Level two of Tiny Pacman.
Program listing on 48K Spectrum.
1 BORDER 0: POKE 23693,1: CLS : DIM p(10): FOR l=0 TO 4: RESTORE : READ w,s,m$,m$: FOR t=1 TO 10: LET p(t)=85-9*t: PRINT AT t,0;m$(t*w-11 TO t*w): NEXT t: LET m$(p(1)+1)="": LET k=113-CODE INKEY$: FOR a=1 TO l+2: LET g=p(a): LET i=4*RND-2: LET i=(a=1)*((k=1)-(k=2)+w*((k=16)-(k=0)))+SGN i*(1+11*(i*i<1))*(g<>p(1)): LET c=CODE m$(g+i+1)-45: LET p(a)=g+i*(c<2)-i*(m$(g-i+1)<"O")*(c>1)*(a>1): PRINT AT g/w+.5,g-w*INT (g/w);m$(g+1);AT w,0;l*58+s;AT p(a)/w+.5,p(a)-w*INT (p(a)/w); INK 7-a*(t<1);"©@@@@@"(a): LET t=t-1+(c=-9*a)*(37-t): LET s=s+(a=c): IF a=1 OR p(a)-p(1) OR t>0 THEN NEXT a: POKE (s<56)*23620,w: NEXT l: DATA 12,1,"OOOOOOOOOOOOO...O......OO.O..OO.OO.OO.OO...$.O.OO....OO....",m$+m$(w TO )+m$ |
Rules of the Game
Ghost | Name | Comments |
---|---|---|
@ | Speedy | Speedy appears as the sole ghost in the very first level. He is the fastest ghost in the game during level 1, but only because the game slows down on the later levels. |
@ | Swampy | First pops up in level two. Swampy likes to save the environment, and that means killing you reckless eater of dots. |
@ | Dandy | Now things start to get a little bit tricky. By the time Dandy turns up, there are three ghosts in the maze and they really start to get under your feet. |
@ | Kenny | By the time Kenny turns up on level four, the game really starts to slow down. Grabbing the last few dots can now become very tricky, particularly in the dead-end parts of the maze. |
@ | Shadow | Master of stealth, the best kept weapon of "tiny pacman" does not reveal himself until the very last level. Watch out carefully for this ghost, as he is the same colour as the maze, and can catch you unawares. |