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Thank you for purchasing Sonic Gems Collection™. Please note that this software is designed for use with the GameCube™. Be sure to read this instruction booklet thoroughly before you start playing.

THIS GAME SUPPORTS SIMULTANEOUS GAME PLAY WITH ONE, TWO, THREE OR FOUR PLAYERS AND CONTROLLERS. G G G TABLE OF CONTENTS G G G THIS GAME REQUIRES A MEMORY CARD FOR SAVING GAME PROGRESS, SETTINGS SETTING UP 4 STARTING THE GAME 5 OR STATISTICS.

SONIC THE FIGHTERS 8 SONIC CD 16

SONIC THE 22 2 30

SONIC THE HEDGEHOG 31 TRIPLE TROUBLE 32

SONIC DRIFT 2 33 TAILS’ SKYPATROL 34

TAILS ADVENTURES 35

While the games in this collection have retained the original form of their respective platforms, minor graphical modifications have been made.

LICENSED BY

NINTENDO, NINTENDO GAMECUBE AND THE OFFICIAL SEAL ARE TRADEMARKS OF NINTENDO. 3 © 2001 NINTENDO. ALL RIGHTS RESERVED. G G G HARDWARE SETUP G G G Sonic Gems Collection™ contains a collec- tion of games playable by one to four play- ers. Connect the Nintendo GameCube™ G G G MENU CONTROLS G G G Controller(s) to Controller Socket 1, 2, 3, and 4 depending on the number of players. The first menu screen you will access is the Main Menu. Use the following con- trols during any menu screens to navi- gate and access each area. G G G MEMORY CARD G G G Sonic Gems Collection™ is a Nintendo GameCube™ Memory Card compatible game (Memory Card sold separately). Never turn OFF Control Stick / + Control Pad SELECT / SCROLL the Nintendo GameCube™ power or remove the Memory Card while the game data is being saved. A Button ENTER SELECTION When you start the game, the game will look for existing file(s) of B Button CANCEL / PREVIOUS SCREEN this game. If there is no Memory Card inserted in Slot A, the game will warn you and ask if you would like to proceed without saving. If the Memory Card does not contain a Setting Data of this game, you will have a choice of creating the data or starting the game without creating the data. G G G G G G Please refer to the Nintendo GameCube™ booklet (pages 18-20) GAMES for directions on how to format and erase Memory Card files. Select GAMES from the Main Menu to enter the Game Menu. To start a game, G G G SAVE FILES G G G select a title of your choice and press the A Button. Games listed as ? ? ? will be There are four types of files for Sonic Gems Collection™, and a unlocked once you clear certain require- maximum of 11 files can be stored per Memory Card, depending ments. on the number of Blocks available on your card. Note that the only data being automatically saved is the Setting Data; other game data must be saved manually. o GAME REFERENCE SCREEN NOTE: The Setting Data is autosaved only if the data is loaded on Details of each game are displayed when entering this game at the Title Screen. you select a game. Move the Control Stick Up/Down to scroll the screen to % SETTING DATA (2 BLOCKS) *one per Memory Card view all of the information. Game logs, unlocked contents, and game data for Sonic CD. Press the A Button to start the game. % SONIC F: SYSTEM FILE (4 BLOCKS) *one per Memory Card Game settings and records for . % SONIC R: GAME DATA (4 BLOCKS) *one per Memory Card Characters, course, and records for Sonic R. % OTHER GAME DATA (27 BLOCKS / PER GAME) Saved games of and other bonus games. 45 STARTING THE GAME STARTING THE GAME G G G MANUALS G G G G G G GG SCREEN MODE G G G

Select MANUALS from the Main Menu You can play the Game Gear® games to enter the Manual Menu. Select a title either in a standard size or a smaller then press the A Button to access the (Game Gear) size screen. Move the C original game manual from its original Stick Up/Down to toggle the screen dur- platform. Use the following controls to ing the game. Please note that the screen browse the manual. mode cannot be enlarged to standard size during a two-player split-screen game in 2. Control Stick / + Control Pad MOVE PAGE C Stick (Left/Right) PREVIOUS PAGE / NEXT PAGE G G G PAUSE MENU G G G L Button / R Button ZOOM OUT / ZOOM IN Press the Z Button during a game to access the Pause Menu with the follow- G G G MUSEUM G G G ing options. Please note that this menu is not available for Sonic The Fighters, Select MUSEUM from the Main Menu to Sonic CD, and Sonic R. access your growing collection of Sonic artwork, movie, music, and more! When o RESUME a new item is unlocked, you will receive a Continue on with the current game. message on entering the Museum. To open an item, move the selection and o RESET GAME press the A Button. To view an illustra- Reset the current game – start over from the Title Screen. tion, use the following controls. o QUICK SAVE GAME Control Stick / + Control Pad MOVE ILLUSTRATION Temporarily save the current game progress. C Stick (Left/Right) PREVIOUS ITEM / NEXT ITEM o QUICK LOAD GAME L Button / R Button ZOOM OUT / ZOOM IN Load a temporarily . o AUDIO PLAYER o SAVE GAME DATA Once you meet certain requirements, Save the current game (up to 8 different games). you can listen to soundtracks of your favorite Sonic games! The Audio Player will become available when o LOAD GAME DATA you unlock your first track – press the Y Button to open and close Load previously saved Game Data (must be a data of the game the player, move the Control Stick Left/Right to select the track, you are currently playing). press the A Button to play and the B Button to stop the music. o VIEW HINTS G G G G G G EXTRAS Secret commands and other information based on your progress. Select EXTRAS from the Main Menu to o EXIT enter the Extras Menu. HINTS are list of secret commands and other useful tips Quit the current game and return to the Game Menu. that become available based on your progress. CREDITS lists the staff that made this game possible.

