Space Quest - Jason Charlesworth (Your Computer-April 84-Page 121)

JASON CHARLESWORTH'S QUEST TAKES HIM INTO A GORY CONFRONTATION WITH THE BLUE
BUDGIES AND THE BUTTERFLY BANDITOS.

Space Quest - for the 16 or 48K ZX Spectrum makes use of fast machine code 
and high resolution colour graphics to create a fast shoot-'em-up game.
 You are alone in your gleaming nuclear powered spaceship as you steer through
the hazardous space lanes until, unwarned, you are attacked by the blue bud-
gies a violent race of creatures who get their kicks out of dropping bombs on
passing space ships. If you can survive long enough to kill them all you have
to do is steer through and destroy a whole asteroid belt. Next you come across
a band of butterfly banditos who like the budgies enjoy bombing passing space-
ships. If you can destroy all of these, you have to destroy another asteroid
belt and only then can you get back on the space lanes.
 This games allows a large number of keys to be used; any key from Caps Shift
to V is left, and key from B to Spacebar is right and any key from J to Enter
is fire in rounds 1 to 4 and thrust in the space lanes.
 To enter the program type in listing 1 and save it to tape with
        SAVE "SPACE" LINE 1
 Next comes the 3K of machine code. Type in listing 2 and run it. When run it
will poke the machine code onto the screen so do not worry if the screen
starts getting messy - this is because there is not enough room for the data
and the machine code if stored normally. A checksum is used on the data so the
computer will tell you the line of any error it finds. If an error does occur,
check and correct it and rerun the program. When it Pokes in all machine code
without an error it will save the resultant code.

THE PROGRAM IS READY

 If you now rewind the cassette program is ready. Type
        LOAD ""
and after loading the Basic program it will auto run and load the machine code
into the correct place.
 The game is now ready and the instructions should be printed on the screen.
When your game is over, if you got a high enough score you will be asked for
your name for the high score table. If you wait about 10 seconds when it has
printed the instructions a demo mode will be played of all the rounds except
the space lanes.
 For those who find the game to easy of hard, here are two addresses which
could help.
 Address 29562 holds how many lives you start off with, normally three, so by
Poking it to nine you start with nine lives.
 Address 29567 holds how long the pause is. Normally the game is too fast so
during the game the program uses this number as the length of the pause be-
tween moves, normally 30. A low number makes the game very fast, a high number
makes the game slow.
 Finally thank-you to, Robert Rhodes, a friend of mine who translated the mu-
sic to Spectrum Beeps.

TYPE: Arcade


This info file was typed by Michael Bruhn

