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R/+BATTLE

This website contains an archive of files for the Acorn Electron, BBC Micro, Acorn Archimedes, Commodore 16 and Commodore 64 computers, which Dominic Ford has rescued from his private collection of floppy disks and cassettes.

Some of these files were originally commercial releases in the 1980s and 1990s, but they are now widely available online. I assume that copyright over them is no longer being asserted. If you own the copyright and would like files to be removed, please contact me.

Tape/disk: Home » Personal collection » Acorn ADFS disks » Greaseweazled » adfs_EUG_54.adf
Filename: R/+BATTLE
Read OK:
File size: 1565 bytes
Load address: 2B204556
Exec address: 54544142
Duplicates

There is 1 duplicate copy of this file in the archive:

File contents
                      Product:    BATTLEZONE SIX
      Supplier :   KANSAS CITY SYSTEMS, Unit 3 Sutton Springs Wood,
                         CHESTERFIELD S44 5XF
                Available on 3.5" CDFS, DFS Disk, Tape
                   Reviewed by (the) Dave in EUG 54

GAMES produced by software house KANSAS were only ever available by mail
order and came in uninspiring standardised boxes; the combination did 
little to foster any urge to buy their arcade games and the result is
this game is one of the hardest titles to find in the Electron world.
[Their adventures fare only marginally better. - Ed] This will be the
first review of BATTLEZONE SIX you'll have seen.
   Described in mail order literature as "the ultimate Zap game", the
non-existant scenario/instructions with the game itself immediately make
it a mindless machine code blasting affair. You control a circular base
that looks like an eye with tentacles, and are situated in the centre of
an almost full-screen window with the intention of shooting any other
sprite that moves, with your infinite supply of bullets.
   The game is unlike any other - no bad thing - and, rather than blast
a set number of 'baddies', you play until each screen's timer bar runs
down to zero. In the playing area itself, you begin each of the 100
screens alone. You can move left, right, up, down and diagonally with 
the correct combinations of the standard Z, X, * and ? keys and fire
with <RETURN>. Your bullets always travel in the direction you are
travelling so, for example, Z, * and <RETURN> will send bullets off at
10 o clock until you release * (when they will change to 9 o clock). 
This way of controlling the bullet flow results in your sprite moving
constantly back and forth across the screen.
   Also moving around the screen by now will come the decidedly hostile
"things to shoot". These take on a variety of guises, from flashing
dandelion bulbs to tiny billiard table bombs. Some (standardised gun
sprites) skate around the outside edges of the window clockwise then
anticlockwise. Some (lightning bolts) bounce around "FRENZY lepton-
style". Others appear, pause and then explode if not hit, sending 
shrapnel in all directions. Yet more bob about aimlessly. As you prog-
ress through the screens, more and more appear at the same time as well
as new varieties. The game also gets quicker and quicker.
   Generally, within ten seconds, the empty screen has descended into
anarchy, or even the BATTLEZONE of the title. (But why SIX, we wonder!)
The constant manoeuvring of your sprite in order to shoot, more than
often leads to you coming very close to whatever you're trying to hit.
Make contact with it, or a bullet loosed toward you, and you'll endure
a fantastic PLANETOID-style explosion and be sprayed over the whole of
the playing area!
   As the game is set in Mode 2 and the use of colour optimised, all
lightning bolts, guns, bombs, aliens and bullets look very slick. The
execution speed though is below par. On a standard Electron, the speed
of the first screen betrays the jerky movement of all the characters,
including your base, spoiling the imagery; on a TURBO Electron, execu-
tion whizzes along at such a pace as to make the game far too hard. Now,
because the game's author, Robert Turner, has implemented a speed
faster/slower option, this CAN be easily overcome. It's a bit fiddly to
change though as you must pause the game, press S, type a number then
restart it.
   We now come to what seems a very strange concept for an arcade game:
the ability to save your position. By pausing, then pressing <FUNC><1>,
you will leave the Mode 2 screen completely and see a small Mode 4 menu
from which you can save the high score table, your position, both, 
return to the game or catalogue a tape. You get a similar menu with
<FUNC><0> for loading data back in. Going back to the game pits you in
precisely the same predicament as you were when you paused it; even
bullets and aliens are reproduced exactly as they were! 
