GUY FAWKES
by Matthew Bramble
from Popular Computing Weekly 4th November 1982


The 5th of November is Guy Fawkes night in Britain each year, an
occasion for celebration with fireworks, children begging "a penny for
the guy" and the burning of effigies of Guy Fawkes.

Guy Fawkes was an early seventeenth century English soldier, exiled in
the Spanish army. He was brought pack to Britain by the organisers of
the Gunpowder plot, for their attempt to blow up the Houses of
Parliament, and King James I, on 5th November 1605.

The conspirators were all Roman Catholics and the assassination
attempt was directed as a protest against the increasing repression of
Catholics under James I.

One of the conspirators leaked the details of the plot. The barrels of
gunpowder, hidden in the cellars under the Houses of Parliament, were
discovered on 4th November. Guy Fawkes was tortured and then executed
near Parliament in 1606.

In this program, by Matthew Bramble, for the 16K Spectrum, you can
re-play the last days of the conspiracy. The object of the game is to
travel across a maze and collect a barrel of gunpowder. It is a race
against time and the guard chasing you.

Once you have collected the gunpowder you have to carry it back across
the maze, deposit the gunpowder inside the Houses of Parliament and
then race back through the maze to your safe house before you run out
of time, are caught by the guard, or Parliament blows up.

Your score, displayed as the time you have left, is shown throughout
the game. Full instructions on which keys to use to work your way
through the maze are given in the program.


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NUCLEAR HOLOCAUST
by Nick Wilson
from Popular Computing Weekly 4th November 1982


This game tests one's tactics under pressure
as well as one's quick reactions.
Instructions are supplied in the program.

Program notes:
The array a(10,2) contains the positions of the enemy tanks.
   5-60    set up screen and variables.
  70-135   move tanks and introduce various checks.
 500-660   aim, shoot and check bombs.
1000-1230  instructions.

As the instructions are rather lengthy, they can be omitted if
preferred, to save time, but this will detract from the visual
presentation.


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FOUR UP
by Jim Walsh
from Popular Computing Weekly 18th November 1982


This game is based on the children's game Connect Four where you must
try to get four in a row (vertical, horizontal or diagonal) before the
computer. The program can give you a tough time but not so tough that
you can't win.

After the opening moves the Spectrum appears to be thinking - it keeps
pointing to different slots which sometimes will have you biting your
nails. It is fully automatic, will keep score and inform you of the
winner.


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SEA WAR
by Sam Goodson
from Popular Computing Weekly 25th November 1982


In Sea-War you are a naval gunner based near the coast. Today is a
cold foggy day and visibility is just about zero. Your intelligence
men have just handed you a report advising you of an enemy fleet
anchored just off the coast. It is your job to try and destroy the
enemy fleet in as few shots as possible.

Your intelligence men behind the enemy lines reported the departure
of:

2 Submarines (3 squares each (SSS)).
2 Destroyers (4 squares each (DDDD)).
1 Battleship (5 squares (BBBBB)).

There are, however, conflicting reports of their Aircraft carriers.
One group reports that two small Aircraft carriers left the enemy port
(4 squares each (AAAA)), and the other group reported the departure of
one large Aircraft carrier (8 squares (AAAAAAAA)).

To play the game type RUN and then enter your name and the number of
shells that you will require (you will need at least 27 to destroy the
ships but you should not require more than 100 shots as there are only
135 spaces to shoot at).

There will then be a short pause while the computer defines some new
characters and then the board will be printed. There will again be a
short pause while the computer places the ships (they may be
horizontal or vertical but will not be diagonal). Then you will be
asked to enter the direction of your shot which should be a letter
between A and O (if you wish, the range of the shot may be entered at
the same time; eg. B5).

You will then be asked to enter the range as a number between 1 and 9.
The computer will then fire a shot and will display a blue ripple for
a miss or a red fire followed by the appropriate letter for a hit.

The computer will keep score and will start again when you have
finished after first promoting you.

If you wish to give up then enter S when the computer prompts you for
the direction of your next shot.

If you run out of shots or if you give up then the computer will
display the position of the enemy ships using small letters for the
ships or parts of ships that you have hit and using capital letters
for the ships that have escaped your shots.

Program notes:
Lines
   1-8     Initialisation.
  10-80    Draw the board.
 100-210   Position the Aircraft carrier.
 300-630   Check that ships do not overlap and then
           place other ships.
1000-1090  Shoot.
1100-1160  You missed.
2000-2099  You hit.
3000-4020  Show where ships were hidden when out
           of shots or when you give up.
5000-5080  Updates the rank of the player.
9000-9100  User Defined Graphics.

The main variables are:
m$       - Ranks.
m        - The (number of the) rank achieved.
n$       - Player's name.
sco      - Score.
sh       - Number of shells.
s$       - The contents of the sea.
d        - Direction of ship (up, down, etc.).
d$       - Direction of shot.
r$       - Range of shot.
CHR$ 144-151 - Miss "ripple".
CHR$ 152-159 - Hit "fire".
f        - Various FOR-NEXT loops.
