment. To change pre-assigned setting, move the D-Pad up or down to desired position, and then move D-Pad right or left to choose selection. To exit from Configuration Mode, press Start Button, or move cursor to "EXIT" and press either A, B, or C Button. Granada: Changes number of playable units. Level: You can choose the level of difficulty of the game. Select from EASY, NORMAL, HARD, and MANIA by moving the D-Pad to the right or left. Music: You can enjoy different kinds of music used in the game. Move cursor to "MUSIC" and move the D-Pad to the right or left to select music. Press the A Button to start to play and B Button to stop. While in game mode, though, the music will be chosen by the computer. S.E.: You can listen to sound effects in the game. Move the cursor to S.E. and move the D-Pad to the right or left to select sound effect. Press the A Button to start and the B Button to stop. Rotation: Change Granada's turning speed. Key Assignment: You can choose functions of each key out of the following: Fire locked Cannon: Normal Shot Blaster + locked Cannon: Locked Cannon Not used: Hold and locked Cannon A and B, or B and C pressed simultaneously can be used for any function. To change key functions, move cursor to "Key assignment," and press either A, B, or C Buttons. And then move the D-Pad to the right or left. Different assignment of keys will be displayed as you move the D-Pad. SUPPORT UNITS Supplemental weapons that support Granada will appear in the game. There are five kinds of them and each unit has different capabilities as follows: Unit 1-Reflector A multi-directional interceptor. It spins around Granada when you touch it. It shoots bullets equivalent to Granada's. It also fires homing bullets at enemies. Unit 2-Paul-vanian An intermediate-range supplemental unit. It combines with Granada when you touch it. It works as a shield against attacks from the front when combined with Granada. By pressing the C Button, it shoots off and fires bullets in multi-direction, and then combines with Granada. Unit 3-Chromleck An intermediate-range interceptor. It spins around Granada when you touch it. It chases and shoots enemies automatically by pressing the C Button. Unit 4-Epalet A long-range supplemental unit. It combines with Granada when you touch it. But it cannot be detached. It fires long-range homing missiles by pressing the A Button. Unit 5-Hidden A subversive activity unit. It spins around Granada when you touch it. It destroys enemies around Granada by giving them a blast. Granada X Stages Use Up/Down to scroll text STAGES Granada fights fiercely in various kinds of battlefields. Here is a brief introduction of several stages. Stage 1 Tabora district-Peaceful streets turn into a pool of blood. A Flying HCT, "Gible" flies in the sky and fires on Granada. Stage 2 A battle on a gigantic flying battleship, "Astarsha" continues until it has reached Marsabi district. You will see layers of a sea of clouds underneath. The ground beneath the clouds is the home of dangerous starving wolves-Don't fall off! Stage 3 Shuba district having highways as high as 1,000 feet from the ground. A middle-sized HCT, "Valsac" prevents Granada from high speed. HCTs attack Granada from the front and rear. Dropping from the highway leads you to death! Stage 4 Kilomoto district. A battle continues in the night. Weird search lights glare. Granada faces a special HCT unit guarding the defensive line. What is the true nature of the newly developed HCT? Granada must fight on its own from here... Granada X Hints and Tips Use Up/Down to scroll text * Pay special attention to the conditions of the ground and enemies' movement. * Try to avoid any attacks by enemies in an area where Granada loses speed or where there are traps.

GREATHVW.O

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

GREENDOG.O

Greendog: The Beached Surfer Dude Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS START RIPPIN' HELACIOUS HELPS POWER ITEMS HINTS AND TIPS BROWSE HELP FILES Greendog: The Beached Surfer Dude Game Description Use Up/Down to scroll text Greendog was stylin' until a killer wave beached him! And somehow during the shore pounding a strange pendant got stuck around his neck. Is this a bogus dream or the start of an excellent adventure? The pendant has a curse, but you can solve it. All you hafta do is find the six pieces of the Surfboard of the Ancients. They were hidden long ago by the Aztecs somewhere in the Caribbean. Greendog is totally cool. But when he's wearing the pendant, everything and everybody else gets way squirrelly. And even attacks! Like the crazed crabs, the loony tourists and the sabre-swinging skeleton pirate Man O' Bones. Greendog's got an awesome flying disc. And he can still carve on his skateboard, in-line skates and pedal-copter. He even scuba dives! He's a true sun-seeker on a dangerous mission in the most excellent vacationland on earth. Greendog: The Beached Surfer Dude Controller Functions Use Up/Down to scroll text Start Button: * Pauses and resumes the game during play. D-Button: * Up/down moves the highlight on the Title screen and Options screen. * Left/right changes an option's setting on the Options screen. * Left/right turns Greendog around. Hold down the button to move him in the direction he's facing. * Up aims the flying disc up diagonally when Greendog is throwing it. * Down makes Greendog duck. Panic Button (Button A): * Use a Power Item from the top of the screen. Throw Button (Button A): * Throws the flying disc in the direction Greendog is facing. Press the D-Button Up and the Throw button to throw the disc up diagonally. * Uses the punching glove when Greendog is flying the pedal-copter. Jump Button (Button C): * Makes Greendog "grab some air" when he's walking, SCUBA diving, skateboarding or in-line skating. * Makes him jump up to grab swinging vines and some flying creatures. Press again to let go. * Keeps Greendog in the air when he's flying the pedal-copter. Greendog Start Rippin' Use Up/Down to scroll text Greendog's on an island paradise full of whacked-out creatures. He's got to make sure he doesn't wipe out! Use the D-Button to make Greendog turn, move and duck. Press the Throw button to toss his flying disc, and press the Jump button to "blast some air." Don't forget that Greendog's stuck with an ancient Aztec pendant. Creatures that get near him go berserk-o from the pendant's curse. Greendog can chill 'em with a bop or two from his disc. Any creature or thing could be hiding junk food and Power Items. Smack everything with the disc to see what pops out. Getting junk food earns points. Grabbing Power Items restores Greendog's energy and gives him extra weapons. Greendog: The Beached Surfer Dude Helacious Helps Use Up/Down to scroll text Fetch and His Bone Fetch is Greendog's fun-lovin' pup. Whenever he appears, he's always looking for something to chew. Usually it's Greendog's food! But if Fetch grabs a bone, he'll leave the food alone. If Greendog snags the bone first, Fetch will help him out by gnawing a few freaked-out foes. Junk Food The islands are loaded with junk food. Toss a killer disc into enemies, totem poles, garbage cans -- whatever -- and see what flies out. Wail on things a couple of times with the disc to make sure you get all the goods. The more junk food you get, the faster your score adds up! Greendog: The Beached Surfer Dude Power Items Use Up/Down to scroll text Power Items Cola: This thirst-quencher can save Greendog's life. Grab one to shorten the bar in the damage meter. Colas can turn a yellow bar back to green, and a red bar back to yellow. Super Disc: This excellent item needs no throwing action. It zips around on its own, seeking out and whacking enemies. Super Discs are stored at the top of the screen until you're ready to use them -- for instance when Greendog is suddenly jumped by gangs of biting bats or paranoid piranhas! Then press the Panic button and relax. Clock: Press the Panic button to start the Clock ticking. It freezes all enemies for a few seconds, so Greendog can scram. Even when stiff, frozen foes will hurt Greendog if he touches them. Sock 'em with a disc to get them out of the way. Umbrella Hat: This primo item protects Greendog from more than the burning rays of the sun. It makes him invulnerable! When he's wearing the Hat, Greendog can wade fearlessly through Grenada's marshes or Jamaica's tourist traps. Umbrella Hats are stored until you use them with the Panic button. Greendog Hints and Tips Use Up/Down to scroll text * Hit things more than once to get all the goods. * Throw your disc while jumping to get airborne enemies. You can't turn or move forward or backward while throwing. * You can still throw the flying disc while using the Super Disc. * When you jump on stone springs, get ready to turn quickly to land on a higher ledge.

GRINDSTM.O

Grind Stormer Time Warner Interactive To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Grind Stormer Game Description Use Up/Down to scroll text Are you ready for the ultimate in high-speed blaster action? Fight the evil alien hordes and stop them before they can threaten the Earth! Six awesome stages of incredible action await you in...GRIND STORMER! Grind Stormer Controller Functions Use Up/Down to scroll text D-Button: Use the D-Pad on your controller to guide your ship during game play. Before the game begins, you also use the D-Pad to select menu options. Press Up or Down on your D-Pad to highlight an option, then use Left and Right to select the options you wish. A & C Buttons: These buttons fire weapons. Hold down button for continuous fire. B Button: This sets off a bomb right where you are at that second. You may only use as many bombs as you have highlighted in the right hand status window. A, B, C & Start Buttons: Hold down all buttons at the same time to reset the game. This is the same as pressing the reset button on your Sega Genesis. Grind Stormer Playing the Game Use Up/Down to scroll text The Game Screen is made up of two major parts-the Playfield and the Status Bar (located on the right side). The Playfield is where the action takes place. The Status Bar includes vital information such as the current High Score, your current score, the number of bombs you have (up to the maximum of 6), plus the number of credits remaining. Weapons: During play, you have the opportunity to use several different weapons by gaining different power-ups. These weapons work as described below: Power: This makes the shots you fire more powerful. Will work with all other power-ups. S-Down: This causes the ship to move and maneuver slower on the screen. Note: Only available after the ship is at full speed. Missile: This allows the ship to fire missiles. Also, the side pods of the ship will follow the main ship around, firing as long as the main ship fires. Search: This causes the side pods to seek out targets and attach themselves until that target has been destroyed. This is particularly useful when there are a lot of enemies. S-Up: This causes the space ship to move and maneuver faster on the screen. Additional "S-Up" will cause the ship to move even faster until the ship has reached maximum speed. Shot: This makes the ship fire as it does when the game starts. Diamond: This gives you another bomb (6 max.). Grind Stormer Hints and Tips Use Up/Down to scroll text BONUS GAME: V-FIVE: This is another complete game, included for free! It plays very similar to Grind Stormer, with a few minor changes. First, there are no bombs in V-FIVE. Second, the way you get special weapons is different. There is a status bar on the right side just where the bomb indicators were in the Grind Stormer game. Each time you get one of the diamonds, it advances the indicator one step. If you press the B Button when the indicator is highlighted, that weapon takes effect.

GRNDSTRM.O

Grind Stormer Time Warner Interactive To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Grind Stormer Game Description Use Up/Down to scroll text Are you ready for the ultimate in high-speed blaster action? Fight the evil alien hordes and stop them before they can threaten the Earth! Six awesome stages of incredible action await you in...GRIND STORMER! Grind Stormer Controller Functions Use Up/Down to scroll text D-Button: Use the D-Pad on your controller to guide your ship during game play. Before the game begins, you also use the D-Pad to select menu options. Press Up or Down on your D-Pad to highlight an option, then use Left and Right to select the options you wish. A & C Buttons: These buttons fire weapons. Hold down button for continuous fire. B Button: This sets off a bomb right where you are at that second. You may only use as many bombs as you have highlighted in the right hand status window. A, B, C & Start Buttons: Hold down all buttons at the same time to reset the game. This is the same as pressing the reset button on your Sega Genesis. Grind Stormer Playing the Game Use Up/Down to scroll text The Game Screen is made up of two major parts-the Playfield and the Status Bar (located on the right side). The Playfield is where the action takes place. The Status Bar includes vital information such as the current High Score, your current score, the number of bombs you have (up to the maximum of 6), plus the number of credits remaining. Weapons: During play, you have the opportunity to use several different weapons by gaining different power-ups. These weapons work as described below: Power: This makes the shots you fire more powerful. Will work with all other power-ups. S-Down: This causes the ship to move and maneuver slower on the screen. Note: Only available after the ship is at full speed. Missile: This allows the ship to fire missiles. Also, the side pods of the ship will follow the main ship around, firing as long as the main ship fires. Search: This causes the side pods to seek out targets and attach themselves until that target has been destroyed. This is particularly useful when there are a lot of enemies. S-Up: This causes the space ship to move and maneuver faster on the screen. Additional "S-Up" will cause the ship to move even faster until the ship has reached maximum speed. Shot: This makes the ship fire as it does when the game starts. Diamond: This gives you another bomb (6 max.). Grind Stormer Hints and Tips Use Up/Down to scroll text BONUS GAME: V-FIVE: This is another complete game, included for free! It plays very similar to Grind Stormer, with a few minor changes. First, there are no bombs in V-FIVE. Second, the way you get special weapons is different. There is a status bar on the right side just where the bomb indicators were in the Grind Stormer game. Each time you get one of the diamonds, it advances the indicator one step. If you press the B Button when the indicator is highlighted, that weapon takes effect.

GROWL.O

Growl Taito To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME WEAPONS THE BATTLEFIELD BROWSE HELP FILES Growl Game Description Use Up/Down to scroll text The Story So Far It is the year 1998. A worldwide craze to own rare and exotic pets has led to the near extinction of many species. Of course, these species are protected by law, but no one seems to want to listen. Compelled by the prestigious status it brings to own exotic pets, people are willing to pay the big bucks. The sellers, of course, are getting rich in the process. The Protectors of Animals' World Society (PAWS) has made it their number one goal to bring a stop to this horrible trade. It's main target is a clandestine organization operating under the cover name The Rendow Animal Protection Organization (RAPO). Now, this name would imply they are concerned with animal welfare. Quite the contrary! They are nothing but a bunch of greedy low-lifes operating the world's largest poaching and smuggling ring. And with little concern for wildlife of any kind! The ring is reportedly based in the port city of Machanga, but every PAWS agent sent there to investigate has turned up missing. Recently, Interpol agents found the body of one of the missing PAWS agents. Obviously the victim of foul play, the body had bullet wounds in the abdomen and what looked like animal teeth marks on one shoulder. In the victim's stomach, uncovered during the autopsy, was a microfilm wrapped in plastic. Although the microfilm shed no light on the case, it did provide an added wrinkle--the seven photographs were of strange beasts that could only be described as monsters. The frustrated PAWS leaders have decided to send four special agents into Machanga. These agents are licensed for destructive commando operations, but have been specially hand-picked for their concern and love for animals. Your agent has arrived in Machanga, and now waits to make contact with another PAWS agent. Growl Controller Functions Use Up/Down to scroll text D-Pad: * Moves the character in the direction indicated. Start: * Starts or pauses the game. A Button: * Use to attack or pick up a weapon. B Button: * Use to jump. C Button: * Uses special move or throws weapon. Press A and B at the same time to use the special move or throw the weapon you have now. Using the special move by pressing A and B together or C alone gradually drains energy from your character. When the energy gauge is at minimum, you cannot use that move. Check the energy parameter on the Player Select screen to see how your character is affected. Growl Playing the Game Use Up/Down to scroll text The Display: Barrels, the contents of crates, things your enemies drop, etc., can be picked up and carried for future use. Energy Gauge: This shows the energy level of your PAWS agent. The gauge starts green, changing to yellow at damage level 1 and red at level 2. At damage level 3, the agent dies, the gauge goes blank and the game is over. Weaponry Display: This shows the special weapon you're using and ammunition remaining. Score: This shows your current score and the best recorded score. Special Agents for PAWS: Gen: Press A and B together or C alone to kick. Burn: Press A and B together or C alone for an uppercut. Press A for a short-range jab. Khan: Press A and B together or C alone to kick. Press A for a short-range hook. Jack: Press A and B together or C alone to kick. Press A for a short-range punch. Growl Weapons Use Up/Down to scroll text Weapons: These items may be hidden in something, like a barrel or crate, or dropped by the enemy. Pick them up for future use. Knife: Can be thrust at short range or thrown. Iron Bar: Can be swung vertically or horizontally. Sword: Can be thrust or swung vertically or horizontally. Whip: Can hit an enemy in front or behind at fairly long range. Grenade: Throw this by pressing the attack button; take cover on the ground until it explodes. Pistol: This comes loaded with six bullets. Once you use up the ammunition, you can throw the empty gun at your opponent by pressing the attack button. AK-47: This is loaded with a 24-round clip. Each burst fired uses three bullets. Once you use up the ammunition, you can use the gun to hit your opponent. Rocket Launcher: This comes with four explosive rockets. When all the rockets have been used, you can hit the enemy with the launcher. These items can be picked up and thrown at the enemy: Crate, Barrel, Rock, and Powder Keg. If you see an eagle captured by the enemy in Field 1, free it and it will follow you through Field 1 and attack your enemies. Growl The Battlefield Use Up/Down to scroll text Field 1: Machanga In a dive bar in Machanga, our man is waiting to make contact with a PAWS agent. Suddenly, a grenade flies at him! He takes cover instantly, survives the blast, then pulls a weapon from the crate and starts his counter-attack. Knowing that his contact will not show up, our man goes out into the city. He finds a man beating a lion in an open square, and he attacks with fury. He finds a mysterious man loading a consignment of rare birds onto a train bound for the port. When our man thinks that he's taken care of the whole gang, one last goon appears-in a dynamite vest! Field 2: The Unwelcome Passenger Thinking the train will take him to some useful information, our man jumps on top of the train. But the train is full of RAPO goons, every one out for blood. Field 3: Down on the Docks The train reaches its destination as the enemy attacks grow stronger. Our man knows he's getting closer to his goal, because the streets are full of RAPO men. There's no way out without a fight. The last group of goons give our man a clue about what RAPO is up to-four giants, all with the same face! But to get to the ring-leader, he'll have to beat the giants, one by one. Field 4: Cargo of Death After knocking out the giants, our man discovers a secret pier with a cargo ship docked there. He curses RAPO when he finds elephants caged on board, and sets out to free them as quickly as possible. After he has beaten the RAPO crew, our man meets another giant, this one with his face covered by a cloth bag. As our man winds up for the knockout blow after a fierce battle, the giant begs for mercy. Field 5: Jungle Battle Our man sights land and beaches the ship, but as he enters the forest he's met by an artillery barrage! Facing a tank, he thinks that his road ends here. But...what about the elephants? Field 6: Daggers in the Dark Our man finds a tunnel that can only be the entrance to the smugglers' stronghold. He lights a torch and enters, but the tunnel guards jump him from the darkness. He can't use his special moves because he's holding the torch, so he has to dodge and jump past the guards. Field 7: The RAPO Base The tunnel empties onto the edge of a cliff. The ledge gives way, and as he struggles to hold on, an eagle flies near. He grabs it and it takes him to the enemy base. Now it's time to take on the RAPO ringleader and save the endangered animals.

GRTWALDO.O

The Great Waldo Search T HQ To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME BROWSE HELP FILES The Great Waldo Search Game Description Use Up/Down to scroll text It seems that Waldo's good friend, the wizard Whitebeard, has lost five magic scrolls in the Realms of Enchantment. He asks Waldo if he can locate the scrolls for him before it's too late! Well, our globetrotting hero can't resist a challenge, so he takes his trusty canine companion along on their new adventure! Now it's up to YOU to spot the missing scrolls as well as bonus points and much more! Your quest takes you deep underground where the dragons live, on a wild magic-carpet ride in old Arabia and into the hands of some pretty massive giants! Keep a sharp lookout for fun in this colorful fantasy for the whole family! The Great Waldo Search Controller Functions Use Up/Down to scroll text Controller 1: Button A: * Use to make all selections. * Press to collect items and people from the screen. * Also use to make selections from Whitebeard's crystal ball. Button B: * Scroll faster through the "pages" as you look for items. Button C: * Pauses the game. Start + Button C: * Restarts the game. D-Pad: * Moves magnifying glass up, down, left and right across the screen. * Also used to cycle between choices on the crystal ball. Controller 2: Special Parent Feature! For those of you who wish to assist young players on their search for Waldo and the magic scrolls, we offer these helpful tactics. Make sure both controllers are inserted into the Genesis before beginning the game. If the person you are playing with needs assistance, take controller 2 and use as follows: Button A: Forces the movement to the screen containing Waldo, then the screen containing the magic scroll, then the screen containing Woof. This happens only when Button A is being held. Button B: If the player just needs a little extra time to complete the search, press the B Button to turn off the time function. The Great Waldo Search Playing the Game Use Up/Down to scroll text Press Start to begin the game. You are given the choices between Normal and Expert levels. The Normal mode is for beginners. The objects are easier to find because they are more fully exposed. The Expert mode has the same objects, but they are harder to spot because you see even less of them than in the Normal mode. Once you have chosen either the Normal or Expert difficulty level, you can choose which of the 5 areas to begin your search. The areas are: Land of the Gargantuas Kingdom of the Carpet Flyers Water Monks vs. Fire Druids The Enchanted Underground Land of the Waldos You can choose any of them in any order you wish by pressing Button A when the picture from the realm you wish to visit appears in Whitebeard's crystal ball. The clock starts running when you arrive at each level, so search quickly! What to Look For Scrolls: You need to find a scroll in each level in order to complete your search. Clocks: Get bonus time and points for every clock you obtain! Look for special clocks in the Expert level. Point Markers: Small plates with scores on them will add to your total point score by collecting them. Woof: When you find Waldo's dog you will be taken to a bonus round. You'll see him flying a magic carpet over a fantastic cityscape. Grab all the bonus points you can by maneuvering the carpet with the control pad. You'll return to the level you were searching after the bonus round is completed. Waldo: Well, what would this game be called if you weren't looking for you-know-who? You need to find Waldo (and the scroll) in each level to graduate to the next one. Special Game Notes * When playing in either the Normal or Expert games, you will return to the Selection Stage after successfully completing each search. You can choose which level to try next. * Because time if of the essence, you must complete the search in each level before the clock runs out. Collecting hidden clocks throughout each level buys you some extra searching time. If you run out of time, you will see a lose screen and your points will be tallied up. If you wish to keep playing a continue feature returns you to a new game. * If you return to play after a loss, an extra clock will be awarded to you (to give you just a little more time). * In the Normal and Expert game there are special clocks that freeze the action of the main game to give you a bonus item to search for. There is a written clue to this item that appears on the screen. Look carefully! Once again, good luck on your search for the magic scrolls!

GUNSTAR.O

Gunstar Heroes Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Gunstar Heroes Game Description Use Up/Down to scroll text The Peaceful Planet of Gunstar 9 Has Been Invaded!!! With the military detained and the planet in serious peril, two brothers vow to find and destroy the evil power that now threatens Gunstar 9. If they succeed they shall go down in history as Gunstar Heroes. If they fail...Gunstar 9 shall perish. Gunstar Heroes Controller Functions Use Up/Down to scroll text Start Button: * Press to make selections in menu screens. * Press to pause the game, press again to start play. D-Pad: * Press to highlight/set various options in the options screen. * Press to highlight players/weapons in the equip screen. * Press to highlight Stage choices in the Stage select screen. * Press to move your Gunstar. * Press to move the Gunstar spaceship or mining cart. * Press to aim your weapon. Button A: * Press to make selections in menu screens. * Press to switch weapons. Button B: * Press to fire weapons. Press and hold for rapid-fire shooting. * Press to throw opponents (and/or the other Gunstar in Two-Player games). Button C: * Press to make selections in menu screens. * Press to jump. GUNSTAR A OR B: DEFENSE * Pressing Buttons B and C at the same time makes your gunstar assume a defensive pose. This pose will deflect some enemy attacks, but don't rely too much on it! * Press the D-Pad down to crouch/duck. GRABS * To grab an item, move your Gunstar over the item, then press the D-Pad down and Button B to grab the item or object. The number of Vitality points you've gained (when you pick up a Vitality item), will be displayed after you pick it up. * To grab an opponent, get close to them and press Button B, then press the D-Pad in a direction to throw the opponent in that direction. A well-aimed throw can take out a number of other opponents at the same time! CLIMBING * Press and hold Button C and press the D-Pad up to jump and grab the ledge above you. Press Button C again to pull yourself up, or press the D-Pad left or right to move hand-over-hand. To climb down, press the D-Pad down and press Button C. Press Button C again to drop down. ATTACKS * Press the D-Pad down and to the right or left while pressing and holding Button B to deliver a sliding tackle to an opponent. GUNSTAR RED: ATTACKS * Press Button C twice to make Gunstar Red perform a body slam. GUNSTAR BLUE: ATTACKS * Press Button C twice to make Gunstar Blue perform a flying kick. * Press the D-Pad down while pressing Button C twice to make Gunstar Blue deliver a robot-busting drop-kick! USING TRANSPORTATION * Press the D-Pad and press Button C twice when using the mining cart in Stage 2 to switch from floor movement to ceiling movement and vice versa. * In Stage 5, press the D-Pad and press Button C at the same time to activate the spaceship's booster engines for a quick burst of speed. Gunstar Heroes Playing the Game Use Up/Down to scroll text GEARING UP FOR BATTLE After you select a One or Two-Player game, the equip screen appears. Player One makes choices using the set of options on the left side of the screen, and Player Two (in Two-Player games) selects from the set of options on the right. First, choose your player. Gunstar Red (the character on the left) can shoot while moving, while Gunstar Blue (on the right) must stop moving to shoot. Try both players to decide which one is the real you. Press the D-Pad left or right to highlight one or the other Gunstar twin and press Button A, C or Start to make your selection. Next, select the type of weapon you want to start with. Highlight a weapon by pressing the D-Button left or right. A short description of the weapon is given by Professor White at the bottom of the screen. When you decide on the weapon you want to use, press Button A, C or Start to select it. Finally, you need to pick where to start. You can start from any of the four stages. Highlight a Stage by pressing the D-Pad left or right, and press Button A,C or Start to enter the Stage. WEAPONS/ITEMS Think carefully about which weapons to use in each situation. You start the game with only one weapon, but as you go along you will also be able to pick up weapons here and there. If you are carrying two weapons, you will be able to choose which one to use. Choose by pressing Button A-the weapon that isn't flashing is the weapon that is currently in use. FORCE: This weapon shoots a beam of plasma energy. LIGHTNING: This weapon fires a stream of electricity. CHASER: Laser darts seek out and destroy multiple targets. FIRE: This is a flame-thrower, very effective against enemies at close range. You can only carry two weapons at one time, but any two weapons can be used in combination to make a high powered weapon. To select the high-powered weapon, press Button A until neither weapon is flashing. Here are the possible combinations: Force + Lightning =Rapid-fire Force + Chaser =Chaser Force Beam Force + Fire =Exploding Fireball Force + Force =Double Fireball Fire + Chaser =Chaser Fireball Fire + Lightning =Lightning Saber Fire + Fire =Ultra Flamethrower Chaser + Lightning =Chaser Lightning Chaser + Chaser =Star Chaser Lightning+ Lightning =Mega-Bolt VITALITY Each Gunstar starts with 100 points of vitality, which can be increased whenever a Vitality-Up item is found. Each of these items increases your vitality level by a certain amount, and that increased amount is what you start off with at the beginning of each Stage. Vitality-Up items can be collected by shooting boxes, machines, robots, electronic ducks, or sometimes you can find them just lying around. Don't let a chance to increase your vitality pass you by! Grab that vitality, for if your vitality is reduced to zero, so are you! Gunstar Heroes Hints and Tips Use Up/Down to scroll text * Pressing Buttons B and C together will block some enemy attacks. * The level one boss can be beaten by firing and dodging with any of the weapons. A more direct and safer move is to get the weapons for chaser Lightning. Let the lightning lock onto the boss, hold the fire button and dodge their shots. This weapon combination is extremely useful against all the bosses. * Between the Free Shot and the Fixed Shot, choose the Free Shot. This will allow you to run and shoot at the same time.

G_AXE2.O

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

G_LOC.O

G-Loc Air Battle Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES G-Loc Air Battle Game Description Use Up/Down to scroll text The enemy fighter is in your gunsight. Hit the button...NOW...to launch the deadly Dragonfly Missile, or use your M40-A1 Vulcan guns to blow bandits from the sky. You've got plenty of firepower; take on wave after wave of enemy fighters, fly through narrow canyons to take out enemy installations, then land your fighter on the carrier deck to earn your wings. G-Loc Air Battle Controller Functions Use Up/Down to scroll text Start Button: * Starts the game. * Pauses the game when in play; returns to the game when paused. D-Pad: * Controls your fighter's movements. * Advances through the Weapon choices in the Weapons Select screen. Button A: * Shows a close up of the map in the Mission screen. * Activates the afterburner. Button B: * Advances through the maps in the Mission screen. * Fires the Sidewinder missiles. Button C: * Shows a close up of the map in the Mission screen. * Fires the Vulcan cannon. G-Loc Air Battle Playing the Game Use Up/Down to scroll text After you've started the game, the next screen you see will be an overhead view of the Mission Room, inside the aircraft carrier. In the center of the screen you'll see a map of the Areas you'll be flying through. Each Area has a number of Missions you have to succeed in before going to the next Area. Also, you must achieve the Hit Ratio in each Mission for that Mission to be a success, and for you to continue to the next Mission. The Hit Ratio is the number of targets you need to hit, out of all the targets you'll meet up with. H.Q. has files on the enemy's strength, and they need to reduce that strength by a certain amount, or the war will swing over to the enemy's favor. And you don't want that to happen. You are fully armed and fully fueled for the first Area, but once you make it through the first Area, you'll need to re-equip your fighter for the next battle. Once you finish looking over the map of the Area you'll be attacking, the Equip screen will appear. Press the D-Pad right or left to see your options and the Point cost for each weapon. Select the options by pressing Buttons A, B or C. Air-to-Ground Missiles: Your fighter is equipped with high-performance missiles to knock out targets on the ground or in the water. Altogether, you can carry as many as 80 missiles. Air-to-Air Missiles: Your fighter carries up to 80 of these heat-seeking missiles, specifically designed for swift-strike action. They are computer-guided, and once they lock on, they always reach the target. Always. Heavy Bullets: These armor-penetrating shells will be especially helpful on the later Missions. These are short-range weapons, but very effective. Armor: Your jet starts out without armor, and when the enemy planes start putting holes in your fuselage, you're going to start thinking about a little extra protection. You have a choice between Light, Medium and Heavy armor. Press the D-Pad up or down to see your armor choices. Once you're through making your choices, press the Start Button to take off from the carrier. Good luck! Flight Systems and Controls You'll be flying using two perspectives. The first is from inside the cockpit of your fighter. Here are the indicators you'll be seeing form this perspective: Current Score: This shows how many points you've received so far. Fuel Status: This gauge shows you what your remaining fuel supply is. If you're using your afterburner a lot, keep an eye on this gauge to make sure you aren't low on fuel. Radar: This shows you where the targets are coming from. The bottom line is your wing line, and the red line ahead of the plane is the farthest away you can reasonably expect to bring down the enemy planes with your cannon. Beyond this point, you should lock on with your targeting computer and nail 'em with missiles. Remaining Weapons: This indicator shows you what kind of weapons you have remaining. Plane Damage: This visual indicator shows you where you've been damaged or destroyed. Damage Level: This indicator shows how much total damage you've taken. Once this indicator reaches the top, your fighter is bound to break up, so when this indicator is near the top, take extra care to avoid being hit by the enemy. Artificial Horizon: This gauge shows you whether you're flying level or not. Afterburner Power: As you use your afterburner, this gauge will show the increase in power. Crosshairs: The white crosshairs show where your targeting computer is pointing. A green set of crosshairs will appear on a potential target when it's in range. Once it locks on the target, a set of red crosshairs appears on that target. Your computer has locked onto the target. Confirmed Hits: This indicator appears in fraction form. The left number is the number of enemies you've hit, and the right number is the total number you need to go on to the next Mission. Time Remaining: This number shows the amount of time you have remaining in the current Mission. The second perspective is from the rear of the fighter. Watch your jet make sharp turns and 360-degree rolls from a third-person perspective! The indicators are the same here as inside the cockpit. G-Loc Air Battle Hints and Tips Use Up/Down to scroll text Report from Command H.Q. * Flying full throttle makes it much harder to hit targets coming at you, as well as harder to avoid their missiles. Only use the afterburner enough to keep the enemies in front of you in range. * Try to anticipate the warning arrows when landing on your carrier. Keeping your jet close to the center of the landing strip will save you from a messy end to a distinguished career. * Timing is essential when using your missiles. Don't let one loose before you're sure it's locked on a target. If it's not targeted, you're guaranteed a miss.

HARDBAL3.O

Hardball III Accolade To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME OTHER GAME TYPES BROWSE HELP FILES

HBARKLEY.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

HEADONSC.O

Head-On Soccer U.S. Gold To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME THE PLAYERS BROWSE HELP FILES Head-On Soccer Game Description Use Up/Down to scroll text Feel the Fever! Feel the full-blooded fever in this frantic feast of fast and furious soccer action! Gasp in awe when a 40-yard scorcher bursts into a flaming fireball and blasts the keeper into the back of the net. Scream in agony as Barger charges across the field and slams you into the hostile crowd. Jump with joy as you swing a curving corner through the crowded box and head home a last-minute winner against the boys from Brazil. This is total soccer: designed to satisfy the most demanding arcade appetite. Anyone can pick-up and play--you'll grasp the basics within a few games. However, to appreciate the intricate subtleties woven into the game play, you should plan your strategy carefully. Take on the world's top teams in international competition or play with up to seven friends in an exhibition match. But beware-this game can seriously threaten your friendship as passions overheat and you reach the boiling point the wild world of Head-On Soccer! Head-On Soccer Controller Functions Use Up/Down to scroll text Team Player If you would like to use your Team Player to play a four-player game, then connect the left cable of the Team Player to Control Port 1 of your Genesis. Leave the right cable hanging loose. Set the Team Player Selector to MULTI. To play with five players, connect a Control Pad to Control Port 1 of the Genesis, and the Team Player to Control Port 2. To play with more than five players, hook the left cables of two Team Players to both of the Control Ports on the Genesis. Do not connect one Team Player to another Team Player. Do not remove Control Pads from the Team Player during game play. 3-Button Controller: In possession: * Kick/Shoot: Button B. * Ball swerve: (after touch) D-Pad Left/Right. * Pass: Button A. * Head: Button B (when the ball is in the air). * Throw-in: Position crosshair + A. Star Players only: * Special move: Button C. * Back heel: Button B + A. * Cross: Button B + C. Winning the ball: * Slide tackle: Button A. * Kick opponent: Button B. 6-Button Controller: In possession: * Kick/Shoot: Button X. * Ball swerve (after touch) D-Pad Left/Right. * Pass: Button A. * Head: Button Y. * Throw-in: Position crosshair + A. Star Players only: * Special move: Button B. * Back heel: Button Z. * Cross: Button C. Winning the ball: * Slide tackle: Button A. * Kick opponent: Button X. Both Controllers: * Pause: Press Start on any Control Pad. * To quit a game, pause, hold A-B-C simultaneously and press the D-Pad UP to return to Game Select (Main Menu). Goalkeeper Control: Your keeper is predominately computer-controlled, but you do have an influence with the D-Pad once a shot has been fired. 3-Button Controller: * Drop kick: Button B. * Throw: Button A. * Goal kick: Position crosshair + B -long kick/A -short pass. 6-Button Controller: * Drop kick: Button X. * Throw: Button A. * Goal kick: Position crosshair + X -long kick/A -short pass. Head-On Soccer Playing the Game Use Up/Down to scroll text Defending a Penalty In real soccer, goalies must anticipate a penalty kick before it is taken. Head-On Soccer goalies are no exception. Guess where the penalty-taker will shoot once the ball stops positioning, and move the D-Pad to dive the right way and make a save. If the D-Pad is not pressed, the goalie will drop to the ground to save a straight shot. Set-Plays Corner/Indirect free kick: Position crosshair + A. Direct free kick: Position crosshair and press B (or X) to nominate initial direction of shot. Now re-position the crosshair to determine the final destination of your shot (preferably in the back of the net), press B to confirm your aim (hold B longer for more height) and press B again to unleash your shot. Practice will help you find the right balance between the initial direction and final destination to produce spectacular swerving shots around the defensive wall. NOTE: At a direct free kick, the crosshair is represented by an icon of a ball on a small circle. Penalty The crosshair sweeps across the goal mouth from left to right. Press B to direct your aim, hold B to determine shot height (the longer you hold B, the higher your shot) and release B to unleash your shot. Main Menu Exhibition: An Exhibition match is a one-off friendly between two teams of your choice. Tournament: The Head-On Soccer World Tournament is a 28-team knockout competition, featuring national sides from across the globe. Once you're chosen a country to represent your progress through the contest by beating the world's best in four continental groups of seven. There are 51 teams in the overall pool, so the competition structure looks like this: * First Round: Asia- 7 out of 8 teams. * Second Round: Africa- 7 out of 11 teams. * Third Round: Americas- 7 out of 12 teams. * Final Round: Europe- 7 out of 20 teams. Naturally, the quality of opposition improves as you progress, and you have the opportunity to strengthen your side. Before each match you are presented with the Tournament Start-up screen. Press Start to kick-off or C to return to the previous display. Options You can get to the Options screen from the Main Menu. Here, you can adjust the Time of your game, and the Difficulty level. You can also set different Switches. Press any button (in the Switches menu) to modify in-game preferences. The asterix (*) signifies a default. Here you can select whether or not you want to have Replays. Set ON to view an automatic action replay of every goal scored. To cut the replay short during a match, press Start. NOTE: Press B + C simultaneously to watch from the other side of the field. You can also select the Cameos. Cameos allow you to watch celebration sequences after every goal/victory. Finally, you can select to have Aggro On or Off. This determines the tolerance level of the referee when players commit fouls. Resume If you select Resume, then you can enter a 13-character password to resume play from the desired stage within a previously contended Tournament. Passwords are given before each match, except for the first match. After entering in your password, confirm it by pressing Start. Team Select To choose your team, move Left/Right (D-Pad) to scroll through the available countries. The field layout shows team formation. Standard players are displayed in the national colors, while Star Players are distinguished as stars. NOTE: In Tournament mode you begin with eleven Standard players. If you are playing an Exhibition match, use the above method to select Team 1 and then press the D-Pad down. Now move Left/Right to choose one of four different Field Types. NOTE: The playing surface is automatically allocated in a Tournament, according to the origin of your opponents (i.e. which continent they are from). Press the D-Pad down again and move left/right to select Team 2. When you are satisfied with the teams selected, press Start to continue. Head-On Soccer The Players Use Up/Down to scroll text The Players Head-On Soccer gives you the opportunity to intervene at any stage of a match. When a spare control pad is available during play, a "Press Start" message flashes on-screen. Press Start and move left/right to select which team you wish to join (highlighting the national flags) and press Start again to enter the fray. Head-On Soccer is not played by hordes of animated clones. Star players shine among Standard players, with individual characteristics, personalities and distinctive styles of play. The key to success in Head-On Soccer is to make full use of your Star players' special skills. Star players are distinguished on-field by striking individual features in their appearance and unique abilities. If you have trouble recognizing them, they are identified by a huge star floating above their heads when controlled. In Exhibition mode, Star players have already been appointed to each national team, in a wide variety of formations. Some sides are blessed with only one or two superstars, others boast a perfect eleven. Experiment with as many different teams as possible to find the right line-up to suit your style of play. Competing in a Tournament, Star players are not so freely available-you must earn them! Head-On Soccer employs a top-secret computer controlled talent scout, which assesses your performance in each match according to a predetermined set of hidden criteria. After each match, this assessment system is then used to reward you with bonus "credits", which are not revealed to you but used to determine which new Star signings are available. Star players want to play for quality teams, so if your performance in a match impresses the stable of superstars watching, they will offer to join your side. After an impressive performance, the Player Select screen appears to showcase the stars who are willing to sign-up. Highlight Select, move D-Pad left/right to scroll through the available players and choose your man. Move the D-Pad down and nominate the position you want him to play in your new team line-up by moving left/right and pressing Start to confirm. NOTE: Your new Star player is represented by a green dot on the field. Press Start to continue without recruiting a new Star player and your bonus "credits" (which remain secret) will be saved to give you more weight in the transfer market after the next match. Player Profiles: Standard Player Average, run-of-the-mill, no frills, no thrills ordinary Joe Bloggs. He can't even manage a back heel or put a decent shot into the goal (all Star players can back heel and cross the ball). Standard man's strongest asset is his consistency-he is consistently ordinary. Barger: Shoulder-barging, iron-pumping, muscle-bound, rough 'n ready hard man of Head-On Soccer. This rock-solid powerhouse flattens any opponents who get in his way-hard enough to make sure that they don't get up again for a long while! The Cheat: Slippery and sly, snide and sneering, unscrupulous, Oscar-winning, referee-fooling, slap-headed CHEAT! When he dives in the midfield, The Cheat has a 50-50 chance of winning a free kick-the odds are reduced to 25% for a penalty in the box. The Marker: Tight-marking, shirt-tugging, boot-stomping, hair-pulling, nose-biting, man-to-man marker. This solid team player has no special move, but he will stick to key opponents like glue, He won't give them an inch. Passer: Clinically-precise, technically perfect, prime physical specimen with an uncanny ability to find the forwards with inch-perfect, defense-splitting long balls. Tricky: Silky-skilled, weaving, leaping, dazzling dribbler who dances through dumb defenders' desperate lunges and makes inspirational darting dashes up field with the ball stuck to his feet. Striker 1: Stylish-swerving, spectacular-swinging, killer-curling, bombastic-bending, banana-kicking legend with the awesome ability to fire the ball on a wicked curve around impossible angles. Striker 2: Power-blasting, thunder-bolting, fire-cracking, net-busting, hammer-thumping, disintegrating, woodwork-whacking, whip-lashing, thigh-slapping, rocket-blazing, ball-bursting, bone-breaking hot-shot hero! The Final Whistle: After an Exhibition match, you are given the opportunity to replay the game by pressing Start within ten seconds. The Tournament is a knockout competition, so if you lose a match, you're out! However, if you feel that defeat was unjust or simply can't bear to start all over again, you have the option to replay the match and rewrite history, by pressing Start within ten seconds of the final whistle.

HERZOGZW.O

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

HESPN.O

EPSN Baseball Tonight Sony To return to Now Playing, reset your adapter. GAME DESCRIPTION PLAYING THE GAME BROWSE HELP FILES

HMIKULTC.O

Mickey's Ultimate Challenge Hi Tech Entertainment To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME BROWSE HELP FILES

HOMEALN1.O

Home Alone Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME WEAPONS HINTS AND TIPS BROWSE HELP FILES Home Alone Game Description Use Up/Down to scroll text Somehow, Kevin's been left Home Alone! He's all by himself in a big empty neighborhood. A couple of burglars, Harry and Marv, have it all figured out. They'll break into each house and load up their van with loot. Only Kevin knows what they're up to. And he's got a plan for action that'll make 'em holler for mercy! Home Alone Controller Functions Use Up/Down to scroll text On the Title screen: * Start exits the Title screen and goes to the Options screen. On the Options screen: * D-Button Up or Down moves the marker from one option to another. * D-Button Left or Right changes the setting of the marked option. * Button A, B or C plays a "Music" or "Sound" selection when either option is marked. * Button A, B or C begins the game when "Exit" is marked. * Start begins the game at any time. Around the Neighborhood: * D-Button in any direction moves Kevin on his sled. * Button A, B or C speeds up the sled, as long as Kevin has power in his Charge meter. * Start pauses the game and brings up the Weapons Inventory screen. Press again to return to the game action. At the Doorway to Any House: * D-Button Left or Right moves the marker between "Yes" and "No," so Kevin can either enter the house or continue sledding. Kevin must stop in front of the doorway in order to get the message to enter. * Start takes Kevin into a house when "Yes" is marked, or lets him continue sledding when "No" is marked. Inside Any House: * D-Button Left or Right moves Kevin through the rooms on the current floor. * D-Button Up moves Kevin up stairs and elevator tubes. * D-Button Down moves Kevin down stairs and elevator tubes. * Button A drops a Tire where Kevin is standing (as long as he has at least one Tire available). You can drop up to three Tires in a stack. * Button B fires Kevin's current weapon (as long as he has ammunition in his Ammo meter). * Button C makes Kevin jump. Press repeatedly to bounce on the furniture or a Tire. Press the D-Button Up with Button C to jump higher. * Start pauses the game and brings up the Weapons Inventory screen. Press again to return to the game action. On the Blueprints/Traps Screen: * D-Button in any direction moves the Hand. * When the Hand in on the Up or Down Arrow, Button A, B or C scrolls through the available traps. * When the Hand is on a trap, Button A, B or C selects it with a highlighted box. * When the Hand is on the blueprint, Button A, B or C places the selected trap at the Hand's position. You can only place the Blow Torch in doorways. All the other traps can only be placed on the floor. If a trap cannot be placed in a certain spot, you'll hear the "Unh" sound. * Start returns to the game action. On the Weapons Inventory Screen: * Press the D-Button in any direction to move the Hand. * With the Hand on an Up or Down Arrow, Button A, B or C scrolls through the available parts or weapons.. * When the Hand is on a part in the parts list, Button A, B or C places it in the correct box. If the part cannot be placed, you'll hear the "Unh" sound. * When the Hand is on a Platform, Operator or Ammo box that contains a part, Button A, B or C returns the part to the parts list. * In Beginner play, when you collect the parts needed to make a weapon, they are automatically placed in correct order in the Platform, Operator, and Ammo boxes. All you have to do is move the Hand to the Wrench and press Button A, B or C to assemble the weapon. * In Expert play, you must collect the right parts and then manually place them in correct order in the Platform, Operator and Ammo boxes. Then move the Hand to the Wrench and press Button A, B or C. If the parts go together, you'll assemble a new weapon. If not, you'll hear the "Unh" sound. * To take apart your current weapon, first make sure the Platform, Operator and Ammo boxes are empty. Then move the Hand to the Hammer and press Button A, B or C. * Press Start to return to the game action. Home Alone Playing the Game Use Up/Down to scroll text It's a perfect day for some fun on a sled. Or is it? A sneaky-looking van is prowling the streets. Kevin needs to find out where it's headed and do something about it! Zip around the snowy yards, bashing into the snowmen to pick up items you need. Some snowmen may be empty. Press Button A, B or C to speed up. Whee! What a blast! Watch your Charge meter so you don't run low on power. Be careful on the slick streets, sidewalks and frozen ponds. If you go too fast you might take an icy ride straight into a tree! Steer clear of bushes, fire hydrants and other obstacles. Don't crash into the houses. Battering into immovable objects will boomerang your sled out of control, and you'll lose precious time. With time running out, decide what you'll do first. You've got a little over one minute before Harry and Marv start looting. In Beginner play, they break into the Mansion first, but in an Expert game you don't know where they'll start! You can either sled around picking up items, or go into an empty house and lay traps for the burglars. (While you're in a house, see what items you can pick up for making weapons.) Watch for the van. If you see it on the street, you can follow it until it parks in a driveway. If you can't find it right away, sled around until it turns up. The Loot meter appears when the crooks have entered a house and begun looting. Sneak into the house behind the burglars and see what you can do to stop them. During the sledding screens, the screen will display the following: Score: In the upper left hand corner. ETA: (Estimated Time of Arrival) How much time you have left to keep the neighborhood safe before the police arrive. Houses: Starts out at 5, for all the houses in the neighborhood. If Harry and Marv successfully loot and flood a house, you lose one number. If all the houses get flooded, you lose the game. Tires: How many Tires you have to use. Find more Tires under the snowmen. Try to have at least two or three Tires when you enter a house, so you can get the items that are stashed higher up. Charge Meter: Shows your sled's power. The meter flashes red when you're running on empty. You can't go fast if you run out of juice. Find a blue Battery under a snowman to restore the meter to full power. Loot Meter: Appears when the housebreakers are ransacking a house. The bar in the meter gets longer as the bandits collect more valuables. When the bar is full, Harry and Marv have cleaned out the place, and you've lost your chance to save it. Setting Traps: Slide up near the doorway of a house. When you stop, you'll see the message "Enter the House?" Press Button A, B or C to go in. NOTE: You won't be able to enter a house that's already been ransacked and flooded. You'll see a blueprint of the house as soon as you enter, and a list of the traps you have. Now you can set ambushes to stymie the crooks. If Harry and Marv are already in the house, you're too late to set traps, so you won't see the blueprint. To Set Traps: 1. Use the D-Button to move the Hand to the trap you want. 2. Press Button A, B or C to highlight the trap. 3. With the D-Button again, place the Hand somewhere on the blueprint. 4. Press Button A, B or C to set the trap at that location in the house. 5. If the trap cannot be placed there, you'll hear the "Unh" sound. Move the Hand to another location and try again. Kinds of Traps: You start the game with three of each kind of trap. Use them on the Blueprints/Traps screen to boobytrap the rooms. Some traps last longer than others. Kevin can be caught by traps, too, so jump to dodge them. * Set a Blow Torch in any doorway to put the heat on Harry and Marv. * Tacks scattered in any room get the crooks hoppin' mad. Watch them fall for Marbles and Toys. * Ice and Grease make any floor slippery. * Sticky Tar traps anybody who steps in it. NOTE: Tacks and Grease are only available in Expert game. Searching a House: Get rolling, 'cuz you don't have much time. Each house is loaded with items that you can use to make weapons. Bop through the rooms and keep your eyes open. When you see an item, jump up to grab it. You may need to climb on furniture, and even bounce on beds and overstuffed chairs. Yaaa! This is fun! When an item is high up, drop a Tire and bounce on it to snag the goodie. If an item is really high, you can drop two or even three Tires in a stack! If you don't have any Tires left, you'll hear the "Unh" sound when you try to drop one. Sometimes you can find two or more items in one place. Get them all-you can never have too many! The more items you get, the more weapons you can assemble to put the whammy on the crooks. Keep stocked up on the Ammo items you need so you don't run out of ammunition. Make trouble for Harry and Marv! Don't let them loot the safes, or they'll cart off all the valuables. Get them to chase you around the rooms. The traps you've set will make them slide, trip, yelp and fall on their backs. (Jump up to avoid the traps yourself!) Don't let the bandits catch you, or they'll hang you on a picture hook. Then you'll have to wiggle and squirm to get free. Blast them with your weapons. Each weapon's effect is different, but they all stop the burglars for a time. If you keep it up (and don't run out of ammo), you can make the robbers' Pain meter shoot sky high so they'll bail out of the house! But if Harry and Marv manage to flood a house while you're in it, you'll be put out in the snow. One more thing: each house has its own dangers. Watch out for housecats, giant spiders, rotten floors and other nasty surprises! 1. Ammo Meter: Shows how much ammunition you have left for your current weapon. You'll use up some ammo every time you fire. If you run out of one ammo load, such as snowballs, you'll start using another load from your stockpile. The meter flashes red when you're empty. Once you run out of ammo, your weapon won't be of any use until you get more. 2. Loot Meter: Appears when the housebreakers are ransacking a house. The bar in the meter gets longer as the bandits collect more valuables. When the bar is full, Harry and Marv have cleaned out the place, and you've lost your chance to save it. 3. Pain Meter: Appears when Harry and Marv are in the same house with you. The bar in the meter increases every time the crooks get hurt. So keep blasting away at them. If you can get the bar to fill the meter, the cowardly thieves will run for their lives and you'll save the house. Home Alone Weapons Use Up/Down to scroll text Assembling Weapons: Press Start to see the weapon parts you've collected and the weapons you have. (Kevin starts every game with his BB gun.) Use the Weapons Inventory screen to put together effective shooters for dealing with the crooks. To Assemble Weapons in Beginner Play: When you've collected the right parts to make a weapon, they'll appear in the Platform, Operator and Ammo boxes. Move the Hand to the Wrench and press Button A, B or C to make the weapon. You can continue making other weapons as long as you have the correct parts to put them together. To Assemble Weapons in Expert Play: 1. Use the D-Button to move the Hand to a weapon part. 2. Press Button A, B or C to place the part in the correct box. Fill all three boxes. 3. Move the Hand to the Wrench, and press Button A, B or C. If the parts you've chosen can make a weapon, it will appear at the top of the screen (and the parts will vanish from the boxes). To Place a Part Back in the List: Move the Hand cursor to it and press Button A, B or C. To Choose a Different Weapon: Move the Hand to the Up or Down Arrow next to the current weapon's name. Press Button A, B or C until you see the one you want. (You must assemble weapons before they are available to choose.) To Take a Weapon Apart: Empty the Platform, Operator and Ammo boxes. Then move the Hand to the Hammer and press Button A, B or C. You can now use the parts again, or put them back in the list. Weapon Items: You need three parts to make a weapon-a Platform, an Operator and Ammo. Here are the weapon parts: Platforms: Hair Dryers, Crossbows, Cans, Ice Cream Scoops, CD Players and Cameras. Operators: Rubber Bands, Wire and Balloons. Ammo: Snowballs, Hot Coals, Pepper, Glue, Super Balls, BBs, Rope, D-Cell Batteries and Flashbulbs. Note: Some of these parts are only available in Expert games. Home Alone Hints and Tips Use Up/Down to scroll text Kevin's Crook-Catching Hints: * Items hidden in the snowmen change every time you go outside. Some snowmen don't have anything inside. * In Expert games, Harry and Marv go to the homes in a different order every time you play. * Boobytrap houses before the robbers enter to ambush them. (The crooks will only fall for the traps when you're in the house with them.) * Figure out what weapon parts you need, and gather them quickly. Assemble your weapons and have lots of ammo in reserve. * Experiment with the parts to figure out what weapons you can assemble. * In Beginner games, take a weapon apart when you run out of its ammunition. Then exit the Weapons Inventory screen. The next time you return to it, you'll be able to make a different weapon with the first weapon's Platform and Operator if you have the right Ammo. * Each Platform has a different arc and range. Find and use the best Platform for each weapon. * Operators and Ammo work together. For example, you need Balloons to hold the Glue, and you need the Wire to electrify the Hot Coals. * As soon as one weapon runs out of ammunition, switch to another one. Don't get caught unarmed! * Each weapon's damage only lasts for a short time, though some weapons are more powerful than others.

HOMEALN2.O

Home Alone 2 Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Home Alone 2 Game Description Use Up/Down to scroll text Kevin accidentally loses his family and ends up in New York City. Alone. Almost. The "Wet Bandits" are in New York City, too. Harry and Marv tried to rob Kevin's house last Christmas. But Kevin's excellent traps foiled their plans. Now they're out for revenge. And Kevin's got plenty of hilarious plans to stop them. But will he ever find his family? It's all up to you! Home Alone 2 Controller Functions Use Up/Down to scroll text Button A: Special move; push objects and activate buttons. Button B: Fire. Button C: Jump. Button A, B or C: Release Kevin from Harry's or Marv's grip. D-Pad left/right: Run or push left/right. D-Pad up/down: Climb up or down. D-Pad down: Duck. D-Pad down when running: Slide. D-Pad down when jumping: Jump down. D-Pad up/down when firing: Shoot weapon at a 45-degree angle. Start: Pause/resume game. Home Alone 2 Playing the Game Use Up/Down to scroll text Making Weapons: Kevin is awesome at making weapons out of stuff he finds. The bottom of the screen shows the weapon Kevin is carrying, and the one he can build. Look for the flashing pieces to help him build each new weapon. Once you have found all the pieces to a weapon, you will automatically be able to use it. Until then, you will use the smaller weapon you're carrying. If you are captured by Marv or Harry while using your home-made weapon, they will destroy it. Once you break free of them, you'll go back to using the smaller weapon until you can build another one. Most levels have two weapons you can build. When you leave one weapon's area, you'll need to assemble a new weapon. For example, the first weapon you build in the Upper Airport is a slingshot. But later in the same level you'll find the pieces to the Ice Cream Cannon. Harry and Marv: Harry and Marv will do anything to stop Kevin. That's why Kevin must stop them first! It takes multiple hits to defeat the crooks. Their Health Bars decrease as your shots hit their target. When the bars disappear, Harry and Marv are done for! Flattening the "Wet Bandits" is easier when you use Kevin's home-made weapons. They are much more powerful than the smaller weapons. If you get captured by Marv or Harry, quickly press A, B or C to squirm free. You'll lose health as long as the bad guys have a hold on you. If you wait too long, Kevin will lose a life. So just stay away from these guys! As the levels progress, Marv and Harry get smarter and smarter. They learn more tricks, such as how to climb ladders, jump over holes and throw snowballs. Power-Ups: Boy oh boy! There's a lot of stuff out there for Kevin to grab up! You may not be able to get all of it. But try to get as much as you can. Presents are worth extra points. Milk Cartons, Water Bottles and Lunch Boxes add to Kevin's Health Bar. Pizza restores Kevin's Health Bar. Turtle Doves give Kevin an extra life. Find flashing weapon parts to make bigger and better weapons. Most levels have six different parts you can find, to make two different weapons. Home Alone 2 Hints and Tips Use Up/Down to scroll text Kevin's Crook-Catching Hints: * Learn to slide by pressing the D-Pad down while running. It's a great way to get past enemies without taking damage. * Get all the presents you can, so you'll earn high scores. The higher your score, the more Continues you'll gain. (Continues let you resume a game after losing all your lives.) * Try to assemble your home-made weapon BEFORE you bump into Harry and Marv. Your smaller weapons probably won't be powerful enough to stop the crooks. * The more Turtle Doves you find, the farther you can go. Look carefully for them because most are well hidden. When you find one, you'll gain an extra life.

HPIRDARK.O

Pirates of Dark Water Sunsoft To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME CHARACTER PROFILES HINTS AND TIPS BROWSE HELP FILES

HPRINCEP.O

Prince Of Persia Tengen To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES

HSUB_TER.O

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

HULK.O

The Incredible Hulk US Gold To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS ENERGY STATES POWER UPS BROWSE HELP FILES

HUMANS.O

Humans Gametek To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Humans Game Description Use Up/Down to scroll text First, there was darkness. Then there was light. Then some more darkness. Then it was light again. Then the Humans arrived...And it rained. Obviously, the Humans need help. That is where you come in. Can you direct the Humans through evolution? To do this, they will have to make many momentous leaps to rise above the animals. Can they tame the awesome force of fire? Can they master the complexities of the wheel? These questions must be answered by you. From GameTek. Humans Controller Functions Use Up/Down to scroll text D (Directional) Button: * Used to move your HUMANS around the world. Start Button: * Allows you to skip introduction; * Starts game; * Pause/Quit Game/Restart Button A: * Selects next HUMAN; * Deletes letter on password. Button B: * Locks in Action; * Enters password; * When riding boulder Button B+left or right = jump. Button C: * Selects action; * Deletes letter on Password; * Locks in password Humans Playing the Game Use Up/Down to scroll text When selecting a HUMAN, a large arrow will appear above his head. Walking the HUMANS: To move a HUMAN left or right, or up/down a ladder, push the D-Button in that direction. Changing HUMANS: To select the next HUMAN, press the A-Button. Choosing an Action: At the bottom of the screen is the Action Bar listing all the actions a HUMAN can perform. To scroll through available actions, press the C-Button. Select an action by pressing the B-Button. BASIC ACTIONS: Pick Up/Drop an Object: Choose the Pick UP/Drop icon, move over the object and press the B-Button. Now that the object is in use, your Action Bar will change to reflect the new available actions. Stacking: Select the Stacking icon and press the B-Button or push UP. Now select another HUMAN, move him in front of the stacking HUMAN and push UP. He will stack on top of the first HUMAN. Brandish: You can keep most dinosaurs at bay by brandishing a spear or torch. Pole Vault: After locking-in your choice, you will see a power bar moving up and down where the Action Bar used to be. When the power bar reaches the desired level release the B-Button. Throw Spear/Torch/Rope: Use the Power Bar in the same was as the Pole Vault. Don't spear your friends! Ignite: When you have the torch you can burn through vegetation. Lower Rope: Move the HUMAN to the edge of a cliff and select the Lower icon. To descend, move another HUMAN over the rope and push Down. To climb up a rope, move a HUMAN over the rope and push Up. Raise Rope: Select the Raise icon. Mounting the Wheel: Move your HUMAN over the wheel and select the Pick Up icon. Dismounting the Wheel: Select the Dismount icon. Riding the Wheel: Once on the wheel, push Left or Right to move. If you go over a ramp, you can try to jump by pressing the B-Button and the direction in which you want to jump. Pushing the Wheel: Push the wheel by pressing the B-Button plus the direction in which you wish to push. The Witch Doctor will not perform any menial tasks, however he will participate in stacks. When the Witch doctor performs magic insure that there is at least one HUMAN standing nearby. Humans Hints and Tips Use Up/Down to scroll text HUMANS can only fall short distances. So try to avoid long drops. HUMANS should NOT engage dinosaurs in unarmed combat. Use a spear from a distance. You may encounter another Tribe of HUMANS in the game. These dastardly chaps will thwart you at every turn. But they can easily be removed by giving them a good dose of Mr. Spear! On level 9 the "burner" dinosaur needs 3 spears to kill him.

HURRICAN.O

Hurricanes U.S.Gold To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Hurricanes Game Description Use Up/Down to scroll text SCENARIO The fiendish Stavros Garkos has challenged our heroes to the ultimate showdown on the island of Garkos. It is time to decide once-and-for-all which is the best soccer team in the world! Your task is simply to guide the squad from their island base on Hispanola to the Gorgon Stadium in time for kick off. However, nothing is straightforward when the dastardly Gorgons are involved. They will try to ambush you at various stages along the weird and wonderful route using a whole range of underhanded tactics. If the sabotage works and the Hurricanes don't make it to the stadium, you will forfeit the match and the Gorgons win without kicking a ball. Take control of either Cal, Rude, Stats, or Amanda to overcome the devious puzzles and traps set by your arch rivals. You will be challenged by an array of cunning enemies during each "episode" and then face one of the mercenary Gorgon players who must be defeated to reach the next level. Use your soccer skills to find the weak spots in each opponent and turn on the soccer power! Go Hurricanes! Hurricanes Controller Functions Use Up/Down to scroll text PLAYER CONTROL You can kick the ball horizontally or chip it in to dispose of enemies and traps. After the ball is kicked you must recall it or go and fetch it. If the ball is kicked off the screen it will return automatically. D-pad: * Up-Look up. * Down-Duck. * Left-Walk left. * Right-Walk right. BUTTONS: * C-Kick/Recall ball. * A-Jump. * Up+C-Chip. * B+Left-Run left. * B+Right-Run right. Hurricanes Playing the Game Use Up/Down to scroll text Soccer Shoes: * White: Kick ball harder. * Red: Run faster. * Green: Jump higher. * Yellow: rapid fire. Shin Pads: 10 seconds of invulnerability. Yellow Card: Stuns all enemies for 5 seconds. Red Card: Kills all enemies. Restart flag: Allows you to continue the level from that point when you lose a life. Choosing your character: You will be presented with the option to choose the character you want to play with. At the player select screen you can move the coach in front of the player you wish to use. You will be able to choose from Cal, Rude, Stats, or Amanda. Press B when find the player you want. Hurricanes Hints and Tips Use Up/Down to scroll text If you want to speed through level one without facing too many enemies take the high route at all possible times. This means climbing vines, jumping from tree to tree, and most importantly avoiding lower parts of the stage. Going up against the Cannonball Pirate during level two can be pretty hard. However, if you stand as far away as possible, and hit him from a distance it would make it easier to dodge those pesky cannonballs. BONUS LEVELS * To access the bonus game the player must avoid all of the restart flags. * On the second world choose either Stats or Amanda. * Stat and Amanda are smaller characters, so they are able to use the short cut in the Ghost House. * The short cut is located between the floor and vertical wall that are above and to the right of the first dumb waiter that goes down. * On the mine section after avoiding rolling rock and before you fall down to the first restart flag, there is a short cut. * On the log to the left of the end of the track (above the restart point) there is a hidden platform, it can be identified as it looks like a crack in the wood. * Jump left onto a hidden platform. Look for a gold cup (which also earns you 5,000 points!) to help you find the platform. As the cup animates, part of the handle is barely visible. * Jump over the partially hidden cup, and from here you are a few short jumps away from the end of the level. * There are hidden bonuses on the Mine level, they can be found by carefully examining the far right hand wall. * The tell tale signs of the bonus rooms are a 16 by 16 block repeated about 5 times vertically. * For easier location the first one the player has fall down to the first restart point and walk right, jump onto the platform that is two levels above the lowest point in the level. * The player then has to jump right and land on top of the two vertical wooden bars and then into the wall on the right. Then the player should walk all the way to the right to pick up two bonuses. * Farther up the map still there is another bonus room, once you have found the previous two it is easily noticeable. * The biggest bonus that can be found is on the train. * To activate the bonus the player has to get all the way to the first carriage that is farthest right. * Then the player should stand on the small platform that is attached to the box between the carriages and the engine. * Once the player has stood on that a continue icon can be found on the last carriage (farthest left). * This is no ordinary continue though, it's worth ten lives, 5 continues and 1,000,000 points. Be warned, once the player picks up the continue icon, all of the enemies are regenerated.

HZOOL.O

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

ICDUMMY.O

Crash Dummies Acclaim To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME PICK-UPS BROWSE HELP FILES

IMMORTAL.O

The Immortal Electronic Arts To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME COMBAT HINTS AND TIPS BROWSE HELP FILES The Immortal Game Description Use Up/Down to scroll text The morning sun heats the jagged peaks as you follow the forgotten road down to the valley floor. The bleached ruins of great columned temples and towering citadels rise from the grassy plain like the bones of some colossal beast. Surely this was the city of ancient Erinoch, destroyed by dragon's fire over 1000 years ago. Mordamir spoke often of this city... Mordamir! Your teacher in the arts of wizardry! Surely he visited the fabled labyrinth of eternity buried beneath the ruins of ancient Erinoch! Perhaps this is where you will once again come face to face with your long lost master... The Immortal Controller Functions Use Up/Down to scroll text Basic Functions: Button A: Cast fireballs. Button B: For special spells. Button C: Go to wizard's pack. D-Pad: Moves your character. In the Wizard's Pack: D-Pad: Moves gold corner. Button C: Selects an item. Combat: To Attack: Move the D-Pad right and left, or press the A button to jab. To Dodge: Hold down the C Button and move the D-Pad right and left. To fight effectively, dodge early, and then attack. Develop a rhythmic fighting style, swinging one direction, and then pressing the D-Pad the other direction before the first swing is complete to store up the next swing quickly. The Immortal Playing the Game Use Up/Down to scroll text The Action Begins Immediately! Vitality: Vitality shows your current health and strength. You lose vitality whenever monsters hit you during combat. When vitality runs out, the wizard dies. In each level of the dungeon except the last one, you have three chances to complete the level. If the wizard dies three times, you have to start over at the beginning of the level. On the last level, you have only one chance, and if you die you must start over at the beginning. The labyrinth is home to many bloodthirsty creatures. Protect yourself by casting fireballs. To cast one, select Fireballs in your pack and then press A when you return to the dungeon. You always have a Wizard's Pack to carry important items. To look at the items in your Wizard's Pack, press C. You can see up to five items at a time, but you can carry more. To see other items, D-Pad DOWN and RIGHT to select OTHER and press any button. Some items can harm you, but usually only if you use them at the wrong time or in the wrong place. Always search rooms thoroughly and don't leave any items behind! Using an Item From Your Wizard's Pack: To use an item, D-Pad the gold triangle to an item you want to use, the press C. Most items can only be used once, then they're gone--so be careful where you use them! To exit your pack without selecting anything, position the cursor over your gold and press C. Don't worry--you can't drop your gold. Sometimes you need to set certain items down to use them. For example, you may use certain gems by setting them on the ground. But watch out! If you set an item down in the wrong place, make sure you pick it back up before you leave! Pausing the Game: If you need to pause the game, press C to bring up your Wizard's Pack. When you're ready to go back to the action, press C. You can't pause the game during combat! Beware of Pit Traps! Don't panic when the floor unexpectedly vanishes beneath your feet. There's always a slim chance of getting out. To get out of a pit trap, hang for a second, then D-Pad UP three times to swing forward. Don't fall to your doom! Climbing Up and Down Ladders: To get up or down a ladder, just move the wizard up to it--he'll automatically climb or descend. Be careful going down ladders! Move the wizard only to the side of the opening with the ladder on it or he'll fall. Sleep on the Straw: Piles of straw provide comfortable, SAFE places to rest. To sleep, move onto the straw and just stand there. After a moment, you'll lie down and go to sleep. Pay close attention to your dreams!! Using a Certificate: Whenever you complete a level, you get a certificate. Write down your certificates and keep them in a safe place! If you quit playing, you'll need the certificate later so you can start on the level in which you left off. After you write down the password, just press Start to continue to the next level. Information About Levels: Some items only work on a particular level. Before you descend to the next level, the magic of the labyrinth will remove any items you don't need from your Wizard's Pack. To restart the level, just press Start when you're asked for a certificate. There's no need to type anything. To restart a different level, enter your certificate, D-Pad Up or Down to select a letter or number. D-Pad Right to enter a letter, Left to delete it. Once you've correctly entered your certificate, press Start to begin playing. The Immortal Combat Use Up/Down to scroll text Combat: When a monster attacks, you must fight until one of you wins. Reduce the monster's Vitality to zero or you'll lose a life! Press Button A to jab. Hold the D-Pad left for a forehand slash. Hold the D-Pad right for a backhand slash. Never use just one kind of attack. Use combinations--jab, backhand slash, jab, forehand slash--and defeat the creatures of the dungeon. How to Duck: You can duck your opponent's blows. The trick is to lean away from the monster's swing so you don't take damage. To duck right, hold the D-Pad right and press Button C. To duck left, hold the D-Pad left and press Button C. The more your opponent swings at you, the faster he gets tired and the more his Fatigue goes up. But ducking doesn't tire you out. A good strategy is to duck your opponent's swings and let his fatigue rise. Wait until he's tired before you attack. As your Fatigue goes up, you slow down. It takes you longer to swing when you're tired of giving your opponent more chances to hit you. Ducking (not attacking) makes your fatigue go down. The Immortal Hints and Tips Use Up/Down to scroll text Journey Through Level 1: You've just entered the labyrinth. You're standing in the antechamber of the first level. You see a skull and a candle. Go explore, and approach the skull and candle. An image of Mordamir appears and speaks to you. Who is Dunric? Maybe Mordamir mentions him in the Codex of the Serpent (which will be listed after the Level 1 hints). Read every message you come across. Messages give you important clues that help you solve the mysteries of The Immortal. It's important that you read every message that appears. Press C to speed up the text. To go through the door, just move up to it. You automatically open the door and pass through. This door is unlocked, but other doors in the game will be locked. If a door is locked, a message appears telling you whether you have the key or not. Sometimes you'll have to find a certain key before you can open a door. If you do have the key, the door will open automatically without your having to specifically use the key. Search the slain fighter that is lying in the lower right part of the room. Go over and see what useful items he may have dropped. Search the fighter's body for possessions. D-Pad Right to highlight YES, then press Button C. You can search for items just by moving the wizard to the area you want to search. If there is anything of interest in the area, a message appears telling you what it is. Take Dunric's ring and a fireball spell from the fighter's hand. D-Pad Right to highlight YES, then press Button C. There's a scuffle going on in the left part of the room. A goblin is attacking a human! Go help him. The goblin attacks! Defeat the goblin, then go talk to the warrior just by moving up to him. He'll give you a key that opens the chest nearby. If you want to make the text scroll faster, hold down Button C, but don't do this the first time you read a message! Go to the chest in the middle of the room. The warrior gave you a key so you'll have no problem with the lock. Open the chest and take all the items in it. Exit through the upper door. Then, fight the goblin that is guarding some treasure. He won't attack unless you come too close. You need the items on his person, so approach and get him to attack. Search the goblin and you'll find a key and a note on the guard's body warning you about shades. Read the note and take the key. There's also a pile of gold just behind him. There's a safe path through part of this room. The last stretch takes some artful dodging to avoid the poison arrows. Move along the upper left wall then down the left side to get to the other door. Remember how to get out of a pit trap? Don't panic! Hang for a moment, then D-Pad UP three times to swing forward, and then up and out. The pit traps are the least of your problems in this dark room. There are invisible shades that prey on wizards. What you need now is some light so you can see the shades. Use a fireball to light the torch. Turn right and shoot a fireball at the angled corner wall to light the torches. Now you can see the shadows of the shades. Stay clear! They're deadly! Walk along the upper wall and pick up the charm. Follow the wall to the left side of the room and pick up the Amulet. Pick it up then make your escape through the lower door. Remember there are pit traps! Sleep on the straw, then walk to the small beam of sunlight peeking through the dungeon wall. Once every 1000 years, the beam of light falls on the jewel set in the stone floor, triggering a trap door that leads to the lower levels. Right now, you'd have to wait 777 years for the light to activate the trap door. Fortunately you have something to reflect the light onto the jewel triggering the door open! Move the wizard to the beam of light. Press Button C to bring up your inventory and select the amulet. Select YES. Don't read the Runes. This is not a good idea, and you'll find out why if you ever do... Now climb down the ladder into Level two! Good luck, you're on your own now. Mordamir awaits you! Room 1: Get items from slain fighter's body. Room 2: Help out the warrior. Defeat the goblins then talk to him. Get items and treasure from the chest. Room 3: Slay the goblin and search for valuables. Room 4: Avoid poison arrow traps! Room 5: Don't fall into a pit trap. Room 6: Light the torch with a fireball. Pick up the charm and the amulet, but keep away from pit traps and shades! Room 7: Hold the amulet up to the light, but don't read the Runes! General tip: It's best to move around slowly so that you don't encounter any surprise attacks. Also, try to explore every corner possible. The Codex of the Serpent Level 1 I, Mordamir, wizard of the Crimson Keep, wrote these notes to explain the mysteries of this dark labyrinth. Today I go forth to explore the dragon's lair. I hope my wits are keen enough to escape her cunning again! Thus I leave these words for any who come after me. May they keep you from an untimely end in this forsaken place! Dunric is my faithful student in the art of wizardry--he will be the first to come looking for me. He's often accompanied by Erek, a fighter. Ulindor is my servant and bodyguard. In the upper levels there exists a tribe of primitive creatures known as goblins. They are hostile to strangers, but seem to possess reason, intelligence, and some ingenuity with tools. This tribe is the Druul. Their king is Gresh the Wise. The goblins are currently at war with a more hostile and powerful tribe of creatures known as trolls. Both sides desperately seek control over the upper levels of the dungeon. Perhaps a show of force would convince one of them that wizards make better friends than foes... A safe path past the arrows is along the sides of the wall. I got fairly far before I set off the trap. In the dark room that follows are deadly creatures invisible to the eye. Only their shadows can be seen in the light. Keep a torch lit and watch their movements carefully. They move quickly! Walk gingerly. There are pit traps in this room as well... Deep in immortal dragon's lair once in one millennium the portal opens to the staircase when a single gem greets the sun. The mechanism is tripped every thousand years by light. Something shiny... Level 2: After two days of bitter combat, Arinar, the Elven Lord, escaped the enemy. But through his veins ran a fatal poison, drawn from the keen edge of the shadowlord's blade. Arinar fled over the high mountains to the ruined city of Ernioch, where he entered the labyrinth in search of the fabled water, said by many to heal even the deepest wounds. Deep in the chilly caverns of the forgotten labyrinth, the Elven Lord searched desperately for the fountain, slaying the evil minions that dwell in that dark place with Solundul, a sword of strength. But on the second day, foul and slimy creatures caught Arinar off guard and stripped the flesh from his body. To this day his bones and sword lay there still... Legends have told of wayfarers being attacked by will o' the wisps. I reckoned such stories were the products of childish imaginations, but now I have seen these sparking harbingers of death with my very eyes. I know little of their nature... Are they intelligent? Perhaps they are disembodied spirits of some sort, or maybe creatures of the elements. In any case, they are extremely dangerous--they despise the living and eagerly devour mortal flesh. Maybe I can devise a spell to bring them under my control... The goblins sometimes use spores as a kind of weapon. When planted in soft dirt, these spores produce mushrooms that grow to waist height in a matter of seconds. The full-grown mushrooms immediately fire more spores in a 30-foot radius. The spores are deadly to humans, goblins, and trolls. The goblins typically carry them in sacks to protect themselves. They can be recognized by their strong sickening smell. Years ago, when sorcerer's towers stretched toward the heavens and the halls of wizardry protected the knowledge of the spheres, the city of Erinoch had need of locksmiths. The most cunning locksmith, I recall, was a dwarf by the name of Lindl. His locks never involved anything as boring as a simple lock and key. Lindl's mechanisms required the unusual--finely crafted gems, beams of light, paces around an object... Lindl prospered while serving the wizard's of Erinoch. But when the dragon came (over 1000 years ago), his house was destroyed and his family perished in the flames. Lindl went quite mad after seeing the beast devastate his dreams, and he cursed the wizards who unleashed the dragon's wrath. He vowed to seal off the labyrinth forever so that men would no longer seek the water... The dust of complaisance can be thrown to make an irritable old fool your friend. The gems must be dropped in the holes. Gresh the Wise, King of the Goblins, knows the combination. One must defeat him before he'll speak. Level 3: Only the fierce might of an angry dragon could split the earth and form this deep chasm. The crack cannot be crossed by rope--the brisk winds rising from the dragon's lair make it too dangerous! The only way across is a magic gate-- a teleport mechanism--hidden in one of the rooms below. The shaft of light on the other side is where the magic gate leads. The trolls call themselves the Shindrak. They rule much of the lower levels. For the most part, they are stupid and quick-tempered--something to take advantage of. A troll will throw his ritual knife only when he wants to challenge another troll to combat. It's good to throw the ritual knife in a room with two trolls. Proteus, a God of the Sea, was a master shape-changer who could travel disguised as fire and wild boars. A ring was forged by Proteus when the earth was young. It allows the wearer to take on the form of a goblin. Beware! The wearer must keep his distance from others or the illusion will be dispelled--and some are too wise to believe it's charms! One whiff of a troll bomb and the trolls are paralyzed. Red gems look best in purple light. Level 4: When Dunric interfered with the troll's battle against the goblins, they kidnapped his daughter, Ana, and dragged her into the labyrinth. As she possesses some of her father's skill in sorcery, she had no trouble escaping the trolls. But on her way out, she lost a special ring given to her by her father. Some rings are never worn on the body. Level 5: Many mice but fewer men can pass through a crack in the wall. A merchant might sell you the means... The potion transforms and poisons you at the same time. You benefit from its power to shrink you, but you must find water and drink it soon afterward or you'll never live past the hour. The higher the worm sensor's pitch, the greater the danger. The weight of one opens the way. Set down food and a flying lizard could hold the door. Level 6: When she rears up, she's ready to web. Move back! She's most vulnerable when all four legs are on the ground. Now is not the time to imbibe spirits. Level 7: The goblin's crave the water as much as men, but a treacherous water creature guards the way! If the monster were distracted long enough, the goblins could open the sluice and wash it way into the deep underground sea. Only a wizard adept at sailing stands a chance of distracting the monster and making his escape. This is the final step before entering the dragon's lair. Do whatever you must to help the goblin's open the way. Your journey is almost complete--if fortune finds us, we will stand together against the dragon.

INCRHULK.O

The Incredible Hulk US Gold To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS ENERGY STATES POWER UPS BROWSE HELP FILES The Incredible Hulk Game Description Use Up/Down to scroll text One of Hulk's greatest foes, "the Leader", has decided that Earth should be ruled only by someone of his superior intellect. He has constructed a huge fortress deep within a savage forest and from his base he is building a vast army to march against the nations. Only the sheer power of the Hulk can stop him. The Incredible Hulk Controller Functions Use Up/Down to scroll text Hulk's Moves: * Walk: Left/right on D-Pad * Jump: B button * Crouch: Down on D-Pad * Punch: A button * Slap: Up + A button * Uppercut: Down + A button * Pick-up/Drop Object: C button * Pick-up Object + Throw: Close Proximity, the C button, then A button. * Grab Enemy: Close Proximity * Grab Enemy + Drop: Close Proximity to grab, then C button * Grab Enemy + Throw: Close Proximity to grab, then B button * Headbutt: Close Proximity to grab, then A button * Transform: Start Button, then C button. SUPER-HULK MOVES: * Ceiling Smash: Close Proximity to grab, then Up, then B button * Sonic Clap: A/B/C buttons together * Foot Mash: Down/Up/Down + A button * Double Punch: A button HULK-OUT MOVES: When the Hulk is transformed into Hulk-Out mode he becomes a savage, uncontrollable beast with immense power. No man has witnessed the Hulk in this awesome form and lived to tell the tale, so you will have to figure out how to control him. BRUCE BANNER'S MOVES: * Walk: Left/right on D-Pad * Jump: B button * Crawl: Down + Left/right on D-Pad * Pick-Up Object: C button * Use Weapon: A button The Incredible Hulk Energy States Use Up/Down to scroll text The player exists in one of 4 energy states: Bruce Banner, Hulk, Super Hulk or Hulk-Out. * Super-Hulk: You start the game in Super-Hulk mode. Getting hit reduces your Gamma level and when it drops below 40% you are reduced to regular Hulk mode. * Hulk: In this energy state you only have a basic set of moves. When your Gamma level rises above 40% you are transformed into Super-Hulk mode. If it falls below 5% you turn back into Bruce Banner. * Bruce Banner: In this state you cannot fight, although you can enter areas of the map not accessible to the Hulk. To turn back into Hulk you must collect enough Gamma capsules to restore your Gamma level above 5%. * Hulk-Out: If you pick up a Mega Gamma capsule as the Hulk, your Gamma level exceeds 70% and you transform into Hulk-Out mode, becoming even more destructive and powerful and acquiring special abilities. The Incredible Hulk Power Ups Use Up/Down to scroll text * Gamma: To maintain Hulk status you need energy surges from the Gamma capsules, found in containers scattered around each level. You must destroy these containers to reveal the capsules and walk over them, using the pick-up button (C button) to collect the Gamma energy. * Transformation: Transformation capsules are hidden throughout each level. These enable you to transform at will from Hulk to Bruce Banner without losing energy, so that you can explore areas not accessible to Hulk.

INTENNIS.O

IMG International Tennis Electronic Arts To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME TOURNAMENTS BROWSE HELP FILES IMG International Tennis Game Description Use Up/Down to scroll text Welcome to IMG International Tour Tennis, the first tennis game to deliver real players, real tournaments, and real tennis strategy. The EA SPORTS team delivers with multiple play modes; four different court surfaces. This game has thirty-two of the world's top players including legends such as Borg and Laver, and up and coming young stars like Bruguera and Haas. You can choose between Automatic and Manual player control modes, and of course, with a 4 Way Play adapter, re-enact true doubles matches. Change your strategy in the middle of a game, respond to your opponent's strengths and weaknesses, or drill with Vic Braden. If it's in EA, it's in the game. IMG International Tennis Controller Functions Use Up/Down to scroll text From the Game Set Up Menu D-Pad up/down: * Highlight an option. D-Pad left/right: * Cycle through options. Start: * Confirm selections and exit Set Up menu. Play Selection Screen(Exhibition play only) Button A: * Change court surface. Button B: * Change control modes. Button C: * Change pros. D-Pad: * Toggle between server/receiver. Serving the Ball Button A: * Bounce the ball before serving. Button C: * To serve. The power meter will begin. Press C again to stop it at the force you want. Select A, B, or C for the service style you want. Then press A for a slice serve, B for a flat serve, or C for a topspin serve. After the Serve Button A: * Tap A for a drop shot. Hold A for a lob. Button B: * Tap B for a soft slice. Hold B for a hard slice. Button C: * Tap C for a light topspin. Hold C for a hard topspin. D-Pad: * While pressing a shot button, move D-Pad to direct your shot. The D-Pad also moves your player around. Start: * Displays the strategy/option menu. The Strategy Option Menu D-Pad left/right: * Cycle through options. Buttons A-C: * Select an option. Button A: * Hold to rewind replay tape. Button B: * Tap B to run frame by frame. Button C: * Press for normal speed. Start: * Return to the game. IMG International Tennis Playing the Game Use Up/Down to scroll text PRACTICE WITH VIC Before you step out on the court and face an opponent, you might want to practice using the controls. Vic Braden takes you through some serious drills. You'll receive instruction and tips on many types of strokes. Vic reacts accordingly to how well you've done. If you've made a great shot, he'll raise his arms in triumph. If you blow it, he'll shake his head in despair. * To drill with Vic Braden, select PRACTICE WITH VIC from the SELECTION option on the Game Set Up screen. * To exit the drill sequence and return to the Game Set Up screen, press Start. SELECTING PLAYERS Whether you're playing an Exhibition match, a single Tournament, or going on the Tour, you must select a player. If you want to keep track of your performance statistics, you must enter a name in the USER RECORDS. NOTE: If you want to simply play without recording your efforts, select from the PLAYER ROSTER. This option is available when you're playing a Tournament or on the Tour. If you're playing an Exhibition game, select from 1-4 Controllers or All Computer. User Records User records lets you store your performance statistics. You can enter, edit, and alter up to eight user names anytime you want. However, you still must select a pro personality to use on the courts. For example, for one Tournament you may decide to enter your own name in the User Records, then play as Ivan Lendl. Your performance is recorded under your User Record name. The next time you play, you might select Borg as your alter ego, but use the same User Record name to accumulate stats. To enter a Name in the User Records: 1. From the Game Set Up screen, D-Pad up/down to highlight SELECTION, then D-Pad left/right until USER RECORDS appears. 2. Press any button. The User Record screen appears. Eight slots are available to enter names. Displayed next to the User entry column is a Stats page. 3. D-Pad up/down to select a User name slot. D-Pad left/right to display the statistic pages: Match Wins and Losses, and Championships won or lost. 4. Press C to edit the User name. D-Pad up/down to cycle through the different characters; D-Pad right to move to the next space, D-Pad left to change the previous characters. 5. Press C to confirm your entry. * To move to the next User entry slot, press the D-Pad down. 6. Press Start to save any User names entered and exit the User Record screen. If you've confirmed an entry but then change your mind, you can clear the entry slot and restore it to the generic name "User 1." To clear the entry slot after confirmation: 1. Use the D-Pad to select a User name. 2. Press C to edit the slot, then press A. 3. Press C to restore the slot to the generic name, "User 1." Once you've established a name in the User Records, you can select this name for any type of play mode; EXHIBITION, TOUR, and TOURNAMENT. When TOUR or TOURNAMENT is selected as a play mode, SELECT FROM USERS appears as an option under PLAYERS. PLAYER ROSTER When you select from the Player Roster, your statistics won't be saved. The option MAKE PLAYER ROSTER only appears when you select either START NEW TOURNAMENT, or START NEW TOUR as a play mode. To select Players from the Player Roster: 1. From the Game Set Up screen, select START NEW TOUR/TOURNAMENT from the SELECTION option. 2. Select MAKE PLAYER ROSTER from the PLAYERS option. The Tournament or Tour location screen appears. Press Start to go to the Player Roster screen. 3. Player slot 1 is automatically highlighted. D-Pad left/right to cycle through the available pros. A brief description of each pro's attributes appears below his portrait. 4. D-Pad down to confirm your choice and move to the next player slot. 5. Press Start to exit the Player Roster screen and continue to a Tour or Tournament match. 4 Way Play-Doubles Comes Alive! With the 4 Way Play Adapter, up to four human players can play at once. Simply plug the 4 Way Play Adapter into your Genesis, then plug up to four controllers into the adapter and you're ready to go. When the adapter is plugged in, you can select from One to Four Controllers or One to Four Users in the EXHIBITION play mode. With four controllers plugged in, Player 1 and Player 3 play together as partners during a Doubles Match, and Player 2 and Player 4 are partners. If three controllers are plugged in, you can select your teammates by pressing the D-Pad in any direction to toggle between players at the Play Selection screen. PLAYING AN EXHIBITION MATCH Since you're probably pumped up to hit a few balls, let's go right to the EXHIBITION mode and do a walk-through. Here you can learn the fine points of the game without the pressure of playing for money or points in a Tournament or on the Tour. To play an Exhibition Match: 1. Choose EXHIBITION from the SELECTION option on the Game Set Up screen. 2. D-Pad down to the GAME TYPE option. D-Pad left/right to toggle between SINGLES or DOUBLES. For this walk-through, select SINGLES. 3. D-Pad down to the PLAYERS option and D-Pad left/right to cycle through the choices. Your possible choices are: * ALL COMPUTER: Watch the Genesis pros play a match. * ONE-FOUR CONTROLLERS: Depending upon the number of controllers you have, and the GAME TYPE you've selected, choose from one to four controllers. * ONE-FOUR USERS: If you've already established a name (or names) under USER RECORDS and want to keep performance statistics, select this option. For this walk through, select ONE CONTROLLER. You won't be saving any statistics at this time. 4. D-Pad down to MATCH LENGTH. D-Pad left/right to cycle through ONE, THREE, or FIVE SETS. Make the selection you want. 5. Press Start. The Play Selection screen appears. The Play Selection Screen From the Play Selection screen, choose the court type you want, the player you want to be, whether you serve or receive, and the player control mode you want: Automatic, or Manual. The serve or receive option is available only when one Controller is plugged in for a singles match, or three or fewer controllers for a doubles match, and only in EXHIBITION mode. * To change your position(server or receiver), press the D-Pad in any direction. In a singles match, when two controllers are plugged in, Player 1 always serves first. If you have three controllers plugged in and this is a Doubles match, press the D-Pad in any direction to choose your team matchups. This only applies in EXHIBITION mode. Court Surfaces Four different surface types are available: Clay, Hard Court, Indoor, and Grass. CLAY: The slowest surface, however the ball bounces higher.(Solid orange color). HARD COURT: Here, the ball speed and bounce are even and more predictable than on clay or grass. Because of this, you might want to start on Hard Court, and then move on to the other surfaces. INDOOR: Similar to Hard Court, often Indoor surfaces are carpet, making ball speed and bounce even and predictable(as well as fast!). GRASS: The fastest surface; the ball skips more, thus making it faster, more erratic, and keeping it low.(Solid green color). * To toggle through the different court types, press A. The Pros on the Tour There are thirty-two pros from whom to select, and we've managed to capture their strengths and weaknesses for this game. * To change the pro you use, press C. Control Modes Choose between Automatic and Manual modes. In Automatic mode, the Genesis controls your player's footwork, you just need to concentrate on hitting the ball. In Manual mode, you control every aspect of your player's movement. * To change the control mode, press B to toggle between Automatic and Manual. * To exit the Play Selection screen and go to the court, press Start. HITTING THE BALL The most basic skill you'll need to master is how to hit the ball. Once you learn the different strokes, how to use them and when becomes more apparent with practice. IMG International Tour Tennis lets you tailor your shot type and placement depending upon the context of your shot. For example, when serving, the controls respond in a different way from when you are volleying from inside the service line. Your player's character also comes into play when calculating shot placement. VOLLEYING Volleying takes place from within the service line, and entails hitting the ball before it touches the ground. When you volley, the A, B, and C buttons respond to the change in context. Rather than hitting long, deep groundstrokes, you'll be hitting short, well-placed shots. 1. Press A to hit drop shots. 2. Press B for a softer, touch volley. When the ball is coming in high, you return with overhead. 3. Press C for a harder, deeper, more aggressive volley stroke. Again, when appropriate, you return a shot with an overhead. SHOT PLACEMENT To place your shot, press the D-Pad Left/Right after pressing one of the shot buttons. This guides your ball in the same direction. If you don't touch the D-Pad while hitting the ball, your player attempts to hit the center of the court. NOTE: How well your player places his shots depends upon his own characteristics. If he is great from the baseline, this factor influences his ability when making shots from the net: he may not be as reliable when volleying. THE STRATEGY OPTION MENU Between points you can access the Strategy Option menu. The options available from the Strategy Option menu are: RETURN TO GAME, SCOREBOARD, INSTANT REPLAY, STRATEGY, and ARGUE CALL. To Select Options from the Strategy Option Menu: 1. Between serves, press Start. the Strategy Option menu appears. 2. D-Pad left/right to cycle through the different options. 3. Press A, B, or C to select an option. 4. Press Start to exit the Strategy Option menu and return to the game, or select RETURN TO GAME, and press A, B, or C. Instant Replay Select this option to play a tape of the last point played. * To rewind the tape, hold A. * To run the tape frame by frame, tap B. * To run the tape at normal speed, press C. * To change the angle or view of the tape, press the D-Pad in any direction. Strategy Each player already possesses certain characteristics. He may be a big server who rushes the net, or he may like to lay back and punish his opponents with relentless groundstrokes. However, you can modify your player's strategy during a game if you think it may be effective. Keep in mind, however, playing a net game with a baseline player will affect his game-he won't be as reliable in his shot placement. The three strategies to choose from are: Baseline, All Court, and Rush Net. * To toggle through the three strategy types, press A-C. NOTE: This applies to players in Automatic mode, or those controlled by the Genesis. If you are in Manual mode, you determine all aspects of your player's movements, and can change your strategy at will. Argue A Call! This option only appears when you've lost a point. If you argue when it's appropriate, i.e., when a questionable call has been made, your player receives an energy boost. If you argue at an inappropriate time, your player becomes erratic for a while. IMG International Tennis Tournaments Use Up/Down to scroll text START NEW TOURNAMENT In this play mode, you can play one single tournament, rather than follow the whole tour in the predetermined sequence of locales. You can have up to eight players in a singles tournament, and up to 4 teams of doubles. A preliminary round is followed by quarterfinals, semifinals, and then the final. Select your players from the USER RECORDS, or the PLAYER ROSTER. To play a Tournament: 1. From the Game Set Up screen, select START NEW TOURNAMENT as your play mode. Make the selections you want from the other options on the Game Set Up screen(MATCH LENGTH, SINGLES, etc.), and press any button. The Tournament Selection screen appears. 2. Press the D-Pad left/right to cycle through the different tournament locations. The court surface type appears next to the picture of the tournament location. 3. Once you've made your choice, press any button. Depending upon whether you've chosen USER RECORDS, or MAKE PLAYER ROSTER, the corresponding selection screen appears. Choose your players and press Start. The Player Ranking screen appears. 4. D-Pad up/down to view all the pros on the screen. They're listed according to rank, and points and prize money earned are also displayed. Press Start to exit this screen. The Tournament Match tree appears. 5. D-Pad left/right to view all the matches. Press any button to continue. The Play Selection screen appears. 6. Unlike EXHIBITION mode, you can't change your player or the surface type here. You can select the Control mode you want, either Automatic or Manual. Press B to toggle between the two modes. 7. Press Start to exit the Play Selection screen and begin the Tournament. Vic Braden appears with a brief pre-game analysis. Press Start to go to the court and begin play. Playing a Doubles Tournament Selecting your player and partner for a doubles match differs slightly from a singles game. To select Your Team for a Doubles Match: 1. Select DOUBLES as your GAME TYPE and press any button. The Tournament Selection screen appears. 2. D-Pad left/right to cycle through the different locations. Once you've made your choice, press any button. 3. Depending upon whether you've chosen USER RECORDS or MAKE PLAYER ROSTER, the corresponding selection screen appears. Choose your players and press Start. The Team Selection Screen appears. 4. D-Pad up/down to show the different pros; D-Pad left/right to toggle between partners. 5. Press C to add a team. Press B to erase a team. Choose up to four teams of doubles. 6. Press Start to confirm your teams and move to the Player Ranking screen. Continue as you would in a singles Tournament. HITTING THE ROAD Going on the Tour can be a grueling endurance test. It can leave your nerves strung as tightly as racket strings, or it can fill you with a sense of accomplishment like nothing else in the world. As you battle through the semifinals in burning Sydney, or enter center court on the well-manicured lawns of the London Lawn Tennis Open, you'll experience every type and level of tennis available. Clay, grass, hard, and indoor courts all require a different style of play, and reward a different type of player. Of course, the trick is performing well on all surfaces. If you manage to finish the tour among the top 8 players(based on the points you've accumulated), you are invited to the prestigious Coto de Caza for the EA Tour Championships. A win here ensures your place as the champion of the world. * To play on the Tour, select START NEW TOUR from the Game Set Up screen. All the steps are the same as playing a Tournament, except you don't select a tournament to play. You follow the prescribed tournaments on the Tour. The tournaments, in order, are as follows: Tournaments on the Tour The Sydney Championships The Melbourne Open The Philadelphia Indoor The Lipton Championships The Monte Carlo Open Internazionali Di Roma The Paris Open The Manchester Classic The London Lawn Tennis Open The Stockholm Open The Toronto Champions Cup Cincinnati Open The U.S. Pro Championships The New York Open The Tokyo Indoor Challenge The Frankfurter Turnier EA Tour Championships CONTINUE TOURNAMENT/TOUR Select these play modes to continue a Tour or Tournament already in progress. The last Tournament or Tour you played is the one that resumes when you select these modes. You'll notice that the other options cannot be modified when you continue a Tour or Tournament-they remain as they were when you first selected them.

INTRUGBY.O

Int'l Rugby (S.C. Exclusive) Domark To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME OPTIONS BROWSE HELP FILES Int'l Rugby (S.C. Exclusive) Game Description Use Up/Down to scroll text Rugby has often been described as "a game for animals, played by gentlemen", although whoever coined this phrase had obviously never seen England's hooker Brian Moore in the thick of the action. Although it may seem a rather unusual sport to outsiders--for example, in which other game would you see a player applauded for kicking the ball off the field? Rugby has built up a huge following in the two centuries which it has been played, and now rivals soccer as the most popular team sport in the world. Rugby is played by two teams of 15 players apiece, with each team divided into two separate sections: the forwards and the backs. Unlike most other sports, rugby is unique in that it's probably the only game in the world where the forwards do the lion's share of defending and the backs are supposed to attack. Int'l Rugby (S.C. Exclusive) Controller Functions Use Up/Down to scroll text In possession of ball: D-Pad: Moves player in relevant direction. Button A: Pass to left of pitch. Button B: Aim kick, then B again to kick ball (A or C to cancel). Button C: Pass to right of pitch. Not in possession of ball: D-Pad: Moves player in relevant direction. Button A: Tackle. Button B: Not used. Button C: Change control of player nearest the ball. Quick Start: To jump right into the action, choose the "Quick Start" facility from the main options screen (the rugby player icon situated at top center). This places either one or two players directly into an international match. Choosing a Team Before double clicking on the "Quick Start" icon, move to the two "Team Crest" icons in the bottom corners of the main options screen. The crest on the left represents the home player (or player one in two player mode), while the crest on the right represents the away team (either the computer or the second human player). When the right hand crest is shaded this indicates that the program is in one player mode. Click on the options icon showing a Rugby ball over a question mark to change to two player. Clicking repeatedly on these icons cycles through the 16 different teams included in International Rugby Challenge Choose the two that you would like to complete in your "Quick Start" game, then simply click on the rugby player icon at the top center of the screen. Taking Control In "Quick Start" mode, International Rugby Challenge makes use of a default set of game parameters, including length of half, number of players in a line-out and so on. All you have to do is concentrate on the task of getting the ball over the line for that all-important try. Int'l Rugby (S.C. Exclusive) Playing the Game Use Up/Down to scroll text In-Game Controls Controlling Play: Whether your side is attacking or defending, the player under your direct control is denoted by the arrow icon which appears above or below him. To move this player in any direction, simply push the chosen controller in the preferred direction. (NOTE: the speed at which the player moves depends entirely on whether he's a fleet-footed back, or one of the heavier forwards.) The computer will always automatically allow you to take control of the player nearest to the action. The possession indicator- a "P" by your team's crest-flashes when your player is actually in control of the ball. Passing: To pass to another player on the left hand side of the screen press Button A so that a "sight" appears over the player to be passed to. Releasing Button A will result in the pass being completed. Follow the same process for passing to the right replacing Button A with Button C. Kicking: To kick the ball, press and hold Button B. You will notice a small arrow appear next to your player. You can now move the arrow to the left or right to control the direction of the kick. By moving the arrow away from your player you can increase the power of the kick. Press B again to kick the ball (A or C cancels). Tackling: When defending, pressing Button C will change your control to the player nearest the ball. Pressing Button A should result in a bone-crunching tackle, providing your timing is correct. Rucks, Mauls, and Scrums When open play breaks down or the ball becomes free, both teams will attempt to win it back, either when it's on the floor (this is known as a "ruck") or when it's in motion (a "maul"). If neither team manages to regain control of the ball, the referee will award a scrum. Because of the situation of the two hookers in the scrum, it is very rare that any rugby team wins possession of the ball "against the head". This term refers to the time when the opposing team has the "put-in". However, this does not mean that possession is automatically won on your own "put-in." When a scrum is awarded in your favor, and the players have taken their positions, a meter appears on screen. This "Ball Direction Meter" (BDM) continues to appear throughout the game for scrums, line-outs and place kicks. When the BDM appears, press Button A once to send the power meter moving to the right (from position "a") towards the full power marker. Press Button A when the bar reaches maximum (position "b") and another bar will immediately spring from Point A moving leftwards into the "curve indicator" (towards position "c"). A final press of Button A stops this bar and determines the ball's path into the scrum. Stopping the two power meters at as close to full power as possible and within the brackets (position "d") will ensure that you retain possession of the ball. Tap Button A as quickly as possible to gain or retain possession and push the scrum forward towards the opposition's goal line. Pressing Button B at this point releases the ball into the scrum half's hands and returns the game to open play. If the player in possession of the ball fails to play it back to this back line quickly enough (the exact length of time allowed in this situation is decided at the referee's discretion), a penalty is awarded to the opposition. Line-outs: When the ball crosses either sideline to leave the field of play, a "line-out" is awarded against the team whose player last touched it. The length of the line-out can be varied, but is initially set at four players apiece. Once again, the BDM is used to determine which side wins possession from the line-out. The BDM works in a similar fashion to that employed for the Scrum. However, in this case, the power meter (to the right) determines which player in the line-out the ball is aimed at. For example, minimum power will send the ball to the player at the front of the line-out, while maximum will send the ball the full length towards the player at the rear. To retain possession, the curve indicator must be stopped between the two marker lines on either side of point "d" (the better the opposition, the closer these two lines will be). Once again, when possession has been gained, the ball should be passed back to the scrum half for open play to resume (although the forwards can choose to carry the ball for themselves if you so desire). Place-kicking When a penalty is awarded or a try scored, the player has a chance to attempt to kick the ball between the posts. This will either gain an extra three points (in the case of a penalty) or "convert" the score of five points to seven. To successfully execute a place kick, the BDM is once again employed. The kick's power and height is determined in the usual way, by stopping the power bar before it reaches point "b" (the further the posts, the more power should be employed). Point "d" indicates the correct position to stop the curve indicator to send the ball between the posts. Once again, the proximity of the two markers on either side of this point is determined by the kicker's distance from the posts and his relative skill. NOTE: You are able to control the direction of the ball at kick off by using the D-Pad in conjunction with the BDM. Int'l Rugby (S.C. Exclusive) Options Use Up/Down to scroll text In-Game Options At any point during the game press Start and then Button A to call up the in-game menu. The options are: * View Statistics: Shows current game stats. * Line-Out Size: Edits number of players in the line-out. * Pitch Radar: Turns radar on/off. * Music: Turns music on/off. * Sound Effects: Turns effects on/off. * Terminate Match: Ends the current match. The Options Screen Play a Match: To play the next match in your chosen tournament or tour, click on the miniature screen in the center of the options screen. The selected game will be played using your previously determined game parameters (length of match and so on). Should you wish to alter any of these, you should first select the "options" icon (the Rugby ball over a question mark) and make any necessary alterations. Team Selection: Having chosen your team (by selecting the crest in either of the bottom corners), you can make further changes by switching to the squad selection icon (the clipboard at the top left). In team selection mode, the entire squad of 19 players is listed and separated into the following groups: forwards, scrum half, backs, wingers, and reserves. The actual number in each group varies slightly from squad to squad. Highlighting each individual player displays a full list of his characteristics, including favorite position, height, weight, list of injuries, etc. Having examined each players' details, selections can be changed by highlighting the player to be dropped/selected and clicking on the relevant button. When the squad is arranged to your taste, simply move to the exit icon and press fire to return to the main options screen. View Fixtures: In "View Fixtures" mode (depicted by the trophy icon), the player can view the fixtures and league tables for the World Cup and Five Nations Championship as well as all matches tabled for their team. A tour of the British Isles, Australia, or the Americas can be arranged by clicking on the tour button. Friendly matches will be played against all teams visited on the chosen tour. League and group tables are also kept for both international competitions, and can be viewed between games from within this feature. General Options Many of the game's parameters can be altered to the player's taste by clicking on this icon to reveal the following menu: * Continue: Returns to the main menu. * New Tournament: Resets current tournament. * Music: Turns music on/off. * Sound Effects: Turns sound effects on/off. * Tournament: Switches between 5 Nations and World Cup. * Players: Sets the number of players. * Wind: sets wind strength. * Match Length: Sets the length of a match. * Music Test: Plays all game tunes. * Fx Test: Cycles through and plays in-game sound effects.

IZZYQUES.O

Izzy's Quest For The Olympic Rings U.S. Gold To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME POWER-UPS LEVELS AND SCORING BROWSE HELP FILES Izzy's Quest For The Olympic Rings Game Description Use Up/Down to scroll text Izzy and the World of the Torch The ancient Greeks ignited the first Olympic torch hundreds of years ago. Through the years and with each passing Olympiad, the Flame has grown brighter and stronger thanks to the caretakers who live in the Torch World, a magical universe within the Torch's fiery light. But now, an evil force threatens to destroy the citizens of the Torch World and the Olympic Games! It's up to you to help Izzy go for the Gold and stop the evil! Izzy's Quest For The Olympic Rings Controller Functions Use Up/Down to scroll text Izzy's Gold Medal Moves: * Walk: D-Pad Left/Right. * Run: Hold down D-Pad Left/Right. * Spin Jump Attack: Button A or B. * Hurdle Jump: Button C. * Look Up/Down: Hold D-Pad Up/Down. * Climb Ropes and Vines: D-Pad Up/Down. * Flying Morphed Izzy: D-Pad any direction. * Morphed Izzy Attacks: Button A, B or C. * Pause: Start. NOTE: You can change some of the button controls in the Options screen. Izzy's Quest For The Olympic Rings Playing the Game Use Up/Down to scroll text Rules of the Quest To escape from the Torch World through the Vortex, Izzy must find all five Olympic Rings hidden in the lands of the Torch. One ring is stashed in the Torch World's Greek Village. Another is in the Lava Dome. A third ring is close to the Vortex. Two other rings can only be found by playing the Elder Challenges. Then Izzy has to blaze out of the Torch World into the human world to light the Flame. But Whoa! Escape from the Torch World is no easy task. The realm of the Torch is loaded with crabby creatures, molten meanies and dirty birds bent on stopping Izzy. These are tough enemies that Izzy must defeat with Spin Jumps and Morph Attacks. Three Medallions protect Izzy's health in battle. When Izzy takes damage, he loses the Medallions and his face gets pushed out of shape in the Status Screen. Now he has to find three more to repair his health pronto. If Izzy takes a hit and doesn't have Medallions, he is defeated. Izzy scores points along the way for dispersing monsters, collecting Medallions and pulling off great athletic moves. Medallions: Gold, Silver and Bronze Medallions are scattered throughout the game. Collect these to repair damage to Izzy and score points. Grab a Medallion by running by it or jumping into it. Follow the Medallion trail to progress through the game. Mystic Judges and Style Zones: Olympic Style Zones appear throughout the game. When Izzy pulls off an Olympic quality move in these zones, one or more judges will pop up to applaud and award points. Time: The Judges may award a Gold, Silver or Bronze Medal based on pre-set times for each medal. Izzy has to beat those times to receive a medal. Watch the Medal Meter at the top of the screen. It changes from Gold to Silver to Bronze as Izzy takes more time to complete a level. If Izzy takes too long, the medal disappears and he loses his chance for an award. A medal award multiplies the Bonus Point score and allows Izzy to try an Elder Challenge. Hustle your Izzy for big points! Lives: Izzy begins the game with three Lives in Normal Mode and two Lives in Difficult Mode. When Izzy uses up all his lives, he's stunned unless he has a Continue. Izzy can earn more Lives and Continues during the game. Restart: Run by Restart Statues and light the torch to mark Izzy's progress through a level. Then if Izzy is defeated and has another Life, he restarts the level at the last lighted Restart Statue. Izzy: The Master of Morph When the going gets tough, Izzy gets tougher by morphing. When Izzy Morphs he can fly as a Rocket, a Javelin or a Hang Glider. His Hammer Helicopter can send him floating over trouble. He can turn into an archer or swashbuckling fencer in a blink. It's "Batter up!" when Izzy turns into a baseball player and delivers a wicked whack to any Torchland terror. When you see a Morph Star, jump or walk into it for an instant Izzy Morph! Sometimes, just when you need it, a Morph Star will pop out of an Egg. Izzy's Morph attack replaces his normal attack. * Press Button A, B or C to use Izzy's Morph attack. * If Izzy turns into one of his flying Morphs, steer him with the D-Pad. * Izzy Rocket: Press Button A, B, C or Up on D-Pad to speed him up. * Izzy Skateboard: Press Button A, B or C to jump, duck by pressing down on the D-Pad. * Izzy Archery: Press Button A, B or C to launch arrows, aim with the D-Pad. Izzy will change back to normal by touching an UnMorph Flag. The Elder Challenge: When Izzy completes a level with qualifying speed, it's time for the Elder Challenge. Two of the Olympic Rings can only be found in the Elder Challenge. If Izzy completes one of these tough bonus levels, he earns points toward the Overall Score and collects a needed ring. If Izzy loses, he moves to the next level of the game with no points added. There is no penalty during a challenge, if you fail, you will not lose a life. Izzy's Quest For The Olympic Rings Power-Ups Use Up/Down to scroll text Power-Ups: Look for these power-ups that help Izzy keep in top athletic form, defend himself or travel the Torch World. * Eggs and Magic Vases: These are hidden everywhere, even in thin air. They contain power-ups and treasures. Look Out! Sometimes they contain nasty surprises. * Extra Life Heart: Grab these for an Extra Life. * Protecto Bubble: Take direct monster hits with no health loss, the Protecto Bubble is good for 10 seconds only. * Rocket Fuel/Javelin Boost: Grab these to keep flying when Izzy is Rocket or Javelin morphed. * Gold Stars: Find the rotating Gold Stars and Izzy gets a continue. * Lightning Bolt: Jump into the lightning bolts to clear the area of monsters. * Medallion Doubler: Find this pulsating blue gem and double the scores of the Medallions you pick up. Medallions will flash while this feature is active. Izzy's Quest For The Olympic Rings Levels and Scoring Use Up/Down to scroll text Scoring: Check out some of the ways Izzy can score big in this athletic event of a Torch World lifetime. Izzy earns a Bonus Score and an Overall Score. Bonus Score: Bonus Scores add up to a total of 995 points for each level. Then those points begin ringing up in the Overall Score total. Complete the level and the Bonus Score is multiplied according to the Medal received, if any. That score is then added to the Overall Score. Overall Score: Medals and monster attacks add up in the Overall Score. Medallions and Diamonds: Most Medallions and Diamonds are in plain sight, but some are hidden in eggs or behind objects. Monster Attacks: Izzy scores 25 points for every bad guy he defeats. Nail two in one hop and the second one is worth 50 points. Knock off three in one hop and the third one is worth 100 points. The Levels: Three of the Olympic Rings are stashed in these lands. Remember, the other two can only be found in the Elder Challenges. Find the Onyx Ring in the Greek Village: Izzy explores three levels of an ancient village in search of the first Ring. The Vines here are helpful but can be very sharp. Look for Eggs everywhere. Search out the Emerald Ring in the Lava Dome: Izzy dives deep into three levels of molten volcanic peril in Lava dome. Bubbling magma is here. Don't stand in one place too long. The Amber Ring Quest: Search out the Amber Ring and begin the trek up to the Vortex and Atlanta. Dangerous crystal spikes will block the way. Get the Swoops before they get you. You're almost there! The Vortex Trek: You've done it! Izzy has all five Olympic Rings...Let the games begin!!! When Izzy loses all his lives, the game is over. If Izzy has any Continues stored up, the Rematch Screen will appear. Re-enter the game at the last level attained by pointing Izzy in the direction of the word YES and pressing Button A, B or C.

JBDBOXNG.O

James "Buster" Douglas Knockout Boxing Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES James "Buster" Douglas Knockout Boxing Game Description Use Up/Down to scroll text Ladies and gentlemen...the James "Buster" Douglas Heavyweight Championship fights are about to begin! Standing at ringside, you're a lone wolf. Your heart starts pounding and you feel your palms sweat. You don't hear the screams of the crowd as you slowly climb into the ring. You hold your breath and wait for the starting gong. This time, you must win! Five fighters will enter the ring in this furious battle for the title. You are one of them! If you beat the other four, you become the new heavyweight champion! Then, defend your title against the four challengers. As you chalk up victories, the skill, speed, and punching power of your opponents become tougher, faster, and stronger. If you're victorious, you'll find yourself facing the meanest challenge of your boxing career! James "Buster" Douglas Knockout Boxing is a high-speed, live action, power-punching contest designed by James "Buster" Douglas, the heavyweight titlist who beat Mike Tyson. Now you can be James "Buster" Douglas, or any of the four other dynamos, in this main event in video boxing action. Climb into the ring and start slugging! James "Buster" Douglas Knockout Boxing Controller Functions Use Up/Down to scroll text D-Button: * Press up, down, left and right on the Game Mode screen to make your selections. * Press left or right during a bout to move your fighter in those directions. * Press up to raise your arms for guard or high punches. * Press down to lower your arms for low punches. * Press left or right (opposite direction you're facing) to lean back. Continue holding down to step back. * Press twice quickly to jump back. Start Button: * Press at the Title screen to see the Game Mode screen. Press again to choose the number of rounds and skill level. * Press at the Game Mode screen to see the Boxer Selection screens. * Press during play to pause the action. Press again to resume play. Button A: * Press at the Boxer Selection screens to choose your fighter. * Press to jab. Button B: * Press to throw a fast straight punch. Button C: * Press at the Boxer Selection Screens to choose your fighter. * Press to crouch. Buttons A + B: * Press at the same time to throw a slow straight punch. D Button + Buttons A + B: * Press the D Button up and press Buttons A and B at the same time to throw a slow upper hook. * Press the D Button down and press Buttons A and B at the same time to throw a slow uppercut. James "Buster" Douglas Knockout Boxing Playing the Game Use Up/Down to scroll text After selecting which Game Modes you want (at the Title screen, press the Start Button), you'll see the Boxer Selection screens. Use these screens to choose your fighter. Press the D Button left or right to cycle through the available boxers. When you see the boxer you want, press Button A or C. * In 1 Player games, you'll fight against the other four boxers, chosen in order by the computer. * In 2 Player games, player 1 chooses a boxer first. Then player 2 chooses. Player 2 can't choose the same boxer as player 1. * In Spectator games, you'll choose two different contenders. The Main Event: The countdown starts the moment you choose your boxer. The challengers square off, and at the gong, the fight begins! Each contender has his own strengths, depending on his height, weight, and fighting style. The more you know about your opponent and his moves, the better chance you'll have to beat him. And the Winner is... The timer starts counting down as soon as the fight begins. The referee controls the game, telling you when to fight or break, and counting out a boxer when he's down. When the timer reaches 0, the round ends. In a moment, the next round begins. * A KO (knockout) occurs when a fighter is knocked down and stays down on the canvas for the entire ten count. * A TKO (technical knockout) occurs when a fighter is knocked down three times in the same round. * If the match ends without a KO or TKO, the winner is by decision, based on points and boxing technique. You must outlast all four challengers to win the World Heavyweight title. Once you win, you're obliged to defend your title in rematch challenges. If you succeed, the toughest battle of your life awaits! Power Punches: Constant training will win you the title. Practice different combinations of your punch buttons (Buttons A and B, plus the D Button) to learn the most powerful and effective moves. Keep an eye on the damage meters, both yours and your opponent's. When your strength is low, you're vulnerable. Back off to let your meter recover. When your opponent's strength is low, move in for the knockout punch! Reversal Uppercut: See if you can learn this move. Down your opponent twice, without letting him down you. When he gets up the second time, immediately deliver an uppercut. This should knock him out regardless of his remaining strength on the damage meter. James "Buster" Douglas Knockout Boxing Hints and Tips Use Up/Down to scroll text * Use strategy. Remeber to think defensively, not just offensively. Blocking and ducking are just as important as a punch and uppercut. * Detroit Kidd is in the Megadrive version of the game. He was replaced with Buster Douglas in our version. * To get your opponents against the ropes, you can charge them, while throwing a variety of punches. This will cause most of the enemies to "run" from you back to the ropes. When you have your opponent against the ropes, try using the Power punches described above. If you hit them, they will drop extremely fast, sometimes as fast as one or two punches (in easy and normal modes)! Power Punches: The following punches are hard to do, but if you connect, they will be lethal towards the enemy (except in Hard mode (then, it takes more to knock enemies down): 1. Press both buttons A and B at the same time. 2. Press Down, and buttons A and B. 3. Press Up and buttons A and B. Iron Head: Iron Head is easier to beat on points, than to knock out. Try using the Power punches when you can. If you throw a punch, and he goes back to the ropes, keep throwing power punches, sometimes he can't defend against them! In general, a variety of punches works well against him. He will hit you no matter what you do, so it's best to just go after him.

JBOOK.O

The Jungle Book Virgin Entertainment To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME BROWSE HELP FILES

JBOOK3.O

The Jungle Book Virgin To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME BROWSE HELP FILES

JENCAPTE.O

Jennifer Capriati Tennis Renovation To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME GAME MODES BROWSE HELP FILES

JEOPARDY.O

Jeopardy Gametek To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME DOUBLE AND FINAL JEOPARDY HINTS AND TIPS BROWSE HELP FILES Jeopardy Game Description Use Up/Down to scroll text Have you ever thought you could do much better than the players on Jeopardy? Well, now with the help of your Sega Genesis, you'll have your chance!! Plug it in and get ready to clean up during Final Jeopardy! Jeopardy Controller Functions Use Up/Down to scroll text If 1 player is playing alone against the computer, only Control Pad 1 is used. The player will buzz in by pressing either Button A, B or C. If 2 human players are competing, either alone or against a third computer opponent, and you have one Control Pad, then both players will share the Control Pad. Player #1 will buzz in by pressing either Button A, B or C. Player #2 will buzz in by pressing the D Button. If 2 human players are competing, either alone or against the computer, and you have two Control Pads, then Player #1 uses Control Pad 1 and Player #2 uses Control Pad 2. Both players will buzz in by pressing either Button A, B or C on their respective Control Pads. If 3 human players are competing simultaneously, two Control Pads are required. Player #1 will use Control Pad 1 and will buzz in by pressing either Button A, B or C. Player #2 will use Control Pad 2 and will buzz in by pressing either Button A, B or C. Player #3 will share Control Pad 2 and will buzz in by pressing the D Button. Start Button: * Begins Game Play. D-Button: * Moves cursor. * Buzzes in. Button A: * Locks in cursor selection (letters, categories, etc.). * Buzzes in. Button B: * Deletes. * Buzzes in. Button C: * Locks in response. * Locks in wager. * Buzzes in. When setting up the game only responses entered by Control Pad 1 will be accepted. 1. To begin the game, Player #1 press the Start Button. 2. Now enter the number of Control Pads that you will be playing with-1 or 2. Press either Button A, B or C to lock in your selection. NOTE: Remember that you will need two Control Pads to play with three human contestants. 3. Player #1, select the number of human players that will be competing by moving the D-Button LEFT or RIGHT until the desired number is displayed on the screen. Press either Button A, B or C to lock in your selection. NOTE: If you have only entered 1 Control Pad, then the computer will only prompt you to choose between 1 or 2 human players. 4. If you have entered either 1 or 2 players, then you may wish to play against a computer opponent. Player #1, make the selection by moving the D Button LEFT or RIGHT until the desired number of computer opponents appears. Press either Button A, B or C to lock in your selection. 5. Player #1, select a character by moving the D Button LEFT or RIGHT until the desired character appears. Lock in your selection by pressing either Button A, B or C. 6. Player #1, enter your name by moving the cursor over the desired letters and locking in your selections by pressing Button A. You may delete an entry by pressing Button B. To lock in your name, press Button C. NOTE: Once you have pressed Button C you will not be able to change your response. Therefore, be careful in your use of the Control Pad. 7. After your name has been entered, a screen showing two Control Pads will appear. The buttons that are flashing will be the buttons that you'll use to buzz in to enter your responses. 8. Player #2 and #3, repeat steps 5-7. 9. Once all players have entered their names and chosen their contestants, the computer will reveal the identity of the computer player(s). Then the Jeopardy Round will begin. Jeopardy Playing the Game Use Up/Down to scroll text How to Play Jeopardy! 1. After all names have been entered, the Jeopardy board will appear on the screen. The dollar values will be placed on the board and the Jeopardy categories will be revealed. Player #1 will go first; choose a category and a dollar value. To do this, move the cursor over your selection by moving the D Button LEFT, RIGHT, UP or DOWN. Lock in your selection by pressing Button A. NOTE: Categories are abbreviated at the top of the column because of space limitations, but the same categories are spelled out at the bottom of the screen. 2. At this point, the categories that have been assigned to this round may be changed by pressing Button C. This must be done while the message appears on the screen. NOTE: The categories and questions are assigned at random, and while it is unlikely, you may experience some repeat categories or questions. Therefore, if you are familiar with the categories that appear in any particular round, please use the above mentioned option to reshuffle the database. 3. After Player #1 has chosen a category and a dollar value, the "answer" will appear on the screen. At the bottom of the screen, a stop sign will appear in order to allow ample time for all contestants to read the "answer," you will not be able to buzz in until the timer starts to countdown. Once the timer has begun, any player can buzz in. 4. The player who has buzzed in first will be given the chance to enter a response. The computer will identify the player by lighting up his or her podium. The player who has buzzed in first will have control of the board. The "answer" will reappear on the screen, along with the first part of the "question" (WHO IS...or WHAT IS...or WHAT ARE, etc.). On the bottom of the screen, you will find a box containing the alphabet and the numerals 0-9. You will complete your responses in this area. To input your response, move the cursor over the letter(s) or number(s) that you wish to select using the D Button. Lock in your selection by pressing Button A. To delete a letter or a number, press Button B. To lock in your response, press Button C. NOTE: Once you have pressed Button C, you will be unable to change your response. 5. If you have entered the correct response, the computer will display a message and add the appropriate amount to your earnings. If you have answered incorrectly, then the computer will inform you of your incorrect entry and deduct the dollar value from your accumulated earnings. 6. If the response is incorrect, the "answer" then reappears on the screen giving the other players a chance to respond. Once an incorrect response is given, you cannot try to buzz in again. 7. If no player buzzes in within the time allotted, then the correct "question" will appear on the screen. At this point, the same player who chose the "answer" will regain control of the board. 8. Play will continue until the board has been cleared. Jeopardy Double and Final Jeopardy Use Up/Down to scroll text The Daily Double: 1. During play, a hidden Daily Double appears in one of the 30 windows on the board. (The placement of the Daily Double is random.) If you are the player who has uncovered the Daily Double, you automatically shut out the other players and get to try the "question" alone. 2. If you have already accumulated earnings, then you may place your dollar value as follows: a) Minimum bet $5. b) If you have earned less than the highest dollar value on the board, then you may bet all or part of your earnings, or you may bet up to the highest dollar value on the board. For example, if you have earned $300 and the highest dollar value on the board is $500, then you may bet up to $500. c) If you have earned more than the highest dollar value on the board, then you may bet all or part of your total earnings. For example, if you have earned $2200, then you may wager any amount between $5 and $2200. 3. If you do not have any accumulated earnings, then you may place a dollar value up to the highest dollar value on the board. 4. To place a dollar value, enter the amount as you would when responding to an "answer." Button A will lock in the numbers and Button C will lock in your dollar value. If you try to wager more than you are allowed, your dollar value will be corrected to reflect the maximum amount allowable. 5. Enter your response. 6. If your response is correct, the value of your dollar value is added to your score. If it is incorrect, then it will be deducted. 7. Only the player who has picked the Daily Double will be allowed to respond. If the player answers incorrectly, then play continues and the player makes another selection from the board. 8. In the Jeopardy round there is one Daily Double. In the Double Jeopardy round there are two. How to Play Double Jeopardy! 1. Once the Jeopardy board has been cleared, the Double Jeopardy round begins. 2. The player with the least amount of accumulated earnings will start the Double Jeopardy round. 3. Double Jeopardy is played in the same manner as the Jeopardy round except that the categories will change and the dollar values on the board will double ($200-$1000). How to Play Final Jeopardy! PLEASE NOTE: Only players showing a positive dollar value at the end of the Double Jeopardy round will be allowed to compete in the Final Jeopardy round. 1. First,the Final Jeopardy category will be displayed. At this time, the contestant with the least amount of earnings will be prompted to place his or her dollar value. Press Button C to lock in your dollar value. At this time, all players should turn away from the screen and should stay turned away until the contestant(s) has/have completed placing his/her dollar value(s) and entering his/her response(s). 2. A player may bet all, part or none of his/her accumulated earnings. After the dollar value has been placed, the "answer" will appear on the screen. The player must enter their response at this time. Press Button C to lock in your response. 3. Continue in this manner until all contestants have placed their bets and entered their responses. 4. The computer will now reveal the "question" to the Final Jeopardy "answer." Then, each player's response and dollar value will be revealed. At this time, the computer will display a message telling the player is his/her response was correct or incorrect. The scores are then adjusted accordingly. 5. The player with the highest accumulated earnings will be the new Jeopardy champion! Jeopardy Hints and Tips Use Up/Down to scroll text Hints on Game Play: 1. Words should be spelled as accurately as possible. The program will allow for some minor misspellings. Be sure to check your response before locking it in. 2. If your "answer" deals with a person, try to give his/her full name; if applicable, his/her full title (i.e. George Washington or Henry VIII). 3. If the "question" is number oriented, the program will allow for either the spelling of the number or its numeric equivalent. 4. Spacing between words is optional.

JEPSPORT.O

Jeopardy! Sports Edition Gametek To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Jeopardy! Sports Edition Game Description Use Up/Down to scroll text THIS IS JEOPARDY! Jeopardy! Sports Edition featuring Alex Trebek has over 3,500 questions in various sports categories. With amazing new digitized graphics and sound effects, you'll feel as if you're actually in the studio. Soon you'll experience the challenge of one of America's favorite TV game shows. Jeopardy! Sports Edition Controller Functions Use Up/Down to scroll text Start: * Begin game play D-Pad: * Moves cursor * Buzzes in Button A: * Locks in cursor selection * Buzzes in Button B: * Deletes * Buzzes in Button C: * Locks in response * Locks in wager * Buzzes in NOTE: Remember that you will need two control pads to play with three human contestants. Jeopardy! Sports Edition Playing the Game Use Up/Down to scroll text 1. After all names have been entered, the Jeopardy! board will appear on the screen. The dollar values will be placed on the board and the Jeopardy! categories will be revealed. 2. Player One will go first; choose a category and a dollar value. To do this, move the cursor over your selection by moving the D-Pad left/right/up/down. Lock in your selection by pressing Button A. 3. At this point, the categories that have been assigned to this round may be changed by pressing Button C. This must be done while the message appears on the screen. 4. After Player One has chosen a category and a dollar value, the "answer" will appear on the screen. At the bottom of the screen, a stop sign will appear. In order to allow ample time for all contestants to read the "answer," you will not be able to buzz in until the timer starts to countdown. Once the timer has begun, any player can buzz in. 5. The player who has buzzed in first will be given the chance to enter a response. The computer will identify the player by lighting up his or her podium. The player who has buzzed in first will have control of the board. The "answer" will reappear on the screen, along with the first part of the "question." On the bottom of the screen, you will find a box containing the alphabet and the numerals 0-9. You will complete your response in this area. To input your response, move the cursor over the letter(s) or number(s) that you wish to select using the D-Pad. Lock in your selection by pressing Button A. To delete a letter or a number, press Button B. To lock in your response, press button C. NOTE: Once you have pressed Button C, you will be unable to change your response. 6. If you have entered the correct response, the computer will display a message and add the appropriate amount to your earnings. If you have answered incorrectly, then the computer will inform you of your incorrect entry and deduct the wager from your accumulated earnings. 7. If no player buzzes in within the time allotted, then the correct "question" will appear on the screen. At this point, the same player who chose the "answer" will regain control of the board. 8. Play will continue until the board has been cleared. THE DAILY DOUBLE 1. During play, a hidden Daily Double appears in one of the 30 windows on the board.(The placement of the Daily Double is random) If you are the player who has uncovered the Daily Double, you automatically shut out the other players and get to try the "question" alone. 2. If you already have accumulated earnings, then you may place your wager as follows: A) Minimum bet of $5. B) If you have earned less than the highest dollar value on the board, then you may bet all or part of your earnings, or you may bet up to the highest dollar value on the board. For example, if you have earned $300 and the highest dollar value on the board is $500, then you may bet up to $500. C) If you have earned more than the highest dollar value on the board, then you may bet all or part of your total earnings. For example, if you have earned $2200, then you may wager any amount between $5 and $2200. 3. If you do not have any accumulated earnings, then you may place a wager up to the highest dollar value on the board. 4. To place a wager. enter the amount as you would when responding to an "answer," Button A will lock in the numbers and Button C will lock in your wager. 5. Enter your response. 6. If your response is correct, the value of your wager is added to your score, if it is incorrect, then it will be deducted. 7. Only the player who has picked the Daily Double will be allowed to respond. If the player answers incorrectly, then play continues and the player makes another selection from the board. 8. In the Jeopardy! round there is one Daily Double. In the Double Jeopardy! round, there are two. HOW TO PLAY DOUBLE JEOPARDY! 1. Once the Jeopardy! board has been cleared, the Double Jeopardy! round begins. 2. The player with the least amount of accumulated earnings will start the Double Jeopardy! round. 3. Double Jeopardy! is played in the same manner as the Jeopardy! round except that the categories will change and the dollar values on the board will double($200-$1000). HOW TO PLAY FINAL JEOPARDY! NOTE: Only players showing a positive dollar value will be allowed to play in the Final Jeopardy! round. 1. First, the Final Jeopardy! category will be displayed. At this time, the contestant with the least amount of earnings will be prompted to place his or her wager. Press Button C to lock in your wager. AT THIS TIME, ALL PLAYERS SHOULD TURN AWAY FROM THE SCREEN AND SHOULD STAY TURNED AWAY UNTIL THE CONTESTANTS HAVE COMPLETED THEIR WAGERS AND ENTERED THEIR RESPONSES. NO CHEATING PLEASE. KOOL K. WILL BE DISAPPOINTED. 2. A player may bet all, part or none of his/her accumulated earnings. After the wager has been placed, the "answer" will appear on the screen. The player must enter his/her response at this time. Press Button C to lock in your response. 3. Continue in this manner until all contestants have placed their bets and have entered their responses. 4. The computer will now reveal the "question" to the Final Jeopardy! "answer." Then, each player's response and wager will be revealed. At this time, the computer will display a message telling the player if his/her response was correct or incorrect. The scores are then adjusted accordingly. 5. The player with the highest accumulated earnings will be the NEW JEOPARDY! CHAMPION! Jeopardy! Sports Edition Hints and Tips Use Up/Down to scroll text * Words should be spelled as accurately as possible. The program will allow for some minor misspellings. * If your "answer" deals with a person, try to give his/her full name; if applicable, their full title(i.e. George Washington or Henry VIII). * If the "question" is number oriented, the program will allow for either the spelling of the number or its numeric equivalent. * Spacing between words is optional. * When a team name is required, you are not required to type in the city where the team is located unless that city is important to the response.

JEWLMSTR.O

Jewel Master Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME MAGIC AND ITEMS HINTS AND TIPS BROWSE HELP FILES Jewel Master Game Description Use Up/Down to scroll text Once upon a time, there was a kingdom known to all as Mythgard. Mythgard prospered in peace until the arrival of the Demon King, Jardine the Mad. Leading his dark legion, Jardine was but a step away from obliterating the kingdom... It was then that the Twelve Masters of the Elements rose up to put an end to the Demon King's evil designs. A fierce battle ensued until there were but four Masters opposing Jardine. Pooling their powers into a Holy Blade, the four Masters prepared for the final battle. You alone have been entrusted with the task of fighting your way through wicked worlds filled with Jardine's slimy servants to engage in a final showdown with Jardine. To make matters worse, you can only get the necessary magic powers by finding them along the way! The four Masters have carelessly left magical rings for your enemies to discover and you must get them back. The rings are set with jewels which will give you magical powers beyond your wildest dreams. As the Jewel Master, you must use the awesome powers of these rings along with your courage to assist you in your showdown with Jardine. It is time for you to set out on your mission. And remember, you may be the four Masters' last chance to save Mythgard! Jewel Master Controller Functions Use Up/Down to scroll text D-Button: * Press left or right to move in those directions. * Press down to kneel. * Press up, down, right or left to move the cursor in the Ring Select screen. Start Button: * At the Title screen, press to start the game. * During the game, press to see the Ring Select screen. Press again to go back to the game screen. Button A: * Press to cast spells using your left hand. * In the Ring Select screen, press to remove all rings from your fingers. Button B: * Press to cast spells using your right hand. * In the Ring Select screen, press to remove a ring from your finger. Button C: * Press to jump. * In the Ring Select screen, press to select a ring. * In the Ring Select screen, press to place a ring on the finger you choose. Other Important Controls: Jumping Down: * Press the D-Button down + Button C. Attacking while kneeling: * Press the D-Button down + Button C. Attacking enemies above you: * Press the D-Button up + Button A or B. Moving left or right while attacking enemies above you: * Press the D-Button up and left or right + Button A or B. Note: Some magic spells are ineffective against enemies above you. Jewel Master Playing the Game Use Up/Down to scroll text Once the game begins, you must step out into the cruel world to fight enemy creatures. When you first start out, you will possess only two rings, but you can collect more by destroying certain enemies. Your magical powers depend on the rings you possess. And the fate of your mission lies in how well you make use of your rings. There are four different groups of rings. Each group possesses one of the four powers of nature: fire, wind, water and earth. The rings in each group are ranked from level 1 to 3 according to the potency of their spell. Rings which fit nearer the center of the Jewel box are less potent and rings which fit nearer the extremities of the Jewel box are more potent. You start the game with the Fire 1 ring and the Water 1 ring. You will find ten more rings as you advance through the game. These rings belong to one of the four groups. The combination of the rings you wear determines which magic power you can use. You must use your rings wisely to destroy Jardine and his grisly creatures. Jewel Master Magic and Items Use Up/Down to scroll text Magic Powers: Barrier: Produces a shield around you that protects you from enemies. Flame: Creates red-hot flames that burn enemies to a crisp. Speed Up: Increases your speed. High Jump: Enables you to jump higher. Double Jump: Enables you to jump a second time when you are in midair. Earthquake: Stops enemies in their tracks. Fire Wall: Builds a wall of fiery flames. Fire Viper: Produces a serpent of flames. Fire Ball: Enables you to blast balls of fire. Ice Dagger: Creates deadly blades that ricochet off walls. Wave: Powerful energy balls which penetrate walls and other objects. Blade: This is the only magic that can destroy Jardine. Items: Fruit: Collecting one piece of fruit fills one unit of your life gauge. Life Potion: Collecting one flask of life potion fills three units of your life gauge. Fairies: Four fairies are trapped by evil spells somewhere in Mythgard. Rescue these fairies and they will pay you back with special gifts. Earth Fairy: Rescuing this fairy in Stage One adds an extra unit to your Life Gauge. Wind Fairy: Rescuing this fairy in Stage Two adds an extra unit to your Life Gauge. Fire Fairy: Rescuing this fairy in Stage Three adds an extra unit to your Life Gauge. Water Fairy: Rescuing this fairy in Stage Four adds an extra unit to your Life Gauge. NOTE: In each case your Life Gauge will be filled to maximum capacity. Jewel Master Hints and Tips Use Up/Down to scroll text * Learn the effects of different ring combinations early in the game. * Find a combination of rings best suited to the adversaries you are facing. * Switch rings whenever it will help you get through a situation.

JMONTAN1.O

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

JMONTAN2.O

Joe Montana Sportstalk Football II Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES

JRSCPARK.O

Jurassic Park Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME GRANT'S MOVES RAPTOR'S MOVES HINTS AND TIPS BROWSE HELP FILES

JURASSIC.O

Jurassic Park Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME GRANTS MOVES RAPTORS MOVES HINTS AND TIPS BROWSE HELP FILES

JWLMSTR.O

Jewel Master Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME MAGIC AND ITEMS HINTS AND TIPS BROWSE HELP FILES

KAWASAKI.O

Kawasaki SuperBike Challenge Time Warner Interactive To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME EQUIPMENT BROWSE HELP FILES Kawasaki SuperBike Challenge Game Description Use Up/Down to scroll text Now you too can enjoy the feel of unlimited horsepower in the comfort of your own home. Strap on your helmet, and gear up your Superbike as you put your skills to the maximum performance. Can you get the best time? Kawasaki SuperBike Challenge Controller Functions Use Up/Down to scroll text D-Pad: * In menus, use to move Up, Down, Left or Right to highlight a desired selection. * When using a manual transmission, press Up to shift up and press Down to shift down. Start: * Selects highlighted options. * Pauses the game and gives you the option to Continue the race or quit and go on to the next race. A Button: * Accelerate. B Button: * Brake. C Button: * Pit Stop. Kawasaki SuperBike Challenge Playing the Game Use Up/Down to scroll text Main Menu Following the title screen, press the Start Button to view the Main Menu with three options: * Race: Begins the race using default or selected options. * Enter Password: Allows you to enter your password. Press the D-Pad Up, Down, Left or Right to select a letter, then press the A Button to select it. Press the Start Button to enter the password and return to the saved game. * Change Setup: Takes you to another screen that contains the options listed below. Select Circuits: The Select Circuits Screen displays all the tracks available in Kawasaki SuperBike Challenge. Use your D-Pad to move the green helmet to each track. The selected track's location and distance (in miles) is displayed at the bottom of the screen. You can de-select tracks from the circuit by moving the helmet to the track you don't want to race on, then press the A Button. The track will turn gray. Repeat the process to de-select other unwanted tracks. When you're finished, press the Start Button to return to the Change Setup Screen. You'll race the tracks in order, beginning from the top left and moving left to right. NOTE: If you select the Suzuka 8 Hour Endurance track (bottom right), all other tracks will be de-selected, and you'll race the endurance track only. Player Setup: Are you a Novice, Amateur, Professional or Expert? Choose your own skill ranking. The next player option asks you to choose either 1 Player, 1 Player Turbo (extra speed), 1 Player Versus the Computer or 2 Player. Highlight an option, then press the Start Button to select. Choose your race type: Training (practice makes perfect) or Championship are your options here. Highlight one of the options then press the Start Button to go to the Name Screen. Name Screen: Press Left or Right on the D-Pad to place the letter you want in the box, then press the A Button to select it. Repeat the process to type your name. Press the Start Button to return to the Change Setup Screen. Control Pad Setup: Press Up and Down on the D-Pad to set up your Control Pad the way you want. Press the Start Button to return to the set-up menu. Get Your Motor Running Your chance to race on the world's best motorcycle, the Kawasaki Superbike, is here! Speed through 15 incredible tracks to accumulate major points and bask in glory. If you think you're really hot stuff, try the Suzuka 8-Hour Endurance Race-it's the ultimate racing challenge! The better you place in the qualifying race, the better your starting position on the track. On each track, you'll race to set a qualifying lap time to determine your position at the start of the race. Two-Player Mode When the two player option is selected, you'll race on a split screen. Player 1 will race on the top screen, and Player 2 on the bottom. Players take turns while selecting options prior to each race, and both set qualifying times together for the same race. Race information for Player 1 is displayed at the top left of the screen and Player 2 at the right. Race Results: Following each circuit race, the Race Results Screen will appear. It displays a breakdown of point totals for the race's finishers. It also displays the best times for that track, the racer's name, and a password at the bottom of the screen. The amount of points awarded toward the championship depends on your position as you pass the checkered flag. Kawasaki SuperBike Challenge Equipment Use Up/Down to scroll text Choosing Your Equipment Before every race, a screen is displayed with a weather tip, a picture of your bike, and options for your equipment. You can make adjustments for the weather conditions and your equipment. Press Right on your D-Pad to choose from the following options: * Gearing High/Gearing Low: Gearing high will give you top speed, but you'll have to use your brakes more often. Gearing low has slower speed, but cornering is easier to control. * Manual Gears/Auto Gears: Choose manual gears to shift for yourself or automatic gears to have the computer do it for you. * Slick Tires/Medium Tires/Wet Tires: Use slick tires on dry ground for the best speed, and wet tires for traction on wet ground. Pit Stops: Pit stops are located on every track in Kawasaki SuperBike Challenge. A white line next to the track represents the pit stop, and it's location can be found on each track diagram located at the top of the race screen. To make a pit stop during the race, pull the motorcycle over to the far right as you approach the large overhang. Bring the bike to a complete stop, and press the C Button. During qualifying races, a pop-up menu will appear displaying three tire change options. Press your D-Pad Right to view gearing options and press again to view shifting options. Use your D-Pad to select an option, then move to other options, or press the Start Button to accept the changes and return to the race. If needed, your tank will fill with gas when you press the Start Button. A red graph will appear and then move downward, indicating a full tank. When the options disappear, you're ready to resume the race. NOTE: During Championship Circuit races, you may only change tire types and fill up your tank at the pit stops. Complete the pit stop process as quickly as possible. The race does not stop.

KID_CHAM.O

Kid Chameleon Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS POWERS HINTS AND TIPS BROWSE HELP FILES Kid Chameleon Game Description Use Up/Down to scroll text Wild Side is the newest game in town. It's a hologram that creates a reality not our own. Nobody knows what goes on inside, because nobody ever comes out! Kids are disappearing left and right, soon nobody will be left to challenge the dark destroyer. But one kid appears on the scene and he's the coolest, toughest head in town--he's Kid Chameleon! Take Kid Chameleon into Wild Side and give the evil underlings a taste of their own aspirin. Because Kid Chameleon is about to cause a few headaches of his own! From Sega. Kid Chameleon Controller Functions Use Up/Down to scroll text D-Button: * Press Left/Right to move in those directions. * Press Down to crouch or duck. * Press Down hard to look down. * Press Down and Left/Right to crawl. Speed (Button A): * Press and hold to speed up. Speed + Start: * Press both buttons at the same time to energize the Diamond Powers. Jump (Button B): * Press quickly to jump. Hold briefly for high leaps. Jump + D-Button: * Press both buttons at the same time to jump Left or Right. * Jump, then quickly press the D-Button to turn in midair. D-Button + Speed + Jump: * Press the D-Button and Speed together to start a run, then press Jump for a running high jump. D-Button + Jump 2X: * The combination flips Kid Chameleon onto a platform. Press the Jump button. When Kid Chameleon is even with the platform, press the D-Button toward it and press Jump again. The flip only works when the Kid is not transformed by a helmet. Special (Button C): * Press for Special Power. Kid Chameleon Powers Use Up/Down to scroll text Powers: Special Power Diamond Power THE KID Circle of Doom Leaping Flip (20 Diamonds) (D+Jump 2X) Death Snake (50 Diamonds) IRON KNIGHT Circle of Doom Crawl Up (20 Diamonds) Obstacles Extra Hit Point (50 Diamonds) Special Power Diamond Power RED STEALTH Samurai Haze Sword Attack (20 Diamonds) Death Snake (50 Diamonds) BEZERKER Invulnerability Charge (20 Diamonds) Obstacles Wall of Death (50 Diamonds) Special Power Diamond Power MANIAXE Circle of Death Throwing (20 Diamonds) Axes Extra Life (50 Diamonds) JUGGERNAUT 5-Way Shot Fire (5 Diamonds per shot) Skull Bombs MICROMAX Mini-Snake Stick (20 Diamonds) To Walls Swift Mini-Snake (50 Diamonds) Special Power Diamond Power EYECLOPS Fatal Beam Reveal (2 Diamonds per shot) Unseen Blocks SKYCUTTER Invulnerability Fly (20 Diamonds) Upside Down Death Snake Jump + Special) (50 Diamonds) CYCLONE Slashing Rain Whirlwind (20 Diamonds) Flight Tracking Rain Jump + Special) (50 Diamonds) Kid Chameleon Hints and Tips Use Up/Down to scroll text * Jump to search all the high crannies and spaces, even when it looks like there's nothing above you. You may find invisible prize blocks. * Listen for Diamond tones. They make a sound when you've gained enough Diamonds to use Diamond Power. * Watch your time. * Restore your hit points by grabbing another helmet. * Search for flags and telepads in hard-to-reach places and by destroying blocks. * To play for high scores, set the game to FAST ACTION and don't pick up any items. * Learn how to use the unique powers of each transformation. You don't have to pick up every helmet, and some are better than others for getting through the round. * Experiment walking through walls to discover hidden rooms.

KLAX.O

Klax Time Warner Interactive To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME SCORING IN KLAX BROWSE HELP FILES Klax Game Description Use Up/Down to scroll text SO YOU'VE GOT QUICK HANDS. BUT HOW FAST IS YOUR BRAIN? For one or two players, this brainteaser of a game is simple in concept: Catch colored tiles that come down the conveyor belt. Rack up points by arranging them in same-colored stacks or rows. A tic-tac-tile test if you will. Sounds easy? It is...until the tiles come tumbling at you so fast, you'll go nuts trying to catch them all-while figuring out where best to stack them before you run out of room! But no matter how tough KLAX gets, the hardest part is pulling yourself away from this fun, fast, and totally mind-boggling game! Klax Controller Functions Use Up/Down to scroll text HOW TO PLAY You play KLAX by moving your paddle left and right and using it to put tiles in the "bin". Your paddle can move to five different places on the screen. The paddle can hold up to 5 tiles. As tiles move down the conveyer, use your paddle to catch them. Press Button A,B, or C to flip the top tile off into the bin below. Press UP on the D-Pad to throw the top tile on your paddle back up the conveyor. You can also press DOWN on the D-Pad to accelerate the tiles on the conveyer.Use this feature with caution. There are up to 10 total colors in the game, plus the wild tile. (The wild tile is a flashing block that will substitute for any color.) DROP METER If you do not catch a tile with your paddle, it will drop to its death and your drop meter will increase. You have a limited number of drops before your game is over. When all the lights on the Drop Meter are ON, your game is over! Klax Playing the Game Use Up/Down to scroll text HOW TO COMPLETE A WAVE There are 5 different types of Waves in KLAX. Keep in mind that a KLAX is three or more tiles of the same color in a row. The tiles can be diagonal, horizontal, or vertical. * "You must get XX (a number based on your current wave) KLAXs." For this, you should get the number of KLAXs specified. * "You must get XX diagonals." Only diagonal KLAXs count towards finishing the Wave. You can still get other types of KLAXs, though (and you might need them to survive!). * "You must catch XX tiles." That many tiles must be caught on the paddle to finish the Wave. * "You must get XXXX points." You need to get this many points to finish the Wave. Different types of KLAXs will earn you varying points. * "You must get XX horizontals." Only horizontal KLAXs count towards finishing the Wave. You can still get all types of KLAXs, though. Klax Scoring in Klax Use Up/Down to scroll text BASIC EXAMPLES OF A KLAX 3 Tiles=1 Klax 4 Tiles=2 Klaxs 5 Tiles=3 Klaxs * 1 vertical Klax is worth 50 points. * 2 vertical Klaxs (4 tiles of the same color) are worth 10,000 points. * 3 vertical Klaxs are worth 15,000 points. * 1 horizontal Klax is worth 1,000 points. * 2 horizontal Klaxs are worth 5,000 points. * 3 horizontal Klaxs are worth 10,000 points. * 1 diagonal Klax is worth 5,000 points. * 2 diagonal Klaxs are worth 10,000 points. * 3 diagonal Klaxs are worth 20,000 points. For bonus points, match up tiles that will, in turn, match up other tiles. There are many other shapes that will earn you points, some of them over 50,000 points!! Try experimenting with different formations, especially with the Wild Tile. Good luck!

LANDSTLK.O

Landstalker: Treasures of King Nole Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS EQUIPMENT DESCRIPTIONS ITEM DESCRIPTIONS MOVES HINTS AND TIPS TROUBLESHOOTING BROWSE HELP FILES Landstalker: Treasures of King Nole Game Description Use Up/Down to scroll text Landstalker from Sega pioneers the next generation of adventure games on the Genesis... Eons ago, evil King Nole, on the verge of being dethroned, hid a vast treasure stolen from his subjects. Then he vanished! Now Landstalker ventures to this ancient realm search of the legendary fortune and the power to re-unite a divided kingdom. Intricate logic puzzles and mazes, humorous dialog and ironic situations, and a unique graphic look make this game unforgettable! Landstalker: Treasures of King Nole Controller Functions Use Up/Down to scroll text D-Button: * Moves Nigel around the screen * Lets Nigel climb ladders or lines when pressed up * Makes selections in Menu screens * Directs Nigel's jumps Start Button: * Starts the game * Brings up the Inventory screen A-Button or C-Button: * Action. Use this button to slash out with your sword, open treasure chests, pick up and drop items or hold conversations. * Chooses items from Inventory. B-Button: * Jump. Use the D-Button to direct Nigel's jumps * Cancels the Inventory screen * Answers "No" to Yes/No questions Landstalker: Treasures of King Nole Equipment Description Use Up/Down to scroll text From the Inventory screen, if you move the cursor to Equip, the Item window shows what armor and weapons Nigel has. If you want Nigel to change equipment, press Button A. A bracket will appear in the Item window. Use the D-Button to move the bracket over the item you want to equip, and press Button A again. Nigel is now equipped with the selected item. Broadsword: This is Nigel's standard weapon, forged especially for him. It's a reliable blade, but not very powerful. Magic Sword: When fully charged, this sword burns whatever enemy it touches. When it is not carrying a full charge, it can be used like a regular sword. Other magical swords include the Sword of Ice, the Thunder Sword and the Gaia Sword. Leather Breastplate: This standard armor is light and flexible, but doesn't offer much protection against attack. Special Armor (Steel, Chrome, Shell and Hyper): This offers more protection than the leather armor. Boots: Nigel comes to Mercator wearing a pair of standard leather boots. During his journey, he may find special boots that restore hit points as he walks, or helps him get through rough terrain (such as fire pits, spiked floors or ice). One size fits all. Magic Rings: These rings come in handy during Nigel's adventures: * Saturn Stone: Doubles the rate at which an equipped magic sword recharges. * Venus Stone: Triples the rate at which an equipped magic sword recharges. * Mars Stone: Increases Nigel's resistance to poisons. * Moon Stone: Increases Nigel's resistance to mind-altering spells. Landstalker: Treasures of King Nole Item Descriptions Use Up/Down to scroll text Items consist of medicine, keys and magic talismans. In the Inventory screen, if a number to the left of the item appears in black and white, and/or has a "x0" next to it, Nigel no longer possesses that item. To use an item, (from the Inventory screen) press the D-Button left until the arrow points to Use in the message window at the bottom of the screen, then press Button A. A bracket will appear in the Item window. Use the D-Button to move the bracket over the item you want to use, and press Button A. Pick up items by purchasing them at shops or finding them in treasure chests. ITEMS: * Life Stock: This item increases the total number of hit points Nigel has available. * EkeEke: This special plant restores either 11 hit points or half of Nigel's hit points, whichever is greater. If Nigel is knocked unconscious and has a supply of EkeEke, Friday can use the EkeEke to revive him. * Detox Grass: Counteracts poison. * AntiParalyze: Cancels paralysis spells. * Restoration: Cures Nigel of both paralysis and poisoning. * Mind Repair: Cancels hallucination spells. * Dahl: This completely restores all of Nigel's hit points, but can only be administered by Nigel himself. * Golden Statue: When activated, this talisman keeps Nigel's magical sword fully recharged for a short period of time. * Gaia Statue: When activated, this statue causes an earthquake that damages all enemies in the same room/field as Nigel. The closer an enemy is to Nigel, the more damage it suffers. The more total hit points Nigel has, the more powerful the statue's attack. Landstalker: Treasures of King Nole Moves Use Up/Down to scroll text OPENING TREASURE CHESTS: To open a chest, move Nigel in front of it and press Button A (or Button C). The lid will pop open to reveal your loot. To take the treasure, press Button A again. NOTE: If Nigel already possesses nine of the items he finds, the chest will close with the item still in it. Once Nigel uses one of those items, he can return to pick up the treasure later. PICKING UP AND CARRYING ITEMS: There will be areas that are too high to reach by jumping. If there's a crate or other useful item around to climb on, move Nigel directly in front of the item and press Button A to pick it up. Nigel will carry the item around if you press the D-Button. To make him drop the item, press Button A again. THROWING ITEMS: To throw an item Nigel is carrying, press Button B to jump, then press Button A at the peak of the jump. This move is good for getting items to high places or for hurting enemies. CLIMBING: To climb up ladders, ropes or vines, move Nigel directly in front of the item you want him to climb, and press the D-Button up. Jump down by pressing the D-Button down. FIGHTING: Press Button A to make Nigel lash out with his sword. For a midair attack, press Button B to jump, and press Button A at the peak of the jump. READING AND SPEAKING: To read a sign, move Nigel in front of it and press Button A. The writing on the sign will appear in a window. If Nigel lashes out with his sword, reposition him and try again. When you are finished reading the sign, press Button A to resume play. Follow the same procedure to hold conversations with people. If you are asked a question, you'll see a choice of answers at the bottom of the window. Use the D-Button to select your answer and press Button A. Press Button A again to close the window and return to play. Landstalker: Treasures of King Nole Hints and Tips Use Up/Down to scroll text Make sure you are fully supplied with EkeEke and medicines before going into a field or dungeon. You can stock up on extra EkeEke or other supplies by repeatedly leaving and reentering the inn or shop. Talk to everyone and read every sign. You'll pick up valuable clues on how to proceed with your game. Sometimes you can stay clear of traps and avoid drawing unnecessary attention to yourself by walking close to the walls instead of straight through a room. Although a direct attack works on many monsters, you will be damaged in battle. Try dodging and attacking at an angle. Lead the monsters on a merry chase. Soon you'll find a fighting method that's best for you. Search for what you can't see. Sometimes valuable items, secret paths, or switches are concealed beneath buildings or obstacles, or disguised by foliage. Explore behind things, and feel along walls. Be aware (especially in field or in dungeon areas) that enemies can be lurking in concealment as well! Watch the opening scenes closely for hints on how to get past obstacles. Save your game frequently-- especially after completing a difficult task. No puzzle is impossible, but some are quite hard. Keep on trying! Landstalker is one gigantic labyrinth after another. If you're stuck, make a MAP. There may be rooms that have been forgotten and ignored. It's probably in these rooms where a solution may be. Landstalker: Treasures of King Nole Troubleshooting Use Up/Down to scroll text YOU COME ACROSS A LOCKED DOOR: 1. Trigger the switch. Some doors can only be opened by triggering a switch in an adjacent room. 2. Find the key. A key might be hidden in one of the connecting rooms. 3. Is it a magic lock? Some magic items open doors. Check your inventory. 4. Are you locked inside a room? If you find yourself trapped inside a room, here are 2 ways to spring the locks: a) Defeat all the monsters in the room. In some rooms, the locked doors will automatically disappear. b) Look for special devices. Are there any buttons in the floor that can be pressed? Are there any secret doorways hidden in the walls? SWITCHES WON'T STAY SWITCHED: You stand on top of a switch and a lock or trap disappears. You step off the switch to take advantage of the situation...and you're right back where you started. 1. How long does the switch stay on? Can you race past the trap in time? 2. Is there something--or someone--in the room that you can use to weigh down the switch? THE PATH IS BLOCKED: A bridge out? A pathway cluttered with debris? You need to pick up more information. Go back to the last village you visited and ask around. A solution will present itself. Help everyone in need, no matter how suspicious of them you are-- they might return the favor... YOU CAN'T REACH A HIGH PLACE: Are there items (such as crates or vases) you can use to stack and climb on? 1. Feel around. There might be some sort of hidden support or staircase you can climb on. 2. Can you drop down onto your destination from a higher level. YOU KEEP MISSING A PLATFORM: Landstalker introduces a new form of perspective to the role-playing game. Because of the new angle and the three-dimensional effects, it has become much harder to gauge where to jump. If a platform is moving, observe it carefully from a safe place. Plan all of your moves in advance. And keep trying! YOU'VE BEEN POISONED: If little bubbles appear over Nigel's head and the screen starts flashing, he's just been poisoned! Every time the screen flashes, Nigel loses one hit point until he loses consciousness. 1. If you have an antidote (such as Detox Grass or Restoration Potion) in your inventory, use it immediately to save the rest of your hit points. 2. Are you near a church? A priest can help heal you ... for a price. 3. The effects of the poisoning will eventually wear off, if Nigel has enough hit points to "walk it off." YOU'VE BEEN PARALYZED: If you have a restorative (such as AntiParalyze or Restoration Potion) in your inventory, use it immediately. YOU'VE BEEN MUDDLED: If little birds appear and start flying around Nigel's head, he's been muddled. Try one of the following to clear his head: 1. If you have a restorative (such as Mind Repair or Restoration Potion) in your inventory, use it immediately. 2. Head for the nearest church. A priest might be able to help you. YOU'VE BEEN CURSED: If little gray Grim Reapers appear and start circling around Nigel's head, he's been cursed. Use one of the following to break the spell: 1. If you have a Restoration Potion in your inventory, use it immediately. 2. Hurry to the nearest church. A priest might be able to help you.

LASTBATL.O

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

LDNSTLKR.O

Landstalker Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS EQUIPMENT DESCRIPTIONS ITEM DESCRIPTIONS MOVES HINTS AND TIPS TROUBLESHOOTING BROWSE HELP FILES

LEADGOLF.O

Leaderboard Golf US Gold To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES

LEGENDS.O

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

LETHLNF1.O

Lethal Enforcers Konami To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Lethal Enforcers Game Description Use Up/Down to scroll text Listen up! There is a reason you took this job, right? You think you can make a difference in this city. You want to serve and protect, right? Well, I've heard it all before-from the bleeding hearts who toss around the term reform like a platter of biscuits to the self-proclaimed vigilantes who think violence fights violence. Let me tell you something, I've learned in my years on the force that most criminals are just looking for a free ride. They don't know the boundaries, so they don't realize they've crossed the line. But there is a small percentage out there who know the rules and just don't respect 'em. They think the rewards are greater than the risks. They have no fear of consequences--if they get caught they'll just end up back on the streets in no time. Well, that doesn't wash on my turf. If you come in here waving guns, you're going to pay the price for crossing the line. Innocent people are the ones with power here, not the thugs with guns. Lately there has been a lot of action with the so-called organized criminals. I'm not going to allow that. I want you to hit the streets and clean up this town. Go it alone or take backup, but either way I want you to send a message to those scumbags: there are laws in my city, and my enforcers are packing loaded "Justice." Now hit the streets! Lethal Enforcers Controller Functions Use Up/Down to scroll text Gun Adjustment Mode: Aim Center: When you aim for the center of the target displayed on the screen and pull the trigger, a sight automatically appears and the AIM TEST screen appears. Aim Test: Aim at the screen and pull the trigger. When a mark appears at the spot you were shooting at, the adjustment is done. Press the Start button, or the button on the side of the gun, to return to Select Mode. To readjust: When you want to do the adjustment again, aim off the screen and pull the trigger. You will go back to AIM CENTER, or you can return to the Select Mode and go through the steps again from the beginning. Note: In AIM CENTER you cannot adjust two guns at the same time. Adjust one, and then return to adjust the other. If you change the distances of the guns from the screen or firing point, readjustment is necessary. The game is designed so that you will get the best response when shooting from a distance of 7-10 feet from the TV screen. Gun Operation: * When you aim at the TV screen and pull the trigger, a bullet is fired. * When you aim away from the TV screen and pull the trigger, your gun is reloaded. * To Continue, press the START button, or the button on the side of The Justifier. * At game over, if your score is among the top 10, the name entry screen appears. Controller Operation: * Move the control pad to move the sighting crosshairs. * Press the A or B button to fire a bullet. * Press the C button to reload. * Press START to pause and resume. * To Continue, press the Start button. * At game over, if your score is among the top 10, the name entry screen appears. Lethal Enforcers Playing the Game Use Up/Down to scroll text Arcade Mode Rules: 1. Shoot the bad guys. Fire bullets at them and their projectiles: hand grenades, knives, bazooka shells, etc. 2. Don't hit innocent bystanders. 3. Don't get shot! Do you think you can handle that, Rookie? When you start the game your rank is Patrolman. By shooting enemies and not hitting innocent people, you raise your hitting ratio and can raise you ranking. When two people are playing together, both must fulfill the rank requirements to clear the stage. It is important to work together to beat the enemy. Your rank will drop each time you hit an innocent bystander. When your life drops to zero, the game is over. When you have credit, even if you lose all life, Continue is possible. Stage Clear rank required: Stage 1 Clear: Detective Stage 2 Clear: Sergeant Stage 3 Clear: Captain Stage 4 Clear: Lieutenant Scum Stomping Equipment: You can pick up some items in the game to help you wipe out these vermin. To pick up an item, shoot it. These aren't permanent, though. If you take a hit from an enemy, you will revert back to your standard issue weapon. Magnum: Fire power rises; holds six rounds of ammunition. Automatic: Holds 12 rounds. Assault rifle: Fires three consecutive shots; holds 12 rounds. Shotgun: Sprays lead in a relatively big area; holds six rounds. Machine gun: Fires consecutively while the trigger is pulled (or A or B button is held down); holds 36 rounds and cannot be reloaded. Grenade gun: Bullets explode; holds 8 rounds only and cannot be reloaded. Practice Mode Rules: Fire at targets and knock them down. You must hit the target before it disappears or it is counted as a miss. Even moving targets must be hit before they disappear off the screen. If you hit an innocent bystander target, it counts as a miss. The percentage displayed at the bottom of the screen is the hitting ratio required to clear the stage. If you get a higher percentage, you will be promoted. If your percentage is lower, you keep the same rank and lose one life. Life also decreases each time you miss an enemy target. NOTE: In Practice Mode, rank has no bearing on stage clear. Basically, the only requirement for clearing a stage is the hitting ratio. Lethal Enforcers Hints and Tips Use Up/Down to scroll text * Shoot whatever weapons the boss throws or fires before you attack the boss directly.

LETHLNF2.O

Lethal Enforcers II Konami To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME BROWSE HELP FILES Lethal Enforcers II Game Description Use Up/Down to scroll text All is silent and deserted as you and your partner ride down Main Street. It's 1873 and you're in a town in the American Wild West, a place where law and order are dirty words. You've been sworn in as the territory's two sheriffs, challenged to rid the town of the desperadoes and outlaws infesting it. As you head up the street, the glint of sun against metal catches your eye, and you know the showdown's about to begin... Lethal Enforcers II Controller Functions Use Up/Down to scroll text Using the Control Pad: * Use the D-Pad to move the gun sights on the screen. * Press the A button to fire the Gun. * Press the C button to reload. * Press the Start button to pause the game. Press it again to resume play. * Press the Start button to use Continue. * If your score is one of the top 8 scores, you'll be able to enter your name on the name entry screen. Move the cursor to the letters you wish to use using the Directional button and press the A button to set. Your name will not be saved when the power is turned off. Using the Gun: * Aim the Gun inside the TV screen and pull the trigger to fire. * Aim the Gun outside the TV screen and pull the trigger to reload. * Press the Start button to Continue, once you have adjusted your gun. * If your score is one of the top 8 scores, you'll be able to enter your name on the Name Entry screen. Aim the Gun at the letters you wish to use. Pull the trigger to set your choice. After you enter your name you will exit the Name Entry screen automatically. Your name will not be saved when the power is turned off. * Both the Player 1 Gun and the Player 2 Gun are used in the same way. Gun Adjust Mode: Press the START button on the Player 1 Gun during game play to go into Gun Adjust Mode. AIM CENTER: Aim at the center of the target shown on the screen and pull the trigger. This will automatically sight the Gun and move you to the AIM TEST screen. AIM TEST: Aim at the TV screen and pull the trigger. If a mark appears on the screen at the place you aimed at, the Gun has been correctly sighted. Press the START button to return to the game. You can shoot as much as you want in this mode. How to re-sight: To re-sight the gun, aim outside the screen and pull the trigger. This will return you to the AIM CENTER screen. * It's not possible to re-sight both Guns at the same time. Please re-sight each Gun separately. You need to re-sight the Gun if you move closer to the screen or further away, or move to a different position to fire. For best performance, keep about 3-6 feet away from the television screen when firing. Lethal Enforcers II Playing the Game Use Up/Down to scroll text Game Rules: Fire the Player 1 Gun at enemies and any items that they throw at you. You must not hit any innocent bystanders. * At the start of the game you have the ranking of POSSE. Move your ranking up by improving your hit rate and by not shooting innocent bystanders. * The game ends when your lives run out. When you have credits remaining you can use CONTINUE to battle on. * Defeat the Boss at the end of each stage to clear it. Items: Items appear during the game--shoot them to pick them up. 50 caliber sharp: Your fire power increases; holds five rounds. Rifle: Holds twelve rounds. Double rig: They fire at same time; each holds six rounds. Gatling gun: Fires continuously while you hold down the trigger or the A button; holds twenty-four rounds and cannot be reloaded. Cannon: Can blast through walls over a wide range. Holds seven rounds and cannot be reloaded. If you are injured by an enemy your firing power returns to normal.

LGNDRING.O

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

LIGHTCRU.O

Light Crusader Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME MAIN SCREEN A SPECIAL CHAMBER HINTS AND TIPS BROWSE HELP FILES Light Crusader Game Description Use Up/Down to scroll text BEGIN THE SEARCH I am David Lander, swordsman in the service of my lord, the great King Frederick of Whitewood. I have fought with the strangest of creatures and searched for precious treasures, but today I have received the most unusual duty of my entire life. A few days ago, I returned to Whitewood from battle with ogres to the south. King Frederick informed me that his elder brother, none other than King Weeden of this land of Green Row, desired my presence. Weary of battle, I thought I was coming for a pleasant rest. How wrong I was. Trembling, King Weeden informed me that his townspeople have been disappearing daily. None of the astrological charts reveal anything. Not even the king's own oracle can provide the answer. Green Row has always been a safe and charming land. Not any longer. I must find out what is happening to King Weeden's people, and return them. Something very evil is at work. Light Crusader Controller Functions Use Up/Down to scroll text TAKE CONTROL Start: * Pauses/Resumes game, makes selections on pre-game screens D-Pad: * Moves David around game screen, highlights features on screens Button A: * Makes David cast spell Button B: * Makes David attack with sword, makes David talk with other characters, returns to previous screen Button C: * Makes David jump, makes selections on pre-game screens, makes selections on Main screen NOTE: Due to the 3-D nature of Light Crusader, all game movement is directed by the diagonal direction controls on the control pad. Light Crusader Playing the Game Use Up/Down to scroll text MOVING THE WARRIOR Sword Slash Press Button B when next to an opponent to attack. You can also hit certain objects this way when you need to do so. Leap Press Button C to leap. Press the D-Pad to guide the leap. Jumping Thrust Attack a distant opponent. Hold the D-Pad in the direction of an opponent and press Button C simultaneously. Halfway through the leap, release Button C and press Button B. Cast Spell Press the D-Pad to set the direction of your spell, and press Button A to cast the spell. Opponents in the path of attack spells are affected. Converse When facing a character, press Button B to talk with him or her. Press any button to forward through the conversation. Flip Switch Flip a switch to open a door. Stand in front of the switch and press Button B. AROUND TOWN You start your adventure in the Throne Room of King Weeden's castle. Because of the nature of your mission, the king has given you special permission to explore anywhere you want, even the castle. You can purchase various items at the shops in the town, provided you have enough gold to do so. The amount of gold you have is listed on the Main screen. King Weeden has given you 200 gold pieces to start with. Spend them wisely. To purchase an item, walk over or next to it. You are asked if you want to buy it. Press the D-Pad Left or Right to highlight Yes or No. Press Button C. While searching for the missing villagers, talk with anybody you can. Some of what you hear might just be idle gossip, but on the other hand... Green Row Pub There's always a wild tale or two to be heard in the Green Row Pub. Some food items are also on sale here. Weapon Shop The items might be a little expensive, but you're guaranteed excellent quality. Inn A stay at the Inn is well worth the 10 gold pieces you pay. Stay a night and any Hit points you previously lost are restored. Magical element capsules are for sale here. Oracle The king's advisor has been hard at work trying to locate the missing people. She sometimes has clues which can help direct you. Light Crusader Main Screen Use Up/Down to scroll text INVENTORY To use an item: Highlight one with the D-Pad and press Button C. For many of the items, a message at the bottom of the screen appears informing you of the item's effect. To change the item's position: Highlight an item with the D-Pad and press Button A. Move the highlighted item to an open box by pressing the D-Pad, and press Button A or C to set. If you have the highlighted item to a box already containing an item, the other item moves to another box. To sort the item list: Group the items by type if desired. Highlight SORT at the bottom of the screen and press Button C. EQUIP To equip an item: Highlight the desired category(WEAPONS, ARMOUR, or GLOVES) by pressing the D-Pad Up or Down. Highlight the desired item by pressing the D-Pad Left or Right. Press Button C to equip the item. MAP Press the D-Pad Up or Down to highlight the name of the map. The map appears on the left side of the screen. MAGIC To create magic, you need "element capsules." There are four different kinds: wind, fire, earth, and water. You can buy element capsules and sometimes find one after you defeat an enemy. Each time you find a new element capsule, your count for that element is increased by 10 points. The maximum number of points for any of the four element counts is 99. Each time you cast a spell which requires a certain element, 1 point is subtracted from that element's count. MODE Press Button C repeatedly to toggle between the on and off settings. When a white dot appears in the circle next to the feature name, that feature is enabled. Damage Number Each time you successfully attack an enemy or are hit by the enemy, the Hit Point damage appears. Window On All game messages are displayed when this feature is on. When off, only clues to help you on your quest and conversation with other characters are displayed. Item Auto Use If on, and you lose Hit Points more than an item's value, the item is automatically used to replace lost Hit Points equal to it's value. When off, you must select an item from inventory to replace the lost Hit Points. SELECTING MAGIC Access the MAGIC feature on the Main screen as you would other features by pressing Button C when MAGIC is highlighted. Select a spell by pressing the D-Pad Left or Right to highlight one of the four element capsules. The count for an element is listed below each capsule. Press Button C to select that element. However, if you have not yet acquired any capsules for a certain element, the count is displayed as zero and you cannot select that element. For example, if you wanted to select Turn Undead, you would need to highlight and select the Wind, Earth, and Water elements. Notice that at the bottom of the screen the spell Turn Undead is listed. You can now use this spell during game play. Each time you cast this spell during the game, 1 point is subtracted from the Wind, Earth, and Water element counts. You can also activate the spell list to review and select spells. Hold the D-Pad Up and press Button C. The spell list appears on the right side of the screen. To select a spell, press the D-Pad Up or Down to highlight, then Button C. FINDING AN ITEM Weapons and Armor You start the game with the Long Sword, Plate(armour) and Gloves. On your adventure, you will find more powerful weapons and armor. Taking time to look for other weapons and armor is well worth the effort! Potion Blue Potion: Cures you of any poisons. Red Potion: Restores all lost Hit Points. Food and Drink There are many kinds of foods you can buy or find. Use those listed below to restore lost Hit Points or cure poisons. Element Capsules There are four kinds of these that enable you to cast spells: Wind, Fire, Earth, and Water. Keys You need to find keys to pass through certain locked doors. You automatically pass through such a door if you are carrying the necessary key. Life Bubble Each one you find increases your maximum number of Hit Points by 10. Pendant When you lose all of your Hit Points, the game is over. However, if you have a Pendant, you start again from the room where the game ended with all of your Hit Points restored. Relics There are several special items which you need to find to proceed in this game. Look carefully for these special items! Light Crusader A Special Chamber Use Up/Down to scroll text SPECIAL ROOMS Saving the Game During your adventure, you will come across small rooms with runes inscribed on the floor. If you step on the writing, the game prompts SAVE?. Highlight Yes or No with the D-Pad and press Button C to select. Teleportation Travel between this type of rune chamber and other rune chambers like it which you have visited before. After walking across the rune, press the D-Pad Up or Down to highlight the location of the rune chamber you wish to visit. Press Button C. Magic Fountain When you're low on Hit Points, there is nothing more valuable than a Magic Fountain. Walk towards one and touch it. All lost Hit Points are restored. HAVING TROUBLE? Jumping Due to the 3-D view of the game, jumps can sometimes be a little tricky. Watch your character's shadow, and not the character itself, to help you guide the jump. Locked Doors There are several reasons why you can't open locked doors. Ask yourself the following questions: * Have I looked everywhere possible for keys? * Have I flipped all switches that I have come across? * Have I not yet performed some kind of special task in the room? Boss Monsters Once in a while you come across one. They're tough and mean. It might take several attempts to get rid of one, or maybe you won't be able to beat it. Maybe you need to find something that can help you. Losing Your Way Write down any advice you hear. You will receive a lot of it. Sometimes, the King, the oracle, or another character might have useful information. Light Crusader Hints and Tips Use Up/Down to scroll text * Memorize where the two kinds of rune chambers are. It's easier to teleport than to walk from place to place. It's also easier to save the game at the closest rune chamber rather than go all the way back to one found earlier in the game. * The same goes for magic fountains-memorize their locations. Traveling back to the town of Green Rod to buy items for healing costs you in time and money, but visiting a magic fountain costs you nothing. * Many of the rooms you enter on your adventure are actually puzzles. After entering such a room, spend a little bit of time trying to solve the puzzle rather than heading blindly into action. You might save a lot of time this way.

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

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Landstalker Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS EQUIPMENT DESCRIPTIONS ITEM DESCRIPTIONS MOVES HINTS AND TIPS TROUBLESHOOTING BROWSE HELP FILES

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Lotus Turbo Challenge Electronic Arts To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME BROWSE HELP FILES Lotus Turbo Challenge Game Description Use Up/Down to scroll text Lotus Turbo Challenge Controller Functions Use Up/Down to scroll text CONTROL ARRANGEMENTS MANUAL GEARS MODE Button A: brake, gear up Button B: accelerate, gear down Directions Up: gear up, accelerate Down: gear down, brake Left: turn left, turn left Right: turn right, turn right AUTOMATIC GEARS MODE Button A: accelerate Button B: brake Directions Up: accelerate Down: brake Left: turn left Right: turn right Lotus Turbo Challenge Playing the Game Use Up/Down to scroll text Tracks & Checkpoints There are eight serpentine courses on which to sharpen your skill and test your reflexes. Each course takes place in a different landscape, and each has its own hazardous road conditions-from ice to fog to giant boulders. The tracks must be completed in order. On each track, there are anywhere from four to nine checkpoints. A checkpoint is a location you must reach in order to continue the race. You have a limited number of seconds in which to make it to the next checkpoint-if you don't reach it in the alloted time, your car grinds to a dead stop and the race is over...for you at least. The checkpoints are spaced such that you must maintain a high speed in order to pass them all. This means that youmust avoid doing things that will slow you down and waste valuable seconds-things like hitting stationary objects, colliding with other cars, or driving on the shoulder of the road(where the traction is less than optimal). The ultimate goal, of course, is to reach the finish line ahead of your opponents. Track 1-Forest Water, logs, and rocks lay strewn across the track. The rocks and water slow you down, but the logs can be useful-hit them head on and you can use them to jump puddles and opponents. Track 2-Night With visibility severely limited, a sudden bend could be the end of the road for you. Careful in those tunnels-those walls can do a number on your paint job. Track 3-Fog High-speed driving in the fog makes night-racing look easy. Buried in this soup is one of the most twisted, sidewinding tracks in the game. Add oil slicks-liberally scattered on the road-and you're in for one hell of a race. This is definitely a road that puts your career on a collision course. Track 4-Snow Driving snow, treacherous ice patches and lighter-than-light steering. Challenging enough? Try it once before you answer. Track 5_Desert This barren wasteland is a home to very little except cacti, tumbleweeds, and the huge sand drifts that pile up on the side of road-hit one of these and you'll soon realize that your Lotus has a firt gear! Keep to the center of the track where the traction is better. Track 6-Interstate There are two lanes on this track. You can cross the divide and go into the opposite lane-where the traffic's decidedly lighter-but be sure to steer clear of those oncoming cars. Avoid trucks crossing your path at intersections, or just drive underneath them for extra points. This is the ultimate urban adventure! Track 7-Marsh The wetland on either side of road isn't particaularly dangerous, but it can slow your car down to a crawl in seconds. Stay on the asphalt so you don't lose valuable time. Also, keep an eye out for the green extra time icons. You'll see the extra time icons in the middle of the road-run them over to add some much-needed seconds to the Checkpoint Clock. Note: These seconds could be lost if you hit oil or miss one of the log jumps and go flying into the water. Track 8-Storm Pounding rain, booming thunder, and flashing lightning. If mother nature doesn't put a little fear in your heart, the breakneck turns will. There's a lot of distance to cover between the checkpoints, so keep an eye out for the red turbo icons. You'll see the turbo icons in the middle of the road-run them over for an extra burst of speed. Racing Once you're behind the wheel, it's just you, the Lotus, and the road. Rev Bar The Rev Bar displays your engine's power. If the red bar is to the right of the rectangular box, your engine is doing overtime. If it's to the left, then you're going too slow for victory. The number above the bar is your current speed in miles per hour. If it's not three figures, then for cryin' out loud, speed up! Score This number is your current score. Checkpoint Clock The Checkpoint Clock measures the precious few seconds you have left to make it to the next checkpoint. Whenever you pass a checkpoint, more seconds are added to the clock. If the clock reaches zero before you reach the next checkpoint, the race is over. However, if you're lucky enough to be close to the checkpoint, there may be a chance you'll coast over the line, in which case you'll be greeted with the sound of your car's engine bursting into life. Gears The five-on-the-floor diagram shows the current gear you're in. This is really only important if you're in Manual Gears mode. Distance Bar The Distance Bar appears below the Rev Bar but only in 2 Player mode. This rectangle represents the track you are racing, the colored box represents your Lotus(Red for Player 1 and white for Player 2). This feature allows you to at a glance monitor how far in front or behind your friend(enemy?) you are. Head-To-Head-2 Player Games In a 2 Player game, you and a friend compete against each other and a score of Sega Genesis-controlled opponents. The screen is divided into two parts: Player 1 is the white car at the top of the screen and uses Controller 1 for steering; Player 2 is the red car at the bottom of the screen and uses Controller 2. Race Results & High Score Once you've finished a race, the Race Results screen appears: Your Score The screen displays a picture of the course with a marker denoting your car and your opponent's car(only present in 2 player mode). The markers will start to move down the length of the course, portraying your movements as they go. Press A, B, C or Start to move the markers to the end position.

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John Madden Football '93 Electronic Arts To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME SETS/FORMATIONS AND PLAYS BROWSE HELP FILES

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Magic School Bus Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME THE GAMES HINTS AND TIPS BROWSE HELP FILES Magic School Bus Game Description Use Up/Down to scroll text Blast Off with Ms. Frizzle! Did you ever wish your school bus would take a right turn to someplace incredibly fun? What if your school bus took an up-turn and headed right into outer space? And what if you could play tag in outer space with your teacher? Guess what--you can! Meet Ms. Frizzle, the spaciest science teacher on planet Earth. Her field trips are really out of this world...way out...all the way to the end of the Solar System. Find out about your Solar System. Ms. Frizzle will show you many things you've never seen before. There are lots of wonders in the Solar System...space stations, gigantic planets, icy glowing comets, asteroids and cheese wheels (just kidding!). Oh, wait a minute. What about The Magic School Bus? The Magic School Bus transforms into a space ship. It can fly all the way to Pluto and back on one tank of gas! Don't worry, if you don't know what Pluto is, you're going to find out. One more Bus thing. You are the bus driver or bus astronaut or "Bustronaut!" You get to pilot the Bus/spaceship to distant planets. You'll also meet a special friend named Liz. Keep an eye on Liz during your space travels. Liz will guide you by giving you hints on what to do. Liz also keep your score during the game. What You'll Do: You'll head towards the Moon! Here's what you'll do on each trip: * First, blast off in The Magic School Bus for your flight to the planet. On the way, you can take photos of interesting space objects. Some of these objects are natural, some were made by scientists...and some are just plain goofy. * Next, pull off tricky landings on planets that sometimes don't even have any surface! * After that, you're ready for a walk that includes a wacky version of hide 'n seek with Ms. Frizzle. Pull off the right moves and you'll enjoy special games during the mission. * When the quest is over, use what you learned in space to play the Shuffle and Matching Pairs games. Now put on your spacesuit and get ready for some fun! Magic School Bus Controller Functions Use Up/Down to scroll text Selecting a Mission: * Press the D-Pad to point to the moon or a planet on the Mission Selection chalkboard. * Press Start to select that destination and go to the Planet Information screen. * Press Start again to begin the mission. Flying Through Space: * Press the D-Pad to steer and to aim the Camera viewfinder or Asteroid Blaster sights. * Press Button A to slow down. * Press Button B to speed up. * Press Button C to take photos or blast asteroids, when a target is in the camera viewfinder or Asteroid Blaster sights. * Press Start to open or close the Photo Album. * Press the D-Pad LEFT or RIGHT to turn the pages of the Photo Album. Landing: * Press the D-Pad to steer landers and space buggies. * Press Button A to give a light blast for thrust. * Press Button B to give a medium blast. * Press Button C to give a strong blast. * Press Start to open the map. Planet Walking: * Press the D-Pad UP or DOWN to look above and below on the screen. * Press Button A or Button B to jump, or to hop the moon car over boulders. * Press Button C to operate your spacesuit thruster. * Press Start to open the map. Playing Shuffle and Matching Pairs Games: * Press the D-Pad to select squares during a Shuffle or Matching Pairs game. * Press Button B or Button C to select and place squares during a Shuffle game. * Press Button A to see a finished landscape during a Shuffle game. * Press Start to pause or resume a special game. General: * Press Button C on the Title screen of any level to open the Button Control screen. This reminds you how to operate the level. Magic School Bus Playing the Game Use Up/Down to scroll text There are three difficulty levels in the game: * Easy-Have a blast and learn the game. You can't lose any lives or run out of fuel, and you have unlimited time to complete the Shuffle and Matching Pairs games. * Normal-Begin with eight lives. During the missions, you can lose lives and run out of fuel, so you need to be careful. You will be timed in the Shuffle and Matching Pairs games. * Hard-Just like the Normal level, except you begin with four lives. Traveling in the Solar System The Magic School Bus is ready to blast off on its mission to the Moon or to one of the eight other planets (not counting Earth) in the Solar System. Ms. Frizzle takes off first. She leaves a trail of blue and silver space buoys for you to follow. Collect these space buoys to earn points! Each mission has five phases. Watch Liz add up your points at the end of each phase. * Flight: Travel to the Moon or a distant planet, snapping photos and blasting asteroids. Follow the space buoys for the quickest route. * Landing: Find the landing pad and then park the Magic School Bus. * Planet Walk: Explore each planet and find Ms. Frizzle! * Shuffle: Put together a picture puzzle of the planet's landscape. * Matching Pairs: Match photos of space objects to their names. Reward Rounds: Play these special games during a mission, as soon as you collect enough stars or zap three gold asteroids. (You can finish a mission even if you don't play these rounds.) Planet Information Screen: Before a mission begins, the Planet Information screen pops into view. Here you read interesting facts about the heavenly body you are headed for. Press Start and Ms. Frizzle revs up her spacesuit and rockets off. The mission and has begun! We Have Lift-Off! You're blasting through space. It's time to get busy! Here's what to do: * Follow the space buoys to your destination by steering The Magic School Bus with the D-Pad. * Take aim on a photo subject or asteroid by moving the sights with the D-Pad. * Take photographs by pressing Button C. * Blast asteroids with Button C or avoid them by turning with the D-Pad. * Adjust your speed. Press Button A to slow down, or Button B to speed up. * Open the Photo Album by pressing Start. * Be careful. If you run out of fuel or get hit too often by asteroids, you have to begin the flight again. Taking Photos: Take plenty of photos during your flight. Space photos are worth points and fill the pages of your Photo Album. Use the D-Pad to aim your Camera viewfinder at heavenly bodies, satellites, and space stuff. Then press Button C to take a photo. Aim well to capture the whole subject. Check out the details of your photo by pressing Start to open the Photo Album. Press the D-Pad LEFT or RIGHT to page through the album. Study the photos to get ready for the Matching Pairs phase. Blasting Asteroids: Defend The Magic School Bus! When the asteroid alert sounds, the Camera turns into the Asteroid Blaster. Use the D-Pad to aim at an oncoming asteroid. When the sights begin blinking, press Button C to fire! Zap lots of asteroids to enter the Asteroid Insanity reward game. Zap three gold asteroids and enter the Astro Blaster reward game. When the asteroid threat is gone, the Asteroid Blaster turns back into the Camera. Liz: Liz is your copilot on the flight. Watch her for signals about what to do. Liz points in the direction you should go. She also points to space objects that are good photo subjects. Fuel and Speed: You can save on fuel by not taking too many asteroid hits. (Getting hit also slows you down.) It's tough to nail asteroids if you're flying fast. When you get low on fuel, an alarm sounds and the fuel bar flashes red. If you run out of fuel, The Magic School Bus has to re-launch the mission. * Press Button A to slow down the bus. * Press Button B to speed it up. Heads-Up Read Out: Watch for wise words from your classmates. They'll give you messages on screen to warn you of upcoming asteroid storms or fuel problems. They may also compliment you on taking good photos...or poke fun when you fly crazy! Progress Meter: Watch the progress meter to see how close you're getting to your destination. The flight ends when the Moon or a planet looms large in the window. Congratulations! You made it! Now you've got to land. Landing The Magic School Bus Each planet has a landing platform hidden somewhere on the surface. Most of the time, it's in some really tricky spot. Check the map to find the landing pad's location. Before landing, you can earn points by grabbing the space buoys that float in the air and even in caves. Using the Retro Rockets: Fire up your retro rockets to land. * Button A: Gentle thrust. * Button B: Medium thrust. * Button C: Strong thrust. * D-Pad: Steer. Fuel for Landing: Be careful not to run out of fuel while landing. Check your map to find the location of fuel cans, then fly over them to get more fuel. Dodge the falling meteors, which suck up fuel when they hit you. Checking Your Map You can look at a planet map during the Landing and Walking phases of your mission. The map shows what's around you on the Moon or planet. Press Start to open the map. Here are the things it will show, depending on where you are: * Your location. * Fuel and oxygen power-ups. * Stars to collect for reward games. * Large and small space buoys. * The landing platform. * Ms. Frizzle. NOTE: All the map markers may not show up. For instance, you will not see both the landing platform and Ms. Frizzle on the same map. Walking on the Planets Now it's time to explore on foot or on float. You are wearing an awesome spacesuit that protects you from the burning heat of Venus and the freezing cold of Neptune. The spacesuit has a thruster for long-range jumps. Press Button C to use it. Most planets have hard surfaces that you can walk on. But some planets are just huge masses of gas. On these planets, you walk across clouds or special support buoys. Other planets have furious winds, acid rain and electrical storms, so look out! Things to Do While Walking: * Jump on space buoys to collect points, fuel and extra lives. Get as many as you can. * Collect starts to enter the Reflector game. * Look for oxygen and fuel cans to fill up your supplies. If you run out of either oxygen or fuel, you must begin the walk again. * Rider around on landers and space buggies. * Check your map to see where you are. * Find Ms. Frizzle to complete the walk. Lives When playing the Normal and Hard difficulty levels, you will lose a life if you take too much damage or run out of oxygen or fuel. In the Easy level, you can't lose lives or run out of fuel. During Spaceflight, asteroid hits use up fuel, and can make the bus run out of gas. Meteor hits and other planet hazards use up oxygen during the walk. You can collect more lives by picking up Extra Life power-ups, or earning a high number of points. When you lose a life, you must start the phase over. When all your lives are gone, the game ends. Space Resources Collect these important items. They are stashed throughout the Solar System. * Space Buoys: Blue space buoys hold power-ups and give you points. Follow them for the quickest path to Ms. Frizzle. Red space buoys give you stronger power-ups and higher points. * Oxygen: You'll need this during planet walks. Find more in space buoys, corners and caves. * Fuel: Find fuel in plain sight or hidden in space buoys and caves. * Extra Life: Grab this space cadet and get an extra life! * Stardust Shield: This shield will protect The Magic School Bus for a short time in the Astro Blaster reward game. Magic School Bus The Games Use Up/Down to scroll text The Shuffle Game Make a mad dash to assemble a fractured planet scape! Liz will give you a hand by hopping to each square of the puzzle at your direction. 1. Press the D-Pad to make Liz jump from square to square. 2. Select a square using Button B or C. A red highlight will appear around the chosen square. 3. Jump Liz to the position where you want to place the square and press Button B or C. If Liz claps once, you have placed the piece correctly. If she claps twice, both pieces are in the right spot. 4. Press Button A at any time to compare your work to the original. NOTE: You will be timed in the Normal and Hard difficulty levels, so keep on your toes! Watch the hour glass. When the dust drains to the bottom, you lose a life and must start the game over. The Matching Pairs Game Here's a chance to use your knowledge of space travel along with the photos you took during the flight. Match the objects in four photos with their correct names. 1. Press the D-Pad to move Liz over any card. 2. Press Button A, B or C to flip up the card and see what's on the other side. 3. Jump Liz to another card and flip it up. Try to pick a card that contains the photo or name that matches the other card that's flipped up. 4. When you get the match right, Liz claps! If you don't make a match, the cards flip back over. 5. When you match all the cards, Liz gives you a big hand! REMEMBER: Watch the hour glass if you are playing on the Normal or Hard level. If you run out of time, you lose a life and have to start the game over. Reward Rounds You can enter four different reward rounds during the missions. NOTE: You can see the play controls for each game by pressing Button C just before a game begins. Asteroid Insanity Zap lots of asteroids during spaceflight to enter this wild ride. This time, the asteroid never stop coming! * Press the D-Pad to aim your sights. * Press Button C to fire when an asteroid is in your sights. * Press Button A to slow down. * Press Button B to speed up. * Continue the game by knocking off ever more asteroids! When you lose a life, you'll be sent back on your journey. Astro Blaster Zap three gold asteroids during spaceflight, and The Magic School Bus jumps into the middle of an asteroid storm! This is Astro Blaster! * Press Button C to blast oncoming asteroids. Rack up points, extra lives, continues, and more fuel with each zap. * Use the D-Pad to aim your shots. * Press Button A or B to speed up The Magic School Bus. * Blast meteoroids and get a star shield as temporary protection from asteroid hits. * Astro Blaster goes on forever, with ever-increasing numbers of falling asteroids, until you run out of continues. Then, The Magic School Bus resumes it's interplanetary journey. Orbiter Make your own Solar System in this space-pinball challenge! Collect lots of points during a mission to enter the game. Then, launch the planets so they fall into orbit around the Sun. This is tricky! * A planet is automatically loaded into the launcher. Press the D-Pad down to get ready for launching. * Press the D-Pad left or right to aim the launcher. * Press Button A, B or C to launch the planet into orbit! * Try to get your timing just right. Launch too soon and the planet gets sucked up by the Sun's gravity. Launch too late and the planet sails off to a different star system. * See if you can get four planets in orbit. If you pull that off, you get to try again with more planets! Reflector This is Solar System handball! Collect 10 stars during a Planet Walk to enter the challenge. To play the game, bounce balls against the asteroid wall as they automatically drop into space. * Use the D-Pad to move The Magic School Bus left and right to paddle the balls. * Hold down Button A, B or C to speed up The Magic School Bus. * Keep the ball bouncing to bust loose meteoroids and planets. * Try to catch everything that zooms at The Magic School Bus and keep the ball going at the same time. Using Passwords Whoops! You lost all your lives and the game is over. You can return to the Mission Selection screen by pressing the D-Pad to the right to choose "Continue." You will get credit for the missions you have completed. You can also press the D-Pad left to get a password. Copy it down, so you'll have it when you're ready to use it. Here's how to use the password: * On the Title screen, select "Password" and press any button. Now you'll see the Password screen. * Press the D-Pad up or down to select a letter. * Press Button A, B or C to drop the letter into position. * To change a letter, move The Magic School Bus under it with the D-Pad, and then drop a different letter. * Press Start when your password is complete. If it's correct, the word "Continue" will be available on the Title screen. * Highlight "Continue" with the D-Pad and press Start to begin the game on the password level. Magic School Bus Hints and Tips Use Up/Down to scroll text Here is some information about the Magic School Bus Mission that may help you during the game. The Magic School Bus has nine missions. In this limited version of the game, you will only be able to visit the moon. Have your camera ready to snap pictures of other heavenly bodies cruising the darkness of space! The Moon: Way back in 1969, the first men walked on the moon. Then they drove around in moon cars in the 1970's. And that's it. Nobody has gone to the moon since then, so it's your turn now!

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Magic School Bus Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME SPECIAL JEWELS HINTS AND TIPS BROWSE HELP FILES Magic School Bus Game Description Use Up/Down to scroll text Columns has always been fun. But now that you can add Magic School Bus Controller Functions Use Up/Down to scroll text Game Start and Pause. In Pyramid Columns, if you have items, used to Magic School Bus Playing the Game Use Up/Down to scroll text use of the Items you get by. Magic School Bus Special Jewels Use Up/Down to scroll text two rows into your opponent's playing field. Magic School Bus Hints and Tips Use Up/Down to scroll text First, extinguish blocks diagonally!

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Marble Madness Electronic Arts To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Marble Madness Game Description Use Up/Down to scroll text WELCOME TO MARBLE MADNESS! On each raceway, maneuver your marble to the GOAL at the end. At first you'll have to search for the Goal. Once you know where they are, you'll be able to get there faster! Good Luck!!! Marble Madness Controller Functions Use Up/Down to scroll text GET THE BALL ROLLING!!! D-Pad any direction to move The Directional Pad (D-Pad) moves your marble through each maze. At the Options screen, choose from two types of control: * Normal control-move your marble relative to your television screen * Grid control-move the marble along the lines on the grid(at diagonals to your screen) TURBO OR NOT TURBO? Press A, B, or C at any time to give your marble an extra burst of speed. Turbo to jump over chasms, or slip out of the way of enemies. THE CLOCK At the top of the screen your time remaining to finish is displayed. Although it's possible to have more than 99 seconds of time accumulated through time bonuses, you'll only ever see a maximum of 99 seconds. Don't worry-the game will know when you have more than 99. TWO PLAYERS When two are playing, player one's marble is red and player two's is blue. Marble Madness Playing the Game Use Up/Down to scroll text LOSING YOUR MARBLES Your marble disappears whenever it falls off the raceway or gets captured by certain enemies. When you lose a marble you must wait for it to reappear before you can continue. You have an unlimited number of marbles, but losing marbles costs time! ENEMIES AND TRAPS Marble Munchers These guys have a ravenous appetite for marbles. They have no eyes, but they can smell you when you get close. Avoid them at all costs! Steelies These black marbles try to bump you off the raceway into caverns around the maze. They're persistent so get around 'em any way you can! Hoovers Vacuums appear out of nowhere to pull you off the raceway. Turbo past them if you want to have a fighting chance! Acid Slime These green pools ooze around the grid in an attempt to dissolve your ball. Don't roll into them! Terrordactyls Bad birds fly in a straight path, just don't let 'em fly straight into you! If they do, you're history. Hammers Hammers hide and appear at the last minute and try to knock you off the raceway. Imwams These pistons could pop up at any second and knock you silly. Don't get caught off guard! SCORING Earning Points You'll get points for several different things: * Distance covered on your way toward the goal line * Time spent to get to the Goal. The faster you finish a level, the higher your score * Earn one of the bonuses below Marble Madness Hints and Tips Use Up/Down to scroll text * After a cleared level, any seconds left over are added to your time on the next level. During two-player competition, the winner gets 5 extra seconds on their time limit for the next level. * The clock is always ticking, and sometimes you think you'll never make it(lots of times you won't). Occasionally, though, a Magic Wand appears to grant you an extra 10 seconds. Use it well! * To earn bonus points: Find shortcuts down pipes, on waves, and over chasms Defeat certain enemies Finish a level in a short time Make successful jumps

MARKOMAG.O

Marko's Magic Soccer Ball Domark To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS THE CAST PICK-UP ITEMS HINTS AND TIPS BROWSE HELP FILES Marko's Magic Soccer Ball Game Description Use Up/Down to scroll text Marko was mad...soccer mad! All day he played soccer and all night he dreamt about the game. And that's the way things would have stayed, if it hadn't been for the deadly plan cooked up by the evil Colonel Brown in the bowels of his sinister toy factory. Not content with his lot, the cunning Colonel has devised a plan for the domination of North Sterlington. By using his latest evil invention--a deadly genetic sludge--the evil genius plans to turn the town's cute and cuddly animals into deadly sludge monsters. In the dead of night, the Colonel's hapless helpers place toxic canisters of the sludge around North Sterlington--surely nothing can stop the Colonel's plans now! Well, maybe there is one person... On his way to soccer practice, Marko kicks his ball into a dark alley. Peering into the darkness he sees the most amazing thing--a meek rat turned into a hideous sludge creature by the Colonel's sludge. Cripes! The mutant rat makes his move, but Marko is quicker, seeing the rotten rodent off with a quick smack of his magic soccer ball. Hang on a minute! A magic soccer ball? What's happened here? Who cares? With his new ball by his side, our hero takes off into the depths of North Sterlington to see what's going on... Marko's Magic Soccer Ball Controller Functions Use Up/Down to scroll text Young Marko's got loads of stunning trick-shots up his sleeve, but it's up to you to bring out the best in him. To find out just exactly what the budding young soccer star is capable of, go straight to the 'backyard' section and try out some of the following moves. When you think you've had enough practice in the backyard section, move to the right to find your way out. Moving Marko (without the ball): * Using the D-Pad moves Marko left or right. * Press A while moving left or right and Marko breaks into a run. * Press B and Marko jumps skyward. * Press C to summon the ball to Marko's feet. Ball Action: The fun really starts as soon as Marko has the ball at his feet. Here are some of the options available... * Short kick: Press C then press down on the D-Pad. * Low kick: Just tap the C button. * Medium kick: Hold the C button for just that little bit longer. * Chip: Press C then press up on the D-Pad. * Juggling: Press up on the D-Pad controller then press C (this is similar to the chip control, but with a little practice you should be able to do both without any fuss). * Head juggling: When juggling, press up on the D-Pad and C and Marko chips the ball onto his head (jump when Marko is head juggling to make short work of overhead enemies). * Overhead kicks: When juggling, press C for an acrobatic overhead kick; hold for low, tap for high. Apart from kicking and juggling, Marko uses his magic soccer ball for one more very important use. Press B to jump onto the ball, then hold B and Marko uses the soccer ball as his own personal trampoline--very handy for reaching those parts that other soccer-mad kids can't reach. The backyard is also as good a place as any to familiarize yourself with the layout of the game screen. The star and cola can counters at the top right of the screen record just how many of these particular pick-ups you've collected along the way. The life and energy counter is situated at the bottom left of the screen. The number denotes Marko's remaining lives, while the five-section energy bar diminishes as our hero collides with his enemies. Marko's Magic Soccer Ball The Cast Use Up/Down to scroll text The inhabitants of North Sterlington are a peculiar lot--and none too friendly either. Just about all of them are out to stop Marko's mission. So, as it tells you in all of the best military handbooks--it pays to know your enemy. Here's a selection of some of the most common (and the rewards for taking them out)... The Bouncing Bobby (no points): PC Plod doesn't actually have anything against Marko--it's just that he's a good friend of Postie's. He's mean, he's moody and he's armed with some of the hardest transport from the local playground, and he always gets his man. The Terrible Twins (200 points): Jealous of Marko's soccer success, the twins try to put a stop to his journey by using their deadly spud guns. Ball against potato--it's kill or be killed. The Birds (150 points, 300 if airborne): The scourge of North Sterlington, these feathered fiends seem happy to take time out from whitewashing the locals' cars in order to dive-bomb our hero. The Rats (500 points): Scurrying about all of North Sterlington's below-ground areas (and even making it out into the sunlight from time to time) these vermin are deadly to the touch. Silent the Hedgehog (150 points): Not only can this spiky character steal one unit of Marko's precious energy--he's prickly enough to knock the wind out of his magic soccer. Busy Bees (400 points): Signaling their arrival with a distinctive buzz, these insects have a real sting in their tails--and once again it's the ball that comes off worst. The Plane (500 points): Indigenous to the toy factory, these ferocious flying frights are remotely controlled by the factory workers. And the rest... The supporting cast includes spooks, sludge monsters, dinosaurs and spiders--but maybe it's best if you search these out for yourself. Marko's Magic Soccer Ball Pick-Up Items Use Up/Down to scroll text He may have a magic soccer ball, but even that won't be enough to help Marko through all of the levels. What he needs is to make the most of the numerous pick-ups which lie about, float about and are scattered about the levels. These include... Hearts: Picking up a heart fills an extra unit on Marko's energy bar--unless all five are already full. Balloons (10 points): Burst a passing balloon (either by touching it or hitting it with the magic soccer) and it releases a Cola Can. Pick these up for healthy end-of-level bonuses, and an instant 100 point bonus. Stars: Collect one hundred stars for an extra life (large stars are worth eight of the smaller variety, so watch out for these in particular). Plasma Balls (5,000 points): It may look odd, but this pulsating mass of lights is one of the best around--pick it up for a guaranteed extra life. Mystery Trainers: Available in red, green and blue, these...no, maybe we'll let you find the trainers' powers out for yourself. The Tourist: Don't spend your time admiring this gorgeous woman--get a little closer and she'll take your picture. This comes in very handy if you lose a life, as play restarts at the site of your last photography session. Marko's Magic Soccer Ball Hints and Tips Use Up/Down to scroll text Should you find that things are moving a little too slowly for your liking, simply run and kick the ball at the same time--this should be enough for even the biggest speed freak. * Not every bonus is obvious to the naked eye-try jumping around (and even using the ball) to find hidden pick-ups. * There's more than one way to skin a cat (knock a policeman off his bike or bash a sludge monster), and as the old advice goes--if at first you don't succeed... * Remember that Marko's a versatile little soccer player, so if you can't reach an enemy by normal means try using an overhead kick or another special move. * You cannot leave certain levels without destroying all of the sludge cans: it's up to you to find out which. * Overhead kicks are more powerful than the normal variety, so make as much use of them as possible. * Even when the ball is floating, it still makes a perfectly good trampoline. Use this to make your way across the wider expanses of water or sludge. * While Marko is head juggling, move to the left or right and press A and C to execute a special forward header. * Bounce on your soccer ball for the highest jump and use the plama ball against bosses.

