git-svn-id: https://aklabs.dyndns.org/svn/aklabs/trunk/games/wilysays@50 eb184899-6090-47d4-a65b-558f62f6ea1c
146 lines
6.0 KiB
HTML
Executable File
146 lines
6.0 KiB
HTML
Executable File
<html>
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<body bgcolor="black" text="white">
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<center><h1>MEGA MAN: Wily Says!</h1>
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<h2>HELP!</h2>
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</center>
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This is the help information for Mega Man: Wily Says!, the smash-megahit
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game currently sweeping teh intarnets. Here's how to play the game.
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<br/>
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<center><img src="help1.png"></center>
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<br/>
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Once the game loads up, click inside the game window with your mouse to
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make sure it has focus. Then hit your SPACE BAR. Click on one of the
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difficulty setting buttons, to choose the difficulty. This determines
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how many levels you play, and how long the patterns you're challenged with,
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will be. Once you've done that, watch the intro; it'll give you a little
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bit of background story, and a little bit of information on how to play
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the game.
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<center><h1>The interface</h1></center>
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<br/>
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<center><img src="help2.png"></center>
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<br/>
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<ul>
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<li>The "SCORE" in the upper left corner of the window displays your current
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total score. Higher scores mean you're more awesome, therefore higher scores
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are better. You increase your score by completing more patterns.</li>
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<li>The "TIMER" in the upper right corner of the window displays the amount of
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time you have left to repeat the pattern. The timer may run faster or slower
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depending on what difficulty setting you chose, as well as any powerups
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you may or may not be using right then.</li>
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<li>The numbered slots on the bottom left are your powerup slots. Hidden
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inside the patterns are powerups; when you complete a pattern that has a
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powerup associated with it, you get the powerup, and it shows up in one
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of these numbered slots. To use one of the powerups, you can either click
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on the powerup, or press the number key on your keyboard (non-numeric keypad)
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above that powerup. Here are the powerups and what they do:
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<br/><br/>
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<table cols=3 cellspacing = 5>
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<tr>
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<td><b>Powerup Icon</b></td>
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<td><b>Powerup Name</b></td>
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<td><b>Powerup Effect</b></td>
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</tr>
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<tr>
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<td><img src="gfx/EXCLAMATION.png"></td>
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<td valign=bottom>SKIP</td>
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<td valign=bottom>Skips the current pattern iteration you're on, and gives you all the score points for it</td>
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</tr>
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<tr>
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<td><img src="gfx/FORGIVENESS.png"></td>
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<td valign=bottom>FORGIVENESS</td>
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<td valign=bottom>If you have a FORGIVENESS in your inventory, and you mess up a pattern, then you don't have to start over on a new pattern; it's as if the mistake never happened.</td>
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</tr>
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<tr>
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<td><img src="gfx/POINTDOUBLER.png"></td>
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<td valign=bottom>POINT DOUBLER</td>
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<td valign=bottom>When this powerup is used, the current pattern iteration will give you double the number of points it normally would have.</td>
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</tr>
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<tr>
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<td><img src="gfx/SLOWDOWN.png"></td>
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<td valign=bottom>SLOW DOWN</td>
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<td valign=bottom>When this powerup is used, the timer runs at an incredibly slow speed, virtually stopping.</td>
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</tr>
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</table>
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</li>
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<li> The "ATTEMPTS REMAINING" at the bottom right will show many lives
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you have left. Every time you miss a light on a pattern, you will
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lose one life. When you reach 0 lives, the lock will self-detonate,
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and you will experience the crushing failure that is Game Over.</li>
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<li>The red lights on the right side of the screen indicate the total
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number of lights in this pattern; for example, if there are 3
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red lights, then this pattern has 3 lights to its combination.
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Therefore you will have one iteration with one light, one
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iteration with 2 lights, and one iteration with 3 lights.
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We all remember how a Simon Says works, right?
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As you complete iterations, those iterations will turn lights
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from red to green, showing how far away you are from completing
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the lock/pattern and progressing to the next level.</li>
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<li>The thing that looks like a Simon Says in the middle of the screen
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isn't actually a simon says. Yeah, I know - I know, it looks
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like one, but it's *not*. It's called the WilyLok, "an ingenious
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pattern-based locking mechanism" designed to keep Mega Man
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out of Dr Wily's laboratory while he destroys the world.
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This is where most of the gameplay happens. All you have to do
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is press the lighted buttons in the same pattern that they
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flash. All 4 lights will flash once, and then the lights you
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need to press will light individually. Then all 4 lights
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will flash again, and the timer will start ticking.
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Now you have to click on the lights in the same pattern that
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you just watched. Failure to do so will explode your skull
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and you'll lose a life - and what's worse, you'll have to
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start over.</li>
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</ul>
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Simple, right?
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<center><h2>Credits</h2></center>
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<pre>
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Pre-formatting this because I'm lazy.
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Most of this was assembled ad-hoc from various places around the internet
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for a game demo to accompany a resume, so it was never really intended for
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public consumption. But before the whole thing was over, it just became
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so ridiculous I couldn't possibly keep it to myself.
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The theme music is a MIDI version of Depeche Mode's "Master and Servant". That's
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where the name "Mastermind" for the Simon Says came from.
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The graphics were mostly stolen from mega man fansites around the internet.
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The explosion graphic was lifted from someone. I forget who. It's the same
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one I used in my "HOLY *@#%! ALIENS!" space shooter demo.
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The sound effects, again, were lifted from various free sites around the
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net. I honestly didn't keep track of them. I know they were all straight off
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Google links.
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I'm solely responsible for this atrocity; if you want to send me hate mail,
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you're a megaman purist and you want to tear off my head, you think this was
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the most ridiculous idea for a game demo ever, or if you want to send me
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big buckets of money because I'm just so <i>goddamned AWESOME</i>, send mail
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to andrew@aklabs.net, or follow me on twitter (@akesterson). Thanks.
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The entire demo was coded in ActionScript 3 on Adobe Flash CS3, graphics
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were chopped up with The GIMP, sounds composed/trimmed in Audacity. I think
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I spent about a total of 48 hours on this project, and that includes learning
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ActionScript 3. I'll release the source in a few days after an employer
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is done looking at it.
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</pre>
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</body>
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</html>
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