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Zombie Revenge

Below is the original manual that came with the game Zombie Revenge. The pictures have been removed to save space on out servers but the text is complete and accurate. Zombie Revenge Manual has been translated onto the web by atArcade, if you plan to using Zombie Revenge Manual on another site be sure to link back to the original source. You can find a complete archive of game manuals back at our Game Manuals page.

Zombie Revenge Manual

The time is the present.
A city has been suddenly filled
with the souls of the dead.
A GOVERNMENT TOP SECRET PLAN
U.D.S. Undead Soldier
It was a top-secret plan to utilize the dead
for military purposes. Just before it
was ready for operation all was thrown
into darkness by someone unknown.
A year later the city had become
the home of the dead.
Who?
Why?
The only thing certain is that the world’s fate
is in the hands of 3 agents.
The time is the present.
A city has been suddenly filled
with the souls of the dead.
A GOVERNMENT TOP SECRET PLAN
U.D.S. Undead Soldier
It was a top-secret plan to utilize the dead
for military purposes. Just before it
was ready for operation all was thrown
into darkness by someone unknown.
A year later the city had become
the home of the dead.
Who?
Why?
The only thing certain is that the world’s fate
is in the hands of 3 agents.
2
Thank you for purchasing Zombie Revenge.
Please note that this software is designed
only for use with the Dreamcast console.
Be sure to read this instruction manual
thoroughly before you start playing.
CONTENTS
STARTING UP 3
BASIC CONTROLS 4
ARCADE MODE 8
ORIGINAL MODE 10
ITEMS 12
VS BOSS MODE 14
FIGHTING MODE 15
TRAINING ROOM 16
ZOMBIE REVENGE
RAISING GAME 17
OPTIONS 20
THE CHARACTERS 21
UNDEAD SOLDIER 25
Thank you for purchasing Zombie Revenge.
Please note that this software is designed
only for use with the Dreamcast console.
Be sure to read this instruction manual
thoroughly before you start playing.
CONTENTS
STARTING UP 3
BASIC CONTROLS 4
ARCADE MODE 8
ORIGINAL MODE 10
ITEMS 12
VS BOSS MODE 14
FIGHTING MODE 15
TRAINING ROOM 16
ZOMBIE REVENGE
RAISING GAME 17
OPTIONS 20
THE CHARACTERS 21
UNDEAD SOLDIER 25
STARTING UP
TITLE SCREEN/MODE SELECT
Once the Title Screen appears, press the Start Button to display
the Main Menu. Use *@ to select a game mode and press the
A Button to enter.
ARCADE MODE A recreation of the arcade version
ORIGINAL MODE An exclusive version for Dreamcast
VS BOSS MODE Go head to head against the game bosses
FIGHTING MODE Go one on one against a friend or computer opponent
TRAINING ROOM Download the Zombie Revenge Raising Game to the VMU
OPTIONS Adjust the game settings
●SAVE FILES
Zombie Revenge is a memory card compatible game [Visual Memory Unit (VMU) sold
separately]. Refer to the diagram below for information regarding the number of blocks
required to save game files.
GAME FILE 4 BLOCKS
VMU GAME FILE 110 BLOCKS
CHARACTER FILE 2 BLOCKS/CHARACTER
ORIGINAL MODE
ITEM FILE 2 BLOCKS x4
STARTING UP
Using your Dreamcast Browser, connect to the Dreamcast Network site for helpful
hints and downloads for Zombie Revenge!
3
Visual Memory Unit
Jump Pack
4
BASIC CONTROLS
Zombie Revenge is a 1 to 2 Player game. For a 1 Player game, use Control
Port A. For a 2 Player game, use Control Ports A and B.
To return to the Title Screen at any point during game play, simultaneously
press and hold the A, B, X, Y and Start Buttons of the Dreamcast Controller
or Arcade Stick.
★Never touch the Analog Thumb Pad or Triggers L/R while turning the Dreamcast power ON.
