------------------------------------------------------------------------------- ________ _____ |\ | | | \ | \ | | | \ | \ | | | \ | \ | ____ |---- | | ___ ___ __ __ | \ | | | | | | / \ | \ | \ | | | / | | | | |__/ | \ | | | / | | | | |\ | \| |________ |_____/ _|_ | \__/ | \ ------------------------------------------------------------------------------- __ __ ___ __ ___ __ / / \ |\ | | | |\ | | / | | | | \ | | |- | \ | | \-\ \__ \__/ | \| | |__ | \| | __/ ------------------------------------------------------------------------------- Introduction------- ---- I1 Menu's / Basics---- ---- MB1 Edit Mode-------------- ---- EM1 Ned / Edit Menu---- ---- NEM1 Objects------------ ---- O1 Gauss Turret----------- ---- GT1 Homing Launcher-------- ---- HL1 Mine------------------- ---- M1 Floor Gaurd------------ ---- FG1 Thwump----------------- ---- T1 Zap Drone-------------- ---- ZD1 Chase Zap Drone-------- ---- CZD1 Laser Drone------------ ---- LD1 Chaingun Drone--------- ---- CD1 Player----------------- ---- P1 Gold------------------- ---- G1 Bounce Block----------- ---- BB1 Launch Pad------------- ---- LP1 One-Way Platform------- ---- OWP1 Exit------------------- ---- E1 Normal Door------------ ---- ND1 Locked Door------------ ---- LKD1 Trap Door-------------- ---- TD1 Tiles-------------- ---- T1 Stop NaN--------------- ---- SN1 Edit Object Coordinates ---- EOC1 *****Special Thanks***** **** ST1 Version History---- ---- VH1 Contact Info------- ---- CI1 ------------------------------------------------------------------------------- ___ ___ _ __ __ __ ___ ___ __ | |\ | | | \ / \ | \ | | / | | / \ |\ | | | \ | | |_/ | | | | | | | | | | | | \ | _|_ | \| | | \ \__/ |__/ \__| \__ | _|_ \__/ | \| ------------------------------------------------------------------------------- ---- I1 This guide was created to inform all N players of all the tips, tricks & glitches in N-EDitor not specified in-game or on-screen --------------Things Used Throughout This Guide---------------------- --------------------------------------------- General Tip / Easiest Method / Note --------------------------------------------- [KEYBOARD KEY] [keyboard key without words] {Map tile} ------------------------------------------------------------------------------- __ __ _ __ ___ __ __ |\ /| | |\ | | | * / / | \ /\ / | / / | \ / | |- | \ | | | \-\ / |-| /__\ \_\ | | \-\ | \/ | |__ | \| \__| __/ / |_/ / \ __/ _|_ \__ __/ ------------------------------------------------------------------------------- ---- MB1 This section only covers the Main Menu & Main Menu Sub-Menus, Not The NED Menus Main Menu Play Game - Enters select episode Sub-Menu Select Episode - Shows a list of episodes 00-99 User Levels - Shows a list of all maps in the userlevels.txt Story - Enters the story of N The Story Of N - Tells you about how N works in a story Press [N] to continue Select Episode - Shows a list of episodes 00-99 Shortcut [N] from Main Menu Highscores - Best replays & death count Sub-Menus Personal Bests - You can watch your best replays Must select an episode first Kill Count - Displays the amount of times you died includes pressing the kill button - default [K] View Scores - You can play individual maps in an episode Select Episode - Changes personal bests, view scores & episode scores Sub-Menus Configure - Allows you to change visual, sound & more settings Flavour Selection - List of avaliable colours for the Ninja Visual Quality - Can be changed from medium to high Practise Mode - Allows you to skip levels in the N story Key Configure - Allows you to change the buttons used in-game & volume Account - Used for online high score submission & NUMA Help - Displays a list & demo of how the Ninja interacts with walls & all objects Credits - Contributers to N The backgroud in this menu will change if you open a different N window Quit - Enters Y/N Sub-Menu Y/N - Y - Credits N - Main Menu NED - Press [~] to enter ` Enters Edit Mode Sub-Menu --------------------------------------------- Most people have their jump key as [space] or the [up arrow], others have it as [Z] & some have it as the default [SHIFT] People either laeve the kill button as default [K] or change it to the [down arrow] I recommend setting your "boss mode" key to [NUM LOCK] In the story of N Sub-Menu it says the Ninja is a pacifist, if your a pacifist & then beat N, you probably won't be a pacifist anymore --------------------------------------------- ------------------------------------------------------------------------------- __ __ ___ ___ __ __ __ | | \ | | |\ /| / \ | \ | |- | | | | | \ / | | | | | |- |__ |__/ _|_ | | \/ | \__/ |__/ |__ ------------------------------------------------------------------------------- ---- EM1 To enter NED / Edit Mode press [~] ` Edit Mode [M] - Returns to Main Menu [L] - Loads map from level data text box [S] - Saves current map to level data text box [J] - Deletes map on-screen [H] - Deletes map on-screen & fills map with {E} tiles [E] - Enters NED / Edit Menu Sub-Menu - WARNING: this will leave all objects on-screen that can move, as they are, this means if you place a drone on the map then then let the