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Additional resources for 49 explosive games for the ZX-81
4410 P RI NT — Your 'EC' f , . ,P '.. 4480 OATS "struck r , . _ 0 . 1a ^^i^ 93 C^s " _. ^ RE M e;fi t tli f fair? 522 PRINT RT 21,1; "Press a keg to begin the fi g ht": PRUSE 0 4624 FOR 1=1 TO 5*(1/-pr) 4525 LET cl=FN r(8)-1: BORDER C. 1,0: LET mc=USR inver 4531 LET Lt11)=1(11)-2 4632 NEXT i: BORDER 5: INK 4: PH PER 0: BRIGHT 1: CLS 4534 IF RNO:pr THEN GO TO 4548 90 4536 PRINT AT 5,1"YOU LOST! " 4550 IF I. THEN PRINT "but wit • the antimatter ray you cou/d'' t LOSE! ": BEEP 1,10: GO TO 4900 4702 PRINT "The ";t$'"insulted L • what you have — offered, g ets m re ";a$(3 TO ) — and steals your 4764 LET o=FN r(5): IF 0 =5 711EN LET o=6 4706 LET L(13)=1113)-efo): LET t a'1,1-5-i-(o=6))=0 4708 PRINT g$(0,3 TO ) 4709 GO TO 4900 4710 IF L(8) THEN PRINT "You act ivate your transporter and whc, osh!
I CAN SEE NO PEOPLE . ": LET N=P: LET S=P: LET W=P: LET E=P: RETURN 30 PRINT '"I AN STANDING IN P SMALL, DESERTED CAFE. N . —; 37 PRINT : LET N=P: LET S=NOT RETURN PKET . -(T IUN . L ICEï-iAN SEE r GO TO ^ ^-•L^^1C^ ^ r^E.. -' 44 PRINT "P: POLICEMAN TFtKEFr £,: H AT I HI=; I_JE COLLECTED RND RETURE•-? STRTION. " LET 5=P. " E• = 2_^t:: RETURN 50 LET E=P: LET 51 PRINT '" CRN SEE TWO DOOR'S , ONE TO THE WEST, ONE TO THE 5=-? UPULT ENTRRNCE Iç, T UTH. `? ": LET N=P: RETURN 57 PRINT -' . M NOW STANDING IN THE FOYER L FR LARGE HOTEL.
White indicates that you have to pick up a sack, and yellow shows you are carrying a sack. To pick up a sack, you just move onto the same square as it. You put it in the safe by moving onto the safe. In either case, a beep will sound, and the man will change color. You have three men per game, and the number left is shown at the top of the screen. 102 103 A log will remove any section of dam in its path. However, sections above and below are also damaged, and if you move off one of these, and into part of the river where a log has been, you will lose one life.
49 explosive games for the ZX-81