text: ^ ,TM An ATARI Users Magazine 75p ^ % LUNAR V.-MERLIIM'S MAGIC SQUARE ..GRAB AN APPLE.. MEMORY MAPPED SCREENS.. NEWS.. REVIEWS.... M^^H ^UMM^U*MHH QamBHfiDQEL *10(K ULTRA FAST MACHINE CODE ♦ SAVE GAME FEATURE ♦OPTIONAL COLOUR ZONE DISPLAY THE GOLDEN BATON ARROW Of DEATH Pt1 ARROW OF DEATH Pt 2 ESCAPE FROM PULSAR 7 FEASIBILITY EXPERIMENT THE TIME MACHINE CIRCUS From Channel 8 Software Limited 51 Fbtiergate, Preston. PR1 8BH. Trade enquires welcome To: Channel B Software Limited, 51 FUhargats, Preiton.. Lancashire, pri 8BH, Please supply me with the following 16K Atari Games NAME ADDRESS !*rtclas*£ tfir.tae&rGimei f CtwquM ihauld be m*ti* payable to Channtl 8 Softwft Limned. Qcftftju* [_Jftim/ Onto r \_\ Aecen ^JBvcltrcant 1 1 you with lo cay ov Credit cird pl*»ie truer your eraoun I number hekow: : ,7M An ATARI Users Magazine CONTENTS ISSUE 4 JULY/AUGUST 1983 EDITORIAL .. ... 4 NEWS— ATARI'S NEW MACHINES ............ .... 4 READERS LETTERS 6 LUNAR V Stan Ockers 8 USER GROUPS/CONTACT 10 ARCADE ACTION — REVIEWS . Harvey Kong Tin 11 MERLIN'S MAGIC SQUARE Steve Hutton \2 MEMORY MAPPED SCREENS Phil Griffin 14 BASIC TIMING David Harry 16 GRAB AN APPLE ..... Jamie Athas & Garry Francis 18 SOFTWARE REVIEWS 20 DISK SORT Peter Franey 24 FIRST STEPS John Dimmer 28 BUG CLUB CALL 30 Cover illustration by Mike Roper Editor Editorial Offices Les Ellinghom Tel. 0785 41153 Printed by Birbeck & Sons Ltd. Published by ABACUS PwGE 6 is a Users mtgtilnt and r*\ its entirely an reader* support in submitting articles ind programs. The tin is to «>plore Atari computing through tht exchange of information ind Knowledge and vi* cannot unfortunately pay far articles aublishtd, We hop* you win gain satisfaction from seeing your work published and in turn we hop* you wilt learn from articles submitted by other readers, Whilst ue take whatever steps we can to ensure the accuracy of articles and program* submitted and the content of advertisements*, PAGE 6 cannot be held responsible for any errors or claims made by advertisers. r Subscriptions to PAGE 6 available from: are PAGE 6, 18 Underwood Parkslde, Stafford, Engl Subscriptions cover 6 (1 year) U.K Europe — Airmail ,...».... U.S.A.— Surface U.S.A. — Airmail Elsewhere — Surface ... Elsewhere — Airmail .... Close, and issues £ 6.00 £ 8.75 £ 8.75 £15.00 £ 8.75 £16.00 Single copies (U.K. only) £1.00 inc. p. & p. Cheques payable to PAGE 6. PAGE 6 is published bi- monthly ATARI is registered trademark of Atari, Inc. All references should be so noted J PAGE 6 Issue4 EDITORIAL THE ATARI WORLD Welcome to a truly international edition of PAGE 6 which features articles and programs from as far away as New Zealand and Australia as well as from the U.S.A. There are of course also programs, articles and reviews from the U.K. Rather unbelievably, PAGE 6 now has subscribers in Austria, Sweden, Portugal, Greece, New Zealand, Australia and America as well as places as far apart in Great Britain as Guernsey and the Isle of Benbecula in the Outer Hebrides! Atari Basic is obviously an international language and it is very exciting to find individual enthusiasts and User Groups all over the world. The purpose of having an international edition is twofold, Firstly to reflect the wide interest in Atari computing and share our knowledge and understanding, but more importantly to show Users in the U.K. that we are in danger of being left behind. You would expect the folks in America to be fairly advanced in their knowledge — after all they invented the machine— but it came as a pleasant surprise to find that there is quite an active Atari community in New Zealand and Australia. What's more the articles and programs featured in their User Group newsletters are of a very high standard. So where does that leave us? Seemingly a long way behind, but I can't really believe that British Atari owners are not capable of producing some really good programs and articles. Some of these have been featured in this and previous issues of PAGE 6 and all those contributors can be proud that their work is being seen all over the world, but there is still a need for many more articles and programs. It is not that we can't understand computers — just look at the number of programs written for other machines like the BBC and Spectrum — so come on Atari owners get in touch if you have a program or article which could be featured in PAGE 6, It is very nice to be able to feature programs from overseas but PAGE 6 ought to be a forum for EXCHANGE of ideas and programs and I hope that we in the U.K. can provide our overseas friends with something of interest. BACK ISSUES ARE NOW AVAILABLE Issues 1, 2 & 3— 70p each inc. p. & p. Two issues together £1.25. All three £1.85 NEWS ATARI'S NEW MACHINES Biggest news this month, indeed this year, is the unveiling by Atari at the Chicago Consumer Electronics Show of FOUR new machines. Top of the range is the 1450XLD which if marketed properly could leave a lot of rotting Apples about! The computer features a built-in double- sided, double-density disk drive with provision to add a further drive. Also a built-in modem and a built-in voice synthesizer. The disk drive will operate two to three times faster than the current drive. Nothing revolutionary you might think, but wait for the price. Under $1000. That's just over £700. What is going to make this all the more remarkable is a CP/M expansion unit allowing literally hundreds of business programs to run on the Atari. Next down the line is the 1400XL which is essentially the same without the built-in disk drive, followed by the 800XL about which no details are known at present. The lower end of the range is the 600XL which comes as 16K but is expandable to 64K. All the machines are said to include built-in Atari Basic (Revision B). Not only new computers but new peripherals. A new letter quality printer, the Your friendly Pro fessional Printer- YEARS 1883-1983 Birbeck and Sons Ltd, 26-28 Fleet Street ■ Birmingham B31JY 021-2364602 Issue 4 PAGE 6 News ATARI 1027, which does not require an interface. A new Disk Drive, the 1050, with DOS 2.0S and DOS 3.0 available later in the year providing double density. A new direct-connect modem with auto facilities. New joysticks (including remote control!, a TRAK-BALL, light pen and (hopefully at a reasonable price) a graphics touch tablet. NEW ATARI ONLY' CENTRE OPENS There has been quite a stir around Birmingham in recent weeks with the opening of the Birmingham Atari Centre run by Home Entertainments Ltd, The shop is believed to be the U.K.'s first dedicated Atari Centre selling Atari Home Computers and supporting software and peripherals. No Spectrums, no Orics, no Vies, nothing but the best! Before embarking on this venture Home Entertainments did a lot of market research amongst existing computer owners and intending purchasers. They found an almost unanimous response, what people wanted was somewhere they could find detailed information on their computer, where they could ask questions and be confident of obtaining a direct and knowledgable reply. In short, somewhere that dealt with their computer and their computer only. A specialist shop. With the Birmingham Atari Centre, Home Entertainments have set out to provide fust that. All of their staff are Atari owners and enthusiasts headed by Retail Sales Manager Keith Mason whose whole philosophy is to provide a complete service for the Atari owner. Keith told me, " What we hope to do is build a reputation on sen/ice and knowledge of the whole Atari scene, so that any Atari owner, or prospective purchaser, will know that he can come to us in the full expectation of finding what he wants or having his questions answered." To this end, the company has been working closely with the local User Group and hope to establish a back-up service second to none. If the folks in the shop can't answer your question they should be able to put you on to someone who can. At the moment the Company are concentrating on providing a first-class service for users in the West Midlands. They will shortly turn their attention to Mail Order but only when they know they can extend their service to this area. They have also introduced a Home Demonstration team, again staffed by people with Atari background, to provide you with a demonstration of the Atari Computers in your own home where you can see the machines to best advantage and ask whatever questions you wish. Here again the emphasis will be on after sales service as they are SHERWOODS (PHOTO) LTD 11.i 13 Great Western Arcade Birmingham 2 we guarantee the BEST PRICES in town on all ATARI product PHONE FOR THE KEENEST PRICE OR CALL IN 32 K & 48K RAMS PLUS REPLACEMENT KEYBOARD FOR 400 FULL RANGE OF INDEPENDENT SOFTWARE Telephone 02I-236 72 1 1 ^BBaaaaaaaaasBsaaaasBBB&BBa conscious that home computing goes far beyond just buying a piece of hardware. Once you have bought an Atari, you can be confident that the full knowledge and assistance of the people at the Atari Centre will be available to you. The shop has onfy been open a few weeks but already Keith Mason has built up a considerable number of contacts in America and was one of the first in the U.K. to (earn about Atari's new machines. With the phone lines buzzing between here and the U.S., there should be no more long waits for news to reach the U.K., which can only be to the good of all U.K. Atari owners. The prospects certainly seem exciting but only time will tell whether the U.K, can support a dedicated independent Atari Centre. With many of the other 'specialist' shops drifting away to other machines there is certainly a need amongst Atari owners for such a centre but also a lingering doubt about whether a retail outlet dedicated to one machine can survive. That will depend very much on the individual user. If only Atari would recognise the amount of support and enthusiasm that exists for their machines and adjust their marketing accordingly, there would be no doubt about the success of the Birmingham Atari Centre and of Atari as the number one computer in the U.K. PAGE 6 Issue 4 INPUT Dear Les, The Calendar program in Issue 3 was one of the first 1 have managed to type in with- out a bug. However on check- ing some dates in the 1880's the program was found to be incorrect. 1 am sure that there are many of us for whom 'Grandad's birthday' would have been incorrectly calcu- lated. The reason is simple. The year 1900 was not a leap year. England did not adopt the Gregorian calendar until 1752 and so I can only offer modifi- cations which will allow days between 1753 and 2099 to be calculated, The years 1800 and 1900 were not leap years— the year 2000 will be a leap year. Modifications are as follows: 6 GRAPHICS ia:P0SITI0K 4,4:? *4;'C ftLENDAR* 7 POSITION 4,7i? 14;' 1753 TO IW % FOR 0=1 TO2fl08:NEXT 335 IF YEAR<=19flfl THEN D=D+ ^ 336 IF YEAR<=I888 THEN D=tHl 355 JF YEAR=1?M AND 8=29 THEN B=2 8 354 IF YEAR=1&89 m &W THEN B=2 3 W IF D)=3 THEN 0=1 Steve Tullett, Midlothian Dear Sir, After purchasing Issue 2 of your magazine, I felt that I must write to congratulate you and to send a subscrip- tion for the next six issues. I have a useful tip that you may wish to publish. Several of my friends also own Atari 400's and it seems to be a common problem that after several hours use, the whole thing seizes up. The keyboard becomes inoperable and the machine refuses to LIST, RUN or even ERROR. As the System Reset key is also dis- abled the only way out is to switch off and start again, losing the resident program. To prevent this happening, at the start of your program POKE 832,6. Upon doing this I no longer had problems with a program which frequently disabled my machine. Tony Amesbury, Doncaster **!