Автор: Clive Brooker
Год: 1983
Издатели: Simon Micro-Soft
Производитель: Simon Micro-Soft
Языки:
Английский
Формат:
TZX лента
Требования:
ZX Spectrum 48K
Ссылки:
Страница на ZXArt
Страница на World Of Spectrum
Страница на Spectrum Computing
Скриншоты:
Год: 1983
Издатели: Simon Micro-Soft
Производитель: Simon Micro-Soft
Языки:
Формат:
Требования:
Ссылки:
Скриншоты:
Text copied from Clive Brooker's website:
Buggy
Copyright Simon Micro-Soft 1983 (Unpublished)
This program must be run in an emulation of a 48K Spectrum.
Reworking some of the program code from Boat Run, Buggy was to be a little more ambitious, and provide 8 way scrolling. The program is a combination of machine code with Sinclair Basic for the non speed critical parts.
The game objective is to simply steer the "rocket" around the course without colliding with anything. However, driving through the black grids awards points.
Pressing any key starts the game and the two control keys are A - rotate Anticlockwise, and S - rotate the rocket Clockwise.
The game itself is a little frustrating until you master the responsiveness of the control keys. Certainly, not a commercial product, but I had learnt enough fundamental programming skills to entirely rework the concept for what would become my first commercially published game, Knight Driver.
Spectrum Games
A short autobiography about the computer games written by Clive Brooker
www.autolaunch.co.uk
Buggy
Copyright Simon Micro-Soft 1983 (Unpublished)
This program must be run in an emulation of a 48K Spectrum.
Reworking some of the program code from Boat Run, Buggy was to be a little more ambitious, and provide 8 way scrolling. The program is a combination of machine code with Sinclair Basic for the non speed critical parts.
The game objective is to simply steer the "rocket" around the course without colliding with anything. However, driving through the black grids awards points.
Pressing any key starts the game and the two control keys are A - rotate Anticlockwise, and S - rotate the rocket Clockwise.
The game itself is a little frustrating until you master the responsiveness of the control keys. Certainly, not a commercial product, but I had learnt enough fundamental programming skills to entirely rework the concept for what would become my first commercially published game, Knight Driver.