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R/+XLCR

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 » Electron_User_Group » EUG_52.ADF
Filename: R/+XLCR
Read OK:
File size: 184D bytes
Load address: 52204556
Exec address: 4C582B2E
Duplicates

There are 2 duplicate copies of this file in the archive:

File contents
                         Product:    X*L*C*R
                      Supplier:   Michael Grant
            Available on Tape, 3.5"/5.25" Disk (ADFS, DFS)
                  Reviewed by (the) Dave in EUG #52

"THEY" are not making commercial software for the BBC series any more
but, as web sites and articles on unreleased projects' show, the 
machines' lives ended quite suddenly and left a fair few bits and bobs
in production, too good for the shelf, that just didn't make it in time.
   As X*L*C*R is a game that was originally destined for inclusion on
Superior's nineteenth PLAY IT AGAIN SAM compilation (and DID actually
appear on the one new BBC disk released by ProAction), it had gained the
blessing of the leading software house of the day and, although it was 
ultimately not to see production with them, this gives you some idea 
that it was never going to contentedly camouflage itself in the 
frequently drab colours of Public Domain.
   As with some of the classic games of yesteryear, X*L*C*R is based 
around a very simple concept. You are Yu, a square spaceship viewed from
the birds eye elevation, in the centre of an area of black space. 
Running through the square are numerous tunnels in L-shapes (although 
there are Ls flipped horizontally, vertically or both) and the object of
the game is to position the square so that small beads, flying across 
the space either horizontally or vertically enter the square via them, 
are flipped through 90 degrees, disarmed and then exit it.
   As the beads and openings are only the size of a Mode 1 full stop and
everything is moving rather speedily, this is pretty challenging. Yet
this is by far not the end of the story. After the bead has passed 
through the square, it changes colour and continues to bounce from top
to bottom (or left to right) until it either collides with another bead
or you get one of the SHADED areas of the space-square in its path and
safely destroy it. These areas again are only the size of the bead so 
get ready for some real pixel-perfect manoeuvering.
   X*L*C*R is an arcade game for the hardened player and is very unfor-
giving with its arrest of your craft's energy level. You begin dead
centre of the playing area and before long, one or two beads will begin
to travel from one side to another, always either horizontally or verti-
cally. If you miss getting one of them into a tunnel, you lose energy as
it reaches the other side of the screen. If the bead crashes into the 
side of Yu, you lose energy. If, as the bead is travelling through the
square, you press a movement key, the bead blows up and, yes, you lose
energy.
   The bites off the energy meter for all three of these faults are
equally hefty. You can gain a bit of this back if any bead, whether 
disarmed by passing through the Yu or not, collides with another: where-
upon the spot where they hit turns into a small energy x. But to move 
over it means the risk of not catching the next bead and, for the small
amount of energy it contains, the risk of going for it is only really
justified when the energy is already at crisis level!
   To survive the level, you must accumulate a certain score. On level
one, this is 100 points, on two 200, on three 300, etc. The winning
strategy for doing this, based on X*L*C*R's tough rules, requires that
you simply do NOT miss many beads. On the first level, this is usually
simple enough (although you can get off to some unbelievably bad starts
here too IF you're not concentrating) but from the next one onwards, the
beads begin to come at you in twos, and then threes, then fours, 
fives ... suddenly you realise why X*L*C*R is sub-titled "Squiggly Snake
II"! If you get more than one string of four or five beads smashing into
the walls of the playing area, or anything else besides their friends,   
"You are dead" is printed across the screen and, um, you are dead.
   As a piece of PD software, X*L*C*R is one of the most superb you 
could hope to find and is highly recommended for those foolhardy enough
to entrust their attention and frustration toward it. On numerous 
occasions though, it does spoil for a fight. This is undoubtedly by
by design and often occurs when trying to position the Yu's disarming
tunnel in front of moving beads: Doing so towards the edge of the play-
ing area only finds the disarmed ones bouncing in such a formation that
it's impossible to get the destruction chamber in their path. Either 
that or these disarmed beads bounce and crash into the Yu before there's
time to get it out of the way. Naturally, all the while, numerous others
are doing their utmost to plot another course; one unhindered by your
efforts!
