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000000000000000008 S n e e S n o o A#################
0000 00 TM
0 00 00
00 00000 000 00 00 0000
0000 00 00 00 00 00 00 00 00
00 00 00 00 00 0000 00 000
00 0 00 00 00 000 00 000 00
0000 00 00 000 00 00 00 00000
Version 5.0
Copyright (C) 1990 by Bruce L. Rosenberg
A quality ShareWare game by EXACT SOLUTIONS.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
TABLE OF CONTENTS
1.0 INTRODUCTION 1
1.1 Overview of the Game 1
1.2 Philosophy 1
1.3 Hardware Requirements 2
1.4 Improvements in Version 5.0 2
1.6 Future Versions 2
1.7 Credits 3
2.0 OPERATION OF THE GAME OF SNEESNOO SNAKE (TM) 3
2.1 Start-up Screen 3
2.2 Beginning Screen 3
2.3 Main Menu Screen 4
2.4 Game Instructions Screen 4
2.5 Game Screen 5
2.6 Score Display Screen 5
2.7 Change Options Screen 6
3.0 INFORMATION ON HOW TO IMPROVE YOUR GAME 6
3.1 Snake snatching hints 6
3.2 Suggestions for operating the CONTROL KEYS 7
3.3 Trouble Shooting Q&A 8
4.0 TECHNICAL INFORMATION ON SNEESNOO SNAKE (TM) 9
4.1 Human factors theory of the game 9
4.2 Operation of the speed-changing algorithm 10
4.3 Revision History 10
5.0 COMMERCIAL INFORMATION REGARDING SNEESNOO SNAKE (TM) 13
5.1 Intellectual Property Rights and other Information 13
5.2 The $10,000 International SNEESNOO SNAKE (TM) Contest 13
5.3 Registration Form 15
6.0 INDEX 16
TABLE OF CONTENTS PAGE i.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
1.0 INTRODUCTION
1.1 Overview of the Game
SNEESNOO SNAKE (TM) is a fun, fast-moving, colorful arcade style
game with excellent sound effects. In this game a snake runs
around on the screen and the player tries to catch it. He
catches it by moving a "bag" around the screen using the keyboard
keys, getting the bag over the head of the snake, and closing the
bag. If the head is in the bag when it is closed, the player
catches the snake and gets points. Catching a poisonous Snoo
Snake gives more points than catching a nonpoisonous Snee Snake.
If the player closes the bag when the snake's head is outside but
nearby; the player gets bitten. If the player is bitten, the
snake runs away and the player loses points, more for the Snoo
than for the Snee. Also, after a number of poisonous Snoo bites,
the player dies and the score for the game is lost.
A status bar appears at the bottom of the playing screen. It
shows important information on the game, such as the score, game
speed, and remaining playing time.
For players who do not die, names and scores are kept in a score
file which is maintained on disk and displayed at the end of each
game. The player is asked for his name at the end of each game.
The score is based on the number of points scored per minute,
which is the rate of catching snakes. This means that to get a
high score, the player must constantly catch snakes as quickly as
possible and avoid being bitten. See Section 2.4 for detailed
instructions.
1.2 Philosophy
One of the driving forces behind this game was to produce a
challenging, tracking-type game which does not involve violent,
shoot-the-enemy mentality. We see too much violence on
television and in the movies. SNEESNOO SNAKE (TM) is a subtle
game which encourages clever strategies as well as perceptual-
motor speed and accuracy. SneeSnoo is not "the enemy" to be
killed; but a clever adversary whose ways must be learned. The
game is a challenge on several levels of tactics and strategy.
SNEESNOO SNAKE (TM) embodies the principle of duality in a way
analogous to the YinYang of Eastern philosophy. Snoo and Yang
are the male/energizing side of nature, whereas Snee and Yin are
the female/nurturing side. The same snake manifests both Snee
and Snoo just as each person manifests both Yang and Yin
attributes. As you become more skilled in this game you may find
that, there is no longer a separate keyboard, screen, game, and
person playing it; but only oneness, a magical whole, a
transcendent dance of nature and technology. Mentally healthful,
this game eschews war-minded shoot-em-up atavism. Use the Force!
SECTION 1 INTRODUCTION PAGE 1.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
1.3 Hardware Requirements
Unlike many arcade style games, SNEESNOO SNAKE (TM) is a
character-oriented, not a graphics-mode game. This means that it
can be played on all types of display adapters, monochrome,
Hercules, CGA, EGA, or VGA. It also works on color adapters
which are being used with black and white (amber or green too)
monitors. Due to the CGA's ability to change screen surround
colors, it is especially colorful on machines with a CGA adapter
card and a color monitor. Because of the speed of movement, it
may be difficult to play on portable computers with long
persistence LCD screens. Older LCD screens tend to have slower
visual response. Changing the LCD foreground and background
colors and/or character density can help visibility.
Because SNEESNOO SNAKE (TM) adapts its speed to the speed of the
CPU, you can play it on any MS-DOS/PC-DOS machine, from a slow,
original IBM PC to a fast 386 machine. It requires 128 Kbytes
of RAM, and one floppy, hard, or RAM disk drive. The snake.dat
file is saved on the same disk and directory from which the game
is invoked.
1.4 Improvements in Version 5.0
Version 5.0 of SNEESNOO SNAKE (TM) is significantly improved over
earlier versions. It now has much better key action for faster
bag movement, speed compensation so that it will run at the
proper speed no matter how fast the PC, a continuously self-
running, auto-demonstration mode with robot players who type in
their own names, improved screens, direct exit from playing
screen (boss coming) to DOS prompt, and more. In the auto-
demonstration mode you can simply watch the robot snatch snakes
(SNEESNOO as a spectator sport) or you can help the robot by
using the keyboard. This feature can be used as a training mode.
See Revision History for more details on Version 5.0
improvements.
Suggestions and comments from a number of enthusiastic SNEESNOO
SNAKE (TM) Snatchers have led to this improved version. Thanks.
1.6 Future Versions
If you become a registered user, you will receive the latest
version of the game. Also, after I receive 5,000 registrations,
you will be informed of the details of the $10,000.00
International SNEESNOO SNAKE (TM) Contest (see CONTEST later). A
number of improvements to Snake are under development, such as
adventure-style game levels, joystick and mouse support,
individually selectable score files, rewriting in object-oriented
form, and more. Although this Shareware game is copyrighted,
permission is given for short-term noncommercial use and
distribution. Development of improved future versions depend on
you, the user, for support. Please send in your registration.
SECTION 1 INTRODUCTION PAGE 2.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
1.7 Credits
Mary Wall, my Pascal instructor at Atlantic Community College,
deserves credit for suggesting development of a game as a term
project and for encouraging commercialization of our projects. I
am indebted to Tom Zurinskas, Dave Schubert, Wayne Wolfe, and
Tom D'Ottavi for suggestions which led to substantial improvements
to the game. Next, thanks go to my five sons, Daniel, John,
Adam, Karl and Paul for their constructive, creative ideas and
for serving as test players of the game. Neil Rubenking and
Michael Day, representing Borland International on the Compuserve
board gave much patient help in the area of improving the
keyboard action for moving the bag. Finally, my wife, Anne
deserves thanks for tolerating the late night noise of two
computers running SNEESNOO SNAKE (TM) during the shake-down
testing.
In a very real sense, the ongoing development and evolution of
this game is a cooperative endeavor for which I am grateful to
the above people and others whom I may have neglected to mention.
All of us is truly smarter than any of us.
2.0 OPERATION OF THE GAME OF SNEESNOO SNAKE (TM)
This section describes the various screens of the program, gives
helpful information regarding them, and provides other
information on the operation of the game.
