Автор: David Naylor
Год: 1986
Издатели: ZX Computing
Языки:
Английский
Формат:
TAP лента
Требования:
ZX Spectrum 48K
Ссылки:
Страница на ZXArt
Страница на World Of Spectrum
Страница на Spectrum Computing
Скриншоты:
Год: 1986
Издатели: ZX Computing
Языки:
Формат:
Требования:
Ссылки:
Скриншоты:
UNDERWORLD
by David Naylor
from ZX Computing June 1986
Underworld is an adventure for the 48K Spectrum, in which you have
been stranded on the island of Brannal. The only way for you to escape
is to collect the five Keys of Time and take them to the Keeper of
Time who will enable you to escape. The only problem is that the Keys
are in the possession of the Dark Lord and his followers who rule the
island, and naturally they're none too keen on letting you get away
...
The trouble with typing in adventure game listings is that by reading
the listing you often get a good idea of how to complete the game,
which obviously takes away half the fun. But with Underworld, David
Naylor has provided a machine code 'scramble' routine which jumbled up
all the text in the game before the listing was printed. The
'unscramble' routine is contained in the Basic loader (listing 1), so
you can type in the scrambled listing without seeing the solutions to
all the problems and then the loader program will unscramble it for
you when you actually start to play the game.
Listing 1
This is the Basic loader containing the 'unscrambling' routine. Type
this in (ignoring line 0) and SAVE it before RUNning it. To check the
program add this line: 85 STOP. Then RUN it. The checksum will tell
you if any errors have been made, and if it's all OK you will see "9
STOP statement 85:1" come up on screen. When that happens delete line
85 and SAVE the program again with SAVE "UNDERWORLD" LINE 1 - this is
the final loader for use with the finished game.
Listing 2
This is the main game program which has been scrambled to stop you
from seeing all the solutions. Be very careful to enter the scrambled
text correctly as it can only be 'descrambled' properly if it's been
entered correctly.
Printer problems
David has used certain codes in the game which don't show up on a
printer. The first of these is the copyright symbol ((c)) which has
been replaced in the listing by a plus sign (+). So, where a REM
statement tells you to "see text" this means that any plus signs in
the following line should be replaced by the copyright symbol.
There are also a number of 'inverse' commands in the listing in the
following lines, where text has to be typed-in in inverse mode.
These are:
1082 all the text between quotation marks
9522 the text between '+' signs
9580 XIBU
9962/3 UIBU
9970 XIBU
To enter inverse mode, press Caps Shift and 4, enter the relevant
piece of text and then press Caps Shift and 3 to return to normal
mode.
--
Another Fine Product transcribed by:
Jim Grimwood, Weardale, England (http://www.users.globalnet.co.uk/~jimg/)
--
by David Naylor
from ZX Computing June 1986
Underworld is an adventure for the 48K Spectrum, in which you have
been stranded on the island of Brannal. The only way for you to escape
is to collect the five Keys of Time and take them to the Keeper of
Time who will enable you to escape. The only problem is that the Keys
are in the possession of the Dark Lord and his followers who rule the
island, and naturally they're none too keen on letting you get away
...
The trouble with typing in adventure game listings is that by reading
the listing you often get a good idea of how to complete the game,
which obviously takes away half the fun. But with Underworld, David
Naylor has provided a machine code 'scramble' routine which jumbled up
all the text in the game before the listing was printed. The
'unscramble' routine is contained in the Basic loader (listing 1), so
you can type in the scrambled listing without seeing the solutions to
all the problems and then the loader program will unscramble it for
you when you actually start to play the game.
Listing 1
This is the Basic loader containing the 'unscrambling' routine. Type
this in (ignoring line 0) and SAVE it before RUNning it. To check the
program add this line: 85 STOP. Then RUN it. The checksum will tell
you if any errors have been made, and if it's all OK you will see "9
STOP statement 85:1" come up on screen. When that happens delete line
85 and SAVE the program again with SAVE "UNDERWORLD" LINE 1 - this is
the final loader for use with the finished game.
Listing 2
This is the main game program which has been scrambled to stop you
from seeing all the solutions. Be very careful to enter the scrambled
text correctly as it can only be 'descrambled' properly if it's been
entered correctly.
Printer problems
David has used certain codes in the game which don't show up on a
printer. The first of these is the copyright symbol ((c)) which has
been replaced in the listing by a plus sign (+). So, where a REM
statement tells you to "see text" this means that any plus signs in
the following line should be replaced by the copyright symbol.
There are also a number of 'inverse' commands in the listing in the
following lines, where text has to be typed-in in inverse mode.
These are:
1082 all the text between quotation marks
9522 the text between '+' signs
9580 XIBU
9962/3 UIBU
9970 XIBU
To enter inverse mode, press Caps Shift and 4, enter the relevant
piece of text and then press Caps Shift and 3 to return to normal
mode.
--
Another Fine Product transcribed by:
Jim Grimwood, Weardale, England (http://www.users.globalnet.co.uk/~jimg/)
--