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Open Broadcaster Software

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***Disclaimer.***
If this article contravenes the rules of the forum, moderators please let me know
***End of disclaimer***

I've been using Open Broadcaster software for a while and I've seen many blind and visually impaired users have trouble or just be almost intimidated by the interface.  Therefore, I'll try and give what tips I can here linking to information that I find useful etc.  This won't probably turn into anything, might not even be expanded beyond this point, but we'll have to see.

This article is designed to help those wishing to stream games, whether they be audio games with graphics or mainstream content, with the assistance of a screen reader, highlighting pitfalls and interesting quirks that might be encountered.

Things you'll need
  • The software, found here:
    Download OBS

    (note: It's good if you have both 32 and 64 bit versions of OBS on your PC, for reasons that I'll go into later)

  • A desktop or laptop running an os listed in the system requirements.  Windows 8.1 will be used in this example.

  • If you feel the need, a screen reader.  NVDA will be used in this example as it is the only one that has been tested extensively with twitch and OBS.
    ***Information***
    although other screen readers may work, results may vary.
    ***end of information***

  • If you wish to stream your games, you'll need an account with a service such as
    Twitch.tv, found here
    Streaming is not necessarily the main objective this tutorial, just an added step if people want to try it.

  • If you wish to capture gameplay from a console, you'll need a capture card/device.  The example used here will be the
    Elgato Game Capture HD.

  • If you wish to commentate during gameplay, some kind of microphone.  Whether that's a voice recorder, headset microphone, or USB audio device, it doesn't really matter.  Set up proceedures may vary for different devices, but a USB microphone will be used in this example.
    ***commentary may not even be covered, but it's a possibility***

  • For those of you wanting to make sure your stream is of the best possible quality with your set up, having a sighted friend/person who is able to check your stream by visiting its page is helpful.  This is especially true for individuals with no vision whatsoever, as the stream might sound fine but the video might have "blocky frames", where movements look very stiff and juddery.  There are those who would say that it doesn't matter, but if you personally want the best looking stream, run a few tests just to check whenever you change things.

A word about screen readers

OBS is one of those programs that requires a bit of getting used to.  One of the most important things is that you can't actually right click in the boxes (for adding sources and such), you have to use mouse keys (NVDA+left Mouse to root the mouse cursor to the box, then right mouse to get into the menu, e.g. the source menu).

Speaking of the source menu, That's probably the only context menu you'll need to use.  The program is, apart from the above minor inconvenience which is just that at best and irritating at worst, fine with NVDA.

Initial Setup

Once you've installed OBS (which is relatively straightforward if you've used pretty much any other windows installer), take a look around the window.  You'll see that things can be navigated pretty much with tab, shift tab, and space/enter.
If you want to set up OBS for streaming with a service like twitch, I'd recommend
this guide, found on the twitch help page.

A couple of notes about this guide

It's not exactly up-to-date, from what I can gather.  There are boxes missing in places where it says there should be boxes, and the networks tab isn't actually able to be altered, as far as I can tell.  However, if you just work around those small quirks, the guide gives you all the information you should need.

Bitrates:  The recommended bitrate is 3000 KBPS - around that at least.  This is way too high for most people, even twitch partners.  After I did some initial tests and reading on various forums and such, I discovered that around 1800 or so was good for my specific setup.  I'd suggest tailing it back to around 1500/1600 kbps, and then seeing what results you get and running tests.

It's fairly obviously designed for people who aren't visually impaired (note the use of screenshots that don't have alt text), but it's easy enough to understand with a little patience.  The settings dialog is activated by a button in the main window, which can be found by using the tab key.  Alternatively, it's probably easier just to use shift+tab and go over to it.

I've never had a need for scenes in recording my gameplay, I just select a source I've added (by right clicking as explained above in the sources list and go to the global sources submenu.

If you want to add a global source for later use, you can go to the global sources button in the main OBS window and when the dialog appears, click add and follow the instructions.

(Note: game capture is generally reserved for applications (audiogames with graphics, or games running in services like Steam.  Video capture is generally used for things like capture cards or other video devices.)

Don't feel like streaming just yet?

If you don't feel like streaming, you can always set your mode to output file only.  This will savea local copy of the stream on your computer that you can then distribute how ever you wish.

Profiles

Profiles are designed so you can use multiple configurations (such as one for streaming at one frame rate and another for saving to a local file, perhaps at higher quality).  If you want to make a new profile under settings/general, just change the name in the edit box and click add profile.  Then adjust your settings from there to make, for example, a profile for capturing your games from windows.

When you feel like you want to stream

Once you feel ready for streaming, head over to
twitch.tv.

From there, create an account by clicking sign up.  As of the time of writing the account creation process is a little complicated, having a few little quirks.  One such oddment is that you have to root your mouse into the date boxes, then arrow around.  However, this could've been a glitch.  Yet another possible glitch comes in the captcha area of things, where you seem to have to download the audio file just to get the sound to play.  But results may vary.

Once you've got your account set up, use the latter parts of the guide to get your stream key etc (you need to be logged in to access these features of course).  However, if you stream and aren't logged in to twitch, OBS doesn't seem to care,it just streams for you, saving your a lot of extra hassle!

Happy streaming and best of luck!


Xbox One: Console and Controller guide

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***This guide is currently under construction, with the console sections to be added later as well as everything being gradually tidied up***

an introduction

Microsoft's Xbox One had a tough launch period, with kinect launch titles like "fighter Within" being panned by critics.  However, it's been a long time since the console first entered the market and now it is still a viable alternative for blind and visually impaired gamers, in spite of it's relative lack of playable games (at least for the former demographic).

This article aims to demonstrate that the console's accessibility, whilst not in line with PC standards at the moment,is at least a true testament to the legacy set by it's predecessor, the Xbox 360, released back in 2005.

Microsoft accounts and gamertags: debunking a few myths of sorts

Gamertags have been around as long as XBox Live was in existence.  They are what your friends and other gamers know you by in online lobbies and the like, unless of course you choose to share your real name with your friends - a privacy related debate that I won't get into here.  However, when setting up for the arrival of my Xbox One, I had a few burning questions that I thought other people might benefit from hearing answers to.

  • Can I have an alternative email address for my gamertag?

    Yes you most certainly can!  This question stems from the fact that the only information I could find about Gamertags was to do with Microsoft accounts.  However, when you
    make your microsoft account
    , you can actually choose to use an alternative email address.  Just enter it in the box and it'll work, there shouldn't be any issues.

  • Can I use SmartGlass without having the console to pair it with? How much functionality will I getout of the app?

    Definitely.  You don't actually need the console for SmartGlass to work.  Just sign in with your details and you should be good to go!

  • Can I cue downloads before I get the console so that I can get things going as quickly as possible?

    Yes you can, although what actually happens after sign in is currently uncertain, I will update this section once I know more.

SmartGlass

Whilst Xbox 360 SmartGlass was a bit of a pain to get working, it did a couple of interesting things that were quite useful, not least of which was allowing you to launch games from a windows 8 compatible device without even touching your controller.

The Xbox One counterpart, a separate app in the ITunes App Store and on Android, is a whole new way of looking at the features of the 360 version.  It has several useful features including being able to watch game DVR clips while on the go, viewing in-game help manuals and, perhaps most useful of all, allowing you to purchase items (only free ones have been tested) directly from within the app.

***More information to be added***


The Controller

The Xbox One controler, hereafter refered to as the controler, is similar to the xbox 360 version.  The Xbox button has been redesigned into an interesting raised circle of sorts with the logo imprinted into it, which is a lot less strange than the 360.  Actually, I'm going to spend so much time comparing the two that I'll give my first recommendation about this part of the system: if you can, try one.  If you do try one, try it with a game you know.

The controler itself is well built, as you'd expect from a first party product.  The buttons are responsive (including the Dpad), with the analogue sticks being smooth and precise.  The triggers, whilst evolved from the X360 equivalent, are still as sharp as ever with the only minor point being the new bumpers.

Where you could previously press the bumper anywhere along its length to activate whatever function the game ties it to, those on the next generation controler are more finicky.  Whilst not unusable by any means, they require an element of practice to master, with not pressing in on the edges being the best way I found of making them do as expected.

The play and charge kit controller

The play and charge version of the controller, unlike the standard wireless controler comes with two important things: A lithium-Ion (LI) battery, allowing for long-term recharging without using large numbers of double A batteries, in addition to a micro USB cable.

Opening the box

Before you get access to your new controller, you'll need to open the box.  To do this you'll need a pair of scissors to cut the tape then you'll pretty much be ok, or at least you should be.  Things are packaged in an orderly fashion, with the usual instructional manuals and such included as well.

Inserting the LI Battery

The battery is a kind of long, slightly squashed close to cylindrical shape, like those featured in the 360 version, with a couple of small redesigns.  You simply slide off the back pannel of the controller (which takes a while to get used to, not that you'll do it that often with the play and charge version), push the battery in so that the small contact inserts into the whole in the controller.  Then you push the other side of the battery, making sure that the xbox logo is facing towards the controller.  This assumes that you have the controller with sticks facing downwards towards the floor.  If all goes well, the battery should click into place, with the pannel sliding back into place



The DPad

For those of you who play fighting games, the directional pad (DPad) will be a crucial part of any controller.  Although of course the verdict will be subjective as to whether you like it or not, it is agreed by a large number of people that it is superior to that of the xbox 360 controllers.  It has a "clicking" sound that you'll have to see if you can get on with, but feels solid enough.  I'd say when you get one of these controllers, just try maybe jumping around in a fighting game or two, movement is something that might take getting used to a little with this.  It's not bad to say the least though and pretty good considering the track record of first party microsoft controllers.

Why is the play and charge version a good idea

The Play and charge version of the controller works with any games that support xbox 360 controllers, without you needing to buy anything else!  This is simply due to the inclusion of the micro USB cable.  Not only that, but it means that you won't go through a multitude of disposable batteries, or even rechargeable ones, whilst gaming.  So plug in your micro usb cable, make sure your drivers are installed, and start playing!

But I don't know how to make sure the drivers are installed

Although the drivers are installed in Windows 8 via Windows Update, if you're not sure, I believe
this article from PC World
should help you get things sorted.

To reconfirm, those using windows 8.1 should be fine, as should those using windows 8.  However, windows 7 users will probably need to follow the instructions above or
these, taken directly from majornelson's blog.


Unboxing the console itself.

The following information is written to help those with a xbox+kinect package, I cannot say for certain if the packaging for non-kinect models would be any different:

Two pieces of tape seal the box, simply take scissors to these –they shouldn’t be too hard to get through.
Place the box with the handle facing towards you, with the open ceils facing the floor.
Pull the flap up and away from you to reveal the Kinect furthest away from you, with a cardboard cover at the front.
Lift this up and away to reveal two sections.
On top of these sections you find paperwork including quick setup guides, a 14 day Xbox live gold membership trial as well as possibly other codes (mine came with dance central as a free download).
Closest to you on the right hand side is the kettle lead half of the power brick, which goes into the wall.
Behind that is the brick itself, in a polythene bag.
Additionally, this section contains an HDMI lead in a second polythene bag.

On the left-hand side are the chat headset in a polythene bag and an Xbox one wireless controller along with 2 aa batteries in a polystyrene-like material.
Now that the “tray” is empty you can lift from the section closest to you and move it out of the way.
Now let’s turn to the Kinect, which is still sitting at the back of the box or at least, it should be.
While you'd think you can just lift the Kinect straight out of the box, on closer inspection you'll see that there is a long horizontal piece of cardboard at the very back of the box.
Lift this away revealing the wires, this will allow you to pull the Kinect free.
Now the Kinect is out of the box, you can simply take the part of the "tray" closest to you and lift the whole thing away at once.
This reveals four pieces of polystyrene packing surrounding the console itself, which is covered by yet more polystyrene-like material.
These panels with a little work slide away from the sides of the console allowing you to remove it.
Once the packing around the sides is removed, don't try lifting with one hand on each side.
Instead, lever it up on one side (I used the right-hand side), using the packing underneath to assist.
Then once the console is at 90 degrees, you can simply pull it free, removing any packing that decides to hang around.
The console is wrapped in polystyrene-like packing that has tape in several places including the bottom.  Make sure you remove all the tape first (it just pulls away easily).

There you have it, your console and all the various pieces you're going to need to get started!

Brief notes on the console setup

the setup process for the console itself is rather complicated, even though most of it consists of pressing a for a good while.  You will want sighted help in this so you don't accidentally break anything.

One of the great things about kinect is that you don't need to do a voice check, just an audio one as before - no more reading strings of numbers out so it understands you!

You'll also have to download an update patch at the beginning, which even though it takes a while might as well be done then.  After all, I can't confirm if it's skippable or not, so you might as well get it done with.

Your download speeds will vary.  If I have learnt one thing about the Xbox One, it would be that the downloads speeds fluctuate.  However, even if you have to leave the console on for a prolonged period, you most likely won't be disturbed - it's surprisingly quiet, especially compared to it's predecessor!

Sign in, with your face!

Yes, you're not reading a science fiction work.  You can, with the help of kinect, elect to allow it to sign you in using your face.  This makes it so much easier than entering your microsoft account info every time.  You don't have to do this though, but it's a quick way to get gaming.

How are the voice commands?

The voice commands on the new kinect work a little differently to those on the 360.  Instead of saying xbox, waiting for the UI to acknowledge, then saying the rest of the commands in the same flat, monotonous voice, you simply say xbox and then your command.

For example, you can just say Xbox, go to killer instinct to launch the game if it's installed.  It will recognise you as long as you enunciate your words.  Also, I've noticed a strange quirk: Kinect seems to need to see your face clearly - I think it reads your lips whilst saying commands but I can't be sure.  Maybe it's just a little off with calibration, but who knows - it works so that doesn't really matter.

Turning on your controllers

When you want to turn on your xbox, you can do it one of at least two ways.

First and by far the quickest, if you have it set up (which I believe it is by default), is to simply say "xbox on".  The console should beep with 3 short tones, and then begin to power on.  When your home screen loads the xbox should make a typical whooshing sound and then you're in.

The second, when your xbox one is turned off, is to press and hold the xbox button on your controler.  It should turn on along with the console.

Do things download automatically?

When I signed in for the first time, things I'd purchased before the console was first used didn't start downloading automatically.  however, with sighted help this was resolved.

It also seems that when the xbox is on, things you install via smartglass will download automatically.

Game DVR

Game DVR is an interesting concept - recording into the past, as it were.  I haven't quite finished figuring it all out, but I'll explain what I know.

If you've just had a great moment (within the last 30 seconds that is) say Xbox, record that.  The OS will then save the last 30 seconds of gameplay as a temoporary clip.