Doing so may interrupt the controller initialization process and result in malfunction.
DREAMCAST CONTROLLER
ARCADE STICK
Analog Thumb Pad
D-Pad
Start Button
X Button
Y Button
A Button
B Button
Start Button
A Button
B Button
C Button
Z Button
Y Button
Joystick
X Button
ANALOG THUMB PAD/D-PAD
Select
A BUTTON
B BUTTON
Enter
Cancel
START BUTTON
Game Start/Pause/
2 Player Entry/Continue
JOYSTICK
Select
A BUTTON
B BUTTON
Enter
Cancel
START BUTTON
Game Start/Pause/
2 Player Entry/Continue
BASIC CONTROLS
5
MOVE
HAND TO HAND COMBAT
CHARGE ATTACK VARIABLE SHOT
Move in the direction entered.
Hold down the hand to hand combat
button and release to perform a
charged attack.
When locked onto an enemy using the
handgun, wait until the targeting display
turns red to perform a powerful shot.
Joystick
Analog Thumb Pad
D-Pad
arcade stick
controller
hold Bthen release
hold Ythen release
arcade stick
controller
continue to aim, then C
continue to aim, then B
arcade stick
controller
Fight the enemy using punches, kicks,
etc. Press repeatedly to perform
continuous attacks.
B
arcade stick
controller
CHARGE SHOT
Hold down on the shoot button and
release to perform a charged shot.
hold Cthen release
hold Bthen release
arcade stick
controller
SHOOT
Use the handgun. Face the direction of
the enemy and shoot. The weapon will
lock on automatically.
C
B
arcade stick
controller
Y
6
ESCAPE
BACKWARDS ATTACK DASH ATTACK
GUARD ATTACK
Attack immediately after guarding to
land a strong hit on the enemy.
Press the two buttons simultaneously
to perform a backwards attack.
Press 3 buttons simultaneously to
attack in all directions. This attack will
use up part of the character’s life gauge.
Press the button while dashing. This will
push the enemy down and cause them
to drop any weapons they are holding.
A➝B
X➝Y
arcade stick
controller
A➝B
X➝Y
arcade stick
controller
A+C
X+B
arcade stick
controller
A+B+C
X+Y+B
arcade stick
controller
GUARD
Protect yourself against attacks while
holding the button down. You cannot
guard against weapon or special attacks.
A
X
arcade stick
controller
DASH
Press guard and hold while moving to
dash.
while moving A
while moving X
arcade stick
controller
7
OBTAIN/USE WEAPON
ROLLING ATTACK
RECOVERY ATTACK
COMBO/HOLD ATTACKS
SHAKE FREE
OPEN DOORS, ETC
Press either button to obtain, then use a
weapon. The type of attack may change
depending on which button is pressed.
Press the two buttons simultaneously
to perform a rolling attack.
Press either button to perform a
recovery attack when knocked down.
Each character has their own combo
attacks. Hold down the hand to hand
combat button after an attack to
perform a hold attack. For information
on each character’s attacks, see
p. 21-23.
Press any button repeatedly to pull
free from the enemy’s holds.
Press any button while facing the
appropriate direction to open doors,
shutters, etc.
A+B
X+Y
arcade stick
controller
B or C
Y or B
arcade stick
controller
A or B or C
X or Y or B
arcade stick
controller
AorBorCrepeatedly
XorYorBrepeatedly
arcade stick
controller
B or C repeatedly
Y or B repeatedly
arcade stick
controller
REMAINING TIME
ARCADE MODE
8
A recreation of the arcade version. As one of the three characters, Stick
Breitling, Linda Rotta or Rikiya Busujima, journey into the city of the dead and
cleanse it of evil.
CHARACTER SELECT SCREEN
THE HANDGUN
Select the character you wish to use. Before the counter reaches
zero, use $^ to select a character and press the A Button to
enter. Press the B Button to return to the Main Menu. For a 2
Player game, Player 2 must press the Start Button for them to
select a character. If Player 1 selects a character while pressing
the Start Button, it is possible for them to use the 2 Player
costume.
