Winter is closing in fast. In order for Sam
Squirrel to survive the cold season he must collect all the nuts in
the nearby gardens. Sam is a very nervous squirrel though, so
nervous in fact that he is frightened of his own footprints! If, on
helping him round, you tread on an area that he has already visited
Sam will likely die of a heart attack!
Sounds easy, doesn't it? Well, like every good
game, there's always a snag. There is something nasty in the
gardens. Sam is not sure what it is but being a squeamish squirrel
(with a weak heart?) he is surely going to lose a life if that nasty
thing touches him. Depending on the chosen skill level, it will
chase Sam about the garden and if it succeeds in catching him, he
will immediately lose a life.
When a whole garden has been cleared of nuts, Sam
will go to the next one. Altogether, there are five different
gardens, and once Sam has completed all of them, he will go back to
the first by which time more nuts will have fallen.
PLAYING THE GAME
Use a joystick in port 1 to control Sam's movement
- left or right will move him horizontally and up or down will move
him back and forth across the garden.
Allow approximately twenty seconds for
initialisation, after which time the title screen will appear. By
pushing the joystick backwards and forwards you will be able to
alter the skill level (1-6). When this is as desired, press START or
the fire button to start play.
PROGRAM NOTES
For any budding programmers, I have included a
list of the 'main' variables and subroutines. Also, anyone wanting a
decent sprite move routine may find the machine code from lines 1130
to 1190 useful. To operate this function use USR(1536, Location of
move data, Location of put data, Length of move data).
You may find this routine useful for scrolling
screens too.
MAIN VARIABLES
BX, BX1, BX3, BX4
|
Hold horizontal positions of
the 'nasty thing' |
BY, BY1, BY3, BY4
|
Hold vertical positions of
the 'nasty thing' |
BYTE$ |
Holds machine code to copy
down character set |
CHACT |
Address of character to be
POKEd |
HISC |
High Score |
LEV |
Level/Garden |
LIV |
Lives left |
MEM |
Address of character set |
NUTS |
How many nuts needed |
PMBASE |
Used in P, M setting up and
vertical movements |
S$ |
Characters to be re-defined |
SC |
Score |
SKI |
Skill Level |
ST |
Nuts collected |
X1, X2, X3, X4 |
Hold horizontal positions of
squirrel |
Y1, Y2, Y3, Y4 |
Hold vertical positions of squirrel. |
SUBROUTINES
0-130
|
Set up main variables |
140-420 |
Movement of squirrel |
430-580 |
Movement of 'nasty thing' |
590-650 |
Lose a life |
660-690 |
Pick up a nut |
700-750 |
'Thing' tracking routine |
760-810
|
All lives lost - game over |
820-990 |
Title screen |
1000-1120 |
Screen complete |
1130-1310
|
Set up sprites |
1320-1370 |
Draw gardens |
1380-1600 |
Re-define character set |
1610-1910
|
Screen data |
|
|
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