Sega Ecco the Dolphin Instruction manual

Sega Ecco the Dolphin Instruction manual
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INSTRUCTION MANUAL
Epilepsy Warning
READ BEFORE USING
YOUR SEGA VIDEO GAME SYSTEM
A very small percentage of individuals may experience epileptic
seizures when exposed to certain light patterns or flashing lights.
Exposure to certain patterns or backgrounds on a television screen
or while playing video games may induce an epileptic seizure in
these individuals. Certain conditions may induce undetected
epileptic symptoms even in persons who have no history of prior
seizures or epilepsy. If you, or anyone in your family, has an
epileptic condition, consult your physician prior to playing.
If you experience any of the following symptoms while playing
avideo game —dizziness, altered vision, eye or muscle twitches,
loss of awareness, disorientation, any involuntary movement
or convulsions — IMMEDIATELY discontinue use and consult
your physician before resuming play.
A. )) Contents
A Vast Sea of Discovery ... and Danger! ....... 2
Starting Up ...............00000e0eeeeee reee EEE ns 1
A Look at Ecco's Life ......... „5
Take Control een eerie erases 6
Disaster! eee eee eee eee eee reer eee eee errs 6
Surviving the Seas ......................en Ч
Staying Healthy coor, U
Breathing …….…eerenennnnnnnnnnnnnn 10
Singing … ever . 11
Mapping with Songs. AA 12
GIYPhS coin 13
Enemies ooo eee 14
Barriers and Currents serres 15
Rescuing Lost Dolphins ………….…..…….……… 15
Using Passwords... 16
Ecco's Family... 17
Dolphin Facts ...............2meienn 18
An Incredible Sighting... 19
Ecco's Notebook .. vs .. 20
Clues from the Deep RE 20
Passwords... .........e......eeoooeeeenee reee e. 22
| landling Your Cartridge Derimrererenrercesereseremrecee. 23
Ecco the Dolphin Credits eee 24
Books About Dolphins... 24
A.
Life was an adventure
for Ecco, the young
dolphin. The ocean
seemed endless, with
rolling breakers to race
through! At high
speed, Ecco could burst
through the waves,
leaping through the air
— almost flying! Then,
with a deep gulp of breath, Ecco would plunge down
into the blue depths, where Shelled Ones hid in the coral
crannies on the ocean floor.
A Vast Sea of Discovery
... and Danger!
Ecco knew that dolphins couldn't breathe underwater.
Fish and coral stayed below the waves. But Ecco's kind
needed air. This was a puzzle, and Ecco wanted to learn
the answer.
The ocean was full of songs. There were easy ones that
came to Ecco naturally. These were the songs for calling
dolphins and other singers of the watery world. There
were new songs that took time to learn. These songs
could open the Shelled Ones and scare off the Hungry
Ones who roamed near the dolphins” home. And then
there were songs about just being alive and free!
The dolphins also had sad songs about stinging jellyfish,
swift currents and rocky walls that trapped singers deep
underwater. But the best ones were the proud, powerful
songs about teeming schools of fish that filled the oceans
and were good to eat, and about submerged, air-filled
caves where a smart dolphin could breathe.
Five bright marks shone on Ecco’s sleek head. No other
dolphin had these silvery spots. When the air was dark,
the family would sing that Ecco’s markings matched five
shining points far up in the sky. The song said that Ecco
was special, a favorite of the ocean. Or maybe, it went
on, the markings were just for looks, the way some fish
had spots.
But the broad sky of the drvside also held a hidden
terror. One day it attacked, without warning — a huge
gust of swirling wind like a churning whirlpool of air
and water. It tore all life from Ecco's Home Bay. Singers
and Shelled Ones and even the small fish were ripped,
helpless, twisting in fright, into the high nothingness
beyond. And then they vanished!
Only Ecco remained. In the flash of one leap, Ecco's
safe home, full of life and song, had become strange and
silent. Everything had changed.
Now Ecco must fight
to stay alive. Deadly
hazards fill the wide
oceans outside, but
Ecco must find the
lost dolphin pod.
From the rip tides
of the southern gulfs
to the frozen chill of
northern seas, Ecco
must search through sunken worlds where
razor teeth and poison stingers lurk in the dark depths.
Ecco, all alone, faces a treacherous quest to save the
family. Only by fighting to survive can Ecco rescue the
singers of the sea, and end a disaster that threatens the
entire world.
oA Starting Up
1. Set up the Genesis System and plug in Control Pad 1.
(Ecco the Dolphin is a 1 Player game.)
2. Make sure the power switch is off. (Always turn the
power switch off when you're inserting or removing
the cartridge.)