drone move, then press [E] the drone will be in the same place it moved to This affects - Player - Floor Gaurds - Thwumps - Zap Drones - Laser Drones - Chaingun Drones Mines & Bounce Blocks are not affected by this [R] - Resets objects [T] - Resets objects & enters NED / Edit Menu Sub-Menu [P] - Playtest map on-screen Replay Menu [1] - Begin recording demo, this button can be pressed at any time [2] - Stop recording demo, only works if [1] is pressed prior to pressing [2] [Q] - Plays demo in demo data text box - Resets objects [W] - Stops demo, only works if [Q] is pressed prior to pressing [W] [3] - Loads demo from demo data text box [4] - Saves demo to demo data text box --------------------------------------------- "The replay menu is used quite often during playtesting." - Meta_ing "When loading a map, the last object will be NaN'd ONLY if the level data editbox is active. To avoid that, simply click outside of the editbox before pressing L. " - Meta_Ing --------------------------------------------- ------------------------------------------------------------------------------- __ __ __ __ ___ ___ __ |\ | | | \ / | | \ | | |\ /| | |\ | | | | \ | |- | | / |- | | | | | \ / | |- | \ | | | | \| |__ |__/ / |__ |__/ _|_ | | \/ | |__ | \| \__| ------------------------------------------------------------------------------- ---- NEM1 NED / Edit Menu [INSERT] or [numpad 0] - Enters Editing Objects Sub-Menu Editing Objects - Allows you to edit objects on the current map [DELETE] or [numpad .] - Enters Editing Tiles Sub-Menu Editing Tiles - Allows you to edit tiles on the current map [PGDN] - Saves current map to level data text box [PGUP] - Loads map from lavel data text box ------------------------------------------------------------------------------- __ _ ___ __ __ ___ __ / \ | \ | | / | / | | |-| | |- | | \-\ \__/ |_/ _/ |__ \__ | __/ ------------------------------------------------------------------------------- ---- O1 At the start of each object i will write the in-game description, ASCII image, example of object data & description & all names that object is called Object data is different for each object & will be described for each object Enemies lag for each other enemy on that map If there is 1 Homing Launcher on the map the rocket will have 0 lag, if there is 2 Homing Launchers on the map, the rocket placed on the map first will have 2 lag & the rocket placed second will have 1 lag Enemies that affect this & are affected by this - Gauss Turret - Homing Launcher - Laser Drone - Chaingun Drone Enemies that don't affect this & are not affected by this - Mine - Floor Gaurd - Thwump - Zap Drone - Chase Zap Drone --------------------------------------------- 1 lag is almost unnoticable when playing N, but is a problem when making DDAs --------------------------------------------- ------------------------------------------------------------------------------- __ __ __ ___ _ _ __ ___ / /\ | | / / | | | | \ | \ | | | _ /__\ | | \-\ \-\ | | | |_/ |_/ |- | \__| / \ \__| __/ __/ | \__| | \ | \ |__ | ------------------------------------------------------------------------------- ---- GT1 _ _ / \ / / \ \ * \ \ / / \_ _/ "The bad news: these guys fire depleted uranium as super sonic speeds. The good news: they can't move , & their targetting software is obsolete." 3^396,300 object number^x coordinate,y coordinate Names - Gauss - Everyone - Gauss Turret - Everyone - Sniper - Me Gauss Turrets can shoot through any amount of tiles as long as there is no empty space between the tiles If there is a Gauss Turret in the bottom left corner & 30 {E} tiles between the Gauss Turret & the Ninja, the Gauss Turret will still be able to kill the Ninja NOTE: The Gauss Turret must be in a tile to be able to shoot through other tiles ------------------------------------------------------------------------------- __ ___ __ __ __ _ | | / \ |\ /| | |\ | / | /\ | | |\ | / | | | | \ |--| | | | \ / | | | \ | | _ | /__\ | | | \ | | |--| |- |_/ | | \__/ | \/ | _|_ | \| \__| |__ / \ \__| | \| \__ | | |__ | \ ------------------------------------------------------------------------------- ---- HL1 _ _ / \ // * \\ *** \\ * // \_ _/ "There are two key differences between you & these guys; they cant move, & you can't fire deadly ninja-seeking rockets." 10^396,300 object number^x coordinate,y coordinate Names - Rocket - Me - Rocket Launcher - Everyone - Homing Turret - Metanet - Homing Launcher - Everyone - Misile - Noobs - Misile Launcher - Noobs Homing Launchers are by far the funnest object in N & are able to preform a tile breach, where they pass through the corners of tiles ------------------------------------------------------------------------------- ___ __ |\ /| | |\ | | | \ / | | | \ | |- | \/ | _|_ | \| |__ ------------------------------------------------------------------------------- ---- M1 * * **** ****** **** * * "These guys are pretty fair: don't touch them, & they won't blow you up." 12^396,300 object number^x coordinate,y coordinate Names - Mine - Everyone - Red Dot - Noobs DON'T TOUCH! Even tho these can't move & are the easiest enemy to avoid they will probably kill