RSS

Tag Archives: Game Manual

Ken Griffey Jr’s Slugfest (N64)

 

Batting

The batting feature in this game is set up differently than most other baseball video games. The batter is given an elongated oval shape to control and in order for the batter to make contact with the ball, he must wait for the pitch location and then move the oval to the location of the pitch to make contact. Each batter will have a different sized oval or hitting zone depending on how strong of a hitter he is. This feature was originally developed in ‘Major League Baseball Featuring Ken Griffey, Jr. and carried over into this game with slight modifications.

Fielding

The fielding portion of this game makes use of the c-directional pad on the Nintendo 64 controller. As a fielder, you must run to the ball using the analog stick and then choose the correct c-button for the base to which you would like to throw. The controller has four c-buttons: c-up, c-left, c-right, and c-down and each of these represent a different base. Each c-button represents the base that would correspond with it’s location on the controller. For example, c-right represents first base, c-up represents second base, c-left represents third base, and c-down represents home plate.

Pitching

This game uses simple controls for pitching that are very similar to the controls of other baseball video games of the time. Before the pitch, there will be a menu that will show all available pitches that the pitcher can throw. In order to throw a certain pitch, you must press the button that is next to the pitch you would like to throw. The strike zone will be shown by a white rectangular box and any pitch that is located in the box will be a strike. Also, while the ball is being thrown, the pitcher may use the analog stick to move the pitch in any direction. There are several different pitches that can be thrown. They are: fastball, super fastball, change up, super change up, knuckleball, curveball, slider, and screwball. Every pitcher has his own unique set of pitches and no pitcher can throw all the pitches. The speed of the pitches can range anywhere from 40 mph to 106 mph.

The documentation appears to be the manual. Grab it HERE!

 
Leave a comment

Posted by on December 20, 2011 in Game Manual's, Game Profile

 

Tags: , , , , ,

B.O.B. (SNES)

When B.O.B. crashes his dad’s space car on the way to pick up his date, he finds himself stranded on a hostile asteroid filled with enemies. By collecting power ups and using fast reflexes, B.O.B. tries to find his way off the planet and to his date. B.O.B. fights his way through the forty-five levels, including boss fights and spaceship-racing stages.

The player can choose from a wide variety of weapons and gadgets called “remotes”, each with their own ammunition or stock. Use of remotes, such as a trampoline or helicopter, is necessary to complete some stages. A punch is also available when ammunition for B.O.B.’s gun runs out, or if the player wishes to conserve it. There is a time limit on every stage and once it runs out the player loses.

B.O.B. uses the same game engine as the Wayne’s World video game, also developed by Gray Matter. Elements of the shooting, jumping, and boss battles are very similar between the two games.

The documentation appears to be the manual. Grab it HERE!

 
Leave a comment

Posted by on December 17, 2011 in Game Manual's, Game Profile

 

Tags: , , , , , ,

Kirby’s Dream Land (Gameboy)

The gluttonous King Dedede has stolen all of the food from the inhabitants of Dream Land for a midnight feast, so Kirby, a resident of Dream Land, goes to retrieve the food and stop Dedede. Kirby’s Dream Land plays like other platformers of the 8-bit and 16-bit era of video games: Kirby must use various natural abilities and occasionally external abilities or items while heading toward the goal at the end of each level. Like many 1980s-era platformers, the player can accumulate points, with an extra life granted when the player has enough points. However, because Kirby lacks a save function, scores are not recorded. Also, there are no save files, so the player has to start over again when the Game Boy is turned off, if the player chooses to return to the title screen after a Game Over, or if the player resets the game. All levels are played on a two-dimensional plane, letting Kirby move only left, right, up, and down. Kirby can walk, jump, and fly. Kirby can also inhale objects and enemies, swallowing them or spitting them out as projectiles.

