ASTEROID STORM
by Roger Ditchburn
from ZX Computing Feb/Mar.1984

ASTEROID ADVENTURE

Suspense in space with Roger Ditchburn of Whitby and his ZX81.


This program for your ZX81 is divided into three parts,
Asteroid Storm, the Tunnel and lastly, the Hall of Fame.

The first section (giving away a lot in its title) Asteroid
Storm, places you in a space ship in the middle of an
asteroid storm trying to shoot at a space ship travelling
from the top to the bottom of the screen. You move your own
ship with the '5' and '8' keys to move left and right
respectively; you can fire at the ship using the 'F' key.

A light touch on the keys will move your ship only one
square at a time, whilst if you press hard the ship will
move two squares at a time - so be careful!


And the rest ...

The second part of the program involves your ship travelling
through a tunnel with a gate at the end. Your task is to
enter the gate - but you must make sure that your ship does
not collide with any of the black squares surrounding the
gate. You get to move your ship up and down using the '6'
and '7' keys respectively. If you manage to get a good score
on the first section, you may find that the gate becomes
smaller and so your task is that bit harder.

The final part of the program is the Hall of Fame. This
prints the top ten scores with the names of the people who
scored them (the names must be less than ten letters long).
The names are, of course, listed so that the highest scores
are at the top of the list.

Good luck - you'll need it.


--
Another Fine Product transcribed by:
Jim Grimwood (jg27paw4@globalnet.co.uk), Weardale, England
--




DUCK SHOOT
from ZX Computing, February/March 1984

Roll up! Roll up! All the fun of the fair! Just like the real thing and
just as hard! M Savin produced this effective program - notice how he
produced the moving ducks!


OK. So you think you're a crack- shot? Well let's see just how good you are
in this great little game of Duck Shoot.

Fowl play?
As the game starts, a row of 10 cute little yellow ducks will appear at the
top of the screen. They zoom across the screen from right to left and, yes
you guessed it, you have to try your hand at shooting them. You are armed
with a light blue gun (printed as an upside-down T).

The keys from 1 to 5 will move you to the left, keys 8, 9 and 0 will move
you to the right and key 7 fires the gun.

You are given 15 bullets and your score is printed up at the end  out of 10.

Don't be fooled  this game is not anywhere as easy as it sounds so get
shooting, cowboy!




EXPEDITION
by David Link
from ZX Computing Feb/Mar.1984

TUNNEL RUN

Scramble through the space maze in this program from David Link of Liverpool.


Loosely based on one of the more popular arcade games, Tunnel Run has you
exploring a space maze in your star ship. There are four stages to the game,
in which you must pass through the missile tunnel, the asteroid field, the
winding tunnel and finally, you have to land your craft on the landing pad.

The program works mainly through the fact that POKEing a number between one
and 255 into SCRCT at 23692 will make the screen scroll without asking the
dreaded question "scroll?".


The Terror of the Tunnel

The movement keys used throughout the program are the '5' key to move left
and the '8' key to move to the right. In the second stage of the game, you
use the '0' key to blast at the blue spacecraft that try to hinder you. But
be warned, each time you fire at the ships you will lose 20 points; however,
if you manage a hit then you gain 100 points.

In the final stage of the game, you have to land your ship on the landing
pad. To control your ship you must use the 'R' key to manoeuvre.

If, at the end of the game, you accidentally break out of the program,
re-start with GO TO 45. If you RUN the program, you will receive an "Out of
Data" message and you will destroy the "high score" facility.


--
Another Fine Product transcribed by:
Jim Grimwood (jg27paw4@globalnet.co.uk), Weardale, England
--




HOME BASE
by David Naylor
from ZX Computing Feb/Mar.1984

[HOMEBASE.TAP includes the correction from the author printed]
[in the Apr/May issue (p.9)                              JimG]

Get back home as soon as you can in this program
for the Spectrum, courtesy of David Naylor of Leeds.


The object of this game is to move your spacecraft from the bottom left-hand
corner of the screen to the top of the screen, your home base. However, there
are two problems you will encounter. Firstly, the gateway through which you
can escape to your home base is getting smaller as you progress up the
screen. And also there are a number of obstacles which get in your way.


On the level

Once the program has been entered and RUN, you are given scoring and skill
level instructions, and which keys you use to move. If you do not press a
key, your spacecraft will always move forward, and you score points for
moving forwards, left and right. There are certain objects scattered around
the screen, such as shooting stars, power packs and flying saucers, for which
you will gain extra points if you collect them. You can also gain extra lives
should you collect these objects but you can only achieve a total of nine
lives.