$ this reaiiy true! Could this be the fix for Atari 'lock-up' that everybody has been searching for? Perhaps some of the more technically minded readers could let us know what this POKE actually does. I can find no reference to it in any of the Memory Maps, Dear Sir, With regard to T. C. Mayers' letter in Issue 2 concerning difficulty in loading a pro- gram, I have some informa- tion which readers might find useful. Firstly, if you are having dif- ficulty in CLOADing a pro- gram and Error 143 or 140 appears at the beginning when the program is about to load or, if after about a minute Error 138 or 143 appears, then note whether the CLOADing sound is a high-pitched tone or a low-pitched tone. If the tone is high then the com- puter is trying to read Data but there is nothing there. Rewind the tape and then advance it 1 count on the counter. If the same thing happens again then rewind and advance it another count and so on until you get it right. If the tone is low-pitched then the computer has begun reading Data part way through a program. This usu- ally happens when a pro- gram has been recorded in the middle of a tape. Again re- wind to where you started to CLOAD and advance the counter one count at a time until the program loads. , | hope that this will help some of your readers. As a final warning, don't leave your program recorder near a television speaker as this can de-magnetise the tape caus- ing a loss of all your pro- grams. Congratulations on a great magazine. Keep up the good work. Stuart Norse, Hoddlesdon, Lanes. Dear Les, Congratulations on a stea- dily improving magazine. Maplin of Southend, Essex, do upgrades on the 400. They also state that their uplift does not invalidate the Atari guarantee. I had my 400 con- verted in the same day. Very good service. I cannot say the same for their Annual Sub- sciption to Analog, at the moment they are two issues Issue 4 PAGE 6 behind. I am still waiting for issues 9 and 10 which have been on sale locally for over two months. I am several issues missing on Analog and Antic, any ideas where back issues can be obtained? With regard to tape prob- lems, where you get a fault in loading, I have found that by leaving the tape in the posi- tion where you have Saved or Loaded a program causes the pinch wheel to put a kink in the tape which will cause a faulty load, so always rewind your tape and release all keys on Ihe recorder. Excellent Graphics on the Cricket Maths program. Con- tinued success to the magazine. H. W. Clark, - Barking, Essex Dear Les, In answer to your call on Memory boards, I purchased my 400 in August 1981 with 32 K fitted from new from Maplin. This board, although reliable, did cause the left half of the TV screen to have ver- tical lines. The degree of nuisance varied from pro- gram to program. As the com- puter was new to this country at the time, I assume that the board came from the States. I have now replaced this board with a 48K one made by Calisto. This has got rid of the vertical line problem and gives me a sharp fault-free picture. The shop I purchased the board from is called Vision Store in Kingston-upon- fhames. The reason I went there was solely due to the fact that a friend had his machine upgraded there, I went to 48K because I have a feeling that the price of Disk Drives is going to come down to a level that I can afford. Back to the board. After a few days it suddenly would only show Memo Pad mode whether it had Basic in or not. As the shop is not very near to me I decided to open it up and take a look. I found that one of the two extra wires that are soldered onto the cartridge connector was adrift and the other one fell off soon after. I did a quick soldering job and all was well. I wonder how many other computers have had shoddy soldering jobs done? John Shill, Farnborough, Hants. **From the rest of his letter it is obvious that John has some electronics knowledge and without this I would not advocate taking your Atari apart to check on faults, tfyou have problems ring the shop where you had an upgrade done and get them to fix it quickly. A good shop will help you. if you find delays in get- ting your machine back r com- plain. Several people have written to say that they still experience severe delays from Atari's new Service centres. If this is so complain directly to Atari in Slough and ring them two or three times a week until you get your machine back. If you sit back patiently, everyone wilt assume that you are happy to wait. A Company's reputation is built on Service and Atari took a step in the right direc- tion in setting up their Service centres, but they must be told by you — the customers — if there are still delays and problems. Dear PAGE 6, In First Steps you said that by pressing CTRL and 1 it stops the screen scrolling. This is true but it explains it very well in the Basic Refer- ence Manual — page 14. This must mean that you are saying the experts don't read their manuals. Nicholas Pearson, Selby, Yorks. **Quite right, Nicholas! Bill Wilkinson who wrote the Atari Basic language actually ad- mitted in his column in Com- pute f that he had his machine for over a year before some- one pointed out the CTRL 1 feature I Please keep sending your letters on any subject, either in answer to queries raised by other readers or on matters that have not been covered before. Also send in any hints and tips that you feel might help other readers or amend- ments to any of the programs printed. Finally, we are run- ning short of smalt Demo programs and any short pro- grams demonstrating graphics or other functions would be appreciated. 8 PAGE 6 Issue 4 Lunar V Stan Ockers, Illinois, U.S.A. With Player Missile Graphics it is possible to move images you create around the screen independent of what is displayed as background. This is done with very little calculation. Changing a single memory location will move the entire image horizontally while moving bytes up and down in memory will move the image vertically. I've developed a set of machine language routines which can be called from Basic to assist in missile graphic movement. These are not necessarily the best and certainly not the only way of doing missile graphics, but I hope what I've come up with will help others in developing programs. I'll cover only enough to get started in this article. I placed the routines in the unused portion of memory in page six and have reserved some locations at the top of page six, You often have to remember vertical and horizontal positions of players. Table 1 lists locations for this. Also listed are locations storing pointers to areas of memory used to hold player images. These have to be calculated because they depend on the size of memory in your machine. MISS Plyr. 3 Plyr. 2 Plyr. 1 Plyr. Horizontal 1788 1787 1786 1785 1784 Position 53252 53251 53250 53249 53248 Vertical 1783 1782 1781 1780 1779 Position High Byte 1778 1777 1776 1775 1774 Memory Vector Low Byte 1773 1772 1771 1770 1769 Mem ory Vector Perhaps the best way to explain what is going on is through an actual program. The listing is from a program called Lunar V. The machine language subroutines are poked into memory in lines 30-44. Line 36 contains a subroutine used to load zero page locations 0OCB and OOCC with the start of memory assigned to player X. Players are numbered to 4 with player 4 being missiles. At line 38 is a routine which places bytes representing player X into memory at the appropriate spot. It is called using the USR function in the form A=U5R{1606,X,ADDR}. ADDR is the decimal address where player image bytes are stored. The routine will keep loading bytes until a zero byte is found. It picks up the vertical position (increasing down from the top of the screen) from 1779,X. The load player routine does not erase what is already there. This is done by a routine poked in at line 44 and called by A=USR07G6,X), Major routines move the player vertically. A=USR(1637.X) poked into memory by lines 40 and 41, moves him downscreen and A=USR(1673,X) in lines 42 and 43 move him upscreen. Traps are included to keep from roaming into another player's area of memory. These can also be used to limit the vertical motion of players. Change the 126 at 1678 (make it lower), or the 1 at 1683 (make it higher). Setting pointers for player memory is done in line 50. These are for double line resolution meaning each byte will cover two scan lines on the TV. You could get smoother motion using single line resolution, but double line resolution is simpler for now. The 4 page gap (1 K) between the end of player memory locations and the end of RAM is used by the operating system for display purposes, the amount used depends on the graphics mode. Lines 60 and 63 poke data for images into memory. The images (in order) are the lander, the flame and the crater. Various portions of the flame are used depending on the thrust (see line 195). Images are stored in an unused portion of memory at the beginning of the missile graphics area, ^_ • / believe that Lunar V was Stan Ocker's first program submitted to the A.C.E. Newsletter in June 1981. Stan has come a long way since then but I hope that this article and program will provide readers who do not understand yet about Vertical Blank interrupts, with a better understanding of player missile graphics. See if you can improve the program, there is plenty ot scope, and send in your revised efforts. Is$je4 PAGE 6 i rem xxsxxxxxxxxxxxxmxmxmxxxs 2 REM * LUNAR U X 3 REM X by * 4 REM X STAN OCKERS * 5 REM * from ACE NEWSLETTER, EUGENE X 6 REM X OREGON, U.S.A. X 7 REM xxxsxxxxxxxxxxxxxxxxxxxxxxxxxx IB DEM M*(29) iPOKE 559,8 20 REM POKE MISSILE -OR. ROUTINES 30 FOR 1=1594 TO 1728:READ A:POKE I ,A: NEXT I 36 DATA 170, 189,233,6, 133,283,139,238, 6,133,204,96 38 DATA 104, 104, 104,32,58,6, 104, 133,20 6,104,133,205,138,243,6,162,0,161,205, 201 ,0,240,7, 145,203,230,265,200 39 DATA 283,243,96 40 DATA 194,104,104,32,58,6,188,243,6, 200, 192, 126, 176,21, 177, 203, 208, 247*136 ,177,283,240,6,208, 145,283,136 41 DATA 208,245,280, 145, 203, 254,243,6, 96 42 DATA 184,104,104,32,58,6,138,243,6, 192, 1,248, 19,208,1,200, 177,20 3,248,6,1 36, 145,203,208,283,245,136, 145 43 DATA 203,222,243,6,96 44 DATA 184, I84 f 104 f 32, 58, 6, 168,0, 152, ' 145,283,200,16,251,96 48 REM X UECTORS FOR PLAYER MEM X 58 A=PEEKM06>-3;POKE 54279, A:POKE 177 4,A+2:P0KE 1775, A+2 :POKE l769 f 8:POKE 1 ?70,128!START«*256*A 58 REM * POKE IMAGE DATA X 68 FOR I=START TO START t 23: READ A: POKE I ,A:NEXT 1 62 DATA 3,48,126,195,126,60,24,126,165 ,129,8,90,98,66,36,36,36,24,24,24,0,24 ,60,126,255,126,60,24,8 98 REM X INITIALISE UARIABLES X 108 ALT=4500:FUEL=8S8:GRAU=5:THRUST=5; FRACT=8 . 1 :UEL-8 : EMPTY=B :N= 10 : LN- 1 1 :POK E 53257, 8: POKE 559, 34: GRAPH I CS 17 102 TRAP 186 184 REM X MAIN LOOP STARTS HERE X 165 POKE 53275, 2 i POKE 77,0: IF H>\ THEN 120 110 REM X DRAW MOUNTAINS IF N= 1 X 111 RESTORE 118 112 FOR J=l TO SiREAD X,Y,L,ft:FOR 1=8 TO L:POSITION X+I,Y-I*? *6;CHR*< 143) :N EXT IMPOSITION X+L,Y-L:? #6;CHR*(254) 114 FOR 1=1 TO R:POSITION X+L,Y-L+I:? tt6 }CHR*< 252) : NEXT I : NEXT J;F0R 1=8 TO IMPOSITION 1,22:? #6:CHRS< 141) 116 NEXT I 113 DATA 8,17,3,4,6,16,4,5,13,13,5,1,1 ,22,3,3,12,22,5,2 119 REM X ERASE PREU. STARS X 128 RESTORE 1058+LN 122 READ X,Y:IF X=8 THEN 126 124 POSITION X,Y:? #6;* ' :GOTO 122 125 REM X DRAW NEW STARS X 126 RESTORE 1858+N 127 READ X,Y:IF X=8 THEN 132 129 POSITION X,Y:? H6;CHR$( 170) :GOTO 1 27 130 REM X INSTRUMENT LABELS X 132 POSITION 0,8:? *6* "ALT=" : POSITION 17,8:? «6;"FUEL=- :POS1TION 8,23:? H6;* UEL=" 134 REM X INITIALISE MISSILE GRAPHICS X 135 POKE 559, 46: POKE 53277,3 138 REM X LANDER POS. AND COLOR X 148 POKE 53243, 128: POKE 1779, 10: POKE 7 04,288 148 REM X FLAME POS. AND COLOR X 150 POKE 53249, 128 SPOKE 1780,21 iPOKE 7 85, 6S 183 REM X ERASE OLD - DRAW LANDER X 190 A=USRU706,6> :A=USR< 1706, 1) :POKE 1 738,PEEK<: 1779) + 1 1 :A"USRt 1686,8 , ST ART) 191 REM X SKIP FLAME 48V; OF TIME X 3 92 IF RNDC8)>0.6 THEN 288 195 FLAME=START+20-INT< THRUST) :A=USR( 1 686,1, FLAME) 193 REM X UPDATE UARIABLES X 208 hCCEL=THRUST-GRAU 228 UEL=UEL+FRACTXACCEL 248 ALT=ALT+FRACTXUEL 258 REM X TEST FOR SURFACE X 268 IF ALT<8'THEN POSITION 5,0 r- J tt6; p 8 ":GOTO 980 238 FUEL=FUEL-FRACTXTHRUST 290 REM X TEST FOR FUEL GONE X 388 IF FUEL<0 THEN F ULL = :EMPTr= 1 ;THRU ST=8 498 IF EMPTY- 1 THEN 558 495 REM UPDAT THRUST WITH STICK X 500 S=STICK(0) 510 IF 3=15 THEN THRUST=0 528 IF S^ 13 (WD THRUSK? THEN THRUST=T HRUST+8.5 548 REM X UPDATE POSITION X 558 SOUND I,25,4,THRUST:YP0S=(NX458"AL T)/5+18:P0KE 1779, f POS: POKE J780,YPOS+ 11 590 REM X PRINT UARIABLES X 600 POSITION 5,0:? #6: INT<ALT> ; '" " :POS IT ION 4,23;? «6;INT(UEL) i H "iPOSITION 17,0:? tt6;[NT(FUEL) ;" h 605 REM X TEST FOR NEW SCREEN X 610 IF YPOS>188 THEN LN=N:N=N- 1 iYPOS=l 0IGOTO 105 628 IF YPOS<18 THEN LN=N:N=N+ 1 :YPOS= 18 8:G0T0 185 69B REM X REDO MAIN LOOP X 708 GOTO 190 898 REM X TEST FOR LOSING X 980 SOUND 1,0,0,8;IF UEL<-10 THEN 950 901 REM X LANDED SAFELY X 902 A=USRa706,l) I 10 Lunar V continued PAGE 6 Issue4 995 POSITION 9,2:M*="HISSIQN CONTROL:' :G0SUB 1960:^ #6; " " :M*= W LU^R V HAS LA NDED.*:GOSUB 1090 910 M*=" CONGRATULATIONS ON" :GOSUB 1000 :M**="A PERFECT FLIGHT !':GQSUB 100«:GO TO 9B0 943 REM * CRASHED * 950 A=USR( 1706,0) :A^USR( 1706, 1) :A=USR( 1606, 1,START+21> : FOR J~l TO 3:P0KE 532 57,1: POKE 53257,3 952 SOUND 0, 100,4, 14s POKE 5324?, 120 :P0 KE 53257,1 :FOR 1=1 TO 30 l NEXT I : SOUND 1,140,4,14:POKE 53249,116 954 POKE 53257, 3: FOR I~t TO 38 :NEXT I: SOUND 0,0 S 0,0:SOUND i^0,0,0:NEXT JtPOK E 705,6 955 POSITION 0,2:M4="MISSION CONTROLS :G03UB 1000:? #6;"" :M*~"LUNAR U WENT UT OF n :GOSUB 1009 969 M*="CONTROL AND DUG A H sGOSUB 1990: ? «6;"CRATER H \ INT(ABS(MEL>*3> ;" FEET" :M*="INTO THE MOON' S" :GGSUB 1909 970 M*= " SURFACE. ■ :GOSUB 1009 975 REM * TEST FOR START KEY £ 980 IF PEEK(S3279)=6 THEN POKE 559,6 :P OKE 53277, 5GOTO 199 999 GOTO 980 99? REM * MESSAGE SUBROUTINE * 1909 FOR 1=1 TO LEN<M*3-1:? #6jr»CI,I) ;:SOUND ,50 , 10,8;FOR J=l TO 19;NEXT J :SOUND 0,0,6,9'FOR J-l TO 19:NEXT J 1019 NEXT I:? #6;M*a ,[> : RETURN 1059 REM * CATA FOR STARS" * 1951 DATA 1,4,7,11,16,5,0 1952 DATA 2»4 ,6, 19 , 15^3,5,5,5, 16,9 1954 DATA 8,3,12,7,18,13,2,1,16,2,0 1955 DATA 7,7,10,19,17,3,9 105c DATA 4,2,7,13,17,4,13,15,0 1857 DATA 5,3,14,14,12,9,2,13,0 1053 DATA 1,2,18,4,13,13,11,1,5,15,0 1059 DATA 5,3,19,4,14,10,3,14,13,18,0 1069 DATA 5,2,19,7,9,16,1,7,16,13,0 1861 DATA 8,3,9, 15, 15,2,0 1062 DATA 2,2,9,9, 19,4,9 1063 DATA 9,3,1,5,16,14,9,0 , WHOOPS!... ERROR M Like all the quality magazines, we need a blunders corner sometimes which we will call ERROR 17 {look it up in your Manual I). Only one error reported from Issue 3. In line 10005 of Cricket Maths the last statement should be TRAP 10000 NOT TRAP 100- You will need to use abbreviations to get it in. User Groups/Contact The User Group network is beginning to build up. See previous Issues for details of User Groups in MERSEYSIDE, EDINBURGH, PRESTON and NORTH WALES. If you have formed a User Group or want to form one in your area, let us know and we will happily publish details. Once you have got a group running, keep in touch and let PAGE 6 know how you are faring. LEA VALLEY ATARI USERS GROUP — No details of when or where they meet but get in touch with MATTHEW TYDEMAN, VICE-PRESIDENT LEA VALLEY ATARI USERS GROUP, 125CADMORE LANE CHESHUNT HERTS. NORWICH USERS GROUP — Following the mention in the last issue, Ken and Sherry Ward have got enough people together to form a User Group. Not only that, Ken has managed to produce a Newsletter— NUGGET-Hwhich looks quite promising, for more details get in touch with KEN WARD 45 COLEBURN ROAD LAKENHAM NORWICH Tel.: 0603 661149 Finally, a couple of people who are suffering from lack of time or problems in typing in all the listings in the magazines. STEVE GUNN of 16 LEVERTON GREEN, CLIFTON ESTATE, NOTTINGHAM NG11 BBS, is finding that there is not enough time to type in everything and would like to swap disks or tapes of magazine listings. K. DAY of 70 NIGHTINGALE ROAD, CARSHALTON, SURREY SM5 2EN, would like some help in getting programs from the American magazines to run, particularly 'STARSHOT' from a recent COMPUTE! Get in touch if you can help. STOP PRESS....STDP PRESS P.A.C.E KQW MEET AT IKG0L LABOUR CLUB f WHITBY AVEKUE t INGOL EVERY SECOND WEDNESDAY OF THE MONTH. Issue 4 PAGE 6 11 ARCADE ACTION Harvey Kong Tin, Hull ZAXXON DATASOFT 1 PLAYER game — it is still a reasonable playable 3-D game for the Atari and will amaze those who have not heard of Zaxxon before. 