Games PS2 SONIC HEROES User Manual

FRONT COVER
Thank you for purchasing Sonic Heroes™. Please note that this software is designed only for use with the PlayStation®2 computer entertainment system. Be sure to read this instruction manual thoroughly before you start playing Sonic Heroes™. Also note that this instruction manual cannot be re-issued, therefore please keep it in a safe place.
1
Set up your PlayStation®2 computer entertainment system according to the instructions in its Instruction Manual. Make sure the MAIN POWER switch (located on the back of the console) is turned on. Press the RESET button. When the power indicator lights up, press the open button and the disc tray will open. Place the SONIC HEROES™ disc on the disc tray with the label side facing up. Press the open button again and the disc tray will close. Attach game controllers and other peripherals, as appropriate. Follow on-screen instructions and refer to this manual for information on using the software.
Sonic Heroes™ is a one to two player game, and compatible with the DUALSHOCK®2 analog controller. When playing a 1P game, connect the controller to controller port 1. When playing a 2P game, connect the controller for the 2nd player to controller port 2.
DUALSHOCK®2 Analog Controller Configuration
Memory Card (8MB) (for PlayStation®2)
Sonic Heroes™ supports MEMORY CARD slot 1 only. Refer to p.31 in this manual for details on loading and saving games. Insertion or removal of the memory card (8MB) (for PlayStation®2) after switching on the console may cause data to be overwritten or lost. At least 110KB or more of free space is required to save Game Data in this game.
Using Dolby Surround PRO LOGIC II
In "5.1 channel Dolby Digital" mode, the audio from the PlayStation 2's AV MULTI OUT may be disabled. When "5.1 channel Dolby Digital" mode is activated, sound may only come from the unit's DIGITAL OUT (OPTICAL). The PS2's DIGITAL OUT (OPTICAL) should be connected to the "digital optical in" of a receiver with Dolby Digital decoding.
This game uses both Dolby Digital and PCM audio. Some receivers will switch between both audio formats automatically, and others will not. Please refer to your receiver's instruction manual to determine if it is necessary to activate an "auto­detect" feature..
Dolby, Pro Logic, and the double-D symbol are registered trade­marks of Dolby Laboratories
Controls are all set in ANALOG mode
(mode indicator: ON) and cannot be switched to digital using the ANALOG mode button.
This game supports the vibration func-
tion of DUALSHOCK®2 analog con­troller. This can be set ON/OFF from the OPTIONS menu (p.31).
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 16
An egotistical dreadlocked 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.
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 arch­enemy 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 maneuvre 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.
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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!”
Time of Creation unknown
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.
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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!!”
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 atti-
tude 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 18
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 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. Cream 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. She also loves ice-cream cones.
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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!”
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 20
Outlaw detective and head honcho of the Chaotix Detective Agency. He can always 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 6
This scatterbrained funny-kid likes noth­ing more than fooling around, and mak-
ing the remaining Chaotix staff look pro-
fessional. Seen by the others as more of a
cute mascot, he's generally good natured
and light-hearted, but when he gets
angry he often introduces 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.
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