《雷曼:起源》官方游戏操作说明书

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GAMens 1.2.1 文档说明书

GAMens 1.2.1 文档说明书

Package‘GAMens’October12,2022Title Applies GAMbag,GAMrsm and GAMens Ensemble Classifiers forBinary ClassificationVersion1.2.1Author Koen W.De Bock,Kristof Coussement and Dirk Van den PoelMaintainer Koen W.De Bock<********************>Depends R(>=2.4.0),splines,gam,mlbench,caToolsDescription Implements the GAMbag,GAMrsm and GAMens ensembleclassifiers for binary classifica-tion(De Bock et al.,2010)<doi:10.1016/j.csda.2009.12.013>.The ensemblesimplement Bagging(Breiman,1996)<doi:10.1023/A:1010933404324>,the Random Sub-space Method(Ho,1998)<doi:10.1109/34.709601>,or both,and use Hastie and Tibshirani's(1990,ISBN:978-0412343902)generalized additive models(GAMs)as base classifiers.Once an ensemble classifier has been trained,it canbe used for predictions on new data.A function for cross validation is alsoincluded.License GPL(>=2)RoxygenNote6.0.1NeedsCompilation noRepository CRANDate/Publication2018-04-0517:12:34UTCR topics documented:GAMens (2)GAMens.cv (5)predict.GAMens (7)Index101GAMens Applies the GAMbag,GAMrsm or GAMens ensemble classifier to adata setDescriptionFits the GAMbag,GAMrsm or GAMens ensemble algorithms for binary classification using gen-eralized additive models as base classifiers.UsageGAMens(formula,data,rsm_size=2,autoform=FALSE,iter=10,df=4,bagging=TRUE,rsm=TRUE,fusion="avgagg")Argumentsformula a formula,as in the gam function.Smoothing splines are supported as nonpara-metric smoothing terms,and should be indicated by s.See the documentationof s in the gam package for its arguments.The GAMens function also providesthe possibility for automatic formula specification.See’details’for more infor-mation.data a data frame in which to interpret the variables named in formula.rsm_size an integer,the number of variables to use for random feature subsets used in the Random Subspace Method.Default is2.If rsm=FALSE,the value of rsm_sizeis ignored.autoform if FALSE(default),the model specification in formula is used.If TRUE,the function triggers automatic formula specification.See’details’for more infor-mation.iter an integer,the number of base classifiers(GAMs)in the ensemble.Defaults to iter=10base classifiers.df an integer,the number of degrees of freedom(df)used for smoothing spline estimation.Its value is only used when autoform=TRUE.Defaults to df=4.Itsvalue is ignored if a formula is specified and autoform is FALSE.bagging enables Bagging if value is TRUE(default).If FALSE,Bagging is disabled.Either bagging,rsm or both should be TRUErsm enables Random Subspace Method(RSM)if value is TRUE(default).If FALSE, RSM is disabled.Either bagging,rsm or both should be TRUE fusion specifies the fusion rule for the aggregation of member classifier outputs in the ensemble.Possible values are avgagg (default), majvote , w.avgagg orw.majvote .DetailsThe GAMens function applies the GAMbag,GAMrsm or GAMens ensemble classifiers(De Bock et al.,2010)to a data set.GAMens is the default with(bagging=TRUE and rsm=TRUE.For GAMbag, rsm should be specified as FALSE.For GAMrsm,bagging should be FALSE.The GAMens function provides the possibility for automatic formula specification.In this case, dichotomous variables in data are included as linear terms,and other variables are assumed con-tinuous,included as nonparametric terms,and estimated by means of smoothing splines.To enable automatic formula specification,use the generic formula[response variable name]~.in combi-nation with autoform=TRUE.Note that in this case,all variables available in data are used in the model.If a formula other than[response variable name]~.is specified then the autoform op-tion is automatically overridden.If autoform=FALSE and the generic formula[response variable name]~.is specified then the GAMs in the ensemble will not contain nonparametric terms(i.e.,will only consist of linear terms).Four alternative fusion rules for member classifier outputs can be specified.Possible values are avgagg for average aggregation(default), majvote for majority voting, w.avgagg for weighted average aggregation,or w.majvote for weighted majority voting.Weighted approaches are based on member classifier error rates.ValueAn object of class GAMens,which is a list with the following components:GAMs the member GAMs in the ensemble.formula the formula used tot create the GAMens object.iter the ensemble size.df number of degrees of freedom(df)used for smoothing spline estimation.rsm indicates whether the Random Subspace Method was used to create the GAMens object.bagging indicates whether bagging was used to create the GAMens object.rsm_size the number of variables used for random feature subsets.fusion_method the fusion rule that was used to combine member classifier outputs in the en-semble.probs the class membership probabilities,predicted by the ensemble classifier.class the class predicted by the ensemble classifier.samples an array indicating,for every base classifier in the ensemble,which observations were used for training.weights a vector with weights defined as(1-error rate).Usage depends upon specifica-tion of fusion_method.Author(s)Koen W.De Bock<********************>,Kristof Coussement<*********************> and Dirk Van den Poel<************************>ReferencesDe Bock,K.W.and Van den Poel,D.(2012):"Reconciling Performance and Interpretability in Customer Churn Prediction Modeling Using Ensemble Learning Based on Generalized Additive Models".Expert Systems With Applications,V ol39,8,pp.6816–6826.De Bock,K.W.,Coussement,K.and Van den Poel,D.(2010):"Ensemble Classification based on generalized additive models".Computational Statistics&Data Analysis,V ol54,6,pp.1535–1546.Breiman,L.(1996):"Bagging predictors".Machine Learning,V ol24,2,pp.123–140.Hastie,T.and Tibshirani,R.(1990):"Generalized Additive Models",Chapman and Hall,London.Ho,T.K.(1998):"The random subspace method for constructing decision forests".IEEE Transac-tions on Pattern Analysis and Machine Intelligence,V ol20,8,pp.832–844.See Alsopredict.GAMens,GAMens.cvExamples##Load data(mlbench library should be loaded)library(mlbench)data(Ionosphere)IonosphereSub<-Ionosphere[,c("V1","V2","V3","V4","V5","Class")]##Train GAMens using all variables in Ionosphere datasetIonosphere.GAMens<-GAMens(Class~.,IonosphereSub,4,autoform=TRUE,iter=10)##Compare classification performance of GAMens,GAMrsm and GAMbag ensembles,##using4nonparametric terms and2linear termsIonosphere.GAMens<-GAMens(Class~s(V3,4)+s(V4,4)+s(V5,3)+s(V6,5)+V7+V8,Ionosphere,3,autoform=FALSE,iter=10)Ionosphere.GAMrsm<-GAMens(Class~s(V3,4)+s(V4,4)+s(V5,3)+s(V6,5)+V7+V8,Ionosphere,3,autoform=FALSE,iter=10,bagging=FALSE,rsm=TRUE)Ionosphere.GAMbag<-GAMens(Class~s(V3,4)+s(V4,4)+s(V5,3)+s(V6,5)+V7+V8,Ionosphere,3,autoform=FALSE,iter=10,bagging=TRUE,rsm=FALSE)##Calculate AUCs(for function colAUC,load caTools library)library(caTools)GAMens.auc<-colAUC(Ionosphere.GAMens[[9]],Ionosphere["Class"]=="good",plotROC=FALSE)GAMrsm.auc<-colAUC(Ionosphere.GAMrsm[[9]],Ionosphere["Class"]=="good",plotROC=FALSE)GAMbag.auc<-colAUC(Ionosphere.GAMbag[[9]],Ionosphere["Class"]=="good",plotROC=FALSE)GAMens.cv Runs v-fold cross validation with GAMbag,GAMrsm or GAMens en-semble classifierDescriptionIn v-fold cross validation,the data are divided into v subsets of approximately equal size.Subse-quently,one of the v data parts is excluded while the remainder of the data is used to create a GAMens object.Predictions are generated for the excluded data part.The process is repeated v