There are seven skill levels; the level of the game is displayed at the top
of the screen along with the score, the high score, the amount of time you
have left and the number of lives you have left. The skill level is related
to the number of obstacles you have in your path and the time you have left
to get through the gateway at the top of the screen before it completely
closes.

The gateway to your home base will close, bit by bit, until it completely
closes thus trapping you in the playing area. The rate at which this happens
is related to the main playing loop - so, the longer you stay in the playing
area collecting more points, the more difficult it is to get back to your
home base.

One special feature included in this program is the one for choosing the
skill level you wish to start on. You can either choose the level you start
on and specify a new level when you have completed your mission. Or you can
choose to start at level one and progress through the subsequent levels
(assuming you manage to do that!) automatically.

One little problem I ran into when writing this program was that I had
related the closing of the gateway at the top of the screen to the number of
points you have. Thus, in some of my earlier versions of the game, when you
went onto a second level having completed the first, the computer looked at
the score you had amassed and shut the gateway instantly not giving you a
chance at all. Therefore, I included the variable, SCS, which holds your
score from previous rounds and is added onto the score you gain from each
level. Thus, while you play each level your score is reset to zero so that
the gateway to your home base does not close before you move.



Variables

HI      The high score.
SCS     The scores.
SC      The score from each individual level.
L       The number of lives you have.
DI      The level of difficulty you have chosen.
I$      The type of difficulty set on that level.
S and K Random numbers used for the initial plotting.
W       The main loop and time allowed.
X       The random number used in the closing of the gateway.
C and R These are used for plotting the spacecraft movement.
Z and X These are used for plotting the obstacles in the main program loop.
N       Used (in graphics mode) for the spacecraft's user-defined graphics.


Line by line

Line 5          Fixes the user-defined graphics.
Lines 45-80     Provide the instructions and inputs.
Line 90         Fixes the number of lives you have.
Lines 115-158   Deal with the initial plotting of the obstacles.
Lines 160       Sets up the initial position of the spacecraft.
Lines 170-190   Print the special objects to be collected at random positions.
Line 210        Prints the destination of your spacecraft.
Lines 295-500   Contain the main loop of the program. The length of the main
                loop is determined by the skill level and this then counts
                as the time allowed to complete the level (variable W).
Line 303        Prints the new position of the spacecraft.
Lines 323-345   Close the gateway to the home base with random number X.
Lines 349-365   Control the movement of the spacecraft.
Lines 369-376   Scan the position of the spacecraft to see what's there.
                Touching the home base barrier destroys you immediately.
Line 379        The computer already knows if you have touched the home base
                barrier and has dealt with it. Therefore, this line sends
                you to line 2000 if you have reached the top of the screen.
Lines 380-392   Choose the random numbers (X and Z) and plot an obstacle at
                the points, X and Z. They also make sure nothing is printed
                over the various displays at the top of the screen.
Lines 1000-1005 If you run out of lives and crash, this prints a final
                message accompanied by a series of BEEPs.
Lines 1010-1030 Ask you if you want to play again and check to see if the
                high score facility needs altering to a higher number.
Lines 1100-1115 Tell you if you have run out of time and then goes to
                line 1010 to see if you want to play again.
Lines 2000-2060 Tell you when you win, print the 'SCS' score, check what
                type of game you are playing and direct the program to
                line 80 or 90. If you are progressing from level to level
                up to level seven, you will receive a special message.
Lines 3000-3020 Tell you when your score gets too high and the home base
                disappears. The program is then directed to line 1010 to
                see if you would like another game.
Lines 5040-6000 Set the user-defined graphics.
Lines 7000-7400 Provide instructions on scores and lives from lines 369-376.


Points to note

After entering the program, you can save the program using the following:

SAVE "HOME BASE" LINE 5

If you touch a key during the initial setting up of the obstacles, when the
plotting is finished the 'PAUSE 0' in line 240 will not operate and the game
will begin immediately.

Finally, don't get too worried if on the higher levels you are boxed in by
obstacles as soon as you start as you should have enough lives in hand to be
able to cross a few obstacles; you only lose one life each time you go over
an obstacle. Be sure to plan your route through the obstacles before you
start the game though.


--
Another Fine Product transcribed by:
Jim Grimwood (jg27paw4@globalnet.co.uk), Weardale, England
--




MAZE
by Pete Cooke
from ZX Computing Feb/Mar.1984

LOST!

