Star Blasters

This file is part of and Timex Sinclair Public Domain Library Tape 1001. Download the collection to get this file.
Developer(s): Dan Tandberg
Date: 198x
Type: Program
Platform(s): TS 1000
Tags: Game

Starblasters is a one-on-one space combat game published in Sync Magazine (January/February 1983), written by Dan Tandberg. The player controls an Earth ship using keys 6 and 7 for vertical movement and key 1 to fire, while an alien ship approaches from the right side of the screen. Gameplay is structured around increasing difficulty waves, with each cleared wave incrementing a wave counter and spawning five more aliens per wave. The program makes extensive use of long pre-built strings (lines 890–970) of block-graphic and inverse-video characters to draw animated laser beams across the screen in a single PRINT statement, a common ZX81 technique for fast horizontal animation. A delay loop controlled by the difficulty setting D (lines 340–350) regulates the player’s firing rate, and the SLOW/FAST keywords are used to switch display modes at appropriate points in the game loop.


Program Analysis

Program Structure

The program is organized into clearly labeled subroutines, each introduced by a REM statement in inverse video. The main control flow is:

  1. Line 20: Call instructions/setup subroutine (line 1370)
  2. Lines 30–60: Initialize totals, wave counter, call game setup (line 800), enter SLOW mode
  3. Line 70: Jump to main game loop at line 190
  4. Lines 190–580: Main movement and combat loop
  5. Lines 800–1160: Game setup, string initialization, star field drawing
  6. Lines 1170–1260: Aliens-win ending
  7. Lines 1270–1360: Player-win / next wave sequence
  8. Lines 1370–1580: Instructions and difficulty selection

Laser Beam Animation Technique

One of the most technically notable aspects is the use of long pre-built strings (lines 890–970) for laser beam animation. Seven strings (A$, C$, E$, F$, G$, H$, I$, J$, X$) are each 32 characters long and filled with different block-graphic or inverse-video patterns. The player laser subroutine (lines 80–140) prints successive substrings of these pre-built strings at the same row using a single compound PRINT AT statement, cycling through patterns to create a flicker/animation effect before clearing with the space string X$. The substring length is controlled by CAT=29-C, so the beam visually extends from the player ship to the right edge of the screen.

Key Variables

VariablePurpose
R, CPlayer ship row and column
RA, CAAlien ship row and column
RX, CX, RAX, CAXPrevious positions for erase-before-redraw
FIREAccumulated firing probability for alien
DIFFAlien firing difficulty increment
DDifficulty level (1–3), also controls delay loop
WAVECurrent wave number, scales alien count and scoring
SHIPSRemaining player lives (starts at 5)
ALIENSAliens remaining in current wave
TOTALCumulative score across waves

Movement and Input Handling

The main loop (lines 190–370) uses a store-old-position / erase-old / draw-new pattern. Lines 200–230 save previous positions into RAX, CAX, RX, CX. The alien moves left one column per frame (CA=CA-1) and drifts vertically with a probabilistic expression at line 260: RA=RA+(RND<.5 AND RA<16)-(RND>.5 AND RA>2). Player vertical movement is polled via INKEY$ at line 280 using the same Boolean arithmetic idiom. The old alien and player positions are erased by printing the space string R$ before drawing at new positions.

Difficulty and Firing Rate

Difficulty D (1=hard, 3=easy) is selected at line 1560 and serves a dual role: it controls the delay loop length (lines 340–350, FOR I=1 TO D) which regulates how quickly the player can fire, and it participates in the alien firing probability increment formula at line 560: DIFF=DIFF+.3/(D*WAVE*5). A lower D means a longer delay before the player can re-fire but also a slower increase in alien firing probability—the interaction makes difficulty tuning non-trivial. The alien fires based on RND<(FIRE+DIFF) at line 310, where FIRE accumulates each frame via line 130.

Explosion Animation

Explosions are rendered using a sequence of eight AT clauses in a single PRINT statement (e.g. lines 390, 480, 600), cycling through block-graphic patterns at the hit location and adjacent rows to simulate a brief expanding flash. This is a classic ZX81 technique to pack animation into minimal code lines.