times.UsageGAMens.cv(formula,data,cv,rsm_size=2,autoform=FALSE,iter=10,df=4,bagging=TRUE,rsm=TRUE,fusion="avgagg")Argumentsformula a formula,as in the gam function.Smoothing splines are supported as nonpara-metric smoothing terms,and should be indicated by s.See the documentationof s in the gam package for its arguments.The GAMens function also providesthe possibility for automatic formula specification.See’details’for more infor-mation.data a data frame in which to interpret the variables named in formula.cv An integer specifying the number of folds in the cross-validation.rsm_size an integer,the number of variables to use for random feature subsets used in the Random Subspace Method.Default is2.If rsm=FALSE,the value of rsm_sizeis ignored.autoform if FALSE(by default),the model specification in formula is used.If TRUE,the function triggers automatic formula specification.See’details’for more infor-mation.iter an integer,the number of base(member)classifiers(GAMs)in the ensemble.Defaults to iter=10base classifiers.df an integer,the number of degrees of freedom(df)used for smoothing spline estimation.Its value is only used when autoform=TRUE.Defaults to df=4.Itsvalue is ignored if a formula is specified and autoform is FALSE.bagging enables Bagging if value is TRUE(default).If FALSE,Bagging is disabled.Either bagging,rsm or both should be TRUErsm enables Random Subspace Method(RSM)if value is TRUE(default).If FALSE, rsm is disabled.Either bagging,rsm or both should be TRUE fusion specifies the fusion rule for the aggregation of member classifier outputs in the ensemble.Possible values are avgagg for average aggregation(default),majvote for majority voting, w.avgagg for weighted average aggregationbased on base classifier error rates,or w.majvote for weighted majority vot-ing.ValueAn object of class GAMens.cv,which is a list with the following components:foldpred a data frame with,per fold,predicted class membership probabilities for the left-out observations.pred a data frame with predicted class membership probabilities.foldclass a data frame with,per fold,predicted classes for the left-out observations.class a data frame with predicted classes.conf the confusion matrix which compares the real versus predicted class member-ships,based on the class object.Author(s)Koen W.De Bock<********************>,Kristof Coussement<*********************> and Dirk Van den Poel<************************>ReferencesDe Bock,K.W.and Van den Poel,D.(2012):"Reconciling Performance and Interpretability in Customer Churn Prediction Modeling Using Ensemble Learning Based on Generalized Additive Models".Expert Systems With Applications,V ol39,8,pp.6816–6826.De Bock,K.W.,Coussement,K.and Van den Poel,D.(2010):"Ensemble Classification based on generalized additive models".Computational Statistics&Data Analysis,V ol54,6,pp.1535–1546.Breiman,L.(1996):"Bagging predictors".Machine Learning,V ol24,2,pp.123–140.Hastie,T.and Tibshirani,R.(1990):"Generalized Additive Models",Chapman and Hall,London.Ho,T.K.(1998):"The random subspace method for constructing decision forests".IEEE Transac-tions on Pattern Analysis and Machine Intelligence,V ol20,8,pp.832–844.See Alsopredict.GAMens,GAMensExamples##Load data:mlbench library should be loaded!)library(mlbench)data(Sonar)SonarSub<-Sonar[,c("V1","V2","V3","V4","V5","V6","Class")]##Obtain cross-validated classification performance of GAMrsm##ensembles,using all variables in the Sonar dataset,based on5-fold##cross validation runsSonar.cv.GAMrsm<-GAMens.cv(Class~s(V1,4)+s(V2,3)+s(V3,4)+V4+V5+V6,SonarSub,5,4,autoform=FALSE,iter=10,bagging=FALSE,rsm=TRUE)##Calculate AUCs(for function colAUC,load caTools library)library(caTools)GAMrsm.cv.auc<-colAUC(Sonar.cv.GAMrsm[[2]],SonarSub["Class"]=="R",plotROC=FALSE)predict.GAMens Predicts from afitted GAMens object(i.e.,GAMbag,GAMrsm orGAMens classifier).DescriptionGenerates predictions(classes and class membership probabilities)for observations in a dataframe using a GAMens object(i.e.,GAMens,GAMrsm or GAMbag classifier).Usage##S3method for class GAMenspredict(object,data,...)Argumentsobjectfitted model object of GAMens class.data data frame with observations to genenerate predictions for....further arguments passed to or from other methods.ValueAn object of class predict.GAMens,which is a list with the following components:pred the class membership probabilities generated by the ensemble classifier.class the classes predicted by the ensemble classifier.conf the confusion matrix which compares the real versus predicted class member-ships,based on the class object.Obtains value NULL if the testdata is unlabeled.Author(s)Koen W.De Bock<********************>,Kristof Coussement<*********************> and Dirk Van den Poel<************************>ReferencesDe Bock,K.W.and Van den Poel,D.(2012):"Reconciling Performance and Interpretability in Customer Churn Prediction Modeling Using Ensemble Learning Based on Generalized Additive Models".Expert Systems With Applications,V ol39,8,pp.6816–6826.De Bock,K.W.,Coussement,K.and Van den Poel,D.(2010):"Ensemble Classification based on generalized additive models".Computational Statistics&Data Analysis,V ol54,6,pp.1535–1546.Breiman,L.(1996):"Bagging predictors".Machine Learning,V ol24,2,pp.123–140.Hastie,T.and Tibshirani,R.(1990):"Generalized Additive Models",Chapman and Hall,London.Ho,T.K.(1998):"The random subspace method for constructing decision forests".IEEE Transac-tions on Pattern Analysis and Machine Intelligence,V ol20,8,pp.832–844.See AlsoGAMens,GAMens.cvExamples##Load data,mlbench library should be loaded!)library(mlbench)data(Sonar)SonarSub<-Sonar[,c("V1","V2","V3","V4","V5","V6","Class")]##Select indexes for training set observationsidx<-c(sample(1:97,60),sample(98:208,70))##Train GAMrsm using all variables in Sonar dataset.Generate predictions##for test set observations.Sonar.GAMrsm<-GAMens(Class~.,SonarSub[idx,],autoform=TRUE,iter=10,bagging=FALSE,rsm=TRUE)Sonar.GAMrsm.predict<-predict(Sonar.GAMrsm,SonarSub[-idx,])##Load data mlbench library should be loaded!)library(mlbench)data(Ionosphere)IonosphereSub<-Ionosphere[,c("V1","V2","V3","V4","V5","V6","V7","V8","Class")]Ionosphere_s<-IonosphereSub[order(IonosphereSub$Class),]##Select indexes for training set observationsidx<-c(sample(1:97,60),sample(98:208,70))##Compare test set classification performance of GAMens,GAMrsm and##GAMbag ensembles,using using4nonparametric terms and2linear terms in the##Ionosphere datasetIonosphere.GAMens<-GAMens(Class~s(V3,4)+s(V4,4)+s(V5,3)+s(V6,5)+V7+V8,IonosphereSub[idx,],autoform=FALSE,iter=10,bagging=TRUE,rsm=TRUE)Ionosphere.GAMens.predict<-predict(Ionosphere.GAMens,IonosphereSub[-idx,])Ionosphere.GAMrsm<-GAMens(Class~s(V3,4)+s(V4,4)+s(V5,3)+s(V6,5)+V7+V8, IonosphereSub[idx,],autoform=FALSE,iter=10,bagging=FALSE,rsm=TRUE) Ionosphere.GAMrsm.predict<-predict(Ionosphere.GAMrsm, IonosphereSub[-idx,])Ionosphere.GAMbag<-GAMens(Class~s(V3,4)+s(V4,4)+s(V5,3)+s(V6,5)+V7+V8, IonosphereSub[idx,],autoform=FALSE,iter=10,bagging=TRUE,rsm=FALSE) Ionosphere.GAMbag.predict<-predict(Ionosphere.GAMbag, IonosphereSub[-idx,])##Calculate AUCs(for function colAUC,load caTools library)library(caTools)GAMens.auc<-colAUC(Ionosphere.GAMens.predict[[1]],IonosphereSub[-idx,"Class"]=="good",plotROC=FALSE)GAMrsm.auc<-colAUC(Ionosphere.GAMrsm.predict[[1]],Ionosphere[-idx,"Class"]=="good",plotROC=FALSE)GAMbag.auc<-colAUC(Ionosphere.GAMbag.predict[[1]],IonosphereSub[-idx,"Class"]=="good",plotROC=FALSE)Index∗classifGAMens,2GAMens.cv,5predict.GAMens,7∗modelsGAMens,2GAMens.cv,5predict.GAMens,7GAMens,2,6,8GAMens.cv,4,5,8predict.GAMens,4,6,710。