Escape the maze in this exciting program from Pete Cooke of Stoneygate.


Imagine you are trapped in a maze full of poisonous gas and
you have to get out into the open air before your air
canister runs out and exposes you to the deadly atmosphere.
Well, just type this program into your trusty ZX81 and
you'll have to imagine no longer!

There are brief instructions provided within the program,
although all you really need to know are the keys you need
to move around the maze. To go forwards, you press the '7'
key; to go left, press the '5' key; and to move right, press
the '8' key. Lots of luck - you're going to need it!


Line by Line

Here is a very brief breakdown of what the various lines in
the listing do:

Lines 100-230   Form the main loop which receives the player's
				moves and calls the subroutine at lines
				1000-1430 which subsequently works through
				the maze calling at the print subroutines
				between lines 2000 and 3285.
Lines 4000-5000 Check to see if you have succeeded in getting
				out of the maze and offer you the option of
				another game.
Lines 7000 onwards Print up the instructions and set up the
                plan of the maze.


Variables

Here listed are the main variables used throughout the listing:

A$(27,27)   Grid of the maze.
CHR$ 0      Wall
CHR$ 130    Path
P(8,2)      Shows four directions N, S, E and W (each is
doubled up to simplify checking in the maze).
U and V     Your co-ordinates in the maze.
X and Y     Used to work through the maze.
FX and FY   Forward direction
LX and LY   Left direction
P and Q     Position of exit


--
Another Fine Product transcribed by:
Jim Grimwood (jg27paw4@globalnet.co.uk), Weardale, England
--




STOCKS & SHARES
by D. Bayliss
from ZX Computing Feb/Mar.1984

D Bayliss helps you take stock of the
situation with this ZX81 game.


Written for the ZX81,this game will run on a Spectrum with
only a few modifications and has the advantage that up to 10
players may take part - call in the neighbours after typing
it in!

When you finally finish and RUN it, you will be asked to
enter the number of players; once this is entered all the
players must decide between themselves how many rounds to
play. A round is completed once all players have had a turn.
The game now starts.

Initially the shares table is set up, this occupies the top
half of the screen, the lower half being used to display
information for the players.

Five columns are shown in the shares table, these are:

1.  Share title
2.  Number available
3.  Unit cost per share
4.  Number of shares the player owns
5.  Number of shares reserved by the player

On the left of the screen at the top, the number of players
is shown, the top right number is the number of the player
whose turn it is. The number at the bottom left of the
shares table shows which round you have reached out of the
total to be played, and at the bottom right of the shares
table the current player's cash is displayed.

At the start and end of every player's turn they must make a
decision which will influence the market, a careful decision
here could help to make a killing. Once the market influence
has been made then you have a menu of options which include:

BUY     - If you press "1" then you will be asked which
          shares you wish to buy and how many.
SELL    - Pressing "2" will enable you to sell as many of
          whichever shares you wish to be rid of.
SELL ALL- Key "3" will sell off all the shares that player owns.
RESERVE	- You may reserve shares (if none of the type you
          want are available) by pressing "4". As soon as a
          player sells any of that type then they are purchased
          for you automatically - strict order of priority is
          maintained. To cancel reservations, simply use this
          option and enter a NEGATIVE number equal to some or all
          the shares held in reserve.
QUIT    - Key "5" is pressed when a player has completed
          their transactions.

This game is certain to appeal to the mercenary side of your
nature, and who knows, one day the practise may prove valuable ...


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

This program was not listed on the ZX printer; owing to an
inability (so far) to print graphic symbols the following
system of indicating graphic characters had been adopted.

1. Inverse graphic letters will be in lower case:
   PRINT "a sample of inverse letters".
2. Graphic character will be enclosed in brackets:
   PRINT "(gA+10gD+gA)"
   This would be typed as ONE graphic character on key
   A, TEN graphic characters on key D and ONE graphic
   character on key A.

In this program the following lines contain ALL inverse
characters, including spaces and ? etc.
LINES 5, 6, 23 TO 33, 210, 220, 1050, 2020, 2035, 2040, 2520, 2540, 3520,
      3540, 5020, 5090, 6015, 6090 TO 6120.


--
Another Fine Product transcribed by:
Jim Grimwood (jg27paw4@globalnet.co.uk), Weardale, England
--




Submarine (aka. Depth Charge)
---------
by Brian Wilson
from ZX Computing, February/March 1984

Its a battle of wits between you and the sub commander. Can you read the
sonar correctly and depth charge the U-Boat? Thanks to Brian Wilson for this
intriguing game.


