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- "SKUNNY" DOCUMENTATION
- =======================
-
- This manual is divided into seven chapters:
-
- 1 - Requirements;
- 2 - Installation and configuration;
- 3 - Playing the game;
- 4 - Editing the game;
- 5 - Key assignments;
- 6 - List of hints and tips.
- 7 - Troubleshooting
-
-
- Chapter 1 - Requirements
- ------------------------
-
- To run this game, we recommend a 486+ computer with 8 MB of memory, a sound
- card and a mouse. You can also use a joystick if you have one.
-
- Chapter 2 - Installation and configuration
- ------------------------------------------
-
- In this chapter we will describe the procedure to install the game and to
- configure your sound card, the game controller, and other aspects of the game.
-
- 2.1 Installation
-
- To start the installation of the game insert the CD-ROM in the drive, change
- the current drive to the CD-ROM drive and type INSTALL. If you are installing
- from floppy disks, insert the first disk in drive A and type:
-
- - A: <Enter>
- - INSTALL <Enter>
-
- If you have downloaded the demo version from an on-line service, please unzip
- the file in a temporary directory and type INSTALL:
-
- - MD \TEMP <Enter>
- - CD \TEMP <Enter>
- - PKUNZIP SKUNNY.ZIP <Enter>
- - INSTALL <Enter>
-
- Notes: - To install the full game, you will need approximately 30 MB
- of disk space (9 MB for the demo version).
- - Use the cursor keys (<Up> and <Down>) to move the selection
- bar and press <Enter> to select an option or <Esc> to return
- to the previous menu.
-
- If you are running from CD-ROM, you may choose between "Minimal Installation"
- and "Full Installation". "The Minimal Installation" will install only the
- necessary files to your hard disk and will keep the other files on
- the CD-ROM. However, this option will cause the game to load MUCH slower and we
- strongly recommend you choose the FULL installation .
-
- If you are not running from CD-ROM, the only option will be "Installation".
-
- The program will then ask you the destination path for the game (the default
- value is C:\SKUNNY) and will then start the installation.
-
- When the installation is completed, you should see the message "Installation
- was successful". You can then exit the INSTALL program.
-
- 2.2 Configuration
-
- After the installation is completed, you must run the SETUP program to select
- the language, the sound card and the controller (joystick or keyboard). If
- you decide to play with the keyboard, you will be allowed to specify which
- keys you prefer. To start the SETUP program, type:
-
- - Setup <enter>
-
- When the program starts, it will ask you to select the language and will then
- display the main menu:
-
- - Select Sound Card;
- - Select Controller;
- - Customize Controller;
- - Test Sound Card;
- - Display Configuration;
- - Save and Exit;
- - Exit without saving.
-
- Notes: - Use the cursor keys (Up and Down) to move the selection bar and
- type <Enter> to select an option and <Esc> to return to the
- previous menu.
- - The SETUP program will allow you to define the parameters of
- the sound card and the Controller (Joystick or Keyboard) and to
- test these devices. If they don't work properly in the SETUP
- they will not work in the game!
-
- 2.2.1 Select Sound Card
-
- You must select one sound card in the list (choose the option NONE if you have
- no sound card). The program will then ask you the parameters of your sound card.
- If it is properly installed, all the options proposed by default are the
- parameters of your sound card.
-
- Notes: - Please note that this program and the game will not work properly
- if the drivers of the sound card are not installed. To install
- these drivers, please consult your sound card manual.
- - Selecting the wrong parameters may cause your computer to crash.
- You will then have to restart the computer and run the SETUP
- program again to choose the correct parameters.
-
- Once you have selected the parameters of your sound card, please select the
- option "Test sound card".
-
- 2.2.2 Select Controller
-
- This option will allow you to configure the game for keyboard or Joystick (the
- default value is Keyboard). Once this option is defined, please select the
- option "Customize Controller" if you want to change the settings of the
- controller.
-
- 2.2.3 Customize Controller
-
- If you have chosen to use the joystick, you can test it or calibrate it and
- make sure all the buttons are working properly. If the option "Auto-
- Calibration" does not work, we recommend choosing the option "Manual
- Calibration".
-
- If you have selected the keyboard, you can choose the keys you want to use in
- the game (To see the default values, please choose the option "Display
- Configuration" from the main menu). The default value for each function
- (Jump, move, etc.) will be displayed when you select this option and you can
- press the new key or <Enter> to keep the default value or <Esc> to abort
- customization.
-
- 2.2.4 Test sound card
-
- Choose this option to test your sound card. The music AND the sound effects
- should be working properly. If you can not hear the sound effects, there are
- two probable causes:
-
- - You have chosen the wrong parameters when Selecting the sound card.
- Please re-select the first option from the menu.
- - You will probably need to install the drivers of your sound card.
- Please refer to your sound card manual for further information.
-
- 2.2.5 Display Configuration
-
- This option will display the current configuration. It will be saved on disk
- and used in the game if you select the next option "Save and Exit".
-
- 2.2.6 Save and Exit
-
- Save the current configuration for use in the game and exit the SETUP program.
-
- 2.2.7 Exit without saving
-
- Quit the SETUP program without saving the changes. The configuration will not
- be altered.
-
-
- Chapter 3 - Playing the game
- ----------------------------
- To start the game, just move to the directory you have chosen in the INSTALL
- program (C:\SKUNNY by default) and then type SKUNNY:
-
- - CD \SKUNNY <Enter> (or CD \NAME where "NAME" is the
- name of the directory you chose during
- installation).
- - SKUNNY <Enter>
-
- The game will display the main menu. If you don't touch anything, the demo will
- start automatically. The demo will show many options within the game and give
- you some helpful tips on how to play. Press any key to bring back the menu.
-
- Note: When the menu is displayed, use the cursor keys (<Up> and <Down>) to
- move the selection bar and type <Enter> to select an option and
- <Esc> to return to the previous menu.
-
- Now let's have a look at all the options of the menu:
-
- - Let's play;
- - Story;
- - Parameters;
- - How to order/ Information;
- - World Manager;
- - Instructions;
- - Exit game.
