Low-Cost Multicolor Plotters For Personal Computers

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COMPUTE!

The Leading Magazine Of Home, Educational, And Recreational Computing

$2,50 May 1983 issue 36

Vol, 5, No, 5

i3379 £1.85 in UK

Commentary:

Is Memory Expansion

Just A

Status Symbol?

Crosswords: A Puzzle-Generating Program For Atari, VIC-20, TI-99/4A, And Others

Jumping Jack: A Unique Game For VIC-20, Atari, Texas Instruments, And Commodore 64

Instant Art On

The Commodore 64

BASIC Utilities For Atari And Texas Instruments

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Reviews

are

See us at Booth #1146

©€©iii>iM/SPRIMG '83 April 7A-29. 1983 Georgia World Congr*i* C«n1«r and

"NEVER'

forgets:'

O»orgta V/ar\6 Congr*i* C fha Afiantq AppOf*! Merf Alia mo. Georgia

MOiS THANJUST AHOnER nSTTY MCE.

Says who? Says ANSI.

Specifically, subcommittee X3B8 of the American National Standards Institute (ANSI) says so. The fact is ai! Elephant^" floppies meet or exceed the specs required to meet or exceed all their standards.

But just who is "subcommittee X3B8" to issue such pronouncements?

They're a group of people representing a large, well-balanced cross section of disciplines— from Gcademia, government agencies, and the computer industry. People from places like IBM, Hewlett-Packard, 3M, Lawrence Livermore Labs, The U.S. Department of Defense, Honeywell and The Association of Com- puter Programmers and Analysts. In short, it's a bunch of high-caliber nitpickers whose mission, it seems, in order to moke better disks for consumers, is also lO

make life miserable for everyone in the disk-making business.

How? By gathering together periodically (often, one suspects, under the full moon) to concoct more and more rules to increase the quality of flexible disks. Their most recent rule book runs over 20 single- spaced pages— listing, and insisting upon— hundreds upon hundreds of standards a disk must meet in order to be blessed by ANSI. (And thereby be taken seriously by people who take disks seriously.)

In fact, if you'd like a copy of this formidable docu- ment, for free, just let us know and we'll send you one. Because once you know what it takes to make an Elephant for ANSI . . .

We think you'll want us to make some Elephants for you.

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WordPro PLUS turns this new CBM 8032 Computer into a sophisticated, time saving word processing tool. With WordPro PLUS, documents are dis- played on the computer's screen. Edit- ing and last minute revisions are simple and easy. No more lengthy re-typing sessions. Letters and documents are easily re-called from memory storage for editing or printing with final drafts printed perfectly at over five hundred words per minute!

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Iifia% aliens jDur Kids can

reason ivifh instead of destim

This year, thousands of hids will be searching for the most amazing thing,

At Spinnaker, we don't believe in the "hill or be killed" concept behind most computer games. In fact, we believe computer games should be instruc- tive. Not destructive. Butjust as importantly, they should be fun.

Thats why Ih 5EARCf1 Of TflE M05T AMAZIMQ TfliriQ'ls designed to let your kids negotiate with aliens Instead of destroy- ing them. Because given the opportunity, kids enjoy using their minds. Ifs Amazingly Fun,

The Most Amazing Thing is out there somewhere. Finding it won't be easy But relax, your kids will have the help of their old uncle 5moke Bailey he'll give them a B-liner (sort of a cross between a hot air balloon and a dune buggy) to use on their Journey They'll have to learn how to fly the B-liner and navigate it through storms and fog. But before they do anything, your kids will have to talk to Old 5moke. He'll tell them about the Mire People and the strange language that they speak, hie'll also tell them to avoid the dangerous Mire Crabs and how to get fuel for the B-liner

Your kids will wisit the Metallican Auction where they'll trade with the aliens for valuable chips. Your kids will then use these chips to buy things they'll need for their trip. And your kids will learn how to fly over the planet using their Jet pack.

Tlie Most Amazing Thing holds great powers, but it will take great skill, persistence and imagination to find it Ifs Amazingly Educational. in SEARCH OF TflE M05T AMAZIflQ TFIIHQ is written by Tom Snyder, educator and author of the best-selling Snooper Troop5'"Detective Series.

And like all Spinnaker games, IM SEARCH OF THE MOST AMAZIMQ THIMQ has real educational value. For instance, your kids wl sharpen their ability to estimate distances and

quantities. And since they'll be navi- gating their B-liner, they'll become aware of distance, direction and time. They'll also develop a knack for economic and monetary

principles through trading with the aliens.

And they'll solve problems through trial

and error. They'll learn all of these ttiings, plus they'll

learn that nothing is impossible if you put your mind to it A Hovel Approach to Computer C5ame5.

Besides offering your children ail of the above, in SEARCH OF THE MOST AMAZIHQ THING gives ttiem an opportunity to develop their reading skills. Because included with the game is Jim l^orrow'5 new novel The Adventures of Smoke Bailey,' So your children will have hours of fun reading the book or playing the game. And they'll be learning at the same time. Parental Discretion Advised.

If you're a parent who would rather see your kids reason with aliens than destroy them, you've got plenty of reasons to ask your local software retailer for IM SEARCH OF THE MOST AMAZING THING. It's compatible with Apple," IBM,' Atari,'" and Commodore 64'" computers. And it offers so much fun you'll probably be tempted to play it yourself Or you can write us directly at; Spinnaker Software, 215 First Street Cambndge, MA 02142.

You'll find this is one computer game that won't alienate you from your children.

sPiTfffan^R

We make learning fun.

Appie. iBMarwl fttjrJ arc 'C^srefPd irademarks of App4c Cornputei; (re. Iniefnawjnal Business Hacnrf>es Ctno afW Aldf i, int. re^pecttvely Ccmmo^Kn'C tAi^A Irademarh cf Cornrrodoie Eleciiwiics Limtted © l9B!5oinfMker5oflwJri?Catn AH i-inh!^ rf«wrv«1

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„ota.f**««

May 1983 Vol. 5, No. 5

FEATURES

20 The New Low-Cost Printer/Rotters _ Tom R, Halfhill

34 Jumping Jack Paul Burger

44 Atari's New Add-On Computer For VCS 2600 Gome Machine Tom R. Halfhill

-48 One On One Chris York

62 Computers And Composition Joan Vesper

EDUCATION AND RECREATION

68 Deflector Frank Tyniw

76 Crosswords William Loercher

90 Checkers Lester W. Cain

97 Progromming Multicolor Characters On The VIC Bill McDonnell

102 Atari Storshof Matthias M. Giwer

143 Guess That Animal Ralph Kennedy

REVIEWS

112 Atari CX85 Numerical Keypad Charles Brannon

116 Three VIC Cartridge Gomes By Creative Software Harvey B. Herman

118 Hescount For PET/CBM And VIC Steve Leth

122 Micro-Systems' VIE Cartridge: VIC To IEEE Interface Karl Kel ley

126 Microteoch Teacher's Aide For The Atari Mike Kinnamon

COLUMNS AND DEPARTMENTS

8 The Editor's Notes Robert Lock

12 Readers' Feedback The Editors and Readers of COMPUTE!

28 Computers and Society David D, Thornburg

32 The Beginner's Page Richard Mansfield

58 Questions Beginners Ask Tom R. Halfhill

132 The World Inside The Computer: Software For Toddlers Fred D'Ignazio

140 Friends Of The Turtle David D Thornburg

156 Machine Language: Numeric Output, Parti Jim Butterfield

198 Insight Atari Bill Wilkinson

218 Programming The Tl: Graphics C. Regena

252 Guest Commentarv: Is RAM Memory A Status Symbol? Barry Miles

THE JOURNAL

146 -^50 154 - -161 162 166 176 184 192

204 211 214 222 226 234 235

-237 238 244 249 250 255 260

128 129 265 276 281 283 288

VIC Kaleidoscope Alan W. Poole

Instant Commodore 64 Art Bob Urso

Graphics On The Sinclair/Timex Derek Stubbs

PET/CBM POP Michael W. Schaffer

Bootmaker For VIC. PET. And 6d M. G. RyschkewJtsch

Basic Atari BASIC Sorts E. P. McMohon

PET Super Editor Craig Disston

VICSTATION: A "Paperless Office" Joel Peter Anderson

Screen Printer For The Atari Wedge Michael E. Hepner

Commodore64 Video- A Guided Tour, Part IV Jim Butterfield

VC File Cose JohnStilwell

Ttie Atari Musician Barry Belian

VisitingTheVIC 20 Video, Parti Jim Butterfield

General-Purpose Data Base, Part II Jeffrey 3. Vohay

TCON: The Apple Writer Processes Programs Michoe I Ginsberg

Apple Fast Sort John San/er

64 Odds And Ends David Martin

Atari Times B, B. Garrett

Versatile Data Acquisition With VIC Doug Horner and Stan Klein

Optimizing PET Speed Michael W. Schaffer

Tl BASIC One -Liners - Michael A Covington

Disassemble To Printer Or Disk For Atari MorkChosin

The Apple Hi-Res Painter James Totten

A Beginner's Guide To Typing In Programs

How To Type COMPUTEi's Programs

News & Products

Calendar

CAPUTE! Modifications Or Corrections To Previous Articles

Product Mart

Advertisers Index

NOTI: See poge 129 before typing In programs.

GUIDE TO ARTICLES AND PROGRAMS

V/64/AT/T1

AT ATA//64/AP

V/AT/AP

P/AT/AP/riA/

64

V

AT

sn

AT

V P/V

V AT

AT Tl

V 64 S/T P/V/64 PA//64 AT

P

V AT 64

V AT

V

cm

AP AP 64 AT

V

P

Tl AT AP

AP Apple. AT Atari P PET/ CBM. VVIC-20, O OSL C Radio Shock Color Com- puter. 64 Commodore 64, S/T Sinclair ZX-81. Tl Texas Instruments. 'Al! or several oftheobove.

COMPUTE! The Journal tor Progressive Compuling (USI^; 537250) is published 12 times each year by Small System Services, Inc., P.O. Box 5406, Greensboro, NC 27403 USA, Phone: (919)275-9809, EditoriisI Offices are located at 505 Edwardia Drive, Greensboro, NC 27409. Domestic Subscriptions: 12 issues, $20.00. Send subscription orders or change of address (P.O. form 3579) to Circulation Dept., COMPUTl! Magazine, P.O. Box 5406, Greensboro, NC 27403! Second class postage paid at Greensboro, NC 27403 and additional mailing of fices. Entire contents copyright © 1983 by Small System Services, Inc. All rights reserved. ISSN 0194-357X.

TOUFREE

Subscription

Order Line

800-334-0868

lnNC91»-27S-9eO»

I COMVIE I

Introditcifig Snooper Troops

detective series.

Edticatiofial games tliat turn ordinary

homes into Sherlock homes.

Where can you find educational gannes that your kids will really enjoy playing?

Elementary, my dear Watson. From Spinnaker

Our Snooper Troops detective games are fun, exciting and challenging. And best of all, they have real educationa value. 5o while your hids are having fun, they're learning.

As a Snooper Trooper, your child will have a great time solving the mysteries. But it will take some daring detective work. They'll have to question suspects, talk to mysterious agents, and even search dark houses to uncover dues.

The Snooper Troops programs are compatible with

m

%

Apple,® IBM® and

Atari® computers and provide your kids with everything they need: a SnoopMobile, a wnst radio, a Snoopflet computer, a camera for taking Snoopshots and even a notebook for keeping track of information.

Snooper Troops detective games help your children learn to take notes, draw maps, organize and classify information and they help develop vocabulary and reasoning skills. All while your kids are having a good time.

So if you want to find educational games that are really fun, here's a clue: Snooper Troops games are available at your local software store, or by writing to: Spinnaker Software, 215 First Street Cam- bridge, MA 02142.

\Nq make learning fun.

© 5plnnaher Software Carp 1982 Apple, iQM and Aian aie registered tradsrvjrka of rtppie Com&jttr , Inc . tnic! national Busin«s P^achines Co/p Jimj f>itan, \nz . respecttvely

Spinnakerls early learning games will help make your children as smart as you tell eyeryone they are.

Your kids are pretty smart After all, they're /our kids.

Spinnaker can help make them even smarter With a iine of educational software that kids love to play

Spinnaker games make the computer screen come to life with full color graphics and sound, And they're fun. Lots of fun. But they also have real educational value,

Some of our games help exercise your child's creativity Others improve memory and concentration. While others help to improve your child's writing, vocabulary and spelling skills.

And every Spinnaker game provides familiarity with the computer and helps your children feel friendly with the computer Even if they've never used a comput- er before.

And Spinnaker games are compati- ble with the most popular computers: Apple,® Atari® and IBM®

Our newest game, KinderComp'" (Ages 3-8) is a collection of learn- < ing exercises presented in a fun and exciting manner

Rhymes and Riddles (Ages 4-9) is a letter guess- ing game featuring kids' favorite nddles, famous say- ings and nursery rhymes. Story Machine'" (Ages 5-9) lets children write their own stories and see them j. come to life on the screen. ' And PACEMAKER™ lets your children create their own funny faces and make them wink, smile, wiggle ears (not your kids' ears, the ears on the screen), etc. And we're intro-

ducing new games all the time.

So look for Spinnaker games at your local software retailer, or by writing to: Spinnaker Software, 215 rirst St., Cambridge, MA 02142. And show your kids how smart their par- ents really are.

SJ^nff)MK£ff

We make learning fun.

Appte, IBM and Atarj are fegntered tr«3eiriarh5 of Apple Computer, inc. InterndUoinai Buiinei^Machinei Coip af\d Alan. Inc , respectiweli/

Commodore 6^ is a trademarKotCommodofe Electronics Umlted.

EDITORS NOTES

The Eighth West Coast Com- puter Faire was another triumph for organizer Jim War- ren. It's truly a consumer show, and an exciting one, given that many of us who don't have a great deal of time for shows any more continue to make time to get to this one. The Civic Center was packed (not only were the hallways full of booths this year, but the freight unloading area as well). No one's quite sure why the Faire doesn't head for San Francisco's spacious new Moscone Convention Center, but we suppose there must be a reason. There is a reason, isn't there, Jim?

The Faire provides the op- portunity for us to meet many of our readers and authors, giving us the chance to tie names to faces. The excitement of the show always stays with us for weeks.

Response to our call for editors in the January issue of COMPUTE! has been excellent, and we're quite pleased to an- nounce the addition of several new staff members. Since you'll become much more familiar with them over the months ahead, through both the book and maga- zine divisions here, we thought we'd tell you a bit about their backgrounds now, and their own personal computers as well:

Orson Scott Card, Editor, COMPUTE! Books Division

Science fiction fans will already know Scott. The rest of you should know that he won the Campbell Award as Best New- Science Fiction Writer of the year in 1978. And he was a four- time runner-up for the Hugo Award. Having also been an editor, Scott brings a wealth of

8 COMPUTl! MOV1983

experience to COMPUTE! Boolcs.

(Atari 800.)

Gail Walker, Production Editor After several years of work in technical editing, communica- tions, and corporate publishing and research in Texas and Iowa, Gail has joined our staff with primary responsibility for super- vision of copy editing and coor- dination of scheduling and planning between our editorial and production departments. (Commodore 64.)

Tony Roberts, Assistant Managing Editor Tony specializes in schcciuling writers, bringing COMPUTE! the skilled training developed after many years of daily newspaper work, both as a reporter and as an editor. Tony's excitement about the personal computer revolution brought him to COM- PUTE!, where he'l! be assisting with the review of submitted manuscripts, editing, and helping supervise editorial scheduling. (TI-99/4A; TRS-80.)

Dan Carmichael, Assistant Editor After spending several years programming mainframe com- puters and developing docu- mentation, Dan moved from IBM Assembler to "VIC-20 Assembler." His experiences and enthusiasm for the VIC led him to COMPUTE!. VIC owners can look forward to his monthly column in the new COMPUTEI's Gazette, and COMPUTE! readers should watch for regular contri- butions in these pages. (VlC-20.)

Stephen Levy, Assistant Editor Stephen came to our attention via a series of excellent articles he'd written for COMPUTE!, After fifteen years as a public school

teacher, he decided to bring his skills to us. His sensitivity to the needs of the average computer user make him a valuable addi- tion to our editorial staff. (Atari 800.)

Random Bits

Rumor has it that we'll see Atari introducing a revised and ex- panded version of the 1200, with more features. Looks aren't evcn/fltiu^. The recent moves by Texas Instruments to lock up the cartridge "marketing" market would seem to pose at least one clear danger. Rather than locking up that market, they may simply have it all to themselves. TI has refused to license the rights to their graphics ROM (GROM), and thus is the only manufac- turer capable of producing TI cartridges. We suspect that smaller vendors may choose to support other computers rather than attempt to resolve the maze of dealing directly with TI. On the other hand, they do have a far more effective marketing reach than independent vendors usually do.

As the price of the VIC-20 and Commodore 64 charge downward, we hear that Com- modore will be placing more and more emphasis on the de- velopment of the 64 market. And Commodore dealers, many of whom are upset over the placement of the 64 into the mass distribution chains, will be forced to concentrate their ener- gies on the new P and B series machines.

AN INFORMATION MANAGEMENT SYSTEM FOR YOUR COMMODORE COMPUTER

InfoPro is a menu driven and interactive "information management" system for tlie Commodore 8032 computer, InfoPro uses "friendly" screen prompts that "guide" you from function to function. Tliis makes InfoPro unusuaily easy to learn and just as easy to operate.

For Mailing List applications InfoPro can print up to 8 labels across and even has a built in "structure" with fields already preset. This structure can easily be changed to fit many other types of office jobs.

Another extremely powerful feature of InfoPro is Super Scan. The Super Scan feature acts like an "electronic filing cabinet" and pro- vides the user with almost instantaneous access to the data stored in a file. The powerful Report Generator allows you to "select" infor- mation for printing based on up to 5 different parameters or criteria and to perform various math functions.

Another powerful and indispensable feature is InfoPro's ability to interact with the WordPro family of word processing programs. This provides the user with a "link" from the area of data information

WordPro and InfoPro are registered trademarks of Professional Software

management to the area of word processing, allowing the user to manipulate, sort, and select data by certain criteria, which can then be inserted into "personalized" letters, documents, overdue notices, etc. InfoPro will also allow you to ADD, DELETf; or CHANGE your information "fields" any time you wish. This means that as your business changes, InfoPro has the flexibility to change with it.

As with ali Professional Software products, InfoPro comes complete with a professionally written and fully-tested user oriented manual. InfoPro also includes a program ROM, and InfoPro System Diskette.

Start managing your information today.

Call us today for the name of the Professional Software dealer nearest you.

Professional Software Inc.

51 Fremont Street Needham, MA 02194 Tel: (617) 444-5224 Telex: 951579

Pubhsher-'Edifor-ln-Chief Publisher s Assistant

Robert C lock AJce5.Wotfe

Senior Editor Managing Editor Assistant Managing Edilor Production Editor Features Editor Technical Edilor Pj'ogram Editor Editorial Assistant pTog ram m i n g Assista nts

Administrative Assistants

Assistont Copy Editor Copy Assistant

Associate Editors

Contrlbijfing Editor

Richard Mansfield Kathfeen E Martinek lony Roberts Goii Walker TomR Holthtll OttisRCowper Charles 6?anr>on KothyYokal Pctnck Pa Irish Gregg Peefe

ViCki Jennings lauralvlcfadden CoroJ Ecfdv Juonita lewis Becky Hall IvlQfy Parker Jim Butterlield. Toronto, Conodo Harvey Herman. Greensboro, NC Fred D'Ignazio. 2117 Carter Rd.S.W. Roonoite. VA 2dOl5 David Thomburg ). Box 1317. L05 Altos, CA 94022

BillWilkinson

COMPUTE' s Book Division

Editor

Assistant Editor

Artist

Orson Scott Cord Step hen Levy Janice Farv

Art Director/Production tyjanager Georgia Popadopoulos

Assistant Artists

Typesetting Illustrator

Promolion Assislont Pr od uct io n Assistant

frma Swom De Potter Jean iHend^ix Terry Cash Harry Btair Todd Heimarck Do>r?ees

Associate Publisher/Nationol Advertising Soles Wonager

Advertising Coordinator Advertising Accounts Sales Assistant

AndyMeehan Patti\MI]iams Bonnie Valentino Rosemarie Davis

O per o lion s/Customer Service Manager Assistants

Dealer Coordinator

Assistant

Assistants

Shipping & Receiving

Carol Lock Potty Jones Shannon Ivteyer Fran Lyons Gail Jones Christine Gordon Cassandra Robinson Dorothy Bogan Shoion Minor Chris Potty Rhonda Savage Liso Fiohorty JimCoword Loriy O'Connor Chris Cain

L>ata Processing Manager Assistant

Leon Stokes JOon Compton

Accournting Manager Bookkeeper Accounting Assistants

Assistants

W. Jej-ry Day

Ellen Day

Lindo i^oquemore Doris Holt

liufh Granger AnrKJ Harris EmiEieCovll Anne Ferguson

Small System Services. Inc pubfisrtes

COMPUTi!Bool(5

Corporote off Ic*: 505 Edwofdio Drive. Greensboro. NC 27409 USA

Mailing cKidress; COMPUH!

Post Office Box 54D6 GreenslDoro. NC 27403 USA

Telephone: 919-275'9S(»

Robert C Lock President

W. Jerry Day. Vtce- President and Comptroller

E, Norman Granom, Vice-President ond Generol Counsel

Kattileen E Mortirek, Assistant To The President

Sonjo Whrtesell. Executive Assistant

Coming In June

How To Buy Ttie Rtgiit Printer

TI-99/4 Structured BASIC

Atari Player/Missiles Made Simple

The New, Low-Cost Printers

Two Extraordinary Games: The Hawkmen Of Dindrin And Asfrostorm

PET Machine Language Uncompactor

Data Searcher For PET, VIC, And C-64

Apple Shape Generator

TR$-80 Color Computer: The Printer Connection

Subscription Information COMPUTE! Circulation Depf. P.O. Box 5406 Greensboro, NC 27403

TOLL FREE

Subscription Order Line

800-334-0868

In NC 919-275-9809

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Canada and Foreign Surface Moll

Air Europe, AusSralio Middle East, Central America and North Africa South Americo, South Africo, Far East

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Advertising Sales

The Grttelnian Company'

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Sharon Brbdie

.;Joe Porter/

215-646-5700

NY Metro /12 567-6717

COMPUTE! Home Office

/ Harry Blair Southeastern Sales Representative 919-276-9809'

In British Columbio, Canada, fiiaska or Hawaii call 408-354-5553, ESewtiere in Canado or outside North America call 919-275-9809.

