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User manual SEGA ZOMBIE REVENGE
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User guide SEGA ZOMBIE REVENGE
Detailed instructions for use are in the User's Guide. The time is the present. A city has been suddenly filled with the souls of the dead. A GOVERNMENT TOP SECRET PLAN U.D.S. Undead Soldier It was a top-secret plan to utilize the dead for military purposes. Just before it was ready for operation all was thrown into darkness by someone unknown. A year later the city had become the home of the dead. Who? Why? The only thing certain is that the world's fate is in the hands of 3 agents.
Thank you for purchasing Zombie Revenge. Please note that this software is designed only for use with the Dreamcast console. Be sure to read this instruction manual thoroughly before you start playing.
CONTENTS
STARTING UP BASIC CONTROLS ARCADE MODE ORIGINAL MODE ITEMS VS BOSS MODE FIGHTING MODE TRAINING ROOM ZOMBIE REVENGE RAISING GAME OPTIONS THE CHARACTERS UNDEAD SOLDIER
2
3 4 8 10 12 14 15 16 17 20 21 25
STARTING UP
TITLE SCREEN/MODE SELECT
Once the Title Screen appears, press the Start Button to display the Main Menu. Use *@ to select a game mode and press the A Button to enter. ARCADE MODE ORIGINAL MODE VS BOSS MODE FIGHTING MODE TRAINING ROOM OPTIONS A recreation of the arcade version An exclusive version for Dreamcast Go head to head against the game bosses Go one on one against a friend or computer opponent Download the Zombie Revenge Raising Game to the VMU Adjust the game settings
SAVE FILES
Zombie Revenge is a memory card compatible game [Visual Memory Unit (VMU) sold separately]. Refer to the diagram below for information regarding the number of blocks required to save game files. GAME FILE VMU GAME FILE CHARACTER FILE ORIGINAL MODE ITEM FILE 4 BLOCKS 110 BLOCKS 2 BLOCKS/CHARACTER 2 BLOCKS x4
Jump Pack Visual Memory Unit
Using your Dreamcast Browser, connect to the Dreamcast Network site for helpful hints and downloads for Zombie Revenge! 3
BASIC CONTROLS
Zombie Revenge is a 1 to 2 Player game. For a 1 Player game, use Control Port A. For a 2 Player game, use Control Ports A and B. To return to the Title Screen at any point during game play, simultaneously press and hold the A, B, X, Y and Start Buttons of the Dreamcast Controller or Arcade Stick.
DREAMCAST CONTROLLER
X Button Y Button
A BUTTON B BUTTON
Enter Cancel
Analog Thumb Pad D-Pad
B Button A Button
START BUTTON Game Start/Pause/ 2 Player Entry/Continue ANALOG THUMB PAD/D-PAD Select
Start Button
ARCADE STICK
Y Button
A BUTTON B BUTTON
Z Button C Button
Enter Cancel
Start Button
X Button
START BUTTON Game Start/Pause/ 2 Player Entry/Continue JOYSTICK Select
Joystick
B Button A Button
Never touch the Analog Thumb Pad or Triggers L/R while turning the Dreamcast power ON. Doing so may interrupt the controller initialization process and result in malfunction.
4
MOVE
Move in the direction entered.
Analog Thumb Pad D-Pad
SHOOT
Use the handgun. Face the direction of the enemy and shoot. The weapon will lock on automatically. B
controller
controller
Joystick
arcade stick
C
arcade stick
HAND TO HAND COMBAT
Fight the enemy using punches, kicks, etc. Press repeatedly to perform continuous attacks. Y
controller
CHARGE SHOT
Hold down on the shoot button and release to perform a charged shot.
hold B then release
controller
hold C then release
B
arcade stick
arcade stick
CHARGE ATTACK
Hold down the hand to hand combat button and release to perform a charged attack.
hold Y then release
VARIABLE SHOT
When locked onto an enemy using the handgun, wait until the targeting display turns red to perform a powerful shot.
continue to aim, then B
controller
hold B then release
controller
continue to aim, then C
arcade stick
arcade stick
5
GUARD
Protect yourself against attacks while holding the button down. You cannot guard against weapon or special attacks. X
controller
ESCAPE
Press 3 buttons simultaneously to attack in all directions. This attack will use up part of the character's life gauge. X+Y+B
controller
A
arcade stick
A+B+C
arcade stick
GUARD ATTACK
Attack immediately after guarding to land a strong hit on the enemy. XY
controller
DASH
Press guard and hold while moving to dash.
