Sega Video Games 10086660098 User Guide

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Recording surface  
Ejecting the disc  
Storing the disc  
GETTING STARTED....................................... 2  
STARTING UP.................................................. 3  
CONTROLS.........................................................4  
MAIN MENU....................................................... 5  
OPTIONS............................................................. 6  
PROLOGUE .........................................................7  
CHARACTERS.................................................. 8  
THE GAME SCREEN......................................10  
GAME MODES...................................................11  
RACING ESSENTIALS..................................14  
CREDITS.............................................................18  
“PlayStation”, “PS” Family logo, and “PSP” are registered trademarks and “UMD” is trademark of  
Sony Computer Entertainment Inc. “Memory Stick Duo” and “Memory Stick PRO Duo” are  
trademarks of Sony Corporation.  
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ULUS 10195  
1
RIGHT SIDE VIEW  
PSP® (PlayStation®Portable) system  
configuration  
L button  
LCD screen  
R button  
Directional  
buttons  
buttons  
buttons  
POWER/HOLD switch  
MEMORY  
STICK  
POWER  
indicator  
FRONT VIEW  
DUO™  
access  
indicator  
HOLD  
indicator  
Disc cover DC OUT connectors  
Volume  
WLAN  
access  
indicator  
Right speaker  
START button  
SELECT button  
Sound button  
Display button  
Analog stick  
Strap holder  
Left speaker  
HOME button  
IR port  
USB  
OPEN latch  
Saving Profiles and Settings  
connector  
Your profile and settings are automatically saved after  
changing settings and options and when you return to the  
Main Menu.  
Set up your PSP® (PlayStation®Portable) system  
according to the instructions in the manual supplied with  
the system. Turn the system on. The power indicator lights  
up in green and the home menu is displayed. Press the  
OPEN latch to open the disc cover. INSERT the Sonic™  
Rivals disc with the label facing away from the system,  
slide until fully inserted and close the disc cover. From  
the PSP® system’s home menu, select the Game icon  
and then the UMD icon. A thumbnail for the software is  
displayed. Select the thumbnail and press the s button  
of the PSP® to start the software. Follow the on-screen  
instructions and refer to this manual for information on  
using the software.  
Auto Save  
As you progress, a message will appear on screen indicat-  
ing your profile and settings are being saved. While this  
message is on screen, DO NOT remove the  
Memory Stick Duo™ or Memory Stick PRO Duo™ or turn  
off your handheld.  
Loading Saved Game Settings  
Your saved game settings will automatically be loaded  
when first booting up Sonic™ Rivals. You can also choose  
to manually load saved data at the Change Profile Menu by  
selecting LOAD PROFILE.  
NOTICE: Do not eject a UMD™ while it is playing.  
Wireless (WLAN) Features  
Memory Stick Duo™  
Software titles that support Wi-Fi functionality allow you to  
communicate with other PSP (PlayStation Portable) systems,  
download data and compete against other players via  
connection to a wireless local area network (WLAN). You  
can adjust the network settings to allow connection to a  
wireless local area network (WLAN). There are two WLAN  
modes: Ad hoc and Infrastructure Mode. Note: Sonic™  
Rivals supports Ad Hoc Mode. Please see the Multiplayer  
section of this manual for further details.  
Warning! Keep Memory Stick Duo media out of reach  
of small children, as the media could be swallowed by  
accident.  
To save game settings and progress, insert a Memory  
Stick Duo into the memory stick slot of your PSP. You can  
load saved game data from the same memory stick or any  
Memory Stick Duo containing previously saved games.  
Note: A Memory Stick Duo™ or Memory Stick PRO Duo™  
with at least 256 KB of free space is required for a “Save  
Game” file.  
Ad Hoc Mode: Ad Hoc Mode is a wireless feature that allows  
two or more individual PSP (PlayStation Portable) systems  
to communicate directly with each other.  
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2
3
menu controls  
Main Menu  
Press the START or  
to the Main Menu. At the Main Menu, use the directional  
buttons and to highlight a selection and press the  
button to confirm your choice.  
s
button at the Title Screen to go  
Control  
Action  
Select Menu Item  
Change setting  
directional buttons  
directional buttons Z / X  
C
V
Confirm / Accept selection  
Previous screen  
s button  
a button  
s
Card collection summary  
Cycle through Card Pages  
Pause / Start game  
Change Outfit  
d button  
N or B  
START  
d button (at the Character Select Screen)  
racing controls  
Control  
Action  
Move Character  
Duck  
directional buttons Z / X or analog stick  
directional button V  
Look up  
directional button C  
Jump  
s button  
Jump off Grind  
Homing Attack  
directional button V + s button  
s button then s button (while in air.)  