16KCASS. 32K DISK This is an adaptation of a popular 3-D arcade game for the Atari 400/800 computers. You are the pilot of a spacefighter craft that flies through a heavily defended space fortress in pursuit of the robot Zaxxon. You have to fly through gaps in walls and choose to shoot fuel dumps (which when hit refuels your own craft), tank guns, radar dishes, parked enemy fighters or avoid them, After your first pass through, you face enemy fighters flying in outer-space. Having survived you take on the fortress again, this time with high walls and force-fields. Low onfuel you have to shoot what fuel dumps you can and then position your craft at the right height to pass through the narrow gaps between the walls and force-fields. At the back of the fortress lies the Zaxxon robot with its deadly homing missile. All you need is six direct hits on Zaxxon to destroy it. Having done so, you have cycled through one complete phase of Zaxxon, ready to take on the next difficulty level. The arcade game has a very heavily armed fortress, complete with missile silos, and buildings — these added features are missing on the home computer version, and instead of a 3- D dogfight in outer-space with enemy fighters, this is compromised into a 2-D battle. In the arcade, Zaxxon is a huge fearsome robot, but it has shrunk in size for the Atari computer. The 3- D flying difficulty is present as in the arcade, but the fortress is somewhat barren in comparison — this will disappoint arcade- followers of the game who will keep going back to the arcade machines to play this visually stunning game. There is also the De-luxe version in the arcades with its cute dragon to fight Datasoft has not produced a faithful adaptation of the Sega game and this will disappoint many unaware buyers of the QIX ATARI 1 PLAYER 16K ROM This straight adaptation of the arcade game is bound to please those wanting a game that is so very different from the very many space shoot-em-up games. The object of the game is to draw boxes covering 75% of the screen and any percentage over 75 is awarded x 1000 points. You start off with three markers and move on to a new screen when 75% or more is covered. Your marker can draw lines but must avoid the Qix {a helix that flies in space) while drawing — if it touches an unfinished line or you, you lose a marker. Along with the Qix you have to avoid two sparx — who travel along the lines. Simply go out and draw something when they are approaching. The sparx multiply beyond a certain time limit. Normally you have fast draw (the boxes are coloured blue) and can choose slow draw by keeping the trigger pressed while drawing (the boxes are coloured brown) for double points. Hesitate in your drawing and you start off a fuse at the beginning of your line. To stop it, keep moving. Draw yourself a spiral and you end up in a death trap. Once you have filled up two screens, you face two Qix — separate them somehow with a line and you start again with points doubled. Separate the two Qix again and the points are trebled, and so on. The graphics of the game are very simple but the sounds are pleasing and unique — just like the arcade. Because you are free to draw any rectangular shapes that you think might work, this is a game of strategy and planning. After a while you will find that filling in 90% of the screen is not too difficult but 98% or 99% takes some planning and luck. 12 PAGE 6 Issue 4 Merlin's Magic Square Steve Hutton, West Midlands Merlin's Magic square is an entertaining little program to test your logic skills. Instructions for play are included on the screen. The program listing contains plenty of REMarks for you to follow. Pay particular attention to the inverse spaces required in lines 350 to 370. If you want to change the colour of the screen, alter the SETCOLOR statement in line 30. Also adding SETCOLOR 1,0,14 will brighten up the display. is rem ms*mm*mmm**msm 11 REM I MERLIN'S MAGIC SQUARE 31 12 REM K BY STEVE HURON K 13 REM K 13/1/33 * ia rem imimimmmmmmm 15 POKE 764,255 28 REM KH CLEAR SCREEN AND INHIBIT THE PURSER 38 ? CHR*U25) :P0KE 752,1: SETCOLOR 2,2 ,1:CLfl 48 REJUS* PRINT TITLE, INSTRUCTIONS AND COUNTER 50 POSITION 8,3:? 'MERLIN'S MAGIC SGUA RE' 68 POSIT ION 3,8:? 'PRESS IMPOSITION 2,9t? 'TO HAKE THE^POSITION 4,18:? ' NUMBERS' 78 POSITION 4,11:? 'LIGHT UP' (POSITION 3,12:? 'OR SO OUT' 88 POSITION 27,8s? 'THE OBJECT" :P0SITI ON 2*,?:? "OF THE GAME' :PQSIT ION 26,11 i? "IS TO LIGHT" 98 POSITION 27,11:? 'OP ALL THE^POSIT ION 27,12i'' 'NUMBERS IN" 160 POSITION 26, S3:? "AS FEW MGUES*:PQ SITION 26,14:? 'AS POSSIBLE": POSIT ION 6,18;? "NUMBER OF HOUES TAKEN = ' 119 REM m SET UP IWffiOM SQUARE 128 2=9:DIH SQ(9) 138 FOR 0*1 TO 9 148 2=2 H 1S8 IF Z-i THEN Ap15:B=7:C=8:D=9 168 IF 2*2 THEN A= 18 178 IF 2=3 THEN A=21 188 IF 2=4 THEN A=1S:B=18!OI1:0=12 198 IF 2-5 THEN A=18 286 IF 2=6 THEN A=21 219 IF Z=7 THEN A=15iB= 13:014:0= 15 226 IF 2=B THEN A=18 238 IF 1=9 THEN A=21 248 Y=INT(RND<8H2):SQ(G>K 259 IF Y=fl THEN GOSUB 388 268 IF Y=l THEN GOSUB 358 278 NEXT Q 275 SOUND 8,68,18,8 238 GOTO 398 m REM * SET UP RND S9R<0FF=8) 388 POSITION A,Bi? CHR*(137);CHR*(149) ;CHR*{H3) 31B POSITION A,C:? CHRt(25> ;Z;CHRtU53 ) 328 POSITION A,D:? CHR*C 139) ;CHR*(21> ; CHRt( 148) 338 RETURN 348 REM I SET UP RNO SQR(Ct^l) 358 POSITION A*B;? " *:REM IW/ERSE S PACES 368 POSITION A,Cs? " ";CHR»( 176+Z) ;" * :REM INUERSE SPACES 378 POSITION A,D:? ' "jREM INVERSE S PACES 388 RETURN ' 382 GOSUB 658 385 REM m THIS SECTION DEALS WITH THE KEYS 1-9 398 N1-31iN2=38iN3=26;N4=24:N5=2?:N6*2 7iN?=51:N8=53:N9=48:N18=0 488 POSITION 38,13;? N 18 418 P=PEEK(764):IF P=255 THEN 418 428 IF P=Ni THEN N18=H18H: GOSUB 997 438 IF P=N2 THEN N18=N1BH:G0SUS 1998 448 IF P=N3 THEN N 1 8=N 18+ 1; GOSUB 2997 458 IF P=«4 THEN N14=MM>1:G0SUB 3998 468 IF P=N5 THEM N16=N18M:G0SUB 4996 478 IF P=N6 THEN N18=*I 16+1: GOSUB 5998 488 IF P=N? THEN N18=N18*1:60$UB 69?? 498 IF P=N8 THEN N18=N 18 H: GOSUB 7998 588 IF P=N9 THEN NJB=N]0+hG0SUB 8997 518 POKE 764,255:G0SUB 658 520 IF N 18=3 THEN GOSUB 548 538 GOTO 488 548 FOR N=8 TO 12 558 FOR 0=2 TO 12 568 POSITION U,W:? " ' 570 NEXTU 588 NEXT M 598 FOR N*8 TO 14 608 FOR U=26 TO 37 610 POSITION U,N:? " ■ 628 NEXT U 638 NEXT N 648 RETURN 658 IP S0(1)=1 AND SQ£2)=1 AND SJO=l AND SQ(4>-1 M SQ(5)=1 THEN GOSUB 67 I 668 RETURN 678 IF S9<6)=1 AND SG(7)=1 AND SG<8>=1 AND SQ(?>=1 THEN GOTO 685 688 RETURN 685 POSITION 38,18:? N18 698 FOR 1=1 TO 4 708 FOR H=208 TO 158 STEP -1 718 SOUND 8,H,18,8 728 NEXT H 730 NEXT I 740 SOUND 8, H, 19, 8 750 GOSUB 540 768 POSITION 3,9:? 'SUCCESS! ' 778 POSITION 4,11:? "WHY NOT" 788 POSITION 5,121' "PLAY" 798 POSITION 4,13:? 'AGAIN ?' 898 POSITION 27,9;? "PRESS ANT 828 POSITION 28,18:'' "KEY TO" 830 POSITION 28,11;' 'START A" 849 POSITION 27,12:? "NEW GAME.' 356 P=PEEK(764):IF P=255 THEN 850 368 IF P<)255 THEN GOTO 15 ??6 REM m KEY NUMBER 1 PRESSED 997 GOSUB 2800 998 GOSUB 4088 999 GOSUB 5988 1888 SOUND 0,162,19,8 1019 A=i5:fr7:C=3;D=9:Z=1 1828 IF S0(i>=8 THEN GOSUB 358 1038 IFSXM1)=i THEN GOSUB 388 1848 IF SOU)=0 THEN S3(1)=J:GOT0 1868 1850 IF SQ(1)=1 THEN SQU)=8 I860 SOUND 8,162,18,8 1878 RETUI^I 1997 REM Ui KEY NUHBER 2 PRESSED 1998 GOSUB 1008 1999 GOSUB 3008 2000 SOUND 9,144,19,8 2818 A= 183^7 :C=S:D=9iZ=2 2029 IF SO(2>=0 THEN GOSUB 358 2836 IF SQ(2)=1 THEN GOSUB 388 2848 IF S9<2)=e THEN SQ(2)=1:GOT0 ?068 2856 IF SQ<2>=] THEN SO<2)=0 2868 SOUND 9,144,19,6 2078 RETUfN 2996 REM m KEY NUMBER 3 PRESSED 2997 GOSUB 2888 2998 GOSUB 5986 jmmBm GOTOPAGE27 ' Calisto Computers Ltd. 119 JOHN BRIGHT STREET, BIRMINGHAM. Tel: 021-632 6458 13 THE BEST OF ATARI SOFTWARE NO 1 ADvENrUHFLANO MO J PIRATE AOrtNlURF ISO 3 MISSION IMPOSSIBLE ISO 4 VOODOO CASTLE NO * THIE COUNT NO. ft STRANGE ODYSSEY NO. 7 MTSTEflf FUN HOUSt NO. ft PYRAMID OF DOOM NO 3 GHOSI TOWN NO IS SAVAGE ISLAN0 Bin 1 NO 1 1 SAVAGE ISLAHO pin 2 NO 12QOlLD€N VQVAGE 5 A II. A I AOVENTURELAND S.A G.A 1 PIRATE ADVENTURE SEA MUGON SEA WAGON STFtATOS STfiATOS THE CURSE OF CROWLEV MANOR fSCAPE f RUM TRAAM bAftTHtjLlAKE 1306 BASIC ROUTINES BASIC ROUTINE; i: $*et REAR ijljARQ REAR ciuahq ELIMINATOR ELIMINATOR •■REPPIE ^HFPPIE &UG OFF 1 flUU OFF! rR6i.iUHE QUEST tutu mum rum FSutn 5UNDAT COtlf AAH artJNE OFStSVFHUS. C.R.I S. 91 NUCLEAR BOMBER I DHDS OF KARMA ANPHOMEQA CONQUEST Dniepfr river LiME EMFiflE Of THE aVE«Mi**0 GUNS Of FORI MEFIANCE LtGOWUM MOON PATHOL PLANET MINERS li F 5 SORCERESS TANK AHKADE MINER H»r CAVES Of UfATTt MURDER AT AWESOME HALL BOMB HUNTER HJMHLEHlKiB CANTON CLIMBER CANYON CLIMBER SHOOTING ARCADE ShODTINU ARCADE PACIFIC COAST HIQHWAr PACIFIC COAST HIGHWAY CLOWNS* BALLOONS CLOWN* * FJALIOONS c J*ft 17.98 C 34K 17 99 c 74ft 1799 V im VFW i 24* 1/93 t. 2*K 17.98 c 24* 17.99 •:: 74 it 17.9* C !4* I7.B9 c 74K 17 9ft L 24* i7n t UK " » U *M 2HS3 U ASK 2S39 c ISK 25 49 u 37K 25*8 u 37K ».*» L lfiK 35.49 1. ■(IK i;.9s is* 17 99 c IE* 17 99 t. IK 1? rtS .J 31% 1?» LI 37K 35M L 1'JK 14 4g UK 17.S9 1. IflK U.as 1} 31K 17.95 c >6K 21 93 D »* SI .99 L TK SI .99 u .I7K 21.99 S. 1** I0W t IBS 1T» .1 ISK 1TS9 G IftK IL'H D FZK vii Lj <UK 25*8 Sfc 79 S» L leu 11. SS C :» 14.91 c NK 13.46 'L 48ft 1*96 ■L. ai Il» c 32* U.9S. c IK 25 95 c IK IB 96 c 32* ■■ 9S c *a* 21 96 c 1* 11« i IK :" : n c UK 19.96 i. IflK 1235 r 1«K lli.M D HK 21 .91 L ■nli ?1 .9* u HK 21 .98 C lEft 21 96 D VJ' 71 » C 16K 2196 D 32K 21 » C 1«S St.SC L) UK 71 « 5AN0S OF EGYPT THE CONSTRUCTOR IAXXQH ZAxmn graphic master graphic generator basic compiler t1xt w1zzaho VENU5 VOYAflEB CRUSH CRUMBLE & ChQmp CRUSH CRUMBLE & ChQM* ASTnOCHASE ASTBOChiAilf JOflK 1 JIOftKI 2(]Frlt 3 DEADLINE STAfiCUDSS ACTION QUEST GHQ5T ENCOUNTERS KflAiv SHOOTOUT K-5T4K PATROL K.HATYK«|TTERS K«M HELLCAT ACi FLOY& OF THE JUNGLE CHOPPER RESCUE HELL CAT ACE f LOTH OF TW JUNGLE CHO*PFH HE5CUE MISSION A.STEROIO WltEARO * THE HtlNCESS UL^SSSS A THE GOLDEN FLEECE rROGGSH FROGGER GOAF CHALLENGE THHESHDLO Paint DE LUKE INVADERS WBMOOf won GOF* TUTORIAL i DISPLAY U5T5 TUTORIAL 2 SCROLLING TufDHIAL 3 PAGE FLIPPING TUTORIAL 4 ANIMATION TUTORIAL 5 PLAYER MIS3IUS I 'J rORIAI f 50UNC TUTORIAL 7 CNSC UTlUTliS SHAMUS SHAMOS dCNic PAHAKOIA PROItCTCR protector h claim jumper Claim jumper fo«t apocalypse SURVIVOR NAAJTKUS NAJJTN.U5 Slime HUME 6ANOITS WAVOUT ATARI HARDWARE ATARI 400 f 16K Standard) with Basic ATARI {48K Standard* 800 ATARI 310 IDiac Drive) ATARI 410 (Cassette Recorder) 32K EXPANSION! for ATARI 4C0 48K EXPANSION for ATARI 400 MOVING KEYBOAHD for ATARI 400 PAIR of ATARI JOYSTICKS WfCO JOYSTICK WICO TRACBALL a ISK J3.95 i-AST EDOIE n IMC 2S.W D 4AK 74.91 TURMOIL n *9K »50 c " K.9S FAHTAST1C VOYAGS R IK WW D 3ZK ».3S STORY MACHLNE p 4Bft 26 SO AH* 29 96 FACE MAfttR o 4* 7*40 D 32K ISK SNOOPE R rnoORs 1 D 4K '■•*: D 4K 7S96 SNOOPER TTtOOP9 II a 4K .k* a i!f. JJ9S BATTLE TREK a 32K 203ft c- 1«K 193S STAR WARRIOR c 32* 79 3ft t UK 21 9» TTMPLE OF APSHAl c JJ2K u a 92K 21 .H UPPER REACHES OF APSHAI c 37K 14 H c 37K M.M CURSE OF RA c J7K 14 36 J7K «.M RESCUE AT HULFI c SK ?7+S b 32 ft 79 96 rKVASION ORION c »K is.™ a J2ft 29.96 □ATESTOMES OF RYU c 32K 14.95 a 32K 29.96 HOTFOOT c 16* 7S4 D UK 3? 9i CiAMTS c IK ItBt 32«. S» SNOOKER (k HILj IAROS c 1BK 1999 c 1«K 11« K)ME Financial management c i*K 1939 c 1«K 14* Fir.lJREFXJ** c ■ftK 14,3ft R lflK 29 3ft Galaxian R 'Sft 73 99 R 1SJC 2S « HFEMKR R '6ft. 23. EB H 1«K >T* CENTIPEDE R tMC 23 99 D MK M9S MSSILE COMMAND H IK 29 9* C j?K rim SPACE INUAOERS ft IK 29 99 C UK 27 M STAA AaiOCRS R IK ?sn9 c 3JK J7 se ASTEROIDS R IK 79 39 D 4SK 77 M ASSEMBLER ELVTOfl R 14*. J9 39 D 33K 77 S* THE HOME FILING MANAGER D 14K »m in. 2f.M CONVERSATIONAL FREttCH C 14K JSBB D 4*K 2I« CONVERSATIONAL GERMAh c ltK J9r39 4M 2496 CONVERSAPONAL SPANISH c ■>■'■ 393ft 41K »K 'lltiNVFRSATtONAL ITALIAN e lftK K J9 C i,K 74 9ft MUSfC COMPOSER R 1* 36. » D J2K ,■4* CAVERNS Qt MARS D IK 2»9S C 16K 19» out R IK TflM a 4flK 29.96 NECROMANCER C BK Jft.50 a 4BH 71 M AE a *m M.96 H 1E« 25.95 PHEPPIEK c it* 26.49 n .'