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                             Version 0.15                                   
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===========
   STORY
===========
Story? In a game? What next? Who even bothers reading these stories? No-one,
that's who! Well, just in case you're bored out of your wits, here's what the
storyline really is:

Bladenut, your evil clone, has yet again threatened the world with a rather
large lazer. Not wanting to sit back and take it, you hijack a supply ship and
head for Bladenuts mother ship currently orbiting the earth. Once inside, you
instantly set out on your mission. That's strange. The ship is suprisingly
underguarded. Only guards 2 encounter your path, and were easily dispatched.
Your mission to destroy your nemesis is distracted as you spot the mainframe
computer through an open door. You have a quick scan through to find out why
the ship is left so defenceless. You find an order, issued by Bladenut, to
send all of the Guards, who had been bionically enhanced, to earth to take it
over! But why bother if Bladenut intended to blow up the earth they are on?
You get off the computer as you realise you have already tripped a silent
alarm. You race around the ship, looking for Bladenut, and finally find him.
You bolt in, throwing CDs left right and center, but find that bladenut is
just sitting there, as if he was expecting your attack. A quick blast from a
lazer on the roof leaves you paralized.

        "Greetings, Peanut" Said Bladenut, looking up.

        "You may have foiled my plans time and time over, but you still have
         a quality that will show your downfall."

Gathering all the strength you have after the blast, you look up, and ask

        "Like what?" As if Bladenut was trying to help you.

        "You too darned gullible."

Bladenut pressed a button and the airlock behind you, that you failed to
notice on your frantic entry, opens and sucks you out in quite a jiffy.

        "Aw, heck"

is all that goes through your mind as you see the airlock shut, with Bladenut
wetting himself laughing behind it. You float through endless space, wondering
what your fate will be.

        "Maybe I'll land on a sattelite and be taken down to earth, or maybe
         Land on the moon, or I might be stranded forever in sp..."

Your thoughts are cut short as fire engulfs your body when you enter the
atmosphere. The wind rushing around you manages to douse the flames. As you
plummet to earth, you gather the strength you have and manage to utter one,
single word.

        "AAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRGGGGGGGGGGGGGGGGGHHHHHHHHHHHHH!"

        "I can see the clouds, oh no, wait, they've passed, I can see my
        house, No that's not it, ooh, I can see the..."

                                PLAK!

Ground, as your nose gets driven through it at a rate of knots. You pick
yourself out of the small canyon you have carved with your falling carcas and
vow to find out one thing...

                      WHAT THE HECK IS GOING ON!?


This we be explained better in a graphical thats only gonna be in the
full version, so nyer!

====================
  PLAYING THE GAME
====================

CONTROLS:
---------

LEFT, RIGHT: Moves Peanut left & right
CTRL: Jump
SPACE: Fire current weapon (Not yet implemented)
SHIFT: Select weapon
ENTER: Fire starburst (Not yet implemented)
ESCAPE: Quit

ITEMS:
------

There are various items to be picked up in the world of Graze, here's what
they do:

CHOCKY DOT: Scattered everywhere. Collect 100 to get a free life!
PEANUT DOLL: Get a free life instantly!
BABY FACE: A free continue!
DISC: Your first weapon. Fires in a straight line and shatters on impact.
FIREBALL: Your second level weapon. Encases your CD is a ball of fire. Twice
          as strong as the usual CD. Burns on impact.
PLASMA BALL: Your third level weapon. Electro-charges your CD causing almost
             3 times the damage! Also goes through walls and enemies!
STAR: The highest weapon avalible. Kills practically every enemy instantly,
      but you only have a limited number of shots, and are very rare! Collect
      5 of them and you can preform a 'starburst', which not only looks
      impressive, but will kill every enemy on the screen!

