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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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4
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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8
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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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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14
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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18
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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24
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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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 . . . . . . . . . . . . . support@sega.com
* 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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