|(anonymous IP: 188.8.131.52,139)|
Total files: 1293
Full index file
Recent index file
Part of aros exec
[Show comments] [Show snapshots] [Show videos] [Show content] [Replace file]
--- XorGramana: Getting Started -------------------------------- In the menu screen, use the up and down arrow keys to select a level and press return key to begin. Press 'x' to switch between playing XorGramana or Xor. In the game, move your player with the arrow keys. Your player resembles a shield. You have two players, a blue player and a red player. To switch between your two players press the return key. Some of the more complex puzzles require both your players working together to solve them. The number at the bottom right of the screen tells you how many moves you have remaining. There is no time limit. When you first start playing, you may wonder what to do. Just go up to objects and push them. Some will move, a few do not move, and some others have special properties. When you have solved all the puzzles in a level, the exit door will open. --- Key Guide -------------------------------------------------- While Playing Game: arrows - move player enter - Switch between players m - view map (need map piece) esc - quit (asks for replay) At replay prompt: y - yes, show replay n - no, quit to level menu c - continue playing (from this point in replay) During replay: 1 thru 9 - controls replay speed (1= fast, 9= slow) esc - return to replay prompt/return to menu To display map: (need map piece) m - toggle map - - zoom map out = - zoom map in arrows - move around zoomed-in map Scrolling/Edge threshold keys: (during play) 1 - 1 block 2 - 2 blocks 3 - 3 blocks (default) Indicator key: f1 - toggle movement indicators on/off --- Viewing the Map -------------------------------------------- You must collect at least one of the four map-pieces before you can view the map to the level you are playing. Each map-piece reveals one quarter of the map. The map in XorGramana shows blanks (an underline character) where each letter in the word solution must be placed to be solved. The actual letters are not shown, so you must figure that out for yourself. The map comes in useful for when you are confused about where the letters are supposed to be positioned. If there are no blank characters in the area of the map where your player currently is, but there are lots of letters then you don't have to form a word to solve that particular puzzle, the puzzle is just a puzzle. --- Differences between Xor and XorGramana --------------------- The game play is largely based upon an old 8bit game called Xor but the objective is no longer to collect the masks scattered around the maze, but to manipulate letters mostly which form pre-defined words. The basic objective remains the same: escape the maze. But this time you don't simply solve puzzles to be able to reach all the masks. The mask now serve a different purpose and do not have to be collected. Instead you solve puzzles which often form a word. The next difference is the fact there are more than twice as many objects in XorGramana than there are in Xor. With this in mind, XorGramana was designed with new behaviors to complement the original behaviors. Further, the behaviors have been combined in ways which do not appear in Xor. This is potentially quite confusing, for instance there is an object in XorGramana which like a fish, will fall when it can. However, this object also shares the properties of the doll object from Xor, when it is pushed horizontally. Due to the fact there are many different objects and many different combinations of behaviors in XorGramana, every object has different colored arrows indicating exactly which behavioral properties it exhibits and the directions these properties operate in. Another new aspect to the puzzles in XorGramana, is that the player can be blocked into a 'room' within a maze until a particular puzzle is solved. Many of the levels in XorGramana use this feature, such that when the letters scattered around a room are arranged to form the word-solution to the puzzle, a force-field blocking the exit from the room is removed and the player can proceed to the next puzzle. In XorGramana, when you collect a masks you gain an extra 10 moves. In Xor, you must collect the masks to pass through the exit door. Lastly, in Xor, all objects which gravitated (ie fish, chickens, and bombs) had to be supported by (or rest against) another object in the map design. In XorGramana however, unsupported objects are allowed in the map design and if used carefully, when the player begins the map they are presented with a nice little animation type effect. See the level 'Ivy Mikes Breakie' in XorGramana for an example of this, where the word to be constructed is firstly destroyed right before your eyes! Despite all these differences, the logic behind the behaviors remains exactly the same (touch wood). As proof of this XorGramana also implements all 15 levels from the original Xor game using the same game engine code to do so. Objects such as fish, chickens, dolls, and bombs are replaced by the letter objects from XorGramana which have exactly the same behavioral properties. --- General Objects -------------------------------------------- Horizontal force-field. - Only allows horizontal movement. Vertical force-field. - Only allows vertical movement. Y block. - Toggles the wall visibility on and off. Teleport. - Transfers the player to the other teleport. Exit door. - Will stay closed until you solve the level.