   This is a surreal addition to a game of this type; interesting to see
and use but somehow not quite qualifying as a rival for the password
systems seen in similar titles (eg. ANARCHY ZONE by Atlantis). Note that
you must save any data to tape (even on the disk version) as the tape
system is enabled via machine code when the program executes.
   There is also a sound on/off option executed with the pause facility;
and whenever pause is enabled, the border flashes constantly. With the
high score table superimposed on top of a demonstration battle, there is
some pretty impressive machine code at work in this title and it even
comes complete with snappy little introductory music and credits. And if
the going gets too tough, with the save AND a shield option, making you
ing you totally invincible for ten seconds, the odds against you always
being wiped out on the fourth or fifth screen become quite neglible.
   Unfortunately, despite new "things to shoot" appearing quite regular-
ly, the game really lacks imagination and becomes monotonous. With 100
screens to get through, completion - even allowing for advantageous
saves and reloads - will take a hardened player days if not weeks, and
the repetitiveness of each screen will not tempt many to try.
   That said, if you want a mindless and unique shoot-'em-up with a pro-
fessional edge, it's worth a shot. If you can find it.
                                                   Dave Edwards, EUG #54
00000000  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00000010  20 20 20 20 20 20 50 72  6f 64 75 63 74 3a 20 20  |      Product:  |
00000020  20 20 42 41 54 54 4c 45  5a 4f 4e 45 20 53 49 58  |  BATTLEZONE SIX|
00000030  0d 20 20 20 20 20 20 53  75 70 70 6c 69 65 72 20  |.      Supplier |
00000040  3a 20 20 20 4b 41 4e 53  41 53 20 43 49 54 59 20  |:   KANSAS CITY |
00000050  53 59 53 54 45 4d 53 2c  20 55 6e 69 74 20 33 20  |SYSTEMS, Unit 3 |
00000060  53 75 74 74 6f 6e 20 53  70 72 69 6e 67 73 20 57  |Sutton Springs W|
00000070  6f 6f 64 2c 0d 20 20 20  20 20 20 20 20 20 20 20  |ood,.           |
00000080  20 20 20 20 20 20 20 20  20 20 20 20 20 20 43 48  |              CH|
00000090  45 53 54 45 52 46 49 45  4c 44 20 53 34 34 20 35  |ESTERFIELD S44 5|
000000a0  58 46 0d 20 20 20 20 20  20 20 20 20 20 20 20 20  |XF.             |
000000b0  20 20 20 41 76 61 69 6c  61 62 6c 65 20 6f 6e 20  |   Available on |
000000c0  33 2e 35 22 20 43 44 46  53 2c 20 44 46 53 20 44  |3.5" CDFS, DFS D|
000000d0  69 73 6b 2c 20 54 61 70  65 0d 20 20 20 20 20 20  |isk, Tape.      |
000000e0  20 20 20 20 20 20 20 20  20 20 20 20 20 52 65 76  |             Rev|
000000f0  69 65 77 65 64 20 62 79  20 28 74 68 65 29 20 44  |iewed by (the) D|
00000100  61 76 65 20 69 6e 20 45  55 47 20 35 34 0d 0d 47  |ave in EUG 54..G|
00000110  41 4d 45 53 20 70 72 6f  64 75 63 65 64 20 62 79  |AMES produced by|
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000001f0  73 20 6f 6e 65 20 6f 66  20 74 68 65 20 68 61 72  |s one of the har|
00000200  64 65 73 74 20 74 69 74  6c 65 73 20 74 6f 20 66  |dest titles to f|
00000210  69 6e 64 20 69 6e 20 74  68 65 20 45 6c 65 63 74  |ind in the Elect|
00000220  72 6f 6e 20 77 6f 72 6c  64 2e 0d 5b 54 68 65 69  |ron world..[Thei|
00000230  72 20 61 64 76 65 6e 74  75 72 65 73 20 66 61 72  |r adventures far|