MAROANDR.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 Mario Andretti Racing Game Description Use Up/Down to scroll text The Man It's hard to know where to start when talking about Mario Andretti. He's excelled at almost every kind of car racing on the planet- sprints, stocks, Indy Car, Formula One-you name it, he's won it. He began racing at age 13 in Italy, hiding the fact from his parents. He and his twin brother Aldo split racing time in a single seat Fiat. When Mario broke his kneecap in a race, he told his parents he'd fallen on the church steps. His plans for a Grand Prix career were cut short at age 19 when the family emigrated to Nazareth, Pennsylvania. For Mario, this, like every other obstacle in his way, was just another challenge to overcome. He took a correspondence course in English so he could keep up with his schoolmates. He found stock cars, midgets, and sprints he could drive on local dirt tracks. His career took off, and he never looked back. There were struggles along the away, of course-making ends meet with a growing family, accidents, living out of a racing caravan -but Mario always kept charging forward. You know the highpoints of Mario's career-wins in races as diverse as the Indianapolis 500, Daytona 500, and Sebring 1 2-Hour Sports Car Classic. Three Indy Car championships and a World Grand Prix championship. He's won on dirt and asphalt, oval tracks and road courses. In 1992, he was named Driver of the QuarterCentury, the highest accolade a driver can receive. Mario has announced that 1994 will be his last year in racing. As the Arrivederci Mario tour unfolds, EA Sports is proud to announce the release of Mario Andretti Racing. Mario Andretti Racing is a digital distillation of Mario's spirit-like the man, it's an all-around champion. In Mario Andretti Racing, you can race in Sprint, Stock, or Indy circuit seasons, or drive your way through an entire career. Accumulate points toward a circuit championship, and earn money to upgrade your car. One player or head to head, series or a single race-it's your call. The heart of Andretti Racing is realism. You don't just look at a different set of pretty pictures when you switch from Sprint to Stock to Indy driving. The physics are real -- when you're on dirt, you slide harder than you do on asphalt. As your tires wear, the car handles more loosely. Should you pit this lap or try to gut it out for one lap longer on those bald tires? To succeed, you must drive with intelligence and skill. And if you prove worthy, you can be a Career Champion like Mario Andretti. Mario Andretti Racing Controller Functions Use Up/Down to scroll text Driving controls (default) Start: * Pause during game. * Activate Option in menu. D-Pad: * Steering (move left/right). * Shift up/down for manual (move up/down). Button A: * Brakes. * Return to previous screen. Button B: * Accelerator. Button C: * Change view (1 Player only). Mario Andretti Racing Playing the Game Use Up/Down to scroll text Introduction Racing School Single Race mode is a good place to begin learning the ins and outs of racing. You can try out any car on any available track before you start your run for the big bucks in Circuit or Career modes. Car Select Screen The Car Select screen is used to set up car options (car type, color, shifting method, and car equipment) and select a player name. * Highlight SINGLE RACE from the Main menu and press C or START. The Car Select screen appears. * D-Pad up/down to highlight options. * D-Pad left/right to change the highlighted option. * To return to the previous screen, press A. * To accept the setup and advance to the Race Setup screen, press START. TYPE: SPRINT, STOCK, or INDY car type. The selected car type is highlighted on the left side of the screen. PAINT: D-Pad left/right through the available colors to select the color of your car. TRANS: AUTO transmission (computer controlled shifting is the default mode; you only control brake, gas, and steering) or MANUAL (you must shift using D-Pad up/down). CAR: Select one of the available car equipment packages. Cars are identified by number in the menu. You can use the different cars to handicap a race between players with different skill levels, or make a race against computer drivers more or less challenging. NAME: Highlight this option and press C to open a Player Name window. * D-Pad left/right to select a character with the cursor arrow. * D-Pad up/down to cycle forward/backward through the numbers and alphabet. The default name is PLAYER 1 (or PLAYER 2 if you are Player 2). * Press START to save your name and return to the Car Select screen. (Press A to exit without saving your name.) In 2 Player mode, the Car Select menu is divided into two screens: 1. In the first screen, players choose the car TYPE, and if desired, player NAMES. 2. Player 1 presses START to continue, and then a second screen appears where both players can select PAINT, TRANS, and CAR options. 3. When both players press START, the Race Setup screen appears. (If either or both players press A, they return to the previous screen.) Race Setup Screen: The Race Setup screen is used to select track options and then practice, qualify, or race. In Single Race mode, all the below options are available. In Circuit or Career mode, SELECT TRACKS and LAPS are set automatically and can't be changed. * D-Pad up/down to highlight options. * D-Pad left/right to change the highlighted option (if applicable). * To activate the highlighted option, press C or START. SELECT TRACK: Select one of the five available tracks for the current car type. An overhead view of the track appears on the right side of the screen with descriptive text. LAPS: Select the number of laps for the RACE option below. Each track has its own default number of laps, but you can create your own custom race lengths in SINGLE RACE mode. ANDRETTI TIPS: Practice (with no other cars) on the selected track with interactive tips and advice from Mario. QUALIFY: Drive three solo laps on the selected track. The fastest of the three laps is your qualifying time, which determines your starting grid position relative to the other drivers. RACE: Drive a race on the selected track for the selected number of laps. OPTIONS: Go to the Options screen. MAIN MENU: Go to the Main menu. Driving Controls The default driving controls are as follows (they can be changed from the Options screen): * To steer, press D-Pad left/right. * To shift up/down in Manual shift mode, press D-Pad up/down. * To brake, tap or press A. * To accelerate, press and hold B. Keep holding the button down to maintain speed. To drive at less than full speed, repeatedly tap or 'pulse' B. * To change the upper window view while racing in 1 Player mode, press C. Shifting If you choose MANUAL transmission from the Car Select screen (or from the Circuit Setup screen in Circuit or Career modes), you'll shift the car manually on the track. Manual shifting isn't easy-to really test your skills, try manual shifting on the Pro difficulty level. Normally, you shift up and down one gear by pressing up or down on the D-Pad, although the shifting controls can be changed from the Options screen. The RPM bar gives you feedback on your gear selection: * When the bar is green, your RPM is too low. Keep the accelerator pressed down, and if the bar doesn't rise, downshift until it starts to rise. * When the bar is yellow, you are in acceptable RPM range. However, don't assume that you are getting the maximum possible speed just because the bar is yellow-if the bar is oscillating rapidly, it's time to shift up. * When the bar is orange, you're overrevving-shift up or back off on the accelerator. Andretti Tips In this mode, you drive solo on the selected track with Mario Andretti as your guide. Mario offers interactive advice based on your performance. This is the best way to learn a track. You can drive for as long as you want-your tire and fuel bars always stay full in this mode. To practice with Andretti Tips: 1. Highlight ANDRETTI TIPS from the Race Setup screen and press C or START. The Racetrack screen appears. 2. Drive as normal on the track. As you drive, performance tips from Mario appear on the screen. The tips are specific to each track, so absorb tips from all the tracks for a competitive edge. 3. To exit to the Race Setup screen, press START. Only Player 1 can drive in Andretti Tips. If both players want to practice, they must take turns. Qualifying Qualifying is the 'time trial' in which you drive against the clock to determine your starting position-the faster your lap time relative to the other drivers, the closer to the start of the grid you begin the race. You qualify for three laps, and then your best lap time is taken. To Qualify: 1. Highlight QUALIFY from the Race Setup screen and press C or START. The Racetrack screen appears. 2. You approach the Start/Finish line with a rolling start, and take control of the car immediately. 3. Hit the gas and drive as fast as you can. With one lap to go, you get the white flag, and then the checkered flag as you finish the last lap. * To exit from Qualifying before the checkered flag, press START. If you exit before the end of one lap, you don't get a qualifying time. Otherwise, your best lap time is taken as your qualifying time when you exit. Mario Andretti Racing gives you performance feedback while you're qualifying. The dot on the track is your current position-this gives you an indication of what's coming up. The LAP and BEST lap time readouts show your current and best lap times. In 2 Player mode, both players simultaneously qualify, although you won't see the other car in your racetrack window. You don't get lap time information-the top half of the screen is occupied by Player 2. After you make your qualifying run, the Grid Position screen appears. A graphic representation of the starting grid appears on the left side of the screen, and a text printout of the grid appears on the right, with driver names followed by their best lap time (with precision to one hundredth of a second). * To accept your grid position and go right to the start of the race, press C or START. * To return to the Race Setup screen, press A. Qualifying is the one area of racing where consistency isn't rewarded-you just need one fast lap to get to the top of the starting grid. So go ahead and take chances. If you spin on one lap, it won't affect your time on the next lap. Your qualifying time can be especially crucial in a short race where you don't get much chance to work your way through the pack. If you blow it while qualifying, press A at the Grid Position screen and then try again from the Race Setup screen. Racing Racing is a little different than gunning around the track in Andretti Tips or Qualifying mode. For one thing, there are all those pesky other drivers to worry about. A corner that seems easy when you're the only car on the track can be quite a different matter when you're trying to maneuver around a car that's blocking you. There are ten cars in every race. In 1 Player mode you race against 9 computer drivers; in 2 Player mode two human players race against 8 computer drivers. Note: You should Qualify before you start a race. If you don't, you are placed last in the starting grid. To Race: 1. Highlight RACE from the Race Setup screen and press C or START. The Grid Position screen appears. 2. Press C or START to continue (or A to exit back to the Race Setup screen). The Racetrack screen appears. You take control of your car when the starter waves the green flag. Your racing position is determined by your standing in the Grid Position screen-if you have the fourth fastest qualifying lap, you start the race in fourth place. 3. The cars approach the Start/Finish line with a rolling start (not a standing start-you're already moving when you cross the Start/Finish line). When you see the starter wave the green flag, hit the gas and drive as fast as you can. With one lap to go, you get the white flag, and then the checkered flag as you finish the last lap. * To cycle through the different upper window views in 1 Player mode, press C. * To pause the race and go to the Pause menu, press START. In the Stock and Indy circuits, your crew chief contacts you over your car radio throughout the race. He advises you of your position if you're in the top 3, chastises you if you're banging into too many cars, and lets you know if you're low on fuel. After the Race: After the checkered flag, you're notified of how you've done in the race: * If you finish in the top three, a congratulatory screen appears. Press C or START to continue. * The Race Results screen appears. The standings for the race (1-10) are listed, with player name(s) called out with flashing letters. * To return to the Race Setup screen, highlight RACE AGAIN and press START. * To return to the Main menu, highlight MAIN MENU and press START. The Pits You start every race with a full tank of gas and fresh tires. Depending on the track surface, the length of the race, and how you drive, you may be able to complete a race without having to make any pit stops-but don't count on it. Note: There are no pits in sprint racing, because the races are short and the cars aren't designed to be serviced during a race. Tires: As your tires wear, you lose traction. If the bar is green, you're basically OK. If it's yellow, you'll test your driving skills on the corners -if you carry too much speed, you'll go right off the track. If it's red, pit now! If you completely exhaust your tire bars you'll slow to a crawl and have trouble controlling the car. Tip: Driving on the beams at the edge of the track, spinning out, and sliding wear out your tires much faster than normal. If you avoid these things, your tires last longer. Fuel: Pay attention to how fast your fuel bar goes down-if you're in an 8-lap race, and you've used more than half your fuel at 4 laps, you know you're going to have to pit. If you run out of fuel, you'll slowly and painfully limp around the track while other cars zoom past you. Don't let this happen to you-make a pit stop when your fuel bar gets down to yellow or red. To pit: Each Stock and Indy race track has a pit lane marked with cones and tires. Make a mental note of where the pit lane is on the Race Setup screen. In 1 Player mode you can press C to change your top window view until you see the Overhead View, which shows a map of the track. Steer into the pit lane when you're ready to pit, and the crew automatically puts on new tires and pumps the tank full of fuel. As the crew works on your car, the Tire and Fuel bars rise. You don't need to reduce speed to pit-just enter the pit lane and hold down the accelerator until the digitized pit crew animations appear, and everything else is automatic. To 'Splash and Go'-get a splash of fuel without changing tires-press C as you enter the pit area. This takes less time than a full pit stop. To shorten a pit stop in progress, press B. As soon as your tires are replaced, you'll be pushed out of the pits, whether your fuel tank is full or not. (Pressing B also shortens a Splash and Go pit in progress.) When the digitized crew is finished working and pushes the car to get you started, press the accelerator. Watch for oncoming traffic as you pull back onto the track. Racing Options Pause Menu The Pause menu appears when you press START at any time after the start of a race (Race mode only). This menu freezes the action and lets you change your racing view, display an instant replay, or quit the race. The Pause menu is available only in Race mode. * To select one of the four options, D-Pad up/down. * To activate the selected option, press START. The Pause menu options are as follows: RESUME RACE Go back to the race. INSTANT REPLAY Go to Instant Replay screen. (See Instant Replay below.) CHANGE VIEW Toggle between Nose Cam and Chase Cam views. Any change is temporary; after the race the view reverts back to the setting in the Options menu. QUIT RACE Exit the race. Press C to quit and return to the Main menu, or A to return to the Pause menu. Instant Replay If you select Instant Replay from the Pause menu, you go into Instant Replay mode, where you can view the last few seconds of action. The replay starts at the beginning of the stored action. * To rewind, press and hold A. * To play at normal speed, press and hold B. To view the action frame by frame, tap B. * To fast forward, press and hold C. * To return to the Pause menu, press START. Changing Views You can view the action on the track in a number of ways in 1 Player mode. Your main racing view (either a Nose Cam or Chase Cam view, depending on your Options menu setting) appears at the bottom of the screen, and the top half of the screen is changeable. The best time to change your view is before you cross the starting line at the beginning of a race-you have a couple of seconds of grace time to make changes. * Press C to cycle through the available views while you're racing: Chase Cam View: A view from behind your car. Competitor View: A Nose Cam view from the current race leader's car. If you are in first place, the view of the second place car is used. Rear View: A view looking backward from your car. This perspective is great for checking out the cars behind you. Overhead View: An overhead view of the track (cars appear as appropriately colored dots), with digital readouts of the current lap, best lap time, total time for the race so far, time between you and the car ahead, and the time between you and the car behind. The Overhead View is the best strategic help-not only can you see the current lap time information, you can see your position on the track relative to the other cars. Full Screen: A full screen view of the track-you get a nice view of the sky as well as your car and the track. In 2 Player mode, each player can choose between the Nose Cam or Chase Cam view in the Options screen or the Pause menu. Player 1 appears in the bottom half of the screen, and Player 2 appears in the top half. Pressing C while racing has no effect. Racing Tips General: There's a saying in racing: "In order to be fast on the track, you must be slow in the cockpit." This holds true in Mario Andretti Racing as well. Don't jerk the car around needlessly -every correction you make costs you time. You can 'pulse' the accelerator button to mimic the effect of an actual gas pedal. This technique allows you to control your speed in turns without completely lifting off on the accelerator or using the brake. To pulse the accelerator, rapidly tap and release the B button. The longer you hold down the button before releasing, the more speed you'll maintain. Cornering Running off the track slows you down a lot more than braking does. So if you need to brake to make it around a corner successfully, brake. Don't compound an error by overcompensating. The most common reaction to getting too wide on a corner is to yank the steering wheel in the opposite direction. Unfortunately, this can lead you right off the track on the other side. Only turn far enough to get your car back on the track. Let go of the D-Pad as you come out of a turn to let the car straighten itself out. Your brakes may lock up in a turn if you press and hold down the brake button (A button by default). Tap rather than hold A to brake. Also, let up on the accelerator when you brake-brake and gas don't mix. By outbraking, or braking later than your competitor, you can gain an advantage going into a turn. To outbrake, take the inside line going into a corner and brake later than the car in front of you. You then catch up to him on the inside and force him to let you by-he can't turn without running into you. Drafting You can get a speed boost by drafting the car in front of you -there is a decrease in wind resistance from the low pressure air in the leading car's wake. To draft, position your car directly behind the car in front of you. The closer you are to the leading car, the faster you'll go. If you pick up enough speed, you can pull out and slingshot by your opponent. Mario Andretti Racing Circuit Racing Use Up/Down to scroll text Circuit Racing Rather than racing in one race as in Single Race mode, in Circuit mode you race a series of five races toward a circuit championship in Sprint, Stock, or Indy cars. Money and points are awarded after each race. Use your money to beef up your car and pit crew, and the points determine the overall Circuit standings. To win the Circuit, you must amass more points than any other driver. Note: In ROOKIE mode you start a circuit with no money, but in PRO mode you get a cash advance to give you a chance against the tough competition. You get a $30,000 bankroll for Sprints, $40,000 for Stocks, and $75,000 for the Indy circuit. Starting a Circuit To start a new Circuit: 1. Select ONE or TWO players from the Main menu-you can go solo or take on your buddy. 2. Use the D-Pad to select NEW CIRCUIT from the Main menu, and press START. The Circuit Setup screen appears. To resume a Circuit: 1. Select ONE or TWO players from the Main menu to match the number of players used when your password was assigned at the Race Results screen. 2. Use the D-Pad to highlight RESUME CIRCUIT from the Main menu, and press START. The Password screen appears. Before the Race Custom Performance Center This is the place to cash in the big bucks you've accumulated in racing to beef up your car engine, brakes, tires, and pit crew. The Custom Performance Center screen appears before every Circuit (or Career) race. * To highlight an option, D-Pad up/down. * To change an option, D-Pad left/right. STATUS: Display your current equipment status in the main window. ITEM: ENGINE, TIRES, BRAKES, or PIT CREW (PIT CREW is available in Stock and Indy Circuits only). Engine: Engines are rated in fuel efficiency and speed. The 'Fuel Rtg' ranges from 1-10, with a higher rating yielding more miles per gallon and fewer fuel-related pit stops. Top speed is rated in mph, and is the speed the car can achieve without drafting another car. Tires: Tires are rated in durability and traction from 1-10. Tires are only good for one race-if you don't buy a new set, you revert to Standard tires next race. Brakes: Brake pads are rated from 1-10. Higher brake pad ratings allow you to hold down the brakes longer without locking up. Pit Crew: Higher level pit crews are faster, and have a shorter average pit time in seconds. Your actual pit times in a race will vary. TYPE: LEVEL 1-5, with a correspondingly higher quality (and price). * To accept the changes and go to the Race Setup screen, press START. * To return to the Circuit Setup screen, press A. Note: If you return to the Circuit Setup screen from the Custom Performance Center at any point during a Circuit or Career, your car will be restored to the standard equipment and your bank will be reset to the default level. Your Circuit or Career standings will be maintained. Race Setup Screen The Race Setup screen appears after the Custom Performance Center. The current track in the Circuit is displayed, along with the number of laps for the race. You can choose to Qualify, Race, practice with Andretti Tips, or go to the Options or Main menu screens. To Qualify: * Highlight QUALIFY and press C or START. If you choose not to qualify for a race, you are placed last in the starting grid. * After you've qualified, press C or START to go right to the start of the race, or A to exit to the Race Setup screen. To Race: * Highlight RACE and press C or START. After the Race After the checkered flag, you are notified of how you've done: * If you finish in the top three, a congratulatory screen lists the points and money you've won. Press C or START to continue after each screen. * Next, the Race Results screen lists the placing and times of the ten drivers. A password for restoring the current Circuit standings appears at the bottom of the Race Results screen. There are 20 characters in a 1 Player password, and 24 characters in a 2 Player password. If you want to be able to continue at a later time, write down the password and the number of players and put it somewhere where you won't lose it. * Finally, the Circuit Standings screen lists the standing and points totals for the ten drivers. * To continue to the next race, highlight NEXT COURSE and press START. * To return to the Main menu, highlight MAIN MENU and press START. End of the Circuit If you've won the Circuit, the Circuit Champion screen appears, followed by the Race Results screen. Congratulations! Press C or START to continue after each screen, and the Circuit Standings screen appears. * To start the new Circuit, highlight NEW CIRCUIT and press START. * To return to the Main menu, highlight MAIN MENU and press START. If you didn't win the Circuit, The Race Results screen appears after the last race. Press C or START, and then the Circuit Standings screen appears. To try the Circuit again, highlight RETRY CIRCUIT and press START. Your current Bank money and equipment are maintained, and you start again at the beginning of the Circuit. To exit Circuit mode and return to the Main menu, highlight MAIN MENU and press START. Sprint Circuit Sprint racing is the simplest and humblest of the three Circuits-no pits, and oval dirt tracks. But that doesn't mean that sprints are a cakewalk. The racing is fast and dirty, and it's tricky getting the hang of sliding around the corners. Stock Circuit Stock cars are heavy steel beasts with powerful engines. Stock races are run on long asphalt tracks, sometimes oval, sometimes irregular. You can get up a full head of steam on straight-aways, but stocks aren't too nimble on tight corners-they have too much mass to handle like an Indy car. Indy Circuit Indy cars are the thoroughbreds of auto racing-sleek lines, quick and streamlined power. Indy drivers are the best in the game-you'll have to be sharp to win this Circuit. Mario Andretti Racing Hints and Tips Use Up/Down to scroll text Sprint Tips There are no gears in sprint cars, so don't worry about shifting-your gas and brake pedals are your only speed controls. Sprint cars drive 'loosely', since you're driving on dirt rather than asphalt. Expect to slide a lot around the corners. As you hit the turn, turn in and brake. As you tap A to brake, the rear end of the car slides around. When the rear slides out, counter-steer (steer toward the outside of the turn) to keep the car from spinning. Maintain a power slide until you hit the apex (i.e., the center) of the turn, and then hit full throttle to give you as much speed coming out of the turn as possible. There's a fine line between carrying as much speed as possible through a turn and spinning out. To succeed, drive as close to that line as possible-sprint races are won and lost in the turns. Stock Tips You'll have to pit at least once in most stock races, so keep track of your Tire and Fuel bars. Stock racing is volatile in nature, and cars sometimes bump, spin, and cause multi-car crashes. One spinout can take you right of contention, so drive carefully in traffic. Drafting is very important in stock racing. As you approach the car in front of you, your speed increases. Get as close as possible, and then use the extra speed to slingshot by. Be very careful when you're approaching a turn while drafting-the extra speed can send you right into the wall. You can make it around gradual turns without braking in some cases. However, if you try to change your line in midturn, you may slide and/or spin. Stock cars have a tendency to jump around from side to side on the track, so don't get too close to the wall. The best way to control your position on the track during turns is by pulsing the brake and accelerator buttons. The faster you go, the higher your position in the turn. When you get too close to the wall, pulse the accelerator rather than holding it down constantly. When you need to scrub off even more speed, let up on the accelerator and pulse the brake. Indy Tips If you start to slide, let up on the accelerator and try to counter-steer (i.e., turn in the direction that you're skidding so you can regain control). There's no guarantee you still won't spin, but you'll improve your chances of staying in command of the car. You can carry the most speed through a turn by starting on the outside of the track, cutting in to the inside edge at the apex (i.e., center of the turn), and then letting your speed carry you back toward the outside of the track. By driving this kind of line, you 'straighten out' the turn, reducing the sideways stress on the tires and enabling you to drive faster without spinning out. When you're driving through an S-turn or chicane, you have to consider the next turn as well as the current turn. If you know the track layout, you can prepare for the coming turn as you navigate the current turn.

MATHBLST.O

Math Blaster: Episode One Davidson To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME SCORING BROWSE HELP FILES Math Blaster: Episode One Game Description Use Up/Down to scroll text Oh, no! The evil trash Alien has captured Spot, whisked him off to a faraway planet, and left the universe littered with trash! Blasternaut's preparing a daring three-part rescue mission to save his trusty sidekick, but he needs your help. Climb on board and prepare to zap the garbage out of the sky, freeze all alien enemies and rescue Spot! Math Blaster: Episode One Controller Functions Use Up/Down to scroll text D-Pad: * Aims sights in Trash Zapper. * Move left or right to walk or fly in those directions. * Press down to duck. * Press up for hover control. Button A: * Press to thrust. Button B: * Press to fire. Button C: * Press for shields. Start: * Pauses or resumes game. Math Blaster: Episode One Playing the Game Use Up/Down to scroll text Options: At the options screen, you can alter the Game Difficulty and the Math Difficulty, among other things: Game Difficulty: PRACTICE gives a beginner unlimited lives in Trash Zapper. NORMAL puts you in the game with three lives. Math Difficulty: There are three different levels (easy, medium and hard) and four different math subjects. Levels 1, 4, 7 and 10 are EASY. Levels 2, 5, 8 and 11 are MEDIUM. Finally, levels 3, 6, 9 and 12 are HARD. The subjects are: Addition, subtraction, multiplication, and division. Trash Zapper: Complete the math equation by blasting the piece of trash with the correct number out of the universe. If you blast the wrong piece of trash, you'll lose energy. If you allow one of the Trash Alien's cruise missiles to rock Blasternaut's ship, you'll lose energy. Remember to raise your shields for protection. Shoot satellites to recharge shield power. And for extra points, zap the Trash Alien's attack ships. * Answer 10 equations to move on to the Bonus Round and to the next stage. Cave Runner: In order to chase the Trash Alien through the caves, Blasternaut must carry a code number that falls between the numbers on either side of the cave gaps. For example, if the numbers are 5 and 9, then Blasternaut's code must be more than 5 and less than 9 (6, 7, or 8 would work). Change the code by letting a water drop with a useful number and operation sign plop on Blasternaut's head. Fly away from lava bombs and force fields. Use the freeze-ray to stop alien cave creatures in their tracks. * Snag cave gems for bonus points. * The cave will scroll as you play. Fly Blasternaut to the top to move to the next phase of the mission. Math Blaster: The evil Trash Alien is getting away with Spot! Blasternaut must blast his way through the garbage, then head into the porthole that has the correct answer to the equation. Look out for escaped alien cave creatures. And whatever you do, complete your mission before the sun is eclipsed. * Answer 10 equations to move on to the next of three stages. Math Blaster: Episode One Scoring Use Up/Down to scroll text Scoring: Trash Zapper: Each correct answer = 200. Alien Ship = 150. Asteroids = 100 added to bonus score. Bonus score = Maximum number of correct answers in a row at current stage X 1000. Wrong answer = Lose 1 unit of energy. Hit by alien bomb = Lose 1 unit of energy. Cave Runner: Gems = 100, 200, 300, 400 (depending on color) added to Bonus. Water Drops = 10 for grabbing a water drop. Alien Cave Creature = 50 for shooting any Alien Cave Creature (ACC). Math Blaster: Shooting any trash = 10. Each correct answer = 200. Bonus score = Maximum number of correct answers in a row at current stage X 1000. Gems = 100, 200, 300, 400 (depending on color) added to Bonus. Wrong answer = Lose 1 unit of energy. Hit by trash or Alien Creature = Lose 1 unit of energy. Eclipse = Lose all energy (lose a life).

MAZ_SAGA.O

Mazin Saga Vic Tokai To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES

MCDONAL.O

McDonald's Treasure Land Adventure Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME ITEMS AND MORE BROWSE HELP FILES

MCDONALD.O

McDonald's Treasure Land Adventure Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME ITEMS AND MORE BROWSE HELP FILES McDonald's Treasure Land Adventure Game Description Use Up/Down to scroll text Ronald McDonald finds an old map and decides to take on the adventure. But he's only got one piece. A trio of villains are holding the other pieces, and just waiting for Ronald to show up! McDonald's Treasure Land Adventure Controller Functions Use Up/Down to scroll text Start Button: * Pauses game; resumes play when game is paused. * Exits Options screen. * Enters certain selections. D-Pad: * Changes selections on some screens. * Moves marker in selection screens. * Moves Ronald in direction pressed. * Controls direction Ronald's jumps. * Makes Ronald crouch when pressed down. * Moves Ronald up or down on his Scarf. Button A: * Cancels certain selections. * Releases Ronald's Scarf. Button B: * Cancels certain selections. * Makes Ronald use Magic on Baddies. Button C: * Enters selections. * Makes Ronald jump. McDonald's Treasure Land Adventure Playing the Game Use Up/Down to scroll text Got the Hang of It? Here's how to use Ronald's Scarf: Press the D-Pad to move Ronald directly under a Hook. Press and hold Button A to make Ronald toss the Scarf up and through the Hook. Then press the D-Pad to move Ronald up or down while he hangs from the Scarf and release Button A. Ronald springs upward and lands on the platform above. Use the D-Pad to control Ronald before he lands. There might be a Baddie up there, and you don't want to touch it! In some areas, Ronald has to reach a very high place, but there are few (or no) platforms. He has to use his Scarf to go from Hook to Hook. Here's how: Grab a Hook the same way you do when there are platforms. Release the Scarf Button and Ronald springs upward. Press the D-Pad to guide Ronald (while he's in midair) toward the next Hook you want him to grab and press and hold the Scarf Button. Timing is really important-if you miss, you could have a long trip down! If this happens, continue controlling Ronald with the D-Button as he falls. You might be able to grab another Hook! Presto! Ronald will meet lots and lots of Baddies as he searches for the rest of the treasure map. Here's how Ronald uses Magic to make the Baddies disappear: Press the D-Pad to make Ronald face in the direction of the Baddie, then press the Shot Button. Presto! No more Baddie! (It'll take more than one shot to get rid of some Baddies.) When the Baddie is on a higher level, or when you want to get rid of a flying Baddie: Press the D-Pad to make Ronald face in the direction of the Baddie, then press the Jump Button. When Ronald is at the right height in his jump, press the Shot Button. Bye-bye, Baddie! If you want to use Magic on a Baddie that's on your level, but the air is full of flying Baddies, try this: Press the D-Pad to make Ronald face in the direction of the Baddie, press down to make him crouch, then press the Shot Button. This should keep Ronald safe from the Baddies overhead! To make Ronald use Magic on a Baddie while he's hanging from his Scarf: Press the D-Pad left or right to make him face in the direction of the Baddie, press the D-Pad up or down to raise or lower Ronald, then press the Shot Button. Subtract one Baddie! Jump for Joy! Ronald has very springy legs, and can jump quite well. Use his jumping ability to do these things: Press the Jump Button when Ronald is under a Hook to help him reach it with his Scarf or press and hold the D-Pad to move Ronald, and press the Jump Button while he's moving to jump to a hard-to-reach level or over a Baddie! Safe and sound! When you want Ronald to jump down to a platform below... Press the D-Pad to make him crouch, then press the Jump Button. Ronald lands safely below (or does he?). McDonald's Treasure Land Adventure Items and More Use Up/Down to scroll text Items Pick up as many items as you can while you move Ronald through the game. You will see all of them as you play, and some of them can also be bought at the Shops. Bag of Gold increases Ronald's total. The White Bag holds 50 Golds, and the Yellow Bag holds 300 Golds. Jewel restores one of Ronald's hit points. Two Jewels restores two of Ronald's hit points. Collect 3 White Flowers and restore one Jewel to Ronald's total. Get 2 Yellow Flowers and restore one Jewel to Ronald's total. Continue Item gives Ronald a new set of lives (the number depends on the difficulty level you selected in the Options screen). 1-Up adds one Life to Ronald's total. Jewel Container adds one hit point to Ronald's total possible hit points. Balloons carry Ronald to safety when he falls off the bottom of the screen. Press the D-Pad to guide Ronald through the air, but remember that the Balloons will pop after a short time! Make sure Ronald's over a safe place (To pop the Balloons on purpose, press Button B)! Magic power-up makes Ronald's Magic stronger. You can collect up to three of these. About Jewels: You start the game with a certain number of Jewels (depending on the level you select in the Options screen). When Ronald takes damage, one of the Jewel Containers becomes empty. If Ronald has three White Flowers, or two Yellow Flowers, one hit point will automatically be restored. Restore Lives by grabbing the items described above. What's Behind This Door? Well, it's one of two things-a Shop, where certain items can be bought, or the Game Center, where for 2,000 Golds you can play the Block Game and win lots of items! To enter, move Ronald directly in front of the door and press the D-Pad up. The Shops Here, nine different items can be purchased. You can only keep a certain number of each item. The cost (in Golds) of each is shown below: Magic Power-up 2,000 Continue 10,000 Balloons 10,000 Life Item 2,000 1-Up 5,000 Two Jewels 500 Jewel 300 Yellow Flower 150 White Flower 100 To buy an item, press the D-Pad until that item starts flashing. Then press Button C and the item is yours. The cost will be subtracted from Ronald's Gold total. If you already have your limit of a particular item, a message will appear to tell you so when you press Button C. To leave the Shop, press the D-Pad until Exit begins flashing, then press Button C. You can also press Button B anytime to leave the Shop. Thank you for your patronage. Come again! The Game Center A game within a game! Play the Block Game and win lots of items! First, you have to let the Computer know that you want to play. When it asks you, put the arrow next to Yes and press Button A or C. The game starts right away. Blocks that have pictures of different items on them fall in clumps of three from the top of the game area. Some are in straight lines, while others are in an L shape. The way to win items it to line up at least three identical blocks up and down, across or diagonally. If you can do this three times, the item is yours. You can rotate a clump of blocks as it falls. Press Button B to turn it counter-clockwise, and Button C to rotate it clockwise. The D-Pad can be used to move the clump left or right in the game area. On the left side of the screen are five rectangular boxes. Each block in the boxes shows how many groups of three you've gotten so far. Then next group of blocks to fall is shown in the box at the top right of the screen (the word Next appears beneath it). Skulls will appear in some of the groups of blocks. Try to keep them out of the way. They aren't dangerous, but they might keep you from winning an item. The game ends when the game area fills up with blocks, and no more can fit. You can choose to play again if you have enough Golds.

MEGABOMB.O

Mega Bomberman Hudson Soft To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Mega Bomberman Game Description Use Up/Down to scroll text BOMBED!!! Bomber Planet was a beautiful place, and its inhabitants lived in peace, protected by five spirits. But one day, invaders arrived: the evil Bagulaa and his Robot Army. In the battle that followed, the Spirit Pictures-the source of the Spirits' magical power-were destroyed. Without the special spirit power to protect it, Bomber Planet was thrown off balance and split into five pieces. But wait! All is not lost! Bomberman has arrived to restore the Spirit Pictures and reassemble Bomber Planet! It won't be easy-the pieces of Bomber Planet are crawling with Bagulaa's robot minions and animals who've been brainwashed into helping the invaders. Bomberman has allies-called Louies-who can help, but only if Bomberman can find them. As Bomberman, use your bombing skills to save Bomber Planet in a normal game, or choose one of ten special courses and challenge up to three other players in a battle of strategy. Pack your bombs, hop aboard a Louie, and get ready for some explosive action! Mega Bomberman Controller Functions Use Up/Down to scroll text TAKE CONTROL! Directional Pad * Moves Bomberman around game screens. * Toggles through choices on menu screens. Start * Enters selections on menu screens. * Pauses game/resumes play. Button A * Stops movement of kicked bombs. * Enters selections on menu screens. Button B * Performs special Bomberman abilities received from picking up special items. * When Bomberman is riding a Louie, performs that Louie's special skills. * Cancels selections on menu screens. Button C * Sets bombs at Bomberman's feet. * Guides Line Bombs. * Enters selections on menu screens. NOTE: To users of the 6-Button Arcade Pad: Buttons X, Y, and Z have no function in this game. GETTING STARTED From the opening story, press Start to call up the Title screen. Then press the D-Pad up or down to select the game mode you wish to play, and press Start again. Normal Game In this single-player mode, use your wits and your bombs to reassemble the five areas of Bomber Planet before your battle with the evil Bagulaa. Battle Game Normal: Up to four players control their own Bomberman characters and play against each other until only one remains, the timer runs out, or a tie game occurs. Tag Team: Up to four players split into two tag teams and battle each other. Password Enter a password to continue a Normal Game. Mega Bomberman Playing the Game Use Up/Down to scroll text The Normal Game Using your Bomberman, strategically set your bombs to blow up enemies and soft barriers(such as flowers, barrels, wood blocks or soda cans). Pick up power-ups for special abilities. The Bomber Planet consists of five areas, containing three or four stages each. Clear each stage by obtaining all the pieces of the area's Spirit Picture. Then defeat the area Boss to move on to the next area. Selecting an Area and Stage Use the D-Pad to select the stage you wish to play(when beginning play in an area, you can only choose Stage 1), then press Button A, C or Start. Note: You can also select stages and areas which you have already cleared in order to pick up extra points and abilities. To clear an area for the first time, you must pick up a piece of the Spirit Picture. However, on an area already cleared, all you have to do is find the exit. The Game Screen Time Remaining: You must clear a stage before the timer reaches zero, or you lose a Bomberman. Better move fast! Keys: Blow up all keys in a stage to break open the Capsule which contains a piece of the Spirit Picture. Bombermen Remaining: You lose a Bomberman whenever you touch an enemy character, get caught in a bomb blast, or fail to clear a stage within the time limit. Once you run out of Bombermen, the game ends. Capsule: This is your goal in each stage. Destroy all the Keys to open the Capsule, then step inside to pick up a piece of the Spirit Picture and clear the stage. Once this piece is recovered, all remaining soft blocks turn into bonus coins which you have 15 seconds to collect for points. Enemy Character: Blow up enemies to earn points and make the stages less dangerous. Entering a Password To continue a Normal Game, select PASSWORD at the Title screen to bring up the Password screen. Toggle through the numbers by pressing the D-Pad up or down, and move on to the next space by pressing the D-Pad left or right. Press Button A, C, or Start to enter the password. A Tour of the Bomber Planet Varied terrain, from fiery volcanic ranges to icy glaciers awaits, all filled with lurking enemies and loaded with traps. Area 1: Jammin' Jungle This overgrown forest region controls the air quality of the Bomber Planet. And that air is thick with enemies. Area 2: Vexin' Volcano This area is full of red-hot action and rocky foes. Hop onto a cart for a wild ride that destroys any enemies and blocks sitting on the tracks. Debris rains down on you from the volcano. Be careful, because this debris can set off your bombs. Area 3: Slammin' Sea Beware as you venture into the southern ocean-the fish are biting! Submarines lurk beneath the silty sea floor, ready to ambush you. Area 4: Crankin' Castle Bats and other nasty creatures lurk in the musty dungeons. You can roll a large barrel onto your opponents by bombing the barrel's supports, but be sure to stay out of the way. Area 5: Thrashin' Tundra The critters in this region move fast to keep warm. Penguins fire missiles at red X targets that appear on spots around the maze. These missiles can also detonate your bombs. Power-ups and Abilities You can uncover hidden power-ups by blowing up soft blocks. Beware-power-ups can be destroyed by bombs. Firepower increases the distance of bomb blasts one level. Bomb increases the maximum number of bombs which can be set at one time by one(up to ten maximum). Line Bomb allows the maximum number of settable bombs to be set at once in a line. Press Button C twice to set line bombs in the direction Bomberman is facing. Skates make Bomberman move faster. Block allows Bomberman to pass through soft blocks. Egg turns into one of five types of Louie which can be ridden. Bomb Boot allows Bomberman to kick bombs away. A kicked bomb continues moving until it hits an object or you press Button A. Remote Control allows Bomberman to detonate bombs when you press Button B. Sandals slow Bomberman's movement, making him vulnerable. Bomb Pass allows Bomberman to walk through bombs. Restore allows Bomberman to take one hit without losing a life. Clock freezes enemies for ten seconds. 1UP gives you an extra Bomberman. Fire Suit allows Bomberman to walk through enemies and bomb blasts for 20 seconds without taking damage. Meet Your Friend Louie Louies are native to the Bomber Planet and valuable allies of Bomberman. Louies are found in eggs which appear when you blow up soft blocks. Hop onto an egg, and a Louie appears as your faithful steed. When riding a Louie, activate his special skill by pressing Button B. If you get hit while riding a Louie, you will lose the Louie, but not any of your remaining Bombermen. Green Louie dashes at high speed, but can't stop until he runs into an obstacle. Yellow Louie kicks soft blocks. Purple Louie jumps over one soft block or bomb at a time. Pink Louie does a Louie Dance when you press Button B. Blue Louie kicks bombs over walls and blocks. The Battle Game Battle Mode is a versus mode which allows up to four Bombermen to play against each other. Select BATTLE MODE at the Title Screen and press Start. Player 1 makes all selections. Use the D-Pad to toggle through the options, and press Button A, C or Start to make selections. Use Button B to back up one screen if necessary. Choose between two types of Battle games: Normal and Tag. In Normal Mode, the last surviving Bomberman wins. In Tag Mode, the first team to bomb the other team wins. Note: In order to manually control more than two Bombermen, you must play with the correct number of Control Pads connected to the Sega 4-Player Adapter. Please consult your 4-Player Adapter manual for details on hookup and use. Number of Players Press the D-Pad left or right to select the number of Bombermen you want to use. Press Button A, C or Start to move to the next screen. Number of Games Select the number of wins that must be scored to decide the winner by toggling up or down with the D-Pad. The first player or team to reach this number wins the game. Press Button A, C or Start to move to the next selection. Selecting Characters Press the D-Pad left or right to select a Bomberman, and press up or down to select whether that Bomberman will be controlled manually(MAN) or by the Computer(COM). Press Button A, C or Start, then use the D-Pad to highlight the type of Bomber character you want to use and press Button A, C or Start to select. Once all character controls and types are set, confirm your selections and go on to the next screen by highlighting OK and pressing Button A, C or Start. In Tag Team Mode, the Tag Team screen follows. Press the D-Pad left or right to select Bombermen, and up or down to assign teams. Bomberman Team Characters Each character displays its own personality and fighting style when controlled by the Computer. Bomberman: Balanced offense and defense. Grampa Bomber: Weak offense, but strong and stubborn defense. Big Bomber: Rushes to find and grab all the items he can. Bookworm: A cunning strategist with strong offense and defense. Bomber Lady: Holds back on offense, but don't underestimate her. Kamikaze Bomber: Sets bombs everywhere he can without regard to his own life. Construction Bomber: Ignores opponents and concentrates on destroying blocks. Bonsaver: A very aggressive character. Tiny Bomber: Moves rapidly and likes sudden ambushes. Selecting Stages Select the stage in which you want to do battle by pressing the D-Pad left or right. Then start the game by pressing Button A, C or Start. In Battle Mode, you can select the setting for your battle from any of the ten stages found in the Normal Game. Each stage has its own special features that alter gameplay. Once you have started gameplay, the stage cannot be changed until a winner is determined. Standard Screen: No special features. Practice your bombing skills on this stage. Sea Floor Screen: Battle on the ocean floor. Conveyor Belt Screen: Conveyor belts in the floor transport bombs or Bombermen. Forest Screen: Rocks form a maze inside a secret forest. South Pole Screen: This stage includes igloos, snowmen and missile-firing penguins. Europe Screen: Kicked bombs turn corners to follow the arrows on the maze. Ancient Castle Screen: Warp to different locations by dropping through trap doors. Magma Screen: Begin play with maximum firepower and the ability to set up to five bombs. Lightning Quick Screen: Begin play with the ability to run at ultra high speeds. Bush Screen: Canopies of green leaves obscure the view of some sections. Skull Items(Battle Games only) Touching a Skull Item results in one of the maladies described below. Any Bomberman touched by an infected Bomberman also becomes infected. Slow Sickness: Slows down movement, making a Bomberman vulnerable to attack. High Speed Sickness: Speeds a Bomberman character out of control. Reverse Direction Disease: Makes a Bomberman move opposite to the direction pressed on the D-Pad. Bomb Set Disease: A Bomberman becomes completely unable to set bombs. Bomb Burp: A Bomberman sets bombs uncontrollably. Minimum Firepower Disease: Bomb blast distance is minimized. Premature Detonation Disease: Bombs explode almost immediately after being set. Delayed Detonation Disease: Bombs take too long to explode. Perpetual Motion Sickness: A Bomberman keeps on moving and cannot be stopped. Change Locations: An infected Bomberman suddenly changes places with other Bombermen. Mega Bomberman Hints and Tips Use Up/Down to scroll text * Attack soft walls and opponents with your bombs while avoiding bomb blasts. You lose if you get hit by a bomb blast. * The last surviving player scores one win. In a tag team match, a team scores a win when all members of the opposing team have been blown up. The first player or team to score the number of wins required for a victory wins the game. * A draw results if time runs out or if players are destroyed at the same time. * When the remaining time goes under one minute, pressure blocks begin to appear. You lose if you get squashed by one of these blocks. PASSWORDS: Level One * 1-1: 2200 * 1-2: 6800 * 1-3: 5120 Level One Boss:7420 Level Two * 2-1: 4501 * 2-2: 8111 * 2-3: 7421 * 2-4: 1051 Level Two Boss:3351 Level Three * 3-1: 4502 * 3-2: 8111 * 3-3: 7421 * 3-4: 1052 Level Three Boss:3352 Level Four * 4-1: 6806 * 4-2: 0513 * 4-3: 9723 * 4-4: 3353 Level Four Boss:5653 Level Five * 5-1: 8114 * 5-2: 2814 * 5-3: 1134 * 5-4: 5654 Level Five Boss:7954 Final Boss: 0515

MEGAMAN.O

Mega Man: The Wily Wars Capcom To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME POWER UP ITEMS HINTS AND TIPS BROWSE HELP FILES Mega Man: The Wily Wars Game Description Use Up/Down to scroll text Trouble in Time! "I should have melted that meddling robot years ago. But now, with the help of my new Wily machine, I'm going to fix that. I'll just take a quick blast to the past and I make sure that Mega Man will never have survived any of our first three encounters!" "With Mega Man destroyed in the past, there will be nothing to stop me here in the future. The world will finally be mine!!!" Wily's mechanical minions are on the loose and Mega Man has got to stop them. Blastin' everything that moves, Mega Man must track down the lair of each robot master and blow him away! But hundreds of mindless metal machines block every turn and they have only one order running through their malicious microchips--Destroy Mega Man! Dodge their endless barrages of lethal lasers as you race through the corridors. Every hit packs quite a wallop, so keep a sharp eye on your Energy Level! Collect energy pellets from fallen foes to keep up your strength, because if you run out--you're history! Mega Man: The Wily Wars Controller Functions Use Up/Down to scroll text D-Pad: * Press left or right to make Mega Man run in those directions. B-Button: * Fires current weapon. C-Button: * Makes Mega Man jump. A-Button: * Activates the weapon select screen. To make Mega Man climb up or down a ladder: Push up or down on the D-Pad while standing on a ladder. To make Mega Man slide (Mega Man 3 only): Hold down on the D-Pad and press the C Button. Mega Man: The Wily Wars Playing the Game Use Up/Down to scroll text As Mega Man defeats each of the Robot Masters, his progress will automatically be saved into memory. In addition to the game being saved, Mega Man will also gain a copy of the robot masters weapon and add it to his own arsenal. These weapons can be activated by selecting the Weapon Select Window. When the window appears, press the D-Pad left, right, up or down to highlight the weapon you wish to use. Then, close the Weapon Screen and Mega Man will activate his new weapon. Remember, these special weapons require extra energy each time they are fired, so collect weapon capsules to keep them fully charged! Cybernetic Contraptions! Wall Climbers, Floating platforms, Magnet beams, and even a cybernetic dog named Rush are all creations of that brilliant inventor, Dr. Light. His useful inventions are hidden throughout the 22 stages of the adventure. Use them wisely and they'll help Mega Man to overcome some troublesome obstacles! Once found, these devices can be summoned at a moment's notice by using the Weapon Select Window. Simply highlight the item you wish to use and close the Weapon Select Window. Hit the fire button and the item will activate and be ready to go! Some Helpful Items You Might Find Are: In Mega Man: Magnet Beam: For creating temporary platforms. In Mega Man 2: Item 1: A platform that climbs up walls. Item 2: A jet sled. Item 3: A floating platform. In Mega Man 3: Rush Coil: Rush, the robodog, turns into a springboard. Rush Jet: Rush, the robodog, turns into a jet sled. Rush Marine: Rush, the robodog, turns into a submarine. Mega Man: The Wily Wars Power Up Items Use Up/Down to scroll text Point Pellets: These pellets increase Mega Man's score. (Only available in Mega Man 1). Yashichi: The Yashichi will refill all of Mega Man's powers. (Only available in Mega Man 1). Energy Pellets: These pellets increase Mega Man's energy level. Weapon Capsules: Weapon Capsules increase the energy level of Mega Man's current special weapon. Energy Tank: Energy Tanks fully recharge Mega Man's energy supply. The number of tanks currently stored are shown on his weapon screen. Surprise Tank: Who knows what's inside? 1-Up: A 1-Up gives Mega Man one more chance to complete his mission. The Game File Screen: The game file screen allows you to save up to three different Mega Man adventures. Highlight the file number you wish to use. Press left and right to see the Robot Masters from Mega Man, Mega Man 2 and Mega Man 3. As you defeat each robot master, the cartridge will automatically save your game. Once you have selected the file number you wish to use, press the Start button. The other options on the Game File Select screen are CLEAR and COPY. The CLEAR option will erase a game file, so you can begin at the beginning of the game. The COPY option allows you to copy one game file to another game file. Mega Man: The Wily Wars Hints and Tips Use Up/Down to scroll text * Some robots are very susceptible to certain types of weapons. If you find that your current weapons aren't doing much damage against a robot master, maybe you should try to defeat a different one. * Hitting the Jump button while hanging on a ladder will make Mega Man fall. Use this tactic to quickly climb down ladders. * When Mega Man gets hit by an enemy, he is invincible for a few seconds. Use this time to get by tough enemies or obstacles.

MEGATURR.O

Mega-Turrican Data East To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME WEAPON DESCRIPTIONS HINTS AND TIPS BROWSE HELP FILES

MERCS.O

Mercs Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME ITEMS HINTS AND TIPS BROWSE HELP FILES Mercs Game Description Use Up/Down to scroll text The world is faced with the worst outbreak of revolutions and terrorism that it has ever seen. The forces that seek to disrupt peace will stop at nothing to get what they want! The U.S. government has tried its best to eliminate these threats using the military. But the military is ineffective against the guerrilla warfare and terrorist tactics of the enemy. The U.S. government can not afford to take sides in the rapidly changing power structures of war-torn countries. The government needs a way to accomplish its missions with a minimum of casualties. Now, the decision is made to send a group of professional mercenaries, known as the Mercs, who are well-trained in anti-terrorist activities. As a Merc, you must penetrate enemy lines to accomplish secret missions for the U.S. government. You must battle through treacherous displays of enemy war machinery where no ordinary soldier would dare to go! Mercs Controller Functions Use Up/Down to scroll text D-Button: * Press to move in 8 directions. * Press to point in the direction you wish to fire. * In friendly hideout screens, press to select items. * In Merc selection screens, press to select a Merc. Start Button: * Press to start game. * Press to pause during play, press again to resume play. * In the Original mode, press to open Merc selection screens. * In Merc selection screens, press to enter your selection. Button A: * Press to fire weapon. * In friendly hideout screens, press to enter your selection. Button B: * Press to fire a Mega crash bomb. * In friendly hideout screens, press to cancel your selection. Button C: * Press to fire weapon. * In friendly hideout screens, press to cancel your selection. Mercs Playing the Game Use Up/Down to scroll text Arcade Mode: When you select the Arcade mode in the Mode selection screen, a series of story screens will appear. Read the story screens to learn more about the mission, or press the Start Button to begin play. The objective is to accomplish seven missions within the time limit. Scoring: You will receive points for each item that you pick up and for each enemy that you defeat. Each time you clear a stage, you will receive bonus points and extra vitality. Mission Bonus: You will receive extra points for finishing the mission. Mega crash bomb bonus: You will receive extra points for each remaining Mega crash bomb. If you have fewer than three Mega crash bombs, the number will be restored to three for the next mission. If you finish a mission with more than three Mega crash bombs, you will start the next mission with that number of bombs. Life Bonus: If your life gauge has run down, it will be partially refilled. When the game is over, the Best Fighters screen will appear. If your score is good enough to be included in the top seven scores, your score will be listed. Vehicles: In some places you may shoot enemy soldiers riding vehicles and steal the vehicles. In situations where you can steal the vehicles, the word ENTER appears on screen. Each vehicle has an endurance gauge. This gauge runs down as the vehicle is hit by enemy fire. You can ride each vehicle until the gauge reaches empty. Your Merc does not sustain damage while riding in vehicles. Your Merc can enter jeeps, boats, tanks and gun batteries. Original Mode: When you select the Original mode in the Mode selection screen, a series of story screens will appear. Read the story screens to learn more about the mission or press the Start Button to see a map of your next mission. Press the Start Button again to begin play immediately. The objective is to use five soldiers, each with different abilities, to accomplish eight missions. Change Mercenaries: Press the Start Button during the game to pause the game and open the Merc selection screen. Select a mercenary from among those available. You will start the game with one mercenary and this number will increase as other soldiers join you at friendly hideouts along the way. Select a different Merc by pressing the D-Button up or down. Press the Start Button to enter your choice. Friendly Hideouts: You can join with other Mercs and shop for items at friendly hideouts. You will be able to identify these hideouts by the word ENTER flashing in front of a tent or shack. You can buy items with the medals that you have collected on the way. Different hideouts sell different items. Select the items you wish to buy with the D-Button and press Button A or C to enter your selection. Press Button B to cancel. Next press the D-Button up or down to select which Merc to give the item to. Press Button A or C to enter your selection. Select EXIT and press Buttons A, B or C to resume play. NOTE: When an item is given to a Merc who already has that item, the transaction is automatically canceled with an indication that the item is unnecessary. Information can be bought more than once. Once the information is bought, the transaction cannot be canceled. Mercs Items Use Up/Down to scroll text Shoot the wooden crates that appear in the game to see the items that are stored inside. Walk (or ride) over the items to pick them up. Hamburger: Restores part of life gauge. (3 units in Arcade mode, 2 units in Original mode) Spinach: Restores part of life gauge. (3 units) Roast Chicken: Restores part of life gauge. (3 units in Arcade mode, 4 units in Original mode) Leg of lamb: Restores part of life gauge. (3 units in Arcade Mode, 6 units in Original mode) First aid box: Restores part of life gauge. (16 units) Life-Up: Adds four full units to life gauge capacity. Up to four life-up items may be used. Power: Increases weapon hit power. Mega crash bomb: Increases number of Mega crash bombs that can be used. Special Arcade-Mode Items: You can use a variety of weapons by picking them up along the way. The power of your weapons increases each time you pick up a power-up item. Power increases up to ten levels. Assault rifle: Fires bullets. Flame thrower: Shoots a continuous flame. Shot gun: Shoots scattered bullets. Grenade Launcher: Shoots single grenades. Medal: Restores part of life gauge. Special Original-Mode Items: Medal: Adds one medal which can be traded in for items at friendly hideouts. Special medal A: Adds three medals. Special medal B: Adds five medals. Special first aid box: Completely restores life gauge. Boots: Increases speed. Bullet-proof vest: Reduces damage inflicted by the enemy. Gas mask: Reduces damage caused by poisonous gas. Elixir: Brings Mercs back to life. Dynamite: Explodes, causing damage to your Merc. Item soldier: Drops a mystery item when defeated. Mercs Hints and Tips Use Up/Down to scroll text * Sometimes it is necessary to shoot down walls and doors to advance. Anything that flashes when shot at can be eliminated. * Learn where to find items that restore vitality so you can continue fighting without losing lives. * You don't need to destroy every foot soldier that you come across. * Learn the best tactics for fighting the large enemy vehicle at the end of each stage.

MIDREST.O

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

MIG29.O

Mig-29 Domark To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS HINTS AND TIPS BROWSE HELP FILES Mig-29 Game Description Use Up/Down to scroll text THE COLD WAR IS OVER. NOW THE HOTTEST SOVIET JET FIGHTER IS YOURS TO COMMAND! With it's Mach 2+ top speed, amazing maneuverability, and awesome weaponry, the MiG-29 is arguably the world's best fighter aircraft. Until now, it was locked behind the Iron Curtain, inaccessible to anyone but a few elite Soviet pilots. Now with the Cold War over, the MiG- 29 is ready to fly - this time under your command when you play this superb advanced flight simulator! Start with the training flight which will teach you how to take off, fly, bank, fire, and land. Then launch into five increasingly dangerous and explosive combat missions in the Middle East. Everything about MiG-29 Fighter Pilot makes you feel like you're flying the real thing - with actual flight instruments and avionics. Feel your stomach sink as you make a high-g roll. Feel your face pulled back when you kick in the afterburners and your hands tremble as you fire air-to-air missiles, air-to-ground rockets and powerful cannons at enemy fighters, tanks and other targets. The question is: Can your heart stand all this excitement? Mig-29 Controller Functions Use Up/Down to scroll text D-Pad: This is your flight stick. In an aircraft the nose of the plane is controlled with the stick. Pulling back on the stick (pushing down on the pad) brings the nose of the aircraft up, gaining altitude Pushing forward on the stick (pushing up on the pad) lowers the aircraft's nose, losing altitude. Right and Left bank the aircraft's wings. To turn right or left, bank the aircraft right or left and then push down on the pad. This will swing the aircraft around quickly. A Button: This is the action button. Hold the A Button down and push Up or Down on the control pad to adjust your engine power. Highlight a menu item and press A to select that item. Tap A with a target in sight (and a weapon selected) to fire. B Button: Pressing this button pauses the game and brings up the Weapon Select menu. Choose your weapon by highlighting it and pressing A. Selecting the same weapon you already have selected will choose the next available target for that weapon. C Button: Pressing this button brings up the Flight Systems menu. Highlight an item and press A to select it. Pressing C again will not select the item, but closes the menu. The following list shows what each item does and when to use it: WHEELS: Lifts the wheels of the MiG into the aircraft, greatly enhancing maneuverability. Use right after takeoff. W. BRAKES: Locks the wheels so they slow the MiG down on the ground. You don't have to release them to take off, but it helps. A. BRAKES: Slows the MiG down quickly when flying. DROP CHAFF/DROP FLARES: This drops a countermeasure from the tail of the aircraft distracting enemy missiles. Use after they launch a missile at you. AUTOSTAB: Automatically levels the aircraft. Use this if you lose control or bearing. RADAR RANGE: Adjusts the range at which the radar scans. Longer range shows more, but is harder to tell exactly where the targets are. NEXT WAYPOINT: This selects the next navigational marker. Waypoints generally mark targets or landmarks. AUTO REFUEL: Selecting this when near the VC-10 automatically links your aircraft up for refueling. AUTO LAND: Select this when you are near a friendly airfield. This will automatically land the aircraft for refueling and re-arming. MAP: Brings up a map of the area. B button will show you your mission waypoints and A will bring you back to the aircraft. MISSION INFO: Selecting this will show you what your mission objectives are. Complete these (they will dim when completed) and land at a friendly airfield to go on to the next mission. EJECT: Select this to save yourself from a doomed aircraft. START Button: This button brings up the Views menu. Panel removes the panel and gives you a larger view of the world. Tower View gives you a view of your aircraft from a major landmark. Missile view is a camera located on the nose of the aircraft, and can only be accessed when a missile is in the air. Mig-29 Hints and Tips Use Up/Down to scroll text Takeoff by holding A and pushing up on the control pad to increase engine power. When you reach 250 knots (shown in the upper right of the HUD), pull back and ease into the air. Bring up your landing gear, and then bring down your engine power (hold A and push down on the pad) until the red bars in the engine power display are gone. This shuts off the afterburner (giving you enough fuel to complete the mission). Targets can be selected by first choosing a weapon (holding B and selecting a weapon type) and then getting a target lock. A white square around the target means minimal lock. Firing the weapon now has only a 30 percent chance of hitting the target. Wait until the target gets within weapon range and the square will turn red, meaning a 95 percent chance to kill the target if you fire now. To select a different target tap B and the computer will select the next available target for that weapon. Remember that AA missiles are Air- to-Air, and AS are Air-to-Surface missiles. These missile types are FAR more reliable than rockets, so deplete your aircraft of rockets at the beginning and load up a couple extra short range AA missiles. This will help you in the air as the enemy has a near endless supply of aircraft to throw at you. Watch your compass on the HUD (the strip of numbers scrolling at the top). A red mark will show you where your target is located. Once you've destroyed your objective at that mark Select Next Waypoint and repeat the process. Use Autoland when you are over the airport. This will help beginners re-arm and refuel their aircraft easily. *** ALL MISSION PASSWORD *** This password will allow you to play any of the missions: WEXBJOISGIITES

MIGHTYPR.O

Mighty Morphin Power Rangers Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME SPECIAL ATTACKS BROWSE HELP FILES Mighty Morphin Power Rangers Game Description Use Up/Down to scroll text Battle with Rita Repulsa! From her castle on the moon, the evil intergalactic sorceress, Rita Repulsa, plots to control the universe. Her first target is planet Earth. Using her league of horrors, she is out to destroy everything in sight. Standing in her way is a brave team of warriors. Chosen by Zordon, a helpful alien being, teenagers Jason, Zack, Kimberly, Trini, and Billy use Power Suits and weapons that give them special powers and make them the Mighty Morphin Power Rangers. When Rita's monsters become a really BIG problem, the Power Rangers' special vehicles-the Dinozords-combine to create the powerful Megazord. Then the battle gets really intense! But Rita has a few nasty tricks up her sleeve. Among them is the Green Ranger, a teenager she has brainwashed into fighting for the wrong side. Can the other Power Rangers defeat the Green Ranger and his mighty mecha, the Dragonzord, and show him the error of his ways? They could sure use his help for what lies ahead! As one of the Mighty Morphin Power Rangers, take part in the high-powered action from the hit television series. Or use the 2P Battle Mode to control the Power Ranger, Zord or monster of your choice and challenge a friend to a duel. The power is yours! Mighty Morphin Power Rangers Controller Functions Use Up/Down to scroll text Take Control! D-Pad: * Press to select items on menu screens. * Press to move your character. * Press up to make your character jump. Guide jumps by pressing diagonally up in the direction you want your character to go. * Press down to make your character crouch. * Press with Button A or B for various fighting moves. Start: * Press to start/resume game. Button A* * Press to choose items on menu screens. * Press for a normal attack. Button B* * Press for a fierce attack. Button C* * Press to choose items on menu screens. * Buttons A, B and C can also be used to proceed through story screens. Note to users of the 6-Button Control Pad: Buttons X, Y and Z have no functions in this game. The Main Moves Here are the eight basic D-Pad positions used in the game. These positions are for a character facing RIGHT. Jump: * Press the D-Pad up. Guide your jumps by pressing left or right. Press with Button A or B for vicious aerial attacks! Crouch: * Hold the D-Pad down. The use Button A or B to trip up your enemy with low attacks and foot sweeps. Guard: * To brace yourself against attacks, press the D-Pad away from your opponent. For a crouching guard, press the D-Pad down and away from your opponent. Deflect: * Press the D-Pad twice right (toward your opponent) and press Buttons A and B simultaneously to deflect an opponent's missiles. Forward Dash: * Press the D-Pad twice right (toward your opponent) and hold. Use the dash in conjunction with an attack to bowl your opponent over. Evasive Backflip: * Press the D-Pad twice left (away from your opponent) to flip away from danger. Mighty Morphin Power Rangers Playing the Game Use Up/Down to scroll text One Player Scenario Mode It's just you versus Rita Repulsa's evil horde! Selecting this mode and pressing Start brings up an introduction. If you want to skip past these scenes and go straight to the action, press Start or Button A, B or C until the Player Select screen appears. Press the D-Pad left or right to highlight the Power Ranger you want to use, and press Start or Button A or C to begin the fight. There are seven stages with two rounds each. When you win the first round as a Power Ranger, you proceed to the Megazord or Dragonzord for a full-sized battle! With each victory, you will be challenged by more difficult opponents until you lose a round or defeat all the creatures in Rita's arsenal. If you lose a round, the game ends and a Continue screen appears. Press Start before the timer runs out to continue your battle. Press Start before the timer runs out to continue your battle. You have an unlimited number of Continues. If you lose a round as the Megazord or Dragonzord, you will continue at the beginning of the stage, fighting as a Power Ranger. Note: To use the Dragonzord in 1 Player Scenario Mode, you must select the Green Ranger at the beginning of the stage. And to do that, you must first defeat the Green Ranger in battle! Two Player Battle Mode Select this mode and press Start to see the Player Select screen. Player 1 and Player 2 use the D-Pad to highlight the desired character, and choose that character by pressing Button A or C or Start. Next, either player chooses the background by highlighting the desired stage and pressing Button A or C or Start. Note: Both players cannot select the same character. The Power Rangers cannot fight against Megazord, Dragonzord, or Cyclops. When two Power Rangers challenge each other to a fight, they can only fight on the Rangers Stage. Before the match begins, press and hold Start to bring up the following option screen: Key Configuration: * Set the functions of the buttons on your Control Pad. The procedure is the same as in the Option Mode. Game Level: * Set the level of difficulty for the coming game. The higher the level, the less damage your character's attacks make. Choose between Levels 1 through 8. After each match a Result screen appears with statistics for each player and each character in the game. Press Start to advance to the next screen. Here you have a chance to end the game and return to the Title screen(END GAME) or continue with another match(CONTINUE). If you want to start the next series of matches with a clean slate, CLEAR RESULT to reset the Result screen. Note: During a 1P Scenario battle, Player 2 can call up 2P Battle Mode by pressing Start on Control Pad 2. The 2P Battle Mode Player Select screen appears. Choose your characters and proceed as above. Mighty Morphin Power Rangers Special Attacks Use Up/Down to scroll text Special Attacks! Megazord * Mega Beam- Press down, up, then Button A or B. * Shield Flash- Press left, right. then Button A or B. * Inferno Blast- Press down, down right, right, then Button A or B. * Lightning Plasma- Press down left, down, down right, right, up right, then Button A or B. Dragonzord * Heat Horn- Press left and hold for 1 second, then right, then Button A or B. * Blade Whip- Press down and hold for 1 second, then up, then Button A or B. * Dragon Missile- Press down left, and hold for 1 second, then up right, then Button A or B. * Dragon Dynamo- Press and hold Button B for 2 seconds, then release. Red Ranger * Heel Kick- right, down right, down, down left, left, then Button A or B. * Power Gun- Press down, down right, right, then Button A or B. * Power Sword- Press down, up, then Button A or B. Black Ranger * Spinning Axe- Press Button A or B repeatedly. * Power Gun- Press down, down right, right, then Button A or B. * Hurricane Tackle- Press down, down left, left, then Button A or B. Blue Ranger * Thunder Lance- Press down and hold 1 second, then up, then Button A or B. * Power Gun- Press down, down right, right, then Button A or B. * Dino Lance- Press left and hold 1 second, then right, then Button A or B. Pink Ranger * Knee Whip- Press down for 1 second, then up, then Button A or B. * Power Gun- Press Down, down right, right, then Button A or B. * Dino Arrow- Press left and hold 1 second, then right, then Button A or B. Yellow Ranger * Dagger Tackle- Press right, left, right, then Button A or B. * Power Gun- Press down, down right, right, then Button A or B. * Tiger Crasher- While in midair, press down and Button A or B simultaneously. Green Ranger * Dragon Kick- Press left and hold for 1 second, then right, then Button A or B. * Power Gun- Press down, down right, right, then Button A or B. * Dragon Buster- Press and hold Button B for 2 seconds, then release. Minotaur * Tornado Charge- Press left and hold for 1 second, then right, then Button A or B. * Fire Breath- Press right, down right, down, down left, left, then Button A or B. * Power Wall- Press down, down right, right, then Button A or B. * Jack knife Tackle- Press down and hold for 1 second, then up, then Button A or B. Madam Woe * Water Blast- Press down, down left, left, then Button A or B(works in midair also). * Ice Breath- Press left, down left, down, down right, right, then Button A or B. * Hair Whip- Press left and hold 1 second, then right, then Button A or B. Goldar * Hurricane Sword- Press down, down right, right, then Button A or B. * Eye Beam- Press down, down left, left, then Button A or B. * Gold Slash- Press left, down left, down, down right, right, then Button A or B. * Atomic Ball- Press and hold Button B for 2 seconds, then release. Cyclopsis * Arm Thunder- Press down, down right, right, then Button A or B. * Lava Missile- Press down right, down, down left, left, then Button A or B. * Lightning Rain- Press down left, down, down right, right, up right, then Button A or B. * Razing Flash- Press left and hold 1 second, then press right, then Button A or B.

MIKULTCH.O

Mickey's Ultimate Challenge Hi Tech Entertainment To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME BROWSE HELP FILES

MK3PARTA.O

Mortal Kombat 3 Williams To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME SECRET CODES THE WARRIORS BROWSE HELP FILES Mortal Kombat 3 Game Description Use Up/Down to scroll text The Shaolin Tournament for Martial Arts, better known as Mortal Kombat was, for countless ages, a noble institution that tested the mettle of the very best Warriors. Years ago the Tournament was corrupted by the evil Sorcerer Shang Tsung who dared to take not only the lives of his opponents, but their very souls. Eventually it became known that Shang Tsung was acting at the behest of his diabolical master Shao Kahn, Emperor of the Outworld, who planned to claim all the souls on Earth. The Champions of Earth: Liu Kang, Kung Lao, their Ancestors and others have, so far, thwarted this plan. For centuries Earth has used Mortal Kombat to defend itself against the Outworld's Emperor, Shao Kahn. But Kahn grows frustrated by failed attempts to take Earth through Tournament battle. He enacts a plan which began 10,000 years ago. During that time Shao Kahn had a Queen. Her name was Sindel, and her early death was unexpected. Kahn's Shadow Priests, led by Shang Tsung, made it so Sindel's spirit would someday be reborn: not on the Outworld, but on the Earth Realm itself. This evil act gives Shao Kahn the power to step through the dimensional gates and reclaim his Queen, thus enabling him to finally seize the Earth Realm. Upon breaching the portal into Earth, Shao Kahn slowly transforms the planet into a part of the Outworld. He strips the Earth of all human life; claiming every soul as his own. But there are souls which Kahn cannot take. These souls belong to the Warriors chosen to represent Earth in a new Mortal Kombat. The remaining humans are scattered throughout the planet. Shao Kahn sends an army of fierce Outworld Warriors to find and eliminate them. Some of Earth's Warriors survive the attacks. Most do not, but the remaining few hold the one chance at saving all of human kind. Mortal Kombat 3 Controller Functions Use Up/Down to scroll text 6 Button Controller Button A: * Low Punch Button B: * Block Button C: * Low Kick Button X: * High Punch Button Y: * Run Button Z: * High Kick D-Pad: * Makes Warrior move, jump, crouch 3 Button Controller Button A: * Low Punch Button A + B: * High Punch Button B: * Block Button C: * Low Kick Button B + C: * High Kick Start: * Run D-Pad: * Makes Warrior move, jump, crouch BASIC MOVES The best way to begin your training is with the fundamental moves: Kicks, Punches, Crouches, Jumps and Blocks. These moves may seem trivial compared to powerful and acrobatic moves like the Flying Kick. However, knowing how to stop, avoid or counteract a Flying Kick can be far more useful than knowing how to land one yourself. The Y Button (Run) is especially powerful. No longer can a foe hide by backing off. Hold the Y Button while pressing Forward on the Control Pad. Combined, these fundamentals are the foundation for both a strong defense and a potent offense. CLOSE QUARTERS Additional moves used during close-in Kombat situations are the Knee and the Throw. They are highly effective, and do not require full limb extension which is impossible in close quarters. Although these moves are potent, they can be used only when directly adjacent to an opponent. NOTE: Pressing the Attack Buttons in a certain sequence will result in different "Combos" for different players. SPECIAL MOVES All of the Mortal Kombat Warriors possess expert fighting skills-in that respect, they are equal to thousands of other warriors around the globe. What raises them above their peers are the special moves which they have created and perfected. In order to become a superior warrior, skilled enough to win the title of Grand Champion, you too must learn these moves, because these moves, whether special kicks or elemental bolts, make the Mortal Kombat warriors the fiercest and most ferocious kombatants on Earth. Mastering their special moves will make you the same. CROUCHING MOVES Defensively, the crouching moves allow one to avoid punches and aerial weapons, to escape from close proximity and to avoid being thrown. Offensively, the uppercut, executed from the crouch is one of the most powerful offensive weapons in a Warrior's arsenal. To do the crouching moves, hold the Control Pad down and simultaneously push Z or C for a Crouching Kick. Hold the Control Pad down and push X for an Uppercut. The Block can always be used to defend against your opponent's moves. SPINNING MOVES The spin is the key to such exotic moves as the Roundhouse Kick and the Foot Sweep. The Foot Sweep hits your opponent's ankles and knocks him onto his back. The Roundhouse is a spinning kick which strikes your opponent in the face. To execute the spin moves, hold the Control Pad away from your opponent while you press the Kick buttons. AERIAL MOVES The final moves one should learn are the Aerial moves-Flying Punches and Kicks. To execute these moves, either jump in place or go towards your opponent, then press the Attack Buttons while in the air. However, unlike most attacks, aerial attacks must be timed properly to land blows. Mortal Kombat 3 Playing the Game Use Up/Down to scroll text FIGHTING SUMMARY The Tournament first tests a Warrior's fighting skill by pitting him against other tournament challengers. In all Mortal Kombat battles, meters in the upper part of the screen measure the health of each Warrior. The meters begin each round indicating the Warrior's complete health, but are reduced with each blow taken. The amount of the reduction depends both on the type of hit and whether or not it was blocked. When a Warrior's health meter runs out, he/she is knocked out and the round goes to the opponent. Should time run out before either Kombatant is knocked out, the Warrior with fewer injuries is declared the victor. The first warrior to win two rounds takes the match and moves on to the next opponent. Mortal Kombat 3 Secret Codes Use Up/Down to scroll text At the bottom of the VS BATTLE Screen you will see a row of six boxes with different Dragon Icons in them. Player 1 can change the symbols in the first three boxes by pressing his/her Low Punch, Block and Low Kick Buttons. Player 2 can do the same with the other three symbols. The six symbols represent secret codes which can have subtle or dramatic effects on game play. Each button causes the symbol in the corresponding box to change to the next icon in a predetermined order. If you hold up while pressing A, B, or C, the order in which the Icons are cycled will be reversed. For example, pressing the Player 1 Low Punch Button once will change the Dragon Icon in the first box into a "MK" symbol; pressing it a second time will change it to the third icon in the sequence and so on. Pressing a button more than nine times will cause the order of the icons to start over. In other words, pressing a button that corresponds to a box with a Skull symbol will change the Skull back to the original Dragon Icon. Mortal Kombat 3 The Warriors Use Up/Down to scroll text Cyrax Cyrax is Unit LK4D4, the second of three prototype Cybernetic Ninjas built by the Lin Kuei. Like his counterparts, Cyrax's last programmed command is to find and terminate the rogue Ninja Sub-Zero. Without a soul, Cyrax goes undetected by Shao Kahn and remains a possible threat against his occupation of Earth. Jax After failing to convince his superiors of the coming Outworld menace, Jax begins to covertly prepare for future battle with Kahn's minions. He outfits both arms with indestructible bionic implants. This is a war that Jax is prepared to win. Kabal As a Chosen Warrior, his identity is a mystery to all. It's believed that he is the survivor of an attack by Shao Kahn's extermination squads. As a result, he is viciously scarred and kept alive only by artificial respirators and a rage for ending Shao Kahn's conquest. Kano Kano is thought to have been killed in the first Tournament. Instead, he's found alive in the Outworld where he once again escapes capture by Sonya. Before the actual Outworld invasion, Kano convinces Shao Kahn to spare his soul. Kahn needs someone to teach his Warriors how to use Earth's weapons. And Kano is the man to do it. Kung Lao After avenging the death of his great ancestor by emerging Supreme Champion against all Outworld opponents, Kung Lao returns to Earth to train a new generation of Shaolin alongside Liu Kang. But Lao's greatest challenges lie ahead, fighting for those who cannot defend themselves against Shao Kahn's treachery. Liu Kang After the Outworld invasion, Liu Kang finds himself the prime target of Kahn's extermination squads. He is the Shaolin Champion and has thwarted Kahn's schemes in the past. Of all the humans, Kang poses the greatest threat to Shao Kahn's rule. Shang Tsung Shang Tsung is Shao Kahn's lead Sorcerer. He once fell out of favor with his Emperor after failing to win the Earth Realm through Tournament Battle. But the ever-scheming Shang Tsung is instrumental in Kahn's conquest of Earth. He has now been granted more power than ever. Nightwolf He works as a historian and preserver of his people's culture. When Kahn's portal opens over North America, Nightwolf uses the magic of his Shamen to protect his tribe's sacred land. This area becomes a vital threat to Kahn's occupation of the Earth. Sheeva She was hand-picked by Shao Kahn to serve as Sindel's personal protector. However, she becomes suspicious of Shao Kahn's loyalty towards her race of Shokan when he places Motaro as the leader of his extermination squads. On the Outworld, Motaro's race of Centaurians are the natural enemy of the Shokan. Sektor Sektor is actually the code name for Unit LK9T9. He was the first of three prototype Cybernetic Ninjas built by the Lin Kuei. Sektor was once a human assassin trained by the Lin Kuei. He volunteered for automation because of his loyalty to the Clan. Sektor survives the Outworld invasion...he has no soul to take. Sindel She once ruled the Outworld at Shao Kahn's side as his Queen. Now, 10,000 years after her untimely death, she is reborn on Earth. Her evil intent is every match for Shao Kahn's tyranny. She is the key to his occupation of Earth. Stryker When the Outworld portal opens over a large city in North America, panic and chaos rage out of control. Kurtis Stryker was the leader of a riot control brigade when Shao Kahn began taking souls. He finds himself the lone survivor of a city once populated by millions. Sonya Sonya Blade disappears in the first tournament, but is later rescued from the Outworld by Jax. After returning to Earth, she and Jax try to warn the U.S. Government of the looming Outworld menace. Lacking proof, they watch helplessly as Shao Kahn begins his invasion. Sub-Zero The Ninja returns unmasked. He was betrayed by his own Ninja clan, the Lin Kuei. He broke the sacred Codes of Honor by leaving the Clan and is marked for death. But unlike the Ninja of old, his pursuers come as machines. He must not only defend against the Outworld menace, but must also elude his soulless assassins. Smoke Third of the three prototype Cybernetic Ninjas, Smoke's unit designator was erased in a computer crash. Lost as he is to software control, no one can be sure that he will complete his ultimate programming, i.e., kill Sub-Zero. So, he is somewhat of a wild card in the tournament deck. (Secret Character) Motaro In the realm of the Outworld, Motaro's race of Centaurians has long since come into conflict with the Shokan. When Shao Kahn formed special extermination squads to eliminate the Chosen Warriors of Earth, Motaro was appointed to head this elite group of Savage Warriors. Shao Kahn Many decades ago, Shao Kahn rose to power in the Outworld, usurping the realm from Kitana's parents and taking Queen Sindel for his bride. But she died. Now, centuries later, Sindel is reborn. And since Shang Tsung failed to win the Earth Realm through Mortal Kombat I and II, her rebirth is the means by which Kahn will finally seize the planet forever unless...

MK3SPEC.O

Mortal Kombat 3 Williams To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME THE WARRIORS BROWSE HELP FILES Mortal Kombat 3 Game Description Use Up/Down to scroll text ATTENTION! THIS TEST DRIVE VERSION OF MORTAL KOMBAT 3 ONLY ALLOWS YOU TO PLAY WITH FOUR CHARACTERS. The Shaolin Tournament for Martial Arts, better known as Mortal Kombat was, for countless ages, a noble institution that tested the metal of the very best Warriors. Years ago the Tournament was corrupted by the evil Sorcerer Shang Tsung who dared to take not only the lives of his opponents, but their very souls. Eventually it became known that Shang Tsung was acting at the behest of his diabolical master Shao Kahn, Emperor of the Outworld, who planned to claim all the souls on Earth. The Champions of Earth: Liu Kang, Kung Lao, their Ancestors and others have, so far, thwarted this plan. For centuries Earth has used Mortal Kombat to defend itself against the Outworld's Emperor, Shao Kahn. But Kahn grows frustrated by failed attempts to take Earth through Tournament battle. He enacts a plan which began 10,000 years ago. During that time Shao Kahn had a Queen. Her name was Sindel, and her early death was unexpected. Kahn's Shadow Priests, led by Shang Tsung, made it so Sindel's spirit would someday be reborn: not on the Outworld, but on the Earth Realm itself. This evil act gives Shao Kahn the power to step through the dimensional gates and reclaim his Queen, thus enabling him to finally seize the Earth Realm. Upon breaching the portal into Earth, Shao Kahn slowly transforms the planet into a part of the Outworld. He strips the Earth of all human life; claiming every soul as his own. But there are souls which Kahn cannot take. These souls belong to the Warriors chosen to represent Earth in a new Mortal Kombat. The remaining humans are scattered throughout the planet. Shao Kahn sends an army of fierce Outworld Warriors to find and eliminate them. Some of Earth's Warriors survive the attacks. Most do not, but the remaining few hold the one chance at saving all of human kind. Mortal Kombat 3 Controller Functions Use Up/Down to scroll text ATTENTION! THIS TEST DRIVE VERSION OF MORTAL KOMBAT 3 ONLY ALLOWS YOU TO PLAY WITH FOUR CHARACTERS. 6 Button Controller Button A: * Low Punch Button B: * Block Button C: * Low Kick Button X: * High Punch Button Y: * Run Button Z: * High Kick D-Pad: * Makes Warrior move, jump, crouch 3 Button Controller Button A: * Low Punch Button A + B: * High Punch Button B: * Block Button C: * Low Kick Button B + C: * High Kick Start: * Run D-Pad: * Makes Warrior move, jump, crouch BASIC MOVES The best way to begin your training is with the fundamental moves: Kicks, Punches, Crouches, Jumps and Blocks. These moves may seem trivial compared to powerful and acrobatic moves like the Flying Kick. However, knowing how to stop, avoid or counteract a Flying Kick can be far more useful than knowing how to land one yourself. The Y Button (Run) is especially powerful. No longer can a foe hide by backing off. Hold the Y Button while pressing Forward on the Control Pad. Combined, these fundamentals are the foundation for both a strong defense and a potent offense. CLOSE QUARTERS Additional moves used during close-in Kombat situations are the Knee and the Throw. They are highly effective, and do not require full limb extension which is impossible in close quarters. Although these moves are potent, they can be used only when directly adjacent to an opponent. NOTE: Pressing the Attack Buttons in a certain sequence will result in different "Combos" for different players. SPECIAL MOVES All of the Mortal Kombat Warriors possess expert fighting skills-in that respect, they are equal to thousands of other warriors around the globe. What raises them above their peers are the special moves which they have created and perfected. In order to become a superior warrior, skilled enough to win the title of Grand Champion, you too must learn these moves, because these moves, whether special kicks or elemental bolts, make the Mortal Kombat warriors the fiercest and most ferocious kombatants on Earth. Mastering their special moves will make you the same. CROUCHING MOVES Defensively, the crouching moves allow one to avoid punches and aerial weapons, to escape from close proximity and to avoid being thrown. Offensively, the uppercut, executed from the crouch is one of the most powerful offensive weapons in a Warrior's arsenal. To do the crouching moves, hold the Control Pad down and simultaneously push Z or C for a Crouching Kick. Hold the Control Pad down and push X for an Uppercut. The Block can always be used to defend against your opponent's moves. SPINNING MOVES The spin is the key to such exotic moves as the Roundhouse Kick and the Foot Sweep. The Foot Sweep hits your opponent's ankles and knocks him onto his back. The Roundhouse is a spinning kick which strikes your opponent in the face. To execute the spin moves, hold the Control Pad away from your opponent while you press the Kick buttons. AERIAL MOVES The final moves one should learn are the Aerial moves-Flying Punches and Kicks. To execute these moves, either jump in place or go towards your opponent, then press the Attack Buttons while in the air. However, unlike most attacks, aerial attacks must be timed properly to land blows. Mortal Kombat 3 Playing the Game Use Up/Down to scroll text ATTENTION! THIS TEST DRIVE VERSION OF MORTAL KOMBAT 3 ONLY ALLOWS YOU TO PLAY WITH FOUR CHARACTERS. FIGHTING SUMMARY The Tournament first tests a Warrior's fighting skill by pitting him against other tournament challengers. In all Mortal Kombat battles, meters in the upper part of the screen measure the health of each Warrior. The meters begin each round indicating the Warrior's complete health, but are reduced with each blow taken. The amount of the reduction depends both on the type of hit and whether or not it was blocked. When a Warrior's health meter runs out, he/she is knocked out and the round goes to the opponent. Should time run out before either Kombatant is knocked out, the Warrior with fewer injuries is declared the victor. The first warrior to win two rounds takes the match and moves on to the next opponent. Mortal Kombat 3 The Warriors Use Up/Down to scroll text ATTENTION! THIS TEST DRIVE VERSION OF MORTAL KOMBAT 3 ONLY ALLOWS YOU TO PLAY WITH FOUR CHARACTERS. Kano Kano is thought to have been killed in the first Tournament. Instead, he's found alive in the Outworld where he once again escapes capture by Sonya. Before the actual Outworld invasion, Kano convinces Shao Kahn to spare his soul. Kahn needs someone to teach his Warriors how to use Earth's weapons. And Kano is the man to do it. Kung Lao After avenging the death of his great ancestor by emerging Supreme Champion against all Outworld opponents, Kung Lao returns to Earth to train a new generation of Shaolin alongside Liu Kang. But Lao's greatest challenges lie ahead, fighting for those who cannot defend themselves against Shao Kahn's treachery. Nightwolf He works as a historian and preserver of his people's culture. When Kahn's portal opens over North America, Nightwolf uses the magic of his Shamen to protect his tribe's sacred land. This area becomes a vital threat to Kahn's occupation of the Earth. Sindel She once ruled the Outworld at Shao Kahn's side as his Queen. Now, 10,000 years after her untimely death, she is reborn on Earth. Her evil intent is every match for Shao Kahn's tyranny. She is the key to his occupation of Earth.

MK3_TD.O

Mortal Kombat 3 Williams To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME THE WARRIORS BROWSE HELP FILES Mortal Kombat 3 Game Description Use Up/Down to scroll text ATTENTION! THIS TEST DRIVE VERSION OF MORTAL KOMBAT 3 ONLY ALLOWS YOU TO PLAY WITH FOUR CHARACTERS. The Shaolin Tournament for Martial Arts, better known as Mortal Kombat was, for countless ages, a noble institution that tested the mettle of the very best Warriors. Years ago the Tournament was corrupted by the evil Sorcerer Shang Tsung who dared to take not only the lives of his opponents, but their very souls. Eventually it became known that Shang Tsung was acting at the behest of his diabolical master Shao Kahn, Emperor of the Outworld, who planned to claim all the souls on Earth. The Champions of Earth: Liu Kang, Kung Lao, their Ancestors and others have, so far, thwarted this plan. For centuries Earth has used Mortal Kombat to defend itself against the Outworld's Emperor, Shao Kahn. But Kahn grows frustrated by failed attempts to take Earth through Tournament battle. He enacts a plan which began 10,000 years ago. During that time Shao Kahn had a Queen. Her name was Sindel, and her early death was unexpected. Kahn's Shadow Priests, led by Shang Tsung, made it so Sindel's spirit would someday be reborn: not on the Outworld, but on the Earth Realm itself. This evil act gives Shao Kahn the power to step through the dimensional gates and reclaim his Queen, thus enabling him to finally seize the Earth Realm. Upon breaching the portal into Earth, Shao Kahn slowly transforms the planet into a part of the Outworld. He strips the Earth of all human life; claiming every soul as his own. But there are souls which Kahn cannot take. These souls belong to the Warriors chosen to represent Earth in a new Mortal Kombat. The remaining humans are scattered throughout the planet. Shao Kahn sends an army of fierce Outworld Warriors to find and eliminate them. Some of Earth's Warriors survive the attacks. Most do not, but the remaining few hold the one chance at saving all of human kind. Mortal Kombat 3 Controller Functions Use Up/Down to scroll text ATTENTION! THIS TEST DRIVE VERSION OF MORTAL KOMBAT 3 ONLY ALLOWS YOU TO PLAY WITH FOUR CHARACTERS. 6 Button Controller Button A: * Low Punch Button B: * Block Button C: * Low Kick Button X: * High Punch Button Y: * Run Button Z: * High Kick D-Pad: * Makes Warrior move, jump, crouch 3 Button Controller Button A: * Low Punch Button A + B: * High Punch Button B: * Block Button C: * Low Kick Button B + C: * High Kick Start: * Run D-Pad: * Makes Warrior move, jump, crouch BASIC MOVES The best way to begin your training is with the fundamental moves: Kicks, Punches, Crouches, Jumps and Blocks. These moves may seem trivial compared to powerful and acrobatic moves like the Flying Kick. However, knowing how to stop, avoid or counteract a Flying Kick can be far more useful than knowing how to land one yourself. The Y Button (Run) is especially powerful. No longer can a foe hide by backing off. Hold the Y Button while pressing Forward on the Control Pad. Combined, these fundamentals are the foundation for both a strong defense and a potent offense. CLOSE QUARTERS Additional moves used during close-in Kombat situations are the Knee and the Throw. They are highly effective, and do not require full limb extension which is impossible in close quarters. Although these moves are potent, they can be used only when directly adjacent to an opponent. NOTE: Pressing the Attack Buttons in a certain sequence will result in different "Combos" for different players. SPECIAL MOVES All of the Mortal Kombat Warriors possess expert fighting skills-in that respect, they are equal to thousands of other warriors around the globe. What raises them above their peers are the special moves which they have created and perfected. In order to become a superior warrior, skilled enough to win the title of Grand Champion, you too must learn these moves, because these moves, whether special kicks or elemental bolts, make the Mortal Kombat warriors the fiercest and most ferocious kombatants on Earth. Mastering their special moves will make you the same. CROUCHING MOVES Defensively, the crouching moves allow one to avoid punches and aerial weapons, to escape from close proximity and to avoid being thrown. Offensively, the uppercut, executed from the crouch is one of the most powerful offensive weapons in a Warrior's arsenal. To do the crouching moves, hold the Control Pad down and simultaneously push Z or C for a Crouching Kick. Hold the Control Pad down and push X for an Uppercut. The Block can always be used to defend against your opponent's moves. SPINNING MOVES The spin is the key to such exotic moves as the Roundhouse Kick and the Foot Sweep. The Foot Sweep hits your opponent's ankles and knocks him onto his back. The Roundhouse is a spinning kick which strikes your opponent in the face. To execute the spin moves, hold the Control Pad away from your opponent while you press the Kick buttons. AERIAL MOVES The final moves one should learn are the Aerial moves-Flying Punches and Kicks. To execute these moves, either jump in place or go towards your opponent, then press the Attack Buttons while in the air. However, unlike most attacks, aerial attacks must be timed properly to land blows. Mortal Kombat 3 Playing the Game Use Up/Down to scroll text ATTENTION! THIS TEST DRIVE VERSION OF MORTAL KOMBAT 3 ONLY ALLOWS YOU TO PLAY WITH FOUR CHARACTERS. FIGHTING SUMMARY The Tournament first tests a Warrior's fighting skill by pitting him against other tournament challengers. In all Mortal Kombat battles, meters in the upper part of the screen measure the health of each Warrior. The meters begin each round indicating the Warrior's complete health, but are reduced with each blow taken. The amount of the reduction depends both on the type of hit and whether or not it was blocked. When a Warrior's health meter runs out, he/she is knocked out and the round goes to the opponent. Should time run out before either Kombatant is knocked out, the Warrior with fewer injuries is declared the victor. The first warrior to win two rounds takes the match and moves on to the next opponent. Mortal Kombat 3 The Warriors Use Up/Down to scroll text ATTENTION! THIS TEST DRIVE VERSION OF MORTAL KOMBAT 3 ONLY ALLOWS YOU TO PLAY WITH FOUR CHARACTERS. Kano Kano is thought to have been killed in the first Tournament. Instead, he's found alive in the Outworld where he once again escapes capture by Sonya. Before the actual Outworld invasion, Kano convinces Shao Kahn to spare his soul. Kahn needs someone to teach his Warriors how to use Earth's weapons. And Kano is the man to do it. Kung Lao After avenging the death of his great ancestor by emerging Supreme Champion against all Outworld opponents, Kung Lao returns to Earth to train a new generation of Shaolin alongside Liu Kang. But Lao's greatest challenges lie ahead, fighting for those who cannot defend themselves against Shao Kahn's treachery. Nightwolf He works as a historian and preserver of his people's culture. When Kahn's portal opens over North America, Nightwolf uses the magic of his Shamen to protect his tribe's sacred land. This area becomes a vital threat to Kahn's occupation of the Earth. Sindel She once ruled the Outworld at Shao Kahn's side as his Queen. Now, 10,000 years after her untimely death, she is reborn on Earth. Her evil intent is every match for Shao Kahn's tyranny. She is the key to his occupation of Earth.

MKOMBAT.O

Mortal Kombat Acclaim Entertainment To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS SECRET MOVES HINTS AND TIPS BROWSE HELP FILES

MONOPOLY.O

Monopoly Parker Brothers To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS STARTING THE GAME PLAYING THE GAME BASIC RULES BROWSE HELP FILES Monopoly Game Description Use Up/Down to scroll text This version of the Monopoly game conforms to all the rules of the board game and some of the rules used in tournament play. The beauty of this version is that the system acts as the Banker and takes care of all the accounting and money management tasks--which speeds up play and prevents mathematical errors in the High Finance Department! Monopoly Controller Functions Use Up/Down to scroll text Start: * Begins the game. A Button: * Selects and enters all choices. * Buys un-owned property you land on. * Bids at the auction. * Moves you from the Main Menu to a Sub-Menu. * Exits you from most screens. B Button: * Sends a property to auction. * Press to see all players' assets. C Button: * Calls up the Main Menu. * Press to see Title Deed cards. * Press to quit some screens or menu selections. D-Pad: * Press to move and scroll to numbers, letters, tokens, and options. Monopoly Starting the Game Use Up/Down to scroll text When the title screen appears, press Start to begin. Then you will need to go through the following options: 1) Number of players. 2) Whether the player is Human or the Computer. 3) Enter your name. 4) Pick your Token. 5) Repeat steps 2, 3, and 4 for all the remaining players. 6) Press A to start the game immediately. Or, you can press C for Options to preset the gameplay. See below for a list of the Options. 7) The system randomly picks who goes first and that player's name appears on the first screen. 8) Roll the dice by pressing Button A, and you're ready to play! OPTIONS: The first four options affect individual players, so you will need to repeat these steps for each player as you go along. Then place Houses and Hotels on the properties. 1) Set Cash: Use the D-Pad to raise and lower how much cash each player starts with. Press A to select. 2) Assign Property: Use the D-Pad to move around the board, hitting A to assign a property to that player; property values are not deducted from player's cash. Hit C to quit this option. 3) Place Token: Use the D-Pad to place each token where you want it to be at the game's official start. Press A to select. 4) Place Houses/Hotels: You may only do so if you own all the properties in a particular color group. Use the D-Pad to move through property deeds to the color group where you want to place buildings. Press A. Use the D-Pad to fill in the number of Houses you want to place; if you change your mind, lower the number. Press A to confirm. The system will automatically distribute buildings evenly across all the properties in this color group. If you've already place four Houses on each property in a color group, you may replace the four Houses with a Hotel from the bank. 5) Short Game: To play a short game, use the D-Pad's left/right arrows to enter the number of minutes you want to play; press A to select that number. When the time in a limited game expires, the game automatically and immediately ends and the winner is displayed. If you picked Short Game, the system will ask if you want it to randomly deal out two Title Deed cards to each player (so you don't have to spend time acquiring property). Press A if you want it to deal. Press C if you want to skip this option and exit. 6) Load Preset Game: Use this option to load one of the 12 preset games (see the following section). Use the D-Pad to scroll through your choices. Press A to select the one you want. These special games for two to four players assume you haven't acquired the properties you see listed, and each player is given a certain amount of money--from $300 to $1600 depending on the game. NOTE: If there are just two players, the system automatically combines the resources from Player 1 and Player 3, and Player 2 and Player 4. If there are three players, it deletes Player 4 entirely. ILLEGAL MOVES: You can't get away with any shady dealings! Whenever you try to make a move that does not follow the official MONOPOLY rules, the system will let you know! The move will not be carried out, and play will resume at the point before the illegal move was attempted. PRESET GAMES: Number 1-The Big Boys All players start with $1000. Player 1 has the Dark Blues and the Dark Purples. Player 2 has the Yellows. Player 3 has the Reds. Player 4 has the Greens. Number 2-Trader's Delight All players start with $500. Player 1 has Boardwalk, Pacific Avenue, Kentucky Avenue, Pennsylvania RR, St. James Place, and Connecticut Avenue. Player 2 has North Carolina Avenue, Ventnor Avenue, Water Works, Short Line Railroad, Indiana Avenue, St. Charles Place, Vermont Avenue, and Mediterranean Avenue. Player 3 has Pennsylvania Avenue, Atlantic Avenue, Illinois Avenue, Tennessee Avenue, Virginia Avenue, Baltic Avenue, and Reading RR. Player 4 has Park Place, Marvin Gardens, B&O RR, New York Avenue, Electric Company, States Avenue, and Oriental Avenue. Number 3-Even Steven All players start with $1000. Player 1 has Boardwalk, States Avenue, Kentucky Avenue, B&O RR, and Baltic Avenue. Player 2 has North Carolina Avenue, New York Avenue, Reading RR, Indiana Avenue, Vermont Avenue. Player 3 has Pacific Avenue, Illinois Avenue, Tennessee Avenue, Oriental Avenue, and Pennsylvania RR. Player 4 has Park Place, Short Line RR, Mediterranean Avenue, Ventnor Avenue, and Virginia Avenue. Number 4-Small Stuff All players start with $500. All players start on Free Parking. Player 1 has the Light Blues and the Utilities. Player 2 has the Light Purples. Player 3 has the Oranges. Player 4 has the Dark Purples and all the Railroads. Number 5-Money Isn't Everything All players start with $300. Player 1 has the Light Blues, the Greens and Short Line RR. Player 2 has the Light Purples, the Reds, and both Utilities. Player 3 has the Oranges and Yellows. Player 4 has the Dark Purples, Dark Blues, and all the Railroads except for Short Line. Number 6-Short and Sweet All players start with $500. Player 1 has the Greens and 4 Houses. Player 2 has the Reds with Hotels. Player 3 has the Yellows with Hotels. Player 4 has the Light Purples with Hotels, the Dark Purples with Hotels, and all the Railroads. Number 7-Building Shortage All players start with $1500. Player 1 has the Reds with Hotels, the Dark Purples with 4 Houses each, and all the Railroads. Player 2 has the Yellows with 3 Houses each, and the Light Purples with Hotels. Player 3 has the Light Blues with Hotels, the Oranges with Hotels, and both of the Utilities. Player 4 has the Greens with 4 Houses, Boardwalk with 2 Houses, and Park Place with 1 House. Number 8-It's a Start All players start with $1500. Player 1 has Indiana Avenue, New York Avenue, and Pennsylvania RR. Player 2 has Ventnor Avenue, Virginia Avenue, and B&O RR. Player 3 Vermont Avenue, Pennsylvania Avenue, and Reading RR. Player 4 has Park Place, Baltic Avenue, Short Line RR. Number 9-Jump in the Middle All players start with $1000. Player 1 has the Dark Purples, Oranges, and Ventnor Avenue. Player 2 has the Light Blues, all the Railroads except Reading, Boardwalk, and Marvin Gardens. Player 3 has the Greens, St. Charles Place, Atlantic Avenue, Virginia Place, and Electric Company. Player 4 has the Reds, Reading RR, States Avenue, Water Works, Park Place. Number 10-Corner the Market All players start with $1500. Player 1 has Park Place, Boardwalk, Mediterranean Avenue, and Baltic Avenue. Player 2 has Vermont Avenue, Connecticut Avenue, St. Charles Place, Virginia Avenue and Electric Company. Player 3 has St. James Place, Tennessee Avenue, New York Avenue, and Kentucky Avenue. Player 4 has Atlantic Avenue, Ventnor Avenue, Marvin Gardens and Pacific Avenue. Number 11-Championship Game All players start with $1600. Player 1 has Pennsylvania Avenue, North Carolina Avenue, Pacific Avenue, St. Charles Avenue, Vermont Avenue, Baltic Avenue, and Pennsylvania RR. Player 2 has Atlantic Avenue Ventnor Avenue, Marvin Gardens, B&O RR, Virginia Avenue, Connecticut Avenue, and Water Works. Player 3 has Kentucky Avenue, Indiana Avenue, Illinois Avenue, Park Place, States Avenue, Electric Company, and Reading RR. Player 4 has St. James Place, Tennessee Avenue, New York Avenue, Boardwalk, Mediterranean Avenue, Short Line RR, and Oriental Avenue. Number 12-It's Not Fair All players start with $1500. NOTE: Player 1 has the advantage, so let the youngest or least experienced player be Player 1. Player 1 has Mediterranean Avenue with 1 Hotel, Baltic Avenue with 1 Hotel, Oriental Avenue, Vermont Avenue, Connecticut Avenue and all the Railroads. Player 2 has Pacific Avenue, North Carolina Avenue, Kentucky Avenue, New York Avenue, Ventnor Avenue and the Electric Company. Player 3 Indiana Avenue, Illinois Avenue, St. Charles Place, Tennessee Avenue, Atlantic Avenue, and Park Place. Player 4 has States Avenue, Virginia Avenue, Pennsylvania Avenue, St. James Place, Marvin Gardens, Boardwalk, and Water Works. Monopoly Playing the Game Use Up/Down to scroll text COMPUTER OPPONENTS: Elizabeth: The grande dame of Newport society, she earned her money the old-fashioned way--she inherited it. Tough as a battleship, and approximately the same weight, she's a tough opponent. Jeeves: For years an esteemed butler, he retired to Monaco on his earnings from stock market tips overheard at the mansion. He is vedy, vedy British, and even more devious. Amanda: A former flapper, she is quick with her money. She has always wanted the finer things in life...like a mansion on Park Place. Paulie: Always the butt of accusations of wrong-doings merely because of his crony, Capone, Paulie is really a good boy; as he is quick to point out, "You can't prove nothin'." After trading with him, count your fingers! Gary Cant: A smooth, debonair actor, Gary still harkens back to his middle class roots. He can be had in a trade; just play on his childhood memories. Betty Sue: Elizabeth's private secretary, she pays great attention to detail but often misses the big picture. Billy Bob: A good ole boy, he acquired his business sense in wildcat oil fields. Unfortunately, this doesn't always translate too well in real estate deals. Mary Anne: Head of the Department of Underachieving Matrons (DUM), she is full of big words and small thoughts. Buying and Auctioning Properties: To Buy: When your token lands on an unowned piece of real estate--with a "For Sale" sign--press A to buy it immediately. If you need to raise money to buy it, see "Mortgage". To view all of that property's Title Deed card information, press C. To Auction: If you don't want to buy the property, press B to send it to auction, where all players may participate if they wish. The auctioneer will run the auction and determine what the bids will be. To bid, use the D-Pad to move back and forth from player to player and to up the ante; the auctioneer sets each new bid. As soon as no one makes another bid, he will flash "Going, going, going..." If no one jumps in, it will be "SOLD!" to the highest bidder. Assets and Get Out of Jail Free: Assets: To find out everyone's' status at any particular time, press B to bring up the Assets screen and see: * Properties owned. * Cash levels. * "Get Out of Jail Free" card: If you drew one from Chance or Community Chest, it will show up here. Press any button to exit. To Get Out of Jail: You may... 1) Press A to roll the dice and try for doubles, OR 2) Use your Get Out of Jail Free card if you have one: Press C to bring up the Main Menu and select Get Out of Jail from the Sub-Menu, OR 3) If you don't have a card, pay $50: Press C to bring up the Main Menu and select the Get Out of Jail option. Main and Sub-Menus: Hit C to bring up the Main Menu. When the system asks who it is talking to, use the D-Pad to identify yourself. Press A. Use the D-Pad to move between options. Hit A to make your selection and bring up Sub-menus. Hit C when you are through. Buildings: NOTE: The number of Houses and Hotels left in the Bank and available for sale appears on the main screen at the beginning of each player's turn. Watch out for impending house/hotel shortages! To Buy and Sell Houses and Hotels: Press C to bring up the Main Menu, scroll to the Buildings option and press A; use the D-Pad to select the Buy Houses or Hotels option, and press A again. Use the D-Pad to view the Title Deed cards for the properties you own: When you reach the one you want, press A. To buy: On the next screen, use the D-Pad to enter the number of Houses or Hotels you want to buy. Press A to select. Press C to exit. To sell: Do the same, but select the Sell option and press A. If you're selling a Hotel, it will first be "converted" back into four Houses, which will be sold off evenly. NOTE: If you purchased more than one House, the system will automatically put the first one on the property you're on, then distribute the others evenly among the properties in that color group. If Anyone Else Wants to Build: At this point, other players may jump in and purchase Houses or Hotels for their own properties by pressing the B Button. This is very important if there is a potential building shortage. Each player indicates how many he/she wants. If there is a shortage, the system automatically starts an auction for each available building. The auction follows the usual procedure; the highest bidder wins. Mortgage: Press C to bring up the Main Menu, scroll to the Mortgage option and press A. Use the D-Pad to move to different properties you own and display their Title Deed cards; the mortgage value (50% of the property's worth) is displayed halfway down. Press the A Button to mortgage the property you stopped on. If you decide not to mortgage, press C to exit. NOTE: Before you can mortgage a property, you must sell any buildings on it back to the bank. To un-mortgage, select that option on the Sub-menu and follow the above procedure; press A to un-mortgage it. Your cash on hand will be debited for the value of the mortgage plus 10 percent interest. Trade: First, select Trade on the Main Menu and press A. Then, scroll to select the player you wish to trade with; press A to confirm. Next, point Rich Uncle's hand at a menu item and press A to select. Finally, put together your deal. Property: Use the D-Pad to scroll through your deeds and find one to offer. Press A to select it and make it part of your trade; you may press A again to un-select it if you want to change your offer. Keep scrolling and selecting until you've picked all the properties you want to offer. Hit C to return to the main Trade screen. Cash: Use the D-Pad arrows to enter the amount of your cash offer. Hit A to confirm your final cash offer. Point Rich Uncle at the other player's name, and repeat the above steps for the other half of the deal. Accept: Once an acceptable deal is set up, move Rich Uncle to Accept and press A, or use the D-Pad to further modify the offer. When the deal is to everyone's liking, each player in turn presses A to accept. Refuse: To refuse, press C--No Deal! NOTE: You can set up the deal for what you want to receive in a trade as well as what you are willing to offer. This is especially important when dealing with computer opponents. Follow the same steps above. Deeds: To look at all the deeds on the board, including who owns what, and to see what a property is worth, press C to bring up the Main Menu. Then scroll to Deeds and press A to select it. When the Title Deed is displayed, you will see the status: * Ownership of the property. * Number of Houses/Hotels and rent. * Mortgage/Un-mortgage status. The game board will also be displayed; it too indicates the status of each property. Use the D-pad to move to the property you want to review. Press C to exit. General: Timer: If you elected to play a short, timed game, this will tell you how much time you have left. Game Speed: To speed up or slow down the pace, select this option from the Sub-menu and press A. Use the D-Pad to move the arrow to the desired speed; hit A to confirm. Computerize: To change a Human player to a Computer player if somebody wants to leave the game, select this option. Once you have converted the player, you can't un-do the switch. Turn Order: To see the order of the players. End Game: To end the game for any reason, select this option. The Assets screen appears and shows who won. You may then turn off the unit. Monopoly Basic Rules Use Up/Down to scroll text These are the traditional and internationally accepted rules for the board game, plus certain tournament rules. The screen will indicate certain basic instructions as you proceed through a game. Object: To become the wealthiest player by buying, renting, and selling property. Preparation: Enter your name and pick a token on-screen. The system Banker automatically allots each player $1500 from the Bank and keeps track of all other equipment. Banker: The system will always act as Banker. The Bank: Besides its money, the Bank hold the Title Deed Cards and Houses and Hotels prior to purchase by the players. The Bank pays salaries and bonuses. The Bank sells and auctions properties and distributes their proper Title Deed cards, sells Houses and Hotels, and loans money when required on mortgages. The Bank collects all taxes, fines, loans and interest and will buy back Houses and Hotels (at half price). NOTE: All of these functions are performed automatically by the system. The Play: The system picks who goes first, and that player uses the A Button to "roll" the dice. The token is automatically moved that number of spaces along the board. After the play is completed, the turn passes to the next player. The tokens remain on the spaces occupied and proceed from that point on the player's next turn. One or more tokens may rest on the same space at the same time. Depending on which space your token reaches, you may be entitled to buy real estate or other properties, or obliged to pay rent, pay taxes, draw a Community Chest or Chance card, "Go to Jail," etc. If you throw doubles, move, then roll and move again. Go: Each time you land on or pass over "GO," the Bank pays you $200 "salary." This amount is added to your "account" and the new total automatically appears on-screen every time you begin your turn. Buying and Auctioning Property: Whenever you land on an unowned property, you may buy it from the Bank at its displayed price. If you don't want it, it will be auctioned, and the Banker will sell it to the highest bidder. Paying Rent: Whenever you land on property owned by another player, the owner "collects" rent from you in accordance with the information displayed on its Title Deed card. The system handles the whole transaction. If the property is mortgaged, no rent can be collected. It is an advantage to hold all Title Deeds in a color group (e.g. Boardwalk and Park Place) because the owner may then charge double rent for unimproved properties in that group. This rule applies to un-mortgaged properties even if another property in that color group is mortgaged. It is an even greater advantage to have Houses or Hotels on properties, because rents are much higher than for unimproved properties. Chance and Community Chest: Whenever you land on either of these spaces, the system gives instructions to follow--and automatically makes the appropriate move or handles any monetary transaction. Press A to proceed. The "Get Out of Jail Free" card is held in a player's "account"--and will show on his Assets screen--until needed. To use it, press Select. After being used, it is "returned" to the "pack." Income Tax: When you land on "Income Tax" you have two options: Estimate your tax at $200 and pay the Bank, or pay 10 percent of your total worth to the Bank. Your total worth is all your cash on hand, printed prices of mortgaged and un-mortgaged properties, and the cost price of all buildings you own. You must decide which option you want before you add up your total worth. Jail: You land in Jail when... 1) Your token lands on the "Go To Jail" space OR 2) You are allocated a card marked "Go To Jail," OR 3) You throw doubles three times in succession. If you are sent to Jail, you cannot collect $200 salary on that move since, regardless of where your token is on the board, you must go directly to Jail. Your turn ends when you're sent to Jail. If you are not sent to Jail but, in the ordinary course of play, you land on that space, you are "Just Visiting," you incur no penalty, and you move ahead in the usual manner on your next turn. You can get out of Jail if you... 1) Throw double on any of your next three turns; if you succeed in doing this, immediately move forward the number of spaces shown by your doubles throw. Even though you have thrown doubles, you do not take another turn, OR 2) Use a "Get Out of Jail Free" card if you have one, OR 3) Pay a fine of $50 before you throw the dice on either of your next two turns. If you do not throw doubles by your third turn, you must pay the $50 fine. You then get out of Jail and immediately move forward the number of spaces shown by your throw. Even when in Jail, you may buy or sell property, buy or sell buildings and collect rents. Free Parking: A player who lands on this space does not receive any money, property or reward of any kind. This is just a "free" resting place. Houses: When you own all the properties in a color group, you may buy Houses from the Bank and erect them evenly on those properties. If you buy one House, you may put it on any one property. The next House you buy must be erected on one of the unimproved properties of this or any other complete color group you may own. The price you pay the Bank for each House is shown on the Title Deed card for the property on which you erect the House. As owner, you can still collect double rent from any opponent who lands on the unimproved properties of your complete color group. You may buy and erect at any time as many Houses as your judgement and finances will allow. But you must build evenly, i.e. you cannot erect more than one House on any one property of any color group until you have built one House on every property of that group. You may then begin on the second row of Houses, and so on, up to a limit of four to a property. For example, you cannot build three Houses on one property if you have only one House on another property of that group. As you build evenly, you must also break down evenly if you sell Houses back to the Bank. Hotels: When you have four Houses on each property of a complete color group, you may buy a Hotel from the Bank and erect it on any property of that color group. The four Houses from that property are returned to the Bank, and you pay the price for the Hotel as shown on the screen. Only one Hotel may be erected on any one property. Building Shortage: When the Bank has no more Houses to sell, players wishing to build must wait for some player to turn back or sell Houses to the Bank before building. If there are a limited number of Houses and Hotels available and two or more players wish to buy more than the Bank has, the Houses or Hotels must be sold by auction to the highest bidder. Hotels take priority over Houses when bought or auctioned. Selling Property: Unimproved properties, railroads and utilities (but not buildings) may be sold to any player as a private transaction for any amount the owner can get. However, no property can be sold to another player if buildings are standing on any properties of that color group. Any buildings so located must be sold back to the Bank before the owner can sell any property of that color group. Houses and Hotels may be sold back to the Bank at any time for one half the price paid for them. All Houses on one color group may be sold one by one, evenly, in reverse of the manner in which they were erected. All Hotels on one color group may be sold at once or they may be sold one House at a time, evenly, in the reverse of the manner in which they were erected. Mortgages: Unimproved properties can be mortgaged through the Bank at any time. Before an improved property can be mortgaged, all the buildings on all the properties of its color group must be sold back to the Bank at half price. The mortgage value is displayed on each Title Deed card. No rent can be collected on the mortgaged properties or utilities, but rent can be collected on un-mortgaged properties in the same group. In order to lift the mortgage, you must pay the Bank the amount of the mortgage plus 10 percent interest. When all the properties of a color group are no longer mortgaged, you may begin to buy back Houses at full price. The player who mortgages property retains possession of it, and no other player may secure it by lifting the mortgage from the Bank. However, you may sell this mortgaged property to another player at any agreed price. The new owner has the option of lifting the mortgage at once by paying off the mortgage plus 10 percent interest to the Bank. If the new owner does not lift the mortgage at once, he/she must pay the Bank 10 percent interest upon buying the property, and if the mortgage is lifted later, must pay an additional 10 percent interest as well as the amount of the mortgage to the Bank. Bankruptcy: You are bankrupt when you own more than you can pay either to another player or to the Bank. If your debt is to another player, you turn over to that player all that you have of value and retire from the game. In the making of this settlement, if you own Houses or Hotels, you must return these to the Bank in exchange for one half the amount of money paid for them. This cash is given to the creditor. If you have mortgaged property, you also turn this property over to your creditor, but the new owner must at once pay the Bank the amount of interest on the loan, which is 10 percent of the value of the property. It is possible for the player collecting the debt to go bankrupt if the 10 percent cannot be paid. After paying up, the new owner may, at his/her option, pay the principal or hold the property until some later turn, at which time the mortgage may be lifted. Should you owe the Bank, instead of another player, more than you can pay (because of taxes or penalties) even by selling your buildings and mortgaging property, you must turn over all your assets to the Bank. The Bank immediately sells by auction all property so taken, except buildings. A bankrupt player must immediately retire from the game. The last player left in the game wins. Miscellaneous: Money can be loaned to a player only by the Bank, and then only by mortgaging property.

MONTANA2.O

Joe Montana Sportstalk Football II Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES

MOONWALK.O

Michael Jackson's Moonwalker Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES

MUSHA.O

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

MUTCHSP3.O

Mutant Chronicles: Doom Troopers Playmates To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME CHARACTERS BROWSE HELP FILES Mutant Chronicles: Doom Troopers Game Description Use Up/Down to scroll text ATTENTION: YOU ARE ONLY ALLOWED TO PLAY THE FIRST THREE LEVELS OF MUTANT CHRONICLES: DOOM TROOPERS ON THIS TEST DRIVE VERSION! A SLEEPING ENEMY AWAKES! You want the rush from taking on an army of mutated warriors single-handedly? Then you may have what it takes to make it as a Doomtrooper!!! Take on worlds infested with the mutated hordes of Dark Legion mutants and teach them the true meaning of fear! Join Mitch Hunter and Max Steiner as they take on the galaxy-blazing a trail of smoldering Dark Legionnaires in their onslaught to rid the human outposts of the deadly alien threat. Suit up as a Doomtrooper and get ready for the most action-packed combat you've ever seen! The world is counting on you-don't pass this one up! Mutant Chronicles: Doom Troopers Controller Functions Use Up/Down to scroll text ATTENTION: YOU ARE ONLY ALLOWED TO PLAY THE FIRST THREE LEVELS OF MUTANT CHRONICLES: DOOM TROOPERS ON THIS TEST DRIVE VERSION! Button A: * Activates either the jab or kick attack(depending on which character you choose). This is best achieved in close hand-to-hand combat situations only. Do not attempt this move when you are far from an enemy. Button B: * Fires all weaponry. As you advance through the levels, you will collect special weapons for your guns that are also triggered by pressing this button. Button C: * Press to jump. If you jump near a ledge that you can reach, you must direct the controller in the direction of the ledge to grab it and pull your character up. Start: * Pause/resume game D-Pad: * Move your character NOTE: When trying to climb down from a ledge, in Autoclimb Mode, let go of the control pad as soon as the character steps off the ledge. If you don't let go, he will grab onto an adjacent ledge. Mutant Chronicles: Doom Troopers Playing the Game Use Up/Down to scroll text ATTENTION: YOU ARE ONLY ALLOWED TO PLAY THE FIRST THREE LEVELS OF MUTANT CHRONICLES: DOOM TROOPERS ON THIS TEST DRIVE VERSION! THE MISSION OBJECTIVES Mitch and Max have their work cut out for them. They travel to planets in their solar system, looking to rid them of the Dark Legion infestations. Heavily armed and armored with state-of-the-art weaponry, the Doomtroopers are ready to kick some mutant butt! Mitch uses a modified CAR-24 close-assault rifle with a "Southpaw" rocket launching attachment. Max carries twin MP-105 machine pistols and a modified Gehenna Puker Flame-thrower which mounts under his wrists. By successfully completing increasingly different and dangerous missions, they come one step closer to defeating Algeroth, Dark Apostle of War & the Dark Technology. Defeat Algeroth and the war with the Dark Legion is over. Items Both soldiers can collect the following items as they blast across the battlefields. Each item adds either power to their arsenal or restores health to their life meter. Rocket Power-Up: Adds a limited supply of rockets to player's arsenal. Bullet Power-Up: Adds an extra supply of bullets to player. Health Power-Up: Restores full health to player. 1-Up Power-Up: Adds an extra life to the player. Continue Power-Up: Gives player an extra continue. WAR ON THE DISTANT PLANETS The Dark Legion has overrun the human bases established across the solar system and it's up to Mitch and Max to get them back. VENUS-This planet has been successfully terraformed into a lush jungle world that is now home to the tyrant Demnogonis-the Dark Apostle of Destruction. Climb raging waterfalls and blast your way through the dense vegetation to reach his unholy throne of bones, built from the skeletons of his numerous victims. MERCURY-The hottest planet(closest to the sun), is the new domain of Semal-the Dark Lord of Spite. Reeking with fetid pools of lava and dripping death from above, the terrain of Mercury is even more dangerous than Venus Semal wields incredible powers that your mere guns and rockets cannot crush. You must find a way to defeat him... PLUTO-Going from the extremes of heat to the depths of cold, you now grace the planet furthest from the sun. Pluto is known for a chilly reception. Rumor has it the Dark Legion terror known as Razide lives within the hidden fortress. You must penetrate deep within the ice caverns to locate the base's reactor and destroy it Remember to get out before the whole installation blows sky high with you still in it! NERO-The tenth planet of our solar system is the home world of the Dark Legion and the domain of Algeroth. Secreted deep in his Cathedral, Algeroth awaits all warriors with more weaponry and pure fire power than you have yet faced. Good luck, Doomtrooper, against this menace you're going to need it! SCORING The Level Summary Screen automatically appears when you complete each level. This screen provides you with the vital statistics of your character(s) and how well you scored. The summary includes: * The number of lives you have left. * The number of continues you have left. * The time it took you to complete the level. * Your score for that level. * Your score for the entire game. The scores you get for each level depend on your effectiveness as a Doomtrooper in ridding each region of the Mutant menace and for the number of bonuses you collected along the way. Mutant Chronicles: Doom Troopers Characters Use Up/Down to scroll text ATTENTION: YOU ARE ONLY ALLOWED TO PLAY THE FIRST THREE LEVELS OF MUTANT CHRONICLES: DOOM TROOPERS ON THIS TEST DRIVE VERSION! THE DOOMTROOPERS Mitch Hunter Planning to use it as a springboard to the world of high finance, Mitch signed on with the Capitol elite forces for a couple of years. Nine years passed, and the impact on the world Mitch wanted to make with a suit and tie is being made with battle armor instead. Mitch has an extreme personal code of honor and will refuse to do anything that conflicts with it. He is very charismatic, and almost always gets his way(even if his commanders don't always approve). Maximillian "Max" Steiner The son of an aristocratic Bauhaus family, he joined the air cavalry at an early age. He gained fame as one of the finest helo-pilots, but a scandal grounded him. He has earned just as strong a reputation on the ground as he had in the air. Both his background and demeanor are noble. Though not preachy about it, Max would never break a promise or the unwritten codes of combat. He is one of those people you instantly respect, a natural leader. THE FORCES OF THE DARK LEGION Legionnaire The Legionnaires make up the bulk of the Dark Legion's forces. They are the reanimated human dead of the battlefield, brought back to life by necro-technology. Their ghoulish twisted grins and glowing eyes are enough to strike fear into any soldier's heart. Their equipment and armor are the plunder of combat. The legionnaires are mindless zombies that act without any will of their own. They are slaves to the will of a commanding Nepharite or Dark Legion superior. Necromutant Necromutants are warriors transformed by the twisted science of the Dark Legion. Their bodies are perfectly adapted to combat. They are massively built, with broad shoulders and muscular arms. Their skin is the color of soot and their eyes are expressionless wells of darkness. Their veins pulsate with an unholy glow. Necromutants are the commanding officers of the Dark Legion. Followed by hordes of Legionnaires, they will fearlessly assault even the strongest fortifications. Razide A Razide is a hybrid collection of flesh, iron and stone. Unearthly organs connected by endless tubes pump dark liquids through the Razide's muscular body and send ripples across the skin. Razides tower over an average person and can crush stone with their bare hands. The Razide is a beast from another time and existence, impossibly strong and given a constitution beyond any man's. Under the command of a Nepharite or Centurion, Razides are the Dark Legion's support troops and fire power. Centurion Centurions are the special forces of the Dark Legion. They physically resemble Necromutants, but they often carry better weapons and equipment. Centurions are a superior form of Necromutant, a little more intelligent and imaginative. Their combat abilities are also better, and they are often used for special missions as well as commanding troops.

MUTHOCKY.O

Mutant League Hockey Electronic Arts To return to Now Playing, reset your adapter. FONCTIONS DU CONTR‘LEUR JOUER LE JEU JEUX SPECIAUX TRUCS ET ASTUCES PARCOURIR LES FICHIERS D'AIDE Mutant League Hockey Description du Jeu Use Up/Down to scroll text Du hockey pour ceux qui n'ont pas froid aux yeux! PrÈparez-vous ‡ assister au match de hockey le plus drÙle et sauvage qui soit! C'est vous qui contrÙlez ´Bones Jacksonª ou ´Maim Zitzskyª, prÍts tuer pour rÈcupÈrer la rondelle. Des bagarres comme vous n'en avez jamais vues! ContrÙlez les coups assenÈs par ´Mo Pukeª. Suivez les conseils tordants d'entraÓneurs assez bizarres comme ´McWhimpleª! Ce jeu est aussi palpitant qu'un vrai match de hockey, mais deux fois plus sanglant.  tes-vous prÍt pour une violente partie de hockey? Mais bien s˚r! Mutant League Hockey Fonctions du ContrÙleur Use Up/Down to scroll text SOMMAIRE DES COMMANDES Mise au jeu Appuyez sur A pour donner un coup de poing ‡ l'adversaire. Appuyez sur B + Bouton directionnel dans la direction vers laquelle vous voulez passer la rondelle. Appuyez sur le Bouton directionnel vers la rondelle pour la prendre. Attaque Appuyez sur A pour donner un coup de poing ou utiliser une arme. Appuyez sur B + Bouton directionnel pour contrÙler la direction vers laquelle vous voulez diriger la rondelle. Appuyez sur B (et gardez B enfoncÈ) pour lancer la rondelle. Appuyez sur C (une fois) + Bouton directionnel pour contrÙler la direction d'un lancer du poignet. Appuyez sur C (et gardez C enfoncÈ) + Bouton directionnel pour contrÙler la direction d'un lancer frappÈ. Le bouton directionnel contrÙle le porteur de la rondelle ou le joueur le plus prËs de la rondelle, lorsque c'est lui-mÍme qui la contrÙle. D…FENSE Appuyez sur A pour donner un coup de poing ou utiliser une arme. Appuyez sur A (et gardez A enfoncÈ) pour plonger. Appuyez sur B pour changer de joueur. Appuyez sur C (une fois) pour accÈlÈrer ou mettre un joueur en Èchec. Utilisez le bouton directionnel pour contrÙler la direction vers laquelle le joueur patine. GARDIEN DE BUT Sans la rondelle Appuyez sur A pour bloquer. Appuyez sur B pour choisir un autre joueur. Appuyez sur C pour cingler. Utilisez le bouton directionnel pour dÈplacer le gardien de but dans la surface de but. Avec la rondelle Appuyez sur A ou B pour passer. Appuyez sur C pour cingler. Utilisez le bouton directionnel pour dÈplacer le gardien de but dans la surface de but. BAGARRES Appuyez sur A pour bloquer le passage. Appuyez sur B ou C pour donner un coup de poing. Utilisez le bouton directionnel gauche/droite pour dÈplacer un joueur ‡ gauche ou ‡ droite. SAUTS Pour un saut automatique, l‚chez le bouton directionnel pendant le dÈplacement. Le joueur contrÙlÈ saute automatiquement par-dessus les obstacles. PAUSE/TEMPS MORT Appuyez sur ´STARTª pour une pause, sur B pour un temps mort. Seule l'Èquipe en possession de la rondelle peut demander un temps mort et ce, une seule fois par pÈriode. RALENTI Appuyez sur A pour rembobiner ou reculer. Appuyez sur B pour un plan fixe ou un ralenti. Appuyez sur C pour jouer. PARTIES AVEC PLUSIEURS JOUEURS ´Mutant League Hockeyª peut se jouer seul, ‡ deux, ‡ trois ou ‡ quatre. Pour 3 ou 4 joueurs, il est nÈcessaire d'avoir un adapteur ‡ quatre voies. Le systËme dÈtecte automatiquement la prÈsence de l'adapteur branchÈ sur le SEGA Genesis. Mutant League Hockey Jouer le Jeu Use Up/Down to scroll text JOUEURS ET PERSONNAGES Trolls Ce sont de grosses brutes trËs bÍtes. Elles ne vont pas bien vite, mais leurs tailles et leurs forces en font de bons joueurs de dÈfense. Robots ´Agiles mais fragilesª, voil‡ ce qu'en disent gÈnÈralement les recruteurs. Ils sont rapides et prÈcis, mais incapables de rÈsister aux coups. Trop de corps corps, ils ne sont plus bons que pour la ferraille. Squelettes Presque aussi rapides que les robots mais encore plus mÈchants. Ils n'ont pas peur des coups puisqu'ils sont dÈj‡ morts! POSITIONS DES JOUEURS Centre Ailier gauche Ailier droit DÈfenseur gauche DÈfenseur droit Gardien de but …CHELLE DE SANT… Lorsque l'option de rÈserve a ÈtÈ activÈe, on peut vÈrifier la santÈ d'un joueur gr‚ce ‡ l'Èchelle de santÈ. Il s'agit de la ligne jaune qui apparaÓt sous le joueur contrÙlÈ. On peut Ègalement vÈrifier la santÈ d'un joueur en activant son nom dans l'Ècran des rÈserves. Dans cet Ècran, l'image du joueur et son Èchelle de santÈ apparaissent ‡ gauche. Si le joueur n'a aucune Èchelle de santÈ, envoyez-le se reposer. Quand un joueur sur la glace voit sa santÈ diminuer, l'Èchelle passe du jaune au rouge. Plus elle est rouge, plus le joueur est prÍt ‡ rendre l'‚me. L'ARBITRE L'arbitre apparaÓt aprËs une faute. MÍme s'il peut dÈnoncer les infractions, il ne vaut guËre mieux que les autres puisqu'on peut l'acheter ou le tuer. L'ORGANISTE L'organiste est le gÈnie malin de ´Mutant League Hockeyª. Il apparaÓt pour lancer la rondelle lors des mises au jeu. GLYNDA ´Glynda Zamboniª est un Ènorme monstre en forme d'insecte qui ne pense qu'‡ manger. Elle rampe sur la glace entre les pÈriodes et pendant les temps d'arrÍt. Elle aspire les morceaux de chair des joueurs et autres bonnes choses. ´Crudy Candyª, premiËre dame de ´Mutant League Hockeyª, chevauche la ´Zamboniª pendant ses raids alimentaires. MISE AU JEU La mise au jeu se produit au dÈbut d'une pÈriode ou d'une partie: si la rondelle quitte la patinoire ou explose, pendant un jeu excitant ou aprËs un but, une bagarre ou une infraction: L'organiste fait tomber la rondelle pour commencer un jeu. Lorsque la rondelle tombe sur la glace, elle prend vie et on peut la capturer. Les centres de chaque Èquipe tentent d'attraper la rondelle en se dirigeant vers le but adverse. Il y a trois faÁons d'attraper la rondelle lors de la mise au jeu: - Appuyez sur B pour passer la rondelle ‡ un co-Èquipier. - DÈplacez le bouton directionnel vers la rondelle et tenter de l'attraper. - Appuyez sur A pour donner un coup de poing au centre adverse et le dÈsÈquilibrer lors de la mise au jeu. Certains centres sont plus coriaces et habiles que d'autres. Soyez bien conscient des forces et faiblesses de votre centre pour bien l'utiliser pendant la remise en jeu. PATINER Les commandes de patinage demeurent les mÍmes qu'on soit en attaque ou en dÈfense. DÈplacez le bouton directionnel vers la direction o˘ vous voulez faire patiner votre joueur. Pour arrÍter un joueur rapidement, dÈplacez le bouton directionnel dans la direction contraire prise par celui-ci. Par exemple: si le joueur patine vers la gauche, dÈplacez le bouton directionnel vers la droite pour l'arrÍter. SAUTS AUTOMATIQUES Pour faire sauter un joueur par-dessus un obstacle, rel‚chez le bouton directionnel tout juste avant que celui-ci ne l'atteigne et il sautera automatiquement. PASSES 1. DÈplacez le bouton directionnel vers la direction o˘ vous voulez diriger la rondelle. 2. Appuyez une fois sur B pour passer la rondelle. 3. Si vous arrivez ‡ passer la rondelle ‡ un joueur contrÙlÈ par l'ordinateur, celui-ci devient le porteur de rondelle et c'est vous qui prenez automatiquement le contrÙle de ce joueur. 4. Si vous ratez votre passe, la rondelle est libre et les deux Èquipes peuvent l'attraper. Vous pouvez choisir un autre joueur et le diriger manuellement vers la rondelle. Appuyez sur B pour choisir le joueur le plus pr s de la rondelle. Si vous oubliez un obstacle lorsque vous vous approchez et qu'il tente de faire une passe. Lorsqu'une rondelle touche un obstacle en fin de course, elle rebondit dans tous les sens.. L‚cher la rondelle Le porteur de rondelle peut l‚cher la rondelle et permettre ‡ un co-Èquipier d'en prendre possession. Pour ce, gardez B enfoncÈ. PASSES ENTRE CO-…QUIPIERS 1. DÈplacez le bouton directionnel vers le co-Èquipier qui doit recevoir la passe. 2. Appuyez sur B pour passer la rondelle. Si vous rÈussissez, votre co-Èquipier devient le porteur de rondelle jusqu'‡ ce qu'il fasse une passe, essaye de marquer un but ou perde la rondelle. ATTAQUE Vous contrÙlez le joueur qui patine sur des os entrecroisÈs. Si c'est lui qui a la rondelle, il est Ègalement dotÈ d'un cercle. Vous contrÙlez le joueur en possession de la rondelle lorsque vous jouez en attaque. ATTAQUE ¿ PLUSIEURS Dans une partie ‡ deux co-Èquipiers, un joueur contrÙle la rondelle, et l'autre joueur attaquant est dotÈ des mÍmes commandes qu'un dÈfenseur. Pointage On peut compter deux types de buts dans ´Mutant League Hockeyª. Buts ‡ un point : Un but normal vaut un point. Buts ‡ deux points : Un but marquÈ derriËre la ligne bleue vaut deux points. La ligne bleue se trouve entre la ligne de but et la ligne centrale. Elle dÈlimite la surface d'attaque pour l'Èquipe en possession de la rondelle. Nota : Si vous marquez un but dans votre propre filet, nous ne vous humilierons pas en identifiant votre joueur ‡ l'Ècran de pointage. LANCER ContrÙler un lancer Les filets comportent neuf zones o˘ on peut viser pour lancer la rondelle. DÈplacez le bouton directionnel dans n'importe quelle direction pour viser l'une de ces zones. Par exemple: dÈplacez le bouton directionnel vers la droite pour viser le cÙtÈ droit du filet. Si le bouton directionnel est centrÈ au moment du lancer, la rondelle glisse vers le centre du but. DÈplacez le bouton directionnel vers le haut pour un lancer haut, ou vers le bas pour un lancer bas. Types de lancer Il existe deux types de lancer : le lancer du poignet et le lancer frappÈ. Les lancers du poignet sont lents mais prÈcis. Ils sont plus efficaces prËs du but. Appuyez sur C rapidement pour un lancer du poignet. Les lancers frappÈs sont plus rapides mais moins efficaces. Ils sont plus efficaces vers l'arriËre de la zone d'attaque. Gardez C enfoncÈ pour un lancer frappÈ. Nota : Si la rondelle est lancÈe hors de la patinoire (dans la foule ou au fond d'un trou dans la glace) il y aura une nouvelle mise au jeu. UNE-DEUX Un une dans deux peut se faire entre deux co-Èquipiers : le joueur A, muni de la rondelle, la passe au joueur B qui la laisse rebondir sur son b‚ton dans le but de marquer un but sans en prendre possession. C'est une manoeuvre puissante, alors servez-vous en souvent. Pour faire une passe, appuyez sur B; dËs que le joueur a passÈ la rondelle, appuyez sur C. Lorsque deux joueurs dirigent une Èquipe, celui qui reÁoit la passe peut appuyer sur C pour compter le but. D…FENSE Changer de dÈfenseurs Pour changer le contrÙle du dÈfenseur le plus proche de la rondelle, appuyez sur le bouton B. Changer de dÈfenseurs entre co-Èquipiers Pour changer le contrÙle du dÈfenseur le plus proche de la rondelle, appuyez sur B. Le premier co-Èquipier ‡ appuyer sur B devient le joueur le plus prËs de la rondelle. Utiliser des armes Lorsque le joueur contrÙlÈ porte des armes, appuyez sur A pour les utiliser. Pour ramasser une arme qui traÓne sur la glace, patinez dessus. AccÈlÈration Si le dÈfenseur contrÙlÈ ne patine pas prËs d'autres joueurs, appuyez une fois sur C pour lui donner un surcroÓt de vitesse lui permettant de rattraper les autres. Mise en Èchec Si votre dÈfenseur est prËs d'un adversaire, appuyez sur C pour mettre ce dernier en Èchec. Il existe deux types de mises en Èchec automatique : Èpaule contre Èpaule ou obstruction corporelle. La technique adoptÈe dÈpend de la position de votre dÈfenseur par rapport ‡ l'adversaire. S'il lui fait face, il le pousse. S'il est ‡ cÙtÈ de lui, il le met en Èchec avec ses Èpaules. GARDIENS DE BUT Surface de but Le demi-cercle tracÈ devant chaque but s'appelle la surface de but. ContrÙle du gardien de but sans la rondelle Pour choisir votre gardien de but, s'il est le dÈfenseur le plus prËs de la rondelle, appuyez sur B. Pour bloquer un lancer au but, appuyez sur A. Pour cingler des opposants ‡ l'intÈrieur de la ligne de but, appuyez sur C. Pour dÈplacer le gardien de but derriËre la ligne de but, dÈplacez le bouton directionnel vers la direction o˘ vous voulez qu'il patine. Nota : Un gardien de but peut garder la rondelle s'il ne peut pas la remettre en jeu correctement. Dans ce cas, on arrÍte le jeu et il y a une mise au jeu. BAGARRES Les bagarres Èclatent au hasard au cours du match, mais surtout lorsqu'un exÈcuteur est sur la glace.Deux joueurs seulement peuvent se bagarrer ‡ la fois. Lorsqu'une bagarre commence, on passe ‡ l'Ècran des bagarres. L'Ècran montre les combattants face ‡ face ou de cÙtÈ. Toutes les bagarres ont une durÈe limitÈe. Elles peuvent se terminer de trois faÁons : DÈcision : Un des combattants est dÈclarÈ gagnant si la bagarre dure pendant le temps imparti. Knockout : Si l'un des combattants est mis hors combat, assommÈ ou est incapable de continuer la bagarre. Match nul : Les deux combattants ont assenÈ le mÍme nombre de coups ‡ l'expiration du dÈlai. Aucun ne gagne. COMMANDES DES BAGARRES Appuyez sur B ou sur C pour donner un coup de poing. Appuyez sur A pour bloquer un coup de poing. DÈplacez le bouton directionnel vers la droite ou vers la gauche pour dÈplacer votre combattant. Si l'option de punition est activÈe, les deux combattants sont punis aprËs la bagarre. Toutefois, le perdant passe plus de temps sur le banc de punition. Fiche des bagarres AprËs une bagarre, une fiche apparait et donne une description rapide en indiquant le nombre de coups donnÈs et reÁus ainsi que les blessures mineures comme, par exemple, les ongles cassÈs. INFRACTIONS ET PUNITIONS Si l'option de punition est activÈe, l'arbitre dÈnonce les infractions commises sur la glace (surtout contre votre adversaire si vous l'avez achetÈ). Si l'infraction a ÈtÈ commise par le joueur qui contrÙle la rondelle, l'arbitre ordonne un arrÍt. Le nom du joueur puni ainsi que l'infraction apparaissent ‡ l'Ècran des fautes pendant qu'il patine vers le banc de punition. Une remise en jeu a lieu dans la zone appropriÈe. Punitions retardÈes Si l'infraction a ÈtÈ commise par un joueur de l'Èquipe qui ne contr lait pas la rondelle, le joueur est informÈ de la punition lorsque l'arbitre apparaÓt. Le jeu continue jusqu'‡ ce qu'un joueur de l'Èquipe fautive touche la rondelle. ¿ ce moment, l'arbitre arrÍte le jeu et le joueur puni est envoyÈ en punition. On fait alors une mise au jeu. Si l'Èquipe du joueur puni ne reprend pas la rondelle avant que l'Èquipe adverse ne marque un but, la punition est annulÈe. Seules les fautes mineures font l'objet d'une punition retardÈe. Les fautes majeures sont punies immÈdiatement. Fautes mineures Les joueurs qui mÈritent une punition mineure doivent passer un petit moment sur le banc de punition. Cingler : Le fait de frapper un adversaire par derriËre avec son b‚ton afin de le gÍner ou de l'intimider. Force excessive : Cacher et utiliser des armes illÈgales sur la glace. Blessures : BrutalitÈ excessive l'endroit d'un adversaire. Attaquer le gardien de but : S'en prendre au gardien de but derriËre sa ligne de but. Fautes majeures Les joueurs qui commettent des fautes majeures doivent passer plus de temps en punition. ExÈcution : Provoquer la mort d'un adversaire. Bagarre : Se battre avec un autre joueur. Les deux joueurs sont punis, mais le perdant passe plus de temps en punition. BrutalitÈ : Attaquer le gardien de but adverse en vue de le blesser. Cette faute est sanctionnÈe lorsqu'une Èquipe a pour but de blesser ou de malmener le gardien de but adverse. Nota : ´Mutant League Hockeyª est un jeu violent et les arbitres n'imposent de pÈnalitÈs d'exÈcution ou de force excessive qu'en cas d'attaque vraiment trop brutale. INFRACTIONS DÈgagement interdit : Passer ou lancer la rondelle au-del‡ de la ligne rouge divisant la patinoire en deux, la ligne bleue de l'adversaire et la ligne de but rouge au bout de la patinoire, mais n'incluant pas la surface de but. Nota : Certaines patinoires de ´Mutant Leagueª ont des lignes de couleurs diffÈrentes, mais l'infraction demeure la mÍme. Si un joueur de l'Èquipe adverse touche la rondelle aprËs un dÈgagement interdit ou si le gardien de but de l'Èquipe dÈfendante touche la rondelle avant l'Èquipe attaquante, il n'y a pas d'infraction. Il n'y a pas de dÈgagement interdit lors d'un lancer au but, ou si l'Èquipe est en infÈrioritÈ numÈrique en raison de punitions ou de dÈcËs. AprËs avoir dÈnoncÈ un dÈgagement interdit, l'arbitre arrÍte le jeu et demande une remise en jeu dans la zone de dÈfense de l'Èquipe qui a commis l'infraction. GARDER LA RONDELLE Si le gardien de but garde la rondelle pendant plus de dix secondes, le jeu est arrÍtÈ et il y mise au jeu. BLESSURES Il arrive qu'un joueur prenne un coup dur et se torde de douleur sur la glace pendant quelques secondes. JEU DE PUISSANCE Lorsqu'une Èquipe a un joueur en moins en raison de punitions, il y a jeu de puissance. Le temps qu'il reste dans le jeu de puissance est affichÈ ‡ l'horloge. FORFAITS Les matches de ´Mutant League Hockeyª peuvent se terminer par un forfait. Une Èquipe dÈclare automatiquement forfait si elle a moins de deux joueurs et un gardien de but (ou filet diabolique) sur la glace. Les joueurs sont considÈrÈs comme non disponibles s'ils sont en punition, sous la glace ou morts. Les joueurs la santÈ fragiles demeurent tout de mÍme disponibles. Les forfaits sont plus courants lorsque l'indice de mort est fixÈ ‡ un niveau ÈlevÈ. ARMES L'utilisation d'armes (tron onneuses, haches, marteaux, etc.) est strictement contrÙlÈe dans ´Mutant League Hockeyª, on se demande bien pourquoi! Les joueurs autres que les exÈcuteurs qui se servent d'armes sur la glace risquent d'Ítre punis. Toutefois, il y a une lacune dans les rËgles: les joueurs ne doivent pas Ítre armÈs lorsqu'ils arrivent sur la glace, mais ils peuvent ramasser des armes au cours du match. Pour ramasser les armes jetÈes par la foule sur la glace, les joueurs doivent patiner dessus. Le joueur dÈj‡ armÈ qui patine sur une arme doit laisser tomber son arme pour en ramasser une autre. Lorsqu'un joueur quitte la glace et va s'asseoir sur le banc, il perd ses armes sauf s'il est un exÈcuteur. Appuyez sur A pour utiliser une arme. PI»CES DE MONNAIE Les spectateurs jettent parfois des piËces de monnaie sur la glace. Lorsqu'un joueur patine sur une piËce, il la ramasse. L'arbitre est alors automatiquement achetÈ et c'est l'Èquipe adverse qui recevra toutes les punitions. OSSEMENTS Les spectateurs jettent aussi des os sur la glace. Pour les ramasser, votre joueur doit patiner dessus. Os blancs : Pour amÈliorer les coups de poing et les mises en Èchec de votre joueur. Os rouges : Pour rendre toute sa santÈ ‡ votre joueur. Os noirs : Pour ralentir un joueur. FILETS DE BUT Filet standard C'est le filet ordinaire que tous les amateurs de hockey connaissent. Lancez la rondelle au-del‡ de la ligne de but et dans le filet pour marquer un but. Dans la ´Mutant Leagueª, les filets standard sont rÈservÈs aux Èquipes moins glorieuses et plus pauvres. Filet de bataille C'est un filet ÈmaillÈ de pointes acÈrÈes et de fil barbelÈ pouvant faire mal aux joueurs. Ces derniers perdent des vies s'ils traÓnent trop longtemps dans les parages. Filet diabolique C'est un filet vivant qui rÈagit aux conditions du jeu. Il est trËs utile si une Èquipe doit envoyer son gardien de but se reposer. Le filet diabolique ne peut pas Ítre utilisÈ en prÈsence d'un gardien de but. Le filet diabolique suit la rondelle lorsque l'Èquipe adverse se trouve dans son camp. Lorsque la rondelle pÈnËtre dans sa zone, la bouche du filet s'ouvre et se ferme ‡ toute vitesse et il devient difficile de marquer un but. Un filet diabolique dÈteste qu'on marque un but (peut-Ítre qu'il n'aime pas le go˚t de la rondelle); tout but le fera exploser et mourir. Il est alors automatiquement remplacÈ par un nouveau filet muni d'un gardien de but. Toutes les Èquipes ne disposent pas d'un filet diabolique. Pour voir si une Èquipe a un filet diabolique, vÈrifiez les attributs du gardien de but (si l'option ´RÈservesª est activÈe). Un filet diabolique peut Ítre mis et retirÈ du jeu tout comme un gardien de but. Il ne peut servir qu'‡ dÈfendre le cÙtÈ nord. R…SERVES Lorsque l'option ´RÈservesª est dÈsactivÈe, l'ordinateur se charge de remplacer les joueurs. Si cette option est activÈe, c'est vous qui envoyez les remplaÁants. On peut faire des remplacements dans les trois cas suivants : - Lorsqu'un joueur rend l'‚me. Il est automatiquement remplacÈ sans interruption du jeu. (L'ordinateur choisit le joueur de rÈserve ‡ envoyer; si aucun joueur de mÍme position n'est disponible, le meilleur joueur d'une autre position est automatiquement envoyÈ.) - ¿ partir du menu des options de pointage. - Pendant un temps mort. ¿ chaque position correspondent quatre joueurs : 1er choix, 2e choix, 3e choix ou rÈserve. En outre, chaque position autre que celle de gardien de but dispose d'un joueur supplÈmentaire. Le remplaÁant est choisi par l'ordinateur comme Ètant le meilleur pour cette position, mÍme si normalement il joue dans une autre position. Certains remplaÁants sont polyvalents et jouent trËs bien en diffÈrentes positions. Par consÈquent, si vous voyez un joueur comme ´Too Gruesomeª dans la liste des joueurs pour plusieurs positions diffÈrentes, c'est parce qu'il est capable de jouer aussi bien dans toutes ces positions. Si un remplaÁant arrive sur la glace, il ne figure plus sur la liste des joueurs pour sa position normale tant qu'il continue ‡ patiner. ENVOYER DES R…SERVES - Appuyez sur B dans le menu ´SCOREBOARD OPTIONSª. - Activez la position pour laquelle vous voulez un remplaÁant en dÈplaÁant le bouton directionnel vers le haut ou le bas. Appuyez sur A, B ou C lorsque la bonne position est mise en surbrillance. - Une liste des joueurs de rÈserve disponibles apparaÓt. Le joueur actuellement sur la glace figure en haut de la liste. Les joueurs qui ne sont pas disponibles parce qu'ils sont punis, sous la glace ou morts sont Ègalement identifiÈs. Utilisez le bouton directionnel pour mettre les diffÈrents joueurs en surbrillance. La barre de vies des joueurs, ainsi que leur numÈro et leur photo, apparaissent en surbrillance en haut ‡ gauche de l'Ècran; l'entraÓneur rÈsume la situation en critiquant souvent leur performance. - Lorsque le joueur que vous voulez utiliser est activÈ, appuyez sur A, B ou C. - Pour sortir de cet Ècran, appuyez sur ´STARTª. TEMPS MORT Les temps morts ne peuvent Ítre demandÈs que par l'Èquipe qui contrÙle la rondelle. On peut demander un temps mort par pÈriode. Tous les joueurs recouvrent alors la santÈ (si l'option ´RÈservesª est activÈe). Pour demander un temps mort : 1. Appuyez sur ´STARTª lorsque votre Èquipe contrÙle la rondelle. 2. Appuyez sur B pour demander un temps mort. Pendant le temps mort, l'Ècran de rÈserves et de jeux spÈciaux apparaÓt ‡ l'Ècran si l'option ´RÈservesª est activÈe. Dans le cas contraire, c'est l'Ècran des jeux spÈciaux qui apparaÓt. Mutant League Hockey Jeux Speciaux Use Up/Down to scroll text JEUX SP…CIAUX, JEUX VIOLENTS ET JEUX BLANCS Vous disposez de trois jeux spÈciaux, de trois jeux violents et d'un nombre illimitÈ de jeux blancs. On ne peut utiliser qu'UN jeu violent par pÈriode. Les jeux violents d'une Èquipe font partie des attributs mentionnÈs dans l'Ècran de description des Èquipes. Si une pÈriode prend fin sans que vous ayez utilisÈ votre jeu violent, vous la perdez, mais vous pourrez avoir un autre jeu violent lors de la prochaine pÈriode. PASSER DE L'…CRAN DE POINTAGE ¿ L'…CRAN DES JEUX VIOLENTS 1. Pour choisir un jeu violent, appuyez sur A. 2. Lorsque le jeu reprend, gardez A enfoncÈ pour activer le jeu violent lorsque votre Èquipe a pris possession de la rondelle. Lorsque vous utilisez un jeu violent, il est remplacÈ par un jeu blanc pendant le reste de la pÈriode. JEUX SP…CIAUX 1. Pour choisir un jeu spÈcial, dÈplacez le bouton directionnel vers le haut ou vers le bas pour activer le jeu spÈcial de votre choix, puis appuyez sur B. 2. Lorsque le jeu reprend, gardez A enfoncÈ pour activer le jeu spÈcial au moment o˘ votre Èquipe prend possession de la rondelle. Les trois jeux spÈciaux peuvent Ítre utilisÈs dans une pÈriode; ils sont immÈdiatement remplacÈs par un jeu blanc. JEUX BLANC Pour demander un jeu blanc, appuyez sur C. DESCRIPTIONS DES JEUX SP…CIAUX Pour activer un jeu spÈcial ou un jeu violent pendant un match, gardez A enfoncÈ jusqu'au coup de klaxon. Vous pouvez faire cela ‡ n'importe quel moment de la pÈriode pourvu que vous contrÙliez la rondelle. Dans certains cas, il faudra appuyer sur un autre bouton pour activer le jeu spÈcial. Arbitre corrompu L'arbitre corrompu donne la faveur ‡ l'Èquipe qui l'a achetÈ. Il n'impose aucune punition ‡ cette Èquipe, mais impose des punitions frÈquentes et souvent injustifiÈes ‡ l'Èquipe adverse. Pour acheter l'arbitre pendant le match, gardez A enfoncÈ jusqu'au coup de klaxon. Il ne suffit pas d'acheter l'arbitre pour garantir que l'autre Èquipe sera punie. Tous les arbitres ne sont pas corrompus. Massacrer l'arbitre Lorsqu'on active ce jeu spÈcial, tous les joueurs sur la glace (sauf le gardien de but) de cette Èquipe se dirigent vers l'arbitre pour le massacrer. C'est une bonne dÈfense contre un arbitre corrompu. Pour massacrer l'arbitre pendant le match, gardez A enfoncÈ jusqu'au coup de klaxon. Vos joueurs se dirigent immÈdiatement vers l'arbitre. La grande Èvasion Faites Èvader tous vos joueurs punis du banc de punition avant l'expiration du dÈlai de pÈnalitÈ. Pour faire Èvader vos joueurs ‡ n'importe quel moment, gardez A enfoncÈ jusqu'au coup de klaxon. Vos joueurs quitteront alors le banc de punition. DESCRIPTIONS DES JEUX VIOLENTS Chaque Èquipe a droit ‡ un jeu violent par pÈriode. Elle aura un jeu violent diffÈrent ‡ la pÈriode suivante. Si vous n'utilisez pas votre jeu violent pendant une pÈriode, vous le perdez; les jeux violent ne se cumulent pas. Rondelle explosive Une rondelle explosive saute lorsqu'un joueur ou gardien de but adverse la reÁoit aprËs une passe ou un lancer. C'est utile lorsque la rondelle est reprise par les adversaires. - Pour utiliser la rondelle explosive pendant le match, gardez A enfoncÈ jusqu'au coup de klaxon. Ensuite, passez ou lancez la rondelle ‡ l'Èquipe adverse et admirez la belle explosion. Rondelle roquette La rondelle file comme une roquette la premiËre fois qu'on la lance dans le filet. - Pour utiliser la rondelle roquette pendant le match, gardez A enfoncÈ jusqu'au coup de klaxon. - Appuyez sur C pour envoyer la rondelle ‡ toute vitesse dans le filet. MASSACRER LE GARDIEN DE BUT Tous les joueurs de l'Èquipe (sauf le gardien de but) sautent sur le gardien de but adverse pour le massacrer. - Pour massacrer le gardien de but pendant le match, gardez A enfoncÈ jusqu'au coup de klaxon. Vos joueurs se dirigent vers le gardien de but. - Le contrÙle du gardien de but revient automatiquement aux dÈfenseurs. Appuyez sur C pour cingler les attaquants. Nota : Ce jeu ne peut Ítre utilisÈ contre le filet diabolique (il faut marquer un but pour s'en dÈbarrasser). GARDIEN DE BUT F…ROCE Si un joueur s'approche du gardien de but fÈroce, le malheureux devra le payer cher. - Pour utiliser le gardien de but fÈroce pendant le match, gardez A enfoncÈ jusqu'au coup de klaxon. Votre gardien de but devient extrÍmement nerveux et susceptible. CONFUSION Les adversaires rÈagissent de fa on contraire aux instructions re ues du contrÙleur de l'adversaire. La confusion dure jusqu'‡ la fin du match. - Pour utiliser la confusion pendant le match, gardez A enfoncÈ jusqu'au coup de klaxon. FORCE ARM…E Tous vos joueurs reÁoivent des armes. - Pour utiliser la force armÈe pendant le match, gardez A enfoncÈ jusqu'au coup de klaxon. - Pour utiliser une arme, appuyez sur A. L'adversaire atteint par une arme perd de sa vitalitÈ et s'effondre sur la glace. La force armÈe dure jusqu'‡ la fin du match. C'est encore plus efficace avec le jeu spÈcial de l'arbitre corrompu. MOUFETTE Silencieux mais mortel. Le porteur de la rondelle a cinq chances de pÈter en direction des joueurs qui le poursuivent, les mettant hors course. - Pour utiliser la moufette pendant le match, gardez A enfoncÈ jusqu'au coup de klaxon. - Appuyez sur A pour pÈter. JEUX D'…QUIPE M…CHANTS ´Black Heartsª - Massacrer le gardien de but, gardien de but fÈroce, force armÈe ´Bruiser Botsª - Massacrer le gardien de but, rondelle explosive, force armÈe ´Chilly Liarª - Rondelle explosive, force armÈe, gardien de but fÈroce ´Darkstar Dragonª - Rondelle explosive, gardien de but fÈroce, force armÈe ´Deathskin Razorsª - Rondelle roquette, force armÈe, rondelle explosive ´The Derangersª - Gardien de but fÈroce, force armÈe, massacrer le gardien de but ´Galaxy Acesª - Gardien de but fÈroce, rondelle explosive, massacrer le gardien de but ´Ice Slashersª - Rondelle explosive, force armÈe, gardien de but fÈroce ´Lizard Kingzª - Rondelle roquette, massacrer le gardien de but, force armÈe ´Maniac AllStarsª - Massacrer le gardien de but, rondelle roquette, force armÈe ´Mighty Weeniesª - Confusion, force armÈe, rondelle explosive ´Montroyale Cadaversª - Force armÈe, confusion, massacrer le gardien de but ´Mutant Monstersª - Force armÈe, confusion, rondelle explosive ´Pucksucker Pukesª - Rondelle explosive, confusion, massacrer le gardien de but ´Screaming Evilsª - Force armÈe, confusion, gardien de but fÈroce ´The Shrimpsª - Force armÈe, confusion, rondelle explosive ´Slaycity Slayersª - Rondelle roquette, confusion, massacrer le gardien de but ´St. Mucus Oozeª - Rondelle explosive, confusion, massacrer le gardien de but ´Terminator Trolzª - Moufette, massacrer le gardien de but, force armÈe ´Toxic AllProsª - Force armÈe, rondelle explosive, massacrer le gardien de but ´Turbo Techiesª - Rondelle explosive, confusion, force armÈe ´War Slammersª - Gardien de but fÈroce, force armÈe, confusion JEU BLANC Faire semblant C'est le seul jeu blanc. Comme son nom l'indique, un jeu blanc ne fait rien. Il ne se passe rien, personne ne meurt, rien ne sent mauvais. Son objectif est d'inciter les adversaires ‡ penser que vous essayer de jouer un jeu malin. Et ils ont raison, sauf que rien ne se passe! Mutant League Hockey Trucs et Astuces Use Up/Down to scroll text RALENTI Pendant un arrÍt de jeu, ou dans l'Ècran de pointage, vous pouvez regarder au ralenti les derniËres secondes restantes de la partie enregistrÈe. 1. Sur la patinoire, appuyez sur ´STARTª pour arrÍter le jeu. 2. Lorsque l'Ècran de pause apparaÓt, appuyez sur A pour voir le match au ralenti. 3. La partie est automatiquement rembobinÈe aussi loin que possible. Le contrÙleur du ralenti se trouve en haut ‡ gauche de l'Ècran. - Appuyez sur C pour faire dÈfiler l'image ‡ vitesse normale. - Gardez B enfoncÈ pour la regarder au ralenti; appuyez une fois sur B pour regarder un arrÍt sur image. - Gardez A enfoncÈ pour rembobiner le ralenti; l‚chez A pour arrÍter de rembobiner. - Appuyez sur ´STARTª pour reprendre la partie. Pendant le ralenti, l'image suit toujours la rondelle ou le porteur de rondelle. ASTUCE : Pour Èviter les obstacles en patinant, l‚chez briËvement le bouton directionnel.

MYSTDEFN.O

Mystic Defender Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME MAGIC HINTS AND TIPS BROWSE HELP FILES Mystic Defender Game Description Use Up/Down to scroll text Evil is at it again! Zareth, the Devil's Disciple, has cooked up a fiendish plot to bring Zao back to life. Zao is the wickedest wizard in the universe. He is the Emperor of Evil! If he returns, his strength will be beyond imagination. He'll be able to conquer the world and make all things in it his evil slaves. You, Joe Yamato, are the only one with enough skill and power to stop Zareth. Get yourself to Zao's stronghold, Azuchi Castle, and hurry! The beautiful Alexandra is Zareth's prisoner there, and she is about to face a terrifying ordeal. Zareth plans to steal her soul in order to bring Zao back to life! Your road is treacherous, full of monsters and evil beings with surprising powers. No one knows what terrors you'll meet, or if you'll be able to survive. You begin the hardest challenge of your life. But you face it with something special-Magic! Mystic Defender Controller Functions Use Up/Down to scroll text D-Button: * Press up or down to move arrow on Start Game and Options screens. * Press right or left to change options on the Options screen. * Press right or left to make Joe walk right or left. * Press down to make Joe crouch. Start Button: * Press to start game. * Press to bypass the opening sequence. * Press to enter selections on the Options screen. * Press to pause game during play. Press again to resume play. Button A (Select Button): * Press to select your Magic. Button B (Shot Button): * Press to swirl or throw your Magic. When swirling Flame Magic, press the D-Button up and left or right to sweep through those directions. Button C (Jump Button): * Press to jump. During a jump, press the D-Button left or right to jump in either direction. Mystic Defender Playing the Game Use Up/Down to scroll text You are Joe Yamato, possessor of powerful Magic. You must battle your way to Azuchi Castle, facing hordes of fierce slimy creatures who will try to stop you any way they can! You must get into the Castle and destroy Zareth before he destroys Alexandra and resurrects the insanely criminal magician Zao, the Emperor of Evil! You start out carrying Psycho Magic. You gain other Magics as the battle goes on. Select your Magic by pressing your Select Button (Button A) and swirl or throw it by pressing the Shot Button (Button B). Press the Jump Button (Button C) to hurdle enemies and obstacles and to leap to high places. Press the Shot Button while jumping for high shots. Press the D-Button to aim your shots left, right, and high or low, and to twist and whirl while jumping. Survival! During battle you will be injured by enemy punches and weapons. You start each game with 3, 4, or 5 lives (depending on your setting) and 3 Life Packs per life. As you get injured, your Life Packs disappear. When all 3 Life Packs are gone, you lose a life. You will revive as long as you have lives left. When all your lives are gone, the game ends. During your skirmishes with the enemy, pick up bonus items that help you stay alive. Grab these items by running over them or springing up to snatch them from high places. Learn to climb by leaping and turning so you can reach all items. Strength (Blue): Increases your Life Pack by one box. Life: You gain another life. Power (Red): Speeds up the Power Bar so you can use your Magic more rapidly. This stays with you until you lose your current life. Mystic Defender Magic Use Up/Down to scroll text Magic: You are a feared warrior, thoroughly skilled in combat. Besides your fighting skills, you have 4 special weapons of extraordinary power. These weapons are Magic! You begin the battle carrying Psycho Magic. Other Magics appear as you push further into danger. The Magic on the far left of the Magic Pouch is the one you're using. To change Magics, press the Select Button until the one you want is on the far left. Hold down the Shot Button to increase the power of your Magic. The Power Bar starts to fill up. The fuller the Bar is when you release the Shot Button, the more destructive your Magic will be. All your weapons have different levels of destructive power. Psycho Magic: By mental concentration you form a ball of radiant power in your hands. The longer you concentrate (hold down the Shot Button) the larger the ball becomes. When the Power Bar is full the ball splits into 3 globes. Release the Shot Button to shatter your enemies with this Magic! Flame Magic: Appears at the end of Round 1. Concentrate to envelope yourself in a fiery cloud. Release the power to scorch your attackers with a long, hot flame. While shooting, press the D-Button left, right, and up to burn enemies all around you. Sonic Magic: Appears in Round 2. You hold 6 balls of power that fly in 6 directions at once, blasting the enemy to smithereens. At maximum power, 4 of the balls ricochet around the area, smashing into enemies with destructive force. Thunder Dragon Magic: Appears in Round 3. Concentrate to assume the unstoppable power of the Dragon. Release and burn all enemies on screen with flaming columns of power. Mystic Defender Hints and Tips Use Up/Down to scroll text Staying Alive! * Figure out which Magic is best for every skirmish-you have 4 different Magics for a reason. Be smart, and you'll succeed. * Work on your jump, turn and attack skills, and perfect your timing. Remember, you are a great warrior-and that takes practice! * Learn the shortcomings of your enemies, and how to destroy them quickly. Watch their moves and stalk them carefully. Rushing into new areas can be dangerous!

M_HOCKEY.O

Mario Lemieux Hockey Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME TEAM SKILLS HINTS AND TIPS BROWSE HELP FILES Mario Lemieux Hockey Game Description Use Up/Down to scroll text This is real hockey. And you do it all!!! Square off with Mario Lemieux as he comes towards you with a high stick. Pass up the boards to an open winger for the give-and-go. This crazy defenseman's on your back. But you unload a body-crushing check into the boards. He drops his gloves. It's a fight. He fires a roundhouse. You duck, jab, then uppercut. All in up-close, one-on-one action. This is real hockey, with all the trimmings. All the moves of the pros, including fights. From Sega. Mario Lemieux Hockey Controller Functions Use Up/Down to scroll text Directional Button: * Moves players right and left * Controls goalie in shoot-out Start Button: * Accepts settings * Begins play * Pause/Resume Button A: * Moves password cursor * Confirms selections Button C: * Accepts password character Mario Lemieux Hockey Playing the Game Use Up/Down to scroll text ON OFFENSE: * The Face Off: When the referee drops the puck, one of you will get control of the puck. * Getting Control of the Puck: When you're in position to swipe, the red lights at the bottom of the screen will turn green. TO HIT THE PUCK, press Button B at precisely the right time. Here are your offensive controls: * Directional Button: Skate: Aim pass or shot * A Button: Shoot, tap once for low, twice for high. * B Button: Pass; Request pass * C Button: Request control * Start Button: See Stats/Pause * Passing the Puck: You control the player with the circle under him. To switch control, press Button C. To pass the puck, hold down the D-Button in the direction you want to pass and press Button B. * Shooting: To shoot, skate towards the goal and press Button A when you think you have an opening. Remember to "aim" with the D-Button as you're pressing Button A. The puck target indicator lets you know if you're in line for a shot just as you're ready to make it. If the shot becomes blocked by the goalie or if you move out of position the arrow will disappear. FIGHTING: Players start out with different energy levels depending on their "Power" level. Here are the fighting moves: * Directional Button: Moves fighter * A Button: Jab * B Button: Roundhouse * C Button: Uppercut * A+B Buttons: Low blow. * B+C Buttons: Another low blow. As you punch and get punched, you lose energy. Keep your eye on the energy meter and try to avoid getting drained. Defend yourself, and make every punch count. Make sure you're the right distance away from your opponent for the most effective punches. Some punches, like jabs, are more effective from a bit farther back. Other punches, like uppercuts, are more effective when you're right in the guy's face. ON THE DEFENSE: Whenever you lose possession of the puck, you're on the defense. When you're on defense you can skate the guy you're controlling anywhere. Even off the screen! Change control of your player in defense by pressing Button C. Here are your other defensive moves: * Directional Button: Moves player; Directs goalie pass. * A Button: Checks opponent; Swings stick if penalty box full. * B Button: Makes Goalie pass. * C Button: Switch player control Note: If you chase the puck or double-team an opponent, you will be leaving a man open and unguarded unless, of course, the other guys have players in the penalty box. Also, if the goalie holds the pass too long, he'll get a "Goalie Holding Puck" Penalty resulting in a face-off. * Fighting Penalties: If you win, you stay in the game. If you lose, you must go to the penalty box. Sometimes you both have to go. * Checking: To "check" an opponent, get close to him and press Button A. Once you check your opponent he'll drop to the ice. But don't be surprised if he goes after you. Or if the ref calls a penalty on you. Note: You can't "check" a goalie or a referee. And whenever two men are already in the penalty box, you won't be able to check. CHANGING LINES: Just like in real hockey, you can rotate your lines with fresh defenders when the ones on the ice get tired. * Green means fully rested. * Yellow is somewhat rested. * Red means getting tired. You can change lines any time during gameplay. But the best time to change lines is when there's a stoppage. However, you can't do this in the BEGINNER LEVEL. * To change the forwards, press Buttons A and B together. * To change the defensive lines, press Buttons B and C together. * Penalties: You will never have more than 2 men in the penalty box at one time. If there are already two men in, you can't check or fight. When opponent's skaters are in the penalty box, you have a distinct advantage. When their times are "up," each player from the penalty box will automatically return to play. Here's how long each type of penalty is: PENALTY TIME Checking Opponent 2 minutes Losing a Fight 3 minutes Losing a draw 3 minutes (each) Delay of Game 2 minutes Tripping 2 minutes Slashing 2 minutes Roughing 2 minutes Mario Lemieux Hockey Team Skills Use Up/Down to scroll text Once you choose all your options and changes and press the Start Button, the Team Skills screen will appear. Press Button A repeatedly to cycle through "Balanced Skills" set-ups. Press Button B repeatedly to cycle through "Progressive Skills" set-ups Press Button C to set the skills to the default mode. Here's how it works: The skill level of each team is based on six categories (each is given a rating from 1 to 5): * Shooting * Speed * Power * Defense * Passing * Goalie Shooting: The better the shooting skills, the more likely shots will beat the goalie. As shooting goes up, "tough guy" power drops. Power: A team's physical strength. Power teams check harder and have higher energy levels, increasing their fighting ability. Mario Lemieux Hockey Hints and Tips Use Up/Down to scroll text On Offense: When you gain possession of the puck, head towards the opponents goal. The puck moves faster than you so pass ahead to one of your teammates. Be careful not to pass across the opponents Blue Line or it will be Offsides (Pro rules only). Once across the blue line, hit Button A to shoot at the goal (hit Button A twice for a high shot). Keep going towards the goal after the shot because it may bounce off the goalie, and you can retrieve it and take another shot. If the goalie grabs the puck, circle around the area pressing Button A to knock down anybody in your way. The goalie has to pass out the puck or a penalty will be charged. If you're near the goalie, grab the puck and shoot or pass it to the other side and shoot. When shooting at the goal, make sure you aim your shot away from the goalie. On Defense: Once the opponent has the puck, hit Button C to become the closest player to the puck. The puck moves faster than you can skate. So pass as often as you can. Hit Button A as you come in contact with the opponent to knock him down and steal the puck. Be careful, this is how you get to the penalty box or get in a fight. As you follow the opponent back towards your goal, move back and forth towards him. Doing this will allow you to get closer as he decides which way your going. If the player takes a shot, your goalie will do his best to stop the shot. If he catches it, wait until one of your men is open, then hit Button B to pass to the open player. Be careful, because the opponent will try to steal it. If the goalie can't catch it, you need to have a defenseman close to pick it up or hit it away by pressing Button A. *** SECRET CODE *** To get black ice, enter the password CEMENTBLADES. Press Start and the screen will say "Bad Password". Move the cursor to Cancel and press the Start Button. Choose Exhibition or Tournament games and start the game. The ice will be black! *** SECRET PASSWORD *** To be able to change any of your team skills, enter the password ABRACADABRA2. Again, press the Start Button and you'll get the "Bad Password" message. Highlight Cancel and press Start. Choose your game (Exhibition or Tournament) and select your teams. At the "Today's Matchup" Screen, use UP and DOWN to cycle through team skills. When you've selected a team skill, press Buttons A or B to change the skill. Press Start to begin the game.

NCAAFBAL.O

NCAA Football Mindscape To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME NCAA OPTIONS HINTS AND TIPS BROWSE HELP FILES NCAA Football Game Description Use Up/Down to scroll text It's football time again. Choose from your favorite college teams to win the NCAA Championship. With more moves and more action, NCAA brings back the excitement of college football right to you! NCAA Football Controller Functions Use Up/Down to scroll text GAME CONTROLS To take the field and rough it up here are your NCAA Football controls: SETUP: UP, DOWN, LEFT, RIGHT Use the D-Pad to scroll up and down through the selections on the options screens, right and left through game variables like quarter length and weather conditions and up and down through the plays of the playbook (3 at a time). OFFENSE AND DEFENSE: Use the D-Pad to guide the movement of the player under your control. START Press to confirm selected options and move on; during a game, press to pause and resume play. When setting up a play, press start to confirm selection options and move on; during a game, press start to pause and resume play. Use the A,B, and C Buttons as follows: OFFENSE(Ball Carrier) BEFORE THE SNAP B BUTTON: *Snap the ball C BUTTON: *Fake snap call QB BEFORE PASSING A BUTTON: *Pass to selected receiver B BUTTON: *Change the selected receiver C BUTTON: *Dive IN PLAY A BUTTON: *Lateral if available or spin move B BUTTON: *High step C BUTTON: *Dive OFFENSE(teammate) BEFORE OR AFTER THE SNAP A BUTTON: *Reverse cycle through players B BUTTON: *Cycle through players C BUTTON: *Dive DEFENSE BEFORE THE SNAP A BUTTON: *Reverse cycle through players B BUTTON: *Cycle through players C BUTTON: *Dive IN PLAY B BUTTON: *Choose player closest to ball NCAA Football Playing the Game Use Up/Down to scroll text SPIN Pressing the A Button when you're the ball carrier causes you to spin. (Note: The only time this will not work is when you are the QB (he'll pitch the ball). MULTI PLAYER GAME The person who presses the B button first takes control of the player closest to the ball and the person who presses B Button second takes control of the player who is second closest to the ball. If the pass or pitch is made to a player not controlled by the second user, it will give control of the new ball carrier to the owner of the previous carrier. SETTING UP FOR PLAY To get set for NCAA Football action, you make a quick series of choices about the kind of competition you're up for, what team you want to take on, and so forth. Here's how to set up for play, organized by the heading on each menu of choices you'll see. GAME OPTIONS The GAME OPTIONS screen lets you choose EXHIBITION, TOURNAMENT or CONTINUE PLAYOFFS mode. Use the control pad up and press START or Button A, Button B or Button C. EXHIBITION competition consists of just one game with two teams of your choice for 1-4 players. Use the control pad to scroll through the teams. Hit start to select a Team. Select a Home Team and then a Visiting Team. In TOURNAMENT play, you take a team of your choice through a grueling single-elimination tournament involving 16 teams in all. You can choose any of 16 collegiate powerhouse teams from the last four decades-the 60s,70s,80s,or 90s-or set up your own "Sweaty Sixteen." Use your up and down control pad buttons to highlight the "BEST OF" from the decades you want, or choose USER SPECIFIED to create your own tournament field. Press START to confirm your choice. If you've chosen a decade, you'll next see the field of teams on a SELECT TEAM screen. Press the D-pad and highlight the one you want to control, then press START. You'll see your team in the tournament elimination diagram, that appears, above or below the team you face next. You can scroll right and left through the elimination diagram, pressing the D-Pad left and right. Press START when you're ready to begin play, and go to the TODAY'S MATCHUP screen, where you can select the quarter length for the game, just as in EXHIBITION play. TODAY'S MATCHUP On this menu, you specify the length of each quarter in the game to be played, and the weather conditions under which the game will be played (EXHIBITION play only). Use the D-Pad to highlight your choices, and press START to confirm them and go on. PLAYER SELECTION On this screen, you assign controllers to each of the two teams slated to play. You can assign two controllers per team. If only one player is playing, the Genesis will control the other team. Use the D-pad to select the controller to be assigned, and to. When you're finished, press START. NCAA Football NCAA options Use Up/Down to scroll text GAME OPTIONS Between plays, you can press START to go to a GAME OPTIONS screen that gives you the following choices. Press the D-Pad up and down to scroll through them, then press Buttons A, B, or C to select the one that's highlighted. CALL TIMEOUT Highlight "CALL TIMEOUT" and press the A,B,or C Buttons when you return to the PLAY SELECT screen. You will have 25 seconds to select your next play. When the game is paused, you may press Button A to call a time-out. CONTROLLER STATISTICS It allows you to see a breakdown of stats-such as yardage and tackles-for up to 4 controllers. GAME STATISTICS In addition to the score, this shows you each team's time of possession, first downs, total yards, rushing and passing yards, plus average gain, longest gain, and so forth. INSTANT REPLAY Select this to watch a replay of the play just completed. Instant replays can be a great learning tool, allowing you to study how you executed a play, why it worked or didn't work, how the other team played it, and so forth. When you go to a instant replay, use Buttons A, B, or C as "VCR style" controls, Press A to rewind, B to step by step frame, and C to play. END GAME Once you've completed a won tournament game it will automatically be saved for you. The next time you go into the game a Continue Tournament option will appear on the main menu. NCAA Football Hints and Tips Use Up/Down to scroll text ON THE GRIDIRON NCAA Football is easy to play and tough to master! THE KICKOFF When your team is kicking off, press and hold Button B until you reach the power you want. Release Button B. Hit Button B again to mark the angle of the kick. THE PLAYER UNDER CONTROL The player under control is highlighted by a colored disk under his feet on screen. At the start of each play, the quarterback is automatically defined as the player under the control on offense. The default defensive player differs with each defensive type. As detailed under "GAME CONTROLS," you can change the player under your control during plays, both on offense and on defense. It will switch between players slower if more than one person is trying switch at once. Let the first player press switch and so on. SELECTING PLAYS After each kick-off, play from scrimmage, change of possession, and touchdown, players on both offense and defense get to select a play from the playbook. The computer will choose a default play for you(if you run out of time). You have as long as the play clock has left if you are offense. If you are defense, you have 5 after the offense chooses a play, or the computer will choose for you. When 2 players are together, the controller that is listed first in the controller assignment screen will select plays. The playbook appears on the screen, showing three plays for each team, each labeled according to the button pressed to select it: Button A,B,or C. Press the D-Pad to scroll through more sets of three plays in the playbook, and press Buttons A, B, or C to select the one you want when it's on the screen. THE PLAY CLOCK During play, the play clock in the upper left or right corner of the screen shows the time left in the quarter and, below that, the time left on the play clock before a delay of game penalty will be incurred. THE "RADAR SCREEN" WINDOW Press START then button C to pause the game and you will see the stopped clock and instructions to press the C button to turn the radar screen window on and off. Appearing in the upper left or right corner of the screen (in the backfield of the defense), the radar screen shows you a bird's-eye view of every player on the field. It's a handy device on plays that are-or might become-spread out over a large part of the field, such as kick-offs, punts and long pass plays. THE YARDAGE GAUGE The yardage gauge appears between plays from scrimmage, to show a description of the last play, penalties, etc.

NCAAFIN4.O

NCAA Final Four Basketball Mindscape To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME NCAA RULES HINTS AND TIPS BROWSE HELP FILES NCAA Final Four Basketball Game Description Use Up/Down to scroll text It's hoops time again. Choose from your favorite college teams to win the NCAA Championship. With more moves and more action, NCAA brings back the excitement of college basketball right to you! Choose from exhibition, tournament, or even practice modes to perfect your shooting game. So get ready for the action! NCAA Final Four Basketball Controller Functions Use Up/Down to scroll text GAME CONTROLS OFFENSE- WITH THE BALL Shoot: C Button Dunk/Lay-up: B Button + C Button Press and hold the B Button, then press and hold the C Button. Your player must be within the 3 point line and at least 10 feet from the basket to execute this move. To practice this move, go to Practice, stand above the free throw line, face the hoop and execute a dunk. Pass: A Button Press and hold the A Button and a target will appear over the default pass receiver. While holding the A Button, press the D-Pad to change receivers. When the teammate you've selected has the ball over his head, release the A Button and you will pass the ball. Overhead Pass: B Button + A Button Raise the ball over your player's head by pressing and holding the B Button then pressing the A Button. You may have to press the B + A combo a second time to get the ball overhead. The first press will only pick up the dribble if dribbling. Release the two buttons, then press and hold the A Button and you will enter the Pass mode. Use the D-Pad to select the receiver, then press the B Button. Release the B Button and A Button simultaneously to pass. NOTE: This is a very important part of the half court offense as chest-level passes are easily intercepted in a half-court set. Bounce Pass: A Button + B Button Press and hold the A Button to enter the Pass mode. Press and release the A Button and B Button simultaneously to bounce the pass. SPECIAL PASSING NOTE: When you are in Pass mode and want to cancel the pass, tap the C Button quickly. Turbo Run: B Button + D-Pad While running, press and hold the B Button and your player will accelerate after running one or two steps. D Pad: Press the D-Pad in the direction you want to run. NOTE: The game will not allow players to double dribble. OFFENSE-WITHOUT THE BALL Jump/Rebound: C Button Turbo/Shift: B Button Hands Up to Receive Pass: B Button + A Button Switch Players: B Button + C Button DEFENSE Steal: A Button When your player is near an opponent with the ball, press the A Button to steal the ball. Be careful, you may foul him. Hands Up: B Button + A Button Press and hold the B Button, then press and hold the A Button. This move is valuable for rebounding and stealing lob passes. Jump/Rebound: C Button When your player is near an opponent, press the C Button to jump and block his shot or pass. Switch to Player Closest to Ball: B Button + C Button Intentional Foul: A Button + B Button + C Button When using a 6-Button control pad, you will be able to use the following controls: Change players: X Button To switch the player that you control, press the X Button. Player Identification: Y Button Press the Y Button to see the player Identification symbol over your player's head. Intentional Foul: Z Button NOTE: You will not need to use the Mode Button to play this game. USING A MULTI-PLAYER ADAPTER Up to 5 players can play at the same time using a Sega Team Player or other multi-player adapter. For 5 player capability, plug in the control cable on your multi-player into port number 2 on Genesis. Then plug your fifth controller into the number 1 port on your Genesis machine. In Exhibition game, the players may all be on one team and play against the CPU or play against each other on two teams. In Tournament Game, all human players must be on the same team. In games with 2 to 4 human players on one team, if CPU gets the ball, then the human player closest to the ball controls that player. You will be assigned a Control Pad color in the Initials Entry screen(see Initials Entry). This color will appear above your player's head when you press the B Button(or Y Button using a 6-Button Control Pad) for Player Identification. To set up the Team Player or other multi-player adapter, follow the instructions that came with it. NCAA Final Four Basketball Playing the Game Use Up/Down to scroll text LINEUP SELECTION You'll see your initials next to the team you'll control. Your team is made up of the following: P: Point Guard G: Guard S: Small Forward F: Power Forward C: Center To change your default lineup, press the D-Pad Up/Down to move the basketball to a player's name, then press the D-Pad Left/Right to substitute the player. NOTE: You may also change your team's line-up during half-time or during time-outs. SPECIAL NOTE: You may substitute a player who plays a different position into an available slot. Substituting players who are not playing the correct position will probably not hurt you on defense, and may help you on offense even though the player is playing out of position. Press the Start Button to begin playing. REPLAY Pressing the A Button when the game is paused takes you into Replay mode. The Replay mode memory is cleared when the shot clock hits 28 seconds. To see the replay, press the D-Pad Right. If you want to see the replay again, press the D-Pad Left to rewind then press the D-Pad Right. To pause the replay while you are watching it, press the A Button. For a Slomo(Slow Motion) Replay, press and hold the B Button. Press the START Button to exit Replay mode. TIME-OUT A time-out may be called if the clock is stopped and opposing team is not throwing the ball in or if the player's team has possession of the ball. Taking a time-out brings up the Lineup screen. Each team gets 3 time-outs per half. SELECT LINEUP CONTROLS Turn Initials On/Off Press the C Button to turn a human player's initials On/Off. NOTE: Any controller can turn another controller OFF, but a controller can only turn itself ON. Move Initials to a New Player Position Press the C Button then press the D-Pad Up/Down to move the basketball to a different player. Press the C Button again to select. Player Info Screen Press the B Button to view statistics on a selected player. Edit Player's Name Once you are in the Player Info screen, press the A Button to edit through available characters and press the D-Pad Left/Right to move the cursor. Press the A Button again to confirm the name change then press the Start Button to return to the Player Info screen. Select Defense Screen Press the B Button and A Button to view the Select Defense screen. Any defensive changes will not be implemented if the ball is already in the front court, but they will be in effect the next time the team is down court. You may choose from a number of formations. Press the D-Pad Up/Down to select a team(Exhibition Game only), then press the D-Pad Left/Right to choose the defense. Choose from: Man-on Man. Half Court Man-on Man, Full Court Zone, Half Court Zone, Full Court Pressure, Half Court Pressure, Full Court Press Start Button to exit. Game Stats Screen Press the A Button to view the Game Stats screen which tells you how well your team is doing. The following categories are available: Pt-Points Scored Sh%-Shooting Percentage Re-Rebounds St-Steals Fl-Fouls Committed Mi-Minutes Played Fa-Fatigue Factor(how tired your player is) When you are finished reviewing the Game Stats, press any Button to continue. PLAYING THE GAME NCAA Final Four Basketball is a completely accurate basketball simulation. Like a real player, you should practice as much as you can so you know how to maneuver around the court before you head to the Tournament. NOTE: On an inbound play, the CPU will take control of the human-controlled inbounder. When the CPU takes control, you will see an Al over the inbounder's head. PRACTICE MODE In Practice Mode, you can learn the controls and practice all of your moves before you start playing a game against another team. All the controls you'll need are displayed on the Help Screen. If you need help remembering what a control does, press the Start Button at any time to view the Help screen. In Practice mode, only two players are on a completely clear full court with one ball. If only one controller is detected, the second player will be controlled by the CPU. If two or more controllers are detected, there is one player for each controller. To begin practicing, press the START Button. Press the C Button to return to the Game Menu. PASSING Chest High Passing- When you're wide open and there's no danger of an opponent stealing the ball, press the A Button for a chest high pass. Overhead Passes- The only way to go in half-court offense! To make an overhead pass, press the B Button, hold it down and press the A Button. Bounce Passes- Press the B Button while holding the A Button and your player will make a bounce pass. NOTE: Press the D-Pad Right/Left/Up/Down to choose a player to receive your pass. The player will be designated by a target over his head. For 6-Button Controllers, once in pass mode, press the X Button to exit pass mode while holding the A Button. CATCHING Just like a real basketball game, human-controlled players need to face the ball to receive a pass. If the receiver is on the run, he will catch the ball without facing it. Otherwise, the ball will peg him in the head. SHOOTING AND JUMPING Press the C Button to shoot or jump. Slam dunks are the best reward you can get! To slam dunk, when your player is right by the free throw line, press and hold the B Button then press the C Button. You'll see your player grab the rim and slam the ball in. PICKING YOUR PLAYER UP When your guy gets knocked down, press any button to get him back up and playing. To exit Practice mode, press the Start Button to go to the Help screen, then press the C Button to return to the Game Menu. FREE THROW MODE In Free Throw mode, grab the ball and make as many free throws as you can. You're free to shoot whenever you want-there's no shot clock counting down the seconds and there's no opponent breathing down your back. Press the C Button to shoot. You can practice centering the arrow during the shooting motion by pressing the D-Pad Left/Right immediately after shooting. You may adjust the Free throw Shooting percentage between to 32% and 95% by pressing the D-Pad Up/Down/ The arrow will move faster for lower percentages and slower for higher ones. NOTE: The Intentional Miss(pressing the B Button) move will work, but it doesn't help when you are practicing. EXHIBITION GAME Practice playing against another team in Exhibition Game. Choose a strong team and try playing against a weaker opponent to continue to practice your moves. Choose Exhibition Game, select your team and your opponent, enter your initials, then select your lineup. Press the Start Button to begin the game. HINT: Exhibition Game is a great place to practice substitutions. NEW TOURNAMENT Now, you're ready for the real excitement! Make your way through the ranks from the first round of Regionals all the way to the Final Four. To start a New Tournament, choose New Tournament, then select a team. Next, you'll see whom your team will play in the first regional matchup. To view all the Tournament brackets, press the A Button in the Tournament Field screen, then use the A Button to cycle through Tournament bracket screens. Press the Start Button to exit. Enter your initials, then select your team's lineup. Press the Start Button to begin the game. At half-time and at the end of the game you'll see the Leading Scorers Screen which will tell you who scored the most points for your team as well as the opposition. Press the Start Button to see a more detailed breakdown of the scoring. You will be able to continue this Tournament until you lose a game or until you choose New Tournament in the Game Options menu. Only one Tournament is saved at a time. If New Tournament is chosen in the Game Menu, the Tournament is erased unless you immediately choose to return to the Game Menu. If power is interrupted or a reset occurs during a Tournament game before the game is saved, it will be lost. RESUMING A SAVED TOURNAMENT To resume a Tournament in progress, choose Tournament in the Game Options menu. You will then go right into your most recently started Tournament. Press the C Button to return to the Game Menu. NCAA Final Four Basketball NCAA Rules Use Up/Down to scroll text NCAA RULES Game Play The game is played in two halves and five minute overtime periods. Time-outs Each team is granted three time-outs per half and one extra per overtime period. Unused time-outs are rolled over to the next period, so a team could use two in the game and three in overtime. Scorer's Horn The Scorer's Horn sounds in this game. Starting The Game Clock The clock starts on an in-bounds play when: 1) a player on the court touches the ball 2) the ball is touched after a free throw is missed and no more are to be shot 3) the ball is thrown in and touches a player after a made free throw 4) a jump ball is controlled by a player Stopping The Game Clock The clock stops when: 1) there is a time-out called 2) the ball goes out-of-bounds 3) there is a foul or violation 4) a basket is made in the last 60 seconds of play Shot Clock The shot clock is placed above the backboards and allows the team with the ball 35 seconds to shoot and hit the rim or make a basket. A buzzer will sound when the shot clock has expired. If a shot is in the air when the buzzer sounds and it hits the rim or goes in, it is not a violation. The shot clock will be turned off when it has more time remaining than the game clock. Resetting The Shot Clock The shot clock will be reset when: 1) a shot hits the rim 2) there is a foul or other violation 3) there is a change of possession The shot clock does not restart until a team establishes control of the ball(inbound). Stopping The Shot Clock The shot clock stops, but is not reset, for time-outs and when a defender hits the ball out-of-bounds. It is not stopped or reset when the ball is loose. Jump Balls There are no jump balls after the opening tip-off. Calls Against Players Players may be called for the following violations: 1) three seconds in the lane 2) ten seconds bringing the ball up court 3) going backcourt 4) taking more than five seconds to in-bound the ball NOTE: 1) Traveling, double dribble and kicked balls do not occur in the game. 2) Goaltending and offensive basket interference are not allowed in the game. Personal Fouls Players may be called for personal fouls, defensive or offensive. Illegal screens will not be called in the game. Offensive fouls do not count as team fouls(see Team Fouls). Each player will be allowed five fouls for the entire game. After committing the fifth foul, he must be replaced by a substitute and may not return. When a player is fouled while shooting, he gets three free throws if the shot was a three-pointer and missed, two free throws if the shot(not a three-pointer) was missed and one free throw if the shot went in. Team Fouls When a team has committed seven fouls in one half, the other team is said to be in the "bonus" situation for foul shooting. Any non-shooting and non-offensive fouls are awarded special free throws that are "one-plus-one." One-plus-one means that the second free throw is only shot if the first one is made. If the first is missed, the ball is live and the play continues. After a team commits its tenth foul in a half, its opponent must shoot two free throws for all non-offensive fouls. Technical Fouls No technical fouls will occur in the game. In-Bounding When throwing a ball in-bounds after making a basket, in official NCAA Basketball, it is legal for the in-bounder to move along the baseline or to pass to a teammate who is also out-of-bounds behind the baseline before the ball is thrown in. However, in this game, it will not be allowed. In all other cases of in-bounding, the in-bounder may not move until he passes the ball in. All in-bounding teams have five seconds to pass in the ball once set, since there is no referee to hand them the ball. NCAA Final Four Basketball Hints and Tips Use Up/Down to scroll text * NCAA Final Four Basketball rewards you for shooting when you're open-you'll find that you have a greater chance of making it in. * Start your slam dunks and lay-ups early-you'll do best if you start around one step in from the 3 point line. * Play within your defense or you'll just give points to the opposition. * Use the on-screen HELP whenever possible. * Whenever a computer-controlled player on your team gets the ball, control of that player goes to the last human controlled-player to have the ball. * You will be able to bank shots near the basket and at angles. * To make a fake shot/jump, hold the C Button down for less than 1/4 second. Tapping the button for a jump(without the ball) if your player is not standing still may abort the jump before starting the upward motion.

NFL93.O

NFL '93 with Joe Montana Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS OFFENSIVE PLAY DEFENSIVE PLAY HINTS AND TIPS BROWSE HELP FILES

NFL_95.O

NFL '95 Vic Tokai To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME SPECIAL JEWELS HINTS AND TIPS BROWSE HELP FILES NFL '95 Game Description Use Up/Down to scroll text Columns has always been fun. But now that you can add NFL '95 Controller Functions Use Up/Down to scroll text Game Start and Pause. In Pyramid Columns, if you have items, used to NFL '95 Playing the Game Use Up/Down to scroll text use of the Items you get by. NFL '95 Special Jewels Use Up/Down to scroll text two rows into your opponent's playing field. NFL '95 Hints and Tips Use Up/Down to scroll text First, extinguish blocks diagonally!

NHL94.O

NHL '94 Electronic Arts To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME SCOREBOARD MENU BROWSE HELP FILES

NHLHOCKY.O

NHL All-Star Hockey '95 Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME OFFENSE AND DEFENSE HINTS AND TIPS BROWSE HELP FILES NHL All-Star Hockey '95 Game Description Use Up/Down to scroll text WELCOME TO ALL-STAR HOCKEY '95 This is the most advanced hockey game ever designed for the Sega Genesis system. You can play against the computer or another person, but either way you're in total control. If you're up for the ultimate challenge, compete against the entire league for the Stanley Cup in a Full Season or Playoff Series. Or if you'd rather select individual match-ups, play Exhibition games with or against any team you choose, including the NHL All-Stars. All the options are available: penalties, line changes, fighting, line editing, and more. No matter which options you choose, you'll feel the thrill of cross-ice slap shots, the rush of split second one-timers and blind side checks. Whatever happens, Marv Albert is there at rink-side to describe the action with his colorful commentary. The only thing we've left out is the chill of the ice. So lace up your skates and twist your face into a menacing scowl-you're about to play the very best. NHL All-Star Hockey '95 Controller Functions Use Up/Down to scroll text BASIC CONTROLS Menus * D-Pad: Highlight option and Toggle Data * Start: Exit screen * A Button: Select Option * C Button: Select Option Offense * D-Pad: Skate/Aim, Pass & Shot * A Button: Shoot * B Button: Pass * C Button: Line Change Defense * D-Pad: Skate * A Button: Stick Check * B Button: Activate Closest Def., Poke Check * C Button: Speed Burst, Shoulder Check * A + B Button: Hold/Hook * B + C Button: Trip Fighting * D-Pad: Move * A Button: Head Punch,(down) Body * B Button: Block (up), Push (down) Duck * C Button: Lunge/Hold(tap) Health NHL All-Star Hockey '95 Playing the Game Use Up/Down to scroll text PLAY MODES Select the Play Mode you wish to use: Exhibition-(1 or 2 players) Play a non-league game. Full Season-(1 player) Begin a full NHL season against the computer. Choosing Full Season erases any currently saved Full Season, including the post-season playoffs for that season. New Playoffs-(1 or 2 players) Begin a single elimination Playoff tournament. This playoff tournament is separate from any post-season playoffs that follow a Full Season. Choosing New Playoffs erases any currently saved Playoffs. New Playoffs/7 Game-(1 or 2 players) Begin a best of seven Playoff tournament. This playoff tournament is separate from any post-season playoffs that follow a Full Season. Choosing New Playoffs/7 Game erases any currently saved Playoffs. Continue Season-Resume the currently saved season or post-season playoffs. Continue Playoffs-Resume the currently saved Playoffs. This playoff tournament is separate from any post-season playoffs that follow a Full Season. TEAMS Select two teams to compete in the game. All-Star teams are available in Exhibition Mode. PLAYER SELECTION Select Players to control the selected teams. You can play against the computer or(except in Full Season) against a human opponent. Player 1 uses the controller in Control 1 on the Genesis. Player 2 uses the controller in Control 2 on the Genesis. PENALTIES You can choose to play with penalties ON, OFF or ON-No Off-Sides. PERIOD LENGTH Choose from 5, 10, 15, or 20 minute periods. ADDITIONAL GAME OPTIONS The Additional Game Options screen allow you to customize the game play. To select Additional Game Options, highlight and press A. The Additional Game Options screen appears. Goalie You have the option of controlling the goalie yourself or letting the computer control the goalie. Line Changes With Line Changes ON, you're responsible for managing eight different skating lines during play. With Line Changes OFF, you'll use Scoring Line 1 throughout the entire game. You can edit Scoring Line 1 using the Line Editor on the Scoreboard menu. Team Cards The Team Cards option allows you to display data on all the teams. From each Team Card you can display Team Ratings, Team Rosters, and Player Ratings. * To select a Team Card, highlight and D-Pad left/right. * When the team whose card you want to see appears, press A. * To cycle through all the teams, D-Pad left/right. * To return to the Additional Game Options screen, press Start. Team Ratings The Team Ratings screens contain team ratings in thirteen crucial categories. Ratings range from 0-10, with 10 being best. * To cycle through the team cards, D-Pad left/right. * To display the Team Ratings, press A. * To cycle through all the Team Ratings screens, D-Pad left/right. * To display the Team Roster screen, press A. * To return to the Team Cards screen, press B. * To return to the Additional Game Options screen, press Start. Team Roster The Team Roster screens display all the players on a given team, beginning with the forwards. * To cycle through all the Team Ratings screens, D-Pad left/right. * To scroll the highlight bar through the entire player list, D-Pad up/down. The position of the highlighted player appears above the list. * To return to the Team Ratings screen, press B. * To return to the Additional Game Options screen, press Start. * To display the Player Ratings, press A. Player Ratings Players are rated in 18 different categories. The ratings range from 0 and 99, with 99 being the best. Sound There are four second settings to govern the commentary and menu music. ON activates both features. NO MUSIC deactivates the menu music. NO VOICE deactivates Marv Albert's commentary. NO MUSIC/VOICE deactivates both features. * To toggle the Sound settings, D-Pad left/right. Fighting When Fighting is ON, players on the ice will occasionally break into fights during play. * To toggle Fighting ON/OFF, highlight and D-Pad left/right. Sound Test The Sound Test feature lets you cycle through all the hockey sound effects. * To cycle through the sounds, D-Pad left/right. Erase Battery The cartridge battery automatically saves the most recent Playoffs and Season. You can erase the currently saved Playoffs or Season by selecting Playoffs or Full Season from the Main Menu, or you can erase them on the Additional Options screen. * To select which saved event you wish to erase, D-Pad left/right. * To erase the selected event, press A. SCOUTING REPORT Before you begin play, the Scouting Report is displayed to show you how the two selected teams rate against each other in 12 crucial categories. The ratings bars next to each category show the relative strength/weakness of both teams in that category. The Home team's bar is shown in that category. The Home team's bar is shown in white and the Visiting team's bar is shown in color. The longer the bar, the stronger the team in that category. Play on the ice directly reflects the strengths(and weaknesses) shown on the Scouting Report. Of course, your skill with the controller greatly influences your team's performance, regardless of your team's strengths and weaknesses. * To scroll through the Scouting Report, D-Pad up/down. * To go to the ice(Pre-Game Options), press Start. PRE-GAME OPTIONS Before the opening face-off, you can edit your lines, check your roster, or change your goalie. * To highlight an option on the Pre-Game Scoreboard, D-Pad up/down. * To select a highlighted option, press A/B/C. Edit Lines Each team has eight different lines. Even if you're playing with Line Changes OFF, you may wish to edit Scoring Line 1, which is the line you'll be using throughout the entire game. * To cycle through the lines, D-Pad left/right. * To highlight a player on the line shown, D-Pad up/down. * To select the highlighted player, press A. The substitution window appears below the line window, with all the players on the team(except for goalies) listed by position. Players are divided into two categories: Forwards and Defensemen. Centers(C) and Left. Right Wings(LW/RW) are all considered Forwards, while Left/Right Defensemen(LD, RD) are considered Defensemen. You can substitute or reassign any player to any position. * To cycle through all the players in the substitution window, D-Pad up/down. * To substitute the highlighted player, press A. The substitute player switches positions with the player previously selected from the line window. It's possible to swap position within a line by selecting a player already on the line you're editing. Line edits made during paused play do not take effect until the next stoppage of play. Before you substitute or reassign a player, you might want to look at his ratings. * To cycle through the ratings of a highlighted player, D-Pad left/right. * To return to the line window without making a change, press B. * To return to the Pre-Game Options menu, press Start. Team Roster The Team Roster screen displays all the players, beginning with the players on your team. * To display the Team Roster, highlight Team Roster on the Scoreboard menu, and press any button. * To switch to your opponent's Team Roster, D-Pad left/right. * To scroll through the Team Roster, D-Pad up/down. * To cycle through the player ratings, press A. * To return to the Scoreboard menu, press Start. Change Goalie Each team carries two goalies. You can change goalies or pull the goalie altogether, leaving the net open. If you pull your goalie, an additional forward is automatically added to your line. * To go to the Goalie menu, highlight Change Goal and press any button. * To change/pull the goalie, highlight the desired option and press A. THE FACE OFF The home team faces up-screen for the first and third periods. When the referee window appears, the face-off is about to begin. * When the referee drops the puck, press B to pass, A to shoot, or C to hold and poke check. SKATING Use the D-Pad to move the highlighted player around the ice. The highlighted player appears on a circle with his number and position clearly marked. When playing against the computer, the puck-carrier on the computer team is likewise indicated. NHL All-Star Hockey '95 Offense and Defense Use Up/Down to scroll text OFFENSE The object of the game is to score more goals than your opponent. To do that you need to pass and shoot accurately. Passing Whichever way you have the D-Pad pressed at the time of the pass, that's the direction the pass will travel. If you don't have the D-Pad pressed, the pass will travel in the direction the puck-carrier is facing. * To pass the puck, press B. Wrist Shot The Wrist Shot is quick and accurate, but not very powerful. It's most effective when you're close to the net. * To perform a wrist shot, press and release A. Be sure to release the A Button quickly, or you'll wind up with a Slap Shot. Slap Shot The Slap Shot is not as accurate as the Wrist Shot, but it's a lot more powerful. * To perform a Slap Shot, press and hold A. The longer you hold the A Button, the harder the Slap Shot. One Timer A One Timer requires split-second timing. The shooter anticipates the arrival of the puck and shoots the instant he receives it. A One Timer is usually set up off a pass, but it can be executed off a rebound or a loose puck. A One Timer is just as accurate as a Wrist Shot and just as powerful as a Slap Shot. * To execute a One Timer, hold A before the puck reaches your player. The player about to receive the puck raises his stick in preparation for the shot. As soon as the puck arrives, he slaps it toward the net. Aiming The Shot Use the D-Pad to aim the shot. The left/right inputs determine which side of the net the shot will head toward. The up/down inputs determine the height of the shot. D-Pad up sends the puck high. D-Pad down keeps the puck low. Combination D-Pad inputs(such as left/up or right/down) allow you to combine direction and height. DEFENSE On Defense, the man you control is highlighted with a circle. During play, you'll need to constantly switch the highlight circle so as to control the man closest to the puck. * To highlight the man closest to the puck, press B. * For a quick burst of speed, press C. When your defender is positioned next to the puck-carrier, you can attempt to dislodge the puck by checking him. A player's checking effectiveness varies according to his Checking rating. * To attempt a stick check, press A. * To attempt a poke check, press B. * To attempt a body check, press C. * To attempt a hook hold, press A + B. * To attempt a trip, press B + C. The effectiveness of your checks depends on your positioning, your speed, and your timing. Manual Goalie When the Goalie option is set to Manual, the control automatically switches to the goalie at the moment a shot is attempted, and you can move your goalie from side to side. The goalie's save moves are still controlled by the computer. Note that you don't have to assume control of the goalie-he will still operate automatically if you don't take control. CHANGING LINES When Line Changes are ON, you are responsible for rotating your lines during play. The line on the ice loses stamina, and the lines off the ice regain stamina. The more effectively you rotate your lines, the fresher your team will be and the better they'll play. You can change lines when you're controlling the puck or before a face-off. Before each face-off, the line change box appears, with your team's name at the top and the three available lines listed below. The line currently on the ice is highlighted. The stamina bar next to each line shows how much stamina that line possesses at the moment. The longer the stamina bar, the more stamina. * To select a new line, press the button corresponding to that line. When you change lines before a face-off, the players are substituted instantly. Changing Lines of the Fly When your team controls the puck, you can change lines on the fly. Note that when you change lines on the fly, players on the ice skate off and their replacements skate on. As in real hockey, this can be risky, since players are momentarily out of position during the switch. * To bring up the line change box, press C. * To select a new line, press the button corresponding to that line. THE LINES Each team has eight different lines: two Scoring Lines, two Play lines, two Penalty Killing lines, one Checking Line, and one Enforcer Line. Scoring Lines The two Scoring Lines are for fast skating and accurate shooting. You'll want to keep these lines on the ice as much as possible in non-penalty situations. Scoring Line 1 is more formidable than Scoring Line 2. Power Play Lines The two Power Play Lines are designed to take full advantage of your opponent's penalty situation. When the other team is short-handed, the Power play lines appear in the Line Change Box. Power Play Line 1 is more formidable than Power Play Line 2. Penalty Killing Lines The two Penalty Killing Lines are designed to thwart the opposing team's Power Play Lines when you're short-handed. Penalty Killing Line 1 is more formidable than Penalty Killing Line 2. Check The Check Line is used in non-penalty situations to wear down the opponent with hard physical play. It's often wise to use the Check Line when you're ahead and want to keep the opponent away from your net. Enforcer The Enforcer Line is available when the Check Line is on the ice. It's used in non-penalty situations to intimidate the opponent with highly aggressive play. It's similar to the Check Line, but even more physical. FIGHTING When the Fighting option is ON, fights occasionally break out. As soon as a fight breaks out, a referee blows his whistle and the clock stops. the Fight Screen appears. The red bar above each fighter indicates the health of that fighter. The longer the red bar, the closer he is to losing a fight. * To throw a punch, press A. * To block a punch, press B. * To duck, D-Pad down and press B. * To push away, D-Pad up or away from the opponent and press B. * To hold the opponent and spin, D-Pad toward the opponent and press C. If the opponent is too far away, your fighter will lunge and try for a grab. * To restore your fighter's health, tap C rapidly while you're in the clench. When Penalties are ON, both combatants are penalized for five minutes and removed from the ice. Replacement players are automatically substituted. GAME STATS After each period, the Game Stats appear to inform you of vital statistics recorded thus far in the game. * To scroll through the stats, D-Pad up/down. When you exit the Game Stats screen, the Scoreboard appears and shows a number of new options. PERIOD STATS The Period Stats show a variety of different stats broken down by period. * To access Period Stats, highlight and press any button. * To cycle through the stats, D-Pad left/right. PLAYER STATS The Player Stats screen shows various stats for all the players on both teams. * To access Player Stats, highlight and press any button. * To change from Player Stats to Goalie Stats, press A again. * To switch teams, D-Pad left/right. * To scroll through the player roster, D-Pad up/down. G = Goals made A = Assists made PTS = Points Scored(1 for a goal, 1 for an assist) SOG = Shots on Goal attempted PIM = Penalties(in minutes) PLAYOFF STATS In Playoff Mode, you can access the Playoff Stats between periods and at the end of the game. The Playoff Stats function just like the Player Stats, except that they encompass all the games played in the Playoffs. * To access Playoff Stats, highlight and press any button. SEASON STATS In Season Mode you can access the Season Stats between periods and at the end of the game. The Season Stats function just like the Player Stats, except that they encompass all the games played that season. * To access Season Stats, highlight and press any button. TIME OUT A Time Out is most useful when you're playing with Line Changes ON. When you call a time out, all your lines are refreshed to full strength. One Time Out per game is available to each team, so be sure to use it wisely. * To call a Time Out, highlight and press any button. REPLAY The Replay feature allows you to replay the last few seconds of the action. * To access the Replay screen, highlight and press any button. Follow the instructions in the VCR-style control menu to replay the last few seconds of the action. The box disappears after a few seconds. * To play the tape at normal speed, press B. * To stop the tape, press and release A or C. * To rewind the tape, press and hold A. * To fast-forward the tape, press and hold A. When rewinding or fast-forwarding, you can advance the tape frame-by-frame by tapping the respective button. As soon as you let your thumb off the button, the tape stops. FULL SEASON Full Season play is available to Player 1 only. Player 1 competes against the computer against the entire league. When you're in Full Season mode, the computer takes you to the Season screen before the first game and after each subsequent game. The playoffs that follow a Full Season are a seven game elimination tournament accessed through the Continue Season option, not the Continue Playoffs option. NOTE: Selecting Full Season automatically erases any current Full Season or post-season playoffs. Team Schedule The Team Schedule screen allows you to review the entire league schedule for the team you've selected. * To scroll through the schedule, D-Pad up/down. League Standings The League Standings screen gives you access to the divisional standings in both conferences, beginning with the division in which you're competing. * To see the other division, D-Pad left/right * To see the other conference, D-Pad up/down Teams which have clinched playoff berths are marked with the trophy icon. Simulate Game You can choose not to actually play the scheduled game, but have the computer simulate a result. * To simulate a game, highlight and press A. Game Result After every game, whether Simulated or Played, the scoreboard appears showing the final score of the game. * To save that result in the standings, highlight Save Game and press A. * To return to the Season screen without saving the result of that game, highlight Replay Game and press A. PLAYOFFS/PLAYOFFS SEVEN The two Playoff Modes allow you to skip the Season and go straight to a Playoff tournament. Playoff mode is a single elimination tournament. Playoffs Seven is a best of seven tournament. These playoff tournaments are separate from any post-season playoffs that follow a Full Season. One Player can compete against the computer or Two Players can compete against each other, with the winning player keeping the same team and the losing player taking control of the next team on the Playoff schedule. If the player that won in the first round loses in a subsequent round, the playoff tournament is over. NHL All-Star Hockey '95 Hints and Tips Use Up/Down to scroll text * As in real hockey, NHL All-Star Hockey '95 is very challenging. Your success depends on your skill and the skill of your players. Start out with one of the stronger teams and/or a team with a highly rated goalie. * When skating with the puck into the attacking zone(past the opponent's blue line), keep to one side of the net and try to fire a shot into the opposite corner of the net. If you're too close to the net when you fire the shot, the goalie can cut off the angle. * Check the opposing goalie's Stick ratings to see which side is his weakest. * Beef up your lines for optimum scoring. For instance, we've provided Mario Lemieux on the Pittsburgh Penguins' roster. Try placing him on your line(s). * Be alert for offensive rebounds and try to flip a wrist shot past the goalie before he can get back into position. * Defense is very important. By blocking your opponent's shots before they reach your goalie, the goalie won't have to stop the puck. Remember, a shot-on-goal is only a shot that reaches the goalie. The fewer shots-on-goal you allow, the better your chances for winning. * To practice your defense, pull your goalie and try to keep the computer from scoring on you.

NICKLAUS.O

Power Challenge Golf Accolade To return to Now Playing, reset your adapter. GAME DESCRIPTION SETTING UP THE GAME PLAY A ROUND! HINTS AND TIPS BROWSE HELP FILES

NORMYSBB.O

Normy's Beach Babe-o-Rama Electronic Arts To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Normy's Beach Babe-o-Rama Game Description Use Up/Down to scroll text TOTAL BUMMER! The beautiful goddesses that make the beach life have been kidnapped! Normy must restore life, liberty, and the pursuit of an awesome tan by traversing time and space to save the beach babes from the most twisted horde of villains ever! Normy's Beach Babe-o-Rama Controller Functions Use Up/Down to scroll text CONTROLS: * D-Pad Left/Right: Move Left/Right. * Press A: Dash/Run. * Press B: Jump. * Press C: Use Weapon. * Press A, then hold B: Super Jump. * D-Pad Down, then A: Dive/Slide. * D-Pad Up/Down(hold): Look Up/Down. * Start: Pause. Normy's Beach Babe-o-Rama Playing the Game Use Up/Down to scroll text Play it cool... Beach Balls: Grab 'em-every 25,000 points gets you an extra life 1Up arrows: An extra life each! Pointing hands: Walk by these(they'll spin), and if you lose a life you will restart here instead of at the beginning of the level Thought balloons: get a clue from Normy! Sunglasses: Snag these to make Normy temporarily invincible(and super-cool) Weapons: Try 'em all-from rocks to chicken mallets Vines: Jump on 'em and SWING!(D-Pad Up/Down to climb on the vine; press B to jump off) Pigs: They're trampolines, man! Keys: Look for an animal to ride when you find a key-they'll carry you past a problem area Canoe: Press C to paddle Doors: D-Pad up to enter Elevators: D-Pad up to activate Levers: D-Pad down to trip If You, Like, Fail All is not lost if you use up your lives. You get a chance to exit or continue, as well as some choice verbiage about your performance. D-Pad left to exit back to the Main menu, or right to resume playing at the beginning of the current level. You can continue 3 times. Normy's Beach Babe-O-Rama Hints and Tips Use Up/Down to scroll text * Watch out for the pterodactyls. They'll swoop around and might even try to give you an unwanted lift. * Collect as many coconuts as you can to increase your score. * Be careful when jumping on hippos, they'll submerge sooner or later.

