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MechWarrior

SNS-WM-USA MECHWARRIOR TRAINING MANUAL------------------------------------------------------------------------------TABLE OF CONTENTS 3017 ....................................................... 1 3027 ....................................................... 2 Getting started ............................................ 3 The object of MechWarrior .............................. 3 Quick introductory walk-through ........................ 4 Controlling your 'Mech ................................. 7 Further information ....................................... 12 Club Zero-Zero ........................................ 12 'Mech Complex ......................................... 16 Reload/Repair your 'Mech ......................... 17 Customize your 'Mech ............................. 17 Buy a new 'Mech .................................. 19 Sell a 'Mech ..................................... 19 GHQ (General HeadQuarters) ............................ 19 Negotiating contracts ............................ 20 Mission information .............................. 20 Saving a game in progress ........................ 22 Battle ................................................ 22 Ending the game ....................................... 23 The 'Mechs ................................................ 25 Tips ...................................................... 34______________________________________________________________________________3017It was the year of the septicentennial of the founding of the Federated Suns.For exactly 700 years, House Davion had ruled this portion of the InnerSphere. Herra Ragen's father was a Colonel of an elite force in the powerfulDavion army, but the army of Hanse Davion was not on the planet of Redondothat fateful night of January 12th. Colonel Joseph T. Ragen was an idol tohis son. He was the best MechWarrior in the best force in the army of thebest of the Successor Houses. But there was more to the man than the boyknew. The colonel had been working to infiltrate and destroy the renegademercenary cartel called the Dark Wing Lance--and he'd learned entirely toomuch. Somehow, the location of his residence had leaked to the Dark WingLance, and a plan was drawn up for a covert hit operation. Before takingaction, the members made a pact; immediately after the hit they would disbandand lay low for 10 years, maintaining a code of strict secrecy, beforeregrouping to again undertake their nefarious enterprise.Under cover of night, the lance attacked. While playing at a friend's house,young Herras heard the sounds of the firing. Rushing home, he found aroaring inferno where he and his mother and father and sister had lived andeaten and laughed and cried together. Orphaned at the age of 12; he vowedthat someday he would have revenge on those who had done this. 1______________________________________________________________________________3027The outrage and shock that echoed through every home in the Federated Sunshas long since died down, but it lives on in the heart of Herras Ragen, now ayoung man. After he saw what happened to his family, Herras could not servethe House of Davion. Now he makes his living, one day at a time, as afreelance MechWarrior--selling his services, not to the highest bidder, butto anyone whose contract might lead him closer yet to the insidious Dark WingLance.Herras has tirelessly and obsessively chased down every rumor about the DarkWing Lance. This quest has led him here, to the planet Galatea, wheremercenary MechWarriors and the dregs of the Inner Sphere gather.But we don't need to tell you this--for you are Herras Ragen. 2______________________________________________________________________________Getting startedInsert the MechWarrior Game Pak and then turn on your system. On the titlescreen, you can select your game options. Press any button when the desiredoption is highlighted. START GAME PRACTICE STEREO LOAD GAMEIf you are playing for the first time, you'll probably want to selectPRACTICE and get right into your 'Mech and blast some other 'Mechs.The object of MechWarriorIn MechWarrior, you play the role of Herras Regen. Operating out of theoutpost on Galatea, your object is to find the members of the evil Dark WingLance and have your revenge. You'll have to identify and find them first.And you'll never be able to do it with just your Nexus (your first 'Mech),either. As you earn money for successfully fulfilling contracts, you'll beable to afford better 'Mechs so that you can deal with the enemies youencounter. 3______________________________________________________________________________Quick introductory walk-throughAt the title screen, select START GAME and press any button. You'll seeyourself (Herras). Press any button to exit the screen, and you'll findyourself on the main menu screen.[Picture of the main menu screen with a label for each icon. The 1st icon is"Battle"; the 2nd is "Club Zero-Zero"; the 3rd is "G.H.Q."; and the 4th is"'Mech Complex."] 