The player’s handgun has a limited amount of ammunition.
Replenish ammunition by picking up the “BULLETS” item
after defeating an enemy.
If the player runs out of bullets and is not using another weapon,
the player will only be able to use hand to hand combat. Keep
an eye on the amount of bullets remaining.
THE GAME DISPLAY LIFE GAUGE
SCORE
HANDGUN AMMO CLIPS
OTHER WEAPONS & AMMO
HANDGUN BULLETS
ARCADE MODE
9
TIME REMAINING
LIFE GAUGE/POISON GAUGE
ITEMS
CONTINUE & GAME OVER
Each “Episode” in the game is divided into a number of areas,
which in turn are divided into stages. Each stage has a time
limit for it to be cleared — failure to do so will result with the
message “TIME OVER” being displayed. In this case the player
will lose one credit.
When a player is attacked by an enemy the poison gauge will
appear on the life gauge. If the poison gauge exceeds 50% of
the life gauge, the player will become vulnerable to combo
attacks. Over 80% will result in the reduction of the speed of
the player’s movement. Acquire the “ANTIDOTE” item to
return the life gauge to normal.
The player’s character will automatically retrieve the “BULLETS”
and “ANTIDOTE” items. Other items (weapons, etc.) can be
retrieved by pressing either the hand to hand combat or shoot
buttons. Extra weapons can be used until the displayed
ammunition runs out. Break boxes that appear in the game
to reveal items. Boxes contain both weapons and “LIFE UP”
items, so smash them and retrieve the items.
Once the player has lost all their lives or the “TIME OVER”
message appears, the Continue Screen will be displayed. To
continue press the Start Button before the time counter
reaches zero. If the player has no remaining credits (5 credits
is the default setting) the game is over!
10
ORIGINAL MODE
A version exclusive for the Sega Dreamcast. Zombie Revenge: Original Mode
is a 1 Player game. There are 3 different modes: Normal Mode, Gun Mode,
and Bare Knuckle Mode.
MODE SELECT MENU
CHEAT ITEM SELECT SCREEN
Select “ORIGINAL MODE” from the Main Menu to display the
Mode Select Menu. Use $^ to select a mode and press the
A Button to enter.
This screen will appear once special items have been collected
by playing the Zombie Revenge Raising Game.
Select the item you wish to use in Original Mode.
Use $^ to select an item and press the A Button to enter.
Items appear in Original Mode once they have been collected.
Bare Knuckle
Mode
Normal
Mode
Gun
Mode
This mode has the same game balance as Arcade Mode. Original
Mode contains items that do not appear in Arcade Mode and also
food items for the Zombie Revenge Raising Game.
Damage from the handgun is increased, however damage from
kicks, punches and throws are decreased. The number of bullets
available is also decreased.
The power of kicks, punches and throws are increased however
the handgun cannot be used. It is possible to use weapon items
although their power is decreased.
ORIGINAL MODE
11
CHARACTER SELECT SCREEN
ZOMBIE REVENGE RAISING GAME FOOD ITEMS
Before the counter reaches zero, use $^ to select a character
and press the A Button to enter.
In Original Mode, to select a 3rd costume, hold down the Start
Button and press the Y Button to enter.
There are items within Original Mode which do not appear in Arcade Mode.
Amongst these are food items which are for feeding characters raised in the
Zombie Revenge Raising Game.
The Store Room Screen will appear after the game has been
cleared or the game is over. Use *@ to select a food item
and press the A Button to move items to the Store Room.
To return items use ^ to change the cursor from the Items
List to the Store Room. Then use *@ to select a food item
and press the A Button to return the item.
Press the Start Button once the process is complete. Following
this the Confirmation Screen will appear. Use $^ to select
either “YES” or “NO” and press the A Button to enter.
