Sega PSP GAMES CRUSH User Manual

Page 1
front cover
(this page does not print)
Page 2
For safe use o f this product, care fully read the follo wing section of this m anual and the Precauti ons section of the in struct ion manua l suppli ed with the P SP® (Pla yStati on®Port able) sy stem bef ore use . Retain b oth thi s software manual and the instruction manual for future reference.
Use and handling of UMD™
• This disc is P SP® (PlayStation®Portable) form at software and is intend ed for use with the PSP system only. If the disc is used with other devices, dama ge to the disc or to the device may result. • This disc is compatible for use wi th the PSP® syst em marke d with FOR S ALE AND US E IN U.S. ON LY. • D ependi ng on the so ftware , a Memory Stick Duo™ or Memory Stick P RO Duo™ (both sold sep arately) may be requir ed. Refer to the softw are manual for f ull details. • If pause d images are display ed on the screen for an ext ended period of time , a faint image may be left permanently on the sc reen. • Do not leave the disc in dire ct sunlight, near a heat source, in a car or o ther pl aces sub ject to hi gh heat an d humid ity. • Do not t ouch the o pening o n the rea r of the dis c (recording surfa ce of the disc; see drawing ). Also, do not allow dust, sand, foreign objects or oth er types of dirt to ge t on the dis c. • Do not b lock the o penin g with pap er or tap e. Also , do not wri te on the di sc. • If th e openi ng area do es get di rty, wipe g ently w ith a sof t cloth. • To clean the disc, w ipe the exterior surface ge ntly with a soft cloth. • Do not use so lvents such a s benzine, com mercially- available cl eaners not in tended for CDs, or an ti-static spray inte nded for vinyl LPs as th ese may damage the disc .
• Do no t use crac ked or de forme d discs or discs th at have b een rep aired wi th adhesives a s these may cause conso le damage or malfunct ion. • SCE will not be held liable for damage resulting from the misuse of discs.
Ejecting the d isc
Pre ss the r ight s ide of t he dis c unti l it is in t he pos itio n show n in the drawi ng and then rem ove it. If exce ss force is app lied this may r esult in damage to the disc.
Storing the di sc
Inser t the botto m side of the di sc and then pr ess on the to p side until i t cli cks in to pl ace. I f the di sc is no t stor ed pro perl y, thi s may re sult i n damage to the disc . Store the disc in its case whe n not in use and keep in a place out of the reach of chi ldren. If the disc is left out this may result in warping or other damage to the disc.
Recording surface
A very small percentage of individuals may experience epileptic seizures or blackouts when exposed to certain light patterns or flashing lights. Exposure to certain patterns or backgrounds on a screen or when playing video games may trigger epileptic seizures or blackouts in these individuals. These conditions may trigger previously undetected epileptic symptoms or seizures in persons who have no history of prior seizures or epilepsy. If you, or anyone in your family, has an epileptic condition or has had seizures of any kind, consult your physician before playing. IMMEDIATELY DISCONTINUE use and consult your physician before resuming gameplay if you or your child experience any of the following health problems or symptoms:
• dizzines s • disorientation
• altered vision • seizures
• eye or muscle twitches • any involuntary movement or convulsion
• loss of awareness
RESUME GAMEPLAY ONLY ON APPROVAL OF YOUR PHYSICIAN.
__________________________________________________________________________________
Use and handling of video games to reduce the likelihood of a seizure
• Use in a well-lit area and keep a safe distance from the screen.
• Avoid prolonged use of the PSP® system. Take a 15-minute break during each hour of play.
• Avoid playing when you are tired or need sleep.
__________________________________________________________________________________
Stop using the system immediately if you experience any of the following symptoms: lightheadedness, nausea, or a sensation similar to motion sickness; discomfort or pain in the eyes, ears, hands, arms, or any other part of the body. If the condition persists, consult a doctor.
__________________________________________________________________________________
Do not use while driving or walking. Do not use in airplanes or medical facilities where use is prohibited or restricted. Set the PSP® system’s wireless network feature to off when using the PSP® system on trains or in other crowded locations. If used near persons with pacemakers, the signal from the PSP® system’s wireless network feature could interfere with the proper operation of the pacemaker.
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
Credits ............................................................................................................ 15
Warranty ........................................................................................................19
ULUS-10238
1
Page 3
2 3
GETTING STARTED SETTING UP
Set up your PSP® (PlayStation®Portable) system according to the instructions in the manual supplied with the system. Turn the system on. The power indicator lights up in green and the home menu is displayed. Press the OPEN latch to open the disc cover. INSERT the
CRUSH disc with the label facing away from the system, slide until
fully inserted and close the disc cover. From the PSP® systems home menu, select the Game icon and then the UMD icon. A thumbnail for the software is displayed. Select the thumbnail and press the S button of the PSP® system to start the software. Follow the on-screen instructions and refer to this manual for information on using the software.
NOTICE: Do not eject a UMD while it is playing.
Memory Stick Duo
Warning! Keep Memory Stick Duo media out of reach of small children, as the media could be swallowed by accident.
To save game settings and progress, insert a Memory Stick Duo into the memory stick slot of your PSP® system. You can load saved game data from the same memory stick or any Memory Stick Duo containing previously saved games.
Page 4
The Story
Danny
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 Z X buttons.
Z X 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.
4 5
Page 5
6 7
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 Z X to rotate the camera around the player, and C V 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
8 9
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
10 11
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
12 13
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
14 15
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 Thanks Stephen Akana Lawrence Mann Joe Floyd Junior Sison John Belcher Eduardo Camacho Rhianna Kellom
Rey Buzon Matt Ellison Christopher Kaminski Darius Sadeghian BK design
16 17
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 apply if the defects have been caused by negligence, accident, unreasonable use, modification, tampering, or any other causes not related to defective materials or manufacturing workmanship. This limited warranty does not apply to used software or to software acquired through private transactions between individuals or purchased from online auction sites. Please retain the original, or a photocopy, of your dated sales receipt to establish the date of purchase for in-warranty replacement. For replacement, return the product, with its original packaging and 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 to obtain support.
Obtaining technical support/service To receive additional support, including troubleshooting assistance, please contact
SEGA at:
• Website: www.sega.com/support
• E-mail: support@sega.com
• Telephone: 1-800-USA-SEGA
LIMITATIONS ON WARRANTY
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 WARRANTY LASTS, OR EXCLUSION OF CONSEQUENTIAL OR INCIDENTAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU. 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 “Memory Stick PRO Duo” are trademarks of Sony Corporation.
Loading...