. ».9e SANDS Of ELjYPT 9 1H 27 9C « ISK :y» THE PRAHAUFIS CURSE € 3JK 24 96 c 1« tT» CLOSE ASSAULT a J2F. 13.95 c ILK IT9ft E FACTOR c lftK 11 * c 16K. i : 3E MfLTDOWM c IK 11 36 c 1«K 17« S.P1DER UNVASION c IK UK c ■:r T»9f A2TEC CHALLENGE c UK 1736 c i«K 17.SS STAR BIAtEH D *8K Jt'X D UK 19.95 SuSPENLieO 121 29.W C 'SK i'«M MOUNTAIN ftINC ROM'SK :t*5 H?K «.» 90ULDERS 4 SOfiHR RDMTBH 7I.9E c ■l.« 2t.SC biPITTlflE ACE C EK40K 75 96 c 32C 7fi50 WINGMAN c 33K'4W 75 *6 D 32K 7SS0 LUNAR LEEPER 4BK 21.9S C 19K 7fiW THE NEXT STTiP M M56 D 32K 2BBD HMMunep 4Dft 74 9E. C 32K Jr.!*. MEMORY MAP TUTORIAL INS^ECPfT on in "■<« c I6K 29 U D UK :< * <: 92K 29 50 RtPTON p UK ittSft D 3JK 26 K THE BLAM OF BLACBPOOUl D M0L IS 35 C 32K 76 » AiPuA SHIEL0 ROM BK 24.99 D UK »» O o 4CK 415K An 29 96 PLUS NEW TITLES C149 99 299.99 23399 49.99 60.00 80.00 59.95 13-99 27.95 49.99 BOOKS COMPUTES FIRST BOOK OF ATARI COMPUTES SECOND BOOK OF ATARI THE ATARI ASSEMBLER BASIS EXERCISES FOR THE ATARI NEWBRAIN TECHNICAL MANUAL DE RE ATARI PROGRAMMING THE 6502 MAPPING THE ATARI ATARI GRAPHICS El 0-99 10.99 10.35 10.45 59.00 17.00 t0. 75 12.50 10.99 BOOK ORDERS OVER £10 PLEASE ADD ft.OO POST & PACKING To; CALISTO COMPUTERS LTD, 119 JOHN BRIGHT STREET, BIRMINGHAM PLEASE ACCEPT MY OfTDER FOR THE FOLLOWING PROGRAMS:- 2 3. Calistc Compuiers Lid N.Tlir ,-.... Address 5 Cheque No Pleas* debit my credit card ACCESS/VISA No Ption* orctora waicome on 021-632 MS8. SignrjiJ ft" £ enclosed. SPECIALISTS IN MICROCOMPUTERS AND SOFTWARE 113 JOHN BRIGHT STREET. BIRMINGHAM Bl 1BE Teiephonr. a?l 631 §4Sfl ■— 14 PAGE 6 Issue4 Memory Mapped Screens Phil Griffin, West Midlands Screen displays are normally set up on an Atari computer by using the PRINT, PLOT, DRAWTO and FILL instructions. This may be adequate in most situations but at some stage you may find that the cursor Is out of range, for example if you are using redefined display lists, or that you need extra speed of execution for simple animation sequences. These problems can be overcome by taking advantage of the Atari's memory mapped screen. In each Graphics mode the screen is split into memory locations which are directly addressable by the POKE and PEEK instructions. The number of locations on the screen is dependent on the Graphics mode in use and each location is assigned a memory address which may vary according to the Graphics mode selected. The lowest screen memory location is in the top left corner of the screen and its address is contained in the Operating System at locations 88 and 89. The program below will give the start address of the screen memory locations for any Graphics mode represented by 'n r . Simply replace 'n' by the number of the Graphics mode you wish to use. 10 GRAPHICS n:TLn=PEEK(88>+256*PEEK(89) Subsequent screen locations are numbered sequentially from left to right across the screen in rows. The contents of locations 88 and 89 alter depending on which Graphics mode is specified and also depending on the amount of RAM that the computer has installed. For this reason it's best to assign the first screen location to a variable and relate any other screen locations to this, e.g. TL2JL2 + 20,TL2 + 1 50 etc. Table 1 shows the total number of screen memory locations for each Graphics mode available from the Operating System. Graphics modes 1 to 8 inclusive have an optional text window which can be suppressed by adding 16 to the Graphics mode number selected. The resultant total number of screen memory locations for each mode is also shown in the table. Any whole number value between and 255 can be put into a screen memory location by means of the POKE instruction. Precisely what you get on the screen after POKEing a location depends on the Graphics modefs) in use. Graphics Modes 0, 1 & 2 give characters from the internal set, whilst the remaining modes give sequences of coloured pixels. The Graphics Modes can be grouped as follows: GRAPHICS MODE DISPLAY 0, 1 & 2 Internal Character Set 3, 5&7 Three colour Graphics + background 4, 68c 8 Single colour Graphics + background 9, 10 & 11 Multi-colour/Luminance Graphics (of limited value in this context) Mtxfe SCTHfl Wemory PftfMods Lin* Number oi Mode Unw With Without T«xt Twt Window Window Total Nurnber of Screw* Moiflory Locations Wfth Without TflKt Twt Window Window 40 N/A 24 N/A 960 1 20 20 24 400 480 2 20 10 12 200 240 3 10 20 24 200 240 4 10 40 48 400 460 5 20 40 48 800 900 6 20 80 96 1600 1920 7 40 80 96 3200 3840 8 40 160 192 6400 7680 9 40 N/A 192 N/A 7680 10 40 N/A 192 N/A 7680 11 40 N/A 192 N/A 7680 TABLE t NOTE: The Text Window consists of 4 mode lines of Graphics 0. The start and finish locations for the Text Window will always be TLO+800 and TL0+959 respectively. GRAPHICS MODES 0, 1 & 2 These are the modes which utilise the standard character set within the computer's Operating System and each screen memory location is equivalent in size to that required to display a character. Issue 4 PAGE 6 15 Graphics Mode This mode gives a single colour character set and the full range of characters available can be shown by the following short program; 18 GRAPHICS 0:TLG=PEEK(88)+2543PEEK(8? ) iPOKE 752,1 20 FOR 1=0 TO 255: POKE TL6+ I ,1 :NEXT I 30 GOTO 39 The value to be poked for each character is the same as the number shown in the Table 9-6 (Page 55) of the Basic Reference Manual (supplied with the Basic Language Cartridge). To obtain the Inverse Video of a character add 128 to the value shown in the table. Graphics Modes 1 & 2 These Modes give the option of the normal character set in a choice of four colours, Inverse video characters are not available in these Modes and in order to obtain characters 64 to 127 in Table 9-6 a POKE 756,226 instruction must be used. The range of characters available can be displayed by substituting GRAPHICS 1 for GRAPHICS (line 10) andTU forTLO (lines 10 and 20) in the program above. Characters 64 to 127 can be shown by adding the following line to the program: 15 POKE 756,226 PRICE INCREASE You will have noticed that the cover price of PAGE 6 has been increased to 75p, Unfortunately this has been necessary as it was becoming obvious that the magazine could not survive much longer at the old price. The choice was simple— increase the subscription and cover price or stop publishing the magazine. From all of your letters I am sure that almost everybody would have been disappointed if they could no longer read PAGE 6 and I hope therefore that you will continue to support the magazine at the new price. Think what you get — a whole magazine devoted to Atari for the same price (or less} than you pay for a glossy magazine with only one Atari program or article. The way is open now — with your help and contributions — to get bigger and better. Tell your friends. DEMONSTRATION PROGRAM The accompanying short program 'SPIDER' shows how a character can be moved around the screen with a joystick by POKEing values to screen locations. The program is only a demonstration but, with a little bit of ingenuity, it could be used to form the basis of a game. i rem ***********spider************* 2 REM * MOVEMENT BY POKEING SCREEN * 3 REM * LOCATIONS: USE JOYSTICK IN * 4 REM * PORT NO 1 * 5 REM ****************************** 10 POKE 752,1:? CHR*( 125) :TL0=PEEK(88) +256*PEEK(8?) :SETC0L0R 2,3,6:SETC0L0R 1,0,0 28 A=TL0+21?:CHK=TL0+29B:B=TL0 38 POKE B,0:POKE A,10:B=A 40 S=ST!CK(0) :IF S=1I THEN A=A-1:IF A< CHK THEN A^CHK 50 IF S=7 THEN A=A+1:IF A>CHK+3? THEN A=CHK+3? 60 IF S=14 THEN A=A-40 ;CHK=CHK-40 ; IF C HK<TL0 THEN CHK=TL0 :A-A+40 70 IF S-13 THEN A=A+48 :CHK=CHKM0 : I F C HK>TL0 + 920 THEN CHK=CHK-48 :Af^A-40 80 IF S=15 THEN 40 96 GOTO 30 In the next issue of PAGE 6, I'll deal with Graphics Modes 3 to 8 and demonstrate some other effects which can be generated with a memory mapped screen. Software Reviews XENON RAID by English Software Company. Space action game with lots of player-missiles over a stationary but well-conceived background. Docking sequences after you fight off each wave. Fairly difficult. 32K cassette. ACE. THE ATAftl CASSETTE ENHANCER. Sounds almost too good to be true. Allows you to name cassette-saved programs and then search through the tape to load the program of your choice. Verifies saved programs!!! Renumbers program. Automatic line numbering plus much more. All this at £7.95! Definitely a full review in the next issue. If it does all it claims then this could be the one program that no cassette owner should be without. * 16 PAGE 6 Issue 4 Basic . . . David Harry, West Midlands Basic programs, which are all I can write, sometimes run more slowly than I would like, so I try to incorporate any time-saving devices 1 can. Often there is more than one way to achieve the same effect — for example, GR.O ? r Y r and ? CHR$(125) all clear the screen. This simple timing routine will enable you to find out which of the routines you can use is faster and whether there is any saving or penalty in memory usage. It uses a FOR-NEXT loop to execute your piece of code 1000 times but if that is too long, change the value of R in line 3000, 1 REM %M IMPORTANT *S* 2 REM * BEFORE TYPING IN THE LISTING * 3 REM * TYPE FRE(8) * 4 REM X WITH DOS BOOTED IF YOU ARE * 5 REM i USING DISK. THE VALUE RETURNED* 6 REM * SHOULD BE USED AS THE VALUE * 7 REM * FOR Ml IN LINE 1006 S 10 GOTO 2000 15 FOR REP=1 TO H 20 REM USE DUMMY LIMES HERE - SEE TEXT 21 REM 998 NEXT REP 1008 X=327:M1-31141 16 16 Y^PEEK<26) +254*PEEK< 19) +254*256*P EEK(iS):Z=(Y-X)/50 1029 M2=FRE(0) :M=M1-M2 1030 ? J? !? "TIME TAKEN WAS H ;Z;" SEC S N :? TIME PER LOOP = ";2/R; ,h SECS" :? 1640 ? "MEMORY USED IS ";M;" BYTES* 1850 ? "PLEASE ALTER PROGRAM BY ENTER1 NG ";:IF X=B THEN ? :? :? "1008 X= - ;Yj ":Ml=";M2t? :? "AND ENTERING M ; 1870 IF X>6 THEN ? " THE NEXT » ; 10?0 ? "ROUTINE FOR TEST IN PLACE OF - ■:LIST 20,93? 1108 ? :? "PRESS ' BREAK ' TO STOP BUZZE R" 1110 ? CHR$(253) j:F0R REP=1 TO 588tNEX T REPjGOTO 1110 2009 REM SET UP MATRICES AND STRINGS H ERE 3008 R=1008 3018 ? CHR$U25) :? I? ,"TIMIM6 ROUTINE ":? s? /by David Harry's? :? 'LOOP NO W RUNNING" 3828 POKE 28,B:POKE 1?,8:P0KE 1S,8:G0T 15 The first RUN is a setting up run to isolate the effects of the program itself. Firstly enter a number of REM lines from line 20 onwards equivalent to the number of lines in the routine you are going to test as you are not testing the time taken to read line numbers, Next DIMension and initialise any strings or arrays from line 2000 on. Now RUN the program for the first time. When the program asks you to change Line 1000, use the cursor up, enter the new line and enter your first routine for testing, starting from line 20. RUN the program and record the time and memory readings. Now change the routine to the one you want to compare and RUN again. Note the new readings . . , and so on. . . .Timing I originally wrote the routine to help with a program which used one long string to contain names and data for several individuals. Each name was allocated a 20 character section of string with blank characters (CHR$(32)} being used to extend names to the required length. This meant that where I wished the program to ask a question involving an individual's name, there was a variable length space before the next word in the question. One way round this would have been to use a FOR-NEXT loop to print the name one letter at a time, stopping at an end of name flag such as '*'. This seemed a little clumsy and slow. What I wanted was a character that would neither print anything on the screen nor move the cursor on. I found five: CHR$(1 58)— CLEAR TAB r CHR$[159>— SET TAB r CHR$(253}— SOUND BUZZER, CHR$(254)— DELETE CHARACTER, CHR${255)— INSERT SPACE. The buzzer was obviously out — too noisy! Inserting or deleting characters would involve moving a number of characters (ah blank) along the line which looked time consuming. However, it was still worth testing. I first of all entered line 2000 DIM NAME$<20) :NAME$="ERMINTRUDE ". This Issue 4 1 PAGE 6 NEW GAMES FOR ATARI ANDROID ATTACK 16k £12.95 FIGHT YCEJR WAY THROUGH LEVELS OF L,EADLr ANDROID GUARDS TO SAVE THE RUNAWAY NUCLEAR REACTOH. THEM TRY TO itO"* 3AVET0UBSELF' * 0^ >' tto^ AAARRGHJ 16k £9.95 A FAST, FRANTIC CHABS AROUND THE SCREEN ijSA- JHT1N0 TO CATCH SOME CHAIY CREATURES. PDkShT ^NDS -EUT DONT GET STARBASE ASSAULT 16k £9.95 HOW LONG CAN Y DO PROTECT YOUS STAHBASE FRCMTHE ATTA CKt KG AL J EN A JiMAD A 7 EACH HIT WEAKENS YOU* FORCE FIELD RINGS AND NDW THEY'RE ATTACK WO FIVE AT A TIME' fro** ViS- REPLACEMENT KEYBOARD FOR THE 400 £56.00 POTENTIOMETER JOYSTICKS F OR THE ATARI £7.95 ALSO 32KRAMPACK £59.95 FROM: BLABY VIDEO & COMPUTER GAMES, Crossways House, Lutterworth Road, Blaby, Leicester. Tel: (0533) 773641 has ten letters and ten spaces. Then at line 20 f NAME$;. Having RUN the program and entered rupJ? 00 , X=2728: M1-12370/t substituted <~HH$(157) for each blank and re-ran. When f had timed each of the four characters I ran the FOR-NEXT loop with an end of name flag and ERMINTRUDE" with no subsequent blanks for good measure. The initial run of 1000 repetitions took 54.56 sees. The other times were CHnlp 158 Clear Tab 159 Set Tab 254 Delete Char 255 Insert Char FOR-NEXTIoop "ERMINTRUDE" TIME -14.00 sec -14.T8 sec 137.58 sec 140.80 sec 101.00 sec -26.00 sec BYTES 76 -10 saving in times, which came as a complete surprise to me, can only partly be explained by the extra lines and scrolling involved by printing the blanks. Ten CHR$(158} ™*«£?J!; m seconds faster than ten ^HHW32}. What surprising facts can you come up with? The 17 ^OHOWsoFtwaf* 162 Leicester Road, Narborough, Leicestershire. DOODLEBUG ATARI 188 Dwdfefcug Are you a budding Picasso? You don't need to be to catch the Doodle bug. ■Jf Drawing fun for all ages! 3f TG colours ^f Picture save facility. *Q«OW*>ftb-f I 4 LETTER WORD A provocative title for a "Spell binding game". 