Contents:
  -Getting started
  -What Pacman.ZIP should include
  -About the game
  -Table of F keys
  -About the program
  -Software Agreement
  -If this game takes up too much hard drive space

Getting started:
    Just open Pacman.BAS and run it.  It will automatically find where the
  graphics files are on your computer and remember it.  You can put the BAS
  file and the graphic files in different directories as well as run the BAS
  file from any directory in the same drive as the graphics files.  However,
  all the graphics files (.GRH) must all be in the same directory and the
  graphic files cannot be put in the root directory.  If you already did that,
  run the BAS file and it will explain how to fix that.

What Pacman.ZIP should include:
  Scr1_1.GRH - Scr100_2.GRH
  Sec1_1.GRH - Sec6_2.GRH
  Prize1.GRH - Prize50.GRH
  Eyes.GRH
  Pinky.GRH
  Inky.GRH
  Pacman.BAS

  Pacman will produce these (hidden) files when it is run:
    -max
    -HiScores

About the game:
    Pac10 was the first version of this game from 1997. Pacman is from 2009 and
  fixes a few things in Pac10 that only worked on older computers.  Pac10 is
  also one of the first programs I every wrote and the first program that I
  have put on the internet.  It is based on on the original (as I remember it),
  but I tried to be creative and improve it as much as I could.
    It contains 100 different levels and 50 fruits (though not all fruits are
  actually fruit).  The ghosts have two different artificial intelligence
  routines by which they move and they switch between these two throughout the
  game.  In one of them the ghost just follows you around, and in the other
  one the ghost comes directly at you.  I had a more advanced version of the
  latter routine in a text mode prototype of this game, but I never got
  around to fully recreating it in this version.
    Unlike in the original, getting a power pellet doesn't start the points
  for eating ghosts over at 200 but lets it keep on doubling (although it
  does have a limit of 6,400).  The points you get for eating ghosts doesn't
  start over until all the ghosts have changed back into their normal state
  (when they're not eyes or they're blue).
    You can get two fruits per stage; however, you have to get the first fruit
  to get the second one, and you  can not get anymore fruit from a stage if
  you have already died during that stage.  The first fruit is worth 100
  points times the stage, and the second fruit is worth twice the first one.
    The game has two different cheat codes which you can use.  I won't tell
  you what they are here, but you can find out what they are if you go through
  the source code.  I'll give you the hint that through playing around on key
  board while playing the game you should be able to find out what letter they
  start with an how long they are pretty easily.
    The game also has six hidden levels with it.  You play two hidden levels
  in a row so only three levels are actually hidden.
    When you continue the game is not yet over, so you can not type a name in
  the Hi-Score list.  You stay on the same stage, get some lives back (depend-
  ing on the hardness level), keep the fruits for the stages you passed, and
  retain half of your score.
    Pacman is not joy stick compatible but uses the arrow keys (or their
  respective numbers on the number pad just you don't have to turn the num lock
  off).

Table of F keys:
    So one can start playing the game as soon as the Pacman program starts
  there are no menus at the beginning of the game.  Consequently the F
  key are used to take their place.  Actually the real reason why many of
  these key are here is because I used them while debugging the program.
  Anyway, below is a table of the F keys and for what they are used.

  F1 - allows another player to control the ghosts with the a, s, d, and w
       key used as left, down, right and up respectively; Each press of the F1
       key switches to the next ghost and then goes back to the default of con-
       trolling no ghosts once all the ghosts have been cycled through.

  F2 - pause button; A pause key was needed because the Pause Break key will
       not let me compensate certain delays in the game that are based on the
       amount of time that has elapsed.

  F3 - skips to the next stage; One can not skip to a stage unless he has
       already made it to that stage in a previous game.

  F4 - adjusts the hardness level between easy, normal and hard;  The harder
       the difficulty level is the faster the ghosts are and the less time
       the ghosts will stay blue from a power pellet.  The number of points
       for a free life is 30,000, 50,000, and 70,000 respectively on easy,
       normal and hard.  The default difficulty level is normal, but changes
       in difficulty are saved between games.

  F5 - warps one to the highest level to which he has been; This allows one
       to effectively continue a game over several sessions.

  F6 - tells how many pellets need to be eaten before a fruit will appear;
       It gives the results that would have been if one dies in a stage.

  F7 - the mute button; The sounds do get annoying after a while.  The mute
       status (on or off) is saved between games.

About the program:
    Pacman.BAS was programmed in MicroSoft's Quick Basic Version 4.5, but it is
  still QBasic compatible.  I tried to put a lot of remarks in it so it would
  be easy for anybody to understand the logic to it (it also makes it easier
  to debug).
    I attempted to make the program run under any conditions that would
  cause problems in other programs such as needed files being deleted and such.
  In fact, if you feel that all the graphics are not worth the hard drive
  space you can delete or zip some of the levels and the game will just stop
  when it tries to open a level that it does not have.  If a fruit file can
  not be found for a level that level will simply not produce fruit, but the
  program will not crash.
    I stuck to the concept of structured programming and avoided GOTOs when I
  could, but once in a while it is best in QBasic to use one like when
  restarting the program at the end of a game.
    The program has been tested out by a lot of my friends and by myself
  extensively, but there still may be some bugs in it.
    The animation, graphics and sound is not quite professional by today's
  standards, but it is by the standards of the time when the original PacMan
  was written and by QBasic standards.  I draw all the graphics (except Pac-
  Man) in a graphics editor that I programmed in QBasic.

Software Agreement:
    This program is freeware, and you can do whatever you want with it including
  sell it as long as you don't take any of the credit for making it.  You can
  use anything this package came with in you own programs as well as modify the
  source code to this program and redistribute it in which case you can take
  credit for what you did to it.

If this game takes up too much hard drive space:
    If you don't like the idea of PacMan taking up 9 megs on your hard driver
  there is a couple of things you can do.  You can simply delete or zip some
  some of the graphics files as I explained in the section "About the
  program".  A better solution than this is writing a batch file that deletes
  many of the files after the game runs and unzips them again when the
  program is run.  A batch file will also keep you from having to go to the
  directory the program is in or having to write out the full path and name of
  of Pacman.BAS (if you are running the program from DOS instead of Windows).
    Pacman.ZIP came with an uninstal file that when run with a /p extension
  (for partial uninstall) will not erase UnInstal.EXE or any of the hidden
  files in the root directory.  This means in your batch file you can call
  UnInstal.EXE to erase the correct files (in fact the /p extension was put
  there specifically for this purpose).
    If you are not familiar with batch files I'll explain what they are and
  how to do this in the next couple of paragraphs.  If you are familiar with
  batch files the rest of this file will contain no useful information.
    A batch file is a file that can be run by typing in its name (like an EXE
  or COM file), and the contents in the batch file itself is a crude
  programming language.  Batch files are often used for carrying out a series
  of commands that you use frequently.  If you are familiar with dos and
  programming (you probably already know about batch files, but if you don't)
  you should be able to learn how to write one very easily.
    Here is the source code of the batch file described four paragraphs ago.
  You can copy this into a file by itself; just give is a name with a .BAT
  extension, change anything that applies (like the directory Pacman.ZIP is in
  and the program used to unzip), and run UnInstal.EXE with the /p extension
  once to get the cycle (of deleting and unzipping) going or change the
  /xUnInstal.EXE extension to a /n extension.
    @echo off
    cd\Pacman
    PkUnzip/xUnInstal.EXE Pacman.ZIP
    qb/run Pacman
    UnInstal/p
