INPUT Magazine Game Listings

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INPUT Magazine Game Listings

Post by dv8 » Tue Dec 05, 2017 4:33 pm

This thread is for the preservation of all the game listings presented in INPUT magazine from Marshall Cavendish.

Scans of the magazine can be downloaded from here.

First up...

SPACE STATION (issue 5, page 144)

Keys: 1-4 = activate shield

The player has four shields which he can use to ward off the marauding alien's missiles. You can't keep the shields up all the time, though, because there's only a limited amount of fuel to power the shields. To make the game more difficult, not only does the alien move randomly, but it may also disappear into hyperspace and reappear somewhere entirely different.

As it stands, the game isn't really complete — no timing or scoring has been added.
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Re: INPUT Magazine Game Listings

Post by dv8 » Tue Dec 05, 2017 4:44 pm

MAZE (issue 7, page 193)

Guide the pirate through the maze to reach his treasure. The quicker you are, the more points you score. Take too long, however, and you will lose a life. The game ends when you have lost all three lives.

There are two levels of difficulty: easy (less detailed maze) and not so easy (more detailed maze).

Keys: Z=Left, X=Right, P=Up, L=Down
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Re: INPUT Magazine Game Listings

Post by dv8 » Tue Dec 05, 2017 4:46 pm

INPUT ADVENTURE (issue 9, page 264)

You are in dire financial difficulty, and have set out on a quest to find the fabled (and very valuable) lost eyeball of the purple icon. Unfortunately the Inland Revenue has sent a tax inspector in pursuit. You must recover the eyeball and find a means of escape before the tax inspector catches up with you.
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Re: INPUT Magazine Game Listings

Post by dv8 » Tue Dec 05, 2017 4:49 pm

DUCK SHOOT (issue 16, page 492)

(Requires an analogue joystick)

The object of this game is to shoot ten ducks that appear for a short time at random positions on the screen. There's a score based on your accuracy. You get points for a hit — the quicker you are, the more points you get. And points are deducted for every miss.
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Re: INPUT Magazine Game Listings

Post by dv8 » Tue Dec 05, 2017 7:03 pm

PONTOON (issue 17, page 534)

Pontoon is played with a standard 52-card pack of playing cards. The cards from 2 to 10 count as face value, the picture cards count as ten and ace counts as 1 or 11, according to the needs of the player. In this game, the computer keeps track of the total for you.

At the start of the game, the cards are shuffled and two cards are dealt, face down. The screen display will show the player's card face up, but the computer doesn't know what cards the player is holding. The player must now lay a bet on this first card, before another card is dealt to both the player and the dealer.

The object of the game is to finish with a better hand than the banker's — that is, a higher total value. A hand which adds up to over 21 is bust, and loses. A hand with a score between 16 and 21 beats the banker only if the machine is holding a lower hand, or busts. There are two special hands — pontoon, which consists of an ace and a ten or picture card, adding up to 21 in two cards; and a five-card trick, which is any hand of five cards which total 21 or less. The player's pontoon beats anything held by the banker, except pontoon itself. A five-card trick will also beat anything held by the banker, except pontoon and another five-card trick.

The player starts the game having 100 chips, and must not lose them all, or will have lost the entire game.
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Re: INPUT Magazine Game Listings

Post by dv8 » Tue Dec 05, 2017 7:10 pm

FLIGHT SIM (issue 23, page 716)

This game assumes that you have taken over the controls of an aeroplane when it is 2000 metres in the air and 20,000 metres away from the target runway. Through the cockpit window you can see little — just the horizon, when it is in view, and the distant dot of the runway — so like a seasoned pilot you must rely on your expertise at responding to the instrument panel to bring you and all your passengers safely in to land.

THE INSTRUMENTS

There are four dials on your instrument panel. The first one tells you your airspeed. This varies according to whether you are diving (your speed increases), climbing (your speed falls off) and changing engine power. A counter underneath the airspeed dial tells you your compass bearing.

The second dial shows you where the horizon is in relation to your aeroplane. This means that even when the horizon is not in view through the cockpit window, you still know where it is. The counter underneath this dial gives you the bearing of the runway.

