Kingdom hearts Melody of Memory Gide

2020-11-21 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Kingdom hearts Melody of Memory Gide

Main MenuWorld TourTrack SelectionVersus BattleMuseumCo-opConfigConfig MenuMusic Stage SettingsMenu SettingsTutorials and HelpCredits?Copyright InformationMusic Stage SettingsMusic Volume; 0 to 5Sound Effects Volume; 0 to 5Voice Volume; 0 to 5D-Pad Mapping (Field Stages); Off, Standard, flippedD-Pad Mapping (Boss Stages); Off, Standard, Stick, flippedD-Pad Mapping (Memory Dives); Off, Standard, Stick, flippedGuest Characters; Off, onBackground Music Timing; minus 15 to 15, default is 0Menu SettingsMusic Volume; 0 to 5Sound Effects Volume; 0 to 5VS BATTLES:Online BattleCOM BattleYour ProfiCardProficard CollectionMuseum MenuCollection, Story archive, Theater, Jukebox, RecordsThe Team Menu can be accessed with either the Plus, Start, or Options menu (Depending on game console) from anywhere that isn't a music stage, results screen or cut scene.TeamSynthesize ItemsItemsMusic Stage SettingsTeam menuTeam ClassicTeam DaysTeam 3DTeam BBSSelecting a team will switch to it, but you won't back out of the team menu until you press the back button.Both the Synthesize Items and Items menus are identical as far as layout.The items menu just shows how many of each item you have.Tabs can be changed with the L and R buttonsFrom left to right they are, Items, Music Stage Keys, Profi Card Icons, Collector's cards, MaterialsTo synthesize an item, choose it, then the synthesize screen will appear.The bottom option is Synthesize.By default it'll make one of what ever item you select.To change the quantity, move up one then press right or left to change the quantity.Hold either direction to reach the maximum or minimum amount you can synthesize.The options above that just show the materials you need to create the item in question; up to 4 in a 2-by-2 grid.Pressing Triangle on one of these materials will bring up a details screen.Pressing X on a material will offer to jump you into the track selection menu with focus on the song that will best yield that material.Yes is on the right while no is on the left.You can only make one of any Music Stage key or profi Card Icon, after that, it'll be grayed out and unselectible, though it'll still appear in said menu.Song menuPlay, Play DemoTeam status; use right or left to toggle team once you have at least two.Potion, High Potion, EXP Boost, Item Boost, summoning StarNote that one of each item can be toggled on or off with the confirm button, but only if you have at least one of that item.Said item(s) will stay on until turned off.World Tour MissionsWithin the World Tour mode, each song provides three missions for you to complete that award stars.Their are a total of 345 in the game, and you need these stars to open gates on the world map in order to progress.Below is a vary rough mission guide.A forum user by the name of northeasternGorilla has agreed to type up the missions based on screen shots I provided to him based on my in-game progress, so this guide is vary much a workin progress.Destiny Islands:Clear without itemsScore 520 points or higherGet 70% or higher Good or better ratingsBustin Up on the Beach:Get 60% or higher Good or better ratingsDefeat 55% or more of ground enemiesMiss 30 times or fewerDestiny’s Force:Miss 30 times or fewerClear with 30% HP or more without itemsScore 595 points or higherNight of Fate:Score 520 points or higherClear with 30% HP or moreDefeat 35 total Shadow enemiesTraverse Town:Get 65% or higher Good or better ratingsHit all star targets with a rating of Excellent or better Clear on Standard or Proud difficulty without itemsHand in Hand:Score 455 points or higherMiss 19 times or fewerClear with 50% HP or moreShrouding Dark Cloud:Clear without itemsGet 70 or more total Good or better ratingsDefeat all multi-attack enemiesWelcome to Wonderland:Clear without itemsScore 540 points or higherMiss 15 times or fewerTo Our Surprise:Score 475 points or higherClear with 50% HP or moreDodge all ranged attacks by jumpingA Day in Agrabah:Get 50% or higher Excellent or better ratingsClear with 40% HP or moreHit all glide targetsArabian Dream:Miss 28 times or fewerDefeat 55% or more of Bandit enemiesHit all glide targetsOlympus Coliseum:Miss 20 times or fewerScore 550 points or higherBreak all barrels and boxesGo for It!:Get 40% or higher rainbow Excellent ratingsMiss 20 times or fewerDefeat 10 total aerial enemiesA Very Small Wish:Clear without itemsGet 65% or higher Good or better ratingsBreak all barrels or boxesMonstrous Monstro:Miss 26 times or fewerHit all star targets with a rating of Excellent or betterHit all simultaneous targetsUnder the Sea:  Defeat 55% or more of Sea Neon enemiesClear with 55 HP or more without items… (text cut off) or more total Excellent or better ratingsAn Adventure in Atlantica:Clear with 30% HP or moreMiss 18 times or fewerDefeat 60% or more of Aquatank enemiesThis is Halloween:Get 60% or higher Good or better ratingsMiss 22 times or fewerClear with 50% HP or mor

Kingdom hearts Melody of Memory Gide

2020-11-21 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Kingdom hearts Melody of Memory Gide

Main MenuWorld TourTrack SelectionVersus BattleMuseumCo-opConfigConfig MenuMusic Stage SettingsMenu SettingsTutorials and HelpCredits?Copyright InformationMusic Stage SettingsMusic Volume; 0 to 5Sound Effects Volume; 0 to 5Voice Volume; 0 to 5D-Pad Mapping (Field Stages); Off, Standard, flippedD-Pad Mapping (Boss Stages); Off, Standard, Stick, flippedD-Pad Mapping (Memory Dives); Off, Standard, Stick, flippedGuest Characters; Off, onBackground Music Timing; minus 15 to 15, default is 0Menu SettingsMusic Volume; 0 to 5Sound Effects Volume; 0 to 5VS BATTLES:Online BattleCOM BattleYour ProfiCardProficard CollectionMuseum MenuCollection, Story archive, Theater, Jukebox, RecordsThe Team Menu can be accessed with either the Plus, Start, or Options menu (Depending on game console) from anywhere that isn't a music stage, results screen or cut scene.TeamSynthesize ItemsItemsMusic Stage SettingsTeam menuTeam ClassicTeam DaysTeam 3DTeam BBSSelecting a team will switch to it, but you won't back out of the team menu until you press the back button.Both the Synthesize Items and Items menus are identical as far as layout.The items menu just shows how many of each item you have.Tabs can be changed with the L and R buttonsFrom left to right they are, Items, Music Stage Keys, Profi Card Icons, Collector's cards, MaterialsTo synthesize an item, choose it, then the synthesize screen will appear.The bottom option is Synthesize.By default it'll make one of what ever item you select.To change the quantity, move up one then press right or left to change the quantity.Hold either direction to reach the maximum or minimum amount you can synthesize.The options above that just show the materials you need to create the item in question; up to 4 in a 2-by-2 grid.Pressing Triangle on one of these materials will bring up a details screen.Pressing X on a material will offer to jump you into the track selection menu with focus on the song that will best yield that material.Yes is on the right while no is on the left.You can only make one of any Music Stage key or profi Card Icon, after that, it'll be grayed out and unselectible, though it'll still appear in said menu.Song menuPlay, Play DemoTeam status; use right or left to toggle team once you have at least two.Potion, High Potion, EXP Boost, Item Boost, summoning StarNote that one of each item can be toggled on or off with the confirm button, but only if you have at least one of that item.Said item(s) will stay on until turned off.World Tour MissionsWithin the World Tour mode, each song provides three missions for you to complete that award stars.Their are a total of 346 in the game, and you need these stars to open gates on the world map in order to progress.Below is a vary rough mission guide.A forum user by the name of northeasternGorilla has agreed to type up the missions based on screen shots I provided to him based on my in-game progress, so this guide is vary much a workin progress.Destiny Islands:Clear without itemsScore 520 points or higherGet 70% or higher Good or better ratingsBustin Up on the Beach:Get 60% or higher Good or better ratingsDefeat 55% or more of ground enemiesMiss 30 times or fewerDestiny’s Force:Miss 30 times or fewerClear with 30% HP or more without itemsScore 595 points or higherNight of Fate:Score 520 points or higherClear with 30% HP or moreDefeat 35 total Shadow enemiesTraverse Town:Get 65% or higher Good or better ratingsHit all star targets with a rating of Excellent or better Clear on Standard or Proud difficulty without itemsHand in Hand:Score 455 points or higherMiss 19 times or fewerClear with 50% HP or moreShrouding Dark Cloud:Clear without itemsGet 70 or more total Good or better ratingsDefeat all multi-attack enemiesWelcome to Wonderland:Clear without itemsScore 540 points or higherMiss 15 times or fewerTo Our Surprise:Score 475 points or higherClear with 50% HP or moreDodge all ranged attacks by jumpingA Day in Agrabah:Get 50% or higher Excellent or better ratingsClear with 40% HP or moreHit all glide targetsArabian Dream:Miss 28 times or fewerDefeat 55% or more of Bandit enemiesHit all glide targetsOlympus Coliseum:Miss 20 times or fewerScore 550 points or higherBreak all barrels and boxesGo for It!:Get 40% or higher rainbow Excellent ratingsMiss 20 times or fewerDefeat 10 total aerial enemiesA Very Small Wish:Clear without itemsGet 65% or higher Good or better ratingsBreak all barrels or boxesMonstrous Monstro:Miss 26 times or fewerHit all star targets with a rating of Excellent or betterHit all simultaneous targetsUnder the Sea:  Defeat 55% or more of Sea Neon enemiesClear with 55 HP or more without items… (text cut off) or more total Excellent or better ratingsAn Adventure in Atlantica:Clear with 30% HP or moreMiss 18 times or fewerDefeat 60% or more of Aquatank enemiesThis is Halloween:Get 60% or higher Good or better ratingsMiss 22 times or fewerClear with 50% HP or mor

Kingdom hearts Melody of Memory Gide

2020-11-21 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Kingdom hearts Melody of Memory Gide

Main MenuWorld TourTrack SelectionVersus BattleMuseumCo-opConfigConfig MenuMusic Stage SettingsMenu SettingsTutorials and HelpCredits?Copyright InformationMusic Stage SettingsMusic Volume; 0 to 5Sound Effects Volume; 0 to 5Voice Volume; 0 to 5D-Pad Mapping (Field Stages); Off, Standard, flippedD-Pad Mapping (Boss Stages); Off, Standard, Stick, flippedD-Pad Mapping (Memory Dives); Off, Standard, Stick, flippedGuest Characters; Off, onBackground Music Timing; minus 15 to 15, default is 0Menu SettingsMusic Volume; 0 to 5Sound Effects Volume; 0 to 5VS BATTLES:Online BattleCOM BattleYour ProfiCardProficard CollectionMuseum MenuCollection, Story archive, Theater, Jukebox, RecordsThe Team Menu can be accessed with either the Plus, Start, or Options menu (Depending on game console) from anywhere that isn't a music stage or cut scene.TeamSynthesize ItemsItemsMusic Stage SettingsTeam menuTeam ClassicTeam DaysTeam 3DTeam BBSSelecting a team will switch to it, but you won't back out of the team menu until you press the back button.Both the Synthesize Items and Items menus are identical as far as layout.The items menu just shows how many of each item you have.Tabs can be changed with the L and R buttonsFrom left to right they are, Items, Music Stage Keys, Profi Card Icons, Collector's cards, MaterialsTo synthesize an item, choose it, then the synthesize screen will appear.The bottom option is Synthesize.By default it'll make one of what ever item you select.To change the quantity, move up one then press right or left to change the quantity.Hold either direction to reach the maximum or minimum amount you can synthesize.The options above that just show the materials you need to create the item in question; up to 4 in a 2-by-2 grid.Pressing Triangle on one of these materials will bring up a details screen.Pressing X on a material will offer to jump you into the track selection menu with focus on the song that will best yield that material.Yes is on the right while no is on the left.You can only make one of any Music Stage key or profi Card Icon, after that, it'll be grayed out and unselectible, though it'll still appear in said menu.Song menuPlay, Play DemoTeam status; use right or left to toggle team once you have at least two.Potion, High Potion, EXP Boost, Item Boost, summoning StarNote that one of each item can be toggled on or off with the confirm button, but only if you have at least one of that item.Said item(s) will stay on until turned off.World Tour MissionsWithin the World Tour mode, each song provides three missions for you to complete that award stars.Their are a total of 346 in the game, and you need these stars to open gates on the world map in order to progress.Below is a vary rough mission guide.A forum user by the name of northeasternGorilla has agreed to type up the missions based on screen shots I provided to him based on my in-game progress, so this guide is vary much a workin progress.Destiny Islands:Clear without itemsScore 520 points or higherGet 70% or higher Good or better ratingsBustin Up on the Beach:Get 60% or higher Good or better ratingsDefeat 55% or more of ground enemiesMiss 30 times or fewerDestiny’s Force:Miss 30 times or fewerClear with 30% HP or more without itemsScore 595 points or higherNight of Fate:Score 520 points or higherClear with 30% HP or moreDefeat 35 total Shadow enemiesTraverse Town:Get 65% or higher Good or better ratingsHit all star targets with a rating of Excellent or better Clear on Standard or Proud difficulty without itemsHand in Hand:Score 455 points or higherMiss 19 times or fewerClear with 50% HP or moreShrouding Dark Cloud:Clear without itemsGet 70 or more total Good or better ratingsDefeat all multi-attack enemiesWelcome to Wonderland:Clear without itemsScore 540 points or higherMiss 15 times or fewerTo Our Surprise:Score 475 points or higherClear with 50% HP or moreDodge all ranged attacks by jumpingA Day in Agrabah:Get 50% or higher Excellent or better ratingsClear with 40% HP or moreHit all glide targetsArabian Dream:Miss 28 times or fewerDefeat 55% or more of Bandit enemiesHit all glide targetsOlympus Coliseum:Miss 20 times or fewerScore 550 points or higherBreak all barrels and boxesGo for It!:Get 40% or higher rainbow Excellent ratingsMiss 20 times or fewerDefeat 10 total aerial enemiesA Very Small Wish:Clear without itemsGet 65% or higher Good or better ratingsBreak all barrels or boxesMonstrous Monstro:Miss 26 times or fewerHit all star targets with a rating of Excellent or betterHit all simultaneous targetsUnder the Sea:  Defeat 55% or more of Sea Neon enemiesClear with 55 HP or more without items… (text cut off) or more total Excellent or better ratingsAn Adventure in Atlantica:Clear with 30% HP or moreMiss 18 times or fewerDefeat 60% or more of Aquatank enemiesThis is Halloween:Get 60% or higher Good or better ratingsMiss 22 times or fewerClear with 50% HP or more without itemsS

Kingdom hearts Melody of Memory Gide

2020-11-20 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Kingdom hearts Melody of Memory Gide

