AIR STRIKE (1K ZX81)		by Barry Curtis
APPLE CATCHER (1K ZX81)		by A Murray
DECISION MAKER (1K ZX80)	by Andrew Haslam
FOX AND HOUNDS (1K ZX81)	by David Glover
HOMEWARD BOUND (1K ZX81)	by G Rigby
THE MARTIAN AFFAIR		by Andrew Turner
SHOOT AND DECIDE		by Andrew Haslam
TELETEXT (ZX81)			by D Wishart
UNION JACK (1K ZX81)		by D Ibrahim


AIR STRIKE (1K ZX81)
by Barry Curtis
from ZX Computing (April/May 1984), page 91

Scramble, scramble, you are in the suicidal position of piloting your
missile into the helicopters (black squares). Using auto control keys 6 to
go down and 7 to go up you have one minute in which to succeed. Good luck
Biggles!



APPLE CATCHER (1K ZX81)
by A Murray
from ZX Computing (April/May 1984), page 93

Apples are abundant this year! You don't have to pick them, just catch them
as they fall from the trees. However, life is never that simple and every
now and then a carelessly rolled barrel passes your way over which you will
have to jump.

Key 1 moves you left and key A moves right, to jump press key P. The best
way to jump is to hold P down until the barrel passes; should you find
yourself suspended in mid air press P once more to descend. You cannot
catch apples while jumping.

You score one point for each apple caught and the game ends when you miss
three apples or you are hit by a barrel. Who said "an apple a day....".



DECISION MAKER (1K ZX80)
by Andrew Haslam
from ZX Computing (April/May 1984), pages 68-69

Decision Maker reminds me of conversations with my parents! A nice,
humourous little listing which could keep a non-computist happy for hours!

[A bug exists in line 200 which should display 11-X to show the number of
tries taken. PF]



FOX AND HOUNDS (1K ZX81)
by David Glover
from ZX Computing (April/May 1984), page 92

A two player game in which one player is the fox (O) and the other the
hounds (*). The hounds start and moves are made by entering the position of
the piece to be moved and the position to which you wish to move. This is
entered as a four character input: eg 1A2B will move the piece on square 1A
to square 2B. Each player gets one move only per turn, and moves should be
on the white squares. The aim of the game is to be the first player to
reach the opposite side of the board. Jumping is not allowed and the fox
may move back or forward whilst the hounds can only move forward.  All the
four hounds must be at the edge of the board for them to win.

Tactical hint: If you are the hounds, try and keep in an unbroken line so
forcing the fox to retreat until all your hounds can reach the side of the
board. If you are the fox, try and force the hounds to leave a space where
you can slip through.



HOMEWARD BOUND (1K ZX81)
by G Rigby
from ZX Computing (April/May 1984), pages 91-92

A very simple but irritatingly difficult game in which the object is to
guide the multiplication sign (*) left and right as it travels up the
screen so that it arrives home on the addition sign (+).

The "*" moves up the screen automatically and you use keys Z and M to guide
it left and right. The "+" is positioned randomly at the top of the screen
and the "*" is positioned at the bottom and starts moviing immediately.

If you manage to reach the "+" then a message is displayed and your score
increased, to continue press any key. If you fail then your score is
displayed and you will have to re-run the program for another game.



THE MARTIAN AFFAIR
by Andrew Turner
from ZX Computing Apr/May.1984

A ZX81 game that is just out of this world from Andrew Turner in Hull.


Although this game is nearly a full 16K and a lot of typing
is needed, it will provide many hours of play due to the use
of random factors.

You have been transported to Mars by the mysterious
Professor and have to find and kill the ubiquitous dragon
who inhabits the planet. Unfortunately, he is guarded by a
fierce character who cannot be killed - your only chance is
to collect six lots of gold (6000) with which to bribe him
to let you past.

Once you have destroyed the dragon then you only have to
find your way back to the entrance on level one to win.
Easy? There are three levels, each consisting of 28 caves;
ie. a total of 84 locations. On level one you can find a
magic ring that will make you invisible which is a great
help, because you'll certainly need it!

Such old favourites as Balrogs, Goblins, Serpents and Trolls
have to be dealt with, not forgetting the Martians
themselves. Contents of the caves on each level are
rearranged by the inhabitants as you change level, a
peculiar Martian trait caused by the ZX81s memory
limitations.

When you start the game you will probably not be able to
move immediately as the cave you have been transported to
may contain something ...


A note of warning

To help you play the game, full instructions are included in
the listing but this listing was not printed on a Sinclair
printer and graphic characters have been replaced by a
simple code. This consists of a number (no number means only
one character) which is the number of characters needed,
followed by "g" to indicate graphics mode, and finally a
letter or number which is the key of the character. The code
"is" means inverse space.

These codes are combined with a "+" as a separator, so the
code "2is+2ga" means two inverse spaces and two characters
obtained by graphics mode shift/key A. Lower case messages
are to be typed in inverse mode.

I hope you will find this easy to enter, I know it is less
than simple, but I think that you will agree with me that it
makes the rest of the program easier to read. Now play on
...


--
Another Fine Product transcribed by:
Jim Grimwood (jg27paw4@globalnet.co.uk), Weardale, England
--
------------------------------------------------------------------------------




SHOOT AND DECIDE
----------------
Two ZX80 programs from Andrew Haslam
to challenge and amuse.

Shoot theTarget is a game of luck and perception. There is a 5x5 grid on
which is placed a marker and you have ten goes in which to discover its
position. If you hit the marker then you will be told how many tries remain,
the co-ordinates and asked if you wish to play again. If you fail then you
are told the correct position and offered another go.

Decision Maker reminds me of conversations with my parents! A nice, humourous
little listing which could keep a non-computist happy for hours!
------------------------------------------------------------------------------



TELETEXT (ZX81)
by D Wishart
from ZX Computing (April/May 1984), page 91

This is a routine which is intended to be incorporated into a larger
program, but it will run on its own. It gives a printout similar to that of
a teletext printer and can be used to animate instructions or information.
The amount of memory used depends on the length of Z$ but, for a rough
guide, the printed program will just fit into 1K without the REM statements.

The principles it works on is quite simple. It prints out the characters of
the string Z$ one by one, unless the character is a dollar sign, in which
case the screen is SCOLLed twice, and a new line is started. When typing in
your own Z$, you must remember to finish each line with a dollar sign or
the program will terminate with error code 5.

You can rename the string and change the character which ends the line. If
performing the latter, you must change the 13 in line 20 to the code of the
new character.

Unforunately, after SCROLLing the screen it takes a long time to clear, so
it is advisable to go into fast before executing a CLS.



UNION JACK (1K ZX81)
by D Ibrahim
from ZX Computing (April/May 1984), page 92

This nifty little program displays a simple graphic representation of the
Union Jack; a patriotic program which uses the PLOT function efficiently.

I know that we have a lot of readers throughout the world and it would be
nice if we were sent a selection of flag programs (for either machine) -
you could then make your own "flags of the world" collection.
