================================================================================ PERFECT FIT (release 1.0) ================================================================================ Paxanga Soft 2008 - 32k ROM - MSXC004 == REQUIREMENTS == - MSX1 - 16ks RAM - 16ks VRAM - FDD, HD, CF o SD optional, to load/save levels (FAT12 only). == CONTROLS == - Move: Cursor Keys or Joystick 1 - Fire1: Space or Joystick 1 button 1 - Fire2: GRAPH, CTRL, SHIFT or Joystick 1 button 2 - Menu: Fire1 - Select option. Move - Move between options. Press Up when you're over Tile Set, to change the palette (MSX2 or higher). Press SELECT to change 50/60 hz (MSX2 or higher). - Game: Fire1 - Throw block and follow it with cursor. Fire2 - Throw block without following it. Move - Move cursor. ESC or Fire1+Fire2 - Menu. - Filer: Fire1 - Select file to load. Fire2 - Quit Filer and go back to menu. BS - Delete file. 1-4 - Change drive. - Editor: Fire1 - Put tile. Fire2 - Delete tile. TAB - Change between tile type. RETURN - Take block where the cursor is located. == MENU == - Start Game - Start to play. - Continue - Allows to enter the passwords of the game, for the mode actually selected. If a Extended mode password is entered, for example, and you have selected Normal or User mode, password will be not correct. We can enter the password using Move up and Move down to change letter, left or BS to delete letter, or right to go to the next character. Or you can enter text by typing it directly from your keyboard. (These methods are suitable for any menu where you have to type text). - Level Set - (normal, extended or user) Change between Normal, Extended or User mode. You can only activate User mode if there is any level loaded in memory (or you created a new one in Editor). - Tile Set - (1 to 6) With this option you can change the tile gfx of the game, being able to choose from 6 different sets. Pressing up on this option, changes the color palette, always if it's a MSX2 or higher machine. - Music / SFX Only - Allows to select between Music & SFX or SFX only. - Load Level Set - It starts the Filer. From there we can load level files. - Editor - To create new levels or edit levels loaded from disk (assuming that are editable). == HOW TO PLAY == The game is simple. Involves placing the blocks of color on top of each target cell, that is, of the same color. To do this we can only move coloured blocks. Target cells and walls are immovable. We can move the blocks in the 4 directions, provided there is a cell free. The block is moved until it finds a wall, another block, or screen border. To move a block, place the cursor over the block you want to move and press Fire1 + the direction we want to move. Once the block will stop, we will have the cursor over it, just in case we need move it again. If instead of Fire1, we use Fire2, the cursor will remain on the same place. Use one or the other as more comfortable. The cursor can be moved freely, in horizontal or vertical and when it reaches the screen border, it will appear on the other side. Once all the blocks are above their corresponding targets, level is complete. Every 5 levels you will get a password. Pressing ESC during the game, we will get a menu from which we can choose Cancel (cancel menu), Re-Start to restart the current level, or Exit to Menu, to finish the game and return to the menu. In addition, this window will show the current level (LV) and the last password available (PW). In the first 5 levels, not having achieved any password yet, it won't show any password. - Summary of blocks - Color Blocks - They are the only blocks that we can move, and we must place them on the target cells of their corresponding color. There are four colors, Red, Yellow, Green and Blue. Target Cell - You have to place the color blocks on them. Therefore, there are also the same 4 colors. Walls - They stop blocks. further, in the Extended mode we have: Arrows - Change the direction of the block that passes over them. Moveable Walls - When a block impact on this block, the wall is moved one step, if next box is available. After moving, they become a normal wall. Crossing Walls - A color block can move through these walls. After this, the wall will become a normal wall. == GAME MODES == - Normal - In this way only color blocks are available, with the corresponding target cells, and normal walls. - Extended - Here some special tiles are added. Two new walls, (moveable and crossing), and arrows to change block direction, making game more complex. - User - To play levels loaded from disk or created with the Editor. The user levels can have any kind of block. == FILER == If we have any disk drive (FAT12), it shows a screen with Levelpack files (.LVP). Each of these files contain up to 25 levels created with the Editor. We can move through the list of names, and load a file by pressing Fire1. Press Fire2 to return to the main menu. You can delete a file by pressing the BS (<-) key. In that case you will be asked to confirm before deleting the file. If you try to load a wrong file (not LevelPack) it will show an error. By pressing 1-4 keys, we can change current drive. If the drive does not exist, it will show an error. If we have more Levelpack files that fit on the screen, we will see > PAG2 >. Pressing on it, it will show more Levelpack files. At this page2 we will see the option < PAG 1 < to return to the first page. After loading the file, if it's correct, we will return to the