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• loss of awareness
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WARNING: PHOTOSENSITIVITY/EPILEPSY/SEIZURES
Thank you for purchasing CRUSH™. Please note that this software
is designed for use with the PSP® (PlayStation®Portable) system.
Be sure to read this software manual thoroughly before you start
playing.
™
CONTENTS
Getting Started ...............................................................................................2
Setting Up ........................................................................................................ 3
The Story .........................................................................................................4
Welcome to the Machine .............................................................................5
Waking in a Dream; How to Play the Game ............................................... 6
Game Controls ................................................................................................7
The Weird & Wonderful World of C.R.U.S.H .............................................. 9
Dr. Reubens’ Experimental Treatment Also Recommends .................... 10
Trouble Staying Asleep? The Hint System ............................................... 14
Hospitalized for insomnia, our troubled hero is a nervous wreck, his
subconscious swimming in unresolved issues. Sleeping is all he can
think about, and thinking about it keeps him awake at night.
Dr. Reubens
Maverick psychologist or mad scientist, Dr. Reubens is the pioneer of
a new field in medicine. He is convinced his miracle machine will get
to the bottom of Danny's troubles and win him the academic acclaim
he is due. And then the ethics board will have to hear him out, yes…
C.R.U.S.H.
Dr. Reubens' pride and joy, C.R.U.S.H. is the very latest in
psychotherapy. Her name stands for Cognitive Regression Utilizing
pSychiatric Heuristics and according to Dr. Reubens, her processing
power is matched only by her beauty.
Regression Therapy: A New Perspective
What makes C.R.U.S.H. unique is her ability to re-frame a patient's
problems. While under hypnosis, C.R.U.S.H. will allow Danny to move
between 3D and 2D as he navigates his neuroses and comes to terms
with the secrets of his past.
Welcome to the Machine
C.R.U.S.H. Main MenU SCReenS
When you load up the game you will see the following options on
screen:
New Game
Start your therapy from the beginning.
Choose New Game if this is your first time
playing CRUSH.
Continue
Continue from an unlocked level or replay a
completed level. To view your performance
on completed levels, press the F button.
Trophy Mode
Every time you collect a trophy pick-up, you unlock the special
time/crush limited trophy mode for that level. Pit yourself against Dr.
Reubens' benchmark sanity scores for a clean bill of health.
Load Game
Select and load previously saved games from a Memory Stick™.
Options
The Options menu allows you to modify
several Game Options, access a Memory
Stick™ to load, save or delete games, view a
gallery of unlockable artwork, and peruse the
roster of (mostly) rehabilitated patients who
have brought C.R.U.S.H to the masses.
GaMe optionS
Music Volume
Adjusts the in-game background music
using the
Sound Effects Volume
Adjusts the in-game sound effects using the ZX buttons.
ZX buttons.
Hints On (Yes-No)
With Hints On set to “Yes”, the game will offer helpful hints at
points where you may be stuck. If set to “No”, you will be left
to work out the puzzles for yourself.
45
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67
load/Save optionS
Load Game
Select and load previously saved games
from a Memory Stick™.
Save Game
Create a Save Game on a Memory Stick™.
Autosave (Yes-No)
With Autosave set to “Yes”, the game will automatically save
after each level. If set to “No”, a request will appear on
screen at the end of a completed level.
Delete Saved Game
Remove saved games from your Memory Stick Duo™.
Gallery
Therapy through artwork; disturbing clues
to Danny’s neuroses are unlocked by
collecting Memory pick-ups in the game.
Credits
Former patients of Dr. Reubens. These are the insomniacs
responsible for refining the C.R.U.S.H. therapy machine.
Waking In A Dream;
How to Play the Game
Alarm Clock
or
(Trophy
Mode
Only)
Memory Pick-Up
Trophy Pick-Up
Crush Timer
Crush Limit
Trophy Mode
Timer
Marbles Collected /
Level Total
Game Controls:
Rotate camera/
change
crushable angle
Directional control
Half-Tilt = Walk
Full-Tilt = Run
(Camera Relative Direction in 3D)
(Screen Relative Direction in 2D)
Crush/Uncrush
Help Screen
Pause the game
& bring up the
Pause menu
+ Analog stick- allows
camera free roam
Hold to look around
Show hint
Push
Crouch
Jump
Tap to leap short distances,
hold to get Danny’s
maximum jump
analoG-StiCk - Move playeR
The analog stick controls Danny's movement. Tilt it gently to walk,
and use full tilt to run. Lucky for Danny, C.R.U.S.H. protects him from
walking or running off edges where he might fall to his death. But
beware, if Danny wants out, C.R.U.S.H. won’t stop him from crawling or
jumping to his doom!
diReCtional pad - Move CaMeRa
Using the directional buttons changes the camera view and crushable
angle; press ZX to rotate the camera around the player, and CV
to go between horizontal and vertical angles.