you the most throughout N ------------------------------------------------------------------------------- __ __ __ _ __ _ __ | | / \ / \ | \ / /\ | | | \ | \ |- | | | | | |_/ | _ /__\ | | |_/ | | | |__ \__/ \__/ | \ \__| / \ \__| | \ |__/ ------------------------------------------------------------------------------- ---- FG1 ___ / \ / * \ | * | | | |_____| "Like happy little puppies, these robots will eagerly scamper along the ground towards you. Unlike most puppies, they'll kill you if they get close enough" 4^396,306,1 object number^x coordinate,y coordinate,object direction Names - Floor Gaurd - Everyone - Floor Drone - Everyone - Floorchaser - Metanet - Wall Gaurd - Modmaster - Puppies - Metanet WARNING: Don't place these on any part of the right edge of the map so that half of them is showing & the other half is in the non-deletable edge wall as this will cause N to become unresponsive & the only way to exit this unresponsiveness is to close the N window completly "About the floorguard crash glitch - N will also crash if the floorguard is anywhere outside the playable area." - Meta_Ing "left side activated first" means the Ninja was on the left of the Floor Gaurd Floor Gaurd glitches all depend on what side of the tile the Floor Gaurd is placed & what side gets activated first Any other variants of these are not possible If they are placed: In the air, left side activated first - keeps moving left through anything including tiles & moving across the air until it goes off the screen In the air, right side activated first - moves right half a tile, if the left side gets activated they will keep moving left through anything including tiles & moving across the air until it goes off the screen Left Half in the air & right half on a tile, left side activated first - keeps moving left through anything including tiles & moving across the air until it goes off the screen Left Half in the air & right half on a tile, right side activated first - acts as a normal Floor Gaurd Left half in the air & right half in a tile, left side activated first - keeps moving left through anything including tiles & moving across the air until it goes off the screen Left Half in the air, right half in a tile & tile 2 squares left & 1 square down of the tile the Floor Gaurd is in, left side activated first - keeps moving left through anything including tiles & moving across the air until it goes off the screen Right half in the air & left half on a tile, right side activated first - acts as a normal floor gaurd Right Half in the air & left half on a tile, left side activated first - keeps moving left through anything including tiles & moving across the air until it goes off the screen Right Half in the air & left half in a tile, right side activated first - moves half a tile to the right Right Half in the air, left half in a tile & tile 2 squares right & 1 square down of the tile the Floor Gaurd is in, right side activated first - acts as a normal Floor Gaurd ------------------------------------------------------------------------------- ___ _ | | | \ /\ / | | |\ /| | \ | |--| \ / \ / | | | \ / | |_/ | | | \/ \/ \__| | \/ | | ------------------------------------------------------------------------------- ---- T1 ______ | | | | | | |______| |******| "According to legend, in pre-robitic times there existed a race of large, spikey stone bastards, whose complete invulnerability & hereditary hatred of heroic italian plumbers led to their persecution, & eventually to extinction. Thakfully they've been recreated, in robotic form, & 3 of their 4 sides have been rendered harmless." 8^396,300,1 object number^x coordinate,y coordinate,object direction Names - Thwump - Everyone - Elevator - Noobs The parameters for their height / width is 2 times larger than what their height / width looks like If the object direction is set to any number other that -0, 0, 1, 2 & 3 the Thwump will look like a down facing Thwump but act as a right facing Thwump & won't move Thwumps can push the Ninja through right & up facing One-Way Platforms If the harmless side of the Thwump pushes the Ninja into an object / wall & he is partly / mostly in the air he will be launched into the air, depending on how high the Ninja is depends how high he gets launched, it's possible to be launced across the whole map if the Ninja is in the right position Objects the can do this with a thwump & the Ninja - Tiles - Left & Right Facing One-Way Platforms - Thwumps - Locked Doors - Trap Doors Up & Left facing Twumps that are facing into a tile half-way inside the tile will rise through anything including tiles & will still push the ninja while they are inside the playable area Down & Right facing Thwumps can also do this but they will need to be 001 coordinates in the direction they will go, so Down Facing Thwumps will need to be 001 coordinates up & Right Facing Thwumps will need to be 001 coordinates left to rise through anything & off the map 50% of the time if the thwump is moving horizontally & you run into the blue side you will die, the other 50% of the time you will run off the edge of the thwump ------------------------------------------------------------------------------- ___ _ __ _ __ __ / /\ | \ | \ | \ / \ |\ | | / /__\ |_/ | | |_/ | | | \ | |- /__ / \ | |__/ | \ \__/ | \| |__ ------------------------------------------------------------------------------- ---- ZD1 ___ / \ / \ | * | \ / \___/ "These fast-moving gaurds have a deadly electric touch. Some even have upgraded nav software, which lets them run chasing algorithims!" 