Master Games
for
Master Players
The best games in the known
Universe are available in your High
Street and all good software
stockists, NOW!
SOFTEK, Masters of The Game
12-13 Henrietta Street,
London WC2
r 1
MEET
OUR
> 9
CHAM
IrU
& Video Games 1983
pionships were only
decided duiing Ihe last few seconds
of the action in July's thrilling final
day.
Eighteen finalists were invited to
the plush Xenon nightclub to com-
pete against one-another and
Hadio 1 DJ Dave Lee Travis.
Some of the finalists got up early
!hot day to appear on the BBC's
morning programme Breakfast Time
tor an unofficial championship
warm-up.
Then the 18 split into six groups of
three to tackle their favourite
machines with the highest scorer
moving onto the next stage of the
competition.
Julian
takes the
arcade crown
This was played on a new
machine saved especially for this
competition by co-sponsors, arcade
manuacturs Taitel. This was the
graphically and musically awesome
Gyruss unveiled by radio Luxem-
bourg DJ Tony Prince and none of the
finalists had a chance to play on it
before the final.
Hot favourite from the Isle of
Wight. David Rossset then set the
pace with a 72.000 score on the
machine and it seemed cut-and-
dried until the last finalist, Julian
Rignall from Wales started to battle
his way close to David's score.
And at the last gasp he overtook it
to notch 73.110 points and take the
title.
Julian took a cocktail table version
of Galaga back back to his home in
Llangeitho in Dyfed, Wales. He won
his place in the final of the ever-
green defender game which still
attracted the most entries from
arcade players across the country.
The other games which made up the
final were: Donkey Kong, Donkey
Kong Junior, Mr Do, Robotron and
Amidar.
Dave Lee Travis turned up at the
end of the day to present the finalists
with certificates. Donkey Kong
Junior hand-held games-watches
from CGL and Julian with his Gala-
ga machine.
WELCOME TO THE YEARBOOK
Unfolding beiore your very oyes is the first-ever
Computer & Video Games yearbook.
We've used some of Computer Si Video Games
magazine's most potent resources to put together a
book we think computer buffs will love.
The jewels of this collection are four marvellous
games set in another distant galaxy and setting your
computer alive with intrigue, action and adventure.
Keith Campbell wrote the fascinating adventure
The Vczspozian Affair, set on a spacecraft.
Mike Singleton came up with Interstellar Intrigue,
a game of diplomacy on a galactic scale, simple to
play but so difficult to win.
Ron Potkin contributed The Beacon Star Wars,
where two alien races struggle to capture the energy
giving beacon stars.
And Pat Norris was the brains behind Pirates 6V
Polyps, space arcade action but with room to think
out your tactics.
We were so pleased with those games that we con-
verted as many as were practical over a range of
computers which include the BBC, Atari, Spectrum,
Dragon and Vic-20.
In the spaces between the games we packed in
features about computer gaming and the people who
made the industry what it is. There's plenty of car-
toon fun with those horrors the Bugs and Trevor
Truran sets you Puzzling with his brain teasers.
mm
J
It's not often that the special delivery rocket arrives on this
lonely outpost of the galaxy. But when it does there's always
a rush to see the latest issue of C&VG. This photograph was
captured by the lens of Mike Goss and the two aliens were
put together by Dorian Cross. We hope you get as much out
of the yearbook as Dorian put into this marvellous model.
INTERSTELLAR INTRIGUE 21
Five hardened diplomats meet lo share out the galaxy but
each hopes to wrest complete control for himself. Take the
part of Grakta the Bloodline delegate or Maachen the lizard
from the Water Empire (up to five can play) as the late of suns
planets and fleets rests on your negotiating. Mike Singleton
wrote this novel and tactical game for the Spectrum. And there
are versions for the Dragon. BBC and Atari too. Illustrated by
Stephen Gulbis. Can you take control of the galaxy when the
might of four other empires is ranged up against you?
BEACON STAR WARS 38
Two alien tribes discover the secret of the beacon stars and
realise that whoever controls this sector of space will have a
say in the running of the galaxy. Their fleets of mining ships
and gun ships help the race to produce stargates around the
discovered stars. But what are the incredible space scaven-
gers and how will they affect the outcome? Written for the
Dragon by Ron Potkin, it's a well balanced and tactical
strategy game tor two players. Converted onto the Spectrum
too. Illustrated by John Higgins. Can you out-think and out-
fight your opponent?
PIRATES & POLYPS 52
The polyps are a rare and precious space commodity which
you hope to attract down to your planet with a deep space
scanner. But the pirates are out to steal the polyps away and
to wreck your scanner and ground lasers. It's a battle of wits
as you try to draw a bead on the pirate ships in the atmos-
phere and blow them out of the skies before they make off with
a polyp — or worse — dive bomb your defences. Written by
Pat Norris for the Spectrum we also have conversions for the
Atari, Vic-20 and Dragon. Illustrated by Peter Harris. Do you
blow up a pirate or pull down a polyp? It calls for fast wits as
well as quick reactions.
GAMES EXTRA
YAHTZEE 92
Come on Bud, roll them dice!
You know this game 'aint
fixed. Join our disreptable
team of dice-men.
3D MAZE 100
Get lost! And then find your
way home again. That's the
aim of this challenging maze
escape game. Mind-boggling
frustration for Sharp owners.
METEOR ATTACK
....110
Your city is in danger. A
heavy shower of meteors is
heading straight for it from
the depths of space. Your
mission is to destroy them
before they destroy you!
Space action on the Atari.
TRACKER 112
Androids are on the loose
again and threatening the
safety of everyone in Vic-
ville.
PAC-MAN 116
A heart-rending tale of a Pac-
Man who thought he was
going to be left out of this
Yearbook. Fun on the Spec-
trum.
Computer and Video Games Yearbook
EIMTS
THE VESPOZIAN AFFAIR 68
D'Taan knew lhat she was on the verge of a greal discovery,
all the information was at her fingertips she just had to put
two and two together. But if she makes her discovery will she
be able to persuade Captain Bezel to change course to the
right planets in time? How far can she trust Grakta — will he
turn her over to the Bloodline Empire and can Machen be
persuaded onto her side? An adventure with a real difference
by Keith Campbell, where the action moves through space,
goes beyond the ship and where some of the characters move
independently. It was written for the Dragon but we converted
it to the Atari, Dragon and BBC. Illustrations by David Pugh.
FEATUR
MEET OUR ARCADE CHAMP 3
The page you've already passed. Read about the thrills and
spills of our 1983 Video Games Championships and the skills
of Julian Rignall, our worthy winner.
EVOLUTION OF THE SPACE
INVADERS 6
We shed new light on the real strategies and motives behind
the great invasion and find out that despite suffering enor-
mous losses, the green meanies actually won.
GAMES DESIGNER INTERVIEW 1 0
Eugene Lacey talks to Dave Lawson, the programming brains
behind Imagine Software.
THE BIGGEST GAMES FACTORY 1 6
When it comes to games, more games come out of the Atari
factory in California than anywhere else. But how many ideas
finish up in the bin and how do they spot the winners.
SOFTWARE HOUSE 65
The processes which could put your game on the streets. How
a software house deals with your tape and what you could
earn. We talked to Visions about their games and program-
mers.
TIPS ON VIDEO GAMES 96
How do you get to the final screens of Raiders of the Lost Ark?
What's the best way to tackle Pitfall Harry. Eugene Lacey tells
you how to tackle your favourite games.
LICENCING 104
It's big business and it's really taking off. Soon all your
favourite book and film characters will be appearing on the
small screen in computer or games centre form. Read about
the million dollar deals which take them there.
THE FUTURE OF GAMING 107
In the future you will surrender all your senses to the game
that comes into your home through a cable
PINB ALL CRAZY 109
Tim Metcalfe is pinball crazy, but he's not the only one. We
sent him down to meet a family who think more about flippers
and drop targets than even he does.
DARK CRYSTAL 129
We asked our magazine readers to draw a character or a scene
from the fantasy Muppet movie, The Dark Crystal. Alan Outter
was the winner and you can see just how he reproduced Jen
the Gelfling on page 129. Then try it yourself on a BBC.
THE REST
PUZZLING 8
We asked Trevor Truran to
set your Earthling brains
enough puzzles to keep them
busy until this time next year.
Trevor starts Puzzling on
page 8 and there are more on
pages 12. 20. 106 and 128.
THE BUGS 9
Every-so-often we have to
kick ourselves to remember
that the Bugs are the crea-
tions of cartoonist Elphin
Lloyd-Jones They don't really
exist in your computers. They
go into action on pages 9. 14,
15 and 20. Ruining program-
mes, blowing up computers
and planning chaos, just like
they did in our computer
room only last week. Maybe
they are real after all!
EXPERTS 18
Would you like to add some
professional gloss to your
computer programs? We
asked some software experts
to tell us how on their compu-
ters. Malcolm Evans of New
Generation Software gets to
grips with the Spectrum on
page 18. Simon Hunt of En-
glish Software explains how
to get the best from the Atari
on page 66. And Nat and
Franklin of Salamander Soft-
ware tame the Dragon on
page 90.
GLOSSARY 120
Puzzled by computer jargon?
We'll put a stop to all that.
Robert Schifreen has com-
posed the definitive computer
glossary to take the jargon
out of computers.
Editor Jerry Pratt. Art editor Linda Freeman. Production Tim Metcalfe. Stall writer Eugene Lacey. Glossary Robert Schifreen
Advertisement manager Rita Lewis. Assistant advertisement manager Rob Cameron. Advertisement executive Louise
Matthews. Advertisement assistant Louise Flockhart, Publishing director Tom Moloney. Published by Computer and Video Games
Dunant House. 8 Herbal Hill, London, EC1R 5EJ. Copyright r 1983 EMAP National Publications Ltd., Peterborough. Printed by East Midland
Litho Printers. Peterborough.
Computer and Video Games Yearbook
£2.25
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EVO
Was there motive behind the mad-
ness of the great 70s space invasion?
Alter some early success against
the "untrained" defence forces, the
later waves took an awesome ham-
mering. Wave after wave was wiped
out. sacrificed for the odd laser-base
scalp — and still they kept coming.
For years the slaughter went on,
some of the aliens began to look like
the raw recruits they must have
been, barely trained in the use of
their lightning bolt missiles, before
being rushed to the front line.
Reports of the carnage must have
found their way back to the alien
generals (or did too few saucer mes-
sengers get through), news that
Earth's unofficial defenders were
getting their collective eye in. Could
it be that these losses were accept-
able?
The common or guardian invader
(Invadus Nipponicus) was having a
hard time of it and then a new breed
emerged in the scene. The advent of
wings made saucers unnecessary
and this new species made use of
the swaiming principle to become
Galaxians. No longer the steady
trudge through the stratosphere
accompanied by the inevitable
grunts, these aliens wheeled down
depositing a steady stream of
bombs, trapping defenders in cor-
ners and diving kamikaze-like upon
them.
A new mutation and the world fell
victim to Defendus Americaans. The
first game of a great series by Wil-
liams former designer Eugene Jar-
vis, he followed it with Stargate and
finally Robotron, as the aliens
switched their base from Japan to
the U.S. for a short while.
But while the new aliens took over
the space invaders' traditional terri-
tory in the arcades, the old enemy
was planning a new campaign. It
moved straight into the Earthly
homes and setting up residence in
the humans' previous major defence,
the telly ... a master stroke.
No more escaping from the
meanies by rushing home to watch
Coronation Street, the little devils
were their waiting for you, courtesy
of the home TV games centres.
Atari VCS aliens were a different
shape but undoubtedly the same
breed: antennae wriggling, legs
twitching and fighting in profile but
invaders none-the-less.
And susceptible to earthly defen-
ders, who cut them down in their
droves. Could it be that the distant
intelligence behind this concerted
onslaught had made yet another
error or tactical judgement — or was
this manoeuvre more evidence of the
subtle planning going on in some far
corner of the cosmos?
The green
meanies' w»ft w
plan
By Terry Pratt
Maybe so, because the next ave-
nue of attack was a complete switch
in tactics. No longer could mankind
justify the slaughter of the galactic
innocents by claiming that death
was too good for the 'orrible little
alien insects, who only had destruc-
tion in mind.
Pacman was different, all the
characters were lovable. Here was a
hero you could really relate to: a
yellow featureless blob continually
opening a black maw to sate his
massive appetite.
Even the villains, the ghouls, were
pretty cute: big doleful eyes and
sweet names like "Blinky ". Their
mission might even have been mis-
interpreted as reasonable to pre-
vent Pacman from eating their world
01
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to
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fii
fa
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ou
an
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to destruction, Subtley mankind hadj
been switched from the side of the
good guy to become the destroyer of :
good guys.
We took this change in good stead
and soon ghosts were disappearing;
almost as fast as invaders had oncej
done. But in Pacman we had a game;
which could actually cause usj
physical injury. Games were inters-
persed by finger soothing sessions,
when caloused and bruised joints
were nurtured back into shape ready
for the next bout.
While Pacman took over our hearts
in the arcades, the space invaders
had found a new realm to conquer as
they blasted their way into the home! fen
computer circuits. I ca;
At first this latest manifestation of I the
invader was barely recognisable as bu.
the real thing. Many of them were caa
featureless, even more, suffered I sta
from a slowness and jerkiness of 1
movement which made them easy ant
and unsatisfying targets.
Worse still, many of the early vewpre
sions, could not even fire back andfpoc
merely relied on getting to the bot- doc
torn of the screen. her
But they were still thriving in thisiate
new medium, and people were T
crying for more and better versions pro
— eventually these poor recruits tion
were replaced by creatures that han
could pass for the real thing and the gan
galactic invasion continued apace was
— although still more young invad- It
ers were destined never to see their thoi
mothers again. out
Computer and Video Games YearboolComp*
space mvi
Pacman's insatiable appetite was
also outgrowing the arcades as he
munched and chewed his way onto
the home screens. First he ignored
the TV games centres by moving
straight onto a variety of home com-
puters. Then he backtracked to the
Atari VCS system and arrived with a
bang.
A whole new maze to wander and
some flickering opponents to negoti-
ate but Pacmcm was not a creature to
let a change of environment ruin his
appetite and the alien attack iound
itself with a new hero.
A heroine was not long in emerg-
ing as the attack was launched on
the other half of humanity. Could
women be tempted into the arcades
by relating to Ms Pacman? Hardly a
feminist heroine, despite insisting
on the "Ms" part of her title. She had
a bow in her "hair" and really just
wanted to settle down and have
baby Pacmen.
If women were the real target of
Ms Pacman, then this was a setback
to the cosmic intelligence's master-
plan. Perhaps the real aim was to
find a way of propagating Pacmen
faster. Anyway, the male of the spe-
cies took readily to Ms Pacman with-
out worrying about role reversal,
and turned it into a success.
Role reversal was fast
approaching in another form. Donk-
ey Kong pitted us against one of our
favourite horrors, a mighty gorilla
capturing a starlet and escaping to
the top of a tall — if unfinished —
building. We took the role of the poor
carpenter Mario as he rushed to the
starlet's rescue.
Then came Donkey Kong Junior
and Mario was the enemy. A villain
of the first degree, actually given the
prefix wicked, who had locked up
poor old Kong and was dealing out
doom and destruction to the gorilla's
heroic offspring as he tried desper-
ately to rescue his Pa.
The Donkey Kong duo of games
proved how fickle mankind's affec-
tions could be, we were putty in the
hands of the great intergalactic
game designer, if he told us black
was white, we'd believe him.
It also reversed the trend of
thousands of the enemy being wiped
out for the odd one or two human
Computtf md Vldao Games Yoarbook
hero casualties. Now we were wit-
ness to the destruction of many
Mario's without ever quite getting to
grips with Kong.
And it also showed that the aliens
producing these games had disco-
vered our love of the cinema. They
were giving us sequals like Space
Invaders Part II and they were giving
us heroes we already knew.
This trend continues to this day
with Buck Rogers, Star Wars and
Star Trek, being among the latest
titles produced.
And the cinema played an even
greater role in Tron, where the game
was based on a film which was
based on the game. And that fiction
of film stars going inside the
machine, is no being turned into fact
by laser disc technology which uses
film clips to build up a game which
switches the action to match the
player's shooting and manoeuvring.
The alien intelligence has also
moved back into its true colours,
space creatures, as the new games
prove: Xevious, Astron Belt, Mad
Planets, Zaxxon, ( Gyruss . . .
The space invasion has been long,
and it's been hard-fought and the
casualties have been horrifying. But
what have the invaders achieved at
the end of it all?
Well, they succeeded where
almost every film and fiction alien
failed. They wormed their way into
our culture, set up bases in our
homes and in our social haunts and
we've not only accepted their pre-
sence, we actually want to take the
credit for it — in short, THEY WON!
CRAZYKONG
Once again Dolores Devine has been
foolish enough to join Crazy Kong on
a sightseeing tour oi the Empire
State Building and is now standing
somewhat reluctantly on the root
garden with her hairy host as he
plays with a helicopter.
Only Lizardlcgs can scale the
building in time to save her and
there just happens to be one safe
way to the top.
Fortunately, by a coincidence a
rare that you may be tempted not to
believe it. the Christmas decorations
in the office windows do mark out
the route he must take.
Each symbol has a meaning. One
represents UP, another DOWN, a
third BIGHT and the fourth LEFT.
Just one snag — the symbols
change their meaning at each level
and never have the same meaning
again. So, whatever is, say UP on
level one cannot be UP on levels two
or three.
It may look an impossible task to
find the only route and Lizardlegs,
so adept at adhering to glass, is at a
loss as to know how to begin his
task. Can you help by marking out
the one pathway?
It isn't as difficult a task as it looks
and the grid may help — enter a
cross for an impossible meaning hi
a sign and a tick when you know it
for sure.
A little thought and you can guide
our window wiping friend to the root
— but hurry, Dolores is screaming
again and her voice has already put
two TV stations off the air. . . /
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DAMAGED GOODS !endin 9 a hand, you can name all
twelve games and restore order from
Another failing of the McCoy Co is
their employment of drivers who be-
lieve that corners are optional. As
you can see, the latest consignment
of video favourites has arrived at the
rear of the premises in something of
a mess.
When the lorry set out each layer
contained three types of cartridge
but the collision with the wall has
concertina-ed the contents.
The only good thing is that the
letters of each game are still in their
correct order, so, if you don't mind
chaos.
Otherwise the world will have to
get used to KOGRZERSH in thi
Top Ten and no one will play a game
with that name, will they?
Top Layer: BERZERK TRICKSHd^S
FROGGER
2nd Layer: GALAXIANS
UTOPIA
3rd Layer: PHOENIX DRACULA P/T-£
FALL
4th Layer: MEGAMANIA STARMAS- ■
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•I
The
New
Heroes
We take you to
Liverpool to meet
Dave Lawson
the designer/
programmer of
Arcadia,
Spectral Invaders,
Spectral Spectres,
Ah Diddums,
and Schizoids.
IF there is one person in England
who you could describe as the
country's top games programmer
it must surely be Dave Lawson.
Like a top pop star Dave, co-
founder of Imagine, the Liverpool
software house, can look back on a
string of number one hit games.
But Dave's successes have not just
been top selling games they have
also been first in other respects.
Spectral Invaders was the first
commercially produced game for the
Sinclair Spectrum, Space Warp the
first commercially produced game
for the BBC, and Dave was also
heavily involved in the controversial
Vic Men, the first game for the Vic-
20.
Soon after these games were pro-
duced Dave wrote one of Bug Bytes'
all time greats — Spectrum Spectres.
The money earned on Spectres en-
abled him to go into business for
Lawson: "I knew my work would be valuable one day"
himself with another ex-Bug Byte
employee — Mark Butler — and so
Imagine was born.
Shortly after the split with Bug
Byte Dave was back at the keyboard
but this time writing games for his
own company. By last Christmas Im-
agine were able to launch their first
game — Aracdia. The game was an
instant hit on the Spectrum and has
since been converted for the Vic-20
and the Commodore 64.
Pressure of running an expanding
company has forced Dave away from
the computer though he still found
time to write Ah Diddums, released
in January.
I managed to steal an hour out of
his hectic schedule to find out a little
about the man behind the games.
Born twenty-three years ago in
Liverpool and educated at Quarry-
mount Secondary Modem, Dave left
school and home at 15. "I lived with
friends and did odd jobs — anything
really. It's easy to get jobs if you gel
the technique right. I spent the next
two years hitch-hiking, sometimes
by myself and sometimes with other
people.
"When I was seventeen I joined
the merchant navy as a trainee en-!
gineer. The next year and a half
were spent at various colleges. It I
was boring. They make you spend
about four years at college before
you get anywhere near a ship."
The navy and Dave parted com-
pany in the summer of 1979 and he
was back in Liverpool, back to the
odd jobs and the hitch-hiking but
this time much further afield —I
Spain, Italy, France and Germany. I
He shrugs at the suggestion that ■
hitch-hiking can be a lonely way of I
travelling: "It teaches you to be inde- 1
pendent."
It was at this time that Dave's
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In
10
Computer and Video Games Yearbook
interest in computers began. "I'm a
compulsive reader. I read anything.
I started reading electronics maga-
zines especially Electronics Today
International. I got interested in it
because it seemed difficult. Even-
tually 1 saw an advert for a kit com-'
puter — a Nascom. I went straight
out and bought one from Microdigit-
al in Liverpool."
"It took me about a week to learn
machine code. I didn't bother with
basic. I couldn't see the point."
Dave was soon writing his own
programmes and developed a sharp
disapproval for the professional soft-
ware currently available in the en-
tertainment field. Of his own work at
this time he was more confident. "I
knew it would be valuable one day".
Valuable could be taken as some-
thing of an understatement from a
man who has just taken delivery of a
brand new Ferrari Mondial!.
A Ferrari is hardly the choice of a
modest man, although Lawson in-
sists that the money is not his main
motivation. "The money means no-
thing to me. It's the satisfaction of
being the best. I feel proud of our
games and proud of Imagine. We are
also providing people with good
quality products, which also gives
me pleasure".
His current project is the setting up
ol what Dave calls a "software de-
velopment environment". This is an
ideal set of circumstances, tools,
working conditions, programmers,
and artists which collectively pro-
duce a good computer games pro-
duction line.
"There is no quick way of writing a
good game. We brain storm our
programmers all day. Fire ideas at
them. We now have two artists work-
ing on graphics for the games. In the
ideal programming environment the
artists and programmers would work
together throughout the course of the
project."
Since Imagines launch less then
twelve-months ago the company has
spawned an advertising agency and
there are half a dozen other com-
panies in the pipeline.
Lawson believes in himself and
partner Mark Butler. "I think we
make a great team. I met him in
Laskys. I was playing Star Raiders
at the time and he came up to me as
a salesman. Good game, he said.
I'm going to write one much better I
Arcadia, Spectres,
and Spectral
Invaders, "classics'
that every
Spectrum owner
would want in his
collection.
*_
Ah Diddums
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gaooaao a a o a oaaoc
o- . . . • ■ ■ - . *o a
g* t ii • • a a
a* « oaa- ■ on - - aaaauaa go oaa
a n ............ . 1 »i a
i oa ::??? § oaaaa § aa ° *
b 0000000000 a oodoaaaaao'
ooODoaaaaaaoaaaaaaaooqnoat
Spectres
said."
In the short term Imagine will be
continuing to produce games for the
Spectrum and also for the Commod-
ore 64 before the end of the year.
Lawson says his long term plans
are: "To become the biggest software
company in the world and to become
a public company by 1985."
And with what he has achieved so
far we're convinced that this soft-
ware supremo will do just that.
Lawson's first job in the computer
games came as a result of seeing an
article about a comparatively un-
known firm that had just moved to
Liverpool.
The firm was called Bug Byte and
Dave was invited to join the team
after showing the firm's bosses how
to use one of their new computers.
When the Spectrum first appeared
all the software houses were racing
to get the first game on sale.
Dave was Bug Byte's main hope in
this race and after thirteen failed
production models managed to write
the game from a pre-printers copy of
the Spectrum Users Manual. Bug
Byte were gambling that the manual
and Lawson's interpretation of it
were one hundred per cent accurate.
The gamble paid off and Spectral
Invaders is to this day the most accu-
rate copy of arcade Space Invaders
available for the Spectrum.
Dave's talent for arcade cloning
was to pay off again for Bug Byte
when Dave wrote Vic Men, a straight
take-off of Pac Man. for the then new
Commodore machine. Unfortunately
for Bug Byte the game had to be
withdrawn in the face of a threat of
legal action by Atari — the holders
of the Pac Man copyright.
For Imagine the past nine months
has been a period of unprecedented
growth.
They have gone from a small office
with three employees to a large
office block in the centre of Liverpool
with twelve employees.
Imagines General Manager Bruce
Everiss boasts proudly of "taking
scousers off the dole". When we set
up our own production and packag-
ing facility we will take "first seven
and then forty scousers off the dole".
Here at Computer and Video
Games we reckon that Lawson and
Imagine will be creating games that
will keep them in the limelight for
years to come.
Computer ind Video Games Yearbook
11
THE SPLURGS OF MOG
The story so far:
YOU are at the spot X
surrounded by the usual mist which is
so dense vou cannot even sec the feature
you are on. You can go NORTH, SOUTH,
EAST or WEST, tn each direction there is
another location and feature.
Each location contains a right NASTY and all
but one is armed with a fearful weapon with
which to bnng about your immediate des-
truction.
The odd creature out keeps a somewhat
ineffective guard over a GOLD CASKET^
SPACE BAR
BUT. .
it is not sufficient to locate it, grab it and exit!
Your nearest and dearest companions are
following behind and you must leave them
complete details of just who is where and
armed with what.
After studying the data you may find our grid
helpful in sortng out the logical tangle.
Put a X where a combination is impossible
and a for a positive connection.
The immediate results from the first clue is
already entered for you.
SPACE BAR
1. The GORGON is found in the SWAMP
which is not to the SOUTH.
2. The MOUNTAIN is due EAST of where you
will find BEELZEBUB.
3. The VAMPIRE has the GOLD CASKET and
is not in the LAKE.
SPACE BAR
■
4. The SWORD will be used against you in
the FOREST and MEDUSA hangs about in
the CAVES.
5. The HYDRA, which doesn't have the
SWORD, is to be found to the NORTH-WEST
of the spot where the POISON will have to be
swallowed.
6. To the NORTH you will encounter an
attack to the outer flesh and to the SOUTH
you are up against an EVIL SPELL
FOREST
MOUNTAIN
CAVES
SWAMP
LAKE
CO
< CD
CO
°o<> S£ lij >- < o
xZcoujS Scox> CD
r i ¥ ■ T f
MEDUSA
BEELZEBUB
HYDRA
VAMPIRE
GORGON
GOLD CASKET
POISON
EVIL SPELL
FIRE
SWORD
12
— O 2 CC
>- < O
fern
CO — '
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o V)
3 CO ^
OQ>
CD Q_ UJ
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cc
E 5
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WHO
DIRECTION LOCATION WHAT WITH
1 1
MEDUSA
BEELZEBUB
HYDRA
VAMPIRE
GORGON
Computer and Video Games y«
ARE YOU OUT OF
THIS WORLD?
SOFTWARE PROGRAM WRITERS
SILVERSOFT want to hear from you.
We are looking for out of this world, original,
creative arcade action games utilising cosmic graphics
written for any of the popular range of
home computers.
If you think the games you have invented would
challenge other space travellers contact:
Dougie Bern at SILVERSOFT LIMITED, now,
London House 271/273 King Street London W6
Telephone: 01 .748 4125.
n
^ C4.//V&OA/.
*e/9Z>Y MR
CHECKOUT
' 'LL NO &e
rwe CorfSCQveNCTJ
C*f>N
FiNtrecy in meocS!\ ^
s*/<j 8/raeu
it
07
&0r TO fffff
/ tolx> you we
WW
"i
M 1
The Biggest
Games Factory
in the World
More games ideas are suggested.
investigated and discarded at the Atari
research and development complex at
Sunnyvale in California than anywhere else
on this planet. Eugene Lacey looks at the
way the games are thought up, the
processes they go through and why the
Ideas that survive have to be among
the best around
The biggest games factory in the
world is to be found at Sunnyvale,
California, on the west coast of
America.
That's the home of Atari's video
games design plant where a team of
over one hundred programmers, de-
signers, and artists work unceasing-
ly thinking up new ideas for/and
developing video games.
The man responsible for running
the whole operation is 37-year-old
Condon Brown.
While many of you were asleep in
your beds Computer and Video
Games spoke by telephone to the
man behind the games.
Fifteen years of experience in the
computer business, that involved
working as a programmer and even-
tually running his own consultancy,
led Condon to be offered what many
people consider as the top job at
Atari one-and-a-half years ago.
"We eat, sleep, and breathe
games at Sunnyvale . . . and it's not
just at work ... I seem to spend a lot
of time at the breakfast table discus-
sing a game ... or some part of a
game with my wife."
Does she ever get sick of it? Loud
laughter. "Just occasionally."
The game design process is a mix-
ture of formal, and informal discus-
sion, involving a set team of people
and a floating pool of specialists.
Brown sees three main categories
of game: The coin operated arcade
game conversions, such as Pac Man
and Space Invaders, licensed games
where the company buys the rights
to use a well known character or
story line, and totally original
games thought up by Atari's desig-
ners.
Atari keep the numbers of games
they have sold a very closely
guarded secret though it is known
that the arcade conversions are the
best sellers. Pac Man is the most
successful to date and is thought to
have sold more than 10 million
copies world wide.
Brown believes that the penchant
for arcade conversions will not al-
ways be what the public wants and
that the original games will become
more popular.
To find good original ideas he
arranges "brainstorming sessions"
to attempt to tease out an idea from a
group discussion. Between eight and
10 designers and programmers
attend the meetings. "I use the terms
designer and programmer inter-
changeably . . . we try to set a theme
for the meetings. It might be space
adventure, maze, children's, or ac-
tion games. These session can last
anything from W2 hour to all after-
noon. Apart from time, place and
theme we try to keep it informal."
Brainstorming sessions are an im-
portant part of the games factory
output though Brown also stresses
the importance of the individual
flash of inspiration, "as many ideas
come purely from one person as do
from the brainstorming sessions".
Brown would like to see the whole
company involved in the origination
of new games process: "I regard the
wider company as a potentially un-
tapped resource."
Although the original games are
often the most time consuming
licensed titles and arcade conver-
sions also present difficulties.
"We have to work within the
limitations of the hardware — which
usually means within the confines of
the Atari VCS. Unlike the arcade
machines which can constantly be
improved in terms of their capabili-
ties the VCS always remains the
same.
"There is also the problem of
trying to decide how licensed titles
like ET & Raiders of the Lost Ark for
example can best be used."
tin
pr<
ga
fiv
int
se<
pu
cai
mo
sal
•>
not
the
T
gai
16
Computer and Video Game* Yearbook Com|
When Atari are convinced that an
idea for a game is a good one the
project is then handed down to a
Cluster Group.
Each cluster group is made up of
between five to eight people under
the control of the cluster leader who
in turn is responsible to Condon
Brown.
Before an idea is assigned to a
certain Cluster Group to turn it into a
game a detailed Story Line and de-
scription of the game has to be pro-
duced for management approval.
This will contain detailed descrip-
tion of the gameplay, difficulty
levels, and graphics together with
precise market research to describe
exactly whom the company believes
will buy the game and why.
The next stage is to decide on a
time scale for the completion of the
project. This has to be flexible and
games have taken from as little as
five weeks to a year and a half to get
into the shops. It is not only unfore-
seen technical difficulties that can
put a project back — Atari also give
careful thought to when is the right
moment to put any given game on
sale.
"We have to ensure that there is
not a glut of games at one point in
the year and a shortage at another."
There are usually as many as 10
games being developed at the same
Computer and Video Games Yearbook
time though not all of these are des-
tined to go into full scale production.
The cluster groups are teams
made up of various specialists: a
sound engineer who works on sound
effects, a graphic artist who works
with the programmers, and a com-
poser to make up musical jingles,
theme pieces for the games. There
are also individual specialists whom
the cluster can seek advice from on
any point.
These specialists often have long
term projects of their own but are
regarded as a shared resource by the
cluster groups.
When a project is underway its
progress is constantly monitored by
the cluster leader. "There is lot of
input into the group . . . particularly
from software marketing ... but the
final responsibility for what the
game will be like rests with the de-
signers."
Condon Brown stresses the team
approach to design but also believes
that there is room within the struc-
ture for designers who prefer to work
by themselves. He cites the case of
Howard Warsaw who developed the
Raiders ol the Lost Ark game by
himself. In an earlier interview War-
saw told C&VG how he worked out
the conversion of the film into a
video game after sitting through four
screenings of the film.
The quality of Atari's games, like
that of any other video game manu-
facturer, depends on the strengths of
the design team. One thing. Brown
has to come to terms with, is the
tremendous amount of poaching that
goes on in the industry.
"We pay very well and generally
have the pick of the industry."
He does not believe there is any
set type of designer that fits into the
Atari mould. "They come from many
different walks of life . . . and range
from 17-year-olds to PHD's ... the
one thing they all have in common is
an abiding fascinating and love for
computers."
"We try to select people with a
proven track record and would nor-
mally expect some knowledge of
advanced languages such as
assembler language, and sequential
processes ... it is not important for
a good designer to have a strong
mathematics background."
The advanced knowledge the de-
signers attain in the existing range
of Atari computers means that their
opinions are highly valued by the
hardware researchers. "Because
they have to work within the con-
fines of set system they quickly start
to think how much more they could
put into a game if the computer had
extra capacity in certain areas."
The conversion of games is a re-
cent problem for the designers and a
feasibility study has to be produced
as early as possible in the develop-
ment of the game if it is likely that
Atari would want to market the
game for other computer systems.
Not only games for specific sys-
tems but games for specific parts of
the world designed to cater for the
different culture and tastes.
The first of these games Astrisk
and Obelisk was currently being
under development when we spoke
to Condon Brown. "It's based on the
cartoon characters and is designed
with the European market where
they are particularly popular. It will
be test launched in France later this
year."
With several million Pac Man,
Space Invaders, Galaxians and
others too numerous to mention now
in millions of homes there can be
little doubt that the Sunnyvale plant
is quite definitely the biggestgames
factory in the world.
And what does the man in charge
of it all like to do to relax? "I enjoy a
game of Defender". Careful with
those smart bombs Condon.
17
Presentation on the
Malcolm Evans gets things moving
£Tn C « 7. EVanS °' Mew C enera.
he P ' obnb, V hnows
any,„ S e PCC,PUm ° S we » «
Here. Malcolm gives you the
bene,., all .ha, experience^
os he undertakes to get a little
t < rum ,a,i0n 90i " 9 °" ,hc
Spec-
Although the Spectrum has a char-
acter set fixed in its ROM. certain
ASCII codes are not assigned to a
particular character.
These can be defined by the user
to be any chosen character and can
then be printed either by entering
graphics mode and using one of the
letters from A to U. or by printing the
character using CHRS which will
output the specific ASCII code.
There are 20 user definable char-
acters on a Spectrum and they
occupy ASCII codes 144 to 164.
If you type PRINT USRC'A") the
machine will give the location of the
first byte of graphics data. The first 8
bytes including that one will hold
the data for the first character and so
on. There are 20 characters which is
160 memory locations.
To calculate the actual data for the
characters, you first need to design it
on a piece of 8x8 squared paper.
Each of the 64 squares can either be
coloured in or left unshaded.
When you have finished designing
your character you need to convert
each horizontal row of coloured and
empty squares into a binary number.
To do this use the BIN function. Use a
1 for each coloured square and a 0
for each unshaded square. When
you have your eight binary numbers
then you simply poke the data into
the memory like this . . .
POKE USR("A"),BIN 10100010
POKE USR("A")+1.BIN 10001100
POKE USR("A")+2.BIN 01101100
And so on until you have poked in
all 8 rows. This will continue until
you reach USR("A")+7.
This defines user defined graphic
character A. To define any others
simply use USRC'B"). then USR("C":
and so on:
This article outlines the use of user
defined graphics, to achieve smooth
ILLUSTRATION 1
Illustration one shows two
characters which form a lar-
ger figure.
Illustration two then gets
him moving through four
walking positions.
ILLUSTRATION 2
Position 4
animation to enhance the graphics
in your own programs, and con-
tinues to show how to extend the
user defined graphic symbols far
beyond the 21 characters in the Spec-
trum specification.
Pages 92-93 of the Spectrum manu-
al outline the use of user defined
graphics characters.
It is simple to combine such de-
fined characters to form a larger fi-
gure. Figure 1 shows two such char-
acters arranged to produce the fi-
gure of a walking man. If we were to
draw such a figure on the screen and
attempt to move it to the right it
would appear to hop. Listing 1
shows a program to do just this.
Ideally we need to draw the figure
moving smoothly across the charac-
ter boundaries. This we can do by
adding intermediate figure positions
using four characters (2 wide by 2
high). Even when the figure is within
the pair of characters, 4 are still
necessary since a trailing pair of
characters is required to blank out
the remains of the figure as it is
moved forward to the next character
position on the screen.
Listing 2 shows one way of achiev-
ing the required animation. Lines
10-70 convert the picture data into
the user defined graphics A-P.
Another graphics character has
been introduced to provide a ground
plane. They have been entered in
this manner so that it is easy to
modify the pictures at any time. Line
1030 draws the four characters that
make up the man quickly. There are
two FOR-NEXT loops. N determines
which of the four intermediate pic-
tures is to be drawn, and M the
position across the screen.
Using a similar method, it is possi-
ble to animate the figure to move in
any direction. Each direction re-
quires further User defined graphics
characters. Since we have already
taken up 17 of the 21 available, we
must find some way of extending the
capabilities of the Spectrum.
The beginning of the character set
used by the Spectrum system is
pointed to by a system parameter
called CHARS at location 23606 and
23607.
This good piece of foresight of the
Spectrum programmers allows the
user to POKE into these locations to
produce new character sets.
Listing 3 introduces another six
characters to provide the pictures of
the man falling. Since the size of the
figure is one character wide and two
high, by previous arguments it is
necessary to use a set of characters
three high to move the figure up or
down. These additional characters
are available since CHARS has been
POKED to 30208 (location 23607 hav-
ing been POKED to 118). The first
usable character (CHrS 32) is at
30464. Only two intermediate posi-
tions are provided this time to speed
up the fall rate.
To add some humour (even if it is
sick) lines 1100-1240 have been intro-
duced to complete the demonstration
loop. The POKE at line 1200 is to
amend the scroll count SCR CT to
ensure that the subsequent prints of
charS 36 (a blank) result in the screen
being scrolled.
When you press BREAK to leave
the loop you will still be in the
alternative character set. Don't
panic. Simply poke 23607,60, trying
to ignore the gibberish that the basic
system puts onto the screen, and the
system will regain some form of in-
telligence.
18
Computer and Video Games Yearbook Com
SPECTRUM
no
1 REM "graphics 3"- , n9 .- {l mu
10 FOR n-0 TO 183
j f REflD POKE 30464+n,dr hex
3,0,0,0, 0.0, 0 , 0i0; REM positior(
2 ' 24 20 af ' °A 0 ' 0 ' 0 - 8 ■ 8 , 9 . 42 ,7
80 drtr 0, 0 ,0,0,0, Cl ; 0 41 J ; 0 8j84
^6,56,16, 16,43,43. 112. set 80 t-S>
128.0,0,0,0,0: REM poi,uXo' t f '
90 ORTR 0.0,0,0,0^,0^;-,' "
1 * 2 ' 128: REM Position f2
BOO POKE 23607, us
909 FOR x=0 to 30
910 PRINT RT 9,*; CHRS 48 NEXT
1000 LET 2=31
1020 PAUSE 5
•<35*n>. NEXT r, : NEXT m ' "
I STEP ? y=? T ° 18 ; F0R r '= 0 TO 3
105O PHUSE 1
1060 PRINT RT y, 31, CHRS <49-HO;fl
a* 1 ■ 31 . CHRS ( 5 0+, > i HT y+2 3, r
Tj?- +n>: HE> ' T r - NEXT y
IS 8 ™ T-r 0 T0 1 : PfluSE 1 • F0R
1110 PRINT FIT I9 + r,,3l ;C HR* <49 +M
U20 FOR y= z TO z-9 STEP -1
; CHRS
3, INK 2.; CHRS 48 ; RT 20 *1
5: AT 21,31, CHRS 3? ' '
1290 POKE 23692.13
1205 FOR r,=0 TO 11
1210 PRINT CHRS 35. NEXT «
1220 FOR r,=22316 TO 22848
1230 POKE n,56: NEXT n
1240 GO TO 1000
1900 REM POKE 23607,60 to 9 »fc
10 FOR r,=e ?6 *?§ 1 - M *«
Exf r, RERD d: P0KE USR N
60 DRTR 0,0,0, BIN NMMae.SXN
M « i or , r 9 1 > «•* BI N 00 1 0 1 0 1 0 » J
WIOO.EIN 0010010© , BIN 01000010 R
10000010, BIN 1000001 J - J1J ' B
1020 FOR 0=0 TO 30
1030 PRINT RT ?,«;•« " ; CHRS 144 fl
T 8,r,;" "^HRS ,45: PftUSE V ^
^ 1 REM ".archies 2"- Mto w , u , j
10 FOR n=0 TO 135
Exfr, RERD ^ P ° KE USR N
30 DRTR 0,0,0.1,!. 2 . 2 6 Q 0 -
0,0,0.0,0,0,0,0,0: rem Positlor ,
^ 4 L°?J? 0 ' 0 • 0 ' e - 0- 0- 0, 0 ■ 0 . 0 , 0
f6 ; 96, 128, 128 , 128, 0.0,0,0,1 1 l '
REM d 1 1 28 ., 1 28 , 1 28 ,, 1 28 ' 1 92 ! 0 '
KEM Position 2
posi on^3^ 0 136, 138^4^ 128 •' REM
5 Si ™ 3 :? b ' 0 ' 0 ' 0 -0^..0. 0,0.42. 7
-24,.0,..6,66, 130,131: REf1 po3 . t
90n EE" 2 « 5
900 FOR x-0 TO 30
910 PRINT RT 9, x; CHRS 160. NEXT
J e s?EP°; "' =G T ° 39 : F ° R "= 0 TO 1
1020 PAUSE 5
1O30 PRINT RT 7, m;C HRS Cl44*r,>;C
rHRS , l^ T1, ' RT 8 '"»^HR* <14 6+n >7
' 147 ^">: NEXT ,-•: NEXT m
PUZZLE PROG
This very basic computer program
which, with very little adaptation,
should run on most machines, asks
you to sort out a tangled mess into
four eight-lettered words.
At present the letters are stored in
pairs in an array and you could, of
course, produce the words:
COLOSSAL
CRIMINAL
COMPUTER
CALAMITY
on your screen just by changing the
order of the pairs in the DATA state-
ment.
This is definitely NON-U and is
frowned upon. Anybody who would
sink that low would never reach
their keyboard again!
You are invited having typed in
the program, to RUN it; your screen
should produce the array:
ss
MI
AL
IN
LO
CO
CA
IM
UT
AL
TY
ER
MP
CO
CR
LA
At each turn enter three INPUTS; A
and B give the column and row of the
array pair to be moved and C the
DUCKSHOOT
McCoy's, despite the name, is prob-
ably the cheapest software house
ever to rent an accommodation
address in downton Dorking.
Indeed, the most expensive part of
all their products is the cassette
holder.
Still their fairground replica does
actually run although the ducks
don't even waddle and only three
players can fire their six shots before
the inevitable program crash.
It so happened that Nigel, Jane
and Tracey in their first attempt
managed to hit one duck with each
shot; the bird, quite properly, dis-
appearing from the screen. After the
final shot had demolished the eight-
eenth duck the display briefly
showed that they had each scored
the same total before all went blank.
If Tracey hit more 20's than Nigel
who hit more W's than Jane you can
work out which six ducks each shot,
can't you?
20
^QJce A ? of
orb
>y P .
rom
*or s ,
»o, s f, ®» "? error
orc/ s
Put **Hp the
10 DIM AS (4,4)
20 FOR J= 0TO3
30 FOR K= 0TO3
40 READ AS(J,K)
50 PRINT TAB (4 'J, 4'K) AS(J.K)
60 NEXT K
70 NEXT J
80 DATA SS, LO, UT, MP, ML CO, AL, CO, AL, CA, TY, CR, IN, IM, ER, LA
90 PRINT: PRINT
100 INPUT A.B.C
110 MS=A$(A,B)
120 IF C=0 THEN A$(A,BhAS(3-A,3-B) : A$(3-A,3-B)= MS: GOTOI70
130 IF C=l THEN ASfA.Bh ASiB.A): AS(B,A)=MS: GOTO170
140D=A+1 : IFD>3 THEN D=4-D
150 E=B- 1 i IF E>0 THEN E=4+E
160 AS(A,B)=A$(D,E): A$(D,E)=MS
165 —REM Whatever you need to CLEAR THE SCREEN HERE
170 FOR J = 0TO3
180 FOR K= OTO 3
190 PRINT TAB (41, 4'K)A$(J,K)
200 NEXT K
210 NEXT J
220 GOTO 90
Five of the most powerful
and influential beings in
the galaxy meet on board
'he orbiting space station
of Far Funus.
Their declared intention
is to bring peace to the
galaxy by settling their
differences, over the nego-
tiating table, diplomati-
cally. Secretly, each of
these warlike beings
hopes to outwit the other
four and seize control of
the galaxy for his empire
once and for all.
There's Bezel from the
Pirate Empire resplendent
in his burgundy and
magenta robes but a crea-
ture none of the others
would trust as far as they
could have thrown his
feared and awesome ship,
the good vessel Vespo-
zian.
INTERSTELLAR
INTRIGUE
Negotiate and
manoeuvre your way to
control of the galaxy
By Mike Singleton
All of the others are
at a disadvantage when
haughly Shazaz-Ka looks
them in the eye. They dare
not return the stare of this
subtle diplomat from the
powerful Sun Empire, for
fear of being permanently
blinded. He uses this
advantage sparingly but
his terrible frown falls
most regularly on the ill-
mannered Bezel.
In contrast, the brutish
gesturing and roaring
Irom infamously ill-
tempered Tiaithan Lizard
delegate Maachen, threat-
ens to disrupt the pro-
ceedings at every turn.
The others excuse his be-
haviour by making allow-
ances for his being out of
his natural amphibious
Compute and Video Gomes Yearbook
environment but they are
not so quick to dismiss the
threat his numerous blue-
emblemed Water Empire
forces pose.
No-one has ever disco-
vered the name of the
anonymous Ice Warrior,
whose features remain
hidden behind a glacier
mask and whose grating
voice is disguised by
the crackling breathing
apparatus that serves him
on this mission. He repre-
sents the weak and much-
scattered Dead Empire,
whose voice at these pro-
ceedings is only heard be-
cause no other empire can
take control of the inhos-
pitable planets and dying
stars where they live.
But while they look
down on the primitive re-
sources of the Dead
Empire and the irony that
these most lifeless of
beings have chosen vib-
rant green as the disting-
uishing colour of their
poorly-equipped fleets,
the others keep one wary
eye on his ice-axe. And all
know the value of an ally
capable of inhabiting
planets where no-one else
can visit — let alone live.
Lastly comes Grakta of
the Bloodline Empire. Tra-
ditionally the rulers of this
galaxy and let none esti-
mate his cunning which is
the result of 27 genera-
tions of careful cloning.
His power relies on the
Bloodline's long control of
the stellar energy, but
now it is under fierce
attack from all sides — yet
knowing Grakta he may
still win the day.
The five are sat around
a board, with their base
stars, outlying stars and
fleets on it. As the fortunes
of galactic war ebb and
flow before them they
argue, connive, ally and
betray to gain the upper
hand for their respective
empires.
Any is capable of wrest-
ing complete control, but
each must use the others
in brief alliances, all will
try to prevent any other
from becoming too power-
ful. It's diplomacy on a
cosmic scale for two-five
players and no holds are
barred.
21
THE RULES
Players take it in turn to make their moves. The order of
play is decided randomly by the computer at the begin-
ning of the game- For each star a player owns at the
beginning of his turn, he gets one movement point.
During his turn he uses these movement points in
moving fleets, rotating fleets and firing at other fleets.
The player does not have to use all his movement
points and in fact can use none if he so wishes. Move-
ment points, however, cannot be "saved up" for the next
turn. If they are not used, they are lost.
A player with no movement points misses his turn. This
does not necessarily mean he is out of the game. If he
still has some fleets left, the actions of another player
may still enable him to capture a star without even
moving and then he will find himself back in the game!
Moving a fleet one space costs one movement point. A
fleet can only move into an adjacent empty space. A fleet
must move forward, left or right.
It cannot move backwards. Once it has moved, it will
be pointing in the direction it travelled. A player, of
course, can only move his own fleets.
New fleets can be created at stars a player owns. To
bring a new fleet into existence, the player simply makes
a move from the star into an adjacent empty space. This
move can be in any of four directions, north, east, south
or west.
a fleet 'HHHHHHHi
Rotating a fleet costs one movement point. The fleet can
rotate through 90 or 180 degrees. When rotating, the fleet'
remains in the same space and simply changes direc-
tion. To rotate a fleet, the player must own it.
FIRING AT A FLEET
Firing at a fleet costs one movement point, A player can
fire from any star or fleet he owns at a fleet in an adjacent
space. If he fires from a star, he can fire north, south, east
or west. If he fires from a fleet, he must fire in the
direction the fleet is pointing. The target fleet is always
destroyed, even if it belongs to the player himself! Stars
cannot be fired at or destroyed.
CHANGE OF OWNERSHIP
Ownership of a fleet or star can change as a result of
movement, rotation or firing. It always depends on the
new situation created by. a player's action and any
changes of ownership take effect immediately.
Ownership is determined by the fleets "attacking" that
star or fleet. A fleet is said to be attacking another fleet or
star when:
I J It is adjacent to that fleet or star.
2) It is pointing directly at that fleet or star.
3) If it is attacking a fleet, the two fleets are not pointing
towards each other. A fleet cannot attack a fleet that is
pointing towards it. Therefore, fleets pointing towards
each other do not affect each other.
The following rules govern the ownership of stars and
fleets:
1) If no fleets are attacking, ownership of a fleet or star
does not change.
2) If there are ONLY neutral fleets attacking it, the fleet
or star becomes neutral itself.
3) If each of the attacking players has an equal number
of fleets attacking it, the fleet or star becomes neutral.
4) If any player has more fleets attacking it than any
other player, then the star or fleet is captured by that
player and becomes his star or fleet.
5) Neutral fleets are only counted as attacking fleets if nol
other players' fleets are involved.
Each move a player makes involves a potential change]
in ownership of surrounding fleets and stars. In certain!
situations, chain reactions can occur. Imagine, for exam-
ple, a line of fleets pointing towards each other,
ownership of the first fleet in the line changes, this wil
cause ownership of the next to change and then the next
again. Such changes take effect immediately, not ji
at the end of a player's turn.
1) Removes fleet from map. Checks for changes.
2) Puts fleet in new position. Checks for change
ownership of that fleet.
3) Checks for changes in ownership of newly attacked|
fleet or star and any connected fleets.
1) Rotates fleet. Checks for change in ownership of
star or fleet that was under attack.
2) Checks for change in ownership of rotated fleet.
3) Checks for change in ownership of newly attacked |
fleet or star.
AFTER
1) Check for change in ownership of fleet or star that tl
destroyed fleet was attacking.
All checks for changes in ownership always involve
check on any connected fleets or stars, so chain reactioi
may occur in any stage of the checking.
The object of the game is to bring peace to the galaxy,
The winner, therefore is the only player left who
make a move. To win, you must leave the other playei
with no stars and thus no movement points.
THE CONTROl
C = CHOOSING
M = MOVING
R = ROTATING
F = FIRING
E = END YOUR TURN
S = SAVE THE GAME
ON TAPE
CURSOR KEYS are used
for direction of movement,
rotation or firing. They are
also used to control the
movement ol the square
cursor during the CHOOS-
ING option
In the CHOOSING op-
tion you can move the
square cursor to any fleet
or star you own. You can
also choose any of the
other options. When you
choose to move, rotate or
fire, the fleet or star will
begin to flash. Then you
press a direction key and
the action will occur. You
return to CHOOSING auto- j
matically after rotation or
firing but during MOVING
you must return by press-
ing C.
E enables you to end
your turn at any stage.
But only when CHOOSING,
S enables you to save
the game on tape at any
stage. When loaded back
in, the program will recre-
ate the exact conditions
that held when you press-
ed S. All you need to do
after pressing S is give the
saved game a filename.
Computet and Video Games Yearbook
FOR 2-5 PLAYERS. RUNS ON SPECTRUM IN 16K .
SUB 609
11 GO SUP MO
12 GO SUP 100
13 GO SUP no
14 GO SUB 130
15 GO SUB I'M)
IS GO SUE 190
17 PAPER 0 BRIGHT 1 BORDER 0
CLS
18 GO SUB 1 60
I? LET LET lp-1
29 LET m=k,vp.. if „=o THEN
TO 23
21 GO SUB ITU. GO SUB 269
i^-s" THEM ...j 10 to
[22 LET lp> P
23 LEJ p=p4i ir p=7 THEN LE
P'2
24 GO TO 20
27 REM
28 PEN save -3*m* on tape
2? REM
30 INPUT "SAVING! GRME NRME
if* IF LEM f* 10 THEN GO T(
31 ^HVE tS LIIIE -10
32 GO TO 21
37 REM
38 REM *utostart saved Qame
39 REM '-
40 PAPER 0 BRIGHT 1 BORDER O
as
41 RESTORE GO SUB 10©: GO
160
42 GO TO 21
97 REM __
98 REM read in graphics data
I 99 REM
I 100 FOR b=0 TO 159; p E flD „. Poy
E U5R "J"*b.„ NEXT b RETURN
I 107 REM
I l©8 REM read in block data
109 REM
110 FOR b=l TO ,* FOR y«l T 0 2
I *Eftt> b«Cb,y >. NEXT y. NEXT b: R
ERJRN
117 REM
118 REM print block
119 REM
126 INK c PRINT ftT y*2.**2-2,b
*b.l> PRINT AT y»2M..:*2-2,b»<
P>2> RETURN
127 PEM
128 REM read in start positions
129 REM
130 FOR TO 6 READ x,y: LET
!«<.,ym»V IF m'.cW THEN GO
TO 132
1 31 LET c«< . , y )=STR» c
132 ne;:t r RETURN
137 REM
138 REM set up arrays
139 REM
140 DIM b«<7,2,2.>
141 I 1 in 3*- lb. lu «
WZ l'IM ..$• 16. lo ■
M5 FOR --I lu i... LET z%< --6
S66b6j€" LET c»<! . •=■"777777777
[ ME::r return
147 REM -
148 PEM generate starmjp
1*9 REM — _.
