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 Fraction Fever 
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Version 1.0 (08/1/2005)
Version History:
3/27/2006, added 1up as a host.
1.0: Basic Guide Complete  (08/1/2005)
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Legality:
This Guide is Copyright, 2005, Matthew McIntyre
This guide may not be used on a website or in any public forum
where it is protected by copyright without the consent of the author.
To contact me: entropiclobo(at)yahoo(dot)ca or chaos(dot)wolf(at)gmail(dot)com
Websites with permission to use this Guide:
www.GameFAQS.com
www.neoseeker.com
faqs.IGN.com
www.1up.com
Game copyright Spinnaker Software
******************************************************************************
* Table of Contents *
******************************************************************************
*To jump to a section, hold the Control Key and press F, then type in the
section number as it appears (ie type F1)
F1: Intro
F2: Gameplay
F3: Fractions
F4: Tips
F5: Credits
=======================================
 F1: Intro 
=======================================
Many educational titles just fall flat of being fun. Fraction Fever brings some
freshness to the plate, however. It's just absurd  you bounce around on a pogo
stick looking for a certain fraction, making your way to the top of the level.
Maybe that's why I like it  it's absurd and fun, and that's usually a good
combination.
=======================================
 F2: Gameplay 
=======================================
Bounce around the area and hit the fire button when you're above the target
fraction. Make your way to the top of the stage to win.
The map in geneal:
++
 ++ 
  A  
   
  B  
  __ __ __ __ __ __ __ __ 
 / // // // // // // // /  < The platforms.
  C C C  
   
 ++++ 
 D  F  G 
 E ++ H 
++
Key:
A: Target Fraction E: Pogos
B: Player F: Floor Map
C: Platform Fraction Values G: Current Floor
D: Score H: Time Remaining
Target Fraction: This is the farction that you must find beneath the platforms.
Pressing the button on this platform will cause you to move up.
__ B_ __ __ __ __ __ __ __
/ //// // // // // // // /


__ _ __ __ __ __ __ __ __
/ // // // // // // // // /
You'll be carried up by a thick purple rectangle to the next floor, where the
target fraction will be changed. The platform you leapt to the next floor from
will not be damaged, so it will still be there if you fall down. But what
happens when the platforms aren't lined up?
__ __ __ __ __ __ __ __ B_
/ // // // // // // // ///


__ __ __ __ 
/ // // // / 


__ __ __ __ __ __ __ 
/ // // // // // // / 


__ __ __ __ __ __ __ __ _
/ // // // // // // // // /
You will _skip_ floors until you arrive on a platform. This useful in that it
lets you finish more quickly but you'll miss out on points.
Player: Your character is a little dude on a pogo stick. This pogo stick can be
used to knock platforms out of the floors.
Platform Fraction Values: The platforms are mostly worth nothing, though some
have fractions. Knocking one of these out will ent you a point, but makes the
floor much harder to taverse. One of these values will be the Target Fraction.
Score: Your score, increasing by one for every fraction platform you knock out,
excluding the target fraction.
Pogos: Your "life meter" of sorts. This is how many falls your player can take.
Of course, if you fall below Floor 1 it's game over regardless of all the pogos
you may have. You start with nine.
Floor Map: Essential! This is what it looks like:
++
______________________________________ < Next floor up.
 
 
 ____________*________________  < Current floor, asterix is you.
 
 
 ______________________  < Next floor down.
 
++
The map tracks your position on the floor. It also tracks the damage the floor
sustains.
++
_____ _______ __________ _________ __ < Next floor up.
 
 
 __ _________*______ __ _ __  < Current floor, asterix is you.
 
 
 ____ _ _ ______ ______  < Next floor down.
 
++
Current Floor: Which floor you are currently on.
Time Remaining: When this time runs out, you miss the fraction. You get less on
the higher floors.
=======================================
 F3: Fractions 
=======================================
Fractions come in a number of types, different graphical represntations.
Y < Numerator, "the top number." Y is a variable.