00000240  65 20 6f 6e 6c 79 20 6d  61 72 67 69 6e 61 6c 6c  |e only marginall|
00000250  79 20 62 65 74 74 65 72  2e 20 2d 20 45 64 5d 20  |y better. - Ed] |
00000260  54 68 69 73 20 77 69 6c  6c 20 62 65 20 74 68 65  |This will be the|
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00000280  20 42 41 54 54 4c 45 5a  4f 4e 45 20 53 49 58 20  | BATTLEZONE SIX |
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000002c0  65 72 61 74 75 72 65 20  61 73 20 22 74 68 65 20  |erature as "the |
000002d0  75 6c 74 69 6d 61 74 65  20 5a 61 70 20 67 61 6d  |ultimate Zap gam|
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000002f0  74 61 6e 74 20 73 63 65  6e 61 72 69 6f 2f 69 6e  |tant scenario/in|
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00000320  69 6d 6d 65 64 69 61 74  65 6c 79 20 6d 61 6b 65  |immediately make|
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00000400  79 20 6f 74 68 65 72 0d  73 70 72 69 74 65 20 74  |y other.sprite t|
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00000420  79 6f 75 72 20 69 6e 66  69 6e 69 74 65 20 73 75  |your infinite su|
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000004c0  20 74 69 6d 65 72 20 62  61 72 20 72 75 6e 73 0d  | timer bar runs.|
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00000520  65 2e 20 59 6f 75 20 63  61 6e 20 6d 6f 76 65 20  |e. You can move |
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00000540  20 64 6f 77 6e 20 61 6e  64 20 64 69 61 67 6f 6e  | down and diagon|
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00000570  6f 6e 73 20 6f 66 20 74  68 65 20 73 74 61 6e 64  |ons of the stand|
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00000590  3f 20 6b 65 79 73 20 61  6e 64 20 66 69 72 65 0d  |? keys and fire.|
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00000610  20 77 69 6c 6c 20 73 65  6e 64 20 62 75 6c 6c 65  | will send bulle|
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00000630  6c 6f 63 6b 20 75 6e 74  69 6c 20 79 6f 75 20 72  |lock until you r|
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00000650  68 65 79 20 77 69 6c 6c  20 63 68 61 6e 67 65 20  |hey will change |
00000660  74 6f 20 39 20 6f 20 63  6c 6f 63 6b 29 2e 20 0d  |to 9 o clock). .|
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00000810  67 68 74 6e 69 6e 67 20  62 6f 6c 74 73 29 20 62  |ghtning bolts) b|
00000820  6f 75 6e 63 65 20 61 72  6f 75 6e 64 20 22 46 52  |ounce around "FR|
00000830  45 4e 5a 59 20 6c 65 70  74 6f 6e 2d 0d 73 74 79  |ENZY lepton-.sty|
00000840  6c 65 22 2e 20 4f 74 68  65 72 73 20 61 70 70 65  |le". Others appe|
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00000880  73 68 72 61 70 6e 65 6c  20 69 6e 20 61 6c 6c 20  |shrapnel in all |
00000890  64 69 72 65 63 74 69 6f  6e 73 2e 20 59 65 74 20  |directions. Yet |
000008a0  6d 6f 72 65 20 62 6f 62  20 61 62 6f 75 74 20 61  |more bob about a|
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00000910  73 20 6e 65 77 20 76 61  72 69 65 74 69 65 73 2e  |s new varieties.|
00000920  20 54 68 65 20 67 61 6d  65 20 61 6c 73 6f 20 67  | The game also g|
00000930  65 74 73 20 71 75 69 63  6b 65 72 20 61 6e 64 20  |ets quicker and |
00000940  71 75 69 63 6b 65 72 2e  0d 20 20 20 47 65 6e 65  |quicker..   Gene|
