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SNARF 2.60 US June 27, 1992
A Shareware game for EGA
Copyright 1988-1992 Everett Kaser
All rights reserved.
Snarf is an arcade style game of mazes, treasures, First-Aid stations,
locks and keys, teleports, and of course those nasty, sneaky, sniveling
Snarfs. The game currently contains over 50 different levels, and
includes a level editor so the user can create new levels.
Program requirements:
IBM PC compatible computer with at least 512K of RAM.
An EGA/VGA compatible display adapter.
It will NOT work on CGA, MDA, or Hercules display adapters.
SNARF is being distributed as Shareware. If you use the game
for more than one week, you are expected to pay for its use. To
register the game send the registration fee of $15.00 (US) to the
author. For your convenience, the file REGISTER.DOC may be printed
to obtain a registration form. The author may be contacted at:
Everett Kaser phone: (503) 928-5259
Snarf Weekdays: 6:00pm - 9:00pm Pacific Time
PO Box 403 Weekends: 8:30am - 9:00pm
Albany, OR 97321-0117
Compuserve: 70673,1547
internet: 70673.1547@compuserve.com
The game package, which MUST include the files listed below, may be
freely copied and distributed. Its use is subject to the conditions
outlined in this document below. Included files:
SNARF .EXE The first 20 levels of the game are built
SNARF .DOC into the .EXE file. All other levels are
REGISTER.DOC stored in SNARFLEV.xxx files, and are not
VENDOR .DOC required to be distributed.
ASP OMBUDSMAN AND DEFINITION OF SHAREWARE
This program is produced by a member of the Association of Shareware
Professionals (ASP). ASP wants to make sure that the shareware
principle works for you. If you are unable to resolve a
shareware-related problem with an ASP member by contacting the member
directly, ASP may be able to help. The ASP Ombudsman can help you
resolve a dispute or problem with an ASP member, but does not provide
technical support for members' products. Please write to the ASP
Ombudsman at 545 Grover Road, Muskegon, MI 49442 or send a CompuServe
message via CompuServe Mail to ASP Ombudsman 70007,3536.
Shareware distribution gives users a chance to try software before
buying it. If you try a Shareware program and continue using it, you
are expected to register. Individual programs differ on details -- some
request registration while others require it, some specify a maximum
trial period. With registration, you get anything from the simple right
to continue using the software to receiving an updated program with
a printed manual.
Copyright laws apply to both Shareware and commercial software, and the
copyright holder retains all rights, with a few specific exceptions as
stated below. Shareware authors are accomplished programmers, just like
commercial authors, and the programs are of comparable quality. (In
both cases, there are good programs and bad ones!) The main difference
is in the method of distribution. The author specifically grants the
right to copy and distribute the software, either to all and sundry or
to a specific group. For example, some authors require written permiss-
ion before a commercial disk vendor may copy their Shareware.
Shareware is a distribution method, not a type of software. You should
find software that suits your needs and pocketbook, whether it's com-
mercial or Shareware. The Shareware system makes fitting your needs
easier, because you can try before you buy. And because the overhead
is low, prices are low also. Shareware has the ultimate money-back
guarantee -- if you don't use the product, you don't pay for it.
DISCLAIMER, LICENSE AGREEMENT, AND SUPPORT
--- DISCLAIMER ---
Users of SNARF must accept this disclaimer of warranty:
"SNARF is supplied as is. The author disclaims all warranties,
expressed or implied, including, without limitation, the warranties of
merchantability and of fitness for any purpose. The author assumes no
liability for damages, direct or consequential, which may result from
the use of SNARF."
--- LICENSE ---
SNARF is a "shareware program" and is provided at no charge to the
user for evaluation. Feel free to share it with your friends, but
please do not give it away altered or as part of another system. The
essence of "user-supported" software is to provide personal computer
users with quality software without high prices, and yet to provide
incentive for programmers to continue to develop new products. If you
find this program useful and find that you are using SNARF and
continue to use SNARF after a reasonable trial period, you must make
a registration payment as described on the first page of this document.
The applicable registration fee will license one copy for use on any
one computer at any one time. You must treat this software just like
a book. An example is that this software may be used by any number of
people and may be freely moved from one computer location to another,
so long as there is no possibility of it being used at one location
while it's being used at another. Just as a book cannot be read by
two different persons at the same time.
