SINCLAIR PROGRAMS, June 1983
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BEAT THE BARRAGE
----------------
YOU ARE a pilot with five aircraft and your mission is to cross the screen 10
times, to drop 100 bombs. Your way is impeded by a number of barrage
balloons, which explode an aircraft when they are hit. Difficulty levels
range from leisurely speed five to the fast and furious speed one. This
program was written for the 16K Spectrum by David Rands of Harlington,
Bedfordshire.


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BEETLE RUN - G.Lyons (Sinclair Programs-June 83-Page 26)

You are a beetle, scurrying around the screen of Your Spectrum. Your aim is
to move as many times as possible before you die. You must avoid the blocks
which keep appearing around you. If you are surrounded by blocks, or walk
into one, the Death March will play and your score will be displayed. Move
using the normal cursor keys.
 The program was written for the 16K Spectrum by G.Lyons of Porton, Wiltshire.

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TYPE: Arcade

COMMENT:


This info file was typed by Michael Bruhn

Downloaded from:
Desert Island Disks -- http://www.image.dk/~frankie/
Maintained by:
Michael Bruhn -- frankie@image.dk


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BLASTER
by Stephen Culley
from Sinclair Programs, June 1983

Two players are required for Blaster, an unusual fight-to-the-death
maze game from Stephen Culley of Lowdham, Nottinghamshire.
	At the beginning of the program you are presented with a
choice of six venues in which to confront your enemy, most of them
varieties of maze. In all situations your task is the same - to swivel
your laser base, blasting through any obstacles, until you can zap
your opponent.
	The green laser base is spun right with the O key, left with
I, and is propelled forward in any one of eight directions with P. Its
laser is fired with U. Player red goes forward with A, spins right
with S, left with D and fires with F. The various positions of the two
characters, bearing an uncanny resemblance to the Clockman figure in
our November/December issue, are shown in line 30 where they should be
entered by graphic A to H.
	Maze choice number three, incidentally, gives the user the
opportunity to create his own maze. To exercise that option, manoeuvre
the flashing cross with the cursor keys and input 0 to leave a block.
Press ENTER when the maze is complete. (48K Spectrum)


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BRICKY - Stephen Redman (Sinclair User-June 83-Page 15)

You are a bricklayer, erecting a green wall. The computer plays the part
of another bricklayer, producing a yellow wall. The first player to bump
into a wall loses the round. An added complication is the appearance of
black muddy holes on the screen. If you walk into one of them you lose
five points but if you can force the computer into one you score five
points. Move up using "Q", move down by using "Z", move left by using
"I", and move right by using "P".
 This fast-moving game was written for the 16 or 48k Spectrum by
Stephen Redman of Sunderland, Tyne and Wear.

------------------------------------------------------------------------------
TYPE: Arcade

COMMENT:


This info file was typed by Paul Jenkinson.

Downloaded from:
Desert Island Disks -- http://www.image.dk/~frankie/
Maintained by:
Michael Bruhn -- frankie@image.dk


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DEPLOYMENT STRATEGY
by Jerome Laskowski
from Sinclair Programs, June 1983


Deployment Strategy is a game of tactics and cunning which was sent by
Jerome Laskowski of London SE6 for use on the 16K ZX-81.
	The enemy's regiments are lined up on the battlefield at the
left of the screen. Your less willing soldiers arrive, a regiment at a
time and, by keying in a letter between A and J, you position them on
the front line where they fight against the equivalent enemy force and
the stronger wins a point.
	The victorious regiment then moves to the right of the screen,
where it takes position for the next battle.
	As a further text of your skill you must estimate before each
battle how many fights your troops will win. A correct answer earns
three bonus points, an incorrect one means you lose three points.
	The war ends when either you or your enemy has a lead of 10 or
more points at the end of a battle.


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DODGEMS - P.D.Loach (Sinclair Programs-June 83-Page 10)

Dodge the coloured squares and avoid crossing your own trail. A familiar game
but extremely well-written. Colourful graphics and fast-moving characters are
all packed into around 2K of memory. The speed is so fast that on its highest
level it defeated its author.
 It is one of a batch of excellent programs for the 16K or 48K Spectrum which
were written by P.D.Loach of Hadleigh, Suffolk. Try this program - it is very
impressive.

------------------------------------------------------------------------------
TYPE: Arcade

COMMENT:

This info file was typed by Michael Bruhn
The game was typed in and modified by Paul Jenkinson.

Downloaded from:
Desert Island Disks -- http://www.image.dk/~frankie/
Maintained by:
Michael Bruhn -- frankie@image.dk


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ESP
from Sinclair Programs June 1983

Do you want to know if you can see the future?

Andrew Macgregor of Rainhill, Merseyside, sent ESP, an irresistable
routine for testing your pre-cognitive abilities. Five abstract symbols
are displayed and you are invited to decide which will be selected.

You have 25 attempts and could expect, on a strictly statistical basis,
a success rate of 20 percent, that is five. Any variation on that figure
is significant.