< button – Crush/Uncrush
As you venture into the strange world of Danny’s subconscious,
you will learn to crush back and forth between 3D and 2D as you
navigate through his many puzzles and problems. Dr. Reubens’
machine allows Danny to crush only against certain surfaces
(refer to Block Types on pg. 9).
> button – Look-Around Camera
Hold the > button and use the analog stick to rotate the camera
in look-around mode, allowing Danny to zoom out for a better
perspective, useful for finding the most hidden pick-ups.
S- Jump
Hint
Tapping the S button enables Danny to leap short distances;
holding the
lightheaded thought is active (see Thoughts on pg. 13) increases the
height and length of Danny’s jump even further.
S button allows Danny to jump further. Jumping while a
Page 6
89
A- Push
There are many boulders within the levels that can be moved
around to press switches, make stepping-stones and even destroy
nightmares.
F- Crouch
Crouching will allow Danny to get into many nooks and crannies
within a level. Dr. Reubens likes to probe nooks and crannies, so
do what you can to explore. Sometimes Danny may need to
crouch in order to crush into the most secret little areas!
D- Show Hint
Occasionally, C.R.U.S.H. will notice something you might have
missed. When this happens, a message will appear in the bottom
right-hand corner of the screen, offering you a hint. Press
the
D button to see what advice C.R.U.S.H. has to offer. But note,
you will need to turn hints on in the Options menu – the first step to
recovery is asking for help.
S TART button – Pause menu
Brings Danny temporarily out of C.R.U.S.H. therapy and accesses
the Pause menu.
SELECT button – The Help Screen
If Danny is having trouble remembering how
to navigate within C.R.U.S.H. or needs to
remind himself about different block types,
all he needs do is press the SELECT button
and C.R.U.S.H. will give him a quick refresher.
paUSe MenU
Resume – Continues the game from before
you paused.
Restart Level – Begin the level from
scratch, resetting all stats for this session.
Options – Brings up the game options. This is the same screen that
you can access from the main menu.
Quit – Leaves the current level and returns to the level
select screen.
The Weird & Wonderful
World of C.R.U.S.H:
Dr. Reubens has programmed C.R.U.S.H. with some informative
tutorials to guide Danny through the protocols of his radical therapy,
but due to previous disagreements with the ethics board, Dr. Reubens
is now required to document his practices.
Block Types
There are three main types of Blocks. Their appearances will differ
depending on how far back Danny has regressed. Make sure to press
the SELECT button and familiarize yourself with the Block Types in
the Help Screen. All Blocks are solid in 3D, but in 2D they respond in
different ways:
Solid Blocks
Can be stood on, but not walked through. Danny cannot crush
against Solid Blocks.
Hollow Blocks
Can be stood on and walked through. These are the only Blocks
Danny can cross in a top-down crush.
Ghost Blocks
Can’t be stood on but can be walked on and fallen through. Ghost
Blocks will appear as holes through the ground in a top-down Crush.
Don’t worry, that’s perfectly natural.
Ramps and Stairs
Danny can climb up stairs just by walking into them, but ramps are
a bit more slippery. However, both reduce to much simpler shapes
when crushed the right way, so if one angle doesn't work, why not try
a different one?
Sheets
Sheets are infinitely thin Blocks. They behave differently in 3D and 2D
space much like the rest of the Blocks. However, Sheets are always
present but are not always visible. Depending on your camera view
and what space you occupy (2D or 3D), the Sheets will appear or
disappear.
Moving Blocks
Look for these as they often lead to otherwise inaccessible parts of
a level. Sometimes an area looks as though it can’t be reached, but a
hidden switch can activate a Moving Block and open up new avenues
to explore.
Fragile Blocks
A Fragile Block looks like a cracked and pitted Solid Block, but it will
crumble away very quickly if Danny puts any weight on it. Fragile
Blocks reappear in 3D, so Danny need not fear if he fails to make the
most of them on his first attempt.
Page 7
1011
Dr. Reubens' Experimental
treatment Also Recommends:
Red Marbles
These are worth 10 points, but there is only one in each level
and it is inevitably hidden in some obscure corner of Danny's
subconscious. Note: Tutorial levels may have more than one
red marble.
CaMeRaS
In 3D, you can rotate the camera around Danny using the directional
pad or hold down the > button and use the analog stick to look
around the entire level. In 2D, the camera scrolls horizontally and
vertically instead.
Danny is advised to look around frequently in order to find bonus pickups and get the most from his treatment.
fallinG
Danny can cope with a fair drop, but six blocks or more will wake him
up, so look before you leap.