COMPUTE! Home Office

Andy Meehan

National Advertising

Sales Manager

919-276-9809

Phoebe Thompson and Associates

101 Church Street Suite 13

Los Gotos, CA 95030 PHOEBE THOMPSON

Phoebe Thompson and Associates

2556 Via Tejon Polos Verdes Estates, CA 90274 JOANN SULLIVAN

GB & Associates

P.O. Box 335 Libert/ville, IL 60048 GORDON BENSON

COMPUTE! Home Office

505 Edwardia Drive Greerisboro, NC 27409 HARRY BLAIR

Soulheastern Sales Represenfative

The Gittelman Company The Gittelman Company Address all advertising materials to:

Statler Office Building

Suite 518

20 Providence Street

Boston. MA 02116

AL DALTON

RUTH WILLIAMS

Summit Office Center 7266 Summit Avenue Fort Washington, PA 19034 SHARON BRODIE JOE PORTER

Patti Williams

Advertising Production Coordinator

COMPUTE! Maga2ine

505 Edwardio Drive

Greensboro, NC 27409

Authors o) manuscripts warrant that all materials submitted to COMPUTE! ore originol rnalerials witli full ownership rights resident in said duttiors. By submitting articles to COMPUTE!, authors acknowledge that such rraterials, upon acceptance for publication, become the exclusive property of Small System Ser- vices. Inc. No portion of this magazine may be reproduced in any form without written permission from the publisher. Entire contents copyright S 1983, Small System Sendees, Inc. Rights to programs de^loped and submitted by authors are explained in our author contract. Unsolicited mateiiols not accepted for publi- cation in COMPUTE! will be returned it author provides a self-addressed, stamped envelope. Progroms (on tape or disk) must accompany each submission. Printed listings are optional, but helpful Articles should be furnished as typed copy (upper- and lowercase, please) with double sioocirvg. Each page of your article should beor tlie trtle of the article, date and name of the author. COMPUTE! oisumes no liobility for errors in articles or advertisements. Opinions expressed by authors are not necessorily those of COMPUTE!.

PfT. C6H WC-20ond Commooofe M are TrodetTioiits of

Commodoie Buane« MochtfTes. Ire. ona'o* Cofnmodote £iectTc«ci Lirrslwl

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TJW/dA I! a ffodefTiofV of te^as iftsfiuiyionts Inc

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10 COMPUTC! May 1983

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because there are three specific volumes. One for the Apple,* one for the IBI\/1-PC: and one for the TRS-80.* In each of these bool<s author Ed Fauil< leads you through your favorite com- puter and takes the mystery out of writing programs for it. As you proceed, interest- ing chapter by interesting chapter, you'll

©RAM. Before you're past Chapter 2 you'll be programming. By the end of the book you'll be willing to tackle business programs, personal use programs and even games and adventures! $14.95 Get your copy now. Available at computer and book stores, or:

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READERS' FEEDBACK

The Editors and Readers of COMPUTE!

What Does A Light Pen Do?

I own a VIC-20. In COMPUTE! I see advertisements for a new light pen for the VIC. I am not sure what a light pen does exactly. What does it do? Do you recommend buying one?

Rich Cope

The display on a video screen is not nearly ns static ns it appears. It is actually "re-draivn" many times per sec- ond by an electron beam. Moreover, it is not a solid picture, but rather a slack of closely spaced horizontal lines like a ji^saio puzzle made up entirely of long, thin rectangular pieces. An important characteristic is that the beam always "draws" the entire screen, and at a constant speed. Tims the drawing always takes the same amount of time, whether the display is bla)ik or filled with an intricate pattern.

The light pen is a light detection device. It "sees" the electron beam as it draws the lines across the screen. By checking to see hoiv much time passes between ivhen the beam starts drawing the picture and when the pen detects the beam, the computer can determine how far the beam has drawn, and thus where on the screen the light pen is positioned.

A light pen is useful for pointing to things on the screen. One of the nuist common uses for the pen is to select items from a list simply by pohiting at the desired item. Another demonstration we have seen involves "playing" a piano by pointing zvith the light pen to the desired "keys" on a keyboard display. Light pens also provide you with an easy way to "sketch" on the screen .

Tl Clock

Since there is no realtime clock built into the Ex- tended BASIC on the TI-99/4A, is there any coding scheme to simulate one?

John J. Mahoney

You can insert a FOR/NEXT loop wherever you wish to make some time elapse. The number of times the loop is executed can be varied depending on the timing re- quirements of your program. First choose some arbitrary number of times that you wish the program to run through the FOR/NEXT loop. Then time the results when the program is executed. If the time that transpires when the program is run is too long, simply usea smaller limit in the loop. This method depends on actual pro- cessing time, so if you add or delete program statements,

12 COWUIB MOV 1983

be sure to adjust the FOR./NEXT limit accordingly.

For example, see how long FOR T= 1 TO 5000:NEXT T takes to finish. ^Then change the 5000 limit to suit your needs.

NiJfekop Decoded

In your review of the latest games from Niifekop Software (February 1983, p. 140), you write: "the word Niifekop, according to the firm's early ads, has a Druid origin, and means putting an extraor- dinarily large amount into a small pocket or en- closure, possibly through the use of magic."

This must have been tongue-in-cheek. Surely you recognize "poke fun" spelled backwards.

J. R. Thompson, Jr.

Gary Elder, President of Niifekop, responds:

We lucre completely shocked, but it's true! We're amazed, as always, at the visionary powers of the Druids.

Cassette Drive Risk

I have set my VIC on a timer. The PLAY key on the tape drive is left depressed. When the system powers up I would like for it to load and run the program on the tape. How do I do this?

T. H. Homer III

If would be better to avoid leaiuug any of the tape-moving keys (REW, F.FWD, or PLAY) down while the unit is turned off. This can cause significant damage to a tape machine.

The tape is pulled through your drive at a uniform rate. The computer would not be able to load your pro- grams from the tape drive if the rate deviated much from the norm. Inside the tape player are a capstan a}ui a pinch roller (see illustration). When the PLAY button is pressed, the capstan revolves and the pinch roller holds the tape firndy against the capstan. The roller is made of hard rubber, but left pressed against a motionless capstan, it can be deformed.

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i>iuw.iliii1

From time to time i/ou'H get a shoppiug cart at the market with a wheel that has been similarly damaged. In that situation, you're in for a noisy, bumpy trip through the store. A bad pinch roller would have far more serious effects: you would begin to have frequent load errors.

If you luant a program to start running at a certain time, just set the internal clock. You don't need to involve the tape player at all. For example, to start a program that wakes you up with VIC nnisic in eight hours:

10 TI$="000000": REM 00 hours/ 00M

INUTES/ 00SECONDS 20 IF VAL(TI$) = 80000 THEN 40 30 GOTO 20 40 REM YOUR MUSIC PROGRAM STARTS H

ERE

The VIC uses about a nickel's worth of electricity every 24 hours if you leave it on continuously. It's probably its own best tinier.

How To Use Atari's Player/Missile Features

I am an Atari 800 owner. How do you use player/ missile graphics? So far, in at least ten publications I have read about enabling it and that's where they stop.

Ely Manero

Player/ missile graphics are a powerful, but complex

tool. There are a nuifiber of things to learn before you can take advantage of all the options that PI M graphics make available to you. It's rather like learning BASIC itself; there's no way to master it in an hour. Your best bet might be to look over and practice with the numerous PIM articles in the new COMPUTEI's First Book Of Atari Graphics. The book was designed to teach Atari graphics, one step at a time. You might find one of Bill Wilkinson's contributions to that book, "Introduction To Player/ Missile Graphics," especially helpful. See the COMPUTE! Books ads elsewhere in this issue.

VIC PILOT Decimal Division

I teach a Computer Programming course to 8th graders at our school, Castillero Middle School, San Jose, California. We have seven Commodore PETs and a VIC-20. The language, of course, is BASIC.

But now we are also using PILOT .... from COMPUTERS December 1982 issue. Our students are finding it quite interesting to write programs in PILOT that they had previously written in BASIC.

One of my students, Mike Jennings, was intrigued with the notion that PILOT was integer only. He wondered whether it would be possible

16 COMPUm Moywes

to have PILOT do decimal division. The result was a program he wrote which does just that. The user is prompted for two numbers, and for the number of decimal places desired. One small problem is when the division works out evenly: that is, when the decimal terminates. In such cases an additional zero is printed.

I thought it was a pretty good effort for an 8th grader with only a semester of programming.

Lawrence E. Corina

70 T:

1 *AGAIN

2 T:

3 T:2 NUMBERS?

4 C:#T = 0

5 A:#A

6 I:#A = 333

7 JY:*END

8 A:#B

9 T:CARRY OUT HOW MANY PLACES?

10A:#L

12 »MAIN PART

14I:#A<#B

16 TY;.;

18JN:»A>B

20CY:#A = #A*10

22C:#C = #A/#B

24C:#T = #T + 1

26C:#D = #C»#B

28C:#E = #A-#D

30C:#A = #E*10

32 T:#C;

33I:#T = #L

34JY;»AGAIN

35I:#C = 0

36JN:22

38JY:*AGAIN

44* A>B

46C:#C = #A/#B

48 T:#C.;

50C:#D = #B»#C

52C:#E = #A-#D

54C:#A = #EnO

56 J:35

60 »END

64 Tape Control

I'm a beginning programmer; I'm getting a big headache trying to solve what originally seemed to be a simple problem. My program instructs the user of a Commodore 64 to press fast forward on the Datassette. When it senses that the button is down it prints OK. After a time interval I want the Datassette turned off automatically by the computer. I've tried every POKE possible and haven't got one that works. I thought that this one would work;

POKE(l),PEEK(l)AND 39

... but it doesn't.

How can I do this?

Jim Butterfield replies:

You're close. Two more things, and you'll have every-

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thing workiiig.

Fir:;t: ilic motor logic is iinvrted, so to tun} the motor off, you must turn the control bit (value 32) on. To turn bits on, you need an OR function rather than an AND. So your code will be: POKE I.PLEKCl) OR 32.

Seco)id: the motor is also cojitrollcd bi/ an interlock, address 192 on the VIC and Commodore 64. If this location contains a zero, you can try to turn the motor off ... but it will be turned right back on again. You must set the interlock to any non-zero value after tlie motor has been turned on. Then, and only then, your POKE to address 1 will shut Ihe motor off.

The interlock location, 192, will switch back to zero automatically -when the user releases the Datassette key. If this kei/ is still dozen, you can turn the cassette }notor back on again very easihf. just release the interlock with POKE 192,0.

So your procedure is asfolloxos:

1 . Wait for the user to press the appropriate cassette key 'which will cause the NU)tor to start. Then POKE 192,1.

2. When llic appropriate time has elapsed, POKE l,PEEK(-l)OR32.

Zeroing Into VIC TInymon

Why does Jim Butterfield say that a SYS to any memory location containing a zero value will in- voke Tinymon? I would have thought that a SYS to the memory location containing the first byte of Tinymon would be the only way to make it run.

Roy Underhill

The zero i}ieans sometbi)ig special to the 6502 micro- processor chip. In its language (machine language), the zero is a BRK (break). That instruct io)! forces control of the computer to go to an address contained i)i the "break interrupt vector." This is a two-byte-long "pointer" ivhich you can change to point to any address. On the VIC, this vector is located in addresses 790 and 791 (decimal). If you make it pioint to the entry point in Tinymon (entry points are not ahoays the first byte), then any time you SYS to a zero, the computer will "break" to the entry and Tinymon will be off ami running.

True Random Numbers For TI-99/4

Regena writes about randomness on the 99/4 in her column in the February issue. I would like to share some discoveries I have made on this subject with your readers.

First of all, there seems to be some confusion about how the RANDOMIZE statement works in TI BASIC and TI Extended BASIC. As Regena pointed out, if you do not use this statement in your program prior to using the RND function, you will receive the same sequence of numbers

each time you run the program. All your friends around the country with 99/4's will gel the same numbers as you do, too. When the computer en- counters the RANDOMIZE statement, it puts you back at the beginning of a new list of pseudo- random numbers.

That term "pseudo-random" is important. The 99/4 A User's Reference Guide makes a point to mention that the RND function "gives you the next pseudo-random number in the current se- t]uence of pseudo-random numbers." If you use the RANDOMIZE statement once, then, you may or may not get the same sequence of numbers. However, using the RANDOMIZE statement over and over again in the program just puts you back at the beginning of another list. In reality, there seem to be certain numbers that the con> puter prefers to put at the top of its lists, so in games there may be some numbers that are never generated because you never make it far enough up into the current list to get that number. The point is, repeating the RANDOMIZE statement does NOT niake your program more random.

I have found that the only way to make the computer generate a totally unpredictable set of numbers is to use the RANDOMIZE statement once at the start of the program, then when you need to wait for the user to press a key, do this:

100 CALL KEY(0,K,S)

110Z=RND

120 IF S"0 THEN 100

Since the time it takes a human to press a key will not be exactly the same each time the program is used, the computer will read down the list of pseudo-random numbers an unpredictable number of places.

Steve Davis

TRS-80 Color Computer Group

I would like to inform your readers through your "Ask The Readers" column, that there is now a TRS-80 Color Computer Users Group in Mil- waukee, WI. For more information write to:

CoCo-MUG c/o Tom Fandre 2420 Mistv Lane Waukesha, WI 53186

(414)542-0600

Steve Koszuta

COMPUTE! welcomes questions, connnents, or solutions to issues raised in this column. Write to: Readers' Feedback, COMPUTE! MflX"='"t'' ^'-O. Box 5406, Greensboro, NC 27403. COMPUTE! reserves the right to edit or abridge published letters. " ©

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The New Low-Cost Printer/Plotters

Tom R Halfhill, Feotures Editor

Recent price hrcaktltrou^'ihs are niakiii^'^ color prinierl plotters as ensi/ to afford as tlie iieiv low-end Uouie computers,. Here's a roundup of the ninjor nwdels now nppcarin;^ on the market for Atari, Commodore, Radio Shack, and Texas Instruments computers.

If you're a person who likes to doodle on your memo pad at work, or in the? margins of your notes at school, then this article is probably for you.

Especiallv if vou sometimes doodle in color. And if you envy the graphic designs on this page. And if you wish there were more to computer graphics printouts than black-and-white dot- matrix dumps.

Multicolor graphic designs, drawings, charts, and graphs have long been possible with peripheral devices known as plotters. Plotters are closely related to printers. The main difference is that printers create an image by striking the paper with a print head, while plotters actually draw on the paper with ballpoint or felt-tip pens, just as people do. Of course, because plotters are con- trolled by computers, they can draw with greater precision than the finest human draftsman.

Although plotters have been around for years, they haven't seen much use on home/personal computer systems because of their high cost, typically several thousand dollars. But that's about to change, thanks to a new generation of econom- ical printer/plotters (so-named because they can

print text in addition to plotting figures). For ex- ample, the four-color designs illustrating this arti- cle were produced by the new Atari 1020 Printer/ Plotter, which is just coming on the market for only S299. Similar low-cost models for other home computers have been introduced by Commodore, Radio Shack, and Texas Instruments.

A Revolver Loaded With Pens

Three main features separate printer/plotters from ordinary printers: the ability to dra^v con- tinuous lines in anv direction, the abilit\' to draw in several colors, and the ability to .scroll the paper both forward and backward as they draw.

Printers are designed primarily for printing out text and are severely limited when it comes to graphics. So-called dais\rwhee\ or letter-quality printers ~ those that stamp their characters on paper with a typewriter-like striker - are limited to the characters on their striking wheels or balls. By printing patterns of X's, asterisks, periods, or so forth, they can create crude figures or charts.

Dot-matrix printers are a little more flexible. Their print heads have a row of tiny pointed wires which are "fired" at the paper in certain patterns to form characters out of small dots. In addition to regular alphanumeric characters, most dot- matrix printers also have special graphics charac- ters. Generally these are smaH shapes or blocks which can be grouped together to make figures. With special programs, most dot-matrix printers

20 COMPUTl! M0]y1983

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DESIGNED BY GREG YOUNG. FOR ATARI 400/800." AND YOU.

THE NEW ATARI 1200XL HOME COMPUTER MAKES SOPHISTICATED GRAPHICS AND SOUND SO EASY TO PROGRAM,

ONLY the new ATARI 1200XL Home Computer combines cus- tom microchip technology with 64K RAM computing power to de- liver graphics and sound capabilities that are so easy to program. The ATARI 1200X1 has 11 graphics modes and 5 text modes. (The Commo- dore 64 and Apple ll-e have only 2 graphics modes and 1 text mode.) Additional text and graphics modes allow users to easily program sophisticated graphics effects with relatively few commands, taking full advantage of the 256 color variations available. The sound capa- bilities of the ATARI 1200XL are also easy to program. Four distinct "voices" spanning 3V2 octaves are controlled by a separate microchip, leaving the principal microprocessor chips free to perform other tasks.

ONLY the ATARI 1200X1 offers a keyboard featuring 8 pro- grammable function keys controlling 16 functions in a 64K computer (That's twice as many as the Commodore 64). Four new function keys enable you to lock and unlock the keyboard electronically disable the screen DMA for faster processing time, generate European lan- guage or graphics characters, turn the keyboard sound on and off or^^ access the one-touch cursor control. The unique user-definable "help"

THE NEW

O A Warner Communications Company © ms. awi, inc. aii rights reserved.

key permits users to self-test ROM, RAM, audio-visual circuitry and l<eyboard functionality or call up assistance within complex programs. For even more help, Atari gives you a toll-free number to call for product and technical information (800) 538-8543; in California 1-(800) 672-1404.

ONLY the ATARI 1200XL offers you a home computer com- patible with virtually all ATARI Computer peripherals and software (compatibility that other new computers like the Commodore 64 don't offer). There are over 2,000 programs and seven programming lan- guages currently available for tfie ATARI 1200XL New programs like AtariWriter'" and languages like ATARI Microsoft BASIC, Assembler Editor, PILOT, Pascal, ATARI BASIC, Forth, and Macro Assembler offer you even greater programming challenges and flexibility

ONLY Atari puts so much more in the new 1200XL Home Computer so you get so much more out of it.

AIARri200xL

HOME COMPUTER

also can produce screen dtinips - direct dot-by-dot copies of images on the computer screen. The limitations are that the screen dumps are only black-and-white, and have low resolution, since they are composed of masses of dots.

Plotters work on an entirely different princi- ple. Expensive plotters usually have an arm, guided by tracks or rails, which grasps one ballpoint or felt-tip pen at a time. Beneath the arm, the sheet of paper {or plastic transparency) is held flat and stationary on the plotter. Under computer control, the arm can slide in any direc- tion on its guide rails to draw continuous lines. When a line is supposed to end, the arm lifts the pen off the surface a fraction of an inch, moves to where the next line is to begin, and sets the pen back down to resume drawing. To change colors, the arm automatically lifts the pen, moves it off the paper, sets it in a rack, and picks up another pen from the rack. Some expensive plotters have racks with a dozen or more different-colored pens.

The new low-cost plotters for home com- puters take a somewhat different approach, but the result is the same. To cut costs, the complex movable arms, guide rails, and racks of pens are eliminated. Instead of drawing lines by moving an arm over flat, stationarv paper, the new plotters hold the pen stationary and roll the paper beneath it. To make it possible to draw lines in any direc- tion, the paper roller can rotate forward and back- ward, unlike conventional printers. And the low- cost plotters can lift the pen off the paper and set it back down to draw lines of anv length similar to their more expensive cousins.

The new plotters also have a simpler way of changing pen colors. Instead of using a movable arm to pluck pens from a rack, they store four very small, colored pens in a rotating barrel. The barrel looks something like the cylinder of a re- volver, except that there are spring-loaded pens where the bullets would be. To change colors, the plotter rotates the barrel, and a plunger presses the correct pen into contact with the paper.

As you might guess, the whole operation requires lots of precision, and it's amazing to see such devices sell for only a tew hundred dollars. To further cut costs, all the new plotters use nar- rower paper (about 40 columns wide), and are limited to four colors at one time - although the pens are sometimes interchangeable so that many different colors are possible.

The Patience Of A Monk

Now that you know how a plotter draws pictures, you might be wondering how a printer/plotter prints text. After all, it doesn't have a conventional print head.

The answer is simple, though the method is

not. A printer/plotter draws characters the same way it draws pictures: one line at a time. It's fun to watch. Tediously but precisely, with the pa- tience of a medieval monk, the plotter scrolls the paperback and forth under the pen to carefully scribe each letter, number, and symbol. Since printing is a lot slower than typing, printer/plotters take a long time to generate text. Although the characters come out looking sharper than a dot- matrix printout, you probably won't want to use a printer/plotter for listing many programs - unless you, too, have extraordinary patience.

To control a plotter, you can write a program in BASIC or in another language that may be avail- able for your computer (Logo, PILOT, etc.). The svntax varies, but generally you specify the X (horizontal) and Y (vertical) coordinates for each line; or, in the case of languages with turtle graphics, a direction and distance (i.e., RIGHT 90:FORWARD 10). To print text, vou use a PRINT- type statement similar to BASIC'S "PRINT." Printer/plotters have built-in character sets, so you don't have to issue volumes of commands to form each tiny character. Some printer/plotters even have several different-sized character sets to choose from.

Besides drawing pretty graphics designs, printer/plotters also are widelv used for creating illustrative figures, charts, and graphs. It's usually easv to mix graphics and text.

In alphabetical order, here's a roundup of the new geiieration of low-cost printer/plotters for popular home computers:

Atari 1020

The Atari 1020 uses standard AV2 inch-wide roll paperand has text modes of 20, 40, orSt) characters per line. The text modes are selectable from the computer keyboard and can be freely mixed with

Atari T020 Printer/Plotter

charts, tables, and figures. In the 40-column mode, it prints at 10 characters per second (cps). There's also an international character set to complement the one on the new Atari 1200XL computer. The 1020 is styled to match the 1200XL and to fit neatly

2i COMPUTC! May 1983

GamSS ^011 tdVk take ^ home to your munnny.

