Thank you for purchasing Ecco the Dolphin! 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 Ecco the Dolphin.
TABLE OF CONTENTS
P ro l o g u e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Starting Up.................................3
The Game Screen.......................4
C o n t ro l s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
M a n e u v e r i n g . . . . . . . . . . . . . . . . . . . . . . . . 8
The Sonar.............................9
The Camera.......................10
Pausing the Game..............11
O p t i o n s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
The Save System.......................12
E n e m i e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3
N o t e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 3
Ecco the Dolphin is a memory card compatible game [Visual Memory Unit (VMU) sold separately]. In order to
save game files, the VMU to be used must have at least 8 memory blocks of free space available.
Saving and loading to and from your memory card occurs automatically. Make sure to insert the memory card into
Expansion Slot 1 of the Dreamcast Controller that is connected to Control Port A. Do not remove the memory
card or controller during loading and saving.
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PROLOGUE
At the dawn of the 30th century, after five hundred years of unity and fellowship,
dolphin and man set out from the Earth to explore the great unknowns of space.
But where man and dolphin founded a civilization of peace, others based theirs on
strength, conquest, and domination. And, even as man and dolphin went out from
the Earth, a sinister Foe cast envious eyes upon it. For the Earth was a prize
beyond measure, a pristine world to be cherished or exploited.
But the Earth was not defenseless. The mighty Guardian -- the greatest creation of
dolphin kind -- shielded it with its power.
Undeterred, the Foe persisted, probing for a moment of weakness they were certain
must come.
It was in this time that a dolphin named Ecco arrived to the Isle of the Guardian,
seeking to learn from the scholars of peace, but destined to be the only hope and
champion of the Earth.
STARTING UP
Title Screen
Once the Title Screen appears, press the Start Button and the
SELECTVMU SCREEN will appear.
Select the VMU you wish to use to save your game(s).
Save Files
Ecco the Dolphin is a memory card compatible game
[Visual Memory Unit sold separately]. You must have at least
8 blocks of space to save.
After selecting a VMU with the appropriate space, you will
be taken to the SELECT AGAME screen. Here you can select
a new game by inputting your initials. Once you’ve entered your
initials and selected [END], you will be taken to the MAIN MENU.
Main Menu
START GAME*Start the game
LOAD GAMEAllows you to select a level that you’ve
OPTIONSChange controller setting, language, or
VMU MENUSelect VMU and Ecco file or delete an
*If a file is selected, or once a game has been started, CONTINUE
GAME will appear instead of START GAME. CONTINUE GAME
allows you to start at the level that you last left off at.
If none of the controllers plugged in has a VMU, a warning message
Uwill alert you. If you do not plug a VMU into the controller, you
will still be able to play, but your progress will not be saved.
The VMU MENU allows you to come back to this option and thus
indicate at any moment on which VMU the game in progress should
be saved.
This is what you’ll see when playing
Ecco the Dolphin. In the upper left
corner of the screen are two bars.
The top bar represents Ecco’s
health; the one below
represents Ecco’s air
supply.
Health
When Ecco is attacked or touches a harmful
object, Ecco loses some of his health.
To replenish your health, you can charge
into a school of fish to have a yummy feast.
But beware, not all fish are edible and some
may cause undesired effects. Be observant
and remember what you learned from your
experiences. Knowing your food well could
be vital information in perilous situations.
Besides losing health to enemy creatures
and harmful objects, if Ecco is on land for
an extended amount of time, Ecco will
gradually lose health.
Air
Ecco is a dolphin, and, like all mammals, he needs
air to breathe. To get air you can rise above the water
surface. If you can’t find a water surface nearby,
look for alternative sources of air. Some sources are
plainly visible but some are hidden and not so obvious. Observe your surroundings and remember to
keep track of your Air meter.
When your Air meter is at half, 1/4 and 1/8 levels
left, Ecco will make a squeak noise as a warning to
the player. If Ecco has no air, Ecco starts to lose
health.
CONTROLS
Connect the Dreamcast Controllers to Control Port A.
Dreamcast Controller
Analog Thumb
D-Pad
Start
To return to the Title Screen at any point during the game, simultaneously press and hold
the
A, B, X, Y and the Start Buttons.
Do not touch the Analog Thumb Pad, or the Triggers while turning the Dreamcast
power ON. Doing so may disrupt the controller initialization
procedure and result in malfunction.
