; WARNING: this file was composed using Code Page 437, and is intended to be ; viewed using this code page, so if you don't some non-ASCII characters (and ; possibly even some of the ASCII ones) may not appear as intended. ; ; It was originally intended to be the data for a Spectrum POKEs database ; program I was going to write but never got around to doing, hence all those ; strange tilde characters (~ on a line of its own=end of record, ~~ on a line ; of their own=end of card, i.e. screenful) and references to 'cards'. ; ; These POKEs have been culled from a number of sources, mostly a database ; program (which of course runs on the Spectrum itself, so wasn't as useful ; as mine was intended to be) in the last issue of 16/48. They have been ; transferred in good faith, but I cannot guarantee that they work; even those ; which I myself devised may not work, due to different game versions. ; ; If anyone has any corrections, additions (I'd like to give the publishers' ; name for EVERY program, to make clear what I'm referring to -- there were at ; least two different games called "Spellbound", for example; a Q*Bert clone ; from Beyond, and a graphic adventure from Mastertronic), a working (MS-DOS, ; compiled or assembled) POKEs-database program which reads this file and ; translates it into a proper (perusable and editable, of course) linked list, ; or anything else which they think I might like, send it to me: ; kdc@korax1214.freeyellow.com ; ; Regarding the above paragraph, there is even at least one instance of two ; different *publishers* bearing the same name: the original Imagine (of ; _Jumping Jack_ etc. fame) went spectacularly bust after only about two years, ; but the rights to the name and logo were purchased by another software house ; (I've forgotten which), and it was on the label thus created that _Arkanoid_ ; etc. were released. Hence, I refer to these two different publishers as ; Imagine '82 and as Imagine '85 respectively. ; ; P.S. The U.S. edition of the Spectrum is one of the machines mentioned in ; the iD Software Official Doom FAQ as one to which Doom will never, under any ; circumstances, be ported -- can you blame them??? ; !!How to use this file: The ~ lines separate one article from another. The ~~ lines separate sections within an article. Outside BASIC listings, the word POKE is usually omitted for brevity. Another common abbreviation is that "ì" (character 236, the infinity sign in code page 437) is used instead of "infinite". ~ 3d bar charts (16/48 #5) speed up drawing Alter lines 600 and 610 to: 600 FOR p=1 TO 4 610 PLOT INK s(c);b*16+23+p,p: DRAW INK s(c);-8,0: NEXT p and erase line 630 ~ action biker (Mastertronic) sleep counter is #5b04 (23300) ì sleep #d79f,0: #ef52,0 TIP: When you're "invited" to stay to tea (using a whopping two hours of precious sleep time), make a careful mental note of which house it was! When next the time is after 6, go into one of those houses and the time will be advanced past 8, gaining you up to 12 hours more sleep time! ~ ad astra (Gargoyle) ì lives 35853,0 ~ adventure quest remove problem in room x 26388,x ~ ah diddums (Imagine '82) choose x lives (x<=250) 24942,x ~ alien 8 (Ultimate) ì lives 51736,183 (#ca18,#b7) ì time 44460,201 (#adac,#c9) ~ amaurote (Mastertronic) dosh is at 46350/1 (#b50e/f), and is actually 1/100th of what is shown on the screen, e.g. you actually start with 50000 dosh although this is shown as 5,000,000. ì dosh 46366,0 ì bombs 40619,0 bomb always acts as 'supabomb' 46064,0 no damage 46316,0 BUGS!! The Supabomb can destroy the perimeter fence! (Although you can't go through the hole thus created!) There is no need to destroy the Queen -- if your Supabomb hits the fence instead, the game will think the Queen has been destroyed! ~ android one (Vortex) ì lives 25305,0 ì time 25829,0 ~ android two (Vortex) ì lives Select keyboard and press BREAK: POKE 52249,24: POKE 52250,32: POKE 53897,0 ì lives BUG!! Kill yourself 4 times then find a spot where a monster goes over a mine. If you time it right, you will be killed twice, giving six lost lives. This, because of a BUG, results in ì lives and time! ~ animated strip poker Loader and see whole striptease (ONLY FOR DIRTY OLD MEN WHO CAN'T PLAY POKER!!) 100 CLEAR 42744: LOAD ""SCREEN$ 110 LOAD ""CODE: CLS 120 RANDOMIZE USR 43308 130 RANDOMIZE USR 43152 140 RANDOMIZE USR 43028 150 RANDOMIZE USR 42859 ~ antics (Bug-Byte -- sequel to "The Birds and the Bees") slow stamina drain 57605,0: 57606,0 ì stamina 57603,0: 57604,0 ~ arcadia (Imagine '82) ì lives 25776,0 ~ arkanoid (Imagine '85) CHEAT: Get a high score and enter "PBRAIN", or use a Multiface to POKE 38255 with 1, then *immediately* restart the game; from now on, as long as you don't delay in restarting the game, you will start on the last level you reached. The cheat mode will stay on forever if you POKE 33102, 33103 and 33104 with 0. ì lives 33702,0 n lives 38540,n get rid of boring scenario 33411,196 lives counter is 38126 current level is 38127 no level reset 38442,0: 38443,0 DANGER: Only use this POKE if you have a Multiface attached, and if you reach the last level, manually reset the level number; otherwise the game will crash when you restart! ~ astro blaster allow POKE entry Get hi score then, after INPUT of name, press "T" then enter POKEs. To SAVE, GOTO 30. To play, GOTO 40. ì lives 27422,0 choose x lives 26396,x ~ atic atac (Ultimate) stop losing energy 35353,0 make doors "nervous" 37229,175: 37260,175 ì lives 36519,0 ~ automania (Mikro-Gen) lives counter is #d207 ì lives #fdc8,#b7 (64968,183) ~ backpackers (Fantasy) COPY FACILITY (for guide ONLY) [WARNING: This is probably ZX Printer, not Epson/PCL/Postscript -- RJB] 100 CLEAR 65535: LOAD ""SCREEN$: LOAD ""CODE 110 FOR x=29182 TO 29196: READ a: POKE x,a: NEXT x: POKE 29160,21 120 DATA 62,127,219,254,230,1,194,215,113,205,172,14,195,215,113 130 RANDOMIZE USR 29126 Enter and RUN the above and play the guide tape into it. To COPY SCREEN$ Press "SPACE" ~ batman (Ocean -- Jon