Warnings
READ BEFORE USING
YOUR SEGA VIDEO GAME SYSTEM
Epilepsy Warning
A very small percentage of individuals may experience epileptic
seizures when exposed to certain light patterns or flashing lights.
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
fa m ily, ha s an epileptic cond ition, consu 11 you r p hysic ia n pri or to
playing. If you experience any of the following symptoms
while playing a video game — dizziness, altered vision, eve 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 targe-screen projection T\ s.
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 joe
on the rear of the Sega CD, If the Audio connection is made to
your television from the Sega Genesis (using either the KF ca e
or a Video Monitor cable), the Mixing Cable must NO I ami,"
CONTENTS
Ttf€ LECtND
iHt &£cinninc ..........
PAFLKNES* EWT£M.
THE FINAL CONTEST,,...
CM a I MU ...
PMPAFJNC fOK &XTTU
SETTING VP YOUPs RCA, CD .......... 10
RUING Wp FOIL Qj'OVNO ...... IE
COMfcAT CQNTILOU.. 13
G-SUTTON AfcXADE FAD™.... E3
3-BUTTON C0NTlLOLLEF > ......... 14
SETTING OPTIONS.,........ I?
tNTEA CONTEST (ONE PLXytlL) .. I?
£NTEJL D U£L (ON f OF. TWO PLAYCM) „. 16
ENTEIL TOURNAMENT.,.„. 17
ACCESS INFO,..,........ 21
CAME OPTION* .. 21
INDICATOR... 2J
LIFE SAIL,............ 25
IN NEEL fUL'ENCTH 0W.« w . 23
CAME SPECIALTIES... 24
COMBINATIONS .. 24
JUCGI.INC... 24
POWE K COMB-0. 24
VtNDtTTAJ.. 25
ClNEklLLj........* 25
OVERKILLS .. 26 -
SUDDEN DEATH* ..... 2$
HIDDEN CHAFLACTEM .. 26
FIQHTtlU El F^HfUNC XMOVFS
SLADE .-
DAWSON . .
JETTA,,. ..
LAlLtEN .......
.-.
. .. 2 &
. 31
. 34
...... 37
MIDICNICHT ...
. 40
RAMfef .
. 45
RAVEN .
... 46
R.A.y, ..
r 1 9 IT! PI 1 P I B ri - P- - i.4
...... 49
R'PIIDE .
... . 52
Shadow ..
. 55
SLASH ..
. 5S
TFJDENT .
. 61
btAVIEFL ..
. 64
THE BEGINNING
THdXOTHW CAN B€ TOLD ]JN0TTH£ STERNAL
TAQ. TH£ NXM£ THAT CAN U NAM£D h NOT
TH£ ttt ^NXL NXME. - TAG Tf CHINC
The story begins aL ihe first moment of Lime. The
Earth stands in chaos. Life has not begun to occur Dead
rock, steam and lava flow from all directions, in the
deepest part of the sea there is a sudden explosior
T hree bolts of energy rise from the deep sea floor
One gold and purple boll rises into the sky and
streaks toward the North Pole. A red and
gray bolt rises in a cloud of steam and fire,
then moves toward the South Pole. The final
bolt is bright white and again rises from the sea,
but this time it falls back and the Earth be¬
comes alive, driven by this tremendous force.
The gold and purple bolt stops directly
over the largest mountain on the top of the
Earth. It hovers, then smashes down with
tremendous force The resulting explosion leaves a
,«- mysterious complex, and miles of summer-like trees
and streams surrounded by the eternal white of the polar
snow. This complex comes to be known as the Eternity Complex, and its
master becomes named the Eternal Champion.
The Eternal rises into the sky from his newly-formed complex, He
doesn't know what drives him forward, except a sense that time is already
running out He tan feel his energy being raxed and drained from the
vast length of time The Eternal Champion begins to circle the globe. Each
rotation of the Earth brings greater speed until the Eternal is moving
forward through time.
As the Eternal journeys forward in time, he sees certain lives being
taken without reason. Some of these losses have a catastrophic impacL on
the balance tietween good and evil. Unless the Eternal stops this trend,
the loss of these key individuals will result in a complete corruption of the
time cycle itself, with the balance residing in infinite darkness. The Eternal
Champion must act without delay
it begins with the first champion. Slash, who comes from the era o'
the caveman. The year is 50,000 B.C. and Slash is about to be stoned to
death by a mistrustful tribe jealous of his mental skills The Eternal rescues
Stash one instant before death, sending him to the safety of the Eternity
Complex.
2
Once every few cycles around the Earth, the Eternal
finds a new champion to rescue. In the year 110 B.C. he finds
Trident, a genetically-engirleered warrior created by the
people of Atlantis to be their protector, Trident is nearly killed
in a battle to determine the fate of Atlantis. Next comes Xavier
Pendragon, from 1692 A.D., the time of the Salem witch hunts. Xavier
was wrongly accused of witchery ouc to his mastery of science.
When the Eternal Champion approached the year I899A.D, he
rescued JeLta Maxx, a Russian circus performer who was nearly killed by a
terrorist while performing in China. In the year 1920 A.D., the Eternal
rescued Larcen Tyler, the best cat burglar in Chicago dunng the time of
the mobsters. Larcen was tricked into carrying an explosive, and would be
framed for his Own death as well as the deaths of innocent bystanders
The Eternal quickened his pace as he felt the
imbalance growing. The world was changing for
the worse. Mankind was losing its human spirit
and allowing technology to do alt its work. This
shift was weakening the Eternal, so he had to
hurry toward the end of time, where the contest
was to occur.
When the Eternal approached the year 1993
A.D., he found a remarkable woman named Shadow
Yamoto about to fall to her death He rescued her,
since her survival would mean the destruction of a
corporate assassin program that had been
growing for years.
After several more rotations, the Eternal
Champion got io the year 2100 A.D. and Pound
Mitchell Midleton Knight, better known as
Midknight. Midknight was unlike the other
champions. He had a disease that made him appear to be a
vampire. Bui he refused to kill like one. He was a brilliant
scientist, and had created the vampire-!ike virus. If he lived, he
would be the only human who could stop it from spreading over tine
world.
The Eternal Champion grew weaker still during flic final ponton of
his travel. Concerned that he might not be able to complete the journey,
he could take time to save only two more champions. In 2030 A.D., the
Eternal found Jonathan Slade, a bounty hunter whose temper matched
his huge size A betrayal by the government that ho had served all his life
would have killed him had it nor been for the Eternal s intervention.
3
RAX. Caswell, the final champion, was taken from the
year 2345 A.D. r during the last days of mankind's existence.
Ho was the perfect example of the toss of human spirit. He
was the best kick boxer of his generation, but The crowd
thirsted for more. R.A.X. was forced to get cybernetic
enhancements that left him more cyborg than human. The Eternal spa ret;
his life because RAX, even in his robotic: form, refused to have his human
spirit broken. After R.A.X., the Eternal grew too weak to continue. He
returned to Lhe Eternity Complex with all the champions he had collected
The contest begins just seconds before the end of time. The result
will decide the final balance of good and evil. The Fcernal has only
enough strength to restore one champion to life, seconds before his or
her death, so that the champion can use his or her foreknowledge to
survive and build a different, better future. The contest is the Hemal
Champion's method of ensuring that the strongest champion is chosen for
the gift of life. All the others wilt return to their prior fates. 5o the contest
begins.
The problem was that each time the contest was held and a noble
winner chosen, ihe future remained in imbalance, The contest was forced
to begin anew. This infinite loop would have gone on forever, had it not
been for the appearance and intervention of the Dark Champion,
DARKNESS ENTERS
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The Dank Champion always had the
advantage. Since he manifested after the
Hemal Champion had departed the complex,
he had the exclusive knowledge of their
coexistence and used this to his advantage.
The first imbalance he designed was to hide
Four champions from the Eternal so the
contest would never be completed. As with
the other champions, These four persons
were killed before they could fulfill their
destinies.
The first hidden champion was
Ramses ill. a Pharaoh from the year
1151 B.C. Ramses died under
mysterious circumstances, which,
unlike the others, scorned to
implicate the Dark Champion The second
victim ruled the sea in 1566 A.D, as a famous
female pirate named Riptide. The third victim
was Raven Gindar, a voodoo priestess from
the year 1820 A D,, who had the power to
control lime and aging. Despite this power.
Raven was stain and h ddan by the Dark Cham¬
pion. Finally, the last hidden champion was
Dawson McShane. Dawson was a successful Scottish gambler
and western sheriff from the year I04d a.O . traveling the
globe to find his fortune and fight for justice. The Dark Champion
claimed his life right before Dawson would have found his place in history
during the Gold Rush in the Old West. As single lives, (he effects of these
champions were minimal. Rut as a collective force, they kept the Eternal
Champion's contest locked in infinite ruin.
The Dark Champion allowed the Eternal to find the missing Tour
champions needed to hold a proper and true contest, thereby freeing
himself to use his power more forcefully than as a mere deception, The
Dark Champion applied his power to distorting the Eternal's contest to
one of hate and evil, rather than one of noble attempt, The code of
Bushido, a practice of respect and honor, was perverted into a battle of
blood and ego.
This major shift wilt not go unnoticed hy the Eternal. After many
destructive battles, the contest finally gives way to the first face-toface
confrontation between the Eternal and the Dark Champion, Each of
them, though weakened by the other, can manifest considerable power.
The Eternal Champion calls upon the energy of animals to battle in many
different forms, including a tiger, dragon, shark and falcon. Unlike the
Eternal, who taps into the energy and beauty of nature, the Dark Cham¬
pion uses the dark side of nature by tapping the forces of natural disasters.
These include tornadoes, earthquakes, tidal waves, blizzards and many
other violent forms Just as it was with the contest, the struggle occurs
over and over with the two Champions Facing each other in mortal battle,
infinite and unresolving. They must both exist in balance of the other: the
r esolution must come from another means.