2.1 Start-up Screen
When the game is invoked by keying SNAKE50 at the DOS prompt, an
option is presented for toggling sound on or off. If you are
some place where people might be bothered by the sound, chose the
"off" option. Following this, the start-up screen appears and
asks you to wait while the computer's speed is tested. The
program needs to test the speed so it can adjust itself to run at
the correct speed on all PCs. While you are waiting, a Snee
snake runs around in the lower part of the screen. On IBM PC
XTs, the speed test takes about 24 seconds. On faster machines,
the time is proportionately less. When the speed has been
checked, the results are displayed on the screen. The speed
relative to an IBM PC XT is shown. This is usually about 20%
less than the value given by Norton's SI rating. It is specific
for the kinds of computer functions used by the SNEESNOO SNAKE
(TM) routines.
2.2 Beginning Screen
Following the speed test, the main introductory screen is shown.
At the bottom of this screen an "AUTO-DEMO" prompt appears. If
you do nothing, the right-pointing arrow advances to the right,
tick-by-tick, toward the AUTO-DEMO text block. When the arrow
SECTION 2 OPERATION OF THE GAME PAGE 3.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
reaches it, the program automatically goes into a demonstration
game. It will continue in the demonstration mode until you exit
by pressing a key when the AUTO-DEMO prompt is at the bottom of
the screen. While the DEMO game is playing, you can also exit to
MENU by pressing the 0 key on the number keys on the top row
above the home keys or exit directly to the DOS prompt by hitting
ESC. Once in the MENU, you can enter the AUTO-DEMO mode by
pressing the 5 key.
2.3 Main Menu Screen
The Main Menu shows the following information:
1. BEGINNING SCREEN: Takes you back to the intro screen.
2. GAME INSTRUCTIONS: Rules of the game, what keys to use.
3. FURTHER INFORMATION: Commercial info, prices, etc.
4. PLAY GAME: Just what it says; Snatch SNEESNOO SNAKE (TM)!
5. AUTO-DEMO: Watch the robot, a self-running demo.
6. DISPLAY SCORES: View the top 20 scores and names.
7. CHANGE OPTIONS: Turn off sound and/or reset top 20 scores.
8. FAREWELL: See the farewell screen and quit the game.
ESC. QUICK EXIT TO DOS: Get directly to the DOS prompt.
2.4 Game Instructions Screen
You are a herpetologist for Megalop Zoo. Your assignment is to
go to the Foetid Forest of Amazonia and catch the rare SNEESNOO
SNAKE (TM). Poisonous Snoo's head is a white capital A with two
dots above and it's body segments are cyan open asterisks.
Nonvenomous Snee's head's a red happy face and it's body segments
are green zeros. You control movement of a bag, which is a
rectangle formed by four yellow vertical rectangles. To catch
the snake you close the bag. SneeSnoo can enter from any side.
Closing the bag with the Snee head inside , gets 1 point, or 4
points if a Snoo. If outside bag, but within striking distance,
it bites and you drop 1 point, 2 points if venomous. Five
venomous bites and you DIE!! Your score is the total number of
snake points per minute. You have a time limit. Time in seconds
remaining is shown on the score bar. Good Luck!
C O N T R O L K E Y S
R, T, U, I keys move bag up.
V or N keys move bag down.
F or H keys move bag left.
G or J keys move bag right.
Space bar closes bag. During play ESC exits to DOS; 0 to MENU.
SECTION 2 OPERATION OF THE GAME PAGE 4.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
2.5 Game Screen
SneeSnoo and the bag are allowed to move anywhere on the playing
field. A typical view of the playing field with the snake, the
bag and the status bar is as follows:
00
0 0
0 0
0 0
0 0
0
0
▌ ▐ 8 SNEE SNAKE
BAG
▌ ▐
STATUS BAR
Score=11.7 Time= 37 Bites Left= 3 Speed=46.3 ESC=DOS 0=MENU Send$
The playing field for the game includes all of the screen, except
the bottom line, which is the game status bar as shown above.
The variables in the status bar are updated every three seconds.
The leftmost element on the status bar is the Score, which is in
Snake points per minute. The second element is playing time (in
seconds) remaining. The third element is the number of poisonous
Snoo bites remaining until you die. The fourth element is the
snake speed. The fastest possible speed is 100. The last three
elements are reminders.
2.6 Score Display Screen
This is a sample portion of the score display screen:
HERE ARE THE SCORES FOR
The Top 20 SneeSnoo Snake Snatchers:
1. I Zavfuz, robot # 1, scored 36 points/min; final speed = 49
2. I Rutsew, robot # 1, scored 35 points/min; final speed = 45
3. I Kilfes, robot # 2, scored 20 points/min; final speed = 36
4. ..................... scored 0 points/min; final speed = 0
5. ..................... scored 0 points/min; final speed = 0
This screen shows a sample of computer-generated robot names and
their scores from a demonstration game.
If your score is in the top twenty, the game will prompt you to
SECTION 2 OPERATION OF THE GAME PAGE 5.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
enter your name. After your name is entered, the score screen
will appear with your name and score in the proper place in the
list. If you got the highest score, your score will appear at
the top of the list. If your score was not in the top twenty, a
message stating this will appear and you will be returned to the
Main Menu screen without being shown the score display screen
2.7 Change Options Screen
The first line on the options screen asks if you want sound.
After responding to this, it tells you what display adapter you
are using and gives you two lines to confirm this. Finally, it
asks you whether you want to reset the score file, snake.dat. If
you say you want to reset, the program confirms your decision
before destroying history. If the file snake.dat does not exist,
the program is smart enough to detect that fact without crashing
and create a "tabla rasa" snake.dat file for the scores. After
you set the options you are taken back to the Main Menu.
3.0 INFORMATION ON HOW TO IMPROVE YOUR GAME
The following three sections provide helpful information on
improving your game. Reading and understanding the technical
material in Section 4 should also be helpful.
3.1 Snake snatching hints
Location on the screen - The easiest locations are the corners.
The hardest location is the center of the screen.
Where to look - Sometimes in tracking games it helps to not look
directly at the target. Defocusing or looking off to the side
seems to improve the ability to snatch the snake.
Controlling the bag - Everyone has her/his own way of using the
control keys. Specific suggestions and hints are included below
in section 3.3.
Movement of the snake - The snake moves 5 increments in one
direction before it changes direction. The horizontal change in
direction does not occur at the same time as the vertical change
in direction. The total length of the snake is 13 characters and
there are up to 3 possible changes in direction along this
length. Note that the snake usually moves diagonally, rarely
just vertically or horizontally.
Size and shape of the bag - The bag is 7 horizontal spaces wide
and 5 vertical spaces high. You have a better chance of
snatching a snake during horizontal motion.
Nonvenomous (Snee) vs. venomous (Snoo) snakes - You get 1 snake
point for bagging a nonvenomous snake; but 4 points if it's
SECTION 3 HOW TO IMPROVE YOUR GAME PAGE 6.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
venomous. So, for high score, you should go for the venomous
snakes; but you risk dying. If you get bitten by a nonvenomous
Snee Snake, you drop one snake. If it's a venomous Snoo, you
drop two snakes and after 5 bites from the Snoo Snake you die and
the game is over. When you die, your score is not recorded. The
distance the SNEESNOO SNAKE (TM) can strike is 2 horizontal
spaces left or right of bag periphery or 2 vertical spaces above or
below it.
SPEED adjustments - You might get a better score if you pace
yourself and become selective, rather than taking every snatching
opportunity that comes along. Remember the one who gets the
highest score without dying is the winner.
Competition - SNAKE50 is fun to play by yourself; but the real
challenge is to play against others. The data file automatically
saves the highest 20 scores. Let the AUTO-DEMO run for a while
to get some robot scores on the list to play against. Play
against your buddies; form a SNEESNOO SNAKE (TM) club and
organize a local contest. Send in your $8.00 registration fees.
After 5000 register, the $10,000.00 International SNEESNOO SNAKE
(TM) Snatching contest will be announced.
