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User manual SEGA SONIC HEROES

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User guide SEGA SONIC HEROES

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Sonic GCN ManInt.qx 1/5/04 1:24 PM Page 1 Sonic GCN ManInt.qx 1/5/04 1:24 PM Page 2 Sonic GCN ManInt.qx 1/5/04 1:24 PM Page 2 Thank you for purchasing Sonic HeroesTM. Please note that this software is designed only for use with the Nintendo GameCubeTM. Be sure to read this instruction booklet thoroughly before you start playing Sonic HeroesTM. Also note that this instruction booklet cannot be re-issued, therefore please keep it in a safe place. SETTING UP . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 TEAM INTRODUCTIONS . . . . . . . . . . . . . . . . . 6 BASIC CONTROLS . . . . . . . . . . . . . . . . . . . . . 15 BASIC ACTIONS . . . . . . . . . . . . . . . . . . . . . . . 16 SPECIAL ACTIONS . . . . . . . . . . . . . . . . . . . . . 17 STARTING THE GAME . . . . . . . . . . . . . . . . . 22 1P PLAY MODE . . . . . . . . . . . . . . . . . . . . . . . 23 2P PLAY MODE . . . . . . . . . . . . . . . . . . . . . . . 31 EXTRAS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 OPTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 3 Sonic GCN ManInt.qx 1/5/04 1:24 PM Page 4 USING DOLBY SURROUND PRO LOGIC II HARDWARE SETUP Sonic HeroesTM is a one to two player game. Connect the Nintendo GameCubeTM Controller to Controller Socket 1 for one player, or Controller Sockets 1 and 2 for two players respectively. This game is partly presented in Dolby Surround Pro Logic II. Connect your game console to a sound system with Dolby Pro Logic II, and select "Dolby Pro Logic II" in the Options Screen of the game to experience the excitement of surround sound. Dolby, Pro Logic, and the double-D symbol are trademarks of Dolby Laboratories. Manufactured under license from Dolby Laboratories. SAVE FILES Sonic HeroesTM is a Nintendo GameCubeTM Memory Card compatible game (Memory Card sold separately). 2 blocks of free memory space are required to create a save file. Never turn OFF the Nintendo GameCubeTM power or remove the Memory Card while the Game Data is being saved. Please refer to the Nintendo GameCubeTM booklet (pages 18-20) for directions on how to format and erase Memory Card files. PROGRESSIVE SCAN MODE This game can be set to display a higher resolution image on TVs that support progressive scan mode (EDTV, HDTV). In order to use the progressive scan mode, you need a TV that can accept this type of input (see your TV operation manual), and a Nintendo GameCubeTM Component Video Cable (available only through Nintendo, visit www.nintendo.com or call 1-800-255-3700). To activate the progressive scan mode, press and hold the b Button while the Nintendo GameCubeTM logo is being displayed until the message "Do you want to display the game in progressive mode?" appears. Select YES to activate the mode. Please note that on some TVs, activating the progressive scan mode will set the format of the image to a wide screen (16:9) format. 4 5 Sonic GCN ManInt.qx 1/5/04 1:24 PM Page 6 Age 16 An egotistical dread locked Echidna from the Angel Island, and appointed guardian of the Master Emerald. Sonic may be a drifter, but Knuckles' home is firmly fixed in the mountains. Wild, tough, stubborn and inflexible, Knuckles sees himself as Sonic's rival, perhaps because of his own dreams of a free lifestyle. He's also known as a treasure hunter, and possesses martial arts skills. This tenacious trio of Sonic, Tails and Knuckles combines exhilarating high-speed action with medium difficulty playability. Tails and Knuckles finally catch up with Sonic as he tours around the globe, and pass him a letter from his arch-nemesis Dr. Eggman threatening another outrageous revenge scheme. This time, the deranged scientist announces that he has finally completed his ultimate weapon, and in a matter of 3 days, he will be ready to bring the world to its knees! Unlike Tails, disturbed by the message and unsure what will happen, Knuckles relaxes confident there's nothing to worry about. Sonic, however, shows a brief flicker of a smile and takes off again into the distance. With that familiar grin of confidence, Sonic says he wouldn't miss this party for the world! And this is how the three reunite for their greatest adventure to put an end to Dr. Eggman's wicked ploy. Age 15 The world's fastest supersonic hedgehog unrivalled in speed returns