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       _/           Contributed by AWOchs             _/
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         PlayStation is a trademark of Sony.
Time Commando is a trademark of Activision.
         The Instruction Vault is ©Ishy 1997
 For permission to use this document on
       a web page, newsgroup, or any media, contact
       Ishy at .  Permission for use
       on a web page relating to Time Commando
       will more than likely be granted, but please
       contact me first.

 Note:  This document is taken directly
from the Time Commando Manual which is ©Activision.
At their request, this document will be deleted.

          Thanks to AWOchs for another great manual!

                       The Story
Sometime in the Future...
When the Federation of Nations decided to go ahead with the development
of its new military training center, it became inundated with proposals
from weapon system consortiums bidding for the job.  This new center would
have the ability to create a whole range of virtual worlds and challenging
combat situations in which future officers could be immersed and tested.
It was the type of high-tech contract every tactical systems corporation
dreamed of.

After a fierce competition between top weapon system consortiums,
the contract was finally given to the Otega corporation, the proprietor
of Time Blaster technology.  Based on the principles of tachyon physics.
Time Blaster creates a "bubble" in the computer microprocessors that
actually causes the time to accelerate.  This time-acceleration process
allows computers to be millions of times more powerful than machines of
the past whose circuitry can only operate at the speed of light.  This
intense computer power and a mammoth historical database can be combined
to simulate a vast array of worlds covering humanities past, present,
and future.  With this superior technology, Otega set forth to build the
Historical Tactical Center (HTC).

       At Otega's SAVE (Special Action for Virus Elimination) Department,
technical time travel agent Stanley Opar is just starting his shift.  
After changing into his chrono-action suit, he flicks on his task
schedule.  A mission list comes up on the screen.  For now, it's empty. the HTC's Time Blaster unit, Betty and her team of
programmers are entering phase IV of the project.  They've been working
around the clock to bring the system into operation for the Federation
Army.  Little do they know, a saboteur is in their midst.

       The Sawn Corporation was one of the finalists rejected for the
Historical Tactical Center contract.  The loss cost them billions of
dollars.  In an effort to avenge this humiliating defeat while securing
their position as Otega's likely replacement, Sawn developed an
intelligent self-morphing virus to destroy the HTC.  Now one of their
corporate spies has infiltrated the programming team.

       As the whole team works intensely at the terminal banks
encircling the Time Blaster central processing unit, Betty supervises
the final checks before completing phase IV.  Virtual warriors generated
by the HTC rotate ominously in front of the holoprojectors, while lists
of tactical and strategic data flicker in plasma red.  Suddenly an alarm
splits the air.  An emergency holo-message flashes at each terminal:

       Jumping to action, Betty quickly gives the order to de-energize
the entire system.  Technicians open hatches and disappear into service
shafts while others desperately enter complex commands to directly access
the core of the system.  But it's too late; the HTC is out of control.

       The time bubble begins to grow rapidly.  It engulfs the Time
Blaster processors first and then the central processing unit itself.  
Everyone freezes in horror as the huge glowing sphere swells out from
the center of the control room.  The terminals are next to go.  The
blinding mass of light swallows them quickly, then expands towards the
holoprojectors.  Trapped in their symbiotic seats, the programmers are
also absorbed.  Paralyzed by fear, Betty disappears into the wall of

       Stanley hears the Class-1 alarm as it rings through the office.  
A glance at the holoprojector alerts Stanley to the seriousness of the
situation.  Snatching his flight case, he leaps into the emergency lift.

       The Historical Tactical Center is swarming with frenetic activity
as members of Special Security Forces dash about in all directions.  A
corporate executive keeps up with Stanley as he rushes through the
corridors to brief him quickly on the situation.  They arrive at the
entrance to the control room.  Stanley inserts his car in the locking
mechanism.  The door slides open.

       The size of the sphere has stabilized, now nearly filling the
entire room.  Stanley cautiously approaches the bubble and kneels down
to examine the glowing wall and its flickering hues of light.  He slowly
reaches out and touches it.  Without warning, ripples form on the surface
as if it were liquid and engulf his arm.  Stanley struggles to pull free,
but there's nothing to hold on to.  In an instant, he is sucked into the
sphere falling endlessly into a black void...

