Tomb Raider Readme file:

Chris Edwards
cxe162@psu.edu

Files needed: TOMBOP.82P TOMFIGHT.82P TOMLOAD.82P TOMBRDR.82P TOMMAP.82P
		Pic1.82i Pic3.82i Pic5.82i

To play game, run TOMBRDR

*Note: Pic4 is used during the game


	This is my favorite out of the games I've programmed.  It is
based on the game of the same name for Playstation, Saturn, and PC.
	The game is a little slow, and it's confusing at first.  It
helps to keep a mental picture of what the area you're in looks like.
Unlike all of the other 3D games for the calcualtor, this one is not
limited to 2 dimensions.  Remember that whenever you get stuck, the
way out may be just over your head.  It was hard to show jumping and
falling graphically without using more pictures and stuff.
I included little things in the graphics that can be used to help
understand exactly what's going on.  Lara's shadow is one example.  If
you see the shadow, Lara is on solid ground.  If you don't see the
shadow, lara is in the air.  Another is the little arrows that appear
around Lara when she is in the air sometimes.  To jump in a direction
other than straight up, you push a direction when asked to do so.  If
you're too soon or too late, it won't work right.  You'll know if it
worked or not because an arrow will appear telling you which direction
Lara is travelling.  (Up means forward and down means back).
	Two features were included to help you navigate the levels
that are almost essential in some cases.  One is the look ahead
feature.  It simply shows you the view without Lara in it (she'd be
right there in the middle, as usual) and shows a little bit more
detail in the distance.
	The other feature is the overhead map, which is very useful.
The numbers on the map represent the relative heights of surrounding
areas compared to Lara's current height.  Positive numbers are above
Lara, with "+" representing everything above 5.  Negative numbers and
"-" are exactly the same, but they're things below Lara.  Blank squares
on the map represent areas at the same height as Lara.  Question marks
are the boundaries of the level.  "G" represents the goal, or the end
of the level, and the "Ht. of G" is the height of the end of the
level.




	I have had thoughts of remaking this game, and improving it
in various ways.  Here are some ideas:
	A lot more detail will be shown, including enemies waiting
		in the distance.
	New objects, such as spikes and maybe even water will be
		included, and boulders that kill Lara if she walks
		 under them.
	The look ahead move will be removed.
	This will all work because the way the background is drawn
		will be different.  You can move Lara as fast as you
		want, but you'll hardly see anything around her.
		When you stop moving, the graphics will slowly be
		added until you move again.  To avoid traps and
		enemies, you'll have to stop and look around a lot
		before moving.

	If you'd be interested in seeing these changes, please e-mail
me at the address above and let me know.  If I get responses, I'll
be encouraged to make the changes.

You can also e-mail me if you need more help playing the game or if
you want to ask or say anything about it.  I'd really like to get
feedback on it.