ANIMALS
ANIMALS is a fascinating educational program for youngsters featuring artificial intelligence, and with it your Electron can demonstrate its ability to learn.
Through a series of questions and answers it expands it knowledge of the world and builds up a considerable database of facts and figures about the animal kingdom.
After just an hour's work your micro will impress you with an expert's detailed knowledge of all kinds of animals - try it on your friends and watch their amazement as your Electron holds an intelligent conversation with them.
When the program is run you'll be asked if you wish to load the animals learnt last time and add to the information already acquired. Of course, if this is the first time it has been used you'll have to answer No.
You'll be told how many animals your Electron knows and the object of the game is to try and think of one it hasn't heard before.
Variables | |
key% | Key pressed |
Q$(100) | Questions asked |
question | Question number |
A$(100) | Animals known |
won | Number of games won |
lost | Number of games lost |
Procedures |
|
assemble | Gives three colours in Mode 6 |
initialise | Dimensions arrays |
score | Prints score |
question | Asks a question |
guess | Guesses the animal |
save | Save the animals learned |
load | Loads the animals learned last time |
When you start this will be easy, as it only knows two. However, things will soon change, and it will become more and more difficult to catch your micro out.
When you've thought of an animal tap the SPACE bar and the Electron will ask a series of questions to which you answer either yes or no - press Y or N. Has it got four legs? Does it live at the North Pole? - and so on.
It will then try to guess the animal. If it is correct you can have another go and try to catch it out with a different beast.
What makes this program so fascinating is that when it is wrong the Electron will ask you to teach it - through questions and answers - the difference between the animal it was thinking of and the one you had in mind.
For instace, suppose you were thinking of a robin and your Electron thought it was a blackbird.
When it narrows the subject down to a bird it should ask: "Has it got a red breast?". If it has it must be a robin.
Next time you think of a bird it will remember this fact and ask if it has a red breast. So it learns as you play - and there is enough room for around 100 animals. There's plenty to teach it, so get cracking and turn your micro into an expert to rival David Attenborough.
HECTIC HENRY
While taking a stroll through the maze in his garden, Henry VIII is attacked by a gang of man-eating monsters and desperately needs your help.
The creatures head straight for him, eating their way through the hedges which form the maze walls. Henry's only defence is to kick bits of hedge at them. If they are caught off-guard they are crushed.
Variables | |
score% | Score |
lives% | Lives |
Z% | Screen number |
X%,Y% | Henry's coordinates |
MON% | Number of monsters |
SC%(10) | Hi-Scores |
Procedures |
|
screen | Draws the screen |
M | Moves Henry |
push | Kicks a hedge |
O | Moves a monster |
T | Plays the tune |
instruct | Prints the instructions |
There are four diamonds in the maze and 200 points are given for each one kicked into a corner. Watch out though, these crazy creatures find the gems very tasty and will gobble them up given half a chance.
After clearing the screen of monster, Henry has a chance to earn a bonus.
He must run through one of his other mazes at top speed, reaching the exit at the bottom of the screen before a clock counts down to zero.
There are no monsters here, but the control keys are reversed. The quicker he completes his run the bigger the bonus awarded.
This fast and addictive multi-screen arcade game will keep you busy for quite some time, so type in the listing and give Henry a hand.
Game Controls:
Z - Left, X - Right, * - Up, ? - Down, SPACE - Kick hedge