PERSONAL COMPUTER GAMES
=======================


ALIEN BLASTER
by Alan Green
from Personal Computer Games, Summer 1983

Well, yes, it is another Space Invader-type game, but it has redeeming
features. It demonstrates many of the special features of the Spectrum,
including colour (BRIGHT, FLASH, INVERSE, etc), sound (OK, BEEP) and
user-defined graphics.

The program runs on both 16K and 48K machines and contains full
instructions; the usual "blast the aliens before they kill your
grandmother and eat your pet dog".

Please note that the A, B and C in lines 40, 50, 60, 160 and 212
[and 487] should be entered as graphics A, B and C. Thanks to Neil
Marshall for the modifications in lines 212 and 214.

* Insert line 35 LET ss=450

Title: Alien Blaster - Spectrum 16K/48K
Author: Alan Green
Date Written: 1982
Published: Personal Computer World, June 1983 page 237
Published: Personal Computer Games, Summer 1983 page 71
Published: Best of PCW Software for the Spectrum, 1984
Published: Best of PCW Software for the Electron (converted to BBC Basic), 1984 page 2
Published: Best of PCW Software for the Dragon32 (converted to Dragon Basic), 1984


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BERTIE BUG
by Tim Lacey & Andrew Hockaday
from Personal Computer Games, July 1984

Guide Bertie Bug through your garedn without 
hitting the mutant cabbages, spray cans or the wall.

Use keys: 1 - Left; 0 - Right

Program Structure
   5-22    Instructions Y/N
  40-120   Main game loop
 150-180   Death sequence
 190-210   Completion sequence
 250-360   Graphic data
 400-450   Instructions
 460-500   Tune
 510-530   Starting routine
 550-660   Comments on performance
 670-680   Death tune

Variables
Line    Variable    Function
30         f        Counts number of steps
30         a        Position of caterpillar
210        f        Counter
250-340    f        Used to poke data into memory
520        n        Print 32 spaces
560        x        Print border around paper


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CHEESE
by Leon Goodfriend
from Personal Computer Games, March 1984

original program by Paul Bradshaw

Your role in this game is of a cat guarding a large piece of cheese from
hordes of hungry mice. You must prevent the mice from nibbling away at the
cheese by intercepting their paths and catching them in your jaws. You gain
points for how quickly you catch the mice and when all of the cheese has been
nibbled the game is over and a pleasing and colourful display follows. Your
score and best score so far are displayed throughout the game.

DETAILED DESCRIPTION
Lines 10-220    Initialisation and user instructions.
      230-295   Set up the screen display, draw the
                cheese and mark the boundaries of the screen.
      300-360   Display the cat and the mouse.
      380       Update the score and display the best score.
      400-480   Check and update new position of mouse.
      490       Check to see if all of the cheese has been eaten.
      500       Check to see if the mouse has been caught
                in the cat's jaws.
      510-520   User input to move cat.
      530-610   Update the position of the cat.
      8000-8080 Mouse has been captured routine.
      9000-9470 Game over display.
      9360-9470 Congratulatory message if new high score achieved.
      9900-9940 Another go? routine.


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CHESHIRE CATS
-------------
by Paul Stanley
from Personal Computer Games, December 1983 / January 1984

This is a shoot'-em-up game which had to be omitted from 60 Programs for the
ZX Spectrum by Pan Books / PCN, due to its length. Cheshire Cats is a deep
space game with hordes of erratic aliens to fight with your laser and, if
sorely threatened, you can resort to a hyperspace disappearing act.


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ENERGY FIELDS
by Paul Stanley
from Personal Computer Games, February 1984

In this game you find yourself at the very heart of a nuclear reactor.
Amidst the fury of atomic destruction a race of aliens is attempting
to materialise unnoticed. The aliens will then try to escape along the
power ducts to launch a mission of destruction on the unsuspecting
Earth.

As a Shield Technician you are aware of their purpose, and have been
reduced to sub-atomic size, and are about to be launched into the
system in a specially constructed craft.

Type in this program to save the Earth.


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EUROPEAN CHAMPIONSHIP CUP
by Kevin Toms
from Personal Computer Games, October 1984


The face of Kevin Toms is one of the most familiar in the software
industry since it peers out of Addictive Games advertisements for
their hit game Football Manager - one of the few titles which has
maintained high sales for over a year! We're delighted to have
obtained exclusively this new football program written by him. He's
used his programming flair to create an engaging game of bluff for two
players.

Kevin writes: "Each player controls several nations playing in the
European Championship. At the start of each round, each player is
allocated 40 points plus 5 for each of their teams - ie. if you get
three teams through to the semis you are allocated 40+5+5+5 = 55 points.