once more. Always the drifter, Sonic goes wherever the wind takes him, and lives life according to his own rules rather than the standards of those around him. He's basically easygoing, but when he gets fired up over an injustice, his anger explodes with surprising consequences. Always at the receiving end of this aggression is arch-enemy Dr. Eggman, whose fiendish ploys to take over the world are constantly being foiled by Sonic. Saving the world is a nice distraction, but Sonic is soon off to find his next adventure. Watch out for the patented Light Dash manoeuvre whereby Sonic hurtles along a path of illuminated Rings, even through mid-air! Age 8 Don't let his docile appearance deceive you. This cute twin-tailed fox is an absolute mecha-maniac with skills rivalling those of Dr. Eggman. Humble about his abilities, he always does his best to help out Sonic, who sees him as something of a cute kid brother. "Tails" can spin his tails like a rotor blade enabling him to fly. 6 7 Sonic GCN ManInt.qx 1/5/04 1:24 PM Page 8 Time of Creation unknown A villainous team of Shadow, Rouge and Omega. Skill and concentration is required to endure heavy battle. Treasure hunter Rouge, who flies all over the world in search of precious jewels, one day hears that Dr. Eggman is accumulating a massive treasure collection. She immediately heads for Dr. Eggman's headquarters to liberate these riches, but discovers the base abandoned with all the valuables gone. However, she comes across a stasis capsule that to her surprise houses the figure of Shadow. Far from being deceased as everybody thought, he was indeed very much alive, but unconscious. In order to release Shadow from the capsule, Rouge switches on the facility's power, unintentionally reactivating the final E-Series robot Omega. Shadow wakes to find his memory gone, unable to recall why or how he went into stasis. Omega, on the other hand, was rather upset about Dr. Eggman shutting him down. Mistaking Shadow for one of Eggman's robots, he immediately starts to attack him. Rouge steps in to break up the fighting, and reminding them both that their enemy is Eggman, the three shook hands and the team was formed. "Yeah baby!" announces Rouge. "That makes us a team! Let's go find Eggman!" The last and most powerful of Dr. Eggman's E-Series robots. Decommissioned and left imprisoned at the base, Omega was reactivated by mistake as Rouge released Shadow. From that point, Omega decided to destroy all of Dr. Eggman's machinery to take revenge for his imprisonment, and to prove once and for all that he is the strongest. His wide arms contain all manner of concealed weapons and machinery making him a powerful force to be reckoned with. Time of Creation unknown Created by the renowned scientist Professor Gerald at the peak of his career, this black hedgehog is the dark incarnation of Sonic, matching him in both speed and abilities. Shadow never ages, and can use a technique known as "Chaos Control" to distort time and space using the Chaos Emeralds. Since his fall at Colony Arc (Sonic Adventure 2 Battle) he was presumed dead, but has since been discovered by Rouge, alive and in suspended animation at Dr. Eggman's base. He now suffers from amnesia and has no memory of events prior to his release. Age 17 Rouge is a professional treasure hunter, forever in search of the world's most precious stones, and part time government spy. Fearless, bewitching, and overflowing with feminine charm, Rouge is dedicated to her work, and never leaves a task empty handed. Her external appearance suggests a careless character, but she is actually calculating and manipulative, basing her actions on potential gain rather than abstract morality or manners. Her powerful wings enable her to fly with ease. 8 9 Sonic GCN ManInt.qx 1/5/04 1:24 PM Page 10 Age 18 A delightful trio of Amy, Cream and Big. Shorter missions are suitable for younger players. Amy, crazily in love with Sonic as always, is concerned that she hasn't had any contact for over a month. Making little progress on his trail, she is about to give up hope when she catches sight of Sonic's picture in a newspaper. In her excitement, Amy runs straight to the publishers to ask where the picture was taken, and on her arrival, she meets a huge familiar looking cat called Big and a cute rabbit named Cream. A quick exchange of stories reveals that Big is looking for his best friend Froggy, and Cream is looking for her friend Chao's twin Chocola, both of whom