OLYMPIC.O

Winter Olympics '94 U.S. Gold To return to Now Playing, reset your adapter. GAME DESCRIPTION GETTING STARTED THE EVENTS PART ONE THE EVENTS PART TWO BROWSE HELP FILES Winter Olympics '94 Game Description Use Up/Down to scroll text Sixteen of the world's leading sporting nations have come together to compete in the XVII Olympic Winter Games. You and three friends may compete against each other and some of the best computer controlled athletes in the world for the ultimate achievement in amateur sports: an Olympic medal. You will compete in 10 exciting events in the Full Olympic program, or choose your own set of events for a Mini Olympic competition, or practice an event. All events are based around the actual venues and incorporate scenery found in and around Lillehammer. In some events two players may compete head to head. Winter Olympics '94 Getting Started Use Up/Down to scroll text Once you have selected a language, pressing any button on the D-Pad will bring up the Main Selection screen. By pressing up/down on the D-Pad, you will be able to highlight any option. Press any button to select. The functions available are: Full Olympics: The Full Olympics allows you to play all 10 events, and includes both the Opening and Closing ceremonies. Mini Olympics: The Mini Olympics feature allows you to select which events you wish to compete in during the Games. By selecting this feature, you cannot see the Opening or Closing ceremonies. Use the D-Pad to move the highlight between pictograms. If you have selected one of the Head to Head events, select a 1 or 2 player game by using the D-Pad or any button to begin the event. To exit back to the Main Selection screen, select EXIT. Training Session: This feature will allow you to train in the event of your choice, or where available, to compete against another player in a Head to Head event. Selection is the same as for Mini Olympics, but you will be able to select a number of events to play. When you have selected all the events you wish to compete in, press the START button. After you complete your training, you will be returned to the Training Session screen. The Competition Begins When 2, 3, or 4 players have been entered, each player takes turns playing the events, with the exception of the Head-to-Head events, in which two players oppose each other at the same time. At the start of a Head-to-Head event, the two human players who compete against each other will be asked to press the START button on their D-Pads. Winter Olympics '94 The Events Part One Use Up/Down to scroll text Downhill: One of the world's toughest downhill courses lies 50 km north of Lillehammer, at Kvitjell, and forms part of the Lillehammer Olympic Alpine Center. Measuring 3,150 meters in length, it has a vertical descent of 820 meters, and at the steepest point involves a drop of 70-80 meters. However, Alpine events have not always been a part of the Olympic Games. They were first introduced in the 1936 Games. The course is designed primarily for speed and the gates are positioned so as not to interfere with the fastest line. Be warned, however, for they do test the competitor's technical ability to control speed in areas of difficult terrain. The winner is the competitor who completes the course in the fastest time after one run. Prior to starting the event you will need to select which skiing method you prefer. You can either select to hold the direction you wish to travel, pushing to the left will cause the skier to ski to the right, or pushing to the left will cause the skier to ski to the left. You must ski from the starting hut to the finish line, ensuring that you go through all the gates positioned down the course. Missing a gate results in your disqualification. However, you will still be able to complete the course, but no result will be given. Do not hit objects off the course as this will result in fatal injury. Jumps and tight turns must also be overcome. When in the starting hut, press the A button within the fixed starting period to begin your run. Adopt the tuck position by holding the B button down to gain extra speed. Beware, if you go too fast you may not be able to control the skier over certain parts of the course. These controls are used in all Alpine skiing events. Super G: The Super G is also held at Kviftjell and is a somewhat shorter track than the downhill. The course has a natural sequence of long and medium turns, including gates which are positioned to slow the skiers down as well as create more sweeping lines across the mountain side. This is the longest of the slalom events and the winner is decided after one run. Giant Slalom: The Lillehammer Olympic Alpine National Center, Hajifell, just 15 km north of Lillehammer, is the home of the Giant Slalom event. The course has been designed with long, medium, and tight turns in a natural sequence and gates allowing competitors to exploit natural variations in the terrain. The winner is decided after two runs and the player's rank is calculated against the lowest combined time. Slalom: The Slalom course at Hajifell is the shortest of all the skiing events. The gates are positioned to provide the skier with a number of changes of direction, while also making it possible to gain speed and maintain a steady flowing rhythm through the course. The winner is the competitor with the fastest aggregate time after two runs down the different courses. Freestyle Moguls: Moguls will take place at the Kanthaugen Freestyle Arena, just a short distance from the center of Lillehammer, and one of the most modern and advanced freestyle arenas in the world. Having been introduced to the Olympic Games at Albertville in 1992, the skier performs an individual descent of high speed turns down a steep 250-meter slope evenly covered with moguls. The skier follows the fall line and executes two jumps during the run. Time, technique, and jump performance are critical for the final result. Fifty percent of the points are assigned for technique, 25 percent for two obligatory jumps and the remainder for time. Start the event by pressing any button. The skier must accelerate to a high speed down the mogul slope in order to complete stunts like a twister, daffy, or back scratcher. A twister can be done at a relatively low speed, but some, such as the double-stunts, must have a higher speed. Speed can be attained by pressing the opposite direction of the D-Pad as the skier turns. For example, as the skier is moving left, and about to turn right, the player must push at the correct time. If his pace is too slow, the skier will lose his rhythm and speed, losing turn points and speed points. The skier can perform stunts at any time, but to carry some off requires a lot of skill from the skier. Pushing a direction on the D-Pad simultaneously with the A button will perform a single stunt (provided the timing is correct), and pushing a direction simultaneously with the B button will perform a double stunt. The doubles must be precise and may take a lot of practice. Stunts should be activated when the skier is in the middle of the mogul. To avoid a crash landing, make sure the stunt is not activated too early or late, and that the skier has enough speed. Winter Olympics '94 The Events Part Two Use Up/Down to scroll text Ski Jumping: Ski Jumping has a long tradition as a winter sport, and was a central feature of the Olympic Winter Games in Chamonix in 1924. The longest jump on that occasion was 49 meters. The Lysegardsbakkene Ski Jumping Arena, just a few hundred meters from the center of Lillehammer, will host the ski jumping events. Ski jumping requires strength, grace, and courage. Competitors make two jumps from a specially constructed hill, and points are awarded for style and technique as well as for the distance achieved. The ideal jump is one executed with power, boldness, and precision, while giving an impression of calm and steady control. Press the A button to push the skier off and start the descent down the jump. Wind affects both the descent and flight. To gain speed during the descent, keep the pointer in the center of the overlaid skis (located at the bottom of the screen), and use the up/down on the D-Pad. At the end of the ramp, press the A button to take off. Pressing to early will lose valuable air time, likewise, pressing too late will lose distance. While the skier is in the air, use the left/right directions on the D-Pad to keep the skier balanced. The skier's hand movements signify that he is about to lean in the opposite direction, so the player must compensate by pushing in that direction. For example, if the left hand is moving, compensate by pressing the left direction on the D-Pad. When a skier is approaching the ground, the player must judge the height using the shadow as a guide. Press any button to adopt the landing posture. Again, pressing too early will result in loss of distance, press too late and you are likely to crash. Points are awarded for both style and distance. Bobsleigh: Bobsleigh competitions have been in the Olympic Games since the Winter Games were first held in 1924, except for the 1960 Games in Squaw Valley. Stretching 1,365 meters in length, the course at Hunderfossen, 15 km north of Lillehammer, is northern Europe's most modern track. The bobsleigh is push-started by its crew. This initial thrust and force of gravity are the only permitted means of powering the bobsleigh down the course. The aggregate time after four runs determines the winners. To build speed during the run-in, press the A & B buttons alternately. The faster you press the buttons, the faster the bobsleigh will travel. When you reach the run, it is up to you to steer the bobsleigh around the track by using left/right on the D-Pad. The goal is to guide the bobsleigh to an optimal position on the track, especially around the bends. This will create less spray, maximize acceleration, increase speed, and therefore produce a faster time! Be careful not to oversteer and cause the bobsleigh to crash! Use split times, displayed on the left hand side of the screen, to help monitor your progress. Luge: The luge, a light toboggan, is a relative newcomer to the Olympic Winter Games and was included in the program for the first time at the Innsbruck Games in 1964. Also being held on the Hunderfossen track, but from a differing starting position. The controls are the same as for the bobsleigh. The best aggregate times over the two runs wins. Biathlon: Biathlon is a combined sport of cross-country skiing and rifle shooting that was first introduced in the 1960 Olympic Winter Games. The Birkenbieneren Ski Stadium in the Lillehammer Olympic Park will be home to the biathlon. During the cross country sections, use left/right on the D-Pad to move the pointer along the bar. Make sure to change directions before hitting the colored ends, as this will reduce your speed by a quarter. During the shooting sections, use the D-Pad to aim, then press any button to fire. For each target missed, a one minute time penalty is added to your overall time. During the sprint to the finish line you will need to press the A and B buttons alternately as fast as possible. Short Track Speed Skating: Speed Skating on a short track was introduced to the Olympic Games at Albertville in 1992. This event differs in several ways from conventional speed skating, particularly in the size of the track. The events will be staged in the Harmar Olympic Amphitheater. A starting pistol begins the event. Two false starts results in disqualification. Press the A and B buttons repeatedly to gain speed. Avoid other skaters by moving in and out of the track, using left/right on the D-Pad. Be careful not to crash into other contestants as this may leave you flat on the ice! Medal Table At the end of an event the results are displayed. Should any of the human contestants place in the top three in an event, they will be awarded with either a bronze (3rd place), silver (2nd place), or gold (1st place) medal. The Medal Table will then be displayed, and is based on both the number of medals won and the culmination of points based upon the result. Closing Ceremony If you were playing the game in Full Olympic mode, then when the last event has been completed, you will be able to view the closing ceremony and celebrations which conclude the Games. You may exit this sequence and go back to the Main Selection screen by pressing any button.

OOZE.O

The Ooze Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES The Ooze Game Description Use Up/Down to scroll text THE OOZE IS BORN Dr. Caine, research scientist, was becoming very suspicious of certain behind-the-scenes research at The Corporation. After the plant shut down one evening, he decided to surf through The Corporation's databases. By hacking into one after another of the classified documents, he discovered the awful truth... The Corporation had succeeded in developing a hybrid plague, a disease so dangerous and fast-spreading, it could wipe out humanity in just a few days! Only The Corporation held the cure. They planned to unleash this pestilence in water supplies around the globe, infecting the entire planet at a single blow. Then, they would extort billions of dollars from world governments to supply the cure! The Ooze Controller Functions Use Up/Down to scroll text Start: * Pause/Resume play Button A: * Punch Button B: * Spit Button C: * No action D-Pad: * Move the Ooze in all directions, aim punches and spit attacks The Ooze Playing the Game Use Up/Down to scroll text GAINING AND LOSING OOZE Everything depends on ooze. Caine needs it to stay healthy. The more ooze he has, the better he can fight. The Corporation is full of tormented mutant creatures who have been twisted and deformed by toxic pollution. Biologic enemies like slugs, rats and disembodied brains give up a blob of ooze when defeated. Always collect these ooze droppings. Each one increases Caine's size. The bigger he is, the more hits he can take without shriveling away. There's a downside to being big. Caine loses a spot of ooze whenever he takes a hit. He's always a moving target, so the larger he is, the easier he is to hit, and the more apt he is to get ripped in half by tanks, flame vents and other diabolical devices. When the Ooze takes a shot directly to his head, he loses a life. He can also lose a life if he gets too small; then, he just peters away. He starts with only 3 lives, so losing a life is not good. In addition, you have to start the round over, or at a waypoint if you've passed one. When all the lives are used up, the game ends and The Corporation spreads its evil plague all over the world! OOZE MOVES Spreading Ooze Around: * Move the Ooze by pressing the D-Pad in the direction you want to go. * Ooze's head leads, so if it seems that the Ooze is bumping into something instead of going around it, use the D-Pad to turn him, and then continue in the direction. Punching: * The punch is the Ooze's basic attack. It is an extension of his body. Punches can be short-range or long-range attacks. * Tap the Punch button(default Button A) + the D-Pad in the direction of a foe for a quick, powerful sock to the enemy's solar plexus. * You can control a punch to go around corners, protecting Ooze's head from attack. Hold down the Punch button while guiding the punch with the D-Pad. The longer you hold down the Punch button, the longer your reach will be. Also, the more Ooze you have, the further you can punch. Spitting * Hitting your target with a long-range spit wad does twice the amount of damage as a punch. Spit a Hocker of Death by aiming with the D-Pad and tapping the Spit button(default Button B). * The Ooze loses a piece of himself every time he spits. Keep him healthy by picking up ooze wads from defeated enemies. * If the Ooze is too small, he won't be able to spit. * The Ooze can't spit while being damaged by enemy attacks. Flipping Levers * Flip levers by punching them or flowing around them. * Levers open doors and turn off destructive machines. POWER-UPS Extra Ooze Ooze keeps you healthy. The more ooze you have, the further the Ooze can punch. Speed Go fast. The Ooze turns yellow while he's speedy, orange when the power is running out, and back to green when it's over. Industrial Strength Toxin Defeat organic creatures just by touching them. The Ooze turns red while the power lasts, black when the power is running out, and back to green when it's over. Extra Life More chances to win. DNA Helix Collect all 50 helixes in The Corporation and Caine will regain his humanity. Waypoint Pass one of these, and you'll restart here after losing a life, instead of at the beginning of the round. THE CORPORATION Toxic Dump Practice your punch on mutant snails while enjoying the screams of pyro-thugs. Remember, the Ooze seeks his own level. Waste Plant Toxic gas nozzles can waste you in a second, so protect your head. The Ooze doesn't mix well with radioactive sludge. Play broken pipes to your advantage! Genetics Lab Get here by crawling out of a potty. This is where all those bio-freak mutants are made. Time to flush 'em all. Don't snack on the bombs! Power Core Run, er...ooze, through a gauntlet of sentries and tricky switches to conquer the Director's reactor. Sizzling electro-fields, shockbots and ball lightning make you spitting mad! Plague Factory This is where it all comes together...or falls apart at the seams! The Ooze Hints and Tips Use Up/Down to scroll text * The Ooze seeks his own level. Don't go down the drain by slipping off ramps, or letting the Ooze get sucked down on incline. Especially don't let his head go down the drain or it'll cost you a life. * Learn to control your punch and guide it around corners. You'll definitely need this skill in the later rounds. * Protect your head! * Explore everything. Sometimes a discovery can make life, such as it is, easier. * Find the bonus rounds, where the Ooze can catch the lab's mutant rabbits to get more ooze. * Keep your eyes open for road signs signaling extremely dangerous areas, such as pools of poison or laser fields. * You don't have to collect all the DNA helixes to win the game, but it's more fun if you do. * Collect power-ups, including Life caps, that can make your life easier.

OUT.O

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

OUTOFTHW.O

Out Of This World Virgin To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS HINTS AND TIPS BROWSE HELP FILES

OUTR2019.O

Outrun 2019 Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Outrun 2019 Game Description Use Up/Down to scroll text Get ready for the wildest drive of your life, 21st century style. Five incredible cross-country races take you through some of the most impressive sights--and the most treacherous roads--in the world. You'll travel at speeds that will test the limits of your skills, reflexes...and nerve. A sound racing strategy can also make the difference between a disastrous crash and setting a new world speed record. Outrun 2019 Controller Functions Use Up/Down to scroll text D-Button: * Press left/right to move your car in those directions. Start Button: * Press to pause the race. Button A: * Press to brake. Button B: * Press to accelerate. Button C: * Press to shift (Manual shift only). Outrun 2019 Playing the Game Use Up/Down to scroll text You begin each race from a tunnel. Wait for the signal to go, then hit the accelerator and keep the following rules in mind: Complete each route as quickly as possible. You're allowed a maximum of 80 seconds to complete the first route. If you run out of time before you complete a route, you are retired from the game. If you make it to the next route with time to spare, the words EXTENDED PLAY! will appear, and the seconds remaining will be added to the time allotted for the next route. Use your booster rocket wisely. To use your booster rocket, simply stay on the accelerator. When your Power Gauge turns white and begins flashing, get ready for a burst of speed that will take you to 684 MPH. Avoid firing your booster rocket by slowing down or touching the brakes just as the rocket seems ready to fire. Dodge road traps. Some of the routes are in terrible shape. Many bridges don't have guard rails and some roads are littered with construction signs and sand. Each obstacle you hit costs you precious seconds of racing time. There are ramps placed on certain routes that allow you to jump over the worst of the obstacles. Outrun 2019 Hints and Tips Use Up/Down to scroll text Use your brakes. A driver who never lets off the accelerator runs off the road a lot. At high speeds, drive as straight as possible while staying on the road. Or use your brakes to cut to the inside of a turn, then accelerate during the turn. Plan your route around the trouble spots on each stage. Use your booster rocket wisely. Time your boosts according to the track layout. Pay close attention to signs to tell you what's ahead. If you run off the road, don't hit the road signs--they'll slow you down. Start turning before you reach a sharp turn. Try to memorize your routes--its a great way to get better times. *** SECRET STAGE SELECT *** When the Title Screen appears, press Buttons A, B and C together. While holding them down, press Start. You can now choose any stage.

OUTRUN.O

Outrun Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Outrun Game Description Use Up/Down to scroll text REV UP YOUR ENGINE! Get ready for a wild drive across every region imaginable. Reach the check points before time runs out to advance to the next stage-if you don't you will be disqualified. But drive carefully! Watch for slower cars on the road and hazardous obstacles off the road. Stay alert or you will crash, seriously damaging your chances of setting a speed record. This is the most dangerous demanding car rally ever! Never has a race course had this range of terrain. Prove to the world that you are the master of the highways. This is the ultimate racing challenge, so sharpen your driving skills. You have nothing but your racing finesse and nerves of steel to get you through the treacherous roads. Rev up your engine and get ready for the biggest race of all time! Outrun Controller Functions Use Up/Down to scroll text D-Pad: Press right or left to steer. Using the control setting in the Options menu, you can select up/down for shifting gears. Start: to pause/resume game Buttons A, B, and C: Set the functions of these buttons in the options screen. One button will act as the brake, another as the accelerator and the third will sometimes be used to shift gears. Outrun Playing the Game Use Up/Down to scroll text THE DRIVER'S SEAT Gear Indicator: L stands for low and H stands for high. Speedometer: Shows speed in Kilometers Per Hour or Miles Per Hour. Lap: Shows time elapsed in the present stage. Stage: Indicates present stage. The start signal flashes green, the starter waves the checkered flag, and the race is under way! Use your driving technique to finish the round as quickly as possible while you avoid cars and other obstacles. If you finish the first leg of a stage in time, you reach a fork in the road. Drive in either direction. Make it to the checkpoint before time runs out, and you'll get more time to finish the next stage. Finish five stages without being disqualified, and become the undisputed champion of the circuit! Game Over If you do not reach the check point for any given stage in time, the game is over and a course map showing your progress appears. Sorry, better luck next time! If your score is good enough to be included in the top six scores, you are given a chance to enter your name in the best Outrunners screen. Enter your name by choosing letters with the D-Pad and entering your selection by pressing Button A, B, or C before the countdown reaches 0. You may enter up to six letters. When you choose ED in the letters section of the screen, your name entry is terminated. To return to the Sega logo, press the Start Button after entering six letters. If you drive through five rounds within the time limit for each round, you will reach the goal. Outrun Hints and Tips Use Up/Down to scroll text 1. Regain your traction on tight corners by downshifting. 2. Get through corners faster by sticking as close as possible to the inside of the curves. 3. Learn the trouble spots in each stage so you can anticipate them in the future. 4. Try reaching the goal by taking different routes to see different endings.

OUTRUN20.O

Outrun 2019 Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES

PAPRBOY2.O

Paperboy 2 Time Warner Interactive To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME SCORING BROWSE HELP FILES Paperboy 2 Game Description Use Up/Down to scroll text Now's your chance to become the neighborhood hero! You're the local Paperboy/Papergirl delivering hard news. But you've got to take care of the neighborhood too! Watch out for strangers lurking behind houses, bushes, and on the street! There's other dangers around too! Not only do you have to deliver the paper safely, you also have to protect your neighbors! So hop on your bike and get ready for action! Paperboy 2 Controller Functions Use Up/Down to scroll text GAME CONTROLS D-Pad: * D-Pad up- speeds up bike * D-Pad down- slows down bike * D-Pad right- moves bike right * D-Pad left- moves bike left Button A: * Throws papers left Button B: * Throws papers right Button C: * Jump Paperboy 2 Playing the Game Use Up/Down to scroll text Game Select Screen After the title screen, you will see the Game Select Screen. Here you can choose your route and whether you would like to play Paperboy or Papergirl. You can cycle through the choices by moving up or down on your controller. Select the route option by moving up or down on your controller, then cycle through the available routes by moving left or right. If you have two controllers plugged in, two people can play at once! The Options selection will allow you to turn the music on or off, conduct a sound test)it's fun, try it!) or customize how you want the controller to work. Playing the Game When the game begins, a screen shows all the houses on your route. The houses that you must deliver to are yellow and the non-subscribers' are blue. Don't worry about memorizing this screen, because once you are on your route you'll know who to deliver to by the blue newspaper box and the red welcome mat in front of a subscriber's house. The object of the game is to successfully deliver to all of your subscribers every day. A missed subscriber will cancel his subscription! Get the newspaper in the box or on the welcome mat to successfully make the delivery. You can get extra points by doing good deeds such as saving babies, or stopping robbers. Also collect bonus points by breaking non-subscribers' windows and flower pots. But be careful, subscribers will cancel if you damage their property! Levels The game has three "weeks" of seven days each(Monday through Sunday). Each route has 18-20 houses. If you miss or damage a subscriber's house, that subscriber will cancel. You can regain a canceled subscriber by successfully delivering to all subscribers on your route. This is a perfect delivery. If you have no canceled subscribers to regain, you will earn an extra life when you achieve a perfect delivery. You can have a maximum of nine lives at any one time. If you can successfully complete a week, you will earn a promotion to a new route with fancier houses. Week 1: 20 houses, a gas station and a market. Week 2: 18 houses, a gas station, a market, a carnival and a park. Week 3: 18 houses, a gas station, a market, a carnival, a park, a car dealer and a mall. Training Course In addition, there is a bonus round training course at the end of each day. This training course will allow you to perfect your skills and gain extra points. Crashing in the training course will not cost you a life. Paperboy 2 Scoring Use Up/Down to scroll text SCORING The score indicator appears in the upper left hand corner of your screen. Line 1 shows your score and Line 2 the number of newspapers you have available. The upper right corner shows the number of lives you have remaining. Score points by hitting objects with newspapers! If you hit a: Subscriber's Doorstep Easy Street: 100 points Medium Road: 200 points Hard Way: 300 points Mailbox Easy Street: 250 points Medium Road: 500 points Hard Way: 750 points Good Deeds = 100 points Good Deeds consist of: Rescue Baby Stroller Catch A Burglar Stop Graffiti Guy Hit Sewer Monster Just for Fun: = 100 points These consist of: Cars & Trucks Clowns Dogs Fat Lady Flower Pots Garbage Cans Garbage Man Gargoyle Ghost Kids Jumping Rope Kids Playing Basketball Lawn Mower Limousine Man on Diving Board Old Folks on Porch Open Car Hood Pig Pig Roaster Scarecrow Skateboarders Sunbather Tombstones Vacant Lot Kids Waiter Windows Zombie

PATRBASK.O

Pat Riley Basketball Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME TECHNIQUE HINTS AND TIPS BROWSE HELP FILES

PEBBLEBG.O

Pebble Beach Golf Links Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME PLAY TYPES HINTS AND TIPS BROWSE HELP FILES

PELE.O

Pele Soccer Accolade To return to Now Playing, reset your adapter. FONCTIONS DU CONTR‘LEUR JOUER LE JEU TRUCS ET ASTUCES PARCOURIR LES FICHIERS D'AIDE Pele Soccer Description du Jeu Use Up/Down to scroll text Les amateurs de soccer se rÈjouiront de voir des dizaines d'Èquipes du monde entier s'affronter en rivalisant d'habiletÈ dans leurs diffÈrents styles. Choisissez une Èquipe de l'AmÈrique du Nord ou du Sud, de l'Europe, de l'Afrique ou d'Asie ou formez votre propre Èquipe en regroupant onze Ètoiles. Donnez ‡ vos joueurs une prÈcision incroyable dans le tir, la vitesse de l'Èclair et un contrÙle absolu sur le ballon. Mesurez-vous ‡ des dizaines d'adversaires internationaux dans une parade Ètourdissante de retournÈs acrobatiques, de coups de tÍte, de glissades, de plongeons et de buts. Puis, la superbe logique d'Èquipe de PelÈ indique que les joueurs courrent vers les ballons que leur passent leurs camarades. Le plus grand nom du soccer est aussi le plus grand nom des jeux de soccer! Pele Soccer Fonctions du ContrÙleur Use Up/Down to scroll text Bouton D - Marque les choix du menu au moyen d'un ballon ou met une boÓte en surbrillance. - ContrÙle les mouvements des joueurs. - Dribble en attaque. - Donne au ballon une trajectoire brossÈe vers la gauche ou la droite aprËs un tir. - Permet de diriger une rentrÈe de touche, ou un coup de pied de but, de rÈparation ou de coin. - Permet de visualiser le terrain pour les rentrÈes de touche, ou les coups de pied de but, de rÈparation ou de coin, lorsqu'on appuie en mÍme temps sur le bouton A. - DÈplace la flËche sur la carte pour choisir une Èquipe, lorsqu'on appuie vers le haut, le bas, la gauche ou la droite. - Fait dÈfiler la liste des divisions du tournoi et le pointage de la saison lorsqu'on appuie vers le haut ou vers le bas. - Permet de voir toute l'Èchelle du tournoi lorsqu'on appuie vers la gauche ou la droite. Bouton ´STARTª - Choisi une option au menu et permet de passer ‡ l'Ècran suivant. - Ferme une boÓte d'option et revient au menu prÈcÈdent. - Demande une pause. Bouton A - Lobe le ballon ou envoie un tir au but rapide et placÈ. - Donne le contrÙle au joueur dÈfensif le plus proche du ballon. - Change de joueur en contrÙle pendant que le ballon est dans les airs. - Permet de visualiser le terrain pour repÈrer les adversaires lors de rentrÈes en touche ou de coups de pied de coin, de but ou de rÈparation, lorsqu'on l'utilise avec le bouton D. Bouton B - Passe le ballon ‡ un autre joueur en attaque. - ArrÍte un joueur dÈfensif. - Permet de donner un coup de tÍte au ballon dans les airs. - RentrÈe de touche. Bouton C - Active un choix au menu. - Active ou dÈsactive une boÓte mise en surbrillance. - RetournÈ acrobatique lorsque le ballon est dans les airs. - Tacle glissÈ. - Tir ‡ ras de sol et appuyÈ lorsqu'on le presse. - Tir long et lobÈ lorsqu'on le garde enfoncÈ. - RentrÈe de touche. Pele Soccer Jouer le Jeu Use Up/Down to scroll text En attaque : Vous contrÙlez le joueur le plus prËs du ballon et avez le choix entre les manoeuvres suivantes : - Dribble : Appuyez sur le bouton D vers le haut, le bas, la gauche ou la droite pour contrÙler le ballon ‡ petits coups tout en courant. - Tir lobÈ : Appuyez sur le bouton A pour envoyer le ballon dans les airs. - Passe : Pour passer le ballon ‡ un co-Èquipier, enfoncez le bouton D dans la bonne direction, puis appuyez sur le bouton B. - Lancer : Appuyez sur les boutons A, B ou C pour frapper le ballon vers le but adverse et tenter de marquer un but. - TÍte : Lorsque le ballon est dans les airs, appuyez sur le bouton A pour choisir le joueur le plus prËs du ballon, puis sur le bouton B pour donner un coup de tÍte au ballon. - RetournÈ acrobatique : Appuyez sur le bouton C pendant que le ballon est dans les airs afin de le frapper par-dessus votre tÍte en vous renversant vers l'arriËre avec les pieds au dessus de la tÍte. - Frappe brossÈe : Appuyez sur le bouton C tout en gardant enfoncÈ le bouton D gauche ou droite afin de donner une trajectoire brossÈe au ballon. - Reprise de volÈe : Appuyez sur le bouton A ou C pour frapper le ballon haut et loin. En dÈfensive : Une flËche et un numÈro de joueur apparaissent au dessus de la tÍte du joueur dÈfensif que vous contrÙlez. Pour changer de joueur, appuyez sur le bouton A. Voici les manoeuvres dÈfensives que vous pouvez utiliser pour reprendre le ballon : - ArrÍt : Appuyez sur le bouton B pour vous emparer du ballon lorsque vous Ítes prËs de l'adversaire qui le contrÙle. - PlaquÈ glissÈ : Appuyez sur le bouton C pendant que vous courez vers le joueur qui contrÙle le ballon; vous glissez sur le sol pour essayer d'Èloigner le ballon. Visualiser le terrain Jetez un coup d'oeil circulaire sur le terrain avant les rentrÈes de touche ou les coups francs, de pied, de but, de coin ou de rÈparation afin de repÈrer le joueur en meilleure position pour prendre le ballon. Voici comment procÈder : 1. Appuyez sur le bouton A. 2. Appuyez sur le bouton D vers le haut, le bas, la gauche ou la droite pour regarder. 3. Appuyez sur le bouton A pour rendre le contrÙle au joueur. 4. Appuyez sur le bouton D vers la gauche ou la droite pour diriger le tir en visant les cercles directionnels. 5. Appuyez sur le bouton B pour les touches ou les tirs courts ou sur le bouton C pour les touches ou les tirs longs. COMP…TENCES SP…CIALES RentrÈe de touche Si vous ou votre adversaire envoyez le ballon hors du champs de jeu d'un cÙtÈ ou de l'autre, l'Èquipe adverse bÈnÈficie d'une rentrÈe de touche depuis la ligne de touche. Utilisez le bouton D gauche ou droit pour diriger le tir en visant les cercles directionnels. Puis, appuyez sur le bouton B pour un lancer court ou sur le bouton C pour un lancer long. Coup de pied de but Si l'Èquipe attaquante envoie le ballon par-dessus la ligne de but de la dÈfense (mais pas dans le but) on accorde un coup de pied de but au gardien. Coup de pied de coin Si l'Èquipe dÈfensive envoie le ballon hors du terrain par-dessus sa propre ligne de but, l'Èquipe attaquante a droit ‡ un coup de pied de coin. Le coup de pied de coin a lieu ‡ partir du coin le plus prËs de l'endroit o˘ le ballon est sorti. Voir ´Observer le terrainª pour savoir comment procÈder. Fautes En cas de faute, l'arbitre apparaÓt. Si la faute donne lieu ‡ un coup franc ou ‡ un coup de pied de rÈparation, le nom du joueur ayant commis la faute est affichÈ, ainsi que le temps passÈ au moment de la faute. Hors-jeu Il y a hors-jeu si, au moment o˘ un co-Èquipier vous passe le ballon, vous vous trouvez dans la zone de l'adversaire et qu'aucun joueur dÈfensif ne se trouve entre vous et le gardien de but. Un coup franc est accordÈ ‡ l'endroit o˘ le hors-jeu s'est produit. Nota : Si votre joueur se trouve dans le rond central au moment du coup d'envoi, il est automatiquement dÈplacÈ ‡ un endroit o˘ il n'est pas considÈrÈ hors-jeu. Coup franc Un coup franc est accordÈ ‡ l'Èquipe contre laquelle on fait une faute. Coup de pied de rÈparation Si l'Èquipe dÈfensive commet une faute dans la surface de rÈparation, un membre de l'autre Èquipe peut tirer le ballon d'un point situÈ ‡ 11 mËtres de la ligne de but. Le gardien de but est le seul joueur dÈfensif autorisÈ ‡ rester dans la surface de rÈparation jusqu'‡ ce que le ballon soit mis en jeu. Voir ´Observer le terrainª pour savoir comment procÈder. Nota : Lorsqu'il n'y a qu'un seul joueur, celui-ci doit contrÙler le gardien de but lorsque l'ordinateur bÈnÈficie d'un coup de pied de rÈparation. …cran de pause Pour faire une pause pendant la partie, appuyez sur ´STARTª. Dans l'Ècran de pause, vous avez le choix entre ´REPLAYª, ´ROSTERª, ´FORMATIONª ou ´EXIT GAMEª. Pele Soccer Trucs et Astuces Use Up/Down to scroll text 1. En mode ´Exhibitionª, modifiez les qualitÈs du joueur dans l'Ècran ´SELECT ROSTERª afin de renforcer votre Èquipe. 2. Que vous soyez gagnant ou perdant, allez ‡ l'Ècran ´TEAM FORMATIONª et suivez les conseils de PelÈ pour choisir la formation qui vous amËnera une victoire. 3. Dribblez le ballon le long de l'aile et centrez-le devant le but en appuyant sur le bouton A ou C. Appuyez sur le bouton A pour faire passer la flËche au joueur qui attend de tirer, puis appuyez sur le bouton C pendant que le ballon est dans les airs afin d'exÈcuter la manoeuvre prÈfÈrÈe de PelÈ, le retournÈ acrobatique. Il faudra vous entraÓner pour y arriver! 4. Lorsque vous Ítes en position dÈfensive, n'oubliez pas les tacles glissÈs. Appuyez sur le bouton C en courant vers l'adversaire qui a le ballon. C'est une technique trËs efficace pour s'emparer du ballon.

PGAEUROP.O

PGA European Tour Electronic Arts To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME STATS & OPTIONS HINTS AND TIPS BROWSE HELP FILES PGA European Tour Game Description Use Up/Down to scroll text WELCOME TO PGA EUROPEAN TOUR Welcome to a whole new world of golf! Now you can play same of the most exciting courses on the European Tour while testing your prowess against the finest international players. We've included all of the great features that were in PGA TOUR Golf II, plus we've added some special items to make this game unique. There is a new Shoot-Out play mode as well as a Match Play option, with literally "pounds" of money riding on the outcome of the contests. You'll also notice clear improvements in the graphic presentation of the game which make it more real than ever. So grab your clubs and your passports and head for the links! PGA European Tour Controller Functions Use Up/Down to scroll text CONTROLLING THE GAME Setup If there are more than one of you playing and you each want to use your own controller,(instead of passing one back and forth), you need to set up the system for two or more controllers. One to four people can play PGA European Tour at a time. 1. From the Pro Shop, press Start to reveal the Menu Bar. 2. D-Pad right to reveal the Options Menu. 3. D-Pad down to highlight Setup, and press A. The Setup Box appears. When an option is active on the Setup Box, the letters are brightly lit. When an option is inactive, the letters appear dim. 4. Use the D-Pad to highlight Two or More Controllers, and press B to toggle it on/off. 5. Press A to confirm your choice and return to the play screen. Using Two Controllers When both controller jacks are active, Player #1 and Player #3 use Controller 1, while Player #2 and Player #4 use Controller 2. Using the 4-Way Play Adapter Plug the 4-Way Play into your Genesis, then plug up to four controllers into the adapter, and you're ready to go. Player #3 uses Controller 3 and Player #4 uses Controller 4. NOTE: Six-button controller users who are using the 4-Way Play must play in three-button mode. To configure your six-button controller to three-button mode: 1. Turn off the Genesis. 2. Press and hold the "Mode" button on every six-button controller that will be used while you turn the Genesis on. Your six-button controllers are now configured in three-button mode. PGA European Tour Playing the Game Use Up/Down to scroll text HITTING THE BALL The Stroke Meter and the Accuracy Point The Stroke Meter is the tool you use to determine the strength of your shot. The Accuracy Point is the spot on the Stroke Meter that you use to determine the direction of your shot. An important skill to develop is stopping your swing exactly on the accuracy point; if you do your shot goes straight. If you miss the accuracy point to the right, the ball slices right. If you miss the point to the left, the ball hooks left. The greater your distance from the accuracy point, the greater the degree of the hook or slice. 1. Press B to start your backswing. 2. Press B again to stop your backswing and begin your swing. 3. Press B a third to hit the ball(at the accuracy point). Overswing The area to the left of the 100% mark on the Stroke Meter is the "overswing" area. If you venture into the overswing area, you can increase your potential power and hit the ball farther than the maximum distance potential listed on the Stroke Meter. Be careful if you choose to go into this area; if you fail to hit the accuracy point, the results can be costly. All hooks and slices are magnified in direct proportion to the degree of power you have chosen. Overswing, by definition, eliminates reliability. Draw and Fade Meter You might want to hook or slice the ball intentionally to avoid a hazard. The best way to control a hook or slice is to set the draw/Fade Meter before you swing, then hit the accuracy point as usual. The Draw/Fade Meter is not available when you're putting. * Press and hold C to bring up the Draw/Fade Meter. * D-Pad left/right to adjust the marker. Selecting the Proper Club The program automatically selects a club for every situation, but you don't have to use it. Many factors, including wind and ball lie, can influence your club choice. * To change clubs, D-Pad up/down. The name of the selected club appears at the bottom of the information box in the lower right corner of the screen. Each club has different characteristics, one being its maximum distance potential. When we talk about distance potential, we're referring to total, not aerial, distance. These potentials assume a perfect lie, no wind, and a flat spot for the ball to land so it can bounce and roll. The distance potential of a club is shown at the left side of the Stroke Meter. Calculating Your Shot: There's more to hitting the ball than simply aiming the cross hair and swinging the club. You should take into consideration the wind, the ball lie, your follow-up shot, and the potential hazards on the course itself. Let's say your driver's distance is 270 yards. If you stop your backswing when the Stroke Meter reaches 50%, your shot's calculated distance will be 135 yards, but this can be affected by the above factors. Aiming your Shot: The aiming cross hair(flashing in the middle of the screen when you're about to hit) indicates the direction the ball will travel if you hit square and there is no cross-wind. * To adjust the aiming cross hair, D-Pad left/right. Gauging the Wind: The rotating arrow at the bottom left of the screen indicates the wind speed and direction. Watch out for occasional gusts and pay attention to the weather report given before each round. NOTE: The short irons impart a greater arc to the shot than do woods and long irons. Consequently, the higher the arc of the shot, the more the wind will influence the flight of the ball. DRIVING RANGE Each course has its own Driving range. To prepare for an upcoming tournament, practice all your shots at the Driving Range. xperiment with woods and irons, special shots, and the Draw/Fade Meter. 1. Highlight Driving range on the Play Menu and press A. The program takes you to a Driving Range. 2. To change courses while on the Driving Range, select New Course from the Go to Menu and press A. The Select Course Box appears. 3. Select a Course and press A. 4. To leave the Driving Range, select Pro Shop from the Go to Menu, and press A. PUTTING PGA European Tour allows you to practice putting on any of the greens in the game. good putting can make or break a player, and many a game has been won(or lost!) on the green. Before going on the Tour, you may want to practice your putting. * From the Pro Shop or PGA Tour Tent, highlight Putting Green fro the Play Menu, and press A. Changing Holes or Courses The program automatically takes you to the 1st green of a randomly selected course. To go to a different hole: 1. Pull down the Go to Menu and select Hole. 2. Press A. The Select Hole Box appears. 3. Use the D-Pad up/down or left/right to highlight the hole you want, and press A to confirm. To go to a New Course: 1. Pull down the go to Menu and select New Course. 2. Press A. The Select Course Box appears. 3. D-Pad up/down to highlight the course you want, and press A to confirm. How to Putt The Stroke Meter on the green works just like anywhere else. * To putt, Press B three times. The distance potential of your putter can be changed in increments of 5 feet over a range of 5 to 120 feet. * To change the distance potential, D-Pad up/down. The program randomly chooses pin and ball placement. After you sink a putt, this placement changes. If you want to change the position of the ball or cup before you putt, select Pick up Ball from the Shot Menu and press A. To practice a specific putt over and over again, select Take a Mulligan from the Shot Menu and press A. Grid View When you select a Putting Green, a contour grid showing the topography of the practice hole's putting surface appears on the screen before each hole. A message above the grid reports how far the ball is above or below the pin, and the exact distance to the cup. To get a better view of how the topography affects the roll of the ball, rotate the grid. * To rotate the grid left/right, D-Pad up/down. You may also fine tune your aim by adjusting the aiming cross hair from the contour grid. * To move the cursor left/right, D-Pad left/right. * Press Start to return to the Putting Green. Notice that the aiming cross hair on the green reflects any changes you made on the grid. Also note that the info box in the lower let hand of your screen displays the distance and cup elevation as well. When you're out playing a round and you're on the green or within 40 yards of the cup, you can access the green grid. * Press A when you're on the green to see the grid. * Select Green from the View Menu when you're near the green to see the grid. The Secret to Putting The green grid provides two critical pieces of information: the elevation of the ball with respect to the cup, and the contours of the ball with respect to the cup, and the contours of the putting practice. There are no fixed rules for determining just how much you should compensate with the aiming cross hair for a break, but below are a few reliable guides. * The breaks in the green influence the ball more as the ball slows down. It's more important to compensate for the breaks around the cup than for those directly in front of the ball. * When compensating for a drastic break, keep in mind that the ball must travel farther to the cup and plan your distance accordingly. * Particularly on short putts, it's generally a good idea to hit the ball too hard rather than too soft; don't try to cozy your short putts. On the other hand, if you're "lipping" a lot of your putts, try hitting the ball a little softer. To leave the Putting Green, select Pro Shop from the Go the Menu. VIEWING THE COURSE There are several different ways to view a course. These alternate views give you insight into the potential hazards and help you play the best round of golf possible. Overhead View The Overhead View is best used in measuring long shots, particularly when there are hazards or trees involved. When you're on the tee: 1. Press A to bring up the Overhead View. 2. Press any button to return to the course. When you're between the tee and the green: 1. Press Start to call up the Menu Bar. 2. Use the D-Pad to highlight Overhead from the View Menu. 3. Press A. The Overhead View appears. 4. Press any button to return to the course. When in the Overhead View Screen, you can move the cursor with the D-Pad to measure the distance between the ball and any spot on the course. The Overhead View also shows the location of your opponent's ball after the tee shot. NOTE: Unlike the green grid view, when you reposition he cursor on the Overhead View the change is not reflected on the Course Play Screen. Ball Lie The Ball Lie Window shows you what kind of terrain your ball is resting on. * Press A(unless you're on the green) to check your ball lie. Fly-By Hole Preview The Fly-By Hole Preview appears at the beginning of every hole. It gives you a sweeping aerial view of the hole. A pro appears on the screen, offering advice on how to play the hole. * Press Start to bypass the Fly-By Hole preview, or go to the Setup Box in the Options Menu to deactivate it. Hole Browser The Hole Browser provides a user-controlled fly-by of the entire hole and offers more detail than the Overhead or Fly-By views. 1. Select Hole Browser from the View Menu. 2. D-Pad up/down/left/right to browse the hole. 3. Press B to switch views. 4. Press C to resume game. 5. Press Start for Help instructions. Instant Replay The program automatically shows an instant replay after an outstanding shot, but you can replay any shot you like, even those made by the pros. 1. Select Instant replay from the View menu. 2. Press A. The last shot is replayed. 3. Press Start to cancel Instant Replay. Auto Views You can activate/deactivate some of these views to be shown automatically. 1. Select Setup from the Options Menu. The Setup Box appears. 2. Use the D-Pad to highlight the feature you wish to activate or deactivate, and press B. 3. Press A to confirm your choice. Auto Overhead appears before your shot every time the ball is more than 100 yards from the hole. Auto Ball Lie appears before your shot whenever the ball lies between the tee and the green. Auto Greens appears before your putt, whenever the ball is on the green or within 39 yards of the hole. Auto Fly-by Hole Preview appears at the beginning of every hole, before you tee off. * To bypass a view, press Start at any time. PGA European Tour Stats & Options Use Up/Down to scroll text STATS PGA European Tour offers a variety of stats which are listed under the Stats Menu. Current Players This screen shows the stats for all the players currently in your party. You have access to these stats only during a game. A player's stats are updated every time s/he plays in a Tournament, Skins, Match, or Shoot-Out. * Select Current Players from the Stats Menu and press A. The Current Players Stats Screen appears. Reset Stats You can reset a human player's stats from the Current Players Stats Screen. 1. Press Start. A dialogue box appears with a list of the current players. It asks you which players' stats you would like to reset. 2. D-Pad up/down to select a player, and press A to confirm. A second dialogue box appears. 3. You are asked to verify your decision to reset stats. Press A to confirm and C to cancel. For human players, the stats return to zero. If you are playing with a Genesis pro, the stats return to zero. If you are playing with a Genesis pro, the stats return to their programmed base stats. 4. Press C to exit the stats screen and return to the game. NOTE: You may also reset the pros stats from the Options Menu. Select Reset Pros and press A to confirm. Some of the stats(Longest Drive, Earnings, Best 18 holes, etc.,) are self-explanatory. Below is an explanation of the statistical categories that might not be so obvious. Driving Acc., or "Driving Accuracy." An accurate drive is one that stops on the fairway or the green. This stat shows the percentage of times a player drives the fairway or the green. Greens in reg., or "Green in Regulation." On a par 3, your ball must reach the green on your drive; on a par 4, the ball must reach the green on your second shot; a par 5, the ball must reach the green on your third shot to be considered on the green in the regulation number of strokes. This stat shows the percentage of times a player makes the green in the regulation number of strokes. Putts/G.I.R.(Greens in Regulation) is the average number of putts it takes to sink the ball when you reach the green in the regulation number of strokes. Ideally, a golfer should reach the green in regulation and putt twice to hole out; this is the basis of par. This stat shows the average number of strokes it takes a player to hole out after reaching the green in regulation. Par Breakers shows the percentage of times a player beats or "breaks" par. Par Saves are those holes in which a player shoots or breaks par without making the green in regulation. Avg. Par stats indicate the average number of strokes a player takes on the par 3s, 4s and 5s. Saved Players These stats correspond in content with current players, but indicate stats for all saved players, not just those currently playing. As with the current players, you can reset the stats from this screen. Tournament The Tournament stats begin with a list of Leading Money Winners ranked in order of earnings. * To page rapidly through the list, press A. After the list of Leading Money Winners comes the list of Leading Scorers ranked in order of lowest average score for 18 holes. * To return to the course, Pro Shop or PGA Tour Tent, press Start. Scorecard The Scorecard appears after every hole played(except when you are at the Driving Range or Putting Green). You can also access the Scorecard fro the Stats Menu. Par scores appear in blue, scores lower than par appear in red, and above-par scores appear in black. * To return to the course, Pro Shop or PGA Tour Tent, press Start. Leaderboard The Leaderboard lists all the players in an ongoing tournament in order of lowest total score. The names of human players appear in blue both on the list and below the list in a separate area. Next to the name of each player is his current score in relation to par. Next to the "Par" column is the "Hole" column, which indicates the current hole for that player. A double dash(--) in this column indicates the player has finished the round. * To page through the list, press B. * To return to the course, Pro Shop or PGA Tour Tent, press Start. Tourney Results The Tourney Results Screen shows a list of all golfers who have completed a tournament and their respective scores. * To page through the list, press B. * To return to the course, Pro Shop or PGA Tour Tent, press Start. PRACTICE ROUND The Practice Round play mode offers flexibility of play without the money pressure. Playing a Practice Round * Select Practice Round from the Play Menu and press A. The Select Number of Players Box appears. Selecting the Number of Players * D-Pad left/right to highlight the desired number of players, and press A to confirm your choice. You may have up to 4 players. Selecting a Player After selecting the number of players, a box appears asking you to select Player #1. This player can be a new human player, one of the ten Genesis pros, or an existing human player. * D-Pad up/down to highlight the desired player, and press A to confirm your choice. * To select a genesis pro, highlight on the Select Player Box, and press A. A list of the ten pros appears. * Use the D-Pad to select one of the pros, and press A. The program allows you to save up to 16 human players. If the roster is full, the program indicates that there's no more room for new players. During a practice round, you can continue and play with a golfer called "Player #1," but the program doesn't retain his/her stats after the round is over. If you don't want to play with an anonymous player, press A for "OK" then C for "Cancel." Naming a New Player If you select New Player and there's room for one, a Players Card appears on the screen. It's here that you name a new player. 1. D-Pad up/down to toggle through the upper and lower case letters(there's a blank space after the capital Z). 2. D-Pad left/right to select a character and move on to the next space. 3. When you're finished naming the golfer, press Start. If you wish to play with an anonymous golfer and not save his stats, press C at the Players Card Screen. You'll play with a generic player(#1, #2, #3, #4) as described above. This feature is only available in a Practice Round. Selecting a Tee After you select your tee, a Club Selection Box appears. You are allowed 14 clubs in your bag including the putter, which you always carry. The clubs in your bag appear in bold type, while those not in your bag appear in a pale type. Before you add a club to your full bag, you must remove one. 1. D-Pad left/right/up/down to highlight the club you wish to remove, then press B. 2. D-Pad left/right/up/down to highlight the club you wish to add, then press B. 3. Repeat this process until you're done, then press A. The Course Selection Box appears. Selecting a Course 1. D-Pad up/down to highlight the course you want. 2. Press A to confirm your choice. An overhead view of the entire course appears, and an announcer gives a brief weather report for the day. The game begins at hole #1. During a Practice Round, you can play through a course in sequential order or skip around. Two or More Players The process of selecting and naming players, selecting clubs and courses, varies a bit when you have two or more human players and you've activated Two or More Controllers on the Setup Menu. Player #1, using Controller 1, always selects the number of players, the player himself, and the course. Each individual player then enters their name with their own Controller, and chooses their golf clubs and tees(during a Practice Round). Let's do a walk though: 1. Three players decide to play a Practice Round and they each decide to use their own controller. Player #1 activates Two or More Controllers on the Setup Menu and selects Practice Round from the Play Menu. 2. Player #1 selects number of players(3). 3. Player #1 selects either a new player, a Genesis pro or an existing player for himself. He enters all tee and club information. 4. A Select Player #2 Screen appears. Player #1 must select with Controller 1 either a new player, a Genesis pro, or an existing player and press A. 5. Player #2, with Controller 2, now enters the information regarding club and tee selection. If he is a new player, he uses his D-Pad to enter to enter his name at the Player's Card Screen. 6. After all three players have finished making their selections, Player #1 selects the course. This process(except for tee selection) is the same for Practice, Skins, Tournament, Match Play and Shoot-Out game modes. Selecting a Hole To go to a Different Hole during a Practice Round: 1. Press Start to highlight the Menu Bar. 2. The Go to Menu is highlighted automatically, as well as the Hole option. Press A to confirm. The Select Hole Box appears. 3. Use the D-Pad to highlight the hole you want, then press A to confirm your selection. You go to the new hole. Changing Courses To Go to a New Course during a Practice Round: 1. Press Start to highlight the Menu Bar. 2. Select New Course from the Go to Menu and press A to confirm. The Select Course Box appears. 3. Use the D-Pad to highlight the course you want, then press A to confirm your selection. After you make your selection, the program shows you an overhead view and then takes you to the first tee of the new course. * To exit a Practice Round, select Pro Shop from the Go to Menu and press A. Taking a Mulligan In a Practice Round, you can take a shot over and over again until you get it just right. * Highlight Take a Mulligan from the Shot Menu, and press A. The program takes you back to your previous lie. Note that the program does not keep statistics for holes on which you take mulligans, except for "Longest Drive." Picking up the Ball If you're doing poorly on a hole and your frustration is mounting, you can pick up your ball and accept a score of 12. * Highlight Pick up Ball from the Shot Menu and press A. TOURNAMENT PLAY Now that you've mastered the basics and perfected your skills, it's time to put it all together and play a tournament. A tournament comprises four full rounds(72 holes) on the same course. Sixty professional golfers, plus one to four players in your party, compete for thousands of pounds in earnings. You must use professional tees and mulligans are not allowed. How to Play Say good-bye to your buddies in the Pro Shop and choose Tournament from the Play Menu. You are asked the same questions as when you played a Practice Round. After you choose your course, an overhead shot of the entire course appears. The Tournament Board then introduces the tournament and total prize money. The Leader Board, which shows the current standings for all tournament participants, appears. Following each ranking is the player's name, score, and the hole he is currently playing. Making the Cut Generally, if you shoot par or better you will make the cut. At the end of the first round, the top 48 players, plus all those players tied for the lowest qualifying score, move on to the second round. At the end of the second round, the top 32 players, plus all those players tied for the lowest qualifying score, move on and so on to the fourth and final round. During Tournament play, you return to the PGA Tour Tent rather than the Pro Shop. SKINS CHALLENGE Two to four players compete in a Skins Challenge for cash. The game is played over the course of 18 holes, with each hole assigned a monetary value. The value of the holes increases as you play and the size of the purse varies depending on the competition and the number of players. In order to win cash, you must win the skin for that specific hole. To win a skin, you must win a hole outright by making a lower score on that hole than each of the other competitors. If two players tie for the lowest score on a given hole, the skin for that hole carries over to the next hole. Theoretically, all 18 skins could ride on the 18th hole. If no one wins the 18th hole, the players return to the 1st hole and continue playing until someone wins the remaining skin(s). Since the total score for the round has no bearing on who wins, when one of the players clinches a skin on a given hole, the other players simply pick up their balls and head to the next hole. This is reflected on the Scorecard. If the winning player scores a 3 for a hole, the other players show a score of 3+ on the scorecard. This means that they would have taken more than 3 strokes to finish the hole, but simply went on as the competition was finished. MATCH PLAY A complete game consists of three rounds with four groups of two playing consecutively. Each round is a single-elimination contest and the competition is fierce. As in Skins, you try to win each hole, but there are variations. Instead of each hole being worth money, it is played for the sake of the score alone. If you tie or "halve" a hole, the score remains the same. At the end of each round, whoever has won the most holes, wins the round and proceeds to the next round of competition. The round continues only so long as there is uncertainty over the outcome. For example, if you have played 16 holes and are down 3 holes, there is no chance that you could tie or win the round, and the round ends. If two players end a round tied, they return to the 1st hole for a sudden death play-off. The winner of that play-off continues on to the next round. The final winner takes all of the money,(there are no earnings for second or third place), so the pressure can be intense by the last round. SHOOT-OUT Based on the Canon SHOOT-OUT Series, in our Shoot-Out play, four players line up to play three holes of golf. At each hole, the player with the highest score is eliminated. The players who score the lowest on each hole continue to the final hole where only two players are left to compete for the final prize. Money is awarded for first and second place. After you select a course, the program randomly selects a starting hole. You play the next three holes in sequence. In the event of more than one player having the highest score at a hole, a one-shot tie-breaker is played. The referee places the ball randomly in a position close to the green. The shot can be a chip or a putt, and each tying player takes the same shot. The player farthest from the hole is eliminated. After each of these tie-breaker sessions, a Summary Box appears displaying the distance of each layer's ball(in inches) from the cup. If after this tie-breaker, players are still tied, then a second tie-breaker is played, and so on. SAVING AND RESTORING Save Game The cartridge is designed to save only one game. When you save a game you overwrite the previously saved game. * Select Save Game from the Options Menu, and press A. The program asks if it's OK to overwrite the previously saved game,(unless you haven't yet saved any). * To overwrite the previously saved game, press A. The game remains saved until another game is saved over it. Restore Game * Highlight Restore Game on the Options Menu, and press A twice. The saved game appears and you continue where you left off. Remember, you can also resume a game after leaving it if you only go to the Pro Shop or PGA Tour tent, and don't exit the program entirely. * Highlight Resume Game on the Play Menu and press A. You return to your game in progress. PGA European Tour Hints and Tips Use Up/Down to scroll text FINE POINTS FROM THE MASTER * If you really want to get good at this game, you have to be aware of all the factors that can influence the outcome of a given shot. * Every hole begins at the tee. Check your distance, the wind gauge and the location of hazards. Make sure you hit the accuracy point. * When you're not on the green or the fringe, the fairway is the best place to be. Occasionally, you'll find your ball "in a depression" on the fairway. When your ball is in a depression, the maximum distance for a given club is slightly reduced, and the possibility for a wild shot is slightly increased. * Knowing how to read a green is essential if you want to shoot low scores. The putter is the only club allowed on the green, and the wind is not a factor. * The dark green area surrounding each green is called the fringe. Here you can choose the putter or any other club. If you're using the putter, make sure to use enough force to putt through the fringe. On long shots, you might want to try a chip shot. * The rough reduces the maximum distance potential of any club you select, and increases the effect of a hook or slice. If you're "half-buried in the Rough," these consequences are greater still. * As you might expect, the heavy rough is more undesirable than the ordinary rough. Nowhere is the :flub" factor more ominous. Exercise extreme caution and avoid using the Draw/Fade meter. * At all costs avoid the bunkers, especially the ones along the fairway. it's extremely difficult to make an accurate long shot from the sand. If your ball is "Half-buried in the sand," you might want to go with the sand wedge. Using a longer club(a one or two iron) to get distance is risky: the possibility of blowing the shot increases with a flat iron.

PGAGLF96.O

PGA Tour Golf '96 Electronic Arts To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME SPECIAL JEWELS HINTS AND TIPS BROWSE HELP FILES PGA Tour Golf '96 Game Description Use Up/Down to scroll text Columns has always been fun. But now that you can add PGA Tour Golf '96 Controller Functions Use Up/Down to scroll text Game Start and Pause. In Pyramid Columns, if you have items, used to PGA Tour Golf '96 Playing the Game Use Up/Down to scroll text use of the Items you get by. PGA Tour Golf '96 Special Jewels Use Up/Down to scroll text two rows into your opponent's playing field. PGA Tour Golf '96 Hints and Tips Use Up/Down to scroll text First, extinguish blocks diagonally!

PGATOUR.O

PGA Tour Golf Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME TOURNAMENT PLAY HINTS AND TIPS BROWSE HELP FILES PGA Tour Golf Game Description Use Up/Down to scroll text Welcome to PGA Tour Golf, the only game that lets you play against the Tour's most competitive pros, on some of the finest golf courses in the world. It's you against a choice field of 60 PGA Tour professionals. And, on any given day, you could win it all. PGA Tour Golf Controller Functions Use Up/Down to scroll text In the Pro Shop: Start: * Bypass title and credits screen. * Go to or return to Pro Shop. D-Pad: * Right or left arrows display different menus. Up or down arrows highlight different options in the displayed menu. A highlighted menu turns red. Button A: * Selects or confirms a choice. Selects a highlighted menu option. Button B: * Turns to options from the Setup menu On or Off. Button C: * Displays game menu. * Cancels the current selection or screen. On the Course: Start: * Go to or return to Pro Shop. * Cancels out of the Leader Board or Instant Replay and returns to the course. D-Pad: * Right or left arrows move the aiming cross-hair. Up or down arrows choose a different club. Button A: * Selects or confirms a choice. * On the tee, displays an overhead view of the hole; on the fairway or in the sand, displays the Ball Lie; on the green or fringe, displays the contour Grid. Bypass title and credits screen. Button B: * Press B three times to hit the ball. * Turns the Options from the Setup menu On or Off. Button C: * Activates menus. * Cancels the current selection or screen. PGA Tour Golf Playing the Game Use Up/Down to scroll text At the Pro Shop you can use the Play menu to go out to practice your strokes or begin a tournament round. Press C to see the Play menu. When an option has a checkmark in front of it, it is ACTIVE. To select a different option, press the up or down arrows on the D-Pad to move the red highlight. If you want to practice now, read on. Remember, even the greatest pros return repeatedly to their teachers for reminders about proper swing mechanics and body rotation. Driving Range: To prepare for your upcoming tournaments, you've got to do more than buy a new pair of shoes. You've got to practice all your shots at the Driving Range, if you want to get really good. Experiment with both your woods and your irons, and keep your eye on the wind gauge. Remember, you're not playing under a dome. * Press up or down on the D-Pad to move the red highlight to Driving Range and press A. * Press up or down on the D-Pad to move the red highlight to the course of your choice and press A. The Stroke Bar displays the distance potential of the club you're using, and it lets you control the power and accuracy of your swing. To hit the ball, you need to press B three times. The first press starts your backswing; the second ends the backswing and determines the power of your stroke; and the third press hits the ball and determines whether the shot hooks, slices, or travels straight. 1) Press B to start your backswing. The Power Bar quickly extends left from the Accuracy Point, indicating the growing strength of your backswing. 2) Press B to stop your backswing. Each club has a distance potential, which appears in a box to the left of the Stroke Bar. The percentages below the Bar indicate the percent of the total distance potential you want to use. When the Power Bar reaches the strength you want, press the Stroke Button to stop it. The Bar begins to shrink back toward the Accuracy Point, leaving a small line that marks the spot where you stopped it. 3) Press B to hit the ball. To hit the ball straight, press the Stroke Button when the Power Bar returns to the Accuracy Point. If you stop the Bar exactly on the Accuracy point, you'll hit the ball straight. If you press the Stroke Button before the Bar reaches the Accuracy Point, the ball hooks to the left. If you press the Stroke Button after the Bar has moved beyond (to the right of) the Accuracy Point, the ball slices to the right. Aiming Your Shot: The aiming cross hair (flashing in the middle of your screen) indicates the direction the ball will travel if it is well-hit. To change the position of the cross hair, press left or right on the D-Pad. Wind: The rotating arrow indicates the wind speed and direction. Watch out for occasional wind gusts! Adjust the direction and strength of your strokes to compensate for the wind. Putting Green: You've probably heard of fine players who are long off the tee, with strong middle irons, and sweet short games, but whose concentration completely falls apart once their ball hits the so-called "putting surface." PGA Tour Golf can help you avoid the yips. You can practice putting on different greens, and learn how to "read" them. If you're in the Pro Shop and want to practice your stroke now, press C to display the Play menu. Select Putting Green from the menu and press A. Grid View: After selecting Putting Green, a contour grid shows the topography of the practice green (if the grid does not appear, press A). A message above the grid reports how far your ball is above or below the cup, and the distance to it. To get a better view of how the topography will affect the roll of the ball as you putt, follow the instructions on the screen on how to use the D-Pad to align the ball with the aiming cursor. Press any button on the Controller to move back to the putting green. The aiming cross hair on the green reflects any adjustments you made on the grid. There's no need to re-aim. The Close-up window shows the area around the cup. Whenever you are on the green (or the fringe of the green), and you want to see the grid, press A. How to Putt: The Stroke Bar on the Putting Green works exactly like the Stroke Bar at the Driving Range. To putt the ball, you need to press B three times. You always use a putter when you're on the green. The distance potential of your putter can be adjusted in increments of 5 feet over a range of 5 to 120 feet. To change the distance potential, press up or down on the D-Pad. Practice Round: If you are now feeling up to it, you can opt to play a Practice Round. Hitting the ball works the same as it does for the Driving Range and Putting. If you want to try a stroke again, select Take A Mulligan from the Options menu, and you can take the shot over. You can take multiple mulligans and even "mulligan" your way back to the tee, if you wish. Ball Lie: When your ball is sitting in the fairway or sand, you can press A to see the "lie" of your ball. Every PGA Tour pro knows that ball lie will affect your choice of club and the stroke you use. If you land in the rough, for example, your irons will have a lower distance potential and less accuracy than if you were hitting from the fairway. Special Shots: PGA Tour Golf knows that you're not a pro-yet. Sometimes, the ball doesn't go exactly where you want it to. Sometimes you have to make a special shot to save your par. When that happens, choose Special Shots from the Options menu. From there you can choose to Chip, Punch, or Putt from the Fringe. Instant Replay: Choose Instant Replay to see your last shot again. the trajectory of your ball is traced on the screen. Spectacular shots are automatically replayed. PGA Tour Golf Tournament Play Use Up/Down to scroll text Playing a Tournament and learning to drive a car have one thing in common: you don't know how it feels until you do it. You can hone your strokes on the practice tee, or work all the controls while the car is in the garage, but until you tee it up for money or pull out into the evening rush hour, you really don't know how you'll perform. PGA Tour events put a premium on preparation, mental toughness, and the will to win. If you think you're ready for the exhilarating challenge, choose Tournament from the Play menu. How to Play: After you choose Tournament, you'll need to answer a few questions (the same questions you were asked when you played a Practice Round). Answer each question and press A to confirm you choice (or simply press A in response to each question to accept the default choice). When you're asked to sign in, enter your name with the D-Pad, and press A. An overhead shot of the entire course appears, and then the Tournament Board introduces the tournament and total prize money. In a moment the Leader Board, which shows the current ranking for all tournament participants appears. Following each ranking is the player's name, score and the hole he is currently playing. You can page through the Leader Board by pressing A or B. Press C to cancel and move to the first hole. During Tournament play, you cannot change courses or holes, and no Mulligans are allowed. If you score among the top 48 players after Round 1, you make the cut and move on to Round 2. You have to place in the top 32 to get to Rounds 3 and 4. Good luck! PGA Tour Golf Hints and Tips Use Up/Down to scroll text Strategy Guide: In this Strategy Guide we outline how to play through most of the situations you'll confront while you play the challenging courses in PGA Tour Golf. We chose the nasty 529 yard par-5 11th hole from the Tournament Players Club at Sawgrass as a representative hole because it includes every element that a Tour pro must consider during a complete tournament round. In The Players Championship, played every year at Sawgrass, the treacherous 11th has demolished the dreams of more than one tournament hopeful. With practice, skill, and judgment you can avoid this fate. Off the Tee: Like all the great pros, you should strive for consistency and good placement off the tee. If you hit like a gorilla but can't control the ball, you'll find yourself in trouble on most of your second shots. Keep in mind that all the TPC courses are designed to penalize risky shots that turn out badly. Watch the aerial fly-bys for important club selection and ball-location comments from our 10 featured PGA Tour pros. They already have learned the rule that it is better to be 20 yards shorter in the fairway than to be in the rough (or worse). How Far Can You Hit It: Club Distance Potential: The distance potential listed to the left of the Stroke Bar defines an Average shot hit at 100% power with no wind, and includes the ball's flight in the air PLUS roll. Remember this when you're about to hit over a sand trap or water hazard: When you have a choice between two clubs, always choose the longer one. You'll land where you wanted to be more often if you use this rule throughout your play. Overswing-Risk vs. Reward: The area to the left of the 100% Power mark on the Stroke Bar is reserved for what we call "overswing." The farther you let the Power Bar go into this area the farther you will be able to hit the ball. But, as with all good things, there's a price to pay. If you don't hit the shot perfectly, that is, smack the ball precisely at the Accuracy Point, the ball can and most likely will react erratically, because you aren't in total control of your swing. Remember: The greater the deviation at the top or bottom of the swing, the more unpredictable the outcome of the shot. A word for the prudent player: Do not stray into the Overswing area if you're trying to hook (draw), or slice (fade) your shot. Overswing, by definition, eliminates reliability even when you're playing the ball straight. It will make your intended hook or slice wildly unpredictable. Toyed with by the Elements: While your ball is traveling through the air, wind can alter its flight. Adjust your aim to compensate for the direction and strength of the wind. Check the wind gauge! It works better than throwing some grass in the air. The stronger the wind, the larger an adjustment you should make. The Driving Range is the place to practice adjusting for the wind. Luckily, after you hit, the wind direction remains constant. Horrible Lies: No, we're not talking about your IRS returns. We mean ball lies. Let's say you hit your drive on the money. Terrific, but where did it land? You've got to check your ball lie. Other than distance to the hole, a Tour pro worries the most about his ball lie. That is, how is the ball sitting on the grass or in the sand? Ball Lie is so important because it affects the amount of backspin you can impart to the ball, how far each club can hit the ball, and how the ball reacts to an imperfect swing. The worse your ball lie, the smaller the amount of backspin imparted to your ball, and the more these factors affect your shot. When you're in the fairway, you can press A to see the lie of your ball. On the Beach-How to play out of a fairway sand trap: If your ball isn't buried in the trap you can hit all of your irons between 50 and 90 percent of their distance potential. When you're in trouble, resist the temptation to try a spectacular saving shot and concentrate on getting your ball back into play. Play conservatively out of the sand and you'll save a lot of pars. If your ball is buried in the sand, it's risky to hit any club longer than a 4 iron. The danger of flubbing a shot out of that lie is too great to risk the few extra yards you might get with a longer club. When you're in the sand, you can press A to see the lie of your ball. The Punch Shot: When you're half-buried in the rough, or buried in the sand, select Special Shots from the Options menu and choose Punch Shot. Use the punch shot to just get the ball back to the fairway from whatever trouble your ball may have found. The distance the ball will travel is shorter than if you took a full swing at the ball, but you're not likely to flub or whiff the shot or shank it and have it sail wildly off your clubface. Go for the green in two? Only for the brave: On this hole you would have to hit a very big drive (300 yards or more) and then cross an ocean of sand to have a reasonable chance of reaching the green in two. Remember that the distance potential listed next to the Stroke Bar is the amount the current club will go in the air PLUS roll. If you are 240 yards away from the pin and try to hit a 3-wood to the green, your ball will skip off the back of the green. A better strategy would be to either: a) take less than a full swing with the 3-wood and try to bounce it onto the green; or b) hit a long iron with overswing and try to fly the ball to the green (via the overswing). The safest play on this hole is to lay-up short of the green and get set up for your third shot, the approach. The Chip Shot: If you are close to the green, or on the fringe, this is the perfect time to use your Chip Shot. This shot will not fly very far in the air. The strategy of the shot is to fly the ball just on to the green and hope it rolls the rest of the way to the hole. If you choose to use the chip shot you should look at the Grid View of the green to read the contours of the green between you and the hole. The moment your ball hits the green it will react to these contours. It is not advisable to use the Chip Shot out of the following lies: Half-buried in light rough, in the sand trap, buried in the sand trap, in heavy rough, and half-buried in heavy rough. Warning: A ball hit as a Chip Shot will stop dead in its tracks if it lands on the fringe. Playing to the green from a bunker: Ball lie in the bunker is critical. The more deeply your ball is buried in the sand, the more it will roll when it hits the green. Bad lies in the sand tend to make the ball release a lot more than good lies. Remember this when you're thinking about how hard to swing at a sand shot. If you are playing your shot out of a trap beside the green, look at the Grid View of the green to see its contours. The ball will be affected by these contours the moment your ball hits the green. Backspin-how to use it: The ability to control the ball with backspin is one of the skills that separates the pros from most of the rest of us. Still it's never too late to learn, and if you want to play on the Tour, it's a necessity. So take a lesson in hitting with backspin. Since any ball you hit with the shorter irons will roll backwards after bouncing on the green (if your shot hits the green on the fly) it's important to know how far you should try to hit shots with these clubs onto the green. Instead of trying to go exactly to the pin, it's probably better to hit the ball just past the hole and rely on the backspin to roll the ball back close to the hole. IMPORTANT: Be very careful in using this strategy if the pin is placed at the back of the green (check the pin placement with the Overhead View if you can't remember where the pin is). Your shot might fly exactly the distance you wanted, but land on the fringe (or worse). If it does land off the green it will not roll back toward the hole (the other surfaces remove the backspin from the ball). Fringe Putting: If you land on the fringe of the green, PGA Tour Golf assumes that you want to putt from the fringe and auto-selects your putter. Sometimes the hole will be too far away to putt and you might want to chip the ball. If you choose a different club for this shot, and then change your mind, select Fringe Putt from Special Shots in the Options menu to get your putter back. Make sure you take a look at the Grid View of the green prior to making your Fringe Putt. The fringe is not as low-cut or smooth as the green so you'll have to putt the ball a little harder. The more fringe between you and the green-the more over the listed distance you'll need to hit your putt. Don't short-arm your putt. Tips on Putting: OK, you made it to the green in good shape. Unfortunately, for a lot of us, this is when the heartache begins. The number of things that can go wrong in such a small place is beyond belief. As experienced hackers, we believe we can get down in two. At least we hope so. We pray! Using the Putting Grid: The pros spent years learning to "read" greens. PGA Tour Golf gives you a hand by providing a grid view of the green that will help read its contours. Follow the instructions on screen to move the grid. Note the elevation between the ball and the cup as well as the distance. This information is printed above the Grid View. You may find that the grid is the best place to aim your putt. Use the D-Pad to align your ball with the aiming cursor. All aiming you do on the grid will be carried back to the normal view when you return to the green. When you're on the green (or just on the fringe), you can press A to see the contour grid of the current green. Putting and the Stroke Bar: Make sure that the distance your ball needs to travel to get to the hole is encompassed by the distance at the end of the Stroke Bar. Change the distance potential so that you can hit most of your putts near the 100% mark. You can change the distance potential of your putter by pressing up or down on the D-Pad. The 5-foot putt is not a Gimme-even to the Pros! If the computer selects the 5-foot distance potential for your putt, the contours on Grid View should not come into play unless the slope is very severe. Hit your putt as close to the 100% mark as possible regardless of the distance between you and the hole. You'll make more short putts, and minimize frustration, if you go for the hole. However, if you notice you are lipping a lot of your putts, it means your aim is good, but you are hitting the ball too hard. Try to back off the power bar a little bit and your ball will fall into the hole more often. Practice Makes Perfect: No one can just walk out on the PGA Tour and putt as well as the best in the World. Use the Putting Green(s) on all the courses to familiarize yourself with how to read the Grid View as well as how hard to hit your putts given their distance and topography. Good luck, and good golfing!

PGATOUR2.O

PGA Tour Golf II Electronic Arts To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME OTHER FEATURES HINTS AND TIPS BROWSE HELP FILES PGA Tour Golf II Game Description Use Up/Down to scroll text PGA Tour Golf II offers everything contained in the original PGA Tour Golf, and plenty more besides. You'll find three new golf courses, a precise "Draw/Fade" control, a "skins" contest format, expanded statistics, and a new user-controlled fly-by option called the "Hole Browser." Also, you'll notice clear improvements in the graphical and audio presentation of the game. PGA Tour Golf II Controller Functions Use Up/Down to scroll text In the Pro Shop: Start: * Activates/Deactivates menu bar. * Cancels menu selection. D-Pad: * Right or left arrows display different menus. Up or down arrows highlight menu items. Button A: * Selects or confirms a choice. Selects a highlighted menu option. Button B: * Turns the options from the Setup menu On or Off. Button C: * Displays game menu. * Cancels the current selection or screen. On the Course: Start: * Activates/Deactivates menu bar. * Cancels menu selection. * Clears Ball Lie window and Overhead view. D-Pad: * Right or left arrows move the aiming cross-hair. Up or down arrows choose a different club. * Highlights pull-down menu items. Button A: * Selects or confirms a choice. * On the tee, displays an overhead view of the hole; on the fairway or in the sand, displays the Ball Lie; on the green or fringe, displays the Green Grid. Button B: * Press B three times to hit the ball. * Turns the Options from the Setup menu On or Off. Button C: * Hold C to display the draw/fade meter. (Press D-Pad L/R to adjust draw/fade.) * Cancels menu selection. PGA Tour Golf II Playing the Game Use Up/Down to scroll text Basics From the House Pro: The most important skill to develop in PGA Tour Golf II is stopping your swing exactly on the accuracy point. If you miss the accuracy point to the right, the ball will slice to the right. If you miss the accuracy point to the left, the ball will hook to the left. The greater your distance from the accuracy point, the greater the degree of the hook or slice. * Press B to start your backswing, press B to stop your backswing and begin your swing, and then press B to strike the ball (at the accuracy point.) You might want to hook or slice the ball to get around a corner or avoid a hazard. The best way to control a hook or a slice is to set the "draw/fade" meter before you swing the club, and to hit the accuracy point as usual. It's not advisable to employ draw or fade when your ball lies in the heavy rough or the sand. The draw/fade meter is not available when you're putting. * Press and hold C to bring up the draw/fade meter. D-Pad left/right to adjust the draw/fade marker. Selecting the Proper Club: The computer automatically selects a club for every situation, but you don't have to use that club. * D-Pad up/down to change club selection. The name of the selected club appears at the bottom of the information box in the lower right corner of the screen. Each club has different characteristics, the most important of which is it's maximum distance potential. A clubs maximum distance potential accounts for the ball lie, and assumes landing and rolling on the fairway. It does not indicate "distance in the air." The maximum distance potential of a club is shown at the left side of the stroke meter. Checking the Wind: The wind indicator is located at the bottom left corner of the screen. The wind effects all shots except for putts. When the arrow is pointing up, the wind is blowing from your back and will add distance to your shot. When the arrow is pointing down, the wind is blowing into your face and will reduce the distance of your shot. When the arrow is pointing right or left, the wind will blow your shot to the right or left respectively. Of course, the stronger the wind, the greater its influence over the shot. Adjusting Your Aim: The flashing cursor at the center of the screen indicates the direction in which the ball will travel immediately after you strike it. On tee shots, the computer places the aiming cursor in the optimum position for a straight shot with no wind. On all subsequent shots, the computer places the aiming cursor directly in line with the pin, regardless of whether the pin is visible on the screen. It's always up to you to compensate for the wind, either by using the draw/fade meter, or by adjusting your aim. When you're faced with an obstacle that prohibits you from aiming straight at the pin, you'll find it useful to go to the hole browser for an elevated look at the problem. Once you learn to use the draw/fade meter in conjunction with the aiming cursor and the wind, bending your shots around corners becomes an exciting challenge. * D-Pad left/right to adjust the aiming cursor. Measuring Your Shot: Hitting the accuracy point won't help you if you don't measure your shot correctly. The distance of your shot is determined when you stop the power bar in the backswing. In order to decide where to stop the power bar, you have to do a little quick arithmetic. For example, let's say your ball is lying cleanly on the fairway 120 yards from the pin. The computer selects the nine iron, which in this circumstance has a distance potential of 131 yards. The wind is blowing across the fairway to your right at 15 mph. Before you hit the ball, you'll want to move the aiming cursor to the left several increments to compensate for the wind. Now you have to decide how far up the stroke meter you want to let the power bar run before you stop it. First consider that 120 yards is roughly 90 percent of 131 yards. Then realize that the strong crosswind is going to slow up the ball, and that the ball will actually have to travel farther than 131 yards to reach the pin since your aim is to the left of center. Finally, account for a certain amount of backspin on the ball. In the final analysis, it's probably best to stop the power bar just a hair shy of 100 percent and, of course, hit the accuracy point right on the button. Overswing: The area to the left of the 100 percent mark on the stroke meter is called the "overswing area". If you venture into the overswing area, you can actually hit the ball farther than the maximum distance listed on the stroke meter. But if you don't hit the accuracy point, the results can be costly. Any hook or slice will be magnified according to how far into the overswing area you actually went. Hitting the accuracy point becomes especially important when you decide to pull out all the stops. Fine Points From the Master: If you really want to get good at this game, you have to be aware of all the factors that can influence the outcome of a given shot. Ball Lie: There are seven surfaced where the ball can lie: tee, fairway, green, fringe, rough, heavy rough, and sand. The latter four surfaces pose unique problems for the golfer. First, let's talk about the more desirable surfaces. * Press A when not on the tee or the green to see the ball lie. The Tee: Every hole begins at the tee. All you have to worry about here is the wind, the aiming cursor, and your ability to hit the accuracy point. The Fairway: When you're not on the green or the fringe, it's best TO be on the fairway. Occasionally, you'll find your ball "in a depression" on the fairway. No, we're not talking about a black mood. When your ball is in a depression, the maximum distance for a given club is slightly reduced, and the possibility of a wild shot increases if you decide to use a wood or a long iron. The Green: Knowing how to read a green is essential if you want to shoot low scores. The computer allows you to use only the putter, and the wind is not a factor. The Fringe: The dark green area surrounding each green is called the fringe. Here you can choose the putter or any other club. If you're using the putter, make sure to strike the ball extra-hard when there's a lot of fringe to putt through. When there's only a little fringe to putt through, the fringe will have little effect on the putt. On long shots from the fringe, you might want to try a chip shot. The Rough: The rough reduces the maximum distance potential of whatever club you select, and it increases the effect of a hook or slice. Even if you strike the ball exactly on the accuracy point, your shot might hook or slice a bit. If the ball winds up "Half-buried in the Rough", the maximum distance potential of the clubs is further reduced, and the degree of hook or slice becomes even more unpredictable. Also, there's a chance that you'll flub the shot altogether, especially if you choose a wood or a long iron. The Heavy Rough: As you might expect, the heavy rough is more undesirable than the ordinary rough. Here, the distance potential of the clubs is further reduced, and the outcome of your shot becomes even more unpredictable. It can be dangerous to attempt a long shot from the heavy rough. If you find yourself "Half-Buried in the Heavy Rough", you must exercise even more caution. Nowhere is the "flub" factor more ominous. Also, we suggest that you not use the draw/fade meter when you're hitting from heavy rough. The Sand: At all costs avoid the sand traps, especially the ones along the fairway. It's very difficult to make an accurate long shot from the sand. The distance of your clubs is greatly increased. When your ball is "Half-Buried in the Sand" the program will almost certainly select the sand wedge, which is the best club for scooping the ball out of the sand. Using a longer club (such as a one or two iron) to get greater distance is risky, as there's a good possibility of flubbing the shot with a flat iron. We advise against using the draw/fade meter when you're lying in the sand. On short shots from the sand, the ball will roll forward after it hits the green. The number on the shot meter indicates the distance the ball will travel before it lands, so you should measure the shot so that the ball lands well in front of the cup. The longer the shot, the farther the ball will roll after it lands on the green. Special Shots: Your ball lie and your distance to the cup should determine your shot selection. Normally, the program decides the best shot-type for your situation, but you might not agree. To change the shot-type, you have to go up to the menu bar. * Press Start to highlight the menu bar. D-Pad right to display the shot menu. D-Pad down to highlight the shot you wish to perform. Press A to select that shot-type. Normal Shot: The normal shots are "drive", "shoot", "pitch", "blast" and "putt". You "drive" from the tee. You "shoot" when you're far from the pin on the fairway, rough or heavy rough. You "pitch" when you're close to the pin on any surface. You "blast" when you're in a sand trap. You "putt" when you're on the green or the fringe. But bear in mind that, whenever you're not on the green, you can elect to "chip" or "punch" the ball. Chip Shot: Normally, you'll use a chip shot when you're close to the pin but not on the green. The maximum distance of a chip shot is 52 yards (that being with the driver), but you really shouldn't chip from that far out. The number on the shot meter indicates the total distance of the shot after the ball lands on the green and rolls to a stop. Be sure to check the Green Grid before you chip the ball, and keep in mind that the ball will be airborne over the nearest part of the green on a short chip. The standard rule of thumb when chipping is that the ball will travel in the air approximately half the club's total distance potential, and it will roll the other half of the way, depending on the slope of the green of course. Punch Shot: The punch shot should be used exclusively for "half-buried" and "buried" situations. You have to give up some distance when you punch the ball, but the chances of flubbing the shot are greatly reduced. Be aware that the program will never select the punch shot for you, so when you find yourself buried in the sand or half-buried in one of the rough surfaces, it's up to you to select the punch shot. Fringe Putt: Remember that when you're on the fringe you don't have to putt the ball. The program will always select the fringe putt, but if you'd rather chip, pitch, or punch, you can choose to do so. Now, if you change your shot type and then change your mind, you can select "Fringe Putt" from the shot menu. Roll and Backspin When aiming for the green, you'll want to account for the amount of roll or backspin on the ball. You get backspin only on the green and only when using a short iron and only when shooting from the fairway or off the tee. Backspin takes effect after the first bounce. The ball hits the green, bounces forward, then grabs on the second bounce and rolls backward. If you hit the green with a wood from far away, the ball will rocket off the putting surface into the rough or sand beyond. If you hit the green with a medium or long iron, there's a chance the ball will stop on the green after the first bounce, if the green is large enough. The Secret to Putting The green grid provides two critical pieces of information: the elevation of the ball with respect to the cup, and the contours of the putting surface. The distance between the ball and the cup is listed in both the info box on the golf course screen and on the putting grid screen. If the ball is more than a few inches above the cup, you'll want to hit it softly. If the ball is more than a few inches below the cup, you'll want to hit it extra hard. With practice, the strength of your putt will become second nature. * Press A when on the green to see the green grid. Press any button to return to golf course. * D-Pad up/down to rotate the grid left/right. It's reading the breaks of a green that poses the greatest problem. When the lines that form the boxes on the grid are unbroken, the green is as flat as a pool table. When the green is absolutely flat, you need only putt the ball with the proper strength, and hit the accuracy point perfectly, to sink it. When the squares between the ball and the club are broken downward to the left, the green is sloped to the left. If the squares are broken downward to the right, the green slopes to the right. You have to compensate for these slopes with the aiming cursor if you want the ball to have a chance of falling into the cup. * D-Pad left/right to move the cursor left/right. There is no hard-and-fast rule for determining just how much to compensate for breaks in the green, but you will certainly improve with practice. Below are a few reliable rules of thumb. 1. The breaks in the green effect the ball more as the ball slows down. This means that it's more important to compensate for the breaks around the cup than for those directly in front of the ball. 2. When compensating for a drastic break, keep in mind that the ball will be traveling farther to the cup since it's not following the straight path between two points. In such a case, make sure you add a little distance to the putt. 3. Particularly on short putts, it's generally a good idea to hit the ball too hard rather than too soft. Don't try to cozy in your short putts. PGA Tour Golf II Other Features Use Up/Down to scroll text Viewing the Course: The Overhead view is best used in measuring long shots, particularly when there are hazards or trees involved. When you're on the tee, * Press A to bring up the Overhead view. * Press any button to return to the golf course. When you're between the tee and the green, * Press Start to highlight the Menu Bar. * D-Pad right to View (Overhead is already highlighted). * Press A. * Press any button to return to golf course. When in the Overhead view screen, you can move the cursor with the D-Pad to measure the distance between your ball and any other spot on the course. In this way, you can determine exactly what you need to do to put the ball just where you want it. * Press A (unless you're on the green) to check your ball lie. * Press A when you're on the green to see the green grid. * Select Green from the View menu when you're near the green to see the green grid. Fly-By Hole Preview: The Fly-By Hole Preview appears at the beginning of every hole. It not only gives you a sweeping aerial view of the hole, but a pro appears on the screen and offers advice on how to play the hole. This feature is particularly useful for beginning players. * Press Start to bypass the Fly-By Hole Preview, or go to the Setup box in the Options menu to deactivate it. Hole Browser: The Hole Browser provides a user-controlled fly-by of the entire hole and offers much more detail than either the Overhead View or the Fly-By Preview. This can be very useful on your approach shot, so you can see exactly where the hazards and obstacles are positioned in relation to the cup and to your ball lie. * Select Hole Browser from the View menu. * D-Pad up/down/left/right to browse the hole. * Press B to switch views. * Press C to resume game. * Press Start for Help instructions. Stats: The program keeps the stats for up to 16 saved human players and all the computer controlled pros. A player's stats are updated every time s/he plays in a tournament or a skins challenge, but not in practice rounds. Some of the stats are self-explanatory. Below is an explanation of the statistical categories that might not be so obvious. Driving Acc.: This stands for "Driving Accuracy." An accurate drive is one that stops on the fairway or the green. This stat shows the percentage of times the player drives the fairway or the green. Greens in Reg.: This stands for "Greens in Regulation." On a par 3, the ball must lie on the green after your drive to be considered on the green in the regulation number of strokes. On a par 4, the ball must lie on the green after your second shot. On a par 5, the ball must lie on the green after your third shot. The stat shows the percentage of times the player makes the green in the regulation number of strokes. Putts/G.I.R. (Greens in Regulation): This is the average number of putts it takes you to sink the ball in the hole when your reach the green in regulation and putt no more than twice to hole out. Reaching the green in regulation and "two-putting" is the standard recipe for "par." The stat here shows the average number of strokes it takes for the golfer to hole out when he reaches the green in regulation. Par Breakers: These are those holes in which a player beats ("breaks") par. The stat here shows the percentage of times the player breaks par. Par Saves: These are those holes in which a player shoots or breaks par without making the green in regulation. Avg. Par: These stats indicate the average number of strokes a player takes on the par 3s, 4s and 5s, respectively. * Press C to exit. Practice Play: The Practice Round mode offers more flexibility of play without the "money" pressure. We recommend that you play a few practice rounds with one or more computer-controlled pros in your party before you move on to the Tournament or Skins Challenge. That way you'll get some idea of what you'll be up against when decide to play for money. * Select Practice Round from the Play menu and press A. Then, select the number of players you want, select which players you want, and name the new players if you want. Tee Selection: Once you select a player, the program asks you to select a tee-off position for that player. Amateur Tees are closer to the green than Professional Tees. * D-Pad left/right to highlight the tees of your choice, and then press A to confirm your selection. Golf Bag: You are allowed 13 clubs in your bag, in addition to your putter, which you always carry. Before you add a club to your full bag, you must remove one. The clubs in your bag appear in bold type. The clubs not in your bag appear in pale type. * D-Pad left/right/up/down to highlight the club in bold type you wish to remove, and then press B. * D-Pad left/right/up/down to select the club in pale type you wish to add, and then press B. * Repeat the above process until you're satisfied with your selection of clubs, and then Press A. You must choose a tee-off position and a golf bag for every player you select before you choose your golf course. Course Selection: Once you've set up all the players in your party, the course selection box appears. * D-Pad up/down/left/right to highlight the course of your choice, then press A to confirm your choice. The program will start you off on hole #1, and you'll play through all the holes on the course in sequence unless you choose not to. Hole Selection: The great thing about Practice Round mode is that you can use it to practice individual holes you might have had trouble with earlier. You need not play the holes in order. * Press Start to highlight the menu bar. The Go To menu is highlighted automatically, as well as the Hole option. * Press A. The Select Hole box appears. * Use the D-Pad to highlight the hole of your choice, and then press A to select the hole. You can play a hole as many times as you wish. The scorecard shows your most recent score on the hole. New Course: You can change golf courses at any time during a practice round. Simply select New Course from the Go To menu. The Select Course box appears. After you make your selection, the program shows you an overhead view and then takes you to the first tee of the new course. Take a Mulligan: In a practice round, you can take back a shot and try it again. * Highlight Take a Mulligan from the Shot Menu and press A. The program will take you back to your previous lie. If you wish, you can keep taking mulligans until you get back to the tee. Note that the program will not keep statistics for holes on which you take mulligans, except for "Longest Drive." Pick Up Ball: If you're doing so poorly on a hole that you're in danger of taking more than 12 strokes (or if you're just frustrated and want to move on) you can pick up your ball and accept a score of 12. The Pick up Ball option is probably most useful in the Skins Challenge. * Highlight Pick up Ball on the shot Menu and press A. Putting Green: PGA Tour Golf II allows you to practice putting on any of the 126 greens in the game. You'll find that some greens are much more uneven than others, and it's on these difficult greens that you might want to practice your putting. * Highlight Putting Green from the Play menu at the Pro Shop or PGA Tour tent, and then press A. * Highlight the course of your choice, and then press A. The program will automatically take you to the 1st green. If you want to go to a different green, pull down the Go To menu and select Hole as explained in the Practice Round section above. The program places the ball and the cup randomly on the green. As soon as you sink the ball in the cup, the program places the ball and the cup in different, randomly chosen spots. But you need not sink the putt to change the spot of the ball. * Select Pick up Ball from the Shot menu to change the spot of the ball and the cup. You may find yourself faced with a particularly challenging putt which you're unable to sink on your first attempt. No problem. You can practice the same putt over and over again until you sink it. * Select Take a Mulligan from the Shot menu to retry a putt. You can also change courses just like in Practice Round. * Select New Course from the Go To menu. Driving Range: Each course has its own driving range, lined by the same trees found on the course. The driving ranges are useful in practicing your driving accuracy, wind adjustment, power measurement, as well as in experimenting with the Draw and Fade meter and the Chip and Punch shots. * Highlight Driving Range on the Play menu and press A. * Select a course from the Select Course Box. If you're in the middle of a round and decide to practice your driving, you need not select a course, The program will automatically take you to the driving range at the course you're currently playing. Tournament Play: When you get good enough that you think you can play with the pros (which generally means averaging par or better over the long haul) you should enter a tournament and put your mettle to the test. A tournament encompasses four full rounds (72 holes) on the same course. Sixty professional golfers, plus one to four players in your party, compete for hundreds of thousands of dollars in cash. You are required to use professional tees, and mulligans are not allowed. Generally, if you shoot par or better you will make the cut. At the end of the first round, the top 48 players, plus all those players tied for the lowest qualifying score, move on to the second round. At the end of the second round, the top 32 players, plus all those tied for the lowest qualifying score, advance to the third round. Often more than 32 players qualify for the third round. In such cases, the cut is reapplied at the end of the third round. Just as before, the top 32 players, plus all those tied for the lowest qualifying score, advance to the fourth round. While there is obviously no cut after the fourth and final round, you can fail to finish "in the money", which to some feels worse than having been cut in one of the earlier rounds. It is in the fourth round that thousands, tens of thousands, and maybe even hundreds of thousands of dollars can ride on a single putt or chip. Money is apportioned out according to score at the end of the fourth round, the winner or winners taking the lion's share. Skins Challenge: Two to four players compete in a Skins Challenge for cash. The game is played over the course of 18 holes, with each hole assigned a dollar value. The value of the holes increases as you play, so that the holes on the back nine are worth much more than the holes on the front nine. The size of the total purse varies from competition to competition, depending in part on the number of players competing. In order to win cash, you must win skins. Each hole contains one skin, so there are 18 skins in all. To win a skin, you must win a hole outright, which means you have to make a lower score on that hole than each of the other players. The more players there are, the more difficult that is to do. If two or more players tie for the lowest score on a given hole, the skin for that hole (which amounts to money) is carried over to the next hole. Now you are playing for two skins. If two or more players tie for the lowest score on that hole, then the two skins are carried over to the following hole, and so on. Theoretically, all 18 skins could ride on the 18th hole. Now, if no one wins the 18th hole, the players return to the 1st hole, and play continues until someone wins the remaining skin(s). Since the total score for the round has no bearing on who wins and who loses, when one of the players clinches a skin on a given hole, the other players simply pick up their balls and head to the next hole. No statistics (except Longest Drive) are kept on holes for the player(s) forced to pick up their balls. PGA Tour Golf II Hints and Tips Use Up/Down to scroll text * Use the Punch Shot when your ball is buried or half-buried. You'll reduce the distance, but also reduce your chances of a flub. * Use a chip shot when you're close to the green, but not the pin.

PGATOUR3.O

PGA Tour III Electronic Arts To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME PLAY MODES STATS HINTS AND TIPS BROWSE HELP FILES PGA Tour III Game Description Use Up/Down to scroll text WELCOME TO PGA TOUR GOLF III! Once again, EA SPORTS brings you the fairways and greens you've always dreamed of. Walk 18th on the TPC at Sawgrass with the best on the TOUR, then pass the field by as you march on to win it all. * Look at the numbers: 8 TPC courses, 3 new tournaments and 7 different play modes; Practice, match, Skins, Tournament, Shoot-Out, Driving Range and Putting Green. * If you win a Tournament, you win trophies and prize money! * New Ball Lie Window with Arch meter provides accurate shot control and a great perspective. * Updated TOUR roster includes 10 featured PGA TOUR pros, each with a signature digitized swing. * Awesome new state of the art graphics. PGA Tour III Controller Functions Use Up/Down to scroll text THE GAME SETUP SCREEN: D-Pad: * Press up/down to highlight Option. * Press left or right to cycle through Options. (Also Button A or B) Start: * Select Option and exit screen. THE PLAYER SETUP SCREEN: D-Pad: * Press up/down/left/right to enter a Name at Player's Card. * Press up/down to view all clubs. * Press left/right to remove/add Club from Bag. (Also Button B) Button A: * Toggle between Player's Card, Clubs and Tees. Button B: * Toggle between Amateur and Pro Tees.(Also D-Pad) Button C: * Exit screen and return to Game Setup.C Start: * Exit screen and go to course. ON THE COURSE: D-Pad: * Press left/right to adjust Aiming Cursor. * Press up/down to Change Club Selection. Button A: * Display Overhead View. Button B: * Hit the Ball (press 3 times to hit the ball). Button C: * Display Ball Lie Window. Start: * Display/Exit Pause Menu (also pauses game). THE BALL LIE WINDOW: D-Pad: * Press left/right to adjust Draw/Fade Meter. * Press up/down to adjust Arc Meter. Button A or B: * Cycle through Special Shots. Button C: * Display/Exit Ball Lie Window. ON THE GREEN: D-Pad: * Press left/right to adjust Aiming Cursor. * Press up/down to rotate Green Grid. * Press up/down to adjust distance. Button A: * Display the Green Grid. Button B: * Hit the Ball (Press 3 times to hit the ball). Start: * Display/Exit Pause Menu (and pause game). THE PAUSE AND SET OPTIONS SCREENS: D-Pad: * Press up/down to highlight Option. * Press left/right to cycle through Options. (Also Button A or B) Start: * Select Option and exit screen. PAUSE MENU: During any play mode, pressing START pauses the game. It also displays the Pause menu. Here you have access to a variety of course views, stats and game play modifications. * To select an option from the Pause Menu, D-Pad up/down to highlight an option, then press START. Start or Button C: * Exit an option and return to the Pause Menu. * Exit the Pause Menu and return to the course. INSTANT REPLAY: View the shot you just made, save a shot you particularly like or view a previously saved shot. * To view the last shot you made, D-Pad up/down to highlight VIEW LAST SHOT and press START. The shot replays. * To save a shot, you must access INSTANT REPLAY right after making the shot. Use the D-Pad to highlight SAVE LAST SHOT and press START. The shot is now saved. * To view the shot you saved, select VIEW SAVED SHOT and press START. The saved shot replays. HOLE BROWSER: The Hole Browser provides a user controlled fly-by of the entire hole and offers more detail than the Overhead or Fly-By view. * D-Pad up/down to move forward/backward. * D-Pad left/right to rotate the camera left/right. * Hold A while pressing the D-Pad left/right to raise and lower the camera angle. * Press B to switch views (camera aims at the ball of flag). * Press START for Help instructions. * Press C to resume game. FLY-BY HOLE: Take another aerial look at the hole and check out the advice from one of the Genesis pros. COURSE INFO: Return to the introductory screen to check out the weather report and view course statistics (Par, Avg. Score, Toughest Hole, etc.). PICK UP BALL: Pick up your ball and take an automatic score of 12. SAVE GAME: Save the current game. Press START to save the game and overwrite any previously saved game: press C to cancel the command. RESTORE GAME: Return to a saved game. NEW GAME: Exit the current game and return to the Game Setup Screen. When this option is selected, you are prompted to press START again to exit the current game. PGA Tour III Playing the Game Use Up/Down to scroll text USE TWO OR MORE CONTROLLERS: If there are more than one of you playing and you each want to use your own controller, you need to set up the system for two or more controllers. One to four people can play PGA TOUR Golf III at a time. NOTE: Player 1, using Controller 1, makes the selections at the Game Setup screen. USING TWO CONTROLLERS: When using two controllers with four people, Player #1 and Player #3 use Controller 1, while Player #2 and Player #4 use Controller 2. USING 4 WAY PLAY ADAPTER: With the 4 Way Play Adapter, up to 4 players can use their own controller. Player #3 uses Controller 3 and Player #4 uses Controller 4. NOTE: Six-button controller users who are using the 4 Way Play must play in three-button mode. TO CONFIGURE YOUR SIX-BUTTON CONTROLLER TO THREE-BUTTON MODE: 1. Turn off the Genesis. 2. Press and hold the "Mode" button on every six-button controller that will be used while you turn the Genesis on. PLAYING A PRACTICE ROUND: Before you enter a Tournament, you might want to try a practice round. The Practice Round play mode offers flexibility of play without the money pressure. Also, the steps you follow for selecting players, clubs, etc., remain the same for the other play modes: once you learn them here, you're set. TO PLAY A PRACTICE ROUND: 1. Select PRACTICE ROUND from the Game Setup screen. It's the default play mode. 2.Select the course you want from the COURSE option. 3.Select the number of players you want. One to four players can play a practice round. 4.When you've made your choices, press START. The Player Setup screen appears. THE PLAYER SETUP SCREEN: Before hitting the links, you need to choose your players, your clubs, and, when playing a Practice Round, your tees. The Player Setup screen makes this an easy task. NOTE: To exit the Player Setup screen and return to the Game Setup screen, press C. When you enter the Player Setup, the cursor automatically falls on the Players Card-it's here you select players. In a Practice Round, you can play as a generic player (e.g. Player #1), in which case no stats are kept. You can also enter a name at the Players Card, select a Genesis pro or an existing player. NOTE: When you select a Genesis pro, the Genesis controls the player. * To cycle through the different player selections, press the D-Pad in any direction. * To enter a name, select , and press START. D-Pad up/down to cycle through all the characters; D-Pad left/right to delete or add a character. Press START when you're done entering a name. When you've made your character selection, press A. The cursor moves to the Club selection portion of the screen. SELECTING CLUBS AND TEES: You're allowed 14 clubs in your bag including the putter, which you will always carry. The Genesis gives you a default selection of clubs, but you can change this to suit your needs. You also have the choice between Amateur and Pro tees. Amateur tees are closer to the green and are only available during Practice Rounds. TO SELECT CLUBS AND TEES: NOTE: Follow these steps for each player . 1. D-Pad up/down to view all available clubs. The cursor moves accordingly to highlight each club. 2. Press B or D-Pad left/right to remove a club from your bag. (Before you can add a club, you must remove one.) 3. Move the cursor to the club you want and press B or D-Pad left/right to add the club. 4. When you're done selecting your clubs, press A to return to the Players Card. Now you can select your tees. 5. Press B or the D-Pad in any direction to toggle between Amateur and Professional tees. Once you've made your selections, you're ready to play some golf. * To exit the Player Setup screen, press START; an overhead of the entire course appears. * To exit the overhead, press START. John Shrader appears with a weather report and the course statistics. Press START again to go to the first hole. NEW HOLE: In a Practice Round you have the option to play any hole you want. TO GO TO A NEW HOLE: 1. Press START. The game pauses and the Pause Menu appears. 2. D-Pad down to NEW HOLE. D-Pad left/right to cycle through the different holes. 3. Press START to go to the new hole. The round continues from the hole you selected. TAKING A MULLIGAN: When you're new to a course, having the option to take a Mulligan can be a real boon. TO TAKE A MULLIGAN: 1. Press Start. The game pauses and the Pause Menu appears. 2. D-Pad down to TAKE A MULLIGAN, and press START. The program takes you back to the previous lie. HITTING THE BALL: THE BALL LIE WINDOW: The Ball Lie Window shows you what kind of terrain the ball is resting on. Ball Lie is all important when selecting your shot type, so it is here that you make that determination, as well as adjusting the Draw/Fade and Arc meters. If Auto Ball Lie is ON, this window appears automatically before every shot whenever the ball lies between the tee and the green. If Auto Ball Lie is OFF, you can still access this view. * To display the Ball Lie Window, press C. * To change shot types, press A or B. The shot types available are Normal, Punch, Chip and Fringe (for putting from the fringe). DRAW AND FADE METER: You might want to hook or slice the ball intentionally to avoid a hazard. The best way to control a hook or slice is to set the Draw/Fade meter before you swing. * To adjust the Draw/Fade meter from the Ball Lie Window, D-Pad left/right. The more you increase the number for draw, the more the ball hooks to the left; the more you increase the number of fade, the more it slices to the right. ARC METER: There's a new feature in PGA TOUR Golf III which increases shot control. Use the Arc meter to change the amount of arc you give the ball. When you hit under the ball, you increase the arc; when you top it off, you decrease the arc. More arc means less roll on landing and vice versa. * To adjust the arc meter, D-Pad up/down. Ball Lie also affects the amount of adjustments you can make on your shot. Below is a table with lies and their corresponding restrictions. KEY: Low Arc (LA), High Arc (HA), Draw (D) and Fade (F). TEED UP: (LA)9, (HA)9, (D)9, (F)9 FAIRWAY: (LA)9, (HA)9, (D)9, (F)9 FAIRWAY-DIVOT: (LA)7, (HA)7, (D)7, (F)7 ROUGH: (LA)5, (HA)5, (D)5, (F)5 ROUGH 1/2 BURIED:..(LA)3, (HA)3, (D)3, (F)3 DEEP ROUGH: (LA)2, (HA)2, (D)2, (F)2 DEEP ROUGH1/2 BURIED: (LA)0, (HA)0, (D)0, (F)0 SAND: (LA)3, (HA)9, (D)4, (F)4 SAND BURIED: (LA)0, (HA)5, (D)0, (F)0 STROKE METER: The Stroke meter determines the strength of your shot. The Accuracy point is the spot on the Stroke meter that determines the direction of your shot. An important skill to develop is stopping your swing exactly on this point-if you do, your shot goes straight. If you miss the point to the right, the ball slices right; miss left and the ball hooks left. The greater the distance from the accuracy point, the greater the degree of hook or slice. 1. Press B to start your backswing. 2. Press B again to stop your backswing and begin your swing. 3. Press B a third time to hit the ball (at the accuracy point). CHANGING CLUBS AND DISTANCE POTENTIAL: The program automatically selects a club for every situation, but you don't have to use it. Many factors, including wind and ball lie, can influence your club choice. * To change clubs, D-Pad up/down. Each club has different characteristics, one being it's maximum distance potential. These potentials assume a perfect lie, no wind and a flat spot for the ball to land so it can bounce and roll. OVERSWING: The area to the left of the 100% mark on the Stroke Meter is the "overswing" area. If you venture into this area, you can increase your potential power and hit the ball farther than the distance potential listed on the Stroke meter. EA TIP: Be careful if you choose to go into this area; if you fail to hit the accuracy point, the results can be costly. All hooks and slices are magnified in direct proportion to the degree of power you have chosen. GAUGING THE WIND: The rotating arrow at the bottom left of the screen indicates the wind speed and direction. Watch out for occasional gusts and pay attention to the weather report given before each round. EA TIP: The short irons impart a greater arc to the shot than do woods and long irons. Consequently, the higher the arc of the shot, the more the wind influences the flight of the ball. Be sure to take this into consideration when choosing clubs and when adjusting the arc meter. CALCULATING YOUR SHOT: There's more to hitting the ball than simply aiming the cursor and swinging the club. You should take into consideration the wind, the ball lie, your follow-up shot and the potential hazards on the course itself. 50% of a driver's distance potential of 260 yards might be 130 yards, but all of the above factors can change that standard calculation. Experience and practice are your most reliable guides on the course. AIMING YOUR SHOT: The aiming cursor (flashing in the middle of the screen when you're about to hit) indicates the direction the ball will travel if you hit the ball square and there's no cross wind. * To adjust the aiming cursor, D-Pad left/right. PUTTING: The Stroke meter on the green works just like anywhere else. * To putt, press B three times. The distance potential of your putter can be changed in increments of 5 feet over a range of 5 to 180 feet. * To change the distance potential, D-Pad up/down. GRID VIEW: When you're out playing a round and you're on the green or within 40 yard of the cup, you can access the green grid. If auto green grid is on, this occurs automatically. * To view the grid, press A. A contour grid showing the topography of the putting surface appears. A message above the grid reports how far the ball is over or below the pin and the exact distance to the cup. To get a better view of how the topography affects the roll of the ball, rotate the grid. * To rotate the grid left/right, D-Pad up/down. You can fine tune your aim by adjusting the aiming cursor from the contour grid. * To move the cursor left/right, D-Pad left/right. * To return to the green, press START. Notice that the aiming cursor on the green reflects any changes you made on the grid. PGA Tour III Play Modes Use Up/Down to scroll text TOURNAMENT: Now that you've mastered the basics and perfected your skills, it's time to put it all together and play a tournament. A tournament comprises four full rounds (72 holes) on the same course. Sixty professional golfers, plus one to four players in your party, compete for thousands of dollars. HOW TO PLAY: Select TOURNAMENT from the Game Setup screen. After making your selections from the Player Setup screen, an overhead of the course appears, followed by a course introduction with John Shrader. Here you learn about the upcoming tournament and the prize money. John also gives up to the minute weather reports. * To scroll through the introductory text, D-Pad up/down. The course statistics appear, followed by the Leader Board. This shows the current standings for all tournament participants. After each ranking are the player's name, score and the hole he/she is currently playing. * To exit any screen, press START. MAKING THE CUT: Generally, if you shoot par or better you'll make the cut. At the end of the first round all players will move on to the second round. At the end of the second round, the top 32 players, plus all the players tied for the lowest qualifying score, move on and so on to the fourth and final round. SKINS: Two to four players compete in a Skins Challenge for cash. Played over the course of 18 holes, each hole is assigned a monetary value. The value increases as you play and the size of the purse varies depending on the competition and the number of players. In order to win cash, you must win the skin for that specific hole. To win a skin, you must win a hole outright by making the lowest score on that hole. If two players tie for the lowest score, the skin for that hole carries over to the next hole. Theoretically, all 18 skins could ride on the 18th hole. If no one wins the 18th hole, the players return to the 1st hole and continue playing until someone wins the remaining skin(s). Since the total score for the round has no bearing on who wins, when one of the players clinches a skin on a given hole, the other players simply pick up their balls and head to the next hole. MATCH PLAY: One to two players compete against each other or against a Genesis pro in three rounds of Match play. A complete game consists of three round with four groups of two playing consecutively. Each round is a single-elimination contest and the competition is fierce. As in Skins, you try to win each hole, but there are variations. Instead of each hole being worth money, it is being played for the sake of the score alone. If you tie or "halve" a hole, the score remains the same. At the end of the round, whoever has won the most holes, wins the round and proceeds to the next. A round continues only so long as there is uncertainty over the outcome. If two players end a round tied, they return to the first hole for a sudden death play-off. The winner of that play-off continues on to the next round. The final winner takes all the money, (there are no earnings for second and third place), so the pressure can be intense by the last round. SHOOT-OUT: In EA Sports Shoot-out play, four players line up to play three holes of golf. At each hole, the player with the highest score is eliminated. The player who scores the lowest on each hole continue to the final hole where only two players are left to compete for the final prize. Money is awarded to first and second place. After you select a course, the program randomly selects a starting hole. You play the next three holes in sequence. If two or more players tie, a one-shot tie-breaker is played. The referee places the ball randomly in a position close to the green. The shot can be a chip or a putt and each tying player takes the same shot. The player farthest from the hole is eliminated. After each of the tie-breaker sessions, a Summary Box appears displaying the distance of each player's ball (in inches) from the cup. If players are still tied, then a second tie-breaker is played, and so on. DRIVING RANGE/PUTTING GREEN: Designed for one player only, the Driving Range and the Putting Green are great for practice and polish. While at the Driving Range, change clubs and shot types: try out your irons as well as woods. Practice with the Draw/Fade and Arc meters. * To change clubs, D-Pad up/down. When you select Putting Green as your Play mode, you can choose any hole on any course to play. Get a real feel for the greens before you enter a Tournament. * To go to a new hole, select NEW HOLE from the Pause menu. PGA Tour III Stats Use Up/Down to scroll text STATS: Golf lovers love stats, so we've packed PGA TOUR Golf III with plenty. You can view statistics from the Game Setup screen or from the pause menu. TO VIEW STATS: 1. Select STATS from the Game Setup screen or the Pause menu. Press START. The Stats menu appears. 2. D-Pad up/down to highlight an option. Press START to select an option. The corresponding Stats screen appears. * To view the different players, D-Pad left/right. PLAYERS: This screen contains all the stats compiled for saved players and for the Genesis pros. Stats are updated each time you play and you can update them from this screen. For human players, the stats return to zero, while the pros' return to their programmed base stat. * To view the different players, D-Pad left/right. * To view all the stats available for a player, D-Pad up/down. * To reset a players stats, press START. A window appears asking you to confirm your choices: press A, B and C simultaneously to reset, or press C to cancel the command and return to the Players Stats screen. COURSE: Here you can view the stats for each course. Check out Par, Average Score, Best Round, Toughest and Easiest Hole. When you select this from the Pause Menu, you see the stats for the course you are playing. If you select this from the Game Setup screen, you can access any courses' stats by selecting the one you want from the COURSE option. TOURNAMENT: Tournament stats begin with a list of Leading Money Winners and continue with a list of Leading Scorers. The screens page automatically. DELETE PLAYER: This is not a stats screen, but instead it's where you delete a saved player. When you select this option, a window opens up with a list of all saved human players. If you access this option from the Pause menu, only those players not currently playing appear. * To delete a player, D-Pad up/down to select a player, then press START. You are asked to confirm your choice by pressing START again, or to cancel your command by pressing C. RESET COURSE: When you select this option, you can reset all the compiled stats for a course to zero. Press START to reset and C to cancel and exit the screen. RESET PROS: This option lets you reset all the pros' stats at once, rather than one by one as in the PLAYERS option. *To reset all the pros' stats, press START. A window appears asking you to confirm your choice: press A, B and C simultaneously to reset, or press C to cancel the command and exit the screen. PGA Tour III Hints and Tips Use Up/Down to scroll text THE SECRET TO PUTTING: Reading the breaks of a green can be tricky and requires some practice. There are no fixed rules for determining just how much you should compensate with the aiming cursor for a break, but below are a few reliable guides. * The breaks in the green influence the ball more as the ball slows down. It's more important to compensate for the breaks around the cup than for those directly in front of the ball. * When compensating for a drastic break, keep in mind that the ball must travel farther to the cup and plan your distance accordingly. * Particularly on short putts, it's generally a good idea to hit the ball too hard rather than too soft; don't try to cozy your short putts. * On the other hand, if you're "lipping" a lot of your putts, try hitting the ball a little softer.

PHSTAR2.O

Phantasy Star II Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS COMRADES TOURING THE CITY EQUIPMENT DESCRIPTIONS TECHNIQUES THE UPDATE BOX HINTS AND TIPS BROWSE HELP FILES Phantasy Star II Game Description Use Up/Down to scroll text Somewhere drifting in space is the beautiful Algo Star System with three planets: Palm, Mota, and Dezo. But a tragedy oppresses Mota, some unknown evil and everything is affected by it--the climate, the machinery, even nature! Strange vicious creatures infest the countryside. No longer does anyone venture outside a city--unless they don't want to return. Why have things gone so wrong? What's happened to Mother Brain, the controlling entity on Mota? Are you brave enough to solve the riddle? Phantasy Star II Controller Functions Use Up/Down to scroll text Start Button: * Press to start game. * Press to pause the game during play. Press again to resume play. D-Button: * Press up or down to move the red marker on the Start Game screen. * Press up, down, left, or right to select a letter or command on the Choose Name screen. * Press up, down, left, or right to walk in any of those directions. * Press up when standing in front of a building to enter that building. * Press up and down to move the red marker in a Selection box. Button A: * Press after walking up to one of the townspeople to begin a conversation. * Press during a conversation to see the next dialogue box. * Press at the end of a conversation to close the Dialogue box. * Press while facing a building or other object to inspect it for information. Button B: * Press to cancel a command you just selected in a Selection box. * Press to close the most recently opened Selection box. Button C: * Press to open the Update box. * Press to open Selection boxes within the Update box. * Press to activate your commands and other selections in a Selection box. When you do this, the Selection box will close. Phantasy Star II Comrades Use Up/Down to scroll text Rudo: His beloved wife and little daughter were murdered by Biomonsters. Once a soldier dedicated to peacekeeping, Rudo is now a deadly hunter of Biomonsters. Cool under fire, Rudo's a master at using the cannons and vulcans. Anna: Anna is a guardian, trained to protect the simple townsfolk from savage hunters. Beneath her gentle ways lies a very tough lady. Amy: This beautiful young doctor is a whiz at treating injuries. Since her heart is in healing, not injuring, she's a weak fighter. But she's invaluable at keeping others alive! Hugh: Medicine and biology are the only loves of this brilliant scientist. He's very quick at learning new ways to destroy enemies. Hugh has more brain than muscle, so he can't carry heavy weapons. Kain: This young man's only desire is to work with machinery. But a strangeness always overcomes him and he ends up thrashing any machine he can find. Kain now wants to use his wrecking powers against the enemy. Shir: Because she always had everything she wanted, Shir turned to stealing for kicks. At times she'll disappear suddenly. When she returns, Shir may have something of great value to your success. Just don't ask where she got it. Phantasy Star II Touring the City Use Up/Down to scroll text Don't wait too long to start your journey. Buy what you can for protection in the stores and shops. Then head out of Paseo through one of the city gates. You'll begin walking through the countryside. The cities are separated by wilderness packed with danger, terror, and surprises. But you've got to roam in order to make progress, earn money, and gain valuable information. You'll find certain things in the wilds beyond the cities. Tunnels: Walk through these to cross rivers and other blocked paths. Dams: Inspect dams by pressing Button A when you're near them. Dungeons: In a dungeon, you can: * Enter a chute to move up and down automatically between levels. * Press Button A to open containers. If the container is locked, you'll need a key to open it. Containers hold surprises. Draw maps as you wander. They'll save you many steps later on. TOUR OF THE CITY HOME: Come home every once in a while to see who dropped by. You may want to recruit that person into your group. CENTRAL TOWER: This is where your meeting with the Commander took place, when he gave you your assignment. Drop into the library to learn more about your planet. Talk to the librarian. She'll give information on some very important topics. Write things down--you never know when a few facts will take you a long way. If you want to travel light, leave some of your baggage in the Room. You can always come back for it later. SHOPS AND STORES: Check out the shops for your combat needs. Depending on the shop, you'll be able to pick out tools, weapons, armor, and other protective gear. HOSPITAL: Ask the doctor to heal your injuries after battle, and to cure you when you've been poisoned. CLONE LABS: Resurrections occur in the Clone Labs. The Clone Clown will produce an exact copy of a dead comrade, with all memory, experience, and possessions intact. TELEPORT STATION: The clerk can teleport you to the city of your choice as long as you have a memory of being there before. DATA MEMORY: The clerk will give you updates on Hit Points, Technique Points, and points needed for level increases. Go to Data Memory to save your game. Phantasy Star II Equipment Descriptions Use Up/Down to scroll text OCARINA PIPES Pipes disappear after one use. Escapipe: Use this to escape a maze. Hidepipe: Constantly vibrates at an ultra-high pitch heard only by very weak creatures. As a result, they don't hang around. Telepipe: When you're deep in the wilderness, injured, and almost out of Hit Points (HP), the power of this pipe will return you to a city. Mazes confuse the Telepipe and make it powerless. MEDICINE Just what the doctor ordered--for healing, restoring, and raising from the dead. Antidote: When you're poisoned by a Biomonster, you're scarred with a 'skull' that appears on screen. Only this medicine or the Anti-technique can cure you. Monomate, Dimate, and Trimate: These three potions heal injuries. Monomate is regular strength, Dimate is twice as effective, and Trimate is the most potent of all. Moon Dew: Resurrects lost comrades. You won't find it in a store. COMBAT CLOTHES: Even the best-dressed combatant needs to change clothes every once in a while. What you wear affects your defensive ability. Some clothes are lightweight; others are so heavy they are used as armor. Clothes made of laconia, titanium, crystal, or ceramic are sturdy and nearly indestructible. Any clothes named after Nei are of the highest strength, quality, and power. Wearing combat clothes increases your powers, and sometimes supplies you with certain magics. Taking off clothes will reduce some power. Carbonsuits: Almost everybody wears these inexpensive and lightweight outfits. Nei is the only one who doesn't like them. Ceramic and Crystal Chests: Sleeveless body armor. The Crystal Chest is as powerful as Gra magic. Ceramic Fibers and Armor: Protective gear made of ceramic. Crystal and Nei Fields: Very strong, effective battle capes. Fiber Coats and Caps: Protect you from poison and acid. Men and women wear them differently. Titanium Fibers and Armor: Protective gear made of titanium so heavy that not everyone can wear it. FOOTGEAR: Protect your feet, ankles, and legs with the proper footgear. In the cities you won't need as much protection as when you're hiking through the wilds or groping your way through tunnels. Garda Boots: The most protective and effective boots you can wear. Hirza and Shune Boots: Highly protective but very lightweight, these boots are built for speed. Knife Boots and Long Boots: Increase your attack power. Knife boots have knives sticking out from the toes. Long boots protect your whole legs. Leather Shoes and Boots: Most people wear these. Boots are higher than shoes and protect your ankles. Sandals and Shoes: Lightweight, inexpensive footwear for city hiking Nei especially likes sandals. HELMETS AND HEAD PROTECTORS: You need to protect your most important combat tool--your head. Caps: Did you know that cats could talk? And the people of Dezo have private thoughts? Wear these caps and find out. Crescegear and Storm Gear: Have the same powers as Gires and Gizan magic. Crowns: Women's wear. Very strong, highly protective, and in some cases as powerful as magic. Fibergear and Titanigear: Two strong helmets, one made of fiberglass, the other of titanium. Headgear: A leather head covering that increases your protective power. Plain, Silver, and Jewel Ribbons: Nei's specialty. Scarves: Wrap yourself in these for the same effect as Zan and Ner magic. WEAPONS Some weapons can be held in one hand; others need both hands. Almost every weapon has a special use--and a special person to use it. Listen to the clerk for wise advice on your weapons purchases. Match your weapons with coordinating combat clothes for effective fighting. Bow Gun: This man-sized weapon speeds razor-tipped arrows to their mark. It takes two hands to handle a bow gun. Dagger: Having two edges, it's more effective than a knife. Fire Staff: This weapon is as effective as Foi magic. Knife and Ceramic Knife: Light-weight defensive weapons. The ceramic knife is sturdier. Laconia Dagger and Sword: Ah, Laconia--the sturdy metal found only in the Algo Star System. You can almost always depend on weapons made of it. Laser Shot and Laser Cannon: Like all laser weapons, they fire lethal light beams that burn on contact. Nei Sword: A very dangerous weapon that only you can handle. Pulse Cannon and Pulse Vulcan: Rapid-fire weapons that do a lot of damage in an amazingly short time. Scalpel: An excellent defensive tool from a doctor's point of view. Shotgun: This fires tranquilizing Silent Shots, toxic Poison Shots, and caustic Acid Shots. Slasher and Laser Slasher: Amazing weapons that can attack two or more Biomonsters at the same time, as long as they're the same species. Steel, Ceramic, and Laser Bars: Frightening, deadly weapons to anyone on the wrong end. But only Nei can use them. Sword of Ango: The mighty sword of legend that only you can use. SHIELDS, EMELS, AND BODY PROTECTORS: Shields and Emels are classic gear for overall body protection. Being stronger, the men carry shields, which are heavy and thick. Women carry lightweight emels, which they can move around rapidly to fend off attack from any angle. Aegis: As effective as Gires magic. Carbon Shield or Emel: Absolutely necessary as combat protection. Fiber Shield or Emel: Fiberglass construction for special purposes. Mirror Shield or Emel: Made of mirror glass. Reflects light and laser beams. Nei Emel: The Nei Emel is the strongest of all protective gear. Sleeves: As effective as certain types of magic. OTHER HANDY GEAR: Key: Opens locked containers. Color Cards: Four colored cards, each unlock matching dams. Key Tube: Opens the Zema path door. Letter: When you get this letter, show it to Teim. It helps you save Teim from her kidnappers. Maruera Gum: Have some of this when you're nervous--or when you want to swim underwater. Prism: Lets you see things invisible to most people. Someone from Dezo is hiding this. Phantasy Star II Techniques Use Up/Down to scroll text Anti Magic: Cleanses poison from the body of anyone who's been poisoned by the Biomonsters. Only two comrades can use this to help the others. Deban Magic: Creates a dense air barrier that keeps the enemy from attacking. Doran Magic: Impairs an enemy's aim so his attacks miss their mark. Fanbi Magic: Use this to draw life power away from your enemy and into yourself. Foi Magics: Available in three strengths: Foi, Gifoi, and Nafoi. All three compress the oxygen in the air until it ignites, enflaming the enemy it's directed at. Gifoi also burns through metal. Nafoi incinerates an enemy to ashes. Gra Magics: In its three forms, Gra, Gigra, and Nagra, create sudden gravitational waves that compress everything in the area. Gigra crushes a body or object into a tiny leftover. Nagra is so fast the victim explodes. This magic is very effective in narrow corridors. Hinas Magic: Use this to escape from mazes. Machine Magics: These were created during the research and development of new machinery. Brose and Conte magic damage computers so they can't control machinery. Crash magic weakens machinery. Eijia corrodes machinery so that it falls apart. Forsa makes machinery malfunction, and Rimet paralyzes machinery. Ner Magics: Ner speeds up one comrade. Saner speeds up all comrades. Numbing Magic: Both Rimit and Shimba numb and confuse an enemy for a short time, allowing you to escape. Res Magics: In all three forms it heals wounds. Res is regular strength, Gires works faster than Res, and Nares is the most effective of all. Rever Magic: Brings dead comrades back to life. Ineffective in cities. Ryuka Magic: Transports you to the city where your travel information is stored. Sak Magics: Magics with which you offer your own life to save a comrade's. With Sak, you give your life, giving the receiving comrade the ultimate life power. With Nasak, you sacrifice your life so that all comrades gain ultimate life power. Shiza Magic: Annihilates an enemy's central nervous system so he can't use his special attack skills. Shu Magics: Shu increases the defensive power of one of your comrades. Sashu increases the power of all comrades. Phantasy Star II The Update Box Use Up/Down to scroll text You'll always want to have an up-to-the-minute idea of your comrades' health and equipment. Whenever you're walking around a city or in the countryside, you can press Button C to see the Update box. In the Update box and all its sub-sets of boxes, press up and down on the D-Button to move the red marker. Press Button C to activate an item, open the next box, or close all boxes when all selections have been made. Press Button B to close the last box you opened and return to the previous box. The status choices are: * ITEM * STATE * TECH * STRNG * EQP ITEM: This set of boxes lets you use, exchange, and discard gear. * In the first box that appears, choose the person whose list of equipment you want to see. * In the list of equipment that appears, choose the item you want. Each person can carry up to 16 items. Up to eight items can be listed in one box. If the comrade has more items, select Next to see a box listing the rest of the items. An item is energized when an "E" appears next to it. You can energize an item by using a feature in the Equipment (EQP) boxes. * Next, decide whether to use, give away (GIV), or discard (TOS) the item. * When you give away an item, you'll also choose who receives it. STATE: Choose State to give your comrades a physical checkup, and to rearrange their order in the group. Choose State in the box that appears to check the condition of all the comrades. A box opens for each comrade. * Hit points (HP) is life power. The number on the left is the current HP. The number on the right is the maximum HP available. If the current HP reaches 0, that person dies. * Technique Points (TP) is technique power. The number on the left is the current TP. The number on the right is the maximum TP available. The current TP decreases when the person uses a technique. If the current TP reaches 0, they won't be able to use any techniques. * The Level (LV) number depends on the comrade's performance. Courage in battle and other activities all count towards raising the level. * The amount of meseta (MST) the group has at this point appears in the box at the left of the screen. Choose Order to rearrange the lineup of your comrades. In the boxes that appear next, you'll select who leads the group, and then how the others will be arranged. The leader faces the worst of the enemy attack. Weak comrades or those with low HP should be sent to the back of the line. TECHNIQUE: Use Technique (TECH) to see and use the medicines and magic your party is carrying. * In the list of names that appears, choose the comrade whose techniques you want to see. * In the list of techniques that appears, choose the one you want. Each person can carry up to 16 techniques. Up to eight items can be listed in one box. If the comrade has more techniques, select Next to see a box listing the rest of them. * Next, decide which friend to use the technique on. * When the technique is used, it increases the HP of the person it is used on. It also decreases the TP of the person who uses it. STRENGTH: Strength lets you check on your comrades' strength by looking at their physical condition and equipment. * Choose a comrade. Four boxes open up. * The box at the top left shows that person's level, profession, and battle experience (EXP) points. * The box at the top right shows that person's HP and TP. The numbers to the left are the current points that person has. The numbers to the right are the maximum points that person is able to earn. * The box at the lower left shows what equipment that person is wearing and carrying. * The box at the bottom right shows personal characteristics: Strength: As strength increases, the maximum HP points also increase. The person will be able to withstand more injuries, and damage the enemy more effectively and severely. Mental: As mental awareness increases, the maximum HP points also increase. This, along with restored current TP, give the person the ability to use more techniques. Agility: A person becomes more coordinated in battle as this number increases. Luck: Techniques become more effective as luck increases. Dexterity: Handling weapons in battle increases a person's dexterity and the amount of injury that one can inflict on the enemy. Attack: The measure of a person's attack skills Defense: The measure of a person's defense skills increase. * Finally, press Button C to see the techniques the comrade has mastered. The box on the left lists techniques for healing injuries. The box on the right shows attack and defense techniques. EQUIPMENT: Choose this to equip your party for battle. Choose the person you want to equip. Four boxes open up. * The box at the top left shows that person's level, profession, and battle experience (EXP) points. * The box at the lower left shows what equipment that person is wearing and carrying. * The box at the top right shows the equipment available to that person. An "E" appears next to an item if a person is wearing or carrying it. Select items without an "E" to pick them up. (Select items with an "E" to put them down.) Each person can have up to 16 items available. Up to eight of them can be listed in one box. If the comrade has more items, select Next to see a box listing the other items. * If the item can be held, you'll now select either the right or left hand to hold the item. Generally, the comrade should hold a weapon in one hand and a shield or other protective gear in the other hand. Some weapons must be held with two hands. * The box at the lower right shows the comrade's agility, attack skills, and defense skills. Phantasy Star II Hints and Tips Use Up/Down to scroll text * In the beginning of the game, clone yourself as soon as you have enough money. Certain areas are very difficult and may destroy you quickly. With out a clone you will have to start over.

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Phantasy Star III Generations of Doom Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME TECHNIQUES & WEAPONS HINTS AND TIPS BROWSE HELP FILES Phantasy Star III Generations of Doom Game Description Use Up/Down to scroll text It's been a millennium since Laya's hordes battled Orakio's cyborg armies. Civilized man was almost destroyed. But the Dark Forces still remain. Conquer these monstrous mutations. Fight them with swords, knives, bows-even your wits. You live and die by them. Trek through 7 distant lands-some friendly, some not. Transform into an aerojet and fly over snow-capped mountains. Or become a submersible or aquaskimmer and cross vast oceans and raging rivers. Then find and fight your way through danger-laden dungeons. Embark on a journey so vast, it spans the lives of three generations. Begin with Maia, spirited away by a winged dragon on your wedding day. Experience one of our four endings that will surprise new and former Phantasy Star players alike. Phantasy Star III Generations of Doom Controller Functions Use Up/Down to scroll text Start Button: * Press to start the game. * Press to pause the game; press again to resume play. D-Pad: * Press up, down, right or left to move the characters in those directions. * Press toward a door or an opening to a cavern to enter or exit. * Press toward a set of stairs to ascend or descend. * Press to select a Battle Command Icon. * Press to cycle through selections. * Press to continue a conversation. Button A: * Press to talk to people. * Stand in front of chests and press to open them. * Face a certain area and press to search. * Press to confirm a selection. * Press to continue a conversation. Button B: * When in a shop, press to cancel a conversation. * Press to cancel a Battle Icon. * Press to cancel a selection. * Press to close the command screen. * Press to continue a conversation. Button C: * Press to open the command screen. * Press to confirm a selected icon. * Press to confirm a command. * Press to continue a conversation. Phantasy Star III Generations of Doom Playing the Game Use Up/Down to scroll text Your Journey Begins You are Rhys when you begin your journey. Gather information by talking to the people in Landen, where your father rules as the king. When you press Button C during the game, the Command Screen appears, showing both the Character Window and the Command Window. The Character Window shows you the members of your party and their present status. Character Window: HP (Hit Points): This shows the amount of stamina the character has. When attacked by an enemy, the character loses some HP. When the HP is zero, the character loses the ability to fight. The number on the left is the present HP and the number on the right is the maximum HP the character can have. TP (Technique Points): The number on the left is the present TP and the number on the right is the maximum TP the character can have. When the TP number is zero, the character cannot use any techniques. The character's present level. Earning XP (Experience Points) raises his or her level. Command Window: Press the D-Pad up or down to select the command you want. Then press Button A or C. To cancel a selection, press Button B. 1. Item: Select this to use, discard, or give an item. * Press the D-Pad to select a character, then press Button A or C to see the Item List. * Press the D-Pad to select an item from the list, then press Button A or C. * Select Use, Give or Discard, then press Button A or C. * When you select Give, the message To whom? appears. Select a character, then press Button A or C. 2. Technique: Select this to use a technique. * Select the character who is going to use a technique, then press Button A or C to see that character's list of techniques. * Select the technique you want, then press Button A or C. * When To whom? appears, select the character you want and press Button A or C. 3. Stats: Select this to check up on each character's statistics. * Select the character you want and press Button A or C once to see the stats; press it again to see what items the character has; press it another time to see what techniques the character can use. Level: The character's present level. XP: The character's present experience points. Reqd XP: The number of experience points a character needs to go up a level. Speed: The larger the number, the faster a character can move. Damage: The larger the number, the more damage a character can inflict on the foes. Defense: The larger the number, the less damage a character will sustain. Intel: The larger the number, the higher the TP Max becomes when the level increases. The techniques become more powerful. Stamina: The larger the number, the higher a character's HP Max becomes when the level increases. Luck: As this number increases, there is a greater chance that the Intel and Skill numbers increase when a character's level goes up. Skill: The larger the number, the better the chance that a character's technique will succeed. Mes: The amount of Meseta (money) a character has. 4. Equip: Select this to equip a character with armor or weapons. * Select the character you want to equip and press Button A or C to see the information windows. * Select an item you want from the item window and press Button A or C. * If the item can be held, select right hand or left hand and press Button A or C. * To remove an item, select the item you want to remove and press Button A or C. 5. Switch: Select this to change the order of the characters. The character in the very front suffers more damage than those behind. Select the character who will head the party, then press Button A or C. You can also select the order of the rest of the characters. Towns and Villages There are various buildings in every town and village you visit. Some of these buildings have signs on them that tell you what services they offer. When you enter a building, go up to the person behind the counter and press Button A to talk. Press Button B to cancel. Shops There are three different types of shops where you can sell or buy items: Armor Shop, Equipment Shop and Weapon Shop. Buying an Item Walk up to the clerk, press Button A, then select Buy and press Button A or C to see the list of items that are for sale. Select an item you want and press Button A or C. Select the character who is going to carry the item and press Button A or C. If the character cannot use the selected item, the clerk will let you know and will ask you if you still want it. Select Yes or No and press Button A or C. Note: If a character cannot carry any more items, a message appears. You can give the item to another member of your party or not buy it at all. Selling an Item Walk up to the clerk, press Button A, then select Sell and press Button A or C to see the list of characters. Select the character that wants to sell an item and press Button A or C. When the list of items appears, select an item and press Button A or C. If you agree to sell your item for the price that the clerk gives you, select Yes. Otherwise select No and press Button A or C. Healer The healer is the one to visit if one of the character's HP becomes zero. A doctor who can cure poisoned characters can be found on the second floor of most healing establishments. Go up to the Healer or Doctor and press Button A to talk. Press the D-Pad to highlight the name of the character who needs to be healed. The Healer or Doctor will tell you how much it will cost. Select Yes or No and press Button A or C. Note: You must first get treatment for poisoning before you can recover any lost HP. Inn You can save your game data and recover HP and TP. Note: If you're poisoned or your HP is zero, your HP and TP cannot be recovered. Walk up to the innkeeper and press Button A to find out how much it will cost to stay overnight. If you want to spend a night at the inn, select Yes; otherwise, select No. Then press Button A or C. If you selected Yes, the innkeeper will ask you if it is all right to save the game. Select Yes or No and press Button A or C. If you selected Yes, you will now have to select position 1 0r 2 and press Button A or C. If you want to save a game over a previously saved game, the innkeeper will ask you if it is all right to erase the old game. Select Yes or No and press Button A or C. Technique Shop Here you can have your technique distribution altered. Go up to the clerk and press Button A to talk. If you want your technique distribution altered, select Yes and press Button A or C. If not, select No. Press the D-Pad to highlight the name of the character who needs to have the technique distribution altered. Then press Button A or C. Select the Technique group that needs to be altered and press Button A or C. The Technique Power Distribution Square appears. The square gets bigger as your level increases. The four different techniques in each group are represented by different colored shapes. Press the D-Pad to move the cursor within the square to change the distribution of the different powers. Then press Button A or C. Fortune Teller Rhys can have his fortune told for a certain fee. Go up to the fortune teller and press Button A to talk. Select Yes to hear your fortune and press Button A or C. Other Important Landmarks You'll come across several different landmarks while exploring the different worlds. Caverns Enter caverns to find yourself in a labyrinth. You won't be able to enter some caverns unless you have a certain item. Some caverns lead you to other worlds. Docks Before the Layan-Orakian war, these now deserted docks were bustling. Laya's Palaces No one knows why Laya built these palaces centuries ago. Airstrips During the Layan-Orakian war, numerous flying machines took off from these runways. Phantasy Star III Generations of Doom Techniques & Weapons Use Up/Down to scroll text Techniques Only Laya's descendants and cyborgs can use Techniques. Not everybody can use the same Techniques. The power of these Techniques becomes more effective as the levels of the characters increase. The power distribution for each Technique group can be altered at the Technique Shop. Heal Techniques These techniques require 5 TP. Res: Restores HP. Can be used on one character of the party at a time. Gires: Restores HP. Can be used on all characters of the party. Rever: Restores HP of one character whose HP is zero. Can be used on one character of the party at a time. Anti: Treats poisoned characters. Can be used on one character of the party at a time. Melee Techniques These techniques require 2 TP and can be used only during a battle. Foi: Creates enormous flames that inflict damage to one enemy. Zan: Cuts up all foes in one row. Gra: Crushes all enemies on screen. Tsu: Strong currents of water pierce the enemies. Can be used to attack Groups A and C or Groups B or D. Time Techniques These techniques require 1 TP and can be used only during a battle. Ner: Speeds up attacks. Can be used on only one character of the party at a time. Rimit: Gives you a better chance of succeeding when you select the Escape icon on the Command Icon Window. Can be used on all members at a time. Shiza: Prevents an enemy from using techniques. Deban: Prevents an enemy from attacking. Order Techniques These techniques require 1 TP and can be used only during a battle. Fandi: Increases the attacking power of one character. Forsa: Your concentrated energy blows away a foe. Nasak: Your HP drops to zero but it restores the other character's HP. Shu: Momentarily increases a character's defensive power. Items You will require many items during the course of your journey. Some you must Equip, or Use and there are others that will help you as long as you find them. Precious Stones You won't be able to enter some caverns without these. Items You Must Equip There are some items that can only be equipped by certain characters. Some come in pairs and require both hands while others require one hand. Weapons These Weapons can be divided into two types: weapons to attack foes close by and others to attack foes farther away. Knives: These aren't very powerful but are easy to handle. These are held with one hand and are used to attack enemies at close range. Swords: These are large and difficult to handle, and are used to attack enemies near by. These require both hands. Staffs: Thin and light, these can be carried by anybody. However the more powerful versions of these can only be carried by Layan males. These are held with one hand. Claws: Cyborgs use these metal nails to pierce foes nearby. These are held with one hand. Slicers: Layan women hurl Slicers to slash enemies. These require one hand. Shots: Only the cyborgs can use this state-of-the-art firepower. These require both hands. Needlers: Almost any human can use a Needler for these are light and easy to handle. These are fired with one hand. Bows: Few remember how to use these legendary weapons. Armor There are various types of armor which protect the different parts of the body. Head Armor: These include Helmets, Ribbons, Head Gear, Bandannas and Crowns. Hand Armor: The men use Shields and the women use Emels. Torso Armor: The Orakian men wear Armor, Orakian women wear Chests, Mieu wears Vests, Wren Wears Protectors, Layan men wear Capes and Layan women wear Robes. Feet Armor: Everybody can wear these except Wren. Items You Must Use Except for the Monitor, the following items cannot be used repeatedly. If you use them up, you must replace them. Monomate, Dimate and Trimate: These restore HP. Antidote: Cures one poisoned character. Star Mist: This restores the entire party's HP to the maximum. It won't work if the HP is zero. Moon Dew: This restores one character's HP to the maximum even if the HP is zero. Escapipe: This takes you back to the entrance of a labyrinth. Monitor: This enables you to see where you are. You cannot use this in a village, town or cavern. Phantasy Star III Generations of Doom Hints and Tips Use Up/Down to scroll text * Before you reach the island make certain to get the cyborg by the northeastern river. The old man who owns the boat thinks it's bad luck to sail without a robot.

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Phantasy Star IV Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME COMBAT AND MORE TOOLS AND TECHNIQUES HINTS AND TIPS BROWSE HELP FILES Phantasy Star IV Game Description Use Up/Down to scroll text The Hunter's Quest Two thousand years ago, in the Algon solar system, there was a war fit to end all wars. The civilization that emerged from the wreckage flourished and prospered, until the fateful day when Mother Brain--the central computer system on the planet of Parma--exploded. Parma was destroyed, initiating the slow destruction of the same worlds that Mother Brain was built to protect. The ancient maintenance subsystems, which were built with the last great technological knowledge not lost in the war, began to break down. Their malfunctions released terrible creatures upon the worlds the systems were built to maintain and protect. A caste of warriors known as Hunters emerged. They were mercenaries who specialized in exterminating the creatures that plagued the simple cities and villages. Our story begins on the world of Motavia, over two thousand years after the Great War. A young Hunter named Chaz is about to embark on his first assignment. He doesn't know it yet, but his adventure will take him beyond Motavia, and beyond history itself. Phantasy Star IV Controller Functions Use Up/Down to scroll text D-Pad: * Moves your party around their surroundings. * Highlights selections in menus. Start: * Starts the game. * Brings up System menu. * Closes System and Camp menus. Button A: * Makes selections in menus. * Brings up Camp menu. * Continues conversations. Button B: * Cancels selections in menu screens and windows. * Continues conversations. Button C: * Investigates area in front of lead character. * Opens containers and doors. * Initiates and continues conversations (when facing someone). * Makes selections in menus. * Press after you've selected to CONTINUE a game while in the Game Menu (Button A also works). System Menu: Any time you're not in a labyrinth or a combat or dialogue situation, press Start to call up the System menu and alter certain aspects of game play. Use the D-Pad to highlight the desired option and press Button A or C. Press Button B at any time to cancel your choices. To exit the System menu, press Button B or Start. * Save: Select this feature to save the game. A window appears with three spaces in which to save your game, and you are asked which space you'd like to use. * Saving a game in a space erases all the data previously in that space. * Message: Choose the speed at which messages appear on screen. Number 1 is the fastest, and 5 is the slowest. * BTL SPD (Battle Speed): Choose how fast the battle action takes place. Number 1 is the fastest, and 5 is the slowest. * Buttons: Configure the buttons on your Control Pad. Use the D-Pad to highlight the desired configuration, and press Button A or C. Phantasy Star IV Playing the Game Use Up/Down to scroll text Your Mission: You begin the game as Chaz, an aspiring Hunter straight out of training. Your partner, Alys, is a crafty veteran whose good looks and prowess with the blade have earned her an awesome reputation. Your first assignment, a monster hunt deep in the basement of Motavia Academy, leads to a quest to save Motavia from destruction. Talk to people, and listen carefully to what they have to say. Follow their advice and your own intuition. On this quest you'll need all of your resources, and as a Hunter, you have quite a few. Camping Out You can press Button A to Camp any time you're not in combat or watching dialogue. Use Camp mode to check character status, heal injuries, or equip your characters for the next battle. Press Button B to cancel your choices. To return to the action, press Button B or Start. Item: Check or use your items. * Select this option and press Button A or C. * A list of Items appears. If you see an arrow on the top right side of your list, you have more Items to look at. * Press the D-Pad RIGHT to open the next Item list, and press LEFT to go back to the previous list. * Highlight the desired item by pressing the D-Pad UP or DOWN, and press Button A or C. A new option window appears. Select USE and press Button A or C to use the Item. You'll be asked who you want to use it on. Select the desired character and press Button A or C. Press Button B to cancel your selections. Select LOOK and press Button A or C to see a description of the selected item. Select DISCARD and press Button A or C to discard the selected Item. A window appears confirming your choice. Select YES or NO and press Button A or C. You can cancel a discard by pressing Button B. TECH (technique): Use Camp Techniques. Press Button A or C and a list of your characters appears. * Select the character whose Technique you want to use, and press Button A or C. * A list of Techniques appears. Press Button A or C to use the Technique, or press Button B to cancel the selection. * If the Technique is to be used on a single member of your party, you'll be asked who is to receive the Technique. Select the desired character and press Button A or C. SKILL: Use special Skills. The procedure is the same as for using Techniques. EQUIP: Equip a character with weapons, shields and/or armor. * Select the character you want to equip and press Button A or C to see the weapons display. The Character window contains all the weapons with which the character is currently equipped. * The Equip window contains all the weapons the character can equip. Press the D-Pad LEFT or RIGHT to move from the character window to the Equip window, and press UP or DOWN to highlight weapons or armor within a window. * Notice that the character's status changes--the number on the left shows the current status, and the number on the right shows what the character's status would be if the selected weapon or armor is equipped. * When an item in the Character window is selected, the number on the right shows what the character's status would be if that item was not equipped. * Notice that certain objects might offer advantages in some areas (such as defense) while hampering other attributes (such as agility). * Also, if a character is using a two-handed weapon such as a sword or axe, that weapon takes up two spaces in the Character window and leaves no room for a shield or second weapon. * An icon appears in the space where the equipment will appear in the Character window. If there is already something in that space, that object will be replaced. Move the icon, if possible, by pressing the D-Pad UP or DOWN. * To equip the character, press Button A or C. The weapon or armor appears in the Character window and is equipped. * To remove an object, select the object in the Character window and press Button A or C. The object moves to the Equip window. State: Check a character's status or change marching order. Press Button A or C. Status displays all available information about a selected character. Select this option and press Button A or C to display a list of characters. Select the character and press Button A or C to see the status display, including the following: 1. Name, occupation, level and age. 2. HP (Hit Points) represent your character's life force. When damaged by an enemy, the character loses HP, and when the HP drops to 0, the character loses the ability to fight. The number on the left is the number of HP your character has remaining. The number on the right shows the character's maximum HP. HP can be restored through certain items, restorative Techniques or Skills, or by spending the night at an inn. 3. TP (Technique Points) are used up each time a character uses a Technique. When the TP drops below the number required for a Technique, the character cannot use that Technique. As with character HP, the number on the left is the TP remaining, and the number on the right shows the character's maximum TP. Technique points are restored by spending the night at an inn. 4. Character Points show how strong your character is in certain areas. Points can be altered by equipping weapons and armor, or by gaining experience points. 5. Equipped Weapons and Armor. 6. Mesetas on hand for entire party. 7. EX (Experience) shows the number of Experience Points your character has acquired. NX (Needed Experience) shows the number of Experience Points needed to reach the next level. Experience Points are picked up by defeating enemies. * Press Button A or C to see a list of available Techniques. Press again for a list of available Skills. * The number on the left shows the number of Skills remaining, while the number on the right shows the maximum number possible. Both Techniques and Skills are divided into two types: those that can be used in battle, and those that can be used in camp. * Press Button A or C again to close all character information windows, or press Button B to close individual windows. Use ORDER to change the order in which the characters march and fight. The character in the lead is the main target for all enemy attacks and usually takes the most damage. * Select the character you want to appear first, and press Button A or C. Once selected, the character's name appears in the window to the right. * Follow this procedure for the other characters. You can reverse this process at any time by pressing Button B. Talk: To see what the characters have to say about their current situation, select this feature and press Button A or C. Macro: Create customized programs of battle moves in combat. * Press Button A or C. Two windows appear. The center window shows the spaces available for macros, and the window on the right shows the type of macro. * When you start the game, all the spaces are blank, except for (A), which contains a default macro to get you started. * Select a space to put your new macro, and press Button A or C. The characters' names appear, and you can choose the first character to make an attack. * Press Button A or C, and the Combat window appears. Select your commands as you would during Combat Mode. * When you enter the move for the last character, a window appears confirming your choice. Select YES or NO and press Button A or C, or press Button B to cancel the choice. To erase a macro, select an existing macro and press Button A or C. A window will confirm that you want to erase the macro. Confirm your choice as above. Phantasy Star IV Combat and More Use Up/Down to scroll text COMBAT Once in the field, you run the risk of attack by all manner of machines and monsters. When an attack occurs, the Combat screen appears. You make your first move with the Response Window. Highlight the desired option and press Button A or C. COMD: (Command) This option lets you choose to use weapons, Techniques, Skills or Items, or to defend for one round of Combat. MACR: (Macro) Use a pre-set attack pattern, as programmed in the Camp menu. (In the beginning, there is only one macro set.) Select one of the eight macros available. A description of the macro appears to the right. Press Button A or C to start the macro. RUN: Select this option to make a strategic withdrawal. However, escape is not always possible, and you run the risk of leaving your entire party open to attack. Commands: If you selected COMD, press Button A or C to see the resources of the character who appears on screen. Characters receive Commands in the order set in Camp. Attack: This lets the character attack with the weapon currently equipped. Technique: This opens the Technique window. The names of Techniques are displayed along with the Technique Points (TP) required for each. Techniques requiring more TP than your character has appear in red and can't be used. Select the desired Technique and press Button A or C. In the case of a helping Technique, such as an antidote or boost, an arrow appears in the Status windows indicating which character is to receive the benefits of the Technique. Press the D-Pad left or right to indicate the desired character and press Button A or C. Skill: This opens the Skill window. The names of Skills are displayed along with the number of times each Skill can be used. Skills that appear in red are depleted. The procedure is the same as selecting a Technique. Item: This lets the character use Items such as restoratives or antidotes. The procedure is the same as selecting a Technique or Skill. Defense: This puts the character in a defensive position that makes it less likely for him or her to be hit. As you select a command for each character, the symbol for that command appears in that character's window. If you selected a tactic that is effective on one enemy only, an arrow appears above one of the enemies. Choose your foe by pressing the D-Pad LEFT or RIGHT, then pressing Button A or C. You can cancel a command by pressing Button B until the symbol disappears. Then select a new command. When all commands are set, the round of battle starts. After each attack, the amount of damage is displayed for each enemy or character. The enemy vanishes when its HP is depleted. If a character's HP reaches 0, the character is Near Death. A flatline icon appears in that character's window, and the character is out of action until a suitable remedy is used, or he or she is taken to an Inn to recuperate. The battle ends when all enemies are defeated. A display tells you how many experience points, Mesetas, Skills and Techniques your characters have picked up as a result of the battle. Combination Attacks Two or more characters can join Techniques and Skills to form powerful Combination Attacks. For example, Rune's Wat Technique can be combined with Chaz's Zan Technique to form a Blizzard Attack. A three-way combination results in the Triblaster. In order to combine the moves, the attacks must occur in succession (i.e. for the Blizzard Attack, Chaz's Zan must immediately follow Rune's Wat). Since characters attack in a descending order of power (most powerful attacks come first), you must assign the other characters less powerful attacks. As soon as you discover a Combination Attack, write it down! You can even put it into a macro later. There are a total of 15 Combination Attacks. Can you find them all? Injuries When two or more adversaries are hurling weapons and spells at each other, someone is bound to get hurt. Unfortunately, it isn't always an enemy. Some of your characters' injuries can be healed in battle if you use the appropriate Item, Skill or Technique. Unconscious: When the letters turn blue and a sleep icon appears, the character is out cold and can't fight until he or she regains consciousness. Poisoned: When all the letters in the character window turn yellow, the character has been poisoned. The character can still fight, but as the character moves, his or her HP drops steadily until the poison is cured. Paralyzed: When the letters turn blue and a lightning icon appears, the character has been paralyzed and can't fight. Near Death: A flatline icon appears when the character's HP reaches 0. This character is completely out of action unless a special remedy is used or the party spends the night at an Inn. In the case of an android, movement, HP and Technique Points are gradually replaced. Game Over The game ends when all your characters are Near Death. The Sega Logo appears. When you restart the game, your characters will appear where you last saved the game. Vehicles In the course of your adventure you will find vehicles that allow you to travel quickly across hostile terrain. To use a vehicle, access it through the Items menu the same way you would a regular Item. Use the D-Pad to move the vehicle around the screen. To leave a vehicle, simply enter a town or installation, or press Button A, B or C. However, even a fast-moving, armored vehicle won't keep you safe from attack. The vibrations from the ancient mechanics tend to irritate some of Motavia's bigger and nastier monsters. Fortunately, you have some heavy firepower to counter their attacks. When a battle begins, the vehicle's control panel appears. Use the D-Pad to select a command, and press Button A or C. Pressing Button B cancels the command. Combat Window: This window is similar to the Battle Commands discussed previously. ATTAC lets you fire a single attack at one enemy. OPTIN lets you select a special ray, missile, or bomb. RUN lets you retreat. Special Points: These are similar to Hit Points, and diminish whenever an enemy attacks successfully. If your Special Points drop to 0, the game ends. Special Points are completely restored after each battle. Weapons are restored when you spend the night at an Inn. Space Travel Later in the game, you will gain the means to travel to other planets. To access your spaceship, find and enter a spaceport. Select a destination, press Button A or C, then sit back and enjoy the ride. In the City Between bouts of exploring and combat you'll want to stop at the nearest town to rest and heal, replenish supplies, and catch up on the latest news. Talk to everyone you see--he or she may have information valuable to your quest. Shops: There are three kinds of shops: weapons shops, armor shops and tool shops. Most of these shops have signs out front--a sword for a weapon or armor shop and a bag for a tool store. In addition, you might find some bargains at the local market stalls. Making Purchases: Check out all the shops in all the towns you visit, as you might be able to upgrade your equipment. * Step right up to the person behind the counter and press Button A or C to talk. The salesperson asks you if you want to buy or sell. * Select BUY and press Button A or C to see a list of available goods. The price of each item is listed on the right. * Use the D-Pad to select an item, and the salesperson will give you information about that item. * In the case of weapons or armor, the EQUIP window to the left tells you which character can use that weapon or armor. Press Button A or C to make the purchase. * The salesperson will ask you to confirm your purchase. Select YES or NO and press Button A or C. * Cancel selections and close your sales transaction by repeatedly pressing Button B. Selling Extra Supplies: Weapons and items are in short supply on Motavia, and can be sold for a reduced price. * To sell an item or weapon, start a conversation with the person behind the counter, select SELL and press Button C. * The salesperson will ask you what you want to sell, and your item list appears. Use the D-Pad to highlight the object you want to sell, and press Button A or C to see the offered price. * Press Button A or C again to make the sale. You can cancel selections and close your transaction by repeatedly pressing Button B. Inns If you want to replenish your Technique Points, Skills and Hit Points, restock your vehicle, or simply want to relax, nothing beats a night at the Inn. Unless you have certain Items, Skills or Techniques on hand, this is the only way to revive a character who's Near Death. Prices vary, and overnight stays don't always come cheap, so watch your money reserve. To purchase your night at the Inn, follow the same procedure as for making purchases. Home Sweet Home Well, one thing beats spending the night at an Inn. Spend the night at Alys' home in Aiedo and you get all the benefits of a stay at an Inn...for free. The Hunter's Guild Located in Alys' hometown, the Hunter's Guild provides weapons and armor at reasonable rates, offers interesting entertainment, and has a bulletin board of jobs you can take for extra cash and experience. Phantasy Star IV Tools and Techniques Use Up/Down to scroll text Tools of the Trade Items, weapons and armor can be purchased at shops and stalls, or picked up from defeated enemies. Items: * Monomate, Dimate and Trimate restore character HP. The more powerful the restorative, the higher the price. * Antidote cures one poisoned character. * Anti-Paralyze cures one character of paralysis. * Telepipe transports the entire party to any town or village visited previously. * Escapipe transports the entire party out of a dangerous situation--such as a maze or dungeon--to a relatively safe place. Weapons: Weapons are made from various materials and technologies. Try each kind out to see which suits a character best. * Dagger is a small, short knife carried by almost everyone on Motavia. Good for very close fighting. * Knife is a larger, more capable weapon favored by Hunters. It leaves one hand free for a protective shield. * Boomerang functions best at a distance. If thrown properly, the boomerang can inflict damage on several enemies at a time. * Slicer features long, sharp blades that make it deadlier than the boomerang. The blades can be folded for easy carrying. * Claw is as effective as a sword, but only at very close range. Only a skilled wielder who is light and agile can use the claw. * Sword is a powerful weapon, but its length requires the use of both hands and some degree of skill to be used effectively. * Axe is also very powerful and effective. However, wielding an axe takes powerful muscles and the use of both hands. Armor: * Leather Cloth is made from sandworm hide. It is one of the most common and versatile resources on Motavia. Leather items are light and offer freedom of movement, though not much protection. * Armor and Mail exist in various forms: ceramics, steel, titanium and others. Try them on your characters to see which is best. * Shields are made from materials that range from hardened leather to ceramics, steel and titanium. Strength and weight vary. * Helmets offer head protection, and are worn by men. * Crowns are the equivalent head protection worn by women. * Circlets offer little protection, but increase mental powers. Techniques Following are some of the Techniques your characters will learn. Some are reserved for battle only, while others can be used in Camp. All Techniques take up a character's TP, and the more powerful the Technique, the more TP is used. A Technique might not work in battle against a certain type of enemy or defense, but the TP is used up anyway. Battle Techniques: These affect one enemy on the screen: * FOI, GIFOI and NAFOI blast the enemy with a bolt of flame. * WAT, GIWAT and NAWAT freeze the enemy by dropping the temperature of the surrounding area. * VOL kills the enemy by destroying its nervous system. * TSU, GITHU and NATHU fire an arrow of light at the enemy. These affect all the enemies on the screen: * ZAN, GIZAN and NAZAN suffocate enemies by turning the surrounding area into a vacuum. * GRA, GIGRA and NAGRA crush enemies with a powerful gravity well. * MEGID disintegrates the molecular structure of all the enemies on the screen. * BOLT kills enemies by destroying their nervous systems. * GELUN causes enemies to age quickly and reduces attack strength. * DORAN slows down enemy reaction speed. * BROSE suddenly expands enemy body mass to twice the normal size, resulting in damage. * RIMIT interferes with enemy nervous systems, resulting in unconsciousness. Boost Techniques: Use these Techniques to boost the abilities of your characters while they are in battle. These Techniques do not boost character HP. * SHIFT increases the physical attack strength of one active character. * SANER increases reaction speed of all active characters. * DEBAN creates a shield before all active characters, increasing their defensive strength. Healing/Restorative Techniques: * SAR restores some HP to all active humanoid characters. * RES, GIRES and NARES restore some HP to one active humanoid character. * ANTI cures one active character of poisoning, but does not raise HP. * RIMPA cures one active character of paralysis, but does not raise HP. * AROWS revives one active character who has been knocked unconscious, but does not raise HP. * REVER revives one flatlined character and restores 1/4 of total HP. * REGEN cures poisoning, unconsciousness or paralysis, or restores all HP to one flatlined character. Travelling Techniques: * RYUKA teleports all characters to any city previously visited. * HINAS teleports all characters out of dangerous areas such as dungeons or labyrinths. Skills Each character has an allotted number of special Skills he or she can use. Skills can be replenished by spending the night at an Inn. These affect one enemy on the screen: * CROSSCUT is a fast, powerful sword slash that does double damage. * RAY BLADE emits a blast of light that causes damage. * EXPLODE causes a burst of light from the attacker's body to pulverize the opponent. * EARTH knocks the enemy unconscious using energy drawn up from the ground. * FLAELI assaults the enemy with a rain of magical fire. * DIEM is a magic spell that causes an enemy's body to cease all function. * VORTEX surrounds the enemy with a whirlwind of slashing blades. * DEATH kills the enemy with an unimpaired blade cut to the vitals. * ASTRAL blasts the enemy with power collected from the astral realm. * ELIMINATE allows unimpaired access to an enemy's vital organs; results in death. These affect all the enemies on the screen: * AIRSLASH suffocates enemies inside a pocket of vacuum. * HEWN hurls a cyclone of magical energy at enemies. * TANDLE blasts enemies with lightning. * EFESS calls on creatures from inner planes to attack. * LEGEON generates a great burst of energy that damages all enemies within range. * NEGATIS strangles enemies inside a pocket of vacuum. * MOONSHADE reflects light that mesmerizes and damages enemies. This Skill affects all active characters: * VISION gives characters the ability to predict and compensate for enemy moves; increases Dexterity. Phantasy Star IV Hints and Tips Use Up/Down to scroll text Happy Hunting * Not all of the buildings of a town or village are located within the village walls. You can travel around and explore the outskirts of a village by staying close to the outside of the wall. * Your characters aren't the only ones who can command a Combination Attack--some of your enemies can join and fire deadly combinations at you as well. * If you come across an enemy you know can join together and attack, try to eliminate the weaker link as soon as possible. * Go to the stores and buildings to pick up weaponry. It's a good idea to buy some medical supplies. * Before you set out on your quest, check out what's hiding in the basement of the Motavian Academy.

PH_STAR3.O

Phantasy Star III Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME TECHNIQUES & WEAPONS BROWSE HELP FILES

PINK2HLW.O

Pink Goes To Hollywood TecMagik To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME BROWSE HELP FILES

PIRATESG.O

Pirates Gold Microprose To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME COMBAT AND ETC HINTS AND TIPS BROWSE HELP FILES

PITFIGHT.O

Pit-Fighter Time Warner Interactive To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME BROWSE HELP FILES Pit-Fighter Game Description Use Up/Down to scroll text This is PIT-FIGHTER, the latest underground sport! There's no shortage of action in this no-holds-barred street fight. Control one of three skilled masters(Buzz, Ty, or Kato) as they challenge street tough fighters such as The Executioner, Chainman Eddie, Angel, and the Ultimate Champion, the Masked Warrior. Using different button combinations, command your fighters to punch, kick, jump and execute special moves. We've combined digitized graphics of live action and realistic sounds-all from the original arcade hit-to bring you the ultimate in Genesis gaming! Pit-Fighter Controller Functions Use Up/Down to scroll text CONTROLS A Button: To punch if someone is near you. If no one is near you and you are near an object, then the A button picks up the object. B Button: To kick. C Button: To jump. Hold down A & B: To pick up a weapon or person. Hold down B & C: To execute a jump kick. Hold down A & C: To defend(especially useful when you're between two enemies). Hold down A, B & C: To perform a super move. Hold down A, C & Down: To duck. Up, Down, Left & Right: To move. Tap Left or Right Twice: To do an evade move. Start: To begin, pause or unpause the game. Pit-Fighter Playing the Game Use Up/Down to scroll text FIGHT AREAS There are a total of seven different areas where the fighting takes place. These are: Warehouse, bar, garage, freeway overpass, subway station, wharf, and a high-rise building WEAPONS & POWER-UPS Various weapons are available throughout the game for you and your enemies. To pick up a weapon lying on the ground, stand over it and hold down A and B at the same time. Press the A Button to use the weapon once you're holding it. Items that can be picked up are: Shurikans(throwing stars), knives, sticks, crates, kegs, garbage cans, bar stools, motorcycles, and barrels. When certain barrels are broken open, you'll find a green circle with a "P" on it. This is a special power-pill which can be picked up by any fighter. So pick it up before the other guy does! Once you have it, you'll start flashing. Any hits you take will do less damage and any hits you dish out will do twice as much damage. Jump on cars for even more fun! PLAYER FIGHTERS You can be one of three characters(in a two player game, you cannot be the same character). These are: Buzz: Former pro wrestler and bodybuilder, specializing in brute strength moves. Ty: Champion kickboxer and Pit-Fight veteran with powerful kicks and a killer instinct. Kato: Master of the Flying Dragon style of Karate with incredible speed and agility. Each of these three fighters has especially lethal Super Moves, one of which will be unleashed when A, B and C are pressed at the same time. These explosive moves do more damage than regular moves. Super Moves are: Buzz: Killer Body Slam, Head Butt, Piledriver Ty: Flying Double Kick, Spin Kick, Roundhouse Kato: Lethal Dragon Punch, Flip Kick, Backhand ENEMY FIGHTERS As you progress in the game, you'll encounter a variety of enemy fighters, each with a unique fighting style and strength. The enemy fighters are: The Executioner, Southside Jim, Angel, CC Rider, Chainman Eddie, Heavy Metal, Mad Miles, and the Masked Warrior. SCREEN INDICATORS Score: Displayed in dollars, it is a cumulative total of all winnings earned while playing. Score does not get reset when you continue. Fighter ID: Player may select any one of three fighters to control. At the beginning of the game and when continuing, players are given the chance to select a fighter. Note: you can change to a different fighter when you continue. When "Select Fighter" is displayed, pressing Left or Right will display the different fighters you can choose. Pressing A, B or C chooses the fighter. Energy Bar: Two bars are shown. The upper bar shows your fighter's strength. The lower bar, shown when you are near another fighter, represents their strength. Clock: Shows how long the match has taken so far. Record: Shows the best time for the match. KO's: How many enemy fighters you've taken out. Hearts: How many lives you have left. THE HIGH SCORE SCREEN If you qualify for the High Score Screen, you'll be allowed to enter your initials next to your fighter icon. To enter your initials, press UP and DOWN on the joypad to scroll through the alphabet. Press the A, B or C button to enter the letter chosen.

PONY.O

Crystal's Pony Tale Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Crystal's Pony Tale Game Description Use Up/Down to scroll text Crystal was the prettiest pony in Ponyland. She had a silky coat, a beautiful, curly mane, a long, flowing tail and the daintiest hooves you ever saw. So it was strange that Crystal was also the shyest pony in the land! When the other ponies galloped across the meadow, Crystal always ran at the tail end of the herd. When they played hide and seek in the forest or splashed in the cool waters of the fountain, Crystal would hang back. She was always almost-but not quite-ready to join the fun. That's how Crystal managed to escape the terrible fate that befell her friends! The evil Storm Witch wanted to rule Ponyland. She became furious whenever the ponies frolicked in the pastures, ate hay in the fields, or drank water from the stream. She wanted to keep everything for herself and her own wicked pets. She was awful! One day, while the Storm Witch was spying on the ponies with her crystal ball, she just couldn't take it any more. She flew into a rage and cast a powerful bolt of lightning that blasted all the ponies at once. Under her evil spell, they were frozen in place! They became as thin as paper and their colors turned dull and drab. They couldn't move, or even whinny for help. Then they were carried off and imprisoned in secret places all over Ponyland! Only Crystal escaped, because the Storm Witch's lightning bolt missed her. But now that she was alone, Crystal knew she couldn't be timid any longer. Her friends needed her! Help Crystal search arcross Ponyland. Gallop with her through flowery fields, dark forests and spooky caves. Collect lucky horseshoes and golden keys, use horse sense to solve puzzles and find the seven magic crystals. Only you and Crystal can free her pony pals! But be careful. The Storm Witch is watching! Crystal's Pony Tale Controller Functions Use Up/Down to scroll text Start Button: * Pause. D-Pad: * Gallop left and right. Buttons A and B: (ACTION) Start the level. Rear Up. Perform an action. Fight the Storm Witch. Go through a Picture Gate to another part of Ponyland. Button C:(JUMP) Start the level. Jump. Crystal's Pony Tale Playing the Game Use Up/Down to scroll text On The Trail: Crystal the Pony must search for horseshoes, keys and magic crystals. She can never have too many! The items you collect are stored at the bottom of the screen. Keys: Open treasure chests if you have enough keys. Crystals: Sparkling crystals free your pony pals. You must have the right crystal to rescue each friend. The friend's picture replaces the crystal at the bottom of the screen. Horseshoes: Lucky horseshoes let you pass through Horseshoe Gates. More Items to Find: Treasure Chests: The number on a treasure chest shows how many keys you need to open it. If you have enough keys, stand Crystal in front of the treasure chest and press an ACTION button. Treasure chests hold many horseshoes, extra keys and, sometimes, crystals! Surprise Boxes: Open colorful boxes floating in the air, and out pops a surprise. You never know what's inside! Musical Notes: These can change into horseshoes, so don't pass them by. Hay and Apples: Crystal loves to eat hay and apples. Sometimes she even finds a surprise inside. Passing Through Gates: Horseshoe Gates: These lead you further into a level, and to the Musical Bridge at the end of a level. You must have the right number of horseshoes to pass. If you don't, trying to pass through the gate will take you back to the earlier part of the level, where you can collect more horseshoes. Picture Gates: These entry ways are very helpful for traveling quickly from the middle of one level to another. To pass through a Picture Gate, stand in front of it and press an ACTION button. Helpful Friends: Don't forget to ask your friends for help. Stand Crystal near them and press an ACTION button. Many of the Ponyland creatures will give you picture hints about what to do next, or where to look for spellbound pony pals. Tricky Enemies: The Storm Witch also has plenty of help. Her mischievous creatures can make Crystal drop horseshoes and keys! Rescue Your Friends! You must find seven crystals in all, and each one is a different shape. The crystals you find are stored at the bottom of the screen. When you find an imprisoned pony, look for the crystal shape nearby. If you have already found the crystal that matches that shape, you can free your pal. Stand in front of the pony and press an ACTION button. Watch out! The evil Storm Witch could attack just as Crystal is about to rescue the pony. Use the D-Pad to move Crystal, and keep pressing the ACTION button to fight back. Crystal may drop horseshoes and keys during the battle, but she'll never lose any of her crystals. As soon as the Storm Witch is defeated, you can release the captured pony by pressing an ACTION button. Your grateful friend may give you a hint about what to do next before trotting off to the Rainbow Palace. Crystal's Pony Tale Hints and Tips Use Up/Down to scroll text Solving Puzzles: Together, you and Crystal must figure out the Ponyland puzzles. When you do, gather up your rewards of horseshoes, keys and crystals! Here are some hints: * Move Crystal near an item, such as a water faucet and press an ACTION button. * In Easy games, watch for the sparkles that show where to move Crystal next. * In Easy and Medium games, get picture hints from friendly creatures. The pictures tell you what items to use.

PONYFIN.O

Crystal's Pony Tale Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Crystal's Pony Tale Game Description Use Up/Down to scroll text Crystal was the prettiest pony in Ponyland. She had a silky coat, a beautiful, curly mane, a long, flowing tail and the daintiest hooves you ever saw. So it was strange that Crystal was also the shyest pony in the land! When the other ponies galloped across the meadow, Crystal always ran at the tail end of the herd. When they played hide and seek in the forest or splashed in the cool waters of the fountain, Crystal would hang back. She was always almost-but not quite-ready to join the fun. That's how Crystal managed to escape the terrible fate that befell her friends! The evil Storm Witch wanted to rule Ponyland. She became furious whenever the ponies frolicked in the pastures, ate hay in the fields, or drank water from the stream. She wanted to keep everything for herself and her own wicked pets. She was awful! One day, while the Storm Witch was spying on the ponies with her crystal ball, she just couldn't take it any more. She flew into a rage and cast a powerful bolt of lightning that blasted all the ponies at once. Under her evil spell, they were frozen in place! They became as thin as paper and their colors turned dull and drab. They couldn't move, or even whinny for help. Then they were carried off and imprisoned in secret places all over Ponyland! Only Crystal escaped, because the Storm Witch's lightning bolt missed her. But now that she was alone, Crystal knew she couldn't be timid any longer. Her friends needed her! Help Crystal search across Ponyland. Gallop with her through flowery fields, dark forests and spooky caves. Collect lucky horseshoes and golden keys, use horse sense to solve puzzles and find the seven magic crystals. Only you and Crystal can free her pony pals! But be careful. The Storm Witch is watching! Crystal's Pony Tale Controller Functions Use Up/Down to scroll text Start Button: * Pause. D-Pad: * Gallop left and right. Buttons A and B: (ACTION) Start the level. Rear Up. Perform an action. Fight the Storm Witch. Go through a Picture Gate to another part of Ponyland. Button C:(JUMP) Start the level. Jump. Crystal's Pony Tale Playing the Game Use Up/Down to scroll text On The Trail: Crystal the Pony must search for horseshoes, keys and magic crystals. She can never have too many! The items you collect are stored at the bottom of the screen. Keys: Open treasure chests if you have enough keys. Crystals: Sparkling crystals free your pony pals. You must have the right crystal to rescue each friend. The friend's picture replaces the crystal at the bottom of the screen. Horseshoes: Lucky horseshoes let you pass through Horseshoe Gates. More Items to Find: Treasure Chests: The number on a treasure chest shows how many keys you need to open it. If you have enough keys, stand Crystal in front of the treasure chest and press an ACTION button. Treasure chests hold many horseshoes, extra keys and, sometimes, crystals! Surprise Boxes: Open colorful boxes floating in the air, and out pops a surprise. You never know what's inside! Musical Notes: These can change into horseshoes, so don't pass them by. Hay and Apples: Crystal loves to eat hay and apples. Sometimes she even finds a surprise inside. Passing Through Gates: Horseshoe Gates: These lead you further into a level, and to the Musical Bridge at the end of a level. You must have the right number of horseshoes to pass. If you don't, trying to pass through the gate will take you back to the earlier part of the level, where you can collect more horseshoes. Picture Gates: These entry ways are very helpful for traveling quickly from the middle of one level to another. To pass through a Picture Gate, stand in front of it and press an ACTION button. Helpful Friends: Don't forget to ask your friends for help. Stand Crystal near them and press an ACTION button. Many of the Ponyland creatures will give you picture hints about what to do next, or where to look for spellbound pony pals. Tricky Enemies: The Storm Witch also has plenty of help. Her mischievous creatures can make Crystal drop horseshoes and keys! Rescue Your Friends! You must find seven crystals in all, and each one is a different shape. The crystals you find are stored at the bottom of the screen. When you find an imprisoned pony, look for the crystal shape nearby. If you have already found the crystal that matches that shape, you can free your pal. Stand in front of the pony and press an ACTION button. Watch out! The evil Storm Witch could attack just as Crystal is about to rescue the pony. Use the D-Pad to move Crystal, and keep pressing the ACTION button to fight back. Crystal may drop horseshoes and keys during the battle, but she'll never lose any of her crystals. As soon as the Storm Witch is defeated, you can release the captured pony by pressing an ACTION button. Your grateful friend may give you a hint about what to do next before trotting off to the Rainbow Palace. Crystal's Pony Tale Hints and Tips Use Up/Down to scroll text Solving Puzzles: Together, you and Crystal must figure out the Ponyland puzzles. When you do, gather up your rewards of horseshoes, keys and crystals! Here are some hints: * Move Crystal near an item, such as a water faucet and press an ACTION button. * In Easy games, watch for the sparkles that show where to move Crystal next. * In Easy and Medium games, get picture hints from friendly creatures. The pictures tell you what items to use.

POPU.O

Populous II Sega Channel To return to Now Playing, reset your adapter. GAME DESCRIPTION PLAYING THE GAME DIVINE INTERVENTIONS HINTS AND TIPS BROWSE HELP FILES

POWERMOV.O

Power Rangers: The Movie Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME SPECIAL JEWELS HINTS AND TIPS BROWSE HELP FILES Power Rangers: The Movie Game Description Use Up/Down to scroll text Columns has always been fun. But now that you can add Power Rangers: The Movie Controller Functions Use Up/Down to scroll text Game Start and Pause. In Pyramid Columns, if you have items, used to Power Rangers: The Movie Playing the Game Use Up/Down to scroll text use of the Items you get by. Power Rangers: The Movie Special Jewels Use Up/Down to scroll text two rows into your opponent's playing field. Power Rangers: The Movie Hints and Tips Use Up/Down to scroll text First, extinguish blocks diagonally!

POWRDRIV.O

Power Drive U.S. Gold To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME BROWSE HELP FILES Power Drive Game Description Use Up/Down to scroll text FASTEN YOUR SEAT BELT... Are you ready to take your place behind the wheel in the fast paced Power Drive Rally Championship? The race will take you through eight grueling rounds in eight different locales all over the world. Eyes bulging out of your head, you'll tear around the mountainous curves of Monte Carlo at midnight! Palms sweating and heart pounding, you'll navigate the dense forests of Sweden in a snowstorm. You'll almost taste the dust in your throat as you blast through the blistering deserts of Kenya with the sun beating down on you. With 64 different courses, there's always something new around the next bend! Starting with a low powered road vehicle, win prize money to fix your damaged racer. After you have accrued enough cash, you can trade it in for a more powerful model and step up to the next competition level. Keep winning and you'll move all the way up to a full spec rally car! Complete the entire World Rally Championship and attempt to become the number one driver on the international scene! Power Drive Controller Functions Use Up/Down to scroll text Start: * Pause/resume game Button A: * Accelerate Button B: * Brake Button C: * Reverse/Rotational D-Pad: * Press left/right to steer in those directions. Power Drive Playing the Game Use Up/Down to scroll text START YOUR ENGINES... The Power Drive World Championship comprises 48 individual stages in eight countries. Each round is characterized by varied conditions to push your driving ability to the limit. ROUND 1 Location: Monte Carlo Climate: Dry, some ice/snow Track: Asphalt Terrain: Mountainous, rocky road ROUND 2 Location: Kenya Climate: Hot/dry Track: Asphalt/sandy gravel Terrain: Desert(occasional oasis) ROUND 3 Location: Sweden Climate: Ice/snow Track: Gravel Terrain: Forest trail ROUND 4 Location: Corsica Climate: Wet Track: Asphalt Terrain: Mountainous, rocky road LOCATION Before each race, you are presented with a Location screen, displaying weather conditions, day/night and the entrance fee. If you don't have enough funds to cover the fee, your game is over and you will return to the Main Menu. If you do have sufficient funds, press any button to start the race. PICK-UPS Pick-ups are randomly placed around each course, to be collected by driving over them. Money: Increase your funds by $250 Nitrous: Temporary speed boost Time: Five-second clock freeze PENALTIES Hitting cones or road works incurs 0.5 second penalties-you have been warned! WEATHER AND VISIBILITY Climatic conditions and the time of day vary dramatically from race to race, affecting your car handling and response. You will need to take note of these conditions and adjust your driving accordingly. STAGE RESULTS At the end of each course the Stage Results screen will be displayed. Prize money is awarded when you qualify, plus bonuses if you break the course record or beat the computer-controlled car on Rally Cross sections. When you have reveled in the glory for a while press any button to move on. THE CHECKERED FLAG If you go all the way and win all 48 stages, you will be crowned Power Drive World Champion!

POWRMNGR.O

Power Monger Electronic Arts To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME GAME WINDOWS COMMANDS HINTS AND TIPS BROWSE HELP FILES Power Monger Game Description Use Up/Down to scroll text You were a fair and just king, but fate turned against you. One day, the patient earth rose up in violent anger, sending your civilization crashing to the ground. Not to be outdone, the sea turned against you, too. Towering waves washed over the land, burying your subjects in a watery grave of foam and brine. You suddenly found yourself in an embarrassing situation-you were now a king without a country. Fortunately you escaped in a frail boat, accompanied by a small group of loyal followers. These were sturdy men-men who would follow you to the ends of the earth, who believe in your divine right and would fight for your cause no matter what the odds. You've just landed on the unfamiliar shores of a foreign land. The land is rich and fertile, as you dreamed it would be-but like all bountiful places, it's populated. Petty warlords reign over the settlements and send their armies sweeping across the countryside. You could submit to these backward nobles, but that role, you realize, hardly befits one of your royal lineage. You were a king not so long ago, and you have borne enough indignity already-it is they who will serve you. Power Monger Controller Functions Use Up/Down to scroll text B Button: * This button highlights the next window. C Button: * This button switches between the Command Bar and the current window. Start Button: * This pauses the game. Window And Command Bar Controls: Certain controls have different effects when the Command Bar or a specific window is highlighted. Captain's Window: * Use the D-Pad to move pointer. * Press Button A to select object or point under pointer. * Hold down Button A and D-Pad any direction to scroll your view. Text Window: * Move the D-Pad up or down to scroll text (if "turned page" marker indicates more text) * Press A to 'snap' view to last queried object. View Control Window: * Use the D-Pad to scroll the view on the Close-Up Map. * Hold down Button A and press D-Pad Up to zoom in. * Hold down A and press D-Pad Down to zoom out. * Hold down A and press D- Pad Right to rotate view clockwise. * Hold down A and press D-Pad Left to rotate view counter-clockwise. Overview Window: * Use the D- Pad to move the pointer. * Press A to select the location/map option. * Hold down A and D-Pad any direction to scroll your view. Command Bar: * Use the D-Pad to move the selection box. * Press A to select a command. * Press B to get "on-line help" explanations of commands. * Press C to return to the active window. Power Monger Playing the Game Use Up/Down to scroll text The world of Power Monger is made up of 195 territories or lands. Your goal is to subdue and conquer these isles and unite the land under one ruler-you. Use the options on the Main Menu to select a game. Use the D-Pad Up or Down to highlight the option you want, and then press A, B, or C. STARTING A NEW CONQUEST To start a new Conquest: 1. Select START NEW CONQUEST. The Conquest Map appears: If you select START NEW CONQUEST after you've already started a Conquest, you're asked if you want to delete your last game and start over. Select YES to start over, or select NO if you decide you want to continue your old game. 2. Press A, B,, or C to select the land in the red box. This is the only land you can choose when starting a new Conquest. CONTINUING YOUR CURRENT CONQUEST 1. Select CONTINUE QUEST. The Conquest Map appears with a dagger in each land you've conquered. 2. Use the D-Pad to move the box to a land adjacent to one you've already conquered. The box is yellow around the lands you've already conquered and red around adjacent territories. 3. Press A, B, or C to select the land. NOTE: The map is taller than one screen. To see the rest of the map, move your cursor to the bottom of the screen and D-Pad Down to scroll the map window. RESTORING YOUR CONQUEST WITH A PASSWORD Whenever you conquer a land, you get a password-coded information that tells the Genesis which lands you've already conquered. Always write down any passwords you receive-that way you can resume your Conquest even if you've reset or restarted your Genesis. NOTE: Passwords may contain up to 34 characters. To restore your Conquest: 1. Select RESTORE CONQUEST. The Enter Password Screen appears: 2. Use the D-Pad to move the box to a character, and then press A, B, or C. If you make a mistake, select RUB to delete the last character. 3. Once the correct password appears in the box, select END. You're taken back to the Main Menu. 4. Select CONTINUE CONQUEST to resume the Conquest where you left off. QUICKSTART GUIDE TO SEIZING POWER To start a new Conquest: 1. Use D-Pad to highlight START NEW CONQUEST, and then press A. 2. Press A to select the first land in the Conquest. After a moment, the Game Screen appears. Get Accurate Info: 1. D-Pad to point at the Captain's medals. 2. Press A. The info appears in the Text Window below. Get Food From Your Tower: 1. Press C to highlight the Command Bar. 2. Use D-Pad to move the selection box to the Aggressive Posture command, and then press A. The Aggressive Posture command is highlighted. 3. Use D-Pad to move the selection box to the Get Food command, and then press A. The Get Food command is highlighted, and the Captains Window automatically becomes the active window. 4. Use the D-Pad to point to your tower, and then press A. Watch as your men take the food from the tower. Look at the lay of the land 1. Press B until the Overview Window is highlighted. 2. Use D-Pad to point at the southern settlement, and then press A. The view on the Close-Up Map switches to the southern settlement. 3. Press C to highlight the Command Bar. 4. Use D-Pad to move the selection box to the Query command, and then press A. The Overview Window is automatically highlighted. 5. Press B to highlight the Captains Window. 6. Use D-Pad to point to any object in the settlement-a building, person, the town square, etc. Press A. The description of the object appears in the Text Window. 7. As long as the Query command is highlighted, you can continue to Query objects in the Captains Window. Use D-Pad to move the pointer to a different object, and then press A to read about it. Attack Timlytte 1. Press C to highlight the Command Bar. 2. Use D-Pad to move the selection box to the Passive Posture command, and then press A. Passive posture makes your men do things in extreme moderation. 3. Use D-Pad to move the selection box to the Attack command, and then press A. The Captains Window is automatically highlighted. 4. Use D-Pad to point to any building in Timlytte, and then press A. Watch the fight 1. Press B until the View Control Window is highlighted. 2. Use D-Pad to scroll your view in the various directions. 3. You can also rotate your view. While the View Control Window is still highlighted, hold down A and D-Pad Left or Right to rotate your view. If you want to zoom in and out on the action, hold down A and D-Pad Up or Down. Get more food 1. Press C to highlight the Command Bar. 2. Use D-Pad to move the selection box to the Aggressive Posture command, and then press A. The Aggressive Posture command is highlighted. 3. Use D-Pad to move the selection box to the Get Food command, and then press A. The Get Food command is highlighted, and the Captains Window automatically becomes the active window. 4. Use D-Pad to point to any building in the town of Timlytte, and then press A. Your men will retrieve as much as they can from the town of Timlytte. Attack a sheep 1. Press C to highlight the Command Bar. 2. Use D-Pad to move the selection box to the Attack command, and then press A. The Attack command is highlighted. 3. Use D-Pad to point to a grazing sheep, and then press A. Your men will attack the sheep and slaughter it, and the 180 food items will automatically be added to your inventory. Get men from Timlytte 1. Press C to highlight the Command Bar. 2. Use D-Pad to move the selection box to the Get Men command, and then press A. The Get Men command is highlighted. 3. Use D-Pad to point to any building in Timlytte, and then press A. Your men will automatically enter the town and impress every able-bodied person they can find into your army. Retire 1. Press C to highlight the Command Bar. 2. Use D-Pad to move the selection box to the options command, and then press A. 3. The Options Menu appears. Use D-Pad Down to highlight the Retire option and then press A. A screen appears heralding your victory-press A, B, or C to go to the Password Screen. 4. Write down your password, and then press A, B, or C. The main menu appears again. Select Continue Conquest to move on to the next land. USING THE WINDOWS Highlighting the command bar 1. Press C to highlight the command bar. 2. Select a command (D-Pad, and then press A). 3. Get "on-line help" info on any command (D-Pad, and then press B). 4. Return to the active window (press C) Power Monger Game Windows Use Up/Down to scroll text CAPTAINS WINDOWS The Captains Window shows you standing with any captains loyal to you. If you lose a Captain, his subordinate Captains won't be able to receive commands. For example, if you have three Captains and your second Captain dies, your third won't be able to receive orders. When he completes his last orders, he will camp for the remainder of the game (unless he is attacked). The Captains If you conquer a settlement with another Captain in it, he immediately switches sides and swears his loyalty to you. The new Captain appears at the side of the first Captain, and you can command him, too. The first Captain is the lifeblood of your Conquest-if he dies, the game ends. If any other Captain dies in your service, the game doesn't end. NOTE: Orders are delivered down the chain of command, from the main Captain to his subordinates. If you lose a superior Captain (other than your main Captain), his subordinates won't be able to receive commands. For example, if you have three Captains and your second Captain dies, your third Captain will no longer be able to receive orders because the chain of command has been broken. Captains broken off from the chain of command will carry out the last order, then camp for the remainder of the time (unless attacked by an enemy army). Job Symbols The job symbol above each Captain's head indicates what command he's currently trying to carry out. If he's finished a task, a small campfire symbol appears, indicating that he and his followers are resting while waiting for further orders. Additional Captains communicate with your first Captain using carrier pigeons. Since carrier pigeons have to fly between Captains, you'll notice a short "delay" between giving an order and the subordinate Captain's acknowledgment of it. A little white pigeon fluttering beside the Status Bar of the Subordinate Captain means an order is still "on the way." NOTE: You can attack enemy carrier pigeons if your men are armed with bows. This will hinder communication between enemy Captains. Selecting a captain to receive orders The bobbing arrow indicates which Captain you're currently giving orders to-any commands you make will be carried out by that Captain only. If you want to give orders to one of your other Captains, you have to move the arrow. To select another Captain to receive orders: 1. If the Captains Window isn't highlighted, press B until it is. 2. Use D-Pad to point at the medallion hanging from the Captain's neck. Press A. The arrow moves to the new Captain-now he's the recipient of your commands. Getting info on a captain The medals on each Captain's chest can be used to get information on that Captain: name, current job, loyalty, speed, food items carried, troops in squad, surplus items, and equipment items carried. To get info on a captain: 1. If the Captains Window isn't highlighted, press B until it is. 2. Use D-Pad to point at the Captain's medals. Press A. The info appears in the Text Window. "Snapping" your view to a captain To snap your view to a captain: 1. Press B until the Captains Window is highlighted. 2. Use D-Pad to point at the Captain's head, and press A. The Close-Up Map immediately centers on the Captain you're pointing to. TEXT WINDOW The Text Window displays information gained from various sources: * Query Command-see Query under Command Bar. * Captain's Medals-see Getting Info On A Captain under Captains Window. * On-Line Help-See On-Line Help under Command Bar. Using the text window to follow an object To snap your Close-Up Map view to the object described in the Text Window: 1. Press B until the Text Window is highlighted. 2. Hold down A, and then press any direction on the D-Pad. The Close-Up Map immediately centers on the object described in the Text Window. VIEW CONTROL WINDOW Rotating the Close-Up map 1. Press B until the View Control Window is highlighted. 2. Hold down A. Hold down D-Pad Right to rotate clockwise or Left to rotate counterclockwise. NOTE: Once you've rotated your view, you may find scrolling difficult. It's easiest to scroll when the arrow on the direction pointer is at its default position(11 o'clock). Zooming in & out on the Close-Up map 1. Press B until the View Control Window is highlighted. 2. Hold down A, and then D-Pad Up to zoom in or Down to zoom out. OVERVIEW WINDOW Changing map modes 1. Press B until the Overview Window is highlighted. 2. Use D-Pad to move the pointer to one of the map mode symbols. Press A. Contour Map Mode Dark Green-Lowest elevation Light Green Yellow Brown White-Highest elevation Objects Map Mode Red dots-Trees Light Brown Dots-Houses Yellow Dots-Workshops White Dots-Populations obeying you Grey Lines-Roads Settlements Map Mode White Dots-People obeying you Grey Lines-Roads Food Map Mode Black Dots-Settlements with no food stores Dark Grey Dots-Settlements with small food stores Grey Dots-Settlements with average food stores Light Grey Dots-Settlements with above average food stores White Dots-Settlements with abundant food stores Using the overview window to view another location To snap your view: 1. Press B until the Overview Window is highlighted. 2. Use D-Pad to point at the location you want to view. 3. Press A. Your view of the Close-Up Map switches to the point on the map. To scroll your view: 1. Press B until the Overview Window is highlighted. 2. Hold down A, and then hold down a direction on the D-Pad. Power Monger Commands Use Up/Down to scroll text USING THE COMMAND BAR The commands are different orders you can issue to your Captains: 1. Passive Posture 2. Neutral Posture 3. Aggressive Posture 4. Go Home 5. Transfer Men. 6. Get Food. 7. Drop Food 8. Supply Food 9. Invent 10. Send Captain 11. Query 12. Trade 13. Spy 14. Alliance 15. Get Men 16. Equip Invention 17. Drop Invention 18. Derank 19. Attack 20. Options ISSUING COMMANDS Issuing commands is generally a three step process. First you select which Captain will be carrying out your command(if you have more than one Captain, that is). Next, you select the command itself. Finally, you select what the object of his command is-a settlement, a tree, a person, an animal, a weapon, or simply a location on the map. The following procedure explains how to issue a majority of the commands. A few of the commands-Drop Food, Derank, Go home, Drop Invention, Transfer Men-don't follow this standard procedure. For details on issuing these special commands, see the command descriptions below. To issue a command: 1. If the Captain's window isn't highlighted, press B until it is. 2. If you have more than one Captain, choose the one you want to carry out the order. Use the D-Pad to point at the medallion hanging from the Captain's neck, and then press A. The bobbing arrow moves to the new Captain to indicate that he is active. 3. Bring the object of the command into view on the Close-Up Map. For example, If you're going to attack a settlement, bring the settlement into view. Use one of the following methods: Captains Window highlighted: Hold down A, and then D-Pad to scroll your view. View Control Window highlighted: Use D-Pad to scroll your view. Overview Window highlighted: Use D-Pad to move the pointer to the object's location, and then press A to "snap" your view to the location. 4. Press C to highlight the Command Bar. Use D-Pad to bracket the command you want to give, and then press A. NOTE: When you successfully select the command, it will turn dark blue. You'll also hear a "snapping" sound confirming your selection. For most commands, this sound will continue until you indicate the object of the command. For example, if you select the Attack command, you'll hear the snapping sound until you tell your Captain you want him to attack. 5. Once you've selected your command, you must specify the object of your command. The Captains Window or Overview Window is automatically highlighted to make this easier. Use the D-Pad to point at the object on the map, and then press A. Since it's difficult to accurately point at anything smaller than a settlement on the Overview Map, you're usually better off selecting objects from the Close-Up Map. If the Overview Window is currently highlighted, press B to highlight the Captain's Window, and then select from the Close-Up Map. NOTE: You can only select objects that are appropriate to the command you're giving. For example, an Invent command can only have a settlement with a workshop as its target. Any attempts to select an inappropriate object will fail, and you'll continue to hear the "snapping" sound. If you're not sure whether you're pointing at a "valid" object, glance at the Overview Map. You'll see a Direction Line that extends from the Captain to the location you're viewing. If the Direction line is black, you're not pointing at an appropriate object. If its red, the object is valid and you can select it. 6. Once you've successfully given the command, the Captain and his men will begin to carry it out. A Job Symbol will appear above the Captain's head to remind you which order the Captain is carrying out. "ON-LINE HELP" INFO To use the On-Line Help feature: 1. Press C until the Command Bar is highlighted. 2. Use the D-Pad to move the selection box to the option you want information on, and press B. The explanation of the command appears in the Text Window. POSTURES The Posture commands are settings that modify all other commands except Query and Game Control. They let you tell your followers how aggressively they should act when carrying out your orders. For example, if you Attack a settlement with Passive Posture highlighted, your followers will try to subdue the population and "convince" them to join your side through a strong show of arms. If you Attack with a Neutral Posture, your followers will resort to violence if necessary, and some of the population may die during your attack. Attack with an Aggressive Posture and your followers will try to wipe out as many people as possible. Postures & Quantity Commands Certain commands deal specifically with quantities of things, that is, the transfer of soldiers or goods: Men: Get Men, Derank, Transfer Men Food: Get Food, Drop Food, Supply Food Inventions: Equip Invention, Drop Invention When the Postures are applied to these commands, they specify the percentage of soldiers or goods being transferred: Passive Posture = 25% Neutral Posture = 50% Aggressive Posture = 100% So if you're in a Passive Posture and you instruct your followers to Drop Food, they'll drop 25% of the total food supply. Give the same command in an Aggressive Posture and they'll drop all of the food they are carrying. Unpredictable effects of passive & aggressive A Captain's actions are not always predictable when his posture is set on Passive or Aggressive. For example, if an Aggressive Captain is near a battle-even a battle that doesn't immediately concern him-he may join in the fray. If he's Passive, he may run away. Any of these actions can be avoided by changing the Captain's Posture. QUERY Query gives you information on various objects on the Close-Up Map. Unlike the other commands, the Query command remains selected even after you've queried an object. As long as the command is highlighted, you can continue to select objects. The command remains highlighted until you select it again or choose a different command. OBJECTS A query reveals different information depending on what you point at: Settlement-obedience, food items and people in entire settlement, loyalty, inventions People-name, settlement where they live, health, building they live in, how hard they work, profession, items they have equipped, captain they follow, age Trees-type of tree, forest it belongs to, whether there are birds in the branches, season Birds-whether it's a carrier pigeon or stork, who it's flying to ATTACK Attack orders a Captain and his followers to attack a target. How aggressively the followers act in the attack depends on the Captain's current Posture. You attack settlements, towers, and individuals in order to bring them under your control. When you successfully conquer a place, the people immediately switch obedience to you. That means that you gain access to all their resources-food, people, livestock, workshops, and boats. GET FOOD Get Food lets you take food from a settlement you've conquered or a food cache(see Drop Food). The percentage of food your followers gather depends on the Captain's current Posture. NOTE: Though sheep are a good source of nutrition, you must use the attack command to turn them into food. The Get Food command is only good for stored food-it has no effect on living, bleating livestock. MAKE ALLIANCE Alliance orders a Captain to make an alliance with a foreign settlement. To make an alliance, you need surplus stock to use as a tribute of your good intentions. If the alliance is rejected, you lose the tribute you offered. Once you make an alliance, you have access to the allied Captain's settlements and resources, and he and his comrades have access to yours. An alliance is only broken if you attack your ally or one of his settlements. DROP FOOD Select the Drop Food command and your Captain will immediately drop some or all of the food he's carrying, depending on his current Posture. He'll automatically drop it right where he's standing. If a Captain drops food in the wilderness, it turns into a food cache that can be picked up later by any of your Captains(use the Get Food command). Don't worry about enemies picking up one of your food caches-it's hidden, so they can't see it. If you drop it while standing in a settlement, it's added to the settlement's stock. SUPPLY FOOD Supply Food orders a Captain to collect food from friendly settlements and drop it off in the wilderness or in another friendly settlement. The amount of food the Captain takes from friendly settlements depends on his current Posture. This command is particularly useful if you have two or more Captains. For example, one Captain can invent in a settlement while the second Captain supplies the settlement with provisions. NOTE: If you want the Captain to supply food to a point in the wilderness, make sure you designate that point on the Overview Window. If you want him to supply to a settlement, you can use the Overview Window or the Close-Up Map. GET MEN Get Men orders a Captain to recruit soldiers from a conquered settlement. The percentage of the population the Captain recruits depends on his current Posture. NOTE: You can only Get Men from a settlement you've conquered-you cannot recruit individual people wandering around. DERANK Select the Derank command and your Captain will send home some or all of his followers, depending on his Posture. Once you've selected this command, recruits will automatically head for the settlement from which you recruited them. Your original followers will return to your tower. NOTE: Your followers take a straight path home when deranked. To avoid having them get stuck around water, be sure that there is a clear path(no lakes, rivers, or oceans) back to the home settlement. TRANSFER MEN Transfer Men orders one Captain to assign recruits to another Captain. The number of men transferred depends on the Posture of the Captain who's supplying the men. To transfer men: 1. If the Captains Window isn't highlighted, press B until it is. 2. Select the Captain you want to do the supplying. For information on selecting Captains, see Captains Window under Using Commands. 3. Press C to go to the Command Bar. 4. Use the D-Pad to bracket the Transfer Men command, and then press A. 5. Use the D-Pad to point at the Captain you want to receive the men(not the Captain on Close-Up Map, but the one standing behind the Close-Up Map with the other Captains). Press A. GO HOME Go Home sends a Captain and all of his followers back to their homes-this is handy for making a quick retreat. Once you've selected this command, recruits will automatically head for the settlement from which you recruited them. Your original followers will return to your tower. INVENT Invent orders a Captain and his followers to use a workshop and any of its inhabitants to create useful items. Only settlements with workshops are capable of producing inventions. Once your people have invented an item, it will appear outside the workshop. If you want to be absolutely certain whether they've invented anything, Query the workshop. Keep in mind that both your followers and the craftsmen in the workshop can't get food while they're inventing. If the local population runs out of food, the craftsmen will stop inventing and start producing food until they have a large enough supply. If your men run out of food, they'll go home. You can't specify what your men should invent, but you can influence their creativity by the location of the workshop you choose. For example, inventing near a forest on low land near water usually produces boats. Inventing in a settlement on high ground away from any forest usually produces swords or cannons. The inventions created by a workshop depend on several factors: Raw materials Raw materials include wood and steel. Forests are the obvious sources of wood. Wood can be used to make ploughs, bows, pikes, catapults, and if you're near water, boats. To find out whether there are forests near your workshop, you can Query any building in the settlement, use the Objects Mode in the Overview Window(see Overview Window), or simply scroll the Close-Up Map until you spot trees. Steel can be used to make swords. If the workshop is at a high enough elevation, your men may construct a mine from which they'll dig raw ore to forge into steel. You'll see them construct a tower, below which is the actual mine. NOTE: Not every tower is a mine. Use the Query command to tell an ordinary tower from a mine. If you aren't near any useful raw materials, your workshop will produce pots from the local mud. Pots are only valuable for trade. Posture A Passive Posture produces items like pots and ploughs, while an Aggressive Posture produces heavy weapons like bows, swords, cannons and catapults. Occupations in settlement Intricate weapons such as cannons and catapults require specialized parts that the local population can't manufacture. In order to build a cannon or catapult, a merchant must be present in the settlement to provide needed parts from foreign places. If you want to build a boat, a fisherman must be present. Summary of factors influencing inventing: Pots-can be made any time Ploughs-passive posture, wood Boats-passive posture, wood, fisherman present Pikes-neutral posture, wood Sword-passive or neutral posture, steel Bows-aggressive posture, wood Cannon-aggressive posture, steel, merchant in settlement Catapult-aggressive posture, wood, merchant in settlement EQUIP INVENTION Invented objects must be 'equipped' before your soldiers can use them. You can equip inventions stored in a building or near a workshop, weapons left on the battlefield, or boats found in the water. You can't see inventions stored in a building-only a Query will tell you if a building contains inventions-but you can see items dropped on the ground. Hand-weapons-bows, pikes and swords-are automatically distributed to troops. The Captain is equipped first, his original followers are equipped second, and any other recruits last. If troops have more than one kind of weapon to choose from, they will choose bows first, then swords, and then pikes. Other weapons, such as cannon and catapults, are carried as stock by the Captain for use in trade and making alliances. The more stock a Captain has, the slower he will travel, so be careful not to overload him. The only excess items that won't weigh him down are pots. To find out how much the Captain is carrying, use his medals(see "Captain's Info" under Captains Window in Using the Windows). DROP INVENTION Drop invention orders a Captain to drop any surplus items he's carrying. The Captain will drop the items right where he's standing-the amount he drops depends on his current Posture. A Captain can't drop equipped weapons or boats. In the wilderness, dropped inventions are left on the ground-they can be picked up later by any of your Captains(use the Equip Invention command). Don't worry about enemies picking up one of your weapons-it's hidden, so they can't see it. If you drop them in a settlement, they're added to the settlement's stock. SEND CAPTAIN Send Captain orders a Captain to move to the location you choose. In peacetime, this command is useful for getting a Captain to move his unit to a strategically superior position. During combat, you can use the command to move him too far, his followers will continue fighting while he maintains a safe distance. If you move him far away, his men will break off the fight in order to follow him. NOTE: If you want to send the captain to a point in the wilderness, make sure you select from the Overview Window. To use SEND CAPTAIN on the Close-Up Map, you must select some type of landmark like a settlement, tree, sheep, dead fire, etc. SPY Spy orders a Captain to enter an enemy settlement and gather intelligence on its population and, if possible, its armies' movements. Spying is a dangerous activity. If the Captain is caught spying, he'll be executed on the spot. But if he's good enough, he'll be accepted into the community. At this point, the location of every person belonging to that settlement will show up on the Overview map as dots of the appropriate color-red or blue for enemies, or yellow for neutral. If he gets into an enemy unit, the dots on the Overview Map will indicate the location of the soldiers in that unit. TRADE Trade orders a Captain to trade surplus inventions(pots and weapons) with a settlement in return for food or other inventions. Every item in the game has a set food value. How much you get for your surplus stock-or how much food you pay for new inventions-depends on how good your Captain is at bartering. Some Captains are better at it than others. The Captain's Posture determines what he will trade for and which items he will want first. A Captain with an Aggressive Posture will want a big, heavy weapon like a cannon or catapult. With a Neutral Posture he'll prefer things like a boat, but if he's in a Passive Posture he'll be satisfied with a plough. Power Monger Hints and Tips Use Up/Down to scroll text SPEEDING UP THE GAME Sometimes life is slow. Because Power Monger is time-accurate and played in real-time, the game may take longer than you'd like. To speed up the game(fighting, marching, inventing, etc.), zoom all the way in on the Close-Up Map. You won't be able to see as much of the action, but play will be much quicker. 1. The object of the game is to gain control of the settlements and armies in a territory through diplomacy or conquest. When a significant portion of the population of a territory is under your control, and all the gold in the Conquest Balance is on your side, the territory is yours. 2. What you should do first is to become familiar with the command symbols, how they function in the game, and how the maps work. Pay particular attention to the commands that move your forces around the maps, as well as the commands that manage your resources. You should probably play several practice games to familiarize yourself with the commands and the maps. 3. To best prepare yourself for a battle: Make sure the size of your army matches or exceeds the number of people in the town you intend to capture. If you have a subordinate Captain who has an army, send him into battle before your main army. This will reduce the number of casualties your main army will suffer, divide the enemy forces, and give yourself a chance to gauge the enemy's aggression level. Do not go in and decimate an entire settlement even if you know they will be an easy victory. You will usually want to leave at least part of the population behind to produce food, inventions, and conscripts for you. Make sure you have a sufficient amount of food and your Captain is in fit condition. When your Food Status bar is shorter than your Men's Status bar, go forage for some more food. Hungry soldiers do not fight well. Equip your First Captain and his army with the best weapons available. This will greatly enhance your chances of winning battles. Taking over the closest settlement is not always the best thing to do. Survey the other settlements and choose one that will benefit you and your army. Some settlements have better strategic positions than others, and some are richer in resources, i.e. food, population, and weapons. 4. To check if an invention is in your position, check the inventory of the settlement, shop, etc. where the invention was located; then check the Captain who tried to equip the invention(click his medals), or the individual soldiers in the Captain's army. If the invention still appears in the inventory of that location, and does not appear in the Captain's or any of the soldiers' inventories, you have not successfully equipped the invention. Change your posture level and try again. 5. You can continue to adventure in any territory after you have conquered it as long as your First Captain is not killed. In fact, doing so is a good way to try our different strategies before moving on to a more difficult territory. 6. If you see an enemy hiding or walking around in your settlements, including enemy carrier pigeons, you have a spy or traitor in your midst. He or she is probably communicating vital economic and military information to your enemy. Don't take kindly to these people; simple execution is too good for them. 7. The best way for your Captain to distribute weapons to his new recruits is in a settlement. Make camp in a settlement and choose the Drop Invention icon and make sure you have an appropriate posture level set. Now these items are part of the settlement's stock. Choose the Equip Invention icon and again, make sure you have the appropriate posture set. The Captain will now redistribute all the stock he picks up to the soldiers that need them and keep what is in excess for trading purposes. This procedure can also be carried out outside a settlement, but not as quickly. 8. Unfortunately, not all of your soldiers are as smart as you or your original followers. If you do not want to get caught in a battle short-handed, make sure you carefully plan your moves through the terrain. In this game, a straight line is not always the best path to victory, especially if you are the only one equipped with a boat. 9. To speed up your army from one place to another, click on the Captain's medals and check the Speed. If you are loaded up with a huge weapons cache or trading items, choose the Drop Invention icon, and check the speed again. It should increase. Speeds of above 30 are generally okay for most territories. You can also speed up gameplay by zooming all the way in on your Close-Up Map and playing in the "zoomed-in" mode. 10. Don't forget that you can take any weapon with you on a boat. 11. The only way you can send multiple armies into battle is if you have one or more Subordinate Captains. The soldiers with hand weapons will engage the enemy face to face, while the soldiers with projectile weapons will fight from afar. 12. The Pros of forming an alliance will give your army some stability in the form of being able to trade for better weapons, as well as having an ample supply of food. In some territories, having a safe place to retreat to and gather your wits about yourself and your army will determine your outcome in hostile territory. The Cons are: if the tribe you have formed an alliance with takes over, or already controls a large part of the territory, you will eventually have to break the alliance and take the tribe on in battle. If he has been busy conquering the land and gathering his resources, you will have a tough fight ahead of you. 13. When a Captain doesn't have enough food, his men will desert him. Watch the food items and do not allow the amount to drop below approximately 20. Also, the men may desert if they are injured and their individual health drops to very sickly. You can improve the health of your army by remaining camped for a little while until their health improves. 14. You cannot have your Captain get food from a settlement that you have already conquered because the settlement has either been taken back by an enemy captain or the men have become rebellious from lack of food and having you kill all their people. In either case you will need to conquer that settlement again. 15. Your army can wade through thin channels of water. Issue a Send Captain or attack command to a destination on the island and the men will try to walk through the water. If they still do not make it, you can try to change the angle of the area that they are trying to march through. To do this, have the captain move to a closer position on your side and/or select a different destination for an order. For example, your men may not wade across the water if you choose to attack the army just on the other side of the water, but choosing to attack a sheep or a tree to the side of that army allows them to cross the channel. If the channel is still too wide to cross on foot, you will need boats, at least for your captain. Boats can be equipped from conquered settlements or armies or invented in towns near woods and with fishermen. If you only have one boat, you may wish to derank your men and have your captain cross to a safe area and equip some more boats. 16. There is sometimes a long delay when issuing orders to your subordinate captains because all orders are delivered via the primary captain by carrier pigeon, although this is automatic and you may not notice it. The delay is the time it takes for the orders to come down the ranks. A little white pigeon fluttering beside the Status Bars of the subordinate captain means an order is still "on the way." 17. If your second Captain dies, your third Captain(and all other subordinate Captains) can't receive orders because they are cut off from the chain of command. 18. You can have an army of 20 soldiers and it takes them forever to defeat a small settlement with only 2 people left in it because certain angles of fighting may be more effective, especially if your captain is using a bow, cannon, or catapult. Try sending the captain to a position on the other side of the settlement and attacking from that side. Also, switching Aggressive to Neutral Posture or vice-versa may speed up the outcome. 19. You cannot get your men to invent something specific even when you change your Posture level because the workshop will continue to produce the same invention as it has in its inventory. You will need to equip all of the old items before changing the posture level. To speed up the inventing process, make sure that the settlement has enough food for its population so that the town will spend all of its time on inventing, instead of on gathering food and inventing. If the settlement begins to dig a mine, the settlement will only produce steel goods. Keep in mind that it will take longer to dig the mine and then invent than it would to invent wood items near a forest. The mine can be queried to see whether the settlement is inventing cannons or swords. 20. Use Query to learn about each settlement. For instance, a settlement might be ready to overthrow their warlord. Take a passive posture with them and your men will be able to win without warfare. Conquest Password: Select the "Restore Conquest" Option and enter the following: 2MNOA2WSD. Now select the "Continue Conquest" option and you'll find every one of the 195 territories on the map can be selected. NOTE: This game requires lots of exploration and it will take you some time to become familiar and effective with every option this game has to offer. These instructions will give you the basic foundations in your quest to rule the world. Manage your army, your settlements, and your resources as well as you can. Your leadership and management skills will determine if you truly have the right stuff to be a POWER MONGER.

