Instructions
Contents
  1. The basics
  2. Scoring
  3. Difficulty and extras
  4. Accessibility
  5. Appendix

Appendix

Framework settings

The framework settings allow you to tweak some performance and presentation related settings in detail. Many of these settings come with an auto default option that allows the game to intelligently adapt to your system so you should likely never need to change them.

The framework settings also allow you to reset most of the persistent data, like your scores and awards. You will probably never want to do this either.

Finally, the framework settings may allow you to render the game unplayable or even unlaunchable by mistake. You really don't want to do that.

Therefore access to the framework settings is locked.

Enabling the framework settings

To unlock the framework settings type the word mellon on the title screen. You will then be able to access them at any time by pressing TAB.

Utility settings

Key bindings

Each framework setting can be tied to a key that will rotate through its values even when the settings window is not active. An example on how to use this feature would be to assign F to toggle the FPS indicator in game:

First highlight the FPS display setting, then press F to assign the key. Finally enable key bindings to let the framework override the F key. Clear an assigned key by highlighting the setting and pressing space. A framework key will always override a game defined key except during text entry.

Full screen resolution

When playing the game in full screen, the default behavior is for the game to switch to the best fitting available resolution that maintains the aspect ratio of your desktop screen. You can override this choice by selecting a resolution in this list of resolutions supported by your monitor.

When in full screen mode on a multi-screen set-up press F12 to rotate through all available screens. This only works with the framework settings unlocked and may require that your Open GL drivers are configured to support multiple screens.

Two additional options, scale and expand, allow you to play the game in full screen without changing the resolution by scaling the graphics. The first option retains the aspect ratio (applying black borders where needed) while the second expands the graphics to fit the entire screen.

The quality of the scaled graphics is likely to be reduced from the unscaled and there may be artifacting, blur and jerky scrolling. The extent of this degradation depends on several factors including target resolution as well as your video card and its settings.

Window scaling

The native resolution of the game is 800 x 600 pixels and normally when playing in windowed mode the game's window is locked to this size. With this setting you can activate a sizing border around the window, allowing you to scale it as you see fit. The proportional option maintains the aspect ratio while free enables independent scaling of both axes, though you can hold down shift or alt to temporarily enter proportional mode. When window scaling is enabled, double clicking on the title bar once maximizes the window and twice restores it to 800 x 600.

The quality of the scaled graphics is likely to be reduced from the unscaled and there may be artifacting, blur and jerky scrolling. The extent of this degradation depends on several factors including window size as well as your video card and its settings.

Gamma

If the graphics are too dark or too bright you can adjust the gamma to compensate. The scale goes from -10 (darkest) to 10 (brightest) where 0 is the default. This adjustment takes effect in full screen mode only.

Joystick
Joystick support

By default joystick support is set to multiple allowing you to pick up and use any connected joystick at any time. The single option limits control to the first joystick in the joystick chain. You may also specify any single joystick in the joystick chain, attached or not, as the sole source of input. If you suffer crashes on game exit, disabling joystick support completely might help (though updating your graphics card's Open GL drivers is a better bet).

Proxy

Normally the online scores servers are accessed directly with regular HTTP requests. If you need to run your web traffic through a proxy, set this to either auto (to infer the proxy location from the system settings) or press space with set activated to enter an address manually.

Lock framework settings

Does exactly what it says. While any changes to the settings will remain, any further changes require the unlock procedure again.

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Performance and compatibility settings

The defaults here are more concerned with compatibility than speed. That said, To Hell with Johnny is not a demanding game at all by modern standards and unless you encounter compatibility problems with your system or need to run the game simultaneously with other demanding processes, changing these settings isn't likely to have any notable impact.

The single most significant action to resolve any performance or crashing problems is to update the Open GL drivers for your graphics card. Always try this first. For weird "rippling" artifacts in the graphics that aren't resolved by enabling vertical sync, try disabling multi-monitor GL support in your video card settings.

Force write to disk

If your computer is prone to crashes you might risk losing settings, progress or top scores if a crash occurs while the data or backups are in the system cache waiting to be written to disk. With this setting you can force the writes to go straight to disk at the cost of a tiny delay every time something needs storing. The default is on exit ensuring that all data is safe on disk when leaving the game.

Priority

Determines how the scheduler will prioritize the game versus other processes that run simultaneously. Note that if you run the game without admin privileges, your system security policies may prevent priority changes to take effect.

Affinity

Determines which processors/cores the game is allowed to run on. To resolve a timing bug with some flawed chipsets the default here is set to single processor use even on a multi-processor system. Note that if you run the game without admin privileges, your system security policies may prevent affinity changes to take effect.

Timer

Determines which timer the game uses. A higher precision timer means smoother gameplay. In order of decreasing precision the available timers are performance, multimedia and system. Timing related bugs exist on several hardware/software-combinations so depending on your system one or more of these may not be available. The default is for the game to use the highest precision timer judged to be compatible.

Timer resolution

Determines which resolution (in milliseconds) the timer should aim to work with. A lower number means smoother gameplay but note that this is a system-wide setting and the highest resolutions may negatively impact the operating system and effectively slow things down.

Rate limiter

On very fast machines an extremely high frame rate may affect the precision of the floating point calculations that form the basis of the game. To prevent this the rate limiter kicks in to brake the speed. The greedy option does this without leaving the process while nice yields time to other processes when there is plenty to spare. In some cases the latter may cause brief and occasional stuttering. When vertical sync is enabled the rate limiter is generally unnecessary and other processes are usually assigned time while waiting for VBL.