4______________________________________________________________________________On the main menu screen, the icon for Club Zero-Zero is already highlightedfor you. Press B or Y ("Yes") to go to the club.In the club, you'll see another club icon already highlighted for you. PressB or Y to initiate a conversation with Cearle, the waiter/proprietor/chief-bottle-washer of what is jokingly referred to as the dining room of thisestablishment. He'll tell you which planet to go to first (Galeton). Afterhe's left you alone, press A or X ("eXit") to exit the club and go back tothe main menu.Back at the main Galatea menu, select "G.H.Q." In G.H.Q. you'll be presentedwith a variety of possible mercenary contracts. If need be, click on theright-arrow icon (just below the "OK!" icon) and keep pressing B until theGaleton contract appears. Click on the "OK!" icon to sign the contract(press B or Y), and you'll exit back to the main menu.Back at the main menu, you'll see that the Battle icon (skull and crossbones)is now available, and highlighted. But don't rush into battle just yet.Move the highlight all the way to the right, to the 'Mech icon, and press B. 5______________________________________________________________________________In the 'Mech Complex, there are only three icons available to you right now;Repair/Reload (wrench); Customize ("???"), and "Buy." Trust me, you don'thave enough money to buy any 'Mechs just yet. Click on the "???" icon, togo to the Chop Shop and buy some extra armor for your 'Mech.When you enter the Chop Shop menu screen, the weapons icon is highlighted.Move the highlight down, to the armor icon, and press B. You enter thearmorer's bay. Use the right-arrow icon to increase your armor as much asyou want, then select "OK!" You automatically exit the armorer's bay backto the Chop Shop screen--and you'll see that you don't have much money left.Press A or X to exit the Chop Shop.Back at the 'Mech Complex screen, press A or X to exit back to the mainGalatea menu.Back at the main menu, you're ready now for your first mission. Click on thebattle icon. Your 'Mech will be presented for your inspection--you're ready.Click "OK!" and go blast those 'Mechs! 6______________________________________________________________________________Controlling your 'MechThis diagram shows how the controller is used in battle.[Diagram of the controller with labels describing each button's function.This info is given in text format on the next page so I won't bother goinginto any further detail here.] 7______________________________________________________________________________General controls:To start the game from the title screen: ............. Any buttonTo accept a menu option when it's highlighted: ....... B or Y ("Yes") buttonTo exit a menu screen without accepting a menu option: A or X ("eXit") buttonBattle controls:To move your 'Mech: .................................. Control PadTo fire your selected weapon: ........................ Press the B button and releaseTo activate the Automated Weapons System: ............ Press and hold the B buttonTo select a weapon (bracket it on the weapon display): L or R buttonTo target a specific part of an enemy 'Mech: ......... Hold Y button and move the targeting reticle with the Control PadTo use jump jets: A buttonTo toggle your OWACS radar viewscreen on or off: ..... X buttonTo pause and unpause the game: ....................... START buttonTo exit battle scene and return to Galatea: .......... Hold L and R button simultaneously for about one second. 8______________________________________________________________________________Your 'Mech's cockpit control panelThere are several different cockpit arrangements, all of which give basicallythe same information.[Picture of a Nexus cockpit with a label describing each display's function.The lower left display is the Radar scope; to the right of it is the 'Mechstatus display; to the right of that is the Weapons monitor and to the rightof that is the Target monitor.] 9______________________________________________________________________________The status display shows a rotating, animated image of your 'Mech. If your'Mech has any damaged parts, those will flash red. At the right of thestatus display is a gauge which shows the heat level of your 'Mech.The target monitor shows a rotating, animated image of the 'Mech which iscurrently targeted. As you cause damage to it, you can see the affectedparts flash red.The weapons monitor lists each weapon on your 'Mech. In the case of a weaponwhich requires ammunition (such as a machine gun or a missile launcher), thenumber of bullets or missiles is shown to the right. A pair of bracketsindicates the currently-selected weapon.The radar scope shows the relative location of all enemy 'Mechs in radarrange. Radar range is a little shorter than your visual range. The majoradvantage to the radar scope is that it also shows you 'Mechs outside yourangle of view--beside you or behind you. At the bottom of the radar screenis a speedometer, showing your 'Mech's speed in kilometers per hour.There is a fifth instrument available to you, but it's not on your cockpitcontrol panel. Press X to access the OWACS (Orbital Warning And ControlSystem) viewscreen. 