★ AMSTRAD CPC ★ GAMESLIST ★ ELECTRIC FENCING (c) AMSOFT/AMSTRAD COMPUTER USER ★

ACU
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This program started out as a version of 'Pong'. However, it got changed halfway through its development and now only a whiff of the original idea remains. Electric fencing is a game for two players using either a pair of JY1 joysticks or the keyboard. The object of the game is to score 'hits'on the other player while dodging his attacks. Even though it's written in Basic, the game is quite fast and furious and should provide a few minutes entertaining play. The game contains some useful re-usable routines and interesting sound effects.
The listing is divided into sections to make it easier to understand and illustrate its structure. You are recommended to type in each section and then check it with the listing. Some sections can be left out initially as they not essential to the main programme. These are:
The title screen. Lines 1490-1610. Replace this whole section with

1490 RETURN  The joystick/keyboard selection screen. Lines 280-360 Replace this section with

280 j =0:RETURN 'if you only

wish to use the keyboard If you don't intend to use joysticks then you can dispense with the joystick reading routine. Lines 400-470. Finally, the 'GAME OVER' routine. Lines 940-1030. Replace this with

940 STOP

When debugging your program remember that an error (especially improper argument) may not be in the line it shows up in. This is something that often confuses people. The computer can 'see' that you're not carrying your umbrella but it can't tell where you left it. If something gets printed in the wrong place, you may have left a semicolon out of the print statement. Don't confuse I for 1.

VARIABLES

p1 and p2 stand for player one and player two. Used to prefix these variables requiring a separate record for each player; dir for direction s a for sword activated s c for score w p for window position

These other variables are used as switches to alter the flow of control through the program.

j for joystick or keyboard control. -1 (or true) for joysticks, 0 for keys, pwpe for players window positions are equal.

The string variable a$(n) contains the big characters 0-9. Where n is the required character, pt for temporary pointer 

THE ROUTINES 

  • 50-110 Goto the various routines that set up the program
  • 140-240 Main loop that calls the routines to test the keys and update the screen.
  • 280-360 Choose joystick or keyboard control
  • 400-470 Test the joysticks
  • 500-560 Test the keyboard
  • 600-620 and 660-680 Update the players positions on the screen.
  • 720-740 and 780-800 Draw players'swords'.
  • 840-900 Test for either player being hit and update scoreboard.
  • 940-1030 Game over 
  • 1070-1210 Set up string array. Change l's and 0's into blocks and spaces.
  • 1240-1340 Setup other constants.
  • 1380-1450 Reset variables and screen at start of action.
  • 1490-1610 Title screen.

When you run the program, you should get the title screen appearing and then after a pause you should see the joystick/keyboard option come up. If you want to use joysticks, press j and the asterisk should move to the joystick position. Press [ENTER] to make your choice. The title screen should come up once more and then the game starts. If you are using the keyboard the controls are:

PLAYER1 PLAYER2
up a    up 6
down z  down 3
fire X  fire 7

When either player gets a hit on the other player, his score goes up by one and this is displayed in large characters on the screen. To add to the excitement, the sound of a generator can be heard in the background and various other noises should be heard. When a player's score reaches nine, he wins and a key must be pressed to start again.

There are many ways in which you could alter the game. You could perhaps allow the players to move in any direction. Put obstacles on the screen to hide behind. Limit the amount of energy available for moving and shooting or include a high score table.

ACU #8503

ELECTRIC FENCING [Esgrima Electrico]
(c) AMSOFT , AMSTRAD COMPUTER USER

AUTEUR: ALEXANDER MARTIN (MAGAZINE AMSTRAD COMPUTER USER - MARCH 1985)

COMPATIBILITE: CE LANCE AVEC LA ROM BASIC 1.1 UNIQUEMENT

★ YEAR: 1985
★ LANGUAGES:
★ GENRE: ARCADE

★ AMSTRAD CPC ★ DOWNLOAD ★

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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.