Main MenuWorld TourTrack SelectionVersus BattleMuseumCo-opConfigConfig MenuMusic Stage SettingsMenu SettingsTutorials and HelpCredits?Copyright InformationMusic Stage SettingsMusic Volume; 0 to 5Sound Effects Volume; 0 to 5Voice Volume; 0 to 5D-Pad Mapping (Field Stages); Off, Standard, flippedD-Pad Mapping (Boss Stages); Off, Standard, Stick, flippedD-Pad Mapping (Memory Dives); Off, Standard, Stick, flippedGuest Characters; Off, onBackground Music Timing; minus 15 to 15, default is 0Menu SettingsMusic Volume; 0 to 5Sound Effects Volume; 0 to 5VS BATTLES:Online BattleCOM BattleYour ProfiCardProficard CollectionMuseum MenuCollection, Story archive, Theater, Jukebox, RecordsThe Team Menu can be accessed with either the Plus, Start, or Options menu (Depending on game console) from anywhere that isn't a music stage or cut scene.TeamSynthesize ItemsItemsMusic Stage SettingsTeam menuTeam ClassicTeam DaysTeam 3DTeam BBSSelecting a team will switch to it, but you won't back out of the team menu until you press the back button.Both the Synthesize Items and Items menus are identical as far as layout.The items menu just shows how many of each item you have.Tabs can be changed with the L and R buttonsFrom left to right they are, Items, Music Stage Keys, Profi Card Icons, Collector's cards, MaterialsTo synthesize an item, choose it, then the synthesize screen will appear.The bottom option is Synthesize.By default it'll make one of what ever item you select.To change the quantity, move up one then press right or left to change the quantity.Hold either direction to reach the maximum or minimum amount you can synthesize.The options above that just show the materials you need to create the item in question; up to 4 in a 2-by-2 grid.Pressing Triangle on one of these materials will bring up a details screen.Pressing X on a material will offer to jump you into the track selection menu with focus on the song that will best yield that material.Yes is on the right while no is on the left.You can only make one of any Music Stage key or profi Card Icon, after that, it'll be grayed out and unselectible, though it'll still appear in said menu.Song menuPlay, Play DemoTeam status; use right or left to toggle team once you have at least two.Potion, High Potion, EXP Boost, Item Boost, summoning StarNote that one of each item can be toggled on or off with the confirm button, but only if you have at least one of that item.Said item(s) will stay on until turned off.World Tour MissionsWithin the World Tour mode, each song provides three missions for you to complete that award stars.Their are a total of 346 in the game, and you need these stars to open gates on the world map in order to progress.Below is a vary rough mission guide.A forum user by the name of northeasternGorilla has agreed to type up the missions based on screen shots I provided to him based on my in-game progress, so this guide is vary much a workin progress.Destiny Islands:Clear without itemsScore 520 points or higherGet 70% or higher Good or better ratingsBustin Up on the Beach:Get 60% or higher Good or better ratingsDefeat 55% or more of ground enemiesMiss 30 times or fewerDestiny’s Force:Miss 30 times or fewerClear with 30% HP or more without itemsScore 595 points or higherNight of Fate:Score 520 points or higherClear with 30% HP or moreDefeat 35 total Shadow enemiesTraverse Town:Get 65% or higher Good or better ratingsHit all star targets with a rating of Excellent or better Clear on “2 musical note” or “3 musical note” difficulty without itemsHand in Hand:Score 455 points or higherMiss 19 times or fewerClear with 50% HP or moreShrouding Dark Cloud:Clear without itemsGet 70 or more total Good or better ratingsDefeat all multi-attack enemiesWelcome to Wonderland:Clear without itemsScore 540 points or higherMiss 15 times or fewerTo Our Surprise:Score 475 points or higherClear with 50% HP or moreDodge all ranged attacks by jumpingA Day in Agrabah:Get 50% or higher Excellent or better ratingsClear with 40% HP or moreHit all glide targetsArabian Dream:Miss 28 times or fewerDefeat 55% or more of Bandit enemiesHit all glide targetsOlympus Coliseum:Miss 20 times or fewerScore 550 points or higherBreak all barrels and boxesGo for It!:Get 40% or higher rainbow Excellent ratingsMiss 20 times or fewerDefeat 10 total aerial enemiesA Very Small Wish:Clear without itemsGet 65% or higher Good or better ratingsBreak all barrels or boxesMonstrous Monstro:Miss 26 times or fewerHit all star target rating of Excellent or betterHit all simultaneous targetsUnder the Sea:  Defeat 55% or more of Sea Neon enemiesClear with 55 HP or more without items… (text cut off) or more total Excellent or better ratingsAn Adventure in Atlantica:Clear with 30% HP or moreMiss 18 times or fewerDefeat 60% or more of Aquatank enemiesThis is Halloween:Get 60% or higher Good or better ratingsMiss 22 times or fewerClear with 50% HP or more wit

Night Trap 25th Anniversary Edition Guide

2017-09-07 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Night Trap 25th Anniversary Edition Guide

Night Trap 25th Anniversary Edition is playable!I've posted a notice over in the General games discussion, so if you're here, and have the game, let's get you up to speed on how to play it!Here are the controls on PS4.They might also work on steam if you have a game controler; even a PS4 controler; but I'm not sure about the button laiyout.Control pad. move the cursor around the camera feed selection menu.X or Square. Switch to the selected camera feed.Triangle or Circle. Activate trap when the trap gage is red.L1 and R1. Change the color of the trap access code.Options. pauses the game, giving you the options of continue or quit.When you fail, the same menu replaces continue with retry.Main menuWhen you launch the game, you'll see the digital pictures logo, as well as the opening credits before the main menu comes up.You'll know it's up because music will suddenly start playing without any sort of intro what-so-ever.Use up and down to move the cursor and X to select a choice.In options, left and right will change the settings, but these two settings don't rap.Press X or circle to back out of options.Your cursor will always be on start game when the main menu loads, but here are the choices you'll have.The basement, Used to access special feeturesSurvivor modeOptionsContinue, Load from the checkpointStart Game, Starts a new game of Night TrapOnce you get far enough in a game of Night Trap; 13 minutes and 51 seconds in to be exact, you'll be given a checkpoint, and from their, you can select continue to start off from that point.Be warned; however; that selecting Start game will delete a saved game; if you have one; without any kind of conformation prompt what-so-ever, so be careful.Also be aware that finishing a game of Night Trap will delete the save file, but none of your progress in the basement will be lost.Here are the choices in the options menu.Icons: Original, RevampedLayout: 2017, 1994, 1993, 1992.These will have no effect for us, but changing them will allow access to a few PSN trophies; if you're into that sort of thing.Icons always defaults to Revamped and layout to 2017 whenever the game loads or is restarted by either failing in survivor mode or quitting the main game.Their is one more option in this menu, and it does save between games.Press the triangle button to switch the game's audio language between english and french.Default is english, but their is no sound when switching this option, so be careful.Also, some sceens aren't in French, but are subtitled in that language when it's active.The BasementHere is the menu for the basement.Use up and down to move the cursor and X to select.Press Circle to bakc out of production stills or theater mode.The cursor will always return to theater mode when backing out of another mode.Theater mode. Locked. Finish the game to unlock a blank theater, then find seens by replaying the game.1995 documentary Dangerous games.Conversation with             James Riley.Timeline. Locked. Get both endings in scene of the Crime to unlock it.Production stills. partially Locked. Complete various tasks to unlock more.Scene of the crime. Locked. Play a perfect game of Night Trap to unlock it.Within production stills, press right or left to cycle between them.In theater, press any direction to pick a room, then press X to display a list of scenes that can be found in that room.Neither menu raps, and locked scenes simply won't play.Press Circle to stop a scene in progress.Now with all that out of the way, here's the guide itself.Night trap is an fmv game, meaning that it's completely based around full-motion video sceens with live action acters.As far as the interface goes, it's simple as well, though the difficulty in playing the game relies heavily on memorising the locations of the vampires; Augurs; so you can trap them.Everything in the martin house happens in real time, so memorization is the key to getting a perfect game.Their is a menu with eight different camera feeds you can choose to watch.Move the cursor to a feed, then press Square or X to switch to it.The feeds are:HALL 1 | KITCHEN | ENTRYWAY | LIVING ROOM |  BATHROOM | BEDROOM | HALL 2 | DRIVEWAY | When starting a new game or reloading a saved game, you'll always start in the driveway.Regarding trap access colors.You always start on blue when starting a new game, but loading a saved one will put you on the color you had selected at the checkpoint's creation, but the Martin children will change the code to a random selection at 4 points during the course of the 25 minute game.The order of the colors; going right; isblue, green. orange, purple, red, yellow.The color buttons rap, so pressing R1 on yellow will take you back to blue.So; for example; if Sheila Martin tells her son Jeffrey to change the trap access color from blue to red, you would have to either press R1 four times, or L1 two times to make the color red.The objective of the game is to trap as man

Night Trap 25th Anniversary Edition Guide

2017-09-06 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Night Trap 25th Anniversary Edition Guide

Night Trap 25th Anniversary Edition is playable!I've posted a notice over in the General games discussion, so if you're here, and have the game, let's get you up to speed on how to play it!Here are the controls on PS4.They might also work on steam if you have a game controler; even a PS4 controler; but I'm not sure about the button laiyout.Control pad. move the cursor around the camera feed selection menu.X or Square. Switch to the selected camera feed.Triangle or Circle. Activate trap when the trap gage is red.L1 and R1. Change the color of the trap access code.Options. pauses the game, giving you the options of continue or quit.When you fail, the same menu replaces continue with retry.Main menuWhen you launch the game, you'll see the Screaming Villains and digital pictures logos, as well as the opening credits before the main menu comes up.You'll know it's up because music will suddenly start playing without any sort of intro what-so-ever.Use up and down to move the cursor and X to select a choice.In options, left and right will change the settings, but these two settings don't rap.Press X or circle to back out of options.Your cursor will always be on start game when the main menu loads, but here are the choices you'll have.The basement, Used to access special feeturesSurvivor modeOptionsContinue, Load from the checkpointStart Game, Starts a new game of Night TrapOnce you get far enough in a game of Night Trap; about 13 minutes and 50 seconds in, you'll be given a checkpoint, and from their, you can select continue to start off from that point.Be warned; however; that selecting Start game will delete a saved game; if you have one; without any kind of conformation prompt what-so-ever, so be careful.Here are the choices in the options menu.Icons: Original, RevampedLayout: 2017, 1994, 1993, 1992.These will have no effect for us, but changing them will allow access to a few PSN trophies; if you're into that sort of thing.Icons always defaults to Revamped and layout to 2017 whenever the game loads or is restarted by either failing in survivor mode or quitting the main game.Their is one more option in this menu, and it does save between games.Press the triangle button to switch the game's audio language between english and french.Default is english, but their is no sound when switching this option, so be careful.Also, some sceens aren't in French, but are subtitled in that language when it's active.The BasementHere is the menu for the basement.Use up and down to move the cursor and X to select.Press Circle to bakc out of production stills or theater mode.The cursor will always return to theater mode when backing out of another mode.Theater mode. Locked. Finish the game to unlock it, then find more seens by replaying the game.1995 documentary Dangerous games.Conversation with             James Riley.Timeline. Locked. Finish the game to unlock it.Production stills. partially Locked. Complete various tasks to unlock more.Seen of the crime. Locked. Play a perfect game of Night Trap to unlock it.Now with all that out of the way, here's the guide itself.Night trap is an fmv game, meaning that it's completely based around full-motion video sceens with live action acters.As far as the interface goes, it's simple as well, though the difficulty in playing the game relies heavily on memorising the locations of the vampires; Augurs; so you can trap them.Everything in the martin house happens in real time, so memorization is the key to getting a perfect game.Their is a menu with eight different camera feeds you can choose to watch.Move the cursor to a feed, then press Square or X to switch to it.The feeds are:HALL 1 | KITCHEN | ENTRYWAY | LIVING ROOM |  BATHROOM | BEDROOM | HALL 2 | DRIVEWAY | When starting a new game or reloading a saved game, you'll always start in the driveway.Regarding trap access colors.You always start on blue when starting a new game, but loading a saved one will put you on the color you had selected at the checlpoint's creation, but the Martin children will change the code to a random selection at 4 points during the course of the 25 minute game.The order of the colors; going right; isblue, green. orange, purple, red, yellow.The color buttons rap, so pressing R1 on yellow will take you back to blue.So; for example; if Sheila Martin tells her son Jeffrey to change the trap access color from blue to red, you would have to either press R1 four times, or L1 two times to make the color red.I'll add more to this guide vary shortly, as I'm still discovering more about this game as I play through it.

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Rhythm Heaven Megamix menu guide

2017-01-30 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; september 19, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if y
 ou might have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this wil
 l effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; f
 rom left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any
  tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If yo
 u fail a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game 

Rhythm Heaven Megamix menu guide

2017-01-14 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; september 19, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if y
 ou might have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this wil
 l effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; f
 rom left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any
  tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If yo
 u fail a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game 

Rhythm Heaven Megamix menu guide

2017-01-13 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; september 19, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if y
 ou might have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this wil
 l effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; f
 rom left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any
  tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If yo
 u fail a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game 

Rhythm Heaven Megamix menu guide

2017-01-13 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; september 19, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if y
 ou might have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this wil
 l effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; f
 rom left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any
  tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If yo
 u fail a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game 

Rhythm Heaven Megamix menu guide

2017-01-13 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; september 19, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if y
 ou might have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this wil
 l effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; f
 rom left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any
  tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If yo
 u fail a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game 

Rhythm Heaven Megamix menu guide

2017-01-13 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; september 19, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if y
 ou might have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this wil
 l effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; f
 rom left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any
  tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If yo
 u fail a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game 

Rhythm Heaven Megamix menu guide

2017-01-13 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; september 19, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if y
 ou might have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this wil
 l effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; f
 rom left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any
  tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If yo
 u fail a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game 

Rhythm Heaven Megamix menu guide

2017-01-13 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; september 19, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if y
 ou might have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this wil
 l effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; f
 rom left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any
  tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If yo
 u fail a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game 

Rhythm Heaven Megamix menu guide

2017-01-13 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; september 19, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if y
 ou might have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this wil
 l effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; f
 rom left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any
  tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If yo
 u fail a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game 

Rhythm Heaven Megamix menu guide

2017-01-13 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; september 19, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if y
 ou might have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this wil
 l effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; f
 rom left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any
  tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If yo
 u fail a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game 

Rhythm Heaven Megamix menu guide

2017-01-13 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; september 19, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if y
 ou might have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this wil
 l effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; f
 rom left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any
  tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If yo
 u fail a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game 

Rhythm Heaven Megamix menu guide

2017-01-13 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; september 19, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if y
 ou might have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this wil
 l effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; f
 rom left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any
  tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If yo
 u fail a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game 

Rhythm Heaven Megamix menu guide

2017-01-13 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; september 19, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if y
 ou might have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this wil
 l effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; f
 rom left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any
  tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If yo
 u fail a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game 

Rhythm Heaven Megamix menu guide

2017-01-13 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; september 19, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if y
 ou might have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this wil
 l effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; f
 rom left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any
  tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If yo
 u fail a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game 

Rhythm Heaven Megamix menu guide

2017-01-13 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; september 19, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if y
 ou might have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this wil
 l effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; f
 rom left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any
  tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If yo
 u fail a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game 

Rhythm Heaven Megamix menu guide

2017-01-13 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; september 19, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if y
 ou might have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this wil
 l effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; f
 rom left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any
  tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If yo
 u fail a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game 

Rhythm Heaven Megamix menu guide

2017-01-13 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; september 19, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if y
 ou might have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this wil
 l effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; f
 rom left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any
  tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If yo
 u fail a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game 

Rhythm Heaven Megamix menu guide

2017-01-13 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; september 19, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if y
 ou might have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this wil
 l effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; f
 rom left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any
  tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If yo
 u fail a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game 

Rhythm Heaven Megamix menu guide

2017-01-13 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; september 19, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if y
 ou might have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this wil
 l effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; f
 rom left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any
  tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If yo
 u fail a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game 

Rhythm Heaven Megamix menu guide

2017-01-13 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; september 19, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if y
 ou might have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this wil
 l effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; f
 rom left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any
  tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If yo
 u fail a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game 

Rhythm Heaven Megamix menu guide

2017-01-13 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; september 19, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if y
 ou might have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this wil
 l effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; f
 rom left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any
  tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If yo
 u fail a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game 

Rhythm Heaven Megamix menu guide

2017-01-13 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; september 19, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if y
 ou might have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this wil
 l effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; f
 rom left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any
  tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If yo
 u fail a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game 