***This section will be updated later as to how to save clips etc***

A guide to planet cracking on death match a new beginning

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In this article, I will teach you both methods of planet cracking, with the classic planet cracker, and with the new turbograv g51 planet cracker.
Note, the turbograv g51 can perform both methods of planet cracking, while the standard planet cracker is only capable of the old style cracking.
The advantages over this new method is that now, you can quite literally rip out an entire pocket of minerals and receive payment for the contents, where as with your standard planet cracker, you could only withdraw a few minerals at a time.
Let's go over the classic planet cracking.
You will need:
1 mineral scanner,
1 hand held teleporter
First, you will want to grab a planet cracker, they cost 6000000 credits. The acceleration is horrible, so be prepared for that.
Go to bakuan5 to fix that if you want to, or even perform a few upgrades.
Next, head to a valid planet with minerals, something like sinak.
Enter coordinates 600000, 600000, 600000 into your auto pilot console.
Next, make sure auto pilot is indeed engaged by going to your helm console, then select toggle auto pilot. Pressing enter should turn it on, as when you buy most ships, it is turned off.
Now, if you haven't already, undock, and enter speed 5000.
Now, wait. This could take a while, so sit back, relax, maybe chat with players, and eventually you will arrive at sinak.
Once you arrive, wait until the ship comes to a complete stop. Next use the teleportation system to beam down to sinak, but remember to link your hand held teleporter to the ship prior to doing so.
Next, scout around with your mineral scanner. Jot down the places you are told where minerals were found. Then, when your done, beam back to the ship
Now, go up to Engineering and gravity control, and deploy your gravity field generator.
Then, your mineral locations handy, enter them, 1 at a time, into the gravity field stabilizer.
If all goes well, you should receive payment, and you are ready to go at it again. However, if nothing happens, you most likely entered the incorrect coordinates.
When your done, retract your gravity field generator.
And, if all went to plan, congratulations!
Now, the new style of planet cracking, which is exclusive to the turbograv g51 planet crackers.
If you haven't already, go grab one. They are 14000000000 credits. So, yeah. It will take a lot to work your way up there.
You will need:
4 gravity tethers, available on sinak
1 hand held teleporter, if you don't already have it
Next, make your way up to sinak again. When you arrive, beam down, and go buy yourself some gravity tethers, you will need minimum, 4.
I don't really recommend you crack there, so beam back to your ship, go out to deep space, something like triple 25000000.
Then, do a search for planets which can be done from your sensors. If your sensors find one, set your auto pilot to travel there.
When you arrive, survey the planet which can be done from sensors again. You will often get a list of coordinates where minerals are located, and you will be paid for your research.
Next, beam down to the planet, remembering of course to ensure you have a link to the ship with your hand held teleporter.
Now, listen carefully, as things are going to get a bit involved. Go to where minerals are located, and deploy a gravity tether, 1 to the left, 1 to the right, 1 up, and 1 down from the pocket of minerals.
You can do this for as many pockets as you like, provided you actually have enough to complete the process.
Now, head back to your ship and go to the bridge.
Once there, find the gravity generator console and select enter coordinates. This will set the cracking site.
Now, head to deck 10, which is your gravity tether deck. Deploy each tether, in order, from 1 to 4.
Once done, head back to the bridge, and select begin planet crack operations from the gravity generator console.
Your ship will enter the atmosphere of the planet. When your ship arrives at the pocket you set, it will rip it out, and you will be paid in full, the contents of that pocket.
If you have any more places you want to crack, set these from your gravity generator console and re deploy the tethers, on deck 10.
When you are done, and all went to plan, congratulations! You probably just made mega millions!

Missiles, death match, a new beginning

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O nose you've just been shot at oh crap I'm going to die in 5, 4, 3, 2, 1, wait?
This guide will give you tips for evading missiles and firing back, should you have any.
First off, when you hear that alarm, drop everything, and go at or above lightspeed.
Next, try and get a look at the object that's just fired at you. Examine its heading closely. Try and see if you can counter it.
In other words, head the opposite direction relative to where its headed.
Next, see if you can fire back with a warhead or two. If you don't have any warheads, just focus on evading.
Wait a while. The missiles tend to chase targets for a good period of time, at least a good 5 minute chase.
After that time, two things can happen. If you have managed to outrun it, you can simply relax, but don't head in the direction of the missile, it could still be trying to catch up. If you suddenly find yourself and your ship shaking violently, you can take it that you didn't manage to outrun the missile.
Oh, and yeah. Missiles are, no joke. They do 1000 damage to whatever they hit. And shields do not protect you, and yes, they can take out components.
After a while the alarm is still playing and you know you've outrun it, go ahead and reconnect.
Then, somewhere down the road, you may be able to get revenge on the person who shot at you.
Hope this helps.

Mortal Kombat X: A Game Guide

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Notice

This version of the guide is no longer being updated.

You can find the most current version
here.

The original contents have been preserved here, partially for posterity and also due to a lack of knowledge on what the policy is for posting newer versions of guides as a link and removing the rest of the text.  If the moderators of this forum wish to clarify what the situation is, please feel free.


Guide content

This guide is a so-called "living document" and currently under construction.  It will hopefully expand as time goes on with resources from various internet sites, which will be credited where possible.

***Disclaimer***
If the moderators of this forum believe this guide to be in violation of any of the rules or stipulations that govern this forum, please inform me via private message and I will be happy to adjust/take it down as needed.
***end of disclaimer***

**a note about spoilers**
As this guide expands, there will be spoilers.  As a gamer who doesn't actually like things being spoilt (accept in exceptional circumstances), I will put spoiler warnings around these.  These will be presented as follows:
S
P
O
I
L
E
R

[spoiler text]
e
n
d
s
p
o
i
l
e
r
**end of note**

Table of contents
I. Mortal Kombat: The series (mk1-mkvsdcu/mk8).
II. Mortal Kombat: New generation, new beginnings (reboot).
III. Mortal Kombat X: systems and versions (list of consoles/systems).
IV. Input guide.
V. Videos.


1. Game mechanics.

1.01. Variations.
1.1. Ground movement.
1.2. Jumping.
1.3. Blocking.
1.4. Running.
1.5. Special Moves.
1.6. Enhanced special moves.
1.7. Throws.
1.8. Interactibles.
1.9. Brutalities.
1.10. Fatalities.

2. Characters and variations.

(sections will be listed here when the full roster is released)

3. Starting the game for the first time.

3.1. Menu layout.

3.2. Accessibility mode.

4. Tutorial.

5. Kombos.

6. Stages.

7. Story Mode.

8. Practice Mode.

9. Alternative control methods.

unnumbered: conclusions



I. Mortal Kombat: The Series.

Mortal Kombat as a franchise started in the early 90s, around the time of Streetfighter II.  Midway and the team of Ed Boon, John Tobias, John Vogel and Dan Forden created a fighting game that utilised a number of the convensions of traditional fightig games of the era, whilst setting new trends at the same time.

Promotional videos, such as this one brought to you curtacy of YourMKArcadeSource on youtube
were sent round to arcade game operators to encourage them to purchase the machines, with a few interesting comments made by the voiceover that it is possible could've sparked off new mini games later in the series (like test your might being refered to as being able to test your strike).

At the time of Mortal Kombat's release, a lot of parents were shocked by the violence in the game, something that was uncommon at the time in such open situations as arcades.  The uproar that was mostly caused by the media and the complaints of parents, most notable in America, caused Mortal kombat to be known today as the game that essentially started the ESRB games rating system.


II. Mortal Kombat: New generation, new beginnings

After the bancruptcy of Midway in 2008, the Mortal Kombat franchise was sold off.  It was uncertain as to what would happen, but in 2010, traillers were released showcasing a new Mortal Kombat game.  The sound design had changed from Mortal Kombat VS DC Universe, taking on a grittier edge.  Noone was quite sure whether there'd be a subtitle or a number, but when none was revealed, fans began to call it MK9 or MK 2011.

This was the first game by Netherrealm studios and the first game to feature only Mortal Kombat characters on the seventh generation of consoles and it was very much worth the wait, as a number of fans will attest to, in spite of its flaws.  Fatalities were back with a vengence, babalities returned and stage fatalities even put in an appearance.  By far the most distinguishing feature, partially carried over from Midway's last Mortal Kombat related title, was story mode.  It was longer than that included in the previous game, with unlockable characters and two on one fights which, when played on higher difficulty levels seemed almost unfair,.  The thing that made story mode a hassle for some players was a final boss who seems very  reminiscent of his roots in the original games in terms of his cheap tactics.


III. Mortal Kombat X systems and versions.

Mortal Kombat X is due to release for PS4, PS3, Xbox One, Xbox 360 and PC.

PS4, Xbox One and PC are due to release on April 14th 2015, but the "last gen" versions aren't due to release until later in the year, some time in June if the speculations are to be believed.


IV. Input guide

most fighting game guides have an input key somewhere to help players understand how to input the moves.  What follows is the key for when using a controller - PC commands may be listed at a later time, but as using a controller is recommended for fighting games this is less likely.

controller input=in-guide notation
back=b
forward=f
up=u
down=d
x(square)=1
Y(triangle)=2
A(x/cross)=3
b(circle)=4
right bumper(r1)=rb
right trigger(r2)=rt
left bumper(l1)=lb
Left trigger(l2)=lt


V. Videos.

Below are links to traillers, gameplay and other miscellaneous content related to MKX.  I've done my best to find videos that don't have content warnings on to avoid issues with people requiring youtube accounts to watch them, though be advised a large amount of this content isn't suitable for those under the age of 18.

Mortal Kombat X [CGI] announcement trailer
(thanks to moviemaniacsDE)

Sony Press Conference E3 trailer
(Thanks to GameSpot)

Raiden Reveal Trailer
(Thanks to IGN)

Ed Boon discussing Raiden's variations
(Thanks to IGN)

Raiden Reveal, EVO live crowd Reaction
(Thanks to Mission Start Podcast)

Kano reveal trailer
(thanks to  RajmanGaming HD )

Quan Chi reveal trailler
(Thanks to MKIceAndFire)

Kitana and Kung Lao reveal trailer
(Thanks to MKIceAndFire)

Mortal Kombat X: Next trailer(discussing online modes etc)
(Thanks to GameSpot)

Coarse Kollectors Edition Trailler
(Thanks to Machinima)

Reptile reveal trailer
(Thanks to MKIceAndFire)

Ermac reveal trailer
(Thanks to MKIceAndFire)

Mortal Kombat X Mobile announcement trailer
(Thanks to MKIceAndFire)

Mortal Kombat X Mobile: gameplay preview
(Thanks to DroidGamers)

Cage family trailer
(Thanks to GameSpot)

Mortal Kombat X - "Who's Next?" Story Trailer
(Thanks to IGN)

Jason Voorhees reveal trailer
(Thanks to IGN)

Kombat Pack reveal trailer
(Thanks to GamesHQMedia)

Shaolin trailer
(Thanks to MAXIM Russia)

***more videos to be added to fill in the gaps, as well as cleaned up at a later date to be in the correct order***

Kombat Kasts

Kombat Kasts are streams that Netherrealm Studios use to promote the game and show off aspects of gameplay.  Below is a list of all the streams in order of broadcast.  Please note that some of these videos take a while to start as well, so don't be discouraged if you are just sitting in silence for a while.

Kombat Kast 1: Variations

Kombat Kast 2: Ermac reveal!

Kombat Kast 3: Showdown: Kitana vs Reptile

Kombat Kast 4 - Brutalities

Kombat Kast 5 - Story Mode

Kombat Kast 6 - Whips, Sais & a Little Surprise

**note: the 7th Kombat Kast stream and the resulting youtube video, linked below only features mono gameplay audio, but is interesting nonetheless.**

Kombat Kast 7 - Black Friday


1. Game Mechanics.

1.01. Variations

Variations are new to Mortal Kombat X but are in some senses comparable to the stances found in mortal Kombat Deception.  However the fact that they provide characters with different moves is where the similaritys end really.

Each character has 3 variations, which provide them with different properties.  The example most commonly given is Scorpion's Infernal, Hellfire and Ninjutsu variations.  Hellfire grants the spector the use of flame attacks and an aura that can burn at close range dealing damage over time, Ninjutsu grants him the use of twin blades for some attacks and infernal Scorpion can use demons to help in the battle.

I will list the differences in variations both visually and move-wise as I update the guide.


1.1. Ground movement.

Knowing how to move around in Mortal Kombat is important in order to avoid projectiles and get in your opponent's face.  As with the previous game, you can move backwards and forwards at differing speeds namely by 3 methods.  Walking (the slowest), dashing and running.  Running is a mechanic that returns from Mortal Kombat 3, but takes a while to get used to as well.



Menus and tutorial

***below are the notes compiled from the xbox one version detailing single player and part of online menu structures as well as a few other bonus tips.  Tutorials are transcribed here as well, although it all needs cleaning up.***

difficulty selection comes after variation select, always set to medium. Left are easy and very easy, and right are hard and very hard.

menus:
**a colon denotes that the items below it are in a sub menu.  It should all be fairly easy to understand.**
difficulty comes after variation select, always set to medium. Left are easy and very easy, and right are hard and very hard.

menus:
1 player (offline game modes designed for single player):
story:
continue
new game
chapters

towers:
traditional towers:
classic (10 opponents)
test your luck
test your might
endless
survivor

living towers
tower challenges


single fight

test your luck
training:
practice
fatality practice
tutorial:
basics
kombos
special moves
advanced

2 player
player vs player
test your luck
kustom kombat
test your might


online:
rooms
versus:
player vs player:
ranked match
player match
private match

test your luck
practice

team battle
king of the hill
tower battle
leader boards
online kombat history
faction war page

faction:
*unknown*
boss tower
invasion tower
etc

krypt
options:
wireless controller:
preset 1 (4 presets
release check (by default is on, turn off for easier kombos [infamy 23])
alternate controls (special moves require diagonal inputs, off by default - leave as is even if you are a streetfighter player [infamy23])
Input shortcuts (on by default special moves require less directional precision, should be turned off for accurate inputs [infamy23])
edit
default
save

audio:
effects
announcer
dialogue
music
ambience
cinema
audio experience (mid-size, home theatre, tv speakers.) those are to the right


video
gameplay
extras
change profile

tutorial:
basics
combos
special moves
advanced
***tutorial transcript**

Basics
Basic movement training

step forward
step back
crouch
jump
jump back
jump forwards

energyis required to perform abilities such as dashing backward, running and using breakers.  The energy meter replenishes over time.

dash forward
dash back
execute a run (dash+rt)
basic movement training completed

Basic attack training
Attack sub zero:
front punch
back punch
front kick
back kick

knock sub zero down with a sweep attack (left+back kick)
uppercut - down+back punch
jumping front kick
jumping front punch
neutral jump punch

basic attack training complete

mid attacks target various locations on the body and can be blocked by either standing or croutching.
block 3 mid attacks

Low attacks target the feet or lower body and must be blocked whilst crouching.
Block 3 low attacks

Overhead attacks are ground based attacks that target the head and must be blocked while standing.
execute 3 overhead attacks (right+back kick)

Block 3 consecutive attacks

block training complete

use what you've learnt to defeat sub zero
mid attack
low attack
overhead
jumping attack
defeat sub-zero

Sub-zero has been defeated

after knocking your opponent in to the air you can hit them again before they land.  This is called a juggle kombo.
execute the juggle kombos
up front punch, back kick
up y, down+y
**you need to tap right once after sub-zero's in the air to hit the uppercut**

(Up Y, x)
**same as before, tap right once to konnect the second hit**
Juggle kombo training complete.

Certain buttons when pressed in the correct order will execute a chain of attacks.  These are called kombo attacks.
execute the kombo on sub-zero:
xxb
left a, y
y xb
kombo attack training completed.

If you find your opponent playing defensively,execute a throw.  Throws cannot be blocked.  There are two possible ways to execute a throw.

execute a back throw (lb)
execute a back throw using the alternate throw input (x+a)
execute a forward throw (right+lb)
execute a forward throw using alternate input (forward+front kick and back kick)
throws can be meter burned imediately on start up to offensively stop the throw and allow for a follow up kombo attack
meter burn a throw (left bumper+rt)
**do the same using alternate input**

execute a mb forward throw
execute an mb forward throw with alternate input

throw training complete.

each character has unique attacks that are executed by performing specific combinations of direction and button presses.  these are called special moves.
execute scorpion's spear special move (back forward front punch)
leg takedown (left right B)
teleport (down back a)
special move training completed

a small amount of super meter is gained each time a special move is executed or a normal attack connects with the opponent.  Notice the increase in meter when you perform a special move.
execute scorpions teleport

ex special moves are more powerfull versions of standard special moves, they often impart additional benefits such as increased damage or combo opportunities.

