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- =================
- S Q U A S H E R
- =================
- requires EGA
-
- (C) SPETER Software, June 1990.
-
-
- INTRODUCTION
- This program is loosely based on a BASIC program titled "squisher and
- squasher" from "The big fat Book of Computer Games" by Tim Hartnell, 1984.
-
- This program was written using Borland's Turbo Pascal V.5.
- The game requires an EGA or compatible adapter/display.
-
- AIM
- The objective is to get a number of bags (of gold), spread over a number of
- levels, before one of the monsters gets you!
-
-
- PLAY
- The game is simple but fun to play:
- Each level is made of a maze (with holes in it); as you move through the
- maze, two monsters are trying to get you! When you have got all the bags
- from one level you are placed on the next level. As you move around you
- get points for each dot you run-over, and each bag is worth between 500
- and 1000 points.
-
- The maze for each level is always slightly different, so you'll never play
- on exactly the same maze...
-
- The game can be played on 9 skill levels.
-
-
- MOVEMENT
- Two sets of movement keys can be used:
-
- 1) on the keyboard main section:
-
- A (up)
- |
- Z (down) < (left) -- > (right)
-
- 2) on the numeric keypad:
-
- 8/up arrow (up)
- |
- 4/left arrow (left) --+-- 6/right arrow (right)
- |
- 2/down arrow (down)
-
-
- ==============================================================================
- ADVANCED NOTES:
- The file SQUASHER.INI contains the basic parameters for the game:
-
- 1) the name of the file containing the high-score data.
- 2) the name of the file containing the description of the figures.
- 3) the name of the file containing the mazes.
- 4) the number of levels in the game.
- 5) the number of bags of gold on each level.
-
- All the files used by the program are ASCII (text) files, so they can be
- edited using any editor (or a Word Processor with an ASCII save option).
-
-
- DETAILS OF FILES
- 1) High-score data file:
- This file contains 9 numbers, which are the current high-scores for
- each of the nine skill levels!
-
- 2) Figures data file:
- This file contains the descriptions of the figures used in the game.
- The figures are in the following order:
- man1 - a person facing out
- man2 - a side view of a person - with his back leg at an angle
- man3 - a side view of a person - with his back leg "up"
- treasure - image like a bag (of gold)
- monster1 - squasher - squat figure holding up a hammer
- monster2 - squisher - figure somewhat like a scorpion
-
- Each figure is made up of a number of dots (up to 80), in the data
- file they have the following format:
-
- 40 <-- number of points (pixels) in figure (max = 80)
- -1 0 1 0 <-- x y x y
- ... relative coordinate pairs in the range:
- ... (x = -4 to 3; y = 0 to 13)
-
- To understand these figures rule up an 8 x 14 grid (-4 to 3 x 0 to 13)
- and colour in each square in the list. The shape you make for each
- should be similar to each figure in the game!
-
- 3) Maze data file:
- This file contains the basic mazes used in the game. When the player
- moves to a new level the game randomly chooses one of the mazes, reads
- it in from the file and then punches a random number of holes in the
- walls of the maze!
-
- The format of this file is simple!
- 6 <-- number of mazes in the file.
- X X X <-- a pattern of X's (or some other character)
- defining walls 39 chars x 22 lines.
- ====== <-- rows of ='s used to separate each maze
-
-
- ==============================================================================
- REGISTRATION
- $10 To register the games disk.
- $20 To register and receive the latest copy of the games disk.
-
-
- SOURCE LISTING
- A commented source listing can be obtained by sending $75 to the address
- below.
-
- ==============================================================================
- please address any comments to:
-
- SPETER Software
- PO BOX 643
- LANE COVE
- N.S.W. 2066
- AUSTRALIA
- ==============================================================================
-