NO. 36 .
NOVEMBER 1985
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MAGAZINE FOR ATARI
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COMPUTING
- U.S.A. S3.00
CANADA S4.00
PUTER OWNERS
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SPECIAL
GAMES ISSUE:
Sneak Attack
Maze War • ■ • •
;f:|IL:VaVJ;l']l
Nightshade
PLUS:
More ST coverage
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BACK ISSUES
ISSUE 22 • Typing Evaluator •
Math Attack • Micro-Puzzler
• Air Attack • Mathman •
The Reading Program
ISSUE 23 • Fire Bug • Minicomp
• Dark Horse • Climber •
P/M Creator/Animator
BOFFO!
Unicheck
Bopotron!
Race in Space
AtariCon Report
Circuit Database
Cassette Compressor
ISSUE 24 • Circuit Database •
Cassette Compressor • XL-DOS
• Bopolron! • Race in Space
• Unicheck
b^COMPUTING^^
ATARI
WE ;
»& ■3£5l /.>»:
ISSUE 25 • Weather Forecaster •
Androton • Miner Jack • BASIC
Tutorial Part 1 • Adding
BASIC Function Keys
rrrcra
ATARI
GRAPHICS!
ISSUE 26 • BASIC Tutorial Part 2 •
Robot Raid • Graphics Overlay
• Popcorn • Magic Palette •
PuLse in Action!
^^COMPUTING^HM
ISSUE 27 • English Error Messages
in BASIC •Instant Renumber •
MicroCheck Part 1 • Adventure
at Vandenberg • Screenmaker
ISSUE 28 • MicroCheck Part 2 •
TwoGun • Cascade • Monthly
Mortgage Calculator • Demon
Birds • MicroDOS XL
ISSUE 29 • RAMCHECK • Revive
Dragonlord • XL Expansion
Connector • Cheep Talk
ISSUE 30 • Loan Shark • Z-Plotter
• BASIC Burger • ANALOG TCS
Guide • Boulder Bombers
FIVPLDE
COMPUTING
f
ISSUE 31 • Unicheck • R.O.T.O. •
Lunar Patrol • ATASCII Animation
• Lazer Type • Atari Clock •
Personal Planning Calendar
Cbunk Dthtxttr
— AUfrtMln t*rtn»f M*t*
UdS HI *> DOS 2 Cwntoo
ISSUE 32 • Supereversion • DOS III
to DOS 2 conversion • Color the
Shapes • Home-made Translator
• Cosmic Defender • 520ST
ISSUE 33 • An Intro to MIDI • Note
Master • Syntron • BASIC Bug
Exterminator • Assemble Some
Sound • C.COM • Mince (ST)
All back issues $4.00 each
Send check or money order to:
ANALOG Computing Back Issues
P.O. Box 615, Holmes, PA 19043
MasterCard and VISA orders call:
1-800-345-8112
in PA. 1-800-662-2444
NO. 36
NOVEMBER 1985
FWPLOC
COMPUTING
FEATURES
Sneak Attack David Plotkin 33
Your mission in this Action! game is to protect Earth's gun-
bases from the enemy's secret weapon — parachuting robots
whose sole objective is to destroy you and the gunbases.
Maze War Mark Price 39
The evil Mage Roklar has captured your group in this fast
machine language game, and only one of you can escape be-
fore the maze dissipates.
LOGO Demos Sol Guber 67
|TJ The ST shows off its speed and colors in this beginner's look
LU at the graphics language, LOGO.
Rafferty Run Chuck Rosko 71
In the annual St. Patty's day two-man race at Rafferty Downs,
you must be fast and fill your pot with gold coins.
Nightshade Clayton Walnum 78
A nonviolent text adventure, suitable for the entire family. You
must guide the main character through the eerie realm of
Nightshade.
The Solid Gold Input Routine Jim Dunion 90
Finally, an input routine that shouldn't crash, break or cause
errors.
REVIEWS
Bargain Bin Andy Eddy 17
An overview of some of the once-popular entertainment soft-
ware now available at bargain basement prices.
Panak Strikes! Steve Panak 23
This month: from lnfocom — The Hitchhiker's Guide to the
Galaxy and Wishbringer. Also: Space Shuttle (Activision).
The Halley Project (Mindscape, Inc.), and Colossus Chess
3.0 (The English Software Co.).
REVIEWS continued
Express Arthur Leyenberger 31
pn (Mirage Concepts)
&U The first word processor/mailing list/mail merge/typewriter/
telecommunications program for the Atari ST. It almost
sounds like too much, too soon. Is it?
Combat Chess Patrick J. Kelley 63
(Avalon Hill)
As the name implies, this new twist in wargames makes your
armored units the pawns in the latest effort from the experts
in the field.
Hex Monte Bank 65
pn (Mark of the Unicorn Inc.)
Ell Could it be? A 120-level game for the ST— challenging, great
graphics, mouse controlled. This is just the beginning.
Powerstar Charles Bachand 87
(Pandora Software, Inc.)
A 63-room graphics adventure that will amaze you with its
speed and challenge you with its puzzles. . .all on cartridge!
COLUMNS
Editorial Jon A. Bell 4
Reader Comment 6
New Products 10
Griffin's Lair Braden E. Griffin, M.D. 13
ST News 28
Boot Camp Matthew J. W. Ratcliff 97
The End User Arthur Leyenberger 100
Index to Advertisers 104
ANALOG Computing (ISSN 0744-9917) is published monthly for $28 ($36 in Canada, $39 foreign] per year by ANALOG 400/800 Corp.,
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Updates anc
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The latest Hews on /
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in software
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No extra fee for 1200 baud users.
ANALOG
COMPUTING
STAFF
Editors/Publishers
MICHAEL J. DESCHENES
LEE H. PAPPAS
Managing Editor
JON A. BELL
Production Editor
DIANE L. GAW
Contributing Editors
BRADEN E. GRIFFIN,
STEVE PANAK
RUSS WETMORE
M.D.
East Coast Editor
ARTHUR LEYENBERGER
West Coast Editor
JIM DUNION
Contributing Artist
MARK ASTRELLA
GARY LIPPINCOTT
LINDA RICE
Technical Division
CHARLES BACHAND
TOM HUDSON
TONY MESSINA
Advertising Manager
MICHAEL J. DESCHENES
Circulation Manager
PATRICK J. KELLEY
Accounting
ROBIN LEVITSKY
Production/Distribution
LORELL PRESS, INC.
Contributors
ANDY EDDY
SOL GUBER
DAVID PLOTKIN
MARK PRICE
MATTHEW J.W. RATCLIFF
CHUCK ROSKO
CLAYTON WALNUM
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ANALOG Computing magazine
(ANALOG 400/800 Corp.) is in no
way affiliated with Atari. Atari is a
trademark of Atari Corp.
WHERE TO WRITE
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Home Office
Michael DcsChenes
National Advertising
(617) 892-9230
raid F.CSweeney & Assoc.
662
k, NY 10113
242-3540
Address all advertising materials to:
Michael PesChenes — Advertising Production
ANALOG Computing
565 Main Street, Cherry Valley, MA 01611
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PERMISSIONS
No portion of this magazine may
be reproduced in any form without
written permission of the publisher.
Most programs are copyrighted and
are not public domain. User groups
should contact the publisher if they
plan to place one of these programs
on any type of public-accessed bulle-
tin board or disks.
AUTHORS
When submitting articles and pro-
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EDITORIAL
Atari and Amiga.
There seems to be a karmic bond be-
tween these two names, if you listen to
some members of the Atari community.
Why? How are these two companies
connected? Why do so many of the "old
guard" Atari hackers have the name Am-
iga rolling off their tongues in their user
group newsletters and on CompuServe?
For some insight into these questions,
bear with me. . .
At the same time that Jack Tramiel
bought Atari from a troubled Warner
Communications, in July of 1984, Com-
modore bought a small computer com-
pany called Amiga. Industry speculation
ran rampant, but most insiders agreed
on two things: first, that if anyone could
whip Atari back into shape as a hot-shot
company, it would be Jack Tramiel; and,
second, Commodore knew this, and
bought Amiga to keep Tramiel 's Atari
from getting it.
Smart move for Commodore. They
lost the admiral who commanded the
ship that: buried Texas Instruments, sent
the Coleco Adam back to the Cabbage
Patch orphanage and, ironically, almost
sank Atari. Tramiel, Commodore's driv-
ing force for twenty-five years, was now
their chief competitor, and he knew all
the tricks of the computer industry.
Also, as we've mentioned before in
our pages (ANALOG Computing's edi-
torial, issue 27), Commodore couldn't
survive forever on sales of the 64. With
the deaths of the Commodore 16 and the
Plus-4, they had to consider the long-
term future of the personal computer in
general .
Enter the Amiga. Utilizing the incred-
ible speed of the Motorola 68000 (like
the ST) and special graphics chips de-
signed by Jay Miner, the father of the
original Atari 400 and 800, the Amiga's
incredible graphics and sound have led
some members of the Atari community
to dub it "the next generation Atari."
Meaning, somewhat insultingly, that
Atari's own 520ST is "well, okay," but
the vaunted Amiga is what the graphics-
hungry Atari hackers really want. They
are ready to graduate up from their old
8-bit machines, but aren't willing to con-
tend with "the best personal computer
technology of 1981" from IBM or with
Apple's two-thousand-dollar, black-and-
white Macintosh.
So here we sit, not just the Atari com-
munity but much of the 8-bit commu-
nity as well, wanting to upgrade to the
greater computing power, but waiting for
two machines to slug it out for domi-
nance.
Before I go on, I'd like to explain one
thing. This is not a diatribe against the
Commodore Amiga, because it has the
Name of the Ancient Enemy (a stupid la-
bel) tacked in front of it, nor because
we're some sort of "Atari fascists" who
want to bully you into buying an Atari
ST. Every member of our staff has seen
what the Amiga can do, and we are well
aware of its very fine capabilities — as a
thirteen-hundred-dollar computer.
However, since we are an Atari maga-
zine, our perspective on the whole Atari/
Amiga phenomenon should be present-
ed. Maybe there's something else going
on here, something behind the scenes.
We thought that we would clue you in.
As of this writing (August 21), there
are around half a dozen magazines on
the newsstands with cover stories on the
Amiga. Some are affiliated with Com-
modore; some aren't. (One, however, is
aligned with Commodore more than
they would have, or want, you to believe.
Suffice it to say, our publishers would
have loved for Atari to have paid for the
first year of ANALOG Computing. But
then, we are an independent magazine
— not a house organ.)
In all the articles I've read on the Am-
iga, nowhere have I seen a comparison
between the Amiga and the 520ST Com-
parison charts have shown the Amiga
pitted against the IBM PC, the PC AT
and Apple's Macintosh.
Should they be compared? Surely the
520ST, a computer that costs half as
much as the Amiga, poses no threat to
this mighty Commodore machine, right?
No harm in comparing these two ma-
chines, is there?
All right, let's not compare them. In-
stead of throwing Commodore's and
Atari's 16-bit machines into an arena to
battle it out like bulldogs (as some mem-
bers of the Atari community insist on
doing), why not simply ignore the niche
the Amiga is trying to fill and give equal
time to the ST? Why not pit it against
the IBM PC, the PC AT, the Macintosh?
Where has the industry coverage been
for the Atari ST?
Any chance that the magazines might
have been swayed, just a little, by the
prospect of getting a piece of a proposed
twenty-million-dollar ad campaign from
PAGE 4 / NOVEMBER 1985
ANALOG COMPUTING
Commodore? Atari would rather spend
its money, at present, on its products in-
stead of on a saturation ad campaign. Is
this sufficient reason to completely ig-
nore the ST, because the parent compa-
ny won't guarantee four-color spreads for
your magazine?
An industry source told us that Com-
modore demanded of a certain computer
magazine that, in exchange for an Ami-
ga development system, the magazine
had to feature the Amiga alone on its
cover, as well as allow Commodore to
approve all pertinent articles before pub-
lication.
Another source informed us that a
major computer magazine publisher ap-
proached Atari and offered the follow-
ing odious suggestion: we'll do a maga-
zine devoted to the ST, but only if you
pay us a million and a half to do it. Per-
haps they had just completed a similar
deal with another computer company. . .
Let's have some equal time here, folks.
If some members of the computer com-
munity want to compare the Commo-
dore Amiga against the Atari 520ST,
then do so. List — in a fair and impar-
tial manner — the good and bad points
of both machines.
But then, of course, you return right
back to that price difference. . .
Okay, then, why don't you compare
the ST only against other computers in
its price range?
L!h, that wouldn't be fair to the Apple
lie and the Apple lie. . .
I'd like to leave you with this little
anecdote. A computer dealer friend of
ours was demonstrating the 520ST to an
IBM PC fanatic. After seeing the ST col-
or graphics, the GEM operating system
and the multitude of expansion ports,
the IBM owner, suitably impressed, re-
marked, "Yeah, but how much does this
520ST cost?"
The dealer told him. H
VtK
Joh A. Bell
Managing Editor
ANALOG Computing
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 5
MMM
n
I n m i l
READER
COMMENT
Down and dirty.
In issue 29 (April), Bradly Pera asks
if there is a way to store more than one
game on a disk. I have seen and heard
this same question many times in the
three years I've been an ANALOG Com-
puting reader. Well, I have a solution. It's
not fancy and it does have its problems,
but I find it quite effective.
Somewhere in the BASIC program,
usually a few lines above the hex code,
is a line that looks something like this:*
180 ? "INSERT DISK HUH DO
S, PRESS RETURN"; :DIM INS (
1):INPUT INSlOPEN til, 8,0,"
DsAUTORUN-SYS"
When you RUN the BASIC program,
it will store the game's BINARY FILE
under the filename AUTORUN.SYS. But
AUTORUNSYS is more than a name; it
acts like a command, telling the com-
puter to do only this one thing after you
boot the disk.
By changing AUTORUN.SYS to some
other name, say POPCORN.BIN (I use
BIN to mean binary), the game or utili-
ty will be stored on the disk with that
new name. When you boot up the disk,
as there should not be an AUTORUN.
SYS file, control will be passed to DOS,
and then to BASIC. You RUN the game
by asking DOS for choice L. (binary
load).
This does have its quirks, though.
When you binary load a game, it will
POKE all sorts of memory locations. If
you RESET, the computer goes through
a warm start and looks for an AUTO-
RUN.SYS that isn't there any more. In
some cases, RESET will return you to
BASIC, however many memory loca-
tions will be incorrectly set.
What it boils down to is that, to es-
cape the game, you have to power down.
Turn off your computer, wait a second
or two, then power up again. This will
reboot the disk, turn control back over
to DOS, and then again to BASIC.
By changing the filespec, a few games
(so far, only Popcorn) will have to be
reloaded after each completed game.
Okay, it's not the best solution, but it
works pretty well for me. And having
seven to ten games, including their BA-
SIC programs, on the same disk is both
a money and space saver. It's a down and
dirty solution, but maybe it's just what
you're looking for.
Keith Mosher
Columbia, SC
Taken from Fire Bug, issue 23 of ANA-
LOG Computing.
Musorqa fixes.
I really enjoy Musorqa from ANA-
LOG Computing's issue 34. My kids like
the program, too! However, there are a
couple of bugs that I've fixed.
The worst occurs when you press
to select an instrument. The input is ac-
cepted, and touching the surface of the
touchpad will cause circles to be left all
over the screen, messing up the display.
To fix this, add the following line to the
published listing:
485 IF I=K0 THEN 1=12
When using the Musorqa for extend-
ed periods, the computer goes into "at-
tract" mode, making the screen hard to
read.
To fix this, add the command: POKE
77,0 to the end of Lines 360, 470 and
520. This cancels the "attract" mode any
time the pad's surface is touched, or
when either button is pressed.
I was bothered by the way Musorqa
responds when the bass octaves are se-
lected. I didn't like the way that, at a cer-
tain point, the pitch would "jump" back
to the upper octaves at the bottom of the
bass register.
To fix this, change the variable K12 in
Line 200 to K5 and change the variable
K7 in Line 510 to K14. Make sure you
change both occurrences of these vari-
ables in the lines mentioned!
Pressing the START button on the
console seemed inconvenient for a pro-
gram that uses a touch pad. If you're us-
ing an Atari Touch Tablet and would
rather use the button on the stylus to ac-
tivate the SUSTAIN function, change
Line 390 to:
390 IF STICK CK0)=K14 OR PE
EKt53279)=K6 THEN 390
If you'd rather use the left button to ac-
tivate the SUSTAIN function, change
Line 390 to:
390 IF NOT PTRIGCK0) OR P
EEKC53279J=K6 THEN 390
Either change will still allow the use of
the START button to activate SUSTAIN,
as well.
Finally, to allow use of the KoalaPad
touch tablet with the Musorqa, add the
following two lines to the listed pro-
gram:
310 X=INTtPADDLEtK0J/45.6>
*K8+K4 : YnPADDLE f K1J /K10+1 .
5 : D= (K-K4J /K8+K5*(X=20J +K9
KCH=28)+20*CK=36J
1020 POSITION K5,K23:? "to
be used wi th the
KoalaPad";
The second modification for Line 390
will also allow users of the KoalaPad to
use the left button for the SUSTAIN
function .
I hope you find these fixes helpful.
Sincerely,
Darryl W. Howerton
Jonesboro, AR
Atari 1027 product update —
printing international characters.
In general, characters you type on the
computer keyboard are what your Atari
1027 prints. When using Atari BASIC,
however, you can print international
(continued on page 9)
PAGE 6 / NOVEMBER 1985
ANALOG COMPUTING
THE "NEXT GENERATION" OF STRATEGY SIMULATIONS.
THIS TIME YOU ARE IN COMMAND!
Are you a Great Strategist like Eisenhower, Patton, or Montgomery?? Or could YOU have
done better?? Now you can find out by stepping into the thrill and excitement of some
of history's greatest events!! "Crusade in Europe" and "Decision in the Desert", from
MicroProse, take you there — from D-Day, to the "Battle of the Bulge", to El Alamein. All the
"Command Series" products provide challenge and excitement in historically accurate
and easy to play strategic simulations. And, Best of All, you'll be in the thick of the oction
in minutes even if you have never played a strategic simulation before! !
"Command Series" simulations require both careful strategic thinking and fast
responses to rapidly changing battlefield conditions. These simulations occur in accel-
erated real time, with action taking place continuously— just like real battles! ! No slow
plodding action here!! These outstanding simulations feature colorful animated graphics,
great sound effects, and a new, quick and easy-to-use command system to enter commands
using a joystick orthe keyboard. "Command Series" simulations allow solo play from either
side's perspective or exciting direct competition between two opposing Generals. The
computer handles all the rules, provides play balancing, and even the ability to change
sides in the middle of the game! Other features include multiple scenarios from a single
screen mission to an in-depth campaign using a ten-screen scrolling map, strategic
maps, game save, and a unique "flashback" function.
"Crusade in Europe: D-Day to the Battle of the Bulge" and
"Decision in the Desert: North Africa 1 940-1 942" establish a new
standard of quality and payability in strategic simulation design. At
a suggested retail price of $39.95, they are an extraordinary
value as well!
SEE YOUR LOCAL RETAILER for "Crusade in Europe" and
"Decision in the Desert". Available for Commodore-64, Apple,
Atari, and IBM computers. For more information on all
MicroProse products call or write.
Experience Che reality of
these other great simulations
from MicroProse:
1 20 Lakefront Drive
Hunt Valley, MD 21030
MicroProse Software
The Action is Simulated — the Excitement is REAL!! 301-667-1151
CIRCLE #101 ON READER SERVICE CARD
As close to me Real
Tnrill o( Flying as You
Can Handle! I
Challenging and Exciting
Air Combat from the
Modern Electronic Cockpit! I
Exciting Speech and
Graphic AirTrarric
Control Action!!
Commodore-64. Atari, IBM, and Apple ore registered trademarks ot Commodore Business Machines, Inc., Atari Inc., International Business Machines Inc., and Apple Computer Inc., respectively.
Apple Mac 512 1 '
IBM PCAT"
Commodore Amiga 1 -'
THERE'S ONLY ONE WORD
FOR THESE PRICES:
RIP-OFF.
Introducing the Atari 520ST personal computer system. $799.95* complete.
Go ahead. Compare those other
machines with the new Atari 520ST™
They cost hundreds of dollars more, but
you don't get much in return. That's
what we call a rip-off.
