Table of Contents
Introduction
Family Picross brings the fun of picross puzzles (also known as nonograms, among various other names) to the Nintendo Entertainment System. These puzzles are laid out on a grid, with the number of squares to fill in for each row and column varying based on the final picture to be shown.
Notes
This is a work in progress version of the game. It does not accurately represent the final version of the game. This pre-release version has been provided free of charge by freemco. If you have paid for this version of the game, you have been scammed and should get your money back.
Family Picross Demo 2 has a problem with SRAM in Nintendulator. This is likely caused by the fact that an unconventional setup is being used (CNROM with battery-backed SRAM). I am not sure how to go about fixing this problem just yet. I apologize for any inconvienence this may cause.
If you are planning on bringing over your save file from the first demo, please don't. At least one puzzle has changed completely, while another puzzle has a new pattern, and Random Mode has changed entirely.
Controls
Menus
- Directional Pad: Move cursor
- Select button: Show Credits (Main Menu), Toggle Life Meter (Normal Mode)
- Start button: Accept/Move on
- B button: Cancel/Go back
- A button: Accept/Move on
Gameplay
- Directional Pad: Move cursor
- Select button: Nothing
- Start button: Pause/unpause game
- B button: Mark Tile (Up→X; X→?/Dot; ?/Dot→Up)
- A button: Swap Tile (Up→Down; Down→Up)
How to Play
If you haven't played picross before, it's pretty simple once you get the hang of it.
![[Picture]](./media/howto_01.png)
We begin with a 5 by 5 puzzle. The numbers above the playing field represent how many tiles must be knocked out in that column. The numbers to the left of the playing field serve the same purpose for rows. Solving a picross puzzle depends on being able to properly decode these numbers.
Since two columns and a row in this puzzle have 0, they are not used, so we can mark them with the B button. The X represents tiles that you should not hit, while the question mark (or dot, with smaller tiles) represents tiles that you're not sure of.
![[Picture]](./media/howto_02.png)
With the rows and columns marked, we can now begin. The row with 0 tiles helps us solve the column with 3 and 1, since the only tiles remaining in that column match the numbers perfectly.
![[Picture]](./media/howto_03.png)
With that column taken out of the way, you can mark the remaining tiles in the rows with 1 tile as X, since the only tile has been knocked out. From here, the puzzle should be easy to solve, since the remaining tiles match the numbers on top of the columns.
Normal Mode
![Picture of the Normal Mode menu [A picture of the Normal Mode menu]](./media/normalmenu.png)
Normal Mode contains a set of puzzles with increasing size and difficulty. There is a 60 minute time limit per puzzle, and your best time is saved. By default, the Life Meter is turned off, but with a press of the Select Button, you can enable it. (Or turn it back off again, if you'd like.)
Family Picross Demo 2 contains 20 puzzles in Normal Mode.
Random Mode
![Picture of the Random Mode menu [A picture of the Random Mode menu]](./media/randommenu.png)
Random Mode has changed since the first Family Picross demo. Now, you have a choice of a single random puzzle or a set of random puzzles. (Demo 2 only allows the single random puzzle at the moment.) The life meter is no longer forced on, either.
Random Single
You can set the Size and Difficulty of the puzzle, as well as a seed for the random number generator. (Demo 2 only allows changing the Size.)Random Set
Play up to $LIMIT (999?) puzzles in this mode. The puzzles can share a base size and difficulty, but can be overridden per-level if you wish.Gameplay
![Picture of gameplay in Normal Mode [A picture of gameplay in Normal Mode]](./media/gameplay_normal.png)
The goal of Family Picross is to uncover the correct tiles for each puzzle. The A Button swaps a tile from Up to Down (or Down to Up, as well as ?/Dot to Up). The B Button toggles a tile's state between Up, X, and ?/Dot.
Block Types
Up
![[picture of big Up tile]](media/up_bigtile.png)
![[picture of small Up tile]](media/up_onetile.png)
The default block state. Some of these will need to be turned into Down tiles in order to complete the level.
Down
![[picture of big Down tile]](media/down_bigtile.png)
![[picture of small Down tile]](media/down_onetile.png)
When you hit the A button on an Up tile, you might get this... If the Life Meter is on, though, you might not be so lucky.
X
![[picture of big X tile]](media/x_bigtile.png)
![[picture of small X tile]](media/x_onetile.png)
The X tile is a player-placed tile, marking a spot that does not need to be turned into a Down tile.
Question Mark/Dot
![[picture of big Question Mark tile]](media/qmark_bigtile.png)
![[picture of small Dot tile]](media/dot_onetile.png)
The Question Mark/Dot is used for tiles where you're unsure of the correct state.
Constant Down
![[picture of big Constant Down tile]](media/cdown_bigtile.png)
![[picture of small Constant Down tile]](media/cdown_onetile.png)
If the Life Meter is enabled and you successfully find a spot where a Down tile needs to be, the normal Down tile will be replaced by the Constant Down tile. You aren't able to re-flip or mark it, so you can be sure it's a part of the solution.
Constant X
![[picture of big Constant X tile]](media/cx_bigtile.png)
![[picture of small Constant X tile]](media/cx_onetile.png)
This tile only shows up when the Life Meter is enabled. If you make a mistake, the Constant X will appear instead of a Down tile. You aren't able to re-flip or mark it, in order to protect yourself.
Pause Menu
![Picture of the pause menu in Normal Mode [A picture of the pause menu in Normal Mode]](./media/pausemenu_normal.png)
The Pause Menu allows you to toggle X Protection, restart the level, or quit. Restarting with the Life Meter enabled will subtract a life from the meter. It's also home to various level information, including the size and difficulty of the current puzzle.
Normal Mode
![Closeup of the top of the pause menu in Normal Mode [A closeup of the top of the pause menu in Normal mode, detailing its contents.]](./media/pausemiddle_normal.png)
The top line of the middle section shows which level number you are playing. Below that, the level's name will be printed (if the level has been beaten before). Otherwise, the name will be replaced with question marks.
Random Single
![Closeup of the top of the pause menu in Random Mode [A closeup of the top of the pause menu in Random mode, detailing its contents.]](./media/pausemiddle_random.png)
In Random Single, the top line shows (???).
Random Set
![Closeup of the top of the pause menu in Random Infinite Mode [A closeup of the top of the pause menu in Random Infinite mode, detailing its contents.]](./media/pausemiddle_infinite.png)
In Random Set, the top line shows (???).
Credits
freem
Special Thanks
- SSC
- Shiru
- D. Trucks/Petriform
- Renard
- Chris Covell
- Simon Tatham
- John Doe 5
- BlueLUNK
- The NESDev Community
- Fant0men, for the SVG NES controller image above.