3. Place the Ecco the Dolphin cartridge into the cartridge
slot and press it down firmly.
4. Turn the power switch on. The Sega screen will
appear.
| Genesis Cartridge |
| Genesis Control Pad 1 |
Important:
* If you don't see the Sega screen, turn the power
switch off. Check your Genesis setup, make sure the
cartridge is firmly in the console, and then turn
the power switch on again.
. Press the Start
A A Look at Ecco’s Life
1. Right after the Sega
screen, join Ecco
in an ocean play-
ground where
carefree dolphins
race through the
waves. Ina few
moments, the Title
screen appears.
. Wait at the Title screen to see the first game demo.
Watch Ecco use intelligence and song to break
through a rock barrier.
. Keep watchin g to see two more demos (the Title
screen appears between each one). Each demo
shows how Ecco cleverly solves problems and stays
healthy. Learn the strategies Ecco needs to survive
the undersea dangers. (You can watch the game
demos again at any time for reminders.)
button at any time
to return to the Title
screen. Press Start
again to go to a
submerged cavern,
where Ecco waits
to begin the long
journey through
the timeless seas.
. Press the D-Button to the right to start Ecco's quest
from the beginning.
[f you have a password, press the D-Button to the left
to go to the Password screen. From there, you can
start Ecco's adventures from somewhere in mid-
journey. (See page 16 for details.)
AA) Take Control!
D (Directional) Button
Start Button
Start Button:
e Skips the opening sequence or the demo games
and goes to the Title screen.
* [Exits the Title screen and goes to the submerged
cavern.
e Exits the Password screen and starts the quest
from your password level.
* Exits Ecco’s Map and returns to the quest.
* Pauses a game during play; resumes a paused game.
D-Button:
* Moves Ecco right or left to leave the submerged
cavern at the beginning of the game. Right takes
Ecco to the start of a new quest; left goes to the
Password screen.
* Moves the highlight on the Password screen.
* Makes Ecco swim in any direction. Hold down the
button for cruising speed, and to make Ecco leap
when breaking the surface of the water. Tap the
button lightly to swim slowly through dangerous
passages. Press Button C to speed up.
.
6
Exits Ecco's Map and returns to the quest.
Button A (Sonar):
Makes Ecco sing. The
song ripples out in the
direction Ecco is facing.
Songs can call to other
singers and fight off
danger. (See page 11 for
more details.)
Echoes back information about the surrounding
ocean. Hold down Button A until Ecco's song
returns. Then Ecco's Map will appear, showing
important undersea features in the direction Ecco
is facing. (See page 12 for more details.)
Exits Ecco's Map and returns to the quest.
Exits any text screen.
Erases a letter on the Password screen.
Button B (Charge):
Makes Ecco dart forward in a short-range, high-speed
attack. Ecco can charge schools of small fish to grab
tood, or attack enemies to make them dissolve.
Exits Ecco’s Map and returns to the quest.
Enters a letter on the Password screen.
Button C (Speed Swim):
Pumps up Ecco's swimming speed. Press the button
repeatedly, and then hold it down to maintain speed,
Makes Ecco Пр. Use the
D-Button to make Ecco
swim toward the surtace,
then press Button C when
Ecco jumps. The faster
Ecco is going, the more
spectacular the spin jump
will be.
Enters a letter on the Password screen. 7
AA) Disaster!
Live à dolphin’s carefree life in the pleasant waters of
Ecco's home. Splash and play! Dive deep to explore
the curiousities of sea life on the ocean bed. Speed back
and forth in silvery races. Sing, and let your songs
return in the pictures of Ecco's Map. Teach yourselt
to leap. Then learn to flip. With a swish of your fluke
vou can jump higher .. . and higher
Wham! The sky
flashes red. À great 2
wind of water rips A >
everything upward, ë
tearing the life out of 4
the sea. Up they whirl EN
— singers and shells =
and all that moves in - 7
the ocean. They twist к
in a spinning funnel, Ta i.
swirling skyward, and
they re gone!
Just as suddenly, silence descends. Only you, Ecco,
are left, alone in the watery emptiness that now seems
far too big. As you dart here and there, searching the
surface and plunging to the bottom, vou realize the
terrible truth: Everyone has vanished.
Who or what has taken your family? Where have they
gone? And why were you spared?
Your wandering begins. No matter how long it takes,
or where it takes you, you must find your pod. You will
leave this once-safe harbor and travel as far as you need
to go — even to the ends of the earth.
There is still a great deal to learn, to puzzle through, and
to conquer on your immense journey. Find the channel
that leads away, and start your quest!
