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Warnings 

READ BEFORE USING 
YOUR SEGA VIDEO GAME SYSTEM 


Epilepsy Warning 

A very small percentage of individuals may experience epileptic 

Exposure to certain patterns or backgrounds on a television 
screen or while playing video games may induce an epileptic 
seizure in these individuals. Certain conditions may induce 
undetected epileptic symptoms even in persons who have no 
history of prior seizures or epilepsy. If you, or anyone in your 
family, has an epileptic condition, consult your physician prior to 
playing. If you experience any of the following symptoms 
while playing a video game — dizziness, altered vision, eye or 
muscle twitches, loss of awareness, disorientation, any invol¬ 
untary movement, or convulsions — IMMEDIATELY discon¬ 
tinue use and consult your physician before resuming play. 


Owners of Projection Televisions 

Still pictures or images may cause permanent picture-tube dam¬ 
age or mark the phosphor of the CRT. Avoid repeated or 
extended use of video games on large-screen projection TVs. 


About Audio Connectors 

If the Audio connection is made to your television from the Sega 
CD, the Mixing Cable must be used to connect the headphone 
output jack on the front of the Genesis to the MIXING input jack 


CONTENTS 


Why a Dolphin?.2 

A Vast Stream of lime. 4 

Starting Up. 6 

Setting Up for QSound. 7 

Play Controls. 9 

Starting Ecco's Quest. ! 1 

Staying Healthy. 12 

Breathing. 13 

Singing (Using Sonar!. 14 

Mapping with Songs (Echolocationj. 15 

< i yphs . 16 

Solving Problems. 17 

Rescuing Lost Orcas. 18 

Pulsars. 18 

Teleporting. 19 

Morphing. 20 

Using Passwords ..21 

Ecco's Password Notebook. 22 

Books and Videos about Dolphins. 23 

Ecco: The Tides of Time Credits. 24 


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WHY A DOLPHIN? 


Cassandra looked at the faces around her. She knew that when 
she started speaking, she would have to be very persuasive. But 
that would be an easy task for an Atlantean, a daughter of the 
wisest, most accomplished race of beings on earth. Cassandra 
took a deep breath, and began ... 

"My friends, we know our time here on Earth is coming to an end. 
A cataclysm will soon befall us and we will be forced to leave our 
home. We will take what we can of our knowledge and technol¬ 
ogy, though we cannot take everything. We must change, but we 

"But what about our fellow beings, all the creatures of this warm, 
nurturing planet? They will become hostages of the evil that will 
soon overwhelm this planet. Even worse, they will have to 
nourish the evil by sacrificing members of their own families! 

"I propose that we leave help for them, hidden in a secret place, 
with a trail of clues leading to it. The evil that is coming will not 
be smart enough to unravel the puzzle. But an Earth creature 
of high intelligence can do it, and can save the Earth and all 
living beings." 

"A noble idea, Cassandra," broke in Nerinee, a highly-respected 
teacher in the Atlantis society. "But what creature might that be? 

It would have to be one like us, that can live both underwater and 

"And your puzzle idea . .." added Pella, the mathematician. 

"The creature would have to be curious enough to look for clues, 
and tenacious enough to string them together into a solution." 
"What about enemies? Is there a creature strong enough, and fast 
enough, who still has the other qualities?" The questions came 
flying at Cassandra. "Once we're gone, what other creature is left 
who could solve a puzzle of our making?" 

"I know a race of creatures that live in the sea, though they 
breathe air," replied Cassandra. She had caught their attention. 

If they would just let her talk, she could convince them .. . 

"They originally inhabited the land, but in the distant past they 
returned to the sea, tenaciously following the fish and other 
delicacies that were their favorite food, and easy to gather. 


"They are superbly suited for the sea, with a sleek form built for 
swiftness and agility. You should watch them swim! With a burst ' 
of speed, they can outdo even our fastest longboats. They roll and 
spin, and leap from the waves in curving flips, whirling around like 
wheels, sometimes above the water and sometimes under it. They 

"And dive! I've seen them plunge repeatedly, as deep as a hun¬ 
dred longboats, holding their breath twice as long as our best pearl 
diver. They breathe through a blowhole at the top of their body, 
with only the slightest break though the water's surface. 

