Sega Video Games 10086670011 User Guide

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Thank you for purchasing Sonic Rush™. Please note that this software is designed  
for use with the Nintendo DS™ system. Be sure to read this instruction booklet  
thoroughly before you start playing.  
Important Legal Information  
Copying of any video game for any Nintendo system is illegal  
and is strictly prohibited by domestic and international intellectu-  
al property laws. “Back-up” or “archival” copies are not author-  
ized and are not necessary to protect your software. Violators  
will be prosecuted.  
TABLE OF CONTENTS  
STORY & CHARACTERS . . . . . . . . . . . . 4  
CONTROLS . . . . . . . . . . . . . . . . . . . . . 8  
STARTING THE GAME . . . . . . . . . . . . 14  
OPTIONS. . . . . . . . . . . . . . . . . . . . . . 15  
GAMEPLAY . . . . . . . . . . . . . . . . . . . . 16  
BATTLE PLAY. . . . . . . . . . . . . . . . . . . 27  
TIME ATTACK . . . . . . . . . . . . . . . . . . 36  
This video game is not designed for use with any unauthorized  
copying device or any unlicensed accessory. Use of any such  
device will invalidate your Nintendo product warranty. Nintendo  
(and/or any Nintendo licensee or distributor) is not responsible  
for any damage or loss caused by the use of any such device. If  
use of such device causes your game to stop operating, discon-  
nect the device carefully to avoid damage and resume normal  
game play. If your game ceases to operate and you have no  
device attached to it, please contact the game publisher's  
"Technical Support" or "Customer Service" department.  
The contents of this notice do not interfere with your statutory  
rights. This booklet and other printed materials accompanying  
this game are protected by domestic and international intellectu-  
al property laws.  
Rev-D (L)  
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3
STORY & CHARACTERS  
STORY & CHARACTERS  
Dr. Eggman is up to his old tricks again.  
Sonic the Hedgehog  
Foot loose and fancy free, his only  
And Sonic is right there to stop him!  
gripe is with evildoers. He’s sometimes  
quick to anger, but will always lend a  
helping hand when somebody's in  
trouble. There's no stopping the  
“Hey Eggman! What have you got planned this time?”  
“Hah! Do you think I’m going to tell you that?”  
world's fastest supersonic hedgehog!  
After an exchange of blows, Eggman hastily retreats leaving behind a  
mysterious Emerald, quite unlike the Chaos Emeralds.  
As Sonic goes to pick it up, it is whisked from under his very nose.  
“And that's the second one…”  
Mutters the unfamiliar figure of a lady, before quickly vanishing.  
“What was THAT about?”  
Blaze the Cat  
As guardian of the Sol Emeralds, she's currently  
hot on the trail of Dr. Eggman who's made off  
with them. Blaze is normally calm and level-  
headed, but may be concealing her real feelings.  
Devoted to her position, she sometimes gets  
bogged down by her own strict discipline,  
which may explain why she seems a little  
withdrawn.  
Muses Sonic, as he takes off again on another exciting adventure.  
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5
STORY & CHARACTERS  
Dr. Eggman  
STORY & CHARACTERS  
Miles "Tails" Prower  
A gentle fox with two tails,  
he adores Sonic and follows  
him around like a kid  
An arrogant self-professed evil sci-  
entific genius, with a passion for  
robotics, and dreams of enslaving  
the world in his own Eggman-land  
utopia. His schemes are invariably  
foiled by Sonic, but he’s never let  
that detail stop him!  
brother. In this game, Tails  
will support Sonic.  
Cream the Rabbit  
A rabbit who takes  
her friend Cheese  
wherever she goes. She  
is polite and hardworking.  
She can also fly by flapping her  
ears. She meets Blaze and  
becomes friends, supporting  
her in this game.  
Amy Rose  
She calls herself  
Sonic's girlfriend,  
and chases him  
wherever he  
goes. She is  
Knuckles the Echidna  
A powerful and spectac-  
ular echidna, he is  
always ready for a  
fight. Being so  
Eggman-Nega  
His speech and manner is  
eerily polite for such a cold  
and calculating individual.  
On the surface he resem-  
bles Eggman, but on the  
inside?  
cheerful and  
energetic,  
strong-willed  
and very active.  
straight forward  
and earnest, he  
is easily fooled.  