"The object is to get as many of your teams through as possible, by
skillful allocation of points to your teams. It is important that your
opponent does not see how many points you are entering, as bluff is an
important factor. (NB - When entering points for your team, the
computer expects two digits - 5 should be entered as 05 and 0 as 00.)

"The winner of the game is the player who gains the most success
points in the tournament. Alternatively, you could agree that the
winner of the Cup becomes the game's winner.

"Please note: The italic "p"s in lines 5010 to 5030 are inverse spaces
(Shift 8 in graphics mode).

"Finally, I would like to say that this is a swiftly written game that
is fun to play. There is plenty of scope for improving it - eg. a
graphical match sequence, allowance for more than two players, an
increase in the number of teams.

"Enjoy the game!"


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FROGGER
by Andrew Seaman
from Personal Computer Games, April 1984

DETAILED PROGRAM DESCRIPTION
The game is a version of the popular arcade game Frogger with the theme 
of "Around the World in 80 Days". The object of the game is to get Phileas 
Frog and his friends around the "world" in under 80 days. As a frog is small 
it only has a small world (in this case a road, a river, and two riverbanks).

Lines   30-210   Set up user defined graphics. 
       220-440   Initialise variables, strings and display screen.
       450-490   Introduction tune.
       500       Set up more variables.
       510       Move all elements of the strings to left or right.
       550       Sets last key pressed to 0 as PEEK 23560 gives the code of 
                 the last key pressed irrespective of whether it's still 
                 being pressed.
       570       If a key is pressed K becomes the code of this new key.
       590       If new key is a cursor key (codes 53-56) then remove old frog 
                 and make a sound.
       600       Jump to movement section (lines 1060-1160).
       620       Checks to see if frog has reached bank.
       630       Prints new frog.
       640       Jumps to "live or die" routine (lines 1007-1021).
       650       Stops you jumping backwards and forwards continuously to gain 
                 extra points.
       660-700   Increase days and display score.
       710-720   Carries you up or down river.
       730       Checks you're still on screen.
       740       End of main loop.
       750       Checks if you've landed in an unoccupied house. (SCREEN$ cannot 
                 differentiate between a space and an empty user graphic so "houses"
                 were printed with Xs with INK and PAPER blue.)
       755       Lose a life.
       760       Go to end of game routine (line 900).
       770-840   Checks which house you've landed in and puts door in the right place.
       850-860   If all frogs home give bonuses, else continue.
       900-970   Plays end of game tune and waits for a key to be pressed.
       980-990   Increase high score and start again.
      1007-1013  Checks to see if frog has landed in water.
      1015-1021  Checks to see if frog has been hit.
      1060-1160  Move co-ordinates of frog.
      1260-1320  Self explanatory.
      1330       Prints on line below normal display area.
      1340-1370  Self explanatory.

VARIABLE  MEANING         VARIABLE  MEANING
   hi     hi-score           s      highest line frog
   sc     score                     has reached
   L      lives left         K      code of last
   E      days passed               key pressed
   h      number of          Y      vertical position
          frogs home                of frog
   p      pitch of notes     X      horizontal
   d      duration of notes         position of frog

The letters in lines 260-340, 630 and 820 should be entered in graphics mode.
Lines 8000 - 9010 are not necessary to play the game. [... and they weren't
printed anyway.  Jimg]


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GUN FIGHT for Sinclair Spectrum
by Jeff Greaves
from PC Games, December 1984


[This program requires Issue 2 emulation, as it uses the old settings]
[for IN when scanning the keyboard.                              JimG]


Here's a high-quality listing, written partly in machine code, which
puts you in a Wild West shoot-out against another player. It's a
multi-screen game featuring pretty graphics and stacks of action.


Game controls

Player 1: Q=up, A=down, X=turn right, Z=fire
Player 2: P=up, Enter=down, M=turn left, Symbol Shift=fire


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HOLY GRAIL
by W. Kerr
from Personal Computer Games, June 1984

You are cast in the role of a peace-loving dragon who does no harm to
anyone. However a cowardly wizard has entranced you to carry out one
particularly dangerous mission. The wizard's Holy Grail has been
stolen by a rival sorcerer. You have been compelled to return it or die.

The sorcerer must be hit seven times in each screen before you can
advance. There are ten screens in all. You have three lives. Also you
have only 100 lightning bolts per screen. You are given an extra life
after five screens.


