Pokémon Crimson //SE -- HISTORY DATE VER TOPIC 2008 Jul 13 = 0.01 - Project Initialized 2008 Jul 13 = 0.02 - Battle System & Interface finalized 2008 Jul 14 = 0.03 - Unlocks Added 2008 Jul 14 = 0.04 - Statistics Added 2008 Jul 15 = 0.05 - Unlocks & Statistics fixed 2008 Jul 16 = 0.06 - Release Candidate Edition 2008 Jul 29 = 0.07 - Additional Monsters Added 2008 Jul 30 = 0.10 - Release Candidate Edition 2 2008 Aug 01 = 0.11 - Minor bug fixes 2008 Aug 03 = 0.12 - EX Mode Added (unfinished) 2009 Feb 02 = 0.13 - Release Candidate Edition -- SYSTEM RECOMMENDED CONFIGURATION* Operating System** = Microsoft(R) Windows 98 Central Processing Unit = 1000 Megahertz Random Access Memory = 256 Megabytes Video Card = 32 Megabytes Memory Display Device = 32 Bits Color REQUIRED ELEMENTS MIDI Support PS/2 or USB Mouse PS/2 or USB Keyboard 640x480 Full Screen Resolution Support *This is only a theoretical recommendation for optimal performance of this game. **Some versions of Linux are known to work with the use of the Wine application but are unsupported. -- CONTROLS Player 01 Arrow Keys = Move Shift Key = Thundershock Ctrl Key = Quick Attack When unlocked: Shift Key (Hold) = Thunderbolt -- TECHNIQUES Thundershock The most basic and commonly used technique among beginners. It does not do significant damage, but it can be used at a distance. It has a reflexive homing ability but is limited. Quick Attack Deals more significant damage than a standard tackle. It is risky to pull off due the close contact required. Advanced players can utilize this skill efficiently in higher difficulties as the type advantage shifts. Tackle A standard attack that deals damage to both players. Players do not lose their recharge time from this technique. Thunderbolt (When unlocked) A technique for the advanced player, although individual thunderbolts do less damage than thundershocks it is unleashed in fours and is more reflexive than thundershock. The player loses agility when thunderbolt is charging and it does more damage when the player's hit points is less than the enemy's hit points. -- AUTHOR'S NOTE Originally conceived in 2005, it was ment to be a real-time Pokémon battle simulator. During revision, I scrapped that idea and gave this game a bit more of an arcade-ish feel with a bit more replay value and (crappy) unlockable bonuses. Jeez, I got so caught up in the programming of this game that I stayed up until 0500 in the morning. This game was very fun and frustrating to make. So I hope you will enjoy playing it as much as I had fun making it. -- Major changes since the first version include: The Games Factory 2 Engine Minimalistic title screen Removal of introduction Reflexive attacks Intuitive interface Fluid gameplay Balanced damage Statistics Unlockables etc. -- Tools used: The Games Factory 2 ($60) to make the game Mozilla Firefox 3.1 ($0) to find graphics for the game Paint.NET v3.35 ($0) to edit graphics for the game Mabinogi ($0) to relieve stress Computer ($1100) for obvious reasons Monitor ($175) for obvious reasons Brain that is completely burned out, stressed out and damn near worthless -- 2007-2009 KILLERpikachu Project SASERU k . p i k a c h u http://www.freewebs.com/kpikachu