Execute scorpions ex teleport (down left a+rt)
ex spear (left right x+rt)

You can meter burn some ex or special moves once they have been activated for additional properties such as additional damage or juggle combo opportunities.  Most require specific timed button presses at a certain point in the move.

execute scorpion's meterburned ex spear (left right x+rt +rt)

once the super meter has been filled, the x-ray attack becomes available.  X-ray attacks are the most devastating attacks in mkx.

execute an x-ray attack (lt+rt)

super meter training completed.

Performing a special move just as a normal attack connects will result in a special move kombo attack.  Most normal attacks allow this but not all.

execute the take down special move kombo attack (b, left right B)
teleport special move kombo attack (b, down left a)
spear special move kombo attack (xx left right x)
take down special move kombo attack (left x y, left right b)
teleport special move kombo attack (y x b, down left a)

special move kombo training complete

each area contains interactive background objects that can be used against your opponent.  One bar of energy is required to use an interactive background object.

Use the interactive background object (rb or x+y)
* repeat*
interactive background object training complete

Performing a special move imediately after blocking an attack will result in a reversal attack.

execute a telport reversal attack
**block until he hits you and react with a teleport**

Performing a special move while rising after being knocked down will result in a wake up attack.
execute a telport wake up attack after rising from being knocked down.
**this one takes timing but is definitely not difficult**

breakers allow you to interrupt an opponents combo attack while being hit.  Breakers cost two bars of super meter as well as a full bar of energy.
execute two breakers (hold right +rt)
**when it says hold, it means it - hold right arrow then hold rt in mid kombo.  Eventually you'll figure out the timings for yourself**

Block breakers allow you to interupt an opponents kombo attack while blocking.  Block breakerst cost two bars of super meter as well as a full bar of energy.
execute two block breakers (while blocking press right+lt as well, just after blocking)
**tricky again, but all a matter of timing.**

tech rolls allow you to put some distance between yourself and your opponent after being knocked down.
execute 3 tech rolls (face buttons on knock down impact)
**tech rolls aren't obvious.  just mash and you should get it**

delayed wake ups allow you to alter the time it takes to stand up after being knocked down.  use this technique to throw off your opponents timing as they try to attack you during get up.
execute 3 delayed wake ups (hold down after being knocked down)
**again, not entirely obvious but if you hold down just before you land you should be fine**

advanced training complete.

one of three variations can be chosen when selecting a fighter.  Each variation adds new abilites and attacks to your character, often replacing existing ones.

Scorpion is now in his ninjutsu variation.  He has gained the use of twin blades that increase his effective range while adding new special moves and attacks.
attack sub zero with your new variation specific weapon
left+y
right+y
left+x y x
y x y

variation training complete.

training complete,!  you are now prepared for mortal kombat!


Arenas (reset to random select after going out and back in if you get stuck):
random select
kuatan jungle
destroyed city
outworld marketplace
Emperors courtyard
krossroads
jinsei chamber

second row (down one from random select):
Dead woods
sky temple
linkuei temple
training room
the kove
refugee kamp
quan chi's fortress




training pausemenu:
move list
ai options
practice options
record playback
wireless controller preset
player select
main menu

to get infinite super meter in practice, go to practice options and select it.  Now go down one to super meter behaviour, then press right once for infinite, left once for normal or just leave it on refill if you want.

in fatality practice press a to disable fatality timer or press b to enable it.

In online modes, the ranked matchand player vs player work similar to each other.  When you press a on either option, the game searches for an opponent, then willmatch you up.  Select character and away you go.


Special thanks/acknowledgements/credits

Adventure at C: Stage Builder Manual

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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 manual
by Threeblacknoises, with some additional material by Aaron baker

Please 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.exe 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 stage

When 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 own
If 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 environment

When 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 modes
L: 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)

Obstacles

r: delete ray.
S: spike.
F: platform.
G: geyser.
P: corrupt sector.
A: arrow.
O: BSOD Hack.
T: teleport Pad.
B: barrier.
K: bomb
J: Fire

Other controls

H: define a custom sound source.
Enter: place a text square.
n: Create a scene.
F6: change the background music.
F7: select or change the ambiance (background sound).
F9: Set stage flags.
W: set weapon flags.
Z: create a warp point between two custom stages.
Q: lock stage. This is so that if you have a few stages that play out in a sequence, the  later parts can't be accessed unless through your stage.
Period, bring up the stage editor.
F10: save your stage to a .stg file.
Y: bring up the ogg media player.
While in the ogg media player, R can be used to view ogg files that aren't in the game's  searching scope.
You can also press F1 from any mode to get access to the stage builder cheats control pannel. This will allow you to change your position, as well as set up stats to test with.

Defining your environment

The stage builder contains a feature called the tile creator.
In technical terms, this lets you make tiles for your stage.
In English, this lets you create an environment for the player to travel; EG, a dirt road, a sandy beach, or anything you wish.
You'll need to have some footstep sounds to accomplish this, and you can find many Internet web sites that offer collections of sound effects that you can use, so long as you don't want to make money off them.
www.freesound.org is a good place to start.
An account is free, and all sounds on the site are free for non-commercial use.
You could always stick with the default sound for tiles as well.
Open the tile creator with shift+m. Once the tile creator box appears, make a new tile with the add button.
This will create a tile called "new tile 1" in the tiles list, and will create another new tile with an ascending number every time it is pressed.
Select your new tile, then tab to the rename button to give your tile a name that will make sence to you like grass, sidewalk, mud etcetera.
You'll have to remove the new tile text before typing in your chosen name.
Press OK, then move to the sounds list.
This is where you tell the game what sound a tile will make when walked on by either the player or any enemies in your stage.
You need at least two sounds per tile to make it sound like all tiles in AAC.
If you only place one tile, every other step the player or enemies take will be silent.
If you only have one sound you wish to use  for a particular tile, you can just add it twice.
Please be sure that each sound you add for a tile is only about 0.70 seconds long.
If you add sounds longer than this, it is possible that they can cause the next step to be silent.
New tiles always default to silence when created.
Next, you'll want to add a landing sound for your tile with the appropriate button.
All tiles default to the normal tile landing sound upon creation.
You can add just a landing sound to a tile if you wish to create a custom sound for landing on platforms; for example.
Please make sure that your landing sound is about 0.70 seconds in length, as longer sounds can cause the next landing sound to not play properly.
In all cases, you'll get the same folder file prompt you get when adding any custom sound to a stage.
Press save changes when done to return to the main builder mode.
You have two options when placing tiles.
To place a single tile at your current location, press m.
To place multiple tiles between two defined locations, press control+m.
This allows you to specify a leftmost and rightmost position. These squares, and all squares  in between, are set to the tile of your choice.
The only exception to this is the edges of corrupt sectors, which cannot be changed by placing new tiles over them.
In both cases, you'll be asked what kind of tile you wish to place.
Besides regular tile and all of your custom tiles, you'll also find things like checkpoint, cracked wall, rock, and even steal data!
In multiple tile placement, you'll also be asked for the starting and ending markers.
The ending marker must be higher than the starting marker.
You can also add an ambiance to your stage.
This can be the birds on a country road, the wind in a desert, etcetera.
Note: you can only have one ambiance per stage.
Press F7 to choose an OGG file to serve as the background sound for your stage.
A stage has no ambiance by default, but once you add one, their exists no option to get rid of it.
If you don't want an ambiance after you've already added one, you'll have to press F7 and choose the silence.ogg file discussed in the background music section above.

Creating threats

Placing tiles in your stage and adding an ambiance can make for a leisurely stroll through the environment of your choice. While their is certainly nothing stopping you from building a stage like this, it makes for a more interesting stage if the player has obstacles or enemies to avoid.
The following sections will cover enemy and obstacle placement respectively.

Building your enemy force

Not counting bosses, Adventure at C contains 22 different enemies.
These enemies can be placed with E.
You'll first be asked where the enemy should be placed, followed by selecting the enemy to place at said position.
Several prompts will then follow, letting you define health, attack and defense.
Finally, you'll be asked if the enemy should end the stage when it is killed.
The default for this prompt is no, and you should only choose yes for the last enemy you build; as this will function as your stages boss.
It should be noted, however, that certain limits have been put in place.
First, you can only create an enemy as strong as you are.
To make stronger enemies, you'll have to increase your character's stats.
Second, only about half of the enemies are available when you first gain access to the stage builder.
You have to unlock the rest by completing certain condition set forth in the main adventure.
Third, AAC doesn't remember any of your status parameters, so you'll have to reenter health, attack and defense for each enemy you build.
Finally, their exists no way for the stage creator to check an enemy's status after it is built, so you might want to take notes; and update them; as you go, so you can change an enemy if it appears to be a bit too week or strong.

Creating custom enemies

AAC allows you to create your own enemies to place in your custom stages.
Note; a certain condition within the main game must be met before you can take advantage of this feature.
Once said condition is met, the choice to create a custom virus will appear at the bottom of the list of available enemies.
Building a custom virus is a little different than using one of AAC's built-in viruses.
After choosing custom virus, you will still be asked for health, attack and defense, as well as boss status, but things get different after that.
Next, you will be asked for the sound files that should play for the virus's sound loop (the sound a virus makes when it's just sitting their), followed by the sound a virus should make when it gets hit, and finally what sound it should make when it dies.
If you don't want; say, a hit sound, you can just press escape at the prompt asking for the virus's hit sound.
The next prompts are designed to allow you to set some other parameters for your virus.
The most obvious one is what you want to call your virus, but the ones after that may not be as easy to understand.
Range is how far a virus can attack the player from.
This can be a number between 0 to 5.
0 will make a virus that won't attack unless the player is right on top of it.
Next is a prompt that will let your virus run when it's health reaches a given amount.
Please note that a virus in the running state will not attack in any way whatsoever.
It can, however, jump away from the player as well as run.
When a virus in the running state reaches the end of a stage, it will stop and just stand their.
To make a virus that won't run at all, just enter 0 at this prompt.
You can also make a virus that always runs by setting its running health as its maximum health.
Next is how far the virus's sight line extends.
This can be a number between 0 to 10.
This means that once the player enters the range you specify, the virus will engage the player at that point.
0 will make a virus blind, so it won't attack until the player gets right on top of it, or engages it directly by attacking it.
If a virus is set to always run, it will start running when the player gets in its sight range.
The next prompts determine the speed attributes of your virus.
First is how fast it attacks in milliseconds. you must enter a number between 250 to 450.
The lower the number, the faster the virus will attack the player.
The final prompt asks for the speed at which the virus will walk.
This number must be between 200 and 400 milliseconds.
The higher this number, the slower the virus will walk.
Normal walking speed for your character is 250 milliseconds.
After a virus is created, a choice to use an existing custom virus will be added at the end of the virus list below create a custom virus.
This gives all prompts listed above, minus the sound file prompts.
The only exception to the above, is that the prompt asking for the viruses attack speed can only except a maximum value of 400 instead of 450.

Placing obstacles

Most obstacles will give prompts that are easy to understand, so this section will only contain some quick notes on certain prompts.
See the controls section for a list of obstacles.
Please note: All damage that obstacles do cannot exceed your maximum health.
When creating a delete ray, you'll be asked to enter the time (In milliseconds) between deletion attempts.
This number must be between 400 and 1000.
The higher the number, the longer the player will have to move under the ray.
When placing a corrupt sector, you'll be asked for the left x and right x of said sector.
Just like placing multiple tiles, you must make sure that the number you enter for the right x is higher than the left x.
Please note that viruses can warp across a corrupt sector if it's small enough.
When placing a teleport pad, please make sure that the position where you place the teleport pad and its destination are not the same.
Also, be extra sure that multiple teleport pads eventually land the player on a safe tile.
Failing to do these things will cause the game to enter an infinite teleport loop.
When placing an arrow or BSOD Hack, please note that the position of the obstacle is where the player must stand for said obstacle to activate.
The game will decide the direction the obstacle will come from.
Please do not place either of these obstacles on position 0 if it is your starting position.
A BSOD Hack or fire in particular will cause the game to enter an infinite death loop if the starting position is set to 0.
An arrow's speed must be between 50 and 150, while a BSOD Hack's must be between 50 and 500.
Note that an extremely low number like 50 on a BSOD Hack could cause it to be unavoidable by the player.
A fire's speed must be between 100 to 5000.
When placing a fire, the left most and right most positions you enter will define how large the fire is.
If you wish the player to be able to jump your fire, please make sure that the fire is only about 5 to 6 positions wide.
Keep in mind that once a fire's launch tile is stepped on, the fire will start to expand and won't stop, until it reaches the player.
You can tell the game to stop the fire's movement if the player dies to make the fire easier to deal with.
If you decide to place platforms in your stage to allow the player to stay safe from the fire, it's good to remember that the fire will keep moving if it is not set to stop when the player dies.
It might be a good idea to place a check point tile on a platform in these situations so you can avoid putting the game into a death loop.
You can also create a fire obstical by placing a fire and entering a start chasing position that is out of your stages range.
For example, your stage's max position is 1000, but you have a transition to another stage  at 700.
Remember, nothing stops a fire or BSOD Hack, not even a steal data or an invincibility item.
When placing bombs, the X position is where the bomb will appear in your stage when the player reaches the position you specify.
When telling the stage builder how long to wait before "the bomb goes boom," keep in mind that 1000 milliseconds is 1 second.
The allowed time range is 1000 milliseconds to 120 thousand milliseconds, or 2 full minutes.
If you need a bomb to appear after the player loses a life, please be sure to set the bomb responning flag with F9.
IMPORTANT! A bomb's damage is Not dependant on your max-health stat, as it can do anywhere between 1 to 1 milian hit points worth of damage.
Also keep in mind that the bomb itself is ground 0, and it will do the specified damage to all viruses and change all steal data tiles to normal tiles within 50 squares on either side of it; as well as its own position; when it goes off.
Please be vary careful with bombs!

Building a story

While you, as the stage's creator, are not required in any way to add a story to your stage, the AAC stage builder contains tools to allow ambitious creators to add a story line to their custom stage.

Working with text

Perhaps the easiest way to add a story to your stage is with text squares.
These allow you to tell your stage to speak a string of text to the player at a certain position.
After pressing enter and telling the stage builder where you want it to speak text, you'll then be placed inside a text edit box where you can begin to type or paste text.
When pasting text from notepad or word pad, you can only paste one line at a time.
After each line is pasted, the game will read all text entered thus far, but you can press end to silence it.
You must press end after pasting text to get ready for the next line of text, as the text boxes in AAC do not support the append feature found in word processors.
You must also remember to add a space after each sentence of text, as the audio forms component used to enter text doesn't append a space character like word processors do.
Once you have all text entered, press F5 to have the game read it back to you so you can check it for errors.
It might also be helpfull to write your text in a program that has a spell checker first so you can check it for errors ahead of time.
Once you've heard your text, and are happy with how it sounds, just press enter to save the text.
Text squares; unlike other obstacles and viruses; can be moved with the edit command.
Unlike other obstacles, you can edit the text in a square later as well.
It is also possible to stack text squares.
You could; for example; write a square that says something like "this stage is not complete yet", and then write some story text in another text square.
When the stage builder sees these two squares, it will read them in the order they were placed.
When you finish your stage, you can just remove the first square without having to edit the story text at all.
It is also possible to cause a text square to speak once the player completes a stage.
To do this, simply enter stage position plus 1 when asked where to place the text square; for example 301 in a 300 tile stage.
Though you can edit the text in a text square, and even change its position later, the following things cannot be changed after the text square is first placed.
You will be asked if the text square should pause game play while it is being spoken.
This can be useful if you wish to give instructions to the player while a stage is in progress.
If you choose to pause game play, you'll then be asked if you wish the background music; BGM; to be paused.
Finally, you'll be asked if you wish the player to be able to skip the text square.
You can combined these options with stacking to make a text square that pauses game play for most of it's message, and then resumes game play for the rest of the message.