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6
7
CONTROLS  
CONTROLS  
Normal Actions  
This game mainly  
Top Screen  
L Button  
uses the +Control Pad  
and the buttons to  
play. The stylus has a  
Walk/Run & Brake  
+Control Pad D/F  
R Button  
SELECT  
START  
X Button  
Y Button  
A Button  
B Button  
Power Button  
Press the +Control Pad D/F to walk, and keep holding in  
one direction to gain more speed. Quickly press the opposite  
direction to brake your dash.  
limited use in this  
game.  
+Control Pad  
Touch Screen  
microphone  
Scroll Screen  
+Control Pad A/S  
Menu Controls  
All selectable items (Menus, Character Select, etc.) are  
displayed on the Touch Screen. Use the +Control Pad  
to select the Menu item and press the A Button, or  
simply touch the Menu item with the Nintendo DS™  
Stylus to enter (or execute).  
Hold down the +Control Pad A/S while standing  
still to vertically scroll the screen and view what’s  
immediately above or underneath depending on  
which screen you are in. If your character is in the top  
screen, you may only scroll up, and vice versa.  
Some menus contain arrows displayed next to the  
menu item. If you use the stylus, touch either of the  
arrows to change the selection, and touch the Menu  
item to enter.  
Pause  
START  
Press START to pause the game. Depending on the mode and situation,  
pausing may bring up a Pause Menu. This will be explained separately.  
Note that pausing is not possible in Battle Play (p.27).  
To cancel or go back one step, either press the B Button or touch  
the Return Icon (see right) displayed on the Touch Screen.  
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9
CONTROLS  
CONTROLS  
Sonic's Actions  
Blaze's Actions  
Spin Jump  
A/B Button  
Jump Dash  
Spin Jump, R Button  
Axel Jump  
A/B Button  
Burst Hover  
Axel Jump, R Button  
Use the A/B Button to  
jump and/or attack your  
enemies.  
Simply jump and press  
the R Button in mid-air  
to either dash forward above  
ground or charge a nearby enemy.  
Use the A/B Button to  
jump and/or attack your  
enemies.  
Simply jump and press  
the R Button in mid-air  
to dash forward above ground.  
Spin Dash  
S+ A/B Button, releaseS  
Super Boost  
X/Y Button  
Burst Dash  
S+ A/B Button, releaseS  
Fire Boost  
X/Y Button  
Press the X/Y Button  
Press the X/Y Button  
Hold the +Control Pad  
S
Hold the +Control Pad  
S
while Sonic is on the  
while Blaze is on the  
while standing still, then  
while standing still, then  
ground. This action is available as  
long as your Tension Gauge (p.12)  
is charged.  
ground. This action is available as  
long as your Tension Gauge (p.12)  
is charged.  
press the A/B Button to spin, and  
release the +Control Pad. Sonic  
dashes forward spinning, blasting  
enemies in his path.  
press the A/B Button to spin, and  
release the +Control Pad. Blaze  
dashes forward spinning, blasting  
enemies in her path.  
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10  
11  
CONTROLS  
CONTROLS  
Hop Jump (Sonic)  
Trick Actions  
A+ R Button  
Basic Tricks/Advanced Trick  
B-B-B/A Button  
Use the Springs or the Ramps to launch into the air, then  
press both the +Control Pad A and the R Button to perform a  
vertical hop.  
Tap the B Button while launched in the air. You can also press  
the A Button for your third action for the awesome finish!  
Humming Top (Sonic)  
D/F+ R Button  
Grind Tricks  
R-R-R Button  
Use the Springs or the Ramps to launch into the air, then  
press both the +Control Pad D/F and the R Button to per-  
form a horizontal hop, attacking enemies in the way.  
Tap the R Button while grinding across various rails to perform  
the Grind Trick.  
Just Trick  
A Button  
Axel Tornado (Blaze)  
A+ R Button  
Press the A Button as you are about to take off from a spring-  
board or the edge of a rail. This trick is the most efficient way  
to charge up your Tension Gauge.  
Use the Springs or the Ramps to launch into the air, then  
press both the +Control Pad A and the R Button to perform a  
vertical hop, attacking enemies in the way.  
Tricks and Tension Gauge  
Jump Step (Blaze)  
D/F+ R Button  
Whenever you perform Tricks or defeat an enemy, the Tension  
Gauge (at the left side of the screen) will be charged (maximum  
at 300%). This allows you to perform the Super Boost. Also, the  
Tension Gauge will decrease with time or when you take damage.  