10______________________________________________________________________________The OWACS viewscreen gives you a much broader view of your locale, andindicates the direction to enemies (*) and bases (B) within or outside yourfield of view. It also shows which way is north (N) and the location ofspecial pickups (P). While in the OWACS view, you continue to control your'Mech's movement and actions, and you are still subject to enemy attack.Press X again to turn the OWACS view off. 11______________________________________________________________________________Further informationThere are four possible exits from the Galatea main menu: Battle, Club,G.H.Q., and 'Mech Complex (see menu screen on page 4 of this manual).Highlight an exit icon using the Control Pad and press B or Y ("Yes") to goto the indicated location. To return to this screen from Club Zero-Zero,G.H.Q., or the 'Mech Complex at any time, press A or X ("exit"). To playMechWarrior, you'll need to become familiar with the options available toyou in all of the locations on Galatea, and use them all to your advantage.Club Zero-ZeroClub Zero-Zero (so called because it's on Galatea's equator--latitude--and longitude) is the place to be, if you want to hear news and rumors and gettips about where you might find Dark Wing Lance members. You'll be able tomeet a variety of characters here, as well as to view your holovid messagesand watch the NewsNet. 12______________________________________________________________________________It's important to make full use of the Club's facilities, or you won't knowwhat contracts to ask for at G.H.Q., and the necessary contracts won't beavailable to you. So pay close attention![Picture of the Club Zero-Zero menu screen with a label for each icon. The1st icon is "Cearle"; the 2nd is "Chat"; the 3rd is "Holovid"; and the 4this "NewsNet."] 13______________________________________________________________________________Using the holovid player is pretty straightforward--but if you've never seenone, or even a late-20th century VCR, you might not be familiar with theuniversal symbols for "fast-forward," "play," and "eject." You press one ofthese buttons by highlighting it and pressing B or Y. Fast-forward to viewother holovids queued up on the player.Cearle Jamist - the proprietor and maitre d' of the club. He gets on yournerves sometimes with his constant chatter, but he seems like a nice guy.But you're new here of Galatea, you don't know who you can trust...Larman Sholest - Larman is an experienced merc, a veteran of more battlesthan he can remember. He's kept his skin in one piece through it all, sohe definitely knows his stuff.Duff Skully - a mercenary whose loyalty is unquestioned; everybody knows hisloyalty is to Number One and the almighty C-bill.Meece Yerta - if you need some extra cash on the side, go see Meece. He'skinda sleazy, a merc who likes to get others to take the tough jobs for him. 14______________________________________________________________________________Agent Vermin Minter - this spy has a compromised comm link with House Marik;her holovids keep winding up in your hands!Zach Slasher - a mercenary MechWarrior you'll meet along the way. Make sureit's not in a dark alley, okay?Roden Wull - so you want some information, huh? Got any C-bills? Professionalinformants are an unpleasant necessity in this day and age.Yerg Gantor - another veteran merc, and one tough cookie.Lana Mann - the lovely spy from House Davion. No one can resist her charms.Wolf Glupper - yet another merc. With so many mercs kickin' around, you cansee that you guys are a dime a dozen.After you've done everything you need to do in the Club, press A or X to exitback to the main Galatea menu. 15______________________________________________________________________________'Mech ComplexThis is where you can do everything related to your 'Mech--except fight withit, of course. Not all options will be available to you all the time. Toexit the 'Mech Complex, press A or X.[Picture of the 'Mech Complex menu screen with a label for each icon. The1st icon is "Reload/repair"; the 2nd is "Customize"; the 3rd is "Buy"; andthe 4th is "Sell." 16______________________________________________________________________________Reload/repair your 'MechAfter a battle, you'll need to reload and repair your 'Mech. If you don'thave enough C-bills for a full refit, only the affordable repairs will beeffected. If you want to leave without fixing anything, press A or X.Customize your 'MechMercs in the know call this place the Chop Shop. This is probably the mostcomplicated part of the 'Mech Complex. There are six action icons here: Next 'Mech | Heat sinks Weapons | Engine Armor | Jump jetsUnless you have more than one 'Mech, the "Next 'Mech" icon will not beavailable to you. To add anything to your 'Mech, click B or Y on theappropriate icon if you have the cash (if you don't, the "BUY" icon won'tappear). 