3.2 Suggestions for operating the CONTROL KEYS
One of the problems with key-activated games is differences in
placement of cursor keys. Also, it is difficult to activate the
cursor keys without sometimes losing one's finger placement. I
have watched my contortionist son, Adam, controlling games with
left forefinger and ringfinger intertwined with the corresponding
right hand fingers, so he would not have to lose his anchor
positions and hit the wrong keys. I decided that there had to be
a better way to provide a positional anchor.
With SNEESNOO SNAKE (TM) 5.0, the control keys were selected so
that the bag motion could be controlled with the forefinger of
either hand from the home typing positions (left forefinger
resting on the F key and the right forefinger resting on the J
key). The following paragraph gives detailed instructions for
controlling the bag movement the way I do it. (Adam does not
approve of my method.)
Please follow along using your left hand. If the rear, leftmost
part of the palm rests on the forward edge (facing you) of the
keyboard with the forefinger resting on the F (move bag left)
key, then an extension of the forefinger upward and a slight
pivot counterclockwise of the hand around the palm resting point
will bring the finger to the R (move bag up) key. A slight palm
pivot clockwise and an extension of the forefinger will bring the
finger tip to the G (move bag right) key. A palm pivot clockwise
and a contraction of the finger will bring the finger tip to the
V (move bag down) key. Either thumb is always in position to
activate the spacebar as is normal in touch typing. Exactly the
same principles apply to the action for the right hand.
SECTION 3 HOW TO IMPROVE YOUR GAME PAGE 7.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
Try controlling the game with your left hand anchored as
described above, I think that you will get used to it quickly and
get higher scores. Or, if you come up with a better way, use it
and drop me a line on your technique.
3.3 Trouble Shooting Q&A
1.Q. When the head was in the bag, I hit the SPACEBAR to close
it, but the snake still bit me, how come?
1.A. The head was really outside the bag when you closed it.
The snake can move between the time you decide to hit the
SPACEBAR and the time the bag actually closes. You must
anticipate this reaction time delay when you try to bag the
snake.
2.Q. My score is high early in the game and then goes down.
Why?
2.A. Your score is not the total number of points since the game
started; it is how quickly you can bag snakes. It is stated in
"points scored per minute". This is why if you bag a lot of
snakes very early in the game and then slack-off, you could have
a very high early score and then a much lower score at the end.
Your score is computed as the number of snake points (1 for
bagging nonpoisonous, 4 for bagging poisonous) less the number of
snake points lost due to getting bitten. This result is then
divided by the elapsed time. Your score is recomputed and
displayed on the scorebar at the bottom of the game screen every
3 seconds. So if you have a score of 25 snake points per minute
at the end of the first minute and neither get bitten nor snatch
a snake during the remainder of the second minute, you can watch
your score gradually drop to 12.5 snake points per minute during
the second minute of the two-minute game. If you want a high
score, you can't let up for a single second!
3.Q. How come the snake keeps biting me?
3.A. Work on your accuracy and ability to anticipate where the
snake will move. Pace yourself and don't get trigger-happy.
4.Q. My score never gets on the top 20 list. Why?
4.A. You need to improve your skill or reset the score file
using option 7 from the main menu.
5.Q. My boss caught me playing this game at work. How can I
stay out of trouble?
5.A. ESC, escape key, immediately exits the game and returns you
to the DOS prompt. Next time select the no-sound option, so your
Boss can't hear it!
6.Q. I can't see the moving snake and bag very well on my laptop
LCD screen. How can I improve it?
6.A. Try changing the display from black-on-white to white-on-
black or vice versa or change the color translation palette.
7.Q. The display isn't very good on my composite black and white
SECTION 3 HOW TO IMPROVE YOUR GAME PAGE 8.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
monitor running with a CGA card. How can I improve it?
7.A. Go to DOS and run the MODE BW80 command. Upgrade to an RGB
or a composite color monitor.
8.Q. How can I print the top 20 score screen?
8.A. Access the score screen from the MAIN MENU, hold the left
SHIFT key down and then press the PrtScr key. Make sure your
printer is turned on, has paper in it, and is ON-LINE. You can
also use a screen capture program, like SNIPPER.COM, which is
available via PCMagNet.
4.0 TECHNICAL INFORMATION ON SNEESNOO SNAKE (TM)
4.1 Human factors theory of the game
The game involves an adaptive, two-dimensional pursuit tracking
task. The player tries to follow a randomly moving target with a
reticle (bag) and when the target is within the reticle presses a
button to capture it. SNAKE50 is much more than a simple pursuit
tracking task such as steering a car along a highway. And the
rates of motion of the target can exceed the bandwidth of the
human controller.
The upper limit of human eye-hand tracking closed-loop frequency
response is 0.6 Hz or 1.7 seconds per cycle. This is relatively
slow. It is much slower than the maximum key tapping rate of one
finger, which is about 5 times per second (5 Hz) or 0.2 seconds
per cycle. For the engineers in the crowd, a typical continuous
human operator mathematical transfer function is:
K * (exp ( -0.17S ) / ( 0.63S + 1 ));
where S is the Heaviside (or LaPlace) operator.
Such an equation can be used to simulate how a human might
control a dynamic system, like flying an airplane or steering a
car. But humans behave much more cleverly than the above
equation. They can learn the periodicities in the control task
and anticipate the next motion which might occur. It is possible
to anticipate SNEESNOO SNAKE (TM)'s motion.
SneeSnoo can move much faster than the human can follow it, as
can be seen when the snake runs away. Thus, its speed must be
reduced to provide a reasonably difficult tracking task.
4.1.1 Programming the Robot Tracker/Snatcher
It was not easy to make a robot tracker/snatcher which performs
as poorly as a human does. With judicious use of the RANDOM
function and bag closing errors I was able to arrive at a detuned
robot which approximated human scores. However it is easy to see
the dynamic differences between a robot and a human player.
SECTION 4 TECHNICAL INFORMATION PAGE 9.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
The typical eye-hand simple reaction time of the human is 180
milliseconds or about two-tenths of a second. By knowing the
humans' maximum tapping rate, visual reaction time, the size of
the bag in number of snake increments, the increment rate, and
the random snake-motion algorithm, and the ability of the human
to track the snake's periodicities, a creative SNEESNOO SNAKE
(TM) Snatcher Programmer might be able to figure out a robot
player algorithm which would more realistically simulate a human
playing the game!
4.2 Operation of the speed-changing algorithm
When you select PLAY GAME, the initial speed of the game is set
to moderately fast (SPEED = 50). SPEED shows the speed of the
game in percent of the maximum, which is 100. As you play the
game, the current operating value of SPEED is displayed in the
score bar at the bottom of the screen. If you are skilled,
SNAKE50 automatically speeds up. If you are a beginner, it slows
down to a level where you can comfortably play it. It speeds up
at a faster rate than it slows down, so it pushes each player to
his or her own skill limit.
There are two rates of speed change. The switch over occurs at
SPEED = 60. Below 60 the rate of change is faster, above 60 it
is slower. A SPEED of 80 is difficult, 90 is very difficult, and
100 is nearly impossible. The program's decision to change SPEED
hinges on the number of snake points you score in a 3 second time
period. If above the criterion, the speed increases, if below
the criterion the speed decreases and if equal to the criterion
it does not change. This adaptive action is a kind of machine
intelligence which keeps you working near your upper tracking
speed limit.
4.3 Revision History
Version 5.0 04/22/90 - MAJOR RELEASE. Changed bag movement keys
to home keys and sped-up key action via INT09 handler. Bag now
moves smoothly at 60 spaces per second. Added auto-demonstration
mode which uses a robot player and show-cases the entire program.