   As noted, the graphics are fairly simple but they are slick and work 
well. As this addictive anarchy is presented in Mode 1 too, they are 
multi-coloured and, through colour-switching, each level takes on a 
different look, with level six changing the background colour to a very 
challenging bright red! Sound is also impressive, with a jangly original
music piece as background to the title screens (and another on the BBC
Micro version accompanying the action) and a few bangs and bumps when
the machine code collision routines get going. Michael Grant, the 
author, points out in the instructions that there's also a fanfare after
level twenty - yet most players will need the luck of the devil to reach
it!
   Complete in itself in one machine code *RUNable file, X*L*C*R is 
right up there with Mirrorsoft's TETRIS and Blue Ribbon's TRAPPER for
lastability. Yet it achieves its addictiveness by sacrificing any com-
passion toward a player without a very clear screen to play it on or
unschooled in the art of arcade gaming. Its penalty for almost catching
a bead is identical damage-wise to a situation in which you hadn't 
tried at all, increasing both cries of "One last try!" plus the compul-
sory swear words and "Come on!"s. This niggle, with a title on the High
Score page reading The Late Great XLC8 (Eight!) and the irksomeness of
having the turn the tune off EACH time you play on the BBC aside, the
game is great, and well worth adding to your collection.
                                                   Dave Edwards, EUG #52
00000000  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00000010  20 20 20 20 20 20 20 20  20 50 72 6f 64 75 63 74  |         Product|
00000020  3a 20 20 20 20 58 2a 4c  2a 43 2a 52 0d 20 20 20  |:    X*L*C*R.   |
00000030  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00000040  20 20 20 53 75 70 70 6c  69 65 72 3a 20 20 20 4d  |   Supplier:   M|
00000050  69 63 68 61 65 6c 20 47  72 61 6e 74 0d 20 20 20  |ichael Grant.   |
00000060  20 20 20 20 20 20 20 20  20 41 76 61 69 6c 61 62  |         Availab|
00000070  6c 65 20 6f 6e 20 54 61  70 65 2c 20 33 2e 35 22  |le on Tape, 3.5"|
00000080  2f 35 2e 32 35 22 20 44  69 73 6b 20 28 41 44 46  |/5.25" Disk (ADF|
00000090  53 2c 20 44 46 53 29 0d  20 20 20 20 20 20 20 20  |S, DFS).        |
000000a0  20 20 20 20 20 20 20 20  20 20 52 65 76 69 65 77  |          Review|
000000b0  65 64 20 62 79 20 28 74  68 65 29 20 44 61 76 65  |ed by (the) Dave|
000000c0  20 69 6e 20 45 55 47 20  23 35 32 0d 0d 22 54 48  | in EUG #52.."TH|
000000d0  45 59 22 20 61 72 65 20  6e 6f 74 20 6d 61 6b 69  |EY" are not maki|
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000001f0  2a 52 20 69 73 20 61 20  67 61 6d 65 20 74 68 61  |*R is a game tha|
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00000230  69 6f 72 27 73 20 6e 69  6e 65 74 65 65 6e 74 68  |ior's nineteenth|
00000240  20 50 4c 41 59 20 49 54  20 41 47 41 49 4e 20 53  | PLAY IT AGAIN S|
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00000280  6e 65 20 6e 65 77 20 42  42 43 20 64 69 73 6b 20  |ne new BBC disk |
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00000360  74 6f 20 63 6f 6e 74 65  6e 74 65 64 6c 79 20 63  |to contentedly c|
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00000380  20 69 6e 20 74 68 65 20  0d 66 72 65 71 75 65 6e  | in the .frequen|
00000390  74 6c 79 20 64 72 61 62  20 63 6f 6c 6f 75 72 73  |tly drab colours|
000003a0  20 6f 66 20 50 75 62 6c  69 63 20 44 6f 6d 61 69  | of Public Domai|
000003b0  6e 2e 0d 20 20 20 41 73  20 77 69 74 68 20 73 6f  |n..   As with so|
