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.
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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).
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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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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.
A mysterious robot that holds the key to
Time of Creation unknown
destroy the world.
MENU CONTROLS
START
left analog stick
directional buttons
A buttons
D buttons
Game Start
Move Cursor (Select Menu Items)
Move Cursor (Select Menu Items)
Enter Selection
Cancel (Return to Previous Screen)
DURING THE GAME
STARTPause
left analog stick
S button
F button
button
D
A button
button
E
buttons
W/ R
right analog stick
Move Characters
Jump / Special Action
Action Button
Rotate Camera Left & Right
Counter-clockwise Formation Change
Clockwise Formation Change
Team Blast
View Surroundings from leader's Viewpoint
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Sonic Heroes™ 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, Fly and Power. The
character leading the team at any given point determines the Formation
type, allowing a unique set of maneuvers to be performed The following
actions are common to each team and character.
Moveleft analog stick
Move the team leader freely in any direction while
the team-mates follow close behind. Increasing the
angle of the left analog stick makes the characters
run faster.
JumpS button
Press the
to jump in the air. A variety of special jump
maneuvers can also be performed (see Special
Actions on p.15).
S button while running or standing still
SPEED FORMATION MANEUVERS
Spin
Hold F button
Roll like a ball to increase speed and attack enemies.
Rocket Accel
Hold F button x team-mates gather x release
Team-mates push the leader, propelling them forwards at high speed. Can also be used to attack
enemies straight ahead.
Change FormationD and A buttons
Press the
Fly, and Power Formations. Depending on the Formation type, a variety of
special maneuvers can also be performed (see Special Actions on p.15).
Team BlastE button
When the Team Blast Gauge is full, press the
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.
D or A button to change the leader and rotate between Speed,
E
Solo Attacks
Hold F button x release (without team-mates)
The leader performs a special attack maneuver
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 xSbutton
Targeted dash directly towards enemies. When
team-mates follow through with the maneuver,
the attack power is tripled!
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Fly FORMATION MANEUVERS
Tornado Attacks
Jump xFbutton
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 maneuver allowing him to sneak past enemies unnoticed.
Light Dash
Approach path of Rings xFbutton
Enable Sonic and Shadow to dash at high speed
along a path of Rings, even through midair.
Propeller Hammer
Jump x hold S button
Amy can momentarily sustain flight by spinning
the hammer like a propeller.
Ascending Flight
Jump x hold S button
While in Flying Formation, the leader carries their
team-mates beneath and can fly until the Flight
Gauge is used up.
Quick Ascent
Ascending Flight xSbutton
Sudden dash upwards during flight that also doubles as a quick attack on enemies by stunning and
grounding them, similar to Thunder Shoot.
Thunder Shoot
F 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 x grabs wall xSbutton
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
F button (without team-mates)
The leader performs a special attack maneuver
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.
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POWER FORMATION MANEUVERS
Auto Homing
Approach enemies
Team-mates automatically home in on and attack
nearby enemies.
Forward Power Attacks
F button
A series of maneuvers 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.
Remote Power Attacks
Forward Power Attack xFbutton
A series of maneuvers for attacking surrounding
enemies. Knuckles and Omega use Spinning Back
punches, while Big and Vector launch team-mates
as destructive balls of fire.
Fighting Pose
Hold F button
Gather team-mates ready for some serious fighting
action.
Fireball Jump
Fighting Pose x Hold S button
Knuckles and Omega can jump while spinning
team-mates to attack surrounding enemies.
Fire Dunk
Fighting Pose x jump xFbutton
Hurl team-mates diagonally towards the ground as
balls of fire. The resulting explosion damages all
enemies in the vicinity.
Body Press/Hammer Down
Jump xFbutton
Big and Vector can attack enemies directly beneath
them.
Wide Power Attacks
Remote Power Attack xFbutton
Attack all nearby enemies with a single maneuver.
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 xSbutton
Float gently towards the ground together with
team-mates. By catching a draft, this maneuver
can also be used to float upwards.
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SETTING UP
Press START at the Title Screen to access the
Main Menu. Use the left analog stick or directional buttons
following and press the
CVZXto choose from the
A / S button to select.
From the 1P PLAY Menu, use the left analog stick or directional buttons C
V
to choose from the following and press the A / S button to select.
STORY
CHALLENGE
TUTORIAL
Play the game to reveal the story.
Re-attempt Missions in previously cleared Stages (see p.27).
Tutorial on Basic Team Actions (see p.28).
1P PLAY
2P PLAY
EXTRAS
OPTIONS
Displays the menu for Single Player Games (See p.21).
Displays the menu for Two Player Games (See p.29).
Displays the menu for bonus features (See p.30).
Change various game settings (See p.31).
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
(8MB) (for PlayStation®2) in which to create or
read Game Data, which is accessed automatically during the game. Use the left analog stick
ZXto choose a data slot and press the A /
S button to select. Follow the instructions
onscreen to create or open a Game Data file.
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 left analog
stick or directional buttons
team you wish to play, and press the
button to select.
GAMEFLOW
OPENING MOVIE
STAGE 1 (MISSION 1)
STAGE 2 (MISSION 1)
BOSS LEVEL 1
STAGE 3 (MISSION 1)
ZXto choose the
A / S
SPECIAL STAGE
SPECIAL STAGE
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.
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✪ 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.27).
