Ack Ack Attack - C.Stock (ZX Computing-Jun/Jul 84-Page 13)

HERE'S YOUR CHANCE TO PROVE THAT YOU'RE A HERO! JOIN THE DAM BUSTERS WITH
C.STOCK OF CHELMSFORD.

The enemy are on the offensive. Troops, guns, shells and tanks are pouring
down into the enemy position along a single, heavily defended railway line.
The only chance is for a single, daringly piloted mosquito plane to fly down
the valley and destroy the railway bridge.
 You have been selected and briefed for this task and victory or defeat rests
with you.
 The valley is randomly generated before the start of the game - this takes
approximately 17 seconds but speeds up the running of the game. Four strings
are defined, two for the valley and two for the guns.
 Your plane appears at the top of the screen and the valley scrolls upwards
toward you, as you go you must destroy the guns which are firing at you - 26
points - until you reach the bridge at the end of the valley.
 When you drop your bombs the birds eye view changes to a side of the valley
and the trajectory of the bomb is shown followed by the results of your at-
tempts. 100 points are awarded for a hit on the bridge, but beware, 100 points
are lost if you miss the bridge, crash or are hit by the guns. If your score
falls below -300 then the game is over - you failed to halt the attack and all
is lost!
 There are many variations on the "scrolling screen" game but type this one in
and I'm sure you'll agree with me that this is one of the best.

DOWN THE LINES

  48-  80 UDGs.
 100- 180 Random valley.
1020-1195 Main loop of the program.
1085-1105 Checks if Ack Ack guns are in range, each gun has two shots at the
          plane.
1130-1190 Draw next line of the valley.
1200-1310 Ack Ack Guns.
1600-1670 Bombers cannon.
1800-1990 Bomb.
2001-2300 Finish.


This info file was typed by Michael Bruhn 13/6-1998



Beetle - Colin Gooch (ZX Computing-June/July 84-Page 51)

There are no bugs in this game! Up to four players can take part in Colin
Gooch's realistic dice game.

Many traditional games have made their way from boards, cards, pen and paper
into the computer screen, some successfully and some not. This is one of the
successful transplants.
 For those of you who have missed the delights of this game in it's original
incarnation, the idea is to throw a dice and build up a "beetle" according
to the numbers thrown.
 The computer displays teh cards and the stages of the Beetle as it is drawn
and a clever routine is used to simulate dice throwing. Instead of just saying
"You threw 3", or whatever (a very suspicious format to non-computer - expert
players) a dice is displayed which "rolls" until the player removes his finger
from the key. This gives a realistic feel to the game.
 When less than four players take part then the computer joins in. It is a
mean opponent, and I can't spot any sneaky programming which gives it an ad-
vantage!
 You must have a 6 to start and this draws the body, 5 draws the head and ot-
her numbers provide antenna, legs, eyes, etc. As you will gather, this is a
game where luck is the important factor, but it makes a nice relaxing change
from saving the world from aliens, or wrestling with some logical computer
generated problem.

VARIABLES USED

A$,B$,C$        Dice spots.
D$,E$           Dice frame.
P$(N)           Players' names.
S$              Spectrum control, Play or Not.
N$,Z$           Temporary variables (line inputs)
A(X)            Accumulated totals.
B(X,Y)          Beetles.
Count           Control variable in dice.
D               Dice value.
FF              Dice control variable.
N               FOR/NEXT loops.
PL              Number of players.
T               Turn number.
V(X)            Value of score.
X,Y,P,I         Variables to set up title page.

THE LINES

1000-1020       Introduction, initialisation and inputs.
1030-1060       Main control loop, including checks.
1180-1320       Endgame routine.
1340-1600       Subroutines to print out beetle parts.
1610-1810       Start - get inputs on player details.
1820-1960       Initialise variables and dice graphics.
1970-2090       Dice throwing routine.
2100            Miscellaneous drawing title page etc.

 An interesting point to note in this program is the use of the hi-res graphic
drawing routines. Unlike many other programs, only one UDG is used - the disc
pip (graphic A).

------------------------------------------------------------------------------
TYPE: Traditional (Dice Game)

COMMENT:


This info file was typed by Michael Bruhn

Downloaded from:
Desert Island Disks -- http://www.image.dk/~frankie/
Maintained by:
Michael Bruhn -- frankie@image.dk




Datastore - Dr. R.G. Shillito (ZX Computing-Jun/Jul 84)


A superb general purpose program for storing data
from Dr. R.G. Shillito in Essex.

As it stands, this program is set up as a general purpose data
store for general practitioners! However, for those of you who
are not members of the medical fraternity, it is very easy to
amend, alter and adjust to suit your own individual needs.
Full instructions are given for the operation of the program as
it was written and I am a firm believer in encouraging programmers
to adapt programs themselves rather than hand everything to them
on a plate.
So here it is, modify it as you will ...