-
- Note: This game allows you to create your own levels or to install levels
- created by others!! To fully understand these options, we recommend
- that you read section "3.5 World Manager" and the next chapter
- "Editing the game". The level editor integrated with the game is the
- one that has been used by Magic Touch level designers to create ALL
- the levels of SKUNNY. It is a very powerful tool that will allow you
- to create professional quality levels with exciting 3D rendered
- animations in just a few hours.
-
- 3.1 Let's play
-
- To start the game, move the cursor to the "LET'S PLAY" option and press <Enter>.
- The game will then display the "world selection map".
-
- 3.1.1 World selection map
-
- By using the <left> and <right> keys you can move from one icon to another. If
- there are more than six worlds installed, you can use the <Page Down> or
- <Page Up> keys to change page. The number of the current page is displayed at
- the bottom of the screen.
-
- To select a world, press <Enter>. The game will then display the LEVEL
- SELECTION MAP.
-
- Notes: - If you want to go back to the main menu, just press the <Esc>
- key.
- - In the full version of the game, there are seven worlds installed:
-
- - Pirate's Gold;
- - Desert Oasis;
- - Oriental Fortunes;
- - Enchanted Castle;
- - Egyptian Artifacts;
- - Arctic Caverns;
- - Tutorial world.
-
- In the demo version, only three levels of Pirate's Gold and the Tutorial
- world are installed.
-
- 3.1.2 Level selection map
-
- In the tutorial world you can go into any level, just use the <Left> and
- <Right> keys and press <Enter> to choose a level. In the other worlds, you
- will only be able to play level l. Once you have completed level one,
- you will then be allowed to play level 2 (or again level 1 to get a better
- score), etc. You can only play a level in a world if you have completed the
- previous level.
-
- On the top of the level map, the game displays the name of the current level,
- the highest score of this level and the percentage of the level completed.
- Those values will only be updated if you get a better score than the
- previous high score when playing a level.
-
- To get 100% in a level, you will need to find all the keys, coins, bonus
- levels, secret passages and the treasure. There is only one treasure per
- level but there are many coins, keys, secret passages and bonus levels.
-
- Notes: - If you want to select another world, just press <Esc> and the
- game will again display the WORLD SELECTION MAP.
- - In the demo version, only the first three levels of Pirate's
- Gold and all the levels of Tutorial World are available.
-
- 3.1.3 Playing the game
-
- When in the level, you can move Skunny using the following keys (unless you
- have customized the keyboard using the SETUP program):
-
- - <Left Key> Move Skunny Left;
- - <Right key> Move Skunny Right;
- - <Down key> Make Skunny duck and look down;
- - <Up Key> Make Skunny Look up;
- - <Ctrl> Make Skunny Jump;
- - <Shift> Make Skunny Run;
- - <Alt> Make Skunny's mine cart slow down (see Pirate's gold
- level 2, Tutorial World level 4, etc.).
-
- Notes: - To exit the game at any time, press <Esc>.
- - Before playing the game, we suggest that you let the demo run for a
- few minutes. It will show you some interesting information and where
- to go!
-
- To complete the level, you must find the exit (green door marked "exit") but
- that door will only be open if you have collected at least 100 keys. If you
- collect 100 coins, you will receive an extra life. Sometimes it may be
- necessary to jump over the exit when it is opened so you can continue to search
- the level for additional bonuses and secret areas.
-
- There are several secret bonus levels and plenty of secret passages and secret
- rooms. The secret rooms will appear when a secret passage opens. If you find
- a secret bonus level, the game will display "bonus level". It is impossible to
- die in a bonus level (except in Mine Cart levels when hitting a wall), you can
- collect keys, coins, etc. and win plenty of points.
-
- Note: If you cannot collect everything in a bonus level, exit it and enter the
- level again.
-
- 3.1.4 Organisation of the game panel (area at the top of the screen)
-
- When playing the game, there are several parameters displayed permanently and
- some of them occasionally:
-
- Top left Time remaining. If the time reaches 0, you will be able to
- continue playing but if you finish the level before the time
- reaches 0, you will receive extra points.
- Middle left Number of lives.
- Middle right Number of keys to find before the exit opens;
- Top right Energy. If 0, Skunny will loose one life.
-
- When Skunny collects a coin, the number of coins in his pocket will appear at
- the bottom left of the screen for a few seconds. If that number reaches 100
- (5 in the tutorial world), Skunny will receive an extra life.
-
- When Skunny has collected 100 keys (5 in the tutorial world), the word "Exit"
- will flash at the bottom right of the screen. It means that the exit is open.
-
- At the end of the game, you will see the totals and the percentage of the level
- completed, these values will be recorded and displayed on the LEVEL MAP. The
- game will NOT display the number of bonus levels missed!
-
- 3.1.5 Objects in the game
-
- There are many objects, enemies, bonuses, etc. in the game. Since there are so
- many, we cannot describe each of them. We will only give here some basic
- information.
-
- 3.1.5.1 Barrels
-
- The game contains two types of barrels: manual fire and auto fire. When Skunny
- jumps in a barrel, he will be hidden in the barrel, use <Ctrl> (or the jump
- button of the joystick or any other jump key you have defined for jump with
- the SETUP program) to throw him out of the barrel. Use that key at the right
- moment to reach the next barrel if there is one. The barrels with a white
- lightning flash are the automatic fire barrels.
-
- Note: Watch the hole at the end of the barrel as it rotates. Press <Ctrl> when
- the hole is facing the direction in which you wish to travel. Skunny may
- enter a barrel even if the hole of the target barrel is not facing
- him, so you only need to worry about how to get out of a barrel not how
- to get into it!
-
-
- 3.1.5.2 Bouncing Beach Balls
-
- When Skunny is bouncing on a ball, you can use <Ctrl> to jump higher. Some of
- the balls can be pushed by Skunny. If you find one, be careful not to loose it
- because you will need it to reach a special area very close to the beach ball.