Speech codes

Speech codes are a way of speaking information to the player which may not be static, or that  varies from player to player, such as the player's name.
Simply put these any where in a text square text box and the desired varying text will be  read to the player.
Please note that these codes will not perform their assigned functions while being read in the text square editor of the stage builder.
They will, however,  work in play test mode.

\[USERNAME] displays the user's name.
\[BITS] displays the player's total bits. Note that you gain bits in custom stages, however  the bits are reset on stage completion.
\[ATTACK] displays the user's attack stat.
\[DEFENSE] displays the user's defense stat.
\[HEALTH] displays the user's current health.
\[MAXHEALTH] displays the user's maximum health.
\[LIVES] Displays the user's lives.
\[PLAYTIME] displays the user's total game playtime, as displayed when T is pressed.
\[WEAPON_NAME] Displays the name of the weapon equipped.

Making an epic story

If you're really ambitious, you can go beyond just adding simple text to tell your story.
For those people with a more creative mind; and the proper sound editing programs; the AAC stage builder allows such people to place recordings into their stages to tell their story.
This could be as simple as placing your voice or a few sound effects into your stage, or you could go for a full-on dramatization if you were so inclined.
Please note that text squares an scenes cannot be mixed together.
You can, however, place some text, and then place a seen and the two events will take place in order.
Scenes, like text squares, can be stacked, but text will always be spoken before any scenes play.
Also, please keep in mind that the longer a seen is, the longer it will take to load,and AAC will speak a loading message each time a seen is needed.
Press N to place a seen.
As with text squares, you may enter the stage position plus 1 to have the seen play at the end of your stage.
When placing text and sceens at the end of your stage, please take note that text will play after your stage's ending sceen.
Seens also share the text square abilitties to pause game play and BGM, or to let a seen play during game play.

Saving your work

Once you're happy with your stage, you'll want to save it.
Please note: The stage builder does Not have an auto save function.
Press F10 to save your stage.
You'll first be asked for the name of your stage. This can be anything you like, but please note that other players will see the text you enter at this prompt when selecting your stage.
Next, you will be asked if you want to protect your stage with a password.
If you say yes, please note that a password can be up to 255 characters in length, but please be sure whatever you type at this prompt is something you can remember.
If you forget this password, you will be locked out of editing your own stage.
Please note: Once you assign a password to a stage, it will remain even if you say no to the password prompt the next time you save your stage.
This password will also be required when linking stages together, so other players can't link your stage to their own without knowing the password you chose.
The final prompt when saving a stage is what you want the file name of your stage to be.
This does not have to be the same as your stage's name.
Please understand that AAC will not check to see if a file with the name you enterd exists or not.
Please use F5 to read your file name and be sure it is not something you used for another stage.


Custom music and sounds

In addition to the four built in tracks, the game also allows you to save audio files with  your stage file. The game only accepts ogg files, however. Many converters exist for  conversion from one audio format to ogg.

Disadvantages of using ogg files:

OGG files will make your stage file much bigger. OGG files must be loaded from memory, and  it can be quite costly to the ram.
On the other hand, nobody wants to hear the same tracks and sounds for every stage they play, now  do they? smile

Encoding ogg files.

if you want an easy to use free ogg encoder, I recommend winamp.
It has a built-in ogg encoder based on xiph.orgs ogglib, one of the best encoders around, and perfect for use in AAC's stage builder.
Oggdrop xp should also serve your needs quite well, but winamp has an easier interface.

Finding the sweet spot.

When encoding ogg files, it's important to choose a bit rate that preserves the quality of your sound, but doesn't take up to much space.
128kbps works good for music and sound, but 112kbps works good to.
If using winamp's encoder, it will find a matching bit rate for sounds with lower sample rates or with mono sound, so no extra calculation on your part is needed.
To get to winamp's ogg encoder, open the play list editor with alt E.
Select the files you wish to convert with shift down arrow, then right click on a file.
JAWS users can use numbpad star for this.
On most PCs, you don't even need the jaws cursor.
Select send to from the menu, then select format converter.
Choose ogg from the format list, pick a location to store the converted files; this is usually my music; then choose the bit rate, listed in percent, for your files.
36% works good for me, that's 112kbps, by the way.
45% is 128KBPS, and 50% is 144KBPS.
Select convert and wait a few seconds.
Once the files are converted, copy them to a folder of your choice within AAC's main folder and start using them in your stages!

Conclusion
I hope this document has helped you get in touch with the stage builder in AAC, and; hopefully; your creative side as well.
This document will be updated if needed, so feel free to post comments and suggestions.

deathmatch a new beginning object, station and expanded key references

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Use this as a reference guide. This aims to supplement the documentation you have read so far. Of course, I will keep updating it as game changes or as I see additions to become relevant

Prior recquirements:
This game is still a beta. Be patient as there are things that have not being fully implemented and there is an interest on improving server stability, which is for the most part being done brilliantly. Though the game is fully playable as is, there is something that could benefit you in the future. There is a basic copying system described under keystrokes, but since it is limitted you can probably want to do the following now. Its good for those of you using NVDA to get the clip copy add on installed. Support on other screen readers and sapi will be coming in the future. Copying text in the game is almost a necessary thing to do, especially when you need to pass on status or coordinates to other players.

Keystrokes
Tab: Get information about other players that are logged in.  Currently shows names of people, and where those people are located in the game's world, including yourself.
Slash: Out of character chat channel.  You can type your message in the box that comes up, and then press enter... or escape to cancel. You can ask for help right away, but please read this first, I promise I will not make it boring!
The L key will have some policies or rules of the game. Trust me that if there were people who would behave regularly like any decent space and normal civilian would do us would not have to implement them. For the most part, behaving like a normal, and sane person will never get you into any trouble and that is one of the beautiful things on the dmnb community, all players are helpful and willing to well, play. Read them to have a laugh or two at the silly things people have done so that when you are probably in a good state of mental bliss or insanity you will refrain from doing them. And yes, that includes spamming via any method, whether it be user names, or ship names or chats or private messages or any other ways people have found to disrupt or annoy other people, also includes harassment. Because I don't really want to center too much in this point, I suggest you read them now and familiarize with them and their terms before moving on.
C: Shows you your current coordinates on the x-y-z grid that makes up the map of the area you are currently in.  The first number is X, and is your position left to right, with left being a lower value, and right being a higher value'.  The second number is Y, and is your position front to back, with forward being a higher value, and backward being a lower value'.  The third number is Z, and is your position up and down, with higher being a higher value, and lower being a lower value'.  Moving in a Corresponding direction will change these numbers accordingly, though the only way to move up and down is with a turbo car, a turbo lift and a tram at this time. Oh, and hand held teleporters but more of that in a minute. Oh yes, and keep in mind that there is always the possibility of negative numbers.
F: Resyncs your character’s current position with the server in the event that it forgets and you end up somewhere strange or stuck to a certain place. It happens rarely or if you are on a very slow connection, but still it can come in handy.
D: Finds and displays objects around you.  It shows all of the nearby consoles, doors, turbo lifts, turbo car, trams and docked ships in your area that you are an owner on.
Enter: An all-purpose activation key for interacting with various objects in the game.  Works on doors, lifts, ship's hatches, consoles, terminals, inventory items, and console menu items, as well as a way to select options in the main menu.
Z: Checks how many credits you have on hand.  Credits are the game's currency and you can buy several things with them.
G: Pull up the Global galactic network market menu.  This is a market that can be accessed anywhere for now, and is the only way to buy or sell ships, sign onto bounties, request cargo for delivery, ETC. Do note that you must be inside a space station or planet to do any of those actions, except for refueling or reloading warheads which you must do while you are inside the ship.
H: Checks your character's health
I: Opens your inventory
E: Emotes an action, visible to those you are 10 scares away from you. For example you type e, then write jumps up and down. And it will show as, UltraLeetJ jumps up and down.
S: Says a message and people up to 10 squares can see it.
O: Adjusts in game player options. Here it is advised you protect your character with a password.
n: you can read the galactic news by pressing this key.
B. Allows you to build on planets you own.
V. repeats the line of text you just Heard, or the last event in the game.
Space bar: Punches people in ground combat where ground combat is allowed. You will get a message when it isn't. Don't get excited punching people, each punch causes from 5 up to 20 damage and killing others from punching alone is frowned upon, unless you are explicitly fighting on ground combat. You can restore your health by buying med Kitts.
Left and right brackets. Move you backwards and forwards in the chat and general channels.
Comma and period. Move you backwards or forwards on name events and game information.
Shift plus those keys: Take you to the top and bottom of the buffers, the bottom contains the most recent items. For events as well as for chat
f1. Opens the dmnb manual
f2: opens several mini tutorials, I recommend you read them all before asking any questions.
Also, type slash help when you are in the chat prompt, one word, no spaces. It will list useful slash chat commands you can use.
dash: lowers ambiance sounds.
Equals: does the exact opposite of that. tongue
left control plus c: copies a chat message to the clipboard. Note, that this only Works for events or chats received that you can review with the right and left bracket keys.
When you board the ship you always will be at coordinates 0 0 0. Pressing enter on this very moment and at this very same place will take you out of the ship, assuming you are docked at a planet, moon, station, asteroid, etc. at this time it would be good to press d, and explore. You will notice there are consoles all around, so better be careful and pay attention to which of them does what. Pulled from the read me, here they are, all of them, with some added by me, use this as reference:
Sensors: Gives a list of stationary and moving objects that are in range of your sensor array and lets you choose which one you want more information about, they only work in space, and if you choose to scan something, it will give you it's current speed and precise location. You can also probe an area of space for planets or minerals, and explore star charts, which is the really huge panoramic map of the systems that we have discovered so far. You can also name a planet that you have discovered if you are orbiting it, or a star System. Just don't be silly with the spam or ridiculous names, pliz. And also, tips for naming things. just make sure the names you give to ships, planets, starsystems, etc.  are not the same as existing ones, otherwise a horrible horrible system error gets spawned, and we will have to keep on restarting the server. not good for all of us, including yourself.
Cargo: Lets you transfer any cargo you may be carrying to a planet or station.
This includes minerals mined from asteroids.
Autopilot: Allows you to navigate hands free to a specific set of coordinates in space, letting you enter the values for X, Y, and Z, one at a time, with the possibility of negative numbers. You can also select a destination within your sensor array, or use a set of previously stored points in the waypoint manager. From the waypoint manager you can add, go to, or delete them. Note that you must be in orbit of the current object you want to set as a waypoint. And also a tip, leaving blank a coordinate will take it as 0. This is useful for instance, if you want to fly to coordinates 20 0 20 where sygnis Alfa is, you would first type 20, then press enter, then press enter without typing anything and then type 20 again and your Y coordinate will be 0. Lastly, and in this new version you can follow an enemy or a friendly ship depending on the situation you are in, it’s useful and interesting in combat situations.
Note! sometimes, pressing enter on sensors or on this console will not give you a list  of nearby items. And what you need to know in that case is that probably there is too large of a list for the server to transmit, in which case you will need to go to engineering and lower your sensor power to detect less items.
Make sure that autopilot is set to on via the ship's helm console and before laying in your coordinates, allow a second after each coordinate is entered to make sure the server got it correctly otherwise you could make a mistake'.  When moving to a set of coordinates that you want to dock on, but you can't even though your stopped, check status and if one of your coordinates is off by one, turn off autopilot, set speed to 10, let it accelerate, then turn autopilot back on and when it stops, try docking again'.  This annoying bug is currently being called manual orbital positioning or some equally silly thing...  Which, just between me and you...  Is just an overly positive scuse'. tongue
Status: Spits out a long stream of non interactible         information about Current speed, Max speed, Heading, Autopilot Mode, Available Cargo Space, Hull integrity (or strength), and Engine class and efficiency.
NOte! if you press enter on a console and nothing happens, press f to sync your positions with the server and then try again. Happens if your internet connection is not very good or sometimes at random but not often.
Helm: Gives you options for changing your engine speed up to the max that your ship allows, docking and undocking from a planet, station, stellar body such as an asteroid or another ship's docking bay, toggling autopilot mode on and off, and choosing a heading for using manual navigation to move through space in a specific direction, using the degrees on a compass as a guide.
When using manual pilot, remember that, 0 is East, 45 is Southeast, 90 is South, 135 is Southwest, 180 is West, 225 is Northwest, 270 is North and 315 is Northeast.  At this time you can't go up and down using headings but you can choose to initiate the climbing program, or ship descent program or level the ship at a specific coordinate. You can also enter wormholes from if you are orbiting one. Wormholes to save you googling time for those you don't know, are tunnels that can connect distant places. You can lastly, activate or deactivate the ship's shields form here.
Rift drive: Present on some of the newer and more expensive ships, this one is like a turbo boost for your engines and will allow you to get to places quicker. You need to be travelling at light speed (1000) or above in order to be able to engage it. It will take the coordinates from your autopilot's destination and make one long boost towards them, approximating their location so you can travel to distant places much quicker.
Fusion drive: This console has two options. The first one allows you to make a fusion jump, (more of this in a moment) and the second one allows you to enter the coordinates for making the fusion jump. Depending on the fusion range you have (check status for that) you can make precise jumps as long as the coordinates you enter do not exceed the range you have available to you. The fusion jump can be made in any direction, positive or negative, as long as you are within range. If you input coordinates which get out of your fusion range and then press enter on the fusion jump option, you will be alerted to that, and nothing will happen. You don't need to be moving for the fusion jump to work. This is useful for escaping or getting out of danger fast, although the rift drive is also a good option for that.
Asteroid Mining: You can activate the ships mining machinery from here to start mining minerals from an asteroid if you are currently orbiting one. You can turn apu off and the activity will still continue. It will stop when you ask the console to stop it or when you are full on cargo, or when the asteroid gets destroyed. You can also disconnect from the game and asteroid mining will continue.
Remember that you can't find asteroids at negative coordinates but there are some at around 4000 4000 4000. Just get to those coordinates and scan some on your autopilot's sensors destination.
Collection beam: Only on the giant firestar planet cracker ship, this one allows you to collect very large asteroids for processing into your ship's asteroid processing bay and you must be orbiting them. You can press enter more than once if there are many asteroids around.
Asteroid processor: This console allows you to process asteroids that are already on your ship, they must be one million cargo or more. You will get some interesting materials out of them you can use in future versions of the game. Currently you can use some of them for building a very basic, and glitchy custom starship and also for building teleporter outposts and shipyards on planets you discover, for more info read the building guide posted on this forum. For using this console you need to drill them into place first, using drilling tatters. Bought at Cronos station. You find the asteroid on the deck for processing, and put a drilling tether one square  in front, another one square at the back, another one square to the left, and another one square to the right of the asteroid and then you can use the console to start processing. You can turn apu off, and the processing will continue. You can leave the processing deck and the processing notifications will stop, but there is no way to really know when processing has finished, for now.
Gravity tatters 1 through 4: present on the g51 and the firestar ships, this one allows you to stabilize the ship around gravity tatters to start planet cracking operations.
Gravity field generation and stabilizer: This one allows you to crack the planets you have discovered or the ones that have resources. It will create asteroids, some of them very large, that you can then process with the firestar planet cracker. The generation as opposed to the stabilizer will allow you to crack minerals out of the planets you discover and of course you will get paid for both of these activities.
Alert: it allows you to sound the ships claxons as a warning to the crew of imminent danger, and then stop them when the danger has passed, assuming someone is still around to stop them afterwards... oh and yes. it will sound automatically when you are being attacked.
This console is limited to battlecruisers right now, and people will most likely burn you at the stake for doing this too much for no reason, so just be aware of that.
Turret: This is the turbo laser control station, meant for repelling and or destroying enemy spacecraft.
After choosing your target in the list that comes up when you use this console, you can type in the amount of times to fire, which will determine the damage inflicted on the other vessel.  You may need to do this more than once depending on the ship you’re firing at and their shield strength. Each shot causes about 40 damage and the max rounds you can fire at the same time is 20. This one is useful for taking out the enemies’ engines and power systems down before they can even have a chance to escape and it will work as long as they don't have shields on them, otherwise it can be a slow process depending on the shield strength of the ship, since when shooting these you are effectively weakening their shields. You have to be in near proximity for this one to work properly, the most you can get away with them is 20 coordinates away form your enemy in whichever direction you choose.
Warheads: This one allows you to launch missiles at a specific target, only present in ships meant for battling. Do note, that missiles are a bit slow and they can take some time to hit. If you are not close to an enemy ship this can be a good weapon, but note that missiles can be avoided or outran by your enemies as well as by your ship. The closer they are the more damage they can cause, up to 1000 per shot. Now, shields will also block them  just as they block turretts, but its still best you try to have someone maneuver away while they chase you.
Plasma cannons. Only available in the new redesigned corvette ship, or federation or custom ships, they can cause up to 8000 damage, but they will need to recharge  just like turrets and they also work if you are close to the enemy.
Component jammer: Only present on nevman battlecruisers, it is intended to jam components on enemy ships, though its not implemented currently.
And finally, for fighting you have phased beams. These are like turrets on steroids. They cause almost twice the damage that turrets do and will take a bit of time to fire, but if you have them, they are more preferable than just using the turrets. They dont need recharging
Communications: present on some of the ships, they will allow you to well, duh, communicate between your ship and another allied ship, or a ship nearby, although the general channel, using the backslash key,  and the P key will communicate your messages. the general channel is used for in character roleplaying chat and the p key communicates over the ships Public address or P.a. system, useful when you bring a crew with you or if you are all together exploring a planet or in a space station. Those two are better than the communications console that is falling quickly out of favor.
Engineering: This one is important! It allows you to turn your apu or main secondary power unit on or off. If it is off you will firstly save up fuel and secondly all consoles except for status, black box and security will be disabled. You can also allocate power to only sensors at this time, between 1 and the maximum array that you currently have. Engineering also allows you to repair any damaged components you might have broken, now including hull strenth usually as a result of an enemy attacking a vital part of your ship. When items are damaged, after attempting some of them on helm,  you will be informed and thus then presented with a list of the damaged components at engineering. You need to press enter on the ones you want to get repaired, only once and one at a time. They will eventually finish repairing. If you press enter more than once or in another item while a repair is in progress, well that repair in progress will simply be cancelled.
Black box: Used for storing memos or passing messages to other crew members later on. You can add, view and delete entries from here.
Security: Here you control who gets access to your ship. You can add, view and remove personnel from here, but you can only add and remove players when they are online.
Teleporter console: Has the power to teleport you from a ship or station or planet to another object in space, such as another ship, or a space station or planet and this is useful if you have a big ship that cannot dock inside a planet or a station. This one is only installed in a few select ships and stations, and it too allows you to teleport to a set of coordinates on that same ship, planet or station you're on.
A note about turbo lifts.
Turbo lifts are one way to change your Z coordinate and move up and down in the game.
To use a turbo lift, stand right on it and press enter.  On battlecruisers, that's around 20, 90, and your Z coordinate doesn't matter for these because they are all interconnected.
You'll get a list of options, these are decks that you can move to, just pick one, wait, and when the turbo lift stops, (you will hear when it does) you are then free to explore that new deck.
Turbo cars are the same, but sometimes there is more than one and they can change your x and Y coordinates as you take them.
Trams are the newest of the installments for changing your z coordinate. They are like mini ships inside other ships. To call them you press enter where they normally would be, for example 0, 0 1 and wait for it to come. Right now the only way of knowing when they get there is by using your d key every few seconds to see if they are there. When the tram is there for you, you can board it just like you would board a ship and at 30, 30 there is a console that lets you select the deck you want to go to. Once you select the deck the tram will take you there and then when you hear it slow down you can get out of it.
Warning! a present bug will not allow you to call trams on the entrance deck of ships. So its best you buy a hand held teleporter to save yourself from those awkward situations.