Single-Player  
directional button V (hold) + s button (tap) then  
release  
Choose from a variety of Sonic™ Rivals single-player  
game modes: Story, Challenge, and Cup Circuit. For  
more information, see Single Player Mode, pg. 11.  
Spin Dash  
Attack  
Use Power-Up  
Air Boost  
Speed Boost  
Pause / Start game START  
a button  
d button  
s button (when icon appears on-screen)  
a button (when icon appears on-screen)  
wireless play  
Challenge your friends and rivals using the  
PSP (PlayStation Portable) system’s wireless capabili-  
ties. Go head-to-head against your buddy through Ad  
Hoc Mode for a single race or select from a series of  
Cup Circuit challenges. When you’re done racing, select  
Card Trade, to swap unlocked Trading Cards. For more  
information, see Wireless Play, pg. 12.  
Note: Boost moves are context-sensitive maneuvers off  
of specific Boost props. To activate the most effective  
Boost move, you must press the corresponding button  
that appears on-screen. For more information on Boost-  
ing, see Boosts, pg. 16.  
View Collection  
View the Trading Cards you’ve unlocked, traded and col-  
lected. For more information, see Card Collection, pg. 17.  
Options  
Change various game settings.  
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4
5
A mysterious land mass called “Onyx Island” suddenly  
appears in the south seas as if out of nowhere... The  
super-fast blue hedgehog, Sonic, and his best buddy  
Tails head off to search for clues as to what might have  
transpired.  
Options  
Use the directional buttons  
and press the button to confirm your choice, or press the  
directional buttons and to toggle / adjust the choices.  
Press the button to return to the Main Menu.  
C
and  
V
to highlight and option  
s
Z
X
a
“This has gotta be another one of Eggman’s schemes!”  
Sonic’s hunch proves to be correct. As soon as they  
arrive at the island, they spot Dr. Eggman already waiting  
for them. As Sonic confronts Eggman, he triumphantly  
holds up a card. Sonic and Tails are shocked to see that  
the card bears a picture of their friend, Amy Rose.  
“Do you know what this is, Sonic?”  
"I’ve sealed that little brat away inside this card!”  
“Ha! Do you really think we’ll believe that?”  
While Sonic simply brushes off Eggman’s supposedly  
ridiculous story, the more scientifically-minded Tails takes  
things more seriously.  
Game Summary  
View the current progress and statistics for your saved  
progress, including high score, best times, Cards won,  
and more.  
“It might not be all that easy to believe, but it could be  
possible for matter to be broken down at the atomic level  
and stored as digital card media...”  
Skins  
As Tails’ quavering voice reaches Sonic’s ears, there is a  
sudden blinding flash, and when it fades, Tails is gone. In  
Eggman’s hand is a new card bearing Tails’ image. Sonic  
stares in panicked disbelief. Then, who should appear but  
Knuckles, Sonic’s more “physically assertive” friend.  
Select an unlocked Skin for your Main Menu.  
volume options  
Adjust the Music and SFX volume levels.  
“Eggman! You’re behind the disappearance of the Mas-  
ter Emerald, aren’t you?!” Knuckles says.  
credits  
View the game's credits.  
“Indeed!”  
Change Profile  
Manage your player Profile.  
Eggman smiles, drawing from his bag another card,  
emblazoned with the Master Emerald.  
“Soon, everything in this world will be nothing more than  
another entry in my lovely card collection! If you think you  
can take your precious things back, then just you try it!  
Ha ha ha ha ha!”  
Control  
Action  
Load Profile  
Save Profile  
Clear Profile  
Autosave  
Manually load your Profile.  
Manually save your Profile.  
Delete your Profile and create a new one.  
Toggle the Auto Save feature ON/OFF.  
After issuing his challenge, Eggman takes off and flies  
away.  
Note: Once a Profile has been deleted it is lost and can no  
longer be recovered.  
Sonic and Knuckles vow to take him up on that challenge  
in order to take back what is in those cards.  
Clear Data  
Permanently Delete your save data.  
“Sorry, Sonic, but this concerns the Master Emerald. This  
time, I’M going in first!”  
