1 st CENTURY after
flbR E S E A H E H
Installation ,,. 2
Story .... . .5
Pre-Game Menu. 7
Commands and Interfaces.,... .11
Energy and Objects.,..,..14
Game Menu .. ,.17
Contacts . ,........ —19
PC: IBM 100% compatible
CPU: Pentium II - 300 Mhz
CPU: Pentium Hi - 600 Mhz
Hard Disk space: 200Mb
Hard Disk space: 1Mb
Operating system: Windows
DirectX 7,0a or later versions
3D graphic card with DirectX 7 driver or
16bit sound card with DirectX 7 driver
or later versions
Insert the Tsunami 2265 CD-ROM in your CD player if the Autorun is active, the
InstaltWizard window will pop-up automatically. This window (called Frontend) will
have TSUNAMI 2265 FRONTEND in the title bar
If the window doesn't open, the Autorun is not active, therefore you will have to
launch the Frontend window manually by double-clicking on the FRQNTEND.EXE file
you will find in the main CD-ROM directory.
Once the Frontend is launched, click on the INSTALL THE GAME button to start
installing Tsunami 2265. You need only specify the installation directory (if you have
any doubt, just leave the default settings), and the type of installation you want (if
you have any doubt, just choose typical installation).
To run the game, just click the PLAY TSUNAMI 2265 button on the Frontend. if
the button is not available, it means that Tsunami 2265 is not yet installed on your
system, in this case, follow Install Paragraph 2, above. If you prefer to run the
product from the Start Menu, type in the following path:
Programs/Profonic Interactive/Tsunami 2265.
1) Open the Start Menu
2) Select Settings
3) Select Control Panel
4) Double-click on the INSTALL7UNINSTALL icon 22es
5) Scroll down the list until you find TSUNAMI 2265 and select it
6) Click on the ADD/REMOVE button
If you like you can uninstall the product from the Start Menu. Type in the
following path: Programs/Protonic InteractiveYTsunami 2265.
Tsunami 2265 requires DirectX 7.0 or later versions. DirectX installation is included
within the CD-ROM. To run it, just click on the INSTALL DIRECTX 7.0A button on the
If you are not sure whether DirectX 7.0 is already installed or what version is run¬
ning, launch the DirectX installation anyway, which will detect whether an upgrade is
DirectX is a continuously evolving product. We advise you to always install the latest
Tsunami 2265 does support OpenGL, and it can be used instead of the standard
DirectX support. However, we suggest you use OpenGL support only if the game can¬
not start on the computer due to compatibility problems.
Graphic Cards Compatibility
Tsunami 2265 has been tested with a wide number of graphic cards and drivers avail¬
able in the market. Below is a list of compatible chipsets:
NVIDIA TNT Matrox G400
NVIDIA TMT2 ATI Rage Pro
3DFX Voodoo 2
3DFX Voodoo Banshee
NVIDIA GeForce ATI Rage 128 3DFX Voodoo 3
NVIDIA GeForce 2 ATI Rage MAXX 3DFX Voodoo 5
Matrox G20Q ATI Radeon
Theoretically, any graphic card with a DirectX 7.G compatible driver should work with
Tsunami 2265. If your chipset is one of the above-listed and the game still does not
run, it may be a driver problem. In that case, try downloading the latest driver for the
chipset from the graphic card constructor web site. Older graphic cards (like the
NVIDIA Riva 128) for which a DirectX 7.0 driver is not yet available are not supported
by Tsunami 2265.
3D Sound Compatibility
Tsunami 2265 exploits the DirectX technology to generate the 3D sound effect. From
the audio menu, you can change the 3D sound setting. The NORMAL mode (which is the
default setting) is available on every DirectX 7-compatible sound card. The MEDIUM and
ENHANCED mode, which offer a higher quality of sound, are available only on sound
cards with updated drivers (WDM format) and with a Windows 98 Second Edition or
Windows 2000 operating systems if you are not sure about the requirements for the
MEDIUM and ENHANCED mode do not change the selected mode (Normal).
2118, Never before have the gods struck humankind so violently. So completely.
