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- ------ SNACKMAN DOCUMENTATION FILE ------
-
- SnackMan V1.00 is (C) Copyright ©1992 Stig A. Olsen.
-
- SnackMan can only be distributed according to the rules specified in
- this document. Please read this file before playing the game.
-
- In addition to this document, there are some information in the game itself.
-
- Contents of this file:
-
- 1. What is SnackMan?
- 2. Gameplay
- 3. Some miscellaneous comments
- 4. Technical notes
- 5. Known bugs
- 6. Compatibility
- 7. Copying and spreading this game
- 8. Credits
- 9. Addresses
- 10. Final note
-
-
- 1. WHAT IS SNACKMAN?
-
- SnackMan is a game based on PacMan, the once so popular arcade game. It's
- not a direct port, SnackMan is a relatively simple game, as it is my
- first attempt to write one.
-
-
- 2. GAMEPLAY
-
- Playing SnackMan is easy. Just try to eat all the small yellow dots
- (cheese) without getting caught by the ghosts. If you eat one of the vitamin
- pills, the larger yellow dots, you get an energy boost that lasts for a few
- seconds. This gives you a speedup and the ability to eat the ghosts. You will
- notice that the ghosts' colour will change from red and green to blue. When
- the energy boost is close to running out the colours will flash.
-
- Points are given according to the following table:
- 1 cheese eaten = 10 points
- 1 vitamin pill = 100 points
- 1 ghost = 500 points
- Level completed = 1 000 points
-
- You get 3 lives to start with, and no extra lifes
- is given at all.
-
- Left mousebutton exits game at any time!
-
- 3. SOME MISCELLANEOUS COMMENTS
-
- The game has no fruits as there is in the real pacman, and it has no "home"
- for the ghosts. The fruits I could have implemented relatively easy, but
- I didn't do it because I was getting a bit fed up with the whole project
- (my monitor broke down, coding on a TV-set is pure hell!).
-
- The game also has no way to make you get extra lifes. Another weak point
- in this game is that it's difficulty is not getting updated in a very smart
- way. Some may think that the game is too easy, at least in the first levels.
- After some playtesting I did not bother to do anything about it.
- The ghosts move completely randomly, they have no sense whatsoever about
- where the player is. The highscore is currently not saved to disk. Most
- people like to have their PD software writeprotected anyway. :-)
-
- If you would like to add some of these (or other) features to the game,
- the source has also been released. It's available as a separate archive
- and the terms are listed in the document file for that archive.
-
-
- 4. (Not so) TECHNICAL NOTES
-
- The game is written in 100% assembler, using the MasterSekaV1.75 assembler.
- Other tools involved
- was:
- Kefrens IFF->RAW converter
- Action Replay Cartridge III
- Deluxe Paint
- Protracker1.3 with replayroutine
-
- Protracker and the replayroutine was written by Lars Hamre of Amiga
- Freelancers.
-
- All the movable objects are sprites, the rest is bitmap graphics. A standard
- 5 bitplane screen is used, 1 bitplane is used for the cheese and vitamin
- pills, 3 for the board itself, and the last for the information screen where
- you get the different messages/end of game stuff etc.
-
- Source code: 85 Kb
- Executeable unpacked: 140 Kb + music module (240Kb)
-
- For more information contact me or check out the freely distributable source.
-
-
- 5. KNOWN BUGS
-
- The collision detection is not perfect. The way this is implemented in
- hardware, I had to mask off two of the sprites every second frame, so
- that in effect the collision detection only runs every second frame, and
- not each frame as rest of the game.
-
- A bug might occur now and then in detecting a "crash" with the ghosts
- (the odd ones), if anyone has a perfect way of doing collision detection
- with multiple (8) sprites without any drastic code, let me know and I'll
- provide an update. I have not experienced this bug very often, and I don't
- think you will either, due to a bit of not-so-good-but-it-works coding
- (my next game will be without sprites at all)! Interested people can
- also take a look at the source.
-
-
- 6. COMPATIBILITY
-
- This game was developed on a 512K CHIP+512K FAST (1Meg) PAL Amiga500 with
- 2 drives and Kickstart1.2. It should work on most PAL systems. If your NTSC
- Amiga does not have the ability to run PAL resolutions, - too bad! Not too
- many americans make PAL specific software either...
- It has been tested on a A3000 under 2.04, so it should work on most
- systems.
-
- I make no gurantees that this game will work under any configuration, but if
- it crashes on your machine and you think you know why, let me know and I'll
- try to fix it.
-
- The game only uses a few calls to the operating system to switch off
- multitasking/interrupts and locate the system copper list, so Kickstart
- compatibility shouldn't be a problem.
-
- PLEASE NOTE:
-
- This game completely takes over the machine, it is NOT meant to run in a
- multitasking environment!
-
-
- 7. COPYING AND SPREADING THIS GAME
-
- The game can be copied freely as long as the following terms are satisfied:
-
- 1. You may not make any changes in the game itself.
- 2. You may only copy both this documentation file
- and the executable together.
- 3. You may not use any part of this in your own work,
- without permission from me.
-
- Please note that the source to this game is supplied separatly and may
- be distributed only under the terms written in the doc-file of that
- archive. The reason why I did not include it with the executable is
- that a lot of people (most) will not be interested at all in it, and
- the binaries take up a lot of space.
-
- If you get your hands on this game I would very much like to know it. This
- can be done in two ways:
-
- - If you are connected to the internet network, just send a mail to:
- stigo@ifi.uio.no
-
- (BTW, I drop by at the #amiga channel on IRC and is know there as "Xtazy")
-
- - Or send a postcard (or anything) to this address:
- Stig A. Olsen
- 4A311 KRINGSJAA
- Sognsvn.218
- N-0864 OSLO
- NORWAY
- Just write a little message so I understand what it's about, for instance
- "Hi, I got your game. I think you should stick to playing games instead of
- making them."
-
- Why do I want this? Just want to know how far and how much a relatively
- standard PD-hack gets spread...
-
- 4. All Public Domain Libraries MUST let me know that this game is included
- in their library to be allowed to distribute it. Other than that
- you can charge whatever you want for it and duplicate it as much as you
- want according to the other rules specified here. I trust you to not
- cheat your customers!
-
- 8. CREDITS
-
- Coding, Design: Stig A. Olsen
- Graphics: Stig A. Olsen
- Music: Stian W. Arnesen
- Replayroutine: Lars Hamre/Amiga Freelancers
-
- Very special thanks to Stian W. Arnesen for the great music, which is
- quite nice listening to without playing the game also. The module should
- be quite easy to rip for you music-freaks out there, and it is also
- included in the source code archive.
-
-
- 9. ADDRESSES
-
- Internet address: stigo@ifi.uio.no
-
- Mail address 1: Stig A. Olsen
- (autum/winter/spring) 4A311 KRINGSJAA
- Sognsvn. 218
- N-0864 OSLO
- NORWAY
-
- Mail address 2: Stig A. Olsen
- (summer) Markavegen 19
- N-2300 HAMAR
- NORWAY
-
- Any comments, questions, suggestions or whatever should be made to one of
- the addresses above.
-
- 10. HAVE FUN!
- :-)
- ---- End of document ----
-