For $799.95,* the 520ST comes com-
plete with high-resolution monochrome
ATARI'"
520ST
IBM'"
PCAT'"
APPLE'"
Macintosh'"
COMMODORE'"
AMIGA'"
Price
$799
$4675
$2795
$1795
CPU
Speed MHz
68000
8.0
80286
6.0
68000
783
68000
716
Standard RAM
51 2K
256K
512K
256K
Number of Keys
95
95
59
89
Mouse
Yes
No
Yes
Yes
Screen Resolution
(Non-interlaced Mode)
Color
Monochrome
640x200
640x400
640x200
720x350"
None
512x342
640x200*"
640x200***
Color Output
Yes
Optional
None
Yes
Number ol Colors
512
16
None
4096
Disk Drive
3.5"
5.25"
3.5"
3.5"
Built-in Hard Disk
(DMA) Port
Yes
Yes
No
No
MIDI Interlace
Yes
No
No
No
No. of Sound Voices
3
1
4
4
"With oplional monochrome board (non bit-mapped)
•"Interlace Mode -640x400
monitor, 2-button mouse, 3.5" disk
drive, TOS™ Operating System, including
GEM™ Desktop, plus Logo™ and Atari
BASIC programming languages. $200
more gives you an RGB color monitor
with 512 glowing colors.
Choose innovative business, enter-
tainment, education, systems manage-
ment, and integrated package software.
Expand your 520ST with industry
standard parallel printers, modems,
MIDI controlled synthesizers and key-
HriiA. J
«K*]fS*j*£iH
iipsik
boards, 1
megabyte
floppies, 10
MB and
larger hard
disks, and
more. All
available
now At re-
markably low prices.
So, go ahead. Compare the ST system
to those other guys. Only Atari gives
you so much. For so little.
For the dealer nearest you, write Atari
Corp., Customer Services, 1196 Borregas
Ave., Sunnyvale, CA 94086.
*Plus applicable local taxes. $999.95 with color monitor.
All prices are manufacturer's suggested retail list
AATARI
Power without the price.
BM & PCAT are registered trademarks of Inter-
national Business Machines Corp. Commodore
& Amiga are trademarks of Commodore Elec-
tronics LTD. Apple & Macintosh are
trademarks of Apple Computer, Inc
GEM is a trademark of Digital Re-
search, Inc. Atari, TOS & Logo are
trademarks of Atari Corp
CIRCLE #102 ON READER SERVICE CARD
n
I READER COMMENT
continued
FOR THE
AATARI'
CENTER NEAREST YOU
PLEASE CALL OUR
SALES OFFICE IN
YOUR AREA
New England
Bellavance, Fassler, larroblno. Inc.
Needham, Maine
617-449-3910
Upstate New York
Seeber Sales Corp.
Lalham, New York
518-785-4523
Melro New York, North New Jersey
The Spieler-Weiss Group, Ltd.
Spring Valley, New York
914-352-2502
South New Jersey,
East Pennsylvania. Delaware
R. K. Marketing
Havertown, Pennsylvania
215-446 6400
Maryland, Washington, Virginia
Alexander & Samel
Rockville, Maryland
301-251-9300
South Nevada, Arizona,
New Mexico, El Paso
Mountain Micro Markels
Scottsdale, Arizona
602 998-4357
Washington, Oregon
Barnsley-Weis Associales
Yakima. Washington
509-248-7250
No. California, No. Nevada
New-West Companies
Mounlaln View, California
415-940-6033
Southern California
Tri West Marketing. Inc.
Culver City, California
213-390-8591
Tennessee, Georgia, Alabama,
Mississippi, No. & So. Carolina
John Lee Company, Inc.
Nashville. Tennessee
615-321-5012
Florida
Iniratec Technology Rep's inc.
Boca Raton. Florida
305 393- 1925
W. Pennsylvania, W. Virginia,
Ohio, Kentucky
Incom Markeling. Inc.
Columbus, Ohio
614-451-5146
Minnesota. North Wisconsin,
North Oakota, South Dakota
Continenlal Merchandisers, Inc.
SI. Paul, Minnesola
612-645-6441
Soulh Wisconsin, North Illinois,
Michigan, Indiana
Hawthorn Markellng, Inc.
Bullalo Grove. Illinois
312-541-8846
Missouri, Kansas, S. Illinois,
Nebraska, Iowa
Sound Markeling Associates
SI. Louis. Missouri
314-644-2400
Texas. Oklahoma. Arkansas,
Louisiana. Mississippi
Miller & Associales
Richardson, Texas
214437-5733
Utah, Idaho. Colorado
Wyoming, Montana, Alaska
Schreyer Associates, Inc.
Sail Lake City, Ulan
801-483-1331
Hawaii
SCS Co.. Inc.
Honolulu, Hawaii
808-845-9937
AATARI
Power Without the Price
characters not shown on the keyboard by
entering this short program:
18 OPEN tt2,8,8,"P:":REH OP
ENS I0CB tt2
28 PRINT tt2;"ESC ESC CTRL
H"
Line 20 may be confusing to some. It
may look like you type in the letters ESC
twice and then CTRL. What this is in-
structing you to do is push the ESC key
(upper left-hand corner) twice.
The first time you push it, nothing
will happen; the second time, an escape
character will appear on-screen.
Next, hold down the CTRL key (mid-
dle of the left-hand side) and, while
holding down CTRL with one hand,
push the W key with the other hand.
Once again, nothing will happen when
you hold down the CTRL key, but when
you hit the W, a T-shaped graphics char-
acter will appear.
Then, using the chart below, print the
character you want by entering either a
command (ESC, CTRL) or a decimal
code. For example, to print the first char-
acter, d, from the chart, type the two pro-
gram statements above and enter one of
the following lines:
38* PRINT »2;"CTRL ,"
OR
38 PRINT tt2;CHR$C8)
To stop printing international charac-
ters while you're in BASIC, type:
PRINT tt2;"E5C ESC CTRL X"
Hex characters are provided for ad-
vanced programmers using assembly
language.
CHARACTER
a
DECIMAL CHARACTER
COMMAND CODE HEX CODE
CONTROL , 00 00
a
CONTROL K 11
OB
a
CONTROL Q 17
11
a
CONTROL X 24
18
a
CONTROL Y 25
19
A
CONTROL Z 26
1A
A
CONTROL ; 123
7B
C
CONTROL D 04
04
e
CONTROL T 20
14
Reprinted from an update sheet from
Atari Corp.
Send your letters to:
Reader
Comment
P.O. Box 23
Worcester, MA 01603
PERSISTENT
RAM CARTRIDGE
What It Does
• Expands the memory capacity of a 32K computer
to 48 K • Functions identically as a ROM cartridge
when set, even when taken out of the computer •
Eliminates the need for a EPROM programmer in
cartridge development • Lets you make your own
cartridge
What You Get
• 16Kor32K of static RAM
(With 32K, you get two cartridges In one box!)
• Battery powered to last 5 years (replaceable) •
Switches for RAM/ROM selection • Assembled and
ready to use • Software to back up any ATARI
cartridge • Three months limited warranty
What You Need
• ATARI 400/800/XL/XE computer* 32K RAM* Disk
drive
SPECIAL INTRODUCTORY OFFER:
16K — $49.95 U.S. 32K — $69.95 U.S.
Price includes shipping and handling. We accept
VISA. Mastercard or money order. Phone order;
(604) 942-7049. Dealer inquiries welcome
Intra-Tech Computer Products
CIRCLE #147 ON READER SERVICE CARD
MATH New!
ENCOUNTER
• ROM Cartridge for all ATARI
400/8007XUXE with 16K and one
joystick
• Teaching the player aged 3 to 15,
addition, subtraction, multiplica-
tion and division
• 7 levels designed for self-learning,
testing and entertaining — abso-
lutely ingenious
• Fast real-time graphics via perfect
machine language programming
• Over 20,000 math problems with
breath-taking packaging
$39.50 list; Introductory offer $24.50
including shipping and tax; Full
refund guaranteed if the product is
returned within 30 days; Cashiers
check or MC/VISA card; Order now.
HSU SOFTWARE
365 Mira Sol • P.O. Box 12037
San Luis Obispo, CA 93406
(805) 544-8888
CIRCLE #148 ON READER SERVICE CARD
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 9
NEW PRODUCTS
Oil CUT
ANOTHER HIT FROM MICROPROSE
Microprose calls Silent Service "the most detailed and realistic
simulation for home computers." Single-ship attacks to multi-patrol
missions are possible with graduated enemy skill levels, to give you
both challenge and fun. Your patrol regions include the Mariana Is-
lands and the coast of Ja-
pan, and you have your
choice of surface or sub-
% merged attack.
I Jli n n—inir Some of the many fea-
tures include: views from
conning tower and peri-
scope, instruments on the
bridge and in the engine room, and a damage con-
trol room screen. Complete maps of the entire South-
west Pacific area are displayed on-screen in various
closeups. For the 400/800/XL/XE line. Available next
for the Atari ST.
Retail is $34.95, from Microprose Simulation Software, 120 Lakefront Drive, Hunt Valley,
MD 21030 — (301) 667-1151.
BIG BEN GAMES
The best entertainment programs developed in England are now being brought to you via
Big Ben Games. The first of these include Colossus Chess 3.0, Kissin' Kousins, Smash Hits
1, 2 and 3.
Smash Hits 1 is available on disk now for $14.95, and it includes the games Firefleet, Dan
Strikes Back, Captain Sticky's Gold, Hyperblast and Jet-Boot Jack. Smash Hits 2 presents you
with Diamonds, Stranded, Citadel Warrior, Robin Hood and Jet-Boot Jack. The third in the
Smash Hits series invites you to play the following: Airstrike 2, Batty Boulders, Breath of
the Dragon, Neptune's Daughters and Jet-Boot Jack.
For information on these British imports,
TRI MICRO
The Write File is an integrated word pro-
cessor and database on one disk. Some of the
word processor features include creating and
editing up to 77 characters per line, the link-
ing of files so that they can be printed or
saved, allowing you nearly unlimited length,
and word or phrase search. With the data-
base (file manager), you can create and edit
up to 999 records per file, search for any item,
sort up to 3 records at a time, and merge files
and records into the word processor to print
letters, reports and forms.
Your Home Office is comprised of a word
processor identical to the one in The Write
File, but is combined with a spreadsheet rath-
er than a file manager. The spreadsheet al-
lows you to prepare annual and monthly
budgets, balance checkbooks, edit and format
data, and enter text, formulas and numbers
in up to 850 cells (17 columns X 50 rows).
Both programs retail for $29.95 each, from
Tri Micro, Inc., 1010 N. Batavia, Suite G,
Orange. CA 92667 — (714) 771-4038.
contact: Big Ben Games, Ltd., P.O. Box 875,
Wilmette, IL 60091 — (312) 446-6610.
OTHER NEWS
Infocom completes its magical Enchanter
series with Spellbreaker, the third and final
release following Enchanter and Sorcerer.
This new interactive fiction story is said to
contain the most complicated puzzles in the
series, and ties together the three tales in the
Enchanter trilogy. The $44.95 price tag in-
cludes an Enchanters' Guild pin, Frobozz
Magic Equipment catalog and trading cards
of big-name Enchanters. Available for the
400/800/XL/XE/ST lines. Infocom, Inc.. 125
Cambridge Park Drive, Cambridge, MA 02140
— (617) 492-6000.
Big news on the game front is the release
of Broderbund's Karateka and Championship
Lode Runner on Atari 8-bit computers. An
aclion game with a story line, Karateka fea-
tures realistic sound and graphics designed
by a former Disney animator. Championship
Lode Runner is Ihe sequel to the original
Lode Runner, but, as the author of the game
puts it, "any level in (this game) will take
more ingenuity to complete than the most dif-
ficult level in Lode Runner." Both games are
48K, and they cost $34.95 each. Broderbund
Software, 17 Paul Dr., San Rafael, CA 94903
— (415) 479-1170.
■ ■ ■
J. V. Technologies offers Coin Collector and
Photo Collector, two menu-driven inventory
programs. Designed to organize coin or pho-
tograph collections into a database, these are
cataloging and storing information systems.
Each program can store up to 300 records in
RAM at a time. Additional records can be eas-
ily accessed from disk. Retail is $22.95 each,
or both for $40.00. A minimum of 48K is re-
quired, plus one disk drive. From ).V. Tech-
nologies, Inc., P.O. Box 563, Ludington, MI
49431 — (616) 843-9512.
■ ■ ■
Advanced Financial Planning has released
Plan Ahead, a three-'module" program series
consisting of Retirement Planning, Life In-
surance Planning and College Funding. Some
of the features include: analyzing the amount
of insurance required by a family, determin-
ing the savings needed to ensure that all chil-
dren will have adequate funds to attend the
college of their choice, and the ability to cre-
ate a full retirement plan. One module, for
(continued on next page)
PAGE 10 / NOVEMBER 1985
ANALOG COMPUTING
COMPUTER STATIONERY AND GREETING CARDS
Classic Laid, 20-pound, watermarked
bond stationery is available with match-
ing #9 envelopes, and can be purchased
in either continuous or noncontinuous
formats. Fine edge perforation leaves lit-
tle trace of "ragged" edges, and a de-
tached size of 7V4X11" is suitable for bus-
iness or personal use. Four colors offered
are: tan, ivory, blue and gray.
Computerized greeting cards are mar-
keted in eight designs for Christmas,
birthdays, announcements, invitations
and thank-you notes. A package of twenty
cards with envelopes costs $9.95. A box
of one hundred cards and envelopes is
$45.00. Larger quantities are also sold.
Additional prices, samples and infor-
mation from Compugreet. P.O. Box 3357,
Reston, VA 22090 — (703) 476-0044.
OTHER NEWS continued
$29.95; two for $49.95; or all three for $59.95.
Advanced Financial Planning, 20922 Paseo
Olma, El Toro, CA 92630.
Synapse is following up its Essex and
Mindwheel interactive text adventures with
Brimstone. Packaged in hardbound book
form with a disk, Brimstone is a medieval ad-
venture written by poet James Paul. Sir
Gawain, Knight of King Arthur's Round Ta-
ble, has been given the task of escaping from
the underworld of Ulro with the five mystic
words — or he will be condemned to Brim-
stone forever. Cost is $39.95, from Synapse,
17 Paul Drive, San Rafael, CA 94903 — (415)
479-1170.
THE GATES OF APSHAI
LOOM BEFORE YOU
The complete Temple of Apshai Trilogy—
The Temple of Apshai, The Upper Reaches
of Apshai and The Curse of Ra — are avail-
able on disk from Epyx.
In this game of strategy, you'll encounter
12 levels, 568 rooms and 37 monsters. The
trilogy has new graphics, enhanced sounds
and faster play. And, of course, the classic
cast of good guys and bad.
The trilogy of one-player games lists for
$29.95 to $35.00. Epyx, Inc., 1043 Kiel Court,
Sunnyvale, CA 94089.
MODEM PROTECTION
Kleen Line from Electronic Specialists is intended to suppress damaging telephone
ine spikes
that are caused by lightning, phone office switch equipment
etc
A standard 4-pin
telephone
modular connector model is available, the RJ-11. There is al
so a
wide 8-pin version for sale,
the RJ-45.
For more information,
contact Electronic Specialists, Inc.,
1717 South Main Street
, P.O. Box
389, Natick,
MA 01760
— (800) 225-4876.
^M f ^^|
J «w <romo s Pecialis!s m
ff:, »
^^^^^
P /
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 11
ATARI 800 COMPUTERS — $69.00
RECONDITIONED "IN THE FOAM", NEW LOOKING
NOT INCLUDING POWER SUPPLY TRANSFORMER ($15.00 extra)
. ATARIWRITER, complete — $29.00
. ATARIWRITER, no box or book — $1 2.00
• 820 or 822 Printer, complete w/cable and
paper, no interface needed — $39.00
. Special Edition Disk Drive made from ATARI®
81 boards, in custom case — $1 89.00
. DE RE ATARI -$9.95
. 800 Computer 5 board set ROM, RAM,
CPU, MOTHER, SIDE - $39.00
• PAC MAN, no box, clean new
cartridge — $5.00
. BMC Amber Monitor — $79.00
. BMC Color Monitor — $199.00
. Cables, Parts — Call
• Double Sided Quad Density Disks,
box of ten — $19.00
. 830 Modem — $19.00
. Touch Type — $5.00
California residents add sales tax
Minimum shipping charge $5.00
Everything for the ATARI Systems to Parts
SAN JOSE COMPUTER
1844 Almaden Rd. Unit E
San Jose, CA95125
(408) 723-2025
YOU CANT TELL
A DISK DRIVE
BY ITS COVER!!
WITH A HAPPY ENHANCEMENT INSTALLED THESE ARE
THE MOST POWERFUL DISK DRIVES FOR YOUR ATARI COMPUTER
WARP SPEED SOFTWARE DISK READING AND WRITING 500% FASTER
HAPPY BACKUP — Easy to use backup of even the most heavily protected disks
HAPPY COMPACTOR — Combines 8 disks into 1 disk with a menu
WARP SPEED DOS — Improved Atari DOS 2. OS with WARP SPEED reading & writing
SECTOR COPIER — Whole disk read, write and verify in 105 seconds
1050 ENHANCEMENT — Supports single, 1050 double, and true double density
810 ENHANCEMENT — Supports single density
SPECIAL SUGGESTED RETAIL PRICE: Get the HAPPY ENHANCEMENT 810 or 1050 version with the HAPPY BACKUP PROGRAM,
plus the multi drive HAPPY BACKUP PROGRAM, plus the HAPPY COMPACTOR PROGRAM, plus the HAPPY DRIVE DOS, plus the
HAPPY SECTOR COPY, all with WARP DRIVE SPEED, including our diagnostic, a $350.00 value for only $249.95, for a limited time only!
Price includes shipping by air mail to U.S.A. and Canada. Foreign orders add $10.00 and send an international money order payable through a
U.S.A. bank. California orders add $16.25 state sales tax. Cashiers check or money order for immediate shipment from stock. Personal checks require
2-3 weeks to clear. Cash COD available by phone order and charges will be added. No credit card orders accepted. ENHANCEMENTS for other
ATARI compatible drives coming soon, call for information. Specify 1050 or 810 ENHANCEMENT, all 1050s use the same ENHANCEMENT.
Please specify -H model for all 810 disk drives purchased new after February 1982, call for help in 810 ENHANCEMENT model selection. Dealers
now throughout the world, Call for the number Of the dealer closest to yOU. ATARI is a registered trademark ol Atari Computer Inc.
HAPPY COMPUTERS, INC.
P. O. Box 1268
Morgan Hill, California 95037
(408) 779-3830
,,/T"*
GRIFFIN'S
LAIR
Educational Programs
Review
by Braden E. Griffin, M.D.
This month's column looks at the com-
puter software entry into the recently
popular pastime of the pursuit of trivia.
Hmmmn. . .an interesting phrase — the
pursuit of trivia. Maybe there's a catchy
game title in there somewhere. Pursuing
Trivia? Pursuit into Trivia? Trivial Pur-
suit? Nahhh. Nothing catchy there.
Trivia games have taken their place in
the Hall of Fads, along with the Hula
Hoop, the Frisbee, Rubik's Cube and the
immensely entertaining sport of duck
catching. For the most part, trivia games
thrive on the desire of individuals to
demonstrate their cerebral superiority
over others by the ability to recall worth-
less information. It is an arena where
members of Mensa (Mensites? Mensals?
Mensheviks? Menswear?) compete on
equal footing with idiot savants.
In spite of the inherent elitism fos-
tered by such games, most people who
play them do not take it seriously and
do enjoy the mental calisthenics used in
playing. The educational value of trivia
games lies in the development of skills
involving memory and quick recall.
The ability to think quickly and ac-
curately is important, and here's a safe
place to develop those skills. There may
be some value in the knowledge gained
from learning new facts, but, mostly, it's
just a good workout for the old neurons.
I recall a line from a Limelighters con-
cert in the early sixties (You probably
think I'm one of those pretentious boors
referred to above, don't you? Not moi!)
. . . ahemm . . . that has become my mot-
to in life. Sound Mind — Sound Body.
Take your choice!
PQ— THE PARTY QUIZ GAME
SUNCOM
260 Holbrook Drive
Wheeling, IL 60090
32K Disk $69.95
If you're a hardcore trivia player and
are looking for a computer game to satis-
fy your craving, look no further. Suncom
has successfully preserved the essence
of the popular trivia board games while
incorporating a variety of helpful com-
puter features. This game is not for chil-
dren, but that's cool. . .that's cool.
This isn't just a software package, but
comes with its own special hardware to
use with the game. Four individual game
control paddles are included, along with
an interface module which attaches to
the first two joystick ports. Good news
for all you XL owners out there.
Each paddle has four large buttons
facilitating quick responses. The pad-
dles have relatively long cords that let
players view the monitor screen and play
the game without having to sit on top
of one another.
