Electron User 2.10 ================== Higher Or Lower --------------- Play your cards right - and you could beat your Electron at this guessing game by Ian Cooper 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 cardMANIC 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 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 answerTIME-BOMB Carl Dunkley's explosive game 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