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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 #

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