8
AA Surviving the Seas
Staying Healthy
Like fish and coral, dangers abound in the open seas.
Many things can and will hurt you, and when they do,
you lose strength. If your health runs out, you'll sink to
the ocean depths, and you'll have to start the level over.
To stay healthy:
* Charge into a school of small fish for food.
* Find healing clams, known as the Shelled Ones.
Figure out how to get and use their energizing gifts.
A Keep yourself healthy, or you'll soon be overcome
by the next lurking or attacking foe.
The
Shelled
Ones
О
A Breathing A Singing
Breath
Meter
You need to breathe to stav alive. You can dive to the Use your dolphin songs to survive and thrive on your
deepest parts of the ocean, and into the darkest waters, long journey. Sing to the sea life, to other singers and
but you must alwavs be close to air. Without it, vour shells, to Glyphs (see page 13) and to anything you don't
breath ebbs away. If vou run out of breath, vour understand. Learn to listen to your songs; they all have
questing ends, and vou must start the level over. different meanings.
You can breathe in two ways: Songs are powerful. They can:
* Leap out of the water, either into the open air or into + Call to other singers, who will respond with songs
an air pocket vou find in the rocky submerged of their own. You may get clues, pleas for help or
caverns. You'll regain full breath immediately. important directions. (Press Button A to exit
(See page 12 for help on finding air pockets.) a message screen.)
* Push your nose above water, especially in tight * Ward off the deadly Hungry Ones and other enemies.
submerged pockets where you cant jump. You'll * Get new songs, special powers and information from
gradually recover breath. Try to regain full breath,
Glyphs scattered throughout the mazes of the sea.
but stay on watch for dangers that may force vou
to move on before vour breath meter is full. Songs are Ecco’s sonar. Use them constantly to
A. explore the dolphins world. Don’t be afraid
A. Keep your lungs filled with life-giving breath. to experiment; songs can do surprising things.
Never take a chance on getting caught without
an air supply.
10 ||
AA Mapping with Songs A Glyphs
Spike
Ecco
Glyph
Air Pocket
Glyph
Songs that echo back to vou bring long-range informa-
tion. This is called “echolocation.” When you hold Glyphs are mysterious crystals scattered in the ocean
down Button A, your song reverberates through the depths. The secrets they hold are as old and timeless as
currents and caverns, returning to you with a map of the sea itself. Figure out how to gain their powers and
vour surroundings. (Press any button to exit Ecco's Map knowledge, by singing or charging, or just by swimming,
and return to vour quest.) near them.
Ecco's Map shows you: Some Glyphs give you messages. Others impart new
я +в = TC F F Tp Y 1 + + 1 ENT ‹ 1 E
* Your position and passages through the rocky walls. songs you'll need to continue the journey. Barrier
Glyphs push vou away and you must discover how
to move them. Power Glyphs can bestow invincibility
(vou can’t be injured while the power lasts) or fill up
* Glyphs and other interesting objects. vour health and breath meters.
* Prowling enemies and dangerous objects (shown as
orange circles).
* Healing clams and air pockets (shown as bubbles). Watch for Glyphs wherever you go, and look for
them with echolocation. Try not to miss any.
e Barriers and moveable rocks and shells (shown
ds or TC СКО. В ; .
15 Orange blocks) Take your time. Stay calm. Solve riddles by
. © . A remembering what you've learned. Don't get
Make echolocation a habit. Send out echoing 2 8° Eu | . $
. . . ‘ frustrated — there's always a solution, and
vy songs in all directions to get a full view of the you can find it! :
CES ra 25 , Г |
ocean scene. If you can’t find something you need ;
(such as an alr pocket or escape route) in one
direction, it may be close by in another. “Look
beyond your eyes with your song.”
))) Enemies
The sea is a beautitul vet dangerous place. Most
undersea life is your enemy! Use your songs to ward
oft attackers, or charge to scare them away or dissolve
them into sea foam. Some enemies, like the octopus,
are so quick that only vour wits or a hint from a Glyph
can save vou.
à Avoid enemies by svormeming slowly. Always
I] move cautiously in unexplored waters. Going
slow is sometimes the fastest way to move ahead.
))) Barriers and Currents
Rocks, shells and
island barriers will
block your progress.
You may be caught in
overpowering currents
that are too swift to
swim through. Al
a
For every obstacle, 7
there's a solution. It
may be in a message or waiting in a Glyph. Search for
moveable rocks, free-floating shells and unusual sea life.
Then figure out how to use them. Try charging to break
barriers or fight through currents. And remember: the
shortest route is not always under water.