The third dial gives you an altitude reading. This has two hands, one for thousands, and the other for hundreds. The counter underneath calculates the drift of the aeroplane — as the runway is 100 metres wide, a drift of over +50 or -50 will cause you to miss it altogether.

The last dial tells you the engine speed in revolutions per minute. The counter beneath lets you know the distance you are from the centre of the runway.

LANDING THE AEROPLANE

You must centre the radar image of the runway. When you assume the controls, weather conditions are fair, and the runway is due north. Landing like this is not hard, and the game would quickly lose its fun if you could not vary this. To add difficulty, you can specify the speed and direction of the wind: for instance, a howling gale from the side will make your job very much harder.

MOVING THE AEROPLANE

The range of controls you have closely approximates to the controls of the aeroplane — though you are pressing keys, rather than using a joystick.

In a real aeroplane, to control pitch — the up and down movement — the joystick is moved backwards or forwards, thereby moving the elevators on the tailplane upwards or downwards. You will be using two keys to create the same effect.

The roll of the aeroplane — the side to side movement — is controlled by moving the joystick from side to side. This moves the ailerons — the control surfaces on the wings. Again you'll be using two keys to turn you either to the right or the left.

Your last two controls enable you to speed up or slow down the engine, essential for finely timing your landing, or making sure that you do not stall.

STALLING SPEED

Aeroplanes stall when they fall below a certain speed, which means that they literally drop from the sky. In this program, if your airspeed falls below 30 metres per second, the aeroplane will start to dive steeply, turning to one side as it plummets. If you've got enough height, quick action may save you, but a stall is dreaded by every pilot.

KEYS

RETURN = throttle up
SPACE = throttle down
P = pitch up
L = pitch down
Z = roll left
X = roll right
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Re: INPUT Magazine Game Listings

Post by dv8 » Tue Dec 05, 2017 7:14 pm

SNAKE (issue 26, page 804)

'Snake' is a classic arcade-type game, which is very simple to play, but nonetheless, surprisingly addictive.

The object of the game is to guide the hungry binary adder around the screen, gobbling up numbers which are plotted randomly. The numbers count down, so the longer you take with the snake, the lower your score will be. If you take too long, and the number decrements to zero, it will disappear, and another number will appear elsewhere. Eating a number will increase the snake's length by that number of segments.

Be careful not to overrun the border, nor allow the snake to cross over itself — particularly difficult as the snake gets longer. Crossing the border or the snake's body will end the turn, OUT will be displayed across the whole screen.

Keys: Z=Left, X=Right, P=Up, L=Down
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Re: INPUT Magazine Game Listings

Post by dv8 » Tue Dec 05, 2017 7:19 pm

GOLDMINE (issue 27, page 830)

Goldmine is a business strategy game in which you take the part of the owner of a mining company. It is your job to see that the company prospers as well as possible. During the course of the game you are constantly presented with a series of choices — and it's on your ability to make sensible and imaginative decisions that the company fortunes depend.

WHAT THE GAME INVOLVES

At the start of the game, you have two assets — the mining company and $2 million in cash. It is your job to invest this wisely in the exploration for the precious metal. The object of the game is to make as much money as possible within 30 turns. You can either play alone, or against an opponent who takes control of a rival concern.

At each turn you are presented with a number of choices. Before you can start mining, you must find a suitable site, so you need to invest in a prospector's report. This will assess your chances of finding gold, its likely depth and the expected amount. It is your job to decide whether the mine is worth exploiting.

Mining is expensive, so you may decide to invest in research and development of new equipment that will lower your costs. Or it may be better to go straight into digging — only you can decide.

If you do start excavations, a graphic display will show you the progress of the mine. If no gold is found, you can elect to continue to dig, or to abandon the mine and start a new working.