while moving X
controller
while moving A
AB
arcade stick
arcade stick
BACKWARDS ATTACK
Press the two buttons simultaneously to perform a backwards attack. X+B
controller
DASH ATTACK
Press the button while dashing. This will push the enemy down and cause them to drop any weapons they are holding. XY
controller
A+C
arcade stick
AB
arcade stick
6
OBTAIN/USE WEAPON
Press either button to obtain, then use a weapon. The type of attack may change depending on which button is pressed. Y or B
controller
COMBO/HOLD ATTACKS
Each character has their own combo attacks. Hold down the hand to hand combat button after an attack to perform a hold attack. For information on each character's attacks, see p. 21-23.
B or C
arcade stick
ROLLING ATTACK
Press the two buttons simultaneously to perform a rolling attack. X+Y
controller
SHAKE FREE
Press any button repeatedly to pull free from the enemy's holds. XorYorBrepeatedly
controller
A+B
arcade stick
AorBorCrepeatedly
arcade stick
RECOVERY ATTACK
Press either button to perform a recovery attack when knocked down. Y or B repeatedly
controller
OPEN DOORS, ETC
Press any button while facing the appropriate direction to open doors, shutters, etc. X or Y or B
controller
B or C repeatedly
arcade stick
A or B or C
arcade stick
7
ARCADE MODE
A recreation of the arcade version. As one of the three characters, Stick Breitling, Linda Rotta or Rikiya Busujima, journey into the city of the dead and cleanse it of evil.
CHARACTER SELECT SCREEN
Select the character you wish to use. Before the counter reaches zero, use $^ to select a character and press the A Button to enter. Press the B Button to return to the Main Menu. For a 2 Player game, Player 2 must press the Start Button for them to select a character. If Player 1 selects a character while pressing the Start Button, it is possible for them to use the 2 Player costume.
THE GAME DISPLAY
HANDGUN AMMO CLIPS
LIFE GAUGE REMAINING TIME
OTHER WEAPONS & AMMO HANDGUN BULLETS SCORE
THE HANDGUN
The player's handgun has a limited amount of ammunition. Replenish ammunition by picking up the "BULLETS" item after defeating an enemy. If the player runs out of bullets and is not using another weapon, the player will only be able to use hand to hand combat. Keep an eye on the amount of bullets remaining.
8
TIME REMAINING
Each "Episode" in the game is divided into a number of areas, which in turn are divided into stages. Each stage has a time limit for it to be cleared -- failure to do so will result with the message "TIME OVER" being displayed. In this case the player will lose one credit.
LIFE GAUGE/POISON GAUGE
When a player is attacked by an enemy the poison gauge will appear on the life gauge. If the poison gauge exceeds 50% of the life gauge, the player will become vulnerable to combo attacks. Over 80% will result in the reduction of the speed of the player's movement. Acquire the "ANTIDOTE" item to return the life gauge to normal.
ITEMS
The player's character will automatically retrieve the "BULLETS" and "ANTIDOTE" items. Other items (weapons, etc.) can be retrieved by pressing either the hand to hand combat or shoot buttons. Extra weapons can be used until the displayed ammunition runs out. Break boxes that appear in the game to reveal items. Boxes contain both weapons and "LIFE UP" items, so smash them and retrieve the items.
CONTINUE & GAME OVER
Once the player has lost all their lives or the "TIME OVER" message appears, the Continue Screen will be displayed. To continue press the Start Button before the time counter reaches zero. If the player has no remaining credits (5 credits is the default setting) the game is over!
9
ORIGINAL MODE
A version exclusive for the Sega Dreamcast. Zombie Revenge: Original Mode is a 1 Player game. There are 3 different modes: Normal Mode, Gun Mode, and Bare Knuckle Mode.
MODE SELECT MENU
Select "ORIGINAL MODE" from the Main Menu to display the Mode Select Menu. Use $^ to select a mode and press the A Button to enter. Normal Mode Gun Mode
This mode has the same game balance as Arcade Mode. Original Mode contains items that do not appear in Arcade Mode and also food items for the Zombie Revenge Raising Game. Damage from the handgun is increased, however damage from kicks, punches and throws are decreased. The number of bullets available is also decreased.
power of kicks, Bare Knuckle The handgun cannotpunches and throws are increased however the be used. It is possible to use weapon items Mode although their power is decreased.
CHEAT ITEM SELECT SCREEN
This screen will appear once special items have been collected by playing the Zombie Revenge Raising Game. Select the item you wish to use in Original Mode. Use $^ to select an item and press the A Button to enter. Items appear in Original Mode once they have been collected.
