-==============================================================-
LEVEL EDITOR Guide v1.0 for Lode Runner: The Legend returns,
Sega Saturn (JAP import) by I.Mecking, 2004.
-==============================================================-


=Table of contents=

1.Intro (Version history/Game info)

2.Requirements

3.Getting started

4.F.A.Q's

5.Credits

===================


1.Intro.
=-------=

[Version history]

*v1.0: September 2004, First release.

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[Game info]

-Title: Lode Runner: The legend returns.
-Release: 1997
-Players: 1-2
-Developer: Presage (Original author: Douglas E. Smith)
-Publisher: Patra
-Game #: T-25101G


This F.A.Q was written for people interested in getting started with
the LEVEL EDITOR for the Sega Saturn game 'Lode Runner: The legend
returns'. If you don't have the booklet that came with the game or
having trouble with certain editor options, this F.A.Q may be
helpful to you. This FAQ does NOT cover the actual gameplay element.

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2.Requirements.
=--------------=

Because this game is only available on Japanese import you'll need a:
-Japanese saturn
or
-Multiregion Saturn (Switched to playback all regions in 50 or 60 hertz)
or (least advised)
-PAL or U.S Saturn with import cartridge (Sega Satallite, ST Key, Action
replay etc.)

*NOTE* Don't go 'disc swapping' , it will only ruin your Saturn anyway..

and optionable:

*A SEGA memory card (Recommended for saving your levels)

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3.Getting started
=----------------=

To start the Lode Runner level editor choose the 'Construction'
option at the main menu. After a few second a Japanese message will
display. Pick the LEFT option.

At the bottom of the screen there are eight options.
Let's give you an idea of what each option does.

-EXIT:  Exits editor.
-SAVE:  Save your level. You'll need 125 free blocks to save your level.
       To save to memory card press up once and press right, pick a slot
       and press A.
-LOAD:  Load a saved level. See SAVE to load from Cartridge memory.
-DAY:   This option is can be switched to 'SPOT' which means that your
       your level will darkened and the played can only see a few
       blocks ahead. Use DAY for the normal gamma level.
-MUSIC: One of the cooler options. By clicking this option you'll be
       to select the BGM that runs with your level. Choose 'NONE' for
       no BGM. Select with A or C.
-BG:    Choose your level's background. First select of ten themes by
       moving left/right/down/up and pressing A or C. Next, press DOWN
       once (or twice) so the background is highlighted (yellow border)
       Press LEFT and RIGHT and choose a nice section of that background.
       Next, press A or C twice and voila your level's background is set.
       This will ALSO change the look of the tile set.
-NAME:  Yes, you can also name your level. All the characters can be used.
       SPC (top left) is used for spaces. To move left or right use the
       two arrows below. To REMOVE the standard name ('UNTITLED')
       press X untill it's gone. Use 'OK' when you're done.
-RUN:   Run your level.


'But..that's just options..where's the actual creation tool?'

-With no option selected press the X button. At the bottom of the screen
a row of 16 symbols will show as well a highlighted square in the middle
of the screen. This square is moved with UP, DOWN, LEFT and RIGHT on
the D-pad. To pick a symbol from the row at the bottom use the L and
R trigger to move and A or C to insert it at the place of the selected
square above. You got space for 28x16 tiles.

To give you an idea of what each symbol does, here's a list from left
to right.

1.Standard block.
Can be walked over. Can be destroyed with the normal
laser attack. (A / C)

2.Concrete block.
Same as block no1, but can ONLY be destroyed with DRILL. (#25)

3.Glue block.
Same as standard block but the player and enemy will slow
down when walking over this block. Can NOT be destroyed.

4.Fake block.
Can not be walked over. Player will fall straight
through.

5.Simple treasure.
Treasure that must be picked up by player to complete level.
Can be placed inside #1.

6.More treasure.
See 5.

7.Yet even more treasure.
See 5.

8.Even more treasure? Yup.
See 5.

9.Ladder.
Player can use this to climb up or down and reach higher/lower places.
Can be be blown up by large bombs. (#17)

10.'Broken' ladder.
Seems like a good way to travel, but this ladder will appear only
after all the treasure on a level is collected.

11.Handle bar.
Used to climb across gaps in true army style.

12&13.Teleport ENTRANCE & Teleport EXIT.
One of the more interesting things to place in your level.
If you want a working teleport you'll need both a Teleport entrance
and a Teleport EXIT, which are linked. This is how you do it:

Place a teleport entrance (#12) and teleport exit (#13) somewhere in
your level. Next select the teleport ENTRANCE (with the yellow border)
and press and hold Z. Next press Y. If done correctly a white line
will link the two teleport portals. Let go of Z & Y and the teleport
portal will operate in-game.

-MULTIPLE TELEPORTERS-

Yes, it can be done really, really easy. Simply build another
teleport entrance and exit, highlight the entrance and press Y
multiple times (while holding Z) to scroll through the different
linked exits. Simple.

