Personal Computer News
12th January 1985
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 |
This article was converted to a web page from the following pages of Personal Computer News #094.