ADVENTURE WRITER (aka. Adventure Creator)
by W. Mitchell
from Games Computing, February 1985


Remember The Quill? Now Games Computing brings you the Adventure
Creator for the ZX Spectrum. With Adventure Creator you will be
able to write your own adventures with up to 50 locations and 100
objects [Actually just 25 objects. JimG] All the usual adventure
features are here: HELP, directional control, descriptions of
objects, traps, puzzles and anything else that you can do with an
adventure game. [Something of an exaggeration. JimG]

The adventure is created by saving the program along with its
defined variables. When you load it back in all the variables are
still intact and they contain the adventure game. If anyone can
work out a way of being able to list out the finished game we would
be pleased to know.

[The program tends to crash with "Out of memory" when trying to ]
[play the generated adventure from within the Writer.      JimG ]





FISHY FRED
by C.D. Love
from Games Computing, February 1985


Fishing Fishy Fred's way needs skill and speed so that he can catch
as much as he can before sunset. He has three rods: one on the left,
one in the middle and one on the left of the screen. While Fred reels
in his catch the vicious pike swims from right to left looking for
easy pickings. If he touches the catch it disappears and Fred has to
start to reel it in again. At the end of the game your score will
be displayed and if you have beaten the high score you will get to
enter your name.

Keys:
	I - left
	P - right
	A - reel in line

NB. You can only reel in if you are above the line.


RUNdown

Lines      Action
2          sets value for hi and h$
10-35      GOSUBs to set up screen and graphics
40-7499    main loop
7500-7669  sets up graphics
7670-7725  sets up screen
7730       sets initial values for movement variables
8000-8200  resets movement variables if object is reeled in
           and increases score
8300-8500  resets movement variables if object is hit by pike
8900       end of game routine
9999       sets initial string and movement variables


Conversion Clues

Most of the functions used can be easily converted to an
equivalent function.

Function   Equivalent
INKEY$     GET or GET$
ATTR       POINT or LOCATE
PRINT AT   POSITION or PRINT TAB or PRINT @
BEEP       SOUND (or can be omitted)
BORDER/INK can be omitted or changed
PAPER


Variables Used

a,a1       horizontal position of Fred
m,m1       vertical   position of object on left-hand side of screen
n          horizontal position of object on left-hand side of screen
x,x1       vertical   position of middle object
y          horizontal position of middle object
e,e1       vertical   position of object on right-hand side of screen
f          horizontal position of object on right-hand side of screen
time,time1 position of sun
m$         determines what is on left-hand line
x$         determines what is on middle line
e$         determines what is on right-hand line
d$         movement variable
v,v1       vertical   position of pike
h,h1       horizontal position of pike
sc         score
hi         hi-score
s          READing variable