Ritman version) ì lives 36798,0 ~ battlecars make a megacar! BREAK and edit line 9700 Change the value of "LET MN=3100" to whatever amount you want! ~ the birds and the bees (Bug-Byte) lives counter is #84e9 (34025) ì lives #916e,0 (37230,0) ~ black crystal map references map 1 = 512661220 -- final stage map 2 = 1126690200 map 4 = 3126641220 map 5 = 2126671220 map 6 = 1126290200 ~ black hawk ì lives 34695,183 ~ booty ì lives 58294,0 Hidden game! LOAD Booty while a "Currah MicroSpeech" unit is connected, wait for demo mode and press a key in order to get another game in which you are a diver and must collect fish! [Wanted: a POKE to get into this hidden game on the emulator!] ~ bored of the rings Level passwords (exactly as shown!): Level 2: GOODTIME Level 3: Trevor and Derek Sceptical: NOT TELLING ~ brian bloodaxe loader and ì lives 100 CLEAR 64000: FOR x=23296 TO 23374: READ a: POKE x,a: NEXT x 110 RANDOMIZE USR 23296 120 DATA 6,3,197,221,33,0,0,17,0,0,62,255,55,205,86,5,193,16,239,221,33,232, 254,17 130 DATA 34,1,62,255,55,205,86,5,62,201,50,149,255,58,84,92,254,92,40,9,33,240, 92,17 140 DATA 182,92,205,229,25,205,3,255,49,135,144,221,33,24,246,17,136,19,62,255, 55,205,86,5,175 150 DATA 50,214,103,195,224,96 Enter and RUN the above (SAVE it first!) and play the "bloodaxe" tape ~ cavelon (Ocean) teleport Hold down D,F,R,T,I,K and L, or stand in maze and type "jswilly". The message "HI CHRIS WHAT DO YOU WANT.." appears. Press 1, 2, 3, 4, 5 or 6 and you start from that screen. ~ cavern fighter ì lives 31683,0: 31684,0 ~ chequered flag (Psion) BUG!! The "best" lap time is NOT the best, but merely the latest one achieved! ~ chuckie egg (A&F) loader MERGE "": POKE 24501,195: GOTO 1 When LOADed, enter POKEs then "RANDOMIZE USR 42000" ì lives 42837,0 fill in holes at bottom of screen 500 FOR x=46000 TO 51372 STEP 672: FOR y=x TO x+31: POKE y,5 510 NEXT y: NEXT x 520 RANDOMIZE USR 42000 allow use of KEMPSTON joystick 1000 DATA 39277,103,39321,71,40311,71,40893,71,39341,79,40254,79,40850,79, 40655,95,40713,87 1010 FOR x=1 TO 9: READ a,b 1020 POKE a,219: POKE a+1,223: POKE a+2,0: POKE a+3,0: POKE a+4,203: POKE a+5,b 1030 NEXT x: RANDOMIZE USR 42000 ~ chuckie egg 2 (P 'n' C) loader (or use Multiface to enter POKEs) 100 FOR x=23296 TO 23308: READ a: POKE x,a: NEXT x: RANDOMIZE USR 23296 110 DATA 55,62,255,221,33,0,64,17,0,192,195,86,5 Position tape after header of MAIN block and RUN above. When LOADed, enter POKEs then RANDOMIZE USR 24770. ì lives 35453,0 ~ clumsy colin see "action biker" ~ confuzion (Incentive) lives counter is 59874 (#e9e2) ì lives 55286,180 (#d7f6,b4) ~ cookie (Ultimate) ì lives 28695,62: 28696,5: 28697,0: 28698,0 stop bin monster throwing trash 26197,0 ~ crosswords (16/48 #quite a lot) see solution FOR n=1 TO 22: GOSUB 9100: NEXT n ~ crypt (Carnell) level codes CARNELL, SOFTWARE, BEATS, ALL, THE, OTHERS [sic!] ~ cylu (Firebird) ì fuel 37902,201 slow fuel drain to 1/n normal rate (n=0 gives 1/256): POKE the following into successive locations from addresses indicated: 37902 -- 195,0,186; 47616 -- 58,255,185,61,50,255,185,192,62,n,50,255,185,33,36,91,195,17,148 (last address POKEd is 47634; n is at 47625) ~ dark side (Driller 2) (Incentive) ì shields 45482,0: 47924,0 [doesn't work] ì fuel 45436,0 [doesn't work] ì time 47117,0 ~ defenda speed up aliens 37283,0 select 52 lives. BUT, each time you get killed, you gain a life! 35730,52 ì lives 37531,0 ì smart bombs 34163,0 ~ d‚j…-vu (Crash PowerTapes) Counters (both versions): lives at 52003 (#cb23) energy at 52064 (#cb60) fire at 52065 (#cb61) smart bombs at 52070 (#cb66) shields at 52071 (#cb67) POKEs: effect the original the remix ì lives 50293,0 50299,0 ì energy 45712,0 45720,0 ì fire 47633,0 47633,0 ì bombs 45841,0 45856,0 ì shields 45770,0 45785,0 ì time 43293,0 ~ denizen (Players) [These POKEs were devised using the demo version -- they may not work with the full game -- RJB] 42466 (#a5e2) is door passes 42467 (#a5e3) is ammunition ì ammo 61226,0 ì door passes 60875,0: 61155,0 ~ dragontorc ì energy see "Crash" #18,p78 Could someone please tell me what this says so that I can enter it here! ~ driller (Incentive) ì shield 48246,0 ì energy 47926,0: 49022,0: 49425,0 ì time 47896,0 x co-ordinate is at 34991/2 and y is at 34995/6 Rig locations for 100% success (except where indicated): name x y heading alabaster 4533 4151 west amethyst 6400 6050 north aquamarine 5553 2526 west basalt 0924 2257 east beryl (88%) 7968 4512 west diamond 4111 3484 facing rear wall emerald 3734 4150 east graphite 1695 6394 west lapis lazuli 4526 4068 west malachite 6008 5024 north niccolite 0512 1698 north (This is shown in the manual) obsidian 6303 6752 east ochre (96%) 1524 7178 south opal 7418 7744 east quartz 2797 1801 west ruby (98%) 3744 2526 east topaz 3073 1376 south trachyte 4103 6559 facing rear wall ~ earth-shaker (Your Sinclair) ì lives 35344,0 ì time 34536,196 ì use of map key 60072,0 change "quit game" key to "6" 37801,239 extend antigravity time POKE successive locations from given addresses: 42916: 15 42926: 255 42996: 15 33580: 205,242,168,205,201,153,0,0 (last is 33587) 43250: 254,10,56,2,198,7,7,7,7,201 (43259) 39369: 229,111,38,0,17,128,189,25,235,225,201 (39379) ~~ level names (which double as passwords!) lev name lev name 1: ROOM FOR IMPROVEMENT 17: BURY DRAINAGE HIRERS 2: THE BUBBLE BATH 18: SPACEBASE WASTEPIPES 3: THE GRAVITY CHAMBER 19: THE SNARE 4: HEAD IN THE CLOUDS 20: RUSE NO DOUBT 5: HUSH TOED ICELAND 21: OUTER BOUNDS 6: DIAMONDS OF MINE 22: SPRING LODED 7: THE TWO OF HEARTS 23: ALARM CLOCK WORKS 8: CENTRAL INCINERATOR 24: FOG RISE WATERFALL 9: INTERNAL REACTOR INC 25: GREAT WALLS OF FIRE 10: NUCLEAR ORE CAVERNS 26: CHINA CANAL 11: GRAVITON SHELLS 27: THE COMBINATION LOCK 12: THE OIL WELLS 28: YOUR SAFE WITH ME 13: WET HELL SOIL 29: YE FIT WARM HOUSE 14: THE GRAVLOCK CELL 30: THE KEEP 15: HONEYCOMBS 31: FOR GOODNESS SAKE 16: HAIR BRAINED SURGERY 32: NO DEVIL LIVED ON ~ elements (16/48 #3) add radon and fix spellings! Break, then enter: LET a$(18,2)="r" [ENTER] LET a$(4,3 TO 14)="BERYLLIUM": LET a$(81,3 TO 14)="THALLIUM": LET a$( TO 14)="RnRADON" [ENTER] then GOTO 9999 [or press F2 in Z80 or F6 in X128] to SAVE. DO NOT RUN ! ~ ‚lite (Firebird -- 48K-only version) WARNING: I would advise the use of only a few of these POKEs at any one time, otherwise the game becomes too easy! ì missiles 39959,0 space stations destructible! 