THEN GO TO 13, *****UX>*6«
Vm, NEXT s: R E
isr REM
GO SUB 1 20 ke^Z C " V ^t
y RETURN E * T x; HEX
167 REM
!3 rem ^n^»r^w
170 BORDER p PRPFa'Z' rTZ —
■LHR INTRIGUE « '"TERSTE
iStnUl™ " e '«."-10VES-
'htV'return - THEM PfiPER 0
BR1
RflPI
WINNERI
ind Video Games Veerboofc
175 GO TO 175
177 PEM ••*-* — ** — — — — ■ " — — •■ —
178 REM flash block & key test
is! nSmir-iaa ^ ter b-vR L
181 LET i«=lNKEY« IF i*» M *" 0R
THEN RETURN
182 GO TO 181
187 REM 7~TT"*.-
188 REM generate neutral t leet,
139 REM
190 FOR s=l TO 79
191 LET x-l + INT <RNP*16.>; LET y
-J + IMT <PND*10> IF »«<x,yK> 6
THEN GO TO 191
92 LET b-l + INT < RND*4 > LET W
AScbT let ny-imiCb>i | tmfm
OR nx-17 OR ny-0 OR ny«ll THEN
GO TO 134
}93 lh c*<.nx,«« K>"/- iHtN Lb i
?94*LET s»<x.y>-STR» b: NEXT
RETURN
197 REM "
198 REM select move location
199 REM
one. LET > y S LET y^S
Si PRINT RT O.10, FLASH 1. PflP
ER 0, INK 7," CHOOSING
.5,9
202 GO SUB 500
205 IF I**""" THEN GO SUB 250
206 IF «-V" THEN GO SUB 30©
207 IF l»="f" THEN GO SUB 350
2^0 IP »-«•" OR 1*-"*" THEN P
23
SPECTRUM CONTINUED
iF-TlfPN
PflP
rt e. 16;
FLEET"
IP < i»<"3- 0
" THEN GO T
RETURN
20 GO TO 201
247 REM
248 REM wove Fl«*t
249 REM
250 FLASH 1 PRINT
ER O, INK 7, "MOVING
251 LET 1«"1MKEY«
R 1»>"8" > AND l*. >»<
O 251
252 IF i»*» C " THEM
253 LET i*VflL i»-4
254 LET 0>«*K?i>: LET nw=y+y< i
>■ IF nx*G OR n>:*17 OR nu«Q OR n
y=ll THEN GO TO 251
255 IF s*< nx , ny K>"6" THEN GO
TO 251
256 IF b»5 THEN FLHSH O. GO SU
B 120. GO TO 261
25? IF i+b=5 THEN GO TO 251
258 LET cb-b: FLRSH 0 LET c*7
LET b*G GO SUB 129
259 LET c«'.k, U ^"7": LET s*<x.y
?«STR« b
260 LET b-ob GO SUB 409
261 LET X-nx: LET y»ny : LET c»p
LET b-i FLRSH |! GO SUB 120
LET c«(>. iy ^STR$ c. LET s*' - , y )=
b
GO SUB 401 LET x«nx: LET
LET c»VflL CXXiU? LET b«
GO SUB 400
FLRSH 0: LET
BRIGHT 0,
r.»=ft,-l PRINT R
PAPER 8, INK O
STR*
262
»riy :
263
268
T 0.3O;
269 BEEP .4, 12
270 IF m=0 THEN
RSH 0 GO SUB 120
275 IF c«<x,yX>STR» p THEN
RSH 0 GO SUB 126. RETURN
280 GO TO 251
LET t»="e"
RETURN
FL
FL
29? REM
298 REM rotate fleet
299 REM
306 FLASH 1 PRINT AT O.10. PAP
ER 0. INK ?;" ROTATING "
391 LET i«-INKEY»: IF <i»<"5" 0
R i»>"8".» AND i»<>"c" THEN GO T
0 301
302 IF i«»"c" THEN BEEP .3,9:
RE 1 URN
303 LET i-VftL i»-4 IF i«b THEN
GO TO 301
304 LET ob«b FLASH O LET b«i -
GO SUB 120- LET 3*< - , y ?«STR» b:
LET b»ob GO SUB 400 LET b*i
GO SUB 401 i GO SUB 408
305 LET HWrtl PRINT AT 0 , 30 . F
RIGHT 9. PAPER 8; INK Qito." "
386 BEEP .4,12
307 IF H*0 THEN LET i»="e"
3©e RETURN
347 REM
348 REM fire at fleet
349 REM
338 FLASH 1 PRINT AT 0,10, PAP
ER 0, INK 7, " FIRING
351 LET i*=INKEY* IF «1»<"5" O
R 1*>"8"> AND i«< "e" THEN GO T
0 331
IF i«=*"c" THEN BEEP .5,9
RETURN
353 LET 1=VAL i»-4 IF b< >5 AND
iOb THEN GO TO 351
354 LET nx»x*x( J LET ivj-y+yv i
>: IF rtx-0 OR rik»l7 OR r.y»8 OR r.
y*ll THEN GO TO 351
355 IF s*<nx,r>y»"4" THEN GO T
0 351
356 LET ob*b LET oc*c i LET ox»
;< : LET ©y=y LET x-v»x : LET y*ny
337 FOR f=l TO 10 BEEP .05,13:
BEEP .05, 10 NEXT f
358 LET i»VAL s»tx,y>: FLASH «
LET b*6 GO SUB 120. LET *
>-"€". LET c«(x,y) 3 "0". LET b-i
GO SUB 424
339 LET c=VAL c»<x,y>: GO SUB
20. LET : PRINT AT 0,30;
IGHT 0, PAPER 8, INK 9,P»,» "
360 IF M*0 THEN LET
361 RETURN
397 REM
398 REM check fleet or star
399 REM
408 LET ox=x; LET oy-y : LET ot
b: LET oc a c: GO TO 424
401 LET ox-x: LET oy»y. LET of
LET oc»c
402 FOR I.-2 TO 7. LET i* k «0 I-
EXT k. LET cl>=0 LET c2->0: LET
>=0: LET hc-c LET en-1
403 FOR d B l TO 4: IF d-b THEN
GO TO 410
404 LET *x"x*Wd): LET ay=y+-j'd|
IF #*=0 OP *x-17 OR ay=8 OR *!
U»l 1 THEN GO TO 410
403 LET ab-VRL s»(ax,ay>' IF d-
ab< >5 THEN GO TO 410
40G LET *c*VAL c«Ca*,ay>: LET l
t*c >n< jc>+1; IF fnicKhn OR ac=
- THEN GO TO 4I0
46? IF nfK.'-hn THEN LET er.=I .1
GO TO 410
408 LET hiv=nCac> LET hc»ac:
T &n=Q
411 IF eit-0 THEN GO TO 420
412 IF hn>0 OR n<?>>0 THEN LET
he =7
420 IF hc-c THEN GO TO 430
421 IF b-5 THEN LET n.tc>-m<c>-
LET t<& he he )* 1
RUNS ON A BBC MODEL B. CONVERTED BY STEVE WILLIS
Loaded in two parts 1- "INTRIGE" 2. (loaded automatically by 1.)
"INT#2"
The major problem with this conversion was the need to use
the BBC MODE2 to gain the required colours for more than two
players. Again this led to ihe further problem of needing 32
character width on a 20 character display.
The games uses all 32 characters, by displaying pair
together, to give 16 large characters. Rearranging the charac-
ters to only use 16 meant a rather sick display. In the end !
redesigned the Spectrum characters so that they can be over-
lapped.
This overlap is achieved by printing the left-hand character,
then back spacing (using the VDU5 graphics motion of the
cursor} by a character width. Finally the right-hand half ol the
character is printed. Thus 2 characters which would take 128
pixels (2x64J now take 96 pixels (64 - 32 ^ 64). With 1280 pixeli
across this still isn't enough.
By then reducing the 'used' amount ol each character in thel
direction to 5 8ths we further reduce the character to 80 pixels
wide. This gives us 32 across! In the Y direction we have 32
available lines so there is no problem except to match the find
shapes. This all sounds complicated but is achieved in the ent
by rewriting the character definitions in "INTRIGE" and then
line 120 in "INT#2" does everything!
Now the second effect ol using MODE2. is the lack of spa«
available for variables; or to be more precise for string vari-
ables. This game in its original form used two large string
arrays and this proved impossible on the BBC. This has been
overcome by storing the display information, previously held is
SSIX.Y) & CSfX.Y), by POKEing in the spare areas of the
10MODE?
20BIMP«<6>,J13C<7>
30REM" **ENTER PLAYERS**"
40CLS
50PRIHTTREC0, 2 )CHR*< 131 >CHP*<
137 >
o*. fo^° R 1 ' :=3TD4 : p * I NTTflBC 9 , I >; >CH
^rili/*"** 1 4 1 )CHR '< 255 >CHR«< 25
ptpmp 5 INTERSTELLAR INT
S' 255 > : NEX^ HR5< >CHR * C >CHR
24
7GPRIHTTflB<0,5>CHR*C 131 >CHR*<
1 ' 80PRINT' ' TRB<! 4 >" Design^ by
Mike Si ndetor, f or" " ■ F0RIK-6T07
:PPIHTTRB< 7>CHR*< 141 >* COMPUTER
% VIDEO GAMES"; NEXT; PRINT B
BC micro trarislation by Stev© Wi
Ul ?0PRIHTTRB<0, 19 >" THIS GRME C
RH BE PLAYED BY RS FEW RS TWO
PLAYERS. OR AS MANY AS FIVE,
« IF b-5 THEM CO TO 430
*N GO TO 430 W 8 0R «"H T
P LE ' GO TO 40
318 LET .r=IHKEY» IF f «-<»,. n
RJ 51© b RND U " 10> T HEN Co
g M SUB 128 OVER 0
CO SUB 120 BEEP ,5*9. RETUR
P5 REM enter P Uy«r S
§9? PEM _ _
Eft? ~ ^ s?a
604 PRINT AT 0,3; INK O, PAPER
6; " "
605 PRINT HT 1,3.; INK O; PAPER
6;" INTERSTELLAR INTRIGUE "
606 PRINT AT 2,3, INK 0, PAPER
6;"
610 PRINT PRINT "D*s I gn«d bg
Mifc* Singleton for"
615 PRINT PRINT " COMPUTER
8* VIDEO GAMES"
620 PRINT AT 10,0;"Thi* g*ro* c«
n be Played by *s few is two p
layers or is many as five. Pie
ase enter how war.y are people a.
re 00ift9 tc> play. "
625 INPUT "Number of players a
";r.p; IF npOINT np OR np<2 OR .1
P>5 THEN GO TO 625
630 PRINT Al 1O.0, "You h«v# Ghp
sen a np, "-player 9af<ie. Pleas*
enter each player's name. Up to W
ItM letters are allo'^ed for ea.c
h nai-ie.
635 PRINT At 15,0,
640 FOR p«l TO np
645 INPUT "flayer's n ai«i« ■ " , n«
IF LEN n* $ OR f|«- rt " THEN GO
TO 645
650 LET c-INT •RNt>*5,'+2 IF p»<
C ><>" " THEN GO TO 650
655 LET M<C>*1 LET p*< c •=■!-.* P
PINT p»Cc?
660 NEXT p
665 PRINT PRINT "ThankyOu. PI
ease J t a. r.icf..«?nt„ . "
RETURN
4957 REM
4*398 REM *pHlC* data '
4^99 REM
5000 WITH 0,1,3,7.15,31,63,127
5010 DATA 0 , 128 . 192. 224 , 240, 248 .
49C . »- J**
5020 DATA 254 . 252. 248 , 240 , 224 . 19
2 i 1 28 i 0
5030 DATA 127 .63. 31 , 15, 7, 3 . I .0
5040 Oflffl O.i", 31.63,63. 127, 127,1
^DftTfl 0.224,240.2^2,252,254
DftTfl 127. 127. 1^.63.^31.;
^'o^ ' >*» ■ 254 ' » • . 24
3060 DH.it t5 # X3,ISyla, 1S -
5100 r.-HlH U.IS.l&.i* ... ,„
:;' '"UN UV.I27.U.7 >l27 , 0 . rj<0
>140 OftfB 0.0,0,1'.. 254. 254. 2*4 S
0
150 DATA 254.254
'54 , 254 . 0 , * t , 0
sj-3! 1 .1.1. .1.1.1 1
51*7 REM iZ *****
5199 REM block .J*t*
5199 REM - -
5200 DATA " ao » , ..,,,..„
5210 DRtA "k i ■• ,
5220 DATA %b".", ~,"
52:;u DATA "f..b" . »nc-
524o DATA ".,f" . »^ h ..
5c'50 DHTA " " , - »
5260 DATA ".••-*«
5297 REM -
REM it. 1 1 l.o.p .jjta.
5293 REM - -
5300 DA I A i
5310 DATA 1 ,4
5320 DATA |6.4
5330 DATA 4,10
5343 DATA 13, 10
computer where no Basic may venture.
For this I have used &A00 to &BFF and the program now
PEEKsand POKEs these areas. The relationship is as follows: —
S&X.Y) becomes 7(2816 + 10"X% + Y%)
CSX.Y) becomes 7(2560 + 10'X% + Y%)
As X= 16 & Y= 10 are the maxima, one can calculate that there
ban unused gap from 2731 to 2826. In fact these locations are
used when saving a game (we will discuss this in a minute).
Thus the SS(X.Y) & C$(X.Y) strings have been replaced
throughout and. as in all the games. X% 8f Y% etc. (integer
variables} have been used. In fact as the data storage is
numeric in the game this is more efficient than evaluating VAL
(string) all the time as in the SPECTRUM version.
Now to SAVEing and LOADing games. SAVEing a game is
achieved by storing a machine code dump of locations &AOO to
' ■'- " ' in the file named "INTINT" on tape or disc. At the time a
achie;
Imaa
V „ P C LE "^ ENTER THE NUMBER OF P|,R
THIS QflME - \ S
FOR R SAVED GAME)"
95INPUTTRB' 13,23>" " . NS
| 1 00 1 FN$* " S " THEN N*-"0" ELSE IF
E?noS K2 ° R VRL <N«>>5 THENVDU7 :
110701123,224,0,0,6.6,14, 30, 62
62
120VDU23 . 225 , 0 , 0 , Q , 96 . 1 1 2 , 1 20 ,
1^4,1 24
SAVE is requested, the player's names, number of moves
allowed, and player colours are loaded as an ASCII dump into
the spare area from 2731 to 2816 (lines 31 to 38). The whole data
stream is then SAVEd.
The option of LOADing a saved game is selected at the start
of the first program. If an "S" is entered instead of the number of
players, then when the main program has loaded the player
puts a previously saved game tape in the recorder and it will be
loaded. The game is then running.
With tape storage several saved games can be stored on one
tape or several tapes. However they are all called "INTINT'
this could be modified if you wish quite simply. Both SAVE &
LOAD work correctly to a disc system.
Finally PAGE has again been set to &1200 if a disc system
interface is in use, or &EOO if not. This allows the use of
MODE2 with disc versions of the game.
1 30VDU23 . 226 , 1 24 , 1 24 . 1 20 , 1 1 2 , 9
6,96 ,0,0
1 4GVDU23 , 227 , 62 , 62 , 30 , 1 4 , 6 , 0 , 0
,0
1 50VDU23 , 228 ,0,15,31 , 3 1 , 63 , 63 ,
127, 127
160VDU23, 229, 0, 240, 248, 248, 252
.252. 254,254
1 70VDU23 . 230 . 1 27 , 1 27 , 63,63,31 ,
31, 15.0
1 80VDU23 . 23 1 , 254 , 254 , 252 , 252 , 2
25
BBC CONTINUED
48.248,240,0
210VDU23,234,0..e. 6 .6,6 J 6 6 6
^3970023,236.0,0,0,0.0, 12gjl26
, 0 f J 0 VDU23 ■ , 1 26 . 1 26 , ! 26 ., 0 , 0 ., 0
, 2 || 0VDU23 • 238 , 0 , 0 . 0 , 0 , 0 , 252 , 252
' 0 2«JVDU23 . 239 , 252 . 252 .. 252 , 0 .. 0 , 0
288VDU23. 24 1,255. 1.1. i.i , , .
3007^23,243,1,1.!,!,! i ,
340END
>LIST
0MODE7
r 9 i f*SJ 1 >=a " 1 1 Y5S< 1 ;>=a 0 ; 2 >=0 ;
*< 4 >i@ 3 >=e : VSS< 3 >E ~ 1 : %< 4 >=1 : V
7< 2560+1% >«0 5 NEXT
GOTO^T^* : 008051 10 : IFN^-OTHEN
3FLASH-0
1 ©GOSUB 6 00
1 1 GOSUB 145
14GOSUBX30
15GDSUB150
16G0SUB190
17REM*#SCREEN COLOURS**
1SGOSUB160
19P5S*2:LP5i-l
Zm>^M>X PH > : IFM*=9THEN23
HEH30 G ^
LP-^P?"" 9 : B ^ =/ : FLflSH=0 : GOSUB 1 29 :
23P3fi-PSC+;l . IFP>;=7THENP*=2
24G0TO88
30MODE? : PRINTTAB< 3, 7 V THE pr
, IE WILL BE SAVED WITH" < TRB< 9 T
HE HflME I NT I NT" ' ' " PLEASE STRPT
TAPE RECORDER AND WHIT"
3i?aei6-NP%
_32F0RI*ilT0NP* : IF LENC P*< »
<10 THEN P»<I*>«P»<I*>+STRING*< 1
0-LEM<P»< " " > : NEXT |
33F0R1H-2T06 i FORJ*=lTQ10 i ?<2<
3 1 ♦ J5C+ 1 fc* 1 0 >=RSC< M I D*C P*< 155 >; J*
1 ) > . NEXT ! NEXT
' 34?2802=LP* . ?2803=P* i FOR I *«21
06 ?< 28Q4+ 1 X >«M«< VA> ■ NEXT
35*SRVE"IHTINT" QR00 +01 FIR 0H
37PRINT"" PLEASE STOP THE
TRPE RECORDER "
38END
40CLS:PRINTTAB<2,6>" POSITION
THE >ILE I NT I NT .. THEN" '
PLERSE STRRT THE TRPE RECORDER" \
*LOAD" I NT I NT"
41NP":=?2316
42 FORI^2TO6:FORJ^1TO10^P*O
X >=P*C 1% >+CHR*< ?< 2731+.r/.+ I/-*10 ?>
•NEXT: NEXT _
43LP^«T2B02 • P'^?2S03 i F0RI5£»2T
06 : NK< I*/- >■?< 2904+ VG ) ! NEXT
46FLRSH»0 GOSUB 160
47G0T021
103REM" **RERD IN BLOCK DRTR**
" 1 10RESTORE5200 ■ P0RB»*1T07 ' FORY
I 5S-1T02 ■ READB*< «6/W > ! NEXT I NEXT R
I ETURN
14 8REM" **PRIHT BLOCK**
120GCOLQ . CV.+FLRSH*8 ! nOVEX%*80-
|80 . < ;*43+43.F ^IN^HR^^
iput«r «nd Video Gam« V|
'B$CB*, 1 .O+ISSO; :PLOT0^^w^
NTCHR0C RSC< RI GH T*< fi*^ . fV J jj}
1 31 ?< 25ib9+X";* 1 0+Y"-: >»C?i
132NEXT: RETURN
138REM" **SET UP RRRRY3**"
MSFORY^ITOIO : FORX^lTOKS . 7 r o
i«i? 5I ^ 10THENIF?<28 i6 + ^*ie^
|Y'.+ [ .' .K .J6THEN131
KJRN 56 ' ' 2816+X: '-*10+Y^ >=3 : NEXT : RET
J38REM" **PRINT STRPMRP**"
^leBREM" **PRi NT TITLE 8, PLAYER
1?0PROCWIPE< 190 > : GCOL0 . PX ■. MOVE
£56, 10MQ PRINT" INTERSTELLAR" MOW
k 84 . 564 PR I NT » I NTR I Q, | » Jn VE S ,
1^1, 2IPLP:,< >P>:THENGCOL0., 1 28 : RETU
I i 1 o^ R ° CWIPE< 32 > 1 GC OL0, 9 : MOVES
p:PRIHTTRB<6>"WINHER" nU/E0 '
1 5 JI 4 ^, 1 -: 1 5 . 1 00 . 50 : S0UND2 , - ,
Cfj« ^ - 1 5 ' 75 • 50 = SOUNDS .
|« £ REM **WINHING TUNE**
173EHC-
ITeIS'"'" ** FLRSH BL0CK "» KEY
^UB120 =P: " B ' := ^ ' 28 1 6+X ' ; * 1 Q+ ' f '< ■' ■ G
«J"-INKEY»< 5 > : IFI*="N"ORIS="
^ S n ;f i,= .,,. 0RI4= .. E ,, H - RE
>88RErr** GENERflTE NEUTRAL FL E
CampMtw «nd Video Gamw Yeoi
EXAMPLES OF ATTACKS
Dcrint
BEFORE
AFTER
»•
|*
M
M
>•«
10 «
TV"
▼ ~ ▼
♦2*
No change because fleets are
pointing towards each other.
Only a neutral fleet is involved.
Therefore it effects ownership.
The red fleet is not actually
attacking because the central
fleet is pointing at it.
The red fleet is also attacking.
Therefore the neutral fleet has
no effect.
Red has a majority of attacking
fleets, so ownership goes to
red.
Example of a chain reaction.
l*0FORS';; = lTO7i;.i
191>tt-RNP< 16 > i Y%«RND< 10 >= IF?< 2
1 8 1 6+X3S* 1 >< >6THEN 1 '3 1
192B^ a RNEX 4 > - NX5fi""X5fi+X5fi< Btt ) : NY*
«Yfc+Y«< 8* > : IFNX*=0ORNX:'.*17ORNYV.==
leORNY5«»llTMEN194
193IF?< 256Q+NX**10+NY* X > 7TH6
iS47< 2816+X^*10+V:-: >=B>: : NEXT ! RE
ITURN
198REM" **SELECT HOVE LOCATION
90 1 PROGM I PE< 32 ) : M0VE384 , 32 : GCO
L0.8GCOL0, 128; PR I NT "CHOOSING" V
202GOSUB500
205 IF I*"" M " THENGOSUB250
206 I F I *= " R " THENGQSUB300
207 IF I*="F " THENGOSUB350
210IFI*="E"ORI*= ,, S , 'THEN RETURN
ELSE201
248PEM" **MOVE FLEET**"
230PROCWIPE< 32 ) M0VE236, 32 GCO
|l0 . 8 ; GCOLO.. 128 ! PR I NT "MOVING FLEE
T ?51I«=INKEY$<3>: IF< I*<"5"0RI*>
"8" >RNDI*< >"C"THEN : G0T0251
252 I F I *= " C " THEN FLRSH-0 I C*=P H
B"'i=I": ! GOSUB120 i RETURN
253I>:=VflL< I*>-4
; iFNXJs=0ORNX'i*17ORHY^*0ORMY5s«l IT
HEN VDU7:G0T0251
27
BBC CONTINUED
2580B*«BSi : FLASHY K»8 K.* u
*£««»»«« > : GOSUB120 - : B ?. B ^ 0 - B °
26f)E.v=0E:: ! GOSUB4Q0
262G0SUB401 : MtfHttft : Yv-u— • r- -
263GOSUE400
268GOSUB20Q0
' GOSUB 1 20 ! RETURN ' *"<*
280GOTO231
.iSSREM" **ROTRTE FLEET**-
305GOSUB2000
308RETURN
340REM" **FIR E R T FLEET**"
.^J.^.^C-THENVDUr: RETURN
•ictf » — . _ " * *y -* < G0T09S 1
3573OUNO0,-i 5 . 6 , 2a
^5ai;:«?< 231 6+ 1 B*X5«+VJ! > • BJio tv-p
igggwg ? cosusiga , ffiaggy
%+Y :-. )=6 i ?< 2560+1 0*XV.+W. >=0 : GOSUB
359C("?< 2560+10*X"«'.+Y>: > : GOSUB 12
0 : GOSUB2000
360IFMV.-0THENI*- M E" I RETURN
lleREM" **CHE(i* FLEET OR STRR*
*"400ox;;=x« ; OYV.-YV. i W&m i ocx-cx
' S 40lOx5-X54 : WW ; 0B5S-BX : OC«*G54
402FQRKK-2TO7 i HW l« >*0 : ME»T XI
v=w : C2':=0 : HHK-> i HCfc-C* : ENH- l
' 403FORDK-1TQ4 : IFDX-B5STHENGOT04
1O 404FlXV.=XV.+X-';f. PS > : RY«"Y54+Y5S< D« >
. IFRX5S-0ORRXJJ-17ORRY54-0ORRY5S-11T
405flB5S*?< 2816+lQ*RX'S+flY^ > ■ IW>*
+RB"'-O5THEN410
406RC**?< 2560+ 1 0*flWS+«« 3 i N*< fl
>vHVfl < fie% >+l : IFH3« flCSfi KMNSSORRGtf
" 7 407IFN*< RC'i >=HN"iTHENEH"C= 1 i GOTO
40SHN**N%< Rt» > i HCV.-RC* : EN**0
410NEXT
41 1 IFEH« BS 0THEH420
4131 FHN8 >00RM5C< 7 ? >OTHENHC W
420IFHCV,=C5STHEN430
*2i IFB-/.«5THENM5«< « >»H*K GS >-l : M
X<L HC5S >*l*tf HC5S >+ 1
422C**HC>; i ?< 2560+10*X**Y?i >*C<:
FLflSH =0 . GOSUB 1 20 : SOUND 1,-1 5 ■ 1 < ■ *
423FLRSH=0 i gCX*C3 ' S»3C*W s C^«0 :
B X«7 : GOSUB 120 : BV.-SBX : C^=SC>; IfBM
-STHEH430 . . T
FKr^0OR^-17ORYr^0ORY^=llTHEN430
425B:^?< 2316+10*X«+Y% > :
HE 3S?^?<: iKtawm^ > : GOTO402
430Xv=OX^ : Y*»OY* : C":=OC^ : B^=OB- :
R 4SeM" **CURSOR & KEY TEST'*'*"
B00C5S-8 B5S-7 ■• FLRSH-0 • GOSUB 1 20
^iriI$=IHK.EY*<5>:IFO*<"3"0RI*>
' »« >RND 1 *< > " R " RHD I *< > " M " RHO I «< >
: - AND I «< > "E" RHD 1 »< > " 3 " TMEN5 1 0
S15IF< t«- ,, 5"RHPX5S-l ?0R< I»« ,, e' R
^DX5S«16 >OR< I*="7"RMDY>;«1 >OR<
6 " RNDYH" 1 0 >tHENS 1 0 ^ liS ^
•520 TF< I^ ^S^ORI^^" >RND r< 2560
+ 10*X5fi+Y* x >p-:rndi*<>"E"RNDI*< >"
;;"THEN510
52 1 1 F I *= " R " RHD ? 1 ' 23 1 6+ 1 0*X^+ M >
ATHENS 10
525GOSUB120 . 4
526 1 F E " OR r r THEHFLR8H^0
28
Computer and Video Games Vearboo* Comp
- v ^ 0 ^ + yv . . r ' o I HEME
*» SOUND!, - 1 S-^ n ^RSH =]
540C^«0 ; E ;._.; •' 1 0 RETURN
SKT PLflVERS ^..
S^^3 6 >» VOU HHVE
6 n» »9o«£; TH ;;; DD i NwmKwJ
6S0CH-RND< 5 >+ 1 : I FP«< C5fi X > " 11 THE
N650
633N5SC C5fi >-l i P»< G« >*N*
660NEXT
663PRINT"* THRNK YOU. PLEAS
E WRIT fi MOMENT - 11
690RETURH
10O9DEFPROCWIPEC U* >
1 9 1 0MOVE0 , U* : GCOL0 , 0
1029FORZ5S-0TO19 i PRINTCHR* 244 >;
: NEXT
1030ENDPROC rt
2000PROCWIPEC 100>:M".=M*-1 : GCOL0
pK : MOVE0 j 100 : PRINTP«<: P'4 > : M0VE78
4 100: PR I NT "MOVES- " ; M^ ; RETURN
4233F0R I'/.- 1 TONPV. : FORJV.= 1 TO 1 0 :
3200DRTRRO , DP , KL , DC , RB , IJ , MB , NG
EF , GH , t ,QR>ST
3300DRTR8, 1, 1,4, 16,4,4, 10, 13, 10
i00'800. CO!
Ai^inthetoUoW »ess ^ ^
She turned S^c^
2^9^^
This^hould be turned back ,o characters by
176 FOR J=CHB+24 TO J+87:REA0 ft: POKE J.fi
:HEXT J : OPEN tl*4#N#"K"
180 DATA 0,16,48, 126*254* 126,48, 16
130 DATA 0,28,28,28,127,62,28,8
200 DATA 8,28,62,127,28,28,28,0
210 DATA 0,8,12,126,127,126,12,8
220 DATA 0,24,60,126,126,60,24,0
230 DATA 0,16,48,94,130,94,48,16
240 DATA 0,28,20,20,119,34,20,8
250 DATA 8,20,34,119,20,20,28,0
260 DATA 0,8,12,122,65,122,12,8
270 DATA 0,24,60,102,102,60.24,0
280 DATA 146,212,9,38,192,40,66.137
80* J= 1 536 : DL=PEEKX 560 HPEEK< 561 >*256;
KE DL+3,199SP0KE DL+15, 135: POKE 1790,1
POKE 1791,234: POKE 1788,N
ftl6 READ A: IF A<>-1 THEN POKE J*fl:J=J*
60TO 810
815 J=170w
fpui«» and Video Games Yeirboos
29
ATARI CONTINUED
fi<>-l THEN POKE J.flSJ=JH:
320 READ ft: IF
GOTO 820
1887 DflTfi -1,0,0,1,0,-1,!-
1012 position n,n!? KIJSaKT^ ^
1013 POKE 512.N:P0KE 513,6:P0KE 54286,19
J®* 7 . 60SUB U60:P=2: LP =i
10^0 Pl=n<P>:iF H=N THEN 1023
1022 lSp B 11?0:G °SUB 128?
1023 P=P+1!IF P=? THEN P=J>
1024 GOTO 1020
IMPOSITION X,V : iFB=6 THEN? #6,- - :R
( C^=N THEN~f 1 32 6:RE0D X '*S<X,Y>=5: if H
1131 C<X,Y>=C
1132 NEXT C: RETURN
1152 IF X>i THEN IF 3<X-1,V><>6 THEN 115
IF X<16 THEN IF S<X + 1, VX >6 THEN 11,
IF V>1 THEN IF S<X,V-1X>6 THEN 115
IF V<10 THEN IF S<X,V + 1X>6 THEN 11
U53
51
1154
1
1155
51
1156
1160
FOR V=l TO 10: FOR X=l TO
™ IS,:NE<T J: 'F P£EK( 53279 )
1 bseWTn wj
.ten n
RETURN
US2 GOTO 1131
1 1 93IF a NX .MY X >7 THEN 6=5-6 f
50M
> 05 IF I$= -n" THEN GOSUB 2000:6OSUB 124
206 IF I*="R U THEN GOSUB 2600: GOSUB 138
1207
10
30
IF £ *=»F" THEN GOSUB 2000-.GOSUB 135
1208 POKE 1?88,N: POKE 704.88
1210 IF I*»"E" THEN RETURN
ii42 GET #l,0:I*=CHR«n>sIF I«='C THEN
BJPlF THEN 1=1 : GOTO 1254
fie IF *="=" THEN 1=2: GOTO 1254
liJl IF 1*="-- THEN I=3:G0T0 1254
[g| Jf }*=-*" THEN I=4:G0T0 1254
IF b=5 THEN GOSUB Hi*: GOTO 1261
1257 IF I+B=5 THEN 1242
1258 OB=B: r:=7i B=6: GOSUB 1120
Computer and Vidoo Game* Year
}258 C<X,V>=7:S<X,Y>=B
lAy B=OB:GOSUB I486
Ip IF n=N THEN I*=»E":GOSUB 1120:R£TUR
p IF C<X.VX>P THEN GOSUB 11 28: RETURN
§280 GOTO 1242
13*3 POSITION 3.
N:? #6.
:- - u
ROTATING
u£ c TtCN 1=3= GOTO 1320
E£ri*3i" THEN I=4:60T0 1320
1320 IF I=B THEN 1361
I asHsaa UKNurar"
1323 IF fT=N THEN I*="E U
1324 RETURN
JSJ «- bE ' * 1 * ft : I $=CHR* < Q >: if T*="r ■ tuci. ■
^H^RE^ 58 50: NEXT SO
135^ IF I$=" + » THEN 1=1 : GOTO 1357
Bm " f = : ™ 1=2= GOTO 1357
7^ r f THEH I=3:G0T0 1357
Em T n*T2; TH£N 1357
bUTu 1351
Eg IF B<>5 AND IOB THEN 1351
359 IF S<NX,NV>M THEN 1351
m fS B: ^°^ : ^ :X=NX!V ==w
ff4M&KSgW H28.8CX.V«.CC
Kl^&H?- 6 *** »2e:n=f1-l:P0SITI0N
4364 IF n=N THEN I«="E"
[365 RETURN
JJ* ™ D =l TO 4: IF 0=8 THEN 1410
J«fi&=S<ftX,ftV>:iF D+fl6<>5 THEN 1416
IF N< AC >=HN THEN EN=l:fiflm 1410
1408 HN=N<flC>:HC=flC:EN=N
1410 NEXT D
1411 IF EN=N THEN 1420
1412 IF HN>N OR N<7»N THEN HC=7
1420 IF HC=C THEN 1430
1421 IF B=5 THEN PKO=TKC>-l:rKHC)=rKHC)
1422 SOUND N, 180,8, 15: C=HC:C<X,V>=C:GQSU
B 1120: SOUND N,N,N,N
1423 IF B=5 THEN 1430
1425 B=S<X,V>:IF B=6 THEN 1430
1428 C=C<X,V>:GOTO 1482
1430 X=OX:V=OV:C=OC:B=OG: RETURN
1500 RET! CURSOR
1501 I=N:GET #1,A: I$=CHR*<A>
1502 IF I$= u +" THEN 1=1: GOTO 1515
1503 IF I*="=" THEN I=2:GGT0 1515
1504 IF 1*="-" THEN 1=3: GOTO 1515
1505 IF 1$=-*" THEN I=4:G0T0 1515
1510 IF I*<>"R" AND I$OVT AND I$<>"F-
AND !*<>«£" THEN 1501
X515 IF (1=1 AND X=l> OR < 1=4 AND X=16>
OR < 1=3 AND V=l> OR < 1=2 AND V=10) THEN
15k)l
i^P-if I=N mD C<X.VK>P AND I*<>"E- TH
EN 1561
1521 IF I$="R" AND S<X,V»4 THEN 1501
1526 IF l*=»E" THEN RETURN
^-JEri" 1 ! 1^ B=S<X,V>:C=P:SOUhCJ N,58
,4,15:FUR J=l TO 10:NEXT J : SOUND N,N,N,N
i KETURN
1540 X=X+X<I>:POKE 53248, 48+X*8: IF V< I >=
N THEN 1500
1550 A$< PY,PY-*-9 >=S*: PV=PV+8*V< I >: A* PV,P
V+9>=B*:V=V+V<I>:G0T0 1588
1600^ POSITION 3,7:? #6; tt P?ess i*iy key": 6
1620 7 #6i">THIS GflFlE IS FOR 2 TO 5
PLAYERS": ? #6:? #6; U H0H HANV SHALL PLAV
?":N$="
1630 GET #1,A:A=A^8:IF A<2 OR A>5 THEN
1638
L640 NP=A:? #6; "PLEASE ENTER EACH PLAV
ERS NAHE - UP TOsix LETTERS ARE ALLO
TiED":X=N:V=10:L=l:P=l
1650 POSITION X,V:? #6i"*"
1660 GET #1,A:IF A=126 THEN 170©
1662 IF A=155 AND L=l TTCN 1660
1665 IF A=155 THEN L=l:GOTO 1886
1670 N*<L,L>=€HR$<A}:L=L+l: IF L>6 THEN L
=l:GOTO 1S00
1680 POSITION X,V:? #6;CHR*< A>:X=X+1:G0T
u lt>5y
1700 POSITION X#V:? #6;" ":L=L-l:X=X-l: I
F X<N THEN X=N:L=1
1710 GOTO 1650
1800 C=INT<RND<N>*5H2:IF Z(CX>N THEN 1
886
1 8 i 0 PK C >= 1 : Z< C ;•= 1 : P*< C*6-5 , C*6 >=N* : P=P+
is IF P>NP THEN 1900
1820 X=N:V=10: POSITION X,V:N*=" ■s'?
#6;N$:G0T0 1650
1300 ? #6i">PLEASE NAIT 20 SECS": RETURN
2000 POKE 1787,7: POKE 704,4: POKE 1788,1:
•nd Vi^«o Gimes Voatbooh
31
1 CLEAR5000,&H7000:POKE65495 t 0:GR=&H7000:ML=&H7020:GOSUB60100
2 DIMX<4) ,Y<4) ,N<7> ,M<7)
3 XU>-liYU)»(l
4 X<2)=0: Y(2)=l
5 X(3>=0!Y(3)=-1
6 X<4>=1:Y(4)=0
7 DEF FNCC(0)=VAL<MID*<C*<X),Y,1>>
8 DEF FNSS<0)=VAL<hID$<S*<X),Y,l>>
9 DEF FNCL<0>=VAL< n &H M +MID*< M .AAFFA5F5AO",2*<P-l) ( 2>>
10 DEF FNIK(0)=<I$="")OR(INSTR<AR*+"C" ,I*> )=0
11 AR*=CHR*<8)+CHR$(10 ) +CHR* < 9 > +CHR$ ( 94 >
12 DEF FNAR<0)=VAL(MID$("5687" ( INSTR<AR$,I*) ,1) )~4
15 GOSUB60 0 :GQSUB140:GOSUB110 !G0SUB13Q JGOSUB150
16 GOSUB190 ' NEUTRAL FLEETS
17 PH0DE3 , 1 : PCLS2 ! SCREEN1 , 0 ! CL-85 ♦ GOSUB60 0 05 ; M$= M INTERSTELLARGIN
TRIGUE" * GOSUB61 0 0 0
18 G0SUB16&
19 p=2:lp=i
20 h=M;(P> :IFM=0THEN23
21 Q*=INKEY*:GOSUB170;GOSUB200
22 LP=P
23 P=P+1!IFP=7THENP=2
24 GOTO20
so oc=c:ob=bsc=1!B=6:gosubi2o ic=oc:b=ob:return
55 GOSUB50 J GOTO120
110 GOTO5200
120 DRAW ,, BM ,, +STR$(16*(X-1) ) +' V'+STR$ < 16* < Y-l > >+B*(B,C> ; RETURN
130 NA*=" START" ! GOSUB60 0 1 0 5 F0RC=2T06 I READX , Y J MID$ (S*(X)>Y#1)="5"
SIFh<C)=0THEN132
131 mid*(c$(x> »y»1>=mid*<str$(c> ,2)
132 nextc:return
140 DIhB*(7,7)
141 DIHS*<'16>
142 DIMC*<16)
145 forx=lto16;s*<x)=string$(10, h 6 m ) :c*(x)=string$(10 t ,, 7") :nextx
: return
150 F0RS=1T025
151 X=RND(16>:Y=RND<10>:IF FNSS(0X>6THEN151
152 IFX>1THENIFMID$(S$(X-1) ,Y, 1 ) <>"6"THEN151
153 IFX<16THENIFMID4(S*(X+1) , Y, 1 ><>"6 M THEN151
154 IFY>1THENIFMID$<S$(X) ,Y-1, 1 )<>"6 ,, THEN151
155 IFY<10THENIFhID*(S$(X) ,Y + 1 , 1 )<>"6 H THEN151
156 MID$ <S$(X>»Y#l)="5"t NEXTS I RETURN
160 LINE < 0 » 161 >-( 255# 161 ) » PSET • FORY-1T01 0 • FQRX=1T016 • B- FNSS(O) :
C= FNCC ( 0 > : GOSUB120 : NEXTX , Y ! RETURN
170 IFLP=P THEN173ELSECL=FNCL( 0 ) 5 GOSUB60Q 05 ! CL-85 S G=l 0 0 I G0SUB185
:GOSUB60 005:h*^P*(P) + ,, @MOVES ,, +STR$(M)
171 IFINKEY*= M,, THENGOSUB6100 0:GOSUB185;GOTO170
172 RETURN
173 CL=85:G=100:GOSUB60 005:GOSUB185:Mt=P*(P)+"@WINNER ,, ;GOSUB610 0
0 :GOSUB185:PLAY ,, T50ABCDE":IFINKEY*= h "THEN173ELSERUN
176 q$ = inkey$:ifq$= m,, then176elsereturn
185 forgi=itog:nextgi:return
190 FORS=lTO70
191 X=RND(16) :Y=RND(10) !IF FNSS(0)O6THENl?l
192 B = RND ( 4 ) :NX=X+X<B> t NY=Y + Y ( B ) I IFNX=0ORNX = 17ORNY=0ORNY = l 1THEN1
94
193 IF FNCC(0)<>7 THENB=5-B
t9* MID$
201
202
205
206
207
210
20
$='Tnnncr v,.... -
_rFi*=.. M M THFNG0
IFIJ* R-THEM60SOB3O0
SgSK"
gg XP I ^^ R ^XK<0> rHE NMS U B55!GOTO25l
4^3 I=FNAR(0)
^7 XFI+B=STHEN250
22 KISS 2j: ;J •""'•'""""'•»*~««™.<...»
®9imn ,y " ny:c=fnc c<o>:b=i
268 M-M-1IC08UB699
!78 5^1SS5»*»"
280 GOTO250
301 GOSUB50JB*?r THEN30 0
306 PLAY"T50AF"
307 IFM--=0THENI$.»E"
J 08 RETURN
BH». " >X '" >Y ' ll '""«'-"'«>, liIFW , flc , <u „ „„ bc _ 7th
^PutaftndVidw, Games Yearbook
l»>l>»»
DRAGON CONTINUED
423
424
425
500
503
10
NEXTD
IFEN=0THEN420
IFHN>0 OR N(7)>0THENHC=7
IFHC=C THEN430
■I
B-FNSS ( 0 ) : IFB=6THEN430
C=FNCC(0> IGOTO402
x=ox : y=oy : c=oc : b=ob : return
ffv.
525 GOSUB120 ° MID * < < X ) , Y , ! »"« " THEN503
J» Jgff: cOMPIJTFR^e ^'^ SINGLETON POR
617 PRINT" (rS25ER^n N *cv IDEO GAMES "
«0 PRIN T01 92 " ?HIS GAM F E r ™ N P °TKIN>«
ENTER EACH
638 F0RP=1T0 NP '
► ►►>
When only
(he BEST terminal
is good enough
Games for the
VIC 20, Commodore 64,
Spectrum, Dragon 32, BBC...
TERMINAL SOFTWARE. 28 CHURCH LANE. PRESTWICH. MANCHESTER M25 5AJ. TEL 061 773 9313
► ► >
DRAGON CONTINUED
III ™ao=hn thenen=i:goto4io"
£ retuJn THANKY ° U * "*CHR*(i3) please: hait a moment ...„,
vnn ^ 85l M*="«PVE3» + lTRi?; ^ N<M * > + 1 ' ' 186 > 'PSET, B F:GOTO61030
/UU GOSUB6 0 0 05
702 GOTO61000
5210 B*(1,2)="C3"+AL*
•^212 B*<3,2)="C3"+AF$
5219 'GREEN
5225 ^' 7> = " C1 " + AL *^*<3,7)-C1" + AF$
5226 B»q,3)-C4"+ftL«l ft *,» tQ% .„ nr ,, ftrT
»1S S^S,U) t . 2 "^:B,3,,.M3,,vxr,
5234 'BLUE/GREEN m- * • r« < 3 . 6 5 "B1> ( 3 1 2 ) * CI
)•) ."C2"+A u$
ttU*
5239 ' CURSOR rfjri ,. n . jp iv> mm 4BL8L2U2BU10
W CR*^'DUR2W8K^D^
5253
g25 5 X t="R2D:l5R2U15
If,
.. . .-. i~- r~
S?8<> NEXTC? RETURN
UK 'STARTUP DATA
52?9 OAT A START
53ft0 DATA 9;#1
5318 DATA1 . 4
S320 DATAH>*''
3330 DATA'* * 10
5340 DATA13,l0 « n epn=:GR:US«USR0 t 0 ) iPOKEGR*
f 85: RETURN
60009
60010
' 60020
60098
60099
60100
60110
60120
60130
60200
60210 o$
60220
'FIND DATA
RESTORE
DA TA GRAp H ' ' '
HSSssssgssffisssjaassE.
■M
6 °240 DATA 33761F
0250
60290
60997
61000
61010
61020
61030
61035
61040
IGOSU&^m^n.h^/^OOTHENX^MTn*^. _
•G0SU&7
Ccmpuie, and V.dw Games V Mr book
37
All over the galaxy con-
tests like this are being
fought, each unique in its
own way and ye' each
similar in so many
^Wto was to guess that
,he emnity between he
forces oi Bluu.on and ^Ihe
crimson ships o Redare
would last thus long and
be so intense? But greed I is
a strange thing and both
ol these ambitious space
tribes knows the full worth
of the riches which are
being uncovered before
their very eyes.
Both know that they
must keep the secret from
the mighty empires which
would rush in and swal
low the prize and wipe out
the squabbling tnbes like
so much space dust
And both tribes know
that if they can harness
this wealth of energy for
themselves <" e "
tnbe might one d°Y rank
as high as those great
their rivals. ,
The Beacon Stars, nch
in stellar energy, had lain
there for eons bu their
light had been stifled by
the darkness and their
power remained undisco-
vered in the blackness of
the "Dead Areas into
which no spacecraft dared
U Then came the Scaven-
gers, a strange space phe-
nomena, no-one ever saw
them none knew where
they would strike next and
few could but wonder at
the results they produced.
The tirst sign was a 1 ■ " ^ button on the
The first sign was a
strange green glow in the
night sky where a Dead
Area" had been before
and then the blackness
was gone forever and
sometimes a bright
Beacon Star shone out
from where the darkness
had been.
The Beacon Star Wars
are fought out between the
fleets of Redare and
Bluuton as they rush to
capture the stars and use
them to produce the stel-
lar-energy creating Star-
9a Their fleets are made up
of Miner ships fast and
useful for exploration and
Gun ships, slow but
mighty in battle.
And each has a base
stargate, immovable but
strong in defence and able
to produce new ships to
add to the fleets.
Other stargates can ae
built on the sites of cap-
tured Beacon Stars by hav-
inq a Miner ship and a
Gun ship adjacent to the
Beacon Star and canniba-
lising these to create a
star qate.
Every star gate pro-
duces three E.R.Us every
turn and these are he
mark of who is winning
L game. These are also
the basis of new ships,
? 0 m the cheap to produce
Miners, to the expensive
Gun Ships.
■ |«ni"«'"" button on the
tss"= ^ SrsS- * - si
SEbshsssks -» » — - H
sage: BLUUTON
PRESS ENTER
The Bluutons always move first
THE RULES OF_PLAY
1. Objective.
To earn the most number
2 Sequence of play.
! )Th e B.ue .aver n^oves his Piece, The co^
^-uSWntbersltoe cor
S^upy a Beacon Star JeU
^U^Uc^Tne computer will deter- 7 ,
result of all attacks. d trom the board. The£
c, One Dead are» «s removed ^ painied Dr,
rtSSPSSMS are determined an, ^
Re Bed player now plays and steps ,., » ^ £
Unsl
lips
tl
JB.
3 - The Pieces.
^SMSM,,*^ P'eces. These may
°* SMeen. P ay De '"creased up to a maximum
capab,i t ie S of each piece are:
^™»~ Attacx Defence JumpsCos. Prod
Attacks I Defence!
^^fa^LjumpJ^
Prod
* Other Pieces.
•«er these hex. Ye "° W heX " Pieces -ay normal, y only
b ' Oead Areas — thp
9^e commences 0n7irril eX T h u ere are 30 when the
underneath the Dead T" StarS - There are 10
^^^^^^ -
Stf""" 9 " h * " °- too S c a o 9 s r e e ? o n h6X - "
Br*-™
^ta*^ messa9e
l"dex number XXX S
Moves XX
Attack Factors XX
Defence Factors XX
ft Mow'ng.
" w 'o an opponent. " '" usl st0 P w hen it
moves
7 Production.
y mere ar e three restric-
BW fhm.- .
*»S aiwnrto en"r„ 0f fOUr d ° CKS - 0cc ^
of p^rs^rds
To produce ships tvDe "P" a „w
*.K*ar type ^ ^^^'he number of free
^ip. Provided sufficient Em ^ h,P ° r " G " f ° r a
be p,aced in a S ^wCSfti
may be moved into anri . d a star tne n a miner
around the star. ake P ' ace an opponent is in orbit
r MBJ3 r ^-s-s — «,
• Jumps
£St %r^^»^-«e ■ may jum p
destination is not under ar^if D St8rfl8,e P^ded the
" you wish to jump To 'that s^™ - * ,n turn ' Pres s "Y"
not. Press ENTER or • "A'" 0 " N " " you d °
. " the distance between the I 8 ,Ump com mand.
I™" allowed. (here «en the go hex exceed, the max-
Each hex over the maxim Z V ? ,ne ,um P may fail
~ s lSs ~»'
Th.s however is rather slow T„h p f rev,ous turn,
there are no potential at£c£ nl be seen that
°nn 9 s the p , aye , s turn^^f Jg^ ™ S
»>
Enter a number from 1 to 6.
^rcotbarodds'are based on the ratio of the attack
ine C0 ™ Da * attacker and the defender. Any pieces
Assistance may only be given to one defender.
the outcome o. an attack, take the .higher
number divide it by the other and round I! down. The
resulting number will indicate the column to be usee I m
he able below. If the defender's points are . higher use
he left side. If the attacker's are higher . use the r*ht side
The computer now selects a number from 1 o lu ana
selects the appropriate row to obtain the resu t. O dds
greater than six mean automatic elimln ion. If as the
Result, the defence factors fall to zero or below, a piece is
eliminated.
mTheaUacker's points total 10 points; the defender has
po^s 0 divided by 4 gives 2.5 which is rounded down
to 2- The odds therefore are 2-1 in favour of the attacker.
Runs a Dragon in 32K
Assuming a dice roll of 8. the outcome is 4 - the attacker
^3 is an outcome of 5 - both lose two points.
M LE«ReiCLC*R900.«HTO00lCU8JCO«UPJ790 ! r.nTO10/.'
•^0 F'OKE*fit9'».15' ,F -" r,,, '' N
70 px=rNHW<XX>:BY=f'NMN<YY>:Kril»RN
fill FL*^C*<:«*PL*I ;, NMN(TT>>
90 COStiB70 , a "
• nn i-x=io.i6*BnPYr?«eY4?
$ ^^ffiS^Cn. r BY 5 RETURN
s tasa»^^^»g«^ MI(IIin .www.™ >
1AI) COLOR CRtFOR->?.TO0 STfT -1 .LJNtll * *
?0Q ' . ---u a t. are* - u*es CR.liU.HH.HX
:3 7 'Ewnlr* h»« in direction 3
40
IK Sone.N^O Friend, NH-t Opponent
of
Computer and Video Games Y
NP<7
550
lie *fc J""* " W * te «M..Wtl
Computer and Video Games Yurbook
D>»D>
A
Dragon continued
-0 MEKWCtW-" 1
tiGSm***~ :
7 ? ft e G ^U E ^-- BX = SV - eY T rct< THEN980 I
BUS-—-— ,=ra
■ ' —
I THENft=7.^ LA
3 2
6 8
5 7
5 6
8
7
8 1
2 2
3 4
4 6
« 5
' 70 7 I 2 3 3
.SPSS*
-^r-— cu - '"stead
=====
rtt-Mr-- tLS £«J-fWQT«.
Test lf F * et "WP Ot: f nr ei3 °if > 0K£FWA .
t»I>»l>»
DRAGON CONTINUED
— " , f .- as we '3°
•■•
ks aess*"
li^ii^— ::::
k»j_^
1890 OEf FNPC(0 ^
r
.ftaaeg sg— ff t mmi
1 :?n T0 K-f:-m. 2 , ^
JJfl 0A7 A PC BX ^V,TP THENGU!i ^0 0 . GOTOl ^
Un !J AU °'B-3, 1 7 ,
0ATrtV99 J "M> 1*9,2. n a ,
g« DATA999 ' ,3 ' 7 *>> 13.9.2, t a , ,
""^osxuo, , AP( ,.. Ci
£>£>[>!>[>
2460
2^70
2180
2500
2509
2510
2520
2530
2540
155
2560
2570
2580
259 0
260 0
2610
2620
2630
2640
2650
2660
2670
2680
2690
2700
2.710
2720
2730
2740
"750
?760
T765
2766
2767
2770
2780
279 0
2800
2810
2820
2330
2840
2850
2860
*'87 0
12"
FORI=lTO-HHOTOROM:FORJ=nO2500?W
C3AVF"SPACE"*B*+CHR»<«+I)JMtX1
PRTNT"DONE M :STOr-'
STOP
'All Messages
HE*<G>="*LUUTON"
MEtt 1 > =" RED ARE"
SI#Ca>»-JUHP STARGATES
ME*(3)="0PRESS ENTER
Mrt , fls="BEACON STAR@OCCUFltl>
S»t»^WraS ABGUHSHIPBTO LAND"
ME* (10° = "NO^STARGATESB AVAILABLE''
ME*(15) = , 'MVeAT0DF''
ME»<16)="PR0DUCT10N
HE*<17)="tANDIKG"
MEt(18>-~-"ATTACK"
HE* ( 19 ) ="HYPER JUMP
M E4<?-0)="C;OMBAT"
MF*<22)=" YNA "
Sl« o/U-'STARGATEeCAPTURED"
UUcSeU-Six FLEETBNO CAPTURE
XT'.tlOVUKDr F
I PRINT! J
IMPLODES
RTt ( l^ == ATTACKERGELI^INATED
RT* ( Z > = " ATTACKERBLOSES
""A ACKERBLOSES THREE"
RT* M > =" ATTACKERBLOSES TWO"
RT*(5)="B0TH LOSE TWO"
RT*(6)="N0 DAMAGE"
r , « 1 7 ) -- " DEF ENDERBLOSES
RT* < 8 ) = " DEFENDERBLOSES
rt*(V>- 'DEFENDERBLOSES ... --•
TWO
THREE"
HALF"
6789900. 2234
5678990
Computer and Video Games Vaa
R 7 i
'Machine, l
Graph ,9U " 9e to **•
RATA c^ MrM ~ ""* ,= ' 3r message
.''90 0
XT J
Z915
f ° r the DRAGON, Use
3noo
3010
3020
3029
3030
3040
3050
3060
3070
3oeo
3090
3100
3110
3120
3130
3140
3150
3160
3170
asassss:
£ Wh ose move?