PRIMALCN.O

Primal Showdown Time Warner Interactive To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS OPTIONS MENU PLAYING THE GAME DINO PROFILES BROWSE HELP FILES Primal Showdown Game Description Use Up/Down to scroll text Primal Rage: The Story Eons ago, before humans walked the planet, there was rage. Life on Earth was complex, as were the instincts of the planet's life-forms. In order to grow and multiply, there was a delicate balance between the desperate need to protect one's own life and the need to feed off the life energy of the others. As these instincts evolved, so did the gods. The gods embodied the spirits of Hunger and Survival, Life and Death, Insanity and Decay, and especially, Good and Evil. They took the form that most suited their needs and fought countless battles on the primordial frontiers of the Earth. Life on Earth slowly multiplied, and the gods became more powerful and their battles more intense. When life had spread to all corners of the Earth, the skies shook and the Earth trembled with the fevered pitch of the god's battles. Dinosaurs were the dominant animals on land, and great forests covered almost all available space. New life forms evolved at a rapid rate, and civilizations emerged. Then the delicate balance was disrupted. Balsafas, a great wizard from a parallel dimension, recognized the threat Earth would soon pose to the rest of the galaxy. To stop the threat, he planned to destroy the balance between the gods. Lacking the power to kill a god outright, he instead banished one to an isolated rock tomb in the center of the moon. This caused an immediate disturbance in the balance of power, followed by a huge explosion that blanketed the Earth with a huge cloud of volcanic dust. Most of the life on the planet died, and the surviving gods were sent into suspended animation. Now, millions of years later, a meteor collides with Earth, and its destructive fury rearranges the continents and destroys the cities. Humans survive, but technology is wiped out. The fury of the Cataclysms is enough to awaken the imprisoned gods. The gods emerge to find the Earth they knew is gone. It is now the new Urth. The gods are awake, and they are angry. Get ready for Rage! Primal Showdown Controller Functions Use Up/Down to scroll text NOTE: FOR THE PRIMAL SHOWDOWN, YOU WILL ONLY BE ABLE TO PLAY AS BLIZZARD OR SAURON. Throughout this help file, Dino fighting moves and special moves are referred to in combinations of button pushes and multiple D-Pad directions. Use this section to refine your button pushes and D-Pad presses. The number in parentheses next to the move denotes which button number the move is assigned to. This will be helpful when you are learning the individual character moves in a later section. 3-Button Controller: Start Button: Upper Quick. (1) A Button: Upper Fierce. (2) B Button: Lower Quick. (3) C Button: Lower Fierce. (4) 6-Button Controller: X Button: Upper Quick. (1) Y Button: Upper Fierce. (2) A Button: Lower Quick. (3) B Button: Lower Fierce. (4) Z Button: Nothing. C Button: Nothing. (See 6 Button Pad Configuration later in the options section for Z and C Button Configurations.) Start: Pause. Useful Abbreviations: * D=D-Pad Down. * U=D-Pad Up. * T=D-Pad Toward your opponent. * A=D-Pad Away from your opponent. For example: Hold Buttons X+Y and D-Pad T/A=Hold Buttons X+Y simultaneously and Press D-Pad Toward and then Away from opponent. NOTE: Both T(toward) and A(away) D-Pad movement are actually Left and Right directions, depending on which your opponent is located. Power Moves: Quick is a quick attack. Fierce is a slower, more damaging attack. For a power move, press Quick and Fierce simultaneously to attempt a more powerful attack. Primal Showdown Options Menu Use Up/Down to scroll text NOTE: FOR THE PRIMAL SHOWDOWN, YOU WILL ONLY BE ABLE TO PLAY AS BLIZZARD OR SAURON. Start/Options Menu At the main title screen, press the Start Button to go to the Start/Options Screen. Press the D-Pad Up or Down, then press any button to select one of these two options: Start When you select this option, you'll go directly to the Dino Select Screen. One or Two players can then select one of the available dinosaurs to fight for Urth domination. In 1 Player mode, you'll face each of the other dinosaurs in their home territory. With 2 Player mode, you'll both battle for Urth domination until one player conquers all lands. Options Select this option to go to the Options Screen, and make various changes to your gameplay. At the Options Screen, press the D-Pad Up or Down to move the flashing arrows next to the option you want to change. Press Left or Right to cycle through the choices. Here are the options: * Game Type--Select from one of two game play options: Normal Game: This option is the game's default setting. Players select dinosaurs and conquer lands for Urth domination. 1 Player training: Select this option if you want to practice various bone-crushing moves and dinosaur fighting tactics. Press the D-Pad Down to move the selection arrows next to CPU Opponent, then press the D-Pad Left or Right to choose the dino you want to fight. Select Done, and you will go to the Dino Select Screen. * Difficulty: You can set the game's difficulty level from 1 (easiest) to 16 (hardest). Default is 7. As you improve your fighting skills, you can set the difficulty level to a higher setting. Of course, the King of Fighters can't hope to do such a thing. * Number of Credits: This option allows you to set the game to allow from 1 to 20 game credits (continues). As you get better at Primal Rage, you can set this option to a lower setting, and create an even greater challenge. * Number of Rounds: You can set the number of rounds you'll fight your opponent before the winner is determined. Select 5 for a best three out of five, 3 for a best two out of three, or 1 for a one time winner-take-all rage. If both players have an equal number of wins and tie in the final round, the game will go into Sudden Death. If there is a tie in sudden death, both players lose the battle. * Round Time: Each bout has a set time in which the winner must be determined. You can set the game's bout time to challenge your opponent to get a quick kill. The round time can be set from 30 to 80 seconds in 5 second increments. The default is 55 seconds. As you improve your fighting and accomplish quicker kills, set this option lower to put the pressure on you and your opponent. * Damage Modifiers: This option lets you adjust your Life Bar to any amount you want. The default is set to 100% It can be set anywhere between 50-150%. The strategy is to give a less experienced player more life to compete longer against an experienced player. Experienced players should set a lower Life Bar, and beginners should set their Life Bars high. Press the D-Pad Up or Down to select the percentage for the Left or Right Player, then press Left or Right to make changes to the strength of your player. As you make changes, the strength of your dino will be displayed below the percentages. * Gore Switch: Select GORE ON or GORE OFF (default is GORE ON). If GORE OFF is selected, there is no blood, eating people or fatalities. This includes the refuel round that occurs before the Final Battle in the 1 Player Game. Instead of refueling, you will receive an additional 50% power to your Life Blood Bar. * 3 Button Pad Configuration: Press the D-Pad Left or Right to cycle through the various choices and make adjustments to your button configuration. The new configuration will be displayed. When you find the setting you like, select Done to return to the Options Menu. * 6 Button Pad Configuration: Press the D-Pad Left or Right to cycle through the various choices and make adjustments to your button configuration. The six button controller can be configured so that you can make the Z or C Button activate one of three special moves (see your chosen Dino's profile for the special moves). The new configuration will be displayed. When you find the setting you like, select Done to return to the Options Menu. * Reset High Score Table: Choose either Abort! or Do It! (default is Abort!). If you select Do It!, the game will reset the High Score Table. Select Abort! if you change your mind and want to leave the scores as they are. * Restore Factory Default: Select this option anytime you want to return all options to their default settings. Choose either Abort! or Do It! (default is Abort!). If you select Do It!, the game will restore to the Factory Default. Select Abort! if you change your mind and want to leave the settings as they are. * Done: When you've finished making changes, select this option to return to the Start/Options Screen. Primal Showdown Playing the Game Use Up/Down to scroll text NOTE: FOR THE PRIMAL SHOWDOWN, YOU WILL ONLY BE ABLE TO PLAY AS BLIZZARD OR SAURON. Dino Select After you've selected your game type and set your options the way you want, you'll need to select your character. Press the D-Pad Left or Right to highlight the dino you want, then press the Start Button to select. A Dino match up screen will appear for a moment, then you'll begin the Rage. RAGE! Now that the preliminaries are over, get ready to Rage! The main Rage screen displays each dino's name, a red Life Blood Bar, a yellow Brain Stem Bar and a Timer. Various other functions appear on-screen during each rage. Read the following to familiarize yourself with Primal Rage: * Life Blood Bar: The red Life Blood Bar is displayed above your dino's name in the upper right or left side of the screen. It diminishes as you take on damage, and the match ends when one dino's bar has been depleted. * Brain Stem Bar: This yellow bar is located directly above the name and indicates your dino's brain strength. When the yellow bar is depleted, your dino will appear dazed and vulnerable, but not beaten. You can snap out of the daze by moving the D-Pad quickly Left and Right, or when your opponent nails you with one of the various moves. * The Timer: There are various time settings you can set your rage to (see the Options section). Each bout is timed. When the timer winds down to 10 seconds, the remaining seconds will begin to beep. This is your warning that the match is about to end. If time runs out before a dino is beaten, the earth will lift both combatants into the air. The dino with the most life remaining will win the rage. * Win Icon: Each time you win a bout, an icon will appear on the winner's side under the timer. Depending on how you have set Rounds, the winner of the bout will have to accumulate 1, 2 or 3 icons. * Hit Combos: During each rage, dinos can inflict heavier damage to their opponent with multiple hit combos. The more hit combination moves you connect on, the heavier the damage you'll inflict. When you put a nice hit combo together, it will appear on your side of the screen (Left side for Player 1, Right side for Player 2). Domination of the Urth Each time you win a rage in Normal Game mode, the Urth Screen appears and tells you what portion of the world you have conquered. Continue to win your rage bouts until you have conquered all lands. Once you have conquered the Urth, your chosen dino will take on all other dinos one-at-a-time in The Final Battle Ground (difficulty 7 or higher only). There is no timer, and your Life Blood Bar is not reset, so you'll have to dispose of your enemy as quickly as you can. If you have the game set to allow continues, you may choose to continue the game if your dino is beaten. Refueling In the 1 Player mode, with a difficulty level of 7 or higher and Gore set ON, you will need to refuel your dino for the final battle. This process takes place only after you've defeated all other dinosaurs. To refuel, you will have to eat as many worshippers as possible in 20 seconds. Primal Showdown Dino Profiles Use Up/Down to scroll text NOTE: FOR THE PRIMAL SHOWDOWN, YOU WILL ONLY BE ABLE TO PLAY AS BLIZZARD OR SAURON. Dino Profiles and Moves Read the following profiles to get familiar with each of the dinosaurs available in Primal Rage. Button references in each section are listed as numbers. Numbers 1 through 4 refer to buttons on your 3 and 6 Button controllers (see the Controller Functions section for a rundown of D-Pad and controller button descriptions). Each dino's special move is numbered (e.g. Sp. 1). When configuring your controller (see the Options section), refer to the special move's number to configure the special moves. ARMADON For over a million years, Armadon dwelled in his cave beneath the Earth's crust, telepathically linked to the biomass. The Cataclysms and the battles for supremacy over the changing planet tortured him. Now, he has risen to settle things once and for all. Basic Moves: * Button 1=Snout Gouge * Button 2=Upper Snout Gouge * Button 4=Tail Whip * Button 4 + D-Pad Down=Overhead Tail Whip * Button 2 + D-Pad Down=Deep Upper Snout Gouge * Button 4 + D-Pad Up=Jumping Tail Whip * Button 2 + D-Pad Up=Jumping Snout Gouge Special Moves: * Bed-O-Nails: Hold Buttons 2+3 and D-Pad U/D (Sp. 1) * Iron Maiden: Hold Buttons 2+3 and D-Pad A/U/T (Sp. 2) * Mega Charge: Hold Buttons 1+3 and D-Pad A/D/T (Sp. 3) BLIZZARD Blizzard is a noble god, the essence of the animal spirit. Frozen for millennia at the heart of an immense glacier in the Himalayas, Blizzard was released when the Earth met the Great Meteor. He lived high in the mountains, descending only when threatened. His animal power and age-old wisdom makes him almost unstoppable. Basic Moves: * Button 1=Right Jab * Button 2=Left Jab * Button 3=Left Low Punch * Button 4=Left Uppercut * Button 4 + D-Pad Down=Leg Undercut * Button 1 + D-Pad Up=Flying Elbow * Button 4 + D-Pad Up=Flying Kick Special Moves: * Mega Punch (short): Hold Buttons 1+2 and D-Pad D/T (Sp. 1) * Freeze Breath: Hold 1+2+3 and D-Pad A/T (Sp. 2) * Air Throw: Hold Buttons 2+3 (Sp. 3) CHAOS Chaos, the mightiest witch doctor on the first continent, wanted to control the evolution of humanity. During his power quest, he cast a mighty spell that backfired and turned him into a foul, disgusting beast, forced to wallow in his own filth for eons. During the Cataclysm, Chaos prayed to Throshti, god of Carrion, for release. To restore his greatness, he must defeat all his enemies. When his task is completed, Chaos will regain control of his life and lead his tribe to greatness. Basic Moves: * Button 1=Left Jab * Button 2=Right Cross * Button 3=Low Punch * Button 4 + D-Pad Down=Leg Undercut * Button 1 + D-Pad Up=Flying Elbow * Button 4 + D-Pad Up=Flying Kick Special Moves: * Grab-N-Throw: Hold Buttons 2+4 and D-Pad T/A (Sp. 1) * Power Puke (Fast): Hold Buttons 1+4 and D-Pad U/T (Sp. 2) * Ground Shaker: Hold Buttons 2+3 and D-Pad A/AU/AD (Sp. 3) DIABLO Diablo is evil in its purest form. He was released from a fiery prison deep within Earth, to which he was drawn by the pain and torment caused in the great Cataclysms. When he has conquered the planet, he will live just to torture it. If none are left to oppose him, he will burn the entire planet, sparing only the cruel and vicious. Basic Moves: * Button 1=Straight Chomp * Button 2=Quick Jab Chomp * Button 3=Right Leg Rip * Button 4=Tail Whip * Button 1 + D-Pad Down=Low Chomp * Button 4 + D-Pad Down=Low Tail Whip * Button 2 + D-Pad Up=Jumping Lunge Chomp * Button 4 + D-Pad Up=Jumping Kick Special Moves: * Torch: Hold Buttons 1+3 and D-Pad U/T (Sp. 1) * Hot Foot: Hold Buttons 2+4 and D-Pad UA/DT (Sp. 2) * Inferno Flash: Hold Buttons 2+3+4 and D-Pad U (Sp. 3) SAURON Sauron is the god of Hunger. When he was released from his sleep of ages by the catastrophe, his instinct forced him to devour human flesh to remain immortal. The hungry hordes of humanity worshipped him but lived in fear of his presence. Because many humans sought refuge with other rulers of the planet, Sauron must defeat the others and feast on their followers. Basic Moves: * Button 1=Straight Chomp * Button 2=Lunge Chomp * Button 3=Right Leg Rip * Button 4=Tail Whip * Button 2 + D-Pad Down=High Face Chomp * Button 4 + D-Pad Down=Low Tail Whip * Button 2 + D-Pad Up=Jumping Lunge Chomp Special Moves: * Primal Scream: Hold Buttons 1+3 and D-Pad D/U (Sp. 1) * Earthquake Stomp: Hold Buttons 1+2+4 and D-Pad U/D (Sp. 2) * Cranium Crusher: Hold Buttons 1+4 and D-Pad D/U (Sp. 3) TALON Talon was the great chief of the Raptor Clan on a hidden South Pacific island for eons. When the Great Meteor rearranged the continents, Talon's island came in contact with the mainland. Wanting to ensure the safety of his wives and children, Talon set out to eliminate all dangers to his clan's welfare. Talon prefers to live in luxury, keeping humans as cattle and hunting them for sport. Basic Moves: * Button 1=Left Slash * Button 2=Upper Chomp * Button 3=Slash Kick * Button 4=Round House Slash Kick * Button 3 + D-Pad Down=Sliding Undercut Slash * Button 4 + D-Pad Up=Jumping Kick Slash * Button 2 + D-Pad Up=Jumping Slash Attack Special Moves: * Brain Basher: Hold Buttons 2+3 and D-Pad A/U/T (Sp. 1) * Pounce and Flip: Hold Buttons 2+3 and D-Pad T/D/DT (Sp. 2) * Frantic Fury: Hold Buttons 1+4 and D-Pad D/T (Sp. 3) VERTIGO Long ago a sorceress named Vertigo appeared from another dimension. In a great magical battle during the Mesozoic Wars, Vertigo was banished to the moon by the arch-mage Balsafas. The meteor crash weakened the old shield enough for Vertigo to return and enslave the planet once again. Once victorious, she plans to enslave hordes of humans and have them build an insane palace in multiple dimensions. Basic Moves: * Button 1=Jab Chomp * Button 2=Lunge Chomp * Button 3=Tail Whip * Button 4=Snail Tail Whip * Button 1 + D-Pad Down=Low Jab Chomp * Button 2 + D-Pad Down=Low Lunge Chomp * Button 3 + D-Pad Up=Jumping Tail Jab * Button 4 + D-Pad Up=Jumping Tail Whip Special Moves: * Voodoo Spell: Hold Buttons 2+3 and D-Pad A/A (Sp. 1) * Venom Spit (Slow): Hold Buttons 2+4 and D-Pad T/T (Sp. 2) * Teleport: Hold Buttons 2+4 and D-Pad D/D (Sp. 3) HIGH SCORES If you're good enough to make the top ten scorers, the High Score Screen will appear. Press the D-Pad Left, Right, Up or Down to scroll through the available letters, then press a button to select the letter. When you have selected your third letter (or 18 letters if you have the top score), select End to save the entry.

PRIMALRG.O

Primal Rage Time Warner Interactive To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS OPTIONS MENU PLAYING THE GAME DINO PROFILES BROWSE HELP FILES Primal Rage Game Description Use Up/Down to scroll text Primal Rage: The Story Eons ago, before humans walked the planet, there was rage. Life on Earth was complex, as were the instincts of the planet's life-forms. In order to grow and multiply, there was a delicate balance between the desperate need to protect one's own life and the need to feed off the life energy of the others. As these instincts evolved, so did the gods. The gods embodied the spirits of Hunger and Survival, Life and Death, Insanity and Decay, and especially, Good and Evil. They took the form that most suited their needs and fought countless battles on the primordial frontiers of the Earth. Life on Earth slowly multiplied, and the gods became more powerful and their battles more intense. When life had spread to all corners of the Earth, the skies shook and the Earth trembled with the fevered pitch of the god's battles. Dinosaurs were the dominant animals on land, and great forests covered almost all available space. New life forms evolved at a rapid rate, and civilizations emerged. Then the delicate balance was disrupted. Balsafas, a great wizard from a parallel dimension, recognized the threat Earth would soon pose to the rest of the galaxy. To stop the threat, he planned to destroy the balance between the gods. Lacking the power to kill a god outright, he instead banished one to an isolated rock tomb in the center of the moon. This caused an immediate disturbance in the balance of power, followed by a huge explosion that blanketed the Earth with a huge cloud of volcanic dust. Most of the life on the planet died, and the surviving gods were sent into suspended animation. Now, millions of years later, a meteor collides with Earth, and its destructive fury rearranges the continents and destroys the cities. Humans survive, but technology is wiped out. The fury of the Cataclysms is enough to awaken the imprisoned gods. The gods emerge to find the Earth they knew is gone. It is now the new Urth. The gods are awake, and they are angry. Get ready for Rage! Primal Rage Controller Functions Use Up/Down to scroll text Throughout this help file, Dino fighting moves and special moves are referred to in combinations of button pushes and multiple D-Pad directions. Use this section to refine your button pushes and D-Pad presses. The number in parentheses next to the move denotes which button number the move is assigned to. This will be helpful when you are learning the individual character moves in a later section. 3-Button Controller: Start Button: Upper Quick. (1) A Button: Upper Fierce. (2) B Button: Lower Quick. (3) C Button: Lower Fierce. (4) 6-Button Controller: X Button: Upper Quick. (1) Y Button: Upper Fierce. (2) A Button: Lower Quick. (3) B Button: Lower Fierce. (4) Z Button: Nothing. C Button: Nothing. (See 6 Button Pad Configuration later in the options section for Z and C Button Configurations.) Start: Pause. Useful Abbreviations: * D=D-Pad Down. * U=D-Pad Up. * T=D-Pad Toward your opponent. * A=D-Pad Away from your opponent. For example: Hold Buttons X+Y and D-Pad T/A=Hold Buttons X+Y simultaneously and Press D-Pad Toward and then Away from opponent. NOTE: Both T(toward) and A(away) D-Pad movement are actually Left and Right directions, depending on which your opponent is located. Power Moves: Quick is a quick attack. Fierce is a slower, more damaging attack. For a power move, press Quick and Fierce simultaneously to attempt a more powerful attack. Primal Rage Options Menu Use Up/Down to scroll text Start/Options Menu At the main title screen, press the Start Button to go to the Start/Options Screen. Press the D-Pad Up or Down, then press any button to select one of these two options: Start When you select this option, you'll go directly to the Dino Select Screen. One or Two players can then select one of the available dinosaurs to fight for Urth domination. In 1 Player mode, you'll face each of the other dinosaurs in their home territory. With 2 Player mode, you'll both battle for Urth domination until one player conquers all lands. Options Select this option to go to the Options Screen, and make various changes to your gameplay. At the Options Screen, press the D-Pad Up or Down to move the flashing arrows next to the option you want to change. Press Left or Right to cycle through the choices. Here are the options: * Game Type--Select from one of two game play options: Normal Game: This option is the game's default setting. Players select dinosaurs and conquer lands for Urth domination. 1 Player training: Select this option if you want to practice various bone-crushing moves and dinosaur fighting tactics. Press the D-Pad Down to move the selection arrows next to CPU Opponent, then press the D-Pad Left or Right to choose the dino you want to fight. Select Done, and you will go to the Dino Select Screen. * Difficulty: You can set the game's difficulty level from 1 (easiest) to 16 (hardest). Default is 7. As you improve your fighting skills, you can set the difficulty level to a higher setting. Of course, the King of Fighters can't hope to do such a thing. * Number of Credits: This option allows you to set the game to allow from 1 to 20 game credits (continues). As you get better at Primal Rage, you can set this option to a lower setting, and create an even greater challenge. * Number of Rounds: You can set the number of rounds you'll fight your opponent before the winner is determined. Select 5 for a best three out of five, 3 for a best two out of three, or 1 for a one time winner-take-all rage. If both players have an equal number of wins and tie in the final round, the game will go into Sudden Death. If there is a tie in sudden death, both players lose the battle. * Round Time: Each bout has a set time in which the winner must be determined. You can set the game's bout time to challenge your opponent to get a quick kill. The round time can be set from 30 to 80 seconds in 5 second increments. The default is 55 seconds. As you improve your fighting and accomplish quicker kills, set this option lower to put the pressure on you and your opponent. * Damage Modifiers: This option lets you adjust your Life Bar to any amount you want. The default is set to 100% It can be set anywhere between 50-150%. The strategy is to give a less experienced player more life to compete longer against an experienced player. Experienced players should set a lower Life Bar, and beginners should set their Life Bars high. Press the D-Pad Up or Down to select the percentage for the Left or Right Player, then press Left or Right to make changes to the strength of your player. As you make changes, the strength of your dino will be displayed below the percentages. * Gore Switch: Select GORE ON or GORE OFF (default is GORE ON). If GORE OFF is selected, there is no blood, eating people or fatalities. This includes the refuel round that occurs before the Final Battle in the 1 Player Game. Instead of refueling, you will receive an additional 50% power to your Life Blood Bar. * 3 Button Pad Configuration: Press the D-Pad Left or Right to cycle through the various choices and make adjustments to your button configuration. The new configuration will be displayed. When you find the setting you like, select Done to return to the Options Menu. * 6 Button Pad Configuration: Press the D-Pad Left or Right to cycle through the various choices and make adjustments to your button configuration. The six button controller can be configured so that you can make the Z or C Button activate one of three special moves (see your chosen Dino's profile for the special moves). The new configuration will be displayed. When you find the setting you like, select Done to return to the Options Menu. * Reset High Score Table: Choose either Abort! or Do It! (default is Abort!). If you select Do It!, the game will reset the High Score Table. Select Abort! if you change your mind and want to leave the scores as they are. * Restore Factory Default: Select this option anytime you want to return all options to their default settings. Choose either Abort! or Do It! (default is Abort!). If you select Do It!, the game will restore to the Factory Default. Select Abort! if you change your mind and want to leave the settings as they are. * Done: When you've finished making changes, select this option to return to the Start/Options Screen. Primal Rage Playing the Game Use Up/Down to scroll text Dino Select After you've selected your game type and set your options the way you want, you'll need to select your character. Press the D-Pad Left or Right to highlight the dino you want, then press the Start Button to select. A Dino match up screen will appear for a moment, then you'll begin the Rage. RAGE! Now that the preliminaries are over, get ready to Rage! The main Rage screen displays each dino's name, a red Life Blood Bar, a yellow Brain Stem Bar and a Timer. Various other functions appear on-screen during each rage. Read the following to familiarize yourself with Primal Rage: * Life Blood Bar: The red Life Blood Bar is displayed above your dino's name in the upper right or left side of the screen. It diminishes as you take on damage, and the match ends when one dino's bar has been depleted. * Brain Stem Bar: This yellow bar is located directly above the name and indicates your dino's brain strength. When the yellow bar is depleted, your dino will appear dazed and vulnerable, but not beaten. You can snap out of the daze by moving the D-Pad quickly Left and Right, or when your opponent nails you with one of the various moves. * The Timer: There are various time settings you can set your rage to (see the Options section). Each bout is timed. When the timer winds down to 10 seconds, the remaining seconds will begin to beep. This is your warning that the match is about to end. If time runs out before a dino is beaten, the earth will lift both combatants into the air. The dino with the most life remaining will win the rage. * Win Icon: Each time you win a bout, an icon will appear on the winner's side under the timer. Depending on how you have set Rounds, the winner of the bout will have to accumulate 1, 2 or 3 icons. * Hit Combos: During each rage, dinos can inflict heavier damage to their opponent with multiple hit combos. The more hit combination moves you connect on, the heavier the damage you'll inflict. When you put a nice hit combo together, it will appear on your side of the screen (Left side for Player 1, Right side for Player 2). Domination of the Urth Each time you win a rage in Normal Game mode, the Urth Screen appears and tells you what portion of the world you have conquered. Continue to win your rage bouts until you have conquered all lands. Once you have conquered the Urth, your chosen dino will take on all other dinos one-at-a-time in The Final Battle Ground (difficulty 7 or higher only). There is no timer, and your Life Blood Bar is not reset, so you'll have to dispose of your enemy as quickly as you can. If you have the game set to allow continues, you may choose to continue the game if your dino is beaten. Refueling In the 1 Player mode, with a difficulty level of 7 or higher and Gore set ON, you will need to refuel your dino for the final battle. This process takes place only after you've defeated all other dinosaurs. To refuel, you will have to eat as many worshippers as possible in 20 seconds. Primal Rage Dino Profiles Use Up/Down to scroll text Dino Profiles and Moves Read the following profiles to get familiar with each of the dinosaurs available in Primal Rage. Button references in each section are listed as numbers. Numbers 1 through 4 refer to buttons on your 3 and 6 Button controllers (see the Controller Functions section for a rundown of D-Pad and controller button descriptions). Each dino's special move is numbered (e.g. Sp. 1). When configuring your controller (see the Options section), refer to the special move's number to configure the special moves. ARMADON For over a million years, Armadon dwelled in his cave beneath the Earth's crust, telepathically linked to the biomass. The Cataclysms and the battles for supremacy over the changing planet tortured him. Now, he has risen to settle things once and for all. Basic Moves: * Button 1=Snout Gouge * Button 2=Upper Snout Gouge * Button 4=Tail Whip * Button 4 + D-Pad Down=Overhead Tail Whip * Button 2 + D-Pad Down=Deep Upper Snout Gouge * Button 4 + D-Pad Up=Jumping Tail Whip * Button 2 + D-Pad Up=Jumping Snout Gouge Special Moves: * Bed-O-Nails: Hold Buttons 2+3 and D-Pad U/D (Sp. 1) * Iron Maiden: Hold Buttons 2+3 and D-Pad A/U/T (Sp. 2) * Mega Charge: Hold Buttons 1+3 and D-Pad A/D/T (Sp. 3) BLIZZARD Blizzard is a noble god, the essence of the animal spirit. Frozen for millennia at the heart of an immense glacier in the Himalayas, Blizzard was released when the Earth met the Great Meteor. He lived high in the mountains, descending only when threatened. His animal power and age-old wisdom makes him almost unstoppable. Basic Moves: * Button 1=Right Jab * Button 2=Left Jab * Button 3=Left Low Punch * Button 4=Left Uppercut * Button 4 + D-Pad Down=Leg Undercut * Button 1 + D-Pad Up=Flying Elbow * Button 4 + D-Pad Up=Flying Kick Special Moves: * Mega Punch (short): Hold Buttons 1+2 and D-Pad D/T (Sp. 1) * Freeze Breath: Hold 1+2+3 and D-Pad A/T (Sp. 2) * Air Throw: Hold Buttons 2+3 (Sp. 3) CHAOS Chaos, the mightiest witch doctor on the first continent, wanted to control the evolution of humanity. During his power quest, he cast a mighty spell that backfired and turned him into a foul, disgusting beast, forced to wallow in his own filth for eons. During the Cataclysm, Chaos prayed to Throshti, god of Carrion, for release. To restore his greatness, he must defeat all his enemies. When his task is completed, Chaos will regain control of his life and lead his tribe to greatness. Basic Moves: * Button 1=Left Jab * Button 2=Right Cross * Button 3=Low Punch * Button 4 + D-Pad Down=Leg Undercut * Button 1 + D-Pad Up=Flying Elbow * Button 4 + D-Pad Up=Flying Kick Special Moves: * Grab-N-Throw: Hold Buttons 2+4 and D-Pad T/A (Sp. 1) * Power Puke (Fast): Hold Buttons 1+4 and D-Pad U/T (Sp. 2) * Ground Shaker: Hold Buttons 2+3 and D-Pad A/AU/AD (Sp. 3) DIABLO Diablo is evil in its purest form. He was released from a fiery prison deep within Earth, to which he was drawn by the pain and torment caused in the great Cataclysms. When he has conquered the planet, he will live just to torture it. If none are left to oppose him, he will burn the entire planet, sparing only the cruel and vicious. Basic Moves: * Button 1=Straight Chomp * Button 2=Quick Jab Chomp * Button 3=Right Leg Rip * Button 4=Tail Whip * Button 1 + D-Pad Down=Low Chomp * Button 4 + D-Pad Down=Low Tail Whip * Button 2 + D-Pad Up=Jumping Lunge Chomp * Button 4 + D-Pad Up=Jumping Kick Special Moves: * Torch: Hold Buttons 1+3 and D-Pad U/T (Sp. 1) * Hot Foot: Hold Buttons 2+4 and D-Pad UA/DT (Sp. 2) * Inferno Flash: Hold Buttons 2+3+4 and D-Pad U (Sp. 3) SAURON Sauron is the god of Hunger. When he was released from his sleep of ages by the catastrophe, his instinct forced him to devour human flesh to remain immortal. The hungry hordes of humanity worshipped him but lived in fear of his presence. Because many humans sought refuge with other rulers of the planet, Sauron must defeat the others and feast on their followers. Basic Moves: * Button 1=Straight Chomp * Button 2=Lunge Chomp * Button 3=Right Leg Rip * Button 4=Tail Whip * Button 2 + D-Pad Down=High Face Chomp * Button 4 + D-Pad Down=Low Tail Whip * Button 2 + D-Pad Up=Jumping Lunge Chomp Special Moves: * Primal Scream: Hold Buttons 1+3 and D-Pad D/U (Sp. 1) * Earthquake Stomp: Hold Buttons 1+2+4 and D-Pad U/D (Sp. 2) * Cranium Crusher: Hold Buttons 1+4 and D-Pad D/U (Sp. 3) TALON Talon was the great chief of the Raptor Clan on a hidden South Pacific island for eons. When the Great Meteor rearranged the continents, Talon's island came in contact with the mainland. Wanting to ensure the safety of his wives and children, Talon set out to eliminate all dangers to his clan's welfare. Talon prefers to live in luxury, keeping humans as cattle and hunting them for sport. Basic Moves: * Button 1=Left Slash * Button 2=Upper Chomp * Button 3=Slash Kick * Button 4=Round House Slash Kick * Button 3 + D-Pad Down=Sliding Undercut Slash * Button 4 + D-Pad Up=Jumping Kick Slash * Button 2 + D-Pad Up=Jumping Slash Attack Special Moves: * Brain Basher: Hold Buttons 2+3 and D-Pad A/U/T (Sp. 1) * Pounce and Flip: Hold Buttons 2+3 and D-Pad T/D/DT (Sp. 2) * Frantic Fury: Hold Buttons 1+4 and D-Pad D/T (Sp. 3) VERTIGO Long ago a sorceress named Vertigo appeared from another dimension. In a great magical battle during the Mesozoic Wars, Vertigo was banished to the moon by the arch-mage Balsafas. The meteor crash weakened the old shield enough for Vertigo to return and enslave the planet once again. Once victorious, she plans to enslave hordes of humans and have them build an insane palace in multiple dimensions. Basic Moves: * Button 1=Jab Chomp * Button 2=Lunge Chomp * Button 3=Tail Whip * Button 4=Snail Tail Whip * Button 1 + D-Pad Down=Low Jab Chomp * Button 2 + D-Pad Down=Low Lunge Chomp * Button 3 + D-Pad Up=Jumping Tail Jab * Button 4 + D-Pad Up=Jumping Tail Whip Special Moves: * Voodoo Spell: Hold Buttons 2+3 and D-Pad A/A (Sp. 1) * Venom Spit (Slow): Hold Buttons 2+4 and D-Pad T/T (Sp. 2) * Teleport: Hold Buttons 2+4 and D-Pad D/D (Sp. 3) HIGH SCORES If you're good enough to make the top ten scorers, the High Score Screen will appear. Press the D-Pad Left, Right, Up or Down to scroll through the available letters, then press a button to select the letter. When you have selected your third letter (or 18 letters if you have the top score), select End to save the entry.

PRIMALTD.O

Primal Rage Test Drive Time Warner Interactive To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS OPTIONS MENU PLAYING THE GAME DINO PROFILES BROWSE HELP FILES Primal Rage Test Drive Game Description Use Up/Down to scroll text Primal Rage: The Story Eons ago, before humans walked the planet, there was rage. Life on Earth was complex, as were the instincts of the planet's life-forms. In order to grow and multiply, there was a delicate balance between the desperate need to protect one's own life and the need to feed off the life energy of the others. As these instincts evolved, so did the gods. The gods embodied the spirits of Hunger and Survival, Life and Death, Insanity and Decay, and especially, Good and Evil. They took the form that most suited their needs and fought countless battles on the primordial frontiers of the Earth. Life on Earth slowly multiplied, and the gods became more powerful and their battles more intense. When life had spread to all corners of the Earth, the skies shook and the Earth trembled with the fevered pitch of the god's battles. Dinosaurs were the dominant animals on land, and great forests covered almost all available space. New life forms evolved at a rapid rate, and civilizations emerged. Then the delicate balance was disrupted. Balsafas, a great wizard from a parallel dimension, recognized the threat Earth would soon pose to the rest of the galaxy. To stop the threat, he planned to destroy the balance between the gods. Lacking the power to kill a god outright, he instead banished one to an isolated rock tomb in the center of the moon. This caused an immediate disturbance in the balance of power, followed by a huge explosion that blanketed the Earth with a huge cloud of volcanic dust. Most of the life on the planet died, and the surviving gods were sent into suspended animation. Now, millions of years later, a meteor collides with Earth, and its destructive fury rearranges the continents and destroys the cities. Humans survive, but technology is wiped out. The fury of the Cataclysms is enough to awaken the imprisoned gods. The gods emerge to find the Earth they knew is gone. It is now the new Urth. The gods are awake, and they are angry. Get ready for Rage! Primal Rage Test Drive Controller Functions Use Up/Down to scroll text SPECIAL NOTE: For the TEST DRIVE version of Primal Rage, you will only be able to use the characters Blizzard, Armadon, and Sauron. Throughout this help file, Dino fighting moves and special moves are referred to in combinations of button pushes and multiple D-Pad directions. Use this section to refine your button pushes and D-Pad presses. The number in parentheses next to the move denotes which button number the move is assigned to. This will be helpful when you are learning the individual character moves in a later section. 3-Button Controller: Start Button: Upper Quick. (1) A Button: Upper Fierce. (2) B Button: Lower Quick. (3) C Button: Lower Fierce. (4) 6-Button Controller: X Button: Upper Quick. (1) Y Button: Upper Fierce. (2) A Button: Lower Quick. (3) B Button: Lower Fierce. (4) Z Button: Nothing. C Button: Nothing. (See 6 Button Pad Configuration later in the options section for Z and C Button Configurations.) Start: Pause. Useful Abbreviations: * D=D-Pad Down. * U=D-Pad Up. * T=D-Pad Toward your opponent. * A=D-Pad Away from your opponent. For example: Hold Buttons X+Y and D-Pad T/A=Hold Buttons X+Y simultaneously and Press D-Pad Toward and then Away from opponent. NOTE: Both T(toward) and A(away) D-Pad movement are actually Left and Right directions, depending on which your opponent is located. Power Moves: Quick is a quick attack. Fierce is a slower, more damaging attack. For a power move, press Quick and Fierce simultaneously to attempt a more powerful attack. Primal Rage Test Drive Options Menu Use Up/Down to scroll text SPECIAL NOTE: For the TEST DRIVE version of Primal Rage, you will only be able to use the characters Blizzard, Armadon, and Sauron. Start/Options Menu At the main title screen, press the Start Button to go to the Start/Options Screen. Press the D-Pad Up or Down, then press any button to select one of these two options: Start When you select this option, you'll go directly to the Dino Select Screen. One or Two players can then select one of the available dinosaurs to fight for Urth domination. In 1 Player mode, you'll face each of the other dinosaurs in their home territory. With 2 Player mode, you'll both battle for Urth domination until one player conquers all lands. Options Select this option to go to the Options Screen, and make various changes to your gameplay. At the Options Screen, press the D-Pad Up or Down to move the flashing arrows next to the option you want to change. Press Left or Right to cycle through the choices. Here are the options: * Game Type--Select from one of two game play options: Normal Game: This option is the game's default setting. Players select dinosaurs and conquer lands for Urth domination. 1 Player training: Select this option if you want to practice various bone-crushing moves and dinosaur fighting tactics. Press the D-Pad Down to move the selection arrows next to CPU Opponent, then press the D-Pad Left or Right to choose the dino you want to fight. Select Done, and you will go to the Dino Select Screen. * Difficulty: You can set the game's difficulty level from 1 (easiest) to 16 (hardest). Default is 7. As you improve your fighting skills, you can set the difficulty level to a higher setting. Of course, the King of Fighters can't hope to do such a thing. * Number of Credits: This option allows you to set the game to allow from 1 to 20 game credits (continues). As you get better at Primal Rage, you can set this option to a lower setting, and create an even greater challenge. * Number of Rounds: You can set the number of rounds you'll fight your opponent before the winner is determined. Select 5 for a best three out of five, 3 for a best two out of three, or 1 for a one time winner-take-all rage. If both players have an equal number of wins and tie in the final round, the game will go into Sudden Death. If there is a tie in sudden death, both players lose the battle. * Round Time: Each bout has a set time in which the winner must be determined. You can set the game's bout time to challenge your opponent to get a quick kill. The round time can be set from 30 to 80 seconds in 5 second increments. The default is 55 seconds. As you improve your fighting and accomplish quicker kills, set this option lower to put the pressure on you and your opponent. * Damage Modifiers: This option lets you adjust your Life Bar to any amount you want. The default is set to 100% It can be set anywhere between 50-150%. The strategy is to give a less experienced player more life to compete longer against an experienced player. Experienced players should set a lower Life Bar, and beginners should set their Life Bars high. Press the D-Pad Up or Down to select the percentage for the Left or Right Player, then press Left or Right to make changes to the strength of your player. As you make changes, the strength of your dino will be displayed below the percentages. * Gore Switch: Select GORE ON or GORE OFF (default is GORE ON). If GORE OFF is selected, there is no blood, eating people or fatalities. This includes the refuel round that occurs before the Final Battle in the 1 Player Game. Instead of refueling, you will receive an additional 50% power to your Life Blood Bar. * 3 Button Pad Configuration: Press the D-Pad Left or Right to cycle through the various choices and make adjustments to your button configuration. The new configuration will be displayed. When you find the setting you like, select Done to return to the Options Menu. * 6 Button Pad Configuration: Press the D-Pad Left or Right to cycle through the various choices and make adjustments to your button configuration. The six button controller can be configured so that you can make the Z or C Button activate one of three special moves (see your chosen Dino's profile for the special moves). The new configuration will be displayed. When you find the setting you like, select Done to return to the Options Menu. * Reset High Score Table: Choose either Abort! or Do It! (default is Abort!). If you select Do It!, the game will reset the High Score Table. Select Abort! if you change your mind and want to leave the scores as they are. * Restore Factory Default: Select this option anytime you want to return all options to their default settings. Choose either Abort! or Do It! (default is Abort!). If you select Do It!, the game will restore to the Factory Default. Select Abort! if you change your mind and want to leave the settings as they are. * Done: When you've finished making changes, select this option to return to the Start/Options Screen. Primal Rage Test Drive Playing the Game Use Up/Down to scroll text SPECIAL NOTE: For the TEST DRIVE version of Primal Rage, you will only be able to use the characters Blizzard, Armadon, and Sauron. Dino Select After you've selected your game type and set your options the way you want, you'll need to select your character. Press the D-Pad Left or Right to highlight the dino you want, then press the Start Button to select. A Dino match up screen will appear for a moment, then you'll begin the Rage. RAGE! Now that the preliminaries are over, get ready to Rage! The main Rage screen displays each dino's name, a red Life Blood Bar, a yellow Brain Stem Bar and a Timer. Various other functions appear on-screen during each rage. Read the following to familiarize yourself with Primal Rage: * Life Blood Bar: The red Life Blood Bar is displayed above your dino's name in the upper right or left side of the screen. It diminishes as you take on damage, and the match ends when one dino's bar has been depleted. * Brain Stem Bar: This yellow bar is located directly above the name and indicates your dino's brain strength. When the yellow bar is depleted, your dino will appear dazed and vulnerable, but not beaten. You can snap out of the daze by moving the D-Pad quickly Left and Right, or when your opponent nails you with one of the various moves. * The Timer: There are various time settings you can set your rage to (see the Options section). Each bout is timed. When the timer winds down to 10 seconds, the remaining seconds will begin to beep. This is your warning that the match is about to end. If time runs out before a dino is beaten, the earth will lift both combatants into the air. The dino with the most life remaining will win the rage. * Win Icon: Each time you win a bout, an icon will appear on the winner's side under the timer. Depending on how you have set Rounds, the winner of the bout will have to accumulate 1, 2 or 3 icons. * Hit Combos: During each rage, dinos can inflict heavier damage to their opponent with multiple hit combos. The more hit combination moves you connect on, the heavier the damage you'll inflict. When you put a nice hit combo together, it will appear on your side of the screen (Left side for Player 1, Right side for Player 2). Domination of the Urth Each time you win a rage in Normal Game mode, the Urth Screen appears and tells you what portion of the world you have conquered. Continue to win your rage bouts until you have conquered all lands. Once you have conquered the Urth, your chosen dino will take on all other dinos one-at-a-time in The Final Battle Ground (difficulty 7 or higher only). There is no timer, and your Life Blood Bar is not reset, so you'll have to dispose of your enemy as quickly as you can. If you have the game set to allow continues, you may choose to continue the game if your dino is beaten. Refueling In the 1 Player mode, with a difficulty level of 7 or higher and Gore set ON, you will need to refuel your dino for the final battle. This process takes place only after you've defeated all other dinosaurs. To refuel, you will have to eat as many worshippers as possible in 20 seconds. Primal Rage Test Drive Dino Profiles Use Up/Down to scroll text SPECIAL NOTE: For the TEST DRIVE version of Primal Rage, you will only be able to use the characters Blizzard, Armadon, and Sauron. Dino Profiles and Moves Read the following profiles to get familiar with each of the dinosaurs available in Primal Rage. Button references in each section are listed as numbers. Numbers 1 through 4 refer to buttons on your 3 and 6 Button controllers (see the Controller Functions section for a rundown of D-Pad and controller button descriptions). Each dino's special move is numbered (e.g. Sp. 1). When configuring your controller (see the Options section), refer to the special move's number to configure the special moves. ARMADON For over a million years, Armadon dwelled in his cave beneath the Earth's crust, telepathically linked to the biomass. The Cataclysms and the battles for supremacy over the changing planet tortured him. Now, he has risen to settle things once and for all. Basic Moves: * Button 1=Snout Gouge * Button 2=Upper Snout Gouge * Button 4=Tail Whip * Button 4 + D-Pad Down=Overhead Tail Whip * Button 2 + D-Pad Down=Deep Upper Snout Gouge * Button 4 + D-Pad Up=Jumping Tail Whip * Button 2 + D-Pad Up=Jumping Snout Gouge Special Moves: * Bed-O-Nails: Hold Buttons 2+3 and D-Pad U/D (Sp. 1) * Iron Maiden: Hold Buttons 2+3 and D-Pad A/U/T (Sp. 2) * Mega Charge: Hold Buttons 1+3 and D-Pad A/D/T (Sp. 3) BLIZZARD Blizzard is a noble god, the essence of the animal spirit. Frozen for millennia at the heart of an immense glacier in the Himalayas, Blizzard was released when the Earth met the Great Meteor. He lived high in the mountains, descending only when threatened. His animal power and age-old wisdom makes him almost unstoppable. Basic Moves: * Button 1=Right Jab * Button 2=Left Jab * Button 3=Left Low Punch * Button 4=Left Uppercut * Button 4 + D-Pad Down=Leg Undercut * Button 1 + D-Pad Up=Flying Elbow * Button 4 + D-Pad Up=Flying Kick Special Moves: * Mega Punch (short): Hold Buttons 1+2 and D-Pad D/T (Sp. 1) * Freeze Breath: Hold 1+2+3 and D-Pad A/T (Sp. 2) * Air Throw: Hold Buttons 2+3 (Sp. 3) CHAOS Chaos, the mightiest witch doctor on the first continent, wanted to control the evolution of humanity. During his power quest, he cast a mighty spell that backfired and turned him into a foul, disgusting beast, forced to wallow in his own filth for eons. During the Cataclysm, Chaos prayed to Throshti, god of Carrion, for release. To restore his greatness, he must defeat all his enemies. When his task is completed, Chaos will regain control of his life and lead his tribe to greatness. Basic Moves: * Button 1=Left Jab * Button 2=Right Cross * Button 3=Low Punch * Button 4 + D-Pad Down=Leg Undercut * Button 1 + D-Pad Up=Flying Elbow * Button 4 + D-Pad Up=Flying Kick Special Moves: * Grab-N-Throw: Hold Buttons 2+4 and D-Pad T/A (Sp. 1) * Power Puke (Fast): Hold Buttons 1+4 and D-Pad U/T (Sp. 2) * Ground Shaker: Hold Buttons 2+3 and D-Pad A/AU/AD (Sp. 3) DIABLO Diablo is evil in its purest form. He was released from a fiery prison deep within Earth, to which he was drawn by the pain and torment caused in the great Cataclysms. When he has conquered the planet, he will live just to torture it. If none are left to oppose him, he will burn the entire planet, sparing only the cruel and vicious. Basic Moves: * Button 1=Straight Chomp * Button 2=Quick Jab Chomp * Button 3=Right Leg Rip * Button 4=Tail Whip * Button 1 + D-Pad Down=Low Chomp * Button 4 + D-Pad Down=Low Tail Whip * Button 2 + D-Pad Up=Jumping Lunge Chomp * Button 4 + D-Pad Up=Jumping Kick Special Moves: * Torch: Hold Buttons 1+3 and D-Pad U/T (Sp. 1) * Hot Foot: Hold Buttons 2+4 and D-Pad UA/DT (Sp. 2) * Inferno Flash: Hold Buttons 2+3+4 and D-Pad U (Sp. 3) SAURON Sauron is the god of Hunger. When he was released from his sleep of ages by the catastrophe, his instinct forced him to devour human flesh to remain immortal. The hungry hordes of humanity worshipped him but lived in fear of his presence. Because many humans sought refuge with other rulers of the planet, Sauron must defeat the others and feast on their followers. Basic Moves: * Button 1=Straight Chomp * Button 2=Lunge Chomp * Button 3=Right Leg Rip * Button 4=Tail Whip * Button 2 + D-Pad Down=High Face Chomp * Button 4 + D-Pad Down=Low Tail Whip * Button 2 + D-Pad Up=Jumping Lunge Chomp Special Moves: * Primal Scream: Hold Buttons 1+3 and D-Pad D/U (Sp. 1) * Earthquake Stomp: Hold Buttons 1+2+4 and D-Pad U/D (Sp. 2) * Cranium Crusher: Hold Buttons 1+4 and D-Pad D/U (Sp. 3) TALON Talon was the great chief of the Raptor Clan on a hidden South Pacific island for eons. When the Great Meteor rearranged the continents, Talon's island came in contact with the mainland. Wanting to ensure the safety of his wives and children, Talon set out to eliminate all dangers to his clan's welfare. Talon prefers to live in luxury, keeping humans as cattle and hunting them for sport. Basic Moves: * Button 1=Left Slash * Button 2=Upper Chomp * Button 3=Slash Kick * Button 4=Round House Slash Kick * Button 3 + D-Pad Down=Sliding Undercut Slash * Button 4 + D-Pad Up=Jumping Kick Slash * Button 2 + D-Pad Up=Jumping Slash Attack Special Moves: * Brain Basher: Hold Buttons 2+3 and D-Pad A/U/T (Sp. 1) * Pounce and Flip: Hold Buttons 2+3 and D-Pad T/D/DT (Sp. 2) * Frantic Fury: Hold Buttons 1+4 and D-Pad D/T (Sp. 3) VERTIGO Long ago a sorceress named Vertigo appeared from another dimension. In a great magical battle during the Mesozoic Wars, Vertigo was banished to the moon by the arch-mage Balsafas. The meteor crash weakened the old shield enough for Vertigo to return and enslave the planet once again. Once victorious, she plans to enslave hordes of humans and have them build an insane palace in multiple dimensions. Basic Moves: * Button 1=Jab Chomp * Button 2=Lunge Chomp * Button 3=Tail Whip * Button 4=Snail Tail Whip * Button 1 + D-Pad Down=Low Jab Chomp * Button 2 + D-Pad Down=Low Lunge Chomp * Button 3 + D-Pad Up=Jumping Tail Jab * Button 4 + D-Pad Up=Jumping Tail Whip Special Moves: * Voodoo Spell: Hold Buttons 2+3 and D-Pad A/A (Sp. 1) * Venom Spit (Slow): Hold Buttons 2+4 and D-Pad T/T (Sp. 2) * Teleport: Hold Buttons 2+4 and D-Pad D/D (Sp. 3) HIGH SCORES If you're good enough to make the top ten scorers, the High Score Screen will appear. Press the D-Pad Left, Right, Up or Down to scroll through the available letters, then press a button to select the letter. When you have selected your third letter (or 18 letters if you have the top score), select End to save the entry.

PROMOVES.O

Pro Moves Soccer ASCII To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME PRO MOVES HINTS AND TIPS BROWSE HELP FILES

PSTAR2.O

Phantasy Star II Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS COMRADES TOURING THE CITY EQUIPMENT DESCRIPTIONS TECHNIQUES THE UPDATE BOX BROWSE HELP FILES

PTO.O

P.T.O. KOEI To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS KEY TO QUICK PLAY PORT COMMANDS SEA COMMANDS BATTLE COMMANDS BROWSE HELP FILES

PUNISHER.O

The Punisher Capcom To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES The Punisher Game Description Use Up/Down to scroll text Punisher: War Journal Jackpot. For the last week, Microchip had been trying to trace the flow of Mob drug money into banks in Cayman Islands. Yesterday, he finally managed to hack into their mainframe and break their encryption scheme. Micro said that one of the bean counters must have been in a hurry because he was pretty sloppy. A small note on one of the ledger sheets mentions a Mob front here in the city. Shouldn't be that hard to find it and close it down. One small problem. Microchip said that S.H.I.E.L.D was sniffing around the bank as well. I just hope that Fury and his boys miss the connection. The last thing I need is soldier-boy tagging along. The Punisher Controller Functions Use Up/Down to scroll text Controlling Punisher and Nick Fury To walk left, right, up or down: Press the D-Pad left, right, up or down To punch or use an object: Press the A Button To jump: Press the B Button To roll: Quickly press forward on the control twice To drop a grenade: Jump into the air and press down and the A and B Buttons simultaneously To pick up an object: Stand over the object and press the A Button The Punisher Playing the Game Use Up/Down to scroll text Trial by Fire! This should be a simple operation. Preliminary recon of the target shows that all entrances are covered. I guess I'll have to make my own. Once inside I need to neutralize any hostiles and locate Bruno. Piece of cake. Just in case this is some elaborate trap, I brought along a bit of protection. My kevlar vest will take some damage, but I still need to keep an eye on my health. Once it's all red, I'm as good as dead. Punisher: Armory There is one hard and fast rule in waging a one man war: Maximize Your Firepower. Using a complex network of hidden weapon stashes, I'm always guaranteed that superior firepower is always within my reach. M-16 Uzi Grenade Knife Baseball Bat Hammer Flame Thrower Throwing Stars Spoils of War Sometimes a loaded .45mm isn't the best way to convince someone to help you. So, I always try and collect any of the Mob's money that is lying around. I've found that there's nothing like cold hard cash to get a snitch to roll over on the ones he loves. Money Bags: Small change. 500 pts. Ring: Worth a couple of bucks. 1000 pts. Briefcase: Big money. 5000 pts. Gold Bar: Solid Gold. 10,000 pts. I swore I'd never eat another C-ration once I got out of the service, and that's one promise I've managed to keep. Now when I'm on a mission I end up eating on the run. It's not exactly dinner at the Waldorf, but it manages to keep my strength up... Cheese: Refills 1/8th of your health meter Ham: Refills 1/6th of your health meter Hot Dog: Refills 1/6th of your health meter Pizza Slice: Refills 1/4th of your health meter Pizza: Refills 1/2 your health meter Turkey: Refills all of your health meter The Punisher Hints and Tips Use Up/Down to scroll text * Bang some heads with the Head Slam! Grab an enemy and then press the A and B Buttons simultaneously. * Crack up enemies with the Power Dive. Grab an enemy, jump into the air and press down on the D-Pad and the A Button. * Don't pick up food until you really need it! * When playing in two player mode, work as a team. It is the only way you will survive!

P_STAR2.O

Phantasy Star II Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS COMRADES TOURING THE CITY EQUIPMENT DESCRIPTIONS TECHNIQUES THE UPDATE BOX BROWSE HELP FILES

QIX.O

Ultimate Qix Taito To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME BROWSE HELP FILES

QUAKSHOT.O

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

RACEDRIV.O

Race Drivin' Tengen To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Race Drivin' Game Description Use Up/Down to scroll text Now Race Drivin', the smash arcade sensation, burns rubber on your Sega Genesis. Race Drivin' puts you behind the wheel in a true 3-D, gut-twisting, nerve-wracking experience of open-road and stunt track autosport competition. You choose the level of competition you're ready for, and the kind of track you want to race--or you can design your own custom course with Race Drivin's cool Track Construction Set! And naturally, you pick the set of wheels you want to take onto the track, from a smooth-shifting automatic sport vehicle to a responsive manual-speed maniac of a race car. Race Drivin' puts you on the asphalt and between the lines, with your life--not to mention your reputation--on the line. So... Gentlemen--and you macho ladies, rev your engine hard! Race Drivin' Controller Functions Use Up/Down to scroll text Steering: Use the Left and Right buttons to steer. Accelerating: Press the A Button to give it the gas. Brakes: Press button B to put on the brakes. Shifting Gears: (manual transmission only) To shift up, press C and Up at the same time. To shift down, press C and Down at the same time. (NOTE: If you change the shift option on the options menu, C and Up will shift down, and C and Down will shift up.) Pause: Press Start while on the track to pause the game; press it again to resume racing. Get Back on the Road: When you go off the road, you can lose valuable time trying to get back on the course. Press Start, then A to get back on the road automatically. Keep in mind, however, that when you choose to do this, you are placed back on the road at a point before the place where you went off, so you lose some time this way also. Abort instant replay. Press any button, then Start to skip the instant replay on the screen and resume play. Race Drivin' Playing the Game Use Up/Down to scroll text At the track selection screen, you can pick the ORIGINAL Race Drivin' track, a SUPER STUNT track, an AUTOCROSS track, or the CUSTOM track option. Use the D-Pad to highlight the track you want, then press Start. When you choose CUSTOM track, you'll go to the TRACK CONSTRUCTION SET. Follow the directions on the screen to design and build your own custom track. Then press Start to go to the car selection screen, then press Start again to try your new track. CARS: On the car selection screen, use the D-Pad to turn the steering wheel at the center and highlight the car you want to drive. Press Start to go to the track with your chosen vehicle. Your choices include three radical machines, each available with manual or automatic transmission. The automatic is good for learning, since you have less to worry about while navigating the track. Each car has its own characteristics, which you'll get to know as you drive them all. GAME PLAY: You start out with 1 minute 45 seconds of time in ORIGINAL and SUPER STUNT tracks. As you pass checkpoints on the track and Finish Line, you extend your play time. The race is over when you run out of time. You race against an image of yourself that you ran in the previous lap in the AUTOCROSS and CUSTOM tracks. After completing the third lap, you will continue racing as long as you beat your previous time. You earn points for the distance you cover on the road--no points are awarded for distance you travel off-road. At the end of a race, a map of the track shows you what checkpoints you passed. If you've earned one of the ten highest scores, you get to record your name on the top scores screen. (Top scores are kept until the power to your Genesis is turned off or you reset your adapter.) At the start of a race, you'll see a BEAT TO CHALLENGE time at the lower left of the screen. Beat that time, and you'll get to race the current Race Drivin' champ in a Challenge Lap. When the game is first turned on, the champ is the Phantom Photon. When you beat the current champion in the Challenge Lap, your road time is recorded as the new mark to beat. In Challenge Lap competition, you cannot crash into your competitor's car. However, crashing or going off the road for more than 10 seconds automatically ends the race. Obstacles to avoid include drone cars as well as signs and structures. Sometimes, when you're going too slow, a drone car may come up and crash into you from behind. Crashes. You can crash by running into other vehicles, buildings, embankments, and fences at high speed. You'll also crash when you land after taking a jump, hill, or ramp at excessive speed. And you may crash if you go too far off the road to avoid portions of the track. If you're going very fast and you turn too sharply, you can also spin out, which makes you very vulnerable in traffic. Race Drivin' Hints and Tips Use Up/Down to scroll text * When you're learning, use the posted speed limits as a guide. As you become a more experienced racer, you should be able to handle your car at higher speeds. * To get through a loop-the-loop, you have to be going at least 60 mph when you enter it. If you've lined up your car properly, you should not need to steer much. * To slow down for the sharp turns, let off the accelerator and tap the brakes. * Going over 100 mph in the turns is risky--very risky.

RAGE2.O

Streets of Rage 2 Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME ATTACK MOVES HINTS AND TIPS BROWSE HELP FILES

RAIDENTR.O

Raiden Trad Absolute To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME BROWSE HELP FILES

RAMBO3.O

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

RAMPART.O

Rampart Time Warner Interactive To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME THE TWO PLAYER GAME BROWSE HELP FILES Rampart Game Description Use Up/Down to scroll text Get ready to experience the ultimate test of your strategic survival skills in this addictive game of war and pieces! Your mission as a Rampart commander is to defend your beautiful shores against the enemy army. Fortify your fortress with powerful cannons, then let 'em have it! After the battle, repair the damage done to your fort by skillfully manipulating and placing vital wall pieces. Surround your castles and expand your territory to increase your power! The opposition won't be easy! The invading forces will employ gunships, flagships, troop carriers, and anything else they've got to stop you. Defend your turf successfully and you'll move on to conquer other landscapes. If playing against the computer isn't enough of a challenge, take on a friend in an exciting two-player war! Place your pieces, aim your cannons, and fire away! Rampart requires both fast hands and fast thinking. So whatever you do, don't lose your head. Because you will--if you lose! Rampart Controller Functions Use Up/Down to scroll text The D-Pad controls the piece cursor, and the targeting sight or cannon cursor depending on the game phase. The Start Button starts the game and pauses/unpauses it too. The A, B and C Buttons are used as place (P), rotate (R), and turbo (T) buttons according to the control type selected in the options screen. Build & Repair Phase: * D-Pad controls piece cursor. * P button places a piece. * R button rotates a piece. * T button speeds up the piece cursor. Battle Phase: * D-Pad controls targeting sight. * P button fires. * R button fires. * T button speeds up target sight. Cannon Placing Phase: * D-Pad controls cannon cursor. * P button places the cannon. * R button aborts the phase. * T button speeds up the cannon cursor selection. Rampart Playing the Game Use Up/Down to scroll text Commander vs. Computer: One Player Game If no other player joins in when the game is started, the one player game will commence. Choose between the starting battlefields for beginner (no bonus) and advanced level (5,000 pt. bonus). There is a total of 6 battlefields for you to clear. The object of the one-player game is to defend your land and conquer the invading armada. Destroy their ships, carriers, troops, etc. and successfully rebuild to survive and win. Game play takes place in distinct phases involving cannon placement, battle, and fortress modification. Home Castle Select: Move D-Pad to select your home-castle. The home-castle is worth more cannons and points upon its re-capture, so choose wisely! Cannon Placement Phase: Now arm your castle with powerful cannons! Cannons can be placed wherever there is room for them on your territory. The player is awarded two cannons for surrounding the home castle, and one cannon for surrounding each of the other castles. The more cannons you place inside your fort, the more firepower you'll have in battle. Press rotate a few times if you want to abort this phase. Battle Phase: In this phase, the player will engage the enemy fleet in battle. Aim your cannons with the pinpoint targeting sight and fire away at the invading enemy ships! The fleet is not defenseless; they will avoid your shots, return fire, and land on shore to release deadly troop units. If you fail to destroy a troop unit that reaches your castle, the castle will be set ablaze and rendered unusable, so be on guard! The player can also strategically shoot his/her own walls to make the rebuilding phase easier. Types of Enemies: Gunships: They are tan, and take two shots to destroy. They head for your shoreline, firing aggressively. These ships retreat after one cycle. Troop Carrier: They are dark brown, and take four shots to destroy. These strong ships are smart and will try to evade your shots. These are the only ships that can off-load troops, so stop them from reaching the shore at all costs! Flagship: They are red, and take three shots to destroy. These high-ranking ships are fast, and will fire powerful flaming cannonballs that will attempt to land next to a castle and destroy them early. Troop Unit: They are tan, and take only one shot to destroy. These pesky enemies can only move during the build and repair phase. They will attempt to land next to a castle and destroy it in the following battle. Destroy them with cannon fire, or surround them. Build and Repair Phase: In this phase, castles must be surrounded by manipulating wall segments and placing them on your landscape. Castles, cannons, and existing walls cannot be built over. To successfully surround an area, there can be no gaps or breaks in the wall. When a surround is successful, the fort territory will fill in with the color of the corresponding army. For best results, use larger pieces to build new walls, and use smaller pieces to fill in the gaps. Rotate the pieces for a better fit, position them properly with the D-Pad, then place the piece. If a troop carrier has successfully reached shore, it will glow briefly to indicate that it is off-loading troop units. Watch out! These pesky troops will block your piece placement and attempt to destroy your castle in the next battle. If you are skillful enough, these troops can be surrounded and eliminated. Also beware of craters left by flaming cannonballs--they can't be built over. Failing to surround a castle within the time limit will result in defeat! You'll score points for destroying enemy ships, troops, and walls. Bonus points are awarded for surrounded castles and surrounded territory. After enough points are scored on a battlefield, your army will be victorious, and you'll advance to a new landscape to defend. Eventually, your people will occupy the entire continent, at which time you'll find a beautiful tropical isle on which to retire...But beware--the final battle will take place on the shores of this island. Good luck! Rampart The Two-Player Game Use Up/Down to scroll text Commander vs. Commander: Two-Player Game If the other player joins in at the beginning of the game, the two player game will commence. Controller 1 is for the Blue army; controller 2 is for the Red army. The battlefield and war length can be selected on the options screen. The object of the two-player game is to defeat the other player by strategically firing at the enemy fort and cannons. The game phases work the same way as in the one-player game. Build your fort to be as large and powerful as you can make it. Render your opponent helpless by destroying his/her cannons and by making it difficult for him/her to rebuild. Unless a player is defeated beforehand, the war will end at the number of battles set at the options screen. The player with the higher score wins. At the subsequent execution scene, the losing commander may press buttons "B" and "C" to scream while inside the guillotine, or hold down button "A" if you just can't bear to look. The winning commander may press any button to drop the blade. Continue and Game Over In either the one- or two-player mode, you lose if you fail to surround a castle in the "build and repair phase". You will then be given the option to continue. If you decide to continue, your landscape will be cleared, and a new castle with improved cannons will be awarded. Continuation is limited to three times per game. If you don't continue, or run out of continues, the game will be over. If the other player joins in at the beginning of the game, the two-player game will commence. Controller 1 is for the Blue army, and controller 2 is for the Red army. The battlefield and war length can be set at the options screen.

RANGERX.O

Ranger X Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS COURIERS WEAPONS HINTS AND TIPS BROWSE HELP FILES Ranger X Game Description Use Up/Down to scroll text An attack has been made on the Free Galactic Systems Council. Our attackers are the Rahuna, an Edgezone coalition of planets. Their goal is to topple the government and bring the galactic systems under their rule. Your first mission is to knock out the artillery on the perimeter and move in to help with the evacuation. Ranger X is a futuristic attack module that can combine with other attack modules called Couriers to battle the enemies from Rahuna. Ranger X Controller Functions Use Up/Down to scroll text D-Button: * Displays options. * Controls Ranger X's movement. * Moves Ranger X and the Couriers when Ranger X is riding them. * Allows Ranger X to get into/get out of the Couriers. Start Button: * Starts the game. * Pauses/resumes the game. A-Button: * Plays selected Music and Sound Effects. * Fires laser. B-Button: * Selects special weapon when Ranger X is in an Ex-Up * Fires selected special weapon when Ranger X is outside an Ex-Up. C-Button: * Plays selected Music and Sound Effects. * Fires laser. If you're using the 6-button Arcade Pad, you have separate control over Ranger X's actions and Ex-Up Indra's movement. Here are the special functions of the 6-button Pad: X-Button: * Moves Ex-Up Indra's to the left. Y-Button: * Selects special weapon when Ranger X is inside an Ex-Up/Fires selected special weapon when Ranger is outside an Ex-Up. Z-Button: * Moves Ex-Up Indra to the right. Ranger X Couriers Use Up/Down to scroll text Couriers Use the D-Button to land Ranger X on Ex-Ups Indra or Eos, then press the D-button down to enter the cockpit. Press Button B (Button Y for the 6-Button Arcade Pad) to change Ranger X's special weapon. EX-UP INDRA: When Ranger X is seated in Ex-Up Indra, press the D-Button down for a few moments and release to make Indra spring up. Press the D-Button left or right to control the direction of the spring. Indra's pulse rifle will automatically target on the attacking enemies -- no need to aim. Indra is equipped with a separate shield that activates when a human is piloting it. It's a good idea to travel inside Indra whenever possible to save your own shield strength. EX-UP EOS: When Ranger X is standing on Ex-Up Eos, press the D-Button left or right repeatedly to move it. Eos is equipped with a heavy-duty laser and targeting computer. Ranger X can move this courier in a limited fashion, but with its auto tracking laser, it's better suited as air cover for ground assaults. Ranger X Weapons Use Up/Down to scroll text Weapons * Flame Unit (equipped): Designed to melt any known metal. * Seeker Mine (equipped): Designed to disrupt the atomic structure of everything it comes in contact with after it's dropped. This device travels in a straight line and it continues to disrupt for about four seconds after its initial contact with the enemy. * Seeker Falcon: Searches and destroys most enemy weapons which are on the screen. As soon as an enemy is on-screen, send the Falcon after it. * Seeker Charge: Ranger X's suit builds up a massive electrical charge and releases it in a lightning-like stream of energy. Once this fixes on an enemy, the charge locks on and doesn't stop until the enemy is out of range, offscreen, destroyed, or until the special weapon runs out of energy. * Plasma blast: Sends balls of plasma energy at the enemy. * Proton Storm: Originally designed to aid in tunnel digging. If you are able to pick this item up it should be more than enough to destroy anything you'll come across. Due to the incredible energy it disperses, you'll probably only be able to use it once before you need to recharge, so make sure to have the enemy directly in your sights before you pull the trigger. Ranger X Hints and Tips Use Up/Down to scroll text There is no harm in moving carefully and slowing through each area. Use your head and you're certain to get past traps and eliminate enemy forces successfully. Special weapons are sure to come in handy at one point or another. If you find an enemy that's dug in, drop Seeker Mines and avoid getting hit by enemy fire altogether. If you come across enemies that are extremely hard to hit, send your Seeker Falcon to do the job for you. Remember that your special weapons need light or a strong power source to recharge, so when you find yourself in dark areas such as caves, start looking around for weak areas to blast through to the open air. SUPER SECRET WEAPON LOCATIONS: Seeker Charge: Stage 2, in the cavern area directly above the Power Conversion Unit. Seeker Falcon: Stage 3, a little after where the 2nd Rahuna Artillery unit is placed on the forest floor. Proton Storm: Stage 4, 3 windows underneath Rahuna Wall Artillery unit #4/must shoot out window to reveal it. Plasma Blast: Stage 5, below the first gap-like opening in Homeworld Capital City. LEVEL SKIP: Any time during play, press Start to pause, then press UP, DOWN, UP, DOWN, UP, DOWN, BUTTON C, B, A, RIGHT, and then LEFT. If you've done the trick correctly, the music should begin again. Then press BUTTON B to start the next level.

REDZONE.O

Red Zone Time Warner Interactive To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME THE APACHE BROWSE HELP FILES Red Zone Game Description Use Up/Down to scroll text YOU HAVE 24 HOURS! Madman Ivan Retovitz rips off an arsenal of USSR nuclear weapons and threatens to transform the world into a radioactive desert. As the leader of three covert commandos you must pilot the AH-648 Apache fighter chopper and traverse the underground bunkers to destroy the nuclear madman. Red Zone Controller Functions Use Up/Down to scroll text Menu Selections: * D-Pad Up/Down/Left/Right to highlight options. * Press any button to select. Player Controls: Before you take on Ivan, familiarize yourself with the game's controls. Flying the Apache * Lift Off: D-Pad Up. * Forward: D-Pad Up. * Turn Left/Right: D-Pad Left/Right. * Reverse: D-Pad Down. * To Land: (over Landing Pad only) Hover over Pad-Landing is automatic. Using Apache Weaponry * To Aim Your Shot: Place aiming cross-hair over target. It turns red when it locks on. * To Fire 30MM Chain Gun: Press the A Button. * To Select Your Secondary Weapon: Press the C Button repeatedly to toggle weapon types. * To Fire the Selected Weapon: Press the B Button. Using the Apache's Intelligence Screen * To View a Grid Map of the Quadrant: Press Start any time during flight. * To View Chopper Console (at Quadrant Screen): Press the A Button. * To Highlight and Select Console Options: Press D-Pad Up/Down, then press the A Button. Press the C Button to exit an option and return to console options. NOTE: Press Start at any time to exit maps and return to the Apache control. On the Ground * To Walk: Press D-Pad Up/Down/Left/Right. * To Climb or Jump: Press the C Button. * To Fire Main Weapon: Press the A Button. * To Throw a Hand Grenade (Shades), Fire Rockets (Rocco), or Throw Daggers (Mirage): Press the B Button. (Press and hold the B Button to throw hand grenades or daggers farther). * To Move a Metal Drum: Stand in front of it and press the D-Pad in the direction you want to push it, then press the C Button. * To Open First Aid, Ammo, Grenade, and Explosives Crates: Stand in front of the crate and press the D-Pad in the direction of the crate, then press the C Button to open it. Repeat the process if you have trouble opening a crate. You'll obtain the item automatically. Each crate has a letter or red cross to indicate its contents: A = Ammo. G = Grenades (Shades), Rockets (Rocco), or Daggers (Mirage). E = Explosives. "Red Cross" = Health. * To Set Explosives: Press the A and B Button simultaneously. * To Access Computer: Stand directly in front of it. * To Flip Switches: Move next to the switch, then press the C Button. NOTE: Once you've finished your part of the mission on foot and exited the complex, you'll automatically return to the chopper. Red Zone Playing the Game Use Up/Down to scroll text The Demo It's a good idea to view Red Zone's demo to learn more about the characters and the missions you'll be expected to accomplish. Some parts of the demo show you certain ways to approach or destroy the enemy. Press Start at any time to return to the Main Menu. The Objective The team's main objective is to pilot the Apache fighter through enemy fire, utilizing their navigational maps to find enemy outposts, fighter jets, and nuclear missile sites. Allied repair outposts, ammunition, and fuel are scarce, so the team must carefully ration and use their supplies sparingly to successfully complete each mission. Commando Selection Before each ground mission, the Commando Selection Screen will appear. Press D-Pad Up, Left, or Right to highlight the character, then press the Start Button to select and begin the mission. NOTE: When a commando is terminated by enemy forces, the Commando Selection Screen will appear again. Repeat the process to select the next character. When all characters have perished, the mission fails and the game is over. Ground Missions Once you've successfully infiltrated the enemy complexes on the ground, your view will be directly above the commando. To the right of the screen is the Mission Status Bar. It displays the following information: Weapon Inventory: The inventory changes depending on which commando you have selected (Grenade = Shades, Rockets = Rocco, and Daggers = Mirage). The Ammo and Explosives counts are always displayed. NOTE: When Mirage is selected, she may recover daggers that missed their target. Time: This digital clock counts down after an enemy complex is set to destruct. Your commando must then exit the complex when this time begins to count down. If he/she doesn't make it out in time, you'll have to continue the mission without his or her services. Map: Before you begin to move through the complex, the map is dark. It becomes more detailed as you explore. Remember where you came from, so you can get out before time runs out. Health Monitor Bar (Red): As your commando takes damage (explosions, enemy bullets), the red meter will diminish. Look for First Aid Crates to replenish health. Red Zone The Apache Use Up/Down to scroll text The Apache This secretly built three-seater (Pilot, Gunner, Navigator) Apache fighter chopper has a full set of functioning controls--a satellite radar system, advanced weapons, 30mm chain gun, Hellfire tank killer missiles, 70mm rockets, Stinger air missiles for air-to-air combat, and an automatic night tracking system. It's the team's pride and joy, and they'll use all of its advanced technology to torch the enemy forces of Ivan Retovitz. During your missions, you'll need to replenish the Apache's supplies to continue. Each supply is represented by a letter on the Apache Intelligence Grid Map. In the Air While in flight, your view is directly above the Apache. To the right, the screen displays these elements: a radar screen with your coordinates on the grid map listed below, a graphic representation of the Apache and a damage meter (red) that keeps track of the chopper's condition, and a fuel gauge (green). Pay close attention to this information during your mission. It will let you know when to replenish your supplies. TIP: Fly the Apache toward your Mission Guide Marker (red dots) to help guide you directly to each mission's main destinations. Multiple dots appear when you have multiple targets to destroy. Apache Intelligence Grid Map Press the Start Button to view a grid map that displays the mission's surrounding area. The map consists of an 11X11 grid (X=down and Y=across). Your Apache is represented by a white arrow, and its exact location can be found in the coordinates box at the bottom of the screen. On-screen letters represent available supplies for the Apache. They are: * R=Repairs. Land the Apache next to the repair supplies, and all damage to the chopper will be automatically repaired. * A=Ammo. Land the Apache next to the ammo box, and all chopper weaponry will be automatically replenished. * F=Fuel. Land the Apache next to the fuel tank, and the chopper's fuel tanks will be automatically replenished. NOTE: Each supply can only be used once, so ration each one carefully. Apache Intelligence Options At the Grid Map, press the A Button to display the Apache's flight console. The screen consists of the chopper's ammunition inventory, a video screen, a reconnaissance map of the surrounding area, a Damage Screen with a graphic representation of the Apache, a radar screen that pinpoints your location, a computer monitor that displays important mission and spy information, and three options. Press D-Pad Up/Down to highlight a console option, then press the A Button to select one of these three options: * Mission: This option displays information about each mission. Press D-Pad Up/Down, then press the A Button to view text. Press the C Button to return to Console options. * SAT. (satellite) Map: Press D-Pad Up/Down/Left/Right to move the "cross hairs" over the area you want to examine, then press the A Button to Zoom In. Repeat the process to Zoom In again (maximum of 2 zooms). Press the B Button to Zoom Out. Press the C Button to return to Console options. * Info: Press the A Button to view "cross hairs". Press D-Pad Up/Down and Left/Right to move the "cross hairs" to create a box around the area you want to get Info, then press the A Button to get Information about the selected object. Press any button to release the Info, then repeat the process for other objects. Press the C Button to return to the console options where you can access the SAT. Map or the Mission briefings. Press Start to leave the Console and return to the chopper. TIP: The blinking red squares on the Quadrant Screen are locations of enemy Control Centers and some Radar Complexes. You can only land at Complexes with landing pads. You'll leave the chopper and enter the complex automatically if your mission calls for you to be there. Enemy Ground and Naval Targets While in the Apache, you'll be under constant fire from Ivan's ground forces. Use the Apache Intelligence Options to find and get information on each of the targets. The following is a list of the weaponry or targets you'll need to destroy: * Enemy Personnel: Seen as a small, green or yellow moving object, these infantry carry guns or rocket launchers. Advice: Give 'em a round from the 30mm chain gun or simply drop a rocket on 'em. Who said man can't fly? * Enemy Tent Camps: Look for these green tents with enemy personnel activity, then pick a weapon and let 'em have it. Advice: Don't hit tents with flares burning nearby, they're allied tent camps. * Reactor: The reactor powers the electric fences that surround vital enemy installations. Advice: You can take these out with your chain gun, Hellfire, or missiles. * Radar: These targets (big and small) are critical. The less radar they have, the less advance warning the ground forces will have as you approach. The radar also helps pinpoint nuclear targets. Advice: Simple. If you see one, take it out. * Missile Pad: These deadly launchers use a barrage of heat-seeking missiles that don't often miss. They consist of a medium armor level, but their weapon level is high. Advice: Fly past them quickly before they can lock on the chopper, or light 'em up with a Hellfire. * Rocket Pad: Ivan has spread this anti-aircraft artillery everywhere. Their armor level is medium, and the weapon level is low. Advice: It's not hard to fly right by this artillery, but don't stop and look around. When they lock on, they let the rockets fly. * Jeep: These targets have a very low armor level, and usually carry no weapons. They're primarily used to transport military officers to various outposts. Advice: Take 'em out. * M10 Battle Tank: Considered an easy kill from the air, their armor and weapon level is medium. Advice: Torch 'em with your 30mm chain gun, or hit 'em with a couple rockets. * MIG 21: These jets are the Apache's toughest test. When airborne, they waste no time in engaging you. Their armor level is low, but their weapon level is high. Advice: If they're heading your way, you'll get a count down from "9". Aim your Stinger towards the number and fire. Seems easy, but remember, you only have four Stingers. Use them sparingly. * Enemy Helicopters: These choppers carry air-to-air missiles. They're not much of a match for the Apache, but they have you outnumbered. Advice: The Stingers and the 30mm Chain Gun take them out quite nicely. * CB-ia Cannon Boat: These quick and lethal targets use heat-seeking missiles. Their armor level is low, and their weapon level is medium. Advice: Lock on with a Hellfire or spray them with 30mm rounds. * Submarine: These large targets are easy to find, but the price is high to take one on. Their armor and weapon levels are high. Advice: Give 'em the works with 30mm rounds and rockets. They're going to inflict some damage to the Apache, but if you make contact, you should prevail. * Protector Gun: This highly powerful gun protects one of the main enemy complexes. When functional, its firepower can quickly overwhelm the Apache in seconds. Advice: It requires electricity to function, so find a way to cut its power.

REVSHIN1.O

Revenge of Shinobi Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME ITEMS AND MAGIC HINTS AND TIPS BROWSE HELP FILES Revenge of Shinobi Game Description Use Up/Down to scroll text In the impenetrable mountain hideaways of Japan exist mystic warriors, the ninja. These masters of battle possess seemingly impossible powers. In combat they leap to dazzling heights. When hit, they remain unhurt. They can summon fire from the sky to torch the enemy! You studied ninja ways since you were small. In the dojo (school) you began as the weakest one, and anyone could overcome you. But every day you practiced and meditated. At last you mastered the skills of leaping, somersaulting, and throwing the deadly Shurikin. Finally a day came when the sensei, your teacher, revealed to you the secrets of Shinobi, the art of stealth. And at last he taught you Ninjitsu-the ninja magic. You are Musashi, the master ninja. Your hands and feet are lethal. In your grasp, every ninja weapon is an instrument of death. Now an evil, powerful enemy, the Neo Zeed, has sent out its own ninjas, soldiers, spies and villains to take over the world. As a warning to you, they assassinated your sensei and kidnapped the beautiful Naoko. You swear to annihilate the Neo Zeed. You stalk them around the world, destroying them wherever they exist. You never sleep. You never stop. And you don't give up! Until this vicious enemy is destroyed, your world won't be safe! Revenge of Shinobi Controller Functions Use Up/Down to scroll text D-Button: Before Play: * Press to bypass the opening sequence. * Press up or down to move selection arrow on the Start Game and Options screens. * Press right or left to change options on the Options screen. During Play: * Press right or left to make Musashi walk right or left. * Press down to make Musashi crouch. * Press down and right or left to make Musashi crouch and walk right or left. * Press right or left while paused to move the red frame over the Ninjitsu (ninja art) you want to use. Start Button: * Press to start game. * Press to enter selections on the Options screen. * Press to pause during play. The Ninjitsu (ninja magic) selection box appears. Make your selection, then press the Start Button again to resume play. Button A (Ninjitsu Button): * Press to use Ninjitsu (ninja magic). Button B (Attack Button): * Press to attack. Button C (Jump Button): * Press to jump up. At the height of your jump, press again to somersault. * Press down on the D-Button and press Button C to jump down to a lower level. (If there's an opening in the level, just walk over the edge to descend.) Revenge of Shinobi Playing the Game Use Up/Down to scroll text You are Musashi, the powerful, skilled Ninja. The terrorists of Neo Zeed are your worst enemies. You've sworn to destroy every last soldier and agent in their vile army. After checking your location on the map, you begin the hunt! You carry a dagger and a cache of deadly Shurikins, your throwing knives. Press right or left on the D-Button to walk, and press down to crouch. For stealthy attack, crouch while walking by pressing the D-Button down and right or left. Attack by pressing your Attack Button. If you're right on the enemy, you'll stab when standing and kick when crouching. If the enemy is farther away, you'll sling Shurikins. Jump by pressing your Jump Button. At the height of your jump, press the Jump Button again to somersault. Press the Attack Button to attack while jumping, and to throw 8 Shurikins at once while somersaulting. Follow the Go and Exit arrows to keep on the right track. Your Life Bar During battle you will be injured in sword fights, maimed by hurled Death Stars, exploding bombs, cannon and machine gun fire, attacking dogs, kicks from brutal thugs, and other enemy ploys. Your Life Bar at the top left ebbs away as you are injured. When the bar disappears, you die. You can revive as long as you have lives left. During battle, you can regain strength and extra lives by picking up Power Packs and Musashi from the crates. When your score reaches 100,000, your Life Bar gains 2 small bars. You gain two more lives every time you successfully finish a scene. Also, when your score reaches 50,000 you gain an extra life. After that, every time your score increases by 100,000 points you gain an extra life. Jumping: Press the Jump Button to leap over obstacles and avoid Death Stars hurled by the enemy. Press the D-Button left or right while jumping to change your position and land accurately. At the height of your jump, press the Jump Button again to somersault for more height and greater distance. Doing this lets you leap to high places inaccessible by normal jumping. Normally, you descend by walking down a step or ledge. When there's no opening on your level, you can get to a lower level by pressing down on the D-Button, then pressing the Jump Button. Attack while jumping by pressing your Attack Button. During a somersault jump, press the Attack Button to hurl 8 Shurikins at once. You'll always aim one knife directly below you to smash waiting enemies and ensure a safe landing. Revenge of Shinobi Items and Magic Use Up/Down to scroll text Attack the crates to burst them open. The weapons inside will help you stay alive! Walk over the weapons to pick them up. They include: Power Pack: Increases your strength and adds to your weapons. You throw your Shurikins faster and more accurately, you gain a lethal sword for combat, and you apply the skill of Cross Guard, warding off enemy Death Stars with crossed Shurikins. 5 Shurikins: You gain 5 more throwing knives. 20 Shurikins: You acquire 20 more throwing knives. Small Heart: Your Life Bar gains 2 small bars. Large Heart: Your Life Bar increases to full strength. Musashi: You gain an extra life. Ninjitsu: Ninjitsu (ninja magic) can be used again in the same life, even if you've used it already. Bomb: An explosive that detonates either when you touch it or its time runs down. Keep away from the blast! At times you'll also gain hidden weapons by throwing Shurikins and kicking in the air. Ninjitsu: Use the Ninjitsu (ninja magic) to get through seriously dangerous situations. Press the Start Button to see the Ninjitsu selection box. Ninjitsu is made up of four different jitsus, or secret arts. Press the D-Button right or left to move the red frame over the jitsu you want. Ikazuchi, the Art of Thunder: You call upon Thunder to surround you with its protection. While enveloped in Ikazuchi, you will not be injured and your Life Bar won't decrease. After taking several enemy hits, Ikazuchi fades away. Kariu, the Art of the Fire Dragon: Assume this jitsu to envelope yourself in a fire column, which then splits and travels, scorching every enemy it touches. Karu is over when the fire columns disappear. Fushin, the Art of Floating: Increase your jumping prowess with this jitsu. When you assume Fushin, your jumps and somersaults have maximum height and distance. Fushin stays with you until the scene ends, even if you assume another jitsu. Mijin, the Art of Pulverizing: By assuming Mijin you become a human explosion that destroys everything in its blast. Use Mijin as a desperate resort, when your Life Bar is short. Mijin takes your life, so make sure you have another life remaining. After choosing a jitsu, press the Start Button again. During the battle, when the time is right, press your Ninjitsu Button to ceremoniously assume the jitsu. You can use Fushin and 1 other jitsu during each life. If you pick up a Ninjitus from a crate, you can use another jitsu in the same life. Ninjitsu you pick up do not carry over into the next scene. Revenge of Shinobi Hints and Tips Use Up/Down to scroll text * Practice, practice, practice! Work on your jump, attack, and somersault skills. Perfect your timing. * Carry as many weapons as you can get so you're never caught short. * Learn the weak spots of your assailants, especially the Power Villains in scene 3 of every district. Then defeat them by attacking where it hurts most. * Decide on your best attack position-close in or from a distance. Then do it!

RINGSPOW.O

Rings of Power Electronic Arts To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME TRAVEL THE SIX ARTS CHARACTERS AND CITIES ADVENTUREERS AND RINGS HINTS AND TIPS BROWSE HELP FILES Rings of Power Game Description Use Up/Down to scroll text From the Book of Nexus "Before Nexus, we lived in darkness; the sun shone as brightly as ever, but ours was a darkness of the soul. At last, in a flash of divine light, Nexus appeared, bringing with him the Golden Age. Nexus used the Rod of Creation to restore our world; the desolate planet of Ushka Bau became a paradise. He bestowed upon each man, woman and child the gift of one of the Six Arts. For many years we prospered. The demon Void brought an end to the Golden Age: The new world Nexus had created was one of great beauty and the love we felt for him was powerful. Seeing this, the demon's foul heart was filled with envy. He stole the precious Rod of Creation, and created an age of chaos. Thus began the Cataclysm; a reign of terror lasting 66 years. At last Nexus confronted Void and the two fought a titanic battle for the Rod of Creation. In the end their might split the Rod in two, and each fled with half. Each then divided his half into rings and hid them to keep the other from reassembling the Rod and taking power again. Many have quested to recover the Rings and restore the Rod of Creation to Nexus. All have failed." The Quest for the Rings In the 500 years since the Cataclysm, the Rings of Power have become but a legend. Yet all have read the Book of Nexus, and know of the Sacred Quest to find the Rings and restore the Rod of Creation to Nexus. Only the noblest of men might be trusted to carry out this quest, resisting the temptation to use the Rod's power to his own ends. You are Buc, a top student at the Academy of Sorcery, and you will be the next to undertake the Sacred Quest. You'll form a team of adventurers: a Knight, a Conjurer, an Enchanter, a Necromancer, and an Archer; and together you'll journey to every corner of your world, Ushka Bau. You will search for information leading to the precious Ring. Your party will learn spells, gain experience and advance in rank as you travel from city to city. You will make friends and enemies and fight battle after bloody battle. If you are successful-if you win back the Rings and return the Rod of Creation to Nexus-the rewards will be greater than a young Sorcerer can imagine. Good luck to you and your team, and may Nexus walk with you. Rings of Power Controller Functions Use Up/Down to scroll text There are two sets of controls in Rings of Power: Outside Mode and Inside Mode. Outside Mode "Outside" means you are outside, not inside a building or in a "Zoom" view of your location. D-Pad: * Move your character. * Select options from menus. Button A: Auto Mode/Fire * Travel forward automatically (foot or boat travel). * Fire cannons (on ship) or breathe fire (on Dino or Dragon). Button B: Zoom/Enter * Zoom in on your current location. * Enter a building or vehicle. NOTE: Zooming is not possible if you are standing next to the door of a building and a description of the building is on-screen. Button C: Stop/Exit * Stop Auto Mode, or exit a vehicle. Start: Access the Main Menu * A + Start=Inven (inventory) menu. * B + Start=Map (must have a map). * C + Start=Search. Inside Mode "Inside" means you are inside a building or in a "Zoom" view of your location. D-Pad: * Move your character or party. * Select options from menus. Button A: More * Scroll through text messages. Button B: Act * Face the object and press this button to look at, take, open, or climb the object. Button C: Talk * Talk to characters. Start: Access the Main Menu * A + Start=Inven (inventory) menu. * B + Start=Fight (in Talk mode). * C + Start=Search. Rings of Power Playing the Game Use Up/Down to scroll text Getting Around Your party is represented by Buc. Use the D-Pad to move him. The compass at the bottom of your screen tells you the direction in which you are traveling. Walking: Press and hold the D-Pad arrow in the direction you want Buc to go. Boats, Ships, Dragons, and Dinos: Press and hold the D-Pad arrow in the direction you want to move. Auto Mode: While walking on a foot path (between cities), Auto Mode lets you walk forward automatically without holding down the D-Pad arrow. You just need to move the D-Pad in the direction you want to go, and then press Button A. You'll continue moving until you reach a city or an intersection of paths. While sailing a boat on a stream, activate Auto Mode by pressing A; your boat will follow the stream automatically until it hits land, or until you press C to stop it. Buildings: To enter buildings, D-Pad toward the door (a picture and description of the building appears) and press B. To exit, walk out the way you came in. Ladders: To climb a ladder, use the D-Pad to face it and press B. Vehicles: To board a vehicle, D-Pad toward it (a picture and description of the vehicle appears) and press B. To exit, press C. NOTE: To board or exit a dragon, you must be on or above clear, flat land. Help When you play Rings of Power for the first time, a picture of the Sega controller (with controls clearly marked) is present in the upper right corner of your screen. Use the HELP option until you feel comfortable with the controls, then select HELP from the System menu to remove it. Select HELP from the System menu at any time during the game to reactivate HELP. Using Menus 1. Press Start to see the Main Menu of options. 2. D-Pad Up or Down to highlight a menu item, and press B to select. 3. Press C to see the previous menu, and to exit the menus. Main Menu Inven (Inventory) Inventory is anything your party has acquired and is carrying. During play, press A + Start to access the INVEN menu, or select it from the Main Menu. The INVEN menu keeps you informed of what your party is carrying. * Goods: Lists all trade-goods your party is carrying. * Items: Lists miscellaneous items. * Papers: Lists notes and other documents. * Keys: Lists which keys your party has found. * Rings: Lists which Rings your party has acquired. To use an item in your inventory, D-Pad Up or Down to highlight the item, and press B to select it. To read an item in Papers, just highlight the item. Spells To find out what spells are available to each member of your party: 1. Select Spells from the Main Menu. 2. D-Pad Up or Down to highlight a party member, and press B to select. A list of the party member's available spells appears. Party To find out about a character in your party: 1. Select PARTY from the Main Menu. A list of party members appears, each with a bar graph measuring strength (red) and magic (blue). 2. D-Pad Up or Down to highlight a party member, and press B to select. A message appears telling you the party member's current status and level of experience. Search Choose SEARCH from the Main Menu (or press C + Start) while inside a building to get a full report on your location, including number of people, doors, ladders, chests and other items in the building. If you have the Sextant, your current longitude and latitude are reported as well. Map NOTE: You must be outside and have a map for this option to work! Select MAP from the Main Menu (or press B + Start) to access a full screen map of the world. D-Pad Up, down, right or left to scroll the map in any direction. When you have the Sextant, crosshairs will appear in the center of your screen. The longitude and latitude of the position of the crosshairs are displayed in the lower-left corner of the screen. Camp Sometimes you may want to speed up the clock (there are some things you can only accomplish during the day, others only at night), or just let your party take a rest to regain strength and magic points. Select CAMP from the Main Menu to make camp until the time is right. NOTE: Your party will use 100 food rations and 100 water rations, but will regain half of its lost strength and magic points each time you Camp. System In addition to PAUSING the game, the SYSTEM menu contains many useful options: Load: Loads the previously saved game. Save: Saves your game in progress (limit: 1 at a time). Save often! Combat: Switches Combat modes between Manual and Auto. Direct: Switches D-Pad between two directional modes--try it both ways and decide which is right for you. Diags: Turns diagonals on and off. Music: Lets you listen to each song on the soundtrack. Help: Activates or deactivates an on-screen picture of the Sega controller. Quit: Exits to opening screen. Talking to Characters 1. Face the character you wish to talk to and hold down C (if you are not facing the character, hold down C, then D-Pad toward the character). 2. D-Pad Up or Down to highlight a topic, and press B to select it. 3. Press A(when the MORE balloon appears) to see the next message. 4. Press C to end the conversation. NOTE: If the MORE balloon is white, you must press A to continue the message. If the MORE balloon is yellow, you may end the conversation by pressing C. Topics When you choose a conversational topic, Buc asks a question relating to that topic. The available topics are: Job: Ask about the character's profession Class: Ask which of the Arts the character practices City: Ask about local trade and leaders Quest: Ask about the Rings of Power, or your current quest Buy: Buy an object Sell: Sell trade-goods you are carrying Show: Show or give an item to the character Bribe: Slip the character 10 gold(useful for getting information, unlocking doors, or raising local opinion of you) Fight: Fight with the character Combat Of course, it's best to avoid a fight whenever possible, but there will be times when you'll have to fight for your cause. When this happens, the following section will help get you out alive. There are two types of combat. Before a battle begins, select COMBAT from the System Menu to choose between: Manual Combat: The spell menu appears during each party member's turn, allowing you to manually select the spell to be used. Automatic Combat: Party members choose their own spells. If you want a party member to use a specific spell, press and Hold A at the beginning of that member's turn. NOTE: Use caution when manually selecting spells during Automatic Combat; if a party member has begun an action, such as healing another party member, choosing an attack spell may cause him to kill the party member instead. NOTE: Once a fight is in progress, you can't change the combat mode. Be sure to select your desired combat mode BEFORE you go into battle. Many times combat occurs randomly. If you want to start a fight: 1. Stand facing the character you want to fight and press C. The TALK menu appears, offering a list of topics. 2. Press B + Start, or D-Pad Down to highlight FIGHT, and press B to select it. Who's Who Generally, your party stands on the left side of the screen, the enemy or enemy party stands on the right. As they become engaged in battle, you can distinguish them by their shadows; your party has blue shadows-your enemy's are orange. Taking Damage Each party member's status is represented by the Strength and Magic Bars. These bars get smaller as a character takes damage, and if the Strength bar disappears completely, the character cannot survive anymore damage. If the Magic bar disappears completely, the character is able to cast only first level spells. If it looks like a party member is getting into trouble, it might be a good time to FLEE! Hit Points During the battle, each party member suffers damage in the form of "Hit Points"(HP). Messages appear telling you that your party member has taken damage from his enemy(for example: "Buc took 3 hit points"). As you take more damage, the number accumulates; the next message gives the total number of HP taken("Buc took 6 hit points" means he took 3 the first time, and has now taken an additional 3). Pay attention to each party member's Strength and Magic Bars to see how they're doing! Fight Menu During combat, press Start to access the FIGHT Menu. D-Pad Up or Down to highlight, and press B to select one of the following options: Flee When you think your party has suffered too much damage, FLEE lets you attempt to escape the battle. NOTE: An attempt to FLEE takes the place of your party's attack round, and it may or may not succeed. Your enemy continues to attack unopposed for one round. Mood These options allow you to adjust your party's attitude during a battle. Mood can effect the positions of your party members, targeting, which spells each member uses, and the amount of magic points used to cast a spell. Berzrk Stay on top of the enemy; be on the offensive; concentrate on one enemy, doing as much damage as possible; put more energy(magic points) into each spell. Advnce Slightly less aggressive than Berzrk. Hold Slightly more aggressive than Wary. Wary Be conservative; inflict and therefore receive less damage; divide attack to cover several enemies; put less power into each spell. Press B to select the highlighted option. Rings of Power Travel Use Up/Down to scroll text Foot Travel Ushka Bau is a world of varied terrain; roads, swamps, desert and ice, among others. For each mile of travel on foot, a party of six consumes food and water as follows per mile traveled. Following is a list of how the different types of terrain affect your food and water consumption. Listed first is the type of terrain, then the amount of food (in rations) , then the amount of water (in rations). In other sections this same type of information will be given in the same way as follows. * Road: 1, 1. * Swamp: 8, 4. * Desert: 7, 5. * Ice: 4, 3. * Grass: 4, 2. Vehicles When resources are available(such as gold, food and water), it is more practical to travel by vehicle. Land Beasts or "Dinos" can transport a party across most terrain, but are unsuitable for forest or water travel. If left alone for long periods, or without food and/or water, your Dino will run away. Dinos can be purchased from some Vehicle Masters. * Road: 1, 1. * All Others: 3, 1. Boats Boats can travel through narrow waterways and across large bodies of deep water. While at sea, a small boat provides little protection against hostile creatures which may attack you, and as fresh water is not readily available at sea, you will use water rations faster than usual, as shown below. If a boat is left docked for long periods, it will likely be stolen or washed out to sea. Boats can be purchased from the Vehicle Master in most towns, and will be waiting for you at the dock just outside the Vehicle Master's shack. They can also be summoned using a Boat Stone, which can be purchased from the General Store in Mesa, or from some wandering merchants. * Shallow: 1, 1. * Deep: 5, 20. Ships Ships cannot access narrow waterways, but are much faster than boats at traversing large bodies of water, and as they are equipped with cannons, they provide much better protection against attacks. Ships cannot be bought outright; a party must buy passage on a vessel at the rate listed below. If the party can no longer afford passage, they will be set adrift in a small boat. After a short time in a port the ship will set sail, leaving the party behind. passage can be purchased from the Vehicle Master in most towns, and will be waiting for you at the dock just outside the Vehicle Master's shack. * Deep: 1, 1, plus 1 Gold. Dragons Dragons are by far the fastest mode of travel, but are voracious eaters, as is shown below. They can fly over any terrain or waterway, but must land in a clearing. Dragons must be summoned using a Dragon Stone which can be purchased from the General Stores in Mesa, or from some wandering merchants. * For all terrain: 40, 40. The Gateways Scattered across Ushka Bau are Gateways; magical places which can transport your party to other Gateways in other parts of the world. To use a Gateway, one need only possess a Gate Stone, which can be purchased from General Store in Richi. Each Gateway is a flat area of ground made up of 8 squares, and surrounded by a ring of guardian statues. Each square is linked to a specific gateway somewhere. To be transported, stand within the circle(directly in front of a a statue) and select a Gate Stone from your Inventory. The locations of the Gateways are not widely known-lucky travelers stumble upon them occasionally, but the best way to find one is with a Flip Stone-these little stones will take you to the nearest Gateway. Purchase Flip Stones from General Stores in some towns. Day vs. Night Careful consideration is required when deciding whether to travel by day or by night; many tasks or quests must be accomplished during the day, while other problems can only be solved at night. Time is certainly a commodity, but there is much to be said for waiting until the time is right. Rings of Power The Six Arts Use Up/Down to scroll text The Six Arts were given to the world by Nexus at the beginning of the Golden Age. Each Discipline has its own unique philosophy, and its own distinct power over the stuff of life. It is important to understand the ways of each in order to have effective dealings with those who practice them. The Art of Separation The Knights of the Holy Order of Separation are mighty warrior/magicians who have the power to rend objects(and people) asunder. They believe the meaning of life is to be found in 'separating' or disassembling objects into their component parts. They're known by the metallic armor they wear, and by the large broadsword each carries. Their symbol is the Broken Sword. The Art of Summoning Conjurers use their powers to call perfect forms from other planes of reality. They seek only perfection-anything less is beneath their notice. Conjurers are blind, but have an inner vision that lets them perceive the images of this world and many others. Recognize them by the pure white cloaks they wear, and by their pure white eyes. Their sign is the Sphere. The Art of Force This art is practiced by the Archers. They believe that motion and speed are the most important elements in the universe. Their weapon of choice is the bow, and they wear their symbol, the Arrow of Force, on a black headdress framed by pure white hair. The Art of Change This is the Art of the Enchanters, who can alter the very fiber of objects, changing them to whatever form pleases them. These strange folk believe that change is the essential quality of life-for them, nothing may remain the same. Red hair and radical clothing distinguish them from all others. They're symbol is Infinity. The Art of Body The Art of Body is that of the Necromancers. These morbid men and women have a knowledge of the body that lets them heal or cause wounds-in some cases even raise the dead. They believe that Life is but the beginning of Death. They are shown by their black clothing, and the Skull symbol they wear. The Art of Mind The Mind is the tool of Sorcerers(such as myself), by far the most intellectual of the disciplines. Our powers give us control over the minds of others. We seek to increase the power of the mind to infinite levels. We are known by the simple cape and hood we wear, and our symbol is the all-seeing Eye of the Mind. The Spells of the Six Arts As young Sorcerers, you are all of first level of Sorcery, the order of Brain. Your experience is limited, and you know only a few, rudimentary spells. As you progress through nine levels of experience, you will continue to learn spells. You must acquire 100 experience points to graduate to the next level, the order of Reason, 200 for Logic, and so on. Most spells can be learned at the guilds, for a price, and it is possible to learn spells before you are at a sufficient level to cast them. Below I have listed all spells for each of the Six Arts(you will command your party, so you should know what is available). These spells listed are grouped by the type of spell. For example, all Necromancers' healing spells are listed together. General Attack spells exist for each class, and are grouped at the beginning of each class's spell list. Damage The damage(Hit Points) listed for each spell is an average. As your character increases in levels, the average will also increase. For example, when your Necromancer reaches the Order of Cadaver, the Hurt spell will, on the average, cause 12 points of damage to the enemy. As his level increases, this average will also increase. General Attack Spells * are most likely to have an effect * are easier to get * take less power to cast * can be cast several times during a combat turn Stronger Spells * can do more damage * effect multiple people Lower level spells inflict less damage and use less power. All people are born with the lowest level attack spell of their class. HINT: Don't use a low range spell when you are low in health; you would have to get dangerously close to the enemy for an effective attack. Bullet attacks are stronger at close range. NOTE: An asterisk by a spell name means the spell affects everyone in the enemy party. An infinity symbol means an infinite number. Sorcerer's Spells Sorcerers use their minds to attack enemies' minds. General Attack Spells The Sorcerer has six general attack spells: STUN: Causes energy to flow from the Sorcerer's hands and strike the victim for 10 points of damage. (range 3) JOLT: Inflicts pain in the minds of the enemy for 12 points. (range 4) DAZE: Causes intense pain in the minds of the enemy for 25 points. (range 4) SHOCK: Creates unbearable pain in the minds of the enemy for 32 points.(range 7) Spellbind Enemy CONFUSE: Makes enemy move spellbound(evident as sparkling). When an enemy is spellbound, they cannot attack. A spell lasts one to three rounds, and has a 33% chance of failing. (infinite range) MESMER: Causes a random number of enemies to move spellbound. When an enemy is spellbound, they can't attack. The spell lasts one to three rounds, and has a 33% chance of failing. (infinite range) Remove Spell FREE: Releases friend from a spell. (infinite range) Aid Attack These spells are recognizable by a special sparkle. CLUE: Read the minds of the enemy to give your party a 25% attack aid. (range 4) KNOWLEDGE: Read the minds of the enemy to give your party a 50% attack aid. (range 6) HELP: Read the minds of the enemy to give your party a 75% attack aid. (infinite range) Aid Defense These spells are recognizable by a special sparkle. WARN: Read the minds of the enemy to give your party a 25% defense aid. (range 4) INFORM: Read the minds of the enemy to give your party a 50% defense aid. (range 6) PREDICT: Read the minds of the enemy to give your party a 75% defense aid. (infinite range) Leverage SUPPORT: Use the powers of the Mind to give your party an attack and defense advantage of 25%. (range 6) ASSIST: Use the powers of the Mind to give your party an attack and defense advantage of 75%. (infinite range) Screw up Minds INSANE: Use the powers of the Mind to drive the enemy insane and convulse his body for 30 points. (range 6) MIRAGE: Use the powers of the Mind to make the enemy insane and see a mirage for 30 points. (range 6) SWARM: Use the powers of the Mind to cause the enemy to go insane and see ghosts for 20 points. (infinite range) PACKS: Use the powers of the Mind to make the enemy insane and see ghosts causing fear for 30 points. (infinite range) MASTER: This is the Sorcerer's super spell. It resurrects the Sorcerer's master who aids combat for 70 points of damage. (infinite range) IMPORTANT NOTE: An asterisk (*) directly to the right of a spell name means the spell affects everyone in the enemy party. Knights' Spells Knights are strong attackers and warriors. They use slicing action for attack and have developed their skills, based on slicing, for combat. General Attack Spells The Knight has eight general attack spells. * Stab: Level 1, Range 1, Damage 5. * Cut: Level 3, Range 2, Damage 9. * Dice: Level 4, Range 4, Damage 13. * Split*: Level 5, Range 4, Damage 15. * Puree*: Level 6, Range 4, Damage 25. * Delete*: Level 8, Range 5, Damage 35. Rend Spells Rend spells remove body parts. When a body part is removed, the maximum health of the victim is reduced. Therefore an enemy Necromancer cannot heal the Rended character to the previous amount of full health. The last spell DIVIDE severs the head of a victim, requiring a Necromancer's RAISE spell to undo. Ground Spells The Advanced Knight can split the ground as easily as he can split an enemy. Super Spell PAIN: This Knight's super spell is his most deadly spell. Archers' Spells Archers have mastered the physics of force and its effects on projectiles. General Attack Spells Use high levels for increased range and damage. * Dart: Level 1, Range 5, Damage 6. * Arrow: Level 3, Range 6, Damage 8. * Brand: Level 5, Range 7, Damage 12. * Tempest*: Level 6, Range infinite, Damage 17. * Tornado*: Level 7, Range infinite, Damage 24. * Fire*: Level 8, Range infinite, Damage 35. Multiple Bullet Spells The Multiple Bullet Spells attack a victim from all sides. Bullet Waves Archers can send bullets that ripple the combat plane as they travel. Friends are not harmed. RIPPLE: This level two spell causes a ripple in the combat plane to attack the enemy from an infinite range for 10 points of damage. BLOW: This level five spell causes winds to blow through the combat plane at an infinite range for 20 points of damage. IMPLODE: This level seven spell causes a circular ripple of fire in the combat plane to attack the enemy from an infinite range for 30 points of damage. Force Spells The Archer can use their powers involving force to manipulate the enemy's body. SHOVE: Throw a victim back two squares for 10 points of damage. DIZZY: Throw a victim around for 20 points. FLING: Fling victim around for 30 points. Shield Spells SHIELD: Using this spell, Archers can protect one party member by placing a shield against bullets around them. DEFEND: Archers can protect a random number of party members by placing this shield. UNSHIELD: Archers use this spell to remove a shield from a single enemy party member. Super Spell TWISTER: This spell conjures a giant tornado that attacks your enemies for over 50 points of damage. Necromancers' Spells The Necromancers have mastered skills which damaged or heal the body. General Attack Spells Use high levels for increased range and damage. * Claw: Level 1, Range 1, Damage 6. * Graze: Level 2, Range 1, Damage 8. * Hurt: Level 3, Range 2, Damage 12. * Wound*: Level 4, Range 2, Damage 17. * Slay*: Level 5, Range 3, Damage 24. * Death*: Level 6, Range 4, Damage 35. Healing Spells These spells are represented with the "health" bullet. Miscellaneous Spells BLIND: This spell blinds a victim for one or two rounds. INSANE: This spell blinds a victim for one to three rounds. REPAIR: This spell rejoins body parts. Use it when friends have been cleaved. DAZZLE: This is a multiple bullet attack and light show which dazzles the victim, leaving him off guard and vulnerable to damage. FREEZE: Turns an enemy to stone or ice until a 50% save is made. RAISE: Raises the dead during combat(if a party member cannot currently be raised, spell inflicts a great amount of damage to a random enemy; attempt to raise your dead during the next round). This spell requires a great deal of power. Super Spell REAPER: This spell invokes death himself to fight for your cause. This spell inflicts 50 points of damage on the enemy. Enchanters' Spells Enchanters have mastered the Art of Change. General Attack Spells General Attack Spells do not effectively satisfy the Enchanter's need for creativity, therefore, they only have one: MIX: Mixes up an enemy's atoms for 10 points of damage. Multiple Bullet Spells Enchanters have two multiple bullet spells: SCATTER: Jumbles bullets from random locations for 2 points. FRENZY: Sends a tirade of bullets for 5 points. Small Ground-Ripping These are low power, high damage spells. They place small mounds under the enemy and then drop them sharply for damage. The mounds get higher and more powerful with increasing level. Mutations The Enchanters can change themselves into other objects which attack the enemy. Skill Separation The Enchanter can also separate an enemy from his class or species: ALTER: Turns one enemy into a townsperson for the remainder of combat. MODIFY: May turn more than one enemy into a townsperson for the remainder of combat. MUTATE: Turns enemy into a bear for the remainder of combat. Miscellaneous There are several other spells with unique capabilities. SWAMP: Creates a swamp under the enemy and does 10 points of damage. POOL: Forms a pool under the victim for 20 points of damage. RANDOM: This appeals to the random nature of Enchanters. It randomly selects a spell from ANY class and casts it. Super Spell WYRM: Turns enchanter into a giant fire dragon which does 60 points of damage on each member of the enemy party. Conjurer Spells The Conjurers have mastered skills of summoning. General Attack Spells The general bullet attacks come in the form of gated energy from some other plane. * Spark: Level 1, Range 4, Damage 8. * Rock: Level 3, Range 5, Damage 12. * Air: Level 4, Range 6, Damage 18. * Energy*: Level 5, Range 7, Damage 15. * Flare*: Level 6, Range infinite, Damage 20. Bullet Streams Bullet streams cause medium damage and use medium power. Whole Ground Effects These spells use up a lot of power, but are very powerful. They do damage on the whole enemy party. Multiple Bullets Multiple bullets are a dependable, medium power, medium damage set of spells for the Conjurer. Miscellaneous WAVE: Causes a tidal wave to spread across a zoomed view doing 30 points of damage to each member of the enemy party. MASTER: Summons a Conjurer master to aid the attack for one round. SERVANT: Causes a swarm to attack an enemy. Super Spell DJINN: Summons a Djinn to help the attack, causing 60 points of damage to each member of the enemy party. MAGICAL STONES There are 5 types of magical stones: Dragon Stone: Summon a Dragon to transport your party by air(must be on clear, flat land). Boat Stone: Summon a boat to transport your party(useful when stranded on an island). Bridge Stone: Create a small bridge(useful for crossing streams on foot). Flip Stone: Transport party to the nearest Gateway. Gate Stone: Transport party from one Gateway to another. Dragon Stones, Boat Stones, and Bridge Stones can only be purchased in Mesa, or from wandering merchants(usually encountered on ship voyages). Flip Stones and Gate Stones can be purchased from the General Store in Richi. All Stones are costly, and should be used wisely. Rings of Power Characters and Cites Use Up/Down to scroll text Nexus Nexus the Benevolent came to Ushka Bau hundreds of years ago and brought an end to the Age of Sorrow. Using the Rod of Creation, he restored Ushka Bau; he gave us the magic of the Six Arts, and founded the Academies where we spend our lives learning to use their powers. He is loved by all except the evil, Void the Destroyer, and his cult. Void No one knows quite where he came from, but Void the Destroyer and his cult are Nexus' only opposition on Ushka Bau. 500 years ago, when Void stole the Rod of Creation and took power, his evil ruled the world for a period of 66 long years known as the Cataclysm. If he is successful in reassembling the Rod of Creation, all hope is lost. The Red Priests These priests were chosen by Nexus himself to run the Temple of Nexus and to guide His followers. Temples can be found in any city, and the Red Priests are more than happy to preach His word to tired travelers. For a noble cause and a donation to the Temple, they have been known to bring a dead adventurer back to life. The Black Priests These so-called priests are Void's minions. They're a small but surprisingly clever group whose purpose has always been to discredit Nexus. Now they are instruments in Void's plan to regain the Rod of Creation. They are to be feared, for they delight in pain and misery and will stop at nothing to gain the Rings of Power for their demon master. A GUIDE TO THE CITIES OF THE WORLD Inns Inns are located in most cities, and are the best place for a party to rest and eat to regain strength and magic. It will cost some gold, but it's certainly worth it to keep the party in top condition. To buy a meal or rent a room for the night, TALK to the Innkeeper behind the bar. Prices vary in each city. Temples Visit the Temple of Nexus to speak with the Red Priests about your quest. All Temples offer Heal(replenishes strength) or Power Up(replenishes magic points) in return for a donation. Larger Temples may offer resurrection services for a donation of gold. General Stores TALK to the storekeeper at the General Store in any town to restock your party's food and water stores, and to buy or sell trade-goods and other items. Vehicle Master Visit the Vehicle Master to buy Dinos, boats, or ships. Some vehicles may not be available in all locations. Tavern Local taverns are a good place to talk to the townsfolk, or to buy a drink. Houses Private citizens in many cities are more than happy to feed the weary traveler-for a price. When you visit a town without an Inn, try the local houses for a meal. Academies Visit the Academies of each of the Six arts to recruit new party members. Some Headmasters may require certain tasks to be performed in return for information, a useful object, or a new recruit. Guilds As party members earn experience points, they advance to higher experience levels. When this happens, they should visit the nearest Guild Hall of their Art to learn new spells(you may have to visit more than one Guild to find the spells you need). Guildmasters are happy to teach their spells for a price-indeed it is possible even to learn higher level spells before you are experienced enough to use them. City Hall Visit the City Hall in any town when you want to speak to someone with political power; a few coins in the Mayor's pocket can make your stay in town a lot more comfortable. Rings of Power Adventurers and Rings Use Up/Down to scroll text Slash(of the Knights) Slash is young and ambitious with a strong moral sense-the perfect hero. My good friend Hack in the City of Division can tell you where to find him. Feather(of the Archers) Feather is a strong-minded, aggressive young woman. She's smart, skilled with her bow, and longs for adventure. Visit the Archers' Guild in the City of Speed and speak with Guildmaster Arrow-she'll be expecting you. Alexi(of the Conjurers) Alexi is the favorite of her master, Haze, and with good reason-she's a model student and shows great aptitude for her Art. you'll find her in the City of Perfection. Mortimer(of the Necromancers) Mortimer is reasonably amiable for a Necromancer, and a top student-you'll need his healing skills on your journey. To find him, see Flemm in the City of Blood. Obliky(of the Enchanters) Obliky, like all Enchanters, is a little unfocused. He's a good lad, though, and I think he'll serve you well. Speak to Xylotyl of Kaos to learn his whereabouts. Of your quest for the rings, I can tell you little. Below you will find some brief notes I made during my recent sabbatical: The Ring of Division This Ring rules the Art of Separation. The King of Doggania may know something of its whereabouts, if you can gain audience with him-he's recently taken ill and his regent seems very protective of him. Personally, I don't trust the regent; be wary in your dealings with him. The Ring of Advancing This is the Ring of the Archers. It is rumored that the Queen of Richi may know where it is hidden, but I wasn't able to learn anything during my visit-perhaps you'll have better luck with her. The Ring of Thought The first Ring of the Sorcerers, the Ring of Thought is shrouded in mystery. I believe the Red Priest Ak Thul in the City of the Mind holds the key to this Ring's location-visit the temple and speak to him. The Ring of Intuition This is the second Ring of the Sorcerers. According to legend, this ring was originally kept at our very own Academy of Sorcery, but was stolen by a greedy dragon. Talk to El Gripa, the grounds keeper in the Academy garden-he may have some stories to tell you. The Ring of Will The third Ring of the Sorcerers, the Ring of Will is rumored to be in the possession of one Keef the Thief, the leader of the Thieves Guild in Thieves Haven. He's a troublesome sort, but I suggest you find a way to make a deal with him. The Ring of Blood This, the second Ring of the Necromancers, is in the hands of Motarin, a corrupt Necromancer who wishes to use its power for evil. See the Guildmasters in the City of Blood for more information. The Ring of Bile This is the first Ring of Necromancers. It was one of Void's share of the Rings, and the clues indicate that he entrusted it to Pain, one of his High Priests. If you can find where he is buried, the Ring may still be with him. Talk to Curtis in the City of Blood. The Ring of Variation This is the first Ring of the Enchanters. I spoke with an Enchanter in the City of Kaos who believes that the answer lies in a tower on the Eastern side of the great Desert. Visit Kaos and see what you can learn. The Ring of Mutation This is the second Ring of the Enchanters. If the stories are true, it has taken on the form of a woman and is living as a commoner, moving from city to city. Kaos might be a good place to start looking for this one. The Ring of Calling This is the first Ring of the Conjurers. When I spoke to Slice at the Guild of Pieces in Division, he told me about an old wise man who lives behind a waterfall. If you can find him, he may know something about this Ring. The Ring of Perfection The second Ring of the Conjurers, The Ring of Perfection is said to be hidden in a "perfect place." Visit the University Library and speak to the resident expert on Perfection-he may be of some help. Rings of Power Hints and Tips Use Up/Down to scroll text * At lower experience levels, regain health and magic by purchasing SLEEP and MEALS from inns. They are cheaper than buying HEAL and POWER from temples, and just as effective for low-level magic users. * Travel by day! You'll have fewer encounters with the large bands of roving thieves. * Pay the tax collectors unless your party is VERY strong. * Beating up friendly townspeople is a good way to lower local opinion of you. When the population gets fighting mad, it's a good idea to leave town for a few days. * Bribing merchants is helpful when buying trade goods. * When using Gate stones, it's a good idea to have a boat stone handy; otherwise you may end up stranded on a deserted island. * If you lose a limb during combat, you'll need to visit the local temple to get healed. A simple rest will not bring you back to your full health potential. * Keep most of your wealth in trade-goods; this way you won't have to make such a large donation to the cathedral for resurrection. * Pick up any items you come across. You never know what may come in handy during your adventure. * The value of trade-goods varies from town to town, and each town has an item which they will pay dearly for; make sure to find out what it is. * The City of Commerce is the place where you can buy just about anything-for a price. * If you get a Lottery Ticket, USE it; you may win the jackpot! * While traveling by sea, ZOOM in various locations; you may uncover sunken treasure! * To exit a building quickly, select the CAMP command. * Avoid some hostile encounters by talking to friendly people from a distance, avoiding the hostile people in your way. * To hide from a threatening ship, Dino, or dragon, press B to ZOOM. When you emerge, you will usually find that they've passed you by. * Ride Dinos to avoid hostile encounters.

RISK.O

Risk Parker Brothers To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME EXPLANATIONS OF GAMEPLAY HINTS AND TIPS BROWSE HELP FILES Risk Game Description Use Up/Down to scroll text For more than 35 years, military game players have pitted their battle strategy and skills against their "enemies" in the classic Risk game. Now the Sega Genesis presents all the drama of the classic RISK game of "World Domination"-with the added excitement of video games. Risk has fast setup, fast gameplay, sound and music, and the artificial intelligence of computer opponents. Now you can fight your battles in the Classic mode or pick Arcade, where your skill determines the winner. Whatever mode of attack you choose, your objective in RISK is the same, and simply stated: Conquer the world! To win, you must launch daring attacks, defend yourself on all fronts, and sweep across vast continents with boldness and cunning. But remember, the dangers, as well as the rewards, are high. Just when the world is within your grasp, your opponent may strike and take it all away! Risk Controller Functions Use Up/Down to scroll text Start Button: * Calls up the Main Menu. D-Pad: * Used to change number, letters, move the cursor and aim cannons. Buttons A, B & C: A: To select and enter all choices. B: To exit from most screens. C: Use when indicated by screen prompt. Risk Playing the Game Use Up/Down to scroll text After all the armies have been placed, either manually or by the Fast Computer Setup option, you're ready to get into the real action and try to capture territories by attacking and defeating your opponents' armies. After all armies have been placed, the NEW ARMIES screen comes up for the first player. Each of your turns consist of three steps, in this order: 1. Place new armies. 2. Attack, if you choose to. 3. Fortify your position, if you choose to. Place New Armies At the beginning of every turn, the NEW ARMIES MENU appears and shows you how many new armies you can add to your territories. Press the A Button to place new armies, and use the D-Pad to select the territory you wish to place them in. Then press the A Button again to add them. Repeat until you have placed all available armies on the territories of your choice, depending on your strategy. If you change your mind about placement, as long as you still have one army left un-placed, you may un-do what you've done so far: Hit START to bring up the PLACEMENT MENU, and select Redo Placement. * Press the B Button to check out your position and plan your next move. * Press the C Button to trade in cards for more armies. At the end of any turn when you have won at least one battle, you earn one RISK card. When you have earned a set of 3, you may turn them in at the beginning of your turn, or you may wait. But once you have 5 or 6 cards, you must trade in at least one set and may, if you wish, turn in a second set if you have one. Attack After placing your new armies, decide if you wish to attack at this time, or not. If you choose not to attack, you may still fortify your position, if you wish. If you choose to attack, you must follow these rules: * You may only attack a territory that's adjacent (touching) to one of your own, or connected to it by a dashed or solid line. At the western and eastern edges of the board, Alaska is considered adjacent to, and may attack, Kamchatka. * You must always have at least 2 armies in the territory you're attacking from. * As long as you still have 2 or more armies on a territory you're attacking from, you may continue to attack an enemy territory until you have eliminated all armies on it. Or you may shift your attack to another adjacent territory. You may attack as many territories as you like, as many times as you like, during one turn. How to attack: Use the D-Pad to move around the map, then press A to select your territory you want to attack from. Now use the D-Pad to move around and check out the troop strength of your adjacent enemies. When you have decided which enemy territory you want to attack, move to that territory with the D-Pad, then press A to select your immediate battle opponent. Classic Attack: In this attack mode, the ATTACK MENU comes up. Use the D-Pad to select and the A Button to enter battle strength and attack options: Attack and Defense Options: First decide how many "cannons" you will attack with. The system defaults to the highest number of attackers possible, but you may limit your exposure. Both the Attacker and the Defender each use the D-Pad (if both are humans) to select the number of cannons they'll fire, then press A to enter each number. As the Attacker, if you have 4 or more armies in this territory, you may pick 3 cannons. With 3 armies, you may pick 2; with 2 armies, you may pick 1. Hint: The more cannons you pick, the greater your odds of winning-or the more armies you may lose, or be required to move into a captured territory. The Attacker never loses more than 2 armies in a single attack. The Defender may select how many cannons he or she will use to defend. With 2 or more armies in the territory being attacked, the Defender may use 2. With only 1 army, only 1 cannon. Attack: The Attacker presses A to fire one round at a time. You may keep going until the battle is resolved, or press B to stop and change to another attack option. To stop the attack altogether, press B again. Continuous Attack: The system continues the attack until you conquer the enemy territory-or you have only one army left. To stop a Continuous Attack, press B between rounds, then re-select another option. To stop the attack altogether, press B again. This brings up the main map. Fast Battle: A quick battle that cuts straight to the finish and shows the winner. Arcade Attack Remember, each human player must have his or her own controller. The Defender must use the second Controller. After you have selected the territory you will attack from and the one you will attack, this screen appears automatically. The computer opponent will make its own moves automatically, and will play at whatever Difficulty level you selected at the start of the game. Ready! The Attacker's screen is always on the Left. Both (human) players use their D-Pad to: Aim! Your opponent's Cavalry will move across the screen; the Infantry will always stop. Use LEFT and RIGHT to position the cannon left or right. Use UP and DOWN to select the range: UP fires your cannon ball farther, DOWN fires it closer in. Note: The bar across the bottom of each split screen lengthens and shortens to indicate the firing range. Fire! Press A to fire your cannon. Hitting Calvary is worth 2 points (and reduces your opponent's battle strength number by 2). Hitting Infantry is worth 1 point. Keep pressing A to keep firing at your targets. The Attacker may press B at any time to escape and stop the Attack and go directly back to the map to plot his or her next move. To pause the battle, press START. Resolve The Attack Did you win? In both CLASSIC and ARCADE attacks, if the Attacker captured the enemy territory, this screen comes up to show the territory you attacked from and the one you defeated. The system automatically moved all your armies (except one) into your newly-conquered territory. If you want to change this distribution, use the D-Pad to move them, then press A to enter. Remember: * Your newly-acquired territory must have at least 3 armies in it if you attacked with 3 cannons, 2 for 2 cannons, etc. * You must leave one army in the territory you attacked from. * The system won't let you move more or fewer than you're allowed. Eliminating an opponent: If during your turn you eliminate an opponent from the game by defeating his or her last army on the screen, you win any RISK cards that player has earned. * If winning them gives you 6 or more cards, you must immediately trade in enough matched sets to reduce your hand to 4, 3 or 2 cards. Then you must place the additional armies you earn onto any territory or territories you occupy. * But if winning them brings your total to fewer than 6, you must wait until the beginning of your next turn to trade in a set and earn more armies. Fortify Your Position No matter what you've done on your turn, you may end your turn by fortifying your position, if you wish. You are not required to win a battle or even to try an attack to do so. Some RISK players refer to this procedure as the "free move." Press START to bring up the MAIN MENU. Use the D-Pad to select Fortify; press A. Use the D-Pad to select the territory you want to move your troops out of, and press A to confirm. Use the D-Pad to select the single adjacent territory you'll move them to, and hit A to confirm. Use the D-Pad to toggle back and forth, moving one army at a time. Move as many as you like, but leave at least one army behind. When you're through, press A to enter the final numbers and end your turn. The winner is the first player to eliminate every opponent by capturing all 42 territories on the board. Risk Explanations of Gameplay Use Up/Down to scroll text New Armies Menu This menu appears at the beginning of each turn. When you know how many armies you have available, you can plan your strategy better. The total number is based on the Territories and Continents you occupy, and the RISK cards you trade in. Here's how the numbers are calculated: Territories: The computer counts the number of territories you currently occupy, then divides the total by three. You will always receive at least 3 armies on a turn, even if you occupy fewer than 9 territories. Continents: In addition, you receive armies for each continent you control. (To control a continent, you must occupy all its territories at the start of your turn.) Here are the additional armies you'll receive if you control an entire continent: N. America-5 Asia-7 S. America-2 Europe-5 Africa-3 Australia-2 The RISK Cards There are 44 "cards": 42 are marked with a territory and a picture of Infantry, Cavalry, or Artillery; 2 "wild" cards are marked with all three pictures, but no territory. All cards are held by the computer. Throughout the game you will always collect one RISK "card" at the end of a turn in which you have won at least one battle. At the beginning of a turn, you may trade them in using the NEW ARMIES MENU. During your turn, you may only view them (not trade them in), by pressing START to bring up the MAIN MENU. You want to collect sets of RISK cards. A set consists of three of the same kind (Infantry, Cavalry or Artillery), or 1 of each of the 3 kinds, or 1 or 2 plus 1 or 2 wild cards to make a set. Each complete set entitles you to extra armies-which will increase your battle strength. If any of the 3 cards you have earned has the picture of a territory you occupy, you receive 2 extra armies. Press C on the NEW ARMIES MENU to Trade Cards, and your cards will appear on screen. Use A to select or de-select each one. The screen does not indicate the extra 2 armies, but the computer will automatically place them for you. It places them on the territory whose card you select first. Note: On a single turn, you will receive no more than 2 extra armies above and beyond those you receive for the matched sets of cards you trade in. Risk Hints and Tips Use Up/Down to scroll text Keep these strategy hints in mind as you play, add armies, and fortify. * Conquer whole continents: You will earn more armies that way. * Watch your enemies: If they are building up forces on adjacent territories or continents, they may be planning an attack. Beware! * Fortify borders adjacent to enemy territories for better defense if a neighbor decides to attack you.

RISTAR.O

Ristar Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME POWER-UPS HINTS AND TIPS BROWSE HELP FILES Ristar Game Description Use Up/Down to scroll text Save the Home System! In a far away galaxy is a solar system filled with mysterious planets and wonderful creatures. All has been peaceful there for millennia-until now. The space pirate, Greedy, is a tyrant leader of an evil space army. He has decided to take over this beautiful solar system and make it the new headquarters for his growing army. Greedy's devious plot is to brainwash the leaders of every planet and force them to do his bidding. Even the legendary hero of the solar system was captured, and is now Greedy's prisoner. The Planet Flora makes a last, desperate plea for help. The space hero's son Ristar answers the distress signal. Although young and inexperienced, Ristar is valiant, determined, and the solar system's only hope. Ristar must travel from planet to planet and free the brainwashed leaders from the villain's control and ultimately conquer Greedy. If the young hero is successful, he will restore peace to the once-happy worlds of his home system and finally free his father. Ristar Controller Functions Use Up/Down to scroll text Start Button: * Brings up Title screen from introduction. * Exits pre-game screens. * Pauses game/resumes play when paused. * Selects highlighted option from Title screen. D-Pad: * Moves Ristar around screen. * Highlights options in pre-game screens. * Guides Ristar's jumps and grabs. Buttons A and C: * Makes Ristar jump. Button B: * Makes Ristar grab. Ristar Playing the Game Use Up/Down to scroll text The Moves of a Star: Ristar may be small, but don't let his size fool you! Because he is a star, he has an enormous supply of energy. Learn all his moves, because sooner or later, you will need every one of them! Jump: Press the Jump Button. Use the D-Pad to guide your jumps. Grab: Hold the D-Pad toward the object or creature you want to grab, and press the Grab Button. Throw: Press the Grab Button to throw an object Ristar is holding. Creatures, however, can't be thrown (they are grabbed). Up or Down Ladder: When Ristar grabs onto a vertical ladder, press the D-Pad UP or DOWN. Press the D-Pad LEFT or RIGHT for a horizontal ladder. To let go of the ladder, press the Jump Button. Wall Climb: Use this special move to climb up walls. Grab the surface of the wall, and press the Grab Button repeatedly. Ristar inches his way up. Press the D-Pad in a diagonal direction while pressing the Grab Button for best results. Level Descend: To move from a level, such as from a tree branch to a lower one, press the D-Pad DOWN. Hang: Ristar can hang from, and even be towed by, some airborne objects and creatures. Grab the object or creature and hold the Grab Button. To let go, release the Grab Button. Fast Swim/Air Float: Press and hold the Jump Button. Pulley: Hold both the Grab and Jump Buttons, and press the D-Pad UP or DOWN to move the pulley rope. Meteor Strike: This is the most powerful of Ristar's special moves. The Game Screen: Gold Stars: These stars represent the number of times Ristar can be hit by an opponent or an object for each Life. The most Ristar can have at one time is four stars in a NORMAL game, or two in a HARD game. If Ristar is hit by an opponent or an object with one star left, a new Life is used to continue the game. Lives: For each NORMAL game, Ristar has five Lives. For a HARD game, he has two Lives. These will be used up quickly if you're not careful! Point Total: Grab any creature or Yellow Jewel you can to increase this score. Ristar Power-Ups Use Up/Down to scroll text Ristar's Power-ups: There are several useful items to help Ristar on his journey. Find them in treasure chests and holes. By grabbing some branches or walls, Ristar might even be able to shake some of these hidden valuables into the open! Little Star: These come in two varieties. The yellow and black one gives you an extra Life. The black and white one helps you through traps. Restore Star: The gold star adds one more hit to your Gold Star count. The silver star resets your Gold Star count to four hits. If your count is already full, don't pick any new stars up! They might be useful later. Yellow Jewel: Worth 100-1600 points. Pick up as many as possible and watch your Point Total soar. Using the Star Handle: Star Handles are very handy for getting you where you've got to go! Jump up and grab one, and hold the Grab Button. If you're facing right, hold the D-Pad RIGHT. Hold the D-Pad LEFT if you're facing left. Ristar starts spinning faster and faster! When you let go of the Grab Button, Ristar becomes a shooting star and starts zooming around. Press the D-Pad in any direction to control his flight. So why zoom? That depends on where you are. You can use the Star Handle to do a Meteor Strike and bump Greedy's creatures off the screen. It's a lot faster than attacking them one at a time. You can also explore dangerous places safely by spinning off the Star Handle. Just be careful where you land! At the end of a round, spin off the Star Handle to zoom to the next planet. Finally, you can go to secret bonus stages by spinning off special Star Handles if you can find them. Bonus Stages: Every bonus stage is unique. Each has a treasure for you to find within a certain time limit, but the way to reach this treasure is different in each stage. The Password: If you reach a certain stage, you will find a screen with several passwords. When you find it, write them down. Go to the PASSWORD option in the Option screen. Use the Jump Button to enter a letter, and the Grab Button to erase a letter. Press Button A, B or C when the yellow return arrow next to END is highlighted to erase letters. When finished, highlight END and press the Jump Button or the Start Button to return to the Options menu. Between Levels: After you finish a level, the Clear Bonus screen appears. Your points earned from that level are listed. Round Clear Bonus: You are given points each time you finish adventuring on one of the planets. Treasure Bonus: For each treasure you find in a treasure chest, the score increases. Technical Bonus: The less you are touched by creatures or dangerous objects, the higher the score. Secret Bonus: Grab anything you can! Uncover secret treasures to cash in on points. Continue: When all of Ristar's Lives are used up, the Continue screen appears. Continues are listed at the top of the screen. Highlight YES to continue the game from the same level, or NO to return to the Title screen. The game ends when you run out of Continues. Ristar Hints and Tips Use Up/Down to scroll text Hints From the Heavens: * Watch the demo for hints on game play. * Explore everything. Grab every wall. There are many hidden treasures to find. * Move slowly. Except for the Bonus Stages, there is no time limit. Rushing through the stage quickly to get to the treasure might lead to costly mistakes. Patience pays. * Use all Star Handles. There are reasons why these are located where they are. To get the most use out of them, jump on the handle and start spinning. Then release for a burst of mega-speed. * When you discover how to reach the treasure in a particular Bonus Stage, try to improve your time when you play this Bonus Stage again. You can always do it faster! * Learn to use Power-ups and other items strategically. Timing their use is important. * On level 2, if you seem to be having trouble getting past a tree, then keep hitting it with the B-Button until it falls over, giving you a clear path to continue.

ROADRSH1.O

Road Rash Electronic Arts To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME RACING THE RASHERS BROWSE HELP FILES Road Rash Game Description Use Up/Down to scroll text No Speed Limit? No Rules? No Problem? Blow 14 opponents off the backroads of California in the most illegal, unofficial and dangerous race there is. Kick and punch your opponents out of the way at 150 mph. Snatch a club-if you wanna do some real damage. Avoid cows, roadblocks, oil spills and oncoming traffic! Finish the race to take home cash or look for a police escort to your favorite jail. The roads get tougher and your opponents get meaner with each new level-so get used to the abuse! Road Rash Controller Functions Use Up/Down to scroll text When you're riding: D-Pad: * Move left or right to lean Button A: * Press to brake Button B: * Press to accelerate Button C: * Press to attack When you punch, kick, or backhand, you automatically aim the direction of the jerk closest to you. To grab a club out of an opponent's hand, just reach out like you're going to punch 'em long enough for you to grab it. Punch 'em! Press C to punch an annoying jerk. Kick 'em! D-Pad down and hold down C to prepare to kick 'em out of your way. When you're ready to kick 'em into tomorrow, release C and watch 'em fly! Slap 'em! D-Pad up and hold down C to prepare to backhand 'em straight into oblivion. When you're ready to strike, release C and kiss 'em good-bye. Running back to your bike After you crash, you automatically run back to your bike, but you can run in different directions to avoid obstacles. To avoid any traffic that might hit you while you're running, D-Pad right or left to run right or left. Press A to stand still and wait for traffic to fly by. Road Rash Playing the Game Use Up/Down to scroll text Two-Player Action So ya wanna race against a buddy? Here's how: * Press A at the Track Selection screen until BOTH Player A and Player B are showing. You and your opponent take turns racing. The player with a controller plugged into the port labeled CONTROL 1 on the Sega is Player A and races first. Winning When you win a race, you get some cash to put towards a better bike. The better the bike, the more expensive it is, so save up! To move up a level, you must place fourth or better on each of the five tracks. To win the Road Rash, you must finish fourth or better at each track five times. When you finish a race, you can: * Press Start to get to the Track Selection screen and select a new track to race. * Press C to view bikes for sale and put your winnings to some use. * Press A to view the high scores. Using a Password At the end of a race, your password is automatically displayed. If you go to another screen, press B to get the password again for your current status and location. At the end of this rasher's manual are a few pages for writing down your passwords. Use 'em. To get to the password entry screen, press C at the track selection screen. NOTE: A PASSWORD FROM ONE PLAYER'S GAME CAN BE USED BY THE OTHER PLAYER. For example, Player A's password can be used by someone playing as Player B. Road Rash Racing Use Up/Down to scroll text The Bikes Take a look at the different bikes available to you at the end of each race. Save the money you win from each race and when you can afford one, buy a new bike. The better the bike, the more expensive it is. Press C to buy the bike shown. The Shuriken 400 - $4000 has tight steering, but is short on power(that means slow acceleration at a green light), but it has the best handling. The Panda 600 - $5000 is an excellent all-around sport bike with light, easy steering. It's pricey, but worth it. The Bonzai 750 - $7000 is known for its tight handling and power at high revs. The Kamikaze 750 - $8000 has looser steering, but a lot more power than the Banzai. The Shuriken 1000 - $12000 is faster than wind. Feared for its speed, the other Rashers clear the sidewalk when they see this barrelin' down the roadway in their direction! The Ferruci 850 - $14000 has V-Twin torque and tight handling, but it's not terribly reliable. One big crash and this one could put you out of the picture. The Panda 750 - $20000 has excellent mid-range power and the coolest paint job in town. Drive one of these if ya wanna impress Natasha. The Diablo 1000 - $25000 features fuel-injected horsepower and awesome Italian handling. Don't buy it unless you think you're strong enough to handle the extreme power. The Roads These roads are cruel. Give up now if you can't handle a little hamburger...you're still here> You think you're crazy enough for this? Multiply that by three and you might come close to having the nerve you need to succeed. Sierra Nevada You're gambling with your life in this stretch of Rash territory. The pine trees and hills are nasty-especially when your lodged in between the branches. Good luck getting out with your teeth intact. Pacific Coast Surf the cement waves on the Pacific Coast Highway if you don't want to kiss the sand. If them Santa Ana winds don't get you, the hilly sand dunes will! Redwood Forest The Redwood Forest is nice for sightseeing, but if you're rashin', keep your eyes on the road and be sure to jump the rocks-not slam into 'em. Palm Desert Can you stand the heat? Doubt it. Avoid getting half-baked on the high-degree highways when the Rashers smear you across the asphalt. Steer straight in the heavy winds and around cacti and cow skulls out here. Grass Valley Watch out for the cross-traffic and cows on this nasty asphalt ribbon. Don't hit the sides of the barns-disturbs the cows, don't ya know. Things to Avoid Cows and deer Bovine brutality taken to new extremes. Avoid these oversized critters if you want to stay in the running. They'll wander across the street, and into you if you don't watch 'em. Cars Dangerous drivers skate all over the place regardless of you. Avoid oncoming traffic, speeders coming up from behind, and cross traffic at the intersections. Keep your eyes on the rear views, and don't blink-unless you want to be road pizza. Oil Slicks, Sand, and Gravel Avoid any spots of black oil, yellow sand, or brown gravel you see in the road cause all they'll give you is a lot of skid and even more heartache. Trees The Diablo 1000 can take you from 0 to 60 in 4 seconds. A tree can take you from 200 to 0 in no seconds. The Cops If you let these guys catch you, you'll get severely fined(or thrown in jail if you're a repeat offender). Don't sweat your first race-you start with $1000 in pocket. Officer O'Leary is pretty dopey, but if you go too slow, he'll bring up the rear and bump you off the street. He's a nervous rookie, so backtalk this jerk all you want. Officer Rourke hates the Rashers' out of control attitudes. He's pretty uptight and will bust you just for having fun, so keep it clean(or just kick him out of the way). Officer Flynn will submit you to a heavy dose of harassment, then give you a little more. He's quick, so if he's coming up on your rear, accelerate your head off and cross your fingers. Officer O'Shea used to be a Rasher himself, but the cops thought they could use somebody who knew the Rasher hangouts and bought him off. This guy's an excellent rider and tough to outrun, so ride like a bat out of hell to avoid him. Officer O'Conner is the toughest cop on the force. She doesn't take anything from anyone-especially kindness. Try to outrun her if you want to have any chance of succeeding. The cell she throws you into downtown is dismal! Road Rash The Rashers Use Up/Down to scroll text THE RASHERS Natasha was born in Arizona, raised in Babylonia, but she rides like a bat out of hell. If you attack Natasha, prepare for her revenge. Be cool to her if you want some help. Biff is a preppie jerk with nothing better to do than put his too tight, eight-hundred dollar leathers on and punch easy riders like you off the road. Biff's a hard-hitter, so watch yourself out there. Slater was a skate rat, but got bored of doing damage at only 20 miles per hour. Slater bought a bike. Now Slater can do damage at 140 miles per hour. Watch this unpredictable dude. Ikira is the coolest export from Japan since the Sega. He's into the American scene(which happens to include unnecessary violence). Ikira's basically nice-he's only in it for the money. Sergio wipes the pavement with your face when you least expect it. Sergio has an unnatural passion for his motorcycle, so plan on some serious pain if you dent it. Helldog is not man's best friend. He eats his best friends for lunch. Helldog comes after you no matter what you try to do, so try to outrun him-or out-beat him if you can.

ROADRSH2.O

Road Rash II Electronic Arts To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME THE BIKE SHOP HINTS AND TIPS BROWSE HELP FILES Road Rash II Game Description Use Up/Down to scroll text To win at Road Rash (and we assume since you're out there at a hundred plus, fighting hand-to-hand with some pretty burly guys and gals, that you want to win), you have to draw on your skills, your smarts and your guts. This is a competition which demands quick reflexes, strategy and a willingness to take risks. But there's one thing above all others that you want to keep in mind: the finish line. It's the critical geographical factor in any race. But there's always something in the way. If you don't get terminally floored by an opponent or nabbed by the law, you're bound to run into all sorts of debris. Rocks, junked cars, deer and cows all litter the road. And watch out for gravel patches, sand and oil slicks! They're every rider's nemesis. And so are the cars! Don't assume they'll stay in their lanes. Road Rash II Controller Functions Use Up/Down to scroll text To jump right into the race, simply select START RACE from the MAIN MENU. Track Selection This option allows you to choose which course you'll ride. You'll get a brief description of each track, including length. Select this option just before you start to race. To pick a track: 1)Move the D-pad up/down/left/right to move the highlight over the track of your choice. 2)Press any button to select the track. The highlight will then move over EXIT. 3)Press any button. Follow the same steps outlined above to select a bike while in the Bike Shop. Road Rash II Playing the Game Use Up/Down to scroll text RACING: The Instrument Panel The Instrument Panel displays useful gauges. Any rider worth his or her spunk knows how to use them. Stamina Meter This meter shows your physical condition throughout the race. If you've taken a beating from your opponents, the stamina meter moves from green to red. The right side of the screen shows your nearest opponent's Stamina Meter. Condition of Bike This meter works the same way as the stamina meter. If you bite it too many times, your bike could turn to cinders. Time This is the official Swiss Time race clock. It's another instrument used to gauge your worthiness on this circuit. Speedometer The digital speedometer shows your current speed in miles per hour. Tachometer This meter shows the engine's revolutions per minute (RPM). This meter appears only in SOLO and TAKE TURNS modes. Odometer This gauge shows how many miles you've put under your belt this race. You can use it to determine how much farther you have to go before you reach the finish line. Just make sure to remember the length of the course you're riding (displayed for each track on the SELECT TRACK screen). Rear View Mirrors These babies show who and what is coming up on your tail. They're especially helpful just after a spill. You can use them to spot oncoming traffic before crossing the road; and, once you get on your bike, a well-timed pop can prevent a competitor from passing you as you're picking up speed. Nitro L.E.D. METER (Nitro only) Riding a Nitro bike? This LED meter shows your store of nitro bursts. Each red light signifies an unused burst of nitrous. When you use a burst, a light goes off. When all the lights are off, you're out of nitrous. (To get that blast of gas, press B twice quickly and hold it down.) Competition Meter (In MANO a MANO & SPLIT SCREEN) Located between the upper and lower screens, these green lines show how close each player is to his opponent and to the finish line. Running Back To Your Bike Sooner or later you're gonna bite it! And it's not likely that after all of the sliding and colliding you'll end up within arm's reach of your bike. You'll automatically make a B-line for your bike. But if you want to run around a cactus or rock formation, just move the D-Pad up/down/left/right. And if you want to pause to avoid oncoming traffic, press A. Fighting Not everyone likes to scrap. But you gotta stand up for your rights! You can punch, backhand and kick your opponents all day long. And if you're good enough to grab a club or yank a chain from another rider, you can inflict severe damage. Don't worry about aiming; you'll always attack the opponent closest to you. Road Rash II The Bike Shop Use Up/Down to scroll text The bike you use to win at Level 5 is not the bike on which you want to learn to ride. Each rider has distinct needs at each stage of his evolution as a rider. It's best to start on a light bike with quick steering. Later you might want to get a bike with more power, and your improved skills will allow you to handle that power (and the weight and slower steering that result). The Bike Shop has a machine for every biker. It supports a full selection of ultra lights and a showroom full of super bikes. We've even stocked nitro powered exoti-bikes. Sorry, you can't ride 'em before you buy 'em! But these brief descriptions should help you decide which is best for you. Remember, no deal is closed until a bike is ridden out of the shop. So look at as many as you like. ULTRA LIGHTS Shuriken 400 This entry level bike is functional but short on power. Panda 500 Reasonable midrange power and a lack of weight make this bike easy to ride fast. Panda 900 A good compromise between power and weight makes this a great Sport bike. Shuriken TT 250 This gray market 2-stroke is a race bike with lights. Extremely light and quick, it can smoke bikes twice its size. Banzai 7.11 This custom bike has an 1100cc engine stuffed in a stripped down 750 chassis. SUPER BIKE Panda 600 The Panda is powerful for a 600, but it lacks a good chassis. The bike can be twitchy and hard to control. Banzai 600 A great chassis allows this bike to hold its speed through turns, but acceleration is slow. Banzai 750 Low cost and stable all around performance make this the most common Sport bike on the road. Shuriken 1000 This bike has lots of power and lots of weight. Remember that when you go screaming into a turn. Diablo 1000 Choice of the power-hungry elite. Faster and more expensive than ever. And it's RED! NITRO Panda 600 N The nitrous oxide burst will give this bike 105HP. Be careful using it in a turn. Banzai 750 N Nitrous momentarily pushes this bike's horsepower up to 135HP. Shuriken 1000 N Monstrous power. A twist of the throttle in the wrong corner will make this bike dangerous. Banzai 7.11 N Nitrous on an Ultra-light makes this the choice of top Unprofessionals. Diablo 1000 N It will cost you 10 Grand to figure out if they can make the standard Diablo any faster. And it still comes in RED! Road Rash II Hints and Tips Use Up/Down to scroll text * Select two players and select mano a mano. Then press start on controller one. Then select one player again after selecting the Hurricane bike. Now you are ready to fly!!

ROADRSH3.O

Road Rash 3 Electronic Arts To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Road Rash 3 Game Description Use Up/Down to scroll text It's time to get back on your bike again and do some road rashin'! Pick up your favorite weapon as you challenge other bikers all over the world in the toughest bike tour ever. You best be prepared or it's gonna be visiting time with the Repo Man. So grab your helmet and start your engines! Only from Sega. Road Rash 3 Controller Functions Use Up/Down to scroll text COMMAND SUMMARY Getting Around in the Menus Move the highlight box: D-Pad Select a highlighted item: Any Button Controlling Your Bike Steer left/right: D-Pad left/right Brake: A Accelerate: B Nitrous burst(Nitro bikes only): B(Twice quickly) Punishing Your Opponents Punch: C(Without weapon) Backhand punch: C + D-Pad up Kick: C + D-Pad down Grab weapon from opponent: C Use weapon: C(With weapon) Alternate attack: C + D-Pad up Cycle through weapons: D-Pad up + Start Running Back To Your Bike(After A Fall) Control running direction: D-Pad in any direction Stop running: A PRESS START TO PAUSE/RESUME Road Rash 3 Playing the Game Use Up/Down to scroll text Select Track Thrash riders from all over the world on seven international tracks. Challenge pedestrians on the over-crowded streets of Japan, dodge wild animals on the African plains, and oh, so much more! Choose from five tracks per level. Each track is listed with a description, the distance, and a glimpse of the terrain. Bike Shop Rat Bikes: Low-end racing machines. Unless you're riding downhill, you'll be lucky to qualify beyond level two on one of these sorry cycles. Sport Bikes: Sport bikes are quick! As you move into this class you'll need to adjust your riding technique. Brake into turns sooner and keep your eyes peeled for oncoming cars-decision-making time is almost nil. Super Bikes: Step into the Super Bike showroom, and you're set to bid for the Road Rash 3 crown. We've taken care of the speed; all you've gotta do is learn how to survive on these crotch rockets. Upgrades: You can upgrade your equipment in four areas: Performance, Protection, Tires, and Suspension. Upgrade as soon as possible to get a quick edge over the competition. PERFORMANCE: Increase your engine's overall performance-quicker acceleration, higher RPMs, and more power. PROTECTION: Strengthen your bike's faring to withstand more collisions, endure more spills, and keep your Damage gauge strong. TIRES: Invest in tires that hug the road, and keep your wheels underneath the chassis for a change. SUSPENSION: Helps your bike recover from jumps quickly, and keeps it stable in turns at high speeds. All upgrades are made to the current bike, so they're gone each time you purchase a new one. A bike may be upgraded only once in each area. CONTROLLING YOUR BIKE If you think all you need to be successful in Road Rash 3 is a black leather jacket and a Louisville Slugger, you've never encountered a startled zebra at 120 mph. Prepare to spend lots of quality time with the pavement as you learn to control your bike. * To accelerate, press and hold B, * D-Pad left/right to weave through your opponents, navigate turns, and avoid obstacles in the road. * To hit the brakes, press A. You'll need to brake into turns and when the cops show up-well, maybe not for the cops! * When you're riding a Nitro-equipped bike, press B twice quickly and hold it down for a Nitrous enhanced burst of speed. PUNISHING YOUR OPPONENTS Stamina meters are reduced with each direct shot. When a Rasher's Stamina meter hits zero, the Rasher hits the street. * To punch, press C when you're near an opponent. * To strike your opponent with a stinging backhand, press C + D-Pad up. * To kick, press C + D-Pad down. * To steal a weapon from an opponent, press C to grab as your opponent holds it out. * To use a weapon, press C. Some weapons offer an alternate attack. Press C + D-Pad up for the alternate attack. MULTIPLE WEAPONS In Road Rash 3, you can carry as many weapons as you can get. While cycling through weapons, the name of your current weapon takes the place of the closest rasher's name. * To cycle through weapons, D-Pad up and press Start. * To steal additional weapons, your current weapon must be cycled to PUNCH. The mace, oil can, and cattle-prod carry ten charges each. END OF THE RACE There are three ways to end a race: Crossing the Finish Line Prize money is awarded to every rasher who crosses the finish line. However, if you want to advance to the next level, you've gotta finish in one of the top three spots on all five tracks. Wrecked Bikes sustain damage with each crash severe enough to eject the rider. Your bike's condition is displayed on the Damage gauge. When the Damage gauge reached zero your bike is wrecked, you're out of the current race, and you must pay the repair cost. In Solo mode, if you cannot afford to repair your bike, you may be asked to continue as a Repo Man for the bike shop. If you fail in your duties as a Repo Man-See Ya! Busted Cops hate Road Rashers. If you don't like it-get a day job! If you lay your bike down anywhere near a motorcycle cop, squad car, or rover, you'll get busted before you finish painting the pavement red. When you spot a police helicopter, a road cop is bound to be close-by. Watch out! The helicopter tries to slam you with its landing rails, making you easy prey for the upcoming road cop. If you get Busted, you're out of the current race and charged with a stiff fine. In Solo mode, if you can't afford to pay the fine, you may be asked to continue as a Snitch. If you fail in your duties as a Snitch-Later! Repo Man and Snitch Options Repo Man and Snitch options are your only chance at a second chance. As a Repo Man, you work for the Bike Shop owner; as a Snitch, you work for the cops. In either case your duty is the same: you're racing against a rasher they want bad-pound 'em to the asphalt then pull-over and let the authorities do their thing. Your repair cost or fine is waived. Following a Solo race, if you can't afford your repair cost or fine, the Repo or Snitch screen may appear. To help you complete your mission, the Bike Shop owner gives you a crowbar-the cops provide you with a club. Your target Rasher stands out from the crowd by wearing different color leathers. If you fail, you return to Level 1 with $1000 and a stripped-down Perro 125. Any questions? Road Rash 3 Hints and Tips Use Up/Down to scroll text * Save your cash to buy a more powerful bike. * Steal weapons from other riders to attack them later. * Bump other riders into oncoming traffic to smash them. * When turning, you don't have to worry about braking. Just accelerate.

ROARBST.O

Roar of the Beast Sunsoft To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS OBJECT OF THE GAME POWER UPS BROWSE HELP FILES

ROCKETKN.O

Rocket Knight Adventures Konami To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME SPARKSTER MOVES HINTS AND TIPS BROWSE HELP FILES Rocket Knight Adventures Game Description Use Up/Down to scroll text The Past: The world you are about to encounter is called Elhorn. It is a world of warriors, magic and machinery. It is also the home of the kingdom of Zebulos. Zebulos is a kingdom with a long history. Its first king was El Zebulos. Now, it is difficult to sort the ancient legends and myths from the facts. The prevailing belief is that El Zebulos was a brave hero who fought a band of evil would-be invaders who sailed in a powerful evil ship called the "Pig Star." These invaders would have brought destruction to El Zebulos and his clan. They fought hard, and though the odds were against them, El Zebulos would not give up. His courage and conviction provided the leadership necessary to overcome their opponents. After defeating the invaders, El Zebulos became the ruler of the peaceful land, and the Pig Star was placed under a magical seal to keep it out of enemy hands. The "Key to the Seal" was guarded by Zebulos and his royal family. From generation to generation the Zebulan family has guarded the Key. Because the Pig Star had the power to destroy whole worlds, the Kingdom of Zebulos has always been subject to attack. An elite fighting force was formed-the powerful Rocket Knights. These armored warriors use rocket packs and mystical swords as well as superb fighting skills to protect and serve the kingdom. The current leader of the Rocket Knights is the brave Sparkster. He emerged as leader when the Rocket Knight master Mifune Sanjulo was destroyed by a corrupt knight called Axle Gear. Sparkster fought Axle Gear and banished him from the land, but there are rumors that Axle Gear has returned to the kingdom. The Present: The kingdom has recently come under attack from the nearby Devotindos Empire. Overwhelmed by the robot-led army's attack, the Zebulan forces are nearly wiped out. The Zebulan empire is on the verge of crumbling. Sparkster feels the presence of Axle Gear behind the attack, and heads to the Castle Zebulan. Sure enough, Axle Gear has taken the Princess! He plans to use her as a hostage to blackmail the king and get the Key to the Seal, but he doesn't realize that the Princess is actually the only one left who knows of the location of the Key. The Future: There isn't going to be a future if Sparkster doesn't rescue the Princess from Axle Gear. It is that simple. He must crush the Devotindos army and finally end Axle Gear's threat before the Key is recovered and the Pig Star is reactivated. The fate of Zebulos is in your hands! You control Sparkster. Are you hero enough to face the challenge of a lifetime? Rocket Knight Adventures Controller Functions Use Up/Down to scroll text Start Button: * Used to start the game; in mid-game used to pause; resume play by pressing again. A Button: * Press to attack (hold for rocket pack energy build-up). B Button: * Press to jump. C Button: * Press to attack (hold for rocket pack energy build-up). D Button: * Control the direction of movement and attacks. Rocket Knight Adventures Playing the Game Use Up/Down to scroll text There are seven levels to this game. Each is divided into sub-levels. At the end of each level you will find a boss character waiting to put a stop to your rescue attempt. All you have to do is stop the end boss and move on to the next level. Doesn't that sound simple? What could be easier? Well, maybe throwing a baseball into an empty soup can from 500 feet, but that's beside the point. With enough practice you can do it. You control Sparkster. You must get past the enemies by defeating them or escaping. If Sparkster is hit by an enemy's attack, he loses some of his life gauge. When the life gauge is empty, he loses a player unit. (HINT: In all but the Hard mode you can collect fruit to replenish the life gauge. In Hard mode the fruit is only for fun.) There are a set number of player units at the start of a game, but you can earn more by finding "1-up" power-ups in the game. You can also earn extra player units by earning points. * For 20,000 points you get one unit, for 60,000 points you get another unit, and for every 60,000 points after that you get another unit. When all of the player units are used up, the game ends. But even at the end of a game you may select Continue to resume the game from the start of the level where you left off. * The number of player units that you have depends on the difficulty level you have selected on the Option screen. Rocket Knight Adventures Sparkster Moves Use Up/Down to scroll text Basic Controls: You can move Sparkster left/right/up/down by pressing the D-Button in that direction. If he is standing on solid ground, pressing down will make him crouch. To attack, press the A or C button. Rocket Attack: To use Sparkster's rocket pack, press and hold down the attack button to build up energy in the Energy Gauge. When the energy is full, release the attack button and you will go into a rocket attack. The rocket attack can be combined with the D-Button. If you are pressing down (or not pressing the D-Button at all) then you will do a spinning attack on the spot. Rebound Jump: Use the rocket attack to bounce off walls or other objects. This technique can be used, for example, to rocket up narrow passageways. Before releasing the attack button for the rocket attack, press and hold the D-Button to aim in the direction in which you want to fly. Super Jump: If you jump when the energy gauge is full and then use a rocket attack, you can jump even higher and attack directly to the side from an elevated position. Other Special Moves: Hang: Hang by your tail from a branch or other object. Move left or right; get down by pressing down on the D-Button and jumping. Underwater: Sparkster will float when he enters the water. Press down to make him dive. He can also grab onto an underwater pole or other objects. Flying: By picking up a special power item in one level Sparkster can fly for extended periods. In some levels he will be flying from the beginning. Move with the D-Button and attack with the attack button. The jump and rocket attack can't be used when flying. Rocket Knight Adventures Hints and Tips Use Up/Down to scroll text * Use your sword against enemies in automobiles. That way, after you hit them you can jump over them without losing power.

ROLORESC.O

Rolo to the Rescue Electronic Arts To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME ENEMIES PRESENTS AND CHANCES BROWSE HELP FILES Rolo to the Rescue Game Description Use Up/Down to scroll text This Is The Story... ...of Rolo, a little elephant who was captured for McSmiley's Circus, taken from his mother, and made to do tricks for the evil ringmaster. Luckily for Rolo, he escaped. Now he has to find his way home. Along the way, Rolo encountered many other animals who were captured for McSmiley and locked into cages. Rolo felt sorry for them and wanted to set them free. But he couldn't open the cages because he didn't have the right key-only McSmiley had that. So Rolo has set out to find McSmiley and get the Keys from him. When he frees the animals from their cages, they will become his friends. It will be a long, hard trip for the little elephant. He will have to climb trees, look for hidden caves, find his way through creepy old mines, and get across rushing rivers. There are four large areas called Terrains he must search: The Forest, The Desert, The Canyons, and Circus Land. (There's another area, too, but it's a surprise). And when Rolo has freed all his Friends and solved all the puzzles, he will find his way home. Rolo to the Rescue Controller Functions Use Up/Down to scroll text Start Button: * Switch from Rolo to Map Bird & Back on Big Map, open friends screen A Button: * Run faster B Button: * Jump C Button: * Special D-Pad: * Move Jump(B Button) and hit the doorknob: * Open doors A, B, or C Button: * Start Level from Big Map Rolo to the Rescue Playing the Game Use Up/Down to scroll text THE MAPS Rolo will find many Map Pieces during his adventure. The Map Pieces are part of one Big Map that has been cut up like a jigsaw puzzle. Each Map Piece represents a Level that Rolo can explore. Sometimes, you will find hidden Map Pieces; you need to touch these Map Pieces in order to pick them up. You will get a Map Piece when you free all the Friends on a Level. Each time you get one of the Map Pieces, it will be added to the Big Map. You will also see the map Piece in the upper right corner of the screen. Rolo can go to a new part of the Big Map only after he finds the Map Piece that shows it. Each new part of the Map is called a new Level. When Rolo has solved a Level, and leaves it, his footprint will appear over it on the Big Map. You can only go to a new level from the Big Map. You can go to the Big Map by touching a flashing Transporter, or by pressing the Start Button to see the Friends Screen and then using the D-Pad to move Selection Brackets around to the Transporter Square, and then press Start again. When you see the big Map, use the D-Pad to move Rolo to the new Level you want to explore and then press the A, B, or C Button to go there. The Map Bird If you want to see different parts of the Big Map, just follow the Map Bird. The Map Bird flies above all parts of the Big Map just looking around. To get the Map Bird's point of view, press Start when the Big Map is showing. Then use the D-Pad to guide the Map Bird's flight. To leave the Map Bird, press Start again to go back to where Rolo is. Transporters When Rolo has freed all his Friends on a Level and gets a Map Piece, he can leave that Level by touching a Transporter. Touching a Transporter will take Rolo back to the Big Map so he can go on to another Level. Transporters can be used only when they are flashing. McSmiley & His Keys McSmiley has the keys to all the cages. To get the Keys from him, Rolo has to jump on his top hat and make him go away. When Rolo gets a Key, you can see it in the upper right hand corner of the screen. Make sure you don't touch McSmiley except on his top hat or you will lose a Chance. Once Rolo gets a Key, he can open all the cages in the Level where he got it. Only Rolo can open cages. A Key won't open cages in any other Level, and Rolo can't carry a Key from one level to another. Rolo's Friends Rabbits, squirrels, beavers, and moles are all waiting for Rolo to open their cages. Whenever you go to a new area, you will see how many Friends Rolo will have to free there: Up to three of Rolo's Friends will follow his around. If Rolo gets too far away from his Friends, they will get lost and run away. If Rolo gets hurt, his Friends will get scared and run away. And if Rolo has 3 Friends with him and then frees a new Friend, the new Friend will join Rolo and one of the old ones will leave. Sometimes, Rolo will send one of his Friends out to explore a Level, usually because the Friend can go places Rolo can't. To send out one of Rolo's Friends, press Start to go to the Friends Screen. Use the D-Pad to move the Selection Brackets to the Friend you want to send out. Then press the A, B, or C Button to return to the Game Screen. Rabbits Next to reading, jumping is a rabbit's favorite thing to do. They can jump much higher than Rolo or any of his other friends. To make rabbits jump, press the B Button. Squirrels Squirrels like to climb, and they can climb anything that Rolo can't walk past, such as a steep hillside or the wall of a cave or mine. Use the D-Pad to make a squirrel walk up to the surface you want them to climb. Then hold down the C button and press the B Button repeatedly to make the squirrel climb. Beavers Beavers are swimmers. They wear inner tubes so they'll always be ready for a refreshing dip. To make a beaver swim, just use the D-Pad to move them into the water and to choose the direction they'll swim. Beavers can jump out of the water the same as they jump on land. Moles Digging is what moles like best. They can dig into hillsides or cave walls, but not into every hillside or cave wall-they can dig only in soft dirt, which is darker than hard dirt. To make a mole dig, use the D-Pad to move the mole to where you want him to dig. Then hold the D-Pad down to the right if that's the way you want the mole to dig, or to the left if you want him to dig that way, and hold the C Button down at the same time. Stop pressing them when you want the mole to stop digging. Rolo Gives Rides Sometimes, Rolo will let his Friends ride on his back, not only because it's fun, but because its safer. To put Rolo's Friends on his back, press the Start button to go to the Friends screen. Use the D-Pad to choose the picture of Rolo's Friends riding on his back, and then press the A, B, or C Button again. Rolo to the Rescue Enemies Use Up/Down to scroll text McSmiley has a lot of mean Friends who want to keep Rolo from finding and opening the cages. These Enemies are so mean that unless Rolo had a Friend with him, he will lose a Chance if he touches one of them. But Rolo can make an Enemy go away if he jumps on his head. Some of Rolo's enemies are: Lumberjacks Vultures Caterpillars Cacti Hornets Owlbats Walking Bombs Firebreathers Flying Bear Traps Balloon Bombers Snails Spitting Plants Enemies don't just walk back and forth waiting for you to jump on them. Different enemies move in different ways. For instance, Vultures can fly and swoop, Snails can climb walls, and Cacti can jump. Bosses The last level in Terrains will be guarded by at least one Boss. Bosses are McSmiley's strongest Friends and your meanest Enemies. To get into a new Terrain for the first time, you have to beat the boss who guards it. Rolo to the Rescue Presents and Chances Use Up/Down to scroll text PRESENTS Rolo and his Friends will find a lot of Presents during their adventures. Each of these Presents help Rolo in different ways and enable him to do different things. To pick up a Present, have Rolo or one of his Friends touch it. Presents can only be used in the Level where Rolo finds them. Vacuum Cleaners When Rolo has a vacuum cleaner, he can vacuum up things into his trunk. He can then shoot them back out where he wants them or at enemies. He can even suck up porcupines in his trunk, press the C Button. Press the C Button again to make him shoot it back out. Bouncy Rocks Rolo and his Friends can bounce up and down on Bouncy Rocks. If Rolo has a vacuum cleaner, he can vacuum up Bouncy Rocks and move them where he wants them. If Rolo jumps on a Bouncy Rock, he will automatically begin to bounce on it. To make him bounce higher, press the B Button. Lemonade Like all elephants, Rolo drinks with his trunk. But he's too busy to be thirsty; he uses the Lemonade he finds to squirt enemies. To squirt lemonade at McSmiley and his friends, press the C Button when Rolo has some in his trunk. Each glass gives you three shots. he will always squirt in the direction he's facing. Helium Tanks Helium makes Rolo float through the air like a balloon. Use the D-Pad to control where Rolo goes when he is inflated. Washing Machines These are the only presents Rolo or his Friends can't pick up. Instead, Rolo jumps into washing machines and they make him smaller. CHANCES Rolo begins the game with 3 Chances. Rolo will lose a chance when he touches an enemy, falls in the water, falls into a hole, or gets stuck by a spike. If Rolo has a Friend with him and touches an enemy, the Friend will run away but Rolo will not lose a chance. If Rolo loses all his chances, the game will be over. Rolo's Friends have only one chance each, but the game will not be over of they lose their chance. You can see how many chances Rolo has in the upper left hand corner of the screen. Extra Chances You will encounter Golden Boxes along that way that will give Rolo extra chances. Touch a Golden Box to pick it up, and you'll get an extra chance. Continues Sometimes, Rolo doesn't have very good luck. No matter how hard he tries, he loses all of his chances. When this happens, you can start the game over where you left off. When a game is over and the score screen appears, press the Start button to go to the Continue Game screen. You will see Rolo in a cave with a door out on the right and one of McSmiley's circus men with a cage on the left. To Continue the game, press the D-Pad to move Rolo out the cave. To end the game, use the D-Pad to move Rolo left into the cage. You can Continue the game four times; after the fourth time Rolo loses all his chances, you can only start the game all over again from the beginning. Just For Fun: Bonus Levels There are some Levels that don't have any Friends to rescue, enemies to fight, or map pieces to find. These are Bonus Levels where you can earn points or pick up extra chances. When you have picked up all the points and chances in one of these just for fun Bonus Levels, press the Start Button to get to the Friends Screen and then return to the Big Map. Bonus Levels can be played only once. The Score and Game Completion When you finish the game or when you lose all your chances, the score and game completion screen will appear. This will tell you how many points you earned and what percentage of the game you completed. That is, if you finished half the game, your completion percentage would be 50 percent.

ROLTHUN3.O

Rolling Thunder 3 Namco To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES

RTK3.O

Romance of the 3 Kingdoms III KOEI To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME ART OF WAR COMMANDING YOUR CITY MANAGING STATE AFFAIRS YOUR RESOURCES BROWSE HELP FILES

RUGBY95.O

Rugby World Cup '95 Electronic Arts To return to Now Playing, reset your adapter. FONCTIONS DU CONTR‘LEUR JOUER LE JEU TERMES DE RUGBY TRUCS ET ASTUCES PARCOURIR LES FICHIERS D'AIDE Rugby World Cup '95 Description du Jeu Use Up/Down to scroll text Ces gaillards pensent que les joueurs de football sont des fillettes! Il s'est laissÈ prendre par votre feinte de passe, la voie est libre, il ne reste plus qu'un joueur ‡ dÈpasser! Plaf! Vous voil ÈcrasÈ par un arriËre. Ensuite, ce sont 15 brutes qui forment une montagne humaine sur vous pour vous arracher le ballon avec leurs grosses pattes. Pas le temps de se couvrir, il faut s'Èchapper et retourner ‡ sa place sur la ligne. Pas de protection, pas de caucus, pas de temps d'arrÍt, PAS DE PITI…! Des concepteurs de ´FIFA International Soccerª, voici le premier jeu de rugby de ´EA Sports , qui combine l'action directe du football amÈricain avec l'endurance et la finesse du football europÈen. Vous Ítes sur le terrain avec vos camarades et vous donnez des pieds, des mains et des Èpaules pour arriver en finale de la Coupe du monde, avec l'une des 30 Èquipes de calibre international. Rugby World Cup '95 Fonctions du ContrÙleur Use Up/Down to scroll text SOMMAIRE DES COMMANDES Avec le ballon (course) Appuyez sur B : passer le ballon ‡ un co-Èquipier Appuyez sur A + B : Ècarter un adversaire Appuyez sur C : foncer ou se dÈgager (dans l'en-but, poser le ballon au sol pour marquer un essai) Appuyez sur B + C : former une mÍlÈe Avec le ballon (coup de pied) Enfoncez A + bouton directionnel vers le haut ou le bas dans le sens du jeu (l‚chez A pour donner un coup de pied) : coup de pied ‡ ras de terre Enfoncez A + bouton directionnel vers le haut ou le bas contre le sens du jeu (l‚chez A pour donner un coup de pied) : chandelle Enfoncez A + bouton directionnel vers la gauche ou la droite vers la ligne de touche (l‚chez A pour donner un coup de pied) : coup de pied en touche Appuyez sur A : tentative de drop Sans le ballon Appuyez sur A : plaquer Appuyez sur B : changer de joueur Appuyez sur C : accÈlÈrer Former une mÍlÈe Appuyez sur A, B ou C : lancer le ballon dans la mÍlÈe Bouton directionnel vers le haut ou le bas dans le sens du jeu : pousser vers l'avant Bouton directionnel vers la droite ou la gauche par rapport au sens du jeu : faire une mÍlÈe tournante Appuyez sur A+B+C : effondrer la mÍlÈe (si c'est illÈgal, produit une pÈnalitÈ) Former une mÍlÈe ouverte Appuyez sur B + C (en possession du ballon) : former une mÍlÈe ouverte Gardez enfoncÈ A, B ou C : envoyer le demi de mÍlÈe vers la gauche (A), l'arriËre (B) ou la droite (C) de la mÍlÈe ouverte, prÍt ‡ ramasser le ballon (le ballon est ramassÈ dËs que le bouton est l‚chÈ) Tapez sur A, B ou C : remettre le ballon au joueur ‡ gauche (A), ‡ l'arriËre (B) ou ‡ droite (C) de la mÍlÈe ouverte Coup de pied d'envoi/Coup de pied de pÈnalitÈ (Bouton A, B ou C) Appuyez sur 1 : La barre de force commence ‡ bouger Appuyez sur 2 : La barre s'arrÍte la force dÈsirÈe du coup de pied Appuyez sur 3 : La barre s'arrÍte entre les crochets pour dÈterminer la prÈcision Rugby World Cup '95 Jouer le Jeu Use Up/Down to scroll text Compteur DÈterminez la puissance et la direction du coup de pied d'envoi, de pÈnalitÈ, en touche ou vers les poteaux, au moyen du compteur. Appuyez sur A, B ou C pour faire bouger la barre de force. Appuyez une deuxiËme fois sur le mÍme bouton lorsque la barre a atteint la force voulue. Appuyez une troisiËme fois sur ce bouton pour dÈterminer la nature du coup de pied : Appuyez sur A pour envoyer le ballon ‡ ras de terre. Appuyez sur B pour envoyer le ballon ‡ mihauteur. Appuyez sur C pour envoyer le ballon ‡ grande hauteur. Au moment d'appuyer la troisiËme fois sur le bouton, arrÍtez la descente de la barre aussi prËs que possible du point de prÈcision. Le ballon est envoyÈ dans les airs. Le point de prÈcision est le point o˘ il faut arrÍter la descente de la barre. Plus le tir est puissant, plus la barre descend vite. Toute dÈviation par rapport au point de prÈcision est punie par un coup de pied inadaptÈ. Les barres de contrÙle de part et d'autre du point de prÈcision permettent d'orienter le coup de pied vers la gauche ou la droite. Plus le coup de pied est puissant, plus les barres de contrÙle rÈtrÈcissent. L'ACTION ¿ partir du coup d'envoi, n'importe quel joueur peut porter le ballon, de prÈfÈrence vers la ligne de but adverse. Lorsqu'il porte le ballon, le joueur contrÙlÈ par l'utilisateur est mis en surbrillance dans une couleur qui dÈpend du numÈro du contrÙleur. DÈplacez le bouton directionnel vers le haut, le bas, la gauche ou la droite pour contrÙler le sens vers lequel court le joueur qui tient le ballon. Gardez enfoncÈ le bouton C pour faire accÈlÈrer le joueur qui porte le ballon. Passes ¿ moins que votre joueur ne soit trËs rapide, il n'ira pas loin avant que les adversaires ne s'approchent pour le plaquer au sol. Et ‡ moins d'avoir beaucoup de chance, vous risquez fort de perdre le ballon ‡ ce moment-l‡ ou pendant la mÍlÈe ouverte qui s'ensuit. Il vaut bien mieux faire une passe pour obliger les adversaires ‡ courir. Appuyez sur B pour passer le ballon et utilisez le bouton directionnel pour contrÙler le sens de la passe. Vous prenez immÈdiatement le contrÙle du joueur qui tient le ballon. Coups de pied tactiques Dans l'espace - Si le joueur qui porte le ballon n'est pas bien placÈ pour faire une passe ou s'il est pris prËs de sa ligne d'en-but et doit se dÈbarrasser du ballon, il l'envoie en avant dans l'espace. Gardez le bouton A enfoncÈ sans appuyer sur le bouton directionnel. En touche - Avec le tir dans l'espace, on renonce ‡ la possession du ballon. Une technique plus avancÈe consiste ‡ envoyer le ballon en avant, mais en s'assurant qu'il sorte du jeu en touche. Cet envoi en touche produit un alignement pour la touche donnant 50% de chances de rÈcupÈrer le ballon. Envoyez le ballon vers la touche de la mÍme faÁon que dans l'espace, sauf que le joueur qui donne le coup de pied doit faire face ‡ la ligne de touche. Coup de pied ‡ ras de terre - Si les adversaires sont trËs proches lorsque le ballon est envoyÈ dans les airs, ils risquent de l'attraper. Un coup de pied ‡ ras de terre vous donne la chance de dÈpasser les adversaires et peut-Ítre mÍme de rÈcupÈrer le ballon. Gardez le bouton A enfoncÈ et dÈplacez le bouton directionnel vers le haut ou le bas (dans le sens du jeu) pour envoyer le ballon ‡ ras de terre. DÈfense Quelle que soit votre habiletÈ, le moment viendra o˘ vous devrez concÈder la possession du ballon ‡ l'Èquipe adverse. Il vous faut alors l'empÍcher de marquer des points et t‚cher de rÈcupÈrer le ballon pour organiser votre propre attaque. Le secret d'une bonne dÈfense au rugby, c'est d'Ítre capable de plaquer les adversaires. Si vos joueurs laissent les adversaires se dÈgager, ceux-ci peuvent gagner du terrain et envahir des positions d'o˘ ils marqueront des points. Appuyez sur B pour passer le contr le au joueur le plus proche du ballon. Appuyez sur C pour accÈlÈrer derri re le joueur qui tient le ballon. Appuyez sur A pour que votre joueur plaque un adversaire. POINTAGE L'objectif de vos manoeuvres d'approche est de vous mettre en bonne position pour marquer des points. Au rugby, il existe deux faÁons de marquer des points : par des coups de pied et par des essais. Essais Pour marquer un essai valant cinq beaux points, un joueur doit dÈposer le ballon dans l'enbut adverse (la zone derriËre les poteaux, entre la ligne d'en-but et la ligne de ballon mort). Lorsque le joueur qui tient le ballon traverse la ligne de but adverse, appuyez sur A, B ou C pour poser le ballon au sol et marquer un essai. AprËs cela, le jeu retourne au milieu pour le coup d'envoi. Mais les avants peuvent aussi marquer des points en utilisant leur puissance pour foncer. Vous pouvez amener le ballon au-del‡ de la ligne d'en-but pendant une mÍlÈe ou une mÍlÈe ouverte, puis poser le ballon au sol lorsqu'il est disponible. Une autre faÁon de battre les adversaires, c'est d'envoyer le ballon dans l'en-but, puis de courir plus vite que les dÈfenseurs pour Ítre le premier ‡ l'atteindre. Coups de pied MÍme si les coups de pied ne sont pas aussi spectaculaires que les essais, les points qu'ils permettent de gagner sont essentiels au rÈsultat de la partie. Pour que le coup de pied compte, le ballon doit passer entre les poteaux et par dessus la barre transversale. S'il passe trop loin ou trop bas, tant pis! Il existe trois types de coups de pied valables : les transformations, les coups de pied de pÈnalitÈ et les drops. Transformations AprËs chaque essai, l'Èquipe qui a marquÈ le point peut envoyer le ballon au but et gagner deux points supplÈmentaires. Le ballon est automatiquement placÈ en parallËle par rapport ‡ la position o˘ l'essai a ÈtÈ marquÈ et ‡ l'alignement de l'Èquipe adverse sur la ligne d'en-but. Les adversaires ne peuvent avancer qu'aprËs le coup de pied. Le joueur qui donne le coup de pied, en gÈnÈral l'arriËre, court vers le ballon et la force du coup est mesurÈe par le compteur. AprËs une transformation, qu'elle soit rÈussie ou non, le jeu retourne au milieu du terrain pour le coup d'envoi. Coups de pied de pÈnalitÈ En cas de pÈnalitÈ en votre faveur, vous avez le choix entre une mÍlÈe ou un coup de pied. Si vous pensez Ítre ‡ bonne distance, appuyez sur B et tirez le ballon vers les poteaux. Un coup de pied de pÈnalitÈ transformÈ vaut trois points et dans les parties o˘ une dÈfense solide rend les essais pratiquement impossibles, ce sont les coups de pied de pÈnalitÈ qui dÈterminent le gagnant. Le ballon est automatiquement placÈ ‡ l'endroit o˘ la faute a ÈtÈ commise et les adversaires reculent de 10 mËtres. Ils ne peuvent avancer qu'aprËs le coup de pied. Le joueur qui donne le coup de pied, en gÈnÈral l'arriËre, court vers le ballon et la force du coup est mesurÈe par le compteur. Si le joueur marque, la partie recommence au milieu du terrain. S'il manque son coup, la partie continue. Drops Tout comme les coups de pied de pÈnalitÈ, les drops valent trois points. La grande diffÈrence, c'est que le drop est marquÈ en jeu ouvert, tandis que les joueurs vous entourent et les adversaires veulent vous abattre. Puisqu'on n'a pas le temps de prendre son Èlan, pour les drops il faut Ítre plus prËs des poteaux que pour les coups de pied de pÈnalitÈ ou les transformations. N'importe quel joueur peut essayer de marquer un drop. Pour cela, il faut placer le joueur qui tient le ballon dans la meilleure position possible au moyen du bouton directionnel. L‚chez le bouton directionnel et appuyez sur A; le joueur envoie le ballon vers les poteaux. AprËs un drop rÈussi, la partie reprend au milieu du terrain. S'il manque son coup, la partie continue. PHASES DE JEU ´Rugby World Cup 1995ª intËgre un certain nombre de manoeuvres qui servent ‡ dÈterminer la possession du ballon : l'alignement, la mÍlÈe et la mÍlÈe ouverte. Alignement Quand le ballon est envoyÈ en touche, les avants s'alignent en parallËle entre la ligne des 5 m et la ligne des 15 m. Un joueur de l'autre Èquipe reste sur la touche, prÍt ‡ remettre le ballon en jeu. Si vous envoyez le ballon en touche au-del‡ de votre ligne des 22mËtres et si le ballon rebondit avant de sortir du jeu, l'alignement se fait ‡ l'endroit o˘ le ballon est mort. Si le ballon sort directement du jeu sans rebondir, l'alignement se fait ‡ l'endroit o˘ se tenait le joueur qui a frappÈ le ballon. La diffÈrence entre les deux positions peut atteindre 50mËtres! Appuyez sur A, B ou C pour envoyer le ballon. Appuyez sur A pour un lancer court, B pour un lancer moyen et C pour un lancer long. Les joueurs sautent pour attraper le ballon, puis le passent aux arriËres. MÍlÈe ouverte Lorsqu'un joueur (en gÈnÈral un avant) est plaquÈ au sol, il peut tourner le dos aux adversaires pour protÈger le ballon tandis que les autres avants se collent ‡ lui pour former une mÍlÈe ouverte. Les mÍlÈes ouvertes servent ‡ gagner du terrain en se frayant un chemin dans l'Èquipe adverse. En mÍme temps, on t‚che de libÈrer le ballon pour le passer aux arri res. Pour libÈrer le ballon, tapez sur A pour le passer ‡ gauche de la mÍlÈe ouverte, tapez sur B pour le passer au demi de mÍlÈe en arriËre de la mÍlÈe ouverte ou tapez sur C pour le passer ‡ droite de la mÍlÈe ouverte. MÍlÈe Si le ballon ne sort pas de la mÍlÈe ouverte, s'il rebondit ou si l'Èquipe non pÈnalisÈe choisit la pÈnalitÈ, les avants de chaque Èquipe forment une mÍlÈe. Le ballon est introduit dans la mÍlÈe par le demi de mÍlÈe, puis les avants doivent l'attraper en repoussant les adversaires. Appuyez sur A, B ou C pour placer le ballon entre les deux groupes d'avants. Utilisez le bouton directionnel pour contrÙler le mouvement de la mÍlÈe. Appuyez sur haut/bas (dans le sens du jeu) pour Ècarter les adversaires du ballon et sur gauche/droite pour une mÍlÈe tournante. Une fois en possession du ballon, placez le demi de mÍlÈe dans la meilleure position derriËre la mÍlÈe pour envoyer le ballon aux arriËres. Gardez A enfoncÈ pour le faire passer ‡ gauche de la mÍlÈe, B pour aller derriËre la mÍlÈe et C pour passer ‡ droite de la mÍlÈe. FAUTES L'Èquipe qui n'a pas commis la faute bÈnÈficie d'une pÈnalitÈ pour chaque faute remarquÈe par l'arbitre. Il s'agit, par exemple, d'un hors-jeu ou d'une passe en avant. Des pÈnalitÈs peuvent Ègalement punir des manoeuvres dangereuses comme les plaquages tardifs ou trop hauts ou encore la violence. La pÈnalitÈ se fait souvent ‡ partir de l'endroit o˘ la faute a ÈtÈ commise et l'Èquipe coupable doit immÈdiatement reculer de 10 m tres. Lorsque vous bÈnÈficiez d'une pÈnalitÈ, vous avez trois options : mÍlÈe, coup de pied ou coup frappÈ. Appuyez sur A pour la mÍlÈe, sur B pour le coup de pied ou sur C pour le coup frappÈ. Si vous optez pour la mÍlÈe, c'est vous qui mettez le ballon en jeu. Si vous choisissez le coup de pied, vous pouvez envoyer le ballon en touche ou au but et vous avez la possibilitÈ de marquer trois points. Si vous choisissez le coup frappÈ, le joueur fait rebondir le ballon au sol, puis l'envoie immÈdiatement au loin, vers les arriËres. Hors-jeu Au rugby, un joueur est hors-jeu s'il est en avant d'un coÈquipier qui a le ballon en sa possession ou qui est le dernier ‡ l'avoir jouÈ. Les joueurs qui sont hors-jeu doivent lever les bras en l'air pour montrer qu'ils ne veulent pas le ballon et ils doivent courir dans l'autre sens. Le hors-jeu n'entraÓne aucune pÈnalitÈ si le joueur n'intervient pas dans le jeu. Renvoi du ballon Si un joueur ne retient pas le ballon lors d'une passe et le renvoie en avant ‡ ras de terre avec la main ou le bras, une mÍlÈe se produit. Il existe toujours un risque de l‚cher le ballon dans l'en-but adverse, alors faites attention lorsque vous dÈposer le ballon au sol pour marquer un essai. Passe en avant Au rugby, toutes les passes doivent se faire vers l'arriËre. Si un joueur passe un ballon en avant, il se forme une mÍlÈe en faveur des adversaires. Perte de temps Si vous prenez trop de temps ‡ former un alignement ou ‡ marquer une pÈnalitÈ, l'arbitre risque de vous punir en dÈcrÈtant une mÍlÈe en faveur des adversaires. Cette rËgle empÍche les joueurs d'essayer de gagner un avantage en laissant passer le temps. Rugby World Cup '95 Termes de Rugby Use Up/Down to scroll text GLOSSAIRE G…N…RAL Alignement - Lorsque le ballon est envoyÈ en touche, les avants s'alignent en rangÈes parallËles entre la ligne des 5 mËtres et la ligne des 15 mËtres Sauf aprËs un coup de pied de pÈnalitÈ en touche, l'Èquipe qui n'a pas envoyÈ le ballon en touche fait la remise en jeu. La remise en jeu se fait au milieu des joueurs, qui doivent sauter pour attraper le ballon. Enbut - La surface ‡ chaque extrÈmitÈ du terrain, entre la ligne d'en-but et la ligne de ballon mort, o˘ le ballon doit Ítre posÈ sur le sol pour qu'un essai puisse Ítre marquÈ. En touche - Lorsque le ballon franchit la ligne de touche d'un c tÈ ou de l'autre du terrain. Hors-jeu - Lorsqu'un joueur se retrouve en avant d'un co-Èquipier qui est en possession du ballon, c'est un hors-jeu. Il ne doit ni toucher le ballon, ni intervenir dans le jeu. Les joueurs hors-jeu lËvent les bras pour montrer qu'ils ne peuvent pas jouer. Ligne de ballon mort - La limite du terrain derriËre l'en-but. Ligne de touche - La ligne qui dÈlimite le terrain de jeu. Ligne des 5 m - Une ligne brisÈe ‡ 5 mËtres de la ligne de touche. Lors de l'alignement, les joueurs doivent reculer ‡ 5 m de la ligne de touche avant que le ballon ne soit remis en jeu. Ligne des 10 m - Une ligne brisÈe ‡ 10 mËtres de la ligne du milieu, parallËle ‡ la ligne de but. Lors de la remise en jeu, tous les joueurs de l'Èquipe dÈfensive doivent se trouver derri re cette ligne. Ligne des 15 m - Une ligne brisÈe ‡ 15 mËtres de la ligne de touche. Lors de l'alignement, tous les joueurs doivent Ítre alignÈs entre la ligne des 5 mËtres et la ligne des 15 mËtres. Ligne des 22 m - Une ligne se trouvant ‡ 22 mËtres de la ligne d'en-but et parallËle ‡ celle-ci. Lorsqu'un joueur pose le ballon derriËre sa propre ligne d'en-but, le jeu recommence ‡ la ligne des 22 mËtres. Ligne du milieu - Une ligne parallËle ‡ la ligne de but, au milieu du terrain, ‡ partir de laquelle se fait la remise en jeu. MÍlÈe - AprËs une faute mineure, la faÁon de dÈcider quelle Èquipe sera en possession du ballon. Les deux rangÈes d'avants s'accrochent les uns aux autres et se mettent face aux adversaires. L'Èquipe qui n'a pas commis la faute fait la remise en jeu et les avants essayent d'Èloigner les adversaires du ballon. L'Èquipe qui l'emporte aprËs la mÍlÈe gagne la possession du ballon et l'envoie aux arriËres. Mi-temps - Pause au milieu de la partie. Les joueurs restent sur le terrain. PÈnalitÈ - Les pÈnalitÈs punissent toute infraction aux r gles et se traduisent par un coup de pied en touche ou au but ou par une mÍlÈe. Lorsqu'un coup de pied de pÈnalitÈ est transformÈ, cela vaut trois points. Remise en jeu - Le fait de lancer un ballon dans une mÍlÈe. Le ballon va au milieu du tunnel formÈ par les deux rangÈes d'avants. MÍme si vous bÈnÈficiez de la remise en jeu, le ballon ne doit pas Ítre placÈ plus prËs de vos propres avants. Terrain - Le terrain de jeu dÈlimitÈ par les lignes d'en-but et les lignes de touche. Touche - Lorsqu'un joueur dÈfensif touche dans son en-but, le ballon est remis en jeu par un coup de pied vers l'autre Èquipe ‡ partir de la ligne des 22 m. TouchÈ en but - Lorsque le ballon est envoyÈ derriËre la ligne de but. TACTIQUES MÍlÈe - Lorsque le ballon est au sol et le jeu ouvert est terminÈ, les joueurs des deux Èquipes se tiennent les uns aux autres et essayent de prendre possession du ballon. On ne peut toucher le ballon que du pied. Lorsqu'il sort de la mÍlÈe, il peut Ítre passÈ aux arri res. MÍlÈe ouverte - Lorsqu'un joueur (en gÈnÈral un avant) est plaquÈ au sol, il peut dÈcider de commencer une mÍlÈe ouverte. Il tourne le dos aux adversaires pour protÈger le ballon tandis que les autres avants se collent ‡ lui pour former une tornade humaine. Les mÍlÈes servent ‡ gagner du terrain en se frayant un chemin dans l'Èquipe adverse. En mÍme temps, on t‚che de libÈrer le ballon pour le passer aux arri res. Plaquage - Cela consiste ‡ attraper un adversaire et ‡ le faire tomber. Cette manoeuvre doit se faire en dessous des Èpaules et il est interdit de tirer sur les vÍtements. Le joueur plaquÈ doit immÈdiatement l‚cher le ballon. Passes - Le joueur en possession du ballon passe celui-ci de faÁon latÈrale ‡ ses coÈquipiers afin de contourner les adversaires. Les joueurs qui courent le plus vite sont gÈnÈralement les arri res et les arriËres les plus rapides occupent normalement les positions de trois-quarts aile gauche et trois-quarts aile droite. POSITIONS ArriËre - Le numÈro 15 est la derniËre dÈfense lorsque tous les autres joueurs ont ÈtÈ battus. Il doit Ítre capable d'attraper les balles hautes, d'Èviter de se faire plaquer et de botter le ballon avec force et prÈcision. ArriËres - Les joueurs ‡ l'arri re, numÈrotÈs de 9 ‡ 15, comprennent le demi de mÍlÈe et les trois-quarts. Ils doivent essayer de courir et de passer le ballon plus vite que les arriËres adverses lorsqu'ils sont en possession du ballon ou le botter lorsqu'il n'y a aucune ouverture. Les arriËres doivent Ítre trËs forts ‡ la course, en excellente forme physique et trËs habiles dans le maniement du ballon. Avants - Les avants, numÈrotÈs de 1 ‡ 8, doivent prendre possession du ballon pendant les mÍlÈes et les alignements pour la touche. Ce sont des joueurs puissants, de forte stature, qui ont assez de bravoure pour sauter dans une mÍlÈe o˘ volent les poings et les pieds. Lorsqu'un avant s'empare du ballon, il le passe aux arriËres ou il essaye de se frayer un chemin ‡ travers l'Èquipe adverse. Demi de mÍlÈe - Le numÈro 9 est l'une des positions les plus importantes au rugby, puisqu'il assure le lien entre les avants et les arriËres. ¿ l'instar du quartarriËre au football amÈricain, le demi de mÍlÈe renvoie le ballon remportÈ lors de mÍlÈes et d'alignements pour la touche. Pointage Coup de pied au but - Tentative de coup de pied aprËs une pÈnalitÈ. Cela vaut aussi trois points. Drop - Pendant le jeu ouvert, un joueur attaquant envoie le ballon entre les poteaux du but adverse. Le joueur l‚che le ballon et le botte lorsqu'il a rebondi une seule fois. Cela vaut trois points. Essai - DÈposer le ballon derri re la ligne de but adverse. Cela vaut cinq points. Transformation - L'Èquipe qui marque l'essai peut gagner deux points supplÈmentaires si elle transforme l'essai. La transformation peut se faire ‡ n'importe quel point d'une ligne parallËle ‡ l'endroit o˘ le ballon a ÈtÈ posÈ au sol. Au rugby, le ballon doit passer au-dessus de la ligne transversale et entre les poteaux. COUPS DE PIED Chandelle - Le ballon monte trËs haut mais n'avance pas beaucoup. Cela sert ‡ amener les co-Èquipiers en bonne position pour offrir un soutien. Coup de pied ‡ ras de terre - Un coup de pied court ‡ ras de terre pour prendre l'adversaire ‡ contre-pied. Coup de pied dans l'espace - Envoyer le ballon en avant dans un espace occupÈ par quelques adversaires seulement. Coup de pied de volÈe - Dans ce cas, le joueur l‚che le ballon et le botte immÈdiatement. Aucun point ne peut Ítre marquÈ. Coup de pied en touche - Il existe deux faÁons de faire. Lorsque vous Ítes derriËre votre ligne des 22 mËtres, vous pouvez envoyer le ballon directement en touche sans qu'il rebondisse. Lorsque vous Ítes en avant de votre ligne des 22 mËtres, le ballon doit rebondir au moins une fois avant d'aller en touche. Si le ballon est envoyÈ directement en touche, l'alignement se fait le long de la ligne d'o˘ il a ÈtÈ tirÈ et non o˘ il est sorti du jeu. Coup de renvoi - Il s'agit d'un coup de pied donnÈ sur la ligne des 22 mËtres par l'Èquipe dÈfensive. Le coup de renvoi est accordÈ lorsque le ballon dÈpasse la ligne de touche de but ou lorsqu'il est dÈposÈ par un joueur dÈfensif alors que l'Èquipe dÈfensive n'Ètait pas celle qui avait envoyÈ le ballon au-del‡ de la ligne de but. Rugby World Cup '95 Trucs et Astuces Use Up/Down to scroll text * La premiËre chose ‡ faire, c'est apprendre les rËgles du jeu. Le rugby Ètant relativement peu connu en AmÈrique du Nord, il vous faut lire les rËgles et choisir une Èquipe ayant de bonnes statistiques concernant les coups de pied, les passes, la puissance et la course. * Les arriËres marquent les essais les plus spectaculaires, car ils font des passes longues et utilisent leur vitesse pour battre les adversaires ‡ plate couture. * MÍme si les poteaux sont hors de vue, vous pouvez marquer une transformation, mais assurez-vous d'atteindre trËs exactement le point de prÈcision. La transformation est plus facile si vous posez le ballon aussi prËs des poteaux que possible lorsque vous marquez un essai. * Faites autant de passes que possible pour garder le ballon en mouvement.

RVT.O

Robocop Vs. Terminator Virgin To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS ITEMS HINTS AND TIPS BROWSE HELP FILES

SCINST.O

SCNSTJEF.O

SEAQUEST.O

seaQuest DSV T HQ To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME LAUNCH BAY HINTS AND TIPS BROWSE HELP FILES seaQuest DSV Game Description Use Up/Down to scroll text In your fitful sleep, you dream of adventure on the seas: pirate skirmishes, sunken treasures, lost cities beneath the waves... You awake to the gentle chime of the message pad. The message tells you that you have been invited to participate in a computer-simulated maneuver to evaluate your potential as captain of the seaQuest DSV. You check the address you need to report to, and read the message two more times. You've got time to pack and catch the next jump-jet. seaQuest DSV Controller Functions Use Up/Down to scroll text The future's most powerful submarine is at your command. The controls for your simulation are the same as the controls of the real seaQuest. Controls for the seaQuest Explore Mode: D-Pad: * Pilot the seaQuest in any direction. * Press Up to move ahead. * Press Down to move astern. * Press Left to rotate port. * Press Right to rotate starboard. Start: * Pause game action and bring up the Control Menu. A Button: * Fire Weapon A. B Button: * Fire Weapon B. C Button: * Hold down, then press up on the D-Pad to dive. Hold the C Button and press down on the D-Pad to surface. seaQuest DSV Playing the Game Use Up/Down to scroll text Captain on the bridge Your simulation has begun, trainee. You must quickly become familiar with the operation of the seaQuest if you are to advance in rank and pass this test of your abilities. In general, missions will consist of: * Receiving an incoming transmission, alerting you to a situation in your quadrant. * Using the Information Screen to read the transmission. * Using the Navigation Display to locate the mission site with WHISKER probes. * Piloting the seaQuest to the mission site to correct the situation, or... * Launching the appropriate vehicle or vehicles to complete the mission. While in seaQuest's Explore Mode, pressing the Start Button will pause the game and bring up the Control Menu. Use the D-Pad to select from the different options and press the A Button to select. Going counter-clockwise from the top left corner: Weapon A, Weapon B, Main Bridge, Information, Navigational, and Launch Bay. Selecting these options either brings you to the selected screen or lets you choose a weapon. Press the Start Button to exit the Control Menu and return to Explore Mode. Main Bridge Screen * Vehicle Display: This shows the number of each vehicle in the seaQuest's bay, and if Darwin and the Hyper-Reality Probe are on-board. * Ship's Readiness: This shows whether the seaQuest is in top condition (100%) or needs time for repairs (less than 100%). * Weapon's Display: This shows how many of each torpedo, missile or mine remains in store. Press right on the D-Pad to see additional weapons. * Total Funds: Displays your collective contributions, which are used to determine your score. * Current Funds: Used to purchase and replace equipment. * Rank and Rank Insignia: Show your current UEO ranking. * Password: Shows your current password. Press the Start Button to return to Explore Mode. Information Screen This is where you will receive your first mission briefing. The Information Screen will also display incoming transmissions from the USO and its confederates. Read all messages and transmissions carefully; they will give you clues as to how you should proceed. The inventory display shows the name of the items in store, the number remaining and the purchase cost. To purchase items, use the D-Pad to move to the inventory display and press the A Button. Press up an down on the D-Pad to move the arrow to select the item you want, then press the A Button to purchase. Press the Start Button to return to Explore Mode. Navigation Screen The Navigation Screen displays your current ocean quadrant. Press the D-Pad up, down, left and right to scroll across the map to see the entire quadrant. Gold crosses on the map indicate mission sites. Silver crosses indicate potential mining sites where minerals may be found. A skull-and-crossbones symbol indicates the location of an enemy vessel. The UEO symbol indicates the current position of the seaQuest. Hit the Start Button to return to Explore Mode. seaQuest DSV Launch Bay Use Up/Down to scroll text Launch Bay Inside the seaQuest's Launch Bay, you can select different vehicles to carry out missions. If you are not within range of a mission site, you cannot enter the launch bay. Upon reaching a mission site, you will have to decide which mission vehicle is most appropriate for the task. At times, more than one vehicle may be needed to complete a mission. Use your D-Pad to highlight one of the mission vehicles and hit the A Button to launch. If the counter for a vehicle reads zero, that vehicle is not in the bay and cannot be launched. To purchase additional mission vehicles, highlight BUY SHIPS. Once a vehicle has been launched, it will appear outside the seaQuest near a pick-up buoy. If you return to this buoy, the vehicle will be taken aboard the seaQuest to be exchanged for a different vehicle or to move on. If a vehicle is damaged on a mission, you will be shown a readout of remaining hull integrity. If a vehicle is destroyed, you will return to the launch bay to select another vehicle. Once you start a mission, you must complete it successfully. If you press the A, B, and C Buttons simultaneously, you will self-destruct your mission vehicle, which may be helpful during certain missions. Do not injure sea life during your mission. You are here to protect them. From the Launch Bay, press the Start Button to return to Explore Mode. Crab: The crab is a multi-functional mining and recovery vehicle with several manipulator arms. Armament: Sonar-directed plasma charge. Armor: High-pressure plastic with steel plating. Propulsion: Attitude jets. Crew: 2. Special features: Equipped with thruster jets for upward thrust or for removing sediment for salvage operations. D-Pad: Move in any direction. A Button: Fire thruster jets. B Button: Fire seeker plasma charge. Stinger: The Stinger is a one-person attack sub. Armament: Hydro-pulse laser. Armor: Bio-organic carbonite plating. Propulsion: Mechanical tail. Crew: 1. Special features: Very fast and maneuverable, the Stinger is capable of moving in all directions. D-Pad: Rotate left and right. A Button: Forward thrust. C Button: Fire plasma weapon. Sea Speeder: The Speeder is a fast, heavily armored transport and defense vehicle. Armament: Low-charge energy-plasma torpedoes and sonar-directed plasma charges. Armor: Carbon-fiber plating. Propulsion: Hydro-jet turbines. Crew: 2. Special features: The Speeder serves as a fast, armored shuttle or attack sub. D-Pad: Move in any direction. A Button: Turn Speeder about. B Button: Fires Seeker Plasma Charge. C Button: Fires torpedo. Sea Truck: The Sea Truck is a large, multi-purpose transport for people, equipment and supplies. Armament: High-charge energy-plasma torpedoes and rear-launched proximity mines. Armor: Steel beams and hull. Propulsion: Multi-directional jets. Crew: 2-6. Special features: Equipped to pick up objects, the Truck is ideal for salvage operations. D-Pad: Move in any direction. A Button: Turn Truck about. B Button: Fire torpedo. C Button: Release mine from astern. Hyper-Reality Probe: Not a vehicle, the H-R Probe is used for exploration, reconnaissance, and repair operations in dangerous situations. The Probe is controlled by a crew member aboard the seaQuest through a virtual reality headset and handpiece. Armament: Low-energy hydro-pulse laser. Armor: Carbon plating. Propulsion: Servo-controlled hydro-jets. Crew: None (remote-controlled). Special features: Extension arm is equipped for underwater welding and can be used to activate switches. H-R Probe is capable of diving to extreme depths. Used to repair broken pipes and can withstand great temperatures. D-Pad: Move in any direction. A Button: Turn probe about. B Button: Activate arm for welding or to flip switches. C Button: Fire low-intensity weapon. Darwin: Darwin is a bottle-nose dolphin and a member of the seaQuest's crew. He is highly intelligent and through the use of his underwater rebreathing apparatus can perform many underwater missions. Armament: None. Armor: None. Propulsion: Tail. Special features: Darwin can activate switches and can swim against strong ocean currents which can disable other craft. D-Pad: Rotate left and right. A Button: Swim forward. B Button: Flip switches. seaQuest DSV Hints and Tips Use Up/Down to scroll text * Keep an eye on the damage your vessel has received. If the seaQuest has been damaged, use your countermeasures to escape from attackers. * Your ability to self-destruct a mission vehicle may be useful during the nuclear reactor mission. * Conserve the seaQuest's weapons-they are limited and if you fire wildly, you're more likely to hit a friendly oil refinery. * All of your mission vehicles are useful for different purposes-experiment and find out how to accomplish various tasks. On-screen hints may let you know which vehicles will work in a particular situation. * Do not attack Triton turrets from the front. Use buildings to shield you from the missiles and use your large pulse laser to attack. * If your mission vehicle is damaged, return to the Launch Bay. Once in the Bay, your vehicle will be repaired and you may either select a different vehicle or the same vehicle to complete your mission.

SHADBST2.O

Shadow of the Beast II Electronic Arts To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Shadow of the Beast II Game Description Use Up/Down to scroll text Columns has always been fun. But now that you can add Shadow of the Beast II Controller Functions Use Up/Down to scroll text Default Controls are as follows: Button A: Jump. Hold the button down to jump higher. Button B: Fire Weapon/Use object. Button C: Select Weapon/object. D-Pad: Move left, right, duck or descend and ascend or enter. Start: View inventory, pause and resume play. Shadow of the Beast II Playing the Game Use Up/Down to scroll text The Game Screen: Health Vial: The Health Vial indicates how much life you have left to give for your quest. Watch the vial closely! When it is empty, your life is over, and your only choice is to start at the beginning again. Using Weapons and Objects: In your travels you'll find weapons and other objects to use or offer to those you meet. When you are carrying more than one weapon or object, and you wish to change the weapon or object you are using: * Press C to move the selector to the weapon/object you wish to use, then press B to use the weapon/object. NOTE: You may carry only four objects at a time. If you are carrying four objects, and you pick up a new object, it will replace the item currently selected in your inventory. You may wish to pause the game while you choose your weapon/object: Press Start to bring up the Inventory screen. Press C to move the selector to the object you wish to use, then press A to select (or offer) the object. Your Objective: To save your sister you must fight your way across danger-fraught Kara-Moon to reach the Beast Mage and once again defeat him in battle. You will confront many creatures on your journey, some of whom may have information for you while others merely crave your death. Physical combat with enemies depletes your energy. Collectible weapons are scattered throughout Kara-Moon as are other useful objects. Some of the puzzles and obstacles you encounter may require help from other characters--voluntary or otherwise--to overcome. Shadow of the Beast II Hints and Tips Use Up/Down to scroll text * Try to encourage enemies to discharge their weapons before you attack them. That way you can assault them without losing energy.

