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WEIRD | COMPOTER GAMES Jenny Tyler and Chris Oxlade 2 About this book 3 Tower of Terror 4 Skulls of The Pyramid 6 Monster Wrestling 8 Jaws 10 Flying Witches 12 Micropuzzle 17 Answers to puzzles About this book The programs in this book are written in a standard version of BASIC and there are conversion. lines to type in for most of the main types of home computers. Look down the left-hand side of the program for the symbol for your computer and then look at the list of Geeretia israel that line. The symbols for the various computers are as follows: Commodore 64 and VIC 20 *BBC and Electron oSpectrum S59 = TRS-80 (extended BASIC version) About the games The games in this bookare very Estas) ( Maui evo ila (elo li cop alte} you get used to your computer and tothe BASIC language by typing in listings, debugging them and seeing how they work. The programs do not contain graphics or sound as fieahrtsdpattico ate tea to computer, but youcan try adding ci Pertenece tetanic games as muchas youlike. There are suggestions for ways of doing thisnext to each program and you can experiment with your own ideas, CER CNM Uae a ceste-r bist games in this book asa basis for eater eia ence tenets Bonita Bit oe eR ser aged serra) Pre Dy sc cau secrniiep sgt hertbs ety Illustrated by Rob McCaig, Sue Walliker, BU ENesea Cy Soars Rere Veta tscail Eee ord sist Typing and running the programs proto atecrat areata tere gerese seta can be quite difficult and time- consuming to type in correctly. Check each line as you go. Itisso easy to make mistakes, even if you are quite experienced. When you have typed in the whole listing, check it again, making sure you haven't missed any lines, spaces or Pater Tostart the game, type RUN. Read the introduction to the game firstso. Pe Peres Crtoa yi ayel} are supposed todo before youstart. Ifthe program doesn’t work properly, it is quite likely that there Fe SU eS reg a the program and check again. When the game is over, the rier rsa oes STB Lehr) play again or say something like BREAK in 200, in which case you Tust type RUN to play again. Changing the speed , Some games depend onthe speed Pacanwea ee CccnerT thrid computer. You may find youneed to adjust the speed. You will find instructions for doing this next tothe program listing. bese e eer e agi astet) Publishing Ltd, 20 Garrick Street, London WC2E 9B]. © 1984 Usborne Publishing ltd ‘Thename Usborne and the device are ‘Trade Marks of Usborne Publishing Lid. Your mouth is dry, your legs are shaking and your heart is thumping — you've entered the Tower of Terror... jz, , Press G to move through the rooms. Agh!! there's a skeleton, then a ghost, thena ‘headless axeman! With each fresh shock your pulse rate rockets. ‘Will you go on (G), or retreat (R) to recover a little? Watch the time — you've only got until midnight to reach the top of the Tower and the coveted Treasure. Watch your pulse rate too. Madness takes over when it reaches 150 and nothing can stop you leaping to your doom out of the window. How it works 10: Goes to initialization section toxeadindata. 30: RMis the room you're in. 40-50:Setthe starting time and pulsezate. 90; Prints any comment stored in RS. 100-160: Work out floor and room you are in frora value of RMand Print this information. ? 170-180: Print other information. 190: GF isa flag whichis set when there is anasty ahead. 200: Checks if you've reached ‘Try changing the pulse ate limit. Can you work out how toadd more rooms too? PRINTSPRINT *THE TINE 15 "3H PRINTSPRINT “YOUR PULSE RATE 220: Random chance of there being something ahead. Goesto , = subroutine if there is. ‘Seeifyoucan add more ‘naxtiew and change their shock ratings. 230-280:Get player'sinputana |~J actonit. 30 PRINTSPRINT “Ri TasINKEYS 160"5" AND THEN “THEN TaEN NTN THEN 290: Increases time. 300: Tests for midnight. (310: Testsif pulse rate is toohigh. ‘330: Checks if you are in room with trap door. 400-410: Move forward routine. Increase pulse if there's anasty. 