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Millennium Gold 2000 - Disc 1.iso
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SPACINST.EXE
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1996-12-09
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JessCREATIONS*,Co.'s SUPER PAC-MON (SHAREWARE, V1.01):
THE OFFICIAL UNAUTHORIZED INSTRUCTION MANUAL
--------------------------------------------
Stuff You're Gonna Need To Run This:
* An Intel x86 computer (it's *possible* that this will run on an XT or AT,
but unless you're into reeeeally long access times, I strongly recommend that
you run this from at least a 386SX-16)
* MS-DOS 3.20 or higher, or MS-DOS and Windows (you may be able to eek by
with Mac DOS emulation, but I've never tested the game on a Macintosh)
* 640K RAM
* EGA, VGA, or monochrome VGA display
* An appreciation for the moldy oldies of the early 80's
Stuff That's Completely Unnecessary:
* A joystick (or other adult novelty)
* A voracious appetite and the ability to grow three times your normal size
(don't worry, the game's got that department covered)
* Any knowledge whatsoever of Namco's "Super Pac-Man", the game upon which
this is based
This archive should include the following files...
SPACMAN.EXE
MONSTERS.PIX
PACMAN.PIX
FRUIT.PIX
SPAC.PIX
SPACLITE.PIX
MISC.PIX
JESS.ART
CREW.ART
HISCORE.DAT
SPACMAN.DOC
SUPERPAC.MZE
JCLOGO.ART
SPM.ART
SPACMAN.PIF (required for Windows 3.11 and Win95; courtesy Josh Lesnick)
If any of these files are missing, run for your life and start beating
yourself over the head with a teflon pan, 'cuz the game won't work without all
the necessary .EXE, .PIX, .DAT, .MZE, and .ART files. Either get another copy
from a more reputable supplier or browse "The Gameroom Blitz", JessCREATIONS*,
Co.'s official web site, at http://users.aol.com/grblitz/ and download one
from there.
V1.01 Update Notes:
This is a free update to V1.0 of "Super Pac-Mon", which I was in a hurry to
post and didn't thoroughly playtest. If you have a copy of the initial
release, consider this version an apology, and feel free to distribute and
post it as you wish provided the archive remains unchanged. Improvements from
V1.0 include:
* Improved key artwork
* Two menu options now work properly
* A credits screen with artwork of myself and the game's playtesters
* A new method of flashing Super Pac-Mon which prevents other yellow objects
from doing likewise
* Debugging which prevents monster eyes from getting stuck in the upper
left-hand dogleg for the remainder of the round
* Repositioning of the 5,000 point flag which appears (very rarely) when
Pac-Mon eats the Slotto Star
* Better documentation
History:
"Super Pac-Mon" is based on Namco's "Super Pac-Man", a sequal to the
enormously popular "Pac-Man" series that (oddly enough) never caught on with
players. In fact, it was so overshadowed by the original and "Ms. Pac-Man"
that nobody bothered to translate it to the more popular home game systems.
True, there were a few computer versions, including ones for the C64 and IBM
PC by Doc Shloopie's Big Thunder Prune Juice- er, Thunder Mountain, and a
Atari 400 prototype which is enjoying fair success on the grey market as a
bootleg, but none of these games are readily accessible. That's why I've
decided to take a crack at translating the game myself.
The Scenerio:
As usual, Pac-Man's running around in a maze, cramming everything that's
not nailed down into his vacuous gullet. This time, however, everything's
been super-sized... the dots are gone, replaced by the food targets which
graced the center of the screen in the first game, and there are light green
steroid pills which bloat Pac-Man to three times his normal size. Even the
play mechanics are more complex... Pac-Man's got to open doors with keys
strewn about the maze, and the center target acts as a slot machine which
awards luckier players with huge point bonuses. Like the previous games, there
are intermissions every three rounds, but these are accompanied by bonus
rounds which allow Pac-Man to race through the maze without being persued by
monsters.
Jane, How Do I Start This Crazy Thing!?