These are set fo 00rd ' na,es '
-»-» » «,. «< "J OV. The
or '— points to
FUNCTIONS
e.g.
^EK^r-'^ contents oft H ehex
p 'ece Table.
8 ft?* ° f Par — Piece « abIe
^% , 0 de AdSr f es Urre f m P,ece -
Com W>* VWeo Games Yearbook
JD>[>
47
Converted by f
Runs on a 48K Spectrum
r to resave this P r °9' a ^ffi" SecondW
command. "CLEAR" gffiJgSSmm and
?ype, as a direct command . pom sw „ (_|NE 1
!;„ ENTER. Finally type &« vt
Ind slve in the normal way.
LET
<"7"
?5tN LET
THEM POKE 3
1
FN
FN
FN
DEF
DEF
* OEF gN
5 DEF FN
I DEF FN
7 DEF FN
R|
C'EF FN
DEF FN
DEF FN
DEF FN
10
li
13
10 j
(0>
to*
(O^
1*
= o < c on o
■URL
a© 00
9.
rrr »l
DEF FN
IS CL
POKE
-EAR
ID SUB
POKE ^659.
3C3TNT in
RETURN
1 St 9-2*'
RN0 a*
RETURN 234 .
2 ~ 253>-F THEN RETURN'
^sQIm^ Ler *****
5^KF R FN PIXX).^
30
9 . 0-
50
a*
L S3
3S||.
70
00
90
100
1 10
120
l $4o
FN P
-2#j
1 +?>
20 L
ET P I
LET S
P*
go
sue _ al-
io?©
GO TO
4.0; GO
9U0 S2
50 eb ^L'B
r-Q TO 20© _
GO
LET
PRINT PHRER
c *
r.Ti
46
Computer and Vidno Game* YMrboo*
LET
N JI T ^- T' b,i,: xp <w=o the
a ||3a ( LE RETURN 1: IF »■« THEN LET
cri^Cl r tr , . . , — . .
° f poke F ri sis\is%.i t go* **&T
r
D
1 CMP* a ■ 1 ■ " aj< - n r - - ■>
fir
£35 PR XNT AT a.. *!?S °
ML-
I— ■ .
Z $ c '» " t- c- . , " ~' '
J£d .• PEEK ( i ♦ rd^ ptifp' ^ - POKE r
XT' RETURN POKE NE
SIS x° S^,WLS»j» »a«
3SS LET cr-4 ™ EN RETURN
rR a ± BT M»4, for P=cl TO 4:
GO SUB Si«»f tO T
LE
SIS" a^WUi»u»l*
i-ET p l =c. p •
RETURN ' p
|S| ? |SS fe^rfE ^ J g H
* S „ RETUR N Pl ' F " I'O.'-l: LET „
~ j -» ™ POKE P N pr
R£0 LET s, = „.
6S3 LET a - a *T T£ 6;?1 -'
0 sae •"**»* JF THEN GO
e?f Z, LEf T q ^= SJ i p F oR,*^ TO FN u
1 tt )«3 THEN LET t v -F/ « BND F ''' »
63S GO TO 720
'rffeir.^g ° R THEN LET r =
9 S?fsS9 r fHe.3B: PRXNT « JO »p u „
sea go sue so rS s -rX
til pfeni?-*"
r»|||, || Ih'In^It ™
0 7 ?? B LET —1 " THEN SO T
©00 GO SUB i fx kv^
b Mf*» ( ? RETURN LET
9q=S: GO SUB 70 LrF , T °
S4.0 LFT hv.L 'HEN GO TO
ET fgS§ IF n ^=l THEN L.ET iW- L
880 IF fl= * THEN PRINT «T £C ,, 0 ;
1 /
e
Si
t»P>l>D>
•ndVidw Games Yearbook
Spectrum continued
f re
0
print
go to
PRINT
GO TO
■prodUCtiO
[..it
beep %*tmJFt&'&U&
fcjfftW^S^W*. » SUB SB
Tp e e = Iize deploy^"
ill© *S U 2v-«BS ts*-**> > E I d <l
1020 LET d *- R F?r i =dK/2+W>2: V E
RB8 «^-«l>2^SxarT LET *=dx + .-
T jaflBS iff i FT »n=i *J
isfs ra« A w ks
LET ss=da Q soe 380 : XT FN
THl?i T 00 TO^il^ ^ ,
F GO J TO 113<9 )=S5; POKE FN £ '| 0
ooaui* J *w" <-ET cr=*. so
"*r?f X ?N J i«S^n?-Pl THEN BO TO
1180 Pg»«r -9Eb , !*ir*ff5ew
U^tSS ?i?"0« f fSVe f.«to« -FN
+ 110* <a*
1230 GO SUB & 3g:
1320 GO SUB S0- „ . pETL'ftN _ -
figs waM®^
POKE FN J
(Bid) > 1
c ^ — •
GO TO
N 1360 J „ PRINT AT
N§if% THEN let cr=e-- BO sue
LET hh =
i=FN i - GO SUB
sue
Sht LET aP=«: LET W*
1390 IF FN
q+l; GO TO
14.00 >ET a
o> ,aj. POK
lt?S let q*if22S a: XF
I2P IF FN H»-j THENeO
nipt GO TO . - .FT bh=*>b4
^l^ol. lil^THEN^ET rt-M
?=INT '-S'J'fHEN GO SOB V71«»
ill! IF J > THEN POKE FN P J
1
i30
15S0
1560
NEXT e.
LET *=3
RETURN
GO TO
50
Computer and Video Games Yearbook
lis ff^K* !
Jtsi hi? M ° TO 1650
- K J > k THEN POKE pm ~,
l"^^, GO TO l 6So
J?ae return
: LET ~5 ~ . LET yurf? i '"" =
1821 DRTB - SUe 3®
i83e f6»^ -33. is*-' 8 *'
LET «*»-. J ^JI _ E * *
sssS^ :* Ie ~
«*" 5 - ?ee TC 3 R
LET *
then let
§ifg Ha.*! 14 **"'"
3040 PR5£ T "658/e i " e; -twk a
^S^xS^Jr; ^ ^ w w
gKS> - w w w w a.
J 100 fc PRINT . - . .
RETURN Wel1 there ai/.-, dn
i ARCADE ACTION IN THE HEAVENS. BY PAT NORRIS |
k RUNS ON A SPECTRUM IN 48K I
2 PRINT FLASH I jftT 19.3. "STO
P THE TAPE" PAUSE 206 CLS PL
FISH 6
5 BORDER 0 PAFER O 1 10. ? C
LS LET Z »s»
16 OVER 0 LET r.>d-0 LET hpt-0
LET b-0 LET r. P *7. LET o*0 LE
T pc*6: LET k«0 LET g-k LET z»
k LET t£=2 LET tl-t* LET ssat
s LET sl^ss
15 FOR *«1 TO 56 PLOT INT < RN
0*247+8 > , INT < RND*151 + IS ;> : NEXT
9 PL 01 6,16 DRAW 255.0 PLOT 0
, 16 LET e*5 ; LET a-0 : FOR u-8 T
0 255 LET f»INT RND* 1 2+1 > : LET
*-*+f . IF *>255 THEN GO TO 25
( ~0 DRAW . .? LET e— <« NEXT W
25 DIM *f 7 > DIM f<7> ; FOR a = l
TO 7. LET e-<a>*a*2 NEXT a; FOR
s*l TO 7 LET f<.*>«IHT ( RND*2SM
2!>: NEXT *:
30 FOR a-=l TO 7: PRINT A X
OVER 1. INK 6;"B": NEXT 9
! FOR ft-e TO 31 PRINT FIT 0.*; I
NK 7; "K" NEXT * . FOR »-l TO 19
PRINT FIT j.O, INK 7; "K" : NEXT 9
35 PRINT FIT 26.7, INK 4;"I",AT
21,7;"J",AT 26.25; ; "I";AT 21,25
"J"- PRINT AT 19,16, INK 5, "P" .
FIT 26 , 15 ■ "COE" . AT 21,15:"FGH"
40 OVER 1: IF HTTP 'sa,t:S.>-3 T
HEN LET nmsiwi-1 LET rnd-nd+1 Q
0 SUB 535: PRINT RT S3 , t« . OVER
0; INK 7, " ••
45 RANDOM I ZE : LET q=l
50 IF k-1 THEN LET h-INT ( RND
*18+12>: GO TO 55
51 IF u -i THEN LET h-INT < RND
*20+l >! GO TO 55
53 LET h-INT CRND*30+1 >
55 LET nrn=q LET s-0; LET m-1
LET 9-19 LET i«INT <RND*9+1>
60 GO SUB 230; LET pc=pc* 1 : GO
SUB 505 REN **MAIN LOOP**
65 IF pc>4 AND b=l THEN GO SU
B 425 LET pc*0
70 IF pc>4 THEN LET p C -0
75 IF np=0 THEN GO TO 556
60 IF rt»0 THEN GO TO 125
e5 IF s=50 THEN GO TO 165
96 IF s~10O THEN GO TO 145
95 IF t«9 THEN LET *-50 PRIN
T AT 9.h."M";AT 9,h;"N": LET z»l
0'10 PRINT AT 9.hj INK ?,"N";fiT
9.h, INK. 3, "O" ; GO TO 120
ISO LET 9^-1 If ATTR <>5,h>'=70
AND AND ft-tj AND b- 1 THEN
RANDOMIZE USR 32555 RANDOMIZE
USR "J2505 GO SUB 455 LET b-0
LET **jL00 GO TO 140
105 IF ATTR <9,h>«6 THEN LET s
a 100 RANDOMIZE USR 32555. GO TO
140
HO IF 9-I8 THEN PRINT AT .g,h,
INK 3. "M" GO TO 120
115 PRINT AT *,h; INK 3."M".AT
9*1. hi INK 7.1 "II"
120 IF np-0 THEN GO TO 550
125 IF n*-0 THEN GO TO 45
130 GO SUB 230: GO SUB 210
i:
GO TO GO
140 PRINT AT *,h. INK 7, "B" i AT
. hi "M" . AT g/h; BRIGHT 1, INK
2; "0" . GO SUB 415 GO TO 120
145 LET 9=9~1 IF 9-1 THEN PRI
NT AT 9+1 ,h. BRIGHT 0, INK 7;"Q"
LET W"0i LET np«op-j LET nrn-n
fn-1 IF np-0 THEN GO TO 550
156 IF rn=0 THEN GO TO 120
155 PRINT AT *.h. BRIGHT 1. INK
2,"C»".AT 9+1. h. BRIGHT O, INK 7
, -O" GO TO 120
52
160 PRINT AT 9,h. BRIGHT 0. INI-
7 i "B" , AT 9-1, h; "0";AT 9 ,h; BPIG
HT 1, INK 2,"0"; GO SUB 415: GO
TO 120
165 LET d-9 LET t»h: LET 9=9*1
170 IF A I TP CO>h>»?0 AND 9" si A
NO h=-tl AND b=l THEN RANDOMIZE
USR 32555 RANDOMIZE USR 32505
GO SUB 455: LET b=0 : LET s=10O
GO TO 160
175 IF ATTR C*/h>€ THEN LET 9
=100 RANDOMIZE USR 32555: GO TO
160
ISO IF ATTR (0><.h<}*4 THEN GO SU
B 480 GO TO 120
105 IF ATTR < 9,h>*5 THEN GO SU
B 480 GO TO 545
196 IF 9>20 THEN PRINT AT grlj
Hj INK 7."0".AT 9-h, INK 2. BRIG
HT 1 ; "L" LET 1..-0 LET nfti»rw*-l 1
RANDOMIZE USR 32505. PRINT AT 9,
h; OVER O, INK 2;" ". GO TO 120
195 IF h>l AND h<30 AND 9<18 TH
EN LET h-h+INT < PND*3-1 > PRINT
FIT 9>h; INK 3;"0",AT d,t, INK 7
."0". GO TO 120
200 PRINT AT 9.h. INK 3,"0".AT
d.t. INK 7;"0". GO TO 1 20
216 IF lNKEY»»"z" AND k=0 THEN
GO SUB 200: RETURN
215 IF INKEY*«"0" AND b-0 THEN
GO SUB 375 RETURN
£20 IF IHkEY«- B W" AND y-0 THEN
GO SUB 346 RETURN
225 RETURN
230 LET ts-ts+»; INKEY*-"p" >?•< INK
EY*="o" >
235 IF ts>36 THEN LET ts»'*0
246 IF ts$l THEN LET fcs-J
245 LET i~.=$s*< INKEY*-"a" >— < INK
EY*^"q" >
250 IF nH8 THEN LET ss=10
255 IF ss<l THEN LET ss-l
266 PRINT OVER 0,AT O.ts. INK
7,"A","K",AT 0,ts~l."K"
265 PRINT OVER 0 ; AT SS-1,0; IN
K 7;"K-.flT S£.0."A";AT ss+1.0 ; »K
270 RETURN
280 BRIGHT 6: PLOT 66,16 DRAW
INK S.Cts-7 >*8,< 19-ss '»*0 : RANDO
MIZE USR 32400 IF ATTR <as.ts>"
6 THEN GO TO 325
235 IF ATTR C»S>t*>*66 THEiH GO
SUB 306 GO TO 325
296 IF ATTR <**,t«>«3 THEN Gfl
SUB 365 GO TO 336
295 GO SUB 326 GO TO 330
366 PRINT AT ss.ts; INK 7,"9'|
GO SUB 535. GO SUB 395 RETURN
365 LET tfWkVrttt-li LET md»md*l:
0 SUB 535
316 IF s-U THEN PRINT AT as,
. INK 7,"M" GO TO 326
315 IF s-50 THEN PRINT AT if J
*; INK 7. "O"
320 PRINT AT ss f t£, INK 2, BR"
HT l."L". RANDOMIZE USR 3250?
ETURU
325 LET t=0 : LET d"t 1 RANDOM !■
USR 32505 PLOT INVERSE 1 ,60
6 DRAW INK 8,<ts-7)*8 J < 13-M
8: RETURN
336 PLOT INVERSE 1.60,16: Dft
INK 8,<ts-7>*8,< 19-sa)*8
UB 335 RETURN
335 PRINT AT ss.tf, INK 7; J
HT 0; "L" RETURN
34G BRIGHT 0: PLOT 204.16
INK 8;^t*-25>*8,< 19-33 •*8
DOMIZE USR 32480 IF ATTR C»s,
>-6 THEN GO TO 366
345 IF RTTR f.s*.ts)-66 THEN
SUB 3O0: GO TO 360
350 IF ATTR ( ss , t» >*3 THEN
SOB 305 GO TO 365
355 GO SUB 320 GO TO 365
360 RANDOMIZE USR 32503 PLO
INVERSE 1; 204, 16 DRAW INK 6,
s-25 19-ss>*S. RETURN
365 PLOT INVERSE 1,264,16
U I NK 8 , < ts-25 >*8 . ' 1 9--3S
SUB 335 RETURN
375 BRIGHT 6 PLOT INK 3.132;
1 DRAW INK 8;< t*-16>*8,( I8-m!
*8. RANDOMIZE USR 32530
380 IF ATTR ( »s . ts '-6 THEN
DOMIZE USR 32555. GO SUB 460
TURN
3e5 LET xz»5"5. PLOT INVERSE
INK 5 . 132, 21 DRAW INK 3.(tl
16>*8,( 18-as>*8: RETURN
390 REM **RESTORE POLYPS**
395 LET ft«»j>m-ll LET md=md+l
40O FOR p-1 TO 7 IF •Cp>-30i-
EN LET *(p)*as LET f<p>tti II
INT AT ss, ts, INK 6, "B" RETUR"
465 NEXT p RETURN
415 F06- p-l TO 7 IF e-;p>«=H Pt
fcp>=ib THEN LET tffp>=30 RE1
Computer and Video Games Yw
N
«8 NEXT p RETURN
42?. PLOT INVERSE 1, INK 5.132,
21 DftflU INK 8;Ctl-16>*8,c 16-»1
*8 PRINT AT sl,tl, BRIGHT 8; X
"B": RANDOMIZE USR 32533
IF tl<16 THEN LET tl-tl+1
IF tl>16 THEN LET tl«tl-l
LET sl=sl*l; IF sl>18 THEN
11-18
IF sl-18 AND tl-16 THEN LE
LET np=rip-l : LET npc-npc+
IN
* 7,
430
435
440
LET
44?
T b-0
I RETURN
430 LET b-1 PRINT RT st.tl
• 5. BRIGHT 1; "B"
4K PLOT INVERSE 1, INK 3,132,
II DRRU INK 8,<tl-16>*8,C18-*l
*S RETURN
460 LET b-1 PRINT AT *S,t«; IN
PRINT AT ss.ts. INK 6;
"8" GO SUB 413: LET si
tl-ts
P-l TO 7: IF e<p)-sl AN
THEN LET #< p >«30 . RET
K7,"B" :
WIGHT 1
•sj LET
463 FOR
|f<p)-tl
URN
470 NEXT p. RETURN
480 PRINT AT Q-l, h; INK 7;"0";A
W.hi INK 2, BRIGHT 1;"L";AT 9+
l,h;"L" RANDOMIZE USR 32303: RA
Sun Polyps are one of the
jalaxy's many natural
phenomena. Clouds of
these small creatures drift
In the outer atmospheres
of planets, enriching and
Increasing it.
But planets fortunate
tnough to have these mi-
nute beings in orbit
oound them, now find the
more mercenary elements
fli the galaxy eager to get
ma hands on them.
In Pirates and Polyps, it
li your job to protect the
polyps from a band of pi-
rales.
You control a scanner
and two laser bases on the
wriace of the planet and
must stop pirate vessels
trom destroying and steal-
ing polyps.
If both your laser bases
* the projector are hit,
ten the game is lost. And
Ball the polyps are stolen
the game is also over.
But you can collect the
polyps yourself, by aiming
Tour scanner at one and
enticing it down to earth.
h order to collect a
polyp or destroy a pirate
ressel radar scanners at
the top and left side of the
ween must be lined up
onto the appropriate
targets Key "Z" will fire
the LEFT laser base, key
V will fire the RIGHT
flMprtirind Vk*»o Games Yearbook
NOOMIZE USR 32330: PAUSE 40: RAN
DQMIZE USR 32380: IF h-7 THEN L
ET k-1
483 IF h-23 THEN LET y=l
490 IF k-1 AND y-I THEN GO TO
560
493 LET M-0; LET nw-nm-1 1 LET z
x-10^10: PRINT OVER 8, AT 9.h;"
"iAT 9*1, hi" »:
385 LET o-O+l :
RETURN
IF o>7 THEN
LET
O-l
510 IF e<O>-30 THEN RETURN
515 PRINT AT e<o>,f<o); INK 7;"
B"
328 LET f(o)-f<o>-l: IF f C o >< 1
THEN LET f<o>-31
525 PRINT AT eCo^fCo); INK 6;"
B" : RETURN
533 IF ss-9 AND t«-h THEN LET
rn-0: RETURN
540 RETURN
545 CO SUB 353: PRINT AT 18.0;
INK 6; "GAME OVER PROJECTOR DESTR
OYED" : GO TO 363
330 GO SUB 355: PRINT AT 18,0;
INK 7; "GAME FINISHED" 1 GO TO 365
535 OVER 8: PRINT AT 18,0;z»;AT
19,0,Z»,AT 20,0, z», AT 2l,0;z»:
PRINT AT 18,8;
LASERS DESTPOYE
RETURN
360 GO SUB 333
INK 3; "GAME OVER
D" : GO TO 365
565 PRINT AT 20,8, INK 7 . "POLYP
S SAFE ; AT 21 ,0, "POLYPS LOST -
" ; AT 20, 19, "MISSILES", AT 21,18;"
DESTROYED «"
570 PRINT AT 20,14; INK 7,nPC.A
T 21, 14;7-npc,AT 2l,28,wd
575 PRINT AT 7,2;"Pre*« »«p»» f
or another 9*">e"
588 IF npc>© AND npc<3
T p*— "Not very 900d are
585 IF rrPC>2 AND npc<6
T p»="You need a little
THEN LE
you ( . "
THEN LE
pf act ice
390 IF npc«6 THEN LET p»«"Not
bad at all. "
393 IF npc-7 THEN LET p»="BRIL
LI ANT Play. "
600 IF npc-0 THEN LET p«-"YOU'
RE HOPELESS try tiddly winks"
605 PRINT AT Z, 1 , p*
610 IF INKEY»-"p" OR INKEY*»"P"
THEN CO TO 626
613 GO TO 600
620 CLEAR RUN 3
laser base Key "O" will
bring the PROJECTOR into
operation.
TOP SCANNER
KEY O = LEFT
KEY P = RIGHT
SIDE SCANNER
KEY Q = UP
KEY A ■ DOWN
When a pirate vessel
lands on a polyp it will be
captured. The pirate will
change to red and proceed
to the top of the screen.
You will lose the polyps if
the pirate reaches the top
of the screen.
But a "stolen" polyp can
be saved by destroying
the pirate with laser fire.
Pirates come in four
different guises, so don't
be fooled by them. If the
pirate ships cannot find a
polyp then they turn and
head back to earth bent on
destruction. If they man-
age to hit your scanners or
a laser base, it will be
destroyed.
If a laser base is des-
troyed then it is not us-
able. If the projector has
locked onto a polyp, then
the polyp will be drawn
into the projector auto-
matically, unless a pirate
ship intervenes.
Laser fire destroys pi-
rates but has no effect on
the polyps. The projector
has no effect on pirate ves-
sels.
It's a hard game to win
but the tactics will soon
become clear when you've
had a few turns at polyp-
collecting.
53
Runs on a Dragon in 32K.
3 <J <| On the Dragon. Pirates & Polyps has undergone a few
changes in the use of keys.
It uses the arrow keys to move the laser base sights,
rather than Q.A.O.P and B rather than O.
The bit configuration is used on the screen to
flaThes 7 ^ b^a l ° QVOid COnf usion the Potion
Converted by Ron Potk
i
2
3
1
5
6
7
8
9
I PSET i RETURN fi+SS > PSET S RETURN
16
20
30
10
90
92
91
96
98
ODTOi0 5 .tl=. 120, 105. 105-105. 105
180,105,185
COLOR
RESTORE T HENRETURNELSE30
^^!M-rAr0VER'-:OOTO 6 l010
x=ti;v=si:gotoioo
y=TI Y=D'.GOTOlOO
$Jf;o>^=e (o):goto100
Xb «H.Y«G:GOTO10Q
x=ts:y=ss
100 ON A8C(P*)-a;
0,165, 170, 175. 10^,
105 RETURN pepi« -RETURN
120 PUT<X,Y - *?f i T.PSETIRETURN
130 PUT<X,Y)-(X+9,Y + lu>»-»- pSET '.RETURN
140 PUT<X.Y>-<X+9,Y+/ r pSET I RETURN
PUT < X , Y > - ( X+9 • Y+7 ) ' MM ' PSET J RETURN
PUT < X » Y > " J*''y*7) ,NN »PSET '.RETURN
^T<X,Y>- So PSET. RETURN
PUT(X.Y)- X+9,Y+7),uu £TURN
PUT(X, Y)-<X+9,Y+7^ 00, PSET I RETURN
PUT ( X ' J' j5*o' y+7 ) ,RR ,PSET .RETURN
PUT < X ' ^ . y*o* y+7 ) i TT ( PSET « RETURN
prTix;^)::^;^^):^^^^^
**i START GAME
pmode3,i:pcl
md =o:ps=o:b=
colori:line(25
105
,130, 105, 1^0, 1^5,150, 15
5,16
110
115
150
155
160
165
170
175
180
185
190
200
201
205
• F-RND^B > +^ ' A=ft*F : IFA>255THEN215
1f>.PSET!E=5«<E=0>:NEXTW .,„ o . nC TFPlQ:G0SUE10
x=TS!Y lss:iFFN A T(0>=20THE NNM =
2 ,5 R=RND ( ^""JiiSo ( 15 ) +7 ) : G0T0255
253 n=RNl ■ t23>«» (9>tt
255 Nh=Q-.S=o:M-l.G : 152^1
z 4 5 r F rcf;-^ F ^uSsu e6 25-. F .c=o
270 IFPC>1THENPC==0
275 IFNP=0THEN750
280 IF«=0THEN32^
->B5 IFS=50THEN365
290 IFS=1 0 0THEN3« C0B UB96 1 P*
795 IFI=G THENS-50.r* " Y 7)
30 0 G-C-8tX«H»Y«e»SETtX^Y>
" N »iGOSUB96'.Z=10
AND
Computer and Video Games Veai
pset (H+9 ' g+15 >'W,pset:get<h a* ru ^ .
BSSSSSS ""•■'-~~».»..™.» .«.,„.„.„.„.
330 Gosu^rcosue^io
335 GOT02dO
340 X»HJY»G:PUTfM
PSSSB55...
^i^ T T H H E E N N x G .° H S Vf V 80:GOTO 7 ^
fSmxiiffiBmm**^ -
IF < PEEK ( 3 «3 ^ B-0THEM57S
J25 RETURN Z * 7> YY = ° THEN510
llIliP=r ! -"'--'='—
I Cp IgoI^ U ' « R ««T » RETURN
■-;;»«-.:»„.,„„ > p SET SRETUfii
55
I«
Dragon continu
56
71
750
S COSU^O : AVOS I H« = " P *OOECTOR.»DESTKOYED" : GOSUM1 1 1 0 : C0T076S
ELSEIFPS<6 THENM*
ILL. I A NT FLAY"
790 AY=130:GOSUB61010
800 FORI=lTO20000:lFINKEY*
810 PMODE3,5:SCREEN1,0:GOTQ200
2C00 GOT061100
*»999 ' GETS
P0KE65195.Q
CLS !PRINT@260 , "PLEASE WAIT
AR* = " "+CHR*<8>+CHR*<9>+CHR*<10)
DIMAA<6>,BB<2>,CC<12>,DD<6),II<1>.»
?),TT(2>,UU<2>,E<7),F<7),VW<2>
p m thennext:au=ielseau=o
5000
5001
5002
5005
,RR(
C HR % ( 91 )
"(K(2> f LL(Z>,nH<2)»NN<2),00(2)
5006 '9=6=P0LYP, 19=5^
PROJ, 26=1=LASER, 20=3=MISS/TY ,
,PP(2> ,QG<2
33=2-WITH P0LY,12=7=CAUGHT
POLYP
50 0 7 DEF
F NAT<0>=8*PP0INT(X+2,Y + 2>+PPQINT(X+1,Y+2>
5015 NA*="AA":GOSUB20:GOSUB5100:GET(0,0)-<25,7> t AA ( G
5020 GOSUB5100:GET(0,0>-<9,7>,BB,G
5030 GOSUB5100;GET(0,0)-(29,15>,CC,G
5010 GOSUB5100:GET(0,0>-<9,23> ,DD,G
5015 GOSUB5100:GET(Q,0>-<9,15> ,II,G
5055 GOSUB5100:GETC0,0)-(9,7>,KK,G
5060 GOSUB510 0 lGET(0,0>-<9»7) »LL , G
5065 GOSUB51 0 0 I GET ( 0 , 0 ) - <9 » 7 ) , MM , G
5070 G0SUB51 0 0 I GET <0,0>-<9,7)»NN,G
5075 GOSUB5100:GET<0, 0>-<9,7) ,00,G
5080 GOSUB5100:GET<0,0>-(9,7>,PP,G
5095 GOSUB5100:GET<0,0>-<9,7),QQ»G _
;n<t* = "V15L15
:h7*="L20001V
5091 RETURN
5100 pcus2:readi: j=o;k=o
5105 readf:iff=othenreturn
5110
5115
5116
5120
5125
5130
85,93,85,85, 85,93,0
5131 ' BBB - POLYP
513
POKE&H600+K+J*32,F
K-K+1IIFK-I THENJ=J+i:K=0
GOTO5105
DATA AA
DATA1,85,85,85,85, 85,127,80,8^,
85,93,85,85, 117,93,85,213, 117,93,85,213,
SS:S!S^^^ 101,35,85.101,1
DATA 2,85:85,93,85,61,85,121,85,121,85,61,85,93,0
5139 'CDE - PROJECTOR
5110 DATA1
0,170 ,169
5, 86,89
9,85,85,169,0
KKK
117,85,117
5150
89,85
5159
5160
5161
5165
5169
5170
DATA2, 85, 85, 85, 85, 85, 85, 93, 85, 93,0
;kTA"Kll3.n»,85,85.8 5 .»3. 21 3, Dtt .85,85.8=, 119 .85.218.213. 0
'MMM-MISSILE <<ri
DATA2, 85, 85, 85, 85, 93, 85, 93, 85, 119,0
;r A 2^8 5 .8 5 .B 5 .221.213.221.213,2 55 .213.2 55 .213,221,213.213.0
5179 'OOO - PIRATE
171
il75
Computer and Vld*o Gimn Ywfboo*
AN
.S:M*="PIRATES AND POLYPS" : GOSUB690 0 S M$="BY PAT NORRIS"SGOSUB6900SM$="INST
5180 DATA2, 85*85, 213 ,213, 221 ,2X3, 255 , 213, 255 ,213, 221 * 213,221 , 213, 213 , 21 J , u
5181 'PPP - TOP OF PROJ
5183 0ATA2, 85, 85, 85, 85, 89, 85, 89, 85, 89, 85* 106, 85* 106, S3, 102 *U
5189 'OOG - WITH POLYP
5190 DATA 2,221,213, 127*85, 112, 85 ,127,85,127, 83, 64, 83, 93,0
51*H TAUGHT POLYP
5195 DATA 2,85,85,93,85,77,85,124,85,121,85,64,85,93,0
5?99 ' INSTRUCTIONS
6000 PCL S2 i GOS Ufc: 6 0 0 0 0
£0(15 AY=10:M*^"COMPUTFR AND0VIDEG GAMES" SGOSUB61 010
601.0 AY=40?M$="PRESENT"JGOSUB63 040
6020 AY=A5:M$ = "PIRATES(? 0AND8 0POLYPS" IGOSUB610 10
603tt AY=1.25:M*«"BY PAT NORRIS" SGOSUB610] 0
6H0 AY-16R:M$-"00NVFRTED BYGRON POTKIN":GOSUB61010
A043 C0I.0R4M INF <1 0,37) -(246, 140 >,PBET,B
6*45 PM0DF3 , 5 * PCI. S2 S FORI=l T04 : PCOPYI TO 144 J NEXT : SCREEN 1 , 0 S RETURN
6890 IFAU THENAU-fl SRETURNELSECL5 1 PRINT6258, " PRESS I FOR INSTRUCTIONS -
Y OTHER KEY TO pi.AY"
6095 A*=INKEY* I IFA*--" "THEN6Q95ELSEIFA*<>"I"THENRETURN
610 0 C
RUCTIONS" S GOSUB69O0
AtlO PRINT-OBJECTIVE" tPRINT" «TO STOP PIRATE VESSELS FROM"
4120 PRINT" DESTROYING YOUR BASE AND" SPRINT" STEALING THE SUN POLYPS. IF" S PRINT"
E01H YOUR LASER BASES ARE "SPRINT " HIT THEN THE GAME IS LOST . "
61,:W) PRINT" .WHEN ALL THE SUN POLYPS ARE"SPRINT" COLLECTED OR STOLEN THE GAME
P INISHES . "
mO PRINT" .SCORES ARE SHOWN AT THE END" SPRINT" OF THE GAME."
61 ;,0 GO SUB A 9 1 0
jyiZ^lLJJr, ° RDER T0 C0LLECT A POLYPS" SPRINT" OR DESTROY A PIRATE THE" SPRIN
T RADAR SCANNERS AT THE TOP AND" SPRINT" LEFT SIDE OF THE SCREEN MUST" 5 PRINT" BE
LINED UP ON THE TARGETS . "
6170 PRINT" *TOP SCANNER - USE LEFT/RIGHT ARROWS" S PRINT " .SIDE SCANNER - USE
UP /DOWN ARROWS"
A175 - F USE T B" * LEFT LASER " USE Z ' V ' * RIGHT LASER " USE M" SPRINT" .PROJECTOR
6180 G0SUBA91 0
t l $L*BS£* " WHEN A PIRATE LANDS ON A" SPRINT" POLYPS, IT IS CAPTURED AND" I PRINT
HE PIRATE PROCEEDS TO THE" S PRINT" TOP OF THE SCREEN. YOU WILL" S PRINT " LOSE TH
E POLYPS IF IT REACHES- SPRINT" THE TOP."
NT»°| A^ErV * T » E *'° L ' Yf>S MAY BE SAVED BY" SPRINT" DESTROYING THE PIRATE WITH-SPRI
6205 GOSUB6910
621.0 PRINT" *A LASER IS NOT USEABLE WHEN HIT" SPRINT" *WHEN THE PROJECTOR IS"
l™ 1 "!" '-OCKtD ONTO A POLYPS, THE" S PRINT" POLYPS WILL BE DRAWN INTO" SPRINT" THE
PROJECTOR. SPRINT" .LASER FIRE HAS NO EFFECT ON POLYPS."
6220 PRINT" .THE PROJECTOR HAS NO EFFECT
6230 PRINTSTNPUT"PRESS ENTER TO START" J A*
630 0 RETURN
691)0 I =LEN ( Mt ) :PRINTTAB(16~L/2) SM*SRETURN
6910 PRINTSINPUT-PRESS <ENTER>" S A$ S CLS S PRINT S RETURN
60 0 00 MI ^&H7000
60200 CH$-"0123456789ABCDEPGHIJKLMNP RSTUVWXY."
60210 D$-"EEEEEMEGEEMEEOEEOMCEEGGEGMEGMMGOEGOMMEEMEMMGEMGMMMEMMMOEEOEMOGMOOEOOM"
60220 S*="KNNNNNKDIDDD DKKNB KMMWWCDCBNKCEHOWCCWMVBBNLKMMVNNKWBBCDGMKNNKNNKKNNLBBV
KNNWNNNVNNVNNVKNMMMNKVNNNNNVWMMVMMWWMMVMMMKNMPNNKNNNWNNNKDDDDDKFCCCCOINOQSQQNMMM
NNvtNl-ODO" NNNTTRr "' F ' NV
60230 DATA ML
6024O DATA 33761. F34BAA I 4/8 1 4327 05BO8B3020 0 3BDB3ED 1F0 1 1 0AE02ECA 1 ED4 0 ECA1 ED42ECA IE
M4ECAIED46F684C0083404A647C6203DC3060 01F01E6463AAF484FAE40E6A4C14F2711E680C12A2
6B431212050E1A427034C20EF31 21342 OC6073D10AE44
60250 DATA 31 ABC60 73404A6A0 8041C6033DAE42308B3420 1 0 AE48EC8 1834 04 0 4848484834 0 4ABE
60260 IF< Pfl!EK ( ML ) "51 ) AND < PEEK (ML + 1 > = 1 18 ) THEN6Q280ELSENA*="ML " I GOSUB20
60270 C=OSFORI=1T02SREADA*SFORJ=1TOLEN( A1>/2SP0KEML+C, VAL("&H"+MID*(","+A$,2«J,2
>) sn=c+i : next j, i
60280 AD«="":U-VARPTR(CH*)SGOSUB60290SU-VARPTR<D*):GOSUB60290SU=VARPTR(S»)
6D,'90 AD*=AD$ + CHR* < PEEK ( U+2 ) > + CHRt < PEEK ( U + 3 > ) S RETURN
60797 ' PRINT ALPHA GRAPHICS
61010 T:=INSTR(Mt,"e">SIFIO0THENX*-MIDt(Mt,I+l>SM$=LEFT»(M*,I-l) S G0SUB6 1 0 4 0 S M*=X
*.AY*AY+<10-4*<J=1 ) ) SGOTO61010ELSE6104 0
61035 MS*=AD*+CHR*(AX)+CHR»(AY)+M$:DEFUSRO=MLSUS=USRO<VARPTR(MS*) ) S RETURN
61010 AX~INT( 16--LEN<M*) ) SGOTO61035
ON PIRATES."
»»l>
57
Runs on an Atari 400/800.
Converted by Simon Goo
' 3<]<] The PRINT statements in the line below include
special control characters, which do not come in the
J printer listing.
l zYZ < CONTROL to)
LINE
Line
LlHE
LlHE
LINE
LiHt
LINE
Li HE
LINE
LlHE
LINE
LiHt
LINE
LiHfc
LIME
n
&U6 1383
n
io6,r
'4,64
.*Efl PIRATES AND POL VPS -
2® REM Author p. Morris
36 REP! Atari conversion by c Goo**
T-yrbRfiPHics 13:POKE 16,^?Poi£^
14* FOR J= r Q8 TO ->3:REA0 ft: poke J,A:NEX
LSfi DATA 56,234,120,74
!9fffi TO J+ 11 9: READ A: POKE J
172 DATA
174 DATA
176 DATA
17-9 DATA
180 DATA
A ri* * :S i 5 '^ 5 *^ 42 ' 196,56,224
M if'^f 6 '^.253,245.249.98.66
uhih y,W,8,b,y,24,24 52
"Press .any key -J SET #1 o 3.11:? #e.
•6,-HOTT BE AUAILABLE^ INST ^TIONS
236 ■ #6* "DURING THE GATE AND" : ? #6j
P1AV BE WISE T0"s? *Gi m t%*
240 *' #6;" press any key": GET #1*8=
PHiCS Ns POKE 106*RT-8:POKE 7 %2flfe ri
^6.RT-4:P0KE 32,N:P0KE 752,1 = ?
245 POKE 16,64: POKE 53774,64
250 ' " OBJECT I UE: To stop Pi rat*
=>sels fr ^destroy in* yo*_»r base and >tj
in9 the sun polyps."
oca 7 :? "If both your laser bases
t, or iheprojector is hit then the
is lost. ■:? _ •
»7fi ? "When all the sun polyps are cj
cted or stolen then the game fi-ni 1
joystick to move* the scanner
appropr i ate tar yet . " :
"pre-ss the tri99 er ^°
Computer and Video Games Yean
■ate
»■ ;_ ~ X.-. w,t; =-pace bar to operate tP!
"Vou win i ose t> , e polyp if
reaches the tbpV":? :?
#" Press any key ":GET*#1,A: ? '•>
"The polyp may be saved by destrou
the pirate with laser fir**t*t%
mt- P .^ er ' SS* P°iyp up in be drau.
"La =er > ^ a'-'tomat i c a 1 1 u.
La * er r,r * destroys p, rates but"
" has no " :? Effect on the polyps
pl^flll;^. 30 ' 63 ' 63 ' 127,127.255.2
|o1* P:IF fi<> " 1 THEN POKE J.fi:j=. J+1:
g^JTION F<fl),E<0>.. ? " " : NEXT fl:TX=
Mr*
24, 36, 60,24,24, 36,24,24,60,36
l'P.Th
l|§T F 3^rivlTV^ fi:E *<^>=CH***>
1865 DhTh 126,66,66,66,66,126
4l§0 IF K=1 THEN H=INT<RND<N^:23+l >:GOT0
1120 H=INT< RNCK N >t36+l ?
JJjg M>N THEN 0=0-3: SOUND 3,N,8,U
1145 60SUB 58*0: PC=PC+i: GOSUB 6000
U50 IF PC>4 AND B=l THEN GOSUB 7000:PC=
1166 IF PC>4 THEN PC=N
1170 IF NF*=N THEN 38808
UtfO IF H=N THEN 2000
1190 IF S=50 THEN 3000
1^0y IF S=100 THEN 4000
ro%hl 1=6 THEN s=50:W <nv,nv-f3>=ri2t:Go
1230 IF 56364 THEN 3=108: GOTO 9500
1240 IF 6=18 THEN GOSUB 1400: GOTO 1956
to TsSF nv+4 ' nv+ ^>='3*: **< nv,nv + 3 >=fii*:eo
Tu8n ?W - , ' LULn:nX ^ 6+H - 4:p 0KE 53249,P1X:RE
1950 IF NP=N THEN 30000
2000 IF NH=N THEN 1100
GOTO nlo 8 500e:GOS,JB 5500:POKE 764,255:
3OO0 6=6+ 1 : HV=ITV+4 : A* HV-4 ,f1Y- 1 >=S$
rl??IJ 1 f W H :H ? ND n£ <; £ AND G<1S THEN H=H+I
NT'.RN0(N^3-1 >:ITX=46+H*4:P0KE 53249, HX
3010 S6=PEEK<SCRN+H+G*40>:IF 86=84 AND 6
=S1 HND H=T1 AND B=l THEN 3400
3020 IF SG=64 THEN S= 180: GOTO 4160
3030 It- 86=71 THEN GOSUB 9800: GOTO 1950
WSHJEJEtTZJ* <SG>64 AND SG<71) THEN
BOSUB yy0y:GOTO 30208
W$ g*'"V.nV'+3>=n2f:GOT0 1950
'#1
• IT*
•nd Video Games Yearbook
»
59
Atari continued
ma IF THEN 1950
88 ^rW»^ 1350
N.THEN BONukaW?-? "WW IF BONUS>
fftKHJ" 8 ' 23!? ^-.-POSITION 17,23:
Eg i^^f&P* * ST=9 OR ST=
4*0 OV-T$^i F J T ^5 THEN R ETURN
M^^f^r^fS.! : twh, i F SS
SB STK***, „
10000: RETURN "' b4j= ^' flND B=N THEN GOSUB
le 8 IF STR1G<N >=N AND ION THEN GOSUB 11
-'520 RETURN
it if r| BfltfiVASiF F< 0 >=F<. 0 >-
: NPC=NPC ;'] : P§kF ^Ufe l S J HE N B=N: N P=NP _ ,
' 040 E:= l : PnS t t t r» i t « - JKN
Runs on a Vic-20 in 3.5K.
Type m the first part of the program and save it before
running. Make sure you do not alter anything, especially
the "load" part of the program.
Save the second part of the program after the first and
save it as "&POLYPS" in caps without a space.
When using the program, load and run the first part
and leave the Play button on the cassette recorder down.
A lot of gibberish will appear on the screen which is
ION H : 6:? » »:IF H=l@ THEN K=K-1
9813 IF H=28 THEN K=K-2
j|4h BC,NUS=eCrNI -lS-10e.:IF BONUS<N THEN
9815 FOR .J =25 TO 22% STFP 9-onifcvri u
Wfi TO N,N»N#N: SOUND 2,N,N,N: IF K
e 10200: RETURN i*«=w*b,i^.
RETWN F ° R J=1 T ° 5!NEXT J:S0UND N 'N,N
10210 NEXT P: SOUND N,N,N,N: RETURN
11000 FOR J=-14 TO 14 STEP 4:STHM1 n
7^-10' 15: NEXT J: SM^SCRnVtS?SS,
EN J RETURN ND N ' N ' N ' N! 1F TS<>H 0R SS<>6
±*±fg POKE 704,N:h=121:F0R J=l TO ?fl:
11102 fi=i2l
11110 NEXT J: POKE lr i3249.N:sriiihn w - i
Nri=Nf1-l : P1=N: nO=f"lD+i rpQKE »ETK 3.'& h
}8j IF fl« nv,nv + 3 >=fl3* THEN 1 1200^"
i^R^UR'N^'^ 3 ^^ SCRM*
11IO0 FOR p=l TO 7: IF E<P>=50 THFN fyp
SS : Ft p )=TS : POS I T I ON TS , SS : ? " - ip= 8 E< P
-l-lti NEXT P:H*<nV,HV+3>=S*: RETURN
6HTE t-INIbhtD u :tiOTO 30408
30 ! 00 GOSUB 30300:7 #6»-"6flfTE OUER - "i
*6, lasers destroyed" : GOTO 30488
If^rS^fJ 03 ^? #6' u GmE OUER - -i
Projector destroyed": GOTO 38488
30300 FOR J=H TO 3: SOUND J,N,N N-Pf*F I
-4_ ^ J,N: NEXT J: GRAPHICS 18: RESTORE ^50
30395 POKE 16,64: POKE 53774,64: FOR J=3
TO J+3:REflD ft: POKE J , fl : NEXT J : RETURN
3L131M ? #6: ? #6;" score - iSC :5 #T
#b'fRETURN 6i " P ' rateS blasted "'»«? Kg
30480 GOSUB 38310:? #6;" popec
"iT ft *|;: TO PLfiV PGfiIN":PC^764 b
S'Mfya*™ i0!next j:if peek <
30420 RUN
Converted by Paul Jay
the machine code to be used in the second part of
program.
When the second part is loaded, the cursor should
flashing next to the word "RUN". Press the return butt
and the game will begin.
Do not clear the screen or change the display or
game will crash. The game runs on a standard Vic-
with a joystick.
60
Computer and Video Games Yi
I BON
N>*1
K=H
POSI
s+ss
GOSU
N,N:
HNO
*40>
S TH
:POK
=121
=SC+
CRM
M- ?
>• • -7
e 53
5:?
r^RT
.255
5279
E the
d be
itton
- the
ic-20
•I IL'I.'P
10 P0KE36,28:P0KE52,28:CLR UE plRflTE SHIP IS "
h PRINT-* SUN POLVPS FLORT ^OSSTHE ^REEN. R BL Ifr E0TH „
12 PRINT"TRVING TO STEAL THEM. VOU HAVE 2 LAbfck ^ UR lRSER SIGHT"
13 PRINT"BRSES OR THE PRMECTORfiRI « T '™| T 5J* flLSO BO THE SAME TO COLLECT"
S HKBM" ' SCORING IS UNUSUAL 4 SuR «N TACTICS FOR"
g PRINT"HIGH SCORES MUST BE USEB.**PRESS ANV KEV" : GQSUB25
!fi ^Jm™^!* TH IS-":PRINT:PRINT"BLUE PIRATE HIT-PRINT
22 PRINT KHTOFRESS ANV KEV TO BEGIN" : G0SUB25
23 GETA* : IFA$=""THEN23
24 PRINT'TFLEASE UAIT":G0T03-
25 FORI=1TO10^GETA*; NEXT RETURN
37 FORI=0TO463 : P0KE7168+I ; PEEK<32 TeB+IVNEXT
38 FORI=0TO111 : REABPB ! P0KE7432+ I , PB ■ NEXT
% S^^SSSS^' 255, 83, 0, 130, 40, 105, 20, 85, «. 124, 159, 23, 69, 18,
;r D ATA6,l,0,3,13^2,l 6 ,84 )2 0,l 3 0,235,17 0 ,105,20,e,0,144,64,0,192,112,28,4,21,12
60^255,190,186,40,32,40,40,^^
?iBATA0, 0 ,0,0, 12,59,213, 148,0,0,0,0,240, 140,27,97,0,0,0,0,0- 12,51- 222,48,252,18
V " ; M*
100 FORBE=1TO300:NEXTDE,I
105 FORBE=1TO3000 ; NEXTBE
110 BAT A "SB ^ * ▼ ^ r Z"„ , , * ■ < mvi m
20 BATA" SB !S!«» ! 2,1- ,
130 BAT A "SB mi "."EL
140 .BRTR-SBi SI I ^ 8 2 ! 2 ! 2 « . 21 ■
150 BAT A "SB 1 31 I B^S ? 5 « S 2 1»
160 BAT A "SB 1 aiiSliSiSi* S^S ^
180 BATA" «T ^ ^ I ^
190 BATA" Sffl i 8 I I 8 8 § u
200 BRTR" "
210 bata" sn i a 1 1 i a ■
220 BATA" m ■ * I ' ■
230 bata" sn i a 1 s^a i ^
250 BATA" SW ▼ ^ i a i 8 I ▼ J „
260 brtr" sn i a 1 i a 1 i a § a 1 s
270 brtr" sw ra ■ a 1 ■ "<a ysi mf* »
see bata" sw i aiaii a i a § ^
23 0 BATA" SW i 31 I J I ! a i * ■ MM ■
300 BATA" SW ■ "'a ITS I I a B ^8
323 BATA"lBV PAUL JAV. ABAPTEB
530 BATA"lliFROM THE SPECTRUM GAME"
340 BRTR"«V P.W.MORRIS. "
400 PR I NT "T
f 2 i 9 BATR162,222,173,78,3,201,10,176,9,238,78,3,238,10,144,76,116,3,140,10,144,23
6,78,3
61
42
46,3
19' 144, 173,79,3,201,25.
« m™, si . J34 . 169 e 14 , „ , 9 13 '""'- 23£ ' 8 '- 3 -^.6.»e. 8 ..3. 1 4 J , 13 ,,
1
=811
VIC-20 continued
5 POKE 193, 66
IHHbsi
1090 1FQ=ORNDDP=OTHEN1020
1010 GOSUB20O0
1050 K=K-0 : IFK<OTHENK=0
1060 GOTO 1080
60
flWWKEG+M.T : P0KB3*WC. 0 = POKEG+B.SH ■ POKSWJ+B, BC
62
11S0 NEXT
Computet and Video Games Vea
1190 P<PC>=P(Q>. L ,p r) _ | " " .
1209 BC=BL ■ PC=9 i PEV m °~° : IFl3= 0THEN800O
3040 PfCP>=PfG)v< /rns r, -^'+L,CV
3950 CP= 0 ; RETURN L<Q> : : **WHEN8W0
if? s^^^ass^^^^
4060 iSKSSSS : J2 081 THEh «=21
4030 JSggj^WlSlMSSs
M0 o4S DU=40 SN=200 : GOSUB7900 ( D=S88 . r-p 4 , , rnc
-'050 GOSUB6000 : BC=BL : BD-n •' A
p safe a
9000 HH=36864 : W-9Sh« ■ rn OTT
'0.
<9.e>
Cwpulw ano Video Games Vearfaook
CREATING
ttPiTriPtN seu
The inner workings of a software
house
Software houses have had
to learn their trade last.
Two years ago. games
programming companies as
successful as Bug-Byte,
Psion, Quicksilva and Im-
agine were unthinkable.
Now games software is big
business and new software
houses are appearing at!
the time. We asked one ol
these. Visions, to tell us ab-
out their operation, so if you
send away a tape for con-
sideration, you'll under-
stand just what processes it
has to go through before it
finds its way into the local
W.H. Smiths.
Visions was set up in West
London last summer by lour
people with a background
in different areas of the
software industry: Sean de-
'Bray was previously in-
volved in commercial soft-
ware consultancy; Roz
Evitts comes from a public
relations company which
specialised in computer
clients; John Burnham is the
production director with a
background in the audio in-
dustry and Martin Parmiter
is the financial director.
They pooled their talents
to become Visions and start
producing games for the
home market.
Any software house is ultimately
only as good as its programs so Vi-
sions treat theirs with special care.
The company aims to have six
programmers employed when it gets
into full swing, but like many other
games companies, a lot of the ideas
are sent in by freelance writers.
These are tested and evaluated
quickly. The accompanying informa-
tion is read and the game cassette
loaded on the required machine.
Some games have an initial impact
and the testers take to them straight
away, others only become compul-
sive when they have been played
with for a while.
Any that show promise are looked
at by other members of the Visions'
staff — four people usually test each
game and give their comments, and
they're all keen games players.
As soon as it gets the go-ahead,
the team start working on whether
the game needs tidying up or if there
are a few areas which need improve-
ment. The programmer is contacted
straight away and invited down for a
chat — young programmers are
asked to bring a parent. The sche-
dule of the game is already being
drawn up, with thought going into a
possible release date, when adverts
would need to be put into magazines
and what sort of artwork will be used
in presenting the cassette.
On meeting the programmer, the
suggested improvements are talked
over and Visions try to discover if he
is capable of doing these himself or
whether he will need help from the
programmers on staff. Does he need
any additional equipment to make j
the improvements, are there any
books which might help.
At the end of the meeting, he is
offered a contract. The company
pays 25% royalties but will also pay
an advance if extra work is involved.
Visions' designer asks an artist in
to look at the game and work on
some ideas for the cassette inlay.
Presentation of the cassette is an
important factor in how it sells so a
great deal of thought goes into the
name of the game, the images which
appear on the cassette packaging
and how it will be represented A
advertisements.
If the formula is right, the cod
pany can end up with a top-sellinJ
cassette, finding its way into l3
15,000 homes.
HOW
Visions put great stress on the way
freelance programmer presents
games cassette.
The more information they h
the quicker Visions' testing and ,
duction team can go into action.
Professional presentation can
long before the games tester e ._
loads the cassette. One obvious re-
quirement is to make sure you in-
clude your name and address andd
phone number if you have one.
Explain what machine your game!
works for, whether it needs memori
expansion, joysticks or any specidl
cartridge to run.
Give its title, a brief write up on
what kind of game it is and a runj
down on the key controls. Full ij
structions should be included.
Is it written in Basic or Machine!
Code and what other machinal
might it be possible to transfer tbJ
game to?
Have you sent the game any where!
else and if so, is it on offer?
Before the tape goes in the post!
check that it loads, try it on moie!
than one tape machine. Now it's tiroef
to include some personal details.
Give your age if you're still an
school, add a biography of your coin
puter experience and (if you think m
will help) where the idea for the
game came from.
