TELL ME
by Daniel Wolfe
from Sinclair User #15 (June 1983)

Daniel Wolfe of Muswell Hill, London has adapted Tell Me for the 16K
ZX-81. The computer asks a question, such as "A river beginning with A".
The first player to find an answer enters their initial and thus wins a point.

When each question has been asked,  player's scores will be displayed.
If a question is asked which no-one can answer, the letter can be
changed by pressing NEWLINE. More questions can be included after line 500.

The questioning game is successful because, although the questions
remain the same, the initial letter always varies.


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TANK BATTLE
by William Webb
from Sinclair User #15 (June 1983)

Collect two treasure vases, or destroy your opponent before they destroy
you. Those are the game's aims of Tank Battle, written for the 16K
Spectrum by William Webb of Woking, Surrey.

You must negotiate blockades, avoid bombs and collect fuel at special
dumps. Remember not to shoot the bombs or you will be destroyed. It is
an exciting game which needs two players.

All underlined letters should be entered in graphics mode, except the
letters "isp" on lines 560 and 570 which should be entered as an inverse space.


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CASSETTE (aka. Oscilloscope)
by Robert Horsfall
from Sinclair User #15 (June 1983)

Oscilloscope uses the IN function to scan the MIC and EAR sockets. It
then draws the response on the screen, acting like an oscilloscope. By
recording your voice on cassette, playing that back while the program is
running, you can obtain a representation of your voice pattern on-screen.

The program was written for the 16K Spectrum by Robert Horsfall of
Eastburn, Yorkshire.


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GRAPHIC DESIGNER (User-Defined Graphics)
by Paul Aylin
from Sinclair User #15 (June 1983)

Paul Aylin of Dundee has written a program for the 16K Spectrum to help
users design their user-definable graphics. An eight by eight grid is
printed and you are asked to input the name of your character - any
lower-case letter from "a" to "u". You can then complete the grid, using
"1" to draw a black square and "0" to draw a white square.

At the end of each line, both the binary and the decimal number for that
line are displayed. On completion of the last line, the completed
graphic is displayed above the grid. There is also a provision for mis-
takes and artistic inspiration - each line can be changed if "2" is pressed.


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PHOENIX TOWER
by Colin Hunniford
from Sinclair User #15 (June 1983)

Your quest begins as you find yourself in the dark on the first floor of
a fifteen-level tower. Your ultimate goal is to climb the tower and find
the Great Jewel of Light. On the way you must find keys, armour and many
other objects which are essential to your progress.

Opposition is in the form of weird and wonderful creatures which appear
from the gloom and which must be destroyed. With luck you will climb the
tower, find the jewel and find the ring which tells you how to leave the
tower. You may even be helped by the Great Wizard.

Enter "INFO" to obtain a complete vocabulary list, including the code
numbers of certain vital objects. Commands should be entered when
"NEXT?" is displayed. To use an object, enter its code number.

The program was written for the 16K ZX-81 by Colin Hunniford of Berkham-
sted, Herts, and is the first adventure game to be published in Sinclair
User. We hope that, as well as providing enjoyment, it will also provide
hints and inspiration for those interested in writing adventure games.


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MOLE
by Simon Reeve
from Sinclair User #15 (June 1983)

Steer your tunnelling Mole through the ground. Hitting a stone will
cause you to lose a life and hitting the border will kill you. If you
remain still, or hit your tunnel, you will lose some energy. Eating a
worm "U" will move you to another screen. The program was written for
the 16K ZX-81 by Simon Reeve of Chessington, Surrey.

Graphics instructions are given in lower-case letters within brackets. A
space is represented by 'sp', a graphic character by 'g', and an inverse
character by 'i'. Thus 'gh' represents graphic H.


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MEXICAN GUNNER
by R Tutton
from Sinclair User #15 (June 1983)

You stand in the desert, wearing your sombrero, determined to shoot
every cactus in sight. Every time you fire your gun the cacti all move
around. You have a time limit in which to clear all the cacti on the
screen and if you succeed you gain bonus points. If a cactus lands on
top of you, you lose a life.

Mexican Gunner was written for the 16K Spectrum by R Tutton of Rhondda,
Mid-Glamorgan.

Underlined letters should be entered in graphics mode.


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POKER DICE (Dice)
by M.J. Page
from Sinclair User #15 (June 1983)

Dice is a poker dice game for the 1K ZX-81 written by M.J. Page of
Godalming, Surrey. RUN the program then, using your judgement, decide
which dice you want re-thrown. To re-throw the dice enter the corres-
ponding letters. To replay the game press NEWLINE.


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1K DEFENDER
by B Kirk
from Sinclair User #15 (June 1983)

You swoop over the surface of the planet, shooting at the attacking space-
craft. Do not let any of them pass you, or you will be destroyed. Move
up with the "1" key, down with the "A" key, and fire with the "0" key.
This game was written for the 1K ZX-81 by B Kirk of Windermere, Cumbria.


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SQUASH
by Malcolm Smith
from Sinclair User #15 (June 1983)

Malcolm Smith of Pontypridd, Mid-Glamorgan wrote this Squash program for
the 16K ZX-81. You play the computer and the winner is the first player
to score 10 points. Move using keys P and Q.


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