SINCLAIR PROGRAMS September 1984
================================


BLOCKED - Claudio Di Castilho (Sinclair Programs-September 84-Page 16)

WHEN RUN the program will ask you to choose a velocity between 1 and 100. The
object of the game is to cross the screen as many times as possible without
crashing into your line or any of the other points. It seems easy at first but
becomes harder once several crossings have been made. Use keys Q and A to move.
 Blocked was written for the 16K Spectrum by Claudio De Castilho, aged 12, of
Cambridge, Cambs.

TYPE: Arcade


Listing modified and info file typed by Michael Bruhn


**********************************************************************


COCKPIT - James Newall (Sinclair Programs-September 84-Page 16)

LINE UP your sights with the approaching alien and fire your laser using "0".
If you allow the alien to pass it will take one of your fuel tanks. Once all
your fuel tanks have been taken you will be left drifting in space.
 Cockpit was written for the 16K Spectrum by James Newall, aged 11, of
Killamarsh, near Sheffield.

TYPE: Arcade


This info file was typed by Michael Bruhn


**********************************************************************


DOTTY THE KANGAROO - Ian McTavish (Sinclair Programs-September 84-Page 10)

YOU PLAY THE part of Dotty The Kangaroo who has been put on a course to test
his intelligence and physical ability. Work out the way to escape from each
room, but first jump onto the red blocks as doing this will show you where
the exit is. When you have completed the course you start again only, this
time, strange things happen. As you jump onto the blocks they may disappear
and leave you stranded in mid-air. If you are agile you will be able to jump
to the nearest block to avoid certain death in the shark-filled waters below.
 The Kangaroo was written for the 16K Spectrum by Ian McTavish, aged 14, who
is a pupil of Bristol Grammar School, Shirehampton, Bristol. McTavish, a
former ZX-81 owner has had his Spectrum since March and this is the first
program he has written.

SUB-ROUTINES
1-18      Set up user-defined graphics and variables.
20-90     Set up screen display instructions.
100-150   Print background room graphics.
155-160   Print foreground room graphics.
490-640   Bounce loop.
700-730   Red block routine.
2100-2150 Test one graphics.
2200-2250 Test two graphics.
2300-2350 Test three graphics.
2400-2450 Test four graphics.
2600-2700 Next phase.
5000-5070 Lose life.

VARIABLES
Graphics: Q="room" block.
          I,J=kangaroo.
x,y       Kangaroo co-ordinates.
e,r       Kangaroo co-ordinates for testing.
l         Test number (1-4).
sc        Score.
men       Lives left.
qw        Phase flag (0=first, 1=second).
q         Bounce count (q=2, three character bounce).
KX,KY     Character location above red block.
a         Read variables for user-defined graphics.
n,l       Loop counters.

GENERAL NOTES
1 Line 80 is redundant as it contains one PAUSE to many.
2 Lines 87 and 5040 are redundant as they serve the same function as the
  following PAUSEs.
3 Line 510 contains two IFs. This works, but is not good programming
  technique. A better form would be: IF first condition THEN GOTO line
  containing second IF and LET statements.
4 If you find the game too difficult as it stands try giving the kangaroo more
  bounce by increasing q to 3 in line 510.
5 PRINT statement such as line 70 should be PRINT'.

CLOSER EXPLANATION ON THE PROGRAM

Lines 1-90      SET UP 1 - Introduction and instructions. Set up user-defined
                graphics, sc, l and men.
Lines 100-150   SET UP 2 - Print room graphics without jump block. Initialise
                x and y.
Lines 155-160   MAIN 1 - If all four tests complete THEN call NEWPHASE, other-
                wise call TEST l, where l=1 to 4.
Lines 490-560   MAIN 2 - Set up test co-ordinates for kangaroo (e=x, r=y).
                IF kangaroo in water (y>19) THEN call LOSELIFE.
                IF kangaroo on a block then call bounce count (q=2).
                AND IF new phase (qw=1) AND random number (1-10)=1 THEN erase
                block below and print new block at random co-ordinates (y=1-
                18, x=2-28).
                IF kangaroo descending (q=-1) THEN jump to MAIN 3.
                Decrement r and q (ascending)
Lines 600-615   MAIN 3 - Turn kangaroo to face left or right.
                Scan keyboard and update test x co-ordinate (e=e+key 8-key 5).
                IF through hold (e>31) THEN increment test number (l=l+1), up-
                date score, jump to SETUP 2.
                Erase old kangaroo.
                IF r,e impossible then jump to MAIN 4.
                IF descent (ql-1) AND nothing below (null character) THEN
                increment r. r,e are O.K. so set x=e,y=r.
Lines 630-640   MAIN 4 - Print new kangaroo.
                IF on red block THEN call OPEN.
Lines 700-730   JUMP to MAIN 1.
                OPEN
                Erase two blocks in right hand wall.
                Update score.
                Erase red block.
                Re-set kx,ky (=0)
Lines 2100-2150 TEST 1 - Print the jump blocks.
                Set location of character position above red blocks: ky=9,kx=9
Lines 2200-2250 TEST 2 - As in TEST 1 ky=13,kx=1.
Lines 2300-2350 TEST 3 - As in TEST 1 ky=3,kx=1.
Lines 2400-2450 TEST 4 - As in TEST 1 ky=3,kx=5.
Lines 2600-2700 NEWPHASE.
                Re-set test number (l=l).
                Update score.
                Print new phase warning.
                Set new phase flag (qw=1).
                Add bonus life (men=men+1).
                Jump to SETUP 2.
Lines 5000-5070 LOSELIFE.
                Decrement lives (men=men-1).
                Print men (and why one life lost).
                If any lives left THEN jump to SETUP 2.
                Print score.
                Re-run program.