X Button
Trigger
L
Trigger
Y
B
A
R
4
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CONTROLS
The configuration displayed is the default configuration. In the Options menu, you can choose
between two types of controller configurations.
BASIC SWIMMING CONTROL
Analog Thumb Pad andBehavior
Dive
Climb
Turn Left
Turn Right
Look Left (camera)
Look Right (camera)
Accelerate
Charge
Use Sonar
Special Maneuver 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.
6
UP
DOWN
LEFT
RIGHT
Trigger L
Trigger R
A
B
X
Y
SPECIALMANEUVERS
Super Roll
Slow Down/Reverse
180 degree turn left
180 degree turn right
Roll Left
Roll Right
ACROBATIC CONTROLS OUTOF WATER
Roll Forward
Roll Backward
Spin Left
Spin Right
Roll Left
Roll Right
Slower Rotation
Faster Rotation
Chirp and Smile
Stop Rotation
CONTROLS
Analog Thumb Pad andBehavior
Y + UP(While Ecco is in motion)
Y+ DOWN
Y+ LEFT
Y+ RIGHT
Y+Trigger L
Y+Trigger R
Analog Thumb Pad andBehavior
UP
DOWN
LEFT
RIGHT
Trigger L
Trigger R
A
B
X
Y
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Maneuvering
Accelerating and Swimming - Press or Hold the AButton
Pressing the A Button quickly and repeatedly makes Ecco accelerate. Each time you press Button A,
Ecco will swim faster.To maintain your current speed you can hold down the AButton and Ecco will
swim at a steady pace. To slow down, release the A Button and let Ecco drift to a slower speed. Pressing
and holding the A Button again will make Ecco swim at his current speed.
Slowing down and Swimming in Reverse - Special (Y) + Analog DOWN
To make Ecco slow down, press the Special (Y) Button and DOWN on the Analog Thumb Pad simultaneously. Ecco will use his tail fin and flippers to slow down. To swim backwards, keep pressing or holding the Special (Y) Button and the DOWN on the Analog Thumb Pad.
180 Degree turn - Special (Y) + Analog LEFT/ RIGHT
Turning Left or Right while holding the Special (Y) Button will make Ecco do a 180 degree turn.
This is a very handy and quick maneuver during a shark fight or simply to home in on a school of fish
again and again.
Super Roll - Special (Y) + Analog UP
Pressing the Special (Y) Button and UPon the
Analog Thumb Pad will make Ecco do a
corkscrew like evasive maneuver. If mastered
well, this trick can save Ecco from deadly head
on collisions with oncoming enemies.
Charging - B Button
Charging is done by pressing the B Button.
When Ecco charges, he accelerates beyond his
top swimming speed for a short period of time.
The extra speed is useful for escaping enemies,
swimming against currents or simply jumping
higher up in the air.
Charging can also be used as a weapon.
Ecco can cause damage to enemies or chase
them away by charging into them. When charging, Ecco automatically homes in on the closest target
within his sight. This makes targeting and hitting targets easier. Since homing in on a target is automatic
it is advised that you let go of the directional controls for the duration of the charge in order to let the
homing work properly. Interfering with the homing by steering the dolphin only lessens the chance of a
successful hit. The automatic homing depends on timing and distance as well.
8
The Sonar
Ecco’s sonar can be used in many different ways. The main function of the sonar is
communication. The sonar can be activated with the X Button. Ecco does use up a little
air for each sonar pulse that he sends. If the sonar does not seem to be working as you
expect, try backing off and giving Ecco a little more or less distance to what/who you
wish Ecco to interact with, or try a different angle.
Talking with the Sonar - Press the X Button
Using his sonar, Ecco can communicate with whales, dolphins, as
well as other intelligent beings. To talk to other mammals, target
them with your sonar and press the X Button.
Interacting with other creatures - Press the X Button
Not all the animals in the ocean can communicate with the dolphin. Sharks, rays, fish and other creatures
will not understand a dolphin’s language. However, all the animals will react to Ecco’s sonar in their own
particular ways. By using his sonar, Ecco can effect the behavior of these creatures, he can challenge a
shark, he can herd turtles together or cause a school of fish to disperse. We encourage you to explore and
experiment with the sonar’s effect on various animals since these abilities will become very useful in
many different gameplay situations.
