SINCLAIR PROGRAMS, August 1984
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ALFA ATTACK (Alpha Attack) - Paul Stuhlfelder (Sinclair Pr.-August 84-Page 23)

A LETTER appears on the screen and heads towards the flashing magnetic field
on the right. You have to prevent the letter penetrating the magnetic field
by pressing the corresponding letter on the keyboard. As each phase is com-
pleted the field moves nearer, giving you less time in which to press the let-
ter.
 Alpha Attack was written for the 16K Spectrum by Paul Stuhlfelder of Gwynedd,
N.Wales.


This info file was typed by Michael Bruhn


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BOUNCING BALL
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MOVE ROUND the maze collecting diamonds and swords. It is not so easy as it
sounds, as you will be pursued by a bouncing ball. When you have collected
all the objects in the maze you have to go to one of the secret passages.
Bouncing Ball was written for the 48K Spectrum by David Creighton, aged 14,
of East Didsbury, Manchester.


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GHOST MONSTER - Martin Walker (Sinclair Programs-August 84-Page 42)

THE LEADER of the ghost monsters has sent you on a secret mission to find the
munchies' power forest. You have completed that task and must make your way
back to headquarters. There are several patrols you have to pass to reach HQ.
Wait for a convenient moment and slip into line in the patrol until you reach
the next exit.
 Ghost Monster was written for the 16K Spectrum by Martin Walker of Rugeley,
Staffordshire.


This info file was typed by Michael Bruhn


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ICABOD THE FROG - D.Mellor (Sinclair Programs-August 84-Page 46)

DEFEND your spaceship from Icabod The Frog by hitting it 10 times with your
laser gun. Your spaceship follows a fixed path and at the beginning of the
game you can choose the speed at which it travels. When Icabod turns red you
have to hit it once more to proceed to the next level where you will have less
time.
 Written for the 16K Spectrum by D.Mellor of Keyworth, Notts.


This info file was typed by Michael Bruhn


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ICEBERG
-------
COLLECT FOOD supplies for the penguins from a remote area of the South
Atlantic. When you leave the boat you discover that the food is stored on an
iceberg which is melting slowly. You have the ability to jump out of deep
holes and also to dig and fill in the smaller holes. Iceberg was written for
the 16K Spectrum by Kim and Kerry Tomlinson of Parkside, Stafford.


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JAM SEARCH - M.Bradford (Sinclair Programs-August 84-Page 17)

FLY THROUGH one of two caverns to collect jam hidden in the tunnels. Use the
cursor keys to steer through the caverns and try to maintain control of the
helicopter as it is blown about. The score is recorded each time the jam is
collected and, as one route is more difficult, the points are awarded accor-
dingly.
 Jam Search was written for the 16K Spectrum by M.Bradford of Heywood, Lancs.


This info file was typed by Michael Bruhn


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MANIAC AXE (Manic Axe)- Carl Thompson (Sinclair Programs-August 84-Page 15)

MANIC AXE was written for the issue one or two 16K Spectrum by Carl Thompson,
aged 13, of Hessle, N.Humberside. Avoid the axe which homes-in on you and try
to survive for as long as possible. The keys to use are Q and A for up and
down and O and P to move left and right. You can also move diagonally because
the program uses the 'IN' function.


This info file was typed by Michael Bruhn


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MPG
---
USING keys 5 and 8 you have to drive from London to Aberdeen. You have 6,000
cash units and a full tank to start. When you reach a filling station you
must decide if you need petrol and also if the price is reasonable. If you
reach Aberdeen withOut running out of fuel or cash you will be booked into
the Aberdeen Hilton as a reward. MPG was written for the 16K Spectrum by
Douglas Killen of London NW11.


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MUTANT ARACHNID
---------------
Clear the maze of the spider's eggs. You will be pursued by a mutant arachnid
determined to protect the eggs. There are eight mazes to complete and each is
more difficult than the previous one. Mutant Arachnid was written for the 16K
Spectrum by Kristian Derry, aged 15, of Ilford, Essex.


