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Compute! The Journal of Progressive Computing - Commodore.ca

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BUY A BANANA.<br />

SAVE A BUNCH.<br />

MORE TO COME.<br />

Leading Ed3e Products, Inc., 225 Turnpike Street. Canton,-Massachusetts 02021.<br />

Call' toll-free 1-800-343-6833; or in Massachusetts <strong>ca</strong>ll collect (617) 828-8150. Telex 951 -624.


finally<br />

aliens<br />

jour Kids <strong>ca</strong>n<br />

reason with<br />

instead <strong>of</strong>destroy<br />

• reason • <strong>ca</strong>n


^Sife<br />

*>*%*


July 1983 Vol. 5, NO.7<br />

July 1983 Vol. 5, No. 7<br />

FEATURES<br />

30<br />

Constructing Constructing <strong>The</strong> Ideol Ideal <strong>Compute</strong>r <strong>Compute</strong>r Game, Port PartI I ..... . ..... ..... ... , ........... . " Orson SCott ScottCard Card<br />

42<br />

New Products At <strong>The</strong> Comdex/Spring Comdex/Spring <strong>Compute</strong>r <strong>Compute</strong>rShow Show ..... Tom R. Halfhill<br />

Half hill<br />

98<br />

Techniques Techniques For Writing Your Own Adventure Game .. ' ..... " .. , , ............ Charles Perkins<br />

104<br />

Game POKEr For VIC And 64 .. ,. . ... .............. ... ,...... ......... ............. Don Dan Carmichael<br />

■EDUCATION i »l IMA i M ifVA AND »1RECREATION •' M -\ MiT77——<br />

54<br />

64<br />

76<br />

RATS! ..<br />

Goblin .<br />

SpeedSId SpeedSki<br />

............. ...<br />

...... .........<br />

.... ......... ... ........ . .. ..... .. ' ..................... Mike Steed<br />

. .................. ........................................ " ..... .. Don DanG<strong>of</strong>f GoH<br />

. ................... _ • .. ..................... .. ........ Dub Scroggin<br />

85<br />

CasUe Castle Quest ....•..... ,......... ... .............. Timothy Timothy G. Baldwin<br />

Baldwin<br />

92<br />

<strong>The</strong> Fortress Fortress Of Adnll Adnil .... .............. ......... .. ... .......... . ... George George W. W, Miller<br />

Miller<br />

108<br />

Roadblock Roadblock . ... ..... ... .... ... ... .. ................... . ... .. . .. .... .. .• Brian Holness<br />

Hoi ness<br />

116<br />

Time Bomb.. Bomb . ................ • . ...... . .. .... .. ... ..... .... Doug DougSmoak Smoak<br />

REVIEWS<br />

120<br />

Copy·Writer Copy-Writer Wo Word rd Processor Processor .......... ...................... .. ................................... louis Louis F. F.Sander Sander<br />

123<br />

124<br />

Mastertype ............................<br />

Claim Jumper For Atari . .............<br />

.. ............................................................. Tina Holcomb<br />

Halcomb<br />

........... ......... .. ....... Fred Pinho<br />

126<br />

Courseware Courseware Report Report COld Card And And Edu<strong>ca</strong>tional Edu<strong>ca</strong>tional S<strong>of</strong>tware S<strong>of</strong>tware Directory Directory ..... ............................ ... . Sheila Sheila Cory Cory<br />

128<br />

legionnaire Legionnaire For Alari Atari ........................ ........... ....... ................ ...... E. P. McMahon<br />

COLUMNS COLUMNS AND AND DEPARTMENTS<br />

DEPARTMENTS<br />

6<br />

6 <strong>The</strong> Editor's No Notes tes ... ...................... . .............. . Robert lock Lock<br />

10 10 Readers' Readers'Feedback Feedback .............. . ......... <strong>The</strong> Editors and Readers Readers <strong>of</strong> COMPUTE!<br />

18<br />

22<br />

28<br />

136 136<br />

142<br />

146<br />

<strong>Compute</strong>rs And Society. Society: <strong>The</strong> Fifth Generation .. . ............................................ David D. D.Thornburg<br />

Thornburg<br />

<strong>The</strong> Beginner's Page .... ......... . ............................................... Richard Mansfield<br />

Questions Beginners Ask ...................... . ........................... " .. .... ..... Tom R. Halfhill<br />

On <strong>The</strong> Road Rood With Fred D'ignazio D'lgnazio ............. . ............. ...... .. Fred D'ignazio<br />

D'lgnazio<br />

Friends Of <strong>The</strong> Turtle " .... "...... .. .. ... ............... . ......... David D. Thornburg<br />

learning Learning With <strong>Compute</strong>rs: A library Library At Your Fingertips ....... ............................... Glenn M. Kleiman<br />

150<br />

<strong>The</strong> World Inside <strong>The</strong> <strong>Compute</strong>r: Superbaby Meets <strong>The</strong> <strong>Compute</strong>r. <strong>Compute</strong>r . ..... Fred Fred D'ignazio<br />

D'lgnazio<br />

186<br />

192<br />

INSIG INSIGHT: HT: Atari .. .... ....... ........ ... .. .... ........ ...... ..... ........ .. .. .. .. . .. .... ....... . ..... Bill Wilkinson<br />

Machine Language: Numeric Output, Part III ... ............. ............. .. Jim Butterfield<br />

196 Programming <strong>The</strong> TI: Tl: Planning Color Sets .... .... ......... . .. ...... C. C Regena<br />

196<br />

THE JOURNAL<br />

156<br />

160 160<br />

How To Create A Dota Data Filing Filing System: System; Pert Port I. Choosing Choosing <strong>The</strong> <strong>The</strong> Right File Type ... .... . ... , .. .. Jim Fowler<br />

How How To Make Make Backup Backup Disks Disks For For VIC VIC And And 64 .............. Harvey Harvey B. Herman Hermon<br />

165 CCircles ircles .. "............................ .... ... .. .. ....... . ........ Jeffrey Jeffrey S. McArthur<br />

170 170 PET PET Uncompoctor Uncompactor .... .. .............. .. .. David David Ll. Evans<br />

172 172 Statisti<strong>ca</strong>l Statisti<strong>ca</strong>l Test Of Ot <strong>Commodore</strong> <strong>Commodore</strong> And And Radio Shack Shock RND RND .. . ........... Brian Brion Flynn Flynn<br />

178 178 How How <strong>The</strong> VIC/64 VlC/64 Serial Serial Bus Bus Works Wo rks . .. ...... ,......... ............. " .. Jim Jim Butterfield Butterfield<br />

200 200 Atari Alarl Sound Experimenter ..... ................ . ............... Matt Giwer Gi'-Ner<br />

204 204 <strong>Commodore</strong> C ommodore REM Revealed Revea led ............... .............. ... John L. l. Darling<br />

212 VIC Musician Musician ............................................. " ........................ .. ,........ .. Blake Wilson<br />

216 216 Timex/Sincloir TimexlSinclair Screenscrolls ............... .................................................................. Glen Martin<br />

218 218 <strong>Commodore</strong> C ommodore 64 Video Video - A Guided Guided Tour. Tour, Part Part VI ...................................................... Jim Butterfield Butterfield<br />

221 221 Atari Artifacting Artifac ting ................... .. ..................................................... Judson Judson Pewther<br />

224 All About About <strong>The</strong> <strong>The</strong> <strong>Commodore</strong> C ommodore USR USR Command Command ................................... , ................. John John L Darling Darling<br />

230 <strong>Commodore</strong> <strong>Commodore</strong> Programmer's Programmer's Alarm Alarm Clock Clock .............. . ......... Bruce Bruce Jaeger Jaeger<br />

233 Stars Stars .... ................................. ..................... . .. ..... .......................... George George Trepal<br />

235 Visiting Visiting <strong>The</strong> VIC-20 VlC·20 Video, Part Port III . ... .. ........ ....................... . .. .. .. Jim Butterfield Butterfield<br />

239 Atari Atari Laser Laser Gunner Gunner II: A Verti<strong>ca</strong>l Verti<strong>ca</strong>l Blank Blank Enhancement Enhancement<br />

242 Tl TI Mailing Moiling List Ust ........ ................ .. .... ........ .<br />

246 VIC Bitmapping Bitmapping ... ...... ..... ...........<br />

. .. ............. .. Thomas Thomas A Marshall Marshall<br />

.. .... " ............. Doug Doug Hapeman Hapeman<br />

.. .. C. D. Lane l ane<br />

112 COMPUTED COMPUTE!'s Author Guide<br />

132 How To Type COMPUTED COMPUTE!'s Programs<br />

134 A Beginner's Guide To Typing In Programs<br />

252 CAPUTE! Modifi<strong>ca</strong>tions Modifi<strong>ca</strong>tions Or Corrections Corrections To Previous Articles<br />

255 News News. & Products<br />

268 Product Mart<br />

272 Advertisers Index<br />

NOTE: See page 132<br />

before typing in In<br />

programs.<br />

COMPUTE! <strong>The</strong> [ournal <strong>Journal</strong> for <strong>Progressive</strong> <strong>Computing</strong> (USPS: 537250) is published publishtod 12 times each <strong>ca</strong>ch year ye.lr by COMPUTE! COMPUTE!<br />

Publi<strong>ca</strong>tions, Publi<strong>ca</strong>tions. Inc., P.O. P.O . Box 5406, Greensboro, NC 27403 USA. USA . Phone; Phone: (919)275-9809. (919)275·9809. Editori.il Editorial Offices"are Offices arc lo<strong>ca</strong>ted at<br />

505 Edwardia Drive, Greensboro, Greensboro. NC 27409. Domestic Subscriptions: Subscriptions: 12 issues, £20.00. 520.00. Send subscription subscription orders or<br />

change cha nge <strong>of</strong> address (P.O. (p.O. form 3579} 3579) to Circulation Dept., COMPUTE! Magazine, P.O. P.O . Box 5406, Greensboro, NC<br />

27403. Second class postage paid at Greensboro, Greensboro, NC 27403 and additional mailing mai ling <strong>of</strong>fices. Entire contents copvright copyright<br />

6C 1983 by COMPUTE! Publi<strong>ca</strong>tions, Inc. All rights reserved. ISSN 0194-357X.<br />

GUIDE TO ARTICLES<br />

AND PROGRAMS<br />

V/64<br />

P/64<br />

Vl64IATmlN'<br />

V/64/AT/TI/AP<br />

V<br />

AT<br />

TIS T/S<br />

AT<br />

V<br />

N'1P/64<br />

AP/P/64<br />

ATlN' AT/AP<br />

AT<br />

AT<br />

TI Tl<br />

V/64<br />

AT<br />

P<br />

P/V/64/CC PNl64/CC<br />

V/64<br />

AT<br />

P/V/64 PNl64<br />

V<br />

T/S TIS<br />

64 64<br />

AT<br />

P/V/64 PNl64<br />

PA//64 PNl64<br />

C<br />

V<br />

AT<br />

T! n<br />

V<br />

AP Apple, AT Atari, P PET/<br />

CBM,VVIC-20,OOSI,C<br />

CBM. V VlC·20. 0 OSI. C<br />

Radio Shack Color Com Com·<br />

puter, 64 <strong>Commodore</strong> 64,<br />

T/S TIS Timex/Sinclair, TimeX/SinclaIr, Tl n Texas<br />

Instruments , , "All 'All or several<br />

<strong>of</strong> the above.<br />

TOLL FREE<br />

TOLL FREE<br />

Subscription<br />

Order Line<br />

800-334-0868<br />

In He 919-275-9&09<br />

In NC 919-275-9809<br />

GUIDE TO ARTICLES<br />

V/64<br />

P/64<br />

AT<br />

AT<br />

AT<br />

V/64<br />

AP Apple. AT Atori. P PET!<br />

L§l -- -<br />

:.


EDITOR'S EDITOR'S NOTES<br />

NOTES<br />

<strong>The</strong> Magazine Epidemic<br />

<strong>The</strong> Magazine Epidemic<br />

It's mildly distressing to observe<br />

the rash <strong>of</strong> <strong>of</strong> new new computer<br />

computer<br />

magazines magazines in preparation or or<br />

now being launched. launched . While While some some<br />

appear appear to to be be the the result result <strong>of</strong> <strong>of</strong> dedi<strong>ca</strong>ted,<br />

sincere sincere efforts efforts at at servi serving ng a<br />

market niche, niche, and serving serving it it<br />

well, well, many seem to be efforts to to<br />

simply simply get get something something on on the the<br />

shelf.<br />

It would seem seem that that every<br />

publisher, large large and and small, small, in<br />

the country has suddenly discovered<br />

covered the the personal computer<br />

computer<br />

marketplace. We welcome those<br />

<strong>of</strong> <strong>of</strong> you you providing genuine genuine readership;<br />

we'll reserve comment on<br />

those <strong>of</strong> <strong>of</strong> you who who are are slapping slapping a a<br />

computer computer label on on inferi inferior or edito­<br />

rial ri al matter as as a a medium medium for fo r<br />

selli selling ng advertising. advertising. We' We're re firm<br />

believers believers in the the inherent<br />

inherent<br />

decision-making decision-making strength strength <strong>of</strong> <strong>of</strong> the the<br />

free free marketplace. marketplace. Time Time will w ill tell.<br />

tell.<br />

<strong>The</strong> New <strong>Compute</strong>rs<br />

<strong>The</strong> New <strong>Compute</strong>rs<br />

Wi Willll the the surge surge <strong>of</strong> <strong>of</strong> intelligent<br />

intelligent<br />

keyboards for game game machines<br />

machines<br />

have a a massive impact on on personal<br />

sonal computer computer sales? sales? We We think<br />

not. With Atari, Atari, <strong>Commodore</strong>,<br />

<strong>Commodore</strong>,<br />

and and Tl TI battling it out out in the the price price<br />

trenches, we expect to see the<br />

less less than than $100 $100 market market begin begin to to<br />

ex expand pand in the features area.<br />

Principal change: change: more memory<br />

6 COMPUTE! July 1983<br />

at at less less cost. cost. And we'll we'll just keep keep<br />

growing growing from there.<br />

there.<br />

Random Bits<br />

Random Bits<br />

IBM's home home computer computer (code<br />

(code<br />

name name Peanut) Peanut) is now rumored<br />

rumored<br />

to to appear by August. We We ex expect pect<br />

this this baby baby PC PC to come come in as a a midmidmarketmarket machine with with superb<br />

design, design, lots <strong>of</strong> <strong>of</strong> support, and a a<br />

sslightly lightly high high price point point in the the<br />

$600 range. From a marketing/<br />

va value lue added added standpoint, the the<br />

IBM IBM name and and reputa reputation ti on <strong>ca</strong>rri <strong>ca</strong>rries es<br />

clout and and has has consumer consumer impact.<br />

impact.<br />

If and when it arri arrives, ves, it will be<br />

an an interesting interesting competitor competitor for fo r the the<br />

<strong>Commodore</strong> 64 and the soon-tobe-introducedbe-introduced<br />

Atari 600 600 and and<br />

800X 800XL. L.<br />

We We hear hear that that John John Wiley,<br />

Wiley,<br />

the the book book publishing house, house, is<br />

hard at at work work setting setting up a a<br />

magazine staff to launch a a per pe rsonal<br />

computer Inagazine. magazine. Atari,<br />

Inc. has has decided decided to to accept accept adver­<br />

tising ti sing in their their users users magazine.<br />

As As with <strong>Commodore</strong> <strong>Commodore</strong> publi<strong>ca</strong>tions,<br />

expect expect serious serious restraints<br />

restraints<br />

on on what w hat type type <strong>of</strong> <strong>of</strong> advertisin advertising g is<br />

allowed. Rumor has it that Atari<br />

won't be be accepting accepting ga game me s<strong>of</strong>t­<br />

ware wa re ad advertising. vertising. We find Ihal that<br />

one one hard to to believe.<br />

CBS CBS is is now looking looking for an an<br />

entry into the computer magazine<br />

zine market. Rich Richmond,<br />

formerly Adventure Adventure Interna lIiternati<br />

tional onal Ma Marketing rketing Manager,<br />

prepares prepares to launch launch an an Atari<br />

magazine (should we say<br />

magazine (should we say<br />

"Another one one..."?). ... "?). All <strong>of</strong> this<br />

after unsuccessfully tryin trying g to<br />

raid raid COMPUTE!' COMPUTES'ss staff staff fo forr several<br />

weeks.<br />

<strong>Commodore</strong>, <strong>Commodore</strong>, now now in the the<br />

publishing business, business, has become become<br />

distant with COMPUTE! and<br />

COMPUTEt's COMPUTE'.'s Gazelle Gazette editors.<br />

WWe've e've always always maintained maintained that that<br />

there's there's intrinsic value value in<br />

independence.<br />

Next Next month: <strong>The</strong> <strong>The</strong> Consumer<br />

Consumer<br />

Electronics Show and a a fl flock ock <strong>of</strong><br />

exciting exciting new products. We We just<br />

returned from the National Com­<br />

returned from the National Com<br />

puter Conference in Anaheim<br />

and, as far as the personaUhome<br />

and, as far as the personal/home<br />

market goes, it simply makes us<br />

long long for the the arrival <strong>of</strong> <strong>of</strong> CES. CES. One O ne<br />

point worth noting: several<br />

point worth noting: several<br />

hundred exhibitors at this multi­<br />

hundred exhibitors at this multimillionmillion<br />

dollar dollar show show were were housed<br />

housed<br />

in quasi-pe quasi-permanent, rm anent, inflatable<br />

Quonset Quonset huts. huts. Air conditioning<br />

conditioning<br />

failed and by late Monday, May<br />

16, internal temperatures approached<br />

115. 115. So So much much for statestate<strong>of</strong>-the-art<br />

technology at a state­<br />

<strong>of</strong>-the-art technology at a state<strong>of</strong>-the-art<strong>of</strong>-the-art<br />

show.<br />

show.


READERS'FEEDBACK<br />

READERS' FEEDBACK<br />

<strong>The</strong> Editors and Readers <strong>of</strong> COMPUTEI<br />

<strong>The</strong> Editors and Readers <strong>of</strong> COMPUTE!<br />

64 Screen Problems<br />

warranty, wnrmllty, <strong>Commodore</strong> COllllllodore says that it will attempt attelllptto to repair repnir<br />

anything with which the customer is dissatisfied.<br />

I own a <strong>Commodore</strong> 64 computer. While Whil e I am allythillg with which the CIIslolller is dissalisfied.<br />

Concerning units out <strong>of</strong> warranty, <strong>Commodore</strong><br />

quite pleased with its performance, there the re is a prob­ COllcel"lling ullits Ollt <strong>of</strong> wa rmnty, COllllllodore<br />

had no comment. However, a number <strong>of</strong> computer<br />

lem. le m. Any program that uses the BASIC commands had 110 COII III ICllI. However, a 1IIIIIIber <strong>of</strong> cOlllpuler<br />

GET or INPUT dealers and repair centers have stated that they will<br />

<strong>ca</strong>uses <strong>ca</strong> uses severe interference interfe rence in the dealers allli repair celliers have slaled that Ihey will<br />

install the new or updated character ROMs if they <strong>ca</strong>n<br />

form <strong>of</strong> many ma ny white w hite (silver) (sil ver) horizontal lines which illstallihe lIew or updnled chamcter ROMs if they <strong>ca</strong> u<br />

get them from <strong>Commodore</strong>. <strong>Commodore</strong> has said that<br />

shoot across the color TV screen.<br />

getthelll frolll COllllllodore. COllllllodore has said Ihal<br />

they have not yet decided whether or not they will make<br />

I also purchased some s<strong>of</strong>tware (namely <strong>The</strong> they have 1I0t yet decided whether or 1101 they willlllake<br />

the new character ROMs available to the service centers.<br />

Word Machine Machille and <strong>The</strong> Name Nallle Game) Gallle) from Commo­ the Ilew clwmcler ROMs available 10 Ihe service wllers.<br />

dore and a nd these programs exhibit exh ibit that same, quite qu ite<br />

annoying, problem. I might add that three friends fri ends<br />

A TimeX/Sinclair Tip<br />

here he re in Albany who also own the C-64 have the<br />

exact same problem. I have heard that tha t <strong>Commodore</strong><br />

replaced a video chip in the later models (<strong>of</strong><br />

which mine is one) and that there are problems proble ms<br />

with this new chip.<br />

My question is: will w ill <strong>Commodore</strong> solve what<br />

may be a very large (in number nu mber <strong>of</strong> computers) problem? My warranty is close to expiration.<br />

Donald G. Weiser<br />

has come to be known as "sparkle."<br />

<strong>The</strong> problem starts with the 64's chamcter character ROM, ROM ,<br />

and the sparkle is <strong>ca</strong>used by the way the 64 generates its<br />

characters to put onto the screen.<br />

However, this problem problelll cnll <strong>ca</strong>n be 1II0re more thall than a lIIere mere<br />

illcollvelliCllce inconvenience in the early machines. IIwchilles. It II <strong>ca</strong>n <strong>ca</strong> <strong>ca</strong>use lise diffi­<br />

diffi<br />

Cll culties ilies with SOllie some programs, prograllls, especinlly especially gn games. llles. Whell When<br />

utilizing IItilizillg the advanced advanced. 64 Sprite fea features tllres (llser (user defilled defined, ,<br />

moveable objects), the sparkles <strong>ca</strong>ll <strong>ca</strong>n <strong>ca</strong>lise <strong>ca</strong>use the COlllp"ter<br />

computer<br />

hardware modifi<strong>ca</strong>tions inside the 64, but this solution<br />

is isfroiuned frowlled IIpon upon by Comlllodore, <strong>Commodore</strong>, alld and lIIay may void YOllr your<br />

warranty. Allother Another is screell screen n!lo<strong>ca</strong>tioll relo<strong>ca</strong>tion. . II It is snidllwt said that if<br />

you relo<strong>ca</strong>te the screen memory into another area <strong>of</strong><br />

RAM, the sparkle will disappear.<br />

As for the II number Ulllber <strong>of</strong> units plaglled plagued by this problelll,<br />

problem,<br />

<strong>Commodore</strong>'s estimate is five percent. It should be noted<br />

though, that almost all <strong>of</strong> the early models had sparkle,<br />

and ns as <strong>of</strong> this writillg writing the problelll problem is apparelltly apparently stillllot<br />

still not<br />

solved. As a lIIaller matter <strong>of</strong> fact, COMPUTE! recelltly recently pllr­ pur<br />

chased two 64s for testing purposes, and one has a very<br />

severe "sparkle" problem.<br />

hi In answer to yow' your questioll question all on repnirs, repairs, COllllllodore<br />

<strong>Commodore</strong><br />

hns has no set policy in this nrea. area. For units tlwt that are IInder under<br />

10 COMPUTE! Juty July1983 1983<br />

Donald G. Weiser<br />

This is probably the qllestioll question we're asked 1II0St most abollt about the<br />

COllllllodore <strong>Commodore</strong> 64. <strong>The</strong> problem problelllllwt that YOIl you nre are referring referrillg to<br />

has COllie to be known as "sparkle."<br />

and the sparkle is <strong>ca</strong>used by the way the 64 gellemtes its<br />

chamcters to put OlltO the screell.<br />

to register a sprite collisioll collision wi,en when Ilone none has oCCllrred.<br />

occurred.<br />

<strong>The</strong>re nre are sOllie some SOllltio solutions. lls. Olle One is to lIIake make a few<br />

hardware 1II0difi<strong>ca</strong>tions ills ide the 64, bllt this SOllltioll<br />

YO Il relocnte the screen melllory ill to another area <strong>of</strong><br />

RAM, the sparkle will disnppenr.<br />

COllllllodore's es tilllnte is five percent. II shollid be 1I0ted<br />

thollgh, thnt almost all <strong>of</strong> the early 1II0deis had spa rkle,<br />

clwsed two 64s for testillg pllrposes, alld olle has a very<br />

severe "sparkle" problelll.<br />

A Timex/Sinclair Tip<br />

I have sometimes sometimes experienced expe ri enced problems problems on on my<br />

