AQA A-Level Computer Science AS Paper 1, June 2025: Question 14

4 marks Β· Easy difficulty Β· Short Answer

Describe the conditions that cause the game to end and give pirate actions that increase and decrease the score based on the skeleton program.

Practise this question

Question

Question 14 from an exam paper about a pirate game program. It introduces that there are three conditions that cause the game to end, with one condition being that the score goes below 0. Sub-question 14.1 asks to describe the other two conditions that cause the game to end, worth 2 marks. It states that the score can increase and decrease during the game. Sub-question 14.2 asks for one pirate action that increases the score, worth 1 mark. Sub-question 14.3 asks for one pirate action that decreases the score, worth 1 mark.
Question text

14 There are three conditions that cause the game to end.

One condition is that the score goes below 0.

14.1 Describe the other two conditions that cause the game to end.

[2 marks]

The score can increase and decrease during the game.

14.2 Give one pirate action that increases the score.

[1 mark]

14.3 Give one pirate action that decreases the score.

[1 mark]

Mark scheme

Show the mark scheme Mark scheme for Question 14. For 14.1: 2 marks for AO2 (analyse) - User presses Enter (without entering any other value first) when asked for pirate action; The pirate finds the treasure. For 14.2: 1 mark for AO2 (analyse) - Finding a coconut/treasure. For 14.3: 1 mark for AO2 (analyse) - Pirate walking/digging.

14 1 2 marks for AO2 (analyse) 2

User presses Enter (without entering any other value first) when asked for pirate action;

The pirate finds the treasure;

14 2 Mark is for AO2 (analyse) 1

Finding a coconut/treasure;

14 3 Mark is for AO2 (analyse) 1

Pirate walking/digging;

How to answer it

Skeleton Code Analysis: Pirate Game Mechanics & Termination

πŸ“‹ What this question tests

This question assesses your familiarity with the AQA Skeleton Program (AO2 – Application/Analysis). Specifically, it examines:

  • Tracing program loop termination conditions (Boolean game loop logic).
  • Understanding event-driven user input (graceful exit via empty keystroke).
  • Tracking variable state changes (actions that increment vs decrement the Score variable).
Question 14.1

Game Termination Conditions

2 Marks (AO2)

The prompt states: "There are three conditions that cause the game to end. One condition is that the score goes below 0. Describe the other two conditions that cause the game to end."

βœ… Correct Answers (1 mark each, max 2)

  • Condition 1: The user presses Enter (without entering any other value first) when prompted for a pirate action.
  • Condition 2: The pirate finds the treasure / lands on the treasure chest cell.

πŸ’‘ Key Knowledge

The main game runs inside a condition-controlled while loop. In the code, the loop terminates if:

  • Score < 0 (given in the question stem)
  • FoundTreasure == True (objective achieved)
  • Action == "" or len(Action) == 0 (user quits by submitting an empty string)

🧠 Exam Technique

Always inspect the main game loop condition in the PlayGame() subroutine. State the termination condition in terms of game behaviour or direct player action. Notice that the prompt asks for "the other two conditions"β€”ensure you do not repeat the score falling below 0.

❌ Common Errors

  • Writing simply "User quits" or "User enters Q" without describing the exact trigger: pressing Enter on an empty line.
  • Stating generic game-over rules not present in this specific code (e.g., "Time runs out" or "Pirate falls off the island").
Mark Scheme Breakdown:
β€’ 1 mark for user pressing Enter without entering any character first.
β€’ 1 mark for the pirate discovering/finding the treasure.
Question 14.2

Actions That Increase Score

1 Mark (AO2)

"Give one pirate action that increases the score."

βœ… Correct Answers (Any one)

  • Finding a coconut.
  • Finding the treasure.

πŸ’‘ Key Knowledge

Score increases occur upon encountering reward items on the grid:

  • A coconut adds positive points (energy/bonus) to the player's tally.
  • Uncovering the hidden chest provides the primary score reward.

🧠 Exam Technique

Only provide one distinct action. If you provide multiple contradictory answers, examiners apply a list principle and will not award the mark if an incorrect action is included.

❌ Common Errors

  • Confusing basic navigation with scoring events (e.g. thinking walking across free sand earns points).
  • Vague answers like "moving around" or "playing well".
Mark Scheme Breakdown: 1 mark for either "Finding a coconut" OR "Finding treasure".
Question 14.3

Actions That Decrease Score

1 Mark (AO2)

"Give one pirate action that decreases the score."

βœ… Correct Answers (Any one)

  • Pirate walking (taking a step / movement action).
  • Pirate digging (attempting to dig up a site).

πŸ’‘ Key Knowledge

Actions expend pirate stamina/resources, modelled via score decrements:

  • Each move made ( M command) reduces the score.
  • Each dig attempted ( D command) incurs a penalty/cost.

🧠 Exam Technique

Look at the subroutine handling pirate turns (e.g., MakeMove() or Dig() ). Look specifically for statements with arithmetic assignments like Score = Score - Cost .

❌ Common Errors

  • Specifying consequences instead of actions (e.g., saying "losing energy" instead of the action that caused it: "walking" or "digging").
  • Stating actions that trigger an automatic loss rather than a numerical deduction.
Mark Scheme Breakdown: 1 mark for either "Pirate walking" (moving) OR "Pirate digging".

Topics

4.1 Fundamentals of programming Β· 4.4 Theory of computation Β· 4.1.1 Programming Β· 4.4.1 Abstraction and automation

Question and mark scheme from the AQA A-Level Computer Science examination, AS Paper 1, June 2025. QuestionVault is an independent revision resource; questions remain the copyright of the awarding body.