Special Sonar abilities - Press the X Button
As the game progresses, Ecco will learn special abilities, which will alter and enhance the functionality
of his sonar. He will learn to use his sonar as a defensive as well as an offensive weapon. He also learns
new ways of interacting with various sea creatures. These special abilities will allow Ecco to control the
behavior of various animals in a much more precise and direct fashion than before. The use of these
special sonar abilities is automatic, if Ecco acquired an ability to control a certain creature, sonaring that
particular animal will automatically affect its behavior in the desired way.
Sonar as a Tractor Beam - Double Press and Hold the X Button
Later in the game, when Ecco acquires the Labor Harness he will be able to hold onto certain objects with
the use of the Harness sonar-tractor beam. To activate the tractor beam, double-press and hold down the
“Sonar” X Button.
Sonar Map - Press and Hold down the X Button
Ecco can use his sonar to draw a Sonar Map of his surroundings. The Sonar
Map can be activated by pressing down the X Button, and holding it down
until the map appears. The map will automatically disappear after a short
time, but you can turn it off manually at any time by pressing and holding the
“Sonar” X Button again.
When the Sonar appears, you will see Ecco as the dark blue flashing
dolphin icon on the sonar map.
Note: Afew particular areas interfere with the sonar and Ecco cannot activate a Sonar Map.
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The Camera
There are several camera types available during the game. Use the Directional Pad.
Trailer Camera - Tap the Directional Pad
This is the default camera mode. The camera stays right behind the dolphin at all times
and points in the direction Ecco is facing. This camera is best suited for general gameplay due to its responsiveness and ease of targeting.
Remote Camera - Tap the Directional Pad
This camera looks at the dolphin at all times and follows him at a fixed distance. The camera will not try to stay behind the dolphin instead it allows
Ecco to turn his side to the camera as well as face the camera. Swimming
around with a Remote Camera provides a more graceful, cinematic type of experience.
Above Water Camera - Press and hold the Directional Pad
This camera hovers above the water surface. It stays above dolphin at all times and looks at Ecco. This camera
provides the best views when doing acrobatic jumps above the water.
Side/Backward Camera - Hold Trigger L(Left) or Trigger R (Right) or both simultaneously (Backward) This camera allows the player to look sideways, left or right with the camera
without changing Ecco’s current direction of travel. You can even look backwards.
Switching between Cameras
To switch between the three camera modes, use the Directional Pad in any direction. A“click” sound effect
will play when switching through the Trailer, Remote, and Above Water Camera view.
Camera Types
Switch between Trailer and Remote
Cameras
Look Left
Look Right
Look Backwards
Switch Above Water Camera ON/OFF
Input
Directional Pad
Short Press in any Direction
Trigger L
Trigger R
Trigger Land Trigger R Together
Directional Pad
Long Press in any Direction
10
Pausing the game
You may pause the game at any time (except during “letterboxed” cut
scenes) by pressing the START Button. This will open a menu from
which you may resume playing; view your “inventory” of songs and
gifts; check the status of the number of Vitalit Crystals you have
found; or exit the game. If you select “EXIT”, the game will go back
to the title screen. You can also remove the menu by pressing the X
and Y Buttons simultaneously; pressing them again will return the
menu. If you do press the X and YButtons simultaneously, to remove
the menu, you will need to press them again in order to display the
menu and get back to the game.
OPTIONS
The Option screen allows you to set different parameters
• Language:You can select English, German, French, or
Spanish.
• Controller:You can choose one of two controller
configurations, Type A, or Type B.
• Audio:You can adjust the music volume, switch between stereo
and mono, or listen to the sound effects and music.
• Jump Pack: Enable or Disable Jump Pack (sold separately).
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THE SAVE SYSTEM
When a VMU is connected, you will see it on the screen and the one that has been selected is animated.
You now have 3 choices:
• The VMU is available and has enough room for the back ups. You can therefore start saving Ecco the
Dolphin on this VMU.
• The VMU does not have enough room on it. In this case, the VMU will appear crossed out on screen and
you will be unable to save any part of the game onto it.
• The VMU already has valid save files of Ecco the Dolphin on it. You can load a game from the VMU, save a
new file or even save a file over a previous saved game or delete a file.