Rhythm Heaven Megamix menu guide

2017-01-13 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; september 19, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if y
 ou might have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this wil
 l effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; f
 rom left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any
  tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If yo
 u fail a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game 

Rhythm Heaven Megamix menu guide

2017-01-10 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; september 19, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if y
 ou might have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this wil
 l effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; f
 rom left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any
  tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If yo
 u fail a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game 

Rhythm Heaven Megamix menu guide

2016-09-19 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; september 19, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if y
 ou might have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this wil
 l effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; f
 rom left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any
  tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If yo
 u fail a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game 

Rhythm Heaven Megamix menu guide

2016-07-18 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; July 18, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if you mi
 ght have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this will eff
 ect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; from l
 eft to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any towe
 r, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If you fai
 l a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game when 

Rhythm Heaven Megamix menu guide

2016-07-15 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; July 15, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if you mi
 ght have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this will eff
 ect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; from l
 eft to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any towe
 r, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If you fai
 l a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game when 

Rhythm Heaven Megamix menu guide

2016-07-13 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; July 13, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right (horizontal) menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down (Virtacal) menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if you mi
 ght have an unlockable choice in that direction even though you don't.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R and X for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this will eff
 ect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it with A.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; from l
 eft to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a vertical submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the 'credits' will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any towe
 r, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.If you fai
 l a challenge consistently, the gatekepers will let you through; seing as you've paid them lots of money; and you'll be able to advance to the next world.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game when 

Rhythm Heaven Megamix menu guide

2016-07-09 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; July 9, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if you might have an unlockable ch
 oice in that direction.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R, X and Y for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this will effect your game in the slitest, so don't worry
  about it if you fail this part.You'll next get a lot of story text, so just go through it.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; from left to right.The up and down directional buttons n
 avigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the credits will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any tower, but pressing down from it will land you on the lush tower.Once in he
 aven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.more on gatekeeper challenges can be found elsewhere in this document.during a rh
 ythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game when you pressed the home button.Most times, it will be a rapping menu.resume is always at the top, and quit is always at the botum.The option in the middle changes depending on where you are.If you're in a tutorial for a rhythm ga

Rhythm Heaven Megamix menu guide

2016-06-27 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated; June 27, 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if you might have an unlockable c
 hoice in that direction.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R, X and Y for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this will effect your game in the slitest, so don't worr
 y about it if you fail this part.You'll next get a lot of story text, so just go through it.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; from left to right.The up and down directional buttons 
 navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the credits will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any tower, but pressing down from it will land you on the lush tower.Once in h
 eaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.more on gatekeeper challenges can be found elsewhere in this document.during a r
 hythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game when you pressed the home button.Most times, it will be a rapping menu.resume is always at the top, and quit is always at the botum.The option in the middle changes depending on where you are.If you're in a tutorial for a rhythm g

Rhythm Heaven Megamix menu guide

2016-06-26 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated June 26 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.Press A to acknowledge this.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right menu with all four save slots.Select one with the left and right directional buttons and press A, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.Once you choose a MII, the main save menu for your file will appear.This is an up and down menu with start, then change MII, then erase.Once you have a save file created, selecting it will bring up this menu.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if you might have an unlockable cho
 ice in that direction.From here on out, you can just press A on the title screen until the game starts up.Please note that you'll always start on file 1 each time the game loads.Please also note that it's almost impossible to erase your file on accident.You'll need to select erase, then hold L, R, X and Y for three seconds.Press A or B to get out of this prompt if you find yourself here.When you're ready, select play to start the game.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this will effect your game in the slitest, so don't worry 
 about it if you fail this part.You'll next get a lot of story text, so just go through it.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; from left to right.The up and down directional buttons na
 vigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the credits will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any tower, but pressing down from it will land you on the lush tower.Once in hea
 ven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options; or rather, people; each time they appear to block your path.Saffron; easiest, Saltwater; normal; and Paprika; hardest.They all lead to the same challenge, but Saffron and Saltwater give you more chances to mess up in return for more coins at the outset.Because Saffron is the easiest, his trials cost the most coins, but they're consistent, so a guide for the tricky trials will be given here.on the harder versions of trials, the gatekeepers will give a randomised challenge, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.more on gatekeeper challenges can be found elsewhere in this document.during a rhy
 thm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game when you pressed the home button.Most times, it will be a rapping menu.resume is always at the top, and quit is always at the botum.The option in the middle changes depending on where you are.If you're in a tutorial for a rhythm gam

Rhythm Heaven Megamix menu guide

2016-06-25 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated June 24 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right menu with all four save slots.Select one, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.You'll be asked to confirm your choice, then the game starts.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.Once you have a save file created, selecting it will bring up an up and down menu with start, then change MII, then erase.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if you might h
 ave an unlockable choice in that direction.From here on out, you can just press A on the title screen until the game starts up.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this will effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please n
 ote: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; from left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a submenu with five options going from the bottom upwards.The final group of thre
 e towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the credits will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options each time they appear to block your path.They all lead to the same challenge, but the left and center options give you more chances to mess up in return for more money at the outset.Sometimes, the gatekeepers will give a slightly different challenge depending on 
 witch ones you choose, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game when you pressed the home button.Most times, it will be a rapping menu.resume is always at the top, and quit is always at the botum.The option in the middle changes depending on where you are.If you're in a tutorial for a rhythm game, it will let you skip said tutorial.If you're in a rhythm game itself, it will let you restart the rhythm game.During gamekeeper or perfect trials; as well as the intro, the menu doesn't rap, but only has two options, resume and quit.because you have
  to pay coins to undertake gatekeeper trials, choosing the quit option will ask if you really want to; seeing as the coins you spent to attempt the challenge won't be refunded if you decide to quit.You're also asked for confermation during perfect challenges, as this will waste an attempt.You'll also need to pause the game during the challenge train segments if you wish to abort,

Rhythm Heaven Megamix menu guide

2016-06-22 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated June 22 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right menu with all four save slots.Select one, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.You'll be asked to confirm your choice, then the game starts.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.Once you have a save file created, selecting it will bring up an up and down menu with start, then change MII, then erase.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if you might h
 ave an unlockable choice in that direction.From here on out, you can just press A on the title screen until the game starts up.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this will effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please n
 ote: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; from left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a submenu with five options going from the bottom upwards.The final group of thre
 e towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.In the world with seven towers, once the six additional towers are cleared, the credits will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.You can get to this option by pressing up on any tower, but pressing down from it will land you on the lush tower.Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options each time they appear to block your path.They all lead to the same challenge, but the left and center options give you more chances to mess up in return for more money at the outset.Sometimes, the gatekeepers will give a slightly different challenge depending on 
 witch ones you choose, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.more on gatekeeper challenges can be found elsewhere in this document.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game when you pressed the home button.Most times, it will be a rapping menu.resume is always at the top, and quit is always at the botum.The option in the middle changes depending on where you are.If you're in a tutorial for a rhythm game, it will let you skip said tutorial.If you're in a rhythm game itself, it will let you restart the rhythm game.During gamekeeper or perfect trials; as well as the intro, the menu doesn't rap, but only has two options, resume and quit.because you have
  to pay coins to undertake gatekeeper trials, choosing the quit option will ask if you really want to; seeing as the coins you spent to attempt the challenge won't be refunded if you decide to quit.You're also asked for confermation during perfect challenges, as this will waste an attempt.You'll also need to pause the game during the challenge train segments if you wish to abort,

Rhythm Heaven Megamix menu guide

2016-06-21 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesLast updated June 21 2016Getting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right menu with all four save slots.Select one, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.You'll be asked to confirm your choice, then the game starts.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.Once you have a save file created, selecting it will bring up an up and down menu with start, then change MII, then erase.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if you might h
 ave an unlockable choice in that direction.From here on out, you can just press A on the title screen until the game starts up.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this will effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please n
 ote: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; from left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a submenu with five options going from the bottom upwards.The final group of thre
 e towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options each time they appear to block your path.They all lead to the same challenge, but the left and center options give you more chances to mess up in return for more money at the outset.Sometimes, the gatekeepers will give a slightly different challenge depending on witch ones you choose, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game when you pressed the home button.Most times, it will be a rapping menu.resume is always a
 t the top, and quit is always at the botum.The option in the middle changes depending on where you are.If you're in a tutorial for a rhythm game, it will let you skip said tutorial.If you're in a rhythm game itself, it will let you restart the rhythm game.During gamekeeper or perfect trials, the menu doesn't rap, but only has two options, resume and quit.because you have to pay coins to undertake these trials, choosing the quit option will ask if you really want to; seeing as the coins you spent to attempt the challenge won't be refunded if you decide to quit.You'll also need to pause the game during the challenge train segments if you wish to abort, but the no coin refund rule stil applies.The remaining menus are extras related, but the game will make you go into them, so I'll tell you about them.The cafe; once unlocked; can be accessed with an icon in the bottom left corner of the touch screen while in 
 world view.When this option first appears, you'll hear a jingle with a dog bark in it.At this time, you should tap the far left icon to enter the cafe and page through the dog's text, then exit with the B button.Most stuff in here won't be inportant to us, but here goes.Starting from the left;streetpass terrace.Once unlocked; It lets you fight in the figure fighter rhythm game against

Rhythm Heaven Megamix menu guide

2016-06-21 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesGetting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right menu with all four save slots.Select one, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.You'll be asked to confirm your choice, then the game starts.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.Once you have a save file created, selecting it will bring up an up and down menu with start, then change MII, then erase.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if you might have an unlockable choice in th
 at direction.From here on out, you can just press A on the title screen until the game starts up.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this will effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap
 . I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; from left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a submenu with five options going from the bottom upwards.The final group of three towers is unique in that the
  middle tower can only be accessed once the two towers on opposite sides of it are cleared.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options each time they appear to block your path.They all lead to the same challenge, but the left and center options give you more chances to mess up in return for more coins at the outset.Sometimes, the gatekeepers will give a slightly different challenge depending on witch one you choose, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game when you pressed the home button.Most times, it will be a rapping menu.resume is always at the top, and quit is always a
 t the botum.The option in the middle changes depending on where you are.If you're in a tutorial for a rhythm game, it will let you skip said tutorial.If you're in a rhythm game itself, it will let you restart the rhythm game.During gamekeeper trials, the menu doesn't rap, but only has two options, resume and quit.because you have to pay coins to undertake these trials, choosing the quit option will ask if you really want to; seeing as the coins you spent to attempt the challenge won't be refunded if you decide to quit.The remaining menus are extras related, but the game will make you go into them, so I'll tell you about them.The cafe; once unlocked; can be accessed with an icon in the bottom left corner of the touch screen while in world view.When this option first appears, you'll hear a jingle with a dog bark in it.At this time, you should tap the far left icon to enter the cafe and page through th
 e dog's text, then exit with the B button.Most stuff in here won't be inportant to us, but here goes.Starting from the left;streetpass terrace.Once unlocked; It lets you fight in the figure fighter rhythm game against an AI aponent.Once the first is defeated, more become unlocked in an up and down menu.The next two options; once unlocked; deal with the goat that unlocks differint loadi

Rhythm Heaven Megamix menu guide

2016-06-21 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesGetting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right menu with all four save slots.Select one, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.You'll be asked to confirm your choice, then the game starts.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.Once you have a save file created, selecting it will bring up an up and down menu with start, then change MII, then erase.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if you might have an unlockable choice in th
 at direction.From here on out, you can just press A on the title screen until the game starts up.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this will effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.Please note: most menus don't rap
 . I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; from left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.Towerslead to a submenu with five options going from the bottom upwards.The final group of three towers is unique in that the
  middle tower can only be accessed once the two towers on opposite sides of it are cleared.Rhythm games can be accessed in the museum; more on that later; once cleared.Gatekeepers have three options each time they appear to block your path.They all lead to the same challenge, but the left and center options give you more chances to mess up in return for more money at the outset.Sometimes, the gatekeepers will giave a slightly different challenge depending on witch once you choose, but the basic concept behind each group of trials is the same.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.during a rhythm game, you can press start to bring up the pause menu.This menu is also displaied when you return to the game from the home menu if you were in a rhythm game when you pressed the home button.Most times, it will be a rapping menu.resume is always at the top, and quit is always
  at the botum.The option in the middle changes depending on where you are.If you're in a tutorial for a rhythm game, it will let you skip said tutorial.If you're in a rhythm game itself, it will let you restart the rhythm game.During gamekeeper trials, the menu doesn't rap, but only has two options, resume and quit.because you have to pay coins to undertake these trials, choosing the quit option will ask if you really want to; seeing as the coins you spent to attempt the challenge won't be refunded if you decide to quit.The remaining menus are extras related, but the game will make you go into them, so I'll tell you about them.The cafe; once unlocked; can be accessed with an icon in the bottom left corner of the touch screen while in world view.When this option first appears, you'll hear a jingle with a dog bark in it.At this time, you should tap the far left icon to enter the cafe and page through 
 the dog's text, then exit with the B button.Most stuff in here won't be inportant to us, but here goes.Starting from the left;streetpass terrace.Once unlocked; It lets you fight in the figure fighter rhythm game against an AI aponent.Once the first is defeated, more become unlocked in an up and down menu.The next two options; once unlocked; deal with the goat that unlocks differint loa

Rhythm Heaven Megamix menu guide

2016-06-19 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesGetting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right menu with all four save slots.Select one, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.You'll be asked to confirm your choice, then the game starts.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.Once you have a save file created, selecting it will bring up an up and down menu with start, then change MII, then erase.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if you might have an unlockable choice in th
 at direction.From here on out, you can just press A on the title screen until the game starts up.Once you finish the tutorial you'll be at the main menu.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this will effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.At time of writing, I've finished the story mode, but don't know all the official names f
 or options.This document will be updated once I do, but in the meantime, this will hopefully surve as a guide to get people started playing the game.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; from left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and it goes a
 way once cleared to be replaced with the seven towers.Towerslead to a submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.The lone tower's games can be accessed in the museum; more on that later.Gatekeepers have three options each time they appear to block your path.They all lead to the same challenge, but the left and center options give you more chances to mess up in return for more money at the outset.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.The remaining menus are extras related, but the game will make you go into them, so I'll tell you about them.The coffee shop; once unlocked; can be accessed with an icon in the bottom left corner of the touch screen while in world view.When this option first appears, you&#
 039;ll hear a jingle with a dog bark in it.At this time, you should tap the far left icon to enter the coffee shop and page through the dog's text, then exit with the B button.Most stuff in here won't be inportant to us, but here goes.Starting from the left;streetpass fighter; or something like that.Once unlocked; It lets you fight in the figure fighter rhythm game against an AI aponent.Once the first is defeated, more become unlocked in an up and down menu.The next two options; once unlocked; deal with the goat that unlocks differint loading icons once leveled up.The first feeds the goat in the goat pachinko rhythm toy.The second picks turnips that regenorate over time for feeding said goat.The center option; where you start; talks to a random customer.Right from that; once unlocked; is the shop.This menu has three options after a bit of text.Articals, CDs, and Extra games.The individual s
 hops rap, but you'll be positioned on the first item you haven't bought once you enter one of the shops, so no worries.Extra games must be bought with flow balls found in challenge land, but the rest can be bought with the coins you'll get for completing rhythm games.The next option is the museum, and it's where you'll be spending most of your time once story mode is in the dust.Here, all the rhythm games are gro