1 or 2 players. Once you've started you can't stop. Use your powers of deduction to discover the hidden word - there's over 800 of them! Required: 16K RAM r basic cartridge (joystick - Doodlebug only). All games are available on cassette onJy PRICE £6.50 free post and packing. Trade enquiries welcome. I JOHWfror twMg niEATIVESQFTWAHE CREATiV ESOFTWARECHEJmv 48 Hartlip HIM. Newington, Sitting bourne, Kent ME9 7NZ, * en fiC u NEW SOFTWARE— NOW AVAILABLE: Zaxxon(D), Shamus 11(C), Dig-Dug(R) Crisis Mountain(D), Captain Cosmo(D) Thrax Lair(D), Shaft Raider (D) + Other New Titles SOFTWARE BARGAINS: We have a number of used Software items at well below R.R.P. These are original pro- grams. Please send stamp for latest lists. BOOKS, MAGAZINES We can supply a number of books and magazines for the ATARI. Send for details. UPGRADE TO DISK ATARI 810 Disk Drives at SPECIAL PRICE s 33 O SwdSS"*" 8 Ca1atos ' Je a¥ailabJe - f 1 deducts from" £ FOR FULL LIST OF AVAILABLE ITEMS PLEASE SEND STAMP 18 PAGE 6 Issue 4 Grab an Apple Jamie Athas and Garry Francis, New South Wales, Australia This game is designed in ANTIC mode 4, a character mode which allows up to four colours to be displayed within the same character. Each character is set up in a 4 x 8 grid giving a total screen resolution of 160 across by 192 down. To use ANTIC mode 4 it is basically a matter of changing a Graphics display list, then redefining the character set. You are welcome to experiment with the techniques we have used. The game was originally in Graphics 5 but ANTIC 4 increases its visual impact tenfold. HOW TO PLAY This is a game where you control a giant lengthening caterpillar, and have to eat the apple. The quicker you eat the apple, the more points you get, but if you take too long, it will disappear to a new location and you will lose five points. If you run over yourself or hit the wall,* you lose a life. You have three lives per game. Every time you eat an apple, the caterpillar is 'cut up' and your speed increases by 1 k/mh. PROGRAM NOTES The concept behind this game is a familiar one, but don't let that fool you. This game is totally original. When the program begins, a title page is scrolled up the screen. This is for visual impact only and serves no useful purpose, however anyone wishing to examine the code will find it quite interesting. Firstly let me assure you that it is NOT genuine scrolling, but display list manipulation. It works by writing your own display list {lines 1010 to 1030) consisting of a screenful of blank mode lines and a few GRAPHICS 2 lines which begin at the bottom of the screen. (This is cheating the system and I suggest that you avoid such things unless you know what you are doing.) The number of blank mode lines is gradually reduced using the simple FOR-NEXT loop in line 1060, so that the GRAPHICS 2 lines slowly creep up the screen. The teehinque is crude, but it works. You'll notice a certain degree of jerkiness, as the movements are not synchronised with the vertical blank. You can experiment with the speed by changing the delay (i.e. FOR W=1 TO 15:NEXTW) in line 1060. When the scrolling is finished, the character set is copied from ROM to RAM (line 1070) using the machine language routine out of Stan Ockers Doggies, then seven of the special characters are redefined (line 1 100). I was going to draw up some pretty pictures to show how this is done in ANTIC mode 4 but unfortunately I ran out of time. The screen is then cleared and another custom display list is created (line 1160), this time for a screenful of ANTIC mode 4 with 3 lines of Graphics at the bottom for scoring information. If you want an entire screen of ANTIC mode 4 in your own programs, then change the loop to read FOR l = DL+6 TO DL+28. This completes the initialisation. If you care to draw a flowchart of the main program {lines 20 to 370) you'll notice that it follows a very - efficient and logical flow, Beginners should take particular note of this. It is something that you should always strive for to achieve peak efficiency without losing readability. This is something I can never stress too much. Too many programs are written with a spaghetti-like structure! As a result, they run slow and use up about twice the memory necessary. In Grab an Apple, the effort has paid off. Speed is no longer a problem despite the delays for sounds. In fact, I had to insert a lengthy delay loop (line 240) to slow the game down. The game becomes more difficult as it progresses by reducing the length of this loop every time you eat an apple. You'll also notice a certain 'beat' to the program, which starts the adrenalin flowing as the pace increases. (This was the secret to Space Invaders success.) You have to eat 50 apples in one game to reach the fastest speed. I certainly can't do it! If you want to see the game at maximum speed, change the loop to read FOR 1=1 TO 1 ; NEXT I. Anyway, I hope you enjoy playing Grab an Apple as much as Jamie and I did writing it. * This article and program originally appeared in INSIDE INFO, the newsletter of Atari Computer Enthusiasts (N.S.W.h-Australia. Issue 4 PAGE 6 19 i rem mmmmm***e**mx***ss 2 REM S GRAB AN APPLE * 3 REM * Jamie Athas & Garry Francis * 4 REM * First published by H 5 REM * Atari Computer Enthusiast* * 6 REM X New South Wales - Australia S 7 REM m**KS******K****S**m*K****K 9 TRAP 2B80 10 GQSUB 1800 20 LIUES=3:SPEED=l:SCORE-0 38 ? CHR*( 125) : COLOR 35:PL0T 38,8:DRAW TO 38,20 :DRAWTO 1,20:DRAWTO l,9;DRAWTO 39,0 4 B HX=4 : HY= 3 : DX= 1 : DY=8 : HEAD= 1 66 50 POSITION 4,21:? "LIVES: ";LIUES:P0S ITION 27,21:? "COUNTDOWN" 69 POSITION 4,22:? "SPEED: ";SPEED;" K m/h" 70 POSITION 4,23:? "SCORE: 'jjCQLOR HE AD J PLOT HX,HY 80 POSITION 11,23:? SCORE;* ";:COUNT=5 8 90 COLOR 32 i FOR 1=1 TO 2 10B Z=lNT<36*RNDa>)+2:IF Z=*HX THEN 10 8 118 PLOT Z,2:0RAWT0 Z,1?:NEXT I :F0R 1= .1 TO 2 120 Z=INT(18*RND<I>)+2;IF Z=HY THEN 12 138 PLOT 2,Z:DRAWTQ 37,Z:NEXT I H0 AX=INT(36*RNDCl))+2tAY=INT< 13KRNOC DJ+2 150 LOCATE AX,AY,Z:IF Z<>32 THEN 140 160 COLOR 34sPL0T AX,AY:FQR 1=10 TO STEP -0,5; SOUND 8, 18B , IB , I :NEXT I :S0UN D 8,9,0*0 170 POSITION 3lj22:? COUNT;" ":BX=HX:B Y=HY:ST~STICK<9> :IF ST=15 THEN 229 1S8 POKE 77,0: IF ST=14 THEN DX=0:DY=-1 :HEAD=164 199 IF ST=13 THEN DX=9 ; DY= 1 : HEAD= 1 65 299 IF ST=7 THEN DX= 1 :DY=0 :HEAD= 166 219 IF ST=11 THEN DX=~1 :DY=0 ;HEAD=167 229 HX=HX+DX:HY=HY+DY: LOCATE HX,HY,Z:S OUND 9,100, 12, 4: COLOR 161: PLOT BX,BY:C OLOR HEAD: PLOT HX,HY: SOUND 9,0,0,8 238 IF Z0 32 THEN 260 249 COUNT=C0UNT-l:IF COUNT THEN FOR 1= 1 TO 51-SPEED;NEXT I : GOTO 176 259 COLOR 32: PLOT AX, AY :SC0RE=SC0RE-5: GOTO 88 260 IF Z034 THEN 380 270 FOR 1=1 TO 59:S0UND 8,I,3,8:NEXT I tSOUND 9,0,9,0 289 SCQRE=SCORE+ COUNT t SPEED=SPEED+ 1 : IF SPEED>59 THEN SPEED=58 299 POSITION 11,22:? SPEED;" k/mh" :GOT 80 380 FOR 1=5 TO 255 STEP 19: SOUND 6,1,1 8,3;NEXT I J SOUND 9,9,9,9 319 LIUES=LIMES-i:IF LIUES THEN 39 329 POSITION 8,21:? CHR*< 156) ;CHR*< 156 ) ;CHR*(156):IF SCGRE>HI THEN HI=SCORE 330 POSITION 11,21:? "YOUR SCORE: " ;SC ORE;POS1TION 11,22:? "HIGH SCORE; U ;HI 349 ? " DO YOU WANT ANOTHER GAME (Y /N)?"j 359 GET #1,Z:IF Z=ASC("Y"> THEN 29 369 IF ZOASCCN") THEN 359 379 CLOSE til; POKE 32, 2: POKE 18 6, START + 8: GRAPH I OS 0:END 1988 START=PEEK(196)-3;P0KE JB6, START - 1 1010 GRAPHICS 4: POKE 559,0: POKE 788,70 :P0KE 70?,108:POKE 718,14:POKE 711,54: DL=PEEK(569) +256*PEEK(561) 1928 FOR I=DL+3 TO DL+26tP0KE I,112:NE XT I: POKE DL*27,71:P0KE DL+23,PEEK<88) :POKE DL+29,PEEKC89> 1838 FOR l=DL+39 TO DL+33:PQKE I ,7:NEX T I: POKE DL+34,65;P0KE DL+35,PEEK<560) :POKE DL+36,PEEK<561) :POKE 37,2 1940 POSITION 4,0:? #6; 'JAMIE ATHAS" iP OS1TION 1,1:? «6;"and gamy Francis" 1949 REN NEXT LINE IN INUERSE 1050 POSITION 6,2:? H6 ; "PRESENT" : PCS IT ION 3,4:? #6?"grab an apple" :POKE 559, 34 I960 FOR 1=96 TO 9 STEP -16:F0R J-DL+3 TO DL+26:P0KE J.IiFQR W= 1 TO 15:NEXT W:NEXT J: NEXT I 1979 DIM ML1K32>:F0R 1=1 TO 32:READ A: ML*<I)=CHR*(A) :NEXT I ;CHSET=256* START: X=USR(ADR<ML$) , 57344, CHSET) 1038 DATA 104,104,133,284,104,133,283, 194, 133,206,184,133,205,162,4 1099 DATA 166,0,177,203,145,205,136,28 3 , 24? , 239 , 294 , 230 , 296 , 292 ,298 , 249 , 96 1199 FOR l=CHSET+3 TO CH3ET+63:READ As POKE I,A;NEXT I 1119 DATA 69,255,252,63,255,255,255,69 ,18,8,29,85,85,85,85,29,239,239,239, 17 9,254,254,254,170 1129 DATA 60,68,198,190,255,255,255,25 5,255,255,255,255, 190, 198,68,69 1130 DATA 248,248,255,255,255,255,243, 243 , 4 7 , 47 , 255 , 255 , 255 , 255 ,47,47 1140 GRAPHICS 0:POKE 559,9; POKE 16,64: POKE 53774,64; POKE 82,0:POKE 83,39:P0K E 752,1 1158 POKE 703, 54: POKE 709, 183; POKE 719 ,246: POKE 711,99:POKE 756, START 1169 DL1160 DL=PEEK<568)+256*PEEK(561) SPOKE DL+3,63:FGR I=DL+6 TO DL+25;P0KE I,4:NEXT I 1178 OPEN #1,4,8, "K:" :HI-B:POKE 559,34 : RETURN 2089 POKE 559, 34: GRAPHICS 9 2010 ? "ERROR ";PEEK(1?5) ;" IN FOLLOWI NG LINE':LIST PEEK< 186) +256*PEEK< 187) < 20 PAGE 6 Issue 4 SOFTWARE REVIEWS STONE OF SISYPHUS ADVENTURE INTERNATIONAL 48K DISK 1 PLAYER Stone of Sisyphus has been advertised for some time in the American magazines with gory colour pictures inviting you to 'come into our dungeon'. The Atari version promises full colour graphics on two action-packed disks. For once it's all true! Stone of Sisyphus is true Dungeons and Dragons for your Atari — well maybe not quite so complex, being based more on the simpler Tunnels and Trolls but nevertheless good value for all Adventurers. You start by creating your character, or rather having one created for you, but you can reject as many characters as you wish. Rather a pity this as you do not have to exercise any judgment, just keep ploughing through and sooner or later you will come up with a good one. Then you go on to the provisions store (no choice) and the armoury where you can purchase any of 30 different weapons and 26 types of armour. When you have equipped yourself it's time to venture into the dungeon, I won't spoil the fun by telling you what you will find in the dungeon but I will say that the full colour graphics are all there and done very nicely — much better than the Scott Adams Graphic Adventure series. Colours are used well to depict the type of location you find yourself in, from dimly-lit passageways to brightly-lit rooms. There are puzztes to solve, treasures to find and collect and monsters to do battle with. Every scene is well-illustrated and for once the graphics do add a fot to the atmosphere. If you are a D & D afficionado, you might find a few things to complain about but remember that D & D is an immensely complex subject and to pack a dungeon onto a floppy disk and get good graphics is quite some feat. The disks save data as you progress and are updated each time you play. You can save characters for another journey and the disk records how many characters have ventured into the dungeon as well as the mortality rate. Stone of Sisyphus is one of three adventures in the Maces & Magic series by Chameleon Software but the others have not yet been converted to the Atari. I look forward to seeing them when they become available but in the meantime there are many hours of enjoyment to be had from Stone of Sisyphus. Thoroughly recommended. TRIAD ADVENTURE INTERNATIONAL 48K DISK 1/2 PLAYERS Brilliant! A totally original arcade style game which combines the simplicity of noughts and crosses with nine different arcade games. A winner all the way. The overriding objective of the game is simple noughts and crosses — nothing more — but to get your cross in the box you have to play a complete arcade game chosen from one of the nine available. Get killed and a nought goes in the box instead. Three noughts and you lose. Three crosses and you go on to the next level. What makes Triad so good however are the superb graphics of each game and the fact that it is not just a shoot-em-up game, for you have to think about each game at each level to figure out just how you kill off the nasties. Let's take you through a game. You start with a noughts and crosses board with a 'nasty' in each of the squares. As you press the trigger these are scrambled to give you a random playboard and you choose where to put your cross by moving a large window cursor with the joystick. Press the trigger again and you are into the game you have chosen. As I said earlier, there are nine games and they are all different. Happy /sad faces, bug -eyed monsters, butterflies, chess pieces, spiders, arrows, hornets, flying saucers and bats are your adversaries. Each one requires a different technique. As you progress through the levels — by winning at noughts and crosses — the