6^396,300,4,0,0,3 object number^x coordinate,y coordinate,object pathing,chasing option, drone type,object direction Names - Drone - Everyone - Zap Drone - Everyone - Normal Drone - Me If the object direction is set to any number other that -0, 0, 1, 2, 3, 4, 5 the Zap Drone will still be able to kill the Ninja, but won't move Zap Drones can move through any tiles as long as the they start in any tile for as long as they don't enter an empty square ------------------------------------------------------------------------------- __ __ __ ___ _ __ _ __ __ / | | /\ / | / /\ | \ | \ | \ / \ |\ | | | |--| /__\ \-\ |- / /__\ |_/ | | |_/ | | | \ | |- \__ | | / \ __/ |__ /__ / \ | |__/ | \ \__/ | \| |__ ------------------------------------------------------------------------------- ---- CZD1 * ___ | / \ |/ \ | * | \ / \___/ "These fast-moving gaurds have a deadly electric touch. Some even have upgraded nav software, which lets them run chasing algorithims!" 6^396,300,4,1,0,3 object number^x coordinate,y coordinate,object pathing,chasing option, drone type,object direction Names - Chase Drone - Everyone - Chase Zap Drone - For This Guides shortcuts - Stalker Drone - Me If the object direction is set to any number other that -0, 0, 1, 2, 3, 4, 5 the Chase Zap Drone will still be able to kill the Ninja, but won't move Chase Zap Drones can move through any tiles as long as the they start in any tile for as long as they don't enter an empty square Chase Zap Drones can also chase through tiles as long as the they start in any tile for as long as they don't enter an empty square If there is a Chase Zap Drone in the bottom left corner & 30 {E} tiles between the Chase Zap Drone & the Ninja, the Chase Zap Drone will still be able to chase the Ninja Chase Zap Drones can also stay chasing through Normal Doors & Trap Doors ------------------------------------------------------------------------------- __ __ _ __ _ __ __ | /\ / | | \ | \ | \ / \ |\ | | | /__\ \-\ |- |_/ | | |_/ | | | \ | |- |__ / \ __/ |__ | \ |__/ | \ \__/ | \| |__ ------------------------------------------------------------------------------- ---- LD1 ___ / \ / * \ | | \ / \___/ "Sluggish but deadly, these guys need a second or so of charging before firing; use it to run for cover." 6^396,300,4,0,1,3 object number^x coordinate,y coordinate,object pathing,chasing option, drone type,object direction Names - Laser - Everyone - Laser Drone - Everyone If the object direction is set to any number other that -0, 0, 1, 2, 3, 4, 5 the Laser Drone will still be able to shoot at the Ninja, but won't move Laser Drones can move through any tiles as long as the they start in any tile for as long as they don't enter an empty square Laser Drones can shoot through any amount of tiles as long as there is no empty space between the tiles If there is a Laser Drone in the bottom left corner & 30 {E} tiles between the Laser Drone & the Ninja, the Laser Drone will still be able to kill the Ninja ------------------------------------------------------------------------------- __ ___ __ __ _ __ __ / | | /\ | |\ | / | | |\ | | \ | \ / \ |\ | | | |--| /__\ | | \ | | _ | | | \ | | | |_/ | | | \ | |- \__ | | / \ _|_ | \| \__| \__| | \| |__/ | \ \__/ | \| |__ ------------------------------------------------------------------------------- ---- CD1 ___ / \ / \ | === | \ / \___/ "These guys are equiped with a rapid-fire (but not so accurate) machinegun" 6^396,300,4,0,2,3 object number^x coordinate,y coordinate,object pathing,chasing option, drone type,object direction Names - Machine Gun - Me - Turret - Noobs - Chaingun - Everyone - Chaingun Drone - Everyone If the object direction is set to any number other that -0, 0, 1, 2, 3, 4, 5 the Chaingun Drone will still be able to shoot at the Ninja, but won't move Chaingun Drones can move through any tiles as long as the they start in any tile for as long as they don't enter an empty square Chaingun Drones can shoot through any amount of tiles as long as there is no empty space between the tiles If there is a Chaingun Drone in the bottom left corner & 30 {E} tiles between the Chaingun Drone & the Ninja, the Chaingun Drone will still be able to kill the Ninja ------------------------------------------------------------------------------- _ __ _ | \ | /\ \ / | | \ |_/ | /__\ / |- |_/ | |__ / \ / |__ | \ ------------------------------------------------------------------------------- ---- P1 _ / \ \"/ __|__ | | / \ / \ "The key to mastering N is to become comfortable with the feel of controlling the Ninja." 