Slot machines: Yes, currently we have a game of slot machines in dmnb that works like the rock paper and scissors game. There are three possibilities: if you get all three objects being different, you get 5000 credits taken away from you. If you get two objects that are the same and one different, you tie and earn 5000 credits. If you get all three items to be exactly the same you get a 51000 credits jackpot!
Air defender: this is another interactive mini game that might perhaps never be implemented, so don't ask for its functionality. Currently it does absolutely nothing.
Galactic network terminal: Not a console per se, but still found on some ships and especially on stations, these are the bending machines of our universe. You can get different items depending on the places you are on. There are also the mission terminals, on which you can assign missions to your ships. I will explain them in a bit, after I explain all of the items you can buy and find in the dmnb universe.

But first, here are the current places of interest for any serious officer or pilot wishing to get around the dmnb universe:
Sygnis alpha: The planet where we all start, or the one where we go after dying, located at flight coordinates 20, 0 20.
Earth: Our current planet, full of people but without any possibility of having anything that is worthwhile to discover, for now. Located at 0, -100, 0
Hinderion station: The main station with the most useful content. Here you can buy many goodies like teleporters, dark matter crystals, a message board reader for forum posting on dmnb, a life scanner, a mineral scanner, asteroid tatters and have either a colony supply delivery or a derelight mission assigned to your ships. Located at 0, 0, 0
Cronos station: Here you can get drilling tatters and artefact detectors, and I believe you can also get missions here, and a space suit. Located at 0, 0, 20
Federation space hq: This space station is still under construction, but you can buy a few interesting goodies in here that will serve you well in the future as your character and the game progresses. You can dock here if your ship is low on fuel though. Located at 2000, 2000, 2000.
Bakuan 5: Moving much much further into deep space is this wonderful windy, an sandy planet, which is where you upgrade the capabilities of your ships. Right now you can upgrade your ship acceleration time, your sensor array (up to 500000 squared coordinates), and your fusion range (up to 400000). Located at 550000, 550000, 550000.
Synac: This obscure and strange planet only serves for you to buy gravity tatters.  Located at triple 600000.
Metroplex: Ah, this is the battling station. But it’s also the one where we all party and drink beer in the dmnb universe. You can buy med Kitts, and beer from here. You can also engage in ground combat here. And also, you can assign a patrolling mission. Located at coordinates 0, 1000000 0. If you notice, there is a wormhole that connects from here to sygnis Alfa and vice versa.

Now, onto the items you can buy:
Hand held teleporters. These things are handy little pieces of technology and you would not roam the streets or the universe rather, without one. You can link them to any ships you own and teleport there when you are in danger or too far away. You can use these to teleport into coordinates inside planets, stations or on ships you own. Just like on anything you could enter coordinates, pressing enter on the prompts will take 0 as the default value. Buy them soon!
Dark matter crystals: These are little rocks you should have at your disposal. They are useful when you run out of fuel. Note, that using only one of them inside a ship that has ran out of fuel will actually use all the ones you have so the more you have the more fuel will come to your ship. However, you should of course use them in emergency cases. Each of them gives you 600 fuel in case you were wondering.
Life scanner: This one will tell you exactly where each player is, including yourself if you all happen to be within the same station, ship, asteroid, moon, or planet.
Med kit: Restores your health by 5 to 7% when used. Buy many of them if you plan to be in ground combat situations.
Mineral scanner: allows you to scan the planet for minerals. You can use this to find out which mineral pockets are really worth it for asteroid generation after you mine the planet.
Artefact detector: allows you to find metals, rocks, iron, and valuable metal (this one you get only by processing asteroids) for future use. You simply walk over to them or teleport over to them and pick them all up automatically.
Gravity tatters: used for planet cracking operations.
Asteroid tatters: Used for hauling asteroids. You dock on an asteroid and then put one to the left and another one to the right of your ship once you are inside the asteroid.
Message board reader: allows you to post and read messages on the galactic forum.
Can of beer and Pepsi, spacesuit: right now, they do nothing but they will come in handy later on.

Missions. Each one is probably self-explanatory, will be brief here:

Colony supply delivery. This one allows you to fly a ship sometimes into deep space and deliver the cargo there. They certainly pay more than just carrying cargo from one place to another.
Derelight. You need to travel far into deep space, and salvage some items that are part of an extremely broken malfunctioning ships. You can take those items with you, but the catch is that as soon as you take the last item, the derelight's hull will begin to collapse You will have at most! one minute to escape from the derelight. So better teleport to your ship and fly fast, away from it, otherwise the explosion will take you and your ship with it and you are just space dust and will die epickly.

Patrol: on this one you will get paid for taking off annoying pirates that destroy the resources we currently have. Its recommended to do it with a crew while someone can do navigation, others can fire happily away at your enemies. When in battle it is good if you can lower the volumen that dmbn uses, from the control panel of Windows as battles can get pretty loud and that usually takes away concentration, and concentration is the last thing you want to loose when in battle.

Do note that from time to time, the federation and other colonies will need to recruit servants or officers aboard. This is your chance to experience something new and exciting, and it will also get you higher in the ranks and you will be considered for other missions or other events later on. Its a good opportunity to be able to also sharpen any battling or navigational  zkillz you may have.

Oh yeah, and if you die, well tough luck. Your credits and inventory will be gone, but your ships will not, except if you died on one that was destroyed you will lose that one.

The builder's guide to building starships

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As of version 1.5, death match, a new beginning now has a new building system!
Here is the proper way to build your very own starship with it!
First off, you will need a lot of resources. You can get these resources by asteroid processing. In particular, you will need massive quantities of rare metal and iron.
Next, select build a custom starship from the global galactic network menu, and give it a name. The more metals you have, the higher the hull. You need at least, 20, to continue.
Next, board the starship you have created. You are now ready to build. Open the galactic network market menu by pressing g, and select add to custom starship.
When you do that, a menu of objects you can build will appear. Here are what those options do.
Room builds a new room.
Door builds a door, obviously.
Wall allows you to block off certain sets of coordinates.
Airlock (build once), allows you to build an exit out of your ship.
Turbolift allows you to build ways to access and set up multiple decks.
With that in mind, let's build a very basic starship that is just a basic 60 by 60 room, and a few doors.
First, if you haven't already, go get some materials. rare metals and iron are what is needed for this project.
Next, if you haven't done this either, go select build a custom starship from the global galactic network menu.
Board it and let's get going.
Select add to custom starship once you've done that, and select room.
Always start out building a room. Always always always. Never start by building anything else besides a room. If you do that, previous objects in those coordinates will get wiped when you go build the room.
Select room from the menu and press enter. For the purposes of this demonstration, enter 0 for the following.
Room x. Room y, and room z.
When it asks for a roomlength x, enter 60. Enter the same for roomlength y.
Next, the room type. Go through your sounds folder and examine all the step sounds, keeping in mind that there are 2 per type.
The types start at 0. This will take some experimentation to get the hang of, but in time, it will become second nature.
For now, let's just enter roomtype 5, which is used on most ship bridges.
For roomsound, the idea is the same. You can enter any roomsound that is currently in the sounds folder.
You have bridge sounds and room ambiances to choose from.
Whatever you decide to use, you will enter something like this. Sounds/bridge9.ogg
Once that's done, you will be asked to enter a room environment.
This will take some experimentation to get the environment you want, but the best way to get it is to create a map in death match project alpha. That way you can preview the environments there and change it if you don't like it.
Once you have decided on a room environment, you enter it simply as the room environment alone and nothing else.
For the purposes of this demonstration, we will enter "room", without the quotes.
And now you have a very basic, room set up, though we still need to set up walls, so you don't go wandering outside the boundaries.
Let's do that now.
Select add to custom starship again, and this time select wall from the menu.
Important! If you mess this part up, there is no way to fix it without starting over! Your only real solution will be to ask someone to correct the offending lines of the ship file.
Now, let's build the wall that will be on your left (assuming your still
standing at 0 0 0).
When you are asked for wall x and y, enter -1 here.
For wall z, enter 0.
For wall length, enter 60.
Listen, very, carefully.
When it asks for wallside, pay attention to the value you enter. 0 affects the x plane (up and down), And 1 affects the y plane (left to right).
For the purposes of this demo, enter 0.
You have now got a wall that blocks you from going too far left, but we now need to do the same for a wall behind you.
Start a wall again entering -1 as x and y and 0 for z, 60 for wall length, and this time however,
Enter 1, as the wallside prop.
If you did it correctly, you now have a wall behind you.
One note, pliz don't be an idiot and stand behind or ahead of where the wall will be created. If you do, you may remain trapped.
Now, let's create walls for the other side of the ship.
We'll start with the one on the right edge of the ship.
Start another wall, and enter 60 as the wall x, 0 as the wall y, and 0 as the wall z.
Enter 60 as the wall length, and 0 for wallside.
Now, for one last wall. Start another wall.
Enter 0 as the wall x, 60 as the wall y, 0 as the wall z,
60 as the wall length, and 1 as the wallside.
Congratulations! You now have a very basic, 60 by 60 box shaped ship.
If you have stuck with me for this long, feel free to keep reading. If your confused, here is a good place to stop.
Let's add a few doors now.
Keep in mind that doors only block the coordinate they are on, and nothing around it. For this purpose, you need to build walls around, but not directly, where your door is placed.
Let's build 1 door at 20, 20, 0, and have a wall around it.
First off, build a wall. Enter 0 as the wall x, 20 as the wall y, and 0 as the wall z.
For wall length, put in 19, since remember the door will be one tile away from it. If you put in 20, it would block the door.
Finish it off by putting in 1 as the wallside.
Now, the door.
Select add to custom starship again, and select door this time.
Enter 20 as the door x, 20 as the door y, and 0 as the door z.
For door type, you will have to experiment. Go through the door sounds in the sounds directory and find the one you like there.
Once you find it, put only the door type number. For example "3".
For door side, enter 0.
Next, start another wall. Enter 21 as the wall x, 20 as the wall y, 0 as the wall z, 60 as the wall length, and 1 as the wallside.
congratulations! If you've done it right, you've got a very basic, box shaped, 60 by 60 ship with one door! You can do whatever you want after this point!
Some final tips.
Never put two rooms on top of each other. If you do, it will brake, quite badly.
Try not to put a wall on top of a door. If you do, well, let's just put it simply you will be stuck with a door that won't open.
Enjoy!


a Guide to Writing RPG's with Inform 7

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Hello folks!
In this article, I'll guide you through making RPG's with Inform 7.
It is certainly possible to make RPG's in other IF platforms (such as TADS, ADRIFT etc). However, I have chosen Inform 7 due to its ease of use and portability to almost every OS (the Z-machine is even on mobile phones now!).
An important note: To write and test this example RPG, I will be using Inform 7 build 6G60. If you wish, You can use the code featured in this article with the latest version (6L38). However, some of the code may not work.
An equally important note: I will asume that you know how to write Inform 7 code. If you do not, read the excelent Inform manuals. Also, there is the Inform 7 Handbook.

extensions

As you know, extensions are chunks of code which can be included in your Inform code.
There are two popular extensions for writing combat in Inform games.