Place the cursor on a normal block (in the actual gameplay area)
and press Z to see all current teleport links.

14.Yellow key.
Use together with a yellow keydoor exit.
Can be placed inside #1.

15.Green key.
Use together with a green keydoor exit.
Can be placed inside #1.

16.Red key.
Use together with a yellow keydoor exit.
Can be placed inside #1.

Right, that the FIRST sixteen covered. That's right, another
sixteen can be used by simply press the Y button.
Here's an overview of those:

17.Large Bomb.
Place this in a level and it can be triggered by smaller bombs
(#18). Used for blowing up normal blocks (#1)
Can be triggered by other large bombs or small bombs.
Blocks destroyed by large bombs will NOT return.

18.Small Bomb.
Can (unlike #17) be picked up by player. Used to set off larger
bombs (#17) and destroy normal background blocks. (#1)
Can be placed inside #1 to make blocks explodable.
Can be triggered by other smalls bombs or large bombs.
Blocks destroyed by small bombs will return after a while.

19.Glue pot.
Can be picked up by player and used to smear glue over a max of
three blocks, which simply turns them into glue blocks (#3)

20.Gas pistol.
Can be picked up by player and used to temporarily stun enemies.

21.Player one start point (WHITE)
Be sure to place one of these in your level, otherwise it simply
won't operate.

22.Player two start point (BLUE)
Not needed but can be placed to make the level playable for two
players instead of just one.

23.Evil monk.
By placing these bad guys you'll generally make it a lot tougher for
the player.

24.Monk respawn spot.
Not the actual starting position, but the place
the evil monks will respawn after being killed. (Hey, no fair!)
Multiple spots can be placed in a level.

25.Drill.
Can be picked up by player and used to drill through concrete
blocks (#2) ONLY.

26.Pick Axe.
Used to cut away loose rock from 'Standard blocks' (#1) or
'Concrete blocks' (#2) diagonally above you. Can be used to block
paths for evil monks.

27.Snare trap.
Can be picked by player and is used to literally 'hang' monks.
Watch out though, you can set off the trap yourself!

28.Hiding alcove.
Players can use this alcove to hide from passing monks.
Useful for areas with a lot of evil monks.

29.Exit.
After the player has collected all treasure, this
exit will open.

30.Yellow keydoor.
Will function as an exit after the player opens
it with the yellow key (#14)

31.Green keydoor.
Will function as an exit after the player opens
it with the green key (#15)

32.Red keydoor.
Will function as an exit after the player opens
it with the red key (#16)

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4.F.A.Q's
=----------------------=

Here's some F.A.Q's I can answer for you. If you have a question that should
be included, send me an email on my address below.

Q.Does this game support the xxx controller / xxx Memory card?
A.Supported controllers:
 *Official standard SEGA controller V1 (JAP release version, late PAL/U.S
 release)
 *Official standard SEGA controller V2  (PAL/U.S release version)
 *Nights 3d analogue controller (Must be set to D-pad control , NOT analogue
 stick!)
 *Unofficial 'Super pad 8' by performance.
 *Unofficial 'Explorer+' pad by Innovation.

 Unknown:
 *Mission Stick.
 *Virtua stick.

 Unsupported:
 *Sega Mouse.
 *Arcade racer.
 *Virtua gun.

 Supported Memory cards:

 *Sega memory card HSS-0111 (JAP, grey)
 *Sega 'backup memory' MK-80300 (PAL, black)
 *Sega memory card #? (U.S, black)

 Unknown:
 *Tamagotchi park memory card (JAP, pink)
 *Tokimeki memorial L.E memory card (JAP, turquoise)
 *E.M.S. 16 Meg Memory Cartridge

 Unsupported Memory cards:
 *Sega Floppy drive (White, JAP)
 *All memory cards without direct saving options. (Action replay/Gameshark)

Q.Can this guide be used with the second Lode runner game?
 (Lode runner Extra)
A.Lode Runner Extra sports a similiar construction mode, so most of
 this guide will be useful for it. However, it COULD've come with some new
 functions, which are (naturally) not covered in this guide. I will be
 looking into Lode Runner extra soon.

Q.I love the Lode Runner level editor, are there any other games that include
 such a mode?
A.Yes, but sadly most of them are for PC games. Make sure you check out
 'JETPACK'. It became freeware and is superb! Oh, and then there's 'Chu chu
 Rocket' for the Dreamcast. (Which has a tile based level editor as well)

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5.Credits.
=----------------------=

For this version..

Ivan Mecking @ [email protected]/[email protected]

Special thanks to: No one yet.

Suggestions, questions, fanmail? See the address above.

Other work:
*'Dezaemon 2' Saturn FAQ/Guide.
*'Saturn Game basic' FAQ/Guide(soon).

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