5^396,300 object number^x coordinate,y coordinate Names - N - Everyone - Ninja - Everyone - Player - Everyone Dies alot He has his own kill button, default [K] Can survive falls from the 11th square high, the Ninja must be standing on the bottom of the 11th square If there are 10 {E} tiles in a vertical line & the Ninja is standing on the top he will survive if he runs off the edge If there are 10 {E} tiles & 1 {5A} tile in a vertical line & the Ninja is standing on the top he will not survive if he runs off the edge The Ninja can't interact with other objects outside the playable area The Ninja can't wall slide outside the playable area but can wall jump / climb ------------------------------------------------------------------------------- __ __ __ / / \ | | \ | _ | | | | | \__| \__/ |__ |__/ ------------------------------------------------------------------------------- ---- G1 _____ |*****| |*****| |*****| |*****| |_____| "Thanks to your sickeningly materialistic attitude, collecting this stuff makes you happy, & that helps you live a bit longer. (Translation: adds 2 seconds to your lifespan)" 0^396,300 object number^x coordinate,y coordinate Names - Gold - Everyone - Time - Noobs - Cheese - Noobs Adds 2 second to time per gold ------------------------------------------------------------------------------- _ __ __ __ _ __ __ | \ / \ | | |\ | / | | \ | / \ / | / |-| | | | | | \ | | |- |-| | | | | || |_/ \__/ \__| | \| \__ |__ |_/ |__ \__/ \__ | \ ------------------------------------------------------------------------------- ---- BB1 _____ | | | | | | | | |_____| "It won't stop weapons, but it's kinda fun to jump on." 1^396,300 object number^x coordinate,y coordinate Names - Bounce Block - Everyone - BB - Everyone Bounce Blocks allow the Ninja to double jump Double jumping is preformed by double tapping the jump button when the Ninja is about to be thrown into the air Double jumping allows the Ninja to launch 8-14 squares high A double & tripple wall jump is also possible by jumping onto the side of a Bounce Block & double or tripple tapping the jump button as the Bounce Block starts to retract A double wall jump is easier to preform than a tripple A tripple wall jump gives more height & power than a double wall jump --------------------------------------------- I'm unsure if 8-14 is correct, but its a good average --------------------------------------------- ------------------------------------------------------------------------------- __ _ __ | /\ | | |\ | / | | | \ /\ | \ | /__\ | | | \ | | |--| |_/ /__\ | | |__ / \ \__| | \| \__ | | | / \ |__/ ------------------------------------------------------------------------------- ---- LP1 _______ | / \ | |_/___\_| "Touching this thing will launch you on a trip into the air; make sure you've got a landing planned or it may end up being a one-way trip" 2^396,300,0,-1 object number^x coordinate,y coordinate,object angle,object power Names - Launch Pad - Everyone - LP - Everyone - Trampoline - Noobs If Launch Pads are placed in a wall so that part of the Launch Pad is showing, the Ninja will be killed or move very slowly If Launch Pads are facing down in a tile only a little corner will be visible, it is also possible to jump off of these launch pads but very unlikely When the Ninja reaches a certain speed he will be able to pass through walls unharmed, Launch Pads can do this if the last number in their code is edited, this is the number that detirmines how powerful the Launch Pad is, the number will always be 1 until it's edited ------------------------------------------------------------------------------- __ __ / \ |\ | | \ /\ / /\ \ / | | | \ | |- __ \ / \ / /__\ / \__/ | \| |__ \/ \/ / \ / _ ___ __ __ _ | \ | /\ | | / \ | \ |\ /| |_/ | /__\ | |- | | |_/ | \ / | | |__ / \ | | \__/ | \ | \/ | ------------------------------------------------------------------------------- ---- OWP1 _____ |_____| \___/ "These little ledges will only stop you in one direction. hopefully it's not the direction you want to go." 7^396,300,3 object number^x coordinate,y coordinate,object direction Names - One-Way Platform - Everyone - OWP - Me - Ledge - Metanet If the object direction is set to any number other that -0, 0, 1, 2 & 3 the One-Way Platform will look like an up facing One-Way Platform but act as a down facing One-Way Platform The parameters for their height / width is 2 times larger than what their height / width looks like One-Way Platforms facing down are able to be wall climbed through, to do this you must put a wall climbable object below the One-Way Platform so that the Ninja can wall climb within 1 square of the One-Way Platform The Ninja can be pushed through right & up facing One-Way Platforms if a thwump pushes him through them A guide of One-Way Platform glitches on certain coordinates by Raif & TRO This glitch has been around for a long time, but no one knew why it happened and there have been all sorts of explanations for it but none of them were correct or could be proven. In fact the most common explanation, that this happens when you fall from 132 pixels high up onto a one way has been proven wrong time and time again. TRO and I have been messing around with one ways for the past few days, trying to replicate this glitch in different places, and