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LICENSED BV SEGA ENTERPRISES LTI 

J=OR PLAY ON THE SEGA CD 1 SYSTEM 


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SET UP 


HANDLING YOUR 
SEGA CD 


The Sega CD Disc is intended far use exclu¬ 
sively with the Sega CD'™ System. 

Do not bend it r crush it, or submerge 
it in liquids. 

Do not leave it in direct sunlight or near a 
radiator or other source o! heat. 

Be sure to lake an occasional recess during 
extended play, la rest yourself and the 
Sega CD Disc. 

KEEP YOUR SEGA CD DISC CLEAN. Always 
hold by the edges, and keep it in its case 
when not in use. Clean with a lint-free,soft 
dry cloth—wiping in straight lines from 
center to edge. Never use solvents or 
abrasive cleaners. 


WARNING: READ BEFORE USING YOUR SEGA VIDEO GAME SYSTEM. 
A very smell percentage of individuals may experience epsteplic seizures 
when exposed to cert&i: lighl patterns or fla&" ng Ighls. Exposure to certain 
patterns or backgrounds on a television screen or white playing video games 
may induce an epileptic seizure in these individuate. Certain ccndtions may 
induce previously undetected epileptic syirptoms even n persons who have 
no history of prior seizures gr epilepsy. II you, or anywe in your family has 
an epileptic condition, consult your physician prior to playing. If you experi¬ 
ence any of the following symptoms white playing a video game—doziness, 
aHered vision eye or muscle Swlches. loss of awareness, disnrtenralicn. any 
involuntary movement or convuteions—IMMEDIATELY discontinue use and 
consult your physician before resuming play. 


SONY 



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1. For ESPN Sunday Night NFL, plug the 
Genesis Control Pad into the "Control 1 JJ 
port on your Sega Genesis, 

2. Make sure that there's no game cartridge 
in your Sega Genesis System and follow 
all Sega CD System directions to activate 
your Sega CD System. 

3. If your system is already on, follow all 
Sega CD System directions to activate 
your Sega CD System. 

4. If your Sega Genesis System is turned off, 
place the ESPN Sunday Night NFL game 
disc in the CD System with the label fac¬ 
ing up, close the door and turn on your 
Sega Genesis System. 

5. At the OPTIONS screen, you may select to 
have music and sound on or off. After 
making your selections, highlight EXIT 
and press the START button. 



Warning to owners of projection televisions: Still 
pictures or images may couse permanent picture- 
tube damage or mark the phosphor of the CRT, 
Avoid repeated or extended use of video gomes on 
large-screen projection televisions. 











































TABLE OF CONTENTS 



SUNDAY 

NIGHT 



ESPN Sunday Night NFL 
brings you the hardest hitting 
sport in the world right to your 
living room! Hosted by the irre* 
pressible Chris Berman, ESPN 
Sunday Night NFL makes you 
the ultimate gridiron comman¬ 
der. Every team in the AFC and 
NFC is here for you to coach, 
play and take all the way to 
the Superbowl! 


We've combined ease of use with an incredi¬ 
ble selection of options and playing scenar¬ 
ios that make every game a fresh experience, 
ESPN Sunday Night NFL has all of the latest 
features and rule changes of real NFL 
games, including 2-point conversions after 
touchdowns and current rankings and abili¬ 
ty comparisons. It's all waiting for you in the 
one video game guaranteed to turn a die¬ 
hard armchair quarterback into a master 
of the NFL! 


TABLE OF CONTENTS 



Welcome to the NFL ................... .3 

Starting the Game .5 

Options Screens 5-7 

And Now, Chris Berman and 
ESPN SportsCenter ................... 8 

The Kickoff.. 9-10 

The Play Choice Screen .11-12 

Controller Functions ........ .13-14 

A Few More Points.. ... 15-18 

Reference.... .19 

Warranty Information . . . . ............. 20 

Official Merchandise... 21-22 























OPTIONS SCREENS 



STARTING THE GAME 



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Insert the disc into your 
Sega CD and turn the 
machine on. Press the 
start button during the 
title screens to toggle 
through them until you 
reach the Main Option 
Screen, ESPN Sunday 
Night NFL features 
every team in both the 
AFC and NFC . Choose which team you [player 1), and 
your opponent {player 2 or the computer), will use at 
this stage, 

NOTE: If there is only one controller plugged in to 
the Sega Genesis, player 2 is preset as a 
computer opponent, 

OPTIONS SCREENS 

Customize each game lo your own style of play in 
this mode. You are given the following series of 
custom settings: 


Play Mode: 


Player 1: 


Team 1: 


Single Game, 1994 Season, 
Random Season, Playolfs, 
Continue, Load Game, 

Save Game. 

