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.
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