according to our testing the glitch only works at upwards-facing one ways and left-facing one ways placed on specific positions. They seem to be impossible in all other positions, as well as on downward facing one ways and right facing one ways. (Can't be 100% sure though; there maybe things we missed) We still have no explanation for why it happens though. These positions aren't just random ones though, there seem to be a pattern to them. First of all each position is a 4-pixel range at which you can slip through a one way. For example if you can slip through a one way at 264, you should be also able to slip through a 4 pixel range around it, maybe like 264, 265, 266, 267. Another thing is that the highest one will be the hardest to slip through (in this case 264) while the last one will be ridiculously easy to slip through (267 in this case). All of these positions seem to be a power of 2 plus either 8, 9, 10 or 11. There are 4 of these ranges inside the map. The first range (72 to 75) 2^6 + 8 = 72 2^6 + 9 = 73 2^6 + 10 = 74 2^6 + 11 = 75 The second range (136 to 139) 2^7 + 8 = 136 2^7 + 9 = 137 2^7 + 10 = 138 2^7 + 11 = 139 The third range (264 to 267) 2^8 + 8 = 264 2^8 + 9 = 265 2^8 + 10 = 266 2^8 + 11 = 267 The fourth range (520 to 523) 2^9 + 8 = 520 2^9 + 9 = 521 2^9 + 10 = 522 2^9 + 11 = 523 All other possible positions according to this pattern are either out of the map, or impossible to test since they are too close to the borders. ------------------------------------------------------------------------------- __ ___ ___ | \ / | | |- X | | |__ / \ _|_ | ------------------------------------------------------------------------------- ---- E1 ____ ____ | | | _____ | ....... | | | | . . . | ||***|| | ....... | |_____| |____|____| "Freedom!! at least, freedom to proceed to yet another danger-filled room. The exit must first be activated from a remote terminal before it can be used." 11^396,300,396,300 object number^door x coordinate,door y coordinate, key x coordinate,key y coordinate Names - Exit - Everyone - Exit Door - Everyone - Door - Me Finishes the map ------------------------------------------------------------------------------- __ _ __ __ __ _ |\ | / \ | \ |\ /| /\ | | \ / \ / \ | \ | \ | | | |_/ | \ / | /__\ | | | | | | | |_/ | \| \__/ | \ | \/ | / \ |__ |__/ \__/ \__/ | \ ------------------------------------------------------------------------------- ---- ND1 || || || || || "These will stop weapons & drones. They open & close automatically -- just like in star trek!!" 9^384,300,0,0,16,12,0,-1,0 Object number^x coordinate,y coordinate, object direction offset in a clockwise direction,other object type, x grid square,y grid square,other object type,object direction, y coordinate offset Names - Normal Door - Everyone - Standard Door - Metanet The Ninja can go through these but enemies can't unless they pass through near the same time as the Ninja If a minimum of 6 peices of gold are placed in the center or halfway between the center & the edge of a Normal Door Normal Door / Locked Door / Trap Door glitches all depend on what object is first in the code & what order the doors are activated The other variants of these will all act normal If a Normal Door is placed under a Locked Door & the Locked Door is opened, the Normal Door will close fast enough to launch the Ninja but act normal & the Locked Door will act normal If a Normal Door is placed under a Locked Door & both doors are opened simultaneously the Normal Door will act as a Locked Door until it closes & then act normal If a Normal Door is placed under a Trap Door & the Trap Door is activated, the Normal Door will close fast enough to launch the Ninja but act normal & the Trap Door will act as nothing If a Normal Door is placed under a Trap Door & both doors are opened simultaneously the Normal Door will act as a Locked Door until it closes & then act normal If a Normal Door is placed on top of a Locked Door & the Locked Door is opened the Normal Door will act as a Locked Door If a Normal Door is placed on top of a Trap Door & the Trap Door is activated, the Normal Door will close fast enough to launch the Ninja but act normal & the Trap Door will act as nothing If a Normal Door is placed under & on top of a Locked Door & the Locked Door is opened the Normal Door will close fast enough to launch the Ninja but act normal, the Locked Door will act as nothing before it's opened If a Normal Door is placed under & on top of a Trap Door & the Trap Door is activated, the Normal Door will close fast enough to launch the Ninja but act normal & the Trap Door will act as nothing after it's opened --------------------------------------------- "close fast enough to launch the Ninja" also means it's possible for the Ninja to be killed --------------------------------------------- ------------------------------------------------------------------------------- __ __ __ __ __ __ __ _ | / \ / | / | | \ | \ / \ / \ | \ | | | | || |- | | | | | | | | |_/ |__ \__/ \__ | \ |__ |__/ |__/ \__/ \__/ | \ ------------------------------------------------------------------------------- ---- LKD1 | ___ [ ] | | [ ] ||-|| [ ] |___| | "These doors can only be opened by touching an access panel." 