Extra Game and config mode

After beating the main game, players are given the option to play an extra game by pressing up, A, and Select. The game is very similar to the main game, featuring much the same story but more difficult bosses and enemies. It is presumably the basis for the Revenge of the King game featured in 2008′s Kirby Super Star Ultra for the Nintendo DS.

After completing the extra game, the code Down, B and Select is given, which gives access to the config mode, where number of hit points and lives can be changed, as well as a sound test.

The documentation appears to be the manual. Grab it HERE!

 
Leave a comment

Posted by on December 17, 2011 in Game Manual's, Game Profile

 

Tags: , , , , ,

Spider-Man (N64)

The game sees the player controlling Spider-Man as he goes through each level, either trying to reach the exit or complete a certain objective. The player must restart the current level if Spider-Man runs out of health, falls off a building, or fails certain objectives (such as letting a hostage die). Spider-Man is able to utilize his spider powers to traverse the environments, being able to crawl on walls and ceilings, swing short distances and instantly zip between certain points. In combat, Spider-Man can utilize a limited supply of web-cartridges to attack his enemies, either webbing them up to stall or defeat them, increasing the strength of his attacks, or forming an explosive barrier. Spider-Man can also find power-ups such as Spider-Armor which temporarily increases his strength and defense, and Fire Webbing which is effective against symbiotes.

Alternate costumes

There are variety of different costumes that span the course of Spider-Man’s career featured in the game, each one achieved by accomplishing various goals or by entering in a cheat code. While some are just alternate character skins, others give Spider-Man new abilities. These costumes include the Symbiote, Spider-Man Unlimited, street clothes, Quick-Change Spider-Man, Bombastic Bagman (Named “Amazing Bag man”), Spider-Man 2099, Scarlet Spider, Ben Reilly and Captain Universe versions. Every time the game is completed, it will unlock another costume.

What If? mode

Upon entering a code in the game (GBHSRSPM), a player can activate the What If? mode. What If? was a series of comics that looked at alternate takes of events in Marvel Comics history, and in much the same way the game becomes an alternate version of itself. Although the story plays the same, there are subtle differences scattered throughout the scenery and audio track. When a new game is started, Uatu the Watcher appears and explains to the player that things are no longer as they once were.

What If? mode is not available in the Nintendo 64 version of the game.

Major Villains in the Game

  • Scorpion- A boss who tries to kill J. Jonah Jameson. Voiced by Daran Norris
  • Rhino – A boss who is working with Carnage and Doctor Octopus. He helps them steal a piece of technology necessary to replicate the symbiote organisms. Voiced by Dee Bradley Baker.
  • Venom (was played against Spider-Man by Spider-Man imposter). Voiced by Daran Norris
  • Lizard (not a boss in game but gives information about the location of Mary Jane Watson). Voiced by Dee Bradley Baker.
  • Mysterio – Assumes the role of the Impostor Spider-Man, using his role to frame the real Spider-Man for stealing the technology. Voiced by Daran Norris.
  • Doctor Octopus – Assuming a “reformed image”, Doctor Octopus attempts to turn the world’s populace into Symbiotes so the human race can “reach a new peak in evolution”.
  • Carnage – Merely wanting to infect the world with the symbiote so he can then rule over the human race.
  • Monster-Ock (exclusive to the game) – A monstrous result of Doctor Octopus fusing with the Carnage symbiote. He is deranged, and his only fit purpose is to attempt to kill Spider-Man. Voiced by Marcus Shirock.