6 7 SONIC THE FIGHTERS G G G SYSTEM FILE G G G G G G CHARACTER SELECTION G G G On loading Sonic The Fighters, the game Select Arcade Mode or VS. Mode from will look for existing Sonic The Fighters the Main Menu and enter the Character SYSTEM FILE from the inserted Memory Select screen. Move the Control Stick to Card. If you are playing for the first time, select a character for the fight. The it is a good idea to create SYSTEM FILE AUTOMATIC/MANUAL control option from the OPTIONS – SYSTEM to store will also be decided here if you have your settings and records of the game. turned on this setting from the OPTIONS – Game Settings (P.14). G G G MAIN MENU G G G G G G GAME DISPLAY G G G Press START/PAUSE during the demo 1 TIMER 2 screen to enter the Title screen with the Remaining time of the cur- 1 following options. To return to the demo, rent round. 3 4 5 press the B Button. 2 ENERGY GAUGE Gauge will decrease when o ARCADE MODE character takes damage. Single player mode against CPU characters. 3 NAME 6 o VS. MODE Name of the character. Two-player mode between you and a friend. The second player 4 can always enter the game in the middle of a single player game MATCH COUNTER (Arcade Mode) by pressing START/PAUSE for a two-player (VS. Number of rounds you won in the current Match – one star per victory. Mode) match. 5 OPPONENT’S INFO 6 BARRIER COUNTER o OPTIONS CPU’s or Player 2’s information. Number of Barriers remaining. Change various game settings. Also check your fight records, and save or load your SYSTEM FILE. *Details on P.14 & 15. G G G PAUSE MENU G G G o RETURN Press START/PAUSE during a match to Quit the game and return to the Game Menu. pause and access the following options. Press START/PAUSE again to resume You are notified whenever you attempt to exit your current fight. the game without saving the latest settings and o RETURN TO MAIN MENU records. Select “YES” to save (overwrite) the SYSTEM FILE before returning to the Game Menu Quit the match and return to the Main of Sonic Gems Collection. Menu of this game. o RETURN TO CHARACTER SELECT Quit the match and return to the character selection screen. o COMMANDS (for your character) List of commands for the character(s) currently played.

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SONIC THE FIGHTERS SONIC THE FIGHTERS

G G G DEFAULT CONFIGURATION G G G G G G SONIC G G G Here are the default button settings for Sonic The Fighters. The 2 P control settings can be modified from OPTIONS – CONTROL. SPIN ATTACK *Chart below represents the configuration of TYPE A setting. QUICK TOSS 3 P SPIRAL SPIN ATTACK 22 P L Button R Button In Run P Z Button DASH SPIN ATTACK Y Button HEAD SPIN ATTACK Close-up P+B X Button 41236 Control Stick DIZZY SPIN ATTACK Close-up A Button P+B + Control Pad B Button SPIN DIVE * P C Stick DODGING SPIN ATTACK P+K+B P START/PAUSE BUTTONS MENU SCREEN MATCH G G G G G G Control Stick Move Cursor Control Character TAILS A Button Enter Punch (P) PROPELLER DASH P+K B Button Back / Enter Barrier (B) PROPELLER DASH-L P+K P X Button -NOT USED- Kick (K) PROPELLER DASH-R P+K K Y Button -NOT USED- B+K SQUASH PUNCH 6 P Z Button -NOT USED- P+K+B STAMP DIVE * K L Button -NOT USED- P+B PUSH AWAY In Run P R Button -NOT USED- P+K AIRPLANE DROP Close-up P+B START/PAUSE Start Game Pause Menu DODGING PUNCH P+K+B P G G G COMMON ACTIONS G G G * JUMP G G G KNUCKLES G G G @ CROUCH *not for all characters ^^ / $$ QUICK MOVE (forward/back) KNUCKLES GLIDER P+K ONE-TWO-UPPERCUT PPP ^6 RUN UPPERCUT 3 P P+K+B DODGE BODY DIVE * P Close-up P+K+B BEHIND-THE-BACK PUSH AWAY In Run P P+B PP Thrown in Air P+K+B SAFE LANDING KNUCKLES SPECIAL Close-up FOOT TRAMPLE Close-up 22 K+B On the Ground ^ / $ GET UP (front/back) DODGING PUNCH P+K+B P On the Ground * / @ ROLL & UP (either side) $ P+K *One Barrier Required START HYPER MODE 6 ^ White Arrow: Tap / Black Arrow: Hold / +: Press Simultaneously (Character facing right) : Tap / : Hold / +: Simultaneously P: Punch (A Button) / B: Barrier (B Button) / K: Kick (X or Y Button) 10 11

