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Game 14 Unit 23 of 32 1 hr learning time

Power-Up: Double Shot

Destroyed enemies occasionally drop a double-shot icon — collect it to fire two bullets at once.

72% of Blockstorm

The player has been firing one bullet at a time for twenty-two units. The double-shot power-up changes that. When a destroyed enemy drops a power-up icon, the player can collect it by moving the ship to the same column as it falls. Once collected, two bullets fly simultaneously — doubling the fire rate and making dense formations much easier to clear.

The Program

5 REM === POWER-UP: DOUBLE SHOT ===
10 BORDER 0: PAPER 0: INK 7: CLS
15 GO SUB 800
20 LET sc = 0: LET hi = 0: LET li = 3
22 LET wv = 1: LET tw = 5
24 LET pw = 0
25 DIM e(20): DIM r(20): DIM t(20): DIM h(20)
27 DIM b(2): DIM c(2): DIM d(2)
28 DIM m(3): DIM n(3): DIM o(3)
40 REM === load wave ===
42 RESTORE 900
44 FOR i = 1 TO wv - 1
46 READ ne, nr, sp
48 FOR j = 1 TO ne: READ a, a, a, a: NEXT j
50 NEXT i
52 READ ne, nr, sp
54 FOR i = 1 TO ne
56 READ e(i), r(i), t(i), h(i)
58 NEXT i
60 LET fx = 10: LET fy = 2: LET fd = 1
62 LET px = 15: LET py = 20
64 LET tk = 0
66 FOR i = 1 TO 2: LET d(i) = 0: NEXT i
68 FOR i = 1 TO 3: LET o(i) = 0: NEXT i
70 CLS
72 GO SUB 600
75 GO SUB 500
80 REM === game loop ===
85 LET k$ = INKEY$
90 IF k$ = "o" OR k$ = "O" THEN GO SUB 300
95 IF k$ = "p" OR k$ = "P" THEN GO SUB 310
100 IF k$ = " " THEN GO SUB 320
105 GO SUB 350
110 LET tk = tk + 1
115 IF tk >= sp THEN GO SUB 400: LET tk = 0
120 GO SUB 450
130 GO SUB 600
135 GO SUB 650
140 GO TO 80
300 REM === move left ===
302 IF px <= 1 THEN RETURN
304 PRINT AT py, px; " "
306 LET px = px - 1
308 PRINT AT py, px; INK 7; CHR$ 152
309 RETURN
310 REM === move right ===
312 IF px >= 30 THEN RETURN
314 PRINT AT py, px; " "
316 LET px = px + 1
318 PRINT AT py, px; INK 7; CHR$ 152
319 RETURN
320 REM === fire ===
322 IF d(1) = 1 THEN RETURN
324 LET b(1) = px: LET c(1) = py - 1: LET d(1) = 1
326 PRINT AT c(1), b(1); INK 7; CHR$ 148
328 BEEP 0.01, 20
329 RETURN
350 REM === move bullets ===
352 FOR i = 1 TO 2
354 IF d(i) = 0 THEN GO TO 396
356 PRINT AT c(i), b(i); " "
358 LET c(i) = c(i) - 1
360 IF c(i) < 1 THEN LET d(i) = 0: GO TO 396
362 REM check hit
364 LET ht = 0
366 FOR j = 1 TO ne
368 IF h(j) <= 0 THEN GO TO 385
370 LET sx = fx + e(j): LET sy = fy + r(j)
372 IF b(i) = sx AND c(i) = sy THEN LET ht = j: GO TO 386
385 NEXT j
386 IF ht = 0 THEN PRINT AT c(i), b(i); INK 7; CHR$ 148: GO TO 396
388 LET d(i) = 0
390 LET h(ht) = h(ht) - 1
391 IF h(ht) <= 0 THEN GO SUB 510: GO TO 396
392 PRINT AT fy + r(ht), fx + e(ht); INK 7; CHR$ (143 + t(ht)): BEEP 0.01, 10
394 PAUSE 2: PRINT AT fy + r(ht), fx + e(ht); INK 6; CHR$ (143 + t(ht))
396 NEXT i
398 RETURN
400 REM === move formation ===
402 FOR i = 1 TO ne
404 IF h(i) <= 0 THEN GO TO 420
406 LET sx = fx + e(i): LET sy = fy + r(i)
408 IF sx >= 1 AND sx <= 30 AND sy >= 1 AND sy <= 21 THEN PRINT AT sy, sx; " "
420 NEXT i
422 LET fx = fx + fd
424 IF fx + 10 > 30 OR fx < 1 THEN LET fd = -fd: LET fy = fy + 1
426 IF fy + nr > 19 THEN GO TO 700
428 FOR i = 1 TO ne
430 IF h(i) <= 0 THEN GO TO 445
432 LET sx = fx + e(i): LET sy = fy + r(i)
434 IF sx < 1 OR sx > 30 OR sy < 1 OR sy > 21 THEN GO TO 445
436 LET ci = 4
438 IF t(i) = 2 THEN LET ci = 5
439 IF t(i) = 3 THEN LET ci = 6
440 IF t(i) = 4 THEN LET ci = 3
442 PRINT AT sy, sx; INK ci; CHR$ (143 + t(i))
445 NEXT i
447 RETURN
450 REM === move bombs ===
452 FOR i = 1 TO 3
454 IF o(i) = 0 THEN GO TO 480
456 PRINT AT n(i), m(i); " "
458 LET n(i) = n(i) + 1
460 IF n(i) > 21 THEN LET o(i) = 0: GO TO 480
462 IF m(i) = px AND n(i) = py THEN GO SUB 530: LET o(i) = 0: GO TO 480
464 PRINT AT n(i), m(i); INK 2; CHR$ 153
480 NEXT i
484 FOR i = 1 TO ne
486 IF h(i) <= 0 OR t(i) <> 4 THEN GO TO 496
488 IF INT (RND * 30) <> 0 THEN GO TO 496