一乐版英雄起源说明书

一乐版英雄起源说明书

一乐版英雄起源说明书
一乐版英雄起源是一种独特的娱乐游戏,通过模拟英雄的起源和成长过程,让玩家体验到成为英雄的刺激和乐趣。

游戏规则:
1. 创建角色:玩家可以根据自己的喜好和想象力,创建一个独特的游戏角色。

可以选择角色的性别、外貌、能力等属性,并赋予一个特殊的起源背景(如超能力、神秘力量等)。

2. 起源任务:在游戏开始时,玩家将接到一系列与角色起源相关的任务。

这些任务将决定角色的成长方向和能力发展。

玩家需要通过完成任务来获得经验和技能,同时也可以选择接受其他玩家的挑战任务,以展示自己的实力。

3. 技能升级:随着角色的成长,玩家可以通过不断挑战强敌和完成任务来获得经验值,提升角色的等级和技能。

每个角色都有自己独特的技能树,玩家可以根据自己的喜好和战斗风格来选择升级哪些技能,以便在战斗中更加强大。

4. 多人对战:一乐版英雄起源支持多人在线对战,玩家可以与其他玩家组队或单独参与战斗。

在对战中,玩家可以展示自己的技巧和策略,与其他玩家进行激烈的战斗,争夺排名和奖励。

5. 社交互动:除了对战,玩家还可以在游戏中与其他玩家进行社交互动。

可以加入公会或创建自己的团队,与其他玩家合作完成团队任务,互相帮助和交流。

同时,玩家还可以在游戏中与其他玩家进行聊天和交友,分享游戏心得和经验。

通过一乐版英雄起源,玩家能够感受到成为英雄的快感和挑战,挑战自我,提升实力,在游戏中与其他玩家展开精彩的冒险旅程。

快来加入我们,成为最强的英雄吧!。

游戏规则与操作说明手册

游戏规则与操作说明手册

游戏规则与操作说明手册第1章游戏简介 (2)1.1 游戏背景 (2)1.2 游戏目标 (3)1.3 游戏版本 (3)第2章游戏安装与启动 (3)2.1 系统要求 (3)2.2 安装步骤 (3)2.3 启动游戏 (4)第3章游戏界面与操作 (4)3.1 主界面介绍 (4)3.2 操作方式 (4)3.3 设置与调整 (5)第4章角色创建与成长 (5)4.1 角色创建 (5)4.2 角色属性 (5)4.3 角色技能 (6)4.4 角色成长 (6)第5章基础游戏规则 (6)5.1 游戏时间 (6)5.2 胜利条件 (6)5.3 失败条件 (6)5.4 游戏流程 (7)第6章地图与场景 (7)6.1 地图概述 (7)6.1.1 地图分类 (7)6.1.2 地图视角 (7)2.5D视角:游戏采用2.5D视角,使地图具有层次感,同时便于玩家观察周围环境。

76.1.3 地图要素 (8)6.2 场景切换 (8)6.2.1 自动切换 (8)6.2.2 主动切换 (8)6.3 场景互动 (8)6.3.1 摸索 (8)6.3.2 采集 (8)6.3.3 场景任务 (8)6.3.4 场景事件 (8)第7章物品与装备 (8)7.1 物品分类 (8)7.2 装备系统 (9)7.3 物品获取与消耗 (9)第8章战斗与技能 (10)8.1 战斗系统 (10)8.1.1 战斗触发 (10)8.1.2 战斗流程 (10)8.1.3 战斗操作 (10)8.1.4 战斗胜利与失败 (10)8.2 技能使用 (10)8.2.1 技能分类 (10)8.2.2 技能获取 (10)8.2.3 技能使用条件 (10)8.2.4 技能操作 (11)8.3 敌人种类与特点 (11)8.3.1 敌人种类 (11)8.3.2 敌人特点 (11)第9章多人游戏与互动 (11)9.1 多人游戏模式 (11)9.1.1 在线多人游戏 (11)9.1.2 本地多人游戏 (11)9.1.3 混合多人游戏 (11)9.2 游戏内互动 (12)9.2.1 聊天功能 (12)9.2.2 表情与动作 (12)9.2.3 礼物与道具 (12)9.3 联盟与好友系统 (12)9.3.1 联盟系统 (12)9.3.2 好友系统 (12)9.3.3 通讯录同步 (12)9.3.4 好友推荐 (12)第10章游戏常见问题与解答 (12)10.1 游戏操作问题 (12)10.2 游戏功能问题 (13)10.3 游戏内容问题 (13)10.4 游戏其他问题及解决办法 (14)第1章游戏简介1.1 游戏背景本游戏设定在一个神秘的幻想世界,这里拥有丰富的生物种类、多样的地理环境和悠久的历史文化。