had appeared in the picture with Sonic. From this, they decide to continue their search together. "You can't run forever Sonic! Mark my words we WILL be married!!" A huge feline that lives with his best friend Froggy, peacefully in the middle of the jungle. His hobby is fishing, and he always has his favourite rod handy. Big is strong, but gentle, and very easygoing as is reflected in his carefree speech manner. He also does his best to help his friends. On this occasion, his best friend Froggy has gone missing, so Big sets off to try and rescue him. Age 12 An overly cheerful and a slightly erratic girl that poor Sonic just can't seem to shake off. Amy uses her natural initiative and positive attitude to pull the team together, and her weapon of choice, the Piko Piko Hammer, helps her to maintain authority. Despite her clearly defined goal to one day marry Sonic, he treats her as little more than an annoyance. In his heart he probably doesn't dislike her that much. Age 6 A cute little rabbit that takes her tiny Chao "Cheese" with her wherever she goes, and at just 6 years old, is even younger than Tails. Brought up like a princess, she is a little naïve and simple minded at times, often getting herself wrapped up in other people's problems. She also loves ice cream. She never forgets her manners, and even offers a polite curtsey before attacking Dr. Eggman, with extreme prejudice. By flapping her huge ears, Cream can sustain flight. 10 11 Sonic GCN ManInt.qx 1/5/04 1:24 PM Page 12 Age 20 This devious team of crack detectives is made up of Espio, Vector and Charmy. Each Mission they undertake lands them in unexpected situations, which leads to some very unusual and sometimes dubious adventures. The Chaotix Detective Agency is always at your service if the price is right. Lately however, things have been quiet with very little work available. One lazy day, a mysterious package is delivered to Chaotix, and inside they find a transceiver which mysteriously promises a handsome payment if Chaotix will take on a case. Charmy is thrilled by the offer, but Espio remains sceptical due to the strange nature of the communication. Boss Vector, with dollar signs in his eyes, wastes no time in gathering his troop together to take hasty advantage of the opportunity. "You know our policy! We never turn down work that pays!" Outlaw detective and head honcho of the Chaotix Detective Agency. He can find peaceful solutions to problems, providing an aggressive method cannot be found. Despite this, he's the brains behind the detective operations. He'll do almost any kind of work providing the payment is right, but won't get involved with anything dirty. His charitable nature sometimes leads him to take unpaid work, such as finding lost toys for crying children. Vector can effortlessly defeat enemies by crunching them between his powerful jaws, a formidable weapon with a dazzling smile. His trademark is a set of headphones. Age 16 Opinionated and self obsessed chameleon at the Chaotix Detective Agency. He has a militaristic discipline despite being quiet and laidback, and thanks to extensive ninja training, he can face trouble head-on unconcerned by danger. His characteristics include a protruding horn, coiled tail, and a stealth camouflage trick that renders him invisible to enemy eyes allowing him to pass by unnoticed. Age 6 This scatterbrained funny-kid likes nothing more than fooling around, and making the remaining Chaotix staff look professional. Seen by the others as more of a cute mascot, he's generally good natured and lighthearted, but when he gets angry he tends to introduce the source of his anger to his stinging tail. Charmy is neither clever nor powerful, but excels in following hunches and uncovering hidden objects. He is also able to mysteriously warp between flowers. His flying helmet is his trademark. 