IT'S A DOG'S LIFE
by Andrew Bird
from Home Computing Weekly, 15-21st May 1984


Something's fishy; keep the crafty cats from your dustbins.


The alley cats are giving Rex the Red Setter a headache. They can
smell the fish in the dustbins and are frantic to eat it.

Rex's owner hates cats (as does Rex) and has told him to keep the cats
off the garden wall. He will get a bone for each cat he stops from
reaching the wall.

The cats are not easily put off, however. They know that once they
reach the garden wall they can eat the fish they have found in the
dustbin.

Help Rex fight off the marauding cats, and give the dog a bone.


How it works

   1-  90 sets up variables (skill level, etc.)
 100- 190 draws game
 200- 370 cat movements (main loop)
 400- 460 dog movement
 500- 630 selects correct dog
 700- 740 turns back cat
7000-7030 instructions
8000-8550 music (How Much Is That Doggy and What's New Pussycat)
9000-9090 graphics


Variables

level  skill level
fish  score to cat
bones  score to dog
x,y  position of dog
d$,o$,g$  dog on screen
DIM a()  20 dustbin positions
DIM b()  duplicate dustbin illuminator
c  vertical cat position
s  data for dustbin
t  which dustbin
m  counter




LAND SPEED
by Ian Andrews
from Home Computing Weekly, 15-21st May 1984


Smell the tyres burning as you try for the land speed record.


This program puts you in the cockpit of a jet powered car, attempting
to break the land speed record. After the instructions, your view
through the windscreen is drawn along with the day's conditions. The
thermometer is important, as low temperatures cause the speed of sound
to fall, and your vehicle has not been designed to withstand sonic
shock waves.

Pressing T displays tomorrow's conditions, but your sponsors will send
you a prompting Telemessage if you delay your attempt too many days.
When Y is pressed the facia is drawn complete with analogue and
digital speedometers, milometers and measured mile start and finish
indicators. After the turbine has reached top speed, use O to
accelerate, P and Q to steer.


How it works

  25-  45 title page
  65-  70 graphics character data list
 100- 130 POKE graphics data
 227- 420 instructions
 500- 850 drawing view from cockpit
 860-1060 drawing thermometer, etc.
1080-1090 set conditions variables
1095-1142 print in track conditions values
1144-1163 telemessage
1180-1540 draw facia
1700-2007 preparations for run, "whine", etc.
2020      start loop line
2050      exceed speed of sound check line
2500-2580 track lines
2521-2522 off track check
2629-2645 timing for flying mile
3010-3025 accelerating
3030-3100 speedometer needle
4000-4200 crash routine
5000-5030 finish results routine
5035-5120 records and drivers of the past
5130-5180 national anthem
9990-9997 returning routine


Variables

f  final average speed (mph)
s  velocity (mph)
d  distance travelled (miles)
t  time (hours)
day  day number
w  cross wind (knots)
h  temperature (C)
ss  speed of sound (mph)
v  engine power factor
spon  limit on day before Telemessage
x,y  speedometer needle coords
xo,xa,etc  track lines x coordinates
yo,yr,etc  track lines y coordinates
cra  siren flag
i,j,i1,i2,j2  screen drawing variables
a  angle in radians

