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-
-
- SNARF 2.02
-
-
- A Shareware game for EGA
-
-
- Copyright 1990 Everett Kaser
- All rights reserved.
-
-
- Novemeber 22, 1990
-
-
-
-
-
- This is an arcade style game for the IBM PC family of compatible
- computers. It requires an EGA/VGA compatible display adapter (with a
- minimum of 128K of RAM on the display adapter; early IBM EGA cards
- will not work). It will NOT work on CGA, MDA, or Hercules display
- adapters.
-
- This game was originally written in early 1988 and released in the
- spring of that year as freeware. It was not finished at that time,
- due to lack of time, but was usable. Snarf release 2.0 has been
- completely re-written from top to bottom, a welcome/demo screen
- added, and the game has been made easily extensible by non-programmers.
- Anyone can add new "levels" to the game. The game is structured to
- accept up to a maximum of 999 levels. Should be sufficient.
-
- Snarf 2.0 allows the user to create new levels for the game. If you
- create new levels that you would like to share with other registered
- users, send them to the author (on 5 1/4 or 3 1/2 disk). If they're
- sufficiently different and challenging, they'll be included on future
- distributions to registered users. Acceptance of at least three new
- levels for inclusion on the registered distribution will win the
- submitter a free update. (This offer is valid ONLY to registered
- users.) Previously registered users may get an update at any time
- for $5.
-
- This program may NOT be distributed over the Internet computer network
- without the permission of the author.
-
- ALSO AVAILABLE FROM EVERETT KASER
-
- Solitile is a game of solitaire, played with "tiles". It derives
- from several similar games, such as "Shanghai", "Gunshy", and
- "Mahjongg", which are played with Mah-Jong tiles. Solitile plays
- the same game, but adds new starting layouts and the ability for the
- player to create new layouts and/or modify the layouts provided. It
- also uses new "westernized" pictures on the faces of the tiles.
- Best with mouse, but works well from keyboard, too. Print the file
- REGISTER.DOC for ordering information.
-
-
-
- SNARF 2.0 is being distributed as SHAREWARE. You may use the program
- for a period of 3 days, after which you must either register the
- program with the author or stop using it. To register the program,
- send $15 in U.S. funds to:
-
- Everett Kaser
- Snarf
- 35405 Spruce St
- Albany, OR 97321
-
- Please specify the name to which you wish to have the program register-
- ed. This name will appear on the welcome screen of your registered
- copy of the program. The registered version may NOT be copied or
- distributed, except by the author. A copy of the latest shareware
- version will be included that you may share with friends.
-
- A registration form is included to help with the registration process.
- To print the file REGISTER.DOC, ensure that your printer is turned on,
- that it's on-line, and then type:
-
- PRINT REGISTER.DOC
-
- Registered users may receive an update at any time by sending $5 to
- the same address. Registered users may write or call at any time to
- find out the latest revision date or to receive other support.
-
- I can be contacted via U.S. Mail at above address, via email on
- Internet at
-
- hplabs!hp-pcd!everett or everett%hpcvlx@hplabs.hp.com
-
- or by phone at (503) 928-5259 (not before 8:30am or after 9:30pm,
- Pacific Time, please).
-
- The game package, which MUST include the files SNARF.EXE (the game),
- SNARF.DOC (this file), and REGISTER.DOC (the registration form) may be
- freely copied and distributed. These three files may be re-archived
- to better suit a given distribution system, but the files may not be
- modified in any other way. No distributor may charge more than $6 for
- the distribution of this program, and that fee in no way reduces the
- shareware registration fee owed to the author by the user. This
- program may NOT be distributed over Internet without the permission
- of the author.
-
- The registered version of Snarf (which is NOT shareware and may NOT
- be distributed except by the author) contains at LEAST 20 levels and
- does NOT contain the "shareware reminder" screens at game end.
-
- Bug reports, suggestions, and comments are very welcome.