The Dark Champion has hidden more than the Eternal could have
guessed. There isn't just a single evil being waiting; instead, a direct
person-to-person match exists and each must fight their battle apart and
together. It has come time for not just the Eternal and Dark Champion
to face their final battle, but for the final determination of the Fate of
mankind and a future of either darkness or light.
THE FINAL CONTEST
WHEN THE WAY COM6JIO AN {NO, THEN
CHANCE. HAVING CHANCED, YOU PASS
THROUGH. - ! CHINC
The entire contest has been based on correcting paradoxes after
they have occurred Hence, the final solution lies only in stopping the
paradoxes before they occur; otherwise the eternal challenge will remain
forever in an infinite loop, Roth sides have the power to make this
happen, hut only one can succeed the other side will be forced to accept
ns final twisted fate.
To solve a paradox before it happens, the champions or internals
must return to their respective time Tories, before their deaths, and fulfil
their destinies /Ml members of either side must clear their paradoxes so
that an the members can return together and forever.
This task would bo straightforward if it weren't for the stubbornness
of time itself. Time is the only constant in the universe „ and it doesn't cake
kindly to manipulation by outside forces. When champions or internals
return to their native time, they will find that they are now combined with
what was and what they are. This sets off an instability within the time
stream. Occasionally, it causes a random paradox, turning flic victims into
a swirl of colorful energy, without shape or form, unable to affect the
material world.
Because of this, the contest has changed from a challenge to the
individual to a battle between teams of light and darkness. Each team
member must work with the others, joining forces across the great span
of time to fix each other's destinies.
Another problem complicates their task. When a time paradox has
been fixed by one sice’s member, the matching member from the other
side will become trapped in an infinite rime distortion, unable to move or
act. This condition remains until either Lhe paradox has been recreated by
another visit from that members partners, or until all time paradoxes have
been seaifxl
Sealing all time paradoxes dears all time distortions and returns the
losers to their deaths. Both sides must send the right mix of the past
current and future members to each time zone. They must use their
strength, exploiL the other side's weakness, workas a team and accom¬
plish the paradox correction in the shortest amount of time. The side thar
does this first and best will slowly paralyze the other, eventually sending
them b^ck to their deaths
This, in effect, creates a game of chess in which the
Eternal and Dark Champion move their growing and
shrinking armies across an ever-changing board called Chaos
The final result of the battle is yet to be determined, and in a
sense it may never truly be over. Fvon after one side wins, the
losing team members will bn replaced by a new generation, si
but ready to revenge the loss of the prior comrades.
As the title Eternal Champion suggests, the battle itself is forever.
What matters is which side holds the current advantage, bringing either
prosperity or grief with its respective victories. Only the stalemate, leading
both sides to destruction, must never occur, because In the middle of both
extremes is Chaos, the greatest evil that humanity faces.
TIME: A TPvUf P% IMAGE Of THf WOflJ,D, 1 THUNK, IS
OBTAINED BY PICTURING THINGJ XI ENTEMNC INTO
THE imeXM Of TIME flCOM AN fitPvNAL WOJCLD
OUTSIDE THAN FICOM A VIEW WHICH ECEGAM)!
TIME Mine DEVOURING TYICANT OF ALL THAT IS-
- EfFCTcGAND RUrtELL
to grow
7
GREETINGS
f AM THE ETERNAL CHAMPION.
MY PURPOSE IS TO MAINTAIN THE
BALANCE BETWEEN GOOD AND EVIL,
LIGHT AND DARKNESS, HOPE AND DE¬
SPAIR. HOWEVER, THE BALANCE HAS BEEN
LOST. SOON THE VERY FABRIC THAT HOLDS
THE WORLD TOGETHER WILL BE TORN
APART,
VO OR FUTURE, My PRESENT, HAS BEEN
DESTROYED BY A CRUEL AN D UNJUST
TWIST OF FATE, NINE INDIVIDUALS
FROM VARIOUS PERIODS IN TIME WERE
KILLED BEFORE THEIR LIVES COULD AFFECT
THIS DARK EXISTENCE.
I HAVE SPENT CENTURIES HARNESSING My POWER FOR THIS
SPECIAL EVENT I AM ABOUT TO CALL - AN EVENT THAT WILL
CHALLENGE THESE NINE AGAINST EACH OTHER FOR THE
CHANCE TO BRING BALANCE TO THE WORLD. EVEN WITH THE
POWERS I GAINED FROM THE MARTIAL ARTS MASTERS THAT
LIVED BEFORE ME, I CAN ONLY REWARD ONE OF THESE INDI¬
VIDUALS WITH THE GIFT OF LIFE. EACH CAN HAVE AN
EQUALLY PROFOUND EFFECT ON THE FUTURE.
AT THE END OF THIS CONTEST, ONLY ONE WILL REMAIN, THE
VICTOR WILL BE RETURNED TO LIFE JUST A FEW SECONDS
BEFORE DEATH, WITH THE OPPORTUNITY TO AVOID THE PAST
WITH THE KNOWLEDGE THE CHANGE THE FUTURE,
THE BALANCE BETWEEN GOOD AND EVIL LIES IN MY HANDS,
BUT I NEED YOUR ASSISTANCE. VOU MUST LET THE WORLD
KNOW THAT THIS CONTEST IS BEING FOUGHT TO SAVE ALL OF
HUMANITY.
LET THE CONTEST BEGIN . * .
&
PRCPARINQ
pop.
SETTING VP YOVR SEGA CD
Then:
Set up your Sega CD and Sega Genesis™ systems
by following the instructions in their manuals.
1. Plug a controller into control port 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 !he Sega CD
compact disc into the disc tray, label side up. Close
the tray or CD door.
4. [f the Sega CD logo is on screen, press Start on your
controller to begin the game.
If the control panel is on screen, move the cursor lo 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. Watch the opening scenes, that reveal the mysterious
ways of the Eternal Champion at work, (At any time you
can press Start to immediately skip to the Main Menu.)
6. After the opening
scenes, the Title
screen and Main
Menu appear. Use
the Main Menu lo
begin setting up your
game. Instructions
start on page 13,
ip
SETTING VP FOR QSOVND
QSound Virtual Audio is a revolutionary, multi-
d i m en s i o na I sou n d p I a cerne n t tec h n o I ogy. I f y o u r
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 sou nr I field. You'll be surrounded in
waves of 3-D sound I
Balance
If your system has a single balance control, set ino the
center balanced position. If each speaker in your stereo
system lias 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.
Pteititmspeakerson the
same plane, <ir (I le wne
Ireighlafidangie.
Wfcrg
11
Speaker G*b1tns
For proper phasing, make sure you match red to
red and black to black (positive to positive, nega¬
tive 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.
CD Software with QSoi j mi Virtual Audio
Titp view {if TV
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COMBAT CONTROLS
These two pages describe the general controls for
all fighters- Please see the Fighters and Fighter
Moves section for each characters' unique moves.
6-Buttott Arcrfc&c Pafc™
x
Button B Thrust Button Y Lunge
Button C Wheel Button Z Swing
O-Pad Left/Right: Move left/right
Down: Squat/crouch
Up: Jump
Start Pause/resume
NOTE —
You can customize the button actions by using
Coni roller Setup on the Came Options menu ,
I-Bwtton Controller
KICKS (SET 1}
Button A Snap
Button B Thrust
Button C Wheel
PUNCHES (SET 2)
Button A (X) Straight
Button B(Y) Lunge
Button C (Z) Swing
Start Toggle between Set 1 and Set 2
D-Pad Left/Right:
Down:
Up:
Move left/right
Squat/crouch
Jump
Start + A + B + C Pause
Start alone Resume
NOTE —
You can customize the button actions by using
Control let Setup on the Main Menu .
SETTING OPTIONS
The Main Menu leads to
all the sub-men us, from
which you can set your
game options and start the
action. To use the menus:
1, Press the D-Pad up/
down to highlight an
option,
2. Press it left/right to
change an option's
setting.
3 r Press Start to go on to a sub-menu, return to a previous
menu, or begin the game.
Enter Contest
(One Ptaijer)
Use the D-Pad to choose a warrior and a skill level:
NEOPHYTE, WARRIOR
or CHAMPION. Then
press Start to see your
opponent, randomly
chosen by the computer.
Press Start again to begirt
the battle.
To continue after losing a
match, press Start before
the countdown reaches
zero.
fl
&
it
tnier Duel
IOhc or Two Placer a)
Two friends can
go head-to-
head in a single match.
Both players use their
D-Pads to choose their
warriors. Either player
can sefect OPTIONS and
press Start to bring up its
menu and change the
options sellings.
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* Battle Time
Choose how long a match wifi last. Your choices are 30,
60 or 99 seconds, or an indefinite time (N/A). When the
chosen time expires, the fighter with the fullest Life Bar
wins the match.
* Match Condition
Choose how many falls a tighter can take before losing;
1 of 2, 2 of 3, 3 of 5, 6 of 11 or 11 of 21.
* Speed Setting
Set the speed of the action to SLOW, NORMAL or
OVERDRIVE.
* Inner Strength
Turn your warrior's Inner Strength Orb ON or OFF.
(See the SCREEN INDICATORS page for a description
of how the Inner Strength Orb works.)
* Player Level
Choose from 1 (least skilled) through 8 (most skilled).
The higher the number is, the more damage your fighter
will cause with each hit.
* CPU Level
Choose from 1 through 8.
* Exit
Return to the Main Menu.
16
Enter moment
Play through a complete
tournament. First, choose
a column of options:
* Single Player
One player vs. the
CPU.
* Multi-Player
From two to 16
players, depending on
the tournament.
Players challenge
each other and
sometimes the CFLJ,
■ Team Player
From two to 16 players, depending on the tournament.
Players form teams and challenge each other,
NOTE—
Nos every tournament type is available in every player
mode .
