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-
- Hello and welcome to Mrs Munchie 1.21-SW. This program is SHAREWARE
- and may be distributed freely as long as this Munchie.DOC file is
- kept with it. Mrs Munchie is (C) 1992 Robert W. Dytmire.
-
-
- OPPS Section.
-
- Before you go any further please be aware that version 1.10-B is
- NOT supposed to be on any NET,BBS, or Shareware/PD disk. It was
- intended as a demo for ST Format ONLY and got released by accident
- at my first show in Ashville( I intended to release this version
- but I didn't get the right version. NOTE: NEVER store two
- versions of your stuff on the same drive!!) Version 1.10-B
- flashes ST Format's name in the decrunch/load header, which is
- WRONG. ST Format had nothing to do with that version and I
- apologise to them here and now for the accidental use of their
- name. I did not gain anything from it's use (No propriety use was
- desired or gained) and I have sent ST Format an advanced
- (Improved) copy of this game as an exclusive. I encourage people
- who want the old-fashioned mode to work to purchase an ST Format
- if and when they publish Mrs. Munchie 1.31. They may not after my
- screw up. This version, 1.21-SW, is the only proper SHAREWARE
- version and I ask anyone with Version 1.10-B to delete it.
- Thanks, for your corporation.
-
- -----------------------------------------------------------------
- SECTION 1 PLAYING MRS MUNCHIE
- -----------------------------------------------------------------
-
- BOOTING: The game requires at least 1 Meg and a 520ST
- (everybody should have at least this much, eh?). Click on
- Munchie.TOS to self Extract to a disk of your choice.
- After the program has extracted itself, double click on
- Munchie.PRG to run the program.
- The File Munchie.Prg should be OUTSIDE the folder MUNCHIE.
- All other files should be inside the MUNCHIE folder. Also, the
- Munchie folder cannot be embedded in another folder. For best
- results put this program on a blank disk with just 1 folder
- (Munchie) or make sure it is in the upper-most level of your hard
- drive.
-
- NOTE: Hitting a null key will advance you through the different
- title displays.
-
- TITLE SCREEN KEYS:
-
- Pressing F1 Allows you to set your start level (via moving the
- joystick) to the highest level you've reached so far. It won't
- allow you to skip levels you haven't played yet.
-
- Pressing F2 sets Adult Mode. This is the default game mode and
- will cut you no slack.
-
- Pressing F3 sets Kid's Mode which will play a little slower, have
- dumber ghosts,and fewer bad guys appearing on the screen. This
- mode is designed to allow smaller kids to play Mrs. Munchie.
-
- Pressing F9 sets the computer to 50Hz.
-
- Pressing F10 sets the computer to 60Hz.
-
- Pressing "O" gets you the old-fashioned game, with no extras.
- THIS FUNCTION IS DISABLED IN VR 1.25!!!!
- Note: Thanks to all the beta-testers at the show for requesting
- this feature. A lot of players thought the game got too frantic.
-
- Pressing "Q" during the game will exit back to the title sequence.
-
- Pressing "P" will pause the game. Pressing fire or any other key
- will start the action again.
-
- Pressing "S" will toggle between Digitized Dot eating and XBIOS
- dot eating. This is mostly for 60Hz users.
-
- Mrs Munchie is basically a Mrs. Pac man clone with lots of extra
- features. The display is laid out fairly simply. Your score is
- in the lower left hand of the screen, A Zap display shows how many
- zaps you have (NOTE: You CAN have more than the 4 lives or Zaps
- the game is limited in displaying), and number of lives are in the
- right hand corner.
-
-
- Movement is via the joystick and may require a little practice
- before you'll feel comfortable with it because Mrs. Munchie turns
- on Character boundaries only. Move a little ahead of time and
- you'll be ok!
-
- Pressing the Fire button will activate a Zap. The Zap will
- destroy all Ghosts, Bugs, and Bees currently on the screen and
- award you the values for each. This is your most powerful weapon
- and should be used sparingly.
-
- The maze is composed of several different parts. The walls
- which you cannot move through, the regular (yellow) dots, the
- Power Pills(Flashing dots), the Sugar Treats (Bonus Points) and the
- Trap Dots(Slightly different from normal dots).
-
- Regular Dots are worth 10pts each.
