ME AND MY MICRO The eight games in the package can be loaded by keying in "LOAD" followed by the keyword in capitals in quotes. The programs are written in BASIC so that you can easily amend them yourself. The action won't be as fast as some computer games, but you will be able to see how the program "works". The programs extend the core programs presented in Yorkshire Television's series "Me & My Micro". "ME AND MY MICRO" LOAD 1. "QUACMAN" Get the duck out of the maze of rivers before the time runs out! A game for the quick thinker and skillful keyboard user. If you succeed your time is shown in GIANT numbers to an accuracy of 1/100th of a second! suggestion:- Try making the Time Taken screen a bit more col- ourful. Line 4025 sets the background and foreground colours. Also try making the GIANT numbers flash. The print routine is from lines 4100 to 4120. You will have to add a border to the number. Hint: this will need to be in INVERSE. LOAD 2. "TWISTER" An attractive version of the number game. See how many goes it takes to put the 9 numbers in order. suggestion:- Try changing the program so that the computer can play by itself and show you the shortest way to solve the problem. LOAD 3. "BOMBER" You are the pilot of a bomber aeroplane which is out of control over an enemy city. Your only hope of sur- vival is to flatten the skyscrapers below so that you can land safely. suggestion:- Try changing the shape of the aeroplane or skyscrapers by redefining the User Defined Graphics characters. The data is given from lines 1090 to 1120. Note that the aeroplane is made up of 3 different characters. LOAD 4. "MONSTER" Zap the monsters hiding amongst the office blocks with as few shots as possible from your spaceship. suggestion:- You can make it easier OR HARDER by changing the number of available shots. You will need to change 2 lines for this. LOAD 5. "KONGO" Save the lady from the uncertain advances of the King of Gorillas. Beware the game gets harder and harder with each successful attempt! suggestion:- Change the levels of difficulty by altering "kongspeed" at line 65 and the speed adjustment at line 8090. LOAD 6. "ANAGRAM" An attractive word game designed for younger players with double-height letters. The computer scrambles your word and someone else has to guess the word. The computer keeps track of how many mistakes are made. suggestion:- You can speed up the game by printing the instruc- tions at the top of the game screen in normal height characters. Change lines 1025 and 3015 to print p$ normally instead of using the subroutine at 6000. LOAD 7. "PELMANISM" A more advanced adaptation of the PAIRS program. There are options for 1 or 2 players and 3 levels of difficulty. Level 1 has 3 pairs of pictures, level 2 has 6 pairs and level 3 has 10 pairs of pictures. In 2-player mode a score is kept for each named player and each player takes it in turns to have a guess. A correct guess gives an extra go! suggestion:- Try changing the colours of the picture cards. Lines 1050 to 1140 give the data for each of the ten cards. The number at the end of each data state- ment is the colour number. A negative number means that the card is printed in INVERSE mode. LOAD 8. "PAIRS" A game for the younger computer enthusiast! Find the three hidden pairs of pictures on the screen and get the musical reward. suggestion:- Try changing the notes in one of the tunes. The DATA for Three Blind Mice is given in lines 9600- 9611. Each note has 2 numbers - the 1st is the duration, the 2nd is the pitch. The number of notes in this tune is given in the FOR...NEXT loop at line 8420.