-
- 3.1.5.3 Ladders / Ropes
-
- To climb a ladder or a rope, use <Up Arrow> and <Down Arrow>. Use <Ctrl><Left>
- or <Ctrl><Right> (Hold <Ctrl> and press <Left> or <Right>) to jump from the
- ladder / rope. Whilst swinging on a rope, or standing on a ladder, you can use
- <Left> and <Right> to look in different directions.
-
- 3.1.5.4 Secret Passages
-
- To find secret passages, just walk or jump close to the walls, they will open
- automatically when Skunny hits them.
-
- 3.1.5.5 Bonus levels
-
- To find bonus levels, do the same as for secret passages. The entrances to
- Bonus levels are always hidden behind walls. Remember that a wall may look
- solid but it might be possible for Skunny to walk behind the wall and discover
- something secret!
-
- 3.1.5.6 Secret zones
-
- Some zones are hidden, Skunny will be able to walk behind the wall to find
- some extra bonuses.
-
- 3.1.5.7 Bonuses
-
- To collect a bonus, just walk on it. Some bonuses will explode and create a lot
- of other bonuses. In that situation, you will have a limited time period to
- collect them otherwise they will disappear.
-
- 3.1.5.8 Enemies
-
- To kill the enemies, you must jump on them. You will need to jump twice on some
- enemies.
-
- Notes: - Be careful, an enemy cannot be hit if he is jumping or firing an
- object at Skunny!
- - You can not kill an enemy that flies, such as a Bee.
- - As this is an arcade adventure the levels are not packed with
- enemies so don t worry, everybody can have fun with Skunny!
-
- 3.1.5.9 Doors
-
- To open a door, you must first find the associated switch. The switches and the
- doors are always numbered.
-
- There are many other things in the game but we suggest that you discover them on
- your own. Good luck!
-
-
- 3.2 Story
-
- This menu option will display the story of the game.
-
- 3.3 Parameters
-
- A menu will be displayed which will allow you to modify some basic options of
- the game:
-
- - Difficulty;
- - Music Volume;
- - Sound Volume;
- - Speed.
-
- Use the <Left> and <Right> keys to modify these values.
-
- Note: If you want to modify more parameters (Sound card, keyboard keys, etc.),
- we suggest you run the SETUP program.
-
- 3.4 How to order/ Information
-
- If you have the full version of the game, this option will display copyright
- information. If you have the demo version, it will display information on how
- to order the full game.
-
- 3.5 World manager
-
- The world manager will allow you to create, install or delete worlds:
-
- - Create a world;
- - Install a world;
- - Archive a world;
- - Delete a world;
- - Customize a world.
-
- 3.5.1 Create a world
-
- If you choose this option, the game will display the icons of the different
- world graphics. Use the <Left> and <Right> keys to choose the graphics
- and press <Enter>.
-
- The game will create a new world and will then ask you the name of the world
- and the names of the levels.
-
- Note: In the DEMO version of the game, only the "Pirates" graphics are
- available and the size of the levels is limited to 50 by 50. In the
- full version of the game, all the graphics are available and the
- default size of the maps is 200 by 150 (size used in our levels).
-
- To create your levels (which are currently empty), you must now choose the
- "Let's Play" option from the main menu, then press <PageDown> and move the
- cursor (using the <Left> and <Right> keys) until you see the name of your
- world. You can then press <Enter> to display the level map of your new world
- and <enter> again to enter the first level.
-
- Please refer to the next chapter "Editing the game" to learn how to use the
- level editor to create new levels.
-
- 3.5.2 Install a world
-
- This option will let you install worlds created by other people. For example,
- if you have downloaded a file called WRLD0100.SKU from an on-line service,
- you will input this name when prompted and the game will install the new world.
-
- Notes: - If you have received several files called WRLD0100.SKU from
- different people, the system will install all these new worlds
- properly (The second WRLD0100 will not overwrite the first one).
- - This option is not available in the demo version.
-
- 3.5.3 Archive a world
-
- When you have created a world and you want to distribute it to your friends,
- you can choose this option. The game will then display a list of icons showing
- all the worlds you can archive. Use the cursor keys to choose a world and
- press <Enter>.
-
- The game will then compress your world into a file and will tell you the file
- name and the directory location of that file on your hard disk. You can now
- exit the game and distribute that file.
-
- 3.5.4 Delete a world
-
- If you want to delete a world, choose this option. The game will display a list
- of icons. Move the cursor on the world you want to delete (using the <Left>,
- <right>, <PgUp> or <PgDown> keys) and press <Enter>.
-
- Note: You will not be able to delete any of the Magic Touch levels as you
- would not have a game left to play!
-
- 3.5.6 Customize a world
-
- This option will allow you to modify the world name and level names within that
- world. Move the cursor on the icon of the world that you want to modify, press
- <Enter> and input the new names.
-
- 3.6 Instructions
-
- This option will display the essential instructions to understand how to play
- the game.
-
- 3.7 Exit the game
-
- This option will exit the game and bring you back to the operating system.
-
-
- Chapter 4 - Editing the levels
- -------------------------------
-
- As we have said before, this game has an integrated editor that will allow you
- to create your own levels. But, before explaining how to use this very
- powerful tool, we must quickly define some technical terms and explain how this
- engine works.
-
- 4.1 Definitions
-
- A game is built with "graphics objects". The game "level" is a square area that
- contains objects. Each object can be static or moving:
-
- - Enemy;
- - Bonus;
- - Ladder
- - Tree;
- - Wall;
- - Platform;
- - Door;
- - Etc.
-
- 4.1.1 Layers
-
- The game engine allows you to add objects in 5 different layers of parallax
- scrolling:
-
- - Layer 0 This is the backdrop image. This layer cannot contain
- objects.
- - Layer 1 An object layer;
- - Layer 2 The block map layer;
- - Layer 3 The player layer and main object layer;
- - Layer 4 An object layer.
-
- Notes: - Objects in layer 1 are always displayed behind objects in layer
- 2, objects in layer 2 are behind objects of layer 3, etc.