SONIC THE FIGHTERS SONIC THE FIGHTERS

G G G AMY G G G G G G ESPIO G G G

MAGICAL HAMMER 2 P ESPIO SPIN ATTACK @ P SPIN HAMMER 6 P TONGUE ATTACK 6 P HIP ATTACK 66 K ESPIO CHOP 3P HAMMER DIVE * P LONG RANGE TONGUE 41236 P SLIDE In Run P DASH TONGUE In Run P VAULTING HORSE Close-up P+B BACK TOSS Close-up P+B HEY! WHAT IS THAT? Close-up TONGUE THROW Close-up 64 P+B 41236 P+B DODGING TONGUE ATTACK P+K+B P DODGING HAMMER P+K+B P

G G G FANG G G G G G G BARK G G G

RAPID SHOOT 6 PPPPP STAMP & HOOK 2 PP TAIL COMBINATION K+B KK ONE-TWO-THROW PPP TAIL SPRING KICK 66 K TRIPLE SQUASH PUNCH 6 PPP GREAT POPGUN 4 66 P KNOCK DOWN THROW Close-up P+B HORSE KICK In Run K HOLDING PUNCH Close-up 66 P+B TAIL DOWN ATTACK Opponet Down 2K GIANT SWING Close-up 41236 TAIL THROW Close-up 64 K+B P+B DODGING SHOOT P+K+B P GUARD WALK 66 P+K+B *Barrier required DODGING PUNCH P+K+B P

G G G BEAN G G G (Character facing right) 6: Tap / ^: Hold / +: Simultaneously P: Punch (A Button) / B: Barrier (B Button) / K: Kick (X or Y Button) POWER UPPERCUT 3 P RAPID PECK PPPPP G G G HYPER MODE G G G 66 P THROW BOMB When you have a Barrier remaining, activate the SHOOT BOMB ^ K Hyper Mode by entering 4 P+K (on the ground) DASH PECK In Run P or * P+K (while in mid-air) during the fight. SUPER PECK Close-up P+B Hyper Mode is in effect for a limited time while your character is surrounded with stars. Take TERRIFIC PECK ATTACK Close-up advantage of this opportunity to use the special 4 64 P+B attacks only available during this mode. DODGING ATTACK P+K+B P NOTE: Hyper Mode must be enabled in OPTIONS – Game Settings. (Character facing right) 6: Tap / ^: Hold / +: Simultaneously P: Punch (A Button) / B: Barrier (B Button) / K: Kick (X or Y Button)

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SONIC THE FIGHTERS SONIC THE FIGHTERS

G G G OPTIONS G G G CONTROL Select OPTIONS from the Main Menu to Use one of the pre-configurated but- access the Options Menu detailed below. ton settings, or move the Control Stick Move the Control Stick Up/Down to Up to edit your own setting. To edit move the selection, and Left/Right to the button settings, move the Control change the highlighted setting. When Stick Up/Down to select a button and you are finished, select EXIT and return Left/Right to choose the assigned to the Main Menu. action.

GAME SETTINGS SOUNDS o ARCADE SOUND MODE. . . . . Sound output setting of the game system. Adjust the following settings for the Arcade Mode. SE VOLUME ...... Adjust the volume of the sound effects. ENEMY RANK...... Difficulty of the match. SE TEST...... Select a sound effect and play. MATCH COUNT. . . . Number of victories to win the match. MUSIC VOLUME . . . Adjust the volume of the BGM. ROUND TIME...... Number of seconds per round. MUSIC TEST ...... Select a BGM and play. ENERGY MAX...... Energy level – HARDEST being the least. INITIALIZE ...... Reset all sound settings. EXIT ...... Return to Options Menu. o VS * Sound Mode cannot be changed from the in-game Options. Adjust the following settings for the VS. Mode. MATCH COUNT. . . . Number of victories to win the match. SCREEN ROUND TIME...... Number of seconds per round. o SCREEN MODE ENERGY MAX...... Energy level – HARDEST being the least. Adjust the screen size from three available display types. o BARRIER TYPE A ...... Screen dimensions of the original Arcade Set the number of Barriers available at the begining of the match. version. TYPE B ...... Screen size of TYPE A, proportionately o BARRIER RESET enlarged and centered on the screen. Option to reset the number of Barriers every round. TYPE C ...... Resized to fit exactly on screen. o AUTOMATIC * TYPE A and B will display some black borders at the edges. Option to allow automatic selection of special attacks. Turn the o ADJUST POSITION setting ON, then select AUTOMATIC at the Character Select Use the Control Stick to adjust the position of your screen. screen to enable the option.