雷曼克斯X10中文说明书

雷曼克斯X10中文说明书


发送单音脉冲............................................................................... 13 发送可选信令............................................................................... 13 编辑信道....................................................................................... 13 删除信道....................................................................................... 13 快捷功能操作.................................................................................... 14 取消静噪/瞬时取消静噪................................................................. 14 静噪等级设置............................................................................... 14 频率/信道扫描............................................................................ 14 信道扫描....................................................................................... 14 CTCSS/DCS编解码设置........................................................... 14 CTCSS扫描................................................................................. 15 DCS扫描...................................................................................... 15 高、中、低功率选择................................................................... 15 开启/关闭语音压扩功能(降低噪声,提高通话清晰度)......... 15 差频方向及差频频率设置.......................................................... 15 键盘锁定....................................................................................... 16 显示当前电压............................................................................... 16 自动拨号器设置........................................................................... 16 发送自动拨号器中已编辑的信令.............................................. 16 功能设置............................................................................................ 17 步进频率设置............................................................................... 17 添加可选信令............................................................................... 17 选择2TONE信令编码组别................................................................. 18 选择5TONE信令编码组别............................................................ 18 选择DTMF信令编码组别............................................................. 18 信令组合设置............................................................................... 18 高低功率选择............................................................................... 19 宽窄带设置................................................................................... 19 发射功能设置............................................................................... 19

Kitronik ARCADE游戏板使用说明说明书

Kitronik ARCADE游戏板使用说明说明书

Programming from MakeCode Arcade:Connect the ARCADE via the micro USB port to acomputer. If the board was already running then press the reset button. The display of the ARCADE will now show the download screen, and a removable drive (labelled KIT-ARCD) will appear. Pressing the Download button in MakeCode Arcade will produce a .UF2 file, which needs to be saved onto the removable drive. For more details see later in this datasheet.Board Layout:On/Off SwitchDebug portIntroduction: The ARCADE is a programmable gamepad for use with MakeCode Arcade. It features a full colour LCD screen, a piezo buzzer for audio feedback, a vibration motor for haptic feedback, 6 input buttons, a menu button and a reset button. The ARCADE is supplied complete in a transparent protective case, which allows the electronics to be seen.The ARCADE is powered by either 3xAA batteries or via the micro USB connector. The battery holders are located on the rear of the PCB. Insert the batteries with the negative side onto the spring connection of the battery holder. The ARCADE produces a regulated supply for the on-board processor.The ARCADE is designed for MakeCode Arcade (https:///)Button ALCD DisplayButton BPiezo BuzzerVibration MotorJoypad UpJoypad RightJoypad LeftJoypad DownRear: 3 x AA Battery HoldersPower LEDMenu ButtonReset Buttonmicro USB portExpansion Port1 & 2Examples: For some starter games and ideas for what else you could do, go to: /arcadeProgramming the ARCADE from Microsoft MakeCode Arcade Blocks EditorThe ARCADE is programmed using the Microsoft MakeCode Arcade Editor.To use MakeCode Arcade navigate to https:// in a web browser (such as Edge, Chrome, or Safari).There are numerous sample games and tutorials on the MakeCode website. To open them click on the various tiles.To create your own game from scratch click on the New Project button (other projects previously created are also shown on thishome screen). The editor will ask to give the project a name. Type in an appropriate name (such as “My first game”)There is an example game on the next page.When you have created your code and want to load it on the ARCADE:Make sure the ARCADE is switched off and connect a micro-USB lead from the ARCADE to the Computer.On first connection the Computer may require installation of drivers, this will be done automatically.Once complete a notification should appear on your Computer.On the ARCADE a download screen will appear and a drive will appear on the Computer (similar to other devices like USB sticks, phonesand BBC micro:bit).Whenever a micro USB lead is inserted, connecting the ARCADE to a Computer, pressing the reset button on the ARCADE will switchbetween the currently loaded code and the download mode.To get the code from the editor to the ARCADE, click on the download button.The first time this is done the editor will ask you to select which compatible device you have.Select the Kitronik ARCADE from the list. If the Kitronik ARCADE is not listed then select the D5 option.Then select where to save the .UF2 file (select KIT-ARCD on the device list), or if the file has already been saved inyour downloads folder, simply drag and drop the file into KIT-ARCD.The ARCADE power LED will flash as the transfer occurs. Once complete, the code will start running.Should the download fail then the ARCADE may only display a blank screen, and the power LED will pulse. In this casereconnect to the Computer and press the reset button. This will put the ARCADE back into download mode.Microsoft MakeCode Arcade Blocks Editor CodeThis program was created in the Microsoft MakeCode Arcade Blocks Editor (https://).The game shows Kit –The Kitornik Robot as the player. The aim is to move around the screen collecting batteries, with every battery gaining points.On Start block: First, the background colour is set. Then a player and a food icon are created to display on screen. The Player is in the shape of Kit, and the food is in the shape of a battery. The move block connects the player icon to the gamepad keys, to allow the player to move the robot around.Finally a 10 second countdown is started, this limits the length of the game.On sprite block:This block runs once Kit gets to the battery. It detects that there is an overlap in their positions.The blocks inside increase the score, for the collection of the battery, and then redraws a new battery to collect at a random place on the screen.This example can be loaded from https:///_7w71T5emyPH0Note: There are additional tutorials on the MakeCode Arcade home page (link above).Electrical InformationProcessor Atmel SAMD51J19AOperating Voltage (Vcc)3xAA –Alkaline or NiMH/NiCad (3.6-4.5V) or USB (typically 5V) LCD screen resolution160 x 128LCD screen size 1.77 inch (diagonal)Typical Current Draw Approx. 80mA (depending on use)Typical Battery life (based on 3xAA 1500mAh batteries)Approx. 20 hours (depending on use)Debugging and Expansion Port Information for Expert usersAlso included on the ARCADE are 2 expansion ports. These are connected directly to themicroprocessor pins. Enabling these ports requires reconfiguration and programming of the ARCADE bootloader. The bootloader source can be found at:https:///KitronikLtd/kitronik-arcade-uf2-bootloaderPin 1Pin 2Pin 3Pin 4Pin 5Pin 6Pin 7Pin 8 Expansion Port 1PA08PA09PA10PA110V0V0V0V Expansion Port 2PA12PA13PA14PA150V0V0V0VFor more advanced use, the debug port allows the user to customise the processor bootloader code, using a SWD programmer. The port is designed for 2.54mm (0.1”) pitch standard pin header.For more information see: https:///hardware/dbgPin 1Pin 2Pin 3Pin 4Pin 5 Debugging Port0V SWCLK3V3SWDIO0VNote:Kitronik do not take any responsibility for changes users make to the bootloader code on the processor.EN 55032:2015, EN55035:2017, EN IEC 63000:2018The expansion port is designed to take 2.54mm (0.1”) dual pin headers.Paired with each IO pin on the expansion port is a 0V connection. The IO pins are rated to 3V max. See the pinout table for connections from the expansion ports to the microprocessor.。