Rhythm Heaven Megamix menu guide

2016-06-18 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesGetting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right menu with all four save slots.Select one, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.You'll be asked to confirm your choice, then the game starts.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.Once you have a save file created, selecting it will bring up an up and down menu with start, then change MII, then erase.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if you might have an unlockable choice in th
 at direction.From here on out, you can just press A on the title screen until the game starts up.Once you finish the tutorial you'll be at the main menu.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this will effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.At time of writing, I've finished the story mode, but don't know all the official names f
 or options.This document will be updated once I do, but in the meantime, this will hopefully surve as a guide to get people started playing the game.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; from left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and it goes a
 way once cleared to be replaced with the seven towers.Towerslead to a submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.The lone tower's games can be accessed in the museum; more on that later.Gatekeepers have three options each time they appear to block your path.They all lead to the same challenge, but the left and center options give you more chances to mess up in return for more money at the outset.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.The remaining menus are extras related, but the game will make you go into them, so I'll tell you about them.The coffee shop; once unlocked; can be accessed with an icon in the bottom left corner of the touch screen while in world view.When this option first appears, you&#
 039;ll hear a jingle with a dog bark in it.At this time, you should tap the far left icon to enter the coffee shop and page through the dog's text, then exit with the B button.Most stuff in here won't be inportant to us, but here goes.Starting from the left;streetpass fighter; or something like that.Once unlocked; It lets you fight in the figure fighter rhythm game against an AI aponent.Once the first is defeated, more become unlocked in an up and down menu.The next two options; once unlocked; deal with the goat that unlocks differint loading icons once leveled up.The first feeds the goat in the goat pachinko rhythm toy.The second picks turnips that regenorate over time for feeding said goat.The center option; where you start; talks to a random customer.Right from that; once unlocked; is the shop.This menu has three options after a bit of text.Articals, CDs, and Extra games.The individual s
 hops rap, but you'll be positioned on the first item you haven't bought once you enter one of the shops, so no worries.Extra games must be bought with flow balls found in challenge land, but the rest can be bought with the coins you'll get for completing rhythm games.The next option is the museum, and it's where you'll be spending most of your time once story mode is in the dust.Here, all the rhythm games are gro

Rhythm Heaven Megamix menu guide

2016-06-18 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesGetting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right menu with all four save slots.Select one, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.You'll be asked to confirm your choice, then the game starts.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.Once you have a save file created, selecting it will bring up an up and down menu with start, then change MII, then erase.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if you might have an unlockable choice in th
 at direction.From here on out, you can just press A on the title screen until the game starts up.Once you finish the tutorial you'll be at the main menu.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listen for the prompt, then press A to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this will effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.At time of writing, I've finished the story mode, but don't know all the official names f
 or options.This document will be updated once I do, but in the meantime, this will hopefully surve as a guide to get people started playing the game.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; from left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself and it goes a
 way once cleared to be replaced with the seven towers.Towerslead to a submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.The lone tower's games can be accessed in the museum; more on that later.Gatekeepers have three options each time they appear to block your path.They all lead to the same challenge, but the left and center options give you more chances to mess up in return for more money at the outset.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.The remaining menus are extras related, but the game will make you go into them, so I'll tell you about them.The coffee shop; once unlocked; can be accessed with an icon in the bottom left corner of the touch screen while in world view.Most stuff in here won't be inpo
 rtant to us, but here goes.Starting from the left;streetpass fighter; or something like that.Once unlocked; It lets you fight in the figure fighter rhythm game against an AI aponent.Once the first is defeated, more become unlocked in an up and down menu.The next two options; once unlocked; deal with the goat that unlocks differint loading icons once leveled up.The first feeds the goat in the goat pachinko rhythm toy.The second gets turnips that regenorate over time for feeding said goat.The center option; where you start; talks to the dog that owns the coffee shop.Right from him; once unlocked; is the rhythm shop.This menu has three options after a bit of text.Articals, CDs, and Extra games.The individual shops rap, but you'll be positioned on the first item you haven't bought once you enter one of the shops, so no worries.Extra games must be bought with flow balls found in challenge land, but th
 e rest can be bought with the coins you'll get for completing rhythm games.The next option is the museum, and it's where you'll be spending most of your time once story mode is in the dust.Here, all the rhythm games are grouped just as they are in world view, with extra games at the top in sets of three.selecting a game will give you a rapping left to right menu with options to;View article, Play CD, view record

Rhythm Heaven Megamix menu guide

2016-06-17 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guideBy ThreeblacknoisesGetting startedWhen you first start the game you'll get a prompt that says that extra data was created on your sd card.This is a one-time occurrence.Once the title screen appears, press A to get to the save menu.This is a rapping left-to-right menu with all four save slots.Select one, and you'll be asked to choose a MII to represent yourself.This only has to be done once, and you can change it later.You'll be asked to confirm your choice, then the game starts.One last one-time only prompt.You'll be asked if you wish to share data.Yes is on the left and no is on the right.Once you have a save file created, selecting it will bring up an up and down menu with start, then change MII, then erase.For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if you might have an unlockable choice in th
 at direction.From here on out, you can just press A on the title screen until the game starts up.Once you finish the tutorial you'll be at the main menu.For the tutorial, advance through the text, then play the drumb a few times with A.Next, listin for the prompt, then press a to play the drumb.Follow the music and play the drumb with ALastly, try to catch the star by following the music and play the drumb with A.None of this will effect your game in the slitest, so don't worry about it if you fail this part.You'll next get a lot of story text, so just go through it.Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.After this first bit of text, you'll be in the game's menu system.The rest of the document will try and explain this system.At time of writing, I've finished the story mode, but don't know all the official names f
 or options.This document will be updated once I do, but in the meantime, this will hopefully surve as a guide to get people started playing the game.Please note: most menus don't rap. I'll give a note if one does.The game's menu system uses both traditional button navigation as well as touch screen icons.The world view; where you start after loading a save file; is vary mutch a kind of grid.Each world is navigated with the right and left dirrectional buttons.Most times, a world will consist of four rhythm games; one from each game in the series; from left to right.The up and down directional buttons navigate between worlds.Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.Tower worlds have anywhere from three to seven options, but only two of these exist in the game.Their is one other tower, but it's by itself.Towers
 lead to a submenu with five options going from the bottom upwards.The final group of three towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.Gatekeepers have three options each time they appear to block your path.They all lead to the same challenge, but the left and center options give you more chances to mess up in return for more money at the outset.The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.The remaining menus are extras related, but the game will make you go into them, so I'll tell you about them.The coffee shop; once unlocked; can be accessed with an icon in the bottom left corner of the touch screen while in world view.Most stuff in here won't be inportant to us, but here goes.Starting from the left;streetpass fighter; or something like that.Once unlocked; It lets you practice fig
 hting in the figure fighter rhythm game.The next two options; once unlocked; deal with the goat that unlocks differint loading icons once leveled up.The first feeds the goat in the goat pachinko rhythm toy.The second gets turnips that regenorate over time for feeding said goat.The center option; where you start; talks to the dog that owns the coffee shop.Right from him; once unlocked; is the rhythm shop.This menu has three options after a bit of text.Articals, CDs, and Extra games.The individual shops rap, but you'll be positioned on the first item you haven't bought once you enter one of the shops, so no worries.Extra games must be bought with flow balls found in challenge land, but the rest can be bought with the coins you'll get for completing rhythm games.The next option is the museum, and it's where you'll be spending most of your time once story mode is in the dust.Here, all the rhythm g
 ames are grouped just as they are in world view, with extra games at the top in sets of three.selecting a game will give you a rapping left to right menu with options to;View article, Play CD, view records, and play the game.Just press left to get to the play option.The final option in the coffee shop is a records viewer.The first two options on the up and down menu just give you access to records, but the third; once unlo

Adventure at C: Stage Builder Manual

2016-06-10 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

Hay all.I've put together a manual for the Adventure at C stage builder.It was going to be packaged with the next version of AAC, but as their is not going to be a next version, I've decided to place it hear so all can read it.Stage builder manualby Threeblacknoises, with some additional material by Aaron bakerPlease note: to build or edit a custom stage, you must have beaten the game on the file you are trying to build  a stage on.To play a stage, you just have to beat the intro level.Getting to the stage builder menu is easy, just press shift s while in the in between levels area.From there select any of the three options. This documentation will cover  stage creation, which in turn, covers editing stages.Playing a custom stage is just like  playing a normal stage.In order to take advantage of the stage builder, you need to have a folder called stages in the same folder you are running aac.e
 xe in.This is where AAC will look for stages, and also where it will save stages to.If you haven't modified the AAC folder, this folder should already be where it needs to be, and should also include  files called example.stg, and neoexamplestage.stg.The game doesn't save stages in the folder you place it in, because the stages  folder needs to be quickly and easily reachable, so you may copy and paste files to it.You may store custom music and sounds in separate folders, as long as they are located in the main Adventure at C folder.You, however, cannot add folders beyond the main folder.So you cant make a folder called music and place folders in that one called main music and boss music, for example.In this example, the main music and boss music folders will be ignored by AAC, and you will only see OGG files located in the music folder.Note that all music and sounds you add to a custom stage will become part of the
  stage file, and thus be encrypted so other people can't get access to them.Because of this, their is no need to distribute music or sound files with your stages.Creating your stageWhen you choose build stage from the stage builder menu, you're presented with several prompts designed to prep your stage for building.First, you must decide how big, or long, you wish your stage to be in tiles.Each tile is one step your character can take.This is represented by a number between 100 to 5000.Please note: you cannot change this later.Next, choose your background music.AAC has 4 built-in tracks, but you can add your ownIf you wish to add your own music and sounds, you'll need an ogg encoder, as Adventure at c only excepts OGG files and doesn't support mp3s at all.if you select one of the built-in tracks, you'll be taken directly into builder mode.If you choose to use custom music, you'll 
 first be asked where you want to get your OGG file from.This must be a folder located within the main AAC folder, You cannot pull music from anywhere else on your PC.Choose a folder from the list provided, or choose to get an OGG file from the main Adventure at C directory.For more information on ogg files and how to encode them, check out Custom music and sounds.Once you choose your background music, you're ready to start building your stage!Please note; under no circumstance can you make a stage with no background music.If you wish for your stage to have no music, you must create an OGG file called silence, and choose it at the background music prompt.Once your stage loads for the first time, you'll be asked if you wish to create a randomly-generated template to build your stage on.If you say yes, AAC will place random obsticals in your stage, and your stage's name will have "(Random)" added to it to show tha
 t you had help creating your stage.Even if you remove all randomly placed obsticals, the game will still add the "(Random)" suffix to your stage's name each time you save it.Learning your building environmentWhen your stage first appears, it's just an empty road of tiles that sound like the ones you've been walking on throughout the main adventure.But an empty stage isn't going to impress anyone, so you'll need to start adding stuff to it.The stage builder consists of two modes, the builder mode, where you place viruses, items and obstacles, and the play test mode, where you see how your stage is working.To switch between modes, press f5. Builder mode is the default mode of operation.Most of the following controls are self-explanatory, but the ones that aren't will be covered in separate sections.Builder mode controls:F5, switch between modesL: sets the starting location.Space: sets the end of level square or unassigns it. (when play testing, the end of level action(s) will not happen. You  must play the stage for them to actually happen.C: checks your location.M: changes the tile you are standing on to a different tile.Shift+M: Brings up the tile creator.Control+M: lets you place a tile within a desired range.I: places an item.E: Places an enemy. (Limit 100 per stage)Obsta

Adventure at C: Stage Builder Manual

2016-06-10 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

Hay all.I've put together a manual for the Adventure at C stage builder.It was going to be packaged with the next version of AAC, but as their is not going to be a next version, I've decided to place it hear so all can read it.Stage builder manualby Threeblacknoises, with some additional material by Aaron bakerPlease note: to build or edit a custom stage, you must have beaten the game on the file you are trying to build  a stage on.To play a stage, you just have to beat the intro level.Getting to the stage builder menu is easy, just press shift s while in the in between levels area.From there select any of the three options. This documentation will cover  stage creation, which in turn, covers editing stages.Playing a custom stage is just like  playing a normal stage.In order to take advantage of the stage builder, you need to have a folder called stages in the same folder you are running aac.e
 xe in.This is where AAC will look for stages, and also where it will save stages to.If you haven't modified the AAC folder, this folder should already be where it needs to be, and should also include  files called example.stg, and neoexamplestage.stg.The game doesn't save stages in the folder you place it in, because the stages  folder needs to be quickly and easily reachable, so you may copy and paste files to it.You may store custom music and sounds in separate folders, as long as they are located in the main Adventure at C folder.You, however, cannot add folders beyond the main folder.So you cant make a folder called music and place folders in that one called main music and boss music, for example.In this example, the main music and boss music folders will be ignored by AAC, and you will only see OGG files located in the music folder.Note that all music and sounds you add to a custom stage will become part of the
  stage file, and thus be encrypted so other people can't get access to them.Because of this, their is no need to distribute music or sound files with your stages.Creating your stageWhen you choose build stage from the stage builder menu, you're presented with several prompts designed to prep your stage for building.First, you must decide how big, or long, you wish your stage to be in tiles.Each tile is one step your character can take.This is represented by a number between 100 to 5000.Please note: you cannot change this later.Next, choose your background music.AAC has 4 built-in tracks, but you can add your ownIf you wish to add your own music and sounds, you'll need an ogg encoder, as Adventure at c only excepts OGG files and doesn't support mp3s at all.if you select one of the built-in tracks, you'll be taken directly into builder mode.If you choose to use custom music, you'll 
 first be asked where you want to get your OGG file from.This must be a folder located within the main AAC folder, You cannot pull music from anywhere else on your PC.Choose a folder from the list provided, or choose to get an OGG file from the main Adventure at C directory.For more information on ogg files and how to encode them, check out Custom music and sounds.Once you choose your background music, you're ready to start building your stage!Please note; under no circumstance can you make a stage with no background music.If you wish for your stage to have no music, you must create an OGG file called silence, and choose it at the background music prompt.Once your stage loads for the first time, you'll be asked if you wish to create a randomly-generated template to build your stage on.If you say yes, AAC will place random obsticals in your stage, and your stage's name will have "(Random)" added to it to show that you had 
 help creating your stage.Even if you remove all randomly placed obsticals, the game will still add the "(Random)" suffix to your stage's name each time you save it.Learning your building environmentWhen your stage first appears, it's just an empty road of tiles that sound like the ones you've been walking on throughout the main adventure.But an empty stage isn't going to impress anyone, so you'll need to start adding stuff to it.The stage builder consists of two modes, the builder mode, where you place viruses, items and obstacles, and the play test mode, where you see how your stage is working.To switch between modes, press f5. Builder mode is the default mode of operation.Most of the following controls are self-explanatory, but the ones that aren't will be covered in separate sections.Builder mode controls:F5, switch between modesL: sets the starting location.Space: sets the e
 nd of level square or unassigns it. (when play testing, the end of level action(s) will not happen. You  must play the stage for them to actually happen.C: checks your location.M: changes the tile you are standing on to a different tile.Shift+M: Brings up the tile creator.Control+M: lets you place a tile within a desired range.I: places an item.E: Places an enemy. (Limit 100 per stage)Obs

