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- PACKMAN PROGRAM DESCRIPTION
- ===========================
- SCREEN LAYOUT
- -------------
- The score appears at the upper left. The screen number is shown at the
- far right. The remaining PACKMEN are also shown in the upper right.
- The prompt area is in the center of the status area above the center
- "tunnel" exit. The prompts indicate readiness to satrt/resume play, display
- display bonus points for capturing a monster or prize, etc.
-
- CONTROLS
- --------
- The player controls PACKMAN's direction using either the four arrow keys
- (make sure [NumLock] is not accidently pressed!) or, optionally, via
- joystick. The player indicates his choice simply by pressing either a
- cursor key or joystick "fire" button to start/resume play in response to
- the READY! prompt. Thus, it is even possible to alternate between keyboard
- and joystick(s) during the game. The joystick button may also be used to
- respond affirmatively to the new game prompt.
-
- Pressing [CTRL][END] during play causes the program to end immediately and
- return to DOS.
-
- Note: This program assumes the joysticks are wired such that resistance
- values increase from left to right and top to bottom, following the con-
- vention for screen pel coordinates.
-
- SCORING
- -------
- Dots:....................10 points
- Power Capsules:..........50 points
- "Scared" Monsters:......200,400,800, or 1600 points
- Prizes:
- Screen 1:..........100 points (Cherries)
- Screen 2:..........300 points (Strawberry)
- Screen 3:..........500 points (Apple)
- Screen 4:..........700 points (Grapes)
- Screen 5:.........1000 points (Key)
- Screen >=6:.......2000 points (Randomly chosen symbol)
-
- A bonus PACKMAN is awarded at each 10,000 point plateau.
-
- GAME DESCRIPTION
- ================
- The objective is for PACKMAN to score as many points as possible by
- devouring dots, prizes, power capsules, and "scared" monsters, while
- avoiding fatal collisions with "mean" monsters. A screen ends when
- all 180 dots and four power capsules are cleared. The game ends when
- the player loses his last PACKMAN.
-
- As play starts/resumes, the four monsters emerge from their "pen" in
- the center and begin searching for PACKMAN. At first, they move
- randomly about the maze, checking out the corridors ahead and to the
- sides. As soon as a monster sees PACKMAN, it begins to chase him.
- PACKMAN may be spotted even if only partially visable in a corridor.
-
- Chasing basically entail this: If PACKMAN is in sight, the monster will
- head directly toward him. If PACKMAN then ducks out of sight, the
- monster will remember where he was last seen and the direction he
- turned, and will try to proceed to that point and turn the same way,
- after which it reverts to its searching algorithm. The monsters also
- forget the trail when exiting the tunnels or passing in front of the
- pen exit.
-
-
-
- PACKMAN Page 2
-
- The monsters normally do not look backwards or reverse their direc-
- tions arbitrarily. Therefore, PACKMAN can follow a monster without
- being seen. However, since the monsters cannot run over each other,
- collisions between monsters may resuld in one or both suddenly revers-
- ing their course, unexpectedly trapping PACKMAN if he is careless.
-
- When PACKMAN eats a power capsule, all monsters outside the pen turn
- blue, slow to half-speed, and attempt to flee if they see PACKMAN.
- The first monster PACKMAN catches is worth 200 points, doubling for
- each subsequent monster. When a monster is captured, its disembodied
- eyes make a beeline back to the pen, where it is reincarnated and re-
- emerges. After a short time, the blue monsters flash white three times
- and revert to their normal dangerous state.
-
- The prize appears twice per screen, staying for a time for PACKMAN to
- claim it, then disappearing. The first appearance is sometime after
- one-third to two-thirds of the dots are cleared from the screen.
-
- Each screen is progressively more difficult than the last. For the
- first several screens, PACKMAN is considerably faster than the monsters
- in open corridors, so he can usually out-run them unless he gets him-
- self trapped or is slowed by eating a long string of dots (eating slows
- his speed by one-third). However, with each screen, the monsters
- become faster relative to PACKMAN, and remain frightened for shorter
- length of time. By the tenth screen, the power capsules cease to have
- any effect at all. Also, the prizes appear for progressively shorter
- intervals.
- creen, the power capsules cease to have
- any