During the course of the game two other factors will come into play. When you have found gold, you can store it in your own strongroom, or sell it on the bullion market. It can make sense to keep it, for if you do not need ready cash, it is sensible to keep the gold until the exchange rate is favourable — and the exchange rate fluctuates throughout the game. But be careful, because there are gold robbers about, and the more you have in store, the more tempting the prize.
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Re: INPUT Magazine Game Listings

Post by pau1ie » Tue Dec 05, 2017 11:16 pm

Wow, Thanks for these! Hopefully Lee will put them on the bbcmicro.co.uk website...
I'm working on http://bbcmicro.co.uk

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Re: INPUT Magazine Game Listings

Post by dv8 » Tue Dec 05, 2017 11:18 pm

WORD GAME (issue 29, page 899)

INPUT's word game comes from the same stable as 'Hangman', being a game for two players, involving guessing words or phrases. The game is more interesting, and more fun to play than Hangman, and is just as educational. You can play it somewhat like Hangman, with a stated subject area, or you can have words with a stated number of letters, you could have quotes from Shakespeare, or whatever takes your fancy.

THE GAME

First enter the names of the two players. You then have the option of choosing the number of words in the phrases that each person enters. One interesting facet of the game is that the longer phrases are sometimes the easiest of all to guess because there are more clues — try it and see. Once you have picked the number of words, you have to choose the number of turns that will constitute the game.

Now the first player has to dream up a phrase and enter it. The letters will not appear as they are typed in but, if you have a cooperative opponent, you can take the option for the letters to appear on screen as they are typed. Having the letters on screen alleviates the problem of mistyping the phrase, and the ensuing arguments when it appears. There should only be a single space between each word in the phrase. The maximum length for any phrase is 80 characters.

Once the phrase is complete, the enter key is pressed and the main screen appears. At the top are the scores for both players. At the beginning of the game each player has 200 points, and the total may go up or down as play progresses. Under the scores is a table of letter values, more common letters having high values, and less common letters having lower values. The mystery phrase is shown as a row of asterisks, with a flashing underline cursor. At the bottom of the screen display are a set of instructions, and space for entering your commands and guesses.

STRATEGY

There are three options given to the guesser: buying letters, guessing a letter at a specific position, or guessing the whole phrase.

In the earliest stages of guessing, a good choice is to buy a space — make sure that the phrase contains more than one word, though! Press Ctrl-B to select the buy option, and then press SPACE. How to proceed now is up to you. Vowels are expensive, but have a very high probability of occurrence; the cheaper letters are risky because of their rarity. The words are easier to guess once you've found some consonants — a liberal splattering of vowels is not always too helpful.

As the phrase takes shape, you will probably find that you are able to guess a letter at a specific position. For example, you may have a word that looks like this: T*E. A central H is a fairly safe guess. It's now that you can score points. A correctly chosen letter will add its value to your score, while if you guess wrongly, the loss is only half the letter's value. Insert your guess by using a cursor as prompted.

With several letters in place, you may get a flash of inspiration and want to guess at the whole phrase. To do this, type Ctrl-G, and you can enter the whole phrase. If it's correct, the score for the whole phrase — the remaining letters only, of course — is worked out and added to the player's score. If the guess is wrong, then 50 points are subtracted instead. Too many wild guesses will soon erode your score.
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Re: INPUT Magazine Game Listings

Post by dv8 » Tue Dec 05, 2017 11:24 pm

OTHELLO (issue 31, page 980)

Othello is a strategy game played on an eight by eight square grid — a chess or draughts board can be used. The rules are very simple, and the game deceptively so.

The object is to capture as many of your opponent's pieces as possible. Play simply consists of each player in turn adding a piece to the board, until the board is full. Each player starts with two pieces and tries to capture those belonging to the other by 'surrounding' them. This is done by placing an extra piece at the end of a row so that the opponent is flanked by your pieces. All the opposing pieces between your pieces are then replaced by yours.

The score is simply the number of pieces that belong to each player that are on the board at any one time. The winner is the player who has the greatest number of pieces when the board becomes full.

On this computer version, you play against the machine, which also displays the board and keeps track of the score.

HINTS AND TIPS

Like any other strategy game, there are various tricks you can use to help you along. If you have never played Othello before you may find the following hints useful.

The corner pieces are extremely valuable as they cannot be retaken once they are captured — the reason for this is that they cannot be surrounded like any other positions on the board. As a result, they can prove vital to success, and it is well worth capturing the corners even if an alternative move may yield a greater score. Any edge pieces which are touching the corner pieces are also untakeable.