CHeCkpointS
During therapy, Danny will come across checkpoints that
store his progress within a level. If Danny wakes up from any
unfortunate accidents during treatment, C.R.U.S.H. will return
him to the last checkpoint tagged, but it is important to note
that this information is not saved if you leave a level!
tHe exit
In each level, C.R.U.S.H. creates an exit, but Danny must
collect at least half of his lost marbles before Dr. Reubens will
deem the session successful and allow him to progress.
piCk-UpS
Danny should collect as many pick-ups as possible to ensure a full
recovery. Pick-ups come in three main flavors:
Marbles
Marbles are the most common type of pick-up. Danny must collect at
least half of the marbles in each level to open the exit.
Blue Marbles
These are worth one point and are scattered all around
Danny's mind.
Pink Marbles
These are worth three points and are usually harder to get
than the blue ones.
Memories
There is only one memory in each level. Collecting these will
unlock images in the gallery that may give an insight into
Danny’s troubled mind.
Trophies
Danny didn't win many trophies as a child, but now is his
chance to change all that. There is only one trophy in each
level and collecting it unlocks the time/crush limited trophy
mode for that level. But be warned, trophies don't come
without a challenge: trophies can only be seen and collected
while a trophy thought is active.
niGHtMaReS
Cockroaches
These evil pests have infested every corner of Danny’s
psyche – but under that tough exterior, they're just as soft
and vulnerable as everyone else. So crush them against a
Solid Block, roll a boulder over them or even capture them
in a cage.
Block Walkers
An unfortunate childhood incident left Danny with an unusual
phobia of building blocks. Really, don’t ask. In his mind,
this fear manifests as Block Walkers: uncompromising
automatons that march through Danny's mind pausing only
while he is crushed in 2D.
Slugs
As Danny regresses into his childhood, so too do some of his
nightmares. The slugs in Danny's mind are not actually slugs
at all but the oversized larvae of cockroaches. They are
lethal, and will lunge at Danny, should he cross paths with
one. The only way to deal with these menaces is to crush
them – causing them to curl into a protective ball. Only then
can Danny roll them out of the way.
Hazard Blocks
Every now and then, Danny will come across walls and floors
with nightmare limbs and appendages lurking in them. These
nightmares may seem to go quiet as Danny approaches,
but they’re just luring him in so they can slap him around, so
don’t get too close!
Page 8
1213
boUldeRS
These are large objects that Danny can push around the level, but in
order to keep Danny from losing his mind, C.R.U.S.H. will make any lost
boulders reappear in 3D.
Note – Danny's mental muscle is stronger than he thinks. He can push
boulders even when he is slightly above or below them. In places this
will prove critical to his recovery.
There are a variety of boulders, but the four common types are:
Balls Rollers Octaballs Octarollers
In addition to the standard boulders, rollers and octarollers also have
ghost variations and can be crushed to create 2D tunnels through
Solid Blocks.
SwitCHeS
There are a variety of switches in the game, in order to move things
such as platforms, doors and cogs. Green switches have latches and
will stay down once pressed, however blue switches are only active
while something is pressing them down.
Both colors come in three different sizes:
Small Switch – This can be triggered by either Danny or
a boulder.
Large Switch – Danny is not heavy enough to trigger this
switch, and he must find a boulder to use instead.
Medium Switch – In 3D, this behaves as a large switch,
but crushed the right way, it will look and behave like a small
switch.
Cogs
These are a special type of trigger that can only be turned on
by either moving a cog into place or by crushing a series of
cogs together.
CRUSH-SenSitive objeCtS
A number of objects in Danny's mind respond to being crushed. Each
has its own special properties.
Portraits
Sometimes Danny will come across framed pictures in a
level. These portraits will be activated when crushed and will
release whatever was in the picture… be it a boulder or a
nightmare. These can be a blessing or a curse, so consider
the consequences before you crush!
Cages
Cages open only in 2D, but as soon as they are triggered,
they lock shut. They are great for containing problem
nightmares, but beware, Danny can easily be caught in his
own trap.
tHoUGHtS
An experimental element of Dr. Reubens’ therapy allows Danny to
empower his thoughts by crushing, providing they are fully on-screen
and not obscured.
Trophy Thought
Be on constant look out for these, one can be found in every
level! Triggering a Trophy Thought will reveal the trophy
pick-up. Once the trophy has been grabbed, the thought will
disappear.
Lightheaded Thought
Triggering this thought will reduce gravity, allowing Danny
to jump higher and further and avoid injury when falling long
distances.
Dimensional Thought
Not all thoughts are helpful. Danny should watch out for
Dimensional Thoughts or while they are triggered, they will
prevent him from uncrushing back to 3D.
Temporal Thought
This thought is rare but very powerful. Triggering it will
stop time, allowing Danny to move around his mind while
everything else remains frozen.
Alarm Clocks
Waking up within a level will undo all of Danny’s progress,
sending him back to the last checkpoint, or worse, all the
way back to the beginning, which really annoys Dr. Reubens!
