Before you start reading:
This presentation is a speech held before an imaginary audience, most likely formed of people like myself. It's probably verbose and I may have been crossing, now and then, some of the socializing boundaries you are familiar with. I hope that getting over such inconveniences will not seem difficult... My intention was to make everyone feel comfortable. If there will be comments to answer to, I will try to adapt to the style chosen by each of you. Thank you.
_/ _

Welcome to Sleeping Beauty's Chat Lounge! On your way to finding a good seat, please take a copy of this presentation to use as a cushion. Either to make your playing experience more comfortable, or to start a pillow fight - there are, perhaps, enough good and less-so points to Sleeping Beauty to expect any mood
- the presentation proposes to be faithfully stuffed with notes on all the game aspects that you may want remembered. It had to be small also (if it feels long, just fold it, okay?), since the Lounge is, first of all, a place where I hope to enjoy your conversation. So do let likes and dislikes be known, and, maybe, if it inspires you in any way
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With a small game world, only 4 screens wide, Sleeping Beauty features both realistic and fantastical woods-related elements, which occasion a total of 20 challenges. It's up to you which of them you take the main character through, as you give shape to what might be called the development of the narrative.
Sleeping Beauty is the tale of a guy who takes his girlfriend to see a gorgeous mountain scenery that he remembers back from childhood. They traveled by night, as their plan was to be at the special place at sunrise. Their car was left at the base of a mountain trail and, as she was asleep, the main character decided to carry her in his arms to the destination. But his journey proved to be much longer than he expected, as the once familiar signs kept failing to lead him correctly. And the game starts from here. As in a dream, he encounters characters, and other local elements, which belong to the world of childhood fantasy and express the magical approach to life from back then. It is an ease of being he can't relate to anymore, and this is the cause of all the failures suffered throughout his wondering. That being said, you should know that you aren't supposed to succeed at the challenges
I hope this won't be a cause for annoyance to anyone - in depth, the situation reflects the shortcomings of being human, at having to face the demands of life in the usual absence of (good) inspiration. In any case, you can look forward to the ending sweetening things a bit
Some challenges take place at NPCs; I called them "static". The game is designed to end after you complete 5 of these; and there is only one ending, which can take place in any of the 4 playgrounds. I have chosen the encounter with the Old Man - the first character you meet in the game - for the first screenshots, meant to illustrate aspects of static challenges.




As you can see, the static challenges are based on (predefined) dialog, the course of which is, now and then, influenced by your choices; or that is attempted, in any case. You are offered each time 3 options, described through images; the options are, of course, based on what has been said until that point of the challenge, as well as on the main character's background and personality. You will find the main character's approach placing him into one of these situations: mentally detached, manipulative, unsuccessfully creative and playing along, while unprepared. Often, your character's words are accompanied by animations; at the Old Man, these depict smoke taking various shapes. One aspect you may have to get used to is seeing the character's speech and other pieces of text drawn right on the background.
Other challenges consist in passing through obstacles which you come across, as you follow the winding trail through the woods; I called these challenges "dynamic". They have no influence on the course (or, rather, the duration) of the game. I have chosen the encounter with the Stars' Rays for the next screenshots, meant to illustrate aspects of dynamic challenges; these may bring back some memories to those who witnessed the birth of Sleeping Beauty
(It was the spring of 2015...)



The dynamic challenges represent action sequences where you are given, now and then, a short time to choose the foot your character will step with next (which sometimes gives his direction); as you try to avoid being touched/hit by the moving obstacles. After that short time, a choice is randomly made for you. As you can see, the interface here is described through an image of a mouse device - to the main buttons of which, the two feet of your character are associated. Collision may cause him to stop, or stumble and there is an echo in the lady's radiance.
You can tell which elements of the scenery you can interact with from the description you get when moving the cursor over them; your character has to be close enough to clearly see what you're pointing at, of course. The next screenshots illustrate this; again with reference to the Stars.


With a last screenshot, I take you back to the Old Man's to show the cursor having changed shape at [4] a point of exit from the screen/playfield. (The "hand" became "footprints".)

You shouldn't be looking for an inventory, because in Sleeping Beauty no items are used. Your character's arms are busy carrying his lady, throughout the game. There are no puzzles to speak of, either, not in the usual sense. One of the gameplay goals, from the beginning, was to make the player's involvement optional; the game as less demanding on the player as possible. And Sleeping Beauty grew in the direction of offering an experience of sitting with things, rather than of matching skills against. I often felt, while working at it, that I was building a music box, the melody of which was made of the different flavors of the interactions.
Throughout this presentation, as well as in the manual which comes with the game, I kept referring to the main character as to a he, separate from the lady carried in his arms. And they are separate, as far as the gameplay and the development of the narrative are concerned. But as mentioned in a reply to a compliment received back in the time of Sleeping Beauty's inception, they are, actually, one being; the human being, in general. I just threw this in as a hint for those who would like to reach for a deeper meaning to their experience with the game. And I will say no more on such lines at this time - not to sound mysterious, but because Sleeping Beauty was meant to be enjoyable (or acceptable) even without going into deep thinking
One thing about the main character everyone will probably have some difficulty with (I have to adapt to that each time...) is that he moves quite slowly; out-of-sync with the world around, often. This is one point where I was forced to put my priorities in order. And so I took my chances and let this bit of extra weight on the player's shoulders, so that the idea of the main character - and with it, his naturalness - would not get hurt; having him speed around just didn't seem to work... For more on this, please take some time to browse the game's short manual ("Stuff.txt"). You may also want to look in there for a few other references against which to check your impressions about the game
Here, at the end of the presentation, I call your attention to the audible side of the game. Other than one melody, played now and then, there is no other use of sound; and I believe the way text is used in the game will probably also make you think that (more) sound would have made following what goes on difficult
...Voices would have been nice though... About the melody: it was chosen to reflect the course of the main character's quest, and, with that, his inner state; it should make itself heard after the main character was idle for a while, outside of challenges.
I close by expressing the wish that you'll have a good time discovering Sleeping Beauty, and that it will succeed in becoming a pleasant memory.
st.
This presentation is a speech held before an imaginary audience, most likely formed of people like myself. It's probably verbose and I may have been crossing, now and then, some of the socializing boundaries you are familiar with. I hope that getting over such inconveniences will not seem difficult... My intention was to make everyone feel comfortable. If there will be comments to answer to, I will try to adapt to the style chosen by each of you. Thank you.
_/ _

