GOBLIN DUNGEON by Peter Watson from ZX Computing Feb/Mar.1986 In this frustrating, amazing chase game, Peter Watson mixes planning with action - you'll need a good head to go down to the depths and back! The object of the game is to retrieve all the treasure from the dungeon without being caught by the goblins. Treasure must be collected in order, beginning at the highest level, and then taken back to the green door [for] safe keeping. To collect a treasure you simply move your man up to the required treasure and he will then automatically start flashing, indicating pick-up. You have three lives, but if caught by a goblin whilst in possession of a treasure, you are immediately killed and the game ends. A treasure that is not due for collection will block the path of your man. This is not a problem since he has five sticks of dynamite which he can use to blast holes in the floor (or ceiling if at the lowest level). To use the dynamite, move your man adjacent to such a treasure and then press the '0' key. The floor (or ceiling) will flash red leaving a hole for your man to pass through. Instructions and control details, ie. cursor keys for left, right, up and down, and 0 to use dynamite, are given at the beginning of the game. Your status is given during the game, ie. treasure collected, number of sticks of dynamite and lives left. To win the game you need to use all the dynamite and entice the goblins away from the area of the green door in order to give your man time to get the treasures back ... (unfortunately the goblins are rather quick witted!). The game will not fit a 16K Spectrum in its complete form. However if the title, instructions and control details (lines 7000-7210 inclusive) are deleted it should fit. Line 30 should be changed to: GOSUB 9000 : CLS Program details The program consists of a main game loop with calls to various sub-routines. Extensive use is made of the ATTRibute command and so any changes of colour on the playing area of the screen should be made with care. The goblin co-ordinates are held in two arrays, each goblin being moved once each cycle of the 'goblin move' loop. Fifteen User Defined Graphics characters are used for treasures, goblins, man and screen construction, etc. When the program listing has all been entered and checked it should be saved using the direct command GO TO 9990. The listing will then be SAVEd in the auto-run mode followed by a request to rewind tape ready for verification. Listing details 10-80 Initialisation 100-310 Main game loop 900-960 Variables 1000-1060 Take treasure 2000-2040 Treasure at door 3000-3040 Lose life 3500-3540 Sound 4000-4070 Use dynamite 4500-4570 Explosion 5000-5050 Another game 6000-6060 Win game 7000-7060 Game title 7070-7140 Instructions 7150-7210 Game controls 8000-8150 Screen 9000-9060 UDGs 9990-9993 Save and verify Graphic details Line 80 Graphic G,H,I,J,K,L,M,N Line 180 Graphic C Line 270 Graphic 8 (x3) Line 280 Graphic D Line 3010,3030,4060 Graphic 8 Line 4020,4030,4040 Graphics AA 4050,8020 Line 7170 Inverse Video 5,6,7,8,0 Line 7180 Graphic C Line 8070 Graphic F (x30) Line 8080 Graphic E (x32) Line 8100 Graphic E Line 8120 Graphic B Line 8130 Graphic O (x5), Graphic C (x3) Line 8140 Graphic G,H,I,J,K,L,M,N -- end of file --