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Advanced Ninja Simulator Speccy version 5° in YS Program by Chris Young 14/06/96 Idea "borrowed" from a game with the same name by Skintflintsoft (Duncan MacDonald, I reckon), and written to conform with the "How to write a beat-em-up" section in the same issue of Your Sinclair. It also incorporates a few features from ALS. Lo-Score idea thrown in by Stuart Flint, who also heavily playtested it, managing to get the lowest score of 11 (lowest possible: 0) and the highest of 458 (maximum 760, average score 190). I subsequently managed to beat it with an amazing score of 472, however. And then I banned ANS. Ha Ha. 'They' laughed - "A beat-em-up on a calculator? ha ha." But now everyone's addicted... (I think it's beating the record scores that does it) Choose your character from a cast of thousands (well, three), and see if you can defeat the Evil Bloke. There are a variety of moves (one), requiring lots of skill and judgement (ie. none) and even a little bit (a bit more than that, actually) of luck. There are three parts to this, stored in memory banks 0, 1 and 2 / is the triangle (shift-prog), and <> should be = with line through it (func-prgm-rel-2) Controls: To run this program, RUN bank 2 on first run, then use bank 0 afterwards. If you put anything in memory H or L, then RUN bank 2 to clear it (will clear hi/lo-scores) Use keys 1-3 and EXE to choose your character Hit EXE repeatedly to run around and hit him » 409 BYTES! (he says as if it's good or something) « BANK 0 "NINJA SIM" "SELECT CHAR" "1 HIJU-SI" "2 KILLIM-FU" "3 DUNCAN" ? -> Z Z <> 3 => " HE IS DYING IN HOSPITAL" Z <> 3 => Goto 1 0 -> Z Int (Ran#×10)+1 -> Y " " " FIGHT!" Lbl 2 Prog 1 " I;" Prog 1 " I ;" Prog 1 " I;" Prog 1 " I ;" Dsz Y Goto 2 Int (Ran#×2) -> X Z>H => Z -> H Z<L => Z -> L " " X=1 => "OH DEAR.. YOUWERE KILLED! " X=1 => Goto 4 "HURRAH! YOU BEAT THE EVILBLOKE!" Lbl 4 "SCORE:" Z/ "LOSCORE:" L/ "HISCORE: H/ Lbl 1 BANK 1 " " "SCORE:" Z/ Z+Int (Ran#×20) -> Z " " BANK 2 'WIPE SCORES 0 -> H 0 -> L Lbl 9 Prog 0/ Goto 9 |
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