screen gets more and more crowded and the action faster. The graphics stay superb throughout. There are one or two player options and you can use joysticks, paddles or keys. The review copy was hot off the press and I did not get an instruction booklet so there may be even more ■■ Issue 4 PAGE 6 21 in there. I couldn't figure out how you get the two player option but the Adventure International catalogue says it's there, Triad should be available by the time you read this and if you have 48K and Disk get a look, it really is a unique game. If someone could pack Triad into 16K on cassette then I am sure it would be the number one seller for some time, but I fear it can't be done. Definitely one to make the upgrade and disk drive worthwhile though. THE SEARCH CS SOFTWARE 16K CASS. 1 PLAYER 32K DISK. You don't get many Graphic Adventures for 16K machices, so The Search from CS Software was of considerable interest. First thoughts were that the 'graphic' part would consist of ordinary characters poked onto a Graphics screen with the rest left to imagination but that isn't what The Search is like. This becomes apparent as soon as the game is loaded. Colour is used quite extensively and to good effect to represent your surroundings and the various characters you will meet and objects you will find. There are no high-resolution graphics but then you can't expect that in 16K and without a disk drive. The game is a Fantasy Adventure where your quest is to find a magic ring and return it to the blue castle from whence you start. Included in the package is a letter from the High Wizard Moradoc — a nice touch this — giving you the benefit of his knowledge of what you might find on your travels. There are orbs for markers, mushrooms to eat for strengh, a magic carpet to whisk you to other locations, treasure chests and more specific items like keys, a chalice and the Great Sword. The Inhabitants of the land are an untrustworthy bunch and keep popping up at unexpected moments. You must decide whether to fight or bribe them or try and talk. Only your intuition will tell you the best course. There are over 100 screens for you to explore and various locations such as the West Woods, Middle Marsh and the Great Dark Forest. Overall the game is quite pleasing though seemingly difficult to succeed at. There are one or two things which are frustrating such as the slow speed your character moves and the fact that you have no control in the battles which seem to be decided somewhat arbitrarily. The game would certainly be improved if your character actually 'walked' about the screen as you moved him and if you could get more involved in the battles. There must be many owners with 16K machines who have not tried an Adventure for they are few and far between unless you have at least 32K. For these people The Search might be an ideal start although seasoned Adventurers would almost certainly find it too simplistic. The Search is available by Mail Order from CS Software at £14.95 including postage or from selected retailers. SHAFT RAIDER PROGRAM ONE INC. 1 PLAYER 32 K CASS. 32K DISK What do you do when you want to write a game that is better than Airstrike, Protector and Caverns of Mars? Easy, you write one that combines the best of all three and add some improvements. That is basically what Shaft Raider is. You start with five ships in a horizontally scrolling landscape as in Airstrike but the first thing you notice is that the graphics of the cavern or the shaft are much better. In the early stages there are no missiles being launched but you have to bomb or shoot fuel and ammo dumps and stationary missiles whilst avoiding flak. The flak is quite dangerous, appearing at random, sometimes right on top of your ship giving you no chance to manoeuvre. As you enter and progress down the shaft there are space mines bobbing up and down which you cannot shoot, just avoid. When there are three or four in quick succession it is quite a feat of navigation to weave between them. Shortly after the space mines come force fields to navigate through followed by the Protector- type buildings with fuel tanks embedded in their roofs arid the first of the launching missiles. Some of them you can shoot but others you must avoid, there is no way of telling which. So it goes on. More and more hazards, narrower passages and more difficult force fields until you reach the Master Mine> 22 PAGE 6 Issue4 Once destroyed you reverse to dock with the mother ship above. After that, who knows? The instructions say you are warped back to the safety of deep space ready for your next Shaft assault Whether this means a different shaft or a repeat exercise I wouldn't know. You would need to be very very good to get that far. Although Shaft Raider takes elements from other well-known games it is nevertheless a very good arcade game. The action is certainly not spoilt by the familiarity. The sound by the way is great. Turn up your TV or better still hook into the hi-fi and you will be totally immersed in your role as Shaft Raider. UP, UP AND AWAY PULSAR 1 PLAYER 16K CASS 16K DISK This is another of those deceptive games like Sea Dragon that you think are going to be easy but end up being just as frustrating as some of the games you knew from the beginning were going to be hard. What could be more serene than floating along in a hot-air balloon above the tranquil English countryside? Everything would be fine except for those nasty little kids throwing stones and flying kites and of course the vagaries of an English summer with a few storms and lightning once in a while. Then there is some idiot in a light aircraft thinking he is Waldo Pepper and trying to do aerobatics and I bet you didn't realise how dangerous bird droppings can be! The aim is to avoid all of these and land your balloon at various landing stages where you can take on extra fuel to continue your journey. It is not easy, particularly with those kids throwing stones fust as you lift off. Graphically this is superb, using redefined characters to excellent effect to create the green English countryside with trees and churches, pubs, factories and windmills. There are some nice touches such as being able to watch your deflated balloon through the foliage of the trees as it sinks behind them and seeing the kids get annoyed as you get past them! There is plenty of music as well as you pass the windmills and pubs. The practice level is fairly hard but if you get good at it there are five levels in all. Only a one player game but you are sure to get family and friends around watching if only for the beautiful graphics. Perhaps not as complex as many of the American games but the colour and design more than makes up r and this game shows that there are in Britain at last programmers capable of producing the goods for the Atari. Up, Up & Away was originally priced at £21.95 but, as a home-grown product, has now been reduced to £14.95. At this price it represents good value for money. MORE REVIEWS The following programs have been received for review but time and space prevents further comments. Full reviews of some of these programs will appear in later issues. MAGIC WINDOW by Quicksilva. A superb cassette- based character redefinition utility retailing at about £3.00. One of the best bargains you are likely to find, THE CONSTRUCTOR by Channel 8 Software. A comprehensive Player-Missile editor allowing you to create up to 250 images and overlay or animate them and save for inclusion in your own program. Requires 48K. MONKEYMATH from Artworx. Great maths education game for younger children with little monkeys trundling out the problems and a big chimp solving them! A combination of easy arcade action and education, A really nice program. Requires 16K, FOUR LETTER WORD by Soflow Software. A sort of word mastermind requiring you to guess four letter words. 800 word vocabulary, Despite its title all naughty words are carefully screened out! 16K cassette. DOODLEBUG by Soflow Software, A mini Micro-Painter allowing you to draw pictures with the joystick in 16 colours and save or retrieve to disk or cassette, Not as sophisticated as Paint or Micro-Painter but you don't need 48K and a disk drive. Comes on 16K cassette. 23 ALL THE FUN OF THE AIR How do you fancy getting away from it all with a trip in our hot air balloon? j))~^ Sounds tempting doesn't it But it takes Iv, skill and fast reactions to avoid all the hazards. Are you up to it? Could you manoeuvre the hallnon over the tree tops and mountain peaks, while still keeping an eye on your ballast and your fuel because when it starts In run low you'll have to descend and not heing distracted by people throwing stones at you land carefully on the fuel pods. You'll be lucky to rise back up again. But look out!! Watch that kite doesn't become entangled with you and don't worry about that noise its only the aeroplanes that come diving and swooping at you. Youll need to rise higher to avoid the turbulance from " the windmill blades but as you do you're likely to run into storm clouds and bolts of lightening. Also the higher you climb in the stratosphere the more difficult the balloon becomes to handle. By now you'll start to panic!! and wonder how on earth you're going to Jf make it, but then again that's all the fun of the air. p- — — — — — — — — — — — - ■ ]"i)st Coupon n>nw 1n I Starcade, IS Moorfields, Liverpool L2 JBQ. ■ Mease rush me copies a\ up, up and iwiy _ fiLiitnhle for AlBri 4CKV800 l&K tassetle or 32K diaL. I Please debit my Access 'Bardaycarnl ■ |T>fiJeieas fwf*s*ary| " ' MINI Cad I tJiimbH' ■ J enclose chequevP.O- inr L .Name I Address rn o SUPEHfiASTCHEaTCARD SALES LINE 0^2366628 24hrsi £14-95 Starcade, 15 Moorflelds, Liverpool L2 2BQ 24 PAGE 6 Issue4 Disk Sort Peter Franey, West Midlands This program is a little too long to be used as a tutorial, however it is a useful way to illustrate the ways in which the disk directory can be used and tailored for your own needs. The program can be used in its own right but by studying the listing you may be able to learn how to use your disk drive to greater advantage. The main menu will also give you a brief insight into modifying display lists. PROGRAM OPTIONS 1. DISK DIRECTORY— This option allows you to sort the directory in alphabetical order, either by main file name or extension. The advantages of sorting by EXTension name are that you can group together programs of similar function provided of course you use an extension representative of the program type. Both the option of main file name and extension are given in the sort routines. By altering the lines indicated in the REM statements or even deleting them completely, you may control the types of file read from the directory. Bear in mind that if this is done not all of the files will be displayed or included in the file count. 2. RUN PROGRAM— This option allows the user to select and run a program from the disk r by single stepping through the directory. If the stepping continues to the end of the directory, the program will return to the main menu. The instructions for this option are displayed on the screen. The line by line description of the program is as follows: 10 30-100 110-160 190-250 590-660 dimension variables and goto menu open and get directory — append to work string sort menu sort main file names sort by extension 700-740 de po sit f i I e d ata i n ut i I ity stri n g in ranked order 745-790 print results 1100-1370 modify display list 1 500-1 600 d isplay di rectory for optio n 2 1610 exclude 'list' files 1620-1660 compile correct file name format for RUN Without the REM statements the program will take up 44 sectors on a disk. The main disadvantage of the program is that the alphabetical sort will take several seconds. The more files that are on your disk, the longer it will take. The main reason for the longish time for this sort is that after sorting, the directory is deposited, in the correct order, in a utility string which is then used in a rolling display. This part of the program can be improved. i rem *3smma*xm3mxoHm**t 2 REM I DISK SORT * 3REM i BY * A REM J PETER FRANEY * s rem mmimimmummmii 18 DM A*< 17*43) ,Bt (17) >Z* U > ,C$< 17*£) > f RANK(43> f Ft<28);F0fl [=1 TO 43iftANK<I )=B:NEXT IiF=8:G0TQ 1188 38 TRAP i47*:Af=":A*=CfiF=esOPEN HI, 4 ,8yB!*.K':REn SET COUKT TO 8 WD OPEN DIR 48 INPUT Hl,Bt!flE« RETRIED FILES Si IF B*(1U3)='SYS" OR Wdl.W^'R E' OR 8$(U,13)= i DAT' THEN 4*:REM EXCL UD£ HON LOAD FILES 55 REM ADJUST LINE 58 TO YOUR OW REQUIREMENTS 68 IF BUS ,10 s 'FREE SECTORS' THEN 188 ;REH CHECK FOR DIRECTORY END 78 A*aEMA*)H)=»!F=F+l:REN APPEND F ILE NttE TO WORK STRING AND INCREASE F ILE COUNT 88 GOTO 48 196 CLOSE lit IF FLAG=I THEN RETURN : BE H CLOSE DIRECTORY-RETURN IF OPTION 2 S ELECTED Issue 4 PAGE 6 25 111 GRAPHICS 8:PQKE 71t,lMsP0KE 789,1 &3P0KE 712,292:POKE 752, J 128 ? "tWYOU HAY SORT THE DIRECTORY ft S FOLLOWS' 138 ? "U 1 ALPHABETICAL ORDER FO R HAIN EIGHT CHARACTER NAME' 148 ? :? S? ' 2 ALPHABETICAL ORDE fi FOR EXTENSION' 158 ?:?:?' THERE ARE ';F;' FILE S ON THIS DISK" 152 ? ;? ' tffi) ';» 168 ? "4t ENTER OPTION' ;: HEM WOR DS IN 1NUERSE 178 CLOSE «1:OP£N 01 ,4^,'Kt'iGET *1,X rCLOSE ll:Z*=CHR*OQ:REN GET SINGLE KE Y STROKE 172 IF Z$**i* OR 7**' 2" THEN 174 173 SOTO 178 174 ? CHR*U25>iP0SITim 8,12;? 