KONG'S REVENGE by Jonathan Flint from Popular Computing Weekly 23rd September 1982 This is an arcade style game for the Spectrum. The idea is to climb a layout of girders safely while collecting as many points as possible (as shown by your score at the top of the screen). Points are gained by taking the white parasols which are found at various locations. For reasons which may escape you, a large gorilla is throwing barrels at you as you climb. These barrels should be avoided at all costs. If there is sufficient head room, you may jump over them as they pass. Your character (a little blue man) is moved using the following keys: z LEFT c RIGHT x DOWN s UP Caps Shift together with one of the above keys enables your man to jump in the appropriate direction; ie. Caps Shift z jumps you to the left. Jumps are required over barrels and across gaps in girders. Beware the x key - it moves you down whether or not there is a ladder beneath to support you. The game has four stages. You receive a large bonus when progressing to each new stage. To reach a new stage you must climb to the highest point on the screen and then simply jump into thin air. The first three levels can always be scaled if you choose your route carefully, but the fourth (with no ladders) is sometimes impossible. You may have to go out of your way to pick up a parasol but this must be done before a barrel rolls over them. If this happens the parasols will lose their Brightness and become worthless. The program starts with a series of DATA statements. Lines 11, 12, 13,15 and 16, define the user defined graphics used in the game. When entering the program from the keyboard, you should RUN lines 1 to 90 as soon as they have been written in order to define the graphics. These graphics and the lines in which they appear are: Graphic: Lines: "p" 255,550,560,570 (Parasols) "d" 1100,1126,2005 (Man) 2030,2120,5010 5030,5050,5060 "h" 5280 (Ladder) "f" and "g" 5180 (Gorilla) Lines 5190, 5200, 5220 use standard mosaic graphics. The remaining DATA statements define the girder layouts and the ladder locations used in stages two and three. Lines 100 to 570 use this data to draw levels. The main playing loop lies between lines 1100 and 1500 and contains a minimum number of lines to keep things fairly fast. Since the SCREEN$ function does not recognise user defined graphics or high resolution pictures, I have used the ATTR function where necessary to identify items on screen by their colour and Brightness status. Thus if you wish to add anything further to the game bear in mind: (a) The program as it stands will only stop and think about something it meets on screen if it is BRIGHT. (b) You cannot jump through anything which is red. (c) You can stand on anything except an empty space. When satisfactorily entered simply RUN the game. You may be killed by hitting a barrel or by falling too great a distance. Press "r" for another game.