Choices are: Play at Home, 
Play Away, Coach at Home, 
Coach Away {You pick plays 
only) Computer at Home, 
Computer Away (Computer 
does everything for you.) 

Choose which team you want 
to play. Each team shows a 
Skills Snapshot and which 
league and division it is in. 


Player 2: 

Same options as above in 2- 
player game. Otherwise, the 
computer plays this opponent. 

Team 2: 

Again, same as above .., 


The options for playing are: 
i Player - One person competes 
against the computer controlled team 
at home or away. 





Head to head - Player 1 vs. Player 2. 

Player vs. Coach - Player 1 vs. Player 2, Both players 
choose the plays, but Player 2 (as Coach) has the com¬ 
puter execute the called plays. 

Coach vs. Coach - Player 1 vs. Player 2 - Both players 
only select the plays while the computer executes 
their choices automatically 

Coach vs, Computer - Player 1 vs. computer controlled 
team. Player 1 chooses the plays and the computer 
executes his selections. 

At Ihe top of the screen 
is the name of the sta¬ 
dium chosen for play 
and the surface of the 
playing field. These 
change as you play at 
home or away games. 

NOTE: Some teams 
are known to perform 
better on turf than on grass,, 

Once your decisions are final press the start button 
to move on to the next Options Menu. 



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AND NOW, CHRIS BERMAN 
AND ESPN SPORTSCENTER 



The Select Options Menu screen offers the follow¬ 
ing choices to custom design your games: 

Delay of Game: On/Off, 

If you need more time to choose your playsfetrate- 
gies r choose "off under the Delay of Game 
options. This will allow you as much time as you 
need in between plays. When this option is "on", 
the player will have 40 seconds to pick his play 
and get the play started. 

Pass Interference: On/Off. 

If you do not trust the referees judgement, espe¬ 
cially on those crucial pass plays, then turn the 
Pass Interference option off (all other penalties 
apply). If you want the game to run its course, 
then leave the Pass Interference option on, 

Team Skills: Each team has a preset value for a 
variety of skill levels. If you leave this option at 
the “Real" setting, these options come in to play. 
If, however, you set this at "Even", then the com¬ 
peting teams will have even statistical weight. 

Quarter Length: Set the time for each quarter at 
5,10, or 15 minutes of regulation play 


Once you have determined the details of the game, 
Chris Berman will appear at the desk of ESPN 
SportsCenter to give 
you the details of the 
coming event. The 
mode that you chose 
to compete in deter¬ 
mines the details of 
Chris' report. In all 
cases the team stats 
will be displayed to 
Inform you {and your opponent) of the relative 
strengths and weaknesses of each team. Once the 
reports are completed, youll go to the stadium for 
the coin toss. 


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Visiting team gets to 
choose Heads or Tails 
for the toss. The win¬ 
ner of the coin toss 
decides whether to 
Kick Off or receive the 
ball. After this has 
been determined, the 
game begins. 




















THE KICKOFF 


THE KICKOFF 




All the legendary moves and ladies that have been 
shown over the years on ESPN Sunday Wight NFL are 
now yours to command. The game of football will 
never be the same as you call the plays and make 
them happen! The Bump-and-Run Defense, the 
Halfback Option, the Fake-Punt Slant they're all 
here with more special features to create the ulti¬ 
mate football challenge. 

Unless there is a turnover, the receiving team begins 
the game on Offense and the kicking team begins at 
Defense. The Main Menu for plays appears between 
every down with the selection of plays. In the 2-play- 
er mode, once a defensive play has been selected, 
the screen shows a background field until your 
opponent has made his offensive selection. If the 
player on offense finishes his selection before the 
defensive play has been chosen, well, the defender 
has to do a little scrambling. 

Once the Offense has 
made their selection, 
the game shifts over 
to the field for the 
play. At this point, 
your skills as a player 
take over as you try to 
outwit and out-score 
your opponent. If you 

chose the Coach or Computer Mode of play, the 
game itself takes over here and runs the play with¬ 
out your input. 


