SINCLAIR PROGRAMS, August 1983
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FALL THROUGH for Sinclair ZX-81
by R Entwistle
from Sinclair Programs, August 1983

A board is displayed, comprising horizontal and vertical strips, each
with several holes in it. Each strip can be moved to three positions
and the markings at the bottom and right-hand side indicate where they
start.

If a horizontal strip has a hole in the play area it is shown as a gap
in the line. If a vertical strip has a hole in the play area it is
visible only when it coincides with a hole in the vertical strip, in
which case it appears as a hole.

The game begins with the two players taking turns to set their numbers
on the board. Player one moves the cursor with keys 2, Q W and A and
sets a number with Z. Player two moves the cursor with 0, O, P and L
and sets a number with ".".

When each player has set eight numbers the cursor will move to a
slightly higher position on the screen. Players must then take turns to
choose a strip to move. The cursor then moves along the left and top of
the board, so that a control key in line with the edge will move the
cursor, and a control key in line with a strip will move that strip.
When the strips are moved so that a number stands on a hole it will
fall through and vanish. The object of the game is to remove all your
opponent's numbers.

Fall Through was written for the 16K ZX-81 by R Entwistle and son of
Cheltenham.


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INVADERS

LESLIE ROBINSON and Trevor Leeming of Rotherham, South Yorkshire have speeded
this short space invaders program by writing part of it in machine code. The
object is to kill as many space invaders as possible before you run out of
fuel or your laser over-heats.
  To enter the program first enter the short program lines 1 to 80. RUNning
that should produce two quotation marks at the bottom of the screen. Next, the
three columns of numbers should be entered. Enter each two digits separately
and work horizontally across the columns. Thus you would begin by typing 2A ENTER
and proceed to type 0E ENTER.
  Once all that data has been typed in, RUN the program again to place all the
machine code in line 1. Lines 10 to 80 should then be deleted. The remaining
line 1 containing the machine code should then become line 1 of the main
program (16K ZX-81).


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LASER BLAST

STOP THE ALIENS landing at their base on the planet Krypton. You have six laser
bases, each of which is activated by the correspondingly-numbered key on your
16K ZX-81. As the aliens do not move smoothly but jump it is not sufficient to
press one key continuously.

Laser Blast was written by Philip Cole of Rickmansworth, Hertfordshire.


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MAZE MONSTERS (Maze Escape) for Sinclair ZX-81
by Tomas Whitlock
from Sinclair Programs, August 1983

A new phenomenon is replacing the squashed frog games which used to
dot the pages of Sinclair Programs. Hapless programmers are being
trapped in mazes of great complexity, with an assortment of enemies
and handicaps confronting them. The number of ways in which a maze can
be used is growing steadily.

Tomas Whitlock of Hull confronts 16K ZX-81 users with a maze of which
only a small area can be seen at one time. While scratching for the
exit you have the chance to gain points by killing monsters and
picking up treasure. Full instructions are given once the program is
RUN.


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