✪ 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.25 for details on Special Stages.
✪ Game Data is automatically saved between Stages.
VIEWING THE GAME SCREEN
1
2
3
4
1 SCORE
Points scored during this mission.
Points are awarded for speed, Rings
collected, Level-Ups, good technique and enemies defeated.
2 TOTAL TIME
Total game time elapsed since the
beginning of the Story.
3 RING COUNT
Number of Rings currently held.
4 TECHNIQUE POINTS
Bonus score awarded for advanced
action techniques.
5 TEAM BLAST GAUGE
The Team Blast maneuver can be
used when Gauge is full.
6 FORMATION LEADER
The currently selected Team Leader.
Different leaders allow different
Team Actions as part of the game
strategy.
7 LEVEL-UPS
Collecting Level-Ups for each character increases the potency of their
attacks.
8 FLIGHT GAUGE
Decreases as the Flying Type character tires during flight. Recharges
automatically on landing.
9 ADDITIONAL ACTION
Indicates availability of an additional common action that can only be
used in specific circumstances.
5
8
6
7
9
Rings
Collect Rings to protect
against enemy attacks.
For each 100 rings collected, earn an extra
life.
Power Core
Comes in Red, Blue and
Yellow. Collect these to
Level-Up the character
of the corresponding
color. Power Cores
appear when certain
enemies are defeated,
and can also be found
inside Item Boxes.
Formation Signal
Indicates the most suitable Formation for tackling the next challenge.
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.
Open the box to reveal
the Item inside.
Goal Ringing
Trigger the Goal Ring to
complete the action
stage.
Hint Ring
Touch to receive a strategy hint from a teammate.
Formation Change Gate
Pass through the gate to
automatically change
Formation as indicated
in the Formation Signal
above it.
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.
Item Box
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ITEM BOX ITEMSSPECIAL STAGE
If you are holding a Special Stage Key when you reach the Goal Ring, you
Rings
Ring count increases by
5, 10 or 20 Rings.
High Speed
Increase running speed
for a limited time.
Barrier
Protect against enemy
attacks one time only.
Power Core
Comes in three colors.
Collect these to LevelUp the corresponding
character.
Invincible
Become invincible for a
limited time.
Team Blast Ring
Set the Team Blast
Gauge to full.
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
left analog stick
button
S
F button
✪ 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.
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
Move characters left or right.
Jump. Use to avoid Bombs.
Use Power Gauge to Dash.
1
Increase lives by 1.
1 UP
Fly Charge
Set the Flying Formation
Flight Gauge to full.
4
3
1 Power Gauge
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.
4 Spheres
Collect these to increase the Power
5
6
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!!
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Spheres come in three varieties.
Normal Spheres
Regular type of sphere to collect.
Power Spheres
Boosts level of Power Gauge.
Score Spheres
Boosts Score.
PAUSE MENU
During gameplay, press the START button to display the PAUSE menu.
Use the left analog stick or directional buttons
following, and press the START button 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.
CVto choose from the
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.
STAGE SELECT
From the Stage Select screen, use the left analog stick or directional buttons
ZXto choose the team you wish to play as, CVto select the
Stage, and press the
X
to select a Mission and press the A / S button to select.
A variety of information is displayed on the Stage Select screen to help
you.
A / S button to select. For the chosen Stage, use Z
1
2
3
5
6
7
8
4
1 Total Emblems Collected
2 Presently Selected Team
3 Stages
4 Chaos Emerald (Collected)
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.
5 Top Time
6 Top Ring Count
7 Top Score
8 Rank
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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 left analog stick or directional buttons
ZXto choose from the available 2P PLAY
modes, and press the
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.
A / S button to select.
TEAM SELECT
Each player selects their own team. Use the left
analog stick or directional buttons
choose your teams in turn, and press the
S button to select. The same team cannot be
selected by both players.
ZXto
A /
STAGE SELECT
Each Battle Mode contains 3 Stages. Use the
left analog stick or directional buttons
choose the Stage you wish to play or ALL to
play the 3 Stages consecutively, and press the
A / S button to select.
CVto
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Replay music, sound effects and movies found in this game by selecting
either Audio Room or CG Theatre.
CG THEATRE
In the CG Theatre, 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 left analog stick or directional
buttons
CVto choose a movie, and press the
A / S button to view.
AUDIO ROOM
In the Audio Room, you can listen to the background music and sound effects used in the
game. Use the left analog stick or directional
buttons CVto choose a category, and press
the
A / S button to select. Then use CVto
choose the music or sound effect you wish to
listen to and press the
A / S button to play.
Make various changes to game settings. From the Options Menu, select
from the items listed below. Use the left analog stick or directional buttons
ZXCVto choose a setting, and press the A / S button to confirm the
change.
AUDIO SETTING
Switch between Stereo, Mono and Dolby Pro
Logic II.
VIBRATION SETTING
Set the Vibration 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 (8MB) (for
PlayStation®2). Each slot with Game Data
stored will display the time elapsed, winning
Team, Rank, Score and Emeralds collected.
Use the left analog stick or directional buttons
press the
A / S button to bring up the Menu. Select "Start" to begin or
ZXto choose a slot, and
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
Select the language for in-game text.
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The following credits list the staff responsible for the localization, marketing, and manual production for Sonic Heroes™. See the in-game credits
for the complete list of the original development staff.