Note that Trick Points you earn from a single gimmick (p.17) will  
decrease each time it is used – until nothing can be gained.  
Use the Springs or the Ramps to launch into the air, then  
press both the +Control Pad D/F and the R Button to per-  
form a horizontal hop.  
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12  
13  
STARTING THE GAME  
Insert the "Sonic Rush" Game Card into the  
Nintendo DS™ system and turn the  
POWER ON. When the Title Screen  
appears, press START to enter the Main  
Menu screen.  
OPTIONS  
View records, and change various game set-  
tings.  
PLAYER DATA  
You can view records of your performances  
in Battle Play and Time Attack.  
GAMEPLAY (P.16)  
DIFFICULTY  
Play the game along the story.  
Change the difficulty level of the game.  
TIME LIMIT  
BATTLE PLAY (P.27)  
Select whether or not to lose a life when  
time runs out.  
Play in the 2-Player race to finish the select-  
ed Act.  
SOUND TEST  
TIME ATTACK (P.36)  
Listen to the music and sound effects used in this game. This Menu Item  
becomes available once you reach the ending with either character in  
Gameplay.  
Race against the clock to finish the selected Act in record time. This mode  
becomes available once you reach the end with either character in  
Gameplay Mode.  
DELETE RECORD  
OPTIONS (P.15)  
Here you can change various game settings.  
Delete all saved game data on the Game Card.  
DOWNLOAD DEMO  
Allow your friends to download a Demo Version of the game. Please see  
the directions for Single-Card Play (p.34) as a reference for downloading.  
Note: The Language Settings can be changed only in the DS Menu  
Screen.  
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15  
GAMEPLAY  
GAMEPLAY  
Play the game along the story from two sides: Sonic and Blaze.  
How to Play  
Gimmicks  
Starting the Game  
There are various gimmicks on the field that will assist you in advancing  
in the Act. Some of these invoke a Gimmick Jump, allowing you to per-  
form aerial Trick Actions (p.12). Some of them are easily noticeable. Here  
are some that appear early in the game.  
If you are playing for the first time, the game will immediately start from  
Zone 1 Act 1 with Sonic. You will be able to select Blaze after you clear  
Zone 1 by defeating the Zone 1 Boss.  
Afterwards, when you select this mode, you can  
select which character to play. The game resumes  
from the Zone Map screen (p.22).  
Bungee Rope  
When you try to go down, it attaches to your  
leg, and will bounce you back high in the air.  
Act Screen  
During the Act, the characters travel  
Winding Rope  
2
1
between the top screen and the Touch  
Grab it, and it will spin you around upwards,  
then launches you straight up.  
Screen, depending on the situation (except  
3
during the Boss Act, where the action takes  
place on the top screen only). All important  
information will be displayed on the same  
Underwater Mine  
screen where the player currently is.  
4
Grab its handle, and it will lift you up. Beware, it  
will self detonate, so let go to avoid the explosion.  
1 Number of Rings Collected  
2 Time Counter  
Elapsed Time from the start of the Act  
3 Tension Gauge  
(Will not be displayed in the Boss Act)  
4 Number of Lives Left  
Giant Waterwheel  
Approach this underwater wheel, and it will spin  
you around, raising or lowering, and accelerating  
you out.  
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16  
17  
GAMEPLAY  
GAMEPLAY  
Checkpoint  
Breathing Underwater  
If you find the Checkpoint Marker, make sure to touch  
it. This allows you to restart the Act from this location,  
should you lose a life and have any remaining.  
Some Acts contain underwater areas. You cannot stay  
underwater for long, so you must resurface or find an  
air bubble to breathe. A countdown will start if you hold  
your breath too long. When the countdown ends, you  
will lose a life.  
Rings  
Act Cleared  
If you possess even one ring, it will protect you from  
losing a life upon taking damage. When you take dam-  
age, you will lose all the rings you possess, making  
yourself vulnerable. If you collect 100 rings, you will  
earn an extra life.  
Reach the Goal Marker before the time limit expires to  
clear the Act. Your performance will be evaluated and  
displayed on the Result Screen.  
Time Limit  
Pause  
If you set the Time Over settings ON in Options (p.15),  
the Time Counter will start to flash when the time limit  
nears. If you do not clear the Act before the time limit  
expires, you will lose a life.  
During the game, press START to pause the game and  
display the Pause Menu. Select CONTINUE or press  
START again to continue the Act. Select GO BACK to  
quit the current Act and return to the Zone Select  
screen.  