Note: Once your save data has been deleted it is lost and  
can no longer be recovered.  
“Okay, Knuckles! Let’s just see which one of us gets there  
first!”  
At the same time, the mysterious black hedgehog, Shad-  
ow, arrives on Onyx Island, along with Silver, a guardian  
from the future, both seeking Eggman’s cards.  
Who will be the one to get the cards back from Eggman  
first? What is Eggman’s true purpose in baiting these four  
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to compete?  
6
7
shadow  
knuckles  
Shadow the Hedgehog  
Shadow was created as the ultimate life form by Profes-  
sor Gerald Robotnik, the greatest scientific genius of his  
time. Possessing the power to use the Chaos Emer-  
alds to perform “Chaos Control,” he has the ability to  
manipulate time and space. Summoned by Dr. Eggman  
via a cryptic transmission asking for his aid, Shadow  
encounters something strange and now it’s a race to find  
Eggman and uncover the truth!  
Sonic the Hedgehog  
This hedgehog is the fastest living being in the universe.  
He’s defeated Dr. Eggman to save the world numerous  
times, but this time he’s discovered that his best friends,  
Tails and Amy, have been mysteriously turned into Cards.  
Now’s it’s a race to take down the nefarious Dr. Eggman  
once and for all and free his friends!  
knuckles the Echidna  
The guardian of the Master Emerald, Knuckles is as  
tough as they come. Unfortunately, the Master Emerald  
has been stolen right out from under his nose and turned  
into a Card by Dr. Eggman. Now this renowned echidna  
must race to find the Master Emerald and take down the  
evil mastermind behind this insidious plot.  
Silver the Hedgehog  
A mysterious young silver hedgehog, Silver is equipped  
with psychic powers that allow him to propel items  
through the air with the power of his mind! The only thing  
Silver really knows is that he is searching for someone…  
but for whom, and more importantly, why? Shrouded in  
mystery, Silver begins to chase after Dr. Eggman to find  
the clues that will unlock his quest.  
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8
Single-Player  
Choose from Story, Challenge and Cup Circuit Modes.  
2
1
story  
In Story Mode,  
choose a favorite  
Sonic™ Rivals  
3
6
7
character and race  
through the adventure  
to find out why Sonic,  
Knuckles, Shadow,  
and Silver are racing against each other to get at Dr.  
Eggman.  
4
5
Challenge  
1. Rings  
In Challenge Mode,  
choose a character,  
rival, and stage, then  
compete in a single  
race while attempting  
to complete specific  
challenges to unlock  
rewards.  
Indicates the number of Rings you’ve collected. Collect-  
ing Rings increases your score and also prevents you  
from having to respawn when you are injured. For more  
information, see Rings, pg. 15.  
2. Time  
Your current race time.  
3. Boost Opportunity  
Note: Challenges differ depending on the Difficulty Level  
Environmental objects that allow you to perform context-  
sensitive aerial and speed Boost maneuvers. To activate  
a Boost, press either the s (Air Boost) or the a (Speed  
Boost) button while on the Boost Object.  
selected.  
Cup Circuit  
Select a Cup and  
compete in a series  
of races consisting of  
best two out of three  
tracks to see who is  
the fastest racer. In  
order to successfully  
complete a circuit, you must win more races than your  
rival.  
Note: Sometimes one Boost is better than the other  
— look for icons on screen that give you tips!”  
4. Power-up  
Pick up and use Power-Ups to gain the upper hand. For  
more information, see Power-Ups, pg. 17.  
5. Distance meter  
This displays the distance and proximity between you  
and your rival racer, as well as the proximity to the finish  
line.  
6. Rival Arrow  
If your rival is off-screen, the Rival Arrow appears to show  
you his general direction and location.  
7. Position  
This displays your position in the race. Come in first to  
win!  
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10  
11  
wireless play  
creating a game  
Play against a friend using the  
To create and host a  
PSP (PlayStation Portable) system’s wireless capabilities.  
Connect to a nearby friend through Ad Hoc Mode and  
choose from Single, Cup Circuit, and Card Trade Modes.  
game, select  
CREATE and then  
choose a Wireless  
Play option (Single  
Race, Cup Circuit and  
Card Trade). Next,  
use the directional  
buttons to select a character, outfit (optional), and Stage  
/ Cup, then choose whether or not you want to wager  
Note: When attempting to connect wirelessly to another  
PSP (PlayStation Portable) system, you can press the  
a
button to cancel the connection and return to the  
Multiplayer Menu.  