Next, choose your tournament type:
* Single Elimination
Each player selects one fighter. Up to 15 computer-
controlled opponents may compete. Contestants start
out in the outer rung of the tournament tree and must
battle their way from the preliminaries (or semi or quar¬
ter finals if less than 16 contestants} to the finals. A loss
against any opponent means elimination from the
tournament,}
NOTE —
in both Single and Double Elimination tournaments ,
the top player is controller h
17
* Double Elimination
Similar to Single Elimination, with the addi¬
tion that each fighter can lose two matches before
being eliminated,
* Round-A-Boul
Players take turns choosing from the stable of fighters,
until at! players have the same number of characters
(from 4 to 10 each), Players then match off with their
choices, and losing characters are eliminated from the
contest. The player who defeats all the other player's
characters is the winner,
* Round Robin
Players take turns choosing from the stable of fighters
until all players have the same number. Each player then
begins at the first chosen fighter and battles the other
playerfs), A victory means the winner can advance to
the next character. A loss means the players stays on the
same character,
* Dominator
first,, players agree on a what constitutes a win domina¬
tion, Next, each player chooses the specified number of
fighters. Then the players battle it out, alternating
characters before each fight. Each victory results in a
win icon moving left or right on the win scale. When
the win icon advances aJI the way to one side, that
player wins. This is a kind of tug-o-war, where one
player can win all but the Iasi match needed, then ihe
other player drags ihe win icon all the way back to the
other side, only to have it pulled back again, and so on.
Dominator tournaments could go on for days , , ,
Survivor
The player or players choose a fighter, then
face the CPU characters in single-round
matches. After each fight, players who survive
get back one-third of their health. Combat continues
’tf J
until one player loses or defeats all characters {no! an
easy feat!). In two-pi ay er co m pet i ti o n, p I a yers alternate
against the CPU until one player loses. If both players
make it to the end, they fight each other in a tie-breaker.
Expert Survivor
Like Survivor, except the player or players amass points
for each battle, depending on how well they do. Points
are given for time remaining, killing the opponent,
pulling off a power combo, and so on. In two-player
tournaments, winners are decided by points rather than
by how far they advance.
Point Match
All players or teams choose a group of fighters and then
battle each other until all the characters on one side
have fought all the characters on the other side. For
example, in 3-on-3 situation tournaments, players fight a
total of 9 battles. Players receive 100 points for each
win. After all the battles have been fought, the points are
totaled and a winner is declared.
Expert Point Match
Similar to Point Match, with the addition of points
awarded for perfect wins, kills and power combos.
Sell-Your-Soul
Point Match with a twist. After all battles have been
fought, each player's points are totaled. The percentage
of wins is allotted to that player's health bar for one last
battle, with a champion chosen to represent each side.
For example, in a 9 -battle situation, if one side wins 8
battles, that players health bar will be set to about 88%.
The other player, who won one battle, receives II % of
full health. The last battle is fought, and the winner of
decides the winner for each side.
19
* Possession
Each player chooses characters, who then
face off and do battle. Losing characters are not
eliminated; instead, they're added to the winning
side. The player who acquires all the characters wins,
* Russian Roulette
Players are chosen, face off, and do battle. Losing
characters are not necessarily affected, but their side
definitely is. After a loss, the CPU randomly selects and
blows away a fighter from the losing side. The team that
survives, wins.
* Sudden Death
Characters are chosen, face off, and fight. Battles are
short: 30 seconds and 1 of 1 matches. Losing characters
are eliminated. The surviving side wins,
* Death Match
Players choose characters, and the players or sides face
off. Battles are fought in Point Tournament style, except
that characters, when killed, are removed from the
battle. At the end of all the matches, the side with the
most kills wins.
* Count-Down
Similar to Survivor, except that characters race against
time instead of health loss. Players must defeat all
opponents within a pre-set time, or die trying.
20
After choosing a tournament, you can set some or
all of these options:
1
*!>> V0IJ:< ” UL
aulara if *i
be
*UL« :ir-:r fijl « w p
n;r:
* Number of Players
Choose how many
friends will take part.
* Teams
Set how fighters in
team play are
grouped,
* Match Condition
Choose how many
falls a fighter can take
before being eliminated,
* Number of Characters
Choose how many fighter's each player will have.
Access Ittfo
* Biography
Read facts about each character. Press the D-Pad left/
right to change ihe character; press it up/down to read
the entire bio.
* Storyline
Read the Eternal Champion's tale.
* Credits
View the names of the crew responsible
for this magnificent endeavor.
Cwitroller Setup
Use this option to change the actions of your
cont roller butlo ns, T he co m pu ter a u tom at re a 1 1 y
goes to the Pfayer 1 or Player 2 column, depend
ing on which controller is being configured.
Etighlight art action
with the D-Pad, and
then press the con¬
troller button you
want to set that action
to. Select EXIT to
return to the Main
Menu.
NOTE —
The Sega 6-Button
Arcade Par/ is recom¬
mended for the best game play.
* Battle Time
Choose how long a match will East: TO, 60 or 99 sec¬
onds, or for an indefinite time (N/A). When the chosen
time expires, the fighter with the fullest Life Bar wins the
match.
* Skill Level
Choose from 1 (least skilled) through 8 (most skilled).
The higher the number is., the more damage your fighter
will cause with each hit.
* Game Speed
Set the speed of the action to SLOW, NORMAL or
OVERDRIVE.
* Exit
Return to the Main Menu.
11
SCREEN INDICATORS
Life Bar
Your Life Bar decreases every time you're injured, whether
by a physical blow or a hit from an assailant's energy
weapon, You can diminish your opponent's Life Bar with
well-aimed attacks. When a Life Bar vanishes, that fighter is
vanquished. There is no way to refill or restore your Life
Bar, so make sure your opponent's Life Bar disappears faster
than your own.
1mi«r Strength Orb
Your Inner Strength Orb reveals how much strength you
have. When the Orb is full, your powers are at their highest
and you can perform all your special moves. But each
attack consumes some strength. As the Orb diminishes, so
does your ability to use special moves. Defend yourself with
kicks, punches or dodges while the Orb regenerates. The
Orb flashes when your strength is completely used up. For
unlimited strength, set Inner Strength Orbs OFF on the
Options sub-menu (seepage 16).
GAME SPECIALTIES
Eternal Champions: Challenge from the Dark Side
has many fighting combinations, A combination is a series
of unb lockable hits (usually 3 or more) that are strung
together by a skilled, creative player. Yon will see the CPU
(or another player) doing these to you: watch carefully so
you can learn how they are done. If you're on the receiving
end enough times, you'll learn enough for some pay back.
Here's a tip for novice champions: most combinations start
with a jumping attack and end with a Special or Skill move
(This Is usually the case, although it is not the rule.) Some
normal moves have built-in combinations of up to 3 lilts;
Special and Skill moves have as many as ten. The trick is
mixing them together to do your enemy some real damage.
JwssHns
Juggling is another trick in the skilled player's repertoire.
Juggling refers to hitting opponents, knocking them off the
ground, then hilling them again while they are still in the air,
This forces an unblockabte hit, since the enemy cannot
block while in the air. Juggling can compliment your combi¬
nations, You can also use it alone to add an extra hit or two
that the enemy cannot block.
Power Ctfmtu?
The Power Combo is unique to Eternal Champions. It
requires a very skilled player, and, when done successfully,
rewa rds you wi th 10 scco nds of u n I i m i ted strength, When
you activate it (we won't tell you how), your Inner Strength
icon changes to the Eternal Champions Bushido symbol, and
you hear the Eternal Champion announce your accomplish¬
ment. When it's activated, don't hold back. Unlimited inner
strength is a precious and fleeting gift.
34
The Dark Champion has entered the contest not
onty in physicaI form butspift i tuaIlyas well. ITis
evil influence is so strong that in the heat of battle,
the otherwise noble participants can lose control and kill ,
The negative energies the contestants then exude both
pervert the Eternal Champion s tournament (making him
weaker) and further empower the Dark Champion. Wel¬
come to the Dark Side.
Vendettas are personal kills; that is, they are kills generated
by one character against another. Each of the 13 characters
has a Vendetta move, and they can be used against any or
he other characters. We won't tell you how to do them, but
we will tell you that they can be pulled off in combat,,
depleting your enemy's health bar and finishing the fight in a
very brutal fashion! Beware — the CPU can do them to you
as well!
Cftickfff*
just as the Eternal Champion s keep is a place os honor and
purity the Dark Champion's chamber is a place of horror —
a hell away from hell , From his nightmarish keep, the Dark
Champion watches the contest , waiting for a moment of
weakness on the battlefield it is then that he strikes,
spiriting a loser away, into his dark chamber. The Dark
Champion then personally finishes off the losers, turning the
contestants' greatest fears as lethal weapons against them , A
contestant who makes it as lar as the Dark Champion, and
loses , faces the same dark fate<
Cinekills are player-activated, similar to Vendettas, but
require very skilled gameplay on the part of the victor. 1 he
winner who pulls it off is treated to a 3D rendered, full-
motion-video kill of his enemy, compliments of the Dark
Champion,
Overkills
Fighting can be dangerous, particularly in hostile
environments* t Jnfortunatciv for the conlestants.
EVERY battlefield in the Eternal Champion's
tournament is a hostile environment , If you end the fight in
a certain way in just the right place, the loser becomes
background soup. Crackers, anyone?
Overkills, introduced in the first Eternal Champions , are
back, easier to pull off and bloodier than even In addilion,
all new backgrounds and hidden backgrounds have overkills
too. Hopefully, you will discover them when you are on the
giving side, rather than the receiving,
Svfofccn Deaths
Being kicked into a giant fan or thrown into a neon sign as
the coup de grace to a long , hard-fought battle can be rough
But being offed by the background while still a healthy
participant? Now, that's harsh.