SDRUM 鼓机操作指南说明书

SDRUM 鼓机操作指南说明书

NOTE: Ensure the SDRUM has been taught a pattern and playback has stopped. The PLAY LED should be litdim green, the VERSE LED should be lit brightly, and the CHORUS LED should be lit dimly.A. Press the FOOTSWITCH to start playback.B. When approaching the bar where the chorus is to start, tap the FOOTSWITCH . A drum fill will be heard and the chorus will begin playing at the start of the next bar.C. Switch back and forth between verse and chorus by tapping the FOOTSWITCH as the SDRUM plays.D. To finish the song, press and hold the FOOTSWITCH until the KICK andSNARE pads flash. As soon as the FOOTSWITCH is released, playback will stop. To finish with a crash cymbal, simply keep holding down the FOOTSWITCH—the bar will finish and a crash will play out until the FOOTSWITCHis released.NOTE: The steps that follow assume you are starting from an empty song. The LEARNLED should be flashing slowly, and the KICK and SNARE pads should be off. A metronome should NOT be playing. If this is not the case, go to Section 5 and follow the steps for clearing a song.A. Press the KICK (K) and SNARE(S) pads—the SDRUM will play kick and snare sounds. Adjust the LEVEL knob if necessary. B. Press the FOOTSWITCH to arm the SDRUM. The LEARN LED will flash rapidly.C. Start playing a simple 2-bar pattern. For example, if you count 2-bars of 4/4 you can play: 1+2+3+4+1+2+3+4+K S K S K S K S When the first Kick (K) is played, the LEARN LED will light solid red.D. As soon as the first beat of the next bar is reached, press the FOOTSWITCH again. The SDRUM will now play the pattern with the default values. The KICK and SNARE pads will light to indicate a part has been taught. Notice that, by default, a chorus is also automatically taught with higher intensity drums.E. To switch parts while playing, tap the FOOTSWITCH . To stop playback, press and hold the FOOTSWITCHuntil the KICK and SNARE pads flash and then release the FOOTSWITCH .A. Turn down the guitar amp. If connecting to a mixer, turn down the gain/trim control and lower the fader on the channel(s) to which the SDRUM will be connected.B. Make connections.C. Connect the poweradapter to the SDRUM and AC outlet. Once bootup completes, ensure the GUITARAUDITION LED is off—if it isn’t, press the buttonto turn it off.D. Turn the guitar volume all the way up then strum and gradually increase the guitar amp volume until the desired level is achieved. If using a mixer, set the channel andmaster faders to unity (0) then raise the gain/trim control for the desired level.E. Turn the LEVEL knob on the SDRUM all the way down, and then slowly turn it up while hitting the KICK or SNARE drum pads. Set the level so that the drum level is balanced with the guitar level.OptionalAmpINUNBALANCED TS CABLEfor detailed connection and audio routing information.NOTE: If the SDRUM is playing, stop playback before following these steps. When a song or a part is cleared, the song may start to play briefly before the clear is detected. This is because it is important for the SDRUM to start playing as soon as the FOOTSWITCH is pressed. You can avoid this by enabling the COUNT-IN feature—see the owner’s manual for more information.A. To clear an entire song, press and hold theFOOTSWITCH —the current PART button will flash red rapidly. Keep pressing the FOOTSWITCH until all PART buttons flash red rapidly, then release the FOOTSWITCH . B. To clear only a part (for example, to record a different kick/snare pattern for that part), first select the part to clear by pressing the corresponding PART button. Press and hold the FOOTSWITCH until the current PART button flashes red rapidly, then release the FOOTSWITCH .C. When a part has been cleared but other parts still have stored patterns, a metronome will be heard playing at the tempo of the last part played. Use this tempo as a guide for teaching a new part in order to keep the parts in sync. The metronome can be turned off by pressing and holding the PART button.D. To teach a new pattern, follow the steps in Section 2 or Section 7.E. If a part or a song has been cleared by mistake, press and hold the FOOTSWITCH until the PART LEDs flash green, indicating the part(s) have been restored.CONNECT THE SDRUMTEACH A PATTERN WITH THE PADSPLAY A SONGDIAL IN THE SOUNDCLEAR A PART OR SONG12345• Tap while playing to advance to the next part • Press and hold to stop—keep pressing to finish with a crash ending• LEARN LED flashes slowly red = part empty • LEARN LED flashes rapidly red = armed to learn • LEARN LED lights solid red = learning• PLAY LED lights solid green = playing • PLAY LED lights dim green = stoppedTo change the intensity of a part (how hard the drums are hit), select the part with the PART button and then press the button repeatedly to cycle through the intensity options: green LED = low intensity, amber LED = medium intensity, red LED = high intensity.Adjust the TEMPO knob to change the tempo from the stored default (center detent position). Press and hold the TEMPO button to make the new tempo the default.select different options:• Change the feel to be swing (SW) or straight (ST)• Change the timing to be 3/4 or 4/4• Change theembellishment level from SIMPLE (no ghost notes) to BUSY (lots of extra ghost notes)• Select from one of the five available drum kitsPress the left ALT button to choose alternateinstruments for the kick and snare.Press the right ALT button to choose alternateinstruments for the hats and rides.• Red LED = sixteenth noteIt is best to set the tone knob to maximum and use the same tone setting and pickup position for this calibration step as will be used when teaching the SDRUM.A. Press and hold the GUITAR AUDITION button while keeping the guitar quiet (so the SDRUM won’t pick up unintended sounds). The KICK pad will flash, and the HATS/RIDES LEDs will turn red.B. Mute the strings with your fret hand and strum the low string(s) in the way that you would like to teach kick drum hits. After each detected hit, another HATS/RIDES LED will go off.C. When all 12 kick events have been received, the SNAREpad will flash. Repeat the procedure with 12 snare hits by muting with your fret hand and hitting the highest string(s). D. When calibration is complete, the GUITAR AUDITION button will light brightly, and the SDRUM will now make kick and snare sounds as muted strums are played. NOTE: When the GUITAR AUDITION button is bright, the SDRUM will create kick and snare sounds as the guitar is strummed. When the LED is dim, kick and snare sounds will only be heard when the current part or song is cleared. To disable audible feedback during teaching, press the GUITAR AUDITION button so the LED is off. Calibration is saved after power is disconnected.NOTE: For best results, calibrate the guitar before trying these steps (see Section 6), and use the same guitar settings that were used during calibration.A. Ensure an empty song is loaded. The LEARN LED should be flashing slowly, and the KICK and SNARE pads should be off. A metronome should NOT be playing. If this is not the case, first clear out the current song (see Section 5).B. Press the FOOTSWITCH once—the LEARN LED will flash rapidly red to indicate the SDRUM is armed and ready to learn.C. Scratch out the drum pattern using the same types of strums made during the calibration step—typically a 2-bar pattern but no more than 4 bars. As soon as the point is reached where the pattern starts again, hit the FOOTSWITCH to complete the learning phase.D. The PLAY LED will now be solid green as the SDRUM plays back the pattern. NOTE: Be mindful of timing. When completing the learning phase, the closer the FOOTSWITCH is pressed to the actual end of the pattern, the better the result will be. It should feel as though the pattern is ending exactly where the drummer would start playing along.Phone: 801.566.8800Web: © 2017 HARMAN. DigiTech is a registered trademark of HARMAN. All rights reservedSTORING SONGSAll songs are automatically stored to the SDRUM’s memory in real time. This means no action isrequired to store the current song’s settings—any changes will be stored immediately. To keep the current song and start on something new, just select a new song. To go back to a previous song, simply load that song.LOADING A STORED SONGA. Press the SONG button.B. Turn the HATS/RIDES knob to select a previously stored song. Previously stored songs will be dim.C. Press the SONG button or the HATS/RIDES knob to select the desired song and exit song mode.SELECTING A NEW CLEARED SONGA. Press the SONG button.B. Turn the HATS/RIDES knob to select an empty song (LED off). As the control is turned past 12, the next bank will be entered, indicated by the LED color. There are 3 banks: green, amber, and red.C. Press the SONG button or the HATS/RIDES knob to select that song and exit song mode.CLEARING A SONGA. Press the SONG button.B. Turn the HATS/RIDES knob to select a previously stored song. Previously stored songs will be dim.C. Press and hold the SONG button until the 3 PART buttons flash red. The song is now cleared.D. Press the SONG button to exit song mode. NOTE: See the owner’s manual for advancedfeatures, such as how to copy a song from one slot to another.7689ADVANCED FEATURES• Press the FOOTSWITCH to arm the SDRUM for learning.• Play the kick/snare pattern by muting the guitar strings and scratching low strings for kicks and high strings for snares.• Press the FOOTSWITCH again to end learning at the end of the pattern.• The HATS/RIDES LEDs indicate the number of kick or• Press and hold the GUITAR AUDITION button to enter calibration mode.• Press the GUITAR AUDITION button to toggle between three modes:OFF – No kick/snare feedback while teachingDIM – Kick/snare feedback will be re-enabled only when part is clearedBRIGHT – Kick/snare feedback is onSee the SDRUM owner’s manual to learn how to use the following advanced features:• Enabling count-in • Silent clear• Pre-selecting timing and feel • Pre-selecting settings for a part • Teaching a classic “train beat”• Using a metronome on a new song • Getting a drum fill without changing parts • Teaching a pattern with no kick or snare on the first beat Enjoy! And thanks for choosing DigiTech.PN: 5086300-AWHAT’S IN THE BOX• SDRUM Pedal • Power Adapter QUICK START GUIDEGET THE OWNER’S MANUALDownload the owner’s manual at /en-US/products/sdrum#documentation or scan the code with a QR scanner app on a mobile device.REGISTER YOUR PRODUCTRegister your product at /en-US/support/warranty_registration or scan the code with a QR scanner app on a mobile device.。