ZX81 ZX81 while while changing changing line numbers. numbers. A line 30 that<br />

II am a m unable unable to delete, delete, for for instance, ins tance, might appear appear<br />

after after a line line 2000. 2000. As a solution soluti on <strong>of</strong> <strong>of</strong> sorts, sorts, I <strong>ca</strong>me <strong>ca</strong> me up<br />

with the following fo llowing short routine routine (also (a lso appli<strong>ca</strong>ble appli<strong>ca</strong> ble<br />

to to the TIS T/S 1000) which wh ich allows allows me to lo<strong>ca</strong>te lo<strong>ca</strong>te the line line<br />

in memory memory and and POKE POKE in a valid line line number. number.<br />

This This routine routine gives the the lo<strong>ca</strong>tion lo<strong>ca</strong>tion in in memory me mory <strong>of</strong> <strong>of</strong> aa<br />

program program by by line line number. numbe r. RUN RU it it by by typing typing GOTO GOTO<br />

9500 . After After IN INPUTing PUTing a particular particular line line number, number, it it<br />

will tell you the length <strong>of</strong> that line line and how long<br />

the the program program is through through the eend nd <strong>of</strong> that line. line. As As<br />

you <strong>ca</strong>n <strong>ca</strong>n see in in the the sample sample run, ru n, the portion portion <strong>of</strong> the<br />

program program considered considered he here re is 516 bytes bytes long long (incide<br />

dentally, ntally, line 1 will will not work work in in this test) test). .<br />

John B. Swetland<br />

Swetland<br />

1 LET LET TEST=9500<br />

TEST=9500<br />

10 LIST LIST<br />

9500 9500 PRINT"ENTER PRINT"ENTER LINE LINE NUMBER"<br />

9502 9502 PRINT PRINT<br />

9503 INPUT AQ<br />

9504 LET N=16509<br />

9505 LET N=N+2<br />

9506 LET N=N+( PEEK N)+(PEEK(N+1)*256)<br />

9507 LET N=N+2<br />

9505 LET N=N+2<br />

9506 LET N=N+(PEEK N)+(PEEK(N+l)*256)<br />

9507 LET N=N+2<br />

9508 9508 IF (PEEK (PEEK N*256)+(PEEK(N+1 N*256)+{PEEK(N+1))=AQ »=AQ THEN<br />

PRINT; PRINT;"LINE "LINE " ";AQ;" ;AQ;" STARTS AT ";N<br />

9509 IF (PEEK N*256)+(PEEK(N+l))=AQ THE<br />

9509 IF (PEEK N*256)+(PEEK(N+1»=AQ THE<br />

N GOTO 9511<br />

9510 GOTO 9505<br />

9511 PRINT PRINT<br />

9512 LET I I=(N+50) =( N+50)<br />

9513 FORR J=N TO I<br />

9514 IF PEEK J=118 THEN PRINT "LINE ";AQ; "<br />

9513 FORR J=N TO I<br />

9514 IF PEEK J=118 THEN PRINT"LINE ";AQ;<br />

ENDS AT ";J<br />

9515 IF PEEK J=118 THEN GOTO 9517<br />

9515 IF PEEK J=118 THEN GOTO 9517<br />

951 9516 6 NEXT J<br />

9517 PRI PRINT NT


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dialogue dialogue with with readers readers <strong>of</strong> <strong>of</strong> COMPUTE!. COMPUTE!. <strong>The</strong>se are are responses responses to to the the question,<br />

question,<br />

"What do you like best about COMPUTE! ?"<br />

1. l."It "It is written written so so a beginner beginner <strong>ca</strong>n <strong>ca</strong>n read read and and understand understand it it... ... it's it's layman layman oriented oriented..." ... " 2. 2.<br />

"Clear, "Clear, clean clean layout, good good presentation..." presentation ... " 3. 3. "<strong>The</strong> "<strong>The</strong> Atari Atari game game programs..." programs ... " 4. 4."Best "Best<br />

and most information on PET PET..." ... " 5. 5."Cover "Cover to cover, and all in between..." between ... " 6. 6."Reviews "Reviews<br />

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8."It 8,"It is is the best best source source <strong>of</strong> <strong>of</strong> info info about about various various levels levels <strong>of</strong>VICIPET/CBM <strong>of</strong> VIC/PET/CBM machines machines and and ap­<br />

pli<strong>ca</strong>tions..." pli<strong>ca</strong>tions ... " 9. "<strong>The</strong> BASIC and machine language programs..." programs ... " 10."1 10."I like hke programs<br />

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cerning Atari. Atari. Keep it it up! up! please, please, I'm I'm learning learning..." ... " 12. 12. "Table "Table <strong>of</strong> <strong>of</strong> contents listings listings and and<br />

computer guide to articles is a great idea. Best magazine for personal home computer<br />

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Whether you're just getting started with personal computers, or very advanced, you'll<br />

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Every issue <strong>of</strong> COMPUTE! brings you user-friendly articles, appli<strong>ca</strong>tions programs, and<br />

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We're We're the the resource resource for thousands thousands and and thousands thousands <strong>of</strong> <strong>of</strong> home, home, edu<strong>ca</strong>tional, and and small small business business<br />

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<strong>Compute</strong>rs And Societ,<br />

Society<br />

David David D. Thornburg, Thornburg, Associate Editor<br />

<strong>The</strong> Fifth Generation<br />

I <strong>ca</strong> <strong>ca</strong>n n hardly hardly res.ist resist th thee temptation temptation to point out out that that<br />

Orwell's vision vision for fo r 1984 1984 is is (thankfully) (thankfully) not going<br />

going<br />

to to come come true. It is interesting interesting to note that, as as with<br />

many many other other futurists, futurists, Orwell Orwell overestimated the the<br />

amount amount <strong>of</strong> <strong>of</strong> social change change that that would would occur occur by by 1984,<br />

1984,<br />

and and seriously seriously underestimated underestimated the the amount amount <strong>of</strong> <strong>of</strong> tech­<br />

nologi<strong>ca</strong>l nologi<strong>ca</strong> l innovation innovati on that that will have have been been developed<br />

veloped by by then. then. While While it is is true true that <strong>of</strong>fi <strong>of</strong>fice ce workers<br />

in Orwell's novel dictate their letters into a a "speak<br />

wwrite," rite," an an automated stenographer/printer, much much<br />

<strong>of</strong> the remaining technology is neither advanced<br />

<strong>of</strong> the remaining technology is neither advanced<br />

nor nor inspiring. insp iring.<br />

I was reminded <strong>of</strong> <strong>of</strong> the the impact <strong>of</strong> <strong>of</strong> technologi<strong>ca</strong>l<br />

ad advances va nces as I created the first draft <strong>of</strong> this month's<br />

column on on my my Brother Brother EP-20 EP-20 battery-operated<br />

battery-operated<br />

electronic electronic typewriter. This This marvel <strong>of</strong> design design is<br />

quite compact, fits on an airplane tray tabl table, e, and<br />

is almost silent. silent. Since Since it retails for fo r about about 5200 S200 and and<br />

allows the user to correct up to 16 characters <strong>of</strong><br />

allows the user to correct up to 16 characters <strong>of</strong><br />

text before it it is printed, I would not be surprised<br />

to see see this this device device open open up wwhole hole new new markets markets fo forr<br />

typewriters. I never used a typewriter for rough<br />

typewri ters. I never used a typewriter fo r rough<br />

drafts before, simply be<strong>ca</strong>use they were too bulky.<br />

Now, this this device device has become my my portable portable worksta<br />

station ti on (sadly (sadly mi missing ssing the the sto storage ra ge that would would make<br />

it a a terminal terminal for my my word processor), processor), and and I 1 take it it<br />

everywhere.<br />

everywhere.<br />

Is it it signifi<strong>ca</strong>nt that this innovation was developed<br />

by a a Japanese Japanese company? company? As As we look at at<br />

the computer industry, it is clear that it is taking<br />

the computer industry, it is clea r that it is taking<br />

on a decidedly international flavor. And yet, so<br />

fa r, the big names in personal computers are definitely<br />

Ameri<strong>ca</strong>n (Tl, (TI, <strong>Commodore</strong>, Atari, Apple,<br />

IBM, etc.).<br />

on a decidedly international flavor. And yet, so<br />

far, the big names in personal computers are defi<br />

KIPS Super <strong>Compute</strong>r<br />

KIPS Super <strong>Compute</strong>r<br />

A recentl recently y published book, book, Tlte <strong>The</strong> Fifth FiJtlt Genern Generation tion<br />

(Addison-Wesley, $15.95), suggests that we must<br />

be be much much more more aware aware <strong>of</strong> <strong>of</strong> Japanese Japanese advances advances in<br />

computer computer technology technology if we are are to to survive survive as as a a<br />

technologi<strong>ca</strong> technologi<strong>ca</strong>ll nation. Far Far from being being a a "s<strong>ca</strong>re"<br />

book designed to erect protectionist trade trade barriers,<br />

Tlte <strong>The</strong> Fifth FiJtlt Gel/erntion Generation is more more a a <strong>ca</strong> <strong>ca</strong>ll ll to to arms. Its Its authors<br />

thors are are Edward Feigenbaum, Feigenbaum, a a pioneer pioneer in the the<br />

18 18 COMPUTE! July1Q83<br />

July 1983<br />

field <strong>of</strong> artificial artificial intell intelligence, igence, and and Pamela Pamela McCorduck,<br />

a a science writer who has written extensively<br />

on computers and and intelligent intelligent behavior in<br />

machines. <strong>The</strong> authors say that Japan has embarked<br />

on on a a ten-year ten-year cra crash sh program to to develop a a<br />

new new type type <strong>of</strong> <strong>of</strong> su super per compu computer-a ter - a " "fifth fifth genera generation" tion"<br />

machine that is <strong>ca</strong> <strong>ca</strong>lled lled a a Knowledge Information<br />

Processing Processing System System (KlPS). (KIPS). <strong>The</strong> <strong>The</strong> KlPS KIPS is expected<br />

expected<br />

to to be be marked markedly ly different different in architecture architecture from the the<br />

computers computers in in use today. today. Furthermore, it is is expected<br />

that users <strong>of</strong> the KIPS will interact with it it<br />

very very differently differently from the the way way people use use computers<br />

today.<br />

today.<br />

What is a a KlPS? KIPS? While While most <strong>of</strong> <strong>of</strong> today's com­<br />

puters puters are used used for data data processing and, with with the the<br />

exception <strong>of</strong> languages li like ke LISP and Logo, most<br />

computer computer languages are are geared towards towards data data processing<br />

cessing tasks, the the KIPS is is an an optimized optimized blend blend <strong>of</strong> <strong>of</strong><br />

hardware hardware and s<strong>of</strong>tware, s<strong>of</strong>tware, tailored tail ored to perform general<br />

symbol manipulation manipulation and and symbolic inference.<br />

inference.<br />

This shift in emphasis recogni recognizes zes that most <strong>of</strong> our<br />

work is is non nonmathemati<strong>ca</strong>l mathemati<strong>ca</strong>l in nature. Much <strong>of</strong> <strong>of</strong> our our<br />

work involves involves reasoning, reasoning, not <strong>ca</strong>lcu <strong>ca</strong>lculating. lating.<br />

A Reasoning Machine?<br />

A Reasoning Machine?<br />

Can Can one one build a a " "reasoning" reasoning" machine? machine? According<br />

According<br />

to to Feigenbaum and McCorduck, McCorduck, the the Japanese<br />

Japanese<br />

lack lack our our preoccupation preoccupation with this this question. question. From From<br />

their their perspective, perspective, it it is sufficient sufficient to to note note that com­<br />

puter puter systems systems powerful enough enough to to be be fifth generation<br />

machines will function at a a level far beyond<br />

that with with which which we are are presently fa familiar. mi lia r.<br />

Modest projects in the development <strong>of</strong> systems<br />

that outperform human "experts" are an<br />

important result result <strong>of</strong> research in in artificial intell intellii<br />

gence. gence. For Fo r exa example, m pie, programs programs that that perform certain<br />

certain<br />

types <strong>of</strong> medi<strong>ca</strong>l diagnoses, analyze and propose<br />

syntheti syntheticc pathways in the creation <strong>of</strong> new chemi<strong>ca</strong> chemi<strong>ca</strong>ll<br />

compounds, compounds, and and predict the lo<strong>ca</strong>tion lo<strong>ca</strong>tion <strong>of</strong> <strong>of</strong> geologi<strong>ca</strong>l<br />

deposits deposits have already already been been implemented on on<br />

existing existing co commercial mmercia l computers using using languages<br />

languages<br />

such as LISP. Such programs must operate with wi th<br />

both a a "knowledge base" and a set <strong>of</strong> "inference " inference<br />

procedures." To read a a map, for instance, instance, one<br />

one


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THE BEGINNER'S PAGE<br />

THE BEGINNER'S PAGE<br />

Richard Mansfield, Senior Senior Editor<br />

Editor<br />

Writing A Simulation Game<br />

<strong>The</strong>re are three basic types <strong>of</strong> computer games: gmnes: arende,<br />

ar<strong>ca</strong>de,<br />

adventure, adventure, and and simulation silllu lation ga games. llles. Let's briefly briefly look look al at<br />

the characteristics characteristics <strong>of</strong> <strong>of</strong> ar<strong>ca</strong>de ar<strong>ca</strong>de al'ld and advel'llure adventure gallles games and al'ld<br />

t!ten then write write a simulation. silllulation.<br />

Realtime Action<br />

Realtime Action<br />

Ar<strong>ca</strong>de Ar<strong>ca</strong>de ga games mes feature feature what's <strong>ca</strong> <strong>ca</strong>lled lled real realtime lillie action action. .<br />

Unlike chess or bridge, things happen fast. You<br />

<strong>ca</strong> <strong>ca</strong>n't n't sit sit back back and and plan plan your your next nex t move; move; you you must must<br />

react immedi immediately ately to to the the space space inva invaders. ders. In other<br />

other<br />

words, events events take take place place at the the same same speed as as<br />

they would in reality: realtime.<br />

Ar<strong>ca</strong>de games games also also have a strong appeal to<br />

the the eye eye and and ear. <strong>The</strong>re <strong>The</strong>re is is much much animation, color,<br />

and sound. In fac fact, t, your abili ability ty to respond qquickly uickly<br />

and effectively effectively depends depends in part part on on aall ll the the cl clues ues<br />

you you get get fro from m the the graphics graphics and and sound effec effects. ts.<br />

Strategy, while while <strong>of</strong>ten <strong>of</strong>ten an an aspect <strong>of</strong> ar<strong>ca</strong>de ar<strong>ca</strong>de play, is is<br />

clearly clearly secondary. <strong>The</strong>se games games are a a new new kind <strong>of</strong><br />

athletics: athletics: the the fun fun <strong>of</strong> <strong>of</strong> man man versus versus machine. Like<br />

auto auto racing, racing, ar<strong>ca</strong> ar<strong>ca</strong>de de ga games mes are are essentia essentially lly isometric<br />

isometric<br />

exercises - you don't run around; you just stay in<br />

one one place place fl flexing exing and and unflexing your your muscles,<br />

tensing tensing and and relaxing.<br />

Story And Strategy<br />

Story And Strategy<br />

Strategy, Strategy, however, is is more im important portant in "adventure"<br />

ture" games. games. <strong>The</strong> <strong>The</strong> emphasis emphasis is on on planning ahead<br />

and solving solving riddles. riddles. It <strong>ca</strong> <strong>ca</strong>n n be be like like living li ving inside inside an an<br />

adventure adventure novel. <strong>The</strong>re <strong>The</strong>re is is drama, drama, characteri characterization, zation,<br />

and and plot. You You might might start start out, for example, in a a<br />

forest forest with a a shovel and a a trusty, trusty, if enigmatic,<br />

enigmatic,<br />

companion companion parrot. As you you try try to figure figure out out wwhat hat<br />

to do next, the parrot keeps saying "piny dells,<br />

piny piny dells." dells." After After wandering wandering aimlessly aimlessly through<br />

through<br />

the the trees, trees, it it suddenly suddenly comes comes to to you that that the the bird<br />

is is saying saying "pine "pine needles" needles" and and you dig through<br />

them and and find a a treasure treasure map.<br />

Your "character" wwill ill travel, meet friends<br />

and and enemies, enemies, and have have the the opportunity opportunity to pick pick<br />

up or or ignore potentially potentia lly useful items such such as as food,<br />

food,<br />

magic magic wands, wands, and and medicine. It's It's customary customary that that<br />

you <strong>ca</strong>nnot haul tons <strong>of</strong> provisions. You'd have to<br />

22 22 COMPUTE! July July 1983 1983<br />

decide w hether or not to leave the shovel in the<br />

fo rest. Yet you might be sorry th at you'd d ropped<br />

it it if you're you're involved involved in a a <strong>ca</strong>ve-in later later in in the the game.<br />

game.<br />

In any any <strong>ca</strong>se, <strong>ca</strong>se, ad adventure venture games games are are fundamentally<br />

verbal. <strong>The</strong> <strong>The</strong> computer computer displays displays the the words:<br />

decide whether or not to leave the shovel in the<br />

forest. Yet you might be sorry that you'd dropped<br />

YOU YOU ARE ARE IN IN A A BOAT BOAT ON ON A A LAKE. NIGHT NI G HT IS IS<br />

FALLING.<br />

to which you <strong>ca</strong> <strong>ca</strong>n n respond in any any number <strong>of</strong> <strong>of</strong> ways.<br />

You might type: type:<br />

DIVE DIVE OFF OFF BOAT.<br />

and and the the co computer mputer would would reply reply that that you you now see see<br />

an underwater <strong>ca</strong>ve or wwhatever. hatever. You move<br />

through the the scenes the the way a a character character moves<br />

through a a novel. <strong>The</strong>re is generally no penalty if<br />

you take ta ke time to plan your next move. It's not<br />

realtirne.<br />

realtime.<br />

Imitations Of Life<br />

Imitations Of Life<br />

<strong>The</strong> third <strong>ca</strong>tegory, simula simulation, tion, is the least commo<br />

monn kind <strong>of</strong> computer game. This is be<strong>ca</strong>use to<br />

rea really lly imitate imi ta te something, something, to to simulate silllulate it it effecti effectively, vely,<br />

you need lots <strong>of</strong> computer memory to hold lots <strong>of</strong><br />

variables. However, memory has recently become<br />

fa farr less less expensive expensive so so we <strong>ca</strong> <strong>ca</strong>nn expect expect to see see increasingly<br />

ingly effecti effective ve simulation simulation ga games. mes. Sial' Star Trek Trek and and<br />

Hammurabi, Ha lllmll rabi, both simula simulations, tions, have have long long been been<br />

popular popular home computer computer games. Although Although they<br />

are similar to adventure games, simulations are<br />

random. That is, there is no secret to ddiscover, iscover, no<br />

puzzle to solve, no plot. Like Li ke real li life, fe, things hap­<br />

pen pen with with unpredictable, unpredictable, complex complex results.<br />

Here's a a program which simulates investing. investi ng.<br />

<strong>The</strong> <strong>The</strong> key to to simulating simulating is is to arrange arrange realistic illier­<br />

inter<br />

actions actions between variables. va riables. Look at line 600. If If there<br />

there<br />

is " "international international unrest," the price <strong>of</strong> gold (PGLD)<br />

goes goes up and and the the price price <strong>of</strong> <strong>of</strong> Bundtfund Bundtfund stock stock (PB) (PB)<br />

goes down. This relationshi relationship p between gold, stock,<br />

and an interna international tional crisis is true to li life. fe. Alternatively,<br />

tively, stock goes goes up and gold gold goes goes down down in in line line<br />

700 during during a a " "market market ra rally." lly."<br />

<strong>The</strong> <strong>The</strong> ga game me allows allows you you to make make investment<br />

decisions, and and then then a a " "month" month" passes during<br />

during<br />

which the the value <strong>of</strong> <strong>of</strong> your your investments investments will go go up up or or<br />

down. In line 510, three variables va riables are given ran-


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LLI


Queslions Beginners Ask<br />

Questions Beginners Ask<br />

Tom R. R Halfhill. Holfhill, Features Feotures Editor<br />

Are YOll thillkillg abollt bllyillg a comp"ter for the first<br />

Are you thinking about buying a computer for the first<br />

time, bllt but dOIl't don't kllow knozv allythillg anything aboll aboutt compl/ters? computers? Or Or<br />

maybe YOIl you just jllst purchased pl/rchased a compllter computer alld and are still a bit<br />

baffled. Each /llDl1th month, , COMPUTE! will tackle tackle the qlles­ ques<br />

tions most <strong>of</strong>ten asked by beginners.<br />

tiOI1S most Of tell asked by begil1l1ers.<br />

Q<br />

QAre Are there any any problems I could could <strong>ca</strong>use <strong>ca</strong>use<br />

while using a a computer that that could permanently<br />

damage it? How about any commands<br />

used in the wrong way? In other words, what are<br />

the chances that that I could could do real damage damage to the<br />

computer computer by by not not knowing how how to use use it right?<br />

right?<br />

nently damage it? How about any commands<br />

used in the wrong way? In other words, what are<br />

A<br />

<strong>The</strong>re's an old saying in computing that<br />

goes something like this:<br />

'<strong>The</strong> "<strong>The</strong> o/lly only way yOI/ you <strong>ca</strong>ll <strong>ca</strong>n hl/rt hurt n a compl/ter<br />

computer<br />

Iflrough its keyboard is to hit it with<br />

A <strong>The</strong>re's an old saying in computing that<br />

goes something like this:<br />

through its keyboard is to hit it with<br />

a ham1ller."<br />

hammer."<br />

Of course, course, this this isn't completely true; spilling<br />

liquids into a computer keyboard isn' isn'tt too too healthy hea lthy<br />

for it, either. But But the general thrust <strong>of</strong> that adage<br />

is pretty pretty certain - aside aside from physi<strong>ca</strong>l physi<strong>ca</strong>l abuse, abuse, a a<br />

computer <strong>ca</strong>n' <strong>ca</strong>n'tt be be damaged by by anything you you <strong>ca</strong>n<br />

type on its its keyboard.<br />

<strong>The</strong>re's only only one rare rare exception we' we've ve ever ever<br />

heard hea rd <strong>of</strong>. A certain POKE POKE command on one one Com Com­<br />

modore modore PET computer computer (PET/CBM's with with 4.0<br />

BASIC) BASIC) <strong>ca</strong>n <strong>ca</strong>n ddrasti<strong>ca</strong>lly rasti<strong>ca</strong>lly speed up up the the process process by<br />

wwhich hich the the computer creates the the screen screen display. display. If<br />

this this command command is left left running running wild, wild, the the computer computer<br />

keeps keeps speeding speeding up up until until it eventually eventually selfselfdestructs.destructs. <strong>The</strong> <strong>The</strong> chances chances <strong>of</strong> <strong>of</strong> this POKE POKE happening happening<br />

by accident accident are are extremely extremely remote. remote. <strong>The</strong>re are are 65536 65536<br />

memory memory lo<strong>ca</strong>tions lo<strong>ca</strong> tions in in a PET that that <strong>ca</strong>n <strong>ca</strong> n be be POKEd, POKEd,<br />

and and there there are are 256 256 possible possible numbers numbers that that <strong>ca</strong>n <strong>ca</strong> n be<br />