Sudden Deaths are just what they sound like — sudden and
fatal. They are background-related kills and all backgrounds
(including the hidden ones) have them. Although harder to
do than overkills, they can be activated whether the loser is
still relatively healthy. Master these and ruin someone's day.
Htbbew CkarACtertf
There are 9 hidden characters, plus 2 other player-controlled
surprises, somewhere in the game. Once a hidden character
Is found, he is yours to keep. The new character will be
saved to ROM on the Sega CD, and will be added to the
roster every time you turn on the machine. Some chidden
characters come with new backgrounds (complete with
background music, Overkills and Sudden Deaths), and
others still have their own Vendettas. Of course, we won't
tell you how to find them, but we will tell you this: play and
play a lot. , , you're bound to stumble on one or two!
26
&
piqnrriNQ
BLADE
Jonathan Blade
Bounty Hunter — 2030 A<D<
Kenpo
Born in Syria, Officer Blade
was dedicated in the extreme. Iie
had one small problem: his tem¬
per, After thrashing an innocent suspect in New
Chicago nearly to death. Blade returned to Syria
to become a bounty hunter. His final ease dealt
with a rogue scientist who was threatening to
release a deadly virus unless the Syrian govern¬
ment stopped all bio-research, Blade agreed to
the vial containing ihe virus, on one condition;
ernment: would not interfere. But when Blade
cornered the scientist in an alley, the government agents matfe
their move. Laser fire filled the alley. The last thing Blade saw before he
died was the smashed vial that had once contained the virus.
Rating?
SPEED:
ENDURANCE:
POWER:
RECOVERY:
DEFENSE:
EQUILIBRIUM:
I303QZD
□□□□□
□
=!□□[
□
IS
BIa&c — Special Move?
All moves use default controls and assume opponent is to the right,
STUN BEAM
0% freeze
Freezes opponent for a few
seconds.
STRAIGHT BLADE
15% damage
Weapon hovers momentarily, then
attacks. Once attached, it cuts into
the opponent before exploding.
WILD FURY ATTACK
Up to 1 (>% damage (8 hits x 2%)
Unleashes a flurry of powerful slaps
to the opponent's chest,
BACKFIRE
Neutralize? Projectile
Fires a tracking cursor that
disables the opponent's ability
to use projectiles.
Q+Q+Q
0*0
personal shield
Damage Resistance
Absorbs 50% of all damage inflicted
upon Blade. Drawback: it can be
overloaded by too many attacks, and
implode.
TRACKING BLADE
15% damage
Like the straight blade, with the added
advantage that it auto-attacks.
PROJECTILE CONTAINMENT FIELD
slows projectiles
Causes any projectiles fired at Blade to
travel at half speed.
29
BU&c — Skill Mavcs
SLICE W DICE
Up to lb% damage (4 hits x 4%)
With blades ex tended, the fighter
attacks, slicing and dicing the
opponent.
LIGHTNING STRIKE
Up to 15% damage (5% + 10%)
Charged with energy. Blade
explodes forward with a high’
velocity punch and kick.
o
e
BRICK WALL
12% damage + wall smash
Blade uses his own mass and
strength to rack the opponent.
EXCESSIVE FORCE
Up to 15% damage (5 bits x 3%)
Blade punches, kicks and batters the
opponent with this 5-hit attack
Kenpo
Kenpo teaches its disciples how to maneuver so that opponents unwittingh
plate themselves in vulnerable positions. It combines linear and circular
moves, using intermittent power as needed. Like water, it flows through
major and minor moves with fluid coni foully, It is flexible in thought as wel I
as action.
DAWSON
Dawson McShame
Gambler-1B49 A.D.
Shotowando
A loner all his life, Dawson
foil his native Scotland at 1 3
to became a gambler. Con¬
stantly on the move, he relied on his fists to
settle the disputes that arose from ids frequent
wi n n i ng strea ks. By the ti me he was 2 5, Dawson
was infamous throughout the dens of Europe as
the brawler who could break the bank and
wreck the bar — in one evening. When
Europe grew too small, Dawson set. sail for
the wild west, intrigued by news o( the recent
Gold Rush and high-stakes gambling. Riding
town one day, Dawson saw a man setting fire to
office. The arsonist ran, as Dawson pulled the
half-dead slier iff from the inferno. Dawson promised to avenge the crime,
and the dying lawman pinned a star to the Scotsman's vest. Dawson
tabbed the criminal a ruthless landowner named Jenkins, but was ambushed
by Jenkins' men and strung up before he could bring the murderer
in to justice.
her iff?
U»tin5*
SPEED:
ENDURANCE:
POWER:
RECOVERY:
DEFENSE:
EQUILIBRIUM:
□□□□□
□□□□□
□□□□□
□□□□□
□□□□□
Dawscn — Sped*! Moves
All moves use default controls and assume opponent is to the right
ROUND-UP
Up to 21>% damage (5 hits x 4%)
A moan combination of a pony-tail strike, a
tumble weed and a punch.
RATTLE SNAKE BELT GRAB
12% damage
Using his snake belt like a lariat,
Dawson snags his prey, then
fallows through with a punch.
ROLL THE DICE
13% damage In air
Dawson balls up r dives diago¬
nally, and bounces off the floor.
TUMBLE WEED
13% damage
Dawson rolls forward in a tight
ball, doing considerable damage,
□UAL KNIFE THROW
11 % damage
A pair of knives hidden in Dawson's
sleeve become a double threat.
SPIT ATTACK
0% slow
Tobacco spit splatters, sickens and 1
slows the opponent.
PONY TAIL STRIKE
12% damage
Dawson whips his pony tail around
and forward tor a raking effect,
Dawson — Skill Moves
GOLD STRIKE
Up to 15% damage (5 hits x 3%)
With blades extended, the fighter
attacks, slicing and dicing the
opponent.
GENTLEMAN'S QUARTER
Up to 15% damage (6% + 9%)
1 Charged with energy, Blade
explodes forward with a high-
velocity punch and kick.
SPINNING AXE PICK
Up to 16% damage
(4 hits x 4%)
Dawson spins like a deadly,
battering, human top.
STEP OUT
10%. damage
Slipping from gne side to the other,
Dawson delivers a tricky, painful
stomp to the hapless opponent.
ShotmvAhto
This fighting art was designed and practiced by only one man, Dawson
Me Shane, It combines shotokan, kickboxing, tai chi and barroom brawling.
In his life, Dawson fought many good fights. When truly beat, lie would often
convince his opponent to reveal his fighting style and tactics, I It is unusual
com binatiortgfmariiai arts, d i rty trick s a nd ol d - fas h ioned fist-pon nd i ng nu de
Dawson one of the most creative, cunning fighters of hEs day.
)
33
jETTA
Jetta was always a rebel. Bom so
Russia and cousin to Czar Nicho¬
las II, Jetla traveled (he world as a
performer in a famous international circus. During her
travels, she learned gymnastics and martial arts. In 1899,
circus troupe visited China. At that time, China was being
devastated by the Boxer Rebellion, the attempt by the Chinese
to rid iheii homeland of foreigners. Unfortunately,
many innocent Chinese were dying. Spurred by com¬
passion, Jetta decided to help infiltrate the Yihe Quang,
"Righteous Harmony Fists/' and persuade them to turn to
pacifism before the major foreign powers brought all their deadly
forces to bear. Before Jena was able to help effect a peaceful end to the
fight ing and change the history of Chi na, she tell viol im to an act of sabotage
by a YiheQuang radical. Her safety net and tension wire cut, jetta plummeted
to her death during the grand finale of a command performance for the
Emperor of China.
jetta teK
Circus Acrobat — 1899 A,D.
Savate & Pencak Silat
fiAtfHSS
SPEED; □□□□LZj
ENDURANCE: BEiHHI—11—11-1
POWER: □□□□□
RECOVERY: □□□□□
DEFENSE: □□□□□
EQUILIBRIUM: r~ll II I I II [
34
Jetta, — Sped*) Move*
All moves use default controls and assume opponent is to the right,
WHIRLWIND KICK
Up to 15% damage (5 hits x 3%)
jetta peppers her opponent with single-leg,
multiple-kick attacks.
PHASE
Speed Burst
Speeds up body molecules, letting
Jetta move twice as fast, i he speed
lasts 10 seconds or until Jetta is hit.
MOVING CORKSCREW
8%, damage
Jetta spins on her toes, left or
right, slicing with hand blades
RLADERANG
10% damage
Jetta throws a boomerang for one
or two hits.
FLYING CHOKE HOLD
up to 15% damage
Jetta throws her sleeve around the
opponent's neck and pulls upward.
RESONAIE
Super Speed Burst
On coniact, Jetta causes a non-blocking
opponent to shake uncontrollably and
respond pourly to the ID-Pad, Possible
Only while phased.
CEILING CLIMB
up to 20% damage (3% + 3% + 3% + 11 %)
Jetta grabs onto the ceiling, hurls a
blade rang, then falls in a Death Dive.
35
Jetta — Skfil Moves
CORKSCREW UPPERCUT
Up (n 15% damage
(1% + 2% + 3% + 4% + 5%)
jelta combines her fantastic speed
with a corkscrew and an uppercut
GYMKATA
Up to 15% damage (5 hits x 3%)
A powerful 5-strike attack.
POWER BURST
10% damage
Banging her bracelets together, jetta
sends an energy burst back and forth,
RICOCHET
Up to 12% damage (4 hits x 3%)
Jetta spins into a ball, bounces off the
ceiling and then darts left or right.
SAVAte
Originating in France, Savate r with its foot and fist fighting style, emphasizes
front, side and round kicks to the knee, shin and instep. The hands are kept
open and low to defend against groin kicks. Palm heel strikes arc used to
attack the face, nose and eyes. Street fighters who practiced the arc introduced
both mid-level and high-level kicks.
