The in-game guide, in writing
Este manual también está en español.
This is the guide that F5 reads aloud inside the game, written down. Nothing here is extra: it is the same text, in the same order, with the two diagrams from the game’s own guide screen described in words. If you would rather hear it, press F5 at any time — from the menu, the shop, or mid-round.
Welcome to SNKRX.
You control a snake of heroes that attack nearby enemies on their own. Steer left with A or the left arrow and right with D or the right arrow.
Buy the same hero again to level it up: three copies make level 2, nine make level 3, and at level 3 a hero unlocks a special effect.
Each hero belongs to one to three classes. Owning enough heroes of one class unlocks a class bonus for the whole party.
You earn 1 gold of interest per 5 gold saved, up to 5, so saving beyond 25 gold earns nothing extra.
The game’s guide screen shows a picture here: three level 1 Swordsmen turning into one level 2 Swordsman, and three level 2 Swordsmen turning into one level 3.
Buying a hero you already own adds a copy: three copies make level 2, and nine copies make level 3. Spare copies wait beside the party member until enough have gathered, and each party member says how many it has.
The picture here shows the Warrior class icon three times: with no warriors, with 3 warriors and the first bonus lit, and with 5 warriors, one short of the second bonus.
Warrior, Ranger, Mage, Rogue and Nuker unlock their first bonus at 3 heroes and a stronger one at 6. Every other class unlocks at 2 and 4, Sorcerer has a third step at 6, and Explorer needs only 1. Each class icon in the shop says how many you own and where the next bonus is.
Four things hold a tone of their own for as long as they are there: the nearest enemy, the elite, the nearest loose gold and the nearest healing orb.
Each tone is panned to where that thing is, relative to the way the snake is facing rather than to the screen, so hard left means on your left whichever way you are pointing. A tone is bright when the thing is in front of you and dull and low when it is behind, and it rises and pulses faster as it gets closer.
That is what makes something reachable rather than merely noticeable: turn until its tone is bright and in the middle of your head, and you are heading straight at it. Turn until it is dull and low and you are heading away.
The main menu’s learn sounds screen plays each of these on demand, sweeping past you from one side to the other, which is the quickest way to get them into your ear.
You steer only the head, and every hero you own follows it in party order. Slot 1 is the head and takes most of the hits, so put a tough hero there.
The snake never stops moving. Hold A or the left arrow to keep turning left, D or the right arrow to keep turning right.
Heroes attack automatically whenever an enemy is in range; you never aim, you only decide where the snake goes.
It is a rectangle 24 steps wide and 13 steps tall, and the snake covers about five steps a second.
Hitting a wall bounces you off it and your new heading is spoken. A dry wooden knock means a wall is straight ahead; it gets faster and higher the closer you are. A soft low pad on one side means you are running along that wall. W says where you are and which way you face at any time.
A wobbling tone and a spoken place mean enemies are about to appear there; they arrive one second later and chase the head of the snake.
The nearest one holds the enemy tone, so keep it dull and behind you and let your heroes shoot it. A hard fast rattle over the top of that tone means an enemy is touching you and taking a hero’s health. A single ping to one side while the tone is on the other means a second enemy is closing from there and you are about to be pinched. A falling buzz, repeating faster as it comes, is a shot flying towards you; steer sideways to let it pass.
There are eight kinds of enemy, and the enemy tone tells you which one is nearest, because each kind holds a tone of its own. They differ in how fast and how deeply the tone pulses rather than in pitch, because pitch is already carrying distance:
| Kind | Its tone |
|---|---|
| Seeker | Plain and steady. The quietest of the eight — everything else sounds busier than this. |
| Shooter | A hollow reed, breathing slowly. |
| Headbutter | Twitching, half again as fast as a seeker, almost cutting out between beats. |
| Exploder | Thin, ticking over quickly: the fuse it is about to become. |
| Speed booster | High and quick. |
| Tank | Low, thick, and barely pulsing at all. |
| Spawner | Slow, and doubled a few cents off itself so the two halves beat against each other. |
| Critter | Thin and skittering, and quieter again than a seeker. |
The learn sounds screen plays all eight back to back under the eight enemy tones, which is the fastest way to get them into your ear.
On top of its tone, each special enemy has a sound for the thing it does, and each one is announced in words as well.
The main menu’s tutorial runs screen fights each of these on its own, one short run per enemy, after explaining what it does.
A round is a set of waves. Each wave spawns when the previous one dies, and the wave number is spoken.
Every third round ends with a choice of one item from four. Every sixth round is an elite round: an elite arrives at the centre holding a slow, heavy tone of its own, so you can find it under the swarm, and its attacks are announced. Kill the elite and its escorts to win the round. Round 25 wins the run.
Party health is spoken as it drops past 75, 50, 25 and 10 percent, a hero at low health is named, and each hero lost is named. When the last hero dies the run ends.
Loose gold ticks like a flipped coin and a healing orb glows with a soft, warm chime. Both are struck sounds that repeat, where the enemy and elite tones are held and never stop, so the things worth chasing never sound like the things worth avoiding. Steer until the ticking or the tolling is bright and centred and run over it. Gold picked up is added to the round reward.
| Key | Reads |
|---|---|
Q |
The round, wave, enemies left, health and gold |
W |
Where you are and where you are heading |
T |
Where the enemies are |
G |
Gold and orbs |
H |
Every hero’s health |
Y |
Your whole build |
The shop’s controls are gathered into groups: the three cards for sale, your party, the class icons, your items, the shop controls and the go button.