- - Also, each layer is scrolling at a different speed to create 3D
- perspective.
- - Objects in layer 3 can receive a "background" or "foreground"
- parameter to display them behind or in front of another or, behind
- or in front of Skunny. This creates much more depth on the player's
- layer.
-
- 4.1.2 Map layer (Layer 2)
-
- To design a game, we must first design a "map". The map defines where Skunny
- will be able to move in the world: we must tell the system where the platforms
- (ground) are, the walls, the doors, the slopes, etc. This map is built like a
- basic puzzle using square graphics elements called "blocks". One series of 126
- blocks is called a "blockset". A map can be assembled with blocks from many
- different blocksets (in general between 1 and 12 blocksets per world in this
- game).
-
- Note: The standard maps are 200 blocks wide and 150 blocks deep (30.000
- blocks) but that size can be changed.
-
-
- 4.1.3 Objects layers
-
- All the enemies, bonuses, etc. will be added to layer 3 (player layer). The
- system will allow the user to choose an object from a list and to place it
- into the world with the mouse (cf. below). All the parameters (strength,
- movement, etc.) of the objects are pre-defined. All you need to think about
- is where to put the objects as the Magic Touch level designers have already
- defined how they should behave.
-
- 4.2 Edit a level
-
- Well, the best way to understand how it works is to experiment! You will not be
- able to edit our game levels because allowing this would kill the game play:
- Everybody would just edit and simplify a difficult passage or delete a strong
- enemy.
-
- To test the editor, we have supplied a Tutorial world (available in the demo
- version and in the full game), this world is world seven (first world of
- page 2). The levels of the tutorial world are not built to be played, they are
- just there to show you the editor options and the objects of the game.
-
- To access the Tutorial world, choose the "Let's play" option from the main
- menu, then press the <PgDn> key to display page 2, choose the world "Tutorial
- world" and press <Enter>. You will now see the level map. There are six levels
- in this tutorial and each one will let you experiment with different parts of
- the game or will show some of the objects, enemies, utilities, etc.:
-
- - Level 1 This level contains flames, baseball bats, some magic bags,
- ropes, lights, a door and a switch, a hammer and a magic carpet.
- - Level 2 This level contains barrels, an extra life, the energy bonus,
- a treasure and a rope with a dangerous saw;
- - Level 3 This level contains a pinball area, different enemies, some
- moving platforms, apples, a save point, spikes, a moving walls
- and more flames;
- - Level 4 The mine cart;
- - Level 5 This level contains secret passages and secret areas, moving
- platforms, some saws, a ceiling that Skunny can jump through
- and more magic carpets;
- - Level 6 This last level will show how to use transporters to build
- bonus levels, enemy blocks, some strange red platforms, strings
- and other bonuses.
-
- Note: In this tutorial, you don't need to complete a level to be able to enter
- the next one.
-
- Let's now move the cursor to "Level 1" on the level map and press <Enter> to
- discover the editor.
-
- 4.2.1 Introduction
-
- When the game displays the "get ready" message, press <Shift><Tab> (Hold the
- <Shift> and press <Tab>) to go to "EDIT MODE". The program will load the
- parameters and display:
-
- - A toolbox at the top right of the screen;
- - A help line at the bottom;
- - A Status line at the top left of the screen.
-
- Note: You need a mouse to be able to enter the editor.
-
- To scroll the map, use the arrow keys (left, right, up, down). To move fast,
- hold down one arrow key and press <Ctrl>. Each time you press <Ctrl>, the map
- will scroll one full screen in the chosen direction.
-
- 4.2.1.1 The Toolbox
-
- The toolbox has 6 options (A --> F for this document):
-
- A - Display the dictionary of static objects or the tiles (blocks) in the
- blocksets;
- B - Grid ON/OFF;
- C - Move object left (left mouse button) or right (right mouse button);
- D - Move object Up (left mouse button) or Down (right mouse button);
- E - Choose layer: <left mouse button>=next layer or <right mouse button>=
- previous layer;
- F - Hide all layers except current layer.
-
- 4.2.1.2 The Help Message
-
- If you move the mouse pointer on the toolbox icons, a help message will appear
- at the bottom of the screen to give you information about the current icon.
- Generally the left part of the message will tell you what will happen if you
- press the <left mouse button> and the right part of the message will tell you
- what will happen if you press the <right mouse button>.
-
- Note: You can choose not to display the help message by pressing <F12>. If you
- press <F12> again the message will reappear.
-
- 4.2.1.3 The Status Line
-
- The status line on the top left of the screen display the following information:
-
- - "G" Grid ON, nothing if Grid is OFF.
- - X:Y X,Y co-ordinates of the screen relative to the top left
- corner of the map.
- - L3 To indicate current layer (L3 for layer 3, L2 for layer 2).
- - LOCK If the blocks of layer 2 are locked to avoid modifications
- (nothing if they are not locked).
-
- 4.2.2 Modifying a level
-
- We can modify the map (Layer 2) and we can add or delete objects in the level
- (other layers).
-
- 4.2.2.1 MAP Modification (Layer 2)
-
- To make some tests, let's start to modify the map. The map is defined with
- blocks. The system knows automatically if a block is a wall or a platform
- (pre-defined parameters which we call "Collision information" - cf. below).
-
- Move the mouse pointer on option E of the toolbox "Choose layer" and press the
- <left Mouse Button>. The system now displays L2 in the top left corner of the
- screen to tell us that we are working on Layer 2 (Map layer).
-
- Note: To change the current layer, you can also use the <PgDown> and <PgUp>
- keys.
-
- 4.2.2.1.1 Adding blocks to the map
-
- Press <F1> (First function key) to display the blocksets (we are now in
- "dictionnary mode")). Choose a block by clicking on it with the <left mouse
- button>. The game screen is now displayed.