It can be used for an unattended display. The robot player not
only tracks and catches the snake but also types in its name for
the score list. Added a speed adjustment routine which enables
the game to be played at the correct speed on any PC. This
involved a major redesign which changed from using the DELAY
function to using the MOD function to move objects every Nth game
cycle. If the machine speed is 10, then the objects move every
10*Nth cycle. Improved the main introductory screen which now
shows Snee and Snoo Snakes doing their dance. This involved
redesign to make the snake procedures more modular. Changed the
dance sound for the poisonous Snoo to simulate a rattlesnake
sound. Changed the blue scorebar background to black for better
visibility on B/W monitors. Improved colors on the information
SECTION 4 TECHNICAL INFORMATION PAGE 10.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
screens. ESC is now programmed to exit directly to DOS from both
the normal and AUTO-DEMO playing fields and the menu. Source
code is due for a major rewrite, for which I plan to use
TurboPascal's Object-Oriented-Programming.
Version 4.0 12/04/87 - Incorporated a demonstration mode using a
robot player. This version suffered from key action problems and
received limited distribution without a .DOC file.
Version 3.2 09/12/87 - Minor improvements.
Version 3.1 08/02/87 - MAJOR RELEASE. Distributed via several
BBSs. Changed key for closing bag to Spacebar instead of F10.
F10 is awkward to use on the PC Jr. and keyboards with function
keys across the top. Limited maximum delay to 240, since, for
novices, the game was slowing down too much.
Version 3.0 07/05/87 - Made snake a linked list instead of a 2D
array. Made game speed increase as skill increases. It now
adapts to both machine speed and the persons' skill. This is a
major improvement in the game. Restructured code.
Version 2.9 06/03/87 - Improved bag movement procedure by
incrementing movement by 1, nbj (Number of Bag Jumps) times.
This permits the bag to move to the screen extremes. Changed bag
symbol.
Version 2.8 02/01/87 - Changed back to the standard keypressed
and read(kbd,ch) actions, which along with cbreak are working
well. Position of cbreak is critical, see comments in source
code for procedure menu.
Version 2.7 01/31/87 - Finally got good keyboard action. Must use
"Cbreak := false;" before the chkkbd; keydo; routine and then
"Cbreak := true;" after it. This has the effect of deactivating
break checking, $C-, during keyboard sensing. In $C+ the keyboard
buffer gets emptied in order to look for a ^C. Improved the
death display and shortened it. Changed so after dying go back
to the menu instead of to DOS. This required using "if dying
then EXIT;" several times to retrace the original path through
the calling procedures back to the menu.
Version 2.6 01/25/87 - Instead of "if keypressed then
read(kbd, .. " am using procedure KEYDO which uses inline code.
No noticeable improvement in keyboard action, however. Various
improvements suggested by Wayne Wolfe. Bag brightens when
bagshut and takes on color of snake head when snake bagged. Added
cursor suppression for both mono or c/g.
Version 2.5 01/19/87 - Made snakebiz and bagbiz independent of
each other. Both are now called from procedure playgame.
Snakebiz does not call bagbiz; but bagbiz calls snakebiz for the
snake dance after biting.
Version 2.4 01/17/87 - Added fanfare for bagging venomous snake.
SECTION 4 TECHNICAL INFORMATION PAGE 11.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
Version 2.30 01/16/87 - Bag symbol changes to appropriate snake
head and color when bitten. Plotbag changed so only pass 2
instead of 4 parameters. Use of Quickeys.com speeds up cursor.
Fastout added for function 7 normal exit and F1 key.
Version 2.20 01/15/87 - Changed bag back to V2.0 way while
eliminating 1 or 2 additions/subtractions in each bag move and
halving the number in each bag plot. Changed as many integer
variables to byte as possible to increase speed. Made snake
trail array 10 chars long. Shortened sound durations.
Initialized trail array and deltx etc.in playgame to eliminate
stray bits of snake on initial startup.
Version 2.10 01/14/87 - Changed Trail from 2 - 1D arrays to 1 -
2D array. This sped-up game. Changed bag to 3D array; but this
reduced game speed.
Version 2.00 01/13/87 - Make snake deadly at times, if bitten
twice then die; but get 4 points if bag it. Speed-up menu.
Improve introductory screen.
Version 1.09 01/09/87 - Hide cursor during playgame. Colored
border added. Should change so don't use recursion, i.e.,
snakebiz calls bagbiz which calls snakebiz.
Version 1.08 01/08/87 - Improved score bar update. Changed
vertical bag increment "bagjmpy".
01/08/87 - Scores updated every 2 seconds. Score bar given
background.
Version 1.06 01/04/86 - Minor screen changes, added DOC file.
Added score file reset to options are.A. Score file now declared
only once. Fixed problems when aborting a game.
Version 1.05 01/02/87 - Added F1 to abort game if boss comes in
during play.
Version 1.04 12/24/86 - Made improvements suggested by Dave
Schubert.
Version 1.03 12/22/86 - Made improvements suggested by Tom
Zurinskas.
Version 1.00 12/1/86 - Thanks are due to my Pascal instructor,
Mary Wall, who suggested writing a game for a term project.
SECTION 4 TECHNICAL INFORMATION PAGE 12.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
5.0 COMMERCIAL INFORMATION REGARDING SNEESNOO SNAKE (TM)
5.1 Intellectual Property Rights and other Information
This game was written in TurboPascal 5.5 (R) Borland
International. It consists of about 1700 lines of code. It is
-not- freeware! You may try it on a temporary basis and share it
with others. If you use it a lot, then please register and
encourage development of further games by the author. It may be
offered by user groups for a nominal fee and placed on computer
bulletin boards (BBS's). Consideration will be given to offers
from commercial firms regarding licensing on a royalty basis.
Send an $8.00 check to register, get latest version on disk, and
to be notified about the $10,000.00 INTERNATIONAL SNEESNOO SNAKE
(TM) CONTEST. This contest will be held after 5,000 people send
$8 each. It's up to you! This offer is for personal use only. It
is not a license for commercial use.
Send inquiries and checks to (See Section 5.3 for Order Form):
EXACT SOLUTIONS
Bruce L. Rosenberg
23 N. Chelsea Avenue
Atlantic City, NJ 08401
Any suggestions for improvements or ideas for games can be mailed
to the above address, via voice phone evenings at (609) 345-
4712, or leave message on Compuserve to 73547,402 or on BIX to
Brucifer.
5.2 The $10,000 International SNEESNOO SNAKE (TM) Contest
The contest rules are follows:
1. Contestants must be registered users of the latest SNEESNOO
SNAKE (TM) version.
2. Details of the contest will be sent to all registered users
after the number of registrants exceeds 5,000 people. It's up to
you SNEESNOO SNAKE (TM) players. If you want the contest to be
held, you have to register. It's up to you!
3. Following notification, all registrants who wish to apply for
the contest must complete the official application form and
enclose a notarized printout of their snake.dat file containing
their attestedly authentic highest scores with the most recent
SNEESNOO SNAKE (TM) Version.
4. The data from these returns will be summarized and returned
to all applicants. This enables the applicants to see how their
scores compare to others.
5. All those deciding to compete must send an entry fee (amount
SECTION 5 COMMERCIAL INFORMATION PAGE 13.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
to be determined) to cover costs of conducting the contest over
and above the prize payments.
6. The total prize will be $10,000.00, one-quarter of the
$40,000.00 gross receipts from the 5,000 registrations. This
will be split three ways as follows: 1ST PRIZE $5,000.00; 2ND
PRIZE $3,000.00; and 3RD PRIZE $2,000.00.
7. The contest will be conducted in Atlantic City, NJ.
Contestants must pay for their own transportation and local
accommodations.
8. Further details and registrant counts will be included in
future releases of SNEESNOO SNAKE (TM).
This document was prepared using Wordstar 5.5C (R) MicroPro
International Corporation.
