“Crank the Weasel”

 

Weasel Control

Brian Silva

 

·         Controller Schematics

·         Default Controller Layout

·         Specialized Play Mechanics

 

controller schematics  

 

 

 

Default Controller Layout

 

Left Analog Control Stick

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

 

“Action” Button

·         Kick

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.

·        Spank

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!

 

·         Pickup Object

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

 

·         Toss/Drop

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.

 

·         Pawn

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.

 

·         Pay Cash

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

 

·         Swan Dive

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

 

Action Button Priorities

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.

parachute arch

parachute weasel

·         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

Use Special Items

Ø       During gameplay, press the “use item” button to utilize whatever special item is currently “active” on the game screen’s HUD
o        Just because the special item is displayed onscreen as “active” does not mean that it is automatically in use
o        If a special item is used to completion (times-out or runs-out of uses), the inventory list will automatically cycle upward, displaying the next available special item as “active” on the game screen’s HUD
Ø       Special items are activated/used immediately upon pressing the “use item”
o        Weasel may pause very briefly while the special item is used or he may continue his progress without slowing down (dependant upon special item)
Ø       If Weasel is void of any special items, the special item HUD graphic will not be displayed
o        If Weasel acquires a special item after being void of any special items, the item is automatically displayed as “active” on the HUD

 

Deactivate Special Item

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).

camera distance control

 

Start Button

Ø       Bring up start screen during attract mode

Ø       Pause game during actual gameplay (brings up pause option menu)

 

 

Specialized Play Mechanics

 

Kick-the-Can

kick the can

 

 

Pushing Objects

push_pull example 1

push_pull example 2

push_pull example 3

push_pull example 4