デサエモン3D
                                  Dezaemon 3D

Contents
1.Introduction
2.Manual Translation

                               1.Introduction

Released on the 26th June 1998 Dezaemon is a shmup creation tool for the N64 by
Athena. It is actually the fifth title in the series, with previous entries
appearing on the Famicom, SNES, Playstation and Sega Saturn. It was followed by
two more Playstation releases. This series inspired several developers including
Shigatake, and ASTRO PORT. Shigatake is most well known for his work on Odin
Sphere and Dragon Crown. Athena used their software to create Biometal (1993)
for the SNES and Daioh (1993) for the arcades.

The kind of shmup you can make has certain limitations. You can make a 5 stage
game, with 3D graphics, but 2D movement. The camera can be rotated to change the
game perspective however. It also has a limited ability to create Demoscenes.
Game creation is hampered by the small amount of RAM on the cartridge. You can
save up to 5 stages worth of data, up to 6 textures, up to 5 models, and 5
songs. This is only enough to make one game really.

The game comes with three pre made games, Example Storm, SOLID GEAR, and
USAGI-san (Mr. Rabbit). Example Storm is clearly a re-creation of Taito’s
fantastic “lock-on laser” shmup; Raystorm.

Athena held a game creation competition using the software in 1999. I wonder who
won… A complete manual for the game was also released by Eagle Publishing.

This version of the game was planned to have 64DD connectivity to allow greater
storage and the ability to share your games over lan net. However these elements
of the game were canceled after the 64DD failed to take off. The game still
recognizes the 64 DD if it is connected and lets you look at the contents of its
memory. You are also able to use the 64DD mouse with the game, if you plug it
into controller port 2.

It was reviewed by the British publication N64 Magazine, and was awarded a high
score of 82%. They wrote that while it is quite a powerful game creation engine,
because of the language barrier, they were unable to make anything interesting
with it.

Athena released a few other games for the N64 including Pro Mahjong Kiwame,
Super Bowling and Yakochu 2. They were supposedly a 10 man team. The company
went into bankruptcy in 2013 after being in operation since 1987.

I would like to thank Ozidual. Without his hard work, this guide would not have
been possible. He has been tirelessly scanning and uploading Japanese N64 game
manuals at extremely high quality. He is also assisting in many N64 translation
projects and fixed the trophy glitch in Space Station Silicon Valley. I am very
grateful for your efforts towards preserving video game history.

                             Back of the box

Make and play the number 1 shooting game in the world!
Of course you can design your own craft and characters, put the enemies where
you want, define the collision detection, and even make the background music.
Enjoy making a 3D polygon shooting game according to your own ideas!

You can freely use the polygon modeler and texture mapping. You can put the
enemies exactly where you think they should be. You can edit the workshops and
windows. You can easy make your own original soundtracks using the 4 track
synthesizer.

Includes lessons, demos and online help. Even beginners can simply enjoy it! You
can choose a design you like from the abundant sample models. You can understand
the functions at a glance with the online help. Even first time users can
quickly play one of the included lesson demos.

                            2.Manual Translation

                                 Controls

Game Controls

3D Stick – Move
A Button – Shoot
B Button – Fire the lock on laser
R Trigger – Bomb
Z Trigger – Change the movement speed
Start – Pause and exit

Edit Controls

3D Stick / D Pad– Move the cursor
A Button – Confirm
B Button – Cancel. In paint mode with the drawing wand, use the spot function
C Button – Scroll the screen. Rotate and resize textures in Model mode.
R Trigger – Turn the chord and Drum Track ribbons on and off in Music mode.
Bring up the enemy placement wand in Layout mode.
L Trigger – High speed function
Z Trigger – Confirm
Start – Pause and exit

                 How to play shooting games (Example Laser)

Score (shown at the top of the screen)
How many points you have. If you lock onto an enemy and then shoot them down
with you laser you will get points. If you lock onto and shoot down two enemies
you will get double points, if you shoot down 3 enemies you will get triple
points and so on. In this way, you can raise your score.

Bombs (top right)
When you drop a bomb your shop will become invincible. Bombs are limited, so if
you have 0 you can fire anymore.

Speed (shown under your bombs)
If you press the Z Trigger, you can cycle through the 3 speeds of your ship.

Number of ships (top left)
Shows how many lives you have left.

Lock on laser
It can shoot down any enemy regardless of their altitude. At first you can only
fire 4 lasers at a time, but if you pick up Laser Up items you can fire up to 8
at a time.

Shots
Your shoots will only hit enemies on altitudes close to your own ship. You can
power up your shots by up to 3 levels by picking up Power Up items.

Pause
If you press the Start button during the game, the game will stop. If you wish
to quit the game please choose Yes.

How to play Time Attack
Within the time limit, compete to get the most points as possible.

Tutorial Mode
This gives an easy to understand explanation of how to make the basic parts of a
game. When you make something for the first time with Dezaemon 3D, please learn
how to make the Tutorial Game first. Press the Start Button to pause and C Up to
show the last sentence.

                              About the editor

Draw pictures, make polygons and create your original game on your own in this
mode. Try to make a game which is better than the example games by painting,
modeling, building and composing music with the four tools.

1 Paint Tool ペイントツール
Make the images and textures used in the game.

2 Model Tool モデルツール
Make the polygons used in the game.

3 Music Tool ミュージックツール
Make the music used in the game.

                 BUILD menu (This main menu is mostly in English!)