'SORTI NG IN PROGRESS' iREM INVERSE 188 X=WL<Z*hQN X OOSUB 288 ,688; RET LfR N 198 REM RANK FILENAMES IN ALHA. ORDER 298 FOR [=1 TO F:RANK=F 218 FOR R=l TO F 228 IF A*U7*I-14,17JJ-7)<A*(17JR-14,] 7*R-7! THEN RANK=RANK-1 222 REM IF MAINNAHE SAME THEN COMPARE EXT 225 IF A*(l7KI-14,i?*l-7>-A*<]7*R-]4 f l 7*R-7) THEN IF AtU7*I-6,l7JI-4XA$U7 JR-4,l?KR-4> THEN RAW=RANK-1 238 NEXT R 248 RAW(D=RANK 258 NEXT IiGOTC 788 598 REM RAW EXTENSIONS IN ALPHABETIC* L ORDER 688 FOR I=! TO F:RANK=F 618 FOR JM TO F 628 IF A*(l?*l-4,17*[-4XA*U7IR-6,173 R-4) THEN RANK=RANK-i 425 REM IF EXT SAME THEN CHECK ALPHABE TICAL ORDER OF MAIN NAME 638 IF A*a7*l-4,17*l-4)=A*n7SR-6,l7* R-4) THEN IF ftt< 17*1-14, 17* I-7)<A*( 17* R-J4,J7*R-7) THEN RANK=RAM<-1 648 NEXT R 658 RWK(J)=ftANK 668 NEXT I 498 REM DEPOSIT l«CS INTO UTILITY STR ING IN ALPHABETICAL ORDER 788 FOR 1=1 TO F 718 FOR R=l TO F 728 IF [=RANK<R> THEN W 17*1-14, 17*1) =A*(17*R-I6,17*R> 738 NEXT R 748 NEXT [I? ■>* 745 POSITION 8,8 752 IF X=l THEN ? ' SORTING B Y MAIN FILENAME 'iREM INVERSE 754 IF X=2 THEN ? ■ SORTING BY EXTENSION "iREM INVERSE 755 GOSUB 754:GOT0 748 754 ? , 'FILENAME YEXTySIZE'tflETURN :REM INVERSE 768 OftfFOR 1=1 TO FiC-C+J 778 ? 1 C*CI7KI-i4,173EI-7) > C»(17KI-A > 17 u-4y } mmi-2 v mi}\m print main n AHE,EXT AND SIZE 788 IF C=13 THEN GOSUB 1888 :REM IF SCR EEN FULL THEN HALT DISPLAY 79% NEXT I :? '4 DIRECTORY END' ;REH WORDS IN INVERSE 888 ? ' PRESS START TO READ DIRECTO RY'iREN START IN IWERSE 818 ? * PRESS SELECT TO RE-DISPLAY' iREM SELECT IN INVERSE 328 ? ' PRESS OPTION TO RE-SORT' :R£ M OPTICN IN MOSE 838 ? • PRESS RETURN TO EXIT' :REM fi ETURN IN INVERSE 848 POKE 764,255 858 IF PEEK* 764)= 12 THEN RETURN :REM [ RETURN) KEY 868 IF PEEK<53279)=4 THEN 38:REM [STAR Tl KEY 378 IF PEEK(5327?)=3 THEN 118tREM tOPT I ONI KEY 838 IF PEEKC53279>=5 THEN ? CHWU25): GOTO 745:REM ISELECT1 KEY 698 GOTO 358 1888 ? :? * PRESS SELECT TO RE-SORT ■:REM SELECT IN INVERSE 1818 ? " PRESS START TO RE-READ DIR - ECTORY':REM START IN INVERSE 1828 ? * PRESS OPTION TO LIST MORE FILES' iREM OPTION IN INVERSE 1822 POSITION 8,9l? 'FILES:' ;F 1824 POSITION 8,11:? "TO LISTj'jF-1 1838 IF PEEK* 5327?) =4 THEN RUN !848 IF PEEK<5327?)-3 THEN ? TlMlG OSUB 754:RETURN 1858 IF PE£K(53279)=5 THEN 118 1868 GOTO 1838 1188 GRAPHICS 8: POKE 55? ,8 :DL=PEEK( 568 )+PEEK(561>*254+4 >:ie POKE 0L-1,71:REH POKE LMS 1128 POKE DL+2,7jREH 2 LINES GR,2 1138 FOR 1=3 TO 16;P0KE DLH,4:NEXT I: REM 14 LINES OF GR.I ]]48 POKE DL+17,7:POKE DL+18,7:REM 2 L MS Gfl.2 1158 POKE 0L+ 19 ,2:P0KE DL*28,2:REM 2 L INES GR.8 1168 POKE DL+23,45:POKE DL+?2 f PEEK(568 ):PQKE DL+23,PEEK(541):REH POKE END OF LIST, LOU & HIGH RETURN ADDRESS 1178 POKE 87,2:P0HE 38,64:P0KE 89,156: REM POKE MODE, TOP k BOTTOM OF SCRN MEM ORY 1188 POSITION 8,*:? U\' disk sort" 1199 POKE 87,1:P0KE 8a,184:PQKE 89,154 :REM POKE MODE, TOP h BOHOM OF SCREEN HEHORY 1288 POSITION 8,8:? 14;' MENU OPTION S 1 1228 POSITION 8,3s? U\' I...M dir ectory'iPOSlTION 8,5s? **;" 2... run p rograT 1238 POSITION 8,7:? 14} ' 3,. .exit' 1235 POKE 87,2iP0KE 88,128:P0KE 89,157 1237 POSITION 8,8:? 14}' ENTER OPT 10 r 1246 POKE 87,8iPOKE 88,148:P0KE 89,157 1258 POSITION 8,Bj? ' BY PETER FRJHET 1248 POSITIONS,!:? ■ MARCH 1983' 1378 SnCOLOfi 2,4,2:SETCOL0R 4,4,2:POK E 559,34:REM SETCOLOURS-TURN ON DISPLA Y 1338 CLOSE NIsOPEN Kl^.e.'K:" ;GET HI, XsCLOSE 81:Z*=CHR*(X):1F Z*='3' THEN P OKE 82,2:P0KE 83, 3?: GRAPHICS 8:END 1398 IF Z*='l' OR Z*='2* THEN 1418 1488 GOTO 1339 1418 X=VAL(Zt):ON X GOSUB 38,1588:0010 1188 1588 FLA6=l:G0SUe 38 1518 GRAPHICS 2+16:FLAfe8 1528 ? U;' disk directory" 1538 POSITION 8,9:? M;'option-step a :P OSITION 8,18:7 fWj'START-RUN DISPLAY'; REM option-step IN INVERSE 1548 POSITION 8,8:? U ; 'SELECT-EXIT' :R EM INVERSE 1558 FOR 1=1 TO F 1552 FOR H=1 TO 38:NEXT M:POKE 53279,7 1555 POSITION 8,2:? 14 ;A*< 17*1-14,17*1 -7) ,«( 17*1-4, 17*1-4) 1568 IF P£EK(53279>=5 THEN RETURN 1578 IF PEEK* 53279) =3 THEN 1688 1588 If PEEK(5327?>=6 THEN GOSUB 1618 1598 GOTO 1548 1488 NEXT I: RETURN 1418 IF A*< 17*1-4, 17*1-4>='LSV THEN R ETURN :REH LIST FILE SELECTED-HILL NOT LOAD 1415 REM LINE 1618 SET TO YOUR OWN REQUIREMENTS 1428 Ft= i D:':f*(LEN(F*)+l)=A*< 17*1-14, 17*1-7) 1638 L»L£N(F*):IF L>! AND F*(L t D= p ' THEN F*=FKItL-l):GOTO 1438jREM REMOVE UNWANTED BLANKS 1435 REM IF EXT THEN AOO DOT AND EXT 1448 IF AtC]7*I-4 1 17*[-4>0 , ' THEN F*CLEN(F*) + 1)=' .' :F*(LEN(F*) H)=A*< 17* I-4,17*1-4J 1458 POSITION 8,2:? 86;' loading ' :POSETI0K ft,3:? #4j' ';Fi 1468 TRAP 1678 :RUN F* 1478 GRAPHICS 2*16:POSmON 8 ( 4f? «i' cannot load'iFOR W=l TO 288:NEXT H:R UN m 26 PAGE 6 Issue 4 Character igner Paul Stevens Unfortunately there were a few printing problems with the listings in Issue 3 and Paul Stevens' Character Designer suffered most. It is repeated here in full with apologies to Paul. l rem mmmmmimm 2 REM i CHARACTER DESIGNER J 3 REM K BY PAUL STEVENS J 4 REM I 4/3/83 * 5 rem mmrnxmrnxe*** 4REH IB GRAPHICS 23iP0KE 559,1 iPCKE 783,184 :P0KE 78?,252:P0KE 71B,8:P0KE 711,138: POKE 752,1 28 REM ALTER DISPLAY LIST 38 A=PE£K(548MP£EK(54i)*254+4 48 POKE A-1,78:P0KE A+2,4iF0KE A*5,2:P OKE A*95,2:P0KE A+??,2;P0KE 5*8,154 58 POKE 87,1:PCS1TI0N 1,8:? 86; "char ac ter detigner'iREM INVERSE VIDEO 68 POKE 87,8 POSITION 2,3:? 'DATA 8,8, 78 REM POKE WRITING TO SCREEN BOTTOM 88 A=PEEK(88)tPEEK«B?) 3(256+ 3728 98 FOR C=l TQ 47:READ D,E:P0KE A+D,E:N EXT C 188 DATA 5,48,4,58,7,37,8,51,9,51,11,1 79,12, 188,13,141, 14,178, 15, 188, 17,52,1 8,47,28,35,21,33,22,44,23,35,24,53 118 DATA 25,44,24,33, 27,52, 28,37, 38,34 ,31,33,32,52,33,33,85,48,84,58,87,37,8 8,51,89,51,91,175,92,174,93,188 128 DATA 94,149,95,175,94,174,98,52,99 ,47, 181,35, 182,44, 183,37, 184,33, 185,58 ,187 ,39, 188 ,58, 189,4], JIB ,34 138 POKE 87 f ?:CX0R 1 148 REM DRAW 8x6 GRID 158 FOR A=? TO 89 STEP 38 148 PLOT 48,A:DRAMT0 12B,A:NEXT A 178 FOR A=48 TO 128 STEP 18 1B8 PLOT A,9!DRAWT0 A,89jl£XT A 198 POKE 559,34 286 REM HOVE MARKER ON GRID 218 X-45iY=14 228 S=ST1CK(8) 238 IF PE£K<5327?)=4 THEN 498 248 IF PEEK<53279>=3 THEN 448 258 IF S=14 THEN GOSUB 37B:Y=Y-18 248 IF ^13 THEN GOSUB 378:Y=YM8 278 IF S=ll THEN GOSUB 379;X=X-I8 288 IF S^7 THEN GOSUB 378;X=XM8 298 IFX(45THENX=115 388 IF X>115 THEN X=45 318 IF Y< 14 THEN Y=fl4 328 IF Y>34 THEN Y=J4 338 COLOR 8: PLOT X,Y 348 FOR DOAY=1 TO 58:NEXT DELAY 358 IF STRIG(8)=8 THEN 418 348 COLOR 2:PL07 X,YrG0T0 228 379 POKE 53279,8:LOCATE X+1,Y,C 388 IF C=8 Tt£N COLOR 8:PLQ7 X,Y 398 RETURN 488 REM FILL SQUARE 418 LOCATE X+1,Y,C 428 IF C=8 THEN COLOR 2:D=!88 438 IF C=2 THEN COLOR 8:0=288 448 SOUND 8, D, 18,8 458 FOR B*=Y-4 TO V*4 448 PLOT X-4,B:DRANT0 X*4,B:NEXT B 478 SOUND 8,8,8 ,8:GOT0 228 438 REM SCAN GRID 1 CALCULATE DATA 498 COLOR 8:PL0T X,Y:PLOT B,18:P0KE 87 ,8:P0SJTICN 7,3:? ■ 588 POKE 87,7:f>4 518 FOR 3=14 TO 34 STEP 18 528 E=256:IM 538 FOR A=45 TO 115 STEP 18 548 E=E-E/2 558 LOCATE A+1,B,C 548 IF C=2 THEN K=H+E 578tCXT A 588 REM PRINT DATA 598 PLOT 8,18:POKE 87, 8 .-POSITION D,3: 9 V|H 488 IF 0=4 THEN POSITION D,3i? M ' 418 IF H>=188 THEN D=D+4 428 IF HCJ88 THEN IF H>? THEN D=D+3 438 IF H< 18 THEN 0=0+2 44B POKE 87,7;NEXT BiGOTO 228 458 REM CLEAR GRID 468 COLOR 8 478 FOR B=14 TO 94 STEP 18 488 FOR A=45 TO 125 STEP 18 498 LOCATE A,B,C:IF C<>2 THEN 728 788 FOR D=B-4 TO B+4:PLUT A-4,0 718 DRAWTO AM,D:NEXT D 728 NEXT AjNEXT BjPLOT 8,18 738 POKE 87,8:POSITI0N 7,3s? '8,8,8,8, 8,8,8,8 'tPOKE87,7 748 GOTO 218 • Public Domain Programs A number of offers have been received from User Groups in America and Australia to exchange disks of Public Domain programs which is a great idea but does cause a problem in that there seems to be very few programs available in the U.K. to make up disks for exchange. If you read Antic magazine you will know that you can purchase disks of Public Domain programs from them at low cost and Page 6 would like to do the same making both disks and cassettes of U.K. and overseas material available to Users. The success of this depends entirely on you. If there are not enough programs to make up a U.K. disk then we will have nothing to exchange, so if you have written a program or a demonstration, send a cassette or disk to Page 6, When your program is included on a U.K. disk, your disk or tape will be returned {when the exchange programs are available) with something like 5-10 programs from overseas. Other Users will be able to purchase disks or tapes at the cost of making them available. Sounds good, doesn't it? Well it's up to you to make it work, so send in your programs now. NEXT ISSUE As well as more programs, articles, hints and tips we hope to be able to publish a definitive Fist of all the books that are available for your Atari computer. This is where YOUR help will be invaluable. If you have any unusual books on the Atari, perhaps that you obtained from America, please drop us a line with details of the title, publisher and price and a brief description of the contents. Let's see how many books there really are for the Atari. Issue 4 PAGE 6 27 G. & Software SI, Redhouse Lane, Bradbury, Stockport, Cheshire, Telephone: 061-494 9183 Send cheque or P,O t payable to C.S.Software*Please state tape or disk The Search £14-95 incl . VAT <£ P&P, Avai labl e on 16k, Tape or 32k, Disk : 2Pggs& Full colour real time graphic adventure game r Travel through a magical and dangerous land making friends or doing battle in your quest for the ring* Qnmputar anrnmard £14-95 incl, VAT & P&P. Available on iSk.Tape or 32k t Disk Defend the planet Valox from the invadin g Zorkonian hordes in this niuJti -screen all action game of strategy . Full colour and great sound effects , Dealer enquiries welcomed Merlin's Magic Square continued 5929 IF SO<5>=8 THEN GOSUB 358 5838 IF Sfl(5)=l THEN GOSUB 389 ■ 5348 IF SQC5)=8 THEN SQ(5)=l:G0TQ 5948 5858 IF S0(5)-i THEN 3Q<5)=9 3988 SOUND 8,128,13,9 3818 A=2i:8=7:OS:D=?:Z=3 3828 IF SQ<3>=8 THEN GOSUB 359 3838 IF S0(3)=l THEN GGSUB 396 3940 IF SQ(3)=9 THEN SQ(3) = hG0T0 36^8 3956 IF S0(3)=l THEN SOOJ-6 3868 SOUND 8,128,18,8 3979 RETURN 3997 REM Wi KEY NUMBER 4 PRESSED 3??B GOSUB 1999 3999 GGSUB 7888 ^eee sound «» 121,18, a 4916 ft=15:B=18:C=niO=]2!Z=4 4828 JF Sfl(4>=6 THEN GOSUB 358 4934 IF SQ<4)=1 THEN GGSUB 398 4948 IF StK4>=9 THEN SQC4) = 1:G0T0 4848 4858 IF SQ(4)=1 THEN SQ(4)=8 4869 SOUND 8,121,10,8 4978 RETURN 4995 REN m KEY NUMBER 5 PRESSED 4996 GOSUB 2888 4??7 GOSUB 4688 4998 GOSUB 6800 499? GOSUB 8998 5998 SOUND 8,183,10,8 5818 A=18:B=18:C=n:D=l2:Z=5 5068 SOUND 0,198,18,8 5878 RETURN 5997 REM MX KEY NUMBER 6 PRESSED 5998 GOSUB 3898 5999 GOSUB 9888 im SOUND 0,96,18,8 6016 fr=21i8=ie*C=n:D=l2:Z=6 6928 If S0(4)=8 THEN GOSUB 359 6830 IF SQ(6)=1 THEN GOSUB 389 6848 IF SG<6)=8 THEN SQC4)=1:G0TG 6668 6850 IF SG<6) = 1 THEN SQ<6>=6 6849 SOU* 8,96,18,8 6878 RETURN 6996 REM HI KEY NUMBER 7 PRESSED 6997 GOSUB 4808 6998 GOSUB 5880 499? G0SU8 9889 7899 SOUND 8,91,18,3 7918 A=i5rB=13:C=14:B=15:Z=7 7828 [F SQ(7)=8 THEN GOSUB 356 7838 IF S0(7»=l THEN GOSUB 388 7848 IF SQ<7)=8 THEN S0£7)=l:GOT0 7868 7859 IF S0t7>=l THEN SQ(7)=fl ?m SOU* 8,91,18,8 7879 RETOW 7??7 REM II3( KEY NUMBER 8 PRESSED 7998 GOSUB 7880 79?? GOSUB 9888 9088 SOUND 8,81,19,8 8619 A=18:B=13:C=!4;D=15:Z=8 8829 IF SQ(8)=0 THEN GOSUB 358 8939 IF SG(8)=1 THEN GOSUB 390 3848 IF SQ<8)=6 THEN SQ<8>=!:G0T0 8068 8858 IF S0(8)=l THEN SO(8)=0 8869 SOUND 8,81,10,8 8978 RETURN 8994 REM m KEY NUMBER 9 PRESSED 899? GOSUB 5888 8998 GOSUB 4886 8999 GOSUB 3988 9686 SOUND 8,72,19,8 9018 fr2hB=13:C=14:Del5:Z=9 9926 IF SQ(?)=« THEN GOSUB 359 9838 IF S0(9)=l THEN GOSUB 388 9648 IF SQ<9)=9 THEN S9X?)=hGOT0 9848 9658 IF SQ(9)=1 THEN SO<9)=6 9948 SOUND 9,72,16,8 9978 RETURN • IF YOU WRITE TO OR PHONE ADVERTISERS PLEASE MENTION PAGE 6 28 PAGE 6 Issue4 First Steps John Dimmer, Elgin, Scotland FIRST STEPS takes a different format this month in that it features an article and program submitted by JOHN DIMMER as a Beginners Page, i am sure that John witi be the first to admit that there are many improvements that could be made to the program and that is where you come in. See what you can learn from the program. I will pass on all your suggestions. The only alteration which has been made to the original is to replace the original lines 10-50 with an amended line 1 and the subroutine at line 500. As originally written, the program would only run with 46K memory. I purchased an Atari 800 at Xmas and I soon discovered that I needed to know a vast amount of information and Atari are not very helpful. I took Mike Reynolds-Jones' advice and bought 'Your Atari 400/800 Computer'. I found it to be excellent for the beginner. I also subscribed to The UK Atari Owners Club' run by Maplin, and between PAGE 6 and others I am slowly beginning to unravel the mysteries of computing and the Atari — well, they are mysteries to me! I also bought the Master Memory Map which is invaluable In trying to understand magazine listings. I humbly offer my first 'long' program which is designed to work out my bank balance and also act as a monthly reminder. It includes a character set redefinition routine which I have pinched from 'The UK Atari' — issue 1 (due acknowledgments). The program will have to be adapted to your own personal requirements. Please send any suggestions for improvements to the Editor. Line 1 clears screen and lowers Memtop for new character set Lines 3-9 sets up initial display Line 10 goes to subroutine at 500 to move character set and redefine ! as £ Line 55 removes ci/rsor Lines 61-75 sets the variables and monthly variations Line 66 leave P=0:W(0)=0 Line 75 Lines 81-93 Lines 95-110 Lines 125-170 Lines 180-280 Lines 300-330 Lines 345-347 opens the channel for the Yes/No interlude sets up the second display — adjust for your own use the GET Yes/No routine does the calculations and sets up the cheque display using string variables, the monthly reminders are displayed, I used this area to remind me of birthdays, anniversaries, bills etc, optional information to suit your requirements allows you to repeat 8 REM USE INVERSE FOR TITLES ETC. 1 ? CHRIU25) sPOKE 184, PEEK (196) -5 3 GRAPHICS *:P0KE 718,243 4 POSITION 13,2;? i m MONTHLY m* 5 POSITION 12,5:? m m FINANCIAL III' 6 POSITION 15,8s? 18 *D KH 1 7 POSITION 13, J|:^ ■JSI SOCIAL UV 8 POSITION 13,14:7 , «fl SUtlARY m* 9 POSITION 2,28:? 