Personal Computer News


Bruce Part 1

 
Author: Andy Clarke
Published in Personal Computer News #094

Don your jetpack and tackle the robots in the search for your fair lady in this game from Andy Clarke for you to key in to your Commodore 64.

Bruce To The Rescue

Don your jetpack and tackle the robots in the search for your fair lady in this game from Andy Clarke for you to key in to your Commodore 64

Bruce, for the Commodore 64, presents you with a few tricky problems. You are Bruce, equipped with a jet-pack and searching through robot-infested caverns. Your goal, Bruce, is to find your girl - we assume she's called Sheila...

In order to play the game you'll need a joystick in port one.

Playing The Game

Level One

At this level you have five lives to play with and can move in eight directions. You being at normal speed. Pressing the Fire button once takes you into top gear - press it again and you revert back to the normal pace.

Your objective is to collect three cannisters of fuel before your bonus runs out, without touching any aliens, robots or electrified girders. You get 1000 points per cannister but if you lose a life you forfeit the cannisters you're carrying.

To get on to level two without going through the first section you can cheat by pressing Run/Stop while level one is underway - then type Z=3:CONT and press Return.

Level Two

You'll need some nifty work with the joystick and speed controls to get through this level. To rescue Bruce's girl you have to duck between girders, avoid aliens and get three fuel pods and the sword.

Moving in only four directions it's advisable to go for the sword first - once you've got it you're invincible. When the sword, three aliens and three fuel pods have been taken the game ends.

Program Notes

0-5 Read in data. Colour the screen
8 Gosub sound routines and titles
10 Sets variables
12-22 Set up game, sprites, etc
24-30 Check position limits of our man, Bruce
32-38 Joystick input routine
58-60 Read collisions
62 If all fuel is collected then add remaining bonus to score
66 Prints bonus and decreases it by 20
68 Checks if bonus has run out
70 Continues main program loop (Level 1)
100-102 Screen messages for speed
120-146 Game over routine
200-216 Set up sprites for the game
220-230 Move the baddies and check limits
250-256 Colour fuel sprites and position
280-282 Alter sprite pictures of robots - makes them 'turn'
300-326 Graphics for first screen
350-396 Routine to display Bruce name sprites
400-490 Sound routines
500-514 Check for a significant collision
600-624 These lines are GOSUBed depending on what the joystick input is - from lines 32-38
1000-1006 Titles for Level 2
1010-1046 Screen graphics for Level 2
1048 Gosub tune and set and variables
1049-1056 Set sprite pointers
1058-1074 Set up sprites
1076-1088 Get joystick input
1090-1092 Check for collisions
1094-1099 Check for end of game
1200-1210 Move the aliens
1300-1310 Check for Bruce passing right x position and POKEV+16 with appropriate value
1500-1512 Check for significant collisions with or without the sword
1550 Print score and lives
1900-1912 Check for collisions if Bruce has the sword
2000-2016 Win message
2018-2034 Bruce rescues the girl!
2036-2046 Another go?
20000 Data for ditty
30000 Sprite data- REMmed. Note: Some lines are the same

Andy Clarke

This article was converted to a web page from the following pages of Personal Computer News #094.

Personal Computer News #094 scan of page 22

Page 22

Personal Computer News #094 scan of page 23

Page 23