"They are extremely intelligent. My own belief is that they are 
even more intelligent than many of us. I've watched them work 
together, herding schools of fish into shallow areas for easier 
catching. They post sentinels to protect the group from predators. 
Once, I saw two of them lift another injured friend above the water 
at a regular pace so it could breathe. 

"They're noisy! I've heard them squawk, chuckle, blat, bark, 
belch, grunt, pop, click, clap, rasp and whistle, in what is most 
likely a type of language. Each one makes a distinctive, recogniz¬ 
able whistle that the others imitate. It could be that they're calling 
each other by name. 

"The sounds they make blend together in what I call 'songs.' It 
seems, in some miraculous way, that they navigate with these 
songs. I think they send out sound waves that echo back to them 
with a pattern of their surroundings. If that is true, their "ears" are 
better than our eyes, because they can navigate even in the dark. 
"The older ones, the adults, are about a third again as tall as our 
taller folks, though I would say they're about three times as heavy. 
They're able to defend themselves quite well. I've seen them 
ramming large sharks hard enough to push them out of the water. 
"As for solving puzzles, they can learn tricks by mimicking others 
of their kind. But I've also seen them invent tricks of their own. 
These are creatures with unbounded curiosity and skill." 

"But what, or who, are they?" Cassandra's audience was eager to 
know. 

"The same creatures who help us fish by chasing schools of mullet 
into our nets. Perhaps the most intelligent beings on Earth, our 
friends the Dolphins." 


A VAST STREAM OF TIME 


The waters of Home Bay swell with the deep blue of peace. Ecco 
swims and frolics in the surf. The sea is warm, calm and full of 
good fish. 

Best of all, Ecco's pod is with 
him, safe again. In fact, it's Ecco 
who's making waves, leaping, 
twisting and joyously jumping, 
challenging his podmates to 
races and feeding contests! 

The Vortex now seems so far 
away. The Vortex — the nearly 
invincible, secret, yet supremely 
dangerous enemy. It's only been a short time since this monster, in 
a churning whirlpool, tore Ecco's family from Home Bay. Then 
Ecco braved the terrors of unknown waters to find and defeat this 
evil menace that fed on the creatures of the sea. 

His adventure had taken Ecco through deadly hazards, from the rip 
tides of southern gulfs to the frozen chill of northern seas. Ecco 
had fought paralyzing sea worms, giant Arctic spiders, trilobites 
and other strange beings. He had sought help from mysterious — 
sometimes awesome — denizens of the deep, like his friend Big 
Blue, the Great Blue Whale. 

In his quest, Ecco had discovered the Asterite, a mystical, benevo¬ 
lent creature of great wisdom who had given Ecco strong powers. 
He had encountered the Atlanteans in their sunken city, and with 
their help, traveled back in time 55 million years. He had even 
voyaged to another planet light years from Earth! He had fought 
the Vortex, and he had saved his family! 

Although his quest is over, Ecco still enjoys the powers bestowed 
upon him by the Asterite. He can breathe underwater without 
having to find air pockets. His song can become a formidable 
blast of sound. He is stronger and faster than before. 



As Ecco sports with his family, he leaps high into the air, a 
plunges to the bottom of the shallow lagoon. He is unawE 
new danger that lurks in the seabed — one he unwittingly 
to Earth . .. 


... The Vortex queen, though weakened, was not destroy* 
She followed Ecco from her hive in deep space back to thi 

she seeks out a deep chasm and sinks into the abyss. Her* 
can feed upon the Earth as she spawns stream after stream 
Vortex young. 

I ler feeding builds in strength, creating a downward ( urre 
against which small fish struggle in vain. She is creating a 
Vortex race, and her presence on Earth bodes doom for all 

Ecco must rid the world of this 
engulfing evil. Even as he tumbles 
in the waves, the future is unfold¬ 
ing. But must it be a dark future 
ruled by the Vortex, lifeless, 
miserable and cold? Does Earth 
have any chance for a promising 
future, teeming with energetic life? 

