MINEFIELDS
by D.G. Lomas
from Sinclair User #7 (October 1982)

Formula One racing drivers might be able to handle our Minefields game
for the 16K ZX-81. Your mission is to steer across 10 minefields at a
dizzying speed using cursor keys 6 and 7. Cross a field successfully and
you will find that your next trip will be more difficult.

We found ourselves out of breath after every excursion, because of the
speed or because we were destroyed. Perhaps a little PAUSE somewhere.

Submitted by D.G. Lomas of Dukinfield, Cheshire.


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FERRY
by Michael Simmonds
from Sinclair User #7 (October 1982)

If the test of a good program is that we cannot tear ourselves away to
write the review, Ferry passes. It is not a complicated routine but the
cursor keys produce such an instantaneous reaction that the game has a
strange hypnotic fascination of its own.

The display shows one port at the top and three at the bottom. One point
is awarded for each round trip and an extra ship once all the cargo - 12
loads - is transported successfully. Control the ferry with keys 5 and
8, and do not go back to an emptied quay. Sent by Michael Simmonds for
the 16K ZX-81.

Graphics notes:
80 - graphic 4
135 - graphic 8, inverse space


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ARITHMETIC RACE
by Janet Whittaker
from Sinclair User #7 (October 1982)

Children will love Arithmetic Race and teach themselves to add in the
process. It is an educational game for three children which challenges
them to race against each other across the screen. Each correct answer
advances their asterisk one place.

Seasoned programmers might try tightening the listing and perhaps adding
a few extra graphics. Sent by Janet Whittaker of Bilsborrow, near
Preston for the 16K ZX-81.

[I added the players' names above each track. JimG]


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MATH MAZE
by ?
from Sinclair User #7 (October 1982)

Math Maze is an educational program for the unexpanded ZX-81. It is a
good concept. The user inputs N, S, E and W to direct D through a maze
to the Exit. Along the way there are deadly maths monsters which must be
appeased with a correct calculation.

When you have reached the letter E of the Exit, the game ends with a
display of the time taken. There is a great idea here. Perhaps our
readers could find some way to sharpen up the graphics?

Graphics notes:
100 - seven spaces, two graphic As, inverse O, two graphic As, four
spaces, graphic A, inverse O, two graphic As, three spaces, two graphic
As, inverse O, two graphic As; two graphic As, inverse O, two graphic
As, two spaces, two graphic As, inverse O, two graphic As, three spaces,
graphic A, inverse O, EXIT; (repeat second unit); (repeat first unit).


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FISHERMAN
by Colin Link
from Sinclair User #7 (October 1982)

Fisherman is a very straightforward game for the computer novice. It
works on the unexpanded ZX-81.

Your are the eponymous fisherman. Cast with key F and, if successful,
continue the game with any key. From Colin Link of Rickmansworth,
Hertfordshire.

Graphic notes:
10 - space O; space, inverse space, graphic 7; graphic 3, graphic 1,
graphic 5
410 - graphic 3, graphic E, three graphic spaces, graphic W, two spaces,
graphic 3, inverse space, graphic 1
420 - ten inverse spaces
430 - graphic R, nine inverse spaces
440 - graphic 2, inverse shifted V, three inverse spaces, graphic E, two
spaces, graphic 2, inverse space, graphic 4


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BATTLESHIPS
by Michael Owen
from Sinclair User #7 (October 1982)

Did you play Battleships at school? Blunt pencils gripped in grubby
fingers. Hands cupped around the graph paper to prevent the other fellow
from cribbing.

We have an altogether more elegant way of doing things, supplied by
Michael Owen of Southport, Merseyside for the 16K ZX-81. The display
shows two boards, yours and that of the computer. Press NEWLINE and
enter the co-ordinates of your navy, letter first. WHen you have
finished, the screen will be modestly obscured while the machine lays
out its own battle line.

Each side then takes turns at firing three shells into the midst of the
opposing armada. You do it by entering co-ordinates as above. And
England expects ...


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CALENDAR
by William Mitchell
from Sinclair User #7 (October 1982)

For all witches, warlocks and wizards, we have a quick method of calc-
ulating the day on which people were born. No tongue of toad required.

Input the date - anything from 1752 to 1999 - and the computer will
display the day of the week on which that date fell.

Calendar is the neatest program we have had on this subject, submitted
by William Mitchell of Welton, Lincoln, for the unexpanded ZX-81. The
program is well worth close examination.


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Leap Improves Calendar

I was interested to see William Mitchell's program Calendar - Sinclair
User, October - as, several years ago, I wrote such a program for the
Sinclair Cambridge programmable calculator based on the same method of
calculation.

There appears to be an error in the program in that it calculates the
years 1800 and 1900 as being leap years, which they are not. That
results in an incorrect answer being given for the months of January
and February of those years - try December 31 1799 and January 1 1800,
which will be given as a Tuesday for both dates. The program can be
corrected by:

  55 IF A=0 AND B<=2 THEN LET A=1

That will have the effect of correcting the error, at line 90, of
subtracting 1 for all years divisible by four without remainder.

Derek Brown, Innsworth, Gloucester.


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BOMB DISPOSAL
by Tim Grubb
from Sinclair User #7 (October 1982)

You are alone in your living room, your watch at the repairers, and you
discover a time bomb in the cellars. You have eight minutes to defuse it.

You have a choice of different actions, each of which will take different
lengths of time and give you greater chances of survival. First, you can
study a Bomb Disposal manual. That takes one to six minutes but gives
you a greater ability to narrow the choice of wires to snip. Second, you
can spend one to five minutes looking for a spanner. You will have some
advantage from that. Last, quickest and least useful, you can try a
treble gin.

An interesting idea, though it suffers from the limitations of all
purely random games. Perhaps our readers can introduce a little skill
into the routine.

Submitted by Tim Grubb of Leicestershire for the 1K ZX-81.


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--
Another Fine Product transcribed by:
Jim Grimwood, Weardale, England (http://www.users.globalnet.co.uk/~jg27paw4/)
--