[Yes, you'd have to, as it's not much use as it is ...              ]
[Sigh. This use of the term "superb" seems to be in some other sense]
[than "magnificent: gorgeous: triumphantly effective: supremely     ]
[excellent", and more in the sense of "pretty awful & crap really". ]
[The inconsistent use of punctuation, spacing and case of letters in]
[the program is the author's fault; I've just corrected the spelling]
[mistakes.                                                     JimG ]

------------------------------------------------------------------------------
TYPE: Utility

Comment:

This info file was typed by Jim Grimwood

Downloaded from:
Desert Island Disks -- http://www.image.dk/~frankie/
Maintained by:
Michael Bruhn -- frankie@image.dk




PSYMON (aka. Follow Me)
------
by Stephen Proctor
from ZX Computing, June/July 1984

A game calculated to give you a brain strain from Stephen Proctor in Avon.


This is an unusual version of the old electronic game in that PLOT and DRAW
are used to create a very large solid circle. A loop is set up for the X
co-ordinate then a line is drawn using two numbers stored as DATA. These
numbers are the Y co-ordinate for the start of the line and the length of the
line.

Another unusual feature is that up to eight players can play! Each player has
a score which is equal to the number of colours in his sequence, provided
that he gets it right of course. The game is simple but addictive; all you
have to do is watch the sequence of colours presented by the computer and
then repeat them in the same order.

Full instructions are included in the program and when prompted with "Up to"
at the start of each game enter the score whch one of the players must reach
before the game ends.




Lunar Lander (Touchdown) - Mike Richardson - (ZX Computing-Jun/Jul 84-Page 42)

A LANDER GAME THAT WILL IMPROVE YOUR PROGRAMMING FROM MIKE RICHARDSON.

When I talked with Durell Software recently, Robert White explained that their
first release, Lunar Lander for the Oric, was written in BASIC with the inten-
tion that purchasers should break inti it. It was also REMmed to the hilt to
enable the user to understand how the game was constructed.
  It didn't take a lot of persuasion to get the other leading light and main
Spectrum programmer of Durell, Mike Richardson, to provide us with a Spectrum
version. Mike wrote the Spectrum version of Durell's best seller, Harrier At-
tack, created Jungle Trouble and produced their new winner, Scuba Dive.
  So here we are privileged to present a program which demonstrates how the
professionals would go about writing a BASIC program. Of course, the software
Durell market is all in machine code, but mike says that he enjoyed the exer-
cise of writing in BASIC again. About half the program is REMs, you can leave
these out if you wish and still have a great game to play, but the main inten-
tion is for beginners to learn by example.

0-9     Adjust rocket thrust
Q       Thrust left
P       Thrust right


This info file was typed by Michael Bruhn 7/6-1998





MOZART c.1984!
by Chi-Yeung Choy
from ZX Computing Jun/Jul.1984

Chi-Yeung Choy of Ruislip flexes his fingers and
performs this musical masterpiece.


The Spectrum's oft maligned beep has been considered too
feeble for any reasonable musical application in the past,
but now we present a program which will make you think
again!

Instead of the usual selection of sound effects or brief
burst of barely recognisable tunes, Chi-Yeung has
successfully programmed a computer version of the first
movement of Mozart's piano sonata in C Major K545. What is
even more amazing is that it is written all in BASIC and
fits into the 16K machine!

A great deal of thought and attention to technical detail
has gone into this program. For instance, the subroutines
have been put at the start of the program to get every ounce
of speed from the computer.

Chi-Yeung tells us that his greatest problem was fitting it
into the 16K due to the amount of DATA required and that he
almost gave up. Type it in and then give your fingers a rest
and your ears a treat. Play on maestro!


Program breakdown

Lines 30-230    Subroutines.
Lines 240-520   DATA statements containing pitch of notes.
Line 1000       Set up variables for note duration.
Lines 1010-2070 Main program consisting of FOR-NEXT loops.


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




RACER
by David Price
from ZX Computing Jun/Jul.1984

Move into top gear and try your hand at
Grand Prix racing courtesy of David Price of Cardiff.


"Well, here we are at the start of the Spectrumapolis 500
where of course the hot favourite is ............." (Insert
your own name here.) Type in this game and you'll soon be
driving round and round the course and through the chicanes
trying to finish in the best possible time. Crashing into
the barriers tends to be slightly fatal.

The sound and graphics capabilities of the Spectrum are put
to good use in this game and, as there is a "best time"
feature, it becomes quite addictive as well as fun to play.

Well then, get typing, put on your crash helmet and push
your foot to the floor. Instructions and controls are
included in the program. NB. To qualify for the championship
you will have to beat David's best score of 32 seconds;
yours truly only managed 37!


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




SAFE CRACK
----------
by Stephen Parry
from ZX Computing, June/July 1984

Answer the questions and break into Stephen Parry's Southampton safe.


This is not just another code-breaking game but a simple maths program for
use in primary schools involving addition, subtraction and multiplication.
There are fifteen boxes, each occupied by a red question mark (?) and every
correct answer replaces the question mark with a blue pound sign (). The
object is of course to fill all the boxes with pound signs  if anything will
attract and occupy the minds of children, it's money! Every wrong answer
loses a pound sign but the computer will keep on asking questions until
someone wins. Filling all the squares with pound signs will give a large
fanfare of sound and a colourful screen display.

