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- SneeSnoo Snake V3.1 Documentation, (C) 1987 Bruce L. Rosenberg
-
-
-
- INTRODUCTION
-
- Version 3.1 of SNEESNOO SNAKE TM is significantly improved over
- earlier versions. One of the driving forces behind this game has
- been to produce a challenging, tracking type game which did not
- involve violent, shoot-the-enemy mentality. It is a subtle game
- which encourages clever strategies as well as perceptual-motor
- speed and accuracy. Suggestions and comments from a number of
- enthusiastic SneeSnoo Snake Snatchers have led to this improved
- version. Thanks All for your valuable input.
-
- If you become a registered user, you will receive the latest
- version of the game along with the TurboPascal (TM Borland
- International) source code. You will be also informed of the
- $10,000.00 International SneeSnoo Snake Contest (see CONTEST
- later) when it is scheduled. A number of improvements to Snake
- are under development, such as faster key action, joy stick and
- mouse support, direct writing to screen memory and more.
- Although this game is copyrighted, permission is given for
- noncommercial use and distribution. It is a user-supported
- enterprise.
-
-
- STARTING THE GAME OF SNEESNOO SNAKE TM
-
- When the game is invoked by keying SNAKE at the DOS prompt,
- options are presented for toggling sound on or off and for
- resetting 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 and create a "tabla rasa" for
- the scores. It now automatically detects and sets itself up for
- use on monochrome or color graphics adapters. After you setup
- the options you are taken to the beginning screen. After
- pressing any key, you then go to the main menu. There are 7
- options as shown below:
-
- MAIN MENU
-
- 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, whom to
- contact.
-
- 4. PLAY GAME Just what it says; Snatch the SneeSnoo Snake!
-
- 5. CHANGE OPTIONS Repeat the beginning option setting.
-
- 6. DISPLAY SCORES View the top 20 scores and names.
-
- 7. EXIT TO DOS Quit the game.
-
-
-
- 1
- SneeSnoo Snake V3.1 Documentation, (C) 1987 Bruce L. Rosenberg
-
-
- The game is a challenge on several levels of tactics and
- strategy. The highest official score that has been obtained on
- version 3.1 is 25.00 (as of 7/1/87). See if you can top that.
-
-
- BRIEF INSTRUCTIONS
-
- You are a herpetologist for Megalop Zoo. Your assignment is to
- go to the Foetid Forest of Amazonia and catch rare SneeSnoo
- Snakes. The SneeSnoo's body is green and its head is a happy
- face. Snoo's head is magenta & it's poisonous, Snee's head is
- red, it's not. You control movement of a bag, which is a
- rectangle. You can also close the bag. SneeSnoo can enter from
- any side. Closing bag with the RED head inside , gets 1 snake,
- or 4 snakes if MAGENTA. If outside bag, but within striking
- distance, it bites and you drop 1 snake, 2 if venomous. Five
- venomous bites & you DIE!! Your score is the total number of
- snakes bagged per minute. You have a time limit. Time in
- seconds remaining is shown in the lower right. Good Luck!
-
- CONTROL KEYS (Make sure NumLock is off!)
-
- Up Arrow moves bag up. Home moves bag up and left.
- Down Arrow moves bag down. PgUp moves bag up and right.
- Right Arrow moves bag right. PgDn moves bag down and right.
- Left Arrow moves bag left. End moves bag down and left.
-
- F1 aborts to DOS during play. Spacebar closes bag.
-
-
- OPERATION OF THE GAME SPEED CHANGING ALGORITHM
-
- When you select PLAY GAME, the initial speed of the game is set
- to moderately fast (DELAY = 100). DELAY controls the speed of
- the game; it uses TurboPascal's delay function, in which a value
- of 100 is approximately equal to 100 milliseconds or about one-
- tenth of a second. As you play the game, the current operating
- value of DELAY is displayed in the score bar at the bottom of the
- screen. The higher the DELAY, the slower the speed and vice
- versa. If you are skilled, SNAKE31 automatically speeds up
- (DELAY decreases). If you are a beginner, it slows down (DELAY
- increases) 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
- DELAY = 100. Above 100 the rate of change is rapid, below 100 it
- is slower. A delay of 80 is difficult, 70 is very difficult,
- and 60 is nearly impossible. The program's decision to change
- DELAY hinges on the number of snakes you bag 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 the you working near your upper tracking
- speed limit.
-
-
- 2
- SneeSnoo Snake V3.1 Documentation, (C) 1987 Bruce L. Rosenberg
-
-
- 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 press a
- button to capture it. SNAKE31 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 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's motion.
-
- SneeSnoo can move much faster than the human can follow it, as
- can be seen when the snake does its dance (DELAY = 10). Thus,
- its speed must be reduced for a reasonably difficult tracking
- task.
-
- 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
- (1/DELAY), and the random snake-motion algorithm, and the ability
- of the human to track the snake's periodicities, a creative
- SneeSnoo Snake Snatcher Programmer might be able to figure out a
- computer program to simulate a human playing the game!
-
-
- THE ZEN OF SNEESNOO SNAKE SNATCHING
-
- SneeSnoo Snake embodies the principle of duality in a way
- analogous to the YinYang of Eastern philosophy. Snoo and Yin are
- the dark side of nature, whereas Snee and Yang are the light
- 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 arcade type video game
- eschews war-minded shoot-em-up atavism. Remember, use the Force!