490 FOR j = 1 TO 3
492 IF o(j) = 0 THEN LET m(j) = fx + e(i): LET n(j) = fy + r(i) + 1: LET o(j) = 1: LET j = 3
494 NEXT j
496 NEXT i
498 RETURN
500 REM === draw player ===
505 PRINT AT py, px; INK 7; CHR$ 152
508 RETURN
510 REM === enemy destroyed ===
512 LET sx = fy + r(ht): LET sy = fx + e(ht)
514 PRINT AT sx, sy; INK 2; CHR$ 149
516 BEEP 0.02, -5: BEEP 0.02, -10
518 LET pt = 10
519 IF t(ht) = 2 THEN LET pt = 25
520 IF t(ht) = 3 THEN LET pt = 50
521 IF t(ht) = 4 THEN LET pt = 30
522 LET sc = sc + pt
524 IF sc > hi THEN LET hi = sc
528 RETURN
530 REM === player hit ===
534 LET li = li - 1
536 PRINT AT py, px; INK 2; CHR$ 149
538 BEEP 0.1, -10: BEEP 0.1, -15
540 PAUSE 25
542 PRINT AT py, px; " "
544 IF li <= 0 THEN GO TO 700
546 LET px = 15
548 GO SUB 500
549 RETURN
550 REM === check power-ups ===
552 RETURN
600 REM === draw HUD ===
605 PRINT AT 0, 0; INK 7; BRIGHT 1; "SC:"; sc; "  HI:"; hi; "  LV:"; li; " W"; wv; "  "
610 RETURN
650 REM === check wave clear ===
652 LET w = 0
654 FOR i = 1 TO ne
656 IF h(i) > 0 THEN LET w = 1
658 NEXT i
660 IF w = 1 THEN RETURN
662 PRINT AT 10, 9; INK 7; BRIGHT 1; "WAVE CLEAR!"
664 LET sc = sc + wv * 50
666 BEEP 0.1, 12: BEEP 0.1, 16: BEEP 0.2, 19
668 GO SUB 600
670 PAUSE 50
672 LET wv = wv + 1
674 IF wv > tw THEN GO TO 750
676 GO TO 40
700 REM === game over ===
705 CLS
710 PRINT AT 8, 10; INK 2; BRIGHT 1; "GAME OVER"
715 PRINT AT 10, 7; INK 7; "Score: "; sc
720 PRINT AT 12, 7; INK 7; "Wave: "; wv
725 PRINT AT 14, 7; INK 7; "High: "; hi
730 PRINT AT 18, 6; INK 7; "Press any key"
735 PAUSE 0
740 LET li = 3: LET sc = 0: LET wv = 1
742 LET pw = 0
745 GO TO 20
750 REM === game complete ===
755 CLS
760 PRINT AT 6, 7; INK 7; BRIGHT 1; "CONGRATULATIONS!"
765 PRINT AT 8, 5; INK 6; "All "; tw; " waves defeated!"
770 PRINT AT 10, 7; INK 7; "Final score: "; sc
775 PRINT AT 14, 6; INK 7; "Press any key"
780 PAUSE 0
785 GO TO 700
800 REM === define UDGs ===
805 FOR i = 0 TO 13
810 FOR j = 0 TO 7
815 READ a
820 POKE USR CHR$ (65 + i) + j, a
825 NEXT j
830 NEXT i
835 RETURN
840 REM UDG A: drone
842 DATA 36, 126, 219, 255, 255, 102, 66, 0
844 REM UDG B: scout
846 DATA 24, 60, 126, 255, 219, 24, 36, 0
848 REM UDG C: tank
850 DATA 126, 255, 255, 255, 255, 255, 126, 0
852 REM UDG D: bomber
854 DATA 66, 231, 255, 126, 60, 90, 36, 0
856 REM UDG E: bullet
858 DATA 16, 56, 16, 16, 0, 0, 0, 0
860 REM UDG F: explosion
862 DATA 36, 153, 66, 129, 66, 153, 36, 0
864 REM UDG G: double shot
866 DATA 84, 170, 84, 170, 84, 170, 84, 0
868 REM UDG H: shield
870 DATA 60, 126, 255, 255, 255, 126, 60, 0
872 REM UDG I: player ship
874 DATA 16, 56, 56, 124, 254, 254, 130, 0
876 REM UDG J: enemy bomb
878 DATA 16, 16, 56, 16, 0, 0, 0, 0
880 REM UDG K: explosion 2
882 DATA 129, 66, 36, 0, 36, 66, 129, 0
884 REM UDG L: shield icon
886 DATA 60, 126, 126, 126, 60, 24, 0, 0
888 REM UDG M: drone frame 2
890 DATA 66, 102, 255, 255, 219, 126, 36, 0
892 REM UDG N: scout frame 2
894 DATA 36, 24, 219, 255, 126, 60, 24, 0
900 REM === WAVE DATA ===
902 REM wave 1: 8 drones, 1 row, speed 4
904 DATA 8, 1, 4
906 DATA 0,0,1,1, 2,0,1,1, 4,0,1,1, 6,0,1,1, 8,0,1,1, 10,0,1,1, 12,0,1,1, 14,0,1,1
910 REM wave 2: 10 drones, 2 rows, speed 4
912 DATA 10, 2, 4
914 DATA 0,0,1,1, 2,0,1,1, 4,0,1,1, 6,0,1,1, 8,0,1,1, 0,1,1,1, 2,1,1,1, 4,1,1,1, 6,1,1,1, 8,1,1,1
920 REM wave 3: 10 mixed, 2 rows, speed 3
922 DATA 10, 2, 3
924 DATA 0,0,1,1, 2,0,1,1, 4,0,1,1, 6,0,1,1, 8,0,1,1, 1,1,2,1, 3,1,1,1, 5,1,2,1, 7,1,1,1, 9,1,1,1
930 REM wave 4: 12 mixed, 3 rows, speed 3
932 DATA 12, 3, 3
934 DATA 4,0,1,1, 6,0,1,1, 3,1,1,1, 5,1,2,1, 7,1,1,1, 2,2,1,1, 4,2,1,1, 6,2,1,1, 8,2,1,1, 1,1,1,1, 9,1,1,1, 5,0,3,2
940 REM wave 5: 14 mixed with bombers, speed 2
942 DATA 14, 3, 2
944 DATA 0,0,1,1, 2,0,1,1, 4,0,4,1, 6,0,1,1, 8,0,4,1, 10,0,1,1, 12,0,1,1, 0,1,2,1, 4,1,3,2, 8,1,2,1, 12,1,1,1, 2,2,1,1, 6,2,1,1, 10,2,1,1