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00000970  6d 70 74 79 20 73 63 72  65 65 6e 20 68 61 73 20  |mpty screen has |
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000009d0  6e 64 65 72 21 29 0d 54  68 65 20 63 6f 6e 73 74  |nder!).The const|
000009e0  61 6e 74 20 6d 61 6e 6f  65 75 76 72 69 6e 67 20  |ant manoeuvring |
000009f0  6f 66 20 79 6f 75 72 20  73 70 72 69 74 65 20 69  |of your sprite i|
00000a00  6e 20 6f 72 64 65 72 20  74 6f 20 73 68 6f 6f 74  |n order to shoot|
00000a10  2c 20 6d 6f 72 65 20 74  68 61 6e 0d 6f 66 74 65  |, more than.ofte|
00000a20  6e 20 6c 65 61 64 73 20  74 6f 20 79 6f 75 20 63  |n leads to you c|
00000a30  6f 6d 69 6e 67 20 76 65  72 79 20 63 6c 6f 73 65  |oming very close|
00000a40  20 74 6f 20 77 68 61 74  65 76 65 72 20 79 6f 75  | to whatever you|
00000a50  27 72 65 20 74 72 79 69  6e 67 20 74 6f 20 68 69  |'re trying to hi|
00000a60  74 2e 0d 4d 61 6b 65 20  63 6f 6e 74 61 63 74 20  |t..Make contact |
00000a70  77 69 74 68 20 69 74 2c  20 6f 72 20 61 20 62 75  |with it, or a bu|
00000a80  6c 6c 65 74 20 6c 6f 6f  73 65 64 20 74 6f 77 61  |llet loosed towa|
00000a90  72 64 20 79 6f 75 2c 20  61 6e 64 20 79 6f 75 27  |rd you, and you'|
00000aa0  6c 6c 20 65 6e 64 75 72  65 0d 61 20 66 61 6e 74  |ll endure.a fant|
00000ab0  61 73 74 69 63 20 50 4c  41 4e 45 54 4f 49 44 2d  |astic PLANETOID-|
00000ac0  73 74 79 6c 65 20 65 78  70 6c 6f 73 69 6f 6e 20  |style explosion |
00000ad0  61 6e 64 20 62 65 20 73  70 72 61 79 65 64 20 6f  |and be sprayed o|
00000ae0  76 65 72 20 74 68 65 20  77 68 6f 6c 65 20 6f 66  |ver the whole of|
00000af0  0d 74 68 65 20 70 6c 61  79 69 6e 67 20 61 72 65  |.the playing are|
00000b00  61 21 0d 20 20 20 41 73  20 74 68 65 20 67 61 6d  |a!.   As the gam|
00000b10  65 20 69 73 20 73 65 74  20 69 6e 20 4d 6f 64 65  |e is set in Mode|
00000b20  20 32 20 61 6e 64 20 74  68 65 20 75 73 65 20 6f  | 2 and the use o|
00000b30  66 20 63 6f 6c 6f 75 72  20 6f 70 74 69 6d 69 73  |f colour optimis|
00000b40  65 64 2c 20 61 6c 6c 0d  6c 69 67 68 74 6e 69 6e  |ed, all.lightnin|
00000b50  67 20 62 6f 6c 74 73 2c  20 67 75 6e 73 2c 20 62  |g bolts, guns, b|
00000b60  6f 6d 62 73 2c 20 61 6c  69 65 6e 73 20 61 6e 64  |ombs, aliens and|
00000b70  20 62 75 6c 6c 65 74 73  20 6c 6f 6f 6b 20 76 65  | bullets look ve|
00000b80  72 79 20 73 6c 69 63 6b  2e 20 54 68 65 0d 65 78  |ry slick. The.ex|
00000b90  65 63 75 74 69 6f 6e 20  73 70 65 65 64 20 74 68  |ecution speed th|
00000ba0  6f 75 67 68 20 69 73 20  62 65 6c 6f 77 20 70 61  |ough is below pa|
00000bb0  72 2e 20 4f 6e 20 61 20  73 74 61 6e 64 61 72 64  |r. On a standard|
00000bc0  20 45 6c 65 63 74 72 6f  6e 2c 20 74 68 65 20 73  | Electron, the s|
00000bd0  70 65 65 64 0d 6f 66 20  74 68 65 20 66 69 72 73  |peed.of the firs|
00000be0  74 20 73 63 72 65 65 6e  20 62 65 74 72 61 79 73  |t screen betrays|
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00001520  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
*
00001540  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 44  |               D|
00001550  61 76 65 20 45 64 77 61  72 64 73 2c 20 45 55 47  |ave Edwards, EUG|
00001560  20 23 35 34 0d                                    | #54.|
00001565
R/+BATTLE.m0
R/+BATTLE.m1
R/+BATTLE.m2
R/+BATTLE.m4
R/+BATTLE.m5