-
- Power Pills Scare the ghosts and allow Mrs. Munchie to kill 'em
- The Ghosts will flash when they get ready to change back to
- normal. My advice is NEVER attack a flashing ghost.
-
- Sugar Treats score bonus points and give a real boost to your
- score.
-
- Trap Dots. When eaten these dots cause a random effect to happen.
- These effects can be:
- Add a Bee to the maze
- Add a Bug to the maze
- Add a lightning Bolt to the maze
- Add 1,2 or 3 ghosts to the maze
- Kill everything on the screen and eat all dots!!(Super NOVA)
- Slow down munchie.
- Activate a Majik Mushroom
- Send out a Fruit
- Activate the Extra Life Mushroom
- And even more impressive things....Find out when you play
-
- NOTE: The effect of a trap dot may not be apparent at first. If
- you wander around and discover, say, a power pill missing you can
- bet it was the work of the Trap Dot.
-
-
- The Enemies:
-
- The Ghosts - No less than 4 start the game but up to 7 may chase
- you at a time. Beware that certain effects can speed these guys
- up to HIGH speeds and they can become VERY intelligent. Killed
- Via Power Pill effects, Zap, or NOVA.
-
- The Maze Bug - Wander on top of the maze searching back and forth
- for the Munchie. Pretty mindless but a few of these will really
- drive you up the wall. Killed by a Nova, Zap, or DDT.
-
- The Bee - These creatures don't kill Mrs. Munchie, just sting her
- and then watch with glee as she crawls along VERY slowly. The
- effect only lasts a few seconds but it can get very bad with 3-4
- bees flying around. Killed by Nova, Zap, or DDT.
-
-
- The Fruit - Pick up the bouncing fruit for various bonus scores.
- Eating more dots will coax them out for you.
-
- The Extra Life Mushroom - Has spinning eyes and runs around the
- maze pretty much at random. Eating him will gain you a life.
-
- The Bonus Mushroom - Both a boon and a bane. Watch the color
- closely as Munchie's life may depend on it. The colors of the
- spots and corresponding effects are as follows:
-
- White - Freeze all ghost's in place for a few sec.
- Med Grey - Slows the ghosts down to a crawl.
- Dark Grey - Slows Munchie down to a crawl.
- Bright Red - Speeds Munchie up to MAX speed.
- Med Red - Speeds all ghosts up!!
- Dark Red - Adds a bee to the maze.
- Lt Green - Calls a fruit onto the maze.
- Med Green - Takes a power pill from maze.
- Dark Green - Freezes Mrs. Munchie in place.
- Lt. Blue - Gives you an extra Zap.
- Med Blue - Takes a Zap from you (If you have one!!)
- Dark Blue - Add a lightning bolt to the maze.
- Lt. Purple - Super Nova. GRAB IT!!!
- Med Purple - Adds 1 ghost to the maze
- Drk Purple - Adds 2 Ghosts to the Maze
-
-
- The Lightning Bolts - These little sparks drain your score as you
- pass through them. They're worth quite a large bonus if killed.
- KIlled by: The POW.
-
- DDT - This power Icon will Kill all Bees and Bugs on the screen
- (saves you from using a ZAP).
-
- POW - Deactivates all lightning bolts on the maze. Big Points!!!
-
- ZAP - This Icon will get you another ZAP. Grab IT!!
-
- Enough for you yet??? well there are still a few things I'm not
- telling you about. Just have fun finding them as you play.
-
-
- Advance to the next maze by eating all Dots, Trap-Dots, Power
- Pills, and Sugar Treats in the maze. There are 20 different maze
- styles but the contents of these mazes change until about level
- 200 or so...find out if you can!!
-
- Hints on play: Don't waste Zaps. You start with three and don't
- get many more. The trap dots can be a pain, don't activate one if
- you're already in a slight jam. ALWAYS activate a trap dot if
- your in a Heavy mess, after all...it can't get any worse(ha..ha).
-
- -----------------------------------------------------------------
- 2: GENERAL TECHIE TALK
- -----------------------------------------------------------------
-
- Let's See...Where do I begin? This is my first attempt at a
- quality Shareware product. I hope it entertains you. The Atari
-
- Market in the U.S. seems to be picking up, after about 4 years of
- sloth Atari Corp seems to have FINALLY gotten the message that it
- needs to support us as well!!! I get so lonely out here in North
- Carolina with my nearest Atari shop 4 hours drive from here. That
- should change soon, I hope.