The paddles are a definite asset to all
aspects of the game, but are indispensi-
ble when playing the competitive mode
which I'll discuss later. The quick re-
sponse feature is appreciated most dur-
ing the lightning rounds, eliminating
fumbling around the keyboard or con-
ventional joystick manipulations.
Several options are available, provid-
ing a wide variety of playing conditions.
The number of players can vary from
one to four, or even four players on two
teams. In the one-player mode, all four
paddles are functional, making it pos-
sible for others to collaborate on one
score.
When the questions are displayed on
the screen, a timer bar and countdown
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 13
GRIFFIN'S LAIR continued
clock appear at the bottom. The clock
is initially set at 500 points for true/false
questions and at 1000 for the multiple
choice.
The quicker the correct answer is giv-
en, the higher the score. The rate that
the time decays, however, is based on
the selected response time, which can
be changed. It can be set at 3, 4, 5 or
10 seconds, depending on the sharpness
of the competition.
Each round of the game consists of 10
questions. The number of rounds in a
game is preset at 5, but can be increased
to 8. 12. 16 or 20 rounds. The latter op-
tion would give a game that's 200 ques-
tions long. With the response time lim-
ited, as mentioned above, a round is
completed very quickly.
A unique feature of this game is the
availability of two game-playing modes,
"competitive" and "social." The com-
petitive mode has all four players com-
peting at once to answer the question,
with the first correct answer being the
only one to score points.
In the social mode, all the players have
an opportunity to answer the question,
even after the correct reply is given. In
this mode, the first correct answer will
score the most points, but everybody has
the chance to score something.
The correct response isn't displayed
until all have attempted an answer, or
when the time runs out. There's no way
of knowing what answer someone else
has entered . One only knows that an op-
ponent's response was correct if a short
tune is heard, or incorrect if an "error"
tone is audible.
The last option allows certain players
to be handicapped. The questions them-
selves cannot be made easier, since ev-
eryone has the opportunity to answer
them. A very simple method is used to
bring about some degree of equity.
A handicapped player is allotted only
half the response time of those without
the handicap. Meaning that, if the re-
sponse time is set for 10 seconds, the
handicapped player's controller is inacti-
vated for the first 5 seconds, giving the
others a chance to answer first.
Playing the game is fairly straightfor-
ward. Questions appear on the screen,
and, a moment later, the possible an-
swers are displayed. The questions are
either of the true/false type or multiple
choice (four answers).
Across the top of the screen, scores
of all the players are displayed through-
out the question rounds. The game can
be paused by hitting the SPACE BAR.
Another interesting feature is that, if a
player tries to answer a question not yet
seen by holding down on one of the but-
tons too early, the word CHEAT appears
in his score column, and his controller
is disabled for the duration of that ques-
tion.
In addition to the regular question
rounds, there are periodic "lightning
rounds." Here, each player is given the
opportunity to answer 10 questions in 20
seconds, with the score being added to
the total. Because of the rapid-fire na-
ture of these rounds, the correct answer
is not displayed as in the other rounds.
This is an extremely well designed
game and comes with a very well writ-
ten manual that fully explains the game's
many features. As I mentioned earlier,
this is not for kids. Over 2500 questions
from a wide spectrum of categories will
challenge even the most expert trivia
buff. The questions are presented clearly
and accurately. I was unable to detect
any mistakes during the several hours I
played it.
Interspersed among the classic flash
of trivia trash are some interesting and
informative facts. I do not use the word
trash in a derogatory sense, but it helps
to turn a phrase. The Parly Quiz is stim-
ulating and fun. So who was Coolidge's
V. P. , anyway?
TRIVIA QUEST
ROYAL SOFTWARE
2160 W. 11th
Eugene, OR 97402
48K Disk $39.95
One of the best indices of a program's
appeal is seeing just hov long it takes
me to get it away from my kids and their
friends when I first bring it home. For
two weeks, a slightly rowdy group oi
high schoolers had this game in ise
from just after school tii . the wee hours
of the morning.
Once it was in my hands, I quickly
learned the reason. Here was an excit-
ing and challenging game which com-
bined the stimulation of a trivia game
with arcade action, in a healthy environ-
ment of competition.
Trivia Quest is a game for one to four
players using joysticks. Atari XL users
need not worry, since four players can
share the two available joysticks with
their computer.
Set in the Dark Ages, the game has
each player assuming the role of a lord
who sends for three of his lieges, a page,
a knight and a prince on a quest. The
object is for all three characters to in-
dividually complete the journey from
their home castles through the perils of
the Empire of Xandor, and back home
again.
The journey is where the fun begins,
as well it should. The trail through this
enchanted land consists of a number of
squares (170. to be exact), most of which
are trivia question squares. The others
represent dragon lairs.
To begin the journey, one must outfit
the character with food and gold . These
essentials are obtained by entering the
wisdom round and successfully answer-
ing a trivia question.
The amount of gold and days of food
attainable from correctly answering are
displayed above the questions. The more
difficult the question, the more gold it's
worth. The number of days of food that
can be earned decreases with time, an
incentive for quick response. After a cor-
rect answer, the character moves around
the "game board" a certain number of
squares, determined by the amount of
gold and food won.
Continuing the game consists of land-
ing on the trivia question squares and
entering the wisdom rounds. Landing
on one of four different squares elicits
a question from the following categor-
ies: sports and leisure, history and ge-
ography, TV (television, literature and
the movies), and miscellany.
Each question has a choice of four an-
swers. The correct answer is not dis-
played, and, since the joystick is used
to point to the desired answer, one's op-
ponents cannot te'l which answer is se-
lected, whether right or wrong.
One of the best features of this game
is that the level of difficulty of the ques-
tions can be selected for individual play-
ers. At the beginning of the game, each
player selects the appropriate level of dif-
ficulty from beginner, standard, tourna-
PAGE 14 / NOVEMBER 1985
ANALOG COMPUTING
ment or random. This permits players
with quite different skill levels to com-
pete equally.
Throughout the journey are squares
denoting dragon lairs. Landing on these
begins a fight with a dragon. The screen
changes, and the character is thrust into
a wooded arena with a fire-breathing
dragon.
The three characters have different
strengths regarding their ability to fight.
The dragons also vary in strength, de-
pending on the amount of gold they're
protecting. By using the trees as a shield
and firing the arrows accurately, one can
slay the dragon and add its gold to one's
coffers. If one loses, then the dragon
takes some gold from the player.
A wisdom round consists of attempt-
ing to answer a question from the cate-
gory of square one is resting on and, if
successful, advancing the determined
number of squares.
After each player has completed the
round, a summary screen appears. This
displays the number of questions an-
swered correctly, the number of dragons
slain and the total gold earned. Then the
next round begins. It may take thirty or
more rounds for a player to successful-
ly make the journey with all three char-
acters.
The "wisdom duel" is another inter-
esting feature. By landing on an oppo-
nent's castle square, landing on the same
square as an opponent or pressing the
joystick button just as an opponent pass-
es over the square one is on, this head-
to-head contest is initiated.
A question is presented, and the first
to answer correctly takes gold from the
other. The amount of gold at stake is de-
termined by the difficulty of the ques-
tion. But beware, Charles Van Doren-
breath, if one answers incorrectly, then
the gold goes to the opponent by de-
fault.
The pleasant graphics are accompa-
nied by catchy music throughout the ad-
venture. Documentation is more than
adequate. The more than 2000 questions
presented on three disk sides are very
accurately compiled.
An optional data disk, with more
questions and the ability to create one's
own questions, is available. The differ-
ent levels of difficulty are quite consis-
tent throughout. The beginner level can
be managed by a bright nine- or ten-
year-old, but does offer some questions
which may present a challenge even to
adults. The tournament level is tough but
fair, and includes some real zingers.
Trivia Quest is entertaining, and this
form of exercise will keep everyone in
shape.
TRIVIA MANIA
XLENT SOFTWARE
P.O. Box 5228
Springfield, VA 22150
48K Disk $29.95
Trivia Mania isn't just a ready-to-play
game of trivia, but is promoted as The
Trivia Construction Set, enabling play-
ers to create their own trivia database.
Sounds like a great idea. We shall see.
The trivia game itself allows from one
to four players to compete, using the key-
board or a joystick. One is given the op-
tion of having the computer display the
correct answer if an incorrect response
is entered.
The flip side of the program disk and
an additional disk provide three sides of
separate databases with which to play.
Each side contains six categories with
100 questions in each category. The six
categories used are the same for each
disk, focusing on general knowledge,
sports, movies, TV, commercials and
science.
Once a category is selected, the game
begins. A question is randomly select-
ed and displayed with four possible an-
swers. The desired answer is chosen,
using the keyboard or joystick. On the
screen is a timer which counts down
from 500 to 0. The quicker the response,
the higher one's score — assuming, of
course, that it was the correct response.
The number of players selected deter-
mines the questions each will be given
during a session. One player alone has
100 questions in a session; two will have
50 questions each; three have 33 ques-
tions; and, with four players, each is giv-
en 25 questions.
The players do not alternate turns,
i.e., a player is given all the allotted
questions consecutively, while the others
wait. This aspect eliminates much of the
competitiveness of trivia games, and it
becomes a "real drag" waiting for one's
turn. After each player has completed
his or her session, the scores are dis-
played to determine the winner.
The data disks contain 1800 questions
in the aforementioned categories, with
no differentiation of skill levels. The
questions themselves are pretty standard
trivia fare and offer a moderately chal-
lenging test of one's knowledge.
I found it disturbing that a number of
entries had misspellings and typos. This
is simply a result of sloppy editing and
is inexcusable in a game of this sort.
The come-on for this game appears to
be the ability to create additional data
disks. Each disk is limited to six cate-
gories of twenty characters in length.
Once the categories have been selected,
the "create/editor" option is used to pre-
pare the database.
A question may contain up to thirty
characters, with four twenty-character-
long answers for each. One hundred
questions are permitted in each catego-
ry. The creation of the database is easily
managed, and the programmers have
made this feature quite user friendly. An
"update" option allows for editing or
deleting items from the database. Any-
one familiar with the usual database fil-
ing systems will recognize this as simply
an offspring of those programs.
The trivia game itself isn't particularly
exciting. However, if one wants to cre-
(contiiiued on next page)
DS/DD
99
■ W %J each
$
SS/DD
90
■ WW each
$
LIFETIME GUARANTEE
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CIRCLE #104 ON READER SERVICE CARD
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 15
GRIFFIN'S LAIR co^tnued
ate a much larger base of questions with
relative ease, then this may just be the
ticket. I only have one problem with that
concept.
If I create this fantastic database, I
will, obviously, know all the answers.
Ergo, I will not get to play it. Or, I will
play it against unknowing opponents
and trounce them. That sounds like fun.
Granted, this may be an ideal method
for a teacher to involve students in an en-
joyable educational activity that can cov-
er various subjects. But otherwise, I'll be
an uninvolved gamemaster without any
purpose.
If one just wants to play a simple ver-
sion of trivia similar to this and one is
alone, then I would suggest going on-
line and playing one of the myriad trivia
games offered by CompuServe. Some of
them are incredibly challenging. While
you're at it, why not hook into the ANA-
LOG Computing TCS; you'll enjoy it,
too. H
Dr. Gri/fin, as Chief of Newborn Medi-
cine at a perinatal center, spends most
of his time in the newborn intensive care
ward. Off-hours, he's been using an Atari
800 for four years. In keeping with his
gentle profession of nurturing preemies,
Dr. Griffin's number one game is Crush,
Crumble, Chomp.
Educational conference.
ACE, the Association of Computer
Educators, a professional , nonprofit or-
ganization dedicated to advancing edu-
cational programs through technology,
will hold its second annual conference,
called "Computer Education in Transi-
tion, B.A.S.I.C.(s) and Beyond," at Ford-
ham University, Lincoln Center Campus,
on Saturday, November 9, 1985. For fur-
ther information, contact ACT at 751
Bard Avenue, Staten Island, NY 10310.
\M ELITE SOFTWARE PRODUCTIONS
P.O. BOX 7638
CORONA-ELMHURST, NY 11373
| 1-718-271-3442 1-718-740-9253 1-718-2438 |
SPECIAL! Limited Time Introductory Offer!
Public Domain Software! Each Disk ONLY $6.95!
Every 4th Disk You Order Is FREE!
DISK 1: Games— Over 20 different games for
enjoyment!
DISK 2: Educational— For ages 4 to 40! Make learn
ing FUN!
DISK 3: Telecommunication— Modem Terminals—
AMIS included!
DISK 4: Advanced Music System— Over 20
different songs.
DISK 5: Koala Pictures-Over 35 different pictures.
DISK 6: Utilities/Applications— For the home or
business.
DISK 7: More Games— 2nd edition of Disk 1.
DISK 8: More AMIS Files— 2nd edition of Disk 4.
Add S1.50 for POSTAGE AND HANDLING on EVERY 2 DISKS
you order Foreign: Add $2.00. We accept checks and money
orders. NO COD Order by Disk No
CIRCLE #105 ON READER SERVICE CARD
WHAT IS
CHECKSUM DATA?
Most program listings in ANALOG Computing are followed by a table of numbers appearing as
DATA statements, called "CHECKSUM DATA." These numbers are to be used in conjunction with
D:CHECK and C:CHECK (which appeared in ANALOG Computing issue 16 and the ANALOG
Compendium) or with Unicheck (from issue 24)
D:CHECK and C:CHECK (written by Istvan Mohos and Tom Hudson) and Unicheck (by Tom
Hudson) are designed to find and correct typing errors when readers are entering programs from
the magazine. For those readers who would like copies of these articles, you may send for back
issue 16 or 24 ($4.00 each) or the ANALOG Compendium ($14.95 plus $2.00 shipping and han-
dling from:
ANALOG Computing
P.O. Box 615
Holmes, PA 19045
PAGE 16 /NOVEMBER 1985
ANALOG COMPUTING
BARGAIN
S
by Andy Eddy
In these days of inflation, new soft-
ware can be very expensive, and some-
times disappointing. Many software
manufacturers have fallen by the way-
side, due to the shakeout that occurred
in the computer market. Some compa-
nies that were riding the top of the charts
found their popularity waning or total-
ly gone.
In a desperate effort to recoup some
of their investment, they would liquidate
the inventory that sat in warehouses. For
consumers, this created a market of low-
cost, discounted software. Like the rec-
ords that can be bought in the "cutout
bin" of a record store for a couple of dol-
lars, the quality of the product isn't nec-
essarily reflected in the price.
This article reviews some of the "bar-
gain bin" items and gives an opinion as
to whether or not they're good deals at
their new prices. I hope it proves to be
of assistance to you.
And now, on with the show. . .
SPACE EGGS
by Nasir Gebelli
SIRIUS SOFTWARE
10364 Rockingham Drive
Sacramento, CA 95827
(916) 366-1195
48K Disk
Space Eggs is very similar to an arcade
game of a few years ago called Moon
Cresta, which could be found under an
assortment of names. They all had one
thing in common: a high frustration
level.
When I say "frustration," I don't mean
the kind that makes you walk away in
disgust, but gets under your skin, makes
you break out in a sweat and causes you
to mutter words not found in the diction-
ary. . .because you want to conquer it.
After the opening credits, your three-
tiered spaceship enters the screen and
separates at the bottom, leaving your
first stage ready for battle. Your oppo-
nents seem harmless enough — seven
eggs floating back and forth across the
screen. Hitting one with your phaser
breaks the egg open to reveal your real
enemy.
Each level completed exposes you to
a more dangerous foe, starting with spi-
ders and progressing through to lips (?!),
wolves and fuzzballs. Beating the fuzz-
balls (which isn't easy at all) brings a
random combination of the aliens. Even
though there isn't much on the screen
to blow away, each creature must be
struck twice — first to break the egg, then
to destroy the attacker.
A bonus feature gives you the chance
to dock your first stage with either your
second or third stage. This turns your
ship into a devastating battle machine,
spitting out a trio of bullets in each vol-
ley. The maneuver is difficult to accom-
plish and only occurs after various point
goals — not easy pinnacles to reach and
definitely for die-hard players only.
While the graphics leave a lot to be
desired, and your imagination must be
stretched to envision each of the charac-
ters, the actual gameplay is the feature
here. Space Eggs is designed to allow
you the choice of keyboard, paddle or
joystick control. A nice addition for
those with a stripped down, basic
system.
A $25.00 to $30.00 price doesn't make
this a great value compared to the qual-
ity of the latest waves of software offer-
ings. But, at the discounted price of
$4.95, this game is an inexpensive ad-
dition to the library of any avid arcade
player. Visually, the program is first gen-
eration, but it puts your patience and
abilities to the test.
(continued on page 19)
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 17
SUPERPRINTER
PACKAGES
SG-10 Printer and
U-Print A 285
Citoh 7500AP and
U-Print A 292
Panasonic 1091 and
U-Print A 315
Panasonic 1090 and
U-Print A 269
Legend 880 and
U-Print A 287
Powertype and
U-Print A 369
Super printer packages have no extra
charges added when shipped in Conti-
nental USA.
Samsung Monitor Special
12 inch amber. 79.95 14 inch color
12 inch green . 79.95 (.63mm DOT) .
Monitor Shipping $10.00 14 incn color
(.52mm DOT) .
Indus GT
219
159
179
A ATARI
Atari 130 XE Computer can For
. Current
Atari 1050 Disk Drive prices
PRINTER
BUFFERS
Microfazer
U-Print-16K
Buffer . .
U-Print-32K
Buffer . .
U-Print-64K
Buffer
.. Call
Printer
. 79.95
Printer
.99.95
Printer
.109.95
micronici-inc
THE POWER BEHIND THE PRINTED WORD.
SG-10
SG-15 .
SD-10 .
SD-15 .
SR-10 .
SR-15 .
215
. 369
. 339
. 449
. Call
. Call
MODEMS
Maxwell 300/1200
AA/DD 319
MPP1000E ....89.95
Volksmodem 300 . . 59
Volksmodem 1200 189
R-Verter Modem
Adapter 39.95
U-Call Modem
Adaptor 44.95
New-Pocket Modem-Direct
Connect 94.95
PRINTER INTERFACES
Aid Interfast I . . .99.95 U-Print A/16K Buffer . .
U-Print A 59.95 U-Print A 32K Buffer . .
U-Print A/64K Buffer . 109.95
79.95
99.95
PRINTERS
Citoh 85 10AP+ ..329
Citoh 7500AP ....219
Epson Call
Toshiba 1340 559
Legend 880 219
Panasonic 1091 .245
Panasonic 1090 . 199
Powertype 309
Buy THE PRINT
SHOP for 27.95
with the purchase
of any printer.
