Home of the original IBM PC emulator for browsers.
[PCjs Machine "ibm5170"]
Waiting for machine "ibm5170" to load....
Disk No: 2873
Disk Title: SNARF
PC-SIG Version: S1.0
Program Title: SNARF
Author Version: 2.02
Author Registration: $15.00
Special Requirements: EGA or VGA adaptors only.
This is an arcade style game for the IBM PC family of compatible
computers.
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. Snarf 2.02 allows the user
to create new levels for the game.
PC-SIG
1030D East Duane Avenue
Sunnyvale Ca. 94086
(408) 730-9291
(c) Copyright 1989 PC-SIG, Inc.
_______________________________________________________________________________
SNARF rev 2.02 Copyright 1988, 1990 Everett Kaser. All rights reserved.
Registration Form
_______________________________________________________________________________
Please check one:
[ ] $15.00 US You will receive a shiny, new, official copy of the
latest revision of SNARF. Requires EGA or VGA.
[ ] Check here if (should 2.02 be the most recent version)
you wish for me to wait (however long it takes) for
the next revision before sending you your update.
Name to which you'd like Snarf registered:_____________________________
[ ] $15.00 US For the latest version of SOLITILE. Solitile is a
game of solitaire played with tiles. It is an expan-
sion and westernization of the game known as Shanghai,
Gunshy, or Mahjongg. Requires EGA or VGA.
[ ] $22.50 US You'll receive the latest of BOTH Snarf and Solitile.
Diskette type? (circle one) [ 360K 5.25" ] [ 1.2M 5.25" ] [ 3.5" ]
Mail this form along with your check or money order (in US funds) to:
Everett Kaser Phone: (503) 928-5259
Snarf Please limit phone calls to these hours:
35405 Spruce St Weekdays: 5:30pm to 9:30pm (Pacific
Albany, OR 97321 Weekends: 8:30am to 9:30pm Time Zone)
_______________________________________________________________________________
The following is optional. If you would take the time to provide this inform-
ation, it will help me in better adapting my programs to your equipment.
Where did you get SNARF? (if BBS/software-house, name and phone, please)
_______________________________________________________________________
Computer manufacturer/model and speed/CPU (ie, KompuKludge AT clone 8Mhz 286)
_______________________________________________________________________
Computer memory size (256K, 512K, 640K, etc) ______________________________
Video card manufacturer, model, and memory size ___________________________
Mouse manufacturer and model (if present) _________________________________
Joystick? (circle one) [ yes ] [ no ]
Please use the space below and/or on the back of this page for any comments
or suggestions, and thank you for your registration.
SNARF 2.02
A Shareware game for EGA
Copyright 1990 Everett Kaser
All rights reserved.
Novemeber 22, 1990
This is an arcade style game for the IBM PC family of compatible
computers. It requires an EGA/VGA compatible display adapter (with a
minimum of 128K of RAM on the display adapter; early IBM EGA cards
will not work). It will NOT work on CGA, MDA, or Hercules display
adapters.
This game was originally written in early 1988 and released in the
spring of that year as freeware. It was not finished at that time,
due to lack of time, but was usable. Snarf release 2.0 has been
completely re-written from top to bottom, a welcome/demo screen
added, and the game has been made easily extensible by non-programmers.
Anyone can add new "levels" to the game. The game is structured to
accept up to a maximum of 999 levels. Should be sufficient.
Snarf 2.0 allows the user to create new levels for the game. If you
create new levels that you would like to share with other registered
users, send them to the author (on 5 1/4 or 3 1/2 disk). If they're
sufficiently different and challenging, they'll be included on future
distributions to registered users. Acceptance of at least three new
levels for inclusion on the registered distribution will win the
submitter a free update. (This offer is valid ONLY to registered
users.) Previously registered users may get an update at any time
for $5.
This program may NOT be distributed over the Internet computer network
without the permission of the author.
ALSO AVAILABLE FROM EVERETT KASER
Solitile is a game of solitaire, played with "tiles". It derives
from several similar games, such as "Shanghai", "Gunshy", and
"Mahjongg", which are played with Mah-Jong tiles. Solitile plays
the same game, but adds new starting layouts and the ability for the
player to create new layouts and/or modify the layouts provided. It
also uses new "westernized" pictures on the faces of the tiles.
Best with mouse, but works well from keyboard, too. Print the file
REGISTER.DOC for ordering information.
SNARF 2.0 is being distributed as SHAREWARE. You may use the program
for a period of 3 days, after which you must either register the
program with the author or stop using it. To register the program,
send $15 in U.S. funds to:
Everett Kaser
Snarf
35405 Spruce St
Albany, OR 97321
Please specify the name to which you wish to have the program register-
ed. This name will appear on the welcome screen of your registered
copy of the program. The registered version may NOT be copied or
distributed, except by the author. A copy of the latest shareware
version will be included that you may share with friends.
A registration form is included to help with the registration process.
To print the file REGISTER.DOC, ensure that your printer is turned on,
that it's on-line, and then type:
PRINT REGISTER.DOC
Registered users may receive an update at any time by sending $5 to
the same address. Registered users may write or call at any time to
find out the latest revision date or to receive other support.
I can be contacted via U.S. Mail at above address, via email on
Internet at
hplabs!hp-pcd!everett or everett%hpcvlx@hplabs.hp.com
or by phone at (503) 928-5259 (not before 8:30am or after 9:30pm,
Pacific Time, please).
The game package, which MUST include the files SNARF.EXE (the game),
SNARF.DOC (this file), and REGISTER.DOC (the registration form) may be
freely copied and distributed. These three files may be re-archived
to better suit a given distribution system, but the files may not be
modified in any other way. No distributor may charge more than $6 for
the distribution of this program, and that fee in no way reduces the
shareware registration fee owed to the author by the user. This
program may NOT be distributed over Internet without the permission
of the author.
The registered version of Snarf (which is NOT shareware and may NOT
be distributed except by the author) contains at LEAST 20 levels and
does NOT contain the "shareware reminder" screens at game end.
Bug reports, suggestions, and comments are very welcome.
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.
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.
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)
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".
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.
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.
Volume in drive A has no label
Directory of A:\
SNARF202 EXE 69031 11-22-90 8:21a
SNARF202 DOC 21346 11-22-90 8:23a
REGISTER DOC 2571 11-22-90 8:25a
GO BAT 117 2-05-92 6:50a
PREVIEW EXE 7347 4-18-91 1:15p
FILE2873 TXT 1106 11-06-91 5:11a
SNARF SCO 110 11-06-91 5:10a
7 file(s) 101628 bytes
56320 bytes free