17______________________________________________________________________________When you're buying multiple items like jump jets or armor, you will find thatthe right arrow (buy) icon disappears when your 'Mech can't hold any more.Watch for the icon to change, and click "OK" to go buy something else;otherwise, you might unknowingly sell the items back!It's possible to exceed the recommended weight limitation on your 'Mech.You'll see a warning when this occurs. It is possible to go into battle witha 'Mech that weights too much or too little for its class (see "The 'Mechs,"elsewhere in this manual), but if you try it, you'd better fight well, andfast!To exit the Chop Shop at any time, press A or X. 18______________________________________________________________________________Buy a new 'MechClick on the right arrow icon to see all the available 'Mechs. If you seeone that's in your budget, click on "BUY" and it's yours. Otherwise, putyour tongue back in your mouth and press A or X to get back to the job athand. You can own a maximum of four 'Mechs.Sell a 'MechThe fourth icon in the 'Mech Complex menu will only become available to youwhen you have more than one 'Mech. By the time that happens, you won't needany instructions about what to do here.G.H.Q. (General HeadQuarters)G.H.Q. is a clearing house for mercenary contracts. The process ofnegotiating contracts, like many things in the 'twenties, has become a coldimpersonal computerized interaction. You can view the available contractsby clicking on the right- and left-arrow icons. To accept a contract withoutnegotiating the price, just click "OK." Once you've accepted a contract, youcan't take any other contracts; you'll have to fulfill your obligation--orgo down tryin'. 19______________________________________________________________________________Negotiating contractsHouses typically offer mercenary contracts at a fairly low opening price.You can usually get more money for a contract. Click on the "$$$" icon togo to the negotiation screen. To increase the amount you request for thecontract, click on the "UP" icon. Press "OK!" to enter your bid. You'llbe returned to the G.H.Q. menu, and you'll hear a bell sound if your priceis acceptable to the House.To sign the contract, click on the "OK!" icon. Or if you want to exit thenegotiation screen without putting your cards on the table just yet, press Aor X.Mission informationAfter you've gotten the hang of being a MechWarrior, you'll see the importanceof knowing as much as you can about your mission before taking off. On thecontract, it tells the type of mission you're going on--it's vital to knowwhat it is you're expected to do! By clicking on the "INFO" icon, you canget information about the planet to which you'll be going, and how many enemyunits you'll be up against.Garrison Duty - the easiest missions. Houses normally employ mercenaries forgarrison duty to free up their own troops for the front line. Defend a planetfrom the odd 'Mech or two (destroy all you find) and you've earned yourselfsome easy money. 20______________________________________________________________________________Riot Duty - somewhat similar to garrison duty, but larger groups of 'Mechswill appear, and you'll be paid more. You gotta get 'em all to complete themission.Reconnaissance Raid ("Recon") - you have to locate and collect a specificobject on the planet while fighting off enemy 'Mechs.Objective Raid - one step up from recon raids. The objective is still tocollect something, but there'll be more 'Mechs in your way this time, and ofcourse the pay is better.Planetary Assault - enemy 'Mechs are trying to get into a base, and you gottastop 'em all. If just one gets in or if the base gets destroyed, you'vefailed in your mission.Offensive Campaign - same as a Planetary Assault, but there'll be more 'Mechsand higher pay.Security Duty - protect a base from attacking 'Mechs. You'll have to destroythem all, and make sure the base doesn't get destroyed in the process.Siege Campaign - you'll have to locate and destroy an enemy base. It'sprotected by 'Mechs, of course, and you'll have to deal with those too.After making sure you know what's expected of you, you should check out theinformation on the planet too--if it's hot, you'll need more heat sinks. Ifit's high-gravity, you'll want to take that into consideration when shoppingfor jump jets. And like that there. 21______________________________________________________________________________Saving a game in progressClick on the bottom icon in the G.H.Q. menu to save a game. The computer willshow the date when you saved the game, and you'll be able to save three games.Remember which one is yours if you're sharing the MechWarrior Game Pak with afriend.If you ever want to erase a saved game, just start a new game, go straight toG.H.Q., highlight the saved game you want to erase, and save a game on top ofit. The date will change to January 4th, 3027, and whatever mess you'vegotten yourself into in that old saved game will vanish into so manyelectrons, never to bother you again.When you're ready to exit the G.H.Q. screen, press A or X to go back to theGalatea menu screen. If you do this without first having accepted a contract(by clicking on the "OK" icon), you will not be able to go into battle.BattleAfter you've gotten a contract, the skull-and-crossbones icon will appear onthe Galatea menu screen. Click on it, and you take off for the planet wherethe contracted-for battle will take place. 