Cards. When you’re ready, press the  
for other nearby players. Once a player has joined your  
game, press the button to start the race.  
s
button to search  
s
WAGER CARDS  
In Wireless Play  
Mode, you can  
choose to wager  
your unlocked Cards  
against your op-  
ponent for a chance  
to win his cards. The  
host can set this  
option when creating a game. When a wager is placed,  
if you win the race, you get to keep the Card the other  
player has wagered. If you lose, your opponent gets to  
keep yours!  
Joining a Game  
To join a game, choose Wireless Play and then select  
JOIN to open the Join Game Menu. Press the directional  
buttons  
game host window on the right side of the screen and  
press the button to confirm your choice. Once you’ve  
C
and  
V
to select a game in progress from the  
s
chosen a game to join, select your character and outfit,  
then wager a Card (if this option was chosen by the  
Host). The race will then begin.  
Card Trade  
Trade your unlocked Cards with your friends via the  
PSP (PlayStation Portable) system’s Ad Hoc Mode.  
Note: In order to play a game through the  
PSP (PlayStation Portable) system’s Ad Hoc Mode, you  
must make sure the WLAN switch is switched on.  
For more informa-  
tion, see Card  
Collection, pg. 17.  
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12  
13  
zones and acts  
attack  
In typical Sonic The  
Hedgehog fashion,  
Sonic™ Rivals'  
stages are played out  
in Zones and Acts.  
There are a total of  
six Zones, with three  
Acts for each Zone*.  
Sometimes Boosting isn’t enough to stay in front of your  
rival. When push comes to shove, engage in some old  
fashioned attacking! Attacking will temporarily knock your  
opponent to the ground or stun them, causing them to  
lose Rings while allowing you to get ahead or jump to  
new heights. To attack, get right behind your rival and  
press the  
a
button for a shove, or jump above them by  
buton, and then press the button again  
pressing the  
s
s
for a leapfrog!  
Forest Falls: Don’t let the lush scenery, grassy platforms,  
and cascading waterfalls fool you. Forest Falls is brim-  
ming with danger, including steep drop offs, large loops,  
and plenty of Eggman’s robot minions.  
Colosseum Highway: Amid the majestic columns and  
pillars this perilous track is littered with pitfalls, traps, and  
steep hills. Twisting corkscrews and Boost hoops provide  
a non-stop white-knuckle experience.  
Sky Park: This theme park gone wild is comprised of a  
thrill-a-minute rollercoaster, complete with twists, turns,  
loops, drops, and even stuffed teddy bears designed to  
slow your racer down. Use springs, dash panels, and the  
strongman platform to propel your character through the  
atmosphere while staying one speed boost ahead of the  
competition.  
rings  
Although finishing first is the ultimate goal in Sonic™  
Rivals, making sure you have at least one ring is critical  
to staying alive and avoiding respawn delays. Large  
collection of Rings provides score bonuses and special  
awards.  
Crystal Mountain: Icy crystals, snow banks, slippery  
tracks, and freezing waters comprise this winter won-  
derland. If the blizzards don’t slow your racer down, the  
brittle ice barriers will. Make sure to hop in the bobsled to  
barrel down the track at death defying speeds.  
Death Yard: Death Yard is a dry, deserted wasteland filled  
with razor sharp spike beds, corkscrews, gaping pits, and  
Boost hoops that must be navigated correctly to stay in  
the game. These tracks have so many dips, twists, turns,  
and loops, that dizzy doesn’t even begin to describe what  
your racer will be feeling when he reaches the finish line.  
Meteor Base: Not much is known about Dr. Eggman’s  
top-secret base hidden deep within a meteor shower, but  
you can bet it’s filled with hot, bubbling molten lava and  
some of Eggman’s fiercest robot goons.  
* Except for Zone 3.  
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14  
15  
boosts  
power-ups  
Boosting can give you extra speed, distance, and/or air  
by interacting with special environmental objects — such  
as logs, rocks, poles, and more — and allow you to gain  
the upper hand on your rival. Oftentimes, correctly per-  
forming a Boost leads to special Power-Ups or shortcuts.  
When a Boost opportunity presents itself, a context-sensi-  
tive button icon will appear over the environmental object.  
