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Now That's What I Call Games 3
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Now That's What I Call Games 3 - Games & Goodies (1993)(Multi Media Machine)[!][CD32-CDTV].iso
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snackman
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ins.doc
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1993-12-09
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273 lines
SNACKMAN DOCUMENTATION FILE
SnackMan V1.00 is (C) Copyright ©1992 Stig A.
Olsen.
SnackMan can only be distributed according to
the rules specified in this document. Please
read this file before playing the game.
In addition to this document, there are some
information in the game itself.
Contents of this file:
1. What is SnackMan?
2. Gameplay
3. Some miscellaneous comments
4. Technical notes
5. Known bugs
6. Compatibility
7. Copying and spreading this game
8. Credits
9. Addresses
10. Final note
1. WHAT IS SNACKMAN?
SnackMan is a game based on PacMan, the once
so popular arcade game. It's not a direct
port, SnackMan is a relatively simple game,
as it is my first attempt to write one.
2. GAMEPLAY
Playing SnackMan is easy. Just try to eat all
the small yellow dots (cheese) without
getting caught by the ghosts. If you eat one
of the vitamin pills, the larger yellow dots,
you get an energy boost that lasts for a few
seconds. This gives you a speedup and the
ability to eat the ghosts. You will notice
that the ghosts' colour will change from red
and green to blue. When the energy boost is
close to running out the colours will flash.
Points are given according to the following
table:
1 cheese eaten = 10 points
1 vitamin pill = 100 points
1 ghost = 500 points Level completed = 1 000
points
You get 3 lives to start with, and no extra
lifes is given at all.
Left mousebutton exits game at any time!
3. SOME MISCELLANEOUS COMMENTS
The game has no fruits as there is in the
real pacman, and it has no "home" for the
ghosts. The fruits I could have implemented
relatively easy, but I didn't do it because I
was getting a bit fed up with the whole
project (my monitor broke down, coding on a
TV-set is pure hell!).
The game also has no way to make you get
extra lifes. Another weak point in this game
is that it's difficulty is not getting
updated in a very smart way. Some may think
that the game is too easy, at least in the
first levels. After some playtesting I did
not bother to do anything about it. The
ghosts move completely randomly, they have no
sense whatsoever about where the player is.
The highscore is currently not saved to disk.
Most people like to have their PD software
writeprotected anyway. :-)
If you would like to add some of these (or
other) features to the game, the source has
also been released. It's available as a
separate archive and the terms are listed in
the document file for that archive.
4. (Not so) TECHNICAL NOTES
The game is written in 100% assembler, using
the MasterSekaV1.75 assembler. Other tools
involved was: Kefrens IFF->RAW converter
Action Replay Cartridge III Deluxe Paint
Protracker1.3 with replayroutine
Protracker and the replayroutine was written
by Lars Hamre of Amiga Freelancers.
All the movable objects are sprites, the rest
is bitmap graphics. A standard 5 bitplane
screen is used, 1 bitplane is used for the
cheese and vitamin pills, 3 for the board
itself, and the last for the information
screen where you get the different
messages/end of game stuff etc.
Source code: 85 Kb
Executeable unpacked: 140 Kb + music module
(240Kb)
For more information contact me or check out
the freely distributable source.
5. KNOWN BUGS
The collision detection is not perfect. The
way this is implemented in hardware, I had to
mask off two of the sprites every second
frame, so that in effect the collision
detection only runs every second frame, and
not each frame as rest of the game.
A bug might occur now and then in detecting a
"crash" with the ghosts (the odd ones), if
anyone has a perfect way of doing collision
detection with multiple (8) sprites without
any drastic code, let me know and I'll
provide an update. I have not experienced
this bug very often, and I don't think you
will either, due to a bit of
not-so-good-but-it-works coding (my next game
will be without sprites at all)! Interested
people can also take a look at the source.
6. COMPATIBILITY
This game was developed on a 512K CHIP+512K
FAST (1Meg) PAL Amiga500 with 2 drives and
Kickstart1.2. It should work on most PAL
systems. If your NTSC Amiga does not have the
ability to run PAL resolutions, - too bad!
Not too many americans make PAL specific
software either... It has been tested on a
A3000 under 2.04, so it should work on most
systems.
I make no gurantees that this game will work
under any configuration, but if it crashes on
your machine and you think you know why, let
me know and I'll try to fix it.
The game only uses a few calls to the
operating system to switch off
multitasking/interrupts and locate the system
copper list, so Kickstart compatibility
shouldn't be a problem.
PLEASE NOTE:
This game completely takes over the machine,
it is NOT meant to run in a multitasking
environment!
7. COPYING AND SPREADING THIS GAME
The game can be copied freely as long as the
following terms are satisfied:
1. You may not make any changes in the game
itself.
2. You may only copy both this documentation
file and the executable together.
3. You may not use any part of this in your
own work, without permission from me.
Please note that the source to this game is
supplied separatly and may be distributed
only under the terms written in the doc-file
of that archive. The reason why I did not
include it with the executable is that a lot
of people (most) will not be interested at
all in it, and the binaries take up a lot of
space.
If you get your hands on this game I would
very much like to know it. This can be done
in two ways:
- If you are connected to the internet
network, just send a mail to:
stigo@ifi.uio.no
(BTW, I drop by at the #amiga channel on IRC
and is know there as "Xtazy")
- Or send a postcard (or anything) to this
address:
Stig A. Olsen
4A311 KRINGSJAA
Sognsvn.218
N-0864 OSLO
NORWAY
Just write a little message so I understand
what it's about, for instance "Hi, I got your
game. I think you should stick to playing
games instead of making them."
Why do I want this? Just want to know how far
and how much a relatively
standard PD-hack gets spread...
4. All Public Domain Libraries MUST let me
know that this game is included in their
library to be allowed to distribute it. Other
than that you can charge whatever you want
for it and duplicate it as much as you want
according to the other rules specified here.
I trust you to not cheat your customers!
8. CREDITS
Coding, Design: Stig A. Olsen
Graphics: Stig A. Olsen
Music: Stian W. Arnesen
Replayroutine: Lars Hamre/Amiga Freelancers
Very special thanks to Stian W. Arnesen for
the great music, which is quite nice
listening to without playing the game also.
The module should be quite easy to rip for
you music-freaks out there, and it is also
included in the source code archive.
9. ADDRESSES
Internet address: stigo@ifi.uio.no
Mail address 1: Stig A. Olsen
(autum/winter/spring)
4A311 KRINGSJAA
Sognsvn. 218
N-0864 OSLO
NORWAY
Mail address 2: Stig A. Olsen
(summer)
Markavegen 19
N-2300 HAMAR
NORWAY
Any comments, questions, suggestions or
whatever should be made to one of the
addresses above.
10. HAVE FUN!
:-)
---- End of document ----