Other Major Characters in the Game

  • Daredevil – Confronts Spider-Man to see if he really was the one who stole Dr. Octopus’ machine. Voiced by Dee Bradley Baker.
  • Black Cat – Tips Spider-Man off many times.
  • Punisher – Tries to take out Spider-Man in the cutscene before the warehouse level. After they clear some misconcesption up about the “Spider-Man Heist”, Punisher offers to partner up with Spider-Man, but Spider-Man declines. Voiced by Daran Norris.
  • Captain America – Is contacted by Black Cat and Venom, and appears at the end rescueing Spider-Man from Doc Ock’s exploding base. Voiced by Daran Norris.
  • Human Torch – Appears briefly atop the Statue of Liberty, wishing Spider-Man the best of luck in his search for Mary Jane. Voiced by Daran Norris.
  • Mary Jane Watson – Is held captive by Venom and acts as a damsel-in-distress for Spider-Man.
  • J. Jonah Jameson – Jameson is antagonized by both Scorpion and Venom, the former being stopped by Spider-Man.
  • Ghost Rider – Appears briefly in What If? mode scaling the side of a building.
  • Namor – Appears briefly in What If? mode observing the fight between Spider-Man and Carnage.
  • Silver Surfer – Appears briefly in What If? mode flying past a blimp.
  • The Fantastic Four – The Baxter Building is seen briefly at the start of the game.
  • Green Goblin – A trove of the Green Goblin’s weaponry can be found during the helicopter chase.
  • Storm – Was meant to appear at the game’s ending scene, but was cut at the last second.
  • Uatu the Watcher – The Watcher hosts What If? mode, replacing Stan Lee as the narrator.
  • Stan Lee – The narrator.

The documentation appears to be the manual. Grab it HERE!

 
Leave a comment

Posted by on December 17, 2011 in Game Manual's, Game Profile

 

Tags: , , , , , , , ,

Pokemon Stadium (N64)

Pokémon Stadium does not have a storyline. Progress in the game can only be made by winning “Cups” in the Stadium and completing the Gym Leader Castle. When all Cups have been won and the Gym Leader Castle completed, Mewtwo will appear in the sky over the Stadium. Defeating Mewtwo will unlock the much harder Round 2, in which the player must re-challenge the Stadium, Gym Leader Castle, and Mewtwo, in order to complete the game.

Stadium

Pokémon tournaments take place in the Stadium. There are four Cups to participate in. Players choose a team of six Pokémon, in any combination of pregenerated rental Pokémon and Pokémon imported from a Game Boy cartridge. Each round consists of eight three-on-three battles, and the Poké and Prime Cups consist of four rounds, named after Poké Balls (Poké Ball, Great Ball, Ultra Ball, Master Ball), that must be cleared to win that Cup.

  • Pika Cup: Battle using Pokémon from levels 15 to 20, all of whom are unevolved.
  • Petit Cup: Battle using Basic Pokémon from levels 25 to 30 who fall under a certain height and weight. The most restrictive Cup.
  • Poké Cup: Battle using Pokémon from levels 50 to 55 (described in-game as ‘the official Pokémon stadium cup’).
  • Prime Cup: Battle using Pokémon of any level. All opponents’ Pokémon are at level 100.

Gym Leader Castle

The player can challenge the eight Kanto Gym Leaders from the Game Boy games, as well as the Elite Four and the Champion (Rival). However, one must defeat three trainers before battling a Gym Leader. Each time the player defeats the Elite Four, one of eight randomly selected prize Pokémon will be awarded, which can be transferred to the player’s Pokémon Red, Blue, or Yellow game using the Transfer Pak. The prize Pokémon are any one random species of a Bulbasaur, Charmander, Squirtle, Hitmonlee, Hitmonchan, Eevee, Kabuto, and Omanyte.

The documentation appears to be the manual. Grab it HERE!

 
Leave a comment

Posted by on December 16, 2011 in Game Manual's, Game Profile

 

Tags: , , , , ,

Grandia (PSX)

http://upload.wikimedia.org/wikipedia/en/2/25/Grandia_coverart.jpg

Grandia’s environments are depicted as three-dimensional maps, with characters represented by 2-D animated bitmap sprites. The camera is fully rotational and follows the party from an angled third-person perspective; it is often necessary to rotate the camera in order to see hidden items or passageways.

