COLDITZ
by Peter & Tim Bennett
from Sinclair User 34 (January 1985)

Outwit the guards of the notorious Colditz POW camp and win your freedom
in an exciting multi-game program by Peter and Tim Bennett of Leicester.

First you must escape from your cell, then negotiate a booby-trapped
corridor. There are locked doors to get through, searchlights to avoid,
and even when you have escaped from the castle you must still make your
way back to England. A series of different games simulate all those
problems. Some are easy, some are difficult, but to win them all in
sequence is for the truly great escapers only.

Colditz runs on the 16K ZX-81. Do not be confused by the effect of Line
2 on Line 1 when you run the program; it is a simple security measure.


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TOUCH LINE PLAN 32 (Spectrum)
by L.M. Cook
from Sinclair User 34 (January 1985)

[not yet available]


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QOOL GRAPHICS (QL)
by Neil Sampson
from Sinclair User 34 (January 1985)

[not yet available]


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BUGGY BONKERS (Vroom)
by Richard Judge & Stuart Harris
from Sinclair User 34 (January 1985)

Test drive the last word in four-wheeled fury around ten different
circuits in Vroom by Richard Judge and Stuart Harris of Scaldwell in
Northamptonshire. Avoid the rocks and water hazards while picking up as
many flags as you can. Each screen is contained in its own routine, so
you could write new ones easily. Vroom was written for the 48K Spectrum.

The program uses our special abbreviations for graphics characters, so
please read the instructions on the first page of Program Printout
before entering the listing. Characters in graphics mode are printed in
a different, faint, typeface.


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COLUMBUS
by Nicholas Holgate
from Sinclair User 34 (January 1985)

Columbus - Nicholas Holgate (Sinclair User-January 85)


[The instructions in the game and printed in the magazine are somewhat ]
[inadequate to fully understand what's going on in the game, so there's]
[a fair bit of trial and error involved before getting to grips with   ]
[it. One particular thing to note is that deployment of Soldiers won't ]
[work until some exploration has been done to discover places to send  ]
[them to.                                                              ]
[The code is very complex and awkward to type in, with all the array   ]
[commands, but I've tried all the options and everything seems to work ]
[reasonably. I did a line-by-line manual verification of the code, and ]
[spotted a few mistakes, although there may still be a few obscure     ]
[typing errors or program bugs which I haven't discovered.       JimG  ]


Take ship for the New World and found an empire in a thrilling
simulation of the struggles of European nations to compete for a share
of America's riches in the 15th Century.
	Columbus, by Nicholas Holgate, was a runner up in the 1984
Cambridge Awards competition. The game is for two to five players, but
should prove entertaining for one. The program runs on the 48K Spectrum.
	Each turn begins with a financial statement, following which
you may choose a number of options.
	Ships allows you to explore, build ships and improve their
design. It also allows you to engage in piracy, invade an opponent, or
seek to blockade their ports if at war. A further option is to protect
trade or move troops in convoy.
	Soldiers gives four options. You may explore, attack or defend
in the New World. You may also recruit new troops.
	Spies allows you to examine certain details of your rivals'
progress and plans.
	Crop changes allows you to instruct your colonists on what
products they should aim to send home. What you decide will depend on
the type of land colonised.
	Tax changes may be used to increase revenue, but high taxes can
deter colonists.
	War allows you to plot an attack on a player the following turn.
A declaration of war will only be announced on that turn.
	The different types of land are colour coded. White indicates
tundra or desert, of territorial significance only. Yellow is plains,
the best for growing crops. Green is forest producing timber thus
cutting ship-building costs. Purple may produce silver or gold.
	Some land is inhabited, and you will have to deal with the
natives there. You can trade with them or oppress them.
	At the end of each round, all players may see a report on the
outcome of trading and wars, along with an indication of who is winning.
The game ends when one player has achieved colonial domination, but
that player may not be the overall winner.


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GHASTLY GONZO (16K ZX-81)
by Michael Cronin
from Sinclair User 34 (January 1985), page 116

Arch-criminal Gonzo has busted out of jail and is after your gold. The only
way to stop him, according to Michael Cronin of Northampton, is to drop rocks
on his head.

Whether or not you can think of more desirable methods of dealing with
burglars, Ghastly Gonzo runs on the ZX-81 in 16K, and demonstrates how clever
use of the character set in Inverse mode can juice up a games graphics
considerably.


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