Since a piece can link with more than one line — up and down and diagonally — the most obvious move may not be the best, as in the later stages of the game you can often link two or three lines by adding just one piece.

Think ahead. It may be possible to manoeuvre your opponent into creating opportunities for you to capture vital positions by making a seemingly bad move.

PLAYING THE GAME

When you RUN the program you will be asked if you want to go first. When you move you will have to input two coordinates. These make up your position and are in the range one to eight — the row and column numbers are displayed along the top and down one side of the board. The coordinates are entered with the row position first, followed by the column.

The program doesn't recognize a stalemate, nor will it be able to judge if you are bored, so entering 0 as a coordinate will end the game.
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Re: INPUT Magazine Game Listings

Post by dv8 » Tue Dec 05, 2017 11:42 pm

SUPERFRUIT (issue 33, page 1028)

A fruit machine simulator. Instructions are included in the program.
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Re: INPUT Magazine Game Listings

Post by dv8 » Tue Dec 05, 2017 11:46 pm

LUNAR LANDER (issue 35, page 1088)

Keys: Z=Left, X=Right, SPACE=Burn
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Re: INPUT Magazine Game Listings

Post by dv8 » Tue Dec 05, 2017 11:52 pm

FOX & GEESE (issue 35, page 1096)

Fox and Geese is played on the white squares of a standard chessboard. There is one fox which starts off at one end of the board, and four geese, which start from the opposite end. One player controls the fox, and the other the geese. The object of the game is for the fox to find its way past the geese and reach the opposite end of the board, or for the geese to corner the fox.

With four against one, the game may seem a little one-sided, but the geese are limited to forward movement only, whereas the fox may move backwards as well as forwards. The program has been written so that the computer may play either the fox or the geese, or may be set to play against itself.
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Re: INPUT Magazine Game Listings

Post by dv8 » Tue Dec 05, 2017 11:57 pm

FREDDY & THE SPIDER FROM MARS (issue 38, page 1177)

In this game Freddy is a window cleaner with an intense dread of spiders. He's been to his doctor and to innumerable specialists who cannot cure his condition. Things are so bad he now has a recurring nightmare, concerning a Martian spider (a particularly huge, hungry, nasty-looking variety of Freddy's favourite phobia), a collection of balloons, and his favourite hobby, archery.

Frequently he wakes up bathed in sweat after dreaming of being stranded on his ladder equipped, not with his usual bucket of dirty water and a wash leather, but with a supply of arrows. He has been trying desperately to burst balloons which, if allowed to reach the spider's cage above his head, unlock the doors which imprison the beast.

Help Freddy burst the balloons, or he'll come to a gruesome end as the spider's breakfast!

Points are awarded for each balloon Freddy bursts. But bursting the lot doesn't bring relief — Freddy's torture continues at a higher level, with faster moving balloons. If he lets through three balloons, the Martian spider is released.

Keys: A=Up, Z=Down, SPACE=Fire
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Re: INPUT Magazine Game Listings

Post by leenew » Wed Dec 06, 2017 10:19 am

pau1ie wrote:Wow, Thanks for these! Hopefully Lee will put them on the bbcmicro.co.uk website...
Yes, many thanks. Of course I will upload them asap! :D
Do we have publication dates for these? Which were published in 1984 and which were published in 1985 would be enough...
Thanks!

Lee.

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Re: INPUT Magazine Game Listings

Post by dv8 » Wed Dec 06, 2017 12:32 pm

DESPERATE DECORATOR (issue 42, page 1314)

Getting drips of paint on the carpet is one of the nightmares of the do-it-yourself decorator. This game gives you the opportunity to improve your drip-stopping technique without the damage.

The aim of the game is to prevent the runs of paint dripping down the screen (the wall) and reaching the carpet, using your paint roller. You control the position of the 'roller' graphic on screen, using the keyboard.

Keys: Z=Left, X=Right, P=Up, L=Down
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Re: INPUT Magazine Game Listings

Post by dv8 » Wed Dec 06, 2017 12:38 pm

MATCH THAT! (issue 43, page 1356)

The object of this game is to find out the colours of the four counters chosen by the computer, in the least number of guesses. The colours have to be in the right order too.

