Автор: Colin Carruthers,Ronald Sellar
Год: 1984
Издатели: Your Computer
Формат:
TAP лента
Требования:
ZX Spectrum 48K
Ссылки:
Страница на ZXArt
Страница на World Of Spectrum
Страница на Spectrum Computing
Скриншоты:
Описание:
Jack and the Beanstalk— это текстовое приключение по мотивам известной сказки. Игрок управляет Джеком с задачей вернуть три сокровища, находящиеся у Гиганта в мире за облаками. Сюжет основан на классической истории и следует её основным событиям.
В игре используется сочетание текста и простых графических элементов для отображения локаций и объектов. Часть предметов можно поднимать и носить с собой, остальные только исследовать; для объектов реализованы несколько уровней описания. В программе доступны стандартные команды, такие как сохранить, загрузить, инвентарь, повтор и выход, а также действия вроде взять, открыть, исследовать, бросить и другие. При использовании блока Currah MicroSpeech озвучиваются фразы Гиганта.
Программная структура разделена на подпрограммы для каждой локации и команды, управление объектами и перемещением между экранами. История начинается с задания матери Джека отнести корову на рынок, после чего начинается дальнейшее развитие событий согласно сюжету сказки.
Год: 1984
Издатели: Your Computer
Формат:
Требования:
Ссылки:
Скриншоты:
Описание:
Jack and the Beanstalk— это текстовое приключение по мотивам известной сказки. Игрок управляет Джеком с задачей вернуть три сокровища, находящиеся у Гиганта в мире за облаками. Сюжет основан на классической истории и следует её основным событиям.
В игре используется сочетание текста и простых графических элементов для отображения локаций и объектов. Часть предметов можно поднимать и носить с собой, остальные только исследовать; для объектов реализованы несколько уровней описания. В программе доступны стандартные команды, такие как сохранить, загрузить, инвентарь, повтор и выход, а также действия вроде взять, открыть, исследовать, бросить и другие. При использовании блока Currah MicroSpeech озвучиваются фразы Гиганта.
Программная структура разделена на подпрограммы для каждой локации и команды, управление объектами и перемещением между экранами. История начинается с задания матери Джека отнести корову на рынок, после чего начинается дальнейшее развитие событий согласно сюжету сказки.
Jack And The Beanstalk - Colin Carruthers & Ronald Sellar
(Your Computer-July 84-Page 100)
COLIN CARRUTHERS AND RONALD SELLAR GIVE CLIMBING LESSONS.
In this adventure games based on Jack and the Beanstalk you play the
role of our intrepid hero Jack; your aim is to recover the three
treasures held by the evil Giant who lives in a strange land up in the
clouds.
The program uses a mixture of text and graphics to represent the
locations and objects you find on your travels. Owners of the Currah
MicroSpeech unit will be able to hear the Giant's thundering voice.
Each location is represented by its own subroutines where all the
associated variables are set. These include a location description
string, a Help message, and pointers to surrounding locations.
Commands are also handled by individual subroutines. These routines
check various flags and later those affected by the command. Table 2
gives a complete list of available command verbs.
Objects are split into two groups - Those which can be picked up and
carried and those which can only be examined. Portable objects have a
graphic representation which appears after Look and Inventory
commands. Associated with each of these objects are three levels of
description, for example: "bag", "money bag" and "a cloth bag full of
gold coins". The first two forms are those that can be used in
commands like Get Bag or Get Money Bag. The third is the response
given by the program to the Examine command.
Some special commands are also implemented. These include: Save, Load,
Inventory, Recap and Quit.
First type in listing 1. This creates 64 user-defined graphic
characters which are used in the graphic representation of the
portable objects. When this runs without an error message, save the
resulting code either to tape by typing GO TO 9990 or to Microdrive
cartridge by typing GO TO 9995
Now type in the main program, listing 2. What you do now depends on
whether you are using a Microdrive or tape. With a Microdrive simply type
GO TO 9995
having inserted the cartridge with the UDG code already on it. With
tape it is now necessary to re-load the UDG code saved by listing 1.
Do this by typing
GO TO 9990
This will load the code and then Save/Verify both the Basic program and the
code automatically.
TABLE 1. VARIABLES:
l
Array of flags and object locations.
m$
Short descriptions of objects.
o$
Standard descriptions of objects.
d$
Verbose description of objects.
e$
Fixed objects that can be examined.
e
Location of fixed objects.
set Current location.
l$ Current location description.
h$ Current help message.
up,do,no,so,ea,we Pointers to surrounding locations
i No. of objects carried.
i$,a$,b$ Input line, command and parameter.
max Maximum number of portable objects.
found,sp Assorted flags.
n,m General for/next control variables.
keys,s$ Currah MicroSpeech variables.
