Game 5 Unit 24 of 128 1 hr learning time
Move Timer
Add optional time limits for moves, creating pressure and faster-paced games.
19% of Ink War
Time pressure transforms a thoughtful strategy game into an exciting race against the clock.
Run It
pasmonext --sna inkwar.asm inkwar.sna

Version shows “PHASE 2 V0.8”.
Timer Design
| Setting | Frames | Seconds |
|---|---|---|
| Fast | 250 | 5 |
| Normal | 500 | 10 |
| Slow | 750 | 15 |
| Off | 0 | ∞ |
When timer expires, make a random valid move automatically.
Timer Display
Show remaining time prominently:
; Calculate seconds from frames
ld a, (move_timer)
; Divide by 50 for seconds
; Display at fixed position
The Complete Code
This code sample could not be loaded. The file may be missing or the path may be incorrect.
What You’ve Learnt
- Frame-based timers - Using frame count for game timing
- Timer display - Converting frames to readable seconds
- Timeout handling - Automatic actions on expiry
- Game pressure - How time limits change play style
What’s Next
Unit 25 adds statistics tracking across game sessions.
What Changed
Unit 23 → Unit 24