42263,0 station launches Thargoids instead of Vipers 41971,0 one shot destroys anything 46848,0 laser stays cool 46759,0 ì fuel 56997,0 ì hyperspace range 56280,0: 56290,0 ì galactic hyperspace 56260,0 start game with escape pod 39987,0 no loss of cargo from using escape pod 40016,0 very large cargo bay 59398,0 ì energy-bombs 28820,0 no flash from using energy-bomb 28832,201 ì cash (that'll do nicely!) 54261,3: 54275,24 ECM jammer 61467,0: 61477,0: 41914,24 cloaking device 61530,33: 61534,246: 61536,0 no crash-landings 29974,195: 46300,0: 47033,0 ì energy 39517,0 ~~ BUG!!! Tired of all that tedious mucking about in normal space? Select your destination, leave the space station and head straight away from it for some time. Slow down to minimum speed (so that you can do a perfect 180ø turn), head back toward the station, accelerate to maximum speed as soon as you're sure that you're aligned correctly, and when about to dock, press the hyperspace button. Time it right (which isn't difficult) and you will dock with the count unfinished -- and, after appearing briefly in the usual position in the new system, will then dock with the station there! ~ eskimo eddie skip boring screens 24686,24: 24687,76 ì lives 24686,24: 24687,76 ~ everyone's a wally (Mikro-Gen) ì lives Enter and RUN this (after SAVEing it!): 100 CLEAR 65535: FOR x=23296 TO 23320: READ a: POKE x,a: NEXT x 110 DATA 221,33,0,0,17,17,0,175,55,205,86,5,221,33,75,253,17,212,1,62,255,55, 195,86,5 120 RANDOMIZE USR 23296 130 POKE 65093,243: POKE 65100,190: FOR x=65271 TO 65291: READ a: POKE x,a: NEXT x 140 READ a: IF a THEN FOR y=1 TO a: READ a,n: POKE x,62: POKE x+1,n: POKE x+2,50: LET n=INT(a/256): POKE x+3,a-256*n: POKE x+4,n: LET x=x+5: NEXT y: GOTO 140 150 DATA 17,128,91,33,254,83,26,174,203,164,174,203,228,18,43,19,123,254,154, 32,241 160 DATA 3,58193,52,58194,21,58195,30 490 DATA 0,195,148,91 500 FOR y=x TO x+2: READ a: POKE y,a: NEXT y: RANDOMIZE USR 65093 ~~ N.B. I found that this POKE didn't work for me (it had the opposite effect, of causing endurance -- and hence lives -- to be lost much more rapidly than usual); maybe there are two or more versions of "Everyone's a Wally". (Some publishers frequently re-mastered their programs to discourage hacking.) If you also find this, try instead: 58193,62: 58195,183: 58200,120 ~~ For further POKEs, insert further DATA lines between 160 and 490. Each line consists of a number giving the number of POKEs on this line, then the actual POKEs as address followed by value. E.g.: 160 DATA 3,58193,52,58194,21,58195,30 Â Â Â Â Â Â Â ³ ³ ³ ³ ³ ÀÄÄÄÁÄÄ´ POKE 58195,30 ³ ³ ³ ³ ³ ³ ³ ³ ÀÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄ´ POKE 58194,21 ³ ³ ³ ³ ÀÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ POKE 58193,52 ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ Three pokes in all ~ factory breakout (Poppy Soft) lives counter is at 34419/34420 (it's a compiled program) ~ fall guy ì lives 44204,0 ~ finders keepers [Magic Knight 1] (Mastertronic) ì lives 34208,0 choose x lives 30394,97 ~ firebirds choose x lives 24164,x ~ flipwind cure "credit" bug Add "LET p=p-99" to end of line 1408 ~ flunky (aka Mad Flunky) (dK'tronics) ì lives 35322,0: 35323,0 ì time 35294,0: 35296,0 ~ frank n stein choose x or ì lives (There are 2 versions of the game) 28277,x or 34124,0 ~ fred loader CLEAR 26383: LOAD ""CODE 26384 SAVE "FRED"CODE 34500,22650 LOAD ""CODE 24500 Then enter POKEs and start with RANDOMIZE USR 30285 ì power 31175,0 choose x units of power 30418,x: 31592,x: 44696,x ~ freez bees ì lives 34610,0 ~ gens 3.2 (HiSoft) text end pointer is start location+54/55 make assembly printout always 80 columns wide: Relocate the program (by entering with RANDOMIZE USR... and immediately exiting using the B command), then POKE the starting address+5363 with 24 and the following address with 7; e.g. if GENS is loaded at 24064 (where I usually load it), you would POKE 29427,24: POKE 29428,7 ~ ghostbusters ì lives, bottomless traps and perfect backpacks See "Your Spectrum" #12,p39 WANTED: someone to unearth and read the above, and tell me what it says so that it can be incorporated here! bank accounts name account no Balance ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CODE BUSTERS 00166605 850000 HELLO 95766010 83000 S 20203002 24000 TANG BILLY 15570011 93600 BUG!! If you drop a trap at the base of the screen, it will fall where you cannot reach it and the only way to continue is to start again! ~ giants revenge ì lives 24504,0 ~ gilligan's gold ì lives 52881,0: 52882,0: 52883,0 ~ hall of the things ì lives 32717,0 start with x magic 35923,x ~ horace and the spiders (Psion/Melbourne House) jump onto next rope any time 29720,0 all spiders on third level die instantly 30070,0 slow spiders on third level 29910,0 stop ropes being pulled up 29626,52 skip first stage 24960,0: 25142,0 choose (x+1) lives 27680,x ~ horace goes skiing (Psion/Melbourne House) clear road of most traffic 29009,0 ì lives 30027,0: 30644,0: 30762,0 ~ horizons (Psion; free with early Spectrums) Big-print!! LET y=y-coord (0=top of screen) LET x=x-coord (both in pixels) LET xs=x-magnification LET ys=y-magnification LET d$=message GOSUB 9400 (In "hardware" prog) CODE is 277 bytes at 32256. Uses all PERMANENT colours, including FLASH and BRIGHT ~ the house that jack built ì lives 26822,0 ~ hunchback choose x lives 24760,x ì lives 26888,0 ~ hungry horace (Psion/Melbourne House) BUG!! on level 3, hit the bell lightly and quickly back away and you'll gain grillions of points! ~ impossible mission (US Gold) frozen time and no robots! 