Earth lies prey to Nature's anger as countries quiver and collapse beneath the pow-
erful fury of apocalyptic floods. Devastated by an epic seaquake, Japan and its
people struggle for survival.
In the wake of the destruction, the planet’s survivors gather to create the Terrestrial
Republic, a united republic under a single flag. For the first time in Earth s history,
East and West join to govern the world.
But the peaceful unity of the Terrestrial Republic will not prove lasting as a new
feudal system emerges. Men who once ran international corporations, now reign
above their own kingdoms, each battling for control of the territories and scarce
Now, a new and unbridled power prepares to unleash its might, to rise from a
battle-scarred and exhausted Earth.
A power that will rise above all armies.
Neon Shima, 28 years old, from Sector NM-Q,
Son of Kamya Shima, Samurai in the service of the daimyo Kenji Sugiyama of
An only child, Neon was raised by his father who trained him from earliest infancy in
bushido and the arts of war Faithful to the “NITEN ICHI RYLT school ("two heavens,
one school”), which his father Kazuya completely rebuilt from the foundation laid by
the great Samurai Miyamoto Musashi in 1605, Neon was raised very strictly, and
taught the principles that made his father a true Samurai. Kazuya initiated his son in
the art of war, training him in the use of the Armored Katana and in the particular
technique of the "double sword" (from which Musashi ? s school took its name).
Only 16 years old when his father died during a mission, Neon was left alone and
without having completed his training. Following his father’s death, Neon soon aban¬
doned Sector Thule-3 to find his own way in Sector FST-0, where he worked in the
best labs in the empire. During this time, he succeeded in completing his training and
in taking up once again his father's Armored Katana project which he improved upon.
At the age of 22, Neon returned to Thule-3 as a Samurai, to serve Kenji Sugiyama like
his brave father before him. His service position was one of the best in the empire
and Neon could boast of an extraordinarily high number of victorious combats.
Flowever, whiie Neon was off on a mission, his master Kenji Sugiyama was murdered,
having been betrayed by his nephew Tetsuo. A devastated Neon, having failed to pro-
tect his master, to whom he had sworn eternal loyalty, now bore an unbearable bur¬
den on the conscience of a Samurai. Thus, he became a Ron in, a warrior without a
master, leaving behind the way of the sword and the rule of bushido in blind quest for
At the beginning of this story we find Neon captive in the prisons of Angkor-8 (the
"city of the wind 1 ’). He had been ambushed by several ninjas who arrested him and
turned him over to the border prisons.
Naoko Hikari, 26 years old, from the capital Shin Balhe.
Born in the imperial capital to one of the noble families related to the Emperor.
Naoko’s mother died shortly after her birth, leaving Naoko in the care of her father
Yuda Hikari, a member of the Imperial Council, close to the Shogun. Raised within
the walls of the military academies, she soon became one of the most valorous
fighters of the capital.
Trained in the imperial schools, Naoko learned to be strictly faithful to the rule of
bushido. Far from the contamination of western culture and its corrupt philosophies,
she followed the way of the ancient eastern tradition. Naoko became a master of the
“SHAGEI RYU" technique, preferring to use a combination of the bow and the
longsword. At the age of 20, she served the Shogun directly as an eighth-level
When we first encounter Naoko she is about to return victorious to the capita! from
the western front. With the death of the Emperor, missions in the border sectors have
become extremely dangerous. The imperial army has been sustaining consistent
losses and the Samurai are failing exhausted from the blows of the growing bands
After the introductory sequence, the full-screen PRE-GAME menu will appear.
To select options from the menu, just left-click on the icon.
To save your current settings, click on the flashing green check in the
menu under OPTIONS, the first at the bottom left of your screen.
To return to previously saved settings, click the red button at the bottom
center of your screen.
To return to the previous menu, click on the arrow at the bottom right of
From the pre-game menu you can select the follow¬
NBA/ GAME: To start a new game.
LOAD GAME: To load a previously saved game.
OPTIONS: To access the game options menu.
CHARACTERS: To access the character description menu and the specifications sheet
for the current game set-up.
QUIT: Quit the game and return to WINDOWS".
