SEGA 10086660098 用户手册

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页码 13
boosts
Boosting can give you extra speed, distance, and/or air 
by interacting with special environmental objects — such 
as logs, rocks, poles, and more — and allow you to gain 
the upper hand on your rival. Oftentimes, correctly per-
forming a Boost leads to special Power-Ups or shortcuts. 
When a Boost opportunity presents itself, a context-sensi-
tive button icon will appear over the environmental object. 
In order to successfully pull off a Boost maneuver, you 
must quickly press a Boost button before the opportunity 
is lost. There are two types of Boosts: Air and Speed, and 
the context-sensitive button will help tell you which is the 
best one to use.
Note: You are not required to match the context-sensitive 
button displayed for each Boost — it just gives tips!
Air Boost: 
When the 
s but-
ton icon appears over an ob-
ject, pressing the 
s button 
at the precise time allows 
your character to vertically 
Boost into the air and reach 
platforms and areas that are otherwise unattainable.   
Speed Boost:
 When the 
button icon appears over 
an object, pressing the 
button at the precise time 
allows your character to 
horizontally Boost along the 
track for a temporary burst of speed. Speed Boosts can 
give you the chance to pass, stay ahead, or catch up to 
your rival.    
Note: Some Boosts opportunities will have a “?” icon 
over them. When this icon appears, you can choose 
either Boost without worry. 
bosses
After every two Acts*, Sonic 
and his rivals will have to 
face one of Eggman’s 
mechanical bosses. To fell 
these huge beasts, you must 
locate their weak spots and attack them multiple times. 
Of course, your rival will be attempting the same thing. 
The character to get the predetermined number of hits 
first, wins!
* Except for Zone 3.
power-ups
Pick up Power-Ups as you 
speed across the track and 
use them to temporarily 
stop your rival in his tracks. 
Power-Ups can be found 
hovering in the air. To pick 
up a Power-Up, simply run over it.
Each Power-Up has two uses: Offensive and Defensive. 
If you are ahead of your rival, the Power-Up will be used 
defensively. If you are behind your rival, it will be used 
offensively. Offensive Power-Ups are generally used as 
projectile weapons that shoot down the track until they 
hit your rival or an obstruction. Defensive Power-Ups are 
generally used as dropped weapons that sit on the track 
until your rival runs into them. 
Each racer also has a Signature Move Power-Up, which 
is represented by a Star icon. Sonic has “Sonic Boom,” 
Knuckles has “Hammer Punch,” Shadow has “Chaos 
Control” and Silver has “Psychic Control.”
card collection
Collect Trading Cards by winning races, getting high 
scores, and trading and wagering them against your 
friends via the PSP (PlayStation Portable) system’s Ad 
Hoc Mode. Choose VIEW 
COLLECTION from the Main 
Menu to view how many Cards 
you’ve won and collected. 
Use the analog stick or the 
directional buttons Z and 
X
 to cycle through the Card 
categories and press the s 
button to select a category. 
Once a category has been 
selected, use the analog stick or the directional buttons 
Z
 and X to cycle through the cards and view them. To 
switch between pages, press the N and B buttons. 
Pressing the d button will pull up a Summary Window, 
which displays a breakdown of the Cards you’ve already 
collected. Press the a button to exit and return to the 
previous menu.
RA
C
ING ESSENTIA
LS
RA
C
ING ESSENTIA
LS
Power-up
Offensive Effect
Defensive Effect
Zones
Fire
Rolling Fireball
Fire Shield
All
Ice
Snow Blast
Ice Cube
All
Mine
Floating Homing Mine
Stationary Mine
3+
Illusion
Confusion
Decoy Zapper Rings 4+
Wind
Shoot Tornado
Drop Tornado
3+
Ring Magnet
Ring Magnet
Ring Magnet
3+
Star
Signature Move
Signature Move
All
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