ZXSpectrumGameMaster.pdf

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ZX Spectrum
Game Master
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ZX Spectrum
Game Master
PK McBride
Longman
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ZX SPECTRUM is a Trade Mark of
SINCLAIR RESEARCH LIMITED.
Contents
Introduction
6
Action games
12
1 Movement
16
2 Targets & invaders
36
3 The Hall of Fame
48
4 Mazes
52
5 Special effects
62
Program listings
68
Adventure games
76
6 The spirit of adventure
76
7 BASIC logic
80
8 Planning the game
84
9 The key routines
98
10 Taking it further
106
Program listing
114
Interactive games
122
11 Game design
122
12 First moves
124
First published 1984
Longman Group Limited
Longman House, Burnt Mill, Harlow,
Essex CM20 2JE, England
and Associated Companies throughout the
world.
13 Developing tactics
128
ISBN
14 Take it from here
132
Program listing
136
Printed in UK by Parkway Illustrated Press,
Abingdon
Appendices
A Essential BASIC
© Longman Group Limited 1984
Designed, illustrated and edited by
Contract Books, London
148
All rights reserved. No part of this
publication may be reproduced, stored in
a retrieval system or transmitted in any
form or by any means, electronic,
mechanical, photocopying, recording or
otherwise, without the prior permission of
the Copyright owner.
B Defining your own graphics
154
C Super screens
157
The programs listed in this book have been
carefully tested, but the publishers cannot
be held responsible for problems that
might occur in running them.
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I-VF"
You want to see results, don't you? Also, there
are many types of computer games where
high-speed is simply not necessary. You don't
need it in adventure games or games of
strategy. Imagination is far more important
here, and imagination and attractive graphics
will go a long way to make up for lack of speed
in action games.
This is the real strength of BASIC
programming. You will find that you spend less
time struggling with the technicalities of the
program, and more time using your imagination.
You can always add machine code routines into
your BASIC programs - short, tried-and-tested
routines that will speed up particular parts of
the program or give you special effects that are
not possible in BASIC. Useful routines can often
be found in computing magazines.
Why bother to write your own computer
games? After all, it is hard work, and there are
so many games around already that you may
wonder whether it is really worth the effort. Of
course it is, because however much hard work
is involved, writing a game is an exciting
challenge. When you have succeeded in
producing the game you want, that does the
things you want it to do, in the way that you
choose, there is an enormous sense of
satisfaction. It's a bit like climbing a mountain. It
may be a struggle getting there, but there's a
great view from the top.
And are there so many games around
already? How many truly original games have
you come across? How many are simply new
versions of old favourites? Could you come up
with something really new? If you could, then
there's someone out there who would like to
play it, and perhaps, to pay for the pleasure.
The second question is 'Why BASIC?'
Machine code programming produces much,
much faster games - about fifty times as fast as
BASIC programming. The answer there is that
BASIC is far easier to use, and do you really
need the speed? Those all-action high-speed
arcade games represent weeks or months of
work by teams of experienced programmers.
6
Introduction
7
Introduction
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