Grandia features a rotational party roster. The statistics of each party member increase each time they gain a new level by defeating enemies and earning experience points. Characters learn new abilities through the repeated use of weapons and spells. Once a particular weapon/magic spell is used a number of times in battle, its Skill Level is raised. Weapons are divided into different classes, including swords, maces, axes, whips and knives. Each party member’s potential abilities are listed on a Skill screen within the game’s main menu, as well as the Skill requirements that must be met in order to learn them. The game encourages players to periodically switch between weapons. When a weapon or magic element levels up, permanent stat points are added to that character as well. For example, when a character’s water skill levels up, they also receive +1 HP as well as +2 MP.

Monsters in Grandia are visible on the field and wander around aimlessly until the party gets close. A battle begins once the monster touches a party member. If the player manages to sneak up on the enemy and make contact from the rear, they gain a preemptive strike and attack first. Likewise, if an enemy touches the a party member from behind, they get the first strike. Combat is shown from a third-person overhead view. The IP bar at the bottom right corner of the screen displays a row of icons, which represent all party members and enemies on the screen. When an icon drifts to the mid-point of the IP Bar, that character can choose their next action. The IP Bar also shows the time it takes for enemies to attack; if the party manages to land a strike during the period where an enemy is preparing an attack, that enemy’s attack is canceled.

The documentation appears to be the manual. Grab it HERE!

 
Leave a comment

Posted by on December 12, 2011 in Game Manual's, Game Profile

 

Tags: , , , , , , ,

Mario and Luigi:Superstar Saga (GBA)

http://upload.wikimedia.org/wikipedia/en/6/63/MarioAndLuigiSuperstarSagaGBACoverArtUS.jpg

Mario & Luigi: Superstar Saga features a battle system similar to those of Super Mario RPG and Paper Mario, in which timed button presses are crucial to both increasing damage of party attacks and reducing the damage of enemy attacks. This system, however, is even more important in Superstar Saga, as well-timed button presses can not only increase damage inflicted by attacks, but also completely avoid or even counter enemy attacks as well. Unique to Mario & Luigi: Superstar Saga is the Bros. Moves, which becomes available after new abilities are gained.Brothers Moves allow Mario and Luigi to attack as a combined effort with the use of Bros. Points (BP). How many points used determines the maximum amount of damage that can be dealt and the degree of difficulty required to execute the selected ability. The brother-based abilities do not affect the battle system exclusively; they can also be used outside of combat to solve puzzles to progress further into the Beanbean Kingdom.

In terms of gameplay, Mario & Luigi: Superstar Saga differs itself from most other role-playing games mainly due to the amount of interaction that is required between Mario and Luigi. Unlike Paper Mario, Superstar Saga requires active and continual co-operation between the two main characters in order to solve environmental puzzles as well as during battle.Where this game differs is to how much correlation there is between the two. For example, gaining an ability in the overworld will also unlock a new skill in battle.Despite the battle system, the game follows many role-playing game traditions in that the players increase power by “leveling up”, in which multiple statistical values, for example speed and defense, are increased by each level gain. Superstar Saga’s gameplay also incorporates collectible items that can be sold or bought at shops, such as badges and clothing that effectively boosts the player’s statistics when worn. The game focuses heavily on puzzle-solving and interaction between non-playable characters to progress the storyline. Like other Mario games released for the Game Boy Advance, Superstar Saga features the classic Mario Bros. arcade game which is compatible with all games in the Super Mario Advance series. The game also incorporates the rumble feature when played using the Game Boy Player.

The documentation appears to be the manual and a guide!

