Games PS2 SONIC HEROES User Manual

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FRONT COVER
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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
START Pause
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.
Move left 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.
Jump S 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 Formation D 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 Blast E 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 ITEMS SPECIAL 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.
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 Release Manager
Andrei Belkin
Build Engineer/PC Project Coordinator
Rick "Maverick" Ribble
Manual Production
Supervisor
Yoshihiro Sakuta
Design Coordinator
Satoru Ishigami
Layout Designer
Makoto Nishino
Editor/Layout Designer
Colin Restall
Special Thanks
Marketing Consultant
Lori Von Rueden
Sega Ex-Patriot
Rich Briggs
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REAR COVER
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