Upon entering the NEW GAME menu, you will need
to choose a slot where your new game wili automati¬
cally be saved.
If you select an empty slot, the icon and the name of the first level will appear.
If you select a slot with a previously saved game, that game s information will be
replaced by the new game.
From the LOAD GAME menu you can load a previ¬
ously saved game If you select a slot with a
previously saved game, the game saved in that
location will load.
The game will restart at the beginning of the last
level reached in the previous game.
From the OPTIONS menu you can choose from three
VIDEO: Set ail game video quality options.
SOUND: Control the volume and game
CONTROLS: Define the keys that control the game characters.
From this menu:
RESOLUTION: Set video resolution for this game.
TEXTURE FILTER: Apply texture filters.
SUBTITLES: Activate or suppress subtitles during dia¬
CARTOON MODE: Apply cartoon effects to scenarios and characters during the game.
TEXTURE RESOLUTION AND TEXTURE DETAIL: Change the resolution quality and tex¬
ture detail In the game.
The three bars regulate the following: music volume,
sound effects volume, and spoken dialogue volume.
Drag the cursor with the mouse, or click on the flash¬
ing "+” or next to the bar to raise or lower sound
To save the current settings, click on the flashing green check, the first at the bottom
left of your screen. The options below the three sliders let you change the 3D sound
and change audio out options (headphones, 2-speaker stereo, 4-speaker surround
This menu allows you to assign game commands to
the keys you prefer.
Click with the mouse on the flashing list at the right
of your monitor to edit the assignment of game
action keys from the list on the left.
The first key you press on the keyboard will be assigned to a game action.
The slider under the keys list allows you to set mouse speed.
Using the mouse to select an icon from the center of
your screen, you can access the specifications sheets
for characters and scenarios in the current game.
To return to the previous menu, click on the arrow at
the bottom right of the screen.
COMMANDS AND INTERFACES
During the game there are two types of action:
ARCADE MODE where the player is guided by a robot.
ADVENTURE MODE where the player has direct control of a human character.
During the ARCADE mode, several interfaces on the monitor assist the player in com¬
pleting the mission.
The first, at the bottom left of your screen, is the ENERGY BAR. As soon as energy is
exhausted, the robot falls to the ground and deactivates itself because of too much
damage. This ends the game.
At the bottom right is a RADAR guidance system. Its external ring rotates and its red
arrow indicates, in line of sight, the mission objective and any intermediate objectives.
On the radar, colored dots are visual representations
of ENEMIES. Their colors differ depending on the type
Above the radar ring is a visual representation of the
DISTANCE in meters indicated by the red arrow.
Finally, above the DISTANCE TO OBJECTIVE indicator is
the number of targets to hit in order to complete the
current mission successfully (this calculation is only available on
certain specific missions).
The usable robots are piloted in the same way; they differ only in
their level of resistance, their velocity, and the weapons they carry.
No matter what the interface and system set-up for the current
scenario, your weapon sight is placed at the center of the monitor inside a square
zone. This square is the zone where the AUTOMATIC LOCK system can lock onto indi¬
vidual targets and guide the secondary weapons systems missiles to the targets (for
weapons, see ENERGY AND OBJECTS).
One of the main differences between the vari¬
ous models of robot is precisely in its second¬
ary weapons system: You have at your disposal
missiles that can be fired singly or in clusters.
If more than one target is singled out by LOCK and the robot has missiles to shoot in
clusters, the missiles will spread out and hit every visible target.
If the robot shoots a single missile instead, the missile will aim for the closest target
shown on the radar
in the ARCADE MODE there is also a second kind of indicator, showing the primary
targets to be destroyed in the level: generators, radar or whatever else.
This variation of the LOCK mechanism does not guide the second missile weapon to
its target, it only delineates the hit zone.
[ * #
In the ADVENTURE modes the
game interface changes in several
At the bottom left of your screen is
a bar indicating the characters
energy level (as in the ARCADE mode), plus at the right is a compass. At the top it
indicates the player’s direction with respect to certain key points. The red arrow now
shows, in line of sight, the direction from the level’s point of entry.
