
SHOOTING GALLERY
by Adam Leonard
from Your Spectrum 15 (Jun'85)


NOTES:
The following code can be included to add a gunshot sound and joystick
option (from a letter by Mark Evans in Your Spectrum 18 (Sep'85)).
   4 LET mc=33000: GO SUB 9000
 125 IF IN 31<>0 THEN GO SUB 3000
3000 LET in=IN 31
3005 LET p=p+(in=1 AND p<29)-(in=2 AND p>0)
3010 IF in=16 THEN RANDOMIZE USR mc: GO SUB 150
3015 RETURN
9000 RESTORE 9000: FOR a=0 TO 22: READ b: POKE mc+a,b: NEXT a
9005 DATA 33,0,0,14,0,22,1,126,230,24,211,254
9010 DATA 65,16,254,35,21,32,244,12,32,239,201
9015 RETURN
(I haven't tested it.)


Have a crack at the greatest shooting gallery in the
fairground.

If you've never played it before, you're in for a treat.
Just shoot the rows of bottles, ducks and cherries with
the pellets shown at the bottom of the screen. And make sure
you get them all before your time runs out! And watch for
the number '5' flying across the top of the screen amongst
the bottles; bag it and you'll have another five pellets to
play with. OK, so it's not gonna tax the old grey matter,
but then we can't all be Einsteins - and it's, oh so,
addictive.

Your air rifle's controlled with the following keys: Q to
move right, W to move left and P to fire a pellet. Go on,
shoot 'em up!


Lines 1-60	This part of the program sets up the initial variables.
Lines 70-100	This bit of code prints up the main parts of the screen
		display.
Lines 110-140	This is the main playing loop.
Lines 150-302	This lump of code is a block of several miscellaneous
		routines to look after the objects and so forth.
Lines 1000-2050	This is the subroutine which sets up the User Defined
		Graphics.
Lines 5000-5050	This is the end-of-game routine.
Lines 5500-5610	This subroutine prints up the title screen at the beginning
		of each game.
Lines 6000-6200	This routine is quite clever - it plays the music until you
		press a key to stop it.


--
Another Fine Product transcribed by:
Jim Grimwood (jimg@globalnet.co.uk), Weardale, England
--