PLAYER – Create the players machine, weapons, items and shots.
ENEMY – Create the enemies animation, movements, and effects
MAP – Create things such as the textures of the map.
LAYOUT – Create the layout of the enemies and effects.
Game Title – Create the title screen and any effects.
Ending – Create the image used during the credits
SOUND – Create the songs and sound effects used throughout the game
Test Play

                          About the GAME EDIT menu

(From left to right, top to bottom)

(first row)
TV – Environment settings – set the wallpaper and BGM in edit mode.
Hand – Cursor speed – Change the cursor speed and turn the helper on/off.
Stop watch – Time attack icon – Change the time limit for stage time attacks.
Exit – Quit the editor.

(second row)
E buttons – Select a stage to edit.

(third row)
EDIT – Edit the selected stage
SAVE – See below
High score set button – Delete the current high score.

(fourth row)

STAGE (has three options)
Insert – Insert a stage
Copy – Copy a stage
Delete – Delete a stage
SYSTEM DATA – This lights up when the data has been changed
FONT – Choose a font type
COLOR – Choose a font colour

                                  About Saving

When you press the SAVE button it will automatically overwrite the saved edit
data. The amount of data that you can save to the game cartridge is as follows.
You can save up to 5 stages worth of data, up to 6 textures, up to 5 models, and
5 songs. Depending on how you use the data you could save more songs, for
example, but less textures and models. However this is only a rough estimate, so
depending on the contents of the data you may be able to save more.

                              About the Edit buttons

Exit
Exit the current edit window and return to the previous screen.

A bomb
Delete the current edited data.

Exclamation mark
If you make a mistake, press this to go back one step. (undo)

A grey box with a green block
This is the memory use meter. This displays how much more data can be recorded.
At the beginning it should be all black. As the data increases it will turn
green, and when it reaches max it will become red.

A pair of eyes
Each setting on the screen is being checked.

A grey grid
Displays the reference lines on the paint and model screens.

A window with an X mark
They can be moved with the cursor, click the X to close them.

A scroll bar/buttons
Scroll the screen with these.
About the help
If there is a button or icon that you don’t know, if you put your cursor on it,
an explanation will be displayed at the bottom of the screen.

                               About the paint tool

This is a tool to make drawings for use as textures, for maps, or on the title
screen.

(Cock wise from the top left)
Paint tube – Open the palette window
Grid - Displays the reference lines.
Minus icon – Reduce the size of the displayed image
Plus icon – enlarge the size of the displayed image
Magnifying glass – Return to the normal size image
Memory use meter – see above
Exclamation mark – see above
Bomb – see above
EXIT – see above
Scroll bar and buttons
Paint colours
Light bulb – Turn on and off the transparency colour
Colours 1 and 2 – The current two colours you have selected
Tool window buttons – see below

DRAW – Opens the drawing tool window
COPY – Opens the copy tool window
SPECIAL – Open the special effect tool window for things like shading
LIBRARY – Opens the copied pictures window
TEX. – For pictures with other areas, opens a tool window that allows pasting

                          About the Palette window

You can make a colour and register it to the palette. You can adjust a colours
RGB values, or make a colour gradient. There are 32,768 possible colours, 256 of
which can be registered to the palette at one time.

(from top to bottom)
The colour palette
Blank page icon – reset the palette
Grid icon – Palette gradient- Make a gradient. Pick one colour, press this
button, then choose two of the many colours that will be displayed to
automatically make a gradient.
Grid with an arrow – Register the colour to the right to the palette
RGB – The red, blue, green values of the colour you have chosen
Colour picker cube – search for a colour, its RGB values will be displayed

                            About the DRAW tool

This tool draws dots, lines, squares, circles and many other shapes.

(first row left to right)
Pen – draws thin lines
Writing Brush – draws slightly blurry lines
Spray gun – draws even blurrier lines
Paint Brush – paints in squares or circles
Rubber – erases a small part at a time

(Second row, left to right)
You can select from 4 thickness of lines.

(Third row, left to right)
Free line – The line will follow the movement of the cursor
Straight line – Draw a straight line between two chosen points
Zig zag line – Draw a straight line between as many points as you choose
Rectangles 1 – Choose a place to start drawing a rectangle, then move the cursor
to change its size
Rectangles 2 – Draw a rectangle filled with a colour of your choice.
Circles 1 - Choose a place to start drawing a circle, then move the cursor to
change its size
Circles 2 - Draw a circle filled with a colour of your choice.

                        About the Copy function

You can copy an area of a picture, and paste it in a different place

(First row, left to right)
Copy – Using a box copy an area of any picture
Move – Move the selected area to another place
Stamp – You can paste the copied area as many times as you like

(Second row, left to right)
Paste above – Paste the selected picture over the current picture
Composite – Composite the copied area and current picture

                            About the Special Tool

Invert, rotate or add shading or a gradient the current picture

(From left to right)
Invert – Invert the selected area, up, down, left or right.
Rotate – Rotate the selected area in any direction.
Gradation – Gardiate the selected area using colour 1 and 2.
Shading – Shade the selected area
Mask – Using a selected colour mask the picture, you will not be able to draw
over that colour.

                            About the Library Tool

Copy and paste images from the resource library.

(From left to right)
User Library – Paste images you have previously saved
In game Library – Copy and paste images installed in the game, difficult to draw
textures such as wood grain and bare rock are available.

                              About the TEX Tool

You can copy textures from the Library and the Sample Games with this tool.