Rescuing Lost Dolphins
Three young dolphins
have foundered in the
craggy depths. You
must find them all
and guide them back
to safe waters.
When you locate a lost
dolphin, glide slowly
over him, close to his
back and a little ahead of him. Try to swim in the
direction he's going, but if he turns, that's OK. Wait
a few seconds, and he'll turn around again. When he
begins swimming like you, he's ready to follow. Now
vou can lead him back to his pod.
Save ALL the lost dolphins. You'll be rewarded
An with abilities that will help you for the rest
of the quest. (You can only save one dolphin
at a time.)
AA) Using Passwords
Every ocean level has a name and a password. You'll
see these on the text screen that appears when you start
the level. Write down the information in the password
notebook (see pages 22-23). Later, you can use the
passwords to begin the game at any level you ve already
played. (Press Button A to exit the text screen.)
Note: Passwords change each time you restart a level.
To return to a level, you can use any of its passwords;
they all take you to the beginning of the scene.
To begin a game from
some-where in mid-
journey, press Start at
the Title screen, and
then move Ecco to the
left in the submerged
cavern. The Password
screen will appear.
To enter a password:
1. Use the D-Button to highlight the letter you want.
2. Press Button B or C to add that letter to the password
at the bottom of the screen.
3. Press Start when the password is complete.
To edit a password:
1. Use the D-Button to highlight the left or right arrow.
2. Press Button Bor C to highlight a letter in the
password, and press Button A to delete it.
3. Use the D-Button to select another letter
at the top of the screen.
a
. Press Button B or C to add it to the password.
A Ecco’s Family
Ecco is a bottlenose dolphin, whose family (or species) is
remarkable for being almost totally unafraid of humans.
They readily approach ships and boats, and are wonder-
ful to watch at play. They are
graceful and agile, rising in
turns to “blow,” and they
seldom if ever rudely jostle
each other for position.
Bottlenoses group in small
social units of about 15
dolphins or less. While
feeding, each dophin follows its own track, rising up in
the water two or three times a minute. Occasionally
before diving, dolphins will “lobtail,” loudly flapping,
their flukes on the water's surface. Usually, they dive
for less than a minute, but their underwater stays have
been clocked at as long as 10 minutes! At times,
individual dolphins will suddenly “breach,” hurling
themselves 16 feet or more into the air.
Dolphins make their home all over the globe in warm
and temperate waters. One of their secrets to being able
to live world-wide is their less-than-picky appetite.
Bottlenoses eat 15 to 33 pounds of food a day, usually
feeding in shallow waters on inshore bottom-dwelling
fish. But they'll also pleasurably dine on eels, catfish,
sharks, rays, hermit crabs and shrimps.
Cooperation seems to be the rule with bottlenoses.
On record is the story of a dolphin pod that chased
a school of bluefish into a shallow bay. Then, they
stationed two guards to keep the fish captive, while
the rest took turns chowing down. In another report,
three dolphins were seen in a tight cluster, two of them
supporting the third, that was stunned, and assisting
it to the surface to breathe.
A Dolphin Facts
* The earliest known ancestors of bottlenose dolphins were
the squalodonts, the first true toothed whales, which
flourished about 30 to 35 million years ago.
* The scientific name of bottlenose dolphins is Tursiops
truncatus, meaning “cut-off face.” Bottlenoses belong to the
superfamily Delphinoudea, named after a legend in which the
god Apollo rose from the sea in dolphin form. The ancients
commemorated this event in the constellation Delphinus, a
group of five stars in the shape of a dolphin that can still be
seen in the northern skies.
* The average length of bottlenose dolphins is 10 feet, their
average weight is about 440 pounds (but they can reach up
to 600 pounds), and their average life span is 25 to 30 years.
* Although mostly shallow-water feeders, dolphins are
known to “sound” to depths of 1000 feet or more. Dolphins
off the west coast of Africa are said to dive to 2000 feet over
the steep edge of the continental shelf.
* Bottlenoses can reach a top speed of about 25 mph.
* Dolphins communicate with a wide range of sounds. They
whistle, clap, grunt, chuckle, squeak, rasp, pop and belch.
Bottlenoses can also produce a rapid series of clicks, up to
1000 separate sounds per second. They “see” even the most
complex shapes with their sonar. Each individual dolphin
has a personal “signature whistle,” just like we each have
OUT OWN VOICE.
e Bottlenoses often school with
other species, such as shorttin
pilot whales. They sometimes
accompany great right whales
and humpback whales on their
migrations.
* In self-defense, bottlenoses have
been seen ramming large sharks
hard enough to push them out of the water.
