GLADIATOR (16K ZX-81)
by Kevin Lidley
from Computer & Video Games, Vol. 2 No. 2, August 1983, pages 64-65

Gladiators takes you back to those bloodstained days of ancient Rome when
everyone's idea of a good time was to go and watch two men hack bits off each
other! These days we're much more civilised about these things. We only do it
on video screens!

You can either fight it out against a computer controlled opponent or take on a
friend in mortal combat.

To move Gladiator 'K' use keys Z and X. To move Gladiator 'L' use keys N and M.

The program works as listed but suffers from the speed limitation of ZX81
Basic. It can be speeded up slightly by moving the mass of LET statements to
end of the program.

To do this, change line 2 to GOT 7000 and add 7000 to all line numbers between
3 and 186. Then delete lines 3 to 186.




HAUNTED HOUSE
by Andrew Murgatroyd
from C&VG, August 1983


Can you grab the treasure filled jars hidden in the attic of the haunted house
before a ghastly ghost grabs you?

You control a cat-burglar out to remove the jars from their hiding place at the
top of the house with many floors. You must find your way up a maze of ladders
to the attic - avoiding the ghost which will chase you single-mindedly
throughout your mission. You can briefly capture the ghost by using a snare and
luring the phantom crime preventer into it - but the snares only last a few
seconds and the ghost will soon be back on your trail.

Once you reach the jars you must carry them - one by one - back to your van
parked outside the house.

You'll find a hammer on your travels through the house - this can be picked up
and used to deal with the skeleton you'll find in the attic. If you run
underneath it holding the hammer you'll score bonus points.

The ghost can render the hammer useless by rushing up to it and turning it red.
So trap the ghost before it hits the hammer. When all the jars are in your van
the next screen is displayed - and you start all over again, but with less time
to beat the ghost!

You get three lives to start with and these can be lost if you get caught by
the ghost.


Variables:

a,b: co-ordinates of man
c,d: co-ordinates of ghost
s  : score
hs : high score
h$ : high scorer's initials
j  : number of jars left
j$ : jar string (visual indication of jars left).
t  : time left
t$ : visual indication of time left
m$ : visual indication of lives left
u,g,h: general purpose flags



SPACE WAR
by Pat Norris
from Computer & Video Games, August 1983


Earth is being threatened by aliens from a sinister galaxy who want to
colonise our planet and enslave all the inhabitants. The aliens are driven
to desperate and violent action as their home planet is gradually being
dragged into a giant sun - and will soon become a cosmic cinder. So will
their people - unless the alien warriors find a suitable new home.

The alien and Earth fleets are about to meet for the final conflict on the
fringe of our galaxy. The future of Earth rests on the outcome. The battle
zone has been strewn with space mines - and large asteroids are also in the
area. Thus the scene is set for this two-player space battle.

The Earth fleet is represented by yellow symbols, the alien fleet by green.
Space mines are represented by blue dots, and asteroids by red synbols.
During play the mines will remain static but the dsteroids move around in a
random fashion. If any ship hits a mine, both will be destroyed, but if a
spaceship hits an asteroid only the ship vanishes permanently - the
asteroid reappears in another part of the battiezone. If two ships collide
both will be destroyed.

All ships are equipped with laser cannon. When a ship is hit by laser fire
it will glow red and will receive a random damage factor. If the damage
factor exceeds nine then the ship will be destroyed. The movement of ships
depends on the amount of damage they have suffered, as does their laser
cannon energy. Damage is not repairable during the game, but cannon energy
may improve. Players take turns to control their fleets. Each ship flashes
white when it is ready to be moved.

Various inputs control the ships. Move ship = m. Move ship and fire at end
of move = x. Put ship into hyperspace = h. Fire only = f. Turn only = t +
course. Tern and move = t + course + m. Turn and fire = t + course + f.
Course controls are 1 = up, 5 down, 7 left, 3 = right with 0, 2, 4 and 6
controlling diagonal movements. Key ENTER after input

As an example, to turn and fire using a ship that is on course '3' input
't5f'. This will change the ship's course so it is facing downscreen and
the laser cannon will fire. A ship may be turned to any one of the eight
directions except a directly opposite one.