(From left to right)
Copy – Paste pictures from the library.
Stamp – Repeatedly paste a picture
Delete – Delete the picture in the selected area

                               About the model tool

This is a tool to make Polygon models. You can make models for things like the
player ship, enemies and items.

                                    Main Screen

(Options at the top of the screen from left to right)

Grid – Display the gird. You can move or change things in fixed units using
this.
Smiley face with a dot – Hide button – Hide the currently selected model
Lasso – Group button – Group the currently selected model parts
Cut Lasso – Ungroup button - Ungroup the currently selected model parts
Ghost – ghost button – Make the selected model transparent. It is good to use
when making models for use on your character.
Memory use meter – see above
Exclamation mark – see above
Bomb – see above
EXIT – see above

(Options at the side of the screen from top to bottom)

MODIFY – Open the window to move, rotate or change the model.
COPY – Open the window to copy parts of the model
TEX. - Open the window to paste textures on the model.
LIGHT - Open the window to add light sources to the model.
MODEL - Open the window to choose basic shapes.
L – Displays the number of vertexes
P – Displays the number of polygons, the max is 100.
LIST – Model Number – Displays the current model number. (Number of objects?)

Four Model Views (left to right, top to bottom)

Side View

Correct View – Helps you edit the model in real time. You can move and rotate
the model using the cursor. Click the R button to return to the default view.

Pose View – Click the square to choose the background colour. Click the other
square to stop the model from automatically rotating. You can use this view to
quickly check how your current edits look. If you press the A button and move
the stick you can see the model from any angle.

Bird’s Eye View

                                How to make models

1 Choose a basic shape from the sample models
2 Change the model in any way you like.
3 Apply textures and light sources to the model

                                About the MODIFY tool

Use this tool to move, rotate and change the model. Select polygons with the A
button and press the Z Trigger to insert them.

(First Row, left to right)
Grey cube with a dot – Vertex select – Select a point
Grey cube with one red side – Polygon select – Select one face of polygon
Red cube – Model part select – Grab a part
Two red cubes – Select all models being edited

(Second Row, left to right)
Four arrows – Move the selected part
Circle arrow – Rotate the selected part
Up and down arrows – Enlarge or shrink the selected part
> <  - Lengthen or shrink the selected part

(Third Row, left to right)
Two up and down arrows – Change the shape on the vertical axis only
Two left and right arrows - Change the shape on the horizontal axis only
Four arrows - Change the shape on any axis
Rubbish bin – Delete the selected part

For example, this is how you would stretch a dice shaped model.

1
First choose the cube from the sample models.

2
Choose “vertex select” (1st row Grey cube with a dot), then “move” (2nd row Four
arrows) then “no restrictions“ (3rd row Four arrows).

3
Choose a vertex that you want to stretch with the 3D stick and the A Button,
whilst holding the Z Trigger move the 3D stick.

4
When you are happy with the shape let go of the Z Trigger and press the A Button
to confirm the changes.

                                About the COPY tool

You can copy and paste the selected model.

(from left to right)
Normal copy – Copy the selected model to a different place.
Inverted copy – Pastes an inverted copy of the selected model.
Symmetrical copy – Pastes an symmetrical inverted copy of the selected model.

For example, if you use the symmetrical copy tool…

1
Select the model part you wish to copy.

2
Choose which axis you wish to copy along, the horizontal or vertical.

3
Press the Z Trigger and the model will be symmetrically copied at that location.

                              About the TEX tool

You can paste textures onto polygons with this tool.
(From left to right)
Set the Texture
Paste the texture

                             How to texture a model

1
Choose a texture from ones you have made in the Paint Tool. One model may have
only one 64 by 32 dot texture applied to it at one time.

2
The texture you have chosen will be registered as a single tile pattern. You
will paste the texture on the polygon in this tile pattern. You can register up
to 16 different tile patterns per texture.

3
Choose a polygon you wish to texture with the A button, and press the Z Trigger
to texture it. You can move the texture with the 3D Stick. You can rotate the
texture with the C Buttons. If you press the Z Trigger you will move to the next
step, then if you press the C Buttons again you can enlarge or shrink the
texture. When you have finished press the A Button to confirm the texture is
complete.

                          About setting the Textures

If you press the Texture Setting button, the following window will open.

(From top to bottom)

Current Texture – Shows an enlarged view
SET – Press this button to set the texture
TILE EDIT – Shows the tile pattern, scroll around with the arrow buttons to
right
UP arrow – Reset the tile pattern
DOWN arrow – Register the tile pattern
TILE – Shows the tile pattern and its number (max 16)

                         How to register a texture

1
Press the SET button the textures you have drawn in the paint tool will be
displayed so please select one.

2
Select an area to use from the CURRENT TEXTURE box.

3
Confirm the texture in the TILE EDIT box, and move around with the arrow scroll
buttons to find a pattern you like.

4
If you press the DOWN arrow below the TILE EDIT box, you r texture will be
registered to the TILE box.

                              About the LIGHT tool

This is a tool for making lighting and shadows for your model. You can use up to
30 different types of light in one game.

(From left to right, top to bottom)

(First row)
Torch – Set the light you wish to use.
Smiling cube – Mask surfaces which you do not want to be lit.

No. – The lighting number
POSITION – The 8 lighting directions
3 pictures – The height of the lighting
AMB. – Set the environmental light colour
LIGHT – Set the lighting colour

                      About the Lighting Mask (smiling cube)

Select the surfaces of the model which you do not wish to be lit and press the Z
Trigger to apply the mask.

                             About the MODEL tool

You can choose a basic model to use with this tool.