                      Your Objective
You must destroy the powerful virus that has invaded the Historical
Center's Supercomputer.  Travel through eight of history's deadliest
eras before arriving at the site of the virus itself.  Time is against
you, for the virus continues to eradicate the main computer's memory.  
If the computer system is completely contaminated by the virus, you will

       As you travel through time, collect as many non-infected memory
circuits as possible.  Each time you reach a memory upload terminal,
send those healthy memory circuits back to the main computer.  This will
temporarily stall the virus' assault on the computer and buy you more
precious time to continue your mission.

       Unfortunately, your journey will be slowed down by hordes of
virtual enemies and numerous traps deployed by the virus.  These
opponents are the exact recreations of the most vicious warriors ever
known during the span of man's existence.  You must conquer these
lethal adversaries, and terminate the virus...before time runs out.

                       THE DEFAULT CONTROLS

Basic Movement:
       Up              Advance (if an enemy is near, small jump forward)
       Down            Move back
       Right           Move clockwise
       Left            Move counter-clockwise

Unarmed Combat:
       Square          Guard
       Square + Left   Left-handed punch
       Square + Right  Right-handed punch
       Square + Up     Kick
       Square + Down   Protect/Parry

Clubs and Side-Arms (club, sword, mace, etc.)
       Square          Guard
       Square + Left   Blow to the left
       Square + Right  Blow to the right
       Square + Up     Frontal attack
       Square + Down   Protect/Parry

Firearms, Missiles, Projectiles (stones, bow and arrows, guns, etc.)
       Square          Aim
       Square + Left   Turn left to aim
       Square + Right  Turn right to aim
       Square + Up     Fire/Throw
       Square + Down   Reload

Offensive Moves
When in danger, you can interrupt the reload function by dodging left or
       L2              Quick dodge to the left
       R2              Quick dodge to the right
       Triangle        Jump forward
       X               Dodge backward

       Circle          This button is the Search/Action button.  Use it
                       to search an area in order to earn a bonus,
                       active a mechanism, open a door, or perform
                       another action required by the situation
                       (e.g., climb, lie face-down).

Select Weapon
       R1 / L1         Your current weapon is displayed in a blue box.  
                       Use the R1 button to select the next weapon
                       available and the L1 button to select the
                       previous one.

Rapid Weapon Exchange
       Select          Pressing the Select button stores the current
                       weapon (blue background) and automatically stores
                       the previously selected weapon (green background).
                       This allows you to switch back and forth quickly
                       between the two weapons you prefer to use most

Pause Game
       Start           Press the Start button to pause a game.  During
                       the break, music, and sound effects shut off
                       and the in-game Option menu is displayed.

                               Menu Functions
The functions below refer to the default configuration game controls.  
To move the rotating selection frame, press the directional arrows up
or down.  To select an option, press the X button.  To return to the
previous menu, press the Triangle button.

START   Before beginning a new game, you can choose from three difficulty
       levels.  We recommend that you initially play the game in Normal
       Mode.  However, if you find the game is still too difficult,
       select Easy Mode.
       EASY -  In this mode you encounter fewer and less lethal enemies,
               as well as more memory upload terminals.  You are also
               altered to search zones by a two-second sound.  When
               you hear it, press the Circle button (Search/Action).  
               During combat, you are automatically aligned with the
               closest enemy when the Square button (Attack) is pressed
               or when a blow is delivered.
       NORMAL- In this level, no sound alerts you when you've entered
               a search area.  It's up to you and your intuition to find
               the hidden items!
       HARD -  In this level, the enemies are even stronger and harder
               to overcome.  You also have more freedom of movement due
               to the fact that your blows are NOT automatically aimed
               at the closest enemy.  However, you are still
               automatically aligned with the enemy when the Square
               button (Attack) is pressed.

CODE    This function allows you to enter an eight-letter code to enter a
       specific world directly.  The password for each world is displayed
       at the beginning of each level.  It is recommend that you write
       it down as this is your code to return to that point in the game.
       Each level's code retains all of your game date (i.e., energy,
       extra lives, non-infected memory stock).  Note: There is no code
       for the first level.

       To enter the code, press the Left/Right directional arrows to
       select a letter-coding wheel, then use the Up/Down directional
       arrows to choose a letter on the wheel.  Press the X button to
       accept.  Each level's code retains all of your data up to that
       point in the game.

OPTION  SOUND - This function allows you to adjust the settings for the
               game sound effects and music.  Use the Up/Down arrows to
               make a selection, and the Left/Right arrows to adjust the

       Sound: Sets the volume of the game sound effects.
       Music: Adjusts the music volume.
       CD: Sets the volume for all sound.
       Stereo/Mono: Selects the sound mode you prefer.
       Balance: Adjusts the left and right channel balance.