Ecco must stop the Vortex! He is 
"the stone that splits the stream of time." He now faces a i 
far more dangerous than any he's yet undertaken. For Ecc 
must save not only his dolphin pod, but the Earth and all 


1 H 







STARTING UP 

1. Set up your Sega CD and Sega Genesis™ systems by following 
the instructions in their manuals. Plug in control pad 1. 

2. Turn on your TV or monitor, and then turn on your Genesis. 
The Sega CD logo appears. 

NOTE — 

If nothing appears on screen, turn the system OFF, make sure it 
is set up correctly, and then turn it ON again. 

3. Open the disc tray or CD door. Place the Sega CD compact 
disc into the disc tray, label side up. Close the tray or CD door. 

4. If the Sega CD logo is on screen, press Start to begin 
the game. 

If the control panel is on screen, move the cursor to the 
CD-ROM button and press Button A, B or C to begin. 

NOTE — 

If the disc is already in the Sega CD when you turn it on, the 
game will begin automatically after a few moments. 

5. At the Title screen, press Start to go to the submerged cavern 
where Ecco will start his quest. 


Wait a few moments, and watch the game demo to see how 
Ecco solves certain puzzles. When you're ready, press Start 
to return to the Title screen. Press Start again to go to the 
submerged cavern. 



SETTING UP FOR QSOUND 

QSound Virtual Audio is a revolutionary, multi-dimensional 
sound placement technology. If your Sega CD is connected 
to stereo sound, you can submerge yourself in the magic 
of state-of-the-art QSound. This amazing sound technology 
gives you 180 degrees of audio in a greatly expanded sound field. 
You'll be surrounded in waves of 3-D sound! 


Balance 

If your system has a single balance control, set it to the center 
balanced position. If each speaker in your stereo system has 
a separate volume control, set them as equally as possible. 

Speaker Placement 

Place the speakers at equal distance from the listener, on the same 
plane, at the same height and at least three feet from side walls. 
You can angle the speakers slightly. 


Right. 

Position speakers on the 


T 








Speaker Cabling 

For proper phasing, make sure you match red to red and black to 
black (positive to positive, negative to negative) when connecting 
the wires from both the left and right speakers to the amplifier or 
sound board. One side of the speaker wire or lamp cord is often 
marked for this purpose with a line or ridge. 








© 



Sing (use sonar): 
Press Button A 


PLAY CONTROLS 


Press D-Pad in any direction 
Hold D-Pad down for cruising 
speed, and to make Ecco leap 
when breaking the water's 
surface. Tap the D-Pad lightly 
to swim slowly through danger¬ 
ous passages. Press Button C 
to speed up. 


Ecco’s song ripples out in the 
direction he is facing. Sing to I 
other beings and objects for 
information; sing to perform 
tasks; sing to repel enemies and I 
ward off dangers. (See page 14 
for details.) 


Use 360-degree sonar blast: 

Tap Button A twice 

Ecco gains the 360-degree sonar ability when he 
Pulsar. Use this enhanced weapon to blast enemi 







STARTING ECCO’S QUEST 


Ecco darts forward in a short- 
range, high-speed attack. 
Charge schools of fish for food; 
charge enemies to destroy 
them in a cloud of sea-foam. 


Double charge: Tap Button B 


„-ss5^ NORMAL skill le 
difficult, dependi 

Press D-Pad up-right t 

at the EASY skill level. 


quickly press Button A 

that destroys enemies. 


: speed, then hold down 


screen. From then 
jwhere in mid-jourr 


















STAYING HEALTHY 


BREATHING 



Dangers abound in Ecco's world. Aggressive enemies will attack. 
Cruising jellyfish, spiky shells, sea worms and many unexpected 
hazards injure Ecco when he unwittingly strikes them. 

With a full health meter, Ecco can withstand four hits. On the fifth 
hit, the first unit of health disappears. From then on, Ecco can 
only take two hits before losing another health unit. If the health 
meter disappears completely, Ecco will fade from view, and you'll 
have to start the level over. 


To restore Ecco's health: 

• Charge schools of fish for food. Each fish Ecco swallows 
restores two units of health in the meter. 

• Keep Ecco healthy, or you'll soon be overcome by lurking 
or attacking foes. 






Some levels have a Milestone Glyph, which lets you resume 

When the game is paused, Ecco's health and air meters 
become vertical bars. 


