Capman - Andrew Caple (Your Computer-September 83-Page 88)

TRY YOUR HAND AT ANDREW CAPLE's MACHINE CODE-BASED PACMAN DERIVATIVE. BUT BE
CAREFUL; IT IS FAST AND FURIOUS AND THE MONSTERS ARE PARTICULARLY VICIOUS.

Capman is a version of the popular arcade game Pacman and is written to run
on a 16K Spectrum. The program will run on a 48K Spectrum through memory will
be just as cramped. This is because the machine code is located at the same
address as on the smaller machine. The features of the program are:
* Fast machine code action.
* Intelligent ghosts.
* 10 levels of play.
* On-screen scoring.
* Personalised high score.
* Mouth opens and closes in the direction of travel.
* Two melodies.
* Colours.

 The program is self-contained so the listing given is the only one needed.
The hex-code, hex-loader, maze data and Basic control program are stored in
the one routine. This method was adopted to prevent messing about Saving the
code seperately to the control program. The disadvantage of this program is
that an enormous amount of program area is used up by the hex-digits, so in
effect a machine-code routine will take up more than three times its lenght.
Before you start typing in the listing unplug your Spectrum then reconnect it,
this ensures that you have the maximum amount of memory dedicated to the lis-
tings.
 As the program pushes the 16K Spectrum to its limits do not lower RAMtop un-
til the entire listing has been entered. Once you have finished keyboard bas-
hing Save and Verify the program. This must be done as it is almost certain
that on running the program for the first time it will crash. If it does then
do not take it out on your Spectrum, just re-Load, correct any mistakes, re-
Save it, Verify it and try again. Once you have a perfectly running version
type:
        SAVE "CAPMAN" LINE 5 (ENTER)
then verify it. This will give automatic running on Loading. If you get to 
this stage without having a nervous breakdown give your self a pat on the back
and look smug.
 All this messing about is the price you have to pay for the smooth fast grap-
hics of machine code. On running the program the titles appear and the compi-
ling message will be printed. While this is flashing the computer is setting
up the maze and Poking the machine code onto its appropriate position in me-
mory. Do not worry, you do not have to wait this long between games - it is
only on running from the start that this happens. Once compiling is complete
you are played a famous movie theme tune. Then the following prompt appears:
        
        SPEED
 This will accept a single decimal digit ie., 0 to 9, nine is the fastest and
zero the slowest. Enter your number and get your fingers at the ready! Various 
items of data will appear on the screen and then the game leaves the safety 
of Basic and jumps into the high speed, tightrope-like world of machine code. 
The object of the game is to score as many points as possible by eating dots, 
stars or ghosts. You do this by moving the little yellow mouth about the maze.
The ghosts must be avoided when they are red but can be eaten when they are
flashing green. If you eat a star the ghosts will change to flashing green,
but only for a short time.
 You move the Capman by hitting the appropriate cursor key. This is a bit 
cramped but the directions are clearly marked and you are probably familiar
with these keys from other games. Once a direction has been selected the Cap-
man will move in that direction until another is indicated or it encounters
a wall. You can stop the Capman by trying to run into a wall.
 By eating the dot you gain one point and a tone will sound. By eating a power
star the same happens but this time the ghosts turn flashing green on bright
white, look very ill and scurry off down the corridors of the maze as fast as
their pixels will carry them. Flashing green was chosen so that it is clear to
people using black and white televisions. A straight colour change from red to
green is not easily recognised in monochrome.
 On eating a ghost - this can only be done when you are energised - you get 10
points and the ghost will appear in the centre of the maze. If you eat the  
last dot or star the positions of the Capman and the ghosts are reset and the
maze fills up again. If you try to eat a ghost when it is red or a ghost eats
you the computer will reset positions, play a near enough version of the Death
March and a life will be deducted. If you have a life left, remember you have
three in all, the game continues. The ghosts are pretty intelligent but they  
can be gullible chappies at times. When you are energised they will try to 
run. Sometimes they stop at corners and panic but on the whole they are not 
very easy to catch. When red they protect the power stars and try to seek you
out and eat you. Once one is on your tail it is hard to shake it off. When you
have run out of lives the computer will see whether or not you have attained
the highest score so far. If not a short delay will be followed by the game
over message. If any key is pressed another game will commence. There is pro-
vision for three initials but if you only have two there is a space provided
at the end of the alphabet. Lo and behold on the next your score and initials
will appear on the screen.

TYPE: Arcade (Pacman)


This info file was typed by Michael Bruhn