Overrun Sequence

When the alien reaches the player column (C>=CA, line 320), an overrun subroutine begins at line 590. The alien continues moving left off the left edge of the screen while optionally firing, using its own inner loop (lines 610–680). If CA reaches 0 or below, the game jumps to the aliens-win sequence. This is structurally a nested loop within the same program flow, not a GOSUB.

Wave Progression

On clearing a wave (line 1270), WAVE is incremented and ALIENS is set to WAVE*5 at line 1060, so each wave adds five more aliens. Scoring at lines 1190 and 1290 adds WAVE*5-ALIENS (aliens killed this wave) on loss, or WAVE*5 (full wave credit) on win, to a running TOTAL.

Star Field

Lines 1100–1150 scatter 30 random characters across the play area: ten %* (inverse asterisk) and twenty %. (inverse period/dot) characters at random positions using RAND to seed the RNG. Stars are drawn once at setup and are not redrawn during play, meaning ship and laser movements overwrite them.

Notable Bugs and Anomalies

  • Line 870 prints CHR$ (128+CODE STR$ D) to display the difficulty digit as a character at position (20,15). STR$ D converts the numeric difficulty to a string, CODE extracts its ASCII value, and adding 128 produces an inverse-video version of the digit — a compact display trick.
  • Line 1585 contains CLEAR placed after RETURN at line 1580, meaning it is unreachable in normal execution. It appears to be a utility line intended for manual execution before saving.
  • The A$ string at line 890 uses \!! escape sequences which, under zmakebas conventions, represent a stippled/checkerboard block graphic character, producing a dithered beam effect distinct from the solid block characters in other beam strings.
  • Lines 900 and 940 use \!! and \;; respectively. The \;; sequence is not a standard zmakebas block graphic escape; it may represent a specific character code that renders as a particular graphic on the target hardware.

Content

Appears On

Assembled by Tim Ward from many sources. Contains programs 10001 – 10050.

