BOUNTY HUNTER
by Dominic Walsh
from Computer & Video Games, Book of Games 3, July 1984

[The program uses ATTR at lines 620-640 to check for blue-on-white]
[& green-on-white, but never sets these colours anywhere, so I've ]
[set PAPER&INK at the places marked in INVERSE in BOUNTY.TAP.     ]
[(I expect the author used embedded colour control codes in the   ]
[BASIC, which don't show on a listing, of course.)           JimG ]

It is the year 2234 and the human race has been freed from the tedium
and drudgery of most types of work - by androids. The majority of
people are free to spend a lifetime of leisure and idleness. To combat
their boredom, fantasy worlds have been created and populated with
robots - worlds ranging from Stone Age civilizations to Roman
Olympics.
	The most popular is West World - an exact replica of the gun-
slinging era of the American Mid-west, during the late 19th century.
Each of the towns are filled with robots which can be challenged to a
shoot-out; but they have been programmed to be so slow that any human
can draw a gun faster than they can.
	However, two of the droid cowboys have malfunctioned and have
begun to massacre the visitors to West World. Your reputation as a
bounty hunter has meant that you've been hired to track down the rogue
droids and destroy them.
	Q and W move the bounty hunter left and right, E and C move
him up and down. I turns him 45 degrees anti-clockwise, O clockwise 45
degrees and M fires his Smith and Wesson.




CV8407-Cricket-supplement-P19.TAP
by Andrew Henderson


If you haven't managed to unglue yourself from the Spectrum for the past
few months, then I've got some news for you - it's summer. Yes, I know it's
raining - but the rain's warmer isn't it. In keeping with these damp and
dark few months, we've dusted down our whites and oiled our bats in
preparation for the age old British ritual of summer cricket. The game
allows you to play either the batsman or the bowler. If you select to be
the bowler, you must calculate the angle and spin of the ball before you
bowl it; if you get it wrong, the batsman will knock you for six.



PHARAOH'S TOMB
by Andrew Duffy
from Computer & Video Games, Book of Games 3, July 1984

Many centuries ago there lived a powerful Egyptian Pharaoh called
Katuman. When he died, the people of Egypt built him a lavish tomb
filled with chests overflowing with treasure and gold bricks. But the
most precious item within Katuman's tomb was a golden idol made in the
shape of the Pharaoh's head.
	To protect the tomb from grave robbers, it was built in the
heart of a mysterious jungle and the keys which opened the tomb were
hidden in 14 marshland swamps.
	Many decades later, an adventurer set out on a quest for the
lost 14 keys - this is his story ...
	The keys to the tomb can be found at the top of each screen.
You must help the explorer reach the top of each screen by climbing
vines and jumping over the deadly snakes which inhabit the swamp.
There are also unfriendly natives in the swamp who try to stop your
quest by firing poisoned arrows at you.
	Each time you collect one of the keys, the game gets harder.
If you collect all 14 keys, you reach the tomb. Then you'll be asked
if you want to try again - this time the marshland mazes will be more
difficult to conquer.

HINTS ON HOW TO PLAY:
1. Jump over the snakes and arrows.
2. Reach the key before the bonus reaches zero.
3. Jump on and off the moving marsh grass at the top of the screen.
4. Do not go off the side of the screen.
5. You will lose a life if you run into an arrow or snake, if the
   bonus reaches zero, if you go off the side of the screen, or if
   you fail to successfully jump on and off the moving marsh grass
   at the top of the screen.
All screens are possible to get through!
CONTROL KEYS:
USE
"1" for Up
"Q" for Down
"9" for Left
"0" for Right
"Z" to Jump Left
"M" to Jump Right
THE SCREEN
Your score, lives & bonus are displayed at the top of the screen. The
number of keys you have collected is displayed at the bottom of the
screen.

MAIN VARIABLES:
a	= Vertical position of player
b	= Horizontal position of player
bb	= Value of bonus at beginning of screen
bo	= Value of bonus left
f	= Common loop variable
k	= Number of keys collected
le	= Difficulty level
li	= Number of lives left
hs	= High score
s	= Score
st	= Screen number
m	= Variable to determine which way player is moving
LIST OF STRINGS:
a$	= Message which computer displays on-screen and also string
          for moving marsh grass (ie. has more than one function)
c$	= Arrow string
d$	= Snake string
h$	= Movement string(ie. h$(1)=RIGHT, h$(2)=LEFT)
k$	= Number of keys collected in visual form
l$	= Number of lives left in visual form
p$	= String which determines the snake graphics



PI-OLYMPICS
by Automata
from Computer & Video Games, July 1984

[The USR call address given in the magazine of 27928 is wrong; all    ]
[this does is call a clock routine and return to BASIC. Not only that,]
[but the listing as printed wouldn't work anyway, as a chunk of code  ]
[had been missed out. There was a gap in the listing from 28176-28499,]
[within which should have been a chunk of data/code from 28412-28465. ]
[So the boneheads not only printed a long data dump with no checksums,]
[to make it as difficult as possible to find any typing errors - and  ]
[gave the wrong address to run it - they also missed out an essential ]
[bit of the code, so the program would never work - and didn't even   ]
[bother to say what keys to use to play the game! Not a lot of use as ]
[a promo for the Automata game, really.                               ]
[After restoring the missing work area, the USR start address for the ]
[main game screen is 29900, but starting from there causes the top    ]
[purple bird to get messed up after hitting a barrier. The best start ]
[point I could work out was to set BORDER/PAPER/INK all to zero and   ]
[use 29066, which starts on the high score screen, after which it     ]
[seems OK. Press 's' to leave the high score screen, then '0' to run  ]
[and '8' to jump.) Thanks to "Bad Beard" for helping to produce a     ]
[working version.                                                JimG ]

THERE is no doubt about it. The PiMan is your original 22 carat video
game cult hero. He's not exactly the Boy George of computer games, nor
a slightly cute Johnny Rotten. The PiMan is hip. To be a fan of the
PiMan is to be a real man with a loathing of quiche lorraine in all
its ghastly manifestations. And speaking as real men, and real women
too, the C&VG team are proud to be known as PiManiacs.