-
- The history of Mrs. Munchie.... Mrs Munchie started out when a
- Mrs. Pac-man clone by Dave Munsie was released in the GP Edit
- Library. This game provoked a desire in myself to do
- something wildly better, and after Dave challenged me, I set out
- to see if it could be done. You can be the judge of the
- improvement since Dave's very reliable Mrs Packy is still available
- in the PD/Shareware World.
- Version .01 of Mrs Munchie was not anything like your seeing
- today. It had a much smaller maze size, only four ghosts a fruit
- and no animation in the lower part of the screen. The biggest
- thing I learned in the first version is how to move creatures
- intelligently and (more importantly) quickly in a changing maze
- environment. This first version also suffered from a "Stutter"
- when the packy reached a dot and ate it. This gave the game a
- very BASIC look to it and just wouldn't do.
- Version .02 took less time and got rid of the stuttering
- look. It was also the first use of the GP Graphics Engine in my
- code. I added some animation to the lower part of the screen and
- improved on the Ghost's intelligence and speed.
- Things were bogged down for about 2 months while I waited for
- the first full version of the Engine to be sent to me. Meanwhile
- I designed Bigger and Better Mazes, came up with the Bolts, bugs,
- and Flames (later replacing them with bees.) At last I got the
- engine and immediately had to redraw all of the mazes in a new data
- format because of Dave's changes to the engine. This did allow me
- to come to grips with the new editors and such but I lost a week
- of programming because everything had to be shifted to new formats.
- The program took only about 3 weeks to write and about 2
- weeks to beta-test and debug/insert new things (Like a children's
- mode). This is a testament to GFA Basic's Really nice editor, The
- incredible power of the Gp_Graphics Engine and my trusty Supra
- Hard drive. Oh, and before I forget, the Ghost in this version
- are set pretty stupid ON PURPOSE. They could all be vicious
- little trackers but then the game falls out of the balance I've
- sought to achieve.
- During the haze of programming I thought up the Mushrooms,
- Extra Lives, Zaps, and Trap-Dots(He..He..he) and now it here
- stands,a finished program. Thanks to Dave for the snow on the Ice
- levels, it really DOES add atmosphere!!. BTW the source code uses
- nice big variables like: MUSHROOM_LAST_DIRECTION&, and
- CURRENT_NUMBER_OF_DOTS& so that when you examine the source code
- it should be really easy to follow. Buying the source code does
- NOT register you with me so do the right thing and register today!
-
- ROBS WORDS ON DIGI SOUND AND MISSING VSYNCS.
-
- I like digital sound effects in a game. I also like lot's of
- action at the same time. As a rule these two things don't mix on
- the ST machines. The only way I've seen it done is to use pure
- Machine Code and then play very slow digi effects (in the 2-3khz
- range). The only programs that pull it off successfully are Jeff
- Minter's stuff (But I suspect he is cheating on his graphics
- somewhat...time will tell). So I have come to this conclusion on
- my games, which are not pure machine code but essentially BASIC
- games. I will add digital sound effects in my programs only when
- the gameplay will not suffer. If I have lots of things I want
- happening, I'll have some nice XBIOS sound effects thank you
- very much. The result is that I can move about 63 sprites on the
- screen at one time with a frame rate of 20. This would drop to
- about 10-12 if I added digi sound. Get it? Summary: I feel that
- displaying more stuff is of greater importance than digi sound,
- hence Mrs. Munchie has lot's of XBIOS sound effects during game
- play. If you want digital sound only then buy an STE.
- After the Show note: Most people who answered my questioner
- were split on whether they wanted better speed or better sound in
- their games. So far I think I'm about right in this game.
- Additional note: The Digi sound of munchie eating did NOT
- slow down the game as much as I feared. This is now default but
- if you want a bit more speed Press "S" to toggle back to an Xbios
- effect.
- BTW the sound for this ST FORMAT version of Mrs. Munchie was
- Master sampled at 32kHz but because of space limitations it has
- been compressed to 4kHz samples. Don't worry 'cause it still
- sounds great. Later releases of Mrs. Munchie will have at least
- 8Khz samples (maybe 16Khz depending on memory restraints!).