o HYPER MODE SYSTEM Option to enable Hyper Mode (see P.13 for details). Select SAVE SYSTEM FILE to save your current settings and records, or LOAD SYSTEM FILE to load any previously saved file. o DAMAGE Adjust the loss of Energy per attack. RECORDS o Check both the character based records from the LEAGUE table INITIALIZE and the top rankings of the Arcade Mode from the CLEAR TIME Reset the Game Settings to the default configuration. chart. 14 15

SONIC CD

ittle Planet is a beautiful and tiny world where special stones G G G GAME CONTROLS G G G known as the Time Stones are found. The Time Stones are L The following are the controls for Sonic. Press START/PAUSE dur- powerful gems that are capable of controlling the passage of time. ing gameplay to pause the game. The evil Dr. Eggman had his eye on these stones all along, ever since the planet appeared on the % Move the Control Stick Left/Right to run, and last month of the year. Upon locat- keep holding either direction to gain ing the Little Planet, Dr. Eggman more speed. Quickly and his robot cronies immediately move the stick in the opposite direction set about converting the world into a giant fortress. But just in time is % Sonic, and he must stop Eggman Hold the Control Stick Down during motion to from taking all the Time Stones that perform a spin (attack move), or use the A, B, or will allow him to manipulate time X Button to Spin Attack (jump and attack) the and conquer the world. enemies. Travel through the past, present and future of each Zone and find % Hold the Control Stick Up or Down while standing still, then Dr. Eggman’s latest invention – Metal Sonic. Dr. Eggman will also press the A, B, or X Button to spin and release the Control Stick make an apperance at the end of every Round. to perform a Spin Dash. G G G TITLE SCREEN G G G % Move the Control Stick Up or Down twice while standing still to scroll the screen vertically. Press START/PAUSE once the Title screen of Sonic CD is displayed to bring up the G G G G G G menu, then move the Control Stick GAME SCREEN Left/Right to select the following options. 1 For your very first game, you will only 2 1 Current score find two options – NEW GAME and EXIT. 3 2 Time elapsed o NEW GAME *Ten minute time limit Start a new game from the beginning. 3 Number of Rings 4 o CONTINUE Remaining Lives Start playing from the beginning of a saved Round. 5 Time Symbol 5 4 *P: PAST or F: FUTURE o TIME ATTACK Select a Round which you have previously cleared, and aim for the goal in the fastest time. *Details on P.20. G G G TIME WARP G G G o SAVED GAMES Time Warp Signs (PAST and FUTURE) are Manage your saved game(s) that are autosaved when you clear scattered in each Zone. Pass by the signs to each Round and when you quit the game. *Details on P.21. make them spin and prepare to launch into another time. If you have a Time Warp o EXIT Display at the bottom of the screen, pick up the pace and keep running until Sonic is End your game and return to the Game Menu of Sonic Gems ready to warp away! Collection™. NOTE: This option is the only way to exit Sonic CD. NOTE: The launch is cancelled if you suddenly stop while Sonic is preparing (running) for the Time Warp. 16 17 SONIC CD SONIC CD G G G ITEMS G G G G G G SPECIAL STAGE G G G You will earn the chance to play the o RINGS Special Stage when you reach the Goal As long as you have Rings, Sonic won’t get hurt when with 50 or more Rings (except for the attacked. When Sonic is attacked, you will lose all the Zone where you face Dr. Eggman). Don’t Rings you have collected. If an enemy attacks while forget to grab the giant Ring at the end Sonic has no Rings, you will lose a . of the Zone, or else you will miss your chance to pick up the precious Time o LAMPPOSTS Stone in the Special Stage. By crossing through a Lamppost, your present score NOTE: The Special Stage is unavailable once you have collected all and time will be recorded. If you fail to complete the seven of the Time Stones. Zone, you will restart from the last Lamppost you touched. o HOW TO PLAY The Special Stage is a three-dimensional course scattered with UFOs. The objective is to destroy all of the UFOs before your time runs out. You will receive a power-up Item such as Sneaker, Rings, o SUPER ITEMS and time bonus per UFO you destroy. Take advantage of the spe- Break the monitors with a Spin Attack to get your Super Items. cial features of the course such as Fan Block, Spring Blocks, and Dash Zones to help catch the UFOs in time. Stay out of the water, which will deduct 10 seconds off your time. The Time Stone is Super Ring: Earns you 10 Rings at once! yours if you track down all the UFOs on the course! NOTE: Controls of the main game are used to control Sonic during the Special Stage.

Power Sneaker: Gives Sonic a super burst of speed! o SCREEN DISPLAY

1 2 3

1-Up: Gives you an extra Life. 1 Remaining UFOs *Cleared when this is zero 2 Remaining Time Shield: Prevents you from losing Rings or being hurt 3 Number of Rings when attacked (but won’t protect you from all obsta- cles).

Invincible: Keeps you safe from enemy attacks for a short time (but won’t protect you from all obstacles).

