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

