ANIMATCH  v1.2
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For GP2X
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21/01/2009

Graphics, design and programming by Wayne Price (aka ruckage)
I can be contacted via my website - www.muddymonkey.co.uk

Music by Pat Ferguson
Email: obstacledelusions@hotmail.com
Website: www.obstacledelusions.com/music/


If you enjoy the game and would like to donate some money to either myself or Pat you can do so at our websites.



Features
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3 Game modes  
Separate highscore table for each mode
Joypad and touchscreen control
Original music by Pat ferguson




Installation
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Simply copy the included 'Animatch' folder onto your sd card. 


About
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Animatch is a tile matching game based on Zoo keeper for the DS (Zooo on GBA). 


Game Controls
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Joypad Controls
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Directions: move cursor.
To select tile: press 'B or Y' (pressing 'B' or 'Y' again will deselect tile).
To swap a tile: first select it and then push in the direction of the tile you wish to swap.
To use a 'Hint': press 'A'.
Pause game: 'Start'.
Quit game: Press 'L'+'R' Whilst game is paused.

Touchscreen
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Select tiles using the stylus.
Swap tiles by either dragging in the direction you wish to swap or tapping one of the neighbouring tiles.
To use a hint tap the binoculars icon with the stylus.


Options
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Music Volume: - Adjust music volume.
SFX Volume: - Adjust sound effect volume.
Cursor Speed: - Changes the speed the in game cursor moves if a direction is held.
Name entry: - (blank, last name or default) Changes the name displayed at the highscore entry:
 
			Blank - no name diplayed on keyboard
			Last name - The last name entered
			Default - Enter a name of your choice that will be diplayed on the keyboard
			Tap 'default name' box or press 'Y' or 'B' when default is selected to change default name.

Reset to default: -  Reset options to the default settings




Gameplay Instructions
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The aim of the game is to create a row of 3 or more animals either horizontally or vertically by swapping tiles.  Tiles can only be swapped if it results in a row of three or more of the same animal otherwise the tiles will swap back again.  When a row of animals is made they dissapear from the board and the tiles above fall into their place.


Flashing tile:  These appear occasionally, they cycle through each of the animals and when selected all animals of the same kind are removed from the board.

Hint:  If you get stuck you can use a 'Hint' to briefly display all available moves.  Use them wisely though as they can only be used 3 times per game.

Lucky animal:  At the start of every stage you are assigned a lucky animal who will be displayed in the bottom right hand corner.  Matching tiles with this animal scores double the points.



Modes
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Normal:  Reach the required quota for each animal to progress to the next stage before the time bar runs out.  You can increase the time bar by completing rows.  The timebar is also increased after completing a stage.
Each stage becomes progressively harder, you will have a higher quota and the time bar will drain faster.  From stage 10 onwards an extra animal is added to the mix which increases the difficulty even further.

Time Attack:  Try to score 20000 points as quickly as possible.

Score Attack:  You have 5 minutes to score as many points as possible


Scoring
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Scoring is dependant on the number of tiles in the row as well as the number of chains and lucky animal bonuses. Below are some example scores:

3 Tiles: 90 points
4 Tiles: 160 points
5 Tiles: 250 points

The way to really rack up the points is by creating chains.  Chains are the result of new rows being formed when the tiles drop down after a move.  The normal score is multiplied by the number of chains achieved, for example if after you complete a move the tiles falling form a new row of 4 you would receive 320 points for that row (2x160).  If the next tiles to fall then create a row of 3 you would receive 270 points for that row (3x90) and so on.

Any completed rows matching the lucky animal receive double the points.
