★ AMSTRAD CPC ★ GAMESLIST ★ MISSILE ATTACK (c) AMSTRAD COMPUTER USER/AMSTRAD USER ★ |
Amstrad Computer User | Amstrad User |
OK all you super heros, here's a very well presented CPC464 version of the arcade favourite 'Missile Command' game. Missile Attack has an instruction screen with music and a main screen. The main screen changes colour after each "wave" of alien missiles - and the idea of the game is to protect the six cities from the missile attack. The game finishes when all the cities are destroyed. Each missile wave lasts 100 seconds on the real time countdown clock and you have 32 rockets to intercept the missiles. The four central rocket bases are replenished after every wave if you lose a base, you lose that percentage of the rockets left 25%, 33% or 50% - i.e. if lyou have three bases and 21 rockets left and lose another base, only 14 rockets left. There are a maximum of 20 missiles on-screen at any time and they come on randomly with a maximum of 3 starting to descend at the same time. As a rule, go for double or triple kills with each rocket and move diagonally for warp speed. As more missiles come on-screen, the game slows down, and so does the sight cursor, but as the missiles are blown-up, the speed of the game increases until with only one missile on-screen, the game is at maximum speed. In this way the game holds attention and is more interesting and dangerous. Scoring Whilst play in progress - 50 points for each missile destroyed, - at end of each wave - 100 points for each unused rocket - at end of each wave -1,000 points for each city left. Bonus city every 20,000 points. If cities are wrecked when the bonus city is awarded, then it will preferrentially come on-screen nearest the rocket base. You cannot blow-up your own cities or bases but they are redefined so the tops can be blown off so you can see how close you came. The score counter starts again after 999,999 points. The game is played by joystick or cursor keys with the [COPY] key being the same as the fire button. The stereo music at the start and finish of the game is the Toreadors'Song by Bizet from his opera Carmen. There are numérous action sounds throughout the game - all in stereo and lots of programming tricks to improve playability. For a demo game, change line 270 from: EVERY 5000,1 GOSUB 1000 to: EVERY 500,1 GOSUB 1000 and this will make each wave last 10 seconds instead of 100 seconds. ACU #8504 |
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