22______________________________________________________________________________You probably already know about as much about battle as any other merc onGalatea, if you've read everything up to here (especially "Controlling your'Mech," and "Your 'Mech's cockpit control panel"), and if you've put in sometime in the practice battle simulator. But a few more words here about battlecouldn't hurt.Like mainly, know when to quit. If you're outta ammo, your damage indicatoris flashin', and the 'Mechs just keep comin', bail outta there, pal. Pressand hold the L and R buttons simultaneously (for about a second) to quit backto Galatea. If you don't bail out, your cockpit capsule is automaticallyejected in the event of 'Mech destruction anyway. So you'll be able to takethe pieces back to the 'Mech complex and try to repair it, but that takesmoney. Better to default on a contract than have to pay to fix a 'Mechthat's been totaled.Ending the gameSometimes your 'Mech may be destroyed in battle. You'll usually be givenanother chance--you can take the same mission again if want (after repairingor reloading you 'Mech if you have the money, or choosing one of your other'Mechs if you have one) and re-enter the fray. Fail the same mission twice,and you'll lose your life (and the game). 23______________________________________________________________________________If your 'Mech has been destroyed and you don't have enough money to fixit--and you don't feel like getting up from your chair to press RESET--youcan end the game by accepting the same contract you took before, go to theplanet, and get blown up again. The game will end and you can start overwith a new 'Mech.But if you're good enough, you'll win in the end. You'll hunt down themembers of the Dark Wing Lance and have your revenge at last. 24______________________________________________________________________________The 'MechsThe BattleMech is a highly sophisticated descendant of 20th century warmachines called "tanks." The most powerful war machines ever built, thesebehemoths dominate the battlefields of the Succession Wars. 'Mechs come infour basic categories: light, medium, heavy, and assault.Light 'Mechs, at 20 to 40 tons, are the most inexpensive and common type;they're mostly used for reconnaissance due to their speed and jump capability.Medium 'Mechs are the real workhorses of the MechWarrior universe. Rangingfrom 40 to 60 tons; they usually end up doing the dirty work because of theirversatility. Heavy 'Mechs, weighting in at 60 to 80 tons, are the major forceon the battlefield. Their capacity for delivering and withstanding enormousamounts of damage can make all the difference in a battle. The assault 'Mechsare the true heavyweights of the MechWarrior universe. With tonnage rangingfrom 80 to 100, their massive armor and weaponry make them formidableopponents. But they're pretty darn slow.The secrets of the intricate technology involved in making 'Mechs was lostin the chaos of the Succession Wars--nowadays the best that people can dois mix-and-match 'Mechs parts. Lost technology (simply called "lostech")has become a valuable commodity--there's always the hope that someday thesecrets of building 'Mechs will be re-discovered. 25______________________________________________________________________________NexusThe Nexus may not be the biggest or the strongest 'Mech around, but it'snothin' to sneeze at. Reliable and quick, the Nexus is a good beginning'Mech until you earn enough C-bills to buy something with more oomph. Class: Light 'Mech Mass: 23 tonsMaximum speed: 125 kph Jump jets: 5 Armor factor: 48 Armament: Short-range homing missiles Small laser 26______________________________________________________________________________Nexus-AThe Nexus-A is a little heavier than the basic Nexus 'Mech. The maindifference, though, is the substitution of the missiles instead of themachine gun. Class: Light 'Mech Mass: 25 tonsMaximum speed: 144 kph Jump jets: 5 Armor factor: 48 Armament: Short-range non-homing missiles Small laser 27______________________________________________________________________________Nexus-BThis variant of the Nexus, with the addition of arms, gains some weightbut packs considerably more punch with its missiles and medium laser. Class: Light 'Mech Mass: 30 tonsMaximum speed: 126 kph Jump jets: 5 Armor factor: 72 Armament: Medium laser Short-range homing missiles 28______________________________________________________________________________Nexus-CWith the triple whammy of medium-range missiles and medium laser and machineguns, this is the most powerful of the Nexus variants. It also can withstandthe most punishment of any of the Nexus 'Mechs. Class: Light 'Mech Mass: 35 tonsMaximum speed: 108 kph Jump jets: 5 Armor factor: 96 Armament: Medium-range non-homing missiles Medium laser Machine guns (2) 