Game License Agreement
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     This software has been released as "freeware".  This means that you are granted permission to freely copy and distribute this software without restriction.  However, you may not charge any fee for distribution above and beyond your actual cost of distribution.  (Please contact the author if you wish to place this software on a CD-ROM collection, mostly to be sure that you get the latest version.)  It also means that the author retains all rights to the source code and software.  If you wish to re-use parts of the source code, you must choose one of the following options:

     (1)  Release the derivative work as freeware±you cannot ask for any compensation±and you must include all source files  which include code derived from PacMan.  This is to encourage free software, and is similar to the terms of the GNU license.
	 
     (2)  If you wish to sell a work derived from any of the code in PacMan, you must contact the author for terms, which will include a (very small) royalty.  (Contacting the author:  ;Author.rtfd;;¬)

If you make any changes to the source code, you are required to send them to the author.  (This way, I can make sure that all enhancements are released from a centralized source, and I can make sure that bugs aren't introduced.)

There are no warranties of any kind, express or implied, provided to anyone.  Any user will be provided, free of charge, the latest version of PacMan along with fully commented source code by sending enough blank floppy disks and return postage to the author.  (Contact the author first to find out how many disks are needed; for full source code, you will need around five or so.)  The author cannot afford to return disks that do not include return postage!     The author of this software will not be responsible for any damages, consequential or inconsequential, resulting from the use of this software.

Notice of exactly what was re-used from ªxchompº:  This program was originally going to be a port of ªxchompº by Jerry Shekhel.  As it turns out, it was much easier to basically rewrite everything and use the GameKit.  I was able to leverage off of a few things, however, to make this game.  The original image shapes are derived from the xchomp images¼but a lot of time was spent adjusting them to make them look good in color.  (Look at the FruitBig.tiff to see what I mean; it still has the guide images in it.)  The same set of mazes as xchomp is used, but in a different order.  When tunnels are implemented, this, too, will change.  Finally, the ghosts' algorithm for movement uses the same table-based method as xchomp.  There were bugs in it, however, and so they've been fixed up.  (There are still a few bugs in the tables, though.)  Even so, the movement algorithms have been somewhat altered from what was in xchomp.  The player's movement in demo mode is derived from the ghost movement algorithm but with a few minor changes.  Everything else, including all GameKit code and the main state machine, was written by Don Yacktman.  If you compare this code to what is in xchomp, you will find that between the changes, additions, and moving into NEXTSTEP and OOP leave you with a program that is at least 90% different from xchomp.  Hence this has ended up being more of a re-write than a port.