-
- I. PLAYING THE GAME
-
- The general idea of the game is this: you have to run around through
- various mazes (levels) picking up treasure (rings and crowns) while
- avoiding the Snarfs. You can shoot the Snarfs, but you only get points
- for the treasure, not for the Snarfs. Each time you're touched by a
- Snarf, you're "tagged". You start with a "tag count" of 50. Each time
- you're tagged the count is decremented. If you get tagged when the
- count is 0, the game is over. You can get "healed" at a first-aid
- station (your tag count is pumped back up to 50). First-aid is only
- available every two to four mazes. The color of the top and bottom
- bars on the display change with each tag.
-
- Across the top of the display are these fields:
-
- TAGS this is the number of tags left (max = 50)
- POINTS value of treasure picked up on this level
- LEVEL SCORE score for level at end-of-level (POINTS x TAGS)
- SCORE total score
- LEVEL current level (or maze) number
- HIGH SCORE current high score
-
- As you start the game, TAGS=50, POINTS=0, LEVEL SCORE=0, SCORE=0,
- and LEVEL=1. As you get tagged, TAGS get decremented. As you pick
- up treasure, POINTS gets incremented, based on the value of the
- treasure. When you exit a level, the TAGS you have left are multiplied
- by the POINTS you picked up on that level to generate the LEVEL SCORE.
- This is then added to SCORE. Then, as you start the next level, POINTS
- are set back to 0, LEVEL is incremented, and off you go. LEVEL SCORE
- will retain the score for the previous level until you complete the
- current level. When you run out of TAGS and lose the game, whatever
- POINTS you've earned on that level will get added to your score.
-
- You end a level by exiting out the right-hand side. This usually
- involves removing one or more locks through the use of keys. You pick
- up keys by moving over them. When you are carrying a key, the image
- of the hero has a key across it. You can only carry one key at a time.
-
- The goal of the game is to maximize your score. The best way to do
- this is to maintain a high tag count, since the score is based upon
- both the amount of treasure you pick up on a level AND the number of
- tags that you have left at the end of the level. This is especially
- critical on those levels that have LOTS of treasure.
-
- The first screen shows the high scores (white for 2-shot scores, yellow
- for 1-shot scores) and a continuously running demo of the game. It
- also includes a brief set of instructions which can be scrolled up/down
- using the UP and DOWN cursor keys, as well as the PageUp and PageDn
- keys. Pressing the ESC key while at the welcome/demo screen will exit
- the game. (The un-registered version of the game will display a
- shareware notice at exit from the game, which will stay until another
- key is pressed.)
-
- While at the welcome/demo screen, you can press:
-
- ESC to quit
- K to change the default 'game' control keys.
- N to toggle the noise on/off (default is on).
- + to increase the starting level number.
- - to decrease the starting level number.
- 1 to select only 1 shot off at time (scoring doubled).
- 2 to select 2 shots off at a time (normal scoring).
- Up/Down and PgUp/PgDn to read the abbreviated help.
-
- Using the + and - keys you can select levels that don't exist. The
- program doesn't check until you actually try to play the level. If you
- select a level that doesn't exist, the game will refuse to start. The
- level number you select using the + and - keys will be stored in the
- SNARF.SCO file. Thereafter, that is the level at which the game will
- start until you modify it again.
-
- From the welcome/demo screen, pressing the space bar (or ANY other key
- besides the ones listed above) will move you on to the main playing
- screen. Then, pressing any key will start the game.
-
- The default keys for playing the game are:
-
- cursor keys control your movement
-
- A fires a shot to the left
- D fires a shot to the right
- W fires a shot upwards
- S fires a shot downwards
-
- N toggles noise on/off
- esc exits the game back to the demo screen
- space pauses the game
- F1 enters EDIT LEVEL mode (see below)
-
- Any other key will stop the motion of your player, if it's in motion.
- And yes, this IS one of those two handed games that requires a small
- level of ambidexterousnousnosity. You move with your right hand and
- shoot with your left (unless you redefine those function keys).