(From left to right)
Robot – Copy the selected sample model
Face – Copy a model you have created
Plane – Copy a model from the 150 that were made for the example games.

                         About selecting a sample model

1
If you press the Robot face the sample model screen will be displayed.

2
When you find a model you want to use press the OK button and it will be copied
to the model edit screen.

3
Move the model around to a place you like and press the A Button to confirm.

                             About adding textures

You decide about the model textures with the TEXTURE tool.

(From left to right)
Blank cube – Copy only the shape of the model with no textures
Checkered cube – Copy the model with its texture information to add your own
textures
Purple cube – Copy the model with the current textures

                             About the Player tool

This is a tool to create the player object, enemies, maps and other data. You
can also make the game title screen and edit other things with this tool.

An explanation of the main screen. (The same as the one earlier in the guide.)

BUILD
PLAYER – Create the players machine, weapons, items and shots.
ENEMY – Create the enemies animation, movements, and effects
MAP – Create things such as the textures of the map.
LAYOUT – Create the layout of the enemies and effects.
Game Title – Create the title screen and any effects.
Ending – Create the image used during the credits
SOUND – Create the songs and sound effects used throughout the game
Test Play

                            About the PLAYER tool

Set the models for the player object, its weapons, enemy weapons, explosion
patterns, and item models.

(The left hand column from top to bottom)
PLAYER – Set the player object, its weapons and starting altitude
ENEMY – Set the graphics for the enemy weapons
BLAST – Set the explosion graphics
ITEM – Set the models for things like power up items.

If you press the PAINT button in any of these windows it will directly open the
paint tool.

                               The PLAYER window

(The tool bar from left to right)
Ship – Set the player object
Target reticule – Set the Target Reticule
Missile – Set the players shots/bullets
Laser – Set the picture for the player’s laser.
Bomb – Set the picture for the player’s bomb.

(Next follows an explanation of the above 5 tools)

                                  Ship window

The window displays the currently selected ship. Next to it is a transparent
cube, if you click this you can set the transparency.
MY SHIP displays the players object and MY SHIELD, it’s shield. SPLASH allows
you to set a splash/dash/boost effect for your object. BOOST allows you to set
the graphic that will be displayed when the booster is charged. START ALTITUDE
allows you to set the starting altitude of the players object. STOCK SHIP allows
you to set a image to use for lives. The rumbling controller icon allows you to
set the rumble effects for a Rumble Pak.

                         How to set the player object

1
If you click the model window you can choose any of the model objects you have
made or borrow one from the library. You can also choose the size of the object
in game and any animations (using the PATTERN and SPEED options)

2
Set the transparency using the cube next to the model window. This function can
be used to change the transparency of the model in game slowly. You can make it
turn from normal to transparent and back again too. (I suppose this is for when
your ship gets hit? Or if you want to do some kind of shield effect?) (The
transparency menu is in English!)

3
Set the Splash effect and Booster charge time graphics.

4
Set the starting altitude of the ship from the 8 options, and set the Rumble Pak
vibration intensity from 8 levels for when your ship explodes. If you game uses
a shield you can also do the same for the shield.

Target reticule
Set the picture for the target reticule or mark with the following options
MARK – Set the picture that appears on an enemy when you lock onto them.
SIGHT – Set the open target reticule
SIGHT CLOSED – Set the closed target reticule

Missile
Set the picture for the players shots/bullets with the following options
MUZZLE FLASH – set the muzzle flash when you fire a shot.
SHOT – Set the shot/bullet picture
DUST – Set the picture for the effect that happens when your shots hit
something.

Laser
You can set the picture used for the player objects laser using the following
options.
LASER – The laser picture.
FLASH – The flash that occurs when the laser fires.

Bomb
You can set the picture of the players bomb with these options.
BOMB – The image for the number of bombs the player has.
STOCK – The number of bombs the player will have at the start from 0 to 3.
BOMB – Set the bombs graphics here.
Controller – Set the vibration intensity of the Rumble Pak when you use a bomb.

                              The ENEMY window

You can set the enemies weapon graphics and patterns with this tool using the
following options
SHOT TYPE –Set 2 types of shot for the enemies to randomly use.
LASER 1 – The laser mainly used for ground based enemies.
FLASH – The flash graphic that occurs when laser 1 is fired.
LASER 2 - The laser mainly used for flying enemies.

                               The BLAST window

You can set the graphics and patterns used for the explosions. A preview of each
explosions animation will be shown to the right. The animation is made from 6
frames which will be displayed to the left.

TYPE – You can use two types of explosion, A and B.
PARTICLE – You can set 4 types of explosion for when you shoot down an enemy.
Controller - Set the vibration intensity of the Rumble Pak an explosion occurs.

                                  The ITEM window

You can set the model of each time of item from the following, 7. The model
preview will be shown to the right. The numbers to the left and right of the
model show which of the 7 item types it is assigned to. The transparent cube
allows you to set the model transparency.

Shots
Lasers
Bombs
Shields
1 Ups
Bonuses – You can choose two types and set their point values below.

                              About the Enemy tool

You can use this tool to set the enemies animations, movements, and abilities.
The main menu has a preview of the currently selected enemy and its number. You
can scroll between enemies using the scroll wheel to the right.

(Options along the top of the screen)

?
This window displays the movement, and speed information of an enemy when it
appears in game.

Eyes
Preview the current enemy in game. You can set the number of enemies and the
camera angle.

Smiley face
Copy the data of one enemy to another enemy.

