CV8307-DonkeyKongJr-P32.TAP
by Robert Turner

Surprising how heroes suddenly become villains in the arcade world. Take
Mario for example. There he was in Donkey Kong playing the gallant knight
in a boiler suit racing to save the fair maiden from the clutches of our
favourite giant gorilla. But here in the sequel to that memorable battle of
wits Mario has become the villain. He has caged poor old Kong and refuses
to let him go. So little Kong Junior sets out to rescue his dad.

Donkey Kong Junior has to climb vines to reach the cage and rescue his
illustrious father. But there are nasty jungle creatures called Snappers
which dash around attempting to knock little Kong off. Kong can jump over
the Snappers as long as he is facing them. Then there is the nasty bird
which will also attempt to prevent Kong completing his mission. On the
second, third and fourth levels fruits appear. Kong can leap at these and
send them plummeting to the jungle floor - if they hit a bird or a Snapper
then 100 points will be added to your score.

The number of Snappers increases each time Donkey Kong Junior manages to
rescue his dad. To climb a vine you must position Kong Junior right beneath
it and move it. You cannot leap on to a vine.

Control keys are:
'5'=left, '8'=right, '6'=down. '7'=up, 'V' or 'N'=jump

HS              -high score
S               -score
C               -if 1, fruit hit bird or Snapper
BIRD1, BIRD2    - bird positions
LIVES           -lives left
H               -direction of man
COUNT           -screen number
X$              -shape under bird
CHECK           -if 8, man falls off vine
A,B             -Snapper positions
A$              -Snapper shape
D               -direction of Snapper


----------


CV8307-KrazyKong-P72.TAP
by Tim Boone

The mighty Kong has been rampaging through the arcades for some time but
now you can allow this not so cuddly gorilla into your own home thanks to
KK addict Timothy Boone! Tim has already written a Kong program for the Pet
which we have printed but now he has adapted his interpretation of the
arcade game's fourth screen - regarded as the toughest screen of all - for
the Spectrum.

If you have not played the game before, you don't know what you're missing.
Kong, the gruesome gorilia, has grabbed the girl and taken her to the top
of the Empire State Building. Jump-Man, so-called because of his amazing
jumping ability, must try to rescue her from Kong's clutches.

The game takes up the story in the attic section of the building. When you
run the program you will see Kong and the captured girl at the top of the
attic. Eight plugs hold the attic's rafters in place. Jump-Man has to try
to knock out these plugs by walking or jumping over them. If you knock out
all eight plugs you send Kong crashing to his doom and rescue the girl.

The plugs are guarded by four deadly moving fireballs - which you must
avoid at all costs and which can also burn away the top and bottom rungs of
the ladders, restricting Jump-Man's movement. For each plug removed you
score 100 points. If you conquer Kong you win the bonus and the level
increases by one. The program then loops and you get another chance to
challenge the king sized chimp.

You start with three lives and can lose these in many ways: touching a
fireball, falling from a burnt ladder, jumping off the rafters or falling
through plug holes. Do not go too close to Kong's lair - you may regret it.
The cursor keys give your walking and climbing direction. 'l' will cause
Jump-Man to jump left and '0' will cause him to jump right. A high score
function is included in the game. The high scorer's name being printed in
the HIGH BY box during the game.

The program comes in two parts. Load part one (LOAD "KrazyKong1") and run this
program. The computer will then set up the 21 User-Defined Graphics used in
the game. When the program tells you to load the game program (LOAD
"KrazyKong2") and run the game. You should now see Kong holding a girl aloft and
challenging: HOW HIGH CAN YOU TRY? as in the arcade game. You should key in
and run part one then SAVE it and then key in and run part two.

A and B    = vertical and horizontal co-ordinates of Jump-Man
SC         = score (including the bonuses BO)
P          = number of plugs gone (if P 8 then the Spectrum goes into the Kong fall routine)
F1-F4 & B1-B4 = position of fireballs
B5-B8      = the random element of the fireballs
H$         = the name of the high scorer
LI         = lives (initially 3)

Lines 1-10      = setting up of variables
      12-14     = walk and climb sound
      100-300   = fireball movement and kill checks
      399-599   = scenery
      20-89     = main program (Jump-Man movement, etc)
      7000      = Jump-Man's dying routine
      7100-7300 = Kong's challenge
      7300-7700 = Kong fall and death routine
      7800-7990 = jumping subroutines
      8500-8600 = instructions


----------


CV8307-Zax'sV-P104.TAP
by Mark Latto

I was sitting in my office enioying a large Pangalacticgargleblaster when
the call came. I picked up the Visiviewer. It was the chief.

"I want you to go to the planet Zax's V and investigate a leak," he
growled. "I'm no plumber," I replied. "Cut the wisecracks," he snarled.
"Just listen. We've been getting reports from our man out on Zax that
there's a double-agent operating - and he's selling Federation secrets to
the Monotrons. Unfortunately it looks as if the Monotrons got to our man
before he could find out the identity of the double agent. Now I want you
to find out who this guy is and stop him - permanently."

"The only clue we have so far," the chief said, continuing his seemingly
endless briefing, "is that the identity of the double agent is stored in
the memory of a computer on the top storey of an office block in downtown
Zaxville. That was the last message our man managed to get out before they
bumped him off. OK, so now it's over to you ..."

This is a graphics adventure which will have you baffled for some time. As
the private-eye on the case your job is to get to the top of that five
storey office block and discover the name of the double agent. Easy. Well,
not quite. You may come across guards as you make your way towards the
computer - and these are decidedly unfriendly.

Also, the only way to get from floor to floor is by lift. And these lifts
are locked and barred. Before you can go up you must find the lift key in
one of the five rooms on each floor. A time consuming task. Beware of the
tasty looking snacks you may find in the rooms - no doubt left behind by
the office workers. Some may have been poisoned by Monotron spies.

Once you manage to reach the top floor you'll find the computer Deep Throat
ready to tell you the name of the double agent. Well, almost ready. It
appears that the double agent has already been to the office before you -
and has planted a bomb which you must defuse.

Full instructions for this exciting adventure in the underworld are
included in the program. Here's looking at you kids.