* In an aquarium, a dolphin watched a human diver cleaning
the viewing window. The dolphin then copied the diver,
using a seagull feather held in its beak as a scraper. The
bottlenose was so efficient and conscientious at the task that
18 the human worker was never needed again.
from it we saw the
))) An Incredible Sighting
Some miles ahead, there
was a barrier of foam
across the horizon.
“There can’t be a reef
here in the ship lane,” |
said . . . . The reef seemed
to sway. A half-mile
splashing breakers were
composed of leaping dolphins, the most formidable host
that I had seen in a quarter of a century at sea.
He [the captain] rang the bridgehouse bell to rouse everyone
out to see them. The dolphin army wheeled and charged
toward us in a storm comber that erupted twisting black
bodies into the air. A nation of dolphins had gone mad
before our eyes.
Dolphins, of course, are air-breathing mammals, and we
were familiar with their light, measured prancing into the air
to breathe. But these were shooting vertically high out
of the water, bending and contorting in the leap. It was a
mass high-jump contest, a bridal feast, or a frenzied victory
celebration after some unknown war in the deep...
For the rest of the day Calypso was steered by dolphins,
obeying the whims of the flying phalanx spreading before us
to either rim of the ocean. I took a rough sighting on their
jumps. The tails were clearing 12 to 15 feet. As they fell,
they twisted into awkward postures, as if vying to smack the
water in the most ungraceful way. 1 tried to estimate how
many there were. At a given minute, there were about 1000
out of the water on jumps that averaged three seconds. For
one in the air, there must have been 19 in the water. Perhaps
20,000 dolphins formed the living reef.
— from The Living Sea by Jacques-Yves Cousteau,
copyright 1963 by Harper & Row Publishers Inc.,
reprinted by permission of HarperCollins Publishers.
19
AA < Ecco’s Notebook
Clues from the Deep
Write down hints you discover from Glyphs, singers
and other creatures of the depths.
I. ...Suddenly great winds of water...
== ————
20
Clues from the Deep (continued)
21
SA )) Passwords
Keep a record of passwords for the levels you reach.
Use passwords to start the game from the last level you
played, or to return to any level you want to play over.
Note: Passwords change when you replay their levels.
—
LEVEL NAMES
The Undercaves
© |
a +
© 9 NS
10.
11.
12.
13.
14.
15.
16.
17.
22
PASSWORDS
— — ee === | == — —— — нана
— _— — — mn en gen mn
— — Em — Seem amas aaa. ===
Passwords (continued)
LEVEL NAMES PASSWORDS
Handling Your Cartridge
* The Sega Genesis Cartridge is intended for use exclusively
on the Sega Genesis System.
« Do not bend it, crush it or get it wet.
* Do not leave it in direct sunlight or near a radiator
or other source of heat.
* Be sure to take an occasional break during extended play
to rest yourself and the Sega Cartridge.
Warning to Owners of Projection TVs:
Still pictures or images may cause permanent picture-tube
damage or mark the phosphor of the CRT. Avoid repeated
or extended use of video games on large-screen projection
televisions.
AA Ecco the Dolphin Credits
Producer: E. Ettore Annunziata
Design: E. Annunziata, L. Szenttornyai
Main Programmer: Molnar Jozsef
Art: Balogh Zsolt, - Talent -
Music: — Magvari Andras, Spencer N.
Nilsen, Brian Coburn
Marketing: — Al Nilsen, Pamela Kelly
Testing: Casey Grimm, David Forster,
Mark Lindstrom, Dianna Myers,
Dermot Lyons, Joe Cain
Special Thanks: — Steve Apour, Clyde Grossman,
Stephen Friedman, Andras
Csaszar, Hugh Bowen, Lucinda
Delorimier
Manual: Carol Ann Hanshaw
Books About Dolphins
Cousteau, Jacques-Yves, with James Dugan, The Living Sen.
Harper & Row, 1963.
Dobbs, Horace, Follow the Wild Dolphins. St. Martin's Press, 1982.
Howorth, Peter C., Whales = Dolphins — Porpoises of the Pacific.
KC Publications, Inc., 1985.
Patent, Dorothy Hinshaw, Dolphins and Porpoises. Holiday
House, 1957.
Seligson, Marcia, Dolplrins at Grassy Key. Macmillan, 1989.
Time-Lite Television Books, Editors of, Whales & Other Sea
Mammals. Time-Life Films, 1977.
Watson, Lyall, Sea Guide to Whales of the World. E.P. Dutton, 1981.
24
Eien)
Ecco
the Dolphin was origi
nally created by Ed Annunziata.
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