Everyone in the office seems strictly first-sighted, but we feel sure
that some of our readers will prove to be paranormal. (16K Spectrum).


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GOLD
----
HURRY AROUND the cave picking up the golden coins. The evil trolls are out to
get you. Find as many coins as possible before they trap you or you run out
of air. Underlined letters should be entered in graphics mode. Underlined
minus signs should be entered as inverse minus signs. Gold was written for
the 16K Spectrum by Ryan Mills of Fulwood, Lancashire.


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LETHAL LANDSCAPE
----------------
YOU FLY through the air, using keys 6 and 7 to move up and down. You must
shoot as many flying bombs as possible, using any other key. Avoid crashing
into the landscape or the game will end. The game was written for the 16K
Spectrum by John Hopper of Solihull, West Midlands.


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LINE FOUR
---------
VALERIE JAMIESON of Glasgow sent this computerised version of a traditional 
game, which can be played on the 16K ZX-81. You and your rival attempt to 
complete a line of four squares, while each tries to prevent the other 
completing a line.
  Graphics instructions are given in an abbreviated form in lower-case letters
in brackets. Lower-case 'g' stands for 'graphic' and lower-case 'i' stands for
'inverse'. Thus 'is' stands for 'inverse space', 'i1' for 'inverse 1', and 'g6'
for 'graphic 6'.


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MATRIX
by T.J. Marrow
from Sinclair Programs, June 1983


Matrix is one of those rare but excellent routines in which the
computer answers back. It is a game of strategy requiring you to move
a flashing cursor across a matrix of numbers, collecting the highest
available values by hitting the 0 key.
	The restrictions are that you can move only horizontally and
that you must avoid giving the computer, which moves vertically, any
access to the high numbers. The winner is the player with the highest
score when more moves are impossible. Instructions and prompts are
contained within the game and a running score is kept.
	The computer plays very well, obviously in its element with
the requisite number-crunching, and in our tests it managed to win
more often than not.
	An interesting and original listing from T.J. Marrow of
Wirral, Merseyside. (16K ZX-81)


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MOON SHOT
---------
LOOKING into the sky you see a remarkably familiar figure flying across the
Moon on a bicycle. You raise your gun and, by pressing "F", you fire. If you
are successful the cuddly alien will fall to the ground and you catch it in
your basket, using keys 5 and 8.
Can you catch all the aliens and have the Moon men declared extinct? Can you
eat your dinner after playing this game, which was devised for the 16K
Spectrum by Jonathon Baird of Northwich, Cheshire?
The bicycle on lines 60, 130 and 3630 is made up of graphic "A" and graphic
"B". The spot on lines 50, 120 and 3630 is graphic "C" followed by graphic
"D".


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SAVE ROMEO - M.Green (Sinclair Program-June 83-Page 13)

Romeo stands on a see-saw, trying to leap to the balcony above.
You stand on the opposite building and drop down a weight
between 1 and 14 which will land on the other end of the
see-saw and send him shooting up to the balcony. If you
pick the wrong weight he will travel to far or fall short,
and be smashed to a pulp.
The program was written for the 16k Spectrum by M Green of
Maidstone, Kent.

------------------------------------------------------------------------------
TYPE: Arcade

COMMENT:


This info file was typed by Paul Jenkinson

Downloaded from:
Desert Island Disks -- http://www.image.dk/~frankie/
Maintained by:
Michael Bruhn -- frankie@image.dk


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SEA LANDING
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YOU ARE a helicopter pilot, trying to land on a ship in a stormy sea. Use
cursor keys 5, 6, 7 and 8 to land on the deck. Beware, though, the ship finds
it difficult to maintain its position for long and is apt to move as you are
descending on it. When you have made a successful landing your time will be
displayed. Sea Landing was written for the 16K Spectrum by Georgea Saunders
of Stockport, Cheshire.


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SPECTRAL PIANO
by Tim Whittaker
from Sinclair Programs, June 1983


We had a good deal of difficulty selecting a Spectrum piano-playing
routine for the magazine. Fourteen-year-old Tim Whittaker of Cardiff
faced stiff competition, most notably from Paul Matthews, before
winning the nomination with his clear and easily-mastered Spectral
Piano.
	Whittaker has been programming for two years, during which
time he upgraded his machine from a ZX-81 to a Spectrum. He is a
completely self-taught programmer, as there has, as yet, been no
opportunity for him to study computing at school. He wrote the program
in one day, basing it on his knowledge of the piano. Once he has
mastered machine code he hopes to be able to develop it further and
give his Spectrum the full capabilities of an electronic organ.
	When the program is RUN the screen shows a section of keyboard
with keys which appear to move. Pressing the appropriate key causes
the notes played to be raised or lowered by an octave, giving a range
stretching from bottom C to top B. It is likewise very easy to vary
the length of the note - any key from 1 to 9 will change it instantly.
	All instructions are included in the program. Capital letters
in quotation marks in lines 400 to 500 should be entered in graphics
mode. (16K Spectrum)


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