Note: If you select “No” you will forfeit any items that you
have earned, so make sure that you have all of the correct
items before going to the Confirmation Screen.
12
ITEMS
Below are items which appear in Arcade and Original Modes.
● Normal Item (all modes)
◆ Weapon Item (all modes)
★ Item for Zombie Revenge
Raising Game
●ANTIDOTE
Use when poisoned by
enemies.
●BULLET
Ammunition clips used by
the handgun.
◆MACHINE GUN
Comes with a fixed
amount of bullets.
◆PIPE
Use to swing at the
enemies. Can be used
with the handgun.
◆DRILL
Crush the enemies to
pieces.
◆AXE
Swing to land a heavy
blow.
●LIFE UP
Recovers life by a fixed
amount.
●ELIXIR
After losing a life, the
player will be brought
back to life at full health.
◆SHOTGUN
A strong blast which can
affect a number of
enemies.
◆GRENADE
Throw to blast a wide
area.
◆GASOLINE
Pour, then ignite with a
weapon. Can also be
used to strike enemies.
◆FLAMETHROWER
Turn the enemies into
toast.
◆HATCHET
Used to throw at the
enemy.
ITEMS
13
◆STUNGUN
Delivers a strong shock
to the Zombies.
◆GUITAR
Two guitar cases
containing machine guns.
◆CHAINGUN
A large barrel gun firing
a barrage of shots.
◆LANDMINE
Activate to trigger an
explosion.
★VEGETABLES
★TUNA
★MEAT
★GUM
◆DUEL HANDGUNS
Use two handguns for a
double barrage.
◆CANNON SHOT
A guitar case carrying a
cannon.
◆LASERGUN
Slice the enemies with a
laser.
★TOMATO
★SPINACH
★MONEY
★JUICE
★FRESHMIN A
14
VS BOSS MODE
Go head to head against the game bosses found in Arcade and Original Mode.
BOSS SELECT SCREEN
Select which boss character to fight.
The player is able to select those bosses they have encountered
in Arcade or Original Mode. Use $^ to select a boss and
press the A Button to enter. Boss characters not available
for selection will be displayed with the “?” mark.
RECORD SCREEN
Once a boss has been selected, the Record Screen is displayed.
The following items are shown: “LEVEL,” “CHARACTER” and
“BEST TIME.” Press the A Button to begin the fight.
RESULT MENU
After defeating a boss character, both the time it took to defeat
the boss, and the Result Menu will be displayed.
Use *@ to select an item and press the A Button to enter.
RETRY Fight the same boss character
BOSS SELECT Return to the Boss Select Screen
PLAYER SELECT Return to the Character Select Screen
EXIT Exit the mode
VS BOSS MODE
15
FIGHTING MODE
Use characters in the Zombie Revenge Raising Game (within the VMU) to go
one on one against a human opponent or the CPU.
PLAY AND CHARACTER SELECT SCREEN
Select a versus mode.
Select between “1P vs CPU,” “1P vs 2P” or “CPU vs CPU”
using *@ to select and press the A Button to enter.
Following this, use $^ to select a character and then press
the A Button to enter.
MATCH RULES
Each match is made up of 3 rounds. The first player to win 2 rounds is the winner.
Attack the opposing character and try to reduce their life gauge to zero. The first
player to do so wins the round.
If either player’s life gauge is not reduced to zero at the end of match (60 seconds),
the player with the most life remaining is the winner.
It is possible to modify the match rules, see Options on p.20.
MATCH END MENU
After the match is complete the Match End Menu will appear.
Use *@ to select an item and press the A Button to enter.
RETRY Fight one more match under the same
conditions
PLAY SELECT Return to the Play Select Screen
CHARACTER SELECT Return to the Character Select Screen
EXIT Exit the mode
●ZOMBIE ASSIST
If there is a difference in the level of raised characters, the weaker character
will be assisted by Zombies who will attack the stronger character.