In order to successfully pull off a Boost maneuver, you  
must quickly press a Boost button before the opportunity  
is lost. There are two types of Boosts: Air and Speed, and  
the context-sensitive button will help tell you which is the  
best one to use.  
Pick up Power-Ups as you  
speed across the track and  
use them to temporarily  
stop your rival in his tracks.  
Power-Ups can be found  
hovering in the air. To pick  
up a Power-Up, simply run over it.  
Each Power-Up has two uses: Offensive and Defensive.  
If you are ahead of your rival, the Power-Up will be used  
defensively. If you are behind your rival, it will be used  
offensively. Offensive Power-Ups are generally used as  
projectile weapons that shoot down the track until they  
hit your rival or an obstruction. Defensive Power-Ups are  
generally used as dropped weapons that sit on the track  
until your rival runs into them.  
Note: You are not required to match the context-sensitive  
button displayed for each Boost — it just gives tips!  
Air Boost: When the  
ton icon appears over an ob-  
ject, pressing the button  
s
but-  
Power-up  
Offensive Effect  
Defensive Effect  
Fire Shield  
Ice Cube  
Stationary Mine  
Decoy Zapper Rings 4+  
Drop Tornado  
Ring Magnet  
Zones  
All  
All  
3+  
Fire  
Rolling Fireball  
s
Ice  
Snow Blast  
at the precise time allows  
your character to vertically  
Boost into the air and reach  
platforms and areas that are otherwise unattainable.  
Mine  
Illusion  
Wind  
Ring Magnet  
Star  
Floating Homing Mine  
Confusion  
Shoot Tornado  
Ring Magnet  
3+  
3+  
All  
Signature Move  
Signature Move  
Speed Boost: When the  
button icon appears over  
a
Each racer also has a Signature Move Power-Up, which  
is represented by a Star icon. Sonic has “Sonic Boom,”  
Knuckles has “Hammer Punch,” Shadow has “Chaos  
Control” and Silver has “Psychic Control.”  
an object, pressing the  
a
button at the precise time  
allows your character to  
horizontally Boost along the  
card collection  
track for a temporary burst of speed. Speed Boosts can  
give you the chance to pass, stay ahead, or catch up to  
your rival.  
Collect Trading Cards by winning races, getting high  
scores, and trading and wagering them against your  
friends via the PSP (PlayStation Portable) system’s Ad  
Hoc Mode. Choose VIEW  
COLLECTION from the Main  
Menu to view how many Car
Note: Some Boosts opportunities will have a “?” icon  
over them. When this icon appears, you can choose  
either Boost without worry.  
you’ve won and collected.  
Use the analog stick or the  
directional buttons Z and  
X to cycle through the Card  
categories and press the s  
button to select a category.  
Once a category has been  
bosses  
After every two Acts*, Sonic  
and his rivals will have to  
face one of Eggman’s  
mechanical bosses. To fell  
these huge beasts, you must  
selected, use the analog stick or the directional buttons  
Z and X to cycle through the cards and view them. To  
switch between pages, press the N and B buttons.  
Pressing the d button will pull up a Summary Window,  
which displays a breakdown of the Cards you’ve already  
collected. Press the a button to exit and return to the  
previous menu.  
locate their weak spots and attack them multiple times.  
Of course, your rival will be attempting the same thing.  
The character to get the predetermined number of hits  
first, wins!  
* Except for Zone 3.  
