ZX Computings - OpenLibra
ZX Computings - OpenLibra
ZX Computings - OpenLibra
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Catch<br />
Avoid being trapped by your sneaky,<br />
little <strong>ZX</strong>80.<br />
The object of this game by<br />
I Soutar is to avoid getting nabbed<br />
by the computer. You<br />
move by entering "5" to move<br />
left, "6" to move down, "7"<br />
to move uo or "8" to move<br />
right. When you've moved, the<br />
<strong>ZX</strong>80 will place a black square<br />
on one of the four sides of your<br />
position.<br />
If you move onto the black<br />
square, all hell will break loose.<br />
Well, actually it won't, but the<br />
game will end, and the <strong>ZX</strong>80<br />
will tell you how many moves<br />
you survived. Anything over 95<br />
is very good, and you'll be<br />
awarded a gold star.<br />
1 RANDOMISE<br />
2 LET B = 1 6<br />
4 LET A = 6<br />
6 LET M = 0<br />
8 LET P = 0<br />
10 LET W = 0<br />
12 LET D = 0<br />
14 LET C = 0<br />
20 LET Z = - 1<br />
25 GOSUB700<br />
30 FOR I = 1 TO 9<br />
40 PRINT,,,,<br />
50 NEXT I<br />
52 GOSUB 700<br />
60 GOSUB500<br />
70 POKE W + 181,20<br />
Shift<br />
winging across the seas from New<br />
Brunswick, Canada, is Joseph Ho's <strong>ZX</strong>80<br />
game based on the slide games in<br />
which tiles with the numbers one to<br />
15 have to be arranged in order.<br />
When you press RUN, you'll see<br />
a 4 x 4 grid. On it are the<br />
numbers one to 1 5, and an inverse<br />
space. The numbers are<br />
scrambled, and you have to try<br />
and put them in order with the<br />
black square in the lower righthand<br />
corner. The black square<br />
represents an empty space.<br />
The numbers can be moved<br />
around by entering a number<br />
that is directly above, below,<br />
directly to the left or to the right<br />
of the space. A rather quaint<br />
error message — DO OVER —<br />
appears if you try to cheat. The<br />
number you've entered, if you<br />
haven't cheated, and all the<br />
numbers between it and the<br />
space will shift one place<br />
towards the space and the<br />
space will appear in the place of<br />
the number entered. Once<br />
you've solved the problem, the<br />
<strong>ZX</strong>80 will tell you how long it<br />
took you to do it. You'll find it<br />
fairly easy to convert this program<br />
to run on a <strong>ZX</strong>81,<br />
although it will not fit within 1K<br />
as does the <strong>ZX</strong>80 version.<br />
10 DIM All 5)<br />
20 FOR A = 0 TO 15<br />
30 LET A(A) = A+ 1<br />
40 NEXT A<br />
50 FOR A = 2 TO 15<br />
60 LET B = RND|A>- 1<br />
70 LET C = A(A)<br />
80 LET A(A) = A(B)<br />
90 LET A(8) = C<br />
100 NEXT A<br />
110 FOR A = 0 TO 1000<br />
140 CLS<br />
150 PRINT" SHIFT"<br />
1 60 PRINT " "<br />
170 FOR B = 0 TO 3<br />
180 PRINT<br />
<strong>ZX</strong>80 Programs<br />
80 LET Z = Z + 1<br />
90 INPUT C<br />
100 GOSUB 500<br />
110 GOSUB 600<br />
120 POKE M,0<br />
130 IF C = 6 AND A< 10 OR C = 7 AND A> 1 THEN LET<br />
A = A — 1*C+13<br />
140 IF C = 5 THEN LET B = B - 1<br />
150 IF C = 8 THEN LET B = B + 1<br />
160 GOSUB600<br />
170 IF PEEK(M) = 1 28 THEN GOTO 400<br />
180 POKE M,20<br />
190 LET D = RND(4)<br />
195 IF A = 10 AND D = 4 OR A = 1 AND D = 3 THEN GOTO<br />
190<br />
200 LET D = (D = 1) - 1 • (D = 2) + 33 #