Adventure at C: Stage Builder Manual

2016-02-22 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

Hay all.I've put together a manual for the Adventure at C stage builder.It was going to be packaged with the next version of AAC, but as their is not going to be a next version, I've decided to place it hear so all can read it.Stage builder manualby Threeblacknoises, with some additional material by Aaron bakerPlease note: to build or edit a custom stage, you must have beaten the game on the file you are trying to build  a stage on.To play a stage, you just have to beat the intro level.Getting to the stage builder menu is easy, just press shift s while in the in between levels area.From there select any of the three options. This documentation will cover  stage creation, which in turn, covers editing stages.Playing a custom stage is just like  playing a normal stage.In order to take advantage of the stage builder, you need to have a folder called stages in the same folder you are running aac.e
 xe in.This is where AAC will look for stages, and also where it will save stages to.If you haven't modified the AAC folder, this folder should already be where it needs to be, and should also include  files called example.stg, and neoexamplestage.stg.The game doesn't save stages in the folder you place it in, because the stages  folder needs to be quickly and easily reachable, so you may copy and paste files to it.You may store custom music and sounds in separate folders, as long as they are located in the main Adventure at C folder.You, however, cannot add folders beyond the main folder.So you cant make a folder called music and place folders in that one called main music and boss music, for example.In this example, the main music and boss music folders will be ignored by AAC, and you will only see OGG files located in the music folder.Note that all music and sounds you add to a custom stage will become part of the
  stage file, and thus be encrypted so other people can't get access to them.Because of this, their is no need to distribute music or sound files with your stages.Creating your stageWhen you choose build stage from the stage builder menu, you're presented with several prompts designed to prep your stage for building.First, you must decide how big, or long, you wish your stage to be in tiles.Each tile is one step your character can take.This is represented by a number between 100 to 5000.Please note: you cannot change this later.Next, choose your background music.AAC has 4 built-in tracks, but you can add your ownIf you wish to add your own music and sounds, you'll need an ogg encoder, as Adventure at c only excepts OGG files and doesn't support mp3s at all.if you select one of the built-in tracks, you'll be taken directly into builder mode.If you choose to use custom music, you'll 
 first be asked where you want to get your OGG file from.This must be a folder located within the main AAC folder, You cannot pull music from anywhere else on your PC.Choose a folder from the list provided, or choose to get an OGG file from the main Adventure at C directory.For more information on ogg files and how to encode them, check out Custom music and sounds.Once you choose your background music, you're ready to start building your stage!Please note; under no circumstance can you make a stage with no background music.If you wish for your stage to have no music, you must create an OGG file called silence, and choose it at the background music prompt.Once your stage loads for the first time, you'll be asked if you wish to create a randomly-generated template to build your stage on.If you say yes, AAC will place random obsticals in your stage, and your stage's name will have "(Random)" added to it to show tha
 t you had help creating your stage.Even if you remove all randomly placed obsticals, the game will still add the "(Random)" suffix to your stage's name each time you save it.Learning your building environmentWhen your stage first appears, it's just an empty road of tiles that sound like the ones you've been walking on throughout the main adventure.But an empty stage isn't going to impress anyone, so you'll need to start adding stuff to it.The stage builder consists of two modes, the builder mode, where you place viruses, items and obstacles, and the play test mode, where you see how your stage is working.To switch between modes, press f5. Builder mode is the default mode of operation.Most of the following controls are self-explanatory, but the ones that aren't will be covered in separate sections.Builder mode controls:F5, switch between modesL: sets the starting location.Space: sets the end of level square or unassigns it. (when play testing, the end of level action(s) will not happen. You  must play the stage for them to actually happen.C: checks your location.M: changes the tile you are standing on to a different tile.Shift+M: Brings up the tile creator.Control+M: lets you place a tile within a desired range.I: places an item.E: Places an enemy. (Limit 100 per stage)Obsta

Adventure at C: Stage Builder Manual

2016-02-22 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

Hay all.I've put together a manual for the Adventure at C stage builder.It was going to be packaged with the next version of AAC, but as their is not going to be a next version, I've decided to place it hear so all can read it.Stage builder manualby Threeblacknoises, with some additional material by Aaron bakerPlease note: to build or edit a custom stage, you must have beaten the game on the file you are trying to build  a stage on.To play a stage, you just have to beat the intro level.Getting to the stage builder menu is easy, just press shift s while in the in between levels area.From there select any of the three options. This documentation will cover  stage creation, which in turn, covers editing stages.Playing a custom stage is just like  playing a normal stage.In order to take advantage of the stage builder, you need to have a folder called stages in the same folder you are running aac.e
 xe in.This is where AAC will look for stages, and also where it will save stages to.If you haven't modified the AAC folder, this folder should already be where it needs to be, and should also include  files called example.stg, and neoexamplestage.stg.The game doesn't save stages in the folder you place it in, because the stages  folder needs to be quickly and easily reachable, so you may copy and paste files to it.You may store custom music and sounds in separate folders, as long as they are located in the main Adventure at C folder.You, however, cannot add folders beyond the main folder.So you cant make a folder called music and place folders in that one called main music and boss music, for example.In this example, the main music and boss music folders will be ignored by AAC, and you will only see OGG files located in the music folder.Note that all music and sounds you add to a custom stage will become part of the
  stage file, and thus be encrypted so other people can't get access to them.Because of this, their is no need to distribute music or sound files with your stages.Creating your stageWhen you choose build stage from the stage builder menu, you're presented with several prompts designed to prep your stage for building.First, you must decide how big, or long, you wish your stage to be in tiles.Each tile is one step your character can take.This is represented by a number between 100 to 5000.Please note: you cannot change this later.Next, choose your background music.AAC has 4 built-in tracks, but you can add your ownIf you wish to add your own music and sounds, you'll need an ogg encoder, as Adventure at c only excepts OGG files and doesn't support mp3s at all.if you select one of the built-in tracks, you'll be taken directly into builder mode.If you choose to use custom music, you'll 
 first be asked where you want to get your OGG file from.This must be a folder located within the main AAC folder, You cannot pull music from anywhere else on your PC.Choose a folder from the list provided, or choose to get an OGG file from the main Adventure at C directory.For more information on ogg files and how to encode them, check out Custom music and sounds.Once you choose your background music, you're ready to start building your stage!Please note; under no circumstance can you make a stage with no background music.If you wish for your stage to have no music, you must create an OGG file called silence, and choose it at the background music prompt.Once your stage loads for the first time, you'll be asked if you wish to create a randomly-generated template to build your stage on.If you say yes, AAC will place random obsticals in your stage, and your stage's name will have "(Random)" added to it to show that you had 
 help creating your stage.Even if you remove all randomly placed obsticals, the game will still add the "(Random)" suffix to your stage's name each time you save it.Learning your building environmentWhen your stage first appears, it's just an empty road of tiles that sound like the ones you've been walking on throughout the main adventure.But an empty stage isn't going to impress anyone, so you'll need to start adding stuff to it.The stage builder consists of two modes, the builder mode, where you place viruses, items and obstacles, and the play test mode, where you see how your stage is working.To switch between modes, press f5. Builder mode is the default mode of operation.Most of the following controls are self-explanatory, but the ones that aren't will be covered in separate sections.Builder mode controls:F5, switch between modesL: sets the starting location.Space: sets the e
 nd of level square or unassigns it. (when play testing, the end of level action(s) will not happen. You  must play the stage for them to actually happen.C: checks your location.M: changes the tile you are standing on to a different tile.Shift+M: Brings up the tile creator.Control+M: lets you place a tile within a desired range.I: places an item.E: Places an enemy. (Limit 100 per stage)Obs

Adventure at C: Stage Builder Manual

2015-12-21 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

Hay all.I've put together a manual for the Adventure at C stage builder.It was going to be packaged with the next version of AAC, but as their is not going to be a next version, I've decided to place it hear so all can read it.Stage builder manualby Threeblacknoises, with some additional material by Aaron bakerPlease note: to build or edit a custom stage, you must have beaten the game on the file you are trying to build  a stage on.To play a stage, you just have to beat the intro level.Getting to the stage builder menu is easy, just press shift s while in the in between levels area.From there select any of the three options. This documentation will cover  stage creation, which in turn, covers editing stages.Playing a custom stage is just like  playing a normal stage.In order to take advantage of the stage builder, you need to have a folder called stages in the same folder you are running aac.e
 xe in.This is where AAC will look for stages, and also where it will save stages to.If you haven't modified the AAC folder, this folder should already be where it needs to be, and should also include  files called example.stg, and neoexamplestage.stg.The game doesn't save stages in the folder you place it in, because the stages  folder needs to be quickly and easily reachable, so you may copy and paste files to it.You may store custom music and sounds in separate folders, as long as they are located in the main Adventure at C folder.You, however, cannot add folders beyond the main folder.So you cant make a folder called music and place folders in that one called main music and boss music, for example.In this example, the main music and boss music folders will be ignored by AAC, and you will only see OGG files located in the music folder.Note that all music and sounds you add to a custom stage will become part of the
  stage file, and thus be encrypted so other people can't get access to them.Because of this, their is no need to distribute music or sound files with your stages.Creating your stageWhen you choose build stage from the stage builder menu, you're presented with several prompts designed to prep your stage for building.First, you must decide how big, or long, you wish your stage to be in tiles.Each tile is one step your character can take.This is represented by a number between 100 to 5000.Please note: you cannot change this later.Next, choose your background music.AAC has 4 built-in tracks, but you can add your ownIf you wish to add your own music and sounds, you'll need an ogg encoder, as Adventure at c only excepts OGG files and doesn't support mp3s at all.if you select one of the built-in tracks, you'll be taken directly into builder mode.If you choose to use custom music, you'll 
 first be asked where you want to get your OGG file from.This must be a folder located within the main AAC folder, You cannot pull music from anywhere else on your PC.Choose a folder from the list provided, or choose to get an OGG file from the main Adventure at C directory.For more information on ogg files and how to encode them, check out Custom music and sounds.Once you choose your background music, you're ready to start building your stage!Please note; under no circumstance can you make a stage with no background music.If you wish for your stage to have no music, you must create an OGG file called silence, and choose it at the background music prompt.Once your stage loads for the first time, you'll be asked if you wish to create a randomly-generated template to build your stage on.If you say yes, AAC will place random obsticals in your stage, and your stage's name will have "(Random)" added to it to show tha
 t you had help creating your stage.Even if you remove all randomly placed obsticals, the game will still add the "(Random)" suffix to your stage's name each time you save it.Learning your building environmentWhen your stage first appears, it's just an empty road of tiles that sound like the ones you've been walking on throughout the main adventure.But an empty stage isn't going to impress anyone, so you'll need to start adding stuff to it.The stage builder consists of two modes, the builder mode, where you place viruses, items and obstacles, and the play test mode, where you see how your stage is working.To switch between modes, press f5. Builder mode is the default mode of operation.Most of the following controls are self-explanatory, but the ones that aren't will be covered in separate sections.Builder mode controls:F5, switch between modesL: sets the starting location.Space: sets the end of level square or unassigns it. (when play testing, the end of level action(s) will not happen. You  must play the stage for them to actually happen.C: checks your location.M: changes the tile you are standing on to a different tile.Shift+M: Brings up the tile creator.Control+M: lets you place a tile within a desired range.I: places an item.E: Places an enemy. (Limit 100 per stage)Obsta

Adventure at C: Stage Builder Manual

2015-12-21 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

Hay all.I've put together a manual for the Adventure at C stage builder.It was going to be packaged with the next version of AAC, but as their is not going to be a next version, I've decided to place it hear so all can read it.Stage builder manualby Threeblacknoises, with some additional material by Aaron bakerPlease note: to build or edit a custom stage, you must have beaten the game on the file you are trying to build  a stage on.To play a stage, you just have to beat the intro level.Getting to the stage builder menu is easy, just press shift s while in the in between levels area.From there select any of the three options. This documentation will cover  stage creation, which in turn, covers editing stages.Playing a custom stage is just like  playing a normal stage.In order to take advantage of the stage builder, you need to have a folder called stages in the same folder you are running aac.e
 xe in.This is where AAC will look for stages, and also where it will save stages to.If you haven't modified the AAC folder, this folder should already be where it needs to be, and should also include  files called example.stg, and neoexamplestage.stg.The game doesn't save stages in the folder you place it in, because the stages  folder needs to be quickly and easily reachable, so you may copy and paste files to it.You may store custom music and sounds in separate folders, as long as they are located in the main Adventure at C folder.You, however, cannot add folders beyond the main folder.So you cant make a folder called music and place folders in that one called main music and boss music, for example.In this example, the main music and boss music folders will be ignored by AAC, and you will only see OGG files located in the music folder.Note that all music and sounds you add to a custom stage will become part of the
  stage file, and thus be encrypted so other people can't get access to them.Because of this, their is no need to distribute music or sound files with your stages.Creating your stageWhen you choose build stage from the stage builder menu, you're presented with several prompts designed to prep your stage for building.First, you must decide how big, or long, you wish your stage to be in tiles.Each tile is one step your character can take.This is represented by a number between 100 to 5000.Please note: you cannot change this later.Next, choose your background music.AAC has 4 built-in tracks, but you can add your ownIf you wish to add your own music and sounds, you'll need an ogg encoder, as Adventure at c only excepts OGG files and doesn't support mp3s at all.if you select one of the built-in tracks, you'll be taken directly into builder mode.If you choose to use custom music, you'll 
 first be asked where you want to get your OGG file from.This must be a folder located within the main AAC folder, You cannot pull music from anywhere else on your PC.Choose a folder from the list provided, or choose to get an OGG file from the main Adventure at C directory.For more information on ogg files and how to encode them, check out Custom music and sounds.Once you choose your background music, you're ready to start building your stage!Please note; under no circumstance can you make a stage with no background music.If you wish for your stage to have no music, you must create an OGG file called silence, and choose it at the background music prompt.Once your stage loads for the first time, you'll be asked if you wish to create a randomly-generated template to build your stage on.If you say yes, AAC will place random obsticals in your stage, and your stage's name will have "(Random)" added to it to show that you had 
 help creating your stage.Even if you remove all randomly placed obsticals, the game will still add the "(Random)" suffix to your stage's name each time you save it.Learning your building environmentWhen your stage first appears, it's just an empty road of tiles that sound like the ones you've been walking on throughout the main adventure.But an empty stage isn't going to impress anyone, so you'll need to start adding stuff to it.The stage builder consists of two modes, the builder mode, where you place viruses, items and obstacles, and the play test mode, where you see how your stage is working.To switch between modes, press f5. Builder mode is the default mode of operation.Most of the following controls are self-explanatory, but the ones that aren't will be covered in separate sections.Builder mode controls:F5, switch between modesL: sets the starting location.Space: sets the e
 nd of level square or unassigns it. (when play testing, the end of level action(s) will not happen. You  must play the stage for them to actually happen.C: checks your location.M: changes the tile you are standing on to a different tile.Shift+M: Brings up the tile creator.Control+M: lets you place a tile within a desired range.I: places an item.E: Places an enemy. (Limit 100 per stage)Obs