Ecco needs to breathe to stay alive. When Ecco is underwater, 
the units in his air meter ebb away. He must find an air source to 
replenish his breath. Otherwise, if he runs out of air, his questing 
ends and you must start the level over. 


To restore Ecco's air: 

• Leap out of the water into the open air. Ecco will regain full 
breath immediately, filling the meter. 

• Push Ecco's head above water to gradually recover air 
through his blowhole. While resting, Ecco is an easy target 
for enemies, so stay alert! 

• Find a submerged source of air (shown as a bubble on Ecco's 
map), and rest in the flow of bubbles to gradually restore Ecco's 
air meter. (See page 15 for help on finding air pockets.) 

• Keep Ecco's air meter full. Never take a chance on getting 
caught without an air supply. 


) 

J 




Ecco doesn't have an air meter when the game starts, because 


f 


He can remain underwater indefinitely without needing air. 

(Seepage 19.) 





















GLYPHS 


Glyphs are mysterious crystals 
scattered in the ocean depths, 
tucked in narrow submerged 
niches, drifting buoyantly in water 
tubes and resting in the great stone 
bowls in the sky. The secrets that 
the Glyphs protect are as old and 
timeless as the sea itself. 

Glyphs hold the essential secrets of the 

stream of time. Sing to them (Button A) or touch them 

(Button B) to gain their powers: 

• Key Glyphs give clues and messages. They may also impart 
new songs needed to continue the journey. 

• Puzzle Glyphs must be joined with others of their kind in order 
to release their powers. 

• Barrier Glyphs push Ecco away. You must discover how to get 
past them. 

• Cracked Glyphs heal quickly, but can only be passed by when 
they are cracked. 

• Broken Glyphs must be pieced together; then Ecco can receive 
their gifts. 

• Video Glyphs reveal mesmerizing animated highlights of 
Ecco's historical quest to find his family. 

• Milestone Glyphs appear as point markers in certain levels. 

Use Ecco's song to awaken them. When activated. Milestone 
Glyphs elongate, and retain everything you accomplish in the 
level. If Ecco fails, by losing all his health or air, you have the 
option of continuing the level, or restarting from the beginning. 
Whichever choice you make, Ecco must reawaken the Mile¬ 
stone Glyph to keep it active. (The level can only be contin¬ 
ued if the Glyph is maintained in its elongated shape.) 

Watch for Glyphs wherever Ecco travels, and look for them 
with songs. Try not to miss any; most of them are important! 

Solve the riddles of the Glyphs by remembering what you've 

learned. Stay calm, and take your time. Clues will either be 

in messages from other Glyphs, or in actions that have been 




SOLVING PROBLEMS 


Ecco's world is an incredibly 
beautiful, yet deadly dangerous 
place. Most undersea life is Ecco's 
enemy! Use songs to ward off 












A worried mother Orca has lost 
her young children! Ecco must 
find them and guide them back 
to their parent's side. 

When you locate a lost Orca, 
make Ecco glide slowly over him, 
close to his back and a little ahead 
of him. Try to swim in the direc- ' 
tion he's going. If he turns, wait a 
few seconds and he'll turn around again. 

When he sings to Ecco and begins swimming along, he's ready 
follow. Now Ecco can lead him safely back to his family. 



TELEPORTING 



The waters abound with teleport rings made for Ecco by the 

farsighted Atlanteans. Ecco can speed through the rings to cover 

vast distances in a few moments. 

Teleport rings swiftly transport Ecco to distant lands 

• Swim into a teleport ring you find in the water. Ecco will begin 
an amazing 3-D obstacle course. He must swim or leap 
through the teleport rings, both underwater and suspended in 
the air, in order to reach his next destination. 

• When Ecco passes through a ring, it chimes and advances him 
many miles toward his goal. If Ecco succeeds with enough 
teleport rings, he reaches the next level. 

• When Ecco misses a ring, it makes a dull sound, and one 
of the Ring Icons in the upper left of the screen disappears. 

If he loses all the Ring Icons, he must try again. 

• Floating nautilus shells release a poison that can diminish 
Ecco's health meter. Steer Ecco away from the red, toxic 
bubbles to protect him. If he loses all his health, you must 
begin the level over. 

