BANANA GAME (1K ZX-81)
by Stuart Moore
from Sinclair User 24 (March 1984), page 102

The Banana Game was written for the 1K Zx-81 by Stuart Moore of Milton Keynes,
Bucks. Using the cursor keys you have to move your basket round the screen,
collecting the bananas before they rot.




BARREL JUMP (1K ZX-81)
by Jeff Tupholme
from Sinclair User 24 (March 1984), page 104

Barrel Jump was written for the 1K ZX-81 by Jeff Tupholme of Arnold, Notts.
Jump the barrel as it rolls towards you and try to reach the top of the screen.
Use keys 5 and 8 to move left and right and 7 to jump. You can jump the barrel
only when it is directly in front of you.




COSMIC MISSION (1K ZX-81)
by T Simmons
from Sinclair User 24 (March 1984), page 103

T Simmons of Downham Market, Norfolk wrote Cosmic Mission for the 1K ZX-81.
Guide your craft through outer space using keys 5 and 8. If you bump into the
enemy your force field will disappear and you will be spotted. The score will
be given and you can then run the program again. The explanation of the program
lines and an adaption for the Spectrum is given below.

100     Defines the Enemy
105     Sets the score to zero for start of game
110-125 These variables are used later in the game and are set to zero initially (see lines 215-250)
130     The amount you score is increased each go. Initially it is set to 1
135     The starting position of your craft across the screen
160-300 This series of lines controls the movements in the game. The program will loop around these lines
        until the conditions in line 270 have been met
160     Chooses a random position across the screen for the enemy between 0 and 26
170     Prints the enemy at the bottom of the screen
180-190 Scrolls the whole screen up by one line
200     Each time the program passes this point in the loop your score is increased by the value of t
210     If you have scored 104 this increases the value of t
215-250 r is the position across the screen of the enemy. On the first time round all these variables are at
        zero, and as the program passes line 250 a takes the value of r. On the second time round, as the
        enemy scrolls up the screen, b has the first value of r and a now has the second, and so on until the
        fifth time when e has the first value of r. By this time the enemy has scrolled up to your position.
        See line 270
255     Blanks out your craft which has scrolled up two lines from its previous position
260     Redraws your craft
270     Checks to see if your position x is within three squares - four if t=2 - of the enemy, and if it is a
        jump is made to line 500
280-290 These move your craft left or right to the value of t depending on which key you are pressing
300     Jumps back to the start of the loop
500     Prints that you have been spotted at your current position
510     Prints your score
515     Invites you to try again


To make this program work on the Spectrum replace lines 180 and 190 with:

180 POKE 23692,3: PRINT
190 PRINT

If the game is then too fast, add:

295 FOR F=1 TO 50: NEXT F




THE WALL (1K ZX-81)
by Mark Rider and Clifford Walker
from Sinclair User 24 (March 1984), page 104

Mark Rider and Clifford Walker of Enfield, Middlesex have written a simple
program for the unexpanded ZX-81. The computer chooses a number between 0 and
30 which you must guess before being hit by the wall.