Vertical sync

Enabled, this setting locks the frame rate to your monitor's refresh speed for more pleasing graphics without tearing. Depending on the drivers installed this option may be unavailable. If this is the case you can most likely still enable vertical sync for the game in the system display settings.

FPS display

The frames per second display can offer some hints on how the game is performing on your machine. In simple mode the only value shown is the FPS. In detailed the data from left to right is shown as below.

FPS display bar
Detailed FPS data
FPS 
vertical sync
0 = disabled
1 = enabled
? = unknown /
    system controlled
rate limiter
0 = disabled
N = nice
G = greedy
 
 
Ftotal number of frames
Ltotal number of logic frames
Rtotal number of render frames
Aaverage time per frame
Ltime for fastest frame
Htime for slowest frame
Cclamped frames (stutter)
 
Sslow frames (> 150% of average)
Ffast frames (< 50% of average)
Ttotal runtime
Lruntime spent in logic frames
Rruntime spent in render frames
Dframes delayed by rate limiter
Sframes yielded by rate limiter
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Data control

There are several options to selectively clear the data that is stored by the game:

Unregister
Removes the registration name and key from this installation. This clears any progress made in the Brianne levels and deactivates global scores. You may then register anew with the same or a different key.
View global cache
Displays the state of the global cache. For each group of high score lists are shown three counters, all in seconds: time since the last update attempt, time since the last successful update, and time until the next update attempt. The currently selected difficulty/stage is marked with a P for primary and kept fresher than the other score groups. A C indicates a companion group, also kept reasonably fresh. The bottom row shows the number of high score senders in waiting, the current maximum number of unsuccessful attempts to transmit a sender, and finally whether or not there is a message on the server waiting to be retrieved.
Reset framework settings
Returns the framework settings to their default values.
Reset scores
Clears all local scores and forces a reload of the global scores.
Reset stages
Clears all progress made in the four difficulties of the main game and removes any corresponding unlocked bonus level.
Reset game settings
Returns all game and accessibility settings to their default values.
Reset awards
Clears all award statistics and removes any bonus level unlocked through collecting award stars.
Reset messages
Removes all don't show this message again flags, allowing the repeat of previously hidden message tickets.
Reset all
Clear all stored data - progress, statistics, scores, etc - and reset all settings to their defaults.

 

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Award stars

It might not always be immediately obvious what you have to do to collect some of the stars on the awards star screen. If you don't feel up to figuring them out yourself, here is a list of spoilers:

Award stars Total number of award stars collected. These are the stars that unlock the award bonuses.
Games played Total number of games played including bonus and award stages.
Different stages seen Including bonus stages. Note that e.g. Mantle on easy and Mantle on hard count as different stages.
Stages completed Total number of stages completed, including repeats.
Different items taken Going by appearance; a burger and an apple count as two different items despite serving the same function.
Items collected in main game Total number of items collected, including repeats. Items collected in bonus and award stages do not count.
Bad items collected Death, toxins, bad stars...
Platform landings Total number of platforms landed upon in any stage. People do not count as platforms.
Tiny platform landings Total number of landings on the smallest platforms, including the crystal platforms in the Void.
Bounces Total number of times launched from a platform such as a bouncer or a coffin.
Rollers conquered Times jumped off roller platforms against the push.
Broken platforms Crumbling platforms landed upon. The destruction after a game ends does not count.
Hidden traps revealed Hands, saws, drills, surprise spikes, fire, arrows...
Distance on moving platforms Measured in meters - Johnny scaled, of course.
Miraculous saves Times landed on platforms still not visible on the screen. (Johnny will breathe a sigh of relief when this happens.)
Accumulated score Total score over all games divided by 1000 to make the number more manageable.
50k seen Reaching the score cap makes you awesome. The show points setting must be enabled to collect these stars.
Bonus teeth collected Total number of teeth collected over all games.
Highest bonus reached Highest number of teeth collected, difficulty notwithstanding.
All eyes open Counts up each time the score speed modifier reaches max.
Eyes opened Total number of green stars collected over all games.
Top scores in local lists Number of top entries in local high score lists. Single entry lists such as speed, tooth and distance records also count.
Name in global lists Number of global high score lists where your name has once been visible. (It still counts even if you lose your spot later.)
Accumulated damage Total damage taken, measured in the very arbitrary damage unit representing a 1/30:th of a health bar.
Damage blocked by bubble Damage (in damage units) that would have been suffered had it not been blocked by bubbles.
Hit by debris Total number of times hit by debris from the crumbling ceiling.
Items bought in the Mall Total number of luxury goods collected in the Mall bonus stage, keys excluded.
Goals scored in the Game Total number of goals scored by either team in the Game bonus stage.
Distance fallen in the Void Total distance fallen in the Void bonus stage, measured in meters.
Balloons popped Total number of balloons popped in any stage where balloons can appear.
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Keyboard controls

While the keyboard controls aren't configurable there are multiple sets preconfigured should the arrow keys not be your first choice. You can mix and match the controls as you like.

Active keyboard keys for controls and menu access
All active keyboard keys
Four button controls: Arrow keys, WASD, UHJK, numeric keypad 8462, numeric keypad 5123
Controls for title screen and game movement
Two button controls left and right in game: left shift and right shift, left control key and right control key, or keys n and m
Controls for game movement
Functions
P or pausepause game
space or enterselect item/option
escCancel/exit
shift-escExit to title screen (skipping high score entry)
alt-entertoggle full screen
tabtoggle framework settings
F1toggle show distance
F2toggle show points
F3toggle spoken interface
- (minus)spoken interface utility key
(shift)F9cycle music volume
(shift)F10cycle FX volume
(shift)F12cycle monitor
alt-F4exit game
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