So, if you see an alarm clock, be cautious. Crushing the
hands onto the clock will set it counting down. If this does
happen, Danny’s only chance is to turn it off by jumping on
the clock’s big red button.
Page 9
1415
Trouble Staying Asleep?
The Hint System
Crushed by the city, scared of the seaside? Simply turn hints on in
the Options menu and C.R.U.S.H. will come to your aid. Press the D
button when the Hint icon is displayed to see what C.R.U.S.H. has
to say. But don’t get too dependent on the hints. In the interests
of Danny’s full recovery, Dr. Reubens withholds them from the final
stages of therapy.
CREDITS
Zoë Mode
Development Team
Producer
Paul Mottram
Lead Programmer
Peter Pimley
Programmers
Pete Gunter
Andrew Taylor
Chris McLaughlin
Additional Code Support
Alex Butterfield
Gabriel Lee
Richard Heasman
Ben Mitchell
Paul Mottram
Lead Artist
Jonathan Taylor
Artists
Richard Beech
Neil Gallagher
Lisa Springett
Ross Stanton
Matt Startin
Additional Art Support
Jason Cunningham
Ben Hebb
David Tolley
Lead Designer
Alex Butterfield
Designers
Pete Newing
Herman Serrano
Fraser Simpson
Sound Designer
Phil Bedford
Music
Matt Coldrick
Video Editing
Paul 'Moog' Gravett
Script
Ste Curran
Simon Parkin
QA Manager
Elaine Green
QA Team
Dave Shorter
Bill Stone
Additional Thanks
Asad Habib
Neil Sluman
Dan Weighton
Production Team
Studio Head
Ed Daly
Technical Director
Richard Heasman
Art Director
Ben Hebb
Audio Director
Ciaran Walsh
Production Director
Mike Cox
Executive Management
Ian Baverstock & Jonathan Newth
Page 10
CREDITS
SEGA OF AMERICA
CEO Naoya Tsurumi
President Simon Jeffery
VP of Product Development Dave Cobb
VP of Sales Sue Hughes-Taigen
VP of Marketing Scott A. Steinberg
Localization Manager John Merlino
Production Assistant Omar Woodley
Director of Marketing Rick Naylor
Product Marketing Manager Sarah Berridge
Director of Public Relations Charles Scibetta
Public Relations Manager Jennie Sue
Creative Services Manager Jen Groeling
Production Specialist Heather Lucchetti
QA Manager Deni Skeens
QA Supervisor Josh Morton
Senior QA Lead Shawn Dobbins
QA Project Lead Teressa Guest
Assistant QA Lead Amanda Glasser
Testers Justin Honegger
Andrew Thanyawatpokin
Sam Carion
Nathan Anderson
Special ThanksStephen AkanaLawrence Mann
Joe Floyd
Junior Sison
John Belcher
Eduardo Camacho
Rhianna Kellom
Rey Buzon
Matt Ellison
Christopher Kaminski
Darius Sadeghian
BK design
1617
LIMITED WARRANTY:
SEGA of America, Inc. warrants to the original consumer purchaser that the game
disc or cartridge shall be free from defects in material and workmanship for a
period of 90-days from the original date of purchase. If a defect covered by this
limited warranty occurs during this 90-day warranty period, the defective game
disc or cartridge will be replaced free of charge. This limited warranty does not
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receipt, to the retailer from which the software was originally purchased. In the
event that you cannot obtain a replacement from the retailer, please contact SEGA
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To receive additional support, including troubleshooting assistance, please contact
SEGA at:
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• Telephone: 1-800-USA-SEGA
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ANY APPLICABLE IMPLIED WARRANTIES, INCLUDING WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE HEREBY
LIMITED TO 90 DAYS FROM THE DATE OF PURCHASE AND ARE SUBJECT TO THE
CONDITIONS SET FORTH HEREIN. IN NO EVENT SHALL SEGA OF AMERICA, INC.,
BE LIABLE FOR CONSEQUENTIAL OR INCIDENTAL DAMAGES RESULTING FROM
THE BREACH OF ANY EXPRESS OR IMPLIED WARRANTIES. THE PROVISIONS
OF THIS LIMITED WARRANTY ARE VALID IN THE UNITED STATES AND CANADA
ONLY. SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED
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THIS WARRANTY PROVIDES YOU WITH SPECIFIC LEGAL RIGHTS. YOU MAY HAVE
OTHER RIGHTS THAT VARY FROM STATE TO STATE.
To register this product, please go to www.sega.com
NetBSD
The communications function of this product includes software developed by the
NetBSD Foundation, Inc. and its contributors. For a complete list of contributors
please see http://www.scei.co.jp/psp-license/pspnet.txt
“PlayStation”, “PS” Family logo, and “PSP” are registered trademarks and “UMD”
is a trademark of Sony Computer Entertainment Inc. “Memory Stick Duo” and
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