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Source Code

   1 REM "STARBLASTERS"
   2 REM 
   3 REM DAN TANDBERG
   4 REM SYNC MAGAZINE
   5 REM JANUARY/FEBRUARY 1983
  10 REM 
  20 GOSUB 1370
  30 LET TOTAL=0
  40 LET WAVE=1
  50 GOSUB 800
  60 SLOW 
  70 GOTO 190
  80 REM %Y%O%U% %F%I%R%E% % % % % % % % % % % % % % % 
  90 LET CAT=29-C
 100 LET U=C+3
 110 PRINT AT R,U;A$( TO CAT);AT R,U;C$( TO CAT);AT R,U;E$( TO CAT);AT R,U;F$( TO CAT);AT R,U;G$( TO CAT);AT R,U;X$( TO CAT)
 120 IF R=RA THEN GOTO 470
 130 LET FIRE=FIRE+(.4-D/10)
 140 RETURN 
 150 REM %A%L%I%E%N% %F%I%R%E% % % % % % % % % % % % % 
 160 PRINT AT RA,0;J$( TO CA);AT RA,0;H$( TO CA);AT RA,0;J$( TO CA);AT RA,0;H$( TO CA);AT RA,0;I$( TO CA);AT RA,0;X$( TO CA)
 170 IF R=RA THEN GOTO 380
 180 RETURN 
 190 REM %M%O%V%E% % % % % % % % % % % % % % % % % % % 
 200 LET RAX=RA
 210 LET CAX=CA
 220 LET RX=R
 230 LET CX=C
 240 LET C=C+1
 250 LET CA=CA-1
 260 LET RA=RA+(RND<.5 AND RA<16)-(RND>.5 AND RA>2)
 270 PRINT AT RAX,CAX;R$;AT RA,CA;Z$
 280 LET R=R+(INKEY$="6" AND R<18)-(INKEY$="7" AND R>2)
 290 PRINT AT RX,CX;R$
 300 PRINT AT R,C;Y$
 310 IF RND<(FIRE+DIFF) THEN GOSUB 150
 320 IF C>=CA THEN GOTO 590
 330 REM %D%E%L%A%Y% %F%O%R% %F%I%R%E% % % % % % % % % 
 340 FOR I=1 TO D
 350 NEXT I
 360 IF INKEY$="1" THEN GOSUB 80
 370 GOTO 190
 380 REM %Y%O%U% %H%I%T% % % % % % % % % % % % % % % % 
 390 PRINT AT R,C;"% %.%.% ";AT R,C;"%.%.%.%.";AT R,C;"%.% % %.";AT R,C;"% % % % ";AT R-1,C;"%.% % %.";AT R+1,C;"%.% % %.";AT R-1,C;"% % % % ";AT R+1,C;"% % % % "
 400 LET R=RA-(RA>=10)*INT (RND*D+2)+(RA<10)*INT (RND*D+2)
 410 LET C=0
 420 LET SHIPS=SHIPS-1
 430 PRINT AT 21,3;"SHIPS= ";SHIPS
 440 IF SHIPS<=0 THEN GOTO 1170
 450 LET FIRE=0
 460 GOTO 190
 470 REM %A%L%I%E%N% %H%I%T% % % % % % % % % % % % % % 
 480 PRINT AT R,CA;"% %.%.% ";AT R,CA;"%.%.%.%.";AT R,CA;"%.% % %.";AT R,CA;"% % % % ";AT R-1,CA;"%.% % %.";AT R+1,CA;"%.% % %.";AT R-1,CA;"% % % % ";AT R+1,CA;"% % % % "
 490 LET RA=R-(R>=10)*INT (RND*6)+(R<10)*INT (RND*8)
 500 LET CA=28
 510 LET ALIENS=ALIENS-1
 520 PRINT AT R,C;R$
 530 LET C=0
 540 PRINT AT 21,20;"ALIENS ";ALIENS;" "
 550 IF ALIENS<=0 THEN GOTO 1270
 560 LET DIFF=DIFF+.3/(D*WAVE*5)
 570 LET FIRE=0
 580 GOTO 190
 590 REM %O%V%E%R%R%U%N% % % % % % % % % % % % % % % % 
 600 PRINT AT R,C;"% %.%.% ";AT R,C;"%.%.%.%.";AT R,C;"%.% % %.";AT R,C;"% % % % ";AT R-1,C;"%.% % %.";AT R+1,C;"%.% % %.";AT R-1,C;"% % % % ";AT R+1,C;"% % % % "
 610 PRINT AT RAX,CAX;R$;AT RA,CA;Z$
 620 IF RND>.5 THEN PRINT AT RA,0;J$( TO CA);AT RA,0;H$;AT RA,0;J$( TO CA);AT RA,0;H$( TO CA);AT RA,0;I$( TO CA);AT RA,0;X$( TO CA)
 630 LET RAX=RA
 640 LET CAX=CA
 650 LET CA=CA-1
 660 LET RA=RA+(RA<=9)-(RA>=11)
 670 IF CA<=0 THEN GOTO 1170
 680 GOTO 610
 690 REM %E%N%D% %O%F% %O%V%E%R%R%U%N% % % % % % % % 
 700 REM %S%E%T% %P%O%S%I%T%I%O%N%S% % % % % % % % % 
 710 LET RA=2+2*INT (RND*8)
 720 LET CA=28
 730 PRINT AT 21,20;"ALIENS ";ALIENS
 740 RETURN 
 750 REM %R%E%S%E%T% %Y%O%U%R% %P%O%S%I%T%I%O%N% % % % 