Commercial users of SNARF must register and pay for their copies of
SNARF within 30 days of first use or their license is withdrawn.
Site-License arrangements may be made by contacting Everett Kaser.
Anyone distributing SNARF for any kind of remuneration must first
contact Everett Kaser at the address above for authorization. This
authorization will be automatically granted to distributors recognized
by the (ASP) as adhering to its guidelines for shareware distributors,
and such distributors may begin offering SNARF immediately (However
Everett Kaser must still be advised so that the distributor can be kept
up-to-date with the latest version of SNARF.).
You are encouraged to pass a copy of SNARF along to your friends
for evaluation. Please encourage them to register their copy if they
find that they can use it. All registered users will receive a copy of
the latest version of the SNARF system.
--- SUPPORT ---
Support for products from Everett Kaser Software is available via
phone, mail, and Compuserve email for a period not less than one year
or the duration of my life, which ever is shorter, and not to exceed
your life-time or mine, which ever is shorter. See the first page of
this document for phone number, mail address, and Compuserve email
address. Updates are available at any time to registered users for a
$5 fee to cover costs of labor, materials, shipping, and handling (and
to keep me from feeling badly). Bug fixes for major bugs (if any ever
occur) will be shipped free to registered users for a period of three
months after the date of registration.
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.
< to decrease the game speed
> to increase the game speed
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.
For some people, on some computers, the game runs too fast. It may be
slowed down to a painful crawl by repeatedly pressing the '<' key. If
the game is going too slowly, you can press the '>' key. However, the
game defaults to the fastest speed, so if '>' doesn't speed it up, you
need to buy a faster computer. This speed setting is stored in the
file SNARF.SCO along with other configuration information, so the
setting will be retained from day to day. There are 28 possible
positions for the speed. Trying to increase or decrease the speed
beyond the maximum or minimum value will cause a brief "onnnk" beep.
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)
< decreases the game speed
> increases the game speed
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".
F3 allows you to edit the "WALL" image (bitmap).
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.
F3 brings up the "Edit WALL Image" display, which allows you to create
your own image for the WALL blocks. A sample wall is displayed at the
top, with an enlarged imaged of a single WALL displayed below. At the
bottom is the palette of 16 colors. There is a small square that acts
as the cursor, initially located in the top/left corner of the zoom
area. This cursor can be moved about with the cursor keys to select
individual pixels. A selected pixel can be changed to the current
color by pressing the <SPACE> bar. The entire WALL image may be
changed to the current color by pressing the 'F' key (for Fill). The
PGUP and PGDN keys move the cursor between the zoom image and the
palette. When on the palette, the cursor may be used to select a new
color. White is the starting color. The color above white (with the
asterisk on it) is the color used for the bars at the top and bottom
of the game display, which change color with the Tag Count. If this
color is used in the WALL image, the WALL image will change with Tags.
You may or may not want to use that color, but you should be aware of
the effect. When the desired WALL image has been created, either ESC
or F3 may be used to terminate the WALL image edit, at which point the
regular walls will be re-drawn with the new image. Once you've created
your own WALL image, you should avoid the use of F2 (selection of color
of WALL as described in the paragraph above), because it will reset the
WALL image to the default, losing your WALL image. (F2 could be used
in this situation in order to go back to the default WALL).
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.
Rev 2.03 February 23, 1991
Fixed: if MOVE_RIGHT key (usually right-cursor) was pressed
repeatedly as the Hero exited the level on the right
side, then the next level was immediately terminated
and skipped.
Fixed: on the registered version of Snarf, when editing a new
level, the prompt for the level-number was always 6.
Added: WALL image bitmap editor (crude, but functional).
Added: ability to SLOW the game, using the '<' key.
Rev 2.50 October 19, 1991
Revised game to a single version, no difference between
"shareware" and "registered" versions.
Added: A new creature that shows up on levels 10 and above.
This creature, The Gambler, is created in a Snarf Pit,
and moves by walking along the walls. As it moves, it
constantly cycles through four stages, FirstAid, Ring,
Jewels, and Death. If you come in contact with The
Gambler, you will reap the reward associated with its
current state:
FirstAid: you're healed, tags restored to 50.