Simply type SPACMAN at the A:\ prompt and you're there. The JessCREATIONS*,Co.
logo will pop up while you're waiting for the game to load... once it's
finished, the drive light will turn off and you may press any key to begin.
Will It Work From Windows?
Yes. The appropriate .PIF file has been included with this archive, thanks to
Josh Lesnick (one of the game's alphatesters). It runs clunkily in Win 3.11
and surprisingly well in Win95, in case you were wondering.
Duh... How Do I Work This Menu, George?
It's a cinch. Just move the munching Pac-Man along the list of options with
the up and down directionals, then make selections with the left and right
directionals. The options screen includes the following:
LIVES: The number of lives a player starts out with, from one to five. Alter
this to make the game harder or easier.
MONSTERS: The number of monsters onscreen. Alter this if you want an easier
game or if you're playing this from an older PC like my 386SX.
ENERGIZERS: Will your game include energizers? Toggle this off if you don't
want them, or to give the game a minimal boost of speed.
STEROIDS: Will your game include steroid pills? Toggle this off if you don't
want these either, or to give the game a minimal boost of speed.
KEYS: If you don't want keys, or doors that hinder your movement, toggle this
off.
STYLE OF MAZE: For a change of pace, switch this to FREE FOR ALL and watch
the chaos that results!
MAZE VISIBILITY: It's a pain in the butt, but some people are maschocists.
Switch this to INVISIBLE and the maze and blue monsters become just that.
TIME DELAY: The default is nothing. If you're running this from a 486DX2 or
Pentium PC, switch this to at least one star or the game will be unplayably
fast.
EXIT: Leaves the options screen.
Controls:
You can control Pac-Man with the directional keys. I highly recommend turning
off NUM LOCK and using the rosette located on the numeric keypad... this set-
up more closely approximates the joystick control of the Namco original than
the T-bar on newer keyboards. The coin-op had a speed up button, and I'm
afraid to say that this feature is not a part of "Super Pac-Mon" V1.0. I've
tried to add it, but Pac-Mon skips his place on the game's collision detection
grid and becomes uncontrollable whenever I do... I'll try to have the bug
swatted in an update, but I'm not making any promises. Also, for the best
results, you may want to press the direction keys once at a time, in
anticipation of turns, instead of holding them down or waiting for the exact
moment to make your move.
Scoring:
You're giving the following points for the following items:
FOOD TARGETS: POWER UPS AND ITEMS:
Apple- 10 Key- 50 + opens 1-3 doors
Banana- 20 Energizer- 50 + power up
Donut- 30 Steroid Pill- 100 + super power up
Burger- 40 Jackpot Prize- 200-5000
Fried Egg- 50
Melon- 60 BLUE MONSTERS:
Coffee- 70
Cake Slice- 80 1st: 200 2nd: 400
Maguro Sushi- 90 3rd: 800 4th: 1600
Cherries- 100
You'll get points for any remaining time in the bonus rounds, too (although
that's usually not much).
Hints For Better Play:
* The monsters chase you blindly, changing course only when there's a wall
in the way. Use this to your advantage by positioning yourself just above
dead ends when the monsters are near them.
* You don't need to eat the keys to complete stages.
* The food target to the right of the Slotto star stops after it's been
onscreen for a while. This increases your chances of getting the big bonuses
by up to ten times but keep in mind that the star will disappear soon after
this happens.
* The monsters don't exactly run from you when you've eaten the energizer...
they run to where you're NOT, ie if you're at the top left-hand corner, they
will head to the bottom right.
* The monsters will continue to chase you after you've eaten a steroid pill.
Let them nestle into you, then head for an energizer and let 'em have it.
* Register for more neat-o tips!
How To Escape To DOS:
Simply press ESCAPE at the main options screen, or, if you're not there,
press ESCAPE until you're at the main options screen, then press ESCAPE again.
You can also escape from a lousy game to the attract mode with this key...
consider it your panic button. >^_^<
Infrequently Asked Questions:
"Why 'Super Pac-Man'?"
I liked the arcade version as a kid and figured that it was high time someone
translated it for use with a popular game system and/or computer. Plus, it
gives me a chance to flex my still flabby programming muscles... >^_^<
"It doesn't look exactly like the arcade game. Why?"