(These options are down the left hand side of the screen)

ANIME – Set the enemies animation.
MOTION – Set the enemies movement and altitude.
SHOT – Set the enemies attack pattern.
HIT – Set the enemies hit points.
ETC – Set what happens when the enemy is destroyed.

                                  The ANIME window

SPEED – Choose from 8 levels.
ANIME – Turn animations on or off.
PATTERN – Set 4 animation patterns.
SCALE – Set the scale of the enemy.

The animation preview will be displayed at the bottom right. IF you click the
model button you will be taken to the Model making tool.

How to set a model’s animation
1 Choose a model for an enemy an press the セット button (set) to register it.
2 Turn animations ON and register at least 2 patterns.
3 Set the animation speed.

                            About the SCALE window

Set the enemies scale in comparison to the players object. You can change the
camera angle and reset the model’s size.

                              The MOTION window

A tool used for setting the enemies’ altitude and movement with the following
options.

(from left to right)
Straight arrow – Basic motion – Set their geometric plane and speed.
Curved arrow – Altitude motion – Set their altitude changing abilities.
Twisting arrows – Special motion – Rotate, enlarge, shrink and turn transparent.

               About the Basic motion window (the straight arrow)

TYPE – Set free type or fixed type motion
IN – Set whether the enemy comes from the top or the bottom of the screen.
SPEED – Free movement has 8 speed settings and fixed has 4 speed settings.
BEING CUE – Set their spawn and natural deletion points.
ORBIT A – Choose a fixed movement pattern (see below)

MOTION NO – For fixed movement type only. Set one of 3 types of movement.

Free Type movement patterns.
(I have listed them in order of left to right and broken them into each row. If
you look at the pictures you can image what kind of movement the enemy will
make.)

1.      Stop as soon as it appears and scroll down with the background
2.      Stop and move left and right a little and scroll down with the
       background
3.      Stop and move left and right a lot and scroll down with the background
4.      Stop and move right and scroll down with the background
5.      Stop and move left and scroll down with the background

6.      STOP and rotate and scroll down with the background
7.      Curve down
8.      Snake down a lot
9.      Snake up and down horizontally
10.     Do a rotating curve in the middle of the screen then curve down

11.     Stop in the middle of the screen and do an evading U turn
12.     Go down and do a narrow U turn back up
13.     Go down and do a wide U turn back up
14.     Do a sudden diagonal rise at the bottom of the screen
15.     Do a rotation in the middle of the screen and then do a U turn

16.     Do a U turn at the top of the screen
17.     Stop at the top of the screen and retreat
18.     Go straight down
19.     Snake down a little
20.     Go down stopping once at the middle of the screen

21.     Snake down in big straight lines
22.     Step down the screen, stopping to change directions
23.     Roll up and down the screen
24.     Bound down the side of the screen
25.     Bound across the whole screen whilst moving down

26.     Move towards the player, it will not pursue the player
27.     Pursue the player
28.     Pursue the players whilst stopping repeatedly
29.     Go down until it is level with the player and then move horizontally
       towards them
30.     Go down but then flee in the opposite direction to the player

Fixed Type movement patterns.
(I have listed them in order of left to right and broken them into each row)

1.      Stop at the current location
2.      Move left and right a little
3.      Move left and right a lot
4.      Move up and down a little
5.      Move up and down a lot

6.      Do a small upwards facing semi circle movement
7.      Do a large upwards facing semi circle movement
8.      Do a small downwards facing semi circle movement
9.      Do a large downwards facing semi circle movement
10.     Do a small round rotation

11.     Do a rectangular horizontal rotation
12.     Draw a horizontal 8 shape
13.     Draw a vertical 8 shape
14.     Draw a W shape
15.     Draw an M shape

16.     Draw a triangle
17.     Draw an upside down triangle
18.     Draw a diamond
19.     Draw a square

Patterns with a green arrow mark show when the enemy will fire when doing the
pattern.

               About the Altitude motion window (the curved arrow)

This is a tool to set the motion of altitude changing. There are fixed and free
types of motion.

(The window is laid out in the following way, from left to right)

ACTION CUE Set what level the enemy will start changing altitude (8 choices)
START – Set the enemies starting altitude (8 choices)
LOOP – see below
RATE – see below
END – Set the altitude they will finish at  (8 choices)
SPEED – Set how fast the enemy will change altitude (8 speeds)

(These are all the LOOP and RATE motions in order, from left to right)

LOOP
Don’t change altitude
Descend to the lowest altitude and stay there
Loop between the lowest altitude and the initial altitude
Bounce up and down between the initial altitude and the lowest altitude.
Descend to the lowest altitude and disappear
Descend to the lowest altitude and die naturally

RATE
Change altitude along a fixed line
Change altitude along a curve

If you choose the fixed type of altitude change, there are only 3 types of
motion you can choose.

                   About the Special Motion (the Twisting arrows)

You can set enemies to rotate, enlarge, shrink and turn transparent.