Adventure at C: Stage Builder Manual

2015-12-17 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

Hay all.I've put together a manual for the Adventure at C stage builder.It was going to be packaged with the next version of AAC, but as their is not going to be a next version, I've decided to place it hear so all can read it.Stage builder manualby Threeblacknoises, with some additional material by Aaron bakerPlease note: to build or edit a custom stage, you must have beaten the game on the file you are trying to build  a stage on.To play a stage, you just have to beat the intro level.Getting to the stage builder menu is easy, just press shift s while in the in between levels area.From there select any of the three options. This documentation will cover  stage creation, which in turn, covers editing stages.Playing a custom stage is just like  playing a normal stage.In order to take advantage of the stage builder, you need to have a folder called stages in the same folder you are running aac.e
 xe in.This is where AAC will look for stages, and also where it will save stages to.If you haven't modified the AAC folder, this folder should already be where it needs to be, and should also include  files called example.stg, and neoexamplestage.stg.The game doesn't save stages in the folder you place it in, because the stages  folder needs to be quickly and easily reachable, so you may copy and paste files to it.You may store custom music and sounds in separate folders, as long as they are located in the main Adventure at C folder.You, however, cannot add folders beyond the main folder.So you cant make a folder called music and place folders in that one called main music and boss music, for example.In this example, the main music and boss music folders will be ignored by AAC, and you will only see OGG files located in the music folder.Note that all music and sounds you add to a custom stage will become part of the
  stage file, and thus be encrypted so other people can't get access to them.Because of this, their is no need to distribute music or sound files with your stages.Creating your stageWhen you choose build stage from the stage builder menu, you're presented with several prompts designed to prep your stage for building.First, you must decide how big, or long, you wish your stage to be in tiles.Each tile is one step your character can take.This is represented by a number between 100 to 5000.Please note: you cannot change this later.Next, choose your background music.AAC has 4 built-in tracks, but you can add your ownIf you wish to add your own music and sounds, you'll need an ogg encoder, as Adventure at c only excepts OGG files and doesn't support mp3s at all.if you select one of the built-in tracks, you'll be taken directly into builder mode.If you choose to use custom music, you'll 
 first be asked where you want to get your OGG file from.This must be a folder located within the main AAC folder, You cannot pull music from anywhere else on your PC.Choose a folder from the list provided, or choose to get an OGG file from the main Adventure at C directory.For more information on ogg files and how to encode them, check out Custom music and sounds.Once you choose your background music, you're ready to start building your stage!Please note; under no circumstance can you make a stage with no background music.If you wish for your stage to have no music, you must create an OGG file called silence, and choose it at the background music prompt.Once your stage loads for the first time, you'll be asked if you wish to create a randomly-generated template to build your stage on.If you say yes, AAC will place random obsticals in your stage, and your stage's name will have "(Random)" added to it to show tha
 t you had help creating your stage.Even if you remove all randomly placed obsticals, the game will still add the "(Random)" suffix to your stage's name each time you save it.Learning your building environmentWhen your stage first appears, it's just an empty road of tiles that sound like the ones you've been walking on throughout the main adventure.But an empty stage isn't going to impress anyone, so you'll need to start adding stuff to it.The stage builder consists of two modes, the builder mode, where you place viruses, items and obstacles, and the play test mode, where you see how your stage is working.To switch between modes, press f5. Builder mode is the default mode of operation.Most of the following controls are self-explanatory, but the ones that aren't will be covered in separate sections.Builder mode controls:F5, switch between modesL: sets the starting location.Space: sets the end of level square or unassigns it. (when play testing, the end of level action(s) will not happen. You  must play the stage for them to actually happen.C: checks your location.M: changes the tile you are standing on to a different tile.Shift+M: Brings up the tile creator.Control+M: lets you place a tile within a desired range.I: places an item.E: Places an enemy. (Limit 100 per stage)Obsta

Adventure at C: Stage Builder Manual

2015-12-17 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

Hay all.I've put together a manual for the Adventure at C stage builder.It was going to be packaged with the next version of AAC, but as their is not going to be a next version, I've decided to place it hear so all can read it.Stage builder manualby Threeblacknoises, with some additional material by Aaron bakerPlease note: to build or edit a custom stage, you must have beaten the game on the file you are trying to build  a stage on.To play a stage, you just have to beat the intro level.Getting to the stage builder menu is easy, just press shift s while in the in between levels area.From there select any of the three options. This documentation will cover  stage creation, which in turn, covers editing stages.Playing a custom stage is just like  playing a normal stage.In order to take advantage of the stage builder, you need to have a folder called stages in the same folder you are running aac.e
 xe in.This is where AAC will look for stages, and also where it will save stages to.If you haven't modified the AAC folder, this folder should already be where it needs to be, and should also include  files called example.stg, and neoexamplestage.stg.The game doesn't save stages in the folder you place it in, because the stages  folder needs to be quickly and easily reachable, so you may copy and paste files to it.You may store custom music and sounds in separate folders, as long as they are located in the main Adventure at C folder.You, however, cannot add folders beyond the main folder.So you cant make a folder called music and place folders in that one called main music and boss music, for example.In this example, the main music and boss music folders will be ignored by AAC, and you will only see OGG files located in the music folder.Note that all music and sounds you add to a custom stage will become part of the
  stage file, and thus be encrypted so other people can't get access to them.Because of this, their is no need to distribute music or sound files with your stages.Creating your stageWhen you choose build stage from the stage builder menu, you're presented with several prompts designed to prep your stage for building.First, you must decide how big, or long, you wish your stage to be in tiles.Each tile is one step your character can take.This is represented by a number between 100 to 5000.Please note: you cannot change this later.Next, choose your background music.AAC has 4 built-in tracks, but you can add your ownIf you wish to add your own music and sounds, you'll need an ogg encoder, as Adventure at c only excepts OGG files and doesn't support mp3s at all.if you select one of the built-in tracks, you'll be taken directly into builder mode.If you choose to use custom music, you'll 
 first be asked where you want to get your OGG file from.This must be a folder located within the main AAC folder, You cannot pull music from anywhere else on your PC.Choose a folder from the list provided, or choose to get an OGG file from the main Adventure at C directory.For more information on ogg files and how to encode them, check out Custom music and sounds.Once you choose your background music, you're ready to start building your stage!Please note; under no circumstance can you make a stage with no background music.If you wish for your stage to have no music, you must create an OGG file called silence, and choose it at the background music prompt.Once your stage loads for the first time, you'll be asked if you wish to create a randomly-generated template to build your stage on.If you say yes, AAC will place random obsticals in your stage, and your stage's name will have "(Random)" added to it to show that you had 
 help creating your stage.Even if you remove all randomly placed obsticals, the game will still add the "(Random)" suffix to your stage's name each time you save it.Learning your building environmentWhen your stage first appears, it's just an empty road of tiles that sound like the ones you've been walking on throughout the main adventure.But an empty stage isn't going to impress anyone, so you'll need to start adding stuff to it.The stage builder consists of two modes, the builder mode, where you place viruses, items and obstacles, and the play test mode, where you see how your stage is working.To switch between modes, press f5. Builder mode is the default mode of operation.Most of the following controls are self-explanatory, but the ones that aren't will be covered in separate sections.Builder mode controls:F5, switch between modesL: sets the starting location.Space: sets the e
 nd of level square or unassigns it. (when play testing, the end of level action(s) will not happen. You  must play the stage for them to actually happen.C: checks your location.M: changes the tile you are standing on to a different tile.Shift+M: Brings up the tile creator.Control+M: lets you place a tile within a desired range.I: places an item.E: Places an enemy. (Limit 100 per stage)Obs

Adventure at C: Stage Builder Manual

2015-12-17 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

Hay all.I've put together a manual for the Adventure at C stage builder.It was going to be packaged with the next version of AAC, but as their is not going to be a next version, I've decided to place it hear so all can read it.Stage builder manualby Threeblacknoises, with some additional material by Aaron bakerPlease note: to build or edit a custom stage, you must have beaten the game on the file you are trying to build  a stage on.To play a stage, you just have to beat the intro level.Getting to the stage builder menu is easy, just press shift s while in the in between levels area.From there select any of the three options. This documentation will cover  stage creation, which in turn, covers editing stages.Playing a custom stage is just like  playing a normal stage.In order to take advantage of the stage builder, you need to have a folder called stages in the same folder you are running aac.e
 xe in.This is where AAC will look for stages, and also where it will save stages to.If you haven't modified the AAC folder, this folder should already be where it needs to be, and should also include  files called example.stg, and neoexamplestage.stg.The game doesn't save stages in the folder you place it in, because the stages  folder needs to be quickly and easily reachable, so you may copy and paste files to it.You may store custom music and sounds in separate folders, as long as they are located in the main Adventure at C folder.You, however, cannot add folders beyond the main folder.So you cant make a folder called music and place folders in that one called main music and boss music, for example.In this example, the main music and boss music folders will be ignored by AAC, and you will only see OGG files located in the music folder.Note that all music and sounds you add to a custom stage will become part of the
  stage file, and thus be encrypted so other people can't get access to them.Because of this, their is no need to distribute music or sound files with your stages.Creating your stageWhen you choose build stage from the stage builder menu, you're presented with several prompts designed to prep your stage for building.First, you must decide how big, or long, you wish your stage to be in tiles.Each tile is one step your character can take.This is represented by a number between 100 to 5000.Please note: you cannot change this later.Next, choose your background music.AAC has 4 built-in tracks, but you can add your ownIf you wish to add your own music and sounds, you'll need an ogg encoder, as Adventure at c only excepts OGG files and doesn't support mp3s at all.if you select one of the built-in tracks, you'll be taken directly into builder mode.If you choose to use custom music, you'll 
 first be asked where you want to get your OGG file from.This must be a folder located within the main AAC folder, You cannot pull music from anywhere else on your PC.Choose a folder from the list provided, or choose to get an OGG file from the main Adventure at C directory.For more information on ogg files and how to encode them, check out Custom music and sounds.Once you choose your background music, you're ready to start building your stage!Please note; under no circumstance can you make a stage with no background music.If you wish for your stage to have no music, you must create an OGG file called silence, and choose it at the background music prompt.Once your stage loads for the first time, you'll be asked if you wish to create a randomly-generated template to build your stage on.If you say yes, AAC will place random obsticals in your stage, and your stage's name will have "(Random)" added to it to show tha
 t you had help creating your stage.Even if you remove all randomly placed obsticals, the game will still add the "(Random)" suffix to your stage's name each time you save it.Learning your building environmentWhen your stage first appears, it's just an empty road of tiles that sound like the ones you've been walking on throughout the main adventure.But an empty stage isn't going to impress anyone, so you'll need to start adding stuff to it.The stage builder consists of two modes, the builder mode, where you place viruses, items and obstacles, and the play test mode, where you see how your stage is working.To switch between modes, press f5. Builder mode is the default mode of operation.Most of the following controls are self-explanatory, but the ones that aren't will be covered in separate sections.Builder mode controls:F5, switch between modesL: sets the starting location.Space: sets the end of level square or unassigns it. (when play testing, the end of level action(s) will not happen. You  must play the stage for them to actually happen.C: checks your location.M: changes the tile you are standing on to a different tile.Shift+M: Brings up the tile creator.Control+M: lets you place a tile within a desired range.I: places an item.E: Places an enemy. (Limit 100 per stage)Obsta

Adventure at C: Stage Builder Manual

2015-12-17 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

Hay all.I've put together a manual for the Adventure at C stage builder.It was going to be packaged with the next version of AAC, but as their is not going to be a next version, I've decided to place it hear so all can read it.Stage builder manualby Threeblacknoises, with some additional material by Aaron bakerPlease note: to build or edit a custom stage, you must have beaten the game on the file you are trying to build  a stage on.To play a stage, you just have to beat the intro level.Getting to the stage builder menu is easy, just press shift s while in the in between levels area.From there select any of the three options. This documentation will cover  stage creation, which in turn, covers editing stages.Playing a custom stage is just like  playing a normal stage.In order to take advantage of the stage builder, you need to have a folder called stages in the same folder you are running aac.e
 xe in.This is where AAC will look for stages, and also where it will save stages to.If you haven't modified the AAC folder, this folder should already be where it needs to be, and should also include  files called example.stg, and neoexamplestage.stg.The game doesn't save stages in the folder you place it in, because the stages  folder needs to be quickly and easily reachable, so you may copy and paste files to it.You may store custom music and sounds in separate folders, as long as they are located in the main Adventure at C folder.You, however, cannot add folders beyond the main folder.So you cant make a folder called music and place folders in that one called main music and boss music, for example.In this example, the main music and boss music folders will be ignored by AAC, and you will only see OGG files located in the music folder.Note that all music and sounds you add to a custom stage will become part of the
  stage file, and thus be encrypted so other people can't get access to them.Because of this, their is no need to distribute music or sound files with your stages.Creating your stageWhen you choose build stage from the stage builder menu, you're presented with several prompts designed to prep your stage for building.First, you must decide how big, or long, you wish your stage to be in tiles.Each tile is one step your character can take.This is represented by a number between 100 to 5000.Please note: you cannot change this later.Next, choose your background music.AAC has 4 built-in tracks, but you can add your ownIf you wish to add your own music and sounds, you'll need an ogg encoder, as Adventure at c only excepts OGG files and doesn't support mp3s at all.if you select one of the built-in tracks, you'll be taken directly into builder mode.If you choose to use custom music, you'll 
 first be asked where you want to get your OGG file from.This must be a folder located within the main AAC folder, You cannot pull music from anywhere else on your PC.Choose a folder from the list provided, or choose to get an OGG file from the main Adventure at C directory.For more information on ogg files and how to encode them, check out Custom music and sounds.Once you choose your background music, you're ready to start building your stage!Please note; under no circumstance can you make a stage with no background music.If you wish for your stage to have no music, you must create an OGG file called silence, and choose it at the background music prompt.Once your stage loads for the first time, you'll be asked if you wish to create a randomly-generated template to build your stage on.If you say yes, AAC will place random obsticals in your stage, and your stage's name will have "(Random)" added to it to show that you had 
 help creating your stage.Even if you remove all randomly placed obsticals, the game will still add the "(Random)" suffix to your stage's name each time you save it.Learning your building environmentWhen your stage first appears, it's just an empty road of tiles that sound like the ones you've been walking on throughout the main adventure.But an empty stage isn't going to impress anyone, so you'll need to start adding stuff to it.The stage builder consists of two modes, the builder mode, where you place viruses, items and obstacles, and the play test mode, where you see how your stage is working.To switch between modes, press f5. Builder mode is the default mode of operation.Most of the following controls are self-explanatory, but the ones that aren't will be covered in separate sections.Builder mode controls:F5, switch between modesL: sets the starting location.Space: sets the e
 nd of level square or unassigns it. (when play testing, the end of level action(s) will not happen. You  must play the stage for them to actually happen.C: checks your location.M: changes the tile you are standing on to a different tile.Shift+M: Brings up the tile creator.Control+M: lets you place a tile within a desired range.I: places an item.E: Places an enemy. (Limit 100 per stage)Obs

Adventure at C: Stage Builder Manual

2015-10-02 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

Hay all.I've put together a manual for the Adventure at C stage builder.It was going to be packaged with the next version of AAC, but as their is not going to be a next version, I've decided to place it hear so all can read it.Stage builder manualby Threeblacknoises, with some additional material by Aaron bakerPlease note: to build or edit a custom stage, you must have beaten the game on the file you are trying to build  a stage on.To play a stage, you just have to beat the intro level.Getting to the stage builder menu is easy, just press shift s while in the in between levels area.From there select any of the three options. This documentation will cover  stage creation, which in turn, covers editing stages.Playing a custom stage is just like  playing a normal stage.In order to take advantage of the stage builder, you need to have a folder called stages in the same folder you are running aac.e
 xe in.This is where AAC will look for stages, and also where it will save stages to.If you haven't modified the AAC folder, this folder should already be where it needs to be, and should also include  files called example.stg, and neoexamplestage.stg.The game doesn't save stages in the folder you place it in, because the stages  folder needs to be quickly and easily reachable, so you may copy and paste files to it.You may store custom music and sounds in separate folders, as long as they are located in the main Adventure at C folder.You, however, cannot add folders beyond the main folder.So you cant make a folder called music and place folders in that one called main music and boss music, for example.In this example, the main music and boss music folders will be ignored by AAC, and you will only see OGG files located in the music folder.Note that all music and sounds you add to a custom stage will become part of the
  stage file, and thus be encrypted so other people can't get access to them.Because of this, their is no need to distribute music or sound files with your stages.Creating your stageWhen you choose build stage from the stage builder menu, you're presented with several prompts designed to prep your stage for building.First, you must decide how big, or long, you wish your stage to be in tiles.Each tile is one step your character can take.This is represented by a number between 100 to 5000.Please note: you cannot change this later.Next, choose your background music.AAC has 4 built-in tracks, but you can add your ownIf you wish to add your own music and sounds, you'll need an ogg encoder, as Adventure at c only excepts OGG files and doesn't support mp3s at all.if you select one of the built-in tracks, you'll be taken directly into builder mode.If you choose to use custom music, you'll 
 first be asked where you want to get your OGG file from.This must be a folder located within the main AAC folder, You cannot pull music from anywhere else on your PC.Choose a folder from the list provided, or choose to get an OGG file from the main Adventure at C directory.For more information on ogg files and how to encode them, check out Custom music and sounds.Once you choose your background music, you're ready to start building your stage!Please note; under no circumstance can you make a stage with no background music.If you wish for your stage to have no music, you must create an OGG file called silence, and choose it at the background music prompt.Once your stage loads for the first time, you'll be asked if you wish to create a randomly-generated template to build your stage on.If you say yes, AAC will place random obsticals in your stage, and your stage's name will have "(Random)" added to it to show tha
 t you had help creating your stage.Even if you remove all randomly placed obsticals, the game will still add the "(Random)" suffix to your stage's name each time you save it.Learning your building environmentWhen your stage first appears, it's just an empty road of tiles that sound like the ones you've been walking on throughout the main adventure.But an empty stage isn't going to impress anyone, so you'll need to start adding stuff to it.The stage builder consists of two modes, the builder mode, where you place viruses, items and obstacles, and the play test mode, where you see how your stage is working.To switch between modes, press f5. Builder mode is the default mode of operation.Most of the following controls are self-explanatory, but the ones that aren't will be covered in separate sections.Builder mode controls:F5, switch between modesL: sets the starting location.Space: sets the end of level square or unassigns it. (when play testing, the end of level action(s) will not happen. You  must play the stage for them to actually happen.C: checks your location.M: changes the tile you are standing on to a different tile.Shift+M: Brings up the tile creator.Control+M: lets you place a tile within a desired range.I: places an item.E: Places an enemy. (Limit 100 per stage)Obsta

