ME AND MY MICRO

The eight games in the package can be loaded by keying in
"LOAD" followed by the keyword in capitals in quotes. The
programs are written in BASIC so that you can easily amend
them yourself. The action won't be as fast as some computer
games, but you will be able to see how the program "works".
  The programs extend the core programs presented in
Yorkshire Television's series "Me & My Micro".

                    "ME AND MY MICRO"
   LOAD
1. "QUACMAN"    Get the duck out of the maze of rivers before the
                time runs out!
                A game for the quick thinker and skillful keyboard
                user. If you succeed your time is shown in GIANT
                numbers to an accuracy of 1/100th of a second!
   suggestion:- Try making the Time Taken screen a bit more col-
                ourful. Line 4025 sets the background and
                foreground colours.
                Also try making the GIANT numbers flash. The print
                routine is from lines 4100 to 4120. You will have to
                add a border to the number. Hint: this will need to be
                in INVERSE.
   LOAD
2. "TWISTER"    An attractive version of the number game. See how
                many goes it takes to put the 9 numbers in order.
   suggestion:- Try changing the program so that the computer can
                play by itself and show you the shortest way to
                solve the problem.
   LOAD
3. "BOMBER"     You are the pilot of a bomber aeroplane which is out
                of control over an enemy city. Your only hope of sur-
                vival is to flatten the skyscrapers below so that you
                can land safely.
   suggestion:- Try changing the shape of the aeroplane or
                skyscrapers by redefining the User Defined
                Graphics characters. The data is given from lines
                1090 to 1120. Note that the aeroplane is made up
                of 3 different characters.
   LOAD
4. "MONSTER"    Zap the monsters hiding amongst the office blocks
                with as few shots as possible from your spaceship.
   suggestion:- You can make it easier OR HARDER by changing the
                number of available shots. You will need to change
                2 lines for this.
   LOAD
5. "KONGO"      Save the lady from the uncertain advances of the
                King of Gorillas. Beware the game gets harder and
                harder with each successful attempt!
   suggestion:- Change the levels of difficulty by altering
                "kongspeed" at line 65 and the speed adjustment at
                line 8090.
   LOAD
6. "ANAGRAM"    An attractive word game designed for younger
                players with double-height letters. The computer
                scrambles your word and someone else has to
                guess the word. The computer keeps track of how
                many mistakes are made.
   suggestion:- You can speed up the game by printing the instruc-
                tions at the top of the game screen in normal height
                characters.
                Change lines 1025 and 3015 to print p$ normally
                instead of using the subroutine at 6000.
   LOAD
7. "PELMANISM"  A more advanced adaptation of the PAIRS program.
                There are options for 1 or 2 players and 3 levels of
                difficulty. Level 1 has 3 pairs of pictures, level 2 has
                6 pairs and level 3 has 10 pairs of pictures.
                In 2-player mode a score is kept for each named
                player and each player takes it in turns to have a
                guess. A correct guess gives an extra go!
   suggestion:- Try changing the colours of the picture cards. Lines
                1050 to 1140 give the data for each of the ten
                cards. The number at the end of each data state-
                ment is the colour number. A negative number
                means that the card is printed in INVERSE mode.
   LOAD
8. "PAIRS"      A game for the younger computer enthusiast! Find
                the three hidden pairs of pictures on the screen and
                get the musical reward.
   suggestion:- Try changing the notes in one of the tunes. The
                DATA for Three Blind Mice is given in lines 9600-
                9611. Each note has 2 numbers - the 1st is the
                duration, the 2nd is the pitch. The number of notes
                in this tune is given in the FOR...NEXT loop at line
                8420.