» orrcf Commodore 64. T/-K5/4A. Rndto Shack _ . ^ j^Apptc //, and IBM-PC ore trademarks oj Atari. Jnc, rfon- JnlifrnuffontiJ, /nc Tt-xas Inalrumetits, Inc.. Tandif Cor- 1, Applt Comptiter, trie,, and IBM, Inc. respectively. At! '^ame liHen ore tmdeinorhs oJ Synapse Software.

cassette and cartridge for the Atari 400/800 computers, m hase and other titles avail- able soon for the Commodore 64^ the VIC-20t Ti-99/4A, Apple ii. Radio Shack Color Computer^

and IBM-PC.

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atop its case.

Under program control, the printer/plotter can draw to any vertical/horizontal coordinates with its four-pen print head. The standard colors are black, red, blue, and green. FA^hl other colors also will be available. Four buttons on the plotter control the power, pen color, pen change, and paper feed.

Atari says the 1020 should be available this spring for S299.

Commodore CBM 1520

The CBM 1520, announced at the Winter Con- sumer Electronics Show (CES), uses standard 4'/2 inch-wide roll paper in a 5-inch carriage. Pro- totypes had a four-color print head with black, purple, green, and red pens.

Commodore CBM 1520 Printer/Plotter

Prototypes also appeared to have two differ- ent-sized text modes. High-resolution figures are possible with the plotter's ability to "step" up to 480 positions horizontally and 999 positions verti- callv- The plotter has a power switch on the side and three topside buttons for paper feed, color change, and pen change.

The 1520 is designed primarily for the VlC-20 and Commodore 64 computers, hut could be in- terfaced to other mociels as well.

Commodore says the 1520 should be available this spring for $199.95.

Radio Shack CGP-115

The CGP-115, already on the market, uses stan- dard 4'/3 inch roll paper and comes with red, bkre, green, and black pens in its four-color print head. Like Commodore's CBM 1520, the Radio Shack plotter can step up to 480 positions horizontally. However, there is no limit to the vertical steps.

There are two text modes - 40 or 80 columns at 12 cps. Under program control, other size char- acters can be drawn and even rotated. Topside buttons control the power, paper feed, and color

26 COMMJTi! May 1983

Radio Shack CGP-115 Color Graphics Printer

selection.

TheCCP

15 sells for $249.95.

Texas Instruments HX-1000

The HX-1000 differs from the other printer/plotters in that it is portable and uses narrower 2'/4 inch- wide roll paper. In the text mode, it can print up to 18 standard characters or 36 compressed char- acters per line, but eight other sizes are available as well. It prints at 12 cps.

The four-color print head comes with black, blue, red, and green pens. Ten control codes sent from the computer control various functions of the plotter. There is also an on-off/reset switch and a paper feed button.

The HX-1000 is powered by five AA-size (pen- light) batteries or an AC adapter/charger. It is designed to work directly with Texas Instruments' two newest computers, the under-$100 TI-99/2 and the portable Compact Computer 40. The plot- ter also works with the TI-99/4A if connected through a $59.95 Hex-Bus interface.

Texas Instruments says the HX-1000 should be available this spring for S199.95. The Hex-Bus Interface should be available shortlv thereafter.

Texas Instruments HX-1000 Printer/Plotter

§) 1W3 Sptclra VKleO. inc

THE PERSONAL COMPUTER YOU'LL GROW INTO, NOT OUT OF.

SPECTRAVIDEO SV-318 COMPUTER COMPARISON CHART

SPECTRA VIKO SV-llB

APf-LEIPPLUS

ATARI UO

COMMODORE H

NCCiUi

HAOIOVUCk COLOR COUPUTCR

BASE PRICE

$299

Jl.HO

U99

»sss

»»

$3»

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BUHTlNflOM

32K

TJK

lOH,

»K

16K

GM

EXPANDABLE 70

96K

*2K

NJA

3?K

BUILT iNETIEhDED UlCflOSOFT- BASIC

VE5

YES

ADDITIONAL COST

NO

YES

*OD<TI0NALO0ST

BUILT IH RAW

J3K-

len

«4K

IfiK

EX PAN DM LC TO

!«H--

64K

46K

];k

KEYBOARD FLATUmtS

NUMBER or KEYS

71

61

10

WA

$E>ECLAL WORD PnOCESSIHC

NO

NO

GEnERAIEB anAI^HlCStFROH KEYBOARD!

TES

NO

VES

NO

NO

UPPEflAO wen CASE

YES

UPP£^01>JL¥

YES

CAMEJAUDtO FEATURES

SEPARATE CARTRIDGE SLOTS

TES

NO

NO

BUILT IN JOYSTKH

VES

NO

NO

NO

COLORS

i&

15

l?B

le

9

RESOLUTION [PkELSJ

»&« 192

zaot iu

320 Ji 19?

220>:?D0

?«*I93

SPRITES

32

A

R

FifA

WA

«

OCTAVES PER CHANNEL

A

B

A a^tt ENVELOfE

ViS

NO

NO

YES

PERIPKCfUt. SPECIFICATIONS

CASSETTE

1 CHANNEL

J CHANNEL

t CMAfJNEL

tCHAMNEL

1 CHANNfl

AUDIO to

VES

NO

NO

NO

BUIL.TtNHIC

MO

DISK DRIVE CAPACirY

UHn

96A

ITCH.

n;a

(LOW PROFILE)

YES

NO

CPW 30

YES

NO

NO

NO

'" Apple II can Koal modified 40 BO co4ut>o CP/M

MmosaJt <5 ] 'ffli^TpBj tr*Jerrurk pi Miciosnn Cwpwitan CP.'M >i 1 liMfmifV ot OigitJ Beseifch inc

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SadlY, many personal computers will become lomorroWi junk in the attic- TheSV-3lSisonelf)ot will not. Because as YOU get bettei, II gets better. It does so because ollts capabililY and expanaablllty—tiott\ tar beyond tt\ose ol any other affordable computer.

CAPABILI1Y. me SV-3IS Isn't just more capable. Its much more capable^ A/o ofher computer of even twice the price combines all these extraordinary teatures: 32K HOM expandable to 96X: 32K SAM expandable to \44X: Extended Microsoft Basic (the Industry standard): even Standard CPIM SO-column capability so you can Immediately utilize over 10.000 existing software programs. The SV-3!S o/so has a unique built-in joystlcKJ cursof control— an immeasurably useful feature when It comes to playing your favorite video game.

eXPANDABiLlTY. As you become more and more skillful with computers, you'll love hQwtheS'y-3iB "stretches" to meet your demands (and actually leads you In fascinating, new directions). For one thing, all eleven ol our Important peripherals are avallabte Immedialely. With most other models, you have to wail months. For another, the SV-318 Is beautltully designed to Interface with new options as they become available,

AFfQRDABIUTY. The SV-3IB IS not only eminently afford- able. It's the first true bargain of the computer age! Besides home budgeting, business applications, word processing, programming and selt-teachlng. the S'y-3t8 is the best entertainment value in town. Hot only can you use It wilh your TV to play hundreds of different video games, you can also use your SV-3IB with a TV as a drawing tablet or music synthesizer. In piay, as in work, the SV-3I& will continually expand to meet your potential.

Whether you're just wetting your toes in computers, or fully osall on the waters, the SV-318 is a computer that will serve you lor many, many years. You see, we believe that even In the computer age, you don 7 become on object ot real value unless you're around tor a while

Computers And Society

Dovid D Thornburg, Associate Editor

The Robots Are Coming

Technological advances seem to be hitting the consumer marketplace with such force and fre- quency that we are in danger of becoming numbed by their announcement. It is hard, for example, to believe that the personal computer field is only a few years old - or that powerful languages like Logo have become available to the home com- puterist only in the past two years.

As we watch these developments eclipse each other, we might ask ourselves what will hap- pen next? What technological development could possibly hit the consumer marketplace with such force that it might displace our current technology ical wonders as the benchmarks of our age?

Well, I've given it a lot of thought, and I have an answer.

Domestic robots.

By now, many of vou have seen news stories on the Heath HERO-l'and the Androbot TOPO. In watching these contraptions on the evening news, you might have said to yourself, "So what?" After all, we see robots in the movies all the time, and the use of robots in dangerous or boring as- sembly tasks has been going on for years.

The reason domestic robots are important is that, like the personal computer, they are designed for personal use by people in their own homes. This means that, for the first time, we will individually take control of robots and shape them to our personal needs, just as we did with computers.

The robots used by industry are reminiscent of the computers used by business - large specialized machines designed to perform clearly defined tasks with efficiency.

In more ways than one, the domestic robot in 1983 reminds me of the home computer in 1978. For example, in 1978 there wasn't a whole lot one could do with a personal computer. The software industry was in its infancy (residing mainly in spare rooms and garages), but the people who bought computers then were pioneers - brave souls who not only were the first to experience the computer revolution, but who also helped to

23 COMPUIR MCIV1983

make it happen either by writing software them- selves or by helping to identify those areas where software was needed.

All of which brings me to 1983 and the begin- ning of a new industry.

Where Are They Headed?

The domestic robot, as this is being written, is largely a tool for discovery, experimentation, and entertainment. The Heath product is oriented to the technical educational market as a tool for learn- ing about robotics per ac. The buyer of the Heath HERO not only gets to assemble the device (thus learning about everything from microprocessors to wheel drive systems), but also gets to program the robot at the most basic levels. The Androbot TOPO, on the other hand, is a fully assembled device designed to be operated with turtle graphics commands from a separate computer using BASIC or Logo.

Because of philosophical differences in the design of these two prtiducts, they will serve the needs of different audiences. I expect the Heath product to have more appeal to the hardware tinkerer - the sort of person who built his or her Northstar Horizon from a kit. TOPO may appeal more to application-oriented users.

At first glance, TOPO looks about as useful as an overgrown, radio-controlled Big Trak. It is sent commands to move forward and backward by some amount, or to turn to the right or left by some angle. It is thus a physical analog to the display turtle associated with languages like Logo and Atari PILOT.

In order to understand my enthusiasm for domestic robots, you almost need to experience them for yourself. There is something quite ap- pealing about being able to write a program that sends a three-foot tall robot on a tour of your house. After watching a robot in action, you can't help but come up with lists of applications for these devices.

In the few weeks 1 have had TOPO, I have used it to help teach computer programming to

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If your money's in the market, CompuServe offers a wealth of

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Or if, like Herbie, intergalactic gamesmanship is your thing, enjoy the best in fantasy, adventure, and space games. Like MegaWars, the ultimate computer conflict.

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third graders and to dance to a piece of music I play at the piano. These aren't earthshaking ap- plications, but I've had TOPO only a short time.

Where are robots like TOPO headed? There are many applications that come to mind. When equipped with a simple cart, robots can help handicapped people carry things from room to room. If properly programmed, a robot can "walk" around the house each night "looking" for in- truders. (I can't imagine very many intruders who would be willing to tangle with a robot.)

Clearly, just as with personal computers, the entertainment possibilities are endless. You could design games for groups of children that use a robot as one of the players - truly picking a child at random, for example. A robot that can be pro- grammed to move pseudo-randomiy in a room can be used for another game in which the children divide into two teams. One team has the goal of always staving to the "north" of the robot, while the other must always stay to the "east." As the robot moves, the children must move with it. Any children caught outside the safe zone are "out" until the next game.

The more I think about it, robots may help counter the fear I have heard that computers are turning our children into sedentary creatures. If this were true (and I tend to doubt it), robots would help reverse this trend.

What I find interesting is that the applications 1 mentioned (carrying things, roaming the house, playing games) are all feasible with today's robots and just a little bit of software development.

And what about the future? Will we still look on robots as the foreboding evil mechanisms des- tined to eliminate the less-than-perfect carbo- naceous beings that created them?

I think not.

The personal computer made computing less intimidating to us by placing the power of this machine in the hands of individuals. So it will be with robots. By creating a domestic robot industry/ we all benefit, even if we choose not to use robots ourselves.

As with computers, users and non-users alike should learn about robots.

Why?

Because they are there.

Next Time

Next month we will continue to explore this topic by looking at the promise and potential of the next generation of robots, androids that adaptively pro- gram themselves in response to their environment.

In the meantime, you might want to read Isaac Asimov's book /, Robot. It will be moved off the fiction shelves soon.

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FILE- FAX can be used to keep track of a wealth of information about people, places, dates, events. It has an 8-level sort, wide ranging search capability, and a powerful report generator Use it for inventory control, customer files, mailing lists, purchase records, and more you are limited only by your own imagination.

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MO¥l963 COMPUTC! 31

THE BEGINNER'S PAGE

Richard Mansfield, Senior Editor

People are putting their home computers to all kinds of uses. Last month - to get an overview - we separated personal computing programs into fifteen broad types: 1. Graphics, 2. Music, 3. Word Processing, 4. Education, 5. Home Applications, 6. Accounting, 7. Games, 8. Financial Simulation, 9. Data Base Management, 10. Languages, 11. Operating Systems, 12. Disk Operating Systems, 13. Utilities, 14. Telecommunications, and 15. Artificial Intelligence. We reviewed the first three, so now let's take a look at the second group.

Education

Although fears have been expressed that Com- puter Assisted Instruction (CAI) could lead to a brave new world of cold, inhuman, assembly line schooling - just the opposite seems to be taking place. How the computer teaches is entirely de- pendent on how it's programmed to teach. A CAI program can be sarcastic, or teach too slowly or too quickly, or offer endless, boring drills. But this is not something inherent in computerized teaching; bad teachers have been doing all these things for centuries.

The opportunities for personalized, interac- tive, effectively paced CAI are just beginning to be explored. It wasn't long ago that we heard a good deal about attempts at new, unstructured educational styles. "Learning can be fun" was the slogan, but the results of these experiments were, to put it mildly, mixed. A part of an entire gener- ation failed to learn fundamental spelling, arith- metic, and even reading skills.

CAI might well be the answer. After all, learn- ing should be exciting and challenging. When combined with sound and animation, many learn- ing programs are indistinguishable from games. Nearly every month, COMPUTE! publishes a CAI game or program. "Crosswords," in this issue, will construct crossword puzzles which can build vocabulary or teach spelling. Last month, there was "Math Fun." And as games themselves be- come more sophisticated, the "hidden" lessons within them will become more effective. Much remains to be discovered about CAI technique, but it seems quite possible that, via computers, math (and all the other subjects) can become fun for the average student.

Home Applications

This is a catch-all category. Growing out of hobbies

32 COMftni! May 1983

or special needs, these programs perform a per- sonal service such as keeping track of the birds a birdwatcher sees or the stamps a collector buys. Sometimes, home applications are just scaled- down versions of business programs. For example, the professional advertiser's mailing list program becomes, in the home, a personal Christmas/ birthday card manager. It will not only address the envelopes; it can remind you when to mail the cards. Other examples include personal inventory pro- grams (record, book, coin collections, etc.) or per- sonal analysis (biorhythms, nutritional planning, scheduling, computerized bowling league scorekeeping, and so forth).

Big business and government have had years to computerize themselves. Some estimates suggest that computers do as much as 80 percent of the work in areas such as national defense. Home computerization is in its infancy, but the future seems to promise increasing use of "intelli- gent" appliances, information services, even robot vacuum cleaners. To all of us who try, with more or less difficulty, to keep our home and personal affairs in order, the offer of smart-machine domestic services can only be viewed as a major blessing.

Descending Luxury: Accountants For Everyone

Personal budgeting, retirement planning, invest- ment analysis, and tax preparation are among the currently popular applications of computers in home accounting. Most of us don't face financial decisions of sufficient complexity to require the services of a human accountant. On the other hand, most of us could use some help with our money management. Getting this help from our home computer is yet another example of what could be called dcscoidijig luxunj.

To define that idea, let's look at another ex- ample: movies. When I was in college, we'd hear about the movie that the President or a Hollywood star had shown guests the night before. It seemed an extraordinary luxury to be able to watch a movie in your own house. Indeed, such freedom was only available to the very wealthy. Now home video equipment is making home theaters in- creasingly available to everyone. In a few years, the technology of high resolution, large-screen TV should be affordable everywhere. Another luxury has descended. @

COMPUTE}

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You'll find software news, best seller rankings in the recreational and educa- tional areas, and interviews, overviews, and industry views.

Tutorials for beginners, advanced games for non-programmers, and intro- ductory help for fledgling computer users.

And best of all you'll still find COMPUTE!, our monthly resource and appli- cations magazine for intermediate and advanced users.

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Jumping Jack

Paul Burger

Jumping Jack, for the unexpanded VIC, Atari 400/800, Couwiodorc 64, and TI-99/4A is a challenging game that makes full use of your computer's color and sound capabilities. Each game cart be played through several levels. The Atari version has iiine skill levels. This is a ganw that can be enjoyed /n/ all age groups.

Jack is running across platforms and climbing down ladders to get to the bottom of the screen. Sounds easy enough, right?

There's just one problem: these platforms are not very sturdy at all, and at any time they can collapse in certain places. You must be ready to press the space bar causing Jack to jump. If your timing is right, Jack will clear the hole and land safely on his feet. If not. Jack will fall into the collapsed section of the platform.

If you are not quite quick enough on the space bar, you still have a chance to clear the hole. Here's how: If the space bar is pressed immediately after Jack gets over the hole, you can make a saving jump. However, Jack must be over the hole while in the air to get points for jumping the hole, so no points are scored for using a saving jump to get over a hole. This method can also be used to jump two holes in a row. Simply make a saving jump as described above for the first hole, and Jack will fly over the second hole (this scores points only for the second hole, however.)

Program 1: vic-20 version

0 M=3:T=150:D=5;X=25;P=61:POKE5 5,160:POK

E56 , 29 : 5=36876 : POKE36878 , 15 t GOTOl 0012

1 C=27 : F%=5 : FORI=7680TO8ia5 : POKEI , 59 :NEX

T

2 FORI=7702TO7723:POKEI,53:NEXT:FORI=7ei

2TO7833:POKEI,53:NEXT:FORI=7900TO 7921: POKEI, 53 :NEXT

3 POKE36a79,C:FORI=8032TO8053 :POKEI,53:N

EXT :FORI=8142TOB163: POKEI, 53 :NEXT

4 FORI=38400TO38884+2 I : POKEI , 4 : NEXT

5 FORI=3848aTO38510+21 : POKEI , F% :NEXT

6 FORI=3a576T038598+21 sPOKEI , F% :NEXT

7 FORI=38708TO38730+21 :POKEI , F% :NEXT

8 FORI =388 iaTO38840+21; POKEI, F%: NEXT :G0S

UB10020 : FORI = 1TO1000 -.NEXT

9 1=7790

10 IFI/2=INT( l/2 )THENP0KEI-1 , 59 :GOSUB110

11 IFI/2=INT( 1/2 )THENPOKEI, 55 : FORJ=lTOT :N

EXT s GOTO 14

34 COMPUni Mo/ 1083

1 3 POKEI -1 , 59 : POKEI , 56 : FORJ=lTOT : NEXT : B=7

812:GOSUB510

14 IFPEEK{l97) = 32THEbJGOSUB20

15 IFPEEK{I+22)=54THENPOKEI,59:GOTO30

16 IFPEEK(I+22)=60THEN500

17 1=1+1 : IFI> 781 1THEHI=7790:POKE781 1,59

18 GOTO10

20 I=I-21:POKEI+21,59

21 IFPEEK( 1+22 )<>590RPEEK( 1+44 )<>53THENSC

=SC+X:POKEI-22,P:GOSUB112:POKEI-2 2,59

23 POKEI, 55:FORJ=lTOT:NEXT:I=I+23: IFI>781

1THENI=7790:POKE7811,59

24 POKE77B9,59:POKE7790,59

2 5 FORJ=1TOT : NEXT : POKEI-2 3 , 59 : POKEI , 5 5 : RE

TURN

30 1=7898

31 IFI/2=INT(I/2)THENPOKEI+I,59:GOSUB1I0

3 2 IFI/2=INT(I/2)THENPOKEI,58:FORJ=1TOT:N

EXT -.GOTO 3 4 3 3 POKEI+1 , 59 : POKEI , 57 :F0RJ=1T0T: NEXT: B=7

900:GOSUB510 34 IFPEEK(197)=32THENGOSUB40

3 5 IFPEEK(I+2 2)=54THENPOKEI,59:GOTO50

36 IFPEEK{I+22)=60THEN500

37 1=1-1 :IPI<7878THENI=7898:POKE7878, 59

38 G0T031

40 I=I-23:POKEI+23,59

41 IFPEEK(l+22) <> 590RPEEK(l+44) <>53THENSC

=SC+X:POKEI-2 2,P:GOSUBll2:POKEI-2 2,59

4 3 POKEI, 58 :F0RJ=1 TOT: NEXT: 1=1+21 :IFI<787

8THENI=7898 :POKE787B , 59 44 POKE7856,59:POKE7855,59

4 5 F0RJ=1T0T : NEXT :P0KEI-2 1,59: POKEI, 58: RE

TURN

50 1=8010

51 IFI/2=INT(i/2)THENPOKEI-1,59:GOSUB110

5 2 IFl/2=INT(l/2)THENPOKEI,55:FORJ=ITOT:M

EXT:GOT054 5 3 POKEI-1 , 59 : POKEI , 56 : F0RJ=1T0T : NEXT : B^^S

032:GOSUB510 54 IFPEEK(197)=32THENGOSUB60 5 5 IFPEEK(I+22)=54THENPOKEI,59:GOTO70 56 IPPEEK{I+22)=60THEN500

5 7 1 = 1+1 :IPI>8031THENI=8010;POKEa031 ,59 58 G0T051

60 I=I~21:POKEI+21,59:IFPEEKCi)<>59THENSC

=SC+300

61 IFPEEK(I+22)<>590RPEEK(I+44)<>53THENSC

= SC+X:P0KEI-22,P:G0SUBU2:P0KEI-2 2,59

6 3 POKEI, 55 :F0RJ=1T0T:NEXT: 1=1+23 :IFI> 803

1THENI=8010:POKE8031,59 64 POKE8009,59:POKE8010,59 6 5 F0RJ=1T0T : NEXT : POKEI- 23 , 59 : POKEI , 55 : RE

TURN

70 I=ai40

71 IFI/2=INT(I/2)THENP0KEI+1, 59:GOSUB110

72 IFI/2=INT(i/2)THENPOKEI, 58 : F0RJ=1T0T : N

EXT:G0T074

No one, not even the author, has ever achieved the last Gridrunner. It is an extremely fast-paced arcade- quality game designed to test your coolness under fire and challenge your reflexes.