POKEd POKEd in in each each lo<strong>ca</strong>tion lo<strong>ca</strong>tion (0 (0 to to 255). 255). <strong>The</strong>refore, <strong>The</strong>refore, the the<br />

chances chances <strong>of</strong> <strong>of</strong> accidentally accidentally typing typing in in that that fatal fa tal POKE POKE<br />

command command are are only only one one in in 16,777,216.<br />

Other than than this rare example, you you really don't<br />

have to worry about about damaging damaging the hardware hardware <strong>of</strong><br />

your your computer computer system system by experimenting experimenting with with<br />

commands commands or or programs. programs. <strong>The</strong> <strong>The</strong> same same pretty much much<br />

holds true for for the devices devices attached attached to the com com­<br />

puter. puter. At worst, you you might <strong>ca</strong>use <strong>ca</strong> use an an error which<br />

traps a device device in an endless endless loop - for for example, example,<br />

the disk drive might keep keep spinning, spinning, or or the printer<br />

might keep spewing spewing forth forth paper. paper. Conceivably, Conceivably, if<br />

the system system were left left unattended, unattended, the device device could could<br />

eventually eventually overheat overheat or suffer suffer excessive excessive wear. But<br />

if you're you' re there, there, you <strong>ca</strong>n always always stop stop such such "run- " run-<br />

28 COMPUTE! COMPUTfI July1983 July 1983<br />

away" events by switching <strong>of</strong>f the power. Anytime ·<br />

away" events by switching <strong>of</strong>f the power. Anytime<br />

you switch <strong>of</strong>f a computer or device and then<br />

switch it it back on on again, it it resets itself.<br />

Remember; Remember, thoug though, h, we're talking about<br />

about<br />

hardware damage. <strong>The</strong>re are lots <strong>of</strong> ways you <strong>ca</strong>n<br />

<strong>ca</strong> <strong>ca</strong>use use permanent s<strong>of</strong>tware damage. Simply typing<br />

NEW on the keyboard and pressing RETURN will<br />

wipe out any BASIC program in memory. If the<br />

program has not not been saved on disk or tape, it it<br />

will be lost. Likewise, certain commands <strong>ca</strong>n erase<br />

a program from a a disk or tape, or overwrite it<br />

with something else. A wrong command, a a program<br />

bug, bug, or or a a typing typing error when entering a a program<br />

listing <strong>ca</strong>n <strong>ca</strong>use a system crash - your com­<br />

gram listing <strong>ca</strong>n <strong>ca</strong>use a system crash - your com<br />

puter " "locks locks up" (refuses to accept commands).<br />

Since the only way to recover, usually, is to switch<br />

the computer <strong>of</strong>f and on again, the program in<br />

memory will wi ll be lost. But you <strong>ca</strong> <strong>ca</strong>nn rest assured that<br />

the the computer computer itself is is always always safe safe from permanent<br />

damage.<br />

damage.<br />

Q<br />

A<br />

Can Can I do word word processing processing with with aa tape tape<br />

recorder, or must I have a a disk drive?<br />

It is quite possible to do word processing<br />

with a tape recorder.<br />

Make sure, however, that the word processing<br />

program you buy or use is designed to<br />

work with with tape. tape. Some programs are are for disk disk only;<br />

only;<br />

still still others others work with both. both.<br />

<strong>The</strong> peripheral device which is most essential<br />

Alt is quite possible to do word processing<br />

with a tape recorder.<br />

<strong>The</strong> peripheral device which is most essential<br />

for word processing is a a printer. Without a a printer,<br />

you you won't be be able able to to generate generate a paper printout <strong>of</strong><br />

your writing. And since the whole w hole object <strong>of</strong> word<br />

processing is writing, a printer is indispensable.<br />

processing is writing, a printer is indispensable.<br />

If you want to do word processing and must<br />

choose between buying a disk drive first or a<br />

choose between buying a disk drive first or a<br />

printer, opt for the printer.<br />

printer, opt for the printer.<br />

For <strong>ca</strong>sual word processing (average letterwriting,<br />

etc.) you may find that a tape recorder is<br />

aa sufficient storage device. However, for more<br />

serious appli<strong>ca</strong>tions, you'll probably discover that<br />

serious appli<strong>ca</strong>tions, you' ll probably discover that<br />

a disk drive is necessary. Tape recorders <strong>ca</strong> n be<br />

a disk drive is necessary. Tape recorders <strong>ca</strong>n be<br />

reliable, but they are very slow compared to disk<br />

drives. Also, a disk drive adds flexibility to word<br />

drives. Also, a disk drive adds flexibility to word<br />

processing. Depending on the word processing<br />

program, a disk drive <strong>ca</strong>n make it possible to easily<br />

program, a disk drive <strong>ca</strong>n make it possible to easily<br />

store frequently used paragraphs on disk d isk for merging<br />

with other files; fi les; to link several files together<br />

for very long documents; to merge files <strong>of</strong> names<br />

for very long documents; to merge files <strong>of</strong> names<br />

and addresses with form letters; and other ad-<br />

vanced va nced functions. ©


Part PartiI<br />

Constructing <strong>The</strong><br />

Ideal <strong>Compute</strong>r Game<br />

Ideal <strong>Compute</strong>r Game<br />

In this first article <strong>of</strong> a two-part series, the author<br />

exmnil7es examines currelltly currently available types <strong>of</strong> <strong>of</strong> home home computer<br />

computer<br />

games and alld suggests suggests a l7etu new approach: approach: a game game where where the<br />

player player creates creates his his or her her OWI7 own world. As As al7 an example, he he<br />

describes the elements <strong>of</strong> a "gallle-buildil7g "game-building game" <strong>ca</strong>lled<br />

" "Railroader." Railroader. " It's something sOlnelhing <strong>of</strong> <strong>of</strong>a a cross cross between between traditio<br />

tional l7al el7tertail7mel!l entertainment mId and computer computer programming.<br />

progralllmil7g.<br />

Next mon month, th, the article concludes with advanced<br />

appli<strong>ca</strong>tiolls appli<strong>ca</strong>tions and and specific techniques for programming<br />

progra mming<br />

Railroader all on your your computer.<br />

computer.<br />

When I first bought bought an Atari 400, 400, I told my my wife<br />

all kinds <strong>of</strong> stories. About how computers were<br />

the wave <strong>of</strong> the future. About how our kids had<br />

to become become computer computer literate. About About how useful<br />

the computer would be.<br />

the computer would be.<br />

I didn't fool her. I didn't even fool myself. I<br />

knew I was getting the machine be<strong>ca</strong>use <strong>of</strong> the<br />

knew I was getting the machine be<strong>ca</strong>use <strong>of</strong> the<br />

games.<br />

games.<br />

And I' I've ve done done my time time. . My My Super Breakout Breakout<br />

game game regularly regula rly tells tells me me " "Wow!" Wow!" My My Cel7tipede<br />

Centipede<br />

scores are respectable, and my wife and I make a<br />

great team playing playing Ghost Ghost Hunter. Hunter.<br />

But now, after after a a couple couple <strong>of</strong> <strong>of</strong> years years with the the ultimate<br />

mate game game machine, I've I've discovered a a dreadful<br />

dreadful<br />

secret: secret: true true home home computer computer games games are rare.<br />

rare.<br />

Look at your games fo r a minute. What are<br />

Look at your games for a minute. What are<br />

they actually doing? Most <strong>of</strong> them are doing what<br />

pinball pinball machines machines are are designed to to do - enticing<br />

you to try to beat bea tthe the machine, machine, with the the odds odds<br />

hopelessly hopelessly stacked stacked against against you. you. That That makes makes sense<br />

sense<br />

for ar<strong>ca</strong>de ar<strong>ca</strong>de games. <strong>The</strong>y <strong>The</strong>y are are supposed supposed to to make make<br />

money, money, and the the only way to to make make money is to to<br />

force you to play against the clock, pumping in as<br />

many quarters per hour as possible. When the<br />

lo<strong>ca</strong>l wizards started started playing playi ng 30 30 minutes minutes per per quarter<br />

ter on the the Dig-Dug Dig-Dug machine in the the corner corner Seven­<br />

Seven-<br />

Eleven, they flipped a switch inside it and sud-<br />

Eleven, they flipped a switch inside it and sud-<br />

30 COMPUTE! July1983<br />

July 1983<br />

Orson Scoll Sc<strong>of</strong>t Cord. Card, COMPUTEI COMPUTE' Books Editor<br />

denly denly the the old old patterns patterns stopped stopped working. working. I stopped<br />

stopped<br />

getting 250,000 points a game - and the company<br />

started getting a lot more quarters. That's business.<br />

started getting a lot more quarters. That's business.<br />

But why do home games have to play that<br />

way? way? <strong>The</strong> <strong>The</strong> ar<strong>ca</strong>de ar<strong>ca</strong>de games games are are fun on on the the home home<br />

machine, at first. But they <strong>ca</strong> n get frustrating or<br />

machine, at first. But they <strong>ca</strong>n get frustrating or<br />

boring. After a a wwhile hil e I 1 begin not to <strong>ca</strong>re anymore<br />

whether I get above 70,000 on Celltipede. Centipede. I'm never<br />

going to "win," and I don' don'tt lose a a quarter wwhen hen I<br />

don't win.<br />

<strong>The</strong>re's something worse than boredom.<br />

Something a little pernicious. Teenagers wwho ho<br />

come come to to my my house to to play my my games games have have a a grea greatt<br />

time. But when my four-year-old son and I sit<br />

down to to a a few few games games <strong>of</strong> <strong>of</strong> Salmoll Salmon Run or or Picnic PiCllic<br />

Paranoia, he almost almost always always ends up up in in tears. Not<br />

be<strong>ca</strong>use I always always win win - I'm a a nicer nicer father father than than<br />

that - but be<strong>ca</strong>use th the e maclline machine always always wins. He He<br />

doesn't'stand doesn't stand a a chance. He <strong>ca</strong>n never fini finish. sh. He<br />

<strong>ca</strong>n <strong>ca</strong>n never never accomplish accomplish anything.<br />

Why Why should should all all those those wonderful graphics, graphics, all all<br />

those those fantastic imaginary imaginary worlds, worlds, be be devoted devoted to to<br />

either frustrating my son or programming him<br />

either frustrating my son or programming him<br />

until he learns how to do his part perfectly?<br />

Be<strong>ca</strong>use that's w hat all but three computer<br />

Be<strong>ca</strong>use that's what all but three computer<br />

games I've tried end up doin doingg - programming the<br />

player. Rewarding and punishing me until I learn<br />

to to display display the the correct behaviors. What What are are the the<br />

ar<strong>ca</strong>de wizards, except human beings wwho ho have<br />

learned to obey obey the the demands demands <strong>of</strong> <strong>of</strong> a a computer<br />

computer<br />

program?<br />

Don't get me wrong. I still still love a a new new ar<strong>ca</strong>de<br />

ar<strong>ca</strong>de<br />

game. I'm in there flapping away at Joust, Jou st, making<br />

hamburgers hamburgers and and McMuffins with Burgertime, and and<br />

mastering the art art <strong>of</strong> swinging swinging on on chains chains and and ropes<br />

in Donkey DOllkey Kong KOllg Junior. junior. I'm I'm as as eager eager as as anyone anyone to to<br />

find out out what what the the next screen will look look like, to<br />

find out what the programmer has created in his<br />

find out what the programmer has created in his<br />

or or her her little little world. But it's still the programmer's


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A.E.'" A.E. ("stingray" in Japanese) is a graphic<br />

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Ask your your nearest nearest Bl'IIIderbund Broderbund dealer dealer for a sneak preview <strong>of</strong> A_E_'" A.E. and our our<br />

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Ask Ask your nearest Broderbund Brlilderbund dealer<br />

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(<strong>ca</strong>riridge versions shown


Design the best new MASH<br />

something money <strong>ca</strong>n't buy.<br />

p<br />

'


world, not not mine.<br />

Even the adventure games, both text and<br />

Even the adventure games, both text and<br />

graphics, usually boil down to puzzle-solving,<br />

out-guessing the programmer.<br />

out-guessing the programmer.<br />

But in the home, w here the family has un­<br />

But in the home, where the family has un<br />

limited access access to the the computer, there there <strong>ca</strong> <strong>ca</strong>n n and and<br />

should be a different type <strong>of</strong> game. A different<br />

should be a different type <strong>of</strong> ga me. A different<br />

kind kind <strong>of</strong> play. play.<br />

What Is Really Fun?<br />

What Is Really Fun?<br />

I've I've noticed noticed a couple couple <strong>of</strong> impo important rtant things things in my my<br />

fam family. ily. First, about about myself. I al almost most never never stay stay up<br />

late late playing playing computer computer ga games. mes. But But I have been been<br />

known known to to stay stay up until until three three 0or1' four or six o'clock<br />

in the morning working working on a program. program. You mi might ght<br />

say say that, in a way, way, programming programming is much li like ke<br />

ar<strong>ca</strong>ding: ar<strong>ca</strong>ding: after all, BASIC is fo forcing rcing me me to react in<br />

certain patterns, and and I'm I'm only just now beginning beginning<br />

to learn wwhen hen to PEEK and when when to POKE. POKE. I have have<br />

been been trained, right?<br />

<strong>The</strong>re <strong>The</strong>re is is a a difference difference - all all the the difference in the the<br />

world world. . When I program, program, I <strong>ca</strong> <strong>ca</strong>nn save the result on<br />

something a lot more more permanent permanent than than a vanity<br />

board. board . And I'm I' m not just just charting charting through through someone<br />

someone<br />

else's else's program program - I'm I' m creating creating something something that never<br />

never<br />

ex existed isted before, before, at least least not in in th the e exact form form I'm<br />

giving it. When I'm I' m through, there's a lasting<br />

result. result. And And I <strong>ca</strong> <strong>ca</strong>nn take all the time in the world. world . I 1<br />

<strong>ca</strong> <strong>ca</strong>n n take take the time to do do it right.<br />

A second th thing in g I've I've noticed noti ced is the the way way my my<br />

chil children dren play play when they aren't nrell't using using the the co computer. mputer.<br />

<strong>The</strong>y do like like a shoot- em-up em-up ga game me as much much as as<br />

other kids. kids. But But ga games mes like that are only a minority mino rity<br />

<strong>of</strong> the the things things they do. do.<br />

<strong>The</strong>y also like li ke solving puzzles, puzzles, and spend<br />

much much more more time time doing doing mazes oorr putting putti ng together together<br />

picture picture puzzles puzzles than than they they ever ever spend spend on fast-action<br />

games.<br />

Most <strong>of</strong> all, all, though, though, their their playing playing time is spent<br />

making maki ng things things or pretending pretending things. things. <strong>The</strong>y spend<br />

hours with wooden wooden or or plastic building building blocks, blocks,<br />

making making <strong>ca</strong>stles <strong>ca</strong>stles or spaceships spaceships or houses houses or 0 1' any­<br />

thing thing they they <strong>ca</strong>n <strong>ca</strong> n imagine. imagine. <strong>The</strong>y draw draw and and color,<br />

write write stories stories or 01' act out out plays, dress dress up up in in costumes costumes<br />

or 0 1' read aloud aloud from books books - whether w hether they under­<br />

stand stand the the actual actu al words word s on the the page page or 0 1' not.<br />

In [n fact, they th ey do exactly what w hat I like li ke to do with<br />

the computer: compute r: create create their their own small world that<br />

works just the way way they they want it to work. work. <strong>The</strong>y <strong>The</strong>y<br />

don't want anyone to tell them that that they they <strong>ca</strong>n't <strong>ca</strong> n' t<br />

make a <strong>ca</strong>stle <strong>ca</strong>stl e that way, or to insist that six legs<br />

are are too many for a horse. "You " You made made your your twos<br />

backward," backward," we tell tell our our son, and and he looks at us<br />

impatiently and says, "Let " Let me do it my way."<br />

How many hundreds <strong>of</strong> dollars have we sunk<br />

into our home computer? We own it, don't don' t we?<br />

Why, then, do we have so so many programs that th at<br />

tell us 115 what w hat to do? Why <strong>ca</strong>n't my children childre n - or o r<br />

my wife and and I, for that matter - play games that<br />

3d 311 COMPUTE! COMPUTE! July 1983<br />

let us tell the COli/pli ler w hat to do, that let us create<br />

let us tell the computer what to do, that let us create<br />

something that wi will ll last, that let us use the magic<br />

<strong>of</strong> the computer to make things we coul could d never<br />

make before?<br />

make before?<br />

<strong>The</strong> Few Games That Work At Home<br />

<strong>The</strong> Few Games That Work At Home<br />

I've found three ga games mes that approach the sort <strong>of</strong><br />

play that only the home computer <strong>ca</strong>n allow ­-<br />

games that are neither elaborate puzzles nor<br />

quarter-stealing pinballs. Gnlnhnd Galahad nlld ami Ihe the Holy Grni!. Grail. At first glance, this<br />

Ata Atari ri (APX) adventure ga game me looks pretty much<br />

like other other realtime graphics ad adventures. ventures. Only<br />

after you've played it awhile do you begin to<br />

rea realize li ze that this is the first ga game me to give you the<br />

freedom to play your own game. True, there are<br />

fast-moving knig knights hts and spiders and a persisten persistent, t,<br />

maddening maddening moth to kill you you when when your reflexes<br />

reflexes<br />

are too slow, and there are puzzles to solve. But<br />

there are no win conditions. <strong>The</strong> program never<br />

congratulates you and says, "That's it, you've<br />

solved solved it it all all." ." It's It's fun fun simply simply to to explore explore the the dozens<br />

dozens<br />

<strong>of</strong> <strong>of</strong> di different ffe rent rooms rooms and find out out wwhat hat secrets secrets they<br />

hold. hold . It's no coincidence that my son loves to play<br />

it, and has never found it fru frustrating, strating, though it is<br />

always cha challenging. llenging.<br />

Eastern Enslerll Front. Frolli. This APX game isn't for children,<br />

and and there there are are definite definite win conditions, conditions, but but it it<br />

is a war wa r game that gives you freedom to plan your<br />

own own moves, to develop your your own own strategy, strategy, and and<br />

there are hundreds and hundreds <strong>of</strong> possible possibl e<br />

ways ways to to play, pl ay, none <strong>of</strong> them " "wrong." wrong." Your Yo ur decisions<br />

are arc shaped by events, but the events do not<br />

control you any more than you control them.<br />

(AT {ATARI ARI Program Progrnll/ Exchange, Exchnllge, 155 M<strong>of</strong>fett Park Pnrk Drive, Orive,<br />

B-l, B-1 , P.O. Box427, Box 427, SlIlIlIyvnle, Sunnyvale, CA 94086.)<br />

Facemaker. Fncell/nker. It runs slowly, but but I find find that that my my<br />

son never gets impatient with the th e ga game me from Spinnaker.<br />

<strong>The</strong> choice <strong>of</strong> facial features is very limited,<br />

but the important important thing is the the way the the program<br />

and the child interact. It aallows ll ows a a child whose w hose<br />

drawings are are still very very primitive to make make faces faces<br />

that actually actually resemble resemble real faces, faces, and and program<br />

them to perform a series <strong>of</strong> actions. When my son<br />

plays with Facemaker, Fncemnker, he is creating crea ting something,<br />

and and doing things with it that could not possibly<br />

be done without the computer. (Spinnaker, (Spi ll linker, 215 1st lsi<br />

St., 51 ., Cambridge, Cnll/bridge, MA 02142.) 02142 .)<br />

<strong>The</strong> Five Types<br />

<strong>The</strong> Five Types<br />

<strong>The</strong>re are probably other games ga mes that make use <strong>of</strong><br />

the special advantages <strong>of</strong> the home computer, but<br />

the point is that they are distressingly rare. Most<br />

<strong>of</strong> the games coming out today are variations on<br />

the same sa me old themes:<br />

• Target Tnrget Shoot. <strong>The</strong> targets move, they dance,<br />

they are cute or they are menacing, but the game<br />

always consists <strong>of</strong> shooting them down.<br />

• Tag. Tng. <strong>The</strong> same old targets, but you have to


<strong>The</strong> Official<br />

<strong>The</strong> game that puts space games in<br />

perspective. Zaxxon "\ one <strong>of</strong> the most<br />

popular ar<strong>ca</strong>de games <strong>of</strong> 1982. is now avail<br />

able for use with your home computer<br />

system.<br />

Zaxxon" technology and creativity present<br />

a 3-dimensional-like playfield which sets<br />

Zaxxon "* apart from other computer games.<br />

Zaxxon " looks and sounds like aircraft<br />

flight, and players <strong>ca</strong>n soar to new levels <strong>of</strong><br />

home computer entertainment. From the<br />

daring attack on the enemy's floating for<br />

tress and the blazing battle against the en<br />

emy's fighter fleet to the (inal showdown with<br />

the deadly armored robot, Zaxxon" chal<br />

lenges the skill and imagination ol every<br />

player at every level <strong>of</strong> skill.<br />

Imagine yourself the pilot, attacking the<br />

enemy fortress-climbing, diving, strafing to<br />

score points and extra fuel. <strong>The</strong> enemy<br />

fights back with a barrage <strong>of</strong> missiles and<br />

gunfire. <strong>The</strong>n you face a fleet <strong>of</strong> enemy fight<br />

*%<br />

ers in a gripping dogfight <strong>of</strong> altitude strategy<br />

;9V Chatsworth. CA91311<br />

and flying skill. Survive this battle and the<br />

enemy's fortress, defended with laser bar<br />

riers, then you've earned the ultimate chal ah<br />

lenge; a blazing confrontation with the pow<br />

erful robot, armed with a lethal homing<br />

missile.<br />

Zaxxon'" is the one game that you must see<br />

to believe. You have to play it to feel its im<br />

pact. If you're ready to face the challenge,<br />

check with your lo<strong>ca</strong>l s<strong>of</strong>tware dealer or<br />

send check or money order with $2.00 post<br />

age handling. California residents add<br />

6Va% sales tax. Available on <strong>ca</strong>ssette or<br />

diskette. Suggested retail price S39.95.<br />

Available on Atarr 16K <strong>ca</strong>ssette, and 16 32K<br />

disk, Radio Shack' Color 32K <strong>ca</strong>ssette and<br />

disk. Apple' 48Kdisk.<br />

J X=2/ COMPUTER SOFTWARE<br />

|nl" 9421 Winnetka Avenue<br />

! (213)701-5161<br />

c.1982Datas<strong>of</strong>i" Inc.<br />

)W- Daias<strong>of</strong>l' is a registered trademark ol Dalas<strong>of</strong>l Inc.'<br />

Sega' and Zaxxorr" ate registered trademarks <strong>of</strong> Sega Enterprises Inc.


