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- JessCREATIONS*,Co.'s SUPER PAC-MON (SHAREWARE, V1.01):
-
- THE OFFICIAL UNAUTHORIZED INSTRUCTION MANUAL
- --------------------------------------------
-
- Stuff You're Gonna Need To Run This:
-
- * An Intel x86 computer (it's *possible* that this will run on an XT or AT,
- but unless you're into reeeeally long access times, I strongly recommend that
- you run this from at least a 386SX-16)
- * MS-DOS 3.20 or higher, or MS-DOS and Windows (you may be able to eek by
- with Mac DOS emulation, but I've never tested the game on a Macintosh)
- * 640K RAM
- * EGA, VGA, or monochrome VGA display
- * An appreciation for the moldy oldies of the early 80's
-
- Stuff That's Completely Unnecessary:
-
- * A joystick (or other adult novelty)
- * A voracious appetite and the ability to grow three times your normal size
- (don't worry, the game's got that department covered)
- * Any knowledge whatsoever of Namco's "Super Pac-Man", the game upon which
- this is based
-
- This archive should include the following files...
-
- SPACMAN.EXE
- MONSTERS.PIX
- PACMAN.PIX
- FRUIT.PIX
- SPAC.PIX
- SPACLITE.PIX
- MISC.PIX
- JESS.ART
- CREW.ART
- HISCORE.DAT
- SPACMAN.DOC
- SUPERPAC.MZE
- JCLOGO.ART
- SPM.ART
- SPACMAN.PIF (required for Windows 3.11 and Win95; courtesy Josh Lesnick)
-
- If any of these files are missing, run for your life and start beating
- yourself over the head with a teflon pan, 'cuz the game won't work without all
- the necessary .EXE, .PIX, .DAT, .MZE, and .ART files. Either get another copy
- from a more reputable supplier or browse "The Gameroom Blitz", JessCREATIONS*,
- Co.'s official web site, at http://users.aol.com/grblitz/ and download one
- from there.
-
- V1.01 Update Notes:
-
- This is a free update to V1.0 of "Super Pac-Mon", which I was in a hurry to
- post and didn't thoroughly playtest. If you have a copy of the initial
- release, consider this version an apology, and feel free to distribute and
- post it as you wish provided the archive remains unchanged. Improvements from
- V1.0 include:
-
- * Improved key artwork
- * Two menu options now work properly
- * A credits screen with artwork of myself and the game's playtesters
- * A new method of flashing Super Pac-Mon which prevents other yellow objects
- from doing likewise
- * Debugging which prevents monster eyes from getting stuck in the upper
- left-hand dogleg for the remainder of the round
- * Repositioning of the 5,000 point flag which appears (very rarely) when
- Pac-Mon eats the Slotto Star
- * Better documentation
-
- History:
-
- "Super Pac-Mon" is based on Namco's "Super Pac-Man", a sequal to the
- enormously popular "Pac-Man" series that (oddly enough) never caught on with
- players. In fact, it was so overshadowed by the original and "Ms. Pac-Man"
- that nobody bothered to translate it to the more popular home game systems.
- True, there were a few computer versions, including ones for the C64 and IBM
- PC by Doc Shloopie's Big Thunder Prune Juice- er, Thunder Mountain, and a
- Atari 400 prototype which is enjoying fair success on the grey market as a
- bootleg, but none of these games are readily accessible. That's why I've
- decided to take a crack at translating the game myself.
-
- The Scenerio:
-
- As usual, Pac-Man's running around in a maze, cramming everything that's
- not nailed down into his vacuous gullet. This time, however, everything's
- been super-sized... the dots are gone, replaced by the food targets which
- graced the center of the screen in the first game, and there are light green
- steroid pills which bloat Pac-Man to three times his normal size. Even the
- play mechanics are more complex... Pac-Man's got to open doors with keys
- strewn about the maze, and the center target acts as a slot machine which
- awards luckier players with huge point bonuses. Like the previous games, there
- are intermissions every three rounds, but these are accompanied by bonus
- rounds which allow Pac-Man to race through the maze without being persued by
- monsters.
-
- Jane, How Do I Start This Crazy Thing!?
-
- Simply type SPACMAN at the A:\ prompt and you're there. The JessCREATIONS*,Co.
- logo will pop up while you're waiting for the game to load... once it's
- finished, the drive light will turn off and you may press any key to begin.
