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Kong's Revenge

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Автор: Jonathan Flint(Графика)
Языки: 🇬🇧 Английский
Формат: 📼 TAP лента
Требования: 🖥️ ZX Spectrum 16K

Ссылки:
Страница на ZXArt
Страница на Spectrum Computing

Скриншоты:
0038674-run-1.png


Описание:
'Kong's Revenge' — это аркадная игра для ZX Spectrum 16K. Основная цель — пройти серию балок, собирая белые зонтики для получения очков.

Игрокам нужно избегать бочек, которые бросает большая горилла. Персонаж, маленький синий человечек, управляется с помощью клавиш, что добавляет стратегический элемент в игру.

Игра состоит из четырех этапов, каждый из которых дает бонус за прохождение. Первые три уровня можно пройти с осторожным планированием, но четвертый представляет уникальную сложность из-за отсутствия лестниц.

Графика определяется через операторы DATA, а основной цикл игры оптимизирован для скорости. Для идентификации объектов на экране используется функция ATTR, акцентируя внимание на цвете и яркости.

KONG'S REVENGE

by Jonathan Flint

from Popular Computing Weekly 23rd September 1982





This is an arcade style game for the Spectrum. The idea is to climb a

layout of girders safely while collecting as many points as possible

(as shown by your score at the top of the screen). Points are gained

by taking the white parasols which are found at various locations.



For reasons which may escape you, a large gorilla is throwing barrels

at you as you climb. These barrels should be avoided at all costs. If

there is sufficient head room, you may jump over them as they pass.

Your character (a little blue man) is moved using the following keys:



z LEFT

c RIGHT

x DOWN

s UP



Caps Shift together with one of the above keys enables your man to

jump in the appropriate direction; ie. Caps Shift z jumps you to the

left. Jumps are required over barrels and across gaps in girders.

Beware the x key - it moves you down whether or not there is a ladder

beneath to support you.



The game has four stages. You receive a large bonus when progressing

to each new stage. To reach a new stage you must climb to the highest

point on the screen and then simply jump into thin air.



The first three levels can always be scaled if you choose your route

carefully, but the fourth (with no ladders) is sometimes impossible.

You may have to go out of your way to pick up a parasol but this must

be done before a barrel rolls over them. If this happens the parasols

will lose their Brightness and become worthless.



The program starts with a series of DATA statements. Lines 11, 12,

13,15 and 16, define the user defined graphics used in the game. When

entering the program from the keyboard, you should RUN lines 1 to 90

as soon as they have been written in order to define the graphics.



These graphics and the lines in which they appear are:



Graphic: Lines:

"p" 255,550,560,570 (Parasols)

"d" 1100,1126,2005 (Man)

2030,2120,5010

5030,5050,5060

"h" 5280 (Ladder)

"f" and "g" 5180 (Gorilla)



Lines 5190, 5200, 5220 use standard mosaic graphics.



The remaining DATA statements define the girder layouts and the ladder

locations used in stages two and three. Lines 100 to 570 use this data

to draw levels. The main playing loop lies between lines 1100 and 1500

and contains a minimum number of lines to keep things fairly fast.



Since the SCREEN$ function does not recognise user defined graphics or

high resolution pictures, I have used the ATTR function where

necessary to identify items on screen by their colour and Brightness

status. Thus if you wish to add anything further to the game bear in

mind:



(a) The program as it stands will only stop

and think about something it meets on

screen if it is BRIGHT.

(b) You cannot jump through anything

which is red.

(c) You can stand on anything except an

empty space.



When satisfactorily entered simply RUN the game. You may be killed by

hitting a barrel or by falling too great a distance. Press "r" for

another game.
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