<strong>ca</strong>tch them instead <strong>of</strong> shooting at them.<br />

• COlllil/g Coining al at YOI/. You. Tag, only they're trying to<br />

<strong>ca</strong>tch yOI/ you or shoot shoot yOI/, you, and you spend a lot <strong>of</strong><br />

time time running and dodging.<br />

• Scralllble. You have to get from here to there,<br />

and there are things in th e way.<br />

• Maze. Like scramble, scramble, only only there there are several<br />

routes routes you you <strong>ca</strong>n fo follow, llow, and and you you have have to figure figure out<br />

the best best one. one.<br />

Have Have I mi missed ssed anything? anything? Even Even sports sports simulations,<br />

tions, li like ke the sports that that inspired them, them, are combinations<br />

binations <strong>of</strong> these these elements. Football Football is tag plus plus<br />

scramble - or coming coming at you, you, depending depending on<br />

whether whether you're you're playing playing <strong>of</strong>fense <strong>of</strong>fense or defense.<br />

Hockey is target shoot plus scramble. Baseball is<br />

• Scramble. You have to get from here to there,<br />

and there are things in the way.<br />

Hockey is target shoot plus scramble. Baseball is<br />

scramble, scramble, target shoot, shoot, and and tag. Lots <strong>of</strong> fun fun, , but but<br />

all these wonderful new games are just combina<br />

a ll these wonderful new games are just combinations<br />

tions <strong>of</strong> the same old old things.<br />

things.<br />

New, New, creative game elements are getting<br />

getting<br />

rarer. rarer. An ar<strong>ca</strong>de ar<strong>ca</strong>de game like Joust Joust, , wwhich hich really<br />

does introduce a whole new way to move a player<br />

on a screen, still turns into tag-plus-scramble once<br />

you master wing-flapping. Donkey Kong Junior Ju nior.<br />

has that wonderful wonderful swinging swinging motion and the dIf­ dif<br />

ference between two-handed two-handed and one-handed<br />

one-handed<br />

climbing, but but it's it's still a maze with with things coming<br />

at you.<br />

Wha Whatt else is there?<br />

does introduce a whole new way to move a player<br />

on a screen, still turns into tag-plus-scramble once<br />

Games That Let You Create<br />

Games That Let You Create<br />

What What I want to see are games that let let the the player player<br />

create things. BASIC and and LISP LISP and and PASCAL and<br />

PILOT all fit the bill - but but they they also require require mas mas­<br />

tering tering some pretty pretty sophisti<strong>ca</strong>ted concepts. <strong>The</strong>y're <strong>The</strong>y're<br />

fun, but but they they aren't exactly exactly play. What I would<br />

like like to see see is something as simple simple as as building with<br />

wooden blocks, while exploiting all all the strengths<br />

strengths<br />

<strong>of</strong> the the home home computer.<br />

And what w hat are are those those strengths? strengths?<br />

1. Till1e. Running out <strong>of</strong> quarters doesn't mean<br />

1. Time. Running out <strong>of</strong> quarters doesn't mean<br />

you you have have to to quit. quit. Nobody's Nobody's rushing rushing you to to finish. fini sh.<br />

You <strong>ca</strong>n think, instead <strong>of</strong> letting the computer<br />

Yo u <strong>ca</strong> n think, instead <strong>of</strong> letting the computer<br />

train train your your reflexes. reflexes.<br />

2. Permanence. Pel'll/al/ellee. You You <strong>ca</strong>n <strong>ca</strong> n save save the result resul t <strong>of</strong> <strong>of</strong><br />

what you've done, change it, re-use it, limited<br />

what you've done, change it, re-use it, limited<br />

only by the number number <strong>of</strong> <strong>ca</strong>ssettes or or diskettes diskettes you<br />

have on hand.<br />

have on hand.<br />

3. World World creation. creatiol/ . You're manipulating manipulating num­<br />

bers, bers, it's it's true; true; but the the result <strong>ca</strong>n <strong>ca</strong>n be visible visible and and<br />

audible, and it <strong>ca</strong>n move. You <strong>ca</strong> n create worlds<br />

audible, and it <strong>ca</strong>n move. You <strong>ca</strong>n create worlds<br />

the the way way fiction fi ction writers create create them, and and bring bring<br />

them to life as, until now, only movie-makers<br />

them to life as, until now, only movie-makers<br />

could. could .<br />

4. Individuality. II/dividuality. It's your computer. computer. Why<br />

shouldn't shouldn't the results <strong>of</strong> your your play, and and your your children's<br />

play, be uniquely your own? Why should<br />

dren's play, be uniquely your own? Why should<br />

the only difference difference between you and and any other<br />

player be your score?<br />

player be your score?<br />

36 COMPUTE! COMPUTE! July 1983<br />

Let's Design A Game<br />

Let's Design A Game<br />

It's easy to talk about this kind <strong>of</strong> ga game. me. It's only<br />

a li little ttle harder to design it. So I' I'll ll give you a detailed<br />

game design that you <strong>ca</strong>n program. But after after what<br />

I've said about individuality and creativity, th there's ere's<br />

no way I could provide you with a complete program<br />

listing. I' I'll ll just <strong>of</strong>fer detailed documentation<br />

for the game, then a few hints on how to program<br />

it, and let you design the way the program works<br />

yourself. It It <strong>ca</strong> <strong>ca</strong>n n easily be executed in BASIC,<br />

though at some points you may be happier with<br />

machi machine ne language subroutines.<br />

(<strong>The</strong> documentation that follows is long and<br />

detailed, but when you're designing a computer<br />

ga game, me, it's usually a good id idea ea to figure out exactly<br />

wwhat hat the the player's ex experience perience <strong>of</strong> playing pl aying the the game<br />

will be like. This This is is especially true true if you aren't as<br />

conversant conversant with your programming language as<br />

you are with English. By writing out the instructions<br />

and rules first, as I have done here, you <strong>ca</strong>n<br />

save save yourself yourself debugging and revising revising time time later.)<br />

later.)<br />

Railroader<br />

Railroader<br />

You are building a network <strong>of</strong> railroads. When<br />

it's aall ll built, you control the switches and make<br />

your train run on the tracks wherever you want.<br />

<strong>The</strong> game, though simple enough for a preschooler<br />

to master, is really an introduction to<br />

programming. Model railroaders were designing<br />

loops and and branches branches long long before before electronic computers<br />

computers<br />

were a a twinkle twinkle in in Sperry-Rand's eye. eye. If the the player<br />

does not close all the loops and resolve all the<br />

branches, the program wwill ill provide aa few reminders.<br />

If the player still refuses to tie up loose<br />

ends, the program will will do it. it.<br />

And, for those who have the most fun playing<br />

cooperatively with someone else, the program<br />

allows two players to design railroads rail roads on the same<br />

screen, and and run their their trains at at once once (with some­<br />

times times disastrous disastrous effects) effects). .<br />

<strong>The</strong> Track-Laying Stage<br />

<strong>The</strong> Track-Laying Stage<br />

"Railroader" begins begins by by announcing announcing its name and and<br />

finding out the answers to aa few questions. Do<br />

you want to to lay track track or or run a train on on an alreadycreated<br />

track layout? Will there be one or two<br />

players? Do you want to to lay lay track at the beginner<br />

or expert expert level? Do you want to save save the track<br />

layout you create, and if if you plan to save it in a<br />

disk file, what should the file be named?<br />

When you have made your selections and<br />

pressed START, the screen displays a list <strong>of</strong><br />

instructions:<br />

"Use joystick and joystick button to lay<br />

track units."<br />

"Type 1 to go on to the next track unit."<br />

"Type 2 to choose which w hich railroad spur to<br />

complete."


"Type 3 when w hen your layout is iscomplete.At complete. At this this<br />

point, if you haven't brought every every spur spur back back<br />

to the main line, Railroader Rail roader will will do it for fo r you,<br />

and if you want wa nt to save the layout, Railroader Railroader<br />

will w ill save it." it. "<br />

"Press " Press any key or Or joystick button to begin." begin ."<br />

When you give the signal, a light light green screen<br />

appears. If there is one player, a single single orange orange<br />

square appears about one-quarter one-quarter <strong>of</strong> the the way in<br />

from the left on the bottom <strong>of</strong> the the screen. If there th ere<br />

are two players, a second square appears a quarter quarter<br />

<strong>of</strong> the way in from the right. <strong>The</strong>se squares squares work<br />

like cursors - they mark the area where you are are<br />

laying track.<br />

Laying Simple Track Units<br />

Laying Simple Track Units<br />

(<strong>The</strong> Beginner Level)<br />

To lay track, track, use your your joystick. joystick. Push Push forward fo rward to to<br />

make a straight verti<strong>ca</strong>l verti<strong>ca</strong> l track unit uni t appear appear in the the<br />

square. square. Push left for fo r a track track that that curves curves to to the the left, left,<br />

right ri ght fora for a track that curves curves to the th e right. right. If If you you<br />

change your mind, push a different d ifferent direction, d irecti on,<br />

and the track unit changes. changes. However, However, the the first first<br />

track unit uni t always starts at the th e bottom bottom center center <strong>of</strong> <strong>of</strong> the the<br />

square.<br />

<strong>The</strong>se simple sim ple track units look like li ke this:<br />

put on a straight track, your square will appear<br />

just above it; if you curved left, le ft, your square will<br />

If you are playing alone, you may immediately<br />

lay the next unit <strong>of</strong> track; if there is another player,<br />

you must wait wa it your turn to lay track again; when w hen<br />

unit will begin where the old one left <strong>of</strong>f. If you<br />

curved left before, befo re, your yo ur new track unit will start<br />

sor, like this:<br />

Cursor<br />

38 38 COMPUTE! COMPUTE! July July 1983 1983<br />

Y/////////////////A<br />

"<br />

n<br />

When you are satisfied with your choice, you<br />

reach over to the computer and type 1. Your square<br />

now moves to the blank area just beyond the end<br />

<strong>of</strong> the track unit you placed on the screen. If you<br />

put on a straight track, your square will appear<br />

appear to the th e left.<br />

If you are playin g alone, you may immedi ately<br />

the other player types ty pes 1, it will be your turn.<br />

<strong>The</strong> next time you lay track, your new track<br />

unit will begin w here the old one left <strong>of</strong>f. If you<br />

in the middle <strong>of</strong> the right-hand edge <strong>of</strong> your cursor,<br />

like this:<br />

"<br />

'I<br />

Again, to to lay lay simple track units you have<br />

three choices. Let's Let's say that you curved left on<br />

your first track unit. Now if if yo youu push the joystick<br />

left, a straight straight horizontal track unit will appear. If<br />

you pull th the e joysti joystick ck toward you, the track wwill ill<br />

make another curve, this time downwa downward. rd. If you<br />

push the the joystick away fro from m you, the track unit<br />

will curve curve upward.<br />

With every every simple track unit you lay, the<br />

track will always begin where the last square left<br />

<strong>of</strong>f, <strong>of</strong>f, and and will end up up headin heading g in one <strong>of</strong> the three<br />

valid directi directions ons you you <strong>ca</strong> <strong>ca</strong>n n push the joystick.<br />

If you <strong>ca</strong> <strong>ca</strong>use use the the track track to end end at the edge edge <strong>of</strong><br />

the the screen, your cursor will appear at the opposite<br />

edge. This mea ns that track that ends on the left<br />

edge. This means that track that ends on the left<br />

side side <strong>of</strong> <strong>of</strong> the the screen screen is continued on the right side;<br />

track that ends at the top is continued at the<br />

track that ends at the top is continued at the<br />

bottom bottom. .<br />

Erasing. If If you want to go back and change<br />

the the last track unit you you completed, completed, push push the joystick<br />

joystick<br />

in the directi direction on <strong>of</strong> that track unit. Any track unit<br />

you you laid in the the new positio position n wi will ll be erased, and<br />

your cursor will move to the former square, wwhere here<br />

you you <strong>ca</strong> <strong>ca</strong>n n either lay a track segment or go still farther<br />

back, erasing each each track segment segment as you leave it<br />

behind behind. . Yo Youu may erase as many track units as<br />

you you like, li ke, or or stop at any pOint point and lay a new track<br />

segmen segment. t. But remember, remember, if you are playing with<br />

another another player, player, your turn ends wwhen hen you type l. 1.<br />

You <strong>ca</strong> <strong>ca</strong>nn erase as many units as you like, but you<br />

<strong>ca</strong> <strong>ca</strong>nn lay only only olle one track unit.<br />

Wil When ell Tracks TOllcil. Touch. At the beginner level, if<br />

you <strong>ca</strong> <strong>ca</strong>use use the track to touch an existi existing ng track segment,<br />

either your own or the other player'S, player's, Railroader<br />

will automati <strong>ca</strong>lly crea te th e fo llowing<br />

roader will automati<strong>ca</strong>lly create the following<br />

valid va lid pa patterns: tterns:<br />

Crossover Curved by-pass<br />

Crossover Curved by-pass<br />

At the beginner level, and w henever you are<br />

At the beginner level, and whenever you are<br />

touching the other player' player's s track units, you may<br />

not no t <strong>ca</strong>use <strong>ca</strong> use the two tracks to join. If you are about<br />

to cross a curved track, you <strong>ca</strong> <strong>ca</strong>n n choose to curve<br />

only in the opposite directi direction. on. If you are about to<br />

cross a straight track, you <strong>ca</strong> n lay only a straight<br />

cross a straight track, you <strong>ca</strong>n lay only a straight<br />

track across it, not a curve that would join it. And<br />

if a new trac track k unit would <strong>ca</strong> <strong>ca</strong>use use your track to run<br />

into the end <strong>of</strong> ano another ther player's spur, you will be<br />

allowed to lay only curved tracks that turn away<br />

from the other player's track:


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THE PLACE: a remote outpost on an ice world light years from earth.<br />

Suddenly the small planet THULE is surrounded by alien life orbs destined to change the atmo<br />

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You take the command <strong>of</strong> your single seat fighter to destroy the aliens before it's too late. But you<br />

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STAR SENTRY is an ar<strong>ca</strong>de-type space action game written entirely in machine language for<br />

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ar Sentry is a trademark <strong>of</strong> A.N.A.L.O.G. S<strong>of</strong>tware.


NEW PRODUCTS<br />

AT THE COMDEX/SPRING<br />

COMPUTER SHOW<br />

New products displayed at the Comdex/Spring confer<br />

ence, held in ill Atlanta Allania during lale late April, show a trend Ireud<br />

toward stilllllore still more home home cOIIIPuters, computers, lower-priced home home<br />

peripherals, and increasing support for the popular<br />

home computers already on the market.<br />

least a little) as new programs were introduced<br />

for for all the the popular popular home computers. computers. Most Most <strong>of</strong> <strong>of</strong> these<br />

these<br />

products should be on the market by the time this<br />

article appears. Here's a rundown:<br />

New <strong>Compute</strong>rs<br />

It's It's hard hard to imagine how how the the low-end home com­<br />

puter puter market <strong>ca</strong> <strong>ca</strong>n n absorb absorb many many more machines,<br />

especially especially with with such such leadin leading g contenders contenders as as <strong>Commodore</strong>,<br />

Texas Instruments, Atari, and Tandy<br />

engaged in runaway price wars. But the home<br />

market is expanding expanding so so fast that that no one one wants to to<br />

be be left out, least <strong>of</strong> all the Japanese Japanese and and the the<br />

British British. .<br />

That's That's wwhy hy you you <strong>ca</strong> <strong>ca</strong>nn expect expect to to see see more more imports<br />

invading invading the the U.s. U.S. market. market. <strong>The</strong> <strong>The</strong> British success<br />

cess with with the the Timex/Sinciair Timex/Sinclair isn't easily easily ignored ignored. .<br />

42 A7 COMPUTE! July1Q83<br />

Ju1y1983<br />

NEW PRODUCTS<br />

New producls displayed allhe COllldexlSpriug confer­<br />

home cOl1lputers already on the market.<br />

This year's Comdex/Spring show was more interesting<br />

esting than than most for for home compute computerists. rists. Known<br />

Known<br />

<strong>of</strong>fi <strong>of</strong>ficially ciall y as as the the "National Spring Spring Conference Conference Exposition<br />

for Independent Sa Sales les OOrganizations," rganiza ti ons,"<br />

Comdex is primarily primaril y a a show for com computer pu ter dealers,<br />

manufacturers, and businessmen. busi nessmen . Consequently,<br />

almost almost all all the the wares wares on on display display at this this large large show show<br />

are are for the th e more more expensive expensive personal and and business busin ess<br />

systems.<br />

systems.<br />

At the the show this this yea year, r, however, there there seemed<br />

to to be be more more than the the usual number <strong>of</strong> exhibitors<br />

displaying displaying products for fo r lower-priced home computers.<br />

Two Two new home computers were show shownn ­-<br />

both imports; several low-cost printers and other<br />

peripherals peripherals made made im impressive pressive appea appearances; rances; and and<br />

s<strong>of</strong>tware s<strong>of</strong>tware started <strong>ca</strong> <strong>ca</strong>tching tching up up with with ha hardware rdware (a (att<br />

least a little) as new programs were introduced<br />

article appears. Here's a rundown:<br />

New <strong>Compute</strong>rs<br />

Tom Tom R Halfhill, Halfhill, Features Features Editor<br />

Editor<br />

<strong>The</strong> newest British entry is the OOric-1, ric-l, man­<br />

ufactured ufactured by by Oric O ric Products Products International Ltd., Ltd ., <strong>of</strong><br />

Berkshi Berkshire, re, England. England. Reputedly Reputedly the the second second bestselling<br />

micro in Bri ta in and Europe (next to the<br />

selling micro in Britain and Europe (next to the<br />

Sinclair), Sinclair), the the Oric-l Oric-1 appears appears to be a a good computer<br />

computer<br />

in search <strong>of</strong> a good U.S. distributor. An Oric rep<br />

in search <strong>of</strong> a.good U.s. distributor. An Oric rep­<br />

resentative resentati ve said the company ex experimented perimented with<br />

mail order order sales, sales, but but quit in favor favor <strong>of</strong> setting setting up up a a<br />

more more conventional distribution distribution network. OOric ri c<br />

hopes to have one in place by midsummer.<br />

<strong>The</strong> standard Oric-l Oric-1 incl includes: udes: 16K <strong>of</strong> Random<br />

Access Memory (RAM); a a 57-key keyboard, with<br />

moving moving keys arra arranged nged typewriter-style; typewriter-style; full repeat<br />

repeat<br />

on aall ll keys; keys; standard standard ASCII ASCII character character set with<br />

upper/lower<strong>ca</strong>se; upperllower<strong>ca</strong>se; 96 96 redefinablc redefinabl e characters; 16<br />

colors; colors; 40-column by by 28-row 28-row screen screen display display in in text<br />

mode; and a a 240- by 200-pixe 200-pixell high-resolution<br />

graphics mode. Fo r sound there is a three-channel<br />

graphics mode. For sound there is a three-channel<br />

sound synthesizer with a seven-octave range and<br />

programmable programmable envelopes, similar similar to the the <strong>Commodore</strong><br />

dore 64, an an in internal ternal speaker, speaker, and and connections connections for for<br />

external speakers.<br />

speakers.<br />

A <strong>ca</strong>ssette <strong>ca</strong>ssette interface works at 300 baud or or a a<br />

very fast 2400 baud, and interfaces include a built­<br />

very fast 2400 baud, and interfaces include a builtin<br />

Centronics-standard parallel para ll el printer interface; in terface;<br />

an an expansion expansion port fo forr RAM and and Read Read OOnly nly Memory<br />

(ROM) <strong>ca</strong>rtri,dges; and a Red-Green- Blue<br />

ory (ROM) <strong>ca</strong>rtridges; and a Red-Green-Blue<br />

(RGB) interface fo forr high- high-resolution resolu tion color color video<br />

video<br />

monitors. <strong>The</strong> built-in BASIC programming lan<br />

guage guage includes includes such such interesting interesting commands commands as as<br />

INK and PAPER (for color color control), control), DOUBLE,<br />

FLASH, FLASH, and and INVERSE INVERSE (for (for character character control),<br />

control),<br />

DRAW, CIRCLE, and PLOT (for graphics), and<br />

monitors. <strong>The</strong> built-in BASIC programming lan­<br />

DRAW, CIRCLE, and PLOT (for graphics), and<br />

even even SOUND, MUSIC, PLAY, PLAY, PI PING, NG, SHOOT,<br />

SHOOT,<br />

EXPLO EXPLODE, DE, and ZAP (for (for sound control).<br />

control).<br />

<strong>The</strong> Central Processing Unit (C PU) is the<br />

<strong>The</strong> Central Processing Unit (CPU) is the<br />

6502A 6502A microprocessor, microprocessor, basi<strong>ca</strong>lly basi<strong>ca</strong> lly the the same same chip chip<br />

found fo und in Apple, Atari Atari, , and <strong>Commodore</strong> com­<br />

puters. While this doesn't mea n the Oric-l is<br />

puters. While this doesn't mean the Oric-l is


compatible with these computers, it does mean mea n<br />

that machine language programmers could adjust<br />

to it fairly fairl y easily.<br />

<strong>The</strong> standard Oric-1 will sell for about $120 in<br />

U.S. U.s. funds. For about $240, there's a 64K RAM<br />

version with 16K <strong>of</strong> overlaid ROM, similar in arrangement<br />

to the <strong>Commodore</strong> 64.<br />

Oric also makes a full line <strong>of</strong> peripherals for<br />

the Oric-1. At Comdex, Oric was showing prototypes<br />

<strong>of</strong> a micr<strong>of</strong>loppy mi cr<strong>of</strong>loppy disk drive using the<br />

Hitachi 3-inch disks. <strong>The</strong> micr<strong>of</strong>loppy is expected<br />

to sell for about $240.<br />

If Oric succeeds in setting up a good U.S.<br />

distribution network, the Oric-l Oric-1 could prove competitive<br />

in this country, especially if its overseas<br />

s<strong>of</strong>tware base is also brought to Ameri<strong>ca</strong>.<br />

<strong>The</strong> Japanese Sord<br />

<strong>The</strong> Japanese Sord<br />

Of course, the Japanese aren't aren't standing idly by,<br />

either. <strong>The</strong>ir newest export to the U.S. U.s. is the Sord<br />

M5, a $199 computer with impressive graphics graphics<br />

and three different plug-in BASICs. <strong>The</strong> M5 is<br />

made by Sord <strong>Compute</strong>r Systems, the fastestgrowinggrowing<br />

microcomputer company in Japan.<br />

Founded in 1970 with $2500 by 26-year-old<br />

Takayoshi Takayoshi Shiina, Sord now commands about 15<br />

percent <strong>of</strong> the the Japanese business microcomputer<br />

market. Sord Sord is exporting a a line <strong>of</strong> <strong>of</strong> high-end personal<br />

and business computers to the U.S., and<br />

the M5 is its first home computer.<br />

<strong>The</strong> <strong>The</strong> M5 M5 will wi ll be be sold in two two different different config­<br />

urations: urations: the the M5 M5 Fun Fun <strong>Compute</strong>r and and the the M5 Multi- Multi­<br />

<strong>Compute</strong>r. <strong>Compute</strong>r. <strong>The</strong> <strong>The</strong> basic specifi<strong>ca</strong>tions are are the the same:<br />

20K <strong>of</strong> RAM expandable to 32K (although 16K is is<br />

used for the the screen); 8K 8K <strong>of</strong> <strong>of</strong> ROM with aa machine machine<br />

language monitor; 16 colors; a 55-key keyboard<br />

with moving moving rubber rubber keys; keys; upper/lower<strong>ca</strong>se and and<br />

graphics graphics characters; characters; a a flip-up top top that that conceals a a<br />

<strong>ca</strong>rtridge slot slot for for games, games, programming languages,<br />

and and other plug-in plug-in "firmware"; built-in built-in Centronicsstandardstandard<br />

parallel printer interface; <strong>ca</strong>ssette<br />

interface for standard tape recorders; sound generator;<br />

Z80A CPU; and a Texas Instruments video<br />

chip chip which w hich all allows ows up to to 32 sprites sprites (screen objects<br />

objects<br />

which which <strong>ca</strong> <strong>ca</strong>nn be crea created ted and and animated animated by your your own<br />

programs).<br />

<strong>The</strong> <strong>The</strong> two two packages packages do vary, vary, however, in terms<br />

terms<br />

<strong>of</strong> <strong>of</strong> included accessori accessories. es. <strong>The</strong> <strong>The</strong> M5 M5 <strong>ca</strong>n accept accept any <strong>of</strong> <strong>of</strong><br />

three three BASIC language language <strong>ca</strong>rtridges <strong>ca</strong>rtridges - BASIC-I (Introductory),<br />

BASIC-G BAS IC-G (Graphics), and BASIC-F<br />

BASIC-F<br />

(Floating Point). BASIC-I is for beginners and<br />

children, children, BASIC-G is for general genera! home home use use and<br />

graphics programming, and BASIC-F is a fullfledged<br />

floating-point BASIC for business, business,<br />

science, and math appli<strong>ca</strong>tions. <strong>The</strong> M5 Fun <strong>Compute</strong>r<br />

co comes mes with BASIC-I and a a game <strong>ca</strong>rtridge.<br />

<strong>The</strong> M5 Multi-<strong>Compute</strong>r comes with BASIC-G,<br />

an interesting dialect with special commands for<br />

the graphics and sprites sprites. . <strong>The</strong> Multi-<strong>Compute</strong>r<br />

