★ AMSTRAD CPC ★ GAMESLIST ★ SPLATCH! (c) AMSTRAD COMPUTER USER ★

ACU
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You are a little, white rabbit; lost and hungry. You are in a garden and you can smell carrots and once you've eaten one you want more and more. The problem is that the acorns will fall on your head and the squirrels and butterflies will attack you if you don't dodge them in time. Once you have eaten all the carrots in one garden, you can move on to the other. Collect all the carrots before time runs out or you will starve.

The rabbit can be controlled by keyboard or joystick and the control keys can be defined to suit you, but they were originally set at Q, A, O, P, as Up, Down, Left and Right. The shift key always means push or eat. If you find yourself trapped in a situation on the screen, you can attempt it again by pressing 'Esc'after forfeiting a life. It is possible to complete all the screens but it will take a lot of practice; still, after typing in this lot you will have incredibly agile fingers. See if you can beat the editors'highscrore of 19,100.

Typing the programs in
There is a tremendous amount of typing to do, the game won't work until you have typed all seven parts in. This month we have listed the first two, next month we will list the other five. There are several short cuts you can use to make the job a little easier. For each of the programs lines 30 to 130 are the same, only line 115 has been altered to load the next program. This means that you only need type in the first few lines once and then merge the data lines for each new listing. You don't have to do this, you can retype the first bit each time if you find that easier. Some of the lines are the same, notably those with lots of zeros, if you define a function key to produce the line of zeros like this:

KEY 135,"DATA 00,00,00,00,00,00,00,00,0"+chr$(13)

You need only press one key to produce the whole line each time it is repeated. If you do this in conjunction with the AUTO command to update the line numbers, a good deal of the time taken can be cut down.

Unfortunately, there is no quick way to put the changing data in.

There is a lot of work involved in entering these programs so there is no point in scrimping on blank tapes. If you have a disc system you will probably need to use two discs, although the whole lot will fit onto one side when finished. Tape users should use eight different tapes, label them one to seven and label the eighth tape 'combination'. When you are typing in the programs save frequent back-p copies. Put each program on the appropriately numbered tape. Always save programs before before running. You can run each section individually to flush out typing errors and bugs but the sections won't do anything until they have been put together. When you have got all the sections working to the extent that they run through to line 115 (where the next program is loaded),it is time to put the whole lot together. There will be a detailed explanation of how to do this next month. Good luck!

ACU #8511

SPLATCH!
(c) AMSTRAD COMPUTER USER

CODE & DESIGN: MARK ROBERTS
MUSIC: BOWRANS
ARTWORK: CLAYDEN
WALLY HELPFUL COMMENTS: GAVIN +POPE

★ INFO: £2,000 program competition! (The objective couldn t be simpler: write the best program submitted to the AMSTRAD USER review panel. Every other month £2000 will be shared amongst the very best entries.

★ YEAR: 1985
★ LANGUAGE:
★ GENRE: INGAME MODE 1 , 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.