12 13 Sonic GCN ManInt.qx 1/5/04 1:24 PM Page 14 Age unknown As his name implies, Dr. Eggman is a Doctor that looks like an egg. As well as having an unfeasibly high IQ of 300, Eggman is a romanticist, a feminist, and a self-professed gentleman. Sadly, his charms are often difficult to spot through the abominable laughter that accompanies his maniacal declarations of world domination. Sonic is always finding ways to stop his diabolical plots, but as with all great arch-enemies Eggman now sees Sonic as more of a rival than a threat. l Button r Button z Button y Button x Button a Button b Button c Stick Control Stick + Control Pad START/PAUSE MENU CONTROLS START/PAUSE Control Stick + Control Pad a Button b Button Game Start Move Cursor (Select Menu Items) Move Cursor (Select Menu Items) Enter Selection Cancel (Return to Previous Screen) DURING THE GAME Time of Creation unknown A mysterious robot that holds the key to destroy the world. START/PAUSE Control Stick a Button b Button l/r Buttons x Button y Button z Button c Stick Pause Move Characters Jump / Special Action Action Button Rotate Camera Left & Right Clockwise Formation Change Counter-clockwise Formation Change Team Blast View Surroundings from leader's Viewpoint 14 15 Sonic GCN ManInt.qx 1/5/04 1:24 PM Page 16 Sonic HeroesTM introduces the brand new Team Action control system, whereby teams of characters are controlled together in Formation. Each team has 3 members individually representing Speed, Flight and Power. The character leading the team at any given point determines the Formation type, allowing a unique set of manoeuvres to be performed The following actions are common to each team and character. Move Control Stick Move the team leader freely in any direction while the team-mates follow close behind. Increasing the angle of the Control Stick makes the characters run faster. SPEED FORMATION MANOEUVRES Spin Hold b Button Roll like a ball to increase speed and attack enemies. Rocket Accel Hold b Button ª team-mates gather ª release Team-mates push the leader, propelling them forwards at high speed. Can also be used to attack enemies straight ahead. Jump a Button Press the a Button while running or standing still to jump in the air. A variety of special jump manoeuvres can also be performed (see Special Actions on p.17). Solo Attacks Hold b Button ª release (without team-mates) Change Formation x / y Buttons Press the x or y Buttons to change the leader and rotate between Speed, Fly, and Power Formations. Depending on the Formation type, a variety of special manoeuvres can also be performed (see Special Actions on p.17). The leader performs a special attack manoeuvre unique to that team. Sonic and Shadow attack forwards with a flying Kick, Amy flattens her surroundings with a Swinging Hammer Attack, and Espio throws Shuriken stars. Homing Attacks Jump ª a Button Team Blast z Button When the Team Blast Gauge is full, press the z Button to perform the Team Blast move. This knockout technique is ideal for situations where widespread destruction is called for, such as when overwhelmed by enemies. The Team Blast Gauge takes time to charge up, so use this move with caution. Targeted dash directly towards enemies. When team-mates follow through with the manoeuvre, the attack power is tripled! 16 17 Sonic GCN ManInt.qx 1/5/04 1:24 PM Page 18 Tornado Attacks Jump ª b Button Spin at high speed to create a tornado effect that can home in on and weaken enemies. Espio combines this with a Ninja Leaf Swirl manoeuvre allowing him to sneak past enemies unnoticed. FLY FORMATION MANOEUVRES Ascending Flight Jump ª hold a Button While in Fly Formation, the leader carries their team-mates beneath and can fly until the Flight Gauge is used up. Light Dash Approach path of Rings ª b Button Enable Sonic and Shadow to dash at high speed along a path of Rings, even through midair. Quick Ascent Ascending Flight ª a Button Sudden dash upwards during flight that also doubles as a quick attack on enemies by stunning and grounding them, similar to Thunder Shoot. Propeller Hammer Jump ª hold a Button Amy can momentarily sustain flight by spinning the hammer like a propeller. Thunder Shoot b Button Launch team-mates like cannonballs towards enemies on the ground or in the air. A well-aimed shot will have the effect of stunning and grounding enemies. Triangle Jump Homing Attack towards wall ª grabs wall ª a Button Bounce between facing surfaces to pass across areas where there is no ground. Espio can also remain still on the wall without falling off. Solo Attacks b Button (without team-mates) The leader performs a special attack manoeuvre unique to that team. Tails and Rouge fire Dummy Ring Bombs to stun enemies, Cream sends her tiny Chao "Cheese" to attack enemies on her behalf, and Charmy attacks directly with his stinging tail. 18 19 Sonic GCN ManInt.qx 1/5/04 1:24 PM Page 20 POWER FORMATION MANOEUVRES Auto Homing Approach enemies Team-mates automatically home in on and attack nearby enemies. Fighting Pose Hold b Button Gather team-mates ready for some serious fighting action. Fireball Jump Fighting