.46 46 COMPUTE! July 1983<br />

also has a <strong>ca</strong>rrying <strong>ca</strong>rrying <strong>ca</strong>se and the FALC FALC <strong>ca</strong>rtridge, <strong>ca</strong> rtridge, a<br />

home data base program adapted from Sord's Sord's<br />

business s<strong>of</strong>tware. s<strong>of</strong>tware.<br />

<strong>The</strong> M5 will be distributed distributed through lo<strong>ca</strong>l<br />

dealers dealers by Sord <strong>Compute</strong>r <strong>Compute</strong>r <strong>of</strong> Ameri<strong>ca</strong>, Ameri<strong>ca</strong>, New<br />

York.<br />

<strong>The</strong> Gorilla Banana<br />

<strong>The</strong> Gorilla Banana<br />

When personal computers computers cost $1000 or more, it<br />

seemed seemed reasonable reasonable that printers sold for around around<br />

$500 or $600. But now that full-featured full -fea tured home<br />

computers computers are widely available available for under $100,<br />

the same printers printers <strong>ca</strong>n seem disproportionately<br />

disproportionately<br />

expensive. That's why manufacturers are rushing<br />

to produce produce printers (and (and other peripherals) peripherals) that<br />

are priced for for the hundreds <strong>of</strong> thousands thousa nds <strong>of</strong><br />

people peopl e who are are buying bllying inexpensive inex pensive mass-market<br />

mass-market<br />

computers. computers.<br />

<strong>The</strong> Tlte Gorilla Gorilla Banana 8allalla is the tlte first ill in a new lIew line lille <strong>of</strong> low-cost low-cost<br />

peripherals periplterals from frolll Leading Leadillg Edge. Edge.<br />

Several Several new new low-cost low-cost printers printers were were seen at<br />

Comdex. Comdex. Probably Probably the one which w hich attracted the the<br />

most most attention attention was was the the Gorilla Gorilla Banana, Banana, the the first first in<br />

an upcoming upcoming line line <strong>of</strong> <strong>of</strong> low-cost peripherals peripherals from from<br />

Leading Edge Products, Inc., <strong>of</strong> <strong>of</strong> Canton, Canton, Massachusetts<br />

(best-known for for Elephant Elephant Memory Memory<br />

disks). disks). Due this summer at $249.95, S249.95, the Banana Ba nana is<br />

an an SO-column, 80-column, tractor-feed, tractor-feed, unidirectional, unidirec tional, dotdotmatrix printer printer <strong>ca</strong> <strong>ca</strong>pable pable <strong>of</strong> 50 characters per per second.<br />

It has four character character sets sets (U.s., (U.S., British, Swedish,<br />

and German), a double-width print print mode, and<br />

upper/lower<strong>ca</strong>se (although without true descenders).<br />

ders). <strong>The</strong>re's also a dot-addressabl dot-addressablee graphics<br />

mode mode with a a density <strong>of</strong> <strong>of</strong> 63 63 x 60 60 dots dots per in inch. ch .<br />

Th", <strong>The</strong> Ba Banana nana attaches directly to any computer<br />

with with a Centro Centronics-standard nics-standard parallel parallel printer printer interface.<br />

<strong>Compute</strong>rs <strong>Compute</strong>rs without a parallel parallel port port wi will ll need need<br />

an interface interface at extra cost. cost. An interface interface for <strong>Commodore</strong><br />

64 and and VIC-20 computers wi will ll be be available<br />

for $29.95, $29.95, and and an optional <strong>ca</strong>rtridge for the sa same me<br />

price price wi will ll allow allow the the Banana to to print the special<br />

<strong>Commodore</strong> <strong>Commodore</strong> graphics graphics characters.<br />

characters.<br />

Another interesting SO-column 80-column dot-matrix<br />

dot-matrix<br />

printer printer is is the the STX-80 from Star Micronics, Inc. Inc., , <strong>of</strong><br />

Da Dallas, llas, Texas. Texas. Suggested retail retail is $199. Although<br />

Although<br />

the the STX-SO STX-80 is a thermal printer printer- - it uses uses a special<br />

print head and heat-sensi tive paper to form its<br />

print head and heat-sensitive paper to form its<br />

type type instead <strong>of</strong> an inked inked ribbon ribbon - you you wouldn't


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guess guess it it from fro m the printouts. <strong>The</strong> <strong>The</strong> thermal paper paper<br />

looks and and fee feels ls much like li ke standard ty typing ping paper.<br />

Unlike Unlike most thermal paper, paper, which which is silver, silver, this<br />

paper is white with crisp black lettering. <strong>The</strong> STX-<br />

80 is a a unidirectional unidirec ti onal printer that works at 60<br />

characters per second, has upper/lower<strong>ca</strong>se with<br />

true true descenders, descenders, a a double-width double-width text mode, block<br />

graphics graphics characters, characters, Europea Europeann characters, characters, a dotdotaddressableaddressable graphics graphics mode, and and a a Cenh'onics<br />

Centronics<br />

parallel interface. interface .<br />

Star Star Micronics Miconics also also o<strong>of</strong>fers ffers a a 40-column, inked<br />

ribbon, dot-matri dot-matrixx printer printer for $250. <strong>The</strong> <strong>The</strong> DP-8240<br />

DP-8240<br />

prints prin ts at 50 characters characters per per second, has friction or or<br />

tractor tractor feed, upper/lower<strong>ca</strong>se upperllower<strong>ca</strong>se without true true<br />

descenders, graphics characters, scientific and<br />

descenders, graphics characters, scientific and<br />

European chara characters, cters, and a a dot-add dot-addressable ressable<br />

graphics graphics mode.<br />

<strong>The</strong> <strong>The</strong> lowest-priced printer printer exhibited was was the the<br />

$129.99 $129.99 Impact Impact Printer Printer from Fidelity Electronics,<br />

Electronics,<br />

Ltd., <strong>of</strong> Miami, Florida. <strong>The</strong> Impact Printer works<br />

with the VIC-20 and <strong>Commodore</strong> 64 with no ad­<br />

with the VIC-20 and <strong>Commodore</strong> 64 with no ad<br />

ditional interface. Printing at 30 characters per<br />

second, it it has a a 24-column line line and and uses uses standard<br />

adding adding machine machine roll roll paper. Other Other features include<br />

include<br />

upper/lower<strong>ca</strong>se, upper/lower<strong>ca</strong>se, graphics graphics characters, characters, inverse<br />

inverse<br />

characters, characters, and dot-addressable dot-addressable graphics.<br />

Custom Joysticks<br />

Custom Joysticks<br />

Since the " "feel" feel" <strong>of</strong> a a joystick is highly subjective,<br />

many inde independent pendent companies companies are are introducing<br />

"custom" joysticks fo forr those who dislike the standard<br />

models models (for an an overview <strong>of</strong> custom ga game me<br />

controllers, see "<strong>The</strong> Joy joy Of Joysticks," joysticks," COM­ COM<br />

PUTE!, February 1983) 1983). . A few more new joysticks<br />

surfaced surfaced at at Comdex Comdex. .<br />

Suncom, Inc., <strong>of</strong> Norlhbrook, Northbrook, Illinois, makers<br />

<strong>of</strong> the the Slik Slik Stik Stik and Starfighter joysticks for for Ataricompatiblecompatible<br />

computers, computers, <strong>ca</strong>me <strong>ca</strong>me out out with a a Starfighter<br />

Starfighter<br />

model for the the Apple. <strong>The</strong> <strong>The</strong> Starfighter Starfighter is about about the the<br />

sa same me size size and and shape shape as as a a standard Ata Atari ri joystick,<br />

but but with with comfortably comfortably rounded edges. Overall, Overall, it's<br />

a luxurious luxurio us controller with right- and left-handed<br />

fire buttons; an an alternate alternate fire button button for for games<br />

games<br />

that require two buttons; a centering adjustment<br />

to fine-tune fin e-tune the the stick's stick's neutral position position to each<br />

Apple; Apple; a a switch switch to to select select either either a a long or or short<br />

throw throw <strong>of</strong> <strong>of</strong> the the stick; and and a a high-low high-low sensitivity<br />

sensitivity<br />

switch switch to to further tune tune the the stick's stick's response. response. Also,<br />

Suncom guarantees guarantees the the Starfighter Starfighter for two two years.<br />

Suggested retail retail is $49.95 for for the the Apple Apple lIe He version<br />

version<br />

(a (a $5.95 adapter adapter is needed for for the the Apple Apple lUll II/II +). +).<br />

Suncom also introduced two new controllers<br />

for Atari-compatible machines (Atari 400/800/<br />

1200XL, 1200XL, <strong>Commodore</strong> <strong>Commodore</strong> 64 64 and and VIC-20, VIC-20, Atari Atari VCS VCS<br />

2600, 2600, Sears Sears Telegame). Telegame). <strong>The</strong> <strong>The</strong> most unique unique is is the the<br />

Joy-Sensor, joy-Sensor, a a sstickless ti ckless joystick. <strong>The</strong> <strong>The</strong> Joy-Sensor joy-Sensor is<br />

a a hand-holdable hand-holdable box box with with a a flat disc disc where the<br />

stick stick should should be. Instead Instead <strong>of</strong> flexing flexing a a stick, stick, you<br />

rock the disc. disc. It It lists for $34.95.<br />

48 COMPUTE! Ju1y1983<br />

July 1983<br />

Suncom's Suncom's other other new joystick joystick is the the TAC-2<br />

(Totally Accurate Controller). This looks like an<br />

(Totally Accurate Controller). This looks like an<br />

adaptation <strong>of</strong> the Starfighter, with the add addition ition <strong>of</strong><br />

a longer, ball-tipped stick, and both right- and<br />

a longer, ball-tipped stick, and both right- and<br />

left-handed fire buttons. <strong>The</strong> TAC-2 is guaranteed<br />

for for two two yea years rs and lists lists for for $19.95 $19.95. .<br />

For users <strong>of</strong> Texas Instruments computers,<br />

Suncom introduced a a $12.95 adapter adapter so so that that Ataristylestyle<br />

joysticks will work on the the TI-99/4A, TI-99/4A, and a a<br />

$l3.95 $13.95 dual <strong>ca</strong>ssette recorder adapter.<br />

Since Since the the "feel" "feel" <strong>of</strong> <strong>of</strong> a joystick joystick<br />

is is highly highly subjective, subjective, many many<br />

independent companies are<br />

independent companies are<br />

introducing introducing "custom" "custom" joysticks joysticks<br />

for those who dislike the<br />

standard models.<br />

standard models.<br />

Two Two new new joysticks joysticks were also introduced by<br />

the the Kraft Kraft Systems Systems Company Company <strong>of</strong> <strong>of</strong> Vista, Vista, Ca California. li fo rnia.<br />

<strong>The</strong> <strong>The</strong> Kraft Kraft Joystick joystick is is a a lightweight lightweight Atari-compatible<br />

controller controller with with an an unusually short, flexible fl exibl e sstick tick<br />

designed designed for for fi fingertip ngertip acti action. on . It incl includes udes an an extralong<br />

eight-foot cord, a a one-yea one-yearr warranty, warra nty, and<br />

retails for $16.95. Another joystick, joys tick, the Switch­<br />

Switch-<br />

Hitter, has two two fire fire buttons buttons for for use by right- right- or<br />

left-handed left-handed players. Otherwise Otherwise identi<strong>ca</strong>l to to the the<br />

Kraft Joystick, joysti ck, it it retails retails for for $19.95 $19.95. .<br />

Accessories And Peripherals<br />

Accessories And Peripherals<br />

Numerous other add-ons were introduced at<br />

Comdex/Spring, too. Here are some wwhich hich deserve<br />

special note:<br />

• A low-cost modem modem for for the the Apple. <strong>The</strong> <strong>The</strong> $119<br />

Networker Networker modem, by by Zoom Zoom Telephonics, Telephonies, <strong>of</strong> <strong>of</strong><br />

Boston, Boston, Massachusetts, Massachusetts, plugs plugs into into a a single single ex expan pansion<br />

sion slot slot and and requires requires no other other connecti connections ons or or<br />

external power source. It's a 300-baud directconnect<br />

modem modem that hooks hooks up up to to any any modular<br />

modular<br />

phone jack. It It has an originate/answer originate/answer switch, a a<br />

<strong>ca</strong>rrier <strong>ca</strong>rrier detection detection LED, and and is is compatible compatible with with any any<br />

standard standard telecommuni<strong>ca</strong>tions s<strong>of</strong>tware s<strong>of</strong>tware. . For For$169, $169,<br />

the Networker comes with Nettnaster, Ne ill/aster, a terminal<br />

program with with upload/download, upload/download, and and a a 40K 40K text<br />

buffer buffer (on (on a a 64K 64K system).<br />

• Plug-in Plug-in boards boards for <strong>Commodore</strong> <strong>Commodore</strong> and and Texas<br />

Texas<br />

Instruments Instruments computers computers. . Microtek, Microtek, Inc., Inc., <strong>of</strong> San San<br />

Diego, Diego, California, California, introduced introduced a a $299 $299 64 64K K memory<br />

board board fo forr the the TJ-99/4A TI-99/4A which fits fits into the the expansion<br />

sion box. bo?,. A A 32K board also also is is planned. planned . For For the the<br />

VIC-20," VIC-20, Microtek introduced VIGOR (VIe's (VIC's Grand


OOld ld RAM-<strong>ca</strong>ge). This is a $39.95, three-slot expansion<br />

board. For both the VIC and <strong>Commodore</strong><br />

64, 64, there's there's the CC-2064, CC-2064, a a $70 interface interface <strong>ca</strong>ble <strong>ca</strong>ble which which<br />

aallows llows the computers to drive parallel printers.<br />

• New disk drive drive for Atari. Ata ri . <strong>The</strong> <strong>The</strong> Rana 1000 1000<br />

Atari-compatible Ata ri-compatible disk disk drive, drive, by Rana Systems, Systems, <strong>of</strong><br />

Carson, Ca California, lifornia, also was shown at the West<br />

Coast <strong>Compute</strong>r Faire in San Francisco a few<br />

weeks before Comdex/Spring. Due Due on on the the market<br />

market<br />

this summer, the Rana 1000 is switchable single/<br />

double double density density and will will retail for for $449 $449 ($49 ($49 ex extra tra<br />

for the the double-density double-density Disk Operating Operating System) System). .<br />

Tile <strong>The</strong> Rana Raila 1000 1000 disk disk drive for Atari <strong>of</strong>fers single sillgle alld mid dOl/ble<br />

double<br />

dellsity density for $449.<br />

$449.<br />

It It has has some some unique features features not not found on on other<br />

other<br />

drives: a a write-protect button, button, a a unit unit 10 ID button<br />

(which (which tells tells you you th the e drive's drive's position in the the daisy<br />

daisy<br />

chain if you you have several), an an error error button (which<br />

(which<br />

returns an error code), and a a button wwhich hich lets<br />

you know wwhich hich track the head is reading or<br />

writing. What's What's more, more, the drive drive runs runs very quietly<br />

quietly<br />

and is onl onlyy about a a third the size <strong>of</strong> a a standard<br />

Atari drive.<br />

• Network letwork systems systems for Atari. <strong>The</strong>se <strong>The</strong>se systems<br />

systems<br />

look like they'd be ideal for classrooms, computer<br />

look like they'd be ideal for classrooms, computer<br />

<strong>ca</strong>mps, and even users groups. With the Quick<br />

Share, you <strong>ca</strong> n hook up to four Atari computers<br />

Share, you <strong>ca</strong>n hook up to four Atari computers<br />

to a a single ddisk isk drive, 850 Interface Module, and<br />

printer. <strong>The</strong> Quick Share continuously s<strong>ca</strong>ns the<br />

four fo ur computers computers for input/output commands commands and and<br />

lets them access the devices on aa first-come, firstserved<br />

basis. Four blinking LEOs LEDs let users know<br />

when when the the devices devices are are busy. It It costs costs $595 $595 and is is<br />

available from Wolsten's <strong>Compute</strong>r Devices, Inc.,<br />

<strong>of</strong> East Orange, New Jersey. <strong>The</strong> company also<br />

<strong>of</strong> East Orange, New Jersey. <strong>The</strong> company also<br />

introduced introduced a a similar, but but larger larger system system primarily primarily<br />

for classroom use. Called the Network 216 and<br />

for classroom use. Call ed the Network 216 and<br />

Monitor 16, 16, it it allows allows up up to 16 Ataris Ataris to to connect to<br />

a single drive and printer. In addition, the master<br />

a single drive and printer. In addition, the master<br />

sta station ti on hooks up to a a TV so the operator <strong>ca</strong>n see<br />

what's happening on any one <strong>of</strong> the 16 computer<br />

what's happening on anyone <strong>of</strong> the 16 computer<br />

monitors. A A headset headset with with a a microphone microphone plugs<br />

into into the the station station so so the the operator operator <strong>ca</strong> <strong>ca</strong>n n converse converse privately<br />

with any <strong>of</strong> the 16 students (the operator's<br />

vately with any <strong>of</strong> the 16 students (the operator's<br />

voice comes through the TV speaker). This looks<br />

like a great way for teachers to make sure their<br />

like a great way for teachers to make sure their<br />

50 50 COMPun! COMPUTE! July July 1983 1983<br />

students students aren't aren't playing playing Centipedes on on the the sly. sly. It<br />

wwill ill sell for $1995, <strong>ca</strong>bl <strong>ca</strong>bles es extra extra. .<br />

• Supermother Supermother fo forr VIC-20. What's What's a a Supe Superrmother?<br />

It It appears appears to to be be the the largest expansion<br />

expansion<br />

board board available available for the the VIC. This This huge board boa rd has has<br />

eight switch-selectable slots for memory and program<br />

gram <strong>ca</strong>rtridges, <strong>ca</strong>rtridges, a a system reset button, a a pause<br />

button button that that freezes freezes games games or or other other programs, programs, and and<br />

a a switch switch that lets you back up up <strong>ca</strong>rtridges <strong>ca</strong>rtridges on on ta tape pe<br />

or or disk. It It retails for $149.95, $149.95, fro from m Compuscope,<br />

Compuscope,<br />

Inc., <strong>of</strong> Tillamook, OOregon. regon.<br />

Edu<strong>ca</strong>tional S<strong>of</strong>tware<br />

Edu<strong>ca</strong>tional S<strong>of</strong>tware<br />

Now that that more schools schools are are acquiring acquiring computers<br />

computers<br />

for their students, and more parents are buying<br />

home home computers for their their children, the the demand<br />

demand<br />

for good edu<strong>ca</strong>ti edu<strong>ca</strong>tional onal s<strong>of</strong>tware is becoming almost<br />

unquenchable. Fortunately, some compani companies es<br />

with with background in other other edu<strong>ca</strong> edu<strong>ca</strong>tional ti onal fields are are<br />

starting to get involved in s<strong>of</strong>tware.<br />

Among Among these these is is Scholastic, Inc., Inc., <strong>of</strong> Englewood<br />

Englewood<br />

Cliffs, Cliffs, New New Jersey. Remember Remember the the Weekly Render? Reader?<br />

Scholastic Scholastic is now introducing Wizware, Wizware, a a line line <strong>of</strong><br />

programs for Apple, VIC-20, Ata Atari, ri , and Texas<br />

Instruments In struments computers. <strong>The</strong> first samples are<br />

entertaining and colorfu colorfull and make good use <strong>of</strong><br />

each each computer's computer's special features. Among Among the the interesting<br />

teresting programs at at the the show show were were Turtle Tracks,<br />

Tracks,<br />

which uses turtle graphics to teach programming<br />

by by crea creating ting drawings drawings and and songs; songs; Th <strong>The</strong>e Sql/are Square Pairs,<br />

a a memory game; and YOUr Your COlllputer, <strong>Compute</strong>r, a a how-to<br />

introduction introduction to to computers with a a robot robot narrator.<br />

narrator.<br />

Another Another line line <strong>of</strong> edu<strong>ca</strong>tional edu<strong>ca</strong>tional s<strong>of</strong>tware s<strong>of</strong>tware was was<br />

displayed displayed by by Edu-Ware Edu-Ware Services, Services, Inc., <strong>of</strong> <strong>of</strong> Agoura<br />

Agoura<br />

Hills, Hills, Califo California. rnia. Most Most were were for the the Apple, with with a a<br />

few for the the Atari. Ranging from preschool prescbool to college<br />

lege level, the programs programs cover cover basic math, algebra,<br />

spelling, spelling, reading, reading, perception, and SA SAT/PSAT TIPSA T<br />

preparation. One <strong>of</strong> <strong>of</strong> the most most interesting packages<br />

was Hands On BASIC Programming, an introduction<br />

to Apples<strong>of</strong>t Apples<strong>of</strong>t BASIC BASIC with with additional additional instruction<br />

instruction<br />

on on more more advanced advanced BASICs. BASICs. It includes a a 185-page<br />

185-page<br />

manual and two disks <strong>of</strong> sample programs.<br />

Micr<strong>of</strong>loppy Update<br />

Micr<strong>of</strong>loppy Update<br />

More More shots were fired fired during during the the show show in in the<br />

continuing continuing micr<strong>of</strong>loppy micr<strong>of</strong>loppy wars (see (see "Mass " Mass Memory<br />

Memory<br />

Now And And In In <strong>The</strong> <strong>The</strong> Future," Future," COMPUTE!, March<br />

1983). 1983). Since Since nobody has agreed yet yet wwhether hether to<br />

adopt adopt the the 3-inch, 3-inch, 3V4-inch, 3V4-inch, or or 33Vi- inch standard,<br />

everyone seems to be going their own way.<br />

Thus Verbatim Corp. <strong>of</strong> Sunnyvale, Califor<br />

nia, widely known for its larger diskettes, unveiled<br />

a prototype <strong>of</strong> a 3V2-inch micr<strong>of</strong>loppy disk. <strong>The</strong><br />

3V2-inch size is backed by Sony, and Verbatim's<br />

micr<strong>of</strong>loppy will be manufactured under license<br />

from Sony. However, Verbatim is varying a bit<br />

even from Sony's standard in order to conform<br />

with recommendations <strong>of</strong> the Micr<strong>of</strong>loppy In-<br />

1 /2- inch standard,<br />

everyone seems to be going their own way.<br />

Thus Verbatim Corp. <strong>of</strong> Sunnyvale, Ca lifornia,<br />

widely known for its larger diskettes, unveiled<br />

a prototype <strong>of</strong> a 3V2-inch micr<strong>of</strong>loppy disk. <strong>The</strong><br />

3 1 /2-inch size is backed by Sony, and Verbatim's<br />

micr<strong>of</strong>loppy w ill be manufactured under lice nse<br />

from Sony. However, Verbatim is varying a bit<br />

even from Sony's standard in order to conform<br />

with recommendations <strong>of</strong> the Micr<strong>of</strong>l oppy In-


1<br />

I<br />

1<br />

- ■ ■ ■:!■■ ■:..-■ \j»^r [<br />

w<br />

SPRITE MASTER" is nor jus: another sprite editor for the <strong>Commodore</strong> 64'<br />

computer.<br />

It's the finest utility available for multicolor sprite animation and eame<br />

programming.<br />

It will have you making full color animated objects in just minutes. People running.<br />

birds flying or tanks rolling are a snap with Spri:cmaster.<br />

It's a <strong>ca</strong>rtoon maker for children.<br />

It will automati<strong>ca</strong>lly append your sprites to other programs.<br />

It's easy to use and understand and comes with a tull 21 pdge instruction manual<br />

and samples <strong>of</strong> animated sprites to get wou started. (Suggested retail price....$35.95)<br />