On Offense, you have four downs (series of plays) to 
advance the ball 10 yards. If you are successful, then 
you begin a new set of downs. Continue this process 
until you score a touchdown or a field goal If you are 
unsuccessful at making the 10 yard minimum by the 
fourth down and you are out of field goal range, it is 
advisable to punt the ball to the Defense. The winner 
is the team that has scored the most points by the 
final whistle. If the game ends in a tie, then you have 
one extra quarter for a sudden death playoff. The first 
team to score in 
sudden death wins 
the game. 

As with any sport, 
wild and unpre¬ 
dictable plays are 
known to happen. This 
game was designed to 
utilise all the possible 
plays in an unexpected manner to keep your oppo¬ 
nent off guard. Try a fake kick once in a while to keep 
them on their toes. 


















THE PLAY CHOICE SCREEN 



HI 


It may seem complicated 
at first, bat once you have 
used it, it becomes second 
nature. This screen is split 
in two by the ESPN Stats 
bar. This bar flashes 
between the names of the 
teams and current score 
and the current quarter, 
down and yardline that the ball is placed an, The 
upper time is the time remaining in the quarter 
and the lower time is the 40 second play clock. 

The status bar shows the number of time-outs 
for each team. 

The top three screens are for the player on defense. 
Selections advance each column until your choice 
is made. 

The bottom nine screens are for offensive play 
selection. IMPORTANT NOTE: The column that 
is flashing determines which button is effected. 
Once you have mastered maneuvering between 
the plays, no defender will be able to follow your 
play selection [ 




THE PLAY CHOICE SCREEN 


The choices for Offense and Defense are formations 
first, then play selection, Certain formations should 
be determined by studying the placement of the team 
on the field, what down it is, and so on. Once the 
formation is determined, the player selects an 
appropriate play. 

Once the Offensive player has chosen the ptay, the 
screen shifts to the live action playing of the game. 
Plays continue until each quarter ends. At the end of 
the second quarter is half-time, Chris Berman comes 
back to give a recap of the games events and pre¬ 
pares you for the second half. He returns at the end of 
the game to announce the final score and the appro¬ 
priate standing of the teams that competed in his 
wrap-up of the game. 

There is also an option to reselect the offensive play. 
It appears on the pause screen as reselect play. This 
option is only available an the formation selection; 
once a play has been picked and the team breaks out 
of the huddle, the play must be changed through an 
audible, or time-out. 

TIME OUTS 

Time Outs stop the clock until the ball is snapped 
on the following play. Press the start button to 
move to the next screen. 





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CONTROLLER FUNCTIONS 




The various buttons on the controller have multiple In Season Menus: 

functions in this game, Listed below are ihe controls 

lor every stage of the game: Start button: Play the game with the 

teams indicated by the 

In Title Screens: Start button advances to the ' helmets at the top. 

next screen. 


In Main Options Screen: 

B button: Pops up mode menu and selects the high¬ 
lighted menu option. 

Start button: Advances to next menu screen. 

Up/Down on Control Pad: Moves the cursor, 

Left/Right on Control Pad: Changes the current 
division when selecting the player's team. 

In Sub-Options Screen: 

B button: Cycle through options, 

A button: Goes back to Main Options Screen, 

Start button: Advances to next screen. 



B button: Selects option. 

During Game Play; 

OFFENSE 


DEFENSE 

Left and Right Fire buttons: 

Left/Right on the 

Select left or right direction 

Control Pad: 

of the play. 


Cycles through plays 

A, B St C buttons: 


A, B, Sr C buttons: 

Selects play. 


Selects play. 

A button: 


A Sc C buttons: 

Calls up the audible, 


dive/tackle. 

does a spin move anc 

1 


scans through the 


A button: 

available receivers. 


Gets the player 
closest to the ball. 

B button: 


B button: 

Hikes the ball, activates 

Gives a speed burst. 

the receivers, throws the 


ball speed burst. 


C button: 
Dives/Tackles. 

C button: 

Dives. 


A, B & C buttons: 
selects one of the 
audibles. 




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A FEW MORE POINTS 



A FEW MORE POINTS 



Passing: Your greatest weapon as a quarterback is 
the ability to choose your receiver. The targeted 
receiver automatically runs to where the ball is 
thrown until controller inputs are detected which 
send him in another direction. A receiver controlled 
by a gamer has a slight advantage over one con^ 
trolled by the computer. Get a feel for moving the 
player after the ball is in the air. 