SECTION 5 COMMERCIAL INFORMATION PAGE 14.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
5.3 Registration Form
AFFIRMATIVE! I want to register my copy of SNEESNOO SNAKE (TM).
I have read the information contained in Sections 5.1 and 5.2,
have tested the software, and would like to support the efforts
of Exact Solutions and see the $10,000 International SNEESNOO
SNAKE (TM) Contest happen.
Name: ___________________________________________________________
Address: ________________________________________________________
City, State: ___________________________, ______ Zip:___________
Country: ________________________________________________________
Phone Number: ___________________________________________________
Source: ___________________________________ Regis #_____________
Version: ________________________________________________________
Date of Order: __________________________________________________
I [ do ] [ do not ] plan on entering the contest (Sec. 5.2).
$8.00 per copy (5.25in diskette) x ________ copies = _________.
$10.00 per copy (3.5in diskette) x ________ copies = _________.
$7.00 for SNEESNOO SNAKE (TM) T-SHIRT! x ________ = _________.
Size/s: _____ Sm _____ Med _____ Lge _____ XL
* Normal shipping is 1st Class U.S. mail, included
in the above price. For shipment by UPS, add $4. _________.
* International users please send money order in $U.S.
Outside continental U.S., add $5 for postage. _________.
* New Jersey residents must add 6% sales tax. _________.
Here is Check, No. ________ or Money Order _____ for $_________.
Send and make payable to: EXACT SOLUTIONS
23 N. Chelsea Avenue
Atlantic City, NJ 08401
Please write your comments and suggestions the back of this form.
I really want your feedback!
SHAREWARE DISTRIBUTORS: If you did not receive a copy of this
version of SNEESNOO SNAKE (TM) direct from Exact Solutions,
please complete the registration form and mail it to me. On the
line "Source", put the company or person from whom you got it and
on the line "Version" put the version number of the game. Please
do this before distributing copies of SNEESNOO SNAKE (TM) .
SECTION 5 COMMERCIAL INFORMATION PAGE 15.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
6.0 INDEX
Ability, 2, 6, 8, 10
Able, 9, 10
Abort, 12
Aborting, 12
Access, 9
Accommodations, 14
Accuracy, 1, 8
Action, 2, 3, 7, 10, 11
Actions, 11
Activate, 7
Actually, 8
Adam, 3, 7
Adapter, 2, 6
Adapters, 2
Adaptive, 9, 10
Adapts, 2, 11
Add, 15
Added, 10, 11, 12
Additions, 12
Address, 13, 15
Adjust, 3
Adjustment, 10
Adjustments, 7
Advances, 3
Adventure-style, 2
Adversary, 1
AFFIRMATIVE, 15
Airplane, 9
Algorithm, 10
Allowed, 5
Am, 3, 11
Amazonia, 4
Amber, 2
Amount, 13
Analogous, 1
Anchor, 7
Anchored, 8
Anne, 3
Announced, 7
Anticipate, 8, 9
Appear, 6
Appears, 1, 3
Applicants, 13
Application, 13
Apply, 7, 13
Appropriate, 12
Approve, 7
Approximated, 9
Arcade, 1, 2
Area, 3
Array, 11, 12
Arrays, 12
Arrive, 9
SECTION 6 INDEX PAGE 16.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
Arrow, 3
Asked, 1
Asks, 3, 6
Assignment, 4
Asterisks, 4
Atavism, 1
Atlantic, 3, 13, 14, 15
Attestedly, 13
Attributes, 1
Authentic, 13
Author, 13
Automatically, 4, 7, 10
AUTO-DEMO, 3, 4, 7, 11
Auto-demonstration, 2, 10
Avenue, 13, 15
Avoid, 1
Awkward, 11
Back, 4, 6, 11, 12, 15
Background, 2, 10, 12
Bag, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12
Bagbiz, 11, 12
Bagged, 11
Bagging, 6, 8, 11
Bagjmpy, 12
Bagshut, 11
Bandwidth, 9
Bar, 1, 4, 5, 10, 12
Based, 1
Basis, 13
BBSs, 11
BBS's, 13
Become, 1, 2, 7
Beginner, 10
Beginning, 3, 4
Behave, 9
Behind, 1
Being, 1, 2, 6
Better, 2, 6, 7, 8, 10
Bit, 8
Bites, 1, 4, 5, 7
Biting, 8, 11
Bits, 12
Bitten, 1, 7, 8, 12
BIX, 13
Black, 2, 8, 10
Black-on-white, 8
Block, 3
Blue, 10
Board, 3
Boards, 13
Body, 4
Border, 12
Borland, 3, 13
Boss, 2, 8, 12
SECTION 6 INDEX PAGE 17.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
Both, 1, 11
Bothered, 3
Bottom, 1, 3, 4, 5, 8, 10
Break, 11
Brightens, 11
Bring, 7
Bruce, 13
Brucifer, 13
Buddies, 7
Buffer, 11
Bulletin, 13
Button, 9
BW, 9
Byte, 12
Call, 11
Called, 11
Calling, 11
Calls, 11, 12
Can, 2, 3, 4, 7, 8, 9, 10, 13
Can't, 8
Capital, 4
Capture, 9
Car, 9
Card, 2, 9
Catch, 1, 4
Catches, 1, 10
Catching, 1
Caught, 8
Cbreak, 11
Center, 6
CGA, 2, 9
CGA's, 2
Ch, 11
Challenge, 1, 7
Challenging, 1
Chance, 6
Change, 2, 4, 6, 8, 10, 12
Changed, 10, 11, 12
Changes, 6, 12
Changing, 2, 8
Character, 2
Characters, 6
Character-oriented, 2
Chars, 12
Check, 13, 15
Checked, 3
Checking, 11
Checks, 13
Chelsea, 13, 15
Chkkbd, 11
Chose, 3
City, 13, 14, 15
Class, 15
Clever, 1
SECTION 6 INDEX PAGE 18.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
Cleverly, 9
Clockwise, 7
Close, 4, 8
Closed, 1, 8
Closed-loop, 9
Closes, 1, 4, 8
Closing, 1, 4, 9, 11
Club, 7
Code, 11, 13
College, 3
Color, 2, 8, 9, 11, 12
Colored, 12
Colorful, 1, 2
Colors, 2, 10
COM, 9, 12
Come, 8
Comes, 7, 12
Comfortably, 10
Coming, 2
Command, 9
Comments, 2, 11, 15
Commercial, 4, 13
Commercialization, 3
Community, 3
Company, 15
Compare, 13
Compensation, 2
