BREAK-OUT
---------
by David Spencer
from ZX Computing, February/March 1983

Here's a program written by David Spencer of Spalding for all you Spectrum
owners who fancy a spot of demolition.


Based on the 16K ZX Spectrum, this game takes just over 6K of memory and
makes fun use of the sound and colour available on the machine.

The wall itself comprises three different coloured layers, each with 30
bricks. When 60 bricks have been knocked out, a new wall appears and the
scores for each layer increases.

When you begin to play the game, you have five lives. However, each time you
miss the ball with your bat, you will lose a life. The game ends when you
have cleared all five walls or you have lost all five of your lives. All the
appropriate sound effects have been included for when you hit the ball with
your bat and when you knock out a brick from the wall.

When the game is not being played, the program cycles through a sequence of
two explanation pages followed by a demonstration game in which the computer
guides the bat. The highest score and the relevant player's name is displayed
on screen at this time.

Here is a list of all the variables used in the program.

HS      - Highest score
N$      - Name of the highest scorer
F       - General FOR...NEXT counter
FP      - Play flag (1 for the demonstration game)
P       - X co-ordinate of the bat
W       - Wall number
S       - Score
E$      - Temporary INPUT string
X,Y     - Co-ordinates of the ball
DX,DY   - Movement vector for the ball
FL      - Flag for sound effects
FT      - Flag for hitting top of screen
FA      - Flag for hitting bat
L       - Lives
A       - Variable to indicate which layer has been hit
J       - Set to 0 for game, 8 for demonstration game
C       - Code of character at ball position
H       - Number of bricks knocked out
P1      - Required position of bat during demonstration game
DP      -  Direction of bat movement during demonstration game
YT      - Temporary variable used in determining P1.


======================================================================


Defending your Spectrum [David Cross, Wolverhampton]

"Not an easy game, this! You have three ships, and
your mission is to rid the planet's surface of
invading aliens."

"The control keys for the game are as follows;
The '1' key moves your ship up
The 'Q' key moves your ship down
The 'P' key fires a missile
The 'T' key stops the game"

"Once the program has been typed in and RUN, you will
have to wait four seconds for the game to start - not
long when you consider the fate of Earth is in your
hands!"

ZX COMPUTING; FEB/MAR 83, pp58-59


======================================================================


Mastermind '80
--------------
Ian Turtle presents us with a ZX80 version of the popular game.

The computer first selects four different random numbers from the limits you
suggest then [you] have ten rounds in which to guess the hidden code.
Each round consists of you inputting your guess by typing each number and
pressing ENTER. As the ZX8O accepts each each number, your guess will be
displayed on the screen.
The number of black and white pegs you are awarded is then worked out once
you have guessed four numbers; a black peg is awarded for each number
correctly placed in the code, a white peg for each correct number but wrongly
placed. Your aim in the game is to achieve four black pegs thus signifying
four correct numbers in the right order.
There is a display of all your previous guesses and the black and white pegs
awarded, to help you make your next decision.
Note that the symbol * is used in the listing to indicate a space where it is
not obvious (usually in PRINT statements before semi-colons).


======================================================================


Spectrum Maze [Bill Longley, Colchester]

"The game's object is to get out of the maze in the
shortest time. This is not quite as simple as it
sounds as you can only see a quarter of the maze at
any one time, and the whole thing is four screens
long rather than the usual one. The way this is done
is by moving the maze to the left or right rather than
moving you. Normally, this would be very slow, so the
movement is done by machine code. So is the actual
printing of the maze, and this means there is approx-
imately an eighth of a kilobyte of machine code."

ZX COMPUTING; FEB/MAR 83, pp118-119


======================================================================