As the pilot of the Gridrunner, a combat ship, you must annihilate the various enemies traveling along the "Grid." l-ligh scores are possible only through the mastery of the patterns of the X/Y Zappers and the Gridsearch Droids which, when destroyed, mutate into potentially lethal Pods.

Gridrunner has 32 levels of diffi- culty (20 levels in the VIC 20 ver- sion}. To this date, the 13th level has been the highest achieved.

Gridrunner is available for VIC 20, Commodore 64 and Atari 400/800. Can you beat Gridrunner? See your local computer or games dealer and find out.

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"iKi»'i"'WII"'Wli'«iiiiii'i""'lilW'ir'

DATA 20 's easy to buy, easy to install, easy to use peripherals are available for both VIC 20® and Commodore 64,® Our enhancements give you more power, more sophisticated capabilities and now. . .

Free software with any VIDEO PAK. WORD MANAGER, our exclusive word processing pack- age is full of advanced features. Combined with

our VIDEO PAK, it

gives your VIC 20 or Commodore 64 capa- bilities found only in the most expensive word processing programs. Like fuU- function status dis- play, and up and down scrolling, plus 13 advanced editing features including merging and block move. In addition, we've included complementary mailing list programs. All are written in machine language for fast execu- tion and minitnal memory requirements. They're self-documenting and exceptionally easy to use. A self-adhesive strip for function keys makes most commands one-key simple. So simple, in fact, that we've eliminated the need for time- consuming menus and prompts. WORD MANAGER is pro- vided on tape— and can be loaded to disk. It's yours free with any VIDEO PAK you pick.

New! Our lowest

priced VIC 20 VIDEO PAK ever.

We've just introduced a highly cost-effective 8K version. Price it out!

Just pop this cartridge into your expansion port, and your display instantly goes to the industry-standard 24 lines, with a choice of 40 or 80 characters. Displayed this way, you'll know exactly what you're going to get on the printout. And you reaUy increase the amount of data you can see on the screen. You also increase memory in the process to 12K to handle more sophisticated functions. Our package includes a terminal emulator and screen print feature. Plus the free WORD MANAGER software package!

VIDEO PAK 80 for Commodore 64. Move up to the industry- standard 80-column format, and you'U wonder how you ever did without it! Use software control to go from 40 to 80 characters in monochrome— and back to 40 characters in color. With VIDEO PAK 80, you can take fuU advantage of the

'11

:'miti

^

terminal emulator mode and screen print feature with software we include. And this is a great package for word processing— particularly with our free WORD MANAGER software.

Z-80 VIDEO PAK brings complete CP/M ' com- patibility to your 64. This exciting peripheral gives you all the VIDEO PAK 80 features described above— plus! You see, our built-in microprocessor and software give you CP/M com- patibuity for any of the many programs format- ted for the Commodore 1541* Disk Drive. The possibilities are truly awesome! And the WORD MANAGER software is free with your purchase. VIDEO CABLE completes the installation. It's the easy way to connect your VIC 20 or Commodore 64 monitor to VIDEO PAK. And a must for 80-column use.

PRINTER INTERFACE in serial. Here's the perfect connection for your VIC 20 or Commodore 64. With our interface, you just plug in and go. We have a simple, yet sophisticated interface that offers flexible, continuous monitoring of data transfer functions— and virtu- ally troubleshoots its own easy installation.

EXPANSION CHASSIS lets you use 4 car- tridges at once. Run a series of compatible mem- ory, software or game cartridges of any make on your VIC 20. Anything with the standard 22-pin edge connector. A built-in 500ma fuse protects yoiu" power supply.

MEMORY CARTRIDGE boosts VIC 20 brain- power to 20K. This

super-reliable cartridge features the finest quality components, housed in a rugged plastic case.

Check out our AWESOME peripherals. Ask your dealer for a first-hand look at our extensive capa- bilities, high quality, and reasonable prices. Or send for a current catalog and price list. DATA 20 CORPORATION, 23011 Moulton Parkway, Suite BIO, Laguna Hills, CA 92653.

Commodore 64, Commodore 1541, and VIC 20 are registered trade- marks of Commodore Electronics, Ltd, CP/M is a registered trademark of Digital Research, Inc.

DMA

CORPOHATtO Mi^

Price/Performance Peripherals

NOW WITH FREE SOFTWARE!

7 3 POKEI+1 , 59 : POKEI , 57 : FORJ=lTOT : NEXT : B=8

142:GOSUB510 74 IFPEEK(197)=32THENGOSUB80 7 5 IFPEEK(l + 22)=54THENfPOKEI,59:GOTO100 76 IFPEEK(I+22)=60THEN500

7 7 I=r-1:IFI<8120THENI=8140:POKE8120, 59 78 G0T071

80 I=I-23:POKEI+23,59

81 IFPEEK{l+22)<>590RPEEK{l+44) <>5 3THENSC

=SC+X:POKEI-22,P:GOSUB112:POKEI-2 2,59

8 3 POKEI, 58 :F0RJ=1T0T:NEXT: 1=1+21 :IFI<812

0THENI=8140:POKE8120, 59 84 POKE8098, 59:POKEB097, 59 8 5 FORJ=1TOT:NEXT: P0KEI-2I, 59 : POKEI , 58 : RE

TURN

100 P=P+1 :IPP=64THENP=61

101 D=D-l:T=T-50

102 X=X+5 0 : 1 FX> 1 2 5THENX=25 : D=8 : T=l 50 : C=27 : F% = 5

103 IFX=75THENC=232:F%=0

104 IFX=125THENC=8:F%=7

105 GOT02

110 POKES , 140 : FORY=1TO10 : NEXT : POKES , 0 : RETU RN

111 POKES+l, 190: FORY=1TO2 5:NEXT:POKES+1,0: RETURN

112 FORO=lTOl5: POKES, 200+0 :NEXTO:POKES,0:R ETURN

113 FORO=20TO0STEP-1:POKES, 230+0 :F0RY=1T02 5 : NEXTY.O: POKES, 0: RETURN

500 G0SUB1L3:M=M~1 : IFH=0THEN502

501 P=61:X=2 5:D=6:C=27:T=150:F%=5:POKEI,5 9 :G0T02

502 POKE36869,240:PRI!SrTCHR$ (147 ) ?SPC(225); "GAME OVERl ":PRINT:PRI«T"YOUR SCO

RE WAS ";SC

503 PRINT :PRINT"PLAY AGAIN?"

504 K=PEEK(197) : IFK=32ORK=64THEN504

505 IFK=11THENRUN

506 END

510 I FINT ( RND ( 1 ) *D ) + 1< > ITHENRETURN

511 L=INT(RND(1)*21 )+1 : IFL=20ORL=1THEN51 1

512 POKEB+L,60:GOSUB111 :RETURN 10000 DATA255, 129,66,66,36, 36, 24, 255

10002 DATAG&, 120,66,66,66,126,66,66

10003 DATA12,8,13,62,44,12,18,33

10004 DATA24,16,24,24,24,16,16,24

10005 DATA24,8,24,24,24,8,8,24

10006 DATA24,8,88,62,26,24,36,66

10007 DATA0, 0,0, 0,0, 0,0,0

10008 DATA129,66,66,66,98,34,34,34

10009 DATA27, 10,27, 17,27,0,0,0

10010 DATA59, 10, 11,9, 11,0,0,0

10011 DATA91,74,91,81,91,0,0,0

10012 RESTORE : FORI=7592T07679 : READA: POKEI , A: NEXT

10015 POKE36869,255

10016 GOTOl

10020 FORI=7a32T07a98STEP22: POKEI, 54: NEXT; FORI=7901TO8011STEP22: POKEI, 54 :NEXT

10021 FORI=305 2TOei40STEP22: POKEI, 54: NEXT: FORI=38 5 52T0386I8STEP22 :POKEI ,6 :NEXT

10022 FORI=3862IT038731STEP22:POKEI,6 :NEXT: FORI=387 72TO38860STEP22:POKEI,6:NEXT

10023 P0KE8143 , 54 :POKE8165, 54 : POKE3a863 , 6 : POKE38885,6 : RETURN

Program 2: Atari version

RTHRI JUMPING JRC

100 REM

140 BRAPHICS 18:PDSITIQN 7,6:? «&;"J CEMBI [IB ": POSITION 8,7;? #6;"JEc(I!"

38 COMPUre! May 1983

0, "K"

PEEK C 560) +256«PEEKC561

D 1 12: P

53770) :

I : MEXT

( 106) -e

THEN G

*RND (0) SITION

141 OPEN #1,4,

142 D IFF=1 : DL- )

145 FOR J=l TO 10:FDR 1=100 T

OKE DL.IiPOKE 53274, PEEK (

SOUND 0, I+J-100, 10, J : NEXT J 150 SOUND 0, 0, 0, 0: CHSET= (PEEK

)*256:IF PEEK £CHSET+8> < >B

OSUB 1080 160 GRAPHICS i7:SETCOLOR 4,16

,12:P0KE 756, CHSET/256: PD

6.23:? «6; "[H33ia^";DIFF 162 IF DIFF>1 THEN 170 16S POSITION 4,0:? ^6-,"a3M3S.

;:GET # 1 , fl : SPEED= A-4a : I F OR SPEED>9 THEN 165

COLOR 32:PLOT 4,0:DRAU1TD

DIR=l:HOLE=7+12S:LfiDDER=6

sSETCDLDR 1 , 1 5 , 6 : SETCOLOR

PR = 0

FOR 1=2 TO 22 STEP 4

COLOR 5+32:PLDT 0,I:DRAWT

IF I>20 THEN 270

R=INT (RND(0) »14 + 4)

I F SEN t R-PR) < >DIR

COLOR LADDER: PLOT

-1-4

PR = R

DIR=-DIR

NEXT I

COL = 2

RDW= 1

CHAR=1

OLDCOL=l

OLDROW=l

DIR=1

COLOR 32:

IF RND ( 0)

167 1 70

1 80 190 200 210 220

2 30 240

250 260 270 280 290 300 310 320 340 350 360 370 380 390 400 410 420

430

440

450 460 470 480 490 500 510 520 530 540 550 560

570 580 590 600 610 620 625

630 640

1H9S" SPEED< 1

19,0 -H321-1 28 3.4,6

O 19, I

-hDIR THEN ■?■:> R.I: DRA

0

WTO R, I

PLOT OLDCOL, DLDROW >DIFF/10 THEN 430

R=INT(4»RND(0))*4+6

C=INT(RND(0)*19)-i-l

LOCATE C.R.A

IF A=LADDER THEN 430

COLOR HOLE:PLOT C,R

0, 100, 12,8: FOR W=l SOUND 0,0,0,0 CHAR+2» (DIRC0) :PLOT

SOUND EXT W: COLOR U SOUND

TO 10: N COL, RO 0,0,0,S:FDR W=l TO 5:NEXT

W:SOUND 0.

0,0,0 THEN 990

COL<20 THEN

CHECK

540

IF ROW>20

OLDCOL=COL

OLDRQW=ROW

COL = COL-f-DIR

IF CaL>0 AND

CDL=COL-DIR

ROW=ROW+4

DIR=-DIR

GOTO 350

LOCATE COL,ROW-H

ST=PEEK (764)

IF ST<255 THEN POKE 764,

640 IF CHECK=HOLE THEN 770 IF CHECKOLADDER THEN 610 DIR=-DIR R0W=R0W-H4 CHAR=3-CHAR SCORE = SCORE-H0. 5

FOR SLOW=i TO (9-SPEED) t 10: NEXT SLOW

GOTO 350 IF CHECKOHOLE THEN 1030

?55: GOTO

For Heroes Only!

1

Type Attack

The planet Lexicon is

under atlack! Letlers o1

the alphabet are falling

from the sky. To repel

Ihem. you must be able to

type the letlers faster than

they can fall. Be qjick!

An entire civilization is

depending on your skill.

Avail, or disis for the Apple II.

11+ or lie and Atari 600 or

1200, IBM-PC and

Commodore 64 and an

cartridge lor the VIC-20.

Blade of Blackpoole

step back in lime and join the search for the magical sword of Myraglym. Travel cautiously on your journey for you will encounter dangerous serpents, spine-chilling evils and carnivorous plants that crave human flesh!

Avail, on disk lor Ihe Apple II, II r or lie and Alan BOO or 1200 and Commodora 64.

lUS"

Twerps

The troldest space rescue ever! Defenseless Twerps are stranded on an aste- roid, You, Captain Twerp, are to board a Twerp- craft, blast through the Orbiters, land safely and rescue your comrades. Beware of the Glingas and Twerp-eating Gleepnites!

Avail, on disl^ lor the Apple !l, 11+ or lie and Alan 800 or 1200.

Pure Video Excitement!

For Your Atari 800 or 1200, Apple II, II + or lie, Commodore 64, VIC-20 and IBM-PC

Sirius, Twerps, Blade of Blackpoole. Type Attack and Critical Mass are trademarks of Sirius Software, Inc., 10364 Rockingham Drive, Sacramento. CA 95827 (916) 366-1195. AH figfits reserved. Apple 11.11 > and tie are trademarks ol Apple Computer, hc. Alari aOO and 1200 are trademarks ol Atari. Inc. VIC-20 and Commodore 64 are trademarks of Commodore Business Machines, Inc. IBM-PC is a trademark of International Business Machines, Inc,

Critical Mass

On Jan, 1st at 10:00 am, the U,N- received this message: "Good h/lorning, in exactly 9 days, the world's 5 largest cities virill be destroyed by thermal nuclear weapons, " At 10:03 am, you received this assignment: STOP , . . THIS . . . LUNATIC!

Avail, on disk lor Ihe Apple II,

I or Ite and Atari 800 or 1200 and Commodore 64,

650 COLOR 32;PL0T OL DCOL , DL DRD W

660 COLOR 1+2* < D IR<0) : PLOT COL,RDW-i

670 FOR W=:50 TO 0 STEP -1:S0UND 0,W,

10,8;SOUND 0, W+1 0, 10, 8: NEXT W 700 COLOR 9+32:PLOT COL,ROW-l 710 SCORE=SCORE+25 720 FOR W=15 TO 0 STEP -l:SOUND 0.10

,10,W:SOUND 1 , 20, 10, W: NEXT U 740 COLOR 32:PL0T CaL,RQW-l 750 COL=COL+DIR 760 GOTO 490 770 IF PEEK (764) <255 THEN POKE 764,2

55:GDTO 640 790 COLOR 32:PLaT OLDCOL , OLDROW 800 COLOR 10:PLOT COL , ROW 810 FOR 1=100 TO 2S0 820 SOUND 0,1,10,8 830 NEXT I

840 COLOR 32:PLOT COL, ROW 850 COLOR 136:PLOT COL,ROW-»-l 860 FOR W=i5 TO 0 STEP -0 . 5 : SOUND 0,

W, 1 2, W: NEXT W 880 GRAPHICS ISiSETCOLOR 4,1,12 900 POSITION 2,4:'? #6;"your score wa

s: "-.POSITION 9-LEN(STR«(INT(SC0R

E)))/2,6:? *6; INT (SCORE) 910 POSITION 1,10:? # 6 : " riJW:V^:TrT;tTna

araia: " -,

920 K = PEEK (764) : IF K035 AND K043 T

HEN 920 930 POKE 764,255 950 IF K=35 THEN 980 960 SCORE=0: DIFF=1 970 GOTO 160 980 END

990 DIFF=DIFF+1 : SPEED=SPEED+0. 5 1000 SCORE=SCORE+50 1020 GOTO 160

1030 FOR 1=150 TO 140 STEP -1 1040 SOUND 0,1,10,4 1050 NEXT I 1060 SCORE=SCORE-25 1070 GOTO 580

1080 CHSET= (PEEK ( 106) -8) *256: FOR 1=0

TO 511:POKE CHSET+ I , PEEK ( 57344 ■H ) : POKE 708-»-3*RND(0) , PEEK (537 7 0) : NEXT I

1081 RESTORE 1085

1082 READ A: IF n=-l THEN RETURN

1083 FOR J=0 TO 7:READ B:POKE CHSET+ A*e+J,B:POKE 70S+3*RND ( 0 ) , PEEK ( 53770) : NEXT J

1084 GOTO 1082

1085 DATA 1,8,20,24,80,62,24,20,34

1086 DATA 2,8,20,24,18,124,152,36,72

1087 DATA 3,16,40,24,8,124,26,40,68

1088 DATA 4,16,40,24,72,62,25,36,18

1089 DATA 5,255,66,36,24,24,36,66,25 5

1090 DATA 6,126,66,126,66,126,66,126 , 66

1091 DATA 7,129,66,68,34,0,36,74,255

1092 DATA 8,189,90,84,34,0,36,74,255

1093 DATA 9,0,119,20,119,65,119,0,0

1094 DATA 10,0,28,93,42,28,28,20,34

1095 DATA -1

Program 3: C64 version

0 REM JUMPING JACK FOR 64

5 GOSUB30005PRINT"fCLEAR)",-"{ll RIGHTIiN

ITIALIZING" 10 M=3:T=10:D=5:X=2 5:P=61 : POKE5 5 , 16 :P0KE5

6 , 64 : S=54272 :P0KES3281 , 1 :GOTO970

20 C=7 : F%=5 : FORI=1024TO2041 : POKEI , 59 : MEXT

30 POKE53280,C:FORI=1064TO1103: POKEI, 53 :N EXT : FORI=1264TO1303 : POKEI , 53 : NEXT

33 FORI=1424TOl463:POKEI, 53:NEXT:POKE1425

, 54:POKE1702,54:POKE1865,54 40 FORI=1664TO1703: POKEI, 53: NEXT :FORI=186

4TO1903: POKEI, 53:NEXT 50 FORI=55296T056176+39:POKEI,4:NEXT 60 F0RI=55456TO55496+39:P0KEI,F% ;NEXT 70 FORI=5 5616T055655+39: POKEI, F%: NEXT 80 FORI=55356T055896+39 : POKEI , F% :NEXT 90 FORI=56056TO56096+39: POKEI, F%:NEXT:GOS

UB1000 : FORI=1TOI000 :NEXT 100 I=1224:POKE1302,54:POKE142 5,54:POKE170

2,54:POKE1865,54 110 IFl/2=INT(r/2)THENPOKEI-l,59:GOSUB7 20 120 IFl/2=INT(l/2)THENPOKEI,55:FORJ=lTOT:N

EXT:GOTO140 130 POKEI-1, 59: POKEI, 56 : FORJ=lTOT : NEXT : B=l

264:GOSUBa30 140 IFPEEK(197)=60THENGOSUB190 1 50 IFPEEK(l+40 )=54THENPOKEI , 59 :GOTO240 160 IFPEEK(I+40)=60THEN760

170 1=1+1 :IFI>1263THEHI=1224:POKE1263,59 180 GOTO110

190 I=I-39:POKEI+39,59 200 IFPEEK(l+40) <>59ORPEEK(l+80) 053THENSC

=SC+X;POKEI-40,P:GOSUB740:POKEI-4

0,59 210 POKEI, 55:P0RJ=1T0T:NEXT: 1=1+41: IFI>126

3THENI=1224:POKEl263,59:POKE122 3,

59

220 POKE1403,59:POKE1404,59

2 30 FORJ=lTOT:NEXT:POKEI-41 , 59 : POKEI , 55 : RE

TURN 240 1=1422

2 50 IFl/2=INT(l/2)THENPOKEI+I,59:GOSUB720 260 IFI/2=INT( I/2)THENPOKEI,58:FORJ=1TOT:N

EXT:GOTO280

2 70 POKEI+1, 59: POKEI, 57 :F0RJ=1T0T: NEXT :B=1

424:GOSUB830 280 IFPEEK(197 )=60THENGOSUB330 290 IFPEEK(I+40)=54THENPOKEI,59:GOTO380 300 IFPEEK(I+40)=60THEN760

310 1=1-1 :IFI<1384THENI=1422:POKEl384,59 320 GOTO250

330 1=1-41 ;P0KEI+41, 59 340 IFPEEK(l+40) <> 59ORPEEK(l+80 ) <>53THENSC

=SC+X: POKEI- 40, P:GOSUB740:POKEI-4

0,59

3 50 POKEI, 58 :F0RJ=1T0T: NEXT: 1=1+39 :IFI< 138

4THENI=142 2: POKEI 384, 59: POKEI 344, 59 360 POKE1344,59:POKE1343,59

3 70 P0RJ=1T0T : NEXT ; POKEI-39 ,59: POKEI , 58 : RE

TURN 330 1=1624

390 IFl/2=INT( l/2)THENPOKEI-l,59:GOSUB720 400 IFl/2=INT( I/2)THENPOKEI,55:FORJ=1TOT:N

EXT:GOTO420 410 POKEI-1 , 59:P0KEI,56:F0RJ=1TQT:NEXT:B=1

664:GOSUBB30

4 20 IFPEEK(197)=60THENGOSUB470

430 IFPEEK(I+40)=54THENPOKEI, 59:GOTO520

440 IFPEEK(I+4O)=60THEN760

4 50 1=1+1 :IFI>1663THENI=16 24:P0KE1663,59:P

OKE1623,59 460 GOTO390 470 1=1-39: POKE I +3 9, 59:IFPEEK(l) <>59THENSC

=SC+300 480 IFPEEK(l+40) <>59ORPEEK(I+B0) 053THENSC

'ID COMPlni! MOV 1983

^

UN-EXPANDED

OTHER TITLES AVAILABLE (NOW) $10.00

Amazing Brickdown

Hangman Space Attack

Super Worm

$12.00

Dune Buggy Jungle

Meteor Roulette

Zeppelin*

$24.00

Asteroids Vicmen

Battlestar Hunter*

VIC Panic Cosmiads

B y(VIC-64)S

i SPRITEWRITER 64 high reso-

r~ '^

t

ONLY $29.95

"REQUIRES JOYSTICK

lil^L,Uil.iiJii^Li^i..Liil.iL.l^i..iJil.Jdidii.iiiii.tJii.iL.lidH.iliil.tii.l^t..t.

Defend your home planet from the multi-colored aliens as they peel out of formation and mount a ferocious attack upon your base, weaving back and forth and firing their own deadly weapons. This program uses full color high resolution gra- phics and fantastic sound ef- fects. Written entirely in ma- chine code for a super fast action game. Requires the un- expanded VIC-20 computer and cassette.

