STRANDED by Craig Sanders Those sneaky aliens are at it again - they've now invaded the 16K Spectrum. Yes, you've guessed it - we've been got at again by those beasties from outer space! It's really a case of whether you can get the aliens before they can get you. Although there are many space-type games around for the Spectrum, we felt that this particular version was definitely worth including in this magazine. But you shouldn't need too much explanation - just type in the program, don your space-suit and get set to save the universe. The graphics, variables and introduction were set up at the end of the program to ensure speed for alien movement and player movement. Notes on Listing Lines 40-70 Go to the subroutine for graphics, introduction and variables. Define hi-score. Lines 100-200 Main loop. Ships movement and randomly determine which alien attacks player. Lines 300-360 Print first alien. GOSUB alien movements. Check if player is killed. Set up points given to that particular alien. Attribute for alien hit routine. Lines 400-460 Second alien. Return to main loop. Lines 500-560 Third alien. Return to main loop. Lines 565-580 Random alien movement for jumping around effect on screen. Lines 600-650 Lose one life: Print explosion: Set 'alien' to '0' indicating to run lines 170 to 190 and choose new alien. Lines 1000-1150 Game over. Input name of player if new high score. Return to GOSUB for variables. Lines 2000-2050 Alien dead. Print explosion: small tune. Add score for that particular alien. Lines 6000-6200 Set up coordinates depending on the direction that the player's ship is pointing, plot and draw 'fire' and if attribute is not the same as attribute set then GOTO alien killed routine Lines 7000-7300 Introduction. Lines 8000-8050 Set up variables. Lines 9000-9200 Set up user-defined graphics