1983 · 4Mation Educational Resources

Granny's Garden

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Four bugs, the worst of which stops Part 1 of this disc before Tom can be found, and the questions the teacher's booklet set for the classroom, answered from the code.

01 · Memory

Bug: on this disc, Part 1 runs out of memory before Tom

Each program was written to move itself down to &0E00 when it is loaded higher, as a disc system's workspace makes it. On this disc that test is turned off, and Part 1, left at &1900, stops with No room before the end.

The bytes free between BASIC's variables and its stack at each of the game's waits, in jsbeeb, on the way to Tom. At &0E00 the run reaches Tom with about 2,200 bytes to spare. Loaded at &1900, as the disc puts it, the same answers stop at the pond with No room at line 2670.

The first line of each program was a test, IF PAGE<>&E00 GOTO 3280 (2590 in Part 2). The lines it goes to select the tape filing system, copy the program down to &0E00 four bytes at a time and run it there, which gives it 2,816 bytes more. The second line then writes a REM over the first, so that the program, running at &0E00, does not test again. Both files on this disc were saved after such a run: their first lines are REMs, and CHAIN runs each program where the disc system loads it, at &1900.

Part 1 has about 1,000 bytes there when it starts, and its variables and BASIC's stack need about 1,600 more as it goes. It stops at the pond, or on the stairs by the route through the house, and No room is the one error ON ERROR cannot catch (starting again), so the game ends at BASIC's prompt. Part 2 is smaller and runs to its end either way. Typing LOAD"GRAN1" and then GOTO3280 runs the program's own move and gets round it.

This disc is most likely a copy of the tape, which would make the bug the copy's. The teacher's booklet says 4Mation's disc starts with SHIFT and BREAK and then will load and run automatically, but this disc has no boot file, and SHIFT-BREAK does nothing. The booklet calls the programs GRANNY1 and GRANNY2, names the disc system would have taken, where this disc has GRAN1 and GRAN2. On tape, it says, The initial program will load and run followed, automatically, by the main program, and Ready to start? comes following the title pages; this disc has no first program, and Ready to start? is its first screen. The booklet also tells the owner of a machine with a disc interface who is loading the tape to type *TAPE first, which is the machine the move down to &0E00 was written for. The REM over each first line is what a run of the tape's programs leaves behind. No disc of 4Mation's has been compared, so this rests on the booklet.

02 · The giant

Bug: answer the giant "maybe" and the hill turns into the forest

The hill, and the giant asking: Shall I eat you?

The giant on the hill asks Shall I eat you?

The hill's picture with the forest's words under it

After Maybe, then Y: the forest's words under the hill's picture. Played in jsbeeb on 14 October 2026.

PROCgiant asks again when the answer is neither yes nor no, by calling itself. When the inner call ends at Y, it returns to the end of the outer call's last line, line 2090, and BASIC carries on to line 2100. That line is DEF PROCfor, the forest, and BASIC passes over a DEF it meets on the way as though it were a REM, so it runs the forest's lines inside PROCgiant: the words about the creepy forest appear under the hill, no stone is offered, and the map then says the player is at the hill.

03 · Lost without being told

Bug: the Land of Mystery can be lost without the game saying so

The Land of Mystery has one key, one cake and one chance at the castle door. Three choices use one up, and the player can then walk the map for good without being able to finish.

The choiceWhat it costs
Asking the lake its name before taking its waterThe lake eats the key for its name, and wants the key again for water. There is one key, so there is no water, the forest's fire cannot be put out, and the castle door needs the key.played
Answering N to Are you ready to explore? inside the castleThe keeper took the cake at the door. Outside again, he asks for another, and there is only one.played
Answering N to Do you want to go in? at the tower in the forestOnce the fire is out, a visit to the forest brings the Witch.traced

Part 2: the lake at lines 2180-2330 ($5353), the castle at lines 1760-1800 and its keeper at lines 2470-2520, the forest and its tower at lines 2100-2160. The first two were played in jsbeeb; the third is read from the code.

The castle was meant to let a friend back in. Its flag fed%, which would say the keeper has been given the cake, is set FALSE at line 180 and never set TRUE, so the keeper's welcome for a returning friend, at line 2500, is never shown.