SHADWRUN.O

ShadowRun Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME MAGIC WORLD OF SEATTLE CYBERSPACE AND MORE HINTS AND TIPS BROWSE HELP FILES ShadowRun Game Description Use Up/Down to scroll text The year is 2050 and the Megacorps rule by the power of information. Everyone is on file in the global mainframe ... everyone but you and a handful of "invisible" outlaws called shadowrunners. Move through the grim and magical realities of futuristic Seattle and uncover a diabolical plot that could destroy the world. ShadowRun Controller Functions Use Up/Down to scroll text Overhead combat: * D-Pad: Move your character. * Button A: Fire your gun. * Button B: Target an enemy. * Button C: Change to another character when more than one is in the team. * Start: Go to the Inventory screen. Pause/resume game. Character info and purchase menu: * D-Pad: Move the cursor around the menu. * Button A or B: Select a button, item or choice. * Button C: Change to another character when more than one is in the team. * Start: Exit choice; return to play. Cybercombat: * D-Pad: Move the program selector left or right. * Button A: Activate a program in OFFENSIVE posture. * Button B: Activate a program in NEUTRAL posture. * Button C: Activate a program in DEFENSIVE posture. * Start: Go to the Cyberdeck Inventory screen. Cyberdeck Inventory: * D-Pad: Move the cursor around the screen. * Button A, B or C: Select a button, item or choice. * Start: Exit choice; return to play. ShadowRun Playing the Game Use Up/Down to scroll text CONTROLLING YOUR CHARACTER Up to three character portraits can be shown on the right of the Overhead View screen. Each portrait displays the face of a character in your team. Under the portrait is the name of that character's equipped firearm or spell. If the character is holding a weapon, the number of rounds remaining is shown in the AMMO box. Two bar graphs show the character's current PHYSICAL and MENTAL health. If either of these bars is reduced to zero, the character will go unconscious. Button B will target an enemy by placing a colored TARGET icon over him. The color represents the enemy's health: green is undamaged, yellow is slightly damaged, orange is heavily damaged and red is critical condition. After targeting, the character will automatically turn to face the enemy to attack. CHARACTER INFO Pressing Start while in the Overhead View displays the Character Info screen. Here you can view your characters and make changes to their EQUIPMENT and POSTURE. You can also use this screen to access additional information via the POCKET SECRETARY. Attack and Defense Bars: The attack and defense bars gauge a character's success in combat. The longer the bar, the higher the character's chances of success: * A long ATTACK (Atk) bar shows skill in hitting and causing extra damage to an opponent. * A long DEFENSE (Def) bar indicates that a character can absorb large amounts of damage, thus losing less health when hit. Options Buttons: * Clips: This button controls a character's ammo. Characters automatically reload weapons in combat. However, this option lets you reload guns manually. Characters can also trade or distribute ammo clips evenly among themselves. * Attribute/Skills: This button displays the character's ratings. Each item is explained at the bottom, along with the character's KARMA. Attributes and skills can be increased in hotels when enough karma is accumulated. Each race has its own maximum attributes. * Cyberware: This brings up a list of a character's cyber-enhancements. * Magic: This button displays the Magic Selection screen when you have selected a mage or shaman. Otherwise, it displays the PHYSICAL and MENTAL defenses against magic for that character. * Pocket Secretary: This button opens up your personal pocket computer. Many extra features are stored here: * The NOTEBOOK tracks important plot points and contacts and keeps them in logical order. * Look in the notebook to see your current shadowrun and any tips or clues. * GROUP ITEMS lists the items you have, such as a visa into the wilderness or a package for delivery. * CYBERDECK lets you examine your cyberdeck, once you've found one. * DISMISS RUNNER gets rid of a hired shadowrunner prematurely. * SAVE/LOAD is only active when the character is outside and not in combat. Posture: The character's POSTURE determines the amount of extra effort he will expend to hit a target or defend from damage. The higher the offensive success is, the better your chances are of hitting the target and doing more damage. The higher the defensive success is, the better your chances are of taking less damage when hit. When characters are under computer control, POSTURE determines how they will react in combat. Characters set on DEFENSE will hang back, and may try to heal other members in combat. Characters on OFFENSE will charge forward, trying to do the most damage they can. Character Inventory Each character can carry up to eight items in Inventory. When highlighted, the inventory item will display a picture of the item and additional information. Firearms: In 2050, gun control laws are lax. Almost everyone carries a gun. The key factors to consider when choosing a gun are: * DAMAGE is increased by the skill of the attacker, and reduced by body size and armor of the defender. * POWER is the weapon's ability to punch through defenses. It is more difficult for a target to reduce damage from weapons with high power ratings. * AMMO is the number of shots a gun can fire before it needs a new clip. Since it takes time to reload a gun, the more bullets you can fire without reloading, the better. Shooting while moving, shooting at a moving target, shooting at long range and attempting to hit invisible targets all make missing more likely. WEAPONS: Some firearms are illegal. Anyone carrying an illegal weapon may be arrested on sight by Lone Star. * Semi-auto LIGHT PISTOLS have a high fire rate. Their range is poor. * Semi-auto HEAVY PISTOLS have a bigger bang. Their range is better than light pistols, though not much. * SHOTGUNS (illegal) cause large amounts of damage. Most have a long range and a slow fire rate. * Full-auto SMGs (illegal) can fire three round bursts, all at one target at close range, or hitting a group of targets at long range. These are highly inaccurate but have a long range. * Grenades are area effect weapons. They must be thrown and thus are slower. High strength and good throwing skill will increase the accuracy of the throw. Only the frag grenade is illegal. If no weapon is equipped, a HAND icon appears beneath a portrait, showing that the character can now punch. If characters are not equipped with cyberware (hand razors or spurs), they will do MENTAL damage. Otherwise, they will do PHYSICAL damage. If an enemy attacks you with hand-to-hand combat, you cannot defend well unless you also use hand-to-hand. It is strongly advised that you meet unarmed enemies on equal terms, or eliminate them fast! Cyberware: Human limbs can be replaced easily. Replaced limbs tend to act better than before, giving the recipient abilities not previously possessed. The drawback is a reduced ESSENCE, which limits the amount of cyberware a character can have. It will also reduce the MAGIC attribute of a mage. Once installed, cyberware cannot be removed. ShadowRun Magic Use Up/Down to scroll text Magic: Some characters are endowed with the ability to cast magic. Mages are humans who have studied books and have begun to master the forces by knowledge. Shamans embrace nature, and let it guide them in their magical endeavors. Either way, magic users can be very powerful when they have enough experience. Magic users can call up a special Magic Selection screen in the Character Info screen. This screen lists all their spells, and lets them equip them as if they were weapons. * Use the D-Pad to control the cursor and highlight a spell. * To equip the spell, press Button A, B or C. * Use the D-Pad to adjust the FORCE and POSTURE bars. * Press Button A, B or C again, and the spell is equipped and ready. Magic Spells Magic spells have many different uses, allowing a knowledgeable magician a range of strategies. Generally, the higher the FORCE of the spell, the more powerful it can be. Bonus offensive success can be added, but are limited by the character's MAGIC attribute. As spells become more powerful, they start to cause DRAIN. This saps MENTAL health, forcing the magic user to stop casting spells or go unconscious. Characters with high WILLPOWER can resist drain better. Combat Spells: * Damage from FLAME spells is reduced by the target's BODY attribute. * Damage from MANA and SLEEP spells are reduced by WILLPOWER. * HELLBLAST, MANA STORM and SLEEP are area effect spells. Use them wisely! Healing Spells: * HEAL WOUNDS is the only spell that treats wounds. This spell only heals PHYSICAL damage. The more success the spell has when cast, the more it can heal. The higher the damage and the lower the character's ESSENCE, the more difficult it is for the spell to work. Illusion Spells: * CONFUSION and STINK attempt to distract enemies, causing them to miss more often when attacking. * INVISIBILITY hides the character from corporate guards, but in a limited fashion. If combat occurs, this spell will make characters much harder to hit when being attacked by those who cannot see them. Characters with cybereyes can see an invisible character, as can dwarves, trolls and various paranormal creatures. Manipulation Spells: * ARMOR increases the character's ability to reduce damage. * BARRIER spells place magical walls between characters and their enemies. MAGIC STORES Magic stores offer to teach magicians new spells or raise their FORCE with an existing spell. They also sell magic items. * Fetishes: In order to reduce the mental drain from high-powered spells, magicians carry FETISHES. These absorb the drain, and crumble to dust after being used. * Spell Focus: Spell success can be increased by any magician carrying the correct SPELL FOCUS. Whatever the success rating was before, the magician now casts at the higher rating, but without the extra drain of higher-powered spells. * Power Focus: More powerful is a POWER FOCUS, which increases a magician's spellcasting force for all spells. This device is quite rare, and usually not found in Magic stores. * Spell Lock: These devices have certain spells cast on them forever. SPELL LOCKS include items such as PROTECTION TALISMAN, which permanently increases the magician's defenses, and COMBAT SENSE, which decreases the magician's difficulty when attacking. ShadowRun World of Seattle Use Up/Down to scroll text Seattle Businesses * Bars/Clubs: Bars are seedy areas where fights may break out at any time. They do not require a cover charge. Clubs are more civilized, but demand either a cover charge or a high reputation to enter. Shadowrunners for hire can be found in both bars and clubs, as well as Mr. Johnsons. * Shops: There are three types of shops: Weapon, Magic and Cyberdeck. Many different items are available in each store, and stores have different stock and prices. Most sell only legal items. Illegal items can be found in the more shadowy areas of Seattle. * Hotels/Motels: You can rest for one night in a hotel for a small fee. When resting, characters may gain back some of their physical and all of their mental health. Characters with high BODY attributes heal faster. After resting, you can increase your character's attributes and skills if you have enough KARMA. When you highlight an attribute or skill, you'll see the amount of karma needed to bring it to the next level. * Hospitals: When visiting a hospital, characters can heal their wounds. This tends to be expensive, but may be the only way to heal if the wounds are serious enough. Cyberware is also available for purchase here, but shop carefully. Professional hospitals tend to be more expensive than the chop shops that specialize in installing cyberware. If the entire team should go unconscious during combat, you will be transported to a hospital. There your wounds will be treated for a price. Any hired shadowrunners in your team will also be healed and returned to their favorite nightspot. They will remember what happened, and may not be too friendly if you attempt to hire them again. * Corporations: These impressive buildings are well-guarded, so you must have some reason to enter one. Usually it's to find a package or an employee to fulfill a shadowrun requirement, but some other reason may come up. * Abandoned buildings: Rundown buildings without icons are usually abandoned. Some have ghouls living in the basement; others house the local gang. * Cyberterminals: These look like ATMs in the walls of buildings. Bump into them and a menu will appear: * Call Taxi allows travel to any location in the Seattle area. The driver will charge you a fee and deliver you to your location. You cannot travel to the wilderness unless you have a day-long visa, which can be purchased on Council Island. * Use Vid-Phone lets you get in touch with contacts you make throughout the game. These contacts offer information, services or items for sale. * Cyberspace brings you into cyberspace, if you have a cyberdeck, datajack and functioning MPCP. Running The Shadows Because shadowrunning is not exactly legal work, a shadowrunner has to find sources to give him things to do. These sources are called MR. JOHNSONS. They are usually corporate liaisons whose bosses want something done quick, and do not want to dirty their hands. Mr. Johnsons usually set themselves up in a bar or restaurant, and in the privacy of the backroom booths conduct their business. When talking to a Johnson, tell him you are "looking for a shadowrun." When a Johnson offers you a run, he tells you what he expects, and how much he's willing to pay in NUYEN. Depending on your character's NEGOTIATION skill, you may be able to jack up the price a bit. Finally, the Johnson will ask if you agree to the terms. If you do, then the run will be recorded in your notebook's pocket secretary for future reference. You cannot take on another shadowrun until you accomplish one of the following: * Complete the run you have contracted, * Cancel the contract, * Lose what you had in your possession before completing the run. If you choose not to take the run, no sweat. The Mr. Johnsons of Seattle have plenty of other jobs. Just walk up and ask again. CONTACTS Johnsons can also point you to CONTACTS, individuals who can provide services, equipment and other contacts to you. These usually cost NUYEN, but in general any contact you make will be worth it in the long run. HIRING A SHADOWRUNNER Fortunately for you, Seattle is filled with other shadowrunners looking to make a buck. They have skills, equipment and attributes you may not have. Regardless of that, in combat, the more guns on your side, the better. Shadowrunners can be found in bars and restaurants when they are not engaged in a run. Walking up to one will prompt a conversation. Generally, they will tell you something about themselves, their experiences and the area they live in. When asked to hire on, they will offer their price for hire. The prices shadowrunners quote you are based on their experience, your charisma, and their previous missions with you. A SHORT TIME HIRE will end after a major shadowrun or some other large effort on his part. A LIFER is in for the long haul. However, both types will end their employment if you leave them behind somewhere without healing them. Shadowrunners can have three different attitudes about you: good, bad or neutral. If you leave shadowrunners behind without healing them, if a major shadowrun fails, or if shadowrunners are dismissed, they will not think highly of you the next time you meet. If a shadowrun is successful, their attitude may change for the better, when they will offer to work for lower wages. SHADOWRUNNING A CORPORATION Upon entering a corporation, you'll see an office interior. Each corporation building has between three and six floors, each with its own unique layout. Various items are scattered throughout in safes, and cyberterminals are available to infiltrate the corporation's computer system. Corporations have a number of defense systems. Guards patrol the halls, security cameras watch for unwanted intruders, maglocked doors keep secrets locked away from prying eyes, and other treacherous traps can spring from anywhere. You must find ways to deal with these obstacles, by using skills, items or the Matrix. If you are not careful, you can cause a building alert. When an alert is raised, the front doors lock, more guards are deployed, elevators shut down, and cyberspace goes into active alert. When an alarm is raised, you must either wait for it to end, find a security terminal, or enter cyberspace to turn it off. When you're trying to locate an item for a shadowrun, the employees may have some information if you can coax it from them. If personal skills are not your forte, you may try to use the security terminals for information. Or, you can just search room by room, level by level. ShadowRun Cyberspace and More Use Up/Down to scroll text CYBERSPACE THE MATRIX In 2053, civilization has come to depend on the MATRIX, a worldwide network that all computer systems around the globe are wired into. It is in the Matrix that the concept of CYBERSPACE begins. Anyone with a DATAJACK and a CYBERDECK can enter the Matrix, and thus enter cyberspace. While the technology is complex, it can be reduced to basic concepts. A DECKER connects a cyberdeck to his brain via a datajack, and then connects the cyberdeck to any CYBERTERMINAL with a fiber-optic cable. By either dialing a direct connect number, or randomly searching the Matrix, the decker can then make a connection to a system. Once that happens, the decker's brain perceives the computerized "world" as reality. The decker becomes a PERSONA, a chromed person inside this strange new world. DATALINES become visible as corridors that lead to NODES, large geometrical rooms that allow various operations of the computer system. From a node, a decker can attempt to retrieve private datafiles, turn off security cameras or crash the entire system! Since the systems are open to anyone with a cyberdeck, programmers have installed electronic guards to block passage into the nodes. These guards are called ICs, for intrusion countermeasures. The IC's main function is to keep deckers out! Some simply block access and alert the system, others attack the decker's programs, and the worst type can attack the decker himself! CYBERDECK INVENTORY When a program is highlighted, information about it appears to the right. Selecting a program loads it into the cyberdeck, if enough memory is free. Selecting a previously loaded program gives you the option to delete it, freeing the memory for another program. The program's SUCCESS and DEFENSE bars are also shown when the program is highlighted. The buttons select various postures, and different postures change the bars, just as in the Overhead View screen. CYBERINFO This shows the stats of the cyberdeck you own, and lets you see your current MATRIX RUN requirements. STORAGE This shows files you have picked up, and gives you the opportunity to delete some if storage is too tight. SYSMAP This shows you an overhead view of where you are, and allows you to retreat to the last node if things look too difficult. You cannot retreat once combat has begun. JACK OUT This lets you leave the system. Black IC may block your attempt to jack out during combat. GETTING INTO THE MATRIX: Press Start to enter the Matrix. LEFT HUD The left HEADS UP DISPLAY (HUD) shows the currently selected program, its last result, rate of refresh (delay before next attack), and alert status (None, Passive or Active). RIGHT HUD The right HUD displays the node type you are about to enter. The other fields will be question marks until node is fully analyzed: * If the node is analyzed completely, the HUD will display the node's security color and rating, the type and strength of the IC defending it, and any ICs that may be hiding. * If the node is not completely analyzed, only some of this information may appear. NODE The large geometrical object that scrolls close is the current node you can attempt to enter. If it is unguarded, you can enter instantly. However, most nodes are guarded by IC. Unknown IC looks like a spinning diamond until alerted or successfully analyzed; then it turns into its true form. PERSONA The chromed man is your computer PERSONA. Its profile will also be shown at the right of the deck panel, along with your current cybercondition. If the persona's cybercondition drops to zero, the decker will be dumped from the system. When under attack by Black IC, the profile will change to the character profile, and the condition monitor will represent the character's PHYSICAL health. If this depletes, the character will go unconscious. DEALING WITH IC Unless the node is unguarded, you will see a spinning diamond in front of it. This is an un-analyzed IC, and it stops you from entering. By using your programs against it, you may be able to enter the node and continue exploring the Matrix. Note: When properly analyzed or alerted, the spinning diamond will change into its proper image. When a program is loaded in the deck, it appears as an icon at the bottom of the screen. The bar below the icon begins to fill as the program loads from storage into active memory. The bigger the program, the longer the load time. A program must finish loading before the next program can begin. If you operate one program while another is loading, the loading process will pause until the program is completed. * Use the D-Pad to select the program you want to run. * Press Button A, B or C to launch the program. Each button has a posture attached to it: * Button A = Offensive posture * Button B = Neutral posture * Button C = Defensive posture. The postures work much like the overhead combat postures, moving your bonus successes to where you want them. The maximum bonus you can place in offense is equal to the rating of the program you are using. The maximum in defense is equal to the MPCP rating of the deck (the technology is holding back whatever skill you may have). Note: When starting out, it is highly recommended that you use Button B, neutral posture, only. IC TYPES This section lists the different types of IC and describes what they do and any special ways to defeat them. All IC except the two TAR ICs can be defeated by ATTACK and SLOW or bypassed by SLEAZE. ACCESS/BARRIER: ACCESS acts as a locked door, waiting for the correct passcode before it opens. BARRIER acts as a security door, locked tight. DECEIVE does not work against BARRIER, as passcodes are not accepted. Both ICs send alert signals when activated. If the alert signal gets to the end of the screen, the ALERT status may upgrade. Depending on the length of the DEFENSE bar (determined by your button press), you may jam the alert packet when it finally goes off screen. If this occurs, the alert status will not change. KILLER/BLASTER: KILLER and BLASTER attack when activated, doing damage to the persona. If BLASTER destroys a persona, it may send an electrical blast to the cyberdeck, burning the persona and his MPCP chips and making it impossible to connect to cyberspace until repaired. TRACE AND DUMP/TRACE AND BURN: When activated, a TRACE IC sends its "head" out to trace the origin of the decker. If the head gets off screen before the decker defeats the IC, the decker is dumped from the system. TRACE AND BURN will attempt to burn the deck just like BLASTER when the decker is dumped. RELOCATE can be run on either TRACE IC in an attempt to cancel the trace instantly. TAR PAPER/TAR PIT: If a program fails to run on an IC with a TAR IC behind it, the TAR IC instantly activates, sending an active alert to the system. TAR PAPER only destroys the failed program in active memory, while TAR PIT destroys the program in both active memory and storage. There is no way to disable a TAR IC once it has been triggered. BLACK IC: BLACK IC is greatly feared. It attacks the decker, not the persona. A decker may go unconscious if the BLACK IC is successful. DECEIVE does not work against it, ARMOR does not protect against it, and MEDIC does not heal damage from it. If you attempt to jack out while under attack, the BLACK IC may stop you. If it is successful, you will take PHYSICAL damage. If the attack is unsuccessful, you may still take MENTAL damage from the encounter. ALERTS When the system moves to PASSIVE ALERT, all ICs become more powerful, with their strengths increased by one. When the system moves to ACTIVE ALERT, all IC strength increases by one more. If an IC is hiding, it will appear. If you are inside a corporation, the BUILDING ALERT will also activate. If the building alert is active when you enter cyberspace, it will change to an active alert. NODES Nodes have four security colors: blue, green, orange and red. Blue nodes are the weakest, so weak they cannot have IC defend them. Red nodes are the most secure, and thus are usually only found in corporation and top government systems. Nodes are rated from 1 to 6. The higher the rating, the more difficult it is to run programs against it and its IC. An Access 4 IC in a Rating 6 node is tougher than an Access 4 IC in a Rating 4 node. ENTERING A NODE Once you enter a node, you can chose from a list of options based on the node type. Choosing LEAVE NODE displays a system map. Use the D-Pad to select your next destination. As you penetrate deeper into the system, you will see more of it on the map. A map of an explored system will remain in the cyberdeck's memory until a new system is entered. Operating a node is based on your COMPUTER skill and affected by the node's color and security rating. If you fail to operate the node, the system will inform you so. The longer you remain inside a node, the higher the chances are of your being detected. Once you are detected, the system upgrades the ALERT status. If already at ACTIVE ALERT, the system overloads and shuts down briefly, dumping you from the system. SYSTEM ACCESS NODE (SAN) You must enter this node when entering the system from a street cyberterminal. DATASTORES (DS) These hold data which you can use to complete shadowruns or sell for money to a fixer. Some datastores hold clues and information which may be useful to you in completing the game. SLAVE NODES (SN) When running a corp, use these nodes to turn off hazards such as security cameras and maglocked doors. These items will remain off until another alert is tripped, when they may come back on line. I/0 PORTS (IOP) These can be entrance points to the system from inside a corporation, or openings to short cuts through the system. Locking these when running a corp may reduce the likelihood of the corp activating any slave nodes you have turned off. SUB-PROCESSOR UNIT (SPU) These allow access to other nodes. SPUs also give information about the nodes that directly connect to them. CENTRAL PROCESSOR UNIT (CPU) Once inside a CPU, you can cancel alerts, teleport to any node in the system or crash the entire system in one fell swoop. If the system crashes when you're inside a corp, any alerts end, all cameras stop and all maglocked doors become unlocked. BUYING UPGRADES Certain stores sell items that deckers can use to beef up their decks. These items include programs, mods, deck add-ons and improved cyberdecks. PROGRAMS The higher the level of a program, the more bonuses you can use with it. This is extremely important against highlevel systems. Of course, the higher the program level, the higher its cost and the size of the program. COMBAT Generally, two types of programs are used to blast through IC. One is ATTACK, which can damage any IC and cancel any alert packets on screen. The other is SLOW, which slows the IC's reactions. If slowed enough, the IC will crash. Experimental combat programs are rumored to exist. DEFENSIVE These programs are usually used in combat, and help you heal or avoid damage. Defensive programs degrade after they are used, which means they have to be reloaded. This makes healing in combat difficult, all the more so if the deck has a slow load rate. MASKING/SENSE These programs let you deceive the IC instantly, as opposed to hitting it again and again in combat. The downside is that, if unsuccessful, they can alert the IC, causing trouble later. These programs often have drawbacks, such being useful only against certain types of IC. ANALYZE Let's you see what you are up against in the node, before you run any other programs. If it succeeds, information will appear on the right HUD. Depending on how successful the program was, some or all of the info may be revealed. Once a node is analyzed, the PROBABILITY BARS on the side of the program will activate. These show the basic successes a program has against IC. The larger the bar, the better the chances are of running the program successfully. DECK PERSONA CHIPS Inside the deck are five PERSONA CHIPS. Each one has a certain function, usually something that increases programs of a certain type. While high-rated programs are important for quick success, high-rated persona chips stop the enemy from resisting your efforts, allowing ever swifter victories. Four of these chips can be upgraded, but the MPCP can only be repaired. In order to get a higher MPCP, you must purchase a better cyberdeck. DECK ADD-ONS These increase the attributes of your deck ... up to a certain point. Memory, storage and load speed increases are all limited by the MPCP. Buying a better deck with a higher MPCP will increase these limits. RESPONSE has a limit of three increases. TRADING UP When you outgrow your current deck, there are others to trade up to. When you trade up, your programs, persona chips, memory and storage all upgrade with the new deck, along with the MPCP increase. Response and load speed are set to what the new deck offers. ShadowRun Hints and Tips Use Up/Down to scroll text * Be careful who you open fire on, it might not be worth it when a group of people attack you with an arsenal of weapons.

SHAQFU.O

Shaq-Fu Electronic Arts To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Shaq-Fu Game Description Use Up/Down to scroll text THE STORY OF SHAQ-FU Long ago and far away, in a place called The Second World, there ruled the heartless sorcerer Sett Ra. His hunger for power still gnawed at him even though his dominance over the Second World was unchallenged; he longed to extend his grasp to the fair First World, Earth. Sett Ra's plan was simple. He would destroy the Pharaoh of Egypt and usurp his throne. He created a perfect assassin from his own shadow who would serve him without question. This shadow became Beast, the mightiest and most loyal of all Sett Ra's minions. Beast destroyed the Pharaoh, and the disguised Sett Ra soon sat upon his throne. However, the Pharaoh's son Ahmet was not deceived. He brazenly confronted the powerful sorcerer, threatening to reveal him. Sett Ra called forth Beast from his shadowy other domain. Ahmet barely escaped from the palace to the Great Desert, where his grandfather, Leotsu the Wise, dwelt as a monk and hermit. Leotsu and Ahmet united with a coven of powerful wizards from the lands beyond Egypt, and their combined power was able to send Sett Ra back to the Second World, comatose and imprisoned within a rune-encrusted pyramid. He slumbered for a millennium, bound by the wrappings of a mummy. Beast roamed the Second World, dedicated to finding and releasing his dread master. Successful at last, Beast and Sett Ra vow to wreak havoc on those who stopped them before. They have gathered a battalion of formidable fighters to further this end. To regain his full strength and to end his exile from the First World, Sett Ra must perform an ancient ritual upon a descendant of Ahmet. Beast has now returned from Earth with the child Nezu, a child in whose veins the royal blood runs pure. All is ready for the final cataclysmic battle-only the Chosen One can stop Sett Ra now. One who possesses strength, spirituality, courage, agility, intelligence and unsurpassed skill in the martial arts. Where will the world find such a one? Only Shaq knows. Shaq-Fu Controller Functions Use Up/Down to scroll text CONTROL SUMMARY Six-Button Controller Fighting Fast Kick B Power Kick C Taunt X Fast Punch Y Power Punch Z Moving Move Boost A Player Movement D-Pad left/right Backward/Forward Jump Up D-Pad up Jump Backward/Forward D-Pad up + left/right Crouch D-Pad down Defensive Crouch D-Pad down + left/right Shield D-Pad down, then A Pause Start Menu Selections Highlight an Option D-Pad up/down Select an Option Start, or C Three-Button Controller Shaq-Fu for the Genesis is designed to work with a six-button controller, however you can use a three-button controller. In this case, the controls are the same except you must press Start while fighting to toggle between A, B, and C, and X, Y, and Z. * To change the attack buttons A, B, and C, to X, Y, and Z, and vice versa, press Start. * To pause the game during a fight, press and hold A, B, and C, then press Start. NOTE: These moves reflect the default controls. You can change your button configuration. Shaq-Fu Playing the Game Use Up/Down to scroll text STORY MODE In this one player mode, you become Shaq in his journey through the Second World. When you select STORY from the Game Setup screen, the story begins. * To page forward through the story, press C. * To go straight to the Second World and skip the story, press Start. Shaq enters the Second World through a magical portal. He finds himself on an island with three levels. He must pass successfully through each one before he faces the final battle. He cannot continue to another level until he defeats all those opponents on the first level. If an opponent defeats Shaq, he can continue three more times. After that, the game is over and he must begin anew. * To select your first opponent, use the D-Pad to move Shaq around the island to the locations shown. The location names appear on the screen when Shaq nears an entrance. * To enter the location and begin the match, press C when the location name appears. DUELS Duels, which are best 2-out-of-3 contests, can be played by either 2 players "head to head" or by 1 player against the Genesis. It's possible for a character to fight a duel against him-or-herself. In such cases the characters are different colors so you can tell them apart. One Player Duels continue until you beat every character, or until you lose. When you are defeated, you can continue three more times. In Two Player Duels, you can change the odds by adjusting the Handicapping meter that appears at the bottom of the screen. A green dot appears on the screen, placed in the center of a yellow line. Move the dot left or right to weaken or strengthen your own or your opponent's character. * To move the green dot, hold C and press the D-Pad left/right. The farther the dot moves from a character, the stronger that character becomes; the closer the dot, the weaker the character. TOURNAMENTS In Tournament Mode, two to eight competitors play an elimination tournament to determine who is champion. Two controllers must be used, and a minimum of three characters must be selected to begin the Tournament. In this mode all characters are controlled by you and your friends. Any combination of characters can be selected, including duplicates of the same character. To Make a Selection from the Tournament Screen: 1. Press the D-Pad in any direction to move your selection box over the character you wish to play. 2. Press C to select a character. 3. After each player has selected the character(s) they want(and at least three characters have been chosen), any player can press Start to begin the tournament. Tournaments are single elimination contests. Match-ups are selected randomly. Winners advance to the next round, and losers are eliminated. The winner of the final round becomes champion. Shaq-Fu Hints and Tips Use Up/Down to scroll text * Once you've vanquished all opponents on one level, a bridge appears. If you don't see the bridge, use the D-Pad to explore the level you're on: you may have missed an opponent.

SHDWDNCR.O

Shadow Dancer Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Shadow Dancer Game Description Use Up/Down to scroll text After bringing down the Neo Zeed organization, Joe Musashi found that his skills weren't needed anymore. He went to New York City and spent some time with Kato, his former martial arts student. Musashi returned to his native land, refreshed and relaxed. Kato, meanwhile, heard that some nasty characters had taken over a local elementary school, and were holding the children as hostages. Naturally, he went to try and help the kids. What he found was shocking... Kato was severely wounded at the school, and was not expected to survive. When he got the news, Musashi raced back to New York. But before he could get to the hospital, Kato passed away, leaving nothing but memories and his faithful dog, Yamato. Overcome with grief and rage, Joe Musashi promised Kato's mother that he would avenge her son's death. Kato perished at the hands of one of the many Ninja warriors belonging to Union Lizard, a frighteningly vast and powerful group that took orders from a hideous, gigantic reptilian form. Since it could not communicate through words, the reptile's instinct guided it and the many soldiers on a path that would result in world domination-if no one stopped them. They've taken over New York, and are holding many terrified people hostage. Can you guide Joe Musashi and Yamato, the Shinobi dog, through the ring of fire and triumph over this evil force? Shadow Dancer Controller Functions Use Up/Down to scroll text D-Button: Before Play: * Press up or down to move selection markers, and left or right to highlight options or selections. During Play: * Press left or right to walk in either direction. * Press down to squat. * Press down, an to the left or right, to walk while squatting. Start Button: * Press to start the game. * Press to open the Options screen. * Press to pause the action, and to resume play. Button A: * Press to use Ninjutsu, the ancient and powerful Shinobi magic. Button B: * Press to attack by throwing Shuriken (Death Stars), kicking, punching, or swinging the Shinobi Sabre. * Press to send Yamato, your dog, after an enemy. Button C: * Press to jump. Shadow Dancer Playing the Game Use Up/Down to scroll text Joe Musashi, hoping to avenge the death of his pupil, Kato, goes into battle along with his late student's faithful dog, Yamato. The two of them fight their way through the streets of Brooklyn, lock horns with enemies atop the Statue of Liberty, storm unknowingly into the danger that lurks inside a cave, and finally reach the hideout of the reptile Sauros! To get through all of these dangers, you must master the different attack techniques. ATTACK TECHNIQUES: Jumping: Enemies and hostages often appear on a higher or lower level, so you must learn how to get to them. To jump to a higher floor, press and hold the D-Button up and then press the Jump Button (selected at the Options screen). To jump down, press and hold the D-Button down and then press the Jump Button. There's one location where you'll have to jump a high fence. To jump over from the near side, press the D-Button up and then press the Jump Button. To jump toward you, press the D-Button down and then press the Jump Button. Assault: Musashi normally attacks by throwing Shuriken...or by swinging his mighty Sabre! There's a particular Item that gives Musashi incredible power. His Sabre is replaced by a Beam shot, and he gains two new weapons-a punch and a kick. When Musashi is standing, he attacks nearby foes with a lethal kick. When squatting, he unleashes a thunderous punch! Ninjutsu: The Shinobi warriors of the present make good use of a gift from their ancestors. Ninjutsu is the strongest form of Shinobi combat magic, and Joe Musashi can cast those spells as well as his great-grandfather did! There are three spells you can use when you're outnumbered in battle. Don't waste them in an ordinary situation! You can cast only one spell per stage. The type of spell you can use is predetermined, but you can believe that it's very effective in almost any situation! Note: These spells are not very useful against enemy Aides! Columns of fire cook your enemies. Watch as they go up in smoke! Two tornadoes join forces to blow your foes away! Meteorites fall from the sky like a killer rain, destroying all villains in the vicinity! Musashi's Best Friend: Yamato, once the pet of Musashi's late friend Kato, now gives his loyalty to our hero. Yamato isn't just a spectator-he'll lay down his very life for you! To send him after an enemy, press and hold Button B. Watch Yamato's Attack gauge at the bottom center of the screen. When it becomes full, release Button B and your dog charges at the bad guy, with only one thing on his canine mind! There are times when Yamato can't attack: 1) When there are no enemies on the screen. 2) When Yamato and the enemies are on different floors. 3) When an enemy Yamato was planning to assault suddenly jumps up or down to a different level. In this case, Yamato charges straight ahead, and after seeing that there's no one there, returns to his master's side. Once you see that Yamato has a good hold on an enemy, move Musashi in and finish the bad guy off quickly! If you don't, Yamato becomes tiny and can't attack for a short time. Also, if Yamato attacks an enemy who's particularly good at self-defense, he'll get hurt. You can even hear the poor pup whimper as he scoots back to Musashi's side! If Yamato is hurt, he'll regain his size and energy if the timer reaches zero, when you use Ninjutsu, or when you rescue one of the captives. Let Joe Musashi do most of the dirty work, and save Yamato for desperate situations! Items: As you guide Musashi and Yamato through the gauntlet of horrors, Item symbols pop up. Run over the Items to pick them up. Benefits include Bonus Points, extra players and Power Up Items. The symbols appear while you save prisoners-watch for them! Shadow Dancer Hints and Tips Use Up/Down to scroll text Advice from the Masters: * Learn the attack techniques of each kind of soldier and warrior. You see them in each stage of the game! * You'll find Power Up Item symbols as you rescue captives. Your attack becomes twice as lethal! * Each of the enemy Aides has a weak point. To defeat them, you must find that soft spot! * When you're in mid-jump, you can't be hurt. Don't be afraid to change levels in search of hostages! * Valuable bonuses are available after each round you clear. Shoot all Ninjas!

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Shining in the Darkness Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Shining in the Darkness Game Description Use Up/Down to scroll text Vanish the fiendish forces of Dark Sol and restore peace to the enchanted Kingdom of Thornwood . Search for the powerful Arms of Light and fight the savage creatures that roam the darkness of the Labyrinth. Use your warrior's cunning skills to pass the test of the Ancients and become a shining knight. Shining in the Darkness Controller Functions Use Up/Down to scroll text D-Button: * Moves you through corridors. Start Button: * Starts the game. Buttons A and C: * Brings up Status windows, Command boxes and other selections. * Choose highlighted windows, boxes and other selections. Button B: * Backs up to the previous screen, Status window, Command box or other selection. * Cancels a selection. Shining in the Darkness Playing the Game Use Up/Down to scroll text Status Windows/Command Boxes: Press Button A or C to display the three Status windows at the top of the screen. The window to the left shows your status. Your Hit Points, Magic Points and current level are displayed. You are not able to use magic, but both of your future companions are. Four Command boxes appear at the bottom. Press the D-Button to highlight one of these boxes, and notice that its function appears to the right. Press Button A or C to use the command. To close the windows and boxes, press Button B. You cannot use the windows and boxes while you're in the castle. Enter: Use this command when you want to enter a building in the village, or leave the village through the Exit gate. Press the D-Button left or right, and make sure that the name of the building you want to enter appears. Then press Button A or C to bring up the Command boxes, highlight "Enter," and press Button A or C again. Status: Highlight the Status box using the D-Button and press Button A or C. At the bottom of the next screen, "Whose Status?" appears. Press the D-Button up or down to highlight one of the three boxes and press Button A or C. You will see three Status screens: The points in each of the five categories; the items that the character is carrying; and the magic spells that the companion can perform. Item: Highlight this box using the D-Button and press Button A or C. Four new Command boxes appear. Select one of these boxes, and press Button A or C again: Use: This lets you use one of the Items you're carrying. Equip: After purchasing or finding a new Weapon, suit of Armor, Shield, or Helm, you must equip it or it won't help you. Give: Use this command to transfer an item from one character to another. Drop: During your travels you will occasionally come across an item that you'll want to pick up. If you're already carrying eight items, you have to get rid of one before you can pick the new one up. Spell: Milo Brax and Pyra Myst, the two friends who will soon join you, can both cast Magic Spells. Their powers are not very strong in the beginning, but as they gain experience they'll be able to cast a wide variety of spells. Shining in the Darkness Hints and Tips Use Up/Down to scroll text * When you go into a town or village, be sure to talk to everyone. Even if they seem unfriendly, they could give you valuable information.

SHINFORC.O

Shining Force Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME ITEMS SPELLS IN TOWN WEAPONS HINTS AND TIPS BROWSE HELP FILES Shining Force Game Description Use Up/Down to scroll text In a wondrous land, perhaps not so far from our world, a strange and terrible series of events took place. The powers of darkness, led by Dark Dragon, fought for control of the world of Rune. A small band of warriors has been sent out on a dangerous journey to fight against the dark forces of Runefaust, and you are the leader. Prepare yourself for the ultimate battle! From Sega. Shining Force Controller Functions Use Up/Down to scroll text Directional (D-Button): * Press to highlight options/items. * Press to move characters. * Press to move highlight box. Start Button: * Press to skip through Story screens and reach the Title screen. Button A: * Press to see Options boxes and Status windows. * Press to see opponents' statistics. * Press to speed through messages. Button B: * Press to cancel selections. * Press to speed through messages. Button C: * Press to see Options boxes and Status windows. * Press to see opponents' Status windows. * Press to speed through messages. Shining Force Playing the Game Use Up/Down to scroll text When the battle starts, your characters will probably be in a group, near one corner of the battle area. Once a character can move (characters move in order, the fastest character first and the slowest character last), his or her Stats window appears at the top right of the screen, and the effect the terrain has on their movement appears in a window at the top left of the screen. The character will be able to move only as far as the flashing ground area extends, and can only move onto a space that isn't occupied by another character. Move your character using the D-Button. When you have picked the place you want to stop at, press Button A or C. If you reconsider and want to move your character again, press Button B and move your character to the new position. Once you decide where your character is to stop, press Button A or C to see your Combat options. If your character is close enough to the enemy to attack, the highlighter will appear on the Attack option. If the enemy is outside the characters striking range, the highlighter will appear on the Stay option. Move the highlighter to the option you want and press Button A or C. ATTACK: Pick this option to begin your attack on an opponent (if one is in striking distance). A flashing grid of squares will appear, showing you the character's striking distance, a white highlighter square will appear on a target enemy. Move the square to the enemy you wish to attack and press Button A or C. ITEM: If you want to utilize an item one of your characters is carrying, select this.You can only give an item to a character standing next to you. STAY: This option stops your character where he or she is. MAGIC: If your character is a spellcaster, select this to cast a spell on a teammate or the enemy. Once you have assembled the Shining Force's members, they will be waiting for you at Headquarters with your advisor Nova, ready to go out and join the fight. The following options are available at Headquarters: ADVICE: Nova has lots of experience battling the army of Runefast. Pay attention to his advice on upcoming battles--it's certain to be useful. ITEM: Your item options here are the same as in the Items Options described earlier. STATUS: Take a look at the status of any of the Shining Force characters. Make sure to write down the status of all your characters somewhere and update as you go along. JOIN: As you make your way through the lands of Rune, you are bound to meet a number of people who will join your group, and only 12 can take part in the battles at one time! Select this to replace members on the excursion team with others who are "waiting on the sidelines." NOTE: You can only change members at headquarters. During battle situations, another set of options becomes available. To access these options, press Button B any time it's one of your characters' turn to move. A white highlighter box will appear around the character. * Move the box to any character on the battlefield (including enemies) and press Button A to see that character's stats window. * Press Button C to see that character's full Status sheet. This can be very useful when you're up against an enemy you've never seen before. Press Button B to return to the character who is supposed to move. * Move the white highlighter box to a place on the battlefield that isn't occupied by any character and press Button A or C to see the Game Command Options. MAP: Select this to see a small map of the entire battlefield, showing the location of your team (in green) and all enemies (in red). MESSAGE: This option allows you to turn off the battle messages which show the amount of coins and experience you've gained in each attack. NOTE: Level-ups and special items will still be displayed. QUIT: Select this to quit the game. If you're sure you want to quit, press the D-Button to highlight the Yes nodding head or if you reconsider, highlight the No shaking head and press Button A or C. NOTE: Your game will be automatically saved when you use the Quit option. SPEED: Change the speed of the text by moving the arrow with the D-Button. One is the slowest speed and four is the fastest. Shining Force Items Use Up/Down to scroll text There are a large number of items which you'll come across. Each has a special purpose, and you'll probably find a use for almost all of them. ANTIDOTE: The leaves of this plant dissolve poisons in the blood. With the number of ghouls, zombies and other undead creatures roaming around, you'll need this item at some point. MEDICAL HERB: This inexpensive item can be bought in any shop in Rune. It restores a certain number of HPs to a character when he/she uses it. HEALING SEED: More expensive than the Medical Herb, these powerful seeds restore a large number of HPs to a character when he/she uses it. ANGEL WING: This item allows the user to return to the town you were last in. Usually the leader of the Shining Force uses the Egress spell to take the group out of danger, but this may not be possible. RINGS: Throughout the game, you will run across rings with various uses. Let various characters try them on to see what their effects are. Shining Force Spells Use Up/Down to scroll text MAIN CHARACTER SPELLS: Egress: This spell transports the team back to the last place the game was saved at. MAGE SPELLS: Blaze: A hail of fire rains down on the opponents. This spell is particularly useful against undead. Bolt: Energy is channeled from the earth and through the spellcaster, who acts as a rod. The energy is released as electricity, causing the enemy great damage. Freeze: This spell creates a whirlwind of ice in the air around opponents. Muddle: Creates a mysterious wall of fog around the opponent. Desoul: This spell invokes one of the Ancient Gods of Death to come and pull the soul from the opponent. This dark spell can only be attempted by the highest level of spellcaster. Shield: Protects the recipients from the effects of opponent's spells. Boost: This spell increases the recipient's attack power. Sleep: This spell lulls your opponent(s) into a sound sleep, rendering them immobile until they wake up. PRIEST SPELL LIST: Heal: The Heal spell restores some of a character's HPs. Carrying around potions and herbs is fine, but if you're out in the open for a long time, you're bound to run out. Detox: Any character who has been poisoned can be cured by this spell. Aura: This powerful heal spell restores HPs to all characters within the caster's zone of influence. Dispell: More like a spell mirror, this defensive spell reflects any spell cast by the enemy back to them. Used at the right time, this spell can be devastating against powerful spellcasting enemies. Quick: This spell increases the speed of your team. Slow: This spell slows your enemies down considerably, giving your team more time to attack. MONKS SPELLS LIST: Gong can use Heal and Aura spells. SPECIAL CHARACTER SPELLS LIST: Arthur: Arthur can use Blaze, Freeze and Bolt spells. Domingo: This very special being can use any Mage spell except Shield, Blaze and Bolt. Hanzou: Trained in the Ninja arts, Hanzou can use Sleep, Shield, Desoul and Dispel. Shining Force In Town Use Up/Down to scroll text Before and after battles, you'll usually find yourself strolling about the various towns and villages, picking up information, talking to the people who live there and buying items to help you on your journey. When you're in town, you have certain options available to you: TALK: If your character is standing in front of, behind or next to someone, selecting Talk allows you to listen to what they have to say. ITEM: If you want to employ an item one of your characters is carrying, select this. A second set of Item options appear on the screen. SEARCH: Use this to open treasure chests or investigate objects and explore areas that look suspicious. MAGIC: This command allows you to use your EGRESS magic spell. This command will not work in non-battle areas. In every town you travel to, you will be able to find the Priest, who can help you in a number of ways: SAVE: This saves your game exactly as it stands. If you buy items or weapons from shops, don't forget to equip your characters before you save the game, to save time later. RAISE: If one or some of your characters fall in battle, you can use your Team Leader's Egress spell to come back to the chapel and restore them to full health. PROMOTE: Once a character achieves level 10 or higher, you can promote that character, which gives them a number of advantages. CURE: Some of the creatures in Runefast's army can infect your characters with diseases or poisons. Unless your healer has the Detox spell, or someone is carrying special medicines, you'll need to get that character back to the Priest quickly, or you'll be paying for a Raise spell instead of a Cure spell! There are usually two shops in every town--one selling weapons and the other selling various items such as healing herbs. These shops often display a sign outside which has a picture of a bag on it. Step up to the counter, select the Talk option, and the shopkeeper will ask you what you want. BUY: When buying, highlight your choice, the shopkeeper will give you the price. Next, select the character who will receive the item. If the character can't use a weapon, the shopkeeper will ask you if you want to buy the item anyway. Don't buy an item you can't use unless you're going to transfer it to another character. SELL: When selling an item, highlight the character who has the item you want, then highlight the item you wish to sell. REPAIR: If you want an item repaired, highlight the character who has the broken item, then select the item. DEALS: If you want to know what the special items on sale are, select this option, and if you want to buy something, make your selection of items just as you would for regular items. Shining Force Weapons Use Up/Down to scroll text WEAPON (USERS) ATTACK Short Sword (SDMN,WARR,BDMN) +5 Middle Sword (SDMN,WARR,BDMN) +8 Long Sword (SDMN,BDMN) +12 Steel Sword (SDMN+,BDMN+,NINJ+,SMR+) +18 Broad Sword (SDMN+,BDMN+,NINJ+,SMR+) +20 Doom Blade (SDMN+,BDMN+,NINJ+,SMR+) +25 Katana (SDMN+,BDMN+,NINJ+,SMR+) +30 Sword of Light (SDMN+) ? Sword of Darkness (SDMN+,BDMN+) ? Chaos Breaker (SDMN+) ? WEAPON (USERS) ATTACK Wooden Arrow (ARCHR) +8 Steel Arrow (ARCHR) +13 Elven Arrow (ARCHR) +18 Assault Shell (ARCHR) +27 Buster Shot (ARCHR) ? Spear (KNTE,SMKN,WGKN) +8 Power Spear (KNTE,SMKN,WGKN) +15 Valkyrie (KNTE+,SMKN+,WGKN+) ? Bronze Lance (KNTE,SMKN,WGKN) +9 Steel Lance (KNTE+,SMKN+,WGKN+) +18 Chrome Lance (KNTE+,SMKN+,WGKN+) +22 Halberd (KNTE+,SMKN+,WGKN+) +25 Devil Lance (KNTE+,SMKN+,WGKN+) ? WEAPON (USERS) ATTACK Hand Axe (WARR) +7 Middle Axe (WARR) +11 Battle Axe (WARR) +16 Heat Axe (WARR+) +22 Great Axe (WARR+) +26 Atlas Axe (WARR+) ? Wooden Staff (HEAL,MAGE) +4 Power Staff (HEAL,MAGE) +12 Guardian Staff (HEAL+,MAGE+) +18 Holy Staff (HEAL+) +26 Demon Rod (MAGE+) ? Shining Force Hints and Tips Use Up/Down to scroll text * All members have strengths and weaknesses, such as moving slowly or fighting well against certain opponents. Keep your group fairly close together to avoid having anyone singled out and surrounded. Also, try to protect your leader and weaker members of the group. * Jumping into battle recklessly is not the mark of a great leader. To defeat the Runefaust minions, you should first look at enemies' Stat sheets and find out where the strongest warriors are. Then decide how you are going to attack. * As you know, Rune is a magnificent land, filled with hills, mountains, valleys and rivers. Your enemies will try to use the different terrain's to their advantage. Since you are as often on the offensive as you are on the defensive, you must think about how to position your troops to the greatest advantage. * Promotions: When a member reaches level 10, they can be promoted to a new fighting class. Once that character is promoted, you'll be surprised at his or her increase in HP, Speed, and Attack strength. What's more, that character will be able to use more advanced weapons than before. On the other hand, they will begin their new class with slightly decreased statistics. The trick is to spread your promotions out to avoid having all your characters' characteristics from dropping at the same time. * Many characters will join you. As only 12 warriors can go out in any party, so don't overlook a member just because he or she is new, and don't keep other members just because you're used to them. * Be prepared to fight to the finish if there is no escape, but remember that if the main character is defeated, you'll have to start back at the beginning of the battle. The moral is that if things look hopeless, a fool keeps fighting and a wise man retreats, rethinks and tries again. CHARACTER CLASSES: Swordsman SDMN Knight KNTE Warrior WARR Mage MAGE Healer HEAL Monk MONK Archer ACHR Birdman BDMN Werewolf WRWF Steam Knight SMKN Wing Knight WGKN Dragon DRGN Samurai SMR Ninja NINJ SUPER SECRET HINTS CODE: Name all characters -- Begin a new game and go to the character naming screen. Highlight the word END, and: * On controller 2, Hold all three buttons (A,B and C) and Start. * On controller 1, press A,C and Start at the same time. You will now be able to rename all your other characters, except Jogurt. (This code can be difficult) PARTY CONSTRUCTION TIPS: Since healers are very weak fighters, the best way for them to gain experience is to heal your other characters frequently in battle. Travel with a diverse attack party, such as: * 2 or 3 centaurs. * 1 or 2 warriors. * 2 mages * 1 or 2 archers * 1 or 2 flying characters. * 2 healers STRATEGIES: You must keep your characters together. You can wait for monsters to approach or you can move up to the monsters quickly. There only bad strategy is to separate your characters. CURSED WEAPONS: To get rid of a cursed weapon or item, go see the Priest at the Shrine. He will remove the cursed item from the character. There is no way to remove a curse from a weapon or item, so you should sell it or throw it away. The cursed items are: * Demon Rod * Devil Lance * Sword of Darkness * Black Ring * Evil Ring

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Shining Force II Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME VARIOUS OPTIONS TOOLS OF THE TRADE ITEMS SPELLS HINTS AND TIPS BROWSE HELP FILES Shining Force II Game Description Use Up/Down to scroll text The citizens of Granseal Kingdom are hard at work. Inside the castle grounds, the centaurs concentrate on jousting and target practice while the spellcasters compare teleportation and healing spells. Granseal isn't at war, but there has been trouble with monsters on the outskirts of the Kingdom, and the king has ordered his troops to sweep the area and drive the creatures away. All notice the thunderheads that gather above the castle. Not only is rain unusual for the season, but the storm does not look to be an ordinary one. The storm is a harbinger of coming events--events which will change Granseal and its neighboring kingdoms forever. An ancient evil has broken free, and is spreading over the land of Rune, devastating all that it touches. Is there anyone, or anything, that can stop it? Start the adventure and find out! Shining Force II Controller Functions Use Up/Down to scroll text D-Button: * Highlights options/items. * Moves characters. * Moves highlight box. * Speeds through messages (Press and hold). Start Button: * Skips through story screens. Button A: * Opens Options windows and Status windows. * Speeds through messages (Press and hold). * Selects a character on Name Entry screen. Button B: * Cancels selections. * Speeds through messages (Press and hold). * Brings up character cursor during battle scenes. * Deletes a previously chosen character on Name Entry screen. Button C: * Opens Options and Status windows. * Speeds through messages (Press and hold). * Initiates conversations when standing next to a Non-Player Character (NPC). * Selects a character on Name Entry screen. * Initiates search of nearby object. Shining Force II Playing the Game Use Up/Down to scroll text Your Adventure Begins: As a student of Astral the Wizard, you and your friends study all the usual subjects: reading, writing, and swordfighting. Your adventure begins on what is to be your last day of school, not to mention the last time you'll see your home, and even the land where you were born. Dark events are taking place on the island of Grans. The two jewels which seal the Door to Darkness have been stolen from the Ancient Tower. These jewels were the barriers which kept Zeon, a creature of awesome evil power, trapped inside the tower. Finding where the jewels have been taken, and why, is a task that only the bravest of adventurers would dare to undertake. Mission Commands: Various options are available in each situation you and your team find yourselves in. In non-battle situations, press Button A to see your Options and press Button B to close the Options window. In battles, press Button B, move the white highlight brackets to an unoccupied area on the map and press Button A to see your special game options. Mission Requirements: Make sure you live up to your responsibility as the Leader of the Shining Force by not getting into dangerous situations without ample support. Once the team's Leader is defeated, the team is automatically returned to the last place the game was saved at, minus half their gold. If the battle situation gets too intense, use your Egress spell to retreat safely, or make sure some other members are carrying Angel Wings to bring you all back to an abbey. Once you've reached an abbey or other safe area (such as a town), your characters' HPs and Magic Points will be completely restored. However, characters that haven't been cured remain stunned, poisoned or cursed, and characters that have been exhausted in battle won't be present for the next one. Make sure to get to an abbey. Raise all the characters that have been exhausted, Cure all characters who've been stunned, poisoned or cursed, and promote any characters who have reached a sufficient level. Next, purchase all the supplies you need, then save the game. If you quit the game at this point, you'll be able to jump right into action the next time you play. Shining Force II Various Options Use Up/Down to scroll text Walkabout Options: In non-battle situations, such as walking around town, you can access your Walkabout options by pressing Button A or C. If your Leader is standing next to someone, start a conversation by pressing Button C. Likewise, standing in front of an item and pressing Button C allows you to check the item out. You may find something useful! Member: Select this option to see information about a character. Move the highlight box to the name of the character you want to see. Press the D-Button left or right for points information and press Button A or C to access his or her Statistics chart. Item: If you want to use an item that one of your characters is carrying, select this and a second set of options appears on the screen. Search: Use this to open treasure chests, take a look at objects and explore areas that look suspicious. You will be required to use this command in certain situations. Magic: This command allows you to use magic spells. NOTE: With the exception of Detox spells, magic spells don't work in non-battle areas. Item Options: These options allow your characters to do various things with the items they're carrying. First, choose what you want to do with the item. Next highlight the character who is carrying the item. The items each character is carrying are displayed. Press the D-Button in the direction of the desired item to highlight it, and press Button A or C. To leave the window, press Button B. Use: This command lets you use any item that any of your characters are carrying. Equip: Use this command to equip a character with a weapon. Drop: Use this command to discard an item someone is carrying. Give: Use this command to transfer items between characters. Select the item as explained above, and select the character you'll give it to the same way. Shop Options: There are usually two shops in every town-one selling weapons and the other selling special items and healing potions. These shops sometimes have a sign outside which has a picture of a bottle or a sword on it. Step inside, walk up to the counter, press Button c, and the shopkeeper will ask you what you want. Buy: When buying, use the D-Button to highlight your choice, and press Button A or C to select it. The shopkeeper will give you the price. Press the D-Button to highlight YES, then select the character who will receive the item by highlighting his or her name and pressing Button A or C. You can refuse a purchase by either selecting NO and pressing Button A or C, or by pressing Button B at any time. NOTE: If the character can't use a weapon, the shopkeeper will ask you if you want to buy the item anyway. Don't buy an item you can't use unless you're going to transfer it to another character. Sell: When selling an item, highlight the character who has the item you want to sell and press Button A or C. Next, highlight the item you wish to sell. The shopkeeper will give you a price. If the price is right, highlight YES and press Button A or C to make the sale. Refuse a sale by selecting NO or pressing Button B. Repair: If you want an item repaired, highlight the character who has the damaged item and press Button A or C. Next, select the item with the D-Button and press Button A or C again. Deals: If you want to know what the special items on sale are, select this option. If any special items are available, you can buy them as you would other items. Caravan Options: You will undoubtedly run across an odd fellow named Dr. Rohde in your travels. Rohde has spent his life studying books that explain about a special magic called "mechanics." Eventually you'll come across an ancient machine called a Caravan, and if anyone can get it working again, Rohde's your man. And what good is the Caravan to you? Read on! To use the Caravan, just move the Leader over it and press Button C. The following options appear: Join: This command allows you to replace members on the excursion team with others who are waiting inside the Caravan. Press Button A or C to see the stand-by troops. Highlight the person who'll join and press Button A or C. Highlight the character they'll change places with and press Button A or C again to exchange members. Cancel by pressing Button B. Item: The item option here is the same one as described under Walkabout Options. Purge: Use this to place members of your party in the Caravan when they're not needed. Highlight the character you want to have wait in the Caravan and press Button A or C. NOTE: You can place as many characters in the Caravan as you want to (except the Leader), but keep in mind that having too few characters in your battle party may be more dangerous than having too many. Depot Options: The Caravan has a large cargo area which you can use to store up items you may use later but don't want to carry now. Special use items, unusual weapons and even extra healing herbs can all be stored in the caravan and taken out at any time. Look: This allows you to appraise any item stored in the Caravan. Highlight an item and press Button A or C. Astral then explains what type of item it is, how and where it's used, and the price it fetches in a shop. Derive: This allows you to pick an item from the Caravan and pass it to a character. Highlight the item and press Button A or C, then select the character you'll pass it to the same way. Drop: This is the same as the drop command described in the Item Options. Deposit: This places an item into the Caravan's cargo hold. Highlight the character carrying the item you want to store, then highlight the item and press Button A or C. Abbey Options: In every town you travel to, there are priests who can help you in a number of ways. If the priest asks you questions, answer by pressing the D-Button to highlight YES or NO and pressing Button A or C. Select characters to be promoted by highlighting their name in the Character List and pressing Button A or C. Save: This saves your game as it stands. If you're going to buy items or weapons from shops, equip your characters before you save the game, to save time later. Raise: If one or more of your characters fall in battle, you can restore them to full health by returning to the nearest abbey and asking the priest to raise them from the dead. Promote: Once a character achieves level twenty or higher, you can promote that character to a new fighting class, which enables the character to use more powerful weapons or spells. Cure: Some enemies can infect your characters with diseases or poisons. Unless one of your spellcasters knows the right spells or someone is carrying the right medicines, you'll need to get that character back to the priest quickly. Otherwise you'll need a Raise instead of a Cure! NOTE: Raising and curing characters is done in exchange for a donation, and the easiest way to avoid this drain on the money pouch is to protect your characters! Don't put them in dangerous situations until you're sure they have the necessary experience to defeat the enemy. Combat Options: The dark forces are growing stronger and the hand of Chaos is giving the creatures of the night free reign to attack with ever growing ferocity. In plain terms, things are going from bad to worse. Not only do you have to worry about finding a way to lock Zeon back in his dimension, but also how not to be destroyed by his evil minions beforehand. Every canyon, forest and river may hold another band of evil creatures waiting for you. When a battle begins, the first thing you must do is find out the numbers and strength of your opponents. Use the Special Game Options to check out your situation before you plan your strategy. Once the battle starts, your characters will probably be in a group, near one corner of the battle area. Once a character can move (characters move in order, the fastest character first and the slowest character last), his or her window appears at the top right of the screen, and the effect the terrain has on their movement appears in a window at the top left of the screen. The character will be able to move only as far as the flashing ground area extends, and can only move onto a space that isn't occupied by another character. Move your character using the D-Button. When you have picked the place you want to stop at, press Button A or C. If you reconsider and want to move your character again, press Button B and move your character to the new position. Once you decide where your character is to stop, press Button A or C to see your Combat options. If your character is close enough to the enemy to attack, the highlighter will appear on the Attack option, and if the enemy is outside the character's striking range, the highlighter will appear on the Stay option. Move the highlighter to the option you want and press Button A or C. Attack: Pick this option to begin your attack on an opponent (if one is in striking distance). A flashing grid of squares will appear, showing you the character's striking distance. If more than one enemy is in striking distance, use the D-Button to move the white brackets to the enemy you wish to attack and press Button A or C. The Battle screen appears next. The Stats window for your character appears above him or her, and your opponent's Stats window appears below. The damage your character inflicts on the enemy shows on the enemy's HP (Hit Points) meter. Item: If you want to utilize an item you are carrying, select this. Items options are the same here as in the other sections, except that you can only give an item to a character standing next to you. Stay: This option stops your character where he or she is, and ends his or her turn. Magic: If your character knows any spells, select this to cast a spell on a teammate or enemy. Special Game Options: During battle situations, another set of options become available. To access these options, press Button B any time it's one of your characters' turn to move. A white highlighter box will appear around the character. * Move the box to any character on the battlefield (including enemies) and press Button A to open the highlighted character's complete status sheet. * Press Button C to see the highlighted character's status window. This can be useful when you're up against an enemy you've never seen before. Press Button B to return to the character who is supposed to move. Move the white brackets to a place on the battlefield that isn't occupied by any character and press Button A or C to bring up the following Options: Map: Select this to see a small map of the entire battlefield, displaying the location of your team (in green) and all enemies (in red). Member: This brings up the statistics charts for the members of the Shining Force. Quit: Select this to quit the game. If you're sure you want to quit, press the D-Button to highlight YES and press Button A or C. Your game will automatically be saved at that point. Speed: This option allows you to alter the speed of all messages. Change the speed of the text by moving the arrow with the D-Button. One is the slowest speed and four is the fastest. You can also turn off the text which describes each hit and the amount of coins acquired when a foe is defeated. Level-ups, experience points and special items you find are still displayed in messages. Shining Force II Tools of the Trade Use Up/Down to scroll text Tools of the Trade: Rune is a fantastic land of magic and technology, where you'll battle with spells and missiles, lances and lasers. You can sometimes acquire weapons from foes you defeat in battle but can't pick them up if your hands are full, so try not to load up all your characters fully. For the listings below, the name of the weapon will be listed first, who can use the weapon will be listed next, and last will be the attack power of the item. Arrows: Wooden Arrow ACHR, RNGR, BWKT, SNIP, BRGR +5 Iron Arrow ACHR, RNGR, BWKT, SNIP, BRGR +7 Steel Arrow ACHR, RNGR, BWKT, SNIP, BRGR +12 Robin Arrow ACHR, RNGR, BWKT, SNIP, BRGR +17 Spears and Lances: Wooden Spear KNTE, PLDN, PGKT +3 Short Spear KNTE, PLDN, PGKT +6 Bronze Lance KNTE, PLDN, PGKT +9 Spear KNTE, PLDN, PGKT +12 Steel Lance KNTE, PLDN, PGKT +16 Power Spear KNTE, PLDN, PGKT +20 Axes: Short Axe WARR, RDBN +5 Hand Axe WARR, RDBN +9 Middle Axe WARR, RDBN +13 Power Axe WARR, RDBN +17 Battle Axe WARR, RDBN +21 Rods and Magical Weapons: Wooden Rod PRST, MAGE, SRCR, WZRD +3 Short Rod PRST, MAGE, SRCR, WZRD +5 Bronze Rod PRST, MAGE, SRCR, WZRD +8 Iron Rod PRST, MAGE, SRCR, WZRD +12 Power Stick PRST, MAGE, SRCR, WZRD +18 Knives and Ninja Blades: Short Knife THIF +5 Dagger THIF +8 Knife THIF +12 Thief's Dagger THIF +17 Swords: Wooden Sword SDMN, BDMN, RDBN, HERO, BDBT, NINJ +3 Short Sword SDMN, BDMN, RDBN, HERO, BDBT, NINJ +5 Middle Sword SDMN, BDMN, RDBN, HERO, BDBT, NINJ +8 Long Sword SDMN, BDMN, RDBN, HERO, BDBT, NINJ +12 Steel Sword SDMN, BDMN, RDBN, HERO, BDBT, NINJ +16 Achilles Sword HERO +19 Hand to Hand: Leather Ring MRMK +26 Power Glove MRMK +33 Brass Knuckles MRMK +39 Iron Knuckles MRMK +43 Shining Force II Items Use Up/Down to scroll text Items: There are a large number of items which you'll come across in your journeys. You'll find some in treasure chests, some on the battlefield; others in shops in the towns and villages you visit. Edible Items: Usually found in treasure chests, these goodies increase the power, speed or magic ability of the character who uses them. Medical Herb: This inexpensive item can be bought in any shop in Rune. It restores 10 HP to a character when he or she uses it. Antidote: The leaves of this plant dissolve poisons in the blood. With the number of zombies and other undead creatures roaming around, you'll need this item at some point. Healing Seed, Healing Drop: More expensive than the Medical Herb, these powerful potions restore a large number of HPs to a character when he/she uses them. Angel Wing: This magic item allows the user to return to the town he or she was last in. Usually the Leader of the Shining Force uses the Egress spell to take the group out of danger, but there may be times when this isn't possible. Rings: Throughout the game, you will run across rings with various uses. Let various characters try them on to see what their effects are. Shining Force II Spells Use Up/Down to scroll text Spells: At the start of your journey, your spellcasters only know spells that can hit one opponent at a time, but as their abilities improve, they'll be able to blast a number of opponents with one spell! Below is a list of some spells each type of spellcaster can use: Attack Spells: Blaze: A hail of fire rains down on the opponent(s). This spell is particularly useful against the undead. Freeze: This spell creates a whirlwind of ice in the air around the opponent(s), bringing the temperature in that area down to incredibly low levels. Blast: This spell accosts the opponent(s) with lightning and whirling winds. Bolt: Energy is channeled from the earth and through the spellcaster, who acts as a rod. The energy is then released as electricity, causing the enemy great damage. Muddle: Creates a wall of fog around the opponent. Desoul: This spell invokes one of the Ancient Gods of Death to come and pull the soul from the opponent. This dark spell can only be attempted by the highest level of spellcaster, as the thought of the spell backfiring is too much for the weak-of-heart. Sleep: This spell lulls your opponent(s) into a sound sleep, rendering them immobile until they wake up-if they wake up. Slow: This spell slows your enemies down considerably, giving your team more time to attack. Defensive Spells: Egress: This spell is reserved for the Leader of the Shining Force. If you find yourself in trouble, use Egress to transport you and your team back to the last safe place the game was saved at--usually an abbey. Heal: The Heal spell restores some of a character's Hps. Carrying around restorative potions and herbs is fine, but if you're out in the open for a long period of time, you're bound to run out eventually... Detox: Any character who has been poisoned by an enemy can be cured by this spell. Aura: This powerful heal spell restores HPs to all characters within the caster's zone of influence. Dispel: More like a spell absorber, dispel prevents any spell cast by the enemy from taking effect. Used at the right times, this spell can be devastating against powerful spellcasting enemies. Quick: This spell increases the speed of your team. Boost: This spell increases the recipient's attack power, speed and agility for a short time. Shining Force II Hints and Tips Use Up/Down to scroll text Final Advice From Astral: * If you don't talk to characters you meet in towns and traveling around, you may miss a valuable opportunity to gain new members. You can get other news and information about your quest as well! Talk, talk, talk! * Bear in mind that all members have their own strengths and weaknesses, such as moving speed or the ability to do well against certain opponents. Keep your warriors fairly close together to avoid having anyone singled out and surrounded, but be aware that this makes your group vulnerable to magic attack. Try to keep your Leader and weaker members of the group protected as much as possible. * Jumping into battle recklessly is not the mark of a great Leader. To defeat your enemy, you must first know what they can do. Use the Special Game option "Member" to look at your opponent's Stats sheets and find out where the strongest warriors are. Then use that information to plan your attack. * Pay attention to the characteristics of each battlefield. Your enemies will try to use the different types of terrain to their advantage. You should too. * Once a character reaches level 20, he or she can be promoted to a new fighting class. Once that character has been promoted, he or she will increase in HP, Speed and Attack strength, and be able to use stronger, more advanced weapons than before. On the other hand, the character may lose previously learned spells, or lose some Hps. Keep a few members of your team (such as Knights and Archers) in reserve, and promote spellcasters and the Leader as early as possible. * A lot of characters will join you on your mission, but as the team Leader, you know that only eleven warriors can accompany you in battle. Don't overlook a member just because he or she is new, and don't keep other members just because you're used to them. Your team knows as well as you do that only with the best warriors do you stand a chance of defeating Zeon. * Be prepared to fight to the finish if there's no escape, but remember that if the Leader is defeated, it doesn't matter if there's only one monster left or twenty--you'll have to start back at the beginning of that battle. When things look hopeless, a fool keeps fighting and a wise warrior retreats, rethinks and tries again. * Each member of the Shining Force has his or her own walking or flying speeds, so you'll find that some members soon outdistance others. Remember though, that your goal isn't reached with speed, but with careful planning and knowledge of your team's strong and weak points. * When you get to the battle with the nasty sea serpent (Kraken), go for the head by using your airborne characters. Then taunt the head toward the dock. Try to stay out of fights with his arms and legs. To get to a secret configuration mode: At the Sega logo, very quickly enter the following: UP, DOWN, UP, DOWN, LEFT, RIGHT, LEFT, RIGHT, UP, RIGHT, DOWN, LEFT, UP AND B. Hold Start until the witch says "Configuration". You can choose from Turbo, Auto Battle, Control Enemies, and Complete Game.

SHINOBI1.O

Revenge of Shinobi Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME ITEMS AND MAGIC HINTS AND TIPS BROWSE HELP FILES

SHINOBI3.O

Shinobi III Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS ITEMS OPTIONS TECHNIQUES VEHICLES HINTS AND TIPS BROWSE HELP FILES Shinobi III Game Description Use Up/Down to scroll text Joe Musashi (code name Shinobi) has long been in a struggle against the forces of evil. While Shinobi is training in the mountains of Japan, the Neo Zeed leaders are secretly rebuilding their evil organization. Shinobi must make his way back home, but first he has to use his ninja skills to get through the minions of evil. From Sega. Shinobi III Controller Functions Use Up/Down to scroll text D-Button: * Selects various game options. * Moves Shinobi on the screen. Start Button: * Selects certain game options. * Starts the game. * Pauses the game. Button A: * Fades out the Music, S.E. and Voice options in the Options screen. * Uses Ninjutsu spell. Button B: * Starts the Music, S.E. and Voice options in the Options screen. * Throws shuriken when enemy is at long range. Uses katana when enemy is at close range. Button C: * Stops the Music, S.E. and Voice options in the Options screen. * Makes Shinobi jump. Shinobi III Items Use Up/Down to scroll text Items can be found in the open and inside crates. If you find a crate, destroy it to release the item, then pick it up. Be careful, though--some crates have bombs inside! Shuriken: Collect these to add to your supply. Multi-Shuriken: This item adds 20 shuriken to your supply! Power-Up: Find this to increase your shurikens destructive power. 1-Up: Add one life with this item. Ninjutsu Item: This item adds one to your stock of special Ninjutsu attack. Heart Bonus: Restores your Life Bar by a certain amount. Time Bomb: This is designed to detonate on a count of five, or as soon as Shinobi gets too close to it. Watch out! Land Mine: This is a very unobtrusive mine--until you step on it. Shinobi III Options Use Up/Down to scroll text Options Press the Start Button anytime during game play pauses the game and opens the Pause Window. The high score is shown at the top of the window, as well as the current special Ninjutsu attack. To change the Ninjutsu attack, press the D-Button left or right until the name of the Ninjutsu you want to use is displayed. NINJUTSU CHOICES: Jutsu of Ikazuchi: Pull down a bolt of lightning to make yourself temporarily invulnerable! Jutsu of Kariu: Summon the flame of Kariu--four devastating pillars of fire that become a whirlwind of destruction to any enemies on the screen! Jutsu of Fushin: Mysterious ghost images of Shinobi appear, multiplying his jumping ability! Jutsu of Mijin: This Jutsu destroys enemies by causing Shinobi's body to become a living bomb! (Be warned, Shinobi loses one life with each use of Mijin.) Shinobi III Techniques Use Up/Down to scroll text Techniques Power Jump: Press and hold Button C to make Shinobi jump higher. Shinobi Spin: Press Button C to jump, and press it again to make Shinobi spin in mid-air for extra height on the jump. Death-Kick: If an enemy is just out of sword's reach, jump into the air by pressing and holding Button C. When Shinobi reaches the highest point in his jump, press the D-Button down and in the direction of the enemy, and press and hold Button B. Shuriken Burst: Press Button C to make Shinobi jump, press it again to make Shinobi spin in mid-air, then press Button B to release a spray of shuriken, blasting enemies below! Kabekeri: This wall-climbing technique is done by jumping toward one wall or the other (by pressing the D-Button toward the wall and pressing Button C). As you reach the wall, press Button C again as you press the D-Button toward the opposite wall. Shinobi will jump up and over to the other wall. Repeat until you reach the top. Spiderwalk: Press Button C to jump up and press and hold the D-Button to grab the ceiling. Press the D-Button left or right to move across the ceiling. Ninja Death Strike: Press the D-Button twice in one direction and hold to make Shinobi dash to one side of the screen or the other. As Shinobi gets within sword-range of the enemy, press Button B to strike the enemy a staggering blow with his katana! Ninja Dash: Press the D-Button twice in one direction and hold to make Shinobi dash to one side of the screen or the other. Defensive Pose: Press and hold Button B to assume a defensive pose. Press the D-Button to move while keeping up your defense. Shinobi III Vehicles Use Up/Down to scroll text Vehicles Shinobi's Horse: Pressing Button C makes the horse jump. Button B is used for attacking opponents with Shinobi's katana or shuriken. Press Button A to use Shinobi's Ninjutsu. Press the D-Button left or right to make the horse move faster or slower. Press the D-Button twice for a quick gallop. Jet Ski: Pressing Button C makes the jet ski jump. Button B is used for attacking opponents with Shinobi's katana or shuriken. Press Button A to use Shinobi's ninjutsu. Press the D-Button left or right to make the jet ski move faster or slower. Press the D-Button twice for an extra burst of speed! Shinobi III Hints and Tips Use Up/Down to scroll text * Although Joe Musashi is highly trained in the use of shuriken, his supply isn't unlimited. Use Shinobi's swordsmanship and special attack techniques to get him past lesser opponents and save up the shuriken for the times when he really needs it. * Strike your opponents before they strike you. Your reflexes are faster than that of most enemies, so don't waste the moment--attack! * Try clearing an area of enemies and practicing your techniques. Moves like the Shinobi Spin and the Kabekeri technique will be essential to defeat Neo Zeed. So make sure you're proficient at them before you get into the area you'll need to use them in. INVINCIBILITY: When the title screen appears, select the Option mode. Choose the "Music" option and use the B Button to play these tunes in order: He Runs, Japonesque, Shinobi Walk, Sakura, and Getufu. Shinobi will now be invincible. INFINITE SHURIKEN: In the Options menu, change the S.E. (sound effects) menu to "Shurikin". Then change the Shurikins setting to 00. In a few seconds, the zeros will turn into an infinity symbol. Now you'll never run out!

SIDEPOCK.O

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

SIXINONE.O

Six-in-One Pack Vic Tokai To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME SPECIAL JEWELS HINTS AND TIPS BROWSE HELP FILES Six-in-One Pack Game Description Use Up/Down to scroll text Columns has always been fun. But now that you can add Six-in-One Pack Controller Functions Use Up/Down to scroll text Game Start and Pause. In Pyramid Columns, if you have items, used to Six-in-One Pack Playing the Game Use Up/Down to scroll text use of the Items you get by. Six-in-One Pack Special Jewels Use Up/Down to scroll text two rows into your opponent's playing field. Six-in-One Pack Hints and Tips Use Up/Down to scroll text First, extinguish blocks diagonally!

SKELKREW.O

Skeleton Krew U.S. Gold To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME BROWSE HELP FILES Skeleton Krew Game Description Use Up/Down to scroll text Call the Krew! Dateline 2062. When the Deadly Enforcement Aggressive Destruction Incorporated (DEAD Inc.), takes over a monolithic kryogenics plant on the outskirts of Monstro City, sinister goings-on are soon in evidence. DEAD is owned by the evil ex-mortician and erstwhile kryogenics experimenter, Moribund Kadaver. Soon, awesomely awful kryogenic mutations, known as Psykogenix, appear on the streets. They soon force the populace from their homes until the entire city is overrun by the DEAD Inc. monstrosities. News of this outrage reaches the headquarters of the Military Ascertainment Department (MAD) and special operatives are dispatched to Monstro City. Only one survivor returns and in his dying breath, speaks of a terrible Psyko Machine being created in Moribund Kadaver's mobile lab, Dead 1. In desperation, MAD called upon the services of a team of morbid mercenaries known as-the SKELETON KREW. Skeleton Krew Controller Functions Use Up/Down to scroll text D-Pad: * Press up to make your Krew member walk up the screen. * Press down to make your Krew member walk down the screen. * Press left or right to make your Krew member walk to the left or the right. Start: * Press to pause the game. * Press to reanimate your Krew member following discorporation. Button A: * Press to select weapon, but only when the fire current weapon button (Button B) is not pressed. * With Button B pressed, Button A rotates your Krew member's upper body and field of fire in an anti-clockwise direction. Button B: * Fires current weapon. Button C: * Press to make your Krew member jump, but not when the fire current weapon button (Button B) is not pressed. * With Button B pressed, Button C rotates your Krew member's upper body and field of fire in a clockwise direction. Skeleton Krew Playing the Game Use Up/Down to scroll text From the introduction, press any button to go to the Title Screen and Main Menu. From the Main Menu, press the Start Button to take you to the Krew Selection screen. You are given a four-letter Password at the start of each new level. To enter your Password, go to the Options Screen. Selecting Password from the Options Select Menu will allow you to access a later level if you have the correct four letters comprising the Password for that level. Press the D-Pad left or right to view the possible Password letters, then press button A, B or C to select the correct letter. Press the D-Pad again to move on to the next letter-and so on until you have the four correct letters for the Password. 2-Player Option A second player can play either from game start or can join in during the actual game itself, the latter only when a second controller is fitted. Player 2 presses the Start Button and can choose to play as either of the two remaining Krew members. Screen Signals Score: Your score-in nu-bucks- is displayed here. Current Weapon: Your current weapon is displayed here; press Button A to switch between the weapons, but only when the fire current weapon button (Button B) is not pressed. Lives: Your remaining lives are displayed here. Energy Bar: This reduces incrementally when you take a hit. When it's empty you lose one life. Credits: This shows how many continues you have left. Discorporation & Continue Spine, Joint and Rib each have three lives. When they lose a life, they become what is known as "discorporated." When this occurs, a skull-shaped icon will appear in the combat zone. You can move this icon around within a limited area surrounding the position where your Krew member was discorporated. You will have ten seconds to reanimate your Krew member from this icon; to do so, press the Start Button. When you have used up all three of your Krew member's lives, you will be given 5 chances to continue on the Easy Difficulty Level, 3 on the Medium Level, and 1 chance to continue on the Hard Level. The continue point for each of the above will be at the position in the sector/level where your Krew member was discorporated. You will have ten seconds to choose whether you want to continue or not, by pressing the Start button. When you have used up all 3 of your Krew member's lives, plus all the continues pertinent to the Difficulty Level you are playing, then it's Game Over... Krew Weapons Each Krew member has two default weapons. These are: Crash 'n Burn Blaster: Fires high-energy plasma-pulses. Your Krew member's standard weapon. Big Bad Bomb: Duralinium-shelled bomb packed with high-explosives. Pick-Ups There will be two types of collectable items located throughout the six sectors of the game-Extra Lives and Cash (nu-bucks). You can collect up to a maximum of 9 lives and to 10,000 nu-bucks. If you do, you will be rewarded with an Extra Life (the nu-bucks Score Counter returning to zero). Skeleton Krew Hints and Tips Use Up/Down to scroll text Spine has some helpful hints to help you get through the carnage: * My advice to you is, shoot anything that moves. Discorporated Psykos can't shoot back (in case you didn't know). * Crying won't help you. * If at all possible, avoid being discorporated, dummy...

SKITCHIN.O

Skitchin' Electronic Arts To return to Now Playing, reset your adapter. FONCTIONS DU CONTR‘LEUR JOUER LE JEU TRUCS ET ASTUCES PARCOURIR LES FICHIERS D'AIDE Skitchin' Description du Jeu Use Up/Down to scroll text Quelle est cette idÈe, on veut jouer avec des autos tout en patinant? Ce n'est pas si facile ! Les routes sont encombrÈes de voitures et fourmillent de patineurs. Ce n'est pas pour vous faire peur, puisqu'en bout de lignes, il y a tout plein d'argent ‡ gagner! Vous ne craignez pas d'Ítre embouti sur une belle grosse Mercedes 560 SL? Alors ne lisez surtout pas la suite du mode d'emploi! Bon! Avant de prendre la route, jetez tout de mÍme un coup d'oeil sur les fonctions du contrÙleur. Skitchin' Fonctions du ContrÙleur Use Up/Down to scroll text Les commandes indiquÈes ici aux rËgles par dÈfaut et seulement ‡ ajustements de contrÙle. Allez ‡ l'Ècran ´OPTIONSª et choisissez ´CONTROLSª pour vÈrifier vos autres options. Pour prendre un vÈlo ou une voiture : Ayez l'oeil ‡ votre rÈtroviseur afin d'observer les voitures et les vÈlos qui arrivent de droite et de gauche. Enfoncez le bouton A et appuyez sur le bouton directionnel dans la direction du vÈhicule. Pour faire sauter un pare-chocs : Allez sur le rebord du pare-chocs, enfoncez le bouton B et dÈplacez le bouton directionnel vers la droite ou vers la gauche. …cran des options ¿ l'Ècran titre, appuyez sur ´STARTª sur votre contrÙleur pour aller ‡ l'Ècran des options. Skitch Lorsque vous choisissez ´SKITCHª, soyez prÍt ! Inscrivez votre surnom, puis, prÈparez-vous ‡ la course en vÈrifiant vos statistiques. DËs que vous Ítes prÍt, partez! Inscrivez-vous Pour inscrire votre surnom: 1. DÈplacez le bouton directionnel vers la lettre ou le chiffre que vous dÈsirez choisir. 2. Appuyez sur le bouton A ou B pour faire votre choix. Appuyez sur le bouton C pour l'annuler. 3. Lorsque vous avez terminÈ, appuyez sur ´STARTª. Faites le point VÈrifiez l'Ètat de votre matÈriel: vÈrifiez les protecteurs, les patins et les roues du personnage au centre de l'Ècran. Vert signifie en parfait Ètat. Jaune signifie pas mal usÈ. Rouge signifie ‡ remplacer immÈdiatement pour ne pas mordre la poussiËre. Gris? C'est fini! Situation ´Next Raceª : Vous permet d'aller ‡ la course suivante. ´The Shopª : Votre Èquipement finit par s'abÓmer et vous devez le remplacer. Lorsque vous avez besoin de matÈriel, allez voir Stan dans sa boutique ambulante. Il y a de tout chez Stan. De plus, maman vous a donnÈ 100$ d'argent de poche. DÈpensez-le de faÁon judicieuse chez Stan. Pour faire des achats 1. DÈplacez le bouton directionnel vers le haut ou vers le bas pour passer d'un article ‡ l'autre. DÈplacez-le vers la gauche ou vers la droite pour changer la qualitÈ de l'Èquipement, tout au long du jeu, on vous offre un Èquipement de meilleure qualitÈ. 2. Lorsque vous Ítes prÍt ‡ faire vos achats, appuyez sur le bouton A, B ou C. Ne craignez pas de dÈpenser par mÈgarde l'argent dont vous aviez besoin pour vous inscrire ‡ la course. Stan ne vous laissera pas faire cela. Si vous avez oubliÈ ce dont vous aviez besoin d'acheter, appuyez sur ´STARTª pour retourner ‡ l'Ècran ´STATUSª et examinez le personnage au centre de l'Ècran. Les objets de couleur jaune sont usagÈs mais encore utilisables. Ceux marquÈs en rouge ont besoin d'Ítre remplacÈs. Les gris sont partis, finis, envolÈs! Lecteur de CD C'est si romantique, vous ne trouvez pas? Pour Ècouter votre musique prÈfÈrÈe, dÈplacez le bouton directionnel vers la gauche ou vers la droite pour voir la sÈlection. Quand vous trouvez une chanson qui vous plait, appuyez sur le bouton A, B ou C pour faire votre choix et retournez ‡ l'Ècran ´STATUSª. Mot de passe Un mot de passe est affichÈ ‡ l'Ècran ´STATUSª; vous pourrez l' utiliser plus tard pour reprendre une partie interrompue. Lorsque vous choisissez ´PASSWORDª, l'Ècran mot de passe est affichÈ. Pour taper un mot de passe : 1. DÈplacez le bouton directionnel vers la lettre ou le chiffre de votre choix. 2. Appuyez sur le bouton A ou B pour faire votre choix. Appuyez sur le bouton C pour l'annuler. 3. Lorsque vous avez terminÈ, appuyez sur ´STARTª. Pour abandonner cet Ècran sans choisir de mot de passe, dÈplacez le bouton directionnel pour diriger le projecteur vers le symbole du pouce en direction du bas et appuyez sur le bouton A ou B. Son et musique Ouvrez et fermez le son et la musique ‡ l'Ècran ´SOUND N' MUSIC . DÈplacez le bouton directionnel vers le haut ou le bas pour alterner entre les options son et musique, ‡ gauche ou ‡ droite pour activer ou dÈsactiver les options. Commandes Vous n'avez peut-Ítre pas envie d'utiliser le bouton B pour accÈlÈrer et le bouton directionnel pour sauter. Aucun problËme! Allez ‡ l'Ècran ´CONTROLSª pour trouver d'autres commandes. Skitchin' Jouer le Jeu Use Up/Down to scroll text Il existe cinq sortes de jeu diffÈrents: Un joueur - Jouez contre les adversaires crÈÈs par l'ordinateur. Deux joueurs en alternance - Vous et un ami prenez les commandes ‡ tour de rÙle pour jouer contre les adversaires crÈÈs par l'ordinateur. Deux joueurs en compÈtition - Vous et un ami jouez l'un contre l'autre et contre plusieurs adversaires. L'un de vous doit se classer parmi les cinq premiers pour poursuivre le jeu. Tournoi - Prenez part ‡ un tournoi de trois ‡ huit joueurs au cours d'une sÈrie de matches opposant deux joueurs. Deux joueurs l'un contre l'autre - Une course vous opposant uniquement ‡ un ami. La seule faÁon de rÈparer son matÈriel ou en acheter du nouveau, c'est d'avoir de l'argent. La seule faÁon de s'en procurer, c'est de rÈaliser des sauts pÈrilleux. Vous pouvez prendre votre Èlan sur plusieurs diffÈrentes choses, certaines sont Èvidentes et d'autres moins. Vous devrez sacrifier quelque chose avant d'y arriver, mais ne vous dÈcouragez pas. Pour faire un saut pÈrilleux : 1. Dirigez-vous vers un obstacle et montez dessus. 2. Enfoncez et rel‚chez le bouton directionnel et/ou un autre bouton. N'appuyez sur rien d'autre. Vous devriez normalement vous en tirer indemne. Dans le cas contraire, essayez d'avoir plus d'accÈlÈration, vous serez plus longtemps dans les airs (et vous aurez plus de temps pour rÈaliser le saut). Plus le saut est compliquÈ, plus on vous donne de l'argent. Armes et objets de valeur Il y a deux moyens d'obtenir des armes et des objets de valeur : Lorsque vous voyez quelque chose sur la route, dÈplacez le bouton directionnel vers le bas, enfoncez le bouton A et patinez sur l'objet. Observez les cÙnes sur le cÙtÈ de la route, ils peuvent indiquer un objet qui arrive. Lorsque vous voyez un adversaire avec une arme, donnez-lui un coup de poing. Avec un peu de chance, vous pourrez attraper son arme. Attention, les adversaires peuvent vous arracher votre arme! Quand vous ramassez un objet, il apparaÓt dans l'une des boÓtes en bas, ‡ gauche de l'Ècran. Pour utiliser un objet: 1. Prenez un objet ou une arme. 2. Appuyez sur le bouton C pour l'utiliser. Pour changer d'objet dans les fenÍtres tout en patinant : 1. Gardez ´STARTª enfoncÈ. 2. DÈplacez le bouton directionnel vers la gauche ou vers la droite pour changer d'objet. Dans le jeu, il y a toutes sortes d'objets qui peuvent faire mal: nunchakus, chaÓnes, tuyaux, leviers, fouets et b‚tons de baseball. Deux autres choses peuvent vous apporter un surcroÓt d'aide. Les ´Nitro Burstsª vous permettent d'accÈlÈrer une fois, et les ´Stun Rodsª Èlectriseront vos chers rivaux! Skitchin' Trucs et Astuces Use Up/Down to scroll tex Tout d'abord, il faut patiner vite et souvent. Appuyez sur A et utilisez le bouton directionnel pour accrocher le pare-chocs de la voiture qui s'approche derriËre vous. Faites des sauts pÈrilleux sur les voitures et battez les retardataires ‡ plate couture. Ensuite, il faut gagner de l'argent, ÈnormÈment d'argent. Pour gagner de l'argent, sautez sur autant de voitures que vvous le pouvez, faites des sauts pÈrilleux, gagnez des points pour vos tours de voltige, saisissez des armes, assommez vos adversaires, sautez sur les flics (le plus longtemps vous restez accrochÈ, mieux Áa vaudra) et finissez rapidement. Ce n'est pas drÙle de perdre. Il y a plusieurs raisons de ne pouvoir continuer: par exemple, on s'est fait mettre la main au collet par la police et on n'a pas de quoi payer l'amende. Ou encore, vous avez oubliÈ de remplacer vos protecteurs: et vous vous retrouvez ‡ la rubrique des CHIENS …CRAS…S! Oh NON! Une PANNE! N'oubliez pas de remplacer le matÈriel usÈ, surtout les roues et les protecteurs. WARP CACH… : Pour avoir le ´Bonus Warpª sur l'Ècran des rÈsultats de la course, cherchez les panneaux de limites de vitesse qui sont tombÈs. S'il y a une affiche publicitaire juste derriËre, sautez dedans pour arriver ‡ une autre Ètape! Voici quelques mots de passe pour des villes de ´Skitchin'ª (avec le co˚t en dollars): San Diego, 695 $ : VDRL HFXB YYRU Seattle, 747 $ : NA3L PSFB ADF0 Los Angeles, 119 $ : 5VHT COY3 GT3I

SOLDFORT.O

Soldiers of Fortune Spectrum Holobyte To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS THE SETUP PLAYING THE GAME THE SOLDIERS HINTS AND TIPS BROWSE HELP FILES

SONIC1.O

Sonic the Hedgehog Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME ITEM DESCRIPTIONS SPECIAL ZONE HINTS AND TIPS BROWSE HELP FILES Sonic the Hedgehog Game Description Use Up/Down to scroll text Join Sonic, the real cool hedgehog with the spiked haircut and power sneakers, and save the animals from Dr. Robotnik. Speed down twisting tunnels and swing over dangerous booby traps, leap across lava pits and dodge burning rocks, and fight hordes of metal maniacs and do the loop with the Super Sonic Spin Attack. Sonic the Hedgehog Controller Functions Use Up/Down to scroll text Directional Button (D-Button): * Press right or left to move Sonic in those directions. Press and hold in either direction to speed up. * When Sonic is standing still, press up or down to see the top or bottom section of the screen. (This won't work if Sonic is already at the highest or lowest point.) * Press the D-Button down when Sonic's moving to bump off enemies with the Super Sonic Spin Attack. Start Button: * Press to start the game. * Press to pause the game; press again to resume play. Button A, B, or C: * Press to perform the Super Spin Attack. * Press Button A, B, or C to jump while performing the Super Sonic Spin Attack. Sonic the Hedgehog Playing the Game Use Up/Down to scroll text REACH FOR THE RINGS! As Sonic, you must evade traps and dodge crazed robots as you dash through six hazardous zones using your Super Sonic Spin Attack. Your goal is to rescue your friends from the nasty grasp of the demented scientist, Dr. Robotnik! Staying alive will be tough, but you can grab Rings along the way. As long as you have Rings, you won't be hurt when you get attacked or touch an enemy,(but you will lose all your Rings). If an enemy attacks when you don't have any Rings and are not using the Super Sonic Spin Attack, you will lose one life. Even with the Super Sonic Spin Attack, you'll lose one chance if something smashes you. LAMPPOSTS You'll find Lampposts in every zone. Your present score and time will be recorded if you touch the Lamppost. If you die, you will continue the game from the Lamppost you touched. You will lose all your Rings, but you will start the game with the score and time that was recorded. Sonic the Hedgehog Item Descriptions Use Up/Down to scroll text Smash open video monitors with the Super Sonic Spin Attack to get special items that help you defeat evil Dr. Robotnik! Super Rings: Picking this up earns you ten Rings. Shield: This prevents you from losing your Rings when you get attacked. Even if you don't have any Rings, you won't be hurt. (But it won't protect you from other obstacles.) Power Sneakers: These sneakers make you run faster. One-Up: This gives you one extra chance to complete the game. Note: Picking up 100 Rings also earns you an extra chance. Invincible: This temporarily keeps you safe when attacked by an enemy. (But it won't protect you from other obstacles.) Sonic the Hedgehog Special Zone Use Up/Down to scroll text If you collect a certain amount of Rings, you can warp to the Secret Zone where you'll ricochet off multi-colored blocks in a 360 degree rotating maze! There are six Secret Zones. In each Zone, your goal is to touch the Chaos Emerald. Use the Super Sonic Spin Attack to bounce off different types of blocks. The Secret Zone is really a trap. You can only escape if you do either one of these things: * Touch the Chaos Emerald * Touch the Goal. BLOCKS IN THE SECRET ZONE: Bumper: Bounce off these. Reverse: When you touch this, the maze will rotate the opposite way. Goal: Touch this to return to the previous zone. 1 Up: Touch this for an extra life. Jump Stand: Jump off these. Up: When you touch this, the maze will rotate faster. Down: When you touch this, the maze will rotate slower. Chaos Emeralds: These come in six different colors. You'll find one in each Secret Zone. Collect all six! Sonic the Hedgehog Hints and Tips Use Up/Down to scroll text * Grab all the Rings you can. * Watch the traps to see how they move. You'll have a better chance of dodging or escaping them. You might even try to burrow through them. * Look for ways to get to places that seem impossible to reach. * Use the Super Sonic Spin Attack to find hidden items. * Look for secret rooms. * There's a Time Bonus, so race through the Acts as fast as you can. * Destroy enemies in succession for extra bonus points! * Collect and keep 50 rings when you finish the act. If you do, a ring will be to the right of the exit sign. Jump in the ring and you're off to the bonus round! There are six bonus levels. * In the bonus missions, collect 50 rings or more to get a continue. 100 rings (in both bonus missions and the acts) and you'll get a free Sonic! * In Oil Ocean Zone Act 2, it's best to travel by Route 1 or Route 3. Route 1 lets you find most of the interesting items in Oil Ocean Act 2, but it's a long way to go. Route 3 takes you very quickly to meet Robotnik at the end of the act. LEVEL SELECT: During Title Screen push UP, DOWN, LEFT, RIGHT. When you hear the chime, push the A Button and Start.

SONIC2.O

Sonic The Hedgehog 2 Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS RACE FOR THE RINGS! SUPER ITEMS SPECIAL STAGE SONIC SUPER HINTS BROWSE HELP FILES Sonic The Hedgehog 2 Game Description Use Up/Down to scroll text Miles "Tails" Prower, the Fox, can't sit still when Sonic's around. Ever since Miles was a baby fox, he's dreamed of being like Sonic. He loves to run after Sonic, waving his 2 tails behind him, trying to keep up with his hero! Mostly, Sonic lets him trail along. But sometimes, just to show off, Sonic explodes in a burst of super speed and leaves him behind. But Miles doesn't give up. He whirls his tails like a helicopter rotor and takes off flying until he catches up! All the animals call Miles by his nickname, "Tails," because of his 2 special tails. And one day they saw an astonishing feat . . . They were all together in the forest, watching Sonic perform. Sonic would run, spin and jump in his Super Spin Attack. Then "Tails" would whirl like a turbo engine and blast off in his Super Dash Attack. What a showoff! Suddenly, "Tails" just couldn't help himself. He took a running start, curled up his tails, and whoosh, he was spinning like Sonic! But now something frightening is happening. Sonic's friends are disappearing. In their place, nasty metal robots are popping up all over the island. The mad scientist Dr. Robotnik is at it again! This time, Robotnik's planning a global disaster. He needs workers to create a doomsday machine that can take over the world. So he's trapping all the animals, turning them into robots, and forcing them to build his ultimate weapon, the Death Egg! Robotnik now rules the factories, refineries and cities! He's grabbed control of everything except the 7 Chaos Emeralds. These magnificent gems are believed to hold exceptional powers. With them, Robotnik could have the entire world in his grasp. And he'd never let go! The Chaos Emeralds are buried somewhere on the island. Only one tough dude with spiky hair has the speed to find them first! Help Sonic stop the devious scheme of the demented scientist! Spin like a speedball through space. Grab Power Sneakers and loop 'til you're dizzy. Twirl over twisting speedways and rocket through tunnels. Balance and blast across a bubbling ocean of oil! Find the Emeralds, free the animals, and squash Robotnik forever! Sonic The Hedgehog 2 Controller Functions Use Up/Down to scroll text Start Button: * Starts a 1 Player game. * With 2 Player VS highlighted, goes to the Zone screen. Press again to start the game. * With Options highlighted, goes to the Options screen. Press again to start the game. * Pauses a game, and resumes a paused game. D-BUTTON: * Chooses a 1 Player game, a 2 Player VS competition or Options from the Title screen. * In 2 Player VS competition, highlights a box on the Zone screen. * On the Options screen, chooses an option and changes its setting. * Moves Sonic or "Tails" left and right. Hold the button LEFT or RIGHT to speed up. Press DOWN to spin while moving. BUTTON A, B OR C: * On the Options screen, Button A changes a Sound Test setting, and Button B or C plays it. * Makes Sonic or "Tails" perform a spin jump. Super Spin Attack! * Press the D-Button Down while moving to spin like wildfire and bump off enemies. * Press Button A, B or C to jump while spinning and knock off badniks from below or bounce on them from above. Super Dash Attack! * Hold still, press the D-Button Down, and press Button A, B or C to rev up like a turbo engine. * Keep pressing Button A, B or C repeatedly to rev up faster! * Release the D-Button to dash off in a blaze of speed. Super Twist! * In the Metropolis Zone, hold the D-Button Right or Left to twist the metal nut up or down the screw. Pinball Attack! * In Casino Night Zone, press Button A, B or C to push down a spring. Press longer for more power. * Release the button to spring away like a pinball! * In the same Zone, press Button A, B or C to flip the levers. Sonic The Hedgehog 2 Race for the Rings! Use Up/Down to scroll text * Increase your score by freeing your friends from their robot forms. Use the Super Spin Attack whenever you can to bash into enemies. * You can take up to 10 minutes on the Timer to complete the Act. If you go over the time limit, you'll lose 1 Life. * Enemies can't destroy you when you have Rings. "Tails" collects Rings, too, that are added to your total. You'll lose rings if you get attacked or run into an enemy. The counter starts flashing when the number reaches zero. Then if you touch a badnik, you'll lose 1 Life (unless you're doing the Super Spin Attack). Keep grabbing Rings! You'll be protected as long as you have at least 1 Ring. * You start each game with 3 Lives to complete the Zones. * When you pass a Star Post, the Star wig-wags to save your position. Then, if you lose a Life, you'll start again at the last Star Post you touched. Sonic The Hedgehog 2 Super Items Use Up/Down to scroll text Power Sneakers make you run like the wind! Super Rings give you 10 Rings at once! One-Ups give you 1 more Life. An Invincible protects you from attacking enemies, but only for a short time. Each Shield protects you from damage 1 time only. Sonic The Hedgehog 2 Special Stage Use Up/Down to scroll text If you have 50 Rings when you touch a Star Post, you'll see a Star Circle spinning around the Star Post. If you jump into the Star Circle, you will go to the Special Stage. This is your chance to collect a Chaos Emerald! * Watch the screen to see how many Rings you need to get. * Speed around the chute, picking up as many Rings as you can. Sidestep the Bombs or jump over them to stay in the race. * If you get the required number of Rings at each checkpoint, you can continue. Otherwise, the Stage ends. * If you finish the Stage, you'll be rewarded with a magnificent Chaos Emerald. * When the Special Stage ends, you return to the Star Post in your original Zone, and you can resume the game. Sonic The Hedgehog 2 Sonic Super Hints Use Up/Down to scroll text * Grab every ring you can! * When you lose Rings, rush to grab them again. * Watch enemies to see how they move. Once you know what they do, you'll have a better chance of fighting or dodging them. * Look for ways to get to impossible places. Jump on levers, hang from vines and use Sonic's Super Spin Attack to discover hidden routes and secret paths. * Collect 50 Rings (or more) so you can get to the Special Stage when you pass a Star Post. * In the Special Stage, don't move too fast or you may miss more Rings than you catch! * In 2 Player VS competition, concentrate on your own screen (and not your friend's). Even if you get teleported back a ways in the Zone, you can still win by collecting the most Rings and Super Items. * Bash into lots of enemies for a high Score. * Race through the Acts as fast as you can for a high Time Bonus. * Collect loads of Rings for a high Ring Bonus. * You can only fight Robotnik with the Super Spin Attack. Keep Sonic safe by dodging away when Robotnik attacks. * Free your friends from the Prison Egg by jumping on top of it.

SONIC3.O

Sonic the Hedgehog 3 Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME POWER-UPS HINTS AND TIPS BROWSE HELP FILES Sonic the Hedgehog 3 Game Description Use Up/Down to scroll text New Attitude! New Enemies! Swing from vines, launch new attacks, survive deadly traps and summon Tails to airlift Sonic out of danger. Discover hidden rooms and passageways in the megasized Zones. Transform into Super Sonic and experience the ultimate in speed and ultra-sonic power. Save your progress using the new Game Save Feature. As Sonic and Tails explore the six exciting Zones, you must help them collect Gold Rings and locate the Chaos Emeralds. At the start of the adventure, Sonic will have three lives. Additional lives can be earned by activating 1-Up icons, by collecting 100 Gold Rings within a single Act or by grabbing 50 Gold Rings in the Special Stage. Sonic and Tails must avoid the obstacles in their path and defeat the army of Badniks that roam throughout each Act. You'll discover a Chaos Emerald at the end of each Special Stage. Sonic the Hedgehog 3 Controller Functions Use Up/Down to scroll text Start: * Starts a game from the main title screen. * Pauses a game. Resumes a Paused Game. D-Button: * Choose a 1 or 2 Player Game from the main title screen. * Press UP or DOWN on the D-Pad to choose your character. * Pressing the D-Pad moves the cursor on the Game Save screen and on the Two-Player screen. * Move Sonic and Tails left and right. Hold down LEFT or RIGHT on the D-Pad to speed up. * Press the D-Pad DOWN to crouch down while standing still. While moving, press DOWN on the D-Pad and Sonic or Tails will turn into a ball. * Press the D-Pad UP (when standing still) to look upwards. A, B, or C Button: * Jump and perform a Super Spin Attack. * Pressing the B button sends you to the previous screen before game play begins. Sonic the Hedgehog 3 Playing the Game Use Up/Down to scroll text Sonic's Super Moves: Spin Dash Attack: Blast through obstacles or smash a Badnik with this power-packed maneuver. Hold the D-Pad DOWN and press the A, B or C button multiple times. When you release the D-Pad, Sonic or Tails will shoot forward. Tails To The Rescue: While playing a one-player game with Sonic and Tails together, use the second controller to control Tails. Use Tails to airlift Sonic out of danger or to areas which are unreachable by Sonic alone. Insta-Shield: Quickly press the A, B or C button twice and you'll generate enough energy for Sonic to be protected by a shield for a split second. Make Tails Fly or Swim: Quickly press the A, B or C button twice, while playing as Tails, and he'll fly or swim (for a limited time) if it is necessary. Two Player Mode: Get ready for the new and improved two-player action in Sonic The Hedgehog 3. Even if you've mastered this game's six one-player Zones, in two-player, split-screen mode there are five totally unique Zones, and three different game play modes. Two-Player Game Play Modes Grand Prix Mode: Experience all five of the two-player Zones as you compete against a second player and race against time. Match Race: It's a race against time as you compete against a second player in any one of the two-player Zones that you select. Time Attack: This is a one-player practice mode that will help you prepare for two-player competition. Select and practice in any one of the five two-player Zones. Your goal is to move as quickly as possible. Sonic the Hedgehog 3 Power-Ups Use Up/Down to scroll text Sonic Power-Ups: Super Ring: This power-up monitor is worth ten (10) Gold Rings. Invincibility: No badniks can harm Sonic when he activates this icon and becomes invincible for a short time. Some moving objects are still harmful, so be careful. Flame Shield: Protects Sonic and Tails from a fire attack. When this shield is activated, Sonic can perform a mid-air "Fireball Spin Dash" by leaping into the air and pressing the A, B or C button. Water Shield: Sonic and Tails can breathe underwater and bounce like a ball. Sonic can also defeat most Badniks by bouncing on their heads when he is surrounded by the Water Shield bubble. Lightning Shield: When activated, Gold Rings will gravitate towards Sonic or Tails. This shield will also protect Sonic and Tails from electric attacks and energy ball attacks from Badniks. While this shield is active, Sonic can double jump in mid-air (quickly press the A, B or C button twice). 1-Up: This power-up contains Sonic or Tail's picture and is worth one extra life. Robotnik: Danger! Activating this power-down icon causes the same amount of damage to Sonic or Tails as an attack from a Badnik. Sonic or Tails will either lose their Gold Rings, or without Gold Rings, lose a life. The Special Stage: Within every Act, you'll discover at least one hidden room containing a giant Gold Ring. When Sonic or Tails leaps into the ring, they'll teleport into the Special Stage. Use the D-Pad to dodge the red energy spheres and grab the blue ones. When the blue spheres transform into Gold Rings, grab them! To make Gold Rings appear, look for square formations of blue spheres, then grab the spheres along the outer edge of the square. All of the blue spheres that make up the square will turn into Gold Rings. White Star Spheres are bumpers which Sonic and Tails bounce off of. Press the A, B or C button to jump up. Once you've collected all of the blue spheres, a Chaos Emerald will appear. The Bonus Stage's Gumball Machine: Grab extra 1-Ups, bonus power-ups, and Gold Rings by turning the crank of this special Gumball Machine. To find this Bonus Stage, collect 50 or more Gold Rings during a single Act, activate a Starpost and then leap into the tiny stars that appear. The Bonus Stage's Power-Ups: Barrier Shield: Grab a "B" gumball and Sonic or Tails will be rewarded with a random type of shield. Spring Barrier: Each time Sonic or Tails bounces off the catapults below the Gumball Machine, they disappear. Grabbing a "REP" gumball will replace the catapults. When Sonic or Tails falls past the catapults, they'll automatically exit the Bonus Stage. Super Ring: These gumballs are worth 10 Gold Rings. 1-Up: Earn an extra life. Bumper Gumballs: Bounce off of these gumballs. Clear Gumballs: The joke is on you! Nothing happens if Sonic or Tails grabs a clear gumball in The Bonus Stage. Sonic the Hedgehog 3 Hints and Tips Use Up/Down to scroll text Grab Gold Rings. They will provide protection from Badniks and obstacles, help you earn extra lives and enter The Bonus Stage. When Sonic loses the Gold Rings he's holding, quickly help him re-grab as many of them as possible. Earning 100 Gold Rings will earn you one extra life. Having 50 Gold Rings when you activate a Starpost allows Sonic to enter the Bonus Stage. Always be on the lookout for hidden rooms and passageways. Look for different patterns in the walls. Sonic can smash open some solid walls by performing a Spin Dash Attack. You can also use this move to smash open rock formations. Beware of Badniks that shoot energy weapons. Even if you keep your distance from the Badnik, their weapon can reach you and cause you to lose a life. If you must get past a series of Badniks, spend a few moments watching them and learn how they move. Be sure to time your attack perfectly. Don't forget in Sonic the Hedgehog 3, Tails has the ability to help Sonic. When caught in a difficult situation, use Controller 2 to take control of Tails. Press the A, B or C button twice (on Controller 2) to make Tails fly. Always look for ways to improve your point score. Defeating Badniks, collecting Gold Rings and getting through each Act as quickly as possible (for a Time Bonus) are all excellent ways to boost your score. Prepare yourself to travel underwater in the various Zones. Remember, Sonic can't last too long underwater without breathing, so jump into giant air bubbles that rise from the ground. If you wait too long, Sonic will drown (lose a life). Activating a Water Shield allows Sonic to breathe underwater until the shield breaks. Learn to use Sonic's new power-up moves and shields. They will prove to be extremely valuable as you help Sonic and Tails trek across The Floating Island in search of Dr. Robotnik. Use Sonic's Spin Dash Attack to climb up steep hills. When an Act's end level marker appears, leap towards it before it lands and an extra power-up might appear. In the IceCap Zone and throughout the game, avoid having Tails get stuck in passageways or get caught in traps. Have Tails activate Starposts or enter into a Special Stage as quickly as possible. Dr. Robotnik has created many diabolical traps which take advantage of Sonic's ultra-fast speed. Watch out for traps that Sonic cannot escape. If you fall into the wrong trap, you might have to reset the game (by pressing the RESET button) and start again at the beginning of the Zone you were last in. When Sonic is flashing (after being hit) don't let him travel too quickly.

SONICSPN.O

Sonic Spinball Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Sonic Spinball Game Description Use Up/Down to scroll text Sonic The Hedgehog spins into pinball pandemonium! Sonic rockets into space, spring launches from levers and balls up for a high-altitude bounce! Multi-round zones of Sonic action through glittering caverns, oozing toxic pools and boiling lava pits! Up to 4 players can fight a whole new generation of evil enemies! Sonic Spinball Controller Functions Use Up/Down to scroll text TO DO THIS: PRESS THIS: * Move right/left D-Pad right/left * Jump Button A, B or C * Super Spin Dash Hold D-Pad down, press Button A, B, or C then release D-Pad * Look up D-Pad up * Duck D-Pad down * Use left flipper Button A * Use right flipper Button B * Use both flippers Button C * Tilt shake Buttons A, B and (Bonus Rounds)C together * Pause/resume play Start Button SUPER SPIN DASH: * Hold still, press the D-Pad down, and press Button A, B or C to start spinning like a turbo engine. * Keep pressing Button A, B or C repeatedly to rev up furious RPMs. * Release the D-Pad to dash away like a road rocket! CLIFFHANGER FLIP: * Sonic will automatically grab ledges and flip up onto a safe surface to prevent fatal falls or avoid the jaws of Robotnik's monsters. Sonic Spinball Playing the Game Use Up/Down to scroll text Your mission is to attack the Veg-O-Fortress, fight upward through the Pinball Defense System and annihilate Dr. Robotnik's evil machine. Destroy the underling bosses and boss machines to move up through the levels. Along the way, use your best pinball wizardry to free the robotized inhabitants of Mobius! Chaos Emeralds stabilize the Mt. Mobius volcano on which the Veg-O-Fortress stands. Without the Emeralds, a massive eruption would blow the Fortress to pieces! You must spin, bounce and bump through the Pinball Machines to snatch all the Chaos Emeralds on each of four levels. When you've collected all the Emeralds, the Veg-O-Fortress will explode! The Pinball Defense System is a gigantic Pinball Machine. In it, you'll find a universe of whirling, flashing, buzzing pinball games. Use the flippers to aim Sonic and fire him up through the volcano. When he's in flight, you can move him left and right with the D-Pad for better position when he hits a bumper or target, or when he's falling back toward the drain bumpers or flippers. Sonic Spinball Hints and Tips Use Up/Down to scroll text * Launch Sonic by tilting both flippers together with Button C. This is a safe, easy tactic for beginners. * Watch for lights and arrows leading toward important spots in the background. * Catch Sonic on the flippers by holding them up just as Sonic moves into the Alley Ramp. Then you can aim him with better accuracy. * To shoot Sonic straight up, fire when he is near the hinge of a flipper. To launch him at an angle, let him roll toward the tip, then fire. * You will propel Sonic with steam valves instead of flippers in some places. * If Sonic falls into the drain, it could be the end unless you take quick action. Robotnik has a gruesome surprise planted under the flippers. * Remember, you can control Sonic's travel with the D-Pad. You can slow his roll in an alley or curve him slightly toward a flipper when falling and jumping. * Every 20,000,000 points Sonic gains a well earned extra ball. * Watch the Status Strip (at the top of the screen) for the number of Emeralds you must collect. It also tells you what obstacle you need to hit in order to open a path to a Chaos Emerald.

SONKNUCK.O

Sonic & Knuckles Sega To return to Now Playing, reset your adapter. FONCTIONS DU CONTR‘LEUR JOUER LE JEU PLEIN POT! TRUCS ET ASTUCES PARCOURIR LES FICHIERS D'AIDE Sonic & Knuckles Description du Jeu Use Up/Down to scroll text Sauvez l'Óle flottante! La derniËre fois que Sonic et Robotnik se sont affrontÈs, Sonic a rÈduit en mille miettes l'oeuf de la mort de Robotnik. L'explosion a envoyÈ Sonic au fin fond des collines aux champignons de l'Óle flottante! Sonic sait que plusieurs Èmeraudes, dont l'Èmeraude maÓtresse, sont cachÈes dans l'Óle flottante. Il pense que Knuckles sait o˘ elles se trouvent! Sonic ne doit pas laisser Robotnik mettre la main sur l'Èmeraude maÓtresse. En effet, cela lui donnerait un combustible Èternel pour l'oeuf de la mort et l'Óle flottante serait dÈtruite! Sonic fait face ‡ deux problËmes : comment protÈger l'Èmeraude maÓtresse? Comment se dÈbarrasser de Knuckles? Il doit affronter cet ÈchidnÈ dÈchaÓnÈ sans attendre! Knuckles a lui aussi des probl mes. Gardien de l'Óle flottante et de toutes les Èmeraudes, il est chargÈ de repousser les envahisseurs. Celui qui a lancÈ cette bombe peut s'attendre ‡ de GROS problËmes. Knuckles est plein d'astuces et de ruses et il est aussi capable d'attaquer ‡ poings nus pour protÈger l'Óle flottante. Sonic ne prendra aucun risque. Knuckles non plus! Mais pendant qu'ils s'affrontent, qui arrÍtera le Dr. Robotnik? L'Óle flottante est-elle perdue? Sonic & Knuckles Fonctions du ContrÙleur Use Up/Down to scroll text Manoeuvres de base * Pour aller ‡ droite/‡ gauche : DÈplacez le bouton directionnel vers la gauche ou la droite. * Pour sauter : Appuyez sur le bouton A, B ou C. * Pour plonger : DÈplacez le bouton directionnel vers le bas. * Pour foncer en tournant : Gardez le bouton directionnel enfoncÈ. Appuyez sur le bouton A, B ou C pour commencer ‡ tourner. Tapez plusieurs fois sur le bouton pour accÈlÈrer le mouvement. L‚chez le bouton directionnel pour dÈmarrer en trombe comme une fusÈe. * Regardez vers le haut ou le bas : Restez immobile, dÈplacez le bouton directionnel vers le haut ou le bas et gardez-le enfoncÈ. * Pause/Reprendre le jeu : Bouton ´STARTª. UN TUYAU : Les mouvements de Sonic peuvent devenir encore plus spectaculaires! Trouvez toutes les Èmeraudes et voyez ce qui se passe! Manoeuvres typiques de Knuckles Knuckles se dÈplace en tournoyant, tout comme Sonic, mais il a Ègalement d'autres manoeuvres ‡ son actif! Pour commencer, il dÈfonce les murs comme personne! Voici quelques autres de ses spÈcialitÈs : GlissÈ * Appuyez sur le bouton A, B ou C deux fois de suite : une fois pour prendre de l'air et encore une fois pour glisser. * DÈplacez le bouton directionnel vers la gauche ou la droite pour aller dans l'une ou l'autre direction. Attaque glissÈe de Knuckles * Appuyez sur le bouton A, B ou C deux fois pour glisser. * Levez les gigantesques poings de Knuckles pour assommer les Badniks. ExÈcutez cette attaque tout comme le glissÈ et tapez sur les robots en passant! Grimper aux murs * Approchez-vous du mur. * Appuyez sur le bouton A, B ou C deux fois de suite, une fois pour sauter et encore une fois pour rester collÈ au mur ou ‡ toute autre surface verticale. * DÈplacez le bouton directionnel vers le haut ou le bas pour grimper. * Appuyez sur le bouton A, B ou C pour sauter. Sonic & Knuckles Jouer le Jeu Use Up/Down to scroll text Patrouille de l'Óle flottante Le Dr. Robotnik est l‡, quelque part. S'il s'empare de l'Èmeraude maÓtresse et rÈpare l'oeuf de la mort, l'Óle flottante sera en danger! Anneaux Pour dÈfendre l'Óle flottante, trouvez les anneaux d'or. * Ramassez autant d'anneaux que possible pour amÈliorer votre pointage et vous protÈger contre les coups des ennemis et les dangers. * Lorsque Sonic ou Knuckles tombent dans un piËge ou sont attaquÈs par un Badnik, ils perdent des anneaux. Lorsqu'ils n'ont plus d'anneaux, chaque coup ennemi leur co˚te une vie. * Aux Ètapes spÈciales/bonus, vous pouvez gagner une chance de poursuivre le jeu si vous trouvez 50 anneaux. * Emparez-vous de 100 anneaux et gagnez une vie en plus! Badniks Chaque fois que vous l'emportez sur un Badnik, il tombe en morceaux et l'animal pris ‡ l'intÈrieur est libre! Truands ¿ la fin de chaque zone, vous devez affronter un truand supermÈchant crÈÈ tout spÈcialement par Robotnik. Temps Le dÈlai pour chaque acte est de 10 minutes. Si vous dÈpassez cette limite, vous devez recommencer l'acte. Si vous passez devant des poteaux ÈtoilÈs, vous n'aurez ‡ reprendre l'acte qu'‡ partir du dernier poteau ÈtoilÈ. Vies Vous commencez la partie avec trois vies. Si vous en perdez une, vous devez reprendre l'acte ‡ partir du dernier poteau ÈtoilÈ que vous avez passÈ. Si vous perdez toutes vos vies, c'est la fin du jeu. Continuation Vous gagnez une continuation chaque fois que vous avez accumulÈ 50 anneaux dans les Ètapes spÈciales/bonus. Les continuations valent trois vies chacune! Si vous avez perdu vos trois premi res vies mais gagnÈ des continuations, l'Ècran de continuation s'affiche. Vous avez alors 10 secondes pour appuyer sur ´STARTª et reprendre le jeu. Quand vous appuyez sur ´STARTª, vous recommencez le jeu au dernier poteau ÈtoilÈ que vous avez passÈ. …tape spÈciale en 3D Des Ètapes spÈciales en 3D sont cachÈes dans le jeu. Trouvez l'anneau d'or gÈant dans chaque acte et sautez ‡ travers pour pÈnÈtrer dans l'Ètape spÈciale. Une fois arrivÈ l‡ : * Prenez les sphËres bleues. Lorsque vous les avez toutes, vous gagnez une Èmeraude du chaos! * Ramassez 50 anneaux et vous gagnez une continuation. * Prenez une sphËre jaune pour Ítre catapultÈ sur une distance de cinq sphËres. * Les sphËres ÈtoilÈes rouges et blanches sont des tremplins qui vous font rebondir dans la direction opposÈe. * …vitez les sphËres rouges. (Un tuyau : sautez par dessus!) …tapes ´bonusª Passez un poteau ÈtoilÈ lorsque vous avez 50 anneaux (ou plus) et un cerclÈ ÈtoilÈ apparaÓt. Sautez travers le cercle pour pÈnÈtrer dans l'Ètape ´bonusª. L'Ètape o˘ vous pÈnÈtrez dÈpend du nombre d'anneaux dÈtenus ‡ ce moment-l‡. Ramassez 50 anneaux dans une Ètape boni et gagnez une continuation. …tape des sphËres brillantes Vous Ítes pris par une sphËre magnÈtique! Roulez vers le sommet de la sphËre et puis sautez sur une autre sphËre plus haut. Activez les nageoires pour vous aider ‡ monter. Attention au champ de force qui vient d'en bas! …tape des machines ‡ sous Ramassez les anneaux lorsque les tambours tournent. Sautez vers le milieu pour rester dans le jeu. Sonic & Knuckles Plein Pot! Use Up/Down to scroll text Recharge! Les recharges se trouvent un peu partout dans les zones. Elles ressemblent ‡ des moniteurs. Pour vous rÈapprovisionner, sautez ou foncez sur les recharges. Superanneau : Ramassez 10 anneaux d'or ‡ la fois! Une vie en plus : Rebondissez sur Sonic ou Knuckles pour une vie en plus. InvincibilitÈ : Sonic ou Knuckles sont ‡ l'Èpreuve des Badniks pendant quelque temps. Certains objets en mouvements continuent ‡ faire du tort, alors prenez garde! …cran contre l'eau : Il enferme Sonic ou Knuckles dans une bulle d'air ‡ l'Èpreuve des Badniks et leur permet de respirer sous l'eau. Maintenant, vous pouvez vous dÈbarrasser de la majoritÈ des Badniks en rebondissant sur leur tÍte! …cran contre la foudre : Sonic ou Knuckles deviennent des aimants ‡ anneaux d'or. Passez prËs des anneaux et ils vous suivront partout! L'Ècran absorbe Ègalement les attaques des boules d'Ènergie. Lorsque vous Ítes Sonic, appuyez sur le bouton A, B ou C deux fois de suite pour un saut double! …cran contre les flammes : Cet Ècran protËge Sonic ou Knuckles contre une attaque par le feu. Si vous Ítes Sonic, vous pouvez aussi vous prÈparer pour foncer comme une boule de feu. Appuyez sur le bouton A, B ou C deux fois de suite pour sauter et dÈplacez le bouton directionnel vers la gauche ou la droite pour les attaques horizontales. Supersoulier : Souliers de course ‡ grande vitesse. Voyez Sonic ou Knuckles filer ‡ toute allure! Robotnik : Si vous le voyez, …CARTEZ-VOUS! Robotnik vous vole tous vos anneaux ou vous prend une vie! Sonic & Knuckles Trucs et Astuces Use Up/Down to scroll text * Il est gÈnÈralement plus facile de jouer le personnage de Knuckles, qui vous permet de fouiller des sections de chaque niveau qui sont inaccessibles ‡ Sonic. Toutefois, si vous Ítes Sonic, il vous sera plus facile de combattre les truands qui vous attendent ‡ la fin de chaque niveau. * S'il ne vous reste que peu de pi ces et de vies, glissez ou sautez par dessus les ennemis pour Èviter de perdre des vies et d'avoir ‡ recommencer le niveau.

SPACEINV.O

Space Invaders '91 Taito To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME ITEMS AND STUFF BROWSE HELP FILES Space Invaders '91 Game Description Use Up/Down to scroll text Fearful invaders have suddenly appeared on our peaceful planet. They are a new type of invader who are not even listed in studies by international information bureaus. The attacking invaders rely on incredible speed and dizzying attack patterns. What's more, the battlefield extends from the Earth to the Milky Way and on to the outer reaches of the universe. Can you endure the fierce onslaught of these invaders? Now it's time to load your spaceship with attack and defense items, and use your bravery and wits to meet the challenge. Take off bravely to adventure! Space Invaders '91 Controller Functions Use Up/Down to scroll text The only thing you can trust in the unknown reaches of the universe is your own wits and bravery. And the source of that bravery is the ability to operate skillfully. Master the functions of the individual buttons on the controller and you'll have nothing to fear. While viewing the screen, see how quickly and accurately you can maneuver your spaceship for offensive and defensive actions. D-Pad: * Use to move the player craft to the left and right. Start Button: * Use to start the game. Also pauses the game while in action. A Button: * A beam emission button lets you blow your enemy to smithereens if you know how to use it. B Button: * Use to obtain special items and increase your offensive power. C Button: * Use it like the A Button for standard offensives. Space Invaders '91 Playing the Game Use Up/Down to scroll text Taking off for the unknown universe Your mission is to protect the Earth from the nearly invincible invaders. Each time you destroy an invader you must face even stronger enemies (rounds). The scene of battle progresses from the Earth to the ends of the universe in a game filled with spectacles and thrills. Once you destroy the invaders that appear all over the screen and repeat this a second time, the first round ends and you advance to the second battle (round). To avoid Invader attacks, you manipulate the Direction Button to move your player spaceship. If the player spaceship receives more attacks than the remaining number of shields, your number of spaceships decreases by one. The game is over when you are totally out of spaceships. A single player spaceship has a maximum value of 10 shields. The value at Start time is 5. The number of shields increases by 2 each time you acquire an item. You can obtain powerful items by destroying UFO's. Each time you obtain a recover shield you strengthen your defensive shield. Viewing the screen The top part of the screen shows your score, and the high score. The bottom part of the screen shows the number of shields you have remaining, how many more spaceships (lives) you have, and it shows the item you are currently using. Special weapons and forming scrimmages To meet the attack of the incredibly strong Invaders, you can't simply rely on conventional beams. If you combine the special items (see the description in the Items section) with scrimmages, you're ready for anything! There is no one in the universe who can defeat you. These are all special weapon items with tremendous power. They greatly increase your offensive and defensive strength. Rundown of items * By combining the items obtained by beaming and destroying UFO's with your player spaceship, it is possible to obtain these various items. * It is not possible to use the item in the following round (although it is possible with Recover Shield). However, it is possible to use the item in the next scene of the same round. * When a player spaceship is destroyed, you lose the effectiveness of the items it was using. * There are usage limits for the items. The limits are expressed in the amount of remaining energy, time and number of uses. * When you use a standard beam to destroy a UFO while holding an item, another item may appear. When this happens, the item you previously held loses it's effectiveness and you can use the power of the newly acquired item. Try to get bonus points! * Rainbow Bonus: When you finally reduce to one the number of Invaders appearing at the lowest level of the screen, it starts to move while creating an afterimage. This is known as a "Rainbow Phenomenon" and there is a chance at this time to gain bonus points. When the enemy is in the capsule, you get 100 points for each afterimage that is left. When the enemy is not in the capsule, you get 50 points for each afterimage that is left. * Perfect Bonus: If you clear one scene with a number of shots equal to the number of appearing Invaders (i.e. 55 shots for 55 units), you receive an extra 10,000 points. * Crags: If you succeed in shooting down with 3 shots the crags that appear in rounds 6 and 16, you receive and extra 3,000 points for each crag. * Special Bonus: When there is only one special capsule left, something good will happen! * Item Bonus: You receive an additional 1,000 points each time you obtain an item. * Resupply of shields: If you score a hit on the direct center of the group of Invaders at the start of a round, the number of your shields returns to the full amount. * 1-Up conditions: Each time you achieve the following scores, the total number of your player spaceships increases by one. 1st time: 30,000 points 2nd time: 60,000 points 3rd time: 120,000 points 4th time: 240,000 points NOTE: The number of remaining spaceships does not increase beyond the fourth time. Game Continue When Next Mission appears on the screen select OK when you want to continue playing and then press the Start Button. * Continue is based on the number of repetitions. * It is possible to continue up to three times. * It is possible to increase the number of Continue times by destroying the Special Capsule that is a special item. Space Invaders '91 Items and Stuff Use Up/Down to scroll text Offensive Items: * Hyper Laser (H-LASER): When a laser hits a single Invader, it causes an explosion on both sides which creates an explosion wave on an entire horizontal line. Can be used a maximum of two times. * Homing Bomb (H-BOMB): A fireball hits an enemy on "Lock-On." Possible to shoot a maximum of 20 times. * Buster Laser (B-LASER): Emits a long-distance laser directly upward from the player spaceship. Effective until the energy runs out. * Power Beam (P-BEAM): By storing up beam energy and using it for attacks, it is possible to shoot the beam over a wide area. If you are attacked while storing energy, the energy decreases and you are unable to emit a beam. It is only possible to store energy while the B Button is depressed. Energy is emitted when the button is released. * Super Crusher (S-CRUSHER): Two options appear beside the player spaceship so that it looks like there are three spaceships making triple attacks. It is available for only 15 seconds. Defensive Items: * Speed Up (SPEED-UP): The speed of the player spaceship is increased to double the normal speed. Effective until the player spaceship is destroyed. * Recover Shield (RECOVER-S): An addition of two to the present remaining energy of the shield. * Time Stop (T-STOP): Completely stops the movement of invaders for a total of 10 seconds. * Hyper Shields (H-SHIELD): A shield appears for 20 seconds and it is impossible during that period for the enemy to inflict damage (although this does not defend you against enemy homing devices and lasers). * Psychic Shield (PSYCHIC-S): An improved version of the Hyper Shield. Appears for 20 seconds during which time you are invincible.

SPACHAR2.O

Space Harrier II Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Space Harrier II Game Description Use Up/Down to scroll text Deep in the 214th sector of the universe, a distress signal is sent from a land in turmoil. Under attack and besieged by countless monstrous beings, Fantasyland is fighting a losing battle. But wait, help is on the way! The heroic Space Harrier has jettisoned into their time warp via intergalactic teleportation. Armed with the same laser blaster that made Space Harrier victorious in the Land of the Dragons, you've got a host of vicious enemies to destroy. Space phantoms, multi-headed reptiles and wicked wizards are just a few of the targets to set your sights on. And they're everywhere. So keep your eyes on 'em, shoot straight, and keep moving. One false move and it's the end for you and Fantasyland. Space Harrier II Controller Functions Use Up/Down to scroll text Directional Button: * Moves Space Harrier in eight different directions. Start Button: * Starts game * Pauses screen during play * Resumes play Button A, B, or C: * Fires laser Space Harrier II Playing the Game Use Up/Down to scroll text There are twelve stages to survive in Space Harrier II. Luckily, you can begin play in any given stage. Stage Selection: To start from any one of the twelve stages, press the Start Button during the Title Screen. Now press either the Start Button or Button A, B or C. The title of the first stage will appear on-screen. Press the D-Button to the left or the right to advance to a different stage. The name of the stage will appear on-screen. Bonus Stage: After safely surviving five stages, Space Harrier II will arrive at the Bonus Stage. Here you'll board a flying saucer and fire away at targets. You'll receive bonus points according to the number of targets you hit in an allotted amount of time. At this time, you will not be attacked. Space Harrier II Hints and Tips Use Up/Down to scroll text * The enemy moves very quickly. Never take your eyes off of them and be careful of the distance between you and them. * The enemies' shots are big. When they are far away the shots look small, but when they are nearer to Harrier, they will enlarge. * Look for weak points in Stage Bosses and shoot towards them. * When Harrier starts running, he can't be stopped. Be careful of obstacles in your path.

SPARKSTR.O

Sparkster Konami To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME CHARACTERS HINTS AND TIPS BROWSE HELP FILES Sparkster Game Description Use Up/Down to scroll text This is a story of the strange world of Elhorn, a world of valiant knights and magic...and machines. Near the center of Elhorn lies the peaceful and enchanted Kingdom of Zebulos. Long ago, the army of the Devotindos Empire invaded Zebulos with an evil and powerful spaceship called the "Pig Star." But thanks to the courage of Sparkster, leader of the elite fighting force known as "The Rocket Knights," the vicious imperial army was destroyed. For a time, it looked as though Zebulos would find peace once again. But alas, it was not to be. All the lands of Elhorn were again engulfed in war. In every region of Elhorn, tribes formerly held in the evil grip of the Devotindos Empire turned violent. From this mass confusion there arose the evil empire of "Gedol." The Gedol empire soon swelled, using every evil means available to take control of every region of Elhorn. The King of Gedol then learned of the existence of Sparkster. Fearful of interference from the legendary Rocket Knight. King Gedol sent out an order to his troops to have Sparkster destroyed. Sparkster stands alone, the sole hope of Elhorn against the giant Gedol Empire. Let the adventure begin! Sparkster Controller Functions Use Up/Down to scroll text OPERATIONS * D-Pad: To move left/right. Press down to squat. * Press A: Attack * Press B: Jump * Press C: Rocket button for rocket and Screw attacks. Button assignments for the A, B, and C buttons can be changed in the Options screen. ROCKET AND SCREW ATTACKS The Rocket Energy Gauge is located at the center of the Score display and turns red as power is stored. When its completely red, press the Rocket button to attack. When the gauge turns from red to all white, press the Rocket button for the Screw Attack. Energy is stored automatically. The longer you wait, the more power you have to unleash your wrath! Rocket button only: Rotating attack from present position. Use the D-Pad and Rocket button together to attack in different directions. Rebound You rebound when hitting obstacles(like walls). This is particularly effective when going up narrow paths. You do not rebound when hitting obstacles straight up, down, or sideways. Switches Either step on or use the Screw Attack to activate switches. This lets you plunge into places where characters cannot go using Rocket and Screw Attacks alone.(Sometimes walls and poles disintegrate and another appears.) Dangling You can dangle from tree branches and ropes using your tail. You can attack with your sword and use the Rocket Attack while dangling. D-Pad up/down: Keep the D-Pad held up or down and press the Jump button up to climb or dangle. CONTROLLING THE GIANT ROBOT, "SPARKROBO" Sparkster controls the gigantic robot that appears in the opening of the game. * D-Pad left/right: Moves you forward and backwards * D-Pad down: Stores punch power, but you can't store power while blocking(press the Punch button after storing power makes your punch stronger). * Button A: Delivers straight punch(medium strength) * Button B: Delivers uppercut(maximum strength) * Button C: Guards(You incur no damage when in a guard position). Sparkster Playing the Game Use Up/Down to scroll text Items Acquiring items will help you in your quest to save Elhorn. You can get items during stages or by winning on the slot machine. 1 Up Mark: Gives you one extra Sparkster player unit. Blue Gem: Collect 10 blue gems for one spin on the slot machine. Red Gem: Collect 1 red gem for one spin on the slot machine. Rocket Pack: Launches your Rocket Pack as soon as you grab it! Apple: Restores some life. Meat: Restores life completely. Bomb: Watch out-You'll be damaged if you touch one of these! Power Up Capsule: Powers up your sword into a Flaming Sword(The sword's power returns to normal as soon as you receive any damage.) Keys to the Seals: They're called keys, but nobody actually knows what they really look like. Collecting all seven keys give Sparkster a special power-up. Stages Stage 1: Ancient ruins and forest Stage 2: Desert pyramids Stage 3: Air battle Stage 4: high-speed robot battle Stage 5: The battle of Gedol Stage 6: The final battle Sparkster Characters Use Up/Down to scroll text CHARACTERS Sparkster the Rocket Knight The strongest of the Rocket Knights. Armed with a sword and armor made of steel, Sparkster flies through the air at high speed with a rocket pack on his back. Sparkster arrived in the Kingdom of Zebulos after journeying in search of his arch enemy Axle Gear, the Black Knight. A number of years previously, Axle Gear had permanently disabled Sparkster's master and foster father, the Rocket Knight Mifune Sanjulo. Sparkster, his fighting skills honed and polished from his travels, finally won the battle to save Zebulos from the evil denizens of the Devotindos Empire. Axel Gear, the Black Knight Axel Gear belongs to the Black Knights, a band of former Rocket Knights gone bad. He is utterly possessed by evil ambition. After he disabled Mifune, Sparkster's master, he became Sparkster's arch rival. He wants to hunt down all remaining members of the Rocket Knight corps. Princess Cherry She is also in love with Sparkster. She has been kidnapped by the evil empire and is now confined in some secret location. Princess Sherry The princess of the Kingdom of Zebulos, and Sparkster's girlfriend. Paeli The leader of the Gedol Ninja. Evil King Gedol The king of darkness who plots to destroy the world using wicked means. THE "LEGENDARY ARMOR" In Elhorn there is an ancient of the "Seven Seals." One of the Rocket Knights' weapons is the armor known as the "Legendary Armor", which possesses a special sacred power. If a warrior wearing the Legendary Armor obtains all seven "Keys to the Seals," the warrior will be able to release the sacred power of the Armor and become invincible. The seven "Keys to the Seals" exist somewhere in Elhorn, but nobody knows what they look like. Find the Keys, break the Seals, and release the sacred power that will thwart the evil ambitions of King Gedol! It's time for Sparkster to head into battle once again to save Elhorn! Sparkster Hints and Tips Use Up/Down to scroll text * Sometimes it's a good idea NOT to open all the wooden boxes. An enemy might be waiting to jump on you. * Since Sparkster's rocket pack re-energizes all the time, go ahead and use it whenever possible.

SPCHARR2.O

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

STARTKNG.O

Star Trek:TNG Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS CHARACTER PROFILES PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Star Trek:TNG Game Description Use Up/Down to scroll text The edges of Federation space are fertile ground for Romulan incursions. The Starship Enterprise is ordered to take its position at borders. Your mission is to patrol and protect Federation holdings. As always, Starfleet regulations and rules of engagement are in effect: 1. Check Communications regularly, and listen for the hailing signal alerting you to incoming transmissions. 2. Following each transmission, report to the Ready Room for Captain's orders. 3. At the Conn, set a course for your next destination and proceed with caution. 4. Check Sensors during travel for timely information on approaching vessels or obstacles. 5. Take every opportunity to educate yourself by studying the Computer's wealth of information. 6. Red Alert klaxon sounds by hailing the incoming vessel first. Then, if necessary, proceed immediately to Tactical for battle stations. 7. After battle, assess damage in Engineering and make all necessary repairs. 8. Upon reaching a destination, beam down an Away Team via the Transporter to make contact with the surface. These are desperate times, with extreme challenges. You will be entering unexplored regions, with the Romulans -- and others -- more invasive and powerful than ever. The fate of the Federation hangs in the balance. You, along with your vessel and crew, are our only hope for success. Star Trek:TNG Controller Functions Use Up/Down to scroll text D-PAD * Up/down scrolls through text screens. * Left/right moves around the Bridge to Communications, Ready Room, Transporter, Engineering, Computer and Sensors. * Down moves to the Conn from Communications and Ready Room, and to Tactical from Computer, Engineering, Transporter and Sensors. START/PAUSE * Starts the game. * Exits text screens. * Pauses/resumes the action. * Displays the current button controls. BUTTON A * Accesses the current station. Star Trek:TNG Character Profiles Use Up/Down to scroll text CAPTAIN JEAN-LUC PICARD--SHIP'S CAPTAIN: A respected leader and skilled diplomat with the ability to get straight answers from even the most defiant aliens. An intellectual, Picard has modest but capable technical and physical attributes, and extraordinary tactical skills. CMDR. WILLIAM T. RlKER--FIRST OFFICER: Number One is a flamboyant, emotional and highly able officer, known for his tactical flair and skill with a phaser. LT. CMDR. DATA--SECOND OFFICER: Unique in the Federation, this experimental android is gifted with a positronic brain that works like a computer. His towering range of attributes can always be counted on in desperate situations. LT. CMDR. GEORDI LA FORGE--CHIEF ENGINEER: Neural input from his visor lets this technical genius and tricorder expert "see" more than sighted humans. L T. WORF--CHIEF OF SECURITY: He lacks imagination, but this practical Klingon is stronger and fights more skillfully than most humans. DR. BEVERLY CRUSHER--CHIEF MEDICAL OFFICER: An expert in biological sciences, cybernetics, regeneration and analyzing tricorder data, this humanitarian is an essential member of the U.S.S. Enterprise team. COUNSELOR DEANNA TROI--SHIP'S COUNSELOR: Highly-developed empathic skills help her counsel the crew and effectively communicate with aliens. Star Trek:TNG Playing the Game Use Up/Down to scroll text COMMUNICATIONS CONTROLS * Start Pause/display controls; resume play. * D-Pad Scroll up/down to see additional text; Scroll left/right to select reply. * Button A Reply; read next message; exit to Bridge. * Button C Review last message or last reply. USE * A beep sounds when someone is hailing you, and the blue light above the viewscreen flashes. * Press Button A to begin the transmission. Press it again to reply (D-Pad left/right shows your reply choices). Continue pressing Button A to switch between receiving the next message and replying to it, until the transmission ends. * If the viewscreen is blurred, your communications system is damaged. To repair the problem use Engineering. READY ROOM CONTROLS * Start Pause/display controls; resume play. * D-Pad Scroll up/down to see additional text. * Button A/B/C Exit to Bridge. USE * Consult Captain Picard for invaluable advice on changing events, Red Alerts, emergencies and crises. * Remember: YOU make the final decisions. CONN CONTROLS * Start Pause/display controls; resume play. * D-Pad Scroll up/down to highlight a destination in a menu or submenu. Scroll left/right to select warp speed. * Button A Select destination/display its submenu. * Button B Return to previous menu or submenu. * Button C Lock in course; engage engines; exit to Bridge. USE * Set or change course: - Select a star cluster from the astrogation menu. - Select a single star (sun) at the first submenu. Suns are listed by Greek letters according to brightness, with Star Alpha being the brightest. - Select a planet at the next submenu. Planets are designated by Roman numerals in order of their distance from the sun, with Planet I the closest. - Select one of the planet's moons at the final submenu. Moons are listed by Roman letters according to their distance from the planet. Moon A is the closest. Note: All heavenly bodies change color as they're selected. * Review data on the selected destination in the upper right of the viewscreen. * Lock in the course (Button C), select a speed (D-Pad right/left), then engage engines (Button C again). * Watch the readout below the viewscreen for vital data and alerts. * Don't use Impulse for interstellar trips or you'll be traveling for an inefficiently long time. SENSORS CONTROLS * Start Pause/display controls; resume play. * D-Pad Scroll up/down to see additional text. * Button C Exit to Bridge. USE * Scan unknown objects in your sector for identification and important data. COMPUTER CONTROLS * Start Pause/display controls; resume play. * D-Pad Scroll up/down to highlight a topic or see additional text. * Button A Select topic/display its submenu, if any. * Button B Return to previous menu or submenu; exit to Bridge. USE * Review in-depth information on essential topics including Sciences, Cultures, Aliens, the Federation and the Starship Enterprise (TM). * To save a mission, highlight "Mission Log," press Button A, highlight "Record Mission Log" and press Button A again twice. * To retrieve a previously saved mission, highlight "Mission Log," press Button A, highlight "Review Mission Log" and press Button A again twice. Note: It's an extremely good idea to save a mission before engaging in space combat or entering an unknown sector. TACTICAL CONTROLS * Start Pause/display controls; resume play. * D-Pad Press up for forward thrust; down for reverse thrust; left/right to turn. Release the D-Pad to stop. * Button A Fire phasers. * Button B Press and hold to exit to Bridge. * Button C Fire photons. USE * All systems automatically go to Red Alert when an alien ship approaches. Listen for the warning klaxon. * Attempt communication with the craft. If reasonable discussion fails, go to Tactical and press Button A. Take your battle station and engage the aggressor! * A combat viewscreen gives you a visual on the battle. * The radar monitor at the left shows the Starship Enterprise at the center, and the position of the attacking vessel. The monitor updates continuously to track the enemy's movements. * The radar grid automatically scales to show your range from the enemy. At long range, the grid squares are small. As you close in, the squares enlarge. * The Starship Enterprise is outfitted with fore and aft weapons systems. When you press Button A or C, your computer automatically fires the correct forward or aft weapon, depending on the enemy's position. * To the right, a ship's schematic monitors the shields and weapons banks: - Shields start out green, turn yellow and then red as they take increasing damage. Completely disabled shields are dimmed to black. - Phaser banks are bright red when fully charged. Once they dim to black, they must recharge before you can use them. - A blue sphere circling the schematic shows the enemy's position. - The photon gauge below the schematic tracks your remaining photon supply. * Yellow bars at the bottom left decrease as the ships are damaged. The upper bar is shield damage; the lower bar is hull damage. The bars for the alien aggressor are on the left; bars for the U.S.S. Enterprise are on the right. * When severely damaged, your opponent may decide to seek a peaceful solution. When you see the "Hail" message, press Button B to exit to the Bridge. Then go to Communications for peace talks. ENGINEERING CONTROLS * Start Pause/display controls; resume play. * D-Pad Press up/down to highlight a system; Press right/left to increase/decrease the amount of resources allocated for repairs. * Button A Access submenus for Shields, Weapons and Engine systems. * Button B Return to previous menu or submenu; exit to Bridge. USE * Consult Engineering on a regular basis to monitor and repair the ship's systems. A good time to do this is during long voyages between destinations. * A red bar indicates a damaged system. The longer the bar, the more damage the system has sustained. * The more resources you allocate to a system, the faster it will be repaired. * Use the submenus to pinpoint repairs to Shields, Weapons and Engines. If you don't use the submenus, any allocated resources will be divided equally among the subsystems. * Three starbases, Starbase 202, Starbase 205 and Starbase 220, maintain full drydock operations. Find these space harbors and then visit them often for rapid repairs, weapons resupply and resource restoration. TRANSPORTER SELECTING AN AWAY TEAM CONTROLS * Start Pause/display controls; resume play. * D-Pad Highlight an available crew member. * Button A Report to Transporter Room following crew selection; beam down Away Team. * Button B Exit to Bridge. * Button C Assign the crew member selected in the grid and move on to the next position. USE * While orbiting a planet or moon, press Button A at the Transporter station to go to Away Team Assignment. * Use the D-Pad to highlight a crew member in the grid. (Injured crew are dimmed and not currently available.) * Press Button C to assign that person to the Away Team. The selector box moves to the next position. * Press Button A to transport the Away Team to its destination. CONDUCTING AN AWAY TEAM MISSION CONTROLS * Start Pause/display controls; resume play. * D-Pad Move active member in the viewscreen. Select a crew member or inventory item (while pressing Button B). * Button A Use selected inventory item. * Button B Press and hold to select a crew member or inventory item with the D-Pad. * Button C Pick up or move something in the viewscreen, such as throw a switch. * Buttons A, B, C together: Beam out to Bridge. USE * Excitement, danger, suspense and mystery are all part of an Away Team mission. Watch the viewscreen to follow and take part in the often split-second action. * Move the active crew member with the D-Pad. * Press Button A to use the selected inventory item. * To change the active crew member or selected inventory item, hold down Button B and press the D-Pad up/down or left/right. * Each crew member carries different items, depending on his or her position and skills: - The phaser shoots a laser-like energy blast that stuns its target. - The tricorder allows its holder to analyze nearby objects. - The command insignia lets one person control the other crew members. Select the insignia and then move your selected person to touch one or more other team members. Those people will then follow the leader. To break the control, select another person as the active crew member. * Watch the message bar for item I.D.s, conversation text and important transmissions from the Bridge. * A crew member is seriously injured when his or her health bar decreases to nearly nothing. Star Trek: TNG Hints and Tips Use Up/Down to scroll text * Before each mission, be sure to check the Ready Room. * When you beam down, don't forget to switch your weapons to phaser.

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Super Thunder Blade Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Super Thunder Blade Game Description Use Up/Down to scroll text Weathered and damaged, Thunder Blade returned victorious from its last mission against the renegade troops. But, this was not to be its last fight. Reorganized with mega amounts of devastating military electronics and weapons, the renegade troops have once again focused their sights on dominating the free world. From a secret power base in the East, they unleash their deadly troops who will take to land, sea and air powerfully armed. But so are you. From the cockpit of this remodified bird, you've got a state-of-the-art defense system at your fingertips. An aerodynamically designed alloy body flies up to 523 kph while a 20 mm Gatling Gun fires up to 4,800 shots a minute. A computer-aided flight system takes you through even the most hostile environments. Don't worry, you're firing cannons and dropping air-to-surface AATM missiles from your skids, so there's no stopping you and the greatest chopper in the sky. Your objective is to blow the central enemy base sky high. But getting there is easier said than done. There are four stages to this game where you'll encounter cities, deserts, caves, oceans and refineries. The strategy is easy, shoot straight, be brave and just maybe you'll get your wings out of this mission. The free world as we know it, depends on you. Super Thunder Blade Controller Functions Use Up/Down to scroll text D-Button: * Operates selection arrow for option setting. * During horizontal play, moves Super Thunder Blade in two directions. * During vertical play, moves Super Thunder Blade in eight directions. Start Button: * Selects Option Screen. * Starts game. * Pauses screen during play. * Resumes play. Button A: * Fires Gatling Gun and launches missiles at the same time. * Selects from Option Screen. Button B: * Activates air brake system for either forward or reverse hovering. * Selects from Option Screen. Button C: * Fires Vulcan cannon and launches missiles at the same time. Super Thunder Blade Playing the Game Use Up/Down to scroll text To move the Super Thunder Blade horizontally up or down, press the D-Button directly up or down. To move the Super Thunder Blade in eight directions vertically, press the D-Button in any of its eight directions and your chopper will follow. For constant firing power, press Button A or C. To stop in midair and hover, press Button B. At this time, the D-Button can move you up by pressing down, and down by pressing up. To launch cannons and missiles, press Button A or C. During game play you're given three helicopters for every level. Every time you crash and burn, you'll lose a helicopter. Super Thunder Blade Hints and Tips Use Up/Down to scroll text * During vertical play, pay attention to enemies' distance. They are not threatening until they are near. * Do not hover too long, because points are awarded based on time. * Do not fly into obstacles. Make sure to use the air brake to slow down. * You can attain maximum speed by flying forward very fast and never hovering. * Warships cannot be sunk. Just try to damage their turrets. * During horizontal play, avoid the missile attacks by destroying their turrets. * When mid-size enemy crafts appear, Super Thunder Blade will automatically hover. The time score is not kept at this time. * Flying too low, too long, will result in landing. Hover upward when the screen displays "Take Off".

STRAGE1.O

Streets of Rage Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS ATTACK TECHNIQUES ITEM DESCRIPTIONS HINTS AND TIPS BROWSE HELP FILES Streets of Rage Game Description Use Up/Down to scroll text Axel, Adam, and Blaze -- ex-cops, the solution to punk pollution. The city's a war zone, and they're going out two at a time to give the gangs a kick in the guts. This is the ultimate in street combat. These city fighters are martial arts maniacs with a battery of 40 individually controllable attacks -- including jabs, head butts, and overhead kicks. They're up against a mob of Kung-Fu creeps and axe-hurling fiends. On the streets it's only two of them against hordes of attacking scum. Slam into pipe-wielding weirdos and bash 'em with their own metal. Throw an uppercut or an elbow smash -- these goons keep comin'. Streets of Rage Controller Functions Use Up/Down to scroll text D-Button: * Press to move Adam, Axel, or Blaze in any direction. * Press, along with the Jump button, to control the direction of your fighter's jumps. * Press to move the marker on decision screens. Start Button: * Press to start the game. * Press to pause the action; press again to resume play. Buttons A, B and C: * The functions of these buttons can be set at the Options screen. One button is used to Attack, another to Jump and the third to call for help. Streets of Rage Attack Techniques Use Up/Down to scroll text All three of our heroes are accomplished veterans of hand-to-hand combat. Use the D-Button to move your fighter into range and press the Attack button to clobber the enemies. The former peace officers have various abilities they can employ. Regular Attack: * Adam: Jab * Axel: Power Jab * Blaze: Horizontal Chop The following attack methods inflict more damage on the enemies than a regular attack. Timing and position are crucial! Flurry: * Adam: 2 Jabs, an Uppercut, and a Kick to the chest. * Axel: 2 Power Jabs, a Body Punch and a Knee Slam. * Blaze: 2 Horizontal Chops and 2 Kicks to the abdomen, with a Back Flip following the second kick. Jump Kick: * Adam: Flying Snap Kick * Axel: Flying Knee Slam * Blaze: 360 degree Reverse Kick Rear Attack (Attack/Jump Buttons simultaneously): * Adam: Jumping reverse kick * Axel: Backward fist smash * Blaze: Standing snap kick Move your fighter close enough to an enemy to grab hold of him/her, and perform one of the following maneuvers: Fury: * Adam: 2 straight Knee Slams followed by an Elbow Smash * Axel: 2 Knee Slams followed by a Head Slam * Blaze: 2 Knee Slams and a Kick with a Back Flip Throw: * Adam: Shoulder Throw * Axel: Shoulder Throw * Blaze: Overhead Throw Backdrop: Grab an enemy from behind and press the Attack button. This move inflicts major damage on all enemies! Vault: Jump over an enemy by grabbing his/her shoulders and pressing the Jump button. Follow this up with a Backdrop or other attack maneuver! Double Leg Kick: If your fighter is grabbed from behind, press the Jump button to kick any enemy directly in front of you. In the two-player mode, this is a great team tactic! Neck Throw: After several Double Leg Kick attempts, press the Attack button just as your fighter's feet touch down. Your fighter hurls the enemy to the pavement. If your timing isn't just right, you'll be open to counterattack! Landing: Enemies can occasionally execute a throw, with your fighter as the projectile! As you're thrown, press the D-Button up while pressing the Jump button. Again, your success depends solely on your timing. A safe landing on two feet eliminates the risk of damage! The following maneuvers are used in two-player games: Team Tactic #1: Move your fighter to face his/her partner. Then grab your partner, press the D-Button away from your partner, and press the Attack button. Your partner somersaults into the enemy and does considerable damage (if your timing and position are correct). This can be combined with a Vault to form a dazzling attack move! Team Tactic #2: Let your partner do the same with you! This time, your fighter becomes airborne. As with #1, timing and position are the keys to success. Weapons: You will come across several different types of weapons as you play. To pick one up, move your fighter over it and press the Attack button. Press the Attack button again to use the weapon. The attack style differs depending on the weapon, so make sure you're in the proper position for your assault. A missed attack may leave you vulnerable to a counterattack! If you find yourself nearing the end, or hopelessly outnumbered, there's still one good guy left on the force. Press the Special Attack button and he launches a blast that damages all enemies in the area. The Special Attack function can be used once per round, unless you find a Special Attack item during play. Streets of Rage Item Descriptions Use Up/Down to scroll text As you fight the evil hordes, you come across Items that can help you to make progress. The Items can be found inside boxes, vent shafts, garbage cans, or even telephone booths. Press the Attack button to destroy the receptacle. If you find an Item, move your fighter over it and press the Attack button. * Apple: Gives your fighter a little burst of energy. * Beef: Completely fills your warrior's Life Gauge! * 1UP: Gives you an extra player to continue the fight against evil! * Special: Provides you with one more Special Attack! * Cash Bag: Adds 1,000 points to your score. * Gold Bars: Gives you a 5,000 point bonus! Streets of Rage Hints and Tips Use Up/Down to scroll text * Don't risk damage to your fighter in order to pick up an Item. Clear the immediate area first, then grab the goodie! * Once you've learned to recognize the different weapons, pick up only the ones you feel most comfortable with. Remember, even without a weapon, all three fighters can do serious damage! * When playing a two-player game, make good use of the various team techniques. You stand a much better chance of toppling the organization when you work together!

STRAGE2.O

Streets of Rage 2 Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME ATTACK MOVES HINTS AND TIPS BROWSE HELP FILES Streets of Rage 2 Game Description Use Up/Down to scroll text Original rumblers Axel and Blaze slam the asphalt with bigger, better, totally devastating attacks! Skull-crushing ex-wrestler Max Thunder joins up with earth-shattering body slams and spinning fist attacks. New thrasher Skate slices punks with high-speed in-line skate attacks and spinning jump kicks. Go maniac with jaw-shattering, bone-busting punches, head-cracking jump kicks and secret weapons. Gangs of dirt bikers dive into you from every side. Smash 'em with a pipe as they speed by. Streets of Rage 2 Controller Functions Use Up/Down to scroll text Start Button: * Starts the game. * Pauses the game or resumes a game that's paused. D-Pad: * Makes selections on the Options and menu screens. * RIGHT or LEFT moves your fighter in those directions. * UP moves your fighter toward the rear of the scene. * DOWN moves your fighter toward the front of the scene. * Works with Buttons A, B and C for certain attack moves. Button A: * Initiates a Special Attack. Button B: * Attacks. * Picks up items and weapons. * Returns to the Game Select screen from the Duel Player Select screen. Button C: * Jumps. * Makes choices on the Game Over/Continue screen. Streets of Rage 2 Playing the Game Use Up/Down to scroll text THE DUEL You and a friend can hone your fighting skills by practicing on the most challenging opponents of all-each other! Choose your fighters and one of the game backgrounds, and have at it! Choose "Duel" from the Game Select screen and press Start or Button C to bring up the Player Select screen. Each player chooses a fighter by using the D-Pad to place the letters "1P" and "2P" over a fighter and then pressing Start or Button C. In the duel, both players can select the same fighter (for example, Blaze vs. Blaze). The two fighters will appear in different colored clothes. Use the same method to choose your stage, and whether or not your fighters can use special attacks. At the beginning of the duel, Player 1 is on the left side of the screen, and Player 2 is on the right. The kinds of weapons available in the round you chose will be laying on the ground for either fighter to pick up and use. You can also knock a weapon from your opponent's hand and pick it up. Certain other characters might try to make things a little more interesting for you, but you won't be able to attack them. You have 99 seconds (game time) to knock out your opponent. If you run out of time, the fighter with the most energy remaining on his or her Life gauge will win. If both fighters fall at the same time, or time runs out while both fighters have the same amount of energy on their Life gauges, the duel will be declared a draw. Each time a fighter scores a victory, a star appears under his or her Life gauge. The contest ends when one fighter scores two victories. The Player Select screen then returns for you to select new fighters and a new round (or the same fighters and round). Press Button B to quit the match and return to the Game Select screen. 2 PLAYER GAMES Select "2 Player" from the Game Select screen, and you and a friend can take on the Syndicate's league of sleazoids together. Naturally, you'll be competing for the highest score, but you'll get farther if you work together. Try not to attack each other, or you'll suffer damage from your own side! SCREEN SIGNALS Use the information at the top of the screen to plan your fighting strategies and keep track of your progress. Life Gauge: When a Life gauge runs out (either yours or your enemy's), its owner falls and is defeated. Enemy Life gauges vary in length. A star above a silver Life gauge shows an enemy with twice the stamina of the average slimeball. When the silver gauge runs out, it is replaced with a yellow one. If an enemy's Life gauge is silver with two stars beneath it, he will have three times the stamina of a normal enemy. Time Remaining: You have 99 seconds (game time) to defeat all the criminal elements that attack you in each section. When you clear a section, either the scene changes or a "Go" arrow appears, and the clock restarts. If you lose a fighter in battle, the clock will also start over. If you don't clear a certain area before the timer reaches 00, the words "Time Over" appear and you lose a fighter. Your fighter receives a full Life gauge at the beginning of each new stage. ITEMS As you fight the Syndicate's evil legions, you'll come across items that can help you through battle. These items are hidden inside various containers: garbage cans, furniture, crates and boxes, oil drums, roadblocks, "alien eggs", piles of sandbags-even arcade machines! Attack a container to destroy it, then pick up the item by moving over it and pressing Button B. Apples restore a bit of energy to your fighter's Life gauge. Roast Chicken completely fills your fighter's Life gauge! 1 UP's give you an extra fighter. Cash Bags add 1000 points to your score. Gold Bars give you a 5000 point bonus! WEAPONS You'll find weapons in the same containers as the items; lying on the ground or in the hands of an enemy. A quick assault will force your enemy to drop his or her weapon. You can then pick it up by moving your fighter over it and pressing Button B. Press Button B to use the weapon, or press Buttons B and C together to throw it (this takes some practice). Some of the weapons you will find are a knife, a lead pipe, a katana, the kunai, and bombs. Weapons can be knocked out of your hands if you're not careful. You can also drop them when you grab an enemy for a close assault. After you drop a weapon two or three times, it disappears. You lose the weapon you're carrying when you proceed to the next scene. Streets of Rage 2 Attack Moves Use Up/Down to scroll text REGULAR ATTACK MOVES Regular Attack: Press Button B. Axel: Jab. Blaze: Jab. Max: Chop. Skate: Jab. Fury: Press Button B repeatedly. Each fighter has a cycle of four to five regular attack moves. If you continue pressing Button B, the cycle will continue until your enemy drops. Axel: Two jabs, one straight, a middle kick and a high kick. Blaze: Two jabs, an elbow smash and a high kick. Max: Two left chops, a right punch and a hammer punch. Skate: Two left jabs, a heel kick and a roller kick with a back flip. Blitz: Press D-Pad twice in the same direction + Button B. Axel: Grand uppercut. Blaze: Vertical slash. Max: Power slide. Skate: Super dash/dynamite head butt. Rear Attack: Press Button B+Button C at the same time. Be sure your fighter is not holding a weapon while attempting this move, or the weapon will be thrown. Axel: Backhand punch. Blaze: 360 degree foot sweep. Max: Mule kick. Skate: Backflip kick. JUMPS Jump Attack: Press Button C+Button B Axel: Vertical kick. Blaze: Roundhouse kick. Max: Super hammer punch. Skate: Double back kick. Jump Kick: Press D-Pad LEFT or RIGHT +Button C+Button B. Press the D-pad in the direction you want your fighter to attack. Axel: Side kick. Blaze: Side kick. Max: Drop kick. Skate: Side kick. Drop Attack: Press Button C+D-Pad DOWN+Button B. Axel: Knee press. Blaze: Flying chop. Max: Elbow drop. Skate: Roller press. HOLDING AN OPPONENT If you move your fighter close enough to an opponent, he or she will grab that opponent by the shoulders. Wreak some heavy damage with the following moves: Power Blow: Wait for a second, then press Button B. Axel: Head butt. Blaze: Throw. Skate: Head butt. Flurry 1: Press Button B repeatedly. Each fighter has a cycle of two to three attack moves. If you continue pressing Button B, the cycle will continue until your enemy drops. Axel: Knee kick followed by a head butt. Blaze: Knee kick followed by a throw. Max: Bear punch. Skate: Two head butts followed by an elbow smash. Flurry 2: Press D-Pad TOWARD opponent+press Button B repeatedly. Axel: Four knee kicks. Blaze: Two knee kicks and an elbow smash. Skate: Two knee kicks followed by a head butt. Body Throw: Press D-Pad AWAY FROM opponent+press Button B. Axel: Back Throw. Blaze: Back sacrifice throw. Max: Brain buster. Skate: Roller uppercut. Super Slam: Press Button C+Button B. Use Button C to vault over your opponent (or in Max's case, to jump), then use Button B to make your enemy kiss concrete! Axel: Body slam. Blaze: Back drop. Max: Thunder body slam. Max is too heavy to vault over an opponent. Find another way to get him behind an enemy for these attacks: German Suplex, press Button B; a back-breaking Atomic Drop, press Button B and then Button C. Skate: Neck throw. Get Skate behind an enemy and press Button B for a head-pounding migraine. SPECIAL ATTACKS You can use Special Attacks as often as you want. However, each Special Attack drains your fighter's Life gauge. A stationary Special Attack only drains the Life gauge if your fighter makes contact with an enemy. A directed Special Attack drains your fighter's Life gauge every time you use it. If your Life gauge gets too low, you won't be able to use the Special Attacks. Stationary Attack: Button A. Axel: Dragon wing. Blaze: Embukyaku. Max: Knuckle bomb. Skate: Double spin kick. Directed Attack: Button B+Button A. Axel: Dragon smash. Blaze: Kikousho. Max: Thunder tackle. Skate: Corkscrew kick. Streets of Rage 2 Hints and Tips Use Up/Down to scroll text * Grab items as soon as you can to collect additional points and stamina before the end of each scene. * Stay away from the sides of the screen. Enemies love to lurk there, where you can't see their moves. Lure your opponents out where you can see them. * Go for the thug with the weapon first-he can do the most damage, especially when your back is turned! * Some fighters are better with certain weapons than others. Experiment! If your fighter is not good with a certain weapon, ignore it, or throw it out of your opponent's reach. * If you're carrying a weapon you want to keep using, avoid standing over any other weapons laying about-instead of attacking, you'll wind up juggling weapons! * Watch the shadows on the ground for advance warning of enemies dropping in on you!

STRAGE3.O

Streets of Rage 3 Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME COMBAT HINTS AND TIPS BROWSE HELP FILES Streets of Rage 3 Game Description Use Up/Down to scroll text These People Will Decide The Fate Of The City: Mr. X: This mysterious crime boss may be out of sight, but he's not out of city. He's lying low, using a legitimate research company, RoboCy Corporation, as both a front for the Syndicate's business activities and the basis of his latest plan. He has brought in one of the world's most brilliant and eccentric roboticists--Dr. Dahm--to create lifelike robots to replace key city officials. When the replacements are completed, Mr. X can run the entire city by remote control. The Syndicate is using strategically placed bombs to divert the attention of the city police while Mr. X deals with the city leaders, one by one. Blaze Fielding: An ex-cop who had helped overthrow Mr. X twice before, Blaze now works as a private detective. When informed by Dr. Zan that the next victim of the Syndicate's evil scheme will be her old friend, the Chief of Police, she immediately sets up a task force to go to his rescue. Dr. Zan: A former RoboCy researcher converted into a cyborg during Dr. Dahm's early experiments, Dr. Zan probes a little too deeply into corporate files and discovers what the secret research is really for. He knows the Syndicate must be stopped once and for all, but because of his criminal record he can't approach the police. So he pays a visit to Blaze's agency and enlists her help. Axel Stone: After the Syndicate was defeated the second time, Blaze's old partner from the police force moved far from the city and set up a school of martial arts. The letter he receives from Blaze brings him back to the city at top speed. Adam Hunter: Not long ago, Mr. X took out his anger on one of the three ex-cops responsible for his first defeat. Adam was kidnapped and held as bait for his friends, Axel and Blaze. Adam was rescued, and later rejoined the police force as a senior operative. He can't answer Blaze's call for assistance himself, but sends Skate instead. Eddie "Skate" Hunter: Since his last encounter with Mr. X and his thugs, Adam's kid brother has grown smarter, stronger and faster. And he's ready and willing to hit the Syndicate where it hurts. Blaze, Axel, Skate and Zan...can they prevent the city from falling back into the hands of Mr. X and his criminal organization? Only you can help... Streets of Rage 3 Controller Functions Use Up/Down to scroll text To Do This: Press This: * Start the Game: Start * Select items in menu screens: D-Button * Make choices in menu screens: Button A, C or Start * Cancel selections/return to previous menu: Button B * Speed story progression: Button A or C * Skip past story and score screens: Start * Move left or right: D-Button LEFT or RIGHT * Move to front of screen: D-Button DOWN * Move to rear of screen: D-Button UP * Attack: Buttons B, Y, Z * Jump: D-Button and C * Pick up items and weapons: Button B * Special Attack: Buttons A, X * Pause game/resume play: Start Streets of Rage 3 Playing the Game Use Up/Down to scroll text Battling One-On-One: You and a friend can take on the most devastating opponents of all: each other! Choose a fighter and a background setting, and come out with fists and feet flying! Choose BATTLE from the Game Menu and press Button A, C or START to bring up the Select Player Screen. Each of you makes your choice by using the D-Button to place the letters 1P and 2P over the desired fighter and pressing Buttons A, C or START. In Battle Mode, both Player 1 and Player 2 can select the same fighter. The two fighters appear in different colors. The words ROUND SELECT appear. Player 1 cycles through the backgrounds by pressing the D-Button left or right. Press Buttons A, C or START to choose the background and begin the first round. You have 99 seconds (computer time) to knock out your opponent. If you run out of time, the fighter with the most energy remaining on his or her Life Gauge wins the round. If both fighters fall at the same time, or the time runs out while both fighters have the same amount of energy on their Life Gauges, the round is declared a Draw Match. Each time a fighter scores a victory, a star appears under his or her Life Gauge. The contest ends when one fighter scores two victories. The 2-Player Game: In 2-Player Mode you and a friend can take part in the desperate fight to save the city! Naturally you'll be competing for the highest score, but you'll get much farther if you defend each other's backs and resources. Try not to hit each other--save that for Battle Mode! Use the information at the top of the screen to plan your attacks. When your fighter's Life Gauge runs out, you lose a life. You receive a full Life Gauge at the beginning of each new Stage. Replenish your Life Gauge by grabbing items like apples and chickens. Opponent's Life Gauges vary in length. A blue Life Gauge shows an enemy with more stamina than the average thug, and when the blue Gauge runs out, it will be replaced by a yellow Life Gauge. The Strength Gauge shows the amount of strength you have available. The higher the gauge, the harder you hit. Using Special Attacks weakens you further, and you suffer more damage if you are hit while your Strength Gauge is low, so wait until you see the full gauge and an OK sign before you let your enemies have it. With every 40,000 points you score in your current life, a Star appears beneath your fighter's Life Gauge. Each Star increases the strength of your Blitz attacks. You can get up to three Stars, and each time you lose a life, you lose one Star. Items You'll find items lying on the ground or concealed in containers. Pick up an item by moving your fighter over it and pressing Button B. Apple: Restores 1/3 of your Life Gauge. 1UP: Gives you an extra life. Chicken: Fills your Life Gauge. Cash Bag: Worth 1,000 points. Gold Bars: Gives you a 5,000 point bonus! Streets of Rage 3 Combat Use Up/Down to scroll text Weapons: You'll find weapons in the same kinds of receptacles as items, or in the hands of your enemies. To take a weapon from an enemy, knock the weapon to the ground, where you can pick it up. Press Button B to use the weapon, or simultaneously press Buttons B and C to throw it. When you pick up a weapon, a gauge appears beneath your fighter's Life Gauge. The gauge diminishes each time you use the weapon, and when gauge empties, the weapon disappears. Weapons can be knocked out of your hands as well, if you're not careful. You also lose the weapon you're carrying when you leave the scene of the battle. Using Weapons: Each fighter uses weapons differently, and some are better with certain weapons than others. Try some of the special attack moves on each and check out the results! Be aware that these attacks don't work with grenades. Basic Brawling: These attacks work for all four fighters. In addition, each fighter has a series of special moves. How many can you find? Fury: For a basic series of punches and kicks, press Button B repeatedly. Lights Out: For a single powerful punch or kick, press Button Y. Or hold Button B, then release. Duck & Roll: To get to the front or the rear of the screen in a hurry, quickly press the D-Button TWICE UP or TWICE DOWN. Dash: Press the D-Button TWICE LEFT or TWICE RIGHT and hold to dash across the screen. Blitz: Press the D-Button twice in the same direction, then Button B for a devastating attack. Back Attack: Press Button Z, or Buttons B and C simultaneously, to deal with any goons coming up behind you. Be careful that you're not holding a weapon while doing this, or the weapon will be thrown forward. Jump Kick: Press Button C to jump. While in mid-air, press Button B to kick. Special Attacks: Few enemies can stand up to the spectacular Special Attack, but your fighter will pay for it with his or her Strength Gauge. If you perform another Special Attack before your Strength Gauge has a chance to fill, you'll drain some of your fighter's Life Gauge. Stationary Attack: Press Button A to blow them away. This is a good defensive move when your situation gets too intense. Directed Attack: While pressing the D-Button in the direction of your opponent, press Button A. Streets of Rage 3 Hints and Tips Use Up/Down to scroll text * Grab items as soon as you can to collect additional points and stamina before the end of each scene. * Go for the thug with the weapon first--he can do the most damage, especially when your back is turned. * If you come across a weapon you're not good at using, pick it up and throw it before it gets into the wrong hands. * Clear out crowds of thugs by tossing other Syndicate slimeballs on top of them. Better yet, toss them over the sides of elevators or into deep pits. However, avoid attempting to throw the heavy fire-breathers like Dwight, Big Ben and Ike--you'll just get squashed. * Take your time and concentrate on your enemies a few at a time. If you rush ahead, you may find yourself surrounded by more thugs than you can deal with! Instead of waiting to defeat Roo's evil trainer, Bruce, to play as Roo, you can start the game as him. At the Title Screen, press Up on the D-Pad and the B Button simultaneously. Then go to the game Start Screen and select the game you want to play. You should be able to select Roo for the normal game as well as the Battle Mode (with two players).

STRFGHT2.O

Street Fighter II Championship Edition Capcom To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME CHARACTERS HINTS AND TIPS BROWSE HELP FILES Street Fighter II Championship Edition Game Description Use Up/Down to scroll text Twelve fighters from across the globe have come together to face one another to see which of them has the strength, skill and courage to be crowned champion. Each fighter has different skills and special moves, but it will take more than brute strength to earn the title of Grand Master. Good luck! Street Fighter II Championship Edition Controller Functions Use Up/Down to scroll text Punch and Kick Buttons Light Punch(jab): Button A or X. Medium Punch (strong): Button B or Y. Hard Punch (fierce): Button C or Z. Light Kick (short): Button A. Medium Kick (forward): Button B. Hard Kick (roundhouse): Button C. NOTE: If you use a 3-button controller, you will need to press the START button to switch between punches and kicks. D-Pad: * Press Up to jump. * Press Down to crouch. * Press right to move forward. * Press left to go into a defensive position. * Press diagonally left and up for a backward flip. * Press diagonally right and up for a forward flip. * Press diagonally left and down for a defensive crouch. * Press diagonally right and down for an offensive crouch. NOTE: These functions are for a player facing to the right. The controls are reversed when facing to the left. Close Attacks: Close attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: Throws and Holds. Throws allow you to grab an opponent and toss them across the room. Some fighters can even do throws in mid-air. Push forward against your opponent and then push the Medium or Hard Punch button on your control pad. Holds allow you to grab an opponent and then hit or bite them again and again. To do a hold, follow the same directions as for a throw. Practice with your favorite character to discover which throws or holds they have and how to use them to your advantage. Street Fighter II Championship Edition Playing the Game Use Up/Down to scroll text V.S. Battle: This battle allows two players to go head-to-head in a Street Fighter II competition. After selecting the V.S. Battle option, each player chooses the character they wish to use and presses any button to continue to the next screen On this screen you can select your Handicap, Stage Select, and Special Moves. After all the choices have been made, Player One can begin the match by pressing the Start button. Group Battle: The Group Battle mode allows two players to a Street Fighter Tournament. Choose the Group Battle option on the main screen and press the Start button. When the rule screen appears, press the D-Pad up or down to select the tournament rules you are going to use, and then press Start. Match Play In this mode, two players must select the same number of characters. Each player selects one to six characters and then begins a match. The match starts with the first character from one player's team battling the first character from the other player's team. After the match is finished, the second character from each team will battle each other. This will continue until all the matches have been completed. Elimination In this mode each player chooses up to six characters. Players do not need to choose the same number of characters. If a player wins a match he can continue to use the character until he is defeated. The first player to lose all his characters, loses the match. On the next screen players will select the number of characters they will use. If you are playing an elimination match, each player will set their own number of characters. Press the D-Pad up or down to increase or decrease the number of characters. After you finish, press the Start button to proceed to the next screen. When the next screen appears, both players can select their characters using their control pads. Player 1 will select a character first and then Player 2. Use the D-Pad to highlight a character and press any button to make the selection. If you press the Start button your character will change it's color. After both players have chosen all their characters, the Handicap, Special Moves, and Stage Select screen will automatically appear. Use the D-Pad to make your selections just as in the V.S. Battle mode and press Start to begin the tournament. Tournament Battle: Twelve fighters from across the globe have come together to face one another to see which of them has the strength, skill and courage to be crowned champion. Each fighter has different skills and special moves, but it will take more than brute strength to earn the title of Grand Master. Choose Game Start on the title screen and you will be able to select your champion for the tournament. As the tournament begins, your fighter will travel the globe to meet one of the twelve other challengers. If a friend wishes to challenge you during the tournament, he can press the Start button on his control pad to interrupt your game. When the match begins, you must use your punches, kicks and special moves to knock your opponent flat on his back. Each time you hit him, his energy meter will decrease. Once your opponent's energy meter is totally red, he will be down for the count. Win two out of three bouts and you will be declared the winner and earn the right to face the next challenger. Option Mode: The Option Mode allows you to change certain parts of the game. When the title screen appears, push the D-Pad up or down to move the marker next to Option and press the Start button. When the next screen appears, push the D-Pad up or down to highlight the option you wish to change. Difficulty This option changes the difficulty of the computer opponent. Push the D-Pad left or right to change the level. The higher the level, the more difficult the opponents will be to defeat. Time Limit This option allows you to turn on or off the Time Limit. Push the D-pad left or right to highlight either On or Off. If you select On, the fighters will have 99 seconds to knock each other out. If you select Off, the fight will continue until one player is knocked out. Key Config This option allows you to change the button configuration for your fighter's punches and kicks. Highlight Key Config and press right on the D-Pad to begin making your changes. Highlight the punch or kick you wish to change and press the new button you wish to use for that punch or kick. After you are finished making your changes, press left on the D-Pad. Street Fighter II Championship Edition Characters Use Up/Down to scroll text Ryu: Fireball: Using the D-Pad, press down, diagonally down and to the right and toward in one continuous motion and press any punch button. Make sure you press the punch button as you reach the end of the D-Pad motion. Dragon Punch: Using the D-Pad, press toward, down and diagonally down and to the right in one continuous motion and press any punch button. Make sure you press the punch button as you reach the end of the D-Pad motion. Hurricane Kick: Using the D-Pad, press down, diagonally down and to the left and away in one continuous motion and press any kick button. Make sure you press the kick button as you reach the end of the D-Pad motion. To do the Hurricane Kick in mid-air, jump into the air and then quickly do the move as described above. Blanka: Electricity: Using the D-Pad, press any punch button repeatedly. Rolling Attack: Using the D-Pad, press away and hold it for 2 seconds. Then simultaneously press toward and push any punch button. Vertical Rolling Attack: Using the control pad, press down for 2 seconds and then press up and simultaneously press any kick button. Guile: Sonic Boom: Using the D-Pad, press away and hold it for 2 seconds. Then simultaneously press toward and push any punch button. Flash Kick: Using the D-Pad, press down and hold it for 2 seconds. Then simultaneously press up and push any kick button simultaneously. Chun Li: Lightning Kick: Using the D-Pad press any kick button repeatedly. Whirlwind Kick: Using the D-Pad, press down and hold it for 1 second. Then simultaneously press up and push any kick button. To do a high Whirlwind Kick, press down and hold it for 1 second. Then press diagonally up and to the right and push any kick button. Timing is critical when doing this move! Fireball: Using the D-Pad, press away, down diagonally and to the left, down, down diagonally and to the right, and toward in one continuous motion and press any punch button. Make sure you press the punch button as you reach the end of the D-Pad motion. Vega: Claw Dive: Using the D-Pad, press down and hold it for 2 seconds. Then simultaneously press up and push any kick button. While in mid-air push the D-Pad toward your opponent and press any punch button. Wall Leap: Using the D-Pad, press down and hold it for 2 seconds. Then simultaneously press up and push any kick button. While in mid-air push the D-Pad up and press any punch button. Claw Roll: Using the D-Pad, press away and hold it for 2 seconds. Then simultaneously press toward and push any punch button. Edmund Honda: Hundred Hand Slap: Press any punch button repeatedly. Sumo Head Butt: Using the D-Pad, press away and hold it for 2 seconds. Then simultaneously press toward and push any punch button. Sumo Smash: Using the D-Pad, press down and hold it for 2 seconds. Then simultaneously press up and any kick button. Ken: Fireball: Using the D-Pad, press down, down diagonally and to the right, and toward in one continuous motion and press any punch button. Make sure you press the punch button as you reach the end of the D-Pad motion. Dragon Punch: Using the D-Pad, press toward, down, and down diagonally and to the right in one continuous motion and press any punch button. Make sure you press the punch button as you reach the end of the D-Pad motion. Hurricane Kick: Using the D-Pad, press down, diagonally down and to the left and away in one continuous motion and press any kick button. Make sure you press the kick button as you reach the end of the D-Pad motion. To do the Hurricane Kick in mid-air, jump into the air and then quickly do the move as described above. Zangief: Spinning Clothesline: Press all punch buttons simultaneously. Any two punch buttons will also work. Turbo Spinning Clothesline: Press all kick buttons simultaneously. Any two kick buttons will also work. Spinning Pile Driver: Press the D-Pad in a 360 degree rotation and press any punch button. Make sure you press the punch button as you reach the end of the D-Pad motion. The 360 degree rotation on the D-Pad must be done very quickly or Zangief will not do the move. Dhalsim: Yoga Fire: Using the D-Pad, press down, down diagonally and to the right, and toward in one continuous motion and press any punch button. Make sure you press the punch button as you reach the end of the D-Pad motion. Yoga Flame: Using the D-Pad, press away, down diagonally and to the left, down, down diagonally and to the right, and toward in one continuous motion and press any punch button. Make sure you press the punch button as you reach the end of the D-Pad motion. Yoga Teleport: To appear in front of your opponent: Using the D-Pad, press away, down, and down diagonally and to the left in one continuous motion and press all three punch buttons or all three kick buttons. Any two punch buttons or any two kick buttons will work also. Make sure you press the buttons as you reach the end of the D-Pad motion. Pressing the punch buttons will teleport you close to your opponent, while using the kick buttons will teleport you further away. To appear behind your opponent: Using the D-Pad, press toward, down, and down diagonally and to the right in one continuous motion and press all three punch buttons or all three kick buttons. Any two punch buttons or any two kick buttons will work also. Make sure you press the buttons as you reach the end of the D-Pad motion. Pressing the punch buttons will teleport you close to your opponent, while using the kick buttons will teleport you further away. Balrog: Turn Punch: Press and hold all punch buttons or all kick buttons and then release. The longer you hold the buttons, the more powerful your punch will be. Dash Punch: Using the D-Pad, press away and hold it for 2 seconds. Then simultaneously press toward and push any punch or kick button. Punch buttons will cause a straight punch and kick buttons will cause an uppercut punch. Sagat: Tiger Uppercut: Using the D-Pad, press toward, down, and down diagonally and to the right in one continuous motion and press any punch button. Make sure you press the punch button as you reach the end of the D-Pad motion. Tiger Knee: Using the D-Pad, press down, toward, and up diagonally and to the right in one continuous motion and press any kick button. Make sure you press the kick button as you reach the end of the D-Pad motion. Tiger Shot: Using the D-Pad, press down, down diagonally and to the right, and toward in one continuous motion and press any punch or kick button. Using a Punch button will throw a high Tiger Shot, while pressing a kick button will throw a low Tiger Shot. Make sure you press the punch button as you reach the end of the D-Pad motion. M. Bison: Psycho Crusher: Using the D-Pad, press away and hold it for 2 seconds. Then simultaneously press toward and push any punch button. Scissor Kick: Using the D-Pad, press away and hold it for 2 seconds. Then simultaneously press toward and push any kick button. Head Stomp: Using the D-Pad, press down and hold it for 2 seconds. Then simultaneously press up and push any kick button. After executing the stomp, press any punch button. Street Fighter II Championship Edition Hints and Tips Use Up/Down to scroll text * Use the Back Defense and Defensive Crouch positions to block attacks. * Wait for a mistake by your opponent and then attack. * Do not use your special moves too much. They will often leave you vulnerable to attack. * You can nullify a Fireball with a Fireball. * It takes at least three strong hits to make your opponent dizzy. When your opponent is dizzy, inflict as much damage as possible. * When you are dizzy, keep on pressing left and right on the control pad to shake off the stars. * Practice using all the characters. This will allow you to know their strengths and weaknesses in battle. * Special moves can be blocked using the Back Defense and Defensive Crouch positions, but it will cost you a little energy. * Set the difficulty level in the Option Mode to 0 to make it easier to learn how to use your punches, kicks and special moves. * Practice putting together a series of moves to create a devastating combo attack. Combinations are the key to becoming a true street fighter champion.

STRIDER.O

Strider Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Strider Game Description Use Up/Down to scroll text You must guide Strider Hiryu through 4 Stages that are filled with men, machines and monsters who are helping grand Master Meio to carry out his sinister scheme. Your goal is to reach the Third Moon, a space station where Meio waits. It is there that the final showdown will take place! Strider Controller Functions Use Up/Down to scroll text Take Control! D-Pad: To move left, right, up, and squat Start: To pause/unpause game Button A or C: Jump Button B: Attack Special Functions Sliding Attack: D-Pad down + Button A or C Cartwheel Jump: D-Pad right or left + Button A or C. Strider Playing the Game Use Up/Down to scroll text Hiryu's Attack Techniques Hiryu normally attacks using his plasma sword, Falchion. He is very agile as well, and his Sickle helps him to climb steep walls and inclines. Here are some special techniques you can use to fend off the enemies and get closer to the final showdown with Grand Master Meio! Running Attack: Press D-Pad left or right to make Hiryu run in either direction. To attack on the run, press B repeatedly. Vertical Jump Attack: Press, simultaneously, Buttons A and B or C and B. Hiryu can go sky-high to blow away airborne pests. Squat Attack: Press the D-Pad down to let Hiryu squat. Press Button B to make him swing his vicious sabre at the enemy warriors! Sliding Attack: While pressing the D-Pad down, press A or C to make Hiryu slide into enemies. They can't survive this type of assault! Hanging Attack: Hiryu often has to hang from pipes and beams above him-press B to let him wield his plasma sword as he hangs. Climbing Attack: Even as Hiryu is climbing a wall or incline, he might be attacked. Press B to allow him to defend himself. Items As you guide Hiryu through the hordes of Meio's supporters, Item Containers appear that contain various things to help Hiryu in his journey. To get the Item, shoot at the Container. The Item inside then appears. Move in and take it! The Item Containers may be found by themselves, or in the grasp of a Flying Mosqueman! The Robots During his travels, Hiryu can pick up some help in the form of Robots. There are 3 different types of bionic fighters available. When Hiryu has suffered a substantial amount of damage, though, all types except for the Hawk Robot disappear. Dipodal Saucer: When you take this Item, one of the colored blocks in Hiryu's Life gauge turns red. If you take 2 of these Item symbols, 2 of the colored blocks in his gauge turn red. As Hiryu swings his lethal plasma sword, the robot fires electric blasts in that direction. While Hiryu is moving, the robot moves about him, charging into and destroying enemies. If the red block loses its color(after Hiryu has been hit by an enemy attack), the robot disappears. Terapodal Robo-panther: This Item only appears after 2 of the colored blocks in Hiryu's Life gauge have turned red. The Dipodal Saucers disappear, and the blocks that were red become yellow. The Robo-panther can help Hiryu for a limited time only. When that time has passed, the Dipodal Saucers reappear in place of the Robo-panther. As Hiryu is injured, the yellow block(s) turn red, and then become dark. Again, if the red block turns dark, Hiryu loses his fighting companion. Hawk Robot: This is a special Robot that does severe damage to enemies, even though it doesn't move around so much! When this Item symbol appears, the Hawk Robot is ready to help you. It circles in the air above you, and any enemy that comes in contact with it is severely wounded. The blocks in Hiryu's Life gauge don't change color, and the Hawk Robot disappears after a short time. A Global Battle Begins! Round 1-Kazafu Hang-glide into a city under siege. Scale the rooftops, battling Russian Soldiers, Scoundrels, and Mosquemen attacking from all angles. Activate your Dipodal Saucers to help destroy enemies on inclines and downslopes. Slide under deadly spikes to face Strobaya, the bonecrushing muscleman. Then leap away from the searing flames! Jump and hang! Go high! Get low! Demolish Novo, the multi-directional laser emitter. Follow the staircases, and watch out for traps and sneak attacks. Annihilate Urobolos, the terrifying metal menace, and conquer the city! Round 2-Siberia A frozen waste awaits! Siberian Wolves, crazed with hunger, attack ferociously. Keep moving to escape! Blast a hole in the portal and zip under it. The terrible, towering Mecha Pon jabs at your eyes. Slash him to metal slivers, then leap away. Creepers and Snipers assault you in the shaft and on the gear wheels. Grab Items! Swing hand over hand and up onto the platform-the only way out! Conquer the peak, but beware the chasm below. Hack through the loading dock armed with deadly electric transformers. Up high, leap aboard the Shuttle. You're almost there! Jump ship to keep moving, and clamber onto the cruiser. Wipe out the Kuniang martial arts thugs and the Captain. So far, so good! Round 3-Ballog You've just boarded Ballog. Prepare for an onslaught as you invade this massive flying fortress. The Eliminator, the monster cannon, will blast you, but its base is vulnerable. Conveyors and trap doors lead down to the Ballog's perilous substructure. Cling like a fly, and fight! Be sure to gain all Items. Deadly Frog Robots bar your way. Reduce them to molten metal! But watch out-the Ballog's hull is collapsing! Leap side to side to escape. Then, avoid the slingshot at all costs. Enter a chamber of horrors where spikes, brutal Seamen, and wall-mounted lasers lie in wait. Defy gravity in the inversion sector, and dash through the shower of ultra-sensitive grenades. Find the Ballog's secret device, then penetrate its magnetic field and slash it to shreds. Don't go down onto his Shuttle for a hand-to-hand duel to the death! Round 4-The Amazon Swelter in the hot, humid jungles of the Amazon. Get ready to jump, hang, and swing, or perish! Look out for detonating Toadstools and deadly tiger traps. When alluring Amazons approach, don't fall in love. Dodge their razor-sharp axes and killer boomerangs. Jump, duck, and slide. Do whatever it takes to get out alive! Man-eating piranha thrive in the Amazon River. Swing across and stay dry, or you'll be fish food! Decimate the Pteranodons and Triceratops, and never wait to eliminate the fiery Amazons. Climb the Brontosaurus herd to begin the final slash-out with Lago, the ominous Robot. Aim at his head and half away! Round 5-The Third Moon You've made it to the Grand Master's control station! Now go all out! Keep to the right, carefully guarding your strength and extra lives. Once in the Supreme Tower, you'll need every advantage to survive the final cataclysmic battle! Scoring You can earn points by helping Hiryu to wipe out enemy soldiers, creatures and machines. Each enemy has its own point value. You can also receive Bonus points for clearing each Stage successfully. Bonus Points Clearing Stage: 1: 5,000 points 2: 8,000 points 3: 10,000 points 4: 20,000 points 5: 30,000 points Strider Hints and Tips Use Up/Down to scroll text * The most important thing you must do is to successfully figure out which way to go. It's not always easy to find your way, and straying from the path can lead you into less than pleasant situations! * You should quickly become a skilled attacker. Remember the different enemies that you'll face in each Stage, and the best way to confront them. If you aren't 100 percent confident of your ability as a fighter, you'll never get to the showdown with Grand Master Meio! * Getting through certain areas of the game is relatively simple. There are some places, however, that require great skill and patience. Remember the technique for moving through each different location. * Watch the demonstration very carefully. It immediately follows the Title screen. You just might learn something that will make it easier for you to stop Meio from executing his diabolical plans!

STRTKDS9.O

Star Trek: Deep Space Nine Playmates To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME THE CREW HINTS AND TIPS BROWSE HELP FILES Star Trek: Deep Space Nine Game Description Use Up/Down to scroll text Join the crew of the most famous space station in the galaxy! Adventure awaits as you guide Commander Sisko through a series of mysterious events that affect all life on the station! Use every resource to secure the stability of Deep Space Nine Space Station! Star Trek: Deep Space Nine Controller Functions Use Up/Down to scroll text When controlling most characters: D-Pad: * Pressing left and right makes your character move in those directions. Pressing Down makes your character drop to his knees or go down a ladder. Pressing Up has different results depending on where the character is and what he is doing. * When your character is kneeling, pressing Up causes him to stand. * If your character is standing under a rafter, ledge, etc. pressing Up makes him leap and grab whatever is overhead. * When your character is hanging from a ledge or deck edge, pressing Up causes him to climb. * If your character is standing in front of a turbolift stop or unlocked door, pressing Up will cause him to step in. * If your character is standing in front of a copanel, disposal tube or other device, pressing Up will make him use the device. Button A: * Accesses inventory. When centered on a turbo-scaffold, holding down "A" while pushing the Control Pad causes the platform to move in the desired direction. Button B: * Use your fists, phaser, or whatever item in your inventory is currently selected. Button C: * Makes character jump. When controlling Odo: D-Pad: * Pressing left and right makes Odo move in those directions. Pressing Down has no effect. Pressing Up while Odo is in Cave Rat form and in front of a vent causes him to morph into liquid form and "pour" through the vent. Button B: * Causes Odo to morph from humanoid form into the form of a Bajoran Cave Rat. When piloting a Runabout: D-Pad: * Controls the Runabout's position on the screen. Button B: * Fires the photon torpedoes. In all play modes: Start: * Pauses the game Star Trek: Deep Space Nine Playing the Game Use Up/Down to scroll text Using the Inventory The currently selected inventory item appears in the Starfleet insignia in the upper right corner of the screen. There are two methods of accessing other items in inventory: 1. Quick Draw: Quickly pressing and releasing Button A toggles back and forth between the current item and the last item used, such as toggling between a hypospray and a tricorder. 2. Full Inventory: Press and hold down Button A until the inventory box appears at the bottom of the screen(all on-screen action freezes during this process). The inventory box shows you the icon of the currently selected item and also provides a test description of the item. Press the D-Pad up or down to move back and forth through the items currently available. Press Button A again to exit the inventory box. NOTE: If the HAND icon is the only one that will appear on the inventory list, that means your character is carrying nothing. The Game Screen Health(also Shield Strength): This is the status of the current character. Every time he is injured, the bar in this readout slips down a bit. When the bar is exhausted, so is the character. Health can be built up by consuming food. When piloting the Runabout, this meter represents the energy reserve of the ship's deflector shields. The ship can survive collisions as long as the shields have power. No power, no shields. A collision with the shields down means no more ship. Current Item: Displays icon showing the currently selected tool or item. Pressing Button B causes the character to use whatever item is selected here(phaser, tricorder, etc.). If no item is selected or none are carried the "hand" icon appears. Pressing Button B with the hand as the current item makes your character start punching. Text Display: This box appears only when important text appears. The speaker of the text in the display is indicated by a character's face which appears alongside it. If no character face appears with the text, it is either a readout or a label being read by your character. The A, B or C Button advances the text. The start button pauses the text during play. Mission Profiles Promenade As the heart and hub of Deep Space Nine the Promenade is the best place to find information. Talk to everyone, and don't be shy about going back to someone you've already talked to once you've gotten new information. Saboteurs The superstructure of this docking pylon is immense, and Sisko must thoroughly search it to find the explosives planted by Bajoran terrorists. Pay close attention to the location of ejection tubes, as you'll need to find them fast. Phasers and tricorders are your best friends here: for stunning terrorists and finding explosives, respectively. Gamma Quadrant Watch those shields! They are the only things keeping Major Kira and her ship from being reduced to minor atomic particles. Bajor Pool A deceptively serene scene. That calm looking pool hides sudden drops with undertows that will pull Sisko to his doom. Avoiding them means staying out of the water as much as possible, but nasty venom-spitting plants make using the overhead latticework a dangerous path. Bajor Temple Little danger appears here, as the place seems abandoned. Only Bajoran Bats and Bajoran Cave rats scurry about. There are doors, but what is the key to opening them? Catacombs Under the temple are caves and catacombs, whose inhabitants don't like visitors. It's a dangerous place, with floors slippery from dripping water, sudden drops, and dangerous circulating fans that can pull Sisko in for a nasty blow or hit him with air blasts so strong he cannot pass. There must be controls for these fans somewhere... Saratoga Sisko has been here before, but that doesn't make his mission any easier. This wrecked starship is full of danger, and hardly anything works. Sisko has his hands full. To get his goal he'll have to think fast and use virtually everything at his disposal, and simultaneously not forget his duty to his shipmates. Cardassian Ship Gul Gurgey is not happy and plans to deal harshly with Deep Space Nine. Saving the station will require first stealth, than heroics. Odo and Sisko must race against the clock to save Deep Space nine from certain destruction. WEAPONS AND EQUIPMENT As Commander of Deep Space Nine, you have access to the wide variety of items, tools, and weapons of Starfleet. To better use these implements during your adventure, we recommend that you familiarize yourself with the function of each item. The more you know about the tools you will be using, the better chances you have for completing your mission! Phasers Type I - The Type I phaser is used for covert operations. Type II - Standard phaser issued for defensive purposes. Updated from the original Type II phaser, this new model has up to 16 different power levels. Tricorder Portable data and scanning for collecting, monitoring, and analyzing data. Some are modified for medical or scientific work, and all tricorders aboard DS9 have been altered to access the station's Cardassian central computer network. Runabout Federation starships used for relatively short range interstellar travel. The Runabout is equipped with the following: Photon Torpedoes: Tactical weapons used by Federation starships. These torpedoes are self propelled missiles. Food Replicator: Used throughout Starfleet for basic food replication. Specialty foods not found in its extensive database can be programmed in for special occasions. Companel: Used to link directly to the main computer. Bilitrium Grenades: Simple grenades using Bitrium technology, wired for one large release of energy. Hypospray: Discharges ampoules of medication for absorption through the skin without actual penetration of epidermal layers. OTHER ITEMS Engineering Welding Laser Used for performing general repairs on Starships and on DS9. Communications Badge Standard-issue to all Starfleet personnel for communication over almost any distance. Used also as a tracking device for locating the whereabouts of crew members. Emergency Ejection Tubes Used for discharging waste or hazardous material quickly from the lower pylon cargo bays. P.A.D.D. Personal Access Display Device used as a remote interface for Deep Space Nine's central computer system. Use it near Companel for more intricate calculations. Transporters Used to move people and objects through space disassembling and reassembling their molecular structure. Code Breaker Used to decipher complex data to disable computer systems. Star Trek: Deep Space Nine The Crew Use Up/Down to scroll text Commander Benjamin Sisko Following the death of his wife, Jennifer, and near-death of his son, Jake, aboard the USS Saratoga, Benjamin Sisko was eventually reassigned to oversee the reconstruction of Deep Space Nine. Maintaining an unstable peace between the diverse visitors to the DS9 is difficult for an outpost at the edge of Starfleet territory. Sisko would rather avoid violence, but he will do whatever it takes to assure peace in the quadrant. Any free time he has is spent either with Jake, or in the holosuite with famous baseball players from the past. Major Kira Nerys A former member of the Bajoran underground, Kira's instrumental role in the Bajorans overthrow of the Cardassians earned her a promotion to Major. Assigned as a liaison to DS9 by the provisional government to silence her radical views, she now serves as Sisko's First Officer. Her loyalties were questioned at first(because of her background), but she has now proven herself to be a dependable federation Officer with a skill for keeping cool in red Alert situations. Lieutenant Jadzia Dax Deep Space Nine's Science Officer is either 28 or over three hundred years old depending on your perspective. Due to an environmental catastrophe, two separate species were forced into a symbiotic union that has come to be known as the Trill. Dax, a Trill, has the knowledge of the symbiont living inside coupled with a youthful host body to make her an invaluable member of DS9's crew. Federation Personnel counselors fear that the identities of past hosts may interfere with her abilities to perform her duties. Dr. Julian Bashir Declining positions on several Federation Starships for his post on Deep Space Nine, Dr. Bashir believes that "Heroes are made in the wilderness." His encyclopedic knowledge of alien life forms, coupled with his exuberance and superior medical training make him perfectly suited for his position on the lonely station. Graduating second in his class from Starfleet Medical Academy, Bashir credits the reports of Dr. McCoy for influencing his medical studies. Odo Odo was rescued by Bajorans during the Cardassian occupation. After Bajor was liberated, Odo assisted the Bajorans in securing order on Deep Space nine, staying on when Starfleet took over the station. Odo is a shape-changer, able to meld his body from a liquid form to a humanoid or inanimate object, although he must spend time in his liquid form to recharge every sixteen hours. He provides security on DS9 with the philosophy "Laws change, but justice is justice." Chief Miles O'Brien After graduating fourth In his class from Starfleet Academy, O'Brien served on several ships, specializing in transporter protocol. After serving with distinction on the USS Enterprise, O'Brien's superior engineering abilities were tapped for Deep Space Nine. Often circumventing normal engineering procedures, Chief O'Brien has accomplished many miraculous repairs on the jury-rigged station. Quark A permanent resident of Deep Space Nine, the Ferengi Quark owns and operates a casino and bar on the Promenade. Convinced to stay on DS9 by Commander Sisko after the liberation of Bajor, Quark is regarded as charming but mischievous. Odo, DS9's security officer, has an extensive file on Quark and keeps a wary eye on him at all times. While Quark's dealings sometimes fall of the shady side of the law, his camaraderie and influence among DS9's many alien visitors is valuable to Starfleet. Visitors to the Station Morn A friend of Quark and a suspected mercenary, very little is known about this mysterious alien. Often seen in Quark's Promenade casino, Morn is quite fond of gambling. Spotted exchanging laser weapons with Quark, Morn's loyalties are questionable at best... Commander Gul Gurgey Gurgey is a typical Cardassian-cold and aloof. As the commander of a Cardassian starship, Gurgey is regarded with suspicion by the Federation and with hatred by the Bajorans who have suffered at his hands. One of the craftiest Cardassians in the galaxy, Gurgey bides his time waiting for the opportune moment to strike a "justifiable" battle with the Bajorans. Star Trek: Deep Space Nine Hints and Tips Use Up/Down to scroll text * Health can be restored by picking up food located and dispensed throughout different locations in each mission. * Be sure to search all passages, rooms, and storage units for items that can be used. * Be sure to speak to all crew members and inhabitants of DS9 to gain valuable clues and help. * Be on the lookout for key cards that will gain access to certain rooms and passageways. * Use the Bilitrium Grenades to blow up certain obstacles that are in the way. * The Borg can only be stunned by using a phaser and once a phaser is used, the Borg will tune in and assimilate that phaser frequency.

ST_TNG.O

Star Trek:TNG Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS CHARACTER PROFILES PLAYING THE GAME BROWSE HELP FILES

SUBTERAN.O

Sub-Terrania Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME ITEMS HINTS AND TIPS BROWSE HELP FILES Sub-Terrania Game Description Use Up/Down to scroll text On an offworld asteroid, hostile alien forces have invaded the vital subterranean mining colony. Workers are trapped, helpless against the clouds of radioactive dust swirling toward them! Take control of the experimental attack fighter. Return from each mission with the "MISSION ACCOMPLISHED" or count yourself a failure. Pick up special weapons, fuel and shield recharges, but don't expect much help. Fight gravity and aliens while you solve the puzzles and challenges of each stage. Sub-Terrania Controller Functions Use Up/Down to scroll text Start: * Exits the game demo, and menus. * Exits Mission Report. D-Pad: * Up/down highlights menu options. * Left/right changes an option. A, B or C Button: * Goes to the Options or Controls submenu from the Startup menu. * Plays a SOUND or MUSIC selection on the Options submenu. * Goes to the Training or Configuration screen from the Controls submenu. TO RIDE THE RAILS: * Press the D-Pad up/down to travel on the rails. * Press Forward Thrust (default B-Button) at the end of a rail to disconnect. SETTING CONTROLS: Selecting CONTROLS from the Startup menu brings up its submenu. To use it: * Press up/down to highlight an option. * Press A, B or C to continue. Sub-Terrania Playing the Game Use Up/Down to scroll text Hot alien forces have invaded the vital subterranean mining colony. The operation is blown sky high. Workers are trapped in crevices and chasms. Rescue them in an experimental attack fighter. Return to the combat base with "MISSION ACCOMPLISHED," or count yourself a failure. Pick up special weapons, fuel and shield recharges. Don't expect much help. Your one-of-a-kind fighter is still in research stage. Indispensable equipment is in every area, but you have to find it! Before you enter a stage, Mission Control will contact you. You'll see the Mission Report screen, which displays a stage map, a readout of your mission orders, verified data, suppositions about the combat situation, and strategy when available. Study the information carefully; they are vital to survival! You must begin and end the mission at the combat base and fulfill all mission orders to clear the area and advance. Sub-Terrania Items Use Up/Down to scroll text Equipment Search for special weapons, tools and parts that can make a difference between being a space hero and being blasted into space dust. * Sub-Modules: You must pick up six Sub Modules in order to prepare your fighter for subaquatic battle. * Deflector Shields: Transport these heavy metal shields to reflect the mining laser fire. * Unknown Weapons: Who knows what you'll find in the recesses of the planet. Item Descriptions You'll find mission support pods and capsules scattered throughout the areas. Lower your ship onto these to take on their vital supplies. A heads-up readout tells you which supply you've loaded. PODS-SUPPLIES: Life Capsules-Bonus Fighter (Life). Missile Capsules-10 Missiles. Fuel Pods-Additional Fuel. Shield Pods-Shield Recharge. Laser Capsules-Weapon Enhancements. (These capsules cycle through red, green and blue. You can take on the color of the laser you already have, to increase its power by 1, or you can take on a different color to change the laser's attributes.) Sub-Terrania Hints and Tips Use Up/Down to scroll text * Use the Training Grid to learn your controls. Your attack fighter is hyper responsive to every touch on the stick. If you're going to overcompensate on the turns or charge forward with too much thrust, it's best to do it in a safe place. * Gravity: not just a good idea; it's the law. Instead of constantly burning fuel, let gravity do the work. Free fall as much as you can, kicking in with forward or back thrust only as needed. * Don't loiter. Your fighter consumes fuel even when idling its jets. Let the miners climb aboard, but be ready to blast off instantly to escape attackers. * Ride the mining rails--tracks set up to transport valuable ore. Position the fighter at either end of a rail, then press the D-Pad up/down to travel. Press Forward Thrust (default B-Button) at the end of a rail to disconnect. * You must return to base in order to complete each mission. Sub-Terranian mazes are confusing, so study the map before each patrol to check out the lay of the land and the direction you need to travel.

SUNSETRD.O

Sunset Riders Konami To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME ITEMS BROWSE HELP FILES Sunset Riders Game Description Use Up/Down to scroll text IT'S THE WILD WILD WEST!!! The dusty badlands of the Wild West are crawling with more than just snakes, salamanders and prairie dogs. There's nasty vermin like the lowdown bandito Paco Loco, the bankrupt banker Simon Greedwell, and that dapper English diablo Sir Richard Rose. Each has a hefty price on his head. And there can be no peace in the valleys until the bounty hunters hit the trail. Billy, believed to be the fastest gun in the West, and Cormano, rifle marksman extraordinaire, are ready to ride. Their reward for success is cold, hard cash. Their reward for failure is a cold, hard tombstone. Sunset Riders Controller Functions Use Up/Down to scroll text THE CONTROLS Start: * Press to start/pause D-Pad: * Press to move in the desired direction and to aim your fire. * Press up in front of a door to enter a building. * Press down to crouch and to pick up dynamite. Button A: * Press to shoot. Press to throw dynamite. * Press and hold for continuous firing. * Press while holding D-Pad up to shoot up. * Press while holding D-Pad down to shoot down. NOTE: You will stop every time you shoot. Button B: * Press to shoot. * Press and hold for continuous firing. * Press while holding D-Pad down to crouch and shoot. NOTE: You can continue moving while shooting. Button C: * Press to jump. * Press while holding D-Pad up to jump up to a higher place. * Press while holding D-Pad down to jump back down. * Press while holding D-Pad diagonally between right and down) to slide. Sunset Riders Playing the Game Use Up/Down to scroll text CHECK OUT THE TERRAIN, TUMBLEWEED. Reechforem Gulch This once peaceful town served as a rest stop on a gold miner's trail. Then Simon Greedwell moved in and the corrupt tightwad cornered the market on underwear. Now he and his blackhats are forcing the townsfolk to shiver in their sleep. The Chatahoochie Choo-Choo The Chatahoochie Line is a vital link between the frontier and the prosperous towns in the East. Unfortunately, that south-of-the-border slimeball Paco Loco has hijacked the 10:15 from Tombstone which happens to be carrying the Reechforem Gulch payroll and the year's only shipment of toilet paper. T.P. City The Indians of this village used to enjoy friendly relations with the settlers. But a serious translation error during the toast at a pot luck get together caused hostilities to erupt. Chief Scalpen has led numerous raids on surrounding towns and he must be stopped. Powder Keg Pines & The Rose Mansion Powder Keg Pines is a no man's land nestled in a valley just west of Reechforem Gulch. British bad egg Sir Richard Rose has been logging it illegally for wood to make cheap tourist souvenirs. He's holed up in the Rose mansion on the other side of the woods. DUELING BOUNTY HUNTERS: THE VERSUS MODE The Versus Mode allows you to practice your draw and gun fighting moves on each other. To play, first make sure both controllers are plugged in to the Sega Genesis System. Then assign each player a bounty hunter with a D-Pad, then press the A, B, or C Button. Now just aim and fire. Each hit you take reduces your damage meter by one unit. When the meter runs out, so do you. This is a best out of three round shoot-out. The loser has to sweep out the bunk house and scrub down the out house. RULES OF THE RANGE Once you're on the outlaws' trail, it'll take only one bullet or one hit from any other trap, enemy or obstacle to put you six feet under. When all of your lives are used up, you can hang up your guns or choose CONTINUE. If you want to keep going, you'll resume the hunt from the stage you were in last. The CONTINUE option can be used up to five times. There's bonus bounty money and weapon power-ups all along the trail. Some are concealed in leather pouches, some are hidden behind doors. When you get hit you lose any weapon as well as some of your bonus money. Sunset Riders Items Use Up/Down to scroll text FINDERS KEEPERS: ITEMS AND ICONS Bullet: * Adds rapid firing to your six shooter. Dynamite: * Very effective, but don't hold on to it too long. Gun: * Gives you additional two fisted firing. Leather Pouch: * Shoot this to reveal its contents. Could contain anything from a gun to money to dynamite. Coin: * Bonus reward money. Star: * Allows you to enter the bonus level at the end of the stage. Don't forget to grab this one!