Pose ª Hold a Button Knuckles and Omega can jump while spinning team-mates to attack surrounding enemies. Forward Power Attacks b Button A series of manoeuvres for attacking enemies directly ahead. Knuckles and Omega attack with Dash Punches, Big employs an Umbrella Attack, and Vector crunches enemies in his enormous jaws. Fire Dunk Fighting Pose ª jump ª b Button Hurl team-mates diagonally towards the ground as balls of fire. The resulting explosion damages all enemies in the vicinity. Remote Power Attacks Forward Power Attack ª b Button A series of manoeuvres for attacking surrounding enemies. Knuckles and Omega use Spinning Back punches, while Big and Vector launch team-mates as destructive balls of fire. Body Press/Hammer Down Jump ª b Button Big and Vector can attack enemies directly beneath them. Wide Power Attacks Remote Power Attack ª b Button Attack all nearby enemies with a single manoeuvre. Knuckles launches a single punch to the ground causing powerful volcanic explosions, Omega uses a concealed machine gun to fire bullets round in a circle, Big swings his fishing reel around dangerously, and Vector spews his putrid breath to knock out enemies into submission. Triangle Jump/Umbrella Descent/ Bubblegum Descent Jump ª a Button Float gently towards the ground together with team-mates. By catching a draft, this manoeuvre can also be used to float upwards. 20 21 Sonic GCN ManInt.qx 1/5/04 1:24 PM Page 22 SETTING UP Press START/PAUSE at the Title Screen to access the Main Menu. Use the Control Stick or + Control Pad 82 to choose from the following and press the a Button to select. From the 1P PLAY Menu, use the Control Stick or + Control Pad 82 to choose from the following and press the a Button to select. STORY CHALLENGE TUTORIAL Play the game to reveal the story. Re-attempt Missions in previously cleared Stages (see p.29). Tutorial on Basic Team Actions (see p.30). 1P PLAY 2P PLAY EXTRAS OPTIONS Displays the menu for Single Player Games (See p.23). Displays the menu for Two Player Games (See p.31). Displays the menu for bonus features (See p.32). Change various game settings (See p.33). STORY MODE This is the main game mode where each team's story is revealed by completing each action stage. Each of the 4 teams has their own unique storyline with various levels of difficulty. TEAM SELECT On the Character Select screen, the four teams are displayed together with game progress shown as a percentage. Use the Control Stick or + Control Pad 4 6 to choose the team you wish to play, and press the a Buttons to select. GAME DATA SELECT Every time you start-up the game, the Game Data Select Screen will be displayed before you progress to the Main Menu. Here you will be asked to select a file on the Memory Card in which to create or read Game Data, which is accessed automatically during the game. Use the Control Stick 4 6 to choose a data slot and press the a Button to select. Follow the instructions onscreen to create or open a Game Data file. GAMEFLOW OPENING MOVIE STAGE 1 (MISSION 1) STAGE 2 (MISSION 1) BOSS LEVEL 1 STAGE 3 (MISSION 1) The objectives of each Mission are displayed at the Stage Title Screen, so read carefully before continuing. Each Mission ends when you reach the Goal Ring Emblem at the end of the course. SPECIAL STAGE SPECIAL STAGE 22 23 Sonic GCN ManInt.qx 1/5/04 1:24 PM Page 24 % Story Mode Stages contain a single Mission each. Once you complete the first Mission in Story Mode, an additional Mission for each Stage is available in Challenge Mode (see p.29). % Special Stage Keys can be found in each Stage. If you are carrying a Key when you reach the Goal Ring Emblem, you will immediately enter a Special Stage before progressing to the next Mission or Boss. See p.27 for details on Special Stages. % Game Data is automatically saved between Stages. Rings Collect Rings to protect against enemy attacks. For each 100 rings collected, earn an extra life. Goal Trigger the Goal Ring to complete the action stage. VIEWING THE GAME SCREEN 1 2 3 4 5 8 6 7 9 Power Core Comes in Red, Blue and Yellow. Collect these to Level-Up the character of the corresponding colour. Power Cores appear when certain enemies are defeated, and can also be found inside Item Boxes. Hint Ring Touch to receive a strategy hint from a teammate. Formation Signal 1 SCORE 6 FORMATION LEADER Formation Change Gate Pass through the gate to automatically change Formation as indicated in the Formation Signal above it. Points scored during this mission. Points are awarded for speed, Rings collected, LevelUps, good technique and enemies defeated. 