HCW8303.TXT
Issue #2, 15.Mar.83, pages 24-28

Hours of fun: 21 programs for your 1K ZX81
A bumper selection of programs written for the 1K ZX81 running in SLOW mode and presented by Dominic Stocqueler

Some of these programs will also run in FAST mode or on an 8K ROM ZX80, but remember to POKE 16437 with 255 after every PAUSE statement.
	In certain listings the hash symbol (#) appears and this represents a critical space. Lower case characters represented shifted graphic characters.

Program 1 - Space Shuttle
Follow the instructions given to land the shuttle within the time limit. Level 5 is the easiest.

Program 2 - Skier
This program and Program 3 illustrate the difference in speed between BASIC and machine code. Here the object is to ski as far down the course as possible without crashing into the trees. Keys 5 & 8 move left & right repsectively.

Program 3 - Starship
Machine code plus BASIC. Guide your ship through a star field without colliding with a star. Key N moves left and key M moves right.

Program 4 - Mastermind
Guess the 4-digit number the computer holds. Each digit of your entry should be between 0 & 6. A black square represents the right number in the right position and a grey square represents the right number in the wrong position.

Program 5 - Trap
Make as many moves as possible without moving onto a black square. Movement is controlled by keys 5,6,7 & 8.

Program 6 - Chemistry
This short program will deduce the structure of an atom when given the element's atomic number & atomic mass.

Program 7 - Pattern I
This short listing plots the pattern you see below.

Program 8 - Fruit Machine
Try this program only if you feel lucky ...

Program 9 - Guess the Number
A classic computer game with full instructions included.

Program 10 - Etch
A program to draw lines in the directions shown on keys 5,6,7 & 8. Key zero will clear the screen, key 9 will copy the screen if a printer is attached and keys 1 & 3 determine whether a black or white line is drawn.

Program 11 - VAT
Enter an account name and job cost and this program will print out in tabular frm the Value Added Tax on the job cost and VAT plus job cost. The program also keeps running totals when "END" is entered as the account name.

Program 12 - Kaleidoscope
Watch the pattern build up five by five. Variations can be achieved by altering the value of R in line 10, T in line 20 and the value added to R in line 60.

Program 13 - Maze
The aim of the game is to direct the X from one side of the maze to the other. A harder maze is generated after each success.

Program 14 - Clef
This program will print a treble clef and then plot a note on one of the lines. It will then name the note and repeat the process.

Program 15 - Munch
Eat as many black squares as possible within the time limit. Keys Q & A move up & down and keys Z & X move left & right.

Program 16 - Simon Says
The computer will flash a letter or number on the screen and you have to enter it, plus any previous letter or numbers. If your answer is wrong the computer will show the mistakes and give a score.

Program 17 - Space Maze
Visibility is poor, but your mission is to fly through a narrow gorge without hitting the sides or any other obstructions. Key 5 moves your ship left and key 8 moves it right.

Program 18 - Sequences
Is your brain a match for the computer? Try finding the next number in the sequence it displays.

Program 19 - Junior Maths
This program poses 10 simple arithmetic questions. It will also tell you how many answers were correct.

Program 20 - Pattern II
A simple program to plot the pattern shown.

Program 21 - Sewer
You have just fallen down an endless sewer. Beware of touching the sides or the contents. This is not a game for the faint hearted.