1<br />

Push your <strong>Commodore</strong> 64' to the limit'!<br />

NEUTRAL ZONE"1 lakes you to the outer edges o! the tsilaxy. to AU'H<br />

L<strong>of</strong>ag rang: early warning stanon whose mission is to deKct alien intruders Irom<br />

other ataxies. You are assigned to one <strong>of</strong> the perimeter «unnerv pods.<br />

THIS IS NO-MAN'S LAND THE NEUTRAL ZONE. .<br />

NEUTRAL ZONE'V :s the ultimate in hi^i resolution, thst action, ar<strong>ca</strong>de qiulitv<br />

games. It is written in !&>?• machine bnguage and features smooth JcrolBnjj <strong>of</strong> the<br />

360 d«cree p.inorama. All action is in 3-D. high res, faU DdUm graphics with<br />

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In "Goblin" (for the the unexpanded unexpnnded VIC, 64, Atari, Atm'i, TI, 77,<br />

nlld and Apple) GUstoln custom chamcters characters are used to create a simple sirn ple<br />

yet enterta entertaining inillg game. <strong>The</strong> object object is to <strong>ca</strong>pture the<br />

scowling creatures with your goblin w/lile while avoiding the<br />

many block-shaped obstacles that lie in your path. path .<br />

After obstacles and sad faces have been<br />

positioned, positioned, "Goblin" begins begins when the the main main ch char aracter<br />

acter appears appears at at the the bottom <strong>of</strong> the the screen. As As the the<br />

game game progresses, progresses, the gobli'i goblin moves moves continually<br />

upward and and the the player player controls controls only only its its horizontal<br />

movement movement. <strong>The</strong> " "O" 0" and " "P" P" keys, in conjunction<br />

with the GET GET command in in line line 260, 260, enable enable the the<br />

player to to move the the goblin left left and and right, right, respectively.<br />

Children Children especially especially like li ke the the cumulative<br />

cumulative<br />

effect effect <strong>of</strong> <strong>of</strong> the the GET GET statement; they they make rapid key<br />

punches and then wait for the delayed effects.<br />

As As each each sad sad face is <strong>ca</strong>ptured <strong>ca</strong>ptured by the the goblin,<br />

the score score is is updated and and printed printed at at the the upper left. left<br />

If If the the goblin goblin successfully clears clears the screen <strong>of</strong> <strong>of</strong> all<br />

the the faces, faces, an an entirely entirely new new playfield will be provided.<br />

vided. A game game lasts lasts as as long long as as you you wish.<br />

A si ngle round ends when the goblin crashes<br />

A single round ends when the goblin crashes<br />

into an obstacle. At this point, the remaining sad<br />

faces faces smile, smile, and you are are asked if you you wish wish to to play play<br />

again. If you don't, it is probably best to respond<br />

again. If you don't, it is probably best to respond<br />

by by typing typing "N" "N" so so that full memory memory is restored to to<br />

the VIC VIC.<br />

On the the other other hand, if you you play play again, again, your your<br />

previous highest score score wwill ill be be posted as as the new<br />

game game begins. begins. <strong>The</strong> <strong>The</strong> incentive incentive to to exceed a a record<br />

record<br />

score score makes makes any any game game more more fun.<br />

Chasing goblins goblills on the the VIC-20 V1C-20 version <strong>of</strong> <strong>of</strong> GoblilL<br />

Goblin.<br />

64 COMPUTE! Juty July 1Q83 1983<br />

GOBLIN<br />

Don Dan G<strong>of</strong>f G<strong>of</strong>f<br />

64, AfARl, AtAR!, TI-99/4A<br />

TI-99/4A<br />

And Apple Version<br />

Notes<br />

And Apple Version<br />

Notes<br />

<strong>The</strong> <strong>The</strong> 64, 64, Atari, Atari, TI-99/4A, TI-99/4A, and Apple Apple versions<br />

versions<br />

<strong>of</strong> <strong>of</strong> Goblin Goblin are are almost almost identi<strong>ca</strong>l identi<strong>ca</strong>l to to the the VIC version.<br />

Minor differences do exist, however, in<br />

sion. Minor differences do exist, however, in<br />

the Atari and Apple versions.<br />

<strong>The</strong> Atari version uses the " + " and "*"<br />

<strong>The</strong> Atari version uses the " + " and "*"<br />

keys keys to to control control left and and right right movement movement <strong>of</strong> <strong>of</strong><br />

the the goblin. goblin. <strong>The</strong> <strong>The</strong> Apple Apple uses the the left left and and right<br />

right<br />

arrow keys.<br />

arrow keys.<br />

<strong>The</strong> <strong>The</strong> Apple version requires that that you you<br />

have a a disk disk drive drive with with the the DOS DOS Tool Kit disk disk<br />

in the drive when the program is run. This<br />

version defines certain certain characters using the the<br />

program program " "Animatrix" Ani matrix" from this disk. disk. As As<br />

Goblin is run, these custom characters are<br />

placed in memory as shapes and are later<br />

drawn on the high-resolution graphics<br />

drawn on the high-resolution graphics<br />

screen. When the game begins, they are<br />

screen. When the game begins, they are<br />

simultaneously POKEd into the areas <strong>of</strong><br />

memory associated with the text and the<br />

high-resolution graphics screens. So, al<br />

high-resolution graphics screens. So, although<br />

though you you see see these these redefined cJ1aracters<br />

characters<br />

on the the high-resolution high-resolution page, collision detection<br />

is is actually <strong>ca</strong>rried <strong>ca</strong>rried out out by by PEEKing PEEKing text<br />

screen memory.<br />

memory.<br />

Goblill Goblin all on the <strong>Commodore</strong> 64.


WE STICK OUR G<br />

THESUND


RAPHKS WHERE<br />

"far more graphic than any depiction<br />

You'll never see Infocom's graphics on<br />

You'll never see Infocoms graphics on<br />

any computer screen. Be<strong>ca</strong>use there's<br />

never been a computer built by man<br />

that could handle the images we produce.<br />

And, there never will be.<br />

We draw our graphics from the limit<br />

less imagery <strong>of</strong> your imagination—a<br />

imagination-a<br />

technology so powerful, it makes<br />

any picture that's ever come<br />

out out <strong>of</strong> a screen look like<br />

graffiti graffiti by comparison. compalison.<br />

And And nobody knows how<br />

to unleash your imag­<br />

ination ination like Infocom. [nfocom.<br />

Through Through our our prose,<br />

your imagination<br />

makes you you part <strong>of</strong> <strong>of</strong><br />

our our stories, in in con­<br />

trol trol <strong>of</strong> <strong>of</strong> what what you do<br />

and where you you goyetyet<br />

unable to predict<br />

or control control the the<br />

course course <strong>of</strong> <strong>of</strong> events.<br />

You're You're confronted<br />

with with situations and alld<br />

logi<strong>ca</strong>l logi<strong>ca</strong>l puzzles puzzles the like like<br />

<strong>of</strong> <strong>of</strong> which which you you won't find<br />

elsewhere. elsewtiere. And And you're you're immersed<br />

mersed in rich rich environments environments alive<br />

alive<br />

with personalities personalities as as real as as any any<br />

you'll meet in the flesh- flesh—yet yet all the<br />

more more vivid vivid be<strong>ca</strong>use be<strong>ca</strong>use they're they're perceived<br />

directly directly by your your mind's eye, eye, not not<br />

through your external senses. <strong>The</strong><br />

method to to this this magic? magic? We've We've found<br />

the way to plug our prose right into<br />

your psyche, and <strong>ca</strong>tapult you into a a<br />

whole new dimension.<br />

Take some some tough critics' words<br />

words<br />

about about our words. SOFTALK, SOFTALK, for<br />

example, <strong>ca</strong>lled ZORK® Ill's prose<br />

We draw our graphics from the limit­<br />

example, <strong>ca</strong>lled ZORKI8 III's prose<br />

"far more graphic than any depiction<br />

yet achieved by all adventure with<br />

yet achieved by an adventure with<br />

graphics!1 graphics:' And the NEW YORK<br />

TIMES TIMES saw fit to print plint that our OlU'<br />

■ DEADLINE"1 DEADLI1\1E'" is "an amazing amazing<br />

• feat <strong>of</strong> programming." prograJTIming:' Even a<br />

journal as video-oriented videO-Oliented as ELEC ELEC­<br />

TRONIC GAMES found Infocom [nfocom<br />

prose to be such an eye-opener eye-opener they they<br />

named naJTIed one <strong>of</strong> our ow' games their tlleir Best<br />

Adventure Adventure <strong>of</strong> <strong>of</strong> 1983.<br />

Better Better still, bring bring an Infocom [nfocom game gaJTIe<br />

home with \vith you. Discover firsthand fu'Sthand<br />

why why thousands tllOusands upon thousands thousands <strong>of</strong><br />

discriminating discriminating game galTIe players players keep<br />

turning twning everything we write into<br />

instantaneous instantaneous bestsellers. bestsellers.<br />

Step Step up up to Infocom. Infocom. All words. No<br />

graffiti. graffiti. <strong>The</strong> <strong>The</strong> secret reaches reaches <strong>of</strong> <strong>of</strong> your yow'<br />

mind mind are beckoning. beckoning. A whole whole new<br />

dimension is in there waiting for you.<br />

dimension is in there waiting for you.<br />

AIOCKEDDOORAEEADMAN<br />

Awcm>.a\.J!fl1lAN<br />

InFDCDm<br />

inpoconx<br />

<strong>The</strong> next next dimension.<br />

dimension.<br />

Infocom. Infocom, lnc Inc., .. 55 Wheeler Wheeler St St.. .. Cambridge. Cambridge, MA 02138 02138<br />

For Fur Jour: your; Apple II. Atari. Atari, <strong>Commodore</strong> &I, B-l, CP/M CP/MSrUEC 8: I)EC Rainbow.<br />

DEC RT·11. RT-11. [8,\1, IBM. SEC NEC APC. APC, :-lEe NECPC8000, pe·8000. Osborne Osbo I. 1. TI Pr<strong>of</strong>cssional,<br />

Pr<strong>of</strong>essional.<br />

TR TRS-80 S.SO Model Male] l. I, TR5-80 TRS-80 Model III.


BEGINNING PROGRAMMERS<br />

If If you're you're new new to to computing, computing, please please read read "How "How<br />

To To Type Type COMPUTE!'s COMPUTERS Programs" Programs" and " "A A<br />

Beginner's Beginner's Guide Guide To To Typing Typing In Programs."<br />

Programs."<br />

Program 1: Goblin-VIC Version<br />

100 PRINT"[CLR)":POKE PRINT"[CLR}":POKE 52,28:POKE 56,28 56,28:C : C<br />

LR:POKE LRrPOKE 36869 36869,255:POKE , 255 :POKE 36879 36879,26 , 26<br />

i10 110 IFS>HSTHENHS=S<br />

115 115 RESTORE:B=230:Z=8152:Zl-Z+30720:W=0:<br />

RESTORE:B=230 :Z=8152:Z1=Z+30720:W=0:<br />

S=J:G=0<br />

120 FOR X=lT032:READ X=1TO32:READ A:POKEX+7167,A:NEXT<br />

: :FORX=1TO8:READA:POKEX+7423,A:NEXT<br />

FORX=lT08 : READA:POKEX+7423 , A:NEXT<br />

130 PRINT" PRINT"{CLR}[RVS}[GRN}{5 [CLRJ[RVSJ[GRNJ[ 5 RIGHT)G RIGHTjG 0 8 B<br />

L I Nit N"<br />

140 PRINT" PRINT"{HOMEJ{RED}{2 (HOME J[ RED J[ 2 DOWN) DOWN}"SPC(12)"<br />

"SPC (12) "<br />

[RVS {RVS}HS="HS:PRINT"{HOME}{RVS}EBLK}<br />

)HS= "HS: PRINT" [HOME ) [RVS) (BLK)<br />

[20 {20 DOWN)0=LEFT[9 DOWN}O=LEFT{9 RIGHT)P=RIGHT RIGHT}P=RIGHT" "<br />

150 FOR I=l 1=1 TO 65<br />

160 X=INT(RND(1)*330)+7746<br />

X=INT(RND(l)*330)+7746<br />

170 IFPEEK(X)=BTHEN 160<br />

180 POKEX POKEX,B:POKEX+30720,0:NEXTI<br />

,B:POKEX+30720 , 0 : NEXTI<br />

190 190 FORI=lT020<br />

FORI=1TO20<br />

200 X=INT(RND(1)*330)+7746<br />

X=INT(RND(l)*330)+7746<br />

210 IF PEEK(X)=BORPEEK(X)=1ORPEEK(X)=3TH<br />

PEEK(X)=BORPEEK(X) =10RPEEK(X)=3TH<br />

EN EN 200 200<br />

220 IFPEEK(X+21)=BANDPEEK(X+22)=BANDPEEK<br />

(X+23)=BTHENPOKEX,3 {X+23)=BTHENPOKEX,3:POKEX+30720,0:G=<br />

:POKEX+30720 , 0:G=<br />

G+1:GOT0240<br />

G+1:GOTO240<br />

230 POKEX POKEX,l:POKEX+30720,0<br />

, 1 :POKEX+30720 , 0<br />

240 NEXT I<br />

250 POKEZ,32:Z=Z-22:Z1=Z1-22:IF POKEZ,32:Z=Z-22:Z1=Zl-22:IF ZHSTHENHS=S<br />

112 RESTORE:B=4:Z=1964 RESTORE:B=4:Z=1964:Z1=Z+54272:W=0:S=<br />

: Z1 =Z+54272:W=0:S=<br />

J J:G=0 : G=0<br />

115 VS=54296:AD=54277:SR=54278:WF=54276:<br />

VS=54296:AD=542 77:SR=542 78:WF=542 76:<br />

LB=54272 LB=54272:HB=54273<br />

:HB=54273<br />

120 FOR X=0TO31:READ X=0T031 : READ A: A:POKEX+12288,A:NEX<br />

POKEX+12 288 , A:NEX<br />

T<br />

T<br />

1123 23 POKE 1,PEEK(1)OR4:POKE56334,PEEK(563<br />

1,PEEK{1)OR4:POKE56334,PEEK(563<br />

34 34)OR1 )OR1<br />

125 POKE 53272,(PEEK(53272)AND240)+12<br />

125 POKE 53272 , (PEEK(53272)AND240)+12<br />

130 PRINT"{CLR}[GRN}{14 PRINT"{ CLRJ[GRNJ[14 RIGHTJ[RVS)G RIGHT}{RVSjG 0 B<br />

L I Nil N"<br />

140 PR PRINT"{HOME}{RED}{2 I NT " [HOME) [RED) [2 DOWN) DOWN}{RVS}"SPC(1<br />

[RVS ) "SPC(l<br />

7) 7)"HS="HS<br />

145 PRINT"{HOME}{BLK}{22 DOWN}{RVS}O=LEF<br />

T";SPC(27);"P=RIGHT"<br />

150 FOR 1=1 TO 118<br />

160 X=INT(RND(1)*680)+1144<br />

170 IFPEEK(X)=BTHEN 160<br />

180 POKEX,B:POKEX+54272,0:NEXTI<br />

190 FORI=1TO36<br />

195 G1=0<br />

200 X=INT(RND(1)*680)+1144<br />

210 IF PEEK(X)=BORPEEK(X)=1ORPEEK(X)=3TH<br />

EN 200<br />

220 IFPEEK(X+39)=BANDPEEK(X+40)=BANDPEEK<br />

(X+41)=BTHENPOKEX,3:POKEX+542 7 2,0:G1<br />

= 1<br />

225 IF Gl=l THEN G=G+1:GOTO 240<br />

230 POKEX,l:POKEX+54272,0<br />

240 NEXT I<br />

250 POKEZ,32:Z=Z-40:Z1=Z1-40:IF Z


We are publishers <strong>of</strong> the top-selling<br />

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If your program program is top quality -—<br />

give us a <strong>ca</strong>ll, or write for for our<br />

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Copyright Copyright © 1983<br />

dventute<br />

INTERNATIONAL<br />

Box Box 3435 3435<br />

Longwood, Longwood. Florida 32750 32750<br />

Telephone: (305) 862-6917<br />

862-6917<br />

Ask Ask lor for Author Author Assistance<br />

Assistance


Goblin, Goblill, TI-99/4A version. vcrsioll.<br />

<strong>The</strong> <strong>The</strong> Apple version vefs ioll <strong>of</strong> Goblin. Goblill.<br />

Program 5: Goblin-Apple Goblin - Apple Version<br />

10 REM *THIS 'THIS PROGRAM REQUIRES A DISK D<br />

RIVE<br />

20 REM AND THE APPLE 'DOS TOOL KIT PR<br />

OGRAMMING<br />

30 REM UTILITIES DISK' TO RUN.<br />

40 40 REM REM *PLACE 'PLACE THE THE ABOVE ABOVE UTILITY UTILITY DISK DISK II<br />

N YOUR<br />

50 REM DRIVE BEFORE RUNNING THIS PROG<br />

RAM.<br />

55 GOSUB 1000<br />

55 GOSUB 1000<br />

60 DIM XLX(23)i XLX(23) , FOR I = O0 TO 7:XL'/.(I> 7:XLX(I) = c<br />

1024 + 128 , * IsXLXtl I.XLX(I + 8) = 1064 +<br />

128 * , I,XLX(I IiXLXCI + 16) = 1104 + 128 * ,<br />

I: I. NEXT NEXT II<br />

85 HOME HOME: : HGR i• POKE - 16302,0: IF S 5 ><br />

HS THEN HS = 5 S<br />

90 ZROW ZROW = 23:ZCOL 23:ZC0L = 19.W 19:W = OiS 0,5 = J1:G JI:G =<br />

Oo<br />

100 VTAB I. 1: HTAB 17, 17r PRINT CHR$ CHR* (I),"<br />

(1);"<br />

O"; 0"; CHR$ CHR* (9);"6 (9);"G a 0 B L I N°'; N";<br />

110 VTAB 2, HTAB 19. PRINT "HS", CHR$<br />

110 VTAB 2: HTAB 19: PRINT "HS") CHR*<br />

(14);": (14) j ": ";HS: II j HS: VTAB 23: PRINT "LEFT<br />

-", CHR$ (9); "LEFT ARROW " ; CHRS (1<br />

»"j<br />

4) 4); ;<br />

CHR* 39 39 THEN THEN ZCOL ZCOL = 22<br />

280 280 IF IF PEEK PEEK (XLy.(ZROW (XLX(ZROW - 1) I) + + ZCOL ZCOL - 1I<br />

OW - Is IF ZROW < 3 THEN ZROW = 21<br />

260 A = PEEK ( - 16384): POKE - 16368<br />

) = 164 THEN THEN 410 410<br />

) = 163 THEN GOSUB 330<br />

290 IF IF PEEK PEEK (XL5KZR0W (XLX(ZROW - 1) I) + + ZCOL ZCOL - I 1<br />

) = 163 THEN GOSUB 330<br />

300 HTAB ZCOL: VTAB ZROW: PRINT CHR*<br />

300<br />

310 310<br />

HTAB ZCOL: VTAB ZROW. PRINT CHR$<br />

(165);: (165),. FOR FOR T = I 1 TO 100. 100: NEXT NEXT T<br />

IF IF W = 36 36 - G THEN THEN J = 5. S: GOSUB GOSUB 35 35<br />

O: O. GOTO GOTO 85<br />

320 GOTO GOTO 250<br />

330 W=W+1:S=S+ W = W + 1.5 = 5 + 25: 25. VTAB VTAB 2: 2. HTAB<br />

3: 3. PRINT PRINT CHR$ CHR* (1);"O";S; (1),"0",5, CHR$ CHR* (14 (14<br />

>j ); CHR$ CHR* (1);"1";<br />

(1);" 1";<br />

340 POKE 768,2. 768,2: POKE POKE 769,230. 769,230: CALL 770 770<br />

345 RETURN<br />

345<br />

350 RETURN<br />

FOR J = 10 TO 12. 12: VTAB J: J, FOR I I =<br />

Oo TO 39. 39: HTAB HTAB I. I: PRINT PRINT CHRS CHR* (167)<br />

,. ;: NEXT NEXT I. It NEXT NEXT J. J: VTAB 17. 17: HTAB I 1<br />

O: 0: PRINT PRINT CHR$ CHR* (1);"0"."'***** (1)j"0"j"****** ALL<br />

RIGHT! RIGHT! ........ ******"; j CHRS CHR* (1);"1 d);"l";<br />

11 ;<br />

360 FOR I = I TO 10<br />

360 FOR I = 1 TO 10<br />

370 370 POKE POKE 768, 76S, INT ( RND (I) (1) , * 3) 3) + I. 1: POKE POKE<br />

769, 769, INT INT ( RND (I) (1) , * 15) 15) + 130: 130: CALL CALL<br />

770<br />

3BO 380 NEXT NEXT I<br />

385 385 JI J1 = = 5 S<br />

390 FOR J = I 1 TO 500. 500: NEXT NEXT J<br />

400<br />

410<br />

RETURN<br />

HTAB ZCOL. VTAB ZROW.<br />

(166),.C = 0<br />

PRINT CHR$<br />

400 RETURN<br />

410 HTAB ZCOL: VTAB ZROW: PRINT CHR*<br />

(166);:C = 0<br />

415 X = PEEK ( - 16336).C 16336):C -= C + I. 1: IF<br />

C < 15 THEN 415<br />

420 420 FOR FOR ROW ROW = 0 O TO TO 23. 23: FOR FOR COL COL = I 1 TO<br />

38:X 38: X = XL7.(ROW) XL5UR0W) + COL. CDL: IF PEEK (X<br />

) < > 163 THEN NEXT COL: NEXT ROW<br />

) < > 163 THEN NEXT COL. NEXT ROW<br />

430 IF PEEK PEEK (X) = = 163 THEN THEN<br />

I. 1: HTAB COL + I. 1: PRINT ,. NEXT COL. NEXT ROW<br />

VTAB ROW +<br />

CHRS CHR* (161) (161)<br />

;: NEXT COL: NEXT ROW<br />

440 440 JI Jl = O. 0: VTAB VTAB 21. 21: HTAB HTAB 13. 13; PRINT PRINT CHRS CHR*<br />

(1); (1);"O";"PLAY "011; "PLAY AGAIN (II; ("; CHR$ CHR* (9);"


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<strong>of</strong> players and also for rejecting bad input. A valu e<br />

outside the all owed range passes control back to<br />

line line 70; the the screen is is cleared, cleared, the the instructions are are<br />

reprinted, and and you you are are asked asked fo forr the the number number <strong>of</strong> <strong>of</strong><br />

players players again again. . Lin Linee 110 110 accepts accepts the the number <strong>of</strong> <strong>of</strong><br />

ro rounds unds desired desired and rejects rejects bad bad input input in the the sa same me<br />

manner manner as as line line 100. 100.<br />

Line Line 120 initializes initializes the the va values lu es <strong>of</strong> <strong>of</strong> R (the (the number<br />

<strong>of</strong> the present round) and P (the number <strong>of</strong> the<br />

present present player). Lines Lines 130-140 130-140 prompt prompt the the player player<br />

skill skill levels, and and line line 150 150 accepts accepts the the player choice<br />

choice<br />

as as a a string string va variable, riable, A$. Lines Lines 160-200 160-200 assign values va lues<br />

to 5$ SS based based on on the the skill skill level input, and and line line 210 210<br />

converts A$ AS to the the numeri numericc va variable riable SK. It It then then<br />

uses SK SK to establish a a valu valuee for RN, which w hich wwill ill<br />

control control the the number number <strong>of</strong> <strong>of</strong> trees trees printed.<br />