HUNDREDS OF ITEMS
AVAILABLE FOR THE
PLEASE CALL
ATARI
ST Software
Gem Write 79.95
Gem Paint 39.95
Spreadsheet 79.95
D8 Master 79.95
2 Key Accounting 64.95
Home Planetarium 39.95
ST Cobol 39.95
ST Business Tools 49.95
Calculator 19.95
Centipede 24.95
Missile Command 24.95
Star Raiders 24.95
Battlezone 24.95
Asteroids 24.95
ATARI 520 ST
SOFTWARE &
HARDWARE*
Atari 520 ST
RGB System ..Call
Atari 520 ST
Monochrome
System Call
Please call for stock availability
ordering by mail
ST Hardware
SF 354 Disk Drive Call
SF 314 Disk Drive Call
Miscellaneous ST
Monday Morning Manager . 34.95
VIP Professional ....'..". 69.95
Financial Time Machine .... 41 .95
Deja Vu 39.95
Keyboard Cadet 27.95
Halley Project 34.95
PC/Intercom 89.95
Mince Text Editor 129.95
Haba Systems Call
on Atari ST products before
intercom ST
Deadline 34.95
Starcross 34.95
Zorkl, II, or III 29.95
Witness 27.95
Suspended 34.95
Planetfall 27.95
Sorcerer 29.95
Seastalker 27.95
Cutthroats 27.95
Hitchhiker 27.95
Suspect 29.95
Wishbringer 27.95
Infidel 29.95
Enchanter 27.95
Micro League Baseball . . 24.95
On Track Racing 16.95
Starbowl Football 18.95
Winter Games 24.95
Starieague Baseball 18.95
SUPER SPECIAL PRICES EFFECTIVE
NOW THRU NOVEMBER 30, 1985
World's Greatest Football 24.95
One on One 21 .95
Cross Country Road Racel 8.95
A T
ACTIVISION
Call lor liems and prices
BRODERBUND
Karaleka-D 20 95
Champ Lorjerunner-D 23.95
Print Shop-D 3495
Bank Street Wriler-D 34 95
Print Shop Graphics l-D 19.95
Print Shop Graphics ll-D 19 95
Print Shop Paper 16.95
DATASOFT
Conan-D 27.95
Bruce Lee-D 27.95
Alternate Reality-D 27.95
Goomes-D 23.95
Elevator Aclion-D 23.95
Zorro-D 23 95
Pole Position ll-D 23.95
INFOCOM
Deadlme-D 29.95
Enchanter-D 23.95
Inlidel-D 29.95
Planettall-D 24.95
Sorcerer-D 29 95
Starcross-D 29.95
Suspended-D 2995
Witness-D 29 95
Sea Slalker-0 24.95
Cutlhroals-D 24 95
Suspect-D 24.95
Hilchiker-D 24 95
Zork l-D 24.95
Zork II or lll-D 27.95
Wishbringer-D 27.95
XLENT SOFTWARE
Megalont-D 19.95
Page Designer-D 23 95
Typesetter-D 27.95
Megafiler-D 23 95
A R I
EPYX
Rescue on Fractalus-D 25 95
World's Greatest Football-D . 25.95
The Eidolon-D 25.95
Winter Games 25.95
Koronis Rilt-D 25.95
BallOlazer-D 25.95
Pitstop ll-D 25 95
Summer Games-D 25.95
MICROPROSE
Call lor items and prices
OPTIMIZED SYSTEMS
Basic XE-Carl 52 95
MAC 65 XL-Cart 49 95
Action-Cart 49 95
Basic XL-Cart 39.95
DOSXLBug65 27.95
MAC 65 Tool Kit-D 20.95
Action Tool Klt-D 20.95
Basic XL Tool Kit-D 20 95
ELECTRONIC ARTS
Archon 19.95
Archon II 24 95
Mule 19.95
Realm Impossibility 19.95
Murder Zinderneuf 19 95
Music Construction 19.95
Pinball Construction 19.95
One on One 24.95
Seven Cities ol Gold 24.95
Financial Cookbook 29.95
GAMESTAR
Star League Baseball-D T 20.95
Starbowl Football-D T 20 95
On Track Racing-D 20.95
D— DISK
T— CASSETTE
CART— CARTRIDGE
W A
MISCELLANEOUS
Panzer Grendier-D . . . 24.95
Hacker-D 19.95
Mindshadow-D 19.95
Countdown Shutdown-D 19 95
Cross Country Road Race-D 19.95
Master ol Lamps-D . .. .19.95
Maslertype-D 27.95
Flight Simulator-0 34.95
Sam-D 37 95
Castle Wollenslein-D 20.95
CompuServe Starter Kit 21.95
Home Accountant-D 49.95
Monkey Wrench-Cart 23.95
Ultima lll-D 3795
Sargon lll-D 34.95
SpyvsSpy-D 2395
Odesta Chess-D 49 95
MMG Basic Compiler-D 69.95
Net Worth-D 49 95
Ramrod XL 69.95
Umverse-D 69.95
Beachead-D 21.95
Letter Pertect-D 39 95
Data Perlecl-D 39 95
Fleet System ll-D 49.95
Strip Poker-D... 23.95
Halley Pro|ect-D 29.95
Micro League Baseball-D 29.95
Harcourt Brace S.AT-D 49.95
Ullimal-D 23.95
Ultima ll-D 37.95
F-15 Strike Eagle-D 23.95
Ultima IV-0 1.41.95
Bounty Bob-Cart . 29.95
Alien Voice Box 99 95
SpyHunter-D 29 95
Tapper-D. .. 29.95
Ken Uston's Black|ack-D 49.95
Omnimon 69.95
R E
SSI
Carrier Force-D 37 95
Combat Leader-D 24.95
Cosmic Balance ll-D 24 95
Cosmic Balance-D 24 95
Brcadsides-D 24.95
War In Russia-D ... 49 95
50 Mission Crush-D 24.95
Queslron-D 32 95
Rails West-D 24 95
Computer Ambush-D 37.95
Galactic Adventures-D 37.95
Computer Baseball-D .24.95
Relorger 88-D 37.95
Objective Kursk-D 24.95
Breakthrough Ardennes-D 37 95
Field ol Fire-D 24.95
Impenum Galatium-D. . . . 24.95
Oper Market Garden-D 32 95
Kampfgruppe-D 37 95
Computer Quarterback-D 24 95
Colonial Conquesl-D 24.95
Gemstone Warnor-D 21.95
Six Gun Shoolout-D . . 24,95
SYNAPSE
Syncalc-D 34 95
Synlile-D 34.95
Syntrend-D 27,95
Syncom-D 27 95
Synchron-D 27,95
Synstock-D 27.95
Syncalc Templates-D 16.95
Relax Stress Reduction-D 79 95
BlueMax-D 23.95
Blue Max 2001 -D 2095
Mindwheel-D 27 95
Loderunner s Rescue-D 20 95
ATARI is a trademark
of ATARI. INC
BATTERIES
INCLUDED
HomePak-D 34.95
Paper Clip-D 39 95
B-Graph-D 49 95
MISCELLANEOUS
TAC III Joystick 12,95
TAC II Joystick 12,95
Slarfighter Joystick 9.95
Silk Stik Joystick 7.95
Wico 3-way Joystick 23.95
-EST. 1982-
~fLom.pu. trflbUltu^
PO Box 17882. Milwaukee, Wl 53217
ORDER LINES OPEN
Mon-Fn 1 1 a m -7pm CST • Sat 12 pm -5pm CST
To Order Call Toll Free
800-558-0003
For Technical Info, Order
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For fast delivery send cashier's check, money order or direct bank
transfers Personal and company checks allow 2 weeks to clear
Charges lor COD are S3 00 School Purchase Orders welcome In
CONTINENTAL USA, include S3 00 shipping per software order
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CIRCLE #106 ON READER SERVICE CARD
53
Bargain Bin
continued
BRISTLES
by Fernando Herrera
FIRST STAR SOFTWARE
22 East 41st Street
New York, NY 10017
(212) 532-4666
32K Disk
The task you've been enlisted for in
this contest is to paint (as quickly as pos-
sible) the rooms of the building you (and
up to three of your friends) are working
in, all the while collecting any bonuses
you come across. The faster it's complet-
ed, the higher the bonus awarded. If the
timer should run out before you finish
the job, you must take your brushes and
try again.
Bristles.
To stress the nonviolent overtones of
the contest, lives are not lost as in most
video games. You're supplied at the start
with ten paintbrushes, and you lose one
upon each unsuccessful encounter with
one of the many meanies you may bump
into along the way.
To avoid having to move through the
building or relying on your running and
jumping ability alone, the structure is
equipped with ladders and elevators.
Missing or running into an elevator re-
sults in your falling into the basement
to start again. In later stages, this results
in the loss of a brush.
As an additional challenge, on com-
pletion each building will uncover a
word (or words) to help you discover a
hidden message. This phrase will only
be totally revealed when all eight build-
ings in each skill level are painted. With
six skill levels to work through, the fin-
est display of your joystick talents would
be to reveal all six messages.
Don't think that once the bad guys
who chase you are handled, the game
is without challenge — finishing the in-
itial skill level moves you into a level
that has you painting with clear varnish
to test your memory, which is followed
by painting of the building in the dark.
The only assistance you receive at this
point is through the use of the many
sound effects and musical passages that
provide their own individual indication
as to your painter's status.
The ability to choose the number of
joysticks you'll use, regardless of the
number of players, shows a sensitivity
to the difference between the systems
that users may have put together.
The detailed manual that accompa-
nies Bristles is very simple to under-
stand. It provides numerous hints that
may help get you through the rough
spots in your strategy.
The $2.50 price hardly covers the cost
of the disk used to store the program.
It's an incredible value, if you can find
it nearby. Many users will find Bristles
too difficult and demanding, as it's a
very hard game to master. But, for the
player who isn't satisfied unless his or
her abilities are tested to the limit, this
one's certainly for you.
SNEAKERS
by Mark Turmell
SIRIUS SOFTWARE
10364 Rockingham Drive
Sacramento, CA 95827
(916) 366-1195
48K Disk
Though it may come as a surprise to
many game designers, the popularity of
a game is not necessarily dependent on
how many ritzy features or what fancy
graphics are written into it. Many games
have found quite a following by merely
including a well-designed challenge for
the player — varying that challenge fast
enough so as not to be boring, yet slow-
ly, enough s0 that. the player isn't over-
whelmed.
Sneakers.
Sneakers, as simple as it seems, lives
up to that policy and offers a variety of
tests that keep pushing the player to his
or her maximum.
This program runs you through eight
different tasks, ranging from "Sneakers,"
where you must shoot off the screen
creatures that look like happy faces with
legs, to "H-wings" that zigzag down
from the top, bouncing off the sides of
the screen toward your waiting craft
(possibly the most difficult of all the
screens).
Some of these battles are easy to com-
plete, while others will take all your ef-
forts to pull your remaining spaceships
through. Many of the screens force you
to arrange a strategy around the move-
ments that your attackers make.
For example, the path of the enemy in
"Sneakers" changes in relation to how
long you hold down the trigger. This
forces you to pick and choose the shots
you'll take, or you'll find the saucers
crashing into your ship. Needless to say,
this isn't the best plan to use to move fur-
ther into the game!
As simply as the game is laid out,
you'll find its ability to raise the sweat
of your brow worthy of your admiration.
Since it's now exiled to the discount
rack, where the price is within the range
of anyone's wallet (our purchase price
was $6.95), it can be recommended for
anyone who enjoys a fine arcadelike de-
sign. Just don't expect it to be solid gold
. . .Sneakers only appears to be!
NIGHTSTRIKE
by A.Y. Kobayashi
(Solitaire Group)
TG SOFTWARE
1104 Summit Ave., Suite 110
Piano, TX 75074
(214) 424-8568
16K Cartridge
Nightstrike resembles a slightly more
polished version of the early 2600 re-
lease, Air-Sea Battle. Though its graph-
ics aren't as blocky, the play of the game
itself isn't enough to hold one's interest
for too long.
You're equipped with tanks which roll
out onto the screen one at a time. As
with most games of this sort, when
three tanks are destroyed, the game
ends. At that point, you may breathe a
sigh of relief that it's over!
Between the first push of the START
button and the GAME OVER banner,
you're exposed to waves of enemy air-
craft crossing the night sky. Some of
these attackers will drop bombs in an
attempt to bring the battle to an earlier
conclusion.
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 19
ea
? Bargain Bin continued
You must use the weapons your tank
has been equipped with: anti-aircraft
guns (standard fare for games of this
type) and shells that may be detonated
aerially at an altitude of your choosing
(though limited in number), in an at-
tempt to destroy as many of these attack-
ers as possible.
When each wave ends, you will be re-
warded with bonus points correspond-
ing to how good your ratio of shots taken
to planes destroyed is. The guns will be
your major utility in the battle, but must
be used sparingly to elevate the bonus
point rating.
As you proceed through the contest,
each succeeding wave gets more diffi-
cult: faster and more erratic movement
by the enemy bombers, attacking rock-
et bombs, and, most importantly, blind-
ness due to nightfall. Flares can be ex-
ploded, leaving a lingering backlight in
the sky which may or may not help you
in your efforts.
Nightstrike can be played by one or
two combatants (though not simultane-
ously, which would have allowed for bet-
ter competition and action) and may be
started at any level of your choosing, up
to the maximum of the eighth level.
By starting the game at the highest
level, the program's shortcomings be-
come evident. Between the enemy's on-
slaught, the trouble with tank movement
and firing (which are combined into a
single joystick function), and the inabil-
ity to see the offenders, you're just too
overwhelmed to concentrate on the task
at hand. It's over almost before it begins.
To play up to this stage would be, in my
eyes, humanly impossible.
Even discounted to $2.99, Nightstrike
can't be heartily recommended. Its goals
are so lofty that the player gets tired of
trying for an impossible dream. And,
while at first the idea works, too much
is thrown in to muddle the effort.
DROIDS
by M. Mirzazadeh
(Solitaire Group)
TG SOFTWARE
1104 Summit Ave., Suite 110
Piano, TX 75074
(214) 424-8568
16K Cartridge
Droids transports you from the com-
fort of your home to "the vast, starless
void beyond the Mnemos Nebula." Here
you're in control of your own spaceship,
which comes equipped with its own
slew of out-of-control robots. These ma-
chines are going around your craft shut-
ting down the various control systems
that maintain the communications, life-
support, weapons and engineering func-
tions.
You must move through the four-story
ship reactivating all the systems that
have been shut down, before the droids
get to them. If a droid comes in contact
with any of the systems (each represent-
ed by a symbol on one of the floors), the
system is immediately powered down.
Contact by your ship commander with
any of the robots wandering the corri-
dors results in instant death.
To fully activate a system, you move
your captain to the "recharging station,"
then touch one of the symbols. The sys-
tem icon will change color from red to
yellow to green (when fully powered) to
indicate its status. If you fail to have all
of the systems working simultaneously
within a three-minute period, the game
ends.
Your shooter in this endeavor is an
"integrator beam" (don't you just love
these names?) that helps you keep the
hapless robots at bay. But it's only a tem-
porary fix; there are more where they
came from.
If you complete a level successfully,
you'll be advanced to the next, up to a
maximum of seven. Each level provides
more of a challenge, where you'll face
droids that are increased in number and
speedier, and you'll find your - movement
and shooting become restricted.
Documentation provides the barest of
explanations, as you must discover by
actual play the basic strategies involved.
While I have mixed feelings about the
quality of the challenge, for $2.99 what
can you lose?
At a higher price, I'd have reserva-
tions, as many games put out today eas-
ily surpass Droids, with more descrip-
tive documentation and lack of play
repetition. Unfortunately, this product is
also accompanied by possibly the ivorsf
interlude music known to man.
FLIP AND FLOP
by Jim Nangano
FIRST STAR SOFTWARE
22 East 41st Street
New York, NY 10017
(212) 532-4666
32K Disk
At first, Flip and Flop appears to be
a Q*bert clone, but it has enough origi-
nal thought behind it to put it beyond
its predecessor.
The first difference (and, perhaps, the
most important) lies in the playfield de-
sign. In Q*bert, the simple pyramid be-
came a monotonous graphic to play on
and left experienced arcaders with the
ability to find a pattern to defeat the sys-
tem. Flip and Flop starts with a scatter-
ing of marked squares that must be
jumped on to complete the task. As you
finish each level, more platforms and
marked squares are added, as well as
more speed for your pursuer.
Flip and Flop.
The jumper you control in the odd-
numbered levels is a kangaroo named
Flip, and on even-numbered levels, a
monkey named Mitch. The difference
between the two is another plus for this
program — Flip changes squares by hop-
ping on top of the puzzle; on Mitch's
turn, the whole thing is tossed upside-
down, leaving him hanging and swing-
ing from square to square. This optical
illusion adds to the excitement that
challenges you.
The task at hand sounds easy so far,
but add in a zookeeper chasing Flip and
a "flying net" on Mitch's heels, and this
combination will have your joystick
smoking in an attempt to elude capture.
If your character and the relentless
pursuer come to rest on the same square,
or if you jump off the maze's edge, you'll
lose a "try." The design of the game is
one which should be applauded by all
computer gamers for its lack of a vio-
lence. No explosions, blasting lasers or
blood lost . . .you just lose a "try." More
programmers should take this to heart
when they design.
Another innovation is the use of the
"sticky squares" scattered throughout
the maze. These will hold any of the
game's characters (including you) like
flypaper for a short period of time. This
feature will either allow you to put some
distance between yourself and the hunt-
er or force you to be a sitting duck.
PAGE 20 / NOVEMBER 1985
ANALOG COMPUTING
Little nuances, such as a change in
play field color each round, the colorful
score displays and frequent animated in-
termissions, in addition to the above-
mentioned features, show that Flip and
Flop was designed by an artist who was
interested in forming a game devoid of
boring repetition.
The graphics are crisp 3-D simula-
tions that pay attention to detail at ev-
ery turn. All this, coupled with concise
but effective documentation, provides
you with a game that's fun and easy for
all.
This disk was purchased from the dis-
count table at a local toy outlet for the
amazing price of $2.50! It should be
quickly picked up by anyone who sees
it and immediately enjoyed for its abil-
ity to give much entertainment and end-
less hours of arcadelike thrills.
FAST EDDIE
by Mark Turmell
SIRIUS SOFTWARE
10364 Rockingham Drive
Sacramento, CAQ 95827
(916) 366-1195
8K Cartridge
While on the subject of games by
Mark Turmell, here's another that he
authored. According to the copyright
dates on the products, Fast Eddie fol-
lowed Sneakers, although in appearance
and play quality, it would seem to have
been written for the Atari 2600 and con-
verted for the various computer systems
in an attempt to make a few more bucks.
Bad choice!
The first view of this game will take
you back to when the 2600 was the rage.
In light of the strides that have taken
place in computer game graphics, you
will find yourself extremely disappoint-
ed that this appears on your computer.
The only consolation is that the game is
a couple of years old, but even back then
graphics quality was many steps above
this.
Turmell has again used the "Sneak-
ers" that were so popular in the previous
game, but here you'll find them guard-
ing the various treasures that float above
their heads.
Your goal is to rim, jump and climb
your way to all the bonuses on the five
floors of the structure. The trouble arises
on the top floor, where the dreaded
"high-top" appears (those who grew up
playing basketball on playground courts
would be most familiar with these). He's
a "Sneaker" who can't be jumped over
till all the bonuses have been retrieved.
At that point, he'll shrink to "normal"
size, and a key will materialize above his
head (?).
Leaping to this key safely will reward
you with a free life (if you're not already
holding the maximum three allowed).
Play will proceed level by level, with the
"Sneakers" multiplying and trying their
hardest to impede your progress.
As you may have realized by this de-
scription, the game soon becomes bor-
ing in its repetition. It adds very little
difficulty to the basic premise and short-
ly becomes very tiring. While the book-
let provided helps you form a strategy
with a bunch of helpful hints, the con-
tinuing "run, jump, run, jump" routine
will ruin any enjoyment you may derive
from it.
If any recommendation can be made,
it's that you should buy Fast Eddie as a
warm-up to more challenging programs
you may have in your library. Even with
a $2.99 price tag, it's not good for much
more than that.
COMPUTER WAR
by Colin Hume
THORN EMI SOFTWARE
1370 Ave. of the Americas, 9th Fl.
New York, NY 10019
24K Disk
These days, people all over the world
are concerned about the possibility of
nuclear war. Some have taken it upon
themselves to try to profit from this con-
cern (in a sense), by writing TV and
movie scripts about it. It also seems that
what appears on the screen will soon be
found in the form of a computer prod-
uct. Computer Wars falls into this group
and does a fair job at pulling it off.
As a member of the military forces of
the U.S.A., your job is to defend all the
military bases in the country, to the end.
As the enemy missiles approach, you
must track them with the help of your
computer, destroying them before the
national defense system retaliates in an
all-out effort that would, most likely, re-
sult in worldwide destruction.
If you complete a level by vanquish-
ing all the bombs, you'll be tested with
a crossword-puzzle-like grid where you
must match a small grid with a portion
of the main grid. Rotating the smaller
section and visualizing where it belongs
is hard enough, but add a time limit and
you'll find yourself on the edge of los-
ing your sanity in an effort to complete
the puzzle.
If you accomplish this, the game will
reward you by allowing you to pick a
base and take it off your computer dis-
play of the U.S.A. defense structure,
thereby reducing the number of instal-
lations that must be defended.
When all the bases have been safely
locked up, you will be rewarded with
bonus points. Don't rest. . .the battle
gets more difficult as more bases are ad-
ded, and more missiles are dispatched
by the enemy to wipe them out.
It certainly is disappointing that the
game can't end with a successful de-
fense. Inevitable destruction is accom-
panied by catchy phrases that are subtle
reminders of the movie Wargames.
This game is well designed, with
some dazzling graphic displays, but it's
not without some faults. When a missile
is located on the main map, the cursor
is manipulated to circle the rocket. A
push of the trigger will then switch the
screen to show a panoramic view of the
terrain.
This is where you attempt to blow up
the attacking missiles. A few tries at the
latter segment will improve your shoot-
ing, but the bombs are still very diffi-
cult to destroy. Sometimes, they seem to
elude your firings magically.
The other annoyance comes when the
enemy has succeeded in causing some
severe damage to your bases. When this
damage reaches a high level, the game
will keep you aware of it by a constant
and annoying siren that continues until
you "catch up" and restore some of your
defense capabilities.
Other than these problems, Computer
War has some very challenging thrills
built into it. It also carries a cost of
$5.95, which is a small price to pay for
the entertainment it provides.
With luck, this has given you an op-
portunity to pick and choose from a por-
tion of the discount software available.