-
- Will It Work From Windows?
-
- Yes. The appropriate .PIF file has been included with this archive, thanks to
- Josh Lesnick (one of the game's alphatesters). It runs clunkily in Win 3.11
- and surprisingly well in Win95, in case you were wondering.
-
- Duh... How Do I Work This Menu, George?
-
- It's a cinch. Just move the munching Pac-Man along the list of options with
- the up and down directionals, then make selections with the left and right
- directionals. The options screen includes the following:
-
- LIVES: The number of lives a player starts out with, from one to five. Alter
- this to make the game harder or easier.
- MONSTERS: The number of monsters onscreen. Alter this if you want an easier
- game or if you're playing this from an older PC like my 386SX.
- ENERGIZERS: Will your game include energizers? Toggle this off if you don't
- want them, or to give the game a minimal boost of speed.
- STEROIDS: Will your game include steroid pills? Toggle this off if you don't
- want these either, or to give the game a minimal boost of speed.
- KEYS: If you don't want keys, or doors that hinder your movement, toggle this
- off.
- STYLE OF MAZE: For a change of pace, switch this to FREE FOR ALL and watch
- the chaos that results!
- MAZE VISIBILITY: It's a pain in the butt, but some people are maschocists.
- Switch this to INVISIBLE and the maze and blue monsters become just that.
- TIME DELAY: The default is nothing. If you're running this from a 486DX2 or
- Pentium PC, switch this to at least one star or the game will be unplayably
- fast.
- EXIT: Leaves the options screen.
-
- Controls:
-
- You can control Pac-Man with the directional keys. I highly recommend turning
- off NUM LOCK and using the rosette located on the numeric keypad... this set-
- up more closely approximates the joystick control of the Namco original than
- the T-bar on newer keyboards. The coin-op had a speed up button, and I'm
- afraid to say that this feature is not a part of "Super Pac-Mon" V1.0. I've
- tried to add it, but Pac-Mon skips his place on the game's collision detection
- grid and becomes uncontrollable whenever I do... I'll try to have the bug
- swatted in an update, but I'm not making any promises. Also, for the best
- results, you may want to press the direction keys once at a time, in
- anticipation of turns, instead of holding them down or waiting for the exact
- moment to make your move.
-
- Scoring:
-
- You're giving the following points for the following items:
-
- FOOD TARGETS: POWER UPS AND ITEMS:
-
- Apple- 10 Key- 50 + opens 1-3 doors
- Banana- 20 Energizer- 50 + power up
- Donut- 30 Steroid Pill- 100 + super power up
- Burger- 40 Jackpot Prize- 200-5000
- Fried Egg- 50
- Melon- 60 BLUE MONSTERS:
- Coffee- 70
- Cake Slice- 80 1st: 200 2nd: 400
- Maguro Sushi- 90 3rd: 800 4th: 1600
- Cherries- 100
-
- You'll get points for any remaining time in the bonus rounds, too (although
- that's usually not much).
-
- Hints For Better Play:
-
- * The monsters chase you blindly, changing course only when there's a wall
- in the way. Use this to your advantage by positioning yourself just above
- dead ends when the monsters are near them.
- * You don't need to eat the keys to complete stages.
- * The food target to the right of the Slotto star stops after it's been
- onscreen for a while. This increases your chances of getting the big bonuses
- by up to ten times but keep in mind that the star will disappear soon after
- this happens.
- * The monsters don't exactly run from you when you've eaten the energizer...
- they run to where you're NOT, ie if you're at the top left-hand corner, they
- will head to the bottom right.
- * The monsters will continue to chase you after you've eaten a steroid pill.
- Let them nestle into you, then head for an energizer and let 'em have it.
- * Register for more neat-o tips!
-
- How To Escape To DOS:
-
- Simply press ESCAPE at the main options screen, or, if you're not there,
- press ESCAPE until you're at the main options screen, then press ESCAPE again.
- You can also escape from a lousy game to the attract mode with this key...
- consider it your panic button. >^_^<
-
- Infrequently Asked Questions:
-
- "Why 'Super Pac-Man'?"
-
- I liked the arcade version as a kid and figured that it was high time someone
- translated it for use with a popular game system and/or computer. Plus, it
- gives me a chance to flex my still flabby programming muscles... >^_^<
-
- "It doesn't look exactly like the arcade game. Why?"
