Bertie

by Michael Kempster

 

Issue 18

Nov/Dec 85

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Welcome to Bertie, a variation of the classic game of Q-Bert.

The object of the game is to move Bertie about so that he colours in every cube on the screen without falling off the pyramid, falling into the hole (which moves!) or being caught by the frog. After a lot of patience and practice screens 1, 2 and 6 can be done but the rest are easier to give you a breather. Once a screen has been completed the game continues from that level even after the game is over. You have 3 lives, look after them!

Pressing START or the fire button will start the game and Bertie is controlled by left, right or diagonal movement of the joystick. To pause during play, press any key and press a key again to resume. Pressing OPTION at anytime during play will abort the game.

A machine code routine from PAGE 6 Issue 13 has been used to display the Player Missiles. It also allows 48 frames to be stored in memory for each Player. Intricate animation can be achieved with the use of this routine. To call up a Player use MC=USR(1568,A,B,C,D) where A = Player number, B = X co-ordinate, C = Y co-ordinate and D = frame number. This routine appears in lines 20000 to 20040.

TYPING IT IN

Simply type in both listings and save them on the same disk or on tape one after the other. If you are using cassette make sure that you change line 150 as stated in the REM and if you use disk SAVE the second listing with the filename "D:BERTIE.2". RUN the first listing which will automatically load the second.

AtariLister - requires Java

 
AtariLister - requires Java

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