FIGHTING MODE
16
TRAINING ROOM
Download the Zombie Revenge Raising Game to the VMU. Reared characters
can then be used in Fighting Mode.
TRAINING ROOM MENU
Use *@ to select an item and press the A Button to enter.
CHARACTER SELECT SCREEN
Select the character you wish to raise.
Use $^ to select a character and press the A Button to
enter.
Following this, enter the character’s name. Use $^*@ to
select a letter and press the A Button to enter. Return to
the Training Room Menu upon entering the character name.
PARAMETER
View the parameters of a character currently being raised.
ENERGY Level of character’s energy
STRESS Has a negative effect on enthusiasm
ATTACK Level of the character’s attack in Fighting Mode
DEFENSE Level of the character’s defense in Fighting Mode
The Zombie Revenge Raising Game requires 110 blocks of free memory
to download.
TRAINING ROOM
17
ZOMBIE REVENGE
RAISING GAME
This game requires the use of a VMU.
Character raising contains three elements: “MEAL,” “GAME (2 types)” and
“PARAMETER.”
●CHARACTER RAISING
If the raised character’s energy becomes zero, training is finished and the
player will be able to use their character in Fighting Mode. Go to the
Parameter Screen in the Training Room, select “SAVE FILE” and press the
A Button to enter. (Continue to feed the character for about a week for
this to occur.)
MODE SELECT
Once the Title Screen appears on the VMU, press the A and
B Buttons simultaneously to display the Mode Select Menu.
Use *@ to select a mode and press the A Button to enter.
MEAL
Use food items acquired in Original Mode to feed your character.
Different types of food have different effects on the character’s
parameters. The character’s level of attack and defense in
Fighting Mode will gradually increase.
Use $^ to select a type of food and press the A Button to
enter. Whether or not the character will eat the food depends
on their level of hunger.
ZOMBIE REVENGE
RAISING GAME
18
MINI GAME 1 — ZOMBIE FISHING
Fish for Zombies!
Depending on the player’s performance the attack parameter
will increase.
Select a level before starting. Use *@ to select and press
the A Button to enter.
1Casting
Use *@$^ to select a casting point and press the A Button to
cast. When there is a Zombie in the area you have cast, the
message “Fish!” will appear. If not, the message “No Zombie” will
appear and the player will return to the Casting Screen.
Press the B Button before casting to end the game.
2Reel In
Once a Zombie has been hooked, it will try to escape. To avoid this,
press the D-Pad in the appropriate direction as $^@* indicators
are displayed. Press either the A or B Button appropriately
when the messages “Beat A,” “Beat B” appear.
Repeated failure to press the correct button will result in the
message “Line Break” appearing and the player will return to the
Casting Screen.
The time it takes to reel in the Zombie varies depending on the
Zombie’s size.
3Result
The size of the Zombie will be displayed after it has been successfully
been reeled in. The different sizes are “Small One,” “Medium One”
and “Big One.”
MINI GAME 2 — ZOMBIE DOUBT
Find the difference in the displayed combination of symbols.
Depending on the player’s performance the defense parameter
will increase.
Select a level before starting. Use *@ to select a level and
press the A Button to enter.
1The Problem
On the screen the player’s character will display a variety of symbols
in succession. Make sure to remember the type of symbols and the
order they are shown.
The variety of symbols displayed increases depending on the level.
2The Answer
On this screen the same symbols will be displayed in the same order,
however one symbol will be different. Before the counter reaches
zero, use $^ to select the odd symbol and press the A Button to
enter.
Failure to select the symbol after three attempts will result in
game over.
PARAMETER
View the parameters of the raised character.
Check the condition of the raised character by pressing the A
Button while the Parameter Screen is displayed.
EX (Experience) Measures the character’s level of experience.
EG (Energy) Measures the character’s energy. Training is finished when the
counter reaches zero.
HU (Hunger) Used to maintain the character’s level of enthusiasm. If the level
drops below 50, the player will be unable to play mini games.