CONTROL EAR VIEW/FRONT VIEW - The Left/Right directional arrows enables you
to display an illustration of the control from the back or the front.
       MODEL A, B, C, D, and E - This function allows you to choose the
controller configuration that suits you best.  Time Commando has five
illustrated controller settings - simply scroll through them with the
Left/Right arrows to make your selection.  (Select Rear View/Front View
of the illustration for a more complete view.)  After making your
selection, choose Back (Triangle) on the Option screen and press the X
button to accept.

                               Game Screen Description
Player Energy
       Your energy level is indicated by gold energy batteries.  The
maximum number of batteries you can have at each time is four.  Each time
you are hit, your battery loses energy.  When your battery level reaches
zero, you die.

Extra Lives
       Each extra life is visually represented by the Time Commando
insignia.  The maximum number of extra lives you can have at one time
is three.  Each time you die (i.e., your battery level is zero or the
virus has completely contaminated the computer's memory), you can
continue to play the current game if you have an extra life.  In this
case, your energy is recharged to the maximum level, but no more than
the number of batteries.  During the few seconds of flashing, you become

Enemy's Energy
       Each time you're confronted by an enemy, the enemy's life bar
will be displayed.  When the bar is empty, the enemy is dead.

Infected Memory Indicator
       This bar indicates the virus' gradual infection of the HTC
system memory.  A few minutes before the computer's memory is completely
contaminated, you will hear a steady beep that grows louder as the
indicator becomes full.  When the indicator is completely filled, the
virus takes over the system and you die.

Non-Infected Memory Stock
       Throughout the game, you must collect as many non-infected
memory circuits as possible.  Represented by blue chips, these circuits
must be fed into the memory upload terminals to stall the virus' progress.

List of Available Weapons
       You enter each new world without any weapons.  To obtain weapons,
you can take them from a dead enemy, pick them up off the ground, or
search for them throughout the various worlds.  Each time you find one
it is stored in your weapon inventory boxes.  Additional information
may be displayed above or below them, depending on the characteristics
of each weapon.  For those weapons that require ammunition, the total
amount of ammunition available is displayed below them.  Below each
firearm, there's a small green bar measuring the weapon's ammunition
capacity and the amount of ammunition currently loaded.  Once the
firearm is empty, you must reload the weapon in order to use any
ammunition you still have available.

Weapon Selected
       A yellow frame and a brighter display indicate the weapon you
have in hand.

Ammunition in the Weapon Charger
       If your weapon is a firearm, the ammunition available in the
charger is displayed on the side at the bottom of the screen.

                               Bonus Item Descriptions
Healthy Memory - There are blue memory circuit chips not infected by the
virus.  Pick up as many of them as possible.

Memory Upload Terminal - Each time you're near a memory upload terminal,
place yourself in front of one of these plasmatic half-spheres and
press the Search/Action button.  All the healthy memory circuits you've
collected will then be sent back to the main computer to stop the virus
from progressing.

Life Points (yellow cubes) - When you step on a yellow cube, you restore
a little energy to your energy batteries.  But the power you can gain is
limited by your current number of batteries (1 to 4).

Life Points (red cubes) - When you step on a red cube, you gain the
equivalent of one battery's worth of life points.  Once again, the
power gained cannot exceed the number of energy batteries you currently

Energy Battery - Each gold battery you recuperate is added to your
stockpile of energy batteries until the maximum number of batteries (4)
is reached.  If you pick up a new battery when you already have four,
the new battery will simply dissipate.

Extra Life - The game is over when your battery level reaches zero, or
when the virus has contaminated all of the HTC computer's memory.  
However, if you have an extra life, you have another chance.  You'll
reappear, flashing on and off, at the spot where you died.  As long
as the flashing continues, you remain invulnerable.  When you use an
extra life, part of the infected memory is restored and your batteries'
energy return to the maximum level; however, you lose one battery from
your stockpile.

       Small club - The small club is light, portable and can be used to
               whack just about anything.
       Knife - The knife is deadly at close range.
       Rock - The rock can be thrown to knock out your enemy.
       Spear - The spear gets your point across!
       Large Club - The large club is unbearable heavy, and slow, but
               can do some major damage.

