

QUAZZI

by RC Coombs

from Your Spectrum 17 (Aug'85)





NOTES:

* I changed the print positions for the "SUPER BONUS" title in

  lines 2720 and 8030 as it was out of line with the bonus icons.

* Put a REM on lines 1040 and 1750 for invulnerability.





We've got a hunch that you're gonna like this game. It's the story of

two dames, Notre Dame and another dame called Ezmerelda and the

attempts of our poor disfigured hero Quazzi to find his way through

the former to save the latter. Ring any bells with you? Yep, it's a

great new version of that arcade fave Hunchback, and it just goes to

show that you don't have to be a machine code genius to create a real

hum-dinger of a game.



Poor ol' Quazzi's certainly got his back to the wall in this game -

fifteen walls, in fact. He has to run along the top of each of them

and tug on his ding-a-ling when he reaches the end. Only then can he

rescue his beloved. If only the course of true love ran smooth though

- Quazzi has to take into account the arrows of outrageous fortune

(what happened to the slings? Ed) and the potholes in the walls. There

are bonus points if you manage to complete a screen quickly and you

can even clock up another life if you finish five screens without

loss. You control Quazzi with the Z key for left, the X key for right

and the Space key to jump.



So, if you're in the mood to make Quazzi-modo happy - well, he's got

the hump at the moment - start typing in this great game now. It won't

make you deaf, you know!





Lines 10-80	Switch Caps Lock on and then jump to the game

		initialisation routines.

Lines 90-500	This part of the code sets up the initial variables

		and game status flags.

Lines 990-1780	This is the main game routine. The keyboard is scanned

		using IN so that more than one key can be read at one time.

Lines 1790-1860	This routine prints Quazzi in a jumping position.

Lines 1890-1940	This part of the program prints the left moving arrow.

Lines 1990-2480	When Quazzi has completed a screen this routine is

		called to ring the bell and make ready for the next

		screen.

Lines 2690-2750	This subroutine gives you an extra life once you enter

		the fifth screen without dying.

Lines 2790-2880	This prints the right moving arrow.

Lines 2890-2950	This prints the moving platforms.

Lines 2990-3100	This routine prints and moves the guards.

Lines 3990-4980	When you have been killed this routine is called to

		tell you the bad news and then update the variables.

Lines 4990-5080	This is the final screen routine for when you manage

		to save Ezmerelda.

Lines 7990-8090	This prints the standard background for all the

		screens.

Line 8100	Info for Screen 1.

Lines 8150-8160	Info for Screen 2.

Lines 8200-8220	Info for Screen 3.

Lines 8250-8270	Info for Screen 4.

Lines 8300-8310	Info for Screen 5.

Lines 8350-8370	Info for Screen 6.

Lines 8400-8430	Info for Screen 7.

Lines 8450-8460	Info for Screen 8.

Lines 8500-8530	Info for Screen 9.

Lines 8550-8570	Info for Screen 10.

Lines 8600-8610	Info for Screen 11.

Lines 8650-8680	Info for Screen 12.

Lines 8700-8720	Info for Screen 13.

Lines 8750-8780	Info for Screen 14.

Lines 8800-8820	Info for Screen 15.

Lines 8990-9140	Info for the 'End of Game' routine.

Lines 9490-9620	This prints up the main title screen.

Lines 9690-9750	This routine clears part of the screen after a key has

		been pressed.

Lines 9790-9860	Page one of the instructions.

Lines 9880-9900	Page two of the instructions.

Lines 9905-9990	The data for the UDGs.





--

Another Fine Product transcribed by:

Jim Grimwood (jimg@globalnet.co.uk), Weardale, England

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