MANUAL

GUIDE

 

Tags: , , , , , , ,

Sim Earth (SNES)

http://upload.wikimedia.org/wikipedia/en/8/81/Simearth-box.jpg

The player’s control of the planet in the game is quite comprehensive; display panels allow the player to regulate everything from atmospheric gases, with percentages to three decimal places, to the rate of continental drift, to the rate of reproduction and mutation of lifeforms. In addition, the player is given options to place equipment or items that interfere with the planet’s development, such as Oxygen Generators, which increase the amount of oxygen in the atmosphere, and the monolith, a take on the one found in 2001: A Space Odyssey, which aids in increasing intelligence of a lifeform through extraterrestrial contact.

The list of disasters ranges from natural occurrences, such as hurricanes and wild fires, to population-dependent disasters, such as plagues and pollution. Effects on the planet may be minor or major depending on the current conditions. Increased volcanic eruptions, for example, increase the amount of dust in the atmosphere, lowering global temperature; earthquakes in a body of water may produce tsunamis; and the shortage of nuclear fuel for a nuclear power-dependent civilization may potentially trigger nuclear war.

All player-triggered actions have a cost specified in “energy units” or “omega (Ω) units”; for example, 50 energy units are required to lay down a single terrain square, while 500 units are required to lay down a terraforming device. The energy budget is determined by the level of development of the planet, and the chosen difficulty level; on the lowest difficulty level, the energy budget is unlimited.

Gameplay itself can be somewhat mystifying; species may thrive or die out for no apparent reason. Mass extinctions, however, are often followed by periods of renewed evolutionary diversification, allowing the player to experiment with new sets of species and ecosystems.

The documentation appears to be the game manual. Grab it HERE!

 
Leave a comment

Posted by on December 9, 2011 in Game Manual's, Game Profile

 

Tags: , , , , ,

Mechwarrior (SNES)

http://upload.wikimedia.org/wikipedia/en/3/3e/MechWarriorJPBoxShotSNES.jpg

The main character is a MechWarrior named Herras whose family was killed by a group of military rogues called “The Dark Wing Lance.” Playing as Herras, the player battles many enemies, trying to seek out the leader of the rogues, while relying on intel from a host of contacts and allies at a bar on a nearby planet in the system. In the end, the player’s objective is to hunt down and kill the members of the Dark Wing Lance and avenge the deaths of Harras’ family.

The documentation delivered appears to be the game manual! Grab it HERE!

 
Leave a comment

Posted by on December 7, 2011 in Game Manual's, Game Profile

 

Tags: , , , , ,

Kirby Super Star (SNES)

http://upload.wikimedia.org/wikipedia/en/3/3a/Kirby_Super_Star_Coverart.png

Kirby Super Star plays like a standard 16-bit era platforming video game, in which Kirby, the main character, can go left, right, up and down on a two dimensional plane. Throughout each level, Kirby must avoid touching environmental hazards and a variety of enemies, who mostly have their own attacks. Kirby has a health meter, and when this is depleted, Kirby loses one life and returns to a save point. If he loses all of his lives, the game ends.

Kirby Super Star allows Kirby to copy the abilities of his enemies, and then perform a wide range of attacks using these abilities. Kirby wears different hats and changes color according to the ability he is using.

One of the unique features of this Kirby game is the addition of a “helper”. The helper is an enemy-turned-friend who follows Kirby around and helps fight enemies. A second player can use an additional controller to control the helper, making a solo experience into a two-player adventure. The helper also sometimes has abilities that Kirby does not when taken control of by a second player. For instance, if Kirby got a Wheel Kirby power and turned it into a helper, Kirby could ride on the helper. While Kirby would die after falling into a pit, a helper character had no such vulnerability. Most of the mini-games have two-player modes as well.

Kirby Super Star is one of the three international Super Nintendo games (outside Japan) that uses the SA-1 chip. The other two are Super Mario RPG: Legend of the Seven Stars and Kirby’s Dream Land 3.

The documentation delivered appears to be the game manual! Grab it HERE!

 
Leave a comment

Posted by on December 7, 2011 in Game Manual's, Game Profile

 

Tags: , , , , ,

 
Follow

Get every new post delivered to your Inbox.