Compete, 13
Competition, 7
Complete, 13, 15
Composite, 8, 9
Compuserve, 3, 13
Computed, 8
Computer, 3, 13
Computers, 2, 3
Computer's, 3
Computer-generated, 5
Conducted, 14
Conducting, 14
Confirm, 6
Confirms, 6
Consideration, 13
Consists, 13
Constantly, 1
Constructive, 3
Contained, 15
Containing, 13
Contest, 2, 7, 13, 14, 15
Contestants, 13, 14
Continental, 15
Continue, 4
Continuous, 9
Continuously, 2
Contortionist, 7
Contraction, 7
SECTION 6 INDEX PAGE 19.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
Control, 4, 6, 7, 9
Controlled, 7
Controller, 9
Controlling, 6, 7, 8
Cooperative, 3
Copies, 15
Copy, 15
Copyrighted, 2
Corners, 6
Correct, 3, 10
Corresponding, 7
Costs, 14
Could, 7, 8
Counterclockwise, 7
Country, 15
Counts, 14
Cover, 14
CPU, 2
Crashing, 6
Create, 6
Creative, 3, 10
Credit, 3
Credits, 3
Criterion, 10
Critical, 11
Crowd, 9
Current, 10
Cursor, 7, 11, 12
Cyan, 4
Cycle, 9, 10
Dance, 1, 10, 11
Daniel, 3
Dat, 2, 6, 13
Data, 7, 13
Date, 15
Dave, 3, 12
Day, 3
Deactivating, 11
Deadly, 12
Death, 11
Decide, 8
Decided, 7
Deciding, 13
Decision, 6, 10
Declared, 12
Decreases, 10
Defocusing, 6
Delay, 8, 10, 11
Deltx, 12
DEMO, 4
Demonstration, 4, 5, 11
Density, 2
Depend, 2
Described, 8
SECTION 6 INDEX PAGE 20.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
Describes, 3
Deserves, 3
Destroying, 6
Detailed, 1, 7
Details, 2, 13, 14
Detect, 6
Determined, 14
Detuned, 9
Development, 2, 3, 13
Diagonally, 6
Die, 1, 4, 5, 7, 12
Dies, 1
Differences, 7, 9
Difficult, 2, 7, 9, 10
Direct, 2, 15
Direction, 6
Directly, 4, 6, 11
Directory, 2
Disk, 1, 2, 13
Diskette, 15
Display, 2, 4, 5, 6, 8, 10, 11
Displayed, 1, 3, 8, 10
Distance, 4, 7
Distributed, 11
Distributing, 15
Distribution, 2, 11
DISTRIBUTORS, 15
Divided, 8
DOC, 11, 12
Doing, 10
DOS, 2, 3, 4, 5, 8, 9, 11
Dots, 4
Drive, 2
Driving, 1
Drop, 4, 7, 8
Duality, 1
Due, 2, 8, 11, 12
Durations, 12
During, 3, 4, 6, 8, 11, 12
Dying, 7, 11
Dynamic, 9
D'Ottavi, 3
Earlier, 2
Early, 8
Easiest, 6
Eastern, 1
Easy, 9
Edge, 7
Effect, 11
Effects, 1
Efforts, 15
EGA, 2
Elapsed, 8
Element, 5
SECTION 6 INDEX PAGE 21.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
Elements, 5
Eliminate, 12
Eliminating, 12
Embodies, 1
Emptied, 11
Enables, 10, 13
Enclose, 13
Encourage, 13
Encourages, 1
Encouraging, 3
End, 1, 8
Endeavor, 3
Enemy, 1
Energizing, 1
Engineers, 9
Enough, 6
Enter, 4, 6
Entered, 6
Entering, 15
Enthusiastic, 2
Entire, 10
Entry, 13
Equal, 10
Equation, 9
Errors, 9
ESC, 4, 5, 8, 11
Escape, 8
Eschews, 1
Especially, 2
Etc, 4, 12
Evenings, 13
Every, 5, 7, 8, 10, 12
Everyone, 6
Evolution, 3
EXACT, 13, 15
Exactly, 7
Exceed, 9
Exceeds, 13
Excellent, 1
Exist, 6
Exit, 2, 4, 11, 12
Exits, 4, 8
Exp, 9
Extension, 7
Extremes, 11
Eye-hand, 9, 10
Face, 4
Facing, 7
Fact, 6
Factors, 9
False, 11
Fanfare, 11
FAREWELL, 4
Fast, 2, 10
SECTION 6 INDEX PAGE 22.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
Faster, 2, 3, 9, 10
Fastest, 5
Fastout, 12
Fast-moving, 1
Feature, 2
Fee, 13
Feedback, 15
Fees, 7
Female, 1
Field, 5
Fields, 11
Figure, 10
File, 1, 2, 6, 7, 8, 11, 12, 13
Files, 2
Final, 5
Find, 1
Finger, 7, 9
Fingers, 7
Firms, 13
First, 6, 8
Five, 3, 4
Fixed, 12
Floppy, 2
Flying, 9
Foetid, 4
Follow, 7, 9
Following, 3, 4, 6, 7, 13
Follows, 5, 13, 14
Force, 1
Forces, 1
Forefinger, 7
Foreground, 2
Forest, 4
Form, 2, 7, 13, 15
Formed, 4
Forward, 7
Four, 4
Fourth, 5
Freeware, 13
Frequency, 9
Fun, 1, 7
Function, 9, 10, 11, 12
Functions, 3
FURTHER, 4, 13, 14
Future, 2, 14
Game, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 15
Games, 2, 6, 7, 13
Gave, 3
Get, 1, 4, 6, 7, 8, 12, 13
Gets, 1, 4, 7, 8, 11
Getting, 1, 8
Given, 2, 3, 12, 13
Gives, 1, 3, 6, 7
Go, 3, 4, 7, 9, 11
SECTION 6 INDEX PAGE 23.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
Goes, 4, 8
Good, 4, 8, 11
Got, 6, 11, 15
Gradually, 8
Graphics-mode, 2
Grateful, 3
Green, 2, 4
Gross, 14
Groups, 13
Halving, 12
Hand, 7, 8
Handler, 10
Happy, 4
Hard, 2
Hardest, 6
Hardware, 2
Head, 1, 4, 8, 11, 12
Head's, 4
Healthful, 1
Hear, 8
Heaviside, 9
Held, 13
Help, 2, 3
Helpful, 3, 6
Helps, 6
Hercules, 2
Herpetologist, 4
Hide, 12
High, 1, 6, 7, 8
Higher, 8
Highest, 6, 7, 13
Highway, 9
Hinges, 10
Hints, 6
History, 2, 6, 10
Hit, 7, 8
Hitting, 4
Hold, 9
Home, 4, 7, 10
Horizontal, 6, 7
Horizontally, 6
Human, 9, 10
Humans, 9, 10
Hz, 9
IBM, 2, 3
Ideas, 3, 13
Immediately, 8
Important, 1
Impossible, 10
IMPROVE, 6, 8, 9, 12
Improved, 2, 10, 11, 12
Improvement, 11
Improvements, 2, 11, 12, 13
SECTION 6 INDEX PAGE 24.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
Improving, 3, 6
Improvements, 3
Included, 6, 14, 15
Includes, 5
Incorporated, 11
Increase, 11, 12
Increases, 10, 11
Increment, 10, 12
Incrementing, 11
Increments, 6, 10
Indebted, 3
Independent, 11
INDEX, 16
Individually, 2
Info, 4
Information, 1, 3, 4, 6, 9, 10, 13, 15
Informed, 2
Initial, 10, 12
Initialized, 12
Inline, 11
Inquiries, 13
Inside, 4
Instead, 11, 12
Instructions, 1, 4, 7
Instructor, 3, 12
INT, 10
Integer, 12
Intellectual, 13
Intelligence, 10
International, 2, 3, 7, 13, 15
Intertwined, 7
Intro, 4
INTRODUCTION, 1