As with any item you buy, you should
remember the phrase caveat emptor (let
the buyer beware). Until the next time
. . .enjoy, fl
And\' Eddy works as a cable television
technician, with a long-time interest in
computers. While his family's 800 is
three years old, he's been avidly play-
ing since Space Invaders and is a form-
er record holder on Battlezone.
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 21
WHITE HOUSE COMPUTER
P.O. Box 4025, Williamsport, PA 1 7701
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over $300 in the continental USA. APO
& FPO add 35. 00 per hundred. For
priority mail add SB. 00 per hundred. PA
residents add 6% sales tax. Defective
products must have Prior RA number.
Schools net 1 5.
COMPUTERS
EPSON
RX 80
. . . 209.00
RX 100
...369.00
JX 80
...479.00
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FX 185
...499.00
LQ 1500 PAR
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LQ 1500 SER
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LX 80
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Homewriter
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Comrex 220 Atari
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LX 90
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SQ 2000
..1525.00
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HS 80 Letteriet
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ATARI
XTM 201 99.95
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XMM 801 169.95
STC 504 139.95
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SMM 801 279.95
STAR MICRONICS
SG-1 21 4.00
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Powertype 307.00
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520 ST Color RGB Monitor & More
520 ST Monochrome Monitor & More
CALL
DISK DRIVES
Indus GT 205.95
1050 164.95
Happy 1 050 335.95
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CITIZEN
LEGEND
MSP 10 305.00 1 380 269.00
MSP 15 450.00 1 385 305.00
MSP 20 450.00 1 080 229.00
MSP 25 575.00 880 1 99.00
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84
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MD 1 15.95
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SYNAPSE
Synfile 32.95
Syncalc 32.95
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SOFTWARE
Proofreader 19.95
Codewriter 42.95
Filewriter 24.95
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Small Bus. Inv 17.95
Saleman's Expenses. ... 1 7.95
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The Learning Phone 23.95
CALL FOR OTHER
SOFTWARE!
BRODERBUND
Print Shop 28.95
Graphics Library I 1 7.50
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INTERFACES
MODEMS
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850 108.95
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ZVM 122 Amber
7\/M 1 23 Grppn
82.95
75 95
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ZVM 131 RGB Color/Green
ZVM 133 RGB Color/Green
ZVM 130 Color/Green
229 00
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Comcolor I ...
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1201
189.00
...139.95
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INCLUDED
300 A . . 129.00
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1205
. . . 139.95
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1260
97.95
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MJ-10 Color
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185.95
...269.95
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310 A 145.00
CIRCLE #107 ON READER SERVICE CARD
PANAK
STRIKES!
Reviews of the latest
software
by Steve Panak
This month, as I emerge from my sub-
terranean lair, I am blinded by the light.
Not from the sun, although that would
be pleasant since it's always dark here,
but from the glow of good games. I get
such junk at times that I'm sure I'll go
mad. But not this month — not a dud in
the bunch.
So, as the last ghastly glow grows dim
on my phosphor tube, I can barely re-
member that I am still trapped here,
with no escape except that in my own
twsted mind. Yet it's with peaceful res-
ignation that I write this to you from
beyond — a feeling that, at least for a
time, I will be free. . .through these
games.
I will, of course, only awaken and find
myself trapped again.
THE HITCHHIKER'S GUIDE
TO THE GALAXY
by Douglas Adams
and Steven Meretzky
WISHBRINGER
by Brian Moriarty
INFOCOM
125 Cambridge Park Drive
Cambridge, MA 02140
48K Disk $34.95 each
See what I mean? This month, not one
but two games from the only company
that can really turn me on. The graph-
ics which Infocom's
prose sends scorching
into my mind make all
my arcade action games
obsolete. So, without fur-
ther ado, let's get into the
first one.
The Hitchhiker's Guide to
the Galaxy is Infocom's four-
teenth work of interactive fiction
(and they said it wouldn't last).
However, it also marks a first for
Infocom. It's the first time they've used
a best-selling author's book as a basis for
one of their games, and they've even had
the author co-write the game itself.
Douglas Adams is the man behind the
madness, and the four books which
comprise the Hitchhiker trilogy have
been best-sellers — both in the U.S.A.
and in the author's native England. They
have spawned, in addition to the Babel
fish, a public radio series and a PBS tel-
evision mini-series (imported from En-
gland). Rumors continue to circulate as
to the possibility of a motion picture
again reuniting Arthur Dent and his co-
horts.
The game itself takes you into the tor-
mented world of Arthur Dent, who, on
one sunny morning, got up on the wrong
side of his bed to find his clothes, his
house and his planet utterly destroyed
by bureaucrats bent on progress. To cap
it all off, he discovers that his friend.
Ford Prefect, is not from Guildford
after all, but from a small planet
somewhere near Betelgeuse. As in
the series, the two are joined by
Zaphod Beeblebrox, the universe's
cleverest two-headed man, and by
Marvin, the paranoid android, who of-
ten has a pain down all the diodes in his
left side.
The four band together and are joined
by other memorable characters, as the}'
move in and out of improbable situa-
tions as easily as most of us get out of
our old socks. And, all the time, they
slyly poke fun at every science fiction
gadget and concept ever created.
The characters come to life as the sto-
ry unravels before your awaiting eyes.
One problem, however, is inherent. The
characters in the trilogy are extremely
complex — more than a computer game
can handle, even one from Infocom.
So, in order to understand many of the
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 23
ga
I PANAK STRIKES! continued
events, you have to have read the books.
How else could you know what truly
repulsive creatures the Vogons are? But,
once you've read the books, you've also
learned solutions to some of the puzzles.
boxes, in particular, take on a life of their
own as they skip and jump about, de-
manding to be fed.
If you evade the boot patrol and have
the Wishbringer stone, you're in com-
Not all the puzzles, though, and there
are more than enough riddles to keep the
game gnawing at you for at least a cou-
ple of weeks. Some of the puzzles are
extremely humorous (as well as diffi-
cult), as they taunt you after each incor-
rect solution attempt. And, for those of
you who've played the game, I want you
to know the Babel fish is still torment-
ing me.
Infocom followed Hitchhiker (as if
that was possible, but then, achieving
the impossible is an Infocom exclusive)
with Wishbringer, a fantasy game in
their introductory (formerly "junior")
level.
In this game, you're a postal clerk who
is ordered one day, none too politely, to
deliver a mysterious letter to the town's
Magick Shoppe. But this letter turns out
to be a ransom note for the proprietor's
kidnapped cat.
Upon your return from delivering the
letter, you discover that the town has
changed — for the worse. It's no longer the
friendly city of your youth, but has mu-
tated into a malignant metropolis, whose
livid life-forms have no good plans for
your future.
Wishbringer also takes you through
a labyrinth of twists and turns that wind
through other familiar Infocom locales.
Suddenly, you find yourself outside a
white wood house (Zork), or on a sul-
try pier (Cutthroats). But each of these
places has also changed strangely. Mail-
this is necessary. Sometimes it even en-
hances the game, providing a tension-
building delay before you find out that
you've inadvertently killed yourself,
mand of its power. It allows you to cast
seven spells, some of which can only be
used once. It's not easy; all the spells re-
quire additional items, such as grue's
milk. And, if you've ever tried to get
milk from a grue, you know how pain-
ful that can be. Only the wise warrior
will find all the items, then wait and use
the spells at the correct time, finally
completing the game.
The puzzles are generally easy, espe-
cially if you've challenged Infocom be-
fore. However, the prose is entertaining,
and the game is fun and full of surprises,
more than making up for the quick com-
pletion time.
Both programs function smoothly. In-
focom has left little room for improve-
ment, although Wishbringer introduces
a new cursor. As usual, time is always
spent loading data from the disk, but
The Infocom production staff has out-
done itself again in the packaging of
these two games. Both utilize their new
packaging design, which resembles a
book, with a front cover that opens to
display the manual.
The disk and other game goodies are
secured in a compartment in the back.
Hitchhiker's manual is especially good,
with humorous prose and drawings. Al-
so included are the peril-sensitive sun-
glasses (which become opaque when
danger approaches, so you won't be un-
necessarily alarmed) and a "Don't Pan-
ic" button. I was slightly disappointed
that the glasses were only cardboard. I
was unable to wear them out on the
town, but costs must be kept down. At
least the button could be worn — and
was!
Wishbringer's manual isn't quite as
impressive. It contains the local history
of Festeron, as it concerns the Magick
Dream-Stone. This, of course, added
something to the story, but, while im-
aginative, wasn't as much fun to read.
It lacked the twisted Infocom humor I've
grown to love.
Other Wishbringer paraphernalia in-
clude postal maps of the town, the let-
ter you must deliver and the stone itself,
which I found fascinating. It glows in
the dark, but not that age-old glowing
green I've grown accustomed to since
childhood. It glowed purple. This was
unsettling enough to make me recharge
it and watch it glow a number of times.
I suggest setting it nearby and playing
Wishbringer in its eerie radiation.
So, while both these games are iden-
tically superb, I have to give the slight
edge to The Hitchhiker's Guide to the
Galaxy. Its sarcastic blend of humor and
torment often sent me screaming from
the room, with clumps of hair between
my fingers.
SPACE SHUTTLE
by Steve Kitchen
ACTIVISION
Drawer No. 7287
Mountain View, CA 94039
16K Cartridge $29.95
After testing and reviewing scores of
games, I've often caught myself falling
into the trap of judging a game just by
the company which puts it out. I feel
that some companies put out good qual-
ity, and others, well . . .
Activision has been one company that
I've come to expect very little from —
that is, until I boarded their Space Shut-
tle. Now excuse me, while I extract a foot
from my mouth.
Space Shuttle is a welcome surprise,
and an unexpected pleasure greeted me,
when I opened the carton. This wasn't
the simple video game I'd expected, but
a complete program, essentially a junior
outer space version of Flight Simulator.
In Space Shuttle, you are at the con-
trols of the shuttle Discovery on a mis-
sion to rendezvous and dock with an
PAGE 24 / NOVEMBER 1985
ANALOG COMPUTING
orbiting satellite, then return safely to
Earth . There are no enemy crafts to de-
stroy, no space mutants to fry. This is
real life; the slightest error will burn you
up in the atmosphere, scattering your
ashes from Pittsburgh to Morocco.
Space Shuttle.
You pilot the shuttle using the joystick
and the keyboard. What distinguishes
this program, though, is the complexity.
While it's unlikely that, on completing
a couple of successful missions, you'll
be ready to step into the real thing, the
program is complex enough to challenge
even the avid astronaut for a substantial
time.
Indeed, the program is too complex
to even begin to describe in any detail.
The manual is thirty-one pages, contain-
ing detailed information on each phase
of your mission. Launch, docking, de-
orbit burn, reentry and more are covered
in depth, with full details and colorful,
informative illustrations. Error codes,
problem resolution and a glossary com-
plete the booklet.
To start, your best bet is the Autosim-
ulator. In this mode, the computer does
most of the work, allowing you to sit
back and get acquainted with the vari-
ous displays.
When you think you're ready, you can
move on to one of the two difficulty lev-
els. The more difficult level places you
in command of every aspect of the flight.
You must shut down the engines at the
right time to achieve a proper orbit; you
must utilize the correct entry angle to
avoid burning up in the atmosphere.
And you might even learn a thing or
two in the progress. One thing's for sure:
you must read the manual before you're
even close to ready for command. Pac-
Man this isn't, and trying to play before
reading the directions will only frustrate
you and waste your time.
The screen is fairly detailed, and con-
trol is rapid and sure. I really can find
little to complain about, and that bothers
me. Have I missed something?
I don't think so. I'll have to reevaluate
my feeling about Activision. But first,
I'll take one more turn at the commands
of the Space Shuttle. Bon voyage.
THE HALLEY PROJECT
by Tom Snyder Productions
MINDSCAPE, INC.
3444 Dundee Road
Northbrook, IL 60062
48K Disk $44.95
While the shuttle can only achieve
Earth orbit, my calling has always come
from farther out. The Halley Project took
me far out . . . into our solar system. On
the way, it both stunned my senses and
simulated my mind in a way unlike that
of any other game on the market.
In addition to being a complex game,
it's an educational program, teaching
such concepts as space travel and the
composition of our solar system. Also
included is a challenge, but more on that
later.
The Halley Project.
The game begins even before you boot
the disk. A cassette contains your secret
mission (a hardcopy is included, for
those who lack a tape deck), and you're
instructed to listen to this before you be-
gin. You're asked if you wish to accept
the mission, and, if you do, you're made
a member of P.L. A.N.E.T. (Planetary and
Lunar Aerospace Navigation and Explo-
ration Team). Boot up the disk and blast
off.
You visit and land on a number of
planetary bodies in our solar system.
There are ten increasingly difficult mis-
sions, each with a different destination.
Sometimes your next destination is giv-
en to you outright; at other times it's
only cryptically revealed (i.e., go to any
planet without a moon), leaving you to
solve the riddle and proceed onward.
After you've determined what planet
(or moon) is your destination, you must
find out where it is. Using the radar, you
locate your object and ascertain its re-
lation to you. A backdrop of constella-
tions supplies you with reference points,
and the enclosed star map helps you
recognize the constellations until they
become familiar. Then you rocket to-
ward the stars — and your landing pad.
As you near the planet, it becomes
visible through your viewscreen and
grows larger until you crash into it (if
you forget to brake via the SPACE BAR) .
If you wisely decide to achieve orbit,
you can circle the planet until you find
the landing area.
Remember that, if the planet is be-
tween you and the sun, it will appear
black (invisible). After you land (just
press A) and take a look around, blast
off for your destination.
It is rather difficult to complete a mis-
sion until you've memorized the con-
trols, but it soon becomes easy. I'm quite
familiar with the planets and moons of
our solar system, though; someone less
informed might have a tougher time. Re-
search would probably be necessary to
determine where you're to go, and a bib-
liography is included in the manual.
The viewscreen is much like that in
"Star Trek," but lacks Sulu and Chekov
to pilot the ship. Readouts indicate your
speed, whether you're in high or low
power mode, and how far away the body
in front of you is.
The graphics themselves aren't that
spectacular, but are probably represen-
tative of what you'd see in space. It's
really not that exciting out there with-
out space invaders hurtling toward you .
I haven't seen, with the exception of
Infocom games, a program package as
elaborate as this one. A binder holds two
sealed packets containing your mission.
The manual itself is a masterpiece, an
extraordinary combination of knowledge
and instruction written with a sly wit
that makes the whole thing easy and fun
to read. An easy reference card helps
you navigate until you learn the simple
controls.
Another feature traces your progress,
as well as the progress of up to ten of
your friends, updating it after each suc-
cessful mission.
Oh, yes. . .1 almost forgot about the
challenge. Once you finish the tenth
mission (rather, if you finish), you mail
in your score, and P.L. A.N.E.T. will re-
turn the special instruction which will
allow you to complete The Halley Pro-
ject. If you mail by December 31, 1985,
(continued on page 27)
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 25
Original 400/800 Owners Rejoice!
CDY Has Not Forgotten You!
OMNIVIEW XL/XE & SpeedScript 80
WARNING: No 80OXL/13OXE owner should read this ad unless they have
60 bucks to invest in their computer! Due to the outstanding value of this
product, you may find it too irresistible to be without.
OK. don't say you were not warned. We are now going to entice you with
some ofOMNIVIEW XL/XE's bountiful features:
• 800 compatible operating system that runs virtually every piece of
commercial ATARI software. Press a console switch to copy the OS into
RAM and free up the SCOOO page (i.e.. a built-in translator disk).
• Theresident ramdisk handlers can be used by XE owners with many
popular programs and DOS's to treat the extra 64K of RAM as an ultra-
fast disk drive.
•The FASTCHIP floating point package is provided for significantly
faster and more accurate math operations.
• 80 columns operation under many environments including Letter/ Data
Perfect. BASIC. MAC65. and ATRX000 CPM.
• And here comes the real leaser! for a long time people have been
asking i I OMNIVIEW can be used to give ATARIWRITER XII column
screen output. Regretfully we have always had to say no. In fact, we must
still say no. but we have got something even better to offer! SpeedScript HO
is a wonderful new word processor designed for use with OMNIVIEW. II
is as easy to use as ATARI WRITER and much more powerful! And CDY
will provide SpeedScript <S'« with every OMNIVIEW at no extra charge!
Current OMNIVIEW owners can purchase SpeedScript fit) directly from
us for only S10.
Of course. 400/800 owners can also enjoy the power and convenience of
OMNIVIEW (including SpeedScript St))by adding the 4K or SK
OMNIVIEW to the OMNIMON piggyback board or the Ramrod OS
board. These OMNIVlEWs also include resident ramdisk handlers for
use with the AXLON Ramdisk. II you are serious about enhancing the
performance of your computer, you will be delighted with the unique
features ofOMNIVIEW!
Feature Comparision Chart
OMNIMON Ramrod
Piggyback OS board
400/800 800
Upgrades for
—OMNIMON or Ramrod
8K0MNI 8KVIEW
Ramrod XLAdd-oo for
Piggyback Ramrod XL
4KVIEW 800XL VIEWXl/XE
Enhanced OS
Includes FASTCHIP FP
80 Column Emulation
Ramdisk Handlers
OMNIMON Features-
A Alter Memory
B Boot (Ram) disk
C CPU Registers
D: Display Memory
ESingle Step Execution
FFill Program Butter
G Binary Load/Directory
HHex Conversion
HHex Arithmetic
I: Install Ramdisk Handlers
J Jump Subroutine (JSR)
L Drive Selection/Control
MMove Block of Memory
NRelocate 6502 Code
Operate from Prog Buffer
P Printer Control
R/Read Sector(s)trom Disk
SSearch Mem for Seguence
TTrxj Hex Char Display Mode
U:User's Custom Command
V Verify 2 Blocks of Memory
W Write Sector(s) to Disk
X Disassemble Memory
Y Line Assembler
Z Exit Monitor
Lockup Recovery
Redirection ol Printer 1/0
Talk to Happy Ram Buffer
80 Column ATRMON lor i
Includes SpeedScript 80
How To Order
Add $2.00 shipping ($4.00 for 2 day delivery). We accept Visa or Mastet Card orders but
would prefer to send COD (cash or M.0. only). We will gladly pay all shipping charges for COD
orders over $20.00.
New Low Price on 128K Ramdisk for 800!
0K, so you love your old faithful 800 and don't want to give it up, but at the same time you are
covetous of all that cheap memory in the 1 30XE. Well now you can succumb to your desites
without needing to buy another computer! By purchasing the AXLON Rampower 1 28 at our
new low price, you can upgrade your 48K 800 to an awesome 160Kfor about
the same price as an XE. And with that amount of memory you can do things that a 1 30XE
ownet can only dream about! Like emulating a full 720 sector drive (whereas the 130XE
supports only 51 2 sectors) And this can be used to great advantage in environments like DOS,
Happy Warp Speed Softwate (copy an entire disk in less than 1 minute!), SynFile and SynCalc
(1 33K spreadsheet!), and BBS's. And many more environments (like Letter and Data Perfect)
are supported with the addition of either an OMNIVIEW (see our special offer below) or 8K
OMNIMON. Some of us bought our Ramdisks back when they cost about $700, and even at
that price they have been worth every penny! So don't retire your trusty 800. Upgrade it with
an AXLON Rampower 1 28 and be the envy of every 130XE owner!
Free OMNIVIEW for your 400/800!
OMNIVIEW has been steadily gaining in popularity, especially since the introduction of
SpeedScript 80 (see left column of this ad). CDY now makes beautiful 80 column screen
output even more affordable by providing a 4K OMNIVIEW (including SpeedScript 80) tree of
charge with every OMNIMON piggyback board sold! And since this OMNIVIEW also has
resident ramdisk handlers, it is especially powerful in conjunction with the AXLON Rampower
1 28, allowing you to interface it with almost any DOS However, OMNIMON piggyback boards
are in limited supply, so order soon to take advantage of this great opportunity Remember,
Christmas is right around the corner! Avoid the rush!
OMNIMON Resident Monitor
We make an OMNIMON lor every 8 bit ATARI except the 1200XLThis is the most
powerful machine language available! It gives you a wealth of tools for
program development and customization of existing programs and it has the unique ability to
interrupt, examine and manipulate any program in memory. In other words, it gives you
complete control over your machine! Thousands of OMNIMON owners have sworn by
them for years and wouldn't dream of having an ATARI without one. If you are a programmer or
are interested in learning more about your machine, you can make no better investment!
Pricing
400/800: Piggyback board plugs into existing OS board. Inexpensive and easily disabled.