ENEMIES:
--------

WURMIE: Drones that crawl left and right, and are too short to be hit by CDs.
        Just jump on him, not too difficult!
BUG: Slightly more tricky than Wurmies. Flitters about and sometimes shoots
     fireballs. Also has a bad habit of jumping at you!
BIRDIE: Just fly around, with no absolute purpose. Good to use as spring-
        boards.
BOIDIE: Mobster version of Birdies. Sit on a perch and occasionally shoot at
        you!
ROTO-CHOMP: Robotic fishes that live in polluted waters. They have a rather
            nasty bite!
TROOPERS: Jump around a fair bit and are rather hard targets. Can cause an
          awful amount of damage. Sometimes will electrocute you.
ROCKET-TROOPERS: Fly towards you and often knock you off your perch. Not too
                 hard to dispatch, but can often catch you off-guard.

BOSSES:
-------

CHOMP: A huge Wurmie who eats all that is in his path. Very tough, but rather
       clumsy.
BIG-BAD-BUG: An enourmous Bug that will often drop rocks on you
SQWARKS: After you killing all of his mountain-top siblings, Sqwarks aint the
         tiniest bit happy. His firey temper and icy glare will soon see you
         down.
K-9: A huge mechanical guard dog that guards the entrance to bladenuts lair.
     Very protective, and doesn't care much for your safety.
BLADENUT: Not much is known about his plan of attack, but expect it to be
          ruthless and unmerciful!

===================
  TROUBLESHOOTING
===================

Q: Peanut Patrol comes up with a memory error before starting up.
A: That's not a question

Q: Okay then, HOW can I stop Peanut Patrol coming up with a memory error
   before starting up?
A: Check your system meets the minimum requirements to run Peanut Patrol. If
   this is all in order, then add this line to your CONFIG.SYS:

   DEVICE=C:\WINDOWS\EMM386.EXE /RAM 4000

   If the EMM386 line is already in the CONFIG.SYS, simply change it to the
   above.

Q: Peanut doesn't jump very high, only about 5 pixels! Why is this?
A: This is because of LINEAR JUMPING, which has only been added recently. Hold
   down the JUMP key to jump higher.

Q: My problem isn't listed here!
A: Contact NUTZBOY@YAHOO.COM and submit your problems. Be sure to check the
   KNOWN BUGS section first, as all bugs that we know about but are unable to
   fix are listed there.

===========
  UPDATES
===========

29/01/99: * WOW! Dramatic speed increase! It's now too damned fast! I am
            adding a slowdown option for people with fast computers!
          * Removed ability to shoot CD's, I didn't like them

28/01/99: * Changed rain effect, new backdrop and cooler looking rain
          * You now die if you touch an enemy, hoorah!

27/01/99: * Sorry about that long gap, got Zelda 64.... enough said!
          * Changed and re-added title screen
          * Changed level loading code, alot more free memory and alot easier
            to add new levels, change backdrops, change music, ect.
          * Made a rain effect for the third level, will add sounds soon.
          * Fixed slight bug present in previous version of some characters
            (Namely a trooper and a fireball) appearing in the top-left hand
            corner.

*********************
    NEWS FLASH!!!
*********************

As of the 15th, it seems Peanut Patrol may be used for a Nintendo Colour
Gameboy game. Woohoo! But as the coming of this, it means I can no longer
distribute the source code. It's not very helpful, anyway. I would never get
around to commenting it and it has to be the worst peice of coding this side
of Qbasic. Be sure to watch out for PP on gameboy!

13/01/99: * Added fourth level
          * Cleared up a teensy bit of memory, just enough to get it to run
          * Made a new snow tileset
          * I fear the next release of PP will be the last. Memory is coming
            up thin, and unless I can get someone to optomise the code, this
            may be the last PP made in QBasic

12/01/99: * Just got back from holidays, work to be done!
          * Re-added the third level
          * Did all snow scenery
          * Made red dots 'Pop' at different sound pitches
          * Added falling snow to 3rd level
          * Ah heck! I'm running completly out of memory! God help me!