2 TOTAL TIME The currently selected Team Leader. Different leaders allow different Team Actions as part of the game strategy. 7 LEVEL-UPS Indicates the most suitable Formation for tackling the next challenge. Total game time elapsed since the beginning of the Story. 3 RING COUNT Collecting Level-Ups for each character increases the potency of their attacks. 8 FLIGHT GAUGE Special Stage Key Special Stage Keys can be found in each Stage. Collect one to enter a Special Stage when the Mission is cleared. If you sustain damage however, the Key will be lost as collected Rings scatter. Check Point Pass through the Check Point to save your progress, and return to that point if you lose a life. The leader that touches the Check Point also receives one LevelUp. Number of Rings currently held. 4 TECHNIQUE POINTS Bonus score awarded for advanced action techniques. 5 TEAM BLAST GAUGE Decreases as the Flying Type character tires during flight. Recharges automatically on landing. 9 ADDITIONAL ACTION The Team Blast manoeuvre can be used when Gauge is full. Indicates availability of an additional common action that can only be used in specific circumstances. Item Box Open the box to reveal the Item inside. 24 25 Sonic GCN ManInt.qx 1/5/04 1:24 PM Page 26 ITEM BOX ITEMS Rings Ring count increases by 5, 10 or 20 Rings. SPECIAL STAGE Power Core Comes in three colours. Collect these to Level-Up the corresponding character. If you are holding a Special Stage Key when you reach the Goal Ring, you will enter the Special Stage where you earn points that are converted into extra lives plus get a chance to obtain one of the 7 Chaos Emeralds. CONTROLS Control Stick Move characters left or right. Jump. Use to avoid Bombs. Use Power Gauge to Dash. a Button b Button High Speed Increase running speed for a limited time. Invinsible Become invincible for a limited time. % Using the Power Gauge allows a sudden Dash creating a temporary shield of air. Continuous use drains the Power Gauge, so use with caution. % Move left, right, and jump to collect Spheres and avoid Bombs. Barrier Protect against enemy attacks one time only. Team Blast Ring Set the Team Blast Gauge to full. The aim of the Special Stage is to chase and catch up with the Chaos Emerald within the time provided. Even if the Emerald for the Stage you are playing has already been taken, you can still boost your score by aiming to reach the Goal Ring while carrying as many Spheres as possible. 2 1 1 UP Increase lives by 1. Fly Change Set the Flying Formation Flight Gauge to full. 4 5 6 3 1 Power Gauge 4 Spheres Increases as Spheres are collected, and decreases when used to Dash. 2 Score Increases as spheres are collected. 3 Time Remaining Time available to complete the Special Stage. Collect these to increase the Power Gauge level and Score. 5 Bombs Come in contact with these and your speed and Power Gauge level will decrease. 6 Chao Balloon Chao Balloons drop both Spheres and Bombs so take care not to pick up the wrong ones!! 26 27 Sonic GCN ManInt.qx 1/5/04 1:24 PM Page 28 Spheres come in three varieties. Normal Spheres Regular type of sphere to collect. CHALLENGE MODE In Challenge Mode, you can replay each Action Stage previously cleared in Story Mode as many times as you like. This is ideal for players wishing to improve their Score and Rank, race against the clock, or pick up Items missed the first time around. For additional enjoyment, a second objective is also available for each Stage. Power Spheres Boosts level of Power Gauge. STAGE SELECT From the Stage Select screen, use the Control Stick or + Control Pad 4 6 to choose the team you wish to play as, 82 to select the Stage, and press the a Button to select. For the chosen Stage, use 4 6 to select a Mission and press the a Button to select. A variety of information is displayed on the Stage Select screen to help you. Score Spheres Boosts Score. PAUSE MENU During gameplay, press the START/PAUSE to display the PAUSE menu. Use the Control Stick or + Control Pad 82 to choose from the following, and press the START/PAUSE to select. Continue Restart Quit Cancel the PAUSE menu and continue the game. Restart Action Stage. Quit the game and return to the Title Screen. 1 2 3 5 6 7 8 4 1 Total Emblems Collected 2 Presently Selected Team 3 Stages 4 Chaos Emerald (Collected) 5 Top Time 6 Top Ring Count 7 Top Score 8 Rank On completion of the selected Stage, new records will be automatically saved into the Game Data, and you will be returned to the Stage Select screen. 