Your prize game may still not find
its way into the shops but now yooi
have at least given it every chancel
64
Computer and Vid»o Games Vm
MAL FUNCTION
r. w/rcw
snag jmr
SCREAMING,
FOUL UP
3V
- a . a
/ 3>OHT THINK THOSE
SOVS CGN TAk? MUCH
none, go and Gf r
FOUL-(JP SNRG. WELL
0UT H STOP TO THIS s?.
SEVEN HOOP* OF
COSMIC &C/?S7£RI#tfS.
/ &OA/T rtt/XK HES
£ve& GOIHO no
UP:
? ( HMM / THRT THE
FUST&ST HES
SOU RELEASED SCRfRMlN^) EVEn STOPPED
FOUL-UP. WHATEVER /? GAME.
possessed you 9
lfi$T TIME THRT
SCRBRMlNG FOUL ' UP
k 50T OOT IT TOOK- 'jm
... r** MICROS
COME QUICKty. tTS
FOUL UP HE'S ERR
HE'S ERR
HOLD ON -:
1m-
vfHPT
NPPF>£N£Z>
m
GOSH! HE LOOKS
/3flz>, /r y<yc/« thropt
FOOL-OP ? Dip you SCPEPM
TOO LOUD f £OM£ CN
OPEN UP.
TU^wJ^i \0UP PRO&RPM.MER MAKCS
discovery /
/3QV/ TH0TS
MVHI9T / CRLC &
TOUGH gume
i I
Presentation on the
Simon Hunt talks colour and sound
The tips on Atari presentation come
courtesy of English Software.
Simon Hunt is the programmer
giving you the benefit of his know-
ledge of the Atari machine. He is
responsible for the jewel in English
Software's collection, Diamonds.
Diamonds is written in purely
machine code, but Simon has repro-
duced the title sequence in Basic
and uses it to illustrate a number of
techniques which you can adapt to
your own programs.
Variables used In the listing
REGBKGD. REGDIAM. HEGBKG2. REGNAME. REG-
TEXT: These deline the addresses of the colour
registers corresponding to the colour ol the back-
ground, diamonds, author's name, and the other
text.
COLBKGD. COLD [AM. COLNAME. COLTEXT: define
the actual colour value.
LABEL 1b used to read some ol the Data: I have
appended labels to (he ends of data statements to
show what the data is.
RAM TOP defines the register which points to the top
of usable memory.
CHBAS defines the register which points to the
beginning ol the character set table.
SETP points to the area of memory IK below Ramlop:
this is where my new character set will be placed.
SETMEM is the actual value of the first memory
location in the new character set table.
CHAR controls the input of the 44 re-defined charac-
ters.
BYTE controls the input ol the eight bytes which
deline each character.
DATA is used to read in the data values.
I is just a general variable.
DUST defines the memory location at the start of the
display list.
DUSTP. DLISTP + 1 define the registers which tell the
Atari where to find the display list.
DELAY is used to control the speed at which the
colours change.
Figure 1: Bit values of a
data value would
be
byte
2*64 (66).
128 64 32 16 8 4 2 1
Figure 3:
Structure
of
Figure 2: Character set
the display
table
Graphics
Data S<
ran
Character 0
Mode
value Lines
Byte 0 Setmem
2
7*64*
16
B
Byte 1 Setmem - 1
112
Byte 2 Setmem +2
2
7
16
Byte 3 Setmem +3
112
Byte 4 Setmem +4
112
16
Byte 5 Setmem *5
1
1
1
6
B
Byte 6 Setmem +6
6
S
Byte 7 Setmem -7
6
B
Character 1
1
6
e
Byte 0
112
Byte 1
112
16
Byte 2
2
7
16
•NB The 64 is the part ot
112
the instruction which
112
16
says the following two
2
7
16
bytes define the start
112
B
address of the display
2
7
16
data. The 7 Is the mode
112
6
value. If the first line
0
2
8
was a mode 0 line, this
Total
192
The success or failure of any prog-
ramme usually depends upon its
"POP". This stands for Presentation,
Originality and Playability and I be-
THE ENGLISH SOFTUftRE
COMPANV PRESENTS
H X R I'-'i O :o 3
AUTHOR: SIMON HUNT
© 1983
ALL RIGHTS RESERVED
lieve Presentation is the most impor-
tant consideration of the three. In
this listing below I'll start by show-
ing how the colours are set up be-
tween lines 600 and 720.
Register 708 is colour register 0;
register 712 is Colour register 4. The
values of any combination of hue
and luminance can be calculated by
multiplying the hue value by 16 and
adding the luminance level. This
value is them poked directly into the
colour register. So SETCOLOUR
1.4.8, can be replaced by Poke 709,
4*16+8 or Poke 709,72.
Note that in Graphics mode 0 col-
our register 2 (location 710) defines
the colour of the background, but in
graphics modes 1 and 2, colour reg-
ister 4 (location 712} defines the
background colour.
Since the title page uses modes 0,
1 and 2 all at once, registers 2 and 4
have been set to the same colour to
keep the background uniform; regis-
ters 0, 1 and 3 define the colours of
the Text.
Lines 1000 to 1100 load in the char-
acter set.
The Atari's default character set is
stored in IK of ROM starting at loca-
tion 57344. The register CHBAS (756)
points to the first page of the charac-
ter set data, (a 'page' is used to
describe 256 bytes of memory). At
power-up PEEK (756) will return the
value 224 since 224'256= 57344. If we
POKE CHBAS with a different page
number (in multiples of four) the
Atari will use the data in the follow-
ing IK of memory to display the char-
acters.
Now each character is displayed
as an 8 x 8 grid. Each row of pixels is
defined by one byte of data and
where the bits are set to 1 in the byte,
the corresponding pixel in the char-
acter will be lit.
So each character is defined by
eight bytes. The first byte is the top
row, the last byte is the bottom row,
The bit values are shown in fig 1 -
to calculate the value of the byte
add the bit values together. (A row
with the end bits lit has the vahw
128+1 = 129). These bytes are
arranged in the character set table
as shown in figure 2.
Programme lines 1060 to 1090 load
the character set data into RAM IK
below Ramtop while line 1100 acti-
vates the new character set.
Lines 2000 to 2040 load the titlf
page data.
The area of RAM used to store the
data telling the Atari which charac-
ters to display on the screen, is loca-
tion 1536 to 1755. This is part of page
six (page six runs from 1536 to 179!
The rest of page six will be used to
store the display list.
Page six is an area of RAM which
is not used by Basic or the operating
system and so is free to be used by
the programmer.
The display list is set up between
3000 and 3090.
It is a list of instructions which tell
the Atari the types of graphics mode
lines to use for a screen, and where
the screen data may be found in
memory.
When you execute a GRAPHICS
command in Basic, an area at the top
of RAM is cleared and used to store
the screen data, and a display list is
generated just below this area to
define which mode lines to use in
displaying the data. GRAPHICS 0
produces a display list that defines
24 mode, 0 lines. GRAPHICS 1 pro-
duces a display list which defines 22
mode 1 lines than 4 modes 0 lines for
the text window.
By choosing the right instructions
we can write our own display list to
create whatever pattern of mode
lines we require, remembering that
the size of the screen must never
exceed 24 mode 0 lines of 12 mode 2
lines, or the equivalent.
A 'SCAN' line is the name given to
a line 1 pixel high. So a mode 0 line
is eight scan lines high; a mode 2
line is 16 scan lines high. Thus the
maximum number of scan lines in a
display is 24'8=192. My Display lis!
is structured as shown in figure 3.
Com purer and Video Games Y
ATARI
lie repi =^===== =:
REP
TEXT OOTO
REn
W» CHORflCTER SET DOTft
own 0.0.0.0.0,0.9,0,*
^-i 12.32.0.0,0,0,0.x
SIS e.e.e.e.32,ii2.32.8-x
.M™ 34-119,34.0.32., !2,32.e,X
Em 9 ; e.e.e,2.?.2,e,x
S?- 2 S;-S' e ' x
j™».!19**.B.34,119,34.8,X
«TO 56,40,108.108,68.254. 138.0.
'WW 134^38.192.192.192,239.124.8
'MTft 252,119,182,192,192,118,252,8
l«rfl 254.224.192.252.192.224,254.8
»Tfl 254,224,192.252,192,132.192,8
MTfl 124,238.192.206,198,238.126,9
fc» 196.198.198.254.238.198.198.0
WTfl 68,24.24-24.24.24.68-0.
>»™ 1^.192,132.132.192.224.254,0
70070 OOTO 198,238,254,214.214,198.198.8
3O072 OOTO 230.230.246.214.222,206.206,0
30874 DQTO 124.233,198.198.198.238.124.0
300,-6 DOTO 252.238.198,252.192.192,192.0
7007S DOTfl 252.238.138.252.248,228.286.0
3*888 OOTO 124.238.192.124.6.238.124.0,
70882 DOTO 126.60,24,24.24.24,24.9,
30984 DOTft 198,198.138.198,198,238-124,0
38988 DOTft 130,198,68,108,188.40.56,9.
?9988 OfiTfl 198,198.198.214.214,254,108.0
70890 DOTft 102.102.102,60.24,24,24.0,
70092 OPTO 0,0,24.24.9.24.24.9,
78894 OOTO 69.66,153.161.161.153.66.69.
38996 OfiTfl 24,56.24.24.24.24-60,0-
yj98 DOTO 124.238,198.126.6-238.124,8-
3gl«8 DATA 124,238.138.124,198.238.124.8
31102 DOTft 124,238,6,28.6.238.124,0.
30104 DATA 56. 108.56,1 12, >22,204. 118,0,
38106 DOTft 102,102.102.0,0,0,0^,
19 rem t»» » 1 1 my t$ *» rtmtrti m n rt
i« 2£ *** SInoN HUNT at
-■V Ken
SWHEn* 103 18,REP1 BL0NK 0LIT
510 REH
■588 RSI
lie SeS SET UP ttWW> —
t2» RE66* GD«7 1 2 : C0LBKG0=224
c ?0 HEGDIOn=?l]:Ci?LDW=70
549 REO£*G2=?10
65ft REeNflfE«789:C0LMDnE-2ie
^*> r E:<T=r08:COLTEXT=22"
679 PE"
690 POKE ft£6BKG0,CaE*.6P
*!99 POKE R€66*G2.C0LBKfiD
788 POhE REGHOHE-COLNOnE
71» POKE REOOIon.COLPIon
729 POKE REG TEXT, COL TEXT
970 RET)
938 PER
990 REP *
ieS R£? ~~~ LOfi0 CHARACTER SET —
Pi" LfieE L*<24^:RESTt?RE 70c*20
1078 KQnTOP=106:CHEWS=?--:
oown
Lines 3040 to 3060 load the display
"data into page six and line 3090
■Ihe Atari to start using this list
J address in the Atari's memory
Wined by two bytes - the first is
n as the least significant byte
and the second the most signi-
t byte (MSB). The address is
dated by multiplying the MSB
. Z* and adding the LSB.
The first three bytes of the display
* cause 24 scan lines to be skip-
tthis defines the top border of the
- The next byte says to use a
mode 2 line and that the next two
bytes give the start address of the
screen data. These bytes point to
location 1536: 0 (LSB) =6 (MSB)*256.
So the first 20 bytes of page six are
displayed in mode 2 at the top of the
screen.
The next byte says skip eight scan
lines — this leaves a gap between
the mode 2 lines. The next byte says
use a mode 2 line, so the second 20
bytes of page six are displayed on
this line.
The last three bytes of the display
'040 5€TP=PEEKtRM1T0P>-4
1858 ?ETnEPfcSETPt25fi
1888 POKE &ETrlEn*CHflft»3*©VTE .OflTfl
next bvte:reod tSSSSmaam
1188 POKE C H60S.SE TP
1970 Pfn
R£n
!»90 •
H!e re" ~~~ LOfi0 w ™ INT0 * —
2828 RESTORE 29010
2838 FOR 1=9 TO 219:RErd dot*
?040 POKE ! 536*1 .DOTO: NEXT I
7060 PE^
?O^0 REH
?09O REH
ml 2f! ~ 867 * D1SPU * list —
?£j'? RESTORE 3288:1=8
^ ^ n LflBEL *<>"-E»" THEN 30^0
me JS 6 OLISTP '^ !p o« dlistp+1,6
3128 REn ° ISPLflV L1ST DhTh -
?3O0 OOTO 112. -SKIP 0 SCON LINES
3318 OOTO 7.-O0DE 2 LINE
^ ^ 3&T*^» ™ ^ DLIST
7500 REH
7510 RE/1
CYCLE THE COLOURS
7520 REn
*880 RED -
4010 REn
•828 FOR ixj ro 30
4300 C0LDIftn=C0LDItt1*l6
*31| IF C0L0Ifln:.256 THEN COLDIOW-COLOIfifl
*SS P«E REGDIOTl.CXDIftn
4341 NE^^ 0 ^ 1 T ° 4:MEXT ^ftY
^350 C0LTEXT-C0LTEXT*16
if& 1F C0LTEXT>25€. THEN C0LTE>:T=C0LT E -
.12 2S ftEer EXT.COLTEXT
4'P0 6O T 0 4020
^0000 RET1
r«nd Video Games Yearbook
list tell the Atari to jump to the be-
ginning of the display list again. The
first of these bytes is the jump com-
mand; the other two bytes give the
start address of the Display List
Lines 4000 to 4380 of the listing
alter the colours of the text, and
gives a sparkling effect to the Di-
amonds. The hue is changed by the
luminance level is kept the same;
this is achieved by adding 16 to the
previous colour value lines 4310 and
4360 make sure the value to be
POKED is within the range 0-255.
67
VESPOZIAN
■ An ad
AFFAIR
adventure
set on a spacecraft
soaring between star systems
By Keith Campbell
RUNS ON A DRAGON IN 32K.
THE VESPOZIAN AFFAIR" PRINT PRINT i PRINT" fl COMP
ADVENTURE BY" i PRINT" KEITH CAMPBELL AND TERR
SCIENTIFIC: OFFICER ABOARD THE SPRC
1 CL3 PR I NT PR I NT : PR 1 NT "
UTER & VIDEO GAMES" PRINT"
Y PPRTT " : FOR I -0103000 i NEXT
2 CLS: PRINT "YOU PLAY THE ROLE OF D'TAflN.
ESHIP VESPOZIAN. "
3 PRINT "YOUR < PRIVATE > MISSION IS TO OBLITERATE THE BLOODLINE STAPGflTE
J HLL THE INFORMATION YOU NEED TO DO THIS IS AVA I L ABLEW I TH I N THE GAME I "
4 PRINT PRINT" USE 1-WORD OR 2-WORD COMMANDS" : PRINT PRINT" GOOD LUCK - D'Tfl
HN" :FORI=OTOS0OO MEXT
5 CLEAP5O0
10 D I ML** 14>, L im 14 > , E*< 1 4 > , D*< 1 4 > . 0*«C 1 3 > , PT 1 8 , C< 1 3 > , NBC 1 1 > D*r 4 V*< & >
EXT F F0Rr=0?0U^
"^T=l ^-ll^q'"^^ -I : PVS!6 ' CV=143 : PFas60 ® : CDas2 ; «T»="A THOUGHT IS FRAMED IN YOUR MIND
60 WV*= " TAKDROL I FLOOEXAOPCUNLLOCCLOWEAREM I HSR A I PPEK I LSLE "
70 WG*= "PORSTAFORAFTUP DQWQUTBUNSHUHOREASWESBULDOOCRAVES
89 UD*="PSFAUDOBTNEWLRCV"
90 WN*= " SHUDE VPOLCRAASBSPACONC YLTONBEZGRAMAC00500 1 082003004KE YROCD I SP I LDOOBUTARO
SCRBUNSHE "
§S G*<; 1 >=" COMPUTER I VIDEO GAMES" : Q*< 2 >- "WELCOMES YOU TO" : Q¥< 3 >-"THE SEVENTH EMP
IRE ADVENTURE"
100 IFPN-5ANDPL=S>THENRT=5ELSEIFPN< >STHENRT=0
101 I FP< ? >*9QR< P< 6 >=9AHDCC 6 > > 2>THENSF«0
102 IFPV-SRNDPv £ >=S<9THENPC. 2 >=4
193 IFPN=2RHDC< 9 >=-4AHDC< 4 >< .>5THEHGO3UB3530@ : GOTOSQ030
1 ® 4 r . , ;I^ ,:: I +1 IFC< 6 >-3RNDPl 6 >*9THENC< 6 >=4 PF*PF+2009 : Q»< 3 >*"NEW FUEL LOADED" : 0*< 6)
- METAL CONTAINER"
105 IFST=1THEHJE=JE«-1 IF.JE>24THENJE~JE~25 : PV=PV+JM : CLS : IFPV-CD THENST=2 : PF-PF-19
0 PRINT "VESPOZIAN IN " , NB*< PV >. " ORBIT" I PLAY " L404 V3 1 AP75AP75L3A* " ELSEPR INT" VESPO
, INN PASSING » j NB9< PV > : PLAY"L404V31AP75AP73L3A#"
106 IFRT=5THENP<:9 >=99:P< 10 >=6EL3EIFPN==5RNDRT=0THENP< 9 ?*5 : P< 10 >*B
10? IFCT>2O0THENCT=1 :CY=CY+1
108 IFCD=PV THENST=2
109 I F3T=2THEN0DS= "ORB I T I NG " ELSEOD*« "BEAR I NG ON"
1 10 1FPN-9ANDCX 4 >< >4THENGOSUB353@0 601060018
120 IFPV=2ANDPN-4ANDP<: 12 ?*»99THENP< 12 >~4
125 IFP< 2 >=13THEHP<; 2 >=*83 ; PI-CY : CMC 3 POLYPS VANISH INTO THE ROCKS"
126 IFCY>PI+X:9 THENP<; 18>-13:PI=CY
123 IFP<1>=PN AHD< PH=80RPH«13 >RND< P< 18 >< >130RP< 6 K>13 >THEHO*< 3 SWITCH STARTS M
OTOP. DRILL" : Q9K 4 X" N ENGAGES AND SPRRYS DUST'"
1 JO 1FP< 18 >=13ANDP< 1 >»13AHDP< 6 >=13ANDC< 6 >=2THENP< 1S>*88 ■ 0»C 6 >«"FUEt CONTAINER" :C
if g"lFP?i? >»53THE^ | TflRT ® M0T0R - CRILL":Q»<4>*"EHGRGES AND FILLS CONTAINER"
140 I FCC 4) > 3AND< PN* 1 0RPN«60RPN=70RPH* 1 © >THEH I G= I G+ 1 ELSE I G-0
145 IFIG > OTHENF": 10>=PN IFIG=7THENGOSUB333O0:GOTO60070
146 IFP<10>=PN THEHIFRNDC 6 >=3THENQ*<. 1 >="EVER GET THE FEELING . . ?"
I 150 IFp,;: 4 >< >™ ANDP< 4 )< >88RNDP< 4 K >55ANDP< 4 >< >1 1ANDP< 4 >< >66THENP< 4 >-83 : GMK 1 >-"ST
Computer and Video Games YearbOfl^pOn
ie Seventh Empire is
iminated by the Blood-
fte race, a tyrannical reg-
ie headed by hereditary
mes. They alone control
Jhe 'greenhouse effect'
planets, those rich in stel-
nr energy — energy espe-
cially useful for interstellar
wvel. And interstellar
ifravel means power.
Bloodline Scientists
|bve developed a theory
"lai "greenhouse effect"
iets are created by
olyps" — small organ-
is that are the nomads
space. The theory holds
if a new generation of
ps form on a dead
let, their activity turns
over a period of time,
a greenhouse effect
met. The time scale for
m process is estimated
20 years.
he Bloodline Empire
« therefore chartered a
ice exploration vessel,
Vespozian, skippered
Captain Bezel from the
ile Empire, to investi-
ite ihe Funus solar sys-
to test their theories.
On board The Vespozian
D'taan, a female human
tentist, charged with the
onsibility of conduct-
this investigation,
ten is ambitious, and
Uld risk a lot to gain
trol of a source of stel-
energy.
However, to do this, she
Wld need to break free
the influence of the
dline Empire, by
eating the Bloodline
gate currently sta-
ted in the Funus Sys-
and to which the
DTaan (ell sure someone was watching net
Vespozian is now return-
ing at the end of its
voyage.
Nearing the end of its
journey, Vespozian is low
on fuel. Each change of
course uses 100 picaroth
of fuel, and Vespozian's
only weapon, a laser can-
non, uses a massive 1000
Picaroth each time it is
fired.
D'taan is uneasy. She is
convinced that there is a
Bloodline spy aboard.
In "The Vespozian
Affair", you become the
cautious D'taan.
To play this Adventure,
enter 1-word or 2-word
commands when promp-
ted by "WHAT NOW?".
Bear in mind that to move
to a different location you
must always use the verb
"GO" followed by a direc-
tion or location. And be
careful — I think you're
being followed , , .
SEVENTH EMPIRE
ADVENTURE NOTES
Scenario
ird the Vespozian heading through the Funus system
jnto orbit around Gyrates, and there to dock with the
Odlme Stargate, also in orbit aound Gyrates. As the
ie starts, the Vespozian is between the orbits of Great
|en and Bulgen.
• Mission
Obliterate the Stargate using the Vespozian's laser
■aoon As D'taan, you must do this covertly, avoiding
Jicion by the Bloodline spy Grakta, and without the
* or help from Captain Bezel.
■tor md Video Games Yearbook
3. Game Description
This follows the usual Adventure format, but breaks out
this mode for control of the ship, and view of the naviga-
tional details.
3.7 Navigational Details
These are reported on a screen in the Navigation Room.
The screen is not visible from "Adventure" mode, but a
"LOOK AROUND" clue mentions the screen. "LOOK
SCREEN" will display it. Details given are:—
CLONE-YEAR ZONETIME
CURRENT BEARING OR ORBIT OF VESPOZIAN
ETA AT BEARING (IN ZONETIME)
FUEL LEVEL (IN PICAROTH)
LASER OPEARTIVE OR INOPERATIVE
• Note that 1 clone-year = 200 Zonetime. 1 Zonetimes =
1 player's command.
At start, the fuel level is 600 picaroth. Picaroth is the
energy unit, and usable as follows:—
To change ship's course — 100pR
To freeze crew cryogenically — 10pR Clone-year
To fire laser — lOOOpR
3.2 Control of Vespozian
Normally from Bridge, where LOOK AROUND clue says
'Button marked Thought Control". Pressing button is
impossible, as player is restrained by Machen, the pilot.
A metal lined gangway near the door of the suit room
reveals via "LOOK AROUND" a hidden bulkhead which
can then be entered. It contains a duplicate control. No
button is visible, so the player must deduce there is a
button from his look at the Bridge. Pressing the button
puts the game in "control mode" eg-
A THOUGHT IS FRAMED IN YOUR MIND
HEADING, CRYOGEN, LASER or END?
To change the ship's direction, a touch of the "H" key
will cause the current location and heading to be display-
ed, and a request for new destination.
The reply is validated against known planets and stars,
and against the current fuel level. If OK, the course
correction is applied and confirmed, and the fuel de-
creased by 100pR.
As the ship passes each planet, between moves, the
screen is cleared and:
"VESPOZIAN PASSING say ROTH" [>£>£
DRAGON CONTINUED
,S5ftMDP
- „ c \ cciFP< 5 ><" >PN flNDP -
lis sffiKSfeWSre S5SBS5SU-«*»
I FM I om E»C PN > , 1 , 1 >- B THE £ , 4 .. up . u
IFM ID.<E.CPM>, 1,1 :..^..Se X *-EX.*"OUT. "
IFMID»<: E»C PN ?, 1 . 1 >" 0 Mt " & SEHEXT : GOTO330
350 NEXT
>30
240
250
260
270
(60
5*fe :^HT-~^«T «*T; | NEXT Rl* = " " =*
2*'
R3 *=" ■•■.fl4»»"
I DON'T
KNOW HOW TO "♦fll».G0T01»
NEXT ... lfrM0 ..» T MEHPRXNT >YOO SHID
370 NEXT
F INSERT, UIM, WMll ■ •
am
'EXAMINE THINGS. TRY WORD*
Computer and Video Game* Yw
7090 IFK2O20ORPM< >14THEN400O0EL3EQ*<> 2 >="N0THING ! " F0RI=0T018 IFF' I >~66THENP< I >
K4:0»<2>»"IT WAS STILL THERE I "
|7010 NEXT : GOTO 103
|£000 IFK2O23THEN8010ELSEIFPN=*7THENQ*<:2>="I SEE BUTTON MARKED" i Q%( 3 >="-THINK CON
TROL-" : GO TO 1 O0ELSE I FPN= 1 0ANDLEN< E»C 10 > )=2THENE*C 10 )=E*C 10>+"L" Q*< 2 >■" WOW ! " :*,*•<
ft0)=Ll»< 10H H AND HIDDEN BULKHEAD" : GOTO & 00
18005 IFPN*9ANDE*< 9 >="S"THENE»< 9 >«"SC" : P< 3 >=9 Q»< 2 >-"AHA ! " : GOTO 1 OOELSE I FPN-6THENQ
m 2)=" COURSE DATA ON SCREEN" GOTO 100
18O07 IFPN=2THENIFC<0>»- 3THENQ»<.3?«"INNER DOOR OPEN" : 9»C 4 >-"OUTER DOOR CLOSED": GO
fTO4Q020ELSEIFCC0>=-4THEN0*<3>="INNER DOOR CLOSED" Q»C 4 >»"OUTER DOOR 0PEN"G0T040
'ftj'fa lhK£=l'J IHLN4y0^ytLbblhK-;»l IHbNlhH<. 1 >O35flN0P< 1 K>PN 1 HtN4003t»b.Lbty*<. d IT
(HAS HOLLOW CYLINDRICAL CUTTER" Q»C 3 >=" AND PRESSURE-SENSITIVE SWITCH" .GOTO 100
8015
B02O
18740
IF<PN*20RPN«1 >ANDK2=22THENQ*t 2 ?-"SIGN -AIRLOCK CONTROL-" GOTOIOO
IFK2<17ANDK2>11THENIFP<K2>O55THEN400?0ELSEON K2- 1 1GOTOS70O, 3710, 3720, 3730,
I FK2=20RNDPN= 1 4 THENQ9C 3 >=
IFK2=24ANDPN=6THEH45000
GNK 3 >=" NOTHING SPECIAL":!
"LOOKS STRANGELY LUMPY
.OTO4002O
G0T040020
haven't seen the Bloodline disc have vou?" grated Grakta
B720
Q»'2;="LRBEL
Q«':.2>="LABEL
Q*<2>="LABEL
Q«-;2>«="LABEL
2>="LABEL
-YU3ES-" .GOTO 100
-POLYPS-" : GOTO 100
-FUNUS-" : GOTO 100
-CONFIDENTIAL-" i GOTO 1 00
-BLOODLINE-" :GOTO1O0
IFK2< >21THEN40O00ELSEIFPN< >10THEN40059ELSEIFCC 17 >=2THENQSC 2 >="LOCKED 1 " : GOTO
£EIFC< 17>=4THENQ«<2 >«" ALREADY OPEN * " GOTO100ELSEIFP< 7 >*10THEN600O0
C<. I7>p4?E»< 10 >=E«< 10>+"R" . GOTO40920
I IFK2<>21THEN40O00ELSEIFPNO10THEN40050ELSEIFC< 17 »2THEN400S»OELSEIFP< 17K >Z
■1HLH ii3060ELSEC< 17 ?=3 ! GOTO40020
11000 in;.^ . ^1THEN4000OELSEIFPN< ^10THEN40050ELSEIFCC 17><>40RP< 17)< >55THEN4006OEL
|EC< 17 >=2 ' GOTO4O020
|20OCi 1FK2O21THEN40000ELSEIFPNO10THEN40050ELSEIFC< 17 >< >4THEN40060ELSEC( 3 > a 3 E*
110 >=LEFT«< ES< 10 > , 3 : GOTO4002O
■08 IFK2< >4ANDK2< >5THEN40000EL3EIFP< K2 X >55THEN4OG70ELSEIFC<; 4 >=K2 THENQ*< 2 >= u
[HAT'S THIS I'M WEARING THEN" 7 " : GOTO 100ELSEIFCC 4 >>2THEN0*C 2 > s " WEARING " +LEFT«< 0*< C
|4).'.LEM' 0*< -J 1 ■ ■ -7 - GOTO100ELSED 4 2 O* 1 K2 >»0*< K2 • • " 1 NORN >" ■ GOTO4O020
U4O00 IF< K2< >4ANDK2< >3 >ORC< 4 P=2THEN4008OELSECC 4 >=2 0»< K2 >=LEFT*< Q*t. K2 > . LEN< 0«< K2
B-7)GOTO4002O
15600 I F \ 1 '3THEN40030ELSE I FK2< 1 20RK2 > 1 6THEN40000ELSE I FP< K2 X >55THEN40070ELSE I FP
R>6THEN0*f 2>*"N0 COMPUTER TO TAKE IT":GOTO10O
(45005 1FP<: 10 >=6ANDK2>1 1ANDK2< 17THENGOSUB35300 : GOTO£0030
15010 CLS3PRINT0*(K2>; " SPINS IN IT'S DRIVE . . " PLAY"L101A" PLRY"O5L100F«" . CLS
ON K2-11GOTO15050, 15100, 15200, 15250, 15400
1505O PF:INT"-YUSES SYSTEM- PR I NT "STAR SYSTEM ADJACENT"
fNElS " PR1NTNB*< 11 >; " - BALL OF FIRE" : PRINTNB*<; 9 >,
PR I NT "TO FUNUS. HAS 3 PL
- INHABITED BY MINING" i
COLONY, NO FINDS"
15060 PRINTNBSv 8 > ; " - REMOTE DEAD PLANET" : GOTO15500
PR I NT "-POLYPS-" : PR I NT "FREQUENT GALAXY IN MILLIONS" : PR I NT "AROUND ENERG Y-R I C
H PLANETS, " : PR I NT "REGENERATE EVERY 20 YEARS. H ! PRINT"ACTIVE POLYPS CAN TURN DEAD"
;PRI(U"[--LHNET INTO GREENHOUSE-EFFECT H : PR I NT " PLANET , RICH IN STELLAR ENERGY"
15110 PRINT "AFTER 20 YEARS . . ":GOTO15500
J3290 PRINT"-FUNUS SYSTEM-" :PRINT"STAR WITH 7 PLANETS- " PRINT " IN ORDER FROM FUNU
;PRINTNB*'. 1
- '» MOLTEN ROCK>" • PRINTNBSK 2 > i " - ' UNINHABITED >" PRINTNB»< 3 >.
and Video Games Yearbook
71
DRAGON CONTINUED
•• - (LUMP OF ROCK>":G|
BLOODLINE" PR I NT " STRRGA|
- (GREENHOUSE EFFECT >»: PRINTNBW 4 >; " - c INHRB "|^" , M ,
15218 PRINTNB»<3>:PRINTNB<K6>;" - < ICY URSTE > : PRINTNBX
ET RID OF" PRINT"HIM - 2^ T SV?J^^"^M«e^Sl»iHfi- S |*INT-CONTROL OF ENEMi
PSpBSTSB^^ ,NTERSTELLRR TRWEL "
! PR 1 NT" DEPENDS. "PR INT" STRRGRTE IN FUNUS SYSTEM
15410
15500
II
■ ■
JUMH0H8 CRUISERS TO" : PR I NT "QUELL
PLAY"O5L100F*" : FOR I =0101000. NEXT
REBELS." GOTO 15590
NEXT0«C2>="V0U REMOVE THE D19
THE LIZARD PILOT" : Q*< 3 >="RH
I 00
PR I NT "CRN
F0RJ=9T0?
GOTO 190
i F FRN^TNENIFPO0%7THEN600O0ELSEQ»C 2 >="MRCHEN,
.,HB,CCD,INPUT"NE W DESTINRTIO,,, 1
gS?^Iw!t^^ NOT ON DWTRBRSE" :FORI*0TO20O0 NEXT GOTO 1601
?61ie IFJ=CD THEN16020EL3EIFJ.PV R ™EHJ«-1ELSEJM--1 APPLIED" • PR I NT "HEM,
B^WSSS^ IFPF<1THEN.,, (
K5?Ku«w.. print *j£'*g™™g^^ IRESAS^tSSrI J
UB35200 GOTO160 rt
1 62 1 0 PF=PF- 1 0*Vft*< AA» > : CV«CV'*VWW AH*
14 0»<2>«"YAWN . ." G0T0100
NTAR* i " OUT OF RANGE " ootut»* nPFR'OTION ABORTED *" i GOSUB3520D GOTO 161
15 &SS»iS "EXT UOSUB35300 F OR
PRINT "STAND BY" GOSUB35290 GOSUB35390 W
=0 FORI^OTOll
0 NEXT IFAA*<>"STARGATE"THEN60039ELSE69040
^NTT* OPERHTIOH ABORTED *" G0SUB352W - U)T01-
PRINT " DOCK I NG " GOSUB35200 • P< 0 >=2 ■ D«
72
16400 IFPN=lTHEN1660S
16410 IFPN«2THEN16600ELSEIFPN
16429 G0SUB35 100 INPUT" THINK
IFP< 0 }=2THENPR1NT "AT VESPOZIA
LSEPRINT" IN FLIGHT VESPOZIAN" GOSUB35200
"2*" :G0T016420
16425 IFLEFT*< AR*, 1 > bM E"THEN40020
iBtawc
.^XS^K^-SS'SSUP^ , PRINT-LRNDING ON " , RR* P< 0 >=8 D,<
GOSUB35209 GOTO100 mj _ r . a _ r| i >-"BLUE BUTTON BY OPEN BULKHEAD" b*i
16609 IFP"-!^ 1 ^ 8 ^"™^^":^- 2 li»0 -"BLUE BUTTON BY CLOSED BULK*
= "PFL" r.nTn40029ELSElFC< 0^-3THENC^.O /— * L1V 1 , f^uc
Computer and Video Gaines Vi
16430
16440
16450
16550
BORT0
FOR SHUTTLE" PPU
.="81
:E*( 1 >="PF" ; GOTO40020
16610 IFPN=2RNDC< 9 >*-3THENC<: 0 >«-4 : E*< 2 j= M OT" ■ D»C 2 >^ M 4*3*" ! Q4< 3 ><=" INNER DOOR CLOS
ES" Q*<. 4>="0IJTER DOOR OPENS" : GOT 040020
IFPN=2ANDC<. 9 )=-4THENC< 0 >*-3 : E*C 2 }»"TP" : D*< 2 >"="3*1 *" • Q»< 3 >* M OUTER DOOR CLOS
ES" Q*K4;'="INNER DOOR OPENS" : GOTO40020
\srm GOT04oe5ei
17060 Q*K 2 >="TQQ RISKY ! " ; GOTO 100
18900 Q*>2;>="I'M NOT TIRED? " ■ GOTO 100
35800 J=9 ! F0RI*>1T0LEM< X* >STEPLEN< V* > : IFY*=MID*< X* . I . LEN< Y» ? > THENJ=I : I--LEN- >
35010 NEXT: RETURN
il0O PLAY CLS . PLRY"05G#L255V39 M : PRlNTflT* . PRINT RETURN
35260 FORI -0T04009 i NEXT : RETURN
35300 FORI«0TO1G0 : CLSS : PLRY"05L255RV39" i CLS3 - PLAY"O1L255A#V30" NEXT RETURN
"5000 Q*<. 2 >*" IMPOSSIBLE! M : GOTO 109
♦OOIO Q*e2>«"l CAN'T GO "•+•83* .GOTO 199
B028 Q*< 2 ;>="0K" : GQT0199
;.m -:i
Q*< 2 >=" REFERENCE DISC BY NUMBER" • GOTO 109
Q*<2>«"I'M ALREADY RCRRYIG IT ! " . GOTO109
*005O 0*<2;-="I DON'T SEE IT HERE" 1 GOTO 100
■060 Q*ce>« H l CRN ' T - YET i " : GOTO 199
70 (MK2>*n*t1 NOT CARRYING IT ! " ; GOTO 1 00
03O Q*« 2 - ■ "YOU MUST BE JOKING! " . GOTO 100
?0 Q»< 2>="0K - NOTHING HRPPEHS" : GOTO 100
1O0 W2?«tflP'N WINKS TO ME AND" Q*C 3 >*" GLANCES RT GRAKTA " ■ GOT 0 1 00
401 10 Q»< 2 .'-"HUH?" ! GOTO 190
T : PRINT "CLONE YEAR ■ " , CY; "
ONETIME • " , CT ! PRINT PRINTSTRING9K 32, 13
Www} CLS : PP
[)i : PR I NT PR INT" VESPOZ 1 RN " , OD* ; " TAB< 29 >NB*< Ct
'2 I F3T= 1 THENPR INT "ETA : »; CR-INTt! < CT+RBS< CD-PV >*25-JE >S&$& ) : CB*< CT+flBSf CD-PV '■'
m JE CR*20O > PR INI IHBC 12 >8T R*< CR " . " ; RIGHT *< 5TR*< CB LETK STR*< CB > :-l >
PRINT "NEAREST BODY : ; TABC 9 .>NB1K PV > : IFPV«=2THENPRI NTTRB-C 9 >" BLOODLINE STRRGAT
fceiO PRINT "FUEL ; " . TAB', 12>PF, " PICRROTH" : PRINT "LASER " | IFPF< 1990THENPRIHT TAB\ 13
& INOPERRT L Vt. " EL'l.LPR 1 Nil MB' 13 >« OPERATIVE "
PRINT PRINTSTRINGS'. 32, 131 >, .PRINT: PRINT" THINK CONTROL REPORTING" PLAY" A
L1V1B" PLAY"01L1V1B" PLAY "01HV1B" : PLAY "OIL I V 1 B " G0T049Q29
060 MlTFtTHE CREW ' S QUARTERS .. L I NED WITH BUNKS DSB , 1*14, IN I ML RESEARCH LAB. W
IITH.BLUE tUll UN BY CLUSED BULKHEAD , PF , 0*6*2*, IN THE SHUTTLE BAY . BLUE BUTTON ON U
;flLL.P.l*,lN II SHUTTLE. WITH -THINK CONTROL- BUTTON, 0, 2*, OUTSIDE THE HULL, OF THE V
;ESFUc. I flN v' j ..' t
IjBJQ DflTBIH THE CTiPTulN'S CABIN, , OC . 6*9*, IN THE NAVIGRIION HMD . COMPUTER ROOM . RF
P,Um05*.UN THE BR1DU... ,AU,6*U*,0N YUSES FAR UNDER, AH INDIGO SKY . TE . 3*13 . AT V
PPCCIHM'E, FUEL CORE . 1 CAN FEEL HEAT, S, 193*
3 DATA IN R METAL GANGWAY WITH A , DOOR , PD , 9*6* 1211 . IN A SUIT ROOM. .P. 10. IN A S
KftET CONTROL ROOM, WITH DUPLICATE CUN1 kOLS, O, 10. ON YUSES FAR , UNDER RN INDIGO SKY
.HEW . 1 3138* , 1 N MY BUNK • I I HAS CLEAN, SHEETS & LARGE PILLOW.U.H*
P 030 DOT A AUTO - SI HJTTLE . 2 . -2 , STRANGE DEVICE .1,2. *POLYPS* . 99 , 2 , CRAWL NAY . 99 . -2 , ASBE
pOS SUIT, i 1 . 2, SPACB SUJ T, 1 1 , 2, ME TAL CONTAINER . 5, 2, FUEL CYL1NDLR, 9 . 2 . INSNl RTED T
*.1.2,CAF"H BEJLL . 5 . -2£, GRRKTH, 6, - 2 , MACHEN . 7 , -2 .DISC 095,66.2
DAT AD ISC 091 . 1 . 2. DISC 092.7,2. DISC 003, 5, 2, DTSC 994, 6, 2, KEY, 12, 2, GLOWING R
R 050 ^'ATRFUNUS, LITTLE rUHUS., GYRATES, ROTH, B1LGEN . GREATER BILGEN . OUI LP I UNUS . FAR
FUIUS , Vlj-ilLS I- HP, HID YUSES, YUbES HEAR, YUSES
mm CLS l-RINI "GRRKTA, BLOODLINE SPY. BLASTS" PRINT "YOU WITH IS LASER" ; PR INI "YD
UrtRE NOW R PILE OF YUSES DUST!" . GUTO620O0
i LS PRINT"ARRGH . . !" PR1HT"WEHT 1NTU FUEL CORE W t THUUT " PRIN I "PROTL< T H HI
f SEARING ITLi il . . " . GO 1 U*>209U
6U0^y CLS PR I NT" WITH NO FUEL. THE VESP02IAN" PRINT "WANDERS AIMLESSLY OUT" PRINT"
Or CONTROL, LUST IN SPACE" GOTO62099
68039 CLS: PR I NT "TOO CLOSE PROXIMITY" - PRINT " THE VESPO^IRN 1 3 RIPPED APART" .PPINI "
BY THE EXPLOSION" GO I 0620043
I 040 LL -' RR 1 NT "WHMM ! " PRINT" THE BLOODLINE STARGAIE IS" PRINT" VAPOUR I SED. YOU HA
K SUCCEEDED" PRINT"IN YOUR MISSION'" : FRINT"CONGRATULAT IONS ! " G0T062999
60U^ <f\ PRINT "INNER DOOR CI OSES" PRINT"R1R EVACUATED" . PRINT"OUTER DO«'R » M LNS" :
E im .^] U : ' |,H '- L : -:'JlTi" PRINT "YOU PERISH, AND DRIFT OUT" PRINT" INTO SPACE . . » " G
Bee CLS PRINT "PRESSURE SWITCH OPERATES" . PR I NT "DRILL ENGAGES AND BORES THROUGH"
PRIIIT-VESPuiCJilN'S HULL." II -I >^5THENPRINT"Y0U DRIM OFF INIU SPACE" PRINT "AND
remtl WIILU YUUR" PR J HI "U:.r,\iEN RUNS OUT" gotocsooo
1«<
Y " | HENRUNELSEEI ID
The Spectrum version of The
Vcspoxian Affair will auto RUN
from line 7000. It can be slopped al
any time by use of the BREAK hey
and to rcsave use SAVE "ADVEN-
TURE" line 7000.
INK
FOP 1=1 TO I
1
FOP I-l TO 1
FOP 1=1 TO
NEXT 1
FOP 1*1 TO
I
1
If
TO 15
R
TO 19
DIM 09'
B BORDER 0 PAPER 0
RIGHT 0 FLASH 0 CLS
10 DIM L*'. 15.25*
5 REHC' U»< I ) : NEXT
11 DIM B»f 15,32V
5 : READ B*< I > NEXT
12 DIM 09< 19, 15 5
? : READ 0»< I >
13 DIM R*C 12. 14 t
2 : READ P»c I > NEXT
14 DIM EC- 15. 4 > FOR 1=1 TO
READ E*C I > NEXT I
15 DIM D«' 15,4 > FOP 1-1
RERD D«< I > i NEXT I
16 DIM P< 13> FOP l-l TO 1?
EAD P< I 5 - NEXT I
1? DIM C< 19' FOR 1-1
EAD C I 3 NEXT I
18 LET PG-0 LET GP*0
3,32> DIM U«< 1 . 14 >
19 LET F»-"": LET G**""
««•■•• LET I *= " " LET ?«-""
20 LET X»-"" LET LET Ft
NOTHING^ LET LET Kl-1
: LET K2-1 „ r „
25 FOR I-l TO 4 LET G»C 1
NEXT I
30 LET IM-0
50 LET TE-0 LET PN=2 LET PL-
PN: LET CT=0: LET JH-r LET PV-
6: LET CY-143 LET PF-600 LET C
D-2 LET K»«"fl THOUGHT IS FRAMED
IN YOUR MIND" ! LET ST-1 • LET PI
=33*- LET SF-1
60 LET M«- ,, TRKDROLIFL00EXA0PEO
NL LOC CLOWE APE M I NSRA I PREK I LSLE "
70 LET N»="PORSTAFORAFTUP POMP
tTBUNSHUN0PEASWESBULDOOCRAVES• ,
90 LET p»«"PSFfiUDOBTHEWLRCV
90 LET T«="SHUDEVPOLCPAASBSPAC
ONCYLTONBEZGPAMAC0O5001O020O30O4
KEYROCO I SP I LDOOBUTAROSCRBUNSHE
100 IF PN-6 THEN IF PU-I« OR P
flO-99 THEN LET PC 18 5-99 = LET
p( 11 5-99 GO TO 103
102 LET P< 10 5-6- LET PC 1 1 5—6
103 IF PC 8 5-18 OR <P<?>*te AND
CC7»2 5 THEN LET SF-1 GO TO !
5
104 LET SF»0
105 IF PV-4 AND PC 3 5-99 THEN
fx
ET PC 3 >=5
106 IF PN-3 AND C< 1 5— 4 AND CC 5
5<3 THEN GO SUB 3330 GO TO 605
0
107 IF C<7 5-3 AND PC 7 5-10 THEN
LET CX7 5-4: LET PF-PF+2880 ; LET
Q»C3 5«"NEW FUEL LOADED"
108 LET CT-CT+1 ! IF ST-1 THEN
LET JE-JE+1
109 IF JE<25 THEN GO TO 113
110 IF ST=1 THEN LET JE-JE+1 :
IF JE524 THEN LET JE-0 I LET PV-
PV+JM: IF PV=CD THEN GO TO 112
111 CLS - PRINT INK 2, BRIGHT
l."VESP02IAN PASSING — " PRINT
PRINT INK 3.R«'PV>; PAUSE 80
I GO TO 113
112 LET ST-2- LET PF-PF-108 CL
S PRINT INK 2. BRIGHT 1,"VESP
QZIAN IN " PRINT . PRINT IN
K 3.;R«<PV5," ORBIT"; PAUSE 80
113 IF CT52O0 THEN LET CT-1 : L
ET CY-CY+1
114 IF CD-PV THEN LET ST-2
115 IF ST=2 THEN LET W»""QPBIT
ING" GO TO 117
116 LET W*=" BEAR ING ON"
117 IF PN-10 AND C<5><3 THEN G
0 TO 6010
lie IF PN-14 AND A*="GO NORTH"
THEN GO TO 6053
120 IF PV-3 AND PN-5 AND PCI3 5«
99 THEN LET P< 13 >=5
125 IF PC35-14 THEN LET Pf.35-8
8: LET PI=CY: LET Q«C 3 .'-"POLYPS
VANISH INTO ROCKS "
126 IF CY5PI+19 THEN LET
»I4 LET PI*CY
129 IF P<2>»PN AND C.PN-9 (X
14 ) AND <PC195<>14 DP P<7
THEN LET 0*< 3 >» "SWITCH STfll
OTOR. DRILL": LET 0*<4>»"ENI
AND SPRAYS DUST
130 IF PC 13. = 14 ftHD p^ £lsH J
PC7/-14 AND CC7 5«2 THEN U.
19>«86 LET 0»<7.)«"FUEL COM!
P" LET 0«'. 8>-" " LET Ck.
ET W<35-"SWITCH STARTS MOT*
RILL" LET Q*C 4 >«=" ENGAGES *i
LLS CONTAINER"
135 IF POB5-35 THEN
148 IF C<3?>4 AND C<55<7«J
N=2 OR PN=7 OP PN-»8 OR PN*IlT
EN LET IG-IG+1 : GO TO 145
141 LET IG»0
145 IF IG^O THEN LET Pdljj
IF IG-5 THEN GO SUB 3330
0 6070
146 GO TO 170 IF PC 11 >-PN 4
IF INT CRND*7+1>«3 THEN U-
«<:i;="EVER GET THE FEELING 7|
130 IF PC55088 AND PC550I*
0 PC53055 AND PC5><>12 AND A
< >66 THEN LET PC 3 >-88 LET
5-"STRANGE FEELING . GO H
60
135 IF P<65<>PN AND PC6)<5*->
15 P<65<>33 AND P<65<>12 fiNDfl
<>66 THEN LET P( 6 >»88 LET
-•""STRANGE FEELING . ."
160 IF C<4m2 flND P<ie5<^35,
pt''^,o >66 HNt> Pf »S5<>99 THEN
ET PC 18 5-88 LET Q»< 1 >«" S TRf
SOMETHING SEEMS MISSING" IA
< 1 8 5"3
170 IF PC 1 1 >m% AND PN-2 HND
14 THEN GO SUB 3330: GO TO
175 IF PH-7 OR PN«8 OR PNMlL
PN=2 THEN IF INT 'PND*3+1-3|
HEN LET PC 1 1 ^PN GO TO 160
176 IF PN-6 AND PLOIO THEM
TO ISO
1 77 LET PC 1 1 .i*88
130 IF P. 18 5-55 AND CC185-4-
P* II 5-Jl ftHD -PN-12 OP PH-11)]
HEN GO SUB 3530 GO TO 6100 1
181 IF PC 18:— 55 AND C'13 >*4
T q I\q~ U THEN G0 SUB 3338: .1
185 IF C< 1 >«3 RND PHOZ AND pJ
3 THEN GO SUB 3530 GO TO 6&
20O FOR I«l TO LEN E«( PN ) 1
218 IF E«CPN 'C I >m"P" THEN in
|S*"5«+"pOffT.
P.i» F ^r^. 1> - F " THEN LET
I^U^ THEN LET
A-c"n: N ? 1 > "" D " ™ E " LET
|6»«S»*«OUT '■ u ™EN LET
I 280 NEXT J
' PRINT : IF L LEN M T"" B " P "
"■"I IF «.<,-. ,
TO "+G» GO
TL
SU
I DON'T KNOW HOW
100
416 LET Kl-INT C(M)/3*1J
B 4 3^00 ET >:, " T * LET ™
/?* l r ..£2 THEN LET w2>-'*whr
T IS fl »*1«+« T «. G0 ro 1Q0
420 LET K2-XNT C<J-1V3>+1
4*J GO TO -:Kl-X«43e+<Kl-2J*45a
o*v k i «6 J*90o+c k i -7 i eoe-K ki =e >*
1 00*< K 1 -9 >* 1 2 00+< K 1 - 1 0 >* 1 30O+< K
1 = 16 >*1300
R 4 ^ ET ,L"T N * LET Y«=J» GO SU
4^6 LET Kf-E*CPN>; LET Y*-P»<<J
Z^'ll 1 *'- G0 S UB 35G0 IF .1=0 TH
EN GO TO 4010
GO TO 4020
430 IF K2«20 THEN GO
P< 1 1 >«PN THEN
IF
INK
YOU SAID
INK
B-T^r 0 "«-«*" THEN
£™ T ' "«NT INK 7 .
Bol^"' ' F LEN "*< 3 THEN
fii? «1^; H ; C " TH L E " ^t «
* * THEN S? ™ <*
K IF HBa"Qijt ii ,I HE " G 0 TO 100
fa TO £00 °" H »-HEL" THE
£ TO 4%'" G °" °* H ""<*T" THEN
P3 LET , FT
EL" then '*: H V ^
K2M3
Pv K2 >*
431
I 0
432
433
0
434
50
435
0
436
O
440 IF
3>1 PND
-"TO HOT TO HANDLE
441 IF IN>3 THEN
TO
GO
403©
TO 608
IF
IF
IF
IF
THEN GO
55 THEN
TO
GO
40;
TO
O
■104
PtK2X.>PN THEN GO TO 40
CiK2>— 2 THEN GO TO 400
IF C K2>— I THEN
GO TO 406
<K2«e OF
P<SX .55
<K2*7 AND C<7^>=
THEN LET C>»C2>
: GO TO 10O
LET Q»< 2>b» i •
GO TO ID
TO 4070
GO TO 40
M OVERLOADED ALREADY
450 IF K2;l3 THEN GO
^451 IF PfK2X>55 THEN
f 0
t^-JL^S m ° <PM< > 9 «HD PNO
14 > THEN GO SUB 3530 GO TO 606
U?T JM-INrJ IF PN-15 THEN
P(h.2*=S6 LET 09'. 3 >»"SL IPPE
UNDER PILLOW-
LET PCK2 >«PN
GO TO 4020
PRINT INK 3:
433
LET
D IT
434
433
460
NG: '
461 IF IN
THING": GO
462 LET J
463 FOP I
GO TO 4020
■0 THEN
TO 1O0
■1
'1 TO 13
""I RM CARRY I
LET Q»C2>-"N0
1
^464 IF P<I»33 THEN Pp lNT OKI
470 NEXT I PRUSE 200
_5O0 LET CT-CT-US: IF ST-X THEN
GO TO 10
I m
m
LET JE-JE*13 —
510 GO TO 4020
O 7 T 0 r!iU 2 ° 2 * 0RP »<>'=THEN Q
-Pto'w ^'^-"WTHING!" for ,
• T J?- , ,' F PC 1 ? " 66 THEN LET P
^•" : G^T T o°ro0 2, - ,,iT,s sti -
7g NEXT I : GO TO 100
-PW- .2?^ LET E «'U.K1 TO 3>*
BULKHERD fl HIDPEN
THEN 'MfxeW 1 ?^
-10 LET Q, <2 ,... flH fl(.. GO TO 10
308 IF PN-3 THEN IF C< I ,.-4 TH
- let ™ , l 3,= " ImER w aiS
ao to T 40*0 4 -' = 0UTER "«» °™r ED
III fc Iif°S e THE " G0 TO 4030
I FE lunri'' ", R r Nr ' T ^" S ' 1 1 VE P ^^0
I SWITCH GO TO 100
CONTROL-^ ^10^ Un,RUX *
S&ITJSri! WD THEN ,F
SSPg'g THE " 20 TO 4070
TO cMtiL2*^«2 THEN GO
WtX"^^
« MN K2=25 ^ THEN GO
8 G0 T^ T 4^0 3> - NOTH '^ »W
GO 7 T 0 O LE 0 T 0 Q ' <2> - ,LRBEL
C r?o LE e T 0 O,<2) -"^ BEL
873 LET Q»< 2J ."LFIBEL -CONFIDENT
1 «« «m down IO the murky surface of Fa, Funus
'■nd Video Games Yearbook
• • ' • .