-
- By the way, you can only have two shots off at a time (to make the
- game half-way challenging). The original game only allowed one shot
- at a time, but this was probably too restrictive.
-
- Occasionally, you'll find yourself in the midst of a cloud of Snarfs,
- and your TAGS will plummet like a falling star. You will also find
- yourself in dire peril when a Snarf is running along on your heels
- in the same direction as you, taging you with every move. The best
- thing to do in this situation is to reverse direction for a moment to
- get a little space between you, then shoot it. You will notice
- that Snarfs can see the shot coming towards them and will try to avoid
- it. With practice, you can use this to your advantage.
-
- The high scores, default movement/fire keys and the starting level
- number are stored in a file called SNARF.SCO. By deleting this file
- you can erase the high scores and place the keys and start level back
- to their default values.
-
- II. CREATING NEW LEVELS
-
- You may modify old levels or create entirely new ones. At any time
- during normal game play, pressing softkey F1 will take you into EDIT
- mode. At this point, you can modify the current level and store it
- to disk, and the modified version will over-ride the built-in version
- in the future (the game always looks for a disk file before using the
- internal levels.)
-
- Levels are stored individually in files with filenames of the form:
- SNARFLEV.xxx
- where 'xxx' is a right justified level number (filled with 0's on the
- left). As an example, the first level would be called SNARFLEV.001
- and level 15 would be called SNARFLEV.015. The game ONLY looks in the
- current directory for these files, so if you plan to create very many
- levels, or if you're installing the distribution disk with many levels,
- you probably will want to use the MKDIR command to create a special
- sub-directory for SNARF to keep your other directories from getting
- overly cluttered.
-
- The level number is NOT stored inside the file, it is ONLY in the
- filename. This means that you can re-arrange the levels as you wish
- simply by copying and/or renaming the files.
-
- Upon entering the EDIT mode, the screen is re-drawn and a blinking
- box will appear. This is the edit cursor. It can be moved around
- using the cursor keys. To place (or erase) objects, you must first
- move the cursor to the desired location. Once there, you can use
- these keys to add/delete objects:
-
- W toggles a WALL on/off
- P places a snarf PIT
- K places a KEY
- L places a LOCK
- T places a TELEPORT
- C places a CROWN worth 100 points
- 1 places a RING worth 10 points
- 2 places a RING worth 5 points
- 3 places a RING worth 1 point
- F places a FIRST-aid station
- H moves the HERO to the new location
- space erases the object the cursor is on (except for HERO)
- N allows you to NAME the level and enter you name as the
- creator of the level.
-
- Additionally, while in EDIT mode, these keys are also available:
-
- ESC aborts the edit, without saving the changes.
- F1 ends the edit, saving the changes in a specified level.
- F2 allows you to specify the colors for the "WALL".
- F8 clears entire level (except for outer wall and HERO).
-
-
- When pressing ESC to abort, you're first prompted to verify if you
- wish to throw away the changes.
-
- When pressing F1 to end the edit, the program scans the disk to find
- the next unused level number and presents that as the default choice.
- Accepting this choice ensures that you won't accidentally overwrite
- another level. However, you may use backspace to modify the level
- number to whatever you wish before pressing ENTER. You would do this
- if you're modifying a previously existing level rather than creating
- an entirely new one. The ESC key can also be used at this point to
- abort the END-EDIT action and remain in EDIT mode without writing
- anything to disk.
-
- F2 brings up another "menu" that allows you to choose the PRIMARY and
- SECONDARY colors that are used to draw the WALLS for this level. There
- are 15 colors available, giving a possible 225 different color combin-
- ations for the WALLS. Use the cursor keys to select PRIMARY or SECOND-
- ARY and to select a color for each. A sample wall with those colors
- is kept updated. Any key other than the four cursor keys will cause
- you to exit back to the normal EDIT mode, and the walls will be redrawn
- with the new colors.
