

MINER MANIA

by Freddie Lewis

from Your Spectrum 16 (Jul'85)





NOTES:

* The program intro in the mag says there are seven levels;

  the program listing says there are ten levels;

  the program instructions say there are eleven levels.

  However, they're all wrong as most of the code for level

  seven (from line 2300) was not printed in the mag, and

  they never printed a correction.

* Lines 420-440 have been changed to use INKEY$, to avoid 

  problems with inconsistent IN values when scanning the

  keyboard. These are the original lines:

 420 IF IN 57342=251 AND y>0 THEN LET y=y-1: PRINT AT x,y; PAPER 8; INK 8;"? ": POKE 23296,148

 430 IF IN 57342=254 AND y<30 THEN LET y=y+1: PRINT AT x,y-1; PAPER 8; INK 8;" ?": POKE 23296,151

 440 IF IN 32766=251 THEN GO SUB 510

* I added a PAUSE 0 on line 105, as it wasn't waiting after the

  "PRESS ANY KEY" message.

* The second program in MINERMAN.TAP is the DigiTape version,

  which includes the missing level.





Go on, dig deep and discover a game that no-one's gonna call

the pits. Mining games have become a mania recently so, not

to be outdone by pale imitations like Monty Mole and JSW,

Your Spectrum proudly presents the definitive version. And

don't be put off 'cos it's written in Basic - Miner Mania

makes full use of pixel movement, character animation and

machine code sound. And to top it all, it's fast!



So, what's the pit plot? There are seven levels of play that

you've to complete by working your way up to the house at the

top of each screen. The screens become harder the further

into the game you progress, but a good arcade ace will jump

at the challenge of upping those high scores.



The only keys you'll have to master are 'Z' for left, 'X'

for right and 'P' for jump. So, on with the helmet, light up

the lamp and you'll be off down t'pit. As the man said,

what's mine's, yours.





Lines 1-4	Set the machine and user-defined graphics. Initialise

		the high score and enable the scrolling.

Lines 10-12	Set up the machine code sound parameters.

Lines 30-106	Print the title screen.

Lines 110-160	This bit of code is just used to produce some flashy

		effects. Unfortunately, all this OUT 0,0 can cause the

		Speccy with Interface 1 to crash, so if you've got one

		fitted, take it off.

Lines 165-190	This is the demo mode.

Lines 200-235	This sets up the main variables.

Lines 240-366	This routine prints the particular screen you're about

		to enter.

Lines 367-370	This prepares for the start of the game.

Lines 375-386	This sets up some more variables.

Line 387	Displays the amount of lives left graphically.

Lines 400-405	This is the start of the main loop.

Lines 420-440	This section reads the keyboard.

Lines 445-446	Has the miner been hit by a truck?

Lines 447-500	Animate the flames at the bottom of the screen.

Lines 510-580	This routine is called once the man reaches the top of

		the screen - t'house at t'pithead.

Lines 590-610	Kill man when he's hit by a truck.

Lines 620-640	This is the game over routine.

Lines 650-710	Make the man run home.

Lines 720-760	Flash the screen using a machine code subroutine.

Lines 770-780	End-of-screen routine.

Lines 800-830	1st screen.

Lines 900-930	2nd screen.

Lines 1000-1040	3rd screen.

Lines 2000-2016	4th screen.

Lines 2100-2135	5th screen.

Lines 2200-2240	6th screen.

Lines 2300-????	7th screen. *MISSING*

Lines 2400-2460	8th screen.

Lines 2500-2510	9th screen.

Lines 2600-2700	10th screen.

Lines 8000-8040	Print the between-screen message.

Line 9000	Data for the machine code sound.

Line 9010	Data for the machine code flash.

Lines 9020-9035	Data for the machine code pixel left/right scroll.

Lines 9040-9100	Data for the UDGs.

Lines 9105-9150	Poke in the UDG data and machine code data.

Line 9999	Save the game.





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