TYPE: Arcade


This info file was typed by Michael Bruhn


**********************************************************************


DRACULA'S CASTLE

You are trapped in the Castle of Death and your only hope of survival is
to collect a cross from the top of the castle. Beware of the closed
doors, as Dracula may be hiding behind them, and watch for the vampire
bats and hidden trapdoors.

Dracula's Castle was written for the 16K ZX-81 by Robert Campbell of
Wemyss, Fife.


**********************************************************************


FOREST MAZE - Tim Carter (Sinclair Programs-September 84-Page 52)

COLLECT ALL the green bushes and the blue bonus plants in the Forest Maze of
death. There are no ghosts chasing you but there are other hazards to face.
Once you choose a particular path you move at high speed until a different
movement key is pressed. If you hit any of the walls you will lose one of four
lives and a cross will be erected on that spot. To alter the speed of the game
change the BEEP statement in line 31.
 Written for the 16K Spectrum by Tim Carter of Shrewsbury, Salop.

TYPE: Arcade


This info file was typed by Michael Bruhn


**********************************************************************


EXCALIBUR
---------

Collect the swords scattered about the castle of Camelot. There is a time
limit on each screen and you must watch for the dreaded diamonds and the
magic doors which Merlin has put down to trap you. Excalibur was written for
the 16K Spectrum by Leigh Howetts, of Deeping St James, Peterborough.


**********************************************************************


FOR LOVE - Mark Chapman (Sinclair Programs-September 84-Page 4)

ESCAPE FROM the mansion with a ruby and gold bar to prove your worthiness to
the father of the woman you love. There is a time limit by which you have to
eat the fruit of life and this is approximately forty minutes.
 For Love was written for the 48K Spectrum by Mark Chapman, of Bracknell,
Berks.

TYPE: Adventure


This info file was typed by Michael Bruhn


**********************************************************************


GOLD BARS - Neil Beck (Sinclair Programs-September 84-Page 38)

COLLECT as many Gold Bars as possible on your journey to reach the bag of
diamonds. You must decide whether it is safe to collect a bar or whether you
should go straight up the ladders to the diamonds. If you take too long the
elephant will reach the diamonds before you do and the game will end.
 Written for the 16K Spectrum by Neil Beck of Drumchapel, Glasgow.

TYPE: Arcade


This info file was typed by Michael Bruhn


**********************************************************************


MERVIN ON THE MOON
------------------

You control a launch pad at the bottom of the screen and must manoeuvre it to
catch Mervin the Mouse. When Mervin hits the launch pad he catapults into the
cheese at the top of the screen. Mervin has five lives and you gain one point
for each piece of cheese he eats. Mervin the Mouse was written for the 16K
Spectrum by Phillip and Collin McCabe of Stockport, Cheshire.


**********************************************************************


SKYSCRAPE
---------

The builder climbs an unfinished skyscraper in an attempt to reach the lift
at the top. If he reaches the lift it will carry him to the next screen. The
score depends on the time taken and the number of screens completed.
Skyscrape was written for the 48K Spectrum by A Sherwood of West Bromwich,
West Midlands.


**********************************************************************


TURTLE HOP - Andrew Broadhead (Sinclair Programs-September 84-Page 44)

THE OBJECT OF the game is to reach the other side of the river by jumping on
the backs of the turtles. If you jump onto a turtle as it goes under the
water you will fall off and drown. To play the game save the graphics program
and main program separately. Then load the graphics program and RUN it.
After OK appears, type NEW and enter and then load the second part. Use RUN 5
to start the program and then both programs can be saved using GOTO 9999.
 Turtle Hop was written for the 48K Spectrum by Andrew Broadhead of Wakefield,
W. Yorks.

TYPE: Arcade


This info file was typed by Michael Bruhn


**********************************************************************

