CROSS COUNTRY (1K ZX-81)
by Timothy Green
from Sinclair User 25 (April 1984), page 114

You are a cross country runner represented by a 'V'. Part of the course you
run includes a field full of cows. Avoid the cows as they rush towards you to
complete a successful run and to reach home safely.

Cross Country was written for the unexpanded ZX-81 by Timothy Green of
Sandy, Beds.

[The original listing replaced the graphic characters with SU's description ]
[of them. I've typed these as listed but they just generate gibberish on the]
[screen. There are two graphics - one shown when the player dies and the    ]
[other when the player succeeds. Luckily the game can still be played.      ]

[There was a letter in SU June 1984 (page 23) reporting a different bug and ]
[a fix for it. I have produced an alternate version of the program file that]
[contains this fix.                                                    PaulF]



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SLEEPING BEAUTY (1K ZX-81)
by Kevin Wright
from Sinclair User 25 (April 1984), page 115

Sleeping Beauty is a 1K adventure game by Kevin Wright of Northgate, Hull who
wrote it because his friends believed a 1K adventure game written in Basic was
impossible to program. The object is to reach the princess who is sleeping in
the castle. You must kill the ogres who are placed along your route by the
wicked fairy. You are armed with the swords which are distributed by good fairy.


THE VARIABLES

A variable is a location within the computer memory which stores a value such
as a number or a string of characters.

The variables used in the program are:

B        The number of battles fought and won.
S        If you own a sword then 'S' will equal 1. Otherwise, S will equal 0.
X and Y  Those contain your co-ordinates on the castle floorplan grid.
D        That will be used for different purposes during the program, but it is used mostly to hold the value
         of your distance from the castle.
D$       A chain or string of characters which indicates the direction in which you are travelling.


THE PROGRAM LINES

2 and 3    makes the values of B and S equal to 0.
5-8        put random position numbers in X and Y.
9          uses the square root function to find your distance from the castle.
10 and 11  display your position and the directions in which you can move on the screen.
12         calls the subroutine, a program within a program, starting at line 38. That routine will prompt you
           to enter a string of characters which will be put into the variables D$.
13 and 14  find your new position on the map grid.
15         if X and Y both equal 0 then you have reached the castle. If that condition is true, go to line 37;
           if not, continue to next line.
16         finds a random integer between 1 and 13.
17         if D equals a number between 1 and 5 put "SWORD" into D$.
18         if D is greater than 9 then go to line 9.
19         print what you have found on the screen.
20         if you encounter an OGRE and you have a SWORD then go to line 28.
21 and 22  if you found SWORD put 0 into S and then go to line 9.
23 and 24  if you met OGRE and you have a SWORD then the options available are displayed and prompt for a
           response.
25         go to line 34 or 35 depending on the number you get from the input, entry, routine.
26         if you have not put in a response allowed by the computer go to line 35.
28-30      make S equal 0 and increase B by one for the number of battles won.
31 and 32  display a message and wait for NEW LINE.
34 and 35  depends on lines 25 and 26 and gives you a random chance of dying.
36         STOPs you as you are dead.
37         congratulations and number of battles won.
38-40      player-response entry routine used in line 12.

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BIG BROTHER (aka. The Eye)
by S Burke
from Sinclair User 25 (April 1984)

When the program is RUN a large flickering eye is displayed on the
screen and that is accompanied by a sound effect. Pressing any key will
produce a flashing border and a different sound effect along with a
message from Big Brother. The Eye is a beginner's program written for
the 16K Spectrum by S Burke of Buckhurst Hill, Essex.


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SHOOT THE NUMBER (1K ZX-81)
by John Gregory
from Sinclair User 25 (April 1984), page 116

You must shoot the numbers as they move up the screen. The numbers are mixed
with letters and if you hit a letter by mistake or if you miss a number the
game will end. You are then told how long you lasted. Shoot The Number was
written for the 1K ZX-81 by John Gregory of Preston, Lancs.


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