37294,0: 37295,0 N.B. This is not ì time -- you still lose two minutes for calling the master computer, or ten minutes for suicide. So be careful... ~ the incredible shrinking fireman (Mastertronic) lives counter is 60456 (#ec28) ì lives 60222,0 ~ infra red Allow 16k version to disassemble above 32768 32441,0: 32442,0: 32443,0 ~ invasion of the body snatchas ì lives see "Your Spectrum" #18,p11 Could someone please tell me what this says so that I can enter it here! ~ jack and the beanstalk ì lives 56115,0: 56116,0: 56388,62: 56389,27: 56390,0 ~ jet pac (Ultimate) "near ì" lives 25373,255 rocket can take off with one fuel pod 26070,62: 26071,6: 26072,0: 26073,0 ì lives! 25020,0 disable fire (useful!?) 28784,0 BUG! If you survive to the fourth level and land Jetman on the top-right platform, the aliens can't reach him! You can then run up masses of points simply by going away and leaving the game running for several hours! (But switch off your TV set/monitor first!) ~ jet set willy (Software Projects) N.B. Not to be confused with "Jet Set Willy II -- The Final Frontier"! (The budget re-release is JSW II, not JSW I!) IMPORTANT: The first four pokes are VITAL if the game is to be playable at all! cure "Attic" sprite bug 59901,82 remove killer object from "Conservatory Roof", so that all items are collect- able 60231,0 move invisible, unreachable item from "First Landing" to reachable position in "Hall" 42183,11 make "Banyan Tree" climbable 56876,4 ---------------------- end of essential POKEs ---------------------- delete everything that moves 35123,0 fall any height 36477,1 cure "interface 2" bug 36635,239 make "Banyan Tree" easier 36545,0 ~~ COPY screen when HOLD pressed (N.B. corrupts stack with repeated use) 100 CLEAR 32767: LOAD ""CODE 110 FOR x=35547 TO 35590: READ a: POKE x,a: NEXT x 120 POKE 35538,191: POKE 35600,14: POKE 35601,254: POKE 34997,0: POKE 34998,0: POKE 34999,0 130 RANDOMIZE USR 33792 140 DATA 253,229,221,229,49,255,255,33,255,90,17,255,254,1,0,1,237,176,205, 172,14,33,255,254,17,255,90,1,0,1,237,176,49,255,91,243,221,225,253,225, 14,254,0,0 alter penknife sprite to: Wheeled base (as seen in JSW II): FOR x=44800 TO 44928: POKE x,PEEK (x+512): NEXT x periscope (ditto): change 512 to 640 in above Anyone uncovered any more unused sprites hidden in the JSW I code? x lives (max=32) 34785,x-1 N.B. More than 32 corrupts screen! ì lives 35899,0 start at room x (bathroom=33) 34795,x collect x objects to see final effect (83) 41983,256-x ~~ teleport type "writetyper" when left of the stairs in the First Landing (be careful not to go up the stairs in doing so!), or POKE 34275,10. To teleport, hold 9 and press combinations of 1-6. BEWARE: some combinations, especially 60-63 (i.e. those including all of 3, 4, 5 and 6) are dangerous! If you're not sure which are safe, best save your position (Multiface 1 etc.) first! Also, because of the limitations of the IBM-compatible keyboard, many of these codes don't work when JSW I is run on an emulator! list teleport codes (on Epson or compatible printer) RUN this and play JSW tape into it: 100 CLEAR 32767: LOAD""CODE 110 LPRINT CHR$ 27;"-1[space]#[16 spaces]Name[16 spaces]Keys[2 spaces]" (N.B. [16 spaces], for example, means press SPACE 16 times!) 120 FOR n=0 TO 60: LPRINT CHR$ 27;"-";n-2*INT(n/2);: IF n<10 THEN LPRINT "[space]"; 130 LPRINT n;"[2 spaces]": LET a=49280+256*n: FOR x=0 TO 31: LPRINT CHR$ PEEK(a+x);: NEXT x 140 LPRINT "[2 spaces]";: LET a=n: FOR x=1 TO 6: LET b=INT(a/2): IF a-b-b THEN LPRINT x;: GOTO 160 150 LPRINT "[space]"; 160 LET a=b: NEXT x: LPRINT: NEXT n As mentioned above, some of these codes don't actually work! Also, you have to be VERY careful that you don't, for example, land on a sprite start position or a killer object! ~~ prevent teleport to undefined room corrupting program FOR x=64768 TO 65024 STEP 256: FOR y=0 TO 255: POKE x+y,PEEK (49152+y): NEXT y: NEXT x WARNING: with this POKE, the three undefined rooms at the end of the room DATA (instead of being filled with garbage) will be Off Licence clones (!) -- so best use the "fall any height" and "monsters harmless" POKEs with this one! This POKE is not needed on the emulator, as it is there impossible to teleport to the undefined rooms anyway (see above). cure "interface 1" HOLD bug RUN this and play JSW tape into it: 100 CLEAR 32767: LOAD""CODE 110 POKE 35591,195: POKE 35592,240: POKE 35593,255 120 FOR x=65520 TO 65535: READ a: POKE x,a: NEXT x 130 DATA 197,33,0,154,17,0,90,1,0,1,237,176,193,195,18,139 140 RANDOMIZE USR 33792 Willy walks backwards 38488,0 Willy is flying pig everywhere EXCEPT "Nightmare Room" 38488,30 Monsters are harmless 37982,0: 37994,0 automatic object collection on entering a room 37874,0 move object to different location 37866,0 ~~ The address of any room, N (=the teleport code; "1" key=1, "2"=2, "3"=4, "4"=8, "5"=16, "6"=32) is R=49152+256*N. Thus, of course, each room is 256 bytes long, and there is space for 64 rooms (0..63), although only 60 are defined. (One of the undefined rooms is in the middle of the defined ones and is empty, the other three are after and contain a copy of part of TRS-DOS from the Tandy TRS-80 used to assemble JSW.) The following addresses are all rel- ative to R. 0..127 are the image, packed four to a byte (e.g. 0=AABBCCDD binary, where AA=the top-left square of the screen, BB=row 0 column 1, CC=0,2 and DD=0,3; 1 continues with 0,4..7, etc.); the bit patterns being 00=background, 01=floor (can be passed through from the side or below, but not above), 10=wall (cannot be passed through), 11=killer object. 128..159 are the room name. 160 is the attribute of a background square, and 161 to 168 are the character data for a background square (in practice these 8 bytes are always all 0). 169..177 are the attribute and character data for floors. Likewise 178..186 for walls, 187..195 for killer objects and 196..204 for stairways. 222 is the border colour. 233..236 are the numbers of the rooms to the left of, to the right of, above and below the current room. Does anyone know the significance of any of the other bytes in the range 205..239? 