Introductory, 3, 10, 12
Invoked, 2, 3
Involve, 1
Involved, 10
Involves, 9
Jersey, 15
John, 3
Joystick, 2
Jr, 11
Judicious, 9
Jumps, 11
Karl, 3
Kbd, 11
Kbytes, 2
Keeps, 8, 10
Kept, 1
Key, 2, 4, 7, 8, 9, 10, 11, 12
Keyboard, 1, 2, 3, 7, 11
Keyboards, 11
Keydo, 11
SECTION 6 INDEX PAGE 25.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
Keying, 3
Keypressed, 11
Keys, 1, 4, 6, 7, 10, 11
Key-activated, 7
Kilfes, 5
Killed, 1
Kind, 10
Kinds, 3
LaPlace, 9
Laptop, 8
Last, 5
Late, 3
Later, 2
Latest, 2, 13
LCD, 2, 8
Learn, 9
Learned, 1
Leave, 13
Led, 2, 3
Left, 4, 5, 7, 8, 9
Leftmost, 5, 7
Length, 6
Less, 3, 8
Let, 7, 8
Level, 10
Levels, 1, 2
Lge, 15
License, 13
Licensing, 13
Limit, 4, 9, 10
Limited, 11
Line, 5, 6, 8, 15
Lines, 6, 13
Linked, 11
List, 6, 7, 8, 10, 11
Local, 7, 14
Location, 6
Locations, 6
Long, 2, 12
Longer, 1
Look, 6, 11
Looking, 6
Lose, 7
Loses, 1
Losing, 7
Lost, 1, 8
Lot, 8, 13
Lower, 3, 8
Luck, 4
Machine, 2, 10, 11
Machines, 2, 3
Made, 11, 12
Magical, 1
SECTION 6 INDEX PAGE 26.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
Mail, 15
Mailed, 13
Main, 3, 4, 6, 8, 9, 10
Maintained, 1
MAJOR, 10, 11
Make, 9, 10, 12, 15
Male, 1
Manifests, 1
Many, 2, 12
Mary, 3, 12
Material, 6
Mathematical, 9
Matter, 2
Maximum, 9, 10, 11
May, 1, 2, 3, 13
Means, 1, 2
Med, 15
Megalop, 4
Mentality, 1
Mentally, 1
Mention, 3
MENU, 4, 5, 6, 8, 9, 11, 12
Message, 6, 13
Method, 7
Michael, 3
Might, 3, 7, 9, 10
Milliseconds, 10
Min, 5
Minor, 11, 12
Minute, 1, 4, 5, 8
MOD, 10
Mode, 2, 4, 9, 10, 11
Moderately, 10
Modular, 10
Money, 15
Monitor, 2, 9
Monitors, 2, 10
Mono, 11
Monochrome, 2
More, 1, 2, 9, 10
Most, 13
Motion, 6, 7, 9
Mouse, 2
Move, 4, 5, 7, 8, 9, 10, 11, 12
Movement, 2, 4, 6, 7, 10, 11
Moves, 6, 10
Movies, 1
Moving, 1, 3, 8, 9
MS-DOS, 2
Much, 1, 2, 3, 8, 9, 11
Must, 1, 8, 9, 11, 13, 14, 15
Name, 1, 6, 10, 15
Names, 1, 2, 4, 5
Nature, 1
SECTION 6 INDEX PAGE 27.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
Nbj, 11
ND, 14
Near, 10
Nearby, 1
Nearly, 10
Need, 8
Needs, 3
Neglected, 3
Neil, 3
Neither, 8
Never, 8
New, 15
Next, 3, 8, 9
Night, 3
NJ, 13, 14, 15
Noise, 3
Nominal, 13
Noncommercial, 2
Nonpoisonous, 1, 8
Nonvenomous, 4, 6, 7
Normal, 7, 11, 12, 15
Norton's, 3
Notarized, 13
Note, 6
Nothing, 3
Noticeable, 11
Notification, 13
Notified, 13
Novices, 11
No-sound, 8
Nth, 10
Number, 1, 2, 4, 5, 8, 10, 11, 12, 13, 15
Nurturing, 1
Objects, 10
Object-oriented, 2
Object-Oriented-Programming, 11
Occur, 6, 9
Occurs, 10
Offer, 13
Offered, 13
Offers, 13
Official, 13
Older, 2
Once, 4, 12
One, 1, 2, 6, 7, 9
Oneness, 1
One's, 7
One-quarter, 14
Ongoing, 3
ON-LINE, 9
Open, 4
Operating, 7, 10
OPERATION, 3, 10
Operator, 9
SECTION 6 INDEX PAGE 28.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
Opportunity, 7
Option, 3, 8
OPTIONS, 4, 6, 12
Order, 11, 13, 15
Organize, 7
Original, 2, 11
Others, 3, 7, 13
Outside, 1, 4, 8, 15
Overview, 1
Own, 2, 6, 10, 14
Pace, 7, 8
Palette, 8
Palm, 7
Paper, 9
Paragraph, 7
Parameters, 12
Part, 3, 7
Pascal, 3, 12
Pass, 12
Path, 11
Patient, 3
Paul, 3
Pay, 14
Payable, 15
Payments, 14
PC, 2, 3, 10, 11
PCMagNet, 9
PCs, 3
PC-DOS, 2
People, 3, 13
Per, 1, 4, 5, 8, 9, 10, 15
Percent, 10
Perceptual-motor, 1
Performs, 9
Period, 10
Periodicities, 9, 10
Periphery, 7
Permission, 2
Permits, 11
Persistence, 2
Person, 1, 15
Personal, 13
Persons, 11
Philosophy, 1
Phone, 13, 15
Pivot, 7
Place, 3, 6
Placed, 13
Placement, 7
Plan, 11, 15
Play, 2, 4, 7, 10, 12
Played, 2, 10
Player, 1, 9, 10, 11
Players, 1, 2, 3, 13
SECTION 6 INDEX PAGE 29.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
Playgame, 11, 12
Playing, 1, 2, 4, 5, 8, 10, 11
Please, 2, 7, 13, 15
Plot, 12
Plotbag, 12
Point, 4, 6, 7
Points, 1, 4, 5, 6, 8, 10, 12
Poisonous, 1, 4, 5, 8, 10
Poorly, 9
Portable, 2
Portion, 5
Position, 7, 11
Positional, 7
Positions, 7
Possible, 1, 5, 6, 9, 12
Postage, 15
Presented, 3
Press, 9
Presses, 9
Pressing, 4
Price, 15
Prices, 4
Principle, 1
Principles, 7
Print, 9
Printer, 9
Printout, 13
Prize, 14
Problems, 7, 11, 12
Procedure, 11
Procedures, 10, 11
Produce, 1
Program, 3, 4, 6, 9, 10
Programmed, 11
Programmer, 10
Programming, 9
Program's, 10
Project, 3, 12
Projects, 3
Prompt, 2, 3, 4, 5, 8
Proper, 2, 6
Property, 13
Proportionately, 3
Provide, 6, 7, 9
Provides, 3
PrtScr, 9
Pursuit, 9
Pushes, 10
Put, 15
QUICK, 4
QuicKeys, 12
Quickly, 1, 8
Quit, 4
SECTION 6 INDEX PAGE 30.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
RAM, 2
RANDOM, 9, 10
Randomly, 9
Rare, 4
Rarely, 6
Rasa, 6
Rate, 1, 9, 10
Rates, 9, 10
Rather, 7
Rating, 3
Rattlesnake, 10
RD, 14
Reaches, 4
Reaction, 8, 10
Read, 11, 15
Reading, 6
Real, 3, 7
Realistically, 10
Really, 8, 15
Rear, 7
Reasonably, 9
Receipts, 14
Receive, 2, 15
Received, 11
Recent, 13
Recomputed, 8
Recorded, 7
Rectangle, 4
Rectangles, 4
Recursion, 12
Red, 4
Redesign, 10
Reduced, 9, 12
Regarding, 3, 13
Regis, 15
Register, 7, 13, 15
Registered, 2, 13
Registrant, 14
Registrants, 13
Registration, 2, 7, 15
Registrations, 2, 14
Relative, 3
Relatively, 9
RELEASE, 10, 11
Releases, 14
Remainder, 8
Remaining, 1, 4, 5
Remember, 7
Reminders, 5
