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HIGHER OR LOWER

Play your cards right - and you could beat your Electron at this guessing game by Ian Cooper

HIGHER OR LOWER In HIGHER OR LOWER you play the Electron at cards. Reminiscent of the popular television card game, it's easy to learn, simple to play - but hard to win.

There are three main parts to the program. The first deals with the instructions. These are displayed before each game, explaining the rules, how the controls work and also giving a choice of having the sound on or off.

Next comes the game proper. Twenty four cards are drawn on screen, half with red backs and half with yellow.

Also two text windows are set up, the red one dealing with the red cards and, logically, the yellow with the yellow cards.

A card is turned over and the player is asked if he wants to change it. If he does he presses Y, if not he presses N.

Then the micro asks if the player thinks the next card will be higher or lower in value. He presses H or L in reply.

If the player is right then a tune is played and the process repeated until an error is made.

Once this happens (beware, the same value card is counted as wrong) the player is told his score and the Electron takes its turn.

The micro does exactly the same as the player, but uses the yellow-backed cards. When it makes an error the game is over and the program goes onto the third and final stage, the results.

Here the scores of player and micro are compared and the winner (if any) is dult congratulated with a tune and message. There is then the option of finishing or having another go.

Procedures
PROCcompare Compares score and prints according merits
PROCcourt Draws a court card at position x%,y%
PROCsetup Draws screen with card backs and windows
PROCyou Controls player's turn
PROCcomputer Determines the Electron's turn
PROCone to PROCten Set up and draws the non-couter cards at x%,y%
PROCins Gives instructions, sets up variables and sound option
PROCcard Chooses random card and suit. Decides position on screen for next card
 
Variables
A$ Yes/no replies
ns% Finds out when new cards are required
U% User's score
C% Computer's score
loop% Time delay
so%,son% Sound delay
jqk% VDU 23 numbers for court cards
suit% RND(4) gives suit of card
r% RND(13) picks number of card
x%,y% Coordinates of card
v% Value of last card
ans$ Carries high/low decision
ch% Allows user to change first card
chc% Computer change first card

MANIC MOLE

MANIC MOLE Help Martin and Mavis out of their predicament in M. P. O'Donnell's fast-moving maze game

Mavis Mole, Martin the manic mole's girlfriend, has been wrongly arrested for leaking documents to the newspapers.

Help Martin collect the eleven jewels needed for her bail by guiding him through a maze of melting platforms, ice, holes, conveyor belts and invisible platforms.

In each room is a single jewel. When you have collected this a door to the next will open. You'd better be quick though. There's not much time, so get cracking!

Variables
X%,Y% Coordinates of the mole
OX%,OY% Old coordinates of the mole
jx%,jy% Coordinates of the jewel
room% The room you are in
jewels% Number of jewels collected
mole% Character number used for mole
omole% Old character number used for mole
mole$() The character used for the mole
mavis$ The character used for Mavis
gotone% Shows whether you have the jewel
 
Procedures
PROCchars Defines envelopes and characters
PROCinit Defines variables
PROCscreen Draws screen
PROCplay Main procedure, tests for keys and moves mole
PROCjump Makes the mole jump
PROCfall Makes the mole fall
PROCcheck Checks to see if you are touching the jewel
PROCinstruct Prints instructions
PROClives Tests to see if you have lost all of your lives
PROClost Tells you that you have lost all your lives
PROCband Makes the mole explode
PROCcage Opens the cage surrounding Mavis
PROCwon Tells you that you have won
PROCtune Plays the tune when you free Mavis
PROCtune2 Plays the tune when you have lost all your lives
PROCpause Pauses the game until you press R
PROCskill_level Waits for you to input a skill level

PIRATE MATHS

By Jason Cann

PIRATE MATHS Life's not easy for Derek. He was quite happily sailing along on the SS Database when he was attacked by Captain Pinkbeard, of the pirate ship Redwood.

Derek's crew were taken prisoner and all his treasure became the pirate's booty.

That night Captain Pinkbeard and his buccaneers got drunk to celebrate their victory. And for entertainment they decided to test out Derek's mathematical ablities.

They'd ask him some questions and, if he got them right, his ship, crew and treasure would be returned.

But if he got five or more wrong he'd have to walk the plank and feed the sharks.

This is where you, as Derek, come on the scene. Get the answers wrong and he'll go for a sharky swim. But answer them correctly and he could live to be eighty!

Variables
A%,B% Position of man
test% Flags wrong character, Either 0 or -1
L% Level
S% Type of question
X% Number of question
RAND% New seed for RND
P% Holds the answer
 
Procedures
graphics Defines all the VDU characters and turns off the cursor
setup Handles the screen display
start Gives the instructions and game options
printman Displays Derek using overlays of VDU characters
deleteman Clears man from screen
wrong Deals with a wrong answer, moving Derek along the plank, producing the sound effects etc
right Alters the score, handles sound effects
end Finishing routine. Prints the score
test Tests for characters other than numbers entered for an answer

TIME-BOMB

Carl Dunkley's explosive game

TIME-BOMB Is life getting boring? Do you feel the need to spice it up with a little danger? Well, why not try Carl Dunkley's game TIME-BOMB?

The object is simple. You have to collect all the TNT mines, and so gain points, before the timer reaches zero and they explode, taking you with them.

As you move around the screen you'll destroy all the blocks that you come into contact with. Don't worry if you leave one edge of the screen, you'll re-appear at the opposite side.

The block you are currently on is capable of sliding horizontally into an empty space, but it doesn't move vertically. If you do try to move it this way your Electron will ignore you.

You can obtain more points by eating the fruit scattered around the screen, but will lose a life if you run into a skull. A bonus man is awarded every 10,000 points.

You'll need a lot of luck and skill to beat the high score.

All REMs can be safely omitted from the listing if you wish.

In case you're wondering, *FX 200,1 disables the ESCAPE key while *FX202 forces CAPS LK.

Game Controls:
< - Left, &rt; - Down, A - Up, Z - Down
SPACE - Pause On/Off

Procedures
PROCassemble Store machine code for double height characters
PROCcharacters Define characters and envelopes
PROCinstructions Print instructions
PROCinitialise Reset variables for a new game
PROCgrid Draw screen
PROCplay Play game
PROCget Select man's direction
PROCpause Pauses until SPACE is pressed
PROCnext Add a BONUS to score and increment frame counter
PROCdead Lose a life
PROClocate Find an empty square
 
Functions
FNs(V%,N%) Formats V% by adding leading 0 until it has N% digits
 
Variables
X%, Y%, N%, M%,
P%, Z%, T%, D, A$, D$
General
G% Delay loop counter
S% Score
L% Lives
F% Frame number
Q% Bonus man marker
H% High score
D% Man's current direction
C% Contents of square man is moving into
O% Number of TNT mines to be eaten
MAN$ String of CHR$ forming the man
SPA$ String of CHR$ forming a blank square
 
Arrays
S%(14,20) Screen contents
Q% 250 Machine code storage

Cover Art Language(s): English
Compatibility: Acorn Electron
Release: Magazine available via High Street/Mail Order
Original Release Date: 1st Jul 1985
Links: Everygamegoing,

Cover Art