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000003e0  72 79 65 61 72 2c 20 58  2a 4c 2a 43 2a 52 20 69  |ryear, X*L*C*R i|
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00000680  20 74 68 65 20 65 6e 64  20 6f 66 20 74 68 65 20  | the end of the |
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00000800  67 2e 0d 20 20 20 58 2a  4c 2a 43 2a 52 20 69 73  |g..   X*L*C*R is|
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00000820  66 6f 72 20 74 68 65 20  68 61 72 64 65 6e 65 64  |for the hardened|
00000830  20 70 6c 61 79 65 72 20  61 6e 64 20 69 73 20 76  | player and is v|
00000840  65 72 79 20 75 6e 66 6f  72 2d 0d 67 69 76 69 6e  |ery unfor-.givin|
00000850  67 20 77 69 74 68 20 69  74 73 20 61 72 72 65 73  |g with its arres|
00000860  74 20 6f 66 20 79 6f 75  72 20 63 72 61 66 74 27  |t of your craft'|
00000870  73 20 65 6e 65 72 67 79  20 6c 65 76 65 6c 2e 20  |s energy level. |
00000880  59 6f 75 20 62 65 67 69  6e 20 64 65 61 64 0d 63  |You begin dead.c|
00000890  65 6e 74 72 65 20 6f 66  20 74 68 65 20 70 6c 61  |entre of the pla|
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000008c0  72 20 74 77 6f 20 62 65  61 64 73 20 77 69 6c 6c  |r two beads will|
000008d0  20 62 65 67 69 6e 0d 74  6f 20 74 72 61 76 65 6c  | begin.to travel|
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00000960  6e 65 72 67 79 20 61 73  0d 69 74 20 72 65 61 63  |nergy as.it reac|
00000970  68 65 73 20 74 68 65 20  6f 74 68 65 72 20 73 69  |hes the other si|
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00000990  2e 20 49 66 20 74 68 65  20 62 65 61 64 20 63 72  |. If the bead cr|
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00000a60  79 20 6d 65 74 65 72 20  66 6f 72 20 61 6c 6c 20  |y meter for all |
00000a70  74 68 72 65 65 20 6f 66  20 74 68 65 73 65 20 66  |three of these f|
00000a80  61 75 6c 74 73 20 61 72  65 0d 65 71 75 61 6c 6c  |aults are.equall|
00000a90  79 20 68 65 66 74 79 2e  20 59 6f 75 20 63 61 6e  |y hefty. You can|
00000aa0  20 67 61 69 6e 20 61 20  62 69 74 20 6f 66 20 74  | gain a bit of t|
00000ab0  68 69 73 20 62 61 63 6b  20 69 66 20 61 6e 79 20  |his back if any |
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00000ad0  69 73 61 72 6d 65 64 20  62 79 20 70 61 73 73 69  |isarmed by passi|
00000ae0  6e 67 20 74 68 72 6f 75  67 68 20 74 68 65 20 59  |ng through the Y|
00000af0  75 20 6f 72 20 6e 6f 74  2c 20 63 6f 6c 6c 69 64  |u or not, collid|
00000b00  65 73 20 77 69 74 68 20  61 6e 6f 74 68 65 72 3a  |es with another:|
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00000b20  20 73 70 6f 74 20 77 68  65 72 65 20 74 68 65 79  | spot where they|
00000b30  20 68 69 74 20 74 75 72  6e 73 20 69 6e 74 6f 20  | hit turns into |
00000b40  61 20 73 6d 61 6c 6c 20  65 6e 65 72 67 79 20 78  |a small energy x|
00000b50  2e 20 42 75 74 20 74 6f  20 6d 6f 76 65 20 0d 6f  |. But to move .o|
00000b60  76 65 72 20 69 74 20 6d  65 61 6e 73 20 74 68 65  |ver it means the|
00000b70  20 72 69 73 6b 20 6f 66  20 6e 6f 74 20 63 61 74  | risk of not cat|
00000b80  63 68 69 6e 67 20 74 68  65 20 6e 65 78 74 20 62  |ching the next b|
00000b90  65 61 64 20 61 6e 64 2c  20 66 6f 72 20 74 68 65  |ead and, for the|
00000ba0  20 73 6d 61 6c 6c 0d 61  6d 6f 75 6e 74 20 6f 66  | small.amount of|
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00001810  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
*
00001830  20 20 20 20 20 20 20 44  61 76 65 20 45 64 77 61  |       Dave Edwa|
00001840  72 64 73 2c 20 45 55 47  20 23 35 32 0d           |rds, EUG #52.|
0000184d
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