OMNIMON piggyback board & OMNIVIEW $69.95
OMNIMON piggyback board 8. 8K OMNIVIEW $109.95
OMNIMON piggyback board& 8K OMNIMON $109.95
Add FASTCHIP floating point to any of the above $15.00
FASTCHIP floating point package by itself $1 9.95
OMNIVIEW for piggyback or Ramrod OS board $29.95
8K OMNIVIEW or 8K OMNIMON for piggyback or Ramrod $44,95
800' Ramrod OS board replaces existing OS board and comes with enhanced OS in EPROMs Ithas 2
sockets lor 0MNIM0N/0MNIVIEW enhancements which can be selected with a switch
Ramrod OS 8 OMNIVIEW $89.95
Ramrod OS &8K OMNIVIEW $104.95
Ramrod OS 8, 8K OMNIMON $104.95
Ramrod OS S 8K OMNIMON & OMNIVIEW $129.95
Add FASTCHIP floating point to any of the above $15,00
600XLV800XL/130XE: Replace existing OS chip or add Ramrod XL to select between 3 possible OS's.
OMNIVIEW XL/XE (includes FASTCHIP and 800 compatible OS) $59.95
Ramrod XL & 0MNIM0NXL (includes FASTCHIP S 800 compatible OS) $79.95
Ramrod XL & OMNIVIEW XL/XE $99 95
Other fine products:
OSS BASIC XL, MAC 65 or ACTION or BASIC XE $69.95
OSS BASIC XL, MAC 65 or ACTION tool kit $34.95
AXLON Rampower 1 28 (Ramdisk) $1 79.00
SpeedSoript 80(lor current owners ot OMNIVIEW) $10.00
SD/DD 130XE Sector Copier $17.95
CDY Consulting
421 Hanbee
Richardson, TX 75080
(214)235-2146
DEALERS INQUIRIES SOLICITED
CIRCLE #108 ON READER SERVICE CARD
53
V m 4
PANAK STRIKES! continued
you'll receive a ranking against all other
astronauts who made it.
Overall, The Halley Project is an out-
standing package. Although it might be
a little simple for anyone out of high
school, it will, nonetheless, teach its
owner all about our solar system and a
little about basic physics and astronomy.
It's a learning tool, cleverly disguised as
a game which challenges, in fact, taunts
the player onward as he reaches for the
stars.
COLOSSUS CHESS 3.0
by Martin Bryant
THE ENGLISH
SOFTWARE COMPANY
Imported by Big Ben Games
1765 Maple Street
Northfield, IL 60093
48K Disk $14.95
Last month, I reviewed a number of
chess games. Well, just when I thought
my mind had recovered (although my
brain was still numb from the experi-
ence), another chess game fell into my
hands, Colossus Chess 3.0. What a stroke
of good luck. And, after playing this one,
my head felt like it had had a stroke.
I've always had trouble with these
games; they challenge me. The thought
of a machine beating a man in chess is
vulgar. Next thing we know, they'll be
wanting to drive a car, form their own
union, and write this column.
The thing is that I get started and can't
stop, except for a few bodily functions
not easily controlled (for additional rant-
ing and raving on the trials and tribula-
tions of computer chess, see last month's
column) .
Colossus proved to be a challenging
opponent, although, like most chess pro-
grams, it was a little weak on the end-
game. What distinguished it from the
others I've played was, not its claims of
superiority as to power (it claims to be
the computer chess champion), but the
number of options the program has.
In addition to the usual required op-
tions, like move take-back, being able to
alter the board, and allowing you to
choose to play black or white, Colossus
offers a couple of unique features.
The first is a clock which times your
moves. It lets you limit the amount of
time either you or the computer is al-
lowed in considering possible moves.
Another is a teaching option showing ail
possible moves a given piece may make.
You can also alter screen colors and
save a game to disk or tape. You can flip
the board, placing black at the bottom,
and you can force the computer to take
its next best move — repeatedly, until it
uses its worst move. You can make ei-
ther or both sides invisible to simulate
blindfolded chess. But the most amaz-
ing options go right to the core of the
program itself.
Colussus Chess.
You can change some of the values
that Colossus uses to make its moves, ef-
fectively making it smarter or stupider.
This is done simply through the "quali-
fy parameters" option.
Also, utilizing a secondary screen
which you can toggle on and off with
the SPACE BAR, you can watch Colos-
sus consider thousands of moves on its
way to another crushing victory. It dis-
plays the number of half moves ahead
it's looking (measured in "ply"). The
screen also displays, in chess notation,
the current best series of moves it's con-
sidering, as well as the current move.
The only problem with this is that, of-
ten, the line of moves is replaced by an-
other before you can read the first. But
you can always see the final line of the
moves it picked, and this will give you
clues — both as to possible moves for
you, and what Colossus thinks you'll do.
After booting the disk, you pick the
skill level at which you wish to chal-
lenge Colossus. It has six, from easy to
hard, and some modes allow you to give
Colossus a time limit in which to make
all its moves.
It also has an "infinite" mode, which
searches all possible moves to 14 ply, or
until you tell it to stop. Using the AR-
ROW keys, you position the cursor at the
piece you wish to move. Press RETURN,
then move the cursor to the square you
are headed for.
If you make an illegal move, you start
choosing over. If you wish to take back
your move, simply press CTRL-B. The
pieces are well defined and of the clas-
sic design — very easy to recognize.
Now, look up at the price. I'll wait.
Yes, that's right— $14.95! Apparently,
English software prices are much lower
than those here. And, while the (incredi-
bly) low price isn't completely indicative
of its worth, it's packaged and marketed
very Spartanly. Don't be fooled; ask to
boot it up and take a look.
Because of the many features of Co-
lossus, in addition to a spectacular price,
I felt it was one of the best buys in chess
programs today. Needless to say, it was
able to crush me repeatedly, but that's
necessary. If I could beat it all the time,
I would quickly lose interest.
Well, gang, that winds it up for this
month, but stay tuned . . . I've got anoth-
er good bunch of games next month to
blow your circuits. H
I must again thank Magic One Com-
puter Shoppe, 176 Second Street, Bar-
berton, Ohio for their invaluable ass/s-
tance in creating this installment.
FROM
OPPORTUNITY
DISK
For $2.95 (plus $1.00
for postage) you get
to see the oppor-
tunity of a lifetime.
Just boot the disk into
a 48K or 64K Atari, and
watch the show.
NYS Residents Add 7% Sales Tax
Orders from Outside the USA and Canada
Should Add $2.50 Postage
SENECOM
Dept. 43
13 Whitest.
Seneca Falls, NY 13148
Atari® is a registered trademark of Atari
Corporation.
Senecom'" is a registered trademark of
Seneca Computer Company, Inc.
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 27
ST NEWS!
EXPRESS
Mirage Concepts has released Express, the
first word processor for the ST line. Though
not a full-featured program (see the review
on page 31), it includes several additional pro-
grams, consisting of a mailing list and merge,
typewriter and terminal mode.
"* : JL" "1 '' ' s s- m '"
Ihli is a lest of the "iioriSi" Lfttl? irotessor, iron Hir aoe'.
Sottuare. ir;i i: i ^i:-iti:''-;^^-h' ::"i;ni:y a'
- Erase ill text
■ Uad teit frod disk
- ii-ite mt to disk
- (.(for* aarajrae-ii
- 5fT aafoihs
- eelease nareis
- TefS - Set'Seaooe
era .
cm I - M>« lino
fe™wo oirasraor,
i-iirf :iri9 r )pr,
yrdirhre prist - ila.uE!
Bold Ease r,rir,t • Wrefr
Poos* here oiler, snntino
iiil'. TO Mir *00
ESC - Setorn 10 word orecesser
and boos other functions. <
Unefrlinir.0 is attoniiSished b'j oresiir.? HBL-y oefore arid sfte'i
-;. in* ■; :■ .rPrrl'.rr: tii ir'i'i, in .:- rEtl'ir
wll l» underiined. How the soecisl underline characters
preceding and follevino the word..
Mail list allows you to add names, address-
es and other pertinent information into your
letter or document, enabling multiple prin-
touts to be accomplished, without the chore
of adding each name manually.
Typewriter simply permits the computer to
print out each character or line of text im-
mediately when the RETURN key is pressed.
Thus, you don't have to wait for whole docu-
ments or paragraphs to be completed before
printing.
Terminal mode allows you to communicate
with other computers via a modem. Down-
loading, uploading and printer functions are
all built into this program, along with down-
load disk storage.
Express comes on a single disk with a 49-
page, spiral-bound manual and lists for
$49.95. Mirage Concepts, Inc. , 4055 W. Shaw
#108, Fresno, CA 93711 — (209) 227-8369.
CHAT TELECOMMUNICATIONS
With CHAT, your ST can talk to other com-
puters, access databases, download informa-
tion and use electronic mail services.
Designed for advanced users, CHAT doesn't
leave beginners behind. ASCII file transfers
using XON/XOFF protocols, X-modem com-
patibility and uploading are feasible, using
dumb or Hayes-compatible smart modems.
SST Systems is also planning SWR, a BBS
package for the ST and a simple database for
home record keeping.
CHAT retails for $19.95 from SST Systems,
P.O. Box 2315, Titusville, FL 32781.
MICHTRON ANNOUNCES SEVEN PROGRAMS FOR THE ATARI ST
In order to diversify their product line, MichTron has spent the past six months looking at
various computers, trying to decide which to support. After thoroughly evaluating all the differ-
ent models, they decided that the 68000 was the best chip on the market at the present time,
and that the Atari ST had the best value-per-dollar performance of any computer available.
MichTron plans on releasing seven programs through mid-autumn, with five about to be
shipped as we approach press time. Transfer IBM/Atari allows you to transfer ASCII files be-
tween the IBM and the Atari ST for $39.95.
M-Disk, at $34.95, is basically a RAMdisk which sets aside memory in the computer, to make
it think it's a disk drive. Softspool is a RAM buffer which can be used while printing hard
copy. Data is sent to the buffer, freeing the computer for other tasks while the printer works.
Retail is $34.95.
In MichTron's first arcade game,
Mudpies, you attempt to avoid dan-
ger by using mud pies to ward off an-
gry clowns. Touted in this game are
advanced graphics and sound effects,
challenge rounds, special "prizes"
and mudslinging rounds, for $29.95.
Three other games to be released in-
clude Flip Side, $34.95; Gold Runner,
$29.95; and Flight Simulator, $39.95.
Finally, Mi-Term is a smart-terminal
modem program using ASCII, DFT or
X-modem protocols, allowing pro-
gram and message transfer or com-
puter linkup, at $79.95.
Contact MichTron, 576 S. Telegraph,
Pontiac, MI 48053 — {313) 334-5700.
MARK OF THE UNICORN
The first graphics-oriented game for the
Atari ST line, Hex, was recently introduced
by Mark of the Unicorn (see the review on
page 65 of this issue), retailing for $39.95.
They also released Mince, a text editor aimed
primarily at developers, for a suggested retail
price of $179.00.
Now, that same company is shipping PC/tn-
terComm, a communications package that
emulates the Digital Equipment Corporation's
"tM"! I 1 ^1
Z - Interface setup
3 - St'ilr notions
Keyboard layout
DEVELOPERS PACKAGE
Atari has announced that they'll be offer-
ing their ST software developers' package for
$300.00.
Included in the package are: the C compil-
er, 68000 assembler, linking loader, C and
GEM library files, several utilities, and the
new MicroEmac Editor.
You'll also find an incredible amount of
documentation. There's enough for you to fill
several loose-leaf notebooks.
All this can be yours to experiment with.
Contact: Richard Frick. Atari Corp., 1194 Bor-
regas Avenue, Sunnyvale, CA 94086.
Space - nove to iron
Enter - change this
number - change lien
This Sot Up is lor : unknown
ispace - previous itcn
• leaue ncnu
- help on this itcn
VT102 video terminal. This smart terminal
can communicate with DEC mainframes such
as the VAX, the PDP-11 series and the multi-
tude of machines running UNIX. Accounting,
spreadsheet applications, menu systems and
other programs that run on a VT102 terminal
can all be used on your ST with the help of
PC/InterComm.
Downloading and remembering data is eas-
ily accomplished, along with many other fea-
tures. For $124.00, from Mark of the Unicorn.
222 Third Street. Cambridge, MA 02146.
PAGE 28 / NOVEMBER 1985
ANALOG COMPUTING
YOU OLD SUNDOG
Quite popular on Apple II for a year now, Sundog: The Frozen Legacy is shipping for the
ST. Per FTL Games, Sundog developers "leapt at (the) opportunity to revolutionize the look
and play of graphic adventure games, using the redefined color graphics that Atari makes avail-
able for less than $1000."
You play an adventurer as
Captain of the Sundog, earn-
ing a living by transporting
cargo between the Drahew
Region's eighteen planets, in-
cluding over fifty cities. Fight-
ing pirates and keeping the
ship running are some of the
challenges you'll encounter.
Utilizing the ST's crisp col-
ors and graphics abilities, win-
dows assist in text handling
and improved user interaction.
Priced at $39.95 from FTL
Games/Software Heaven, 7907
Ostrow Street F, San Diego,
CA 92111 — (619) 279-5711.
INFOCOM INTERACTION FICTION AVAILABLE FOR THE ST
Infocom, the largest third-party entertainment software company in the world (well known
for their high quality software packages) has released all seventeen of their titles for the ST.
According to ST Assistant Product Manager Barry Star, "The Atari ST, with its high power
at an affordable price, will appeal to a more serious user than previous home machines. The
level of sophistication and richness of prose in Infocom's products make them perfect stories
for the 520ST customer."
The Infocom product line consists of: Zork I, II & III, Planetfall, Starcross, Sorcerer, En-
chanter, Suspended, Suspect, Infidel, Cutthroats, Wishbringer, A Mind Forever Voyaging,
Seastalker, Deadline, The Witness and The Hitchhiker's Guide to the Galaxy.
The ST versions,
along with the
always impressive
Infocom packaging,
also give the
players the ability
to change the text
and background
colors to their own
preference.
Suggested retail
prices for the new
games range from
$39.95 to $49.95.
For more infor-
mation, you should
contact:
Infocom, Inc.,
125 Cambridge
Park Drive,
Cambridge, MA
02140 — (017)
492-0000.
Ken Olson
1>S and
Phil Ho liner
version 1,8
Jistributed iy Hichlron
SCORE
WHITE
7
White's Turn,
SOFTWARE/HARDWARE FROM
HABA SYSTEMS
Hippo-C is a friendly, integrated C develop-
ment system for the ST, allowing for the cre-
ation of large, stand-alone Atari ST applica-
tion programs.
Assembly routines can be combined with
C, viewed and modified. Included are com-
plete documentation and sample programs for
a list price of $74.95.
.una
ESBj
Checkminder.
A simple-to-use home accounting program,
Checkminder is designed for those who like
to have the computer keep track of their fi-
nances. With Checkminder, checks, deposits
and withdrawals are recorded, and you're
reminded when bills are due. Reconciling
balances and generating tax-deductible ex-
penses are also accomplished with this pro-
gram. Your checkbook can be arranged by
payee, date, number or expense category. Sug-
gested retail is $74.95.
Business Letters consists of fifty profes-
sionally written, predefined letter and memo
formats. Designed for use in the business
field, this software package is aimed toward
communicating with employees, customers,
stock-holders, vendors, and so on. Abilities
include customizing letters for your own per-
sonal needs.
Using Business Letters, font, style and size
of the type can be changed as in any GEM
Write document, and each file can be used
as a mail-merged form letter. Price is $49.95.
The big news is Haba's 10-megabyte hard
disk drive. The Winchester drive plugs right
into the ST, giving you the equivalent of more
than twelve dual-sided 800K disks with in-
credibly fast transfer rates. At $699.95, it in-
cludes an interface cable power supply.
From Haba Systems, 15154 Stagg St., Van
Nuys, CA 91405-1025 — (818) 989-5822.
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 29
THE CMO ADVANTAGE
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REVIEW
m
EXPRESS
MIRAGE CONCEPTS
4055 West Shaw, #108
Fresno, CA 93711
(209) 227-8369
520ST $49.95
by Arthur Leyenberger
Finally. Software for the Atari 520ST
computer is starting to appear. The first
product for the ST was the FORTH lan-
guage by the Dragon Group. 4xForth was
available at my favorite retailer's within
a week of the ST's arrival. Why mention
a programming language in a software
application review? Because it just so
happens that the first useful program for
the ST is written in 4xForth.
It's no secret: the award for the first
Atari ST software product goes to Ex-
press by Mirage Concepts. The folks at
iVlirage told me the entire tale.
It seems that Express has been avail-
able for the Apple Macintosh and IBM
computers for several months. It's writ-
ten in FORTH, a language whose advo-
cates border on being described by some
as mystics and fanatics. Anyway, Mirage
Concepts knew that the Atari ST com-
puter had great potential, but that it des-
perately needed software.
So what did they do? They ported the
Macintosh FORTH code over to Dragon's
version of FORTH in just three weeks.
A miracle of modern science, you say?
Well, yes and no. Read on to determine
if Express is for you.
So what is a letter processor?
According to Mirage, the Express let-
ter processor is a combination of the
most commonly used word processing
and database management functions. It
is meant for producing letters and short
documents. You can have multiple mail-
ing lists, which can each be inserted into
the body of a letter or document at print
time. Sorting can be done either alpha-
betically or by zip code.
Express also doubles as a "memory"
typewriter. Labels, forms and envelopes
can be printed in real time, just as if you
were using an electric typewriter. When
you type a line of text and press RE-
TURN, the information is immediately
sent to your printer.
In addition to the word processing,
mail merge and typewriter modes, Ex-
press also provides a terminal program
function that allows you to send and re-
ceive files (text only, no XModem file
transfer protocol) and simultaneously
print text on your printer as it appears
on the screen.
In all fairness, the terminal portion of
Express was not intended to be a full
communication program. It's an elec-
tronic mail system designed for text
transfer, not for the transfer of program
or binary files.
Express does not use any of the spe-
cial features of GEM on the Atari 520ST.
It has no drop-down menus, no movable,
sizable windows or cute icons to play
with. It's a utilitarian product that pro-
vides bare bones features for a number
of tasks.
How does it work?
The program is straightforward to use
and provides you with the means for do-
ing something with your brand new ST.
After you've booted TOS on your ST and
see the desktop, you insert the Express
program disk. Double-clicking on the
Express icon takes you right into the
program.
One caveat that isn't explained in the
manual, but which can prevent the pro-
gram from working is that you must use
an unadulterated version of TOS. My
normal working copy has Breakout in-
stalled as a desk accessory. Unfortunate-
ly, the extra memory used by Breakout
doesn't leave enough room in memory
for Express to run. When TOS becomes
available on ROM, this problem should
be eliminated.
As mentioned before, Express does
not take advantage of any of the special
features of GEM. When the program be-
gins, you choose from a menu of six
items. Choosing the word processing
option displays a new screen with a rul-
er at the top and indications of tab set-
tings. You can begin typing at this point.
Express uses the mouse for moving
the cursor around. This is my first ex-
perience using a mouse when writing,
and it's a somewhat strange experience.
Although it is relatively fast, the cursor
only moves over existing text. It takes a
while to get the hang of it, and I initial-
ly found that I would overshoot the par-
ticular character I was aiming for.
«£■' 1 • UK: 11
CTRL l! • inn ail mt
C;ftt t • iui mi fron jj;k
CTRi U ■ Hriw mt to <Sai
CIS, F - Sefofi jjrjjrwft
CTRL I
V-H I ■ :et wrgifis
:■. :
■ ErjRL I - TAB - SH'Stww
| Hm-mm hut
ESC
(Mum to wCfd crMMW
an: Mf>y etbtr (eKtisu.<
iaafrimiss is jctorwhstied bs ytsim TfiL-L itivt *>d alw(
tta tfirt to If uf.dfri:!sfd. It tin UKmt. lit lArd iHtiriH
win be unatrliwb. *6t« is; ;:«ii; tsdirllM cbiran*f<
eretediss ana following the mi.t
Express.
One very useful feature is the ability
to use the right mouse button for delet-
ing text. Pressing this button functions
as a "delete" key, erasing one character
at a time and shifting the text to the left.
Although not a reflection of the Express
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 31
eg
Revie^W continued
program itself, I find that I'm growing
to like my new rodent friend.
You can also move the cursor and
jump around in your text by using con-
trol key combinations. For example, hold
the CTRL key and press E, X, S and D—
the cursor will move up, down, left and
right, respectively.
Looking at the keyboard, these four
keys form a diamond-shaped pattern
(use a little imagination), and the dia-
mond shape is a good way to remember
what these keys do. The well-known
word processor Wordstar uses these
same control key combinations.