Representing, 3
Required, 11
Requirements, 2
Requires, 2
Reset, 4, 6, 8, 12
Residents, 15
SECTION 6 INDEX PAGE 31.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
Responding, 6
Response, 2, 9
Resting, 7
Restructured, 11
Rests, 7
Result, 8
Results, 3
Reticle, 9
Retrace, 11
Returned, 6, 13
Returns, 8, 13
Revision, 2, 10
Rewrite, 11
Rewriting, 2
RGB, 9
Right, 3, 4, 7
Rights, 13
Right-pointing, 3
Ringfinger, 7
Risk, 7
Robot, 2, 4, 5, 7, 9, 10, 11
Rosenberg, 13
Routine, 10, 11
Routines, 3
Row, 4
Royalty, 13
Rubenking, 3
Rules, 4, 13
Run, 2, 3, 7, 9
Running, 3, 9
Runs, 1, 3, 9
Rutsew, 5
Sales, 15
Same, 1, 2, 6, 7
Sample, 5
Saved, 2
Saves, 7
Say, 6
Says, 4
Schubert, 3, 12
Score, 1, 2, 4, 5, 6, 7, 8, 9, 10, 12
Scorebar, 8, 10
Scored, 1, 5, 8
Scores, 1, 4, 5, 6, 7, 8, 9, 12, 13
Screen, 1, 2, 3, 4, 5, 6, 8, 9, 10, 11, 12
Screens, 2, 3, 11
Sec, 15
Second, 5, 8, 9, 10
Seconds, 3, 4, 5, 8, 9, 12
Section, 1, 3, 6, 13
Sections, 6, 15
See, 1, 2, 4, 8, 9, 11, 13, 15
Seems, 6
Seen, 9
SECTION 6 INDEX PAGE 32.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
Segments, 4
Select, 8, 10
Selectable, 2
Selected, 7
Selective, 7
Self-running, 2, 4
Send, 2, 5, 7, 13, 15
Sense, 3
Sensing, 11
Sent, 13
Separate, 1
Serving, 3
Set, 6, 10
Several, 1, 11
Shake-down, 3
Shape, 6
Share, 13
Shareware, 2, 15
SHIFT, 9
Shipment, 15
Shipping, 15
Shooting, 8
Shoot-em-up, 1
Shoot-the-enemy, 1
Shortened, 11, 12
Short-term, 2
Should, 6, 7, 12
Shown, 3, 4, 5, 6
Shows, 1, 4, 5, 10
Show-cases, 10
SI, 3
Side, 1, 4, 6
Significantly, 2
Simple, 9, 10
Simply, 2
Simulate, 9, 10
Single, 8
Size, 6, 10, 15
Skill, 8, 10, 11
Skilled, 1, 10
Slack-off, 8
Slight, 7
Slow, 2, 9
Slower, 2, 9, 10
Slowing, 11
Slows, 10
Sm, 15
Smart, 6
Smarter, 3
Smoothly, 10
SNAKE, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15
Snakebiz, 11, 12
Snakes, 1, 2, 6, 7, 8, 10
Snake's, 1, 10
Snake-motion, 10
SECTION 6 INDEX PAGE 33.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
Snatch, 2, 4, 6, 8
Snatcher, 9, 10
Snatchers, 2, 5
Snatching, 6, 7
Snee, 1, 3, 4, 5, 6, 7, 10
SNEESNOO, 1, 2, 3, 4, 5, 7, 9, 10, 13, 14, 15
Snee's, 4
SNIPPER, 9
Snoo, 1, 4, 5, 6, 7, 10
Snoo's, 4
Software, 15
SOLUTIONS, 13, 15
Sometimes, 6, 7
Son, 7
Sons, 3
Sound, 1, 3, 4, 6, 10, 12
Source, 11, 15
Space, 4
Spacebar, 7, 8, 11
Spaces, 6, 7, 10
Specific, 3, 6
Spectator, 2
Sped-up, 10, 12
Speed, 1, 2, 3, 5, 7, 9, 10, 11, 12
Speeds, 10, 12
Speed-changing, 10
Speed-up, 12
Split, 14
Sport, 2
ST, 14, 15
Standard, 11
Started, 8
Startup, 12
Start-up, 3
State, 15
Stated, 8
Stating, 6
Status, 1, 5
Stay, 8
Steering, 9
Still, 8
Strategies, 1
Strategy, 1
Stray, 12
Strike, 7
Striking, 4
Style, 1, 2
Substantial, 3
Subtle, 1
Subtractions, 12
Suffered, 11
Suggested, 11, 12
Suggesting, 3
Suggestions, 2, 3, 6, 7, 13, 15
Summarized, 13
SECTION 6 INDEX PAGE 34.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
Support, 2, 15
Suppression, 11
Sure, 9
Surround, 2
Switch, 10
Symbol, 11, 12
System, 9
Tabla, 6
Tactics, 1
Taken, 6
Takes, 3, 4, 11
Taking, 7
Tapping, 9, 10
Target, 6, 9
Task, 9
Tax, 15
Technical, 6, 9
Technique, 8
Technology, 1
Television, 1
Tells, 6
Temporary, 13
Tend, 2
Term, 3, 12
Test, 3
Tested, 3, 15
Testing, 3
Text, 3
Thanks, 2, 3, 12
Theory, 9
Think, 8
Third, 5
Three, 5, 6, 14
Thumb, 7
Tick-by-tick, 3
Time, 1, 3, 4, 5, 6, 8, 10
Times, 9, 11, 12
Tip, 7
TM, 1, 2, 3, 4, 7, 9, 10, 13, 14, 15
Toggling, 3
Tolerating, 3
Tom, 3, 12
Top, 4, 5, 6, 8, 9, 11
Total, 4, 6, 8, 14
Touch, 7
Toward, 3
Track, 10
Tracker, 9
Tracking, 6, 9, 10
Tracking-type, 1
Tracks, 10
Trail, 12
Training, 2
Transcendent, 1
SECTION 6 INDEX PAGE 35.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
Transfer, 9
Translation, 8
Transportation, 14
Tries, 1, 9
Trigger-happy, 8
Trouble, 8
True, 11
Truly, 3
Try, 8, 13
TurboPascal, 13
TurboPascal's, 11
Turn, 4
Turned, 9
Twenty, 5, 6
Twice, 12
Two, 3, 4, 6, 7, 10
Two-dimensional, 9
Two-minute, 8
Two-tenths, 10
Type, 2
Types, 2, 10
Typical, 5, 9, 10
Typing, 7
T-SHIRT, 15
Unattended, 10
Understanding, 6
Unlike, 2
Update, 12
Updated, 5, 12
Upgrade, 9
Upper, 9, 10
UPS, 15
Upward, 7
Use, 1, 2, 4, 8, 9, 11, 12, 13
Used, 2, 3, 8, 9, 10
User, 2, 13
Users, 13, 15
Uses, 10, 11
Using, 1, 2, 6, 7, 8, 10, 11
Usually, 3, 6
Variables, 5, 12
Various, 3, 11
Venomous, 4, 6, 7, 11
Versa, 8
Version, 2, 10, 11, 12, 13, 15
Versions, 2
Vertical, 4, 6, 7, 12
Vertically, 6
VGA, 2
Via, 9, 10, 11, 13
Vice, 8
View, 4, 5
Violence, 1
SECTION 6 INDEX PAGE 36.
SNEESNOO SNAKE (TM) V5.0 Documentation, (C) 1990 Bruce Rosenberg
Violent, 1
Visibility, 2, 10
Visual, 2, 10
Voice, 13
Vs, 6
Wait, 3
Waiting, 3
Wall, 3, 12
Want, 6, 8, 13, 15
War-minded, 1
Watch, 2, 4, 8
Watched, 7
Way, 1, 6, 7, 8, 12
Wayne, 3, 11
Ways, 1, 14
Well, 1, 8, 11
Were, 7
White, 2, 4, 8
White-on-black, 8
Whole, 1
Whom, 3, 15
Wide, 6
Wife, 3
Winner, 7
Wish, 13
Wolfe, 3, 11
Work, 8
Working, 10, 11
Works, 2
Would, 7, 10, 15
Write, 15
Writing, 12
Written, 13
Wrong, 7
XL, 15
XT, 3
XTs, 3
Y, 4
Yang, 1
Yellow, 4
Yin, 1
YinYang, 1
Zavfuz, 5
Zeros, 4
Zip, 15
Zoo, 4
Zurinskas, 3, 12
SECTION 6 INDEX PAGE 37.