-
- When placing snarf-pits, you must additionally specify the direction
- the snarf-pit should be facing. You use one of the four cursor keys
- to do this. Move the cursor to the location where you wish to place
- the snarf-pit. Press the 'P' key. There will be a prompt at the
- bottom of the display to "Select direction...". At this point you
- should press the arrow key for the direction in which you wish the
- snarf-pit opening to point.
-
- When placing teleports, you not only have to specify a direction (only
- up or down is allowed for teleports), but also a destination location
- for the teleport. First, move the cursor to the location at which you
- wish to place the teleport and press the 'T' key. There will be a
- prompt at the bottom of the display to "Select direction...". At this
- point you should press the up or down arrow key for the direction in
- which you wish the teleport opening to face. (The hero will move into
- the teleport opening in the opposite direction.) After selecting the
- direction, you will be prompted to "Select destination...". At this
- point, move the cursor to the location to which you wish the Hero to
- be teleported upon entering the teleport. This location should
- normally be at the place where a matching opposite teleport will be
- (or has been) placed, and usually directly above or below the one that
- you're currently placing. However, the destination of a teleport CAN
- be anywhere on the level. The destination should NOT be on top of a
- wall, although the program does not prohibit this. (It is unsupported,
- however, and any bugs caused by this are considered to be a bug in
- the level design). Pressing any key besides the cursor keys signifies
- that the cursor is at the desired destination.
-
- When creating a new level, the amount of treasure on a level is limited
- to 9903 points worth, since the "POINTS" display only allows four
- digits. Also, if the player finishes a level with 9803 points and has
- 50 tags while playing 1-shot, that gives him almost 1,000,000 points
- for the level. That's probably sufficient (and all that will fit in
- the "Level Score" field).
-
- Here's some suggestions to help you create challenging, interesting
- levels:
-
- 1) Avoid long, single-width passageways. These are easy to
- defend, since the snarfs have nowhere to go, and they're
- boring to run through. Passageways and areas that are three
- or more wall-blocks wide are more challenging because the
- snarfs have room to manuever to avoid your shots.
-
- 2) Don't create a lot of levels with LOTS of treasure. Most
- levels shouldn't have more than about 2500 points at the
- most. The big-point levels should only come along once
- out of every ten or so levels, as a big bonus for getting
- that far.
-
- 3) Also, first-aid stations shouldn't exist more often
- than every three or four levels, unless the levels are
- extremely difficult.
-
- 4) Don't just draw random walls. Try to think of a unique
- design, or problem, to center your level around. Then,
- build from there.
-
- 5) Don't just sprinkle a bunch of snarf-pits and teleports
- around the level. They should be an integral part of the
- basic design of the level, and carefully placed to aid or
- hinder in the completion of the level.
-
- 6) Make sure there's a reasonable balance between the number
- of locks on the level and the number of keys (and make sure
- it can be completed!).
-
- 7) The Hero should usually start on the left and MUST always
- exit on the right. A level is considered "over" when the
- hero reaches the far right column.
-
- There MUST be at least one snarf-pit per level, or the game will refuse
- to play the level.
-
- To create an entirely new level, don't select it's level number at the
- welcome screen, since the game will refuse to start if the level
- doesn't exist. Rather, with any valid level number selected at the
- welcome screen, start the game (as if you were going to play that
- level). Then, press F1 to enter EDIT mode. Now, press F8 to clear
- the screen (this is only being done in memory at this point, so you're
- not affecting the real level). Now, create your new level. When done,
- press F1 to end the EDIT mode. At this point the game will prompt you
- with the next NEW level number. Simply pressing return at this point
- will store your new level as that level number, leaving the old level
- (that you started out with) unchanged.
-
- Good luck, and have fun playing the game and creating new, challenging
- levels!
-
-
- III. REVISION HISTORY
-
- Rev 2.00 October 21, 1990
- Initial release of the completed Snarf game.
-
- Rev 2.01 November 10, 1990
- Minor fix to BEEP code that caused keyboard lock-up on some
- computers.
-
- Rev 2.02 November 22, 1990
- Still trying to fix BEEP on some computers.
-