Ring: 100 points is added to your level score.
Jewels: 1000 points added to your level score.
Death: you get "tagged" 20 times. Bad news.
It only sticks around for a limited time, then it
disappears.
Rev 2.51 February 23, 1992
Added: 10 new levels. Thanks go to John Buckwalter.
Modified documentation to reflect membership in the Association
of Shareware Professionals (ASP).
Rev 2.60 June 7, 1992
Added: UK registration information.
IV. PRODUCTS AVAILABLE FROM EVERETT KASER SOFTWARE
Solitile --- A game of solitaire, played with tiles. The object of
the game is to remove all of the tiles from the pile, following
a small number of rules. Includes layout and tileset editors.
Requires EGA or VGA and 380K free memory.
Sherlock --- The computer scrambles the locations of 36 items, then
provides you with sufficient clues to determine their exact
locations. Challenging game of logic with rich graphics disp-
lay. Image editor and two extra sets of images included.
Requires EGA or VGA and a Microsoft compatible mouse.
Snarf --- Snarf is an arcade style game of mazes, treasures,
First-Aid stations, locks and keys, teleports, and of
course those nasty, sneaky, sniveling Snarfs. The game
currently contains over 50 different levels, and includes
a level editor so the user can create new levels.
Requires EGA or VGA.
Solitile Accessory Disks:
Disk #1 --- Contains:
3 tilesets: MAHJONG, BATH, and TOOLS
5 layouts: MAYAMASK, ZIGZAG, PLANE, BIDIR, and PI
9 music files: ENTERTAINER, AROUND THE WORLD IN 80 DAYS, HALL
OF THE MOUNTAIN KING, MUSIC BOX DANCER, ROSES, BLUE
DANUBE, LOVE STORY, GODFATHER, A VERY GOOD YEAR
13 GIF files: space walking astronaut, Marylin Monroe, Bulldog,
Star Trek Enterprise, cartoon characters, etc.
Disk #2 --- Contains:
5 tilesets: STAMPS, BASEBALL, CANDY, WINTILE1, BODY
5 layouts: JAILBRAK,10HIDING,FLATCAT,SPRAYER,SQUARFAC
9 music files: SOUND OF SILENCE, THOSE WERE THE DAYS, BRIDGE
OVER TROUBLED WATER, CABARET, GEORGY GIRL, KING OF THE
ROAD, MOON RIVER, RAINDROPS KEEP FALLING ON MY HEAD,
WHERE HAVE ALL THE FLOWERS GONE
21 GIF files: space shuttle take-off, King Tut, a cheetah's
face, cartoon characters, etc.
Disk #3 --- Contains:
10 tilesets: ALPHA, FLOWER, CARS1, COMICS, CARDS, CARDS2,
TRAFFIC, TOONS, FLAGS, and COLLAGE.
4 layouts: STARSKY, GRNDCNYN, ENGINE, and CHECK.
5 music files: I'VE GOT A NAME, TIME IN A BOTTLE, FROM A
DISTANCE, AMERICAN PIE, NOBODY DOES IT BETTER.
10 .GIF files: RogRABBIT, SHUTTLE, SHIRLEY, POOHBEAR, HOVER-
CRAFT, CAPTAIN-OPUS, ROBOT, DONDUCK, INDIAN, PAGODA.
MUSIC.COM, a utility that plays .MUS files outside of SOLITILE.
Makes development/testing of .MUS files easier.
MUSIC.DOC, documents the format of .MUS files, allowing
you to create your new ones or modify others.
ST2TO3.EXE, a utility for converting layouts created with
previous versions of Solitile, and converts WIN direct-
ories from previous versions of Solitile into "solved
boards" in your Solitile 3 .PLY file. On previous vers-
ions of Solitile, the layouts were stored in the
SOLITILE.DAT file. With Solitile 3, they're stored in
their individual .LYT files. If you've created layouts
with a previous version of Solitile and would like to
use them with Solitile 3, this utility will convert
them from the SOLITILE.DAT file into .LYT files.
ST2TO3.DOC, documents the usuage of ST2TO3.
End of SNARF.DOC