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16  
17  
backbone entertainment  
sega of  
america  
Producer  
Taylor Miller  
Effects and Animation  
Coordinator  
Project Director  
Takashi Iizuka  
Production Specialist  
Heather Lucchetti  
Daniel Lam  
Associate Producer  
Zoe Curnoe  
Technical Artist  
Eric Ronay  
Project Associate  
Producer  
Keith Palmer  
Graphic Designer  
Marco Garcia  
Assistant Producer  
Jarett Metcalfe  
Artists  
QA Management  
Deni Skeens  
Josh Morton  
Aaron Parrott  
Beth Dewhirst  
Brent Kirby  
Erik Larsson  
John Mah  
Kate Freeman  
Kim Sawula  
Shane Holmes  
Art Supervisors  
Kazuyuki Hoshino  
Hiroshi Nishiyama  
Lead Engineer  
Peter Phillips  
Tester(s)  
Technical Manager  
Greg Wilson  
Sound Supervisor  
Jun Senoue  
Shawn Dobbins  
(Project Lead)  
Ben Seto  
(Assistant Lead)  
Amber Crouch  
Terence Destouet  
Emily Sheafe  
Engineers  
Concept Design &  
Scenario  
Takashi Iizuka  
Aaron Koenig  
Brian Provinciano  
Chuck Chow  
Clinton Blackmore  
Devin Murnane  
Francois Laberge  
Jim Lao  
Kelvin Tang  
Luke Huang  
Melina Eby  
Richard Orth  
Erwin Tang  
Lead Animator  
Karen Matskiw-Rodriguez  
Character Artwork  
Kazuyuki Hoshino  
Animators  
Chun Sin Loh  
Duncan Lin  
Off Base  
CEO  
Naoya Tsurumi  
Productions  
Manual Documentation  
Greg Off  
Front End Artist  
Mark Pearce  
President  
Simon Jeffery  
Option-Shift  
Design  
Studio Quality Assurance  
Tom “MrLuigi” McGarry  
VP of Product  
Development  
Dave Cobb  
Marcel Barker  
Pete Thompson  
Manual Design  
Tim Lindquist  
[a.s.h]  
Music Composer  
Chris Rezanson  
VP of Sales  
Sue Hughes-Taigen  
Lead Designer  
Tyler Sigman  
Sound Effects Design  
OMNI Interactive Audio  
Alistair Hirst  
Robert Ridihalgh  
Daylon Walden  
Associate Producer  
Jason Kuo  
Senior Designer  
Derek Tam  
VP of Marketing  
Scott Steinberg  
Lead Level Designer  
Eric Emery  
Tom Smurdon  
Chase Combs  
Lisa Elliott Cobb  
Director of Marketing  
Don Mesa  
Designers  
Cory Hasselbach  
Josh Zisserson  
Kyle Mohammed  
Michael K. Donovan  
Nick Letizia  
Senior Producer  
Ivan Allan  
Product Marketing  
Manager  
Yosuke Moriya  
Studio Head  
Joe Bonar  
Public Relations  
One PR Studio  
Richard Knight  
Lead Artist  
Chris Bourassa  
Creative Services  
Manager  
Jen Groeling  
Lead Level Artist  
Mabel Chan  
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18  
1ꢀ  
LIMITED WARRANTY  
backbone entertainment (cont.)  
SEGA of America, Inc. warrants to the original consumer purchaser that the game  
disc or cartridge shall 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 warranty period, the defective game disc or  
cartridge will be replaced free of charge. This limited warranty does not apply if the  
defects have been caused by negligence, accident, unreasonable use, modification,  
tampering, or any other causes not related to defective materials or manufacturing  
workmanship. This limited warranty does not apply to used software or to software  
acquired through private transactions between individuals or purchased from online  
auction sites. Please retain the original, or a photocopy, of your dated sales receipt to  
establish the date of purchase for in-warranty replacement. For replacement, return  
the product, with its original packaging and receipt, to the retailer from which the  
software was originally purchased. In the event that you cannot obtain a replacement  
from the retailer, please contact Sega to obtain support.  
Technical Director  
George Phillips  
Creative Director  
Trent Ward  
Art Director  
Ryan Slemko  
Business Development  
Jim Sink  
4 Kids Production, Inc.  
Voice Cast  
Jason Griffith  
Dan Green  
Pete Capella  
Mike Pollock  
Amy Palant  
Lisa Ortiz  
NetBSD  
The communications function of this product includes software developed by the  
NetBSD Foundation, Inc. and its contributors. For a complete list of contributors please  
Kathleen Delaney  
Voice Directors  
Christopher Collet  
Julie Rath  
Production Coordinator  
Salvatore Oppedisano  
Recording Engineers  
Suzy Goldish  
Paul Grassini  
Mike Knoblauch  
Alon Namdar  
Questar Welsh  
Special Thanks  
The Reaper and Core Design Team  
Beejey Enriquez  
Mina Provonsha  
Aya Takeuchi  
Sonic Committee  
SEGA of America, Inc.  
650 Townsend Street, Suite 650, San Francisco, CA 94103  
SEGA is registered in the U.S. Patent and Trademark Office. SEGA, the SEGA logo and Sonic Rivals are either  
registered trademarks or trademarks of SEGA Corporation. © SEGA Corporation, 2006. All Rights Reserved. SEGA  
and the SEGA logo are registered trademarks of SEGA Corporation. All other trademarks are owned by their respective  
owners.  
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