-
- Move the mouse pointer anywhere in the screen and click the <right mouse
- button> to add the block at the current mouse position. If you move the mouse
- whilst holding the <Right Mouse Button> you will be able to fill large areas
- of the map with the block you have selected. To choose another block, press
- <F1>, move the mouse pointer on another block and click the left mouse button.
- Click the right button to add it to the map.
-
- Note: You can always see the current block selected through the blinking
- cursor.
-
- You can also copy a block that is already in the map and place it somewhere
- else. Move the mouse pointer on the block you want to copy (in the map) and
- click the <left mouse button>. You can see through the blinking cursor the
- block you have just selected. Now move the mouse somewhere else in the map
- and click the <right button> to add the block at that position.
-
- The <left button> is used to select a block (from the map or from a blockset)
- and the <right button> is to add the current block in the map.
-
- 4.2.2.1.2 Adding blocks from other blocksets
-
- We have seen that <F1> displays the dictionary of blocks (dictionary mode).
- Each world is built with up to 12 blocksets. When in dictionary mode, you can
- choose which blockset you want to use by pressing a function key:
-
- <F1> To display blockset 1
- <F2> To display blockset 2
- <F3> To display blockset 3
- <F4> To display blockset 4
- <F5> To display blockset 5
- ...
- <F12> To display blockset 12
-
- Note: You can also browse through the blocksets by clicking the <Right Mouse
- Button> when in dictionary mode. This will move to the next page of
- blocks (blockset). If you reach the last blockset and press the
- <Right Mouse Button> you will automatically return to the first page.
-
- You can then click on any block with the <left mouse button> as explained in the
- previous paragraph.
-
- 4.2.2.1.3 Deleting a block from the map
-
- To delete a block from the map, hold the <Shift> key down, move the mouse
- pointer on top of the block you want to remove and press the <right button>.
- If you move the mouse around whilst holding <Shift><Right Button> you will
- be able to erase large areas of the map very quicky.
-
- 4.2.2.1.4 Selecting a series of blocks from the blockset
-
- Press <F1> (First function key) to display the blocksets. Move the mouse
- pointer to the top left block of the series you want to select. Click AND HOLD
- the <left mouse button>. Drag the mouse pointer to the bottom right block of
- the series you want to select and release the mouse button. The game screen is
- now displayed, you can use the <right button> to add this selection anywhere
- in the map. To cancel the current selection, press <Shift-Lock> (<CAPS LOCK>
- on some keyboards).
-
- 4.2.2.1.5 Selecting and adding a series of blocks from the map
-
- When in the map, it is possible to select a series of blocks: move the mouse
- pointer to the top left block to choose, press <Enter>. Then move the mouse
- pointer to the bottom right block and press <enter>. You will see that a series
- of blocks has been selected. To add it to the map, press the right mouse button.
- To cancel the current selection, press <SHIFT LOCK> (<CAPS LOCK> on some
- keyboards). It is possible to copy up to 1024 total blocks using this powerful
- feature, so you can copy and paste different areas of your map very quickly
- and then modify them so each bit looks different.
-
- 4.2.2.1.6 Saving/loading blocks to/from disk.
-
- Once you have selected a series of blocks, it is possible to save it on disk:
- Hold down the <Alt> key and press a number between <1> and <9> on the top of
- the keyboard to save that selection. To load it back, simply press a number
- between <1> and <9>. To cancel the current selection, press <Shift-Lock>.
-
- Notes: - Layer 2 is the only one that is created with blocks.
- - Do not use the numeric keypad keys to store blocks use only the
- numeric keys at the top of the keyboard.
-
- 4.2.2.1.7 Displaying a shrink map of the level
-
- To display a shrink map of the level, press the <F11> key. You can then move in
- the map using the arrow keys. If you move the mouse pointer and click the <left
- button>, the editor will come back to normal map display but at the selected
- location.
-
- Note: You may also use the <+> and <-> keys on the numeric keypad to zoom in
- and out so you may look more closely at your maps.
-
- 4.2.2.1.8 Displaying Collision information of the blocks
-
- It is important to know the "collision type" of a block as this tells the game
- if Skunny can stand on a block or whether a block should act as a wall or enemy
- block. If you want to take a general look to see where the wall and ground
- blocks are then press F1 whilst you have map LAYER 2 selected. Whilst looking
- at the blocks hold down the <CTRL> key and the engine will place a letter over
- each block to indicate its collision type.
-
- If no letter appears over a particular block it means that this block has no
- special function. Skunny can not stand on it, he will simply walk or fall
- through it. This type of block is usually a decorative block, like a window
- or ornament.
-
- The different letters are as follow:
-
- - G Ground blocks (platforms)
- - W Wall blocks (or ceiling)
- - E Enemy blocks (spikes)
- - O Obstacle blocks
- - L Slipping left ground
- - R Slipping right ground
- - M Masked block (Skunny will walk behind those blocks)
- - # Mine cart ground blocks (a ground for the mine cart but NOT for
- Skunny). The "G" blocks are ground for Skunny AND for the Mine Cart.
- - S Secret passage trigger blocks. (If Skunny touches this the
- S and P blocks change to open the passage.)
- - P Secret passage blocks. These only change when a S-type
- block causes the passage to open
-
- Note: Generally a secret passage is built with "S" blocks on the sides and "P"
- blocks in the middle. "S" blocks denote the entrance, or trigger point,
- for the passage. When Skunny touches an "S" block the passage opens.
-
- 4.2.2.1.9 Building Secret passages
-
- The best way to understand the secret passages is to study level 5 of the
- "Turorial World". Select the "Tutorial World" from the world menu and select
- level 5. Press <Shift><Tab> when the level has loaded and then move around
- the map using the <Cursor Keys> pressing the P key at various times to see
- if there is a secret passage in that area.
-
- Note: If you want to quickly locate the secret passages in a big map, you can
- press <F11> (Shrink map key), then use the cursor keys (<Up>,<Down>,
- <Left>,<Right>) to move the map if necessary and press <P> to see if
- there is a secret passage in the map area currently displayed.
