User manual GAMES SEGA DREAMCAST ZOMBIE REVENGE

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Manual abstract: user guide GAMES SEGA DREAMCAST ZOMBIE REVENGE

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[. . . ] Undead Soldier It was a top-secret plan to utilize the dead for military purposes. Just before it was ready for operation all was thrown into darkness by someone unknown. The only thing certain is that the world's fate is in the hands of 3 agents. Thank you for purchasing Zombie Revenge. Please note that this software is designed only for use with the Dreamcast console. [. . . ] The player is able to select those bosses they have encountered in Arcade or Original Mode. Boss characters not available for selection will be displayed with the "?" mark. RECORD SCREEN Once a boss has been selected, the Record Screen is displayed. The following items are shown: "LEVEL, " "CHARACTER" and "BEST TIME. " Press the A Button to begin the fight. RESULT MENU After defeating a boss character, both the time it took to defeat the boss, and the Result Menu will be displayed. RETRY BOSS SELECT PLAYER SELECT EXIT 14 Fight the same boss character Return to the Boss Select Screen Return to the Character Select Screen Exit the mode FIGHTING MODE Use characters in the Zombie Revenge Raising Game (within the VMU) to go one on one against a human opponent or the CPU. PLAY AND CHARACTER SELECT SCREEN Select a versus mode. Select between "1P vs CPU, " "1P vs 2P" or "CPU vs CPU" using *@ to select and press the A Button to enter. Following this, use $^ to select a character and then press the A Button to enter. MATCH RULES Each match is made up of 3 rounds. (Continue to feed the character for about a week for this to occur. ) CHARACTER RAISING MODE SELECT Once the Title Screen appears on the VMU, press the A and B Buttons simultaneously to display the Mode Select Menu. Use *@ to select a mode and press the A Button to enter. MEAL Use food items acquired in Original Mode to feed your character. Different types of food have different effects on the character's parameters. The character's level of attack and defense in Fighting Mode will gradually increase. Whether or not the character will eat the food depends on their level of hunger. 1 7 MINI GAME 1 -- ZOMBIE FISHING Fish for Zombies!Depending on the player's performance the attack parameter will increase. Use *@ to select and press the A Button to enter. 1 Casting Use *@$^ to select a casting point and press the A Button to cast. When there is a Zombie in the area you have cast, the message "Fish!" will appear. If not, the message "No Zombie" will appear and the player will return to the Casting Screen. Press the B Button before casting to end the game. 2 Reel In Once a Zombie has been hooked, it will try to escape. To avoid this, press the D-Pad in the appropriate direction as $^@* indicators are displayed. Press either the A or B Button appropriately when the messages "Beat A, " "Beat B" appear. Repeated failure to press the correct button will result in the message "Line Break" appearing and the player will return to the Casting Screen. The time it takes to reel in the Zombie varies depending on the Zombie's size. 3 Result The size of the Zombie will be displayed after it has been successfully been reeled in. The different sizes are "Small One, " "Medium One" and "Big One. " 18 MINI GAME 2 -- ZOMBIE DOUBT Find the difference in the displayed combination of symbols. Depending on the player's performance the defense parameter will increase. [. . . ] Its internal organs and part of its brain were created artificially and a large battery Its internal organs and part of its brain were created artificially and a large battery was attached to its back. Through its artificial brain it was allowed to move only as much as needed to accomThrough its artificial brain it was allowed to move only as much as needed to accomplish its task. The aim was to create a human tank, something that could take damplish its task. The aim was to create a human tank, something that could take damage and keep fighting while its muscles and skeleton remained intact. [. . . ]

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