9^396,300,0,0,16,12,1,-1,0 Object number^x coordinate,y coordinate, object direction offset in a clockwise direction,other object type, x grid square,y grid square,other object type,object direction, y coordinate offset Names - Locked Door - Everyone - Lock - Noobs - Normal Door - Me - Door - Me If two Locked Doors are placed on top of each other they will only open properly if the top door is opened first If two Locked Doors are placed on top of each other & the door on the bottom is opened first the door will still appear open but will act as nothing, if the top door is opened after this the door will appear open but act as a Locked Door If three Locked Doors are placed on top of each other & the bottom door is opened first the door will still appear open but will act as nothing, if either of the other doors are opened after this, the door will act as a Locked Door, if the final door is opened after this the door will apear open but act as a Locked Door If a Trap Door is activated on a closed Locked Door it will act as a normal Trap Door, if the Locked Door is then opened it will act as nothing If a Normal Door is placed under a Locked Door & the Locked Door is opened, the Normal Door will close fast enough to launch the Ninja but act normal & the Locked Door will act normal If a Normal Door is placed under a Locked Door & both doors are opened simultaneously the Normal Door will act as a Locked Door until it closes & then act normal If a Normal Door is placed on top of a Locked Door & the Locked Door is opened the Normal Door will act as a Locked Door If a Normal Door is placed under & on top of a Locked Door & the Locked Door is opened the Normal Door will close fast enough to launch the Ninja but act normal, the Locked Door will act as nothing before it's opened --------------------------------------------- "the top Locked Door Key is activated first" means the door at the end of the code or closest to the end of the code is activated first --------------------------------------------- ------------------------------------------------------------------------------- ___ _ _ __ __ __ _ | | \ /\ | \ | \ / \ / \ | \ | |_/ /__\ |_/ | | | | | | |_/ | | \ / \ | |__/ \__/ \__/ | \ ------------------------------------------------------------------------------- ---- TD1 _|_ |___| ___ _|_ | = | |___| |___| | "Doors which stay open (& hidden) untill you trigger them, at which point they become walls. The triggers are sometimes cleverly concealed, so beware." 9^396,300,0,1,16,12,0,-1,0 Object number^x coordinate,y coordinate, object direction offset in a clockwise direction,other object type, x grid square,y grid square,other object type,object direction, y coordinate offset Names - Trap Door - Metanet - Trap - Everyone If a Trap Door is activated on a closed Locked Door it will act as a normal Trap Door, if the Locked Door is then opened it will act as nothing If a Normal Door is placed under & on top of a Trap Door & the Trap Door is activated, the Normal Door will close fast enough to launch the Ninja but act normal & the Trap Door will act as nothing after it's opened If a Normal Door is placed on top of a Trap Door & the Trap Door is activated, the Normal Door will close fast enough to launch the Ninja but act normal & the Trap Door will act as nothing If a Normal Door is placed under a Trap Door & both doors are opened simultaneously the Normal Door will act as a Locked Door until it closes & then act normal If a Normal Door is placed under a Trap Door & the Trap Door is activated, the Normal Door will close fast enough to launch the Ninja but act normal & the Trap Door will act as nothing ------------------------------------------------------------------------------- ___ ___ __ __ | | | | / | | | |- \-\ | _|_ |__ |__ __/ ------------------------------------------------------------------------------- ---- T1 A corner jump is when the Ninja jumps off the corner of a Tile & gains speed & height A corner kick is when the Ninja hits the corner of a Tile while falling to survive a fall A corner kick jump is when the Ninja jumps off a corner to survive a fall & gains height A corner wall jump is when the Ninja wall jumps off the corner of a {1}, {2}, {3}, {4} & {6} type Tiles A corner wall kick jump is when the Ninja corner wall jumps while falling & gains height A Tile Breach is when enemies pass / shoot through the extreme edges of a Tile This is possible with all tiles Enemies that can do this are - Gauss Turret - Homing Launcher - Laser Drone Glitched tiles are made when one of the characters in the tile data is not an actual tile code They appear as {5Q} but act as something else --------------------------------------------- A corner wall kick jump is only theoretical --------------------------------------------- ------------------------------------------------------------------------------- __ ___ __ _ / | / \ | \ |\ | __~ |\ | \-\ | | | |_/ | \ | / | | \ | __/ | \__/ | | \| \__| | \| ------------------------------------------------------------------------------- ---- SN1 