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MANUAL.EN
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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.