If you choose to use Armed, I'd advise you to use  this version designed for Flexable survival.

a new beginning

Time to get started developing. In this example RPG, we'll create a one-roomed rpg with a bunch of monsters.
You can use whatever extension you wish. In this tutorial, however, we will be using Armed DR by Harry Gates (download link is above).

Open Inform on your computer, choose "start a new project" and fill out the text boxes. (For example, we'll call this project "Kill or Be Killed".)
Once you can read the source text, type the following text (making any changes as you type):

The story headline is "A Tutorial RPG".
The story creation year is 2015.
The story description is "A tutorial of creating an RPG with Inform 7.".

This information makes up the "bibliographic data" of your game. Now, include any extensions:
Include Armed DR by Harry Gates.

writing the introduction

Most IF games feature an introduction. You can leave this step out, if you wish. However, I'd advise you to write an introduction for your game. To do this in Inform, type the following text (and make any changes):

When play begins, say "Time to kill some monsters and stuff!".

(You can do other things in a when play begins rule, such as randomizing any stats, moving objects, etc. Just make sure you write a colon (:) after the words "when play begins". Here's an example:
When play begins:
move the magic mcguffin to the super evil cave;
say "Go find the magic mcguffin!".
)

weapons, monsters and rooms! Oh my!

In this section, we'll implement weapons, monsters and rooms in Inform.

rooms

The simplest thing to implement in Inform is a room. In this tutorial, all of the action will take place in one room: the cave of blood.
Type in the following code (and make any changes):

The cave of blood is a room.
"The walls of this cave are covered in blood, and the smell of death threatens to overwhelm you.".

The player will automatically be placed in the first room found in your source code.

monsters

An intigral part of a combat-focused RPG is monsters. All sorts of monsterous enemies can be implemented with Inform, from a werewolf who eats the corpses of the dead to a minataur with never-ending hatred for centaurs.
A "monster" kind is not implemented in the standard rules. However, we can make one of our own:

A monster is a kind of person.

Here are the monsters which we will implement in our game:
An orc, a troll and an axe-wielding minataur.
They, as with rooms, are easily implemented:

The orc is a monster in the cave of blood.
The troll is a monster in the cave of blood.
The minataur is a monster in the cave of blood.

You can change the stats of each monster, like so:

The max health of the troll is 125. The damage resistance of the troll is 5.
The max health of the orc is 130. The damage resistance of the orc is 7.
The max health of the minataur is 115. The damage resistance of the minataur is 4.
(Note that the damage resistance stat requires the Armed DR extension.)

weapons, weapons and more weapons!

Now, it's time to implement the tools of the trade: weapons.
Each monster has a weapon. The minataur, as said earlier, will have an axe. Let's give the troll a bludgeon (because... you know... a troll isn't complete without a club.)
And... Let's give the orc a rusty sword.
Here's the code that will implement our weapons:

The orc is carrying a blade called the rusty sword. The maximum damage of the rusty sword is 12.
The minataur is carrying a blade called the axe. The maximum damage of the axe is 15.
The troll is carrying a bludgeon called the bloody club. The maximum damage of the bloody club is 17.

ending the game

Every game has to end at some point.
we can end ours by tracking whether all three monsters are dead, thinks to a kind of rule called an every turn rule.
Such an every turn rule could be coded like this:

Every turn:
    if the minataur is dead and the troll is dead and the orc is dead, end the game in victory.

conclusion

We've now got a fully working RPG. You can now release the game by going to the release menu (alt on windows, ctrl+Option+M on the mac), pressing right arrow until you get to the release menu and pressing enter on the release option.
Of course, there are things you could do, to give your game more detail: adding descriptions to your monsterss and weapons, adding additional rooms/monsters/weapons, etc. However, this simple tutorial has come to a close.

A Beginners Guide to the Synth

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Came across this article on Kotaku, it covers the specifics of how Synths work, their evolution and history. Considering that they're still used a lot in making sound samples, game music, and effects, thought people might find it interesting.

Guide for Playing Japanese Audiogames

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Introduction

this is the original guide published by bladestorm360
however, i made some modifications because InstantTranslate not work anymore, and have put new download links to all programs that are needed to play Japanese games.
clarification. I would not take credit for this, all credit is for bladestorm360
I just publish this guide so that everyone can continue to enjoy the Japanese games.

This guide will cover, in detail, how to play japanese audio games without knowing a single bit of the language. It is my hope that after reading it, you will be able to pick up any untranslated japanese game and play it with no trouble. Japanese audio games are easily some of the best around, far above what we've got available in the english market, and I hate to see people missing out on playing these masterpieces. There are several utilities out there that make playing these games very possible without knowing the language at all, and this guide will show you what they are, and how to get and use them.
Note that this translation method is not perfect. Because japanese grammar structure is so much different than english grammar, words are often scrambled and ocasionally mistranslated. I can tell you from experience though, that it is very possible to understand the storyline, puzzles and mechanics of these games with a great degree of accuracy. I have beaten every game created by these 3 developers, and have understood the storyline of them all. Try not to be put off by the scrambled nature of the wording, it takes some practice but it can definitely be unscrambled into something that makes sense.

Things you'll need:

NVDA: http://www.nvda-project.org
InstantTranslate NVDA AddOn: http://addons.nvda-project.org/addons/i … te.en.html
Q Translate (See below for understanding the current status of these tools and their use) https://dl.dropbox.com/s/knpe5983djqpfc … 9.exe?dl=0
Other Useful Utilities:
ProTalker English NVDA AddOn: http://jeff.tdrealms.com/Add-Ons/protalker.nvda-addon
Dual voice for NVDA: https://www.blindworlds.com/sites/defau … ice-30.rar
ApLocale for 64 bits: http://blindgamers.com/downloads/apploc.msi
locale emulator: https://xupefei.github.io/Locale-Emulator/
ClipBoard2Sapi: https://www.blindworlds.com/sites/defau … d2sapi.rar
ClipCopy: http://jeff.tdrealms.com/Add-Ons/Clip%20Copy.nvda-addon
ClipReader: https://www.blindworlds.com/sites/defau … reader.rar
SayTools: http://www.empowermentzone.com/saysetup.exe
CoolSoft Virtual Midi Synth: http://coolsoft.altervista.org/en/virtualmidisynth
Text game patch: https://www.blindworlds.com/sites/defau … -patch.zip
Notepad2: http://www.flos-freeware.ch/notepad2.html
Games:
NyanChan: http://www.nyanchangames.com/
Translated NyanChan: http://translate.google.com/translate?h … mes.com%2F
MM: http://www.mm-galabo.com/
Translated MM: http://translate.google.com/translate?s … abo.com%2F
Morokuma: http://hirotaka2014.sakura.ne.jp/mh0406/
Translated Morokuma: http://translate.google.com/translate?h … ;sandbox=1
Some websites are better browsed using NVDA and InstantTranslate, by selecting text and translating them line by line. However, most of them can be browsed just using google translate. NyanChan will not allow you to download certain files through google translate, however. So you can either use instant translate, or browse to the download page with google translate, copy the link to the japanese website from there and find the link on the actual page that way.

Setup:

This will get you up and running with all of the japanese games. Some steps are fairly complex, so please only do what you're comfortable with. If something seems overcomplicated or you just don't want to mess with it, you shouldn't have to. Only the first 3 steps are necessary to play everything but the text games, all other steps are completely optional.
1. Install NVDA. If you've never used it before, you may wish to read a bit of documentation or experiment to get a feel for the screen reader.
2. Install the InstantTranslate AddOn package. If you have NVDA running, you can simply navigate to the directory you saved these in and press enter on it.
3. Download the Textgame patch. This was initially only for the text games, but it helps with the regular games as well. This prevents you from having to install the japanese keyboard and IME, unless you want to.
Once downloaded, unzip the patch somewhere, and then copy the hook.dll and Launch files into the folder of the game you want to play. Now make sure that the games executable is renamed to play.
For many of the games, this is already the case. But if not, you'll need to rename it for launch to work properly. Once done, run launch and the game will start.
Note that if playing Morokuma's Text Games, or if you want window titles or the first menu of Shadow Line to translate correctly, you will need to either change your system locale or run launch through AppLocale. More on this later.
You should now have everything installed that you need to play games such as Bokurano Daiboukenn and Brave of Cloudia. However, there is one optional step that may help you out:
4. Download and install ClipCopy. It installs like the other NVDA Addon Packages. You can now press f12 to copy the last spoken NVDA message to the clipboard. This is very useful for games like Bokurano Daiboukenn 3, and Shadow Line Full Voice, that start out attempting to auto-detect your screen reader. If this happens, text will not be automatically copied to the clipboard, and this can help you get to the game options so that you can set it to use the clipboard instead of a screen reader. This could also be used to play japanese games that only use a screen reader and have no clipboard output function, though I know of no such games at this time.
If you wish to play Morokuma's text RPGs, you'll need to take the steps below:
5. Either download AppLocale, or change your system locale to japanese through the control panel. This is necessary in order to allow the characters that are not output to the clipboard to be displayed correctly, such as the menues and window titles.
To change your locale, you'll need to go to region and language, administrative tab, change system locale to do this under windows7. This requires a computer restart. It will not change anything about your computer's english display, it will only allow non unicode programs to display japanese correctly.
If you're using AppLocale, start the wizard and select launch program. Use browse to navigate to the folder of the game you want to play. Your Textgame patch should be properly installed, so select launch. Now press next and select the language. Japanese is the language at the very bottom of the list. If you're using ProTalker English, NVDA will say Nihongo, or Nee Hohn go. Press next again. If you choose to create a shortcut, it's created in the start menu, under Microsoft AppLocale. You can move it to the folder of the game you want and it will still work. I recommend this if you plan to create shortcuts for each game. You can also just name the shortcut and run them from the start menu.
6. This step is optional, but will add a lot of atmosphere to the Text Games. Download and install Virtual Midi Synth. You'll also want to grab a good sound font. I recommend FluidR3GM, which can be found in the listing on the Midi Synth download page.
If you wish to hear the games spoken in japanese:
7. Download and install ClipBoard2Sapi. If you install it using AppLocale or you're otherwise trying to run it with your locale set to english, you will need to change the executable to an english name. I just called mine Clipboard. I don't know why this is necessary, but if you don't rename it, it says something about a missing file and will not launch the application.
Now, you'll either need a japanese Sapi Voice, or ProTalker English. If you're using ProTalker, after you've installed the AddOn, press NVDA Control S to bring up the synthesizer list and select ProTalker English. the NVDA key is the insert key, or Num Pad 0. Now the synthesizer can detect english and japanese, and will switch to them accordingly.
The other alternative is to install the Dual Voice complement that fulfills the same function as pro talker, but with some differences. Dual Voice lets you use two voices SAPI 5 or two voices microsoft speech platform, one in Japanese and the other in the language we want, in our case english. So the Japanese voice will read the texts in Japanese, and the other will read the translated texts.
To tell Clipboard2Sapi to speak through NVDA, after you've launched the application, press enter twice. Press down arrow once, and enter, then up arrow and enter. Make sure you hear a sound between every key press, as sometimes the program lags and if you don't hear a sound, these instructions will not work.
You can also use ClipReader, a program that does basically the same thing as Clipboard2Sapi. This runs in the background and lets NVDA read the clipboard without any other setup. It requires you to have SayTools installed in order to work properly. However, when I use InstantTranslate, because the translated text is copied to the clipboard, it is all read twice. I don't know how to fix this, or if there's even a way. Clipboard2Sapi does not have this problem.
There is one last optional step you can take. This is useful for reading game documentation, such as readme and change logs. It can also help with reading certain messages character by character if you need to, such as the synthesis recipes in Bokurano Daiboukenn 3:
8. Download Notepad2. You have several options here, everything from full installation that replaces regular notepad, to a portable version that touches nothing else. Choose what you prefer.
The reason you need this utility is because it can change encoding of documents on the fly. You can change the encoding of an existing file, or you can change the encoding of a newly created file and paste or type text into it. Here's how:
To change the encoding of an existing file, simply open the file and press f8. It will bring up a list of encoding types. Select Japanese (Shift Jis) and press enter. If it says you risk losing any non-unicode symbols, select yes to proceed. You should now be able to translate any text in the document correctly.
Changing the encoding of a newly created file is similar, but you press f9 instead of f8. You want to do this before pasting or typing any japanese text into the file, as you will have to save it and then change the encoding if you do so. Many times these files will be temporary unless you spacifically want to store a piece of information from a game, so you will usually not want to save them. However, now you can paste any text copied to the clipboard from the game and have it display and translate correctly in a notepad document. Useful for, say, translating a recipe one ingredient at a time, or carefully going over the pieces of a puzzle line by line.
Now you can go download any games you'd like to play if you haven't already, and prepare for pure awesomeness. I recommend starting simple. You can either start with Morokuma's text games, Tia Story 1 and 2, for something basic and turn based, or if action RPGs are more your thing, try Shadow Line from MM's site. The interface is simple for an action RPG, though beginners may have a little trouble with navigation.

How to Play:

Firstly, the japanese installers work somewhat differently from how you might expect. They're basically just self-extracting applications that put a folder containing the game in the directory you run them from, though some give you a choice of path. You can unzip a lot of them with tools like 7Zip. Extract the game you want to play.
If you're playing a game like Bokurano Daiboukenn or Brave of Cloudia, all you need to do now is run the application.
The beauty of many of these games, is that text is automatically copied to the clipboard as it is output by the game. I think this has something to do with how some of the japanese screen readers work, but regardless, it definitely goes in our favor. So say you're playing Shadow Line for example. When you start the game, you'll hear the logo. After the logo, you'll hear the music start, and then you'll hear some brief beeps. This is text being output to the game, in an older RPG style similar to Dragon Warrior. Now, if you press NVDA shift Y, you will actually hear the title spoken, ShadowRine. I will always say Shadow Line, but apparently it is actually titled ShadowRine and it isn't a grammar mistake. Anyway, you see how this is going to work. The game automatically outputs text to the clipboard, you press a keystroke, and that clipboard text is translated. Simple, eh? This is pretty much all you need to play Shadow Line. If you press enter, you'll be taken to the menu. As you arrow through, you can press the same keystroke, Control plus NVDA plus Y, to hear the menu options translated. It's not as quick as if you could just hear the speech output as you hit the arrow keys, as you would in an english game, but it definitely works, and you just get used to it after a while. This is really all you need to know to play games like Shadow Line, BK 1 and 2, and Brave of Cloudia.
Now, for the text RPG's. These are made in a program called Text Game Maker, which just happens to complicate things a little. These include games like Tia Story, Alternative Magic and Momotaro's Adventure. For these, you need to take a couple of extra steps. Much of the text is still output to the clipboard, so that part still works. There's only two places where you need to do things a little differently.
The menues are displayed in convensional listboxes. So as you can imagine, as you arrow over the choices, they aren't output to the clipboard. To translate these, what you need to do is just hit NVDA plus num pad 5 3 times, and the item you're currently focused on will be copied to the clipboard. Then you just use the normal translation keystroke and there you have it, a translated menu option. This will get you through battles, shops, and anywhere else in the game that includes a menu, which happens to be a lot since these games are all based on choices and there's no actual walking around.
The second difference is the statistics screens. If you press tab when you're on a main screen, like the battle screen or the main screen of a town, you can enter the stats screens. The first one shows your money, and a brief overview of your characters vital statistics. If you continue to tab through, you can see each character displayed in detail. What you need to do to translate these, is select text using shift and the arrow keys. I recommend translating line by line, so just find the text you want and press shift plus down arrow. Then, press NVDA shift T to translate selected text. See? Not so bad. This way, you can read up on your characters statistics without having to copy the entire thing to the clipboard and listen to it in one ridiculously long, jumbled mess.
Finally, if you're using Clipboard2Sapi, pay close attention to the japanese and don't instantly translate every option. After a while, especially if you're good at picking up languages, things should start to relate in your mind. This will make gameplay much smoother and more like playing an english game, especially for going through menues quickly without having to translate every time or memorize the menues. Using Clipboard2Sapi, I am able to read the stats of weapons in bk3, go through menues quickly, even in the text games, read statistics without having to translate them and just generally play much faster. This only works, however, if you don't mind using the eSpeak voice, but I highly recommend it if you can get it set up.
Well, that's about all there is to it. You now know how to play japanese games using a translator. I only have one tip left to give you, and that's how to use the slot machines in some of the text games. In order to do this, the Clipboard2Sapi utility is absolutely necessary. Load it up if you aren't using it already and make sure it is speaking through NVDA or using a sapi voice that can speak very rapidly.  Now if you find a slot machine in a game, when you start the slots, you'll hear a whole bunch of japanese characters going by at a fast rate. If ProTalker isn't fast enough, you can always switch your synthasizer to regular eSpeak and turn up the rate. You'll need to have your screen reader set very fast to play these slots. What you need to do is match up similars that sound exactly the same, by pressing enter as the symbol scrolls by. If you match 3 in a row, you win coins. This is actually one of the hardest parts of these games, but if you can master it, it'll make playing them a lot easier in terms of getting power and equipment.