SPECTRUM CONTINUED
IAL-" GO TO 100
874 LET Q«C2>»"LPBEL -BLOODLINE
: GO TO 100
9O0 IF K2022 THEN GO TO 400O
301 IF PNOU THEN GO TO 4838
902 IF P<11.>*11 AND PN»11 THEN
GO TO 6100
904 IF C<13>«2 THEN LET 0*(2>-
" LOCKED ! " : GO TO 130
903 IF C<18>-4 THEN LET B*<2>
"ALREADY OPEN" GO TO 100
906 IF P<8? M U THEN GO TO 6000
910 LET C<16>"4 LET E»<li:<="PD
R" : GO TO 4020
1000 IF K2<>22 THEN GO TO 4OO0
1001 IF PMOll THEN GO TO 4050
1002 IF C<18»2 THEN GO TO 4898
1003 IF PCiBX>5S THEN GO TO 40
60
1004 LET C< 18?«3 GO TO 4020
1100 IF K2<>22 THEN GO TO 4008
1101 IF PMOll THEN GO TO 4030
110:3 IF POl>"»U AND PN»11 THEM
GO TO 6980
1104 IF C<ie><>3 OP P', 18><>35 TH
EM GO TO 4060
1106 LET C 18 '*3 GO TO 4020
1200 IF K2<>22 THEM GO TO 40O8
1201 IF PNOU THEN GO TO 4050
1203 IF P<11>-11 HMD PN-11 THEN
GO TO 6080
1204 IF CI 18.'.- >4 THEN GO TQ 406
0
1206 LET CC1S>»3 LET £«<• 1 1
1 1 ■'- TO 3 ? GO TO 4020
1 i00 IF K2< 5 AND K2v >6 THEN GO
TO 4000
1301 IF P< K2 >> >S5 THEN GO TO 40
78
1302 IF C€1J>-K2 THEN LET 0*r 2
"WHAT'S THIS I T1 WEARING THEN?"
GO TO 10O
1303 IF CC3»4 THEN LET OS" 2 >-"
WEARING "+0«', K2> GO TO 100
1304 LET G<3 >«K2 LET 0*V K2 >=0V
K2>+" < WORN>" GO TO 4020
1400 IF < K2< >3 FIND K2< >6> OP C( 3
>=2 THEN GO TO 4030
1401 LET C< 3 >«2 LET 0»'K2:>*0«O
2 > GO TO 4020
1508 IF K2*>28 THEN GO TO 403O
1501 IF K2<13 OR K2>i? THEN GO
TO 4OO0
V8Q2 If P' K2 » >33 THEN GO TO 40
1563 IF PH<>7 THEN LET OX 2 -*"N
0 COMPUTER TO TAKE IV GO TO 18
O
1583 IF PeU'>«? HMD K2>12 AND K2
<18 THEN GO SUB 3330 i GO TO 609
0
131© CLS • PRINT INK 2, BRIGHT
U0KK2): PRINT INK 3, BRIGHT 1
, "SPINS IN ITS DRIVE . . " FOR I
■1 TO 150 NEXT I: CLS GO TO <
K2=13 >*1330+< K2-14 >*1361+< K2-13 >
*1563+< K2=16 >*1563+< K2-17 ,'*1367
1550 INK 5: PRINT "-YU3ES SYSTEM
-": PRINT : PRINT "STAR SYSTEM A
DJACENT TO FUNUS" : PRINT "IT HAS
3 PLANETS." PRINT PRINT R«K 1
1>. PRINT "- BALL OF FIRE -" PR
INT . PRINT P»<10> PRINT " IN
HABITED BY MINING COLONY , " PRIM
T "MO FINDS. " • PRINT
1560 PRINT R*'.?> PRINT " - RE MO
TE DEAD PLANET ~" GO TO 1369
1561 PRINT "-POLYPS-" PRINT "FR
ECJUENT GALAXY IN MILLIONS" PRIN
T "AROUND ENERGY RICH PLANETS."
PRINT "REGENERATE EVERY 28 YERR
S. " PRINT "ACTIVE POLYPS CAN TU
RN DEAD" PRINT "PLANET INTO GPE
ENHOUSE EFFECT" PRINT "PLANET ,
RICH IN STELLAR ENERGY"
1562 PRINT "AFTER 20 YE f IRS .
GO TO 1569
136.3 PRINT " -FUNUS SYSTEM-" PR1
NT "STAR WITH 7 PLANETS." PRINT
"IN ORDER FROM FUNUS PRINT
PRINT R*«.2/; " -MOLTEN ROCK" P
PINT Pt-. ::>." -UNINHABITED" PRIM
r RS«4«." -GP'NHUUSE EFFECT" PR
INT R*<5>;" -INHABITED"
1564 PRINT Rt-6.' PRIN I R* 7 » P
PI NT " - < BOTH ICY HASTES > -" P
R INT R*< 8 > : PRINT " - < LUMP OF R
OCK, > -" GO TO 1569
1565 print " captain's log- " pr
int "bearing to dock with blood l
inc" print "sthrgate in gyrhtes
orbit." print "mission accumpl
i shed - d' thau's" print "ewperj
■ients confirm polyp" print "the
ory. pity bloodline will" print
"BENEFIT! "
1566 PRINT "GLAD TO GET SHOT OF
THIS" PRINT "CREW i. SUSPECT GRA
KTA IS" PRINT "BLOODLINE SPY. M
AC HEN, " PR INT " f ML !IAlrHLNLl£
ARC GIVES ME" PR1 NT "THE CREEPS
. CAN'T GET RID OF" PRINT "HIM
- THE ONLY PILOT ABOAPD ' " GO TO
1569
1567 PRINT " -BLOODLINE-" PRINT
"TYRANNICAL EMPIRE KEEPING" PRI
NT "CONTROL ON ENERGY SUPPLIES"
PRINT "FROM GREENHOUSE PLANE I -
-". PRINT "ON WHICH INTERSTELLAR
TRAVEL" PRINT "DEPENDS" PRINT
"iTARijUTE IN FUNUS SYSTEM"
1565 PRINT "LAN SUMMON CPUJSERS
TO" PRINT "QU2LL. REBELS. "
1569 TNK 7 FOr* 1-1 TO 1088 HEX
T 1 LET 0* 2>«"Y0U REMOVE THE D
ISK . . " : GO TO 100
160O IF K2<>23 THEN GO TO 4020
1682 IF P<ll>-2 AND PN»2 THEN G
0 TO 6000
1603 IF PN«8 THEN IF P< 1 1 >-8 TH
EN GO TO 6000
1604 IF PN=9 THEN LET Q«< 2>="MA
CHEN. THE LIZARD PILOT" LET OS'
3>*"RESTRPINS YOU" : GO TO 188
1606 CLS : IF PN013 THEN GO TO
1661
1607 IF PF<1 THEN GO TO 6820
1608 GO SUB 3513
1689 PRINT INK 3, "HEADING, < H ?"
PRINT PRINT INK 3 , "CRYOGEN ..
C>"i PRINT PRINT INK 4; "LASER
,CL?" PRINT PRINT INK 6 "END
OF INPUT , C E .>"
1612 LET V«=INKEY»: IF V»="H" IN
EN GO TO 1618
1613 IF V*»"C" THEN GO TO 1633
1614 IF V*="L" THEN GO TO 1639
1615 IF V*-"E" THEN GO TO 4028
1616 GO TO 1612
1618 LET J-0 GO SUB 3515 PRINT
INK 2, BRIGHT 1 . "CURRENTLY :
PRINT INK 6.W* PRINT INK 6,R
*<CD" PRINT PRINT INK 5, "NEW
DESTINATION'"' INPUT U*< 1 >
1620 FOR 1 = 1 TO 12; IF U*< 1 >=\<%:
1 > THEN LET
1621 NEXT I IF J^fl THEN PRINT
INK 2, BRIGHT I , . UV 1 ), " NOT ON
DATABASE" GO SUB 3327 GO TO 1
606
1624 IF J=CD THEN GO TO 1606
1623 IF J>F\' THEN LEI ."1=1 GO
TO 1627
1626 LET JM=-1
1627 INK 6 CLS LET ST«1 • Lti
lE^O LET CO«J LET PF«PF-1WW F
PINT PRINT "COURSE CORRECTION
HF'PLIED" PRINT PRINT "NEW Btfl
RING -" PRINT P*'-CD' PRINT
PINT "FUEL "\PF , " PICORATH" P
HUSE 208 „ T „
1628 INI- P » PF 1 THEN GO TO
6020
1629 GO TO 1686
S633 GO SUB 3515 1HK 8 Pft»gM
PRINT "CRYOGENIC CONTROL" MJ\
T "ENERGY TO FREEZE CREW - 10 P*l
i-V PRINT PRINT " MOW MANY C"
UNE -YEARS fREEZE": " INPUT F* I
VflL CF»>*18>PF THEN PRINT P
[NT "FUEL DEFICIENCY." PRINT '
NTERLQCK OVEPIDE" PRINT INK I
BRIGHT l."» OPERmTION ABORTED I
» GO SUB 3525 INK 7 GO TO l6f
LET PF=PF-10*VAL LET]
C:Y»CV+VftL ■ F* • F'PINT IN> i B*
IUHT t , FLASH 1, "STAND BY" F'jR
1-1 TO 188: NEXT 1 GO SUB 3330"
LET PN-15 LET Q*<2>«"YAWH . ,
i " : GO TO 188
1639 GO SUB 3315 PRINT INK 4;
LASER CONTROL" PRINT
1642 PRINT INK 4 . "TARGET? • 1*
UT UK1J: IF U*C1 '-"STARGATE
» THEN GO TO 1646
1643 LET J=8- FOR 1*1 TO 12 IF
pj. I >«U»«: 1 > THEN LET ■ LET ]
=12. NEXT I
1644 NEXT I
1645 IF 1*0 THEN PRINT INK
BRIGHT l.U*M>." NOT ON DAT ABM
» GO SUB 3527; GO TO 1606
1646 PRINT INK 2, BRIGHT 1 , ""Tfl
C.ETED AN " ;U«<1> FOR 1=1 TO IS
NEXT I- IF PF-.1800 THEM PRIlf
INK 3. FLASH 1,"FUEL DEFICl
[&A7 IF U*(i:'-"STARGATE
HEN GO TO 1658
36451 IF &m THEN PRINT "OUT
F RANGE" GO TO 1652
ifeae if l»< i >="stargate
ND PVOS THEM PRINT INF G.Ul|
> * OUT OF RANGE" GO TO 1652 I
16.51 GO TO 1655 I
1652 PRINT RR1MI INI - BCT
T l. "COMPUTER OVERRIDE" PF'IMTJ
INI. 2 BRIGHT l."» OPEPRTIOHJ
PTED *" GO SUB 3^25: 00 TO IP
1655 GO SUB 3548 IF U*< 1 S
RGATE " THEN GO TO 6838
1656 GU TO 6040
1661 IF PN>2 THCI* GU TO 1632
1664 IF PN-3 THEN GO 10 MZ
1665 IF PN >4 THEN GO TO 4Wj
1667 GO SUB 3515 PRINT i »• j
IHINK 'DESTINATION' OR END J
NPUT U*' 1 1 IF U«' 1 « V-2™j|
» THEN IF PC 1 '-3 THfcH FJ
T INK 3, BRIGHT 1 . "SHUTTLE
ESPCCIAN" PRINT PRIMI
BRiUHl 1."* MISSION ABORTED
CM SUB 3523 GO TO 100
1660 IF IJ*« 1>-"VESP0ZIAN
HEM PRIN! INK 6 . "IN TLlGHT
PCC1MN" GU SUl: 3520 PRINT
4. ■"DOCKING" GO A\U 35-'»J L §
. i -=3' LET D*<-.4--"C " GU
i ii i
1672 IF W*< I " 1 '""L" FHBW ■
16.-5 LET J=0 FUR 1*1 TO 12
U* .1 »RW I ' I MEN LEI J=I I
I-,.'* NEK! I IF J=0 THEN FRJ
III) 2. BRIGHT I .F*. "NO I OH
1 00
INK
SUB
mi
WSE" GO SUB 3527: GO TO
1*81 IP f-. :FV THEM PRINT
to* 1<, "OUT OF RANGE": GO
w go io ieo
K84 IF ST«>1 THEN PRINT
"VESPO^IAN HOT IN » ; PRINT INK
fc«fcl>i" ORBIT" PRINT PRINT
II* 2. HPIi.HI 1."* OPERATION AB
OfrTED .«": GO SUB 3523 GO TO 100
1637 INK 5 IF /9 THEN PRINT
CONDITIONS ON " , US' I » PRINT "N
W SUITABLE FOR SHUTTLE" PRINT
'LANDING " . PRINT PRINT INK 2
BRIGHT 1;»* OPERATION ABORTED*"*
GO SUB 3525 INK 7 GO TO 100
1690 IF C< 1 K>-4 THEN PR INI IN
* 4, SHUTTLE BFtV DOORS CLOSED"
SUB 3520: PRINT INK 2. BRIGH
mj m $ OPERATION ABORTED *'• . r.n
6UB 3525 GO TO 100
1651 PRINT INK -i, "HEADING - »;U
*I ' GO SUB 3520 PRINT INK 5.
■ LANDED ON " , U*< 1 > LET PX 1 >=>9
fl 0«4>-"I »: GO SUB 3520: G
TO lOO
.©2 IF PN=2 THEN IF C< 1 >«-2 TH
LET C<l>*-3 LET B*<2,= "BLUE
f BUTTON BY OPEN BULKHEAD" LET E
K2.'»"PFL GO TO 4O20
«93 IF PN-2 THEN IF C< 1 >*~3 TH
■H LET CC1>— 2. LET B»<2>«"BLUE
BUTTON BV CLOSED BULKHEAD '* LET
£*2>*"PF ": GO TO 4020
J©4 IF PN«3 RNt> C<. 1 >— 3 THEN L
. C<l)=-4. LET E«^3J*"0T " LE
M-3 m"ED ". LET 0*< 3 >«" INNER
TOP CLOSES": LET Q*< 4 OUTER
-R OPENS" GO TO 4O20
693 IF PN=3 AND C< 1 >— 4 THEN L
CU>«-3: LET E«<3>* N TP ": LE
BK3)="DB " LET 0«<3>*"0UTER
WOP CLOSES" ; LET Q»< 4 «**" INNER
OPENS" GO TO 4020
,fi98 GO TO 4050
«B LET 0»<2)-»M0 CHANCE-TOO RI I
3" GO TO 1O0
WO LET Q*(. 2 NOT TIRED
TO 100
LET J-0: FOR 1-1 TO LEN X»
LEN Y»
IF Y»«X»< I TO I-l+LEN Y« >
^ LET J* I : LET I -LEN X*+3: RE
» NEXT I : RETURN
15 CLS : PRINT INK 6,K»: PR1N
RETURN
I W TO 300 NEXT I
;3 FOR 0=1 TO 6 BEEP .1,7:
.1,2 NEXT O PAUSE 150: RETU
BEEP 3,20. RETURN
FOR 0=1 TO 10. BEEP .05.6
•65,10 NEXT O. RETURN
fOR l-l TO 15. CLS . PAPER
BORDER O PRINT PAUSE 5: PA
BORDER ?■ PRINT ! NEXT I
j*PER 9 BORDER 0: INK ?: CLS
! *FOR I. I TO 10. CLS : PAPER
•ORDER 0: PRINT PAUSE 5: PR
BORDER 2 PRINT . NEXT I
I
ilWEP 0
■ RETURN
» RE TURN
VOO Tu 4U20
LET QS- 2 >=
JO 109
10 LET ti«
ft TO 100
-BB LET U*<
.ET Ot<
BORDER 0: INK ?: CLS
IMPOSSIBLE
GO
2>>»"I CAN'T
GO "+I*
»"0K" GO TO 100
-"REFERENCE DISC B
T ITS NUMBER" GO TO 108
4040 LET 0»'J'«"I'M ALREADY CflRfl
i"ING IT" . GO 10 1O0
4050 LET 0t',2)° ,, I DON'T SEE IT H
ERE" GO TO lOO
4O60 LET 0t-2i="I CAN'T YET?".
0 TO 100
4070 LET 0»''2.>="I'M NOT CARRYING
IT" GO TO 100
4080 LET Q»<2>s"Y0U MUST BE JOKI
NG ■ " : GO TO lOO
4090 LET Q*C2>""DK-N0TH1NG HHPpb
NS" GO TO 1O0
4100 LET Q»<2>-"CAP'H WINKS AT M
E AND" LET Q«< 3 >=" GLANCES AT GR
AKTR" GO TO 100
4110 LET Q»<.2>="HUH?" GO TO 100
45O0 INK 5 CLS PRINT "CLONE
EAR " , GY; " Z0NET1ME " ; CT PR IN
T ■ PRINT "
4501 PRINT PRINT "VESP0Z1AM "
W* PRINT R«(CD>: IF ST-1 THEM
PRINT "ETA ; - ",CT+RBS < CD-PV >*23
-JE
4505 PRINT PRINT "NEAREST BODY
:- ",R«<PV> IF PV»2 THEN PRINT
"BLOODLINE I.TARGATE"
4510 PRINT PRINT "FUEL" ",PF,
" PICORATH" PRINT : PRINT "LflSE
R: - ";: IF PF<1000 THEN PRINT "
INOPERATIVE" : GO TO 4520
4511 PRINT "OPERATIVE"
4520 PRINT PRINT "
4521 INK 7: PRINT PRINT INK 4
; "THINK COHTROL REPORTING" ! FOR
1=1 TO 550 NEXT I : GO TO 4O20
5000 DATA "IN THE CREWS QUARTERS
","IN THE RESEARCH LAB BY", "IN T
HE SHUTTLE BRY","IN A SHUTTLE","
OUTSIDE THE HULL" , " IN THE CAPTAI
NS CABIN" , " IN THE NAVIGATION AND
","0N THE BRIDGE", "ON YUSES FAR
UNDER" , "AT VESPOZIANS FUEL CORE"
5001 DATA "IN A METAL GANGWAY UI
TH A", "IN A SUIT ROOM", "IN A SEC
RET CONTROL ROOM", "ON YUSES FAR"
."IN MY BUNK- IT HAS CLEAN"
5002 DATA "LINED WITH BUNKS", "BL
UE BUTTON BY A CLOSED BULKHEAD".
"BLUE BUTTON ON WALL" , "WITH-THIN
K CONTROL-BUTTON" , "OF THE VESP02
IAN" t mm , "COMPUTER ROOM","", "A PU
RPLE SKY", "I CAN FEEL HEAT"
5003 DATA "DOOR" ,"", "WITH DUPLIC
ATE CONTROL", "UNDER AN INDIGO SK
Y" , "SHEETS AND LARGE PILLOW"
5004 DATA "AUTO SHUTTLE" , "STRANG
E DEVICE" , "fPOLYPS*" . "CRAWLWHY" ,
"ASBESTOS SUIT", "SPRCE 'aUI 1 " . "ME
TAL CONTAINER" , "FUEL CYLINDER" . "
INSULATED TONGS" , "CAP ' N BEZEL" , "
GRAKTA" . "MACHEN" , "DISK 005" , "DIS
K G01 " , "DISK 092" , "DISK 003","DI
SK 004" , "KEY" , "GLOWING ROCK"
5005 DATA "FUNUS", "LITTLE FIJNUS"
, "GYRATES", "ROTH" , "BULGEN" , "GREH
TER BULGEN" , "OUTER FUNUS", "FAR F
UNUS", "YUSES FAR" , "MID YUSES" , "Y
USES NEAP" . "YUSES"
5O0fc DATA "DSB" , "PF", "P" . "O" , "V"
, "OC", "AFUP" , "AU" , "TE" , "S" , "PD'\
"F", ,, 0","NEW","U"
5007 DATA "HBO" , "AGC" , "B" . "C" . "C
","GJ", "BHKF", "GA", "*DN" , "KF " , "JG
ML" , "K" , "K" , "NNI " , "A"
3008 DATA 3,2,93,99,12,12,6,10,2
,6, 7, 3, 66, 2.8, 6, 7, 13,9?
50O9 DATA -2,2,2, -2, 2, 2,2,2.2,-2
,-2,-2,2,2,2,2,2.2,-2
6O0O INK 2; CLS PRINT "GRAKTA .
nJV.deo Games Yearbook
BLOODLINE SPY , BLASTS" PRINT "
VOU WITH HIS LASER" PRINT "YOU
ARE NOW R PILE OF": PRINT "YUSES
DUST ! " . GO TO 6200
6010 INK 2. CLS PRINT "AARGH .
. !" PRINT "WENT INTO THE FUEL
CORE WITHOUT". PRINT "PROTECTIO
N - SEARING HEAT . ." GO TO 620
0
6020 INK 4 CLS PRINT "WITH NO
FUEL. THE VE3P021AN": PRINT "WA
NDERS AIMLESSLY OUT " PRINT "OF
CONTROL, LOST IN SPACE" GO TO 6
?0O
603O INK 2 CLS PRINT "TOO CLO
8E PROXIMITY" : PRINT "THE VESP02
IAN IS RIPPED APART " PRINT "BY
THE EXPLOSION" GO TO 6200
6O40 INK 5: CLS : PRINT "WHAM 1 "
PRINT "THE BLOODLINE STARGHTE I
S" PRINT "VRPOURlSED. YOU HAVE
SUCCEEDED" PRINT "IN YOUR MISSI
ONI CONGRATULATIONS" GO TO 6202
t-050 INK 5 CLS PRINT "INNER D
POR CLOSES" : PRINT "AIR EVACUATE
D" PRINT "OUTER DOOR OPENS - NO
SPACE SUIT". PRINT "YOU PERISH
AND DRIFI INTO SPRCE" GU TO 620
0
6055 INK 5: CLS i PRINT "YOU HAV
E STUMBLED BLINDLY ONTO": PRINT
"RAZOR SHARP ROCK" I PRINT PRIM
T "YOUR SUIT HAS RIPPED AND YOU"
PRINT "DIE FROM LACK OF OXYGEN,
"' GO TO 62O0
6060 INK 2 CLS PRINT "PRESSUR
E SWITCH OPERATES" PRINT "DRILL
ENGAGES AND BORES THROUGH" PR1
NT "CRAFT. "
6061 INK 4: IF C<5>-6 THEN PRIN
T "YOU DRIFT OFF INTO SPACE" PR
INT "AND PERISH WHEN OXYGEN RUNS
OUT": GO TO 6208
6065 INK 2: PRINT "YOU BURST APR
RT WITH THE": PRINT "DEPRESSURIS
AT I ON ! " GO TO 620O
6076 INK 5. CLS : PRINT "WALKING
AROUND IN ",0»<K2>; PRINT "HIGH
PRINT "GRAKTA ,
BLASTS YOU" i GO TO
LY SUSPICIOUS
BLOODLINE SPY
6280
6080 INK 2: CLS PRINT "GRRKTA .
BLOODLINE SPY, BLASTS" PRINT ■
YOU FOR TRERCHERRY AGAINST THE":
PRINT "BLOODLINE EMPIRE!". GO T
0 6208
6090 INK 2 CLS i PRINT "GRflKTfl
VAPOURISES YOU ON". PRINT "SUSP I
CION OF SPYING BY" PRINT "RETRI
EVING COMPUTERISED DATA": PRINT
"YOU PERISH . . » GO TO 6208
6100 INK 4. CLS : PRINT "GRflKTH
NOTICES SUIT ROOM DOOR " i PRINT "
OPEN. FINDS KEY ON YOU AND" PR I
NT "BLASTS YOU TOWARDS FUNUS" : P
RINT "YOU PERISH . ." GO TO 620
0
6110 INK 5: CLS PRINT "GRRKTfl
NOTICES SHUTTLE BAY": PRINT "DOO
R OPEN, RND SUSPECTS A PLOT" PR
INT "RGRINST THE BLOODLINE EMP I R
E" : PRINT "YOU ARE EJECTED IN TH
E SHUTTLE" PRINT "AND FOREVER L
OST IN SPRCE" :
TO -5 STEP -1 BEE
O INK 7 PRINT
"YOUR ADVENTURE IS
"IF YOU WOULD LIKE
PRINT "GRME THEN PRES
CO TO 6205
7- GO SUB 3525: GO SUB
SUB 3527; PRINT PRINT
"YOUR RDVENTURE IS OVER
6200 FOR 0=10
P .05,0 NEXT
PRINT . PRINT
OVER" PRINT
ANOTHER
6202 INK
3526 GO
PRINT
77
SPECTRUM CONTINUED
3<i
IrJ^'IJJ " ,F V0U W0Ul -t> Lite RMHT
HER". PRINT "GAME THEM Press ».-y
6265 IF INKEV«— THEM GU TO ^
TlffiT***" THEN CLS : C
^'SjSS!! «* 6, Flash
1, "GOODBYE THEN": PAUSE 100 he
7096 PRPER Q BORDER Q INK 2. C
7005 PRINT PIT 2,5; "
ii
7010 PRINT "
■i
7013 PRINT "
it
7028 PRINT "
U
?G33 PRINT "
r040 PRINT "
n
7045 PRINT ■
ii
?050 PRINT PRINT
7035 PRINT "
7060 PRINT "
^065 PRINT "
T070 PRINT "
'025 PRINT
1 7030 PRINT "
7075 PRINT PRINT **ffi*gL
5; "By Keith CAMPbell. G QWG 1^*
7068 PRINT RT 21.7; INK 6, "PRESS
mipMM JO PLflY"
7083 IF INKEY*-"" THEN GO TO 70
85
7090 IF INKEY*=»P" 0R
THEN GO TO SO00
7055 GO TO 70B3
Jj6Q\91 THEN INK 2: CLS
8O07 CLS : INK 2 PRINT J
' c „ -YOUR SPECTRUM
™E PRINT PRINT r»i
NODE BEFORE PLRY ''
SSflrff'lS : PRINT "CHRNCE T
CHPITHL MODE NOW.". p RIN r
: PRINT PRINT "PRESS
WHEN READY" " b ff
INPUT Of
IF Ql>.»fi« THEN GO TU I
GO TO 8015
INK 2: CLS : RUN 8
1.0; "YOU ARE
PAUSE 200
8015
8017
8018
8020
8030 PRINT RT
JSING CAPITAL'S"
NT RT 21,0-'
" ; RETURN
RUNS ON A BBC MODEL B.
CONVERTED BY STEVE WILLIS
The display of the BBC is far superior in ihe Teletext mode
(MODE 7) and of course the BBC has its very flexible sound
options. It is in these two areas where the BBC translation has
been enhanced, using a set pattern of colours for the displays
with 'meaningful^!) sounds.
Because space is tight on the BBC, especially when a large
number of string arrays are in use, 1 have adopted a space
saving way of inserting coloured displays.
This does require some work and the method for a machine
with a 0.1 operating system is more complicated.
In order to use the listing provided, colour is not needed but
mods will be required in the DATA strings (lines 1520-1580).
where I have shown words highlighted in yellow the words
should be omitted and 1 space inserted instead. To use colour
then the word must be replaced by its respective colour control
character instead of a space. Following is a list of colour control
character/keyboard equivalents: —
div
RED
1
A
EOR
GREEN
2
B
MOD
YELLOW
3
C
OR
BLUE
4
D
ERROR
MAGENTA
5
E
LINE
CYAN
6
F
OFF
WHITE
7
G
STEP
flashing on
8
H
SPC flashing otf9
I
On the 1 .0 or later operating systems these can be inserted
using the shift + a function key (where the function key number
is the number in the 3rd column above). On 0.1 systems the
function keys must be programmed using commands such as
'KEY1 !!!A to give red; the remaining keys are as in the 4th
column above, e.g. 'KEY2 M!B for green.
Please note however that, once typed in. listing these DATA
lines will display the keyword and not the colour. This is fine as
long as you do not edit any part of the line. If you edit a DATA
line showing keywords then every keyword in that line must be
replaced by the colour again.
For the strings in the text colour control display lines. These
can be inserted between the first " and the first character of the
string. The string will then be displayed in colour during listing
as well as running. A spinoff is that the remainder of the listed
line, after the end of the string, will also appear in colour to the
end of the display line; this does not have any bearing on the
operation of the program.
78
"You traitor", yelled Grakta, lash
ng out
SSxflB< 0 , 2 >CH«< 131 .>CHR*<:
157 4fORI*=3T04 ■ PR1NTTRB<0, I*
§S8F CHR*( 255 >CHR»< ***
• <2 Sfe&< 0 , 5 >CHR.<131>CHR«
157 5 0PRIt rr''TRB<4> : Written by K
6QIFPRGEO^10THENPBGE=&1200
reCHRIN"VESP0Z"
80EWD n
" Computer and Video Games Yurboatj
1 i
>, q»< 4 > . v»<e> ■' :< 18 : '- NB *< 1 1
L LORDED" ■' J> " W EW FUE
IN" NEXT -FoSSLiJ.'i VESp 02I
141 >NB*< PV.v v " n»*T?« ' X5! >C HR*<
«»8:C0T01J^' 0RBIT,: NEXT :G 08UB
I ROCKS" KJL,PS ORNISH INTO T
1 >=PNfcflND<PN?s=80RPM5:«l
3 >AND< P*<: 1 3 ><> 1 30RP3£< 6 X > 1 3 >THEN
SOUNDS , - 1 5 , 3 , 1 m : Q*< 3 " SW I TCH
STARTS MOTOR. DRILL" i QSC 4 >=" ENG
RGES AND SPRRYS DUST ! "
259IFP%< 18>«13RMDP5fi< 1 )«13flNDP2£
< 6 >=13RNDC":< 6 >-2THENP5fi< 13 >=88 i 0*
<6>=" FUEL CONTAINER" : C?i< 6 >*3 : SO
UND0,~13,3, l&0ia*(3>«" SWITCH ST
RRTS MOTOR. DRILL " : G*< 4 >=" ENG AG
ES AND FILLS CONTAINER."
260IFP^;<: 17 >=55THENC*< 3 >=3
270IFC';< 4 >>3RND< PN^=10RPN*=60R
PN":=70RPN:;= 1 0 >THEN I G5s- 1 G«* 1 ELSE I
280IFIG"^>0THENP"^C 10>*PN*: IF10>.
=5THENG03UB 1 956 : GOSUB 1 630
29©IFP^C 10>=PN*THENIFRND< 7 >=3T
HENQ»<1>*" EVER GET THE FEELING
■ • ? M
300 1 FP':< 4 X >55flNDPK< 4 >< > 1 1 RNDP
'4< 4 X >$£THENP3< 4 >=33 : Q«C 1 >=" STR
RNGE FEELING . . " ELSE I FP^C 5 >< >55
RNDP*< 5 X >1 1RNDPVX 5 >< >6eTHENP^<! 3
)=83:G!»(1)«" STRANGE FEELING . .
3191 FCH< 3 ') =2RNDPV.< 1 7 X >55RNDP5i
< 17X>66RHDP;;< 17 X >39THENP^< 17>=
88:Q*<1>« M STRANGE, SOMETHING 3E
EMS M I SS I NG " : G%< 1 7 >=3
320 1 FP5S< 1 0 >= 1 RNDPN";= 1 RNDK 1 *«= 1 4
THENGOSUB 1 950 : GOTO1690
330 1 FPN'i= 1 0RPN^=60RPN";=70RPN^=
10THENIFRND< 3 >»2TH£NP%< 10 >=PN:-sEL
SEP5S< 10>=88
340IFP;'X 17 >=55RNDPN";< >1 1RHDPN":
< > 1 QRNDC^C 1 7 ) >2THENG0SUB 1 330 ! GOT
01710
3501 FC%< 0 :>=3ANDPN:« >1 RNDPN3«< >2
THENGOSUB 1 : GOTO 1 720
3G0FOR I 1 TOLEN< E*< PNSfi > >
370IFMID*<E*< PN%>, IX, 1 >*"P M THE
NEX*=EX$+" PORT."
380IFMID»< E*< PN": > .. I5c, 1 >="S"THE
C; '
BOARD
390IFMID*':E*< PN*S>, I*, 1 >="F"THE
NEX*=EX*+" FOR' D. "
400 1 FM I D*< E*< PN5fi >, IX, 1 >="A" THE
NEX*=EXS+" RFT. 11
4ieiFMID»CE»<PN5C>^ 1%, 1 >="U"THE
NEXS=EXS+" UP. "
420IFMID*-::E*': PN5£>. V*,\ >="D"THE
NEX*=EX*+" DOWN. "
430 1 FM ID*'-: E*«:: PMSfi >, 1%, 1 >="0"THE
NEX*=EX*+" OUT. "
440NEXT
4501 1^=0 -.V*< II>0=" VISIBLE : "
FORI";=0TO18: IFP:-;< I % >«PN3JTHENO$5*«
0*< 1"^: >ELSENEXT : GOTO430
460 1 FLEhK V*< 1 1 >: > H-LEH< OS* >< 35T
HENV*< 1 1 V. >«V«< 11^ >+0S*+ " . " : 0S$=
" " ELSE 1 1 *;= 1 1 '-:+ 1 : G0T0469
1«]
470NEXT
480CLS PRINT" I RM" ; L*C PN"; )' ' L
1*<PN*>" : IFLENC EX* )>0THEN PRINT
" WRYS: M ;EX*'
490IFLEN< V*< 0 > >>9THENPRINTV*<! 0
5e0FORI5i=lTO8; IFV*< I*K>" "THEN
PRINTV»< I%>'
IlePRINT'" YOU SAID ";R
*' :F0Ri:'.= lT04: IFQ»C jSj X >" "THENPR
intq*<. iy.y
539NEXT
540PRINT'" ========>WHRT NOW";
S50PL>.=PN'/. . F0RPS-0T04 i V*< I3£ >="
":QK 1',;)="" NEXT : Rl*=" " :R2*="" R
3»= « : R4*= " " . EX*= " " : I NPUTfl*
560 1 FLEN< R* X 3THEN 1 749ELSER2*^
LEFT*< R*,3>
570 I FR2*= " I NV " THENG0T07 1 0ELSE I
FR2*= " WR I " THENGOTO740ELSE I FR2*- "
QU I " THEN760ELSE I FR2*= " HEL " THEN 76
HELSEIFfl2*="3LE"THEN1510
5©0JX-0 F0RI"/.= 1T0LEN< R» > IFMID
*<fi*, I*, 1 >=" "THENJJfi-ISs: iSfi-CENCR
* >
590NEXT : IFJ5c*OTHENGOTO1850ELSE
R 1 *=LEFT*< fl* . J V.- 1 > : R3*=R I GHT*< R*
, LEW fl* >-r/. y R4*=LEFTS< R3», 3 )
690 I Ffl 1 *= " GO " 0RR2*= " GET " THEN66
610X*=WV« Y*=R2* : GOSUB1910 : IF J
>^0THENO»<2>=" I DON' T KNOW HOW
I TO "+R1* GOTO90ELSEKlV.se. MM V3+
i 1
620X*=WN* Y*=fi4* : GOSUB1910
630IFJ-;=OTHENQ*C2)=" WHRT IS R
• , ^■fl3*♦"? ,, GOTO90
640K2>£=< J's.-X V3
650ON KtH G0T0670, 690, 770,790,
790.930. 950,960,970,988, 1000, 101
0,770, 1160, 1500
660X»=WG* Y*=R4* GOSUE1910 IFJ
:;=0THEN1750ELSEX»=E»C PNV. > i Y*=MID
WD* . < MS"*! V3+1, 1 >:G0SUB1919: IF
JV.=0THEN1750ELSEPN";=VRL< MID*C D*<
PNV. > , < JV.- 1 >*2+ 1 , 2 > ) : GOTO 1 760
670 1 FK2':= 1 9THEN 1 770ELSE I FK25S > 1
8 THEN 1 74QELSE I FPV.f K2* )-S5TMEN 1 78
©ELSE I FP*< K2* >< >PN'-iTHEN 1 790ELSE I
FCV-< KZ'< X - 1 THEN 1 740ELSE I FCW K2"/. >
1 THEN 1 800ELSE I PPfc< 9 >«PN?STHEN 1 8
40
680 1 FC K2*=70R< K2>;=6RNDCV.< 6 >=3 >
>RNDPV.<8X>55THENQ*<2>»" TOO HO
T TO HANDLE ! " : GOTO90ELSEIFINV.>3
THEN0*<2>=" I'M OVERLORDED RLRER
DY ! " : GOTO90ELSE I NX* I 1 ; P*< K2*
>=55 : GOTO 1760
698 1 FK2SS > 1 8THEN 1 8 1 ©ELSE I FP5fi< K2
Jfi >< >53THEN 1 8 1 0ELSE I FK&S- 1 flND< PNV.
J%-8THeMl*- I8 : NEXT : Wt£b££ £
T30NEXT GOTO90
E J^T-;=CT^i 5 IFST;£al rHEHJE;-=J
-•50GOTO1760
SERT . LIFT, writ . ... G 0TO9R I
LSEQ*<2>»» NOTHING FOf?iv^ T m
- N IT WAS STILL THERE i « ° 2>l
780NEXT i G0T090
0 AND HIDDEN BULKHEAD GOT 09
J-SSTOWffi 9 >= "S"THENE*. j
GOTO30 15 0f< THE SCREEN"
819 1 FPNJj »2 THEN I FC5i< 0 >=- 3T HEN0«
^>=" INNER DOOR OPEN" 0* ™=^
™ DOOR CLOSED" : G0T01760ELSEIF
^"rn;r 4nHDPN ' :=2THE ^«< 3 >-» INNF
R DOOR CLOSED" Q*( 4 >=" OUTER rnn
R OPEN" GOTO 1760 ER 000
820 IFK2";=1 9THEN 1 770ELSE I FK?V= 1
HNDP*< 1 )<>55HNDP^ i E ™
0ELSE IFK2^= , THENQSt 2 --^^ 7 '
HOLLON CVLIHDRICHL CUTTE^"^"
ITCH" G0T0 9 f NSInVE PRE5SU ^ ™
CONTROL --:C0T09B RIRL0CK
r F |- 4 °^. K2 ' :>1 60RK2J:< 12THEMS50ELSE
I, A, KZ - K>55 THEN1810ELSE 0NK2X-
11 GOTO 880, 1390. gee.., to ^° Hk "^-
01760 STRflNGELY LtJMp V . ." got
860IFK2* B r^Hr t c-,....-.- T „ r „ j 3g
870QS< 3 NOTHING SPEC I fit.
-GOTO1760
B80Q*<£>« M LABEL -YUSES--" ; GOTO
mikteZi*? 1 LABEL -POLYPS-" : GOT
0
900Q5K2>=" LRBEL -FUNDS-" : GOTO
910QS<2>=" LRBEL -CONFIDENTIAL
}:GQTO90
ttftMCS?^ 11 LRBEL -BLOODLINE-":
DT0?Q
930IFK2*< >21THEH1740ELSEIFPHX<
1BTHEH 1 73GELSE I FC%< 1 7 >»2THENGl*<
p LOCKED ! " G0T090:ELSEIFC';
17>=4THENQ*<: 2 >=" RLRERPY OPEN !
(GOTO90ELSE I FP'X 7 >»10THENi390
940C9tf 17 E*< 18>«E4K 10>+ M R M
Soto 1760
950 ifk2*s< >2 1 then 1 740el 3e i fpm^<
1qthen 1 790else i fch<. 17 »2then183
IeLSEIFP':«C 1 7 X >53f WEN 1 800ELSEOX
p>=3 : GOTO 1769
I 966IFK2"-i< >2 1 THEN 1 740ELSE I FFN3£<
M0THEH1 790ELSEIFC*< 17 X >30RP*< 1
IX >55THEH 1 300ELSEC3tf 17>=*2: GOTO X
KB
f 976 1 FK2"S< >2 1 THEN 1 740ELSE lFPH"i<
M8THEN 1 790ELSE IFC'itf 17 >< >4THEN18
EL3EC";X 17>*3 ; E$< 10 >-=LEFT*'- E* 1 ' 1
), 3) '.GOTO 1760
9801FK2"i< >4flNDK2%< >5THEN1740
996 1 FP?C< >< >53THEH 1 8 1 0ELSE I F
K4>»KE^THENe*<2>» M WHAT'S THIS
I'M WEARING THEN ?" : GOTQ90ELSEI
\t';( 4 > >2THENQ$< 2 >« " WEAR I NG " -» LE
n< 0*< C5fi< 4 > > , LEN< 0*C C":< 4 > > >-7 > -
boTO90ELSEC";':: 4 >=K2'i : 0*'". K2& >-0*v K
fe; >+ " < WORN ) " GOTO 1 760
|l000IF':: K2'i< >4RN0K2"i< >5 >GRC*< 4 >-
BTHEN 1 820ELSEC";< 4 >=2 s 0*< K2"; >=LEF
It$< OS 1 ' KZX > , LEN< Q»< K25fi > >-7 > s G0T01
|68
1010IFK2*"19THEN1770EL3EIFK2*< 1
S0RK2^.>16THEN 1740EL&EIFPH K2?2 X >
[55THEM 181 OELSE I FPN?S< >6THENQ*'" 2 >=
FNO COMPUTER TO TAKE IT" =GOTO90
II 1920IFP:;C 1 0 >*6flNDK2>;> 1 1 RNDKSfc< i
7THEMGOSUB1950 : GOTO 1709
1630CLS : F0RX*-S=5T06 PR I NT TAB'. 7,, X
feCHR*< 141 >0*< K2"; > : NEXT ; F0RK"i;»8T
09 : PR I NTTflB< 2 , X"; >CNR«< 141 > " SP I N
I IN IT'S DRIVE - - " : NEXT : SOUND
1-15,7,109 :TIME=Q : REPEAT UNTIL
TIME >500 . CLS : ONK25S- 1 1 GOTO 1 040 , 1 0
f&, 1080, 1 100, 1120
1040PRINTTRBC12 V -YUSE8 SYSTEM
TRB< 6 ?" STAR SYSTEM 7 LIGHT -
■YEARS" ' ' TAB 1 :; 6 >" FROM FUNUS - HflS
:. 3 PLANETS. " ' " TAB< 2 )NB*< 10 >.; " -
BALL OF FIRE"- 1 * TABC 2 >MB*< 3 ?; "
REM
INHABITED BY MINING
r:ijLUHV. HQ FINDS"
Ore DEAD PL ONE T » : GOTO I 1 4ft
BY 20 YEARS?- ? TR P^ NE ? fiTE EVE
LVP3 CRN TURN DERO '' TrtP ■ T ' « E P °
net into ea&SSi _ T S^:,.r L «
20 YEARS . - ; n TnM?i 6V ' OFTER
, J^NTTBBf il!! 0 !^ SYSTEM
"•- TAB* 4 5NB*C 1 S » E R FRQM PUNUg : -
INHRBI TED > » ' T0 ^ 4 >N " ' ^If .. ~ < W
REENHOUSE-EFFFr-T , « . r " <G
BENEFIT 0 ?.'/ PITV BLOODLINE W I L L
odline sp V ; nrphVk, :: TftB ' 3> " »L0
E TIRITHEN l?Sd ' r. J RE<3 >" TH
B< 3 >« THF rsKr - ' GIVeS ME" ' ' TR
OT RBORRD t»£S!oil 4n HE ° NLV PIL
I NG" ' ' TRB-' 5 rrmrr EMPIRE KEEP I
I UPPLIES"' TRB<5)" pcnM^ ENERGY S
E PLANETS ™TOBef!? M r,H ReENH ^ US
NTERSTELLRR TR^£- "t^^ ,CH 1
ENDS. " - - T RB< 4 >" 1 5 C ' EP
S SYSTEM CRN" " TF|R, -«Tt IN FUNU
H40*Fxaf 0 -'■ ( GOTOl 140
U50OS<2>=.. you PEMO'..r rur- r
0THEN30ELSE1 140 ' jET ! IFD ^2
E L I ZRRD pIlOT"*^/; .^EN, TH
u5I2Sd^ r ou: •• ^oto 90
81
JEN . LASER j END"
;^S=!HKEV»O ee >:IPZ*="H"THEN
1 22«ELSE I FZS= 'X " THEN 1 260ELSE I FZ*
= " L " THEN 1 290EL3E I FZS= " E " THEN 1 7b0
E 1 226 ri-0 ■ Q08U8 1930 ! PRINT" CURRE
NTLY - OD*; » : " ; NB»< CDS >' : INPUT "
HEW DESTINATION— > "HHS • AR£= '
+flH* :FORir-:=0TOU ! IFRR*=HB*< I4>T
"lSSlEXT : I F JS=0THENPR I NT i R«
■•"MOT ON THE DRTRERSE" :TINE=0:
PEPERT UNTIL T I ME >200 : GOTO 1 1 80
' 1 240 XFJ5S-CD5STHEN 1 1 B0EL8E1FJ5J >P
XTMEMJMX-1EU8EJM5C"-!
12S0ST*»1 • JE::=0 : CDS= JV. : PF<4-PF-«
liS5uNDe,-W, t , 10 ; print - - aw
SE CORRECTION APPLIED" NEW BE
BRING: ";MNCCDK>"" FUEL: iPFX
"PI CRROTH " : GOSUB 1940:1 FPFX< 1 TH
EN1610ELSE1180
1260GOSUB1930 : PRINT' TRB<. 11 > CR
YOGENIC CONTROL » ' ' TRBC 3 > " ENERGY
TO FRE"^ rt>rL1 - 1pl PR^CY"
UT" HOW
' 1270IFVRL-:: Afl* >*10>PF%THENSOUHD0
QVE
RBO
FREEZE CREW - 10 PR/CY
MflNY C L ONE- Y ERRS FREEZE
■15.2,5 : PRINT' TflB< 11 >" FUEL
ICIENCY" " 1 TREK 10> H INTERLOCK
RRIDE" ' 'TRBOV * OPERATION
RTED GOSUB 1940 GOTO 11 80
1288PFX»PF3t-10#VflL< AR* > • CYfc-CY
+ VfiL< RR* > : PRINT 1 TRB< 15>" STAND
BY" : GOSUB 1 340 : G0SUB1350 i PH*-i4i Q
«2>« M VflWN - . !":ENVEL0PE2,1,2
0, 10,0. 1,1,6. 127,-1,0,-7, 126. 12<
. SOUND 1,2, 122, 2O0 : GOTO90
1290COSUB1930 • PfclNTTRK 13V
ER CONTROL" '
1300IMPUT'TRK4>" TARGET «•«•--
% "RR* ; 1 FRAS= " STARGRTE " THEH1320E
LSERR*=" " + AR* ; J^=0 ; FORI'-i-OTOl 1 :
IFHB»< I%>«RR*THENJ5C*I^: l"-< =11 :HEX
T ELSE NEXT
1310IFJ5C-0THENPRIHT' ;AA$.; N
OT ON DATABASE" ! G0SUB1940 : G0T01 1
8 1320PPIHT-" TARGETED OH " ; AA* . T
IME=0 ■ REPEAT UNTIL T1ME>300- IFPF
%< 1000THENPR1NT* TRB< 12 >" FUEL DE
FICIENCY"ELSEIFJ^OPV^AND<.RA*="b
TARGRTE " RNDP V^< >2 >THENFRINT' TRB<
25" RUT OF RANGE "ELSE 1340
' : 3 0SOUND0 , - 1 5 , 2 . 5 : PR I NT ' TABC 1 1
COMPUTER OVERRIDE" ' 'TRB<8>'
* OPERATION ABORTED *" GOSUB 1949
: GOTO 1130
1 340GOSUB 1 950 : FOR I *-0TO 1 OOO : HEX
^O : FOR I"-=0TO 1 000 i NEXT i G
13:
T : GOSUB 19b
O8UB1950 : FORI5fi*0TO1000;HEXT IFft(J
1360GOSUB1930
1379PRINT" THINK ' DESTINATION'
%SXLVV!L " TH I NK COMriRND :
HRS HR*=" "+AA»: IFAA*<>" VE cp n
ZIRN"THEN1380ELSEIFP:„r 0 . =2 THENPR
INT ' THE', 9 >" SHUTTLE RT VESPoIlflS
£ . SOUNDS ,-13,2,5: GOSUB 1 940 : GOTO
13?5PRINT'TRB< 10)- IN FLIGHT J
SPOZIRN" GOSUB23000 , F0RXxJ-5?0bT
PRINTTAB< 1 1 .. XX5! >CHR«< 141 >" 2£
1380IFLEFT«<AA», j >» M E"THEN1 7fifl
1400NEXT:IFJH-0THENPRINT flfi
*.^NOT ON DATABASE" :GOSUB1940?2
1 ™,? I «^ 5£< >pv;:thenprint- = h R «
OUT OF RANGE" : GO8UB1940 GOTOOT
» * ri ORBIT"- 'TRBC 8)
* OPERATION ABORTED * "SOUND
0 .. ~ 1 5 , 2 . S . GOSUB 1 940 GOTO i gg
1 4301 FJJ6< >8THENPR INT' " cnwn t
TIONS ON ";RR* N0T ™™
E FOR SHUTTLE LANDING" -TfSceS
_* OPERATION RBORTED * ": SOUNDS,
H t
15,2.5 GOSUB 1940: G0TQ90
14401 FC%< 0 X >-4THENPR INT ' TRB' ? )
SHUTTLE BRY DOORS CLOSED" GOSll
B1940 : SOL.ND0.. -, 5 . 2, sTprinT'TAB^
>' * OPERATION RBORTED * •• rrni
B1940;GOTO90 cj ^"-l- * .GOoU
14S0PRINT' •' HEADING - ": ARC GOT
UB23000 : FORXX5j«?T08 ; PRINTTABC 3^
«« >CHR«141 >» LANDED ON " ; AR $ HE
rliotm " D,< 3 > *" 8 *" ! GOS, JBi94 0 :
1 460SOUND 1 .. - 1 0 , 1 . 60 : I FPN- ; = , THEN
I FC-i< 0 ,>=-2THENC.v.:: 0 >=- 3 :U$ ,. 2"
fKJST"! EV ° PEH BULKHEAD" E ,
1 : , v 3THENGJj< 0 >— 4 ; e*<; 2 >■ "OT " D
IL» ^'^f 3 ^" X *«W DOOR I
G0T017^ 4 ' = " ° UTER &00R <W
l4S0IFPN>.=2ANDC- : c 0 >«- 4 THENCV.< 0 ,
.;=" OUTER DOOR CLOSES" :Q»< 4 )=* f
NNER DOOR OPENS"; GOTO 1760
1490GOTOI790
1S00CW<£>- TOO RISKY ! " : G0T03Q 1
>
Another devastating new game from the fabulous Postern range.
The colourful Postern range is available on a variety of micros. Write
quantity of each game required in the boxes provided.
release
send
me
Fire Hawks
Spectrum
£5.95
Vic 20
£5 95
Commodore 64
£6.95
BBC 'B'
£6.95
Snake Prt
Shodowfax
Siege
Backgammon
lotol £
Name -
Address
□ □ □
□ □ □
□ □ □
□ eockgamnvxi ovoHaUe on 4B K on*
or AccessyVisa (d<moi»)No
POSTERN
POSI TO Postern Ud., P.O. Box 2. Andoversford. Cheltenham. Glos GL54 5SW
OR PHONE: Northleach (04516) 666 Telex 43269 Presfel 37745
| Postern is always on the look out for any new games you might have developed
4«
I'M NOT TIRED ! " GO
84
1510G*<2>»
TQ5WJ
1 520DflTflMOD I H THE CREWS QUART E
RS.MGD LIMED WITH BUNKS,DSB,7
* 1*1 4. LI HE IN THE RESEARCH LABORA
TORY. LINE BLUE BUTTON BY CLOSED
BULKHEAD , PF f 0*6*2* . ERROR IN THE
SHUTTLE BAY, LINE BLUE BUTTON 0
N THE UALL.P, l*,DIVIN A SHUTTLE ,
L I NEW I THD I V-TH I NK CONTROL-L I NEBU
T TON, 0,2*
1 AT AOROUTS I DE THE HULL, OR
OF THE VESP0ZlAN,V,2*,ri0DIN T
HE CARTA IN * S CAB I N , , OC , 6*9* , L I NE
IN THE NAVIGATION AND, LINECO
MPUTER ROOM , AFUP, 1*7*105*, EORON
THE BRIDGE, , AU , 6*0*, ERRORONEOR V
USES FAR' ERRORUNDER, ERRORA
PURPLE SKY , TE-j 3*13
1 540DATAD I VAT VESPQZIAN' S FUEL
CORE, DIVI CAN FEEL THE HE A
T,s/i05*,MODON A METAL GANGWAY W
ITH A DOOR, ,PD, 9*6*1211, LINEIN A
SUIT ROOM, , P, 10. DIVIN A SECRET
CONTROL ROOM. DIVWITH DUPLIC
ATE CONTROL .0,10, ERRORONEOR'* YUSE
S FAR', ERPORUNDER AN INDIGO
SKY
1559DRTRNEW, 13138*, MOD IN MY BUN
K - IT HAS CLEAN, MOD SHEETS
AND A LARGE PILLOW, U, O*
1 560DAT AEORAUTO -SHUTTLE , 2 , -2 , EO
RST RANGE DEV I CE ,1,2 , MOD*POL VPS* ,
99., 2 f EORCRAWLWAY , 99 , -2 , E0RASBE3T
OS SUIT . 11 .2.. EORSPACE SUIT, 11,2,
EORMETAL CONTAINER, 5, 2, EORFUEL C
VLINDER, 9, 2. EOR INSULATED TONGS, 1
. 2 . EHRCAP ' N BEZEL, 5,-2, EORGRAKTH
, 6, -2 . EORMACHEN, 7, -2, EORDISK 005
! ,66,2
1570DATREORDISK 00 1,1,2, EORD I 8K
002 .7,2. EORD I SK 003 ,5,2, EORD I SK
004 ,6,2. EORKEY ,12,2, EORGLOW I NG
POCK .93,-2
1580DATAEORFUNUS, EORLITTLE FUNU
3 . EORGYRATES , EORROTH , EORB I LGEN , E
OPGREATER B I LGEN , EOROUTER FUNUS,
EOR FAR FUNUS, EORYUSES FAR, EGRMID
YUSES , EORYUSES NEAR . EORYUSES
1 590CL3 : SOUNDO , - 1 5 , 6 , 1 O PR I NT ' '
" GPAKTA. BLOODLINE SPY. BLASTS
YOU"""' WITH HIS LASER.""'"
