User manual GAMES PS2 STITCH-EXPERIMENT 626

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Manual abstract: user guide GAMES PS2 STITCH-EXPERIMENT 626

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[. . . ] WARNING: READ BEFORE USING YOUR PLAYSTATION®2 COMPUTER ENTERTAINMENT SYSTEM. A very small percentage of individuals may experience epileptic seizures when exposed to certain light patterns or flashing lights. Exposure to certain patterns or backgrounds on a television screen or while playing video games, including games played on the PlayStation 2 console, may induce an epileptic seizure in these individuals. Certain conditions may induce previously undetected epileptic symptoms even in persons who have no history of prior seizures or epilepsy. [. . . ] You can tell how much damage Stitch has sustained by his facial expression. If this bar disappears, Stitch returns to the previous checkpoint. SLOW MO METER The purple section shows how much burst energy Stitch has collected. As Stitch performs Speed Bursts and Ball Slams, this meter will begin to disappear. Fill it by collecting more Slow Mo objects. STITCH'S MOVES Use the D-Buttons or the Left Analog Stick to control his direction. Stitch has the ability to climb sheer walls and cliffs and jump to extreme heights using his double-jump. If he's in a hurry, he can put all six limbs on the ground and really move. CLiMBiNG Stitch's incredibly sharp claws allow him to climb many sheer walls and cliffs. When in Normal or Speed Burst Mode, approach a wall or cliff, and, if he can sink his claws into it, he'll start to climb. He needs all six limbs while climbing, but he can still fire two of his four Ray Guns. Not as devastating as a barrage from all four Ray Guns, but useful nonetheless. NORMAL Stitch gets around just fine on two of his six limbs, allowing him to stand upright and use his other four limbs to carry objects and enemies, or up to four Ray Guns. Interesting possibilities for chaos abound. SPEED BURST Sometimes Stitch needs to get somewhere fast and drops to all six to scurry along. Time slows dramatically for Stitch -- it's like the world is in Slow Motion, but only for Stitch. While everybody else lags behind at `normal' speed, Stitch hurries along in a blue flash. It takes a lot of energy to race around this way, so Stitch can't keep up the pace for long. He's a superior specimen of strength and dexterity, but there are limits. His Speed Burst meter (the purple bar beneath his health) shows how many times Stitch can burst. To refill the meter, pick up a Slow Mo object. Use the Speed Burst to dodge attacks, or to cover a piece of ground rapidly, or even to shoot more rapidly than enemies who only fire at `normal' speed. Combine with a well-timed shift to a Ball Slam (see page 15) for awesome destructive capabilities (Tip: press the [L1] button while Stitch is in mid-air from a jump or fall). LiFTiNG AND THROWiNG The mix of DNA Jumba included in Experiment 626's design gives Stitch out of this universe strength. He can lift hatchling eggs, big bombs, and even many enemies. Once in his grasp, Stitch can give them the heave-ho to clear the way. To lift an object, approach it and press the button. [. . . ] Jumba's got a short fuse ­ he angers quickly, but even at the height of a rage, he always manages to take care of himself -- before he worries about anyone else. GREEMA Cute, cuddly Greemas are found everywhere, and normally they wouldn't be included here in a discussion of Stitch's enemies. However, Dr Habbitrale has infected some, (quite a lot of them, in fact) with mutant genetic code. The sick ones look a little odd (Habbitrale isn't half the scientist Jumba is), but when they fully mutate they're awful looking beasts, nearly three times the size of Stitch. Their hides are very tough, too tough for Ray Guns. EXPERIMENT 621 Stitch's immediate predecessor, 621 is envious of his younger sibling. [. . . ]

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