04 · DELETE

Bug: one DELETE too many and the answer no longer matches the screen

A DELETE pressed when the answer is empty still counts, and PROCi's count of letters falls one behind the screen. From then on each DELETE takes a letter too many off the answer, or none at all.

Keys at Ready to start?On the screenThe answerWhat happens
X DELETE Y RETURNYYthe game starts
DELETE X DELETE Y RETURNYXYReady to start? again
DELETE s n o x DELETE wSnowSnw

Typed in jsbeeb on 14 October 2026 at the first question of Part 1, the answer read from the game's variable in$. On How it works, the button Type DELETE, X, DELETE, Y above the black box types the second row (typing an answer).

PROCi, the input routine every answer goes through, keeps the number of letters in l, and a DELETE does l=l−1 and in$=LEFT$(in$,l). A DELETE in an empty field still counts, so l becomes −1, and stays one less than the letters on the screen. Each later DELETE cuts the answer to l letters, one fewer than the screen keeps; when l is below zero it cuts nothing, because BBC BASIC's LEFT$ with a negative length gives back the whole string (tried on its own: LEFT$("AB",-1) is AB). A child who presses DELETE once too often and then corrects a mistake sees the right word on the screen while the game reads another: Snow, typed that way at the password, is Snw, which holds no no.

05 · The Giant's garden

A bee hurt in the wood cannot chase off the dog

In the Giant's garden each creature helps at one stage of the way to Tom. The bee is the only one that can get past the Giant's dog, and if it was called in the wood before, it will not.

StageWho helpsWhat the bee does there
1, the pondthe butterflytries to fly the player over, who is far too heavy
2, the woodthe snailstings the nut trees, and a nut hurts it (be=1)
3, the flower bedthe worma hurt bee brings the Witch
4, the Giant's dogthe bee, unhurthurt: Have you forgotten what happened? A nut made my nose bleed. and the Witch
5, the tall treethe spider

The stages are in Part 1 lines 2840-3060 ($5CAB). The route that calls the bee in the wood was played to the dog in jsbeeb.

Calling the bee in the wood sets be to 1 until the program starts again. At the dog, only an unhurt bee chases the dog away, and every other creature brings the Witch, so a player who tried the bee in the wood cannot reach Tom until the Witch has sent them home. The bee says it must go to the doctor, and the toadstool says You will have to try again., as it does after any creature that cannot help in the wood. Nothing says that the bee is needed later, and the dog is two stages on.

The trap is meant. The teacher's booklet warns that Each creature can help once only although this information is not given to the children. The code has a reply written for the hurt bee at each stage after the wood, Have you forgotten what happened? A nut made my nose bleed. The doctor has told me to rest. (line 2750), and the butterfly, which a nut can hurt there too, has one of its own (I think you have forgotten something., line 2690). Once it has carried the player over the pond, the butterfly says I have already helped you once.

06 · The booklet's questions

The questions the teacher's booklet set, answered from the code

The teacher's booklet ends with mysteries for a class to talk over. The code answers several of them, and the booklet's author answers one himself.

The booklet asksThe code
How does the computer know if you have taken an apple or a key?A variable for each, set TRUE when it is taken: ap% at the apple tree (Part 1 line 1180), key% at the cottage (Part 2 line 1960). The snake asks for ap% (Part 1 line 1650), and the castle door and the lake, which eats the key, ask for key% (Part 2 lines 1830 and 2280).
How can an apple kill a snake?With ap% set, any answer with pl after its first letter kills it: What a good shot you are. (Part 1 lines 1650-1670).
Where does the green broomstick come from?The first visit to the cupboard sets cup% (Part 1 line 1580), and from the second visit on the green broomstick is there beside the red, whatever else the player has done.
Why is Ah-Choo always sneezing?He sneezes at any food the player names: Whenever I have, the answer, I start to sneeze. (Part 2 line 990). The author's note gives the reason: Ah-Choo is a total-allergy victim.
How was it possible to take the Witch's cake safely?Nothing in the cottage can hurt the player. Yes takes the cake (Part 2 line 1930). No, or going back inside once the cake is taken, gets The Witch is coming! You had better go, quickly. and the map again, and she never comes (lines 1900-1910, PROCwitchcome).

The questions are from the booklet's Additional ideas, cut to the ones the code can answer; the snail's shell, the ants and the worm, and Redhorn's taste for keys have no reason in it beyond the story.