-
- A secret passage is always built with blocks from blocksets 8 or 9. The system
- is very simple: each block will be replaced by the one to its right in the
- blockset when the secret passage opens. It means that all blocks of odd
- columns (of a blockset) are used for when a passage is hidden and are
- replaced with blocks from even columns when the passage is opened. In other
- words, when the passage opens, the blocks of the secret passage are replaced
- with the blocks of column+1.
-
- To understand properly how this system works, do the following steps:
-
- - Locate a secret passage (use the <P> key);
- - Select L2 as current layer;
- - Select one block of the secret passage by clicking on it with the
- <left mouse button>.
- - Press <F1> to display the blocksets;
- - Press the <Right mouse button> (to display next blockset) until you
- see a blockset with a white rectangle around a block. You can also press
- <F8> or <F9> to go directly to blockset 8 or 9. The white rectangle
- indicates the current block selected in the map.
- - Look at the block at the right of the block with the white rectangle:
- it is the replacement block used when the secret passage opens.
-
- Note: The system needs quite a lot of different blocks for the secret passages
- because some of them need to be replaced by platforms when the secret
- passage open, others will be replaced by ceiling blocks, etc.
-
- 4.2.2.2 Modifying other layers
-
- The other layers are filled with objects. The objects are divided in to the
- following categories:
-
- - Skunny;
- - Static objects (trees, ladders, etc.);
- - Bonuses;
- - Utilities;
- - Enemies;
- - Ropes.
-
- Choose Layer 1, 3 or 4 by clicking on the option "E" of the toolbox. <Left
- button> is to decrement current layer number and <right button> is to increment
- the current layer number (or <PgUp> and <PgDn>).
-
- The most important layer is layer 3, it contains Skunny and all the bonuses,
- utilities and enemies. The other layers are object layers (trees, etc.) and are
- simply for decoration and to create a greater 3-D effect.
-
- Note: When adding objects to the layers, you must make sure that you don't add
- more than the system will allow. To check the limits, press <Spacebar>
- and the editor will display some values:
-
- - Keys Number of keys currently in the level
- - Coins Number of coins currently in the level
- - Bonus Number of bonus levels currently in the level
- - Treasure Number of treasures (must be 1!)
- - Passages Number of secret passages
- - Spare animations Number of animations (bonuses, utilities or any
- animated object) that it is still possible to add
- to the level. Make sure that this value is ALWAYS
- greater than 20 because some objects are creating
- other animated objects and if this limit goes
- below 0, the game will crash.
- - Spare player objects Number of objects that it is possible to add to
- the player layer.
- - Spare level objects Number of objects that it is possible to add to
- other layers.
-
- 4.2.2.2.1 Adding Static objects to the level
-
- For this example, let's choose layer 1 (You must see L1 at the top left of the
- screen). Then press <F1> or click on option "A" of the toolbox to display the
- dictionary of objects.
-
- You can use the <left>, <right>, <up>, <down> arrows to scroll the screen.
- Click on the palm tree to select it.
-
- Now move the mouse pointer anywhere in the map (use the arrow keys to scroll
- the map). Click with the right mouse button to add the object to the layer.
- Once it is done, you can always move the object with the <left mouse button>:
-
- - Move the mouse pointer on the object;
- - Click and hold the left mouse button (a little square will appear
- around the object);
- - Move the mouse;
- - Release the button to drop the object at the current position.
-
- The <left button> is used to select an object block (from the map or from a
- dictionary) and the <right button> is to add it in the map.
-
- 4.2.2.2.2 Deleting an object from the level
-
- To delete an object, just move the mouse pointer on the object, press the <left
- mouse button> to select it and press <BackSpace> to delete it.
-
- 4.2.2.2.3 Adding Utilities to the level
-
- To place a utility (barrel, spring, pinball, etc.), select layer 3. Then press
- the function key <F2>. A list of utilities will appear (Dictionary of objects),
- let's choose "UT01":
-
- - move the mouse pointer on "UT01";
- - press the <left mouse button>.
-
- Now the system displays the game screen and we can add the utility to the layer
- by pressing the <right mouse button>. To move the utility, click on it with the
- left mouse button (hold the button) and move the mouse. Release the button to
- fix the position of the utility.
-
- Note: A black line appears when some utilities are selected to show how far
- the player will be thrown by the utility and in which direction the
- player will travel.
-
- 4.2.2.2.4 Adding Bonuses to the level
-
- To select a bonus, press <F2> three times (the list of utilities will appear
- first, then the list of ropes). Select and add the bonus to the world exactly
- like a utility.
-
- Note: There is a special extra life bonus ("extreasy") which will only appear
- when the player selects easy mode. If HARD mode is selected then the
- bonus does not appear. This gives less experienced players a better
- chance to complete the levels. Remember this feature so you don't think
- you have added an extra life bonus and that it has disappeared.
-
- 4.2.2.2.5 Adding Enemies to the level
-
- To select an enemy object, press <F2> until you see "List of Enemies" at the
- bottom of the screen. Select and add the enemy to the world exactly like a
- utility.
-
- 4.2.2.2.5 Creating Bonus levels
-
- A bonus level is an area in the current level that is not accessible normally.
- Skunny can only go in a bonus level by using a "transporter". A transporter
- is a special utility that will send the player to a destination transporter
- (another utility) somewhere else in the map. Each transporter can have only
- one destination transporter in the level. The origin transporters are called
- TRANS?? (?? is a number) and the destination transporters are called TRANS??D
- (cf. utilities list). Here is an example:
-
- TRANS01 In the normal level \___ To enter the bonus level
- TRANS01D In the bonus level /
-
- TRANS02 In the bonus level \___ To exit the bonus level
- TRANS02D In the normal level. /
-
- Notes: - The transporters are generally hidden in the level. It is
- possible to do this by adding some MASKED blocks in layer 2 (will be
- drawn in front of the transporter in layer 3). Please read the
- "Collision information" paragraph to see how to display the collision
- information of each block and be able to locate MASKED blocks in the
- blocksets. These will show as collision type M on the blockset
- dictionary. To understand how it works, we suggest that you have a
- look at our transporters in the "Tutorial world", level 6.
