MICRO BOWLS
Issue #6, 12.Apr.83, page 31

ZX81 Program : Bowled over by your micro : Micro Bowls game by Timothy Lowe

If you've ever fancied yourself as a bowls player, my Micro Bowls program for
the ZX81 plus 16K could be the next best thing.

When you run the program it will set up the bowling green as shown in Figure
1. You must try to hit a number with your bowl - but mind you don't hit a
space or the gutter.

You have 10 bowls and, as each descends the screen, press B to roll it
forward.

If you hit a 10 you get 10 points, if you hit a space you score nothing, and
if you hit the gutter you're in for a nasty surprise.





SEA BATTLE
by Erik Sandersen
from Home Computing Weekly, 12-18th April 1983


Colour it deadly - unless you destroy the subs

Sea Battle, a multi-coloured game for the Spectrum, comes from Erik
Sandersen in Oslo. Imagine you're fighting in the fjords ...


My colourful Sea Battle game for the ZX Spectrum first asks you for a
level of difficulty, from 1 to 10 - but you can also enter decimal
numbers if you want to progress gradually. Then the screen shows a
cyan sky with blue water. On the surface is your magenta-coloured ship
and below is a green submarine. You fire yellow bombs and the sub has
green torpedoes.

Your object is to destroy as many subs as possible. Each time you have
bombed one another will come up. This continues until your ship is
destroyed by one of the torpedoes. You can't drop a new bomb before
the previous one has disappeared, and it's the same for torpedoes.

To move right press M and to move left press N. Press Z to drop a
bomb. Press 0 to stop game, 1 for a new game with same grade of
difficulty and 2 for new game with new grade of difficulty. This might
be difficult to  read on the screen.

I have used the function IN to read the keyboard and OUT for when your
ship is hit for a spectacular display and some random beeps.


How it works

   1- 600 initialise variables, ask for difficulty, set up screen
1000-1030 player's move
2000-2100 submarine's move and whether to shoot torpedo
2200-2210 random sub move, dependent on difficulty level
2215-2235 sub's move up and down screen, which seldom happens.
          If number of hits is greater than four then sub only
          moves upwards.
3000-3100 print bomb on way down
3105-3135 are used when sub is hit. You will hear bleeps and it
          then returns to line 10.
4000-4090 print torpedo on way to surface
4100-4130 are used when your ship is hit and game is over.
          Note OUT statement.
9000-9220 define graphics (called from line 5)


Variables

a and b are your ship's coordinates
a and eb its last coordinates
y, x, ey and ex are the same for the submarine
c and d are coordinates for your bomb
v and w are the same for torpedo
hits is your number of hits
high is high scores number of hits
i is your grade of difficulty
hi is the high scores grade of difficulty