AT (Attack) Measures the character’s strength of attack in Fighting Mode.
Can be improved by playing mini games.
DE (Defence) Measures the character’s level of defense in Fighting Mode. Can be
improved by playing mini games.
19
OPTIONS
Adjust the various game settings, the controller configuration and listen to the
game’s soundtrack, effects, etc.
OPTION MENU
Use *@ to select an item and press the A Button to enter.
For the Sound Test, use $^ to select a sound and press the
A Button to enter.
20
DIFFICULTY Select between 5 levels of difficulty
[Very Easy/Easy/Normal/Hard/Very Hard]
CONTINUE Select the number of continues in Arcade Mode [1 - 15]
AUDIO Select Stereo or Monaural sound [Stereo/Mono]
SOUND TEST Listen to the game’s sound effects, voice and
background music [MUSIC/VOICE/EFFECT]
KEY CONFIGURATION Re-assign the controller configuration
VIBRATION Switch the Jump Pack ON or OFF [On/Off]
(You will need to connect Jump Pack to the controller)
MATCHES Adjust the number of rounds in Fighting Mode [1/3/5]
BATTLE TIME Adjust the time limit in Fighting Mode
[30/45/60/90/∞]
ZOMBIE ASSIST Disable assisting Zombies in Fighting Mode [On/Off]
EXIT Exit the Option Menu
OPTIONS
THE CHARACTERS
The 3 characters whose job is to cleanse the city of the evil scourge.
STICK BREITLING
Age: 27
Height: 181cm
Weight: 71kg
Both of Stick’s parents were scientists,
members of GOD — the team involved with
the UDS project. Stick’s mother died when
he was 6 and his father disappeared shortly
after. He has not heard from his father
since. Stick is as good with a gun as he is
with hand to hand combat.
BBBBB
YYYYY
arcade stick
controller
BBB
YYY
arcade stick
controller
STRAIGHT FLASH
BBC
YYB
arcade stick
controller
HEEL THRASH
CHEST CRUSHER
CCC
BBB
arcade stick
controller
BOOMERANG KICK
^ towards enemy +B repeatedly
^ towards enemy +Y repeatedly
arcade stick
controller
SHOULDER ATTACK
COMBO
ATTACKS
HOLD
ATTACKS
STICK BREITLING
Age: 27
Height: 181cm
Weight: 71kg
Both of Stick’s parents were scientists,
members of GOD — the team involved with
the UDS project. Stick’s mother died when
he was 6 and his father disappeared shortly
after. He has not heard from his father
since. Stick is as good with a gun as he is
with hand to hand combat.
THE CHARACTERS
21
LINDA ROTTA
Age: 22
Height: 169cm
Weight: 48kg
The youngest female special agent of the
American agency, the “AMS.” Linda’s expertise
with a gun is second to none. Her speed and
shooting prowess compensate for her lack of
physical strength.
BBB
YYY
arcade stick
controller
SUNRISE UPPERCUT
^ towards enemy +BBB
^ towards enemy +YYY
arcade stick
controller
HEARTBREAKING UPPER
BCBB
YBYY
arcade stick
controller
STEPPING KICK
COMBO
ATTACKS
BB
YY
arcade stick
controller
HIGH-PRESSURE BOMB
CC
BB
arcade stick
controller
NECK DRIVE
HOLD
ATTACKS
22
LINDA ROTTA
Age: 22
Height: 169cm
Weight: 48kg
The youngest female special agent of the
American agency, the “AMS.” Linda’s expertise
with a gun is second to none. Her speed and
shooting prowess compensate for her lack of
physical strength.