TABLE 2. PROGRAM BREAKDOWN:
10 Initialisation
20 Main Loop
500 Command Decode
600 Input routine
700 Prints graphical representation of object n
1000 Location subroutines
3000 Get/Take
3200 Unlock
3400 Examine
3600 Inventory
3800 Open
4000 Wear
4100 Remove
4200 Oil/Lubricate
4300 Dig
4400 Tie
4500 Drop
5000 Break/Smash
5400 Light/Strike
5600 Save
5800 Load
6000 Eat
6200 Drink
6400 Sleep
6600 Caught by Giant
6700 Chop
7000 Main Initialisation
8000 Titles
9000 Game Over
9990 Tape/Microdrive Program save
TYPE: Adventure
This info file was typed by Michael Bruhn
Correction from YC Sep'84, page 33
----------------------------------
In the July issue the following two lines were left out of listing 1
for the Spectrum Beanstalk program:
1300 DATA 64,255,192,255,64,63,0,0
1500 DATA 1,3,7,14,28,56,112,32
(Your Computer-July 84-Page 100)
COLIN CARRUTHERS AND RONALD SELLAR GIVE CLIMBING LESSONS.
In this adventure games based on Jack and the Beanstalk you play the
role of our intrepid hero Jack; your aim is to recover the three
treasures held by the evil Giant who lives in a strange land up in the
clouds.
The program uses a mixture of text and graphics to represent the
locations and objects you find on your travels. Owners of the Currah
MicroSpeech unit will be able to hear the Giant's thundering voice.
Each location is represented by its own subroutines where all the
associated variables are set. These include a location description
string, a Help message, and pointers to surrounding locations.
Commands are also handled by individual subroutines. These routines
check various flags and later those affected by the command. Table 2
gives a complete list of available command verbs.
Objects are split into two groups - Those which can be picked up and
carried and those which can only be examined. Portable objects have a
graphic representation which appears after Look and Inventory
commands. Associated with each of these objects are three levels of
description, for example: "bag", "money bag" and "a cloth bag full of
gold coins". The first two forms are those that can be used in
commands like Get Bag or Get Money Bag. The third is the response
given by the program to the Examine command.
Some special commands are also implemented. These include: Save, Load,
Inventory, Recap and Quit.
First type in listing 1. This creates 64 user-defined graphic
characters which are used in the graphic representation of the
portable objects. When this runs without an error message, save the
resulting code either to tape by typing GO TO 9990 or to Microdrive
cartridge by typing GO TO 9995
Now type in the main program, listing 2. What you do now depends on
whether you are using a Microdrive or tape. With a Microdrive simply type
GO TO 9995
having inserted the cartridge with the UDG code already on it. With
tape it is now necessary to re-load the UDG code saved by listing 1.
Do this by typing
GO TO 9990
This will load the code and then Save/Verify both the Basic program and the
code automatically.
TABLE 1. VARIABLES:
l
m$
o$
d$
e$
e
set Current location.
l$ Current location description.
h$ Current help message.
up,do,no,so,ea,we Pointers to surrounding locations
i No. of objects carried.
i$,a$,b$ Input line, command and parameter.
max Maximum number of portable objects.
found,sp Assorted flags.
n,m General for/next control variables.
keys,s$ Currah MicroSpeech variables.
TABLE 2. PROGRAM BREAKDOWN:
10 Initialisation
20 Main Loop
500 Command Decode
600 Input routine
700 Prints graphical representation of object n
1000 Location subroutines
3000 Get/Take
3200 Unlock
3400 Examine
3600 Inventory
3800 Open
4000 Wear
4100 Remove
4200 Oil/Lubricate
4300 Dig
4400 Tie
4500 Drop
5000 Break/Smash
5400 Light/Strike
5600 Save
5800 Load
6000 Eat
6200 Drink
6400 Sleep
6600 Caught by Giant
6700 Chop
7000 Main Initialisation
8000 Titles
9000 Game Over
9990 Tape/Microdrive Program save
TYPE: Adventure
This info file was typed by Michael Bruhn
Correction from YC Sep'84, page 33
----------------------------------
In the July issue the following two lines were left out of listing 1
for the Spectrum Beanstalk program:
1300 DATA 64,255,192,255,64,63,0,0
1500 DATA 1,3,7,14,28,56,112,32