SUPHNGON.O

Super Hang On Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS EQUIPMENT HINTS AND TIPS BROWSE HELP FILES Super Hang On Game Description Use Up/Down to scroll text You're off to a series of the world's most exhilarating motorcycle races found. And the best part is, you get to choose the course and set your pace. The bad part is, if you can't keep up with the pack, the game's over. There's the arcade version for the masters and the circuit race. You'll face seven rivals in all. From Sega. Super Hang On Controller Functions Use Up/Down to scroll text Directional (D-Button): * Guides motorcycle left and right. * Moves selection arrow. Start Button: * Starts play. * Selects options. * Pauses and resumes play once racing has started. Button A: * Brakes. Button B: * Accelerates up to 280 km/h. * Cancels options. Button C: * Turbo: together with Button B accelerates over 300 km/h. * Selects options. Super Hang On Equipment Use Up/Down to scroll text The Parts Screen allows you to replace your worn parts with new, high performance parts to race more efficiently. When you experience a fall on your motorcycle the frame, brakes and muffler receive considerable damage. Your engine will be damaged only slightly. Collide with another motorcycle and your frame and muffler will be slightly damaged. However, even if you make it through the entire course without any accidents, almost all of your parts are subject to wear and tear. When your muffler is damaged, your ability to accelerate is reduced. Naturally, when your brakes are damaged, your ability to stop is quickly reduced. The frame, engine, oil and tires, if damaged severely will cause you to quit the race. In the event that your frame is damaged severely and you do not have enough money to buy a new frame, you can still make an appearance on the course. As soon as you approach the starting line, you will have to quit; however, you will be awarded a small amount of prize money. So if you repeat this procedure several times, you will eventually have saved enough prize money to buy a new frame and continue racing. FRAME: If you replace your present frame with a better one, you will be able to turn more quickly. * Iron Cradle: An iron frame that is wrapped around your engine from top to bottom. They are extremely heavy. * Double Cradle: The two arms of an iron frame that is wrapped around the front of your engine. * They are resistant to twisting and have become more reliable although they are heavy. * Aluminum Double Cradle: This double cradle frame is made of aluminum and so it is much lighter. Plus, it also bends easily. * Aluminum Space Frame: This new type of frame is divided into two halves; in front of and behind the engine. It is extremely expensive. * Titanium Space Frame: Patterned after the aluminum space, this frame is developed from titanium alloy. Expensive but light and durable. * Titanium Monocoque Frame: Constructed from sheets of titanium, this is the ultimate frame to own. ENGINE: The engine is the soul of the motorcycle. Be good to it and it will be good to you. * OHC Normal: OHC stands for overhead camshaft, and was developed for use in high revolution engines. * DOHC Normal: Two overhead camshafts are used in this system. The mechanism is more complicated and so maintenance is more difficult. * DOHC V-4: This type of engine is often used in racing motorcycles in the 500cc class. * The cylinders are arranged in a V-pattern with two cylinders in the front and back. Engine width is reduced this way. * Turbo V-4: A turbo charger was added to the DOHC V-4 engine. When you begin to hit speeds over 280 km/h, the acceleration is explosive. * Ceramic Turbo: This ceramic turbo engine is light and wear resistant. Even with current advantages in technology, it is not easy to make this engine. * Twin Turbo: An engine with more power than any of the above. This engine maxes out with two turbos and a ceramic engine. However, high performance does have its costs. This baby is high maintenance! BRAKES: The distance required to stop and the effects of moisture on the brakes will vary according to how superior your brakes are. * Drum Brakes: Drum brakes use an abrasive on a rotating drum to drive the brakes. This system heats up and is hard to cool down. * Disc Brakes: A disc brake mechanism uses a round disc which clamps on both sides of the wheel to stop it from turning. This system is heat resistant and well suited for high speed racing. * Ventilated Disc Brakes: A more improved version of disc brakes. Holes are provided in the discs so they cool down even faster. Steady braking is the result although these brakes carry a hefty price tag. * Double Disc Brakes: Just like the name implies, two discs are used in this brake system for double the efficiency. * Anti-skid Brakes: This brake system prevents tire lock and sideways skidding which typically accompanies sudden braking. MUFFLER: The muffler acts to efficiently rid the engine of exhaust. The better the muffler, the quicker the acceleration. * Normal Muffler: Apart from being inexpensive, this muffler has no outstanding features. * Cool Muffler: This muffler collects the exhaust gases into one mass before discharging them. * Works Original: An original; and practically a work of art. * Private Original: This is made just for your machine--and you can bet it costs a fortune. OIL: Oil helps the engine to run more smoothly. Better oil will increase acceleration and reduce wear. * Regular Oil: No big deal. * Manual Oil: Represents the standard for all oils. * Top Oil: A special additive was incorporated into this oil to improve performance. * Private Original: Highly heat resistant, it is perfectly suited to high speed acceleration and designed just for your machine. TIRES: Tires wear out the fastest on a motorcycle losing their lifesaving road hugging grip. * Normal Tires: Mediocre performance, replacing these tires should be one of the first investments you make. * Radial Tires: By reducing engine power loss, these tires grip the road firmly. * High Performance Tires: Top class sport tires which have sheer will to grip the road. * Slick Tires: Developed expressly for racing, these tires will never let go. * Original Slick Tires: Made by special order, these tires are a perfect fit for your motorcycle and riding style since they're designed expressly for you. Super Hang On Hints and Tips Use Up/Down to scroll text To get the Option Screen: While on the Title Screen, press and hold all three buttons and press Start twice. You can change the difficulty, time, and even change the language to Japanese!

SUPMNCO1.O

Super Monaco GP Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS HINTS AND TIPS BROWSE HELP FILES Super Monaco GP Game Description Use Up/Down to scroll text Super Monaco GP takes you to the most challenging and beautiful race courses the world has to offer. Compete against the top drivers in the special Super Monaco format, or try for the World Championship and do battle over a 16-race series. From Sega. Super Monaco GP Controller Functions Use Up/Down to scroll text. D-Button: * Press left/right to steer. * Press up to shift down * Press down to shift up Button A: * Apply brake. Button B: * Accelerate. Button C: * Enter the Pit. Start: * Pause/resume game. Super Monaco GP Hints and Tips Use Up/Down to scroll text SOME DRIVING TIPS * Take as much free practice as you think is necessary. The better you know the course you're about to race on, the better your chance of finishing in a good position. * A manual transmission is faster than an automatic, but at the same time, its operation is more involved. You must worry about downshifting before turns, and anytime that you're in heavy traffic. Make sure you can handle an automatic before you make the transition to manual. * Learn to quickly analyze the course layouts. There are warning signs on the course to signal turns, but it will help you if you're ready for the next curve even before the warning signs appear. * Pick a rival for every race in the World Championship mode--it will be more interesting. When choosing a rival, however, remember the names of the drivers when possible. Choose somebody who's not doing much better than you. If you finished 15th in your last race, you don't need the pressure of having a rival who's #1!

SUPSF2LE.O

Super Street Fighter II Special Limited Edition Capcom To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME CHARACTERS HINTS AND TIPS BROWSE HELP FILES Super Street Fighter II Special Limited Edition Game Description Use Up/Down to scroll text For two years, they have reigned supreme. Twelve of the most gifted fighters from across the world have battled each other in the World Warrior tournament. But the time has come for them to step aside--now is the time of the New Challengers! Cammy, Dee Jay, T. Hawk and Fei Long have earned the right to enter the World Warrior Tournament. Each of them possesses a lethal combination of martial arts skills that they believe can destroy Bison. But can they survive the original Street Fighters and their new abilities? Only the true Street Fighters among you will find out! Super Street Fighter II Special Limited Edition Controller Functions Use Up/Down to scroll text Punch and Kick Buttons Light Punch(jab): Button X. Medium Punch (strong): Button Y. Hard Punch (fierce): Button Z. Light Kick (short): Button A. Medium Kick (forward): Button B. Hard Kick (roundhouse): Button C. NOTE: If you use a 3-button controller, you will need to press the START button to switch between punches and kicks. D-Pad: Press up to jump, down to crouch and left/right to move in those directions. Throws and Holds Each fighter in Super Street Fighter II has a number of different throws and holds. These throws and holds can only be done when the two fighters are within "Grabbing Range." The Grabbing Range for each character is different, but most throws and holds are done when two fighters are right next to each other. Throws allow you to grab an opponent and toss them across the room. Some fighters can even do throws in mid-air. Push forward against your opponent and then push the Fierce Punch button. Holds allow you to grab an opponent and then hit or bite them again and again. To do a hold, follow the same directions as for a throw. Practice with your favorite character to discover which throws or holds they have and how to use them to your advantage. Super Street Fighter II Special Limited Edition Playing the Game Use Up/Down to scroll text Super Battle: Choose this on the main game selection screen and you will be able to select one of the following eight fighters: Ryu, Blanka, Guile, Chun-Li, Vega, Cammy, T. Hawk and Dee Jay. The order of the computer character will be selected randomly from the other 8 characters. Versus Battle: This battle allows two players to go head-to-head in a series of matches. After selecting the Versus Battle option, each player chooses one of the eight characters they wish to use and presses any button to continue to the next screen, where you can select your Handicap and Stage Select. After all the choices have been made, Player One can begin the match by pressing the Start button. Group Battle: The Group Battle mode allows two players to have teams of up to eight Street Fighter characters battle in a series of one round matches. Choose the Group Battle option on the main screen and press the Start button. When the rule screen appears, press the D-Pad up or down to select the tournament rules you are going to use. You are not able to pick the countries in this limited edition of Super Street Fighter II. Point Match: In this mode, the winner of the round will be given 8 points plus 1 for each second left on the clock when his opponent is knocked out. In the case of a draw, the team which has the most points will have 4 points deducted from its score. The matches will continue until all matches have been played or until a winner is apparent. Elimination: In this mode each player chooses up to eight characters. Players do not need to choose the same number of characters. If a player wins a match he can continue to use the character until he is defeated. The first player to lose all his characters, loses the match. On the next screen players will select the number of characters they will use. Press the D-Pad up or down to increase or decrease the number of characters. Press the D-Pad left or right to switch between Manual and Automatic character selection. After you have finished, press the Start button to proceed to the next screen. If you make a mistake and choose the wrong option, press the A, B, C, X, Y, or Z button during the "Number of Characters" screen and you will return to the main "Battle Mode Select" screen. After both players have chosen all their characters, the Handicap and Stage Select screen will automatically appear. Use the D-Pad to make your selections just as in the Versus Battle mode and press the Start button to begin the tournament. Once the battle is over and the victory screen appears, press the A, B, C, X, Y, or Z button to bring up a menu which will allow you to continue or quit the mode. Tournament Battle: In this mode, up to eight players can compete for the Street Fighter Championship. After you select Tournament from the main screen, the first player can select his character. After this has been done, the second player can choose his character. When everyone has selected his character, highlight END and press the Start button. If you don't have eight people to play with, the computer will automatically select extra characters for the tournament and will also select the countries. When the tournament begins, each player will be assigned a preliminary match. Before each match, you will be able to select the attack level of your character, just as in the Versus Mode. After you have done this, press Start and the match will begin. Each match is only 1 round. If you lose, you will fight the losers of the other matches to decide your final ranking. If you win, you will advance to the semi-finals and be one step closer to the championship. Challenge Modes: In this mode you can only select from the eight characters and the eight stages. The Time Challenge tests your speed and quickness as you try to knock out a computer opponent in the fastest time possible. The Score Challenge tests your skill at combinations as you try to knock out a computer opponent and score big points. After you select Time Challenge or Score Challenge, you will need to choose your character and press the Start button. After you have selected your character, choose the 2P character for the computer to control and press the Start button. When the battle begins, you have one round to knock out your opponent as quickly as possible. If you succeed in breaking the Capcom records, you will earn the right to enter your initials as one of the greatest street fighters in the world! Once the battle is over and the victory screen appears, press the A, B, C, X, Y, or Z button to bring up a menu which will allow you to continue or quit the mode. Option Mode: The Option Mode allows you to change certain aspects of the game. When the title screen appears, push the D-Pad up or down to move the marker next to Option and press the Start button. When the next screen appears, push the D-Pad up or down to highlight the option you wish to change. Difficulty: This option changes the difficulty of the computer opponent. Push the D-Pad left or right to highlight the number of stars. The more stars you highlight, the more difficult the opponents will be to defeat. Time Limit: This option allows you to turn on or off the Time Limit. Push the control pad left or right to highlight either Yes or No. If you select Yes, the fighters will have 99 seconds to knock each other out. If you select No, the fight will continue until one player is knocked out. Key Configuration: This option allows you to change the button configuration for your fighter's punches and kicks. Highlight this option and press right on the D-Pad. Press up or down to select the punch or kick you wish to change and then press the button you wish to use for that punch or kick. It will change automatically. Once you have finished your changes, press left on the D-Pad. The key configuration screen can also be activated before you begin a match. If you are playing a Super or Challenge Battle, press and hold the Start button during the Character Selection screen. In all other modes, press and hold the Start button during the Handicap screen. NOTE: You cannot select Super Mode. Only Normal is available in the Super Battle games. Super Street Fighter II Special Limited Edition Characters Use Up/Down to scroll text Cammy: Front Kick: Using the D-Pad, press toward, down and diagonally down to the right in one continuous motion and press any kick button. Make sure you press the button as you reach the end of the D-Pad motion. Cannon Drill: Using the D-Pad, press down, diagonally down to the right and then toward in one continuous motion and press any kick button. Make sure you press the kick button as you reach the end of the D-Pad motion. Spinning Knuckle: Using the D-Pad, press away, diagonally down to the left and then toward in one continuous motion and press any punch button. Make sure you press the punch button as you reach the end of the D-Pad motion. T. Hawk: The Hawk: While in mid-air, press all three punch buttons simultaneously. Thunderstrike: Using the D-Pad, press toward, down, and diagonally down to the right in one continuous motion and press any punch button. Make sure you press the punch button as you reach the end of the D-Pad motion. The Storm Hammer: Press the D-Pad in a 360 degree rotation and press any punch button. Make sure you press the punch button as you reach the end of the D-Pad motion. Dee Jay: Hyper Fist: Using the D-Pad, press down for 2 seconds and then press up and simultaneously press repeatedly any punch button. Make sure you press the punch button as you reach the end of the D-Pad motion. Max Out: Using the D-Pad, press away for 2 seconds and then press toward and simultaneously press any punch button. Make sure you press the punch button as you reach the end of the D-Pad motion. Double Dread Kick: Using the D-Pad, press away for 2 seconds and then press toward and simultaneously press any kick button. Make sure you press the kick button repeatedly as you reach the end of the D-Pad motion. Ryu: Fireball: Using the D-Pad, press down, diagonally down and to the right and toward in one continuous motion and press any punch button. Make sure you press the punch button as you reach the end of the D-Pad motion. Red (Stun) Fireball: Using the D-Pad, press away, diagonally down and to the left, down, diagonally down and to the right and toward in one continuous motion and press any punch button. Make sure you press the punch button as you reach the end of the D-Pad motion. Dragon Punch: Using the D-Pad, press toward, down and diagonally down and to the right in one continuous motion and press any punch button. Make sure you press the punch button as you reach the end of the D-Pad motion. Hurricane Kick: Using the D-Pad, press down, diagonally down and to the left and away in one continuous motion and press any kick button. Make sure you press the kick button as you reach the end of the D-Pad motion. To do the Hurricane Kick in mid-air, jump into the air and then quickly do the move as described above. Blanka: Electricity: Using the D-Pad, press any punch button repeatedly. Rolling Attack: Using the D-Pad, press away and hold it for 2 seconds. Then simultaneously press toward and push any punch button. Vertical Rolling Attack: Using the control pad, press down for 2 seconds and then press up and simultaneously press any kick button. Beast Leap: Using the D-Pad, press away and hold it for 2 seconds. Then simultaneously press toward and push any kick button. Guile: Sonic Boom: Using the D-Pad, press away and hold it for 2 seconds. Then simultaneously press toward and push any punch button. Flash Kick: Using the D-Pad, press down and hold it for 2 seconds. Then simultaneously press up and push any kick button simultaneously. Chun Li: Lightning Kick: Using the D-Pad press any kick button repeatedly. Whirlwind Kick: Using the D-Pad, press down and hold it for 1 second. Then simultaneously press up and push any kick button. To do a high Whirlwind Kick, press down and hold it for 1 second. Then press diagonally up and to the right and push any kick button. Timing is critical when doing this move! Kioken (fireball): Using the D-Pad, press away and hold it for 2 seconds. Then simultaneously press toward and push any punch button. Vega: Claw Dive: Using the D-Pad, press down and hold it for 2 seconds. Then simultaneously press up and push any kick button. While in mid-air push the D-Pad toward your opponent and press any punch button. Wall Leap: Using the D-Pad, press down and hold it for 2 seconds. Then simultaneously press up and push any kick button. While in mid-air push the D-Pad up and press any punch button. Claw Roll: Using the D-Pad, press away and hold it for 2 seconds. Then simultaneously press toward and push any punch button. Claw Thrust: Using the D-Pad, press down for 2 seconds and then press up and simultaneously press any punch button. Back Flip: Press all three punch buttons simultaneously for a double back flip. Press all three kick buttons simultaneously for a single back flip. Super Street Fighter II Special Limited Edition Hints and Tips Use Up/Down to scroll text * Try to use multi-hit combos to finish off your opponent. They are difficult to cancel, and take off mega energy! * Try choosing a character with long range attack moves (like Ryu's fireball or Bison's torpedo), that way you can elminate close combat.

SWORD_VE.O

Sword Of Vermilion Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS DATA SCREENS EQUIPMENT MAGIC BROWSE HELP FILES Sword Of Vermilion Game Description Use Up/Down to scroll text When the evil King Tsarkon invaded Excalabria, King Erik of Excalabria ordered his bravest knight to escape with the king's infant son. Blade raised the prince in Wyclif, never telling him of his royal heritage. Eighteen years passes, and the young prince grew into a strong, skillful warrior. On the day of Blade's death, the prince learned of his true identity and vowed to fulfill his destiny and avenge his father's death. From Sega. Sword Of Vermilion Controller Functions Use Up/Down to scroll text D-Button: * Press to move the market on the selection screens. * Press up, down, left or right to move the prince in the towns and villages. * In caves and in the wilderness, press up or down to move forward or backward. Press left or right to turn the prince to his left or right. Start Button: * Press to start the game, or to continue a saved game. Button A: * Press to use magic for healing during combat, or for other special purposes. Button B: * Press to erase a previous selection. Button C: * Press to see data screens. * Press to choose an item from a selection screen. * Press to wield your sword in battle. Sword Of Vermilion Data Screens Use Up/Down to scroll text Data Screens The Main Data screen allows you to perform many important functions. You'll need to refer to it often during your quest. To see this screen, press Button C anytime. To get information from townspeople or other folk you meet in your travels, select "TALK." To have a conversation with someone, move the prince so that he's standing next to that person and facing him. When you press Button C to initiate the conversation, the person automatically turns and faces the prince. Items can be used or abandoned by selecting "ITEM" in the Main Data screen. When you press Button C, a window containing the words "Use" and "Discard" appears. Then scan the list to find the item you want to use/discard and press Button C. To change your mind, press Button B. In your travels, on dead-end paths, or after defeating an enemy, a treasure chest may appear. The chests are sometimes empty, but often they contain items, combat gear, or Kims. To view the contents, select "OPEN" on the Main Data screen. Press Button C, and a description of the contents appears. You can also select "OPEN" to open a door. Some of the doors are locked, though, and require special keys to open. Select "MAGIC" to cast a spell, to get a new Book of Spells ready to use in your next combat situation, or to put a bood down. Press Button C, and a window containing the words "Cast," "Ready," and "Discard" appears. Find the Book or Spell and press Button C. To survive his dangerous ordeal, the prince must have the best Weapon, Armor, and Shield available. Select "EQUIP" on the Main Data screen to prepare the prince for battle. Then press Button C. A window appears with the words "Put on," "Remove," and "Stop!" When "Put on" is selected, a subscreen appears with the words "Weapon," "Shield," and "Armor." Move the marker to the type of item you want and press Button C. The screen listing the gear you own possess up. To choose, move the marker to the desired piece and press Button C. To close the screen, press Button B. The Weapon, Shield, and Armor that are readied have a star next to them. There are many items hidden across Vermilion. Some can't be found in chests. To search a particular area, select "SEEK" and press Button C. Most often, you'll come up empty, but when SEEK does find something, or when you want to claim the contents of a treasure chest, select "TAKE" on the Main Data screen. Press Button C and the result appears in the Dialogue window. If you successfully obtain the item, you hear a magical chime. If there's no sound, check your lists carefully -- don't make the mistake of leaving a valuable item behind! Sword Of Vermilion Equipment Use Up/Down to scroll text Equipment ITEM PURPOSE PRICE(Kims) Herbs Restore HP From 20 Medicine Restore HP From 120 Candle Give Light From 10 Lantern Give Light From 65 Poison Balm Cure Poison From 40 Gnome Stone Teleport From 300 Griffin Wing Teleport From 820 Banshee Powder Emergency From 2200 Agate Jewel Restore MP From 3200 Topaz Jewel Restore MP From 9100 Alarm Clock Wake-up call 2000 Vase You'll find out ???? Joke Book You'll find out ???? Small Bomb You'll find out ???? Sword Of Vermilion Magic Use Up/Down to scroll text NAME(MP) TYPE WHERE SOLD COMBAT MAGIC: Ferros(1) 1st Fire Parma Copperos(6) 2nd Fire Stow Mercurios(7) 3rd Fire Helwig Argentos(10) 4th Fire Swaffham Hydro(1) 1st Water Keltwick Hydrios(8) 2nd Water Swaffham Volti(2) 1st Shock Deepdale, Stow Voltio(12) 2nd Shock Malaga, Swaffham Voltios(16) 3rd Shock Hastings Aero(3) 1st Boomerang Stow, Keltwick Aerios(9) 2nd Boomerang Malaga Chrono(5) 1st Freeze Keltwick Chronios(10) 2nd Freeze Hastings Terrafissi(25) Earthquake Hastings MOVEMENT MAGIC Sangua(6) Restore HP Deepdale, Parma Sanguia(12) Restore HP Malaga, Tadcaster Sanguio(31) Restore HP Hastings Toxios(6) Anti-poison Malaga, Keltwick Extrios(5) Teleport Helwig Aries(13) Teleport Malaga, Helwig Luminos(5) Light Keltwick Inaudios(8) Camouflage Helwig

SYNDICAT.O

Syndicate Electronic Arts To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME MISSIONS USING WEAPONS HINTS AND TIPS BROWSE HELP FILES Syndicate Game Description Use Up/Down to scroll text For you, the future is now. After the collapse of the New World Order, crime Syndicates swept in to fill the power vacuum. They became the only effective world government, unelected, undemocratic, but controlling the lives of the people through fear. Their greatest weapon was the CHIP. Inserted in the neck, the CHIP altered the user's every perception of the outside world. Better than any drug, it gave hope to millions by numbing their senses to the misery and squalor around them. As a young Syndicate executive you're looking to make your mark. From a control platform high above the teeming city streets you observe as your cyborg agents, controlled by the CHIP, spread the shadow of your terror. Equipped with the latest in high-tech weaponry, their cyborg bodies souped up with extra powerful limbs, your finger rests on the pulse of their every reaction. The CHIP controls API (Adrenaline, Perception and Intelligence) levels. With these, you set the degree of an agent's operational independence during missions. There are over 50 named missions for you to complete. A Syndicate executive must be a master of strategy, assessing a mission environment and planning agent moves. An executive must also have the reflexes of a steroid-addicted sprinter and a remorseless lust for power to commit acts of gross violence but sleep soundly at night. Still think you've got what it takes to make it in the Syndicate? Syndicate Controller Functions Use Up/Down to scroll text Key Command Summary: Menu Bar * Move through Menu Bar icons: D-pad up/down. * Select menu bar option: Press A. * Start mission (at any time): Press Start. World Map * Move to the next mission: Press B. * Highlight territory info and tax details: D-Pad right. * Change tax rate: D-Pad up/down. Team Menu * Highlight Cryo Chamber: D-Pad left/right. * Highlight agent in Cryo Chamber: D-Pad up/down. * Select agent from Cryo Chamber: Press A. * Select team member 1-4: Press B. * Cancel: Press C. Equip Menu * Highlight equip menu: D-Pad left/right. * Select equipment: D-Pad up/down. * Select team member 1-4: Press B. * Purchase equipment: Press A. * Cancel: Press C. Modifications Menu * Highlight mods menu: D-Pad left/right. * Select modification: D-Pad up/down. * Select team member 1-4: Press B. * Purchase modification: Press A. * Cancel: Press C. Research Menu * Highlight Research Menu: D-Pad left/right. * Toggle between weapons/mods research: D-Pad left/right. * Move through weapons/mods research options: D-Pad up/down. * Select research option: Press A. * After amount invested in research: D-Pad up/down. * Deselect research area: Press C. During Game * Move agent(s): D-Pad up/down/left/right. * Adjust API levels: Press and hold A + D-Pad up/down/left/right. * Change active agent: Press and hold B + D-Pad left/right. * Change weapon: Press and hold B + D-Pad up/down. * Fire selected weapon: Press C. * Enter Panic Mode: Press A + B. * Enter Guard Mode: Press A + C. * Enter Sleep Mode: Press B + C. * Self Destruct: Press A + B + C (version 2 and 3 chests only). * Toggle Group Mode on/off or to exit vehicle: Press A + Start. * Drop weapon: Press B + Start. * Pause/unpause mission: Press Start (you can look around the mission zone using the D-Pad while the game is paused). Quit mission: Press Start then A + B + C + Start. Syndicate Playing the Game Use Up/Down to scroll text Your Mission: The aim of the game is to spread the dark stain of your Syndicate across the surface of the entire globe. The world map is divided into 50 territories. From your home base in Europe you invade adjacent territories and, through the violent subterfuge of your agents, wrestle them from rival Syndicates. But while you're busy expanding your Syndicate's empire abroad, rival agents are working in your own back yard to de-stabilize your Syndicate. Ensure agents are briefed to weed out traitors whose actions might bring about your downfall. Only by meeting all the challenges, destroying all targets and gaining control of all the territories can your Syndicate triumph. Quickstart: To play Syndicate immediately, press Start at the Title Screen. Now select the language in which you wish to play the game. D-pad left/right to choose between English, French, or German and then press Start. he Intro. sequence begins; to cut this short press Start and the Main Menu options are revealed. As Start Game is flashing, press Start again for the Map screen. At the Map screen the only territory with an available mission is Western Europe and its details are on display. You have no choice but to accept this mission. The Mission Briefing icon in the Menu Bar is already highlighted; press A and the Briefing screen appears. On the Briefing screen there's a written mission outline with details of the target and tactics required. When you've absorbed this, press A and the Team selection screen opens. Alternatively, for a really quick Quickstart don't bother to select a team or specialized equipment. Simply press Start and you're in the Mission Zone with four agents armed only with pistols. D-Pad right to select the Cryo Chamber. Next, D-Pad left to the Menu Bar where Equip is highlighted. Press A and the equipment options are revealed. D-Pad left/right to move between the Menu Bar and the equipment options. With the options highlighted, D-Pad up/down through the list and press A; the Weapon Details window opens. Press A and this new bit of kit is added to the agent's equipment inventory. If you're not interested in buying, press C to Cancel. The Weapon Details window closes to reveal the equipment list again. Now press B to select the second agent in the Cryo Chamber and repeat the process to a maximum of four agents. Don't worry about Mods and Research options at this stage--you can get to grips with them later. But for now, once you're adequately equipped press Start and the action begins in the Mission Zone. Alternatively, D-Pad left to highlight the Menu Bar and then D-Pad down to the Start Mission icon. Press A and you're in the Mission Zone. The Mission Zone screen has all the information necessary to the success of a mission. At the bottom the agent Status Boxes have API Level bars, health and ammunition displays. There is also a scanner with a pulse that directs agents to their goal, and below this is a description of the mission target. The Scanner displays all the features of the Mission Zone. The Status Box of the active agent is highlighted. To change the active agent, hold down B and then D-Pad left/right. You can also group the agents and make them all active by pressing A + Start, then they will respond to commands as a unit. To move the active agent(s), press the D-Pad up/down/left/right. Increase walking speed by increasing the level of adrenaline with the API Level bars. API Level bars let you adjust the cyborgs' Adrenaline, Perception and Intelligence levels. To adjust these levels, hold down A and then D-Pad left/right to highlight the appropriate API Level. D-Pad up/down to increase or decrease each level as you see fit. You can quickly boost all your agents' API Levels to maximum by entering Panic Mode. To do this, press A + B simultaneously. On the far left of the API Level indicators is the Health Bar. This shows how much life is left in each cyborg--when the white hits the floor so does the target. Each Status Box also has a weapon icon. To fire the selected weapon, press C. The white bar beside the weapon icon is the ammunition display. If ammo's running low, you can change weapons during the mission by holding down B, and then pressing the D-Pad up/down until the desired weapon icon appears in the Status Box. The targeting icon appears automatically whenever a target is in range. The icon disappears once the victim has been eliminated. After a mission you're taken to the Mission Debriefing screen. If the mission has been successful, press A for the Map screen. At the World Map, choose another territory and another mission, but first, raise taxes on the citizens to boost your remaining budget. If the mission was unsuccessful, any agents killed and money spent are gone for good. Following this first mission you have no choice but to try again, or give up Syndicate and take up a safer hobby like knitting. NOTE: If you've a choice of missions, you might want to come back to any you fail later on, when you've gained experience of how to control and appropriately equip your cyborg agents. Training Mode: Get to grips with controlling your agents without sacrificing money or lives. The Practice level has an additional mission that has no bearing on the rest of your battles. Once you've entered Practice Mode, however, you've no choice but to complete the mission. Afterwards, win or lose, you return to the Main Menu. One Player/Two Player: D-Pad left/right to choose between one or two player Syndicate. The two players must work together to successfully complete a mission. Syndicate Missions Use Up/Down to scroll text Choosing A Mission At the Main Menu, highlight Start Game and press Start to enter the Syndicate global arena. The Map screen is revealed. At the World Map: The World Map is divided into 50 different sized slice. Color coded according to the controlling Syndicate, these slices bear not relation to current conceptions of national boundaries but are solely the result of decades of inter-Syndicate rivalry. The highlighted territory is flashing; and if there is a mission currently available the Start Mission icon in the Menu Bar becomes active. Press B to go to the next mission. When a territory is highlighted, its details appear in the information box to the right of the World Map. D-Pad left/right to move the highlight between the Menu Bar and the Information Box. New Calendar The day, date and year display in the top right of the screen is reckoned according to the New Calendar (N.C.). This was introduced as the global standard when the information revolution had progressed to such a degree that calendar differences threw up unnecessary barriers to communication. Territory Information: Territory information includes: Territory Name: Based on the traditionally most dominant nation in the territory. Population: The higher the population, the more difficult the mission to conquer it. But the greater the reward as you've more people to tax! Current Tax Rate: As you start the game the Tax Rate for each is unknown. Only after successfully completing a mission is the territory's Tax Rate revealed. Raise the taxes too high and the populace become annoyed--just check the Status. That's when they can become rebellious and need some discipline, Syndicate style! Status: Either Very Happy, Happy, Content, Discontent, Unhappy or Rebellious. A number of factors influence Status, including the length of time you have ruled them and the tax rates of surrounding territories owned by your Syndicate--if you're taxing their neighbors less heavily, the population feel justifiably victimized. Brief: Only when there's an arrow in the Start Mission icon in the Menu Bar is there a mission available to capture a territory. With the Mission Brief icon highlighted, press A for the Mission Brief screen. Accepting a Mission: Having assessed your chances of completing the mission, press A with the Team Selection icon highlighted in the Menu Bar; the Team Selection screen appears. Preparing For A Mission Team Selection: You can prepare up to four agents for a mission. Remember that it's often easier to control only a couple of agents when the bullets, bombs and laser bolts are flying, and dead agents are just so much wasted Syndicate moolah. You select your agents from the Cryo Chamber. At the beginning of a Syndicate session you have eight agents available with identical attributes, the first four of which are numbered. The remaining Cryo Chambers register as Empty, but can be filled with captured enemy agents as the game goes on. At the top of the Cryo Chamber is your remaining budget. Equipment purchases and Modifications are deducted from this, but give agents more specific mission uses. They also gain experience with their weaponry as the game progresses. In this way you should develop an enviable selection of cyborg killing talent for your Syndicate. Enemy agents captured using the Persuadertron are added to the Cryo Chamber. Remember, any agents killed during a mission are dead and gone forever so make sure your pool of mission personnel doesn't dry up, or it's Game Over! Choosing Team Members: Press B and the first agent in the Cryo Chamber is highlighted along his/her weapons inventory and any modifications. You can now Equip and Modify this agent to your heart's content (budgetary restraints notwithstanding). When you're done, select the next agent in the Cryo Chamber by pressing B. Alternatively, press A to deselect this agent from its slot; the Status Box at the bottom of the screen goes blank. You can go on a mission with less than four agents, or select another from the Cryo Chamber for the vacated slot. To do this, D-Pad down to highlight a free agent and press A. If you're happy with your choice, press A again and the slot number appears beside the agents name. If not, press C to cancel. Now Equip and Modify this agent in preparation for the mission. Replacing Dead Agents: When an agent is killed, you must assign an inoperative agent to the vacant slot. To do this, highlight the Cryo Chamber and D-Pad up/down through the list of remaining agents. Press A to display the agent's details, and then press B to toggle through the vacant slot numbers. Press A to deposit the inactive agent in one of the vacant slots, or press C to Cancel and choose another agent. Equipping Your Agents When you've chosen a Team member, D-Pad left to the Menu Bar where the Equip icon is highlighted. Press A to open the Equip screen. Each agent is already supplied with a single pistol, but they need far more equipment than that if they're to prevail against enemy cyborgs, police droids and guards yet still achieve their objective. At the beginning of the game you have only four equipment options: persuadertron, pistol, shotgun and medikit. Research money is needed to perfect more. D-Pad right to select the equipment list, and then D-Pad up/down to highlight an item from the list. Press A and the equipment window opens with details of the cost, ammo and range of a particular weapon. Simply pressing A adds this equipment to an agent's inventory. If you decide not to buy, press C to Cancel; the icon evaporates and you can select another item from the list. After selecting equipment, the window stays open. To equip your whole team, just press B to move onto the next agent. Pressing A again adds the selected piece of equipment to the agent's inventory. Budget: Throughout the game the cost of equipment is debited from this figure, while profits from taxation and weapon sales are added. This money can be used for further tooling up your troop of cyborgs, or put into Research in order to perfect still more lethal weapons and still more powerful modifications. When you've thrown all the cash away on unsuccessful missions the game doesn't end, but life becomes very difficult. Agents are sent into action without extra equipment or further modifications. At this point the self-destruct option can come in handy. But remember, when all you agents are dead the game really is over. Modifying Your Agents Now that your agent has equipment, he/she needs the brain, muscle and sinew necessary to use it. To tune your cyborgs' physiques to perfection, D-Pad left to the Menu Bar where the Mods icon is highlighted. Press A and the Mods screen appears with a list of currently available modifications. Choose between designer limbs, eyes, heart, chest and brain to produce the ultimate killing machine. D-Pad right to select the mods list, and then D-Pad up/down to highlight an item from the list. Press A and the mods window opens with version number, cost and a written description of its advantages. Simply pressing A adds this modification to the cyborg's body. The modification name and version number appear beneath the agent icon and the Mods list re-opens. If you decide not to buy, press C to Cancel; the icon evaporates and you can select another item from the list. Versions: Each physical modification comes in three versions. As the game begins only Version 1 is available and money needs to be invested on Research before you can get your hands on Versions 2 and 3. The higher the version number, the more current the technology and the greater any advantages. But they also carry a greater price tag, so be prepared to pay through the nose. Legs: Move your agent at much greater speed around the mission Zone than conventional legs. Arms: Allow an agent to carry a larger amount of equipment unhindered. Eyes: Improve awareness of oncoming hazards and better an agent's accuracy when firing. Chest: Modify a cyborg with a metallic chest to help it survive direct hits during opposition attacks. Versions 2 and 3 also contain a massive explosive charge that is triggered in Self-Destruct mode. Heart: A bigger heart improves overall physical strength and durability. Brain: Even the Version 1 brain is better than that currently installed within your agent's noggin. Vital for quick, correct decision making under pressure. Also, the higher the version brain installed, the greater the effects of the Persuadertron. Research Screen It's a foolish Syndicate executive who thinks that they can prevail with Version 1 modifications and the meager weapons initially. As the old saying goes, "no bucks-no Buck Rogers." It's up to you to channel funds into Research, from where new designs are added to the Equipment and Modification lists. To access the Research Screen, use the D-Pad to select the Menu Bar. The Research icon is highlighted; press A to open the Research screen. Equipment Development: Equipment is grouped in categories according to its function. Think about the demands of forthcoming missions and the equipment your agents are lacking before deciding on the Research Option to be developed. Use the D-Pad left/right to highlight Equip and then D-Pad up/down to select an equipment category. The funding controls appear. Speed up development by pressing the D-Pad up; the line on the Research Graph gets steeper. Budget looking a little thin? Reduce the speed of development and save some funds by pressing the D-Pad down; the line on the Research Graph becomes correspondingly shallower. Modification Development: D-Pad right to select the Research Options. Use the D-Pad up/down to highlight an option and then press A. Details of the maximum and minimum investment are revealed, and the name of the modification being developed appears above the Research Graph. To adjust funding, D-Pad up/down. The line on the Research Graph becomes correspondingly steeper or shallower. Note: Version 2 modifications need to be developed fully before Version 3 updates become available. Development Graph The Development Graph is an at-a-glance indicator of the state of development for any Modification or piece of Equipment. Detailed on the vertical axis is percentage Completion and on the horizontal axis Days to Completion. The line shows this completion/time ratio and becomes shaded along its length to make the time to completion even more graphic. Confirming Development When all budgetary limitations have been taken into account and the desired cost/time threshold reached, D-Pad left to activate the Menu Bar where the Start Mission icon is highlighted. Press A and the action begins. Alternatively, press Start and you're propelled into the Mission Zone where chaos reigns and every shadow conceals an enemy. In the Mission Zone Once you've adequately kitted out your cyborg servants, you're ready for a mission. The Mission Zone screen displays all the information you need to lead your Syndicate agents to their target. Your agents' operational status is displayed in the Status Boxes at the bottom of the screen. From here you're able to adjust API Levels, check on an agent's health, and keep track of how much ammo is left in the selected weapon. API Levels: With the three bars you control injections of drugs which alter your agents' adrenaline (A), perception (P), and intelligence (I) levels in real time. Accurate control of API Levels is essential if you're to progress to the higher echelons of your Syndicate. Adrenaline--controls speed of reactions. Perception--improves precise firing and alerts an agent to danger earlier. Intelligence--controls an agent's reactions to a given situation. An agent with high adrenaline and low intelligence reacts quickly but erratically--he may fire wide or too soon. Raising intelligence may prompt an agent to get out of a risky situation rather than risk his life. This is especially true in combination with higher perception. If you want your agent to walk blindly into certain death, lower intelligence and perception together. It's a good tactic to crank up API Levels when leaving agents on lookout within the Mission Zone. They fire to defend themselves while awaiting the next command. Guard Mode Press A + C to put your agents into Guard Mode. You still control the active agent, while those remaining are grouped, with their perception and intelligence levels boosted but adrenaline retarded. In this way the active agent can continue to look for the mission objective, without leaving your remaining agents sitting ducks. Sleep Mode Press B + C to enter Sleep Mode. While you still retain control of the active agent, your other cyborgs have their API Levels lowered to facilitate a quick recovery. Adjusting API Levels To adjust API Levels, press and hold A. Move the white arrow over the appropriate API level bar by pressing the D-Pad left/right. Still holding A, now D-Pad up/down to raise or retard a particular API level. The green, blue and red bars show dosage of the drug; the darker segment of these bars indicates the amount of drug used up. When the dark segment achieves the same extent as the normal color bar, the effect of the drug begins to diminish. The length of the level indicator falls off accordingly. The center line moves to show drug dependency; future injections need to be greater to have the same effect. Retarding API Levels reduces dependency; do this when an agent is under no real threat. The longer an agent's API Levels are rested, the greater the improved performance when injected later. NOTE: In Group Mode any API Level adjustments to a single agent affect them all, and in Panic Mode API Levels are maximized across the board. Health Bar This ain't where cyborgs go for a little R 'n R! The Health Bar indicates remaining life. These cyborgs can take some punishment, but when there's more black than white on show it's time to take evasive action. The Health Bar can be restored using a MediKit and is restored over time when adrenaline levels are reduced if you have chest modification version 1 or higher. Changing Active Agent The active agent's Status Box is highlighted. To change active agent, hold down B and D-Pad left/right; the highlight moves accordingly. Scanner From your vantage point high above the city you observe proceedings and monitor the actions of your agents. To help you plot agent moves, warn you of advancing enemy cyborgs and locate the target, the control airship is equipped with a Scanner which reproduces an aerial view of the Mission Zone. Objects in the Mission Zone are color coded as follows: Civilians = white Persuaded civilians = grey Your agents = large white dots Enemy agents = red dots Guards = flashing green/brown dots Police enforcer droids = flashing blue/grey Cars = white Dropped weapons = red Walls = light blue Fences = green Roads = grey Water/pits = blue/grey After the Mission Mission Debriefing: Press Start after each mission and the Debriefing screen gives you the mission statistics. These include agents killed, agents used, hit percentage--a breakdown of everything that happened during the mission. If things went badly for your Syndicate, here's where you find out why. The Debriefing screen also tells you when new equipment and modifications are available. At the bottom of the Debriefing screen is the passcode. Write this down and don't lose it! You can type it in at the Passcode screen at a later date and continue your conquest. Current research will not be saved. We recommend you wait until the completion of your research before resetting the game. This way all territories won, agents lost, money spent and equipment researched is preserved. When you restart the game using the passcode, agents are stripped of their equipment and modifications so that they can be appropriately customized for the next mission. The value of the equipment and modifications has been added to your mission budget. The money gained is also added to your mission budget. Leaving the Debriefing Screen From the Debriefing Screen, press A with the Map icon highlighted in the Menu Bar; the World Map screen appears. Following successful missions, the territory adjacent to that in which you have triumphed flashes to indicate that a Brief is available. After unsuccessful missions, no new territories are flashing. Raising Taxes: After winning a mission you have earned the right to levy outrageous rates of tax on the helpless citizens. All the cash raised is added to your overall budget. But you'd better watch for population mood changes. If you're hammering them with excessive tax demands and they're anything less than Content, the citizens can turn rebellious. You could end up fighting an extra mission (and thereby spending extra Syndicate funds) to bring the territory back in line. Lower taxes if necessary to improve the mood and prevent rival Syndicate insurgents taking advantage. D-Pad right to select the territory Information Box. The tax adjuster arrows are activated you can now levy taxes as you see fit by pressing the D-Pad up/down; the tax figure changes in five percent increments. Choosing a New Mission: One of the adjoining territories controlled by rival Syndicates have been de-stabilized by your success. This flashes to indicate that it's ripe for a take-over. You can only expand your Syndicate into these areas, otherwise there is no arrow on the Start Mission icon in the Menu Bar. To choose this territory press B, and then check out the Mission Briefing. Selling Weapons: Trade in unnecessary weaponry and boost your budget using the Sell option. At the Equip screen, highlight the equipment list and the Sell option is activated. D-Pad right and the agent's equipment inventory is listed. D-Pad up/down through the list and press A for the weapon details; the selected weapon's icon flashes in the agent's inventory. Press A now to Sell. Your budget increases accordingly. Alternatively, press C to Cancel; the weapon details are replaced by the inventory list. Failure: If your agents fail to respond to your commands, or your commands do not come quickly enough, the mission fails. The mission can also fail due to assassination by enemy agents or other various accidents. The on-screen instruction to press Start takes you to the Mission Debriefing screen. From here, access the World Map and choose a different territory. Note: If this is still the first mission you've no choice but to try again. But then, if you're having so much trouble with an easy mission you probably aren't cut out for the Syndicate anyway. Game Over: If you're so inept that all eight cyborgs supplied by the Syndicate are killed, the game is over. Syndicate Using Weapons Use Up/Down to scroll text Using Weapons Your agents are each equipped with an auto-targeting device which informs you when a target is in range. But as their Syndicate master, it's up to you to pull the trigger. Press C and the active agent(s) spray bullets around the Mission Zone with insane abandon. To change the currently selected weapon, hold B + D-Pad up/down through the weapons inventory until the desired weapon icon appears in the Status Box and then release B. Press C to fire the new weapon. It's a good idea to select a new weapon well before you reach your target, where things might be hectic and swift, unnecessary violence called for. Grabbing Weapons The weapons of agents killed in action, whether enemies or your own, can be retrieved. Move an active agent over to the smoking remains of an enemy agent or police droid and your man-machine bends down and quickly conceals grabbed weapons in the folds of his/her overcoat. If the dead dude had multiple firepower, you can keep retrieving weapons until either all are claimed or the agent can hold no more. Discarding Weapons When all the ammo has been used a weapon can become a burden. To discard a weapon from the agent's inventory, hold B and then press Start. It's up to you to judge whether your funds can cover such losses, but you always have the option of picking it up again later (if someone else hasn't gotten there first). Moving Your Agents: You can differentiate between your agents in the Mission Zone by their color: red, green, blue or white. Their movements are controlled with the D-Pad, but only the active agent responds to D-Pad movements. To change the active agent, press and hold B then D-Pad left/right until the Status Box of your choice is highlighted. The view of the Mission Zone zooms to the location of the new active agent. If your agent has entered a building, a vehicle or disappeared into a tunnel, follow the agent's arrow to trace the route. This also allows you to maneuver a cyborg even when out of sight. You can also follow their progress on the Scanner. Speed To make your agents move more quickly around the Mission Zone you can increase the Adrenaline level, or invest in higher version legs. But the load an agent is carrying also has an effect, so you must carefully judge the amount of equipment taken on the mission--too much could hinder your progress. Group Mode Combine all your agents in real time during the mission using Group Mode. Hold A and press Start to activate Group Mode; all your agents' Status Boxes are highlighted and they respond to D-Pad movements in unison. They also try to select the same, or as near to the same, weapon as the active agent. In this way you can have a gruesome twosome, threatening threesome or frightening foursome on patrol. To de-activate the Group Mode, hold A and press Start again. The agent who was the last active before entering Group Mode becomes the only one under direct D-Pad command. Urban Update: Here are some of the obstacles you can expect to come across on the teeming city streets during a Syndicate mission. Enemy Agents Cyborgs controlled by rival Syndicates have orange hair and black overcoats. Unlike police droids which wait for arms to be revealed, enemy agents don't stand on ceremony when it comes to gunning down your operatives. If you're not careful they're firing before you can even arm a cyborg, so move quickly. Police Enforcer Droids As the streets of tomorrow are far too dangerous for a flesh and blood police force, enforcer droids have been developed to do the job. These droids are silver in color and have a red light on the top of their chrome domes. Hampered by archaic laws, police enforcer droids cannot fire on Syndicate agents until weapons are already drawn and the streets awash with innocent blood. Although well constructed and well armed, this helps make police droids perfect for cyborg target practice. The Target The unfortunate soul who is the mission Target can be tracked to his bolt hole by following the red tracking pulse on the scanner. Use the D-Pad to move your agents in the direction of this pulse. Vehicles Use cars and trucks to move your agents around the Mission Zone more quickly. Direct your agents toward the car and they enter it automatically; you can now direct the vehicle's movements around the Mission Zone using the D-Pad. To leave a vehicle, press A + Start. Buildings You can trace the movements of an agent when hidden from view inside a building by following his/her agent arrow on the Mission Zone display. Emergency Measures: It's not all plain sailing in the world of Syndicate. So you've a fighting chance when things are at their worst, here are a couple of tactics which could save your cyborgs' Flexiflesh skins. Panic Mode If things are looking bad and enemy agents closing in, press A + B simultaneously to enter Panic mode. Selected agents automatically choose a weapon to fire, while API Levels shoot up to maximum. Self-Destruct Okay, so your remaining agents are out of ammo and rival Syndicate scum are circling like vultures, ready for the kill. What to do now? If you've invested in Chest Mod Version 2 or 3, press A + B + C simultaneously and the active agent blows himself to smithereens, taking out everyone and everything in the surrounding area. Your remaining agents (who have been positioned well out of range, of course) can then grab spare weapons and continue the fight. Similarly, Self-Destruct comes in handy when your budget has been swallowed up on unsuccessful missions. Even an unarmed agent can be a lethal weapon if it successfully evades detection and reaches the target; press A + B + C simultaneously and the mission is completed. Self-destruct earlier to relieve enemy agents of the weaponry your cyborgs desperately need. Dead Agents Dead agents forfeit all their weaponry and modifications, and are not available for further missions-hence the importance of capturing personnel for the Cryo Chamber. It's better to watch for hits and respond by switching the active agent to give enemy operatives some well-deserved payback. Escaping With Your Life When all hope of victory is lost, you can escape the Mission Zone by pausing the game and then pressing Start and buttons A + B + C simultaneously. Okay it's chicken, but he who fights and runs away doesn't get roasted by his Syndicate overlords. Equipment: Firearms: Pistol: Large caliber hand gun. Medium range projectile weapon. Very cheap gun that is easily outclassed but useful as a backup weapon. Shotgun: Pump action shotgun with a large spread of shells. Does more damage than the hand gun, but let down by its lack of effective range. At close range, however, this can inflict real hurt. Persuadertron: A short range weapon that fires a small dose of chemical which renders the target totally open to suggestion. When hit, victims momentarily turn blue, lose all free will and follow your agent around the mission zone like sheep. Persuaded people can pick up weapons which they fire whenever instructed. Civilians are always open to persuasion, and you need to persuade varying numbers of civilians before the Persuadertron has any effect on guards, police droids or enemy agents. Also, the effects of the Persuadertron are multiplied depending upon the version brain installed in the cyborg using it. It is recommended to always carry one Persuadertron in your group. Uzi SMG: 9mm automatic hand gun. Fast rate of fire and medium range. Plenty of ammunition and a relatively low cost make this weapon the mainstay of any offensive force. Long Range Rifle: Very long range and extremely accurate high velocity rifle. A single shot weapon designed for picking off individual targets at a distance. Useful for assassination attempts and long range support fire. Support Weapons: Flamer: Produces a stream of ignited jelly that sticks to targets and burns. Very short range but devastating. An effective anti-vehicle weapon or for close crowd clearance. Mini Gun: Motor driven multi-barreled machine gun. Devastating rate of fire and a decent range make this an ideal support weapon for any squad. However, any unmodified agent attempting to carry more than one of these may encounter problems with the huge weight involved. Laser Gun: Small rifle that uses laser light to form a beam of high powered energy that cuts through its targets and anyone or anything foolish enough to get in the way. Extremely powerful with a very long range. Idea anti-vehicle weapon and also effective for sniping. Gauss Gun: Portable launcher with a supply of three rockets. The rockets themselves are long range high explosives, quite capable of destroying tanks or eliminating large groups of people. Special Equipment: Time Bomb: High powered explosive that comes complete with timer and detonator. Explodes after a set time period devastating the surrounding area. The time bomb can also be triggered by firing at it. The explosive is not quite powerful enough to damage structures but readily destroys people and vehicles. Choose the weapon icon from the weapons inventory, drop the time bomb and then leg it! MediKit: A small pack that contains everything required for minor field surgery. It restores a single agent's health but may only be used once. Energy Shield: Personal force field generator. Completely covers the individual with a protective force wall that can withstand all projectile weapons. Due to the immense power drain, this item has a very short life span but does slowly recharge after use. Syndicate Hints and Tips Use Up/Down to scroll text * A smart thing to do before diving into the game is to choose the Training Mode game. Doing this will help you in learning to use your weapons and how to move your men as a team. Even more helpful and fun is hooking in a four player adapter and having three of your friends join in. * When all else fails, activate the Destruct Mode to clear out some of the garbage. * Power-up your agents with cybernetic enhancements to make them more formidable warriors.

S_HANGON.O

Super Hang On Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS EQUIPMENT HINTS AND TIPS BROWSE HELP FILES

S_MONACO.O

Super Monaco GP Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS HINTS AND TIPS BROWSE HELP FILES

TALESPIN.O

Talespin Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME POWER UPS TRAVEL TIPS BROWSE HELP FILES

TAZ2FIN.O

Taz in Escape From Mars Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Taz in Escape From Mars Game Description Use Up/Down to scroll text Taz is back in a superstar-loaded adventure. All the Warner Bros. big shots are here-Wile E. Coyote, Road Runner, Speedy Gonzales, Marvin the Martian and K-9, and Yosemite Sam. Now Taz can tunnel through dirt, spin up curved surfaces, ricochet off walls and buzz-saw through obstacles. He even goes bowling for moles and a stampeding cow! There are even a Mini-Taz and a Jumbo-Taz. So get going and help Taz escape from Mars! Taz in Escape From Mars Controller Functions Use Up/Down to scroll text Start Button: * Start the game. D-Pad: Up and Down: Makes Taz look up and down. Left, Right, and Down: Press this with Button C to jump left, right, or down. The D-Pad also moves Taz in the direction pressed. Buttons A, B & C: A: (ACTION) Pick up an item, set it down. Also move levers and operate machinery. B: (SPIN) Makes Taz do his spin attack. C: (JUMP) Makes Taz jump. Taz's Special Moves: Taz Tornado: Press SPIN and D-Pad left or right for a ground tornado. Press JUMP, SPIN, and D-Pad left or right for a flying tornado. Taz Boomerang: To spin up a shaft, stand under the shaft and press JUMP. Press and hold the D-Pad in the direction of one of the shaft walls. Immediately press and hold the SPIN button until you reach the top. Taz Smash: Spin into a Taz Tornado to bust through brick walls. Taz 360: Stand back from a loop-de-loop and press Button B to start a spin. Press and hold the D-Pad in the direction of the loop to spin 360 degrees around the loop-de-loop. Do a Taz 360 around rock barriers and the pipe maze. This move takes a little practice, but once you get the hang of it, it's easy! Taz Drill: Spin into a Taz Tornado and press the D-Pad toward a dirt area to drill underground. Taz Turn-On: Press Button A to throw switches and levers that open or shut doors and operate machinery. Taz Whirly Copter: Find a Whirly Copter and press Button A to pick it up. Press and hold Button B to spin up, up and away. Use the D-Pad to direct Taz's flight. Release Button B to float to a safe landing. Press Button A again to set down the Whirly Copter. Taz in Escape From Mars Playing the Game Use Up/Down to scroll text Taz Action! Hot-tempered Taz is Marvin the Martian's favorite Rare Earth Creature. Taz is kidnapped by Marvin the Martian's spaceship, zipped off to Mars, and caged in a zoo! But Taz isn't about to sit around and be stared at by Instant Martians. No way! He's OUTTA THERE! Use Taz's moves and special attacks to make your escape. While you're at it, spin into as many space creatures as you can, turning them into space dust. That'll teach Marvin the Martian to mess with the wrong Earthling! Lives: Taz starts with 3 lives. When his health bar drains, he loses 1 life. If he loses them all, the game ends. Health Bar: Some Health drains from the bar whenever Taz is hit. Eat snacks to restore Taz's Health. If the bar empties, you lose 1 Life. Snacks: Taz must eat to stay healthy. But watch out! Some junk food just isn't worth the trouble! * First-aid kits restore some of Taz's Health. * Gasoline fuels Taz's temper. Let Taz swallow a can, then press the ACTION button for a blast of hot breath that melts metal! * With a mouthful of ammunition from a box of rocks, Taz can spurt a barrage of stones when you press the ACTION button. * Bubbling beakers contain a potent mixture that turns Taz into Jumbo Taz. He's big, tough and snarly. He's also too heavy to spin! Some bubbling beakers will shrink Taz to mini-size! * Bombs explode. If Taz eats one, he'll explode too! More Great Items: * Transporters zap Taz to another part of the level. * Steer Taz through a shrink ray and watch him melt down to mini-size! He's small enough to fit through low tunnels. Growth rays expand Taz to his jumbo size. * Find a crate and you've made it through the maze. Jump in to escape to the next level! Taz in Escape From Mars Hints and Tips Use Up/Down to scroll text * Use the Taz tornado to smack many of the enemies. They'll disappear in a puff of Martian smoke. Some foes are tougher to beat than others. Don't give up! * Not all enemies can be destroyed by a Taz Tornado. Some can only be destroyed by fire or rocks. Some can't be destroyed at all! * Taz has a number of special powers and transformations, but they all last only a short time. Make the most of them while you have them! * As you play each game, try to remember your way through the mazes so you know where to find the power-ups and exits. * Use your spin to move quickly through some areas, especially if you know the way. * When you see food or odd items scattered around, try to figure out how Taz can use them.

TAZMANIA.O

Taz-Mania Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME THE PLACES TO GO HINTS AND TIPS BROWSE HELP FILES Taz-Mania Game Description Use Up/Down to scroll text Taz's Fast-Blast Snack Attack! Watch Taz's dust! That spinning superstar with the short fuse and gigantic appetite! Taz whirls across Tasmania, hunting for the lost giant seabird egg to make the world's largest omelet! Taz gobbles up everything! Snacks like chili peppers really burn up his enemies. The hungrier he is, the wilder he gets. Explosive Taz blasts through 17 levels of high-energy adventure. He rides waterspouts, skids on ice and whizzes through mine shafts in a runaway cart! Taz growls and fusses-and whirls into a Taz Tornado. Signs saying "Ouch!" and "Uh-oh!" mean big trouble! Villains from the Warner Bros. hit TV series join the mischief, including the Bush Rats, Francis X, Bushlad, Bull Gator and others. Taz-Mania Controller Functions Use Up/Down to scroll text Start Button: * Starts the game from the Start screen. * Exits from one pre-game screen to the next. * Pauses and resumes the game during play. D-Pad: * Moves the arrow on the Start and Options screens. * Moves Taz LEFT and RIGHT. In the Jungle, also makes him jump UP toward land or DOWN toward the river. Button A(Action): * Changes the settings on the Options screen. * Performs Taz's special abilities. * Makes Taz pick something up. Move Taz next to a creature or item and press the Action button. Button B (Spin): * Changes the settings on the Options screen. * Turns Taz into the whirling Taz Tornado. This is useful for getting rid of small attacking critters. He stops spinning when you release the button. * Makes Taz throw something he's holding. Button C (Jump): * Changes the settings on the Options screen. * Makes Taz jump. Hold down the button to jump higher. * Makes Taz jump down. Press the D-Pad DOWN and press the Jump button. * Lets Taz do a spinning jump. Press the Jump button and then the Spin button. This helps Taz get to hard-to-reach places. * If Taz jumps and then lands on an enemy, he may bonk it away. Taz-Mania Playing the Game Use Up/Down to scroll text Taz starts the game with three Tries and a full Health Bar. Every time he gets hit, he loses some health. Watch out! Some enemies and obstacles are worse than others, and Taz could lose all his health at once. It's a good thing he loves to eat, because almost every time he gobbles something, he gains health and earns points. If Taz loses all his health, he loses a Try and starts the scene over. When all his Tries are gone, the game ends. You can restart the level by moving Taz to the RIGHT on the Continue screen. If all your Continues are gone, the game ends for good. Pointers Milestones mark special spots in a scene. When you lose a Try, Taz will restart the scene from the scene from the last Milestone he passed. (If you're Continuing, Taz will restart the scene from the beginning.) Arrows show which way Taz should go. Signposts mark the end of a scene. Walk in front of one to go on to the next scene. Snacks Chili Peppers heat Taz up! Eat these and press the Action button for hot breath that no critter can handle. Taz will cool down after breathing fire a few times. Frozen Fish, Roast Chicken, Fruit Plates, and Water Jugs are just what Taz needs. Gobble these to gain health and points. Stars make Taz invulnerable for a short time. Nothing can hurt him while he's flashing. Photos of Taz give him either one extra Try or one extra continue (three extra Tries). Bombs explode. If Taz eats one, he'll explode too! No Weed gives Taz a very bad stomach ache when he eats it. But it's the best thing to throw on Weed-Ola in the jungle. Taz-Mania The Places to Go Use Up/Down to scroll text The Badlands What's so good about the Badlands? Eating Chili Peppers and guzzling water from Water Jugs. Also, munching on Sand Spiders and jumping on Rock Monsters. Danger! Danger! Quicksand ahead. Hitch a ride on the Rock Monsters or jump and spin right out of the gooey stuff when he gets stuck. Yahoo! Ride the Whirling Waterspouts like bucking broncos. Go high, go low, but don't fall off! Jumping gets Taz across the hot rocks. Use the Rock Monsters for stepping stones. Get one to follow Taz, then jump on its head to get to a higher spot. Spin! If there's nowhere to go, take a chance. Jump and spin, and see where it lands you. And don't let Taz stand around when Bull Gator and Axl come rolling through! The Factory Somebody left a crate in the garage. Great! Pick it up and use it for a step. Walk on the conveyor belts in the opposite direction to the way they're moving, so you don't get smashed by pistons. Time your jumps over the whirling fans and the slamming doors on the blast furnaces. If you get stuck with no way out, try jumping down by pressing the Jump button plus the D-Pad DOWN. The factory's run by robots, but some of the control points are unguarded. Find the levers and use the Action button to throw the switch. You'll get a kick-or maybe a zap!-out of what happens next. The factory's too dangerous to take chances, so don't skip meals. Figure out how to run between the laser shots. Sometimes waiting for a clear path is better than dashing like crazy straight into trouble! The Jungle It's wild! And full of wildlife. The Bush Rats and Weed Buds aren't too keen on Taz's invasion. Jump on the critters to knock them off rocky outcrops. Or spin to whack them. Be careful Taz doesn't go overboard too! Taz has an extra ability on the river. As the logs float by, he can ride them downstream! Press the D-Pad DOWN when jumping to jump forward, toward the river. Press it UP to jump backward, toward land. Use the river rocks for landing spots, too. But don't trust your footing on any one spot for too long. In Practice and Easy modes, Taz will bound out of the river if he falls in, as long as he's healthy enough. If he gets too weak, he goes under. In Hard mode, any time Taz falls in the water he's out of luck. Jumping spins will take you to the top of the Rat Tree. Sometimes you'll just have to go for it, without knowing where you'll land. Don't let Taz eat the bags of No Weed. Throw them at Weed-Ola instead. Or tromp on its head to stamp out this snapping jungle giant. Iceland Slick ice! And Taz keeps slipping on it! Press the D-Pad in the opposite direction to the way Taz is walking to keep him from sliding right off the edge of the frozen chunks. MMMmmmmm-frozen fish for supper! The Penguins put up a squabble when Taz goes after it, so give them a dunking. It's Arctic weather, so it only takes a second for Taz to freeze up into a Taz cube when he falls into the icy water. Keep his health up, and he'll be able to break out and spin to safety. Jump from floe to floating floe. And look for the secret igloo full of goodies near the end. The Mine Taz takes a wild ride on a roller-coasting ore cart. The cart is almost out of control, so you've got to be quick to make it through safely. Press the D-Pad LEFT to slow down, and RIGHT to speed up. Press and hold the Action button to lift the cart over obstacles, and release it to set the cart down again. Look for the Up an Down arrows that show you when to raise and lower the cart. Watch the lights right before jumping over the deep pits. Yellow lights mean "Slow down!" Green lights mean "Speed up!" to get across safely. Once you're in the mine shafts, use the elevators to zip around. Grab the lever with the Action button, and press the D-Pad UP or DOWN to move. Some elevators are on rubber ropes. Jump to make them plunge down faster and snap back higher. Don't forget, though-in this old mine, some elevators will be "Out of Order!" The Taztec Ruins The ancient ruins are crumbling away, and loaded with lively Bush Rats. The temple is so broken down, it's turned into a maze of dead ends. Be careful here. The flaming Dragon Heads are still active, and the bats can get so pesky that you might be tricked into twirling right off the ledges. Find the Milestones as soon as you can. At the top of the temple, Taz discovers the stone statues of his ancestors. You must be getting close! The Giant Seabird Nest You've found it-the long-lost legendary giant seabird's nest and its enormous egg! Now you've got to figure out how to get rid of Momma Bird. Good luck! Taz-Mania Hints and Tips Use Up/Down to scroll text * Hit the switches to turn off the laser cannons and the conveyor belts to get through Stage 2-2. It's easier! * In Stage 4-2, defeat the boss by jumping over his arrows and hit him with your spinning attack. Keep spinning at him from one side to another until he gives up!

TECHCLSH.O

TechnoClash Electronic Arts To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME SPELLS HINTS AND TIPS BROWSE HELP FILES TechnoClash Game Description Use Up/Down to scroll text PREPARE FOR TECHNOCLASH From the Journal of Ronaan: A daemon has arrived in the Inner Realm via an interdimensional portal. We call him the Engine Man--half man, half machine. The Engine Man's presence foretells the coming of the TechnoClash, the war between technology and magick which has been prophesied all these many years. It is only a matter of time before armies of Engine Men follow this one and set about destroying the beauty of the Inner Realm with their harsh metal, their vile oil, the stench of their grinding gears. Abaris, my mentor, called me to his side this day and honored me with these words: "It falls to you, Ronaan, as the Wizard Prince of the Inner Realm. The TechnoClash is at hand. You must assemble your bodyguards and chase the Engine Man. Follow the Engine Man into his own world, and there, destroy him and all that are like him. I will accompany you, and advise you, but you alone have the power to save the Inner Realm." I have just learned that Abaris' Life Staff has been stolen. Its power must not fall into the hands of Technology--our situation is more dire than we thought. At dawn we cross through the one-way portal into the unknown--the Outer Realm. Only when we have discovered the source of the Engine Men and destroyed it, and recovered the powerful Life Staff, can we return. If we fail, the Inner Realm falls. I pray I will find it within me to do what I must do. TechnoClash Controller Functions Use Up/Down to scroll text D-Pad: * Use this to move Ronaan in any direction. Button A: * Swing your staff. * A + Start: Toggle Ronaan/Indar Views. * A + D-Pad: Scroll screen. * A + B: Heal. * A + C: Invulnerable. Button B: * Cast Spell (Fire). Button C: * Hold this button to Show Spell Matrix. Then, use the D-Pad to Highlight the Spell. Finally, release Button C to Choose Spell. * C + B: Levitate. * C + A: Teleport. MODE Button (6-button): * Heal. Y Button (6-button): * Levitate. X Button (6-button): * Teleport. Z Button (6-button): * Invulnerable. If you want to use your 6-button controller, be sure to highlight that option in the Main Menu. NOTE: When more than one button is pressed, they are listed in the order they should be pressed. Press and hold the first button, then press the second button. TechnoClash Playing the Game Use Up/Down to scroll text Scrolling The Screen: Sometimes enemies wait just out of sight, and their attacks seem to come out of nowhere. Using the Scroll feature you can see one screen away from Ronaan. You are able to use the Scroll feature at any time during combat, which makes it easier to defend against enemies just out of view. * To Scroll the screen, hold A and D-Pad in any direction. When you release A, the screen centers on Ronaan again. Indar's View: Indar is the Falcon of Second Sight and Ronaan's constant companion. Through Indar's eyes, Ronaan can scour the terrain of the current level to spot enemies, portals, and other objectives. Whatever action you are doing when you look through Indar's view does not stop. The Radar Window shows the locations of enemies (gray dots) relative to Indar's position (marked by a red cross). The Locator Arrow indicates the position of the current Bodyguard relative to Indar's position, enabling Ronaan to quickly locate his Bodyguard in the event they become separated. * To bring up Indar's View from the Game Screen, hold A and press Start. * To bring up Indar's View from the Options Menu, D-Pad up/down to highlight GO TO INDAR VIEW, then press A. * To move Indar, D-Pad in any direction. He continues in that direction until you D-Pad in another direction. * To bring up the Options Menu (pause) from Indar's view, press Start. Press Start again to return to Indar's View. NOTE: When the Options Menu is accessed from Indar's view, only GO TO FIELD VIEW is available. * To return to Ronaan's view, hold A and press Start again. Ronaan's Staff: Ronaan always carries his staff, which can be used as a back-up weapon when spells are running low. When used at close-range, the staff is a fairly powerful weapon. The staff is especially useful for fending off incoming projectiles. Ronaan can swing the staff to block most bullets and spells, which sends them flying back at the enemy. * To swing the staff, press A. Be sure Ronaan is directly facing his enemy when he swings. Tokens: Tokens appear on the ground as Ronaan and his bodyguard destroy enemies. Each token displays a color and a letter that indicate its type: spell, cardkey, or bodyguard ammunition. Spells and ammo can be found in each level, and cardkeys only on some levels. To pick up a token, move Ronaan over it. * Blue = Combat Spell. * Purple = Non-Combat Spell. * Red = Chazz Ammo. * Green = Farrg Ammo. The Life Meter: The Life Meters on the right side of the screen represent Ronaan and his bodyguard's health. Life meters are restored when a HEAL spell is cast, or whenever you return Ronaan to Camp. When Ronaan's Life Meter hits bottom, the "Game Over" message appears. If you have Continues remaining, the Continue Screen appears. Continues: Ronaan begins with three lives, or Continues. He can acquire additional Continues in the form of "beating heart" tokens found throughout the game. The number of Continues remaining is always displayed at the top of the Options Menu. When Ronaan loses a life, the Continue screen appears with YES highlighted. * To continue the game, press B with YES highlighted. Ronaan is returned to the beginning of the current level. * To return to the Main Menu, use the D-Pad to highlight NO, then press B. NOTE: Be sure to write down the password at the bottom of the Continue Screen in case you need to restore your game later. The Options Menu: When the Options Menu is active, the game is paused. The Options Menu can be accessed from the Game Screen, as well as from Indar's View. * To pause the game and call up the Options Menu, press START. * NOTE: When the Options Menu is accessed from Indar's View, only GO TO FIELD VIEW is available. The Options Menu gives you a status report on your remaining Continues (lives), current level, spells and ammo carried, and your Bodyguard's current ATTITUDE. At the bottom of the screen is your current password, which can be used to restore the current game. The Spell List Most of the Options Menu screen is devoted to the Spell List, which tells you how many of each spell Ronaan is carrying. You can also use the list to select a Combat Spell, or to cast a Non-Combat spell. * To select a spell, use the D-Pad to highlight the desired spell, then press A. Non-Combat Spells take effect immediately. Combat Spells must be cast by pressing B at the Game Screen. Inventory Inventory lists all the cardkeys you've picked up on your current level. * To view your inventory D-Pad up/down to highlight INVENTORY, then right/left to scroll through items. Bodyguard Attitude You can instruct the bodyguard to behave in one of three ways: offensively, defensively (guard), or passively (shadow). OFFENSIVE: Bodyguard seeks out and attacks the nearest enemy on the screen. GUARD: Bodyguard sticks right by Ronaan at all times and battles the attacker nearest to him. SHADOW: Bodyguard sticks right by Ronaan at all times, but does not attack or defend against enemies. Bodyguard cannot levitate in this mode. * To set Bodyguard Attitude, D-Pad up/down to highlight BODYGUARD ATTITUDE, then left/right to select OFFENSIVE, GUARD, or SHADOW. NOTE: When the bodyguard is knocked unconscious and returned to the Camp, his attitude defaults to GUARD. Bodyguards: Bodyguards usually accompany Ronaan in his travels and help him fend off enemy attacks. Each bodyguard has specific talents, making him uniquely useful on given levels. FARRG: Farrg is a barbarian--not too bright but very loyal. He's faster than Chazz, on his feet and with his weapon. He carries a broad sword, which does more damage than Chazz's staff. Though he's a good fighter, Farrg can't follow when you levitate. He'll serve Ronaan well on the early levels. CHAZZ: Chazz isn't a barbarian, though his manners aren't always perfect. In close combat he uses a staff, which is not quite as powerful as Farrg's broad sword. Chazz has some good spells which do more damage than Farrg's bullets. The best thing about Chazz is that he can teleport to Ronaan's location when he levitates, making him the clear choice for bodyguard on later levels. Bodyguard Ammo: Each bodyguard uses special ammo for his weapon of choice. When Ronaan picks up a token for your current bodyguard (C=Chazz, F=Farrg), he gets more ammo. A bodyguard can carry no more than 255 rounds. NOTE: Only tokens for the current bodyguard increase his ammo (C tokens don't help Farrg, and vice-versa). The Camp (pause): The Camp is where Ronaan goes to regroup and get information from his mentor, Abaris, and the bodyguards. Whenever you return to the Camp, Ronaan's Life Meter is refreshed. When you exit the Camp, you can choose a new bodyguard if you wish. There are two ways to return to camp: by going back to the place where the level started, or by using the Teleport spell. Generals: Generals (bosses) await Ronaan at the end of each level, when the level's goal has been achieved. Each level holds at least one General, sometimes more. Ronaan must destroy each General in order to advance to the next level. Generals are much stronger than other enemies. When Ronaan battles a General, the General's Life Meter appears on the left side of the screen. Like Ronaan and the bodyguards' Life Meters, the General's Life Meter represents his health. When the Life Meter hits bottom, the General is destroyed. Generals carry stolen shards of Abaris' mighty Life Staff. Life Staff Shards: Each of the Generals carries a shard of Abaris' Life Staff. Shards appear as sparkling objects when a General is destroyed. Each Life Staff Shard Ronaan recovers makes his Life Meter grow larger, allowing him to survive more damage. * To pick up a Life Staff Shard, move Ronaan over it. TechnoClash Spells Use Up/Down to scroll text Using Spells and Weapons Ronaan uses a variety of spells for both combat and non-combat related purposes. During his travels he'll pick up spell tokens which give him additional "rounds" (up to 99 each) of each spell. Spellcasting Spells can be selected and/or cast from the Game Screen (during play), or from the Options Menu (with the game paused). The following section contains instructions for casting Combat and Non-Combat spells. Casting Spells from the Game Screen Combat Spells Be sure Ronaan is facing the enemy or object you intend to damage before you cast a combat spell. * To bring up the spell matrix, press and hold C (this does NOT pause the action). * Use the D-Pad to highlight the spell you wish to use, then release C to select it. The spell's letter appears in the lower left section of the screen. The number above the spell indicates how many rounds you have left. In the case of the Basic Spell, the number above the spell tells you how many rapid-fire rounds remain. * To cast the current combat spell, press B. Non-Combat Spells Spell 3-button 6-button Heal A + B MODE Levitate C + B Y Teleport C + A X Invulnerable A + C Z For information on casting spells from the Options Menu, see Playing the Game. A Wizard's Guide to Spells Ronaan can acquire and cast thirteen different combat and non-combat spells. He begins the game with a few rounds of each spell, and he can pick up spell tokens throughout the game by walking over them. Each token is good for a certain number of rounds, indicated by the number that appears onscreen when the token is picked up, with a limit of 99 rounds that Ronaan can carry. Combat Spells There are nine combat spells, all of varying effect and potency. Select combat spells from the spell matrix while in combat. The Basic Spell: (B) Ronaan is always equipped with the Basic Spell. It is the weakest combat spell, but its supply is inexhaustible. This spell serves as an automatic back-up spell when the currently selected spell runs out. Additional B tokens Ronaan picks up boosts the spell's power to rapid-fire mode for a limited number of shots (indicated by; the number above the B spell). In rapid-fire mode, the Basic Spell continues to fire while B is pressed (until there are no more rounds). When no number appears, the Basic Spell is in single-fire mode (one spell is cast each time you press B). The Lightning Spell: (L) The Lightning Spell's speed and range make it one of the handier combat spells. Though it's not terribly effective against high-level Generals, it does considerable damage to some lower-level ones. The Super Spell: (S) The Super Spell is one of the most powerful combat spells available. Though it doesn't move fast, one shot can strike multiple enemies if they're standing close together. Use it wisely. The Angle Spell: (A) The Angle Spell looks like a boomerang and bounces off walls and other solid objects. One drawback to the Angle Spell is that it moves slowly. The Angle Spell must be cast one round at a time (i.e. a second round cannot be cast until the first has disappeared). It's main advantage is that you can change its trajectory in mid-flight. * To change the Angle Spell's trajectory, D-Pad in the desired direction immediately after releasing the spell. The Time Bomb Spell: (T) The Time Bomb Spell is a highly specialized demolition spell. No other spell can destroy launch tubes, wall guns, and mobile launchers. Once you release a Time Bomb, you have three or four seconds to move Ronaan a few feet away and avoid the blast. This is the only spell that can hurt Ronaan or the bodyguard. The Mondo Major Spell: (M) The Mondo Major Spell blasts all the enemies on the screen simultaneously. It's a good idea to save Mondo Major Spells until you really need them, like when Ronaan is taking hits from all sides. The Hold Spell:(H) The Hold Spell freezes the enemy for a few seconds, allowing you to attack without fear of retaliation. Most enemies under the Hold Spell can be destroyed with a few blows from Ronaan's staff, which saves on combat spells. NOTE: The Hold Spell is ineffective against Generals and some enemies. The Wide Spell: (W) The Wide Spell shoots three fireballs in a wide trajectory. It is especially useful against large groups of enemies. The Death Spell: (D) The Death Spell moves slowly, but it destroys many enemies in one or two blows. As one of the stronger combat spells, it is a good one to save up for use against Generals. Non-Combat Spells There are four non-combat spells available to Ronaan. Each provides him (and frequently his bodyguard) with some means of protection, escape, or travel. The Heal Spell: (cross) The Heal Spell restores Ronaan's Life Meter (as well as the bodyguard's). It is especially useful for reviving a bodyguard who has been knocked unconscious. When a wounded bodyguard is left behind, he returns to The Camp and loses his ammunition. The Levitate Spell: (LV) The Levitate Spell raises Ronaan off the ground for several seconds, allowing you to move him in any direction using the D-Pad. Use the Levitate Spell to cross chasms and divides. NOTE: Chazz can teleport to Ronaan's location when he levitates; Farrg cannot. The Teleport Spell: (TE) When you cast the Teleport Spell, a teleport appears near Ronaan. The teleport takes Ronaan back to the camp. Back at the camp, his Life Meter (and that of the bodyguard) is recharged. Upon leaving the camp, Ronaan is returned to the beginning area of the level with his accomplishments intact. The Invulnerable Spell: (I) The Invulnerable Spell makes Ronaan invulnerable to attack for several seconds. Ronaan blinks while he's invulnerable and begins to flash rapidly just before the Invulnerable Spell wears off. TechnoClash Hints and Tips Use Up/Down to scroll text A Guide to the Outer Realm: Warning: The following section reveals hints some experienced gamers may not want to know! The following excerpts from the journal of Ronaan explain the goals for each level, along with some hints for completing them. While you don't have to read this section in order to play the game, you may find it helpful. Level 1-Las Vegas Casino From the journal of Ronaan: Having crossed through the portal, I have arrived in a land of much loud, bright, foul-smelling technology. I am alone but for Indar, my falcon. But I can't continue alone; I must find Abaris, Farrg, and Chazz. Through Indar's eyes, I can see that the way before me is thick with enemies. The Engine Man awaits me to the east--if only I can survive long enough to reach him! I'll save up my Death Spells and send him to meet his Creator, the Robot Lord. Beyond the Engine Man is a stairway. I can only hope it will lead me to my friends. Level 2-The Junkyard From the journal of Ronaan: The Engine Man is everywhere. Our camp is in the center of a vast wasteland littered with ruined machines and other refuse. Four gates surround us, and our enemies spring from them like water from some cursed fountain. We must find the cardkeys which will allow us to close each gate, then destroy every enemy within. Abaris warns me that we'll face stronger foes when that task is completed, and that more will certainly await us underground. Level 3-The Desert From the journal of Ronaan: The desert is a savage place, filled with more mechanical abominations than any place we've yet seen. Our goal is to open the door to the underground elevator--only then can we leave the desert. Abaris says we must enter each shack and touch each communication stalk to call forth the main elevator stalk. Each shack also houses a launch tube which spews forth deadly engine creatures--I may be able to slow their progress if I can find a way to destroy the launch tubes. Somewhere in the desert lies a cardkey which will open the underground elevator. It must be inserted into the main elevator stalk to facilitate our escape. According to Abaris, the main elevator is guarded by the strongest Engine Man we've encountered thus far. Level 4-The Underground City From the journal of Ronaan: We have arrived in the Underground City, and our search begins for the laboratory from which the Engine Man and his brothers have come. Using the cardkeys we find, we'll search every building until we find the lab. Will the Robot Lord himself await us there? I pray we're strong enough to find him, wherever he is. Level 5-Portal Cavern From the journal of Ronaan: The cavern is filled with guns that fire on us ceaselessly. Time Bomb spells may be the only thing that will stop them. There are three large generators from which our enemies pour by the dozens. Unlike the launch tubes we've encountered before, these seem to be invincible. I won't waste my precious spells on the generators. Abaris says I must touch the two communications stalks to disable Creator Stiles' protective field. The field protects us as well as him-he is certainly the mightiest enemy we have met on our journey. I only hope I have enough spells to vanquish him. Level 6-'Tween Place From the journal of Ronaan: We are near the end of our journey. Abaris calls this the 'Tween Place-not here, nor there. It is a mind-boggling labyrinth of portals. I must stay focused if I'm to find my way through; some portals take me to places I've been before, where all my slain foes are resurrected and waiting to greet me. Our goal is to reach the Final Cloud which is guarded by dozens of deadly robotic spiders. They protect a mysterious presence we must confront before we can go on. Level 7-Teg Temple From the journal of Ronaan: This is the Teg Temple, the place where our final battle will take place. A maze lies before us, even more intricate than the one we've just traversed. We must seal the portal once and for all, by moving the great stone blocks into the holds, all the while fighting the enemies that flow from yet more indestructible generators. This is the test that will tell whether the Inner Realm lives or dies. Will I emerge victorious and return to my home a hero, or a failure doomed to live out my days exiled to a world of machines?

THEMPARK.O

Theme Park Electronic Arts To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME OPEN FOR BUSINESS INFORMATION SCREENS BROWSE HELP FILES Theme Park Game Description Use Up/Down to scroll text As is usual with this kind of game, the aim of Theme Park is global domination. You must open a park on every one of the available sites around the world, and in the process establish yourself as planet Earth's premier Theme Park operator. Once a year you're given the option to sell your current park. You need to decide whether or not it's worth accepting the money on offer, or continue to build on the park's success and hopefully get an even higher asking price in twelve months time. There's a maximum size to which you can grow your park, with no more than 150 visitors allowed in at any one time and a ceiling on the number of rides which the park can hold. At this point you will not be able to add any more features to the park. Once you've achieved this limit, it's well worth considering selling up. NOTE: As the park fills up with people and facilities, the game slows down so that you can more easily keep an eye on all the activity. The money made from the sale of each park is then used to finance the purchase of another site, with enough cash left over to develop the next park. Only when you've turned all the dots on the World Map from a neutral blue to gold have you succeeded in your aim. Now that might sound easy enough, but if you think it's going to be a walk in the park, you couldn't be further from the truth. Success in the Theme Park business requires an awesome eye for detail. You need to fine tune every ride, shop and side-show for maximum profit margin. Don't forget to check on your finances regularly at the Bank Screen and listen to the Park Advisor's advice throughout the game, giving you hints on how to make the most of Theme Park. It's a roller-coaster ride of financial highs and lows, but whether you end up on top of the heap or taking a leap, you can bank on having a whole lot of fun! Theme Park Controller Functions Use Up/Down to scroll text * To open the Icons Menu, press Start. * To highlight an icon, press the D-Pad up, down, left, or right. * To open the Purchaser Screen, press A * To open the Quick Menu, press B. * To repeat the last Quick Menu, press C. * To move the cursor, press the D-Pad up, down, left, or right. * To place an item, press A. * To remove an item, press B. * To open or close the Park, hold Start and press C. * To decrease game speed, hold Start and press A. * To increase game speed, hold Start and press B (up to 4 times). Theme Park Playing the Game Use Up/Down to scroll text Enter Name Screen: You must enter your name before you can choose a location for your park. To enter your name, use the D-Pad to move the cursor arrow around the letters grid and press A to select a letter; this appears in the name bar below. You can now repeat the process until the entire name has been entered. Press B to delete incorrect letters. Next, move the D-Pad down to the three options below the name bar. They are: * Start Level: Press A to choose between Easy, Medium, and Hard. This alters the amount of money you begin the game with. On Easy level, 200,000 is deposited in your current account. On the Medium level, 150,000 is added to your coffers, while on Hard level you've a mere 100,000 to play with. * Park Visitors: Choose a mood from Happy, Normal, or Fussy by pressing A. The fussier your customers are, the harder it is to part them from their cash. This only affects your Theme Park's visitors for the first four years of operation, after which it's all up to you. * Opponents Level: This decides how aggressive your opponents are. Press A to choose between Easy, Medium, and Hard. You can make life a lot simpler if you hamper the opposition and make them Easy. When you're ready to leave the Enter Name screen, either press Start or D-Pad to highlight the Tick icon and then press A. You arrive at the World Map screen. At the World Map screen you decide where in the world to locate your Theme Park. All the available sites are marked in blue, red dots mark locations you currently can't afford and gold dots show where you've already established a successful park. If this is your first game, the only available location is the United Kingdom. Beneath the map your name is displayed, along with your bank balance and the name of the currently selected location. Move the D-Pad up, down, left, or right to highlight a location with the cursor and then press A to display the Site Details. The Site Details include: * Cost: How big a bite of your bank balance is this location going to take? * Difficulty: Easy, Medium, or Hard, based on the size of the population able to access the park, the stability of the economy, and the climate. Sites close to large European or North American cities are an easier proposition than those in more remote locations, but they are also more expensive. So when choosing a location, make certain you've enough cash left to develop it and haven't blown the lot beforehand. The cheaper the site, the more you need to spend to make it a success. * Local Population: The number of potential customers that your Theme Park has to draw from in the early stages. * Medium Population: A medium-sized park attracts visitors from further afield. * Long Population: When your park has grown in size and reputation, the number of potential customers grows to the figure found here. * Inflation Rate (0-100 percent): The lower the better, because an inflation rate of 100 percent means that your overheads will double annually. * Interest Rate (0-100 percent): The lower this rate, the less interest you pay on your bank loan. * Economy: Rich, Poor, or Medium. This indicates how much disposable income your customers have to spend in the park; the weaker the economy, the less cash there is. * Tax Free Period Years: The length of time you can run your park without paying land tax. * Land Tax: The amount you pay is calculated by applying this rate to the area of land your park occupies, so keep it compact and pay less tax. * Weather: The more temperate the conditions, the easier it is to attract visitors. * Terrain: The type of land you're building on. * Who: The name of the park's owner. To remove the Site Details and look at another site, press A again. When you find a site you're happy with (and can afford), press Start to buy the land and you're instantly transported to the Park Screen. The Park Screen: On the Park Screen your chosen site is an area of land with a wall around it and a main gate. You've a lot of work to do before it's the world's ultimate tourist attraction. Using the Icons Menu: Press Start to access the Icons Menu. This is the key to creating your Theme Park. The icons are for: paths, queues, rides, shops, park features, staff, main menu, query, park status and the bank screen. To select an icon, use the D-Pad up, down, left, or right to highlight it and then either press A for the Purchaser screen (where applicable), or press B for the Quick Menu. NOTE: After selecting an icon you need to press Start again to re-open the Icons Menu. Laying Paths: Before you can do anything else, you must lay paths around the park for visitors to walk along. This is the only way customers can access shops and rides. Like everything else in Theme Park, paths cost money, so in the early stages when cash is tight you need to be sensible and place paths only where rides and shops are going. NOTE: You cannot lay a path where natural obstacles such as rocks or water block the way. To lay a path, use the D-Pad to highlight the Paths icon and press A; the cursor becomes a trowel. Now hold down A and scroll around the park using the D-Pad. To remove paths, highlight a section of path with the trowel and press B. You cannot delete the original area of path from around the main gate. NOTE: Paths are the only item you pay for immediately. You won't get the cost of any ride, shop, or staff purchases deducted from your budget until a month has passed. The Paths Menu: To access the Paths Menu, use the D-Pad to highlight the Paths icon and press B. You can now choose between concrete, one-way paths, or sign-posts. Move the D-Pad left/right to highlight the desired icon and then press A. One-Way Paths: To lay a one-way path, use the D-Pad to highlight a path square and then press A repeatedly until the arrow is oriented in your preferred direction. Sign-Posts: Select the sign-post icon from the Paths Menu and the icon attaches itself to the cursor. To give the sign a sense of direction, highlight the entrance of the shop or ride to which you want the sign to point with the D-Pad and press A. Now move the post to the desired position on a path and place it by pressing A again; whenever it's placed, the sign points to the chosen amenity. Press A again to rotate the sign and lead customers to a destination via a different route, so as to pass additional shops and rides they might otherwise have missed. NOTE: Remember to re-select normal paths from the Paths Menu after selecting one-way or sign-posts. Forming Queues: The thrill-hungry public are unable to sample the delights of a ride unless they can form an orderly queue for it. Customers can still access a ride which isn't connected to a path by a queue, but they do so only one at a time and the ride is not used to maximum efficiency. * To form a queue, use the D-Pad to highlight the Queue icon and press A. Now connect the entrance of your chosen ride to the path. Queues can be placed or removed just as you would a path; hold down A and D-Pad around the screen to place a queue, highlight and press B to remove a section of the queue. NOTE: A queue must always be placed between a path and the entrance to a ride. Selecting Rides: Only four of Theme Park's rides are available at the start of the game. There are two ways to purchase rides: via the Rides Purchaser screen or from the Rides Menu. NOTE: Just to make things trickier, some sites may only offer you three rides to begin with. * To purchase rides, use the D-Pad to highlight the Rides icon and press A for the Rides Purchaser and some in-depth information about the attractions currently available to you. Alternatively, highlight the Rides icon and press B for the Rides Menu. use the D-Pad to highlight an item from this menu and press A to select a ride. Each one has a price tag; if you don't have enough cash for a particular ride, the cursor turns red. Having made your decision, the Rides Menu disappears, leaving the chosen attraction attached to the cursor. * To place a ride, use the D-Pad to move to an area of the park large enough to accommodate it and then press A. If there isn't enough room in the area you've selected, an electronic burp lets you know. Now you have to place the ride's Entrance and Exit. * To remove a ride, use the D-Pad to position the cursor over the ride's entrance and press B; a requester box appears asking you to confirm your decision. Highlight the tick icon and press A to remove the ride. If the ride is less than a month old, its purchase price isn't deducted from your bank balance. To return to the park screen without deleting the ride, highlight the X icon and press A. Placing the Entrance and Exit: Once a ride has been positioned, the Entrance icon appears. Move the D-Pad up, down, left, or right to move the Entrance around the ride, and then press A to lock it in place. NOTE: You can move the Entrance again by choosing the appropriate icon from the Ride Information screen. The Exit icon is a short flight of steps. Place this as you did the Entrance. Remember to link every Exit to a path, or when your attendees leave the ride they mill around on the grass. Buying Shops: While it's the thrill rides that draw in the crowds you need to keep your visitors happy (and earn extra bucks) by supplying refreshments, and entice them into going home with some Theme Park souvenirs. There are also various side-shows available to you, which can be nice little earners if properly managed. NOTE: Food and drink stands are essential to the running of your park, as people head for home if they can't get a drink and a bite to eat. However, souvenir shops and side-shows can turn you the healthiest profit. Visitors only buy souvenirs if they're having a good time, so place souvenir shops next to your park's best rides and watch the money roll in. * To purchase a shop, use the D-Pad to highlight the Shop icon and press A for the Shops Purchaser screen and an in-depth look at the available shops. Alternatively, press B for the Shops Menu. Use the D-Pad to highlight a shop from the menu and then press A to select it. Each one has a price tag; if you can't afford the chosen shop the cursor turns red. Having made your selection, the Shops Menu disappears leaving you to place the shop where it's likely to attract the most business. Use the D-Pad to position the shop, and then press A. Park Features: What with Most Pleasant Park among the categories on which your Theme Park is judged, it's a good idea to beautify the place with trees and fountains. Plus, the park won't stay beautiful for long without proper toilet facilities and clear signposts showing people where they are. * To purchase park features, use the D-Pad to highlight the Park Features icon, and then press A for the Features Purchaser screen. Alternatively, press B for the Features Menu. highlight an item from this menu using the D-Pad, and then press A. On the Park Screen use the D-Pad to choose a location and press A once for every tree you want to plant. If you're putting up a fence, press and hold A, then use the D-Pad to scroll through the park. To remove any feature placed in error, highlight the offending item using the D-Pad and then press B. Toilet Training: With all the food and drink you (hope to) sell, visitors are going to need somewhere they can off load any excess. Forget to place toilets around your Theme Park and things are going to either get very messy, or visitors will head for home the moment nature calls. The only lavatory available from the Park Features list at first is an old, wooden outhouse; not the nicest place in the world to park your backside. Customers are rather tentative about using these, and a queue forms outside while the occupant gingerly places a protective layer of lavatory paper between flesh and toilet seat. Woe betide the Theme Park owner who forgets to have these toilets cleaned. It isn't long before an outhouse, with its dodgy drainage and doubtful flushing mechanism, stinks to high Heaven. And if placed upwind of the queasy stomachs that often emerge from the more thrilling of thrill rides, it's a recipe for disaster. First, one attendee loses his lunch and then a chain chunder rips through the crowd like wildfire. Before long your park's going to be about as popular as a bottle of barbecue sauce at the Three Little Pig's house. You can, of course, combat this by keeping outhouses properly maintained. Send handymen to clean them regularly, and should the worst happen, and the vomit begin to flow, make sure there are plenty of staff to mop it up. Inject some cash into research and soon your customers are relaxing on the luxurious, hi-tech Super Toilet. This self-cleaning lavatory is so sophisticated it does everything but sing like Noel Coward to the occupant. Far from throwing up, customers are more likely to move in. Hiring Staff: There's no way you can offer the levels of service and satisfaction that your paying customers expect without staff. You can hire entertainers, handymen, mechanics, and guards. Each have specific duties, but they're all there to help things run smoothly. * To hire staff, use the D-Pad to highlight the Staff icon, and then press A for the Staff Purchaser screen. Otherwise, press B for the Staff Menu. Highlight a staff category from this menu using the D-Pad and then press A. On the Park Screen, use the D-Pad to choose a location and press A once for every member of staff you want to hire. NOTE: Remember that staff are an ongoing expense; the figure next to each category represents their monthly wage. Main Menu: To return to the Main Menu at any time during the game, simply highlight this icon and press A. NOTE: You cannot continue the game within the first month of the park opening. Query Icon: Access the Information screens by activating the Query Icon. Use the D-Pad to select the icon and press A; the cursor becomes a question mark and the Icons Menu closes. Now D-Pad to any ride, shop, member of staff or customer and press A for the Info screen. An arrow appears by any customer or staff member to indicate that they're being queried. Now press Start to open the Icons Menu. The Tune-Up Bar is active and the name of the queried item appears above it. * To open the information screen, use the D-Pad to select the Information icon in the Tune-Up Bar and press A. Park Status Icon: The Park Status icon's smiley face reflects the mood of the park visitors. The bar next to the icon is divided into two portions. The upper portion shows the volume of customers currently in the park, while the thinner yellow bar below displays the number of people on the incoming bus. Bank Icon: This constantly displays your current bank balance, but if you're short on cash and want to get a bank loan or you're interested in the current state of the Theme Park's finances, you can highlight this icon and then press A to access the Bank Screen. Theme Park Open For Business Use Up/Down to scroll text Open For Business: When your rides, shops, and other amenities are ready and you want to start making some money, open the park and let the people flood in. Don't just open as soon as you've laid the first path. It might seem an attractive proposition to start earning money immediately, but you only end up chasing after visitors and hurriedly providing facilities for them. * To open and close your Theme Park, hold down Start and then press C. Alternatively, move the cursor over the park entrance and then press A. PEOPLE IN THE PARK The people that swarm around your Theme Park are divided into two basic groups: staff and customers. There's one vital difference between the two-you pay the former, while the latter pay you. Staff: Staff are divided into four categories: entertainers, handymen, mechanics and guards. The more your staff are paid, the more enthusiastically they work for you, so the worst member of staff is always the cheapest. If you want your park to be the best, don't be a cheapskate when it comes to hiring staff. * To cycle through each member of staff, press Start to open the Icons Menu, highlight the Staff icon, and press B. Entertainers: These clowns are paid to keep the customers smiling. The more entertainers you have, the more enjoyment customers get from their visit-kids especially love them. Handymen: These are the guys who keep the park tidy. If you're after the most attractive park award, they mow the grass, and keep the place from being labeled a health hazard by picking up burger wrappers, cola cups, and other assorted litter. Crucially, handymen also keep the toilets spick-and-span and fit for human occupation. NOTE: Handymen sometimes gather together on one side of the park for an impromptu chin-wag. Use the pincer icon to relocate them anywhere in the park. Mechanics: When a ride malfunctions, it's going to become a danger unless there's a mechanic to fix it. They are responsible for maintenance of all the rides, and cordon off any sub-standard attraction before setting to work fixing it. Fail to have enough mechanics and your park soon gets a reputation for unreliability, damaging visitor numbers and gate receipts. Mechanics can be difficult to motivate into responding quickly and are often at the center of any industrial dispute, but they're essential to the smooth running of your Theme Park. * To repair a ride: Query a mechanic and use the D-Pad to highlight the Repair icon from the Tune-Up Menu; press A and the cursor becomes a wrench. Now D-Pad to the broken ride and press A; watch as a highly-skilled mechanic rushes to repair it. You can also Query the ride itself, and then select the Wrench icon from the Tune-Up Menu. It's extremely important to look after your rides. If the worst happens and one actually explodes, not only are the people using it send into low orbit (and after that, they're likely to sue), but land damaged by the exploding ride cannot be built on again. Guards: You may think everything is going to be sweetness and light in your Theme Park, but think again. If you're lucky enough to be so successful that customers pour in, you're going to need someone to take care of crowd control and redirecting lost visitors onto the right path If you're unlucky and attract the wrong crowd, these are the guys responsible for forcibly removing troublemakers from the premises. Customers: The whole point of all this effort is to attract as many customers to your park as possible, and to make sure that they're having such a good time they don't notice how much money they are spending. Customers come in all shapes and sizes, but you can alter the age range of the people attracted to your Theme Park. The bigger and faster the thrill rides, the more youngsters are going to appear. If you make the rides too death-defying, a rabble of thrill hungry bikers could move in. On the other hand, if the rides are more sedate you begin to notice white hair and walking frames among the park's visitors. Thugs: When you see a bike load of heavies heading for the park, prepare for a rough ride. They do everything possible to ruin the day for the rest of your customers. They pop balloons, steal food, beat up entertainers and smash rides. Leave them too long and they get in touch with their pals and before you know it, the park is overrun. The only way to rid the park of this nuisance once it's arrived to hire some guards to forcibly eject the troublemakers. However, it's no use just stationing guards at the park entrance as thugs can only be thrown out once they have committed an offense Thugs are attracted to parks with a bad reputation for cleanliness and no guards, so to avoid problems with them keep your park up to scratch. ADVANCED THEME PARK: Once you've placed a few rides and mastered the basics, it is time to start thinking a little more deeply about this classic game. Use the Purchaser screens to choose which rides, shops, and staff to cough up for with more consideration. Purchaser Screens: There are Purchasers Screens for Rides, Shops, Staff, and Park Features. Press START to bring up the Icon Menu and then use the D-Pad to highlight the relevant icon. Now press A to bring up the Purchaser Screen. To scroll through the available rides, use the D-Pad to highlight the scroll icons and press A. The Ride Purchaser: This tells you: Ride Name, Ride Excitement and the following: * Reliability- the less reliable the ride the more often it's going to be shut down for repairs. * Maximum Capacity- the more potential users, the shorter the period spent queuing and the happier your customers are kept. * Cost- anything from 2,000 to 200,000. The cost of a ride is deducted at the month end, so if you change your mind and remove a ride before a month is up, you don't have to pay. * X-Icon- return to Park Screen without picking the selected ride. * Tick Icon- returns you to the Park Screen with the chosen ride attached to the pointer. Shop and Side-Show Purchaser: This contains much the same information as the Ride Purchaser and is operated in exactly the same way. However, it has different categories of information: * Name of shop or side-show. * Type of goods- burgers from the burger stand, fries from the fries stand, novelties from the novelty shop. Get the idea? * Stock Price- the cost to you of the stock held by the shop. * Sale Price- the price at which you sell stock to the public. The difference between these two is your profit margin. If the highlighted shop is a side-show, the Type of Goods category is replaced by Addictiveness, the Sale Price category shows the Price per Game and the Stock Price is replaced by Cost of Prize. * Cost- what the shop or side-show will cost you to open in the first place. Side-Shows: If you're not careful you could end up paying through the nose for your side-shows. But in the finest traditions of showmanship, you can also cheat and turn them into nice little earners. To do this, reduce the probability of a participant winning at the Information screen. This increases the amount of glue keeping the coconuts in their shy, and adds a few nails to the bottom of the ducks in the duck shoot. Staff Purchaser: Along with a brief description, the cost to hire is displayed here. Seems cheap? Well, this is also his monthly wage! The Staff Purchaser screen gives you: Name of Staff Category, Number in Park, Enthusiasm, Cost to Hire, and Monthly Wage. Features Purchaser: This only categorizes Park Features according to the different costs involved. Tune-Up Bar: Query a ride, shop, member of staff, or customer to activate the Tune-Up Bar. This appears at the bottom of the Icons Menu, above the name of the queried object. The Ride Tune-Up Bar contains: * Rider Icon- adjust the number of riders you can cram onto a ride before it starts. Highlight the icon using the D-Pad. Then, press A to increase the number of people on the ride, or press B to decrease the numbers when safety levels are being exceeded. You can't exceed the ride's maximum capacity as set down on the Rider Purchaser screen. * Timer- the stop watch icon is filled in yellow. Highlight the icon with the D-Pad and press B repeatedly to reduce the length of the ride; press A to increase the length. * Information- This is the only Tune-Up icon for shops and the only one common to rides, shops, and staff. Use the D-Pad to select this icon and Press A. This will bring you to the relevant Information screen and give you some vital facts about the status of any park utility. * Wrench icon- indicates how safe the ride is. The higher the yellow bar, the more dangerous the ride. The state of repair of a ride is also affected by the numbers using it and the ride speed. To instruct a mechanic to repair the ride, highlight this icon and press A. * On/Off- turn a ride on or off by highlighting this and pressing A. The light turns from yellow to black when a ride has been stopped. The light is replaced by a mechanic's head during repair. * Ride Speed- pressing B increases the revolutions per minute of your rides. If things become a little too exciting for the ride users, retard the speed by pressing A. Changes to ride speed take immediate effect on the Park Screen. Staff Tune-Up Bar: * Pincer Icon- with this icon highlighted, press A and the cursor becomes a set of pincers with the queried staff member attached. You can now reposition them anywhere in the park by pressing A. * Information- Use the D-Pad to select this icon and press A for the relevant information screen. * Repair icon- FOR MECHANICS ONLY. Press A on this icon and then D-Pad to highlight a ride in need of some attention. Press A again to send the queried mechanic to work. A plume of smoke indicates when a ride is on its last legs. If you don't respond quickly enough, you could send some innocent riders into orbit - there ain't no smoke without fire! User-Definable Rides: These are rides which you get to design for yourself, rather than just placing in the Theme Park. They include the Roller Coaster, Monorail, Rubber Tubing and Race Car rides. They are defined using slightly different methods: * To create a rubber Tubing or Race Car ride, use the D-Pad to highlight the ride icon from the Quick Menu and press A. The menu screen closes and the first section of the ride is attached to the cursor. Now scroll around the park and lay out the ride as if you were laying a path. Create hairpin bends or gentle curves as you see fit until you have a complete circuit. Remove any rogue pieces of track that are heading the wrong direction by pressing B. * To create a Roller-Coaster or Monorail, access the ride icon as above. When placing the track, however, the D-Pad scrolls along by bigger increments. This is because the individual sections of track are much larger than those of the Rubber Tubing and Race Car rides. To lay a complete loop, hold down A and scroll in the direction you require, dragging the track behind you. Press B to delete any offending pieces of track. To add humps, dips, and loops to your circuit, press C to cycle through the menu of available track. Delete the existing piece of track and then press A to add the modification. NOTE: The bigger the track and the more humps, loops, and dips you have the more it costs - but the more exciting it is for your customers. The Ticket Booth: The Entrance and Exit of User-Definable rides differs from conventional rides, resembling a ticket booth. To access the booth you must first complete a circuit of the ride. Now press START to re-open the Icons Menu and D-Pad to the Ride icon. Press A and the Purchaser screen opens. Press A again and instead of the ride's icon, the ticket booth becomes attached to the cursor. Place this adjoining any horizontal length of tubing/track by pressing A. If you attempt to put the booth in the wrong place, an electronic burp tells you to try again. NOTE: When connecting any User-Definable ride to the paths network, it's important to remember that the entrance to the ride is on the left and the exit is on the right. You don't want people walking into one another as they try to get on and off your new star attraction! Ride Cost: The cost of User-Definable rides is calculated according to the number of sections of track used to complete the circuit; make sure you have enough budget to cover it. Only when you open the ride to the public is the final price fixed. Theme Park Information Screens Use Up/Down to scroll text Information Screens Select the Information icon from the Tune-Up Menu with the D-Pad and then press A; the relevant Information Screen appears. There are Information Screens for all rides, shops, the various toilets, staff, and customers. Ride Information Screen: The categories of information available are: * Ride Cost: The amount you have to cough up to buy the ride. * People Been On Ride: The total number of park visitors who've used the ride. * Excitement: A thrill or a bore? Here's where you find out the score. * Reliability: Assess how much work you can get from a ride before it needs repair. * Capacity: Increase this by highlighting the scroll arrows and pressing A. * Move Entrance Icon: Reposition the entrance to a ride by selecting this icon and pressing A. The view returns to the Park Screen, where you can more effectively place the ride's entrance and exit. * Tick Icon: Press A here and it's back to the Park Screen. Shop Information Screen: At the Shop Information screen you can find out: * Type of goods sold: To be frank, it should be pretty obvious from the name of the shop. * Customers so far: Just how popular are those burgers, fries, novelties, etc. * Stock price: When you still have some stock, the two figures tell you the number of items and what each cost you. * Sale price: Raise or lower the cost to the consumer by highlighting the raise or lower icon and pressing A. Food shops also have a unique category which allows you to alter food quality in the quest for greater profits. Use the raise or lower icons and press A to adjust the following: * Big Time Burger: Increase the amount of fat in the burgers to reduce your costs. As the burgers are less filling, you might benefit from repeat purchases, or customers might find them so revolting they'll refuse to buy another on principle. * Big Time Fries: Pour extra salt onto fries to improve drink sales. * Pokey Cola: More ice means less cola in the carton, and lower overheads. * Mr. Walley Ices: Increase the amount of sugar in the ice cream to get the kids coming back for more. * Coffee shop: Hike up the amount of caffeine in your coffee to give drinkers energy and get them moving around your Theme Park more quickly. * X icon: Return to the Park Screen without taking into account any adjustments. * Tick icon: Return to the Park Screen with adjustments intact. Side-show Information Screen: Side-shows have separate categories of information: * Addictiveness: Will the players keep coming back for more? Find out here. * Wins/players: The ratio of prize winners from those who have played. * Chance of win: Press A to increase or decrease the chances of a win. * Cost of prize: Combine with the chance factor, and decide between lots of little wins or a few big wins. Press A to adjust this figure. * Price per game: A really addictive side-show can be a nice little earner, especially if you raise the price to an unacceptable level. Press A to adjust the price. Staff Information Screen: The categories of information available here are: * Months employed: How long has this dead-beat been on the payroll? * Rides fixed: For the mechanic only. * Time working. * People seen: For the entertainer only. * People entertained: For the entertainer only. * Monthly wage: Adjust this by pressing A. NOTE: You can't decrease wages below the minimum amount. * You're Fired icon: Show ineffectual workers the door, and give them a helping boot through it by selecting this icon and pressing A. * X icon: Return to the Park Screen, ignoring any adjustments that you might have made. * Tick icon: Use this icon to return to the Park Screen, where all adjustments take immediate effect. Customer Information Screen: At the top of the screen is the (often unflattering) customer name. The information available on each customer is as follows: * Time spent in park: Hours, minutes, or days? The longer, the better. * Rides been on: If the number's low, it's because the rides are too full or difficult to get to. * Boredom: This is key. If there's one place on Earth you expect to be wide-eyed with excitement, it's a Theme Park. If your customer's aren't, it's time to act. * Money remaining: Customers can arrive with up to $2,000 burning a hole in their pocket. Don't let them leave with much of it remaining. * Tick icon: Press A here to return to the Park Screen. NOTE: When you query a customer and they still have plenty of cash left, respond to their immediate thoughts and milk them of every penny. Thought Bubbles: A good Theme Park operator responds to his customers' needs-it's only good business. Visitors to your park give signals to show their level of satisfaction or frustration. If they're AOK, you'll see it in a hand signal. One signal to pay close attention to is a tapping foot. This is a clear sign that they're not being entertained-and after all, entertainment is what they've come for. Build some new rides, beef up the ones you already have, but do something before bad word of mouth destroys attendance figures and your park's reputation. Negotiation Screens: Occasionally throughout the game either of the two Negotiation Screens appear. You must negotiate with staff to settle industrial disputes, and with suppliers to decide the cost of stock. These negotiations occur when the Negotiation screen appears. The more staff and shops you have, the more regularly you need to enter into negotiations for goods and services. Staff Negotiations: You sit on the left, across the table from the Staff Union organizer. You both need to shake hands over a new pay deal, tentatively extending a hand as you talk. You need to come to an agreement before the biscuits run out. Otherwise the negotiations fail, putting the success of your Theme Park in jeopardy. To raise your offer: As the seconds tick rapidly away, press the D-Pad left or right to raise or lower your offer as you see fit. NOTE: Don't raise your offer too quickly or by too much. The Union man can smell fear on you like cheap aftershave and won't drop the workers' pay demands a single penny. Take it slow and don't lose your head. Make, Break, or Strike If you're bargaining is successful, an onscreen message informs you how much the union took you for, and the new monthly wage figure for each category of worker. Press A to return to the Park Screen. If you fail to make a settlement, the Negotiations Failed message appears. The action returns to the Park Screen where your staff leave en masse via the main gate and picket anyone attempting to enter. It's not the best publicity for your park, and when a ride malfuntions or the litter mounts up you're going to start losing money hand over fist. Far better to make a wage settlement while you can. Goods Negotiations: Goods Negotiations are performed in exactly the same way as Staff Negotiations and the penalties for failing to make a deal are just as severe. Unless both parties leave the table happy before the biscuits have all been dunked and munched, there are no more goods delivered to your Theme Park's shops! NOTE: Every time you fail in your negotiations, the asking price for goods goes up by 10 percent. Selling Up: At the end of each financial year you're given the opportunity to sell your Theme Park. If you're so proud of your current enterprise that you don't want to sell, or if you think that there's more money to be milked from it, use the D-Pad to select the X icon and press A. The action returns to the park. If the price offered is adequate, use the D-Pad to select the Tick icon and press A. The park is now auctioned, so there's no turning back. The final sale price will (hopefully) increase drastically from the minimum asking price before the hammer falls. NOTE: After the auction you're given a password; write this down and keep it safe, as it's the only way of continuing your Theme Park building program at a later date. If you choose to accept the price, but it isn't enough to finance a new park, you're told as much. Acknowledge this by pressing A and the action returns to the current park. The Bank Screen: Regular visits to the Bank screen, however daunting, are essential to the effective financial control of the Theme Park. Use the D-Pad to select the Bank icon from the Icon Menu and press A for the Bank Requester screen. The graph shows your park's bank balance, based on overheads against income. Listed on the left are the categories of financial performance. Use the D-Pad to highlight a category and press A to add information to the graph. A colored dot corresponding to the color of the line on the graph appears beside each category on display. Press A again to remove information. Beneath the graph are listed: * Available cash: The money you have instantly available for new rides, shops and staff. * Park Value: The market worth of your Theme Park once the current price of all the shares has been evaluated. When you begin Theme Park this figure (not surprisingly) is zero. * Current Loan: Highlight the scroll arrows with the D-Pad. You can then increase or decrease the size of your loan by pressing A. * Research/Month: You are able to invest up to 2,500 each month in researching new rides, shops and park features. When research on a new amenity has been completed, a light bulb flashes next to the date to let you know. Increase and decrease this figure as you did the loan. NOTE: It is important to invest money in research at the beginning of the game in order to have more rides, shops, and features to access earlier in the game. * Ticket Price: The mainstay of your park's profitability. Adjust this up or down by highlighting the appropriate scroll icon and pressing A. Year End Charts: The Overall chart appears at the end of every financial year, allowing you to see how your park has done during the year. The top ten parks are ranked, but you must achieve the overall number 1 position to succeed in building the world's ultimate tourist attraction. When you've seen enough, select the Tick icon and press A for the Year End Details screen. Alternatively, select the Ratings icon and press A for a look at the Ratings Chart. Ratings Chart: On the Rating Chart your Theme Park is compared with every other in the following categories: Richest, Exciting, Amenities, Satisfaction, Biggest, Pleasant. Study the position of your park in all six to find out where it's deficiencies lie and how you can improve your Overall position. Select the Chart icon and press A to return to the Overall chart. Select the Tick icon and press A to go to the Year End Details screen. Year End Details Screen: The Year End screen informs you of your Theme Park's results over the last two financial years in the following categories: Park Value, Bank Balance, Loan, Maximum Loan, Takings, Expenses, and Land Tax. At the end of each financial year you are given the option to buy out your land from the country's government. If you choose to do so, you will not have land tax deducted from your balance after the tax free years come to an end. Use the D-Pad to select the Tick icon, and press A to initiate this. If the park value is sufficient, you're given the option of selling it off at Auction. Use the D-Pad to select the Auction box and press A to initiate this. When you've finished at the Year End Details screen, press A to return to the Park Screen. Bankruptcy: When the value of all the shares and stock in your park won't cover the cost of loans, any interest you owe, debts to the bank and the 20,000 pound leeway you're given, you are legally declared bankrupt. The park has to close, your life's work collapses around you, and there's only one honorable way out. It's a long way down. NOTE: You're given a year's notice before you go bankrupt, but from there it's a very difficult job to turn your park's fortune's around.

THEOOZE.O

The Ooze Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES The Ooze Game Description Use Up/Down to scroll text THE OOZE IS BORN Dr. Caine, research scientist, was becoming very suspicious of certain behind-the-scenes research at The Corporation. After the plant shut down one evening, he decided to surf through The Corporation's databases. By hacking into one after another of the classified documents, he discovered the awful truth... The Corporation had succeeded in developing a hybrid plague, a disease so dangerous and fast-spreading, it could wipe out humanity in just a few days! Only The Corporation held the cure. They planned to unleash this pestilence in water supplies around the globe, infecting the entire planet at a single blow. Then, they would extort billions of dollars from world governments to supply the cure! The Ooze Controller Functions Use Up/Down to scroll text Start: * Pause/Resume play Button A: * Punch Button B * Spit Button C: * No action D-Pad: * Move the Ooze in all directions, aim punches and spit attacks The Ooze Playing the Game Use Up/Down to scroll text GAINING AND LOSING OOZE Everything depends on ooze. Caine needs it to stay healthy. The more ooze he has, the better he can fight. The Corporation is full of tormented mutant creatures who have been twisted and deformed by toxic pollution. Biologic enemies like slugs, rats and disembodied brains give up a blob of ooze when defeated. Always collect these ooze droppings. Each one increases Caine's size. The bigger he is, the more hits he can take without shriveling away. There's a downside to being big. Caine loses a spot of ooze whenever he takes a hit. He's always a moving target, so the larger he is, the easier he is to hit, and the more apt he is to get ripped in half by tanks, flame vents and other diabolical devices. When the Ooze takes a shot directly to his head, he loses a life. He can also lose a life if he gets too small; then, he just peters away. He starts with only 3 lives, so losing a life is not good. In addition, you have to start the round over, or at a waypoint if you've passed one. When all the lives are used up, the game ends and The Corporation spreads its evil plague all over the world! OOZE MOVES Spreading Ooze Around: * Move the Ooze by pressing the D-Pad in the direction you want to go. * Ooze's head leads, so if it seems that the Ooze is bumping into something instead of going around it, use the D-Pad to turn him, and then continue in the direction. Punching: * The punch is the Ooze's basic attack. It is an extension of his body. Punches can be short-range or long-range attacks. * Tap the Punch button(default Button A) + the D-Pad in the direction of a foe for a quick, powerful sock to the enemy's solar plexus. * You can control a punch to go around corners, protecting Ooze's head from attack. Hold down the Punch button while guiding the punch with the D-Pad. The longer you hold down the Punch button, the longer your reach will be. Also, the more Ooze you have, the further you can punch. Spitting * Hitting your target with a long-range spit wad does twice the amount of damage as a punch. Spit a Hocker of Death by aiming with the D-Pad and tapping the Spit button(default Button B). * The Ooze loses a piece of himself every time he spits. Keep him healthy by picking up ooze wads from defeated enemies. * If the Ooze is too small, he won't be able to spit. * The Ooze can't spit while being damaged by enemy attacks. Flipping Levers * Flip levers by punching them or flowing around them. * Levers open doors and turn off destructive machines. POWER-UPS Extra Ooze Ooze keeps you healthy. The more ooze you have, the further the Ooze can punch. Speed Go fast. The Ooze turns yellow while he's speedy, orange when the power is running out, and back to green when it's over. Industrial Strength Toxin Defeat organic creatures just by touching them. The Ooze turns red while the power lasts, black when the power is running out, and back to green when it's over. Extra Life More chances to win. DNA Helix Collect all 50 helixes in The Corporation and Caine will regain his humanity. Waypoint Pass one of these, and you'll restart here after losing a life, instead of at the beginning of the round. THE CORPORATION Toxic Dump Practice your punch on mutant snails while enjoying the screams of pyro-thugs. Remember, the Ooze seeks his own level. Waste Plant Toxic gas nozzles can waste you in a second, so protect your head. The Ooze doesn't mix well with radioactive sludge. Play broken pipes to your advantage! Genetics Lab Get here by crawling out of a potty. This is where all those bio-freak mutants are made. Time to flush 'em all. Don't snack on the bombs! Power Core Run, er...ooze, through a gauntlet of sentries and tricky switches to conquer the Director's reactor. Sizzling electro-fields, shockbots and ball lightning make you spitting mad! Plague Factory This is where it all comes together...or falls apart at the seams! The Ooze Hints and Tips Use Up/Down to scroll text * The Ooze seeks his own level. Don't go down the drain by slipping off ramps, or letting the Ooze get sucked down on incline. Especially don't let his head go down the drain or it'll cost you a life. * Learn to control your punch and guide it around corners. You'll definitely need this skill in the later rounds. * Protect your head! * Explore everything. Sometimes a discovery can make life, such as it is, easier. * Find the bonus rounds, where the Ooze can catch the lab's mutant rabbits to get more ooze. * Keep your eyes open for road signs signaling extremely dangerous areas, such as pools of poison or laser fields. * You don't have to collect all the DNA helixes to win the game, but it's more fun if you do. * Collect power-ups, including Life caps, that can make your life easier.

THOMTANK.O

Thomas the Tank Engine THQ To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Thomas the Tank Engine Game Description Use Up/Down to scroll text Join Thomas and all his friends as they bring loads of fun to the 4-7 year old set. Little ones will be big on this game filled with fun games and activities hosted by their favorite trainyard friends. From THQ. Thomas the Tank Engine Controller Functions Use Up/Down to scroll text Start Button: Pauses the game. A Button: Uncouples a car from your engine. B Button: Makes your engine's steam whistle blow. C Button: Reminds you of your task. D-Pad: Move your engine in the desired direction. Thomas the Tank Engine Playing the Game Use Up/Down to scroll text After you press Start from the Main Menu, you get to pick an engine. PICK AN ENGINE: This screen features five black and white drawings of Thomas' engine friends and one colored picture of Thomas himself. Choose any of the black and white pictures to go to the Coloring Screen or choose the colored Thomas to go to the next screen. COLORING SCREEN: After selecting an engine to color, a large black and white illustration of your engine appears on the screen. At the bottom is a palette of 11 different colors. You can select a color in two ways: either press the B Button to cycle through the choices or move the paintbrush over a color and press the A Button. Coloring is easy. Just place the tip of the paintbrush in the white area you want to paint and press either the Start or A Buttons. If you fill an area with a color you don't like, just select another color and fill the area again. On the right of the screen are three icons. Click the top one to exit this screen. The middle icon is a picture with a sponge on it. Click here to erase your current coloring and start again with the black and white drawing. The bottom icon is of the coloring screen. Click here to scan the various pages of black and white illustrations. You can color all the trains before moving on if you'd like. NAME THE ENGINEER: After leaving the coloring screen, you can enter your name because you are the engineer! To enter your name put the cursor over the first letter of the name and press the Start or A Button. Press Up or Down to scroll through a list of pre-made names. PICK SKILL LEVEL: After you have entered your name, you get to choose the level of difficulty by pressing the Directional Button Up or Down. Easy is geared for the youngest players (4 years old). Medium is for children 5-6 years old. The Hard setting is for 7 and up. MAIN MENU: Here you get to choose from three separate activities: Game Mode, The Race and Explore. Choose the activity you want and press Start. GAME MODE: Sir Topham Hatt will give you the details of your assignment. Try to remember which cars you must collect because you'll lose points if you have to use the reminder button. Sir Topham Hatt will comment on your efficiency at the end of each game. EXPLORE MODE: With "Explore" you can visit all the hills, valleys and towns on the Island by roaming through all the maps of the game. You can explore wherever you like. THE RACE: The race game sets your train against the others in five exciting challenges. During the race you'll have to adjust your speed to hit the drifting Speed-up Balloons (large green striped balloons), and avoid the swaying Slow-down Balloons (balloons with red stripes). Steer your engine clear of patches of dirt or engines blocking the tracks by switching tracks with the Directional Button. Thomas the Tank Engine Hints and Tips Use Up/Down to scroll text * Make up for lost time by popping the big blue balloons. You'll zip along faster for a limited time. * Watch out for the Conductors! They'll stop you in your tracks, costing valuable seconds. Other time deterrents are trains crossing the track and dirt on the track.

THUNDFOX.O

Thunder Fox Taito To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME CHARACTER MOVES BROWSE HELP FILES Thunder Fox Game Description Use Up/Down to scroll text 1995. A wave of terror swept the world. On land, from the air, across seas, terrorists knew no bounds. But two brave men stood up to put an end to this aggression. They were the Thunder Fox team, Thunder and Fox. Thunder specializes in firearms. He makes full use of a weapon's capabilities as he collects them during the game. Fox specializes in hand-to-hand combat. Though not as skilled in the use of firearms as Thunder, he is also able to use all firearms. Thunder Fox Controller Functions Use Up/Down to scroll text Start: Starts game, pauses game, ends pause. Button A: Attack. Button B: Jump. Button C: Item (uses collected items.) D-Pad: Moves character or cursor. Thunder Fox Playing the Game Use Up/Down to scroll text Objective Thunder Fox is composed of five stages. Stages are cleared by accomplishing the mission indicated at the beginning of each stage and defeating the boss in that stage. The game finished when terrorist kingpin Ginarza Gettas is defeated, sending the terrorist organization into disarray. Game Over You will lose vitality (lives) when you are hit by enemy fire or when an enemy character runs into you. When the Life meter indicator reaches 0, one life is lost. When the Timer reaches 0, one life is lost. The game is over when all lives are lost. CAUTION: In stage 2, the timer will keep running even after you defeat the stage boss. If the timer reaches 0 while you are making the subsequent escape from Stage 2, the game will be over if more than one life remains. Continue The Continue mode screen will appear when the game is over. Choose Yes and press the Start Button to resume play. Play will resume from the beginning of the stage where the game was finished. The game can be continued up to five times. Items Items appear when you have defeated a certain number of enemy characters and broken a certain number of wooden boxes. Move to the position of the item and crouch (D-Pad down) to collect items. There are two types of items: firearm items and life items. Firearm items cannot be carried over to the next stage. Life Items Life items restore Thunder and Fox's vitality. Some items restore full vitality and some restore only half. If a life item is collected when the life meter is already full, 5,000 bonus points will be added to your score. Life items appear only from specially marked wooden boxes. Firearm Items Only one type of firearm item may be held at one time. When a firearm is collected, the present weapon will be discarded. Each firearm has a limited number of rounds. When all rounds have been fired, the firearm will be lost. Rounds can be restored by collecting an identical firearm. However, the number of rounds restored will be within the limit of how many rounds can be carried. If the firearm in hand has all rounds remaining an another identical firearm is collected, 5,000 bonus points will be added to your score. * Machine Gun: Appears when Captain B is defeated. Appears when specially marked boxes are broken. Rapid fire is possible. Thunder can shoot up to 35 rounds; Fox can shoot up to 25 rounds. * Flame Thrower: Appears when an enemy character who is wielding a flame thrower is defeated. Appears when specially marked boxes are broken. A flame is shot, inflicting damage on characters and objects that come in contact with flame. * Bazooka: Appears only from specially marked wooden boxes. Shoots one round at a time only, but each shot inflicts damage on all enemies on screen. Thunder can shoot up to two rounds. Fox can shoot up to two rounds. * Hand Grenade: Appears when an enemy character wielding a hand grenade is defeated. Follows a trajectory and explodes on contact with characters and objects. When it lands without hitting any object, it flashes off and on and explodes after a certain length of time. Thunder can hold up to eight grenades, Fox and hold up to six. The Bosses: Stage 1: Battle Helicopter: Can only be damaged with firearms. Stage 2: Engine: Lifts cover off round body and begins a spinning attack. Stage 3: Gonza: Wields spear and uses it to deflect machine gun bullets. Stage 4: Tank: Can only be damaged with firearms. Stage 5: Grassan: Wields machine gun and missile launcher and deflects machine gun bullets. Thunder Fox Character Moves Use Up/Down to scroll text Thunder and Fox will perform special actions when the D-Pad is pressed in combination with other buttons. Back Flip: This action is used to jump onto a platform or inflict damage on enemy characters other than bosses. During the flip, if Button B remains pressed while the lever is pulled down, Thunder and Fox remain invulnerable until they land. Method 1: Press Jump Button while D-Pad is pressed up. Method 2: Press D-Pad up while Jump Button is pressed. Spinning Attack: This action is used to jump off a platform or inflict damage on enemy characters other than bosses. Method 1: Press Jump Button while D-Pad is pressed down. Method 2: Press D-Pad down while Jump Button is pressed. Jump Kick: This action inflicts damage on enemy characters. Method: Press Jump Button and Attack Button simultaneously. NOTE: Thunder and Fox are invulnerable while they are performing back flips and spinning attacks.

TINYSTAR.O

Tiny Toon Adventures Acme All-Stars Konami To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME SUBGAMES CHARACTERS BROWSE HELP FILES Tiny Toon Adventures Acme All-Stars Game Description Use Up/Down to scroll text Get ready for the sports battle of the century! Well, maybe battle isn't quite the right word. Let's try Zany Soccer Challenge or maybe Wacky Hoop-a-thon. You get both games in this game! Yes, it's true! You can use your favorite Tiny Toon Adventures characters (14 in all) in two riotous sporting events: soccer and basketball. Each character has his or her own special looney moves. Make Buster Bunny do the Two-Eared-Sky-Force-Monster-Dunk, or try a cool soccer move with Hampton's Rolly-Polly-Belly-Bump. Tiny Toon Adventures Acme All-Stars Controller Functions Use Up/Down to scroll text D-Pad: * Moves your character in different directions. Start: * Pauses or ends the game. A Button: * In soccer, use to kick or tackle on defense. * In soccer, the D-Pad + A will execute a slide. * In soccer, use to shoot while on offense. * For a diving head shot in soccer, press the D-Pad + A after a centering pass or when intercepting an opponent's airborne ball. * In basketball, press to jump. Press A again during jump to shoot. * In basketball defense, press D-Pad + A to steal. * In basketball defense, use to shoulder block. B Button: * Use to pass on offense. * In basketball offense, press A to jump and then B to pass (while in midair) for a jump pass. * On defense, it changes the character you control. C Button: * Use to perform a special move. Press again to cancel the Special Technique (does not apply to Calamity Coyote). With some characters you need to press A or B after the special technique to use the technique to its full advantage. Tiny Toon Adventures Acme All-Stars Playing the Game Use Up/Down to scroll text When the Title screen appears, press the Start button to select the play mode. Press the D-Pad up or down to select Soccer, Basketball, Story or Options. Press left and right to select Subgame. After highlighting your selection, press either the A or C button. Press the B Button to cancel the selection. Soccer: The soccer team consists of three players and one goalkeeper (GK). You can set the game time in the Options mode between two and five minutes per half. If the game ends in a tie during regular play, the teams shoot penalty kicks (PK). You will continue with the PKs until one person is the victor. Basketball: The basketball team consists of three players. You can set the game time in the Options mode between two to five minutes per quarter. Both the ball and players can be called for going out of bounds. The 24-second shot clock rule also applies. No fouls, however, are called. If there's no winner when time runs out, the game will be extended until one team is the victor. Story Mode: Each of the games and subgames follows its own exciting story line. Acme Looniversity is holding soccer and basketball tournaments to select members for an All-Star team. Buster has gathered his friends and headed for the stadium. Naturally, arch enemy Montana Max is also slotted to play. Team Member Selection: Select your team for soccer and basketball from 12 Tiny Toon Adventures characters. Select your team members by moving the D-Pad left and right. Move the button up and down to select their playing positions and then press the A or C Button. Press the B Button to cancel your selection. To select team members when there are three or four players, then 1P and 3P are the team captains. These players will pick the team members in 1P/2P VS 3P, or 1P/2P VS 3P/4P games. When playing against the computer, select your team before selecting the computer team. Also, select team members before soccer and basketball games in the Story mode. Although the selection process is the same as above, you are limited to the four characters Buster, Babs, Plucky and Hamton. In this mode, the computer team is pre-selected. Fields of Daydreams: After you have selected soccer or basketball team members, select the game venue by pressing the D-Button on 1P's D-Pad up and down and then pressing the A or C Button. * Stadium: A regular stadium with no particular traps or devices. * Western: If you get too close to the horse in the corner of the field, you'll get kicked. Also, barrels will roll out at you in this stage. * Forest: Thorny bushes may cause you to trip and fall down. * Downtown: Don't slip on spilled oil! * Montana Max Playroom: Hit the toy train or car, you'll go flying! Also, a scoring wheel determines how many points are awarded for each basket. Special Techniques & Aces: Each character has a Special Technique and a surefire power shot--an "Ace", but you must gain the Ace Power to use them. As you use these techniques and shots, your Ace Power decreases. When the red portion of the power gauge is almost full and your character begins sweating, you won't be able to use the Special Techniques and Aces. When your Ace Power is completely gone, your character passes out. Ace Power will be restored after a while, although each character's recovery speed is different. When the power gauge for Special Techniques and Ace Power is full and the character stops sweating, press the C button to activate his/her special technique. Press the A Button to deliver the Ace shot that may knock down a goalie or sink a shot from across the court. Experiment to discover all the cool moves! (Excludes some characters.) Tiny Toon Adventures Acme All-Stars Subgames Use Up/Down to scroll text Subgame Operations: Up to four players can join in a subgame at the same time. Non-player participants are controlled by the CPU so that each event has four characters involved. The adapter is required when three or four players participate. Subgame 1: Obstacle Course Race three times through a course filled with obstacles and other items to see who finishes first. Operations: Move the character using the D-Pad while repeatedly pressing the A or C Buttons. The faster you press, the faster you run. Items: Items fall at fixed positions throughout the course to make characters accelerate, decelerate, change position with another character or become indestructible against enemies. Since items are always changing their appearance, you'll know their effects only when you actually get them. Penalties: When slow-running characters find themselves near the end of the screen, they are automatically returned to near the center of the screen for a one second penalty. Subgame 2: Bowling Bowl five frames for the highest score. Operations: Select bowling position and speed. When your character appears, press the D-Pad up and down to change the position, and left and right to change the speed, then press Button A or C. Adjusting the angle: When the angle gauge begins to move, press Button A or C to lock-in the bowling angle. Fine-tuned angle adjustments: For more precise angles, press the D-Pad up and down while the character is in stride. Ball curve: To change the ball's curve, press the D-Pad up or down while the ball is rolling. The more you increase your speed, the more difficult it becomes to make fine angle adjustments and curve the ball. You can also deliver a super powerful Hurricane Ball by setting the maximum speed and bowling in a straight line. Subgame 3: Montana Max Bop-a-thon Use a rubber mallet to bop the Montana Max images that pop up from holes to gain points within the time limit. Don't get caught in the blast of falling bombs or you'll be blown away. Operations: Use the D-Pad to move and press Button A or C to pound down the enemy. Points: Montana: 100 pts. Elmyra: 300 pts. Dizzy: 100 pts. Tiny Toon Adventures Acme All-Stars Characters Use Up/Down to scroll text Characters Buster Bunny: Buster Bunny is the main character of Tiny Toon Adventures. A super-active bunny, he loves practical jokes. He is excellent at sports and a better than average player. Buster is especially skilled at running fast and jumping. His Special Technique (S.T.) is the dash; he dashes at a super high speed. Soccer Ace: Sonic Shot. Basketball Ace: Ear Dunk Shot. Babs Bunny: Babs is Buster Bunny's female friend who just can't stand staying still. As a player, she is roughly as strong as Buster. Whether a player or not, she's a cheerleader during half time. Her S.T. is the dash, she dashes at super high speed. Soccer and Basketball Ace: Stardust Shot. Plucky Duck: Plucky is always poking his beak into something and getting into trouble. Overconfident about his own strength, he's actually a player of average ability. His S.T. is flying. He flies for short periods of time and drops sixteen-ton weights from the sky. Any character hit by one is temporarily immobilized. Soccer and Basketball Ace: Press Shot. When he's crushed by one of his own falling weights, the ball goes flying from Plucky's mouth. Hamton: Hamton is a very cute pig, although he's a bit of a coward and a worrier. Naturally, he eats any food, except pork. He's not too good at sports and he moves a little slowly, but with his strength, he'd make a good goalkeeper. His S.T. is the Curled Hamton. He leaps forward with the ball tucked in a curled position. Soccer and Basketball Ace: Rolly Polly Belly Bump. He flies toward the goal with the ball tucked in a curled position. (Can be controlled using the D-Pad.) Montana Max: Montana Max is Buster Bunny's enemy. A real bully, he comes from a wealthy family. He's quite powerful, but overconfident. He is also a major ball-hog. His S.T. is the Montana Max power. He calls a car from off-screen and runs down anyone who gets in his way. Soccer and Basketball Ace; Rich Man's Shot. A jet fighter appears in the Montana Max Playroom stage. The plane releases weights instead of firing shots. Elmyra: Kind, gentle, Elmyra loves animals. She is always trying to do something for others, but for some reason, the situation always ends up worse. Of normal abilities, Elmyra responds super quickly to the ball. At half time, she is a cheerleader. Her S.T. is clinging. She will cling to whoever draws near, causing them to pass out. Soccer and Basketball Ace: Lovey Dovey Shot. She clings to the enemy, forcing him to shoot the ball. Shirley the Loon: Shirley is a female duck with a strange psychic power-she can control the ball by ESP. She's also a cheerleader at half time. Her S.T. is floating; she moves while floating in the air. Soccer and Basketball Ace: Psychic Volley. Shirley is really using her brain to score! Furrball: Furrball's a flea-infested hobo kitten, but he's an excellent player who really goes for the ball and plays a physically tough game. His S.T. is ball-riding; he moves while balanced on a ball. Soccer Ace: Ball-riding Shot. Basketball Ace: Rotating Jump Shot. Fifi: This female skunk is always falling for somebody, but when she does, she sprays an intense odor. She's especially good at long shots. At half time, Fifi's a cheerleader. Her S.T. is Eau de Score; she releases skunk odor only when she has the ball. Soccer and Basketball Ace: Sweet Shot. She shoots while wrapped in an aura of skunk odor. Dizzy Devil: Dizzy dreams about food, loves a good party and ends up breaking everything in sight. He's an excellent attacker with tons of stamina. Goalkeeping is his main thing. His S.T. is the Spin Attack; he spins as he sends enemies flying, but he can't easily move in the direction he wants. Soccer and Basketball Ace: Spin Shot. This delivers a powerful shot while spinning. Calamity Coyote: A genius with machines, this bungling coyote is unbelievable. Because he's so clumsy, he's not very good at handling the ball. His best play is the long shot. His S.T. is the Robot, which operates a robot. Press Button B to jump and A to bring out the mini-robot. Soccer and Basketball Ace: Robot Shot. Little Beeper: A born sportsman, Little Beeper is a speed freak and an average player. He's a great jumper, of course, and when he runs, he leaves the rest of the field behind. His S.T. is the dash. Soccer and Basketball Ace: Illusion Shot.

TINYTOON.O

Tiny Toon Adventures Konami To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME ITEMS HINTS AND TIPS BROWSE HELP FILES Tiny Toon Adventures Game Description Use Up/Down to scroll text Hit it big when you join Buster Bunny on A 33 stage hunt for treasure. So loaded with hare raising animation, it's like playing in a Tiny Toon cartoon! You can be sure this adventure is packed with tricks, traps and hidden bonus areas. From Konami. Tiny Toon Adventures Controller Functions Use Up/Down to scroll text Directional Pad (D-Button): Press to control Buster's movement. * Left/right to move left/right; hold down to run in that direction. * Up to look up. * Down to crouch. * Diagonal Down to crawl. Start Button: Press start play; during the game press to pause. A Button: Use a special helper. B Button: Slide while running fast. C Button: Jump; swim when underwater. The Super Jump: This feature allows Buster to climb walls by jumping from wall to wall. Here is how it works: 1. With Buster facing a wall, press the D Button toward the wall, then press the jump button. (Keep the D Button pressed toward the wall!) 2. When Buster's feet touch the wall, he'll brace himself for another jump. Press the jump button again with the D Button pressed toward the wall. 3. Once Buster pushes off the wall, you can press the D Button in the direction you want to leap. Tiny Toon Adventures Playing the Game Use Up/Down to scroll text The object of the game is for Buster to find the treasure and rescue his friends. You have to find the hidden exits to advance through the stages. You can defeat enemies in 3 ways: * Jump on them--this works in almost every case, unless the enemy has a high-voltage helmet or some other device on his head. * Slide into them--only after Buster gets going at high speeds. * Use a special helper--you can get Little Beeper, Concord or Sneezy to assist you if you find a special power-up or collect enough carrots. There are some enemy characters that can't be defeated. Just avoid them or find a way to get past them. Some items can be moved (rocks, switches, barrels, etc.) so try moving them. Touch Gogo Dodo to have him open an exit for you. BOSS STAGES: After you clear several stages, you will come to a special boss stage. You will encounter Dr. Gene Splicer, who is controlling your friends with his special helmet. He is the guy you have to beat, because he has the remote control. * Attack Dr. Splicer and defeat him to free your friends. * Don't hit your friends--you can be hurt by the helmet's thorns. * Once you defeat Dr. Splicer, you clear the stage and can continue. Tiny Toon Adventures Items Use Up/Down to scroll text Here is the low down on the special items Buster can find along the way: Carrots: The number of carrots collected can earn additional bonuses. If you collect 50 carrots, you earn a special helper bonus. You earn points for all unused carrots. Heart: One energy unit is restored. Bell: The energy meter is increased by one heart (up to a maximum of five hearts). Crystal: Provides invincibility for a limited time. Buster Bunny marker: Adds one life. Special Helper Markers: Adds one use of Buster's friends: Little Beeper zips across the screen so fast that he wipes out the bad guys! Concord Condor flies across the screen and drops a big weight onto the ground. This shakes up the screen and makes all the enemies go away. Sneezer floats in on a bunch of balloons, unleashing a sneeze that blows away all the foes. The power of his sneeze also sends him sailing away in the other direction! Tiny Toon Adventures Hints and Tips Use Up/Down to scroll text * Be prepared to jump like crazy! You'll defeat more enemies. * Remember, some enemies can't be defeated, so get ready to run.

TOMJERRY.O

Tom and Jerry Hi Tech Entertainment To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS STATUS AREA PICK-UPS DOUBLE TROUBLE BROWSE HELP FILES

TOMYBASE.O

Tommy Lasorda Baseball Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Tommy Lasorda Baseball Game Description Use Up/Down to scroll text Now professional baseball is here to be enjoyed anytime of the year--and YOU are the star player! twenty-four different teams in four leagues to pick from. Try your physical prowess against the mighty computer or go up against a friend in an "exhibition game." Give it all you've got and try and make it to the World Series! Tommy Lasorda Baseball Controller Functions Use Up/Down to scroll text Choosing Your Lineup Before starting to play, you can select your batting lineup. Push the Start Button until you reach the frame with the three boxes with the batters' names. You can check players' statistics by using the D-Button. In the bottom box you will see all the personal data on the player you've selected. When you press Button B, the name highlighted will turn yellow. * Batting order: Scan the list of names until you find a batter you want and push Button B. The name will turn yellow. Move the D-Button back into the "order" box and find the batter you want to exchange. Push Button B a second time to switch the names. * Data on Pitchers: For the pitcher, seven bits of information are displayed. In the order they appear they mean: 1) the pitcher's name 2) His earned run average (ERA) 3) Right (R) or Left (L) handed 4) The amount of break he can pitch from A to D. A being the greatest curve. 5) His stamina (how many total pitches he can throw), coupled with the number of pitches he can throw before beginning to tire. 6) His throwing speed 7) The general distance a hit ball will travel from A to D, with D being the greatest distance hit. * Data on Batters: There are also seven pieces of information on the other players: 1) The batter's name 2) His batting average 3) The number of home runs hit 4) Right (R) or Left (L) handed 5) Catching ability (A is best, and D is worst) 6) Throwing speed (A is best, and D is worst) 7) Running speed (A is best, and D is worst) SUBSTITUTING PLAYERS: To substitute a defense player, press the Start Button before the pitcher delivers the next pitch. On your screen will appear a "CHANGE MEMBER SELECT POSITION" subscreen. By using the D-Button you can scan the list to the position you would like to substitute. When you reach this position, press the Start Button again and you will see a list of the players capable of filling that position. Push Start again to make your selection. You can put in a relief pitcher in the same way. If you decide not to make any substitutions, press Button C to return to the game. PUTTING IN A PINCH HITTER: Before the pitcher goes into his windup, press the Start Button. When the window appears, the name of the current batter will appear in yellow. Push Start and a list of batters will follow. When you find a batter you like, highlight him and press Start again. The new batter will now appear in the batter's box. PUTTING IN A PINCH RUNNER: When you have runners on base, press the Start Button before the pitcher begins his windup. When the window appears, use the D-Button to select the Runner 1B position. This is the player on 1st. To change the runner, press Start again and select a substitute. Push Start again to put this new runner on the base. Tommy Lasorda Baseball Playing the Game Use Up/Down to scroll text BATTING: * In the batter's box: You can move your batter around by using the D-Button. * Hitting: You swing the bat by pushing Button C. Push it all the way down and you get a complete swing. If you're unsure of the pitch and only give a little tap to Button C, your batter will hesitate and you only get a check swing. * Bunting: You can bunt by pushing Button A. To control the direction of the bunted ball use the D-Button. Remember that a bunted ball that veers foul or an attempt to bunt on a third strike are both counted as strikes. RUNNING: * To lead off a runner: Push the D-Button in the direction of the base to be run to while pushing Button B. * To return a runner to base: Even while the runner is running, you can make him return to base by pushing the D-Button in the direction of his return and push Button C. NOTE: Once a runner has reached the next base, he cannot return. * Stealing a base: If you have a runner on base, you can try to steal the next one. Have the runner lead off and, just as the pitcher is beginning his windup, press the D-Button in the direction of the base to be stolen and press Button B. IN THE FIELD: * Pitching: By pushing the D-Button to left or right, you can move the pitcher's position on the mound. Push Button C to deliver his pitch. By pushing the D-Button directly after the release, you can direct the pitch. Push the D-Button to the left for a slider, to the right for a curve and up for a change-up. * Checking a runner: If a runner is taking a big lead, you can attempt to throw him out. By hitting Button B, your viewing screen will change to an overhead view to allow you to see the situation from above. Quickly hit the D-Button in the direction of the base to be thrown to, and hit Button C. FIELDING: * Catching: To catch a fly ball position your fielder directly under the falling ball. Be careful during strong winds, as the ball is capable of drifting quite far. Look at the subscreen that appears and position your fielder in the center of the yellow dot for best results. * Throwing: Once you have caught the ball, punch the D-Button in the direction of the base to be thrown to. Then push Button C to make the throw. * Tag Play: If there's a runner stuck between bases, the fielder with the ball can run him down and tag him out. To do this, push the D-Button in the direction of the runner and press Button B. The fielder will run after him. * Repositioning the Fielders: If you'd like to move your fielders around, all you have to do is push Button A and then the D-Button in the direction to be moved. All fielders move at once. Tommy Lasorda Baseball Hints and Tips Use Up/Down to scroll text Your fielding skills must be sharp, because the computer is awesome with a bat. Be particularly careful with grounders, as you have to be ready to release the ball for an out as soon as you pick it up. If it's a slow hit ball, run up on it to save the extra seconds. * When pitching, be sure not to give it to him too easily, or it'll surely be knocked out of the park! * Try to develop a good curve ball, particularly when you're against an opposite-handed batter! * When batting, it's best not to watch the pitcher, but to watch the small space just in front of the batting zone and wait for the pitch to enter. Be careful of change-ups! * When there's a ball hit deep into the outfield, you better run QUICK, or they're likely to get an inside-the-park home run. * It helps sometimes to put a fast runner on base when you need it, because if you time it right, he'll definitely steal the next base. * If your opponent is getting a lot of hits, it may be that your pitcher is tiring. Change him! * Keep your eye on the runner at first; it's hard to notice when he takes off on a steal. * Pay attention to your team. Adjusting the line-up is the most important part of the game. You want to have a good runner up first. In fourth position, you want to have someone with Home Run potential and a high batting average. In addition mix left and right handed batters. * A throw to the cutoff man from the outfield for a relay home is usually quicker than trying to throw it all the way to home plate. * When a right-handed pitcher is pitching against a left-handed batter, move the pitcher all the way to the left, hold the Directional Pad to the left and throw the ball. As the ball reaches about half-way to home plate, press the Directional Pad right for an almost unhittable slider. * You can steal every time if you have an "A" runner on first, get him to lead as far as possible and run right when the pitcher throws the ball. *** PLAYOFF PASSWORD *** VaVi opqm lFhb YkaY GoEE kA *** BEST TEAMS *** U.S. West - Oakland U.S. East - Boston World East - New York, St. Louis World West - San Francisco

TOYSTORY.O

Toy Story Disney To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME CHARACTERS BROWSE HELP FILES Toy Story Game Description Use Up/Down to scroll text Heroes are made, not born. Welcome to Toy Story, a world where toys come to life when people are not present. It's an imaginative animated fantasy where a unique assortment of toys take on a life of their own and become involved in a series of comic misadventures. Toy Story Controller Functions Use Up/Down to scroll text You can't be a hero if you don't know how to move. The general controls for Woody are listed below and all special moves or maneuvers are listed in the following chapters. D-Pad: Use this button to move Woody around. Press Left or Right to make him walk in those directions. Since Woody is such a tall toy, you may need to press Down from time to time so he can duck under low hazards. You can also press Up (diagonally) on the D-Pad while Woody is using his pull-string to aim it higher. Buttons A or C: Press either of these buttons to make Woody jump. When Woody is moving hand-over-hand (from an overhead pipe or beam), press either button to make him release is grasp. Button B: Press this button to help Woody use his pull-string as a lasso! Woody can temporarily tie-up the other toys while he's trying to make it past them. He can also use his pull string to swing across pitfalls by grabbing hooks. NOTE: Sometimes he'll need to perform this maneuver a number of times in a row, so you better practice the move until you can almost do it with your eyes closed! Start: Press this button to pause the action of the game. Press it again to resume play. Toy Story Playing the Game Use Up/Down to scroll text The Game Screens: Stars: These indicate the number of health points Woody has left. Every time Woody takes damage from a hit, he loses one star. When he falls off the screen or loses all of his stars, he loses one life. Hats: These indicate how many lives Woody has left in the game. When the last hat is lost, the game is over. Control Options: This screen alters the game to your liking. You can change the D-Pad configuration, number of tries per game, and storyline option. It's always helpful to start the game with more tries at first so you can get a good feel for the handling of the character and the settings. Bonus Items: Not only can you have the adventure of a lifetime while playing the video game, but you can collect cool items while you're at it! The stuff listed below is spread throughout the game (some pretty easy to find, others...). * Tin Stars: Collect these to earn extra health points, extra lives and continues for Woody. * Gold Stars: Collect these to earn instant health points. * Cowboy Hats: Collect these to receive an additional life. * Continue Flags: You will automatically restart at the point in the level where you reached this marker. Some levels have more than one Continue Flag. In this case you will continue at the last flag you reached before you lost that level. Toy Story Characters Use Up/Down to scroll text They broke the mold after they built these guys... Woody: Mild-mannered, yet a natural leader among toys, Woody has been Andy's favorite toy as long as anyone can remember. Losing his well-earned position as the #1 toy to Buzz Lightyear has unhinged Woody a bit. Since his plan to get rid of Buzz backfired, Woody has taken it upon himself to rescue Buzz from the perils of the world outside of Andy's room. He may just prove he's the best toy after all... Hamm: This little piggy can be found near the most interesting and useful of objects. Hamm can be found in Andy's room, usually near an item that Woody needs to get his hands on. What did you expect from a piggy bank. Rocky Gibraltar: This toy is based on a former heavy-weight wrestler who was known for his massive strength in the ring. Rocky comes in handy when Woody needs to have something heavy moved. Mr. Potato Head: The master of facial expressions is the number one critic of anyone in charge. Mr. Potato Head gets in the way from time to time and always seems to be trying to save face. Etch-A-Sketch: This silent but helpful character has important information for Woody. Etch comes up from time to time to offer assistance to Woody (when he seems lost). Buzz Lightyear: As Space Rangers go, Buzz Lightyear is the top model! The fact that he is a child's toy may hamper his intergalactic travel plans, but he must first figure this out for himself. Buzz is a spaceman's spaceman-ready to take on a universe of trouble with a smile on his face and a gleam in his eye! Whether proving his prowess as a flyer or dashing to another heroic space rescue, Buzz has enough daring for a platoon of toys. Who knows, he may just hit if off with Woody. R.C. Car: This speed demon shows up everywhere, usually just under foot. Woody uses R.C. at first to knock Buzz off of the dresser, but later needs R.C. to catch up to Andy and his family with Buzz in tow. Green Army Men: For a platoon of green troopers, these guys sure know how to see red-Code Red! Woody has them perform recon duty at Andy's birthday party and learns all about his new competitor for Andy's attention. You never know when these resourceful men in green will show up... Scud: Not a toy, but that nasty Sid's rotten little dog. Well, little by human standards, but gigantic from a toy's point of view. At Sid's house, the worst fear of any toy is being turned into a chew toy. Scud will do his best to make any toy's worst nightmare come true. Rex: Take the most ferocious dinosaur the world has ever known and give him a score of anxieties and you have Rex. This carnivore wouldn't hurt a fly. He's busy working on his roar (he really doesn't want to sound annoying), and he can always be counted on to give Woody a hand. He also makes one dandy steed for the rough-riding cowboy... Squeeze Toy Aliens: Inhabitants of the arcade Claw Machine, these dizzy little guys have a one track mind-to escape to the world beyond, courtesy of THE CLAW. Woody has to collect the stray Squeeze Toy Aliens as he searches the inner workings of the arcade machine for a way out. Mutant Toys: Andy's neighbor Sid has a nasty habit of creating warped toys from various parts and pieces of several toys. These "Mutant Toys," although scary-looking, really mean well. They just had a rotten role model. You'll meet many other characters in your search to help Woody rescue Buzz. Some may be more familiar than you think! You

TRAYSIA.O

Traysia Renovation To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME ITEMS BROWSE HELP FILES Traysia Game Description Use Up/Down to scroll text PROLOGUE A young man and his uncle left their town in a caravan for a long journey. Everything the young man saw and heard was new and exciting to him. They trekked through many mountains and forests, and one day they came to a little kingdom. The kingdom was a well-known stopping place for travelers, and it was called the Kingdom of Salon. His uncle stopped the caravan and told the young man, "Roy, this is as far as you can accompany me. The places we are going do not let anybody in but the merchants. Go to the Kingdom of Salon. Trust your won strength and create your own life. I will see you again in Johanna and expect you to be a strong, grown-up man then." The young Roy bid his uncle and the caravan farewell as he stood alone on a hill overlooking a gate of the Kingdom of Salon. He proceeded toward the gate with light footsteps in anticipation of an adventure awaiting him. Now a long, exciting journey begins for the eighteen-year-old hero. Traysia Controller Functions Use Up/Down to scroll text TAKE CONTROL Start Button: * Press to start game. D-Pad: * Press to move your character in four directions. A Button: * Press to talk to character, to open a chest and to select an icon. B Button: * Press to cancel. C Button: * Press to get the Icon Menu when you are on the general screen. Traysia Playing the Game Use Up/Down to scroll text SCREEN INDICATORS When you are moving through a town or field, the screen indicator is the same as the screen shown below. The following are instructions for the indicators. 1. The Game Screen 2. The Message Screen, which contains dialogue between characters. 3. The Icon Screen, where a character selects an appropriate icon for his/her action. Each character has its own indicator screen. If you don't see the icon you want in the screen, press the C Button and the Icon Menu will change. There are 10 icons for this game. CHARACTERS When a character selects an Icon by pressing the A Button, characteristics relating to the Status of the character will appear. 1. L(LEVEL) The overall strength of the character. 2. ST(STRENGTH) The strength of the character without Items. 3. AG(AGILITY) The speed of the character without Items. 4. DF(DEFENSE) The defense power of the character without Items. 5. IQ(INTELLIGENCE QUOTIENT) The magic power of the character without Items. 6. AP(ATTACK POINTS) The attack power of the character with an Item plus No. 2. 7. SP(SPEED POINTS) The Speed points of the character with an Item plus No. 3. 8. DP(DEFENSE POINTS) The defense points of the character with an Item plus No. 4. 9. IP(INTELLIGENCE POINTS) The magic power of the Item plus No. 5. 10. HP(HIT POINTS) The hit points of the character. 11. MP(MAGIC POINTS) The magic points of the character. 12. EP(EXPERIENCE POINTS) The experience points of the character. TOWN SCENARIO Roy and the other characters can rest for awhile in the town. You must regain the Hit Points and Magic Points to upgrade your weapons, as well as to gather the information. Field Screen At the first town, you meet your companions for your adventure. It is dangerous to go out of the town by yourself. First talk to the people of the town and gather the information. Select a character to talk to by moving the D-Pad(up, down, right and left) and press the A Button to converse. Shops in a Town At first, Roy does not have much in the way of weapons, protective gear or money. As he gains his companions, he also gains more money, and he is able to shop at the weapon and protective gear shops. There are many more Shops in the town. You can Save a level as well as regain HP and MP by staying at an inn. You can also regain HP and MP by staying at a hospital in the town. Fight Enemies will attack you without notice when you are in a field or dungeon. You have a choice of fight, magic, defense, or get-away. Which would you like to choose? Each character must select an Icon to fight. Move a cursor to an opponent you selected by using the D-Pad and press the A Button. You may need more than one turn to get close enough to attack the opponent. When you select Magic, choose one out of four directions(up, down, right and left) in which you wish to attack. You must be on the same line as your enemy, otherwise the Magic does not work. For your defensive move, you can choose to escape by running around the screen or stay put. Either way, you gain your Defensive Power, which makes your character hard to damage. Even if you select an Icon to escape, you may not be able to succeed every time; but, if one of your characters succeeds in escaping, the rest of the characters can also escape. Press the B Button to cancel all your commands. HP: During the fight, when characters other than the hero are attacked and their HP become '0', they disappear from the Fight Screen. When they return to the general screen, their HP shows '1'. When the Hero's HP becomes '0', the game is over. Traysia Items Use Up/Down to scroll text WEAPONS AND DEFENSE GEAR There are many Weapons and Defense Gear for the fight screen in this game. Some of them can be bought at a shop in a town and the others can be obtained by fighting with monsters. The following are some of them: Weapons There are five different kinds of Weapons: Swords, Axes, Maces, Bows and Arrows, and Staffs. Not all characters can use all the weapons. Roy and Magellan can use Swords, Banegie can use Axes and Maces, Bellenue can use Bows and Arrows, and Floyd can use Staffs. Other weapons are: KNIFE LONG SWORD RIVER SWORD DAGGER BROAD SWORD SHAMSHA SHORT SWORD GREAT SWORD Defense Gear The Defense Gear, such as Armor and Shields, will protect you and your characters from the enemy attacks. Generally, the Shields have more Defense Power than the Armor. At the shop, the more you pay for the Shield or Armor, the better Defense Power you get. ARMOR SHIELDS Leather Clothes Target Fur Shield New Clothes Leather Shield Leather Armor Bronze Shield Scale Mail Magic All the characters except Magellan can use Magic. Not all the characters can use all types of Magic. When you increase your level. Fire Magic Hound: A ball of fire is aimed at an enemy. Houdes: A bigger ball of fire is aimed at an enemy. Hou Kahn: The biggest ice block is shot at any enemy. Electric Light Magic Fulgul: Electric light is shot at an enemy. Faul Khan: An electric flash stronger than Fulgul is shot at an enemy. Ice Magic Fonce: A piece of ice is hurled at an enemy. Folga: A bigger chunk of ice is shot at any enemy. Fon Folge: The biggest ice block is shot at any enemy. Thunder and Lightning Magic Indra: Creates thunder and lightning, and drops it over an enemy. Indras: Two sets of thunder and lightning are dropped over an enemy. III Oun: Four sets of thunder and lightning are dropped over an enemy. Magic to Regain Your Power Dahlet: Magic to regain HP. Dahlex: Magic to regain more HP then Dahlet. Dahgista: Magic to regain more HP then Dahlex. Dahgis Dahgista: Magic that restores the most HP. SPECIAL ITEMS The special items add power to your Status, such as Muscle Power or Agility. You do not know how much power you will gain until you actually get the item. You can buy some items at a shop, other items you must acquire by knocking down a monster. Other items are: Silver Tulip Leather Hat Gold Hair Decoration White Gold Staff Feather Hat EVENT ITEMS These items are important to advance in the game. They are not available at shops, but you can receive these as a gift, or find them in a treasure chest. These items are: Swordman's Key Magician's Key Traveler's Key Merchant's Key White Gold Key Lumber Golden Cross

TRIPSPC1.O

Triple Play '96 Electronic Arts To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME PLAY BALL HINTS AND TIPS BROWSE HELP FILES Triple Play '96 Game Description Use Up/Down to scroll text BATTER UP!!! Welcome to Triple Play '96, the game that captures the excitement of a homer over the center field fence, the strategy of a hit and run play, and the atmosphere of a warm summer afternoon at the ballpark. And Triple Play '96 doesn't just deliver realistic graphics and sound-with multiplayer support and more control options than ever before, it's in a league of its own. NOTE: THIS SPECIAL PROMOTION OF TRIPLE PLAY 96 ONLY ALLOWS THESE OPTIONS- EXHIBITION, ALL-STARS, AND GENERAL MANAGER. YOU ARE ONLY ALLOWED TO PLAY THE FIRST THREE INNINGS. Triple Play '96 Controller Functions Use Up/Down to scroll text GENERAL CONTROLS MENUS Start: * Continue/Exit menu D-Pad Up/Down: * Highlight item D-Pad Left/Right: * Change highlighted item Button A or C: * Select item Button B: * Return to previous menu GAMEPLAY Start: * Pause game Start + B: * Switch to Manager mode ON THE MOUND Button A: * Fastball Button B + D-Pad to select base: * Try to pick off baserunner Button B + D-Pad: * Pitchout/throw home Button C: * Changeup NOTE: To select a pitch before windup, D-Pad up, down, left, or right to bring up pitch menus. Then press A, B, or C to select appropriate pitch from menus. IN THE FIELD Fielding the Ball D-Pad: * Move slowly toward ball D-Pad toward ball: * Move toward ball at normal speed Button A: * Aggressive catch/dive Button B: * Switch to player nearest ball Button C: * Conservative catch/speed burst Throwing the Ball D-Pad: * Hold ball Hold D-Pad toward base: * Select base to throw to Button A: * Aggressive throw Button B: * Switch to player with ball Bold B + D-Pad: * Run with ball Button C: * Conservative throw AT THE PLATE Before the Pitch D-Pad left/right: * Select stance(open, normal, or closed) Button A or C: * Warm up swing Button B: * Switch to baserunner Hitting the Ball D-Pad: * Take pitch Button A: * Aggressive power swing Button B: * Bunt Button C: * Controlled swing Press D-Pad while swinging: * Aim hit ON THE BASEPATHS On Base/Leading Off Button A or C: * Go back to base(tag up) Button B: * Switch to another player D-Pad in direction of base you want to move toward: * Run forward/back or change lead-off distance before pitch Between Bases D-Pad in direction of base: * Run forward/back Hold A: * Head-first slide(if close to base) Button B: * Switch to another player Hold C: * Feet-first slide(if close to base) Triple Play '96 Playing the Game Use Up/Down to scroll text SETTING UP THE GAME Game Setup Menu From this menu, you can select the type of game you want to play or go to the General Manager screen. Exhibition: * Play an Exhibition game between any two teams. All-stars Game: * Play an exhibition game between the American and National All-stars. General Manager: * Go to General Manager screen to set team options. GENERAL MANAGER SCREEN This screen lets you act as general manager for all the teams in Triple Play 96-from changing team names and reviewing injuries and stats to creating, signing, releasing, and trading players. To select a team: * D-Pad up to move the baseball highlight to the team name. * D-Pad left/right to select a team Change Name Go to the Change Team Name screen to change the name of the selected team. * To delete a letter, press A. * To add a letter, D-Pad to highlight a letter, and press C to add the highlighted letter. * To save the changes and return to the General Manager screen, press Start.(To exit without saving changes, press B). Review Injuries Go to the Review Injuries screen to view a list of injured players for the selected team. Player Statistics Check out stats for the players on the selected team. * To scroll through the list of players, D-Pad up/down. * To scroll through the stat columns, D-Pad left/right. * To toggle between historic and season/series stats, press C. Custom Players Go to the Custom Players screen to view players or create a player from scratch. Each player you create(up to 50 players can be created) is added to the Minor League pool and may be signed by any team. * To scroll through the list of player slots, D-Pad up/down. * To create a player, highlight a slot that reads and press C. The Create Player screen appears: NAME: Press C to go to Enter Player Name screen and create a player name in the same manner as CHANGE NAME above. EXPERIENCE: D-Pad left/right to select ROOKIE or VETERAN. VETERAN players are older, but have slightly better attributes. POSITION: D-Pad left/right to cycle through the possible defensive positions to select the player's natural position. The player suffers defensively the further he plays from his position -i.e., a shortstop can play second base well but won't make a good catcher. BATTING STYLE: Toggle between SLUGGER(long ball hitter) or CONTROL(less power but better average). BATS: Select LEFT, RIGHT, or SWITCH hitting style. THROWING ARM: Select LEFT or RIGHT throwing arm. SKIN TONE: Select LIGHT or DARK skin tone. JERSEY NUMBER: D-Pad left/right to select a number from 0-99 to identify the player. * To get a scouting report on a created player, highlight the player and press A. The Scouting Report screen gives you a summary of the player's abilities generated from the player's attributes. * To modify a created player, highlight a player and press C. The Modify Player screen appears. This screen works like the Create Player screen. NOTE: You cannot modify or get a scouting report on the default MLBPA players. Sign Player Sign a player from the Minor League pool(composed of new players you've created and any players released by other teams). You must have a free roster spot to sign a player. * To sign a player: From the Sign Player screen, D-Pad up/down to highlight a player, then press A or C. * To view more players, highlight NEXT PAGE or PREVIOUS PAGE and press A or C. * To view more stats, D-Pad left/right. Release Player Release a player from the team's roster to the Minor League pool. * To release a player: From the Release Player screen, D-Pad up/down to highlight a player, then press A or C. Trade Players Make a one-for-one player trade between any two teams. 1. To trade the two listed players, press Start (B to exit and cancel the trade). You are prompted to accept or cancel the trade. 2. Highlight NO(cancel) or YES(accept trade) and press C. You return to the Trade Players screen. Team Schedule Go to Team Schedule screen to check out your team's schedule. This option is not available in Exhibition or All-stars play. * To scroll through the schedule by day, D-Pad left/right. PLAYER STATISTICS Player stats are divided into nine categories in Triple Play 96: POWER SUMMARY: The player's batting average, homers, and slugging percentage. RUN GENERATION: At bats, runs, and runs batted in. BASE RUNNING: Stolen bases, caught stealing, and stolen base percentage. BATTING: On-base percentage, bases on balls, and strikeouts. BASE HITS: Number of singles(1Bh), doubles(2Bh), and triples(3Bh). FIELDING: Put-outs, assists, and errors. POSITIONS: The player's defensive position in the current game(Gpos), ideal defensive position (Ipos), and fielding percentage. PITCHER SUMMARY: Applicable only to pitchers, these three columns list the pitcher's earned run average, innings pitched, and strikeouts(K). WIN LOSS: Applicable only to pitchers, these columns list the pitcher's wins, losses, and winning percentage. STARTING AN EXHIBITION GAME NOTE: Only the first three innings are played. Quick Start: * From the Game Setup menu, press Start. You move to the start of an Exhibition game between two computer-selected teams. (You control the home team). Normal Start: * Highlight EXHIBITION from the Game Setup menu and press C. The Select Teams screen appears. EXHIBITION SELECT TEAMS SCREEN * To select a rating category to sort teams by, D-Pad up/down. When a category is selected, teams are sorted by their ranking in that statistic rather than alphabetically. * To accept the selected teams and continue, press Start. (To cancel and go back, press B). The Select Settings screen appears. Exhibition Select Teams Screen * To select a rating category to sort teams by, D-Pad up/down. When a category is selected, teams are sorted by their ranking in that statistic rather than alphabetically. * To accept the selected teams and continue, press Start. (To cancel and go back, press B). The Select Settings screen appears. Exhibition Select Settings Screen From this screen, you can choose the length, home field, view, and DH options for the current game. Default settings are listed in bold. FIELD: * By default, the field of the home team is selected, but you can select any of the 28 unique stadiums included in Triple Play '96. BATTER VIEW: * Toggle between ZOOM(where the camera zooms in behind the batter for every pitch) and NORMAL(where the camera angle above and behind home plate remains constant). DH RULE Set designated hitter rule(where the pitcher doesn't bat) to NORMAL, ON, or OFF. When set to NORMAL, the DH rule is on in American home games and off in National home games. * To accept the selections and continue, press Start. (To cancel and go back, press B). The Choose Controller screen appears. Choose Controller Screen An icon for each of the Controllers that can be plugged into the system appears on this screen. Up to four players may play if a 4 Way Play adapter is attached. * To select the team that you control, D-Pad left/right to position the controller symbol under either team or in the middle to select computer control. If more than one player controls a team, you can select the fielding positions that each player controls: 1. From the Choose Controller screen, press C. The Position Select screen appears. * To highlight a position, D-Pad up/down. * To cycle the control options (no mark, star, or X) for the highlighted position, press A. Control options are color-coded by controller. 2. To accept the settings and continue, press Start. (To cancel and go back, press B). The Pregame menu appears. This way, you won't both be trying to take control of a fielder during a play. PREGAME MENU PLAY BALL: To begin the game, highlight this option and press C(or simplify press Start). CONTROLLERS: Return to the Choose Controller screen. STARTING LINEUP: Go to the Team Roster screen to set your lineup. The starting position players, pitcher, and(if applicable) DH appear on this screen. * To toggle between historic and series statistics, press C. * To scroll through player stats, D-Pad left/right. To Make a Substitution: 1. D-Pad up/down to highlight a position, then press A. 2. Press A again. 3. Highlight a bench player from the list that appears, then press A to insert that player into the lineup (C to cancel). To Exchange Two Players' Defensive Positions: 1. Highlight a position, press A, then press B. 2. Highlight a second player, then press A to switch the two players(C to cancel). To Exchange the Batting Order of 2 Players: 1. Highlight a position, press A, then press C. 2. Highlight a second player, then press A to switch the batting order of the two players(C to cancel). * To accept the changes and continue, press Start. (To cancel and go back, press B). NOTE: To change the batting position of the DH, change the pitcher's batting position. GAME OPTIONS Go to Select Settings screen to set game options. QUIT GAME * To exit the game, highlight this option and press C. * At the QUIT? prompt, D-Pad up/down to highlight NO (return to Pregame menu) or YES(quit game). * Press C to activate the desired option. Triple Play '96 Play Ball Use Up/Down to scroll text PLAY BALL!!! You control the player over the star. Depending on which controller you're using, the star has a different color: Player 1: Yellow Star Player 2: Red Star Player 3: Blue Star Player 4: Purple Star Start of Inning: An updated line score appears, followed by an overlay of the first three hitters due up, and then statistics for the first batter(today's hits/plate appearances, batting average, RBI, HR, and slugging percentage). * Press A, B, or C to clear each overlay and continue. NOTE: Player stats toggle between historic and series statistics, depending on which stat type is selected in the Team Roster screen. New Batter: An updated line score overlay is followed by current stats for the hitter. * Press A, B, or C to clear each overlay. End of Game: After a victory celebration by the winning team, the game score appears, followed by the pitching line and player of the game. * D-Pad up/down to scroll through the screen; press Start to continue. The Endgame menu appears. * Press Start to continue, or highlight the appropriate option and press C to go to the Game Statistics, Controllers, Roster, or General Manager screens. DEFENSE On the Mound Short of doctoring the baseball, Triple Play 96 gives you every option available to a major league pitcher. If you just want to throw fastballs and change-ups, you can press a button before the pitch. If you want something more elaborate(a brushback pitch, perhaps?), you can select from 12 options using the pitch selection menus. Button A: * Throw a baseball Button B + D-Pad to select base: * Try to pick off baserunner B + D-Pad down: * Pitchout/throw home Button C: * Throw a change-up To select a Pitch before the windup: 1. When the batter has stepped into the box and is ready, press and hold the D-Pad up, down, left, or right to bring up one of the four available pitch selection menus. 2. Press A, B, or C to select the appropriate pitch from the menu. The pitcher begins his windup. To select Pitch Location During Windup: * D-Pad in the direction you want to pitch. IN THE FIELD Sure, you can sit back and let your fielders mosey after the ball, but if you want the best defense, you need to take control. Fielding the Ball D-Pad: * Move toward ball slowly D-Pad toward ball: * Move toward ball at normal speed D-Pad + B: * Run with ball in any direction Button A: * Aggressive catch/dive Button B: * Switch to player nearest ball Button C: * Conservative catch/Speed burst When a fly ball is hit, a cross appears where the ball will land. If you don't press the D-Pad, the fielder will move slowly toward the ball. If you press the D-Pad in the direction of the cross, the player runs at normal speed. Throwing the Ball D-Pad: * Hold ball D-Pad toward base: * Select base to throw to Button A: * Aggressive throw Button B: * Switch to player with ball Button B + D-Pad: * Run with the ball Button C: * Conservative throw OFFENSE At the Plate D-Pad left/right: * Select stance before pitch (Open, Normal, or Closed) Button A or C: * Warm up swing Button B: * Switch to baserunner Open Stance: "Open up" front foot toward the foul line to try to pull the ball. Normal Stance: Align front foot toward the pitcher's mound to hit the ball where it's pitched-you'll tend to hit an outside pitch to the opposite field and pull an inside pitch. This is the best stance for most circumstances. Closed Stance: "Close off" stance by turning front foot toward the plate to try to hit the ball to the opposite field. This stance is useful for a right-handed hitter trying to advance a runner. Hitting the Ball D-Pad: * Take pitch Button A: * Aggressive power swing Button B: * Bunt Button C: * Controlled swing To aim hit during swing: * D-Pad in the direction you want the ball to go The direction of the ball is determined by four factors: Batting stance: open stance tends to pull the ball; closed stance tends to push the ball to the opposite field. Pitch location: an inside pitch causes the ball to be pulled; an outside pitch tends to go to the opposite field. D-Pad AIM: the direction the batter aims toward using the D-Pad. This has less of an effect than the batter's stance. Swing timing: an early swing pulls the ball; a late swing directs the ball to opposite field. ON THE BASEPATHS On Base/Leading Off Button A or C: * Go back to base(tag up) Button B: * Switch to another player D-Pad in direction of base you want to run to: * Run forward/back Between Bases Hold A: * Head-first slide Button B: * Switch to another player Hold C: * Feet-first slide D-Pad in direction of base: * Run forward/back After the ball is hit, you control the batter. To switch to the lead baserunner(if other than the batter), press B. Players slide only if they're near a base and there is a possible play. Any baserunners not visible on the main game screen are displayed in windows in the corner of the screen before the ball is pitched. When the ball is in play, a representation of the field appears in the lower right of the screen: Red square: Fielder White dot: Ball Yellow square: Offensive player After a home run, the runners automatically circle the bases. TIME-OUT You can call a time-out at any time by pressing Start. The Time-Out menu lets you view instant replays or access various options menus. Resume game Highlight this option and press C(or simply press Start) to return to the game. Instant Replay Go to Instant Replay screen: Start: * Return to Time-Out menu D-Pad: * Move camera focus Hold A: * Rewind Button B: * Frame advance Button C: * Play forward When you press the D-Pad, the camera focus box appears. When the focus is over a player, it turns into a cross, and the camera follows the player as he moves. Roster Go to Team Roster screen to substitute players. The starting position players, pitcher, and(if applicable) DH appear on this screen. * To toggle between historic and series statistics, press C. The stat type displayed here is also displayed during gameplay stat overlays. * To scroll through player stats, D-Pad left/right. To Substitute for a Player: 1. D-Pad up/down to highlight a position, and then press A twice. 2. Highlight a bench player from the list that appears, and then press A to insert that player into the lineup (C to cancel). * To accept the changes and continue, press Start (to cancel, press B). OPTIONS SELECT SETTINGS SCREEN From this menu, you can select display and sound options. * To accept your selections and return to the Time-Out menu, press Start(to cancel and go back, press B). Batter View Toggle between ZOOM and NORMAL batter view. Pitcher Menu Toggle display of pitch selection menus ON/OFF. When OFF, you select pitches normally, but the menus aren't displayed(perfect for a multiplayer game where you don't want to tip off your pitches). Radar Gun SHOW or HIDE radar gun pitch MPH display. Music Toggle music in the menu screens ON/OFF. Organ Toggle ballpark organ ditties ON/OFF. Sound Toggle sound effects ON/OFF. Length, DH Rule, and Field These options, all of which are set from the pregame Select Settings screen, are dimmed and unavailable after the game starts. ALL-STARS GAME The All-stars exhibition game gives you a chance to pit the stars of the two leagues against each other. The teams are based on last year's star performers. To start an All-Stars Game: * Highlight ALL-STARS GAME from the Game Setup menu and press C. The Select Settings screen appears. * Proceed through the Select Settings, Choose Controller, and Pregame screens as you would any other game. Remember, you're playing for the pride of your favorite league, so play like an All-Star! Triple Play '96 Hints and Tips Use Up/Down to scroll text HINTS AND TIPS!!! * When two or more human players control a team, try dividing up the defensive positions. For instance, have one player control the pitcher and outfielders while another controls the catcher and infielders. * Keep an eye on any baserunners before the pitch. If a runner is getting a big lead, press B + D-Pad in the direction of the base for a pickoff attempt. * The pitcher's "specialty" pitches have one or more exclamation points after them. The more exclamation points, the better he throws the pitch. * As the pitcher's Fatigue Bar goes down, so does his performance. Keep an eye on the bar throughout the game, and be ready to bring in a new pitcher when the bar gets below half full. If the bar turns red, your pitcher is injured-replace his immediately! * Here's the easy way to get to the ball: Press B until the fielder who has the best chance of catching the ball is highlighted with a star. Then hold down C-this makes him run faster toward the ball, and also makes him automatically throw to the default base. * When you press A, you have a better chance of reaching a difficult ball, but also a greater chance of making a costly error. * If you're not sure which base to throw to, press A or C without pressing the D-Pad. The ball is thrown to the cutoff man or the base without the closest runner. When there are no runners in motion, the ball is thrown to the pitcher. * Make a conservative throw whenever possible-aggressive throws that get by a baseman can really hurt you. * Your Stance and Aim work together-i.e., with an Open stance, aiming to pull the ball will result in an exaggerated pull(and perhaps a foul ball). * You don't have to Manage full time. You can quickly switch between Manager and Player mode to set the outfield and then throw a pitch, call for a hit and run and then swing at the pitch, etc. * Computer-controlled players follow the orders of the Manager to the best of their abilities, but human-controlled players aren't affected by your commands.

ULTIMQIX.O

Ultimate Qix Taito To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Ultimate Qix Controller Functions Use Up/Down to scroll text Directional Button: * Move the player vessels and make selections on the Option screen. Start Button: * Press to start the game. A Button: * Field cut. B Button: * Shot (when obtaining items). C Button: * Field cut (high speed field cut in C-mode only). Ultimate Qix Playing the Game Use Up/Down to scroll text Methods of moving spaceship: 1. Direction Button only - It's only possible to move on the green lines. While on the green lines you cannot be attacked by any enemies other than Sparks. 2. A Button and Direction Button - If you press the A Button, you can move outside the green lines and draw orange lines as you cut the field. As long as they are producing orange lines, the player spaceships are defenseless. 3. Field cut - If a prescribed area is surrounded with orange lines, that area is removed and a lower field appears. The orange line changes to a green line and the inside green lines change to white lines. It is not possible to move inside the field. The field is cut on the side where the boss is not located. It is not possible to draw a line directly over an orange line that has already been drawn. There are three different play modes you can pick on the Options screen. A-Mode: * Player vessels can return to or erase orange lines they have drawn. * If an enemy touches an orange line, a fast force travels along the line, threatening the player's ship. * The contents of the item blocks are random. * When the timer expires, Balboa appears and attacks the ship. * If a player stops while drawing an orange line, Balboa appears and attacks the ship. B-Mode: * The player's spaceships cannot erase orange lines previously drawn. * If an enemy touches an orange line, the player's spaceship is immediately eliminated. * The content of the item blocks is fixed and does not change for each play. * When a fixed time has elapsed, Blue Sparks appear and move along the green lines while multiplying. * If a player stops while drawing an orange line, a Red Spark appears and attacks the player's spaceship at high speed along the line. C-Mode: * The player's spaceships cannot erase orange lines previously drawn. * If an enemy touches an orange line, the player's spaceship is immediately eliminated. * No items appear. * When a certain amount of time has elapsed, the Blue Sparks appear and attack the player's spaceships at high speed along the lines. * If a player stops while drawing an orange line, Red Spark appears and attacks the player's spaceship. Ultimate Qix Hints and Tips Use Up/Down to scroll text * Try to stay on the green lines. Only Sparks can attack you. * Keep moving or a Red Spark will attack you.

ULTQIX.O

Ultimate Qix Taito To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME BROWSE HELP FILES

UNNECESS.O

Unnecessary Roughness '95 Accolade To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Unnecessary Roughness '95 Game Description Use Up/Down to scroll text Grab your controller and get ready-it's football time! But don't sit back in your chair, because you'll be in the middle of the action! Unnecessary Roughness '95 is a hard-hitting action simulation of professional football. The National Football League Player's Association(NFLPA) license means that Unnecessary Roughness '95 uses your favorite NFL players in its simulation. Over 150 NFLPA stars are shown with digitized pictures and background information! You can choose the football teams, and play single games or an entire season of pro football. You can play any or all games you want during the season, and Unnecessary Roughness '95 plays out the remainder of the schedule for you. Best of all, you can play Unnecessary Roughness '95 with not only 1 or 2 players, but with 3 or 4 using a multi-player adapter. When you get into play, you control the play calling and the action, with all the excitement of 3-D modeled players using animation based on actual player videos. Unnecessary Roughness '95 is based on the actual rules of professional football, and these instructions assume that you are at least familiar with the basic rules of the game. Unnecessary Roughness '95 Controller Functions Use Up/Down to scroll text CONTROLS During Play Start: Pauses/unpauses the game. D-Pad: Moves active player in the direction you press. A Button: Selects options; on the Play Calling screen, selects the left option. B Button: Advances to the indicated screen(where listed on screen); On the Play Calling screen, selects the middle option. C Button: Exit current screen; On the Play Calling screen, selects the right option. Menu Screens Start: Advances to the next screen. D-Pad: Moves between options or scrolls information(look for arrows on screen to indicate D-Pad directions available). A Button: Selects options; on the Play Calling screen, selects the left option. B Button: Advances to the indicated screen(where listed on screen); On the Play Calling screen, selects the middle option. C Button: Exit current screen; On the Play Calling screen, selects the right option. Unnecessary Roughness '95 Playing the Game Use Up/Down to scroll text MAIN MENU This is the Main Menu screen, where you set all the basic game choices. Press D-Pad Up, Down, Left, Right to move the pointer to the item you want to change, then press the A-Button to cycle through the choices. Press the B Button to go to the Change Teams screen; press Start to go to the Start option. The menu items available: GAME Choose Exhibition, Resume Season, 2 Minute, or New Season. Exhibition lets you play one game. Resume Season allows you to resume season in progress. 2 Minute lets you get in a very quick round of football; the home team is down by 4 points with between 1 and 2 minutes left to play. The home team has to take a kickoff and drive the length of the field to win. New Season lets you play an entire season(or just games you want while Unnecessary Roughness '95 plays the rest of the schedule for you). QUARTERS Select the length of the quarters played in your games. Choose 5, 10, or 15 minute quarters.(This time setting is not used if you're playing a 2 Minute game.) DIFFICULTY Sets the difficulty level of the computer-controlled opposition. The easiest setting is Rookie. On the Rookie setting, the computer plays less aggressively, there are no fumbles, no yards lost for penalties, and pass receivers automatically run to catch passes. Veteran gives you a hard contest; fumbles can occur and penalty yards are assessed. The All-Pro setting is the toughest possible opposition, and you have to run the pass receiver under the ball to catch it. CHANGE TEAMS Choose this item to go to the Change Teams screen, where you can select the Home and Away teams. The 28 teams are listed by their city names, divided by their division in the National and American conferences. MATCHUP SCREEN This screen shows how the two teams match up and displays pictures and bios of star players. Press the A Button to cycle through the star player's bios. The lower section of the screen rates the teams in five areas on a scale of 1 football(weak) to 5 footballs(strong). THE PLAYING FIELD The Playing Field shows you all the bonecrunching action in an overhead view. The Offense of the screen and the active player has a yellow ring below him. The Defense is shown at the top and the active player has a red ring. KICKING A kicking meter is used for kicking off, field goals, extra points, or punts. The meter is divided into three sections: top(yellow), middle(blue) and bottom(red). To kick, you'll need to press the A Button three times: 1. Press the A Button to start the bar moving. 2. When the bar reaches the blue section press the A Button a second time. The power of your kick is determined by the position of the bar in the blue section when you press the button. The bottom line indicates 0% power and the top line indicates 100%. Higher in the yellow section, you'll get more power but less accuracy. Note: The more powerful the kick, the harder it will be to control. 3. Choose the direction of the kick by pressing the A Button a third time as the bar descends into the red zone. The white line in the middle indicates a Straight Kick. If you kick above this line, the kick veers to the right; if you kick below the line, the kick veers left. PLAY CALLING The Play Calling screen appears before every down. This is where you get to use your football strategy to take apart your opponent's game plan. The middle of the screen shows the down and distance remaining, yardline, time remaining in the quarter, play clock, score by quarter and time outs remaining for both teams. Both the offense and the defense must choose a formation and then an offensive play or a defensive scheme to be run at the next snap of the ball. There are eight offensive and six defensive formations, each contain six plays or schemes. Here's how you choose a formation and play: 1. Press D-Pad up or down to scroll through the formations(the current one is highlighted). 2. Press D-Pad left or right to cycle through the available plays. 3. To select a play, press the A(left play), B(center play), or C(right play) Button. Once you select a play, the play boxes darken. At this point you can press the C Button and select a new formation or play(you must do this BEFORE returning to the field). If you are on offense, make sure you have enough time remaining on the play clock! ROSTER SCREEN The Roster screen displays information about each player. To review player attributes: 1. Press D Button up or down to cycle through the roster. 2. Press Start to exit. In addition to listing Position(Pos) and Number(#), the player's abilities are rated in the following categories: Skl: Skill at catching and intercepting passes. Also shows the accuracy of quarterbacks, punters, and kickers. Spd: Top running speed. Str: Strength at blocking, tackling, and breaking tackles. Also shows how far quarterbacks, punters, and kickers can accurately throw or kick the ball. Agl: Agility in accelerating, stopping, turning and juking. The abbreviations used for player positions are: QB = Quarterback K = Kicker TE = Tight End P = Punter W = Wide Receiver FB = Full Back RB = Running Back C = Center G = Offensive Guard T = Offensive Tackle DL = Defensive Line LB = Line Backer CB = Corner Back S = Safety PLAY CONTROLS When both teams reach the line of scrimmage, you'll notice a small yellow ring near the quarterback's feet, and a small red ring near a linebacker's feet. This ring indicates that these two positions are controlled by the players. To select a different offensive or defensive player, press C Button until the player you want is highlighted. BEFORE THE SNAP Offense A = Execute pass play B = Execute running play C = Change players Defense A = Switch to player closest to ball C = Cycle through players D = Maneuver player AFTER THE SNAP/BEFORE PASS Offense A = Go into pass mode C = Burst of speed D = Move player Defense A = Switch to player closest to ball B = Diving tackle C = Burst of speed D = Move player PASSING Offense A = Pass to left receiver B = Pass to center receiver C = Pass to right receiver D = Move quarterback Defense A = Switch to player closest to ball B = Diving tackle C = Burst of speed D = Move player AFTER PASS OR HAND-OFF Offense A = Power move B = Dive for yardage C = Burst of speed D = Move player Defense A = Switch to player closest to ball B = Diving tackle C = Burst of speed D = Move player STATISTICS This screen displays the statistics generated by both teams during the game. The Statistics screen appears at half-time and after the game. Use the D-Pad to scroll up and down to see more statistics. Press the C Button or Start to exit the screen. WEEKLY SCHEDULE On the Weekly Schedule screen, press the D-Pad up or down to move to other games for that week; press the D-Pad left or right to move to other weeks in the schedule. Press the Start button to bring up the Play Menu. * D-Pad: Indicates team * A: See standings * B: See team roster * C: Return to main menu Start: Exits to Play Menu PLAY MENU * D-Pad: No effect * A: Play game and return to Weekly Schedule * B: Advance to next week without playing game * C: Exit to Weekly Schedule * Start: Play game and advance to next week The Play Menu lets you choose how to proceed. You can play the currently highlighted game and advance to the next week by pressing Start. Whenever you advance to the next week, all unplayed games are played by the computer. You can play games in any order you wish; you can even play games from other weeks before any week is completed. The scores of games turn from black to blue to indicate that all of that week's regular season games have been played. Note: You cannot advance to the playoffs until all of the season games have been played. STANDINGS The Standings screen shows each Division's team records up to the current week. Their wins, losses, ties, and current winning percentage is shown. Use the D-Pad to show other Conferences and Divisions. Press the C Button or Start to exit to the Weekly Schedule. CHAMPIONSHIP TREE Once you finish the regular season games and get to the playoffs, the Standings screen changes to the Championship Tree(when you press the A Button in the Weekly Schedule screen, you now go to the Championship Tree). The logos on the left side of the Championship Tree represent the American Conference playoff teams; the logos on the right side represent the National Conference playoff teams, and the final row on either side shows the conference playoff teams. The center row shows the World Championship teams, and the center box at the top shows this season's World Champions. Press the C Button or Start to exit to the Weekly Schedule screen. Move D-Pad to scroll the championship tree. Press C or Start to exit Schedule screen. FORMATIONS OFFENSIVE Run & Shoot: The ultimate "pass first" formation, with the quarterback deep behind the center and four wide receivers. These four wide receivers can flood an unprepared defensive backfield, often leaving at least one receiver wide open. There's no tight end to pass block, and there's only one running back in the backfield to run or help block. This is no problem if your quarterback is good at dodging tackles, but you'd better be careful if you have a lead footed QB. In either case, getting the pass off quickly if the best way to avoid an avalanche of tackles. All the running plays from this formation are effectively draw plays. These runs develop slowly because the runner starts so deep in the backfield. The draw depends on fooling the defense into having the linebackers hang back in a deep zone or blitzing to the outside to open up the middle. Shotgun: This formation is dedicated to passing, with three wide receivers and no tight end. If the defense is not in one of the "nickel" sets with extra defensive backs, one of the quick wide receivers will have a speed advantage against a slower linebacker. The Shotgun does have two running backs for pass blocking or for surprise running plays. Use one of the quick sprints to the outside if you suspect that the defense is going to blitz up the middle or fall back into a deep zone. When the running backs stay in to block, the Shotgun formation can give the quarterback the maximum amount of time to pass, because he starts deep behind the center. Use this time to find the receiver who is matched up against a slower defender and let him get open deep. Wing: This spread formation includes the standard allotment of two wide receivers, one tight end, and two running backs, but it splits one running back wide of the offensive line so he can quickly get into the burden of running the ball and pass blocking on a single running back. The Wing formation is best for quick strikes to the running back or wide receiver. With only one back in a pass block, the quarterback may not have enough time to let receivers get open deep. Pro Set: This standard formation includes two wide receivers and one tight end on the line along with two running backs split behind the quarterback. The Pro Set is the most flexible offensive formation, with an equal ability to pass or run. With the backs split, most running plays are to the outside. On passing plays, all the receivers and backs are potential targets for the quarterback. Surprise is the essence of the Pro Set. Since this offense doesn't overload any part of the field, the defense must try to defend everywhere equally. Plays from the Pro Set are most effective when the quarterback or the rusher can quickly spot the openings in the defense and exploit them. I-Set: This close set formation includes two wide receivers and one tight end on the line along with two running backs in line behind the quarterback. This formation emphasizes straight ahead runs and dump-offs to the running backs, along with long passes to the wide receivers. The tight end normally stays on the line and helps block. Because the lead running back is lined up close to the quarterback, he can hit a hole in the line very quickly. However, because the running backs are set in the middle of the field, they are slow to get into pass routes. Because it puts few receivers in the defensive backfield quickly, I formation passing plays often take longer to develop than passing plays from other formations. Double Tight End: This packed formation includes only one wide receiver, with two tight ends and two running backs split behind the quarterback. This formation concentrates on power blocking and short passes to receivers cutting over the middle or to the outside. Most of the pass patterns from the Double Tight End formation are short timing routes. Most runs are to the outside. This is a good short yardage formation because it has a lot of blockers to control the line, and good short yardage passing routes. Goal Line: The ultimate short yardage formation. It includes one wide receiver close to the line, two tight ends who are practically part of the offensive line, and two running backs split behind the quarterback. This formation concentrates on putting as many men on the line of scrimmage as possible. The Goal Line set is a powerful formation for running up the middle or on a full house sweep. Occasionally, the quarterback and a receiver can hook up on a short timing pattern, just beyond the line of scrimmage. Field Goal: This formation is, of course, used to kick field goals. Note that the fake field goal play is very difficult, because the defense is rushing full tilt into the backfield, and there are few receivers downfield. PAT: Use this formation to get the point after touchdown. Use other formations to go for the 2 point conversion. Punt: Use this formation when you want to punt. The fake punt is very difficult, because the defense is pouring in and there's very little time to react. DEFENSIVE These are listed with number of linemen, linebackers, then defensive backs. Thus a 3-4-4 has three defensive linesmen, four linebackers, and four defensive backs. In general, the more linesmen and linebackers you have, the better you are against the rush. The more defensive backs and linebackers you have, the better you are against the pass. Use the blitzing patterns when you want to put more pressure on the quarterback, but if he can get the ball off fast you may leave yourself open to long yardage. 5-2-4: This is a formation dedicated to stopping the run, with five big offensive linesmen and only two linebackers. 4-3-4: This formation is also good against the run, but offers somewhat more protection against the pass. 4-2-5: Use this formation against a passing situation, as you have more coverage of the receivers. 3-3-5: This formation is specifically designed to stop the long pass plays, with 5 defensive backs covering the pass receivers. Goal Line: Use this defense to attempt to block a punt, field goal, or point after touchdown. Use the other defenses when you suspect your opponent will try a fake punt or a field goal. If the offense is punting, a return man is automatically dropped back no matter which defense you choose. Of course, the Goal Line defense is also what you use when you're trying to stop a short-yardage goal. Unnecessary Roughness '95 Hints and Tips Use Up/Down to scroll text * Make fast choices on the Play Calling Screen to fool your opponent in a two or more player game. * The key is remembering where the plays are located; if you can do that, you can choose the play you want so fast the other guy will never see your choices. * Best of all, if you get really good at this, you can fake out your opponent into choosing the wrong defense, then quickly go back and change your offense before the play begins. * Match up your star players with the right plays. If you've got an incredible full back, look for plays with FB in the title. * Match the moves you choose to your star player's capabilities. If your fullback is exceptionally strong, the A Button(power move) will work even better than normal. * If your wide receiver has a high speed, use the C Button to dash even faster. * Be careful when passing. Running plays are safer although you'll gain less yardage. * If you need to pick up a first down quick, and you're having trouble completing a pass, here's a pass play for you. At the play calling screen, choose the Double TE. From there, choose the TE Fly (Button C). After choosing the play, make sure you throw it to the C receiver. This pass hardly ever fails!

URBANSTR.O

Urban Strike Electronic Arts To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME THE WATCHCOM HINTS AND TIPS BROWSE HELP FILES Urban Strike Game Description Use Up/Down to scroll text In the world of video games, war can sometimes make for a killer of a time-which is exactly the case with Electronic Arts' new exercise in air-to-surface mega-mayhem, Urban Strike. You're the commander once again, and this time, it's personal. Your good friend Agent Ego was killed while investigating R.H. Malone's funny business! Now, you must stop Malone's maniacal schemes and beat him down while you're at it. Every mission has a variety of requirements that you must fulfill before going on to the next one which might make your head spin. As you complete missions, the story line unfolds. So, pick your co-pilot and get ready for showtime! Urban Strike Controller Functions Use Up/Down to scroll text Weapons: In Mohican * Fire Hellfire Missile--Button A. * Fire Hydra Rocket--Button B. * Fire Chain Gun--Button C. In Blackhawke * Fire Chain Gun--Button A or C. * Fire Hydra Rocket--Button B. In Ground Assault Vehicle (GAV) * Fire Hydra Rocket--Button B. * Fire Chain Gun--Button C. On Foot * Fire Hydra Rocket--Button B. * Fire MX9--Button C. Flying: * Forward--D-Pad up. * Reverse--D-Pad down. * Rotate Right--D-Pad right. * Rotate Left--D-Pad left. * Jink--Press and hold A + D-Pad left/right. Six-Button Controller Only: * Jink--Press and hold X + D-pad left/right. * Drop Cargo--Button Y. * Launch Smart Bomb--Button Y. * To take off from a helipad, press the D-Pad in any direction. Your Mohican also takes off automatically after you drop off passengers. * To land on a helipad, hover near it to automatically touch down. Note that you can land only on friendly or captured and secured helipads. Ground Travel: On Foot * Forward--D-Pad up. * Turn Around--D-Pad down. * Turn Left--D-Pad left. * Turn Right--D-Pad right. * Rotate in Place--Press and hold A + D-Pad left/right. Six-Button Controller Only: * Rotate in place--Press and hold X + D-Pad left/right. In Ground Assault Vehicle (GAV): * Forward--D-Pad up. * Reverse--D-Pad down. * Turn Right--D-Pad right. * Turn Left--D-Pad left. * Rotate Turret--Press and hold A + D-Pad left/right. Six-Button Controller Only: * Rotate turret--Press and hold X + D-Pad left/right. Pausing: * Pause Game--Start. Urban Strike Playing the Game Use Up/Down to scroll text Choose Your Campaign: If this is your first campaign, or if you don't have a password, you must start with Campaign 1. * Press Start when you're ready to begin a campaign. Choose Your Copilot: Your Strike C.O.R.E. copilot is responsible for aiming your guns and operating the winch that pulls up equipment and people from the ground. 1. Press B to go to the Copilot Selection Screen from the Main menu. 2. Press the D-Pad left/right to page through copilots' dossiers. 3. When you find the copilot you want, press Start to return to the Main menu. You have the option to use your controls either With Momentum or No Momentum. With Momentum is the default control setting. Your helicopter carries momentum--that is, its forward motion is so fast it cannot stop "on a dime" at the instant you let up on the controls--and you have to compensate for it while flying. When you use No Momentum controls, the Mohican stops immediately when you let up on the D-Pad. Home Base and Landing Zones: You begin each campaign at Home Base. Your Mohican doesn't burn fuel while in its immediate vicinity. When you have completed all the missions in a campaign, return to Home Base to end the campaign. Note: Home Base is not the same as Landing Zones. You cannot drop off passengers at Home Base. And you cannot return to Home Base in any vehicle other than your Mohican. Copilots: Different copilots have different skill levels; skill ratings accompany copilot descriptions. Copilot skills are: Winch Control: This determines the area in which a copilot can pick something or someone up using the winch. The best winch operators have a wider "grab" radius with the hook and ladder. Range Aim: Range Aim is the distance at which a gunner can effectively aim at a target. Top gunners have a longer Range Aim. Rate: Rate is the rate of fire a copilot can achieve in his role as your gunner. Better gunners can shoot the chain guns faster when you press and hold the C Button down. Vital Statistics: Lives: You only get three lives per campaign. This applies to both air and ground missions. If you lose your third life before you accomplish the final missions of a campaign, you have to restart that campaign and finish it before you can advance to the next campaign. FUEL: You begin each campaign with 100 units of fuel. You can find more fuel scattered around campaign operations areas, sometimes out in the open, sometimes concealed in structures or vehicles. When your fuel level reaches 14, a message appears warning that you're low on fuel. When you run out completely, you crash. If you crash from lack of fuel, your fuel level is restored to a full 100 units if you begin another life. If you crash because your armor has been destroyed, your Fuel is restored to its pre-crash level if you begin another life. However, if you had less than 25 units of fuel when you crashed, you will start with 25 units of fuel if you begin another life. You do not use up fuel on ground missions. Armor: Armor is your protection against attack. Your Mohican has 1000 armor points; the Blackhawke has 2000 armor points; and your flak jacket gives you 200 armor points when you're on foot. Your armor is reduced when you are hit by weapon fire. It is also reduced by 15 points every time your helicopter runs into a structure. An armor repair toolbox can sometimes be picked up during missions. It is usually concealed inside a structure or a vehicle. Picking up an armor repair toolbox can never increase your armor above the maximum. If you crash or run out of fuel, but you come back for another chance, your armor is automatically restored to maximum. You can pick up more rockets and ammo during a campaign, but you can never have more rockets or ammo than you begin with. If you crash but come back for another life, your weapons and ammo remain the same as they were before you went down. Passengers: Some missions require you to pick up passengers (captives, infiltrators, civilians trapped in battle zones, etc.) and take them to safe landing zones. To pick up passengers, hover above them; your copilot will automatically lower the winch to pick them up. The Mohican holds a maximum load of 6 passengers; the Blackhawke holds a maximum of 20 passengers. Every time you drop off a passenger at a landing zone, your mechanics have time to partially repair your armor. Armor repair ranges from 100 to 150 points per passenger. You can't take off again until all your passengers exit. If you crash before you are able to unload passengers, but you have another life left, your passengers are still with you when your new life begins. Dropping Objects: You will sometimes need to drop objects you've picked up with the Mohican's or Blackhawke's winch. Some objects are lowered automatically when you position yourself over a target area. You have to drop other equipment manually. * To drop cargo using a 3 button controller, press A. * To drop cargo using a 6 button controller, press Y. * HINT: After picking up cargo, proceed toward your destination as quickly as possible. Jinking: When you "jink," you move your helicopter horizontally left or right, which can help increase your weapon's accuracy. * To jink with a 3 button controller, press and hold A and D-Pad left/right to steer. * To jink with a 6 button controller, press and hold X and D-Pad left/right to steer. Extra Lives: Boxes marked with a red cross contain Extra Lives. There are a few hidden throughout the campaigns. Extra Lives do not carry over into subsequent campaigns. Urban Strike The WATCHCOM Use Up/Down to scroll text WATCHCOM Information Console: To pause the game and view the WATCHCOM Information Console, press Start. The following critical information appears on the Information Console at all times: Score: Your current score. Armor: Protection against attack. Fuel: Fuel remaining. Load: Number of passengers aboard. Lives: Number of lives remaining. Time: The amount of time remaining on a timed mission. Guns: Rounds remaining in the chain gun. MR9: Rounds remaining in assault rifle (ground missions only). Msl: Hydra missiles remaining. Hel: Hellfire missiles remaining. Most critical information categories are color coded. When your Ammo, Armor, and Fuel are near maximum, they appear in green; when they are in the medium range, they're yellow; when they are almost gone, they're red. From the WATCHCOM console, you can access these special information screens: The Map Screen, Mission Screen, and Status Screen. * To call up the Map Screen, press A. * To call up the Mission Data Log, press B. * To call up Campaign Status, press C. The Map Screen: The Map Screen displays the entire operations area of a campaign as well as important structures and objects. Refer to the Map Screen to reconnoiter operations areas, locate objectives and targets, and locate your own position on the Map. Note that the Map Screen will display areas where you cannot go. These areas are outside your area of operations. The Selection Display: To locate objects, targets, and missions on the Map Screen, Press the D-Pad left/right. Objects such as Ammo Crates, Armor Repair, and Fuel Drums show up as flashing dots unless they are concealed. Objects such as ammo crates and fuel drums flash as red or white dots unless they're concealed. Note that missions are numbered; it is advisable (and easier) to complete missions in order. Mission targets and objectives flash on and off in order, that is, targets for Mission 1 flash when a campaign begins, but targets for Mission 2 may not begin to flash until Mission 1 has been completed. Randomly placed question marks flash around the map instead. Mission Data Log (Mission Screen): Check your Mission Data Log for detailed info about current targets and objectives. * To page through data log screens, press the D-Pad left/right. Every important item on the Map has a corresponding file in the Mission Data Log. These description screens show a picture of each item, its name, and pertinent information about it. Every mission in a campaign is also listed in order on the Mission Data Log. Campaign Status Screen: Campaign Status gives you an up-to-the-minute report on your progress in the campaign. Each mission is listed in order; missions that have been completed appear in green, and missions still to be completed appear in red. When all the missions appear in green, the campaign is over--return to Home Base. Special Status Checks: Occasionally, the following special Status Check request will appear at the bottom of the screen during a campaign: Intelligence Info, Check Status: It is important to the success of your campaign that you check this information immediately. * Press Start to check the intelligence report; these reports are available for only a few seconds. Press Start again to leave the intelligence report. Mission Failure: If you commit an important error during a mission, or if you do not complete a mission before an enemy performs an act of terror you were assigned to prevent, a "Return to Base!" message appears at the bottom of the screen. If you return to your base, you are briefed about what you did wrong and the campaign automatically restarts. Points and Scoring: You are awarded points on several bases: Enemies killed, weapons destroyed, equipment recovered, and missions completed. Keep in mind that points can also be deducted for killing innocent civilians. Your points are tabulated at the end of each campaign on the Win Screen. Points are a measure of your success. You don't need a minimum number of points to win the game; you win the game by completing every mission in every campaign. Campaign Briefing: Read Campaign Briefings carefully and thoroughly. Try to complete the missions in order. If you perform any mission incorrectly, the Return to Base message will appear, and you will have to begin that campaign over from the beginning. Note on Danger Zones: Some targets are protected by Danger Zones maintained by radar units or power stations. The early warnings provided by alert zones increases your enemies' weapons' firing rates, power of weapons, and armor strength. Your enemies' firing rate and power points in a Danger Zone will return to normal when it's early warning system is knocked out. The message bar at the bottom of the screen will warn you when you are in a Danger Zone. Note on Landing Zones: In the course of some campaigns you are called upon to clear and secure enemy landing zones (Lzs). Some Lzs become secure at the successful completion of an earlier mission. Enemy landing zones are red; once they have been secured, they become green. Urban Strike Hints and Tips Use Up/Down to scroll text * Loading the telescope mirrors on to the barge can be a difficult task. Make sure you follow the crewman's directions and go slowly. * Don't attempt to fight the enemy stealth ships head-on. Keep circling around while drenching them with missiles. * While completing the first mission, watch your backs for hoverplanes. They'll sneak up and surround you.

VALIS.O

Valis: The Fantasm Soldier Renovation To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME ATTACK ITEMS MAGIC HINTS AND TIPS BROWSE HELP FILES Valis: The Fantasm Soldier Game Description Use Up/Down to scroll text THE LEGEND OF A FANTASM SOLDIER What would you think if your best friend went on a date with the King of the Dark World; and, she did it just because she thought he was cute? You'd think that she'd been duped, set up; and you might be right. The universe is a system of worlds chiefly represented by the human world, The Dream World of Queen Valia, and the Dark World of King Rogles. The hideous Dark World of Rogles and his 5 Dark Lords is poised to beat all other worlds into submission. The universe is in danger of becoming completely Dark. They have already taken the force of Yang from Queen Valia, and have sealed it into a fantasm jewel. Now, the only one who can help is the one with a heart perfectly balanced with Yin and Yang, the one you control- Yuko, a student from the human world, chosen to wield the sword of Valis against the encroaching Darkness. As she becomes the greatest warrior in the universe, she never suspects in her wildest thoughts that her greatest battle will not be against one of the five Dark Lords, but against the one she called her closest friend, the one she warned "don't go out with him, he's the Dark...", and before she could finish, her friend ran off...into Darkness. Valis: The Fantasm Soldier Controller Functions Use Up/Down to scroll text D Button: * Pressing the D Button to the right or left makes Yuko change her direction. * Press the D Button down and she crouches to avoid enemy attacks. * Pressing the D Button + the A,B, or C buttons makes Yuko slide, use magic or jump up or down, respectively. B BUTTON: * During the attack, Yuko cannot change her position or turn around. D BUTTON DOWN * Press the D Button down + B Button to attack while crouching. C BUTTON * Using the D Button for direction, press the C Button to jump. Combining the D Button, B Button and C button, Yuko can attack while jumping. C BUTTON AND D BUTTON UP * Press the C Button and the D Button UP to make Yuko jump higher. C BUTTON AND D BUTTON DOWN * Press the C Button and the D Button DOWN together, to make Yuko jump down. A BUTTON * Yuko can slide when the other side is the same height or lower. START BUTTON * Yuko acquires magic in many places during her quest. Press the Start Button to open a magic window. Move the cursor up or down to select a magic power. During game, press UP and B Button to execute. Valis: The Fantasm Soldier Playing the Game Use Up/Down to scroll text HIT POINTS This indicates the remaining amount of power. When the HP becomes 0, it consumes one player. The HP bar can be found in the top left corner of your screen during regular game play. MAGIC POINTS This indicates the strength of her magic points. As she uses magic, the MP will go down. The MP bar is found under the HP bar during regular game play WEAPON POWER This indicates her weapon power. The Weapon power bar can be found in the upper right corner of your screen during regular game play. REPEATS On the continue screen, after the game is over, if you press the Start Button within 10 seconds, you can start the game from the same screen you just ended on and repeat unlimited times. ITEMS You cannot win the game without these Items! Know the effects to enhance your game. ITEM BOX Break the item box and many items will come out. S MAGIC Recovers the MP gauge by 6 points. Healing Recovers the HP gauge by 6 points. B MAGIC Recovers the MP gauge by 12 points. RECOVER Recovers the HP gauge by 12 points. 1 UP Gains extra player. Valis: The Fantasm Soldier Attack Items Use Up/Down to scroll text Increase the level of your weapons. Get them all, and defeat the powerful Rogles! BULLETS Bullets shoot out from the tip of the sword. Its attacking and piercing power may vary; but, its good for a continuous shooting spree. LASERS A laser shoots out from the tip of the sword. Its piercing power is great, but it does not shoot continuously. At level 3, it can shoot in five directions at once. CUTTERS Cutters shoot out from the sword. This does not have a piercing power, but it is effective when it hits an enemy. It can continue shooting, and can shoot upwards at level 3. GRENADES The sword shoots out grenades. The shooting range is short, but it can continue shooting, and its destructive power is great. At each level, it shoots more grenades. Valis: The Fantasm Soldier Magic Use Up/Down to scroll text Every time you knock down a boss character, you gain its magic! EARTHQUAKE(GYEDA) MP consumption = 6 Get this magic by destroying Gyeda, the Lord of Earth. This is very effective for the enemies on the ceiling and the ground, but there is no effect on enemies in the air. It consumes the least power, but the attacking power is weak. ICE FEATHER(GEEVA) MP consumption = 8 When you destroy Geeva, the Lord of Water, you acquire this ice magic. It shoots out two ice balls and, when the balls break, they scatter many ice feathers. Enemies get damaged by being hit by the ice feathers. FLAME RING(VENON) MP consumption = 10 When you destroy Venon, the Lord of Fire, you acquire this fire magic. For several seconds, a ball of fire circles around you, and those who come in contact with the flames are injured. It can also protect Yuko from enemy bullets. TORNADO(IZARD) MP consumption = 12 When you destroy Izard, the Lord of Wind, you acquire this wind magic. It creates two tornadoes on the left and right sides of Yuko. Their movement is only parallel to Yuko. It does not affect the enemies above and below her. GIGA THUNDER(VOLDES) MP consumption = 14 When you destroy Voldes, the Lord of Thunder and Lightning, you acquire this thunder and lightning magic. Several lightning bolts shoot down from the sky, and damage all the enemies on the screen. At the same time, all the enemy bullets are destroyed. DEATH FLASH(REIKO) MP consumption = 18 You get this magic by knocking down Reiko. The screen flashes with white light, and destroys all but the boss character on the screen. The destruction power is great, but it consumes high MP. It is a great magic, when you use it wisely. Valis: The Fantasm Soldier Hints and Tips Use Up/Down to scroll text Act 1 This is the only human world you see in this game, when Yuko is wearing a school uniform. It is important to master Yuko's basic movements. The boss character here is Gyeda, one of Rogles' five Dark Lords. The Lords of the Dark World have invaded the human world, and Yuko's fight begins. The hole is a passage to the Dream World. Destroy Gyeda and meet with Valia. When they attack you with spears, leave enough distance between you and the spears. They shoot while jumping. GYEDA stomps on the ground to create an earthquake. Avoid damage by jumping. Act 2 First stage in the Dream World is the World of GEEVA, the Ice World. Jump high when you get to a slope and shift the screen. Items may be hidden. Enemy characters may appear from anywhere. Be careful! GEEVA approaches from above. Jump to avoid her! She moves fast while shooting fire balls. Be alert and fight back! GEEVA attacks you with ice feathers. You can avoid them with your sword or with magic. When she moves up and down while kicking, avoid her by sliding. Act 3 In this stage, you are surrounded by lava and flames. You need to use High Jump and Sliding. It gets to be very complicated, so don't get lost! Jump very carefully! If you fall into the lava, you get damaged. If you don't have much space for jumping, try sliding! A ball of flame flies around you. Stay alert. Air waves created by a sword can be destroyed by your sword. The boss character of this stage is VENON, the Lord of Fire. When he jump-kicks, avoid damage by sliding. You can avoid his wave of flames with your sword. This stage is very rocky. Avoid slipping and jumping on the slope. The enemy movements are very quick, so avoid damages by leaving enough distance between you and your enemies. There are many strong enemy characters, so avoid damage by leaving enough distance between you and your enemies. Landing space is limited, so be careful when you jump. If you slip, a life is consumed. Prehistoric birds fly above and around you, and they can dive fast to attack. While VENON is jumping, he shoots out bubbles. You can burst the bubbles with your sword. He attacks you with his tornadoes. Since you cannot destroy the tornadoes with your sword, avoid them by jumping. Your timing is very crucial here. He may put up a barrier in the air, but you can destroy it with your sword.

