Charles Francis takes you back to the days of yore with this fascinating heraldic pattern maker
BLAZON is a charming, gentle graphics program that produces a series of beautiful and strangely peaceful patterns.
It works by drawing four concentric discs made up of concentric spokes. In each consecutive disc the radius is reduced and the angle between the spokes is increased, thus creating striking screen patterns.
The Electron's palette is then randomised, producing a series of different "heralidic shields" on the screen - hence its name.
Both the mode and the angle between the spokes are also random, so a wide range of patterns is displayed.
The program can be stopped at any stage using SPACE and restarted using the S key.
Randomises mode selection (1 or 5)
Gets rid of cursor
Randomises the palette, subject to the condition that the first colour is not the same as the background or the second colour
Selects the angle between the spokes
The origin is set to the centre of the screen
Draws the concentric set of spokes
Ensures the program stops if the Space bar is pressed and stars when the S key is pressed.
Flashes the different colour shields
CEDRIC'S LOST TOYS
By Steve Lucas
Poor old Cedric has lost his toys. Can you help him find them?
They are all hidden in boxes which are labelled 1 to 8 across and A to E down. There are 2 pairs of these toys to find.
When you run the program you'll both be asked to type in your names. Then you must take turns to try to find a matching pair.
Type in the coordinates of the two squares you want to look at (number first). If the two toys that are revealed are identical, the computer increases your score by one and lets you have another turn.
If they're not identical, the toys disappear and the next player has a turn.
The winner is the one who finds the most toys at the end of the game.
Names of the players
Scores of the two players
Number of pairs of toys found
Used as a flag
Graphics for toys
Arrays to hold toys
Random numbers to hide toys
Coordinates for graphics
t$, s$, t, s
Check for match
qa, qb, pa, pb
Coordinates of the toys displayed
Checks contents of array and selects coordinates
Display graphics for titles
By Roland Waddilove
LIFE is a program which simulates the growth of a colony of cells.
In effect it's a one player game invented around 1970 by John Conway of Cambridge University. It is basically a pattern generating program.
The growth of the colony is based on a few very simple rules - explained in the program - but the pattens produced can be quite spectacular.
In the version there is a colour option and either you can set up the parent generation yourself or there is a demonstration pattern which runs for about 100 generations!
top, bottom, left, right
Only the area within these limits is looked at increases as program proceeds. This speeds up first few generations
How many neighbours a cell has
Colour of cell being looked at
Number of generations
Coordinates of cursor in PROCsetup
Key pressed in PROCsetup
Coordinates of cell to be plotted
Switches off cursor keys, set flash rate for colours 8-15, define character 224
Prints instructions and rules
Selects Mode 1 or 4. You can change mode within a procedure
Switches off cursor, draws borders of graphics windows, sets limits for size of parent generation
Draws demonstration pattern
Allows you to set up initial pattern yourself
Pattern generating program. It looks at the last generation and draws the next according to the rules of LIFE.
Draws a small square using triangles
Sets up graphics window selected
Assembles a machine code routine to count number of neighbours a cell has (much simpler in Basic but twice as slow)
No room for woolly thinking in Rog Frost's game
In this version of the ancient two-player game of Nim you must pit your wits against your Electron.
The game starts with three rows of sheep displayed on the screen. You and your micro take it in turns to remove as many sheep as you like, but you may only disturb one row per move.
The object is to force your opponent to take the last sheep.
The micro keeps the score and lets you know the winner after a series of games.
Don't be sheepish - type in the program and see how NIMble-brained you are.
Equals number of games requested
Screen coordinates of the arrow
Set limits to positions of arrow
Gives the vertical distance the arrow moves
Set to 0 to get the correct colours initially set to 1 to allow player to move
Key pressed by player
Section of row to be removed
Temporary memory to help micro make decision
Set up by VDU19 commands at line 350. If you use monochrome, you may want to change them
Contains the number of characters in each row
Temporary stores used by the micro when making ts move
Holds player's and micro's score
String containing pos%(3) characters
Sets up arrays, defines sheep and arrow characters, gives instructions and obtains players' names and number of games required
Decides on the length of each of the three rows, creates the strings of characters, defines the game variables
Draws the three rows of sheep
Makes sure the arrow can only point at a aplce where there are still sheep. It allows the player to move the arrow and delete sheep
Allows the micro to take sheep
Keeps and displays a record of scores
Displays a final message
Returns to Mode 6 when ESCAPE is pressed and sets the keyboard auto-repeat back to normal
Roland Waddilove presents an action-packed machine code game for Electron arcade addicts
Here is another high speed action packed machine code game for all arcade addicts. Your objective is to fly your X1 fighter fast and low over a rolling landscape, penetrating deep into enemy territory.
Destroy as many enemy planes, saucers and missiles as you can, but watch out for the exploding wreckage as you fly past - one touch and you've had it!
The further you progress the harder it becomes as the number of enemy craft increases at an alarming rate.
There is a high score table, selectable start speed and level options, sound on/off and you can use joysticks if you have a Plus 1.
The whole of the game is in machine code for speed and multicoloured graphics.
The screen memory is accessed directly rather than using the Operating System, so it nips along at quite a rate of knots on level 9.
Basic is used for the instructions and high score table, as speed is not essential here. If you have the January Electron User's SPACE BATTLE somewhere on tape or disc, then you can save yourself a lot of typing. Several procedures from this have been taken from this and tagged on to the end of SKRAMBLE so delete the lines you don't need and renumber the rest.
PROCanother, PROChi_score, PROCinitialise, PROCpause, PROCscroll, PROCbig(string$) and PROCtune have been used. Most of the lines are the same but there are one or two minor changes.
There are very few variables as it's machine code; joy is a flag to show whether the joystick option has been chosen, scores%(10) and name$(10) are used in the high score table. S% is the start speed and L% is the level.
Prints the instructions, sets the start level and speed, joystick and sound on/off options
Resets the variables, set up the tables used and calls the machine code
Assembles the machine code
Calls PROChi_score if the best so far. Prints the high score table
Prints double height letters
Electron User 2.08 is Item ID 3499 in our database. Last modified on Thursday 14th November 2019 at 04:43:41 AM.
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