X < Denominator, "the bottom number." X is a variable as well.
Target Fraction: Found centred on the top of thes screen, the Target Fraction
is given numerically as a numerator over a denominator. Find this fraction in
the platform fractions to climb to new floors.
*********
Squares: Fractions that come in the form of filled and empty squares.
[ ][ ][ ] This is a Denominator of 9, since there are 9 total squares.
[ ][ ][ ] Normally, some would be filled in. The amount of squares filled
[ ][ ][ ] in is the value of the numerator.
[ ][ ][ ] This is, again, a denominator of nine, but also a numerator of five.
[ ][x][x] Then, this is a fraction of 5/9.
[x][x][x]
Some other common conformations of square representations:
[ ] [ ][ ] [ ]
[ ] [ ][ ] [ ][ ]
[ ] [ ][ ] [ ][ ]
[ ] [ ][ ] [ ][ ]
[ ] [ ][ ] [ ][ ]
One square width Two square width Mixed Medium
*********
Circles: Fractions that come in the form of filled and empty circles.
( )( )( ) Circles are just like squares. Again, the number of empties
( )( )( ) is the denominator...
( )( )( )
(x)(x)( ) ...and the number full is the numerator. This would be 8/9.
(x)(x)(x)
(x)(x)(x)
Some other common conformations of circle representations:
( ) ( )( ) ( )
( ) ( )( ) ( )( )
( ) ( )( ) ( )( )
( ) ( )( ) ( )( )
( ) ( )( ) ( )( )
One square width Two square width Mixed Medium
*********
Numerical: Fractions that are written numerically.
Y Just like the Target Fraction, these fractions are written as a value
 out of another value. These are infact the easiest to read because you
X aren't trying to figure out what represents what.
*********
Bars: Fractions written as a filled portion of a vertical bar.
These are by far the most difficult fractions, because it's like reading the
percentage of the bar is filled is X% while the Target Fraction means the bar
should be filled Y%.
++ The bar stands vertically, a portion of it filled by colour. This colour
  represents how much of the bar is filled. The problem is, the target
_ fraction may not be as clearcut as "1/2" but could be something like 5/7.
  These are the last fractions you'll encounter as you make your way up.
 
 
++
=======================================
 F4: Tips 
=======================================

Trajectory

Now listen to your grandmaster, it is not simply knowing where to jump, but how
to jump. You may think, 'if I get there faster, then surely I shall win!' But
if you go to fast, how will you control yourself? I thought as much. You must
learn to control your trajectory. It is essential.
++ Where the lines above the platforms is a general
  representation of the pogo's trajectory. Here, you
  are going just about as fast as you can. You bound
__________ ____________ across the screens with no trouble at all. Now,
 __ __ __ \/ __ __ __ __ this extra speed is helpful to reach a certain
/ // // // // // // // / area of the floor, but it isn't good scanning
  speed and you could fly off the edge.
 
++++
++ This is a better scanning speed, but at the same
  time, the loss of speed could hurt you on the
  higher floors.
_ ___ ___ ___ ___ _
 \/ __\/_ _\/__ \/ __\/_
/ // // // // // // // /
 
 
++++
++ To mediate, take a slighlty faster speed, and slow
  it down as you need. The slowdown isn't as severe
  in length as I've shown, but you can generally
_ __ ___ ____ ______ control your trajectory in this way. The slowdown
 \/ _\/__ \/ __ \/ __ __ _will_ be severe if you're going full tilt,
/ // // // // // // // / however, so keep that in mind.
 