(The initial menu is as follows from left to right)
Enlarge
Rotate
Transparency

Setting the enlargement motion
ACTION CUE – Set the initial enlargement position
START – Set the starting reduced size
LOOP – Set a looping pattern
END – Set the ending size
SPEED – Set the speed of the enlargement

Setting the Rotation motion
ACTION CUE – Set the initial rotation position (8 choices)
AXIS – Set the axis of rotation, either X Y or Z. (see below)
LOOK – Sets the direction of the nose of the player object
START – Set the starting angle (8 choices)
LOOP – Set a looping pattern
ROTATION – Set the direction of the rotation, anti-clock wise or clock wise
END –Set the end angle of rotation
SPEED – Set the speed of the rotation

About the axis rotation
X axis – it will look like the player is rolling
Y axis – it will look like the player is spinning
Z axis - it will look like the player is doing a screwing rotation

Setting the Transparency motion
ACTION CUE – Set the initial transparency position (8 choices)
START – Set the starting transparency amount (8 choices)
LOOP – Set a looping pattern
END –Set the end transparency amount
SPEED – Set the speed of the transparency change

                             About the SHOT window

Set the enemies attack pattern using the following options

SHOT NO – Each enemy has 3 shot types, choose which one you want to set.
TYPE – Set the shot type
TIMING – Set the firing timing, if you choose the arrow it will fire according
to the default set by its movement pattern (see above).
VARIATION – Set the number of shots and their pattern (15 choices)
SPEED –Set the speed of their shots (8 choices)
DIRECTION – Set the direction of movement of the shots (3 choices)
POSITION – Set the places on the enemy where the shots will be fired from
SOUND NO – Set a sound for the enemy to play when it fires shots

                             About the HIT window

Set the enemies hit points with the following options

HIT POINT – Set enemy hit points. See below.
LOCK ON – Set if you can lock onto the enemy or not
HIT CHECK – Set the size of the enemies hit box where collision detection occurs

There are 4 types of enemy hit points.
1 They have an amount of hit points from 1-6
2 They are invincible but you can’t collide with them (green infinity symbol)
3 They are invincible but if you collide with them you will lose a life (red
infinity symbol)
4 They have a switching amount of hit points (S)

When you choose the HIT CHECK option, the follow window will open. The rotating
multicoloured square indicates the hit box

SIZE – Set the size of the hit box
VIEW – Change the camera angle
RESET – Reset the location of the hit box
ZERO – Set specific coordinates to move the hit box to

                            About the ETC window

Set what happens when the enemy is destroyed with the following options

SCALE – Set the size of the enemy explosion (3 choices)
PATTERN – Set the number of times the explosion occurs (4 choices)
PARTICLE – Turn explosion particles on or off
TYPE – Choose which of the two explosion types it will use.
SOUND – Choose a sound effect to play at the same time as the explosion
STAGE CLEAR – Set whether destroying this enemy clears the stage
SCORE - Set how many points destroying this enemy adds to your score
ITEM – Set what item the enemy drops when they are destroyed (8 choices)
ENEMY RISE – Set if the enemy can come back to life after being shot down
ENEMY SET – Set whether this enemy will also be destroyed if another enemy is
destroyed. (good for turrets on gunships?)


                             About the Map tool

You can set the textures, collision points and special effects of maps with this
tool.

                            Main menu explanation

(The options on the left hand side of the screen from top to bottom)

Left eyes – Check the map in the game screen
Right eyes – Check the map from the start of the stage
TEX – Opens the map texture settings window
HIT – Opens the map collision detection settings window
TRANS – Opens the map transparency settings window
EFFECT – Opens the scrolling and other effects settings window
LOOP – Opens the map loop settings window
SCALE – Opens the map size settings window

                           About the TEX window
(from left to right)
Copy – Copy a texture to the map
Stamp – Stamp the same texture multiple times
Delete – Delete a selected area of the map

                     How to add textures to the map

1 Choose Copy or Stamp from the window
2 Choose an image you have made or one from the library
3 Paste it onto the map

                         About the HIT window

You can choose places to check for collision detection on the map, using these
two options
1 Set instance of collision in the selected place
2 Set instances of collision from a certain point onward. If you set this all
over, the player can collide with any part of the map. (good for the ground?)

                        About the TRANS window

Set up to 8 levels of transparency for the map with these two options.
1 Set one instance of transparency in one selected place
2 Set transparency from a certain point onward.

                        About the EFFECT window

Set special movement effects for maps with these options. First choose between
1 Set one effect in one place.
2 Set an effect from a certain point onward.

Then set the effect with these options, from left to right
Ribbon - The type of effect
Hammer - Effect strength (8 choices)
Arrows - Effect speed (8 speeds)
Curve – Effect cycle (4 choices)
Spikes – The unevenness of the starting condition (4 choices)

                         About the LOOP window

Choose a place for the texture loop to start and end, from 1-25.

                          About the SCALE window

You can set the altitude of the camera and the scale of the map (8 choices).

                        About the ENEMY Layout tool

You can set the location of enemy planes, dialogue boxes and camera angle
changes with this tool. The editor moves to the right, in the direction that the
player moves. The game runs at 30 frames a second, enemies and effects can be
placed on specific frames.

                 About the enemy placement layout tool

(Top of the screen, from left to right)
Eyes – Preview the game from the current frame position
Big Eyes – Preview the game from the start of this stage
Curved arrow – Change between the bird’s eye view and the side view
十― Enlarge/shrink the layout screen
Layer Display Tabs (x3) – See below
Memory use meter
Exclamation mark – If you make a mistake, press this to go back one step. (undo)
Bomb – Delete the current edited data.
EXIT – Exit the current edit window and return to the previous screen.
Green/Black bar with a number – The number of enemies you have placed
Box below that – The background colour of the viewer

                      About the Layer Display tabs

Each tab has a light to show it is the layout being edited. You can edit 3
layouts, the Map (shown as a scroll, A, or B. Click on the tabs to switch to
them. Objects on layouts not being edited will be displayed transparently if you
click on the bottom part of the tab, otherwise they will not be displayed.