Imagine you are the Captain of a ship sailing the ocean, tracking down an
enemy submarine. Your task is to hunt and destroy the sub, which is not easy,
considering that you can't see it! Help at least is at hand in the form of
sonar - the delay and pitch of the returning echo is all the information you
have, though. And armed with this information you must determine where you
think the submarine is, set the depth charge and launch it.

Attention all shipping!

Now you didn't exactly expect that the submarine commander would just sit
there and wait for you to get him, did you? And believe me, he doesn't! He
will fire a torpedo at your ship. But wait. Your early warning system will
give you an audible warning - can you evade the deadly weapon?

The details

In order to save over-elaborate instructions in the program, a training
facility is built-in and if you press 0 at the start, the submarine will
appear, without being armed with torpedos and you cannot score. You need only
press any other key to get going. Press 1 for sonar, press 2 to release the
depth charge, keys 5 and 8 move your ship and keys 6 and 7 control the depth
of charge. If at any time you should get stuck, just press 9 again to make
the submarine appear.

Your points build up as you press a key and the aim is to get the lowest
number of points. Happy hunting!

Lines     Action
  40- 170 Initialising and screen build up
 300- 320 Moves ship
 350      Gives help if you go over 100
 400- 430 Sonar
 450      Initiate torpedo warning
 500- 550 Set depth charge and launch
 610- 620 Prints submarine (help)
 700- 730 Charge descends
 740- 820 Submarine destroyed
 830- 895 Score diplay
 900- 930 Charge exploding
1000-1130 Instructions
2000-2086 Graphics
3000-3090 Torpedo warning and ship sinking




VALLEY OF DEATH
by Jerome K. Laskowski
from ZX Computing Feb/Mar.1984

[VALLEYOD.P includes the correction from the author printed]
[in the Apr/May issue (p.11)                           JimG]

Take charge of the Light Brigade in their famous
last charge invites Jerome K Laskowski.


"Half a league, half a league,
 Half a league onward,
 All in the valley of Death ...

"Cannon to right of them,
 Cannon to left of them,
 Cannon in front of them
 Volley'd and thunder'd;
 Storm'd at with shot and shell,
 Boldly they rode and well,
 Into the jaws of Death,
 Into the mouth of Hell ..."

        - Tennyson (The Charge of the Light Brigade)


Stirring words; stirring words, indeed. It is the Battle of
Balaklava: 25 October 1854, Crimean War. You are Brigadier-
General Lord Cardigan, and are about to lead the ill-fated
charge of the Light Brigade against the 30 Russian cannons
in the Valley of Death below.

The display shows the hopelessness of your position - your
small group of men poised ready to advance gallantly to
almost certain death. The Russian guns, trained on your
troops at every step, are lined up along all three sides of
the valley - their ranges shown.

Input your order to advance: L for left and forward, O for
onward, or R for right and forward. The moment you step into
the valley, the cannons start to "volley and thunder", and
the carnage begins.

Three shots are fired at you: one from left, one from in
front, and one from right. Any man within range is slain,
though if two are within range only the nearest is hit. Your
score is reduced by the strength of any soldier shot down.

After the Enemy's three shots you may fire one shot back.
Input it by giving the position of the firing soldier (A to
I, as shown on the right of the battlefield) and the
direction he is firing in (L, O, or R, as before). For
example, your first shot might be AL, or HO, or IR.

Your score is increased by the strength of any cannon you
put out of action. However, beware of shooting
thoughtlessly, for the direction of your shot (L, O, or R)
also determines the direction of your next step forward.
Thus if you shoot to the right, the Brigade will
automatically advance to the right.

After you have shot and the Brigade advanced, the enemy
again fires thrice at you, and so on.

On reaching the bottom of the valley, your advance
automatically becomes a retreat. Your aim is to get as many
of your men back out of the valley alive as you can. The
strength of any that make it is added to your score. Getting
even a single survivor out is no mean feat.

The Brigade moves as a unit and cannot pass through the
sides of the valley. Even if a whole row or column is
missing, the Brigade cannot approach a valley-side any
nearer than it would if that row or column were still
present.

Any score above zero at the end of the game is respectable,
representing a moral victory. The current world record to
aim for is an impressive 63 - the result of a memorably
heroic charge.


--
Another Fine Product transcribed by:
Jim Grimwood (jg27paw4@globalnet.co.uk), Weardale, England
--