The program runs by first calling the subroutine at 8900. This draws a
colourful screen with accompanying sound and a sum is randomly devised in
lines 7000 to 7050. To do this, line 7020 chooses whether addition,
subtraction or multiplication is to be performed and line 7030 makes sure
that if multiplication is chosen then the numbers are kept within the range
of 1 to 12. Line 7040 chooses two numbers and the value 100 can easily be
changed if smaller numbers are wanted. Line 7050 ensures that no negative
numbers result from subtraction and then line 7060 builds the sum itself.

After answering the question from a series of screen prompts. the child is
immediately told the answer which is worked out in line 7120. Having compared
the childs answer with that of the computer, the program either jumps to a
fail message which replaces the pound sign with a question mark or to line
7700, which places a pound sign in the next box. If the variable tot reaches
15, meaning that all the boxes have been filled, the subroutine at line 8000
is called which displays a win message and the usual "do you want another go"
question is asked.




Spectral Panic - Tat Tang (ZX Computing-Jun/Jul 84)


Can you escape from the nasties chasing you?
Tat Tang has sent us this superb game.

Based on a well-known arcade game, this program has your little
character running along several layers of walls, climbing
ladders and generally being chased silly by vicious green
meanies. In order to survive you will have to destroy all the aliens
by digging pits and luring the unsuspecting nasties into them.
Once the alien is in the pit, you must beat him about the head
until he dies.

WHAT A GAS
Unfortunately, things are not all in your favour - you only have a
limited amount of oxygen, so that excessive movement or
taking too long will lead to your demise. Needless to say, if you
are captured you will lose a life.
	Superb graphics, colour and sound all combine to make this
an exciting game - it will have you sitting on the edge of your
seat, but keep calm and don't panic!

PROGRAM DETAILS
Type in program 1 to set up the UDGs and RUN it. Now type in
the rest of the program and save it by GO TO 9999. The program
saves in two sections, one after the other, so don't forget to
press a key after the first section has saved. VERIFY both
sections by VERIFY "": VERIFY "" CODE and press newline.
	An interesting method of keeping the high scores is used;
the program POKEs them into the UDG area so that if the program
is re-run the high score is kept.

CONTROLS:
5 moves left
6 moves down
7 moves up
8 moves right
9 dig left
0 dig right


Make sure that the following lines are entered in graphics mode:
50,60,100,150,160,170,180,200,213,300,310,380,400,405,410,470,610,
620,640,720,740,780,790,800,820.


[NOTES:                                                              ]
[The UDG listing printed in the mag has a chunk missing off the end. ]
[It was supposed to poke the whole UDG set, but as the program only  ]
[uses up to "O" the missing bit doesn't matter.                      ]
[The program uses IN for scanning the keyboard, and expects Issue 2  ]
[values, so won't work with Issue 3 Spectrums.                       ]
[The program occasionally crashes with "3 Subscript wrong" or        ]
["B Integer out of range". I've checked the LET and IF commands and  ]
[there are no typing errors so I presume that the error was in the   ]
[original listing.                                              JimG ]

------------------------------------------------------------------------------
TYPE: Arcade (Panic)

Comment:

This info file was typed by Jim Grimwood

Downloaded from:
Desert Island Disks -- http://www.image.dk/~frankie/
Maintained by:
Michael Bruhn -- frankie@image.dk




3D PLOTTER (aka. Technical Drawing)
----------
by Martin Clayton
from ZX Computing, June/July 1984

Craft drawings can be viewed in several ways with this program from Martin
Clayton of Knaresborough.


When you have entered this program and first run it, a brief explanation of
how it works is given. To get the most effective displays from it however, a
few moments of preparation is necessary.

The shape must be a prism although the cross section can have any number of
points. Curves are not aliowed  even VU-3D, one of the best drawing programs
on the market, has problems with curves.

You must enter the coordinates of your shape as DATA in line 9000. These are
relative co-ordinates as used in the DRAW statement and start at the bottom
right corner to allow several views to be drawn on screen at once.

A possible shape section is shown in the diagram and the co-ordinates are
given. To use this in the program you would produce a DATA line as follows:

9000 DATA -50,0,-10,20,40,20,20,-40,1000

Note that 1000 is a "rogue" value to signal the end of the DATA to the
computer. Once the required shape DATA has been entered, then the program can
be RUN.

After the title page you are asked to input the depth in pixels of the shape.
The program then moves through four separate display modes.

1 ROTATIONAL The shape is moved through 90 degrees in a series of steps
specified by yourself.
2 WORKING DRAWING Technically known as 1st Angle Orthographic Projection, the
front, side and plan views are drawn in position.
3 OBLIQUE Where all the front facing planes are displayed in full and all the
other horizontals are at 45 degrees.
4 ISOMETRIC All sides are displayed equally with all horizontals at 30
degrees.

All the angles in this program are produced by a trigonometrical formula
which was carefully and painstakingly worked out by Martin. At each stage of
the display, an option to make a copy with the ZX printer is offered.

The DATA included gives the shape that we have used for the screen prints.
Try running the program with this to get an idea of the way the program works.