YOU ARE NOW A PILE OF YUSES DUST
! " : GOTO 173©
1 600CLS ■ SOUNDO , - 1 5 , 7 , SO : PR I NT ' '
I" AARGH . . !"''" WENT INTO
THE FUEL CORE WITHOUT" PROTE
CTION - SEARING HEAT - . '"GOTO
1730
1610CLS PRINT" " WITH NO FUEL.
THE VESPOZIRN" ' ' " WANDERS A
1 IMLESSLV OUT OF 11 * * " "
CONTROL - LOST IN SPACE" : GOTO 173
1 620CLS ; SOUNDO ,-15,6, 100 : PRINT'
■1AB';10>» TOO CLOSE PROXIMITY'"
»Jt , ?M V E SP02lRN 13 DIPPED APART
B. " THE TREMENDOUS EXPLOSION
GOTO 1730 H
1630CL3 ; SOUNDO, -15,6, 100 i FOOtf
! T02 : PRINTTRB< I6,XV.>CHR»< 141 >" u
HAM ! » : NEXT ; F0RX««4T0S : PR 1 NT TAB*
«^£ H r55. l41> " THE BLOODLINE ST
ARGHTE IS" ; NEXT I FQRXWT08 . PRINT
TAB*:. 4 , X'; >CNR*< 141 > " VAPOl IR I SED
-YOU HAVE SUCCEEDED" NEXT '
i640FORXJfi*10TOl i i PRINTTAB'f 2 X>A
CHR*<14i>« in YOUR MISSION! CONG
RATULATIONS ! " ! NEXT . GOTO 17^0 '
1650CLS : SOUNDO, -15, 6, 30 ; PRINT' !
TAB'::u>" INNER DOOR CLOSES" •' ' TAB
<13>" AIR EVACUATED" ' ' TRBC 11 >" n
UTER DOOR OPENS" •• 'TAB'. 12 > M NO 8
PACE SUIT !""TAB<7.V YOU PEPISH
, AND DRIFT OUT" * ' TRB< 11 V INTO
SPACE . . . " : GOTO 1730
1660CLS = SOUNDO, -15, 3, 50 PRINT' ]
rflB<3>" PRESSURE SWITCH OPERATES
. DRILL" "TRBC 3 >« ENGAGES AND BO
RE* THROUGH CRAFT > " ; IFC%< 4 >«5THi
NPR I NT TflB< 7 > " YOU DRIFT OFF INT
0 SPflCE-''TflS<4>" AND PERISH WHE
N OXYGEN RUNS OUT*" ! GOTO 1730
1 670S0UND0 .-15,6, 50 : PR I NT * TAB-; 4
>" YOU BURST APART WITH THE" ' ' Jf\
B-:.20>" DEPRESSURISATION ! " ; G0T01
730
t 6S0CLS : SOUNDS , - 1 5 , 6 , 25 : PR I NT "
WALKING AROUND IN *RN" ;| EFT*-' 0*
<C5<4>V14>V" HIGHLY SUSPICIOUS
Lun^l S WIPm ' BLOODLINE SPY
SHOOTS YOU ! " : GOTO 1 730
" 'rISrtf : S0I ^ & '-1~> 6>25= PRINT"
GRAKTA , BLOODLINE SPY . SHOOT
fl s T '; T T f;J?: vou pop treachery" ag
p!re t :- ;s?o!5« the bloodline em
1 799CLS ; SOUND© ,-lS,6,25:PRINT"
" GRRKTR VAPOUR I SES YOU ON" "TBI
<4>" SUSPICION OF SPYING BY
RETRIEVING COMPUTERISED DRTR I'"
'"YOU PERISH . . l»s G OTOl?30
1 ? 10CLS SOUNDO, -15,6, 20 : PRINT"
GRflKTfl NOTICES SUIT ROOM DOOR OP
EN.""TflBC5>" FINDS KEY ON VOU fl
ND BURSTS " ' • " " ?
OWRRDS FUNUS !":G0T01730
1720CLS:PRINT" GRRKTR NOTICES R
H l™ BRV.DOOR— OPEN , RND
SUSPECTS H PLOT AGAINST"""
THE BLOODLINE EMPIRE V
OU ARE EJECTED IN THE SHUTTLE""
AND APE LOST FOREVER IN
SPACE ! ■ G0SUB2300Q ; GOTO 1 7^n
1730FGRX*«20TD2 1 * F.M HTTRB< 6 , K*£>
r i" NEXT: IHPUTTAB< 11,23 >" WMOTH
ER GAME" , A* i iFUEFTfS RJ** ;:<-"V" THti
u ri pflp Rl IN ELSE CLS *• END
*|S5S&SS2- IMPOSSIBLE !":C0TQ 9
0 1?50Q*';2>=" I CAN ' T GO "*R3*?GQ
TO90
!^W*<2>-" REFERENCE DISK BY I
T ;?sIS*I*=" G ? T Hlrerc.y carryin
tSeWcSi" I CON • T SEE IT HERE
"iSSSSta*- I CAN'T - VET |-:GO
T ?I?0O*<2>- I'M HOT CARRYING IT
1020Q*<2>-" YOU l**T BE JClKIWG
'I^Stl)-" OK - NOTHING HAPPEN
8 "lSSI^ CflP'N WINKS TO ME A
NO" G*<3>«" GLANCES AT URRK
Tfl" : G0T09B
1*50Q*<2>=" HUH ?»:GOTOS0
1860CLS i PRINT ' CLONE YEAR. ,
rY v - ZONETIME : ";CT-S j
STRING* 38 . " " >" " VESPOZIAN ' ;.0
['•$ TRB*24 >Nb5< CD": • IFST'.= 1THENPP
INT ' » ETA : " ; TRB< 17 >CT«+flBS< CD<S-
TeSSlS'" NEAREST BODY; »;TRB
1 880PR i NT ■ ., STflRGRTE »
" PI CfiROTH " ' ' » i ^ ' Tm< 1 7 >PF5£ ■
"ELSEPRintt Su^H^OPERfiTI £
I STRINGS -39 S J j;*'f SPRINT''
ONTROL REPORTING f2 " THINK 6
HERE • *"**FLRSHING SCREEN
I3ia.T;;==r, FnK> ...
EN JJja i ^ ; j *=LEm * ■* * ' **< LEN<y*>>TH
I I970GOTOI760 M ^NPNJj-Ie
|23000ENVELOPei i „
, J ; 1 • 200 : sound? a J S if ' 50 • sou
53T01STEP-1 : SOUNDl ' ' I ' 20 : FORK*.
** **> ^ ■ NEXT : RETURN ' JWT< >
RUNS ON AN ATARI 400/800. CONVERTED BY SIMON GOODWIN
P REP1 yeSPOZIflM hFFhIR - C&UG 13S3
26 REN Author P.Nc«rr.s
38 REf'l Atari conversion by S. Goodwin
32 READ NWH2<N3*N4-N5#Nb*Q2ft,Q2e:0P£N #
33 DATA 1,2,3,4,5,6,65,36
35 GRAPHICS N:POKE S2,N:P0SITI0N 9,N:?/
THE UESPOZIflN AFFAIR ":? :? :? "Vou pla
y part of D'Taan, Scientific"
40 ? "Officer aboard the Bloodline Stars
hip Uespozi an. Vour (private) mission
\% to blast the Bloodline Star^ate out";
45 7 ■ of":? "existence. ":? :? "ftll the
information you need is availabl
e on boar d the (jespozian. ■
50 poke 752#MH? :? 5? *"Good luck, O'Ta
ani":"' :LQ=192
55 01(1 P< 13>*C< 1S>>HU*<48>*HG*<48>,W»< 1
6),Lt<48e>*Ll*<480>,E*<6e>,D*< 120>»HN*<8
L )*0$< 418 ),NB*< 168 >#OS$< 22 >»U»< 288 )
57 DIM CO*<10>#Sl*(32>,Q*<LO>*SP»<32>#E>i
K-32>.M( 32>-Hl*<32>-f*2$<N3>,ft3*<32),M4*
<N3>.X*81 ),V*<N3>,2*<N1 >,DX*< 128-^
58L*<N1>= , ' ":L$<488>=- ":L*(N2>=L*:L1*=
L$: E*=Lt: D$=LS: 0*=L*: NB*=L*: SP$=L*: LL=32
: LNB= 1 4 : lu=22 : LE=H4 : LD=8
68 W«= " TPKDROL I FLCC€Xfi01^LNU_u€CLCW£HRE
niNSRHlPREKILSLE":Q*=L*:Din fift*<LNB>
61 MS$="PORSTflFORfiFTLf DtWOUTBUNSHUNOREfi
SMESBULDOGCRfiUES"
62 HD*= ' PS^flUDOeTNEHLRCU"
SCRBUNSHE'
*u>&£hVi 12:REflo S1 * !NB «
N VOUR niNO-:ST^I:PI^f^J,f FRHTED I
[>>>D>
ATARI CONTINUED
«<
07 npTQ n-2,SPfiCE SUIT* 1 1*2* reTALCONTA
IHEr75^-FUEL C?£lNDER*9*2* INSULATED TON
^:2;C^BEZEL,5,-2.6RflKTfi,6 r 2
ftft rtiTft rttCHEN*7*-2*D!SK 005*66*2*01 SK 0
^*U^DIS^*7*2*D1SK^*5,2,0ISK 80
4*K,2*KEV*12*2*6LUHINb K0CK*99*-2
B9 DATA FUNUS*LITTLE FUN^G^TES^FWTH*
BILGEN* GREATER BIL6£N,0OTOR*«S,F«R FU
%S*WSES FftR*HID VUSES*VUSES NEAR
GI0 DATA VUSES
I0fl ? press any tcey -:GET «&«**?
>":POKE 752*N:P0KE 82*N4:60T0 1680
1000 IF si*sg*sg>=" ■ THEN SG=SG-Nl:Si*
=S1*<N1*SG>:G0T0 1080
1010 RETURN ,
1100 36=LN6:Sl»=Ne*<S62»LN&^41*SG2W_NBH.
HB>:60SUB 1088: RETURN j .
":Q*<97*128>="HELC0rCS VOU TO TIC -QX1Z
=i*160>="SEUENTH ETPIRE"
1&80 IF PH=N5 AND PL=9 THEN RT=N5:G0T0 1
'818 IF PNON5 THEN RT=N
1900 SF=N:IF P<7>=9 OR <P<N6>=9 HMD C<N6
»>N2> THEN 3F=N1
2800 IF PU=N3 AND P<N2>=99 THEN P<N2>=N4
2100 IF PN=N2 AND C(Nf^4flN0 C<N4X>N5
THEN GOSUB 19000= 60T0 22506
&0 IF C<N6M*3 ANIi KN6>=9 THEN C<N6>=
?PF=f'F+2000:Q«97*128>=-NEH FUEL LOADE
2330 CT=CT+Ni:IF 5TON1 THEN 2409
2310 JE=JE+Nl:IF JE<25 THEN 2480
£320 JE=JE-25:PU=PU+Jn:? ">"
TZXk IF PM=CO THEN ST^iPF^-lSS:?
PSllflN 0TOITIN6 " *NB* PV*U*^l*PV*LrtM-
LNB >: GOTO 2396
=340 ' "UESPOZIAN PASSING " *NB* PU*LNB*N
1,PU*LNB+LNB)
£398 60SUB 18988 _ Mn
2460 IF RT=N5 THEN K9>=99:P< 18)=N6:G0T0
,> 500
2410 IF PN=N5 AND RT=N THEN P<9>=N5:P<10
SSI IF CT>200 THEN CT=Nl:CY=CY+Nl
26** IF CO=PU THEN ST=N2 _
2700 0D*="BEAftIN6 ON": IF ST=H2 THEN 0O*=
"ORBITING"
2900 IF PN=9 AND C<N4X>N4 THEN 22108
2900 IF PV=N2 AND PN=N4 AND P< 12>=99 THE
N P<12>=N4 „
3080 IF P<N2>=13 THEN F*Jg2"S& p J33ft& i(
q7,128>="P0LVPS UANISH INTO THE ROCKS"
3100 IF CV>PI+19 THEN P< 18>=13:PI=CV
80 IF P<N1)=PN AND <PN=88 OR PN-13) AN
^18X>13 OR P<N6X>13> THEN 3220
3210 GOTO 3308 _ m
3220 0^ 97*128>=-SHITCH STARTS ngTOR. OR
IU_-:Q*<129*168>="ENGOG£S AND SPRAVS DUS
3300 IF P<18>=13 AND P<N1 >=13 AND P<N6>=
13 AND C<N6>=N2 THEN 3320
3310 GOTO 3408 _
3320 P< 19 >=88: 0* N6*L0+N1 ,N6*LO+L0 g^Bfi
L CONTAINER" : C<N6 >=N3: Q*< 97* 128 >=-SHITCH
STARTS fTOTOR. DRILL"
3330 0*129* 168 >="ENGHGES AND FILLS CONT
QINER"
3400 IF P<17>=55 THEN C<N3>=N3
7W*0 IF C<N4»N3 AND <PN=N1 Oft PK=Nb OR
8?? OR PN^0> THB^ I6=IG+Nl:G0T0 3688
%m IF IF>N THEN P<10>=PN:IF I6=t© THEN
GOSUB 19008'. GOTO 22880 rmBLMVU ^ 7> ^
37y0 IF P<i0>=fN TH^I^NK^ND<N>*7>=N
3 THEN Q$< 33*64 >="EUER GET THE FEELING-.
3900 IF WN4KW^»X>JOm jO*
X>55 AND PC Nt X >1 1 AND P<N4X>66 IMtN r
(N4>=88:GGT0 3990
?910 IF P<N5X>PN AND P<N5X>£W <*n w»*
3920 GOTO 4188
J?£ ?* 33,64 >='STRfiN6E FEELING.. ■
41*0 IF C<N3>=N2 AND Kl7X>55 f»Ti PM7*
>66 HND P<17><>99 T HO* 4128 * 1?>
4118 GOTO 4388
n 3 I§sub ^m^%^' Ki*l4 t>*
4480 IF PN=N6 OR PN=7 OR PN=10 OR PH=Ni
INT< RNDC N Xftf3 >=4i2 THEN
THEN P<10>=e8:rF
P< 10>=PN
4680 IF P<17>=55
ND C(1?)>N2 THEN
4780 IF C(N>=N3
EN GOSUB 19080T6OTO 2328©
AND PNOll AND PN<>10 Q
&OSLB 19088^0 23180
AND PNON1 AND PNON2 TH
4800
4*00
Ml >="
5000
Nl >="
5100
Nl >=
5200
TO LE:SG=f»N*LE*i
THEN EXK LENC EX* >♦
THEN EX«L£N<EX$H
THEN EX*<LEN<EX»>*
EX*LEN<EX*H
U" THEN EX$<LEN<EX$H
THEN EX*LEN<EX*H
0" THEN EX«L£N<EX«H
5828
>=■ ■
5830
Sl*="
5850
!»■%
S000
6801
e>:$=--:for I=N1
fiifi* SG*S6^-P-
IF E*< ^b,SG>="S"
S'BciARD. **
if e$<sg,sg/="f-
fof:^d. u
N1 ^-^ T f»<.SG'SG>=-A" THEN
5600 NEXT I
5710 GOTO 6808
SS&^f ?S«S6*SG>=- • THEN Sfi=<5fi-Mi -oq*
=OS*<N1*SG):GOTO 5880 =*^*r-N1.0S«
5810 IF LEN<S1*HL£N<0S*X29 THEN 5858
»ecrro^» X32 ^ s1 *<l£n<si*>^i
S 1 LEN< S l * HN 1 >=OS*: S IX » F>4C <; 1 * w*j
NEXT I:S1*=L«PNW_L+N1*PN*LL+LL>
T^JE S1*<LEN<S1*))=- - THEN Sl*=SltCN
UL£N<S1*>-N1>:GOTO 6882 *1*=M*<N
^»5 s | ">1 AH "*S1S:? Ll»<PN*LL-fNl,PN*U
6810 IF LEhkEX*»N THEN ? "EXITS: ",EX»:
^1£8 IF V*,10,l0x>- " THEN ? U*N1,32>
6300 NEXT I
Wg*? :IF A*<>- THEN ? >V0 U SAIO
o808 PL=PN:0*<N1 >=-' ":i5*<l O^- -frt/How
0*:H*=-":Alt=-MA2*=--:^fc---ft4i^if^
- : INPUT H$ -h^»- -H4V- -EX*
llffl £LB***XN3 THEN 19488
6910 A2*=H*<N1*N3)
^'00 IF A2*=-INU- THEN 8988
7010 IF A2*=-HAI- THEN 9388
IF A2*=-QUI" THEN 9688
?222 E H2*="HEL" THEN 9688
^048 IF H2*="SLE" THEN 18488
?,f *Tig! S 52?:gg T0 ^«*>=IF H*<I,I>=
7280 NEXT I: IF J=N THEN 28580
.210 Al*=*WNl*J-Nl>: fi3 »=ft«J +W l>
Ihe first shot struck home
I=N
8986 0*;G2A,G28>=''I m CARRYING: -:if in
=N THEN 0*97, 128 >=°N0THIN6-: GOTO H
8910 8 J=N2:S1*="I ATI CARRYING: * : FOR
9000 if p< i >=55 then aese
9010 NEXT I:S6=L£NCQ*):IF S6<L0 THEN Q*<
S^Nl^" ":QS<LG>=" ":Q*<S&+N2)=Q*<S&+Nl
3620 GOTO 1866
9656 OS*=0*I*LO+Hl,I«LO+t.O>:SG=LO
sew if qs$<s6,s6>=" - then sg=sg-ni:oss
=U**<Nl,Sbj:GOTO 9660
9676 IF L£N<S1*HI_EN«:0S*X29 THEN 9166
9695 Sl*="":GOTO 9678
9166
1 >="
6
9366
9466
9666
S1*<L£N<S1*>+N1 >=OS*:Sl*LEN<Sl*>+N
" : &$i JtLL+Nl , J*LL+LL >=S1$: GOTO 961
CT=CT+15:IF ST=N1 THEN JE=JE+15
GOTO 19666
Q*< Q2H, Q2B>="fiL>#*YS LOOK
THEN
'AHA' '
E*
•^^Igg^'EXWniNE THINGS. TRYHORD?*
:Q*U29,168>="LIKE INSERT. LIFT. HAIT...
9616 GOTO 1866
3866 IF K2<>28 OR PN<>14 THEN 19466
9816 G*.Gr2H,Q2e>=-N0THING'-:F0R I=N TO 1
9966 NEXT I: GOTO 1386
18166 IF K2<>23 THEN 18486
10116 IF PN=7 THEN 0*<d2A,G2B>="I SEE BU
TON T PWRK£D-:€W<97,12e>=--THIM< CONTROL -
":80T0 1868
16126 IF PN=18 AND E* 43,43 >=" - THEN E*
<43,43>="L":Q*<Q2fi,Q2B>= ,, H0H! , ':GOTO 1614
o
16136 GOTO 16268
16146 S1*=L1*<18*U.+N1,18*U_+LL>:SG=32
16156 IF S1*LEN<S1*>>=" ■ THEN S6=SG-N1
:Sl*=SU<Nl,SG>:GOT0 18158
16168 S1*<LEN^S1*HN1>=" WD HIDDEN bilk
HEH0":Ll»<ie*U.+Nl,18«U.+LL>=^l*:G0T0 18
16266 IF PN=9 AND E$< 37,38 >="S ■
< 38,38 >=-C" :P< N3 >=9: Q*<Q2ft.Q2e )=
otu idee
16216 IF PN=N6 THEN 0*<Q2fl,G2B>=" COURSE
DATA ON SCREEN": GOTO 1886
16366 IF PNON2 THEN 18488
16316 IFCXN>=-W3 THEN Q*<97# 128 >=" INNER
DuuR UPEN U :Q*< 129,168 >='OUTER DOOR CLOS
ED": GOTO 19666
TH EN G*<97, 128 >=■ INNER
DOOR .CLOSED": Q*<129, 168 >="0UTER DOOR OP
EN : GOTO 19688
16488 IF K2=19 THEN 19766
16418 IF K2<>N1 THEN 16568
1.8428 IF KN1X>55 AND KN1 X>PN THEN 19
, l J& 30 J?S£2£ fi * Q2B ^'' IT HOLLOW CYLINOR
ICAL CUTTER- :Q*< 97, 128 >='»© SENSITIVE P
RE&*JRE SHITCH":60T0 1888
16566JF <PN=N1 OR PN=N2> PTO K2=22 THEN
TO 1866 -AIRLOCK CONTROL-': GO
»666 IF K2<17 AND K2>11 THEN IF P<K2X>
55 THEN 26166
16616 IF K2<17 AND K2>11 THEN ON K2-11 6
OTO 11166,11288,11366,11466,11506
10766 IF K2=20 HNO PN=14 THEN 0*97, 128 >
=-L00KS STRANGELV LUT1PV. . . ":G0TG 19686
10866 IF K2=24 AND PN=N6 THEN 26768
18986 QPi 97, 128 ^"NOTHING SPECIAL": GOTO
L3o0e
11106 0*<02A,Q2B>=-LhBEL -YUSES-':GOT0 1
&&&
11266 G^C^CeB^-LABEL -POL VPS- 1 : GOTO
1800
11306 Q^Q2H,Q2B>= U LABEL -FUNUS-':GOT0 1
»
87
ATARI CONTINUED
■«1<
686
-CONFIDENTIAL-'
114*0 C!f^u2A#G2B>="LflBEL
U588 Lf<Q2A,Q2B>="LABEL -BLOOOLINE-":GO
K2<>21 THEN 13488
PNO10 THEN 19988
C<17>=N2 THEN Q$<Q2A,Q2B>="L0CK
TO 1880
i 17^ IF
11710 IF
11720 IF
B&TeKJU THEN |MMi>«
ADY OPEN'": GOTO 1800
11740 IF Pl7>=10 THEN 2208ft
8e1 C<17>=*4:IF E*43,43>=" " THEN E*
43,43>="R":G0T0 19688
U810 E*< 44,44 ^"R": GOTO 19600
IF K2<>21 THEN 19408
IF PN018 THEN 19906
IF Ca7»N2 THEN 20388
IF P<1?X>55 THEN 20888
C< 17)=N3:60T0 19688
IF K2<>21 THEN 19488
IF PN<>10 THEN 19988
IF tXi?X>30 OR P<17X>55 THEN 288
12900
12010
12020
12038
12040
12208
12210
l;
12238
12480
12419
12420
12430
12600
12610
12628
C<17>=N2:G0T0 19688
IF K2<>21 THEN 19488
IF PNO10 THEN 19988
IF C(17X>N4 THEN 28888
C<17>*3:E*< 44,44 >=■ ":GOTO 1
IF K2<>m AND K2<>N5 THEN 19408
IF P<K2X>55 THEN 28188
IF f.<N4)=K2 TftN QS<(^,Q2B >="HHhT
THIS I'H HEARING THEN?«:6OT0 1888
19KVI IF C<N4»N2 THEN Sl*="HEfiftIN6 ":Sl
0-7 >: 0*< Q2A,Q2B >=S1*: GOTO 1800
12640 U N4 -K2:0»<K2«LCW.O-N6,K2*Ll>H.0>=
":GOT0 19688
<K20N4 ANO K2<>N5> OR C<N4>=N2
20200 M
C< N4 >=N2: Q$< K2tt_O+L0-6,K2*L0+L0 >=
":GOTO 19606
IF K2=19 THEN 19780
IF K2<12 OR K2>16 THEN 1940*3
IF P«.K2X>55 THEN 28188
IF PNON6 THEN 0*65,96 ^"NU COHPU
TAKE IT": GOTO 1888
« <HORN>"
12800 IF
THEN
12810
1 3088
13810
.3020
13630.
T Efi TO
13108 IF
EN GOSUB
PU8>=N6 AND K2>11 AND K2<17 TH
13880: GOTO 23888
1-.280 7 »>»:S1*=0*<K2*LO+W1,K2*LO+LCO:SG
=L0: GOSUB' 1088 M
13228 ? Si*i" SPINS IN ITS DRIUE. . . " = FOR
I=N TO 100:NEXT U? ">" _ ( „
13238 ON K2-11 GOTO 13388,13588,13788,13
^00 4 ?^-VUSK SYSTEIT-"^ 7 ;STARSVSTEn
ADJACENT":? "TO FUNUS. HAS 3 PLANETS
j^B 5 *^ FK-.S8M.606U
t»» * SI.," c5 iN|«Mg&3 1WMB " ,?
13488 SG2=8: GOSUB 1188:? SI*;" - RETIOTE
DEAD PLANET" :60T0 14388
13586 ? "-POLYPS-":? "FREQUENT GAUKVIN
niLLIONS" : 7 "AROUND OCRGV-RICH PLANETS
13510 ? ,, RE^Eg^.J E !^t I
^"^T^S IN STBJgM ENERGY"
: 7 "ftpTER 20 YEARS. . . :GOT0 14388
1-*7«H 7 " -FUNUS SYSTETT-": ? "STAR HITHr
PLANETS. "T? "IN ORDER FROH FUHUS:-" = S62=
62=N3: GOSUB 1108 ^
13720 ? Si**" - CGREENHOUSE-EFFE
iNHHBITED>" v
13808 SG2=N5:G0SUB 1108:? SI ** sti?=**i" otq
UB 1100:? S1*J= - < ICY W«TF>^^=f?m
SUB 11O0:? Sl*i- - TlW OF ROCK)?
13818 GOTO 14386 HOa °
j-^00 7 "-CAPTAIN'S LOG-": 7 "BFf»Tf*; TY1
^^IT.^^ 1 ^"^ 51 ***^ 1 *^
13910 7 "HISSION ACCOnPLISHFTl - rnrnnu.o
: ( : 7 _-EXPERinEKTS OONFim P0L*>«:9 "THEOR
V. KITY BLOODLINE WILL"
13928 7 "BENEFIT! ": 7 "GU* TO GFT sHiiT n
* ? " ,creh! suspectgrakt a i s "• 7 * r
loodline spy. ftachen^ °™m« as - 7 b
tiaithen liziwd giues pf--?
^i^^tr^on 7 ^^,
S"J? -FROH 6HEB««U^«JiCTS^ SI * PLIE
? "ON WHICH INTERSTELLAR TRflUEL— ?
•DEPENDS."^ -STflRBfiTE IMR»IUSSV^En*
L REBELS.^ SUm ° N CRUISERS T «" :7 -«JH-
143we : ? "PRESS flNV KEY TO CONTINUF
14508 IF K2<>22 THEN 19688
Hb88 IF PN=7 THEN IF P<10)=7 THEN 22888
1^1? IF PN-7 1>CN Gf«(Q2A,Q2e>="matN,
14708 IF PN<>12 THEN 18588
IF PF<N1 TfCN 22288
GOSUB 18888
? "HEA0IN6, CRVOGEN, LftSER OR END"
HEN" 15100 #N1 ' S6:Z * =C HR*<SG>:IF 2*="H" T
14918 IF 2*="C" THEN
IF Z*="L" T>CN
IF Z*="E" THEN
GOTO 14988
J f^§ :G ^ UB 18888= 7 'CURRENTLY ";f¥1
15110 INPUT (¥»:IF LEN(fiH»>=H THEN 15110
l ^ 0 SJlE2 I:IF ^=99 THEN 7 : 7 attj- nrr
ON,DATABASE":FOR I=N TO 1»NEXT fseoffi
15300 IF J=CD THEN 14708
15318 JTC=-Nl:IF J>PU THEN JTNN1
' : GOSUB 18988: IF PF<N1 TVCN 22288 ,CflR0 ™
15428 GOTO 14708
15600 GOSUB 18888:? : 7 "CRVOeENir Prtmn
L": 7 "ENERGV TO FREEZE CREH^ie PrTcy 5 ?
'HON HANY CLOhC-YEWS F&EZE™ '
15610 TRAP 15618: INPUT S6: TTOP 48888
15628 IF SG*10>PF THEN ? "FUEL DFFiriFhr
V -: l? INTERLOCK OCtRR I DE " : GOTO 1 3208^^
j5,'0W PF=PF-18*Si3:CY=CY+SG: 7 "ST»*1 RV--
15880 GOSUB 18888: 7 "LASER CONTROL": 7
15908 7 "TARGET ==>•;
INPUT AA$:IF LENC AAf >=N THEN
IF mm* - " ST ARGrtTE ■ THEN 16108
i^-^ft^LNB THEN Aft$< LEN( AA$ H
J=93:F0R I=N TO llrfF NBM ItLMB^Ni
iHtN I = n
14718
14720
14800
14988
14928
14938
14948
15100
15688
15888
19688
15981
15982
15985
Nl >="
15910 .
,I»LNB-fLNE:>=HA*
15920 NEXT I
16008 IF J=99 THEN ?
b£":GOSUB 18988: GOTO
16108 ? " TARGETED ON
15901
"iAO*:F0R I=« TO 28
e:wTT I:IF Pf-<iww 1 — i l
t ":ijjGTu
16110 IF J=PU OR <ftf**="STARGATE" AND PV=
N2 - THEN 16388
18128 ? AA$i" OUT OF RANGE"
16296 ? "CCmJTER OUERfiIDE-:GOT0 19208
:t300 GOSUB 19888:F0R I=* TO 10: NEXT 1:1
F «WO"STARGATE" THEN 22388
16320 GOTO 22406
16500 IF PN=N1 THEN 17706
L6£00 IF PN=N2 THEN 17700
16618 IF PNON3 THEN 19906
16700 GOSUB 18380:? "THINK 'DESTINATION'
OF: 1 END ' "
16705 INPUT AH*: IF LEhKAft*>=* THEN 16705
16710 IF Aft*O"UESP0ZIAN" THEN 16800
16760 IF P<N>=N2 THEN ? "SHUTTLE AT UESP
0ZIAN":GOTO 1910O
16770 ? "IN FLIGHT UESPOZIAN":60SUB 1890
e:> -D0CKING-:6OSUe 18908:P<N>=N2:D*:N3*
LD^Nl,N3*L0+iD>=^* - :S0T0 1888
16880 IF AA$<N1.N1>="E" THEN 19680
16300 IF LEWHfiSXLNB THEN Aft*< LEN<
Nl >=" ":GOTO 16988
16310 U=99:F0R I=N TO 11: IF AA*=NB* I*LN
6+H 1*1 *LNB+LNB ) THEN -> 7
17800 NEXT I: IF J=99 THEN ? Aft*;" NOT OH
DATABASE ' : GOSUB 18988:>0 1888
17100 IF JOPU THEN ? Aft*;" OUT OF RANGE
* I GOSUB 18906* 60T0 188©
17288 IF ST=N1 THEN ? "UESPOZIAN NOT IN
";H«i u ORBIT": GOTO 19106
173*8 IF <X>8 THEN ? "CONDITIONS ON " ;AA
s: -NOT SUITABLE FOR SHUTTLE : ? "LANDIN
S-:GOTO 19108
17400 IF CCNX>-m THEN ? "SHUTTLE BfiV D
MRS CLOSED" :GOSUB 18988:G0T0 19180
17508 ? "HEAOING - ";Aft*:GOSUB 18910:? "
LANDED ON u iHft$:P<N>=8:D*<N3*LD+Nl-N3*LD
+LD>=' I S*":GGSUB 13918:G0T0 1888
17708 IF PNON1 THEN 17888
17705 IF C«.N>=-+<2 THEN C< N>=-N3:L1*< LL+N
1,U_+LL>="BLUE BUTTON BY OPEN BULKHEAD
:t*vl_E+NULE+LE>="PFL":GOTO 19688
17710 IF C<N^-N3 THEN C<N.>=-N2:L1*<LL+N
WL*-+LL.'="BLUE BUTTON BV CLOSED BULKHEAD
B :E*<LE+N1#LE+LE>="PF":G0T0 19686
17380 IF PN=N2 AND CCN>=-N3 THEN C<N>=-N
4: EM N2+LE+N1 ,N2*LE+LE >="0T" : D*< N2*LD+N1
•H3iLD ^="4*3*": GOTO 17858
17810 GOTO 17988
I7o50 G»i< 97, 128 >=" INNER DOOR CLOSES":Q*<
129,168>="0UTER DOOR OPENS": GOTO 19608
. 380 IF PN=N2 AND C<N>=-N4 THEN C<N>=-N
3: E*< N2*L£*Ni ,N3*LE := "TP" : DSk N2*LD+N1 ,N3
SLD/="3*1*":G0TQ 17958
17910 6OT0 19988
17950 Q*<97,128>="0UTER DOOR CLOSES":Q«
129, 168)=" INNER DOOR OPENS": GOTO 19688
t 8200 Q*<Q2A,Q2B>="T00 RISKY! ":GOT0 1888
9*<Q2A,Q2B>="rn NOT TIRED!":GOT0
18480
1808
18608
$>:IF
EN<X$;
16610 NEXT
18806
ETURN
18910
19008
SOUND
J=N:F0R I=N1 TO LENCX*> STEP LEN< V
V*=X*<I*I+LEN<Vt>-Nl> THEN J=IH=L
I : RETURN
">";AT*:? : RETURN
: "? "press any key 1
:GET tNl,S63:R
FOR SG=1 TO 108: NEXT SG= RETURN
FOR I=N TO 258 STEP N5:P0KE 718,1:
N,I,S,15:NEXT I: SOUND N,N,N,N:POKE
718,148:? ">": RETURN
19108 ? "* OPERATION ABORTED *":60SUB 18
900: GOTO 1806
1.9200 r ■* operatic aborted *":gosub is
908: GOTO 14700
19400 Q*C[2A,G2B>=' , iriPOSSIBLE!":G0T0 188
19500 S1*="I CAN'T GO ":S1*<LEN<S1$>+N1 >
=A3*:0*«;C(2A»Q2B>=S1*:G0T0 1680
19600 Q*G2A,G2B>="0K":6OTO 1888
19708 Q$<. W2A,G!2B )■ "REFERENCE DISK BV ITS
NUTBER":GOTO 1888
I'n ALREADY CARRVIN6
19388 0*< 02ft, 026
IT!":GOTO 1888
GOTfl^ 26 ' 026 ^" 1 D^'T SEE IT HERE":
£8*88 Q*C02fl,Q2B>«-l CAN'T - YET..":GOTO
^GGTG fRf****' 1 '" "° T ****** IT1-
^l^^'^^VGU PIUST BE JOKING.' ":
S ^*^>='<* - NOTHING HAPPENS"
c'0720 IF ST=N1 THFN 7 -
STARGATE"
^CORE hB'-Iv'^™ INTO THE FU
.HEAT... ".-goto 2338e.^ TECTI0N " SARINS
S|W GOTO 22?ee
22810 GOTO 23300 * SHOOTS V0U»"
; BLOODLINE BTPI^^ 075 !? "-CIT HGfilMS
SHUT
"A
T
"9
Presentation on the
Taming the beast by Nat and Franklin
Giving your Dragon games a profes-
sional look are two of Salamander
Software's top programmers.
Writing under the obscure title of
Nat and Franklin are Peter Neale
and one of Salamander's other prog-
rammers who wishes to remain
anonymous.
Peter Neale is Texas-born and has
been involved in computing since
high school in the States, where he
learnt most of skills by playing Star
Trek on a remote teletype link to the
University of Texas computer.
He arrived in England in 1974 to
attend the University of Sussex and
then spent four years as an IBM
mainframe programmer, two years
as an accounts programmer and two
as a system programmer.
Finally he quit to set up Salaman-
der Software with wife and friends in
November 1982. He has a hand in
designing most of the company's ti-
tles and was responsible for Dragon
Trek and Wizard War.
Franklin claims to have been
raised on Betelgeuse V but his Earth-
ly programs include: Grand Prix,
Starjammer, Gridrunner and Frank-
lins Tomb. He is currently working
on the sequels to Franklin's Tomb
and the first will be called Lost in
Space.
Taming the Beast
Having spent many hours in the high
street Jungle, you finally managed to
cage yourself a Dragon. But now that
it's locked up in the back room, what
do you do with it?
Feed it human sacrifices on the
full moon? Not if you want to keep
your friends.
Subject it to the whims of other
Dragon Masters? This can provide
hours of harmless amusement.
But what you really want to do is to
become a Dragon Master yourself,
learning to tame and control the
majestic beast. There is only one
way to do this. Start writing prog-
rams.
There is one thing that can turn a
good game into a great game, pre-
sentation. A player's first impression
of a game is based almost solely
upon what he sees, and this will
greatly influence the player's final
Draqor
judgement.
A cluttered screen, badly pre-
sented with difficult to read-
information, or boring graphics, can
turn a player off, and he may grow to
dislike what would otherwise be an
excellent game.
The hardest and possibly most
misunderstood aspect of presenta-
tion is printing. If you bought a book
you wouldn't expect to find words
split haphazardly, crooked margins
and spelling mistakes.
Neatness does, after all, count.
When you are planning your prog-
ram, lay all the text out on a print
grid like the one in the Dragon
manual. Centre the text in the mid-
dle of each line or insert extra
spaces to make the margins even. It
takes more time, but the results are
worth it.
30
40
50
To further improve the appearance
of your text, try printing everything 20
in a greenbox on a coloured back-
ground. This technique is particular-
ly effective. When printing columns
of numbers, use the PRINTf" andtbe 60
PRINT USING so the text is printec 70
exactly where you want it. Using the
semi-colon (";") in your PRINT state-
ments allows you to print on any line
without destroying the rest of the
line. Use all these techniques
together and you will find that you;
program will begin to take on a pro-
fessional appearance.
It can be very useful to POKE char-
acters directly onto the screen in-
stead of printing (the text screen is
located between addresses 1024 and
1535). Sample program 1 shows you
how you can get the complete ASC
characters set inverse video. The in-
verted alphabet is available normal-
ly by pressing Shift and @. Othe:
characters (e.g. & and %) can only be
inverted by POKEing the corred
values directly onto the screen. A
particularly useful location is 1535,
the last screen position. If you printo
character at this location, the screen
will automatically scroll up, but i
you POKE the character in, you can
avoid this.
The low resolution graphics on the
10
10 CLS3
20 FOR 1=12 TO 51
30 FOR 1=2 TO 17
40 FOR 1=13 TO 50
50 FOR 1=3 TO 16
60 G0SUB260
70 PRINT978, "MENU";
80 PRINTS135, "PRESS 1 FOR POKE " I
90 PRINTS167, "PRESS 2 FOR
100 PRINTQI99, "PRESS 3
110 A»=INKEY*
120 IF A$="3" THEN CLS: END
130 IF A»="2" THEN B«="PRINT"
140 IF A«--I" THEN B*="POKE"
150 G0T0110
160 G0SUB260
170 PRINT@105,B«i" EXAMPLES":
180 FOR 1=0 TO 255
RESET < 1,2)
RESETU2.I)
SET(I,3,5>
SETU3, 1,5)
PRINT";
FOR QUIT";
RESET ( I , 17)
RESET(51, I)
SET(I,16,5>
SET<50, 1,5)
NEXT
NEXT
NEXT
NEXT
GOTO 160
GOTO 160
220 M-XNKEV*
230 IFB$="" THEN
240 NEXT I
250 GOTO 10
260 FOR 1-71 TO 261
270 RETURN
STEP 32 : PRINTSI , STRING* (18, " ">j | NEXT I
90 Computer ind Video Games Veirboot I Com pi
e
CLSO
READ A, B
IF ft=99 THEN 70
FOR 1 = 1 TO 10 : NEXT I
S0T020
A$=INKEY4
IF A$="" THEN 70
as
1 END
Jon tend to be vastly under-rated
generally pooh-poohed by peo-
Don't make the same mistake.
' advantage of the low-res
?hics is that you can get all nine
>urs and text on the same screen.
Using the low-res graphics, you
~ put borders around text (as in
aple program 1), put simple
nation in instructions (always a
gner), or the y can be used to great
i imj Vldto Games Yearbook
effect in title pages. Sample prog-
ram 2 is an example of the latter,
where the X and Y co-ordinates,
which are to be set on, are stored in
DATA statements. As each position
is set on, the impression of writing is
given.
There's one thing to be careful of
when using the low-res graphics,
each character position is divided
|30 PCLS3
| 40 SC*EeNI,0
R F0R *•*<> TO 10O STEP <
90 DRAMA* rR, '* M,t %40C2"*SP*
90 DRAWBl
'50 C0L0R4.3
180 '
»90 C0L0R3.3
230 6Q TQZ3Q
into four pixels. Within one charac-
ter position, you can have only one
colour and black, so be sure to plan
well in advance.
High resolution graphics are a
different kettle of fish indeed. The
number of different ways of display-
ing anything on the hi-res screens
could fill a book. The best way to
fully appreciate the hi-res graphics
is to sit down and try different things
out. The DRAW command is espe-
cially powerful. By setting up a few
DRAW strings at the beginning of
your program you can very easily
create animation effects. The only
thing to be wary of is DRAWing off
the edge of the screen, as this will
distort your picture. Sample program
3 illustrates both the DRAW com-
mand, and the effects you can get
using FOR/NEXT loops. The expand-
ing CIRCLE used for the explosion
could be easily changed to look like
an approaching tunnel or planet.
Treat your Dragon with respect
and it will be a true and loyal friend.
70-1CO _ pi 7°* 8lJ t*ouline
J10.JSO _ wS f" ,nu cho 'Ce»
E%2T 5."— -* -
20-60 - plfJ^* 6 *
I «H»dinalJ e' c X
Value Of 99 fnr Y »
data. ' X mean » «"d of
,2 °->« - Sal fi^'P aCro * s ■«-„
10 REn***YRHT2£E BY MARK KERSHAW FQP THE DRAGON 3? ' r >83
20 &IM NflMEBC 20 > p SC* 30' I 3 > ■ TTflL' 26 >< R' 20 > 28 ). S' 20 ■ 20 >
S^CLSQ PPINTrJ22S,"l(l INSTRUCTIONS APE RECOUPED" , PRINTG261 , "PRESS Y < ELSE R.NY K
40 <W«INKEY».IF A»-"" THEN 40
43 IF A«-"Y" THEN GOSUB 2230
SB CLSO- INPUT "HOM MANY TO PLAY", NO
60 IF 140-0 OR NO>£C THEN 30
70 FOR X-l TO NO
S0 CLS8 INPUT "GIVE YOUR NAMES" ; NAMEX X >
33 IF LENO!fiME«<X>)>?THEN CLSO ■ PRINT" TOO MANY LETTERS. AGAIN PLEASE 1 * FORZ-1 TO
1000 HEXTZ GQTO30
90 NEXT X
100 FOR GI-1 TO 13
101 FOR C-l TO NO
110 CLS4 FOR X«I TO 1 08 PPINT3230 .NRHE»' C >> "'S G0"> •NEXT*
120 FOP X=l TO 30B NEXT X
123 PC 1 .'-1 *><2>M ipf 3>=1 P'4 >«1 P'S^-I
130 FOR AT«1 TO 3
130 FOP K-J TO 5
160 IF P'X>-1 THEN D<X>-RNO<€f ELSE ISO
17C ON IX X) GOSUB 2300. 2320. 2340. 23G0. 2^0-2400
130 NEXT X
190 PFM4DPAU BOARD
192 PflODE 4.1 SCRFCN1 , I PCLS
1^3 C'RAW"S4C3PM10. I 0U2D4U2L2R4BM0 . 0P2L2D20P2Bri2n . 0LPP2D2BP?"
194 GET' 2ft. go > R,C'GETC0,l60>-f2e,13O>,S^G
193 PCLS0 COLOR 3.0
200 PUT< J, J J >-( J+20 • JJ+29 >j S.P'SET IF P<1">=1 THEN &RftU"'*3JBM 4 R4"*D1CEW 1 ELSE r.
RAU"BM 10.6 S4*+MC£*<1 )
210 IF P-:2>«1 THEN DRAW" 380*1 3.' . E4-*DICEV 2 > ELSE nffftWFSI &*+ttt&!*'.2i
220 IF P'.? -! THEN DfiflW«$88M 1«C . P4"+DTCE«f 3 > ELSE pPflWDM 11* * S4"*t'TCTS' 1
230 IF P'4^=l THEN r>PAII"S^H34 . S4"*DICE*' 4 • ELSC PPAM"RM1«V* £4"+f»irE«'" 4 '»
231 P*PEEK< 6">2:3A )
202 IF P'234 OR P-12G THEN SOUND I ^ 2 GOT0300
240 IF P-:3"l THE" DRAN"S!3Br1204.?4"*riICE»'3' ELSE DPAN'T*' 2l?,« -.rt'-.^KT*' " •
241 LIMP 0 32 •-' 234 ,32 >. PSET
650 DPAH*'S4BM0,1^3 PIO0&3GBM4- 1 70POD3LSC3U l€OSF^l 4 . 17'*M^L*0SPr!f.ftC^PSrU^ • 17^4
BM-'4 t r«ft8Lel>8ReiyX8fiM44i I79D1':U3RBU3D16F5M34. 17fc^ISUBU3t>8Ut*BM64, 178W XtmttSF
SFri7C lrOPSLGDSPSLSDSPS"
260 DPBW 0M234. 1CAL 1 04D5SBMI 7* 1 70PSL5rflPf3DPLAeH 30 !7©l>ft| 4M*FMJ 94 "•*t-KP.K\*R.
1 70RBL8D16ReBM203. 1 70P1 SUSEeGSFfl*
- - . . .
"HEY bud! Want to roll some
dice with us? All you need is
some dough and a lot of luck. I
know me and my friends might
look a bit rough — but we've all
got hearts of gold — really!
We'll even give you a few hints
and tips on how to play before
you join in. The professor here
has written down a few notes
that give you background to
the game. You might even
make a few quick bucks while
you're at it. We won't mind you
taking our money. We're a fair
minded bunch. All you have to
do is let us win it back again.
OK? Now just cast your eye
over the professor's notes ..."
Everything depends on the roll
of a dice in this adaptation of
the well known game Yahtzee.
It is a dice game in which only
certain combinations of dice
score points. Once a combina-
tion has been used it cannot be
scored again. The object is to
score all 13 combinations and
make as many points as possi-
ble. Five dice are thrown in- 1
IMfl NEXT v. soUNO 20, ?
£71 J- J*? JJ»JJ»4
272 IF JJ<3« THEM Jj^n?
if jj>160 then jj-iss
274 if j>*234 then j-234
280 put', j, jj >-< j»20 - jj+20 > . r. p^.et
231 P-PEEKC £5200 >
290 IF P»254 OP P-126 THEN SOUND 130,2 GOTO","* ELSEStt
300 PEM*CHFCK JOYSTICK POSITION?
MO IF J'»13 AND J>-0 AND JJ<«100 (IND W>*7C THEN W | M8 PCLS
320 IF K"72 ONI' J>«45 AMD JJ>-7« AND JJ'MOO THEN PCL 1 "
?30 IF J--*1I7 AND J -=99 AND JJ*»IO0 AN© JJ>«7"fi THEM P'l ^,rr E
340 IF J'*17t At© J>=144 AND JJ>"76 AND U-"*inO Tnr-J r<" 4 r 1 ! "
350 IF J<»2t6 AND J'-»l?p AND JJ>=7C AND J J ' - 1 00 THEN P' 5 prf
360 IF J--10P AND .'J:-I52 THEN ?*0
370 IF j;*M4 -AND J.'M52 THEN 390
371 GOTO 200
330 NEXT OT
390 REM*SCOPES
4rt0 FOR X-l TO
500 CLS
510 PPINT90. "PLAYEP- NAME "iNRWEOtO
520 PPINTB22. "SCOPE " TTAL^O
530 FOP X-32 TO €0 FRTNTfX . CHPV 1 4 -*96 ■ M EXT
540 PRINT*** "ONES ' ADD ALl THE ONEC V IF SC'C 1 -1 THEN MtTNIM
555 PPIMT(?9S 'TWOS 'ADD ALL THE TUOS t" IF S0CC,2>1 THEN PPJltW .
556 PP I NTS 130/ "THREES ADD ALL THE THREES?" IF SCCC3V1 THEN PPTNTet-r .
SI HIKES' Cfl0Ck THE FOUP?>" IF SCCC/4>-l THEN PPlMTPl^ ■
« S'" nVES < flDP THE "VE8 IF SCC C* 5 VI THE! I PPINtSiH "u«
559 PPINT9226. "SIXES (ADD ACL THE SIXES >■ IF SCCCSVl THEN PRINT*^, »,."
560 PRINT525S, "THREE OF A Y J ND< ALL THE DICEV IF Sr<T\7"»»i THEN PRIHTff?*W » u «
561 PRINT32-0 "FOUP OF A K IND' A1_L THE DICEV IF SC< C C^-l THEN pSiNtJIot
** ^; N i:S 2 -" FULL M0USE "^OPE 25- IF BKc'sjil THEN PPINT^O
963 PPINT9354. "LOW STRAIGHT ( SCOPE 30>" IP SC r 10 ^ THEN PRINTS"^ ".,»
564 PRINT«86,»HIGM STRAIGHT ( SCOPE 40 >- IF SCCC,U& THEN PPINTC384 "u "
565 PRINT041B. -YAHT2EE (SCORE 50 >" i IF SC< C, 12 >"1 THEN PRI^T^ '
«S SS^iifSSSv^i^ THE *****
571 JJ-INTt JJV4MF JJ-I5 THEN JJM4 ELSE IF JJ<2 THEN i J-2
572 PRINT(»JJ*32 *l,"C"
573 PRlNT8JJ?32+30. "3"
574 P-PEEKf 65200)
600 IF J J-2 THEN CH-1
610 IF JJ-3 THEN CH-2
620 IF JJ-4 THEN CH-3
630 IF JJ-5 THEN CH-4
640 IF JJ-6 THEN CH-5
650 IF JJ«7 THEN CH-6
660 IF JJ-S THEN CH-7
670 IF JJ*9 THEN CH-S
630 IF JJ-10 THEN CH-9
690 IF JJ-11 THEN CH-10
■ PRIN
«>aUy and any, all or none of
be dice may be thrown or
«ved on subsequent throws.
Up to three throws are allowed
Jo achieve any desired com-
bination. One problem in com-
puterising Yahtzee is the num.
■w of inputs needed for sav-
ing, throwing and deciding
which combination to choose. It
would be easier in most cases to
just throw the dice and forget
the computer! The author has
got round the problem beauti-
fully by utilising the right joys-
tick as cursor control. This
clever trick has enabled hi-res
displays of the dice and very
easy inputs. All instructions are
included.
Variables.
D(l)-D(5): array to store dice.
P(l)-P(5): array to save disc.
SC (C» CH): array to determine
whether a player. C. has used a
certain option, CH.
Name S (C): array to store
names of players.
TTAI (C): array to store scores
of each player.
700
71
720
730
7«0
1250, 1320,1390
M60.1S70,1670.1*50-1??OZ13« 2100
IF JJ-12 THEN CH-11
IF JJ-13 THEN CM- 12
HI jj-M THEN CH-13
IF SC<C-CH1-1 THEMWJ
ON CH COSUB 1010-1090-1170
750 FOR X-l TO 500 1 NEXT X
760 NEXT C.GX
7?| ^INT<!230,-r..«lt*-iCHR«'t28J
780 PLAY "01
790 FOR F-l TO 3
800 Pl_RY"Pl~"
2L20' r T2l-20Or tw • ■ ---
T2L20PtT2L20FT2L20flT2U20F
010 NEXTF
820 fl-NO J 1 TO M 1
S^NEX?.^ F-l THEN (MM ■GOTO M
870 C4_S'Y-98
ffff mnf" - "~ """"'^ ' T '" y
*00 y-y*oT
I 910 NEXT x
"a RUN »»o-y. ,
sis s."r su ^n NES
•'55
If© C0*3
'lee for v.. _„
/is
TTftL'I*! '=P HftHE
CO'
1260
1270
\230
1290
1291
1300
1310
1320
1330
1340
1350
1360
1 30«
® ?«H TTft-TTH--
NEXT X
TTflL* C >"TTflL( C J+TTBL
TTftL-0
RETURN
ffe| l >S THEN TTflL"TTftL*3
NEXT *
$&2Stt«.<c>.tt«.
TTPlL-0
RETURN
CO-6
J* j&g THEN TTRL"TTRL+6
^^.TT^C'-TTBL
SC(C6>-1
TTRL-0 _ _
TTPL=0
SC<C-7>«1
OP 0,., THEN r**»«^
1370
1330
1390
1-100
1410
1420
1425
1430
1440
1450
1460
1470
1460
1490
150Q
1S10
1520
1530
1540
1550
1560
1579
1530
159C
l€00
I teie
1 if
ft
3 >-D<4>-KX5^L
<4
>*D<3> EL5E TT«L-0
-■a
J638 TTAL' C >"TTftLC C >+TTRL
1£40 SCCC.P:>»1
jlC39 TTRL-8
flfi*8 RETURN
ilCO C0U"T=O
!?-?0 FOR X»l TO 5
1698 IF DC>-'>>0DER THEN ODER-DOX)
1700 NEXT X
.1719 FOP X-l TO 3
1720 IF B<X>-ODEP THEN D<X>-0
1730 NEXT X
||74Q COUNT-COUNT*! IF COUNT-2 THEN |7W ELSE ODER-8 G0T0I698
1^60 TTPIL- C >-TTR \ D< 2 > " D> ' ^ > AND KO-D<5> THEN TTRL-23 ELSE TTAL-8
* SC C 9 >■!
irm petufn
I960 CUM >0-l
1919 i>0< 1 > E-DOl
1320 FOR x-1 TO 5
IK39 IF [X>: ><G THEN G-0( X >
1940 IF D<X»E THEN E-D<X>
TTAL-0
n RETURN
«0 CUM '0-1
11919 "
i«o
11930 ir i!' i nui w—wt
1940 IF D<X»E THEN E-P-*
ISM NEXTX
UKO FOR XM TO 3
1970 IF D'X)-C*CU THEN 1390
19S0 MEXT GOT01900
JlSSO CU-CUMIF CU-4 THEN 1940 ELSE I860
L9Q8 FOR X-l TO 3
■910 IF f^X'-E-p THEN !?3«
IRQ NEXT X'TTRL-0 CO TO 1953
l:??0 C— r*I IF D=4 THEN 1940 ELSE 1900
11940 TTRL-30
XlfW SC<C18>M
119*9 TTflL' C 1 -TTflL" C >*TTAL
BTO TTflL-8'CU-0 D-0 E-8C8
Il9=e RETURN
FOR XM TO 3
iSKl C-r ' 1 >
iMie IF (XX KG THEN G-O'X)
1-929 NEXT X
I ) fop XM to 3
■3P40 IF C'X>-G*CU THEN GOTO 2860
■SB NEXT X TTRL-8 ■ GOT 02088
CU-CUM IF CU-3 THEN 2078 ELSE 2838
■2979 TTflL-40
Iks? -Tfli_ •: c "T-r l
Wat sec. n >-i
!130 TTRt»0
J>::n cu-n 00
12129 PETiJcu
RUB IF D<1>»0<2> RNO CK2J-D03 AND IX 3 >-£X 4 ) AND D<4>-0<3> THEN TTAL-30
1 ELSE TT AL-8 „
B140 TTALtC J^TT"
Rise sc<c.i2j»i
2168 TTrt« «
SCREEN n . P * £S 3 ANy ,, Fv _» ■
*IBC«*C%r
2£g RETURN ' F H *-""THEN 22q.