10
CHARACTER SELECT SCREEN
Before the counter reaches zero, use $^ to select a character and press the A Button to enter. In Original Mode, to select a 3rd costume, hold down the Start Button and press the Y Button to enter.
ZOMBIE REVENGE RAISING GAME FOOD ITEMS
There are items within Original Mode which do not appear in Arcade Mode. Amongst these are food items which are for feeding characters raised in the Zombie Revenge Raising Game. The Store Room Screen will appear after the game has been cleared or the game is over. Use *@ to select a food item and press the A Button to move items to the Store Room. To return items use ^ to change the cursor from the Items List to the Store Room. Then use *@ to select a food item and press the A Button to return the item. Press the Start Button once the process is complete. Following this the Confirmation Screen will appear. Use $^ to select either "YES" or "NO" and press the A Button to enter. Note: If you select "No" you will forfeit any items that you have earned, so make sure that you have all of the correct items before going to the Confirmation Screen.
11
ITEMS
Below are items which appear in Arcade and Original Modes. Normal Item (all modes) Weapon Item (all modes) Item for Zombie Revenge Raising Game ANTIDOTE LIFE UP
Recovers life by a fixed amount.
Use when poisoned by enemies.
ELIXIR
After losing a life, the player will be brought back to life at full health.
BULLET
Ammunition clips used by the handgun.
SHOTGUN
A strong blast which can affect a number of enemies.
MACHINE GUN
Comes with a fixed amount of bullets.
GRENADE
Throw to blast a wide area.
PIPE
Use to swing at the enemies. Can be used with the handgun.
GASOLINE
Pour, then ignite with a weapon. Can also be used to strike enemies. Turn the enemies into toast.
DRILL
Crush the enemies to pieces.
FLAMETHROWER
AXE
HATCHET
Swing to land a heavy blow. 12
Used to throw at the enemy.
STUNGUN
Delivers a strong shock to the Zombies.
DUEL HANDGUNS
Use two handguns for a double barrage.
GUITAR
Two guitar cases containing machine guns.
CANNON SHOT
A guitar case carrying a cannon.
CHAINGUN
A large barrel gun firing a barrage of shots.
LASERGUN
Slice the enemies with a laser.
LANDMINE
Activate to trigger an explosion.
TOMATO
VEGETABLES
SPINACH
TUNA
MONEY
MEAT
JUICE
GUM
FRESHMIN A
13
VS BOSS MODE
Go head to head against the game bosses found in Arcade and Original Mode.
BOSS SELECT SCREEN
Select which boss character to fight. The player is able to select those bosses they have encountered in Arcade or Original Mode. Use $^ to select a boss and press the A Button to enter. Boss characters not available for selection will be displayed with the "?" mark.
RECORD SCREEN
Once a boss has been selected, the Record Screen is displayed. The following items are shown: "LEVEL," "CHARACTER" and "BEST TIME." Press the A Button to begin the fight.
RESULT MENU
After defeating a boss character, both the time it took to defeat the boss, and the Result Menu will be displayed. Use *@ to select an item and press the A Button to enter. RETRY BOSS SELECT PLAYER SELECT EXIT
14
Fight the same boss character Return to the Boss Select Screen Return to the Character Select Screen Exit the mode
FIGHTING MODE
Use characters in the Zombie Revenge Raising Game (within the VMU) to go one on one against a human opponent or the CPU.
PLAY AND CHARACTER SELECT SCREEN
Select a versus mode. Select between "1P vs CPU," "1P vs 2P" or "CPU vs CPU" using *@ to select and press the A Button to enter. Following this, use $^ to select a character and then press the A Button to enter.
MATCH RULES
Each match is made up of 3 rounds. The first player to win 2 rounds is the winner. Attack the opposing character and try to reduce their life gauge to zero. The first player to do so wins the round. If either player's life gauge is not reduced to zero at the end of match (60 seconds), the player with the most life remaining is the winner. It is possible to modify the match rules, see Options on p.20.
ZOMBIE ASSIST If there is a difference in the level of raised characters, the weaker character will be assisted by Zombies who will attack the stronger character.
MATCH END MENU
After the match is complete the Match End Menu will appear. Use *@ to select an item and press the A Button to enter. RETRY Fight one more match under the same conditions PLAY SELECT Return to the Play Select Screen CHARACTER SELECT Return to the Character Select Screen EXIT Exit the mode
15
TRAINING ROOM
Download the Zombie Revenge Raising Game to the VMU. Reared characters can then be used in Fighting Mode.
