★ AMSTRAD CPC ★ GAMESLIST ★ SWAMP (c) COMPUTING WITH THE AMSTRAD ★

Computing with the Amstrad
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DEEP in the heart of Oomeetingi Land live the Wotawally tribe, a peaceful race not given to violence and happy to live from one day to the next without a care in the world.

They are ruled by the fearless Chief Amasofti who, over a period of time, has become peeved by a regular : invasion of frogs terrorising the village.

You as part of the WAF (Wotawally Against Frogs) campaign have taken it upon yourself to rid the land of this plague for ever. Singlehanded you set off to destroy as many eggs as you can.

The frogs in this part of the world are a bit special as they are enormous. Quite naturally they were not impressed with your intrusion into the swamp to crush their potential offspring.

To prevent this they have created an artificial maze and have posted a couple of bouncers - or perhaps hoppers - to guard it day and night. Your job is to invade the swamp and destroy the eggs by jumping on them.

You move around by using the cursor keys or joysticks, avoiding the two hefty guardians. If you don't it's curtains for one of your five lives.

You score 10 for each egg destroyed and gain a bonus of 100 plus an extra life if you destroy a whole mazeful of 72. You will also get another swamp to raid.

It won't be easy though, as these giant frogs don't like intruders. So watch it, or else instead of having a frog in your throat you'll be in the throat of a frog!

The program's structure

THE CPC464 has no function in its Basic for determining the character at a particular place on screen. This has been simulated by using the two arrays '(21,21) and m(21,21).

l() contains the master copy of the screen set up and m() contains a second copy which alters as the eggs are destroyed. When a new screen is required m() is copied from l().

The program contains sufficient REM statements to make it fairly easy to follow.

px & py are the player coordinates and dx and dy are relative movements one square in horizontal or vertical direction.

nx() ny() are frog coordinates. Ix & ly are relative movements, nc is the character to be used for a frog to jump over the swamp after a certain delay.

hs=hiscore, sc=score, bo=board number, li=livest t$=string to show lives left and eg=eggs broken.

CWTA

SWAMP
(c) COMPUTING WITH THE AMSTRAD

AUTHOR: David MUIR

★ YEAR: 1985
★ LANGUAGE:
★ GENRE: BASIC , ARCADE
★ LiCENCE: LISTING
★ COLLECTION: COMPUTING WITH THE AMSTRAD 1985

 

★ AMSTRAD CPC ★ DOWNLOAD ★

Type-in/Listings:
» Swamp    (Computing  with  the  Amstrad)    ENGLISHDATE: 2020-07-17
DL: 207
TYPE: ZIP
SiZE: 6Ko
NOTE: 40 Cyls
.HFE: Χ

» Swamp    (Computing  with  the  Amstrad)    ENGLISH    LISTINGDATE: 2013-09-20
DL: 202
TYPE: PDF
SiZE: 464Ko
NOTE: 3 pages/PDFlib v1.6

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L'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent  du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko.