“Crank
the Weasel”
Weasel
Control
Brian Silva
Ø
Controls Weasel’s 360° heading while sneaking,
walking, running or pushing a large object
Ø
Controls Weasel’s ground speed depending upon how
far the stick is pressed toward its outer limit
Ø
Controls camera view during head cam mode
Ø
Controls Weasel’s velocity while sliding down a
zip-line depending upon how far the stick is pressed toward its outer limit
Ø
Controls the direction in which a city gadget is
aimed (much like head cam control)
Ø
Toggles up and down between options on option menus
Kicking is Weasel’s most commonly used
means of playfield & character interaction.
By pressing the “action button”, Weasel will kick certain characters,
objects and playfield structures if they are within his “kick range”. Weasel’s foot will swell to at least twice
its normal size during a kick. By using
the analog control stick during a kick, Weasel’s body can be rotated and moved
forward (but at a reduced speed). While
kicking from an idle state, Weasel’s entire body will automatically slide
slightly forward.
Ø The kick can be used to enrage the local
residents of Scratchtown, causing them to chase after Weasel and possibly into
a playfield hazard.
Ø The kick can be used to knock-over
trashcans, open doors, activate levers, swivel cannon-like exhaust ports, and
kick bombs and smaller “unconscious” characters a short distance across the
playfield like a tin can.
By pressing the “action” button whenever a Pinup is within range, Weasel will pop her a good swat on the heiny. The Pinup will drop one little item of loot per spanking. However, Weasel needs to be careful…
Ø If Weasel spanks a Pinup while a Meathead is nearby, the Meathead will chase after and try to kill Weasel
Ø Even worse, if Weasel spanks a Pinup one too many times, she will fly into a rage, pull out a crowbar and come after Weasel like the devil himself!
By pressing the “action” button whenever Weasel is standing directly against a “grab-able” object, he will instantly transfer the object from off of the ground and into his arms or inventory.
Ø
Weasel carries valuable Big Ticket Items as well as
specific playfield “puzzle objects” exteriorly
Ø
Parcels (sabotage repair items) are placed directly
onto Weasel’s HUD inventory upon pickup
Weasel can let go of any object he is exteriorly carrying simply by pressing the “action” button.
Ø
If Weasel lets go of a carried object while moving
forward, he will quickly toss the object a short distance in front of him,
underhand style.
Ø
If Weasel lets go of a carried object while idling,
he will quickly drop the object straight down, just in front of his feet.
If Weasel stands directly on Mr. Pawn’s doormat while carrying a Big Ticket Item, he can pawn the Big Ticket Item by pressing the “action” button. The Big Ticket Item is instantly transferred from Weasel’s arms, up into Mr. Pawn’s vacuum pipe. 100 dollars worth of loot spills out of Mr. Pawn’s vacuum pipe immediately afterward.
Weasel can pay cash to utilize
either a vending machine, water gun, MagnaFire glass or telescope. While standing directly on a gadget’s
“doormat” and pressing the “action” button, Weasel will automatically pay the
proper amount of cash to utilize the gadget’s merchandise/abilities.
Ø
An “accept yes/no” help interface system may be
required for this scenario
Using the “action” button in combination with the “jump”
button, Weasel can pull-off a swan dive maneuver. The Swan dive move is similar in execution
and style to a body slam type of wrestling maneuver. Pressing the “action” button anytime Weasel
is airborne after jumping (single or double), causes Weasel to fiercely slam
his entire body straight down onto the ground below.
Ø
The swan dive can be used to “stun” an enemy,
causing him to dizzily stand in one place for a short time (no loot is
extracted from swan dive)
1. NPC is
not actually “injured” from swan dive attack, it’s simply a means of “setting
up an enemy” for a bigger attack
2. Pinups
cannot be stunned, they simply scream a bit when hit
Ø
The swan dive can be used to smash open trashcans,
squash Vermin, and open trap doors
Ø
During Full-Tilt-Weasel, the swan dive will send out
a big shockwave, injuring surrounding characters, and smashing holes through
weak floor areas
When
Weasel is seated in the ready position within a city gadget, pressing the
“action” button will cause the gadget to “fire”.
Ø
Water Guns fire rapid, machinegun-like water bullets
Ø
The MagnaFire glass fires a focused beam of
laser-like sunlight
·
Punch
Weasel’s
default “kick attack” switches-over to a powerful punch attack during a
Full-Tilt-Weasel sequence. The punch attack
will obey the same rules as the kick attack: By pressing the “action button”,
Weasel will punch certain characters, objects and playfield structures if they
are within his “punch range”. Weasel’s
fists will swell to at least twice their normal size during a punch. By using the analog control stick during a
punch, Weasel’s body can be rotated and moved forward (but at a reduced
speed). While punching from an idle
state, Weasel’s entire body will automatically slide slightly forward.
Ø The punch can be used to injure and
“eliminate” the most NPCs.
