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Snake
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Snake

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PC WINDOWS PC WINDOWS

Descripción

Todavía no hay descripción para este juego.

Carátulas (PAL / USA / JAP)

Capturas de pantalla

Sin capturas subidas todavía.

Mapas

Sin mapas subidos todavía.

Manual

Sin manual disponible todavía.

Trucos y secretos

ZX81
save at any time, continue from point suspended
SAM Coupe
When the loading screen pops up press <ESCAPE> and then type the folowing,.. 35 LET lives=*,If..1, level=1,1ev.•• score.• (instead of stars, put numbers) Now run the program and you will have as many lives as you selected and will also be on the level you selected.
Truco
On first screen, to the right. Drop it level one, go forward, up, next to the cauldron at the start. Grease Gun: In the first screen to the left. Drop it on top of the mining cart Crow Bar: In the cliffs. Drop it on top of the trap door at the bottom of the cliffs. Purse of Gold: Go into the screen on the right from the haunted chimney then go into the cave. Get the purse and drop it on top of the bucket near the Hermit's house.
Truco
You find a dead body
ZX81
Eat the snake before it eats you
ZX Spectrum
Eat as much as you can, but watch out for your tail.
Truco
Not 65 on Snake.
Nokia 6110
hacer crecer una serpiente comiendo unos puntos
Nokia 6610
steer a constantly moving snake around the screen so it could eat apples that would cause its tail to grow. Crashing into the edge of the screen or your tail resulted in instant death
💡 Enviar un truco o secreto

Cargadores (POKEs y líneas BASIC)

1057 IF SCREEN<=8 THEN IF TIME THEN IF B=U THEN GO TO 4 CLS LET LIUES=LIUES-1 CR 8 INK 7 BRIGHT 1 GO TO a s e 3 GO TO a s e 4 BEEP . 3 , 7
650 INPUT "¿CÓMO TE LLAMAS?"$; 660 GO TO 10 700 PRINT AT a,b;CHR$(148+C) 710 FOR n=30 TO 1 STEP -1: BEEP: NEXT n 1000 BRIGHT 1:PAPER 6:INK 2:ORDER 6:CLS 1020 PRINT "SNAKE" AT 5,8
1057 IF SCREEN<=8 THEN IF TIME=U THEN IF B=U THEN GO TO 4 CLS LET LIUES=LIUES-1 CR 8 INK 7 BRIGHT 1 CLS GO TO a s e 3 GO TO a s e 4 BEEP . 3 , 7
—«P» hacia DERECHA.
—«O» hacia IZQUIERDA.
—«Q» hacia ARRIBA.
—«A» hacia ABAJO.
You get an example program with the package. Snake, which is surprisingly small.
DATA 6 , 1 0 , 3 3 , 1 7 , 122 7 ,2 , 102 5 , 3 5
POKEP1+>.:-224tY,HD
5 POKE53280,121POKE53281,12
POKE 56,29 POKE 52,23
The scroll-left machine-code program is used to store the position to reset the snake's tail and will change it each time you move.
PCLEAR8
INPUT A*
POKE 50,A
INPUT TT
POKE 70,TT
PRINT TT
POKE 80,LEN(A*)
STEP 2
SUM=SUM+C
POKE N+Z,C
ZZ+1
To load the program create Rem lines 1-10, each 43 characters long. Then Poke 16511,230 and Poke 16512, 1 to make one long line.
POKE10+X+Y*22,58:POKE10+C0+X+Y*22,2
51 line number.100
10 FOR i=30000 TO 34040 STEP 15
15 tot = 0
20 READ A$
330 DATA 803A4E76E0IT803A,80
340 DATA
POKE 156,PEEK(156)+CO.5:RETURN
POKE 215,PEEK(215)+CO.2
POKE 36877,PEEK(36877)-135
POKE 36878,PEEK(36878)+15
POKE 36869,255:POKE 36873,25
POKE 23658,1:REM CAPS LOCK ON
POKE36581,HEXTI
1500 FOR n=22560 TO 22591: POKE n,16: POKE n+640,16: NEXT n
1510 FOR n=22592 TO 22592+32 STEP 32: POKE n,16: POKE n+31,16: NEXT n
Line 10 sets the border, paper and ink colours and clears the screen. The high score and score are set to zero by Lines 20 and 100. Line 30 DIMensions array s, which will be used to store the screen coordinates of the snake. Initially, the snake will occupy (10,14), (11,14) and (12,14). Lines 110 to 130 place the coordinates in the first three elements of the array. Line 135 calls the 'setting up the screen' subroutine, starting at Line 1500. The border is drawn by POKEing into the attribute file—Line 1500 draws the lines at the top and bottom of the screen, and Line 1510 draws the borders at the sides. Line 1520 sets up the score and high score. Line 140 sets up the head and tail pointers to array s. They tell the machine that the tail coordinates are stored in the first pair of array elements, and the head coordinates are stored in the third pair of elements. As the snake moves, the two pointers are adjusted and the new head position is slotted into the array. The vectors xv yv, keep track of the direction the snake is heading. Both xv and yv can take three values: 0 means the snake isn't heading in that direction; 1 means the snake is heading down or right; and —1 means the snake is heading up or right. Line 145, then, makes the snake move up the screen at the start of the game. The snake, consisting of three hashes, is PR INTed by Line 150. The current head position is given by x and y and these are used to detect collisions. Line 160 has the head positioned at 14,12. Line 165 sets the value of the displayed number, p, to zero. The INKEY$ subroutine, starting at Line 1000, is called by Line 170. 0 and A move the snake up and down, and 0 and P move it left and right. Pressing the keys change xv and yv, and Line 1050
POKE 7680+ FY*22+ FX,P +48:POKE SP +30720,0
POKEd by Line 350
Line 2000 alone
RECOVERY+D
SAVE "SNAKE TRAP"
V P0 K E 256,120: S(0)=6275

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Ficha técnica

Año2025