Turbo Rubber Ducky Shootout --------------------------- By Digital Prawn for CSSCGC 2010 Platform: ZX Spectrum 48K Background ---------- This game was developed merely as an exercise allowing me to learn how to use the excellent Hi-Soft BASIC compiler (48K version). It's also loosely based on the VIC-20 game "Duck Shoot", but crap. It's crap because it's written in BASIC and uses UDGs locked into the character grid, rather than smooth sprites. As a result it's pretty jerky, although it runs several times faster than under interpreted BASIC. I declared all of the variables as integers (a feature lacking in standard interpreted Sinclair BASIC). This really speeds things up a lot. Loading instructions -------------------- Either LOAD "" from either 48K or 128K BASIC or use the "Tape loader" option on 128K machines. Playing instructions -------------------- Use keys 'O' & 'P' to move left and right and 'F' to fire. Shoot all twelve ducks to complete each level. Try to avoid hitting the skulls where possible. The game is over either when (1) you run out of ammo, (2) you run out of lives (if you hit too many skulls) or (3) you win the game by completing all seven levels. You start with 12 shots, so use them wisely. There is no time limit. Hit the '6' targets to gain an extra 6 shots (up to a maximum of 27). The ducks are scored as follows: Bottom row, 10 points. Middle row, 20 points. Top row, 30 points. No score for hitting skulls or '6' targets. Hi-score is kept between games. Notes ----- Compiled with v1.1 of the 48K Hisoft BASIC compiler. As the tapefile only contains the compiled version, the BASIC source is supplied in plain-text file turbo-rds.bas, including the compiler directives in REM statements at the top. 31st January 2010