240..255 is the sprite table, two bytes per sprite. 255 at any EVEN address marks the end of the sprite data if there are less than eight sprites in the room. If anyone knows the significance of the other byte values here, tell me and I'll incorporate it in this database! ~ jet set willy 2 Loader and driver 100 CLEAR 64999: LET x=65000 110 READ a: IF a=999 THEN GOTO 130 120 POKE x,a: LET x=x+1: GOTO 110 130 RANDOMIZE USR 65000 140 DATA 221,33,0,64,17,56,185,62 150 DATA 255,55,205,86,5,243,48 160 DATA 240,33,6,254,17,197,100 170 DATA 1,59,0,237,176,195,0,95 999 DATA 195,0,112,999 All following to be entered into above (or use Multiface to do [bracketed] POKE(s)!) willy is invincible 180 DATA 62,201,50,248,121 [31224,201] ì lives 190 DATA 62,255,50,67,117 [30019,255] x objects to collect (150) 200 DATA 62,x,50,126,135 [34686,x] start in room x 210 DATA 62,x,50,75,117 [30027,x] fall any height 220 DATA 62,255,50,115,119 [30579,255] ~~ max. x monsters on-screen 230 DATA 62,x,50,169,123 [31657,x] N.B. This is an AND, so entering (e.g.) 4 will give you EITHER 4 monsters, or none! trip switch on 240 DATA 62,0,50,222,131 [33758,0] walk on killer objects 250 DATA 33,254,3,34,227,118,33,220,13,34,229,118,33, 123,62,34,231,118,33,4,40,34,233,118,62,8,50,235, 118 [30435,254: 30436,3: 30437,220: 30438,13: 30439,123: 30440,62: 30441,4: 30442, 40: 30443,8] teleport and screen SAVE See "Your Spectrum" #18,p26 Could someone please tell me what this says so that I can enter it here! ~ jumbly (dK'tronics) picture details -- in sequence, and order of difficulty! Picture Similarity Scrolling? Title of pieces ³ Wrap? Hints ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ LETTERS Zero no no Just stick at it; you shouldn't need R for Repeat at this early stage! JUMBLY Low no no Again, hang on in there! NURSERY Zero no no Ditto! FLIGHT Medium yes no As the inlay says, establish which piece is which by observing how the sprites scroll from one to the next. PLANS When misplaced -- zero; when placed -- high no yes The only thing which makes this one difficult is the wrap-round; a vertical wrap conserves the parity, a horizontal wrap flips it (making the position impossible to solve until you do another horizontal wrap). WINDOW High no no Observe the pieces VERY carefully in order to work out which is which! VERSE Medium no no Difficult because of the low initial Target VERTIGO Medium yes yes As above but more so! (more picture details on next card) ~~ (picture details continued) Picture Similarity Scrolling? Title of pieces ³ Wrap? Hints ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TUNNEL Medium-high no yes Still more so! (This screen has an initial Target only 6 moves greater than the number used to shuffle!) TRAINS Very high!! yes no Try to work out which of the two possible pieces for this place is the correct one; don't try to place pieces which are blank, unless you're ABSOLUTELY certain where they go! STAIRS Total! no no Your only hope of identifying which piece is which is to watch for the sprite to pass through! (VIEW and HOLD can be used to good effect if you're quick enough!) ~~ Title Target Tune ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ LETTERS 150 ??? (Bach, Mozart?) JUMBLY 150 Mexican Hat Dance NURSERY 100 Hickory Dickory Dock/Humpty Dumpty/Baa Baa Black Sheep FLIGHT 100 Those Magnificent Men in Their Flying Machines PLANS 100 ??? (Could someone tell me?) WINDOW 100 The Entertainer (Scott Joplin) VERSE 90 Trout Quintet (Schubert) VERTIGO 80 ??? TUNNEL 70 ??? TRAINS 130 ??? STAIRS 130 ??? The current Target is at #CF14 (53012). A Target of 255 is easy to beat -- even on the Trains and Stairs pictures! ~ knight lore (Ultimate) Loader (or use Multiface) RUN and NEW this (after SAVEing it!): 100 CLEAR 64999 110 FOR x=65000 TO 65040: READ a: POKE x,a: NEXT x 120 DATA 1,172,1,17,48,242,42,83,92,174,18,126,35,19,11,253,111,120,177,253, 125,32,242,62,251,50,217,243,62,207,50,218,243,62,61,50,48,242,195,16 6, 243 Then enter this and SAVE it when it prompts you: 100 FOR x=40000 TO 40028: READ a: POKE x,a: NEXT x: PRINT #1;"Start tape, then press any key.": PAUSE 0: RANDOMIZE USR 4e4 110 DATA 221,33,76,156,17,17,0,175,205,194,4,201,0,67,82,65,67,75,69,68,73,84, 33,13,4,0,128,217,3 Now play your KNIGHTLORE tape to just past the header, LOAD in the false header just SAVEd and then the KNIGHTLORE tape. When "OK" appears, stop the tape. Now POKE 23756,1 and delete line 1. Delete the rest of the program, one line at a time, then enter "RANDOMIZE USR 65000" and play the tape. When it has loaded, enter the required POKEs and start the game with "RANDOMIZE USR 24832'. ì lives 53567,0 ì days 50084,201 x objects to collect 49759,x ~~ Stop metamorphosis 50084,201 PAUSE restarts game 54562,195: 54563,108: 54564,175 redesign rooms! FOR x=26796 TO 26813: INPUT a: POKE x,a: NEXT x RUN the above and enter: 7 154 162 155 163 156 165 157 165 64 220 29 2 74 146 5 77 149 and a room will be redesigned. For more designs, use FOR x=26274 TO 26289... and enter 171 155 156 163 164 31 19 20 43 44 75 76 115 116 24 76 or x=26822 TO 26842... and enter 2 18 21 42 1 195 196 0 45 43 82 85 106 109 104 34 59 11 12 75 76 The rooms are stored from address 25176 onwards and are of variable length. The room description is followed by the room number, bytes that control exits, colours, size of screen, etc. and finally 255; after which starts the data for the next room. The screen is stored as a chessboard with the squares numbered 0-63, square 0 is on the left halfway up the screen and square 1 is diagonally below it. This continues with square 7 in the middle of the bottom of the screen. The next row is to the right of this one numbered from 8-15 and so on. Above this there are three more levels, each represented by adding 64 to the one below. Each object has a code: ~~ (redesign rooms continued -- codes of objects) 0 = solid block 24 = jungle block 168 = collapsing block 128 = mobile block 40 = impaler 