TRAINING ROOM MENU
Use *@ to select an item and press the A Button to enter.
The Zombie Revenge Raising Game requires 110 blocks of free memory to download.
CHARACTER SELECT SCREEN
Select the character you wish to raise. Use $^ to select a character and press the A Button to enter. Following this, enter the character's name. Use $^*@ to select a letter and press the A Button to enter. Return to the Training Room Menu upon entering the character name.
PARAMETER
View the parameters of a character currently being raised. ENERGY STRESS ATTACK DEFENSE
16
Level of character's energy Has a negative effect on enthusiasm Level of the character's attack in Fighting Mode Level of the character's defense in Fighting Mode
ZOMBIE REVENGE RAISING GAME
This game requires the use of a VMU. Character raising contains three elements: "MEAL," "GAME (2 types)" and "PARAMETER."
If the raised character's energy becomes zero, training is finished and the player will be able to use their character in Fighting Mode. Go to the Parameter Screen in the Training Room, select "SAVE FILE" and press the A Button to enter. (Continue to feed the character for about a week for this to occur.)
CHARACTER RAISING
MODE SELECT
Once the Title Screen appears on the VMU, press the A and B Buttons simultaneously to display the Mode Select Menu. Use *@ to select a mode and press the A Button to enter.
MEAL
Use food items acquired in Original Mode to feed your character. Different types of food have different effects on the character's parameters. The character's level of attack and defense in Fighting Mode will gradually increase. Use $^ to select a type of food and press the A Button to enter. Whether or not the character will eat the food depends on their level of hunger.
1 7
MINI GAME 1 -- ZOMBIE FISHING
Fish for Zombies! Depending on the player's performance the attack parameter will increase. Select a level before starting. Use *@ to select and press the A Button to enter.
1 Casting
Use *@$^ to select a casting point and press the A Button to cast. When there is a Zombie in the area you have cast, the message "Fish!" will appear. If not, the message "No Zombie" will appear and the player will return to the Casting Screen. Press the B Button before casting to end the game.
2 Reel
In
Once a Zombie has been hooked, it will try to escape. To avoid this, press the D-Pad in the appropriate direction as $^@* indicators are displayed. Press either the A or B Button appropriately when the messages "Beat A," "Beat B" appear. Repeated failure to press the correct button will result in the message "Line Break" appearing and the player will return to the Casting Screen. The time it takes to reel in the Zombie varies depending on the Zombie's size.
3 Result
The size of the Zombie will be displayed after it has been successfully been reeled in. The different sizes are "Small One," "Medium One" and "Big One."
18
MINI GAME 2 -- ZOMBIE DOUBT
Find the difference in the displayed combination of symbols. Depending on the player's performance the defense parameter will increase. Select a level before starting. Use *@ to select a level and press the A Button to enter. 1 The Problem
On the screen the player's character will display a variety of symbols in succession. Make sure to remember the type of symbols and the order they are shown. The variety of symbols displayed increases depending on the level.
2 The
Answer
On this screen the same symbols will be displayed in the same order, however one symbol will be different. Before the counter reaches zero, use $^ to select the odd symbol and press the A Button to enter. Failure to select the symbol after three attempts will result in game over.
PARAMETER
View the parameters of the raised character. Check the condition of the raised character by pressing the A Button while the Parameter Screen is displayed.
EX (Experience) EG (Energy) HU (Hunger) AT (Attack) DE (Defence) Measures the character's level of experience. Measures the character's energy. Training is finished when the counter reaches zero. Used to maintain the character's level of enthusiasm. If the level drops below 50, the player will be unable to play mini games. Measures the character's strength of attack in Fighting Mode. Can be improved by playing mini games. Measures the character's level of defense in Fighting Mode. Can be improved by playing mini games. 19
OPTIONS
Adjust the various game settings, the controller configuration and listen to the game's soundtrack, effects, etc.