^ towards enemy +C
^ towards enemy +B
arcade stick
controller
JUMPING STAMP KICK
RIKIYA BUSUJIMA
BBBB
YYYY
arcade stick
controller
B
Y
arcade stick
controller
BUSUJIMA SONIC BOOM
BCCC
YBBB
arcade stick
controller
BUSUJIMA COMBO
BUSUJIMA THROW
C repeatedly
B repeatedly
arcade stick
controller
BUSUJIMA HOLD
^ towards enemy +C repeatedly
^ towards enemy +B repeatedly
arcade stick
controller
BUSUJIMA FIREWORKS
COMBO
ATTACKS
HOLD
ATTACKS
RIKIYA BUSUJIMA
23
Age: 32
Height: 185cm
Weight: 68kg
Rikiya is a Japanese member of the “AMS.” He met up with the
other two whilst investigating the source of a mysterious evil.
Rikiya’s mastery of hand to hand combat is so great that he is
more dangerous with his fists than with a gun. Stick and Linda
both understand Japanese, so they can communicate together.
Age: 32
Height: 185cm
Weight: 68kg
Rikiya is a Japanese member of the “AMS.” He met up with the
other two whilst investigating the source of a mysterious evil.
Rikiya’s mastery of hand to hand combat is so great that he is
more dangerous with his fists than with a gun. Stick and Linda
both understand Japanese, so they can communicate together.
YOKO
ZED
All that is know about Zed is that he has a
golden eye. He taunts the characters with
his mysterious messages.
Came with her boyfriend
to see some Zombies in
action. Unfortunately her
boyfriend fell pray to the
undead. While trying to
escape she came across
a man with one golden
eye, who gave her a floppy
disk. She is waiting for
the characters in a
warehouse.
YOKO
Came with her boyfriend
to see some Zombies in
action. Unfortunately her
boyfriend fell prey to the
undead. While trying to
escape she came across
a man with one golden
eye, who gave her a floppy
disk. She is waiting for
the characters in a
warehouse.
ZED
All that is known about Zed is that he has a
golden eye. He taunts the characters with
his mysterious messages.
24
25
UNDEAD SOLDIER
GOD
40 years before the current incident….
An organization funded by the government was created to conduct unofficial
research and develop tactical weapons.
The name of this organization was GOD.
Scientists worked day and night on the development of what can be best described
as “unknown weapons.” The existence of such organizations is not rare, the defense
of the nation is of high priority in any country.
However….
There was one crucial difference with this organization – it was not developing
weapons but soldiers.
Its aim was to develop a recyclable soldier, one that could not be killed….
The scientists worked in a laboratory constructed 4000m below the earth. The
only people allowed above ground were the Reconnaissance Team*, all other staff
were required to live out the rest of their lives underground.
Seeing as though the majority of staff were of the “mad scientist” variety
they considered this as a blessing.
*This is the group whose responsibility was to go above ground to carry out
experiments.
They also brought back living specimens to be used for research.
Large amounts of residents went missing in unexplained explosions or fires.
This group were indeed on a mission from hell.
Naturally all evidence of the deeds described above were destroyed by the
organization.
GOD
40 years before the current incident….
An organization funded by the government was created to conduct unofficial
research and develop tactical weapons.
The name of this organization was GOD.
Scientists worked day and night on the development of what can be best described
as “unknown weapons.” The existence of such organizations is not rare, the defense
of the nation is of high priority in any country.
However….
There was one crucial difference with this organization – it was not developing
weapons but soldiers.
Its aim was to develop a recyclable soldier, one that could not be killed….
The scientists worked in a laboratory constructed 4000m below the earth. The
only people allowed above ground were the Reconnaissance Team*, all other staff
were required to live out the rest of their lives underground.
Seeing as though the majority of staff were of the “mad scientist” variety
they considered this as a blessing.
*This was the group whose responsibility was to go above ground to carry out
experiments.
They also brought back living specimens to be used for research.
Large amounts of residents went missing in unexplained explosions or fires.
This group were indeed on a mission from hell.
Naturally all evidence of the deeds described above were destroyed by the
organization.
UNDEAD SOLDIER
UDS (Undead Soldier)
A recyclable soldier, one that so long as it retained its physical form would attempt
to complete its mission.