- VSYNC. Wow, did I ever get sick of this word when
- programming this game. It is of great importance to me
- nevertheless. When programming a video game it is important not
- to miss a VSYNC (Screen redraw). The amount of VSYNCS your
- program can "catch" directly effects the smoothness of your
- graphics. Note I didn't say "speed" because it is a neat trick of
- some software to move their sprites bigger distances at slower
- speeds to keep up the appearance of speed (LLamatron uses this to
- a huge extent, so does Parasol Stars). Missing a VSYNC will drop
- the program's visual speed or, more correctly, your program's
- slower execution speed is causing it to miss VSYNCS. Example:
- MRS Munchie "catches" about every 3rd VSYNC. Thus there are 60
- VSYNCS(at 60 Hz) divided by 3 gives you 20 frames/sec Mrs Munchie
- can draw. BTW, this speed is called a "3" in Engine Terms because
- I'm hitting every 3rd VSYNC. A game should run faster at 50Hz
- because the program has more time to execute between VSYNCS
- (1/60sec vs. 1/50sec). Now, following this logic I should expect
- the game to run faster (Greater frame rate) at 50Hz. This does
- not happen with Mrs. Munchie. Why? Because Mrs. Munchie is
- running at a "Slow 3" which means that the extra time gained in a
- slower refresh rate does not quite give me the "Slow 2" I need to
- increase my frame rate to 25 frames/sec. The "Slow" part is the
- fact that Mrs munchie will occasionally drop to "4" every 16
- cycles or so, you don't notice the speed change because it happens
- for only one game loop. It is, however, enough to keep the
- program operating at a solid "3" at 50hz which is 17 Frames/sec.
- The bottom line is run this program at 60Hz mode if possible as it
- runs VERY smoothly at that frame rate. Don't worry all you 50Hz
- users, 17 frames/sec is still a respectable speed and I'm sure
- that you'll enjoy the game just fine.
- Yet another note: 50Hz players have the additional advantage
- of losing NO frame speed because on my new Digitial "Waka" sound.
- This should compensate a bit for not having those extra 3
- frames/sec!!
- Another note, the child's mode will run at either 15 or 13
- frames/sec depending on the Hz rate you are running in. The
- child's mode will also stay ROCK SOLID at these speeds no matter
- how much Mrs. Munchie is doing.
-
- NOTES AND/OR RANTINGS:
-
- This game is TIMER controlled. It will run at a MAX of 20
- frames/Sec on even the fastest ST/STE/TT's.
-
- Post Show Note: This game is now tested on the MEGA STE series and
- works just fine. The game has not yet been tested on a TT, but
- this version SHOULD run on one. If anyone out there has a TT
- please let me know if it works on your machine.
-
- After I finish this game I have three game projects in the works,
- in what order they get finished is still up in the air but I hope
- to have all three done by the end of August: Megapede-Millipede
- clone done up like this Mrs Pacman clone with lots of extras
- ect.., Dropix ST - What I hope will be the FINAL word on Tetris
- clones, will have the ability to collect power and throw effects
- at each-other (sorta like Populas mixed with Tetris). Cyberdroid-
- Imagine Smash T.V. mixed with Logan's Run and Orwell's 1984. In
- other words, lots of blasting everything in sight mixed with a
- series of adventures and puzzles.
-
- After the show note: Dropix ST is going to be my next project. It
- should be finished by the time Most of you read this.
-
- WHAT DO YOU WANT?
-
- What do you folks want in the way of games? Would you like more
- clones (Done up like this one) or more original stuff? Got a game
- idea...contact me, got some neat graphics or huge monster that I
- might be able to use? Send it to me and if I use it I'll credit
- you with helping with the game. I'm not too proud to say that my
- graphics can ALWAYS use improvement. I won't mention any names
- but I have seen some potentially killer shareware bite it in the
- graphics department (maybe this is silly of me but the Bitmap
- Brothers and others seem to share my desire for at least decent
- graphics in a product, no matter how much sampled sound.)
- I hope to develop on the TT and MEGA STE Computers in the future.
- Maybe even a game designed for the faster systems only?? How many
- 16Mhz+ machines are there?