However, where Wordstar uses CTRL-
F and CTRL-A to move the cursor one
word right and one word left, Express
does not do this. CTRL-F will reformat
the current paragraph, and CTRL-A has
no effect. It would have been nice if Ex-
press maintained keystroke compatibil-
ity with Wordstar.
Commands for moving the cursor to
the beginning and end of your docu-
ment, or up and down one screen, are
not easily remembered. The letters O, K,
Q and Z, when used with the CTRL key,
move the cursor in the previously men-
tioned directions. There is no way that
these particular letter commands are in-
tuitively obvious.
Express takes advantage of the HELP
key on the ST keyboard. When HELP is
pressed, a list of commands for saving,
loading and deleting files — and other
ATTENTION PARENTS!
He are pleased to announce the beginning of a new
series of inexpensive disks designed by educators
—especially for children.
TINY TOTS
A collection of eight programs enlivened by sound
and graphics to help your preschooler learn letters
and nuibers.
SPANISH PRETERIT
* aoribook-type set of drills on past tense verbs
in Spanish. Designed to reinforce spelling skills
and thoroughly dassrooa-tested.
Coaplete documentation; tips to parents included.
Only 112 per disk POSTPAID.
Send check or Honey Order to:
ATHENA SOFTWARE
P.O. BOI 2788
TurlKk, CA WJ81-27B8
Alio* 3-4 weeks for delivery.
(Calif, residents add 61 tax.)
CIRCLE #111 ON READER SERVICE CARD
functions — is presented. Unfortunately,
the difficult-to-remember cursor move-
ment commands aren't given. A two-
level HELP function would have been
more useful.
Also, the HELP function is not a tog-
gle command. You press the HELP key
for help, but must remember to press the
ESCape key to get out of HELP. Press-
ing the HELP key as if it were a toggle
command will put a garbage character
on the screen.
The good, the bad and the ugly.
Good points about the word processor
are: you're warned if you try to SAVE
your text to an already existing file; you
can get a file directory (but no file size
or date information, and no mention of
the remaining disk space) from another
menu; and you've got the use of the
mouse for cursor positioning. There's
also a simple yet effective way to delete
a paragraph and reinsert it somewhere
else.
When using the Express's word pro-
cessor, you're always in the insert mode.
As you type, all text to the right and be-
low is pushed over and down. If you
type too fast, the program will lose char-
acters. Touch typing is definitely out of
the question.
The only solution to this problem is
to insert a carriage RETURN where the
new text is to go, move the cursor back
to just before that new RETURN and
continue typing. Then you can type at
normal speed, and the program won't
lose any text.
There are a few things I don't like
about Express. You must insert an ex-
tra carriage RETURN between the para-
graphs, in order to be able to reformat
the paragraph. If you forget to do this,
like I did a couple times while writing
this review, you end up with the world's
longest paragraph.
Another aspect that I don't like is that
there are a number of customary word
processing functions missing from the
program. You cannot double space your
document; headers and footers are not
available; and there's no page number-
ing. Also, the filename isn't displayed on
the text entry screen, which makes it
slightly confusing when you periodically
SAVE your document.
What else can it do?
The memory typewriter feature works
as advertised. Envelopes can be easily
addressed. The terminal program is
functional, but not chock full of features.
Again, the intent of Express is to offer
easy-to-use features, not to be the ulti-
mate program.
The terminal program and text file up/
download functions are really meant for
"electronic mail" activities, rather than
for program file transfers.
I had no difficulty using the terminal
program at either 300 or 1200 baud.
However, I was unsuccessful at using the
text uploading and downloading feature
on CompuServe. Mirage told me that the
terminal program was added at the last
minute as an extra feature. Perhaps they
should have become familiar with the
necessary protocols on CompuServe be-
fore they offered this particular feature.
The mailing list and mail merge pro-
grams are also useful and straightfor-
ward. For form letters and keeping an
address book, the program functions
nicely.
The bottom line.
Express is a serviceable letter proces-
sor, but, quite frankly, if this product had
appeared for the Atari 8-bit computers,
it would not have stood a chance in the
marketplace. Of course, the intent of the
program is not to be a full-featured word
processor.
For the low price of $49.95, and giv-
en that there's currently no other pro-
gram that will allow you to perform
word processing and other such capa-
bilities on the ST, Express is worth con-
sidering.
At the time this was written, the only
alternative was to spend over $150 for
the text editor called Mince from Mark
of the Unicorn. Mince is more power-
ful but difficult to use, and is meant pri-
marily for programmers.
Mirage Concepts is working on an im-
proved version of Express that will lake
advantage of the GEM's special features.
They have a sensible upgrade policy that
allows you to purchase the new version
of the program for only $10.00. The up-
graded version is planned to be available
by November.
Mirage is also working on some util-
ity programs for the Atari ST. All that
can be said at this time is that they'll be
offering a fast copy program with auto-
matic formatting.
They also plan to have a "disk doctor"
type of program that will allow you to
examine, modify and move any part of
a disk to another location on that or an-
other disk. These utility products are
currently planned for sale at inexpensive
prices of about $20.00. B
PAGE 32 / NOVEMBER 1985
ANALOG COMPUTING
by David Plotkin
You knew if had been too quiet. Nothing had shown
on the scanner for the'vdiale^vatch. That in and of
itself wasn't unusual, hut inteljjgen&e had reported
increased enemy activity. It seemed that a major
move to ccij)ture and destroy (he gunbdses that pro-
tected the Interior was being planned.
Further, the enemy had developed a new type of
intelligent robot, which could stand the shock of be-
ing parachuted to Earth and, once there, could team
up with other robots to destroy the guribases. Int&J-
ligence reports indicated that each robot epiild carry
<>nc-(iuarler of the explosives necessary to pierce the
armor of the gunbase vou manned.
The anticipated plan is thai the enemy choppers
will drop robots, which, if they land successfully,
will wait until three more robots have also landed,
then team up to destroy your base. Since radio si-
lence must be maintained, the robots only "know"
about other robots in their direct line of sight, so four
robots must land successfully on one side of your
base.
These robots are not invulnerable, however. If one
parachuting robot lands on another, the one under-
neath will be crushed and immobilized.
Your gunbase is a pretty awesome weapon. The;
by your joystick.. The missiles unleashed by your fire
button are steerable — thev will travel left and right
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 33
^ Sneak Attack
continued
if you press the joystick control in the appropriate
direction, and rise toward the top of your scanner
screen if you center the stick.
Sneak Attack.
The missiles are powerful, capable of obliterating
the enemy's helicopters, as well as the robots. One
strategic trick, learned in advanced gunnery class,
is to use a missile to destroy a parachute by careful
aiming, thus causing the robot to plummet to Earth,
destroying any robots that happen to be beneath it.
This is really the only method of destroying robots
that are already on the ground. The enemy has split
the attack into levels, and each level is faster and
fiercer than the previous one. Duty calls, so plug your
joystick into port 1 and prepare to defend your home
as the attack commences! Good luck.
Programming information.
Each procedure is commented with a brief descrip-
tion of what it does. Some of the procedures illus-
trate interesting programming tricks, however, and
I want to expand on them.
The first is the procedure Title(). As stated, it prints
the title screen. Notice that it checks the location of
the vertical scan VCOUNT and puts color informa-
tion directly into the hardware registers COLPF0-
COLPF3. This causes each scan line on the TV screen
to be drawn in a different color. Action! is so fast that
you can do this without resorting to machine lan-
guage display list interrupts.
By using the built-in jiffy timer (RTCLOCK), which
advances by one each time a new screen is drawn,
in the equation to compute what color is actually
used, the colors are made to "scroll" up the screen,
providing a rather neat effect. The speed of the scroll
is determined by the RSH portion of the color term.
RSH essentially does a divide, so the more times you
RSH the RTCLOCK, the slower the scroll will be.
The other interesting procedure is MoveTroopers(),
which moves the robots down the screen. As you can
see by looking at the program listing, Sneak Attack
is written in graphics 0, with a redefined character
set. Yet the robots scroll smoothly down.
The way it works is this: each robot is two charac-
ters high (chute and robot) and is initially put on the
screen by simply printing three characters one above
the other — the two characters which make up the
shape and a third character which is initially blank.
These three characters appear one after the other in
the character set.
To move the robot in what looks like a smooth
scroll down the screen, the 16 bytes which make up
the shape (two characters at 8 bytes per character)
are shifted 1 byte further into the 24 bytes of the urree
characters which were printed on the screen.
This "dynamic character redefinition" goes on until
the figure has been shifted 8 bytes down, at which
time the top character of the three is blank, and the
16-byte figure resides in the lower two characters.
Then, you move the 16 bytes back into the top two
characters, and then print the three characters one
position lower on the screen.
The shifting of 16 byte blocks is done using
MOVEBLOCK. The location of the character set and
the location of the 16 bytes which make up the shape
are passed to MOVEBLOCK by using the names of
the arrays which contain the data. Used in this man-
ner, array names are treated as the memory addresses
of the data in the array.
Sneaking around.
I've been programming Atari home computers for
four years. The very first video game I ever saw run-
ning on a home computer was a little something from
Sierra (then OnLine), called Sabotage. It was only
available on the Apple and was never translated.
I've always enjoyed Sabotage and several times
tried to program something similar myself. I was
never very successful, mostly because BASIC just isn't
up to the job. But Action! is, and I think you'll enjoy
this version of a venerable game.
One more thing. The end is worth waiting for. fl
David Plotkin is a Project Engineer for Chevron
U.S.A., with a Master's in Chemical Engineering. He
bought his Atari in 1980 and is interested in program-
ming and design of games, as well as word process-
ing. His work has been seen in ANALOG Computing,
Compute! and other computer magazines.
PAGE 34 / NOVEMBER 1985
ANALOG COMPUTING
Listing 1.
RETURN
; Sneak Attack by David Plotkin
MODULE
BYTE
ChrBase=756,Max,Bkgrnd=7l0,
Fate=53770,Level=[13,CursIn=752,
5tick=632,Ps,Loud=[03,IndX=tfl],
DownL= £B3 , DownR= [03 , LOUdl= [03 ,
Sndl=5D208,5nd2=SD20F,Freq::[1693,
Wsync=5D48A,Colbk=5D018,
NHien=SD40E,Hard=tl53 ,
ConsoI=53279
CARD
5crn=88 , RanSet , H iMen=:S2E5 ,
Score=[83 ,Comp=[3003 ,5dlst=560,
Udslst=512
CARD ARRAY Linept(243
BYTE ARRAY
Charset,Chopperstatus(30) ,
Chopperx (30) , Choppery (30) ,
Expx (60) , Expy {BO) , ExpStatus (68) ,
TrStatus (38) , Trx (38) , Try (30) ,
Mi sStatUS (30) , Misx C30) , Misy (30) ,
LI C20) ,Rr(20),Dlist,
5hapeTabletO)=
t254
16
124
71
127
12
62
9
127
8
62
226
254
24
126
96
96
•in
48
24
60
231
255
24
24
24
24
24
60
231
255
6
5
12
.12
24
60
231
255
128
85
17
66
24
170
91
131
60
126
255
255
195
66
36
24
60
36
24
255
60
24
36
102
9
8
9
O
60
36
24
255
60
24
48
102
se
36
219
255
63
24
36
102
68
60
24
60
60
24
24
28
5®
68
24
60
60
60
102
195
PROC Download?)
;Step back HiMen and Move the
;character set into RAM
CARD Index
BYTE ual
Ra«5et=CHiMe»-S48O)SSFC00
ChrBase=Ram5et R5H 8
HiMeM=Ra»Set
FOR lndex=0 TO 1023 DO
val=Peek (57344+Index)
Poke (Ra*i5et+Index, Ual)
OD
Charset=Ran5et
RETURN
PROC DlintC)
;the display list interrupt routine
[548 58A 548 598 5483
Wsync^l
Colbk=50
[568 5A8 568 5AA 568 5483
PROC ScoreLineO
;set up the dli
Dlist=5dlst
Udslst=Dlint
DliSt(27)=130
Nwien=SCO
ANALOG COMPUTING
PROC Update ()
;print score and level
Position(l,23)
Print ("5core: ")
Position (8,23)
PrintC(5core)
Position (18, 23)
Print("Level : ■■)
Position(25,23)
PrintB (Level)
RETURN
PROC TitleO
BYTE COlpf0=53270,colpfl=53271,
CQlpf 2=53273, COlpf 3=53273,
rtclock=20,vcount=54283
Graphics(18)
Position(3,4)
PrintD(6,"5NEAK ATTACK")
Position(8,5)
PrintD(6,"'BY")
Position (3, 7)
PrintD(6,"david plotkin")
Position(3 ,9)
PrintD(6,"dERp SHE")
HHILE Consol<>6 DO
colpf3=Fate
Wsync=8
colpf0=128-vcount+rtclock R5H 2
colpfl=vcount+rtclock R5H 2
OD
RETURN
PROC GrOInitO
;Set up the address of each screen
;line and initialize
CARD XX
Graphics(O)
Cursln=l
Print (" "3
FOR XX=0 TO 23 DO
L inept (xx) =5crn+(40*xx)
OD
FOR XX = TO 29 DO
Chopperstatus (xx) =0
Chopperx (xx) =0
Choppery (xx)=o
Misx(xx)=0
Misy(xx)=0
Mis5tatus(xx)=0
Tr5tatus(xx)=0
OD
FOR XX=0 TO 59 DO
ExpStatus(xx)=0
OD
FOR xx=0 TO 19 DO
LI (XX)=0
Rr(xx)=0
OD
Bkgrnd=0
Update ()
RETURN
PROC PlotO(BYTE x,y,ch)
;Plot a char at location x,y
BYTE ARRAY line
line=Linept (y)
line(x)=ch
RETURN
BYTE FUNC LocateOfBYTE X,y)
NOVEMBER 1985 / PAGE 35
i^tjfi
Sneak Attack continued
;Returns the value of the char at x,y
BYTE ARRAY line
line=Linept(y)
RETURHClinetX))
PROC Noised
;the explosion noises
IF Loud=8 AND LOUdl=8
AND Freq=169 THEN
RETURN
FI
IF Loud THEN
LOUd"~2
Sound(8,98,8,LOUd)
FI
IF LOUdi THEN
LOUdl"-2
Sound (1,158, 8, Loudl)
FI
IF Freq<168 THEN
Freq~+8
sound(2,Freq,ie,4)
EL5E
Freq=169
Sound (2 ,8, 8,85
FI
RETURN
PROC HitChUtetBYTE Wh)
jsee which chute was hit by Missile wh
BYTE lp
FOR lp-0 TO 29 DO
IF MiSX(Wh)=Trx(lp) AND
(MisyCWM^TryClp) OR
Misy(wh)=Try(lp)+l) THEN
TrStatusClpJ=2
Plots Clrx tip) , Try (lp) ,8)
PlotOCTrxtlp) , Try dp) +1,18)
Plot8(Trx(lp),Try(lp)+2,8)
EXIT
FI
OD
IF Try(lp) LSH 3 < Freq THEN
Freq=Try (lp) LSH 3
FI
RETURN
PROC HitMan(BYTE Wh)
;see which nan was hit by Missile wh
BYTE lp
FOR lp=8 TO 29 DO
IF MiSX(Wh)=Trx(lp) AND
(Misy(wh)-Try(lp)+1 OR
Misy(wh)=Try(lp)+2) THEN
Tr5tatus(lp)=3
PlotetTrx(lp),Try(lp)+l,6)
Plot8(Trx(lp),Try(lp) ,8)
Plot8(Trx(lp) ,Try(lp)+2,8)
FI
OD
LOUdl=12
RETURN
PROC ExplOdeChopper(BYTE lp)
{explosions in place of Chopper lp
BYTE lq
FOR lq=8 TO 59 STEP 2 DO ;find eMpty
IF Exp5tatUS(lq)=8 THEN
ExpStatUS(lq)=l
ExpStatus(lq+l)=l
Expx(lq)=Chopperx(lp)
Expx(lq+l)=Chopperx(lp)+l
Expy(lq)=Choppery (lp)
Expy(lq+i)=Choppery (lp)
Chopperstatus(lp)=8
Plot8(Expx(lq),Expy(lq),6)
P10t8(Expx(lq+l),Expy(lq+l) ,6)
EXIT
FI
OD
RETURN
PROC HitChopper(BYTE Wh)
; which chopper was hit by Missile wh
BYTE lp
FOR lp=8 TO 29 DO
IF Misy (Wh)=Choppery (lp) AND
(Misx(wh)=Chopperx(lp) OR
HiSX(Wh)=Chopperx(lp)+l) THEN
ExplodeChopper (lp)
EXIT
FI
OD
Loud=12
RETURN
PROC HiSSileHit(BYTE Wh)
;see if Missile wh hit anything
BYTE dUM
dUM=Locate8(Misx(wh) , Misy (wh))
IF dUM=8 THEN
Pl0t6(MiSX(Wh),Misy(Wh),84)
RETURN
FI
Misstatus(wh)=8
IF dUM=l 8R dUM=2
HitChopper(Wh)
Score~+i
ELSEIF (dUM=7 AND
dUM=8 AND
HitChUte(Wh)
5core==+2
THEN
IndX<6 8R
IndX>3) THEN
Indx<4 8R
IndX>l) THEN
ELSEIF (dUM=8 AND
dUM=9 AND
HitMan(wh)
Score~+l
FI
RETURN
PROC HodifyO
jModify the RAM character set
CARD XX
FOR XX=8 TO 183 DO
Charset (xx+8)=ShapeTable (xx)
8D
RETURN
PROC LaunchTrooper(BYTE wh)
jdrop a paratrooper froM chopper wh
BYTE lp
IF Fate>248- (Level LSH 1) THEN
FOR lp=8 T8 29 DO :find MT trooper
IF TrStatus(lp)=8 THEN ;got one
TrStatus(lp)=i
Trx(lp)=Chopperx(wh)
IF Trx(lp)=0 THEN
Trx(lp)=l
FI
Try (lp) =Choppery (wh) +1
Plot8(Trx(lp),Try(lp),7)
Plot8(Trx(lp),Try(lp)+l,8)
Plot8(Trx(lp),Try(lp)+2,9)
EXIT
FI
OD
FI
RETURN
PROC EraseChopper(BYTE wh)
PAGE 36 / NOVEMBER 1985
ANALOG COMPUTING
; erase chopper nunber wh
PlotOCChopperxCwh) ,Choppery Cwh) ,03
P 1 ote tChopperx Cwh} +l , Choppery Cwh) , 8)
Chopperstatus Cwh) =8
ChopperxCwh)=8
Choppery Cwh) =8
RETURN
PROC DrawChopper CBYTE wh)
;draw chopper nunber wh
PlotG tChopperx Cwh) , Choppery Cwh) ,1)
P 1 oto cchopperx Cwh) +l , Choppery Cwh) , 2)
RETURN
PROC ClearScreenC)
;clear the screen
BYTE lp
FOR lp=8 TO 29
DO
IF ChopperstatusClp) THEN
EraseChopper Clp)
FI
IF TrStatUSClp) THEN
TrStatusClp)=0
PlotOCTrxClp) , Try Clp) ,0)
PlotOCTrxClp), Try Clp) +1,9)
PlotOCTrxClp), Try Clp) +2,0)
FI
IF MisStatUSClp)=i THEN
Mis5tatUSClp)=0
PlotOCMiSXClp) ,MisyClp),8)
FI
00
FOR lp=8 TO 5S STEP 2 DO
IF ExpStatUSClp)=l THEN
ExpStatUSClp)=8
Exp5tatusClp+l)=8
P10tOCExpxClp),ExpyClp),0)
PlOt8CExpxClp+l),ExpyClp+l),0)
FI
OD
RETURN
PROC MoveChopperC)
;Move the choppers
BYTE lp,ps=I8J
FOR Ip=8 TO 29 DO
IF ChopperstatusClp)
IF ChopperxClp)=38
EraseChopper Clp)
ELSE
Pi oto cchopperx Clp)
ChopperyClp)
ChopperxClp)==+l
DrawChopper Clp)
LaunchTrooper Clp)
FI
FI
IF ChopperstatusClp)=2
IF ChopperxClp)=8 THEN
EraseChopper Clp)
ELSE
Plots CChopperx Clp) +1,
ChopperyClp) ,8)
Chopperx CI p) ==-l
DrawChopper Clp)
LaunchTrooper Clp)
FI
FI
0D
IF ps=8 THEN
CharsetC8)=56
CharsetC16)=28
PS=1
ELSE
1 THEN
THEN
,8)
; right
THEN ;left
ps=8
CharsetC8)=254
Charsetci6)=127
FI
RETURN
PROC LaunchChoppero
;Decide whether to send off a new
jchopper, which side, how high up
BYTE lp
IF Fate>238-CLevel LSH 1) THEN
FOR lp=8 T8 29 DO Jfind MT Chopper
IF Chopperstatus Clp) =8 THEN
Choppery cip)=RandCHard)
IF Fate>128 THEN
Chopperx Clp) =38 ;right side
Chopperstatus Clp)=2
ELSE
ChopperxClp)=8 jleft side
Chopperstatus Clp)=i
FI
DrawChopper Clp)
EXIT
FI
8D
FI
RETURN
PROC DrawBaseC)
;draw the base
BYTE lp
FOR lp=19 T8 21 DO
Pl0t8Clp,22,128)
OD
PlOtO C28, 21,4)
RETURN
PROC fliMGunC)
;read the joystick and Move the base
IF StiCk=ll THEN
PS=3
ELSEIF 5tick=7 THEN
Ps=5
ELSE
PS=4
FI
PlOt0C28,21,Ps)
RETURN
PROC ShOOt C)
;send off a bullet
BYTE trig=644,lp,flg=I83
IF trig=l OR flg=8 THEN
flg=l
RETURN
FI
FOR lp=8 TO 23 DO ;find empty shot
IF MisStatusClp)=e THEN ;got one
MisStatusClp)=l
Mi sy Clp) =28
IF PS=3 THEN
MiSXtlp)=19
ELSEIF Ps = 5 THEN
MiSXClp)=21
ELSE
MiSXClp)=28
FI
MiSSileHitClp)
EXIT
FI
OD
flg=8
RETURN
(Listing continued
on page 60)
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 37
WE DOH'T BUILD
M8TIR VEHICLES.