ahlcg规则书-概述说明以及解释

ahlcg规则书-概述说明以及解释

ahlcg规则书-概述说明以及解释1.引言1.1 概述概述部分旨在简要介绍AHLCG(奥克姆口袋怪物卡牌游戏)规则书,揭示其主要内容和目标。

AHLCG是一款基于怪物猎人系列的卡牌游戏,由Fantasy Flight Games开发和出版。

本规则书提供了游戏的核心规则和游戏玩法的详细说明。

AHLCG的玩家扮演调查员的角色,探索恐怖和神秘的世界。

游戏以具有连续性的故事扩展包和章节扩展包形式推出,提供了丰富的游戏内容。

不同的故事情节、危险的怪物和挑战都等待着玩家的莅临。

本规则书的目标是帮助玩家理解游戏的基本规则,并提供详细的游戏说明。

它包含了关于游戏准备、游戏流程、角色扮演、探索、战斗、装备、技能和事件等方面的信息。

通过阅读本规则书,玩家将能够掌握游戏的核心概念和策略,并能够更好地享受游戏的乐趣。

在接下来的章节中,我们将深入探讨AHLCG规则书的各个部分。

我们将从游戏的基本概念和规则开始,然后逐步展开关于剧情和章节扩展包的内容。

本规则书还提供了解决常见问题和疑惑的指南,以帮助玩家更好地进行游戏。

我们希望通过本规则书能够为玩家提供一种全面而清晰的理解,使他们能够在AHLCG的世界中畅享游戏的乐趣。

在接下来的文章内容中,我们将详细介绍游戏的各个方面,帮助玩家更好地了解和体验AHLCG。

1.2 文章结构本文主要包括引言、正文和结论三个部分,旨在详细介绍和解释《AHLCG规则书》的内容和结构。

引言部分将给读者一个对整篇文章的概述和背景信息。

首先,我们将简要介绍《AHLCG规则书》的作用和意义,解释这本规则书是为了指导和帮助玩家正确理解和运用《绝命镇魂曲: 亚科姆之恶梦》合作生存卡牌游戏(AHLCG)的规则而编写的。