main Menu and the Levelpack will be in memory. The game mode will be changed to User, and you can play with these levels by pressing Start Game, or edit them by clicking Editor (if they are editable). == EDITOR == With Editor you can create up to 25 new levels for each Levelpack file. At those levels, the blocks of the Extended mode are available, so you can use them to create levels, or only use normal ones, as you prefer. At the right side of the screen, there is the editing menu, which consists of the following options: - Select Block - Select a normal block to put on screen. - Search Target - Select the target cell. - Select Arrow - Select the arrow. - Select Wall - Select the wall. Before continuing with the remaining options, we must have something in mind: These 4 options appear only when you move the cursor to the right, to the menu area. If not, it will only show the currect selected tile. In those four options, we choose the type of block that we put in screen. Then, using Move, we need to move the cursor around the level area and use Fire1 to put it. This will place the default block (red), cell (red), arrow (up) or wall (normal). If we want to change the block we have to press Fire1 and holding it, press one of the 4 directions, with each direction being a color or direction (for arrow), or type of wall. If you just press Fire1, it will place the last block selected, or block by default if you just selected a block from the menu. Using Fire2, you can delete blocks. Furthermore, as added functions, RETURN can be used on any block to assign it as new selected block. Using TAB, the block will be alternating between each type of available blocks (blocks, targets, arrows, walls). That is, if we have selected a normal block, and we press TAB, we will have selected the target cell for that color. Note: The Editor will not put an arrow completely close to another arrow when both are pointing at each other. - Next Level - To go to the next number of level. (under this option it shows the number of current level). The top level for each Levelpack is 25. - Prev Level - Go to the previous level. If we are at level 1, it will do nothing. Note: Editor won't allow us to go to the next level if the current level is not correct. It will check that the level is not empty, or that it has the same number of blocks of each color than target cells. But it won't check beyond that, if this is correct, you can edit next level, any more complex check will be done. - CLR - Clears the current level (Delete), or all levels (Delete All). - Play - It allow us to play at the current level, se we can check if it's correct, if it's easy or hard, or if we just like it or not. - Info - Displays information of current Levelpack or allows you to change it.(This information is assigned by default when creating a level from scratch) - Author - Name or reference of the creator of the Levelpack. - Passwords - The 4 passwords that the game will display every 5 completed levels. We can change this information, using Fire1 over the info we want to change, and then enter the new text in the same way we used to put the passwords on the main Menu. - Save - To save the current Levelpack on disk. This menu has the following options: - Cancel - To cancel saving. - Save - To save the file. If a file already exists, it will asks for confirmation before overwrite it. If there is no disk or if there is any disk error, it will show it. - Editable Y/N - Displays and allows you to switch if the current Levelpack is editable or not. By default it's yes (Y) but if we have finished creating all levels, we thing they're correct and ready to distribute to other obsoletes, we can mark them as non-editable (N) and these may well play, but not edit them. (In that case, be sure to keep a editable copy if you want to make changes later!) - File - It shows us the file name. If it has been created from scratch, it shows the default name. We can change it by clicking on it. Note: If you load a non editable level and you go to the Editor, it will ignore it, and it will create a new Levelpack from scratch. - Exit - To return no main Menu. Current Levelpack will remain on memory. == CREDITS == - Original game: Akuma no Houkon ( www.rpgds.com & gp32.indiedevs.com ) - Code: The Devils Jester - Gfx: manu_pkp - Msx Version: Paxanga Soft - Code: MsxKun - Gfx: MsxKun - Music: Terrific Tunes - Beta-test: Sapphire == THANKS == To The Devils Jester for the creation of this game for GP2X, and above all, for accepting my request to make this remake for MSX. To Sapphire for testing the game levels (all of them!) and Ramones for his advice and indications of how to use disk from ROM. To you for trying out the game. If you also discover some sort of bug, you think the information in this manual is incorrect or incomplete, or the translation to english is not totally fine (sure it's not!) or you have any questions or suggestion, do not hesitate to write! == DISCLAIMER == This game is Freeware and can be distributed freely. Paxanga Soft reserves the option to release it in a physical format, but the ROM file can be downloaded totally for free. The realization of this version for MSX has been done with the permission of Akuma No Houkon. ================================================================================ Paxanga Soft 2008 - http://paxangasoft.cjb.net - paxangasoft@yahoo.es ================================================================================