- - In this game the transporters TRANS01, TRANS03, TRANS05 are used to
- go IN a bonus level, TRANS02,TRANS04 and TRANS06 are used to go OUT
- of a bonus level and, TRANS07, TRANS08 and TRANS09 are normal
- transporters to move Skunny anywhere in the level (but NOT in or out
- of a bonus level!).
- - TRANS07, TRANS08 and TRANS09 have been used in Egyptian world level 1.
- - Don't use more than one destination transporter or the game will
- not know where to send Skunny. For example, if you have one TRANS01,
- you can have ONLY one TRANS01D. But if you like you can have two
- TRANS01 and one TRAN01D. You can of course also have one TRANS01,
- one TRANS01D, one TRANS02, one TRANS02D, etc.
-
- 4.2.3 Additional options of the editor
-
- The editor has many other useful options that you may learn once you start to be
- more familiar with basic options:
-
- - To view a shrink map of the level, press <F11>;
- - To capture a screen, press <F9> File=COPY????.PCX;
- - To move Skunny to the current position of the mouse, press <F7>;
- - To record current Skunny position as the starting position, press
- <F10>;
- - To see all the secret passages opened, press and hold the <P> key;
- - After having added an object in the world, you want perhaps that
- Skunny walks behind that object. To achieve that, you must select the object
- with the <left mouse button> and the press <Ctrl><F5>.
- - To Lock the map to avoid destroying some areas, press the <L> key. The word
- "LOCK" with be displayed on the top left of the screen. To unlock press the
- <L> key again. In LOCK mode you can not overwrite any tile which has a
- collision type. So you can draw all your ground, walls and secret passages
- etc. then quickly fill in areas with decorations without fear of disturbing
- your special blocks with decorations.
- - To display the number of keys, treasure, coins, secret passages and
- bonus levels currently in the level, press <Space Bar>. Remember to have
- at least 100 keys to ensure the player will be able to open the
- exit. It is also good practice to award at least one extra life by having
- 100 coins in the level.
- - To build a ladder, place all the parts of the ladder. Then select the bottom
- part (click on it with the left mouse button), press <F5>, select the next
- part, press <F5>, etc. This is a little complicated but it ensure skunny
- climbs the ladder properly.
- - To see the internal information used by this engine to build objects, Select
- layer 3, press <F2> to display the utilities, bonuses, etc. Then move the
- mouse pointer on the object that you want to consult and press <SpaceBar>.
- If the object is a moving object you can press <Space Bar> again to display
- the "Movement File". Press <Esc> to come back to the previous screen.
-
- 4.2.4 Testing the modifications
-
- To test the modifications you have just made, you must press the <F7> key to
- place Skunny near the new object to test.
-
- Note: When scrolling in the level, you can always put Skunny back in the
- original starting position by pressing <Ctrl><F10>.
-
- Then you can press <Shift-Tab> to exit EDIT mode and come back to GAME mode to
- test the modifications.
-
- Note: When going back to GAME mode, all the changes are recorded automatically.
- It is a good idea to periodically return to game mode and then back to
- edit mode using <Shift><Tab> as this gives the engine an opportunity to
- save your work just in case your computer is accidentally turned off or
- reset.
-
- 4.2.5 Restrictions
-
- For proper operation of the system, there are some restrictions to take in
- account when you modify an existing level or when you create a new one:
-
- - Two objects of the same type should never be in contact (i.e. a
- moving platform and a static map platform). In such situations, the system
- will not be able to determine which platform has priority and this will
- cause a visual or game play problem.
- - A swinging rope should be high enough so that Skunny must jump to reach it.
- - A moving string or rope should never cross another utility.
- - Do not place pinball utilities too close together or too near the ground.
- Pinball utilities are great fun but skunny needs plenty of space in between
- to be able to swerve around to collect bonuses and so on.
- - Remember always to watch the number of objects you are adding in a level by
- pressing <space bar>.
-
-
- Chapter 5 - key assignments
- ---------------------------
-
- Here is a small resume of the functions assigned to each key in the game and in
- the editor.
-
- 5.1 Keys to use in the game
-
- ARROW KEYS Default keys to move Skunny
- CTRL Default key to jump
- SHIFT Default key to run
- ALT Default key to brake (Skunny's mine cart)
- BackSpace To input a Cheat code (Press ENTER to accept cheat code).
- P Pause the game
- + Increase music volume
- - Decrease music volume
- Shift + Increase sound effects volume
- Shift - Decrease sound effects volume
- Shift-Tab Go to edit mode
- Esc Abort game
- F9 Screen grab
-
- 5.2 Keys to use in the editor
-
- 5.2.1 General
-
- Shift-Tab Exit edit mode
- Space Display counters
- Home Go top left of Map
- PgDn/PgUp Change current Layer
- F3 Hide / show other layers (This makes it easier to see what you
- are working on).
- F4 Reserved
- F8 Reserved
- F9 Screen grab
- F10 Set Skunny's start position
- CTRL-F10 Move Map to Skunny's start position
- F11 Display Shrink Map (Shrink map view)
- F12 Hide/ show help message
-
- 5.2.2 Layer 2
-
- F1 Display dictionary of blocks (enter dictionary mode)
- Mouse Left Select a block (Tile)
- Mouse Right Add a block or a selection of blocks to the map
- Shift Mouse Right Delete block under cursor
-
- Enter-Enter Block selection
- Caps Clear current block selection
-
- P Show/Open Secret Passages
- L Lock blocks with collision information
- ALT-1...ALT-9 Save blockset selection to disk
- 1..9 Restore blockset selection
-
- E Previous tile in current blockset
- R Next tile in current blockset
- D Previous row
- F Next row
- C Modify current block to the one at same position in previous
- blockset
- V Same but for next blockset
-
- 5.2.3 Other layers
-
- F1 Display Dictionary of parallax objects
- F2 Display dictionary of utilities/ bonuses/ enemies, etc.