Adventure at C: Stage Builder Manual

2015-10-02 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

Hay all.I've put together a manual for the Adventure at C stage builder.It was going to be packaged with the next version of AAC, but as their is not going to be a next version, I've decided to place it hear so all can read it.Stage builder manualby Threeblacknoises, with some additional material by Aaron bakerPlease note: to build or edit a custom stage, you must have beaten the game on the file you are trying to build  a stage on.To play a stage, you just have to beat the intro level.Getting to the stage builder menu is easy, just press shift s while in the in between levels area.From there select any of the three options. This documentation will cover  stage creation, which in turn, covers editing stages.Playing a custom stage is just like  playing a normal stage.In order to take advantage of the stage builder, you need to have a folder called stages in the same folder you are running aac.e
 xe in.This is where AAC will look for stages, and also where it will save stages to.If you haven't modified the AAC folder, this folder should already be where it needs to be, and should also include  files called example.stg, and neoexamplestage.stg.The game doesn't save stages in the folder you place it in, because the stages  folder needs to be quickly and easily reachable, so you may copy and paste files to it.You may store custom music and sounds in separate folders, as long as they are located in the main Adventure at C folder.You, however, cannot add folders beyond the main folder.So you cant make a folder called music and place folders in that one called main music and boss music, for example.In this example, the main music and boss music folders will be ignored by AAC, and you will only see OGG files located in the music folder.Note that all music and sounds you add to a custom stage will become part of the
  stage file, and thus be encrypted so other people can't get access to them.Because of this, their is no need to distribute music or sound files with your stages.Creating your stageWhen you choose build stage from the stage builder menu, you're presented with several prompts designed to prep your stage for building.First, you must decide how big, or long, you wish your stage to be in tiles.Each tile is one step your character can take.This is represented by a number between 100 to 5000.Please note: you cannot change this later.Next, choose your background music.AAC has 4 built-in tracks, but you can add your ownIf you wish to add your own music and sounds, you'll need an ogg encoder, as Adventure at c only excepts OGG files and doesn't support mp3s at all.if you select one of the built-in tracks, you'll be taken directly into builder mode.If you choose to use custom music, you'll 
 first be asked where you want to get your OGG file from.This must be a folder located within the main AAC folder, You cannot pull music from anywhere else on your PC.Choose a folder from the list provided, or choose to get an OGG file from the main Adventure at C directory.For more information on ogg files and how to encode them, check out Custom music and sounds.Once you choose your background music, you're ready to start building your stage!Please note; under no circumstance can you make a stage with no background music.If you wish for your stage to have no music, you must create an OGG file called silence, and choose it at the background music prompt.Once your stage loads for the first time, you'll be asked if you wish to create a randomly-generated template to build your stage on.If you say yes, AAC will place random obsticals in your stage, and your stage's name will have "(Random)" added to it to show that you had 
 help creating your stage.Even if you remove all randomly placed obsticals, the game will still add the "(Random)" suffix to your stage's name each time you save it.Learning your building environmentWhen your stage first appears, it's just an empty road of tiles that sound like the ones you've been walking on throughout the main adventure.But an empty stage isn't going to impress anyone, so you'll need to start adding stuff to it.The stage builder consists of two modes, the builder mode, where you place viruses, items and obstacles, and the play test mode, where you see how your stage is working.To switch between modes, press f5. Builder mode is the default mode of operation.Most of the following controls are self-explanatory, but the ones that aren't will be covered in separate sections.Builder mode controls:F5, switch between modesL: sets the starting location.Space: sets the e
 nd of level square or unassigns it. (when play testing, the end of level action(s) will not happen. You  must play the stage for them to actually happen.C: checks your location.M: changes the tile you are standing on to a different tile.Shift+M: Brings up the tile creator.Control+M: lets you place a tile within a desired range.I: places an item.E: Places an enemy. (Limit 100 per stage)Obs

Adventure at C: Stage Builder Manual

2015-09-22 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

Hay all.I've put together a manual for the Adventure at C stage builder.It was going to be packaged with the next version of AAC, but as their is not going to be a next version, I've decided to place it hear so all can read it.Stage builder manualby Threeblacknoises, with some additional material by Aaron bakerPlease note: to build or edit a custom stage, you must have beaten the game on the file you are trying to build  a stage on.To play a stage, you just have to beat the intro level.Getting to the stage builder menu is easy, just press shift s while in the in between levels area.From there select any of the three options. This documentation will cover  stage creation, which in turn, covers editing stages.Playing a custom stage is just like  playing a normal stage.In order to take advantage of the stage builder, you need to have a folder called stages in the same folder you are running aac.e
 xe in.This is where AAC will look for stages, and also where it will save stages to.If you haven't modified the AAC folder, this folder should already be where it needs to be, and should also include  files called example.stg, and neoexamplestage.stg.The game doesn't save stages in the folder you place it in, because the stages  folder needs to be quickly and easily reachable, so you may copy and paste files to it.You may store custom music and sounds in separate folders, as long as they are located in the main Adventure at C folder.You, however, cannot add folders beyond the main folder.So you cant make a folder called music and place folders in that one called main music and boss music, for example.In this example, the main music and boss music folders will be ignored by AAC, and you will only see OGG files located in the music folder.Note that all music and sounds you add to a custom stage will become part of the
  stage file, and thus be encrypted so other people can't get access to them.Because of this, their is no need to distribute music or sound files with your stages.Creating your stageWhen you choose build stage from the stage builder menu, you're presented with several prompts designed to prep your stage for building.First, you must decide how big, or long, you wish your stage to be in tiles.Each tile is one step your character can take.This is represented by a number between 100 to 5000.Please note: you cannot change this later.Next, choose your background music.AAC has 4 built-in tracks, but you can add your ownIf you wish to add your own music and sounds, you'll need an ogg encoder, as Adventure at c only excepts OGG files and doesn't support mp3s at all.if you select one of the built-in tracks, you'll be taken directly into builder mode.If you choose to use custom music, you'll 
 first be asked where you want to get your OGG file from.This must be a folder located within the main AAC folder, You cannot pull music from anywhere else on your PC.Choose a folder from the list provided, or choose to get an OGG file from the main Adventure at C directory.For more information on ogg files and how to encode them, check out Custom music and sounds.Once you choose your background music, you're ready to start building your stage!Please note; under no circumstance can you make a stage with no background music.If you wish for your stage to have no music, you must create an OGG file called silence, and choose it at the background music prompt.Once your stage loads for the first time, you'll be asked if you wish to create a randomly-generated template to build your stage on.If you say yes, AAC will place random obsticals in your stage, and your stage's name will have "(Random)" added to it to show tha
 t you had help creating your stage.Even if you remove all randomly placed obsticals, the game will still add the "(Random)" suffix to your stage's name each time you save it.Learning your building environmentWhen your stage first appears, it's just an empty road of tiles that sound like the ones you've been walking on throughout the main adventure.But an empty stage isn't going to impress anyone, so you'll need to start adding stuff to it.The stage builder consists of two modes, the builder mode, where you place viruses, items and obstacles, and the play test mode, where you see how your stage is working.To switch between modes, press f5. Builder mode is the default mode of operation.Most of the following controls are self-explanatory, but the ones that aren't will be covered in separate sections.Builder mode controls:F5, switch between modesL: sets the starting location.Space: sets the end of level square or unassigns it. (when play testing, the end of level action(s) will not happen. You  must play the stage for them to actually happen.C: checks your location.M: changes the tile you are standing on to a different tile.Shift+M: Brings up the tile creator.Control+M: lets you place a tile within a desired range.I: places an item.E: Places an enemy. (Limit 100 per stage)Obsta

Adventure at C: Stage Builder Manual

2015-09-22 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

Hay all.I've put together a manual for the Adventure at C stage builder.It was going to be packaged with the next version of AAC, but as their is not going to be a next version, I've decided to place it hear so all can read it.Stage builder manualby Threeblacknoises, with some additional material by Aaron bakerPlease note: to build or edit a custom stage, you must have beaten the game on the file you are trying to build  a stage on.To play a stage, you just have to beat the intro level.Getting to the stage builder menu is easy, just press shift s while in the in between levels area.From there select any of the three options. This documentation will cover  stage creation, which in turn, covers editing stages.Playing a custom stage is just like  playing a normal stage.In order to take advantage of the stage builder, you need to have a folder called stages in the same folder you are running aac.e
 xe in.This is where AAC will look for stages, and also where it will save stages to.If you haven't modified the AAC folder, this folder should already be where it needs to be, and should also include  files called example.stg, and neoexamplestage.stg.The game doesn't save stages in the folder you place it in, because the stages  folder needs to be quickly and easily reachable, so you may copy and paste files to it.You may store custom music and sounds in separate folders, as long as they are located in the main Adventure at C folder.You, however, cannot add folders beyond the main folder.So you cant make a folder called music and place folders in that one called main music and boss music, for example.In this example, the main music and boss music folders will be ignored by AAC, and you will only see OGG files located in the music folder.Note that all music and sounds you add to a custom stage will become part of the
  stage file, and thus be encrypted so other people can't get access to them.Because of this, their is no need to distribute music or sound files with your stages.Creating your stageWhen you choose build stage from the stage builder menu, you're presented with several prompts designed to prep your stage for building.First, you must decide how big, or long, you wish your stage to be in tiles.Each tile is one step your character can take.This is represented by a number between 100 to 5000.Please note: you cannot change this later.Next, choose your background music.AAC has 4 built-in tracks, but you can add your ownIf you wish to add your own music and sounds, you'll need an ogg encoder, as Adventure at c only excepts OGG files and doesn't support mp3s at all.if you select one of the built-in tracks, you'll be taken directly into builder mode.If you choose to use custom music, you'll 
 first be asked where you want to get your OGG file from.This must be a folder located within the main AAC folder, You cannot pull music from anywhere else on your PC.Choose a folder from the list provided, or choose to get an OGG file from the main Adventure at C directory.For more information on ogg files and how to encode them, check out Custom music and sounds.Once you choose your background music, you're ready to start building your stage!Please note; under no circumstance can you make a stage with no background music.If you wish for your stage to have no music, you must create an OGG file called silence, and choose it at the background music prompt.Once your stage loads for the first time, you'll be asked if you wish to create a randomly-generated template to build your stage on.If you say yes, AAC will place random obsticals in your stage, and your stage's name will have "(Random)" added to it to show that you had 
 help creating your stage.Even if you remove all randomly placed obsticals, the game will still add the "(Random)" suffix to your stage's name each time you save it.Learning your building environmentWhen your stage first appears, it's just an empty road of tiles that sound like the ones you've been walking on throughout the main adventure.But an empty stage isn't going to impress anyone, so you'll need to start adding stuff to it.The stage builder consists of two modes, the builder mode, where you place viruses, items and obstacles, and the play test mode, where you see how your stage is working.To switch between modes, press f5. Builder mode is the default mode of operation.Most of the following controls are self-explanatory, but the ones that aren't will be covered in separate sections.Builder mode controls:F5, switch between modesL: sets the starting location.Space: sets the e
 nd of level square or unassigns it. (when play testing, the end of level action(s) will not happen. You  must play the stage for them to actually happen.C: checks your location.M: changes the tile you are standing on to a different tile.Shift+M: Brings up the tile creator.Control+M: lets you place a tile within a desired range.I: places an item.E: Places an enemy. (Limit 100 per stage)Obs

Adventure at C: Stage Builder Manual

2015-09-22 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

Hay all.I've put together a manual for the Adventure at C stage builder.It was going to be packaged with the next version of AAC, but as their is not going to be a next version, I've decided to place it hear so all can read it.Stage builder manualby Threeblacknoises, with some additional material by Aaron bakerPlease note: to build or edit a custom stage, you must have beaten the game on the file you are trying to build  a stage on.To play a stage, you just have to beat the intro level.Getting to the stage builder menu is easy, just press shift s while in the in between levels area.From there select any of the three options. This documentation will cover  stage creation, which in turn, covers editing stages.Playing a custom stage is just like  playing a normal stage.In order to take advantage of the stage builder, you need to have a folder called stages in the same folder you are running aac.e
 xe in.This is where AAC will look for stages, and also where it will save stages to.If you haven't modified the AAC folder, this folder should already be where it needs to be, and should also include  files called example.stg, and neoexamplestage.stg.The game doesn't save stages in the folder you place it in, because the stages  folder needs to be quickly and easily reachable, so you may copy and paste files to it.You may store custom music and sounds in separate folders, as long as they are located in the main Adventure at C folder.You, however, cannot add folders beyond the main folder.So you cant make a folder called music and place folders in that one called main music and boss music, for example.In this example, the main music and boss music folders will be ignored by AAC, and you will only see OGG files located in the music folder.Note that all music and sounds you add to a custom stage will become part of the
  stage file, and thus be encrypted so other people can't get access to them.Because of this, their is no need to distribute music or sound files with your stages.Creating your stageWhen you choose build stage from the stage builder menu, you're presented with several prompts designed to prep your stage for building.First, you must decide how big, or long, you wish your stage to be in tiles.Each tile is one step your character can take.This is represented by a number between 100 to 5000.Please note: you cannot change this later.Next, choose your background music.AAC has 4 built-in tracks, but you can add your ownIf you wish to add your own music and sounds, you'll need an ogg encoder, as Adventure at c only excepts OGG files and doesn't support mp3s at all.if you select one of the built-in tracks, you'll be taken directly into builder mode.If you choose to use custom music, you'll 
 first be asked where you want to get your OGG file from.This must be a folder located within the main AAC folder, You cannot pull music from anywhere else on your PC.Choose a folder from the list provided, or choose to get an OGG file from the main Adventure at C directory.For more information on ogg files and how to encode them, check out Custom music and sounds.Once you choose your background music, you're ready to start building your stage!Please note; under no circumstance can you make a stage with no background music.If you wish for your stage to have no music, you must create an OGG file called silence, and choose it at the background music prompt.Once your stage loads for the first time, you'll be asked if you wish to create a randomly-generated template to build your stage on.If you say yes, AAC will place random obsticals in your stage, and your stage's name will have "(Random)" added to it to show tha
 t you had help creating your stage.Even if you remove all randomly placed obsticals, the game will still add the "(Random)" suffix to your stage's name each time you save it.Learning your building environmentWhen your stage first appears, it's just an empty road of tiles that sound like the ones you've been walking on throughout the main adventure.But an empty stage isn't going to impress anyone, so you'll need to start adding stuff to it.The stage builder consists of two modes, the builder mode, where you place viruses, items and obstacles, and the play test mode, where you see how your stage is working.To switch between modes, press f5. Builder mode is the default mode of operation.Most of the following controls are self-explanatory, but the ones that aren't will be covered in separate sections.Builder mode controls:F5, switch between modesL: sets the starting location.Space: sets the end of level square or unassigns it. (when play testing, the end of level action(s) will not happen. You  must play the stage for them to actually happen.C: checks your location.M: changes the tile you are standing on to a different tile.Shift+M: Brings up the tile creator.Control+M: lets you place a tile within a desired range.I: places an item.E: Places an enemy. (Limit 100 per stage)Obsta