NOTE: The Pause Menu does not open with Acts which have not been  
enabled for selection in the Act Select screen (p.23). In this case, you can  
only pause and unpause the game.  
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19  
GAMEPLAY  
GAMEPLAY  
Power-Up Items  
Boss Act  
The Boss Act is played only on the top  
screen. The display is the same as the nor-  
mal Act screens, except that there is no ten-  
sion gauge (i.e. the trick actions and Super  
Boost cannot be used).  
A variety of Power-Up Items can be found in Item Boxes positioned  
around the course. Touch the box to receive the Item inside.  
5 Ring Bonus  
Invincible  
Become invincible for a lim-  
ited time.  
Increase your Ring count by  
5.  
Random Ring Bonus  
Increase your Ring count by  
1, 5, 10, 30 or 50.  
Tension Bonus  
Increase your Tension Gauge  
level by 1 bar.  
To defeat the Boss, you will need to inflict a  
specific number of hits. On the Touch  
Screen, the number of hits you will need to  
inflict will be displayed (1).  
Barrier  
Max Tension Bonus  
Protects against one enemy  
attack.  
Increase your Tension Gauge  
level to maximum.  
1
Magnetic Barrier  
Barrier that also draws in  
nearby Rings.  
1 UP  
Increase remaining lives by  
1.  
When you defeat a Boss, you clear that Zone. At this point, your progress  
will be saved automatically.  
Floating Item Box  
Touch them to receive a  
mystery Power-Up Item.  
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20  
21  
GAMEPLAY  
GAMEPLAY  
To play the newly available zone, you must navigate  
your character on the map and select the zone. You  
will be asked to confirm your action. Select YES to  
play, or NO to cancel.  
Zone Map  
The Zone Map displays where you can go in  
this game. As you clear each Zone, a new  
Zone becomes available. You can also meet  
other characters for short events in the game.  
To decide where to go, simply touch the  
destination with the stylus. You may also use  
the +Control Pad to guide your character,  
and press the A Button to select the Zone.  
1
2
3
4
1
Once you battled the Zone Boss, you can select the  
Act from the Act Select Screen to play it over. You  
can also touch the tabs (1) to change the Zone.  
1 Amount Cleared in the Game  
2 Number of Lives Left  
3 Percentage of Penetration  
Indicates how much of Blaze's world has  
penetrated into Sonic's world.  
4 Chaos Emeralds Collected  
5
Press START to bring up a Pause Menu. Select  
RETURN TO TITLE SCREEN to exit the game.  
You can view the map that's off-screen by touching  
5 (or press the X Button), then touch either of the  
four arrows (or +Control Pad).  
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22  
23  
GAMEPLAY  
GAMEPLAY  
Special Generators  
Special Stages  
The Special Generator is a special gimmick, located somewhere  
in each Zone, that will send you to the Special Stage (see next  
page). Note that only Sonic can go to a Special Stage.  
Special Stages are where you earn Chaos Emeralds. Guide Sonic all the  
way to the finish in this half-pipe course to earn your Chaos Emerald.  
There are 7 of them scattered in the game, and if you get them all, you  
may find yourself with a surprising treat. Note that only Sonic can play  
the Special Stages.  
How to Use the Special Generators  
Special Stage Screen  
Special Generators are located somewhere in the air.  
Grab onto its handle. At this point, you can press the A  
Button to let go for no effect.  
1 Chaos Emeralds Collected  
2 Rings Collected/Needed  
1
3 Your Position on the Course  
2
From left, Starting Point, Check Point, and  
Goal. The Character Icon indicates where  
Press and hold the X/Y Button for a Super Boost to spin  
around in high speed, until a distortion in dimension is  
created. Keep this up for a given time until you are  
launched into the Special Stage.  
3
you are.  
If you let go of the Special Generator (by pressing the A Button) or let  
the Tension Gauge deplete completely before being launched, you will  
fail to enter the Special Stage.  
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25  
GAMEPLAY  
BATTLE PLAY  
A two player battle to race to finish the Act first!  
How to Play the Special Stage  
The Special Stage is played on the Touch Screen. Use the stylus to guide  
Sonic left/right to advance the stage.  
Select Mode  
Battle Play can be played in Single-Card or Multi-Card  
Play. There are no differences in the game between  
the two; Multi-Card Play saves time to set up the  
game.  
Guide Sonic to collect rings on the course while  
avoiding obstacles. You will lose some of your rings if  
you make contact with the obstacle.  
