BOUNCE BALL
By Ian Kirby
Feel like a ball game but can't be bothered to go out?
well get your opponent and let your Electron provide the court with BOUNCE BALL.
Written by Ian Kirby, it's a two player game that harks back to the earliest days of video games but is still as much fun as ever.
Variables | |
ang% | Contains angle of ball |
bx% | Contains across position of ball |
by% | Contains position of ball down screen |
sa% | Position of player one across screen |
sb% | Position of player two across screen |
ua% | Position of player one up screen |
ub% | Position of player two up screen |
turn% | Contains number of player who must hit ball next |
num% | Contains number of player who hit ball last |
pl_a% | Player number one's score |
pl_b% | Player number two's score |
Procedures |
|
PROC_move_man_a | Allows player one to move his man |
PROC_move_ball | Moves ball across the screen |
PROC_move_man_b | Allows player two to move his man |
PROC_init | Defines the program variables, etc. |
PROC_inst | Prints instructions on the screen |
PROC_hit | Takes action if player hits the ball |
PROC_draw_screen | Draws the screen |
PROC_score | Calculates the score |
PROC_re_set | Sets the variables for a new game |
PROC_off | Takes action if the ball goes off the screen |
PROC_winner | Shows the winner |
REVERSI
By Russell Thickings
Take a rest from blasting nasties and being chased round mazes and take on your Electron at Reversi.
Exercise your mind and give your fingerips a rest as you ponder your strategy. You'll find your Electron a formidable adversary.
The program works on a grid system with 64 squares. Each square contains a number and the lower the number the better the square.
When it's the computer's turn it checks all 64 squares to see if it can turn over any of the player's counters and find the best legal move. If it can't go then the player has won.
When it is the player's turn it checks that the move is legal. If you can't go, then ESCAPE must be pressed and the computer wins.
The data at the end makes the computer play for the corners. Altering this will alter the computer's style of play.
Variables | |
position%(8,8) | Grid of squares |
counter1% | Player's counter number |
counter2% | Computer's counter number |
colour1% | Player's colour |
colour2% | Computer's colour |
win% | Shows whether anyone has won |
key% | Key pressed |
x%,y% | Position of counter |
bestgo% | Computer's best go |
Procedures |
|
instructions | Prints the instructions |
err | Report error or computer wins |
set | Set the variables, characters and envelopes |
grid | Draws the board |
win | Checks to see if anyone has won |
play | Player's move |
comp | Computer's move |
turn | Check computer's move |
check | Check player's move |
turnover | Place new counter and turn over the others |
TEX N' DAN
Ride out West with Ken Goodacre and do what a man's got to do
Tired of arcade action but don't want to hurt your brain with logic games? Well, why not go back to the days when a man was a man and do what a man has to do way out West?
Despicable Dan has ridden into town and the scene is set for a showdown between Dan and Tex the sheriff (you).
Tex has six shots in his gun, which is reloaded when Dan has used his six shots.
Each player has three lives, and when Dan has lost all his lives the game moves on to the next level.
On each progressive level the number of shots Tex starts with is reduced.
To make things a little more difficult, Tex can only fire straight, or at a preset angle, left or right depending on his proximity to Dan. Points also are awarded for shooting pieces off the cacti, which can only be hit when firing straight up.
On the third screen, one of Dan's gang throws a rattlesnake onto Tex's side of the road. This snake proceeds to chase Tex for the rest of the game.
Tex can jump over the snake by pressing the spacebar. But if he comes into contact with the snake he loses a life.
On the third level onwards, Dan's accuracy improves.
If Tex loses all his lives, an undertaker will come out and carry him off. As you might guess, the game is then over.
As well as this one player versus the micro, there's a two-player option in which both players are evenly matched.
The game will also demonstrate itself.
Main Variables | |
A% | Tex's ammo in one-player game |
B%/b% | Number of shots in respective gun |
ca1/2/3% | Piece of cactus |
D%/d% | Holds value for leg animation |
DIF% | Different in Ypos of Tex and Dan |
E%/e% | Holds value for body animation |
ER%/er% | Error of Dan |
GM%/gm% | Number of games won |
P%/PP% | Number of players |
SC%/sc% | Score |
UP%/up% | Number of lives left |
u% | Timing of jump |
UX% | Xpos of undertaker |
UY% | Ypos of undertaker |
SN% | Type of snake, left or right facing |
SX% | Xpos of snake |
SY% | Ypos of snake |
X%/x% | Xpos of Tex or Dan |
Y%/y% | Ypos of Tex or Dan |
Flags |
|
O%=1 | If a cactus has been hit |
ov%=1 | During play |
U%=1 | If Tex jumps |
Procedures |
|
auto | Main loop on one-player game |
test2 | Main loop on two-player game |
jmp1 | Tex jumps |
jmp2 | Tex alights |
mR | Moves Tex and Dan |
sh | Tex fires |
sh2 | Dan fires |
chek | Has anybody hit a cactus? |
rico | Cactus has been hit |
del | Progressively deletes a cactus |
DGR | Tex and Dan dodge about |
turn_dan | Dan turns to face Tex |
at | Computer fires at Tex |
snake | Moves snake |
bite | Snake has bitten Tex! |
run_on | Let battle commence! |
over | Game over or next level |
advance | Advance to next level |
cac1/2/3 | Draws a cactus |
w | Waiting loop |
up | Blind goes up |
shut | Shut that door! |
carry | Undertaker carries Tex off |
run | Prints undertaker |
ask | How many players are there? |
load | Loads a gun |
spent | Deletes a bullet |