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Turnbull China Bikeride
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Turnbull China Bikeride - Disc 2.iso
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!HELP!
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Text File
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1996-06-01
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9KB
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228 lines
Rock Hard Fluffy Thing - ©1996 Mike Goatly
Note that this help file just repeats the information stored in the StrongHelp
manual. If you have a copy of Guttorm Vik's brilliant StrongHelp, I suggest
you use it to read the help manual, as it is a lot more accessable than this
document.
-----*****Background*****-----
Squidgy was just an ordinary Fluffy Thing, until one day all the Nasty Things
and their robot drones stole all of the Fluffy Thing's diamonds! Not only was
this devastating to their economy, but diamonds are the only things Fluffy
Things can eat! OH NO!
Squidgy decided to go out, as all good heroes do, and collect all the diamonds
back from the Nasty Things deep down in their caves, thus saving his race from
certain DOOM!
His, and his races fate lies in YOUR hands!
Good luck! (You'll need it!)
-----*****The Game Menu*****-----
----Navigating the menu
You can either use the up and down arrow keys, with the return key, or your
defined keys and the return key. Pressing escape will either move the pointer
onto the Return to desktop option, or if the pointer is already there it
will return you to the desktop.
----The menu options
Start game:
This will start a new game from level 1.
Password:
When selected prompts you for a password. If you enter a correct one you are
thrown straight into the start of the associated level.
Define keys:
Allows you to set up your own key definitions. The default keys are:
'Z' left, 'X' right, ' @/' ' up and ' ?// ' down.
Options:
Leads you to a sub-menu that allows you to turn the sound on/off and the
background on/off (ARM2 users note- turning the background off will speed the
game up considerably for you.)
Return to desktop:
Returns you to the desktop.
-----*****Playing The Game*****-----
Every time you start a level, a screen appears telling you the title of the map
and a password (if there is one for that level) to get you back to that point
should you die nastily. (ha ha!)
Press a key to start, and the game will tell you to get ready. (You can press
a key to skip this bit if you want to speed things up a little)
Then you get into the game. The main playing area is in the big window (big
surprise there!) and the game information is to the left. From top to bottom
there is: Your score, the time remaining and the number of lives left. (up to
three are shown, but it is possible to have more)
The game itself is simple, collect all diamonds on the level and get out the
exit (which will only open up once you have got the diamonds) within the time
limit. Easy, except the whole world is out to get you. The levels are made up
of different tiles, each one having a different effect upon you. On later
levels the Nasty Things and their robot drones make an appearance. Watch
out!
Can you get extra lives? Yes! Every 500 points you get an extra life. Now
there's an incentive to play the whole game from the start! (Good luck!)
-----*****Hints 'n' tips*****-----
Ok, some small tips:
1. Once you have started in a direction, you are committed to moving that way,
so you can plan ahead by pressing the key for the direction you want to go
next before you need to.
2. Ice is tricky. No doubt about it, but the previous tip is useful. The only
other advice I can offer is try to remember where you need to go, or else you
panic, and die horribly. If you do panic, try to get to solid ground.
3. Some exceptionally tricky switches need to be pressed twice (maybe more!)
before they have any effect (and even then you may not see the result!)
4. The robot drones have very predictable behaviour, as would be expected from
drones, but the Nasty Things are less predictable, their movements when they
come to turn depend on where you are on the map relative to them. (You'll
see what I mean!)
5. Don't give up! Practice! Have fun! Don't cry! Don't pull your hair out!
Enjoy!
-----*****The Map Editor*****-----
The map editor runs entirely in the Wimp environment, allowing you to easily
make your own RHFT levels to bemuse your friends!
When you first click on the Map editor icon on the iconbar, four windows will
appear. The big one is the main map design window, the long window beneath
this is the message window. The window containing six icons next to the main
window is the selector window, and just above that is the current window.
-----*****The Selector Window*****-----
This window gives you control over the currently selected tile. The icons from
top to bottom are:
Character placing: Once selected this allows you to choose the starting position
of the character.
Monster placing: Once selected this allows you to place monsters on the map.
(up to 16 are allowed)
Tile placing: Once selected this allows you to place different tiles on the map.
Diamond placing: Once selected this allows you to place items on the map. (up
to 64 are allowed)
Plus/Minus: Selecting this changes the current tile. When the current selected
type is the character, the starting direction is moved round. The yellow bar
indicates the facing direction. A similar thing happens when monsters are
selected, except when the monster is rotated full circle, the second type of
monster becomes accessable. When tiles are selected, the range of tiles is
rotated though. Nothing happens when diamonds are selected.
-----*****The Main Window*****-----
This is where the map is displayed and edited. You can place the current
tile/monster/item/starting position (shown in the current window) on the map by
clicking the left mouse button over the required position.
When placed, some tiles require extra information to be entered. These are the
switch tile, teleport tile, electric tiles, rotating push tiles and
disappearing tile. The last three all require timing information to be entered.
Clicking the right mouse button over one of these special tiles allows you to
edit the information you entered.
-----*****The Switch Tile*****-----
Once you have placed the switch tile on the map, you will be prompted (in the
message window to select which tile it will affect. This can be any tile, of
any type, and once you have done this the switch edit window will appear.
This window contains four enlarged tiles, each one representing a different
tile state.
You can change the tile in a given state by selecting which state you want to
alter using the radio icons labelled 1-4, then clicking on the up/down arrows
in the middle of the window. Only valid tiles can be used in a state. Invalid
tiles are the Switch, teleport, electricity (on and off), Rotating push (all
directions) and disappearing tiles.
There are four more icons on the window. OK closes the window, change position
allows you to change the tile the switch affects, take current tile places the
currently selected tile (from the current window into the current state and
clear state sets the current state to null.
Note: Up to 16 switches are allowed, no more.
-----*****The Switch Tile in the Game*****-----
When the switch is first activated, the tile will change to the second state
(It is assumed that the first state is the same as the initial state on the
map. On each subsequent activation the state will be incremented. The
sequence wraps around when a null state is reached (represented by a red/yellow
cross).
For example:
A switch tile affects a given tile, that is initially a bomb tile.
The states of the switch are as follows:
Plain, Bomb, Fire, NULL
When the switch is activated for the first time, the tile will not appear to
change, as the second state is a bomb. If this is not the effect you want,
change it. It is up to the designer of a level to make sure the switches do
exactly what they are designed to do!
-----*****The Teleport Tile*****-----
Once placed, you will be prompted (in the message window) to click where you
want the tile to teleport to.
-----*****The Timing Window*****-----
When you place an electricity tile, a disappearing tile or a rotating push
tile, you will be required to enter the time (In 1/100s of a second) that the
tile changes. In the case of the rotating push tile this is the time between
one step in the rotation, in the case of the the electricity tile it is the
time between turning on/off and in the case of the the disappearing tile it is
the time between stages in vanishing.
Note - only times between 1 and 255 are acceptable.
-----*****Creating Your Own Map Collections*****-----
The following steps will setup your own map collection:
1. Make a directory to store your maps in.
2. Copy the file 'SetMapDir' from Utils
into the new directory.
3. Save all your maps in this directory.
In your save directory you will also need a 'MapList' text file.
The MapList file tells the game in what order to play the levels, and their
associated passwords. The file contents are as follows:
Level1
Level2 \
Level3 |These are the level filenames.
Level4 /
Level5
* -This signifies the end of the level list.
@
Password2 \ These are the passwords for the
@ | levels. '@' means no password
Password4 / for that level.
Password5
* -This signifies the end of the passwords.