18 19 SONIC CD SONIC CD G G G TIME ATTACK G G G G G G SAVED GAMES G G G Select TIME ATTACK from the Title screen Select SAVED GAMES from the to access the Round selection menu. Title screen to access the list of Note that you can only select Rounds game data for Sonic CD. A total of you have already cleared in the main six different games can be stored. game. Take a spin on the available Zones The game will automatically create to break your previous records. or update a data whenever you clear a Round. Move the Control Stick Up/Down o GETTING STARTED to select one of the following com- Enter the Time Attack from the Title screen and follow each step to mands on left side of the screen start your race. then select one of the saved games COMMANDS GAME DATA available from the list. 1) Move the Control Stick Up/Down to select an available Round. o 2) Move the Control Stick Left/Right and select NEXT. SELECT *Select EXIT to return to the previous screen. Select the game you would like to continue playing. Please note that the selected data will be automatically overwritten when you 3) Move the Control Stick Up/Down and select a Zone. advance a Round. 4) Move the Control Stick Left/Right and select GO. o The Zone will load and the Time Attack will begin. COPY Select a game and create a copy of the data. o NAME ENTRY o If your performance qualifies within the top three fastest times, your RENAME time will be entered in the list (flashing) once you return to the Select and change the name of the game data. Move the Control Zone Menu. Follow each step to enter your initials for the time you Stick Up/Down to cycle through the characters, then move the just recorded. Control Stick right to enter the next character. 1) Press any Button to start entering your initials. o DELETE 2) Move the Control Stick Up/Down to cycle through the charac- Select a game and delete the data. ters. o EXIT 3) Move the Control Stick Right to enter the next character. *Control Stick Left to return to the previous character. Return to the Title screen of Sonic CD.

20 21 SONIC R G G G MODE SELECTION G G G G G G RACE CONTROLS G G G Press START/PAUSE at the Title screen of The actions detailed below are common to all characters. See P.27 Sonic R to enter the Select Mode screen. to 29 for details on each character’s Special Moves. Move the Control Stick Left/Right to * select the following options. or B / X Button ACCELERATE $^ CORNERING o GRAND PRIX Enter a single player race mode. L Button TURN LEFT (sharp turns) R Button TURN RIGHT (sharp turns) o TIME ATTACK Race for the best time in various game styles. L + R Button BRAKE Y Button CHANGE VIEWS o MULTI-PLAYER START/PAUSE PAUSE Multi-player race mode for two to four players. G G G G G G o OPTIONS GAME SCREEN Change various game settings. *Details on P.25. Here is the screen of the Grand Prix Mode. The appearance during other game modes will vary with more or less display items. Select EXIT GAME from the OPTIONS to exit the 1 4 1 Number of Rings game and return to the GAME MENU of Sonic 5 Gems Collection. 2 Current Rankings 2 3 Number of Sonic Tokens G G G LOAD/SAVE DATA G G G 4 Total Time 6 To load previously saved games, first, 5 Lap Times select LOAD/SAVE DATA in the Options 3 6 Course Map Menu. Move the Control Stick Up/Down to select the data, Left/Right o MULTI-PLAYER SPLIT SCREENS to select LOAD and press the A Button to load the saved information. The game screen for Multi-player Mode is split into two or four game screens depending on the number of participants. The screen is divided in four for a game Save your game from the OPTIONS (LOAD/SAVE played by three or four players (see DATA) before you exit this game, otherwise, the below). details of your progress will be lost. TOP: 1P / BOTTOM: 2P

1P 2P

3P 4P

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SONIC R SONIC R G G G GRAND PRIX G G G G G G OPTIONS G G G Enter the Grand Prix from the Select Enter the Options Menu from the Select Mode screen, then select a character and Mode screen and change the following a course of your choice. Aim to finish game settings. Select BACK to return to within the top three for the three-lap the Select Mode screen. race. Speed is important, but there are also items such as Rings and Sonic o TIMES Tokens that will reward you well. Check your records based on each char- acter and course. Move the Control Stick Left/Right to select a G G G TIME ATTACK G G G character, and Up/Down to select a course.

Select one of the following Time Attack o Modes from the Select Mode screen. LOAD/SAVE DATA Save your progress, load a previously saved data, or create a new o NORMAL game data. Move the Control Stick Left/Right to select one of the Three laps of time trial – perfect training three options, and Up/Down to choose your data. for the Grand Prix Mode! o SOUND o REVERSE Adjust various sound settings or testplay the music or sound Now try three laps on the same course from the opposite direction. effects. To test the sounds, select either SFX TEST or MUSIC TEST and change the track number moving the Control Stick Left/Right, o GET 5 BALLOONS then press the A Button to play. Hunt for all five balloons that are scattered around the course. o GAME o TAG 4 CHARACTERS Adjust the following game settings. Try and tag four characters in the fastest time. DIFFICULTY ...... Change the difficulty level of the game. GHOST...... Allow the ghost of your fastest time to GHOST CHARACTERS appear during the Time Attack. Create a ghost of your first race in the Normal or Reverse Modes, WEATHER...... Change the weather of the race. and keep competing with your fastest ghost by selecting Retry at CATCH UP ...... Handicap option that allows the leader(s) the end of the race. Note that the GHOST setting in the Options to become a little generous. must be turned On to run against your ghost. GUIDE ...... Trail mark option of the main path. *The ghost is deleted once you return to the Select Mode screen. MAP ...... Course map option: On or Off. G G G G G G 2P SPLIT ...... Multi-player Mode (two-player) display MULTI-PLAYER option: Horizontal or Vertical. Select one of the following Multi-player BACK ...... Return to the Options Menu. Modes from the Select Mode screen. o EXIT GAME o RACE Exit the game and return to the Game Menu of Sonic Gems Compete in a three-lap race. Collection.

o GET 5 BALLOONS First one to get five balloons is the winner!