       Dagger - The dagger can surprise some of your enemies.
       Double-Edged Sword - The double-edged sword is sharp and deadly.
       Sling - The sling is effective at knocking your opponents off
               their fee.
       Trident & Shield - One is for protection and the other is to get
               your point across!
       Axe - The axe is slow and heavy but causes major damage.

       Ninja Star - The ninja star is a sharp projectile.
       Ninja Sword - The ninja sword is sharp and swift.
       Fan Blade - The fan blade can be used to cool off your enemies.
       Samurai Sword - The samurai sword can make sushi out of your
       Samurai's Secret Flame - The secret flame can put someone's fire

       Mace - The mace can be used for some serious whacking.
       Sword & Shield - Use these to protect yourself while thrashing
               your enemy.
       Crossbow - The crossbow goes where swords fear to tread.
       Knight's Sword - Use the knight's sword for some heavy-duty
       Magician's Magic Spell - The magic spell is a deadly projectile.

       Spanish Sword - The Spanish sword is quick, swift, and sharp.
       Pistol - The pistol can only fire one round before having to be
       Halberd - Two blades to kill twice as fast.
       Blowpipe - The blowpipe shoots darts and can be used at a
               distance to pluck off otherwise sleepless enemies.
       Aztec Club - The Aztec club can pound reason into otherwise
               thoughtless enemies.

       Revolver - The revolver fires six quick shots.
       Shotgun - The shotgun is powerful but only fires two shots at
               a time.
       Rifle - The rifle shoots off many rounds quickly, it is more
               powerful than a revolver.
       Dynamite - Give your enemies a blast!
       Two Revolvers - Two are twice as deadly as one.

Modern Wars
       Automatic Gun - The automatic gun fires multiple rounds.
       Hand Grenade - Blow'em to pieces!
       Bayonette Rifle - The bayonette can shoot and stab your enemies,
               reload often.
       Assault Rifle - Mow down your enemies in a hurry!
       Bazooka - Blow up multiple enemies at once (from a distance).

       Plasma Pistol - Fires quick lasers but has to be reloaded.
       Rapid-Fire Cannon Arm - Heavy and slow but does a lot of damage.
       Yo-Yo - Yo-yo with mono-molecular thread; deadly at close distance.
       Thermic Grenade - Like a hand grenade but much deadlier!
       Space Suit - Protection from the vacuum of space.

       Crystal - Shoot at enemies to bring them down.

Adeline Software International
       Original Idea: Frederick Raynal
       Design Director: Didier Chanfray
       Project Manager: Serge Plagnol
       Lead Programmer: Olivier Lhermite
       Programmer: Mickeal Pointier
       Game Life Programmers: Pascal Dubois, Thierry Brochart, Sylvain
       Additional Programmers: Marc Bureau du Colombier, Frantz Cournil
       3D Objects & Animation Design: Pual-Henri Michaid, Arnaud Lhoomme,
               Sabine Marlat, William Ratajczak, Xavier Wibaut
       3D Scenery Design: Benoit Boucher, Ludovic Rubin, Merlin Pardo,
               Virginie Altayrac
       3D Movie Sequences: Frederic Taquet
       Special Contributors: Laurent Salmeron, Yael Barroz
       Test Manager: Emmanuel Oualid
       Main Testers: Jean-Philippe Monie, Thomas Ferraz, Alexis Madinier
       Delphine Editorial Team: Philippe Delararre, Anne-Marie Joassim,
               Victor Perez, Marie-Pierre Meyrignac, Line Pastaleniec,
               Stephanie Louzier

       Producer: Marc Bennett
       Product Evangelists: Bill Anker, Marc Bennett, Mich Lasky
       Product Marketing Managers: Henry Siegel, Bob Pettit
       QA Director: Jon Doellstedt
       QA Manager: Dave Arnspiger
       QA Project Leads: Edward J. Tretter, Jay Sosnicki, Marty Stratton
       Intro/Close Movie Audio Supervisor: Michael Schwartz
       Intro/Close Movie Dialogue & Sound Design: Marc Bennett,
               Henry Siegel, Raphael Simon, Jay Sosnicki
       Intro Movie Narration: Jay Sosnicki
       Documentation Manager: Mike Rivera
       Cross Production: Mark Lamia, Adam Goldberg, Frankie Tam
       Media Specialist: Kevin Cohen
       Game Analyst: Bryant Bustamante
       Package Design: Jim Bridges
       Public Relations: Joanne Blum

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