E9^MiM Z — ~*
PITFALL— FUN DM THE JUNGLE!
Pitfall was one of the smash hits of 1983 and voted
Game of the Year at the Consumer Electronics Show —
which is America's Chelsea Flower Show of video
games, where all the major manufacturers show off
their prize exhibits.
Pitfall Harry's Jungle Adventure takes you on a peri-
lous search for the lost treasure of Enarc.
On your search you will encounter many dangers in
the shape of crocodiles, snakes, scorpions, logs, and
disappearing lakes.
You have just three lives and twenty minutes to locate
all the Treasures of Enarc.
Control of Harry is simple. All you do is push the
joystick in the direction you want him to move — right,
left, or up and down the ladders that connect the two
floors. Pressing the fire button makes Harry jump —
which is the way he avoids obstacles.
The nasties have different strengths and some of
them are easier to avoid than others. Generally —
timing is the key to overcoming all of these obstacles,
time your run and leap to the split second to get over
them.
The other general tip is to keep a record of the screens
that you visit, try to memorise them and note down all
the obstacles that appear on each screen.
The first screen is easy, simply skip Harry across a
stationary log and one hole and your are on your way to
the next screen.
The first major hazard appears on screen three in the
shape of a bog. Hop on to the vine — timing your leap
carefully — and jump again as soon as you land on the
far side of the bog to clear the log rolling towards you.
Toughest of all the jungle adversaries are the crocs.
The only way to get across a croc infested lake is to use
their heads as stepping stones. There are two ways to
deal with the crocs — the slow safe way, and the fast
risky way.
For the more cautious of you there is a safe spot at the
back of each crocs head where you are out of reach of
those snapping jaws.
96
Tips for
tackling top
:
by Eugene Lacey
Daredevils nay wish to attempt the fast method -
time your jump so that Harry's last footstep on lane
takes place just as the crocodiles mouths begin to close
If your timing is sharp enough you should be lable to
clear all three crocs in three quick hops.
A couple of easy obstacles follow the crocodiles andiJ
is not until screen seven that you come across your firs!
piece of treasure.
To claim the gold bar you must successfully negotiate
a disappearing bog. The secret of getting past this
obstacle is to position Harry in the space between the
second number and the colon on the timer. When the
bog begins to disappear make a dash to the right. This
strategy is the best one to adopt for all diasppearing
bogs on other screens.
These tips if learnt thoroughly should enable you lo
deal with all the obstacles you encounter in the follow-
ing screens.
For real speed in Pitfall you will have to learn when
and where to use the underground tunnels. These take
you through the jungle faster but be careful not to miss
out on the treasure as well as the obstacles.
QUEST FOR THE RINGS
Quest for the Rings represented a totally new concept in
games when it was launched last year.
The first ever board game come video game all in
one. The theme is very Tolkienesque with demons,
dragons, hidden rings, and strange powers.
The idea of the game is to find the 10 rings that have
been hidden by the Ringmaster. Two people can play as
a team against the forces of evil or there is also a single
player version of the game.
The video part of the game is basically a maze chase
affair. The various screens for this action are selected
by pressing the keys on the overlay giving you various-
ly; The Dungeons, The Crystal Caverns, The Shifting
Halls, and the Infernal Infernos.
Matching of partners is the key to success in the
Quest. Pick partners that work well together, one to
deal with the enemy, the other to dart in and grab the-
rings.
You can choose to be a Wizard, Phantom, Changeling
or an Alien.
Each has different powers. The Warrior is armed with
"Theor's Sword" which can slay adversaries that come
at you on a horizontal plane only. The sword is useless
if the creatures attack from above or below.
Wizards can cast spells which have the effect oi
temporarily immobilising enemies.
Phantoms can walk through walls and Changelings
can become invisible altogether though both only move
at half speed when in this state. Practising each of the
four roles is the key to mastering Quest for the Rings, on
the Philips G7000.
Computer end Video Games Ye»rboot
Com pi
URGE
RTIME — FAST FOOD !
Hall the food games that have appeared since Pacman,
Jtgertime must surely be the best.
It's fast food at its quickest as you score points in an
tempt to assemble four hamburgers before the peppers,
3gs and sausages catch you.
Burgertime is a master strategy maze game. You have
plan your route very carefully. Unlike Pacman you
mnot go on long sweeping runs gobbling dots — as in
is game it's not just simple dots and slow ghosts that
B out to get you. Those pickles are really mean and the
Uy defence you have against them is a limited supply of
Extra pepper can be earned by catching the tankards of
wand cartons of french fries that appear periodically
he secret of success in Burgertime is to get the pickles
lollow you, position them under a burger, lettuce leaf
bun and then splat — drop the morsel on their heads
id send it crushing to the ground.
One tip for dealing with fried eggs is to turn and walk
*ay from them once they have been peppered — don't
ilk through the points that appear, as this will cause
e eggs to reappear.
As you move your way up through the screens the
-"out of the burgers gets more complex and you will
to think even harder about the route to take.
3 of the most dificult parts of Burgertime is learning
control the chef with the disc controller and it may pay
to spend an afternoon just steering the character
"id the screen to practice tight cornering.
— gorge yourself.
k AIDERS OF THE LOST ARK
*just too damn tough was many a gamers comment
* Howard Warsaw's adaptation of the Stephen Spiel-
ing blockbuster — Raiders oi the Lost Ark.
f 13 screen of action with their assorted challenges
■a many of you stumped.
■fyou were one of those people, then help is at hand
M if you want the satisfaction of getting there for
■arself then turn the page right now.
Bou are Indianna Jones — the hero of the game and
m in search of the Lost Ark of the Covenant.
■ The game begins in the entrance room which shows
W. a snake, and the famous whip. Pick up the snake
Jd dash down screen to the market place before the
■alee gets you.
• Once m the market place you must now assemble the
■*syou will need for your adventure.
Items are picked up by moving Indy around the screen
m simply touching the item you want. Get the magic
W, as this wil1 9 ive y°u immunity from the
fttes. Also pick up a grenade, a key. and an eyepiece
J Once these items are registered at the foot of the
feen you are ready to enter the Temple of the
■cients. To do this you must blast a hole in the side of
^■trance room with your grenade.
This needs to be a quick, clinical operation as once
' whave selected the grenade you have lost immunity
. Dm the snakes.
You will also have to remember to dart back to the
WltHind Video Games Yearbook
market place before the explosion takes place other-
wise you will be blown to bits as well.
Pick up the timepiece in the Temple of the Ancients
and head straight for the Blue Room — also known as
the Room of the Shining Light. You will now find
yourself trapped in one of the cells at the bottom of this
room. This is your first opportunity to select the whip
and blast a hole — Breakout style — in the wall of the
cell.
Once you have escaped make a dash to the right
towards the Treasure Room. Items to pick up here are
many and the Egyptian Ankh — persistence is required
to win the latter as the Gods are reluctant to part with
such a valuable item easily.
You shold now have in your possession the Ankh. two
bags of money, the time piece, and the eyepiece. Go
back to the Blue Room and get yourself trapped in one of
the cells. Select the Ankh. press the button, and hey
presto you are teleported to the Mesa Field.
From the Mesa you must find your way into the Map
Room. The map will appear at the centre of the screen.
Centre yourself on the map and move the selector dot to
the timepiece and press the joystick fire button.
This will make the clock appear. Just before the hands
of the clock are vertical select the eyepiece.
The sun will now flood in and if you look carefully
through the eyepiece at the map you will be able to see
a tiny flashing dot — in one of the mesas — this is the
location of the Lost Ark of the Covenant.
So now you know where it is the next step is to go to
the Black Market and buy a shovel which you will need
for the dig.
Take the right exit from the Black Market and head for
the Treasure Room — you will now need to recover the
Ankh to take you back to the Mesa Field, and two more
bags of money to buy a parachute.
Use the parachute to arrive in the Mesa — you are
now very close to finding the Ark and to give you further
help would only spoil the last most exciting scene of the
game. Go to it Indy.
CENTIPEDE — INSECT ATTACK!
Fun in a mushroom field can mean only one thing tol
video gamers — Centipede. .
This arcade game caused a real wow in the arcades as
it was the first game to demonstrate the full potential off
trackball controllers. .
The key to success in Centipede is to fire quickly and
fire accurately.
Beware of low lying mushrooms as the Centipede
moves down a row when it collides with a mushroom.
The secret is to clear just the right number of
mushrooms — don't clear all of them as if you do fleas
will begin to appear. You must learn to look at mushroom
configurations and act accordingly. If a formation of
mushrooms is enabling the Centipede to fall rapidly
through a certain part of the screen blast them away to
slow it down.
Not all mushroom formations are dangerous — some of
them can actually be a bonus. The best example of this is
the funnel formation in which the Centipede has to travel
through a tunnel of mushrooms to advance down screen, i
If you position blaster in just the right position at the foot
of the funnel you can completely annihilate the Cen-
9 7
^ **P et ^ e w ^ich is helpless to dodge your fire.
Large scores can only be picked up by blasting the
spiders that drop out at you every so often — to score
really highly let them get quite near to you before you let
fire.
This policy can be a bit hairy in the later stages of the
game when the action is much faster.
Centipede is a game of priorities — always pursue the
highest point scoring possibility on the screen at any
given time. Go for all the spiders, scorpions, and try to
shoot the heads off the Centipedes.
One tip for getting Centipedes that are near to the
bottom of the screen is to position yourself at the very
bottom of the screen with one mushroom one row above
you — when the centipede head comes in between let fire
with all you've got — the rapid fire created by the
mushroom and Centipede sandwich will enable you to
blast the whole thing segment by segment till it is
completely dead.
Be adventurous, take risks, and assert yourself.
Demon
A ttack
DEMON ATTACK— TOUGH ALENS
Demon Attack is arguably the toughest shoot 'em up
type game available for the VCS.
No less than 84 waves of aliens are queueing up in
this cartridge to attack your laser base.
This is the hybrid of two arcade games — space
invaders and Phoenix, though unlike the official Atari
Phoenix does not have the home base.
The basic strategy is similar to invaders — slide and
shoot.
Keep constantly on the move thus preventing the
aliens from cornering you.
Pick off the low flying aliens first. If you kill these you
may notice that the higher aliens flap around the screen
harmlessly without firing back. You can now pick these
off at your leisure.
There are 10 game options in Demon Attack. You can
choose one or two players, regular or advanced aliens,
and whether or not to have guided missiles.
If you are playing the guided missile variation, be
reminded that the laser base moves together with the
missile so you must be careful not to guide your base
into an oncoming missile as you pick off the aliens.
Speed and good hand-eye co-ordination are crucial to
success in Demon Attack.
Quest
lor
Bur
C3
«l the Lost Ark
Haiders oi »•
Computer and Video Games Yearbcml
BY STEPHEN GODFREY
RUNS ON A Tl 99/4a in 16K
The baffling corridors
of mazes seem to have
a certain strange fas-
cination for our read-
ers. Maze games have
become firm
favourites with you
funny people out
there! So by public de-
mand we bring you
more mind-boggling
frustration.
Stephen Godfrey took
a look at the 3D Maze
game we printed for
the Sharp MZ-80k in
our Book of Games
earlier this year and
came up with a con-
version for the TI 99
4a.
All you have to do
is find your way
through the maze and
discover the exit.
Sounds simple, but just
try it!
You'll soon be tear-
ing your hair in great
big lumps — we
guarantee it! But
never mind Stephen
has come up with a
cure for premature
baldness.
Stephen has also
included an ingenious
"cheat" command —
but you'll have to play
the game to find out
just what that does for
you. Other, more stan-
dard controls, are;
"L" for left, "R" for
right, "M" to move for-
ward and "F" to turn
180 degrees.
Program notes
To make your life
easier type in lines 14
to 27 first and RUN.
Then substitute the
characters shown be-
low — where they
occur — with the given
keystroke. (Note: This
will be different if you
have a TI 99/4.)
1 CALL CLEAR
2 PRINT :"3-D MAZE FOR TEXAS TI9
9/4 (fl> "
3 PRINT ! "BY STEPHEN GODFREY"
4 PRINT : "ADAPTED FROM 3-D MAZE
BY"
5 PRINT : "MATTHEW EL A KS TAD IN TH
E"
6 PRINT S u 'BOOK OF GAMES'' FREE U
ITH"
7 PRINT : "FEBRUARY 19S3 C &/V..6.
ii
8 PRINT : "PRESS ANY KEY"
9 CALL KEY<0,K ? S>:: IF NOT S THE
N 9 ELSE CALL CLEAR
10 PRINT "YOU HAVE TD FIND YOUR
IvEN": :»fl 5 - D V IEW OF THE MAZE
FROM": : "THE POINT WHERE *DU 3TA
11 PRINT :"YOUR CONTROLS ARE:":
; : "L - TURN LEFT": : »R - TURN p
bHT": :«F - TURN ISO DEGREES" :
• M - MOVE FORWARD": : «c - fHEAT
(ONLY 5 ALLOWED !)" "
12 PRINT : "PRESS ANY KEY "
I CfiLL KEY<0,K,S>:: IF NOT S TH
14 HfiTA FFFFFFFFFFFFFFFF
15 DATA 8040201008040201
16 DATA 01 020408 10204iWi
BfiTA OOOOOOOOOOiXiOriFF
IS HAT A FFOOOOOOOOOOOOOO
19 DATA 8030308080303080
20 DATA 010101010 101010 1
21 DATA S0808080808080FF
22 DATA FF010 101 01010101
23 DATA FF808080808080S0
24 DATA 01010101 01010 IFF
25 DATA 1.133,232,295,20,144,237
, 299
26 DATA 20, 12,6,2,2,3,5,7
27 FOR T=l TO 11 :: READ DS :: C
ALL CHflR<i27+TVD$>:s NEXT T
28 CALL CHAR >'■ 1 20 , " 3S3S 1 OFE 1 03844
82")
29 CALL CHAR<121,"001112D4F3B412
11")
30 CALL CHAR(122 ? ,, S2443S10FE103S
38")
31 CALL CHAR023, "83482E1F2E4388
00")
32 CALL CLEAR :: CALL SCREEN 1 ' 1 )
33 PRINT w \
34 PRINT " \
35 PRINT "
36 PRINT "
37 PRINT " I
38 PRINT " I
39 PRINT " I
40 PRINT "
41 PRINT "
42 PRINT "
43 PRINT "
44 PRINT " |
45 PRINT 11
46 PRINT " I
47 PRINT " I ^ "
48 PRINT "I \ "
49 PRINT "
50 PRINT " / \"
51 PRINT " / V"
52 PRINT
3-D MAZE
./"
ii
ii
n
/"
/"
ii
i '
: j i
y
JAIT V"
: CALL COLORa
/PLEASE
54 FOR T=l TD 14
, 16, 1>: : NEXT T
55 DIM CL(2,4): : FOR 1=1 TO 2 : :
FOR J=l TO 4 :: READ CLCI»J>s:
NEXT J NEXT I
56 RANDOMIZE
57 LI=6+INT<RND*5): : LJ=6+INT<RN
D*5):: DIR=INT(RND*4) + 1 :: DD=D I
R : : CI=LI : : CJ=11-LJ
53 DIM DI.K4):: FOR 1 = 1 TD 4 ! : R
EAD DW<I>ss NEXT I
59 DIM DL(2,2):: DL<1,1)=129 ::
DL<1,2)=130 :: DL(2,1)=130 :: DL
(2,2)=129
60 DIM VL<2):: VL(1)=134 :: VL(2
> = 133
61 DIM DR<4):: FOR 1*1 TD 4 : : R
EflD DR C I > : s NEXT I
62 CALL COLOR <0, 16,1)
63 DISPLAY fiT<23/2>SI2E<18>:»SB
ECT MAZEC1--
L Ir 1 ^ 1 dr mz>3 then ^
« EJ?* 1 THEN RESTORE 204 ELSE
ESTOrIIJ™ RESTDRE 214 ELSE_R
65 DIM MS<10,10):s
" FOR J=l TO 10
>!! NEXT J :: NEXT
CALL CLEAR
TI=LI :: TJ=LJ
ACCEPT AT<23,
66
67
4
FOR 1=1 TO 10
: READ MSCT,J
I
FOR CA=1 TO
C 1 o
IF 0V=0 THE
FOR SD=1 TO 2
0V=DIR+<3-2*sri>:
N 0V=4
0 IF 0V=5 THEN 0V=1
71 TV=MS<TI,T,l>,'DR<OV)
72 IF INT(TV)OTV THEN 119
4 S£m^!r ( S!: c 5 >TD cl<sd,ca> + <
pan t twi ^-^>STEP C35-2*SD) : :
LHLL PDKE<I,DL<SD,1)):: NEXT I
: 6DTD C ?r THEN I=CUSD 'Cfl?I 3 2 :
11 IV=I+<SD*2-3) : : E=0 : : FOR 1 =
TV TO TV+32*(DW<CA)-2*f4-CR)-3>e
TEP 32 :: E=E + 1 :: NEXT I:: fJ
2+1 : : CALL VCHAR < Y , X , VL < SD ) , E >
76 TV=I :: FOR I=TV TO TV+<29+2*
^ * 4-CA)STEP <29 + 2*SD>: : CALL
PDKE<I,DLCSD,2)):: NEXT I
™I = 9 x= CL<SD,Cfl> + <2*RD-3'»::
FOR I=X TO CL<SD,Cfl)+<2*SD-3>+3
2gW<Cfl>-32 STEP 32 : : tJSt
NEXT I :: Y=INKX/32) + l :: v=x-T
VLCsiffE* 32 * 1 !! CflLL VCHflR <^X'
78 NEXT SD
79 IF CA=4 THEN 86
80 TV=MS(TI,TJ)xDR(DIR)
81 IF INT<TV)=TV THEN 114
82 IF DIR=1 THEN TI=TI-1 : : IF T
5™l! CflLL PDKE<CL<1,4>,69):-
bU I U or
IF DIR=2 THEN TJ=TJ+1
IF DIR=3 THEN TI=TI+1
IF DIR=4 THEN T.J=TJ-1
NEXT CA
87 CALL CDLDRC13,16vt,14, 16,1)
CALL KEY<0,K,S>:: IF NOT S TH
DO
R$=CHR$<K)
IF AS="L" THEN TN=1
IF A3="R" THEN TN=-1
IF AS="F" THEN TN=2
84
85
86
B8
EM
89
90
91
99
THEN 101
102 IF DIR=1 THEN LI-LI 1
^ IF-THEN L>U + 1
}8 IF DIR=3 THEN LI=LI +
105 IF DIR=4 THEM LJ=LJ-1
!07 8E |OUND<3000,262,0,330,0 !
fg'cfla SDUND<l-262,a,330.0.523
$ CALL CLEAR := PR"* " CDNGRfl
TULATI0M3! !"
1SSSS " YOU HAVE FOUND THE EX
111 INPUT "BNOTHER 6 F -:6S IF
€*."H" THEN END ELSE IF 6S- 1
102
119 SI=TI :: S J=T I
120 IF DV=1 THEN ST =q i ,
1=0 THEN 78 I_SI_1 :: IF S
121 IF 0V=2 THEN «! fee u,
122 IF 0V=3 THEN |&f£j
l2 | 0 I=I + <29 +2 *SD):: IF Cfl=4 THEN
130 TV»I : Pnp t-^u'^ <SD> 'E)
N4-Cfl>STEP -DM :' T CflH J^"™
32):: NEXT I CfiLL PD KE<I,1
131 GOTO 7ft
32 PRi NT
|J33 PRINT
34 PRINT
I
J35 PRINT
[36 PRINT
^37 PRINT
P PRINT
f PRINT
40 Print
'11 PRINT
« PRINT
■ ■ ■ ■ inn i in ,
"" ■■ ii
'iii
■ ii
■ ■
it i
■ ■
■ I
•nd Video Games Yearbook
143
ii
144
M
145
ii
146
■I
147
it
148
ii
149
ii
150
H
151
II
152
ii
153
154
155
156
ii
157
ii
153
ii
159
H
160
ii
161
M
162
ii
163
164
165
166
167
H
163
H
169
170
H
171
17
173
it
PRINT "I II II
print "i iiiiimmmi m
PRINT "I I
PRINT "Hill III milium
PRINT "III I
PRINT lllll I I IlllilSIl I
PRINT "lllll I
print "n m ■ mil i mil
PRINT "I II
print "imumiiiiifmiff
PRINT
PRINT
RETURN
print "iimim minimi
PRINT "I I II
print "i mil inn m i ■
PRINT "II I I I I
PRINT I I lllllll I lllll I
PRINT "III III I
PRINT "I I I III I I I lllll
PRINT "III! I I I I I
PRINT I I I I III I I I I I
PRINT 'III! lllll
PRINT ■ I I lllllll I III I
PRINT "III I I
PRINT "I lllllllllllll lllll
PRINT "I II I
PRINT "lllllll III lllll I
PRINT "I I I I I II
PRINT "I lllllll I III I I I
PRINT. "II II III
Licensing video games is a
marketing man's dieam. Theory
and imagination meet head on as
the most unlikely titles, characters,
and products are "tied up" at enor-
mous cost to be converted into
home video games.
It all started with arcade games.
It was an obvious step for the home
video games manulacturers to
license the title of a popular arcade
game and convert it for home use.
Gamers now take for granted
that successful arcade titles will
eventually be converted for the
home systems. But just five years
ago it was thought very innovative
when Atari introduced home ver-
sions of Space Invaders and Break-
out for home use.
Now any arcade game which pro-
duces the slightest tremour of
popularity in the arcades is leapt
on by the large firms license-
hunters.
Many games are tied up even
before they go into the arcades, just
in case they are hits.
Licensing has been the salvation
of the arcade game manufacturers
many of whom receive millions of
pounds for their games.
Of course this has its bad side as
well as its good side and many
people in the arcade business be-
lieve that quick conversions to the
home are killing the revenues of
the arcade proprietors.
Whatever the effects on the
arcade industry these games are
key targets for the home game
manufacturers.
Parker Brothers spent four mil-
lion dollars each to get Popeye,
Q'bert and Tutankham and expect
to have to pay at least this in the
future for good titles.
Colecovision could not quote an
exact figure for licensing arcade
games because the deals they
make are usually tor more then one
game. One thing is certain though
— with two of the hottest titles of
the year in the shape of Zaxxon and
Donkey Kong the sums involved
would, as with Parker Brothers, be
104
How your
favourite heroes
are turned into
your favourite
games.
By Eugene Lacey
measured in at least six figures.
Atari are in a slightly more
favourable position than some of
their competitors as they have their
own arcade division.
This means that they already
own the rights to several hit games.
Centipede, Pole Position, and Xe-
vious to name but three.
Fortunes are made on the rights
to arcade games but even larger
fortunes are made on the rights to
films.
Mattel Electronics were the first
company to produce a home video
game based on a popular film re-
lease — with their Tron games for
the Int el li vision.
Their deal with Walt Disney also
enables them to produce games
based on some of the Disney car-
toon charaters.
Atari followed into films in a big
way last year with a 25 million
dollar deal with Stephen Spielberg
which enabled them to produce
both ET and Raiders of the Lost
Ark games for the V.C.S.
The list of game-of-the-film titles
is now a larger category than
sports simulations.
Like all so-called comprehensive
lists I've probably left something
out. However, here are all the video
games, some of which are not
available in the UK. based on fea-
ture films.
ET, Raiders of the Lost Ark, Jedi
Arena, Return of the Jedi, The
Empire Strikes Back, Superman,
Spiderman, M.A.S.H., Tron —
Deadly Discs, Tron — Maze-a-Tron (
Tron — Solar Sailor, Buck Rogers,
China Syndrome and James Bond
007.
Before you read this there wi
probably be half a dozen oth
films announced for the vid
games treatment.
Although several films have n
been converted by far and away t
most expensive must surely be
Star War games.
The exact details of Par
Brothers deal with George Lucca,
the director of the Star War films, :
not known. We do know that Par
Brothers have the rights to produ
all sorts of games and toys b
on the films
There will be dozens of Star W
toys in the shops this Christro
from large plastic Millenium Fd
cons, models of R2-D2, C3-P0
Chew Baca and the video games
of which Parker already have thr
with one more in the pipeline.
Unlike Spielberg, who recei
his money "up front" from A:
Lucas earns a percentage of
profits of all the Star Wars toys.
Blockbuster films are by
means the only areas being loo
at by the game license hunters.
Anything which has pop
awareness, particularly am
young people, can be turned into
game.
The Americans band Journey
cently became the first pop group
have their own video game and
likely to be followed by Devo
number two. Come on Duran [>
let's have the first British group
video game.
Television programmes are
being looked at and in America
firm recently advertised a Dukes
Hazard game, which should j
beat Atari's Muppets game on
the shelves.
We have probably not
scratched the surface of video
computer game licenses.
One clue to what to expect in
future is a game recently gone
sale in America with the charm
ly ridiculous name of Attack of
Beef Steak Tomatoes.
Computer and Video Gamiw Y
74 mm ■• -irn^rm
PRINT "f
f* print .■.■.■..„«.„„',„■
J 77 PRINT
178 PRINT
r ln SH^RN
181 PRINT
182 PRINT
183 PRINT
184 PRINT
185 Print
■■■■■ ■■ II
B ■ ■ ■ inn 1 1 n
' Bi ■■■■■
^ PRINT ..„. Ill ||g B-B
PRINT
m PRINT
W Return
ftr ,o.,5. 21
206 DATA 21,21, 14*5,10* 10,2, 15,2
1,21
207 DRTfl 7,3,35, tO* 10,6, 35* 10, 15
,21
20S DRTfl 21,35,10,10,6,21,14,10,
10, 15
209 DATA 105, 14, 10, 10, 15, 105,35,
10, 10,6
210 DRTfl 70,5,10,10,10,2,10,2,10
, 15
211 DRTfl 14,10,10, 10,10,3,42*7*1
0,30
212 DRTR 35, 10, 2 ,6, 70, 15-21,21,7
0,6
213 DRTfl 70,10,15,35,10,10-5,5,1
0, 15
214 DATA 42,14,10,2,10,15,14,10,
10,6
215 DRTR 21,35,30,21,14,10,5,10,
6,21
216 DRTR 35,10,6,21,21,14,10,6,2
1,21
217 DRTfl 14,6,21,21,21,35,6,21,2
1,21
213 DRTR 21,105,21,21,35,10,15,2
1,21,21
219 DRTR 35,10,3,35,10,10,10,15,
105,21
220 DRTR 14,10,5,6,14,6,14,10,10
,15
221 DRTfl 21,14,6,105,21,21,35,10
,10,6
222 DATA 21,21,7,10,15,21,14,10,
30 2 1
223^DATfl 35, 15, 35, 10, 10,5*5, 10, 1
0,15
224 DATA 14,10,10,6,21,14,2,10,6
,42
225 DATA 21,14,6,21,35,15,21,42,
21,21
226 DATA 21,42,21,21,14,2,15,21,
35; 15
227 DATA 7,2,3,21,21,21, 14,3,14,
6
22S DATA 21,21,105,21,21,21,21,3
5, 15,21
229 DATA 21,35,10,15,21,35,5,10,
10,3
230 DATA 35,10,10,10,5,10,2,10,6
,21
231 DATA 42,70,10,2,10,6,21,42,3
5,15
232 DATA 7,21,2,3,14,5,5,5,10,6
233 DATA 1 05 ,70,15,1 05 ,35,10,10,
30,70, 15
234 SUE PEJKE<A,E>:: Y=INT(fl/32> :
: X=A-Y*32<:: CALL HCHflR< V+l , X+l
,B)=: SUEEND
SNA CKBITE
Cyril the word-eating snake, takes
his daily meal by leaving his lair
and wandering along the tunnels
which connect the chambers oi his
den. At each chamber he takes a bite
I
E
I
E
I
E
1
E
O
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
at a letter and he is so intelligeni
that his path always forms words.
He cannot turn round in a tunnel
and will not visit the same chamber
more than once in any one word.
What puts his I.Q. way above that
ot his fellow computer asps is that
the last letter ol one word is also the
first letter of the next.
Can you find the eleven words
which he makes before returning to
his sleeping quarters?
PATRIOTIC
PA CM AN
It is only right and proper that P""£
W s first toddler micro should
be accompanied by software ot a
regal and loyal nature.
In his version of Munchyman, the
dots are coloured Red, White and
Blue and the patriotic little gobbler
always eats the dots in that order.
Blue being followed by Bed again
and so on.
Once a dot has been visited H
cannot be used or passed through
again and the task is to consume as
many dots as possible before becom-
ing stuck.
From any dot you can only move to
a neighbouring dot — i.e. one you
can reach without passing between
two other dots. Starting from the
Green dot at the centre, just what is
the longest path you can find?
For family fun. place a piece of
tracing or thin paper over our picture
and draw on that, then everyone can
have a turn.
PUZZLING SOLUTIONS
ON PAGE 128
Computer and Video Games YeaiBoo*
INTO
THE
FUTURE
what gaming's got in store
By Terry Pratt
iinaVr ide01 9ame W " h 9 rQ P hics ,h °> l«°ve
nothing lo the imagination.
It comes to your home where you sit alone but can
Play aga«n.t other people sitting in their own living
, II has stereo sound and the explo-
its actually rock your chair,
it may be science fiction at the
■oment but it will be happening
" shortly. All of the technology is
3dy here and it won't be long
wore someone packages a game
nuch puts you on the inside with
Be action happening around you.
The most important development
' laser disc games. The next gen-
ation of arcade games will feature
"?r disc technology with film ac-
i reacting to the player's move-
ment and firing.
' ^ e f w y ° 9Qme CaIled Astron Bel1
in UK arcades, showing what is
ssible on laser disc.
Astron Belt puts a computer
iphic ship in front of a film back-
hand, which comes from a
flpanese science fiction film. The
ackground consists of planets,
i alien ships and alien land-
es and when the computer reg-
rs a hit on an alien craft, the
*n dissolves into a bright orange
plosion.
Jhe game has plenty of flaws but
should be corrected and im-
w as the manufacturers under-
i the medium better. The main
oolem with laser disc is interrup-
Bin the game action.
This is due to the speed at which
laser can search appropriate
ies and sounds called for by the
yers response.
One way around the disc response
w e is to store the information in an
cient way so that it follows the
games logical sequence. Another
more expensive way is to use a dou-
ble disc system so that one disc fol-
lows the current action while the
second prepares for the player's next
move, providing a "seamless" pic-
ro^Af? laSeF disc cabinet cost s about
£2.000 but it is easily re-usable with
a new game disc.
Other examples of games using
this technology are: Dragon's Lair
and Eon and the Time Tunnel.
Dragon's Lair is a fully animated
sword-and-sorcery cartoon with the
player taking the part of Dirk the
Daring. He swashbuckles through a
castle loaded with scorpions,
snakes, trapdoors and pools of fire.
Eon and the Time Tunnel is a simi-
lar fantasy theme but the player
travels through a series of movie
scenes featuring ominous Welsh
castles and futuristic cities.
Astron Belt also features the vibra-
seat. A chair which shakes and vi-
brates in time with the action, so
those explosions can really rock you
to the core.
Another arcade breakthrough is in
allowing players to take on each
other as well as the computer. A
Cahfornian company, Simutron has
just produced the Simulator game
system which allows up to 16 players
to interact on one tournament centre.
Each player is sat in a cubicle with
up to four screens of action in front of
him. The first game using this sys-
tem is called: Star Trek: The Motion
Picture (not to be confused with the
m
li
1
•
„ 8UUlt yumy me
rounds in arcades).
A player has four screens of in-
formation, showing tactical displays
and laser disc film from the movie
Star Trek. It has a hundred buttons,
voice synthesis and stereo sound. If
he wants to compete against a
friend, the other players' ships
appear on his screen as rebel fleets.
For the future they plan a sports
simulation, a fantasy game and
games based on other popular
movies. The system can also be con-
nected down a phoneline to other
similar centres allowing a nation-
wide or even worldwide tournament
In the U.S. they are already doing
without the phones, using cables.
I he system is currently limited to a
small audience served by Play-
Cable, a New York City-based firm,
half-owned by Mattel. This winter
will see the launch of the Games
Network of Los Angeles and three
other companies (including Atari)
are exploring the possibilities.
PlayCable offers subscribers (SI 5
a month) 20 video games which
change every month. The system can
only be used by owners of Mattel's
Intelhvision System and games are
downloaded into the system in about
10 seconds.
Games Network will place a mic-
rocomputer in the subscribers home
for S50 (about £35) and then it's $14 a
month for 20 games, including some
arcade hits.
It's all just around the corner.
Behind the quiet facade of
suburban homes all over the
country something strange
Is going on. In the quiet cul-
de-sacs and peaceful tree-
lined streets of towns and
cities you'll find ordinary
looking homes which hide a
secret known only to a
select few. Venturing into
this secret world takes you
on a nostalgic journey — but
if the secret gets out then
the residents of these
houses may have already
discovered the shape of
things to come!
Keith Temple, who lives
on the outskirts of London,
near Croydon, is one of the
HNBALL
CRAZY
lim Metcalfe finds
he isnt the ontv one. mM
few. The back room of his
house is an Aladdins' cave
of arcade memorabilia —
with pride of place given
over to two veteran pinball
machines. All bumpers,
bells and bright lights these
machines are Keith's pride
and joy. Along with four
other pins and a magnificent
50/5 style juke-box that isl
Keith is just one of the 300
or so members of the Pin-
ball Owners' Association
iwhich has kept the art of
playing the silver ball alive
during the lean years of the
video boom. Now the game
which grew up with rock V
roll and the Cold War is
coming of age in the era of
synthesised pop and cruise
missiles.
More and more people
are turning to pinball as an
alternative to hammering
the Smart bomb button on
their favourite video game.
Keith is pleased to see
pinball making a comeback
and although he is a fan of
the older machines is ready
to admit the modern games
are just as good. "The older
machines are nice to play,
but often the modern elec-
tronic pins are faster and
give you a better game."
Having said that his
favourite pins are the
"wooden-rail" machines
from the 50's — so called
because of the wooden strip
along the sides of the
cabinet.
Keith's love affair with
pinball began when he was
still at school in Lincoln-
shire. He used to nip down
to the local cafe and rattle
up a few high scores.
Several years later he was
passing a shop in Croydon
and saw a pin-table Ian-
guishing in the window. "1
thought to myself. I've got
to have thatl" Later, on his
way home with a car full of
old machinery he thought to
himself: "What have I
done!"
But he
recently
Owners'
learned of the then
formed Pinball
Association and
realised that he wasn't alone
in his passion for pinball. He
joined up — becoming one
of the first members of the
fledgling association — and
since then has never looked
back. He became the asso-
ciations' Pinball Wizard at
their annual convention in
1980, beating all-comers to
that coveted prize.
Although Keith has six
machines he is just an aver-
age pinball fanatic. Other
members take their passion
even further. Some have
built special extensions to
their homes to take collec-
tions of pin-tables which
often run into double fi-
gures. There's a family of
pinball fans who have a
house full of machines and
there's a rumour that one
member owns an amazing
200 pins)
But what attracts people
like Keith to go to such
lengths to preserve these
old machines and encour-
age interest in them? "I sup-
pose there's a certain
amount of nostalgia
attached to it. But really it's
the 64,000 dollar question
and very difficult to
answer!"
Keith is an art-restorer by
trade and lavishes the same
care and attention on old
pintables as he does on
Victorian paintings.
Pinball has been thought
of as primitive compared to
the latest 3D stereo-sound
video games. And admitted-
ly many of the features
you'll find on a modern pin
date from the 30's and 40's.
But pinball has made a bold
step into the microchip age.
Electro-mechanical
machines are things of the
past — replaced by chip
controlled games. Some
even speak to you as you
flip the ball around. There
are pins based on video
game themes, like the Wil-
liams Defender and com-
bined video and pinball
games like Bally's Baby Pac-
Man. All a far cry from the
first pin-tables which had
light bulbs to mark up the
score instead of digital dis-
plays!
Pinball has also survived
conversion to the small
screen. Some video games
centres have pinball car-
tridges produced for them
and computer owners can
also play pinball.
Tandy brought out a car-
tridge for the TRS-80 Colour
Computer which had the
added attraction of allowing
the player to design his own
playfield. T exas owners can
also play the game.
But for people like Keith
their will never be a substi-
tute for the real thing.
They'll be Pinball Crazy until
their flipper fingers seize-
upl
If you want to know more
about pinball or the Pinball
Owners' Association contact
the association's headquar-
ters at "Arcadia", 465 Cran-
brook Road, llford, Essex.
dmputw and Video Games Yearbook
109
1H FOR MP=42 TO 183 STEP H= SOUND 2.MP.0
B-ST=STICK<0):POKE HITCLR.0
US IF L=0 THEN M=STRIG(0> : IF H-6 THEN P
OKE PLY1,V:L=1
120 IF L=l THEN GOSUB EX
POKE PLX2, W! P0KE PLY2.MP
IS S \&E^. a ™°F A3C<CH
AR»(5>.=PL0T <W-4B)/8.<«P-34)/8
£ ^A&'tST SlS 13B.PUH <w-48
S ^H^ THEN POKE C0LR2, 104:H=5=BOTO
130
140
150
16©
35
29©
35
300
35
310
35
320
0
IF H=5 THEN POKE C0LR2 , 232 s H=6 : GOTO
IF H=6 THEN POKE C0LR2 , 250 : H«=7 : GOTO
IF H=7 THEN POKE C0LR2 , 250 : H=8 = 60T0
SOUND 0,0,0,O=SOUND 2,0,0,e=GOTO 200
15,0=?
15,0:? #6
760 POSITION 4,5:? »6;"2=pHot
770 POSITION 4,7:7 »65 -3-ei—ndw
7 7 || HWthen OPPOSITION
B^Tf'k^ThS COMPOSITION
B 1 0 k Tf " K=sl °THEN CC=4s POSIT ION IS...7 M
5"»k=3":BOTO 820
815 SOTO 780
B20 POSITION 4,3=7 »6S
830 POSITION 4,5=? J6;
r 5 0 SW'-^ 0,47 10,10 = --
ION 0,©=? «A;"»»t«ar alert -FOR J
0:NEXT J: SOUND 0,64,10,1® . pQ
r!^TO T ^NEXT ! a 5 # NEXT T.SDU* .......
B70 POSITION 0,0:7 Ml "««teor alert
B80 BOTO 30
1000 REM CHARACTER SET DATA
•it
4
1010 POKE 30729,0
1022 DATA 255.153.153,255,153,153,255,
1070 FOR 1=1 to 6
»"£ next ssss r™^-*
1140 POKE 756.CHSET/256
1150 RESTORE 1181
i^NEX? 1°" 1 = 1536 T ° ^.R»D A:POKE I,J
. fs, siaaa a: wis-:"--
kVIIT^T^ 1 ^ T0 ^BASE + 2047:PO
1240 POKE 704, UB: POKE 705, , &
1250 POKE 559, 62: POKE 623,1 = POKE 1788.PH
BR
,PM:PDKE
1771
*4:POKE 53277, 3:POKE 54279,
PHsPOKE 53256,1
126© RESTORE 1280
1270 FOR I=PMBASE+1024 TO PMBASE+ 1 035 = RE
an a- POKE I. A: NEXT I
16,127,127,120,120,
AD A: POKE I , As NEXT I
1280 DATA 254,254,16
32,32,112,112
1290 RESTORE 1310
1300 FOR I=PMBASE+12B0 TO PMB ASE+ 1 29 1 : RE
1,3,60,60,3,1
1543: RE
1290 nts i unc *.jx*»
1300 FOR I=PMBASE+12B0
ftD A: POKE I, A: NEXT I
1310 DATA 0,0,0,0,0,0,
1320 RESTORE 1340
1330 FOR I=PMBASE+1536 TO PMBASE+
an A: POKE 1, A: NEXT I
\Q DATA 30,126,252,126,127,255,254,90
>0 POKE PLY, Ys POKE PLYl,Y:POKE PLX,193
. uu nni/r r.t I i O . DnfC PI I 4-1.17:
Writ* a ■
,XMsPOKE
PLL+2, 12
1696)
POKE ru-'TCy
1360 X=USR(1696>
1380 POSITION 0,1B:? »6; "press fire
tart"
1400 IF STRIG(0)=»0 THEN 1420
1410 SOTO 1400
1420 FOR N=2 TO IB STEP 2: FOR 1=0 TO 19s
SOUND 0, 1+100, B.BsPOSITION I,Ns? #6
NEXT IsNEXT N: SOUND 0,0,0,0
1430 POKE 656, Is POKE 657, Bs? "
n
1500 POSITION 0,0s? #6; "meteor attac
1505 FOR 1=2 TO 6: FOR N=19 TO IB STEP -1
: COLOR ASC (CHAR* <3>>: PLOT I, N: NEXT N
1510 FOR N=17 TO 16 STEP -IsCOLOR ASC(CH
AR*(2>>sPL0T I, N: NEXT N Acn ,™
1520 FOR N=15 TO 13 STEP — 1 : COLOR ASC(CH
AR*(3)):PL0T I,N=NEXT N: NEXT I
1530 FOR 1=3 TO 5= COLOR ASC < CHAR* < 2 ) ) s PI
OT I,12:NEXT I : COLOR ASC ( CHAR* ( 4 ) ) : PLOT
1=8 TO ll:FOR N=19 TO 16 STEP -
tSC (CHAR* <2>>s PLOT I, N: NEXT N
|R ASC (CHAR* (3) ) s PLOT I, 15s NEXT
1560 FOR 1=9 TO 10sCOLOR ASC (CHAR* (4) ) s P
1570 1 FORI=13 TO 17sC0L0R ASC (CHAR* (3) ) :
PI OT 1.19
1 : LULun Hai-iwi
1550 COLOR ASC
FOR
!,14
1570 FOR
S 3 ^ 2 ^ m mm
'7,10 12 '19--PLOT A, i £%"*'i9,P Un
^e G0T0 75e • ,2 -^0T BfMsPL0T
***CITV« ""LL clear
2075 Pno,...
1570 FOR 1 = 13 iu x/:luluh * — " ■ • »6; ••
^580 F0R 9 N=18 TO 12 STEP - 1 : COLOR ASC<CH W ^ 1^? ^ u *-** ? #6; -
AR*(2))sPL0T I,N=NEXT N |?J?' 3s ? «6so MErE °* s DESTRnvpn- " :P °SrT
1590 COLOR ASC (CHAR* (3))= PLOT I,llsNEXT ■ 2080 POsirJnM . 5 POs "l D
| ION 8.7--> -.77_ 5 * s =? #A=»v«.. _
ASC (CHAR* (3)):
: (CHAR* (4) ) :PLO
1600 FOR N=14 TO 16: COLOR ASC (Chi
PLOT N,10:NEXT N: COLOR ASC(CHAR*
T 15,9
161« 1=0:FOR N=19 TO
:FOR N=19 TO 16 STEP - 1 : COLOR
AS
2130 POSlriOM a 7 #6 -""o
fe"aar"i2
SOUND 6 75: 1° STEP
hi
500
peie
#6i
#6:?
#6
fon
fading fo _ .
« tor earth
in
-■5
.y«- in ,
^TO l 000
*"not enter
destroy-
the".?
? «6r?
•6s?
#6:
Communication to Track-
er Z680 ... unprogrammed
android in your sector.
Type: security droid. Sta-
tus: control malfunction.
Solution: terminate
message ends.
Another assignment for
the overworked and
underpaid Tracker. A
dangerous job hunting
down rogue androids. You
never know just what you
are likely to come up
against. Some of them are
pretty tough customers.
But then, so are the Track-
ers ...
These men are the bounty
hunters of the 21st cen-
tury. Seeking out and des-
troying rogue androids
who get too big for their
programming sequence.
Now you can join the elite
ranks of these modern day
hunters and save the
world from the dangerous
androids.
The fugitive android lurks
somewhere among the
obstacles on your Tracker
control screen, displaying
the sector your Tracker
patrols. The Tracker must
catch the android within
18 moves or the fugitive
realises it is being fol-
lowed with nasty con-
sequences for the Tracker.
To catch the android the
Tracker first has to work
out the best route to reach
his target and input them
into his control computer.
The complete set of
moves must be typed in —
up to 18 — and then just
hit the return key and sit
back and watch.
The Tracker on screen
follows the appropriate
course step by step.
While this is going on a
small arrow points to the
appropriate instruction on
the line the player has
keyed in, and the move
number is shown. Inputs
are: L = left, R = right, U -
up, D = down.
Remember totake care
when you are typing the
listing into your machines.
If you make a mistake it
could mean many frustrat-
ing moments.
So to save your sanity
check each line carefully
— and only turn to the
Bug Hunter as a last re-
sort!
BY RICHARD BARTON
RUNS ON AN UNEXPANDED VIC-20
Variables
Z = step count for display on screen.
CO = colour address offset from character address.
SI, S2, S3 = Vic sound addresses.
V = volume.
U, D, L, R = represent screen codes form various arrows
(Tracker).
G = Grid display.
C = border of grid.
Q = fugitive position.
X = tracker position.
Y = represents whatever arrow code is being used at
any time (U, D, L R) (e.g. = Y = R).
MS = special sound effect routine.
T = time delay.
BwBsstSBSsaM
Sbssk sags — —
MISS'
112
Computer and Video Games Yi
20 PR I NT "T
60 U- 1 : D-22 : L-60 : R-62 : X-7822
120 POKED- 122 POKEG+CO,0
140 NEXTG
220 FORB-1TO40
240 l1-INT<RND<I)*24l>+768e
260 POKEM,160 P0KEM+C0-6
280 NEXTB
233 FORC--680TO7701 :POKEC. 160:POKEOCO,0:NEXTC
310 IFPEEK<Q)»16OTHEN30O
320 POKEQ.102:POKEG+CG,2
340 POKEX,R POKE3033+CO.2
- : -LerKR < )>18THENPPI NT -i | TCO NRNV
' FO ^^O 80 e:NEXTT OOTO3S0
440 POKEH,30 :P0KEN+C0,4
460 N-8166
SSI' 30 p 0KEN + C0,4 P0KEN-l .32
5C0 IFPEcK < N-22 > K 32THEN?00 '
«a E ? 22 ' 1 22 : p OKEX+CO+22 , 0 : Y-U
X*22 POKEX-22, 122 : PQKEX+CO-22, 0 : Y-D
and Video Games Yearbook
360 ?/^^: 22> "i? flHIIPEE ^'><-^<>^0THENX=
X+ 1 POKEX- 1 , 1 22 PQKEX+CO- I,0:Y«P
335 POKEK/V-POKEX*CG/a
386 Z=Z+1
387 raNT^fl^CC^^
bwa rfJKtS3-208
620 FOPT*1TO100HEXTT
640 POKES3.0
660 N-N+l
680 GOTO430
700 rFPEEK(X>=UANDPEEK';->22> = l02THEM?50
™ |FPEEK<X>-DflNBPEEKCX+22)- 02THEN790
S sa ssBssaB s
1 S&S-~
300 F0RMS-132T0240S7EP.7
828 P0K£S2,MS
340 NEXTNS
330 FORT«1TO500=NEXTT
360 POKES2,0
330 GOT0930
900 F0RMS-240T0132STEP-.7
320 POKES 1/ MS
940 NEXTMS
930 FORT-1TO500 NEXTT
960 POKES1,0
$ ^J , ^r :mmia HIT R fw new p«me r
1OG0 GETftt ■ I Fflf = " " THEN 1 000
1020 IFflJ="R'' THENRIJN
1046 GOTQ10OO
113
6 NEW GAMES FOR YOUR
commodore (5t
| NTERCEPTOR
ICROS
PRESENTS
B gcor«¥Y»Ddope(3f J»
PANIC dr
IP.- . ■ . *
if
K
commodore (3"t
■■"'■bl I I IIB '~|
SEND S.A.E.
FOR FULL LIST OF GAMES
comm<^rp5f
|x<(SCI»TCM Ntofll
commodore (5t
WORD ^ANC£R
2 NEW GAMES FOR YOUR ATARI 400/800-16K
IKTfPCEPTOO
1 gO* T WADE
kflTRUDERS
NEW GAME FOR YOUR BBC MODEL B
■ NEW VIC 2
Mr. Mi*. Mm, ,, i ,,,,, t i . —
A-Mi e« . i , . . . . . i i i i i . ■ i . ■ ■ . i . i . ■ —
Item
Tout
Iti m
lotal
Sc.j»t|.|. ti-1
i 1 DG
Galankora V* 70
Efi 00
Star Trtk 64
Fmiuia Vic 70
£6 00
Froggci 64
17.00
Oi/v*ong Vc?0
£6.00
Panic 64
f 7.00
tiog VK 70
|C4.oo|
Ciflfv Kong 64
1 1 00
Al. on Attack Vic 20
■352
Sp'tl-?'" an 64
f7.00
V* Rwcue Vic JO
E6 DGj
f-QhW Pilot Atari
€700
Penny Slot V>f. 70
f-l SO
Wwdhawgw Atai
C5.00
ntn>rte'i BBC
fS.OO
Jupiter Defe'tdc
ft, 00
PftiP
I
Total
i !
Sond Cheque** 0 with Ordor to Interceptor Micro » l>ndon Mouse
The Green. Tadiey. Hants
Poitaga & Packing .50p CVG
STOP PRESS 1 NEW VIC 20 FALCON FIGHTER STOP PRESS STOP PRESS
The Legend continues
irw games available from
W.H. SMITH, Boots, ^
John Menzies, Dixons,
Laskys, Leisurebase.
md all other good
yferarc Outlets.
..the name
of the game
Any of these games '01 just
including last class post,
packaging, VAT and an
UNCONDITIONAL
LIFETIME
GUARANTEE.
If you have any difficulty in
obtaining any Imagine Games
ring Imagine Direct on
Imagine Software, Masons Buildings, Exchange Street East, Liverpool, Merseyside L2 3PN. JJi* to place
Any or inese games tor just
£550
, FOR x=65368 TO 63535
| PERDd. POKE *,d
3 NEXT X
4 DRTR t< 5 2 i 9 ! 37 , 25
60 ' 66 ' 1 P ill ?48 255! 26 , 60 - 36 .. 1
0 |;i 3 ii 2 il ; 255; lS 60 ,60,1 26 255
8 , b4
64,48,15,240,12^2
10 REM fl.B»*l» 3 1983
•y ^ SflVE Mp *cm*^" LINE ???
7: SAVE "P*cm*n C'CODE USR M *",2
1^8
20 LET hs-0: LET C-0
23 LET *-0: LET 1-2
30 DRTR .3,0, .3,0, .3,0, .2,-3,.
2,-3, .2,0, .4,0, .3,4
31 DRTR .3,0, .3,0, .3,0, .2, -3,.
2,-3, .2,0, .3,0, .3,-3
- ^ °o T 2 -^0, -3,0, .3,0, .2,-3,.
2,-5, .2,0, .3,0, .3,4
33 DRTR .3, 3, .3, 6, .3, 3, .3, 4
34 DRTR .3,0
39 DRTR .4,3, .4,0
30 RESTORE : BORDER 0: PRPER 0
: CLS
100 INK 1: PRINT TRB 3; "qbbbbbb
bbobbbbbbbbt"
110 PRINT TRB 5;»C. . .
c"
120 PRINT TRB 3; "cuqt. qot . C qot
. qtuc"
130 PRINT TRB 3; »c. sr . sir. e. si,
. sr. c"
140 PRINT TRB 5; "c.
■ ■ * a C
130 PRINT TRB S;"c.fd.9.fbobd. 9
160 PRINT TRB 3; "c r. -
- - . . c"
1?0 PRINT TRB 5;"sbbt.nbd.*.fbm
. qbbr"
130 PRINT TRB 3.;" c.r-
. c
190 PRINT TRB 3; "fbbr. e. qd Pt.e
. sbbd"
Late at night, when we were
sitting around looking at
programs for this year book
in the C&VG office we sud-
denly hear a mysterious snif-
fing sound coming from the
computer room. Expecting to
find Mai Function up to no
good among the software we
crept up to the door and
slowly pushed it open. Not a
Bug in sight. But sitting in the
middle of the floor was a
small round yellow being
with a small tear running
down its chubby cheek. A
Pac-man. "What's wrong lit-
tle fellow?" we asked. "I've
heard you are doing a great
programs we have known
section in the yearbook," it
said, wiping away another
tear. "Why, yes," we replied,
"But why are you upset? Pac-
men are usually happy little
creatures." "A little ghost
told me that I was being left
out!", it sobbed. "How could
we leave you out! Everyone
loves a Pac-man!"
Its round face brightened.
"Really!" it exclaimed. "Of
course!" we said. "Just wait
until I see that ghost!" said
the Pacman, gulping down a
powerpill, "I'll soon sort him
out!" And with that he dis-
appeared in a puff of golden
smoke, leaving behind him
this neat little listing for the
Spectrum.
This program gets as close
to the original arcade version
as is possible within the
limits of the Spectrum. There
are four power pills, two
escape tunnels, and all the
video-pills a Pac-man can eat.
Because of the limitations of
Basic there is only one ghost
— but he's a mean Pac-
hunter. And there's a nice
twist to the original theme
which gives the little mun-
cher additional problems.
The power pills can be trans-
formed into poisonous pills
by the devious ghost. While
they are poisonous to the
Pac-man the pills stop
flashing. You get three lives
as in the arcade version and
the Pac-man is controlled by
using the "Q" key to move
up, "2" down, "M" left and I
"N" right.