-
- I started the game with a somewhat vague recollection of "Super Pac-Man" &
- a picture of the XE version I'd snagged from the Internet. It's both a good
- thing and a bad thing since the maze from the original was dreadfully ugly
- (mine is enlongated like the mazes from the first two "Pac-Man" games) but
- the food targets were more detailed.
-
- "Will you eventually add SoundBlaster support?"
-
- If it didn't slow the program down, and I knew how to do it, I'd consider it.
- I do have a sound card, and thought the samples from "Pac-PC" were pretty
- cool, but I'm just not sure if I could pull it off... I may include sound card
- support in an updated version, if James Rowan (the guy responsible for "Ms.
- Pac-PC") would be kind enough to assist me and I happen across .WAV files of
- the coin-op's tunes and sound effects.
-
- "Well, you could always use the PC's internal speaker..."
-
- Ha! HA HA! Oh, that's rich! No... seriously, what were you saying?
-
- "How'd you create the graphics?"
-
- I drew a grid for the maze and with a makeshift drawing program I'd typed in
- about 15 minutes, I took out all the walls that weren't necessary, smoothed
- out the rough edges of the ones that remained, and added doors in just the
- right places. And it was all done with a keyboard... yikes! The sprites (well,
- pseudo-sprites, as it were) were drawn in a utility I'd closely patterned
- after James A. Sausville's "Graphics Factory"... I would have used GF, but it
- has no medium resolution capabilities, and the method in which it stores
- graphics is kind of weird (albeit memory efficient). The logos and load screen
- portrait were first sketched on paper and then drawn in a hasty little program
- I'd written in, oh, about 30-45 minutes. JessCREATIONS*,Co. is not known for
- its professionalism, after all... >^_^<
-
- "Speaking of graphics, what's the deal with the borders around characters?"
-
- It's an especially annoying flaw of Quick BASIC, the compiler in which "Super
- Pac-Mon" (this will no doubt prompt one of two reactions: "Hey, this is pretty
- good for a game written in BASIC!" or "Why the hell aren't you using C for
- this?!") was written. As you may know, PCs are primitive architecturally and
- don't allow the use of actual, honest to goodness sprites like the ones used
- in most game systems. Instead, programmers are forced to hold a rectangular
- slice of screen data in memory and regurgitate it onscreen as a sort of
- emulated sprite-like thing. Problem is, it's NOT a sprite, and when it's
- placed onscreen, it'll either erase anything directly underneath the drawing
- or its border or become transparent and make that background art visible.
- It's not really that noticible in "Super Pac-Mon" until you eat a steroid
- pill or a monster catches you, so I figure it won't be a problem until the
- game is in its beta stages. Some programmers have found their way around this
- annoyance (witness John Dondzila, who works wonders in the Quick BASIC
- environment), and hopefully, I will once the complete version of SPM is
- released... again, no promises, though.
-
- "'Super Pac-MON'? What, is he Jamaican in this one or something?"
-
- Not at all (although I think Rastafarians *are* pretty irie! Heh, heh...). I
- just needed a rip-off title to sidestep the lawyers, and since "Pac-PC" (a
- name which I never really liked anyways... why trumpet the fact that you'd
- programmed it for the crappy x86 series of computers, anyways? Yeesh...) was
- already taken, this was the next best thing. The Mon in the title also has
- nothing to do with machine language monitors, either (do people still use
- those? Man, am I behind the times...)- if it's a reference to anything, it's
- the Japanese word "Mon", which means gate. Y'know, there are a lot of doors
- in "Super Pac-Man", and the original was designed in Japan, hence "Super Pac-
- Mon". Makes sense to me, anyways...
-
- "Is it freeware or shareware?"
-
- Shareware, definitely. The registration fee is $15, or a year's subscription
- to your fanzine if you edit one. What you'll get are two updates, "Goodies"
- (a neat l'il program filled with outtakes that I just couldn't fit into the
- game) and a character editor which will allow you to redesign the characters
- to your own tastes.
-
- "The fruits are all wrong. You suck!"
-
- Oh, bite me >:). You'll find far worse graphics in other games written
- in Quick BASIC, and besides, I didn't have the actual coin-op artwork to use
- as a reference. And y'know, I think the sushi and cherries in SPM are far
- more appetizing than the raw ear of corn and sneakers in Namco's version.
