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CHASER

By Peter Mitchell and James McPherson

CHASER Ever had one of those days when you seem to have done nothing but chase your tail?

Well now you have a chance to chase someone else's tail in this two player game for your Electron.

All the instructions are in the listing. You'll find it easy to learn and fun to play.

So type it in and get chasing.

Main Variables
X1% & Y1% Coordinates of player one's arrow
X2% & Y2% Coordinates of player two's arrow
C1% Player one's arrow character
C2% Player two's arrow character
X3% & Y3% Direction of player one's arrow
X4% & Y4% Direction of player two's arrow
SO% Pitch of background sound
G% Number of wins player one has had
H% Number of wins player two has had
Lines Definition
30 Defines sound envelope 1
50 Gets rid of flashing cursor
60 Defines foreground and background colours for introduction
80 Calls procedure intro
90-120 Selects mode and gets rid of flashing cursor. Selects a colour
130-160 Defines arrow characters
170-210 Defines variables
220 Joins text and graphics cursor
260-330 Checks keys to see if they are being pressed
340-370 Alters main variables
380-450 Prints arrows and checks if there is an obstruction in their way
460-500 Moves background sound increase in pitch as time goes on
540-620 When called this procedure will play the notes in W$ in order and each note will have a length of L%. For example, typing PROCs("ABCD",4) will make the computer play an A, B, C and D in order.
650-700 Checks if player one cannot move
730-820 If player two's arrow arrives at an obstruction, tells computer which way arrow can go
850-920 Checks if player two cannot move
930-1020 If player one's arrow arrives at an obstruction, tells computer which way arrow can go.
1050-1090 Checks to see if it is a draw
1130-1140 Prints who has won
1150 Defines notes for "For He's A Jolly Good Fellow"
1160-1230 Adds to relevant player's score
1260-1640 Prepares computer for starting new game
1780-1910 Prints players' scores
FRUIT MACHINE

FRUIT MACHINE

Fruit Machine turns your Electron into a one-armed bandit. You start out with £1 and each spin costs you 10p.

Are you a winner or a loser? Play the Electron Fruit Machine and see.

 
 

Procedures
PROCINIT Sets up the envelopes, defines the characters and displays the winning combinations and the game status
PROCSET Draws the fruit machine's outline and prints the relevant text inside it
PROCPOS Works out the starting point for the drum
PROCSPIN Spins the drum
PROCPAY_OUT Pays out the money with the appropriate sounds
PROCJACKPOT Pays out the jackpot with the appropriate sound and working
PROCBROKE Tells you when all your money has gone and asks if you want another go
PROCDEBT Tells you how much money you have in negative form "You have -20p left") and then asks if you want another go

MATHS HIKE

By Pete Bibby

MATHS HIKE Once upon a time, many years ago when I was in primary school, our class had a maths teacher who used to take us on "Mathematical Hikes".

Of course we never left the classroom. What he meant was that he'd take us on a tour of our powers of mental arithmetic.

He would tell us the first number of the hike - suppose it was 5 - and say "Multiply it by 2". Then he'd say something like "Now add 7 to the total and multiply the result by 6".

When he thought he'd gone far enough he'd ask us the answer, which in this case is 102.

Occasionally he'd carry on until only one or two of us could keep the total in our heads.

Going on mathematical hikes really made mental arithmetic interesting.

Of course you don't need a teacher to take you on mathematical hikes when you've got an Electron.

Just type in this program and your micro will play the part of the teacher. And it won't keep you in after school! Have fun.

RALLY DRIVER

Enjoy the thrills and spills of this exciting rally driving game by Eric H. Crisp

RALLY DRIVER Have you ever fancied having a go at being a rally driver? Well, with RALLY DRIVER you can turn your Electron into a driving simulator and try to steer your way round a course in the fastest time possible.

It's just like the real thing. You can steer from left to right, accelerate, brake and - if you're not careful - crash!

All the instructions are in the program. The rest is up to you. Drive carefully!

Changes
To extend the game, line 810 can be changed by increasing the value with which D% is compared, so making a longer rally.

The curvature of the bends can be increased by increasing the random value assigned to C% at the end of line 750. To keep left and right bends equal, the first number should be twice the second number.