The trademark of the PiMan is his razor sharp wit which slashes
through everything that the computer games business throws at him -
from Imagine's advertising to C&VG's Golden Joystick Awards. Nothing
is sacred. His reign as Clive James to the games business began two
years ago when the quest for the Golden Sundial of Pi was revealed
exclusively in C&VG.

PiMania has been driving the country's adventure freaks to
distraction. One enthusiast was so convinced he had cracked the game
that he jetted off to Bethlehem on New Year's Day to collect his
prize. It wasn't there. It's not just the #6,000 trinket that keeps
the PiMania ball rolling. As anyone who has ever played a prize game
will know, it's the glory and satisfaction of knowing you cracked it
first that keeps you glued to the screen into the small hours.

Since PiMania, a flurry of prize games has been launched - Krackit,
The Code, The Prize and Splat!, to name but a few. None of these
feature the cheeky pink personage of the PiMan who has been known to
turn up at computer fairs to promote his games.

The PiMan's agent, Automata UK, has since launched two other games
starring their celebrity. Pi-Balled is the PiMan's version of Q*bert
and Pi-Olympics - of which we have a free screen published here for
your enjoyment - is what the PiMan did at the Summer Olympics Yes, the
PiMan was there even if the Russians were not.

More news of the PiMan's antics will be featured next month.


ENTERING all these numbers will take some time and you'll probably
want to do them over a period of a few hours or even days. First
you'll need to type in the Basic loader program which sets up
everything for you. When you've done this, save it on tape with the
name "graphics". When you run the program, it will start by setting up
the user defined graphics for you.

When the program says "enter line number", type in the five-digit
number at the start of the first line and press enter. The program
will ask you to enter the data. Type the eight numbers on that line
and separate each with a comma. Don't put a comma at the end of a
line. So you'll need seven commas for each line of eight numbers.
Press enter and the computer will ask you for the next line number.
Carry on typing in the lines like this until you've finished them all.
[The instructions don't match the actual routine printed, in which
each number has to be entered separately. I wrote my own routine to
speed up the entry anyway. JimG]

When you've finished, you'll need to save it all. To do this, enter
zero when asked for a line number. The program will then stop and you
can type the save command. This is: SAVE "olympics" CODE 27928,4650.
To run the game, load the graphics, then load the machine code and
finally type RANDOMIZE USR 27928 [Wrong!! JimG]. The two LOAD commands
are both LOAD "" CODE.

If you get tired with all that typing ahead of you then you can save
as much as you've done and come back to it later. To do this, enter
zero as a line number and type SAVE "olympics" CODE 27928,4650. When
you feel like doing some more typing, load the Basic loader program,
then LOAD "" CODE to load in your efforts so far and then GOTO 180 to
carry on. Don't forget to save the whole thing when you finish.

You must save the program before running it. If you don't, and you
happen to have made a mistake typing in the numbers, then the machine
may crash and you'll have to start again at the beginning.

If the game doesn't seem to be running correctly then you'll need to
check that you've typed all the numbers correctly. You can do this by
loading in the following program and then your tape of the game:

10 FOR X=27928 TO 32571
20 PRINT x,PEEK X
30 NEXT X

This will print out all the numbers on the screen so that you can
check them. In the left-hand column is the address in memory of the
number and on the right is the number itself. Read down the right hand
column and if you find any mistakes then note the right and left
numbers on a piece of paper. To make the changes, you'll need some
pokes. For each mistake type:

POKE left hand number, the correct right hand number

For example, if the machine prints 32768,55 but it should really be at
65 instead of 55, then type POKE 32768,65. When you've done all the
POKES then you'll need to re-save the correct version of the game by
typing SAVE "olympics" CODE 27928,2650 [Wrong again! JimG].

Hopefully, all will be well. [Hah!]




PLATFORM WILLY
by John Smith
from Computer & Video Games "Book of Games 3" July 1984

Miner Willy is back and better than ever.
  Willy is stuck down the mine but there has been a power failure and
the whole mine is in darkness.
  Luckily for Willy, he has found the reserve engine and managed to
start it up. But now he must clamber across the platforms and through
the shafts to replace all the blown light bulbs.
  This is no easy task when you are faced with broken, dangerous
ladders and huge gaping holes between the platforms and the mine
shafts.
  The Q and W keys move Willy left and right. The P and L keys are
used to make him climb up and down the ladders. To make Willy jump
just press the Caps Shift and either the Q or W key.

[... At least, that's what it said in the magazine. What it should]
[have said was:                                                   ]
  The O and P keys move Willy left and right. The Q and A keys are
used to make him climb up and down the ladders. To make Willy jump
just press the Caps Shift and either the O or P key.
[                                                            JimG ]




SKIING
by Nigel McGee
from Computer & Video Games, Book of Games 3, July 1984

Look, I know the sun is shining and you're sitting with an ice lolly
in your hand reading this. But, before you know it, the snow will be
falling and you'll be wishing that you had taken this opportunity to
get in a bit of winter sports practice!
	You control a skier on a slalom course. Your object is to hit
the marker flags and avoid the trees. Your skier moves constantly left
to right at a speed determined at the beginning of the game. So you
use keys '7' (up) and '6' (down) to control him. At the end of each
run, the computer will tell you just how fast you were going. There
are three skill levels to try; three is the fastest.

