PONTOON
from Home Computing Weekly, 27th September 1983

Can you play your cards right?

Polish up your prowess at Pontoon with Michael Plows'
program for any Spectrum.


Whether you're short of a partner to play cards with, or whether you just
want to get some practice, my game is for you. It plays a standard game of
pontoon, recognising pontoons and five card tricks.

Type in the BASIC program first and save on tape using:
	SAVE "PONTOON" LINE 10
Then use a simple loader such as the one below to enter the graphics and save
on tape after the program using:
	SAVE "SET A" CODE USR "a",168

This is the loader:
10 FOR N=0 TO 20
20 FOR X=0 TO 7
30 INPUT Z: POKE 32600+N*8+X,Z
40 NEXT X: PRINT CHR$ (144+N);" ";: NEXT N
50 STOP
The machine code [sic] for the graphics is listed separately.


How it works
  20       loads graphics
  30-80    sets up initial values for variables
  85-230   deals player's cards
 240-280   deals dealer's cards
 285-295   decides who has won
 300-360   end game titles
 400-540   subroutine to select a card at random and check if it has
           been used, then set suits and add value to total score
1100-2300  print subroutines for each card
2500-2530  card descriptions to read into pack array


Variables
P     cash left
B     amount bet on hand
T     total score (ace = 1)
TT    total score (ace = 11)
Y     player's final score
F     number of cards in hand
R,Q   print position for card
U     flag for dealer's 5-card trick
X     flag for dealer's pontoon
Z     flag for player's 5-card trick
P$    pack of cards
S$    suit symbol


User-defined graphics
A,B      curves of chin
H,C,D,S  suit symbols
E        eye
M        mouth
N        nose
I,J,K,L  diagonal half-characters (queen's crown and king's beard)
P,Q,T,U  diagonal quarter-characters (not used)




TRAMPOLINE
from Home Computing Weekly, 27th September 1983

Watch him soar through the air.

Gymnast, which runs on either Spectrum, is a short but clever
program from Thomas Goodchild which shows how user defined
characters can be put to good use.


Suitable for either Spectrum model, this simple program (about 5.5K)
simulates a gymnast on a trampoline. The object is to get the gymnast to the
maximum height in the least number of jumps. Press J to jump. The number of
jumps and height attained are displayed continuously.

The data for the user-defined characters is entered in hexadecimal to save
programming time. The 12 UDG characters are positively identified at the
beginning of each data line (6010-6014). Those who prefer to isolate the data
for each character may do so by inserting the plus sign as shown in line
6010. This is not essential but sometimes helps. The contents of the strings
are shown at the beginning of each DATA line.

The program may be SAVEd, ready to play on re-LOADIng, by entering the
instruction SAVE "tramp" LINE 15.


How it works
  10-20    introduction, set up UDGs and starting values
  30-100   screen display, string allocation
 110-1012  jump and control of jump routine
1015-1060  try again?
2000-2050  success display - with jumps, height and applause, etc.
6000-6014  DATA for UDG characters
6020-6090  hexadecimal DATA loader
