Dracman - Mark C.Jones (Your Computer-February 84-Page 72)

MARK JONES CONFRONTS THE BATS

You are in the depths of Transylvania entombed in the tower of Count Dracula's
Castle. The floors are laden with gold just waiting to be collected. The only
drawback is that each floor of the tower also has a collection of vampire 
bats.
 As you clear each floor of gold vampire bats appear on that floor. Your only
means of survival is quick thinking and garlic. Every time you eat garlic you
are immune from bat attack for 20 seconds. The bats do not run away from you
but just get a nasty surprise when they try to eat you; indeed, such a sur-
prise that the bat is put out of action for 20 seconds.
 Your other means of avoiding the bats is using the lift. The lift will trans-
port you between the floors of the tower at your will.
 With four bats in the maze at their most vicious you stand little chance. Or
are you skilful enough to survice?

 The controls for the game are:

 5 = move left.
 6 = move right.
 7 = move forward.
 8 = move backwards.
 Capshift 5 = rotate left.
 Capshift 8 = rotate right.
 Capshift 6 = turn around.
 0 = View maze. (While 0 is being pressed you cannot move. The bats can.)

 You also have a radar at the bottom of the screen to tell you where the bats
are.
 Your screen during the game has a 3D view down the passage you are facing,
filled with gold, garlic and if you are unlucky a bat flapping towards you.
 You have three lives. Each time you are killed there is spectacular machine
code sound. The program is the same for the 16K and 48K machines and automati-
cally detects what type of machine you have using slightly different techni-
ques for generating the display. Thus, the 48K display is smoother than the
16K display.
 Now to the arduous business of typing in the program. There are six Basic
Programs which generate the code. After you have typed in each Basic program
Save it before you Run it.
 The first program generates the data for the four mazes, lower screen display
and user defined graphics. This program is fairly straightforward. Once you
have Run it Save the code using line 5400.
 The second program is a little routine that generates machine code for use in
the third program. Type this in and Save it. Now try to Run it. Once you have
corrected all mistakes and Run successfully you will have a machine-code rou-
tine stored at 29000. Every time you Run program 3 you will need this machine
code at 29000.
 Type in this program and Save it. This routine produces half images of grap-
hics used in the main program. When Run the program will first blank the 
screen and then generate the bats, gold, garlic and lifts in half images in
nine different sizes.
 It is important that you go through all the graphics before you Save them.
Now Save the code using line 9999.
 The next stage is to type RAND USR 0 and then load up with the code from pro-
grams 1 and 3. To do this:
        CLEAR 25087
        Code 1 - LOAD "" CODE 25088
        Code 2 - LOAD "" CODE 26537
It is important to include these numbers.
 Finally , Save Code 25088,4911.
 Type in program 4 which produces about 4/5 of the main machine code program.
Save the Basic. Run the program and type:
        NEW
This deletes the Basic but preserves the code now stored at 30000. 
 Type in program 5. Save it and then Run it. Finally:
        Save Code 30000,2568
 Now type Rand USR 0. This does a complete New. Now type in the Rem statement.
If it is not the right lenght the Basic program will tell you.
 If the task of typing in this program is too much for you, copies are avail-
able by sending 2.30 and a self stamped addressed envolope or a jiffy bag to:
Mark C.Jones, 17 Park Walk, London SW10 0AJ.

TYPE: Arcade (3D Pacman)


This info file was typed by Michael Bruhn

