ESCAPE (16K Spectrum)
by John Durst
from Popular Computing Weekly (24 March 1983), pages 8-9

You have just jumped over the wall of the dreaded Stalag ZX and find
yourself in the bottom right-hand corner of the Killing Area - the free fire
zone between you and freedom.

You have been roughed up by the appalling Hardwehr guards and their
murderous dogs, which have taken some nasty bytes out of you: bits are
falling off you all the time. You have only a short time to reach help
before the final Reset button in the sky is pressed...

There are four fences between you and your Resistance friends. (If you can
once reach the Resistance you will be Ohm and dry.)

Holes have been cut by the Resistance in the fences, but you do not know
where they are. Meanwhile the Hardwehr are raking the area with searchlights
and machine-gun fire. If you get caught in the beam, you are done for - but
you depend on the light to spot the holes in the fences. Your only chance is
to jump into one of the round pits scattered around the terrain; if you are
in one of them, the searchlight cannot pick you out.

You stumble, crouching, on your way - helped by the keyboard cursors...


NOTES

The game is in the form of a loop between lines 40 and 330. For half the
time the "searchlight" (line 50, 3) is on; for the rest of the time (lines
60, 3) it is off. The loop cycles 40 times in this period, at each cycle
sampling the keyboard (Lines 100, 110, etc) for the player-symbol's moves,
made at line 90. Blotting out of previous positions is done at lines 220,
320, 325.

Every 40 cycles, when x=0, the loop jumps back to line 40, which sets up a
new "searchlight" position. This is coded in lines 120, 230 and 330.

Jumping into holes and stopping movement through the fence is done using
Screen$ at those lines where the symbols appear. The loop has to be as short
as possible, so that the game does not become hopelessly slow.

Lines 1000 to 2510 look after initialising and final results. The little man
is set up, as a UDG, in lines 1200 and 1230.