2. b) Storyline of Rosetta
The game starts off in the Town of Camiria where Rosetta’s grandpa assumes Rosetta as the chosen one to eliminate a curse by the evil Ahimsa. With a Magic Book and some money, Rosetta goes on a quest to destroy the evil Ahimsa. But first, she has to be prepared to defeat Satana. However, some more money is needed to be collected to buy some goods. She then delivers the cake from Camiria to earn some money.
Next, before finding the child near Castle Tyveria, there is a cave in the southeast where five boxes can be found. One of the boxes possesses the Magic Key, but she has to go through some trials which involve entering the cave several times and choosing the boxes one by one before finding the Magic Key. The key can be used to unlock a house near the fake trees. Behind the door, lies a prisoner which was captured by the evil Ahimsa. The prisoner hands over a bow but he leaves his money which worth 75 rupiah. After that, Rosetta has to buy a Magic Arrow to defeat Satana who guards the path to the Winkle Village in the southeast.
On her way to the village, she shoots Satana in the eye and unblocks the passage to the village. This allows the wizard to build relation with other villages and translates the Magic Book. She then has to go back to the Town of Camiria where a wizard teaches her to cast Protect. There is a lake where she can advances her magic power but the path is surrounded by magic powers so she has to use Protect to protect herself from the surrounding.
But unfortunately in the journey, money is running out. In the Town of Camiria, there is an old man who offered Rosetta to work as a regular worker and pays her 25 rupiah each time a job is completed. But it turns out to be an inefficient way to raise a huge amount of money. In Winkle Village, you have the option to gamble instead. But after several trials, it turns out to be the worse choice to raise money (after losing a lot of money).
After earning enough money, you have to buy a Magic Horn, a Magic Rod, a Magic Shield and any other items that you can find in any shop to be prepared to fight. After Akylla is destroyed, she finds a Magic Ring. She passes through the path and finds a house which is the last house before she fights Ahimsa.
In the end, she will learn the Magic of Thunder and she will be brought into a place where she finds out that the evil Ahimsa is her own grandpa.
c) Rosetta’s grandpa (Ahimsa), Shopkeeper, Other Wizards, Oldman, Guard, Satana, Akylla and Rosetta.
d) Because it includes miseries and a little bit of puzzles that have to be solved. For example, when finding the boxes which include a Magic Key.
5. a) Basic Programming Language.
b) BASIC stands for Beginner’s All-purpose Symbolic Instruction Code which was invented by John George Kemeny and Tom Kurtzas in 1963 at Darthmouth College. It was a teaching tool for undergraduates and it was designed with the aim to enable students in fields other than science and mathematics to use computers. It has been one of the most commonly used computer programming languages
BASIC’s popularity was spread by both Paul Allen and William Gates, in 1975. Gates and Allen wrote a version of BASIC for the Altair personal computer. It was the first product Microsoft sold. Later Gates and Microsoft wrote versions of BASIC for the Apple computer, and IBM’s DOS which Gates provided came with its’ version of BASIC.
c) It is a high level programming language.
6. Procedure is a sub-program which helps programmer to avoid repetitions. Function is also a sub- program like procedure, but it can return a value at the end.
7. It is fundamental to distinguish the types of a programming language by how close the similarity of the language to the machine language.
8. Low-level languages have the advantage of giving programmers more ability to tune the code to be smaller or more efficient, and that more system-dependent features are sometimes available.
They allow increased amount of control is that the code statements exert a more direct impact on the computer’s hardware elements.
9. It allows programmers to set different rules in different conditions and allows greater flexibility for in which case a code is run. But if the branching gets too complex, it will be harder to examine.
10. Interpreter is a program that implements or simulates a virtual machine using the base set of instructions of a programming language as its machine language. Compiler is a program that translates code of a programming language in machine code, also called object code.
item$(1) = “item1$”
item$(2) = “item2$”
item$(3) = “item3$”
item$(4) = “item4$”
item$(5) = “item5$”
item$(6) = “item6$”
item$(7) = “item7$”
item$(8) = “item8$”
item$(9) = “item9$”
item$(10) = “item10$”
item$(11) = “item11$”
item$(12) = “item12$”
item$(13) = “item13$”
item$(1) = “”
item$(2) = “”
item$(3) = “”
item$(4) = “”
item$(5) = “”
item$(6) = “”
item$(7) = “”
item$(8) = “”
item$(9) = “”
item$(10) = “”
item$(11) = “”
item$(12) = “”
item$(13) = “”
x.pos = x.awal: y.pos = y.awal
x.old = x.pos: y.old = y.pos
y.atas = batas1: x.kiri = batas2: x.kanan = batas3: y.bawah = batas4
md = 0: mu = 0: ml = 0: mr = 0
c = 4
cek = 1
The method used is collision detection which prevents collision from happening by using IF statements. It includes coordinates in the 2D space. These codes above involve in setting up the coordinates and spawn points. If I change the codes to:
md = 1: mu = 1: ml = 1: mr = 1
c = 4
cek = 35
The character spawns near the river on her right side and going towards the ending scene.