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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 


TH£ HCKiX JITS; W£ DANCE ABOUND IN 



X MNC AND it/pm£, SUT THf if CAET 
ms IN THE MIDDLE AND KNOWf. - 
kOEEFkt F Ik,Oil 


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 
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* 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. 







You're joker. You and Your 
team — Stryker, Sparks, and 
Linus — get orders to execute 
a top secret CIA mission! 
Unfortunately for you, the CIA 
wants no survivors! 


Terrorists have kidnapped 
Professor (VLensch, the scientist 
I hat holds the formula for a 
deadly new nerve gas! Flying 


helicopters, your team must 
blast into the A1 Shokkur 
installation. Once on foot, you 
must fight off the terrorists and 
find the scientist held [j* 
captive somewhere inside. |f 


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ham* pUy on Uw S«o« CD xyilam only GnaulAonucd copying, reproduction. 'en1.il public (Kflomwio? or ti'oadcml at I 
Q4nm It a vioMICfl at spftlKabt* l*wt Cl Wa SEGA. PO. UK flog? 1 , todwood City. CA 3406J. ©I 9*4 Bmp Watw. 

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