420-460: Select a type ofnasty AND RND(LI90.5 THEN gosue 529 ( Whatisthe Treasure of ) nditsshock rating. Towerandhowdidit { 470-510; Readin data for staxt of 580 PRINT “WELL DONE “iSTOP game (initialization). RINTEPRINT “IT'S MIDNIGHT! 520: Trap door subroutine. RINT:PRINT °TOQ LATE": STOP PRINT "YOU MAVE GONE MAD AND" RINT “LEAPT FROM & WINDOM iF LET PePOSHZILET _ Conversion lines 0 LET WSEBBTI LET SeINTAND(1)45)4FL4THe2 PRINTSPRINT "AHEAD YOU SEE A "us CET GFL RETURN DIN B6«S LET G6( LET 68(2) LET B83 RETURN 520 LET Re SKELETON’ HOST IERDLESS EKG (OU FELL THROUGH & TREP DOOR! *:LET RieRH-S:LET PoP+10: RETURN Voit. We eee laa awl thn x A mind without a body - that’s all you've been since that terrible accidental those years ago, during the building of The Pyramid. Ittakes all your mental energy to satisfy the Evil Spirit Master's demands. Every day he forces a number into your mind (if only you could turn him off). You must will skulls to fall off The Pyramid onto the numbered stones below inan attempt to score that number. Press 1, 2, 3 or 4 to release a skull. You must use five skulls each go-nomore, no less. Score the right number and rid yourself of the Curse of The Pyramid. line 10 to speed up the 10:Sets variables at beginning of game. 10 LET TS=0:LET 18="0":LET SP=3 20: Chooses number hat player 20 LET N=INT(RND(L) #30) #10 must score. 30 CLS: PRINT 30-80; Print starting message and 40 PRINT "SKULLS OF THE PYRAMIDS" WaltforPlayertoseeit. R50 PRINT 90-240: Print out pyramid and the. Meo print You eRe REQUIRED Se 70 PRINT *T0 SET "yN:PRINT 80 LET K=3000:608UB 540 . @a50 CLSHLET ¥=2 e eee nema 100 FOR I*t 10 4 ‘symbol with a 110 LET AB=STRS(I)2LET 1=6+281 een 120 GOSUB $60 ) 130 NEXT 1 Hea ad nasty thadding 140 LET AS="*":FOR T=1 10 5 \ \\ noises asthe skulls 150 LET ¥=2+241 q 160 FOR J=1 10 [+3 ‘ ‘\ 170 LET 27-1280 4 180 GOSUB 560 190 NEXT J 200 NEXT 1 250:Sets score to zero. 210 LET Y=14 260: Sets number of skulls. 220 FOR I=1 TO 9:LET AS=STRS{I) 270-280: Print message top 230 LET X=1+2#1:B0SUB 560 leftof screen. 240 NEXT 1 250 LET $0 260 FOR I=1 10.5 270 LET Aas=*CHOOSE ROW" 280 LET ¥=0:605UB $40 Dacktowait againifitisn’t 04770 NKEYS 330: X and ¥ are position of 3 7 ‘ical. This line sets them Sere haa atthe top ofthe pyramid. : : 320 IF RCL OR RD4 THEN GOTO 290 $40: Fisaflagwhich ere 330 LET Y=S:LET K=AO0:LET vebe2en Teconds whether previous i 340 LET bounce. Bet you can't work LET As=*O" GOSUB 560 BOSUB 540 380-370: Print the skull and wait. 380: Remove the skull. LET AS=" ":60SUB 560 390: Choose which way to bounce (if value of F allows IF FeO AND YC13 THEN LET X=K*SGN(RND(1)-.5) Bidewayebounee).” LET YevetsLer Fei-F iMeve jovrn one row. IF ¥¢14 THEN GOTO 350 beiseaitabeieals os 410: Checks if stall has reac! LET S=S+(X-1)/2 eID Chocks H stcall ag reaches: LET 4=15:LET te 420; Works out score dependin: LET AS=STRS(I) +": "4STRS(S) at ieee tees enone, BOSUB 560 NEXT 1 430-450: Print out score. LET K=1000:60SUB 540 470: Waits. * 480 LET D=ABS(S-N) LET TS=TS+D “G50 SUG RAT Sirsereanoe baitwoen \ @ 4.490 CLS:PRINT: PRINT score and number required to ¢ 500 PRINT "YOUR RATING IS NOW *;TS saa roare Clmmzecroenend 510 IF D)L THEN LET K=3000:60SUB 540:6070 20 5: A 0 510: If difference is greater than 520 PRINT “AND YOU CAN 60 FREE Derren ‘530 STOP 540 FOR T=1 TO K STEP SP:NEXT T 520: Prints winning message. 550 RETURN 40-550; Subroutine tomake 4 A560 PRINT TABI,Y) A Samputer pause fr length of __ 870 RETURN 560-570: Subroutine tomove ‘cursor to position X,Y onthe Don't suppose ‘you're clever enough tochange the limits of the number to be Conversion lines 920,390 Replace RND(1) with RND 20,390 Replace RND(1) with RND(O) / ©30,90,490 Replace CLS with HOME 430,90,490 Replace CLS with PRINT CHRS(147) ‘290 LET IS=INKEYS(0) 290 I$: IF PEEK{-16384)>127 THEN GET I$ #290 GET I$ 8560 PRINT AT ¥,K;A8 © 560 VIAB(Y#1) sHTABIX+1):PRINT AS 4.560 PRINT CHRE(19);sFOR Li=1 TO Ys PRINT:NEXT:PRINT TAB(K) ja

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