PCMCAk SflAt
Pencak silat, the national fighting art of Indonesia dales back to the 6th
century A,D. By the 14th century, the form was the polished property of the
nobility, and commoners were barred from learning its tactics. Raru silat, the
Sumatran form, employs hand actions to block, parry and cover.
LARCEN
Larcen Tyler
Ex Cal Burglar — 1920 A.IX
Fraying Mantis Kung Fu
Larccn grew up idolizing
crime bosses and street
lords. As a youth, ho went
EO work for Mr. Ta gl a I i ri i,
the most powerful bass. Under his wing,
Larccn developed into a masterful cal bur’
many jobs for MrTaglalini, including illegally
in other crime boss hideouts. But Larcen
Instead, he used martial arts to drop his
Taglalini sent Larcen to plant a packageon
who was recovering in the hospital. When
room, Larcen found the recovering Chief
of Police, who had been wounded in an assassination attempt. Larcen
namediately realized he had been set up and that the package contained a
omb He tried to throw the package out of the window, but it was too
ite. The explosion killed Larcen, the Chief and most of the people in
the hospital.
j|Lackers, One day, Mr
i supposed crime boss
sc entered the hospital
RAtfflgS
SPEED:
ENDURANCE:
POWER:
RECOVERY:
DEFENSE:
EQUILIBRIUM:
□□□□□[
□□□□□
□□□□[
mi
—
□t~
in
□□□□□
17
Larcen — Special Mws
All moves use default controls and assume opponent is to the right.
SLASH & TURN
Up lu 15%. damage (3 hits x 5%)
Larcen tumbles and flips toward his
opponent with blades extended.
SAI THROW
11 % damage
Larcen launches a sai toward his
opponent,
SWINGING HAMMER FIST
16% damage (4 hits x 4% damage)
In a speed burst, Larcen throws
multiple power punches in a short
f ® + ©
f O
0 + ® + 0
lime.
CEILING CLIMB & DIVE
Climb: 0% damage
Drop: 15% damage
Larcen crawls along the
ceiling, then dismounts at an
angle, attacking with daws
and root blades.
Dive
LOW' SWEEP
15% damage
Larcen wraps his grappling hook
around an opponent's legs.
POWER SWEEP
18% damage
Larcen attaches his hook to the
ceiling and swings feel first.
AIR SWEEP
10% damage
Larcen jumps back and throws his
hook forward at I he opponent.
UrccM — Skill Mevc*
reflect
0% reflect
Reflects back most projectsfes
at twice their speed.
MACHINE GUN BLITZ
Up In 15% damage (5 hits x 3%)
An explosive, 5-sirike attack.
+
+
e
©*©
backflipkick
Up to 15% damage (5% + 10%)
Larcen flips backward to deliver a
bone-c.:racking kick.
MANTIS STRIKE
Up to 15% damage (3 hits x 5%)
Iirmping forward, Larcen delivers a
Littering kung fu knee strike.
FrAtjfai# Mantis Kwn<; Tm
i his southern sty loot" kung fu was founded in the 17th century by Wang Lang.
The system relics heavily on fierce grasping movements, clawing attacks,
kicks and punches for both offense and defense. Legend has it that Wang Lang
once captured a praying mantis, took it home and studied it. He then
combined the movements of the mantis with monkey styie kung fu to form his
new system.
MIDKNIGHT
Mitchell Midldon Knight
Bio-Chemist — 2100 A.O.
|cd Kune Co
i n Lo n don, M ilchell was o nc
lhe best bio-chemists in the
world. Wh i le on I can to t h e
OA, Mitchell created a vims that weakened
its victims lo (he point or death, where lhey
would remain until given ihe antidote. The virus
was to be introduced into (he Viet Cong J $ water supply,
Mitchell objected to the extensive human destruction.
He fled to London with the vial of virus, but was ambushed by
Interpol agents. During his escape attempt, Ml rebel I plummeted into
a chemical storage vat. The force of the impact hurst the seal on ihe
, The mixture of the virus and ihe chemical transformed Mitchell
into a powerful, vampire-Jike creature, Mitchell, now known as Midknighl,
spent the next 133 years searching for a cure. He was deteriorating fast
since he refused to destroy another person to renew his own energy. He
was about to solve the last hitch in Ihe antidote when an Interpol agent
ambushed him and drove a magnesium stake through his heart.
Rating?
SPEED:
ENDURANCE:
i ii ii im i
IHI
POWER:
RECOVERY:
DEFENSE:
]□□□□
□□□□I
□□□□□
EQUILIBRIUM: □
40
MI&kntgHt — Special Move#
All moves use default controls and assume opponent is to the righl,
bedazzle
hypnosis
vi id knight shoots hypnotic cyc-
iseams to summon his opponent.
doom DOG
Up to 15% damage (3 hits x 5%)
Transforming into a huge wolf,
lidknigjht pounces!
CEILING RAM
10% damage + STUN
! ,idkntght grabs opponents and si
them bead first into the ceding,
LIFE DRAIN
up to 15% health transfer
Grabbing his opponent,
the vampire sucks oul. the
life energies, transferring
them to himself.
FLYING WALL SMASH
3% damage + Wall Smash
vhdknight flies forward, fists
.^tended, and ranis the opponent,
1IST ATTACK
3% damage per hit, up to 15%
■■■lid knight vaporizes into deadly
mist, and barrages the enemy with
‘.hostly strikes,
MANIFEST
Reduce damage from enemies
Summoning the power of ihe
-empire, Mrdknighl is supercharged
and becomes resistant to damage.
41
Mcknight — Skill Moves
DEMON FANG KICK
13% damage + wall smash
From the air,. Midknight
executes a flying kick with
vampiric ferocity.
RAPID FIRE
Up to 15% damage (5 hils x 3%)
An 5-hit blitx attack.
SHOULDER ROLL/5JDE KICK
12% damage
While close to an opponent,
Midknighl rolls op and over, deliver¬
ing a blow to the hack of the enemy's
head.
OVERHEAD STOMACH PUNCH
18 % damage
Mid knight grabs opponents and, with
a mighly punch to the midsection,
sends them flying.
Jert Kune Da
This righting style was conceived by the late martial arts legend Bruce Lee In
1967, Its name literally means "the way of the intercepting fist." Jeel kune
do, uni ike other martial arts, does not use a specific set of rules or techniques
lo establish a distinct method. Instead, it utilizes all ways and means to serve
its end, therefore making it "free." As a martial arts form it possesses
everything, while in itself it possesses nothing,
42
RAMSES
Ramses HI
Pharaoh —1151 B.C
Hung-Car King Fu
Egypt's assurer! position as a world power
was drastically undermined when
Ramses 111 was assassinated before
his time. Over many months, the cunning assassin
had worked his way into a position of trust with Ramses,
and the Pharaoh had no fear turning his back on the
man who would end his life. The cruel killer chose a
style of exec u tion that was part icu I a rl y te rr ify t ng to the
Though Ramses was fearless, he had never learnerl to
and the thought of drowning haunted his dreams,
was overseeing the construction of a now temple on
the banks of Ihe Nile. He had climbed a tail hill of freshly excavated
earth to view the? progress, The killer,, with diabolical timing, snuck
up behind ihe Pharaoh and pushed him into ihc swift waters, i lad
Ramses HI lived to sire children and to rally his armies into beating back the
invading Warriors of the Ancients, his descendants, the future Pharaohs,
would have been able to stop Alexander the Great and his Roman legions
from conquering Egypt,
IWiMSS
SPEED:
ENDURANCE:
POWER ;
RECOVERY:
DEFENSE:
EQUILIBRIUM:
□ □□□□
□ □□□□
seoedgho
□□□□□
□□□□□
RA-mscs — Special Move#
All move; use default controls and assume opponent is to the right.
SUN REFLECTION
Up (o 15% damage (5% + T0%)
Ramses summons and reflects a
beam of tight, blasting his enemy,
ANUBIS BLOCK
refled/in vulnerability y
Ramses turns into a ta P
statue that reflects
projectiles, punches
and kicks.
WRAP ATTACK
10% damage
Ramses tosses a magical doth that
envelops and damages enemies.
TELEPORT
0% teleportation
Ramses warps through thin air
from one spot to another, left or
right depending on your controls.
SNAKE ATTACK
15% damage
Ramses morphs into a great serpent
and delivers a sneak attack,
TORCH ATTACK
1 2% damage
Ramses transforms into living fire,
roll ing across the scene and scorch¬
ing his enemies,
HACK & SMACK
Up to 1 b% damage (4 hits x 4%)
Ramses wields his Blade and Flail in
a 4-hit combination.
lUfhKs — Skill Mflves
HUNPER LIZARD
16% damage (4 hits x 4%)
Fused with the spirit of the croco-
Ifle, Ramses delivers a crunching
cartwheel kick and flail strike.
JACKAL'S BITE
11% damage
the spirit of the ancient guard dog
flies forth to deliver a ghostly bile.
o
o
PHOENIX DIVE
lfl% damage
Fused with the spirit of the legend¬
ary firebird, Ramses dives at the
enemy. Can only be used when
Ramses is in the air.
KING COMBO
Up to 15% damage (5 hits x 3%)
A powerful 5-strike attack.
Hwti5-G*r Hurts Fm
A style of Kung-Fu coming from the Shaolin-ai tradition of defensive arts. The
system uses various movements which imitate animals such as the tiger,
leopard, heron, monkey and dragon. Techniques of the staff and Nunchaku
are included in lids style. This style Is a balanced mixture of internal and
external fighting principles.
RAVEN
Raven Gi ndar
Voodoo Priestess & Healer
1820 A,D.
Hsingd Kung Fu & Tae Kwon Do
I descended from a long line of Ara wak
healers. Raven was herself a great
healer in her iribe. She possessed a
magical hourglass that lot her control small seg¬
ments of time. Vet she used it sparingly, because it
sapped the l ife-force of its user, Raven, along with
other Arawak women, was abducted by a Carib
raiding party and taken to the island of Trinidad,
where they became part of the village of Shengo,
the years, Raven became highly respected fur her
magic healing a hi I it res. The villagers revered her as
a powerful voodoo priestess. Their admiration toward the young
healer didn't sit well with the aging high priest, Raknock, who was
fea red for his use? cjf b I ac: k magic. £ )ne n ight, Ra k n< xrk feigned i 11 ness and sent
for Raven. As SOOn as she entered Ra knock's hut. Raven sensed danger.
