| ★ AMSTRAD CPC ★ GAMESLIST ★ MENACE OF THE ATOM MONSTER (c) COMPUTING WITH THE AMSTRAD ★ |
Computing with the Amstrad![]() |
A mini adventure by CLIVE GIFFORD AS a security guard at a military research establishment, only you know who smuggled out the missing plutonium fuel cell. A quick transaction with Far-Eastern dealers, and Johnson of Fusion Management will earn four times his annual salary. But what a price he has had to pay. He was careless on two counts - you spotted him taking it, and he had momentary contact with the cell. Not enough to atomise him, but enough to start eating away at his brain cells and begin transforming his personality. Already it has started to take effect, and he has foolishly driven back to his own house, leaving the cell unguarded while he changes out of his safety clothing. Johnson is becoming increasingly irrational; the normally quiet man is becoming a monster. This last thought sticks in your mind as you enter his house. Perhaps you should back out and get reinforcements...but it's too late. The front door slams behind you and won't budge. You are stuck in a wild animal's lair, without a weapon. The deranged shambling figure of the fuel thief creeps closer and closer. Your task is to destroy him and so escape with your life. From a technical point of view, perhaps the most interesting feature of Nuclear Hunter is that you have a creature chasing you. It is partially intelligent in that it doesn't move randomly, but is conditioned by the moves you make. Its position is held in the variable m, and the variable df holds the difference between the player's position and the monster's. The program seeks to get the value of df down to zero so the monster will be in the same room as the player. The logic behind the monster's movements is the simplest possible. If confronted by a locked door the creature knocks it down. As a programming exercise, why not add an additional monster with a different logic pattern? Commands: North CWTA |
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