Program notes
When entering the maze-
printing section of the prog-
ram the dots are full stops
200 PRINT TRB 3;
c a c
210 PRINT TRB 5 ;"fbbt.9. S bbbr.9
S^RIHT TRB 5;" C.C =
| 30 pRINT TRB 5 ;"cbbr,e.fbobd. e
sbbt" „_
240 PRINT TUB 5j
■^PRINT TRB 5;» C .ft.fbd.e.fbd
" 2g0 C pRIt'T TRB 5;"cu.c
I70W TRB 5;»«d.e.9.fbobd.9
" 2S0 W pRlNT TRB 5; »c. . . . c. . . C. . .c
Sprint trb 5; •■c.fbbibd.e.fbt
bbd.c" e ,
300 PRINT THE 5, >-
'SPRINT TRB 5 ;"Sbbbbbbbbbbbbb
bbbbr" LET t«0
111 POR rS TO^- R E BC> ,: REflD
394 BEEP *-.l,b: NEXT f
and must be coloured with
ink 7 (white). The maze is
drawn using user defined
. graphics and must be col-
loured using ink 1 (dark blue.
To colour the maze do not
use the INK command Press
CAPS SHIFT and SYMBOL
SHIFT together. Then hold
down the CAPS SHIFT key
and press the appropriate ink
I key. This method saves mem-
I ory and is necessary if the
progrpm is to run on a 16k
machine. User defined
graphics are shown as capital
letters in quotes and should
be entered in graphics mode.
This program runs on a 48K
i machine. To run in 16K add
line 5 CLEAR 65367: LOAD
Then type in lines 1-5 and
save on tape. Type NEW and
enter the rest of the program.
To play the game, load in
the first part and run it. This
will then define the charac-
ters and load in the main
listing.
P.
( RT 16..
410 PRInj
'U
«* PRINT nT 0,24^ "HI-SCORE";ftT
#5* .e.,,.«, f
4 <5 NEXT f
HI LET b»«» 5 »
p RWT RT 10, 14
INKEY»<>"" THEN LET
'9 H THEN
LET X*
480 IF
INKEY*
482 IF b«>"4" RND b«<
LET a«CODE b«-52
484 BEEP .01, i/3
510 PRINT RT y,x; " "
520 LET yy+<*"2>-< * H 3> :
X+CA«4 ?-< *«1 >
530 LET c»*SCREEN* Cy*X>
<->" " THEN GO TO 700
PRINT INK 6; AT y,x;W*3
PRINT OVER IjRT yl.xl :
IF j=yl RND rn=xl THEN
REM 3200
LET U-tt-1* IF U>0 THEN
IF c*
540
545
550
U=4:
552
TO 3200
561 LET j=yl: LET W-Xl
563 IF t>0 THEN LET t=t-l
TO 3000
LET
GO
GO
165
let yi=yi+<yi<y>-<y 1>y?
566 IF
0 1O00
yl-y RND X=xl THEN GO T
<]<1<3:| 570 IF SCREENS < yl , xl >=" " FIND fi
TTP <yl,xlX>!34 THEM LET gl-J
580 LET xi-XX+<Xl<X>-0<l>X>
598 IF yl=y AND X-xl THEN GO T
0 1000 , ^ .... nun o
600 IF SCREENS Cyl,xl>= I
I TTR <ylj X 1 X > 1 34 THEN LET x 1 -n
610 INK 4: IF t>3 THEN INK j
620 PRINT OVER 1 ; BT yl,xl; a
fi90 GO TO 480
%l IF C*<>"." THEN GO TO 710
702 LET 5=s+5: PRINT AT 2,0; *=
LET i=i+l : BEEP .01,30
704 IF i>177 THEN GO TO 2800
1% S SMFL**- THEN GOTO
715 IF FITTR <U,X>-134 THEN GO
T 717 5 IF RTTR <«,XX>J THEN GO T
0 1000 ,CT v=
728 LET y-U-<»-2)+<*-3> ! LET x=
X _C g.=4>+< a=l ): GO TO 535
749 REM 9ofc big dot
750 FOR 9=30 TO 5 STEP -5: BEEP
.01,9: NEXT 9: FOR 9=5 TO 38 ST
EP 5: BEEP .01,9-- NEXT 9
768 LET t=30
770 LET s=S+25: PRINT FIT
GO TO 535
S 80 IF x=4 THEN LET X-23
318 IF x=24 THEN LET x=5
828 GO TO 533
1 1091 IF SCREEN* <y,X>-". M THEN
1 892 1 PR I NT P.T y,x; OVER l;"a": I
F SCREENS (a,x >«"." THEN LET i=
i + 1
GO TO 13«r,
FOP 9=6 TO 0
1095 IF t>8 THEN
1188 FOR f=l TO 4
1105 PRINT FlT y,x; FOR 9=0
PRINT^T 21 •**>*■ **? !
kkint HT y,x; p"
TEP -2: BEEP .91,q:
f
1110 INK 6: DATA " i
1115 RESTORE 1119
1120 FOR 9=30 TO 19
1123 READ «*: PRINT
f
.015,f+ 9 : NEXT f: NEXT
NEXT 9: NEXT
STEP -10
1 : PAUSE
BEEP .1
14
GO TO 1500
OR f=l TO
1130 BEEP
1140 PRINT AT y,x; ■■
BEEP .1,0: PAUSE 8 :
1200 LET 1=1-1
1219 IF l=-l THEN
1220 GO TO 425
1300 PRINT OVER 1;AT y,x; «*«
p 3 ?oi™ SextV° 49 S ' EP 5: BEE
1310 PRINT INK 6;AT y,x;*»<*>
LET s-s+200: PRINT AT 2.0 ;s
LET yl=3: LET xl=14
PRINT OVER 1; INK 4; AT
1320
1330
1333
4; "a
3, 1
1333
LET t=0
GO TO 535
INK 7: PRINT
FIT 10, 10; "GAME
1340
1500
OVER"
1510 IF s>hs THEN LET hs=s - PR I
NT AT 2,24;hs: PRINT AT 14,2; «< Y
OU have the high-score' >"
1511 PAUSE 50
1520 PRINT FLASH 1;RT 5,2;»Pres
s arty key to begin..."
1530 IF INKEY*<>»" THEN GO TO 1
■_ic!0
1548 IF INKEY*=" " THEN
40
1600 GO TO 25
200O PAPER RND*6+1:
GO TO 1
FLASH 1 : CLS
2010 FOR f=0 TO 40 STEP 10: FOR
9=0 TO f STEP 3: BEEP . 02 . o : NEX
T 9: NEXT f '* Nt *
2020 PAPER 0: FLASH 0: CLS
2040 RESTORE
2041 INK 6
2050 FOR f=l TO 31 : READ
b: BEEP «
2060 PRINT
AT 10,f;" h "
2870 NEXT f
2075 RESTORE
2077 INK 4
15,b+6
*T 10,f-l;
GO
READ
•1 !■
INK 6;
LET 9=0
?080 FOR f=0 TO 30
205*0 READ a: RERD b: BEEP a-. 15,
b
PRINT RT SIN 9*3+10, f~l ; " "
2095 LET 9=9+. 5
2100 PRINT RT SIN 9*3+10, f; "a"
2110 NEXT f
2120 PRINT INK 6;RT 10,31; "k"
2130 INK 6: CIRCLE 199,147,23
2140 CIRCLE 230,129,8
2150 PRINT RT 8,39; "o M
2160 PRINT INK 7;RT 3,2?; "Oh No
! "
2165 PRUSE 30
2170 CLS : INK 6: PRINT RT 10,31
INK 4;RT 11,30; "a"
2180 FOR r-38 TO © STEP -1
2190 BEEP -005,50-f: PRINT RT 10
,f ; " j " : NEXT f
2200 PRINT RT 10,0; " "
2210 GO TO 50
2999 STOP
3010 LET yl=yl+-:yl>y >-<yl<y >
3040 IF SCREENS < y 1 , xl >=" " RND R
TTR <yl,xl><>134 THEN LET yl = j
3044 LET xl=xl+<xl<23 RND xl>x>-
<xl>5 RND XKX)
3O50 IF SCREENS < yl , xl >=" " RND R
TTR <yl,xl K>134 THEN LET Xi*W
3100 GO TO 610
3200 IF u-3 THEN LET O-INT < RND
*4 )
3210 LET xl=xl+<xl<23 RND o=0 >-<
o=l RND xl>5>: LET y l=y l+< o=2 >-<
o=3 >
3220 IF SCREEN* <yl,xl>="" THEN
LET xl=xl-<o=0)+<o=l >: LET yl=y
l-^o=2>+<o=3>
3225 IF xt*M THEN GO TO 58Q
3230 GO TO 610
3510 IF c=2 THEN GO TO 4300
3520 IF c-3 THEN GO TO 4400
4310 FOR f*8 TO 30
4320 RERD a: RERD b
4322 BEEP 15, b
4325 PRINT INK 6;RT 10,f;" h M
4328 PRINT INK 4;RT 8,31-f;"<J. "
4330 NEXT f
4332 PRUSE 29
4333 RESTORE
4337 FOR f=30 TO 16 STEP -1
4349 RERD *: RERD b
4342 BEEP a-.15,b+24
4343 PRINT INK 6;RT 10., f;"j
INK 4;RT 8,31-f;" a"
4355 NEXT f
435S PRINT INK 7; FLRSH 1 ; RT 9,
16;"!": INK 6: PRINT RT 10,16;"i
ii
4360 PRUSE 50: PRINT RT 9, 16; " "
;RT 10,16; M j": PRUSE 50: PRINT R
T 10, 16; "k"
4370 NEXT f
I
"^422 PRI NT n , K
4t *30 INK 2
4470 FOR f=i=5 Tl , „
READ , pJ2® STEP
4480 PRIWT or ,„ b: BEEP a - , l
4, »90 NEXT f
«492 LET c-0
4494 GO TO 59
^-COOE USR
Glossary of Computer Terms
6502
The CPU chfp use JTh marly popular home computers, e.g.
BBC, and Oric, also in the Atari VCS games centre.
6809
A newer CPU chip with some similarities to the 6502. As used
in the Dragon-32.
Absolute /r^.
A way of specifying movement on the screen whicffbears no
relation to where you are moving from. E.g., Move to
coordinates (10,9). See also relative.
Accumulator
The main register in the CPU on which arithmetic and other
instructions operate. To use certain functions on other
registers requires copying that register into the accumulator,
operating on it and then returning the registers to their
original state.
A name, number or label indi
computer's memory.
Adventure
The name given to computer simulations of fantasy
role-playing games. The machine plays the part of the
adventurer which you control by giving instructions from the
keyboard usually in plain English. The objective is usually to
find treasure.
Algorithm
A detailed step-by-step description of a problem which can
then be solved by translation into part of a computer
program.
Append ^
A Basic command to load data or a program into the
computer and add it on to the end of whatever is there
already.
Argument
The value on which a Basic function operates, e.g., POKE has
two arguments: an address and its contents.
Array / ^~ > \
A way of storing related pieces of information* in the
computer, so that each element of the array shares a
common variable name. E.g., instead of storing a list of
addresses as A, B. C and their 'phone numbers as D, E, f, two
arrays'couldfcfrusedjso that the addresses would be labelled
A(l), A(2), A(3) and tfte phone numbers as P(1>, P(2) and P(3}.
Then, finding the phone number for a known address
becomes simple.
asc( )
A Basic function to give the ASCII code of the character in the
brackets, e.g.
PRtlfrSSscrA")
will print 65. If you use :ASCqn awing, the function will
return the ASCII code of the first character in the string.
asoi
American Standard Code for Information Interchange. A
standard code used in most micros to represent 1 28
characters in a 7 bit code.
Assembler
A program which helps in writing machine code programs. It
allows the programmer to enter rfoehinaxdde instructions
using mnemonic codes which are easier to femember than
the hex values, eg., in 6502 machine code one way of loading
a value into the accumulator is by using hex code A9. With an
assembler, the load-accumulator instruction is LDA.
ATTR
A Basic function on the ZX Spectrum used to find data about
a certain point on the screen. For a pair of coordinates it
returns the colour of the screen at that point, whether it is in
extra-bright modgjnd whether that particular character is
flashing or stqad^-^'
\
Beginners' All-purpose Symbolic Instruction Code. A
programming language invented in America in 1964 and
available in almost all computers from those running power
stations to those playing Space Invaders.
BAUD RATE /p^.
The speed at which data bits are sent down a win^rBaud rate ]
is approximately equal to bits per second; so with an average
of ten bits per byte an interface working at 300 baud can
transmit or send about 10 characters per second (or CPS.)
■"• - peo^rum and Jupiter
Ace to Drgcttjse sound from the built-in speaker. The two
argu rftems atafljtch and duration, where pitch is relative to
middle-C and duration is specified in a range from 0 to 255.
Binary
Base two. The way in which all information is represented in
the computer internally. The only digits used are 1 and 0
which correspond to an electrical signal either being present
in a wire or not.
A short form for binary digit, a's*?I<£ie s > 1y3^0.
An area round the edge of a playing screen which can be a
different colour from the main playing area. Used mainly to
ensure that the whole of the game is visible on the screen.
Bright
nr.
r
A Basic command to print on the screen in varying
ttnmtnecft.^n Atari 800 has 16 variations while a Spectrum
has two.
120
Bug
An error in a program which prevents it from working
properly.
Byte
A short form of Binary Eightt used to describe a set of eight
bits. "S \
Computer and Video Games Yeirbook
! A (usually) plastic case containing magnetic tape on which
i programs can be stored using two frequencies. The
computer can '^i oLo a" to a cassette and reconstruct the
program at afatf rdajy.pne frequency is used to represent a
1 and anojfcui fui «weroj(see binary).
Centronics
A form of interface for computers used in connecting
printers. The Centronics interface is a parallel device as
opposed to the RS232 interface. It uses eight separate wires
for the date and a complete byte is sent at a time. Originally
used in a range of printers by Centronics, this interface is no w
standard or optional in most micro printers. / /*>-<~
Character
A letter, number or other symbol which is represented by a
unique code in the computer. The usual number of characters
' S 2 j |j' wnich represent numbers, letters and other
spe^iSES&ti control characters which mean special things like
^urnT^ p^rter'' or "change to upper or lower case".
Character set
The range of characters which a coi
Some machines have special charai
mathematical signs or non-Em
puter is able to produce,
ier sets with
adages.
Chip
An electronic circuit reduced photographically and produced
on a piece of silicon of around V* inch square. The final
version of a chip is much larger to accommodate the pins
which are used to connect the chip to the outside world,
CHR$( J
A Basic function to output a character whose^AScjl code is
known. E.g.. '
PRINT CHRSI65)
willjjrjni^apital letter A.
Qnmffy graphics
The term used to describe graphics madrfwn whole
characters as opposed to pixels. Theae'cKaracfcrt are often
whole blocks with one or more quaitm-rwDoved. As found
on machines like the ZX81.
CLOAD
A Basic command to load a program from a cassette as
opposed to loading from disk.
Command
Astatement in Basic may be either accjj]TnafWqy a function,
Acommand tells the computer to dCsomeThing |nd does not
expect a numerical or alphabetical result, while a function
does. So addition and PEEK are functions but POKE and LIST
are comrtiatfa?^
Compiler '
A program which converts a program written in a high level
language such as Basic to machine code. This may be useful
because machine code programs are hard to write but run
much faster than those in Basic. Compilers are often used in
the writing of game programs for this reason. A compiler
differs from an interpret er bec ause an interpeter translates
each hne as it is encou>KS53Twhich may be many times
during a run, while acja^iler^inslates each line once, at
the start, before the^rogram is rJn.
Computer Bnd Video Games Yearbook
Copyright
The area of the law which allows the originator of a piece of
work the exclusive right to make copies of that work. No
copyright laws specific to computer programs exist at
present. The difficulties arise over the idea of a program as
much as the program itself. Because the author of a program
is entitled to a payment for each copy sold, copying of
programs illegally is considered theft.
maj n ■ h i p in a computer which
olneCcoTi^Anents in the
CPU
Central Processing Unit. The maj
organises the work of all the oifteCcoffl^n
machine as well as perforrryfcgiogtttal anjl arithmetic
functions.
CSAVE
A Basic command to save a program onto cassette.
Cursor
A marker on the screen of a computer to show where, if a key
is pressed, the next character wiM appear.
Data
lnformatioiytf£**t» a program needs before or during a run
E.g.. a prpt^ajjno ttfaVv a square needs to know where on the
screen tffecorneTs arelto be. Note that data in this sense is a
plural word as in a list of data. A single item in that list is
called a datum.
DATA
A command in Basic which is used to supply data to the
program. The word DATA is followed by the data itsplip^ith
each datum separated by a comma. To access thia^flTS^hj
function READ is used.
Debug
To ensure that a program works properly by removing the
bugs from it.
Decimal ^^>\
The m ost co mmon way of r^fTfesTTTffug nlmbers. It uses the
digits«tfIK?*Also known as base 10, or denary.
A command used in Basic to reserve space in the computer's
memory for an array. Most machines will automatically allow
for an array to have 10 elements so if you plan to have
anything larger you must use DIM. To reserve enough space
for array D to have 75 elements, use the command
DIM DI75). Short for DIMension. /^P^
DIN ^-^-1
Deutsche Industrie-Norm. A
ti. A Gcpjjwi
sivdv ifTaudj
-designed standard of
connections used extensively audyaequipment and,
therefore, also in the corrfeiTflit^gf cassette recorders to
computers. A DIN connector usually has between three and
seven connecting pins.
Disk (or Disc)
An alternative medium to cassettes on which computers can
store programs and data. It consists of a thin circle of plastic
cgaifid in a similar substance to cassette tape and housed in a
! C m 55'¥ 0,ecl ' ve Plastic jacket, which is why they are often
4 -«^dTfofcpy disks or floppies. They are available either 5.25
or 8 inches across and need a special machine called a disk
drive for them to be used.
Disk Drive ^=r
The machine which is used to get inform aliorion a fTo* iff
disks. Once a disk is inside the drive it is mtated a^ainsi a
head similar to that in a cassette recorder. Disk storage is up
to 50 times fasteL**j3j**ising cassettes but is also more
expensive. An aveft ge^fre costs 10 times more than a
cheap porta|^teTa"S5atte recorder.
121
44WA
4 <T r
*7 n"* "V A 0
4
4
UNBEATABLE
Mulberry House, Canning Place
Edit
To alter pari of a program while leaving the rest unchanged.
This can range from the addition of a single character to the
removal of a laj^j^Btpck of the program.
A single part of an array identified by the array's name and
the element's unique subscript.
END
A basic command to tell the computer that the end of the
program has been reached.
ENVELOPE
A command used in Basic on the BBC micro to define the
characteristics of a note which will be produced by the BBC's
SOUND command. ENVELOPE defines the actual wave form
of theooi^and can be used to simulate the sound of various
inst/OflJPnTs^
PI
Erasable Programmable Read-Only Memory. A ROM chip
which can be re-used by exposing it to ultra-violet light which
erases it.
File
A collection of related pieces of data stored for use by the
computer on tape or disk.
Fixed point
The way the computer stores numbers. Inspaadjjf moving the
decimal point around it is always placed^ft<rthe first digit.
Then the entire number is multiplied fr<JTv+t4$dt»y^ factor of
10 to make it the correct value. For example .7; I
Vio=10 _1
so 0.168 in fixed point format would be 1.68x10~'
Floating point
The normal way of specifying decimal fra ction s. The decimal
point is placed between the whole part ^rffiEJ fractional part
of the number. ^ ^ j
Floppy disk
see Disk,
FOR
A Basic command to perform part of a program a certain
fixed number of times. The part to be reogaiad is placed
between a FOR statement and a NEXT-rfalSm^l
Forth
A computerjitaaramming language. It is the language of the
Jupiter ACe^TTOts also available for some other micros.
Althc^gtTW»^uryTi|rder to learn than Basic it runs much
faster and is useful lor writing games programs. Was
originally to be known as "fourth" as in fourth-generation
language, but the computer on which it was invented only
allowed 5 characters for a program name)
Function
see Command.
A Basic function to
124
^et tTsingle k\
y press from the keyboard.
GOSUB
A Basic command which jumps to a certain part of the
program called a subroutine. These are useful where the
same part of a program may be "called" several times. The
subroutine may consist of several program lines and will
continue until it finds a RETURN statement. Then control
returns to the line after the initial GOSUB.
GOTO
Jumps to a certain point in a Bas[
run from that point.
is\c pro flr.
ram and continues to
\
Graphics characters
Characters which the computer can print apart from normal
letters and numbers. These can be used in blocks to form
pictures. See also Characters.
Hardware
The physical components of a computer which can actually
be seen, as *Jp0o"s~fec} ^ programs and data which cannot.
Hexadecimal
(or Hex.) A way of specifying numbers in base 16. Hex uses
15 digits, namely 0 to 9 and then A to F. So eleven in hex is B,
and hex 10 is 16 in decimal.
High level language
A programming language in which the language itself does
some of the work for you. For example, Basic is a high level
language because most of the commands available in Basic
are not available directly in the ccynpuim but must be broken
down into many simple instructions by4He\Basic interpreter.
cVji
feed in Spectrum and Oric Basic to specify the colour in
which printing on the screen will be.
INKEY
Similar to GET. As used on Sinclair computers
INPUT
A Basic function to get a key<>r feys&orn the keyboard.
Keeps getting keys until tKe-TOTWeN orJENTER key is
pressed.
INT
A Basic function to strip a number of its decimal places and
leave the integer part. Note that INT will not round the
number up or down so INT(5.01 ) is the same as INT(5.99).
-fntecj
er
A number, positive or negative, which has no fractional part.
1,2,3, -9, -96 are integers, whereas 7.5 is not.
Interpreter
The program whictwjgcodes the statements in a high level
language. It conVerwtneJines which you type into simple
steps which tjfce-et*t>san understand.
Computer and Video Games Yearbook
Jack plug
A connector used for linking cassette recorders to computers.
JoystldPL, \
A hand-opewedco?ltroller for video games. A short stick can
be pushed in 4 or 8 directions which controls the object on
the screen. There is also usually a "fire" button.
K for Kb.)
Stands for Kilobytes or a 1024 bytes. The unit used to
measure the size of a computer's memory. Usually goes up in
multiples of 4 or 8. One byte is equal to about 1 character.
Language
The set of commands with which a computer is programmed.
Basic is the most common language for beginners but special
languaeefcalso exist for certain jobs. Cobol is mainly used for
writm^Dusiia^ss programs while Fortran is a science and
rrlaths-based language.
LEFTS
The Basic function to take the leftmpstcharacters from a
nrst live characters of
i ne Basic tunction to take the leftmost charac
string, thus LEFT$(S$.5) would tdK$fiSW fl
string S$. ^
LET
Used in Basic to assign a value to a variable, eg., LET X=10 or
LET SS="HELLO".
Line number
Each line in a Basic program must have a line number. When
the program is run the lines will be executed in numerical
order, and not the order in which they were typed ifi.
LIST
A BajH^ommand to produce a copy of the current program
oglha-acreeiroV printer.
LLIST ^
List the Basic program on the printer^,..^^— * J
LOAD
Read a program into the computer from cassette or disk.
Location
The actual position in memory where a^Jftia^tored.
Low level language -\
A language in which a limited number of commands can be
handled directly and they must be broken down and
sim pi ijied h^t^e-^dg ram mer.
Lower case
The small, non-capital letters available on a keyboard. The
characters produced by pressing a key without holding down
a shift key.
LSI ^
Large Scale Integration. Getting a lot of components into a
small area on a chip. •
Computer and Video Games Yearbook
LPRINT
A Basic command to output to the printer as opposed to the
screen.
Machine code
The lowest level language available on a computer. It is the
language which the CPU can directly understand and
because it does not need an interpreter, machine code
programs run very fast but are complicated to write and
rtphug A typical machine code program may run 100 times
faster than its Basic equivalent./^ C~~* m
Memory map
The way in which the computer organizes its memory. The
memory map states where the machine holds its program,
variables and Basic interpreter. Most computers also hold the
contents of the screen in memory as well so that altering that
area of memory will change the contents of the screen. This
is known as having a memory-mapped screen.
Merger
Loading aerogram or data without destroying the one
already in memory. Where program lines are duplicated, the
convention is for the incoming line to replace the one already
there.
Microprocessor
A single chip which can get information in, process-ft «TYtJ
output it.
Similarto CPU.
Microsoft
A software company responsiblefor writing the Basic
interpreters in many micros.
MIDS
Afunction in Basic to extract a certain part of a strmt] starling
from a certain position and going on for a certain number of
characters. MIDS(AS,5,3) will be a string made up from AS
starting at position 5 and continuing for 3 characters.
Mnemonic
A short code which helps in remembering somettt'rrTg. For
example, in Z80 machine code, the^code to compare the
accumulator with a value is known by the mnemonic CP A.
MODEM * * »
Short for MOdulator/DEModulator. A peripheral to convert
the signals sent from a computer to the correct frequencies to
allow them to be sent over the telephone lines and fed into
another computer.
Monitor
1
A devtce used as the display for a computer. It is similar to ,i
TV screen but is of much higher quality and costs more.
Monitors cannot normally receive TV signals. A typical colour
monitor costs at least twice the price of a portable colour TV.
Monochrome
Single colour. A cqraguter display which cannot show more
than one colour. Usually black and white but can also be
green on black, or orange oh black.
125
Printer
Network
A number of computers connected together such that each
can communicate with any other and that they can share
peripherals which would be too expensive to provide for
each computer.
NEW
A Basic command to tell the computer to forget the current
program and to expect another one.
NEXT
see FOR.
Nybble
Half of a byte (4 bits.) A byte is made up from two nybbles.
The first 4 bits are called the high nybble and the last four are
called the low nybble.
Operating system
The program in the computer which controls the
coordination of all the components. Every computer has an
operating system. Some operating systems are common to
many computers subject to minor alterations. One such
system is CP/M which runs on many Z80 based machines.
CP/M controls the loading and saving of programs and also
control of the disc drive, keyboard and printer. Commands to
load and save on one CP/M machine will be almost identical
on any other machine with the same operating system.
OVER
A Basic command to print on the screen on top of the
character which is already there.
PAPER
A command on the Spectrum and Ace to specify the colour of
the screen.
PEEK
A Basic function to look at the contents of a certain location in
memory. For example, the character at the centre of the
screen on a PET is held in memory location 33268. So to see
what character is at the centre of the screen you would use
PEEK (33268).
Peripheral
Additional hardware used with a computer but not an
integral part of it. Eg. a disk drive, cassette recorder, printer or
joystick.
Phono plug
A connector commonly used to connect a computer to a TV
set or monitor.
Pixel
Short for Picture Element.
The smallest dot which can be displayed by a computer.
Pixels can be used individually or be placed in blocks to make
alphabetic or graphics characters.
POKE
A Basic command to load a certain value into a known
location in memory. The syntax of the command is:
POKE address, value
so to put character 46 (a full stop) at the centre of the screen
on a PET, type POKE 33268,46.
See also PEEK.
A peripheral used to produce output onto paper which can
then be stored, as opposed to output on a VDU which cannot.
Program
A list of instructions which will be executed sequentially by
the computer.
PROM
Programmable Read-Only Memory.
A ROM chip which can be programmed by a special PROM
programming machine. One programmed a PROM cannot be
altered or erased.
RAM
Random-Access Memory.
Memory in a computer which can be altered and is therefore
used to hold the current Basic program and data. RAM
memory loses its contents when the power is turned off.
Raster scan
The way in which a TV picture is produced in the set itself. A
single dot scans across the 625 horizontal lines which make
up the picture. Whatever the display on the screen, the dot
always follows the same course. It goes so fast that the
display appears steady and stationary.
READ
Used in Basic with a DATA statement. It reads one item from
the DATA list each time it is called.
Register
A memory location built into the CPU chip itself, used to hold
data temporarily to perform arithmetic and logical functions.
Relative
A way of specifying direction which does not depend on
where you are going but on where you are coming from. Eg.,
"move 7 positions to the left" is a relative direction.
See also Absolute.
RENUMBER
A Basic command to alter the line numbers of a program so
that they all run in even, neat steps. RENUMBER should also
alter any GOTO or GOSUB statements as well to enable the
program to run correctly.
Resolution
The number of pixels which a computer can display on the
screen at one time. The higher the number, the better quality
graphics can be produced.
RESTORE
Used in Basic with READ and DATA. RESTORE sets the data
pointer back to the beginning so that the next READ
statement will start reading from the first item in the DATA
statement.
RETURN
See GOSUB.
RIGHTS
Similar Basic command to LEFT$ but takes the last characters
from a string. Eg., RIGHTS ("therefore", 4) would be "fore".
Computer and Video Gimts Yearbook
RND
A Basic function to produce a random number, used in
games and simulations.
ROM
Read-Only Memory.
, A memory chip whose contents cannot be altered. ROMs are
used to hold such .things as the Basic interpreter and the
! operating system.
PCWI
The name of an interface used for connecting computer
peripherals together. All devices with RS232 interfaces
should by definition have the same connections via a 25pin
0-plug although some manufacturers vary these for their
own use. The RS232 is a serial interface which means that
although there are 8 bits to a byte the bits are sent one at a
time down a single wire.
See baud rate.
RUN
A Basic command to start the execution of the current
program in the computer.
SAVE
A Basic command to record the current program on to
cassette or disk, so that it can be re-used at a later date.
Scroll
Moving the contents of the screen up or down by a single
pixel or character at a time. Some programs also scroll the
screen sideways.
Shoot- em-up
Avideo game where the object is to shoot at aliens which are
j above you. The first such game was Space Invaders.
Software
Programs for a computer. The part of the computer which
cannot actually be seen (unless printed out on screen or
printer) See also Hardware.
String
A set of between 1 and 255 characters assigned to the same
variable name. Some Basics allow strings of unlimited
length, but most allow 255, which is the highest number
which can fit in 1 byte.
Subroutine
A frequently-used part of a program, placed, usually at the
end, which can be called whenever needed. Thus although it
is used frequently, it only needs to be typed in once.
See also GOSUB.
Subscript
Anumber used to identify single elements in an array.
Although each element has the same variable name they
have different subscripts. Eg,
LET A$(7) = "COMPUTER"
where the variable name is AS and the subscript is 7,
Syntax
The composition of a statement, its arguments and any
punctuation. Eg., a certain Basic statement may need two
arguments, separated by commas and a semi-colon at the
end. If this is not typed correctly it will be rejected by the
computer with a "SYNTAX ERROR" message.
Computer and Video Games Yearbook
TRACE
A command in Basic which prints out the line number of each
statement as it is executed. This can be useful in debugging
to check that the program lines are being executed in the
correct order.
Upper case
The characters available on a computer by pressing a key at
the same time as pressing a shift kev^The shift key usually
punctuation and graphics for the others.
User defined graphics
Graphics characters made up of a block of pixels which can
be designed by the user. Custom characters can then be
made, like a Pacman figure or a space invader.
User friendly
Describes a program which is easy to operate by
non-computer minded people.
A good user-friendly program will help the operator and
should produce helpful messages in response to mistakes
from the user.
USR
Used to transfer execution from the Basic program being
executed to a machine code routine written by the user. This
may be done if a certain part of the program needs to be
executed very fast or for certain things which Basic cannot
do.
VDU
Visual Display Unit.
A monitor or TV used as the output device for a computer.
Vector Scan
The alternative to raster scan. Instead of scanning the whole
screen, the dot traces out the shape of whatever it is required
to produce. Programming such a device needs great care
because if the dot is allowed to stop for just a fraction of a
second it will burn straight through the screen! Vector scan
produces clearer, smoother graphics.
As used in some arcade games like Atari's Asteroids, and
also in the Vectrex.
Verify
Used in Basic to compare the program currently in RAM with
one on tape or disk, to ensure that it has been SAVED
correctly.
Word processor
A program to accept text from the keyboard and help in
producing written documents. A good word processor will
align the text to the margins, store standard letters on disk
etc. Separate files of addresses can be stored so that a single
letter need only be in typed once but can be printed many
times with different addresses on top.
Z80
A common CPU used in many micros including the Spectrum
and Sharp MZ80K.
127
CRAZY KONG
4k
THE SPLURGS
OFMOG
WHO DIRECTION LOCATION WHAT WITH
MEDUSA
SOUTH
CAVES
EVIL SPELL
BEELZEBUB
WEST
FOREST
SWORD
HYDRA
NORTH
LAKE
FIRE
VAMPIRE
X
MOUNTAIN
GOLD
CASKET
GORGON
EAST
SWAMP
POISON
o&zr GA ^s PACMAN
p «omx DRAC u U PIT
%££&gggg™ TAB.
SNA CKBITE
1
c
E
D
D
1
E
T
T
1
N
N
1
E
C
E
E
N
T
1
C
E
D
D
1
N
T
T
1
C
C
E
N
T
1
P
E
D
E
E
D
1
T
T
1
P
P
E
N
C
E
RIGHT
LEFT
UP
LEFT
UP
DOWN
UP
DOWN
RIGHT
DOWN
>>
RIGHT
LEFT |
PATRIOTIC
PACMAN
O O
• To
o
o
V
SOLUTION TO PATRIOTIC PACMAN
64 is the number of dots in the
longest path.
ZLEPRO
At the time ot going to press 18
moves is the best solution known
and it can be achieved as follows:
2,1,2
The
25 ^OT
s
2
128
Muppet creator Jim Honson put his puppeteers to
work on a fantasy epic last year.
He created a land peopled by the weird Mystics,
cruel Skeksis and gentle Pod People. Through this
world two Gelflings are sent on a quest to break the
rule ol the Skeksis and return peace to the land.
A computer program of the quest was released and
we at Computer and Video Games asked readers to
come up with their own graphic representations of
the weird and wonderful creatures from the world of
the Dark Crystal.
head of Aughra. one of the "stars" of the film, flown
over from America, the book of the film — beautifully
illustrated by artist Brian Frood — and an LP of the
film score.
When Bruce McNally, Henson Associates* creative
director came in to judge the entries, he found a
runaway winner in Alan Outter's marvellous repre-
sentation of Jen the Gelfling on the BBC.
We show a screen picture of the winning entry over
the page and for those who are feeling brave enough
to key it in we reproduce the listing to show the work
By Alan Outter
Runs on the BBC Model B
10 MODES GCOL0, 4: MOVE 0..0 MOV
E1280,0:PLOT83.8, 1024 : PL0T83 , 128
, 1024X-24
20PR I HTTRBC 8 , 10); "JEN" F0RI«1
TO 10000 NEXT I CLS
38VDU19,6,4,0,8,0
40VDU19, 3,3.0,8,8
30 VDU19, 0,0,0,0,0
60V DU 23.8202. O;0,0
780NERROR G0T0120
88 E-4 X-X+8MOVEX,0
90GCOLO , B • READ H.B PRRW X , R*8
-220
100IF R«180 THEN 80
110GOTO 90
128END
13BDRTR140. 1 . 143.4, 149, 1 , 131 ,4
,180,4
148DRTR127, 1, 139,4, 143, 1 . 149,4
.180,4
138DRTR124 , 1 , 137.4, 142. 1 , 144.4
,190,4
160DRTR123, 1 , 123, 3, 133, 1 , 142, 4
,188,4
17GDRTR120, 1 , 123, 3, 138, 1 , 143,4
1 180,4
180DRTR119, 1 . 122,3, 140, 1, 146,4
,180.4
190DRTR114, 3. 141,1, 147,4. 188,4
208DRTR11O. 3, 143, 1 , 147,4, 149.. 1
,132.4. 160. 1 . 161 .4, 130.4
210DfiTfll86,3. 144. 1, 147,4, 148. 1
, 161 ,4 . 180,4
220ORTR98,O,99,4, 104,3, 143, 1, 1
48,3, 134,4, 162, 1 , 163,4, 169,3, 17©
,5. 172.4, 189.4
238DRTR97.0, 180,4, 18;
, 138,3,
158, 1 , 154,3, 159, 1 , 164,4. 169.3, 17
0. 3. 171.4. 188. 4
240DRTR97.0, 188,4, 181,7, 182,0,
108.7. 118.8, 113,7, 114,8, 113,7, 13
8,3, 149, 1, 154, 3, 137, 1 , 161,4, 162,
1 , 167,3, 168,3. 178.4, 188 ,4
230DRTR95 , 0 , 184, 1, 187,8. 189.6,
111 , 1 . 115,8. 116.7, 141 ,3, 138, 1 , 16
0,3, 162,4, 167.3. 170,4, 180,4
260DRTR69 , 8 . 94 , 1 ,93,8.98. 1, 184
.3, 106, 1 , 188,6, 1 12, 1 , 1 14 .8, 1 15 . 1
, 117,8, 118.6, 133,7. 144,3, 161 .5. 1
63.4. 164,5, 167,4, 188 ..4
278DRTR 58,0,78,4,73,0.77,4,87
,0,94, 1 ,95,8.97, 1, 101 ,3, 108, 1, 11
0,8, It 1,3, 112,6, 113, 1, 114.8, 115,
1 . 117.8, 118.7. 132,6, 133,7, 145,3,
161 , 1 . 163,3, 164, 1 , 169,5. 171,4, 18
0,4
288DRTR46 , 8 , 94 . 1 , 95 , 7 . 96 . 8 , 97 ,
1, 102.3, 105, 1, 186,6. 187,3. 188,7,
118. 1, 112, 3, 113, 1. 115,8, 116, 6, 11
7, 1 , 118,0, 119,6, 131,7, 133,6. 134,
7, 148.3, 161, 1 , 163,3, 164, I, 169,5,
171 .4. 188.4
298 0HTR43. 8, 94, 1 ,95,8,97. 1 . 18
2,3, 185, 1, 186,7, 107,3, 108, 1,111,
0, 112,3, 113. 1 . 116,8, 117, 1, 118,0,
ii9,t, v&, r+tiaa f tt,izxtf 4 U3,t>, la
4,7, 148,3, 161, 1 . 162.3, 167, 1, 168.
5, 169.4. 188.4
388L I STPRTR44 , 0 , 58 , 1 . 5 1 , 8 , 92 , 1
,93.8,93. 1 .97,5.99,7. 185. 1 , 187,3
, 108, 1, 113,3, 114, 1. U6.0. 117,3,1
19,8, 120,7, 124.6, 125,7, 129,6, 130
,7, 148,3, 169,5, 170,4, 180,4
310C»RTR43,0,50. 1,52,0,33, 1,56,
0,86,3,90, 1,95,5.97,7,99,6, 183,7
.185,1,107,7,189 1.111,8,112,1,1
16,0, 117, 1, 119,8. 128,7. 124,6, 125
,7. 128,6, 130,7, 158,3. 165.4, 169,3
. 174.4, 188,4
328DRTA42.8,51 . 1,53,8,54, 1,56,
8,68, 1 ,62.0,73, 1.77,0,78, 1 .82,0,
86,3,89,7,91 . 1 ,95,6,96,7,99.6, 18
2,7, 105, 1 . 186,5. 187,7, 189, 1, 112,
3. 113, 1, 116,0,117, 1 , 118,0, 119,7,
136,6, 137,7, 131.3, 164.4, 165,3, 16
6.4, 178,5, 172,4. 188,4
338DRTH42,8,52, 1.53,8,54, 1 ,56.
8,68, 1.62,0.73, 1,84,8,87,3,88.7,
90,5,91 , 1,95,3,93, 7, 185, 1, 186,5,
107,7, 109, 1, 1 12,7, 113,3, 114, 1, 11
6, C, 117,7, 130,6, 131 ,7, 134,6, 135,
7,137,6, 139,7, 150,3,170,5, 171,4,
180,4
340 DHTR41 .0,32, 1,54,0,55, 1 .57
,0,38. 1 ,61 ,0,66, 1 ,68,8,74, 1,73,3
,77, 1,79,5,88, 1,85,8,87,3.88.5,8
9, 1 ,92,5,93,7,95,6, 182, 7, 185, 1 , 1
07,7. 189. 1, 111,7, 113,3, 114,1,117
,7, 131,6, 132,7, 137,6, 142,7,151.3
,170,4. 172,5, 176,3, 179,4, 188,4
358DRTR48 , 0 , 35 , 1 , 56 , 8 , 57 , 1 , 60 .
8,61 , 1,67.8,78, 1 .72,5,74. 1,75.3,
88,5, 85, 1 , 86,8. 87, 1 , 88.7,90.6, 95
,7,194,1,107,7, 108,0, 189, 1,111.7
, 114, 1, 116,7, 121,6, 124.7, 131 .6, 1
33.7, 134,6, 133,7. 137,6, 148, 7, 149
,3,169,3, 172,3, 174.5, 176,3, 179,4
,188,4
368DRTR48,e,42, 1 ,50,0,33, 1,56,
0,37, 1,60,0.61 . 1,67,0,70, 1 ,72,3,
74,3.79,7,80,3,82,7,94,6, 103, 1 , 1
04.8, 103, 1, 106, 7, 108,0. 109. 1 . Ill
113, 1, 113,6, 126,7, 128,6,133,7
, 137,6, 139,7, 130,3, 168,5, 173,3, 1
75,5, 176,3, 177,4, 180,4
370DRTR4 1 , 8 . 43 , 1 , 52 , 0 , 55 , 1 . 37 ,
8,58, 1,71,5,72,3,78,7,98,0.92.7,
183, 1 , 104,0, 105, 1 , 108,0, 111,7, 11
2, 1, 115,6,126,7, 128,6, 132,7,137,
6, 138.7, 146,3, 163,5, 167,3, 170,4,
171 ,3, 172,3, 177,4, 188,4
380DRTR41 .0,43, 1,33,0,37, 1,70,
3.75,7,76,3,77, 1,83,8,86,4,93,0,
99.7. 101, 1, 102,0, 104, 1, 107,0, 108
, 1, 111,7, 112, 1,115,3,116,7, 128,6
, 124,7, 131 ,6. 132, 7, 147,3, 139, 1, 1
63,3, 166, 1,168,3, 171,3, 173,4, 188
,4
398 DRTR42,0,46,3,47,5,34, 1,36
,8,38,3,68, 1 ,63,3,66, 1,69,3,70, 3
,73,7,77,3,81,7,83,0,84,4,99,0,1
08, 1,102,0, 104, i, 114,7, 113,0, 11/
,6,120,7, 123,6, 129,7, 130,6, 131,7
,147,3, 139,5, 168.3, 171,3, 173,4, 1
80,4
400 DRTR42,0,46,3,34,3,37,0,39
, 5 , 60 , 1 , 64 , 5 , 63 , 7 , 66 , 3 , 67 , 1 , 69 , 7
, 70, 1 , 73, 7, 75, 5, 78, 7, 88, 0, 84 , 4 , 9
8, 1,99,8, 102, 1, 183,0, 104, 1, 103,0
,107, 1, 112,0. 113,3, 116, 1, 120,7,1
23,6, 129.7, 138,6, 133, 7, 148.3, 139
,3, 163, 1, 168,3, 170,4, 171,3, 173,4
. 180,4
410DRTH43, 0,60, 3, 63, 1,66,3,67,
1,69,3.70,3,71,0,77,4,97,1,99,0,
Computet and Video Games Yearbook
129
<l<
1 0 1 .. 1 , 1 62 , 0 . 1 83 , 1 , 1 04 , 0 , 1 03 . 1 , 1 1
2,0. 113, 1, 115,0, 119, 1. 120, 7, 138,
3, 158,5. 161,3, 163,5, 165,3, 167,1,
169.3, 171,4, 172,5, 174,4, 180,4
420 PHTR43, 0,46, 1,51,0.57.3,58
. 0, 59, 3, 60, Q . 62, 3, 63, 0, 68, 4, 90, 3
,96, 1 ,97.0, 102. 1, 103,0, 104. 1, 105
,0. 108, 1 , 109,0. 113, 1 , 115,0, 116,7
. 137,3. 155. 1 . 158.3, 164,5, 163,3, 1
66,5, 172,4. 173,5. 176.3. 177, 1 . 178
,3, 179,4, 180,4
430DRTR44 .0,49,1,55.0,57.3,59,
0,68. 1 ,61 .5,62. 3 .63, 0. 64 ,5.66,3,
68.0,69. I .70.4,89,1.90,3,91,0.34
,3,95, 1 , 180,0, 101 , 1 . 182,0. 103, 1 ,
109,0. 112, 1 . 114, 7, 116,3, 125,7. 13
4,3,158, 1, 163,3,165,5, 166,3. 167,
4, 172,3, 175,4. 176.5. 178,4, 180,4
440C'rt TR44 . 0 . 51 , 3 , 55 , 0 , 56 , 3 , 53 ,
O.60, 1,61,5,62.3.64,0,65,5,66,3,
68,0,69. 1 ,70,4.89, 1 ,90,3,91,0,94
, 1 ,99,0, 102, 1, 103,0, 106, 1, 1O7.0,
108. 1, 112. 7. 1 15, 3, 143,5, 161 .4. 16
2.5, 163.3, 166.5, 167.3, 168,4, 175,
3, 176,4. 180.4
450DRTR46,8,49, 1 ,53,6.55, I .57.
0,60, 1 , 62.3, 63. 0.64. 5, 65, 3. 66, 1,
67,0,68,3.69,0, 70, 1,73,4,88,3.89
,0,91 ,3.92.0,93. 1 . 101 .0. 107, 1 . 10
3,7. 113.3, 146.5. 152,3, 156, 1, 159,
4, 162, 1 . 163,3, 166,5, 167,3, 169.4,
175,3. 176,4, 180,4
466PRTR45 . 0 . 50 , 1 , 57 , 0 , 58, 1 . 59 ,
5,62. 3,63,0,64,5.66,3.68.0, 69,3,
78.0.72, 1,75,4,86,3,87, 1,89,0,92
.3,94. 1 ,98,0, 184, 1. 107,4 , 118,3, 1
44.5. 147, 1. 150,3, 151 , 4 . 155, 3 , 159
.4, 163, 1, 164,3, 166.4, 169,3, 170.4
, 180.4
478DRTR45 . 0 . 55, 1 , 58, 0, 60, 3, 62,
1 ,63,5,64,3,66, 1 ,67,0, 68, 3, 70,8,
71,3,74, 1, 75, 0,76, 1 ,77,4,85,3,86
, 1,88,0,91 . 1,95. 3,97,8, 101 , 1 , 184
.3, 110,3, 125, 1 , 130,3. 141 ,5, 146, 1
. 147.4, 157,3. 159.4. 175, 3 , 176 , 4 , 1
>36,4
48Ot'RTR46,0,54, I ,55,8,60,3,62.
0,63, 1 ,67,0.68,3. 7O.0.71 ,3,74, 1,
75,0,76,3, 78, 1 ,79.3,80,4.82, 3,85
. 1 ,86.0.90.3,92, 1 .94.0, 1O0. 3 , 101
, 1 , 102.4. 121 .5, 126.4, 132,3, 139.5
. 145,4. 175.3, 176.4. 180,4
49ur>MTfl4?,0,t>6, 3, 58,8,62, 1,66..
0,67.3. 70,0,71 ,3,74, 1,75,0,76,3,
83. 1 ,85,0,90, 3,94, 1 ,95,0, 100,3, 1
02, 1, 103.4, 175,3, 178,4, 180.4
50CH'RTH48,0,57,3.59, 1 ,64,0,67,
3. 68,0, 69, 7, 70, 0,71, 3, 75, 1 ,76,0,
77,3,81, 1,82.0,85, 3,91,0.92, 1 , 93
, 8,96, 1 ,98, 3, 103.4, 114,0, 116,4,1
76,3, 177,4, 180,4
510DRTR51 ,0.64,7,65.0,69,3,74,
1,75,0, 76,3,80, 1 ,81 ,0.85.3. 89,0,
92, 1,96,3,98,0, 108,4. 112,8, l 18.6
, 127,4, 180,4
528PflTfl53,0,62, 1 .64,0,68, 1,69,
3, 75. 1 , 76.0, 77, 1 ,78.0.85.3,88.0.
90,1,91,0.92,3,98,0, 100,7, 101,6,
103,7,109,0, 110,7, 115,6, 118,7. 12
2,6, 126,0, 127,6, 132.4, 180,4
530DRTR55.0.68, 1 , 69 , 3, 72 , 7 . 74 ,
1 .75,8,76, 1,77,0,80, 1 ,83,3,37,0,
90.3.95.0,96, 1 ,99,0. 105.7, 110,0,
115.7. 118.0, 120.6, 124,0, 125,6, 12
6,7, 127,0, 129.7, 132,0. 134,6. 138,
4, ieo,4
540DRTR56.0.66. 1 , 68, 3, 71 . 1 , 72,
.7,73, 1. 75,8,76, 1,77,0,78. 1,79,3,
85,0,89. 1 ,90.3,95,8,97, 1 ,98.6, 10
4 .0, 108.6. 110,0, 117,7, 119,6, 133,
7, 137.0. 138.6. 140.4. 130,4
55ODRTR54,0,63, 1 ,64.0.70, 1 , 73.
0,77, 1,79,3,83, 1,84,0,87, 1 ,88,3,
91 ,0,92. 1,93,0.94,0, 119,7. 122,6,
123,0, 137,6, 138,8, 140,6, 142,4, 18
0.4
560DRTR54 . 0 , 58 . 3 , 60 . 0 , 70 , 1 , 72 .
0,77.3,81.0,83, 1 ,85, 0,87, 3,90,0,
91, 1,92,3,95,6, 108. 0, 135,6, 136,0
. 140,6, 141,0. 144,4, 180.4
570ORTR47. 1 , 48, 0 , 55, 3, 56. 1 , 61 ,
0,65, 1 ,70,0,75, 1,76,3,80, 7,82,0,
84. 1,86,3,89,0,90, 1,92,3,94,7,98
,6, 188,0^121 .3, 122,7, 127,0, 135,6
, 138,0, 139,6, 144,0, 147,4, 180,4
580PRTR46. 1 , 48 , 0, 53, 1 , 61 , 0, 63 .
1 ,69,0,74, 1,75,3,79,0,84,3,88,0.
89, 1 ,91,3,92,6, 109 , 0, 1 16, 3, 120, 7
, 138,8, 137,6, 140,0, 143,6. 145,0, 1
48,4, 180,4
590DRTR38. 1,47,0,50,5,54, 1,55,
3.59. 1,61,0.63, 1,68,0.72, 1,74,3,
78, 1,79,8,84,3,89, I , 91 , 3, 92, 0, 98
,6,104,0, 115,3, 118,7, 122,3, 123,7
. 138,0, 136,6, 141,0. 142,6, 144,0, 1
50,4. 180,4
680DRTR32 , 1 , 47 , 5 , 5 1 , 7 , 52 , 3, 55 ,
5,39,0,61,3,64,0,71, 1,72,3,77,1,
81 ,3,85, 1,90,0, 111 ,3, 116,7, 119,3
, 120,7, 122,3, 125,7, 131 .0, 140,6,1
48,0, 138.4, 180.4
618 DRTR36, 3, 36, 1,46,0,47,5,49
, 1,31,3,38,3,59,0,61,3,63,0,70, 1
,71,3,74, 1,79,0,80,3,64,0,85, 1,9
1,0, 110,3, 116,7, 118,3, 123,7, 133,
0, 140,6, 149,0, 150,6, 151,0. 152,4,
188,4
620ORTR29 , 3 , 33 , 1 , 4 1 , 0 , 46 , 3 , 30 ,
3, bb,0, b«i,d, 64. 0,66, 1,69,3,72, 1,
74,0,76, 1 .78,0,79,3,84,0,85, 1,86
,3,87. 1 .94,0, 109,3. 110,7, 115,3, 1
25,7, 132,0, 133,7, 136, 1 . 133.0, 140
,6, 144,0, 146,6, 149,0, 152,6, 153.8
, 154,4, 180,4
630DRTR3 1 , 0 , 46 , 3 . 32 , 3 . 56 . 0 , 60 ,
3,61 .0,62,3,64,0,63. 1 .66.3,72,0,
79,3.82,0.83, 1,84,3,88, 1,92,3,94
,0.96,3,98,3, 103,0, 109,3, 110,7,1
15, 1, 116,3, 125,7, 130,3, 131 .0, 132
,7, 134,0, 135,7, 137, 1, 148,6, 146,8
. 149,6. 151 ,0, 152.6, 153-0. 154,4. 1
80,4
640DRTR31 ,0,46, 1 ,49,3,35,0,60,
3,61.8,62,3,63,0,64,1,65,3,69,0,
76,3,80,0,82, 1.84,3,94,0,96,3.97
.3,98.5, 101 ,0, 103,3, 107,7, 108,3,
1 10,7, 114, 1 . 115,0. 1 16, 1 , 117,3, 12
0.7, 123,3, 125,7, 129, 1, 130,3, 131,
0, 132,2, 134,0, 136,3, 137, 1, 139.0.
142,6, 143,7
650 DRTR145, 6, 147,8, 148,7, 150,
6, 151 ,0, 152,6, 153,6, 154,4, 188,4
660DRTR34 . 3 , 38 , 1 , 4 1 . 0 , 43 , 1 , 50 ,
7.51 ,5,54,0.55,6,56.0,62,3,65, 1,
66,3,68,0,74,3.78,0,81 , 1 ,83, 3,85
,1,90,3,93,7,94,0,93,5,97,3,98,3
.99.0, 105.7. 187,3, 108,3, 109,7,11
4, 1, 115, 0, 117, 1,118,7, 121,8, 122,
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Computer and Video Games Yearbook
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131
/
PLAY THE VESPOZIAN AFFAIR: Keith
Campbell's dramatic adventure set on a spacecraft on a
deep-space mission.
INTERSTELLAR INTRIGUE: Mike Singleton challenges
you to outwit up to four opponents as you try to take
over the known galaxy.
THE BEACON STAR WAR: Mining vessels, gun-ships
and stargates battle it out in Ron Potkin's classic
wargame. set among the strange alien space
scavangers.
PIRATES & POLYPS : Arcade style co-ordination is
needed to keep the pirates from the valuable polyps as
you try to catch them in the rays of your space scanner.
ByPatNorris
PLUS Pages of Bugs
cartoons * Pages to puzzle over
* Tips on Spectrum, Vic,
Atari, BBC and Dragon
programming — from the
experts * And a whole host of
features from the people behind
Britain's top computer magazine.
I