Computing with the Amstrad
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THE Starship Flittermouse has landed on the distant six-sided planetoid of Cubik. This weird worldlet is inhabited by the malicious Cubots who set all landing crews a challenge before they are allowed to leave. Five parts of the ship have been distributed round the sides of the planetoid's surface, and they must be collected by our hero - Recovery Officer Dent - and taken back to the launch pad.

The high gravity makes it impossible to cross an edge from one side to another, so Dent must use the tunnels that riddle the planetoid. There are always three tunnel entrances on each side, and going into one can have one of three possible results:

  • Dent moves to another surface.
  • He is immediately ejected.
  • The tunnel leads to the same side.

Also on each side are several Cubots, one of which will be moving around. They will hinder his progress, as contact with them is deadly. Running off the edge of a side will catapult Dent into space to be lost forever. Time is another problem, as the devilish Cubots have set a limit on how long Dent can take to complete his task.

At the bottom left corner of the screen is a small representation of the planetoid, displaying a different colour for each side. This will help you keep your sense of direction as it's very easy to go astray. The number of parts collected is shown at the top left of the screen, and when this reaches five guide Dent to the launch pad.

At the start all but one of the parts are locked behind gates. Each gate will only open when another part has been taken, and the final gate to the launch pad remains closed until all the parts have been collected.

When level one has been completed, you'll move on to two, and finally three. Each level contains more Cubots than the preceding one, and has a slightly longer time limit to allow for the increased difficulty.

Passing through a tunnel is no guarantee that you'll appear on another surface, and you'll have to discover which leads where. Control is either by joystick or cursor keys, and if you find the time limit too generous, decrease the mi=3 bit of line 150 to suit your level of skill.

CPC Computing


AUTHOR: Paul Robson

★ YEAR: 1988


» Cubots    (CPC  Computing)    ENGLISHDATE: 2020-08-15
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NOTE: Typed by Nicholas CAMPBELL ; 40 Cyls

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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.