At the top right of your screen are images of the objects collected during this game
mode (see ENERGY AND OBJECTS).
A weapon sight appears in the center of the screen when a character draws a pistol or
is otherwise armed.
Use the ACTION button to shoot at objects in the center of the sight.
ENERGY AND OBJECTS
To complete the missions, you must
get possession of various objects
found along the way. In ADVEN¬
TURE, where you have direct con¬
trol of the human character, objects
may be collected by positioning the
character near them and pressing
the left mouse button (ACTION button).
At the top right of your screen a visual representation of the object just found will
appear. When a human character approaches a “use" area (i.e., interactive), use the
most appropriate object from among those available for the task by pressing the action
button to activate the particular mechanism or other power to advance through the task,
During the game you must open locks, activate elevator commands, and find many
other tools to use. To do this, simply make the character approach the item and press
the ACTION button.
In addition to the objects you get to carry to the end of the level, along the way, there
will also be some bonuses to restore energy. Whether through the robots or through
human characters, just touch them to pick them up,
For both game modes there are two types of bonuses: The first completely restores
energy supply, and the second raises the energy level to 50% of the total possible.
The characters, in either the arcade mode or the adventure mode, lose
energy when they are struck by an enemy or when they fall too far down.
There are also certain situations that only characterize certain levels, such as flames
that injure the human character and more.
As mentioned above in the CONTROLS section, the player may customize commands
to develop different actions from those listed with their corresponding default key.
The preset commands are:
(space/0 number pad)
WEAPON 1/EXTRACT WEAPON
(weapon 2/extract weapon)
("1” and M 2” keys)
RIGHT CONTROL/MOUSE 1
(Ctrl right/left mouse button)
(return/nght mouse button)
VISUALIZE FPS display (frame per second)
RUN FORWARD: Characters in both game modes run for their default
WALK: Press the WALK button and use the direction arrows to make a character
move more slowly and precisely.
SHOOT: When controlling a robot, activate primary weapons with the left mouse but¬
ton, activate secondary weapons with the right mouse button, in the ADVENTURE
MODES, draw your weapon from its holster using the proper button, after which you
can shoot using the left mouse button (ACTION button).
DRAWING AND SHEATHING WEAPONS: Only in the ADVENTURE MODE, a character
may draw and sheathe his own weapons. To do this, simply press the proper button.
The player may shoot with a pistol in hand but may not attempt any other action. To
complete a different action the player must replace his weapon.
CLIMB: If a character needs to climb, simply make him approach the incline to be
climbed and once he is set, press the JUMP key. The character will leap up and land
hanging on by his hands on the incline. Press the FORWARD key to make the charac¬
ter climb up. Press the BACKWARDS key to make the character slide down.
JUMP: Press the JUMP key to make the character jump in place. Press the JUMP
key at the same time as a direction arrow to make the character jump a moderate
distance in the direction of the arrow. However, if you press the DIRECTION key while
the character is running he will leap to his maximum ability in the direction in which
TO MOVE SIDEWAYS: Use the LEFT and RIGHT movement keys to make the charac¬
ter move sideways while running or walking whenever you press the WALK key.
Press the ESC key during the game mode to bring up the CONFIRM QUIT
dialogue box. To exit the game and return to the start menu click YES. To return to
the game in progress click NO.
If a character “dies,” a CONTINUE? dialogue box will appear in the center of
the screen. Choose YES to make the game start again from where it was interrupted.
Choose NO to return to the start menu.
Whenever you quit a game mode, the player s position will automatically be saved in
the slot from the LOAD GAME menu (see PRE-GAME MENU/LOAD GAME) you chose at
the beginning of the game (see PRE-GAME MENU/NEW GAME).
The saved game will start from the beginning of the level currently being played and
can be reloaded from the LOAD GAME menu.
If the game won't run, or if there is an error message, check to see if you
have installed the latest drivers on your system for your graphics card and sound card.
Make sure that your system has installed the driver "DirectX" in version DirectX 7.0
Partially Compatible or Non compatible Graphic Cards
The following graphic cards have proved to have some problems running Tsunami
In general it is advisable to look up the Got Game Entertainment website
(www.GotGameEntertainment.com) as some patches may be available (free games
updates) to solve some of the known problems.
NVIDIA Riva 128, Not supported correctly as there is no DirectX 7 driver available.
The menus are not correctly displayed and some graphical anomalies are present.
NVIDIA is working on a new driver for this graphic card, but the release date is not
yet known. For further information, look at the www.nvidia.com web site.
S3 Savage 2000. This graphic cards seems to have some drivers not properly work¬
ing. The game does not run and causes the machine to crash. The problem could be
solved with the next driver upgrade (that will be available on www.s3.com) or with a
Tsunami 2265 patch, specifically designed to solve the driver problems.
Voodoo (complete series). The MPEG movies (intro and end sequences) do not
exploit the graphic card properly, which makes the streams “jump" on some comput¬
ers, Also, in some game levels, the sky deforms incorrectly, All problems will be fixed
with a new Tsunami 2265 patch.
To offer comments or ask questions about Tsunami 2265 contact:
Note: Please note “Tsunami 2265" in your subject heading when contacting Tech
To find out more about Got Game Entertainment, contact:
Or visit our home page at: www, GotGameEntertainment.com
PROGRAPH RESEARCH Sri
General Manager: DAVIDE D'AVERSA
Product Manager: MASSIMILIANO CALAMAl
Story and Game Designer: VALERIO MASSARI
Code Coordinator: GIOVANNI BAJO
3D Engine and Tools: DAVIDE PIROLA, GIOVANNI BAJO, NICOLA FERRUZZI
Game Coder: MARCO CORBETTA, GIOVANNI BAJO, NICOLA FERRUZZI, DAVIDE PIROLA
System Coder: NICOLA FERRUZZI
Graphics Coordinator: SERGIO ROCCO
Characters Designer and Modeler: DEMIS TREVISSON
Mech Designer and Modeler: DEMIS TREVISSON, EMANUELE SALVUCCI
Level Designer: VALERIO MASSARI, MICHEL MONTECCHIO
Level Modeler: MICHEL MONTECCHIO, DEMIS TREVISSON,
EMANUELE SALVUCCI, YOUNG SUK KO
3D Animator: DEMIS TREVISSON
Additional Animations: EMANUELE SALVUCCI
Real-time Cinematic Sequences: MICHEL MONTECCHIO, DEMIS TREVISSON,
Textures: DANIELE POL, SERGIO ROCCO, MASSIMILIANO CALAMAI
Post-production and FX; DANIELE POL
Audio Coordinator: NICOLA TOMLJANOVICH
Music Composition and SFX editing: NICOLA TOMLJANOVICH,
Game Level Audio Design: NICOLA TOMLJANOVICH,
Guitar: WALTER BABBINI
Song Voices: ARIANNA TODERO, GERARDO OUNI
Audio Design: JINGLEBELL COMMUNICATION S.r.l.
Sound Engineers: GIORGIO SAVOIA, DROR DE MELO
Dubbing Director: CARLO FORESTER
General Manager Assistant: RENATA D'AVERSA
Tester Coordinator: VALERIO MASSARI
Play Testers: STEFANO RINALDO, TI2IANO RINALDO, MARCO PACIFICO
ANDREA CAVALIERO, ANDREA BURIGO, MARCO PICUCCI
Packaging Coordinator: MICHEL MONTECCHIO
Additional Packaging Graphics: SERGIO ROCCO, EMANUELE SALVUCCI, DANIELE POL
intro and Final Sequences: SERGIO ROCCO, DANIELE POL,
MASSIMILIANO CALAMAI, EMANUELE SALVUCCI, DEMIS TREVISSON
Sales Manager: SIMONE TESTOLINI
GOT GAME ENTERTAINMENT
Executive Producer: MARC MENCHER
PR and Marketing: BEVERLY CAMBRON
Technical Support: LIAM HISLOP
All elements of Tsunami 2265 story are purely fictitious. Ary reference to persons living or
dead is purely coincidental and is in no way intended to deceive or represent real situations
places or people.