-
-
- 3
- SneeSnoo Snake V3.1 Documentation, (C) 1987 Bruce L. Rosenberg
-
-
-
- SNEESNOO SNAKE SNATCHING HINTS
-
- Location on the screen - The easiest locations are the corners.
- The hardest location is the center of the screen.
-
- 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 3 possible changes in direction along this length.
- Note that it usually moves diagonally, rarely just vertically or
- horizontally.
-
- Size and shape of the bag - The bag is 6 horizontal spaces wide
- and 4 vertical spaces high. You have a better chance of snagging
- it during horizontal motion.
-
- Movement of the bag - Each actuation of the horizontal cursor
- keys moves the bag 6 spaces and the vertical keys move it 3
- spaces. The diagonal keys move that number of spaces
- horizontally and vertically at the same time. So, you cover more
- distance using the diagonal (corner) cursor keys.
-
- Venomous vs. nonvenomous snakes - You get 1 snake credit for
- bagging a nonvenomous snake; but credit for 4 snakes if it's
- 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 can strike is 5 horizontal spaces
- left or right of bag center or 4 vertical spaces above or below
- it.
-
- Delay 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 - SNAKE31 is fun to play by yourself; but the real
- challenge is to play against others. The data file automatically
- saves the highest 20 scores. Play against your buddies; organize
- a local contest.
-
-
- CONTEST: INTERNATIONAL
-
- The $10,000.00 International SneeSnoo Snake Snagging Contest
- rules are follows:
-
- 1. Contestants must be registered users,
-
- 2. Details of the contest will be sent to all registered users
- after the number of registrants exceeds 5,000 people.
-
-
- 4
- SneeSnoo Snake V3.1 Documentation, (C) 1987 Bruce L. Rosenberg
-
-
- 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 Snake Version 3.1.
-
- 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
- to be determined) to cover cost of conducting the contest.
-
- 6. The total prize will be $10,000.00, which is one quarter of
- the gross income from the 5000 $8.00 registration fees. 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.
-
-
- CONTEST: LOCAL
-
- The Computer Society of Stockton State College and the South
- Jersey IBM PC Users Group are planning a Stockton Computer Fest
- in October 1987. There are tentative plans to conduct a SneeSnoo
- Snake TM Contest during this Computer Fest. Prizes will be
- awarded to the highest scorers.
-
-
- INTELLECTUAL PROPERTY AND COMMERCIAL INFORMATION
-
- This game was written in TurboPascal (TM Borland International).
- It consists of about 1200 lines of code. Although copyrighted by
- and intellectual property of the author, Bruce L. Rosenberg,
- approval is given for noncommercial use and distribution by
- users' groups (at a nominal fee) and for placing on private
- computer bulletin boards. Consideration will be given to offers
- from commercial firms regarding licensing on a royalty basis.
-
- Send a check for $8.00 to register and receive the latest version
- plus an on-disk copy of the SNEESNOO SNAKE TM pascal source code.
- Registrants will be entered into a computer data base. The above
- offer is for personal use and does not constitute a license for
- commercial use.
-
- Send inquiries and checks to :
-
- Bruce L. Rosenberg
- 23 N. Chelsea Avenue
- Atlantic City, NJ 08401
-
-
- 5
- SneeSnoo Snake V3.1 Documentation, (C) 1987 Bruce L. Rosenberg
-
-
-
- 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, 73547,402.
-
-
- TROUBLE SHOOTING Q&A
-
- Q1. Sometimes the bag movement keys don't work; why?
- A1. You inadvertently hit NumLock, Hit NumLock again.
-
- Q2. When the head was in the bag, I hit the F10 key to close it,
- but the snake still bit me, how come?
- A2. The head was outside when the bag closed. There can be a
- slight delay between hitting the key and the bag closing. You
- must anticipate this when you hit F10 to close it.
-
- Q3. My score is high early in the game and then goes down. Why?
- A3. Your score is computed as the number of snakes bagged (1 for
- nonpoisonous, 4 for poisonous) less the number of snakes lost due
- to getting bitten. This result is then divided by the elapsed
- time. So if you have a score of 25 snakes per minute at the end
- of the first minute and neither get bitten nor snag a snake
- during the remainder of the second minute, your final score will
- be 12.5 snakes per minute. You can't let up for a single second!
-
- Q4. How come the snake keeps biting me?
- A4. Work on your accuracy and ability to anticipate where the
- snake will move. Pace yourself and don't get trigger-happy.
-
- Q5. My score never gets on the top 20 list. Why?
- A5. You need to improve your skill or reset the score file using
- option 5 from the main menu.
-
- Q6. My boss caught me playing this game at work. How can I stay
- out of trouble?
- A6. Function key, F1 immediately exits the game and returns to
- the DOS prompt. Next time select the no-sound option, Dummy!
-
-
- REVISION INFORMATION
-
- Version 3.1 08/02/87 - 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 06/27/87 - 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 times. This permits the bag to
- move to the screen extremes. Changed bag symbol.
-
-
- 6
- SneeSnoo Snake V3.1 Documentation, (C) 1987 Bruce L. Rosenberg
-
-
- 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 proc 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,
- 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 proc 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.
-
- Version 2.30 01/16/87 - Bag symbol changes to appropriate snake
- head & 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 & 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".
-
-
- 7
- SneeSnoo Snake V3.1 Documentation, (C) 1987 Bruce L. Rosenberg
-
-
-
- Version 1.07 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 area. 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. Thanks are due to my Pascal instructor, Mary Wall,
- who suggested writing a game for a term project.
-
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