DS WIRELESS BATTLE (P.28)  
On some courses, enemies will appear and attack  
you. Touch the area where the enemy is to attack.  
Beware that some enemies require more than one hit.  
You are rewarded a ring for each enemy you defeat.  
Play the game in Multi-Card Play. Please also see p.33 for the preparation  
for this mode.  
DS DOWNLOAD BATTLE (P.29)  
Run into the Trick Spring placed on the course, and  
you will jump high in the air. Once airborne, numbers  
and a gauge will be displayed. Quickly touch the  
numbers with the stylus in order before the gauge  
depletes. Your action will be evaluated and then  
rewarded with rings based on your performance.  
Play the game in Single-Card Play. Please also see p.34 for the prepara-  
tion for this mode.  
By not having the required number of rings at the  
checkpoint, the Special Stage will end there. If you go  
all the way to the end, having the required number  
of rings, you will receive a Chaos Emerald.  
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26  
27  
BATTLE PLAY  
BATTLE PLAY  
DS Wireless Battle  
DS Download Battle  
To start the Battle Play, a "room" must be created. The player who cre-  
ates the room becomes Player 1, and waits for a participant. The player  
who joins the room becomes Player 2.  
If you select DS Download Play, the game will auto-  
matically create a room and wait for the participant.  
When a possible participant arrives, the game will  
confirm whether to upload the game.  
CREATE ROOM  
You may also choose to cancel the room.  
Select this option to create a room.  
You may also choose to cancel the room, in which  
case the room will disappear.  
The participant must download the game in order to  
participate. See p.34 for downloading directions.  
JOIN  
When selected, a list of available rooms will be dis-  
played. Select a room to enter.  
Once the downloading is complete, the game advances to the next step.  
You may also choose to exit the room.  
When the two players are ready, Player 1 will first press START, then  
Player 2 will confirm to advance to the next step.  
Whenever you create a room or enter one, a message "Use DS Wireless  
Communications?" appears, select YES to advance. Select NO to cancel  
and return to the Mode Select screen of Battle Play.  
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29  
BATTLE PLAY  
BATTLE PLAY  
Character/Act Select  
Battle Play Screen  
Both players select which character to use. Note that  
the same character cannot be used by both players.  
Unlike in the Gameplay mode, you will only  
use one of the screens, as the other screen  
will display the opponent (with characters in  
icons). Press SELECT to switch the display to  
use (by default, your character will be dis-  
played on the top screen).  
2
4
1
3
Next, Player 1 selects the Zone/Act to play the Battle.  
Note that you can only select the Zones/Acts that are  
completed in the Gameplay Mode by either player.  
1 Number of Rings Collected  
2 Time Counter  
Elapsed Time from the start.  
3 Tension Gauge  
4 Your position in the race  
Game Rule  
Two players will compete against each other in the selected Act. Each  
player can obstruct the opponent's play directly or with the use of an  
item. The first player to finish the Act is the winner. The game will end in  
a draw if neither player finishes before the time limit expires.  
Obstructing Your Opponent Directly  
It is possible to attack and blow away your opponent. In this case, the  
player attacked will not lose his/her rings.  
Restarting  
There are no number of lives in this mode. You will automatically restart  
from the beginning (or from the Check Point), whenever you fall into a  
situation where you would lose a life in the Gameplay Mode.  
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30  
31  
BATTLE PLAY  
BATTLE PLAY  
Battle Play Items  
DS Wireless Communications — Multi-Card Play  
With the exception of Random Ring Bonus, the items in this mode are  
different from the Gameplay mode. Utilize these items well to obstruct  
your opponent!  
What you need  
Nintendo DS . . . . . . . . . . . . . . . . . . . . . . . . . . 2*  
Nintendo DS "Sonic Rush" Game Card . . . . . . . 2*  
*One for each player.  
Random Ring Bonus  
Increase your Ring count by  
1, 5, 10, 30 or 50.  
Confusion  
Opponent will be out of  
control for a given time.  
How to Start  
1. Make sure that all Nintendo DS are turned OFF, and insert the Game  
Card into each system.  
Slow  
Attract  
Bring your opponent in the  
area where you are.  
2. Press Power Button to turn the power ON. DS Menu Screen will be  
displayed.  
3. Touch "SONIC RUSH" on the Touch Screen.  
4. For specific controls, refer to p.14 and p.28.  
Slows down the opponent  
for a given time.  