In Closing:

That should be everything you need to know to play japanese games well.
One final thing. Please keep in mind that this guide is very much optomised for windows7. I am unsure how much of it, if any, will work under other versions of windows. If anyone has anything to contribute on how to set these games up under Windows8 or Windows XP, please let me know and I'll add it to the guide. Thanks for reading, and I hope you enjoy playing these great games.

clarifications and use of Q Translate:

Because it is known that Instant Translate has many problems since the APY google payment was made, and therefore is not working right now. We found a very similar method for to play japanese audiogames without problems.
Download q translate to leave at first, run by pressing enter and it will automatically extract a folder called q translate, from there, press Enter on q translate.exe and here comes the interesting part.
This version of q translate addition to being portable, and is configured to translate Japanese to English, and comes with some keyboard shortcuts that make everything more dynamic.
Once the program is open, you can close it with alt f4. This will be minimized in the system tray unless you close the process from the task manager or exit from the same translator.
To use Q translate, you must press Control plus comma, This translates the text copied to the clipboard.
and after waiting a few seconds, you can press NVDA more C for to hear the translated text from the clipboard.
This is all you need to know to keep playing Japanese games. As mentioned, one must run the program once, and after that you can close with alt f4 and continue translating.
Note: for some strange configuration NVDA, this no verbalize with NVDA key more C  when the translated text copied to the clipboard is too long. One way to solve this and even make it more dynamic, is to use clip reader or ClipBoard2Sapi, so NVDA verbalize  text from the clipboard when this has already been translated. I recommend using either of these two applications to save having to tighten insert more c each time you want to hear the message translated copied to the clipboard.
Other useful keyboard shortcut is Alt more control over reverse (the key above the big enter) this brings the window forward q translate, if you want to change the translation from one language to another.

Notes:

Original publication in audiogames.net from bladestorm360's, 1 thing left for this guide is complete. This is the podcast that bladestorm360's Made.
Please, if anyone has the podcast, let me know and I'll add it to the guide.
My i-mail is fabiangonzalez0@gmail.com

Credits:

These are just some people I'd like to thank. If it weren't for them, this guide probably wouldn't exist at all, or at the very least it'd be much more complicated.
Firstly, the 3 major japanese game developers: Nyanchan Games, The House of Morokuma and Galaxy Laboratory. These people make the absolute best games around, and I can't wait to see what they come up with next. I don't know how many of them will read this, but you guys are amazing, keep up the great work.
Tyler Spivey: For making so many useful utilities and AddOns to make playing much more convenient. He is responsible for ClipReader, ClipCopy, ProTalker English and the Textgame patch, all of which help out a lot.
Aleksey Sadovoy, Ruslan and Beqa for making the InstantTranslate NVDA AddOn. You guys made translating these games so much easier. Before we had to paste each individual piece of text into google translate. Awesome work!
Florian Balmer, for creating Notepad2. I can't imagine you even thought of your program being used for this when you created it, but it's very useful all the same, and for many other things as well.
Federico Opitz, for setting up a Q Translate replacing to instant translate while this does not work, or even giving an other alternative to play the Japanese audiogames
And finally to anyone else who made suggestions for this guide I didn't think of. If I missed anyone, please let me know and I'll be sure to add you to this section.

guide to setup return of the king

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hi i try to explain how to setup return of the king.

first download the game:

https://dl.dropboxusercontent.com/u/4521554/rotk.7z

then download tools for nvda includes clipreader, qtranslate saysetup.exe and clipcopy.nvda addon

https://dl.dropboxusercontent.com/u/452 … 0tools.zip

After extracting the game and tools install saysetup.exe and clipcopy
start clipreader.exe and qtranslate.exe.
choose the languages in qtranslate and press escape to close the window.

install chinese simplified keyboard layout.

before start the game press alt+shift to change layout to chinese simplified.

when the game is running press cursor down then g to copy text in clipboard and then ctrl+, to hear the translation

when you are in login screen tab to the second switch and press spacebar.

registration:

the first field is emailadress the second username and the third and fourth are password.
then you have a list with following
warrior male
warrior female
mage male
mage female
caller male
caller female
hunter male
and hunter female
after choosing your class press tab and space
then listen without translate in the chinese words are a number your game id.

keys in game:

up move forward
down move backward
left and right move left and right
q and e switch between cathegories like skills items and so on
a and d switch skills or items when you choose with q or e
space attack
z choose view between all your own and enemy
y attack mode
left ctrl+ f1-f8 set skills on the keys
alt+1-8 set items like gold or potions
g copy text to clipboard
h same as y
j and u track things on a map
b activate tracking
tab choose player npc or enemy
right ctrl lock enemy
shift+backspace after choosing a player you can give items to him/her
v coordinates


if you want make exp with me my name in game is atlan smile and my skypename is derbruedi

Nolly's starter's guide to Adventure to fate, Quest to the future

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i am going to do a short walkthrough, but not anything that would be
considered spoilers. before i do let me explain a few game concepts.
the double footsteps sound you hear is your character going up or
down stairs, so when you hear this sound you have gone up or down
a level. to go back search the stairs again. you will know a stairwell by
the description "to floor xx" on the map, where xx represents the floor
(number)ittakes you to. there is an exception to this which i will
explain in better detail later in this post and that is that there are
grates or holes in which you can only proceed one direction
(downward). be sure before you read on you have vertical navigation
set in your router as i will go over how to use it in detail.
your inventory screen can be confusing at first, but it breaks down
something like this. the top portion is your character and what they
are currently wearing. the center is your options such as equip,
unequip, and destroy. below this is an itemized list of your items. a slot
that is empty is represented by a "0", so if you see this in either area,
it means that slot is empty. to equip an item you must first double tap
equip and then the item you wish to wear. to unequip an item do the
same except click the item from your equipment slot rather than your
inventory. it is not necessary to unequip an item to equip another.
there is also a useful tool to compare an item to something you are
waring. to do this click the info button then an item you wish to cross
compare to what you are wearing. once the item description is open,
find the "compare" button and press it. you will now notice that when
it reads you the stats of an item, it will either say +, - or nothing if the
value is equal to what you are wearing.
once you create a character you will be placed into the world (after a
short delay for loading)
when you begin the game you are in the center of a 5 by 10 grid map,
or floor 1. to the north of you is a locked door to floor 4, to the west is
a stairwell to floor 2, and to the east a stairwell to floor 3. there is
nothing of exception here but it is a good room to look through the
graphical world map and see the layout i described. it is an open room
with no hallways/tunnels/elevations, so you can walk around without
hinderence.
it is also important to note that your character does not remain center
focused in the world mapat all times. what this means is that your
character will not remain in the middle of the map, and will move
around it similarly to how a chess piece moves around a chess board.
for example, if your character is in room 4, it can be found in the very
top right corner of the map. if your character is in room 10, it can be
found in the middle, on the very left hand side of the map.
part 1: find the key
you start the game in room 12 of floor 1. first off you need to find a
key to open the door to the north. i won't tell you exactly where the
key is, but i will say it is on floor 2. findroom 12 on the map and swipe
left to highlight room 11, and then double click the room. this should
take you one room closer to the stairwell to floor 1. keep walking until
you find the stairwell, it should take you to floor 2 as soon as you step
onto it. you should now be on floor 2 room 14. move around this area
to find the key to unlock the door to floor 4. once you have done so
take the stairwell back to floor 1 and find room 12, the room you
originally started from.
part 2: enter the sewers
now that you have found the key and are standing back on room 12 of
floor 1, walk northward until a tone and dialogue box pops up telling
you that you need a key. dismiss this notification and take another
step northward. another box will appear informing you that you used
your key. dismiss this as well. you should now be standing in the
sewers room 22 floor 4. take a moment to look around the map with
your finger. you will notice that there is sewer water directly ahead of
you but that the north, west and eastern edges have apath. that path
is elevated and can not be accessed except from one direction. think of
it like a catwalk or tunnel.
part3: first combat
now that you have taken a look around the map at what floor 4 looks
like, take a step northward to room 17. you should automatically be
drawn into battle. a dialogue help box will appear, find the done
button three quarters of the way down the screen and click it. the
battle screen is divided into several parts. the upper quarter is taken
up by npcs, the upper middle quarter player and pet stats, the lower
middle quarter with skills and potions, and the very last bottom quarter
is your action log. i won't lie and say the battle interface is super easy
to navigate for new users, but it is very easy once you understand
what you are looking at.
It is important to understand that it is best to use the horizontal swipe
gesture for combat, as things are mostly layed out horizontally, at
least it is with voice over. Take some time to swipe around the screen
to learn where certain things are located and how best to get to them.
To attack first touch your finger on the screen about one thirdn from
the bottom until you either find your skills or potions. If you find your
potions, swipe left until you find your skills. Double tap one of your
offense skills, (It should repeat the skill to you) and then tap about a
quarter down from your camera at the top of the screen. Now swipe
right and you will notice it will start to read you a few things such as
"NPC 3", the name of an NPC, and your character name without a
percentage. To attack find the NPC name with a percentage bar (for
best results) and double tap it. Otherwise find the word "NPC1 and do
the same. I will warn you though, there is a known bug where an NPC
% bar will not be read by voice over. This is a bug that appeared when
Apple last updated their IOS and TouchMint is/has been working on it.
If thi happens simply look for the blank space or the word "NPC 1/2/3".
Continue to attack when your turn comes up until you are victorious.
Collect your rewarad by pressing "Pick up items". It is not necessary to
look at anything else in this screen as it is easier to inspect your loot in
more detail in your inventory.
Part 4: Explore the Sewers
Now that you have hopefully survived your first combat it is time to
explore. You will notice you are now standing in sewer water, this
room with sewer water can only be exited by leaving eastward from
room 8 to the stone path room 9. To get to room 8 walk north until
you find room 7, then walk one room east to room 8, then exit the
waters eastward to room 9. Make your way south from room 9, battle
the two NPCs then make your way back north to room 4. Keep in mind
you will encounter enemies along the way. Once you are at room 4
make your way westward to room 0. Remember to search each room
by double clicking the space or pressing the search button in your
movement pane. Before moving on from room 0I should warn you that
the way down to floor 5 is a sewer grate, and is a one way drop. It
isn't anything to concern yourself with as you can go into the bottom of
your skillbook and portal back up to floor 3 at anytime, regardless if
you have orbs or not. Now continue on south (remember to search) to
room 15 which is the grate to floor 5. It will automatically drop you into
floor 5 room 15. Take a look again at the world map and you will see
that this floor is primarily tunnels leading to stairwells to other floors.
From this point on it is fairly straight forward as you can only go in a
straight line down which ever tunnel you are currently exploring.
The map can be easier navigated if you use both vertical and
horizontal navigation. This eliminates the need to constantly touch
around the screen hoping you highlighted the correct room to search
in, especially since you can only walk North, south, east or west of the
room your character currently resides in. It is also a good way to scout
the floor before moving your character, since you will be moving in the
same pattern as you swipe.
This was a basic description of how to get to floor 5 from the starter
point. I can go into more detail if there are things in between that you
or anyone else is having issues with, but I will not post direct spoilers
in the forum. I will drect those questions to private messages to not
diminish the game for others. This includes the pets currently in the
game, as I have memorized directions to each one.

Pokemon Showdown accessibility guide

Installing and launching games on Steam for Mac

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I have made an audio recording demonstrating how you can log-into steam for OS X without sighted help as well as using the mobile app to install games. This was needed because the Mac Steam doesn't have a no-dwrite switch like Windows. There are some accessible games for it, like Shank, Skullgirls or a blind legend so this will allow you to play them on the mac. If you bought a game on Windows that also has a mac version, you can play it on both platforms.

https://dl.dropboxusercontent.com/u/158 … _guide.mp3


Undead Assault Soloing Stratigy

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Main Strategy

The first thing to do is run to 20-25 and hit enter to turn on the power.
Then kill  5 out of 6 zombies on round 1.
After you have killed 5 zombies, open the first door.
Then run all the way right and kill the last zombie.
Stay at this position until you have enough points to open the second door.
Now if you are low on health you can run right for a while then run back left and your health should get to full.
Go to 81-0 and kill zombies, make sure you walk right slowly so a zombie does not get on your right. Do this until you get to round 4.
On round 4 kill most of the zombies, then run to the box and get your first gun.
Now get your second gun as soon as possible.

Guns

Ratings for the guns and how to use them are here.

M1911
This is the worst gun in the game.

M16
Not much better then the M1911, try to get another gun as soon as possible to replace it.

AK47
One of the best guns, try to only use it when instakill is active.