OPTION MENU
Use *@ to select an item and press the A Button to enter. For the Sound Test, use $^ to select a sound and press the A Button to enter. DIFFICULTY CONTINUE AUDIO SOUND TEST Select between 5 levels of difficulty [Very Easy/Easy/Normal/Hard/Very Hard] Select the number of continues in Arcade Mode [1 - 15] Select Stereo or Monaural sound [Stereo/Mono] Listen to the game's sound effects, voice and background music [MUSIC/VOICE/EFFECT]
KEY CONFIGURATION Re-assign the controller configuration VIBRATION MATCHES BATTLE TIME ZOMBIE ASSIST EXIT
20
Switch the Jump Pack ON or OFF [On/Off] (You will need to connect Jump Pack to the controller) Adjust the number of rounds in Fighting Mode [1/3/5] Adjust the time limit in Fighting Mode [30/45/60/90/] Disable assisting Zombies in Fighting Mode [On/Off] Exit the Option Menu
THE CHARACTERS
The 3 characters whose job is to cleanse the city of the evil scourge.
STICK BREITLING
Age: Height: Weight: 27 181cm 71kg
Both of Stick's parents were scientists, members of GOD -- the team involved with the UDS project. Stick's mother died when he was 6 and his father disappeared shortly after. He has not heard from his father since. Stick is as good with a gun as he is with hand to hand combat.
STRAIGHT FLASH HEEL THRASH
COMBO ATTACKS
YYYYY
controller
YYB
controller
BBBBB
arcade stick CHEST CRUSHER
BBC
arcade stick BOOMERANG KICK SHOULDER ATTACK
HOLD ATTACKS
YYY
controller
BBB
controller
^ towards enemy +Y repeatedly
controller
BBB
arcade stick
CCC
arcade stick
^ towards enemy +B repeatedly
arcade stick
21
LINDA ROTTA
Age: 22 Height: 169cm Weight: 48kg The youngest female special agent of the American agency, the "AMS." Linda's expertise with a gun is second to none. Her speed and shooting prowess compensate for her lack of physical strength.
SUNRISE UPPERCUT
HEARTBREAKING UPPER
STEPPING KICK
COMBO ATTACKS
YYY
controller
^ towards enemy +YYY
controller
YBYY
controller
BBB
arcade stick
^ towards enemy +BBB
arcade stick NECK DRIVE
BCBB
arcade stick
HIGH-PRESSURE BOMB
JUMPING STAMP KICK
HOLD ATTACKS
YY
controller
BB
controller
^ towards enemy +B
controller
BB
arcade stick
CC
arcade stick
^ towards enemy +C
arcade stick
22
RIKIYA BUSUJIMA
Age: 32 Height: 185cm Weight: 68kg Rikiya is a Japanese member of the "AMS." He met up with the other two whilst investigating the source of a mysterious evil. Rikiya's mastery of hand to hand combat is so great that he is more dangerous with his fists than with a gun. Stick and Linda both understand Japanese, so they can communicate together.
BUSUJIMA SONIC BOOM BUSUJIMA COMBO
COMBO ATTACKS
YYYY
controller
YBBB
controller
BBBB
arcade stick BUSUJIMA THROW
BCCC
arcade stick BUSUJIMA HOLD BUSUJIMA FIREWORKS
HOLD ATTACKS
Y
controller
B repeatedly
controller
^ towards enemy +B repeatedly
controller
B
arcade stick
C repeatedly
arcade stick
^ towards enemy +C repeatedly
arcade stick
23
YOKO
Came with her boyfriend to see some Zombies in action. Unfortunately her prey boyfriend fell pray to the undead. While trying to escape she came across a man with one golden eye, who gave her a floppy disk. She is waiting for the characters in a warehouse.
ZED
known about Zed that he has a All that is know about Zed isis that he has a golden eye. He taunts the characters with his mysterious messages.
