Download the latest compiled version
or grab the source code
(source has random seed removed to discourage bogus high scores).
A description of the level editor is
In December 2001 VM Labs released the second version of the
NUON SDK. New to this version was a game called Chomp. It is
essentially a clone of Pac-man with altered graphics and sound.
NUON Dome took that and added back the original Pac-man
sound and graphics to give it that authentic feel. Stephen
Anderson then took over and fixed some bugs, added a pause
screen, and other tweaks. All the while Kevin added in
player-created mazes to each revision.
In Feburary 2002 I began updating the code. My first
modification was to make it easier for users to create
custom graphics and incorporate them in the game. The
program chooses random graphics each level for the walls,
fruit, pills, and enemies.
With that done I dug in and started changing some core
parts of the code to be more flexible. It all lead up to
the eventual release of Chomp 1.3 Tournament Edition.
Here's some of the changes that were made in that release:
- Added warp tunnels and slow tiles. Just like in the
original Pac-man the mazes can now wrap from side to side.
Also, the maze designer can designate certain tiles as
"slow". These will cause enemies to reduce speed while
passing over them. They are primarily used to simulate
the slowing of ghosts as they follow Pac-man through a
warp tunnel, but really can be placed anywhere.
- Made player/enemy positions and speeds 16.16 fixed
point values rather than integers. This allows the enemies
to ramp up in speed more gradually as you go from level to
level, rather than making the large jumps as before. Also,
the player and enemy speeds can be modified based on
current playing conditions. For example, enemies now slow
down when you eat a power pill.
- Added a bonus that the player gets by eating many
pills consecutively. Once activated the bonus stays in
effect as long as the player keeps eating pills. It
gives the player a slight speed boost, leaves a trail of
smoke behind, and most importantly gives a 50% bonus to
all points awarded.
- Allow the randomization of levels when playing the
standard arcade mode. Previously you had to play them
in order which meant you often didn't even see the upper
- A level select now lets you view and play any level
from the arcade mode.
- Added a player select so you can choose your avatar
in the game.
Of course the most important new feature is the
Tournament Mode. When in this mode you compete for the
high score of special Tournament-only levels. The levels
have been designed to be challenging and make players
figure out how to maximize their points.
But rather than just playing against yourself, you
can also see how your score compares with other Chomp
experts. When you beat the high score on a level you are
given a code. Enter the code on the
High Score page
to prove to everyone how much of a master you are.
If we get a good competition going I will periodically
build new releases incorporating all the current high
scores from the web site. That way you can compare with
everyone else as you are playing.
The next version of Chomp introduced an in-game level
editor. With this you can create and test just about
any level you can imagine. Tools, such as automatic
mirroring, make placement of maze elements a breeze.
When you're done you can change the maze graphic to their
ASCII counterparts for easy transcribing into the game.
A description of the level editor is
Four new tournament levels and a few new graphic sets
were also added to this version. So get cracking and
compete for the
on the new levels.
This web page and all other pages on this site are
© 1999-2007 Scott Cartier