Before she could react, Raknook cast a spell that turned the power of
Raven's hourglass against her and transferred all her life energy into
Ra knock's withered body, killing Raven while it rejuvenated him.
Rating
SPEED:
ENDURANCE:
POWER:
RECOVERY:
DEFENSE:
EQUILIBRIUM:
□□IE
□□□□□
□□□□□
□□□□□
□□Odd
□□□□□
4*
Haven — Special Move*
All moves use default controls and assume opponent is to I he right.
time smash
up to 15% damage
(.1 sec = 5%, 2 = 10%,
Li - 15%)
Raven hurls her hourglass
with explosive etfect.
VOODOO ATTACK
Up to 15% damage
Rave produces a voodoo
loll of the enemy and
lunches it repeatedly.
TIME ADD/SUBTRACT
[)% Affect Timer
ossing her hourglass into
the air, Raven adds or
subtracts 1 0 seconds.
DOUBLE FANG KJCK
Up (u 18% damage
(ft hits x 3%)
Raven delivers ft quick
kicks to (he opponent.
Hold
down
oo
thqn
release
Hold
down
OO
then
release
+
OO
Adds
time
Subtracts
time
Quickly
tap
■OO
CREATE VOID
Up to 16% damage
Raven summons a temporary black hole
that sucks in opponent, damaging them
unii| ii disappears.
TIME SPLIT
11 % multi-teleport
Via her hourglass. Raven teleports
■ round I he field several limes, escaping
damage and committing sneak attacks.
destabilize time
11 % sbw opponent
Even's hourglass slows everything
ound her, including her opponerils.
47
Hatch — Skill Moves
TIME FOLD
0% reflect X2
Raven creates a time shield that
reflects projectiles and sends a
second blast as it collapses.
SERPENT RAINBOW
Up to 1b% {8% + B%)
Raven's leg tattoo comes alive,
stopping aerial attacks and hilling
opponents in front of Raven,
RAVEN'S FURY
Up to 15% damage (3 hits x 5%)
In the spirit of her fierce namesake,
Raven dives at the enemy from the air.
MAMBO COMBO
Up to 15% damage (5 hits x T%1
A 5-strike kicking attack.
Htfltig-l Kvms Fm
I islng-t is a Chinese boxing style of Taoist origin anti development. It is
devoted to the importance of uniting the body and the mind as one. Hsing-
I is considered one of t he three classical internal arts. These arts are based on
the cultivation of chi, which is the raw power of inner-strength. Hsing-t
combines this metaphysical practice with physical movements derived from
the five Chinese elements and the characteristics and movements of animals.
Tao-Kww-Do
'Tao' foot; Kwon J fist; 'Do' way, A Korean form of Karate, created an 1955
from (he old training system of martial arts, Tae-Kyon, 'unarmed combat'.
Based on an original Korean martial art of Hwa-rang, it was combined with
Karate and Kempo during the Japanese occupation. The outcome is a
combined art that concentrates on defense first and shuns the idea of leading
the attack.
RAX.
R.A.X, was originally a world-class
human kickboxcr. But as human
competition dwindled, R.A.X.
underwent painful surgery to become a
cyborg and compete in the new sport of cyber-
fighting that swept the world. His goal was
to become the world champion. But during the
title bout, R.A.X/s promoter traded his life for a bet. An
advanced electronic virus planted in R.A.X.'s brain shut
down all his vital systems seconds before he could deliver the fatal
blow to the reigning champion.
R.A.X. Caswell
Cyber-Fighter — 2345 A.D,
Muay Thai Kickboxing
listings
SPEED;
ENDURANCE:
POWER-
RECOVERY:
DEFENSE:
EQUILIBRIUM:
□□□□□
■ifit-i
1! IL
~n r
i
□
ji iL i
□□□□□
49
RAX — SpedAl Move*
LOCK AND LOAD
10% damage + instant dizzy
RAX. loeks-on Eo his opponent,
then fires an energy bolt-
CYBER PUNCH
14% damage
RAX. overloads his arm to
deliver an awesome punch.
JET KNEE SMASH
15% damage + wall smash
With knee extended., RAX. jets
across the scone to deliver a
crushing blow.
OVERLOAD
15% damage
RAX, completely overloads
his system and launches a
speeding energy ball that
causes extreme damage on
contact;
AIR JETS
5% flame damage
RAX. ignites his jump jots and hovers
off the ground for a short time.
CYBER KICK
13% damage
tn a move similar to the cyber punch,
RAX. overloads his log to deliver a
devastating kick,
SHOCKWAVE
12% damage
R.A.X. summons a blast of electricity,
then slams down his fist, sending a
shockwave across the ground.
RAX — Skill Maws
ATOMIC KNEE
Lip Co 15% damage (3 hits x 5%)
R.A.X- uses his cybernetic knee to
strike up at an angle,
thrash w bash
Up to 15% damage (5 hits x 3%)
A R.A.X, blitz!
|ET UPPERCUT
12% damage
R.A.X. delivers a cyber-powered
ipporcut with his jet hoots.
TURBINE
i% invulnerability/escapc
R.A.X. escapes tight situations by
using his jets to spin in place and
suck in nearby opponents or
projectiles. Opponents are thrown
in ihe opposite side of the turbine;
projectiles are neuiralized-
Mwa\| Th*f KkkboxTns
•Vluay I hai kickboxing is a mixture of powerful kicks and devastating body
>lows. The fighter uses fists, feet, knees and elbows to cause damage io
he opponent Kicks deliver massive blows to the opponent's legs, knees
■and thighs, making mu ay thai one of the bloodies! fighting styles in use
oday. Ej ranks as the most pop u tor spectator sport in Thailand,
St
RIPTIDE
Sophia dcMcditi
Pirate — 15bb A,D,
Kajukenbo
Once a member of the infamous
ian deMedicis, Riptide ran away
the family to escape an ar-
marriage. She had no choice but to begin
anew in a place where she would never be
discovered. Sophia used the money she had spirited
away to buy a ship and compete with the pirate
who were a) (be height of their sea-faring dome
Riptide., she soon became the most fearer! female
the water. A single man caused her doom,
not only a pirate, he also controlled powerful
around the world. When crossed, Hanibal
avenged himself not only on his enemies, but on their entire
families. During a nighttime raid. Riptide? uncovered some of Hanibal's
buried treasure. He caught her and killed her with a shovel blow to
the head. Then, in a rage, Hanibal destroyed the entire deMedici family,
thus preventing all hope of a future Italian renaissance.
Ratings
SPEED:
ENDURANCE:
POWER:
RECOVERY:
DEFENSE:
EQUILIBRIUM:
IHBL
i
mm
□E
mmmm
□
□□□ED
IMptifre — Special
thunder clap
10% damage + stun
Riptide stuns her enemies by
roughly clapping them on [he ears.
EAGLE TALON
Up to 16% damage [4 hits k 4%)
Riptides deadly 4 -strike attack,
SEA LEGS
Remaps opponent's D-Pad
Riptide summons a sphere of
water that crashes into her
opponents.
+
o
GROUND KRISS BLADE
10% damage
Riptide throws a dagger
forward or up.
WHIRLWIND TELEPORT
teleport
Riptide disappears and reappears
m a cyclone of wind,
FOG TRAP
12% damage
Riptide calls up a blinding fog
and hurls it at her opponents,
AIRKRISS blade
T0% damage
! rnm the air, Riptide throws a
dagger forward or down.
G
Forward
Upd i agonal
Riptfac — Stoll Moves
FLASHING DAGGERS
Up to 15% damage (5 hits x 3%)
A slashing 5-hit attack.
CROWDS NEST
15% damage
{10% tor hit, 5% fur landing)
Riptide delivers a terrible double
uppercut lhal punches her enemy
high into the clouds.
WHIRLPOOL REFLECT
0% reflet I
Riptide morphs into a living
whirlpool lhal catches and reflects
projectiles.
TIDAL PUNCH
12% damage
With her punch, Riptide summons
the force of a crashing wave.
KAjwketVbo
This fighting style was developed in I lawaii, and is considered the only
U<$. developed martial art. The name contains the abbreviations for four
fighting stylet: karate, jujitsu, kenpo and bojitsu. Five masters worked to
develop this art, each from a different style. The final result is a fighiing
style That can attack with a wide variety of strategies, speed and strengths.
Whether the fight es in the air, face to face, or on the ground, Kajukenbo
has a move and a strategy lo match it.
SHADOW
Shadow Yamolo
Ninja Assassin — 1993 A.D.
Taijut.su & Ninptsu
Shadow was the best corporate assassin
in the Black Orchid Corporation. She
performed a variety of tasks from indi¬
vidual elimination jobs to ending large
corporate takeovers. Site was a true star Lit the Black
Orchid headquarters. She never thought about the
morals of her occupation, until she teamed that
if a job was riot completed to corporate sal isiaclion,
i j 4 i m th a killer just like herself would in turn eliminate
her. When she realized the value of her own
mortality, she could riot bring herself to destroy
corporation did not allow resignations, it
from the 101st floor of the Black Orchid
bu ilding. This stopped her from reveali ng to the world the dark secrets of the
Black Orchid and other corporations like it.
others. Since the
arranged for her to fall
lUffotgp
SPEED:
ENDURANCE?
POWER?
RECOVERY:
DEFENSE:
EQUILIBRIUM: f || | | | |
□□□□□
□□□□□
□□□□□
□□□□□
□□□□□
Sha&O'W — Sped&l Moves
SHADOW PUNCH
Up In 1 5% (7% + 8%)
+ wall smash
Shadow leaps forward and
delivers a mystical ninja punch.