This aim however exceeded the sphere of human knowledge and it was 10 years
before scientists would stumble upon the right line of research.
The first experimental model was completed one year later.
Its internal organs and part of its brain were created artificially and a large battery
was attached to its back. Its appearance and form was hideous.
A vacant stare communicated a silent anger and sadness…
Through its artificial brain it was allowed to move only as much as needed to accomplish
its task. The aim was to create a human tank, something that could take damage
and keep fighting while its muscles and skeleton remained intact.
The machine depended on a large source of power to be operational and used a
large quantity of parts. To mass produce it was necessary to find a different
method.
The Gil cell…this was to have a large impact on the development of the U.D.S.
UDS (Undead Soldier)
A recyclable soldier, one that so long as it retained its physical form would attempt
to complete its mission.
This aim however exceeded the sphere of human knowledge and it was 10 years
before scientists would stumble upon the right line of research.
The first experimental model was completed one year later.
Its internal organs and part of its brain were created artificially and a large battery
was attached to its back. Its appearance and form was hideous.
A vacant stare communicated a silent anger and sadness…
Through its artificial brain it was allowed to move only as much as needed to accomplish
its task. The aim was to create a human tank, something that could take damage
and keep fighting while its muscles and skeleton remained intact.
The machine depended on a large source of power to be operational and used a
large quantity of parts. To mass produce it was necessary to find a different
method.
The Gil cell…this was to have a large impact on the development of the U.D.S.
26
27
The cell was named after its discoverer, Dr. Gil Breitling. It had the ability to penetrate
a person’s body and kill them while preserving its vitality and dulling the sense of pain.
The cell had the ability to learn. Entering the brain it would fuse with the surrounding
cells spread to the rest of the body with the urge to reproduce itself.
Its thoughts were very limited to the following instincts: “move,” “eat” and “survive.”
A simple form of life…..
However, the power to create a killing machine with the ability to infect others
through a dose of the cell would be of great use as a military weapon.
Sending only one or two units could destroy an enemy location through continuing
infection.
However with no ability to control the spread of infection it was considered too
dangerous to be of practical use.
Further experiments were carried using animal genes.
However the problem remains unresolved to the present day.
The cell was named after its discoverer, Dr. Gil Breitling. It had the ability to penetrate
a person’s body and kill them while preserving its vitality and dulling the sense of pain.
The cell had the ability to learn. Entering the brain it would fuse with the surrounding
cells spread to the rest of the body with the urge to reproduce itself.
Its thoughts were very limited to the following instincts: “move,” “eat” and “survive.”
A simple form of life…..
However, the power to create a killing machine with the ability to infect others
through a dose of the cell would be of great use as a military weapon.
Sending only one or two units could destroy an enemy location through continuing
infection.
However with no ability to control the spread of infection, it was considered too
dangerous to be of practical use.
Further experiments were carried out using animal genes.
However, the problem remains unresolved to the present day.
28
CREDITS CREDITS
Product Development:
Localization Manager:
Osamu Shibamiya
Localization Producer:
Jason Kuo
Lead Tester:
Dennis Lee
Assistant Lead Testers:
Scott Etkin
Shiloh Klepp
Joey Edwards
Web Development and Support:
A.J. Briones
Special Thanks:
Sean Doidge
Mike McCollum
Keith Palmer
Shinobu Shindo
Marketing:
Product Manager
Stacey Kerr
Manual Staff:
Writer/Editor/Translator
Michael Hanna
Writer
Osamu Nakazato
DTP Operator
Makoto Nishino
Designer
Naohiko Iida
Supervisor
Kaoru Ichigozaki
Special Thanks:
Peter Moore
John Golden
Bob Schonfisch
Angela Santos
Heather Hawkins
Todd Slepian
The following credits list the staff responsible for the localization, marketing
and manual production for the U.S. version of Zombie Revenge. Credits for
the original development staff are listed in the game itself.

Link Zombie Revenge Manual


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