Kicking: The player controls the kicker and executes 
each kick. There are three options for style of kick to 
choose from (use the one most appropriate for your 
team's position on the field), 

A power meter shows up to register the force and 
direction of the kick. Touching the B button 
starts/stops the power bar (2 times), once for force, 
then for direction. There are three types of kicks to 
choose from when you perform a kickoff: 

Deep Kick - this has a long hang time and allows 
your special teams players time to get down field 
and tackle the ball handler. 

Squib Kick - short low and straight, you want 
this kick when you don't want to risk a run back 
from your opponent, 

Onside Kick - Use this when you want to risk 
'stealing'' the kickoff from your opponent, but if 
he receives the kick safely, his team will have 
excellent field position. 


Punting: Many conditions go in to the strategy and 
execution of punting in this game. Instead of having 
a generic punt option, there are several choices for 
the punting team. This allows you a better chance to 
place the ball (or fake out an opponent) in the best 
possible way. When you choose Kick from the play- 
book, several options for punting appear. Choose the 
one that best fits your team's position on the field or 
see if you can catch your opponent off guard with a 
fake! The same meter for the kick appears as does on 
the Kickoff mode. 

No-Huddle Offense & Audibles: Once you have famil¬ 
iarized yourself with the playbook, you can run a No- 
Huddle Offense, This adds a level of play that will 
keep your defender guessing] When the playbook 
screen is shown, choose the No-Huddle option and 
go right back to the formation you previously ran, 

You audibilize from the line of scrimmage by pressing 
in the play sequences you have memorized from the 
playbook—before the play select comes up. This way, 
there is no possible way the defender can guess your 
play, and hell have to scramble to cover your team. 
The code shown in the blue box in the comer of the 
Play Select Screen is the code needed to enter that 
play from the current formation. If the Offensive 
player runs the No-Huddle from the end of a play, 
the playbook will not be seen, Selecting No-Huddle 
is not necessary for calling audibles and is better 
used to give you the same play used on the last snap 
of the ball, All audibles use the last formation select¬ 
ed and so identical audible codes mean different 
plays based on the formation the team is in. 



16 













A FEW MORE POINTS 


Flip Plays: Players can flip the direction of the 
play they are running to offset a defensive strategy. 
This maneuver will force the defense to disguise 
its blitzes and adds another strategic element to 
the game play. 

Length oi the Game: You are able to set the length 
ol the game lor 20, 40 or 60 minutes. The game is 
played in quarters (S P 10, and IS minutes, respective¬ 
ly), with a 2-minute warning before half-time and the 
end of game. Keep an eye on the lime clack to make 
sure you maximize the amount oi play time. The 
clock is stopped on a safety, a field goal a change 
of possession, a time-out, an incomplete pass, a 
touchdown or a penalty. The cloak is no! stopped 
when a player runs out ol bounds except in the final 
two minutes of the first half and the final five min¬ 
utes of the last half. 

Time Outs: Each team receives three time outs per 
hall. Players can use time outs at any point during 
the game, however, time outs that are not used by 
the end of a half are cannot be used in the nexl 
half. Time outs cannot be called when a play is in 
progress. Use these strategically to utilize the game 
clock to your own advantage! 

Penalties: You have the option to choose if penal¬ 
ties are part of the game or not, You may find 
it easier to learn the mechanics of the game 
with the setting off. Aftei you have mastered 
the finer points of the game, try playing with it 
on. This definitely adds to the realistic feel of 
the game play. 



A FEW MORE POINTS 


Points: Listed below are the points that a team 
makes in the game: 

Touchdown - 6 points. This occurs when a player 
breaks the plane of the defender's end zone while 
carrying or receiving the football. 

Point After (Kick) -1 point. After every touchdown, 
the scoring team is allowed a kick for 
an extra point. 

Two-Point Conversion - 2 points. Instead of taking 
the kick, a team may opt to run or pass the ball 
into the end zone from the 3-yard line for a 2 point 
conversion and on the three yard line for an extra 
point attempt. This was formerly seen on colle¬ 
giate level games prior to the 1994 season, 


Field Goal - 3 points. When a team is close 
enough to the defender's end zone for this kick, 
yet too far to make a safe conversion from 4th 
down, they try for one of these. These usually 
determine the outcome of a game when the play 
goes info overtime. 

Safety - 2 points. This is an uncommon event. It 
takes place when a defender tackles an offensive 
player (or makes him run out of bounds) in the 
end zone. The team that scores the safety receives 
the ball on the next set of downs by a special 
Punt-style kickoff. 





