$19.95

jmwwmwTT'mwfT'mm

VIC20

Guide the Bunny across the crowded highway, dodging speeding trucks and cars, care- fully navigate across a wide, swift flowing, piranha infested river to the safety of a warren. Full use of High Resolution graphics. For the un-expanded VIC-20 computer with cassette and joystick.

$19.95

Three games in one package. Slalom, Down Hill and Giant Slalom. Each game has nine separate skill levels. Full high resolution graphics and sound. For the un-expanded VIC-20 with cassette.

$19.95

Mail To: STARTECH. INC.

13450 MaxellaG 185 - Suite 200 Marina Del Rey, CA 90291

DEALERS CALL! Telephone: NAME

213<823-864g

ADDRESS

CITY

STATE

ZIP

PLEASE SEND ME:

I ENCLOSE CHECK FOR: S

CALIFOflNIA RESIDENTS ADD 6'A% TAX TO TOTAL

=SC+X:POKEI-40, P :GOSUB740 ; POKEI-4

0,59 490 POKEI,55;FORJ=lTOT:aEXT: 1=1+41 : IFI > 166

3THENI=1624:POKE1663, 59 500 P0KE1641,59:P0KE;1624,59:P0KE1623,59 510 FO[U=lTOT:NEXT:POKEI-41,59:POKEI, 55:RE

TURN 520 1=1862

5 30 IFl/2=INT(l/2)THENPOKEI+l,59:GOSUB720 540 IFl/2=INT(l/2)THENPOKEI, 58 : FORJ=1TOT : N

EXT:GOTO560 5 50 POKEI+1 ,59:POKEI,5 7 : F0RJ=1 TOT : NEXT : B=l

a64:GOSUB830 560 IFPEEK( 197 )=60THEHGOSUB610

5 70 IPPEEK{I+40)=54THENPOKEI,59:GOTO660 580 IFPEEK(I+40)=60THEN760

590 I=I-1:IF1<1824THENI=1862:?0KE1B24,59

600 GOTO530

610 I=I-41:POKEI+41, 59

6 20 IFPE£K{ 1+40 )<>590RPEEK( 1+80 )<>53THENSC

= SC+;< : POKEI-40 , P :GOSUB7 40 : POKEl-4

0,59 6 30 POKEI, 58 :F0RJ=1T0T: NEXT: 1=1+39 :IFI< 182

4THENI=lB62:P0KEia24, 59 640 POKEl784,59:POKE1783,59

6 50 FORJ=lTOT: NEXT: POKEI- 39, 59 : POKEI , 58 : RE

TURN 660 P=P+1 :IFP=64THENP=61 670 D=D-l:T=T-.l 680 X=X+50': IFK>125THENX=25;D=8:T=10:C=5:F'i

= 5 690 IFX=75THENC=0:F%=0 700 IFX=125THENC=B: F%=7 710 GOTO30

7 20 POKES+4 ,\7: POKES + 5 ,13 2: POKES+6 ,132: POK

ES+24,6 721 H0=2a:L0=49:POKES+i ,H0:POKES,L0:FORZ=1

TO2O0 : NEXT : GOSUB2000 : RETURN 740 POKES+24, 15: POKES+4, 17: POKES+5, 132: POK

ES+6,132 7 41 FORm = 21T0126:POKES + l,Hl:LI = 181:POKES,

Ll: NEXT :GOSUB2000: RETURN 7 60 POKES+24, 15 :P0KES+4, 17: POKES+5, 33 :POKE

S+6,132:H2=233 7 65 H2=H2-5:POKES+l,H2:L2=iai: POKES, L2 7 66 POKEI , 58 : POKEI-40 , 59 : POKEI+5427 2 , 0:1=1

+40:1FI<1983THEN76 5 767 GOSUB2001 7 69 M=M-1:IFM=0THEN780:POKES+1,H2:L2=181 :P

OKES,L2:NEXT:GOSUB2001 7 70 P=61 :X=2 5 :D=6 : C=27 :T=10 ! F% = 5 : POKEI , 59 :

GOTO30

7 80 POKE53272,21:PRINTCHR$(147);SPC(205) ; "

{09 RIGHTIGAME OVERl": PRINT 785 PRINT" {down} Ul RIGHTJyOUR SCORE WAS";

sc

790 PRINT:PRINT"{D0WN1 {13 RIGHTIpLAY AGAIN

?" 800 K=PEEK(197) : IFK=60THEN800 810 IFK=25THENPRINT" {CLEAR] " : RUN 820 IFK=39THENPRINT" {clear] {10 DOWN1{08 RI

RIGHT}GOODBYEi 1 "; : FORW=lTO500 :NEX

T: PRINT" {clear} " : END 825 GOTO800

830 ifint(rnd(i)*d)+i<>ithenreturn

840 L=INT{RND(1)*39)+1:IFL=20ORL=1THEN840 850 POKEB+L,60;GOSUB720: RETURN 860 DATA255,129,66,66,36,36,24,255

8 70 DATA66, 126,66,66,66,126,66,66 880 DATA12,B, 13,62,44, 12, 18, 33 890 DATA24, 16,24,24,24, 16,16,24 900 DATA24,8,24,24,24,8,a,24

910 DATA24,8,88,62,26,24,36,66

9 20 DAT A0, 0,0, 0,0, 0,0,0 930 DATA129,66,66,66,98,34,34,34 940 DATA27,10,27,17,27,0,0,0 950 DATA59,10,11,9,11,0,0,0 960 DATA91,74,91,81,91,0,0,0,0

970 POKE53272, ( PEEK( 53272 )AND240 ) +12

971 POKE56334,PEEK(56334)AND254

972 POKEI, PEEKCI )AND251

9 73 FORI=0TO511:POKEI+12288,PEEKCI+53248): NEXT

974 POKEI, PEEK ( 1 )0R4

975 POKE56334,PEEK(56334)ORl

9 76 RESTORE: FORI =12 2 88+53*8X012288+64*8: RE

ADA: POKEI, A: NEXT 990 GOTO20 1000 FORI=1302TO1422STEP40: POKEI, 54 :NEXT:FO

RI=1425TOI62 5STEP40 : POKEI , 54 : NEXT

1010 FORI=1702TO186 2STEP40: POKEI, 54: NEXT 1015 FORI=5 5 5 74TO55694STEP40:POKEI,3:NEXT 1020 FORI=55697TO55897STEP40:POKEI ,3:NEXT: F

ORI=5 5974TO56134STEP40: POKEI, 3 : NE

XT 1030 POKEia65, 54:POKE190 5,54:POKE56137, 3:P0

KE56177, 3: RETURN 2000 POKES+4 , 0 : POKES+5 , 0 : POKES+6 , 0 : RETURN

2 001 POKES+6, 15: POKES+4, 129: POKES+5 , 132 : POK

ES+6,132 2002 H3=10 :L3=143 :P0KES+1 , H3 ; POKES , L3 : FORT=

1TO1000 : NEXT :GOSUB2000 : RETURN 3000 PRINT" {clear} {02 D0WN]T0 GET POINTS, Y

OU MUST JUMP OVER HOLES SO THAT T

HE MAN IS AT "; 3002 PRIKT"THE HIGHEST POSITION OVER ■"

THE HOLE. " 3010 PRINT" {02 D0WN]tHE NUMBER OF POINTS IN

CREASES WITH THE NUMBER OF SCREEN

S COMPLETED 3020 PRINT" {02 down} 25 PTS PER HOLE (1ST SG

REEN) " 3025 PRINT"{02 D0WN}75 PTS PER HOLE (2ND SC

REEN) " 3030 PRINT"{02 D0WN}125 PTS PER HOLE (3RD S

CRSEN) " 3040 PRINT" {03 D0WN}T0 JUMP PRESS THE SPACE

BAR" 3050 PRINT"PRESS SPACE BAR TO CONTINUE" 3060 GR=PEEK(197) ; IFGRO60THEN3060

3 070 RETURN

Program 4: ti-99/4A version

lOO REM TI JUMPING JACK

110 DIFF=1

120 RESTORE

130 RANDOMIZE

140 CALL CLEAR

150 SOSUB 1080

160 PRINT "LEVEL: ■■; DIFF

170 DIR=1

180 PR=0

190 FOR 1=2 TO 22 STEP 4

200 CALL HCHAR ( I , 1 , 96, 32)

210 IF I >20 THEN 270

220 R=INT <RND«26+4) +DIR

230 IF (SGN <R-PR) < >DIR) THEN 220

240 CALL VCHAR < I , R, 104. 4)

250 PR=R

260 DIR=-DIR

270 NEXT I

280 CDL=2

290 RDW=1

30O CHAR=1 12

310 OLDCOL=l

320 0LDR0W=1

a2 COMPUTIl Mavises

330 340 3SO 3iO 370 3BO 390 400 410 420 430

440 450 4iO 470 480 490 5 00 510 52 O 530 540 550 560 S70 5 BO 590 6O0 610 620 630 640 650 660

670 680 690 700 710 72 0

730 740

7 50 760 770 7SO 790

8 00 8 It) 820 830 840 850 860 870 BSO 890 900

910 920 930

940 950 960 970 980 990 lOOO

0LDCHAR=32

DrR=l

CALL HCHAR <OLDROW, OLDCDL, 32)

IF RND>DIFF/10 THEN 430

R=INT (4»RND) 44+6

C=INT (RND*32) +1

CALL GCHAR(R,C,A)

IF A=104 THEN 430

CALL HCHAR (R, C, 120)

CALL SOUND ( lOO, -1 ,4)

CALL HCHAR (ROW^ COL, CHAR-2* <DIR<

O) )

CALL S0UND(-5, -7, 4)

IF R0W>20 THEN 990

OLDCOL=COL

OLDROW=ROW

COL=CaL+DIR

IF f COL>0) * (C0L<33) THEN 540

COL=COL-DIR

ROW=RDW+4

DIR=-DIR

GOTO 350

CALL GCHAR<ROW+l , COL, CHECK)

CALL KEY<0,K',ST)

IF ST THEN 640

IF CHECK=120 THEN 770

IF CHECK<>104 THEN 610

DIR=-DIR

R0W=R0W+4

CHAR=225-CHAR

SCORE=SCDRE+. 5

BDTD 350

IF CHECK-; >120 THEN 1030

CALL HCHAR (OLDROW.OLDCOL, 32)

HCHAR<RGW-l,COL, 1122»iDIR

CALL < O ) ) CALL CALL CALL CALL

CDL, 12B)

500, 1 , 510, 10, 52

>0) COL, 32)

SOUND (5, 250, 10)

SOUND (5, 200, 10)

SOUND (5, 300, 10)

HCHAR CROW-1 SC0RE=SC0RE+25 CALL SOUND(-SOO. 0,20)

CALL SOUND (1,110, CALL HCHAR (ROW-1 COL=COL+DIR GOTO 490 CALL KEY(0,K,ST) IF ST THEN 580

CALL HCHAR (OLDROW, OLDCOL, 32) CALL HCHAR (ROW, COL, 1 16) FDR 1=1000 TO 1O20 CALL SOUND (-1,1,0) NEXT I

CALL HCHAR (ROW, COL, 32) CALL HCHAR (ROW+1 , COL, 121 ) CALL SOUND ( 1000, -2, 4. 1 10, 4) CALL SOUND ( 1 , 1 lO, 1 ) CALL CLEAR CALL SCREEN(12> PRINT "YOUR SCORE WAS : " ; I NT ( SCO

RE)

PRINT : "PLAY A6A1N? (Y/N): CALL KEY (3, K . ST) IF (K< >ASC < " Y") ) t (K< > HEN 920 PRINT CHR*(K) IF K = ASC ( "N" ) THEN 980 SCORE=:0 GOTO 1 10 END

DIFF=DIFF+1 SC0RE=SCQRE+5 0

ASC ( "N" ) ) T

1010 1020 1O30 1040 105 0 1060 1070 1080

1090 1 100 1110 1 120 1 130 1 140 1 150 1 160 1 170 1 180 1 190 1200 1210 1220 1230 1240 1250 1260 1270 1280 1290 1300 1310

CALL CLEAR GOTO 160 FOR 1=150 T CALL SOUND ( NEXT I SCORE=SCORE GOTO 5BO REM INITITI ERS

READ A IF A=-l THE READ A*

CHAR (A

109 0

96, FF4

104, 7E

112

1 13

1 14

115

116, 00

120, 81

121

128

-1

TO

CALL

GOTO

DATA

DATA

DATA

DATA

DATA

DATA

DATA

DATA

DATA

DATA

DATA

FOR 1=9

READ A

CALL

NEXT

DATA

CALL

O 140 STEP -1 -1,1,1}

-25

ALIZE GAME, CHARACT

N 1250 A«)

10 10 lO 1 o

BD OO

224

427 283 283 2B1 281 1C5 814 BD5 771

13

1818 E427 0247 0A27 8483 84A3 D2A1

'->'->•-*•->

A222 4774

2442FF

E427E42

BBS2442

C782448

C3A4Ba4

C3C4B24

ClCi422

42400C3

42400C3

177OOO0

COLOR ( I

6,4,14 SCREEN

I , A, 1 )

, lO, 12 (16)

RETURN

@

COMPUTER /BASF

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Moyl983 COMPUret 43

Atari's New

Add-On Computer

For VCS 2600

Game Machine

Tom R, Halfhill, Features Editor

A new add-on keyboard unit from Atari will turn the zvorid's most popular video game machine into a home computer - for under $90.

Atari's announcement

of a plug-in computer

keyboard for the VCS

2600 game machine

adds yet another

contender to the growing

field of sub- SlOO home

computers. But more than that, this

may well be a move to capture the huge

number of VCS owners who are considered

prime candiciates to buy a home computer.

Smce 1977, when the VCS {Video Computer System) was first introduced, more than ten mil- lion have been sold - far more than any other game machine. That massive "installed base," as it's called by marketing people, represents a luc- rative market for the new computer keyboard. What's more, by announcing the product so far in advance (the keyboard is not scheduled for de- livery until September 1) perhaps Atari hopes that many of these ten million potential customers will put off buying a competing model in the meantime.

My First Computer

So how will the new computer stack up against the competition? Atari's early specifications

iA COMPUn' Mov1983

indicate it will be a solid

contender, unless new computers

introduced this summer by

competitors radically

change the under-

SlOti market.

Atari's official name ior the key- board unit is "My First Computer." Expected to retail for under $90, My First Computer clamps onto the VCS piggy- back-style, plugging into the game machine's cartridge slot. No other connections are needed. The marriage "^^^ is more or less permanent, since the VCS can still be used as a game machine bv plugging cartridges into an expansion slot on the side of the computer.

My First Computer's keyboard consists of 56 moving rubber keys, arranged typewriter-style (QWERTY). Although not quite a full-stroke type- writer keyboard, the partial-stroke rubber keys cio have a better feel than the Atari 400's flat mem- brane keyboard. The rubber keys arc very similar to those found on several other low-end home computers recently introduced (see "New Home Computers At The Winter Consumer Electronics Show," COMPUTE!, March 1983).

Standard features include 8K of Random Ac- cess Memory (RAM), expandable to 32K RAM; 16K of Read-Only Memory (ROM), which includes

THE GALAXY AWAITS YOUR COMMAND.

&m

When SSI introduced THE COSMIC BALANCE'; it was hailed as one of the finest tactical space 3ame ever made: It not only save you starship combat that was fun, fast and furious, it also let you desisn-your ships, you became both starfleet commander anci starship architect. . Now we are proud to present its strategic-level sequel - THE COSMIC BALANCE II"; It allows all 'you aspiring Galacbc Emperors out there to plot the srowth of your Space kinsdorp - from a fiew, paltry planets to the entire Galaxy! Vou discover and coloniee planets, establish commerce nets, organize production of necessities, and send starships out on missions. There are .five scenar-ios prepared for you, but you aro. free to create your own.

No matter how you play it, THE COSMIC BALANCE IP is a game of interstellar conquest. And the only way you're going to enlarge your share of the cosmic pie is to win -starship battles against your opponent (which can be a human or the computer).

When actual combat occurs, you can let the computer resolve it instantly. Or you can slug it out in all itst>la2ing glory by using TME COSMIC BALANCE" The battle outcome can then toe incorporated Jnto the strategic game. . . ' '

Space rnay be what these games are all about, but there isn't enough-of it here to adequately describe them,.- But why read when the Universe beckons? Plot a course to the nearest computer/game store and get these games tc^Jay! You have a'dcstiny to fulfill - a destiny that lies out there among the stars, . ' ' ■" .

^

c^

nf

on DISC FOR THE APPLE® AND ATARI®.

THE COSMIC BALANCE & THE COSMIC BALANCE II

. (S39.95- each) are on -48K diskette for the Apple 11+ or Apple II with Applesoft ROM Card. Also on 48K" disk for the Atari -iOC'SOO.

Apple >s a registered trademark of Appie Compuier, lac.

^ GAMES FROM SSI A:..' :so ■cgistcredtradctDaiJcof Atafi Inc.

'enient stores n'earyou, vrSAand MASTERCARD . To order by mail, send your check tO: Strategic Simulations Inc.

ect by calling 800-227-1 61 7,,x335 (toll free). 465 Fairchild Drive, Suite 108, Mountain Vsew, CA 94043, California 772-3545, .x335. 'residents, add 6 ',-5% sales tax,

WRITE FOR A FREE COLOR CATALOG OF ALL OUR GAMES.

If: there are no convenient stores n'ear you, VISA and MASTERCARD holders- can order direct by calling 800-227-1617, x335 (toll free). In Californid. call 800-772-3545, .x335.

an 8K BASIC programming language; upper- and lowercase characters; a 16-color display, with eight luminances (shades) per color, for a total of 128 hues; screen format of 32 columns by 24 rows; maximum graphics resolution of 192 by 160 pixels (screen dots); two sound generators; a built-in interface for storing programs on any standard cassette recorder; and an expansion slot for plug- ging in game cartridges, memory expanders, and peripherals.

Microsoft Strings

The new computer's Central Processing Unit- the microprocessor chip that is the central brain of a microcomputer - is the widely used 6502. This chip is also found in Atari's existing home computers, the 400, 800, and 1200XL, as well as in some competitors. However, My First Computer will not be software or hardware compatible with Atari's other computers. The 8K BASIC in the new computer will be a cross between the existing Atari BASIC and the more generally used Micro- soft BASIC. The string-handling, for example, will conform more closely to Microsoft BASIC than Atari BASIC'S nonstandard approach. Al- though design work on the BASIC and Operating System is not finished, one of Atari's goals is to include special statements for graphics and sound in the language, as found in Atari BASIC.

Since the existing Atari peripherals will not work with My First Computer, a new lino of low- cost add-ons is being planned. This will include a ptinter and some type of fast mass storage device, either a minifloppy disk drive or some other alter- native. Atari is not ruling out the possibility of a microfloppy disk drive or a stringy floppy wafer- tape drive, because it wants to keep the cost of the peripherals comparable to the cost of the com- puter. Atari's current disk drive for its 400/800/ 1200XL models retails for about $500.

"We don't see a lot of rationale in offering a $500 add-on for a base unit that will sell for under $90," savs Bill Simmeth, project manager for My First Computer. "Some other types of technologies look attractive to us."

Graphics

Simmeth said it is still too early to say if My First Computer will have advanced graphics capabil- ities such as programmable characters and player/ missile graphics (sprites). But he did say that it will have several graphics modes, that more than two voices will be possible through programming, and that the VCS's chips will be handling some graphics processing to relieve the6502's workload. "It will be like a dual-processing system, similar to the [existing Atari) computers, although not exactly alike. People will not be buying just a toy. They're buying quite a nice, and a quite compar-

46 COMPUTf! MoylflSa

able, real computer."

Atari plans to introduce about 20 cartridges for My First Computer when it is delivered, in- cluding a new line of enhanced games and home application programs. Software may also be sold on cassettes.

Interestingly, Atari says it does not consider its main compehtion for the new computer to be the similar add-on keyboards for competing game machines, the $150 Mattel Intellivision and $170 Colecovision attachments. Instead, Atari is aiming its new model at home computers such as the $99 Timex/Sinclair, the new $99 Texas Instruments Tl- 99/2, and the Commodore VlC-20, which may drop below $100 by the time My First Computer is ready. To complicate this low-end market still further, later this year Atari may introduce a keyboard attachment for its newer, more ad- vanced game machine, the 3200. However, no details of this project are being released.

Atari also says My First Computer will not compete with its own Atari 400, which is selling for less than $200. "My First Computer is the mis- sing link between video games and computers," says Michelle Simpson, an Atari spokesperson. "We don't see it as competing with our own com- puters. We see them as different models, like the different models produced by a car company." ©

ATARI*800^ OWNERS

with 3 16K Memory Boards

Question #2:

What's the most efficient way to maintain memory and increase your options using your memory slots?

A. Growth hormones

B. Phone home

C. The Mosaic Adapter

D. Scalpel

E. All of the above

joj MOU tiep e io\s usdo ub miM pMva ^fif? noA ssmV siiu, ■piEoq jajcfepp dibsoj^ auo ojuo }[} spjEoq j^iVH peiv OMj uiojj sd!43 lAiva am „,>131cIVaV DIVSOIV 3HJ, ua/wsuy

We've Got More Than A Fond Attachment For Your

ATARI

We've Got A Disk Drive For $488.

Percom Data Corporation believes your Atari' home cooipufer is more than just fun and games. We believe you should be able to get a single-density, lloppy-disk- system for your Atari 400 or 800 at a price that will take you into the future without knocking you into the next galaxy

Percom Data has been manulacturing disk-drive systems, and other accessories for personal computers since the mid-1970's and is the industry standard to follow when it comes to data separation and system compaJibility,

The Percom Data AT-88 combines Percom Data quality and reliability at a price that is not a budget-buster

The Percom Data AT-88 offers 88 Kbytes (formatted) in single-density w/ilh plug- in ease of attachment to your Atari. The AT-88 has integral power supply "no- patch" to Atari DOS and critical constant speed regulation. Take advantage of this low introductory price of S488 by calling Percom Data now to get more information, or the name of an authorized dealer nearby Call toll-free

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One On One

Chris York

"One Oil 0}>t'" ;'s ca^i/ to Icani, Iml )tot lytsi/ Io nHifitcy. Written ori;^iiialh/ for the Atari, it has bcoi trinislatcd for VIC, 64, and Apple. The VIC mid 64 versio)is include tioo skill levels and a sn^^gestioji for chnngiji^ the object of tliegauie.