During a Game
When a level is completed, the game is saved automatically. NEVER turn off,
remove the VMU or disconnect the Controller when the game is loading a level.
You will know a level is loading when you see the level name being displayed; a
bar appears below the level name, showing the progress of the loading process.
(IMPORTANT!)
When Ecco loses a life, the Continue Screen will appear with a
9-second countdown. If you press the START Button during the
countdown, you will start out the level with objectives that you
have finished still completed, and you will be put in a location
that is relatively close to your current/next task. However, if
you let the counter tick down and select to continue the game
from the main menu, you will restart the level with none of
the level objectives completed (songs, gifts, and vitalits will be
saved however), and you will need to redo them. So be careful!
ENEMIES
The undersea world of Earth is filled with many natural dangers. You will need steady nerves and an iron will to overcome the denizens of the deep. Most enemies attack Ecco
only out of instinct, but they should be avoided or overcome
nonetheless. Following is a list of the most common enemies
Ecco will encounter.
Sharks
There are two types of common
sharks in the beginning of the
game that Ecco must beware of,
the gray shark and the hammerhead shark. Both attack by charging at Ecco and biting. If you are
careful, it is possible to clear
sharks from any area by direct
attack. There are other methods
for dealing with sharks, of course;
attacking isn't the only option!
Jellyfish
Some jellyfish can hurt Ecco, and
even poison him. While Ecco can defeat a jellyfish by
charging into them, it’s usually better just to avoid them.
Moray Eels
Moray eels live in narrow openings in caves, and dart out
of ambush to attack whatever passes in front of their
"homes". They’re nearly impossible to thwart or defeat,
and should be given a wide berth when you pass by them.
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THE SONGS
As Ecco gains friends, he will be able to learn the ancient songs of the dolphins. These songs use the
Sonar (so use the “Sonar” X button to use these songs when you’ve learned them), and they permit Ecco
to perform tasks which might be impossible otherwise.
Song of the Ray
Using the Song of the Ray allows Ecco to prod the great Manta Ray in the direction Ecco wishes the
Manta Ray to move. Ecco can do this by aiming with his Sonar. Hidden stingrays will move when sung
this song, while those in plain sight will flee.
Song of the Fish
Small schools of fish will surround you and follow. This can be very useful to you as a particular type of
fish may provide you with illumination while another may provide you with “protection” when you swim
with them. Just know that all fish move slowly, so don’t move too fast if you want the school of fish to
follow you!
Song of the Shark
Sharks will be stunned with the sound
of your sonar. This allows you to
attack them head-on if you attack
while they are stunned.
Song of the Turtle
Turtles will follow you if you sing
them this song. Even turtles that are
hiding in their shells will poke their
heads out and move when sung this
song.
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THE GIFTS
Power of Air
This temporatily gives Ecco more air so he can stay underwater for a longer perioud of time. However,
inhaling more air during this time will not replenish his air meter.
Power of Sonar
With the Power of Sonar, Ecco can use his Sonar to attack enemies and can even use it to shatter some
rocks and other objects to reveal hidden secrets or passageways.
Power of Endurance
This temporarily gives Ecco more health and strengthens his resistance to harm. However, eating more
fish during this time will not replenish his health.
Power of Vigor
With the Power of Vigor, Ecco’s
strength is augmented, and Ecco’s
swimming and charging abilities
are increased. Ecco can push rocks,
reach higher heights, and conquer
swift currents. And Ecco’s
strenghthened charge is almost
unstoppable.
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VITALIT CRYSTALS
These crystals add to Ecco’s overall health through the course of the game. They incrementally increase
the length of Ecco’s health bar. The number of Vitalit Crystals varies on each level; you can check the status of your collection on the current level by pressing the START Button. If you wish to see how many
crystals you have collected over the course of the game, highlight the menu item “VITALIT” and press the
A Button. It is not necessary to collect every Vitalit crystal in the game, but it will make your life much
easier as you advance through the more difficult levels.
GIFT CRYSTALS
These crystals activate the Gifts that Ecco has acquired
(see“The Gifts” section, on previous page). Until you
have obtained the appropriate gift, Ecco cannot use
these crystals. Once the gift is obtained, simply swimming into a gift crystal lets Ecco use the gift.
