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CHOMP.TXT
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1990-06-17
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Chomp for Presentation Manager, Version 1.1
Copyright (c) 1990 by Jerry J. Shekhel
DESCRIPTION
Chomp for Presentation Manager is a game closely patterned after
Pac-Man(tm), for the OS/2 Presentation Manager environment. It is
a direct port of Xchomp, which was written for the X window system
on a Sun workstation. I've tried to make the game as close to the
original as possible, in gameplay, but I haven't seen a Pac-Man
machine in years, so all the elements of the game have been
recalled from memory.
The object of the game, as in all arcade-style games, is to amass
the highest possible score. You may find, however, that the fun in
the game is in trying to reach the highest possible level; at
least, that's what I thought was fun about the original. You, the
player, are the circular mouth moving around the maze. You are
chased by four hungry ghosts who would like to eat you. The maze
is filled with dots, all of which you must eat to finish each
maze. You eat a dot simply by going over it, and this adds 10
points to your score. Allowing one of the ghosts to eat you costs
you one life; you start each game with 3 lives.
You will also find several large flashing dots on each maze. These
are the power dots. Eating one of these will add 50 points to your
score and give you the temporary ability to eat the ghosts. When
you have this power, the ghosts are transparent, they move at
half-speed, and they try to run away from you. Eating a ghost adds
a number of points to your score, and this number is momentarily
displayed on the screen. The number of points you get increases
with the number of ghosts you eat after eating one power dot. It
is reset when you eat another power dot. When a ghost is eaten, it
turns into a harmless pair of eyes which moves very quickly,
seeking return to the ghost box in the center of the maze, where
the ghost is "reborn" and goes back to chasing you around.
Each level in the game is identified by a symbol. The first few
levels are "fruit" levels -- they are identified by little pictures
of different fruits. For example, the first level is the "cherry"
level. Once in a while, the symbol corresponding to the current
level shows up on the screen. Eating it adds a number of points to
your score, and at some of the higher levels, this is a very
significant number. However, you must move fast, because the
symbols don't stay around for very long. The number of points you
get for eating one is displayed on the screen.
Reaching a score of 10,000 points awards you an extra life.
GAME CONTROLS
The controls in this game are very simple, but take some getting
used to. The original arcade game had one four-directional joystick.
In Chomp for Presentation Manager, you use the four arrow keys to
control the player. Pressing an arrow key is equivalent to tilting
the joystick in the specified direction and holding it down. The
player continues moving in its current direction until (a), it is
possible to move in the specified direction, or (b), it hits a maze
wall, in which case it stops. If this sounds too complicated, just
play the game -- all you have to remember is that you SHOULD NOT
hold down the keys or press two keys at a time, and that you
should, sort of, look ahead a little bit. When you think that the
ghost should take the next right turn, hit the right arrow key; the
keystroke is remembered and acted upon when the right turn comes.
Note that only one keystroke is remembered at a time, so pressing
another arrow key overrides the last one pressed.
You can pause the game at any time by pressing the space bar. When
in pause mode, you can press F2 to abort the current game and
return to the title screen, or F3 to quit the program. The game
also enters pause mode if the window is minimized.
DIFFERENCES FROM THE ORIGINAL
The following are the significant differences of Chomp for
Presentation Manager, henceforth simply called Chomp, from the
original, Pac-Man. First, Chomp is in black and white. Color
support is planned for a future release. Next, Chomp does not
implement the side tunnels. This is also a feature planned for a
future revision. Next, Chomp does not vary the speed of gameplay,
as does Pac-Man. Finally, while Pac-Man contains a single maze,
Chomp has several. The different mazes are used instead of
increasing the speed of gameplay, to vary the difficulty of the
game as the player advances to higher levels.
PROGRAM SPECIFICS -- IMPORTANT
Chomp for Presentation Manager was developed under OS/2 Version
1.1, and I don't think there should be any problems running it
under later revisions of the operating system. The following is
the command line for the game:
chomp [delay]
The "delay" parameter is an optional number which specifies (very
approximately) how many milliseconds to wait between animation
cycles. The higher the number you specify, the slower the game
will run. The default is 15, which works great on my 386SX/16.
For an 8MHz or 12MHz 286, you should specify 0 as the delay.
Finally, you should move the mouse cursor out of the window when
you play the game. Otherwise, it will sometimes flash and slow
down the gameplay.
REGISTRATION INFORMATION
Chomp for Presentation Manager is not free software; it is
shareware. I retain the copyright on all versions of Chomp for
Presentation Manager. You may redistribute Chomp for Presentation
Manager, Version 1.1, if you give it away with all documentation,
unmodified, free of charge, and without additional restrictions.
If you find Chomp for Presentation Manager to be useful software, a
registration fee of $20 would be appreciated. Registered owners
will receive, free of charge, all future revisions of Chomp for
Presentation Manager.
The full source code to Chomp for Presentation Manager is
available, along with registration, for $35.
Please send checks or money orders to:
Jerry J. Shekhel
66 Winchester Street
Unit 102
Brookline, MA 02146