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SONIC R SONIC R G G G ITEMS & SPECIAL FEATURES G G G G G G CHARACTERS G G G

Rings: Collect as many as you can to use the Accelerators or open the Ring Gate. SONIC G DOUBLE JUMP Item Panels: Touch the panel to gain Rings or the fol- Press the A Button twice lowing abilities for a limited time. (once while in mid-air). G SPIN ATTACK Control Stick Down while Fleet Feet: Makes Lightning: Reel in running. you run super-sonic and collect all near- fast! by Rings. G SPIN DASH Control Stick Down while standing still, then press Water: Ability to run across water. The ability is lost the B or X Button to spin once you step out of the water. and release the Control Top Speed A Stick. Acceleration C Turns C Sonic Tokens: Collect all five tokens on the course and Grip B place within the top three positions for something rather unexpected. Jump B Chaos Emeralds: A total of seven emeralds can be TAILS found and collected while playing the Grand Prix Mode. To keep the emeralds you have picked up on G FLYING the course, you must finish the race in first place! Press the A Button to NOTE: Sonic Tokens or Chaos Emeralds are not found in the jump, then once more and Radiant Emerald (the fifth course). hold while in mid-air. Use the Control Stick to direct o ACCELERATORS Tails during the flight. Run through the Accelerator and zoom for- ward in hyper-speed! More Rings means G SPIN ATTACK more mileage in hyper-speed. Control Stick Down while running.

G o RING GATES SPIN DASH You must have more Rings in possession Control Stick Down while Top Speed C standing still, then press than the number indicated to open this gate. Acceleration B the B or X Button to spin Sometimes it’s a shortcut, sometimes for a Turns C treasure. and release the Control Stick. Grip A Jump B 26 27

SONIC R SONIC R KNUCKLES DR. EGGMAN *He is available once you finish a G GLIDING race in the required condition. Press the A Button to jump, then once more and G HOVERING hold while in mid-air. Use Freely direct Dr. Eggman’s the Control Stick to direct machine on the main Knuckles during the glide. path or on water.

G SPIN ATTACK G HOMING MISSILE Control Stick Down while The target will appear running. when you have collected more than 10 Rings. G SPIN DASH Press the A Button to Control Stick Down while Top Speed B fire the missile. Top Speed C standing still, then press Acceleration C Acceleration B the B or X Button to spin and release the Control Turns B Turns A Stick. Grip B Grip D Jump B Jump D AMY G G G PAUSE MENU G G G Press START/PAUSE to RETRY or RETIRE G WATER HOVERING the current race. To resume the current race, select CONTINUE and press Simply take Amy to the START/PAUSE. water and her vehicle will automatically transform into a hovercraft.

G TURBO BOOST G G G G G G Press the A Button PLAY TIPS whenever the turbo G Unless you are aiming for the best time, prepare to take icon (tire symbol) alternative routes to find the tokens and emeralds. appears on top portion of your screen. G Explore the course thoroughly and try planning how to approach Top Speed D the different paths to collect your treasures. Acceleration A G Take advantage of your character’s strengths and their Special Turns D Moves. Also, use the L and R Buttons for those tight turns! Grip C Jump D

28 29 G G G CONTROLS G G G G G G CONTROLS G G G $^ MOVE The following are the controls based on default setting (TYPE 1). *@ SCROLL SCREEN $^ MOVE Move + @ ROLL FORWARD A / B / X / Y Button JUMP A / B / X / Y Button SPIN JUMP (Attack) A / X Button RIGHT FLIPPER B / Y Button LEFT FLIPPER G G G PLAYING THE GAME G G G G G G PLAYING THE GAME G G G o OBJECTIVE o Avoid traps and crazed robots as you dash through seven danger- OBJECTIVE ous Zones. There are three Acts per Zone, and you’ll face Dr. Work your way up the Veg-O-Fortress to save all the animals that Eggman’s Master Robots at the end of each Zone. Collect all six of Dr. Eggman captured. Sonic must find his way through the diaboli- the Chaos Emeralds to save the animals of the island and Tails! cal security of the fortress to free his friends and stop Dr. Eggman’s sinister scheme. o GETTING STARTED The Veg-O-Fortress contains four levels that are divided into three Press START/PAUSE at the Title screen to Acts. Defeat all the bosses at the end of each Level to advance to start the game or press the Z Button and load the next Level. your saved games from the Pause Menu (see o GETTING STARTED P.7). Press START/PAUSE at the Title screen to start the game or press the Z Button and load pre- viously saved games from the Pause Menu o GAME SCREEN (see P.7). To change the game settings, move the Control Stick to select OPTIONS and press 1 1 Number of Rings the A Button to enter the Options Screen. 2 *100 Rings = Extra life 2 Remaining Time o OPTIONS *Ten minute time limit Adjust flipper controls, difficulty level, num- 4 3 Remaining Lives ber of Continues, or listen to music/sound effects. For MUSIC and SOUND FX, move 3 4 Monitor the Control Stick Left/Right to select the *Break them open to earn a bonus/item track number and press the A Button to play. Touch the Bonus Panel at the Goal area and wait for it to show what you have earned. o PLAYER STATS G RING: Earn 10 Rings Press START/PAUSE to pause the game and G SONIC: Extra life check your points, remaining lives, continues, G TAILS: Additional credit to continue and number of Chaos Emeralds (of the cur- G DR. EGGMAN: Bad luck! Receive nothing rent Level) from the scrolling information dis- played at the top of the screen.