Tab and Shift+Tab move to the next and previous group and name it as you arrive. The arrow keys move within the group you are in, saying where you are in it — “party slot 2, Archer, 2 of 3” — and wrapping round at its ends. Home and End jump to the first and last control on the whole screen. Every other menu in the game is grouped the same way.
1, 2 and 3 buy a card, R rerolls the shop for 2 gold, backspace sells the party member or item you are on, shift backspace sells one spare copy, and page up and page down move a party member forward or back in the snake.
Enter on the shop level buys experience for 5 gold; higher shop levels offer rarer heroes. Lock keeps the same three cards for next round. G starts the round.
The main menu has a learn sounds screen: every sound in the game in a list, each with a description, and Enter plays it the way it arrives in the arena. It is the quickest way to get all of this into your ear.
Next to it, tutorial runs is twelve short fights, one per enemy type, in the order you meet them. Picking one reads out what that enemy does and how to answer it, and Enter then drops you into a small arena holding nothing but that enemy and one hero. The enemies are weakened but behave exactly as they do in a real round, and the elites keep a few escorts, because every elite attack in the game is aimed at its own allies.
A run takes ten to thirty seconds. Dying costs nothing — R tries it again — and clearing one marks it done in your save and offers the next. Inside a run, F5 reads the explanation again.
Press F1 at any time for the full key list, and M to hear the last message again. A control announces only its name; its full description, such as a hero’s, waits a line at a time under Ctrl+Up and Ctrl+Down, which also step through a report or this guide after it has been read.
The guide points at F1 for the keys; in a written manual, here they are.
| Key | Does |
|---|---|
F1 |
Read the key list aloud |
F2 |
Accessibility on / off |
F3 |
Speech on / off (audio cues stay) |
F4 |
Cue volume, 0 to 10 and back round |
F5 |
This guide, spoken |
M |
Repeat the last thing that was said |
, / . |
Step back / forward through the last 40 messages |
Ctrl+Up / Ctrl+Down |
Next / previous line of the last long description |
Escape |
Options (or close the guide / credits) |
| Key | Does |
|---|---|
1 2 3 |
Buy that shop card |
R |
Reroll the three cards for 2 gold |
G |
Start the round |
Page Up / Page Down |
Move the selected party member forward / back in the snake |
Shift+Backspace |
Sell one spare copy of the selected party member |
Q |
Round, what kind of round comes next, gold, party size, shop level |
H |
Read the party in order |
Y |
Read the whole build |
| Key | Does |
|---|---|
A / Left |
Turn left |
D / Right |
Turn right |
Q W T G
H Y |
The reports listed above |
F |
Enemy sonar on / off |
V |
Wall sonar on / off |
C |
Pickup sonar on / off |
B |
Tracking tones, or the older separate pings |
The four items are read out by number as soon as the screen opens.
1 to 4 take one, R rerolls (and
the new four are read out), the arrow keys browse the
four full descriptions, and Tab moves on to the reroll and
to the party and items you already have.
Everything is panned relative to the direction the snake is facing, not to the screen: hard left means “on your left”, whichever way you are pointing.
Four things hold a tone for as long as they are there, panned to where they are, bright in front of you and dull behind, rising and pulsing faster as they close:
| Tone | Is |
|---|---|
| Pulsing tone | The nearest enemy, in one of eight flavours — see below. |
| Slow, heavy tone | The elite of an elite round, wherever it is under the swarm. |
| Ticking coin | The nearest loose gold. |
| Soft, warm chime | The nearest healing orb. |
The enemy tone comes in one flavour per kind of enemy, and they differ in how the tone pulses rather than in pitch, because pitch is carrying distance:
| Pulse | Is |
|---|---|
| Plain and steady, and the quietest of the eight | A seeker, the ordinary enemy. |
| A hollow reed, breathing slowly | A shooter. |
| Twitching, half again as fast, almost cutting out between beats | A headbutter. |
| Thin and ticking over quickly | An exploder. |
| High and quick | A speed booster. |
| Low, thick, barely pulsing | A tank. |
| Slow, and beating against itself | A spawner. |
| Thin and skittering, quieter again | A critter. |
Everything else happens once:
| Sound | Means |
|---|---|
| Fast, hard rattle | An enemy within touching distance — you are taking damage. |
| Single ping to one side | A second enemy closing from the opposite side to the one you are tracking. |
| Falling buzz, repeating faster | A shot flying towards you, closing. |
| Short hollow reed | A shooter has planted itself and will fire in about a second. |
| Rising buzz | A headbutter winding up to charge at you. Two seconds later it goes. |
| Hard whoosh dropping away | A headbutter launching itself. |
| Sharp tick, faster and higher | A mine burning its fuse down. |
| Noisy thud | The mine bursting into a ring of shots. |
| Low rising swoop | An enemy has been thrown at you, by a tank or by the forcer elite. |
| Clean rising shimmer | Enemies near a dying speed booster just got much faster. |
| High rattle | Critters spilling out of a spawner, or out of a swarmer elite’s escort. |
| Dry wooden knock | The wall you are heading into, faster and higher as you close in. |
| Soft low pad on one side | You are running along a wall on that side. |
| Wobbling tone | A spot where enemies are about to appear, panned to where. |
| Descending tone | One of your heroes just died. |
Distances are given in steps of 16 pixels — the arena is 24 steps across and 13 down, and the snake covers about five steps a second. Bearings are given on a clock face: 12 is straight ahead, 3 is your right, 6 is behind you.
The learn sounds screen on the main menu plays every one of these on demand, with a description of each, so none of this has to be learned during a fight.