32 = gargoyle 48 = chest 56 = table 208 = portcullis top to bottom 216 = portcullis bottom to top 200 = magic spell 184 = roving ball 72 = ghost 104 = knight 64 = opposite direction 104 16 = bouncing ball 176 = exploding block 152 = falling spike 111 & 121 = moving blocks BUT slow the game down! [Surely 112 and 120? -- RJB] (continued on next card) ~~ (redesign rooms -- card 3) Add 1 to each object number for every extra one required, then follow it by their locations. e.g. 59 19 20 35 36 This places four tables (56+3) at locations 19, 20, 35 and 36. Don't worry -- persevere and you'll soon be redesigning KNIGHTLORE! ~ kobayashi naru (Mastertronic) "wobbly" cursor making game unplayable? This is due to the game erroneously detecting that you have a Kempston joystick interface attached when you haven't. To cure, POKE 65534 with 1; if you don't have a Multiface, select LOAD'SAVE then SAVE or LOAD (it doesn't matter which) from/to CASSETTE. Press BREAK, then ***carefully*** (because you can't see what you're doing) type the POKE, followed by GOTO 40 to restart the game. If, in doing this, you accidentally clear the screen, to restore the icons rewind the tape to the final (short) block and type LOAD""SCREEN$, before typing the GOTO. ~ kokotoni wilf (Elite) ì lives 43742,0 choose x lives 42214,x make some sprites harmless 42177,2 ~ kosmic kanga jump x steps high 35136,x choose x lives 23994,x ì lives 36212,0 ~ kp skips clumsy colin action biker see "action biker" ~ krakout (Gremlin) lives counter is 36509 (#8e9d) n+1 lives 36600,n ì lives 45863,0: 46565,0 maximum n-1 lives 46577,n ~ lazy jones ì lives MERGE ""; Change line 335 to "POKE 56693,0" then enter "GOTO 9999" and restart tape ~ locomotion (Mastertronic) alter keys to usable combination: key keyrow bit mask ~~~~~ ~~~~~~ ~~~~~~~~ left 54508 54512 right 54517 54521 up 54526 54530 down 54535 54539 fire 54544 54548 See the Spectrum manual (or the documentation of Gerton Lunter's PC Spectrum emulator) for an explanation of the keyboard mapping. For example: To assign FIRE to the M key, POKE 54544, 127 (#7f): POKE 54548,4 (xxx00100=position of M key in half-row) ~ long way home, episodes 1-2 (16/48 #3-4) SAVE BUG!! Alter line 9998 to: 9998 SAVE "advent" LINE beg: PRINT "Rewind & Play": VERIFY "" ~ lunar jetman (Ultimate) ì lives 36966,224: 36945,3 no enemies 37999,201 start on level x 43092,x-1 ~ manic miner (Bug-Byte, Software Projects) how to know which version you've got! differences include: Processing Plant: Bug-Byte has plants, Software Projects has ghosts Warehouse: Bug-Byte has rotavators, Software Projects has "impossible" triangles (the SP logo) ì air Bug-Byte version: 34795,195: 34796,241: 34797,135: 36233,195: 36234,149: 36235,141 Software Projects version: 34801,195: 34802,247: 34803,135: 36244,195: 36245,160: 36246,141 ì lives 35136,0 -- Bug-Byte 35142,0 -- Software Projects n lives (maximum 33 -- more corrupts screen) 34269,n-1 -- Bug-Byte 34275,n-1 -- Software Projects ~~ teleport Type "6031769" -- Bug-Byte Type "typewriter" -- Software Projects Then hold 6 (Bug-Byte) or 9 (Software Projects) whilst pressing combinations of 1-5. Release 6 or 9 before the other keys. In the Software Projects version, some levels are not accessible by this method! ~ matchpoint BUG!! select one-player game and the computer's player may be controlled with keys 6 and 7! ~ maze death race cure "Interface 1" bug 26689,0: 26690,0: 26730,0: 26731,0: 26771,0: 26772,0 ~ micronaut one ì energy 34655,80 ~ monty mole ì lives, fall any height, walk through crushers, kill monsters, walk on water and abandon game option see "Your Spectrum" #15,p6 and #17,p6 Could someone please tell me what this says so that I can enter it here! ~ moon alert ì lives 39754,0 choose x lives 42404,x immortality! 42654,195 stop time 42249,24 no airborne enemies 37035,201 ~ mr wimpy (Ocean) first screen must be completed x times (x=0 misses it out!) 33501,x choose x lives 33509,x ì lives 33693,0 choose x peppers 33721,x ì peppers 43105,0 ~ mugsy (Melbourne House) Try this and see what it does! 43012,0: 42906,0 ~ mutant monty 256 lives 54933,0 ~ mystic tower fix bug alter "x*t" in line 2040 to "x*t-2*(x*t>31)" ~ of dungeons and green men (16/48 #2-3) PRINTER BUG!! Wasted ZX Printer paper? Alter "OUT 154" to "OUT 254" in line 1400. To stop printer, enter "OUT 154,4". ~ penetrator (Melbourne House) BUGS!! Get into TRAINING MODE and press "5" to see (and play) final level! Edit the landscape and put loads of radar dishes next to one another. When you play the game, the dishes in trying to rotate will crash into one another and self-destruct, running up huge numbers of points! Also, level 5 will become editable! Of course, the drawback is that the game tends to crash after a while! ~ pi-balled (Automata) ì lives 46146,0 or 46441,0 (First check which of the locations below contains 3, to see which version you have.) choose x lives 44411,x or 44416,x run on issue 3 or later Spectrum (this POKE is not needed on the emulator, of course) POKE the following into the printer buffer from 23296 onwards: ; ORG 23296 219,254, ; IN A,(#FE) 246,224, ; OR #E0; mask bits to expected pattern 227, ; EX (SP),HL; fetch address of data byte 190, ; CP (HL) 35, ; INC HL; skip data byte 227, ; EX (SP),HL; restore corrected return address 201 ; and return; last POKEd address is 23304 (#5B08) Now search through the main code for the sequence 219, 254, 254 (or DB, FE, FE if you prefer) (this is IN A,(#FE): CP ?) and replace every occurrence (there are at least four) with 205, 0, 91 (or CD, 0, 5B!) ~~ enemies move down right-hand edge of pyramid only Before MERGEing in the loader, reset your Spectrum or type RANDOMIZE USR 0. After MERGEing the loader, edit out the RANDOMIZE. Or, once game is loaded, use a Multiface to POKE 23670 and 23671 with 0 (this sets SEED to 0, the initial default value). BUG!! When using a Kempston joystick, three of the jumps are accessed by using Up+Left, Up+Right and Down+Left, as one would expect...but