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G G G CONTROLS G G G G G G CONTROLS G G G $^ MOVE $^ STEER *@ SCROLL SCREEN * SPECIAL POWER Move + @ ROLL FORWARD A / X Button ACCELERATE A / B / X / Y Button SPIN JUMP (Attack) B / Y Button BRAKE @ + A / B / X / Y Button SPIN DASH (Attack) $^+ A Button + B Button DRIFT TURNS * + A / B / X / Y Button STRIKE DASH (For Sonic) *Special power is available for use when you collect two or more Rings (three Rings for Metal Sonic). * + A / B / X / Y Button FLYING (For Tails) *Spin Dash, Strike Dash, and Flying are from a stand still postion. G G G PLAYING THE GAME G G G o G G G G G G OBJECTIVE PLAYING THE GAME Start your engines! Sonic and company seeks even greater speed in o OBJECTIVE the second Chaos Grand Prix. Hone your drift techniques and take Select Sonic or Tails for a mission to collect five of the Chaos advantage of the special powers to become the champion of all Emeralds before Dr. Eggman can reclaim them for himself. There the circuits. are three Acts per Zone, and you’ll face the robots at the end o of each Zone. Collect 50 Rings during the Acts and break the mon- GETTING STARTED itor with a Chaos Emerald to warp into the Special Stage where Press START/PAUSE at the Title screen to enter the Mode Menu you could win one of the precious stones. screen or press the Z Button and load previously saved games from the Pause Menu (see P.7). o GETTING STARTED Move the Control Stick Up/Down to select a Press START/PAUSE at the Title screen to mode from the Mode Menu. To play the start the game or move the Control Stick Versus Mode, the second player (connected Up/Down to select and enter the TIME to Controller Socket 2) must press ATTACK or SOUND TEST. To play previously START/PAUSE to change the screen mode saved games, press the Z Button and load the for a two-player game. data via the Pause Menu (see P.7). Two screens will be displayed – right screen o GAME SCREEN for Player 1 and left screen for Player 2. Note 1 1 Number of Rings that you cannot save the game via the Pause 2 *100 Rings = Extra life Menu during a two-player split-screen mode. 3 2 Remaining Time *Ten minute time limit 4 o GAME SCREEN 3 Remaining Lives 3 1 4 Monitor Number of Rings *Break them to earn bonus/items 2 4 2 1 Course Map 5 Bonus Panels can be found at the end of every Act. 3 Opposing Driver (Top or runner-up) Simply touch the panel and wait for it to show what you 4 Your Current Position earned. Touch the panel again if the panel is blank. *Nothing gained when (bird) appears. 5 Speed Meter (in %) 32 33 G G G CONTROLS G G G G G G CONTROLS G G G Control Stick / + Control Pad MOVE $^ MOVE A / B / X / Y Button THROW RING (Attack) *@ SCROLL SCREEN Tapping A / B / X / Y Button RECOVER FLIGHT (After a hit) A / X Button JUMP / TURN (Sea Fox) Holding A / B / X / Y Button SPIN RING (Pass the item/object) Holding A / X Button FLY % To pick up or use most bonus items and trick objects, you must X / Y Button USE ITEM (Attack) touch the item/object while holding onto the Ring. For other types of items/objects, simply hit the item/object with your Ring. G G G PLAYING THE GAME G G G % Press A, B, X, or Y Button to get off of the trolley o OBJECTIVE you are riding or drop the weight you have picked Tails must defend his island from the Great Badoru Kukku who’s up before you hit the ground and lose a Life. invading the peaceful island to collect his treasures. Fight against Kukku’s bird troops at various locations (land, air and sea) and find useful items on the way to stop Kukku from taking over the island. G G G PLAYING THE GAME G G G o GETTING STARTED o OBJECTIVE Press START/PAUSE at the Title screen to Tails is determined to save a remote island that is ruled by a start the game. To play previously saved strange witch. Avoid obstacles and enemies using Tails’ magical games, press the Z Button and load the data Ring and flying ability to get through the Area. You’ll face the boss via the Pause Menu (see P.7), or enter the at the end of the Area whom you must defeat to clear and 16-character password of your previous advance to the next Area (*No boss in the first Training Area). games at Tails’ House. o GETTING STARTED o MAP SCREEN & TAILS’ HOUSE Press START/PAUSE at the Title screen to Move the Control Stick to select and enter start the game. To play your previously saved one of the areas on the map to start the games, press the Z Button and load the data adventure. When you completed an adven- via the Pause Menu (see P.7). ture, return to Tails’ House to prepare for the next area.