其次,我们将介绍文章的结构和内容安排,以便读者能够更好地理解和阅读全文。

正文部分是全文的重点,将涵盖《AHLCG规则书》的详细规则和玩法。

我们将从基础部分开始介绍,包括游戏的组成要素、游戏目标和胜利条件等内容。

WiiU中文说明书

WiiU中文说明书

Important Safety InformationRead the following warnings before setup or use of the Wii U system. If this product will be used by young children, this manual should be read and explained to them by an adult. Failing to do so may cause injury. Please carefully review the instructions for the game youfollowed by WARNING or CAUTION, or you may see the term IMPORTANT. These terms have different levels of meaning as outlined below. Please read and understand these terms and the information that appears after them beforeWARNING - BATTERY LEAKAGEThe Wii U GamePad and Wii U Pro Controller contain a rechargeable lithium ion battery.Leakage of ingredients contained within the battery, or the combustion products of the ingredi-ents, can cause personal injury as well as damage to your Wii U system. If battery leakage occurs, avoid contact with skin. If contact occurs, immediately wash thoroughly with soap and water. If liquid leaking from a battery comes into contact with your eyes, immediately flush thoroughly with water and see a doctor.To avoid battery leakage:• Do not expose battery to excessive physical shock, vibration, or liquids.• Do not disassemble, attempt to repair, or deform the battery.• Do not dispose of battery in a fire.• Do not touch the terminals of the battery or cause a short between the terminals with a metalobject.• Do not peel or damage the battery label.Some accessories may use AA batteries. Nintendo recommends high quality alkaline batteries for best performance and longevity of battery life. If you use rechargeable nickel metal hydride (NiMH) batteries, be sure to follow the manufacturer’s guidelines for safety and proper usage.Leakage of battery fluid can cause personal injury as well as damage to your system and acces-sories. If battery leakage occurs, thoroughly wash the affected skin and clothes. Keep batteryfluid away from your eyes and mouth. Leaking batteries may make popping sounds.To avoid battery leakage:• Do not mix used and new batteries (replace all batteries at the same time).• Do not mix different brands of batteries.• Nintendo recommends alkaline batteries. Do not use Lithium ion, nickel cadmium (NiCd), orcarbon zinc batteries.• Do not leave batteries in the remote for long periods of non-use.• Do not recharge alkaline or non-rechargeable batteries.• Do not put the batteries in backwards. Make sure that the positive (+) and negative (-) endsare facing in the correct directions. Insert the negative end first. When removing batteries,remove the positive end first.• Do not use damaged, deformed or leaking batteries.• Do not dispose of batteries in a fire.The Wii U console contains a lithium coin cell battery.Contains perchlorate material - spe-cial handling may apply. For more information visit /hazardouswaste/perchlo-rate/. Do not remove the battery from the Wii U console unless it needs to be replaced.PRECAUTIONS WHEN USING AC ADAPTERSPlease read and follow the precautions listed below when setting up and using the Wii U system.Failure to do so may result in damage to your Wii U system or accessories.• Plug the AC adapter into an easily accessible standard wall outlet near your Wii U system.• Make sure there is adequate ventilation around the AC adapter and Wii U system, and that any air vents are unobstructed.• Do not expose the AC adapter or Wii U system to extremes of heat.• Do not expose the AC adapter or Wii U system to any type of moisture.• Do not place objects filled with liquids on or near the AC adapter or Wii U system.See the bottom of the AC adapter for additional information.6请务必不要忘记你的PIN码以及你在设置家长控制时所建立的那些部分,以了解更详细的信息。

