QUEST by G.A. Wilkinson from Micro Adventurer, March 1985 [NOTE: This has been written on the false assumption that variables ] [typed in upper & lower case are distinct from each other, which ] [they are not, so some features don't work as they should. There are] [several other programming errors as well. I've marked such lines in] [INVERSE in the TAP file. JimG] [The magazine gives the author as S.A. Wilkinson, but the initials ] [in the program listing are G.A.W. ] [The maze set-up at the start takes a-a-a-a-a-ages. ] Quest is a graphic adventure based on a random maze for the Spectrum. Dotted around the maze are cities, ruins, weapons, dragons and ogres. The player will also find gold with the help of a few magical spells. All these are designed to either aid or obstruct you from achieving your goal, which is to find five special keys. At the end of the listing there is, for your interest, a screen display. The program structure is: 10-18 variables, 20-95 sets up screen border, 500-530 puts trees, rocks and swamps onto the playing area, 530-600 puts in random incidents, 810 prints exit door, 820-826 prints city, 830 positions key, 1005-1006 monster's movements, 1010-1060 moves man, 1100-1540 incidents determining procedures. Incidents: 2000 puts key on screen, checks number found, 2200 - various objects hidden or visible in the city, 2400 sends dragon after man, 2600 sends ogre after man, 2800 - weapon routine, 3000 - the final spell, 3200 - gold randomly distributed, 3800 - use of weapons, 4000 - killed, 7000 - graphics, 9000 - random maze, 9900 - end sequence.