<strong>The</strong> <strong>The</strong> number number <strong>of</strong> trees trees is ti tied ed to to the the ski skill ll level,<br />

so that the the higher the skill skill level, level, the the more trees<br />

trees<br />

there there will will be. If If you'd like more trees, change change the the<br />

'"I" '1'' to to a a larger number, but but no no more more than than 5. 5. If If SK<br />

is is not not an an integer, or or is is outside outside the the range range <strong>of</strong> 1 to to 5,<br />

line line 210 210 rejects rejects it. Moving Moving the the cursor up up ten ten spaces<br />

spaces<br />

and passing control back to line lin e 130 makes it it appear<br />

that the the program program does does nothing nothing but sit sit there<br />

there<br />

until until a a correct correct input input is given.<br />

<strong>of</strong> players and also for rejecting bad input. A value<br />

outside the allowed range passes control back to<br />

Speed Versus Obstacles<br />

Speed Versus Obstacles<br />

Line 220 220 estabJjshes establishes a a new new va value lue for SK SK to to control<br />

the the speed speed <strong>of</strong> <strong>of</strong> the program - faster for higher higher skill<br />

skill<br />

levels. Line 230 POKEs 36869 to 255 and <strong>ca</strong> <strong>ca</strong>uses uses<br />

the the user-defined user-defined charac character ter set to be be used instead<br />

instead<br />

<strong>of</strong> the normal set. This may <strong>ca</strong> <strong>ca</strong>use use some problems<br />

with with debugging.<br />

If If an error error is present present after after this this step, step, the the program<br />

will stop, but aall ll you' you'll ll see on the screen<br />

will be be garbage garbage with with an an oc<strong>ca</strong>sional skier skier or or tree tree<br />

thrown thrown in in. . If If this this happens, happens, hit hit the the CTRL and RVS<br />

keys, then type POKE 36869,240 36869, 240 and RETURN.<br />

All that garbage will suddenly make sense. Line<br />

230 also clears the screen, sets the volume, and<br />

establishes 5 S as the noise generator.<br />

Line 240 prints the trees on the screen for the<br />

initial setup. Each time through this loop, a a random<br />

dom value "L" "L" between 1 and and 19 19 is <strong>ca</strong>lculated.<br />

<strong>ca</strong>lculated.<br />

<strong>The</strong>n <strong>The</strong>n a a fence fence section section is is printed on on the the left, a a tree tree<br />

is printed at at TAB TAB (L), (L), and a a fence section section is printed<br />

on on the the right.<br />

<strong>The</strong> initial value <strong>of</strong> B is set to 7910 in line 250.<br />

This This is the the lo<strong>ca</strong>tion <strong>of</strong> <strong>of</strong> the the skier skier in screen memory.<br />

memory.<br />

C is the difference between the screen map position<br />

and and the the color color code code map map position. F is is the the<br />

POKE POKE valu valuee for the the skier skier figure; the the POKE POKE value<br />

will will be be 55 55 when when he's he's going going to to the the left and and 53 53 when<br />

he's he's going going to the the right. <strong>The</strong> <strong>The</strong> last three three statements<br />

statements<br />

<strong>of</strong> <strong>of</strong> line line 250 250 insure insure that that the the player player is is not faced faced with<br />

the no-es<strong>ca</strong>pe situation <strong>of</strong> having trees directly in<br />

front <strong>of</strong> him at the start <strong>of</strong> a a run.<br />

Line 260 260 POKEs POKEs the the fl flags ags <strong>of</strong> <strong>of</strong> the first gate gate onto onto<br />

the screen, and line 270 prints the level that was<br />

78 COMPUTE! July1Q83<br />

July1983<br />

determined in lines 160-200. Line 280 puts the<br />

line line between between the the flags for the the firs firstt gate, gate, and and line line<br />

290 sounds the warning tones to let you know it's<br />

290 sounds the warning tones to let you know it's<br />

time to to start. start. Just after after the the last last tone, line line 300 300 sets sets<br />

the the timer. timer. Line 310 310 then th en waits for you to press a a<br />

key. If you you don' don'tt hit hit a a key fo forr a a wwhile, hile, that's that's okay,<br />

okay,<br />

but the timer is running. You should use the time<br />

that the warning tones give you to plan your<br />

that the warning tones give you to plan your<br />

course through the first ga gate te and then take <strong>of</strong>f as<br />

soon soon as as the last tone tone sounds.<br />

sounds.<br />

Line Lin e 320 320 starts starts the the main main program program loop. If SK<br />

is not zero, zero, then then the the computer computer counts counts to to SK SK before before<br />

proceeding. This time delay, remember, is ti ed to<br />

proceeding. This time delay, remember, is tied to<br />

the skill level to start with, but it may be reduced<br />

by hitting the the jumps.<br />

Skier Movement<br />

Skier Movement<br />

If F is 55 in line 330, the skier is going left, and a a<br />

track is POKEd in behind him using a a POKE valu valuee<br />

<strong>of</strong> 58. If not, he's going right and the track's POKE<br />

value is 59. <strong>The</strong> track is handled in line 340.<br />

Lines 350·and 350 and 360 are the keyboard co control ntrol<br />

steps. steps. If If PEEK (197) (197)-which -which is is the the memory memory lo<strong>ca</strong>tion<br />

lo<strong>ca</strong>tion<br />

that that contains contains the the current current key pressed - is 29, then then<br />

the key for going left has been pressed. 0 D wwill ill<br />

later later be be used to produce movement movement to to the the left; left; F<br />

is is set set to the fi figure gure for going left; and and 5, S, which which is<br />

the the noise noise generator, generator, is is set set to to 245. 245. If If any any other other key<br />

is pressed, or even if no key is pressed, then the<br />

skier skier wwill ill be be going going to to the the right, right, and and the the values va lu es<br />

needed for D, 0 , F, and 5 S are set by Jjne line 360. You'll Yo u' ll<br />

notice this slight change in sound when you<br />

change directions; it should sound like wind.<br />

Gates And <strong>The</strong> Finish Line<br />

Gates And <strong>The</strong> Finish Line<br />

G G is incremented in in line line 370. 370. If If it's it's less less than than 28, 28,<br />

control passes passes to to line 410, 410, be<strong>ca</strong>use be<strong>ca</strong>use no ga gate te or or finish<br />

line is required. Otherwise, G is reset to 0 in<br />

line 380, and E, which counts the gates, is incremented.<br />

1£ If E is 10, a finish line is printed and<br />

control passes to 460. Line 390, which <strong>ca</strong> <strong>ca</strong>uses uses the<br />

program to to end, end, is executed only only if if the the skier skier is<br />

past the finish line. If E is less than 10, then a a<br />

random value between 2 and 11, inclusive, is <strong>ca</strong>lculated.<br />

culated. A gate gate is then then printed starting starting at TAB(X),<br />

TAB(X),<br />

X being being the the random random number number just <strong>ca</strong>lculated. Control<br />

then then passes to line 460. 460.<br />

If no gate or finish line needs printing, control<br />

passes passes from line line 370 370 to line line 410, skipping skipping all all the the<br />

above above to to red reduce uce the time time required required for a a pass pass<br />

through through the the loop. loop. If If GG is is 10, 10, then then line line 410 410 prints prints a a<br />

jump jump at TAB(X), TAB(X), X now now being a a random number<br />

between between 4 4 and and 13, 13, inclusive. Fence Fence sections sections are are<br />

also also printed at the left left and right right sides sides <strong>of</strong> <strong>of</strong> the<br />

screen.<br />

Line Line 240 240 decides decides whether a a tree will be be printed<br />

printed<br />

using the the value <strong>of</strong> <strong>of</strong> RN that that was was established established in in line line<br />

210. For skill level five, RN will have a value <strong>of</strong> .6;<br />

if a random number is more than this, no tree is


printed. This means a tree will be printed roughly<br />

printed. This means a tree will be printed roughly<br />

60 percent <strong>of</strong> the time. For the lower skill levels,<br />

levels,<br />

this probability probability is reduced reduced so that the lower the the<br />

skill level, the fewer trees there wwill ill be. If no tree<br />

is to be printed, printed, line 440 440 prints only only the the fence<br />

sections. Otherwise, line 430 prints a tree at<br />

sections. O therwise, line 430 prints a tree at<br />

T AB(L), L being a random value between 1 and<br />

TAB(L), L being a random value between 1 and<br />

19, inclusive.<br />

inclusive.<br />

If If PEEK (B) (B) in line 450 is not 32 (a blank), then<br />

the skier has run into something and control<br />

the skier has run into something and control<br />

passes to line 500 to find out what the skier has<br />

run into and w hat to do about it.<br />

passes to line 500 to find out what the skier has<br />

run into and what to do about it.<br />

<strong>The</strong> Illusion Of Motion<br />

<strong>The</strong> Illusion Of Motion<br />

Line 460 460 POKEs the skier's lo<strong>ca</strong>tion blank, blank, then<br />

<strong>ca</strong>lculates <strong>ca</strong>lculates a new position position by adding adding the value value <strong>of</strong><br />

o D (determined (determined in lines lines 350 and and 360) to to B, the the skier' skier'ss<br />

lo<strong>ca</strong>tion. lo<strong>ca</strong>tion. It then then POKEs POKEs the the appropriate figure<br />

figure<br />

into that lo<strong>ca</strong>tion lo<strong>ca</strong>tion. . Essentially, Essentially, the the skier is placed placed<br />

on a horizontal line on the screen screen and and is all allowed owed<br />

to move move only only back back and fo forth rth on that line. line. However,<br />

the screen is is scrolling scrolling upward upward beneath beneath him, him, so so<br />

the illusion <strong>of</strong> forward forward motion motion is created.<br />

<strong>The</strong> movement taken <strong>ca</strong>re <strong>ca</strong>re <strong>of</strong>, control control passes passes<br />

back back to to line 320 for another pass pass through through the main<br />

loop loop. . This loop, lines lines 320-470, has has been been kept as<br />

small as possible possible in order to minimize the the time<br />

required required for each pass pass through it. it. I have have tried to to<br />

be be very stingy with with time time in this section, fi figuring guring<br />

that even one instruction instruction repeated a few hundred<br />

hundred<br />

times adds a lot <strong>of</strong> potentially potentially unnecessary time.<br />

Flags And Fences<br />

Flags And Fences<br />

Line 500 is reached reached wwhen hen line line 450 detects that that<br />

something has has been been struck. struck. This This entire section<br />

section<br />

was was originally a part part <strong>of</strong> the main loop, but but re­<br />

moving moving it from from the the loop loop and and replacing replacing it it with the the<br />

single statement statement in line line 450 produced produced a signifi<strong>ca</strong>nt<br />

increase increase in speed. speed . Line Line 500 checks checks to to see if a ga gate te<br />

was was hit. hit. If If so, it sounds sounds aa high high tone tone to to let you know know<br />

you you got got credit credit for for the the gate, then increments increments H,<br />

the number number <strong>of</strong> gates gates hit, and and passes passes control back back<br />

into into the main loop. loop.<br />

Line 510 checks to to see if if a finish line was was<br />

struck. struck. If so, so, HH is changed to the number <strong>of</strong> <strong>of</strong> gates ga tes<br />

missed, the elapsed time time is placed placed in TM, and and<br />

control control passes passes to line line 640 to end end the the run.<br />

If a flag fla g was was hit, line 520 520 sounds sounds aa low low tone tone to<br />

let you you know you you were were close close but get get no credit credit for fo r<br />

the gate. gate. Control Control then passes to line 570. 570.<br />

If a jump jump wasn't hit, line line 530 530 transfers transfe rs control control<br />

to 570. Lines 540-560 540-560 handle handle the jumps. jumps. <strong>The</strong> <strong>The</strong> skier skier<br />

is moved moved two spaces spaces horizontally horizontally in the direction direction<br />

(D) (0) that that he was was going, the value value <strong>of</strong> G is stepped stepped<br />

up to bring the next gate ga te closer, closer, the the screen screen is skipped<br />

up ten spaces, and and the value <strong>of</strong> SK 5K is reduced,<br />

which results in in a slight slight increase increase in speed. speed . <strong>The</strong> <strong>The</strong><br />

skier is moved moved down one one line on the screen screen unless<br />

he is already already three lines below the center. center. Moving Moving<br />

80 COMPUTE! COMPun! July1983 July 1983<br />

him further down makes seeing w hat is coming<br />

very difficult, but if you'd li ke to try it, one way is<br />

to put a larger negative value here in place <strong>of</strong> the<br />

-3. If, If, for instance, you put a -10, -10, the skier will<br />

move down every time you hit a jump . Another<br />

him further down makes seeing what is coming<br />

very difficult, but if you'd like to try it, one way is<br />

move down every time you hit a jump. Another<br />

way would be to start the skier at at a lower position<br />

on the screen. This would require simply changing<br />

the initial value <strong>of</strong> B in line 250.<br />

the initial value <strong>of</strong> B in line 250.<br />

Line 570 checks to see if a fence section was<br />

Line 570 checks to see if a fence section was<br />

hit. If so, it changes your direction and passes<br />

control to 610 for the sound eeffect. ffect. Getting out <strong>of</strong><br />

the fence may take a couple <strong>of</strong> tri tries. es. If a tree was<br />

struck, then line 580 changes the fi figure gure to a cross<br />

and passes control to line 600. Line 590 POKEs<br />

5-3 S-3 to 0 0 in <strong>ca</strong>se it it was set by hitting a a flag in line<br />

520, then passes you back to th the e main loop loop. .<br />

Shaking <strong>The</strong> Screen<br />

Shaking <strong>The</strong> Screen<br />

Line 600 600 <strong>ca</strong>uses the the screen to shake shake a a bit wwhen hen<br />

you hit hit a a tree. <strong>The</strong> <strong>The</strong> inner inner loop loop here here counts counts from 3 3<br />

to 7, then from 4 4 to 6, and stops at 5. POKEing<br />

these va values lues into lo<strong>ca</strong>tion 36864, wh which ich controls<br />

horizontal centering, shifts the screen rapidly<br />

back and forth around the normal va value lue <strong>of</strong> 5. Line<br />

610 increments 0OS, 5, the number <strong>of</strong> obj objects ects that<br />

have been struck, and also controls both the sound<br />

effect and and the the changes changes in in color color <strong>of</strong> the the cross cross in line line<br />

580. If a a tree was struck, line 620 moves the skier<br />

up a a line, adjusts the value <strong>of</strong> U, and checks to<br />

see if U has reached its limit <strong>of</strong> 10. If so, the run is<br />

aborted aborted and and you you are are given given another another chance. chance. If If not, not,<br />

line line 630 passes passes control control back back to to the the main loop. loop .<br />

Line 640, the finish line sound effect, is<br />

reached only if if the the finish fin ish line line was was detected in in line line<br />

510. Lines 650-660 print out the statistics on the<br />

run just completed and finish o<strong>of</strong>f ff the sound effect.<br />

Line Line 660 660 also also POKEs POKEs 36869 back to to its normal state state<br />

so so that that the the scores scores <strong>ca</strong>n <strong>ca</strong> n be be printed. pri nted.<br />

Line 670 computes the player's cumulative<br />

score, score, adding adding the the score score for fo r the run just completed completed<br />

to his total from previous rounds, and also prints<br />

to his total from previous rounds, and also prints<br />

DOWllhill racillg ollihe VIC-20 ill Speerl Ski.<br />

Doumhill wring on the VlC-20 in SpeedSki,


the round number. Line 680 then prints the<br />

cumulative scores for a ll the players, and line 690<br />

cumulative scores for all the players, and line 690<br />

rei reinitializes nitializes for the next run.<br />

Line 700 increments the player number; if<br />

Line 700 increments the player number; if<br />

the last player hasn't hasn' t gone yet, control passes<br />

back to line 130 to start another run. If the last<br />

back to line 130 to start another run. If the last<br />

player has just gone, line 710 increments the round<br />

number and checks to see if the game is over. If<br />

number and checks to see if the game is over. If<br />

not, the the player player number number is is changed to to 1 and and a a new new<br />

round is is begun. begun. Otherwise, Otherwise, line line 720 720 lets you you know<br />

the game game is over. over. It then turns turns the the cursor cursor white.<br />

To To rerun the the program, hit hit RETURN, then then<br />

type type RUN and and hit RETURN RETURN again again. . <strong>The</strong> <strong>The</strong> reason reason for<br />

this odd procedure: it isn't visibl visible e be<strong>ca</strong>use it's<br />

white on a a white background, but some garbage<br />

has has been been picked up up during during the the run and and lies lies on on the the<br />

same same line line as as the the cursor. cursor. During the the program this this<br />

garbage garbage is disposed <strong>of</strong> by the the loop loop that that rejects bad bad<br />

input input for for the the skill skill level. level. <strong>The</strong>re <strong>The</strong>re is no no such such loop loop at at<br />

the the end end <strong>of</strong> <strong>of</strong> the the program, though.<br />

Okay, Okay, time time to get the the program program typed typed in, then then<br />

hit hit the the slopes. <strong>The</strong>re's <strong>The</strong>re's a a world record waiting waiting to<br />

be broken. Good Good luck.<br />

luck.<br />

Variable Listing<br />

Variable Listing<br />

NP NNumber umber <strong>of</strong> players<br />

NNRR Number<strong>of</strong> Number <strong>of</strong> rounds<br />

rounds<br />

R Present round number<br />

P Present player player number<br />

number<br />

5$ S$ Slope Slope title<br />

title<br />

SK Timcdelay Time delay factor in main loop<br />

RN Con Controls trol s probability <strong>of</strong> a tree being printed<br />

5 Noise generator (36877)<br />

S Noise generator (36877)<br />

L Random Random va variable riable used used to to position position trees<br />

trees<br />

B Skier's Skier's lo<strong>ca</strong> lo<strong>ca</strong>tion ti on<br />

C Difference Diffe rence between screen .screen map map and and colo colorr code map map<br />

F Skier Skier figure<br />

TI$ TI$ System System clock<br />

clock<br />

D Direction (1 or or-1) -1) to to be be added to ski skier's er's lo<strong>ca</strong> lo<strong>ca</strong>tion tion<br />

G G Counts Counts spaces spaces between between ga gates tes and and jumps<br />

E Counts ga tes<br />

E Counts gates<br />

XX Random va variable riable used used to position ga'tes gates and jumps<br />

H H Counts Counts ga gates tes hit hit<br />

TM Elapsed tim e fo r run<br />

TM Elapsed time for run<br />

U Controls vert-i<strong>ca</strong> verti<strong>ca</strong>ll movement movement <strong>of</strong> <strong>of</strong> skier skier on on screen<br />

screen<br />

OS OS COLI Counts nLs I1ll111ber number <strong>of</strong> <strong>of</strong> trees and and fence fence secti sections ons stru struck ck<br />

SC Player'S Player's score score for a run<br />

Z(P) Z(P) Player's cu cumulative mulative score wwhere here P is is the the player player number<br />

number<br />

BEG BEGINNING INNING PROGRAMMERS<br />

If If you're you're new new to to computing, computing, please please read read "How "How<br />

To To Type Type COMPUTE!'s COMPUTEl's Programs" Programs" and" and "A A<br />

Beginner's Beginner's Guide Guide To To Typing Typing In In Programs."<br />

Programs."<br />

SpeedSki<br />

SpeedSki<br />

H' 10 PRINT" PRINT"{CLR}{9 (CLR){ 9 DOWN){ DOWN}{33 SPACES) SPACESJSPEED-SK SPEED-SK<br />

I":PRINT"( I":PRINT"{99 DOWN) DOWN}" "<br />

20 POKE56 POKE56/28:POKE5 , 28:POKE55,250 5,250:POKE5 : POKE52 2,28:POKE51<br />

, 28:POKE51<br />

, ,250:POKE36879,25<br />

250 :POKE36879 , 25<br />

30 READX:IFX=0THEN70<br />

40 40 FORI=XTOX+7:READY:POKEI,Y:NEXTI:GOT03<br />

FORI-XTOX+7:READY:POKEI,Y:NEXTI:GOTO3<br />

0<br />

°<br />

82 COMPUTE! July1983<br />

50 DATA7672 DATA7672,16,56,56,124/124,<br />

,16 ,56 ,56 ,124,124 , 254,254 ,16<br />

51 DATA7664,0,0,15,32,64,128,0,0<br />

DATA7664,0,0,15,32,64,128,0,0<br />

52 DATA7656,0,0,240,4,2,l,0/0<br />

DATA7 656 ,0,0,240,4,2,1,0,0<br />

53 DATA7648,40,40,40,40,104,56,44,40<br />

54 DATA7640,32,16,136,68,34,17,8,4<br />

55 DATA7632,4,8,17,34,68,136,16,32<br />

DATA763 2,4,8,17,34,68,136,16,32<br />

56 DATA7624,16,28,30,28,16,16,16,56<br />

57 DATA7616,0,0,0,0,255,85,170,255<br />

58 DATA7608,16 DATA7608,16,24,126,24,26,44,72,16<br />

,24,126,24 , 26 ,44,72,16<br />

59 DATA7424,0,0,0,0,0,0,0,0<br />

60 DATA7592,8,24,126 DATA7592,8,24,126,24,88,52,18,8<br />

,24,88,52 , 18,8<br />

61 DATA7584,0,0,0,0,0,0,255,0<br />

62 DATA7576,8,8,28,8,62 DATA7576,8,a,28,8,62,8,127,8 ,8,127, 8<br />

63 DATA7568,8,8,62, DATA7568,8,8,62,8,8,8,0,0,0<br />

8 ,8, 8 ,0,0,0<br />

70 70 PRINT'MCLR}[BLK}{5 PRINT"(CLR) (BLK) (5 SPACES)SPEED-SKI":<br />

SPACES}SPEED-SKI":<br />

PRINT"g22 PRINT"i22 T3" Ti"<br />

80 PRINT"(UP) PRINT"{UP}{BLUjYOUR (BLU)YOUR SCORE IS ELAPSED<br />

TIME + 5 FOR EACH GATEMISSED.<br />

(2 {2 SPACES) SPACES}LOWEST LOWEST SCORE SCORE WINS."<br />

WINS."<br />

90 PRINT PRINT"{DOWN}PRESS "(DOWN)PRESS ( {RVS}[OFFJtO GO RIG<br />

HT. " "<br />

100 INPUT"IDOWN)NO. INPUT"tDOWN}NO. PLAYERS (l-4)";NP:IF<br />

(1-4)";NP:IF<br />

NP4THEN70<br />

NP4THEN70<br />

110 INPUT"(DOWN)NO. INPUT"(DOWN}NO. ROUNDS(2 ROUNDS{2 SPACES SPACES}(l-5 )(1-5<br />

) )";NR:IFNR5THEN70<br />

" ; NR: IFNR 5THEN70<br />

120 120 R=l:P=l<br />

R=1:P=1<br />

130 PRINT"(DOWN) PRINT"{DOWN}[RVS][CYN}SKIER (RVS) ( CYN)SKIER # #";P:PRI ";P:PRI<br />

NT"{DOWN}{BLUlSLOPE NT"(DOWN) (BLU)SLOPE DESIRED" DESIRED":PRINT"1 :PRINT"l<br />

=BEGINNER":PRINT"2=J:NTERMEDIATE"<br />

=BEGINNER":PRINT"2=INTERMEDIATE"<br />

140 PRINT"3=ADVANCED":PRINT"4=OLYMPIC":P<br />

RINT"5=PROFES RINT"5=PROFESSIONAL" S IONAL"<br />

150 A$="" A$="":GETA$:IFA?=""THEN150<br />

: GETA$: IFA$=" "THEN150<br />

160 IFA$="1"THENS$="(2 IFA$="1"THENS?="(2 SPACES)BEGINNER"<br />

SPACES}BEGINNER"<br />

170 IIFA$="2"THENS$="INTERMEDIATE" FA$="2ItTHENS$=ItINTERMEDIATEIt<br />

180 180 IFA$="3"THENS$="(2 IFA$="3"THENS?="(2 SPACES)ADVANCED"<br />

SPACES}ADVANCED"<br />

190 IFA$="4"THENS$="(2 IFA?="4"THENS$="{2 SPACES)OLYMPI SPACES}OLYMPIC" C"<br />

200 IFA$="5"THENS$= IFA$="5"THENS$="PROFESSIONAL"<br />

"PROFESSIONAL"<br />

210 210 SK=VAL(A$):RN=(SK+l) SK=VAL(A?):RN=(SK+1)/10:IFSK5<br />

/ 10:IFSK5<br />

ORSK< ORSKINT(SK)THENPRINT"U0 >INT (SK)THENPRINT" (10 UP)" UP} ":GOTO :GOTO<br />

130 130<br />

220 220 SK=35-5*SK<br />

SK=35-5*SK<br />

230 2 30 POKE36869 POKE36869,255:PRINT"{CLR}":POKE36878<br />

, 255 : PRINT"(CLR)":POKE36878<br />

,15: ,15:S=36877 S=36877<br />

240 FORI=lT022:L=INT(RND(1)*19)+1:PRINT"<br />

FORI=1TO22:L=INT(RND(1)*19)+1:PRINT"<br />

(RED) {RED}


Exterminator Exterminator By By Ken Ken Gr.nt<br />

Grant<br />

Just about as action-packed and<br />

complex as Is nufisi<strong>ca</strong>lly possible in<br />

your your standard standard 5K 5K VIC VIC 20. 20. This This extremely<br />

tremely well-written, well·written, machine machine code code<br />

game Is is Invariably invariably praised by cus cus·<br />

tamers tomers and and has has been been <strong>ca</strong>lled <strong>ca</strong>lled the the second<br />