21/12/98: * Started adding third enemy (Trooper)

20/12/98: * String space corrupted and ruined most of the works from the past 3
            days. Starting again from previously backed-up version
          * Almost all lost data replaced
          * Fixed up score thing
          * Added ability to shoot CDs
          * Made some Birdies fly up and down
          * Changed the level 1 background, looks cooler and uses less memory
          * Changed the level slightly, a couple of 'secrets' now.
          * You can die if you fall off the screen, but ends the program
            rather that restarting the level

19/12/98: * Finished putting in birdie code, did new sound
          * Added new feature: When pressing jump while landing on an enemy,
            you bounce higher
          * Added non-linear jumping
          * Added very subtle arcing jumping
          * Added an 'Extra life' doll
          * Made lives counter and score thing on score bar work
          * Slight bug of digit before score disappearing

17/12/98: * Started adding second enemy (Birdie)

16/12/98: * Added CD's to second level
          * Changed exit sign, doesn't interfere with collision detection
          * By popular request, changed score bar to transparent, also added
            shadow to text
          * Removed a lot of usused sprites, ahh, I'm running out of memory!

12/12/98: * Added ability to jump on enemies
          * Realised and fixed bug of sometimes collecting a CD but adding 2
            to the counter

09/12/98: * Added MOD music will sound effects and all! WOOHOO!
          * Created several new soundtracks
          * Added underground level (Level 2)
          * Added fade in/fade out events at the end of levels
          * Fixed enemies for levels different to number 1
          * Did graphics for underground

30/11/98: * Fixed trail bug behind enemy
          * Added Dark Elf Productions intro screen, even though they didn't
            do much!
          * Started work on graphics for level editor
          * Added 'Playing the game' section to README file
          * Enemy code cleared up, all works fine now.

22/11/98: * Yipes! Sorry about that long gap there, end of year exams.
          * Added FIRST ENEMY! (Wurmie)
          * Trail bug behind enemy

14/11/98: * Started work on map screen

12/11/98: * Added a second level
          * Changed title in readme.txt (This file)

******************************************************************************
                    PEANUT PATROL V0.10 PUBLIC RELEASE
******************************************************************************

08/11/98: * Finnaly worked out sound bugs
          * Added all sound effects (Jumping, getting CD, landing, changing
            level)
          * Made CD counter actually count!
          * Added peliminary "EndWorld" logo to intro

07/11/98: * Changed inventory bar to make game slightly faster
          * Changed some graphics in the font
          * Started implementing sounds, no luck as yet

05/11/98: * Removed leftward scrolling. It was too buggy and wasn't really
            needed. May be re-added in a later version.
          * Made CD's collectable

03/11/98: * Added walking animation
          * Animation changes to stopped when no buttons are pressed
          * Removed stray pixel bug in scrolling engine
          * Redid the jumping code
          * Added colour-orientated collision detection
          * Changed the sprite redraw into a sub, making it easier
          * Added new font, looks funky!
          * Changed to DQB 1.2, with sprite rotating and resizing
          * Changed title screen to something more snazzy
          * Added inventory bar (That black thing at the top)
          * Added CDs to level (Not working as yet, though)

02/11/98: * Changed scrolling engine, faster with multiple screens
          * Removed foot-trail bug
          * Added more screens to scrolling
          * Added "Loading..." Intro screen with credits
          * Bug of stray pixels when changing scrolling layers

31/08/98: * Added moving left and right when not scrolling
          * Removed buggy jump and replaced it with apology text
          * Slight bug of peanuts foot leaving a trail behind him.

30/08/98: * Fixed the background scrolling bug (Bout time too)
          * Added clouds to backdrop
          * Added "Key-in-power", stopping background from screwing up when
            both left and right were pressed at once.

I'm afraid any updates before this wern't recorded, sorry.

==============
  KNOWN BUGS
==============

* When fading in on certain video cards, the fade will last a varying length
  of time too long, and make vertain colours flash, but you cant do anything
  within this time. Sometimes this doesn't happen at all, but sometimes it can
  last for a couple of minutes.

===========
  CREDITS
===========

                               ORIGINAL DESIGN
                            Nick London (NutZboy)

                                  GRAPHICS
                            Nick London (NutZboy)

                                    SOUND 
                            Nick London (NutZboy)

                         PROGRAMMING AND ASSISTANCE
                            Nick London (NutZboy)
                        Nick Gardiner (Terminator_Z)
                               Angello Moletta

                              SPECIAL THANKS TO
                               George Kotsiaris
                             Brendon Thoroughgood
                                  Scotte Cox
                                   Luke Wood