I started the game with a somewhat vague recollection of "Super Pac-Man" &
a picture of the XE version I'd snagged from the Internet. It's both a good
thing and a bad thing since the maze from the original was dreadfully ugly
(mine is enlongated like the mazes from the first two "Pac-Man" games) but
the food targets were more detailed.
"Will you eventually add SoundBlaster support?"
If it didn't slow the program down, and I knew how to do it, I'd consider it.
I do have a sound card, and thought the samples from "Pac-PC" were pretty
cool, but I'm just not sure if I could pull it off... I may include sound card
support in an updated version, if James Rowan (the guy responsible for "Ms.
Pac-PC") would be kind enough to assist me and I happen across .WAV files of
the coin-op's tunes and sound effects.
"Well, you could always use the PC's internal speaker..."
Ha! HA HA! Oh, that's rich! No... seriously, what were you saying?
"How'd you create the graphics?"
I drew a grid for the maze and with a makeshift drawing program I'd typed in
about 15 minutes, I took out all the walls that weren't necessary, smoothed
out the rough edges of the ones that remained, and added doors in just the
right places. And it was all done with a keyboard... yikes! The sprites (well,
pseudo-sprites, as it were) were drawn in a utility I'd closely patterned
after James A. Sausville's "Graphics Factory"... I would have used GF, but it
has no medium resolution capabilities, and the method in which it stores
graphics is kind of weird (albeit memory efficient). The logos and load screen
portrait were first sketched on paper and then drawn in a hasty little program
I'd written in, oh, about 30-45 minutes. JessCREATIONS*,Co. is not known for
its professionalism, after all... >^_^<
"Speaking of graphics, what's the deal with the borders around characters?"
It's an especially annoying flaw of Quick BASIC, the compiler in which "Super
Pac-Mon" (this will no doubt prompt one of two reactions: "Hey, this is pretty
good for a game written in BASIC!" or "Why the hell aren't you using C for
this?!") was written. As you may know, PCs are primitive architecturally and
don't allow the use of actual, honest to goodness sprites like the ones used
in most game systems. Instead, programmers are forced to hold a rectangular
slice of screen data in memory and regurgitate it onscreen as a sort of
emulated sprite-like thing. Problem is, it's NOT a sprite, and when it's
placed onscreen, it'll either erase anything directly underneath the drawing
or its border or become transparent and make that background art visible.
It's not really that noticible in "Super Pac-Mon" until you eat a steroid
pill or a monster catches you, so I figure it won't be a problem until the
game is in its beta stages. Some programmers have found their way around this
annoyance (witness John Dondzila, who works wonders in the Quick BASIC
environment), and hopefully, I will once the complete version of SPM is
released... again, no promises, though.
"'Super Pac-MON'? What, is he Jamaican in this one or something?"
Not at all (although I think Rastafarians *are* pretty irie! Heh, heh...). I
just needed a rip-off title to sidestep the lawyers, and since "Pac-PC" (a
name which I never really liked anyways... why trumpet the fact that you'd
programmed it for the crappy x86 series of computers, anyways? Yeesh...) was
already taken, this was the next best thing. The Mon in the title also has
nothing to do with machine language monitors, either (do people still use
those? Man, am I behind the times...)- if it's a reference to anything, it's
the Japanese word "Mon", which means gate. Y'know, there are a lot of doors
in "Super Pac-Man", and the original was designed in Japan, hence "Super Pac-
Mon". Makes sense to me, anyways...
"Is it freeware or shareware?"
Shareware, definitely. The registration fee is $15, or a year's subscription
to your fanzine if you edit one. What you'll get are two updates, "Goodies"
(a neat l'il program filled with outtakes that I just couldn't fit into the
game) and a character editor which will allow you to redesign the characters
to your own tastes.
"The fruits are all wrong. You suck!"
Oh, bite me >:). You'll find far worse graphics in other games written
in Quick BASIC, and besides, I didn't have the actual coin-op artwork to use
as a reference. And y'know, I think the sushi and cherries in SPM are far
more appetizing than the raw ear of corn and sneakers in Namco's version.