Program structure

  10-  75 Sets up the user-defined graphics.
 100- 130 Initialises the variables.
 200- 320 Prints the screen and puts characters in their starting places.
 600- 630 Has a key been pressed?
 640- 700 Moves other characters and prints over old position.
1000-1025 Prints lightning bolt across screen.
1026-1028 Adds one to no. of shots and checks to see if 100 have
          been fired.
1030-1060 Checks to see if anything has been hit and updates score.
          Only the first creature hit is counted.
2000-2010 Decides whether the ghost will fire.
2020-2038 Prints Hellfire across screen.
2040-2140 Checks to see if dragon has been hit and lives = 0.
3000-3010 Removes user-defined graphics from screen.
4000-4150 Adds bonus for completing screen; resets 'd' and 'shot'.
          Adds extra life if 'screen' = 6 and checks if ten screens
          have been cleared.
5000-6200 Makes dragon walk across screen and displays victory screen
          if ten screens have been cleared.
8000-8450 Instructions.
8500-9400 End of game sequence; displays score and high score.
          Checks if another game is wanted.


Variables

hi        high score                    y,x       position of dragon
ay1,ax1   position of ghost             sc        score
ay2,ax2   position of skeleton          li        no. of lives
ay3,ax3   position of sorcerer          d         no. of sorcerer's lives
dy        moves sorcerer a random       screen    no. of screens
          distance (1 to 3)             shot      no. of shots fired


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Q-BURT
------
by Tim Brand
from Personal Computer Games, August 1984

This listing really kept the PCG team on the hop when it arrived in the
office. Q-Burt has you jumping from square to square, avoiding the bouncing
boulder as it drops down from the top of the pyramid. Colour in all the
squares to move on to the next level. Full instructions appear on the title
screen.


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RACE
by Carl Fennell
from Personal Computer Games, November 1984


Forget the Camptown Races, the nags in this game will really have you
gripping the edge of your seat. Type in this listing for some great graphics
and all the excitement of winning - or losing - a fortune.

The game gives you 1000 to gamble with, and full instructions on how to play
appear when the program is run. Whatever you do, don't run the program when
there are a lot of people about - serious financial loss may folow. If you
end up winning a fortune and don't want to stop, a save routine has been
included.

In order to help you enter the program, all graphics characters have been
printed out in italics. All italic letters should be typed in with the
computer in graphics mode. To enter graphics mode you press the <CAPS SHIFT>
and the 9 key simultaneously, and to exit the graphics mode you just press
the 9 key.

Capital italic letters represent the corresponding user-defined graphics
characters. Enter these in graphics mode simply by pressing the indicated
letter. Lower case italic letters are used to represent the pre-defined
graphics shapes which you can see on the top right-hand corner of the keys 1
to 8. Enter these in graphics mode as follows: letters 'b' to 'h' inclusive
are entered by pressing keys 1 to 7 respectively. 'a' is entered by pressing
8. Letters 'i' to 'p' are entered in graphics mode + <CAPS SHIFT> according
to the following: i press 7, j6, k5, l4, m3, n2, o1, p8.

[Graphics Mode unshifted : a b c d e f g h]
[                        = 8 1 2 3 4 5 6 7]

[Graphics Mode + shifted : i j k l m n o p]
[                        = 7 6 5 4 3 2 1 8]

See page 92 of your Sinclair user guide if you need further explanation.


Program breakdown
Lines
   1-59    Define variables.
  65-250   Movement of horses and actual race.
1000-1060  Printing to screen.
2000-2240  'Spartan'  - winnings etc.
1100-1195  'Aldaniti' - winnings etc.
2500-2640  'Sunny Boy'- winnings etc.
3000-3140  'Jack'     - winnings etc.
4000-4200  Work out odds, display horses, and choose horse routine.
5000-5060  Loser's message.
6500-6550  Money left.
7000-7050  Instructions.
7500-7540  Ten races over.
8000-8220  Graphics.
9000-9040  Out of money routine.
9900-9973  End.
9975-9996  Save + verify.


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REACTION
by Martin Robinson
from Personal Computer Games, May 1984

You must place your counters on a 6 by 6 board. Each player takes
turns in placing his counters on the board. When any counter has
three or more other counters adjacent to it, it will cause a chain
reaction of explosions. The winner is the player who has one or
more counters left on the board.

PROGRAM STRUCTURE
Lines
  35- 110  User instructions
 190- 290  Set up screen display
 300- 450  Define UDGs
 490- 640  User input of player one plus display
 650- 750  User input of player two plus display
1000-1110  Check for explosion and chain reaction
1190-1300  Print on-screen explosions
1310-1360  Clear all explosions on the screen
1380-1450  End tune plus display

VARIABLES
A(-,-)       Stores board positions
C            Column of present move
R            Row of present move
G1           Number of moves
P1           Number of counters (Player 1)
P2           Number of counters (Player 2)
Z$           Holds string "Player[1]"
X$           Holds string "Player[2]"
A$,Q$        String inputs
N,S,F,I,Z,X  Loop variables


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