- Much more ironic, too, when you stop and think about it.
-
- "Ghosts? Monsters? Ghost monsters!? I'm confused!"
-
- The proper term for Pac-Man's enemies, according to the Japanese instruction
- placards (yep, I can read a little Japanese, too. I'm *so* well-rounded! Uh,
- around the waist, at least...), is "monsutaa", which is a corruption of the
- English word "monster". Hey, they designed the game, so I'm satisfied with
- it. Sure, they LOOK more like ghosts, but that IS the official name...
-
- "Where can I get a hold of you?"
-
- Simply write to the address below:
-
- Jess Ragan (aka Maneki-Neko)
- 8584 Peoples Road
- Edmore MI 48829
-
- You can try my temporary E-Mail address, too:
-
- jessd@montcalm.cc.mi.us
-
- If you have suggestions, complaints, or whatever, by all means send them to
- me! I can use all the help I can get...
-
- SUPER PAC-MON V1.0
- DESIGN TEAM
- ------------------
-
- "Super Pac-Mon" is based on Namco's "Super Pac-Man"
- Original Concept by Toru Iwatani and Namco
-
- Conversion by JessCREATIONS*,Co.
-
- Lead Programmer: Jess Ragan
- Graphic Design: Jess Ragan (with inspiration from the Namco original)
-
- Alphatesting:
-
- Head Tester: Jess Ragan
- Assistant Testers: Josh Lesnick
- Russ Perry, Jr.
- Galen Komatsu
-
- JessCREATIONS*,Co.'s Fabulous Upcoming Projects:
- ------------------------------------------------
-
- PHYREBIRDS (Late Fall, '96): You're the world's only hope in a vision of the
- future that would send chills down Alfred Hitchcock's spine! Flocks of aviars,
- enormous and cunning birds of prey, have been sent by an unseen foe to rain
- death, destruction, and radioactive guano down on the inhabitants of Earth.
- Your nuclear-powered all-terrain cannon is the only weapon powerful enough to
- deter the invasion while scientists pinpoint the exact location of the aviars'
- heavily guarded mothership. Peck away at the looming ship's hull as its sheer
- mass blots out the sun and threatens to land... can you destroy its freakish
- occupant and drive back the sinister forces threatening mankind before it's
- too late? And is this paragraph cliche'd or what? "Phyrebirds", based on
- Centuri's sleeper hit "Pheonix", is expected to debut on the Internet sometime
- this fall.
-
- PUSHING UP DAISIES (Winter, '96): Ah, the life of a humble garden ladybug.
- The sweet-smelling flowers, the aromatic vegetables, the... PREDATORY
- INSECTS!? Yikes! To survive, you'll have to rely on both skill and logic as
- you munch the flowers growing wild along the garden path and swing revolving
- doors which keep your higher-ups on the food chain off your back. Make like a
- spelling bee (all together now... GROAN...) and assemble the words SPECIAL &
- EXTRA for big bonuses like a vegetable harvest and extra lives. And unlike
- the Universal original "Ladybug", the control's more precise, and you can even
- select the properties of the pesticide skulls and target vegetables so that
- either can be used as table-turning bug squashers! "Pushing Up Daisies" is
- expected to be released sometime this winter.
-
- DESPERATION (Early Winter, '97): It's "Wizard of Wor" with a new, futuristic
- setting and gore. Look for it early next year.
-
- Register for more information about upcoming JessCREATIONS*,Co. projects!
-
- LAWYER REPELLANT
- ----------------
- The release dates for the above games are only suggestive. Some of
- them may never even make it past the conceptual stages, so don't bludgeon me
- with a Super Nintendo if I don't get around to releasing them. All above games
- are trademarks of their respective owners. All rights reserved. As always,
- JessCREATIONS*,Co. is not to be held responsible for damage done to any party
- for whatever reason. Byron J. Lisamen, Jess, and the JessCREATIONS*,Co.
- trademark are trademarks of JessCREATIONS*,Co. All rights reserved. All wrongs
- reserved, too, just in case I need those. "Pac-Man" and "Super Pac-Man" is a
- registered trademark of Namco Ltd. All rights, lefts, ups, downs, and centers
- reserved.
-
- JessCREATIONS*,Co.: We Don't Make Excuses. We Make Games.
-
- ---END OF DOCUMENT---
-