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Advanced Ninja Simulator Speccy version 5° in YS
Program by Chris Young 14/06/96
Idea "borrowed" from a game with the same name by Skintflintsoft (Duncan MacDonald, I reckon), and written to conform with the "How to write a beat-em-up" section in the same issue of Your Sinclair. It also incorporates a few features from ALS.
Lo-Score idea thrown in by Stuart Flint, who also heavily playtested it, managing to get the lowest score of 11 (lowest possible: 0) and the highest of 458 (maximum 760, average score 190). I subsequently managed to beat it with an amazing score of 472, however.
And then I banned ANS. Ha Ha.


'They' laughed - "A beat-em-up on a calculator? ha ha."
But now everyone's addicted... (I think it's beating the record scores that does it)

Choose your character from a cast of thousands (well, three), and see if you can defeat the Evil Bloke. There are a variety of moves (one), requiring lots of skill and judgement (ie. none) and even a little bit (a bit more than that, actually) of luck.

There are three parts to this, stored in memory banks 0, 1 and 2
/ is the triangle (shift-prog), and <> should be = with line through it (func-prgm-rel-2)

Controls: To run this program, RUN bank 2 on first run, then use bank 0 afterwards. If you put anything in memory H or L, then RUN bank 2 to clear it (will clear hi/lo-scores)
Use keys 1-3 and EXE to choose your character
Hit EXE repeatedly to run around and hit him

» 409 BYTES! (he says as if it's good or something) «

BANK 0

"NINJA SIM"
"SELECT CHAR"
"1 HIJU-SI"
"2 KILLIM-FU"
"3 DUNCAN"
? -> Z
Z <> 3 => " HE IS DYING IN HOSPITAL"
Z <> 3 => Goto 1
0 -> Z
Int (Ran#×10)+1 -> Y
" "
" FIGHT!"
Lbl 2
Prog 1
" I;"
Prog 1
" I ;"
Prog 1
" I;"
Prog 1
" I ;"
Dsz Y
Goto 2
Int (Ran#×2) -> X
Z>H => Z -> H
Z<L => Z -> L
" "
X=1 => "OH DEAR.. YOUWERE KILLED! "
X=1 => Goto 4
"HURRAH! YOU BEAT THE EVILBLOKE!"
Lbl 4
"SCORE:"
Z/
"LOSCORE:"
L/
"HISCORE:
H/
Lbl 1

BANK 1

" "
"SCORE:"
Z/
Z+Int (Ran#×20) -> Z
" "

BANK 2

'WIPE SCORES
0 -> H
0 -> L
Lbl 9
Prog 0/
Goto 9