From Tails’ House, you can choose up to four o GAME SCREEN Special Items to equip for your adventure. 1 1 Power Gauge Select items for land from EQUIP, and items 2 *Lose a Life when the gauge reaches zero for sea from DOCK. *Power is depleted gradually over time o 2 Remaining Lives GAME SCREEN 1 1 Remaining Rings 2 * when the Ring reaches Zero Make sure you grab the power-up candies available to 3 2 Selected Item you in three sizes to replenish the Power Gauge. 3 Flight Gauge *Descends when the gauge is depleted 34 35 *THIS LIMITED WARRANTY IS VALID FOR U.S. AND CANADIAN NINTENDO GAMECUBE ™ MANUFACTURED FOR SALE IN AND PURCHASED Copying of any for any Nintendo system is illegal and AND OPERATED IN THE UNITED STATES AND CANADA, ONLY! is strictly prohibited by domestic and international intellectual prop- erty laws. "Back-up" or "archival" copies are not authorized and Limited Warranty are not necessary to protect your software. Violators will be prose- of America, Inc. warrants to the original consumer purchaser that the game disc shall cuted. be free from defects in material and workmanship for a period of 90-days from the original date of purchase. If a defect covered by this limited warranty occurs during this 90-day This video game is not designed for use with any unauthorized warranty period, the defective game disc or component will be replaced free of charge. copying device or any unlicensed accessory. Use of any such device This limited warranty does not apply if the defects have been caused by negligence, will invalidate your Nintendo product warranty. Nintendo (and/or accident, unreasonable use, modification, tampering, or any other causes not related to any Nintendo licensee or distributor) is not responsible for any defective materials or manufacturing workmanship. This limited warranty does not apply to damage or loss caused by the use of any such device. If use of used software or to software acquired through private transactions between individuals or such device causes your game to stop operating, disconnect the purchased from online auction sites. Please retain the original, or a photocopy, of your device carefully to avoid damage and resume normal game play. If dated sales receipt to establish the date of purchase for in-warranty replacement. For your game ceases to operate and you have no device attached to replacement, return the product, with its original packaging and receipt, to the retailer from it, please contact the game publisher's "Technical Support" or which the software was originally purchased. In the event that you cannot obtain a "Customer Service" department. replacement from the retailer, please contact Sega to obtain support. The contents of this notice do not interfere with your statutory Obtaining technical support/service rights. To receive additional support, including troubleshooting assistance, please contact Sega at: This booklet and other printed materials accompanying this game * web site ...... http://www.sega.com/usa are protected by domestic and international intellectual property * e-mail ...... [email protected] laws. * telephone ...... 800-USA-SEGA Rev-D (L) LIMITATIONS ON WARRANTY ANY APPLICABLE IMPLIED WARRANTIES, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE HEREBY LIMITED TO 90 DAYS FROM THE DATE OF PURCHASE AND ARE SUBJECT TO THE CONDITIONS SET FORTH HEREIN. IN NO EVENT SHALL SEGA OF AMERICA, INC., BE LIABLE FOR CONSEQUENTIAL OR INCIDENTAL DAMAGES RESULTING FROM THE BREACH OF ANY EXPRESS OR IMPLIED WARRANTIES. THE PROVISIONS OF THIS LIMITED WARRANTY ARE VALID IN THE UNITED STATES AND CANADA ONLY. SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS, OR EXCLUSION OF CONSEQUENTIAL OR INCIDENTAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU. THIS WARRANTY PROVIDES YOU WITH SPECIFIC LEGAL RIGHTS. YOU MAY HAVE OTHER RIGHTS THAT VARY FROM STATE TO STATE. Sega is registered in the U.S. Patent and Trademark Office. SEGA, Sega logo, Sonic Gems Collection, , GAME GEAR, GENESIS, SEGA CD, and are registered trademarks or trademarks of Sega Corporation. © SEGA, 1991, 2005. All Rights Reserved. This game is licensed for use with The Nintendo GameCube System only. Copying and/or transmission of this game is strictly prohibited. Unauthorized rental or public performance of this game is a violation of applicable laws. SEGA of America, Inc., 650 Townsend Street, Suite 650, San Francisco, CA 94103. All Rights Reserved. www.sega.com. Programmed in Japan. Made and printed in the USA. U.S. Patent Nos. 5,269,687 and 5,354,202 used under license from West Inc. Fonts used in this game are supported by FONTWORKS International Limited. FONTWORKS product-names and FONTWORKS logos are registered trademarks or trademarks of FONTWORKS International Limited. Copyright 1994-2002 FONTWORKS International Limited. All rights reserved. 36