 760 LET R=RA-(RA>=10)*INT (RND*6)+(RA<10)*INT (RND*6)
 770 LET C=1
 780 PRINT AT 21,3;"SHIPS= ";SHIPS
 790 RETURN 
 800 REM %S%E%T%U%P% % % % % % % % % % % % % % % % % % 
 810 FAST 
 820 CLS 
 830 PRINT AT 0,0;"% % % % %S% %T% %A% %R% %B% %L% %A% %S% %T% %E% %R% %S% % % % % "
 840 FOR I=1 TO 20
 850 PRINT AT I,0;"% % % % % % % % % % % % % % % % % % % % % % % % % % % % % % % % "
 860 NEXT I
 870 PRINT AT 20,15;CHR$ (128+CODE STR$ D)
 880 REM %L%O%N%G% %S%T%R%I%N%G%S% % % % % % % % % % % 
 890 LET A$="................................................................"
 900 LET C$="!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
 910 LET E$="%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+"
 920 LET F$="%=%=%=%=%=%=%=%=%=%=%=%=%=%=%=%=%=%=%=%=%=%=%=%=%=%=%=%=%=%=%=%="
 930 LET G$="%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-"
 940 LET H$=";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"
 950 LET I$="%.%.%.%.%.%.%.%.%.%.%.%.%.%.%.%.%.%.%.%.%.%.%.%.%.%.%.%.%.%.%.%."
 960 LET J$="''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''"
 970 LET X$="% % % % % % % % % % % % % % % % % % % % % % % % % % % % % % % % "
 980 REM %S%H%O%R%T% %S%T%R%I%N%G%S% % % % % % % % % % 
 990 LET Y$="%<%0%>"
 1000 LET Z$="%<%=%>"
 1010 LET R$="% % % "
 1020 REM %I%N%I%T%I%A%L%I%Z%E% % % % % % % % % % % % % 
 1030 LET SHIPS=5
 1040 LET FIRE=0
 1050 LET DIFF=0.1
 1060 LET ALIENS=WAVE*5
 1070 GOSUB 700
 1080 GOSUB 750
 1090 REM %S%T%A%R%S% % % % % % % % % % % % % % % % % % 
 1100 RAND 
 1110 FOR I=1 TO 10
 1120 PRINT AT 1+INT (RND*19),INT (RND*31);"%*"
 1130 PRINT AT 1+INT (RND*19),INT (RND*31);"%."
 1140 PRINT AT 1+INT (RND*19),INT (RND*31);"%."
 1150 NEXT I
 1160 RETURN 
 1170 REM %A%L%I%E%N%S% %W%I%N% % % % % % % % % % % % % 
 1180 FAST 
 1190 LET TOTAL=TOTAL+WAVE*5-ALIENS
 1200 CLS 
 1210 PRINT AT 4,3;"YOU FAILED---"
 1220 PRINT AT 8,3;"THE ALIENS GOT THROUGH."
 1230 PRINT AT 12,3;"YOU DESTROYED ";TOTAL;" SHIPS."
 1240 PRINT AT 21,3;"(PUSH TO TRY AGAIN.)"
 1250 PAUSE 10000
 1260 GOTO 30
 1270 REM %E%A%R%T%H% %W%I%N%S% % % % % % % % % % % % % 
 1280 FAST 
 1290 LET TOTAL=TOTAL+WAVE*5
 1300 CLS 
 1310 LET WAVE=WAVE+1
 1320 PRINT AT 8,3;"CONGRATULATIONS---"
 1330 PRINT AT 12,3;"A SUCCESSFUL DEFENCE."
 1340 PRINT AT 21,3;"(BUT WAVE ";WAVE;" IS ON THE WAY.)"
 1350 PAUSE 600
 1360 GOTO 50
 1370 REM %I%N%S%T%R%U%C%T%I%O%N%S% % % % % % % % % % % 
 1380 FAST 
 1390 CLS 
 1400 PRINT """STARBLASTERS"""
 1410 PRINT 
 1420 PRINT 
 1430 PRINT 
 1440 PRINT "USE KEYS 6 AND 7"
 1450 PRINT "TO STEER EARTHSHIPS"
 1460 PRINT 
 1470 PRINT "USE KEY 1"
 1480 PRINT "TO BLAST ALIENS."
 1490 PRINT 
 1500 PRINT 
 1510 PRINT "DIFFICULTY:"
 1520 PRINT "1 IS HARD"
 1530 PRINT "2 IS MEDIUM"
 1540 PRINT "3 IS EASY"
 1550 PAUSE 10000
 1560 LET D=VAL INKEY$
 1570 IF D>3 OR D<1 THEN GOTO 1550
 1580 RETURN 
 1585 CLEAR 
 1590 SAVE "1000%7"
 1600 RUN 

Note: Type-in program listings on this website use ZMAKEBAS notation for graphics characters.

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