QUAZZI by RC Coombs from Your Spectrum 17 (Aug'85) NOTES: * I changed the print positions for the "SUPER BONUS" title in lines 2720 and 8030 as it was out of line with the bonus icons. * Put a REM on lines 1040 and 1750 for invulnerability. We've got a hunch that you're gonna like this game. It's the story of two dames, Notre Dame and another dame called Ezmerelda and the attempts of our poor disfigured hero Quazzi to find his way through the former to save the latter. Ring any bells with you? Yep, it's a great new version of that arcade fave Hunchback, and it just goes to show that you don't have to be a machine code genius to create a real hum-dinger of a game. Poor ol' Quazzi's certainly got his back to the wall in this game - fifteen walls, in fact. He has to run along the top of each of them and tug on his ding-a-ling when he reaches the end. Only then can he rescue his beloved. If only the course of true love ran smooth though - Quazzi has to take into account the arrows of outrageous fortune (what happened to the slings? Ed) and the potholes in the walls. There are bonus points if you manage to complete a screen quickly and you can even clock up another life if you finish five screens without loss. You control Quazzi with the Z key for left, the X key for right and the Space key to jump. So, if you're in the mood to make Quazzi-modo happy - well, he's got the hump at the moment - start typing in this great game now. It won't make you deaf, you know! Lines 10-80 Switch Caps Lock on and then jump to the game initialisation routines. Lines 90-500 This part of the code sets up the initial variables and game status flags. Lines 990-1780 This is the main game routine. The keyboard is scanned using IN so that more than one key can be read at one time. Lines 1790-1860 This routine prints Quazzi in a jumping position. Lines 1890-1940 This part of the program prints the left moving arrow. Lines 1990-2480 When Quazzi has completed a screen this routine is called to ring the bell and make ready for the next screen. Lines 2690-2750 This subroutine gives you an extra life once you enter the fifth screen without dying. Lines 2790-2880 This prints the right moving arrow. Lines 2890-2950 This prints the moving platforms. Lines 2990-3100 This routine prints and moves the guards. Lines 3990-4980 When you have been killed this routine is called to tell you the bad news and then update the variables. Lines 4990-5080 This is the final screen routine for when you manage to save Ezmerelda. Lines 7990-8090 This prints the standard background for all the screens. Line 8100 Info for Screen 1. Lines 8150-8160 Info for Screen 2. Lines 8200-8220 Info for Screen 3. Lines 8250-8270 Info for Screen 4. Lines 8300-8310 Info for Screen 5. Lines 8350-8370 Info for Screen 6. Lines 8400-8430 Info for Screen 7. Lines 8450-8460 Info for Screen 8. Lines 8500-8530 Info for Screen 9. Lines 8550-8570 Info for Screen 10. Lines 8600-8610 Info for Screen 11. Lines 8650-8680 Info for Screen 12. Lines 8700-8720 Info for Screen 13. Lines 8750-8780 Info for Screen 14. Lines 8800-8820 Info for Screen 15. Lines 8990-9140 Info for the 'End of Game' routine. Lines 9490-9620 This prints up the main title screen. Lines 9690-9750 This routine clears part of the screen after a key has been pressed. Lines 9790-9860 Page one of the instructions. Lines 9880-9900 Page two of the instructions. Lines 9905-9990 The data for the UDGs. -- Another Fine Product transcribed by: Jim Grimwood (jimg@globalnet.co.uk), Weardale, England --