Input your guess by typing in the initial letters of the colours, for example, RBBY for red, blue, blue and yellow. The computer then responds by giving you a few cryptic clues telling you how many colours are correct and how many are in the right position — although it doesn't tell you which colours are the right ones! The code it uses is a white dot for a correct colour in the wrong place and a black dot for a correct colour that's also in the right position. Use these clues to decide on your next guess. You have 12 goes to find the correct code.

The colours used are yellow, white, blue, red, cyan and magenta.
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Re: INPUT Magazine Game Listings

Post by dv8 » Wed Dec 06, 2017 12:42 pm

ESCAPE (issue 45, page 1424)

The sacred Amulet of the Nitpu has resided safely in your village for thousands of years. But recently, a disaster has happened — an evil king has stolen it. The amulet now sits somewhere in his forbidding, mist-shrouded castle, from which the only sound is the screaming of tortured prisoners.

There is no way into the fortress, so you have contrived a desperate plan to recover the amulet. To gain entry, you have allowed yourself to be captured by the tyrant's men. When you have the complete adventure you must explore the castle, find the amulet, and then escape. Beware of some of the characters you'll encounter on your quest!

The disc image can be downloaded from this post.

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Re: INPUT Magazine Game Listings

Post by dv8 » Wed Dec 06, 2017 12:51 pm

YACHT (issue 51, page 1589)

This game is a computerized version of the popular dice game called Yacht and is designed for up to six people playing against each other. Yacht is an engrossing game combining luck and judgement as each player aims to make the highest score.

The rules are quite simple. Each player throws five dice at a time (or rather, in this version, the computer throws the dice and displays them on the screen). If you don't like what comes up, you are allowed to have two more goes at throwing the dice and can choose how many of the dice to throw each time in an attempt to build up the best 'hand' you can. After the three goes you must enter the throw on the score card and the turn passes to the next player.

The options on the score card are:

"Ones" : Total value of ones only
"Twos" : Total value of twos only
...
"Sixes" : Total value of sixes only
"4 of a kind" : Total of the four dice
"Full house" : Total of all five dice
"Short run" : 15 points
"Long run" : 30 points
"Choice" : Total of all five dice
"Yacht" : 50 points

A short run is a run of four dice, say 2, 3, 4, 5, and a long run is a run of all five dice, either 1, 2, 3, 4, 5 or 2, 3, 4, 5, 6. A full house consists of three numbers of one kind plus a pair of any other number. Choice is a mixture of any dice, and Yacht is five of a kind.

Players must select a different category on each turn. To select a category, move the arrow up or down and press the space bar when the arrow points to your choice. If, at the end of the three throws, the dice cannot be fitted into any of the vacant categories, you have to choose which category to 'waste'. It is obviously best to waste one of the low scoring categories such as the ones or twos. However, towards the end of a round, you may be forced to waste some of the higher-scoring categories. In fact, it is good strategy to aim for the higher-scoring categories first, as these are more difficult to get.

Keys (dice throwing): Y = keep, N = re-throw
Keys (score card): * = move up, / = move down, SPACE = select category
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Re: INPUT Magazine Game Listings

Post by MartinB » Wed Dec 06, 2017 3:12 pm

Yacht is more popularly known as Yahtzee :wink:

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Re: INPUT Magazine Game Listings

Post by pau1ie » Wed Dec 06, 2017 4:28 pm

leenew wrote:Do we have publication dates
I downloaded issue 4 (Picked at random) from http://www.bombjack.org/commodore/magaz ... /input.htm (Thanks again dv8!). It says:
© Marshall Cavendish Limited 1984/5/6
I downloaded some more and discovered that this changes to
© Marshall Cavendish Limited 1985/6/7
in issue 47. So I would suggest everything in issues 1-46 is 1984, and 47-52 is 1985 unless anyone else has a better idea. This means of course that all the games we have so far are from 1984.
I'm working on http://bbcmicro.co.uk

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Re: INPUT Magazine Game Listings

Post by dv8 » Thu Dec 07, 2017 8:23 pm

Updated the disc image for Fox & Geese to correct a bug.
pau1ie wrote:This means of course that all the games we have so far are from 1984.
Apart from Yacht which was in issue 51, so that is the only one from 1985.