28 29 Sonic GCN ManInt.qx 1/5/04 1:24 PM Page 30 TUTORIAL This basic Tutorial provides a trial Stage in which to practice Team Action controls without danger or objectives to consider. Select TUTORIAL from the 1P PLAY menu to begin. When the Tutorial Stage has been cleared, you will return to the Main Menu. Progress and results are not saved as Game Data. In this mode, 2 Players each control a team battling for the highest score in accordance with the Mission objectives. A second Controller is required to play in 2P PLAY mode. MODE SELECT Use the Control Stick or + Control Pad 4 6 to choose from the available 2P PLAY modes, and press the a Button to select. To begin with, only the Action Race mode can be selected, but an additional mode becomes available for every 20 Emblems collected in Story mode. TEAM SELECT Each player selects their own team. Use the Control Stick or + Control Pad 82 to choose your teams in turn, and press the a Button to select. The same team cannot be selected by both players. STAGE SELECT Each Battle Mode contains 3 Stages. Use the Control Stick or + Control Pad 82 to choose the Stage you wish to play or ALL to play the 3 Stages consecutively, and press the a Button to select. 30 31 Sonic GCN ManInt.qx 1/5/04 1:24 PM Page 32 Replay music, sound effects and movies found in this game by selecting either Audio Room or CG Theater. CG THEATER In the CG Theater, you can view movies that appear in Story Mode. To begin with, only the Opening is available, but more movies will become available as you progress through the game. Use the Control Stick or + Control Pad 82 to choose a movie, and press the a Button to view. Make various changes to game settings. From the Options Menu, select from the items listed below. Use the Control Stick or + Control Pad 4 682 to choose a setting, and press the a Button to confirm the change. AUDIO SETTING Switch between Stereo, Mono and Dolby Pro Logic II. RUMBLE SETTING Set the Rumble setting in the Controller to ON/OFF. The default setting is OFF. GAME DATA Change and manage the Game Data files stored on the Memory Card. Each slot with Game Data stored will display the time elapsed, winning Team, Rank, Score and Emeralds collected. Use the Control Stick or + Control Pad 4 6 to choose a slot, and press the a Button to bring up the Menu. Select "Start" to begin or continue the game in the selected Game Data, "Delete" to erase the Game Data, "Copy" to save a copy into another slot, or "Cancel" to return. LANGUAGE SETTING Sonic HeroesTM supports the following languages: ·English ·French ·German ·Spanish ·Italian ·Japanese To change the language setting for the in-game text, select "LANGUAGE SETTING" to display the language options and then select and enter your preferred language setting. DEFLICKER Set the screen deflicker setting to ON/OFF. AUDIO ROOM In the Audio Room, you can listen to the background music and sound effects used in the game. Use the Control Stick or + Control Pad 82 to choose a category, and press the a Button to select. Then use 82 to choose the music or sound effect you wish to listen to and press the a Button to play. 32 33 Sonic GCN ManInt.qx 1/5/04 1:24 PM Page 34 The following credits list the staff responsible for the localization, marketing, and manual production for Sonic HeroesTM. See the ingame credits for the complete list of the original development staff. Sega of America President Hide Irie Product Marketing Manager Noah Musler Director of Product Development and Localization Osamu Shibamiya Localization Producer/Assistant Product Marketing Manager Yosuke Moriya Senior Media Manager Teri Higgins Creative Services Manager Arianne McCarthy Director of Quality Assurance Deborah Kirkham Offshore Project Manager Shawn Dobbins Senior Releases Manager Andrei Belkin Build Engineer/PC Project Coodinator Rick "Maverick" Ribble Instruction Booklet Production Sega Logistics Service Co., Ltd. Creative Design Team Supervisor Yoshihiro Sakuta Assistant Supervisor Hisakazu Nakagawa Text Editor/Layouts Colin Restall Layouts Makoto Nishino Designer Satoru Ishigami Special Thanks Lori Von Rueden ­ Marketing Consultant Rich Briggs ­ Sega Ex-Patriot Yusuke Suai ­ Sega of Japan 34 35 Sonic GCN ManInt.qx 1/5/04 1:24 PM Page 36 Sonic GCN ManInt.qx 1/5/04 1:24 PM Page 38

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