Much more ironic, too, when you stop and think about it.
"Ghosts? Monsters? Ghost monsters!? I'm confused!"
The proper term for Pac-Man's enemies, according to the Japanese instruction
placards (yep, I can read a little Japanese, too. I'm *so* well-rounded! Uh,
around the waist, at least...), is "monsutaa", which is a corruption of the
English word "monster". Hey, they designed the game, so I'm satisfied with
it. Sure, they LOOK more like ghosts, but that IS the official name...
"Where can I get a hold of you?"
Simply write to the address below:
Jess Ragan (aka Maneki-Neko)
8584 Peoples Road
Edmore MI 48829
You can try my temporary E-Mail address, too:
jessd@montcalm.cc.mi.us
If you have suggestions, complaints, or whatever, by all means send them to
me! I can use all the help I can get...
SUPER PAC-MON V1.0
DESIGN TEAM
------------------
"Super Pac-Mon" is based on Namco's "Super Pac-Man"
Original Concept by Toru Iwatani and Namco
Conversion by JessCREATIONS*,Co.
Lead Programmer: Jess Ragan
Graphic Design: Jess Ragan (with inspiration from the Namco original)
Alphatesting:
Head Tester: Jess Ragan
Assistant Testers: Josh Lesnick
Russ Perry, Jr.
Galen Komatsu
JessCREATIONS*,Co.'s Fabulous Upcoming Projects:
------------------------------------------------
PHYREBIRDS (Late Fall, '96): You're the world's only hope in a vision of the
future that would send chills down Alfred Hitchcock's spine! Flocks of aviars,
enormous and cunning birds of prey, have been sent by an unseen foe to rain
death, destruction, and radioactive guano down on the inhabitants of Earth.
Your nuclear-powered all-terrain cannon is the only weapon powerful enough to
deter the invasion while scientists pinpoint the exact location of the aviars'
heavily guarded mothership. Peck away at the looming ship's hull as its sheer
mass blots out the sun and threatens to land... can you destroy its freakish
occupant and drive back the sinister forces threatening mankind before it's
too late? And is this paragraph cliche'd or what? "Phyrebirds", based on
Centuri's sleeper hit "Pheonix", is expected to debut on the Internet sometime
this fall.
PUSHING UP DAISIES (Winter, '96): Ah, the life of a humble garden ladybug.
The sweet-smelling flowers, the aromatic vegetables, the... PREDATORY
INSECTS!? Yikes! To survive, you'll have to rely on both skill and logic as
you munch the flowers growing wild along the garden path and swing revolving
doors which keep your higher-ups on the food chain off your back. Make like a
spelling bee (all together now... GROAN...) and assemble the words SPECIAL &
EXTRA for big bonuses like a vegetable harvest and extra lives. And unlike
the Universal original "Ladybug", the control's more precise, and you can even
select the properties of the pesticide skulls and target vegetables so that
either can be used as table-turning bug squashers! "Pushing Up Daisies" is
expected to be released sometime this winter.
DESPERATION (Early Winter, '97): It's "Wizard of Wor" with a new, futuristic
setting and gore. Look for it early next year.
Register for more information about upcoming JessCREATIONS*,Co. projects!
LAWYER REPELLANT
----------------
The release dates for the above games are only suggestive. Some of
them may never even make it past the conceptual stages, so don't bludgeon me
with a Super Nintendo if I don't get around to releasing them. All above games
are trademarks of their respective owners. All rights reserved. As always,
JessCREATIONS*,Co. is not to be held responsible for damage done to any party
for whatever reason. Byron J. Lisamen, Jess, and the JessCREATIONS*,Co.
trademark are trademarks of JessCREATIONS*,Co. All rights reserved. All wrongs
reserved, too, just in case I need those. "Pac-Man" and "Super Pac-Man" is a
registered trademark of Namco Ltd. All rights, lefts, ups, downs, and centers
reserved.
JessCREATIONS*,Co.: We Don't Make Excuses. We Make Games.
---END OF DOCUMENT---