 
++++
To slow down, hold the direction opposite that of which you are travelling.
When your horizontal velocity reaches zero, you will begin to accelerate in the
opposite direction.
Trajectory is especially essential if you've knocked some platforms on a
floor...
++ This is a theoretical situation. You could need to
  bound over a hole with significant speed but then
  slow down for the next gap or miss a platform and
_ ____ ____ _______  fly into a hole. Keep your eye on the map!
 \/ \/ \/ \/
/ / / / / / / /
 
 
++++

Scoring

Where would we be without scoring eh? To score, you need to remove a platform
that does not have the target fraction beneath it. This will give you one point
and you'll get a bonus when you complete the level. Keep a few tactics in mind,
however:
++ Where C is a platform fraction. If you try to
  remove the platform in this case, you will drop.
  Do not try and remove a platform ifyou are
 ___ touching it.
 __ __ __ __ __ __ \/ __
/ // // // // // // // /
 C 
 
++++
++ Removing the fraction in these circumstances won't
  cause you to drop. Yes, you can remove it without
  touching it. So only try to remove a platform if
 ____  you are passing over it or you're bouncing off of
 __ __ __ __ __ _/ __ \/ it.
/ // // // // // // // /
 C 
 
++++
Also, I'd suggest earning your points on low floors, since you have more time,
and less to lose. Concentrate on teh target when you're higher up.

Starting A New Floor

Using the diagram from earlier, say you end up here on a new floor:
++
______________________________________ < Next floor up.
 
 
 ____________*________________  < Current floor, asterix is you.
 
 
 ______________________  < Next floor down.
 
++
Okay, so what do you do first? Quickly recognize the difference in distance
left and right:
shorter longer
<> <>
____________*________________
Scan the shorter distance
<
____________*________________
If the target's not to be found, either speed back to where you began, or try
to get points. Though do to time constraints, speeding may be a little more
pracitcal, just try and get you points on the way!
>
*___________+________________
Scan teh other side, getting points as you go.
>
____________*________________
So just to recap:
*Start scanning the smaller side, this is so that if you have to turn around
you won't waste as much time as if you'd gone the other way and had to turn
around. Of course, if you have to turn around it _is_ best that you'd gone the
other way but you generally don't know this, so stick with the smaller path as
a rule of thumb. Do not try to break teh platforms on the first scan because it
will complicate things if you have to get back.
*If the target is not here, return to the starting position. You could get some
points along the way, fine and dandy, but speeding back to the start will save
you some time and you can still _try_ to get some points this way.
*After reaching the centre, proceed past it at a nice scanning speed. Collect
points as you go.

Dealing with Bars

Bars are complicated, it is difficult to tell just what they are supposed to
represent. I suggest thatyou should just try to break most bars that are close
to your target. You're going to get points and the chance to progress to the
next floor.

Fractions are Never Equal!

Well, in real life 4/8 = 1/2, but in Fraction Fever, they do _not_. You are
told to look for 1/2, not 2/4 or 4/8. Yes, this is probably the most foolish
thing to grasp about this game, but if you're told to look for a fraction, they
want the platform fraction you seek out to be the same as the target fraction
while _ignoring_ the fact that four filled squares out of eight total is the
same as one half of the total squares. But I do suggest you try bars that look
like the target, and get as many of the others for points.

One

In relation to the last point, if you're looking for "one," it will be wither
1/1, a filled bar, one filled square, or one filled circle. Just in case you
were wondering about just plain old one.

Heed Your Minimap

I cannot stress enough the importance of that little map! It's going to tell
you where there are gaps, what floor to steer to when you're falling, just how
big a floor is, and how you should start scanning a floor. In a word, the map
is "essential."

Know the Screen

The floor is displayed in screens, it shifts as you move to the next screen to
the next screen and so on. This means only a portion of the floor is displayed
at one time. Look at the side of either screen. You should be able to see a bit
of another platform. If you can't then there's a gap there. At the extremes of
the stage, for floors that touch this extreme you won't see a continuation.
You will bounce off the extremes however.
=======================================
 F5: Credits 
=======================================
Thanks go oyu to the hosts, they let you read this, and Spinnaker, the provided
the game.
Websites with permission to use this Guide:
www.GameFAQS.com
www.neoseeker.com
faqs.IGN.com
www.1up.com
Game copyright Spinnaker Software