MINER MANIA by Freddie Lewis from Your Spectrum 16 (Jul'85) NOTES: * The program intro in the mag says there are seven levels; the program listing says there are ten levels; the program instructions say there are eleven levels. However, they're all wrong as most of the code for level seven (from line 2300) was not printed in the mag, and they never printed a correction. * Lines 420-440 have been changed to use INKEY$, to avoid problems with inconsistent IN values when scanning the keyboard. These are the original lines: 420 IF IN 57342=251 AND y>0 THEN LET y=y-1: PRINT AT x,y; PAPER 8; INK 8;"? ": POKE 23296,148 430 IF IN 57342=254 AND y<30 THEN LET y=y+1: PRINT AT x,y-1; PAPER 8; INK 8;" ?": POKE 23296,151 440 IF IN 32766=251 THEN GO SUB 510 * I added a PAUSE 0 on line 105, as it wasn't waiting after the "PRESS ANY KEY" message. * The second program in MINERMAN.TAP is the DigiTape version, which includes the missing level. Go on, dig deep and discover a game that no-one's gonna call the pits. Mining games have become a mania recently so, not to be outdone by pale imitations like Monty Mole and JSW, Your Spectrum proudly presents the definitive version. And don't be put off 'cos it's written in Basic - Miner Mania makes full use of pixel movement, character animation and machine code sound. And to top it all, it's fast! So, what's the pit plot? There are seven levels of play that you've to complete by working your way up to the house at the top of each screen. The screens become harder the further into the game you progress, but a good arcade ace will jump at the challenge of upping those high scores. The only keys you'll have to master are 'Z' for left, 'X' for right and 'P' for jump. So, on with the helmet, light up the lamp and you'll be off down t'pit. As the man said, what's mine's, yours. Lines 1-4 Set the machine and user-defined graphics. Initialise the high score and enable the scrolling. Lines 10-12 Set up the machine code sound parameters. Lines 30-106 Print the title screen. Lines 110-160 This bit of code is just used to produce some flashy effects. Unfortunately, all this OUT 0,0 can cause the Speccy with Interface 1 to crash, so if you've got one fitted, take it off. Lines 165-190 This is the demo mode. Lines 200-235 This sets up the main variables. Lines 240-366 This routine prints the particular screen you're about to enter. Lines 367-370 This prepares for the start of the game. Lines 375-386 This sets up some more variables. Line 387 Displays the amount of lives left graphically. Lines 400-405 This is the start of the main loop. Lines 420-440 This section reads the keyboard. Lines 445-446 Has the miner been hit by a truck? Lines 447-500 Animate the flames at the bottom of the screen. Lines 510-580 This routine is called once the man reaches the top of the screen - t'house at t'pithead. Lines 590-610 Kill man when he's hit by a truck. Lines 620-640 This is the game over routine. Lines 650-710 Make the man run home. Lines 720-760 Flash the screen using a machine code subroutine. Lines 770-780 End-of-screen routine. Lines 800-830 1st screen. Lines 900-930 2nd screen. Lines 1000-1040 3rd screen. Lines 2000-2016 4th screen. Lines 2100-2135 5th screen. Lines 2200-2240 6th screen. Lines 2300-???? 7th screen. *MISSING* Lines 2400-2460 8th screen. Lines 2500-2510 9th screen. Lines 2600-2700 10th screen. Lines 8000-8040 Print the between-screen message. Line 9000 Data for the machine code sound. Line 9010 Data for the machine code flash. Lines 9020-9035 Data for the machine code pixel left/right scroll. Lines 9040-9100 Data for the UDGs. Lines 9105-9150 Poke in the UDG data and machine code data. Line 9999 Save the game. --