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SHOOT IT SHARP v1.01
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by MJK Games
August 2007

For more games check out our website at

www.mjkgames.com



GAME CONCEPT
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Shoot the red ball in the air as close to the target 
as possible, but do NOT exceed the target height even 
with the tiniest margin.

If you manage to get the ball close enough to the target, 
you'll be rewarded with tens, hundreds or even thousands 
of points per a round. Too low launch means zero points, 
and too high ones give minus points. Maximum possible
round score is 20.000 p.

Complete 20 rounds and try to get as many points as 
possible. Compete with other players in the highscore 
boards.

"Shoot It Sharp" is amazingly easy to play, but still 
very hard to master. This is because the conditions for 
each round vary: you have a different target height, 
shooting strenght, ball weight etc. each time you play a 
round.

This means that in order to achieve a high total score, 
practice is needed. Usually new players get a lot of 
minus points in the beginning, and will get better scores 
only after dozens of practice rounds.

- The player gets positive points when he or she manages 
to shoot the ball between (or exactly at) 7 % and 100 % 
of the target height.

- Score is calculated using the formula:

([% off the target]*[% off the target] / (100-[% off the 
target])) * [risk multiplier if over 80 of the target 
height]

- The perfect shot is worth of 10.000 points (possibly 
multiplied by the risk multiplier).

- If the ball reaches a height of over 100 % of the 
target height, 5 minus points are given for each extra 
meter.

- If the ball goes outside the screen (to over 1180 
meters), a positive total score will be reseted to zero 
or more minus points are given. Because of this, if the 
target is close to the deadline of 1180 m, the risk 
multiplier rises. RM increases the score if you reach a 
height of over 80 % of the target height.

The target height can be anything from 20 meters to 1100 
meters. The higher the goal is, more power you will need 
to reach it.

The maximum shooting power ranges from 1000 units up to 
over 15.000 units. This has the most remarkable effect 
on the outcome. If you use all the 15.000 units, your 
ball may well get an initial speed of over 500 km/h, 
resulting in a too high launch. Power increases 
progressively: e.g. 1000 power units are much less 
effective than 10 % of the effect of using all the 
10.000 units.

Ball weight can range from 1 to 6. If the weight 
increases by 1 unit, the shooting power should also be 
increased. Roughly, an addition of 1 weight unit, decreases 
the effect of shooting power by 10 %. So, when the ball is 
a 6 and the max power 10.000, the situation should be close 
to 1 & 5.000. Use the Practice mode to test different 
conditions and their requirements in the shooting power.


TIPS
-----------------------------

- Start learning the conditions by making certain "memory
rules", like with a weight of 1 and power of 9000, a range
of 180 degrees will lead to approx. 1000 meters.

- Weight decreases the strenght of the shooting power by
~10 power units per added weight unit. This should mean
that max power 10.0000 with a weight of 1 should produce
about as same result as max power 5000 with a weight of 6.
(10.0000*((6-1)*0.1) = 5000).

- If the red mark on the shooting power meter is moving too
close, you can click it and it will change direction.


CONTACT INFORMATION
-----------------------------

Contact MJK Games at feedback@mjkgames.com.

Feel free to ask/comment on anything.

Visit our website for more games and for the latest version
of "Shoot It Sharp": www.mjkgames.com


Have fun with the games!