HIGH jUMP ANGLE KICK
12% damage
Shadow performs a super high
jump and downward attack at a
severe angle.
ff
TWIRLING FAN ATTACK
Up to 20% damage (5% damage
per twirl + 2% fan strike.)
Shadow performs a cartwheel,
ending with a razor-sharp fan
attack,
SMOKE SCREEN
0% teleportation
Shadow disappears and reappears
in different areas of the scene, if
no direction comlxjs an? used.
Shadow materializes next to her
opponent.
SHADOW MODE
o
o
©
1 Twirl
2 Twirls
3 Twirls
OOI
@ + ©
o©
o o
Warp to
left floor
Warp 1o
right floor
Warp to
left ceiling
Warp to
righl
ceiling
0% invulnerability
Shadow becomes a "shadow" and attacks without
fear of injury, This effect last for 5 seconds.
FLYING MINE UZUME-BI
15% damage
Shadow throws an auto-locking mine that explodes
on impact with the opponent.
NINJA WEAPONS
11% damage
Shadow has a knife, a shun ken and a smoke bomb at
her disposal.
56
SkAbow — Skill Mew*
fan block
Reflects attack
Shadow blocks enemy attacks
with her iron fan.
ROCK & ROLL
Up tu 16% damage
Shadow tumbles forward and
behind iter enemy, then grabs
her victim and executes several
nasty elbow smashes to the
back of the head.
banzai blitz
Up to 15% damage (5 hits x 3%)
A . r >~slrike hlitz attack.
FLYING STEPTOB J ASH I
£t% damage
Shadow executes a high-speed sweep/slide.
T&fjwtsv
Taijutsu is a system of unarmed combat similar to jujutsu, and is a forerunner
of modern judo.
Wby]Hsu
Kinjitsu is the feudal Japanese discipline embracing bushido, espionage.
Commando warfare, occult powers and numerous martial arts practices. Due
to ma ny terri tori a I and rel ig i ous wa rs, J a pa n-ese mountain my st i cs were fore ed
lo develop the art to protect their families.
The ninja, the practitioner of ninjitsu, is the cultural opposite of the samurai.
The ninja nol only masters traditional weapons, but is also adept at using
daggers, dirks, darts, shurikens (throwing stars), brass knuckles, caltrops
(spiked metal throwing weapons}, smoke bombs and a variety of poisons.
57
SLASH
Slash
Prehistoric Hunter — 50,000 B,C.
Pain
Slash was always advanced. He
was the greatest hunter and the best
lighter of his generation, J hese skills
didn't come just from his great
strength, hut also from the emergence of an early
intelligence. Slash used this intelligence in his
fightings and he was able to ouMhink most
ponemts. His intelligence also got him into
ca ve elders resented SI ash to r h is ad van ced Ihi rtk -
They rejected every idea he suggested to
them, including an agricultural plan that would tree the dan from its
enslavement to a lire of drudgery as hunter-gatherers. The elders turned
down the idea at once, since they saw no value in free time and enjoyed
the violence nf the hunt. One day, when Slash publicly spoke against
the elders in a clan meeting, he was stoned to death by the clan when
the elders proclaimed him to be an evil force.
Rating*
SPEED: □□□□□
ENDURANCE: I II II II II I
POWER: □□□□□
RECOVER Yr □□□□□
DEFENSE: □□□□□
EQUILIBRIUM; j ~| 1 H~~lf I I I
5 #
S\&$h —- Special Move*
tfGNE BREAKER
16% damage + stun
From the air, Slash jumps on his
opponents, knocks them to the
ground and then stomps on their
fallen bodies
DE-CLAW
12% damage
From his dub, Slash launches a
sharp daw at his opponent.
RUNNING HEAD BUTT
15% damage + wall smash
Slash charges the opponent and
lead hulls at great speed.
POWER THUD CLUB SWING
Stun
Slash jumps into the air, then
smashes into the ground with his
club, causing an earth tremor (hat
knocks opponents off their feet.
OG
FIRE CLUB
12% damage
Slash shoots a stream of fire from his dub.
ICE CLUB
freeze
Slash freezes his enemies w ith a spray of ice
from his Huh.
SPINAL. CRUSH
Up to 16% damage (4 hits x 4%)
Slash grabs onto the opponents waist with
his feet and pounds the enemy's head with
his club. The beating lasts for several blows
or until lhe opponent shakes free, Slash
must be within throwing range to perform
I his move.
59
Slash — Sktfl Moves
BAT-BACK PROJECTILE
0% reflect
With his dub. Slash bats away
projectiles.
CAVEMAN BEATING
Up to 15% damage (5 hits s 3%)
A rapid, .j- strike attack.
DOUBLE FOOT KICK
11 % damage
Slash does a backflip white rapidly
attacking with his feet,
CLUB DIVE
12% damage
Slash leaps at and over his enemies,
beating them as he passes.
Pain
I his fighting style uses any move or attack that will cause pain or inflict
damage. This includes eye poking, nock throttling, nostril pulling and hair
yanking. The most common weapon is a largo wooden dub, which early
hunters could wield very effectively. One technique involves the spinal
crush, in which the attacker jumps onto a foe and smashes the victim's head,
compressing the spinal column. Another technique uses I he club as a "push
ofT lever for a high two-footed attack,
t-
TRIDENT
Trident
Gladiator =-1111 ES.C.
Capocria
During Trident's life, the people
of Atlantis lived above the water.
They studied science, while their
neighbors, the Romans, perfected the
art oi' war. TI i e Atl anti a ns con i peled w i th t ho Roma ns to
see which race would control the Earth's surface and
which would be plunged into the ocean's depths. The
Atla nti a n s bu i ll grea t ent: Iosed on v i ron monts that won I d
support life in the watery depths, and created a
compromise (hat would allow both races to live
tlie water as well as below. The Romans would
have no part of it, but agreed to settle the dispute with a fight.
The victor's race would remain on land, while the loser's race would
sink into the depths of the ocean, The Atlantians reluctantly agreed to the
battle. They created Trident to save them from the fate that awaited them. The
Romans rigged [hetight and crushed Trident beneath a large stone pillar. Due
to his loss, the Atlantians had no choke but to assemble in their environments
and face the cold waters that awaited them.
Rating#
SPEED:
ENDURANCE:
POWER:
RECOVERY:
DEFENSE:
EQUILIBRIUM:
□□□□□
□□□□□
□ □□□□
□ □□□□
□□□□n
6i
THfcettt — Special Wove#
WAVEMASTER
Teleportation
I ndent disappears in a huge wave,
dissolves into (he 1 ground, and then
reappears somewhere else.
SPINNING TRIDENT
up to 20% damage
Trident extends his arm with its
razor-sharp blades spinning,
capable of extreme damage,
PLASMA BOLT
15% damage +■ dizzy
Trident focuses all bis force fields
into a single intense energy bolt.
BIO-ST UN FIELD
0% Freeze
Trideni is surrounded in a grrert
cloud. Oppone n ts w ho to u e In the
nebula are engulfed in a green
glow that stuns them for 4 seconds
or until they arc bit.
REPULSER FIELD
(]% Repulsion
Trident is surrounded with a yellow cloud that pushes
opponents away. During the effect's 8-second duration, it is
nearly impossible to reach Trident.
BIO DRAIN FIELD
0% weakens opponent
Trident is surrounded in a rrd cloud. Opponents who touch
the nebula are engulfed in a red glow that limits their attacks
to 50% of thek normal damage.
Teleport
left
Teleport
center
Teleport
right
©
DEPTH CHARGE FIELD
0% Slows Opponent
Trident is surrounded with a blue cloud. Opponents who
touch the cloud are engulfed in a blue glow and move as
though underwater.
LIQUID MODE
0% invulnerability/escape
Trident transforms into water and passes through solid
objects. Use this move to escape from corners.
Trtfcenf — Skill Moves
WHIRLPOOL KICK
Up to 1tf% damage hits x
5%)
Trident thrusts his trident into
the ground, and spins with legs
extended
NEPTUNE'S FURY
Up to 15% damage (5 hits x 3%)
A furious . r j-htt attack,
TIDAL WAVE
10% damage + hard punch if close
Trident summons a wave from the
deplhs of Atlantis, then hurls il forward,
SLASH SPIN
Up to 15% damage (5 hits x 3%)
l rident curls into a ball and rolls
forward or backward, trident extended.
CapocrfA
This Brazilian fighting style was founded over three centuries ago by African
slaves. It is believed to have been originated by blacks in Angola, who
performed the movements as a religious dance. In the 16th century, this
"dance"' was adapted into a fighting art as a defense against the brutal slave
traders. Capoerin is beautiful to watch because of ils graceful cartwheels,
handstands, handsprings, sweeps and flips. This grace combined with
strength ma kes I his a rt I el 1 1 a I. Practi tioners of t h is art a re adept at eva d i ng
■ aHacks and countering with hands and feet. The foot motions involve a great
leal of [eg, sweeps, leg blocks and kicks while in a handstand,
XAVIER
Xavier Pendragon
WaHoctyAlchemisf —1692 A,D,
Hap kid o Cane Fighting
Xavier always made poor career
choices, but nothing prepared hire lor
his final job. After a failed
b I aeksrm idling attempt during which he nailed hot
horseshoes to the mayor's prize horse, he had lo find a
new job. Xavier's only interest was science, so he
decided to <ry his hand at alchemy. His goal was lo
crack the age-old problem of finding a formula
for turning lead into gold. After much study, Xavier
found not the formula tor gold, but a way to
create an unlimited dean-running source of
energy. Alchemy gave Xavier a great power,
but before he could '' P “' begin to use and document it for future genera¬
tions, I he people of Salem burned h im at the stake as a warlock. While sonic
of Xavier's powers could have been mistaken for witchcraft, they are all based
on real science.
lUttflgS
SPEED:
ENDURANCE;
POWER:
RECOVERY;
DEFENSE:
EQUILIBRIUM:
or
■■
ar
□r
ML
JL
JL
JL
nr
nr
EOF
J
JL
JL
!
