1. Installation

This game depends upon the XNA 3.1 redistributable, simply run the required
xnafx31_redist.msi

If the game still doesn't work updating your .NET framework and re-installing
directx is recommended (directx autodetects required components during
installation and may not install all required XNA files until you already have
XNA redistributable on your system)

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2. Controls


Keyboard Controls

Arrow Keys: Move
A - Jumps/Cofirm(menu)
S+Arrowkeys: Shoot rope
E - Shrinks rope
R - Expands rope
Q+ArrowKeys: Shoot unicorn
Enter: Change unicorn speed (starts at med -> fast -> stop)
End: Menu

Xbox 360 gamepad controls

D-pad/Analog stick: Move
A Button: Jump/Confirm(menu)
Y Button+Dpad/Analog direction: Shoot rope in direction
Right Button+Dpad/Analog direction: Shoot unicorn in direction
Left Button - Change unicorn speed (starts at med -> fast -> stop)
Start: Menu
Select: Exit
Right Trigger - Shrink Rope
Left Trigger - Expand Rope

If you don't have an xbox 360 gamepad you can use the program
joy2key to map your gamepad's input to the game. A gamepad is highly
recommended.

(While the game supports the analog stick, I personally recommend using
the d-pad for aiming the rope)

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3. Unlocking levels

Hidden in each level is a treasure map. If you've obtained one for a level,
it will have a star on its name on the map screen. When you obtain
one for all the levels in a world, a secret 6th level will unlock in that
world. If you find the map in the 6th level of each world, a secret
5th world will unlock. 

There is no credits sequence, so once you beat the
5 world you've seen the entire game.

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4. Notes

This is pretty much an old alpha build of a 2008 XNA 2.0 game I'm releasing 
since we've decided to discontinue work on the game.
As such there are a lot of imperfections.
Notably:

-Occasional invisible obstructions (result of optimizing the code for the 360
at the last minute which was never quite perfected. Unfortunately my SVN
is long dead so I can't revert to the more resource-intensive original
PC version of the collision detection).
-Not-quite-right mobile platforms
-Falling platforms don't always fall
-Animation oddities 
-Not-quite-right bouncy mushrooms
-No sound effects

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5. Bonus Map Editor

All of the levels in the game were created using a built-in map editor.
You can activate it by pressing F10 at any time. Changes occur in 
real-time so you can play your map as you edit it.

Controls:
Left Click - Place Tile
HOLD Right Click - Tile palette. Click on a tile to select it. Scroll wheel to 
			 scroll the list of tiles.

F4-F10: Change map save slot #
Shift+F1-F3: Change map save slot #
F1-F3: Change currently selected map layer
P: Reset obstructions.
Z: Saves the map in the current slot 
    (To load it you'll have to rename your map file into one of the campaign
     maps in the levels directory)
I: Switch to game mode
O: Switch to edit mode
Arrow keys: scroll map in edit mode

The accompanying .umdat XML file is editable and determines
the timer, max map size, and background for a map. (The tileset for a map
is determined by the world you started editing it in and where in the 
campaign you place it)

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6. Credits

Programming - SDHawk
Tile/Background art/Level design - Sew
Sprites + Title Screen - Krypt
Music - Jazz Man



Built using Farseer Physics (I would personally recommend against using it
yourself, though)


More Games @ http://dfg.consty.com/old/