The length of the bends can be increased by increasing the random value assigned to L%

Variables
C% Curve sharpness
CP% Car's absolute position, horizontally
CS% Car's steering speed
CY% Car's forward speed
D% Distance travelled
F% Finished flag
L% Length of curve
P% Road section counter - proportional to distance in front of car
PP% Penalty points
T% Time delay
V% A particular V%(P%) value
W% A particular V%(P%) value
 
Arrays
L%(P%) Screen x coordinate of section P% of the left verge
R%(P%) Screen x coordinate of section P% of the right verge
U%(P%) Screen x coordinate of section P% of the white line
V%(P%) Screen y coordinate of section P% of the road
X%(P%) Absolute x coordinate of section P% of the white line
 
Procedures
PROCCalc Calculates the screen positions of the road sections on the screen
PROCDraw Draws a road section
PROCInitial Initialises variables and the screen for a new game
PROCInstruct Dimensions arrays and displays the instructions
PROCKeys Reads the keyboard and adjusts variables accordingly, makes the sound and displays the time and speed
PROCResult Displays the result at the end
PROCRoad Displays the road in the new position
PROCTest Tests for position on the road and displays the relevant comment

SHEEP

Remember Bright Eyes, the program from Mike Rowe we featured in the March Electron User?

We asked what next and wondered whether readers would send us programs with sheep leaping over gates.

Well they have - or at least, Mike Rowe has risen to the occassion and sent us one. He doesn't tell us whether or not he's an insomniac!

Now, who's going to send us a low flying pig?

SPACE PODS

Fight for survival on the distant planet Tau Theta. By Nicholas Timberlake

SPACE PODS You are tired but you must continue. For hours the battle has been raging and still the aliens press home their attacks.

As commander of the Federation Fleet your mission is to protect the underground base on Tau Theta. The aliens are dropping robot space pods that burrow into the planet's surface.

Were they to reach it and discover its scientific secrets the whole universe would fall to their onslaught.

Despite fighting desperately, your battle fleet has been destroyed. The aliens' space pods have proved to be almost invincible.

You have found refuge on one of two stationary satellites far above the surface of Tau Theta. Your last hope is the laser cannon based on the satellites, but their computer guidance has been destroyed.

You will have to fire the cannons manually. But the space pods are relentless and it's getting harder to keep them at bay.

How long will you be able to survive?

SPACE PODS originally appeared in the July 1983 issue of The Micro User and has been specially adapted for the Electron.

TIC TAC TOE

TIC TAC TOE

Electron Tic Tac Toe is another version of the age old game of noughts and crosses.

There's no pencil and paper though. You just pit your wits against the Electron.

There are two skill levels. The easiest is level 1. But to beat the Electron on level 2 is almost - but not quite - impossible.

Variables
D% Equals 0 if game ended
L% Equals TRUE if player lost
N% Used as a loop counter
P% Used as a loop counter
W% Equals TRUE if player won
X% X coordinate of O or X
Y% Y coordinate of O or X
rnd Equals TRUE if easy game selected
win Equals TRUE if computer could beat you
block Equals TRUE if computer could stop you
X, Y, Z Pointers to array elements
x, y, z Pointers to array elements
Z$(n) Array holding all the pieces on the board
 
Procedures
PROCins Prints up instructions
PROCset Initialises start of each game
PROCcomputer Decides computer's move
PROCrnd Makes random move for computer
PROCplayer Gets and checks player's move
PROCx Puts an 'O' into the Z$(N) array, at the position pointed to by X, Y or Z
PROCboard Draws the board
PROCpieces Draws the Os or Xs
PROCinit Sets up the computer for the start of play. Defines the envelopes, and picks the initial colours
 
Functions
FNtry(1$) Returns TRUE if the string 1$ is found using FNt
FNt Returns TRUE if three Os or three Xs are found in a row
FNtest Returns TRUE if a free space is found in a line X, Y, Z

Cover Art Language(s): English
Compatibility: Acorn Electron
Release: Magazine available via High Street/Mail Order
Original Release Date: 1st May 1984
Links: Everygamegoing,

Cover Art