To stop objects getting NaN'd don't load them from Edit Mode. Instead, when you wish to load a map simply press [E] then [PGUP] or [PGDN], now paste the level data into the text box & load it with [PGUP] & the last object in the level data won't get NaN'd "When loading a map, the last object will be NaN'd ONLY if the level data editbox is active. To avoid that, simply click outside of the editbox before pressing L. - Meta_Ing ------------------------------------------------------------------------------- __ __ ___ ___ __ _ ___ __ __ ___ | | \ | | / \ | \ | | / | |- | | | | | | |-| | |- | | |__ |__/ _|_ | \__/ |_/ _/ |__ \__ | __ __ __ _ __ ___ ___ __ __ / / \ / \ | \ | \ | |\ | /\ | | / | | | | | |_/ | | | | \ | /__\ | |- \-\ \__ \__/ \__/ | \ |__/ _|_ | \| / \ | |__ __/ ------------------------------------------------------------------------------- ---- EOC1 The first time you edit the level data it will act as a normal text document, i will refer to this as stage 1 The second time you edit the level data it will act different, i will refer to this as stage 2 Step-By-Step Instruction How To Learn About Easily Editing Object Coordinates Step 1 - Place a piece of gold on the centre of the map Step 2 - Return to the NED / Edit Menu by pressing the [HOME] button Step 3 - Press [PGDN] Step 4 - change the 300 to 400 by deleting the 3 & pressing [4] Step 5 - Press [PGUP] Step 6 - Press numpad [0] Step 7 - Press [HOME] Step 8 - Press [PGDN] Step 9 - Click just before the "4" in "400" & press [3] Step 10 - Now the "4" will be replaced with the "3" Step 11 - Press [PGDN] In stage 1 you must delete the "3" & press [4] In stage 2 you must click just before the "4" & press [3] as this will delete the "4" --------------------------------------------- When typing "[HOME]" i forgot the "[M]" Pressing numpad [0] then pressing [HOME] is necessary as this changes the text document from stage 1 to stage 2 & vice versa [PGUP] also works for [PGDN] if you didn't edit the level data text box [INSERT], [DELETE] or numpad [.] also works for "numpad [0]" I say "click just before the "4"" because i forgot what that blinking thing in text documents that tells you where your typing is called --------------------------------------------- ******************************************************************************* *** *** *** *** *** * * *** * * * * * * * *** * * * * * * * * * * * * * * ** * * * * *** *** ** * * *** * * *** *** * * * ** *** * * * * * * * * * * * * * * ** * * * *** * *** *** *** * * *** * * * * * * * * * *** ******************************************************************************* **** ST1 Meta_Ing - Help with specifics Trance - Teaching me about Thwump glitches Raif & TRO - For writing about One-Way Platform glitches ******************************************************************************* ___ _ __ ___ __ ___ __ ___ __ _ \ / | | \ / | / \ |\ | | | | / | / \ | \ \ / \ / |- |_/ \-\ | | | | \ | |--| | \-\ | | | |_/ / \/ |___ | \ __/ _|_ \__/ | \| | | _|_ __/ | \__/ | \ / ------------------------------------------------------------------------------- ---- VH1 Version - 1.00 - Decided To Make N Guides Version - 1.10 - Started Making N Guides Version - 1.20 - Made Some Bad ASCII Titles & Minor Information Version - 1.30 - Drank A Glass Of Milk Version - 1.40 - Made Some More Bad ASCII Version - 1.50 - Finished Menus Section Version - 1.60 - Went To Sleep Version - 2.00 - Woke Up Version - 2.10 - Decided To Finish All The Bad ASCII Version - 2.13 - Discovered "One-Way Platform" ASCII Is Too Long To Fit Version - 2.16 - Gave "One-Way Platform" 2 ASCII Lines Then Thought It Looked Bad & decided to get advice for editing it later Version - 2.19 - Gave Up On Finishing All The Bad ASCII Version - 2.20 - Added The Stop NaN & Edit Object Coordinates Section Version - 2.25 - Added In-Game Description & Names Section To All Objects Version - 2.30 - Made Some More Bad ASCII & Decided To Finish All The Bad ASCII Version - 2.35 - Finally Finished All The Bad ASCII Version - 2.40 - Added Bad Object Image ASCII Version - 2.50 - I Still Can't Believe It's Not Butter Version - 2.60 - Added Object Information Excluing Stacking Object Information Version - 2.70 - Went To Sleep Again - Life Is Repeditive Version - 3.00 - Woke Up... Again - Life Is Boring Version - 3.10 - Added Information To Player & Thwump Section Version - 3.15 - Added The Meta's Help & Minor Information Version - 3.20 - Finished Doors section Version - 4.00 - Added Some Object Code Information Version - 4.10 - Finished Object Code Information & Glitched Tiles Version - 4.15 - Added More Glitch Information Version - 4.20 - Fixed Spelling Errors & Added Tile Jumping Information ------------------------------------------------------------------------------- __ __ ___ __ ___ ___ __ __ / / \ |\ | | /\ / | | |\ | | / \ | | | | \ | | /__\ | | | | \ | |- | | \__ \__/ | \| | / \ \__ | _|_ | \| | \__/ ------------------------------------------------------------------------------- ---- CI1 NUMA - paradox-dragon Email - Paradox-Dragon@Hotmail.com Forum - Paradox-Dragon Gamefaqs.com - ParadoxDragon