the other is just Down, not Down+Right as it's supposed to be! ~ pinball wizard (CP Software/Sagittarian) ì lives LOAD ""CODE 36384: POKE 51566,0: SAVE "CODE"CODE 36384,16128 then change 'LOAD ""CODE' in loader to 'LOAD ""CODE 16384'. Or: LOAD the game with a Currah MicroSpeech unit attached, POKE 31566,0 and start the game with RANDOMIZE USR 27000. Or, POKE 31566,0 whilst the game is running, using a Multiface or similar. ~ project future ì lives 27662,2 ~ pssst (Ultimate) ì lives 24984,0 ~ psytron (Beyond) loader LOAD all except last block BORDER 7 N.B. No POKEs work on last level! [Actually, there must be a way to disable this level's integrity check -- has anyone found it? -- RJB] ì men 41098,17: 41099,32: 41100,1: 41101,0 ì fuel 28625,0: 28626,0 ì oxygen 26142,62: 26143,255: 26144,0 ~ pyjamarama (Mikro-Gen) loader 100 CLEAR 29999: FOR x=1 TO 13: READ a: POKE x+29999,a: NEXT x 110 PAUSE 0: RANDOMIZE USR 30000 120 DATA 221,33,39,127,17,216,1,62,255,55,195,85,5 Enter the above and RUN it (after SAVEing it!), to load the first block. When LOADed, stop the tape and enter: POKE 32844,207: POKE 32845,26: POKE 32828,251: POKE 32829,201: POKE 32789,243: POKE 32921,0: POKE 33000,0 RANDOMIZE USR 32789 and restart tape. When it's LOADed, enter your desired POKEs and start the game with RANDOMIZE USR 64649 choose x lives 43883,x ~ pyramania (16/48 #12, later released on the Bug-Byte label) ì lives 30371,108: 30349,0 Wanted: a set of POKEs so that, on a 128K Spectrum, "Pyramania" by the Alan Parsons Project is played! ~ the pyramid (Fantasy) ì energy 44685,0 ~ rana rama (Hewson) power spell is 44853 (#af35) offence spell is 44854 (#af36) defence spell is 44855 (#af37) effect spell is 44856 (#af38) runes are from 45057 to 45074 (#b001..#b012), the number of runes held is at 45075 (#b013). Runes are numbered 48 (weakest) to 55 (strongest). Power level is 44847 (#af2f), power drain is 44870 (#af46) drain always "minimum" 47943,0: 47944,62: 47945,1 ì runes (after using at least one rune) POKE from addresses indicated into successive locations: 52428: 205,144,254 65168: 243,217,8,245,1,8,0,17,1,176,33,237,254,237,176,62,8,50,19,176,241,8, 217,251,201 (last POKE is 65192) 65261: 48,49,50,51,52,53,54,55 (65268) ~ river rescue put x scientists down at a time 36193,x x scientists for 5000 points 36225,x ì lives player 1 = 33420,0 player 2 = 33452,0 ~ road racer ì lives 27150,0 ~ rockford [boulder dash 3] (Mastertronic Added Dimension) ì lives 57048,0 ~ roller coaster (Elite) lives counter is at #AFF4 (45044) ~ sabre wulf (Ultimate) alter controls to Q,Z,I,P and N/M (With AUTOFIRE option) See "Crash" #10,p77 Could someone please tell me what this says so that I can enter it here! "Adventures of Sabreman" story See "Crash" #12,p70-72 ì lives Player 1 = 43575,255 Player 2 = 45520,255 choose n lives 45599,255-n no limit on gained lives 41725,255 no materialising monsters 39702,30 indestructible Sabreman 44786,0 Freeze all except Sabreman and make monsters harmless...Unless FIRE pressed, in which case all is as normal 44929,0 stay blue, superfast+no monsters 31602,0: 48560,0 [this didn't work when I tried it] ~~ Stay Cyan 44685,186: 44676,255: 44677,80 ~ scrabble (48K version -- Psion) Print all words in dictionary CLEAR 24400: LOAD "C" CODE: CLEAR 40000 then RUN this: 100 LET l=2: LET f=0: LET a=40222 110 LET l=l+(a>=40302)+(a>=41382)+(a>=45640)+(a>=50959)+(a>=53855)+(a>=59555): INPUT ; 120 IF PEEK a=0 THEN PRINT: LET a=a+1: GOTO 120 130 IF PEEK a>100 THEN GOTO 160 140 IF f=1 THEN LET a=a-1: LET f=0 150 FOR b=a TO a+l-1: PRINT CHR$ PEEK b;: NEXT b: PRINT: LET a=a+l: GOTO 110 160 LET w=INT(PEEK a/100) 170 IF w=1 THEN LET x=(PEEK a-131)/4 180 IF w=2 THEN LET x=(PEEK a-195)/4 190 DIM a$(w): FOR b=1 TO w: LET a$(b)=CHR$ PEEK (a+b): NEXT b: FOR b=1 TO x: PRINT a$; 200 FOR x=1 TO (l-w): PRINT CHR$ PEEK (a+w+c);: NEXT c: PRINT 210 LET a=a+l-w: NEXT b 220 LET a=a+1+w: GOTO 110 ~ scuba dive ì lives Select Load Scores, BREAK and: POKE 55711,255: POKE 55779,255 , then GOTO 2 make player 2's clams sluggish (CHEAT!) 45696,0 ~ shadowfire move quickly and carry anything! see "Your Spectrum" #16,p35 Could someone please tell me what this says so that I can enter it here! ~ sherlock (Melbourne House) BUGS!!! Type "CALL ZZ" to crash the game! Try to exit from the train when it's moving, and you're told "SORRY IT IS TOO DARK"! The real Leatherhead is in Surrey, and thus no trains from the real King's Cross go there, or ever have done! You can persuade the cabbie to follow you to Leatherhead (and leave him there!), or to hail the other cabbie! ~ sir lancelot loader Forward tape to just after the SCREEN$ and enter and RUN this: 100 FOR a=50000 TO 50017: READ n: POKE a,n: NEXT a 110 DATA 49,125,91,221,33,128,91,17,128,36,62,103,55,205,86,5,243,201 120 RANDOMIZE USR 50000 Then enter POKEs and start with: RANDOMIZE USR 23560 choose x lives 23590,x ~ sky ranger level codes ENTER, MAGIC, PILOT, STOMP, PARIS, EVENT, RECAP, ALIBI ~ son of blagger hidden menu MERGE "" Delete lines 70, 80, 81, 82 and 90, then enter "45 POKE 27278,0". When the credits have finished, a menu will appear allowing ì lives and start on any of the 12 levels! "secret" message to hackers! PEEK around at address 25500 onwards and see what you find! ~ sophistry (Computer Rentals Ltd -- aka Complete Rubbish Ltd) ì uppers 43470,0: 43471,0: 43472,0 ì lives 49122,0: 49123,0: 49124,0 WANTED: a POKE to prevent the maze being corrupted! ~ spectacle password Everyone's a nervous wreck "secret" messages At address 24576 and at addresses 25010-25727 ~ spindizzy ì time POKE successive values from given start addresses: 60032: 229,33,1,1,34,146,199,225,195,54,180 (end=60042) 60139: 128,234 (N.B. This was made possible by the fact that Spindizzy has an interrupt handler which does nothing but return immediately (until you alter it using the above POKE), and which I think was included solely for the benefit of hackers -- thanks, Phil Churchyard!) left switch is 51084 (#c78c) right switch is 51085 (#c78d) dec hex switch 0 0 no switch held 1 1 fish swimming left 2 2 fish swimming right 3 3 infinity sign ("lemniscate" if you want to be a smart alec) 4 4 hollow diamond 5 5 diamond with solid left half 6 6 diamond with solid right half 7 7 diamond with both halves solid (gap in middle) 8 8 hollow ellipse 9 9 ellipse, solid left half 10 A ellipse, solid right half 11 B ellipse, totally solid ~ splat (Incentive) ì lives 34755,0 scroll delay is at 35868, larger number=slower ~ starion loader and ì lives, oxygen and hydrox 100 FOR x=65450 TO 65480: READ a: POKE x,a: NEXT x 110 RANDOMIZE USR 65450 120 DATA 49,0,0,221,33,0,64,17,170,191,62,255,55,205,86,5,175,50,21,179,50, 235,177,62,201,50,107,178,195,67,128 ~ stop the express (Hudson Soft) loader MERGE "": CLEAR 25999: LOAD "" CODE : POKE 48111,201: RANDOMIZE USR 48096 now enter POKEs, then enter RANDOMIZE USR 32768 to play ì lives 34464,183: 34926,183: 35257,0 ì time 35780,0: 39549,0 start at carriage x (21) 40673,0: 40674,0: 49261,x Careful, some values crash game! ~ stormbringer [Magic Knight 4] (Mastertronic) ì energy 38845,0: 38846,0: 40161,0: 40220,0: 46702,0 ~ technician ted (Hewson) lives counter is 42028 (and INcremented!) slice counter is 42029 room number is 42018 ì time 43198,0 ì lives 44258,0: 45515,0 ì slices 45348,0 BEWARE: if you then get into a death-loop, you will be stuck in it! With a Multiface, it is possible to teleport by either (1) POKEing 42018 with the desired room number and getting killed or (preferably) (2) POKEing the number of an adjacent room and leaving by the appropriate exit. If you do this, be VERY sure that you know what you're doing (in particular, that you're familiar with the part of the map which you're accessing) as it's too easy to get into a death loop if you don't! For example, if you exit to the left from a room on the leftmost edge of the map, you will end up in "Down in the Sewerage" (in which, as you probably know the hard way, *everything* is hostile!)! ~ Games beginning "The" are sorted under the first letter proper; e.g. "The Birds and the Bees" is under "b". ~ thunderbirds (Firebird Super Silver) (The POKEs were included in the file I downloaded via Martijn van der Heide's Web site.) ì lives 58927,0 No weight limit 55985,0 ì fuel 59095,0 TIP: Do not carry the emergency transport, guided missiles, earthquake bomb or bulldozer. They just reduce your cargo capacity to no purpose. ~ tir na nog (Gargoyle) No Sidhe! (fanfare!) (Sidhe may be the reason Cuchlainn doesn't survive!) (My apologies to Charles Aznavour fans for that dreadful pun!) 34202,200 ~ tll (Vortex) ì lives and time and Kempston joystick patch see "Your Spectrum" #8,p47 Could someone please tell me what this says so that I can enter it here! ~ tranz am (Ultimate) ì lives 25446,0 ~ tutankhamun ì lives 27783,0 enter on any screen POKE 34970,63 , then press the ASCII for the screen number+48 [N.B. I think the author of this tip meant "press the number key for the desired level, or : for level 10, etc." -- RJB] ~ underwurlde (Ultimate) loader RUN and SAVE this when prompted (or skip this paragraph and use a Multiface to enter POKEs): 100 CLEAR 32000: FOR x=32768 TO 32796: READ a: POKE x,a: NEXT x 110 PRINT "start tape then press a key": PAUSE 0 120 RANDOMIZE USR 32768 130 DATA 221,33,12,128,17,17,0,175,205,194,4,201,0,175,66,85,83 140 DATA 84,69,82,83,32,32,13,4,0,128,217,3 Now RANDOMIZE USR 0 then CLEAR 25000: LOAD "" and LOAD header just SAVEd, then LOAD main block of game. When "OK" appears, stop tape and POKE 24791,251: POKE 24792,207: RANDOMIZE USR 24740: NEW. Now enter: POKE 62421,201: RANDOMIZE USR 62374 and restart the tape. When it has LOADed, enter POKEs and start game with RANDOMIZE USR 26610. ì lives 59376,0: 59380,0 immortal after finding one gem 38041,0: 38042,0 weapons always in same place 59591,0 no moving enemies 45019,201 ~ view to a kill Entry codes second game = QRS21 third game = QQQQQ last game, POKE 30010,0 allows one to try lots of codes cure time bug in third game 28032,255: 28087,8: 29243,8: 30543,8 ~ the warlock of firetop mountain (Crystal) Type these into hi-score table (exactly as printed!) crystal s.brattel n.mottershead 6031769 (c) t.bridge warlock thehobbit sex fuck shit [Historical note: Tony Bridge was a well-known adventure columnist for a weekly computer magazine at the time. For the significance of "6031769", see under "Manic Miner". -- RJB] "secret" and game messages at addresses: 33563-33589, 33618-33957, 38085-38925, 39831-39835, 39992-40006, 43840-44177 (including game messages), 34780-36531 (game messages ONLY), 37760-38084 (high-score table) ~ wheelie level codes ENTER, WITTY, SHARK, BEBOP, XENON, ZX83B, 2MQL3, HRME2 ~ wild west hero choose x lives (x<=22) 23821,x ~ wizard's lair ì weapons, choose x lives and keys, and reduced energy loss! See "Crash" #18,p77 Could someone please tell me what this says so that I can enter it here! lift level codes HAWLO, CAIVE, VAULT, LIAYR, DUNGN, CRYPT, LYONS ~ wriggler (Romantic Robot) ì lives 50173,0 ~ xavior (PSS) ì lives 62481,0 ì energy 59595,0: 59636,0: 59671,0: 59717,0 co-ordinates of current room are at 23343 (#5b2f; column) and 23344 (#5b30; row) to see final effect (if you have a Multiface or the like): pick up the orb in the start room, POKE 23343 with 62 and 23344 with 63, then go right and you will find yourself in the finish room (which will have no exits because you haven't linked all the DNA yet, so shouldn't have been able to enter!). Fight off all the nasties there, then sit back and marvel (and fall asleep!) ~ zaxxan (Starzone) choose x lives 48825,x ~ zombie zombie (Quicksilva) ì lives select "Load City", delete the quotes and enter "CHR$ USR 4867", "STOP" then edit line 2010 and delete "LET boy=boy-1" swap to alternate city Go immediately to the main menu WITHOUT PLAYING THE GAME and press P followed by CAPS and an INPUT prompt will appear. Then type "SPACEMAN" (in upper case) and ENTER. Now type "xchg" (in lower case)! ~ zzoom (Imagine '82) ì lives 24743,0 ~