• Ecco breathes effortlessly during teleportation and does not 
need an air meter. 







MORPHING 


USING PASSWORDS 



Metasphere 


Charge metaspheres to transform Ecco into other life forms 

and use their special powers. 

• When morphed, Ecco takes on the form and attributes of 
another creature, but he loses his own powers. In particular, 
Ecco cannot sing while transformed. 

• A transformed Ecco can touch a metasphere again to regain 
his dolphin form. 

• Accidents, collisions or injury can also cause Ecco to lose his 
morphed shape. 

• On Ecco's map, metaspheres appear as glowing solid spheres. 
They can be underwater or suspended in the air. 



Every ocean level has a name and a password. You'll see these 
on the text screen that appears when you start the level. For 
convenience, you can record this information in Ecco's Password 
Notebook on page 22. 

Use the passwords to begin a game in mid-journey. Press Start at 
the Title screen, and then move Ecco by pressing D-Pad left in the 
submerged cavern. The Password screen will appear. 

To enter a password: 

1. Use the D-Pad to highlight the 
letter you want. 

2. Press Button B or C to add that 
letter to the password at the 
bottom of the screen. 

3. Press Start when the password 

To edit a password: 

1. Use the D-Pad to highlight the left or right arrow. The arrow 
will blink. 

2. Press Button B or C to highlight a letter in the password, 
and press Button A to delete it. 

3. Use the D-Pad to select another letter at the top of the screen. 

4. Press Button B or C to add it to the password. 





ECCO’S PASSWORD NOTEBOOK 



BOOKS AND VIDEOS 
ABOUT DOLPHINS 

Inc.fl968. 3 8 8 ' 

The Dolphin Smile: 29 Centuries of Dolphin Lore, edited by Eleanore 
Dolphin Societies: Discoveries and Puzzles, edited by Karen Pryor and 
Dolphins: The Undersea Discoveries of Jacques-Yves Cousteau, by Jacques- 
Bemard, Doubledav & Company, Inc., 1975. 

Dolphins and Porpoises, by Richard Ellis, Alfred A. Knopf, 1982. 

Dolphins and Porpoises, by Dorothy Hinshaw Patent, Holiday House, 

Dolphins at Grassy Key, by Marcia Seligson, Macmillan, 1989. 

1988. p ' y 

Follozo the Wild Dolphins, by Horace Dobbs, St. Martin's Press, 1982. 

The Greenpeace Book of Dolphins, edited by John May, Sterling Publishing 
Co., Inc., 1990. 

If Dolphins Could Talk, a Hardy Jones Julia Whitty Production, a National 
Audubon Society Special (PBS Weta Version), 6-18-90. 

The Living Sea, by Jacques-Yves Cousteau with James Dugan, Harper & 

Sea Guide to Whales of the World, by Lyall Watson, E.P. Dutton, 1981. 
Center, Bldg. E., San Francisco, CA 94123. 

Books, Time-Life Films, 1977. 
of California Press, 1966. 

Publications, Inc., 1985. 






























ECCO: THE TIDES OF TIME CREDITS 



LIMITED WARRANTY 


Sega of America, Inc., warrants to the original consumer purchaser that the Sega CD 
compact disc shall be free from defects in material and workmanship for a period 
of 90 days from the date of purchase. If a defect covered by this limited warranty 
occurs during this 90-day warranty period. Sega will repair or replace the defective 
compact disc at its option, free of charge. This limited warranty does not apply if the 
defects have been caused by negligence, accident, unreasonable use, modification, 
tampering or any other causes not related to defective materials or workmanship. 
To receive U.S. warranty service, call the Sega Consumer Service Department 
1-800-USA-SEGA 

Department at this number: 

1-800-872-7342 

DO NOT RETURN YOUR SEGA CD COMPACT DISC TO YOUR RETAIL SELLER. 

information. If the Segatechnician is unable to solve the problem by phone, he or she 
will provide you with instructions on returning your defective compact disc to Sega. 



Repairs after Expiration of Warranty 
II your Sega CD compact disc requires repairs after termination of the 90-day limited 
warranty period, you may contact the Sega Consumer Service Department at the 
number listed above. If the technician is unable to solve the problem by phone, he 






















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