'NATT A MO, LOADING THE WIN PR06FW1':? J» G0SU8 5«8 55 POKE 752,1;P0KE 756,CHSET 61 DIM C*(]2>,NC58> 62 PRINT 'ENTER THE MOKTH - ';:1NPUT C t &6 ^18a.2:B=lfl:C=28:D=2e:E=]5:F=12:6s= 44:H=9:P=8:W(0)=B 6? IF tt=' JANUARY' THEN rt=3,5 72 IF C^'MARCH' THEN C=B 73 IF tt^APRJL' THEN C=9 74 IF Ct*' DECEMBER' THEN B=5 75 OPEN «,4,8,*K:' 81 ? CHR*< 125) 81 7 :7 'mum- MQNTH.Y CO+IITNENTS 33 ? 3? 'A = MORTGAGE REPAYMENTS »■ 'A 84 ? 'B = ENMWENT INSURANCE 85 ? "C = LOCAL HATES to ? 'D = m& PERSCNAL LOAN 87 7 ■£ = UIDEO HIRE 88 ? "F = TU HIRE 89 7 "G = HIRE PURCHASE LOAN 99 7 'H ■ MISCELLANEOUS i ■ I*! B C D £ F G |H I ssue 4 PAGE 6 29 THE PAGE 6 AWARDS YOUR PROGRAM, ARTICLE OR REVIEW COULD BE WORTH £50 IN SOFTWARE ! In the last issue we announced a readers' poll to be conducted at the end of our first year to find the best programs, articles and reviews from the first six issues. Since then we have been talking to a few retailers and distributors and hope to be able to offer more prizes by way of sponsorship — details will be announced in Issue 6. In the meantime, if you want to have the chance of winning and would like to get your name in print, send us a program, article or an in-depth review. Don't be shy, your work is probably better than you think! SEND YOUR CONTRIBUTION NOW m DUST • COVERS PROTECT VOUR VALUABLE ATARI EQUIPMENT WITH A CUSTOM-MADE DUST COVER WHICH (unlike most things for your Atari!) IS AVAIL- ABLE FROM PAGE 6 AT A VERY MODEST COST. ESPECIALLY VALUABLE IF YOU HAVE A FULL KEYBOARD BUT EQUALLY AS GOOD FOR THE STANDARD 400 AND ALL PERIPHERALS. HAND- SOMELY DESIGNED IN NATURAL PVC WITH A BROWN TRIM THEY WILL NOT ONLY PROTECT YOUR EQUIPMENT BUT MAKE IT LOOK EVEN BETTER WHEN NOT IN USE. Atari 800, £2.95. Atari 400 £2.95. Disk Drive £2.95. S22 Printer £2.95 Cassette £1.95 (Please state if old or new model) Also available for all other printers — please enquire. SEND YOUR ORDER TODAY TO PAGE 6, 18 UNDERWOOD CLOSE, PARKSIDE STAFFORD PLEASE MAKE CHEQUES PAYABLE TO ABACUS i * t ' i • input a input e input c INPUT D INPUT E INPUT F INPUT 6 ItWT H 93 POSITION a,28;? 'ANY CHANGES? YES(Y ) OR N0(N) ' 95 GET #4,Z m If 2=78 THEN GOTO 125 Ml ? ;? 'PRESS THE KEY(A-H) THAT YOU H!SH TO ALTER' 182 GET M,Z 183 IF 2=65 THEN ? 'A = 184 IF 1=66 THEN ? 'B = 185 IF 1=61 THEN ? 'C ■ \U IF l=6S THEN ? "D - 187 IF 2=63 THEN ? *E = 188 IF 2=78 THEN ? 'F = 18? IF 2=71 THEN? ■fi- ne IF 2=72 THEN ? 'H = 115 ? ■>' \\i GOTO 31 125 H=A+B+C+D+E+F+G+H \U ? CHR*( 125) W ? :? "FINAL BANK STATEMENT BALANCE FIGURE IS 1 128 POSITION 15, Hi? V [i INPUT X 138 X=X-M 132 ?CHttU25> 135 POSITION 2,2:? "ARE THERE ANY CHEQ UES NOT INCLUDED OH THE STATEMENT? Y R N" 148 (SET #4,2 144 IF Z=7S THEN GOTO 148 145 IF Z=S? THEN ? -.7 :? 'ENTER CHEQUE VALUE I'islNPUTH 147 W(P)=«iX=X-N:P=PH:? 1 }':GOTO 135 148 ? CH»U25> 14? POSITION 8,2:? *H- CHEQUES ENTER ED -**':? s? :? 156 IF N(B>B THEN POSITION 17,8s? 'NI . L' 151 IF H<8>-8 THEN GOTO 155 152 FOR 1=8 TO P-l 153 ? ' HC*}1|*3 ■ I'jHCI) 154 NEXT I 155 POSITION 11,13:? 'ANY MORE? Y OR N ■ 156 GET 114 ,2 157 IF Z=89 THEN ? ')' 158 IF Z=89 THEN 6OT0 145 159 ? CHR*< 125) 166 ? i? * P ;C» 161 IF X>6 THEN GOTO 165 162 IF X(8 THEN X=X*-1 163 ? :? ■ THERE IS - l '?X;' IN THE A CCOUNT* 144 GOTO 178 165? ;? ' THERE IS I'lXj' IN THE ACC OUT' 178 ? :? 188 IF C*='FEBRUARY' THEN ? '1? FEB -H RH PRINCE ANDREW* 198 IF C*="MARCH" THEN ? 'YOUR DETAILS ■ 288 IF C*= 'APRIL' THEN ? 'YOUR DETAILS 218 IF Ct=W THEN ? 'YOUR DETAILS" 228 IF C§='JUNE' THEN ? 'YOUR DETAILS' 225 IF Ct^'JUhE" THEN ? 'GAS/ELECTRIC/ TELEPHONE BILLS DUE'!? 'FATHERS DAY' 238 IF C*=*JULY" THEN ? '29 JUL - GR#i DHA'S BIRTHDAY' 248 IF CS=" AUGUST' THEN ? "YOUR DETAIL S" 258 IF Ci=*SEPTEMBEr THEN ? 'YOUR DET AILS 1 268 IF Ct=' OCTOBER* THEN ? 'YOUR DETAI US" 278 IF C*= 'NOVEMBER' THEN ? "YOUR (HA ILS" 298 IF C*=' DECEMBER* THEN 7 'YOUR OETA ILS" 298 ? I? 388 POSITION 2,16:? 'FORD - ZURICH * F [AT - PRU' 318 ? 'BUILDINGS - SUN' 328 ? 'CONTENTS - CORNHILL ' 338 ? 'ALL RISKS - GENERAL ACCIDENT ' 345 POSITION 2,21:? 'ANOTHER HONTH? Y ORN' 346 GET 14, Z 347 IF Z=89 THEN CLOSE #4:GGT0 62 358 END 588 REH CHANGE CHARACTER SET 516 CKSET=PEEKae6>*T 528 FOR A=8 TO 1623:P0KE CHSET*256+A,P EEK(224)E256+A) :NEXT A 538 FOR A=8 TO 7 535 READ B 548 POKE CHSET)S256t8tA,B 545 NEXT A 558 DATA 38,51,121,48,248,112,176,255 568 RETURN • — 30 PAGE 6 This page is put aside each issue for the exclusive use of Birmingham User Group Bug Club Call Issue 4 Do you realise how many areas of responsibility there are in organising a User Group? We may not be fully undertaking them all but the ideas are all there and can be fulfilled if enough members want them to be. Or would you rather come along each meeting just for a social evening? The committee don't mind if that is what you want, it is far easier just to book the room and let everybody get on with it. The reason for saying all this is that the response to the items mentioned in the last Club Call was very poor— in fact almost non- existent. Thanks to the member who suggested an alternative meeting place, which we will look into, but apart from that nothing. Nobody is interested in Special Interest Groups. Nobody is interested in education. Is that really true? In the future certain people on the committee will assume responsibility for the various areas of interest so that you will know who to approach when you have any ideas or want to participate. Starting at the top, Mike Reynolds- Jones will be responsible for arranging demonstrations and for liaison with retailers. Mike Aston will be responsible for education, maintaining notice boards and future projects. Keith Mason's responsibilities will include the libraries, Special Interest Groups, special events and looking after the hardware. Angus Irons, who is now Treasurer in place of Steve Gould, will assume overall responsibility for merchandising, but other individuals will be looking after specific items. Mike Reynolds- Jones will be looking after sales of cassettes produced by the Club. Steve Gould will be handling the sale of second-hand software as welt as running the software library and selling blank cassettes. Colin Boswell has found a supply of disks at very reasonable cost whilst Julian Bailey will be looking into the possibility of producing tee shirts and badges. There is even more! Colin Boswell will be in charge of a technical library and Les Ellingham will assist in getting people together in Special Interest Groups. Overall responsibility for ensuring that you get a copy of the magazine will belong to Mike Aston. That's it. It is up to you to make best use of whatever can be arranged. For those of you who have missed the last meetings, we had a demonstration of an American Atari 800 and an American monitor. You know the magazines keep talking about a rtif acting which when you try it produces nice wishy-washy pastel shades on your TV? Not in America it doesn't. Those programs are in full living colour! You wouldn't recognise some of the programs you thought you knew. If you have the money, it is worth investigating the possibility of importing an American machine and monitor. Finally, a test to see how many of you are interested in special demonstrations. Mike Reynolds-Jones would like to get together a demonstration of business software for the Atari with everything he can lay his hands on including AtariWriter, Letter Perfect, Data Perfect, File Manager 800, Financial Wizard, Chipsoft packages and more. If you have any interest in business put your name down. See Mike Reynolds-Jones. For the next Club Call I want reports from each of the people resonsible for the areas outlined above and from any individual member who wants to say something. The copy date will be 1st August. Please write it down. Les Ellingham SEND TODAY TO: I H.REYNOLDS- JONES, 66, CYRIL ROAD, SMALL HEATH, BIRMINGHAM BIS 9TG 1 PLEASE r*WE..CHEQUEygYABL^oajr^ wpwwtfy JJ nmmmmrvwwQwrwi ■ *^^^^m \ hh ii i i "■'■'■■ " " ■ ■ f '■..-.'- '*■*** fc* * * -* *j* .> y* 1* *? *****"* ■**»*;*.. . -. Home, A KTFTArc Entertainment atarI NEWa Pe ** ftwt * Keo^, Ju^y J 9^3 *"**■ about Aomz j ?i we don't &tn h ■ 4AM i fin and ANTIC AMAlOG COMPUTE SOFTS WE' ®z vie, tkz o»?" *** Hiss*- *«« 2^,1* r ^s^rs- ^ ^^ CJ^UtZLTt^L . H oft** a*',* JM n we'Ae /Jr^M*"". iSieta* Ate >*^^«-«o>?J^ - V Wome Entertainme nt atari cent e r ni-iuBwd^Mn^m^AY 021-643 91 00 "Home Entertainment Ud is *n indrprndrnt Jejlci m Ai ji. and associated products, Atan, Atari 400 and Alan UO0 arc rrjd*nurk»of Atari Intf rnatnonal (UK) Ltd. 2S%OFF ATARI SOFTWARE Micro-C have selected the most popular Atari games and utilities software for a very special offer for Page 6 readers. Not only 25% off the retail price, but when you buy 2 or more we'll pay the postage and packing. The catch is that numbers are limited so we suggest you act immediately to save yourself any disappointment. Better still we can accept telephone orders with Barclaycard or Acce ss. These special prices are only available via mail order and not in any of our shops. We only have room to list part of our range. If you want one you don't see ask us. ORDER CODE TITLE CASSETTE,' DISK/ ROM INC. VflT WAS INC VAT NOW 1 Adventure Ln.tl Series (Specify) c £17.99 £13.49 2 Ali Baba D £24.95 £19.71 3 Alien Hell C £14.95 £1121 4 Alien Swarm CD ££1.96 £16.46 5 Asteroids R £29.99 £22.49 6 Asteron IV CD E21.9S £13.41.: 7 Astrawarriors C £19.95 £ 14.96 S Atlack on EP CYG 4 CD £21-99 £16.46 9 Apple Panic D £2 1 95 £16.46 10 Bug Attack C £2;. 96 £16.46 11 Bug OH CD £21.95 £16.46 12 Candy Factory D £26,60 £19.35 13 Canyon Climber C £19.95 £14.96 14 Chicken CD £26,50 £19.&B 15 Claim Jumper CD £2B.50 £19.12 16 C1<5whh& Balloons C £19-95 £14.96 17 CrypN of Terror c £21.35 £16,46 ia Cycled D £19.95 £14.96 19 David's Midnight Magic D £21.95 £16.46 2C Dragon's Eyp CD £21.95 £16,46 21 Embargo R £29.95 £2146 22 Escape from Volcan's Island D £21.95 £16.46 83 Fantastic Voyage R £25.95 £1946 24 Firebird R £29. 9S £22.46 25 Ft Apocalypse C £21.95 £16.46 25 Ft Apocalypse D £39.95 £22.46 38 Frogger D E24.&5 £18.71 37 Generic Drift CD £21.95 £ia46 23 Gorf D' £24.96 £18.71 28 Gorf R £29.95 £2246 29 Guardians of Gam CD £21.9S £16.46 30 Hazard Run CD £21.95 £16.46 31 Hockey CD £21.95 £16,46 32 K-razy Series R £29.95 £22,46 33 Labyrinth C £21.95 £16-46 34 Legionnaire C £27.50 £20.63 34 Legionnaire D £29.95 £22.46 35 Magatari C £10-93 £621 35 Magatan D £13,50 £10.13 36 Marathon C £19,95 £14.96 37 Matchracer C £21.95 £16.46 38 Missile Command R £29.99 1:23.49 39 Monster Maze R £29.95 £22.46 40 Moonbase I/O C £2196 £16.46 41 Mousattack D £24.95 £18.71 42 Nautilus C £25-50 £19.13 42 Paint D £27-50 £20 63 44 Plaltermania CR £29,95 £22 46 49 Mahal] CD £21.95 £16.46 46 Pathfinder D £24 95 £13.7L 47 Prep pie CD £21.95 £16-45 48 Rear Guard C £16.96 1 1 3 7 L 49 Hebe! Probe C £21.95 £16.46 50 Hobby the Robot Catcher CD £21.95 £16,46 SI Software Automatic Mouth D £44.95 £33.71 53 Sands of Egyp: D £29.95 £22.46 ORDLB CODE TITLE cassette/ disk; ROM INC. VAT WAS INC, VAT NOW 53 Sea/ox D £211,95 £16.46 54 Sentinel CD £21.95 £16.46 95 Shamufi CD £24.95 £16.71 55 Shamus R £29.95 £22,46 5-6 Shooting Gallery C £21.95 £16.46 97 Sky Rescue CD £17.95 m.46 36 Snake Byte CD £21.95 £16.46 S9 Slime C £21 95 £16.46 69 Slime D £29.95 £22.46 60 Snooper Troop D £29.95 £22.46 61 Sea Dragon CD £31.93 £16.46 62 Soccer CD £21.35 £16.46 ea Space Ace C £19.95 £14.96 64 Space Shuttle D £21.95 £1^46 65 Start ase Hyperion C £17.96 £13,46 65 Starbase Hyperion P £19.96 £14.96 66 Stare toss D £25.95 £21.71 67 Strains CD £24.95 £16.71 68 T T Racer C 119,95 £14.96 69 Ttatk Attack D £21.95 £16.46 70 Tigers in the Snow CD £29,95 £22.46 71 Santa Cruz Tricky Tutorials No s. VI (Specify) c; £17.96 £13.46 72 Tumblebuga D £19.95 £14.96 73 Turmoil R £25.96 £19-46 74 Tuttt Frutti D £21.96 £1646 75 Up Up and Away C £21.96 SI 6 46 76 Upper Reaches of Aeptiai C >. : ■* 95 £11.21 77 Wizard of Wor D £24.95 £16.71 77 Wizard of Wo r R £29.95 £2246 76 Wordmania C £14.95 £11.21 79 Warlocks Revenge D £27.95 £20.96 SO Word: jcu D £21.95 £ 1 6.46 61 7.crk D £29.95 £2?..4<i Ft To Mjcto-C, 635 London Road High Wycombe, Bucks HP1 1EZ. Telephone: (04&4J 40262 (Contact J. Stuart). Please send me the following items of software:: ORDER CODE C.DorJt QTY PRICE ORDER CODE C.CKirR QTf PRICK TOTAL TOTAL Add £1 for p&p if only 1 item is ordered t enclose a cheque for TOTAL Please charge my Access/Barclaycard no. Signed Address Please allow 28 days for delivery. _l