(Bottom of the screen from left to right)
Grey box - Individual enemy initial altitude setter
R – Reset the layout screen size
Number – The frame number that the cursor is at
Frame scroll bar – Use the arrow keys to move 5 frames at a time
Timer – The time since the stage has started at the current cursor location
Horizontal scroll gear – Turn this to rotate how the enemies are displayed

(The left hand side of the screen from top to bottom)
ENEMY – Place, copy and delete enemies
EFFECT – Place copy and delete effects
十 - Set a place to put a new enemy
Diagonal arrow - Choose an enemy to place
PUT - Place the enemy
Enemy model viewer - Display the currently selected enemy
EDIT– If you click this, the model editor tool will be opened
Viewer scroll bar – Move it up and down to change the displayed view
About how the LAYOUT system works

The placement of enemies in the stages of Dezaemon 3D are divided into virtual
space in 3 layers (Map, A and B layers). When the game is played, those 3 layers
are combined into one stage. You can build games where large objects are moving
using these three layers. For beginners, it is enough to build games just with
the Map layer. When you edit the map, only one layer is active for placing
copying and editing objects at a time. The Map layer is the active tab by
default when you start the editor. Enemies not on the same layer will not be
displayed by default. If you wish to display those enemies as transparent
objects please click on the bottom part of the Layout tab.

                        How to read the layout viewer

The yellow lines show the altitude of the player and their shots.

Grey lines show the altitude boundaries

The Red line shows the ground

Arrows show the position of enemies. Green arrows show that they move towards
the player. Red arrows show they are moving away from the player. Yellow squares
show that they do not move.

How to place enemies
1 Click the plus button to choose a place
2 Choose an enemy to place there
3 Click the PUT button to confirm the placement

                              About the ENEMY window

If you press the A button once, one enemy will be selected. If you hold the A
button down and move the cursor multiple enemies will be selected. Press the Z
trigger to confirm.
These are the options on the two rows, from left to right.

Move an enemy
Copy an enemy
Delete an enemy
Move or copy vertically only
Move or copy horizontally only
Move or copy freely

How to view a placed enemy
Select an enemy with your cursor and press the R Button, that enemies data
window will be displayed as follows

NO – The number of that enemy
Screwdriver – Adjust the location of the current enemy
? – Look at this enemies information
X – The enemies horizontal position
Y – The enemies vertical position
FRAME – The frame they appear on
Left and Right arrows – Move between enemies using these buttons.

          About the game preview feature (The two eyes at the top left)

The C Buttons have the following controls in the preview mode.

C Up - Play
C Right – Skip ahead
C Left – Stop the preview and open the edit tool at the current frame
C Down - Pause


                         About the EFFECT Layout tool

You can set the music, scrolling layer speed and other things on specific
frames. Using the icons you can set what type of effect happens on each frame.

                            About the EFFECT window

(From left to right, rows 1 and 2)
Pencil – Set or correct an effect
One smiley face – Move an effect to a different frame
Two smiley faces – Copy an effect to a different frame
Eraser –Delete an effect
INS – Insert a new frame
DEL – Delete a frame

Effects List
These are the 19 effects in the order they are shown on the layout screen.

1.      Play a sound effect – set its volume and whether it loops or not
2.      Play a piece of music – set when it starts and stops
3.      Display a character portrait
4.      Set the Map layer scroll speed
5.      Set the A layer scroll speed
6.      Set the B layer scroll speed
7.      Rumble the Rumble Pak a set amount
8.      Set the altitude of the player object
9.      Display or hide the player object
10.     Set the collision detection of the player object on or off
11.     Set the splash effect of the player object on or off
12.     Set the Stage Clear conditions
13.     Start or stop a demo (stage clear music will not play)
14.     Set the background texture
15.     Set the background scrolling speed and direction
16.     Set the vertical camera angle and movement speed
17.     Set the horizontal camera angle and movement speed
18.     Set a camera zoom and the zoom speed
19.     Set fogging and its colour

                           How to set an effect.

Select one of the 19 effect icons and press the A Button. Then set which frame
the effect will start and end on. Press the B Button to go back a frame. Select
the silver “/” at the top left of the screen and press the A Button to skip to
the end frame of the currently set effect.

                         About the Portrait window

(From left to right)
Number – This portraits number / total number of portraits
Finger – Set the display of the current portrait
Eraser – Delete the current portrait
Paper – Delete all the portraits of this type

If you click the Finger, the following menu will open (From top to bottom)
Portrait Display – Set the portrait image
POSITION - Set the location of the portrait
IN – Set how fast the portrait appears
TRANS – Set the portrait transparency

Up to 40 different portraits can be displayed per frame.

                            About the Game title tool

You can set the game title picture and any effect it has here. The title and the
background will become one image. The player object can also be shown on the
title screen. Title screen editing can only be done on the Stage 1 editing
screen. The following options are available

TITLE 1 – Set the first title
TITLE 2 – Set the second title
BACK – Set a background image (optional)

                           About the title setting window

The following options are available in 4 rows (from left to right)

Rotation settings (left , right, or do nothing)
Entrance animation – Choose 8 directions or no animation
Horizontal (enlarge, shrink, do nothing)
Vertical (enlarge, shrink, do nothing)
Transparency (4 choices)
Flickering on or off
3D Wave effect – (vertically, horizontally, both, or don’t wave)

If you choose SOUND on the BUILD menu you can set the title music, the ending
music, the stage clear music, the game over music, and choose a sound effect
type. 3 types of sound effects are available, Real, Comic and Ninja.