- F5 Move object behind others
- F6 Move object in front of others
- F7 Move Skunny to current mouse position
- Mouse Left Button Select/ Move an object
- Mouse right Button Add current object to the current layer
- BackSpace Delete selected object
- CTRL-F5 Move object in Front/ Behind Skunny
- Space When displaying the utilities, bonuses, etc., you can
- press this key to see the internal parameters of the object.
-
- 5.2.4 Dictionary mode (F1 when in Layer 2)
-
- F1-F12 Select blockset
- CTRL Display collision information
- Mouse Left Select a block/series of blocks
- Mouse Right Go to next blockset
- Caps Lock Cancel current selection
-
- Shift Mouse Left Select non- adjacent blocks
-
- 5.2.5 Shrink Map view (F11 when displaying the map)
-
- P Show secret passages
- Arrow keys Move Map
- Mouse Left Button Come back to normal map at selected position
- KEYPAD + Zoom in
- KEYPAD - Zoom Out
-
- 5.2.6 Level Map (Just after selecting a world)
-
- F10 Start recording demo for custom worlds.
- ESC Save recorded demo mode.
-
-
-
- Chapter 6 - List of hints and tips
- ----------------------------------
-
- And finally, a word from the development team here at Magic Touch...
-
- We would all like to thank you for buying this game and hope that you will have
- many hours of fun playing Skunny. This is one of the most advanced platform
- games available today especially as it has our unique integrated editor.
- We would encourage you to try the editor and take a first tentative step into
- game development. You do not have to be a programmer to use the editor. However
- you do have to be methodical and plan your work carefully. If you do that,
- people who play your levels will enjoy the challenge you have set before them
- and your ultimate reward will be to see there joy and laughter each time they
- play a new level in your new worlds for Skunny!
-
- Our level designers have created a short list of hints and tips to help you
- get started:
-
- 1. Play all the levels of skunny, even if you do not score 100% for every
- level you will at least have completed the game. This way you will have
- learned just about everything the Skunny Editor can do such as secret
- passages, bonus levels and hidden zones.
-
- 2. Only create small levels to start with. even if the map is 150 blocks
- deep and 200 blocks wide you need only fill the top 50 by 50 blocks if you
- wish. Don t start out by designing large levels as these types of level
- are often difficult to complete and we want you to get excellent results
- as quickly as possible. That way you will be encouraged to take on bigger
- projects next time!
-
- 3. Start by placing skunny at the start of your the level, wherever that is
- in the map and then place the exit. You now have a basic goal with a start
- and an end. Now you can fill the space in between and you know where you
- are going.
-
- 4. Don t mix too many different types of object in the same level. We have
- found during the hundreds of hours of testing for Skunny! that players enjoy
- seeing how many different ways you can use a simple utility like a moving
- platform or a rope.
-
- 5. Remember to always ensure you have more than 100 keys and 100 coins in
- your level. Don t place them all at the start or all at the end. make nice
- tidy shapes with them like triangles. Now you know the player can finish
- the level (by finding all the keys) and that he has an excellent chance of
- winning an extra life (by finding all the coins). That in itself is very
- rewarding for any player.
-
- 6. Try and place a save point somewhere in the middle of the level. You may
- have more than one save point if you wish. Make the game a little more
- difficult just before the save point. The player will feel very relieved
- he made it passed a difficult section to the save point. Then make
- it a little more easy just after the save point and then more difficult
- again and so on.
-
- 7. When you are creating passages try and make them at least five blocks
- deep so Skunny has plenty of room to jump. The player will feel very
- closed-in and cramped if you make the passages too narrow.
-
- 8. Try to have three bonus levels per level and don't forget the treasure
- and plenty of secret passages! The bonus levels and the treasure will
- account for 50% of the level completion percentage! You must also
- make sure that the player can exit the level without great difficulty but
- the first time he must not score more than 60 %. Ask some of your
- friends to test a level before releasing it!
-
- 9. Skunny is a very energetic young squirrel and loves to run around. Make
- long walk ways filled with bonuses so that Skunny can run along way and
- collect lots of things. The players get very excited doing this and often
- forget to look for that enemy that you placed right at the very end of the
- walkway!
-
- 10.Make sure that Skunny can walk from the begining of the level to the
- exit and back to the begining. This is very important since this is not a
- linear game! Also try to make sure that Skunny cannot die in a bonus level.
-
- Have fun! If you enjoyed designing your levels you can bet your friends will
- enjoy playing them, even if they are small levels.
-
-
-
- Philippe Mercier
- President
- Magic Touch
-
-
- Chapter 7 - Troubleshooting
- ---------------------------
-
- TECHNICAL PROBLEMS:
-
- Not enough memory
-
- You probably have a lot of device drivers that are filling up memory.
- Skunny requires a lot of memory to run, and getting rid of those
- drivers should free enough memory to run.
- Try "booting clean" to start your computer with no extra items loaded
- into memory. To do this, hold down the RIGHT SHIFT key while DOS is
- booting.
-
- Sound problems
-
- Your sound card may be set up incorrectly. Run SETUP to configure
- your card. Make sure you have the correct settings for your sound
- card, including PORT setting, IRQ setting, and DMA channel.
-
- Controller/Joystick Problems
-
- Make sure the controller you are using is configured correctly in the
- SETUP program. If you are using a joystick, try "Manual Calibration"
- and "Joystick Test" to ensure your joystick is connected correctly.
-
- Technical Support
-
- If you still can't get a program fixed, contact Atomic for free
- technical support. We can answer any questions and help to find the
- problem on your machine.
-
- Visit our Web Page at:
- http://www.atomic-ent.com/webpage/
-
- For online tech support, send E-Mail to:
- tech@atomic-ent.com
-
- Reach Atomic online at:
- MegaSphere: (317)273-9666 Type "/GO ATOMIC"
- Compuserve CIS Address: 102156,1205
-
-
- Document (c) EDISYS SCRL/ MAGIC TOUCH 1995
- All rights reserved worldwide.
-
-
-