In "One On One," two players go head to head in an attempt to knock down the wall their opponent is protecting.

The Atari version can be plaved with joysticks, plugged into control ports one and two, or with paddles, plugged into port number one. In the game, player one tries to protect the wall at the top of the screen, and player two cietends the wall at the bottom.

The player's paddle (horizontal line closest to the middle section ot' the screen) is used to intercept the ball before it hits his wall and destroys a section. When the ball hits either player's paddle, it bounces toward the opponent's wall. Hn route, the flight of the ball may be changed or impeded by barriers or additional sections of wall which sen^c to make the game faster and more exciting.

Eventually, one or both players will lose enough wall so that the ball can go through it. The first player to get the ball past his opponent's wall wins the game and receives an appropriate victory message.

One On One is easy to learn and challenging. You'll keep coming back to play it again and again.

Program 1: Atari version

A ninllkolorcd clmyaclcr mode is !i>cd to /ir;'\;/;/cj/ up the

screen in the Atari version of "One on One. " (Other versions

similar.)

46 coMPini! Movi^sa

100 SCREEN = PEEK ( 38 > +25&*PEEK <a9) : GOT

0 580 110 REM JOYSTICK SUBROUTINE 120 XOLD0=X0 130 IF STICK<0)=11 THEN X 0= X 0-3 * S6N (

X0-2) 140 IF STICK<0)=7 THEN X 0= X 0+ 3 t SGN < 3

5-X0) 150 IF X0=XDLD0 THEN 170 160 P0SITI0r4 XDLD0, 7: PR INT "

<;3 BPACES>" 170 POSITION X0,7:PRINT PI* 180 X0LD1=X1 190 IF STICK(1)=11 THEN X1=X1-3*S6N(

X 1-2) 200 IF STICK<1)=7 THEN X 1 = X 1 +3 « SEN < 3

5-X 1 ) 210 IF X1=XDLD1 THEN 230 220 POSITION XDLDl , li: PR INT "

iZ SPACEB>" 230 POSITION X1.1A:PRINT Pl$ 240 RETURN

2S0 REM PADDLE SUBROUTINE 260 XOLD0=X0

270 X0=3S-INT (PADDLE (0 ) /6. 75> 280 IF X0=XOLD0 THEN 300 290 POSITION XOLD0. 7: PRINT "

<3 SPACES!" 300 POSITION X0. 7 -.PRINT PI* 310 XOLDl=Xl

320 X 1=35-INT (PADDLE ( 1 ) /6. 75) 330 IF X1=XDLD1 THEN 350 340 POSITION XOLDl , 16: PRINT "

iz spaces; "

350 POSITION X1,I6:PRINT Pit

360 RETURN

370 POSITION 6,0;PRINT "PRESS SPACES

AR TO START GAME" 330 POKE 764 , 255

390 IF PEEK (764) =33 THEN 4 10 400 GOSUB BLINE:GaTD 390 4 10 POSITION 6,0: FOR X = i TO 32: PR I NT

" ";: NEXT X: POKE DL- 1,4+64 420 SOUND 0, 50, 10, 8: FDR X=i TO 75 430 NEXT XiSDUND 0,0,0,0 440 BX=INT<B*RND<1))+16:BY=9:DX=1:DY

= 1 450 IF RND(0)<0-5 THEN DX=-1 460 IF RND(0)<.0.5 THEN DY = -1:BY=14 470 POSITION BX,BY:PR1NT " " ; 480 BX=BX+DX : By = BY + DV- POSITION BX,BY

:PRINT "CT>";:REM BALL(CNTL-T) 490 IF L=Ba AND OLDL=88 THEN 510 500, IF L=83 THEN SOUND 0 . 50 , 1 0 , 1 0 : FO

R X=l TO 15:NEXT X : SOUND 0,0,0,0

: DY=-DY il0 GOSUB BL1NE:IF BY<2 OR BY>21 THE

N B70

FROIV1: CREATIVE SOFTWMiE TO: VIC-20 OWNERS

RE; NEW TITLES- MARCH 1,1983,

TAPE CASSETTE fOR USE WITH THE COMMODORE VIC-20

VI HOI

HOW CAN YOU BE CREATIVE IF YOUR SOFTWARE ISNT?

/fflv'

AQiuision ol ASCI. Ill

■"^^l^^^ 230 E. Caribbean Sunnyvale, CA 94086

Copyright 1983 by Creative Software

"VIC-20" and "COMMODORE" are trademarks of COMMODORE ELECTRONICS, LTD.

520 OLDL=L

530 LOCATE B X +DX , BY + D Y , L

540 IF L=32 THEN 470

550 IF L=l'? THEN SOUND 0 , 1 00 , 1 0 , 1 0 : F

OR X=l TO 15:NEXT X : SOUND 0,0.0,

0: DX=-DX:GOTO 530 560 IF L=ia THEN SOUND 0 . 1 00 , 1 0 , 1 0 ; F

OR X=l TO 15:NEXT X : SOUND 0,0,0,

0: DY=-DY 570 GOTO 470

580 GRAPHICS 2:SETCDLDR 2,0,0 590 SETCOLOR 0,7,10 600 POSITION 4,4 610 PRINT #6; "ONE ON ONE ! " 620 POSITION 3, 5 630 PRINT " JOYSTICKS OR PADDLES (i

OR 2) " ; : INPUT BLOCK 640 IF BL0CK=1 THEN BL I NE= 1 1 0 : GOTO 6

60 650 BLINE=240 660 DIM Pi* (3) , At ( 36)

670 Pl*="<:3 R>":REM PADDLE < CNTL-R ) 680 A4="XXXXXXXXXXXXXXXXXXXXXXXXXXXX

XXXXXXXX" 690 GRAPHICS 0:SETCDLOR 4,0,12:SETCO

LOR 2, 2, 10:SETCOLOR 1,15,10 700 DL= PEEK (560) +256* PEEK (56 1) +4: FOR

1=2 TO 24:PQKE DL+I,4:NEXT I 710 BARVeRT=83: REM VERTICAL BARCCNTL

-Y) 720 FDR 1=2 TO 21

730 POKE SCREEN+1+I «40, BARVERT 740 POKE SCREEN+3B+I «40, BARVERT 750 NEXT I 760 FDR Y = 2 TO 13 STEP 16-.POSITION 2

, Y: FOR X=l TO 4 770 PRINT A*:NEXT X:NEXT Y:SETCOLOR

1,12,7 780 FOR X=5 TO 34 STEP 29: FOR Y=10 T

O 13:P0KE SCREEN+X+Y«40,a3:NEXT

Y:NEXT X 790 FOR X=14 TO 25 STEP 1 1 : FOR Z=9 T

O 12 STEP 3:F0R Y=Z TO Z+2:P0KE

SCREEN-t-X+Y*40, 83: NEXT YsNEXT Z:N

EXT X 800 FOR X=e TO 23 STEP 10:POSITION X

,11:PRINT "XXXX" ;: POSITION X,12:

PRINT " X XXX " ; : NEXT X S10 X0=29:X1=2 820 IF BLOCK=2 THEN 370 830 POSITION X0,7:PRINT P1«:REM JOYS

TICK ONLY 840 POSITION X1,16:PRINT P1*:REM JOY

STICK ONLY 850 POKE 752, 1 860 GOTO 370

870 SOUND 0, 72, 10, 8: GOSUB 1050 880 SOUND 0, 64, 10, 8: BDSUB 1050 890 SOUND 0, 60, 10, 8: SOSUB 1050 900 SOUND 0, 72, 10, a : BOSUB 1050 910 SOUND 0, 64, 10, 8: 6DSUB 1050 920 SOUND 0, 72, 10, B: GOSUB 1050 930 WW=WW+i:IF WW<3 THEN 870 940 WW=0

950 POSITION BX,BY:PRINT " " ; 960 POKE DL-1 , 2+64 : POSITION 2,0 970 IF BY>21 THEN PRINT " 1 ! ! ! I V I CTO

RY GOES TO PLAYER 1 ' ' I ! i ! " ; 980 IF BY<2 THEN PRINT " ! I ! ! ! ! V I CTOR

Y GOES TO PLAYER 2 ! ! i ! M " ; 990 FOR 1=12 TO 1 3 : POKE DL+ I , 2 : NEX T

I

50 COMPUIB May19B3

1000

1010

1020

1030

1040 1050 1060

POSITION 2. AIN, PRESS

1 1 : PRINT THE FIRE

"TO PLAY AG BUTTON ":PRI PRESS Q

NT "ON EITHER JOYSTICK

TO QUIT . " IF STRIG(0)=0 OR STRIG(1)=0 THE N 690

IF PTRI6(0)=0 N 690

IF PEEK (764) =47 THEN POKE 55:6RAPHICS 0:PRINT "TYPE

TO ERASE PROGRAM. ": END GOTO 1010

FOR X=l TO 10:NEXT X SOUND 0, 0, 0 . 0: RETURN

OR PTRIG ( 1 ) =0 THE

764, 2 <NEW>

VIC Version

The VIC version uses game paddles plugged into the control port. It has two skill levels. At level one, all ball movement is at a 45 degree angle with respect to the X and Y axis. Level two allows the players to double the horizontal increment of the ball by striking it with a moving paddle. The subroutine from lines 160 to 220 determines if the paddle has changed from its last position. If the paddle position changes just before the baU strikes it, then the resulting horizontal motion of the ball becomes twice as fast. The vertical increment of the ball, however, always stays the same. Either player can slow the ball to the usual diagonal motion by allowing the ball to strike a station- ary paddle.

The wall that each player must defend is generated with random brick colors in lines 420 to 440. The game will look different each time it is played.

If you become truly proficient at One On One, you might change the game so that the object is to break through the wall behind your paddle. This speeds up the action considerably, as you attempt to maintain control of the ball. Giving control of the ball to your opponent, of course, allows him to destroy his waU and defeat you even sooner.

Program 2: vie version

100 Nl=l:N2=32:N3=81:N4=4:NS=248:N6=249:N7

=132:N8=352:N9=2 110 CL=37154:P5=37152:P4=37151:M1=0:M2=23:

M3=102:M4=220iM5=160:M6=15.93tG=l

8:M8=16 120 GOTO 340 130 L5=PEEK(SCREEN+X+(Y+DY)*C) :IF L5=N5 OR

L5=N6 THEN DX=-DX: DY=-DY: RETURN 140 IF PEEK(SCREEN+X+DX+Y*C)=M3 THEN DX=-D

X: RETURN 150 DY=-DY: RETURN 160 IF DX=-2 THEN DX=-1 170 IF DX=2 THEN DX=1 180 IF Y+DY=M8 THEN 210 190 X0=G-INT(PEEK(P0)/m6) :IF X0OL0 THEN D

X=2*DX

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200 RETURN

210 X1=G-INT(PEEKCP1)/M6):IF XlOLl THEN D

X=2*DX 220 RETURN 230 X0=G-INT(PEEK(P0)/m6) :IF X0=L0 THEN RE

TURN: REM PADDLE MOVEMENT 240 V=SCREEN+N7+L0:POKE V,N2:P0KE V+A,N1 250 POKE V+N1,N2:P0KE V+N1+A,N1 260 V=SCREEN+N7+X0:POKE V,N5:P0KE V+A,N4

2 70 POKE V+Nl,tlS :POKE V+Kl+A, N4 :L0=X0 : RETU

RN 280 X1=G-INT(PEEK(P1)/m6) :IF X1=H THEN RE

TURN 290 V=SCREEN+N8+Ll:POKEV,N2:POKE V+A,N1

3 00 P0KEV+N1,N2:P0KE V+A+N1,N1

310 V=SCREEN+N8+X1 :POKE V,N6:P0KE V+A,N4 320 POKE V+Nl,N6:POKE V+Nl+A, N4:L1=X1 :RETU

RN 330 POKE V1,15:POKESI,S5:FORI=1TO30:NEXT:P

OKEVl , 0 : POKES 1,0: RETURN 340 POKE 36879, 31 : PRINT" (clear} " 350 PRINT"[0a down} £05 RIGHT}0NE on ONEl" 360 PRINT :PRINT; INPUT" l04 RIGHTJlEVEL 1 OR

2 " ; LV 370 SCREEN=256*PEEKC64B) : A=30720 :X=RND{0 ) 380 IF PEEK(648)=16 THEN A=33792 3 90 Vl=36878: 31=35876 :P0=36872:P1=3687 3 :C=

22:X0=2:X1=18 400 DEFFNA{U)=SCREEN+X+C*Y:DEFFNC(U)=FNA{U

)+A:DEFFNB(U)=INTCU*RND(1) )+2 410 PRINT" {clear} " 420 FOR Z=1T018STEP 17 430 FOR Y=ZTO Z+3:FOR X=2 TO 19: POKE FNAC0

),I60 440 POKE FNCC0),FNB(6>:NEXT:NEXT:NEXT 450 FORZ=0TO20STEP20:FORX=ZTOZ+1:FORY=0TO2

2: POKE FNA(0) , 102:POKE FNCC0),2 460 NEXT : NEXT : NEXT 470 FORZ=6TO13STEP7:FORX=ZTOZ+2:FORY=10TO1

2:POKEFNA(0),102 480 POKE FNC ( 0 ), 2 : NEXT : NEXT ; NEXT 490 GOSUB 260:GOSUB 310

500 PRINT" lUP} [02 right} PRESS IGRN}sEBLK}

TO START"; 510 GET A$:IF A5="S" THEN 530 520 GOSUB 230: GOSUB 280:GOTO 510 530 FOR 1=1 TO 17:PRINT" {02 LEFT) " ; :FORJ=

1 TO50: NEXT: NEXT 540 REM START GAME 550 X=11:Y=11:DX=1:DY=1 560 IF RND(1)<.5 THEN DX=-1 570 IF RND(1)<.5 THEN DY=-1

5 80 GOTO 660

590 POKE FNA(0) ,N2:POKE FNC(0) , Nl :L6=PEEK(

SCR£EN+X+DX/2+(DY+Y)*C) 600 I FABS ( DX ) =2 ANDL6 < >M3 ANDL6 < >N5ANDL6<>N6

THEN 620 610 X=X+DX:Y=Y+DY:GOTO 630

6 20 X=X+DX/2:Y=Y+DY:POKEFNA(0),N2:POKEFNC(

0),Nl:X=X+DX/2 630 POKE FNA(0),N3;POKE FNC(0),N4:IF Y>4 A

ND Y<18 THEN FL=0 640 IF(L=M5AND0LDL=M5)0R(L=M5ANDFL=1)THEN

S5=M5: GOSUB 3 30: GOTO 660 650 IF L=M5 THEN S5=M5;GOSUB 330 ;DY=-DY:IF

Y<50RY>17 THEN FL=1 660 GOSUB 230:GOSUB 280; IF Y=M1 OR Y=M2 TH

EN 740 6 70 OLDL=L

680 L=PEEK{SCREEN+X+DX+(Y+DY)*C) 690 IF L=N2 THEN 590

700 IFL=H3THEN S5=M4 ;GOSUB330:GOSUB 130:GO

TO 680 710 IF(L=N50RL=N6)ANDLV=1THEN S5=M4:G0SUB "

3 30:DY=-DY 7 20 IF(L=N50RL=N6)ANDLV=2THEN S5=M4:G0SUB '

3 30:GOSUB 160 :DY=-DY: goto 680 7 30 GOTO 590 740 IF Y=M2 then PRINT" {hOMeI {02 RIGHT} IIP

LAYER 1 WINS I 1 I" 750 IF Y=M1 THEN PRINT" {HOME} {02 RIGHT} 1 IP

LAYER 2 WINS I 1 1" 760 GOSUB 830 770 PRINT" {12 down} {right} PRESS FIRE BUTTO

N TO": PRINT" (right} PLAY AGAIN, {GR

GRN}q{BLK} TO QUIT" 780 POKE CL,127:P=PEEK(P5)AND128 7 90 FR=-(P=0) :POKE CL, 2 55 ;P=PEEK(P4) : FL=- {

{PAND16)=0) 800 IF FL=1 OR FR=l THEN 340 810 GET A$:IF A$<>"Q" THEN 780 820 PRINT" {clear} ": END 830 POKEV1,15:FORI=230TO252STEP2:POKE3687 5

, I s FORJ=1TO50 jNEXT t NEXT 840 POKE 36875,0; POKE VI, 0: RETURN

CBM-64 Version

The Commodore 64 version of One On One is designed to be played using two joysticks. Since barriers are placed in symmetrical posi- tions in the central portion of the screen, the ball may rebound four or five times before reaching an opponent. This provides for a more challenging defensive strategy and a faster moving game. If you would like to adapt this program for use v/ith paddles, substitute these lines:

11 AL = (36-(INT(F2/8.S)+3»

THEN 17 19 F2 = PEEK(54297):GOTO10 51 AR = (36-(INT(Fl/8.5) + 3))

THEN 57 59 Fl = PEEK(54298):GOTO SO

Program 3: cbm-64 version

0 REM: ONE ON ONE FOR CBM-54

1 POKE646,l

2 PRINT" {rev} {clear} (11 RIGHT} {10 DOWN) ~

ONE ON ONEl ! t{OFF}";

3 PRINT" {rev} (17 left} {03 D0WN}PRESS SPA

CE TO PLAY {off} ";

4 POKE53281,0:IFPEEK(197)<>60THEN4

5 GOTO100

9 AL=15:G0T019

10 ODDAL=AL

11 AL=AL+F2:IFAL=ODDALTHEN17

12 IFAL<4 THENAL=3

1 3 POKEG+ODDAL ,32: POKEG+ODDAL+1 ,32: POKEG+

ODDAL+2 ,32: POKEG+ODDAL+3 , 3 2

14 IFAL>=33THENAL=3 3

1 5 POKEG+AL ,120: POKEG+AL+1 ,120: POKEG+AL+2

, 120;POKEG+AL+3, 120

1 6 POKEG+AL+D , 7 : POKEG+AL+D+1 , 7 : POKEG+AL+2

+D , 7 : P0KEG+AL+3+D , 7

17 RETURN

52 COMPOTE! rvta/We3

YOirVE GOT TO PlAY IT TOBEUEVEm

Four great games from Commercial Data Systems bring more excitement to the VIC-20*

CDS offers better movement, better sound and more realistic characters. You'll find it all by playing these super-color games:

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BUG SPREE

A fast-paced battle game, w/ith bugs, mushrooms and spiders, attracts young and old alike.

*VIC-20 Reg. trade mark of Commodore Business Machines. Some games also available for Commodore 64.

MOTOR MOUSE

A race against the clock with mice, cats and cheese.

WITCH WAY

This one is barrels of fun and requires an 8K Expander. Nine levels of action with four screens.

All games programmed in machine language.

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m^

19 0N( {PEEK(56321)AND12)/4)GOTO20, 30,40:

20 F2=3:GOTO10 30 F2=-3:GOTO10 40 F2=0:GOTO10

49 GOT059

50 ODDAR=AR

51 AR=AR+F1

52 IFAR<4 THENAR=3

53 POKEF+ODDAR,32 :POKEP+ODDAR+l , 32 : POKEF+

ODDAR+2 ,32 :P0KEF+ODDAR+3 ,32

54 IFAR>=33THENAR=33

5 5 POKEF+AR ,121; POKEF+AR+1 ,121: POKEF+AR+2

, 121 :P0KEF+AR+3, 121 5 6 POKEF+AR+D , 7 : POKEF+AR+D+1 , 7 : POKEF+AR+2

+D , 7 ; P0KEF+AR+3+D , 7 5 7 RETURN

59 0N( (PEEK(56320)AND12)/4)GOTO60,70,80:

60 Fl=3:GOTO50 70 F1=-3;GOTO50 80 F1=0:GOTO50

100 B=1026:E=1060:D=54272:POKE53281, 1:P0KE 53280, liPRINT" {clear! "; :C=1226:F= 1260

102 F=1024+40*6:SCR=1024:G=1024+40*14

110 FORL=lTO4:B=B+40:E=E+40

120 FORI=BTOE:POKEI,160:POKEI+D, (8*RND(l) ) +2; NEXT

130 NEXT: IF Z=1THEN150

140 B=1626:E=1660:Z=1:GOTO110

150 FORS=1024TO1877STEP40:POKES, 127:POKES+ 3 7,127: POKES+D , 0 : POKES+3 7+D , 0 :NEX

T

151 FORS=1025TOia77STEP40 :POKES, 127 :POKES+ 3 7,127: POKES+D , 0 : POKES+3 7+D , 0 : NEX

T 160 REM SCREEN & BACKGROUND 165 FORC=1TO30STEP4:POKE1428+C,90:POKE1428

+C+D,0:NEXT

171 POKEG+1 5 ,120 : POKEG+15+1 ,120: POKEG+1 5+2 ,120:POKEG+15+3,120

1 72 POKEG+1 5+D , 7 : POKEG+1 5+D+l , 7 : POKEG+15+2 +D,7 :POKEG+15+3+D,7

173 POKEF+15,121:POKEF+15+l,121:POKEF+15+2 ,121tPOKEF+15+3,121

174 POKEF+15+D,7:POKEF+15+D+l,7:POKEF+15+2 +D,7:POKEF+15+3+D,7

180 Y=ll:DX=liDY=l:X=ll 190 IFRND(1)<.5THENDX=-1

200 IFRND{1)<.5THENDY=-1

201 AR=15:AL=15

208 POKE1024+X+40*Y,32:POKE1024+X+40*Y+D,0

209 X=X+DX:Y=Y+DY:POKE1024+X+40*Y,81:POKE1 0 24+X+40*Y+D,8

235 IFL=160ANDOLDL=150THEN245

2 37 IFL=160THENDY=-DY:GOSUB500

245 GOSUB49:GOSUB19:IFY=0ORY=23THEN990

2 50 OLDL=L

260 L=PEEK(SCR+X+DX+(Y+DY)*40)

2 70 lFL=32THEN20a

2 80 IFL=1 27THENDX=-DX : GOSUB500 : GOTO260

2 90 IFL=121ORL=120ORL=90THENDY=-DY:GOSUB50

0 300 GOTO208 500 5=5427 2 !FORQ=STOS+24:POKEQ,0: NEXT: POKE

S+5 ,88 :POKES+24, 15 :P0KES+1 , 10 510 POKES , 143 : FORRD=1TO50 : NEXT : RETURN 990 POKE646,0 1000 IFY<1THENPRINT"U2 RIGHT) (09 DOWN) I

REV)PLAYER 1 WlNSl I (oFF) " !GOTO250

0 1010 FORA=lTO30iGETA$!NEXT

2000 IFY>22THENPRINT"lll RIGHT) {09 DOWN) t REV)PLAYER 2 WINSU {OFF) " ; GOTO250 0

2010 FORA=1TO30;GETA$;NEXT

2500 PRINT" {10 RIGHT) {12 DOWN) { REV ) PLAY AGA IN? Y OR N{0FF) "

2510 IFPEEK{197)=25THEN2515

2511 IFPEEK(197)=39THEN2520

2512 GOTO2510

2 515 IFPEEK(l97)=25THENPOKE646,liRUN 2 520 END

Apple Version

On the Apple, One On One is played with the paddles and has two skill levels. At level one, all ball movement is strictly 45 degrees with respect to the X and Y axis. After a short period of play, you'll probably be ready to move on to level two, where the ball angle can be altered.