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STORYThe Glade of Dreams is up in arms again! This idyllic world, where there is usually little more to do than eat, sleep, play (and enjoy a friendly fray or two among friends), is up to its eyeballs in trouble.It seems Rayman and his heroic gang of hilarious misfits have kicked off a war with just a little snoring! Their nightmarish neighbors from the Land of the Livid Dead don’t seem to sharethe same taste in music and have come to crash the party!Never ones to shy away from a challenge, Rayman and his friends are more than happy to knock these nasty killjoys back to oblivion, especially since it involves saving nymphs, making mischief, and earning fantastic new powers to make even more mischief. And this won’t be the first time!As it turns out, the fun-loving Creator of the Glade, known as Bubble Dreamer, is a highly sensitive being whose every mood impacts the Glade for good or bad… Rayman has had to beat back the creatures of Bubble Dreamer’s nightmares before, and that’s what he, Globox, and the crafty Teensy casters are going to do again before the fabric of the Glade falls to pieces and their entire world fades like a bad dream.CHARACTERSBubble Dreamer Bubble Dreamer is the Supreme Being who dreams the world and all of its marvellous creatures into existence with His every sleep. He is a sensitive being, an artist (and unabashed hedonist) who is emotionally attached to his creation. His feelings have a direct effect on the world, and even one bad dream can unsettle its fragile balance!The magic people believe Bubble Dreamer keeps to His sacredresting grounds. But we know better: this fun-loving, super-being can’t resist living among His creations to laugh, play, and overindulge…and His creatures are much like him.Rayman When the Creator had His very first bad dream, the nymphs gathered to invoke a being of light capable of saving our world: a creature both agile and carefree, as tenacious as he is hilarious, destined to crack up the Creator with his heroic antics and stop the nightmare!Unfortunately, although not surprisingly, our bedazzling nymphs were distracted by some zombie chickens on their way to Bubble Dreamer’s sacred snoring grounds, and they lost a sack of lums chasing the crazy creatures over a cliff. Thus, they arrived late and with a lot less illumination.In the end, Rayman was born with a few limbs missing, which as it turned out, made him a whole lot more limber!Globox A quiet force of the Glade, Globox is never to be underestimated. Always ready to lend a hand to his friends and adversaries alike, his mastery of Fung-Ku and etiquette comes down to the classic Gimme Five move, a solid smack that can knock you right out of your boxer shorts! This glorious goober* is nevertheless everything you could want in a friend. Always up for a little fooding, fighting, and power-napping – and always in good spirits – Globox is second to none when it comes to romping, bouncing, and bubble-izing baddies.The mystery surrounding how the Glade’s all-time undefeated championsnoozer became blue is a matter of some speculation among the magic people. The other Red Wizards of his Vubooduboo-practicing clan whisper of venomous bubeastietubbis, while the Teensies favor an epic tale of high comedy featuring Globox’s fondness for sacred plum juice.*Goober is a term of endearment that comes from the ancient Gladeish verb “to goub,” which involves dancing while smiling sheepishly, exposing the ‘goubs’ in one’s teeth.Teensies Teensies have got flair! The Teensies’ innate talent for nocturnal schnoz-ballads comes quite simply from the Creator himself in the form of imposing noses. And bubble me if we haven’t seen the Teensies spin some wicked spells over the years! Their magnificent nostrils make them highly sensitive to the subtle harmonies of magic; and everyone knows that Teensy magicians can sniff out the secrets of our world like nobody’s business!The Teensies are a cast of quick casters who have a proud history of producing many scrappy and memorable, not to mention well-dressed, fighters. (Teensies like to dress up and have treefuls of disguises.) You will be able to play as some of their most illustrious ancestors!Electoons The irrepressibly happy Electoons are the stuff of the Maker’s dreams and contained in all of Bubble Dreamer’s Creation.As the bad dreams worsen, more and more Electoons become imprisoned by bombastic Hunters, who pepper the bucolic Glade with their belligerently live ammunition, and their terrifyingly ridiculous lackeys, the Lividstones. As a result, the very fabric of the Glade of Dreams begins to unravel, and the connections that the Electoons once formed between the lands start to dissolve.Lums: Enlightened Racing Lums (pronounced “Looms,” like ilLUMination, and not Lums, as in “dumb”) are beings of pure energy possessed of a mind-bogglingly sunny disposition. They are an important source of magical energy in the Glade of Dreams, making Lum Racing a popular Glade-wide sport. The competition pits up to four players against each other in crazy cross-country competitions to collect Lums. Anything goes in this wild race, or as we say around here, no smack is too packed. While all players go home winners, only one takes the prize: the player who nabs the most nap-happy Lums, of course! No holds barred!Swingman Never refuse a Helping Hand.These congenial creatures grow as many arms as there are friends who need a lift up… They niche in auspicious places, poised over preposterous precipices with a gentle smile that flashes from their blue faces, hiding their true nature as the Glade’s most popular swinging singles!Betilla and the Bodacious Nymphs of the Glade The benevolent yet badass Betilla from the original Rayman® is back with a vengeance. She is the eldest Nymph, one of Bubble Dreamer’s first and most beloved creatures. She and her sisters will grant Rayman and his entouragethe powers they will need to complete their quest.The Magician and His Magic Hat The Magician will help you throughout your quest. He’s always willing to tradeyou Electoons for Lums, which will help you unlock new worlds and maps. At your service, his magic hat will provide tips and tricks galore to help you survive.The Nasties: Bad Bubbles and Beyond One day, Bubble Dreamer began having nightmares! The Nymphs tried offerings of sweet-dreams tea and tasty cakes to calm him, but things in the Glade just kept getting worse… Soon all the lands of the Glade were crawling with nightmare creatures: devilish Darktoons, hideous Hunters, and loathsome Lividstones, just to name a few of the terrible troublemakers!The Darktoons If Electoons make up all of Bubble Dreamer’s good dreams, the Darktoonsare the stuff of nightmares. During the First Bad Dream, Bubble Dreamer begot a foul and ferocious creature that none of us had ever seen before: Jano. Now, Jano makes Darktoons like cows make milk, and before we knew what hit us, there were hundreds of them in all shapes and sizes, all causing quite a lot of trouble.The Psychlops This prickly freak does not like to be disturbed… My advice: let sleeping Psychlops lie. Prepare to be bubble-ized on his spooky spikes!Other Enemies Legend has it that Rayman first came to the Glade of Dreams to defeat the nightmare creatures and banish them to the lower realms, now known as the Land of the Livid Dead… Now this crazy cast of nasties is back, and it needs to be smacked back to oblivion!The Bosses The Kings of each Land in the Glade have gone missing, and the magic people fear that they have fallen under the influence of the nightmarish forces that menace their universe.Rayman and his friends will need to find out what happened to them. We’re thinking…it’s not going to bepretty!THE GAMESave the Electoons and save the Glade of Dreams! As the world is taken over by the creatures of Bubble Dreamer’s nightmares, more and more Electoons become their victims. The poor hapless creatures are being snapped up left and right and locked away in chained cages hidden throughout the Glade. Meanwhile, the very fabric of the dream is menaced as rifts open up between the various Lands.The Electoons To save the Glade, you need to stop the nightmares, and to stop the nightmares you’ve got to free the Electoons – for they are the key to repairing the rifts between the Lands and helping to soothe Bubble Dreamer back into dreaming happy dreams.To progress in the game, you will need to collect lots of Electoons. They will not only help you to rebuild the paths between the Lands, but they will also progressively unlock many secret sanctuaries and surprises.You can earn Electoons by completing a variety of challenges available in each Land.Electoon Medallions The medallions track your progress in collecting Electoons. You will need to complete a variety of challenges to fill a medallion.Electoon ChallengesCage Challenges Reams of Electoons are trapped in cages throughout the Glade of Dreams. Some cages are hidden and may only be found by thoroughly exploring each level. Beware! The cages are always heavily guarded. Bubble-ize the evil guardians of each cage before you break the cage open and free the Electoons!Time Attack Challenge Sometimes slow and steady just doesn’t cut it! Upon completing any map, you unlock a Time Attack Challenge. If you beat the Easy time challenge, you will free an Electoon. If you beat the Hard time challenge, you will also earn a Speed Trophy!Lum Challenge Collect as many Lums as you can in each level to beat the Lum Challenges.There are a variety of ways to collect Lums, so keep your eyes peeled… Where there are bubbles, there are Lums! Some collectibles like the Skull Coins, Lum Kings, and Bulb-o-Lums are a veritable jackpot!Chest Challenges The Chest Challenges will put your skills to the test. These fast-paced chase sequences will have you scrambling to keep up with a runaway chest while you sprint, jump, and fly as you try to stay alive!Skull Teeth A precious Skull Tooth is awarded for each Chest Challenge you complete. Collect them to gain access to your worst nightmare yet…in the Land of the Livid Dead!In-Game Screen You will see this interface as you play through the game. It provides information about the number of players, the Lums collected, and how long each map took to complete. The Electoonmedallion at the center of the screen appears when you have completed a challenge.TimerPlayersCompleted ElectoonChallenge MedallionWorlds Selection Menu As you progress through the game, you will unlock new Lands of the Glade to explore and save from the nightmare creatures. Navigate through the World Map to access these new worlds. You’re free to visit the worlds you have already played to discover more challenges and collectibles.Collectible OverviewUnlocked WorldPlayer IconLevel Selection Map As you unlock each new Land, you will gain access to the Level Selection Map, which features all of the challenges that lie ahead! New levels will appear on the map as you progress through the world.Player Collectible Overview Player Icon Pickups There are a variety of items to collect throughout the Glade of Dreams. Some help you to unlock new worlds and challenges, while some will earn you bragging rights when competing with friends in co-op. All are important in helping Rayman and the gang save the day!Skull Coins Pick up a Skull Coin to earn 25 Lums at once! Lum KingPick up a Lum King to wake up the Lums and make them sing and dance.Dancing Lums are worth twice their value… but they don’t dance for long!Bulb-o-Lums Find these treasures throughout the worlds and hit them repeatedly to free hidden Lums.Hidden Lums All living things can produce Lums. Move through Bubble Bushes, land on platforms, and interact with other living things to free the Bubble Lums. Pop and collect them before they float away!HeartsHearts can be collected by grabbing them or breaking the flasks in which they are trapped. Collecting a heart will allow you to survive a hit without losing a life. Extra hearts earn you Lums or will go to a friend in need!Register Your Game for Insider Access!It’s painless, we swear. Not to mention you’ll enjoy all the benefits of registration, including:·Exclusive first access to in-game content: maps, skins, and downloads ·Invitations to join private betas and preview upcoming game demos· A wealth of news updates and pre-release game information ·Access to an extensive library of game walkthroughs and help files·Community involvementthrough official forumsand blogs·So much more!Just go to to get started.Thanks,The Ubisoft TeamRayman® Origins© 2012 Ubisoft Entertainment. All Rights Reserved. The character of Rayman, Ubisoft, and the Ubisoft logo are trademarks of Ubisoft Entertainment in the US and/or other countries.。

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