VECTRMAN.O

Vectorman Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME ENEMIES HINTS AND TIPS BROWSE HELP FILES Vectorman Game Description Use Up/Down to scroll text VECTORMAN! The future of the human race looks hopeless when maintenance drones accidentally replace the orbot leader's head with a salvaged atomic bomb. All the orbots on Earth are immediately ordered, via television receivers, to stop cleaning up the planet and to start manufacturing weapons for an impending ambush of the returning humans. Only one orbot, a sludge barge pilot who was out of communications range, is unaffected by the evil takeover. You are that pilot: Vectorman! The only hope of the entire human race is for you to destroy the villainous WarHead: you must seek him out by following a trail of television receivers around the Earth, and then confront him in a battle that will decide the fate of humanity, and of the planet Earth itself! Vectorman Controller Functions Use Up/Down to scroll text VECTORMAN (Our hero in humanoid form) D-Pad: * Move Vectorman Buttons A & B: * Shoot Button C: * Jump Start: * Pause Special Moves: * You can shoot while running. * Hit the jump button in the air to boot-blast even higher than a regular jump. * If you have the rapid-fire gun, hold the shoot button down to let loose a stream of bullets. MORPHS Drill: * D-Pad Left: Slide Left * D-Pad Right: Slide Right Some floors can be drilled through. Just move on top of them as the drill and they'll explode! BOMB * D-Pad Left: Roll Left * D-Pad Right: Roll Right * Shoot Buttons: Trigger When the form times out or you trigger the bomb, our hero detonates in a huge explosion (don't worry-he gets better). Some walls, floors, and ceilings can be knocked out of its way. DUNE BUGGY * D-Pad Left: Drive Left * D-Pad Right: Drive Right Drive around the level as the dune buggy, bursting through walls. JET * D-Pad Left: Fly Left * D-Pad Right: Fly Right * D-Pad Up: Fly Up * D-Pad Down: Fly Down When Vectorman is a jet, he can fly anywhere, and contact with enemy orbots destroys them! Use the jet morph to access secret areas that are inaccessible any other way. MISSILE * D-Pad Left: Fly Left * D-Pad Right: Fly Right When Vectorman is a missile, he can smash through ceilings and reach new areas of a level. FISH * D-Pad Left: Swim Left * D-Pad Right: Swim Right * D-Pad Up: Swim Up * D-Pad Down: Swim Down The fish morph allows our hero to swim quickly under water and to kill enemy orbots by ramming them. PARACHUTE * D-Pad Left: Float Left * D-Pad Right: Float Right Vectorman can slowly drift to Earth as this power-up, allowing much more maneuverability in the air. DANCIN' FOOL * D-Pad Left: Dance Left * D-Pad Right: Dance Right * D-Pad Up: Dance Up * D-Pad Down: Dance Down * Buttons A & B: Shoot When confronting WarHead in the Disco, Vectorman becomes a dancin' fool. Bounce off the enemy tops and shoot the evil villain through the spinning door. Watch out for the electrical charges that WarHead fires at you! TRAIN * D-Pad Up: Move Up * D-Pad Down: Move Down * Buttons A & B: Shoot * Button C: Jump When battling WarHead on the levitating tracks, our hero morphs into a train. Try to shoot WarHead's grasping hands, but don't let them grab you. CRICKET * D-Pad Left: Hop Left * D-Pad Right: Hop Right * D-Pad Up: Hop Up * D-Pad Down: Hop Down * Buttons A & B: Shoot Vectorman takes on WarHead in the form of cricket on the rolling mat, hop around, trying to line up a shot at the villain's huge hands, but don't let the hand touch you. Vectorman Playing the Game Use Up/Down to scroll text STATUS AREAS Vectorman's vital statistics are shown at the bottom of the screen at all times during gameplay. Current Weapon: Vectorman can use six different weapons throughout the game. This icon shows which weapon is currently active. It flashes when there is only a little ammunition left. Lives: The dancing Vectorman icons show how many lives are held in reserve. Health: Vectorman can take several hits before he loses a life. The total filled-in balls represent the number of hits he can take. The empty balls represent the number of times he's been hit. Empty balls can be filled in by grabbing a health goody. The total number of health points can be increased by grabbing a max health goody. Time Remaining: Vectorman has a limited amount of time to finish each level. This indicator shows how much time is left. Multiplier: By picking up goodies, Vectorman can have a 2x, 3x, 5x, or even 10x multiplier. Each sore earned while a multiplier is showing is multiplied by that number. Also, each health goody you get fills in 2, 3, 5, or 10 health balls, and each 1Up goody you get gives you that number of lives. Multipliers only last a short time. Score: You accumulate score by picking up photons and by destroying enemy orbots. When you reach a certain score, you earn an extra life. The score needed depends on difficulty level. POWER-UPS Multipliers: When Vectorman picks up a multiplier, all scores earned, health goodies, and 1Ups are multiplied by 2, 3, 5, or 10. 2x and 3x multipliers can only be found in televisions. Multipliers last only a short time. Health Point: A Health Point fills in a ball on the health indicator, up to the maximum number of health balls. Full Health: A Full Health goody fills in all the balls on the health indicator. Max Health: A Max Health goody increases the number of health points that Vectorman has. It can only be found in a television. 1Up: A 1Up gives Vectorman an extra life. WEAPONS Rapid Fire: The rapid fire gun shoots a stream of bullets that ricochets off walls. Hold down the shoot button to repeatedly fire bullets. Wave: The wave gun fires a cone of energy. It's useful for destroying enemies that aren't in a direct line of eight and it even goes through walls. Bolo: The bolo gun shoots a big rotating energy ball that travels through enemy orbots. Orb: The orb can only be used once each time you pick up an orb icon, but it destroys all the nearby orbots in a huge explosion. Nucleus Shield: The nucleus shield rotates around Vectorman, protecting him from harm. After a short period of time, the shield goes away automatically, leaving our hero with the standard ball gun. MORPHS Drill: The drill is useful for breaking through floors. Bomb: When the bomb detonates, floors, walls, and ceilings can be destroyed by the explosion. Jet: As the jet, Vectorman can fly much higher than he could ever jump. Fish: As the fish, Vectorman can swim through water much faster than he can run. Missile: The missile form can break through ceilings. Parachute: The 'chute form makes Vectorman drift slowly down, so he has much more maneuverability than normal. Dune Buggy: Vectorman can use the Dune Buggy form as a battering ram to burst through walls. Milestone: The milestone goody enables Vectorman to restart the level wherever the milestone was touched. Extra Time: Picking up the Extra Time icon adds two minutes to the level timer. Television Receiver: Destroying a television earns Vectorman one of the goodies described above. Photon: Photons are pulsating energy sources that are spread out through all the levels. Picking up photons earns points. Satellite Dish: Destroying a satellite dish earns access to the Bonus Round, where Vectorman can rack up extra points. Satellite dishes are all protected by an impenetrable energy shield by destroying the Satellite Shield Generator. Satellite Shield Generator: Destroying the Shield Generator turns off the shield protecting the satellite. In most levels, the Generator is hidden in a secret place, so search the level carefully. Vectorman Enemies Use Up/Down to scroll text TURRET Turret watches for intruders from vantage points on walls, floors or even on ceilings. BEEDLE Such a small orbot may seem harmless but in swarms Beedle is relentless. DOORMAN Doorman uses a sturdy shield to guard its territory. There aren't very many ways to push your way past. Maybe if you sneak up from behind... HOWITZER Howitzer is four barrels of grenade-launching mobile artillery. JAWS A fire extinguisher, a bear trap and some clever engineering make Jaws a lethal contraption. A quick blast from that nozzle and it's airborne. LEGS Legs is a sentry guarding its territory with a powerful kick! MARGE Marge is part Doorman, part Legs and all attitude. It'll seem docile until you get too close. SLUDGE PILOT An angry Sludge Pilot is a formidable foe. It shakes the ground and can blast you with powerful arm cannons. ANGLER Angler usually swims in schools. So where you see one... SUBMARINE Packs of Submarine orbots patrol the seas. They'll sneak up from the depths, so keep your eyes peeled. MECHA JELLYFISH Just when you thought it was safe to go swimming, Mecha Jellyfish reminds you it's not. Vectorman Hints and Tips Use Up/Down to scroll text * Max Health Power-Ups are the most valuable items in the game. They increase Vectorman's supply of health points, allowing our hero to take more punishment. * Shooting downward in the air slows Vectorman's descent and can allow access to new areas. * Hitting the jump button while in a jump launches a boot blast, which not only extends a jump but also can destroy enemy orbots. * Fight enemies on slopes by crouching under their shots and shooting up at them. * Some walls that appear solid are actually secret doors. * There are many secret areas, point bonuses, bonus games, and special codes that make it easier to get a high score and finish the game. So exploration and experimentation are very important! * Marge and Doorman are equipped with super-resistant face masks that cannot be damaged. But both these orbots also have a weak spot.

VRTROOPR.O

VR Troopers Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME SPECIAL MOVES BROWSE HELP FILES VR Troopers Game Description Use Up/Down to scroll text VR COMBAT INTENSITY! The evil Grimlord has zapped the VR Troopers into a vile virtual reality video game. It's up to Kaitlin Star, Ryan Steel and JB Reese to fight their way out! Use each Trooper's special fighting moves to defeat the mighty Tankotron, Decimator, Darkheart, Magician and Kongbot. Work over the stealthy Skugs in the Battle Grid. Then meet Kamelion in a fiery showdown to overthrow the cynical Grimlord! Throw atomic shurikens, attack with your laser lance and wreak havoc with turbine kicks! Execute more than 50 moves in all! Blast your way through the Story Game, or test your combat skills against the CPU. Ready for high-impact 2-player action? Choose the Vs. Battle, and mix it up as your favorite VR Trooper, or as one of Grimlord's warriors. VR Troopers Controller Functions Use Up/Down to scroll text TAKE CONTROL! D-Pad: * Move the VR Trooper Button A: * Makes fighter throw opponent Button B: * Makes fighter punch Button C: * Makes fighter kick Start: * Pause/resume game VR Troopers Playing the Game Use Up/Down to scroll text STORY GAME Follow the story of the Troopers as they attempt to defeat Grimlord's goons and escape from his twisted video game. The Story Game begins at the Fighter Select Screen. Press Left/Right on the D-Pad to fight as JB Reese, Ryan Steel or Kaitlin Star. The VR Trooper you select will take on the enemy at the bottom of the screen in a sudden death, best-of-three or best-of-five match. Each time you defeat an enemy, you'll earn points, and a chance to face more enemies. You'll also get some counsel from Professor Hart, Jeb and Grimlord himself. To escape the virtual world, defeat all five of Grimlord's robots, and the three clones of JB, Ryan and Kaitlin Star. Then you'll have to prevail against fiery Kamelion in a heated showdown. BATTLE GRID BONUS ROUND Each time you defeat an enemy in a match, you'll earn a chance to rack up bonus points by battling Skugs in the Battle Grid. The more Skugs you defeat before time runs out, the more points you get! Each enemy you defeat increases your time in the Battle Grid. But be warned, if you get killed by the Skugs your quest to defeat Grimlord is over. CONTINUES If you lose to Grimlord, don't give up. You get 3 Continues to fulfill your quest. Press Start at the Continue Screen before the 10-second clock runs out for a chance to get revenge against the enemy that beat you. RACK UP POINTS After each match in the Story Game- and after each venture into the Battle Grid- you'll see your points total for the round and for the game. GO FOR THE HIGH SCORE! The top ten scores are posted on the High Score Screen. If you make a high score, select the first of your three initials by pressing Up/Down on the D-Pad. Then press Right on the D-Pad and use the same routine to select your second and third initials. When you're through entering your initials, press Start. VS. BATTLE When you select Vs. Battle on the Main Menu screen, you'll advance to the Fighter Select Screen. This is your chance to fight as your favorite VR Trooper, or as one of their monstrous enemies. Press the D-Pad Left/Right on the Fighter Select Screen to choose your fighter for each battle. When both Player 1 and Player 2 have selected a fighter, Player 1 presses Start to advance tot he Combat Screen. FIGHT RECORDS After each match in Vs. Battle mode, the Fight Records Screen displays the fight results for Player 1 and Player 2. The results include wins, losses and number of rounds won. CHOOSE YOUR LEVEL After you've selected your fighter, press the D-Pad Left/Right to choose one of these settings for your match: * Ziktor Skyline * V.R. Skyjet * The Forest * The Swamp * The Scraplord * Grimlord's Lair CPU DUEL CPU Duel is similar to the Vs. Battle, except instead of fighting against a friend you're competing against the CPU. Choose your fighter, choose your level and keep track of your results on the Fight Records Screen. VR Troopers Special Moves Use Up/Down to scroll text JB Reese Laser Lance = Press Forward and punch Dive and Roll = Tap back twice and punch and kick Turbine Kick = Press up, down, then kick Kaitlin Star Power Ring = Press forward and punch Punch and Kick = Punch and kick Use Pistol = Press back and punch Ryan Steel Atomic Shuriken = Press forward and punch Lazer Rush = Tap back twice and punch and kick Overdrive = Hold down A, B and C Buttons for 2 seconds Tankotron Blast = Press forward and punch Hard Shell = Hold down the A, B, and C Buttons for 2 seconds Mine = Press back and punch Decimator Power Slice = Press forward and punch Switchback = Tap back twice and punch Stomp = Press up, down and kick Kongbot Bark Blast = Tap back twice and punch Charge = Press down and punch and kick Spin = Press the D-Pad 360 degrees and punch Darkheart Blast = Press forward and punch Cloak = Press down and punch and kick Shield = Hold down the A, B, and C Buttons for 2 seconds The Magician Magic Globe = Tap back twice and punch In Hat = Tap down three times and punch Switcheroo = Charge back and punch and kick

WACKYWLD.O

Wacky Worlds Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME MAKING MUSIC HINTS AND TIPS BROWSE HELP FILES Wacky Worlds Game Description Use Up/Down to scroll text Here you are with Sonic on his rocket ship. Six exciting WACKY WORLDS are floating in outer space. They're all different, with plenty of fun just waiting for you. Roll the Mega Mouse to move Sonic over any planet. Then press a button to send him scooting off to your destination. The six WACKY WORLDS are: Sci-Fi Planet Fairytale Kingdom Monster Movie Safari Island The Toy House Under the Sea Where would you like to go first? Sci-Fi Planet: Jive with Toe-Jam & Earl on a funky far-off planet. Fill the sky with moons and asteroids and set a spaceship zipping by. This is a great place for a lunar base, with weird and wacky "goons from space"! Fairytale Kingdom: Build a lollipop world of pumpkin houses, castle towers and flapping flags. Grow a giant beanstalk with fairies flitting through the leaves. The princess lives here happily, until the dragon kidnaps her! But all is well when the knight comes to save her. They all live happily ever after, including the unicorn! Monster Movie: Ghosts, skeletons and bats are just a few of the gruesome ghouls in this WACKY WORLD. Make spooky music and Frankenstein will do Monster Moves under a full moon. Build a haunted castle full of glowing eyes. Whooo's there? Safari Island: Play with Tarzan, Jane and their pets. Parrots! Elephants! Crocodiles! Lions! Make jungle music for the witch doctors dancing in the palm trees! Look out--here comes Tails! The Toy House: Build a doll house and fill it with furniture. Hang pictures and light a cozy fire. Mama will be delighted! Baby's just learning to crawl. Better give him plenty of toys. Can you find the letters to spell your name? Under the Sea: Get in the swim with sharks, jellyfish and seahorses. The diver bobs like a bubble, while the mermaid guards the sunken treasure. Clam shells open shyly to show their shimmering pearls. All to the beautiful sounds of undersea music! Wacky Worlds Controller Functions Use Up/Down to scroll text It's easy to make things happen in WACKY WORLDS. Use the Mega Mouse for everything you want to do. To move something around the screen, roll the Mega Mouse. You can... * Fly Sonic from one planet to another. * Move the GLOVE on any picture. * Move the GLOVE on any tray. * Scroll the background and entire picture left and right. To perform an action, press BUTTON A, B, or C. You can... * Pick up a sticker, or put it down. * Open a tray and use something in it. * Turn pages in the sticker books. * Choose a color and paint with it. * Animate some stickers. * Make your own music, and add it to your pictures. * Erase just one sticker, or everything on a picture. * Do lots more! Wacky Worlds Playing the Game Use Up/Down to scroll text Exploring: 1. Every world has something fun going on. An astronaut floats in space. Rainbow-colored fish flit through seaweed. A ghost haunts a spooky castle! When you first go to a world, the Grabby Glove is ready to help you. Roll the mouse to move the Glove around. 2. Move the Glove over any sticker and press a button. The Glove grabs the sticker (and the sticker may start wiggling!). 3. Now roll the mouse to move the sticker anywhere on the picture, and press a button to "stick" it down. If you move stickers over each other, the last sticker you grabbed will be on top. 4. Don't forget to check out the whole picture. Move the Glove all the way to one side. The picture will scroll by itself to show you more places. Some worlds have stuff hidden on the sides. See what you can find. After you explore one side, move the Glove all the way over to the other side. What's waiting over there? Getting Stickers: 1. You can fill up a Wacky World with stickers. Move the Glove to the very top of the screen and press a button. The top tray will slide open. (The tray will also open if you leave the Glove over the handle for a few seconds, or move the Glove fast to "bump" it into the top of the screen.) 2. The tray is full of sticker books, and one of them is open. Look at all those stickers! Move the Glove over any sticker and press a button to pick it up. The tray will close by itself. 3. Press any button again to set the sticker in the scene. You can put it anywhere you want. On the ground. In the sky. Even over another piece! Looking Through Sticker Books: 1. Let's look at that top tray again. Remember, it's full of sticker books. You can look through the pages. Move the Glove to the folded corner at the bottom of either page. (The Glove points its finger when it's ready to turn a page.) Press a button to turn the page. Wow! This book is chock full of stickers! Keep turning the pages to see them all. 2. Let's look in a different book. Move the Glove over a closed book and press a button. That book will open, revealing different stickers. 3. There are six books in all, one for each Wacky World. You can take stickers from any book and put them in your scene. Now that's really wacky! Adding Letters and Words: It's fun to sign your pictures, give them titles and add silly or special words. Look in The Toy House sticker book for letters, and use them in any picture. How many funny words can you think of for the characters to say? Making Pictures Move: 1. Some stickers dance. Some bow. Some blink. And some even fly away! The Magic Glove you need to make them move is in the bottom tray. To open the tray, move to the bottom of the screen and press a button. (You can also rest the Glove over the handle, or "bump" into the bottom of the screen to open the tray.) 2. Find the Gloves in the tray. The Magic Glove is sparkling blue. Move to it and press a button. Now that's your Glove. 3. Move the Glove back to the picture. (The tray will close by itself.) Put the Glove over a sticker and press a button. Watch what the sticker does! Pressing the button again makes the sticker stop moving. (Some stickers can't move. They make a funny noise instead.) 4. Get all your stickers moving at once. Isn't that a lively scene? Coloring: 1. What are your favorite colors? Red? Blue? Purple and green? If a sticker isn't the color you want, you can change it! First, open the bottom tray and pick the Coloring Glove that's squirting paint. 2. Move the Glove over a sticker and press a button. 3. Now you're on the painting table. To pick a color, move the Glove over it and press a button. Then move the Glove to the sticker, and press a button again. There goes the paint, right where you want it. The square paints are solid colors. The paint drops on the palette are made up of shaded colors that will show up together. You can paint with any square or paint drop you want. 4. Finished? Then move the Glove back to the picture and the newly painted sticker will follow. Isn't coloring fun? Erasing: 1. Maybe there's a sticker that you don't want. If there is, you can erase it. Open the bottom tray and pick the dark Eraser Glove with the exploding finger. 2. Move the Glove over the sticker, and press a button. Blammo! So long, sticker. 3. What if you want to erase ALL the stickers? Open the bottom drawer and pick the BOMB. Watch what happens! 4. Change your mind? Then pick the Bomb again, and all the stickers that exploded will be put back in the picture. You have to do this right away, while the Bomb is covered with a bandage. Otherwise, the stickers are gone for good. Starting Over: 1. What if you want to start your picture over? There's a way to do that. Go to the scene and open the bottom tray. 2. Pick the WORLD TIED UP IN RIBBON. Your picture will go back to the way it was when you got your Wacky Worlds game. 3. If you change your mind, pick the World Tied Up In Ribbon again, right away. All the stickers you had before will be put back. Remember, you have to do this right away, while the World Tied Up In Ribbon is covered with a bandage. Otherwise, the stickers are gone for good. Stopping and Starting: Here's a way to give your stickers a rest. Open the bottom tray and find the Traffic Signal. * Pick STOP to freeze all the moving stickers. * Pick GO to get them moving again. Going to a Different Wacky World: Sonic will take you to another Wacky World anytime you want. Open the bottom tray and pick Sonic on his rocket ship. You'll zip into outer space. Now it's time to start having fun in a totally exciting and different Wacky World! Wacky Worlds Making Music Use Up/Down to scroll text Making Music: 1. Wacky Worlds has lots of music. Can you hear it playing right now? Each world has its own tunes. And guess what? You can mix them up. For even more fun, you can make up new sounds. That's right. Wacky Worlds lets YOU make the music. Open the bottom tray and pick the Boom Box to get started. 2. Now you're in the Music Machine. It's loaded with things to do! Every part in the Machine does something special. To pick any one, move the Glove over it and press a button. Song Stickers: * Song stickers hold bits of music. When all the song stickers play in order, one after the other, you hear a wonderful, wild or wacky tune. * Pick any song sticker with the Glove and move it to a different place in the music stack. Try mixing them all up. That sounds great! Play Song Switch: * Pick PLAY ALL to listen to all the song stickers in order, one after the other. * Pick Stop to turn the music off. * Pick Play One to listen to only one song sticker, over and over again. Speed Switch: * Pick the Rabbit to speed the music up in the song sticker that's playing right now. * Pick the Turtle to slow the music down. Play Next/Last Switch: * Pick Play Next to listen to the next song sticker in the stack. * Pick Play Last to listen over again to the last song sticker you played. Musicians: Four musicians are jammin'! They're very talented. Each one plays a different part of the music--lead, bass, drums or backup. You can make them show their stuff. For each musician... * Pick Play to have him play the basic melody of the song sticker in a normal kind of way. * Pick Riffing to turn him into a wild man, playing the song with lots of energy and steam, what a show-off! * Pick Rest and he'll take a break while the song sticker plays. When a musician plays, his tune flows through a tube into the song sticker. That way, the tunes from all the musicians mix together and come out as one song. When you change what a musician is doing, the color of his music tube gets lighter or darker. So does the tab where it connects to the song sticker. That way, you can tell right away what a musician is doing. Music Books and Bands: The Music Machine has its own trays. Open the top tray to see the four music books. Each one is for a different band. They are... * Reggae (blue). * Funk (purple). * House Music (green). * Music for Kings and Queens (orange). Each music book is full of song stickers. Are you ready to make some crazy music? Then... * Turn the pages to see all the song stickers in the book that's open. * Pick a different book. It's full of song stickers, too. * You can pick any song sticker and put it in the stack. * When that sticker plays, watch the musicians change color. For instance, if the sticker is purple, the Funk band musicians will play. If it's green, you'll listen to the House Music band. * Try out musicians from different bands. Move the Glove over one of them and press a button. The musician's color will change. You might put a Reggae bass player with a Funk song sticker. Or have a House Music drummer play Music for Kings and Queens. You're making Wacky Worlds of music! * When you change a musician, the tube and the song sticker tab change colors, too. That lets you know right away what band he's from. Repeating a Change: What was the last thing you did in the Music Machine? Did you try a musician from a different band? Make the drummer riff? Slow down the music? If it sounds good, you can make the same change in every song sticker--all at once. Open the bottom tray in the Music Machine and pick the Radio. Whatever you did last will be repeated in every song sticker in the stack. Erasing: Suppose you want to take some of the song stickers away. Open the bottom tray in the Music Machine and pick one of these... * The dark Eraser Glove makes song stickers vanish. * The Bomb blows up all the song stickers in the stack. * The World Tied Up in Ribbon puts the Music Machine back the way it was when you first got your Wacky Worlds game. Leaving the Music Machine: Are you ready to leave the Music Machine? Open the bottom tray and pick the TV. Now you're back in your Wacky World. Just listen to that wonderful music! Wacky Worlds Hints and Tips Use Up/Down to scroll text Worlds of Wacky Fun: Stuck on Stickers Mixing stickers from different picture books is cool! It's fun to scramble them up to make things like castles and gardens. For instance, build an undersea fortress, or plant a seaweed garden in outer space! Don't forget to add some action with animated stickers. They usually wiggle when you pick them up, so you'll know which ones can move. Use them to make plays or puppet shows, or act out stories. See where your imagination can take you! Music Fun In the Music Machine, you can get neat effects by composing the song in special ways. For example, make a thrilling "build up" by repeating the same song sticker, adding in one more musician each time. Get another fun effect by "morphing" the same sticker from one band to another! Stuffed with Stickers You can only put a certain number of animated stickers in a picture. When you reach the limit, some of the stickers in the picture book will turn into "outlines." You can get them back to normal by erasing some of the other animated stickers in your picture. There's also a limit to the total number of stickers you can use at one time. If you reach this limit (it's fairly high), the handles for the top tray will disappear until you erase some of the stickers already in your picture. The Mischievous Glove If you don't move the Glove for awhile, it will start fooling around, doing tricks, even taking a walk! Don't worry. It will come right back, ready for fun, as soon as you move the mouse again. Clearing the Screen The Bomb and the World Tied Up in Ribbon do similar jobs, but not exactly the same. The Bomb clears away all stickers from the screen, leaving only the background. That way, you can start your next picture of musical composition from scratch. The World Tied Up in Ribbon returns the screen to the way it was when you first got your Wacky Worlds game. A playful scene or musical composition will be set up, and you can start creating your own masterpiece from there. Saving Wacky Worlds automatically saves and remembers your creations, every time you play. When you end a session, you'll know your artwork will be waiting for you the next time you're ready to work on it. Sharing your Wacky Worlds Your creations are special, so why not share them with the world? Make pictures and trade them with friends for double fun. Create musical video greeting cards and send them to people you love. Who knows--you may get a funny card back, made just for you!

WARSONG.O

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

WCSOCCR1.O

World Championship Soccer Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME TAKE CONTROL HINTS AND TIPS BROWSE HELP FILES World Championship Soccer Game Description Use Up/Down to scroll text Here it is! The ultimate soccer game. One grand stadium, twenty-four international teams and enough fierce competition to make your blood boil. That is, if you've got any interest in beating the odds and grabbing the World Championship as your very own prize. Winning won't be easy since qualifying is a must before you're allowed to take on the best of the bunch for spirited soccer play. But to prepare yourself, try a few practice games to master your weaknesses and improve your strengths. Then you'll be ready to qualify against the six separate groups of teams, all vying for a spot in the Final Tournament. Sixteen players are registered on each team, and before a match begins, the starting eleven are selected. To help you select the team of your choice, each team's offensive and defensive strengths are represented in numerical value. Naturally, your offensive and defensive strengths will help you decide. If you're quick to dribble, but slow to tackle, you'll probably want a team that's stronger on defense. It's up to you, so go for the gusto and earn the right to carry the Cup! World Championship Soccer Controller Functions Use Up/Down to scroll text D-Button: * Operates selection arrow during Mode Selection. * Dribble. * Guides direction of the ball. Start Button: * Selects Mode Selection Screen: World Championship or Test Match 1P. * Pause during game. * Resumes play. * Begins play. Button A: * Shoot. * Slide tackle. * Goalie: Jump and catch the ball. * Operates during Mode Selection Screen. Button B: * High pass. * Cancel selection during Mode Selection Screen. Button C: * Ground Pass. * Operates during Mode Selection Screen. World Championship Soccer Playing the Game Use Up/Down to scroll text Locate Mode Selection Screen: During the Title Screen, you'll be offered three modes of play. Use the D-Button to move the arrow to either World Championship or Test Match 1P during the Title Screen. When you're playing with an opponent, and Control Pad 2 is engaged, Test Match 2P will be offered as a selection. When you're ready, press Button A or C to view the game screens. Select From World Championship or Test Match Screens: Whether you choose to play World Championship competition from the onset against the computer or against another player or play a Test Match first, the same screen and choices will be offered to you regardless. Here's how you get ready. Special instructions for Test Match 1P, Test Match 2P and a 2-Player game will follow this section. Team Selection Screen: Following your mode selection, the Team Selection Screen will automatically appear. Before you is a map of the world. Use the D-Button to move the arrow to the country of your choice. Once the arrow's settled on the country, it will begin to flash. Now press Button A or C to review the team's numerical qualifications. The data is displayed from numbers 1 to 5, the highest representing the best and vice versa. Depending on their given strengths, you may use the D-Button to move the arrow to either "YES" or "NO" and then press either Button A or C to enter your selection. If you wish to choose another team, choose "NO" and repeat the procedure or press Button B to cancel your selection. If you cancel, you may choose another team from the map. Member Select Screens: After you've entered your team selection, the Member Select Screens will automatically start to appear. You'll have to select a starting lineup of eleven players from a group of sixteen. You will have to choose from four different screens which will automatically appear one after the other once you've completed your selection from each one. The first Member Select Screen is the Goalkeeper Screen. On the miniature field opposite the players' names, you'll notice a blinking position. Match the number of players with the blinking position or positions. Choose one goalie by using your D-Button to move the arrow to the player of your choice. Now press Button A or C to enter your selection. To cancel your selection, press Button B. When you press Button B during any Member Select Screen, you will automatically return to the Goalkeeper Screen. The Member Select Screens will follow in this order: Defenders, choose four; Midfielders, choose four; and Forwards, choose two. To help you choose, the players' statistics are listed opposite their names. These statistics are based on speed, kicking strength, tackling strength and accuracy. They are numbered from 1 to 5, 5 being the best. A player's numerical value is based on a comparison with other players on the same team. So if a player on a different team is awarded the same stats, both players' abilities may vary based on their team's total data. Elimination League Screen: After you've selected your team and starting players, six groups will be displayed. Your team will be highlighted in a different color. These teams represent your qualifying opponents. While you're playing, the computer is busy playing the other groups against themselves so the victors will emerge for the Final Tournament. The 1st and 2nd placed teams of each group will qualify for the Final Tournament. In addition, four of the remaining 3rd place teams will also qualify based on their record of play. During the qualifying round, if your team's record satisfies the requirements to take part in the Final Tournament, your team may advance, however; if your team does not satisfy the requirements, the game is over at the end of the match. After sizing up your competition, press Button A or C to view the Qualifying Screen. Elimination League: 1st Day The Elimination League: 1st Day screen will display your team and the name of the opposing team. Press Button A or C to start play. Special Instructions For Test Match and 2-Player Games: When you play a Test Match, only one match is held, During Test Match 1P, you'll compete against the computer although you're allowed to choose its team. During Test Match 2P, you'll play against your opponent. Game will kick off immediately following the selection of the opponent's team. When two people play, each player selects a team and competes against each other. If you end in a tie, the winner is selected by a penalty kickoff. When the match is over, the names of up to three players who score and their times will be displayed. World Championship Soccer Take Control Use Up/Down to scroll text TAKE CONTROL In Soccer, the attacking team and defending team frequently change. The team that is controlling the ball or nearest the opponent's goal is the attacking team. The instant the opponent takes the ball, attacking and defending roles switch. Attacking Kickoff: At the start of the match, Player 1 kicks off. At the start of the second half, player 2 kicks off. When a goal is scored, the side that has scored, kicks off to resume play. Dribble: During game play, you can only control the moves of the player with an arrow overhead at any given time. The computer will control the rest. To move a player in contact with the ball, press the D-Button in your desired direction and the player and ball will advance. Kicking: To pass the ball, Buttons A-C each execute a different style of kick. When using Button A, the ball will always advance in the direction of the opposing goal until you're in sight of the goal. Then use your D-Button to guide the ball accurately into the goal. When using Button B, the direction of the pass is established with the D-Button. Use this pass for long overhead passes. When using Button C, the direction of the pass is established. Shooting: When the opponent's goal appears on the screen, using Button A and the D-Button will allow you to aim and shoot. Depending on the height of the ball's shot and its timing, the shot can be a header, overhead, volley or diving shot. Throw-In: When a ball touches a player's body and goes over the sideline, a player from the opposing team is allowed a throw-in from the place where the ball went out. Control the direction of the throw-in, by using the D-Button. Corner Kick: When the ball goes over the defending team's end line after being last touched by one of the defending team's players, the attacking team is awarded a corner kick. Select the point where the ball is to hit the ground by pressing the D-Button in that direction. Use Button A or B to kick the ball. Defense Tackling: When you approach a player in contact with the ball, you can slide tackle by pressing Button A. Now you can steal the ball. Operating the Goalkeeper: When your goalkeeper is indicated by the arrow, you can stop the opponent's shot by moving the keeper with the D-Button. Now push Button A to make the keeper jump and catch the ball. If you push Button A while pushing the D-Button simultaneously, the keeper will dive. After a set time has elapsed while the goalkeeper holds the ball, the keeper will automatically kick the ball even if no buttons are pushed. Goal Kick: If the ball goes over the defending team's end line after touching a player on the attacking team last, the defending team is awarded a goal kick. Select the kicking direction with your D-Button and kick with Button A or B. If the D-Button is not pushed, the ball will travel to the center. Penalty Kick Contest: 5 players will come forward and the two teams will face off by taking alternate penalty kicks. The team that scores the most goals wins. If the 5 players finish shooting and the number of goals is the same, it becomes a sudden death between the subsequent players until a winning score is established. World Championship Soccer Hints and Tips Use Up/Down to scroll text When you're setting up for a goal, passing the ball, or throwing the ball in from the goal, line the D-Button up with any one of the coordinating numbers 1-5 on the field and the ball will follow in that exact direction. When you contact opposing players head-on, you can steal the ball more easily.

WCSOCCR2.O

World Championship Soccer II Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME GAME TYPES HINTS AND TIPS BROWSE HELP FILES World Championship Soccer II Game Description Use Up/Down to scroll text Designed in Europe, where Soccer is King! World-caliber soccer with teams from 32 countries lets you experience the '94 World Championship. Championship Features: * Incredible gameplay based upon realistic soccer model and large player sprites. 8 formations available. * 32 Teams Square-off, representing all the top soccer countries -- Germany, Italy, Brazil, Mexico, the U.S. and more! * 3 Exciting Ways to Play: Exhibition, Challenge Game, and World Tournament. Replay the '86 and '90 World Championships. * 3 Levels of Difficulty: Easy, Normal, Hard -- make it great for beginners to experts. * It's all here -- Instant Replays of goals, corner kicks, headers, penalty kicks, and much more! World Championship Soccer II Controller Functions Use Up/Down to scroll text Start Button: * Pauses the game * When Start pauses the action, UP/DOWN scrolls through additional Options. D-Pad: * Controls the selected player. A-Button: * Makes selected player shoot toward goal, regardless of the direction he is facing. B-Button: * Makes selected player pass toward the nearest teammate in the direction the selected player is facing. If no teammate is in that direction, a medium strength pass will be made in the direction the selected player is facing. C-Button: * Makes selected player kick the ball in the direction he is facing. World Championship Soccer II Playing the Game Use Up/Down to scroll text The Kickoff A kickoff takes place at the beginning of each half. According to the rules of the game the ball must travel forward. For the sake of game play we allow the ball to be passed sideways along the midfield line to simulate the slight nudge forward used by the pros today. Player Control In World Championship Soccer II you control one player specifically and influence the play of a second player. The player under your control has a colored number above his head representing his usual position on the field. Player control automatically changes to put you closer to the ball. The player with the number above his head is obvious, but you also have some control over the player who is closing toward the attacker. Pressing the slide button at the correct time will cause the closing player to execute a perfect defensive slide. Running The D-Pad controls the running of the player whom you control. Ball control is automatic (although it can be lost if sharp turns are made). When on defense, your defender can intercept the ball both in the open and in a tackle. Passing There are 3 forms of passing in World Championship Soccer II. The most obvious is the Passing mode. The selected player will pass toward the nearest teammate in the direction the selected player is facing. If no teammate is in that direction, a medium strength pass will be made in the direction the selected player is facing. The default setting for this is the B-Button. The second form of passing uses the Kick button. The selected player will kick the ball in the direction he is facing. This strategy is perfect for splitting the defense and 'leading' your intended receiver with a ball played into him while in full stride. Finally the Shoot button can be used as a quick means of passing the ball upfield. Here the selected player will shoot toward goal, regardless of the direction he is facing. While useful in Easy mode, reliance on this latter tactic will cause defeat in Normal and Hard modes. Heading The Ball The ball can be headed when the ball is in the air. Press the A-Button to attempt to make contact and deflect the ball in the direction of the D-Pad . Making A Slide Tackle While playing defense, a slide tackle can be made by pressing the designated button (C-Button is the default) and pressing the D-Pad in the appropriate direction. Any player sliding is effectively taken out of the flow of play for a couple of seconds and therefore this defensive technique should be used accordingly. The Goalkeeper World Championship Soccer II has automatic goalkeepers for the save and reaction part of their game. The player is in control when the ball is in the goalkeeper's hands or he is about to take a goal kick. The Corner Kick A corner kick is awarded when one team kicks the ball out of play over the end lines. The usual kicking assignments are followed. The Throw In A throw in is awarded when one team kicks the ball out of play over the sidelines. * A-Button: The selected player throwing the ball into play will throw toward goal, regardless of the direction he is facing. * B-Button: The selected player throwing the ball into play will throw toward the nearest teammate in the direction the selected player is facing. If no teammate is in that direction, a medium strength throw will be made in the direction the selected player is facing. * C-Button: The selected player throwing the ball into play will throw the ball in the direction he is facing. The Foul (Red Cards and Yellow Cards) A foul is committed when a player tackles the opposing player first rather than the ball first. A particularly nasty foul can result in a Yellow Card being given to the tackling player involved. A free kick is awarded for this infraction. A vicious foul can result in the issuance of a Red Card and the offending player is sent off the field, causing his team to play with one less man. A player receiving two Yellow Cards in the same game also is sent off the field. The Free Kick When a foul is ruled by the referee, a free kick is awarded. The team whose player was fouled gets to restart play from the point of the infraction and the opposing team must remain 10 yards away until the ball is kicked. If the free kick is awarded close to the Penalty Area (and goal mouth) the defense will automatically set a protective wall of players to defend their goal. The Penalty A Penalty is awarded when a foul is committed in the Penalty Area. This is a kick from within the Penalty Area (from the Penalty Spot). Use the style of kick (shot on goal, pass or kick) that you think gives you the most chance of scoring. No other player, except the Goalkeeper is allowed into the Penalty Area until a shot has been taken. Extra Time If the game ends in a tie, you'll play two extra ten-minute periods. If the game is still tied, the outcome will be decided by each team taking five penalty kicks. The team that makes the most penalty kicks wins! World Championship Soccer II Game Types Use Up/Down to scroll text At the game select screen, choose from the following games: Exhibition Game: Choose your favorite national soccer team and play against the computer or another player. Challenge Game: Defeat 16 progressively more difficult teams, one after another. World Championship Game: Play any game and any team from the 1994, 1990 or 1986 World Championship. Construct your own World Championship from 32 of the top teams in the world. THE EXHIBITION GAME If you select Exhibition from the initial menu, first press the D-Pad up or down to select the national soccer team that you wish to play for. As the highlighter moves over each team, the country name and the national soccer uniform colors are displayed. Press any button once to choose the team. Then choose your opponent by similarly pressing any button. Alternatively, sit back and watch a few games of computer versus computer. Once the two teams have been selected, move the highlighter down and select Play. Press any button to start the game. Once the Exhibition game is completed, you will return to the Main Menu. THE CHALLENGE GAME The Challenge Game allows you to learn as you play by presenting 16 different team challenges in an ascending order of difficulty. The first few games, regardless of difficulty setting, are relatively easy, but you will need to learn the appropriate tactics of soccer to move past the middle teams. If you select Challenge from the initial menu, first press the D-Pad left, right, up or down to select the national soccer team that you wish to play. As the highlighter moves over each team, the country name and the national soccer uniform colors are displayed. Press any button once to choose the team. At the beginning of each Challenge Match, you may access a password. This allows you to rejoin the action without starting over. Depending on the team you choose, the 16 challenge rounds are as follows: * Round 1 Australia * Round 2 South Korea * Round 3 Morocco * Round 4 Nigeria * Round 5 USA * Round 6 Scotland * Round 7 Mexico * Round 8 Sweden * Round 9 Cameroon * Round 10 Russia * Round 11 Spain * Round 12 Colombia * Round 13 England * Round 14 Holland * Round 15 Brazil * Round 16 Germany THE WORLD CHAMPIONSHIP GAME The Select Player Team Screen shows the 24 teams that have qualified for the 1994 World Championship. There are 8 additional teams that can be substituted (from 0-8 teams) for these teams. This is done via the Customize Option Screen. To customize the 24 teams within the World Championship, move the arrow to the word Customize and press any button. By pushing the D-Pad, move the highlighter to any team you wish to exclude from playing in the 1994 World Championship. Press any button and a red cross will appear. The message 'Select 1 More Team' will be displayed. You may exclude up to 8 teams if you wish. Next move the highlighter over one of the 8 originally excluded National Teams. Press any button to include the team in the 1994 Championship. On exiting the Customize Option Screen, the player returns to the Select Player Team Screen, where a team may now be selected. To play a single team throughout the tournament, move the highlighter to the appropriate national flag and press any button. The type of control will change from Computer to Player. The default team formation is also shown at this time. The World Championship Screen has 5 options. The first three - Championship '86, Championship '90 and Championship '94 - allow you to play the teams and schedule of the World Championships held in Mexico, Italy and the US respectively. To play the correct 1986 schedule, exclude Cameroon, Republic of Ireland, Saudi Arabia, Sweden and Switzerland. Then include Denmark, England, France, Northern Ireland and Scotland. To play the correct 1990 schedule, exclude Nigeria and Greece. Then include England and Scotland. The Designer Championship allows you to place the 24 teams into any group set up. These can be based on any factor you wish, such as geographical location, team uniform color or even alphabetically. The Designer Championship Screen allows you to move from group to group, adding or subtracting as you wish. Move the highlighter to the national flag of your choice and press to add the team to the group. A flashing letter signifies that the team is in the group. To remove the team, just press on the national flag a second time. Once the 6 groups are finalized, press OK and the World Championship will begin. The Designer Championship only takes place in the USA. The Randomizing Option Screen allows the Championship teams to be shuffled into potentially more interesting groups. This is included as a short cut method for those who want a change in the game without having to use the Designer. Each World Championship is split into a number of rounds. In the first round, the 24 teams are divided into 6 groups of 4 teams. Each team plays all the others in their own group, playing a total of 3 games. In 1994 3 points are awarded for a win, 1 point for a draw and 0 points for a loss. Whether you win or lose is unimportant, only the total number of points collected in the 3 games. Teams with the same number of points in the standings use a stat called Goal Difference (Goals Scored - Goals Allowed) to decide these ties in the standings. All World Championships prior to 1994 award 2 points for a victory. Each game in the World Championship is available to be played by you. Click on OK to start the World Championship. The first game will now be listed. Press any button again and the appropriate host country (Mexico - 86, Italy - 90, USA - 94) appears with the location and date of the first game. If both teams are listed as being controlled by the CPU, you may allow the computer to play the game instantly, by clicking on Play. However you may also use the D-Pad to move up to CPU and toggle it to the word Player allowing you to play that team in the game. In this way any of the World Championship Games can be played. If one of the teams is human controlled, then pressing Play will take you into the soccer game play itself. However if both are CPU controlled, then the game returns to the World Championship Standings Screen and displays the result and new table standings. Repeat the process until Stage 1 is completed . If you have selected a team at the Select Player Team Menu, the team will automatically be set to Player control rather than CPU. At the completion of Stage 1, the two top teams in each group, plus the 4 best 3rd place teams, advance to the next round. Now the Tournament becomes a single elimination affair with all games played to a conclusion, by penalty shoot-out if necessary. As before, you may take control of any game you wish. Note: To quit at any point outside of an actual game, select the password option and either get the new password or quit the Championship. World Championship Soccer II Hints and Tips Use Up/Down to scroll text * You should pass the ball to your teammates as often as possible. It'll keep your opponents on the run! * Watch out for foul plays. You don't want to lose any of your teammates! * When shooting at the goal, come in at an angle for a higher scoring percentage. * Make leading passes up the middle with the kick button, and regular passes with the pass button on the outside.

WHERTIME.O

Where is Carmen Sandiego? Electronic Arts To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME THE CHRONOSKIMMER HINTS AND TIPS BROWSE HELP FILES

WHIPRUSH.O

Whip Rush Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME STAGES BROWSE HELP FILES Whip Rush Game Description Use Up/Down to scroll text It is the 22nd century, and mankind has drained every planet in the solar system of its natural resources. A team of three Alpha-type robot spaceships was sent to the nearest neighboring system to seek out new sources, mine them, and send the scarce materials back to Earth. One day, while the team was investigating the planet called Voltegeus, it suddenly ceased to transmit and could not be contacted. Many years passed without a sign, and the ships were given up for lost. Then, Earth Defense Headquarters received word from Pluto Base of a huge unidentified object approaching our system. An infra-scan probe revealed the three Alpha ships at its core. In the hands of a hostile alien intelligence, the ships had been transformed into a gigantic, heavily-armed, flying fortress-bent on destroying Earth! The defenses of Earth have all failed to halt the juggernaut of destruction, and it now threatens to obliterate the planet. In a final desperate bid for survival, all resources have been expended to create one mighty jet fighter: Whip Rush. You must pilot Whip Rush on a noble mission to deliver mankind from certain doom! Whip Rush Controller Functions Use Up/Down to scroll text TAKE CONTROL Start: * Press to pause/resume game D-Pad: * Move Whip Rush A Button: * Change speed of Whip Rush B Button: * Press to shoot C Button: * Press to rotate Power Claw(s) * Pressing A and B Buttons at the same time changes distance of Power Claw(s) from Whip Rush. Whip Rush Playing the Game Use Up/Down to scroll text OPTIONS SCREEN Press the D-Pad to move the marker up or down to the option you want. Then press left and right on the D-Pad to change the setting. Level: Change the level of difficulty of the game. Control: Change functions of each button on control pad. Speed: Change speed of Whip Rush. Shot: Shoot bullets. Claw: Rotate the Power Claw(s). Sound Test: Listen to music in the game. BONUS SCREEN After clearing each stage, a Bonus Screen will appear, in which bonus points will be added to your score. POWER UP Power Up unit appears by shooting a capsule. You can equip Whip Rush with one of four Power Up units(weapons) by touching the one you want. Power Up units show four upper case characters in this order: L-M-F-P. Touch one of these to take as you choose. There are three optional weapons other than standard equipped bullets. You can take the same weapons up to three times and the power of the weapon can be reinforced accordingly. Also, there is defense equipment called Power Claw(s), which can be taken up to two units. LASER- You can shoot forward only, but rapid firing is very effective when facing strong enemies in front. MISSILE- You can shoot both back and forth. Missiles from Power Claw even chase enemies as they go. FIREBALL- Bullets go in the opposite directions as you move Whip Rush. POWER CLAW- You can equip Power Claw(s) with up to two units. Power Claw(s) also shoot bullets. Whip Rush Stages Use Up/Down to scroll text STAGES The attack of the intruders is now even threatening residential areas of mankind, as well as the space around the earth. We have no means of knowing the whole picture of the intruders yet; however, let us show you the battle scenes up to stage four. Stage 1: Drive Out the Intruders Intruders are now attacking vital defense territories of the earth. Mankind will have no future unless they drive the intruders back here. Go, Whip Rush! Stage 1 Enemies JABA- Intruders' unattended reconnaissance. Some of them may dash against Whip Rush. DOMEL- Slow in maneuverability, yet have multi-directional guns and shoot laser guns. SANDWICH MAN- Moves upper and lower platforms by strong magnetic force to narrow Whip Rush's traveling area, and shoots laser. BUCCUS- Floating mines approaching to bomb Whip Rush. GOMES- Direct corps of an advance command module shooting ring laser. VASCUS- An advance command module of intruders equipped with solid armor plates and powerful weapons. The missiles are so destructive that even a single blast may destroy Whip Rush. Stage 2: Seek Out the Enemy Base Whip Rush has successfully driven them away from metropolitan areas of the earth; however, there are still many units on the ground. It is said that an advance base of intruders is located in this swampland. Stage 2 Enemies PHOTON- Transports carrying large bombs. They drop bombs when you approach closer. BOOMERANG YARO- Fires sharp magnetic boomerang-type cutters. DEGREE- Unattended defensive equipment floating under the surface. Barriers in their foreheads are invincible. Whip Rush is far inferior in maneuverability in the water, because it has been designed to fight in space. To conquer enemies in the water, you must catch their movement as quickly as you can. TANBA- Shoots missiles in three directions simultaneously. ACTFENDER- A defensive system securing the entrance of the base. The system fires laser barriers from both ground and top, and shoots bullets from the center multi-directionally. Stage 3: Destroy the Base After destroying Actfender, you'll find a huge opening of a cave where an advanced command base of intruders is built. Stage 3 Enemies VIVIRIANTE- Unattended storming bombers hiding in the cave. They rotate and plunge toward Whip Rush. DEVELOPER- Floating batteries to defend the base. A pair of rotating batteries fly in the cave and fire cannons when mounted on the wall. WALKER- A member of the Infantry corps which shoots countless homing-missiles from its head. SPECTLAM- Fires widespread cross-laser and has solid armor plates. Slow in maneuverability. MASTER-BLASTER- Consists of upper(Master) and lower(Blaster) portions. Can be destroyed by blasting Master. DEFENDER CORE- A central unit of the defensive system of the base. Destroying DEFENDER CORE freezes a whole operation of the base and all enemies on the ground will get out. Stage 4: Engage Incoming Aliens Whip Rush has destroyed the advanced base on the ground and launched into space, to encounter a storm of meteorites-and you will see... Stage 4 Enemies UNSOCIABLE- Covered with the strongest armor plates. Whip Rush must attack the core somehow to conquer. BEEKY- Moves inside pipes and fires from openings. SILKWORM- Moves on pipes installed in various directions and attacks Whip Rush. KRITCH- Fires wave-cannons from its arms. INPELITELI- Attack fighters having solid armor plates and laser cannons. JABA III- Reinforced version of JABA destroyed in Stage 1. VANGUARD- Protected by four pieces of defensive equipment. It fires huge spherical energy-bullets in all directions. Whip Rush will find a heavily armed Alpha Fortress soon after destroying VANGUARD.

WIMBTENN.O

Wimbledon Championship Tennis Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME SCORING HINTS AND TIPS BROWSE HELP FILES Wimbledon Championship Tennis Game Description Use Up/Down to scroll text Tension on the terraces. Action on the courts. London explodes in a historic fortnight of midsummer melodrama! Wimbledon-the highlight of the tennis world's calendar. You're down there on the center court. Facing the top seeds in tennis. The tension mounts. Adjust your sweaty palm on the grip of your racket. A hush falls over the crowd. You can pick out the famous faces... All eyes left. A lightning service launches the ball at you across the net. Eyes right. Body reels, racket lashes out and back the ball bounces. Eyes left. Up to the net to put on the pressure or fall back to the baseline for a battle of strategy. Serve, forehand, backhand, lob, smash, volley. Every weapon in the tennis master's arsenal. Singles or doubles, with friends or against the computer. There's a pool of 24 hot-shot tennis stars to match yourself against, at different levels and in various types of match. Tailor your game for optimal thrills and savor the ultimate Wimbledon experience. Wimbledon Championship Tennis Controller Functions Use Up/Down to scroll text Take Control It's no good running amok and lashing around in the air with that racket. To climb your way to the top you've got to make every stroke count. And that means transmitting your skills from fingertips to ball through familiarity with your control buttons. Start Button: * Takes you to Exit and End in Options and Password screens. * Enters selections in other menus. * Pauses games when the ball is not in play; restarts paused games. D-Pad: * Moves the cursor up and down between categories in selection screens; left and right cycle through choices. * Controls the player's movement during play. * Adjusts the direction of a stroke or serve. Button A: * Enters selections in menus. * Triggers a toss by the server. * Delivers a slice service or a lob. Button B: * Enters selections in menus. * Triggers a toss by the server. * Delivers a top-spin serve or a slow looping shot. Button C: * Enters selections in menus. * Triggers a toss by the server. * Delivers a flat, hard service or a stroke. Wimbledon Championship Tennis Playing the Game Use Up/Down to scroll text Exacting Exhibition... If you select Exhibition from the initial menu, first press the D-Pad up or down to opt for singles or doubles and to choose the number of players. The computer is ready and willing to step in and play if there are not enough of you. Alternatively, sit back and watch a few games of computer versus computer. Move the D-Pad left or right to select a one-, three- or five-set match. When you are sure about the type of game you want to play, press Button A, B, or C or the Start Button to exit the Exhibition screen. If you chose a game for more than one player, you will be advised on connection Control Pad 2 or the Team Player. Press Button A, B, or C or the Start Button to move on to the Select Players screen. Here you can study statistics on 24 players before assigning one to each role. Data for each player includes power and control for forehand, backhand and service strokes as well as info on style and specialties. Press the D-Pad up or down to scan between players. Press left and right to assign a skill level from zero to nine, so you can always be sure to match your current standards. When you are satisfied with your selection, press Button A, B, or C or the Start Button to confirm. Next, you have to choose whether your player will operate in Manual or Semi-Auto mode. The latter gives you some computer guidance in his or her movement-a tremendous help while getting used to playing. (All computer-operated players function in Full-Auto mode.) Use the D-Pad to toggle between modes and then press Button A, B, or C or the Start Button to move to the next player assignment. With the whole line-up picked, you have another chance to confirm your decision. Choose Yes by pressing Button A, B, or C or the Start Button to proceed to the Select Court screens, or No to make further alterations. There are three types of surfaces available. Lawn courts feature high speed and low bounce. Clay courts have high bounce and low speed. Hard courts are somewhere between the two, with high bounce and medium speed. Use the D-Pad left and right to view the courts available and press Button A, B, or C or the Start Button to make your decision and begin the action. When an Exhibition match is over, you are shown Winner and Loser screens. These give you the names of the players and their performance summaries in terms of points, errors and service aces. You are offered the chance to Change Player and continue from the Select Players screen, or to Exit. Sharing the Racket If you choose a game for two players, you will be shown a diagram of how to connect the Control Pads. Player One chooses the type of game, selects a player, picks the type of court, and assigns roles for the computer. Player Two then chooses a player. It is up to Player One to confirm selections and begin the game by leading the service. For three- and four- player games, you need to hook up the Team Player to Control Port 2 on the Genesis. The assignment of game conditions and players is the same as for two- player games, with second, third and fourth participants making player selections in turn. Playing the Taxing Tournament The Tournament mode offers you an opportunity to experience the last three steps toward the coveted Wimbledon title. As one of the remaining eight contestants in the singles, you challenge the computer in a knockout competition through the quarterfinals, semifinals and final. From the initial menu, select New Game and go directly to the Select Player screen. Choose your player and opt for Manual or Semi-Auto using the same data as in Exhibition mode. However, each match is fixed at three sets on a grass court and you start at level zero. Before the first game begins, you will see the Quarter Final screen, showing the competition and your path to possible victory. Press Button A, B, or C or the Start Button to move down onto the court. After each game, you will be given a score update. Press Button A, B, or C or the Start Button to go on to the next game. After a match, you are shown the results of the quarterfinals. If you lose a match, you are given a few words of encouragement and offered another shot at the title. When you win, the Semi Final screen shows you how far you and the other victors have climbed toward victory, and who your opponent will be for the next leg. But the going gets tougher- the player's skills improve as yours do. If you win your third tournament match, you will be crowned with the Wimbledon title. But this is just the first in a succession of four Tournaments, with escalating standards of play. No matter how good you think you're getting, the opposition is getting tougher too! Wimbledon Championship Tennis Scoring Use Up/Down to scroll text Scoring Each match is divided into games and sets. Game The scoring for a tennis game proceeds from love (0), 15, 30, 40 to game. The score is shown after each point. However if the score reaches 40-40, the referee calls "Deuce." Here, players must gain a two-point advantage over their opponents to win the game. Set The first player or team to take six games wins the set. But the victor must have won at least two more games than their opponent or a tiebreaker begins at six games all. Each point won counts as one point. The tiebreaker starts with Player One serving once, then the other players serving twice each in rotation. The winner is the first player up to seven points, providing they have a lead of two points. After that, victory goes to the first to break the opposition's service to gain a two-point lead. And Match A Tournament match is the best of three sets. However, in Exhibition mode, you can select from one, three or five sets. In a three-set match, the first player to win two sets takes the match. Likewise, the first to three wins a five-set match. After each game, the scoreboard comes onto the screen. The left side shows the number of games won by each player in previous sets. The progress of the match is indicated on the right side, including the number of sets won, the number of games each in the current set, and the score in the game that is in progress or has just finished. There are two indicators at the top of the screen. The one on the left shows the time elapsed since the Wimbledon cartridge was switched on. The indicator on the right displays how long the current match has been in play. Fault Fault services occur when the served ball does not successfully connect with an opponent's service box. In this event, the server can try again without conceding the point. However, if this happens twice-a double fault-the server loses the point. A let service occurs when the serve strikes the net but still falls within the opposition's service box. This is not penalized, and the server still has two chances to make a successful serve. Wimbledon Championship Tennis Hints and Tips Use Up/Down to scroll text Helping Hands * Semi-Auto mode gives you a feel for the flow of the game and gives you confidence in manipulating the players. Try it as a first step before the full freedom of Manual mode. * You'll find that a hard oblique service from the corner of the court to the center is usually good enough to baffle weaker players. But it's not something to rely on when the going gets tougher. * Try not to let a tough competitor get control of the net. If this happens, you might as well be playing against a brick wall. * Don't give up on your first stroke. There can be plenty of time for a second try if you're quick on your buttons.

WIZNLIZ.O

Wiz 'N Liz Psygnosis To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME BROWSE HELP FILES

WRLDHERO.O

World Heroes Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES World Heroes Game Description Use Up/Down to scroll text TIME'S GREATEST WARRIORS Dr. Linus Fracas is a brilliant scientist with a bizarre taste for hand-to-hand combat. He is curious to discover the answer to the important question: Who is the greatest fighter of all time? Dr. Fracas invented the world's only time machine. He now uses it to transport the greatest warriors from the past into the present for battle with the champions of today. The winner of these bouts will be crowned the greatest fighter Earth has ever known. But Earth is not a lone planet. Alien beings have a taste for war, too. One of them is coming.... World Heroes Controller Functions Use Up/Down to scroll text BASIC COMBAT MOVES * Move in: D-Pad TOWARD opponent * Retreat: D-Pad AWAY FROM opponent * Forward somersault: D-Pad UP + TOWARD opponent * Backward somersault: D-Pad UP + AWAY FROM opponent * Jump: D-Pad UP * Crouch: D-Pad DOWN * Punch: Button A * Kick: Button B * Throw: Button C * Pause/resume game: Start NOTE: Punches and kicks increase in intensity the longer you hold down their buttons. 6-Button Arcade Pad With the Sega 6-Button Arcade Pad, the moves for Button A(punch) and Button B(kick) are low-intensity attacks. Use these buttons for high-intensity attacks: * Hard punch Button X * Hard Kick Button Y SPECIAL ATTACKS Each warrior has his or her own awesome style. Watch the opening game demos to see some of them. World Heroes Playing the Game Use Up/Down to scroll text COMBAT! Rules * A match consists of three fights lasting 99 seconds each, or until one fighter is defeated. Win two out of three fights to win the match. * If neither opponent has fallen in 99 seconds, the fighter who inflicted the most damage is the victor. * Defeat all seven opponents to win entry into the most intense battle of your life against a mysterious, unknown warrior. Judging and Scoring Points are awarded for destroying an opponent and for the quality of your fighting skill. Time Bonus-Wipe out an opponent quickly and earn 100 points for every second left on the clock. Life Bonus-Rack up 1000s of bonus points for each victory, based on how much energy you have left. Perfect Fight-Defeat an opponent without getting a scratch and earn 80,000 bonus points. Draw-A draw is called when a fight ends with both heroes having the same energy level. BONUS ROUND Defeat two opponents in a row to enter a special test of power where you can rack up bonus points. CONTINUES The Post Fight screen at the end of every match lets the victor hurl one last insult at the vanquished player. If you won, you can press Start to return to the Fighter Select screen. If you lost, a nine-second countdown begins. Press Start within that time to return to the Fighter Select screen. HALL OF FAME If you've earned enough points, you'll be able to enter your name in the Heroes Hall of Fame. * On the Name Entry screen, press the D-Pad right or left to select a letter. * Press Start to move to the next position. * You can select up to three letters or initials. * Press Start again to see the Hall of Fame. TOTAL VICTORY If you defeat all seven fighters plus the awesome unknown warrior, you'll be rewarded with a Victory screen. Then watch the credits roll. When the Name Entry screen appears, you can add your initials to the Heroes Hall of Fame. THE HEROES This section has the down and dirty lowdown on eight of the toughest characters in world history. Each fighter is a terrifying adversary with special skills and attacks. Some carry weapons, some don't. Study their fighting styles and lethal moves. Then fight! World Heroes Hints and Tips Use Up/Down to scroll text * Learn the D-Pad directions and practice making smooth, rolling transitions from one D-Pad point to the next. * A great way to learn the moves is by setting up a 2 Player Game and leaving one of the controllers idle. You can practice your character's moves on your unprotected opponent without having to defend yourself. * There are many more moves to discover. The best way to be a WORLD HERO is to keep trying!

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World of Illusion Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS ITEMS TEAMWORK HINTS AND TIPS BROWSE HELP FILES

WSBASE.O

World Series Baseball Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES World Series Baseball Game Description Use Up/Down to scroll text It's World Series Baseball from Sega Sports-the most realistic baseball action you can find! With all the real players-complete with real player attributes-from all 28 major league teams. Plus many off-season trades and free agent moves. All 28 home ballparks. The new 6-division major league alignment. Complete season, playoff and World Series intensity. Play-by-play commentary. Player stats. And everything else you'd expect from a major league baseball game! World Series Baseball Controller Functions Use Up/Down to scroll text GAME SETUP D-Pad: * Up/Down moves highlighter on Game Select and Options screens. * Left/Right scrolls through options on Options Screens for Season, Exhibition, Home Run Derby and batting Practice. Button A: * Changes highlighted settings on Options Screens GAME ACTION FOR LEAGUE PLAY AND EXHIBITION GAMES Start: * Advances from Scoreboard Screen to game. * Activates Timeout Screen for choosing relief pitchers, making player changes, replaying the last at-bat, changing the defensive strategy and viewing the Scoreboard Screen. D-Pad: * On offense, controls position of batter's contact zone. * On defense, controls pitch placement. * On defense, overrides Auto Fielding and moves controlled fielder. * On defense, controls direction of fielder's throw. * Scrolls through Options on timeout Screen. Button A: * On offense, chooses Contact as Hitting Option. * On offense, after you select the Hitting Option, squares batter around for sacrifice bunt. * Chooses highlighted selections on Timeout Screen. Button B: * On offense, chooses Normal as the Hitting option. * Chooses highlighted selections on Timeout Screen. Button C: * On offense, chooses Power as the Hitting Option. * Chooses highlighted selections on Timeout Screen. GAME SETUP FOR HOME RUN DERBY AND BATTING PRACTICE Start: * Advances to Scoreboard Screen from the Game Select Screen. D-Pad: * In Batting Practice, changes selected option. * In Home Run Derby, scrolls through player, stadium, pitch speed, rules and records options. Button A: * In Batting Practice, changes selected option. * In Home run Derby, changes selected options, except for Rules and Record. * Selects teams and players. GAME ACTION OR HOME RUN DERBY AND BATTING PRACTICE Start: * Advances from Scoreboard Screen to game. D-Pad: * Adjusts the hitter's contact zone. Button C: * Makes batter swing. World Series Baseball Playing the Game Use Up/Down to scroll text GAME SELECT SCREEN Exhibition Game Choose your favorite Major League team and play against the computer or another player. League Select a major league team and get ready for full season action. Home Run Derby Each batter gets 10 outs to prove himself as home run king. For every home run, you pocket a $1000 cash prize. But every hit that doesn't clear the fence counts as an out. Batting Practice Get ready for the big leagues by taking some practice cuts. HOME RUN DERBY Scoreboard The Derby Scoreboard Screen lets you know which player is up, the number of home runs he's hit, the number of outs left, the longest home run, and the at-bat status. Press any button to advance to the Batting Screen. Batter's Box You'll see the batter's view of the field when you're waiting for the pitch. After every pitch you'll see a Radar Gun readout of the pitch speed. As the baseball approaches the plate, press Button C to swing the bat. Then watch the flight of the ball and hear the commentator's play-by-play. If you top the ball you'll hit a low line drive, if you get under the pitch, you'll pop it up. When the batter has recorded 10 outs, the Results Screen will appear, showing the player, his total earnings for the Derby, and the distance of his longest home run. BATTING PRACTICE Choose Batting Practice on the Game Select Screen. Then press Start to advance to the Batting Practice Scoreboard Screen. Press Start again to begin batting practice. The D-Pad controls your hitters contact zone. Button C swings the bat. LEAGUE ACTION Choose League on the Game Select Screen to begin or resume a full season. Use the D-Pad to highlight the Team Emblem. Scroll through the teams by pressing the D-Pad left/right, or by pressing the A and C Buttons. Press Start to enter your team selection. Press Start again to get to the League Setup Screen, where you'll choose to start a new season or continue a season in progress. SEASON SCHEDULE Press Start to advance to the Team Schedule Screen. There you'll see the teams you'll be facing in the current month. Dates outlined in yellow are homestands and dates outlined in red are road games. If you've chosen a season longer than 26 games, press Button B to look at the next month's schedule. As your season progresses, use the A Button to look at previous months, where your past wins and losses will be displayed. SET YOUR LINEUP Press Start to advance to the Lineup Screen. Use the Lineup Screen to choose your starting lineup, including the batting order and defensive positioning. Batting Order To adjust your batting order before the game, use the D-pad to highlight a player on the team roster. Press the A or B Button twice to highlight his name on the Offense portion of the screen. then press the D-pad up/down to change his position in the batting order. To return to the Roster portion of the screen, press the A or B Button. Defensive Positioning To change a payer's position, use the D-pad to select him on the Lineup portion of the screen. Press the A or B button to highlight the player's number on the Defense portion of the screen. Then use the D-Pad to move the player to a different defensive position. To return to the Roster portion of the screen, press the A or B Button. Making Substitutions To make a substitution in the field, select a player from your team roster by scrolling with the D-Pad, then pressing the A or B Button. The player will automatically appear in his designated position on the Defense Screen. To move the player to a different position, use the D-Pad. Press the A or B Button again to place your new player in the batting order. then press the D-pad up/down to position him in the order. Additional Lineup Screen options: * Press the C Button to see the opposing team's lineup. * Press the D-Pad left/right to scroll through each player's individual career statistics. CHOOSE YOUR PITCHERS Press Start to advance to the Bullpen Screen. Use the D-Pad to select the Starting Pitcher. Check each pitcher's stats to determine his performance. Then highlight the pitcher and press the B Button to place him on the pitcher's mound. When the pitcher is listed on the Mound portion of your screen, press Start and you're ready to play! Going to the Bullpen To go to the bullpen, select Bullpen on the Timeout Screen. Press the D-Pad up/down to scroll through your relievers. Press the D-Pad left/right to scroll through the pitcher's stats. Press the A Button to select a reliever. Next to each reliever, you'll see his number, his current stamina and his maximum stamina. Starting pitchers have greater stamina than relievers. You can have two relievers warm up in the bullpen at a time. Below each pitcher, you'll see his number, stamina and readiness, either COLD, WARM, or READY. When your reliever's ready, press the B Button to put him on the mound. Make sure you give your reliever time to get ready, or he won't be at peak performance. PLAYING A LEAGUE GAME On Offense Press Start at the Scoreboard Screen to advance to the In-the-Batter's-Box view of the playing field. If you've activated the strike zone on the Options Screen, you'll see the bracketed strike zone in white. At the bottom left, you'll see the batter's name, his lifetime batting average, his at-bat record for the game and the bat speed options. On the right side of the screen, you'll see the pitcher's name and his lifetime earned run average. At the bottom right, you'll see the count, the number of outs and a blimp view of runners on base, indicated by dots. Before the pitch, determine how will you swing: Button A = Contact-Make contact to get the ball in play Button B = Normal-Swing normally Button C = Power-Swing for the fence Hitting To swing the bat: Press the C Button To bunt: Press the D-pad and the A Button RUNNING THE BASES To control base runners, use the D-Pad and A, B, and C Buttons. The D-Pad controls the base the runner is coming from(not the base he's running to). Press the D-Pad: * RIGHT to control the runner on first base * UP to control the runner on second base * LEFT to control the runner on third base * DOWN to control all base runners at once At the same time, press: * the A Button to return to the base * the B Button to run to the next base * the C Button to slide Stealing You can attempt to steal a base at any time. After you've selected the style of batting(CONTACT, NORMAL, or POWER) and while the pitcher's choosing his pitch, you can lead the runner by holding down the B Button and tapping the D-Pad: * RIGHT to lead the runner off first base * UP to lead the runner off second base * LEFT to lead the runner off third base After leading off, to make the runner steal, hold down the B Button and press the D-Pad: * RIGHT to make the runner on first attempt to steal second. * UP to make the runner on second attempt to steal third * LEFT to make the runner on third attempt to steal home You'll see your runners lead and steal on the blimp view at the bottom of the screen. To make sure the runners return to base, hold down the A Button and use the same D-Pad commands. Double and Triple Steals To make all your runners lead simultaneously, hold down the B Button and tap the D-Pad down. To execute a double or triple steal, hold down the B Button and press the D-Pad down. Man on First and Third Hold down the B Button and tap the D-Pad left to lead the runner off third. Tap the D-Pad RIGHT to lead the runner from first. By doing this, you can force the opposing team to change their defensive strategy to prepare for a squeeze or sacrifice bunt. You can send the runner from first or third by using the base stealing commands described above. Rundowns If you get caught in a rundown, you can run back and forth by tapping the D-Pad for the desired base while you hold down the B Button to advance and the A Button to return. Defense Pitching: On defense, in the center of the screen you'll see the white bracketed strike zone and a ball indicator. On the screen you'll see the name of the pitcher, his earned run average and your pitch selection. You'll also see the name of the batter you're facing, the number of balls, strikes and outs, and a blimp view of the field and base runners. Each pitcher throws three of the following eight pitches, depending on his repertoire: * Fastball * Curveball * Knuckleball * Slider * Changeup * Split Finger * Screwball * Sinker Move the baseball indicator with the D-Pad to position your pitch. Then use the A, B and C Buttons to select a pitch. After you select a pitch, choose from three pitch speeds: Button A = Slow Button B = Medium Button C = Fast After you select a pitch speed, the pitcher will make his delivery. Pickoff Moves Use your pickoff moves to keep base runners close to the bag. To throw to a base, wait until you've selected a pitch and the pitcher has come to the set position. Then press the D-Pad: * RIGHT to throw to first base * UP to throw to second base * DOWN to throw to third base To throw a pitchout, press the D-Pad DOWN after you've selected your pitch. The catcher will receive the ball high and outside. Then hold down the C Button and press the D-Pad: * RIGHT to throw to first base * UP to throw to second base * DOWN to throw to third base Fielding When you take the mound, if you've activated Auto Fielding on the Options Screen, your players will automatically field any ball hit towards them. If you've turned Auto Fielding OFF, you control the motions of the player closest to the ball. To make the fielder dive for a ball, press the B Button while moving the fielder with the D-Pad. To make the fielder jump, press the B Button while the fielder is standing still. To throw the ball, press the D-Pad in the direction of the base you want to throw to. Then press the C Button to throw the ball. If you don't press the D-Pad, the player will throw the ball to the cut-off man or to the pitcher. THE TIMEOUT SCREEN As player/manager for your team, you can call a timeout by pressing Start. This brings up the Timeout Screen. On the Timeout Screen, you'll see the earned run average, total innings pitched and total pitches thrown, including the number of strikes and balls. You'll also see how much stamina the pitcher has left. Use the D-Pad and the A, B or C Button to select. Bullpen-Warm up a reliever, or make a pitching change Bench-Bring in a new fielder Strategy-Change your defensive alignment Scoreboard-See the scoreboard, with the current batter's game and lifetime stats SETTING YOUR DEFENSIVE STRATEGY Use the Defensive Strategy to align your infielders and outfielders. Use the D-Pad to scroll through defensive options. Then press the A, B, or C Button to enter your selection. Outfield Depth: Normal, Deep or Shallow Outfield Shift: Straightaway, Left or Right Infield Depth: Normal, Double Play, Shallow, Corners-In, Bunt Infield Shift: Normal, Guard Lines, Overshift Left, Overshift Right POST-SEASON ACTION If you excel during the regular season, you'll earn a shot at the playoffs. After the final game of the season, you'll see a breakdown of the post-season matchups. Press Start to advance to your first playoff game. In 6-Division Play: The winners of each of the 6 divisions go to the playoffs, plus one "wild card" from each league. the first round of playoffs is Best of 5. The league championship is Best of 7. And the World Series is Best of 7. Take your best shot! In 4-Division Play: The winners of each of the four divisions advance to the playoffs. The NL and AL Championship Series are Best of 7. The World Series is Best of 7. World Series Baseball Hints and Tips Use Up/Down to scroll text * If your outfielder goes back to the wall trying to stop a potential home run, try pressing the B Button to jump and catch it. * You can check your swing at the last second by pressing the C Button during the initial swing motion. * Don't keep your runner in a rundown too long, or you'll tire him out. * Always use the Strategy Screen to prepare for bunt situations.

WSBASE95.O

World Series Baseball '95 Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME ON THE FIELD BROWSE HELP FILES World Series Baseball '95 Game Description Use Up/Down to scroll text World Series Baseball '95 is far away the most realistic and all-inclusive video baseball game ever created. It not only allows you to play entire league seasons and playoffs at three skill levels, but it gives you two Homerun Derby modes and a Batting Practice option. In Rookie Mode(default), you'll easily get a feel for pitching and batting. When you master the Rookie Mode, you can move on to the more challenging levels. The wide variety will provide players of all abilities with endless hours of exciting and challenging play. World Series Baseball '95 Controller Functions Use Up/Down to scroll text MENUS D-Pad: * Toggle option Button A: * Highlight Button B: * Highlight Start: * Go to PITCHING D-Pad: * Aim Pitch Buttons A, B, & C: * Select Pitch & Speed Start: * Game options BATTING D-Pad: * Move Bat Bar Buttons A, B, & C: * Select Swing Button A: * Bunt Button C: * Swing Bat BASERUNNING D-Pad: * Select Base Button A: * Select Swing Button B: * Advance Runner Button C: * Slide FIELDING D-Pad: * Move Fielder Button B: * Dive/Jump Button C: * (w/D-Pad) Throw Ball World Series Baseball '95 offers a wide variety of game formats, each of which offers different set-up options. The following section outlines the various formats ad options. The following button controls function on all the different game set-up screens. The A Button moves the menu highlight down the list of options. The B Button moves the menu highlight up the list of options. D-Pad left/right toggles through the options under the highlighted selection. The Start button advances to the next screen. World Series Baseball '95 Playing the Game Use Up/Down to scroll text EXHIBITION Exhibition games do not count in league standings and do not influence the stats. The visiting team appears on the left side of the screen. * To select teams, press A until the team box flashes, then D-Pad left/right until the desired team appears. * To go to the Player Control screen, press Start. Player Control The Player Control screen allows you to assign controllers to the teams. The first player to emerge from the locker room is Player 1; the second is Player 2. * To select a team, D-Pad left/right. Teams not assigned a controller are controlled by the Genesis. * To begin the game, press Start. NEW PLAYOFFS In order to begin a new playoff tournament, you have to erase any existing playoffs. When you press Start to begin New Playoffs, a confirmation window appears to verify that you wish to erase the existing playoffs. * To erase the existing playoffs, first D-Pad left/right to choose ERASE, and then press Start. Playoff Set-Up The Playoff Set-Up screen allows you to customize the playoff tree before the opening round of play. To customize the tree, you need to select which teams represent which divisions(including Wildcard) and to assign a player name to those teams which you wish to control. Teams not assigned a player name are automatically controlled by the CPU. Team Selection * To have the Genesis assign the divisional and wildcard representatives at random, press Start. Note that you do not have to accept the teams chosen by the Genesis. This feature simply saves you from having to do is yourself where you don't have a preference. Initially, the highlight box appears around the Central Division slot. * To move the highlight box to a different slot, D-Pad left/right/up/down. * To select the team in the highlighted slot, first press A and then D-Pad up/down to cycle through the list of teams in that division. Note that for the Wildcard slot, you can cycle through the three divisions in that league with D-Pad left/right. * To confirm your selection, press A again. Player Selection Each slot defaults to CPU control unless you assign a player to control the team in that slot. * To assign a player to the team in the highlights slot, press B. A cursor appears on the line beneath the team name to allow you to write in a player name. * To cycle through the letters in the cursor, D-Pad up/down. * To move the cursor, D-Pad left/right. * To confirm the name, press B again. Roster Type There are two different Roster Types: MLBPA(Major League Baseball Players Association) and Draft Roster. The MLBPA Roster consists of the 1994 Major League team rosters and allows you to execute trades within those rosters. The Draft Roster setting allows you to draft your own rosters from the MLBPA list of players. Trade Trades are made on a man-for-man basis, according to position. * To select the team, D-Pad left/right to highlight the team, and then press A. * To highlight the player to be traded, D-Pad down to the desired player, and then press A. All the players at the highlighted player's position appear in the trade pool. * To select the player to be traded for, D-Pad up/down to highlight the desired player, and then press A. Draft Roster When you select Draft Roster, the Genesis displays the Draft Order screen before you begin play. The first team you select gets the first round pick in each round, the second team gets the second pick, and so on. Draft Order * To select a team, D-Pad up/down to highlight the team and then press A. * To remove the team at the bottom of the list(the last team entered), press B. * If you wish to have the Genesis select a random draft order, press Start. * When you've set the Draft Order and wish to begin the draft, press Start. THE DRAFT In the Draft, each team chooses twenty-five players from the MLBPA roster. Players are drafted according to position. After you have filled all of these positions(including a full pitching staff and a second catcher), the six utility slots become available. C = Catcher 1B = First Base 2B = Second Base 3B = Third Base SS = Shortstop LF = Left Field RF = Right Field CF = Center Field SP = Starting Pitcher RP = Relief Pitcher CP = Closing Pitcher UI = Utility Infielder UO = Utility Outfielder * To select the position you wish to fill, D-Pad up/down to highlight the position and then press A. The list of all the available players at that position appears in the Position Box. * To select a player, D-Pad up/down to highlight the player and then press A. * To return to the Draft Box without selecting a player from the Position Box, press B. * To go to the next team in the draft order after a player is selected, press Start. Once you draft a player, he's yours. You can't return him to the pool of available players, so make sure you really want him before you press the A Button. AUTO DRAFT When the next team in the Draft Order is controlled by the CPU, the Auto Draft function is used. In this mode, the Genesis looks over all the players available at all the unfilled positions in the current team's lineup and selects the strongest player according to the statistical data. In addition, you can use the Auto Draft function to select a player for your team(s) in any given round. This is particularly useful in the latter rounds of the draft when all the starting positions are filled. * To make an Auto Draft selection, press Start. NEW LEAGUE League Mode functions just like Playoff Mode, except that you play a full season before progressing to the playoffs. STATISTICS That Statistical database keeps track of 27 important stats(apart from the win/loss record) in League and Playoff games. There are four books of statistics: League Leaders, Team Leaders, Team Stats and Team Standings. * To select a Stats book, press A and then D-Pad left/right. * To view the statistics, press Start. LEAGUE LEADERS shows player stats by league, including the combined stats for both leagues. TEAM LEADERS shows player stats by team. TEAM STATS shows team stats by league, including combined stats for both leagues. TEAM STANDINGS recaps the divisional standings screen, which appears also after every day of play. The League/Team selection box flashes when you enter the Stats screen. * To select the League/Team, D-Pad left/right and then press A. The batting/running stats for that League/Team appear, ranked in order of highest batting average. * To switch to the pitching stats(or back to batting/running stats) for that League/Team, press A. * To page through the stats, D-Pad up/down. * To select a different statistical category, D-Pad left/right to highlight the desired category and then press C. The list changes, now with the leaders in the highlighted category listed first. * To return to the League/Team selection box, press B. * To return to the Main Menu at any time, press Start. HOMERUN DERBY The Homerun Derby allows you to compete in a slugging contest alone or with up to seven other players. Before you begin the Derby, you need to select the number of players, and then D-Pad left/right to cycle through the available options. The Rules of Homerun Derby are explained under the Rules option. * To read the rules, D-Pad up/down to highlight Rules and then press A. * To begin the game, press Start. The Options screen appears. * To select options and toggle settings, D-Pad up/down to highlight the desired option, and then D-Pad left/right to choose a setting. User Records When User Records are ON, you can save the records of individual users. * To enter a name on the User Records line, first D-Pad up/down to highlight the line and then press B. * To spell the name, D-Pad up/down to find the desired letter/number, and then D-Pad right to move to the next letter. * To go back and change a letter/number, D-Pad left to highlight the character and then D-Pad up/down to change it. * To confirm the name entry, press B. * To delete an existing name, highlight the name, press B, and then confirm your decision when the Erase/Don't Erase prompt appears. Next, each user has to select a batter from the team rosters. * To select a batter, highlight the User name and press Start. The Player Select screen appears. * To select a player, first D-Pad up/down to highlight the line where you want that player to appear, and then press A. The Team Selection box appears. Find the team the desired player plays for. * To select a team, D-Pad left/right and then press A. * To choose a player from the team roster, D-Pad down to the desired player and then press A. That player is inserted on the line previously selected, and begins to flash. * To assign another batter to a different user, press Start. Follow the above steps until all the lines are filled. If you want to remove a player and replace him with another, simply highlight that line and insert another player. * To begin the Homerun Derby, press Start. CLASSIC HOMERUN DERBY The Classic Homerun Derby is a head-to-head competition. You can play against the CPU or another opponent. Select the setting from the Set-up menu just as in the Homerun Derby. * To go to the Options menu, press Start. Select options and toggle settings just as described in Homerun Derby. * To exit the Options menu, press Start. The Champ If you choose Use Champ on the Options menu, you can bat as the current Homerun Derby Champ or against the Champ. * To select which player will use the Champ, D-Pad up/down. * To exit the Champ selection screen, press Start. User Records If you select User Records from the option menu, the User Records screen appears. Follow the instructions outlined in Homerun Derby to enter users on the User Records screen. * To exit the User Records screen, press Start. The Player Select screen appears. If you are playing as the Champ or against the Champ, the Champ automatically appears as one of the batters, and the other batter is highlighted. * To select a batter for the highlighted batter, first D-Pad left/right to select the team roster from which that batter is to be chosen, and then press A. * To select a player from the roster, D-Pad up/down to highlight the desired player and then press A. BATTING PRACTICE Batting practice mode allows you to practice in any stadium against each of the different pitches from either side of the plate. After you've mastered the Rookie batting level, it's a good idea to practice batting at the Veteran and All-Star levels to get a feel for the bat bar. * To set up batting practice, D-Pad up/down to highlight the settings, and left/right to change settings. * To begin batting practice, press Start. World Series Baseball '95 On The Field Use Up/Down to scroll text The Game screen shows the relevant stats for the pitcher and batter as well as a miniature picture of the field. Pitching Every pitcher has three pitches, including a Fast Ball. You need to learn the behavior of each pitch to use it effectively. There are three steps in pitching: aiming the pitch, selecting the type of pitch, and selecting the speed of the pitch. * To aim the pitch, D-Pad left/right/up/down. The ball icon in the middle of the screen moves to show your aim. * To select the desired pitch, the aim and the pitch are set, and the speed menu appears. Hide Pitch Location In two player mode, you can hide the pitch location. After you select your pitch, hold down the button. This allows you to continue to move the ball icon without changing the pitch location. Your pitch location is set to the spot where you pressed the button. All ball icon movement after that is diversionary. If you change your mind and want to change the aim or the pitch, D-Pad left/right/up to attempt a pick off or to step off the mound. * To pitch the ball, press A, B, or C to select the pitch speed. THROWING STRIKES It's easy to throw strikes with the fast ball, especially when you have the Strike Zone window turned ON. The fast ball moves more or less on a straight line to the spot where you positioned the aiming cursor. The seven other pitches(Change Up, Curve, Slider, Sinker, Knuckle Ball, Screw Ball, and Split Finger) behave in their own individual ways, depending on the throwing arm of the pitcher. For example, the Slider of a right-hander moves from left to right from the catcher's point of view; and the Slider from a left-hander moves form right to left. You need to find the strike zone for each pitch and adjust your aiming accordingly. Positioning the aiming cursor in the Strike Zone window does not guarantee a strike for most of the pitches. Pick-Off Move You can attempt a pick-off after you select the pitch and before you select the speed. * To attempt a pick-off, D-Pad in the direction of the desired base. Pitch-Out You can pitch out after you select the pitch. * To pitch out, D-Pad down. Batting World Series Baseball '95 makes batting an easy operation, but even so it takes some practice to get good at it. Keep in mind that some pitchers are much tougher than others. Before you swing the bat you need to select your swing from the three available options, which are described below. The CONTACT swing protects the plate, increasing your chance of putting some wood on the ball if only to put it in play. The NORMAL swing tries for a hit-nothing too ambitious. The POWER swing aims for the fences, but the greater bat speed increases the chances of a foul, strike, or pop-up. The pitcher won't begin his delivery until you select your swing. * To select the desired swing, press A, B, or C. * To swing the bat, press C. * To check the swing, press C again before the batter completes his swing. Bunting You can bunt on any pitch. The swing you select does not effect your bunt. * To bunt, press A. * To pull the bat back, press A again before the pitch reaches the plate. Batting(Veteran and All-Star) The Play Options menu offers three levels of batting: Rookie, Veteran, and All-Star. The Veteran and All-Star levels offer a batting bar to help you aim your swing. The batting bar for the Veteran level remains constant, while the batting bar at the All-Star level varies according to the ability of the batter. The two vertical lines in the batting bar indicate the "sweet spot" on the bat. * To aim the swing, D-Pad up/down/left/right as the pitch approaches. * To swing the bat, press C. If the batting bar does not meet the pitch, you won't hit the pitch when you swing. If the "sweet spot" meets the pitch when you swing the bat, you'll strike the ball very hard. Fielding and Throwing With the Auto Fielding(default) option ON, your players automatically field any balls hit toward them. The active fielder appears over a yellow circle. You can override automatic control by pressing the D-Pad. For example, on a bunt you might want to use the D-Pad to charge the ball. * To jump for a ball, press B. * To dive for a ball, press B with the D-Pad. * To throw the ball to a base, press the D-Pad to select the base, and then press C. D-Pad Right = 1st Base D-Pad Up = 2nd Base D-Pad Left = 3rd Base D-Pad Down = Home Plate When you have Auto Fielding off, it's up to you to track all the balls, The player nearest to the ball is automatically activated with the yellow circle. Base-Running If you choose not to control the runners, the computer automatically advances any runners who are forced. For more competitive base-running, use the controls explained below. * To advance a runner, press B with the D-Pad. * To send a runner back, press A with the D-Pad. * To slide, press C with the D-Pad. Runner Control Options The Game Options menu offers the two Runner Control options, shown on the Runner Control Options screen. The top (default) option sets the D-Pad to select the base where you want the runner to run from. The bottom option sets the D-Pad to select the base where you want the runner to run to. Stealing The key to stealing is timing. Don't lead off too far. Don't take off too early. Don't take off too late. * To lead off, after the pitcher selects his pitch press B with the D-Pad. * To steal, when the pitcher starts his wind-up, press B with the D-Pad. Tagging Up If you want to take a base on a caught fly ball, make sure you send the runner back to his base while the ball is in the air.(Button A + D-Pad) As soon as the ball is caught, send the runner.(Button B + D-Pad) GAME OPTIONS The Game Options Screen pauses the action and displays the scoreboard. Beneath the scoreboard is a list of important options and the current batter's hitting tendency chart. The following section explains the hitting tendency chart and all the options. HITTING TENDENCIES On the right side of the Game Options screen is the current batter's hitting tendencies chart. Each player has two charts: one against lefties and one against righties. On the chart, the field is divided into thirds. The number in each part indicates the batter's percentage tendency to hit to that part of the field. So, if 50 appears in the center portion of the chart, that batter hits toward center field 50% of the time. * To select an item on the Game Options screen, D-Pad up/down and then press A/B/C. * To return to the game, highlight Resume Game and then press Start. or press Start twice. Instant Replay The Instant Replay feature shows you the last play in the field. Pitches are not subject to instant replay. * To slow down the replay, press A/B/C. * To stop the replay, press Start. Lineup The Lineup screen allows you to move players in and out of your lineup. Once you remove a player from the lineup, he's out for the game. Players available for substitution appear in white letters on the roster list. * To remove a player from the batting order, D-Pad up/down to highlight the player, and then press A. * To insert a player in the empty slot, D-Pad up/down to highlight the desired player on the roster list, and then press A. Change Batting Order * To have two players switch positions in the batting order, highlight one of the other players and press C again. Player Stats Before you make substitutions to your lineup, you might want to take a look at the player stats. * To check a player's stats, highlight the player and press B. * To page through all the players' stats, D-Pad up/down. * To view the players' current season stats, press A. * To return to the Lineup screen, press Start. The player attributes appear on the left side of the stats window. Ratings range from 0-9, with nine being the best. Bullpen Once you remove a pitcher, he's out for the game. Before you remove him, it's a good idea to warm up a reliever. * To warm up a pitcher, highlight the pitcher and press C. There are three warm-up conditions: cold, warm, and ready. It's best substitute a pitcher when he is ready. * To substitute a pitcher, highlight the pitcher and press A. Pitcher Stats Before you substitute a pitcher, you might want to take a look at his stats and ratings. Ratings range from 0-9, with nine being best. * To view the stats, highlight the pitcher and press B. * To page through all the pitchers' stats, D-Pad up/down. * To view the pitchers' current season stats, press A. Strategy The Strategy screen allows you to position your outfielders and infielders to suit particular game situations. Adjustments made on the Strategy last only for the current batter. There are four boxes on the Strategy screen. The option at the top of each box is the default option. * To select an option, D-Pad up/down to the desired option and then press A. The flashing highlight automatically moves to the next box, while the selected option remains highlighted. * To return to a box, press A repeatedly until the flashing highlight appears in that box. * To return to the Game Options menu, press Start. (Play) Options * To select a play option, D-Pad up/down to the desired option and then press A to cycle through the available settings. Runner Controls The top option programs the D-Pad to select the base where the runner is coming from. The bottom selection programs the D-Pad to select the base where the runner is going. * To move the selection arrow, D-Pad up/down.

WWCARMEN.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.

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WWF Royal Rumble Acclaim To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME SPECIAL MOVES HINTS AND TIPS BROWSE HELP FILES

XMEN.O

X-Men Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME COMBAT X-PERTISE HINTS AND TIPS BROWSE HELP FILES X-Men Game Description Use Up/Down to scroll text The evil mutant Magneto has devised the world's deadliest computer virus. Its sole purpose: To destroy the Uncanny X-Men. Now Wolverine, Gambit, Cyclops and Nightcrawler join Storm, Iceman, Archangel, Jean Grey and Rogue to stop Magneto from carrying out his diabolical plan. Their target is Magneto's secret base on Asteroid M. But lying in ambush are the murderous arch villans Juggernaut, Sabretooth, Mojo and Deathbird. Will Wolverine's adamantium claws and Gambit's energy-charged playing cards be enough to defeat the forces of Magneto? That's up to you. X-Men Controller Functions Use Up/Down to scroll text Start Button: * Starts the game * Activate your selection on any menu D-Button: * Highlights the options on any menu * Move your X-Men Left and Right * Crouch by pressing Down Button A: * Use your mutant power * Call in other X-Men Button B: * Attack Button C: * Jump. Hold down button for higher jumps * Press Button C + D-Button Left or Right to jump in those directions. * For Gambit and Cyclops, press twice for a spin jump. For Nightcrawler, press twice for a super high somersault jump. Buttons C+B: * Use your special attack. X-Men Playing the Game Use Up/Down to scroll text Choosing your X-Men: Use the Danger Room to set up your X-Men front line: 1. Press the D-Button Right or Left to move your selection box. 2. Press Start to see a short biography of the highlighted superhero. Press the D-Button Down to scroll through the complete bio. 3. Use the D-Button again to move the selection box and see a different bio. 4. Press Start to choose the highlighted hero. Note: You can switch X-Men any time you're in the Danger Room. Crouch in front of the switch and punch it (D-Button Down and Button B) to start the selection process. Using the Danger Room: The Danger Room is your headquarters. Use it to enter the next combat zone and re-energize between zones. * After choosing your X-Men, test out your jumps and moves on the Danger Room platforms. In a few moments, you'll be transported automatically to a combat zone. * If you don't want to wait, climb to the control room in the upper left of the Danger Room. Once inside, you'll transport immediately to the next combat zone. * You return to the Danger Room when you clear a zone. Punch at the orbs that hang in the air to restore your health and mutant power. (In the later zones, these energizing orbs will whip through the air and be harder to catch.) * Use the Danger Room switch to choose other X-Men, and restore their health and powers with the orbs before starting the next level. * You return to the Danger Room when your superhero is destroyed. After choosing a different combatant, you'll re-enter your last zone for another try. (Once a hero is destroyed, you cannot choose him again.) * Professor X appears between zones to update you on what's happening and what to expect next! X-Treme Action! Magneto's malignant virus is rapidly corrupting the Danger Room's computer. You must defeat the program before it destroys you. Keep these facts in mind: * Your health decreases with every hit you take. If your health bar disappears, your hero is destroyed and you return to the Danger Room. If all four X-Men are overcome this way, Magneto triumphs! * When two X-Men stand together and overlap, they share health. This is a great last-ditch survival tatic when a teammate's health is dangerously low. * Wolverine alone has the power to heal himself. His health bar refills automatically if he remains unhurt. *Your mutant power decreases each time you use it. But it also slowly regenerates between uses. Take care how you use this unique ability. If the bar zeroes out, your power disappears with it. * Danger lurks in every corner. Your assailants fight dirty and attack from all directions. * Every combat zone is a maze. You must find hidden passages, punch switchs to control doors, and push levers to shift impassable obstacles. Test everything, including wall panels, to see what they do. Switching X-Men and Calling In Reinforcements: You can change superheroes during combat, so the teammate with the best ability for the job can get it done. For example, call on Nightcrawler's teleportation powers to infiltrate lethal obstacles. You can switch X-Men a different number of times in each combat zone. You can also call in five other X-Men for backup assists. 1. Press Start during combat to see the X-Men menu. 2. Use the D-Button to move the selection box to the superhero you want. 3. Press Start to select that hero and return to battle. The combatant you chose appears next to your strength bar in a flashing box. 4. Press Button A to call that superhero into battle. * Gambit, Nightcrawler, Wolverine or Cyclops will replace your current combatant. * Rogue, Archangle, Iceman, Storm and Jean Grey provide immediate backup help. X-Men Combat X-Pertise Use Up/Down to scroll text Gambit * Button A: Hurl a lethal burst of energy-charged cards. * Button B: Punch. * D-Button Down + Button B: Slash with his staff from a crouched position. * Button C + Button B: Slash while jumping. * Button C twice: Spin jump. * Button C twice, very rapidly: Super high jump. * Button C twice + Button B: Spin slash attack. Nightcrawler * Button A: Teleport through obstacles. Before pressing, use the D-Button to aim his teleportation. * Button B: Punch. * D-Button Down + Button B: Kick from a crouch. * Button c + Button B: Diving jump. * Button C: Somersault jump. * Button C twice: Super high somersault jump. Wolverine * Button A: Extend his lethal claws. Press Button B to attack; press Button A again to withdraw the claws. * Button B: Punch * D-Button Down + Button B: Punch from a crouch. * Button C + Button B: Lunging slash. Press Button A first to extend his claws. * Button C twice: Spin slash with his deadly claws. Press Button A first to extend his claws. * Button C twice, very rapidly: Super high jump. Note: If you try to use Wolverine's claws when he has no mutant ability left, he slashes wildly in a Berserk rage. If he has very little health left, his fury could be fatal! Cyclops * Button A: Flattens enemies with his deadly eye-beam. * Button B: Punch. * D-Button Down + Button B: Punch from a crouched position. * Button C + Button B: Flying kick. * Button C twice: Spin jump. * Button C twice, very rapidly: Super high jump. * Button C twice + Button A: Optic blast spin attack. X-Men Hints and Tips Use Up/Down to scroll text * Watch for Power-Ups and grab all you can. They might be out in the open, disguised as something else, or locked in secret rooms. * When a teammate's health is low, stand two X-Men together and overlap. They'll share health!

XMEN2.O

X-Men 2: The Clone Wars Sega To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME CHARACTERS HINTS AND TIPS BROWSE HELP FILES X-Men 2: The Clone Wars Game Description Use Up/Down to scroll text THE FACE OF DOOM! The Phalanx, an evil alien consciousness, has invaded Earth, bent on world domination. It has unleashed a virus so deadly that it infects any Earth being it contacts. Slowly but surely, the living being becomes one with the alien mind...and must obey! Worse yet, the Phalanx is also reactivating the Sentinels, huge mechas created to destroy mutants. Even Magneto, a sworn X-men arch-enemy, will become a target. Once the Phalanx annihilates the X-Men, the rest of the world will be ripe for enslavement! The mutant X-Men are impervious to the virus's power. But the Phalanx has another bio-horror in store. With the merest touch, any Phalanx being can extract DNA from any mutant. Once an X-Men's genetic blueprint falls into the Phalanx's control, it can be copied...and copied again. The result: X-Men clones! The X-Men could charge into combat, only to perish at the hands of their own mirror images! Psylocke could fall by the psionic sword while staring into her own enraged face! The Beast could be crushed by his own sledgehammer fists. Wolverine could be slashed to ribbons by his own lethal adamantium claws! The X-Men are about to square off with their worst enemies-themselves. They must destroy the Phalanx, or face their doom! X-Men 2: The Clone Wars Controller Functions Use Up/Down to scroll text PLAY CONTROLS Start: Pause game, skip text screens D-Pad: Move X-Men Button A: High-powered Attack; for certain X-Men, press and hold to activate the Change Meter, then release for supercharged mutant power Button B: Normal Attack Button C: Jump X-Men 2: The Clone Wars Playing the Game Use Up/Down to scroll text X-MEN POWER Health Meter The Health Meter uses lighted bars to show the X-Men's condition. When all the bars, including the top two bars, are lit, an X-Men is in peak health. In this state, his or her attacks are extremely powerful. When an X-Men is injured, one or more of the bars in the Health Meter dims. At the danger level, with only two bars left, the meter will flash a warning. When all nine bars are dimmed, the X-Men loses a life. X-Men DNA Collect floating double strands of DNA to improve your hero's health. Small double strands light up one bar in the Health Meter; large double strands light up three bars at a time; sparkling DNA strands restore ALL an X-Men's health at once! Charge Meter Some X-Men have a Charge Meter to supercharge their mutant abilities. To use the meter, press and hold Button A until the red line goes over the top. Then release the button for a full blast of mutant power! X-Men 2: The Clone Wars Characters Use Up/Down to scroll text X-MEN TEAM Beast Earthquake fist smash: Button A Punch: Button B Low slap: D-Pad Down + Button B Vertical mule kick: D-Pad Up + Button B Somersault spin kick: Button C + Button A Flying punch: Button C + Button B Wall stick: Button C + D-Pad in direction of wall or ceiling + Button B Dive & roll: D-Pad Down/Right or Down/Left + Button C Cyclops Optic blast: Button A + D-Pad to aim Supercharged optic blast: Hold button A to charge(watch Charge Meter), release to fire + D-Pad to aim Punch: Button B Combo punches: Button B twice Jump: Button C Flying death kick: Button B + Button C Gambit Charged card attack: Button A + D-Pad to aim Supercharged card attack: Hold Button A to charge(watch Charge Meter), release to fire + D-Pad to aim Staff swing: Button B Double staff swing: Button B twice fast Flying death kick: Button B + Button C Nightcrawler Teleport: Button A + D-Pad to aim Supercharged teleport: Hold Button A to charge(watch Charge Meter), release to fire + D-Pad to aim Punch: Button B Jump: Button C Somersault spin jump: Button C twice fast Flying death kick: Button C + Button B + D-Pad to aim Wall stick: Button C + D-Pad in direction of wall or ceiling + Button B Wall crawl: D-Pad while on wall or ceiling; Button C to dismount Psylocke Psionic blade: Button A Sword slash: Button B Double sword slash: Button B twice fast Jump: Button C Double jump: Button C twice fast Flying circle slash: Button C + Button B Wall stick: Button C + D-Pad in direction of wall or ceiling + Button B Floor sweep: D-Pad Down/Right or Down/Left + Button C Wolverine Power slash: Button A Slash: Button B Double slash: Button B twice fast Jump: Button C Somersault spin jump: Button C + D-Pad in direction of wall or ceiling + Button B Hand-over-hand wall swing/crawl: D-Pad while on wall or ceiling; Button C to dismount Magneto Magnetic destruct orb: Button A + D-Pad to aim; hold down Button A to extend the orb's casting distance Energy shot: Button B + D-Pad to aim Jump: Button C Hover: Button C + Button A; press Button A again to release X-Men 2: The Clone Wars Hints and Tips Use Up/Down to scroll text * When playing against Apocalypse, use Magneto to fly above obstacles and destroy anything that comes your way.

ZOMBIES.O

Zombies Ate My Neighbors Konami To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Zombies Ate My Neighbors Game Description Use Up/Down to scroll text See... zombies hunting humans! See... aliens kidnapping cheerleaders! See...mummies maiming tourists! And see it all right on your television screen in Zombies Ate My Neighbors! There are monsters, werewolves, slimy blobs and a bushel of other hideous creatures out to capture innocent people. They're attacking your neighbors, your neighbors' kids, their dog, and any other human they can find. It is up to you to use any means possible to save the victims before the bad guys get them. You'll start with just a squirt gun and a first aid kit, but there are lots of weapons lying around that can help you win this battle. You'll find bazookas, "weed-eaters," Martian bubble guns, and the dreaded, powerful, blob-destroying ice pops! But wait, there's more! There are secret potions that can transmogrify you! Become a super beast and give the zombies a taste of their own medicine. Find the mystical Pandora's Box that releases smart-bomb energy blasts. Take inflatable clowns to use as decoys and collect keys to open doors to discover more valuable items. Zombies Ate My Neighbors Controller Functions Use Up/Down to scroll text Control your destiny! The control pad is used to walk and aim your weapons. Press it in the direction you want to throw, shoot or walk. The default settings for a 3-button control pad are: * Press and hold the A button and tap the C button to change your special item. * Press the C button to use the special item. * Press and hold the A button and tap the B button to change your weapon. * Press the B button to use your readied weapon. * Press the Start button to pause the game during play. You cannot pause on the scoring screens between levels. Zombies Ate My Neighbors Playing the Game Use Up/Down to scroll text How to save the world You will play the game as one of two brave kids: Zeke or Julie. If you're playing the two player game, one player can pick each kid, but you can't have two Zekes or two Julies! If you don't like the names Zeke and Julie, you can call them by other names: Nick and Beth, Spike and Sarah, Trice and James, whatever. We won't tell you what to do, but we know their names are really Zeke and Julie. There are ten victims at the start of the game. You must rescue them before the monsters destroy them. Once all the victims are gone (either rescued by you or caught by the monsters), an "exit" door appears to let you leave that level-unless the monsters got them all, then the game is over. You can then leave the level right away or continue to search for treasures and weapons. When you exit a level, your points are displayed, and bonus points are added for the victims you have saved. Saving all ten victims earns an extra bonus. There are other ways to earn bonus points as well-for example, you get a weed-eating bonus on level 11 if you chop all of the killer weeds. You will continue to progress through the game as long as you have victims remaining and "lives" for yourself. The Victims You start with ten victims. The body count goes down every time the monsters claim one of the victims. The game will continue only as long as you have at least one victim remaining (and "lives" as described below). You can earn bonus victims by earning points, but you may never have more than ten victims at one time. If you have ten victims at bonus time, you will earn an extra life instead. Your Lives Each player starts with three "lives." When your "life bar" runs out you lose a life. There are hidden "1-up" bonuses in the game. You may also earn bonus lives if you earn points as mentioned above. The Game Screen The screen is divided into two parts. On the left part of the screen is the neighborhood map. This is where all of the action takes place. The right side is the information area. It displays the life bar, points, weapons and special items for both players. Player 1 is on the top and Player 2 is on the bottom. In the middle is the radar. It will tell you how many victims are left for you to save and where they are located. If you picture your character in the middle of the radar, then the little white blips that you see represent the victims. Move toward the blips to save them, and they will soon appear on the big area map on the left. Weapons Your readied weapon will be displayed below the life bar. Press and hold the A button and tap the B button to switch weapons. Below the weapon is a number which shows how many shots/uses of that weapon you have remaining. When you run out of shots or uses, the weapon will be dropped from your inventory. Squirt gun-Your starting weapon is good for beating the average ghoul. Refills are easy to find. Soda pop cans-These work like hand grenades; they explode on impact and eliminate most low-powered monsters in one shot. Great against Evil Dolls! Bazooka-Very powerful! Use it to blow holes through cracked walls and weak spots in hedges. Good against Chainsaw Maniacs. Fire extinguisher-Freeze monsters. A long blast for a long freeze or a short blast for a quick freeze. This is one of only two weapons that are effective against the Jelly Blobs (ice pops also work). Weed-eater-Cuts through weeds and monsters! Ancient artifact-This talisman will produce a spinning fire that protects you and destroys the monsters it touches. Silverware An excellent weapon when you come across a werewolf or two! Plates-Effective if you have nothing else to use. Martian bubble gun- Captures the target in a temporary bubble. Try it on ants! Tomatoes-Not as good as plates, but Martians hate them. Ice pops-These can kill the Jelly Blobs when you toss them from a short distance. Football-Throw it deep to get the football players off your back. Special Items Scroll through these items by pressing and holding the A button and tapping the C button. Some items destroy monsters, some give you special powers, and some are unpredictable! Keys-You need them to open doors. Skeleton keys Opens the skull doors. Monster Potion (red bottle) -Become a purple beast with an attitude and bash through walls, doors and monsters. You are invincible until the potion wears off. Ghost Kid Potion (blue bottle) -Turn into a spectre and roam freely. You can't be hurt, but you can't shoot any monsters, either! Random Potion (question mark bottle) -There is no way to know what effect the potion will have. It could restore your health, give you a speed boost, cause damage or turn you into the purple beast. There are other effects that you will have to discover on your own, but we'll warn you that if you turn green, you turn mean! Speed Shoes -The T.K. (Transylvania Knights) 3000 Cross-Trainers are great for sprinting around the 'hood. The effect is temporary, but cool! Decoys-These inflatable punching clowns attract monsters and draw the attention away from you. Pandora's box-The golden chest releases energy blasts when used. They seek and destroy those nocturnal terrors chasing you. First aid kit-Use it to restore your life bar to full force. Zombies Ate My Neighbors Hints and Tips Use Up/Down to scroll text * Your squirt gun is the best all-around weapon, but it's pretty worthless against tough monsters. The weed eater is awesome against mummies. * Zombies At My Neighbors has many secret passageways. You should explore your surroundings even after you've rescued all the victims. Don't worry, you're not under a timer. * Save your silverware for use against werewolves. * Martians hate tomatoes. * On level 41,there's a "1-Up" on the far right side of the level. Walk into the building in the lower right corner. Go into the bathroom and blow through the crack in the wall, then walk upward to find the "1-Up". * On level 3, be sure to pick up every possible item, especially the boxes with the clown's face on it. This is a useful item in the next level to keep the chainsawing maniacs busy.

ZOOL.O

Zool Gametek To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES Zool Game Description Use Up/Down to scroll text In Zool you play the part of the Interstellar Cosmos Dweller from the Nth dimension. You must take Zool to the edges of the known universe and beyond, guiding our hero through seven worlds, back to his home, the Nth dimension. Explore the levels, dispatch as many of Krool's Legionaries as you can, pick up the bonuses, find the exit and defeat the end of level beastie. This is going to be one journey you'll never forget. It's going to be, well ... WEIRD! Zool Controller Functions Use Up/Down to scroll text Start Button: * Start/Pause the game Directional Button: * Up: Climb up walls. * Right + Button B: Jump diagonally right. * Right: Run right. * Right + Down: Slide right/Kick. * Down: Climb down walls/Crouch. * Left + Down: Slide left/Kick * Left: Run left * Left + Button B: Jump diagonally left. Button A: * Fire; With Down, Crouch, Kick and fire. Button B: * Jump; With direction, allows Zool to jump off walls. Button C: * Punch when on the ground; when in the air, allows Zool to spin, destroying airborne enemies. Zool Playing the Game Use Up/Down to scroll text RESTART POINTS: On each level there are a number of restart points to find. If you hit these, you will begin your next life from that spot. On each of the levels, you will find a Light and Buttons on a sign. Punch it and the Light will flash. BONUS HEARTS: Occasionally, when you destroy an enemy, a small heart will appear and start to fly skywards. If Zool can grab it, he will restore part of his health. WEAPONS: There are a number of weapons in the seven worlds that will enhance Zool's powers or enable him to destroy Krool's armies. * Bomb: This smart bomb will blitz all enemies on the screen. * Jumping Zool: Just the thing to scale the heights, when normal Zooling's not enough. * Shield: Invincible Zool! * 1 Up: An extra life. * Two Zool: Splits Zool in two, creating a shadow Zool. Now Zool is more agile and can fire twice as many shots. Zool Hints and Tips Use Up/Down to scroll text * Remeber to hit the halfway marks so you can continue there if you die. * Jumping off the wall can be very useful because it will keep your enemies guessing.