Ø Full-Tilt-Weasel will not punch a pinup,
but he will still spank her (however, she doesn’t seem to mind as much as
before)
Ø The punch can be used to knock-over
trashcans, open doors, activate levers, swivel cannon-like exhaust ports, and
knock bombs a short distance across the playfield like a tin can.
Ø The punch can be used to break through
weak floors, walls and doors
·
Attack During Mini Game
While playing one of Scratchtown’s “whack’a games”,
Weasel can strike the game board’s target by pressing the “action” button
·
Accept Option
When
Weasel is presented a choice during an option screen, pressing the “action”
button will accept/confirm the highlighted selection
·
Advance Screen
During a
cut scene, FMV or wrapper sequence, the player can advance to the next screen
or game segment by pressing the “action” button
1.
Pawn,
toss/drop BTI
2.
Swan dive
3.
Pickup
object
4.
Pay cash
5.
Kick/punch
6.
Spank
“Jump” Button
·
Jump
Pressing the
“jump” button anytime Weasel is on a playfield surface will cause him to jump
into the air. Weasel’s trajectory and
velocity can be controlled via the Left analog control stick both before and
after the “jump” button has been pressed.
The longer the “jump” button is held, the higher Weasel will jump.
·
Double Jump
(shoes must be
equipped)
Pressing
the “jump” button anytime Weasel is airborne after performing a single-jump,
will cause Weasel to execute a second, albeit lesser, second jump. Weasel’s trajectory and velocity can be
controlled via the Left analog control stick after the “jump” button has been
pressed for the second time. The longer
the “jump” button is held, the higher Weasel will jump.
·
Parachute
Pants (parachute pants
must be equipped)
Pressing
the “jump” button anytime Weasel is airborne after performing a double-jump,
will cause Weasel’s pants to instantly inflate, allowing him to slowly float
downward to the playfield below.
Weasel’s trajectory and velocity can be controlled via the Left analog
control during the parachute mode. While
parachuting, the player has much greater control over Weasel’s descent due to
its significant reduction in speed.
Weasel’s rate of descent will gradually increase as he floats along,
causing him to head toward the ground in an arched pattern (see diagram below).
Ø
The
parachute deploy/stow process can be repeated until Weasel lands; however, the
chute must either fully deploy or fully stow before the player can alter its
state (open or close). This will prevent
a “rapid-fire” open/close effect from occurring.


·
Step Back a
Screen
Pressing
the “jump” button during interface screen sequences will cause the player to
either reject a highlighted option or step back to the previous menu (dependant
upon current scenario)
“Use Item” Button
Ø
A disguise hat is the only special item that must be
deactivated in order to keep it from timing-out automatically
o
If the disguise hat is highlighted as “active”, the
player must still press the “use item” button to utilize (put on) the disguise
hat. However, once the disguise hat is
activated, the player must press the “use item” button again in order to
deactivate (take off) the hat.
o
The hat will eventually time-out if simply left on
Weasel’s head
D-Pad
Ø
During
gameplay, press the D-Pad up or down to cycle up and down between the HUD’s
onscreen inventory items
Ø
During
an option menu sequence, press the D-Pad up or down to cycle up and down
between the option menu’s list of options
Ø
When
an option is highlighted during a menu sequence, press the D-Pad left or right
to either toggle between the highlighted option’s list of choices (yes/no, etc)
or adjust the position of an option’s slider (music’s volume level, etc).
L Trigger
Ø
During
gameplay, press the L trigger to quickly realign the heading of the follow-cam
so that it is pointing in the exact same direction that Weasel was facing upon
realignment
Ø
During
gameplay, press and continue to hold the L trigger to quickly realign and
“LOCK” the follow-cam in the exact same direction that Weasel was facing upon
realignment
o
Release
L trigger to disengage from “locked” mode
R Trigger
Ø
During
gameplay, press and hold the R trigger to activate head cam
o
Camera
smoothly transitions into Weasel’s POV
o
Use the
Left analog control stick to control the camera during head cam mode
Ø
Release R
Trigger button to deactivate head cam mode
o
Weasel can
still use the “action” button to attack during head cam mode
o
Weasel can
still use whatever special item is active during head cam mode
o
Weasel can
still pause the game during head cam mode
§
Note: All other buttons are disabled during head
cam mode
Right Analog Control Stick
Ø
During
gameplay, use the right analog control stick to orbit camera’s heading around
Weasel
o
Press left
to swing camera to the left
o
Press right
to swing the camera to the right
Ø
Truck in
and out between follow-cam distances
o
Press up to
truck in toward Weasel
o
Press down
to truck out away from Weasel
§
As the
camera trucks away from Weasel, it will eventually begin to rise upward,
providing a more top down perspective.
This follow-cam distance adjustment will work similarly to the one in
Mario Sunshine except instead of moving in a constant arc, the camera will truck
straight backwards almost until it reaches its farthest point away from Weasel
and then it will raise upward (see diagram below).

Start Button
Ø
Bring up
start screen during attract mode
Ø
Pause game
during actual gameplay (brings up pause option menu)