CZ75
The best gun in the whole game! Never replace it.
Thanks for reading.

the redspot handbook of death and distruction

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wellcome to redspot! This guide will try to explain in all detail the mechanics of redspot and how it works. Note:  There are also details on how to use all of the weapons and items in this game. If you want to find that out for yourself, I suggest you skip the weapons and items mechanics section. This guide will be updated as needed to reflect changes and&or additions.
1: what is this game even supposed to be?
Redspot is not actually a tettris game where you attempt to catch red dots falling down the screen, nore is it a painting program. It is a new fps released by Sam Tupy productions and ultrocity audio together. For people    who enjoy senseless killing and distruction, this is the right game for you. It basically consists of running around the map murdering your fellow human beings in a number of diverse and possibly very painful ways.
2: account system
Since a lot of people got confused on how accounts work, I will be outlining this here.There is no actual account system. You simply choose a name and log in with it. Character theft is not  an ishew in this game, as characters lose all their items and ammo when they die or log out.
3: game basics
a: movement
Redspot is one of the few games that supports full on 3d movement. That is, a full 360 degrees walk around system plus a height system.
Movement keys.
move forward: up arrow
move backward: down arrow
climb: page up or page down.
move right: right arrow
Move left: left arrow
turn left: hold shift q
turn right: hold shift e
turn to next left 45 degree angle: left arrow
turn to next right 45 degree angle: right arrow
check coordinates: c
check direction facing: f
use camra: g
check tile camra is on     g
4: misc keys.
the function row can give you other information.
show players online: f1. Gives you a list of players online at the moment.
Check server uptime: f2.
test ping the server: f3. Sends a test ping. When it returns, you will be told how long it took to return.
check motd: f4.
decreese/encreese sapi rate: f5 and f6.
enable/disable chat reading: f7.
inable/disable online or offline messages: f8.
decreese/encreese game volume: home or end
5: other players and killing them.
5.1: general information.
if you want to kill someone, in most cases enough players are around for you to do so. These keys will help you find players and eradicate them. Strategy and what weapon you are using playes an important role in your survival. This however also diskusses player interaction and how to talk to your killers. You'll also need to know what's around you to find items.
Voice chat: hold down v then talk
check items near you: m
review current buffer: comma and dot. This allows you to review messages in your current buffer.
Jump to beginning&end of current buffer: shift+comma or dot. Allows you to jump to the beginning or end of the currently selected buffer.
open chat console: slash. From here, you can enter a message for the other players to read, or use one of these commands.
/afk: after a timer of 5 seconds, you will go a f k. In this mode, you won't be able to do anything, but you also can't be hit. Type /afk again to exit this mode. Note: use of this mode while using an item grabber or being tazed is not recommended for your own personal health.
/t <message>: sends a message to your team.
/teamadd <personname>: adds a player to your team.
/teamremove <personname>: removes a player from your team.
check ammo in current weapon, if it uses ammo: a.
check health and shielded shots, if you have any: h
use item in inventory: enter.
cycle inventory: tab.
track player: t. After a player is tracked, you can always know where they are in relation to you. You will hear what direction they are, how far away they are, and what coordinates they are at.
check tracked player location: o. This will allow you to hear the information described above. If they are near enough, a beep sound will play at their location.
check players near you: p. Tells you where any players are in relation to you, if they are close enough.
go to previous&next buffer: left and right bracket. Cycles between the buffers all, chat, and misc.
select weapons 1 through 10. Equips one of your starting weapons
fire weapon: control. Fires currently selected weapon.
Jump: space. Jumping is a faster way of getting around or away, and it can protect you from some weapons, though not all of them.
5.2: starting weapons
These 10 weapons are the weapons you start with. They have a limmited ammo supply, which can be replenished by collecting ammo from items.
a: the knife. This knife is suitable for close combat only. It fires fast but does little damage.
b: the hammer. This second melee weapon is useful for longer ranged melee combat. It fires slower but does more damage than the knife
c: the tazer. This weapon does little damage and must be recharged for a few seconds before being usable again. However if a tazer shot hits someone, they will be stunned for a time. The tazer has unlimmited ammo.
d: the laser. The laser fires quickly, does little damage but starts with 95 ammo. It is useful for bringing down shields or killing robots.
e: the handgun. The handgun starts with 35 ammo. Fires a little slower than the laser but also does more damage at an encreesed range.
f: the rifle. The rifle is this game's sniper rifle. It starts with 50 ammo, and as long as the player who you are trying to snipe is straight in front or only one tile to the left or right of you, it will hit no matter how far away the target is. If you hit someone with the rifle, a beep sound will play.
g: the shotgun. The shotgun starts with 10 ammo. It has a shorter range and fires very slowly, however it is very damaging and has spread range. If someone is one foot away from you straight in front, they can also be up to 7 feat to the right or left and your shot will still hit. This spread range decreeses as you shoot further away from the target.
h: the machine gun. The machine gun is a weapon very suited to bring down shields or kill robots, as it combines fast fireing speed with good range and good damage for a fast fireing weapon. It starts with 25 ammo.
i: the flame thrower. The flame thrower starts with 15 ammo. it is short ranged however it's fast and quite damaging.
j: the rocket launcher. The rocket launcher starts with 3 ammo. It is the only weapon in this list which ignores shields. Aiming the rocket launcher works simmular to the rifle. I believe it has a range of 100 feat forward, and yyou can be a bit more leenient with aiming with the rocket launcher than with the rifle. It's enough if the target is in front and slightly or very slightly off in either direction. As soon as you fire the rocket will be launched at the target's position. Rockets have a bit of a blast radius so getting away will proove a bit difficult. It is extremely damaging if it hits however. Note that You can also be hit by the rocket explosion so don't get too close to it.
As you can see, most of these weapons have their own strengths and weaknesses so it's up to you which weapons you want to use.
6: items
There are a lot of items in this game, I will try to explain how they all work. Note: almost all of the items on this list will also damage you if you get too close to the use site.
a: ammo. When you pick this up you will randomly receive ammo for one of your starting weapons.
b: extra health. This can be collected in two ways, extra health which is an emmidiate health boost or stored health which is an item in the inventory which can give you a health boost when you need it.
c: stored quad. This quad damage can be activated at any time, and it gives you a 30 second status effect which makes all your starting weapons do four times normal damage.
d: grenades. Probably the simplest of all the damaging items. Simply press enter on one in your inventory and it will be throan straight forward. if it hits a player, it will damage that player.
e: mines. When you place a mine, it will always be placed one foot north of your position. Remember this when walking away from it, as it is very possible to get exploded by your own mine! They don't make any noise, and as soon as someone steps on it it will detonate and damage the player.
f: timebombs. Timebombs are placed at your current location and will detonate as soon as the timer runs out. The timer is audible, but get away from it as fast as you can, as this explosion does not differenciate between friend or foe!
g: pipe bombs. Pipe bombs are armed and throan. They have quite a lot of throw range. and 3 seconds after they land they will explode, damaging anyone near them.
h: small projectiles. These projectiles are launched and home in on the nearest player. They can't go through shields but they do good damage if they hit someone. Note: Small projectiles can be shot down. They will run out of fuel and fall to the ground if they are active for too long.
i: claymores: Claymores are set up and they will remain untill you set them off or you die. When you die, all claymores are cleared. To detonate a claymore, simply use a claymore remote, which is another item. The remote will detonate one claymore per use, starting from the first placed to the newest. A claymore has a range of 30 feat in any direction so make sure you're far away from it before detonating. Note: If you pick up a claymore remote and you already have one in your inventory, it will be replaced by a claymore instead.
j: item grabbers. Warning! Item grabbers are very loud. They are pressurized, which takes a long time then fired, transporting a great many items to your location. While the item grabber pressurizes, you will be stunned and unable to do anything.
k: robots. Robots can be launched. While you are giving orders to it, you will be stunned and unable to do anything. The robot will run to the nearest player it finds and will start shooting them. Robots can be destroyed by shooting at them. Note: Robots have a battery life of five minutes, after which they will simply die.
l: bullet bombs. When you use a bullet bomb, you will spend some time placing it, mixing chemmacles and programming the bullet bomb's detonator. This is the only stunning item that does not notify everyone that you've started to use it. To detonate the bullet bomb, shoot it with a long ranged weapon and it will explode. They start with 500 health and can set off chain reactions if placed close enough together. they have a short explosion radius but usually one-hit kill anyone who is too close, unless they have a lot of health. Note: Bullet bomb locators can be used to find any bullet bombs you may have placed. Bullet bombs do not get wiped if you die. If you receive a bullet bomb locator and you already have one, it will be replaced by a bullet bomb instead.
m: poison darts. They are throan straight in front of you and who ever they hit will be poisoned. The poison can be cured by poison drinks, which also give you some health. Poison will go away after you die, you cure it, or it leaves your system.
n: shields. When you equip a shield, you will randomly gain between one and 15 shielded shots. When you have shielded shots, you will be safe from all starting weapon hits accept rockets. You are also safe from grenades, robot shots and projectiles.
o: invisibility shields. The effect of these shields is stackable. When used, it will add 30 seconds to your invisibillity timer which will hide you from the p key tracking.
p: horns. Probably the most useless items of them all, horns simply play a sound and send a message to the server.
q: jets. To pilot the jet, you press enter on the jet in the inventory and then press enter again to launch it. Now you'll be in the air not really going anywhere, so you can encreese your speed from 0 neutral to 3 max speed with the up arrow, which will send you going in the direction the jet is facing which will always be north at the beginning regardless of your character's direction facing. You can decreese the speed with down arrow or go into reverse also from 0 to 3. You turn 90 degrees with the right arrows and fire your bombs, of which you have an unlimmited amount with space. They hit in a range of 5 feat. If you have them, and if you have a right alt key you can fire missiles with right alt +m. they hit in a range of 15 feat.

the gate gray lady.

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Hi just a brief article or a tip for the nubies of the game gate.
in completing 2 levels.
How do we defeat the gray lady?
I will discuss in this article
first after the cut sceene
press 2 for bow and r to reload and shoot to her.
you are at the left side of stairs.
then jump 3 and 4 times and when you listen her words to the left speaker in a little distance try to shoot her.
then come to the left I mean through jumping.
then shoot again.
and after shooting 5 times you have to reload a bow again.
OK?
keep shooting and she will be dead.
Thanks
Ishan

Rhythm Heaven Megamix menu guide

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Rhythm Heaven Megamix menu guide
By Threeblacknoises
Last updated June 21 2016

Getting started
When 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 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 A
Lastly, 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 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 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, 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 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.
fead Goat; well; feads the goat in the goat pachinko rhythm toy.
pick turnips, um, 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.
Mementos, Music, and Extra games.
Mementos deals with text-based items related to the different rhythm games.
Music lets you buy the music from the various rhythm games.
Extra Games, contains extra games not found in story mode.
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 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;
Read Memento, Play Music, view Ending cards, and play the game.
Just press left to get to the play option.
The only exception to this menu is the one for the gatekeeper trials.
Each one is on a roe by itself, and; once selected, you get the options to;
Read Memento, Play Music and play the game.
Please note; All trials on a single gate must be cleared in order to play its endless variant found here.
also, you can hold the L and r buttons while selecting the music for a game to be able to play the drumbs during the song.
You'll need to hold L, r and b for about three seconds to exit the music player when this mode is active.
The drumbs can be played with all four face buttons as well as L and r.
The final option in the cafe lets you talk to the dog that owns the cafe.
Badges and mascots on the up and down menu just give you access to records, but Memories; once unlocked; will let you watch the two credits sequences as well as the cast role.
Their are also three icons that can be activated on the bottom of the touch screen.
The left icon activates the game's instruction manual. Press home to get out of this.
The center icon accesses the settings menu.
This menu is entirely touch-based, so you'll need sighted help if you want to change anything in here.
Most things deal with sharing data, streetpass settings, resetting your highscores data, and enableing or disableing the timing display.
The only options in here you might want to use are the control type; found in the top left and return to title; found at the bottom right.
Once you select control type, buttons is on the left, and simple tap is on the right.
If; for some reason; you want to replay the tutorial, that choice is on the bottom left.
The choices on the middle left, top right and middle right have no real use to us.
The back option is in the same place as the settings icon in the main cafe menu.
The right icon in the cafe menu switches between English and Japanese audio options.
You'll hear a word in the corresponding language when the icon is tapped.
The final menu is challenge land; activated with the right touch icon in world view.
Here you can attempt a "Go For Perfect!" trial if it's up with the left option.
The challenge train can be accessed with the right option.
This costs coins, so be awhere of that.
Their is also an icon in the bottom right, and it sends the download play version of the game so that people that don't own the game can still play with you in the challenge train.
Like the cafe menu, it's entirely touch-based.
Yes is on the right and no is on the left.
In the challenge train, you take on various challenges based on the existing rhythm games.
The first prompt you get asks if you want single or multiplayer.
Single is at the top.
You'll then be given an up and down rapping menu with the various cources listed.
Select one and use the bottom option to pay coins to attempt it.
This menu is rather odd, as it raps, but it also has two different menus.
Pressing down in this menu will cycle through several different challenges before rapping to the top.
Pressing up cycles through several different challenges before rapping back to the, um, top?
The amount of challenges on the menu depends on whitch gatekeeper you have selected.
Once you clear all of the first challenges, a second page will unlock that can be accessed with the right directional button.
Once you clear all of those challenges, a final page will unlock that can; once again; be accessed with the right directional button.
Once all three pages are unlocked, the left and right directional buttons will rap through the pages, so left from page 1 will take you to page 3.
Please note; You cannot spam one challenge to get flow balls.
Each challenge; once completed; will give you 1 or more flow balls automatically.
After that, you'll be asked to pick a treasure chest on repeat runs from a left to right menu that will give coins; mostly.
If you fail a game in a challenge, you have two more chances to finish all games in the challenge without failing the entire thing.
Generally speaking, one trial will have 3 to 4 games, but some of the harder trials can have as many as 8 in a roe.
Once you complete a challenge, you'll be asked if you want to play it again.
No is on the right, but you'll always start on yes.
If you say no the first time, you'll be sent back to the main challenge land menu.
If you say no on the second prompt, you'll be taken instead to the challenge menu.
If you say yes both times, you'll replay the current challenge, but it'll cost more, so it might offer better rewards to.
I'll update this section with details on the challenges soon.

Goe for perfect runs will appear from time to time and are signified by a descending bell tone and text box at the end of a rhythm game.
The first time this happens, a character will explain the perfect challenge to you.
Basically, you attempt to complete a rhythm game without making a single mistake.
Make one, and it's game over.
Clear the challenge, and you'll get 1 flow ball for your efforts.
Timing is extremely precise, but you have three attempts before the challenge disappears.
Please note that any rhythm games you may choose to play instead will count as a strike against you for a challenge.
You can; however; find the game you're being asked to play and use one of your three attempts to go into the game and use the retry option within when the game is about to end to get as many practice runs as you need.
Obviously this means that you can't accidently stumble upon the game you're trying to perfect unless you specifically go to challenge land to attempt it.
You can make the perfect challenge appear more offen by getting high scores on rhythm games.
A game must have a superb rank to qualify for selection for a go for perfect challenge.
The more games with superb ranks, the more often the perfect challenge will appear.
Their is one final icon in the bottom center of the screen in world view.
It only opens or closes a map, which is useless to us.
Thanks for reading, and I'll add stuff as I; or anyone else; finds it.

tips for survive the wild!

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greetings
I am going to cover some of the tips that how you'll play survive the wild most commonly called STW
assumes that you have installed STW in your machine successfully and created the account.
note
a free account can hold only 100 item for example you can hold 100 grass, 100 flairs at this time when I have last checked.
when you are logged in you are at the beach
check your hunger, thirst, energy and according to them perform certain tasks.
OK?
to check hunger, thirst, and energy use these keys. u for hunger, s for thirst and e for energy
if your hunger is low such as 20 or 30 you are not hungry at this time.
if your hunger is 200 and 230 then probably you are at risk!
same apply with thirst but not with energy
if your energy is low you should rest or sleep but if your energy is high such 500 700 and so on you can probably hunt a rabit!
how to interact with an item?
after checking your hunger thirst and energy press I and the game will announce that you have just opened your bag
there is an item an only item called survival pack in your bag
press either left aero or right aero to put on your left or right hand.

note
don't press both kuz it will not open it for you.
after pressing the aeros according to your choice
press esc and then interact with t I mean press t for interacting
then it will open it for you.
there are lots of packages in this pack such as package with knife and watch, package with radio and so on.
apply the same trick to open the packages.
if you successfully opened the packages and bags
then press up aero for walking and go straight to ocean
and fill your water bottle
and drink the sault water hahaha.
however in the newer version your water bottle is filled with already so you don't need that to fill it for sometime.
after decreasing your thirst and hunger
go the left and track the clay
use k to track zones like clay, grass, trees and so on
after tracking the clay follow the sound and go to the clay.
pick up some clay with space.
then press "I" for inventory I mean a bag. and then take one clay in your left and another in right
press esc and then press t and see what happens.
congratulation you made your first pot!
now track shallow water and fill your pot for future
these are few tips and I will post another tips in future
if you need a help then feel free to send an e-mail through a forum or drop me a PM
Thanks
Ishan

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