Adventure at C: Stage Builder Manual

2015-09-22 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

Hay all.I've put together a manual for the Adventure at C stage builder.It was going to be packaged with the next version of AAC, but as their is not going to be a next version, I've decided to place it hear so all can read it.Stage builder manualby Threeblacknoises, with some additional material by Aaron bakerPlease note: to build or edit a custom stage, you must have beaten the game on the file you are trying to build  a stage on.To play a stage, you just have to beat the intro level.Getting to the stage builder menu is easy, just press shift s while in the in between levels area.From there select any of the three options. This documentation will cover  stage creation, which in turn, covers editing stages.Playing a custom stage is just like  playing a normal stage.In order to take advantage of the stage builder, you need to have a folder called stages in the same folder you are running aac.e
 xe in.This is where AAC will look for stages, and also where it will save stages to.If you haven't modified the AAC folder, this folder should already be where it needs to be, and should also include  files called example.stg, and neoexamplestage.stg.The game doesn't save stages in the folder you place it in, because the stages  folder needs to be quickly and easily reachable, so you may copy and paste files to it.You may store custom music and sounds in separate folders, as long as they are located in the main Adventure at C folder.You, however, cannot add folders beyond the main folder.So you cant make a folder called music and place folders in that one called main music and boss music, for example.In this example, the main music and boss music folders will be ignored by AAC, and you will only see OGG files located in the music folder.Note that all music and sounds you add to a custom stage will become part of the
  stage file, and thus be encrypted so other people can't get access to them.Because of this, their is no need to distribute music or sound files with your stages.Creating your stageWhen you choose build stage from the stage builder menu, you're presented with several prompts designed to prep your stage for building.First, you must decide how big, or long, you wish your stage to be in tiles.Each tile is one step your character can take.This is represented by a number between 100 to 5000.Please note: you cannot change this later.Next, choose your background music.AAC has 4 built-in tracks, but you can add your ownIf you wish to add your own music and sounds, you'll need an ogg encoder, as Adventure at c only excepts OGG files and doesn't support mp3s at all.if you select one of the built-in tracks, you'll be taken directly into builder mode.If you choose to use custom music, you'll 
 first be asked where you want to get your OGG file from.This must be a folder located within the main AAC folder, You cannot pull music from anywhere else on your PC.Choose a folder from the list provided, or choose to get an OGG file from the main Adventure at C directory.For more information on ogg files and how to encode them, check out Custom music and sounds.Once you choose your background music, you're ready to start building your stage!Please note; under no circumstance can you make a stage with no background music.If you wish for your stage to have no music, you must create an OGG file called silence, and choose it at the background music prompt.Once your stage loads for the first time, you'll be asked if you wish to create a randomly-generated template to build your stage on.If you say yes, AAC will place random obsticals in your stage, and your stage's name will have "(Random)" added to it to show that you had 
 help creating your stage.Even if you remove all randomly placed obsticals, the game will still add the "(Random)" suffix to your stage's name each time you save it.Learning your building environmentWhen your stage first appears, it's just an empty road of tiles that sound like the ones you've been walking on throughout the main adventure.But an empty stage isn't going to impress anyone, so you'll need to start adding stuff to it.The stage builder consists of two modes, the builder mode, where you place viruses, items and obstacles, and the play test mode, where you see how your stage is working.To switch between modes, press f5. Builder mode is the default mode of operation.Most of the following controls are self-explanatory, but the ones that aren't will be covered in separate sections.Builder mode controls:F5, switch between modesL: sets the starting location.Space: sets the e
 nd of level square or unassigns it. (when play testing, the end of level action(s) will not happen. You  must play the stage for them to actually happen.C: checks your location.M: changes the tile you are standing on to a different tile.Shift+M: Brings up the tile creator.Control+M: lets you place a tile within a desired range.I: places an item.E: Places an enemy. (Limit 100 per stage)Obs

Adventure at C: Stage Builder Manual

2015-08-02 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

Hay all.I've put together a manual for the Adventure at C stage builder.It was going to be packaged with the next version of AAC, but as their is not going to be a next version, I've decided to place it hear so all can read it.Stage builder manualby Threeblacknoises, with some additional material by Aaron bakerPlease note: to build or edit a custom stage, you must have beaten the game on the file you are trying to build  a stage on.To play a stage, you just have to beat the intro level.Getting to the stage builder menu is easy, just press shift s while in the in between levels area.From there select any of the three options. This documentation will cover  stage creation, which in turn, covers editing stages.Playing a custom stage is just like  playing a normal stage.In order to take advantage of the stage builder, you need to have a folder called stages in the same folder you are running aac.e
 xe in.This is where AAC will look for stages, and also where it will save stages to.If you haven't modified the AAC folder, this folder should already be where it needs to be, and should also include  files called example.stg, and neoexamplestage.stg.The game doesn't save stages in the folder you place it in, because the stages  folder needs to be quickly and easily reachable, so you may copy and paste files to it.You may store custom music and sounds in separate folders, as long as they are located in the main Adventure at C folder.You, however, cannot add folders beyond the main folder.So you cant make a folder called music and place folders in that one called main music and boss music, for example.In this example, the main music and boss music folders will be ignored by AAC, and you will only see OGG files located in the music folder.Note that all music and sounds you add to a custom stage will become part of the
  stage file, and thus be encrypted so other people can't get access to them.Because of this, their is no need to distribute music or sound files with your stages.Creating your stageWhen you choose build stage from the stage builder menu, you're presented with several prompts designed to prep your stage for building.First, you must decide how big, or long, you wish your stage to be in tiles.Each tile is one step your character can take.This is represented by a number between 100 to 5000.Please note: you cannot change this later.Next, choose your background music.AAC has 4 built-in tracks, but you can add your ownIf you wish to add your own music and sounds, you'll need an ogg encoder, as Adventure at c only excepts OGG files and doesn't support mp3s at all.if you select one of the built-in tracks, you'll be taken directly into builder mode.If you choose to use custom music, you'll 
 first be asked where you want to get your OGG file from.This must be a folder located within the main AAC folder, You cannot pull music from anywhere else on your PC.Choose a folder from the list provided, or choose to get an OGG file from the main Adventure at C directory.For more information on ogg files and how to encode them, check out Custom music and sounds.Once you choose your background music, you're ready to start building your stage!Please note; under no circumstance can you make a stage with no background music.If you wish for your stage to have no music, you must create an OGG file called silence, and choose it at the background music prompt.Once your stage loads for the first time, you'll be asked if you wish to create a randomly-generated template to build your stage on.If you say yes, AAC will place random obsticals in your stage, and your stage's name will have "(Random)" added to it to show tha
 t you had help creating your stage.Even if you remove all randomly placed obsticals, the game will still add the "(Random)" suffix to your stage's name each time you save it.Learning your building environmentWhen your stage first appears, it's just an empty road of tiles that sound like the ones you've been walking on throughout the main adventure.But an empty stage isn't going to impress anyone, so you'll need to start adding stuff to it.The stage builder consists of two modes, the builder mode, where you place viruses, items and obstacles, and the play test mode, where you see how your stage is working.To switch between modes, press f5. Builder mode is the default mode of operation.Most of the following controls are self-explanatory, but the ones that aren't will be covered in separate sections.Builder mode controls:F5, switch between modesL: sets the starting location.Space: sets the end of level square or unassigns it. (when play testing, the end of level action(s) will not happen. You  must play the stage for them to actually happen.C: checks your location.M: changes the tile you are standing on to a different tile.Shift+M: Brings up the tile creator.Control+M: lets you place a tile within a desired range.I: places an item.E: Places an enemy. (Limit 100 per stage)Obsta

Adventure at C: Stage Builder Manual

2015-08-02 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

Hay all.I've put together a manual for the Adventure at C stage builder.It was going to be packaged with the next version of AAC, but as their is not going to be a next version, I've decided to place it hear so all can read it.Stage builder manualby Threeblacknoises, with some additional material by Aaron bakerPlease note: to build or edit a custom stage, you must have beaten the game on the file you are trying to build  a stage on.To play a stage, you just have to beat the intro level.Getting to the stage builder menu is easy, just press shift s while in the in between levels area.From there select any of the three options. This documentation will cover  stage creation, which in turn, covers editing stages.Playing a custom stage is just like  playing a normal stage.In order to take advantage of the stage builder, you need to have a folder called stages in the same folder you are running aac.e
 xe in.This is where AAC will look for stages, and also where it will save stages to.If you haven't modified the AAC folder, this folder should already be where it needs to be, and should also include  files called example.stg, and neoexamplestage.stg.The game doesn't save stages in the folder you place it in, because the stages  folder needs to be quickly and easily reachable, so you may copy and paste files to it.You may store custom music and sounds in separate folders, as long as they are located in the main Adventure at C folder.You, however, cannot add folders beyond the main folder.So you cant make a folder called music and place folders in that one called main music and boss music, for example.In this example, the main music and boss music folders will be ignored by AAC, and you will only see OGG files located in the music folder.Note that all music and sounds you add to a custom stage will become part of the
  stage file, and thus be encrypted so other people can't get access to them.Because of this, their is no need to distribute music or sound files with your stages.Creating your stageWhen you choose build stage from the stage builder menu, you're presented with several prompts designed to prep your stage for building.First, you must decide how big, or long, you wish your stage to be in tiles.Each tile is one step your character can take.This is represented by a number between 100 to 5000.Please note: you cannot change this later.Next, choose your background music.AAC has 4 built-in tracks, but you can add your ownIf you wish to add your own music and sounds, you'll need an ogg encoder, as Adventure at c only excepts OGG files and doesn't support mp3s at all.if you select one of the built-in tracks, you'll be taken directly into builder mode.If you choose to use custom music, you'll 
 first be asked where you want to get your OGG file from.This must be a folder located within the main AAC folder, You cannot pull music from anywhere else on your PC.Choose a folder from the list provided, or choose to get an OGG file from the main Adventure at C directory.For more information on ogg files and how to encode them, check out Custom music and sounds.Once you choose your background music, you're ready to start building your stage!Please note; under no circumstance can you make a stage with no background music.If you wish for your stage to have no music, you must create an OGG file called silence, and choose it at the background music prompt.Once your stage loads for the first time, you'll be asked if you wish to create a randomly-generated template to build your stage on.If you say yes, AAC will place random obsticals in your stage, and your stage's name will have "(Random)" added to it to show that you had 
 help creating your stage.Even if you remove all randomly placed obsticals, the game will still add the "(Random)" suffix to your stage's name each time you save it.Learning your building environmentWhen your stage first appears, it's just an empty road of tiles that sound like the ones you've been walking on throughout the main adventure.But an empty stage isn't going to impress anyone, so you'll need to start adding stuff to it.The stage builder consists of two modes, the builder mode, where you place viruses, items and obstacles, and the play test mode, where you see how your stage is working.To switch between modes, press f5. Builder mode is the default mode of operation.Most of the following controls are self-explanatory, but the ones that aren't will be covered in separate sections.Builder mode controls:F5, switch between modesL: sets the starting location.Space: sets the e
 nd of level square or unassigns it. (when play testing, the end of level action(s) will not happen. You  must play the stage for them to actually happen.C: checks your location.M: changes the tile you are standing on to a different tile.Shift+M: Brings up the tile creator.Control+M: lets you place a tile within a desired range.I: places an item.E: Places an enemy. (Limit 100 per stage)Obs

Adventure at C: Stage Builder Manual

2015-06-07 Thread AudioGames . net ForumArticles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

Hay all.I've put together a manual for the Adventure at C stage builder.It was going to be packaged with the next version of AAC, but as their is not going to be a next version, I've decided to place it hear so all can read it.Stage builder manualby Threeblacknoises, with some additional material by Aaron bakerPlease note: to build or edit a custom stage, you must have beaten the game on the file you are trying to build  a stage on.To play a stage, you just have to beat the intro level.Getting to the stage builder menu is easy, just press shift s while in the in between levels area.From there select any of the three options. This documentation will cover  stage creation, which in turn, covers editing stages.Playing a custom stage is just like  playing a normal stage.In order to take advantage of the stage builder, you need to have a folder called stages in the same folder you are running aac.e
 xe in.This is where AAC will look for stages, and also where it will save stages to.If you haven't modified the AAC folder, this folder should already be where it needs to be, and should also include  files called example.stg, and neoexamplestage.stg.The game doesn't save stages in the folder you place it in, because the stages  folder needs to be quickly and easily reachable, so you may copy and paste files to it.You may store custom music and sounds in separate folders, as long as they are located in the main Adventure at C folder.You, however, cannot add folders beyond the main folder.So you cant make a folder called music and place folders in that one called main music and boss music, for example.In this example, the main music and boss music folders will be ignored by AAC, and you will only see OGG files located in the music folder.Note that all music and sounds you add to a custom stage will become part of the
  stage file, and thus be encrypted so other people can't get access to them.Because of this, their is no need to distribute music or sound files with your stages.Creating your stageWhen you choose build stage from the stage builder menu, you're presented with several prompts designed to prep your stage for building.First, you must decide how big, or long, you wish your stage to be in tiles.Each tile is one step your character can take.This is represented by a number between 100 to 5000.Please note: you cannot change this later.Next, choose your background music.AAC has 4 built-in tracks, but you can add your ownIf you wish to add your own music and sounds, you'll need an ogg encoder, as Adventure at c only excepts OGG files and doesn't support mp3s at all.if you select one of the built-in tracks, you'll be taken directly into builder mode.If you choose to use custom music, you'll 
 first be asked where you want to get your OGG file from.This must be a folder located within the main AAC folder, You cannot pull music from anywhere else on your PC.Choose a folder from the list provided, or choose to get an OGG file from the main Adventure at C directory.For more information on ogg files and how to encode them, check out Custom music and sounds.Once you choose your background music, you're ready to start building your stage!Please note; under no circumstance can you make a stage with no background music.If you wish for your stage to have no music, you must create an OGG file called silence, and choose it at the background music prompt.Once your stage loads for the first time, you'll be asked if you wish to create a randomly-generated template to build your stage on.If you say yes, AAC will place random obsticals in your stage, and your stage's name will have "(Random)" added to it to show tha
 t you had help creating your stage.Even if you remove all randomly placed obsticals, the game will still add the "(Random)" suffix to your stage's name each time you save it.Learning your building environmentWhen your stage first appears, it's just an empty road of tiles that sound like the ones you've been walking on throughout the main adventure.But an empty stage isn't going to impress anyone, so you'll need to start adding stuff to it.The stage builder consists of two modes, the builder mode, where you place viruses, items and obstacles, and the play test mode, where you see how your stage is working.To switch between modes, press f5. Builder mode is the default mode of operation.Most of the following controls are self-explanatory, but the ones that aren't will be covered in separate sections.Builder mode controls:F5, switch between modesL: sets the starting location.Space: sets the end of level square or unassigns it. (when play testing, the end of level action(s) will not happen. You  must play the stage for them to actually happen.C: checks your location.M: changes the tile you are standing on to a different tile.Shift+M: Brings up the tile creator.Control+M: lets you place a tile within a desired range.I: places an item.E: Places an enemy. (Limit 100 per stage)Obsta