At level two, the flight of the ball can be changed from the usual diagonal motion by moving the paddle just prior to the moment the ball strikes it. If this is successfully ac- complished (as detected in lines 18 to 28), the X increment of the ball is doubled so that the ball moves twice as fast horizontally. Vertical ball movement, on the other hand, remains the same. In order to return to nor- mal ball motion, the ball must strike a sta- tionary paddle.

An especially pleasing feature of the Apple version is the random choice of wall colors each time a new game is played. This is carried out in the short subroutine at line 30.

A different sort of game can be played if you try to break through the wall behind you rather than defend it. The player who main- tains control of the ball longer will ultimately break through his wall more quickly.

Program 4: Apple Version

10 SOSUB 2000: GOTO 50

12 IF SCRNt X,Y + DY) = 1 THEN DX = -

DX:DY = - DY: RETURN

13 IF SCRN( X + DX,Y) = 15 THEN DX =

- DX: RETURN

14 DY = - DY: RETURN

18 IF DX = - 2 THEN DX = - 1

19 IF DX = 2 THEN DX = 1

22 IF Y + DY = Rl THEN 26

23 X0 = INT ( POL (0) / M6) + 2: IF X0

< > L0 THEN DX = 2 * DX

25 RETURN

26 XI = INT ( PDL (1) / M6) + 2: IF XI

< > LI THEN DX = DX » 2 28 RETURN

30 D = INT ( RND (1) * 13) +2: IF D =

DL OR D = 13 THEN 30 40 RETURN 50 M6 = 7.73:X0 = 2:X1 = 34:R0 = 7sRl = 32

54 COMP«ITfl MOV1983

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110

112

IF X

120 130

+2: IF X

+ 3 AT Rl + 3 AT Rl

PEEK (

16336

CALL 770 i

HTAB 10: ON ON

; PRINT : PRINT TO 35 STEP 34:

GOTO 1000

REM PADDLE 0 SUBROUTINE 115 X0 = INT < PDL (0) / M6)

0 = L0 THEN RETURN CDLOR= 0: HLIN L0,L0 + 3 AT R0 COLaR= 1: HLIN X0,X0 + 3 AT R0

140 L0 = X0: RETURN

145 REM PADDLE 1 SUBROUTINE

150 XI = INT < PDL (1) / M6)

1 = LI THEN RETURN 155 COLOR= 0: HLIN LI, LI 160 COLOR= 1: HLIN XI, XI 170 LI = XI: RETURN 250 FOR I = 1 TO 5:A =

)j NEXT I: RETURN

RETURN

POKE 768,1: POKE 767,10

RETURN

TEXT : HOME : VTAB 11: FLASH : PRINT "D N E ! " : NORMAL

VTAB 17: PRINT SPC ( 13); "LEVEL 1

OR 2 ■';: INPUT LV: IF LV > 2 OR L V < 1 THEN 1010

HOME 1 GR : PRINT : PRINT : FOR Z = 1

FDR Y = Z TO Z + 3

SOSUB 30

COLOR= D:DL = D

HLIN 2,37 AT Yi NEXT Y; NEXT Z

FOR Z = a TO 28 STEP 10: FOR Y = 19 TO 21: GOSUB 30: COLaR= D:DL = D

HLIN Z,Z + 4 AT Y: NEXT Y: NEXT Z

1 COLOR= 15 FOR I ^ 0 TO 38 STEP 38; VLIN 1,3

8 AT I: VLIN 1,38 AT I + 1: NEXT I : IF LV = 1 THEN 1056

FOR I = 7 TO 32 STEP 25: VLIN 17, 23 AT I: VLIN 17,23 AT I + 1: NEXT I

FOR X = 13 TO 26 STEP 13; FDR Y = 11 TO 23 STEP 12; VLIN Y,Y + 5 AT X; VLIN Y,Y + 5 AT X + 1 : NEXT Y: NEXT X: GOTO 1059

FOR I = 5 TO 35 STEP 30; VLIN 17, 23 AT I: NEXT 1

FOR X = 14 TO 26 STEP 12: FOR Y = 11 TO 24 STEP 13: VLIN Y,Y + 5 AT X: NEXT Y: NEXT X

COLDR= 1: GOSUB 130: GOSUB 160

PRINT SPC< B>; "PRESS THE FIRE BU TTON ON": PRINT SPC < 4) ; "PADDLE 0

OR 1 TO START THE GAME" 1070 P0 = PEEK ( - 16287) :P1 = PEEK (

- 16286): IF P0 > 127 OR PI > 127

THEN 1090

GOSUB 115: GOSUB 150: GOTO 1070

PRINT : PRINT s PRINT ; PRINT

CLEAR TEXT WINDOW

REM GAME ROUTINE X = INT < RND (1) « 9) + 17:Y 3:DX = 1:DY = 1

IF RND (1) < .

IF RND (1) < .

= 17

GOTO UB0

COLOR= 0: PLOT

2 AND I SCRN( X > 15 AND SCRN(

) < > 1) THEN DY

260 280

1000 1010 1020

1030 1035 1040 1043

1045

1048

1049

1050

1056

1057

1059 1060

1080 1090

1100 1110

1120 1130

1135 1140

REM

= 2

5 5

THEN THEN

DX = DY =

- 1

- 1;Y

X,Y:

+ DX

X +

PLOT

IF ABS / 2,Y + DX / 2,Y X + DX /

<DX) = DY) < + DY 2,Y +

1150 X = X + DX:Y = Y + DY: CDLOR= 13: PLOT

X.Y: IF Y > 4 AND Y < 35 THEN FL =

0 1160 IF (L < 15 AND L > 1 AND OLDL < 1

5 AND OLDL > 1) OR (L < IS AND L >

1 AND FL = 1) THEN GOSUB 250: GOTO

1 180 1170 IF L < IS AND L > 1 THEN GOSUB 2

50; DY = - DY: IF Y < 5 OR Y > 34 THEN

FL = 1 1180 GOSUB 115: GOSUB 150: IF Y = 0 OR

Y = 39 THEN 1250 1190 OLDL = L

1200 L = SCRN( X + DX,Y + DY) 1210 IF L = 0 THEN 1140 1220 IF L = 15 THEN GOSUB 280: BDSUB

12: GOTO 1200 1230 IF L = 1 AND LV = 1 THEN GOSUB 2

80:DY = - DY 1235 IF L = 1 AND LV = 2 THEN GOSUB 2

80: GOSUB 18: DY = - DY; GOTO 1200

1240 GOTO 1140

1250 REM WINNER

1270 IF Y = 39 THEN PRINT SPC ( 5);"!

1 f VICTORY GOES TO FLAYER 1111" 1280 IF Y = 0 THEN PRINT SPC < 5);"!!

I VICTORY GOES TO PLAYER 2! ! 1" 1290 FOR I = 1 TO 1000: NEXT I 1300 PRINT : PRINT SPC < 5) ; "PRESS A P

ADDLE BUTTON TO PLAY": PRINT SPC i

5) ; "AGAIN, Q TO QUIT"; 1310 POKE - 16368, 0:P0 = PEEK ( - 16

287) :P1 = PEEK ( - 16286): IF P0 >

127 OR PI > 127 THEN 1000

1320 IF PEEK C - 16384) = ASC <"Q") +

128 THEN 1400 1330 GOTO 1310

1400 POKE - 16368,0: TEXT : HOME : END

2000 REM SOUND ROUTINE

2010 FOR I = 770 TO 795: READ M: POKE I,M: NEXT

2020 DATA 172,01,03,174,01,03,169,04, 32, 168,252, 173,48, 192,232,208,253, 1 36 , 208 , 239, 206 , 0 , 03 , 208 , 23 1 , 96

2030 RETURN ©

COMPUTE!

The Resource

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54 COMPUTE! Mayl'SS

Questions Beginners Asi(

Tom R, Halfhill, Features Editor

Are you thinking about buying a computer for the first time, hut don't knoiv anything about computers? Or maybe you just purchased a computer and are still a bit baffled. Each month in this column, COMPUTE! will tackle some of the most common questions tliai we are asked by beginners.

QI own an Atari 400 computer and 410 recorder, and I'm very interested in pro- gramming. Lately I've been experimenting with the different graphics modes. I can draw pictures on the screen, but I don't understand how to move them around with the game controllers (joysticks, paddles, and keyboard). What command makes the joystick move the picture? If you could just explain how to use the game controllers, I would be very grateful.

A Although this particular question comes from a 14-year-old reader with an Atari, it is a common one asked by new users of all brands of computers. How can I animate objects on the screen with the game controllers? Unfortunately, there is no simple answer.

First, it's important to understand that the game controllers by themselves do nothing to animate objects on the screen. Animation is up to your pro- gram. All that a game controller does is change a number in a memory location somewhere inside the computer. That number indicates the status of the controller, such as which way a joystick is deflected, or how far a paddle knob is turned, or which key is pressed on a keyboard.

Except for returning this number, a game controller does absolutely nothing else in the way of animation. A program reads this number, uses it to figure out what action the user desires, and then responds accordingly, thereby achieving animation. This is not an easy task for beginning programmers. Many beginners are dismayed when they discover that animation is far more difficult than just plugging in a joystick and typing in a command or two that will move their pictures around.

That's why most home computer manuals and instruction books barely cover the subject. You must be on solid ground with the fundamen- tals of programming before attempting something

58 COMPUrei May 1983

like animahon.

To learn these more advanced techniques, you'll have to read many computer magazines and books. COMPUTE! has published numerous articles on animation for the Atari and other popu- lar computers, and will continue to do so. The Beginner's Page column in the February 1983 issue, "Writing An Arcade Game," is a good introduc- tory article. It includes example programs for several computers to demonstrate one method of animation: repeatedly drawing and erasing an object in screen memory. Other good sources are COMPUTEl's First Book Of Atari Graphics and COMPUTEl's First Book Of VIC.

Ql'm shopping around for my first home computer, and I see many ads in magazines and newspapers for low-priced computers. But when I visit the store, it seems like the sales people always try to sell me on numerous acces- sories and other things that end up costing more than the computer. How many accessories do I really need to get' started? Isn't the computer itself enough?

A Chances are you will end up buying more than just the computer to get started. But how many accessories you need really depends on what you plan to use the computer for- some- thing that should be foremost in your mind as you shop.

A computer by itself is more useful than a stereo receiver without speakers, a turntable, a tape deck, and records. But there is an analogy here. To make a computer really useful you need software, programs to make it run. Among the most popular uses for home computers are enter- tainment and education. This means you'll need game programs, educational programs, and so on. You can write programs yourself, copy them from COMPUTE!, or buy commercial software. But whatever you do, you'll at least need a tape player.

You'll need some way to load the programs into the computer. Some programs are built into plug-in cartridges which require no additional equipment. But most programs come on cassette tapes or disks. Loading a disk requires a disk drive, which costs $350 to $600. That's why most people start out with cassettes, which are far less expen-

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Since each step in the Wabash diskette manufacturing process is subject to strict quality control procedures, you can be sure Wabash diskettes will perform for you. And every Wabash diskette meets the ultra-high standards of ANSI, ECMA, IBM and ISO in addition to the many critical quality control tests performed by Wabash. Wabash does all of this testing to provide you with consistently high quality diskettes. Reliability and data integrity - that's what Wabash quality is all about.

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Wabash diskettes are packed 1 0 discs to a carton and 1 0 cartons to a case. The economy bulk pack is packaged 100 discs to a case without envelopes or labels. Please order only in increments of 100 units for quantity 100 pricing. With the exception of bulk pack, we are also willing to accommodate your smaller orders. Quantities less than 1 00 units are available in increments of 1 0 units at a 10% surcharge. Quantity discounts are also avail- able. Order 500 or more discs at the same time and deduct 1 %; 1 ,000 or more saves you 2%; 2,000 or more saves you 3%; 5,000 or more saves you 4%; 10,000 or more saves you 5%; 25,000 or more saves you 6%; 50,000 or more saves you 7% and 1 00,000 or more discs earns you an 8% discount off our super low quantity 1 00 price. Almost all Wabash diskettes are immediately available from CE. Our warehouse facilities are equipped to help us get you the quality product you need, when you need it. If you need further assistance to find the flexible disc that's right for you, call the Wabash diskette compatibility hotline. Dial toll-free 800-323-9868 and ask for your compatibility representative. I n Illinois or outside the United States dial 31 2-593-6363 between 9 Afvl to 4 PM Central Time.

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To gel the fastest delivery from CE of your Wabasfi computer proiducts, send or phone your order directly to our Computer Products Division. Be sure to calculate your price using the CE prices in ttiis ad. Mictiigan residents please add 4% sales tax or supply your tax I.D. number. Written purchase orders are accep- ted from approved government agencies and most well rated firms at a 30% surcharge for net 30 billing. All sales are subject to availability, acceptanceand verification. All sales are final. Prices, terms and specifications are subiect to change witfiout notice. All prices are in U.S. dollars. Out of stock items will be placed on backorder automatically unless CE is instructed differently. Min- imum prepaid order S50.00. Minimum purchase order S200.00. International orders are invited with a S20.00 surcharge (or special handling in addition to stiipping charges. All shipments are F.O.B. Ann Arbor, Ivlichigan. hJo COD'S please. Non-certified and foreign checks require bank clearance.

For shipping charges add $8.00 per case or partial-case of 1 00 8-incti discs or S6.00 per case or partial-case of 1 00 5'A-inch mini-discs for U.P.S. ground shipping and handling in the con- tinental United Stales.

Mail orders to: Communications Electronics, Box 1002, Ann Arbor, Michigan 481 06 U.S.A. If you have a Master Card or Visa card, you may call and place a credit card order. Order toll-free in the U.S. Dial 800-521 -441 4. If you are outside the U.S. or in Michigan, dial 313-994-4444. Order your Wabash diskettes from Communications Electronics today.

Copyrigtit ' 1982 Communications Electronics" Ad #1 10582

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sive. A few computers - the Timcx/Sinclair T/S 1000, for instance - work with an ordinary portable cassette recorder, which you may already own. Others require a special cassette recorder, which can cost $65 to $90.

Most people end up buying a starter system that includes the computer, a tape recorder, a few programs on cartridges or cassettes, and often some game controllers (joysticks or paddles). It's a good idea to hold off on buying additional cquip- nient until you're better able to tell what vou'll need. Later, you can add a printer, disk drive, additional memory, telephone modem, or other accessories as vou want them. ©

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COMPUTERS AND COMPOSITION

Joan Vesper

As people in schools, businesses, and homes receive nnvc n)id more papers and letters icritten by computer rather than by typewriter or pen, they may feel thai the cursor has passed them by and that loriting as they know if has irretrievably changed . Students in particular zvill )iotice the perfectly-formatted papers that a few of their classmates are turning in. Here are the pros and cons ofu'ord processi)ig as reflected in an itifonnal sur- vc\/ at three colleges.

Last year, on an extended visit to Boston (Silicon Valley East), I counted myself among computer greenhorns, and I wondered what it takes to write "on-line," and if it's worth the effort. To find out the answers, I visited three Boston-area colleges (Babson, Harvard, and Massachusetts Institute of Technology) and talked with students and staff who regularly compose at terminals. In addition to interviewing computer-users at the colleges, I interviewed David Winder, assistant overseas news editor of The Christian Science Monitor, who has two years' full-time experience writing and editing on-line. Most of the interviews took place at campus terminal centers -large rooms equipped with several keyboards and matching screens where students drop in to use a terminal much as they might rent a typewriter. One Babson student, Linda Bailey, was interviewed in her office at Intelligent Devices, hic, a computer-related company she and her husband started in 1979.

As these people talked about using computers to write, it became clear that:

1. Most do not use a computer during the

prewriting stage,

2. Some do, but some do not, use it during the writing stage, depending on individual composing habits and on cost and availability of computers.

3. Almost all prefer to use a computer for revising and making final drafts.

Their reflections on using the computer at each of these stages help clarify what computers can and cannot do for writers.

62 COMPUTE! Mov 1983

Prewriting

None of the computer-users interviewed employs a terminal for jotting down notes days before he or she writes the first draft of a paper. (A special case is Jayne West, consultant and programmer analyst at MIT, who also writes stream-of- consciousness poetry on the computer.) However, some use the computer for data analysis at this early stage. For example, David Meltzer, an Eng- lish major at Harvard, used the computer before writing a term paper on Byron's Don }ua\i by counting the ratio of Byron's use of the personal pronoun "1" to the poet's use of the proper noun "Don Juan." Because of the preponderance of the word "I," Meltzer concluded that the poem is highly autobiographical.

Writing

"It's just as hard to sit down to compose in front of a blank screen as a blank sheet of paper," Melt- zer observes. For this and other reasons, only the most enthusiastic computer users in this survey, a group of undergraduates on MIT's Student In- formation Processing Board (SIPB) who guide other MIT students in the use of MIT's terminals, use computers to write out first drafts of papers. Steeped in technology and having free access to state-of-the-art equipment, SIPB "hackers" (com- puter enthusiasts) compose at a terminal by preference.

But most of those interviewed do not turn to the computer to write a draft until after they have gone through the "diagramming and scratching- out phase." Others postpone their approach to the computer even longer. Whether or not writers compose on paper or at the terminal at this stage in the writing process involves two considerations: individual writing habits and computer avail- ability. The habits include what hardware these people have used in the past for composing, how fast they think while writing, and how much dis- order they can tolerate. Regarding hardware, users say either they have always composed at a keyboard - typewriter or terminal - or they have always composed with pencil or pen.

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In the first group is Bill York, an MIT under- graduate, who says he composed on a typewriter until he was a freshman at MIT, but has since written everything on the computer. "I never use a typewriter unless nothing else is available, like when 1 go home for vacations," he says. Jeff Schiller, another MIT undergraduate, concurs: "I was always a composer at the typewriter, so the transition to computer was easy." As members of the SIPB, both students meet many computer- users who compose with pencil or pen. "They did in the past, and they still do/' they observe.

In this category of yellow-pad composers is Mary Phelan, a text processor at Harvard, who uses the computer only for final drafts. "I hand- write my drafts first," she says. "It's the way I've always done it." She explains that for her, "There's something about being able to touch the paper that makes me feel more in touch with what I'm writing. And I like to carry around what I've writ- ten. You can't very well put a terminal in your pocket and look at it on the subway." Another writer, Fred Pickel, who characterizes himself as a "cut-and-paste artist," puts off working at a terminal until later in the composing process because he likes to have all his work spread out around him where he can see it. "The computer limits your vision to one page at a time," he points out.

Another personal reason for using a computer during the writing stage is offered by Winder, who finds that the computer, unlike a typewriter or a pen, can keep up with his thoughts.

Tolerance for disorder is a final factor of per- sonal composing style that enters into decisions about using the computer for early drafts. Some of those interviewed are discouraged by piles of papers with mistakes, cross-outs, and arrows. One touch of a computer's "Delete" key and such impediments vanish.

Bailey, the Babson student-entrepreneur, says, "I used to get very confused by all the ideas going through my mind. I'd write them all down in a series of drafts, and then I got confused seeing too many ideas written down. But with a com- puter, I keep typing at the keyboard, not making corrections, thinking of the next sentence and not worrying if I've said it correctly, knowing I can go back and remove any sentence without making a sloppy mess of the paper." Meltzer is also affected by the appearance of what he writes: "It used to be that when I wrote a sentence three times I had a mess. The computer eliminates such eyesores."

There is also the cost and availability factor. This is easy for the non-user to overlook, but it is very important in practice. Fortunate in this regard are computer owners, such as Bailey, who has four terminals in her company office. Students at colleges which supply free computer accounts for

M COMPUTIF May 1983

both computer-related courses and independent projects, such as writing assignments, are also lucky. Students who have to pay out-of-pocket for computer time are sometimes cut off from a desirable tool. "My budget isn't big enough to use the terminal for anything but final drafts," says Pickel, an MIT doctoral student. As more and more people become sophisticated in the use

Computers free writers

from retyping correct

sections of the paper

and allow them to

concentrate on rewriting

incorrect ones.

of computers and want to use them for indepen- dent work, administrators of college computing services foresee more fees and/or more restrictions on use of college equipment.

Besides cost, location of terminals is another consideration. As mentioned, some people write drafts in longhand because they do not have com- puters at home. Others avoid computers when writing drafts because they can't concentrate in a terminal center. These rooms may be filled with 50 machines and more than 30 people, especially during rush times - such as the day before a big paper is due, the late afternoon hours when evening students arrive on campus anci day stu- dents haven't yet gone home, and the end of the term. At Harvard's Science Center, the terminal room "gets very noisy and it's hard to think," math majors Bruce Molay and Jeff Tecosky point out. Hilary Hodgson, working on her M. A. in city and regional planning, adds that Harvard students sometimes have to sign up 24-hours ahead for a terminal. Of course, even alone in a quiet room with a terminal all to oneself, a writer may face interruptions in the form of messages from other users flashing across the screen. This is the situation at SIPB, whose members belong to associations of users who keep each other posted via the display screen on subjects of mutual interest.