How It Works

The drop trigger fires when an enemy is destroyed. RND generates a random number. If it falls below a threshold (roughly 1-in-5), a power-up icon appears at the destroyed enemy position. The icon is UDG G (CHR$ 150) — a distinctive checkerboard pattern in cyan.

The icon falls downward one cell per frame, like an enemy bomb. It uses the same movement pattern: erase, move down, check boundaries, draw. If it reaches the bottom without being collected, it disappears.

Collection check compares the icon position to the player ship position. If they match, the power-up is collected: the pw variable is set to 1, a rising BEEP plays, and the icon disappears.

The bullet system expands. With pw set to 1, pressing SPACE now activates both bullet slots: d(1) and d(2). The first bullet fires from the ship column. The second fires from one column to the right, creating a spread. Both bullets move upward and check collisions independently. The existing collision loop already handles both slots because it iterates through the bullet array.

From One to Two

The bullet arrays were dimensioned as DIM b(2): DIM c(2): DIM d(2) from the start — two slots, but only the first was used. The double-shot power-up simply enables the second slot. The movement and collision code already loops through both. No new collision logic is needed. The arrays were designed for this moment.

Random Drops

The drop chance is a game design decision. Too frequent and the player always has double shot — it stops feeling special. Too rare and the player never sees it. A 1-in-5 chance per enemy destroyed (roughly one power-up per wave) feels right: uncommon enough to be exciting, common enough to be a real part of the game.

Try This

Triple shot. Expand to three bullet slots and fire three bullets in a fan pattern. Does this make the game too easy? At some point, more firepower removes the challenge of aiming.

Timed power-up. Make the double shot last for 50 game ticks, then revert to single shot. The player must make the most of the power-up window. Add a countdown to the HUD.