□I
nr
□r
:il
□□
JL
JL
Xavier — Special Moves
PHANTOM STRIKE
15% damage
Xavier conjures up a dimen¬
sional portal and thrusts his
cane into it. 1 he portal then
appears near the enemy and the
cane thrusts through, stabbing
the opponent.
DRAGON TRAP
15% damage
Xavier animates his cane and sei
it to attack the opponent. The ci
crushes and bites for several sec
or until it is shaken off.
ATTRACT & SMACK
12% damage
Xavier grabs an opponent from a
distance, then draws in and smacks
inc enemy in the head with his cane,
MICAS TOUCH
0% freeze
Xavier turns the opponent into gold.
The effect lasts for 4 seconds or until
the opponent is hit,
SWAP SPELL
0 % in vu Ine rabi ii ty/escape
Xavier switches places with the opponent.
This spell effectively makes opponents get
hit by their own projectiles.
POSSESION
0% switch bodies
Characters switch bodies for a short time,
but still damage each others soul' when
hiding their own bodies.
CONFUSION SPELL
remaps tf-pad
Xavier places the opponent in a state of
confusion; the opponent's controls are
sc ram bled fur a full 5 seconds,
65
Trl&em — Skill Moves
MYSTIC SHIELD
Reflects attack
Xavier reflects attacks with his
magical cane.
WIZARD'S WRATH
Up to 15% damage
(5 hits x 3%)
A 5-slrikc 1 btil/ attack.
SNAP RACK
10% damage
Xavier strikes from a distance by
extending the end of his cane to
twice its normal length.
DRAGON'S RITE
Up to 15% damage
(3% + 3% + 9%)
Xavier delivers a nasty uppercut
with his cane,
tUpkffro Camc ¥i$hiSn$
Hapkido is a Korean martial art founded by Yong Shu I Choi. Its style is a
selective combination of several martial arts systems: power from karate,
leverage from judo and ki (spirit)- from aikido, Hapkido is distinguished by
three essential techniques: passivity when opposing force, circular move¬
ments for countering and attacking, and absolute penetration of the opponent's
defenses. Lor instance, if (he force is strong, it must be met with a soft
reception; if the force is weak, it must be met with a strong reception. This
union of techniques establishes a fluid and perpetual rhythm as well as
constant mobility. Almost all hits and defensive actions are performed with
the carte, which is used in place os the arms and legs.
66
ETERNAL CHAMPIONS
CHALLENGE FROM THE DARK SIDE
Developed bt( Sega 1 titer Active Development Division
Manual
Carol Ann Hans haw, Erik Wahlberg,
iohn Garner, Michael Latham,
Neil Hanshaw
lead Programmer
)ohn Kuwaye
t*rogrammer$
Hideki A, fkeda, Ala D. Diaz,
Frank E. Lucero
Additional Programming
Steve Lashower
Engine Programmers
Christopher Warner, MikeTedecki,
Kevin Burley
{cad Artist and Animator
David Russ
Artists
William Kier, Stove Knotts, Kevin Lee,
Art Wong, Kleh Ma
3D Artists for Dark Water
Herman Chang, Stephen McClure
Movie Sequences By
KRONOS
Cinematic Choreography: Albert Co
Senior Animator : Francis Co
2nd Unit Animator: Andy Koo
Software & Technical Support:
Jim Tomasko
Backgrounds: Stan Icy Lui,
Larry Paolicelli, Ernie Kinard
Cinepak Assistance
Katy Weathers
Designer & Executive Producer Michael Lai ham
Producer
John Rrandstetter
Assistant Producer
Erik Eugplion Wahlberg
Technical Director
Mike Terlecki
Music Director
Tristan des Pres
Music
Tristan dtrs Pres
*7
Guitars
Drums & Percussion
Game Sound Fffccts
Voice Actors
■ Product Manager
PR Coordinator
Test Manager
On-Site Testers
Lead Tester
Assistant Leads
Testers
|efi" Snider
Calvin Lakin
Dave Delia, Jim Dobson, Jeffrey Tveraas
DMP Studios, Jeffrey Tveraas,
David Delia, Carolyn des Pres,
Jim Dobson
John "Cha-Ching" Gamer
Terry ''Party Ww" Tang
Mike Weiner
Rey Alverez, Janine C<x>k
Anthony Lynch
Rick Greer, Mark Griffin, Chris Ludch
Dermot Lyons, Emily Albertson,
Umothy Spongier, Marc Dawson,
Todd Morgan, Mark Paniagua, Atom LI I is,
Michael Baldwin, Christine Watson,
Blair Bullock, Maria Tuzzo, Janine Cook,
Jeff Loney, Lance Nelson, Tracy Johnson,
Kim Rogers, Mat! Underwood,
Steve Bourdet, Darin Johnston,
Sam Saliba, Gregg Vogt, John Amirkban,
Dave Parkinson, David Wood, Jeff Junio,
Stan Weaver, Mike Williams,
MarkSubotnick, Fernando Valderram,
Arnold Feener, John Melchior,
Rachel Bristol, Lome Asuncion,
Jeff Kessler, JoeJ Breton, David Dodge,
Michael Weiner, Don Carmichael,
Aaron Bander, Peter Clark, Aaron Drayer,
Sean McJnnes, Kandy Norfleet,
Robert Owen, Edward Chennault,
Armando AnguianO, Charles Artoux,
Renata Bailey, Chris Charles,
6 $
Special Thanks To
Rot>ert Deloach, Rob Floret, Steve Rapp,
Leonard Sayers, Ken Spa lasso,
Erik I arson, Dan Pendergasl,
Jennifer Vernon, Phil Co, Andrew Stess,
Peter Golyn, Jeff Jones, Howard Gipson,
Alfred Dutton, Nick Katekis,
Jason Friedman, Lloyd Kinoshita,
Eric Simon ich, Sean Doidge,
Sancho Martinez, Edward Riel,
Robert Buckingham, Nathan Tan,
Dan Webber, Jeffrey Martin, Doug Smith,
Nathan Clark, Dana Green, Mike I ferauf,
Roger Somerville, John Ries,
Randy Smaha, Mall Slipicevich,
Mark Pentek, Amber Junier,
Kerry KiHkham, Morgan Weiss,
David Paniagua, Noah Mackenzie,
ErikGriss, John Demakas, Len Jung,
Jeff Hedges, Mark ViteIJo, Danny Lam,
Tim Turner, Ly Ly, John Madachlan,
Scott Morris, Nicole Tatum,
Gerry Langford, Todd Slepian,
Sean Potter, Erik Thompson,
Eugene Valenzuela, Nelson Chiu,
Niklaus Daniels, Mike McCollum,
Abraham Navarro, Dylan Manger,
Mike Borg
Mark Nausha, Rod Nakamoto,
Nancy Nakamoto, Kevin Burley,
Steven Lashower, Claude Foucault,
Chris Warner, Joe Miller, Sieve Payne,
Bob Lindsey, Harry Antonio Chavez,
Joyce Takakura, jef Feltman, Larry J ,oth,
Omega Group, Johnny Turbo, Doja Vu,
The Immortal Bruce, The Shilo and Steak,
Anita DeGuzman
99
MOTES
$
LIMITED WARRANTY
m of A merica. Inc., warrants to the o riginal consumer pu rchasar (hat Ihe Sega C D
compact disc shall be Iree from defects in material and workmanship ter a period
0 I go 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 detective
comp'aci disc at its option, free of charge. This limited warranty does not apply if Ihe
defects have been caused by negligence, accident, unreasonable use, modification,
tampering or any other causes rot related to detective materials or workmanship.
To receive U-S warranty service, call the Sega Consumer Service Department
at (his number
1~a00-USA-SEGA
To receive Canadian warranty service, call Ihe Sega Canadian Consumer Service
Department at this number:
1-BQ0-872-7342
DONOT RETURN YOUR SEGA CO COMPACT DISC TOYOUB RETAIL SELLER.
Return the compact disc to Sega Consumer Service. Please call first for further
i nformation. I f Ihe Sega tech mcian i$ unable to solve [he prabl e m by ph o ne. h e o r she
will provide you with instructions on returning your defective compact disc lo Sega.
Th e cost of retu mi ng the com pact disc to Sega's Se r vice C en te r shall be paid by 1 he
purchaser.
Repairs after Expiration of Warranty
If your Sega CD compact disc requires repairs alter termination of the 90 -day limited
warranty period, you may coniact the Sega Consumer Service Department at the
number listed above. If The technician i& unable to salve the problem by phone, he
or she will advise you ol the estimated cost of repair, If you elect to have ihe repair
done, you will need to retu rn i he d el ective merchandise, freight prepa id and in s ured
against loss or damage, to Sega s Service Center wilh an enclosed check or money
order payable to Sega of America. Inc., for ihe amount of the cost estimate provided
to you by the technician. If, after inspection, ii is determined that your compact disc
cannot be repaired, it will be returned to you and your payment will be refunded.
Limitations on Warranty
Any applicable implied warranties., including warranties ol merchantability and
litness lor a particular purpose, are hereby limited to 90 days from the date of
purchase and are subject to ihe conditions set forth herein, In no event shall Sega
of America, Inc., be liableforconsequential or incidental damages resulting from the
breach ol any express or implied warranties.
The provisions of this limited warranty are valid in the United States and
Canada only, Some stales do not allow limitations on how long an implied
warranty lasts, or exclusion of consequential or incidental damage?, so the
above limitationor exclusion may not apply to you, This warranty provides you
with specific teg a I rights. You may have other rights which vary from state to
stale.
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