29______________________________________________________________________________RaijinThe Raijin, named after the mythological Japanese god of thunder, is wellnamed. It may not be as quick as lightning, but it unquestionably makesitself heard with its long-range homing missiles and medium laser. Class: Medium 'Mech Mass: 55 tonsMaximum speed: 108 kph Jump jets: 4 Armor factor: 112 Armament: Medium laser Long-range homing missiles Machine gun 30______________________________________________________________________________Fujin (Raijin-A)This variant of the Raijin was affectionately dubbed "Fujin" by MechWarriorsof Japanese ancestry, after their mythological twin gods of thunder (Raijin)and wind (Fujin). The Fujin lives up to its namesake by dint of itsversatility and ferocity. Class: Medium 'Mech Mass: 50 tonsMaximum speed: 108 kph Jump jets: 5 Armor factor: 88 Armament: Large laser Medium-range homing missiles 31______________________________________________________________________________Grand CrusaderThis heavy attack 'Mech, a variant of the popular Crusader, is one ofthe most effective fighting machines around. Its twin PPCs make it aformidable opponent against any 'Mech unlucky enough to be in the vicinity. Class: Heavy 'Mech Mass: 75 tonsMaximum speed: 72 kph Jump jets: 4 Armor factor: 200 Armament: Particle projection cannons (2) Machine gun 32______________________________________________________________________________RagnarokThe dictionary defines Ragnarok as: "the final destruction of the world inthe conflict between the Norse gods and the powers led by Loki." Prettyheavy stuff, which is fitting for this gigantic assault 'Mech. Someday youmight run into the 4-legged variant, commonly referred to as the Ragnarok/4.But on Galatea you'll only encounter the standard 2-legged variety. Class: Assault 'Mech Mass: 80 tonsMaximum speed: 76 kph Jump jets: None Armor factor: 280 Armament: Particle projection cannon Long-range homing missiles Medium laser Machine gun (2) 33______________________________________________________________________________Tips* When buying weapons, think missiles. Short-range homing missiles are cheap and effective, and you get a lot of 'em. Medium-range missiles let you keep your distance from the enemy, but you get less.* When you're on a battle planet, you'll see that the installations are buried in the ground--moving across the tops of the buildings will slow you down. You'll be able to move most quickly along the roads and runways. If you see a gray disk on the ground, that's a land mine. You don't want to step on those!* Watch your heat gauge; 'Mechs have a tendency to overheat, which can cause it to shut down. Make sure you buy enough heat sinks, especially when you're going to use high heat-inducing weapons like the large laser and the particle cannon. If you get overheated and there's some water nearby, take your 'Mech for a little dip to cool off.* As you build your fleet of 'Mechs, make sure that you acquire a variety of 'Mech types so you can pick the 'Mech best suited for the job at hand. Sometimes you need to be quick, other times you want more firepower.* The most vulnerable part of a 'Mech is its legs--take them out and the 'Mech is useless. Of course. that are two of them per 'Mech--you have to shoot 'em both away to eliminate the threat from its weapons. Just remember that the same goes for you.* Save your game before going into battle. That way, if you lose the battle, you can just go back to your saved position and try it again without having to pay for repairs. 34______________________________________________________________________________Original BattleTech board game by Jordan K. Weisman and L. Ross Babcock III-board game design, characters and universe (C)1990 FASA CorporationOriginal MechWarrior game design by John A.S. Skeel, Paul Bowman, TerryIshida, and Damon Slye - original software (C)1989 Dynamix, Inc.'Mechs designed by Victor Musical Industries, Inc.Developed by Beam Software, courtesy of Victor Musical Industries, Inc.Produced for Activision by Tom SloperTesting by Chris Campbell and Kelly RogersPackage by TDC GroupCover Art by Greg WintersManual by Tom SloperSpecial thanks to Andrew Davie, James Halprin, Yasushi Endo, Takashi Kimura,Sam Lewis, Kelly Zmak, Mike Rivera, Bill Swartz, and Scott JenkinsGame (C)1993 ActivisionCode (C)1993 Victor Musical Industries, Inc.MechWarrior, BattleTech, BattleMech, and 'Mech are Trademarks of FASACorporation, registered in the U.S. Patent and Trademark Office.If you enjoy this game, check out the full line of BATTLETECH(R) board games--look for them in game stores or comic book shops in your area. And next timeyou're in Chicago or Yokohama or Switzerland, pay a visit to the BattleTechCenter there. There are more BattleTech Centers planned too--coming soon toa city near you. Opening in June '93: Detroit and Los Angeles. See youthere!______________________________________________________________________________ Activision, Inc. P.O. Box 67001 Los Angeles, CA 90067 PRINTED IN JAPAN
(Unofficial Gamers Network)

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