24
UNDEAD SOLDIER
GOD
40 years before the current incident.... 40 years before the current incident.... An organization funded by the government was created to conduct unofficial An organization funded by the government was created to conduct unofficial research and develop tactical weapons. research and develop tactical weapons. The name of this organization was GOD. The name of this organization was GOD. Scientists worked day and night on the development of what can be best described Scientists worked day and night on the development of what can be best described as "unknown weapons." The existence of such organizations is not rare, the defense as "unknown weapons." The existence of such organizations is not rare, the defense of the nation is of high priority in any country. of the nation is of high priority in any country. However.... However.... There was one crucial difference with this organization it was not developing There was one crucial difference with this organization it was not developing weapons but soldiers. weapons but soldiers. Its aim was to develop a recyclable soldier, one that could not be killed.... Its aim was to develop a recyclable soldier, one that could not be killed.... The scientists worked in a laboratory constructed 4000m below the earth. The The scientists worked in a laboratory constructed 4000m below the earth. The only people allowed above ground were the Reconnaissance Team*, all other staff only people allowed above ground were the Reconnaissance Team*, all other staff were required to live out the rest of their lives underground. were required to live out the rest of their lives underground. Seeing as though the majority of staff were of the "mad scientist" variety Seeing as though the majority of staff were of the "mad scientist" variety they considered this as a blessing. they considered this as a blessing. *This was the group whose responsibility was go above ground to carry out *This is the group whose responsibility was to to go above ground to carry out experiments. experiments. They also brought back living specimens to be used for research. They also brought back living specimens to be used for research. Large amounts of residents went missing in unexplained explosions or fires. Large amounts of residents went missing in unexplained explosions or fires. This group were indeed on a mission from hell. This group were indeed on a mission from hell. Naturally all evidence of the deeds described above were destroyed by the Naturally all evidence of the deeds described above were destroyed by the organization. organization. 25
UDS (Undead Soldier)
A recyclable soldier, one that so long as it retained its physical form would attempt A recyclable soldier, one that so long as it retained its physical form would attempt to complete its mission. to complete its mission. This aim however exceeded the sphere of human knowledge and it was 10 years This aim however exceeded the sphere of human knowledge and it was 10 years before scientists would stumble upon the right line of research. before scientists would stumble upon the right line of research. The first experimental model was completed one year later. The first experimental model was completed one year later. Its internal organs and part of its brain were created artificially and a large battery Its internal organs and part of its brain were created artificially and a large battery was attached to its back. Its appearance and form was hideous. was attached to its back. Its appearance and form was hideous. A vacant stare communicated a silent anger and sadness... A vacant stare communicated a silent anger and sadness... Through its artificial brain it was allowed to move only as much as needed to accomThrough its artificial brain it was allowed to move only as much as needed to accomplish its task. The aim was to create a human tank, something that could take damplish its task. The aim was to create a human tank, something that could take damage and keep fighting while its muscles and skeleton remained intact. age and keep fighting while its muscles and skeleton remained intact. The machine depended on a large source of power to be operational and used a The machine depended on a large source of power to be operational and used a large quantity of parts. To mass produce it was necessary to find a different large quantity of parts. To mass produce it was necessary to find a different method. method. The Gil cell...this was to have a large impact on the development of the U.D.S. The Gil cell...this was to have a large impact on the development of the U.D.S.
26
The cell was named after its discoverer, Dr. Gil Breitling. It had the ability to penetrate The cell was named after its discoverer, Dr. Gil Breitling. It had the ability to penetrate a person's body and kill them while preserving its vitality and dulling the sense of pain. a person's body and kill them while preserving its vitality and dulling the sense of pain. The cell had the ability to learn. Entering the brain it would fuse with the surrounding The cell had the ability to learn. Entering the brain it would fuse with the surrounding cells spread to the rest of the body with the urge to reproduce itself. cells spread to the rest of the body with the urge to reproduce itself. Its thoughts were very limited to the following instincts: "move," "eat" and "survive." Its thoughts were very limited to the following instincts: "move," "eat" and "survive." A simple form of life..... A simple form of life..... However, the power to create a killing machine with the ability to infect others However, the power to create a killing machine with the ability to infect others through a dose of the cell would be of great use as a military weapon. through a dose of the cell would be of great use as a military weapon. Sending only one or two units could destroy an enemy location through continuing Sending only one or two units could destroy an enemy location through continuing infection. infection. However with no ability to control the spread of infection, it was considered too However with no ability to control the spread of infection it was considered too dangerous to be of practical use. dangerous to be of practical use.
Further experiments were carried out using animal genes. Further experiments were carried using animal genes. However, the problem remains unresolved to the present day. However the problem remains unresolved to the present day.
27
CREDITS
The following credits list the staff responsible for the localization, marketing and manual production for the U.S. version of Zombie Revenge. Credits for the original development staff are listed in the game itself. Product Development: Localization Manager: Osamu Shibamiya Localization Producer: Jason Kuo Lead Tester: Dennis Lee Assistant Lead Testers: Scott Etkin Shiloh Klepp Joey Edwards Web Development and Support: A.J. Briones Special Thanks: Sean Doidge Mike McCollum Keith Palmer Shinobu Shindo Marketing: Product Manager Stacey Kerr Manual Staff: Writer/Editor/Translator Michael Hanna Writer Osamu Nakazato DTP Operator Makoto Nishino Designer Naohiko Iida Supervisor Kaoru Ichigozaki Special Thanks: Peter Moore John Golden Bob Schonfisch Angela Santos Heather Hawkins Todd Slepian
28
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