Disc contents

File Type Date Size SHA1
P__ Directory 2017-06-23 02:34:34 408 bytes  
BACKUPS Directory 2017-06-23 02:34:30 102 bytes  
SCINST.O File 1994-11-23 14:46:16 165.5 KB 3755559772b819cc840ecce0c0e945303aaff943
CANADA Directory 2017-06-23 02:34:30 272 bytes  
DEC1995 Directory 2017-06-23 02:34:30 374 bytes  
1295MAIN.CAN File 1995-12-06 10:11:30 7.3 KB 3c6cf608af95c2eab386e521265fb0d8a12f5692
1295TEST.CAN File 1995-11-06 13:31:26 1.9 KB d009888d3830a785908112894a16f01921e77e43
1295TKCN.RTF File 1995-12-13 15:33:08 87.1 KB 748b6093b236d3cea9961a74a3598cb0219a526f
1295TKEN.RTF File 1995-12-11 09:29:42 81.9 KB 7a0a44d9369ad977b115fb1076a02b0492abacb9
12GI95.CAN File 1995-12-11 09:32:52 1001.8 KB 017cf663f7f7fd0fd90a1282a68b63aed8cd0433
12SA95.CAN File 1995-12-11 12:00:26 1001.8 KB ee72f23d3291ab467ffe05a3d0c83c619f44eabf
GDCN1295.BIN File 1996-01-05 13:36:44 72.5 KB 332063b03e2af4320035d7fe832a4e5c186a17d3
GDCN1295.CAN File 1996-01-05 10:17:44 31.9 KB 34e73aa71f753b76be375310af2277ce8df976b8
GDCN1295.RTF File 1995-12-06 09:58:42 17.1 KB 5b2a80cdd85335b6c24ecf384b893eba017ade99
FEBR1996 Directory 2017-06-23 02:34:30 408 bytes  
0296MAIN.CAN File 1996-01-17 14:23:48 7.2 KB 7752f0d0b846bc215102b8ad029841016128e17b
0296TEST.CAN File 1996-01-12 15:38:54 1.8 KB 3425b4270cd77f549640a085ee316ee7b63f9adf
0296TKCN.RTF File 1996-01-19 16:53:14 112.1 KB 2327521bfb6ec4ebba621625a1fb879f395db0a4
0296TKEN.RTF File 1996-01-19 16:53:12 82.5 KB 1fddaff275e3729f2bb1e7583441c7bce60a73c5
02GI96.CAN File 1996-01-22 17:55:14 892.4 KB 8cde771e3ca0bac7086a44a2d186ee89ab5b913c
02SA96.CAN File 1996-01-22 11:30:08 892.4 KB b279475579649902af69441f5027d8917c873177
CAN2.RTF File 1996-01-19 16:14:06 112.1 KB ef4e02076a395f6fd34f2eff142f331dbdd4b256
GDCN0296.BIN File 1996-01-18 14:53:44 84.2 KB 43a313699f29d613b19ed867a666ae13e8acf628
GDCN0296.RTF File 1996-01-18 14:51:42 27.6 KB c26975a112e859de3596a56b93af7bc420b0367b
HELP.TXT Text file 1996-01-11 14:33:52 613 bytes 42b62ed1b8e3e7fb4bd2ed1dd4245a32462b3d00
GAMEGUID Directory 2017-06-23 02:34:30 374 bytes  
BOLD.PCX PCX image 1996-01-10 17:09:16 7.7 KB 0011bc34e64c675c5e465f83a65967b8ab154eaf
GAMEGUID.BAT Batch source 1996-01-11 08:52:30 188 bytes 09baf4ef784665c1616abbaae61d4f179775d8c6
GAMEGUID.LNK File 1994-06-28 12:41:08 473 bytes 990e02d7e6725b8553c1106d51cae8a60b2cc637
GAMEGUID.MAP File 1996-01-18 14:53:40 1.2 KB 1d9426f0c9f9ace34578ce421ecf9113a4b6c74b
GAMEGUID.OUT File 1996-01-18 14:53:40 208.5 KB 952e7f02324fc9479d0b6d0dc9488a83713bd018
NORMAL.PCX PCX image 1996-01-10 17:12:44 7.7 KB 4aa92cb0322fc361851238903ea5f6bf6768bf69
SCINST.O File 1996-01-17 16:41:06 165.6 KB 3d8d44f552005d3aff8723414c1292696db7f25b
SIT_OUT.S File 1996-01-18 14:53:38 217.5 KB 5663d3954248b49aef8e2b2f053af1d8ccd3592c
ULINE.PCX PCX image 1996-01-10 17:14:36 7.7 KB 3563db6e5fc2c023b83acca2a33aa253f1601826
MARC1996 Directory 2017-06-23 02:34:30 102 bytes  
0396TKEN.RTF File 1996-01-12 15:03:02 56.0 KB ef5da4eb61c38aeef18f27121f9080513a248ab0
NOV1995 Directory 2017-06-23 02:34:30 442 bytes  
1195MAIN.CAN File 1995-10-25 10:48:00 7.2 KB 0b88c847221dba8bb2faf863aa1977db83fbf3d8
1195TEST.CAN File 1995-10-25 10:50:24 1.8 KB a9e411a5e3c3ce544edde06e50de5f1c23699009
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1195TKEN.RTF File 1995-11-06 16:48:46 79.7 KB 3b0565a850df184c019b0756e667c1d3113c1ea6
11GI95.CAN File 1995-11-13 09:54:06 995.4 KB d894555a40ef47c95be3ee5886f6a228c0430f7d
11SA95.CAN File 1995-11-10 09:16:32 995.4 KB d7df261865ed4c8bb60c2efd149bd0bcbc3046f8
GCN1195B.RTF File 1995-11-02 14:37:18 17.5 KB 43a01b0e99344b4d22aefeb2797971a6d9114399
GDCN1195.BIN.cpgz File 2016-04-04 02:36:54 32.4 KB a71d2c164e90b5ffbea630aae87ee1151123e983
GDCN1195.CAN File 1995-11-02 16:17:16 28.4 KB 6df6f200ff75c691db5200b6260d2c466c5132d8
GDCN1195.RTF File 1995-11-02 14:37:18 17.5 KB 43a01b0e99344b4d22aefeb2797971a6d9114399
SCRIPTS Directory 2017-06-23 02:34:30 204 bytes  
0396DESC.CAN File 1996-01-11 13:28:08 9.5 KB a28c4fb42d4f573760903e7c5ae6f213cfeeb8e2
GMDESCAN.RTF File 1996-01-17 12:26:52 193.5 KB 9d108d5404a7f88c177a80610d0b1b09a209ba5a
SIT_OUT.S File 1996-01-18 13:54:26 153.3 KB da79e21b678935f764cd542623eac8eb776eab21
TICKTEMP.RTF File 1996-01-17 12:20:48 11.5 KB b8d5a62b3de201b2dcdfb3b8f9d004e9689e6830
DEMOCART Directory 2017-06-23 02:34:30 748 bytes  
0196DEMO.BIN File 1996-01-03 14:22:44 2.00 MB a947953a99b84df17c7d6ca1202c7241e0c4f380
0196NO1.BIN File 1996-01-03 12:06:02 1.00 MB 9ba8eda7f3f57f3c0689895db0a312e7fe682f64
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0995DEMO.BIN File 1995-08-28 14:48:28 1.00 MB 218cebdd64d90977e867b09e3745dd3d8dae18dd
1095DEMO.BIN File 1995-09-29 11:13:54 1.00 MB 1cc943d7ae5df959a5abcfd78d3939a23d5c3419
1195DEMO.BIN File 1995-10-31 10:51:26 1.00 MB f982ac51b05f05675757d6bbaef12a1e69529852
1294DEMO.BIN File 1995-08-22 13:02:52 2.00 MB 9c472f88b0247c80ee38326f2a2dee002ca92465
1295CAN.BIN File 1995-12-11 13:42:40 2.00 MB 864a7d34f8f14a423da0dbe199a0afb6fe004a78
1295DEMO.BIN File 1995-12-04 16:04:40 2.00 MB 8612081d0b3092bc59bf0a896601e578f2622daf
DEMOCART.ZIP ZIP file 1996-01-11 15:02:06 18.00 MB 093e77729a4eb27055a4359e46820d4053c1dcc1
FEBSAMPL.BIN File 1995-01-11 16:22:00 1.00 MB cc41896b5e46d7d71f2f1936a86c9c4a61363bd7
MINILOGO.BIN File 1995-03-23 14:26:34 1.00 MB df611485217200e05e17f8622d4e1253521c76d0
SABIOS24.BIN File 1995-03-29 21:52:20 1.00 MB da33715ffee2f3525f40bfc29a9c80650003353f
SAMPSONG.BIN File 1995-07-13 14:18:10 1.00 MB 688d5443871296380edbe9c1688b331bb004a60d
FTP Directory 2017-06-23 02:34:30 102 bytes  
FTP.EXE Program 1994-11-21 03:00:00 79.9 KB 3dfa23df22dc698810f2f4400d3c42661269d738
JAPGAME Directory 2017-06-23 02:34:32 918 bytes  
BCOMP Directory 2016-04-09 18:12:08 68 bytes  
CHELNOV.BIN File 1994-10-22 12:00:00 1.00 MB ac1ae7b38f6498472bc4f072726a4ca069e41204
CRYING.BIN File 1995-02-18 00:00:00 1.00 MB c45b6da77021d57df6a9cb511cc93a5bf83ecf1c
DANTO.BIN File 1995-04-20 12:00:00 2.00 MB 2e43ea1870dd3352e3c153373507554d97d51edf
DANTO.BIN.cpgz File 2016-04-03 22:48:40 1.00 MB 88d38b68c3eb1358652db40c3eabb27860d9c500
EXTRANZA.BIN File 1994-07-20 00:00:00 1.00 MB 0006f55e826148cff9e717b582a39a04adf100df
GAME Directory 2017-06-23 02:34:30 714 bytes  
CHELNOV.GAM File 1996-01-17 15:04:12 184 bytes 8c3a54e78cccbf46bea3ec605397a110684f2d23
CRYING.GAM File 1996-01-16 11:52:30 184 bytes 42f7eb9cfda4f26ce9308802883c1f74997b6c9e
DANTO.GAM File 1996-01-17 08:56:08 184 bytes 268a08e554ad8858c4c31426f4b3992ed7fa10d7
EXRANZA.GAM File 1996-01-17 15:07:26 184 bytes 3b20819bb2ec8305c425312848dc5a7fb68ee01b
GCAN_SP.GAM File 1996-01-17 15:19:38 184 bytes c1801ce6f7999d684d86eab1e0354a04663b22be
GOLFYUI.GAM File 1996-01-17 15:21:16 184 bytes 6a80e647362f68a5513b03cb1cbe296368feb0b2
GOUKETU.GAM File 1996-01-17 15:30:52 184 bytes 7583d7cfaf5595709ebcf353c790e8628dfcb7ed
G_GROUND.GAM File 1996-01-16 11:54:24 184 bytes 62cc17492a270f570487b39682fb2c0a91b81381
JANNOU.GAM File 1996-01-16 11:56:34 184 bytes fb1a077920be4bd89eb04b6c063efd7189cee790
KYUUKAI.GAM File 1996-01-16 11:58:10 184 bytes 590fc2bf5725c33144444f0140528eb46c50bdbe
LANG2.GAM File 1996-01-17 09:01:44 184 bytes c41412c10d3261591934898f7aee22ac2c3a6b63
LAYNOS.GAM File 1996-01-17 15:32:32 184 bytes 57202bcac55424caa37f1b8e17b7c8c3cb66307c
NYUSHI.GAM File 1996-01-17 09:03:28 184 bytes ecadc93ed983aad3463a4948e168393d8d84d12c
PLANET.GAM File 1996-01-16 12:01:48 184 bytes 95d7c5d253703d6fed215ad554495bd65e66a86f
RENTA_H.GAM File 1996-01-17 15:36:18 184 bytes c10a0cfd65293413c40568b22ca08fe3ceee815c
SCMENU.GAM File 1996-01-17 16:56:36 184 bytes 8d07afed01b470cc4dbb49ad1e6637c795a44455
S_LEAGU.GAM File 1996-01-17 15:38:10 184 bytes 596eddcace819703801fa53bffbc6478d049c7d4
TANTO.GAM File 1996-01-16 12:07:48 184 bytes 7d6679e4eef9bb0452c736f23d24e03bbd6190ef
YU_YU.GAM File 1996-01-17 15:58:08 184 bytes d2ef4d7d6993778a6331c8576f76a1052a392c7a
GCAN_SP.BIN File 1995-06-15 00:00:00 3.00 MB 31c66bd13abf4ae8271c09ec5286a0ee0289dbbc
GI Directory 2017-06-23 02:34:30 816 bytes  
CHELNOV.GI File 1996-01-17 16:24:28 722.6 KB 86259cbd4b80658bc24020d20cf45f5b2c76f5c0
CRYING.GI File 1996-01-16 11:52:30 792.3 KB dcae57258de1d989ee4850ffa6fd41ffcf7bb25d
DANTO.GI File 1996-01-17 16:24:28 1.00 MB 23cef02cfd706003dc4eb04c8ead95e1c369d7b7
EXRANZA.GI File 1996-01-17 16:24:28 706.8 KB dced382be9a13de8102b45eef9b0f91a750bf999
GCAN_SP.GI File 1996-01-17 16:24:28 2.00 MB 77e8109beab7a0cbf0574efe0e2a18fbe20fd482
GOLFYUI.GI File 1996-01-17 16:24:28 352.8 KB 77e20918ab4487d0390093372895c27e2abb04ef
GOUKETU.GI File 1996-01-17 16:24:28 1.00 MB 6952e8ec4b28247129fdbbf7b7f07d7927e74da8
G_GROUND.GI File 1996-01-17 16:24:28 428.7 KB f451c027d32affa270280f8332ea97bd81242f20
JANNOU.GI File 1996-01-16 11:56:34 440.1 KB 0b1f3f4672b04a576a6f98e773a3385a58212216
KYUUKAI.GI File 1996-01-17 16:24:28 354.0 KB 47edf11b8f3361b1d842a1bcefae07817ffd4861
LANG2.GI File 1996-01-17 16:24:28 1.00 MB e95812c59c729bde47a1821366b6cc5bcc82ffc0
LAYNOS.GI File 1996-01-17 16:24:28 368.9 KB 284532ce1c637dc0810fbb2551efc18ec7f39c96
NYUSHI.GI File 1996-01-17 16:24:28 322.8 KB ed4b012c06a5bda5660288b837abee47e75b57dd
PLANET.GI File 1996-01-17 16:24:28 838.3 KB 5345645f246e6076d93b74572a1c2b60264b8dce
RENTA_H.GI File 1996-01-17 16:24:28 874.4 KB 38e5633a4f83aa4809e6c3793085aa0eae431ba5
SCMENU.BIN File 1996-01-19 13:10:40 536.5 KB e1b7aaf1fa921d94ae429225ae14956a6575dfb8
SCMENU.GI File 1996-01-17 16:56:36 391.0 KB 924f4f883544e5d4e9775b71e2be13b7830dd738
SCMENU.INF File 1996-01-19 13:10:16 54 bytes ff313769e5bcb7ae21a472d99dca9fa34ddc227c
SCMENU.SA File 1996-01-17 16:56:12 352.2 KB e15a26fd47950b37fbfc49dc51b9b99189269018
S_LEAGU.GI File 1996-01-17 16:24:28 407.3 KB 3eb2fb55267b7898d8625d5d9f5365c40eac7b0b
TANTO.GI File 1996-01-17 16:24:28 1.00 MB ab89eaa454186ff464aaa2ba62f061198ab499de
YU_YU.GI File 1996-01-17 16:24:28 2.00 MB 5d77462323f541ba586f4b7c72113d8949f53dc0
GOLFYUI.BIN File 1994-10-22 12:00:00 512.0 KB 84db25ff7a0d2db6afddcfe4cdc7c26e20d0dd72
GOUKETU.BIN File 1994-12-20 12:00:00 3.00 MB db6b2046e8b6373f141e8c5db68450f2db377dd8
G_GROUND.BIN File 1995-02-18 00:00:00 512.0 KB a5017e44b5f470e0499f4a9b494385c567632864
JANNOU.BIN File 1995-04-20 12:00:00 1.00 MB 4f307e0146e944fbbd4537f5cdc5da136204fc9b
KONAMI Directory 2017-06-23 02:34:30 578 bytes  
ANMANIAC.SGA File 1995-02-16 10:24:00 1.00 MB 7e9d70b5172b4ea9e1b3f5b6009325fa39315a7c
CASTLEV.SGA File 1980-01-03 02:05:00 1.00 MB 4809cf80ced70e77bc7479bb652a9d9fe22ce7e6
CONTRAHC.SGA File 1995-02-15 10:29:14 2.00 MB 68ea84146105bda91f6056932ff4fb42aa3eb4a7
DOUBLDRB.SGA File 1980-01-03 00:05:12 2.00 MB d97bbe009e9667709e04a1bed9f71cea7893a495
LETHLNF1.SGA File 1980-01-03 00:01:36 2.00 MB 309b41c6d4159f4f07fe9a76aca4fc4ddf45de63
LETHLNF2.SGA File 1980-01-03 00:34:14 2.00 MB 823a59b1177665313a1114a622ee98a795141eec
ROCKETKN.SGA File 1980-01-03 04:42:14 1.00 MB 49634bb09c38fa03549577f977e6afb6cebaac48
SPARKSTR.SGA File 1995-02-15 10:24:34 1.00 MB d6e2f4aa87633aeea2ec1c05a6100b8905549095
SUNSETRD.SGA File 1995-05-09 14:56:48 512.0 KB b40ea5b00f477d7b7448447f15b4c571f5e8ff0d
TINYSTAR.SGA File 1995-09-11 12:06:38 1.00 MB d64736a69fca430fc6a84a60335add0c765feb71
TINYTOON.SGA File 1995-03-01 13:39:04 512.0 KB d8d159c7c5a365242f989cc3aad2352fb27e3af3
TMNTFGHT.SGA File 1994-06-16 10:53:54 2.00 MB 1a27be1e7f8f47eb539b874eaa48586fe2dab9c0
TMNTHYPR.SGA File 1980-01-03 04:36:10 1.00 MB f440dfa689f65e782a150c1686ab90d7e5cc6355
ZOMBIES.SGA File 1994-07-06 10:18:26 1.00 MB 57090434ee3ffb060b33a1dcce91d1108bf60c47
KYUUKAI.BIN File 1995-02-18 00:00:00 512.0 KB c90592b3a953357ec31d162d6bbb9c7c34043066
LANG2.BIN File 1995-04-20 12:00:00 2.00 MB 167944091348c89ce43dfa4854f8a51ed7276dde
LAYNOS.BIN File 1994-10-22 12:00:00 512.0 KB 332886d9fe7823092fed6530781269b60f24d792
NYUSHI.BIN File 1995-04-20 12:00:00 1.00 MB 4584c60d02d6f82250f0accd737ea96ec496ca8e
PLANET.BIN File 1995-04-20 12:00:00 1.00 MB 70788e794dfe38ae2fc3839bcc83f23c0a625776
RENTA_H.BIN File 1994-07-20 00:00:00 1.00 MB a07e4d56c9842e1177df9016fb9478060dc4c1c6
SA Directory 2017-06-23 02:34:30 680 bytes  
CHELNOV.SA File 1996-01-17 15:03:10 691.7 KB bd6b60684e50bf14ec4b5fd852c8e77c86fd44fe
CRYING.SA File 1996-01-16 11:51:28 742.1 KB 385c935a114d60439638ba92ed6242489d1db001
DANTO.SA File 1996-01-17 08:54:14 1.00 MB e47c37caff92ce3c307f486779c9037c8c33189b
EXRANZA.SA File 1996-01-17 15:06:26 700.1 KB 245c659f5002d4b147e75236cce4bc0984be7626
GCAN_SP.SA File 1996-01-17 15:16:02 2.00 MB 383db9f82f77fd282503ac566155afc6e63be917
GOLFYUI.SA File 1996-01-17 15:20:46 343.9 KB 6ff1cd4cf5d54977e5db7db2656c2087e6aec4c0
GOUKETU.SA File 1996-01-17 15:27:34 1.00 MB f759fdf96b3af89a0ebb6563a3df929211566c5c
G_GROUND.SA File 1996-01-16 11:53:52 425.7 KB f28e049351255d9ecc1a934b3731e33a64dd5cf6
JANNOU.SA File 1996-01-16 11:55:44 405.1 KB 60a2729a698b13ef8f1e173eec5d1aad295b8d2f
KYUUKAI.SA File 1996-01-16 11:57:40 352.7 KB 5d147deae351570499647a341d55f4279e62dca1
LANG2.SA File 1996-01-17 09:00:00 1.00 MB 136f994c9a28b2b98cd58ddff601f59f864b0734
LAYNOS.SA File 1996-01-17 15:32:00 358.3 KB 74212682afc0caceac0e79713c175fb4400c1787
NYUSHI.SA File 1996-01-17 09:02:46 304.5 KB 965b89674215322ca9593bb9f605d8896eb82f9e
PLANET.SA File 1996-01-16 12:00:48 827.0 KB 88d37385165604b3dae1e91ffe917d1bd4731f0a
RENTA_H.SA File 1996-01-17 15:35:14 870.1 KB 01d035c35574da0fc5951ff55919b59eaccd57f0
S_LEAGU.SA File 1996-01-17 15:37:36 396.6 KB 31d1a50ca159bf6f2bdeecde7fd9dda3c2d98141
TANTO.SA File 1996-01-16 12:06:00 1.00 MB 04e3cb44a05739e8f87a07b3fec49f055d376317
YU_YU.SA File 1996-01-17 15:54:50 2.00 MB 2212985d07e931522578059e15e280aab0532aef
S_LEAGU.BIN File 1994-07-20 00:00:00 512.0 KB 9e975ba4c396617ff9535d51d0929f6d592478fc
TANTO.BIN File 1995-02-18 00:00:00 2.00 MB 2bf6965ee883a70b4f0842e9efa17c5e20b5cb47
TIMEWARN Directory 2017-06-23 02:34:32 850 bytes  
AWESOMEP.SGA File 1995-05-09 14:57:56 2.00 MB a0fe802de7874c95c355ec12b29136651fe0af28
DAVISCUP.SGA File 1994-09-12 09:38:06 1.00 MB 735cf7c84869bfa795114f5eff835a74252a4adc
DICKVITA.SGA File 1994-12-27 10:26:08 2.00 MB 2aac7a1cf92e51a14fd3e12a830e135fee255044
GAUNTLT4.SGA File 1994-07-06 11:32:50 1.00 MB 26c26ee2bb9571d51537d9328a5fd2a91b4e9dc1
GENRLOST.SGA File 1995-03-15 12:39:44 1.00 MB 86af34198a8c67bd92fb03241d14861b2a9e270a
GRINDSTM.SGA File 1980-01-03 04:26:56 1.00 MB 8f93445e2d0b1798f680dda26a3d31f8aee88f01
HARDDRIV.SGA File 1995-03-03 10:17:08 256.0 KB e15a3e704900b9736bc274bcb49d4421f4a3605b
KAWASAKI.SGA File 1995-05-09 14:55:48 1.00 MB fa7e07bbab70a7b5c32a0f2713494b2c10ce8e1e
KLAX.SGA File 1994-07-06 12:03:26 256.0 KB b7c07baf74b945549e067405566eeaa6856dd6b1
MSPACMAN.SGA File 1994-09-12 13:15:10 128.0 KB 29fff97e19a00904846ad99baf6b9037b28df15f
PACMANIA.SGA File 1994-09-12 13:14:00 256.0 KB e21546f653607d95f2747305703ddd6bf118f90a
PAPRBOY2.SGA File 1995-03-15 12:39:04 1.00 MB 6421c26000bec21d0c808252c5d9ce75b75cb8a4
PITFIGHT.SGA File 1995-03-03 10:16:16 1.00 MB 8cd0ffaf3c29b3aa1f9068cd89cb64f492066d74
PRIMALCN.SGA File 1995-07-05 10:05:08 3.00 MB 55311a667abf486afbcdb6c59707f96b5adede4b
PRIMALRG.SGA File 1995-07-07 13:05:06 3.00 MB 0bb8e39b5acde92f9cfd94b819099914e8dae023
PRIMALTD.SGA File 1995-07-05 10:04:04 3.00 MB 139bf74156ed4b8b6f161fe444081e93bb9e04a5
PRINCPER.SGA File 1995-03-03 10:15:16 1.00 MB 30080c7a8617ba3aaf67587970f32cd846234611
RACEDRIV.SGA File 1994-09-12 09:39:18 512.0 KB 7961b37d364c8296d96f08a79577985113f72ba5
RAMPART.SGA File 1994-09-12 13:17:06 512.0 KB 9dd4ee99e2ccf8759446d355584a9cbf685a3d8b
RBI93.SGA File 1980-01-03 04:21:04 1.00 MB 4db6cca411ba3d32ad43d572389612935a42e3b3
RBI94.SGA File 1980-01-03 04:22:42 1.00 MB 37aaac7eda046968f4bff766566ca15b473f9060
REDZONE.SGA File 1995-01-17 12:22:58 2.00 MB 2e01a1ee8ff31b3eee0c422d30b529aedd7ffdc1
STEELTAL.SGA File 1995-03-03 10:14:16 512.0 KB b4f0a13646c13911be5550103301af25827fcd0c
MUSIC Directory 2017-06-23 02:34:32 170 bytes  
AARDVARK Directory 2017-06-23 02:34:32 170 bytes  
AAA Directory 2017-06-25 23:11:35 850 bytes  
07BEAT.IFF File 1995-08-31 13:22:44 17.3 KB 270601ec77ba686084ae7bb4c0318305979bf040
COMMON.IFF File 1995-09-01 17:30:38 7.2 KB 5b9ee46751665328398b9293171d0af9a43f8974
DBANK.ASM Assembly source 1995-09-01 17:46:34 283.5 KB 0eb714764bb6560ab3da6d752ff57a8a13a6ea3d
ENVELOPE.BNK File 1995-09-01 17:46:46 14.1 KB 90a75d28952684389c66c70b3159cf9a3c7a8795
GEMDRUM1.IFF File 1995-08-18 17:00:28 18.7 KB 77ab2948d455b1f91331d34904632d64930c1ab7
GEMDRUM2.IFF File 1995-08-18 14:41:00 13.9 KB 98f0380cfdb4cc08e0933f68b7c25b9760006e45
HEY.IFF File 1995-09-01 17:31:04 4.8 KB 614262f0ea5faa3ac6dc215046b47b0e8839d2a8
LAUGHTER.IFF File 1995-09-01 16:45:04 10.2 KB 934b0dd821864d0745b7bc16a756abfa2fa70063
MBANK.ASM Assembly source 1995-09-01 17:46:30 60 bytes 02836fff68e358b227e1c6856f8ce1d740c81066
PATCH.BNK File 1995-09-01 17:46:46 10.6 KB 3b0ded9f79219f6398b2824c93be225cf867e1a7
PBANK.ASM Assembly source 1995-09-01 17:46:30 32.5 KB c5f96c4e569aff17da0ac5fcdc1127d3f7416228
SAMPLE.BNK File 1995-09-01 17:46:46 7.8 KB e266723226cc0b1690f116ea78cab1a708008aac
SBANK.ASM Assembly source 1995-09-01 17:46:32 59.5 KB 53ca0038b91e65f004c8b1bc3736d3955e2c950e
SBANK.INC Assembly source 1995-09-01 17:46:32 343 bytes 695e86884f6776080d9b3a06dd408dc3f3172ef6
SEGACHAN.MOD File 1995-09-01 17:46:46 300 bytes fd0c5aa2ec63d86e3b84dd9e47eec072e866e29e
SEQ0 File 1995-09-01 15:05:30 19.0 KB 88cddc5cdf8d92bd04ce0c056c09849c17e6b128
SEQ1 File 1995-09-01 17:04:12 3.6 KB 51f78679e8d46483ca3a5ab8b65ae496bdd52be5
SEQ2 File 1995-09-01 17:44:56 19.3 KB f7d9b248bec1bc69fa0e20e8409be5ca6234d88e
SEQ3 File 1995-09-01 16:53:58 9.8 KB e896da4e0644b63eb2d5a72afe06f219bf7ae9c5
SEQ4 File 1995-09-01 16:55:24 10 bytes a9b1c46cb838f6ed1440c826edd3a0024d8273dc
SEQ5 File 1995-09-01 16:54:36 1.7 KB 0f50bfba83d17f3bc3238f6e9acfaae4d797280f
SEQ6 File 1995-09-01 16:54:58 4.5 KB a5210815af3eed95bc8a739fe3368fd6eea9e982
SEQUENCE.BNK File 1995-09-01 17:46:46 3.6 KB 2bee39d1dba839b643743a0b7ceea757d96eddad
AAAMUSIC.ZIP ZIP file 1995-10-19 18:07:40 138.5 KB 1f801318ea80e38cc758095bbe4cac2527558101
README.TXT Text file 1995-09-01 17:58:04 295 bytes 23d203c31b9188c690d00375979a5a4d5e046937
HOWARD Directory 2017-06-23 02:34:32 204 bytes  
DBANK1.ASM Assembly source 1995-01-31 20:20:40 77.5 KB 5c7c4f887d65c965e47d9d1b30ea8cf7f2e4651f
MBANK1.ASM Assembly source 1995-01-31 20:20:38 484 bytes 296a14c1438f20abe692f759abd3a184b4fae5ff
PBANK1.ASM Assembly source 1995-01-31 20:20:38 32.6 KB a6a78f4b29e1df7e523f95b52f3eb388e6c35169
SBANK1.ASM Assembly source 1995-01-31 20:20:38 36.8 KB 2547c39d805f73e4206d4295cd809c8332199bb7
MTUNES Directory 2017-06-23 02:34:32 2.0 KB  
808TOM.PAT File 1995-07-14 09:21:42 80 bytes ff92227aee2c2ac9d3ffb2da3722777a8149dc1d
BASS2.PAT File 1995-07-14 09:25:30 80 bytes 82a6471575d85b1727637ac055ab1beefd21b1e3
CASIORG.PAT File 1995-07-14 09:00:24 80 bytes d534e8abfdcfd5add2a6e0d0673b631aabc31458
CBELL.PAT File 1995-07-14 09:22:14 80 bytes 331cec1c53a8f51709403b52b1404047e2f94bb3
DBANK3.ASM Assembly source 1995-07-15 15:27:40 53 bytes ccfec48ad03c0833e141e9b84f4a38a88d0ea620
ENVELOPE.BNK File 1995-07-15 15:28:00 14.1 KB 4771ad2be89f258dcf9b2db9997d795506e507e7
FMBASS.PAT File 1995-07-14 09:05:08 80 bytes 2700b01f90af3aeb9e6cb7188f1e6335192d7a80
GLOCK.PAT File 1995-07-14 09:08:20 80 bytes 6ccea1a2b34fe07fe0fad8bb77cb454e265f08d5
HAT1.PAT File 1995-07-14 09:12:18 80 bytes a5d4153af313e6d9aec33b50e77b459ecbd89573
HITOM.PAT File 1995-07-14 09:10:38 80 bytes 9328d9b0720389c84bd1be8daa3e32b1ba37a9b3
JEEPKICK.PAT File 1995-07-14 09:07:26 80 bytes 597e35bbad6bad0e5d70da1fc7feef001e7d468b
KICK03.PAT File 1995-07-14 09:28:02 80 bytes e6e89bc1664f52c226e6017a3846c9580ef824a7
KICK2.PAT File 1995-07-14 09:11:48 80 bytes 66b1fc7f406b29f64a4bd52781298789e75347da
KICKC2.PAT File 1995-07-14 09:28:50 80 bytes 25e9e41edd1311852332944ee001d2ca865b1b5a
LOWTOM.PAT File 1995-07-14 09:09:58 80 bytes 6f618ed3835f461b78735edba121e5c13449ea7c
MBANK3.ASM Assembly source 1995-07-15 15:27:30 60 bytes 02836fff68e358b227e1c6856f8ce1d740c81066
METAL.PAT File 1995-07-14 09:04:00 80 bytes 922d78837461e0a546f22be6c6a39324fd6c6171
NEWTUNES.ZIP ZIP file 1995-08-01 16:29:54 42.5 KB c9ce38c81c1ea85fc6b00d48485da036c42ed684
ORGAN1.PAT File 1995-07-14 08:59:32 80 bytes 838251eac57b92d674c29fe4818ac1ea31a670b8
PAD01.PAT File 1995-07-14 09:01:52 80 bytes 5630d44383cf4b5cd0099a5df82cc77165f97089
PATCH.BNK File 1995-07-15 15:28:00 10.6 KB 3fa32838ae93c4084fd47cd0be61d8f7773f7bd1
PBANK3.ASM Assembly source 1995-07-15 15:27:30 12.5 KB 7466ebe303707beb6309c8f0862f0d8d47e1fa56
PCLAV.PAT File 1995-07-14 08:58:42 80 bytes 6e3af5425ebef8716ec90cf0835a3e5ebf491a2a
PERC01.PAT File 1995-07-14 09:01:10 80 bytes bd07d2679f3df4457228dd897e484d5cb8aca424
PERCSYN1.PAT File 1995-07-14 09:24:50 80 bytes e8ce3be199d8ed0205367487eae8580258a561c1
PIZZ01.PAT File 1995-07-14 09:59:28 80 bytes 0ba953c479f6b5fa3ce35213b0c92333d97f7aa5
PIZZ1.PAT File 1995-07-14 08:55:26 80 bytes 73b2e896514c47af1c4f5dbaa699fc20805574eb
PIZZ2.PAT File 1995-07-14 08:55:38 80 bytes 2e2d80237de15ad41cba8327c9e457df82dc9726
SAMPLE.BNK File 1995-07-15 15:28:00 7.8 KB 86d7d623f8fb67c061a8ee64910bc57d6c258d17
SB01.PAT File 1995-07-14 09:58:58 80 bytes d958c7bf63eaa562937e93180902ebc537cba3c7
SBANK.INC Assembly source 1995-07-15 15:27:38 525 bytes 21f743e9e7e35b7bf2fc06406e05982f049fcb8e
SBANK3.ASM Assembly source 1995-07-15 15:27:38 59.4 KB 29ae358e0d99aa75b8d355d8ea3c372bb2f733f2
SEGACHAN.MOD File 1995-07-15 15:28:00 300 bytes a0d3b2db1a20a65c046d38de0ba065c4b0e53595
SEQ0 File 1995-07-15 14:29:04 7.3 KB 5676ee540e5597aa667f000f5b77d22d1883f668
SEQ1 File 1995-07-15 15:03:48 7.9 KB 3265b4d18233b38cb397815c94b600fd24a6fb7c
SEQ10 File 1995-07-15 14:55:12 60 bytes 34705d731c8b1eddb561843f2a7d1eed2dfd1583
SEQ11 File 1995-07-15 14:58:16 60 bytes ebe727b46296a118f91a1964bcd7ef992851ad36
SEQ2 File 1995-07-15 15:12:18 9.7 KB a5f02b952ed40f7c5f3de87ef242e43ed25e9bc5
SEQ3 File 1995-07-15 14:40:50 8.0 KB ab8936ee3f89af134a02e08bc77026d1ba5f73b0
SEQ4 File 1995-07-15 14:53:58 7.8 KB 4a57c92827a6881683835f7d7da6849d0d9e52f9
SEQ5 File 1995-07-15 14:57:44 9.0 KB 4166b3e6f163311ed42c7534ff0411b088d663e5
SEQ6 File 1995-07-15 14:42:46 60 bytes 517bfabaddf5b7a80a2b4615b1e294aa6c6c6571
SEQ7 File 1995-07-15 14:42:58 60 bytes e90eb959f34005d968c5fced447f201c9c276358
SEQ8 File 1995-07-15 14:43:08 60 bytes fe086f6ff6fbabff87a3e7d7d4b5b92e4beb807c
SEQ9 File 1995-07-15 15:16:32 60 bytes b9ece4579ffd0062fb3993b36553740ea162455b
SEQUENCE.BNK File 1995-07-15 15:28:00 3.6 KB 598c64df9db67d700e25845866c8397524f889c8
SIMMONS.PAT File 1995-07-14 09:09:02 80 bytes e7f70c8912311745764f24d2e617561d0154b7a0
SLAP.PAT File 1995-07-14 09:58:24 80 bytes 701686cf8fafd4fbf67a691e9e6ee9ae4ef57d3e
SNARE03.PAT File 1995-07-14 09:32:04 80 bytes 97c0a25d406a49d9b9c4283f7eb2111e3e4db209
SNARE1.PAT File 1995-07-14 09:11:18 80 bytes 28ab7bebb0324f1f750b0abff1577d38a58864c7
SNARE2.PAT File 1995-07-14 09:12:58 80 bytes 6ce708a404b39dc8b0c785e6b4a1eb98a9640d8b
SNR02.PAT File 1995-07-14 09:23:58 80 bytes 3383c797e15cc3d03875421989b2b6734cc42d2c
SYNSTRNG.PAT File 1995-07-14 08:54:24 80 bytes f18036942138a2cf3b8527ce5e65a97327e090b9
TEMP.PAT File 1995-07-14 14:34:44 80 bytes 81d4f5c703b0b146945849fd613a6e35cb3d19da
TPT01.PAT File 1995-07-14 08:56:44 80 bytes 735716001d305d17e38a2a10ad38bdc85d04279d
TPT02.PAT File 1995-07-14 08:56:56 80 bytes def7834229de1b19e1891087773b12ee03b9351f
VIBES.PAT File 1995-07-14 09:06:32 80 bytes 4f6ca75c66efd6a60b41f0277d913d3088dd09f5
XYLO1.PAT File 1995-07-14 09:56:44 80 bytes 35c9b9b945abeded7bc3e1973380d9d0dca42bb2
SCMENUS Directory 2017-06-23 02:34:32 748 bytes  
02GI96.MNU File 1996-01-22 16:23:30 1.00 MB 736d0112abd81ffbe4a060d01daed34e838e123d
02SA96.MNU File 1996-01-04 14:03:36 1.00 MB 63c51e3e79fd3d4b01e26884612ec2b3137a829c
03GI96.MNU File 1996-01-18 16:31:42 909.5 KB 20c3221cac1e0c4e655df0bca83c51a121f3e1d7
AUTHSEGA.EXE Program 1994-11-03 18:19:22 47.1 KB 0365276d6785cb716c799ee41653d43d5282c8e8
AUTHSEGA.INI File 1994-11-07 18:00:54 16 bytes 3c1cb185ffda8b23171788acb953518daae953af
CHKLIST.MS File 1994-12-30 20:13:14 135 bytes 43ba3ed7a1c402f493e7356b4256efabbc0f6a86
GI Directory 2017-06-25 23:11:35 136 bytes  
ARCHIVES Directory 2017-06-23 02:34:32 476 bytes  
08GI95.BAT Batch source 1995-08-17 17:25:48 3.2 KB c36504f3999a0cb9ff8719c1415bf2057518cf66
08GI95.GI File 1995-08-17 17:27:54 301.7 KB 1a88bc44444f0c4dbeb56814cf55c40738fa3cc9
09GI95.BAT Batch source 1995-09-13 16:34:02 3.1 KB 3d0ae2c631f4728e9811940978f8e809610b49e3
09GI95.GI File 1995-09-13 16:37:28 256.0 KB c8ca3fd72783a1cb4fb6c7afc69988e736afa2bb
10GI95.BAT Batch source 1995-10-09 15:59:36 3.3 KB e9f47b7d5dffefcf2172400579d35089dce4455e
10GI95.GI File 1995-10-09 16:04:08 268.9 KB f2e807a5f94ded468ee9a8df462b3d3053ffb853
11GI95A.BAT Batch source 1995-11-02 11:04:50 4.6 KB f50e2f5d667f44200d86107d879f18ae4d69f895
11GI95A.GI File 1995-11-02 11:09:36 321.9 KB 1b73e3943ab6d439318d452cc3c8e1c6644b1cd4
GICOMP1.BAT Batch source 1995-09-01 13:46:44 2.0 KB 3ea8263b3d94ed6f43e62a30e7204021150e3b93
GICOMP1.GI File 1995-08-17 18:55:52 176.6 KB a9980e5b43d03a58ae9919cb694bab79cde44b6c
GICOMP2.BAT Batch source 1995-08-30 08:12:10 2.5 KB 9f0cfe5d78de3e3d4d3810e48168cee3908307d4
GICOMP2.GI File 1995-08-30 08:13:48 191.1 KB 16e91a7b33ed256e256bd12412872d50d87b544a
MENUS Directory 2017-06-23 02:34:32 408 bytes  
01GI96.MNU File 1995-12-21 12:35:52 1.00 MB f5680f2aaa473d9396bc6c1d30802e8dfbe944e5
07GI95.MNU File 1995-07-06 11:45:24 929.9 KB f853256b408d058c462813345832c1b46fda9728
08GI95.MNU File 1995-08-17 17:26:40 1.00 MB f306beb954cac6cd099a045f20dba26c18d6413c
09GI95.MNU File 1995-09-13 16:36:04 1003.3 KB 6aa158d1a62bc1e7474854bf3bffc301960d3f2f
10GI95.MNU File 1995-12-19 12:42:32 1.00 MB ea34d89e9858fbca6d002544a3d0dcfa74cf80cc
11GI95A.MNU File 1995-11-02 11:05:36 1.00 MB 4deb4cdde9b623b13aba2420d04eb4ec5866f94a
11GI95B.MNU File 1995-11-07 16:21:00 1.00 MB 2ab53dc336be5690fe8c55712f7b58d5d6fa7c95
12GI95.MNU File 1995-11-27 15:51:50 1.00 MB 0511b6143d66614c7c8c2772dcef0066c2a275a1
GICOMP1.MNU File 1995-08-17 18:54:56 588.0 KB 51783aa85c54ad55c4d103b56018239bf0bf58db
GICOMP2.MNU File 1995-08-30 08:12:44 651.0 KB 42d8f1bb450e4aa00d27cce377b2e7b02e4b13bb
GICOPY.BAT Batch source 1996-01-23 11:06:02 4.7 KB 6a326f8eeceeef2075f92218d85c3fbf17856be4
MENUSPIN.BAT Batch source 1996-01-18 15:02:28 3.5 KB f54f988d74f8bcfb4a707b1cb51fa6294e42bb6f
MISCMENU Directory 2017-06-23 02:34:32 578 bytes  
AAAMUSIC.MNU File 1995-09-05 15:30:50 629.6 KB cd350dec3e70ff537072279745c2115bfeee4713
DEMOCART.MNU File 1995-08-02 15:21:20 1.00 MB 54033dc4e3bf9cdf6372cf9984cd5bb57b3bfe60
FHT0296.MNU File 1996-01-16 09:56:42 1.00 MB f31156d9199c92f28569ba0551cfc7c8887f4f9c
GIPAL1.MNU File 1995-10-05 10:05:32 677.5 KB 79697a48b2122bb9bb9d13ce1d7e14ef926efbd4
GIPAL2.MNU File 1995-11-03 11:35:40 667.7 KB 0f47f581f1dab6abdbc385ad6060be275d785602
GIPAL3.MNU File 1995-11-08 15:40:44 697.8 KB 44c99a701cb597742355b16a48d20b059e1adebc
GIPAL4.MNU File 1995-12-11 16:19:12 655.3 KB bc8dd9182df589f38fa82c2f242bf92cd84417d4
GITEMPLT.MNU File 1995-11-07 13:58:00 953.9 KB cb5635a3b5fca031b75ff85af4f1e10115df75e9
MAD96MK3.MNU File 1995-11-01 11:15:26 345.1 KB 9771363d776a10924b8117e3c18eeffd4cc03d73
MK3PRTAB.MNU File 1995-11-03 10:51:10 1.00 MB 4ed01e8343e64c831168294fc18ba6fa22575e69
MMUSIC.MNU File 1995-10-12 10:30:40 629.6 KB 499c1444cc20f4cd259fddc9d68684f24f5a50af
ONEGAME.MNU File 1995-10-03 15:59:06 657.7 KB a2a1bc455bce8c1c2fa2838753e446cc21a9ba79
SAPAL1.MNU File 1995-10-02 13:38:24 677.5 KB ef0b97f2c6a50c792899518d65820c33a0c15c8e
SAPAL2.MNU File 1995-11-01 12:16:52 667.7 KB e353c41fe7f68c3e3ae69ef0c60461ae983dcd52
SAPAL3.MNU File 1995-11-14 15:18:46 697.8 KB 6f7fa28f3976ed73297784ac0febeae437f34ed4
NEWIMAGE Directory 2017-06-23 02:34:32 102 bytes  
SCHEDULE.DAT Data file 1996-01-16 08:21:12 34 bytes e9eef1d50b2c032c2712fea02999f2a1b238050e
NSF.EXE Program 1994-10-17 11:04:18 53.7 KB 89a5c5aa34e4a536026ae54608ca7caf1ed920d0
PKSPREAD.EXE Program 1994-10-24 22:58:28 62.0 KB f787667ba36161593ad0c10045ebc93277fd91b4
PKSPREAD.LOG File 1995-10-02 13:48:28 236.8 KB 611ac4389e6a8af80c66a2b262d4c712bb814196
PMAP.DAT Data file 1995-10-02 13:48:28 da39a3ee5e6b4b0d3255bfef95601890afd80709
SA Directory 2017-06-23 02:34:32 136 bytes  
ARCHIVES Directory 2017-06-23 02:34:32 1.1 KB  
01_95.BAT Batch source 1994-12-20 13:30:44 3.7 KB a2de21046f67d663d94aed497c2184937aab3835
01_95A.BIN File 1994-12-20 10:26:44 328.1 KB f5d11b44e28bfb120347d015a9ba58a6e6e9cb5d
01_95B.BIN File 1994-12-20 10:19:44 328.1 KB 56bb70c0278a648fb45802ad6dc39864e425de8b
02_95.BAT Batch source 1995-01-28 13:32:54 3.7 KB 5d21e7046fce7c3751904f23cf8e076c53787910
02_95.BIN File 1995-01-28 13:17:36 341.2 KB 584fd489b5e3f2d8523ecaaf23dfedb7543859ef
03_95.BAT Batch source 1995-03-06 12:29:52 3.6 KB e2fe131b3c0c1b06b4045134a37a4bec8f731b7e
03_95.BIN File 1995-03-06 12:16:42 399.4 KB ec3544ab28ea2bd96b91ef328852a4d70059213d
04_95.BAT Batch source 1995-03-30 07:18:32 3.7 KB dca87e01fa9e5c3effc510c49f31c702683c51a6
04_95.BIN File 1995-03-29 23:32:08 319.2 KB fb147c61abd972bf569e4a43d843c2e636411beb
05_95.BAT Batch source 1995-04-27 08:32:18 3.6 KB 90b64c4a89a02943f45424873e55d3b0e34a96c5
05_95.BIN File 1995-04-26 23:32:10 383.5 KB 8c460704e0cf9d344190612186772ecb32911009
06_95.BAT Batch source 1995-05-30 12:29:02 3.5 KB b883fef77efc86a78cd6aebe8c03a76e58a6c5dc
06_95.BIN File 1995-05-30 12:17:40 383.2 KB ef8ccd98b8dd41894f9bfa94b463ef26bdbdb628
07_95.BAT Batch source 1995-07-07 11:10:38 3.7 KB 92c8cfb5099fe5a1b667758ed9a48023ecf9f0b7
07_95.BIN File 1995-07-06 11:00:42 415.3 KB ce38c894a77ebef42185463bf041cae80aac3bd4
08_95A.BAT Batch source 1995-08-11 09:09:50 3.7 KB ed294a7072c426e9274d8b94680098f88093dfae
08_95A.BIN File 1995-08-11 09:07:34 449.6 KB 90fa6fbd6dfff65fd7dbc9e8443781e1e88087a9
08_95B.BAT Batch source 1995-08-11 19:11:14 3.7 KB bf0816145ec1711a7474f8e652e7adfcae81ffd4
08_95B.BIN File 1995-08-11 19:08:42 449.6 KB 9dab86124021fcc5ade7c0b92a1286d4f332536c
08_95C.BAT Batch source 1995-08-11 16:41:30 3.7 KB 8fd1c744c2c6e27c7e1c5d4ae240767305801eed
08_95C.BIN File 1995-08-11 16:38:28 449.6 KB b9ba3a3b845e196d159686259b64505c0d77a288
08_95D.BAT Batch source 1995-08-12 08:28:48 3.7 KB 117f00b5888d1aaff18cf0b4c89f8dfc071dfe8d
08_95D.BIN File 1995-08-12 08:24:42 449.6 KB f8f02b55ed372cb86703978f404b0d1d24cde26e
09_95.BAT Batch source 1995-08-28 09:33:36 3.7 KB dfd8eab1ca7fd5ebfdd2d39f4159b7eb33ab1e74
09_95.BIN File 1995-08-28 09:30:26 449.6 KB 58b7abe2541bc3dfbfb11c31193fc5df9dca2d0b
10SA95.BAT Batch source 1995-10-09 15:21:22 3.8 KB ae4034366b761b3ed3e3e626c3c3e9fad239d8ec
10SA95.SA File 1995-10-09 15:54:36 256.8 KB d6b196bb7fc2faf2f7e60547fb4dff43613d0c11
11SA95A.BAT Batch source 1995-11-02 11:13:20 3.7 KB 7f5eb0e73c54e85dd60cdd11b124c45119e00262
11SA95A.SA File 1995-11-02 11:16:38 313.3 KB d5feb97390367a13d9d12c7f652cd8723f982577
12_94.BAT Batch source 1994-12-02 11:21:40 3.6 KB 930f9c0d7911b28e3ace8ed8c68bde47a228dba2
12_94.BIN File 1994-12-02 17:09:20 260.4 KB 081e0a1fae99775746abbe8b8546c1458faa837c
MENUS Directory 2017-06-23 02:34:32 476 bytes  
01SA96.MNU File 1995-12-22 15:21:00 1.00 MB 4a1ff2853821e72f5a4222feeb6e7bea10ae28b5
06MENU95.MNU File 1995-05-30 12:12:18 1.00 MB b394c465819d6665d1530a9feb6cd49944c102fc
07MENU95.MNU File 1995-07-05 14:40:56 1.00 MB b9957d91dbbb2151e3128da9bbfcfb3e85b09309
0895MNU1.MNU File 1995-08-11 09:07:40 1.00 MB 1e96c0c4a83315f71146f87e38f71683ce4692fc
0895MNU2.MNU File 1995-08-11 19:09:10 1.00 MB c286366ef085b37e66a523a777b1dd944334a107
0895MNU3.MNU File 1995-08-11 16:39:00 1.00 MB 848d926ea18366edc76275305c9ac8ffd66d78df
0895MNU4.MNU File 1995-08-12 08:26:52 1.00 MB ac01cd4c651337d362623e9dca594232f4814dba
09MENU95.MNU File 1995-08-28 09:31:50 1005.8 KB 5e3672a02dd2a64d8d7c89c8d07bb65ddf8f4e34
10SA95.MNU File 1995-09-27 16:05:36 1.00 MB a47b2cd6a62f76e6854bfab6318bbfa9ea8a4541
11SA95A.MNU File 1995-10-30 12:18:26 1.00 MB 79eb5b7b0c5953f83e3a40b6a1655f62b4f70996
11SA95B.MNU File 1995-11-16 14:30:46 1.00 MB 988b314cf1c1aedbcffc0fe1bead0fe4c21fcefa
12SA95.MNU File 1995-11-28 17:37:56 1.00 MB 7a8e4414d07d05ee31da44284d2969452bc479c6
SC2IMAGE Directory 2016-04-09 18:12:14 68 bytes  
SPREAD.P00 File 1995-10-02 13:48:26 37.7 KB aebd3c35347e2291d5a1663b959c5093b35aed3d
SPREAD.P01 File 1995-10-02 13:48:26 da39a3ee5e6b4b0d3255bfef95601890afd80709
TICKERS Directory 2017-06-23 02:34:32 816 bytes  
01MTCK95.TXT Text file 1994-12-14 20:03:26 15.0 KB 4495fa0811851bd23fbd3b92d475fbeae134f65f
01MTCK96.RTF File 1995-12-21 11:33:32 84.5 KB cb8ab10e0d4aedd751457fdd44fe5c68f819672f
02MTCK95.TXT Text file 1995-01-23 14:54:44 17.0 KB a5a81f3e63f7092a7adde545cecd2921b306aaa2
02MTCK96.RTF File 1996-01-22 15:04:30 102.9 KB 6cc2ab57789a4947ac170ccca3deb729727e3845
03MTCK95.TXT Text file 1995-02-23 16:06:14 16.2 KB e62854190f2260cc2c9a570939ba48451af5a55c
04MTCK95.TXT Text file 1995-03-24 16:34:30 15.1 KB 62a4c5e64cab447b1f7dd95e7fad95fb838e3ff7
05MTCK95.TXT Text file 1995-05-16 12:17:00 21.9 KB df4f83ebfcc5342c6b88ced1e13385520c223f34
06MTCK95.RTF File 1995-06-23 16:59:52 13.7 KB f5f5dc95a64d1c890cbd8e0010da7cf090dde9c1
06MTCK95.TXT Text file 1995-05-30 12:08:54 46.0 KB 4ec23ab8402b50560dd906d1d7139b4718d85b8f
07MTCK95.RTF File 1995-06-28 13:07:00 68.4 KB ab907e3dfc4d4ce0a24519731ee67781b1f4183b
0895TCK1.RTF File 1995-08-09 15:35:28 76.2 KB 4df1a62dbb0f847fda2e76714c349953faf8a301
0895TCK2.RTF File 1995-08-10 08:53:52 76.1 KB e24238bff84f4843a0aa67da3b013294b7db3392
0895TCK3.RTF File 1995-08-10 08:54:36 75.7 KB 7cd1577688f11b9886fb22d43db6d673896c9dbc
0895TCK4.RTF File 1995-08-10 08:55:14 75.8 KB 406289786cbdf6017bae218675147b1a6d9b2378
09GITK95.RTF File 1995-09-13 16:16:24 78.7 KB f3c93dbc94657979f038ec80c222879cd777537b
09MTCK95.RTF File 1995-09-13 16:14:02 79.4 KB 7a89d9e1356cd6e67af8dd2a3b9dca3008639a71
10MTCK95.RTF File 1995-10-23 13:06:16 86.0 KB 1ca061ec39847fae57cd38e3b22a6ae94f2f1a6b
11MTCK95.RTF File 1995-11-06 13:40:02 115.7 KB 4d4fd0f61358ea77ff7fbb28dd96241d09ccea4f
12MTCK94.TXT Text file 1994-11-17 14:35:36 11.2 KB 66e89f0a80a9f95f095f9f910751beae5e890a31
12MTCK95.RTF File 1995-11-27 15:44:32 85.5 KB aacd2b22a2c29a84b68d77b5342534cfad69523d
GAMESPC.RTF File 1996-01-12 14:46:46 46.8 KB 530c8bad9f9a67d5e43a659a7587a209a3c82b9e
TICKTEMP.RTF File 1996-01-11 13:30:26 16.3 KB 8000c97c9b488363adac1544666eb447209ec972
SCTOOLS Directory 2017-06-23 02:34:34 952 bytes  
AN_PREFS File 1996-01-18 14:33:14 4 bytes 3bdcb8b9341577c3eca3176af82fc7f42bd289f4
ART Directory 2017-06-23 02:34:32 8.4 KB  
1ST1039.BG File 1995-06-16 15:53:48 38.3 KB c0e51c510e986a8d01c33e981cd59f77483d837b
2JAN96.PAL File 1995-12-14 12:49:34 320 bytes 67205107c314c3c26e2407e523e6a89afef50280
ACTFONT.FON File 1995-11-08 13:17:32 7.5 KB 550a2a702329da200d9da42358db32013b62f9aa
ADDGAME.I File 1994-10-30 16:45:40 4.4 KB b5c59dd500255d589671dc9d67c76cdfa81ea7e9
ARCA0126.BG File 1995-06-14 15:47:22 42.4 KB 5701e1226cfcc21383cd1380c857c409a54402ab
ARCA0126.PAL File 1995-06-14 15:56:06 324 bytes 35e4d31e8d2e87674735088603363ed7d420ad23
ARCA0423.BG File 1995-08-09 15:57:48 42.8 KB 00186d86c955c4f72dbf30c4d4a68b206d09b4d3
ARCA0423.PAL File 1995-08-09 16:05:06 324 bytes a8ba12b406730f92e64ccf5a545ebc176b3b9565
ARCA0431.BG File 1995-05-18 13:39:44 43.1 KB f50999c5fe9d3f6baed8a10b7cb8c45fa2a57708
ARCA0436.BG File 1995-09-25 11:19:42 42.9 KB 5d3f3aa893f1a855197917ae3efdb486bcdf6a24
ARCA0436.PAL File 1995-09-25 10:43:24 324 bytes 8b180faa9b03ec4a28627e65c4825c6b9b279b18
ARCA0649.BG File 1995-07-13 16:51:56 42.7 KB f1c304643a2a5c64a229baf199deee96e6039ba6
ARCA0649.PAL File 1995-07-13 17:02:16 324 bytes aa245c28f3b028636ef755ea1bd36dd146edc385
ARCADE.BG File 1995-04-23 17:14:20 33.1 KB 395eeca97a4956e5bb003c733304144802e9484c
ARCADE.PAL File 1995-05-16 16:09:14 324 bytes 6b376dc09094e0fa5d6804c6a6695e54cf4d66f1
ARCHIVES Directory 2017-06-23 02:34:32 748 bytes  
ACTFONT0.FON File 1995-08-11 09:50:16 5.5 KB 3d94b7d9f9a2cf89d0f063ec124bfff14e83412c
ACTFONT1.FON File 1995-05-17 15:08:00 5.5 KB f7794bce2301a796a78aa0c7201bdf86c0dd60f2
ACTFONT2.FON File 1995-10-13 14:17:40 5.8 KB d60151d979664de845f278ed81cb10b9cd4b634a
ACTFONT3.FON File 1995-11-06 16:33:02 7.3 KB 830e8567f42545a9cefe6c534f3e8f8a49e7c49e
CNATCHMP.BG File 1995-12-15 16:54:42 36.5 KB 80b844c340d7482f3062c71ee6ef1ebd69ba559d
CNCHAMP.PAL File 1995-12-15 16:49:44 346 bytes 68ce615cd8d70136ee669532ddf9d72748585f7d
COFFLICN.BG File 1995-12-15 16:53:42 26.8 KB f982af2ac6e20af3590b2251fecd90e86503a3d4
COFFLICN.PAL File 1995-12-15 16:51:28 348 bytes c37dc761c484487b2c82be5aa7c22b9ec40ac6e9
DACTFNT0.FON File 1995-08-11 09:50:56 5.5 KB 5d52b39fe2b0bd768ddfe08c1f4eaf2ee59ea01a
DACTFNT1.FON File 1995-05-17 15:08:34 5.5 KB e1d9ccbc92a0cbfa7170a370215b8b5de59864f8
DACTFNT2.FON File 1995-10-13 14:18:32 5.7 KB 7e17499113519eec327c15eb6a1190732b8d6f4b
DACTFNT3.FON File 1995-11-06 16:34:28 7.3 KB b214934944ce8bc2334819d97af8ccfa368d86bd
SONICSUB.BG File 1995-12-15 16:52:28 43.1 KB f32ca39bef45b2170a5f9accd8c94387f17384d4
SONICSUB.PAL File 1995-12-15 16:48:36 326 bytes c35484b817230cbe56c7ae8e65155375bd042028
TCKNOBG1.FON File 1995-05-23 15:25:38 7.0 KB 1271dc595b3fa1c761862adec022f475c4d3d4b5
TCKNOBG2.FON File 1995-10-13 14:20:06 7.3 KB a9ae2edd89f84a1ff8b52510d000c2ad32317882
TCKNOBG3.FON File 1995-11-06 16:36:46 8.9 KB a41e6d52c9118ba697c927c8a88e4b2f9b1b97dc
TICKBG1.FON File 1995-05-23 15:26:12 7.1 KB 52c717f6e6c1c7e9e6a552531387091b11ab6063
TICKBG2.FON File 1995-10-13 14:19:28 7.4 KB d1e6cca51f4e4a4400d58a71732a14c20e8840cf
TICKBG3.FON File 1995-11-06 16:35:34 8.9 KB 419fcb88cbd7e37d4178e635cb37544af8520ed3
ART.S File 1995-06-29 17:19:40 965.6 KB 0d27a87c96d1e5fa2142ac168c1298ea428fa674
AUGUST.BG File 1995-07-13 12:50:54 55.5 KB 031ae16fed3fc2b83f8abb634b15fc44b6624aae
BALL.SPR File 1995-05-24 20:26:10 7.8 KB 56770c4d466e90488672734f9e72daaa2dec7418
BASEPAL.PAL File 1995-04-19 13:48:20 324 bytes fa830b4ef03c78d63ed8793e0e788c90d8465c55
BATTER.SPR File 1995-05-23 19:25:38 31.4 KB e28249cf2a94143b0b3f9f8ecd074145808dff4f
BRAI0322.BG File 1995-07-13 16:47:08 43.4 KB b12f07924d9961c6422e497bfa8ad1f1e72b7c2b
BRAI0322.PAL File 1995-07-13 16:59:04 324 bytes 7baa9a959881809039b33323a2fa76598d98709a
BUBBLE01.SPR File 1995-08-07 13:08:38 14.6 KB c32f5b4ac8de06605fe7a0bb90b9d70ecc5bcd0b
BUBBLE02.SPR File 1995-08-07 13:09:06 15.0 KB 025900554ef6a35c56eb830dc855fb5607f380fa
CART10.BG File 1995-10-18 15:06:52 35.1 KB f320a447f26f48c7a19c5f5b5eb6867746b95f21
CLASSICS.BG File 1995-04-23 17:12:38 29.3 KB b0c260774f41cd46a280f53395615d7216bc987d
CLASSICS.PAL File 1995-04-19 13:53:16 326 bytes 47db411a0f00a845614d735a92cc6e3f6e78ea0f
CNATCHMP.BG File 1995-12-15 16:54:42 36.5 KB 80b844c340d7482f3062c71ee6ef1ebd69ba559d
CNCHAMP.PAL File 1995-12-15 16:49:44 346 bytes 68ce615cd8d70136ee669532ddf9d72748585f7d
COFFLICN.BG File 1995-12-15 17:56:56 26.8 KB 9bf59689d80d3d335544110ede1b2c4745c655c6
COFFLICN.PAL File 1995-12-15 17:56:02 348 bytes 26fec847af5772fff4f4ad9fa6de13ec2bbe1b75
COLFTBL Directory 2017-06-23 02:34:32 238 bytes  
OFFICIAL Directory 2017-06-25 23:11:37 136 bytes  
OFFICIAL.ZIP ZIP file 1995-12-15 19:02:36 2.8 KB 2989e702c5526690734f8b5dd006839a91d4519e
COFFLICN.BG File 1995-12-16 00:56:56 26.8 KB 9bf59689d80d3d335544110ede1b2c4745c655c6
COFFLICN.PAL File 1995-12-16 00:56:02 348 bytes 26fec847af5772fff4f4ad9fa6de13ec2bbe1b75
PATEX.ZIP ZIP file 1995-12-15 18:16:18 84.1 KB 3f7ec56408bf6adeac02a852a2a523dac775a648
SUBS.ZIP ZIP file 1995-12-15 18:14:18 17.2 KB 83b9af6117119e5005a6ec8794de72193c384432
COMICZON.BG File 1995-05-23 20:00:02 59.9 KB 8d7b3595470a3c34ed559b9d70e3363c9b3081df
COMICZON.PAL File 1995-05-23 20:24:12 324 bytes 2489183b5c73d6f8a908bb009becfa9ccf852c16
CORE.I File 1994-10-19 20:45:26 14.9 KB 86c88c3bdbf2886611b35c0b26e4a370c4e4aed9
DACTFONT.FON File 1995-11-08 13:18:20 7.5 KB 2d083d5fe8eb7a5ef0d119ce120b2464fed3a713
DEC1995.BG File 1995-11-15 18:53:04 49.7 KB 342de46bca823762156210ebefe103438a3ebce7
DEC1995.PAL File 1995-11-15 13:30:44 322 bytes ffb000cd53d57c12261eb1623b868acec2083365
DECDESEL.FON File 1995-11-20 14:04:40 5.5 KB 4f81d0b549a5cc4174498647019bacc40c9172b5
DECSEL.FON File 1995-11-22 12:02:02 5.5 KB 591259b79faab9644a6fe0b8050577b3270ea350
DESNOWP.SPR File 1995-11-15 19:22:04 23.5 KB 8c45660a84d7c84575a5dcad3642f5218b846ab4
DFONTPAL.PAL File 1995-04-12 15:56:22 324 bytes ecb019c34757fb4a8431ea3db230785cc0cb7c67
DLART.S File 1995-06-29 17:20:06 54.7 KB 0ce592d9e7580a53dfe5937443ea075198450667
DLBAR.SPR File 1995-04-12 15:00:40 19.3 KB 84e96582c362f932280ec04afe7e3071f2de811a
DLLIB.S File 1995-06-29 17:19:18 58.9 KB f3c4908ea32db9e961a6bc1c0e15412b693ba04e
DLSPRITE.SPR File 1995-05-08 17:21:48 1.7 KB 26240e20cb82d767d5736e4eeedce7f43fc700e8
DOOMTROP.BG File 1996-01-22 16:10:04 76.1 KB 62dcda9ff2a1aa0055af8385aa81ed296763f4bc
DOOMTROP.PAL File 1996-01-22 16:08:24 328 bytes e52d6371252937d79b8fc19f803189cb1153cafd
DOWNHI.FON File 1995-05-15 20:52:18 7.1 KB cab4ebc73e9cf216e6d67c5a30f87b38f688d01f
DOWNLOAD.BG File 1995-05-09 16:04:50 51.6 KB ad1fe11cc81b23641649c0ac82ab690a46a90e6e
DOWNLOAD.PAL File 1995-06-06 11:29:38 326 bytes 126f1ce41de8aa160b09dcb0576b4c1249c29bd6
DTREE.I File 1994-10-30 13:47:42 9.6 KB 08a2ecea2e5e579be0581a83909ea86b0c0aa724
DUNG0750.BG File 1995-07-13 16:53:02 43.0 KB e3b0f0c261320373c3dc37ee8ee3a597aefe59f5
DUNG0750.PAL File 1995-07-13 17:03:24 324 bytes af569aedbf931b0201f5db21d90dc0118b7a35c4
EASPORT.BG File 1995-05-25 17:02:32 47.1 KB f99036d867c53cdc22b5aab206e3b62b746f4b5f
EASPORT.PAL File 1995-05-24 18:42:14 326 bytes 42d7eff6729d28d21861061f424fcadb6ecdaac4
EXP0839A.PAL File 1995-06-16 14:07:18 324 bytes f5e402b69f100111e5739a23546948bbf6bbf156
EXP0839B.PAL File 1995-06-16 17:08:52 324 bytes 88a83b95afbf174039f77273b878bac9c0e968ac
EXP0839C.PAL File 1995-06-16 14:27:52 324 bytes 0096b6417eef18074fba02f66ea54043bcdc8cfd
EXP0939.BG File 1995-06-16 14:40:40 49.0 KB a0d22289a67e5050b871e6147ec8b43dcf831cf8
EXP0939A.PAL File 1995-06-27 15:50:20 324 bytes da8db6b6668d43771e6fa79d2f6049bb15b9898a
EXP1039B.PAL File 1995-06-27 15:50:18 324 bytes 83a50a54b8be2139d84046997d8d9cd9ed5aaeec
EXP1139.BG File 1995-06-16 14:26:06 43.3 KB 62403fb50d2581426111209e7a4371cabbe21136
EXP1139C.PAL File 1995-06-27 15:50:16 324 bytes 0afee79415ec7172bb692ddcf71abb6da668ecf7
EXPR0839.BG File 1995-06-14 15:27:28 44.8 KB 6684445c922191b9fceedb627d36ed02a9d6a4a0
EXPR0839.PAL File 1995-06-16 17:08:30 324 bytes 8343106ab6103fbe7042eb9685edf11ed7537058
EXPR0842.BG File 1995-07-13 16:54:04 44.8 KB 9eb29fad557dabfbf58d3537c27587b0953ddbb8
EXPR0842.PAL File 1995-07-13 17:04:30 324 bytes 379a31a9dddf0f2cd08cffdeb135f271a160654c
EXPR0939.BG File 1995-06-26 15:34:12 43.6 KB 0219cd267e8a3cddbde4dc3adadf357a70e364ee
EXPR1039.BG File 1995-06-28 10:38:08 42.0 KB e76167f199de9a603c9a085fdd0fe5c099dcd71d
EXPR1139.BG File 1995-06-26 15:40:30 36.2 KB 61cd818505f91ecb2ab232dd7dd289009b22ff80
EXPRDOW.PAL File 1995-08-24 15:51:36 326 bytes 4b702c939becae75164203c3c6e4b897b869e9db
EXPRDOWN.BG File 1995-08-24 14:50:24 29.7 KB 0d478aaed26125474216b09a2fd66b5cda495fe5
EXPRESS.BG File 1996-01-22 16:06:34 44.3 KB c8858bc2afbf556bec9303770da19bbfb4fdc0d2
EXPRESS.PAL File 1996-01-22 16:07:10 328 bytes c982cb5193395fe39975ef8436af12265eef3b36
EXPRSUB.BG File 1995-08-22 11:55:14 22.4 KB 6b2f19999aa34cd474520fc5f4a710aaf3276ab6
EXPRSUB.PAL File 1995-08-22 11:50:28 326 bytes 083a9d28f4be0950ba49661d50fc3f34dcf85ab1
FAKEBAR.SPR File 1995-06-30 11:38:22 25.6 KB a37f7021d6dfa582a56b4a5efe278dabd6f8ebec
FAMI0108.BG File 1995-05-18 13:39:00 42.6 KB df4da69c4285ca9cd0161d35fd2299ba3c0fe7ba
FAMI0141.BG File 1995-07-13 16:49:32 42.5 KB 5bb646b6785ab28e8349b8106373fc82a1f66f05
FAMI0141.PAL File 1995-07-13 17:01:14 324 bytes 3f3b916f9ccbada6346b088cdffbb7beaf76a7ae
FAMI0326.BG File 1995-08-09 15:59:48 42.3 KB b105d714c9007faed21ee737d3c05c5fa973ce1e
FAMI0326.PAL File 1995-08-09 16:11:10 324 bytes 4c9aa8f478f5be432b93b3a0179f325a697ec8fe
FAMI0333.BG File 1995-06-14 15:48:10 42.0 KB 90ea8fdf0c9e15d823444c94aa3215faf667dceb
FAMI0333.PAL File 1995-06-14 15:56:56 324 bytes fa87b780233191872ce262f8aa108075794e90aa
FAMI0352.BG File 1995-09-25 11:23:00 41.4 KB 7721583dadfdcc8e15b7bf85d6f7925b68d7776e
FAMI0352.PAL File 1995-09-25 10:48:38 324 bytes d8e7653abb70330580cc7c4b65d0905fb6ae5cfb
FAMILY.BG File 1995-03-22 20:59:06 33.8 KB b2fec97dda2861c67d3d43f878cb32546925c7c3
FAMILY.PAL File 1995-05-16 18:37:06 324 bytes 331f42a150b5365265a987847dbc0bea2453091a
FANT0206.BG File 1995-09-25 11:21:58 42.2 KB 58c638a2a4de6b00a5b096df02f35387abfc513f
FANT0206.PAL File 1995-09-25 10:53:56 324 bytes 007231db1cfb13a99f8a4d0c820052be950b59e4
FANT0256.BG File 1995-05-16 18:33:44 34.3 KB b3d2b8ea9dcd6f0c752e8b139beba806a65eb625
FANT0257.BG File 1995-08-09 15:54:50 42.2 KB 664881b2e842ed042cd3cde25adc5eb8e1236cb8
FANT0257.PAL File 1995-08-09 16:06:08 324 bytes 37881fb71f417db0e1fd14cacc37fc5aaef80185
FANT0651.BG File 1995-05-18 13:41:26 43.7 KB b4830211214ea9170c687c2fcfc285c15a729bd3
FLAGPAT.SPR File 1995-06-13 17:45:56 13.1 KB a220e80d835c5bbb0063c7190743ba1d7c475058
FONTS.S File 1995-06-29 17:20:06 4.3 KB 718ea6afd198d4a8fe6472a58b55c0cd935747e7
FXSCRIPT.I File 1995-05-08 12:16:34 67.0 KB f106dd4f984410ab4afa6396a28ae95ea089ad17
GAMES.S File 1995-06-29 17:19:48 91.1 KB ab5225185ef101c872b2a36a9edb712bf2a5c868
GAMESEQ.I File 1994-07-17 18:54:46 9.5 KB 0762d14cee0b9a637c86a5b3116a83e0549d8f08
GAMGIDE.BG File 1995-03-15 15:08:52 34.3 KB f707f523486fcdd560774a2dcb09b0c016021ae2
GARF0296.BG File 1996-01-23 10:28:50 47.3 KB c79f1eef7d939bd1c6a6a5976d011c82c63074af
GARF0296.PAL File 1996-01-23 10:29:30 324 bytes d153fe69045a86081b887b523e47340143b0239a
GARFCART.PAL File 1995-10-18 15:09:54 330 bytes ed157bd63bd754ed725f94ef5877a4ed803ac427
GARFDOWN.BG File 1995-10-25 13:22:28 26.2 KB e3f91410fe7744c1d144f02a3d3bb6bbf7bae8f7
GARFDOWN.PAL File 1995-10-25 17:23:02 332 bytes a482cd45e8f8754e901cffd65a90ea334243fa6e
GARFSUB1.BG File 1995-10-23 17:04:50 46.5 KB 4c956092796ffdce9b38d87727b1673dc2da3608
GARFSUB1.PAL File 1995-10-24 16:53:56 332 bytes 57c0f571f25d633b9baf3d031018c03b79c7e69c
GARFSUB2.BG File 1995-10-23 17:07:18 46.5 KB 752b46b6d4976a1f6be6546cd181fbcbf87b2687
GARFSUB2.PAL File 1995-10-25 13:24:48 332 bytes 00ddf789567031b6a1eb8360d09941891b7dfaab
GENESIS.I File 1995-03-07 18:36:50 12.2 KB cbb870d562552128d11ac41afeb31cf59226c197
HEAD1339.BG File 1995-07-25 15:47:30 37.5 KB 8421e97e91ce2a5ee0b768f30ef23c51cf38ab99
HEAD1339.PAL File 1995-07-20 12:29:46 324 bytes a23ccf7071c06735ef60f9536705ba5f6e9a7d73
ICON.S File 1995-06-29 17:19:18 4.5 KB f4f703d3da0e6252286c5bb4488b80fa4e0ccde5
ICONS.SPR File 1995-04-20 17:32:22 14.0 KB 6ae24a65cc0a96d7271b7d1aa15238c3f75ead08
JAN96.BG File 1995-12-14 12:12:50 36.2 KB a3dad12323182bd550fe0c75cc88a594b9d54cfc
JAN96PAT.SPR File 1995-12-14 11:42:10 92.3 KB cf559f45bd35c80d6634508fa01823d2da803fa5
JULY.BG File 1995-06-14 11:22:38 56.7 KB d0a2e37c9d541729354ba63a5de228c7e6e3184d
JULY1.BG File 1995-06-12 11:16:44 56.0 KB 3ac23435d31d26bd520945d57767b2afadc4a452
JUNE.BG File 1995-05-09 23:02:44 55.8 KB 5511470d5438dc03f788a0423486e743b80e73af
JUNEPAT.SPR File 1995-05-17 17:33:08 22.6 KB 6db7bf418258e4bb2a8f482096d2e2ae8db0d4bb
KIDSCORN.BG File 1995-11-16 18:52:32 42.4 KB bc9c2b76a3201e1dc8ebb2066297e61e9e6ef0ac
KIDSCORN.PAL File 1995-11-20 14:42:38 334 bytes 17ba9f0771bd98213a18c986b701f29e4d609ae7
LIB.I File 1994-08-02 16:15:36 1.6 KB 9c62f6a41223a8b203615b421fbfc3a09e743307
LOCATION.S File 1995-06-29 17:19:18 5.3 KB 7837cf8a1ada4d80d1d7f7969e9b1ba4fd1a0fee
LOCK0419.BG File 1995-07-13 16:45:52 45.2 KB 4eb3ff3fb3885a1a0cbda896376e3f4df70c6d48
LOCK0419.PAL File 1995-07-13 16:57:50 324 bytes 363db2132cc3c162b7e25bc57926dd0f31e92257
LOCK0548.BG File 1995-05-18 13:37:30 44.5 KB 38a15194993d52d3aae9791367467a9785064809
LOCK0625.BG File 1995-08-09 15:56:30 51.5 KB 9229a8d6df1e0df6c596d812c68dcbcd2fb0c717
LOCK0625.PAL File 1995-08-09 16:53:24 324 bytes e5ac1c05b69882f44b9344642801b82c4d2c741d
LOCK0645.BG File 1995-09-25 11:23:58 41.4 KB ac6052f20c019d93e44676189f7b5b69c4bf1efa
LOCK0645.PAL File 1995-09-25 10:49:44 324 bytes 0ddd414799baaf524f9afbce81bfebbda7d417cf
LOCK0714.BG File 1995-06-14 15:36:38 44.4 KB 13238d19bae1a1cf90f5ac8c42a916a914564b9f
LOCK0714.PAL File 1995-06-14 15:53:40 324 bytes 85279495f3aa4739b37cc9c5662a83e4ee1627af
MAPENG.I File 1994-04-08 10:27:58 283 bytes 0fb8fb12d3be5c73238c1c7f1902eed8b508fab1
MENUA.PAL File 1995-04-12 15:57:36 320 bytes c8072121e211a6df18a7689c508a308d540024e7
MENUBARS.SPR File 1995-08-17 09:14:20 28.8 KB 7e682efe176cf2a0a139fc4830efc1f8077c08f3
MENUBRS1.SPR File 1995-05-17 14:59:30 27.8 KB 007a7132943a55a57e8917247d07e8536b9233d3
MENUBRS2.SPR File 1995-07-11 14:36:20 40.1 KB a5ddc1cbb3d6004fcd93d98ae289d9591b74188b
MENUMAKR.I File 1995-06-29 17:19:18 4.6 KB 6c2af7d95bc2692ff9350058a84297d5af652e64
MENUTEST.MAK File 1995-06-29 16:05:04 3.5 KB ce9d64efd9a62fac9a925704b557c825b0c49ab6
MISCDAT.O File 1995-06-29 17:20:18 da39a3ee5e6b4b0d3255bfef95601890afd80709
MISCDAT.S File 1995-06-29 17:19:42 3.2 KB 61951dbecee9554874f03f159697f02f81f22086
MK3.BG File 1995-10-18 14:06:48 51.5 KB a1a35c167f3ba5429b2d6d2b6d8df5b3b662ba1f
MK3.PAL File 1995-10-24 16:55:18 318 bytes 7ba49cccb987cf9ab12d15399237000fea352a1e
MK3.SPR File 1995-10-18 11:20:18 27.4 KB bcdbeb2fd1329184e7ee5b3dd9a754a735e86ead
MK3BUTNZ.SPR File 1995-10-31 11:36:20 9.9 KB ed053b00716ab2ed196072496be932efb5e7ff5f
MK3DOWN.BG File 1995-10-23 17:02:08 26.7 KB 4a86bfc0ad956ba8fd592449ff7f7ec1fc734e20
MK3DOWN.PAL File 1995-10-25 12:31:50 326 bytes e9dcff9f8f626a6fe5599430f92bebdffe4227b5
MK3SUB.BG File 1995-10-23 17:00:16 51.5 KB e91374a2988ecf8b739c8c8688966fdc78032dab
MK3SUB.PAL File 1995-10-24 17:25:14 322 bytes 0957d1e7e7024c24b3f89ced2899e1ea244d3ff4
MSCRIPT.I File 1995-06-15 22:31:08 2.4 KB 557d6d9de78be5e01c5215cb85507fbb14e39fce
NEWLINK.BG File 1995-03-15 15:07:24 29.5 KB 2006900b3ca822b5b44b2b5ed609b2379406ffab
NEWSLINK.BG File 1995-05-23 21:46:24 29.7 KB af3cf00bdc0234a99e97c79e3427b2f92370b955
NEWSLINK.PAL File 1995-05-23 21:53:12 326 bytes ec444cf5f3ac847830c82701631f840ec0640300
NOVE95MB.SPR File 1995-10-23 14:52:26 33.5 KB aa87b51204ac492a2b69251b129068adc5cd3e3d
NOVE95PL.PAL File 1995-11-01 12:21:50 328 bytes 44d8edd5da258ecfcb5865fc43ab665a0d3a0baa
NOVEMBER.BG File 1995-10-17 18:28:52 54.8 KB 25b7fca3c12dc944f87dbf48324c2289df33dc39
NOVPAT.SPR File 1995-10-23 14:54:02 9.0 KB b4dbe882a2f342dee501d7628d1fc367bd9f9358
NOWACT.FON File 1996-01-22 13:37:16 9.1 KB beb8a753abaa50c60270def07b93fd27e3036e0d
NOWDACT.FON File 1996-01-22 13:37:36 9.1 KB b737216a852d22cc383773e29433d1753c3fcb11
NOWP0296.BG File 1996-01-22 16:04:58 73.2 KB 2e0105645361ec57c7de6512d84041be33dc3df0
NOWP0296.PAL File 1996-01-22 16:05:56 328 bytes c50ce1ad9cde1b3e9c4e952b201a321a056b91d9
NOWPLAY.BG File 1995-05-24 17:55:04 52.7 KB cdfdadcd7b12f2a95f9045d9a5d2e0d638d0ab5c
NOWPLAY.PAL File 1995-08-07 11:31:04 328 bytes ab6588a91bfb822406ba81a40c0bb72a0f14e0c9
NOWPLAY1.PAL File 1995-05-25 16:34:08 328 bytes 7583dbf04674ff5deaf098a3acc7d8513b1f7265
NOWPLAY2.PAL File 1995-06-12 11:02:46 328 bytes ceac9a51d872a85a27a14e70f26972e0775a8181
NOWPLAY3.PAL File 1995-06-13 18:35:56 328 bytes 4cf226221aa7df0c7c4dc37e596c659dc3823843
NOWPLAY4.PAL File 1995-07-13 15:09:50 328 bytes 174773eff8380cb3eae26d6ada2bfdc5624b2f7d
OCTO95MB.SPR File 1995-09-25 15:28:28 30.3 KB 652dead650c15da62cd2026e71fd921428842464
OCTO95PL.PAL File 1995-09-01 12:04:34 328 bytes c6b0fcbe5c23d2097ea39a0fdb5fff5bc086cda9
OCTOBER.BG File 1995-09-01 07:11:42 51.5 KB 34f3db4116bcac8e1a4c1158640477c8519ece9b
OCTPAT.SPR File 1995-09-06 16:26:24 42.3 KB e2d4bb79ad7b4af56ad7a17c6569a80e391b13d1
PATANIMS.SPR File 1995-05-17 15:42:44 66.4 KB 18835959b2e2be996e94313b6edd1f5f2cf60296
PATCH.I File 1995-05-31 16:44:40 1.8 KB 05bf5800a95206303260a111fe6914447f786b2e
PATCH.S File 1995-06-20 14:29:48 45.1 KB f7beead23f5ac4547d8e3bfe8afc3dcf163e1e4c
PATHULA.SPR File 1995-05-30 11:05:48 40.8 KB 99b1312c0ae829b2e6f025fac032ad5b2bd4db06
PCX Directory 2017-06-23 02:34:34 3.3 KB  
ACTFONT.FHT File 1996-01-22 13:39:08 8.4 KB 91e037f9b1c42066cd568e18611add8cad239f60
ACTFONT.PCX PCX image 1995-11-08 13:06:30 8.4 KB 1bad31290b16a41e21fc364ae426ccba80b6493e
ARCADE.PCX PCX image 1996-01-22 14:36:18 10.1 KB a525817252e371dd2f05e65a214b112fa56766e7
CARTOON.PCX PCX image 1996-01-22 14:37:54 8.3 KB 5a579a7177d30f1db0a04c5bba11d35feb9a99e3
DACTFONT.FHT File 1996-01-22 13:39:38 7.9 KB f4cf4bfb9399c6438949fab5531e4df786db1ee4
DACTFONT.PCX PCX image 1995-11-08 13:10:40 8.1 KB 75ed1b7857bdd8e820a9aceb05e7407673da46be
DANC.ANM File 1995-12-15 17:04:06 22.8 KB f0345aa44e34d013808adcd470e1d7554f25b6b0
DECP0001.PCX PCX image 1995-12-15 17:00:26 3.7 KB e3feb7a1ffc62fda3211c145e25c0f65ad022101
DECP0002.PCX PCX image 1995-12-15 17:00:26 3.7 KB 143c5bc97f98d19e8b089e1fc3cbb82776db8ee4
DECP0003.PCX PCX image 1995-12-15 17:00:26 3.7 KB 441b32fc99bc9a2bbbf828d77b46cf445ff63a33
DECP0004.PCX PCX image 1995-12-15 17:00:26 3.7 KB 6731b5084634c44d72cab8f888166051cbb96945
DECP0005.PCX PCX image 1995-12-15 17:00:26 3.7 KB 5a1ed59a4182830a1ae384e3641402f32673f030
DECP0006.PCX PCX image 1995-12-15 17:00:26 3.7 KB b887032f5cf703ef53c073396f7e45a815ad5ec8
DECP0007.PCX PCX image 1995-12-15 17:00:26 3.7 KB 2ca0c8b16b0e467abad30cfd447b531df91a26fb
DECP0008.PCX PCX image 1995-12-15 17:00:26 3.7 KB 272b08c5eb8a06f011bf99089f247c5d5b187c39
DECP0009.PCX PCX image 1995-12-15 17:00:26 3.7 KB 9e9b1a4bc58a1b9b5cd6f70b8c24d5a3dca57047
DECP0010.PCX PCX image 1995-12-15 17:00:26 3.7 KB 1fee34cb0677224b59ddf8a65eab698c7d2afa2f
DISA.ANM File 1995-12-15 17:04:30 30.0 KB da86a00ae0fda56408f304bde99281bdf8f6a9ca
DOOMA.PCX PCX image 1996-01-22 13:45:46 3.5 KB 4f3846a9779180fc8a63f4e2afc1ae47c3c137d2
DOOMB.PCX PCX image 1996-01-22 13:44:52 26.4 KB f049c4a46f855bfd235bcafb9125409fc02db390
DUNK.ANM File 1995-12-15 17:04:50 13.7 KB e8422408939d2f272925dcb0d79d2f77042e1bbd
EMPTY.PCX PCX image 1996-01-22 13:45:46 3.5 KB 4f3846a9779180fc8a63f4e2afc1ae47c3c137d2
EXPRESS.PCX PCX image 1996-01-22 14:02:30 14.1 KB eb1e1b92fcab07001172c7020c9d450b592a5654
EXPRESSA.PCX PCX image 1996-01-22 13:45:46 3.5 KB 4f3846a9779180fc8a63f4e2afc1ae47c3c137d2
EXPRESSB.PCX PCX image 1996-01-22 14:02:30 14.1 KB eb1e1b92fcab07001172c7020c9d450b592a5654
FAMILY.PCX PCX image 1996-01-22 14:33:30 8.2 KB 20cc8f3b58bcb44293ea471c2dee94dc83dcab69
FEB.ANM File 1995-12-15 17:05:14 16.0 KB fab6688cc26f1e4240193698b0c096f927865b21
GAME.PCX PCX image 1996-01-22 14:23:22 8.0 KB cc4239d69cf5daf29ffbdd1e49a10e103da38230
GARFA.PCX PCX image 1996-01-23 10:22:46 3.5 KB ee8c39646562563f705e6d0851dc95dd40ae1ebd
GARFB.PCX PCX image 1996-01-22 13:49:52 27.6 KB 7dc1db07dd307fa203043bbe54a12ee169e1f0c8
LEP.ANM File 1995-12-15 17:05:34 13.3 KB f9555c13018a5d083b4565e390c35e583b1343d6
LOCKER.PCX PCX image 1996-01-22 14:20:26 10.1 KB d986696c298144a1fa9b1bdaf9b1bdad43432838
MAN.PCX PCX image 1996-01-22 16:08:12 11.4 KB 2035f0ef1d2bb8654a7a73d5de6923d4cb76d4c5
NEW1.PCX PCX image 1995-10-13 14:11:58 8.4 KB e74e46083eeb90b07540b447f13e98d29a6a81f2
NEW2.PCX PCX image 1995-10-13 14:05:46 8.2 KB e2f5d76ec74c0fe1086fa9945a11e07ecf0a69bf
NEWS.PCX PCX image 1996-01-22 14:32:24 10.5 KB 538268a9935fc90dc333f5460329bd941949067e
NOV0001.PCX PCX image 1995-12-15 16:59:42 4.0 KB b36f64e6f5bace7e7478b1d5d79342129bb0ecad
NOV0002.PCX PCX image 1995-12-15 16:59:42 4.0 KB 9a74683e82a93f8c4bab624691e8ce2e1af1173f
NOV0003.PCX PCX image 1995-12-15 16:59:42 3.9 KB 7d7be85145dc0e1ff98c4e9e107b54f2ff9540b0
NOV0004.PCX PCX image 1995-12-15 16:59:42 4.0 KB 69c6d763cd8b214d265248c8cf873b71765d7957
NOWA.PCX PCX image 1996-01-22 13:33:02 12.3 KB d1dec659794a2697e98e1151aebfae8d2e9bc355
NOWB.PCX PCX image 1996-01-23 10:25:50 43.7 KB e9e717679eb52f01f71a453d192e7c8689d38fd7
OCT0001.PCX PCX image 1995-12-15 17:01:04 4.3 KB 9b0a5843cf7812336b874a2a4cbf6fb21002116f
OCT0002.PCX PCX image 1995-12-15 17:01:04 4.3 KB b63160d8f974479c809d1bbed0e550079eacb9ab
OCT0003.PCX PCX image 1995-12-15 17:01:04 4.2 KB 68edf5e8026f3055b380936107d69a752abd4c2a
OCT0004.PCX PCX image 1995-12-15 17:01:04 4.2 KB 7b1aee47656fefebd5091beee378d5d3f85c3275
OCT0005.PCX PCX image 1995-12-15 17:01:04 4.3 KB c64bf28e2f0aa6c6f6c42c4278d27c5323de4f1b
OCT0006.PCX PCX image 1995-12-15 17:01:04 4.4 KB 4f324be7140d639756c787c9eb46ab5b4399a55b
OCT0007.PCX PCX image 1995-12-15 17:01:04 4.5 KB 53089b18708bab02c35c29a9ba0a68518c7f1e4e
OCT0008.PCX PCX image 1995-12-15 17:01:04 4.5 KB e5dc1aee5b8f3c0ab6108e8d8509c2a6e2b21eab
OCT0009.PCX PCX image 1995-12-15 17:01:04 4.5 KB 494dad383221cf0cf786a3930d2b29cf8f21edff
OCT0010.PCX PCX image 1995-12-15 17:01:04 4.4 KB a5f8fc0b0d375277fa815368156363fb239288ed
OCT0011.PCX PCX image 1995-12-15 17:01:04 4.3 KB 4296c550211d218a9422f49dd99f4e063761343b
OCT0012.PCX PCX image 1995-12-15 17:01:04 4.3 KB fccd612791acf7643333b6e4332ff96f65138cc7
PATEX.ZIP ZIP file 1995-12-15 18:16:18 84.1 KB 3f7ec56408bf6adeac02a852a2a523dac775a648
SPL0001.PCX PCX image 1995-12-15 16:58:36 3.9 KB 2a12302329781db0ed0ad4eeb924496305c8ccae
SPL0002.PCX PCX image 1995-12-15 16:58:36 3.9 KB 24fc44b5dee31adcce3b27a28472501439ca9990
SPL0003.PCX PCX image 1995-12-15 16:58:36 3.9 KB 6ddec4a9185803b248b450c4ae705020dd7850f0
SPL0004.PCX PCX image 1995-12-15 16:58:36 3.9 KB 76ef537b02b0e07f508b3c21a36f2278398ca3e7
SPL0005.PCX PCX image 1995-12-15 16:58:36 3.8 KB 7e3f37a4eae7250ca92be497f5d2812984990188
SPL0006.PCX PCX image 1995-12-15 16:58:36 3.8 KB 4a5dbbb523cb85a06f251e7a6896967307c159b9
SPL0007.PCX PCX image 1995-12-15 16:58:36 3.7 KB 082d706d8e6035a9f131df364068baee51a2e783
SPL0008.PCX PCX image 1995-12-15 16:58:36 3.8 KB 77f1e26441f355deb8fe7a355ff7722a927259fe
SPL0009.PCX PCX image 1995-12-15 16:58:36 3.8 KB 4e0e8cd8ef3a5418ed6b3099d006aa38e29be471
SPL0010.PCX PCX image 1995-12-15 16:58:36 3.8 KB 36374060a0e91f553cbbcd61054889780685e9b6
SPL0011.PCX PCX image 1995-12-15 16:58:36 3.8 KB a8a5302ec921e07b5b15b854b0a4344890634a0b
SPLNKR.ANM File 1995-12-15 17:06:00 20.2 KB 696accb251a646ea55058baf9e8100f539d778e0
TESTDRV.PCX PCX image 1996-01-22 14:37:02 11.4 KB 86ed7d8dfc11249a665b7434b5eb3c3afc4706d9
THINK.PCX PCX image 1996-01-22 14:31:20 9.8 KB d0c2853b5d4aeb1bf64053e5157684bf67d873d6
TICKBG.PCX PCX image 1995-11-08 13:12:58 7.4 KB eed5a1b1f6015b464633e9ef1495730f49594c10
TICKNOBG.PCX PCX image 1995-11-08 13:16:02 7.2 KB 44d9155fa0fb918ac0dd9add942ced3cbacba10a
TWRL0001.PCX PCX image 1995-12-15 17:03:36 4.2 KB b91cc887e6363d22ac157c3c329cd679d59eeaa6
TWRL0002.PCX PCX image 1995-12-15 17:03:36 4.4 KB 65c2c98e48c6eece6d9e8b0b3bc6da02947626e9
TWRL0003.PCX PCX image 1995-12-15 17:03:36 4.2 KB d65f766c773e55836222a3a1a758e5e42a622344
TWRL0004.PCX PCX image 1995-12-15 17:03:36 4.0 KB 8404714ab14d1bb72f3c354ceb807e2fcfa2c10b
TWRL0005.PCX PCX image 1995-12-15 17:03:36 3.9 KB 4f48cc1687f59bcf39b04a431760492e081d2cab
TWRL0006.PCX PCX image 1995-12-15 17:03:36 3.8 KB 6e2967f7d371084f197e5f1b798fe071887c5a59
TWRL0007.PCX PCX image 1995-12-15 17:03:36 3.7 KB fafb85f3a80b03a24802548b4ab8fea14a5de944
TWRL0008.PCX PCX image 1995-12-15 17:03:36 3.8 KB 9dae7b9c47a4c4bac1e41a92ce053b33cb94fff9
TWRL0009.PCX PCX image 1995-12-15 17:03:36 3.9 KB bc859c6d683bcf03e872dfe480b13c5387163d81
TWRL0010.PCX PCX image 1995-12-15 17:03:36 4.0 KB b86a622eb1633655861b4d79e87fcbc605b052d6
TWRL0011.PCX PCX image 1995-12-15 17:03:36 4.1 KB 766208f54df09bf030f05c95f4e1d0f086e7c362
TWRL0012.PCX PCX image 1995-12-15 17:03:36 4.2 KB 8d1cef202429ed9cc2edf63ffa96785a2d374c16
TWRL0013.PCX PCX image 1995-12-15 17:03:36 4.3 KB 845e67970c66a6cedba8b0248681ee42fc3fdc6b
TWRL0014.PCX PCX image 1995-12-15 17:03:36 4.2 KB 6ee7966b4b57e770c10ceb31776d2d052bb47e5d
TWRL0015.PCX PCX image 1995-12-15 17:03:36 4.2 KB cc7eef6266a1f18e60a0eeb0baebebe0599bebd5
TWRL0016.PCX PCX image 1995-12-15 17:03:36 4.1 KB e19e2932987d5fed2692278376fb03b8666bca90
TWRL0017.PCX PCX image 1995-12-15 17:03:36 4.0 KB 959a0d4cc936014bd7400eb19e8dc2a7e465c635
TWRL0018.PCX PCX image 1995-12-15 17:03:36 4.0 KB 86144438fe2edf69960e419a59e103c932069a06
TWRL0019.PCX PCX image 1995-12-15 17:03:36 3.9 KB 396d8285c7d0833b83f447124022eeb5f810369f
TWRL0020.PCX PCX image 1995-12-15 17:03:36 3.8 KB 997a03f274f08bab9cbb951870a45fd23989cc46
TWRL0021.PCX PCX image 1995-12-15 17:03:36 3.7 KB f1dafa6914a80aa5cab5008513abdfe00e35dfe5
TWRL0022.PCX PCX image 1995-12-15 17:03:36 3.8 KB 738473aba982e6ec4de1b998346572afd0c1060b
TWRL0023.PCX PCX image 1995-12-15 17:03:36 3.9 KB 57aec117ec6d6f4abf52bac053f357154ecdeabe
TWRL0024.PCX PCX image 1995-12-15 17:03:36 4.2 KB 12fdc30fc8621d99b0b5bbe76b73d36edb2ffbef
TWRL0025.PCX PCX image 1995-12-15 17:03:36 4.2 KB 6aaf20aa8061b8dad980ff9dc21cc9a1fffb6d72
WHEELS.PCX PCX image 1996-01-22 14:29:18 10.8 KB ce0db75a6eeedd3be3c4d4159f51dacc430e2362
PHAN0656.BG File 1995-06-14 15:29:20 42.1 KB be26fe5fb5c96f97130a2d038b149748ef9d05f8
PHAN0656.PAL File 1995-06-14 15:54:20 324 bytes 92c66db4f1e8e83fbaa4c5f80cce55dd577c9ce3
PPDICON.SPR File 1995-06-20 15:15:34 2.5 KB 0edf21b77ae7f4de354bb827967f7f2c6b9a3999
PRIM0228.BG File 1995-07-13 16:48:18 41.6 KB cfc40e8ab85286648c81938f575b7c1e73ee6409
PRIM0228.PAL File 1995-07-13 17:00:12 324 bytes ea39c0cb8325fc3f266074bcb1d186a6b5b83688
PRIMALD.PAL File 1995-07-21 14:13:24 330 bytes 36ee8ecddbaa7f0d16222688b226f65c6896b35a
PRIMDWN.BG File 1995-07-21 14:13:10 35.5 KB 68548aec3042595a595052df7e7a5be1f6eca3a7
PRIMSUB.BG File 1995-07-21 16:28:52 52.2 KB 54070fbd26c05ed9016b60dccd594e99ed726941
PRIMSUB.PAL File 1995-07-21 14:23:10 322 bytes 9c29f1aaf204058daeda98e96047daee04538bab
PRIMSUB1.BG File 1995-07-21 14:36:56 78.6 KB 9ed0057e9dc81b5dd6b6530b7e4ce5e80ca21e4f
SCEXCLU.BG File 1995-11-22 11:56:42 43.2 KB 61ebafc162f4b3699c53d1be7c80206b12999b34
SCEXCLU.PAL File 1995-11-20 14:42:10 336 bytes 91621ab205a937bba50f505ea2ccce2da3087779
SCHANNEL.I File 1995-02-19 20:54:56 8.4 KB a5c2c5138d2dea11479080c9991a6b1ba86709fd
SCREENS.O File 1995-06-29 17:20:16 325.0 KB 902baa24e12a42ad827f93417143020caff2254f
SCREENS.S File 1995-06-29 17:20:06 899.2 KB 2531f64a4d8fc3435ddefe05ef83f58b01af001a
SCRIPT.I File 1994-10-31 21:38:56 67.9 KB bde0530e2f5e600b377fc8e0914da7defa4db904
SCUBA.SPR File 1995-08-07 12:06:30 30.8 KB e668d4672259cde46c3da95fa4e10d4e597b2390
SEPTMBR.BG File 1995-08-05 18:13:30 54.4 KB 1029546c83ae5292645701eee79e2d58a4ff8eeb
SOCC1551.BG File 1995-11-02 07:57:18 43.0 KB 6457d24188b7d203af70e73f0a8103ccacc360d0
SOCC1551.PAL File 1995-11-02 07:59:18 324 bytes 80bf464de2aa9eba8a622040a9aa6fdc4002fbf0
SONICSUB.BG File 1995-12-15 16:52:28 43.1 KB f32ca39bef45b2170a5f9accd8c94387f17384d4
SONICSUB.PAL File 1995-12-15 16:48:36 326 bytes c35484b817230cbe56c7ae8e65155375bd042028
SPEEDWAY.BG File 1995-11-16 16:46:26 42.7 KB 3f4d268ef895e98ff15f67d7431869ab206446fc
SPEEDWAY.PAL File 1995-11-20 14:42:50 332 bytes d54a9cea8b2628ed84a7471486dcc1e6021a51fc
SPORTARN.BG File 1995-12-04 15:13:02 44.7 KB 85505985b94787175a68dca9ff1799930b888413
SPORTARN.PAL File 1995-12-05 15:52:38 316 bytes 2ec25ac9a147613f54f3ab447ba04440948e1820
SPORTS.BG File 1995-03-22 20:56:06 35.2 KB 2d01166c3ceb24b16b778804b5a12599dd6fff4a
SPORTS.PAL File 1995-05-16 16:43:48 324 bytes 2b5e5fdcbef96c9b5f620135fc0207c81752c0f4
SPRITE.S File 1995-06-29 17:20:06 40.4 KB 75f2d1709d66334330fc0dc9f917beba08618bae
SPRTSARN.PAL File 1995-12-05 15:54:06 328 bytes 7670ccbea64ce588ee2b6e7cc8bba067c5bfeefe
SWORDS.PAL File 1995-05-19 10:00:52 330 bytes 1c4017bdddf9c67b2e99c7b8633d7e6c2a21d614
SWRDSPLL.BG File 1995-04-23 17:13:24 34.5 KB c61a81dc0dd3dfe001a1edd19547e13409bcd88a
TEST0505.BG File 1995-06-14 15:46:18 42.2 KB ab0faa731a64c4e5d83dbd319d4b796d8e464874
TEST0505.PAL File 1995-06-14 15:54:58 324 bytes fc599833df2cbbd914813784b8e19e989f3bd288
TEST0531.BG File 1995-08-09 15:58:42 41.8 KB 262e76d09a41320e965d61ad4896a235ed2889da
TEST0531.PAL File 1995-08-09 16:09:52 324 bytes 92783bd89a7de4d9b8830123a7dd9110a588954e
TEST0543.BG File 1995-07-13 16:50:52 41.8 KB 941a9fbb5e4b6c668b765bb647de0dfb529a68a9
TEST0543.PAL File 1995-07-13 16:56:30 324 bytes 0baa9be5196ed93745fb0b71111d5026759c22e3
TEST0554.BG File 1995-09-25 11:18:46 37.3 KB a8853f6e386501aa2bd8f4faa22e584a6366c1b1
TEST0554.PAL File 1995-09-25 10:50:48 324 bytes c2f5d58d5c220cdc53d5ce2e7ad2eba5fd060d76
TEST0802.BG File 1995-05-18 13:36:06 43.8 KB eaf3f70ae6b56b2ac24e91e314bb4773322cd7bb
TESTDRIV.BG File 1995-03-22 20:54:00 33.1 KB cab4805d5a845029c41a4273522f15cb68ac1160
TESTDRIV.PAL File 1995-05-16 15:40:44 328 bytes 07efebe6d5a9b530f39e9fd2b0326be10bef1980
THIN0234.BG File 1995-06-14 15:48:58 43.0 KB ea1eab32d18a47423ef59c17cd82ee1aff69db71
THIN0234.PAL File 1995-06-14 15:58:04 324 bytes c71f3e80364e0fb8d5175cab371b68bed5e6fa3f
THIN0303.BG File 1995-05-18 13:40:26 43.2 KB 03ff9f8c26677e557233a61a6f7a7bc49b0baa49
THIN0746.BG File 1995-09-25 11:21:06 42.4 KB a85dbc4cf18e383248ac648aee62e215b797bbcf
THIN0746.PAL File 1995-09-25 10:51:52 324 bytes da8107868a324f67bbcf12a70f9dce43775f482f
THIN0751.BG File 1995-08-09 16:02:54 44.0 KB ba8044a15471fe874fc24483c4d731afca6cf903
THIN0751.PAL File 1995-08-09 16:14:12 324 bytes 147fa578b900709601e916f724716e0bf782d47b
THINKTNK.BG File 1995-03-22 20:58:20 33.1 KB 9858b12680a871c26002bbaa6c49a7e49d46dd57
THINKTNK.PAL File 1995-05-16 17:03:50 328 bytes 8a5ca8d1f6e8816aa314a47af0af913d15b4701c
TICKBG.FON File 1995-11-08 13:21:12 9.1 KB 9e85837cd8965daa95fcfbc4b6aa66adb55d6185
TICKER.O File 1995-06-29 17:20:18 56.0 KB 18cc3dedac2ac06cce2116aed490ceeeadfa2158
TICKER.S File 1995-06-29 17:19:46 134.5 KB 292351b0c4f901e6bfda25b20ea5a3a92bb8e351
TICKNOBG.FON File 1995-11-08 13:20:10 9.1 KB 4e6ebfd716338e676f4c48c3868ea9f1208f531f
TRIPLBAR.SPR File 1995-05-23 20:11:38 7.4 KB 811d66345f4897372eb070e46ff08d5e31c67956
TRIPLPLA.BG File 1995-05-23 20:17:22 29.1 KB d5bbaa01c62fedd212a5d9aa36daf8e7c8d24886
TRIPLPLA.PAL File 1995-05-25 18:49:58 328 bytes 1ac0904cee5b1068fdee4858484ba58e76e48187
TRIPLRUL.BG File 1995-05-24 18:15:40 44.9 KB 7092ecd986327f6b3cefd9a1371bd8478451a65b
TRIPLRUL.PAL File 1995-05-25 16:38:48 330 bytes 0d6d70fed483260ee9e09ce4cd9314161d09e604
TWIRLPAT.SPR File 1995-07-13 12:03:24 56.5 KB 4014307eb8ac90fdd9a20ed1881a5df23c9b1925
VECTDOWN.BG File 1995-09-20 10:50:10 62.5 KB b23c05eaf51fb1f02c91f698e28f00923c5aba0a
VECTDOWN.PAL File 1995-09-20 11:55:58 326 bytes 94323e0eb235c6120b4350e4d5a5e2318ae7e50a
WHEE0730.BG File 1995-05-18 13:38:18 41.2 KB 3a214396978b17f5a2d222549e08ef2fb6e4baa7
WING0148.BG File 1995-08-09 16:00:44 43.3 KB 7f0bd6ff0b637c7e1e81e7b4bd194bf20fa81949
WING0148.PAL File 1995-08-09 16:12:42 324 bytes 9049dc889f4363f41f6993eb1e1f28ec303098c5
WING0157.BG File 1995-09-25 11:17:52 43.3 KB fca0345c496c6cde056faaf348c5ffecbbeeeb4d
WING0157.PAL File 1995-09-25 10:52:50 324 bytes aa396c0d31f7b1946ea6c5bb9305c2122460071b
WING0418.BG File 1995-06-14 15:28:26 44.1 KB bd1261e1ac349f8c921dcd48b6301ae203603721
WING0418.PAL File 1995-06-14 15:51:50 324 bytes 61c8a5b0d5c217ad8162086e5ab7b5e84c74f363
WINGS.PAL File 1995-05-16 17:10:26 328 bytes efbd46357ccc13011c2d00cee2d5f0c84e817912
WNGWHLS.BG File 1995-04-23 17:11:30 35.6 KB ef84cea5a6be0110c903c38df353c06dc54422d5
BGEDIT.EXE Program 1995-03-22 14:49:04 1.00 MB 5a31e238269bc986828dd1acd9b6006034460ec2
DANC.ANM File 1995-12-15 17:04:06 22.8 KB f0345aa44e34d013808adcd470e1d7554f25b6b0
DISA.ANM File 1995-12-15 17:04:30 30.0 KB da86a00ae0fda56408f304bde99281bdf8f6a9ca
DP_PREFS File 1996-01-18 14:33:14 324 bytes f9766b11c64381cffd4d250e054e28e9f2d39f1b
DUNK.ANM File 1995-12-15 17:04:50 13.7 KB e8422408939d2f272925dcb0d79d2f77042e1bbd
FEB.ANM File 1995-12-15 17:05:14 16.0 KB fab6688cc26f1e4240193698b0c096f927865b21
FONTEDIT.EXE Program 1995-02-22 07:46:36 121.2 KB 3480ae91cd61c23bb2a27fdcd55861cede3c7f6b
GAMEEDIT.EXE Program 1995-08-08 16:25:30 196.5 KB 662966bdc1af1acb6f188e3b5d1bdce6fa4f9cf4
GAMUNCMP.EXE Program 1995-11-01 14:26:28 680.5 KB 663ff772eaa70620988780ca39c0524df31700c0
GIPLATE.TPL File 1995-11-28 17:00:12 57.9 KB 1bc6f98003a2609163c9b55c55bb23b0512eabf7
GIPLATE1.TPL File 1995-10-23 19:16:00 57.9 KB 05c9787bdd05cc872d697036a5a26634baa892fa
LEP.ANM File 1995-12-15 17:05:34 13.3 KB f9555c13018a5d083b4565e390c35e583b1343d6
MENUMAKR.EXE Program 1995-11-28 17:06:18 2.00 MB 9bc73ba560ba72ac8fa0cb53ea511a3408e11ec3
MENUMAKR.TPL File 1995-06-19 14:44:38 25.9 KB ce27cf49a1677b081710528b87bdc3863b8de945
MENUMKR1.EXE Program 1995-11-08 18:06:52 2.00 MB 6e27722f2d3f38c179c0e14130a64b6d4f1d48e8
MENUMKR2.EXE Program 1995-10-23 19:19:06 2.00 MB 0422aea77c893e14301fd50c7e2c2f252bf2cb34
MENUSPIN.BAT Batch source 1995-07-13 15:48:26 3.9 KB a2103933a2e9fde623a6a530a49772ec44e8b251
MENUTEST Directory 2017-06-23 02:34:34 2.1 KB  
ADDGAME.I File 1994-10-30 16:45:40 4.4 KB b5c59dd500255d589671dc9d67c76cdfa81ea7e9
ART.O File 1996-01-23 11:06:26 263.2 KB dde07a1244c28796ed96f9d38f1af5ccd14d17b8
ART.S File 1996-01-23 11:05:30 1.00 MB 7b225fb27cbe17c3175e6718077cb99ba120246c
CORE.I File 1994-10-19 20:45:26 14.9 KB 86c88c3bdbf2886611b35c0b26e4a370c4e4aed9
DBANK1.ASM Assembly source 1996-01-15 17:19:26 407.9 KB 7173ac3b559150eededa7b78bfca7598134bdff2
DBANK2.ASM Assembly source 1994-02-02 15:55:04 17.4 KB 7a48f511f9358253ce24d2316514947e250121cc
DBANK3.ASM Assembly source 1995-07-15 15:27:40 53 bytes ccfec48ad03c0833e141e9b84f4a38a88d0ea620
DBANK4.ASM Assembly source 1995-09-01 17:46:34 283.5 KB 0eb714764bb6560ab3da6d752ff57a8a13a6ea3d
DLART.O File 1996-01-23 11:06:22 11.9 KB 5f2e758066270e054c5e72e8b389bfb53eba49bf
DLART.S File 1996-01-23 11:06:02 55.9 KB 0a3ddeb1917e8caae522e53989c5e52c47e392d7
DLLIB.O File 1996-01-23 11:06:20 25.5 KB fd0d1b80873ec6717f5af242b3764905514c487e
DLLIB.S File 1996-01-23 11:05:04 16.5 KB fd4bc537804de0d9abcd8560b07bdfe92d454200
DTREE.I File 1994-10-30 13:47:42 9.6 KB 08a2ecea2e5e579be0581a83909ea86b0c0aa724
FIXED.SYM Psy-Q symbol file 1995-08-07 13:19:00 4.5 KB ac1696f5a469b8516862519907b84a1ea1f9cc8d
FONTS.O File 1996-01-23 11:06:20 4.5 KB a29e657fd8fa011aac7c50f55e97fb4187a17919
FONTS.S File 1996-01-23 11:06:02 7.0 KB f38021090b8ca94123b56aba22b9c36aaa5b4564
FXSCRIPT.I File 1995-05-08 12:16:34 67.0 KB f106dd4f984410ab4afa6396a28ae95ea089ad17
GAMES.O File 1996-01-23 11:06:22 12.6 KB 6cf9890691132ec77db7f8a6d4b9de88feb0449b
GAMES.S File 1996-01-23 11:05:40 99.7 KB 538cb8c8f96660e8acdbc463001510edce5215ea
GAMESEQ.I File 1994-07-17 18:54:46 9.5 KB 0762d14cee0b9a637c86a5b3116a83e0549d8f08
GENESIS.I File 1995-03-07 18:36:50 12.2 KB cbb870d562552128d11ac41afeb31cf59226c197
HARDWARE.I File 1995-06-16 15:32:04 7.0 KB e90cd17b739a1d99598dcd8ba5bc137a4cbd49ff
ICON.O File 1996-01-23 11:06:18 5.6 KB 4e066b8229b58d4916f7af3f82350dd975f00e53
ICON.S File 1996-01-23 11:05:04 5.9 KB 00383e1af83198240188236c4cefbb35247832bd
LIB.I File 1994-08-02 16:15:36 1.6 KB 9c62f6a41223a8b203615b421fbfc3a09e743307
LOCATION.O File 1996-01-23 11:06:20 10.0 KB 30e6761a53dde42a72d113fbe03ea7133f1ab2cc
LOCATION.S File 1996-01-23 11:05:04 13.5 KB 6f7cf5fdc044d9ee7b7c706f77c2139f8d7a003b
MAPENG.I File 1994-04-08 10:27:58 283 bytes 0fb8fb12d3be5c73238c1c7f1902eed8b508fab1
MBANK1.ASM Assembly source 1996-01-15 17:20:16 7.8 KB 0d98ba55cc8aecf712d31e9f3af6c4bbb27b9e42
MBANK2.ASM Assembly source 1994-02-02 15:54:42 60 bytes 02836fff68e358b227e1c6856f8ce1d740c81066
MBANK3.ASM Assembly source 1995-07-15 15:27:30 60 bytes 02836fff68e358b227e1c6856f8ce1d740c81066
MBANK4.ASM Assembly source 1995-09-01 17:46:30 60 bytes 02836fff68e358b227e1c6856f8ce1d740c81066
MENUMAKR.I File 1996-01-23 11:05:04 93 bytes f556cf8d1c93ca4d88b993f0710dcac3aac9b71b
MENUMAKR.MAK File 1995-06-05 16:09:02 3.0 KB db741bbf1301145de95c874f14dd9a4ecf65a58f
MENUSPIN.BAT Batch source 1995-08-04 16:29:20 2.9 KB b9afc828392d19ce4baccdbf2113ff3b88068c3c
MENUTEST.MAK File 1996-01-23 11:05:04 3.5 KB ce51dab30c976b7a97623cb932a441df89dbd0e9
MENUTEST.PIF File 1995-06-05 16:09:40 545 bytes 55fe21296cff7020706404d410ea28f5ef725419
MISCDAT.O File 1996-01-23 11:06:18 151.4 KB 917a0f3c65369bee41a2cdb1e2240239db72fabe
MISCDAT.S File 1996-01-23 11:05:30 3.6 KB 0b7842589433486dc1a90f1d6a3fba45d4817e55
MSCRIPT.I File 1995-06-15 22:31:08 2.4 KB 557d6d9de78be5e01c5215cb85507fbb14e39fce
PATCH.I File 1995-05-31 16:44:40 1.8 KB 05bf5800a95206303260a111fe6914447f786b2e
PATCH.O File 1995-06-21 10:15:22 14.0 KB c3eb7b1aa2de0aec6d36da79b9172488d40b6b7b
PATCH.S File 1995-06-20 14:29:48 45.1 KB f7beead23f5ac4547d8e3bfe8afc3dcf163e1e4c
PBANK1.ASM Assembly source 1996-01-15 17:20:30 29.5 KB f0d4524c4d14fcd478f2ef017ca2d7b667ee7d5f
PBANK2.ASM Assembly source 1994-02-02 15:54:42 21.3 KB ec679e5bdc54fc3e5d581e8ba37babb79787ad20
PBANK3.ASM Assembly source 1995-07-15 15:27:30 12.5 KB 7466ebe303707beb6309c8f0862f0d8d47e1fa56
PBANK4.ASM Assembly source 1995-09-01 17:46:30 32.5 KB c5f96c4e569aff17da0ac5fcdc1127d3f7416228
SBANK1.ASM Assembly source 1996-01-15 17:20:46 222.5 KB 13ae56b677658be4abaa9185f9688b210863af7c
SBANK2.ASM Assembly source 1994-02-02 15:55:00 83.3 KB 4e220f18dbe97e53e2dbd6432cc63644d0c88345
SBANK3.ASM Assembly source 1995-07-15 15:27:38 59.4 KB 29ae358e0d99aa75b8d355d8ea3c372bb2f733f2
SBANK4.ASM Assembly source 1995-09-01 17:46:32 59.5 KB 53ca0038b91e65f004c8b1bc3736d3955e2c950e
SCHANNEL.I File 1995-02-19 20:54:56 8.4 KB a5c2c5138d2dea11479080c9991a6b1ba86709fd
SCMENU.MAP File 1996-01-23 11:06:28 3.9 KB b06bc5004b12856a5b9b31b678a628196809497a
SCMENU.OUT File 1996-01-23 11:06:28 707.6 KB a301a30766a31c38d342829d37c59538335fc060
SCREENS.O File 1996-01-23 11:06:12 353.9 KB 051f6370981f0185038f95ec970ccbf56fc2823d
SCREENS.S File 1996-01-23 11:06:02 990.2 KB 26660723f5bd4331ea35d744e2bf8955f47810b0
SCRIPT.I File 1994-10-31 21:38:56 67.9 KB bde0530e2f5e600b377fc8e0914da7defa4db904
SPRITE.O File 1996-01-23 11:06:18 22.4 KB 08f5fe34e4434466a44e47192bc0aeeaee88b73a
SPRITE.S File 1996-01-23 11:06:02 47.1 KB e615fe2fecb11f147678e51f14af540839a6323c
TICKER.O File 1996-01-23 11:06:14 67.2 KB 4fbd398f2a4bb20a6970b6102f8c5726c1dd86a0
TICKER.S File 1996-01-23 11:05:38 169.8 KB 5e7bcc9338538017274b2351d8e3666d4ea82acf
PALEDIT.EXE Program 1995-04-19 13:40:24 1.00 MB e2afcd95ff75af4e199e81197a56baa01b069750
SAPLATE.TPL File 1995-11-28 17:00:12 109.0 KB d9e7ace45c7af41531a603c7440cc91385c53b1d
SAPLATE1.TPL File 1995-10-23 19:15:58 109.0 KB 29875ce45b6288fcb54ff6dc3b20cf7ba094bef1
SCRIPTS Directory 2017-06-23 02:34:34 408 bytes  
ARCHIVES Directory 2017-06-23 02:34:34 204 bytes  
BRCHTEXT Directory 2017-06-23 02:34:34 306 bytes  
BRTX0795.RTF File 1995-07-12 13:17:12 4.5 KB 4721d3be494be9e54373bc132a0681e01c3701f8
BRTX0895.RTF File 1995-07-24 12:30:50 4.4 KB 31f4eb2718f396ed88249d82ae0ea90d4639fdeb
BRTX0995.RTF File 1995-08-22 13:40:58 3.5 KB 067b9bdaa6f75aa69c02ca53fb75b29d59994d58
BRTX1095.RTF File 1995-09-14 08:58:26 5.2 KB e5a73325da2cb6d71311dcf3896772030e0ffc12
BRTX1295.RTF File 1995-11-15 13:38:46 4.3 KB c7dffa1b25a9714149af413c597e1a59ea7a214c
BTX1195A.RTF File 1995-10-27 17:20:00 5.2 KB 7b668f1f3915f17d1920632cc2c735748dd3ab4b
BTX1195B.RTF File 1995-10-27 17:20:00 5.2 KB 7b668f1f3915f17d1920632cc2c735748dd3ab4b
BRCHTICK Directory 2017-06-23 02:34:34 306 bytes  
BRTC0795.RTF File 1995-07-11 14:09:50 8.2 KB be5e93e037c2f9013df5815f2b8a9f9f1af0206d
BRTC0895.RTF File 1995-07-24 12:31:56 10.0 KB 956cec781b9df2e3bc14679c62692f236b264548
BRTC0995.RTF File 1995-08-09 15:05:12 8.6 KB 4b62cab60a12621d387c59b4e71bb0ceef930e5e
BRTC1095.RTF File 1995-09-25 17:27:24 11.8 KB cb8d6b79b64a1879c202f44e60277c379cebfa0d
BRTC1295.RTF File 1995-11-20 15:37:12 11.3 KB 6832fa82da8c451dfe3a8e0c8b6cd589777ba46e
BTC1195A.RTF File 1995-10-27 18:38:10 11.3 KB a6f21aef8617fc124abc921b33d51aae6ee36ac8
BTC1195B.RTF File 1995-11-07 16:15:10 11.3 KB 926091d923bcdef075c8911685bb93488ea6a3f6
GAMEDESC Directory 2017-06-23 02:34:34 374 bytes  
0895DES1.RTF File 1995-08-09 15:53:44 33.7 KB a15c443779110a0656aabfc5f6ae53737721e82e
0895DES2.RTF File 1995-08-10 08:49:44 33.7 KB 7f1515109fdcd7a3968892d8a7f333ad30f65403
0895DES3.RTF File 1995-08-11 16:29:38 33.6 KB 7f5da41ab2fa11d665303e44bd56ffff26111385
0895DES4.RTF File 1995-08-12 08:04:52 33.6 KB db36517c7f75dd2c26d078f50e4917159dc36e5a
1195ADES.RTF File 1995-10-28 11:45:08 81.9 KB 2ca4e7cb9fea36b08b8a667995cd064a76295216
1195BDES.RTF File 1995-11-07 09:59:04 81.9 KB 458700414d7280474ebe25482d73a81c855084f4
1295DESC.RTF File 1995-11-28 09:51:14 84.4 KB 71d4f1634573fda5c1b917c9dff6024c0676062a
GMDS0695.RTF File 1995-06-23 19:55:16 6.8 KB 7b4e78c8ee77539c1e05ecd2b71f139a87c25092
MISCDESC.RTF File 1995-10-19 13:45:46 12.8 KB 38b9390a54766fe090df6384ddaea900565556cf
PPDTEXT Directory 2017-06-23 02:34:34 204 bytes  
PPD1095.TXT Text file 1995-09-14 13:23:10 170 bytes 7afaa53371abd6bb6c52cc411fa2b54debad48e3
PPD1195A.TXT Text file 1995-10-27 18:46:08 106 bytes 098cad4fde6cc674d3b56c388d1f4ca8391487c2
PPD1195B.TXT Text file 1995-11-03 13:33:24 167 bytes 1a9d82367549008038f4e36251838748321b8850
PPD1295.TXT Text file 1995-11-15 14:55:08 169 bytes db7c6c90c5fbd31b434bd9f0b26563b03673d2f5
BRTC0296.RTF File 1996-01-10 10:02:16 11.5 KB e7640e1aed880a8ee00914dd1edb203cd0e90573
BRTX0296.RTF File 1996-01-08 15:45:18 5.3 KB 770bf6f244bb191b3305f6c1225fc7e02c2d6ca3
GAMEDESC.RTF File 1996-01-22 10:12:12 93.9 KB 9467f6bdea80ac3e61ce8ada7165d7c87961a8ef
GAMESCIP.RTF File 1995-12-01 12:01:30 3.5 KB 20da0ccf8aefa00a7b54f9f10e505675f3bc05cf
GAMESPAL.RTF File 1995-10-30 15:11:50 1.9 KB 6653a5d18c8303e0b5293936d390408bcb475cc4
HELP.TXT Text file 1996-01-08 15:29:22 700 bytes 92fd06c5743271ced5fad844f1b23f9c09473c8d
PPDGI.TXT Text file 1995-12-27 14:59:46 212 bytes 89e002eecd7bad60c06635095a679140a95351c9
PPDGI2.TXT Text file 1995-08-17 14:08:14 35 bytes af090f7eab2a24bdad0a5a1126d05ee8099e04c9
RATINGS.TXT Text file 1996-01-17 14:29:20 5.8 KB 021359b7ba1804931ab78685b5c318cbfcfb716d
SPLNKR.ANM File 1995-12-15 17:06:00 20.2 KB 696accb251a646ea55058baf9e8100f539d778e0
SPREDIT.EXE Program 1995-04-25 08:42:00 174.3 KB b263c95cf2b5658115c052de6681443c9503991d
SIT Directory 2017-06-23 02:34:34 1.0 KB  
ARCHIVES Directory 2017-06-23 02:34:34 1.3 KB  
01MAIN95.RTF File 1994-12-15 16:35:00 7.2 KB abda6c6831b0ce9c8a3d4232f385e0fbc0292ff7
01MAIN96.RTF File 1995-12-20 14:56:06 7.6 KB a82c7c643c6e60adf68aa5c8bda4890bd017e800
01TEST95.LNK File 1994-12-15 16:35:12 1.9 KB 1486e38080838c203810a959625de282927324d6
01TEST96.LNK File 1995-12-18 10:53:52 1.9 KB b2da810f27cefcce69b996ba19d6a51ef9a9fde3
02MAIN95.RTF File 1995-02-16 14:54:14 7.0 KB ceeac766b90f52a8dab30b6964aca3da393c9be4
02TEST95.LNK File 1995-02-16 14:54:52 1.9 KB e88bab4d2256f5c959822870a7851119c8468a74
03MAIN95.RTF File 1995-02-22 14:12:58 7.1 KB f25b9b78b3fe6a705c04362981f4d86d50e24271
03TEST95.LNK File 1995-02-22 09:55:16 1.9 KB 4bffe75ffa6cada6f1b2809037357dbb659b562f
04MAIN95.RTF File 1995-04-06 14:07:06 7.3 KB 4e5a234e9082b0d49b9047ab474ea3d55c9e0bf6
04TEST95.LNK File 1995-03-27 14:47:18 1.9 KB 7d8594ebecd9e61d997e2e7948b9927c3a62fd7c
05MAIN95.RTF File 1995-04-25 14:13:48 7.2 KB 19f576de033a879fbea785c670b1f725ef50dd9b
05TEST95.LNK File 1995-04-20 17:33:22 1.9 KB 3cb43366f244ab8a37ff34cb174d88286f12c78d
06MAIN95.RTF File 1995-06-09 08:35:34 7.3 KB 4ed4593c0412ed16580b9033b5070097a8cbaf07
06TEST95.LNK File 1995-06-09 08:36:00 1.9 KB 036142d35e02c1b2ebbe81ab87e61be3cd008ba9
07MAIN95.RTF File 1995-06-22 08:42:06 7.4 KB ff98137ec9ba2af4673fafbea6b10ba007da6486
07TEST95.LNK File 1995-06-19 13:57:34 1.9 KB a2775956e8ba91f2ab099b5144c1204642fd17a1
09MAIN95.RTF File 1995-08-28 09:17:16 7.3 KB c218d40ff48e7567c77ea1f45ce8a149ad4f84de
09TEST95.LNK File 1995-08-17 11:29:52 1.9 KB 66db03fcc97794a956733fd259527d505b521c42
10MAIN95.RTF File 1995-09-26 14:22:30 7.9 KB 4caa7a075b54e0c44c37d6a80b4c61a4d3d82096
10TEST95.LNK File 1995-09-25 16:26:40 2.0 KB fd619d4468c66ca2848e446cd00f5c88eade7cc4
11MN95A.RTF File 1995-10-27 14:15:42 7.8 KB 2573c6688ef230f730903c8ed943667685ea9856
11MN95B.RTF File 1995-11-06 13:30:36 7.7 KB cb6b8180ca926380b1f07c7d6fa43c7f7e0ada52
11TST95A.LNK File 1995-10-26 14:01:02 2.0 KB 893cd032c409e903e7399c2de2426795ed8a9fa8
11TST95B.LNK File 1995-11-06 13:31:26 1.9 KB d009888d3830a785908112894a16f01921e77e43
12MAIN94.RTF File 1994-12-01 12:56:16 7.1 KB 1051579aaab73e2ca7b38f65a07ae812938425b8
12MAIN95.RTF File 1995-11-22 13:20:30 7.4 KB 2eae2b90c77893bbdd2bd41ffcf9a4947f0d32a3
12TEST94.LNK File 1994-12-02 09:00:58 1.9 KB 87e8af19b7a72826a65f3f5c4a00e2c67bc662bc
12TEST95.LNK File 1995-11-21 11:53:34 1.9 KB d0cbd41922ec6cb40bc07dd5cbe2116635404e7a
8MAIN95A.RTF File 1995-07-27 11:31:40 7.5 KB 27d459f3f71a7dddb63bf1b13164f9d4f6c70dcf
8MAIN95B.RTF File 1995-07-31 08:54:52 7.5 KB 1cbee3f8a41f451e7fcd7398a674de550ffb68b5
8MAIN95C.RTF File 1995-07-31 11:16:20 7.5 KB db1b8ef0d3558f89d441f9e9400615b977dcee0c
8MAIN95D.RTF File 1995-07-27 11:31:40 7.5 KB 27d459f3f71a7dddb63bf1b13164f9d4f6c70dcf
8TEST95A.LNK File 1995-07-27 11:31:48 1.9 KB 255208454b4259edcab74032dc7c7a6307aea0c2
8TEST95B.LNK File 1995-07-31 08:55:02 1.9 KB e7150e56406a51291e4d1f32a6ecd86df4eb0463
8TEST95C.LNK File 1995-07-31 11:16:30 1.9 KB 5b3f0c0ef57a768969d88c87e4f8ce5a2d96945c
8TEST95D.LNK File 1995-07-27 11:31:48 1.9 KB 255208454b4259edcab74032dc7c7a6307aea0c2
CHKLIST.MS File 1994-12-30 20:29:04 27 bytes ff7bbf57b8c8177fcedc76b9400a9fe62a8a4ead
BACKDROP.PCX PCX image 1994-03-08 16:55:58 25.5 KB cb103c457af0bb9300800c92bcc491430a82cd78
BAKDROPS Directory 2017-06-23 02:34:34 4.9 KB  
0000.LBM LBM image 1994-03-08 12:50:22 20.5 KB 6a59ded95a8311aada217de0ecfe69784f7e5a44
0000.PCX PCX image 1994-01-28 09:18:00 19.1 KB f2b791ca01242576d860db933ca70bbe8f3495a3
0001.PCX PCX image 1994-01-28 09:18:06 22.2 KB 2e3c31aae3a33c1bacdc34f604324f5ae0b9f723
0002.PCX PCX image 1994-01-28 09:18:14 24.7 KB 0bc9a5a49f81d6b624450d4917f9581ccfea111f
0003.PCX PCX image 1993-12-16 16:34:22 24.7 KB fa756962aa6750e68716b6c70bcc0bfdff8b8ba5
0004.PCX PCX image 1993-12-16 16:34:24 24.7 KB 74e2decda91295e82bf88efd979c12b5b6aa1138
0005.PCX PCX image 1993-12-16 16:34:26 24.6 KB 8f37344103a9210279f9709c3a80e61593eb070f
0006.PCX PCX image 1993-12-16 16:34:28 24.6 KB 1c03ecc5b76ee1edc73f4b29323919a487e4d394
0007.PCX PCX image 1993-12-16 16:34:30 24.6 KB 1c913190a2a2aa1f224533c83184ff407f7c0aff
0008.PCX PCX image 1993-12-16 16:34:32 24.6 KB ca829c7b83b27e4bfb5a186540746751aa7906c1
0009.PCX PCX image 1994-02-16 11:04:22 32.6 KB a72f9045eeda2243878b41a6ecfdfe1ab02b29a5
0010.PCX PCX image 1994-02-16 11:04:24 32.6 KB c47105c95c48ec200c06fd5d52e9c79adc609dea
0011.PCX PCX image 1993-12-16 16:34:40 60.7 KB ad6da1b28e0e8fd24b33004157a577d334ba9d46
0012.PCX PCX image 1993-12-16 16:34:42 60.7 KB dffb45f6527ac804b7a195df8c9acb4916f452ee
0013.PCX PCX image 1993-12-16 16:34:44 26.4 KB 8deffaf923d41c6b717d1aebe9f8b4f7d4a7ff12
0014.PCX PCX image 1993-12-16 16:34:46 26.4 KB 569de3e8eea9bc9c9b879f5a867e429aa1e31c60
0015.PCX PCX image 1993-12-16 16:34:48 26.4 KB 9ebf62dfd8f9ee779f1a6ff9a23c416975fd2096
0016.PCX PCX image 1993-12-16 16:34:50 26.4 KB 67ac0822ad5f1406fb4c8fd7b989289149a750a3
0017.PCX PCX image 1993-12-16 16:34:52 52.4 KB 82a16ebf9773fdfb319a0c4c619c002dba34e5dc
0018.PCX PCX image 1993-12-16 16:34:54 52.4 KB 49acf4cca95b0d2c2f77c1b84c1c7668507081b6
0019.PCX PCX image 1993-12-16 16:34:56 52.4 KB e19e3fcfead630d3979caef93dd2ef92612179c5
002.PCX PCX image 1993-12-16 16:34:40 60.7 KB ad6da1b28e0e8fd24b33004157a577d334ba9d46
0020.PCX PCX image 1993-12-16 16:34:58 52.4 KB 465a28298e17cf36b10c3db473326c354fffec87
0021.PCX PCX image 1993-12-16 16:35:02 48.5 KB 8ec91733d9fbe8c526d86228bf5e4f767881f378
0022.PCX PCX image 1993-12-16 16:35:04 48.5 KB 5231508f4be4c6f63ab8a8292f354e2a89d1bbca
0023.PCX PCX image 1993-12-16 16:35:06 48.5 KB bad11a69d855221cd2136da054681b0dc82edf72
0024.PCX PCX image 1993-12-16 16:35:08 48.5 KB bc237805773201120e76baa4a8481a390d9cb09f
0025.PCX PCX image 1993-12-16 16:35:10 40.4 KB 49fa4202b62383d5e798018ebf17e019b568b161
0026.PCX PCX image 1993-12-16 16:35:12 40.4 KB c6f17e621ee496cfc15c43fe037094e2132da39f
0027.PCX PCX image 1993-12-16 16:35:14 40.4 KB 3df8750f86b840b097d8bfed33d0c386b3b6ed3d
0028.PCX PCX image 1993-12-16 16:35:18 39.5 KB fb3297e51cae3ea9314aba3fc5414d78c52e9f57
0029.PCX PCX image 1993-12-16 16:35:20 24.6 KB 2593298723355e089d9132fb7a40e38d0b3dadd5
0030.PCX PCX image 1993-12-16 16:35:22 24.6 KB 659ba5b45bd748c0b70152dc70ff7665c2cbf9f0
0031.PCX PCX image 1993-12-16 16:35:24 24.6 KB ed06af1a2b34b18118f50fa3219939dd41b81765
0032.PCX PCX image 1993-12-16 16:35:26 24.6 KB 3c25388207abbe5c2c70cb877ea96596f3df1053
0033.PCX PCX image 1993-12-16 16:35:28 33.9 KB 775daeb5d974c3c9f2875ff27f8d254f352c2201
0034.PCX PCX image 1993-12-16 16:35:30 33.9 KB 26c2a21afbdf120d420b279649d5ca1f081c44fc
0035.PCX PCX image 1993-12-16 16:35:32 33.9 KB 678323c3a937114b86ee3c48ac83d5cffe86e1a4
0036.PCX PCX image 1993-12-16 16:35:34 33.9 KB 6250fe5b7b66080365c96ece4508038e11939d95
0037.PCX PCX image 1993-12-16 16:35:36 43.4 KB fbe36c40565c13edd8b8dfbe9f4b3fe591f60b48
0038.PCX PCX image 1993-12-16 16:35:38 43.4 KB f32772a60e98972db265fc7d70891ce1213d0465
0039.PCX PCX image 1993-12-16 16:35:42 43.4 KB 12d593440191f35ffdd236683334d63fe7de06d1
0040.PCX PCX image 1993-12-16 16:35:44 43.4 KB c06f21eb2574a24dcdf1319ad77699ca3889da5b
0041.PCX PCX image 1993-12-16 16:35:46 42.7 KB 8db1b378dee1aaff9a7a96789b927a976df977b9
0042.PCX PCX image 1993-12-16 16:35:48 42.7 KB 237d2890fe60d1a85507ca0a9eedfeb5917ec681
0043.PCX PCX image 1993-12-16 16:35:50 42.7 KB 823f57ec7a22b5c1d46943e55a11a7bb860f6846
0044.PCX PCX image 1993-12-16 16:35:52 42.7 KB 4729229ca748c08c88e48bfd822a62a991f78f9a
0045.PCX PCX image 1993-12-16 16:35:54 30.3 KB 19ac051c02fe69d2669bbb54b55ec57aa1b0315c
0046.PCX PCX image 1993-12-16 16:35:58 30.3 KB ebed4e41aaf95a06411b518bc19f59883631fc9b
0047.PCX PCX image 1993-12-16 16:36:00 30.3 KB 28a98b5adc2a88da0aacec075211701ab0981a4f
0048.PCX PCX image 1993-12-16 16:36:02 30.3 KB 894ec99500e1b99609273ec48c40c13eb4280987
0049.PCX PCX image 1993-12-16 16:36:04 31.8 KB a0e9d7a043ccbedf5dead9a38cc4e71d3982a33c
0050.PCX PCX image 1993-12-16 16:36:06 31.8 KB b9ff7ac718224982a6ffbf874e7208351e211c2d
0051.PCX PCX image 1993-12-16 16:36:08 31.8 KB f90e5df0583fe009827bd16f50e40c27abc7e4e7
0052.PCX PCX image 1993-12-16 16:36:10 31.8 KB fb18286520be38e97122f2ac686c9314ffe0661e
0053.PCX PCX image 1993-12-16 16:36:12 15.2 KB 1b35aae0fed83eaf3f48a2745518ae1d001d443a
0054.PCX PCX image 1993-12-16 16:36:14 15.2 KB df7fa737d574b78a289de616f32d2916408291ba
0055.PCX PCX image 1993-12-16 16:36:16 15.2 KB f404f48e7606e413c3ed4d8ff2d9cbce673290fd
0056.PCX PCX image 1993-12-16 16:36:18 15.2 KB b59dcdc2814c1dcacd61b00706a64d478914e0de
0057.PCX PCX image 1993-12-16 16:36:20 41.3 KB 1f7f76e348098145d11452caee0f1c3601000d4d
0058.PCX PCX image 1993-12-16 16:36:22 41.3 KB f96c26f8dfbee7decc8a1433bc77a8e6f448b778
0059.PCX PCX image 1993-12-16 16:36:24 41.3 KB 258b9ea207cae37b73dbbbf900d37dec0c0aa3f1
0060.PCX PCX image 1993-12-16 16:36:26 30.3 KB 3d3ae0d41e7582224cab3fee7aa95216fbff8821
0061.PCX PCX image 1993-12-16 16:36:28 30.3 KB 7931fa2df12189b822f93e3d885c6ec5939ed385
0062.PCX PCX image 1993-12-16 16:36:30 30.3 KB aa88e5a45d0f5b2bce940264ee60edbec33f0897
0063.PCX PCX image 1993-12-16 16:36:32 30.3 KB e22e33eec0756889408f583f46f1639050d5d7ff
0064.PCX PCX image 1994-02-16 11:04:24 28.4 KB 8290a1dd46ae0b45b5f8cd737adf5f5dd876512e
0065.PCX PCX image 1994-02-16 11:04:24 28.4 KB 2895a34d20b0f6dd975c8f60d6acec9b58b5c4b1
0066.PCX PCX image 1994-02-16 11:04:26 28.4 KB ae52ee4bb90a9e304d645ebfe62c945cfb3b1df4
0067.PCX PCX image 1994-02-16 11:04:26 28.4 KB 7352b43c5fb29143d8e0c207049347ee3316da87
0068.PCX PCX image 1993-12-16 16:36:44 43.8 KB dd21766fabd040eb89538dbfad8374ade85c104a
0069.PCX PCX image 1993-12-16 16:36:46 43.8 KB 80618464b8fea5b07ab528948cf8eeda46b517b2
0070.PCX PCX image 1993-12-16 16:36:48 43.8 KB 73c35b5e625af5c42b5b44296a83d0674462cc07
0071.PCX PCX image 1993-12-16 16:36:50 43.8 KB 9cdfbc61ac82f7ae69f07d0441a17a48c4d2b015
0072.PCX PCX image 1993-12-16 16:36:52 53.3 KB 12161d4ea155ff96a41adfcb6002cd4d07fed122
0073.PCX PCX image 1993-12-16 16:36:54 53.3 KB 7a0a4d6612f3093690b56261e2c6efa567786f0b
0074.PCX PCX image 1993-12-16 16:36:56 53.3 KB a065aae95d94dbe62f4a3225ee20d38e141bf410
0075.PCX PCX image 1993-12-16 16:36:58 53.3 KB 8de8f4a0569a025a9c84c34d3cb2e11edd131058
0076.PCX PCX image 1993-12-16 16:37:02 32.7 KB 49eac81a17ec95d72e901d440272d3726a80c0be
0077.PCX PCX image 1993-12-16 16:37:04 32.7 KB cb2f7588e43b1db266246150fa2cf8e4493e48cb
0078.PCX PCX image 1993-12-16 16:37:06 32.7 KB 8179073c07535b3581be1a13fed20a305aa188ab
0079.PCX PCX image 1993-12-16 16:37:08 32.7 KB 2bf1869ded677cbbbb2d5d573d5f688bde4dd604
0080.PCX PCX image 1993-12-16 16:37:10 33.7 KB b44cc332c4b262ac6a8b6d3ca2358a336720937d
0081.PCX PCX image 1993-12-16 16:37:12 33.7 KB 1930d25d3a6d4b11226cbe049d50448676567cdc
0082.PCX PCX image 1993-12-16 16:37:14 33.7 KB 6f3939cf5d70d139739217ea55bf1d6f5ca7f4d5
0083.PCX PCX image 1993-12-16 16:37:16 33.7 KB ca93f9e51279a991b10cc41c4cd2c49087384d5a
0084.PCX PCX image 1994-02-16 11:04:26 25.5 KB 894b31e6e614d7ce2769a5e4f5b017fa769a2847
0085.PCX PCX image 1994-02-16 11:04:28 25.5 KB be93c0d1d441fd0eb633c3d20bf49964eb0f000f
0086.PCX PCX image 1994-02-16 11:04:28 25.5 KB fcb8e1a30900eb14f8abc7cb764927bfe5a897e6
0087.PCX PCX image 1994-02-16 11:04:28 25.5 KB 5028aea2b56f9f09a42dedd36d194a1db3363918
0088.PCX PCX image 1993-12-16 16:37:36 19.7 KB 582933a1a4db50da23efb6180cbf3c7098789692
0089.PCX PCX image 1993-12-16 16:37:38 19.7 KB 0026735e9e285e8e9c7cb59298359cadb67208bd
0090.PCX PCX image 1993-12-16 16:37:42 19.7 KB 6c84c42565ba0dad671638532a6925c78eead52a
0091.PCX PCX image 1994-02-15 16:08:46 19.7 KB 9bf79d0183b17398584cf6b96a512b30007cdfef
0092.PCX PCX image 1994-02-15 16:08:36 42.4 KB aac5e202a3328691ffbbaab8f33b84bf97dff084
0093.PCX PCX image 1994-02-15 16:08:26 42.4 KB 8c0bac50e4ed3a37475d1b647f7efa1cf8793025
0094.PCX PCX image 1993-12-16 16:38:00 42.4 KB 0e83902a021be7261c60c757ee5ec068b088e7a6
0095.PCX PCX image 1994-02-16 11:04:30 26.2 KB 5f37851dc2c687eb856fdbbc94f2353eb3a06e99
0096.PCX PCX image 1994-02-16 11:04:30 26.2 KB 866dda426a6335938b973b4d8bcfe4984c693d28
0097.PCX PCX image 1994-02-15 16:09:16 26.1 KB af215cf4efe5361bf834c6ea9f4fcd72c5acbc96
0098.PCX PCX image 1994-02-15 16:09:24 17.1 KB 293c29bdd48bc848d2f2629caf011f43a65c5152
0099.PCX PCX image 1993-12-16 16:38:18 17.1 KB 4365f6c23fd4213589008837e2a0ee7e46ec0c15
0100.PCX PCX image 1993-12-16 16:38:20 20.4 KB 92c80b2eae7850797c048e1d214a8157bcde3c74
0101.PCX PCX image 1993-12-16 16:38:24 20.4 KB c28d7830a100fc3fbc80cab45cc6f73baa78a716
0102.PCX PCX image 1993-12-16 16:38:26 20.4 KB ceef9b4b7f784a5e0b88bcdb96e8dd9698325e4e
0103.PCX PCX image 1993-12-16 16:38:28 20.4 KB 0db8b93b54574997f4a92c20285a5e5533fb0d67
0104.PCX PCX image 1993-12-16 16:38:30 41.7 KB 89574a1e27c007e3022a8c48463f7a687db41c28
0105.PCX PCX image 1993-12-16 16:38:32 41.7 KB d5f33410fdc705a06ce6c35c57bfa611db0841c6
0106.PCX PCX image 1993-12-16 16:38:34 41.7 KB 12679dd0cb4d3c912fb739d471dbeafa6725f80b
0107.PCX PCX image 1993-12-16 16:38:36 41.7 KB ec85190a93758b7d2a86ab51651a7c1392635a7b
0108.PCX PCX image 1993-12-16 16:38:38 32.1 KB 7271cd6a014e5a94029a0538bb1879fbaa37c5f3
0109.PCX PCX image 1993-12-16 16:38:40 32.1 KB 9376ce9da2d34c1b5a39c7000ac9c42e124a4ce1
0110.PCX PCX image 1993-12-16 16:38:44 32.1 KB 462854509372506b6a1d10ed544efe62bdd08ea4
0111.PCX PCX image 1993-12-16 16:38:46 22.0 KB 387c8e42a7897ddabeb894a3f26956baf6c1e99b
0111A.PCX PCX image 1994-02-18 20:29:16 22.2 KB e9d233e05d230f16f24cd4d9412b46a60a9b10ad
0112.PCX PCX image 1994-02-15 16:11:50 22.0 KB 35bc0d1527c3708beb24c47a5acfb238d3e1b858
0112A.PCX PCX image 1994-03-09 16:54:36 22.0 KB 6e6977d0d77f520b9f1ab3038f432e20a9f150c0
0113.PCX PCX image 1994-02-16 11:04:30 37.8 KB 2bf07b0d184168d85ec961b175a4dacc597fe3b2
0114.PCX PCX image 1994-02-16 11:04:32 37.8 KB c31fb42065a97e6b35cd24c562575271b0956db7
0115.PCX PCX image 1994-02-16 11:04:32 37.8 KB f03c2958cdd1f83d9ae6e9f108fb5f8b522d3eb7
0116.PCX PCX image 1993-12-16 16:38:56 25.9 KB 688fcd957c7e31471fc0434c6ab197baeb9f3e41
0117.PCX PCX image 1993-12-16 16:38:58 25.9 KB 322b815b0fef1bcffbf1c8017f6e4c0792566678
0118.PCX PCX image 1993-12-16 16:39:00 25.9 KB c917625bf0436cd6d0e7a7b299057410ce6af1c1
0119.PCX PCX image 1994-03-08 16:55:58 25.5 KB cb103c457af0bb9300800c92bcc491430a82cd78
0119A.PCX PCX image 1994-03-08 12:19:46 20.0 KB 9eabfe92a9db08878e5defb889d9756d0de3cc2a
0119B.PCX PCX image 1994-02-28 17:19:02 13.7 KB 80c937e3ab2254a84f155863a12d305c33aec58d
0119BLK.PCX PCX image 1994-03-01 12:14:38 25.7 KB 8a4b021d48fc50cef8efd879abc5334840d876d5
0119GRID.PCX PCX image 1994-03-01 11:45:44 33.8 KB 0de1000f3832203cc6a5c70714ee51c966ac71f0
0119TXT.PCX PCX image 1994-03-01 12:08:36 13.4 KB 07d10947e696a988a6443f05f9b24fda35e8f6d4
0120.PCX PCX image 1993-12-16 16:39:04 25.5 KB 3d055bdc261779b8baba13d6783e5866138f6976
0121.PCX PCX image 1993-12-16 16:39:06 25.5 KB 28000ed1b4d4f63b5ca8bacfa13d5ac128942ec3
0122.PCX PCX image 1993-12-16 16:39:08 25.5 KB e4fed75a01e069f1bfe6a66a2f8996fc237d31d1
0123.PCX PCX image 1993-12-16 16:39:10 26.5 KB a51776bcf95cdf6519437c57647cae10d621088b
0124.PCX PCX image 1993-12-16 16:39:12 26.5 KB 56c9c87e1bc795ab18d313f762d755bd3ab5d617
0125.PCX PCX image 1993-12-16 16:39:14 26.5 KB 098df2bacd2705af22bf82ea0774a64500343b52
0126.PCX PCX image 1993-12-16 16:39:16 26.5 KB 5ac8ac26b8c0349ef27352df237d648c8c2db2b3
2HIGH.LBM LBM image 1994-03-02 11:21:54 18.6 KB f73a66df7a4590ffb8e28668975040b316da7d58
2HIGH.PCT File 1994-03-02 11:14:52 33.5 KB dfdffdcf38ad31ec518b5c815b1665445f915dcf
2HIGH.PCX PCX image 1994-03-02 11:16:56 19.5 KB e8c54a3fed95a4cc2eaa3681d00da8cba2ad7423
2HIGH1.LBM LBM image 1994-03-02 11:22:00 25.9 KB 0bbf897708f4cb146305a32598b23ded1a37708e
2HIGH1.PCT File 1994-03-02 10:21:10 32.2 KB ba5cac2ed56765a8a9b78f09890f21a3e54faae0
2HIGH1.PCX PCX image 1994-03-02 11:17:02 30.5 KB 2006dc2da180534b42a4c67145d206e82179e6f6
CHKLIST.MS File 1994-12-30 20:29:38 27 bytes 0498f91a807076c84bd9c77f15c1fac9fcf17bd4
INFOBK01.PCX PCX image 1994-04-21 10:45:32 72.4 KB ded16e5cb2754c7370b442fd13e99e001ada8be6
INFOBKG.LBM LBM image 1994-04-21 10:17:02 43.0 KB 7014ba7b550a3a7bed4b78ebb466a8f2e711526f
_BACKUP_.PCX PCX image 1994-10-05 11:18:20 40.3 KB 4a19ef8700d4f2a3c85f6e1868755307cb3dbc9d
BOLD.PCX PCX image 1996-01-10 17:09:16 7.7 KB 0011bc34e64c675c5e465f83a65967b8ab154eaf
FORGRNDS Directory 2017-06-23 02:34:34 714 bytes  
BLANK.PCX PCX image 1994-02-26 17:35:30 3.2 KB f6e527d47b6fac97e80591a80b591a77522c47b5
CONTROLR.PCX PCX image 1994-02-24 11:39:14 9.4 KB 3ca832191f45f73a032828d2ffba608ee216ad40
FOREINS2.PCX PCX image 1994-05-03 11:53:56 4.9 KB 1e76b41118b62c8d5bf3465664aa3570c1be6038
FOREINST.LBM LBM image 1994-03-08 15:31:34 16.1 KB 10e99bd75d85b2a7acfe8a7c6ec96cf5b2f415d2
FOREINST.PCX PCX image 1994-03-08 16:56:30 4.8 KB 56cc99dd5d7d81d716cae8abd2fa323049b802e6
FORE_BLU.PCX PCX image 1994-05-03 12:18:18 5.3 KB a8afd59825a8201f6253a6a180d47dceca85130a
FORE_RED.PCX PCX image 1994-05-03 12:14:22 5.3 KB c8ff18cfb508824ce3ff8852bee684d8901cf7d6
ICONS.LBM LBM image 1994-04-21 10:39:16 9.1 KB 0a4f6717a5599eae5fdc7c0f966a5f308bf4be47
MAIN.PCX PCX image 1994-01-28 15:46:02 5.0 KB ee1872ec9a852dff8ad3fa3aa55952ccf801abb8
PIECES.LBM LBM image 1994-03-04 14:41:48 4.0 KB e41de1d3f483e79baa9fb1c0439debfc70b19822
PIECES.PCX PCX image 1994-03-04 14:54:30 4.2 KB 8a1b10210cf77a868c0da2fb3a49fc807208c762
PIECESA.LBM LBM image 1994-03-04 16:00:36 6.0 KB a50b18b5dcd059422b947f24d31bd532f9f01ab2
PIECESA.PCX PCX image 1994-03-08 12:46:56 4.8 KB 13765e28c62b3034656498874014738b1e80459f
PIECESB.LBM LBM image 1994-03-04 16:01:28 6.0 KB 0e9ac5c98c96e6873e8dbcbad87e226be2fa38c9
PIECESB.PCX PCX image 1994-03-04 16:22:10 4.7 KB c1ca8be6e5ee9b7e3fd48c311ca6a29c0c3bfd40
SITBACK.LBM LBM image 1994-03-03 11:53:24 32.3 KB d7e1f4c9b63ecf31180a6e8d326c4f17221b0e56
SITFORE.PCX PCX image 1994-03-04 09:49:38 14.4 KB 6a4bf4803a4ab85fdc5436b12c7b3cf12b8a5793
_BACKUP_.LBM LBM image 1994-03-04 13:36:04 5.7 KB 2b9ccb0f67c334a3de30a69c96b913bffb03417a
_BACKUP_.PCX PCX image 1994-05-03 11:45:18 4.7 KB 0a25dda2e054d7fe5523b8e67e20f507d3a8060b
GAMEGUID Directory 2017-06-23 02:34:34 1.2 KB  
01GUID95.BIN File 1995-07-07 12:08:26 96.2 KB c719644c58a89601c487ec38983b3d7b9e5d5883
01GUID95.CMP File 1994-12-15 16:40:38 41.1 KB 53902a81e533e1da51ec32e0fd9def8768d90955
02GUID95.RTF File 1995-02-21 11:30:22 14.3 KB d5b79eb2d8088ec8cc53acb66678c5932a53d00f
03GUID95.BIN File 1995-03-06 11:37:44 95.9 KB a62269b7b95202643c929c710f4f59bf5b2943fb
03GUID95.RTF File 1995-03-06 11:37:00 14.6 KB d8794d7b822868b56464f6e278ee73d85bf208a4
04GUID95.BIN File 1995-03-28 14:22:54 96.7 KB 5ca42499e9b3c31dcc52200196906011c47fcbf9
04GUID95.RTF File 1995-04-10 15:18:26 15.6 KB 07f17a0d8eecb985724fca5c1485dd9e3011cb76
05GUID95.BIN File 1995-05-04 15:55:18 96.6 KB 22732f40ddd29394ce69f18d7591e91c3ec1ac1a
05GUID95.RTF File 1995-04-25 14:44:54 15.6 KB 74dde1a35b55dbcb268d2dc7e347ffe0be5fada1
06GUID95.BIN File 1995-05-25 15:01:58 97.2 KB 7c60a6f24ccb5edc1e356ab71c19039fef1070af
06GUID95.RTF File 1995-05-25 14:58:38 17.8 KB 8894bdc49c49e4b25c25b6d7c0ad84164541e2f9
12GUID94.RTF File 1994-12-09 10:17:04 14.7 KB 0ee9972c2ac8143ea2b3769c839752bb261485dd
GAMEGUID.BAT Batch source 1996-01-02 14:45:40 182 bytes 669a496ecc0c5fc1c4c4243dd331ffdccb3a84b0
GAMEGUID.LNK File 1994-06-28 12:41:08 473 bytes 990e02d7e6725b8553c1106d51cae8a60b2cc637
GAMEGUID.MAP File 1996-01-12 16:07:00 1.2 KB 6d0af5933f1494c3e321720754dbbcd5c1503c19
GAMEGUID.OUT File 1996-01-12 16:07:00 199.5 KB 31541d4099aa8cb58525d7c4f6810ab725f6dc7d
GUD1195A.BIN File 1995-10-31 15:44:44 97.5 KB 725b848d05d56ad0e9ba447e8c17c0c74a1c359c
GUD1195A.RTF File 1995-10-27 18:40:26 17.6 KB b3d19d4e6ad6c6abccb18fbdbf1c50243b9fd367
GUD1195B.BIN File 1995-11-06 09:42:52 97.5 KB 8da69c4e64ddef12eb7bd16f8b918a5e807c2ae5
GUD1195B.RTF File 1995-11-06 08:42:36 17.6 KB ba1dc3c3c1ba5c54d571b908b91a778a109aada5
GUID0196.RTF File 1995-12-21 12:10:48 17.8 KB a984a0e291525e7097b42498e4cc30567719caa9
GUID0296.BIN File 1996-01-12 16:07:04 76.4 KB 848b1727ecdd266ec57800b9bba23e9663cd478a
GUID0296.RTF File 1996-01-10 10:32:20 17.3 KB d95bdb8a3ad52c7e8303e7e75dc04105a6c64b1f
GUID0795.BIN File 1995-06-27 10:27:50 97.2 KB f7f9909a626484facc8eae1e57c858863e3a7207
GUID0795.RTF File 1995-06-27 10:26:26 17.5 KB 46d11dc9f3c895a315b9e8390f6cd059791246fa
GUID0895.BIN File 1995-07-25 10:58:26 97.5 KB d97fe09554808ff523cbdd578269466f9dd077e2
GUID0895.RTF File 1995-07-25 10:48:24 18.2 KB 5c1ad23efd67ab93c998103e1ab0bf474b83333c
GUID0995.BIN File 1995-08-24 15:41:54 97.4 KB a28e9dfe599d061ad3050b6d57592adee157477e
GUID0995.RTF File 1995-08-24 15:38:02 16.7 KB 17870258be567eda89a953d1ce4fa775a1a29c58
GUID1095.RTF File 1995-09-27 15:37:28 18.3 KB ceef7f7543bd6bd9b19f87e98bfa019821e2711d
GUID1295.BIN File 1995-11-27 15:47:06 97.3 KB f6869112391fee04b302dc7f4ee5a2f2d8c5320e
GUID1295.RTF File 1995-11-27 15:43:36 17.3 KB 58c3e9232c2b645fbe31e5b988e4ea075e39b0e9
SCINST.O File 1996-01-17 16:41:06 165.6 KB 3d8d44f552005d3aff8723414c1292696db7f25b
SIT_OUT.S File 1996-01-12 16:06:58 182.1 KB 03f253e925c7735435234bf06b6872dd30a4746f
HELP.BIN File 1996-01-18 13:54:50 660.0 KB aab5a2f25ce57454ea55cca7c80e59ff3a1d209d
HELPB.PCX PCX image 1994-12-14 16:03:34 61.8 KB ae2a6a919198a9fc28ab167d92a5a0da4469c661
HELPBIN Directory 2017-06-23 02:34:34 748 bytes  
01HELP95.BIN File 1994-12-16 14:47:12 561.2 KB 039e91322b1e62b46cf6dac523169cd260169574
02HELP95.BIN File 1995-01-31 14:45:32 616.1 KB 4d5fe5e04b00ea20fc213804079b0d748e47ec0f
03HELP95.BIN File 1995-02-23 16:51:44 564.5 KB 5f4bbeb2051f931c66c4f37e0ffaf9d13a2922dc
04HELP95.BIN File 1995-03-29 14:33:40 606.0 KB 01726237a8edac45b8dc06314f38695bad9ec38d
05HELP95.BIN File 1995-05-17 09:57:18 626.6 KB e65a138c87bf40f3368698a5d82abe235a62cfb2
06HELP95.BIN File 1995-05-25 16:45:12 575.9 KB 3f67ab1ab28f1f209f9f2289253cd6343e125508
07HELP95.BIN File 1995-06-28 13:52:50 680.2 KB 7cc44e2e3d1f30655f551056494932ac21601bca
08HELP95.GI File 1995-08-17 16:07:34 792.9 KB 188bd8b7f011540cebe128578881999c78b1528d
09HELP95.BIN File 1995-08-28 09:21:00 596.8 KB 6a5c970f7ed290885255f3af87ac07cd368f33d2
10HELP95.BIN File 1995-10-09 08:44:10 683.1 KB 25e155e88733691468b98046d19425fc1baad442
11HLP95A.BIN File 1995-10-27 14:22:02 661.1 KB 4820f7ec71780aa8673e89c9c01fc8ac34abc857
11HLP95B.BIN File 1995-11-06 14:04:02 652.5 KB d233f85ec95d380d44d7f601980ccc8746f6c8b2
12HELP94.BIN File 1994-11-17 18:47:46 551.0 KB 27ed0102d4a6a9b4070f037e5ead65b4771fceb9
8HELP95A.BIN File 1995-07-27 11:36:36 792.8 KB 513352f450cedf4e4ff76866b377f06762d8edc3
8HELP95B.BIN File 1995-07-31 08:59:32 792.3 KB 6c5dddcd0944d77467f05a2fc4771b0d3cc91e68
8HELP95C.BIN File 1995-07-31 11:21:22 792.6 KB ee7b66d22d93c25faf5c7b12ff02cb7d16bb1f95
8HELP95D.BIN File 1995-07-27 11:36:36 792.8 KB 513352f450cedf4e4ff76866b377f06762d8edc3
BACKDROP.PCX PCX image 1994-03-08 16:55:58 25.5 KB cb103c457af0bb9300800c92bcc491430a82cd78
BOLD.PCX PCX image 1994-04-07 10:09:44 5.7 KB f53569226acb2fe8cbae26bea1aec81c14d08f36
FOREINST.PCX PCX image 1994-03-08 16:56:30 4.8 KB 56cc99dd5d7d81d716cae8abd2fa323049b802e6
LAYOUT.PCX PCX image 1995-02-28 10:01:08 3.8 KB 9b0aa8796fa3bd9528a4618fe2973ab2fa8c5ee4
MAIN.RTF File 1996-01-08 15:32:16 7.9 KB 1e2ec276c0c178e196062b6369f952e03d4f4809
NORMAL.PCX PCX image 1996-01-10 17:12:44 7.7 KB 4aa92cb0322fc361851238903ea5f6bf6768bf69
O Directory 2017-06-25 23:11:39 13.0 KB  
ADBATMAN.O File 1995-07-18 14:03:34 6.0 KB f5064c8998be277bc7963ac4861e5515ea5d2ca7
ADDAMS.O File 1995-12-19 15:45:12 9.2 KB 9de75e6591bc624477961d34103226cb485f7ad2
ADDAMSFV.O File 1995-12-29 10:45:48 12.8 KB 822a81f524958010c82bc5a5592756c85a6373b0
AEROACRO.O File 1994-08-19 14:02:06 7.2 KB 079fee4edf29a85bc99ffca71380dd0626a3452b
AEROBIZ.O File 1994-07-19 16:59:34 24.3 KB 61eb1e8296c95d55c3adc60c0ed9dd2af5390ef9
AFTBURN2.O File 1995-05-17 15:00:40 6.1 KB 06e118c13ef37e3aeedf37c83dab7d49c94d1f5e
AIRDIVER.O File 1994-09-06 10:57:22 9.3 KB ac01a789ec3f26160ce4da84c40e13ffdbb1cbd0
ALADDIN.O File 1995-10-17 09:09:46 26.2 KB 1b4124087b4e6fc083d7335286994745739c07cd
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ALEXKIDD.O File 1995-05-25 16:23:58 13.4 KB 1c989d7b8a7a52cc0d1f5022dac14ec950a6efa7
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ALTBEAST.O File 1995-06-15 12:38:40 8.1 KB 54b8aeaf86caafcbb2615b309c7d6cba14ac7e0d
ANDR.O File 1994-07-27 13:22:42 31.7 KB 713f3aa3668a9c664741e384ee86fc0c353fe6ac
ANMANIAC.O File 1995-10-26 14:44:40 8.2 KB b9c3ff1eed905e6f19af955b51709b7ea835730c
ARCUS.O File 1995-09-13 18:14:06 18.4 KB ba214f8d4bdb075450d6e219c903c2c359accc4d
ARIEL.O File 1994-10-04 10:04:42 6.9 KB 9f740f12ca5465ab1205bc571dd9461312333967
ARRWFLSH.O File 1995-08-08 15:35:36 8.4 KB 000f1ecf2b577b73eea71612d877734933816f5a
ARTALIVE.O File 1995-05-25 16:44:04 19.2 KB 95a09b1594be1e6ee369aaae26b3b169c7804ed5
ARTFIGHT.O File 1995-05-22 15:47:38 10.9 KB 408e584a354584b8697a5c9933ae2bcd964e5712
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ATPTENIS.O File 1995-11-15 12:15:00 25.1 KB 1729aa23e5db65e0b3d806724c4df35b7f6fbb24
AWESOMEP.O File 1995-07-18 14:08:38 8.5 KB 8a287c755b1138a1e5e9b3d61abbadfad86d7035
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BATDOUBD.O File 1994-10-10 18:02:14 14.7 KB 0224ae046eb96388fe4ab3ca86919a61d5cb6d5e
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BATTOADS.O File 1994-09-09 16:44:52 8.6 KB f6a5d640db0cb7d27265b72dbaa3f8a4e883d1a3
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CADASH.O File 1995-12-11 16:54:58 10.5 KB ca76569c56bd7dfbb3b08f5513e6295de237ef30
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CAPTAMER.O File 1994-10-10 18:02:52 7.0 KB c6427b51fbb02f3f68980571887163e85261377c
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CASTLEV.O File 1995-10-26 14:42:30 6.4 KB 26c385639ef733d4b75a1a97019bb52722527d95
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CHAKAN.O File 1995-07-24 15:36:32 37.7 KB 2c4a9fc69447b06937a8bc78d5410c44b38b411e
CHAMPOOL.O File 1995-08-08 15:38:22 8.5 KB 89bc928a3fd92fea85d6efc4b59ea6a7ad109896
CHAMPROA.O File 1994-08-23 17:10:44 4.2 KB af45fd34a7e1a170882c857c085866c33c8a9026
CHASEHQ2.O File 1995-08-23 11:39:28 7.1 KB 9447e876efffaa32ef8d28bcd188f8b3df555292
CHIKIBOY.O File 1995-11-15 12:10:08 17.8 KB 1017272234d8465d63bd34fca76529ca1333874d
CLUE.O File 1995-12-19 15:47:42 13.2 KB 52ecbaa7a102d25c7e21d4bb6696be323fd6c572
CMBATCAR.O File 1995-05-17 15:02:28 8.7 KB 777f2498c57578411d2085ae0d8259dcb453e8c9
COACHKBB.O File 1995-03-24 11:11:06 36.3 KB e56c330442e7d8fe02ba823f9795159bd2deae52
COLLGFB1.O File 1995-12-11 16:43:34 17.5 KB 2e10585a606220805ed1cc69226603b7b6b10644
COLLGFB2.O File 1995-11-15 12:18:20 18.1 KB ef361a9166a975305fc72e8bd46e4f7d59e40386
COLUMNS.O File 1996-01-18 13:26:52 4.2 KB 444e947bc76e3aeef5c8b35902072ca7ac4aadd5
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CONTRAHC.O File 1995-05-22 15:49:02 10.4 KB 70391b01c77454319905d18fc242660dabb2d885
COOLSPOT.O File 1994-10-10 17:59:54 15.5 KB a80637c4d9ebaab646f962cd376c64e46cbaafdd
COUNTING.O File 1996-01-18 13:28:26 9.5 KB 642d43037d1d5474f1bd24c022113bf945b00c9f
CPOOL.O File 1994-10-03 18:56:52 7.8 KB 042468447d75a017e303076caf6758a218f10c52
CRACKDWN.O File 1995-12-19 15:46:02 7.1 KB d66e60b2f5f11d7345e7dea72973dbd3e476c12a
CRYSPONY.O File 1996-01-18 13:48:18 12.8 KB c82b444e670a1df39342b9d9e9739da87670ead1
CYBORGJU.O File 1995-08-08 15:42:06 15.0 KB df36d87d974684d5fd004f1dec3652fed0da1c7e
CYBRBALL.O File 1994-10-27 11:22:04 24.4 KB 35ad0bc84085288d315c3bf3aa6e2b820754d95f
C_RIPKIN.O File 1994-10-03 18:55:26 6.0 KB dcbab657cccf730f28cdd5ab1433781994464c3d
DASHDESP.O File 1994-10-27 09:45:14 7.4 KB f6b9ddc32c5e0d6105b861360479f23dc20f2591
DD_WARRS.O File 1995-07-24 15:35:40 43.6 KB 3ac0944584b1458ee0a50a2d9e788bc6964a8b05
DECPATTK.O File 1995-11-15 12:10:48 8.7 KB 0be378605d539d07141477377d159a58bd1425c4
DESRTDMO.O File 1995-08-16 08:55:42 10.8 KB f4c3b90700a23d7bbe8c4f19072c682131203f7a
DHEADDY.O File 1994-07-26 14:14:44 10.6 KB 7dbe0f21cfbc1768e93a0c4a0ce62637a5ad6777
DICKVITA.O File 1995-01-26 15:15:38 20.9 KB b363d2b471804521e8bfde553ab283de5e3cd3e0
DINOHIRE.O File 1995-05-22 15:51:06 7.0 KB e16cce453f8dda131776c0f5e5a17e53a72ca1ba
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DROBSUPC.O File 1995-06-15 13:24:02 6.8 KB 55ebd660c79e06108289f49a78a8e55634c02b48
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EARTHJ2.O File 1995-11-17 10:28:36 7.2 KB 6f6cd954b1dd5a7af1a3de14f5541d45145370c0
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ESWAT.O File 1995-12-11 16:27:10 11.6 KB 10d7d88d3572d0f678d1a055ee7799d11c609a7a
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EWJ2.O File 1995-10-18 15:42:38 10.3 KB 7a96d4dca5d46330673ae3e27172940df65d72c2
EWJ2SPEC.O File 1995-10-17 09:19:48 7.2 KB 7f470f0e42043da8e6faf9cdc1c3cadbe92f5153
EWJHINT1.O File 1995-06-15 13:24:50 12.9 KB 604e070ca8fcf1f3d3b10fa6c517f6ecce3a954c
EWJHINT2.O File 1995-06-15 13:25:36 12.9 KB d45bc6da4c001487733edb4be23008df0488e98d
EXILE.O File 1995-08-15 15:57:36 15.6 KB 53f225f323e4bcb3edf54b06582ad0c87384af54
EXMUTANT.O File 1995-12-11 16:38:06 12.1 KB a497b867b2fd7a9ebb0ebcb38bb577e3b77ea32b
EXOSQUAD.O File 1995-10-26 14:39:40 13.7 KB f0527b8f58bea7483559ec21d9c8ca32b7ba72a1
F15EAGLE.O File 1994-07-27 16:01:28 22.9 KB 09cc4fd6697026950e50c33a9b3b2debe46d93d5
FANTASIA.O File 1994-10-10 18:04:08 10.1 KB fa8be68202f9099aba5ddc982fc049bea4fb21e3
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FLSHBACK.O File 1995-09-25 17:06:34 12.9 KB 969836b09be63bf405a4a99fb9298a3283f5abf2
FUNGAMES.O File 1994-07-27 13:29:38 11.4 KB 5566ad02102e78494d770b5978566cba2973b8b9
GAIARES.O File 1995-08-08 15:53:02 14.9 KB 2f43a659fe01cc8b9c1581e14ec2cbffbe8b796d
GALFORC2.O File 1995-05-17 15:10:20 9.6 KB 1742e5865c6678e6ed156b72ffdeababcd4ed504
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GAMENAME.O File 1994-06-29 21:21:10 2.5 KB 0639ad189dd6bd4dffdfb05fc122092e8197c354
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SWORD_VE.O File 1995-08-15 15:55:02 8.6 KB a2c242ba9d45288d01aad5dd28f0c367d0ee3932
SYNDICAT.O File 1995-06-09 10:03:00 41.4 KB 76850321552f35f8f87399d94b8aa671c0dc7fd5
S_HANGON.O File 1994-08-23 17:07:20 9.4 KB bc5f9121abc956057be9c3c4b377c68660259c81
S_MONACO.O File 1994-08-23 17:05:26 3.9 KB 16029b0cf49d66a713aea0fe114dc6346451a9f7
TALESPIN.O File 1994-10-03 19:12:16 7.1 KB b6375cb2398006f201f86da28ff27b7a07b791cc
TAZ2FIN.O File 1995-09-13 18:26:30 7.5 KB ec6825a3082ade97b43a8e264d27a8320824c0ec
TAZMANIA.O File 1995-08-23 11:37:28 11.8 KB 930232103fff2aa0fcfa640d5d45990aa2879df2
TECHCLSH.O File 1995-05-22 15:53:54 23.5 KB a181e0bb3e7933ea88826da9d7024aa94da6e1f6
THEMPARK.O File 1995-09-26 15:47:48 45.0 KB 86a23b593195bef7286484e523e93c96be075073
THEOOZE.O File 1995-07-18 14:31:46 8.6 KB 16ee3ae14669b31561c6e9368f663198941a6037
THOMTANK.O File 1995-11-22 11:11:34 6.5 KB f61e7704f06a736fc85fa04b1323a1f69f2054a4
THUNDFOX.O File 1995-12-11 16:48:40 8.0 KB 5bd89aecb8e6d1504fa35aa486d938bd65caa518
TINYSTAR.O File 1995-09-13 18:09:50 15.2 KB 939971e9790d4e2a1ca5d73f7cb36f4f18b13bce
TINYTOON.O File 1995-07-21 17:55:22 6.9 KB 156de0aaedfbc5cc0b88bf5db932f42124cc973d
TOMJERRY.O File 1994-06-29 21:21:36 7.0 KB 26db3c9eeecda0b2bb30612c0b055a3e5c04eb47
TOMYBASE.O File 1995-04-07 13:54:00 10.8 KB 7fedc8e3bc6b800440b48bf256c33db6220cc1cd
TOYSTORY.O File 1995-10-17 09:56:48 9.1 KB c757e06e6502b9f2d7061663171879964b0f98e9
TRAYSIA.O File 1995-07-20 15:54:02 10.9 KB 1c2ba60ad69f73fe7772c6595274317a77009ff9
TRIPSPC1.O File 1995-05-25 11:35:52 26.5 KB b23f3d8abc50d542fc46f6804878850fe55eaa32
ULTIMQIX.O File 1995-08-08 16:16:04 5.1 KB ed60a1d31f3fdcef29e10650929c4e5823c488a8
ULTQIX.O File 1994-08-23 13:28:52 4.4 KB db484048fd5d59ee46dc5b5b183330b991728bad
UNNECESS.O File 1995-08-08 16:16:50 21.4 KB 0f97ef5bf9342868e095141a1aa3b3b1aef8ecac
URBANSTR.O File 1996-01-03 15:34:28 16.7 KB 552ccd5154fd330f86399fc7196152ad8f78bcba
VALIS.O File 1995-07-18 15:05:00 12.2 KB 2ea6041685d325bbcf996a64c644bbe0273a0f4b
VECTRMAN.O File 1995-10-19 14:08:40 13.0 KB 205ec95d699e183175e79b11e713d53370e174f6
VRTROOPR.O File 1996-01-03 15:41:04 7.9 KB 0d1118844dba8537be77c65d1fe593f342aa524b
WACKYWLD.O File 1995-06-09 10:05:02 18.4 KB fbff18825b3d78c23f4d528c6d9b3339e582c172
WARSONG.O File 1994-07-27 13:49:14 16.0 KB 7501d38ef46840a1b2dcb52430952a745760e758
WCSOCCR1.O File 1995-09-13 18:27:06 13.2 KB 5da50117c5823aed5bd0d17b21ea33db8b0c9e89
WCSOCCR2.O File 1995-08-23 11:36:48 17.1 KB 94bc5d9507e50d197e88f4c06df042e9b2315cb5
WHERTIME.O File 1994-07-27 13:50:16 11.5 KB a4d71278b3c7be844eac55fc2ab652e1cd4f89ba
WHIPRUSH.O File 1995-08-23 11:33:10 9.5 KB 2a5d8bd8861737a3b661ac3437558abac2be1210
WIMBTENN.O File 1996-01-02 13:24:04 13.0 KB a138b4a9f9274465c5594cc06ea6459f5cbe7c66
WIZNLIZ.O File 1994-08-24 16:55:06 8.1 KB ce265f788bfef9448aecf9f3aec03008e8b99c0a
WRLDHERO.O File 1995-09-25 16:29:38 6.9 KB 2a948f793e073ef44ef0f742d98b201075b58580
WRLDOFIL.O File 1994-08-19 14:51:30 6.5 KB 1abf3c5391a89ba5fdd0b104539f123a8af984ed
WSBASE.O File 1995-11-17 10:30:02 17.4 KB a5fc72988d94cd474473620b2ebd0926f5663b29
WSBASE95.O File 1995-09-13 18:10:34 24.9 KB 2a6c911ecf06c3a16a6cb86b8c8a0e9c3f8a88e8
WWCARMEN.O File 1996-01-02 13:10:46 11.2 KB 6b134bbce03a5fee2d93aee0f88bd10b7ab8b312
WWF.O File 1994-08-24 16:55:50 9.8 KB 29f73b6327ec81fa56d1a1d7e81cc2a84da4d078
XMEN.O File 1995-11-21 11:32:44 10.0 KB 04a0f1309d3ee1c3e8941420f897ce9cf1ce51ae
XMEN2.O File 1995-08-08 16:19:14 8.2 KB b79bfad0370dee8786feccb7223ab24a8b6d42b8
ZOMBIES.O File 1995-10-25 10:54:24 10.6 KB b4a293145f3dcaac9d73638b5070060dea0c3b00
ZOOL.O File 1996-01-03 15:33:02 5.0 KB 9d4ea34abf134695d9c3420e427a4463bbe524a0
OLDPCX Directory 2017-06-23 02:34:34 272 bytes  
BOLD.PCX PCX image 1994-04-07 10:09:44 5.7 KB f53569226acb2fe8cbae26bea1aec81c14d08f36
BOLD1.PCX PCX image 1995-11-30 12:04:24 6.9 KB 86958de66d27e555f21fb5813a6f333d1b0d45e8
NORMAL.PCX PCX image 1994-04-07 10:09:50 5.7 KB 135523ea686eb1b9740da74a8df14242d7fb5479
NORMAL1.PCX PCX image 1995-11-30 12:05:28 6.9 KB 04d65ac5dbb41ba59431cb1fbc2dfab309737285
ULINE.PCX PCX image 1994-06-06 09:09:22 5.7 KB 9514f64f6c8c4b4d550a31231de5a91c94c7017a
ULINE1.PCX PCX image 1995-11-30 12:06:24 6.9 KB 34303af38755483e2bad61aea5219d7d1a3cdce8
PALETTE.PCX PCX image 1994-10-05 11:38:00 4.1 KB 832cc96e32ec0de153bd34ad37346d310cb4ae7f
SCINST.O File 1996-01-17 16:41:06 165.6 KB 3d8d44f552005d3aff8723414c1292696db7f25b
SIT.EXE Program 1996-01-03 15:24:16 1.00 MB 93a9b1e5a46676a7f7b50d0cb7960dc720c94101
SIT.HLP File 1994-06-06 10:43:44 15.4 KB 4554e9a6daca4f7eda6e1f3153393e1d5b54dcf1
SIT202.EXE Program 1996-01-02 16:54:24 1.00 MB 5509ac71b0a404c56bc4ef69a0a2425d5b1c89a7
SIT203.EXE Program 1994-07-29 10:23:46 174.0 KB 8f7b50ef8d0ab2b445283ef147bf2b49a52ed522
SIT2DEV.BAT Batch source 1995-11-16 14:20:08 219 bytes 4978241ad6d3c571cff1fb021a93d23385d3b53a
SITBACK.PCX PCX image 1994-04-21 11:39:34 72.4 KB 40d01d819e3fad269888aa4d5eebce397cab4192
SIT_OUT.S File 1996-01-08 15:41:20 96.0 KB a042a5b8a30183eee6bc0a9a26a42a83ffba2695
TEST.LNK File 1996-01-12 16:02:00 1.9 KB dd4f20187c8244cae149024e60b82375c29be644
TEST.MAP File 1996-01-18 13:54:30 13.4 KB 8c46ac59e895dea0facb5fa406006d467eefc068
TEST.OUT File 1996-01-18 13:54:30 842.5 KB 15ca7ebcf53475189dc6de1810d027bee2901994
TEST.TMP File 1996-01-18 13:54:46 512 bytes b5353499215ce252cb0fbfb7edab039eadb2d926
ULINE.PCX PCX image 1996-01-10 17:14:36 7.7 KB 3563db6e5fc2c023b83acca2a33aa253f1601826
TEMP Directory 2017-06-23 02:34:34 170 bytes  
DAGDEMO Directory 2017-06-25 23:11:41 1.5 KB  
512.GUS File 1995-10-22 13:21:00 265 bytes 1d6f569c0e1030ea62ff9253253489ebb574c505
ADLIB.MDI File 1995-01-18 06:00:00 14.6 KB 1f19c757259cac7b5f04281ac8830f8bece3c8d2
ADLIBG.MDI File 1995-01-18 06:00:00 16.0 KB 14f61539bf8438f68add723fef2ef76821fa9fd8
ADRV688.DIG File 1995-01-18 06:00:00 11.0 KB 255ecb5d649895d65bca49bd6afcbdf875e34bf2
AILDRVR.LST File 1995-01-31 06:00:00 15.7 KB 5cfacde01df4de3e9988ca771ab1bda9e37aee13
ARENA2 Directory 2017-06-23 02:34:36 18.3 KB  
AMAP00I0.IMG File 1995-09-09 21:08:54 62.5 KB 16d4985c3947403fd15e527cac7c04185ed05a5b
AMAP01I0.IMG File 1995-09-09 21:08:58 525 bytes a7ab7d4644c59c0aa408b856fb3b2f18aed5a281
ARCH3D.BSA File 1995-10-24 12:08:52 504.5 KB 4b3758e1e15315eea47f420907256b50a4612549
ARROW.RAW File 1994-05-06 12:55:32 100 bytes 595fcfc2f438fcf1212dc1cb19cdfe0233627b59
ASCR0000.ANC File 1995-09-26 13:33:56 399 bytes 5f9fe30cb0144a46029303c6cda9f1d605f40576
ASCR0001.ANC File 1995-09-26 13:33:58 411 bytes 6a008d872cb734b80a4ecaed4131dacec296722a
ASCR0002.ANC File 1995-09-26 13:34:00 410 bytes cf8719b5c8141d42071505777faac9ec433902a2
ASCR0003.ANC File 1995-09-26 13:34:02 397 bytes 55a5fb2ecbbf208dd0113bdfcad7eaa4c0cbfb01
ASCR0004.ANC File 1995-09-26 13:34:04 455 bytes 04c91a7b5a21d29dc99840b49a6fb03c7a046e6e
ASCR0005.ANC File 1995-09-26 13:34:04 410 bytes 3a7dbb00edbeae6e0690d103bc203689e7e17dcc
ASCR0006.ANC File 1995-09-26 13:34:06 410 bytes bd9289826df9a61259a77bbe78e1c907cedf9b57
ASCR0007.ANC File 1995-09-26 13:34:08 427 bytes 5229454adaa53bb86b35ddf31179bcb0dce565f8
ASCR0008.ANC File 1995-09-26 13:34:10 439 bytes f50b6acc8278271e56a3d995d3b20ea2386d71be
ASCR0009.ANC File 1995-09-26 13:34:12 400 bytes 3f260d3e05f0bc4feda6fa9172bffe07fffa6697
ASCR0010.ANC File 1995-09-26 13:34:14 426 bytes fae4708fd5ea36e7a51a0e4df9eed1d71547c2f6
ASCR0011.ANC File 1995-09-26 13:34:16 455 bytes 04c91a7b5a21d29dc99840b49a6fb03c7a046e6e
ASCR0012.ANC File 1995-09-26 13:34:18 429 bytes 24af2ed6ceaf44ffcccfa51848f83e10dd82fc86
ASCR0013.ANC File 1995-09-26 13:34:20 397 bytes 4d7ac395e49507b94cc58bafe5d146acca60e9f7
ASCR0014.ANC File 1995-09-26 13:34:20 397 bytes 7522117ba3b70f566ae81027f1fd60300296ed57
ASCR0015.ANC File 1995-09-26 13:34:22 410 bytes 18eeefee3ea0e9b9f20a62af9a76d7d044a93d21
ASCR0016.ANC File 1995-09-26 13:34:24 413 bytes f67040d8bdbe9e3f84d006bfebbb45ad6c6f9e35
ASCR0017.ANC File 1995-09-26 13:34:26 423 bytes f830feaf2489cc9c27f0df764bea400bb4004f36
ASCR0018.ANC File 1995-09-26 13:34:28 412 bytes 465c0fec92160570ee3354d7534bd594f09082b6
ASCR0019.ANC File 1995-09-26 13:34:30 409 bytes 070cacd278c0831b44ff9c9f026e38be5623f930
ASCR0020.ANC File 1995-09-26 13:34:32 399 bytes cd559df621d544eddc1d8d6dc1939f13f1fa9232
ASCR0021.ANC File 1995-09-26 13:34:34 503 bytes 39592a6a1418f28301b61de98c6b2b1511a59d4b
ASCR0022.ANC File 1995-09-26 13:34:36 411 bytes 8fe271d1026f3648d27b0b468484850db2ca34dc
ASCR0023.ANC File 1995-09-26 13:34:38 412 bytes 419f4852af2365ca87eab41499ac89da2f90ed76
ASCR0024.ANC File 1995-09-26 13:34:38 452 bytes 3c8481b96dc1d98f04ad106b10cfee1d8be72a66
ASCR0025.ANC File 1995-09-26 13:34:40 441 bytes 48fdaef78d5d8388531f413afd591626f41d7cd6
ASCR0026.ANC File 1995-09-29 11:50:42 438 bytes a4647a46e1e33edafb47f69ac8eb878e84e0ce37
ASCR0027.ANC File 1995-09-26 13:34:44 466 bytes 7131a247be5f8b1f3313f80b05fec1ba7add748d
ASCR0028.ANC File 1995-09-26 13:34:46 424 bytes 54c3384be071bd95ffbe025e3f09704d239bf271
ASCR0029.ANC File 1995-09-26 13:34:48 396 bytes b4de0551c62a2b442b7090611dc6d56b5ac3bbff
ASCR0030.ANC File 1995-09-26 13:34:50 424 bytes 54c3384be071bd95ffbe025e3f09704d239bf271
ASCR0031.ANC File 1995-09-26 13:34:52 476 bytes 08cef5b9a925b84dfc74e8d4732c04dd4b6b31eb
ASCR0032.ANC File 1995-09-26 13:34:54 426 bytes 4c98a6652813af9be9a41ce7fd7374966809e042
ASCR0033.ANC File 1995-10-02 10:12:52 426 bytes 4c98a6652813af9be9a41ce7fd7374966809e042
ASCR0034.ANC File 1995-09-26 13:34:56 455 bytes 04c91a7b5a21d29dc99840b49a6fb03c7a046e6e
ASCR0035.ANC File 1995-09-26 13:34:58 409 bytes b10e5adcafed6cb59f8cc0f422da005803426dce
ASCR0036.ANC File 1995-09-26 13:35:00 409 bytes 070cacd278c0831b44ff9c9f026e38be5623f930
ASCR0037.ANC File 1995-09-26 13:35:02 409 bytes 070cacd278c0831b44ff9c9f026e38be5623f930
ASCR0038.ANC File 1995-09-26 13:35:04 422 bytes 5fd01cdd1637787d8f24ec44cfd0e00ee695c4cd
ASCR0039.ANC File 1995-09-26 13:35:06 455 bytes 04c91a7b5a21d29dc99840b49a6fb03c7a046e6e
ASCR0041.ANC File 1995-10-19 17:12:50 444 bytes 6e55fde71276cc77182050694aa04586b59d2292
ASCR0042.ANC File 1995-09-26 13:35:08 444 bytes a307fcd89685e45e3586215067a65cc10db4b6e3
ASCR0128.ANC File 1995-09-06 13:26:44 479 bytes 6c5fb5d0da597554c46f58bbf1903044766e33ad
ASCR0129.ANC File 1995-09-06 13:26:46 461 bytes 817dca952d0dbca638587dafd3586eb9951693df
ASCR0130.ANC File 1995-09-06 13:26:48 448 bytes 29e30462e6a4eb36b4bb38554d797fafc7366c94
ASCR0131.ANC File 1995-09-06 13:26:50 448 bytes 29e30462e6a4eb36b4bb38554d797fafc7366c94
ASCR0132.ANC File 1995-09-06 13:26:52 477 bytes dc0b58b197f22f9e64b7b469760d1b791491d047
ASCR0133.ANC File 1995-09-06 13:26:54 477 bytes dc0b58b197f22f9e64b7b469760d1b791491d047
ASCR0134.ANC File 1995-09-06 13:26:56 449 bytes 389b3fb829b506ef75bdeac871b53becac64b1e5
ASCR0135.ANC File 1995-09-06 13:26:58 461 bytes 7fb878d5ddf49b08d35820890ddddad2633def29
ASCR0136.ANC File 1995-09-06 13:26:58 477 bytes dc0b58b197f22f9e64b7b469760d1b791491d047
ASCR0137.ANC File 1995-09-06 13:27:00 477 bytes dc0b58b197f22f9e64b7b469760d1b791491d047
ASCR0138.ANC File 1995-09-06 13:27:02 461 bytes 817dca952d0dbca638587dafd3586eb9951693df
ASCR0139.ANC File 1995-09-06 13:27:04 461 bytes 817dca952d0dbca638587dafd3586eb9951693df
ASCR0140.ANC File 1995-09-06 13:27:06 465 bytes 7f681693bc85556c2b92a42995bbe04ac9eb1d00
ASCR0141.ANC File 1995-09-06 13:27:08 465 bytes 7f681693bc85556c2b92a42995bbe04ac9eb1d00
ASCR0142.ANC File 1995-09-06 13:27:10 492 bytes d1d8a9bce15a448842a4f29c34ef95fb8463b3bf
ASCR0143.ANC File 1995-09-06 13:27:12 492 bytes d1d8a9bce15a448842a4f29c34ef95fb8463b3bf
B0000000.RDB File 1995-08-16 18:10:20 12.3 KB edbd54f66a4c68a007ed5cacddb136ec5030fc08
BANK00I0.IMG File 1994-12-05 13:10:22 62.5 KB 2b42a7b080d4de07da576c5ae74159a64d2d26ff
BEASTY00.FLC File 1995-08-21 16:03:34 70.3 KB df1621ae1aea0c3d2a2aaeaebe581425bbcdac3a
BEASTY01.FLC File 1995-08-17 13:22:34 92.7 KB 9cee7b1775b75590dfacdda89cf6710fadd3eb61
BEASTY02.FLC File 1995-08-21 16:46:22 99.1 KB 26ddc23bdc38e0b2b053d54c098a0ff59bd89726
BEASTY03.FLC File 1995-08-21 16:45:28 77.6 KB f577d604682d2fea69cd855306e541b62627f4f0
BEASTY04.FLC File 1995-08-17 13:22:32 108.8 KB cb9853a568cd40b707b7f0ea0aff360f72cc5a1d
BEASTY05.FLC File 1995-08-17 13:22:30 117.7 KB 6c4b1fb4650328fce8141c315da14b14d5a743a6
BEASTY06.FLC File 1995-08-17 13:22:40 69.6 KB b915c4d26b65f5ed2dac01727ead9a0b8b216547
BEASTY07.FLC File 1995-08-21 15:54:04 103.3 KB 2286c647e949d3b1a187cd55d2d444f453ae3ad3
BEASTY08.FLC File 1995-08-17 13:22:26 95.7 KB bcbe9cc542dba8e2d7a46989a6f90b4bcb43dd93
BIOG00I0.IMG File 1995-04-19 12:45:34 62.5 KB 3328ae96c3e8c2e8a253014453309cdf26dbe779
BIOG00T0.TXT Text file 1995-08-27 22:58:20 3.2 KB 4311dab7d2ed0363cf445c37cb9f8c9c8e0ea34a
BIOG01T0.TXT Text file 1995-08-27 23:04:06 3.6 KB 5a26e3e0ede7d36644ab4461ecc0560d87ba16cb
BIOG02T0.TXT Text file 1995-08-27 23:05:50 3.6 KB 7b5f33e08dc15d7a6cccf406a6e307df4b2986e5
BIOG03T0.TXT Text file 1995-08-27 23:07:02 3.5 KB 8ea3314aa2017e2c5f42439eafda45b02da32c09
BIOG04T0.TXT Text file 1995-08-27 23:08:38 3.3 KB f10067f7ff4a1d623030efc2a49e4fbde5bfa7bb
BIOG05T0.TXT Text file 1995-08-27 23:18:06 3.8 KB 5c6816acddef4bb036593c39b6e330bfda5e04f0
BIOG06T0.TXT Text file 1995-08-27 23:19:28 3.4 KB 65a40574de86cce51f555449eea11d67e677c68f
BIOG07T0.TXT Text file 1995-10-13 16:49:16 3.0 KB 19064123018bc70d6da83ac3009d029d40d15e04
BIOG08T0.TXT Text file 1995-10-13 16:51:50 3.2 KB a56e23f64d16f0312ff1645645e9958ec442c339
BIOG09T0.TXT Text file 1995-10-13 16:52:10 3.2 KB 43be65473f0cee95d6bd9f848db72ccb7ab3be69
BIOG10T0.TXT Text file 1995-10-13 16:51:14 3.3 KB a5de27538366af26c97664cf45ef00cbd9a58b1e
BIOG11T0.TXT Text file 1995-10-13 16:52:26 3.2 KB a56e23f64d16f0312ff1645645e9958ec442c339
BIOG12T0.TXT Text file 1995-08-28 12:51:16 3.5 KB 26aa5d6f649594a8b0d9b93cf98bc621edb3fb7d
BIOG13T0.TXT Text file 1995-08-28 15:01:08 3.3 KB b07268432309a0da619a9e435f0f200caa3e26a8
BIOG14T0.TXT Text file 1995-08-28 16:21:44 3.4 KB 71180a55a78244d70bf468d1a7c584e349de1bc7
BIOG15T0.TXT Text file 1995-08-28 17:21:02 3.4 KB 2ac219630414b1d1f850e9d76af1768b46aefdb3
BIOG16T0.TXT Text file 1995-08-28 18:39:24 3.3 KB d284bc553c202282fbe3c141d47f7e18270ebac2
BIOG17T0.TXT Text file 1995-08-27 23:37:26 3.3 KB 137819f5725233ba47e0b6921f16b0c284923f89
BODY00I0.IMG File 1995-04-13 14:19:04 9.7 KB 7179aa7d0a1009e4e002a89a9a39bf9e9b897d38
BODY01I0.IMG File 1995-04-13 14:19:04 9.7 KB cfd76b40864d13420b0a09f9186399aaa96a8640
BODY02I0.IMG File 1995-04-13 14:19:04 9.7 KB 4acbaee4e5a1ce064b29a0c7db63842eca886f97
BODY03I0.IMG File 1995-04-13 14:19:04 9.7 KB 8737ab1ca0ebd91f8a1945a92d0c56c7f5a4cb50
BODY04I0.IMG File 1995-04-13 14:19:06 9.7 KB b202705ec2c271f7ca95ccf29d66dc9dfe02d37f
BODY05I0.IMG File 1995-04-13 14:19:06 9.7 KB 73b37323f482f479aee392372a6e1e7c0d6798f0
BODY06I0.IMG File 1995-04-13 14:19:06 9.7 KB bcbf7e910018dd652335223d673fabed3d47f431
BODY07I0.IMG File 1995-04-13 14:19:08 9.7 KB 9a43269fb3d771a5f680765643e909afa9d51801
BODY10I0.IMG File 1995-09-27 15:26:42 9.2 KB ebea5bf360ac284389873f8fad1e8ac1836a5877
BODY11I0.IMG File 1995-04-13 14:19:14 9.1 KB 4012d532f0f0a20ed2a94399766e065c61f633a1
BODY12I0.IMG File 1995-04-13 14:19:14 9.1 KB cf5c7f104169cd0495876e8795c1007cd47daa67
BODY13I0.IMG File 1995-04-13 14:19:14 9.1 KB 28b0562a361cdd3ba07dc366cebf3c3c07bc2146
BODY14I0.IMG File 1995-04-13 14:19:16 9.1 KB 60ae29a0b21bafe9cd88358f157360e1c5c1b6a8
BODY15I0.IMG File 1995-04-13 14:19:16 9.1 KB cf5c7f104169cd0495876e8795c1007cd47daa67
BODY16I0.IMG File 1995-04-13 14:19:16 9.1 KB c686cbd98ae18986a6d78af19e2e4d460f144fe7
BODY17I0.IMG File 1995-04-13 14:19:18 9.1 KB 63f1c428521cd03dda8ef6333de9a212128ac4b3
BOOK00I0.IMG File 1995-08-04 14:31:58 62.5 KB 40b408bbb4ce89f0509274db6f90ac92dae84ab6
BOOKS Directory 2017-06-23 02:34:36 850 bytes  
BOK00000.TXT Text file 1995-09-15 14:51:46 8.4 KB e7c6333f94bd16c6769ac0235f72ca2b82674ef3
BOK00001.TXT Text file 1995-09-15 14:56:22 17.3 KB bfc70d556508d483fe3215af55058ae60bf92e47
BOK00002.TXT Text file 1995-09-15 15:00:10 3.6 KB 141c2314237398a96f1c8d6da6d2090b005ea039
BOK00003.TXT Text file 1995-09-15 15:03:22 2.1 KB 0a75165802f30b7a60676cd83ac673021b7534f1
BOK00004.TXT Text file 1995-09-15 15:04:58 10.8 KB f5dd3ef3c9498b41aa64e36e987037d829240bee
BOK00005.TXT Text file 1995-09-15 15:08:54 3.0 KB 6e09add164124582a6fe5e973ecea5a5ae7234aa
BOK00006.TXT Text file 1995-09-15 15:56:48 2.3 KB 0bd7f99c5aa63e980409627492fc996138de437d
BOK00007.TXT Text file 1995-09-15 16:19:04 5.0 KB 9ad664fc87ef6ffa0db24b04ccbce96d77e5dd51
BOK00008.TXT Text file 1995-09-15 16:23:06 1.8 KB 4e5790227caee28100b0aba6fa53336d684c83c9
BOK00009.TXT Text file 1995-09-15 17:06:10 3.8 KB eef5f66d67c39e583dfaa3e10c74f0e1258c793e
BOK00010.TXT Text file 1995-09-15 17:08:36 10.9 KB 4ec0e09931ee54b1b2c1df914592849152281a9b
BOK00011.TXT Text file 1995-09-15 17:12:08 21.5 KB 34d41c7be593c9e2bf020ba6391a9395a4a77dc1
BOK00012.TXT Text file 1995-09-15 18:17:32 13.9 KB 3ea807a8188b3e52f3080814651db63f537f6adc
BOK00013.TXT Text file 1995-09-15 20:36:52 15.0 KB 0a51be7a4aa285118a7fa5dacbd1167749c3c56b
BOK00014.TXT Text file 1995-09-15 23:07:56 9.7 KB 7585f6d9fcebc587637147b73c5e1750f88d9757
BOK00015.TXT Text file 1995-09-15 23:42:46 15.9 KB 0250460dbeee90235fb2fd4be0f3a5ffcd68375a
BOK00016.TXT Text file 1995-09-16 17:13:02 16.1 KB ae6fd1e82d44f5767d0765fe9d481dbe88f16687
BOK00017.TXT Text file 1995-09-16 18:32:20 21.0 KB 8150b2c8664f11f03aa140b4f4957666d1081441
BOK00018.TXT Text file 1995-11-03 13:21:08 19.9 KB 6e1c706ada48d79952c53602992483e847b64b0c
BOK00019.TXT Text file 1995-11-03 13:22:24 11.0 KB 1cc1da37481d7087064c10d1b2c0d35f99de8c3b
BOK00020.TXT Text file 1995-11-03 13:25:12 3.4 KB 27fea54d12cdc00351e25b10151ec3d440a8310b
BOK00021.TXT Text file 1995-11-03 13:28:36 5.2 KB f9328ce865514ae3821668b06e38c0bc55906cb4
BOK00022.TXT Text file 1995-11-03 13:30:04 8.9 KB 119fcef37da4e5955a637426ac7d559325f9ed35
BUTN00I0.IMG File 1994-09-07 15:40:26 4.0 KB b14fda95c681e152075f080d6509c322efa66b74
BUTN01I0.IMG File 1995-08-04 14:53:38 25.9 KB 7cbb43786aeb0d54d01acf0711fe4b62d3b5aa2a
BUTN02I0.IMG File 1995-08-04 14:54:02 30.2 KB 0940d0a7942c2f5dc32601c3a3e8b562317bf9a4
BUTN03I0.IMG File 1994-07-14 09:25:20 606 bytes e47aaac9f6d0ea4844b60c45879b2716263cf81d
BUTTONS.RCI File 1995-03-23 17:17:58 10.5 KB 722d0e8b1864ab94ddd2875e7f348de7d215e4fb
CHAR00I0.IMG File 1995-09-26 13:10:34 62.5 KB 394e6279546ebf4b43a016a8d5c653d9af204ad3
CHAR01I0.IMG File 1995-09-26 13:10:34 62.5 KB 8d30df2fdec562d42cd0e6ac06e8e1c0d926beaa
CHAR02I0.IMG File 1995-09-26 13:10:34 62.5 KB 5bc8546c03a513b79cc5c4cae2b91dda43cfa6a7
CHAR02I1.IMG File 1995-08-22 13:03:04 312 bytes 61828f02d0da662d2fd45c6828bb0320d935947b
CHAR03I0.IMG File 1995-09-26 13:10:34 62.5 KB 6556199393762f54733c26104a71ecc9c0f80013
CHAR03I1.IMG File 1994-10-31 16:05:58 345 bytes ed2eb282ab1feff07a4b374173f53eca8eef2dd7
CHAR04I0.IMG File 1995-09-26 13:10:34 62.5 KB f234ed55aaf9ab48e94509d70496c82978463133
CHGN00I0.IMG File 1994-07-07 10:01:38 63.2 KB da9dfcf919b7a17a944a21071752d846de0982d9
CLASS00.CFG File 1995-04-19 12:21:50 74 bytes 5fcb804d48d784975e5d22da29337d40d701b0eb
CLASS01.CFG File 1995-04-19 12:22:56 74 bytes 5dad946c098cdc2a87d86f26e2259914390202f1
CLASS02.CFG File 1995-04-19 12:24:10 74 bytes a4da62014f8fc6fab62e1e6c56ca6205ada9628f
CLASS03.CFG File 1995-04-19 12:25:12 74 bytes 8570fd836de7d06c0cd1ade36ab7f01ba079a32c
CLASS04.CFG File 1995-04-19 12:26:38 74 bytes 990f4a5c52b489705387aa2dd6be5d4d4adba51c
CLASS05.CFG File 1995-04-19 12:27:28 74 bytes 1501230c5b4f0a15a1fafdf06769d55be9591f18
CLASS06.CFG File 1995-04-19 12:28:38 74 bytes 768266e2fc20515c4ceeae0c52879212ff5a412b
CLASS07.CFG File 1995-04-19 12:29:26 74 bytes 9df8006277c76d701a2d1339521446fd1cd6400b
CLASS08.CFG File 1995-04-19 12:31:10 74 bytes 2e354d8929b905c6f5a0fc671c3ddbf27abb5d12
CLASS09.CFG File 1995-04-19 12:33:12 74 bytes 6516dff906339d8cb8e03617a16dadd699679717
CLASS10.CFG File 1995-04-19 12:33:58 74 bytes b492bc47f00c06aa056a6ef602e7aaf2aae5bd90
CLASS11.CFG File 1995-04-19 12:34:58 74 bytes f0c1bc6b94227062f34c745520008fa1fa99aa7b
CLASS12.CFG File 1995-04-19 12:37:02 74 bytes 91533623ac6e6395f570958b8d05b0a5edb11be4
CLASS13.CFG File 1995-09-18 17:56:42 74 bytes aec8084bca4dc6d356335fcb3640a39676e441df
CLASS14.CFG File 1995-04-19 12:40:42 74 bytes ba3e065837d66c93cddfb3fe0a98775eba36176d
CLASS15.CFG File 1995-04-19 12:42:04 74 bytes 729d69073a842f8b3e56bafd4dbc3a4eb82a2b7b
CLASS16.CFG File 1995-04-19 12:42:36 74 bytes e27f4a2baa122c87326fb65d77f05007a24499a5
CLASS17.CFG File 1995-04-19 12:44:12 74 bytes 585fa2a8253ef7047a5db62f7f7c227c00c592ac
CLASSES.DAT Data file 1993-09-15 22:22:50 216 bytes 5572524776cf968d3ce11ad9c3b834c86de5a147
CLIMATE.PAK File 1995-07-06 09:26:10 9.5 KB 518f971f820ba1edc4fd4ebc1eb48dba34ebbee7
CMPA00I0.BSS File 1995-02-10 11:23:02 60.0 KB 64d7f9da058847c5cf50510ca88a99c762700265
CMPA01I0.BSS File 1995-02-10 11:23:26 29.8 KB 2bfe53280a07a6abeecfffab65462293f03fcfaa
CMPA02I0.BSS File 1995-02-10 11:23:40 23.4 KB d7d3c57265f020bc53b6342485c0fc7270a728c6
CMPA03I0.IMG File 1995-01-20 15:03:10 75 bytes 02665d2815dcd017b0d15628d2fc029915a2492f
CUNGEON.XMI File 1995-09-23 19:49:32 2.1 KB 786ee867b7fc3981085b3d336c501b2fda42a3f9
CUST00I0.IMG File 1995-09-26 13:14:28 62.5 KB ce53e9a0ef339a61212426a77c3f3a46fd791556
CUST01I0.IMG File 1995-09-27 12:37:00 32.5 KB 437b847b584ba50bc443ad699c9d0a276fba16e5
CUST02I0.IMG File 1995-08-04 14:55:58 5.1 KB 20d9161810e41f27e6d3844c205fe5481c99f242
CUST03I0.IMG File 1995-08-04 14:56:02 31.0 KB dd2ecad36f5c60f1b0f797b935bc82ceade2172e
CUST04I0.IMG File 1994-07-18 12:34:56 32.5 KB ddd6a541bc949168336a35b74787e03991880634
CUST05I0.IMG File 1994-07-18 12:35:00 4.4 KB cd1ec0dfd2748767e827aa39ffd1ae1eee2e9e67
CUST06I0.IMG File 1994-07-18 12:35:02 4.4 KB 7a23458056ae145f8b169d1d8cbabdc934463216
CUST07I0.IMG File 1994-07-18 12:35:04 4.4 KB ac0ebbd5e4536fca4aae8833baefe0f8567807db
CUST08I0.IMG File 1994-08-16 09:24:26 228 bytes af762f8b43ba30baf58b7a19f9f706aa6bc522a7
CUST09I0.IMG File 1995-08-04 14:56:16 312 bytes 61828f02d0da662d2fd45c6828bb0320d935947b
DAGGER.SND File 1995-08-11 12:43:34 1.00 MB f0baa91492e39533a240e57a7ce2b56221b77c70
DEMO00I0.IMG File 1995-08-17 13:43:48 63.2 KB bf8de7cb90fa772286e81c98c99bf099f8d0cd09
DEMOEND.IMG File 1995-08-30 13:16:52 63.2 KB d005cce5019272432f30f6239561d2d9b64295fc
DEMOLOAD.IMG File 1995-08-17 14:30:46 63.2 KB 08b36226d7f0d3f7cf8c24c29c73d1a6397c7568
DIE_00I0.IMG File 1995-10-16 18:30:12 63.2 KB 77b5915fd25625be31aaa0b1c5566dcc1dcc4293
DUNGEON.XMI File 1995-05-01 18:04:10 35.0 KB 5ebd186d7f9fdeb627547b0910c062f04fd80485
EIRE01C6.CIF File 1995-09-27 10:33:24 33.8 KB 89727b71cb2aea8ca52f943301e5533a21c06f6c
ENEMY000.CFG File 1994-11-08 14:57:30 74 bytes 82f5e01acb65e6d392f62e770df85c9dfbe3eea8
ENEMY001.CFG File 1994-11-08 15:09:24 74 bytes aac6e84e6900cb8d18ada79362697de170e86d0f
ENEMY002.CFG File 1994-11-08 15:13:02 74 bytes 0986f8892699f80688be229b302bc812ae2082ba
ENEMY003.CFG File 1994-11-08 15:16:26 74 bytes 07aa1bef78001b399be11becea29a83a7cb158e7
ENEMY004.CFG File 1994-11-08 15:26:26 74 bytes b4bc1e04c975297aa1e73536513938b3d47ccdad
ENEMY005.CFG File 1994-11-08 15:25:30 74 bytes 59343aca2f3b9a5671b6e79767be5084773ad755
ENEMY006.CFG File 1994-11-08 15:30:16 74 bytes 4b939294ca88c1897a14912b80e30a52768bfaff
ENEMY007.CFG File 1994-11-08 15:35:06 74 bytes 08c8e9d762b8fe1203ee5a4330a8f77795fd9b99
ENEMY008.CFG File 1994-11-08 15:40:58 74 bytes 5a4731cdbde0bc5b4501d62e04eac598c4fdbf0d
ENEMY009.CFG File 1994-11-08 15:46:56 74 bytes b363133140fc08c3441a7d23b035a5f1a0be28df
ENEMY010.CFG File 1994-11-08 15:55:16 74 bytes 586d4af020eb21a76511de48f84602df2c6e6c87
ENEMY011.CFG File 1994-11-08 15:58:04 74 bytes efafc64882bed16be5d82749ebb8767645279e5c
ENEMY012.CFG File 1994-11-08 16:02:32 74 bytes 02460283211d15d872040125e654e2b738380bf6
ENEMY013.CFG File 1994-11-08 16:06:18 74 bytes 141c07cfd7efb3102bdd9274be8e8f85e917bbec
ENEMY014.CFG File 1994-11-08 16:10:16 74 bytes 2dc439b16f35b9f4dc1f1d94e4ef65c250e0749d
ENEMY015.CFG File 1994-11-08 16:13:44 74 bytes f5c2f13750e112be848c828b817060429593442c
ENEMY016.CFG File 1994-11-08 16:17:30 74 bytes 4889d8b263c0737bc16887ae96bbb80b824564aa
ENEMY017.CFG File 1995-09-25 09:38:42 74 bytes eee11512048122a2599a7c897c91f64cbabe4267
ENEMY018.CFG File 1994-11-08 16:27:48 74 bytes ae04f109ab68414ad89cf749e30cbefa94062c59
ENEMY019.CFG File 1994-11-08 16:31:36 74 bytes 40629c862a6cad84d786907b448fcb3c52dbc680
ENEMY020.CFG File 1994-11-08 16:34:14 74 bytes 8083242f40b14959b0c53c75000025856750eb8e
ENEMY021.CFG File 1994-11-08 16:38:50 74 bytes cf68e557345aafce19a9a11035965a80f00ce160
ENEMY022.CFG File 1994-11-08 16:42:38 74 bytes e1576d95d71ee2a8a32267ba7f088a16060afdfd
ENEMY023.CFG File 1994-11-08 16:46:40 74 bytes d0080588e4872d5c98f8e6aa474875c8c59459f4
ENEMY024.CFG File 1994-11-08 16:49:54 74 bytes 93e0fad63ac23b2bc880086106836c80a491921e
ENEMY025.CFG File 1994-11-08 16:53:52 74 bytes 295bd1328cbcaff4b53f4702caf6b25faee9cf2e
ENEMY026.CFG File 1994-11-08 16:58:04 74 bytes 74760f19b4979dad3f7c67fb58d7a128045c56f0
ENEMY027.CFG File 1994-11-08 17:02:26 74 bytes 027561e997e251773851c4160109666b7e96b92b
ENEMY028.CFG File 1994-11-08 17:08:40 74 bytes 052f5884d294d83e7518d31719e95e14f15a2e27
ENEMY029.CFG File 1994-11-08 17:13:18 74 bytes f526a9fa8c3c19eaf7971b14d441b735b21a6387
ENEMY030.CFG File 1994-11-08 17:19:06 74 bytes 1e02da1b8fbd9f7b46e7fb552bb51b67dcc91159
ENEMY031.CFG File 1994-11-08 17:23:20 74 bytes 84f5ef7132b68abd8411419bbea0ae47dd413d97
ENEMY032.CFG File 1994-11-08 17:26:36 74 bytes 1e7059ed58f74e697b8dac0d73f61b79dad4333e
ENEMY033.CFG File 1995-10-18 12:45:14 74 bytes 3ffc0c77f5ea9a9a96515d5b298f5897c8a45dd0
ENEMY034.CFG File 1994-11-08 17:35:48 74 bytes 23ee325a9e120b1af246eba645eaabae46dac39a
ENEMY035.CFG File 1995-09-13 13:01:12 74 bytes 59b279a0bf7dde7a29e3240132c1c57ffe6189cd
ENEMY036.CFG File 1995-09-13 13:03:38 74 bytes 69fc6821b124bdb5b861c715b3fe665c394bb44e
ENEMY037.CFG File 1995-09-13 13:05:14 74 bytes 2aa2cdf81fed886931297982a688141015a65e9e
ENEMY038.CFG File 1995-11-06 14:25:52 74 bytes fc7279a0b5053b7b433842e255b7b703c729c1e1
ENEMY039.CFG File 1995-09-13 12:52:14 74 bytes 610a770d444b570b2ae1a7cbff5dc9736f7bc76d
ENEMY040.CFG File 1995-09-13 12:54:58 74 bytes 38a98961018cb1aeb7c1ae37c8b52a09580f206c
ENEMY041.CFG File 1995-10-21 12:33:24 74 bytes 3fff748698041a6b789d0c6d2c4b4eb559832dcd
ENEMY042.CFG File 1995-09-13 12:59:38 74 bytes 5ac6469b45dba5bd4e94e0e61f176fcd356ce269
ERST01C6.CIF File 1995-09-27 10:33:24 30.8 KB 157d93790eb7c64df51cf245df2f901cdd0c9917
FACE00I0.CIF File 1995-09-04 17:02:50 6.4 KB df7d0536415e335943ad5fbae223efbc2b88c1b6
FACE01I0.CIF File 1995-09-04 17:02:50 7.1 KB ae9aa6561361d48609d888139dc4cea0f25fbac9
FACE02I0.CIF File 1995-09-04 17:02:50 7.4 KB f14540799243b464f634416f2469abaafec3ae2c
FACE03I0.CIF File 1995-09-04 17:02:52 7.8 KB 12ec50e8cf348cc7b4ec571f5848201c1f577bb3
FACE04I0.CIF File 1995-09-04 17:02:52 7.4 KB 23af17fe4ce465a967347d4610381b9925cce4c5
FACE05I0.CIF File 1995-09-04 17:02:52 9.0 KB d80dfeb8ed543c16eeba026df34d782ea8402c69
FACE06I0.CIF File 1995-09-04 17:02:52 6.5 KB 09bbde98deb9462190372fc04fec8b602742c3e1
FACE07I0.CIF File 1995-09-04 17:02:54 6.7 KB 19c24aecee2bfdf0eb303f22a7a883272ae5f822
FACE10I0.CIF File 1995-09-04 17:02:02 8.8 KB 9f929798a20079de9a9dd1eb5825bc80c7fb1e98
FACE11I0.CIF File 1995-09-04 17:02:02 7.8 KB b361a2e0c75386b3541f158a0f1d8eede0caaf79
FACE12I0.CIF File 1995-09-04 17:02:02 8.3 KB 6303dac08cc57dff93788501baff09e3ecfd354f
FACE13I0.CIF File 1995-09-04 17:02:02 9.1 KB 1ae670675966724ae4d6ba9da65b94eefc28f75c
FACE14I0.CIF File 1995-09-04 17:02:04 8.7 KB 0417f4e1bf3f146b8e35a1396c90141aa174b82b
FACE15I0.CIF File 1995-09-04 17:02:04 9.4 KB ab4dfefbcfdd78d1bf00c1d7ac373e0e60d5866e
FACE16I0.CIF File 1995-09-04 17:02:04 7.4 KB 57feeeabda3450b79f552dcdaac2435414b76c3f
FACE17I0.CIF File 1995-09-04 17:02:06 8.8 KB c395c29fbfe32b7467f61d3644fd1c228efe7c87
FACTION.TXT Text file 1995-09-19 14:44:00 55.2 KB f87c0297314e54d5d755993a7973f925d9c99400
FIRE00C6.CIF File 1995-09-27 10:26:10 35.0 KB 8c4f37738f292467c879a22f66e5c1bc770fe350
FLATS.CFG File 1995-06-15 14:14:22 5.8 KB 0a4db3f4b787044b40f6d7a0e2996cf89348b651
FONT0000.FNT File 1994-10-19 11:37:10 8.4 KB 3dd26cae79977f030eb12b70e135acccbc987dba
FONT0001.FNT File 1994-10-25 10:13:02 8.4 KB 8f6bdca4e5bfbb3018e3ec6204c04097e73a6677
FONT0002.FNT File 1994-12-01 15:41:08 8.4 KB 1d0fd2ea0ef65f6bb5da3c3b784c7251abc80adb
FONT0003.FNT File 1994-12-01 15:41:20 8.4 KB 964f15ae454646c81356662d0275e49f48e8b6c1
FONT0004.FNT File 1995-02-14 15:18:24 8.4 KB 55a8894888c16dcd81b83df56bb46192baf16a9b
FOO.BAT Batch source 1995-09-26 13:54:58 590 bytes ba6c0851d5cdcb8b17939d29cc144a507bdc0c50
FRAM00I0.IMG File 1994-11-01 17:47:30 9.0 KB e1d7236bbb922b0a3ce15fc0002c4b8f4aebfd1f
FRST00C6.CIF File 1995-09-27 10:26:12 32.2 KB 3c9fcc29f1b2fce2e2629175d12540bd258bcc03
FSTORY_B.XMI File 1995-09-23 16:05:08 4.3 KB 74f80b7fa7eaefa1bc369cb62a80223cbfa3fbf7
FUNGEON.XMI File 1995-09-23 19:49:32 2.1 KB 786ee867b7fc3981085b3d336c501b2fda42a3f9
GDAGER_C.XMI File 1995-09-01 15:48:08 3.8 KB cc86f42d03783a98b2899fdc2ca99a4b8f9ac638
GDAY___C.XMI File 1995-09-01 15:48:08 11.7 KB eb2346f2f40fcb358e1c98ef6b27eb2e03c1660e
GSTORY_B.XMI File 1995-09-01 15:48:16 5.9 KB a2d4a687fd640cd10914107e49583581506a8d60
HAZE.000 File 1995-11-06 15:24:22 16.0 KB 52e99d2c9e799e2d8fde4b49f4a9dc9f0b98e4e8
ICON00I0.IMG File 1994-08-04 15:21:32 20.0 KB 9ca720b9c4f10e6857a0d8b189dc2f6f3ffe0c96
INFO00I0.IMG File 1995-10-16 15:27:08 62.5 KB 60e9a45646ef9428e0876e10b44adcadc9cc9a9b
INFO01I0.IMG File 1995-08-04 14:35:28 62.5 KB 3e3763028481dd9c6a45711fba20c28097e6f823
INVE00I0.IMG File 1995-09-04 17:04:40 62.5 KB 0a68d64c938d098e14fdf27fd20f60d7d247729d
INVE01I0.IMG File 1995-08-25 13:15:42 62.5 KB 635ceb930211be50974dc396036feb1eceb11238
INVE02I0.IMG File 1995-08-25 13:15:44 62.5 KB 3f49d68b1ffd1ef41d1ceee01358474c115da37a
INVE03I0.IMG File 1995-08-25 13:15:54 2.5 KB d57f6133a9a96272a0bb22cdd5b8f0f1df24d52e
INVE04I0.IMG File 1994-11-14 10:23:44 62.5 KB 48c1d73c5c05b4376ec1daeca536541959e541d2
INVE05I0.IMG File 1995-08-25 13:16:06 62.5 KB 354a5dcca6f9b9260c5b4d371424be22e25d5f27
INVE0FI0.IMG File 1994-10-27 10:25:06 62.5 KB 52fe20335ade712a925a6bb2ab9c837678397f87
ITEM00I0.IMG File 1995-09-25 13:10:38 62.5 KB 9f7f53515bd558e5f986a4ffb9db9b042ebf3a5f
ITEM01I0.IMG File 1995-08-31 08:56:16 2.8 KB f42d41f31c714e8c0bc5c6e9359b35b66ccefb47
LAMP00I0.IMG File 1995-08-04 14:57:32 6.6 KB 734441e2ef9b3b5a099633b614c5fcf5bba5d011
LIGHT.DAT Data file 1995-04-14 17:03:54 64.0 KB 366a5cc8b074f60d444b792dd35861741d76eb85
LJIC01C6.CIF File 1995-09-27 10:33:26 32.6 KB 580f593830ac89a7dd78c88c0e8a7fbc4fb87632
MAGE.CEL File 1993-09-21 19:30:34 26.6 KB 8e45aa5969e6a2e4517aee9a1ef1ddb0f0b4023d
MAGE00I0.IMG File 1995-08-04 15:22:14 11.1 KB 47bf664ce9d6f85f7d9214e3dee4cf428e1b2142
MAIN00I0.IMG File 1995-08-04 15:22:44 14.4 KB c561b760e06885ddb3c894316448d332be5dfb17
MAIN01I0.IMG File 1995-08-04 15:23:52 4.2 KB cdadd84b5966191d44fee8bfb5846d59143baf36
MAIN02I0.IMG File 1995-08-18 12:20:46 8.5 KB 074bc1e82d2a6184860ed79a768b110d233bbbd3
MAIN03I0.IMG File 1995-08-04 14:12:30 140 bytes 97c08ef9452bedf9bbf114216aba47061a63feac
MAIN04I0.IMG File 1995-08-04 14:12:34 140 bytes f9f595293593da7282eab2a696f36f195d59240a
MAIN05I0.IMG File 1995-08-04 14:12:38 140 bytes 5a08b1db162872dd995a509300731972b07d7bfc
MAP.PAL File 1995-09-08 07:37:54 768 bytes 22f1d35308a79fd469b473f020c06c14bec85617
MAP100I0.IMG File 1994-11-10 10:44:20 62.5 KB d83324eebac4b7d6e33a89e4ac55f79105e5c54b
MAPDITEM.058 File 1995-08-14 10:39:28 186 bytes b39e38c692a7cfd64763e463e8d77d2fb0267929
MAPINDEX.058 File 1995-08-14 10:39:28 52 bytes 16bb34a8f3848849936bc53bc7f6998f93bda5c8
MAPITEMS.058 File 1995-07-26 13:47:46 da39a3ee5e6b4b0d3255bfef95601890afd80709
MAPPITEM.058 File 1995-08-14 10:39:28 4.4 KB 0fd3d2a7c5be3ac969736a09ffc4dc994f7dbdf6
MAPTABLE.058 File 1995-08-14 10:39:28 52 bytes 1a1eb1b03d871663e624b1effc4e549328888465
MART000.CFG File 1994-12-06 17:25:52 99 bytes 2c57592f4e47ed385e4cba91b7a2762cd55e739f
MART001.CFG File 1994-12-06 17:31:26 99 bytes 12988304cca8dad9fdeef4791f89ad12aa671655
MART002.CFG File 1994-12-06 17:35:24 99 bytes b668f54df39eb12648059ace3b3cd610253122d3
MART003.CFG File 1994-12-06 17:39:22 99 bytes b6b7d8df7957fe0a5f326a56e5a031c1d213dce3
MART004.CFG File 1994-12-06 17:42:12 99 bytes 50ed81bdf5fbc4930d9985e876ee1e5f346b291c
MART005.CFG File 1994-12-16 10:21:34 99 bytes 3fc9c859dfd8e2bb67d8b6affdabbad7347ffca9
MART006.CFG File 1994-12-16 10:29:46 99 bytes 15d9ea5ed1c68f8059db6a62da21e4e02051812a
MART007.CFG File 1994-12-16 10:36:12 99 bytes d15c59e4b2937eb824dd96ed5a1dc1f126d6922e
MART008.CFG File 1994-12-16 10:40:22 99 bytes 1ab9bd6e16f5a2b2743d456eaf729b2362a916dc
MART009.CFG File 1994-12-16 10:42:52 99 bytes e4278f92a75269df443618bcba3015fff258179f
MART010.CFG File 1994-12-16 12:31:32 99 bytes da9c9e5359e0b586048d60e034f1f5366fc30187
MART011.CFG File 1994-12-16 12:42:22 99 bytes d40f3e1fa6f5bb4928f623aa7e76e09f34695890
MART012.CFG File 1994-12-16 13:44:12 99 bytes f8bcbb6551201ecfb4b79812f98a25c2fb8fdbad
MASK00I0.IMG File 1995-08-31 08:23:36 62.5 KB 842a40bead72ecdd1128951c4c044e32529381fd
MASK01I0.IMG File 1994-11-29 10:17:38 3.1 KB 93a41061c2bbe028223fe7b38ef91dfa404aac72
MASK02I0.IMG File 1995-08-04 14:37:52 62.5 KB ff3162713b04b34fc915301148b9be0e517758c0
MASK04I0.IMG File 1994-06-14 15:45:24 3.1 KB 6acecc0a207dad10b643bdd66d303186dd2363a5
MASK05I0.IMG File 1994-12-08 09:49:30 62.5 KB 45876a606693289ad19e661ceeb4fd25caf3d25a
MASK06I0.IMG File 1994-08-16 14:23:54 62.5 KB e57005e43b18b93cd663e0a273cbd49f6cbc1175
MENU.IMG File 1994-02-27 10:11:44 27.2 KB 614ec03bf9c25df06fd9f19e77fdf48510e0eccb
MITE000.CFG File 1994-12-02 13:25:40 99 bytes 5ec191b95936643b493d55782e2c1cedf2f565b8
MITE001.CFG File 1994-12-02 13:27:02 99 bytes abee6de7c7f261dd475aa6a25d615b261e6e6ec2
MITE002.CFG File 1994-12-02 13:44:08 99 bytes 357b4cb8bed76d610d2311fd92f02cda431e6c59
MITE003.CFG File 1994-12-02 13:50:24 99 bytes 061d122b3a0c1d51eb112c25dd6f87fe44f42643
MITE004.CFG File 1994-12-02 14:02:26 99 bytes 5982217c04b5572defba0ff7bd0150afdde20ef5
MITE005.CFG File 1994-12-02 14:04:28 99 bytes 1b35ccb58de19e64e6c8cc6708ed7cb584c3a5ea
MITE006.CFG File 1994-12-02 14:08:32 99 bytes bd98b4ac4db05fa92241403af029a0256222ec6c
MITE007.CFG File 1994-12-02 14:11:22 99 bytes 54d7767e11d7ad599558b5b3e0a57d47bcf90b03
MITE008.CFG File 1994-12-02 14:41:26 99 bytes 218ec83df18361f90b471c5dea5d236746dc46ca
MITE009.CFG File 1994-12-02 14:49:12 99 bytes e40dd3e4893d554e851c95f5bb5d1c93d21a2bf9
MITE010.CFG File 1994-12-02 14:52:40 99 bytes 619c097b06bf70cef677540090b51a7c2e5726e3
MITE011.CFG File 1994-12-02 14:54:04 99 bytes a1f9809d6106f01d0f4f3400cefa8bd08abea2a3
MITE012.CFG File 1994-12-02 14:57:32 99 bytes d016cf9f4dc0f83a69855d313b4448e02c36340f
MITE013.CFG File 1994-12-02 15:10:30 99 bytes 33a3f69cb57e42e87d31f680b083c0c9318c565a
MITE014.CFG File 1994-12-02 15:15:24 99 bytes 6213d5fba408f57dd9de974a0bbeebaa767efbe8
MITE015.CFG File 1994-12-02 15:21:54 99 bytes 8c52d8ed878f6dfb4023a1c6506f5eae185e541a
MITE016.CFG File 1994-12-02 15:24:22 99 bytes a04b1bf8805d1e48f6d7416dbbfaf91ac92c21a4
MITE017.CFG File 1994-12-02 15:28:28 99 bytes 7fbe6eafca1f422a9a6a043e82fb155973533dca
MITE018.CFG File 1994-12-02 15:30:10 99 bytes 61ee1025a5630e7598b66e6d0d5074386be5cde9
MITE019.CFG File 1994-12-02 15:37:36 99 bytes 67b68ce2cb703e892480d4c37a7ecdbbb3002ddf
MITE020.CFG File 1994-12-02 15:40:04 99 bytes d23230e9d206b727ecbca20321c495c0f1a28009
MITE021.CFG File 1994-12-02 15:42:22 99 bytes 0b8188fed64b07d6415d48d2865177c1fef30c7f
MITE022.CFG File 1994-12-02 15:55:46 99 bytes 7fa4e42ba0d0e584b444e95d93732a580dd2cd30
MITE023.CFG File 1994-12-06 12:16:32 99 bytes 0afa4a191168e512569bf5b1f3ade82bdee38160
MITE024.CFG File 1994-12-06 12:18:04 99 bytes 58502f0bdc852d76941c63f5c63e51059b48898f
MITE025.CFG File 1994-12-06 12:19:22 99 bytes 85a4224da47ec14ad129a8110ab0e9b53facf501
MITE026.CFG File 1994-12-06 12:21:06 99 bytes 13f19936e1547ed6025bb3b46e0795b09f7daaed
MITE027.CFG File 1994-12-06 12:24:00 99 bytes 0eb6774f7f9e49fd6f522a502146622a86348383
MITE028.CFG File 1994-12-06 12:25:16 99 bytes d31df01cde9183ed822dafc1fc33800194a1768d
MITE029.CFG File 1994-12-06 12:26:46 99 bytes a6a9d67c2faeda0ab597a71c6e010334fc176fb8
MITE030.CFG File 1994-12-06 13:51:10 99 bytes 03a692adacc9a8262df7eeea550d1d5e60c08a90
MITE031.CFG File 1994-12-06 13:54:28 99 bytes 434787a36118eaa26478b07376efcf3a69bf9dd5
MITE032.CFG File 1994-12-06 13:57:14 99 bytes e753a5639dbad54c23d142f5a51f5614b7664981
MITE033.CFG File 1994-12-06 13:58:54 99 bytes 29d25f6d0fdcc03537f72ce199856fd27348e86d
MITE034.CFG File 1994-12-06 14:02:52 99 bytes 8bb924d454c506ec3974f36a60540ee5498b5424
MITE035.CFG File 1994-12-06 14:26:48 99 bytes 478c76eb8aba0bf4b42c929f9ab5a8b2d48199bd
MJIC00C6.CIF File 1995-09-27 10:26:14 34.2 KB b0f11288fc15b2e6dcd5be629a9678093bc3ba3a
MPOP.RCI File 1994-06-06 16:49:28 2.5 KB c2031840e329cefbf9a8c4a7b7269456781099cf
M_BRTCLT.IMG File 1995-10-19 11:20:40 9.7 KB 154290120377616762cb7a3916c57e3c104411d0
N0000000.RDB File 1995-10-19 14:13:22 23.1 KB 1c2f8ac149bde7a4924a728f82d1e6b32e67a53a
N0000001.RDB File 1995-10-17 10:35:48 34.5 KB c871a02e7ea22a1da278f01d3192afdc871f9206
N0000002.QBN File 1995-02-28 16:31:18 2.3 KB e8e71086ecbf089c7fe9881516e9c0f2a64158d8
N0000002.QRC File 1995-02-28 16:31:24 835 bytes 80b468a817a70938d010b28b470bb204b02709d9
N0000002.RDB File 1995-10-17 11:04:00 26.6 KB 071af0a44951cd00fb149d8560a3222aef169042
N0000003.QBN File 1995-02-28 16:31:20 2.3 KB e8e71086ecbf089c7fe9881516e9c0f2a64158d8
N0000003.QRC File 1995-02-28 16:31:24 646 bytes cc4306bd6380965fa3a509e792c56fab27fdd750
N0000003.RDB File 1995-10-18 18:33:36 23.6 KB 34f01c0b44ae14d55bc0f9b917cc8ebb948fdf8f
NAMEGEN.DAT Data file 1995-03-16 16:06:34 8.2 KB 731d4a12a91592ef2db40e3bd2585871f7216fdd
NOTE.RCI File 1994-11-10 10:29:02 3.1 KB 64e8b76ab53cb6722d77d75296a10c142ecfb5ef
NOTEBOOK.TDE File 1995-11-17 13:22:00 14.2 KB 7e2e0d9d49844953ffba0c4da834981c11006d32
OBJ2ARCH.BAT Batch source 1995-11-07 20:07:16 78.5 KB e527e0d352af022034ef0b9dcc9c55d47ac9adbf
OLDMAP.PAL File 1994-11-10 10:43:40 768 bytes 72bbf618827042352f52617d3f2eb1f527b8b041
OLDPAL.PAL File 1994-04-22 14:42:48 768 bytes c8b580721b89ad1c8e93d53e9ca7e4afcb93db7a
OOIS01C6.CIF File 1995-09-27 10:33:26 32.0 KB 5caf3b01c0ee4c003bd423e82449316fafb676a3
OPTN00I0.IMG File 1995-09-04 17:05:08 14.5 KB f762362e40b44bb87641ddbc8aaef6266ae177cd
PAINT.DAT Data file 1995-01-31 08:42:18 7.0 KB c3f0147cc7c0161f4ef318360a30da5c9c1b605c
PAL.PAL File 1994-12-05 10:46:22 776 bytes 84883fe227a53cbcf8c5fff0491a1840eefc8576
PAL.RAW File 1995-04-12 14:59:50 768 bytes aad9872b930687c750d3e82603d161ee70640030
PANEL01.CEL File 1994-04-11 13:16:18 2.0 KB 15491efe579a47d47dbeedb568a0da80f6cb0c73
PERCNTRO.XFM File 1993-12-21 10:48:54 1.7 KB 05e0b87555d4a1c7890e91ea2730b2f8b4eab4da
PERCNTRO.XMI File 1993-12-21 10:49:48 1.8 KB 505e97409ef44a7b1f3e642fa20be3704c76b637
PICK.IMG File 1994-05-18 13:42:22 62.5 KB 1114c5a7af125a6fd55148f5baf2431741dfb728
PICK00I0.IMG File 1995-08-04 15:24:52 25.0 KB 505c29748611d8987f8e2b1d218d509fb8a3c158
PICK01I0.IMG File 1995-05-07 12:15:54 62.5 KB 435cce7b9d1597daa061f0b89fc59d3590c8a89c
PNTER.CIF File 1994-04-26 13:27:02 1.2 KB 80802a34cb6bbc3847bb4b45e848efeea46079da
POIS00C6.CIF File 1995-09-27 10:26:14 33.1 KB 66b6ce224c5643dcdab1592d9d9538933a4572ab
POLITIC.PAK File 1995-09-08 15:00:44 19.3 KB 0e7e2d061d43a64abc05ec8515e66cecbf4d4298
POPU00I0.IMG File 1994-05-20 15:54:00 9.5 KB 2e1a10cf439cdaa30d8899cbc4b0143727d65112
REDGUARD.TXT Text file 1994-10-10 13:59:00 45.3 KB 19de6f075f6028fb8a772408bc1cf5d9c623e74d
REST00I0.IMG File 1995-08-04 15:25:10 4.2 KB d21e83f46a0e6f214dfa190f17bc9b4acfbdb842
REST01I0.IMG File 1995-08-04 15:25:12 4.2 KB 9dbf14af90cf698375e91c4c8c034cdfb7216a17
REST02I0.IMG File 1995-08-04 15:25:14 4.2 KB b8bcf3f5ea00602fc65d949a13f3027f25543068
RHOK01C6.CIF File 1995-09-27 10:33:28 30.0 KB 7f2ce4c814ba5f3987798e3980fc7be51f15acfe
ROGUE.CEL File 1993-09-21 19:33:26 33.2 KB 3ed53148407c80da167c092a7227d6c59c7fd4ef
SAMPLE.AD File 1994-02-03 22:29:58 3.6 KB d738ecc8ba52b240d8eb1d2aa15c148dff237d2d
SAMPLE.OPL File 1994-02-03 22:29:58 3.6 KB d738ecc8ba52b240d8eb1d2aa15c148dff237d2d
SCBG00I0.IMG File 1995-08-04 15:25:42 24.2 KB ae50121dbf8ccc778ffa3fb39d122198226e1991
SCBG01I0.IMG File 1995-08-04 15:25:46 24.2 KB 9b472e1f0695aa5e7719c9ecf87c8aacda7adebf
SCBG02I0.IMG File 1995-08-04 15:25:56 24.2 KB 5cff0d2e9e20efe7b4f37b2f942ffe7cc2a3e991
SCBG03I0.IMG File 1995-08-04 15:26:02 24.2 KB d3faa999c57dd94d6814d6d2f759bc2f2e20b22d
SCBG04I0.IMG File 1995-08-04 15:26:04 24.2 KB b92f2069ce6aa7b8c4caf2529ffecccd20eaf62a
SCBG05I0.IMG File 1995-08-04 15:26:06 24.2 KB 21781220e295f6ee88b18ffdc03a5b585c3d8c31
SCBG06I0.IMG File 1995-08-04 15:26:08 24.2 KB 05c7ee52504bee2ee307e1761eef0b8599917d2d
SCBG07I0.IMG File 1995-08-04 15:26:10 24.2 KB 4b6e96e58ca06cc24f56f58f7c62ef3025698021
SCRL00I0.GFX File 1994-07-07 09:58:52 48.8 KB 91208f7a9e2a9cc13ed58cc60c4ea11c6e9bfb44
SCRL00I0.IMG File 1995-08-17 13:16:30 62.5 KB bff16793618a850134ededb0a326b6ade60f16c1
SCRL01I0.GFX File 1994-07-07 09:59:02 47.7 KB df33595031f60b3a7d67b07e3a61f2d9b39ba9b9
SCRL01I0.IMG File 1995-08-17 13:16:30 62.5 KB 2cb0ea2896268212aa9fb102e6851916c2127cc8
SCRL02I0.IMG File 1995-08-17 13:16:30 62.5 KB 5c433590b4b8c464f811bfc4d4a84bc7ce6c7c66
SCRL03I0.IMG File 1995-08-17 13:16:30 62.5 KB fede36c49a845035e4bcae3f95edea0e218ba006
SCRL04I0.IMG File 1995-08-17 13:16:32 62.5 KB 4a716bf34330a7bfe42c29a9348643be6217e065
SCRL05I0.IMG File 1995-08-17 13:16:28 62.5 KB 86a3ea1a28342f080fc5ba0cc4f0a2b12a60d45c
SCRL06I0.IMG File 1995-08-17 13:16:26 62.5 KB 491ee8baeb4d7ada1ee66e87596107e3cf2cd488
SCRL07I0.IMG File 1995-08-17 13:16:28 62.5 KB 60c9d825b230fdfaa7ebc556402f40f9b3fbf708
SCRL08I0.IMG File 1995-08-17 13:16:28 62.5 KB 82548a0909dd6f13a0e1ab27df4b2517448f98e1
SCRL09I0.IMG File 1995-08-17 13:16:28 62.5 KB d9206ce8f84156fd01b8174c3dadc4a4a54c95f8
SCRL10I0.IMG File 1995-08-17 13:16:28 62.5 KB 813921e5c73ee778dd46e7ce55dfb1aba1e247d5
SCRL11I0.IMG File 1995-08-17 13:16:30 62.5 KB 7c9ca04ba592bc0890b7111a6db2087a6e2dc9ba
SCRL12I0.IMG File 1995-08-17 13:16:32 62.5 KB 466f548bf8a06e56bec16d6a4e71e3706063ff61
SCRL13I0.IMG File 1995-08-17 13:16:32 62.5 KB beaa54a757b200868d962f1138f1652d59df3bc6
SCRL14I0.IMG File 1995-08-17 13:16:32 62.5 KB 62eef3bd35487b2eac6fead3f35408e9921e1547
SCRL15I0.IMG File 1995-08-17 13:16:32 62.5 KB 7cfde2943f57f434df160bb993e3fd5c460e9c09
SCRLPAL.RAW File 1995-08-07 11:18:56 768 bytes f80c2305985f75087b410a3dddae382154e3ae14
SCRSHOT1.IMG File 1995-09-07 14:22:00 63.2 KB d3f35e1d390d835c036c0bbb32c29f3c994fadfb
SCRSHOT2.IMG File 1995-09-07 14:22:06 63.2 KB d5d03f0860c8a9a310aa513f0b8f9ff0fa824be9
SCRSHOT3.IMG File 1995-09-07 14:22:12 63.2 KB a1e2e69cfd8d63198216b619ceec84eeeab562d0
SCRSHOT4.IMG File 1995-09-07 14:22:20 63.2 KB b1ed877c537a6cf540cb103d17b15e3d32442b30
SHADE.000 File 1995-04-14 10:39:52 16.0 KB fd9077247cc00288f23340df696a477f086abea4
SHADE.001 File 1995-09-09 13:39:40 16.0 KB a360c00dcccc54d1e0150c1e76ca772578cb2fbe
SHOK00C6.CIF File 1995-09-27 10:26:16 30.9 KB d9629fde5ddfe87a6a0b1db4ecfc7800d5b2a673
SLIDE.IMG File 1994-02-27 10:12:10 15.3 KB 281d937e8aa79e32ca23c3cb48e1c50970229339
SOLID.IMG File 1994-02-27 10:11:54 6.7 KB c93b03407e4a504e017879c3a95ea2bb9a190f54
SPBK00I0.IMG File 1995-08-04 15:26:30 39.1 KB 9321ed5e1562590d784700ecb84a1996e1a9bc02
SPBK01I0.IMG File 1994-11-28 10:36:54 39.1 KB 5490683560069540351a9194161b207d97e39675
SPELLS.STD File 1995-09-12 13:14:02 10.4 KB 97c9861e9d6be7bfedcdf5a9b60764b6eefafa02
SPOP.RCI File 1994-06-07 10:23:20 4.3 KB 73fba3a9c48e1360b30ebf701c4d79aba6fd160b
SUN_00I0.IMG File 1995-07-04 09:49:54 1.9 KB 886df899548c4009f74ee88024de43253d38fb23
TALK00I0.IMG File 1994-10-28 11:28:32 62.5 KB f9879465553f76c29189151b936afd47d0c587ca
TALK01I0.IMG File 1994-10-28 11:28:32 72 bytes 1713fbb19df18248f497122eca291386ada49d72
TALK02I0.IMG File 1995-08-04 14:38:38 62.5 KB 67ef2df0eebeb84d7bd773654870f5d46a400ba2
TAMRIEL.IMG File 1995-03-21 14:56:22 62.5 KB d83324eebac4b7d6e33a89e4ac55f79105e5c54b
TAMRIEL2.IMG File 1994-05-18 13:43:10 62.5 KB 3577fa332e5f17579de93ed646d09d86c41873a0
TEST.DAT Data file 1995-09-08 16:16:54 43.6 KB b2b1fb43497b45aaf2de3a0a1d972250db7509a0
TEST1.DAT Data file 1995-08-22 12:54:10 7.9 KB 616dbcc374a5c6ba0eb9388899f2eae2f8829616
TEXT.RSC File 1995-10-18 12:35:24 360.5 KB 23920d805ca6cb74592fe4dac6672b385177fc79
TEXTURE.000 File 1994-11-28 14:06:52 2.5 KB 7e68f79b7491932ec245faf62d252a6fcfd2b4f2
TEXTURE.001 File 1994-11-28 14:06:56 2.5 KB 2630b2a73b613bbadfdc908cee9411c9b8737ef1
TEXTURE.022 File 1995-08-04 12:12:16 16.3 KB f891aafdc44778cfb73ea260dc316f2115c9f54e
TEXTURE.041 File 1995-06-22 16:18:42 16.2 KB 17407f03a2430c5e063b4697b9f5aee49abfa46f
TEXTURE.046 File 1995-06-22 16:19:02 9.7 KB b70118dc6c53fb0d67f5b0f6e8b275ab9eb0e79c
TEXTURE.047 File 1995-06-22 16:19:06 16.2 KB 1bbda7852fdea45d604934b49208b70629522c3f
TEXTURE.067 File 1995-10-11 16:55:32 20.8 KB 546fb3415f4c5a2d047378368b40c0ba197c822a
TEXTURE.071 File 1995-06-22 16:19:52 25.2 KB 7003e2dd3e4b3091c351e77f2bb4ef113d72c53b
TEXTURE.074 File 1995-07-25 14:07:18 45.4 KB ccae314b47cc9358bd00afa487af19fdca9f79e5
TEXTURE.085 File 1995-09-24 19:29:32 36.4 KB 9be71a3514c09263beb96599b9f59e31014493e2
TEXTURE.087 File 1995-07-14 17:21:10 39.3 KB 61c028edd3854ca7e6c2763696affa7ba3c7599a
TEXTURE.090 File 1995-09-04 22:23:40 48.7 KB 17699f486f6eb37b138a5244330876384f6674b0
TEXTURE.092 File 1995-09-05 13:05:44 49.4 KB b8ad4f17a9ef6d4f9d4e392d4b559577c7060cc9
TEXTURE.093 File 1995-06-29 11:31:48 32.5 KB acfa25aa4804b93dec58527ee6889144cac518fb
TEXTURE.094 File 1995-09-22 12:49:10 24.2 KB 9b78823f3bc7560b6c235a8b3cf6bd2e89b03bb8
TEXTURE.095 File 1995-08-01 13:25:00 23.1 KB 8ac3598e662f882113170a80f0eed26a2b9257aa
TEXTURE.120 File 1995-08-04 12:10:22 16.3 KB eed52237ae35fdc24f1b89aa39b3272ba4568051
TEXTURE.121 File 1995-10-02 15:52:12 28.2 KB 74d63d8144013eb7972b0f9f8a18581fb3d25002
TEXTURE.122 File 1995-10-02 10:11:24 19.3 KB d6680b34036574557df35f819aa3b2349e4f13b7
TEXTURE.124 File 1995-08-04 12:12:38 16.3 KB 72113720f21e6b6d323d304e15ce1bae4cb8e946
TEXTURE.141 File 1995-06-22 16:22:44 16.2 KB 5c4b74971c48bcc7fc4d3b07a8da811df51a8943
TEXTURE.146 File 1995-09-28 14:54:46 32.2 KB a1791bacbbf735c9b06f1812dd44d7855e5ae2d7
TEXTURE.147 File 1995-06-22 16:23:02 32.4 KB 4c0c0d8942db8354978f5bbeb4096c404243c658
TEXTURE.168 File 1995-08-07 17:29:16 32.5 KB 1dd3c5e517e627776d64659748394cd2c0c23931
TEXTURE.175 File 1995-06-08 11:07:20 364.1 KB a61f282949e34252fac9b7f21c20d434a1535a93
TEXTURE.176 File 1995-06-08 11:08:12 96.6 KB 0d905d8985cc9153630b5de3675cb566923b44f5
TEXTURE.177 File 1995-09-18 18:17:22 151.1 KB f5061cc9bf7f5aea953bfa2b21814976d25abba0
TEXTURE.178 File 1995-06-08 11:09:24 135.9 KB 42ab94e7bb5b0b14b40be3c98932c409b32f512c
TEXTURE.179 File 1995-06-08 14:48:42 123.3 KB 1599bee5607e391fedd630028126b617745fbc67
TEXTURE.180 File 1995-09-18 16:25:14 36.2 KB 3b0bba6942d784e3045cd37974730a75bae4d7af
TEXTURE.181 File 1995-06-08 14:04:10 95.4 KB 3d3c9adc8d20513482dda152cd1b8aefe38cfdf6
TEXTURE.182 File 1995-09-20 15:31:18 940.3 KB 6e34715bc0bad6d1758ca085436eb79151ded46e
TEXTURE.183 File 1995-09-20 15:31:50 351.9 KB ab9da65f22c5be7369015b69f8b3b7862f599f12
TEXTURE.184 File 1995-06-14 13:08:18 149.7 KB ce4e725543683fefcfcf7729b67969c39f0d3880
TEXTURE.185 File 1995-02-13 14:50:50 47.9 KB 566b5b678adf019d830d8019ccc6dd6bbf74bc0f
TEXTURE.190 File 1995-01-13 15:54:28 81.4 KB 47c2db6147e192b61e738b155c1db81681b868c4
TEXTURE.194 File 1995-01-10 15:13:28 203.3 KB 8f7d56a8157bb3e26b455791ed8baf5cc97daa70
TEXTURE.195 File 1995-01-10 14:37:28 145.5 KB 2a3278089eaf0f58ad862af4c3be01b0fcc9970a
TEXTURE.197 File 1995-01-06 14:58:18 47.0 KB abef66bb798a7a78f9287ee68b8519ea9c153ba5
TEXTURE.198 File 1995-03-09 16:41:24 72.2 KB a31e9e7162990f092e7ae440834a90b0e7e4e58b
TEXTURE.199 File 1995-08-18 11:20:40 41.0 KB 4b52a679e8c836e62f469ed8f7fef4f05b41b8ad
TEXTURE.200 File 1995-04-07 16:31:22 40.7 KB 226b7a041eff75f6f8fd45cf387f398ae4d81091
TEXTURE.201 File 1995-07-27 09:55:04 90.7 KB ce864351de4397223677c92a116eaa4001250447
TEXTURE.202 File 1995-04-07 16:30:38 71.9 KB 6c06bd88ea0c1cc7293bcdc2534a3a1f60df78b9
TEXTURE.203 File 1995-09-24 17:31:04 44.4 KB 3657f3ee6fab046fbd2fb7f2dbfba32bac67b13b
TEXTURE.204 File 1995-04-07 16:30:46 15.0 KB 51100986e466c12fc4374793de49ff5ceecae4a0
TEXTURE.205 File 1995-04-07 16:30:56 50.1 KB e74cfe33efaf102571fb5b7fc5f4638a28eec670
TEXTURE.206 File 1995-08-07 17:15:20 156.0 KB 2c64e1e721b8a93ff322cb8ad723d2792c04e40c
TEXTURE.207 File 1995-04-07 16:31:12 19.3 KB 30840cd9f55e9de63909c16f632dfeaaa992d78a
TEXTURE.208 File 1995-04-07 16:31:14 22.5 KB c9ee70d20d75319aa81d7d919fe106516e84df72
TEXTURE.209 File 1995-04-07 16:31:28 19.5 KB a7eaf3755116d17f8d3ef94a538e01f254fee71f
TEXTURE.210 File 1995-09-25 15:15:40 101.1 KB c742c8ffd4518b0dbdc953e3ff250c4f86e5f48e
TEXTURE.211 File 1995-08-07 17:17:26 111.0 KB b9061a43538a23d737ec7e216d645ee808ce4fb0
TEXTURE.212 File 1995-04-07 16:31:54 118.9 KB 277d4a7dcc84745d62ddd63a9023f1dd3c09548e
TEXTURE.213 File 1995-04-07 16:32:00 64.6 KB 3d47d480ec209e11fb24c989f79d72e15209641d
TEXTURE.214 File 1995-04-07 16:32:08 30.8 KB baa5cd7d918a5bcefb6478a8fa79cf2233651512
TEXTURE.215 File 1995-04-07 16:32:10 46 bytes 1949d6a203ec5ff8759593d2feedb51248375a14
TEXTURE.216 File 1995-08-17 16:06:12 57.5 KB 48c08eddc452c47e3e88caeebd51731221aa3855
TEXTURE.217 File 1995-04-07 16:31:16 46 bytes 38171e3f8483e62f9a5cf65c494b0759968f759d
TEXTURE.218 File 1995-04-07 16:32:02 10.6 KB 3dc234a3c2e6056cdd37070453eaf7db6b3500be
TEXTURE.233 File 1995-05-03 18:16:58 37.0 KB 7ac158849245fe9d46adf00d0e68563542501976
TEXTURE.234 File 1995-05-03 18:17:30 37.4 KB 53595e52c6bedfe8fafe7be6b83303a7f7551cad
TEXTURE.235 File 1995-05-03 18:00:08 387.7 KB b8f2c9039059b70a2218b8cc5e8ea7ae5e0d8662
TEXTURE.236 File 1995-05-03 18:00:54 387.9 KB 4754cdf407986959492ebdc943ea7e1b1af6fe00
TEXTURE.237 File 1995-05-03 18:01:42 388.4 KB 913c0ab04f51f13c90d15847bc27920deafe4086
TEXTURE.238 File 1995-05-03 18:02:24 387.7 KB 5dc86ee5c309c075f5385c988698aa6cf1f6687c
TEXTURE.239 File 1995-05-03 18:03:08 367.1 KB 8d29d5efbf8ba6b37c9ccbe88762764c7aad2c74
TEXTURE.240 File 1995-05-03 18:03:54 367.2 KB b9dd6a583b85d68efcec52c2e3d50b64e291d269
TEXTURE.241 File 1995-09-24 17:48:34 362.7 KB 58dbfce5700146d8430d67c3a40720bd9a76ea10
TEXTURE.242 File 1995-05-03 18:05:24 364.9 KB 449e8660e9a4033e952470175e8844373788e97c
TEXTURE.245 File 1995-05-03 18:00:18 71.5 KB deb2c7aeb0875b96a0a05d36b50d8d49cd17b5bd
TEXTURE.246 File 1995-05-03 18:01:04 71.5 KB 08c277ae61965855bbec47b2691e2a0f2cb64ab3
TEXTURE.247 File 1995-05-03 18:01:50 71.5 KB ebb3fcb215ddf8ac85007279fc6bcc57d6c3c423
TEXTURE.248 File 1995-05-03 18:02:34 71.5 KB 08c277ae61965855bbec47b2691e2a0f2cb64ab3
TEXTURE.249 File 1995-05-03 18:03:18 76.8 KB f8d5f2ba063b788c50f83c53633da0c1ab7e6338
TEXTURE.250 File 1995-05-03 18:04:02 77.3 KB c877dc223319620c646afd46192560b2470230e7
TEXTURE.251 File 1995-09-24 17:48:44 77.0 KB b15e251639fbb9b5c6e8736253d04ca360bbe7c2
TEXTURE.252 File 1995-05-03 18:05:34 76.9 KB c091b3e8e8ed760e045c5acc3df4860fa6476b39
TEXTURE.253 File 1994-09-22 13:35:08 131.6 KB c4f9651cc676d645e84fcc06eae81fe828eae7f8
TEXTURE.254 File 1994-09-22 13:35:28 26.4 KB 568c37760939f13b5780c655545c597e4edd8ad8
TEXTURE.255 File 1995-09-23 16:47:02 265.9 KB a10f10d736a4e67f45040b8f13b456373d54b2b5
TEXTURE.258 File 1995-08-03 18:34:52 74.5 KB fd2c4141ca19ac1841f4c51ad3e26431c1e6a9fd
TEXTURE.261 File 1995-09-26 13:17:58 396.3 KB b9c6ede15a04e70bbfe5569d81672a8e4646840e
TEXTURE.270 File 1995-09-26 16:29:50 354.6 KB 46c18f83de5cc607a551389b6389241541dbbcd1
TEXTURE.273 File 1995-09-08 09:14:36 149.9 KB 1d4a006b72b38cbf050fdff6c894ace0292777bb
TEXTURE.276 File 1995-09-29 11:22:46 366.5 KB ba025d6790dd0879401a87b543b6706600d0ab6a
TEXTURE.278 File 1995-09-08 09:13:56 100.2 KB abd3967bb5f2f603ac2ff9b2733d1dc4a61486fb
TEXTURE.279 File 1995-09-26 14:11:34 393.9 KB f9133efcb3558b61a2a5e0e84a859547cc71f814
TEXTURE.280 File 1995-09-26 14:06:20 525.5 KB c54466af19f92e05c4a7ab94462f28f9745cf840
TEXTURE.281 File 1995-09-26 14:05:32 543.3 KB cda28586d967134788638ad57546d586d06658e5
TEXTURE.282 File 1995-09-26 14:05:52 376.2 KB 3b3b8cb82f6fbceec76f9865410717f6474cba7a
TEXTURE.287 File 1995-09-26 14:10:34 387.1 KB d04f6ce8cdde6859bb5793a9003df7a942207c6e
TEXTURE.288 File 1995-09-26 14:09:54 418.6 KB 7251360fe643816d3cc7504cbb7aa19b55c86a4a
TEXTURE.296 File 1995-09-26 14:07:12 410.1 KB 4fbe25a547de8e518043395374ba02ac77d92c7f
TEXTURE.300 File 1995-07-31 16:18:48 27.3 KB 5c81edf06d2be7acefec0d4044a064e479e2794d
TEXTURE.321 File 1995-10-03 15:48:08 32.3 KB 4d605f7a7fd1a79704448dcb969e5068803a5fb5
TEXTURE.341 File 1995-06-22 16:25:42 16.2 KB 28866c7c81ad90cd29fe76b781bf0669966761e1
TEXTURE.375 File 1995-04-01 12:06:52 22.9 KB a6a51ab30dd7f0570ed411c14890af194ac8a566
TEXTURE.376 File 1995-04-01 12:06:56 25.1 KB e4fc179b5f973767bb5a72de2771a7e1c5dd32df
TEXTURE.377 File 1995-04-01 12:07:02 13.6 KB 4222f76c4f37a1be77c761a533017696075f78df
TEXTURE.378 File 1995-04-01 12:07:06 18.1 KB cc68efb1a3e49b479dc3dd9420b890363b7ce904
TEXTURE.379 File 1995-04-01 12:07:00 29.3 KB 1e3b223583f8af319f33ea7d6505d25dedae4d07
TEXTURE.380 File 1995-09-08 11:42:50 13.9 KB a8049784d39f1347f0dcf6e5a1db1f578de465d3
TEXTURE.399 File 1995-03-08 11:52:02 16.1 KB 64a718ae1c70fc7a6560f2ea7a3be2c8c4f8c293
TITL00I0.IMG File 1995-05-08 13:07:14 63.2 KB 277b3df384c9b8b4d547819718f5b2aff06f3d3b
TMAP00I0.IMG File 1995-09-26 11:40:00 62.5 KB 69de5b653d99b6c232031a1c8de75632f822786b
VEAPON00.CIF File 1995-09-27 10:37:22 52.5 KB 79e3526a0d4e8a4478f9fb4541beba92b0c44974
VEAPON01.CIF File 1995-10-30 14:43:30 57.4 KB da95d0978f72d9fa6f67b964b52fd23a9f877a50
VEAPON02.CIF File 1995-09-27 10:37:22 52.5 KB 79e3526a0d4e8a4478f9fb4541beba92b0c44974
VEAPON03.CIF File 1995-09-27 10:37:22 52.5 KB 79e3526a0d4e8a4478f9fb4541beba92b0c44974
VEAPON04.CIF File 1995-10-30 14:43:38 52.5 KB 79e3526a0d4e8a4478f9fb4541beba92b0c44974
VEAPON05.CIF File 1995-10-30 14:42:44 94.6 KB d8152750830396720470e01239bd5be261d30955
VEAPON06.CIF File 1995-10-30 14:42:04 134.7 KB 75e2bc62a386c378787ed4412c9090c538239a8c
VEAPON07.CIF File 1995-10-30 14:42:18 183.5 KB 233942e962a4cffbbc79c16c18d658c28ded683c
VEAPON08.CIF File 1995-10-30 14:41:40 147.8 KB 2d6cd77068c3eb06745d51e3a63c051e3995c5e5
VEAPON09.CIF File 1995-09-29 14:11:10 48.7 KB 298feee4b4198dbddf7f760b2f10703be1df79bc
VEAPON10.CIF File 1995-10-30 14:42:28 71.3 KB db949bcb71550f5e926044d0fab63ee732dc4129
VEAPON11.CIF File 1995-10-30 14:41:54 57.8 KB 7dcc6e5b1e761064b847337b4cd6631045fe679c
WAGON00.3D File 1995-05-23 14:23:10 2.6 KB 315cc53a4ca948a66e66cc25214ac637d42c199c
WARRIOR.CEL File 1993-09-21 19:35:18 37.7 KB 51e7ac3c87ea3e19281bf3ebbde85783853a4258
WATER.TBL File 1995-09-06 18:10:42 256 bytes 44a7abb062f88dbf549a928b30641f43c9cf16b2
WEAPON00.CIF File 1995-02-22 15:21:54 52.5 KB 79e3526a0d4e8a4478f9fb4541beba92b0c44974
WEAPON01.CIF File 1995-10-30 14:40:58 92.2 KB 42f9e3f8911760afc55ebc81195c072a52daafd8
WEAPON02.CIF File 1995-02-22 15:21:54 52.5 KB 79e3526a0d4e8a4478f9fb4541beba92b0c44974
WEAPON03.CIF File 1995-02-22 15:21:54 52.5 KB 79e3526a0d4e8a4478f9fb4541beba92b0c44974
WEAPON04.CIF File 1995-10-30 14:41:06 64.3 KB 8325a3c48c9312ced9396d8716148d17d6cf3dc8
WEAPON05.CIF File 1995-10-30 14:40:32 124.4 KB b2c47d8dc8488a7e5e7e6b99269f1bac42d8c95b
WEAPON06.CIF File 1995-10-30 14:39:44 179.9 KB 3be7e1be44d1e1da7d2b319864cf6065078a1ac5
WEAPON07.CIF File 1995-10-30 14:40:08 223.5 KB 83b4675e6203c7afe56a2b719348a5f8c5417de3
WEAPON08.CIF File 1995-10-30 14:39:10 170.1 KB 669cf2f5dc6f6f2fb5ef1f670df9ff711ffd6d6b
WEAPON09.CIF File 1995-09-29 14:10:44 63.1 KB 1a71cb43b96209e3d886f94e5b33eb1e9ed282ce
WEAPON10.CIF File 1995-10-30 14:40:24 71.3 KB 51f2bd2c585c0b940ab245fd0f18680b6c079a13
WEAPON11.CIF File 1995-10-30 14:39:32 57.5 KB a92e56b93d2fe98e967144511f76dd4138a2fa57
DAGGER.BAT Batch source 1995-11-09 18:18:58 112 bytes c731951886a301ada06361729404d4f26e571762
DAGGER.VMC File 1995-11-09 18:17:06 98 bytes 9a5ce9d4d4799d55e482c06777dc74d10e40b819
DIG.INI File 1995-11-17 13:08:04 207 bytes 367e61fd8e4dbec2c8d05a77c5d20747a80e0a1f
DOS4GW.EXE Program 1994-09-22 14:07:40 259.2 KB a897c7eb79145a308c4e60b43413bb2daa360506
EHGM2FM2.OPL File 1995-09-12 12:33:44 3.6 KB 693f8f3608031027cd0bf37cf7d45aba0e79240f
FALL.EXE Program 1995-11-09 11:42:50 1.00 MB 0ee1bb7906ac929af4e4ca5eaed33f96aa6e0d93
JAMMER.DIG File 1995-01-18 06:00:00 3.1 KB 103e0bf92c6fd1c9fc925fd57bdc22e56170b395
MDI.INI File 1995-11-17 13:07:56 204 bytes 14105c50c5a505f85164397453803523c6874bec
MPU401.MDI File 1995-11-06 15:28:22 1.9 KB 6ee8364704c81319d04a2459dcc8e65460749a30
MT32MPU.MDI File 1995-01-18 06:00:00 6.8 KB 08a6bc68a710c57f48dc33cacaa83151767a0dec
NULL.MDI File 1995-01-18 06:00:00 1.6 KB be1424015a0c59de59dfc21226f3f2bfafbdb4ff
OPL3.MDI File 1995-01-18 06:00:00 16.0 KB 310b8b21f088ec0180c02c9fbe1edd744d76c9b2
PAS.MDI File 1995-01-18 06:00:00 15.1 KB a94fcb63700f1cbf46698d074526b5db48754b90
PASPLUS.MDI File 1995-01-18 06:00:00 16.1 KB a9c4967e8ca11c529a49d8a54f8730b223c0289f
PCSPKR.MDI File 1995-01-18 06:00:00 4.6 KB 30a83056b006f4ed27aa9fa6e529fa823159bf1c
PROAUDIO.DIG File 1995-01-18 06:00:00 2.1 KB 8debfb262849ebce1da3d45387d1595712c2667b
RAP10.DIG File 1995-01-18 06:00:00 2.8 KB 6081bc6e447afeaad48a8361c92e7ce280f6ea7e
READ.ME File 1995-11-09 18:15:44 2.0 KB 56f36992b4e1b4fbd33b7ef494066af44b85adf1
README.DAG File 1995-11-09 18:12:24 14.4 KB 7e0177299c1a1d95e5ea009836b48a11095fc6c4
SAMPLE.AD File 1995-06-18 06:00:00 3.2 KB a99a70134fde20ef0c5dbf170a037f37a32cb425
SAMPLE.BNK File 1995-06-18 06:00:00 10.5 KB 8d3b243ae88f8d75b48e9722ef75d6310872b152
SAMPLE.CAT File 1995-06-18 06:00:00 10.2 KB 71adf8ad8b72b63a761bbf9426ddcd4b11bd28bd
SAMPLE.OPL File 1995-09-12 12:33:44 3.6 KB 693f8f3608031027cd0bf37cf7d45aba0e79240f
SB16.DIG File 1995-01-18 06:00:00 2.7 KB 75dec727034779d4550d6a769cf292ce176189e6
SBAWE32.MDI File 1995-01-18 06:00:00 31.9 KB a608005dd369a07f16e6acdadfd0fcdf95cc02ec
SBLASTER.DIG File 1995-01-18 06:00:00 2.9 KB 4b19974321eabbd40cfbf2fbb781e0799c092b95
SBLASTER.MDI File 1995-01-18 06:00:00 14.8 KB 8e44d8bf0291e453d45477c6dd36fbd5ca40ac95
SBPRO.DIG File 1995-01-18 06:00:00 2.7 KB 8bc27ebd0ec30dabfd354b948801946b7e8f33d8
SBPRO1.MDI File 1995-01-18 06:00:00 15.1 KB 92775d93ad5ee563ae8bf2b6f51ba8d444039e52
SBPRO2.MDI File 1995-01-18 06:00:00 16.2 KB 4a9d598979e14f4f8c0e76fe0246b305fb848955
SETSOUND.EXE Program 1995-10-20 04:23:42 376.7 KB 2867051a63ad84a5a0b16c39567fcf69176ad5e8
SNDSCAPE.DIG File 1995-01-18 06:00:00 4.1 KB f9902b74d545813315194f5a1791c4ea0a9a1e0d
SNDSCAPE.MDI File 1995-01-18 06:00:00 2.9 KB 01e3ffef3aa6e9d312f190a9403ff8d167743aed
SPELLS.STD File 1995-09-12 10:28:50 10.4 KB 5d23fb0a6662fbb5791e039d46dbfe4ae2b3a53a
TANDY.MDI File 1995-01-18 06:00:00 4.9 KB 6fe77cabd4b9b621568c38f6feaa36696b8aa56b
ULTRA.DIG File 1995-01-18 06:00:00 9.3 KB 4327d6bb924b4e40fa7ff035bdfb73a879c31836
ULTRA.MDI File 1995-01-18 06:00:00 48.5 KB 8337ada0962de33ee3eb8ebbf9d5d0c898f41fd2
Z.CFG File 1995-10-19 14:17:12 277 bytes 9245ce9c40df6479ec6b856366e34f888c4b8be0
DAGDEMO1.ZIP ZIP file 1995-11-17 09:34:54 5.00 MB b813c694dda91c7d8f8122ddd270e177870f329e
DAGDEMO2.ZIP ZIP file 1995-11-17 10:16:38 4.00 MB eb9c3b63f496ed6db084bc27e41fe8146a6f9306
SIERRA Directory 2017-06-23 02:34:36 272 bytes  
BIN Directory 2017-06-23 02:34:36 1.1 KB  
ABS68.EXE Program 1994-01-24 17:31:42 33.7 KB a983bd071a680d4a56febc38deb853d68ba3d137
ASM68.EXE Program 1994-05-01 10:37:06 434.6 KB dc155a263fe99ff4924baa4dcd1bda275dde81ce
ASM68K.EXE Program 1994-05-31 19:14:58 478.5 KB d5707e9582a2f014eed33d0cd0460b3e046a81f3
C020.EXE Program 1994-01-04 13:02:58 26.7 KB 0caee8f5e37a47af00887d5ca3161af73c6a49ec
C040.EXE Program 1994-01-04 13:02:58 26.7 KB 0caee8f5e37a47af00887d5ca3161af73c6a49ec
C332.EXE Program 1994-01-04 13:02:58 26.7 KB 0caee8f5e37a47af00887d5ca3161af73c6a49ec
C68.EXE Program 1994-01-04 13:02:58 26.7 KB 0caee8f5e37a47af00887d5ca3161af73c6a49ec
CFG306.EXE Program 1993-11-09 11:08:24 230.9 KB 5a9cf085d168e1a10f7787798b03336975d822e4
CNVTAB.EXE Program 1993-01-05 12:08:36 11.3 KB d043d422c387d4e6d4f46db75876a92d1b895601
COM020.EXE Program 1994-11-28 12:41:04 577.2 KB f4775eda6972dd88e0ae51b5987bb38553a0622d
COM68.EXE Program 1994-11-28 12:41:02 580.4 KB 406b9d097ebb40679827f684df1fc2e98e05c143
CONV68.EXE Program 1994-01-19 18:41:44 38.6 KB 75a51be374ec01745f66d4fc1a4ec44d67389710
DOSXNT.386 File 1993-11-23 08:01:00 9.1 KB fcd31f35f59616cfa0312f5c0ce618b4fdc38445
DOSXNT.EXE Program 1993-11-23 08:01:00 384.7 KB 1b76feb30cb312507ca2e114ca55faf4bf9be6b0
EXTENDER.TXT Text file 1994-04-14 19:16:40 30.8 KB 54d0e327450ea90c7bc19c6673f39b0f442cfcd7
LIB68.EXE Program 1994-01-03 23:22:04 254.2 KB b5a4d43699d848ab2b414d3926e2c1c0a5817681
LIBINFO.BAT Batch source 1992-03-06 19:40:52 64 bytes ec18a882de762fd3923773bffcb87abf1ae708f6
LINK68.EXE Program 1994-06-15 12:38:14 331.5 KB 8071244bc7490c0ee138192d77762a3c322098d8
MKLIB.EXE Program 1994-01-03 15:33:46 18.4 KB f74a6d052502f59514ba034f0900c3c43c614c06
NM68.EXE Program 1994-01-19 16:51:48 250.6 KB d795e9bf78e1e1bbfccec6f2d208ff72b31cd4f8
NMAKE.EXE Program 1993-11-23 08:01:00 125.5 KB 7a4d3c7d9dd1040693528ed474854a9773dd909e
OBJCMP.EXE Program 1993-01-05 12:08:48 7.8 KB 608151740a15badff369412605d2fd0ad8ad4611
PLDR.EXE Program 1993-11-08 22:33:22 28.9 KB cfe5bcb08644557a3e8acc993c4b60965fbb9c03
PMINFO.EXE Program 1993-08-27 12:15:58 97.0 KB 871c3e470d421ec9b33b77c10dd6f9a1281a810c
PRIVATXM.EXE Program 1993-05-05 09:50:00 1.4 KB 79ce850def0e39c28d19342cc7b49bd0b882587d
RCVR Directory 2017-06-23 02:34:36 374 bytes  
LOAD.BAT Batch source 1988-12-15 13:28:08 453 bytes bc6683d1260e6a69a3996d073cadafb81a624a6f
MKPRCVR.BAT Batch source 1988-12-04 23:15:54 1.1 KB 5456fc11a38ece08bb7e8a36a5bd1d297f2192a5
MKSRCVR.BAT Batch source 1988-12-04 23:15:54 1.0 KB 86db9cd821c618bed3bf8e94a110100052a02991
PRCVR1.S File 1988-12-04 23:15:58 1.1 KB 3512b73d2cd2abb1f917b2c8e756278a13d4063a
PRCVR2.C C source 1988-12-04 23:15:52 4.4 KB b60b3c3ae2ff7fd74b5c30188e02fbb6c2fa0f77
PTEST.C C source 1988-12-04 23:15:54 2.6 KB ca12930fbeb0a1cc600f68266957b0795ec7c064
SRCVR.LD File 1988-12-04 23:15:50 70 bytes c81b122a61f80067f6652bedc65fbde56900ecb6
SRCVR1.S File 1988-12-04 23:15:50 2.5 KB 2cbb072189bab65379d7860455790034f56c706b
SRCVR2.C C source 1988-12-04 23:15:58 18.9 KB 9b9961ba8625505b1e1978bb8584ea7ea61d4e7a
RMINFO.EXE Program 1993-08-27 12:16:04 62.9 KB 829c7af331c629c7ef60077160085a87f8563fe6
SIZE68.EXE Program 1992-02-25 22:34:48 12.3 KB da65157d8b8539cae7c649f247c94ec6e4f33ea9
SLDR.EXE Program 1993-11-08 22:33:58 31.7 KB 76caccbc20889c000dc0670bddb242b60023373b
TERM.EXE Program 1992-06-28 20:45:24 16.8 KB cb11e59743453b7b107e71a4161bbb3ecfee0032
HELLO.C C source 1992-03-15 22:50:12 246 bytes 88e16b1d2f460a7c7f7df895c58b18c210c43261
INCLUDE Directory 2017-06-23 02:34:36 680 bytes  
68306.H C source 1994-01-04 14:58:34 425 bytes 744ccf61569f5ecffde8073ea7e683ccc3d1be6d
ASSERT.H C source 1994-01-04 14:58:34 830 bytes 0b157900bb4822b875767a5048cd870e0638579c
COM_FMT.H C source 1994-01-04 14:58:34 3.1 KB 9265497c00b9f8a160b1c034332b5951849d5728
CTYPE.H C source 1994-01-04 14:58:34 2.6 KB 383329efec0a88356283064a53a0c129e747e971
CTYPEX.H C source 1994-01-04 14:58:34 2.5 KB bc4d3eb4f9f8ec823dcec143a04ad4250de9dc00
ERRNO.H C source 1994-01-04 14:58:34 1.8 KB 7dd73d67a02674cdfedb888695a3002f2ed7583f
FILE_FMT.H C source 1994-01-04 14:58:34 8.3 KB 70168374f4b0e53a3be2311273c6f5cc52314b1d
FLOAT.H C source 1994-01-04 14:58:34 5.3 KB 252baf48f28221c57384bb741bcce42e3d6288c8
IO.H C source 1994-01-04 14:58:34 1.2 KB 0c26967c41e0deccc4203345bec42c87b3b43f5f
LIMITS.H C source 1994-01-04 14:58:34 1.9 KB a3121d76fe03403b730bedd9e9978f5794b865a9
MATH.H C source 1994-01-04 14:58:34 2.2 KB 95e4fb5d196446ebadc3a3c898dfbf11c16e1d27
SETJMP.H C source 1994-01-04 14:58:34 409 bytes 485273112e798a0e9780d4c854b96b7d76e0e413
SIGNAL.H C source 1994-01-04 14:58:34 1.7 KB 1acf4b15b01709b30f4408535f7d93e619c87cf5
STDARG.H C source 1994-01-04 14:58:34 876 bytes 787b419c1e5fc7e5388cefb82e631a149ca8af21
STDDEF.H C source 1994-01-04 14:58:34 624 bytes f4c4381ecc47aea579d465a5c10f4717323ad8e9
STDIO.H C source 1994-01-04 14:58:34 4.9 KB 5a29d3d07b2596afdbc71ad4e75fd18cd71e47bf
STDLIB.H C source 1994-01-04 14:58:34 1.7 KB 844e8488269eae49527ab98b626068b179ab33dc
STRING.H C source 1994-01-04 14:58:34 1.3 KB 06792e54e845690cd26171ce65c0d90e9c79b155
LIB Directory 2017-06-23 02:34:36 1.7 KB  
C020.CS File 1995-02-15 10:58:16 297 bytes f53b0c455dd659e641fea9473510b34167f28eea
C040.CS File 1995-02-15 10:58:16 300 bytes 2819965d26cbadd06a6aa37ea05ff4071255a271
C332.CS File 1995-02-15 10:58:16 301 bytes cca3a830472e4e451ae8402350a9bfdf4df91562
C68.CS File 1995-02-15 10:58:16 289 bytes 9aece674eb21efe7e70229d16799560a76f3dfe2
CRT Directory 2017-06-25 23:11:42 408 bytes  
CRT020.S File 1994-06-07 09:41:34 2.4 KB f59ccc4ab3c9fb649e737f80c30a430bf40d9e89
CRT105.S File 1994-06-07 09:41:34 2.0 KB e69dedcb99262b1b57a4286d76d5355c7ad86379
CRT133.S File 1994-06-07 09:41:32 2.2 KB 76c00dfef4f7dcfa3a296b4a67b8d51702c1d713
CRT147.S File 1994-06-07 09:41:34 2.3 KB 7fad469afeb7c1361aec079b5f6fe77fcd7c198a
CRT167.S File 1994-06-07 09:41:32 2.5 KB 1fdf1f4dbaf01e8008c989a84cb06aca3543eb43
CRT306.S File 1994-06-07 09:41:34 3.5 KB 424415c9f491798899979299ddf2f375687a931a
CRT332.S File 1994-06-07 09:41:34 2.0 KB 2136356df9603dcea8fd6d678da7eda44039a2fa
CRT68K.S File 1994-06-07 09:41:34 2.3 KB d554807baffb8d96101e671c9347aa7f72f7ad81
MAKECRT.BAT Batch source 1994-01-03 18:32:36 577 bytes 2d30218ece02bfd5f0d29bf8b055969ca7d9404f
QLIBC.S File 1992-11-21 22:38:58 3.7 KB a153e3a7a76036462355ef1a03ba2e270879b6c7
CRT105 File 1994-06-07 09:45:24 602 bytes 4f58e26299ea8ead8a45d98d90bb8897400208e6
CRT133 File 1994-06-07 09:45:26 626 bytes d9efdf78d4f71decfa089e0bdcf9bf0c13aa6c39
CRT147 File 1994-06-07 09:45:28 638 bytes dccc79f906c46e8071c71e2d3bae3aad9fb9ae51
CRT167 File 1994-06-07 09:45:32 626 bytes c8d160294c614085d8ed4d6fc06e100f875d449e
CRT306 File 1994-06-07 09:45:34 824 bytes 2052a49f80818f7a2dc7e588d3003b42eab39ca4
CRT332 File 1994-06-07 09:45:36 602 bytes 1cb3b1c182fabb81542a2e7317ce62b1047da93d
CRT68K File 1994-06-07 09:45:38 626 bytes 902be3ebf10ffd209455de98bdb94a44cf8d34d4
FPMX_OBJ.ALL File 1994-10-11 19:18:26 45.7 KB a1bd929b0673bfe4259471f84aad734d25a62e5f
FP_OBJ.ALL File 1994-10-11 19:18:24 135.7 KB 77423c3b8ac0b2340cf4f18e932bf22acbca632e
LIBC.020 File 1994-01-04 13:11:42 70.3 KB 3abf8e900264c9b222fc3bdabf9afa2fb6a7ff55
LIBC.040 File 1994-01-04 13:56:42 71.2 KB f6dd2a27fb7e624b50db05c55b222202838b24df
LIBC.332 File 1994-01-04 13:39:54 69.6 KB 8e4d0d001db1376c7b036e6468824aaac8f9aaa4
LIBC.68 File 1994-01-04 11:57:04 78.7 KB b6bbce9d92bf430b2dc984f8dd7de94b4d5d8b96
LIBC.PRO File 1994-01-03 17:51:30 15.0 KB 5142b343bb1aef93367e430ac787d9ef0c5eda52
LIBC020.CFG File 1992-04-07 00:14:52 269 bytes d89a1fe0c9d2544ce2db1f843fc9f4ccd7d1f045
LIBC040.CFG File 1992-04-07 00:15:12 240 bytes a9fa658246c478f4978cd1c041250c07929f3370
LIBC332.CFG File 1992-04-07 00:15:02 269 bytes d7ee2a417ce10708a8b87da00e35b96f50bcb910
LIBC68.CFG File 1992-04-07 00:14:42 269 bytes 28757821add5c3d0368211d228a820c71db6d462
LIBM.020 File 1994-01-04 13:12:46 27.4 KB fd45d0ede29d1ecf7db2a1f5a47ce43796a32429
LIBM.040 File 1994-01-04 13:57:46 31.3 KB d042bcf41775b2c2096355a7f8295afa1a0f2cfd
LIBM.332 File 1994-01-04 13:40:58 27.3 KB c41fef7336e24250299d57f2b57a0e2bebc3f391
LIBM.68 File 1994-01-04 11:58:14 27.4 KB bc26c92fba19d47478e537133e7a195462be74d8
LIBMS.020 File 1994-01-04 13:13:52 37.4 KB c951683ebc98c8dc311e20813e0b487072fa5206
LIBMS.332 File 1994-01-04 13:42:02 37.4 KB ea59986951717ed9203083cd7e3705c372e69d67
LIBMS.68 File 1994-01-04 11:59:28 39.2 KB f6bbc17200f8361bd49a0135907a072302edbe5f
LIBMSF.020 File 1994-01-04 13:14:56 34.1 KB 5f502a1953289af1856010763f908af0684f67f0
LIBMSF.332 File 1994-01-04 13:43:08 34.1 KB 4be421ffd2db31a01b7d2dfab02c2e515a696d0d
LIBMSF.68 File 1994-01-04 12:00:52 35.7 KB 42ea635dc2793b47337c767583903ca32b2a3c70
LIBMSFF.020 File 1994-10-11 23:16:14 35.0 KB 889bc3e173232ec840dea1cf12915e9e6039f46e
LIBMSFF.332 File 1994-10-11 23:06:04 35.1 KB f287673efec5245d7429ef5d2879a3ccdda15f3f
LIBMSFF.68 File 1994-10-11 23:09:44 36.6 KB a08194dee11d6e8b01e941bc3ab39f87cfe853e2
LIBMSMX.020 File 1994-10-11 23:17:48 100.9 KB b144993f248cae5a928ec7d2a96960dfefd2331f
LIBMSMX.332 File 1994-10-11 23:07:38 101.0 KB 0a828e9b8bf1c7cad8fa3541394618b37e5fe1bd
LIBMSMX.68 File 1994-10-11 23:11:16 105.9 KB e417070741da7a58e236eeaea57e6fa96abcb27c
PLDR.SPC File 1992-01-02 23:44:02 507 bytes ce376484317e1f61eb9a1c9e60553d8b11b8b815
QCRT105 File 1994-06-07 09:45:40 1.4 KB 3dc46e14b0e8539882227f89350036a5443fd0c5
QCRT133 File 1994-06-07 09:45:42 1.4 KB e88545870a55cc736a7d3caf446f3ab154cdc53d
QCRT147 File 1994-06-07 09:45:46 1.4 KB 3336314ccca5daff7c6a2c6f282ebebad7b3eff6
QCRT167 File 1994-06-07 09:45:48 1.4 KB d4c55ae2b13ecd4b55474040dec4eef744f128dc
QCRT306 File 1994-06-07 09:45:50 1.6 KB 93be5b6d4bff93d849f95023548f3a91e5dc2064
QCRT332 File 1994-06-07 09:45:54 1.4 KB 0bf4c10f5865cd0cbedd269cb48830a6fbc22785
QCRT68K File 1994-06-07 09:45:56 1.4 KB cec8bfa0b37082bd42fa56569d045a3f241ebd59
SLDR.SPC File 1992-06-15 18:02:08 730 bytes 7c244f3e09a19cb8b10e0c0f59e6f3c656d22018
SRC Directory 2017-06-23 02:34:36 4.4 KB  
ABORT.C C source 1994-01-04 14:56:24 532 bytes 8264b03735ebfbfa05c86f5686e3c9a9e786dd6c
ABS.S File 1994-01-04 14:56:28 439 bytes 275ee850fe8923c1f2f7273d338909d8cb21b20d
ATOI.C C source 1994-01-04 14:56:24 1.2 KB 7a3f09583de25d273de20cf69864b9ebc9ee5f0c
ATOL.C C source 1994-01-04 14:56:24 1.2 KB 696d069446d39e7f0d800aed4863274c38f8389c
BSEARCH.C C source 1994-01-04 14:56:24 2.4 KB abac06b62e243e4be55cab67903f70c48329f0e6
CLEARERR.C C source 1994-01-04 14:56:24 367 bytes f6ad4f0427149e874f5e2bab571e43e15c419c72
CTYPETAB.C C source 1994-01-04 14:56:24 1.1 KB 94a627f33529488c128df49f78729d5b6a9c76e0
DIV.S File 1994-01-04 14:56:30 5.4 KB 7addb761ba34807aafb59b5da3bd1384d54fba8c
DIV16.S File 1994-01-04 14:56:30 803 bytes 48a7ad7e3e8cdc58ebf836f578abce06b6774b39
DIV32.S File 1994-01-04 14:56:30 3.6 KB 1f5cc24fe41ff021c7fd59e7b355379037a788ad
DP_FREXP.S File 1994-01-04 14:56:30 2.0 KB 018db486e4bfcf6650d7ac2fd9328f4f3465c478
DP_LDEXP.S File 1994-01-04 14:56:30 1.9 KB a00a7388222868d29737c4a8b1b1db5d7fece93f
ENV.C C source 1994-01-04 14:56:24 500 bytes 0eb66415078975bca90163f35cae8d8562814b52
EPUTS.C C source 1994-01-04 14:56:24 484 bytes fc2b76bac75cd154b5af2312319496f5fe46d3c4
ERRNO.C C source 1994-01-04 14:56:24 334 bytes a4a041f5d16748dbcc9b35cfac3885803253cf6a
EXIT.C C source 1994-01-04 14:56:24 1.4 KB f3b3051cc474e7653904cd2f00d98db6ad938cf3
FCLOSE.C C source 1994-01-04 14:56:24 1.2 KB 079bd28346dea466a8cbd666d6918fcc1bb0908d
FEOF.C C source 1994-01-04 14:56:24 444 bytes eba0e35e2a8325e8b73d7724cb70d64b044e27fd
FERROR.C C source 1994-01-04 14:56:24 447 bytes 31fdb6dabc5fefdfa4d45053da3725c14bc6baa7
FFLUSH.C C source 1994-01-04 14:56:26 2.5 KB 16ed074c4f18a84f9eb1a32bec8187231cdb9fb8
FF_FREXP.S File 1994-01-04 14:56:30 1.3 KB 31d439467a94c0dbe59c6d21eb3d8241bd1d88ec
FF_LDEXP.S File 1994-01-04 14:56:30 1.4 KB 1b858a97beac6baf71d0a7e851437dc0183bb4b3
FGETC.C C source 1994-01-04 14:56:26 896 bytes 466017c181fd44c13425a393fe8c7de7bcaccc6e
FGETPOS.C C source 1994-01-04 14:56:26 797 bytes 017176b0e7bb6ee9b4fb898872e9435e6c231152
FGETS.C C source 1994-01-04 14:56:26 1.5 KB 428b3a0e6f51bb10be0ca3ef15b588058ec46ba0
FILENO.C C source 1994-01-04 14:56:26 275 bytes 9391467c71013acec77bece0ebc29aecf5b3dd88
FILESYS.C C source 1994-01-04 14:56:26 9.0 KB d5f266b237711e546df12a3479c7a05b53548d27
FILLBUF.C C source 1994-01-04 14:56:26 10.0 KB d7a9b2f88fcf98cf502d38ea3807aee7f67d8c79
FLTSTDMY.C C source 1994-01-04 14:56:26 475 bytes 51106822374736d24eb30439478577c64d87342b
FLUSHBUF.C C source 1994-01-04 14:56:26 5.2 KB 17b6a86d4fe1c45cf0bfe1a9f72c3a31db5d2cc8
FOPEN.C C source 1994-01-04 14:56:26 4.9 KB 0dff69f6af7a9cb6b2657d2878914fcfe73a75d5
FPUTC.C C source 1994-01-04 14:56:26 837 bytes 87de61d508e4bee09665b5edb1c17301839a8d87
FPUTS.C C source 1994-01-04 14:56:26 694 bytes 5e8e2aca8dded858afd9651fbaf387bfb33de4dc
FP_FREXP.S File 1994-01-04 14:56:30 2.0 KB a9ae7c7826498d5c0c73175bbe644c91d1883ccc
FP_LDEXP.S File 1994-01-04 14:56:30 1.9 KB 0a4bbaa8491943b7594c561061c5b237865e6c0a
FREAD.C C source 1994-01-04 14:56:26 1.7 KB 292305927979ec19266033561653c5327aa84d6e
FREOPEN.C C source 1994-01-04 14:56:26 3.1 KB 8ad420522abedbbe8b8e5e18fd7b83dec6398953
FSEEK.C C source 1994-01-04 14:56:26 6.3 KB 40f014bbd388e21e975f78fabe7d11a431369fa1
FSETPOS.C C source 1994-01-04 14:56:26 1.3 KB 0bb9e14c763c675d663e5639ee9049869a3e9116
FS_TEST.C C source 1994-01-04 14:56:26 1.3 KB daf6ae90b39b4e26dd30e70e546eb6272bfcf2c5
FTRAPDMY.S File 1994-01-04 14:56:30 228 bytes 112feb7d8df4a08965cb0b82ee493fa05b27a549
FWRITE.C C source 1994-01-04 14:56:26 1.6 KB a825bef08412bc3f93bbfbec5822c7eef2fce246
GETCHAR.C C source 1994-01-04 14:56:26 619 bytes 0c0f95d0909415abdf84b51feef0c977a9a7ad7e
GETENV.C C source 1994-01-04 14:56:26 1.9 KB 9135bcddd4836a919c4e3e82648973d4728fdab3
GETS.C C source 1994-01-04 14:56:26 1.1 KB b2c73b42c61cd1812474c66bdcd1d82181d3ce97
H_FREXP.S File 1994-01-04 14:56:30 1.9 KB ac4b8f7afe1305224676d0c13b6007a98094caac
H_INITCR.S File 1994-01-04 14:56:30 340 bytes eb6c928560b5b4a192769fb69b9735fbb3fdcdc1
H_LDEXP.S File 1994-01-04 14:56:30 2.1 KB e2d610472ab67ce7406b038caee1652bf37a0938
H_LDTRAP.S File 1994-01-04 14:56:30 1.3 KB dc253a71f1e74a20df2e4794ed63c92687a5a881
H_TRAPS.S File 1994-01-04 14:56:30 3.0 KB ae5028f8ffa67016f0f32f5cc01d7ef87c4295dd
H_XCPTN.S File 1994-01-04 14:56:30 1.5 KB dd113368b757b34cd06e709ca00e2d17762a7969
INT306.C C source 1994-01-04 14:56:30 1.6 KB 32885014d410c61d04fcce457292b49415b313fd
INT306A.S File 1994-01-04 14:56:30 2.9 KB 04a791964d4dda65248058a8bb4f3be3ced4e1b4
IOCTL.C C source 1994-01-04 14:56:26 464 bytes 43ad6b3af737980e16d9985285a9029f6c0b9006
ISALNUM.C C source 1994-01-04 14:56:26 379 bytes bd692f1a80ab7c03e8e7b965b73c120207a33fe6
ISALPHA.C C source 1994-01-04 14:56:26 335 bytes 47b085e52596ec0c42da660db591a7d9e0dd6882
ISASCII.C C source 1994-01-04 14:56:26 342 bytes 4920620a644a0f71bb8cea7268fb008651a39ab6
ISCNTRL.C C source 1994-01-04 14:56:26 321 bytes d1a3c664454eaa326059d90c0de9d0c6469394dd
ISCSYM.C C source 1994-01-04 14:56:26 377 bytes 997aa9e5b59b05688d71b8afa306f969704a526c
ISCSYMF.C C source 1994-01-04 14:56:26 364 bytes b751a20004c8bff5cd5b782fae0c6fec71dbce38
ISDIGIT.C C source 1994-01-04 14:56:26 317 bytes 94a8fab90e71caf04579b8ebaae99bb1b17d1b42
ISGRAPH.C C source 1994-01-04 14:56:26 331 bytes 49c0e690ffbebcfa2f039abe8ce764a1e8157eaf
ISLOWER.C C source 1994-01-04 14:56:26 325 bytes 7d8086b31ecd43269ff174c82306fb4395238ccf
ISODIGIT.C C source 1994-01-04 14:56:26 323 bytes 675704c448b98c290a0eb398ebb26e624289aa8b
ISPRINT.C C source 1994-01-04 14:56:26 334 bytes c6a5f8a015b08d5b14bc1a0d21c1df9a3de88031
ISPUNCT.C C source 1994-01-04 14:56:26 416 bytes b81d183de279245c92b622df71fb55dd44cd5d03
ISSPACE.C C source 1994-01-04 14:56:26 517 bytes ed3b8450c29f1b10aaa7d718bb83fed2ad6bb1e1
ISUPPER.C C source 1994-01-04 14:56:26 326 bytes 2606a871a1a4d8bee99d70cd1fadf52f1b698e93
ISXDIGIT.C C source 1994-01-04 14:56:26 363 bytes 694f72f06bb0249b223c8a220c82793b745f2bdf
LABS.S File 1994-01-04 14:56:30 359 bytes 6004318687ecc9cabedd1e3aa7a7ca8fdd3db465
LDIV.S File 1994-01-04 14:56:30 5.1 KB 5999146ee1d556b315da71c9df339283c204252c
LDTRAPS.S File 1994-01-04 14:56:30 2.5 KB 5431db467b20412a5ff45acd765d91a7ea8970ce
LOAD_TBL.S File 1994-01-04 14:56:30 5.1 KB 8ac7905e5cfa9a9f8ca24d8f4f35c47789636321
MAIN.C C source 1994-01-04 14:56:26 282 bytes 51ee9e007c05388fcd0fd0c844365faa5a407a98
MAIN_ARG.C C source 1994-01-04 14:56:26 1.1 KB 35b6bf9b10cbf038bf9dc1eb65f73083e01fed67
MALLOC.C C source 1994-01-04 14:56:26 13.0 KB 66a71e77927726fd8d7ba6af312512e76136e2c2
MEMCHR.C C source 1994-01-04 14:56:26 883 bytes 4f8da08b7be4035a2a90ec6468f272d0724275b7
MEMCMP.C C source 1994-01-04 14:56:26 874 bytes 7f3908dd2672e773fca954c92c8191a4932acc85
MEMCPY.C C source 1994-01-04 14:56:28 3.5 KB 07aad4be49f671ca4edadad42dd1b9f5d9bc0436
MEMMOVE.C C source 1994-01-04 14:56:28 1.1 KB 2c51bb2de281bec586c978a7d2ba15670043364d
MEMSET.C C source 1994-01-04 14:56:28 2.3 KB ae3200ed7db26c0cbc4d465449725265dbec893b
MOD16.S File 1994-01-04 14:56:30 962 bytes 4431bc452b4eccfc9e3037cc925affb9aacaf211
MOD32.S File 1994-01-04 14:56:30 2.3 KB b9751119aa249b5bb74ca3493eaba8726100db66
MX_XCPTN.S File 1994-01-04 14:56:30 2.1 KB 6862fe635aea5e557b337f53adadca475a6469aa
PERROR.C C source 1994-01-04 14:56:28 974 bytes 2725f06b88cb4d51da04723152377cd8136f231e
PRINTF.C C source 1994-01-04 14:56:28 17.4 KB 89c8d0e5e1aef3338fdc3f3d1c0ddd23f20d5fe4
PUTCHAR.C C source 1994-01-04 14:56:28 541 bytes bf52f624610d23e5317538f87d8ade937aab0e7e
PUTS.C C source 1994-01-04 14:56:28 387 bytes 7b9a1ba371e266766b9e18a21cea966bb4609f48
QSORT.C C source 1994-01-04 14:56:28 10.2 KB c382123ac4ca6c489c00d72782df80935c06c768
RAND.C C source 1994-01-04 14:56:28 596 bytes 1318dffb66d00a7710aab4dbb981e30127a56ebe
SBRK.C C source 1994-01-04 14:56:28 1.8 KB 594259b1d522ef1dd21b098d632bbd2f513ae63e
SCANF.C C source 1994-01-04 14:56:28 18.2 KB 72461e172f781ca728c6970eb2c40bc9b5d062a8
SETBUF.C C source 1994-01-04 14:56:28 778 bytes 27a434de24b947816a0e4038bb15fdef35aab355
SETERRNO.S File 1994-01-04 14:56:30 640 bytes 75969a2d655c9197818a0901e8d9d631e5eb269f
SETJMP.S File 1994-01-04 14:56:30 1.3 KB 90af33abe4cf9a97d0562e2c512b2f39c9a7cde2
SETVBUF.C C source 1994-01-04 14:56:28 2.0 KB cc4dbd3f7d714eb420eced507776d3f9cb0a1623
SIGNAL.C C source 1994-01-04 14:56:28 6.7 KB e2bf6d56721c815f162ec00ae0dba89ada295273
STDIO.C C source 1994-01-04 14:56:28 142 bytes b4a2f66dd3ce06fc0a8dac76356e43d1936ae6b5
STK_CHK.S File 1994-01-04 14:56:30 1.3 KB bf0064ca1b46ec1a2e9bd34bfeda36c05ea416ed
STRCAT.C C source 1994-01-04 14:56:28 743 bytes fbd3b54f003ce2c4b80c707d01bd95866f43232f
STRCHR.C C source 1994-01-04 14:56:28 675 bytes 893ba3f5e84d912bba54724af9eb462fcb285ad9
STRCMP.C C source 1994-01-04 14:56:28 679 bytes 6cdd0dbd6b9aa66059125bf408972f524850a099
STRCPY.C C source 1994-01-04 14:56:28 593 bytes 2f4484f7d4cd47cfbc2127689d12a672674a2556
STRCSPN.C C source 1994-01-04 14:56:28 717 bytes efa01ac732588107e1b518bce5071c39b0ed4731
STRERROR.C C source 1994-01-04 14:56:28 1.9 KB 5af00fe8ed3be04ae445c80058b68492ec24f890
STRLEN.C C source 1994-01-04 14:56:28 611 bytes dc71a3809ec31627e144b00b8ec4de64e50ec6ab
STRNCAT.C C source 1994-01-04 14:56:28 984 bytes 424a23d153794248a611a988738917c8577e7c89
STRNCMP.C C source 1994-01-04 14:56:28 918 bytes 3025922d2149bb887f33f695dbf176c484f4c513
STRNCPY.C C source 1994-01-04 14:56:28 847 bytes bde71c72925ab86c7d858e10486c15529f4c4ad0
STRPBRK.C C source 1994-01-04 14:56:28 807 bytes 848e00b1acb5f268b27135948dab6ee984bf08f1
STRRCHR.C C source 1994-01-04 14:56:28 713 bytes 91d170c6496424f553bc336be810ab3031d727b1
STRSPN.C C source 1994-01-04 14:56:28 777 bytes e55a2393eebd255e09d2993dd50dd5525adfa095
STRSTR.C C source 1994-01-04 14:56:28 882 bytes 1d15e0ef9eb5322520c7c8994727d89ee9a7d613
STRTOK.C C source 1994-01-04 14:56:28 2.8 KB 23de743931b77c854236d4330386921024191ab3
STRTOL.C C source 1994-01-04 14:56:28 4.9 KB 48fac178cba56d433a2cdaf5b66541660349a0b8
STRTOUL.C C source 1994-01-04 14:56:30 4.8 KB b4e01204a3a17165110011964ed19a1e2d11fff6
SYSTEM.C C source 1994-01-04 14:56:30 609 bytes b90a308faab26e5d8a79899b3f437229243ff1ea
TIMER306.S File 1994-01-04 14:56:32 4.8 KB affab6f9bafeca48cea11bd276c8c22ee49cc930
TMPFILE.C C source 1994-01-04 14:56:30 824 bytes d0d601dfa60bc4630ad26f80e36a89e5d5edd48f
TOASCII.C C source 1994-01-04 14:56:30 349 bytes 16fe626933a04ed48141ca12d771e902920808b5
TOLOWER.C C source 1994-01-04 14:56:30 575 bytes 7ce63c71ecbd85d6a476a7167edccec78349e3e5
TOUPPER.C C source 1994-01-04 14:56:30 574 bytes 277b6afff0e3f2033480acb416e22a90cd72a4a2
TRAPS.S File 1994-01-04 14:56:30 2.6 KB 44799e752c976960f510958c8ca41420c7132f35
UART306.C C source 1994-01-04 14:56:30 6.0 KB 0934c168eb74162c3a8e7329312075c1d76ea26b
UART306A.S File 1994-01-04 14:56:30 2.9 KB bbf52e4453f22a2d6ad4fd68891ce2a5a3b76448
UNGETC.C C source 1994-01-04 14:56:30 1.8 KB f422f55104d2e9ea67bfced21de82925da0ce3ad
XCPTN.C C source 1994-01-04 14:56:28 11.1 KB b516b6261d5b5998b1fbbba747396faa69c61f24
XCPTNDMY.S File 1994-01-04 14:56:30 162 bytes fc4e8f429599b9dff6732314ec047eb11a51cd7f
_MEMSET.C C source 1994-01-04 14:56:24 974 bytes ea7bd21059e281563141fca0a1bb277e64ee0dbf
_TOLOWER.C C source 1994-01-04 14:56:24 417 bytes a8412a68c2d34fb2e887516e6c8569542b9e1a9d
_TOUPPER.C C source 1994-01-04 14:56:24 416 bytes 5a7166bd0ed4e102319babe20e6be9923f6d763f
TERM.SPC File 1990-12-12 15:35:46 440 bytes ebacd8527de179c34be66ba824c3d03ce0b17313
PI.C C source 1992-06-29 19:02:28 401 bytes 6a649f85514b4ddd5260490d5c92fadd39c57c04
TMP Directory 2016-04-09 18:12:22 68 bytes  

See also