Max Tension Bonus  
Your Tension Gauge level  
becomes maximum; oppo-  
nent's become depleted.  
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32  
33  
BATTLE PLAY  
BATTLE PLAY  
DS Wireless Communications — Single-Card Play  
CAUTION ON USING DS WIRELESS COMMUNICATION  
When DS Wireless Communication is available, the icon (Wireless  
What you need  
Nintendo DS . . . . . . . . . . . . . . . . . . . . . . . . . . 2*  
Nintendo DS "Sonic Rush" Game Card . . . . . . . . 1  
*One for each player.  
Communication Icon) will be displayed on the DS Menu Screen or  
Game Menu. Select the icon to begin wireless communication. Do not  
use in areas where wireless communication is restricted such as hospi-  
tals, airports, and on board aircraft.  
During wireless game play, an icon will appear showing the signal  
strength of the wireless signal. The icon has four modes depending on  
the signal strength, as shown below.  
How to Start — Player 1  
1. Make sure that Nintendo DS is turned OFF, and  
insert the Game Card into the system.  
2. Press Power Button to turn the power ON. DS  
Menu Screen will be displayed.  
3. Touch "SONIC RUSH" on the Touch Screen.  
4. For specific controls, refer to p.14 and p.29.  
Weaker  
Stronger  
How to Start — Other Player(s)  
1. Press Power Button to turn the power ON. DS  
Menu Screen will be displayed.  
2. Touch “DS Download Play” on the Touch Screen.  
Game List Screen will be displayed.  
3. Touch “SONIC RUSH (BATTLE)” on the Touch  
Screen. Download Confirmation Screen will be dis-  
played.  
IMPORTANT WIRELESS COMMUNICATION GUIDELINES:  
Keep the maximum distance between systems at 33 feet (10 meters)  
or less. The signal strength should show at least 2 bars.  
The systems should face each other as directly as possible.  
Avoid having people or other obstructions between the DS systems.  
Avoid interference from other devices. If communication seems to be  
affected by other devices (wireless LAN, microwave ovens, cordless  
devices, computers), move to another location or turn off the interfer-  
ing device.  
4. Touch “YES” to begin downloading from Player 1’s  
system.  
5. For specific controls, refer to on p.29.  
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35  
*THIS LIMITED WARRANTY IS VALID FOR U.S. AND CANADIAN NINTENDO DS™ GAME CARDS MANUFACTURED  
FOR SALE IN AND PURCHASED AND OPERATED IN THE UNITED STATES AND CANADA, ONLY!  
TIME ATTACK  
Limited Warranty  
SEGA of America, Inc. warrants to the original consumer purchaser that the Nintendo DS Game Card 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 Card 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.  
Clear the selected Act or the Boss in the fastest time possible. The top  
five time records for each Act or Boss Battle will be ranked. This mode  
becomes available once you reach the end of Gameplay Mode with either  
character.  
Flow of the Mode  
First, select which to challenge: the individual Act or  
the Boss Battle. Next, select which character to use:  
Sonic or Blaze. Finally, select the Zone/Act you wish  
to try (or the Zone Boss to battle against).  
Obtaining technical support/service  
To receive additional support, including troubleshooting assistance, please contact SEGA at:  
* e-mail . . . . . . . . . . . . . [email protected]  
* phone . . . . . . . . . . . . . 1-800-USA-SEGA  
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 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 WHICH  
VARY FROM STATE TO STATE.  
You will then play the selected Act/Boss Battle as you do in Gameplay  
Mode. In this mode, however, you only have one life to finish. When you  
have completed the Act/Boss Battle, you will have the options to try  
again, change characters, change Act/Boss Battle, or return to the Main  
Menu screen.  
SEGA is registered in the U.S. Patent and Trademark Office. SEGA, the SEGA logo, and SONIC RUSH are either  
registered trademarks or trademarks of SEGA Corporation. All Rights Reserved. © SEGA Corporation, 2005. This  
game is licensed for use with the Nintendo DS 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. The ratings  
icon is a trademark of the Entertainment Software Association. SEGA of America, Inc., 650 Townsend Street, Suite  
650, San Francisco, CA 94103. All rights reserved. Programmed in Japan. Made and printed in Japan.  
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.  
This product uses the LC Font by Sharp Corporation, except some characters. LCFONT, LC Font and the  
LC logo mark are trademarks of Sharp Corporation.  
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