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Re: INPUT Magazine Game Listings

Post by dv8 » Thu Dec 07, 2017 8:42 pm

CAVENDISH FIELD (issue 40, page 1254)

Cavendish Field is a tactical land battle, fought between two medieval armies. Like most computer wargames, Cavendish Field displays a map showing the disposition of the two armies and the terrain. The players (in this case, you and the computer) act as the commanders of their own units, and must make decisions on strategy, and issue appropriate commands to their men.

The player is given the option of issuing new orders to each unit, or leaving them as they are. The game proceeds by taking turns to organize the disposition of the troops, which may or may not result in conflict. The outcome of any conflict is determined by the relative type and strengths of the combatants — plus a certain amount of luck. Play continues until one player has reduced the other's forces to an untenable level.

The starting positions of the opposing sides' units are at different ends of the map — the player's starting at the southern end (the very bottom of the screen display), and the computer's starting at the northern (the top of the display).

There are a number of factors connected with your troops which will affect the way they perform on the battlefield:
  • the unit's current order (what you told them to do last time)
  • the direction of current movement
  • weaponry
  • armour
  • initial strength
  • current strength
  • morale or attitude
  • position
  • terrain
PLAYING INSTRUCTIONS

After the game has finished drawing the map and placing the opposing units it's time to start building your strategy. A series of prompts appear in the text 'window'. Starting from unit one, the unit number and description, knights for instance, along with the current orders, e.g. halt, are displayed. The unit is also identified on the map by changing its colour. The player is then asked: Change (Y/N)?

If the answer is Y, a menu of order options is displayed: Fire, Halt, Move or Status. The Fire option is only open to the archers, so any attempt to make another type of unit fire will make the message 'No Bows' appear, and the machine will wait for another choice. If the Move option is chosen, the prompt 'Which way (NSEW)?' appears, ready for the player's choice. Status responds with a description of the current state of the unit.

This process is repeated for each unit. Once you have issued instructions to all of your units the computer will do the same to its units and the map will be updated. The result of any conflicts will be displayed in the text window.

NOTES

There are three versions of the game on the disc:
  • an easier version where the computer's moves are more random
  • a harder version where the computer's moves are more intelligent (this requires shadow RAM or a second processor)
  • a cut-down harder version for the standard model B (the 'Status' option has been removed)
On running the disc it will ask whether you want an easy or hard game and will load the appropriate program for your machine.
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Re: INPUT Magazine Game Listings

Post by Michael Brown » Fri Feb 16, 2018 2:39 pm

Was there any other instructions for MAZE?

Mick.

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Re: INPUT Magazine Game Listings

Post by dv8 » Thu Feb 22, 2018 4:29 pm

Michael Brown wrote:Was there any other instructions for MAZE?
There wasn't anything that could be copied from the article text.
I've quickly cobbled together some brief instructions and added them to the entry for MAZE above.

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Re: INPUT Magazine Game Listings

Post by leenew » Thu Feb 22, 2018 5:46 pm

Excellent. Thanks.
Are all of the Input magazine games for the Beeb completely imaged now?
Do I remember you saying Cliffhanger needed looking at?

Lee.

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CMcDougall
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Re: INPUT Magazine Game Listings

Post by CMcDougall » Thu Feb 22, 2018 8:52 pm

leenew wrote: saying Cliffhanger needed looking at?
Lee, Cliffhanger never worked from magazine, it had to be re-done, sure by DaveE, so try his working only version on his EGG site.
http://www.everygamegoing.com/egg/landi ... liffhanger
2010 he fixed it =D>
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Re: INPUT Magazine Game Listings

Post by dv8 » Thu Apr 19, 2018 2:43 pm

Uploaded a small update to Cavendish Field so it works on second processors.
leenew wrote:Are all of the Input magazine games for the Beeb completely imaged now?
Must have missed this post Lee, sorry about that.
Yes, this is all of them except for a fixed version of Cliffhanger.
and wrote:Do I remember you saying Cliffhanger needed looking at?
There's definitely something funky going on with it. The game slows to a crawl on level 2.

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