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Q-BERT (Colour The Pyramid) - Simon Baines (Sinclair Programs-August 84-Page 5)

There is a myth that all good programs are long and complicated. For those
who write programs in a hurry that may be true but if you think about the
program first, you can have results such as COLOUR THE PYRAMID. It is based
on the popular game Q*BERT. The graphics are superb and it is worth the ef-
fort to type-in.
 In this version, you play the part of a little man who must jump from square
to square on a 3D pyramid, colouring the pyramid blocks as you go. You can
move up and down but all movement is diagonal. To move in the game the A,Z,K
and M keys are used.
 When you jump on to a square, it will be filled with the colour shown on the
top left of the screen. After the whole pyramid has been filled-in, you move
to the next sheet, where it is necessary to jump on the squares twice for them
to be coloured correctly.
 Colour The Pyramid was written for the 48K Spectrum by Simon Baines of Felix-
stowe, Suffolk. He took approximately five hours to write it and has owned a
Spectrum for a year, having previously had a ZX-81 for six months.
 The POKE in line 5 ensures that the response to the request for instructions
is in upper-case. If instructions are required, the routine at line 3000
prints them. Line 3050 waits for the player to press a key as well as playing
a note.
 The routine at line 6 initalises the score counters and prints a string of
zeroes for score and high score. The reason is that the scores will be prin-
ted over the zeros, thus giving a neat effect. Lines 40 to 60 draw the pyramid
and those lines contain two conditional loops. Line 40 prints each block of
the pyramid. After that, the discs are drawn at line 70 and the starting po-
sitions for the ball and snake are at lines 101-102.
 The main routine of the program, one large loop at lines 120-390, follows.
There several operations are performed. First, a test is made to see if the
user is moving the man - line 130. If not, a jump is made to the movement
routines for the ball and snake; remember, the ball and snake can move even
if you do not.
 If you have decided to move, lines 140-165 test to see which way you will
move. Immediately after that, two tests have to be made. First, a check in
line 171 is made to see if you have fallen from the pyramid; if so, the line
also contains a loop to draw the man falling. Next, a test is made to see if
the block to which you are about to jump is not coloured; if that is so, it
is coloured at line 180.
 The remaining major action of this routine is to find your position and alter
the direction of the snake and ball, to a limited extent; it is done at lines
280-310.
 Last, the main routine can also call a jump to other routines - listed. They
perform tasks such as start the game, move to next sheet, and so on.

MAIN ROUTINE
2-5       Instruction prompt.
6-35      Initialise scores.
40        Print pyramid block.
50-102    Draw pyramid and initialise movement variables.
120-390   Main routine - see text.
400-440   Caught routine.
1000-1010 Completed pyramid.
2000-2050 Move disc.
3000-3060 Print instructions.
4000-4002 Save game routine - use after written.
9900-9916 User-definable graphics data.
9900-9999 Wait message and read data.

POKES USED
FLAGS2 (23658) Ensures upper-case input.
Line 9990      Pokes data into UDG area.

STRINGS USED
A$        Used for all user input.

VARIABLE USED
FI        Holds current number of blocks filled.
HI        High score.
SC        Holds current score.
LIV       Number of lives.
SH        Holds current sheet - round - number.
X         Line position of block.
Y         Character position of block.
F         Used as index for last-row drawing.
B1        Line position of ball.
B2        Coloum position of ball.
S1        Line position of snake.
S2        Coloum position of snake.
A         Line position of man.
B         Coloum position of man.
D         Holds - random - movement pointer for ball and snake.
IK        Holds current ink number of block.
L,M & T   Indices used when drawing pyramid.


This info file was typed by Michael Bruhn


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RING RING (Answer The Phone) - Michael Batty (Sinclair Pro.-August 84-Page 10)

ANSWER THE PHONE before the caller hangs up and you lose a life. There are two
floors with six telephones on each floor. When the telephone rings you must
answer it as quickly as you can before you run out of time. If you are on the
wrong floor you have to use the lift to reach the proper level. The lift
doors open and close automatically and you must use keys 5 and 8 to move left
and right.
 Written for the 48K Spectrum by Michael Batty of Chester le Street, County
Durham.


This info file was typed by Michael Bruhn


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SHIPWRECK - G.Creasey (Sinclair Programs-August 84-Page 17)

CAPTAIN your ship using keys 5 and 8 and pick up the survivors of a storm.
Avoid the icebergs, as crashing into one will destroy your ship.
 Shipwreck was written for the 16K Spectrum by G.Creasey, of Ashford, Kent.


This info file was typed by Michael Bruhn


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SIEGE (Mole Attack) - Mark Rowland (Sinclair Programs-August 84-Page 59)

DESTROY the castle by releasing bombs and directing them to the turrets. Each
time you drop a bomb the mole moves one step nearer the base of the hill on
which you are standing. If the mole eats its way through the base of the hill
it will collapse and you will fall to your doom.
 Mole Attack was written for the 16K Spectrum by Mark Rowland of Hillingdon,
Middlesex.


This info file was typed by Michael Bruhn


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