"Daisy Goes Solo" (vers 1.02) - by Steve Rennie
This update moves the coin from the monk's head and fixes some other quirks regarding the butterfly,
the snake, the drawbridge and the airport ...it also alters the first trial.

Made with DizzyAGE v2.3.
Many thanks to Alex  & Jamie for their help when I've been stuck on coding.
Thanks to Colin Page for his Daisy tiles.
Big thanks to Mat, Jamie, Ryan and Alex for beta-testing.

Story:
Daisy has won a parachute jump in a competition. The big day has arrived and she is in the plane and ready to jump....

Gameplay:
Movement is by the arrow keys - left, right and up to jump up. Combine these for a sideways jump.
(the following keys can be substituted - left(Z), right (X), up (SPACE)).
Action is by the 'return/action' key (plus arrow up/down for selection of options).
Press 'escape' for saving and loading games as well as restarting and exiting the game.
Daisy can carry up to four items at any one time.
Sound can be muted by pressing the F9 key.
Toggle window/full screen with the F10 key.
F1 will display the 'about box' (windowed only).

For those unfamiliar with 'Dizzy' type games:
Pick up item - press return.
Drop item - press return and select item then press return.
Any item 'used' in the correct place will either give a message or the screen will change (ie open doors).
some locations will give a guiding message when 'actioned'.
Save often, especially in areas that look dangerous as Daisy can be killed ...except by falling.
Clouds can sometimes be jumped onto, up to another cloud and walked on ..but you will slowly sink through them.
Some areas, can be 'climbed' by using the 'up' key.
Sometimes items such as tree branches etc can be jumped onto.

Requirements:
PC compatible system with 3D video board (GeForce2 or above).
Windows operating system and DirectX 9 or OpenGL installed.
For audio a sound card is required (DirectSound compatible).
For rumble effect use a gamepad or joystick with force feedback.

Troubleshooting:
By default, the game runs in 640 x 480 windowed mode (scale x2). It should have sound enabled,
keyboard and joystick support. The game uses dizzy.ini for keeping its settings. These can be
adjusted from the provided setup, or manually. If you are having trouble with a joystick or gamepad,
try to switch it to analog mode, calibrate it, or edit the dead zone values in dizzy.ini with higher values.
If you experience trouble running the game, try checking the log messages (enable them from setup).
Visit the official website for details.

Contributions:
If you want to contribute to DizzyAGE with ideas, graphics, sounds or anything else, please contact:
Alexandru Simion on the DizzyAGE site: www.yolkfolk.com/dizzyage.

Hints:
The Yolkfolk community forums are the ideal place to start if you get stuck and need a hint. Just go to 
www.yolkfolk.com and click on the forums page and 'fan games'.


Contact Information:
Author: Steve Rennie
EMail: stevemrennie@aol.com

Please feel free to use tiles I've created if useful. As this is my first attempt at creating a game I've tried to 
give as much info as possible about the coding in the early part of the game.gs file to help other people attempting their first game. 