Welcome to Sleeping Beauty's Chat Lounge! On your way to finding a good seat, please take a copy of this presentation to use as a cushion. Either to make your playing experience more comfortable, or to start a pillow fight - there are, perhaps, enough good and less-so points to Sleeping Beauty to expect any mood


-_- -_- -_-
-_- -_-
With a small game world, only 4 screens wide, Sleeping Beauty features both realistic and fantastical woods-related elements, which occasion a total of 20 challenges. It's up to you which of them you take the main character through, as you give shape to what might be called the development of the narrative.
Sleeping Beauty is the tale of a guy who takes his girlfriend to see a gorgeous mountain scenery that he remembers back from childhood. They traveled by night, as their plan was to be at the special place at sunrise. Their car was left at the base of a mountain trail and, as she was asleep, the main character decided to carry her in his arms to the destination. But his journey proved to be much longer than he expected, as the once familiar signs kept failing to lead him correctly. And the game starts from here. As in a dream, he encounters characters, and other local elements, which belong to the world of childhood fantasy and express the magical approach to life from back then. It is an ease of being he can't relate to anymore, and this is the cause of all the failures suffered throughout his wondering. That being said, you should know that you aren't supposed to succeed at the challenges


Some challenges take place at NPCs; I called them "static". The game is designed to end after you complete 5 of these; and there is only one ending, which can take place in any of the 4 playgrounds. I have chosen the encounter with the Old Man - the first character you meet in the game - for the first screenshots, meant to illustrate aspects of static challenges.




As you can see, the static challenges are based on (predefined) dialog, the course of which is, now and then, influenced by your choices; or that is attempted, in any case. You are offered each time 3 options, described through images; the options are, of course, based on what has been said until that point of the challenge, as well as on the main character's background and personality. You will find the main character's approach placing him into one of these situations: mentally detached, manipulative, unsuccessfully creative and playing along, while unprepared. Often, your character's words are accompanied by animations; at the Old Man, these depict smoke taking various shapes. One aspect you may have to get used to is seeing the character's speech and other pieces of text drawn right on the background.
Other challenges consist in passing through obstacles which you come across, as you follow the winding trail through the woods; I called these challenges "dynamic". They have no influence on the course (or, rather, the duration) of the game. I have chosen the encounter with the Stars' Rays for the next screenshots, meant to illustrate aspects of dynamic challenges; these may bring back some memories to those who witnessed the birth of Sleeping Beauty




The dynamic challenges represent action sequences where you are given, now and then, a short time to choose the foot your character will step with next (which sometimes gives his direction); as you try to avoid being touched/hit by the moving obstacles. After that short time, a choice is randomly made for you. As you can see, the interface here is described through an image of a mouse device - to the main buttons of which, the two feet of your character are associated. Collision may cause him to stop, or stumble and there is an echo in the lady's radiance.
You can tell which elements of the scenery you can interact with from the description you get when moving the cursor over them; your character has to be close enough to clearly see what you're pointing at, of course. The next screenshots illustrate this; again with reference to the Stars.


With a last screenshot, I take you back to the Old Man's to show the cursor having changed shape at [4] a point of exit from the screen/playfield. (The "hand" became "footprints".)

You shouldn't be looking for an inventory, because in Sleeping Beauty no items are used. Your character's arms are busy carrying his lady, throughout the game. There are no puzzles to speak of, either, not in the usual sense. One of the gameplay goals, from the beginning, was to make the player's involvement optional; the game as less demanding on the player as possible. And Sleeping Beauty grew in the direction of offering an experience of sitting with things, rather than of matching skills against. I often felt, while working at it, that I was building a music box, the melody of which was made of the different flavors of the interactions.
Throughout this presentation, as well as in the manual which comes with the game, I kept referring to the main character as to a he, separate from the lady carried in his arms. And they are separate, as far as the gameplay and the development of the narrative are concerned. But as mentioned in a reply to a compliment received back in the time of Sleeping Beauty's inception, they are, actually, one being; the human being, in general. I just threw this in as a hint for those who would like to reach for a deeper meaning to their experience with the game. And I will say no more on such lines at this time - not to sound mysterious, but because Sleeping Beauty was meant to be enjoyable (or acceptable) even without going into deep thinking

One thing about the main character everyone will probably have some difficulty with (I have to adapt to that each time...) is that he moves quite slowly; out-of-sync with the world around, often. This is one point where I was forced to put my priorities in order. And so I took my chances and let this bit of extra weight on the player's shoulders, so that the idea of the main character - and with it, his naturalness - would not get hurt; having him speed around just didn't seem to work... For more on this, please take some time to browse the game's short manual ("Stuff.txt"). You may also want to look in there for a few other references against which to check your impressions about the game

Here, at the end of the presentation, I call your attention to the audible side of the game. Other than one melody, played now and then, there is no other use of sound; and I believe the way text is used in the game will probably also make you think that (more) sound would have made following what goes on difficult

I close by expressing the wish that you'll have a good time discovering Sleeping Beauty, and that it will succeed in becoming a pleasant memory.
st.