ond best best tape tape game game made made for the VIC VIC<br />

<strong>of</strong> 1982 (oh, no, not by us, we don't<br />

agree agree with with that that opinion). opinion). Rapidfire<br />

Rapidfire<br />

from the bottom bottom <strong>of</strong> <strong>of</strong> the the screen screen at at<br />

moving insects and creatures creatures... . . . anything<br />

that moves. moves, and even an anything ything<br />

that doesn't. Just don't be overrun by<br />

any any or or all. all. It's It's as as much much fun the the hundredth<br />

dredth time time you you play play it it as as it it was was the the<br />

first. This game plays stick or key and<br />

runs runs In in standard 5K 5K VIC VIC 20.<br />

3·0 3-D Man Not just another eat-thedots-in-a-maze<br />

game, this! Though<br />

you find yourself in an edible dotlitteredlittered<br />

floor plan plan that that may may seem seem<br />

vaguely vaguely fam familiar, iliar, we we guarantee guarantee you you<br />

have have neve neverr looked looked at at it it from this this perspective<br />

(eye level) before_ before. <strong>The</strong> dots<br />

diminish into the distance as you<br />

race race down a a hallway hallway eating eating them them one one<br />

after the other_ other. <strong>The</strong> dot-remaining<br />

counter on the right clicks downward_<br />

downward.<br />

Race Race through through a a 4-way 4-way intersection<br />

intersection<br />

and whoops! Head to head with one<br />

<strong>of</strong> the ghosts that haunt these halls!<br />

Back Back quickly quickly on on the the stick stick puts puts you you<br />

facing the dotless hall you just<br />

cleaned out when ... ___ another ghost!<br />

AA quick quick left left turn turn into into that that junction<br />

saves saves you, but in in the the confusion<br />

confusion<br />

you've lost direction momentarily<br />

and and must must check check the the miniature miniature radar<br />

plotting screen to set things straight.<br />

... __ . Definitely, an ordinary maze game<br />

this one is not. 3-D Man requires a<br />

Joystick joystick and and at at least least 3K 3K extra extra memory.<br />

Racefun Extensive use <strong>of</strong> multicolor<br />

color character character graphic <strong>ca</strong>pabilities<br />

<strong>ca</strong>pabilities<br />

<strong>of</strong> <strong>of</strong> the VIC VIC make make this this game game very very apappeallnqpealinq to to the the eye. eye. Fast Fast all-machine<br />

all-machine<br />

language action, quick response to<br />

the stick or keyboard-controlled<br />

throttle, combine with the challenge<br />

<strong>of</strong> <strong>of</strong> driving driving in in ever-faster ever-faster traffic traffic to to<br />

make make It it appeal appeal to to the the rest <strong>of</strong> <strong>of</strong> the the body.<br />

Plays Plays joystick joystick or or keyboard.<br />

••<br />

Antimatter Splatter! a more<br />

dastardly dastardly alien alien could could s<strong>ca</strong>rcely s<strong>ca</strong>rcely be be<br />

found than than one one who who would would wipe wipe out out<br />

an an entire entire ccivilization ivi lization by by dropping antimatter<br />

matter anti-<strong>ca</strong>nisters, anti-<strong>ca</strong>nisters, right? If If your your<br />

opinion <strong>of</strong> this alien troublemaker is<br />

the same as ours, probably your first<br />

thought was, get some matter! We<br />

say say <strong>ca</strong>lm <strong>ca</strong>lm down! down! All All is is not not lost. AA<br />

mobile mobile rapid splatter splatter <strong>ca</strong>nnon <strong>ca</strong>nnon <strong>ca</strong>pable<br />

<strong>ca</strong>pable<br />

<strong>of</strong> both breaking through his standard<br />

alien alien moving moving force fields fields and and laying<br />

laying<br />

waste to the ever-increasing number<br />

<strong>of</strong> anti-<strong>ca</strong>nisters is even now hovering<br />

above us. If only our c<strong>ca</strong>nnoneer annoneer<br />

hadn't <strong>ca</strong>lled in sick._.say, sick...say, what are<br />

you you doing doing today? today? Anti-Matter Anti-Matter Sp/at­<br />

Splat<br />

ter is 100% machine machine language language and and<br />

runs in standard 5K VIC.<br />

nUFEKDP<br />

IWFEKUP<br />

P.O. Box 156, Shady Cove, Oregon 97539-0156<br />

C.O.D. Orders...<strong>ca</strong>ll (503) 876-2113<br />

Master<strong>ca</strong>rd and Visa <strong>ca</strong>rds accepted<br />

Ask for our new FREE <strong>ca</strong>talog!<br />

NOW: Two for the 64!<br />

Antimatter Splatter! A more<br />

P.O. Box 156, Shady Cove, Oregon 97539·0156<br />

C.O.D. Orders ... <strong>ca</strong>li (503) 878·2113<br />

Call, wri write, te, check your stores and watch our ads!<br />

Defender on Tri As pilot <strong>of</strong> the<br />

Defender on Tri as pilot <strong>of</strong> the<br />

experimental experimental Defender-sty Defender-style le ship ship<br />

" "Skyes Skyes Limited," Limited," you you are the the on only ly<br />

hope for an advance party o<strong>of</strong>f scientists<br />

trapped in ancient alien sphere<br />

which which suddenly suddenly (heat (heat from from c01lision<br />

collision<br />

cou'rse course with with sun sun presumably-G.E.)<br />

presumably—G.E.)<br />

<strong>ca</strong>me to to life. life. Four Four screens screens worth <strong>of</strong> <strong>of</strong><br />

unique defenses, on-<strong>of</strong>f shields, fuel<br />

deposits, alien treasures, running<br />

timer, energy. energy, score score and and very very nice nice<br />

graphics display make this one that<br />

does not quickly wax old. Defender<br />

on TRI requires at least 3K memory<br />

expander, but but will will run with with any any<br />

memory memory add-on add-on (8K, {8K, 16K, 24K, 24K,etc.) etc.) we we<br />

have come across.<br />

Alien Panic Standard 5K VIC<br />

20/c 20/combination ombination stick & keyboard.<br />

This ar<strong>ca</strong>de-type game pits you<br />

against against time and and an an alien alien on on a a six six<br />

level construction sight with ladders<br />

and pitfalls, but not to worry.' You<br />

and pitfalls, but not to worry! You<br />

have haveashovel. a shovel.<br />

And there 's more ...<br />

And there's more...<br />

Rescue From Nufon Adventure 'S12.95 12.95<br />

Collide Crunch _ ..... _ . . . ..... $12.95<br />

S12.95<br />

Vikman Vikman Classic .... . ........ s12.95<br />

s 12.95<br />

Search Search Challenging. Challenging __ ...... '*12.95 12.95<br />

VIC is a trademark <strong>of</strong> <strong>Commodore</strong> Business Machines, Inc


Stake a, ClaiuMitffffie most<br />

exciting New Game for your<br />

Atari H<br />

Round k p^Une Shaft x> RSuti


<strong>The</strong> Fortress<br />

<strong>The</strong> Fortress<br />

Of OfAdnil Adnil<br />

George George W W. Miller<br />

Miller<br />

"<strong>The</strong> Fortress <strong>of</strong> Adni/" is an adventure game for the<br />

"<strong>The</strong> Fortress <strong>of</strong> Adnil" is an adventure game for the<br />

TIII/ex/Sine/air Timex/Sinclair 1000 using the graphics mode. <strong>The</strong><br />

program progrnll/ is entirely in BASIC and ine/udes includes several<br />

.<br />

routines you'll find useful in other programs. It<br />

routines you'll find IIseful in other programs. It<br />

requires the 16K J6K RAM expansionlllodule.<br />

expansion module.<br />

Your objective in this ga me is to accumulate points<br />

Your objective in this game is to accumulate points<br />

by by gathering energy energy pellets pellets and and recovering recovering the the<br />

treasure, while avoiding obstacles on the display.<br />

Each move costs you one unit <strong>of</strong> energy; using<br />

the laser sword costs more, depending on the<br />

range range and the the object object you you use it on. on.<br />

Each move move you you make make is accompanied accompanied by by random<br />

placement <strong>of</strong> "NAWS" (defined as guards)<br />

on on the the screen. screen. If If this this random placement placement puts a a<br />

guard in the the space space you you intend to to occupy, occupy, you are are<br />

<strong>ca</strong>ptured. <strong>ca</strong>ptured. If If your your energy energy level is greater greater than than 1000,<br />

the the computer computer will allow allow you you to pay a a ransom,<br />

ransom,<br />

deduct the ransom from your score, and allow<br />

you to continue.<br />

You <strong>ca</strong> n use your laser sword to cut a hole<br />

You <strong>ca</strong>n use your laser sword to cut a hole<br />

through any any barri<strong>ca</strong>de barri<strong>ca</strong>de and and to to oppose oppose the the guards.<br />

guards.<br />

But be warned: the odds are even in any battle<br />

with with the the guards, guards, and you you may may lose.<br />

lose.<br />

Since this game is written in BASIC, don' don'tt<br />

expect fast-paced action. <strong>The</strong> game began as a<br />

expect fast-paced action. <strong>The</strong> game began as a<br />

learning exercise in PEEKing and POKEing into<br />

the the display display file.<br />

PEEK And POKE Programming<br />

PEEK And POKE Programming<br />

Enter lines 50 to 120 into your computer. <strong>The</strong>y<br />

will will print a a border border around the display display and and wiJi will<br />

provide a boundary limiting later POKE commands<br />

to to the the display display file.<br />

Now enter lines 220, 250 - 355, 510, and<br />

this line: lin e:<br />

520 520 PRINT PRINT AT AT 21 21,0;PEEK ,0;PEEK (PEEK (PEEK 16396 16396 + PEEK<br />

16397'256+ S)<br />

16397*256+ S)<br />

<strong>The</strong>n <strong>The</strong>n enter lines lines 530 530 and and 610.<br />

This will allow you to move a character around<br />

the the screen screen and and also also find the the CODE CODE <strong>of</strong> <strong>of</strong> the the character<br />

character<br />

stored stored in in that that address.<br />

address.<br />

SAVE SAVE this this before you you try try it, it, be<strong>ca</strong>use be<strong>ca</strong>use if if you you<br />

POKE POKE outside outside the the display display fil file, e, the the program will<br />

crash. crash. You'll You'll have to to turn <strong>of</strong>f <strong>of</strong>f the the power power and<br />

92 92 COMPUTE! Ju1y1983<br />

July 1983<br />

start over.<br />

Now add the to print a variety<br />

Now add the missing lines to print a variety<br />

<strong>of</strong> <strong>of</strong> characters characters on on the the screen, but but don't don't change change line line<br />

520 yet. Move around the screen and look at the<br />

codes returned from the different lo<strong>ca</strong>tions.<br />

Lines 400 to 430 limit the movement to areas<br />

in the display file file. . Lines 450 to 500 check for the<br />

code code at at that that address.<br />

If If this this is new to to you, just remember remember that that<br />

POKEing is putting a a value into an address, and<br />

PEEKing is looking at the value in an address.<br />

Now change line li ne 520 to the line as shown in<br />

the program listing. Enter the rest <strong>of</strong> the listing,<br />

the program listing. Enter the rest <strong>of</strong> the listing,<br />

and you'll have the complete game <strong>The</strong> Fortress<br />

and you'll have the complete game <strong>The</strong> Fortress<br />

<strong>of</strong> Adnil.<br />

If If you you find the game game too too cha challenging, llengi ng, you you <strong>ca</strong>n<br />

change change the the level <strong>of</strong> <strong>of</strong> difficulty difficulty by by changing changing the the 2000 2000<br />

in line 525 to some lower value. va lue.<br />

Line Line 9999 9999 is a a utility utility routine I use to keep<br />

track <strong>of</strong> the length <strong>of</strong> my program. Enter GOTO<br />

9999, and the screen should say, "LENGTH OF<br />

9999, and the screen should say, "LENGTH OF<br />

PROGRAM 7456". Since I'm using a a 16K RAM,<br />

with with 16,384 16,384 bytes bytes available, available, I'm well we ll within the the<br />

limits <strong>of</strong> memory. Note that line 9999 indi<strong>ca</strong>tes all<br />

limits <strong>of</strong> memory. Note that line 9999 indi<strong>ca</strong>tes all<br />

memory memory used, used, and includes includes the the memory memory required<br />

required<br />

for the variables, the display fi file, le, and the<br />

program.<br />

Programming Hints<br />

Programming Hints<br />

Now for some some hints hints on on making making your your programs<br />

look look a a little li ttle more pr<strong>of</strong>essional.<br />

<strong>The</strong> routine starting at line 9991 is selfstarting.<br />

To SAVE the program, start your tape<br />

recorder and enter GOTO 9991. When you load<br />

the the program again, you won't won't get the the usual 0/0<br />

ddisplay, isplay, but the program will begin to run,<br />

printing the title title on on the the screen. To To use this this routine,<br />

routine,<br />

change the program name in line 9995 to the name<br />

<strong>of</strong> your your program, program, and the the line line number number for the the<br />

GOTO GOTO command command to to the the first line line in your your program. program.


Send us your game and THO<br />

i<br />

Got a great home computer game you've<br />

programmed? Working on one? We'd like to<br />

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45!! 450 IF PEEK (PEEK 16396+PEEK 16397*256+S<br />

)=141 )=141 THEN THEN LET LET T=T+2!!!!<br />

T=T+200<br />

46!! 460 IF PEEK (PEEK 16396+PEEK 16397*256+S<br />

)=141 )=141 THEN THEN GOSUB GOSUB 1!!!!!! X000<br />

465<br />

IF PEEK (PEEK 16396+PEEK 16397*256+S<br />

)=141 THEN PRINT AT X,Y,"$"<br />

X,Y;"£"<br />

47!! 470 IF PEEK (PEEK 16396+PEEK 16397*256+S<br />

)=151 )=151 THEN THEN LET LET T=T+1!!<br />

T=T+10<br />

48!! 480 IF PEEK (PEEK 16396+PEEK 16397*256+S<br />

)=151 THEN LET C=C+1<br />

485<br />

IF PEEK (PEEK 16396+PEEK 16397*256+S<br />

)=151 )=151 THEN THEN LET LET M=l M=l<br />

490<br />

IF IF C=15 THEN GOTO GOTO 17!! 170<br />

5!!!! 500 IF PEEK (PEEK 16396+PEEK 16397*256+S<br />

)=128 )=128 THEN THEN GOTO GOTO 75!!!! 7500<br />

51!! 510 POKE POKE PEEK PEEK 16396+PEEK 16396+PEEK 16397*256+P,!!<br />

16397*256+P,0<br />

52!! 520 LET LET T=T-1<br />

525<br />

IF T>2!!!!!! T>2000 THEN GOTO 850!! 8500<br />

53!! 530 PRINT AT 21,0; "^^^^mb"<br />

II<br />

"<br />

54!! 540 PRINT PRINT AT AT 21,!!,T<br />

21,0;T<br />

55!! 550 IF IF T


TECHNIQUES TECHNIQUES FOR FOR WRITING<br />

YOUR OWN ADVENTURE GAME<br />

Adventure games are as intriguing to write as they are<br />

Adventure games are as intriguing to write as they are<br />

to play. Here are are a few techn techniques iques to help help you create create ar1 an<br />

intri<strong>ca</strong>te dra drama ma without without rul1l1il1g running out out <strong>of</strong> memory. <strong>The</strong>se<br />

suggestions are useful for any computer, but the specific<br />

suggestions are useful for any computer, but the specific<br />

examples CO>1Cern concern <strong>Commodore</strong> computers.<br />

Remember, you have have other other tools at your your disposal<br />

beside standard PEEKs, POKEs, and IF IF...THENs ... THENs<br />

when programming games. One-byte pointers<br />

when programming games. One-byte pointers<br />

and ragged tables, for example, <strong>ca</strong> <strong>ca</strong>n n sometimes<br />

come in handy as techniques to save memory and<br />

help with compli<strong>ca</strong> compli<strong>ca</strong>ted ted game game logic.<br />

logic.<br />

Using Using these these techniques, techniques, I developed developed an adventure<br />

venture game game entirely in in BASIC BASIC for my 8K 8K <strong>Commodore</strong><br />

PET 2001 (actually 7167 bytes <strong>of</strong> free<br />

memory). It It includes includes an an adventure adventure with with 48 rooms,<br />

576 576 vo<strong>ca</strong>bulary vo<strong>ca</strong>bulary words, words, 12 12 objects objects (trolls, (trolls, witches,<br />

witches,<br />

etc.), and and many many descriptors and and interactive responses.<br />

<strong>The</strong> game is table driven, and the entire<br />

adventure, adventure, including vo<strong>ca</strong>bulary, vo<strong>ca</strong>bulary, is is stored as as data.<br />

data.<br />

Many Many different different adventures adventures <strong>ca</strong> <strong>ca</strong>n n be be developed developed using using<br />

this this same same program without without change.<br />

<strong>Compute</strong>r game programs <strong>of</strong>ten use numbers<br />

<strong>Compute</strong>r game programs <strong>of</strong>ten use numbers<br />

which do not exceed the range <strong>of</strong> 0 0 to 255. Array<br />

indices and loop variables are common examples.<br />

indices and loop va riables are common exa mples.<br />

<strong>The</strong> <strong>The</strong> typi<strong>ca</strong>l typi<strong>ca</strong>l personal computer computer running running BASIC<br />

BASIC<br />

does not permit one-byte variabl es (value range<br />

does not permit one-byte variables (value range<br />

0-255). A variable (either fl floating oating point or integer)<br />

on on my my PET is always always seven seven bytes bytes long. If If your your<br />

game game program program needs needs a a good amount amount <strong>of</strong> <strong>of</strong> memory<br />

and you you store store lots <strong>of</strong> <strong>of</strong> variables variables with with valu values es in the the<br />

range <strong>of</strong> <strong>of</strong> 0-255, 0-255, then then this this unneeded overhead is a a<br />

problem.<br />

BASIC BASIC (which <strong>ca</strong>uses <strong>ca</strong>uses the the problem) also also <strong>of</strong>fers<br />

<strong>of</strong>fers<br />

a a solution. solution. String String manipulation manipulation functions functions permit permit<br />

the the program to address address a a single single character, and and a a<br />

character is stored in a single byte (plus some<br />

overhead wwhich hich will be discussed later). With<br />

these these string string manipulation manipulation functions functions and and simple<br />

simple<br />

algorithms algorithms to to convert characters characters to to numbers numbers and<br />

vice versa, it it is possible possible to efficiently efficiently store store numbers<br />

numbers<br />

in one byte.<br />

This This approach approach is is particularly particularly useful when a a<br />

game game program makes makes extensive extensive use use <strong>of</strong> <strong>of</strong> pointers. pOinters.<br />

98 COMPUll:! COMPUTE! Juty July 1983<br />

Charles Perki ns<br />

Charles Perkins<br />

Pointers are are stored stored va variables riables which which " "point" point" to to<br />

specific specific pieces pieces <strong>of</strong> <strong>of</strong> data data (i.e., (i.e., the the indices indices <strong>of</strong> a a table<br />

table<br />

entry). entry). <strong>The</strong> <strong>The</strong> approach approach is easily easily extended to the the<br />

creation creation and and use use <strong>of</strong> <strong>of</strong> " "ragged" ragged" tables. tables. A A ragged<br />

table is one in which the number <strong>of</strong> columns varies<br />

with with each each row.<br />

One-Byte Pointers<br />

One-Byte Pointers<br />

In its simplest form, a one-byte pointer is a value<br />

between 0 and 255 stored as a a corresponding<br />

character character in in a a string string variable. variable. Given Given the the character<br />

character<br />

(C$), its va value lue (C) is determined by the equation<br />

C = ASC(C$). Given the value, the appropriate<br />

character character is determined by the the function<br />

C$ C$ = CHR$(C). CHR$(C). Storing Storing individual characters characters as as<br />

individual strings is not effici efficient ent (it uses up eight<br />

bytes in the PET), so multiple variables must be<br />

stored stored together in a a string string (the (the overhead overhead is constant,<br />

and and each each character character adds adds only only one one additional<br />

byte <strong>of</strong> <strong>of</strong> memory). memory). To To retrieve the the Nth Nth character<br />

character<br />

from the the storage storage string string (A$), (A$), the the equation equation is is<br />

C$ = MID$(A$,N, MID$(A$,N,1). 1). To store a a new va value lu e in the<br />

string string is a a bit bit more more trouble, but it's still still just string<br />

string<br />

manipula manipulation. tion.<br />

Storing <strong>The</strong> Variables<br />

Storing <strong>The</strong> Variables<br />

<strong>The</strong> simple code number approach described<br />

above works if the one-byte variables are always<br />

kept internally internally in in the computer. If If you you want to<br />

store the variables on tape or examine them on<br />

the the screen, screen, a a problem arises: arises: the the internal character<br />

character<br />

codes codes include include special characters characters whi which ch <strong>ca</strong> <strong>ca</strong>nnot nnot be<br />

saved saved or or printed. In In fact, only only 128 characters<br />

characters<br />

(seven bits) <strong>ca</strong> <strong>ca</strong>n n be be saved or or printed, printed, and and one one <strong>of</strong> <strong>of</strong><br />

these (the (the quote quote mark) has special meaning meani ng to the<br />

PET PET and and <strong>ca</strong>nnot <strong>ca</strong>nnot be used. used. <strong>The</strong> <strong>The</strong> usable character character set<br />

in the the PET PET has has code code numbers between 32 32 and 95 95<br />

and between 160 and 223. <strong>The</strong> quote mark is<br />

character character 34. 34.<br />

In In my adventure adventure game game appli<strong>ca</strong>tion, the the storage<br />

age strings strings are are input input from from tape tape as as data. data. I also also chose<br />

chose<br />

to to reserve seven seven characters characters as as special special fl flags ags and and to to<br />

eliminate eliminate the the quo quote te mark mark from the the allowed allowed character<br />

acter set set for positive positive numbers. numbers. As a a result, result, I was<br />

forced to to use use slightly slightly more more complex complex encoding encoding and<br />

and

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