                            About the Ending tool

If you select Ending on the BUILD menu you can set the picture used during the
end credits roll. The Ending tool has the following options

ENDING TYPE – Use the game screen or a picture for the credits background
SET – Set the starting and ending points of the credit roll

                               About TEST PLAY

You can test each stage with this tool. You can check the game with hit
detection on or off.

                             About the Music Tool

The following options allow you to create music for your game.


(Top of the screen from left to right
Tracks 1-4 Displays each track
Bass guitar – Set the Bass Track
Smiley face- Set the Cord Track (3 tracks)
Drum – Set the Drum track (3 tracks)
Memory use meter
Exclamation mark – If you make a mistake, press this to go back one step. (undo)
Bomb – Delete the current edited data.
EXIT – Exit the current edit window and return to the previous screen.

(Left hand side of the screen, from top to bottom)
EDIT – Edit and set the notes for each track.
MIXER – Set the volume for each track

(Bottom of the screen from left to right)
The number of the track you are currently editing
Right and left arrows – Set when the loop starts and stops
Walking/running person gauge – Displays the tempo
Rewind
Fast-forward
Play
Stop
Loop button – Loop one bar/ measure
(Main part of the screen)
The bar at the top is the Measure Gauge, the yellow part is the looping part
Under that are the 4 tracks, if they have a musical note then they have data
Under that are the bass, cord and drunk tracks, depending on their picture, they
display whether they have data or not. The Cord track has a face icon to
represent the mood of the accompaniment (5 choices). The drum tracks can have
musical accompaniment in 9 levels.  Each drum track can have one of 4 rhythm
patterns, shown by the picture here.

                              About the EDIT window

(These are the options from left to right)
Pencil – Place a note on the location your cursor is at
Snake face – Change the timbre of the note
One green square – Move a selected area of notes
Two green squares – Copy a selected area of notes
Eraser – Erase a selected area of notes

                            About the Track Edit screen

(The first row is the same as the main menu above)

(The second row is as follows from left to right)
Grid – Return to the main Music maker menu
Grey arrow – Turn beginner mode on/off (it  only lets you use the rhythm tracks)
Rhythm tracker shrinker – Shrink the rhythm tracks
Yellow pill – Set the strength of the sound (4 levels)
Wavy green line – Extend the length of a note
Piano – Chose the timbre (50 choices)

(The third row)
Black box – Play the displayed track only
Green and yellow gauge – Displays the information of the current measure that
you are editing, the yellow part shows the parts that will loop.
Grey square – Enlarge of shrink the music score

                       About the drum pattern display

In the drum track maker the tab above the musical score shows the currently
selected drum pattern type (5 choices)

How to make a piece of music
1 Set the piece number (bottom left)
2 Put notes into each track
3 At the end adjust the volume and other options with the mixer

How to use the track maker
1 Choose a track you want to edit and open its note data from the main menu.
2 Select the timbre and note strength.
3 Place notes using the Z Trigger to listen to them
4 Use the movement, copy options to make a song.

The basics of using the track maker to create songs
Make bass, cords and drum tracks and combine them into a song. Only 3 tracks can
play at a time. If you choose to use the Rhythm track function, you will not be
able to use the 3 tracks .

                          About the Drum Track Rhythms

Beginners can also easily use this music creation tool, there is a Rhythm track
function to allow users to make music. If you turn the Rhythm tracks on, it will
automatically play the cords, bass and drums. If you bring them all together
with a melody, you can easily make a piece of music. If the Rhythm tracks are
on, the beginner button (A green downwards facing arrow) will be displayed at
the top of the screen. If you click this button only the cords sounds will be
placed.

The automatic performance functions are as follows
Bass sound on or off
Cord types and accompaniment mood (smiley faces on the cords)
Rhythm pattern mood (Using the smiley faces )

                                 About the Mixer

You can set various options such as the sound level and echo. If the lamp next
to the track or icon (bass cord or drum) is lit, then this track has music to
play. These are the options on the mixer screen.
PAN – set the left and right balance of the volume.
Volume adjustment bars – You can adjust the volume of each track with these
ECHO – By click plus or minus you can add and echo effect
R – Reset the track to this first settings.

                            The Dezaemon 3D Game Contest

We will hold a contest for original games made with Dezaemon 3D. The winner will
be presented with a luxury prize! Become a game designer, and reply quickly!

How to Apply – Make an original game with Dezaemon 3D (any number of screens is
ok. But only Dezaemon 3D may be used.) and record it with a VHS recorder and
send it to the address below. If possible please include your game plans and
settings. Please do not forget to include your game title, address, name, age,
phone number and occupation. You may submit multiple entries but please ensure
you number and name each entry!

Qualifications – Anyone with a copy of Dezaemon 3D is OK!

Important points – Please refrain from including anything that may infringe the
copyrights of other works. Please refrain from including anything that may be
upsetting to public orders and morals. If you entry makes it past the qualifying
round we would like to borrow the cartridge, so save the data. Athena retains
all copyrights to works made in the Dezaemon engine. Please understand that we
are unable to return any video tapes. Thank you for your understanding.

Announcement – We would like to contact the winner directly.

Deadline – January 10th 1999.

Information – Athena’s address and telephone number in Shinjuku Tokyo.

About the official guide book

Athena Co Dazaemon 3D: The complete manual. Now on sale!
1,300 yen (before tax)
Eagle Publishing

                        END OF THE MANUAL TRANSLATION