GOBLIN DUNGEON
by Peter Watson
from ZX Computing Feb/Mar.1986

In this frustrating, amazing chase game, Peter Watson mixes
planning with action - you'll need a good head to go down to
the depths and back!


The object of the game is to retrieve all the treasure from
the dungeon without being caught by the goblins. Treasure
must be collected in order, beginning at the highest level,
and then taken back to the green door [for] safe keeping.

To collect a treasure you simply move your man up to the
required treasure and he will then automatically start
flashing, indicating pick-up.

You have three lives, but if caught by a goblin whilst in
possession of a treasure, you are immediately killed and the
game ends. A treasure that is not due for collection will
block the path of your man. This is not a problem since he
has five sticks of dynamite which he can use to blast holes
in the floor (or ceiling if at the lowest level). To use the
dynamite, move your man adjacent to such a treasure and then
press the '0' key. The floor (or ceiling) will flash red
leaving a hole for your man to pass through.

Instructions and control details, ie. cursor keys for left,
right, up and down, and 0 to use dynamite, are given at the
beginning of the game. Your status is given during the game,
ie. treasure collected, number of sticks of dynamite and
lives left.

To win the game you need to use all the dynamite and entice
the goblins away from the area of the green door in order to
give your man time to get the treasures back ...
(unfortunately the goblins are rather quick witted!).

The game will not fit a 16K Spectrum in its complete form.
However if the title, instructions and control details
(lines 7000-7210 inclusive) are deleted it should fit. Line
30 should be changed to: GOSUB 9000 : CLS


Program details

The program consists of a main game loop with calls to
various sub-routines. Extensive use is made of the ATTRibute
command and so any changes of colour on the playing area of
the screen should be made with care.

The goblin co-ordinates are held in two arrays, each goblin
being moved once each cycle of the 'goblin move' loop.
Fifteen User Defined Graphics characters are used for
treasures, goblins, man and screen construction, etc.

When the program listing has all been entered and checked it
should be saved using the direct command GO TO 9990. The
listing will then be SAVEd in the auto-run mode followed by
a request to rewind tape ready for verification.


Listing details

10-80      Initialisation
100-310    Main game loop
900-960    Variables
1000-1060  Take treasure
2000-2040  Treasure at door
3000-3040  Lose life
3500-3540  Sound
4000-4070  Use dynamite
4500-4570  Explosion
5000-5050  Another game
6000-6060  Win game
7000-7060  Game title
7070-7140  Instructions
7150-7210  Game controls
8000-8150  Screen
9000-9060  UDGs
9990-9993  Save and verify


Graphic details

Line 80             Graphic G,H,I,J,K,L,M,N
Line 180            Graphic C
Line 270            Graphic 8 (x3)
Line 280            Graphic D
Line 3010,3030,4060 Graphic 8
Line 4020,4030,4040 Graphics AA
     4050,8020
Line 7170           Inverse Video 5,6,7,8,0
Line 7180           Graphic C
Line 8070           Graphic F (x30)
Line 8080           Graphic E (x32)
Line 8100           Graphic E
Line 8120           Graphic B
Line 8130           Graphic O (x5), Graphic C (x3)
Line 8140           Graphic G,H,I,J,K,L,M,N


-- end of file --