-
-
-
- Some Techie notes: I do cheat a wee bit by placing my score/lives
- display on word boundaries, thus speeding up the Sprite drawing
- significantly. ALL objects on the screen are FULLY MASKED and 4 bit
- planes. Look closely, you'll see. Would someone who knows how to
- use the 8 channel sound on the STE please contact me!! (HELLP!!).
- The Digitial Waka sound does slow things down in 60Hz mode (But
- not a whole VSYNC!). Can anyone get me that neat XBIOS player
- that all the demo groups use? I would love to have some neat
- soundtracks without eating my memory in huge, non-compressable
- chunks. Do MY graphics suck wind?? Please tell me one way or
- the other.
-
-
-
- HELLO:
- Mike Aubrey: Wherever you've disappeared to
- Cory Chapman: See above. Plus are you still working for Henry?
- Jeff Minter: Really cool games...I'll catch you one day!
- Demo Groups: I'm 2 years behind...Can you spare a demo brother?
- SLIME: Please write to me as have no address for you but
- maybe a project (If you're interested).
- PHAST: Keep the spirit alive guys.
- Anybody who KNOWS 3-d Graphics: I wanna do something with 'em in
- the future.
-
- Wanna know how it was written?
- The ENTIRE SOURCE CODE plus a detailed explanation of major
- procedures will be included in the DSA Graphics Engine Manual!!
-
- This game is written in GFA Basic, odd that it's got so
- much going on eh? Well the New GP Graphics engine will change
- things in the future. I get to be a Beta tester and one of the
- fine things about this job is that I get to release games ahead of
- the crowd. I do feel once DSA releases this product the quality
- of Shareware and PD will greatly improve. This is not another
- SUCEK or STOS (Does anybody write anything good in STOS??). This
- product has no such restrictions as 16 sprites at a time or
- vertical shoot 'em up format only. Programmers: Wait till you see
- this thing!! This program has 65 (YES SIXTY FIVE!!) sprites on
- the screen at once on the higher levels and I dare say the speed
- is adequate for a BASIC game(No less than 17 frames/sec at 50Hz)
- or for that matter a lower level language!!!! The Engine Plots,
- Tracks, Animates, Patterns, Offsets, Follows, Explodes up to
- 32000 sprites at once. Allows Automatic Scrolling starfields,
- Digi and XBIOS music, Flashing and Color shifting, Special
- distortion effects (such as mirror and barrel scroll), several
- different fully controllable collision detection routines,
- automatic FAST map plotting, character handling, AND such things
- as Global Sprite movement (For Defender type games), character
- scrolling and so on....(WHEW). OK, So much for the bragging on
- the GP Graphics Engine for awhile.
-
- This game WILL be improved upon. More creatures are in the works,
- different treat mazes, lots of extra maze files, STE support, and
- more intermissions. These improvements will only be available to
- REGISTERED users (Nudge, Nudge....Wink, Wink!!)
-
-
- -----------------------------------------------------------------
- 3: SHAREWARE
- -----------------------------------------------------------------
- I'm not gonna bug you with a long story on why you would support
- shareware. If you're reading this then you know the deal. Here's
- mine: I'm going to write a few of the highest quality games I can
- over the next 6 months or so. If the shareware market supports me,
- I'll continue to write. If not, I still have college and a degree
- to finish.
-
- The Deal: Register Mrs. Munchie and I will send you your choice
- of one of the following: Mrs. Munchie 1.5 (With enhanced digital
- sound effects), Cyberdroid, Megapede, or Dropix ST. Send a SASE
- with your registration and receive 20 new mazes in addition to the
- above offer! Please send you name, address, your desired
- software, and any comments CLEARLY PRINTED (you wont believe some
- of the handwriting I get!).
-
- To Register: Send $5.00 U.S. to:
-
- Robert Dytmire
- 633 Pony Farm Rd.
- Jacksonville, N.C. 28540
- (USA) ATTN: MUNCHIE
-
- I know I'm asking a lot from UK users in sending all the way to
- the United States but $5.00 is about half of what you'd normally
- pay in your currency for home grown shareware. This discount to
- you is my way of paying you for taking the trouble in supporting
- an American Shareware Author.
- Extra note: Overseas users please make funds payable in United
- States currency.
- EXTRA EXTRA note: Thank you to all the Beta users that have
- contributed, DROPIX ST is on it's way!!
-
-
-