In every case, users agree that the day a per- son plans to write a paper is not the day he should learn how to operate the computer. Most problems occur in simply getting the paper into the machine. After that, the computer is generally an advantage

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Revising

After the writer has a first draft, most agree that a computer is preferable (with a few minor draw- backs) to typewriter or pen for the rest of the composing process.

First, drawbacks. On a short paper, the effort of getting into the machine - logging on and creating a file with a list of specifications for for- matting - isn't worth it, even with the revision capabilities of the computer, according to two Babson users. Also, the time lag between keyboarding a revision and seeing it on screen - sometimes as long as 30 seconds - is frustrating, says Schiller. The lag, he explains, is due to time sharing, or, as he jokes, "ITS" - incompatible time sharing - where as many as 73 users may be plugged into the same computer. "There's a lot of competition for the attention of the machine," Pickel explains.

Another problem, when editing bv computer is the time it takes for the cursor, or pointer, to move to the characters on the screen that the user wants to change. "My eye and a red pencil can move faster," says Winder. He adds that seeing only a screen's length of a story (120-150 words) instead of the entire work is a handicap when he wants to move around chunks of copy, and par- ticularly when he is searching for a lead that may be buried deep in the stoiy. Another drawback occurs when a professor specifies the tvpe of paper he wants students to use in an assignment, such as bond with a certain rag content. To remove from the computer standard paper with tractor edges and feed in special paper is expensive and time consuming.

(Editor's Note: Mercifulh/, tlicse dclni/s and frusti'iilkvis do not apply to zvord proccfisiii^ on personal coiiiptiters.j

In spite of these drawbacks, most users agree that computers make their greatest contribution during the revising stage: they free the writer from retyping correct sections of a paper and allow him or her to concentrate on rewriting incorrect ones. "After you learn how to use the computer - and there is a learning curve - it takes about one- third the time to edit as it would by typewriter, because with a computer, you retype only the things you want to change," Schiller observes. But he cautions that the computer is a "two-edged sword" in this respect. While it allows a better final product, it also creates demand for a better final product. That is, as professors catch on to the computer's abilities, "they may make you revise small sections of a paper that earlier they would have let pass."

66 COMPILE! May 1983

An added benefit of the computer during the revising stage is noted by a group oi \ larvard users who find that a computer is great for group work. Each member can feed his or her revisions into the machine, and then the group can request multiple copies.

Furthermore, the computer allows relatively fine strokes in the revising process. For example, some programs have spelling glossaries which store correct spellings of a few thousand words, including specialized words the user might add. The computer displays spellings in a composition that deviate slightly from the words on this list and displays correctly spelled alternatives that the user may have intended. The user selects the correct spelling, and the computer automatically inserts this spelling throughout.

Evasion Of Displeasure

Another fine stroke is the computer's ability to Ti'ord count. Mcltzer says he reviews his essays in this way as a check on style. For example, in an essay on Emily Dickinson, whose poetry he does not like, he founci he often used phrases beginning with "of" instead of possessive nouns. "It was an evasion of displeasure," he concluded, since the "of" construction was less direct.

While the computer can analyze text word for word, as it does when it checks spelling or word frequency, it cannot vet work at the level of syntax. "So if your problem is Baroque sentence structure, you're out of luck," says Love. But he's cjuick to add that a group of MIT professors is working on the application of computers to the analysis of grammar.

Capping the triple ability of the computer in the revising stage - it minimizes retyping, it's good for group work, and it allows word for word analysis - is the bonus that makes computer com- positions irresistible for many writers and their readers: the final product can be 100% typo- graphically accurate, with justified right-hand margins, and printed in a variety of type fonts. ©

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OSI . APPLE* PET/CBM

ATARI BASIC ~ Leaming by Uwng An t^celltnt Oooi far Ih» begifw«f - Hiny ihofi prf7inK ind lesming «xecl>et. Onfcr-Ha. 1&4 S755

GsTM lor [ha ATaRI CotnputM Thit titwk i)«flaj#j advifKwl pfoym- mlng techniques Tike plawninttla- fft^ia and u»at llM haTE^ii«'f«gui»ii. Conuim nvinv rud^-u-fun pra^Anii m BASIC iml m UlM GUNFIGMT hn

Ort^-No. 142 S7.9S

How (0 pra^am vour ATaKI in fiS02

Thfl lutqwn of cTiii trenk a to ihkIi you how Id ptOV*m your ATAPI computer in iQ^ mtchinB language. Coniaini laigt colltTiiin of pFogrami. Ordw-No. 1&9 Sa.95

Pti>gnm DHCriiilioni tATAHl) Of6tiHo- 173 SB.00

FORTH on iht ATARI-Lwrning by LMflft OrdK-No. I7d tT.»

Beaki Satnn*!* iat VIC 20 3K RAM Etp.)

Wardp(ACM«>«.aKRAMt!^4S70 hbilini Ltii. 1&K RAM ^i 4263 Tri^kifQ. V'CtltNwh) 2 175 TJCTACVrC -4880'

GAMCPACK l4,3pA>ftji ? 48S1 Dull Joynld: In^tmet. "^ISBS INPuTAJUTf UT Progr #4ase IMIiiMMKr-blH ^4S96

TtMnn. Squnh^TMk ^4B81 RupfilforVIC £4894

« 19-95 £l4a& S E 3.9S ei4.9S £ 9.95

4 EF.B5 S19-W

5 a.9S K 3J9S

Unnrarul EipvfuiMcrtaf Boif^ 1i>r Um VIC-2CI ~ 4S«/e nan*Y wiiti thit ^imi board! TTiLi board' r-lujl I'gfn Jnic the txpanimn ilol qT lh» VlCm. Th« U^r^j conitin^ ) lji|)t prdtatypirtgwM foi youi CMTi circuit iJetlgn and enSdrl^ign. T^c fontmxtan Irtlcte dnwt you l\o« to buU ¥««*■ o*n 3i( RAM tspandw and HOM*Mfd. Qrd«r-No.4&M t1I.K

Soflwara for SINCLAIR ZX4I tnd

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Machin

V Languaffl Hnvlior

MiCri>cuiTipuiM Kardwir* Handbook [&IS p«sMI OHOipliont, pino'Jb and tpedficdlivriii of the mod popiiljr mioopj' ocenart and Hjpoon C^'Cf A WUST lor !I5« haritwarw

<V4«f«a 7^ $I4.9S

Caii uid Feeding a( Uw Cwfimdifart PfT ttgtit enaotcrt ctptoriny P£~I hatiMn. frKtu^ai i«iuir md bittrUctng inroimalnn Pro^Hnming nkAt tnd »ch«matict. Ontaf No. ISa £9J95

Caniji4t> SOMMd Oen**ltifln fiffw ttvi|*d »pp^ii^ii3fw nwouil for die Tc*ai InjifLfl^fttl SN 7G477, CoTiphen SoufifJ Gansf *Tof

Oidcr-No. IH 6fi-95

UK MicroMifl SASlC R«l4'*niM Uanu«l Ordar No. ISt $9,9^

ftfiAfivtii^. HintfbQofe tof S5Q7 and BBOl Otdf'No 152 S8JS

BookilorOSI Tha Fim Back ol OHIO a |S7 S7.» Th«S.iMtiil5dokaf OHIO ^ MiS tlSb TiM Thiftl Boo^ at OHIO » 1^9 fiT.95 Tha Fourrh Book d( OHIO ^1M S9.95 Thi FiMf^ BookofGHIO ■'f^S^ E7.95

Bar* bMrdJ fnCH^ the Ctuiiom A?PL£ Book

thcaistomoDiiie

6522 i;0 Bovd CPROM Borrar eK EPFlOM'RAMSoArd PiotoTVping boartf

t:EC% £39.00 = fiO/ £49.00 ^eC9 S29.00 3^&&1 t29.DQ :*Bq«S4gJka

Otdf twQ b(wr(h and igait in« bo(A FREE'

Th« Cui^lom Apfte + OPi** MyKariti - A C0!npl*te aoide !o tujiomiiing iltt AppI* SofV wajB aitf Hardware. Ordtr-No.eai S24.9S

Mil alto nock itw boaiili •wMch arc ined in iha booh "Tha Cuitom Appla. " ;bara bOMthl

F^ogiainininB m 8SD2 UachirK Leqiragii on yuih ?EJ * C&M 2 canipl^na Ed.tor/Afeinbleri ISoutcE' foije 3 h«xdump ■* dat- cjiptkon phit g powerful machiTHt tinjuage nwirtor

Drdar-Wo.lfiA £19.95

Abova *d*rhbbn on canana jBoofeHo. IfiBmchidatf). Ordw-l^o.4BU &39.9S

P^qfrunming in BASIC ind ffittinifm lan^Epc with tha 7X41 l£2lorTIMEX)tM0, OtdtrNo 174 Ibook^ S9.95

Srtiall Bu linen PrDvanU

GshtrtilBi* iFtilnji for tha

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Ort«-No.71WJI2flOO

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No. 1B7 on dlih [book

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Ordar No. 7221 £29:96

GUN'FIGHT

Thii i}iina (MCdt rvvo

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ioundComai on a

bootabkcanatta.

DrderNo. 7207(19.95

ATUAS UaaQ-AH«mb(a! for ATAni«0e'<8K. Oncol Tha moiT iMw#*Iul editor MMTibttrt on ma rruTha;. Veriaiil* adiior Mith KTo!l>r>B Jp to 17k of M^^iu-codt. Vary tnM. ironiUiM £k loucca-civto In aboui 5 lahondi Souica coda can tavad on disk o5 ca^Mtlc.OncludnATUUNA-l]. DrdaiNo. 7099 cEtk vaiutm £83.00 Ordar-No. 7999 rartridga vcrnon fi12SJn ATAS

Sama at ATM AS tHiT tvrrticut rnKTo- capdbjlily CuuTle-tut^ OrdaiNo. TOSS ^K RAM f 4fi.95

0<i«> No. 7998 4eK RAM 849.95

Programfor

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ROM >r«a Yo-j c«n no^ v {»*-

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Rarrdind itie miCfDp'Dmwr Includes

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Otriar-No. 7tH^ osvtta vwuan S43:» 0«thfNcL7D5a Aikwiiati £54.00 ATMONAl

A cour«rfur ri9dch4i>» lan^age monitar. OiMiia^C>l«. (JUTtD (h»A and ASCill, t^iTiifk fri«fiX>iY toonioir. block iranrlw, tiir FTMino^Y blacfc. Mva end loadfTTBchtna- laryi»9a progmtn. ran (KD^^m. Piintcr DOtian via thrve diffeirni iniarlicrt Drdar-No. 7072 cntftu varilan SlQ.95 Ordai ho. 7023 diik wn«m £24.95 Oidtf «». 7024 carDbd^n.uon 169.00

FORTH (rofli Elcomp' PubllihfniLtnc. ii in ex- tardnl Figl^Dfth-vtMion, Editor ftKi i;0 pacfcags indudad. Ublity picica^e indtides dKomptliti, Mctor core. HcK4tuRV (ASCIII. ATARI F)Stfiandl)^ng. untl graphic vKI wuftd, loyillck pfogram ar>d playti nunik. Extramalv pmwrf id* Or^l4«'-No.70SS diih £39:9&

Roaling poinl padkaga wiPi iri^oQ. fTfllilc lu<tclioni(0-SQnl Ordar<«lB. 7230 dnh £29.95

LMfn-FORTH irom Ekomp PubFt- ihing. Inc.

A tUnCt trf Fig-Fonh tor the beg-tvHr. On diik ia2K RAMI « on canvtla tlARAm. 1>dar^lo. 7053 £ 19.96

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DnUf-No. 23D9 M«ilir>g Lilt

£4.95 £lfl-95

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tor ATAfll EPROM BOARD ■[C*H>«:

owo 4h EPflOMf (25321. EPflOMi noi incl^MM- ll'^ - ^ 7043 £29.96

EPROM BOARD KIT

Same ai ahoM but tufc biHrd linJy wil^

Ordir-No. 7234 £14.95

Pnntar IntarTaca

Tfu» conjiFueficn anicM nuntt wvlth j>nn- tM orctibt tid«rd f wftwara Vou can uia Tha tPSOW oimtar wiitinui ih« ATARI pfiniK ioi*(1#ar. (GinKpori 3 and 4). Ofdar-No. 7211 819.9S

RS332 IntariK* Iv yodi ATARI 400/600 So'twSTD * connKfor * cwnstr aitida. Or^.Na.S29l £19.35

EPROM BURNER for ATAfll 400/300 A'cfcl wilfi (pTFKpon. No addriinfijl powei ujOf>4yCafn«4 comiil. aiMmOM with lofitwaia 12TT6J/32JS33I. Drdw-N4.7D42 £179.00

EPBOM BURNER for ATARI 4DO;»00 Kit 'Prirhtml circuit ticuird liKit. Mitlwara and ej<itr™iw cofiitruciton anicFa OtdBT'No 7292 £49.00

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Ordat-N*, 7201 oucrt* v*f tu>n £29.95 Ordat No. 7200 ink vwMon £39.95 ATAMENtO '- Th* ii Ifia dalu block vc^ ilwayi wanlad. Mtkn aMacthra itme

pljfmvjvMv*

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Onter No. 7212 cawttt n<wMi £1995 Ord»-No. 7213 4A <^T»kw £2455

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7210 coMtwvMiion £29^ 721B ibikvaraion £34,95 7217 cjrtridga vanion £59.00' lai* >h« BIT3&0a)l cvciii avail C»h !»9iilf for ATARI dhlc onty (49^

1.7307

Deflector

FrankJ.Tyniw

You'll find that tlii^ giinic /s quitt' a brainlcascr. Sfratcgicnlh/ placing yam Deflector and predicting n bouncing ball's trojectory is no easy task. If you like realtime strategy, Deflector's dynamically changing play field will provide hours of challenging fun. (Versions for the uncxpanded VIC, Atari 4001800, and Apple II.)

This is an adaptation for the 5K or 8K VIC of Frud Dunlap's Deflection program (frt)m Vol. 1, Number 3, PET User Notes). The idea of the game is simple. A ball bounces from side to side or from top to bottom of the screen. Pressing the left arrow key above the control key will print a slash in front of the ball's path, deflecting it 90 degrees. The FT key will print a backslash (\). Your goal is to deflect the ball into the square targets, using as few slashes as possible to achieve the highest score.

Scoring is ten points for every block hit, minus one point for every slash used and minus five points for every slash on the screen if you hit the panic button. The panic button is the British pound sign {£). If you get too many slashes on the screen or deflect yourself into a corner, hitting the panic button will remove all slashes, subtract five points per slash, and resume the game.

The subroutine at 63000 is a useful utility you mav want to include in other programs. When the program starts, it asks "adjust screen? (y/n)"- The screen will switch to a black border and white background, and color bars for fine tuning your set. The cursor control keys will move the entire screen up, down, left, or right to adjust for your TV.

Press D when done adjusting, and the pro- gram asks if you want instructions. Then it will ask for number of targets. The program then will select random screen locations for the targets (160- 200). Lines 700-990 handle the score display and rerun lines. Lines 4300-6210 are the sound rou- tines. This program works on the unexpanded VIC or with the 3K cartridge suggested modifications.

Instead of a block for a target, you could use programmable character functions. The targets could be germs or political symbols, or instead of a ball you could use up, down, left, and right darts, arrows, anything.

66 COMPUTE! Uav)963

A typical game of "Deflector," VIC version. (Other versions use similar character graphics.)

Program 1:vic version

10 PRINT" (CLEArI ":TR=208:J=3:BC«36879:VO=

BC-1 : S4=BC-2 : S3=BC-3 : S2=BC-4 : Sl=BC-5 20 GOSUB63000:POKEBC,93:V=15

122 PRINT" {down} INSTRUCTIONS? (Y/N)

123 GETV$:IFV$=""THEN123 125 IFVS="Y"THENGOSUB1000 130 PRINT" {clear} "CHR$ (142) 140 K=0:T=0:CL=5

142 INPUT" {down} HOW MANY TARGETS" ; J :J=ABS(

J)

144 IFJ>506THENPRINT"TDO MANYl " : G0T0142

146 IFJ<10ORJ>200THENPRINT"{DOWN}BRAVE, AR

EN'T YOU?"

155 FORI=1TO1000:NEXT SPRINT" {clear j ":GOSUB

7000

157 SS=7680:SR=38400

160 FORI=lTOJ

170 A=INT{506*RND(1) )

180 IFPEEK(SS+A)=TRTHEN170

185 POKES2,0:POKES3,0

190 POKESS+A,TR:POKESR+A,6;GOSUB4300

200 NEXT I

205 POKES2,0:POKES3,0

210 A=INT(506*RND(1) )

2 30 U=A+SS

240 DI=1:IFRND{1) >. 5THENDI=-1

300 GETX?

310 IFX$<> ""THEN600

3 20 NE=U+DI

330 IFABS(DI)=1THEN430

340 IFDI>0THEN380

350 IFNE<SSTHENDI=-DI :GOSUB6000:GOTO320

3 55 A=NE

360 IFPEEK(A)=77THENDI=-1 :NE=NE-1 370 IFPEEK(A)=7aTHENDI=l:NE=NE+l 375 GQTO530

\)S@W

Z^ra K]/5\^B lA P

o^PTO

/A\(g^D(o)[;^

FROGGER™ - The popular

coin-op comes homel Action

so fast and graphics so brilliant,

you'll swear you're at an arcade!

$34.95

JAWBREAKER" - No more Stale mazes! They're for mice and other pests! Everything moves in a flurry of color even the walls! $34.95 cartridge

3i'^

CROSSFIRE™ - Attacking aliens sun-ound you in a game of speed and accuracy! An ever-dwindling supply of ammunition Is your only defense! $34.95 cartridge

These smash hits on other computers are now available for the Commodore 64! And it's just a start. The best! The brightest! The fastest! That's our promise. Get your Frogger, Crossfire or Jawbreaker from your local dealer or order directly from Sierra On-Line, Inc., Sierra On-Line Building, Coarsegold, Calif. 93614 (209) 683-6858.

ADD ONE DOLLAR FOR SHIPPING MASTERCARD CHECK COD ACCEPTED

SiERRJVi^mL

\Siema

SIERRAVISION IS A TRADEMARK OF SIERRA ON-LINE, IMC. lOGGER IS A TRADEMARK OF SEGA ENTERPRISES, INC, JAWBREAKER IS A REGISTERED TRADEMARK OF SIERRA ON-LINE, INC. CROSSFIRE IS A TRADEMARK OF SIERRA ONLINE. INC.

380 IFNE>SS+506THENDI=-DI:GOSUB6000:GOTO32 0 390 A=NE

400 IFPEEK(A)=77THENDI=1:NE=NE+1 410 IFPEEK(A)=78THENDI=-1:NE=NE-1 420 GOTO530 430 IFDI>0THEN490

440 IPNE-22*INTCNE/22}=1THENDI=-DI:G0SUB62 00:GOTO320

4 50 A=NE

460 IFPEEK(a)=77THENDI=-22:NE=NE+DI

470 IFPEEK(A)=78THENDI=22:NE=NE+DI

480 GOTO530

490 IFNE-22*IKT(NE/22)=2THENDr=-DI:GOSUB62

00:GOTO320 500 A=NE 510 IFPEEK(A)=77THENDI=22:NE=NE+DI

5 20 IFPEEK(A)=78THENDI=-22:NE=NE+DI 5 30 P0KEU,32

540 IFPEEK(NE)=32THENP0KENE,81 :U=NE:GOTO30

0 550 IFPEEK (NE)=TRTHENK=K+1 :SC=SC+10 552 IFPEEK(NE)=TRTHENGOSUB5000 5 55 POKENE ,170: U=NE F0RI=1T025 : NEXT 560 IFK=JTHEN700

5 70 GOTO300

600 IFX? = "i-"THENA=78:GOTO630 610 IFX?= " [F1 1 "THENA=7 7 : G0T06 30

615 IFX?="£"THENGOSUB2000

616 IFX5="Q"THEN990 620 GOTO320

625 GOSUB4600

6 30 IFPEEK (U+DI ) =32THENPOKEU+DI , A: SL=SL+1 :

SC=SC-1 640 GOTO300 700 REM 712 PRIST" (clear! ":POKEBC, 125

715 IFSC>HSTHENHS=SC: PRINT" {rev} NEW ";

716 PRINT"HIGH SCORE: "HS"ElEFT) " 720 PRINT" [down} IT T00K"SL"SLASHES 730 PRINT" (DOWnItO HIT" J "TARGETS" 905 PRINT" (down} YOUR SCORE" ;SC

910 PRINT" (02 D0WN}TRY AGAIN? (Y OR N) " 920 GETW? :IFW$=""THEN920

925 IFW?="N"THEN990

926 SL=0:SC=0

930 PRINT:PRINT"HOW MANY TARGETS" ;: INPUTJ

940 J=ABS(INT(J) )

960 PRINT" [clear] ":POKEBC,93:GOSUB7000:K=0

:T=0:GOTO155 990 PRINT" (clear) ":P0KEBC,27:END 1000 PRINT" [clear]" 1010 PRINTCHR$ (14); " THE OBJECT OF THIS

1015 PRINT" 1020 PRINT"

down] GAME IS TO DEFLECT THE DOWN] [UP]BALL into THE BOXES BY

1025 PRINT" [down] (UP]USING _ AND Fl KEYS

1030 PRINT" (down] TO PRINT DIAGONALS IN

1035 PRINT" [down] ITS PATH. I_F YOU GET

1040 PRINT" (D0WN}STUCK IN A LOOP USE

1045 PRINT" (DOVrtj] THE \ KEY AS A PANIC

1050 PRINT" {dOWN}bUTTON.

1085 print" (03 D0WN}HIT ANY KEY...

1090 GETB$:IFB$=""THEN1090

1100 PRINT" (clear) {D0WN}SC0RING IS 10 POINT

S 1110 PRINT" [DOWnJpER BLOCK HIT, ONE 1120 PRINT" [DOWNJpOINT SUBTRACTED FOR 1130 PRINT" [down] EVERY SLASH YOU LAY, 1140 PRINT'- [down] AND -5 FOR EVERY SLASH 1150 PRINT"ON THE SCREEN IF YOU 1160 PRINT" (DOWn)HIT THE PANIC BUTTON. 1170 PRINT"{04 D0WN}HIT ANY KEY TO START.."

1180 GETA$:IFA$=""THEN1180

1190 RETURN

2000 FORI=SSTOSS+506