INFORMATION SHARDS
These brightly shining
crystals are spawned by
the Guardian to assist you
in your quest. They provide
instruction to Ecco, and
although the clues they
provide may seem vague,
they can be invaluable, and
will help Ecco on his quest.
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WALKTHROUGH OF AQUAMARINE BAY
(WARNING! READ ONLY IFSTUCK)
Aquamarine Bay is the first level of Ecco the Dolphin, and is designed to provide you with an introduction to the basic elements of the game. This walkthrough will help you achieve this goal quickly.
The Instructor
At the beginning of this level, Ecco who is facing north, is greeted by the Instructor, who will challenge
him to learn about the basics of maneuvering. Simply perform each maneuver the Instructor calls for;
once each maneuver has been performed, ping the Instructor with Ecco’s sonar (Button X) and the
Instructor will ask for a new maneuver to be performed. Go through this series, and then begin your
exploration of Aquamarine Bay. If you have any difficulty with the moves, consult the Control section of
this manual.
The Undersea Landscape
Aquamarine Bay is enclosed on the north, west, and south; the open ocean is to the east, but it is inaccessible due to extremely strong ocean currents. There are numerous undersea rock-forms: spires, arches,
and boulders. The sandy bottom has one unusual feature you should immediately take note of: a long
“road” of small pink-gray rocks. This road runs nearly the length of the bay, and can help novices by
providing a landmark by which to navigate. There are two spires that jut above the water’s surface; both
are on the eastern edge of the bay. In the far northwest corner of the bay is an old, sealed entrance to
Atlantis. You cannot open it, but it provides another landmark by which to navigate.
The Coach
Another of the dolphins in Aquamarine Bay, this blue dolphin with a gold stripe will provide challenges
for you, in the form of a game called “Fish Fetch”. This entails finding the appropriate type of fish the
Coach asks for, then being the first to return to him with it. Winning the Fish Fetch game yields the first
Vitalit Crystal (see next page).
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WALKTHROUGH OF AQUAMARINE BAY
(WARNING! READ ONLYIFSTUCK)
The Vitalit Crystals
There are five Vitalit Crystals in Aquamarine Bay. The first is revealed when you win the game of Fish
Fetch, as previously described. The second is easy to find; it is located under the archway that is just
west of the “road” near the middle of the bay.The third is just above the surface of the water, under
some palm trees on the East Side of the northernmost spire. The fourth and fifth Vitalit Crystals are
very difficult to acquire; precise aim will help. One of them is on top of the other spire, and one is
floating at the surface in the waterfall’s rough current. The easiest way to obtain them is to have Ecco
hover right below the water surface and charge in the direction of the crystals.
The Whale and Her Baby
The final task in Aquamarine Bay involves the large mother whale and her baby. Go talk to both of
them, using your sonar. Then go back toward the Instructor. As you approach him, the Foe finally
breaks through the Guardian’s shield, shattering the Guardian and causing an undersea earthquake.
Near the rock outcropping the Instructor is swimming around, you will find a messenger crystal from
the Guardian. Ping it with your sonar and it will tell you that the Guardian needs your help; but first,
you must rescue the baby whale from the danger it is in. Go talk to the mother whale; she will tell you
that she can hear her baby’s cries, but that it is nowhere in sight. Swim directly west from the mother
whale; you will discover some fallen rocks along the Western Wall. Within a cavern formed by these
rocks is the baby. Ping it with your sonar, then swim back toward the Coach. Ping one of the player
dolphins, and they will agree to help you with the rescue. Swim back to where the baby is trapped, and
a cutscene will show you and the other dolphins nosing a rock out of the way.The baby will be freed.
Once you talk to the mother whale after freeing her baby, she will block the waterfall with her
immense body, and you can exit Aquamarine Bay.
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TIPS
Sonar will not detect everything for you. Some objects and animals are hidden from Sonar, especially
those that want to remain hidden, even other dolphins who may want to remain hidden! Still, it’s a
good idea to use Sonar when starting a level to get your bearings.
It’s always a good idea to find a messenger crystal as soon as possible for clues.
Try to find recognizable “landmarks” to keep track of where you are and where you’ve been.
Make sure you have plenty of air before exploring unknown areas.
Gifts always serve some purpose. If stuck, look for one of the gift crystals, and it may solve your
problems.
If something doesn’t seem to work, try approaching it from another angle.