REFERENCE 



Glossary oi Abbreviations of Positions: 





C - Center 
RG - Right Guard 
RT - Right Tackle 
RE - Right End 
LT - Left Tackle 
LG - Left Guard 
LE - Left End 
TE - Tight End 
QB - Quarterback 
RB - Running Back 
FB - Fullback 
WR - Wide Receiver 
K - Kicker 
F - Punter 
KR - Kick Returner 
PR - Punt Returner 
LGLB - Left Outside Linebacker 
ROLB - Right Outside Linebacker 
LILB - Left Inside Linebacker 
RILB - Right Inside Linebacker 
SS - Strong Safety 
FS - Free Safety 
DB - Defensive back 
RGB - Right Cornerback 
LCB - Left Cornerback 



WARRANTY INFORMATION 


LIMITED WARRANTY 
SONY 1MAGESOFT WARRANTY 


Sony Imagesoll warrants to the original purchaser of this 
Sony Imagesoft product that this Game Cartridge is free 
from detects in material and workmanship for a period ol 
ninety (90) days from (he date of purchase. This Sony 
Imagesoft product Is sold "as is,' r without expressed or 
implied warranty of any kind, and Sony Imagesoft is not 
liable for any losses or damages of any kind resulting from 
the use of this product. Sony Imagesoft agrees for a period 
of ninety (90) days to either repair or replace, at its option, 
(roe of charge, the Sony Imagesoft product. Send product 
postage paid, along with dated proof of purchase, lo the 
address shown below. 

This warranty shall not be applicable and shall be void 
if the defect in the Sony Imagesoft product has arisen 
through abuse, unreasonable use, mistreatment or neglect, 
THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES 
AND NO OTHER REPRESENTATIONS OR CLAIMS OF 
ANY NATURE SHALL BE BINDING ON OR OBLIGATE 
SONY IMAGESOFT. ANY IMPLIED WARRANTIES APPLIC¬ 
ABLE TO THIS SOFTWARE PRODUCT, INCLUDING WAR¬ 
RANTIES OF MERCHANTABILITY AND FITNESS FOR A 
PARTICULAR PURPOSE, ARE LIMITED TO THE NINETY (90) 
DAY PERIOD DESCRIBED ABOVE. IN NO EVENT WILL 
SONY IMAGESOFT BE LIABLE FOR INCIDENTAL OR CON¬ 
SEQUENTIAL DAMAGES RESULTING FROM POSSESSION, 
USE OR MALFUNCTION OF THE SONY IMAGESOFT 
SOFTWARE PRODUCT, 

Some states do not allow limitations as to how long an 
implied warranty lasts and/or exclusions of liability may 
noi apply to you. This warranty gives you specific legal 
rights, and you may also have other rights which vary 
Irom state to state. 

Customer Service (310) 449-2393 







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White, 100% 
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Made in the USA- 
Sizes: Adult M,L,XL. S24.99 


White, 100% 
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with full-color 
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Made in ft 
Sizes: Adult L,XL $11.99 


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Imported. 

One size fits all. $11.99 


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you* purchase, plus s.5.00 sh pp ng and handling 10: 

Sony Signatures 

ESPN SUrNDAY NIGHT NFl OFFER 
P-0. 00* 4000 
5152 Columbia Drive 
SIGNATURES Carrollton, GA 30117 

Allow 4 -$ weeks ror delivery. Offer valid in U S, only. 

Offer £aod wh le suppl es Iasi anj expires 12/31/95. 

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LICENSEE Ei'i 1 SEC A ENTERPRISES. LTO. FOR PLAY ON THE SEGA CD ™ SYSTEM. 

SEGA AND SEGA CO ARE TRADEMARKS Of SEGA ENTERPRISES, LTD. ALL RIGHTS RESERVE D 

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Look for these other great 
ESPN titles for the Sega CD 


• Choose from all 28 Major League teams 
and stadiums 

* Over 10 minutes of video highlights 

■ Full season league competition, plus 
American and national 
League LOS and 
World Series 


* Choose from 81 of the hottest players in 
the HD A from all 27 teams 


* Take it to the hoop with the likes of 
Hakeem Olajuwon, Patrick Ewing, 
Shawn Kemp and Karl Malone 

* Exclusive streetball 
mode featuring 1 2 
outdoor venues from 
around the world 


All the real players in the NHL with their 
up-to-date stats 

For the first time ever you can play from 
two different perspectives at any point 
in Ihe game 
Unique NHL-skills 
challenge including 
fastest man and shoot¬ 
out competition 
Ultra-realistic checking, 
including poke and body 
checks