IF WE BID,
IT WDULDN'T DE
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i
Astra "Big D"
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Any serious business application
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Software programs such as word
processing, data base management,
spread sheet analysis and mailing lists
are made more powerful, and, at the
same time, easier to use if you have
two disk drives.
And it's compatible with Atari's new XE
Series as well as the original and inter-
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800XL and 1200XL
Find out more about Astra's "Big D"
reliable performance and heavy load
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Call (714) 549-2141.
*flSTRfl SVST6MS, INC.
2500 South Fairview/Unit L
Santa Ana, California 92704
Machine Language
24K Cassette or Disk
GAME
ijgfr
<>,
by Mark Price
Our story so far. . .The evil Mage Roklar must have
more backing than you thought, because somehow
he ruptured .you and, the other members of the Cir-
cle of Wizards. You really don't know how Jong you
were out, but when you awoke, you found yourselves
in a tenuous construct.
From its mazelike pattern, it was immediately rec-
ognized to he one ofRoklar's favorite disposal places,
a pocket dimension bridging between the elemental
planes of fire and ice. It was then that Roklar made
his projected appearance be/ore the group.
His image said, "You have all stood in my way too
long. Now it is my turn to stand in yours. This area
wiJi not last long, and there is only enough magical
energy here to carry but one of you away! Knowing
how you always so adamantly refuse to part compa-
ny, though, I doubt that any of you will escape." The
image laughed wickedly as it faded away.
After a quick survey of the area, you found that
Roklar had spoken the truth for once. The place it-
self was beginning to fray at the edges as its remain-
ing magic seeped away. Very soon, there wouldn't
be enough to take any of you back home.
Obviously, only one of you would be able to es-
cape to make Roklar pay, so it was decided to hold
a quick tourney to find which it would be. It was lucky
that you had finished constructing your Wands of
Havoc before being captured. They would serve ex-
cellently for the tourney. You all drew them from your
vests and prepared.
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 39
fcjgfr
Maze War continued
Then Roklar reappeared. This time he said, "I
never thought I'd see you so prepared to abandon and
certainly not threaten violence to each other. No mat-
ter. Since you are being so amiable, I'll make this a
little more interesting. . ."
There was a low rumble some distance away in
the maze, and then the slow shuffling of feet coming
your way. You looked at each other and, all at the
same moment, said, "Zombies?"
Roklar never did have a sense of humor.
Typing it in.
Before typing anything, look at the listings accom-
panying this article.
Listing 1 is the BASIC data and data checking
routine. This listing is used to create both cas-
sette and disk versions of Maze War. The data
statements are listed in hexadecimal (base 16),
so the program will fit in 16K cassette systems.
Listing 2 is the assembly language source code
for the game of Maze War, created with the OSS
MAC/65 assembler. You don't have to type this
listing to play the game! It is included for those
readers interested in assembly language.
Follow the instructions below to make either a cas-
sette or disk version of Maze War.
Cassette instructions.
1. Type Listing 1 into your computer using the
BASIC cartridge and verify your typing with
Unicheck (see page 16).
2. Type RUN and press RETURN. The pro-
gram will begin and ask:
HAKE CASSETTE CO) OR DISK CD?
Type and press RETURN. The program will
begin checking the DATA statements, printing
the line number of each as it goes. It will alert
you if it finds any problems. Fix any incorrect
lines and re-RUN the program, if necessary, until
all errors are eliminated.
3. When all of your DATA lines are correct,
the computer will beep twice and prompt you
to READY CASSETTE AND PRESS RETURN.
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Works with or without BASIC,
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* Trademark of Alari, Inc.
CIRCLE #113 ON READER SERVICE CARD
PAGE 40 / NOVEMBER 1985
ANALOG COMPUTING
Now, insert a blank cassette in your recorder,
press the RECORD and PLAY buttons simultane-
ously and hit RETURN. The message WRITING
FILE will appear, and the program will create
a machine language boot tape version of Maze
War, printing each DATA line number as it goes.
When the READY prompt appears, the game is
recorded and ready to play. CSAVE the BASIC
program onto a separate tape before continuing.
4. To play, rewind the tape created by the BA-
SIC program to the begimiing. Turn your com-
puter OFF and remove all cartridges. Press the
PLAY button on your recorder and turn ON your
computer while holding down the START key.
If you have a 600 or 800XL computer, you must
hold the START and OPTION keys when you
turn on the power. The computer will "beep"
once. Hit the RETURN key, and Maze War will
load and run automatically.
Disk instructions.
1. Type Listing 1 into your computer, using the
BASIC cartridge and verify your typing with
Unicheck (see page 16).
2. Type RUN and press RETURN. The pro-
gram will ask:
HAKE CASSETTE CO) OR DISK CD?
Type 1 and press RETURN. The program will
begin checking the DATA lines, printing the line
number of each statement as it goes. It will alert
you if it finds any problems. Fix incorrect lines
and re-RUN the program, if necessary, until all
errors are eliminated.
3. When all the DATA lines are correct, you
will be prompted to INSERT DISK WITH DOS,
PRESS RETURN. Put a disk containing DOS 2. OS
into drive #1 and press RETURN. The message
WRITING FILE will appear, and the program
will create an AUTORUN.SYS file on the disk,
displaying each DATA line number as it goes.
When the READY prompt appears, the game is
ready to play. Be sure the BASIC program is
SAVEd before continuing.
4. To play the game, insert the disk contain-
ing the AUTORUN.SYS file into drive #1. Turn
your computer OFF, remove all cartridges and
turn the computer back ON. Maze War will load
and run automatically.
Playing Maze War.
Maze War was written using the OSS MAC/65 as-
sembler.
It's a game for one to four players. If played on an
XL computer with more than two players selected,
stick 1 will control Wizards 1 and 3, while stick 2
controls Wizards 2 and 4. The number of players is
chosen with the SELECT key, and the number of
Zombies with the OPTION key. The speed of the
Zombies is selected by pressing a key from 1 to 9.
Maze War.
You start the game somewhere in Roklar's maze,
Havoc Wand in hand. You move about in the maze
by pushing your joystick in the desired direction. If
the stick is held diagonally, the Wizard will alternate
moving between the two directions.
The Wand fires off a magic chain when you hold
down the fire button while moving the joystick. The
magic chain fired by the Wand is capable of vaporiz-
ing man or wall at fifty paces. Once vaporized, a Wiz-
ard or Zombie will automatically coalesce back into
a whole at a random point somewhere in the maze.
Moving about in the maze will attune you more
to its energies, thus making the point value for a hit
worth more. In the same fashion, using the Havoc
Wand uses up energy, and overuse will bring the
point value down. Once a Wizard or Zombie has
tapped into 100 points of energy, the spell to return
to Earth is cast. Then, the pocket dimension will be-
come unstable and dissolve.
Maze War will go into an automatic demo mode
with three Zombies going at it after thirty seconds.
This can be seen earlier if you press the D key. Once
the game has started, it can be paused by hitting any
key Unpause by pressing a key again. The game can
be aborted at any time by hitting one of the console
keys.
All right, face the magic. Fl
(Listing starts on page 43J
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 41
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word processing programs td tell Super Mailer+ where to put the information. It's
as easy as 1...2...3!
Help cole
FOR USE WITH
SYNCALC
FEATURES:
• Eight ready-to-use
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• All formats are pre-
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■ Check Register
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(Roster)
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Schedule
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FOR ONLY $24.95 Graphic Labels $2.95
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Display Lists
# 9 Gtia Graphics 7-11
Horiz /Vert. Scrolling- # irj Sound Effects
#11 Memory Map Tutor
#12 S, A.M. Tutorial
#13 Basic Prog'Tools
#14 Advance Prog.Tools
#15 Fancy Fonts
$7 95 EA
Page Flipping
Basics of Animation
Player Missle Graph
# 6 Sound and Music
# 7 Disk Utilities
# 8 Character Graphics
Music Majdr • Brain Boggier • ESI Writer • Space
Games • Digger. Bonk • Guess What's Cuming to
Dinner • Adventures of Proto • Proto's Fun Day •
Proto's Favorite Games • Kid's Programs #1 • and
#2 • Bob's Business • Bowlers Database • Mini
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Marathon • The Bean Machine • Math tor Fun •
Instedit OWLY JT^^SjaJaster j y^or^ Map 14.95
s
COMPUTER
PALACE
OPEN M-F. 9-6 Sat. 10-4 (Pacific Time)
2160 W 11th Avenue Eugene, Oregon 97402
USE YOUR CREDIT CARD & CALL
Toll Free 1-800-452-8013
• ORDERS ONLY, PLEASE •
There s ne ver a penalty for using yo ur credit card!
For Information, Call (503) 683-5361
Prices and products may change without notification.
SHIPPING INFO: Minimum $2.90 Ground, $4.75 Air Actual
Costs depends on weight. Call (503) 683-5361 lor
information.
WARRANTY INFO: Everything that we sell is warrantied by
the manufacturer. If any item purchased from us fails to
perform properly when you receive it, call us at (503)
683-5361 so thai we can assist you. No refund merchandise
accepted without authorization. Defective software will be
replaced with another copy of same program, ofherwise, no
software is returnable. ^__^ ,
CIRCLE #114 ON READER SERVICE CARD
^fe
Maze War continued
Mark Price Jives in Los Angeles, where he's study-
ing computer science. A telecommunications enthu-
siast, he participates in several local BBSs. He likes
to program games in cooperation with his Jiving com-
puter, Fred, and has been working with computers
since 1979.
Listing 1.
BASIC listing.
19 REM *** MAZE WAR #**
20 TRAP 20:? "MAKE CASSETTE tOJ , OR DI
SK tli";:INPUT DSK:IF DSK>1 THEN 20
30 TRAP 40O00:DATA 0,1,2,3,4,5,6,7,8,9
,0,0,0,0,0,0,0,10,11,12,13,14,15
40 DIM DATS 1513, HEX f 22) : FOR X=0 TO 22:
READ N : HEX CX)=N: NEXT X:LINE=990 :RESTOR
E 100O: TRAP 12©:? "CHECKING DATA"
5g LINE=LINE+10:? "LINE :"} LINE: READ DA
TS:IF LEN(DAT$)<>90 THEN 220
60 DATLIH=PEEKfl83J+PEEKtl84)*256:IF D
ATLINOLINE THEN ? "LINE ";LINE;" MISS
ING!":END
7© FOR X=l TO 89 STEP 2 : D1=ASC f DATS (X,
X) J -48 : D2=ASC CDATS tX+1 , X+l) ) -48 : BYTE=H
EXCD1>*16+HEXCD2>
80 IF PAS5=2 THEN PUT ttl, BYTE : NEXT X:R
EAD CHKSUM:GOTO SO
90 TOTAL=TOTAL+BYTE:IF T0TAL>999 THEN
TOTAL=TOTAL-10O0
100 NEXT X:READ CHKSUM:IF TOTAL=CHKSUM
THEN 50
110 GOTO 220
120 IF PEEK (1951 <>6 THEN 220
130 IF PASS=0 THEN 170
148 IF NOT DSK THEN 160
150 PUT ttl, 224: PUT HI, 2: PUT 81, 225: PUT
ttl,2:PUT «1,207:PUT ttl,36:CL0SE ttl: EN
D
160 FOR X=l TO 57: PUT ttl, 0: NEXT X:CL0S
E ttl: END
170 IF NOT DSK THEN 20©
180 ? "INSERT DISK WITH DOS, PRESS RET
URN"::DIM INS C1J: INPUT INS: OPEN ttl, 8,0
,"D:AUT0RUN.5YS"
190 PUT ttl,255:PUT ttl,255:PUT ttl,0:PUT
ttl,32:PUT ttl,158:PUT ttl,53:G0T0 210
2©8 ? "READY CASSETTE AND PRESS RETURN
";:0PEN ttl,8,128,"C:":REST0RE 238:F0R
H=l TO 40: READ N:PUT ttl, N: NEXT X
210 ? :? "WRITING FILE":PASS=2:LINE=99
0: RESTORE 1000: TRAP 120: GOTO 5©
22© ? "BAD DATA: LINE "; LINE: END
230 DATA 0,44,216,31,255,31,169,0,141,
47,2,169,60,141,2,211,169,0,141,231,2,
133,14,169,56.141,232,2
240 DATA 133,15,169,207,133,10,169,36,
133,11,24,96
1000 DATA 0O©e8O0e©O0O0©OO©©2856146©80
0e©O©O3CBF288e©O©©OO6©©e©OOO2OBCBC3©10
5858202©BCBC3©1058582O00,797
1010 DATA 006O©00303033F33O3030FC©C00F
FCC0CO303C©88ee©©e000000©O0©0O0O8808eO
80©ee©0000ee©©©o000©0o©© , 84
1020 DATA 0©O0068OO0O0S06©8O0080OO0000
eeeoooooooooeooeooooooeeooooeeeoeoeeeo
888000O000©O7E666666667E,744
1030 DATA ©8OQ1818181818186O007Efl67E60
667E8O887E861E06667EeO00606C6C7E8C8C8O
007E607E06667E8e887E607E,258
1040 DATA 66667E0OOO7E06OC181818880O7E
667E66667E00OO7E667E06667E888O8018180O
1818888D366C492CD2B64B00,59
1050 DATA OO6OOO2CD2B64B8D366C498O0006
©ee0eOO0O20A2BAF3CGQ028AABEFCC8O8©5E5B
5E55E5B5E55580183C66667E,492
I860 DATA 66E76OFC66667C66667C007EC6CO
C0COC67EOOFC6666666666FC00FE6660786866
FE8OBOBOB0B2BAAB3F007EC6 , 573
107O DATA C0CEC6C67E02OA2AAEAAFEC2O00O
3C18181818183C2ACFC8C2CAEBEACF88CED8F8
FCCCCCCE8OF06060606O66FE,6O0
1080 DATA 0063777F6B6363630OC666767E7E
6EE60O7CC6C6C6C6C67CO0FC66667C6060F0A8
EBAFBEF0COA8FF8OFC66667C,812
1090 DATA 6C6CE6OO7EC6C07CO6C6FC887E5A
181818183C80E766666666663COA2BAFAAAF28
0A83806363636B7F776300CO,94
1100 DATA 0O0OCOOOO0C0O0E7663C1818183C
80FECC18386OC6FE80B0B2BAAAAEBE3O0002OA
EBAFBEFAC3A0BEFAEBAABFF0 , 824
1110 DATA C088BABABBBABBBB33886088A8BC
A0288F630303153iei816AC8CO055C404ei028
3C3C301414341O2883030315,115
1120 DATA 1111O10ACOCO0C54404O1O28C0C0
C0544C102860OO00O383031511040OOOC0C0CO
544C4O288000000080000040,571
1130 DATA A00O000O000000O0000O00O30303
150O000O0OCOC0CO541111010A80OO8O004C18
280880800088800000000000, 598
1140 DATA 03030O00OO00O0O0C0CeO3151104
28688O00C0544C4O40AO0OO0O383503501O104
28COCOC0544C4O4OA03C3COC54
BASIC XE
BASIC XE...the only programming language
designed especially for the Atari 130 XE.
BASIC XE allows you to write enormous pro-
grams (97,000 bytes), while utilizing any or
all of the 50 additional commands (compared
to Atari BASIC) we've included to assist
you with your programming needs.
So, take advantage of all the memory
you paid for and give BASIC XE a try
today! $79.00*
* 10-day, money back guarantee!
Call or write for a free brochure today!
Optimized Systems Software, Inc.
1221 B Kentwood Ave., San Jose, CA 95129 (408) 446-3099
CIRCLE #115 ON READER SERVICE CARD
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 43
sdga
Maze War continued
1150 DATA 14141CO4288303301501010428CO
C0C054444440A001153104288000004054444Q
48A88ee880888888C8C44454,4ee
1160 data 3ieioieAooeeeooo40i82888oeoe
8e00e0e0038301153104800eC0C040544440C0
C444544eio2888oeeeoeeoee,52
1170 DATA 000000030F3FFFFEFCFCFFFFFFFF
8OOO8OOOFFFFFFFFOFOF8FOFCFOOCOCOC8COC0
C0C0FFFFFFFFFFFEFEFFF0F8,451
1180 DATA FCFE3F1F0F07070F0F0F0F8FCFEF
8OC0COC0COC0C0C0F8FCFCFCFCFEFFFF800000
00008000803FFFFFFFFEFCFC , 935
1198 DATA FEFFFFFF8000000000FFFFFFOFOF
OFOFOFFFFFFFSeeOOOOOOFFFFFFFOOOOOOOOFF
oococeoeeeeeeooeFFFFFFFF,254
1200 DATA FFFFFF3FFFFFC0EOFOF8F8F8EFCF
OF0FeFeCOCO7CeC0COC0C0Cece8O83ClEOEOE0
EOEO8OFFFFFF7F3F1C0C07C0, 744
1210 DATA EOFOF8FCFFFFFF00O00O0O0OFFFC
FF0O00OOQOOQ88C8800080CQE0FQFFFFFF0FOF
8F0F0FFCFCFF0783COEOF0FF , 115
1220 DATA FFFFFFFFOFOF0FFCFCFFAAFEFEAA
EFEFAAFEFEAAEFEFAAFEFEAAEFEFAAFEFEAAEF
EF00000e7C181814O0000OO0,435
1230 DATA 1818881000O000O07E1818140000
OeeO18180810Oe0O0e007E18141OOO00OOOO7E
1828O8808OOOO07E1814180O , 343
1240 DATA O0GO007E1828088O0OO0003E1818
28O000eeeO181818888O00O0007E1818280000
OO00181810O80ee0eO187E18,223
1250 DATA 1410O0O00O187E182808000O0018
7E18141O08eeoei87E1828O80000007C181814
000000030000000000000000,108
1260 DATA 0000000036181810024000000018
66751C0C180C00386ED7FE1810180O3C7EFFFF
DB1818183C7EFFFFFF3C3C3C, 432
1270 DATA 0O3C7E7E7E3C3C7EC8865828962A
0O34A579O57AD006A9FE8579857AA900A2039D
08D8CA10FA8D08D28DC8O2A9,427
1280 DATA 388D07D4A93E8D2FO2A9O38D1DD0
8DOFD2A9018D6F62A9208DF4O2A94O8D8ED4A9
4C8DOO02A9318DO1O2A9408D, 916
1290 DATA 6ED4A9OE8D38O2A9328D3102AO07
B9C72499C0O28818F7A900A899003C99OO3D99
O03E990O3F88D0F18D01D28D,533
1300 DATA O3D28D05D28D87D285868587A90A
8588A9F4859CA9328598A91A859DA9338599A9
028595A98O85948598859185, 231
1310 DATA AC85AD85A8A91385A1A90F85A485
A5A9OA85A885A9204E26C686D0O8C687D004C6
88F653A586DO32A5872903DO,52
1320 DATA 2C8D01D28D03D2A5872907D02OA2
01B5ACF0O620FS2D4CCA25D6A8DO0AB5944902
9594A90995A82OD12DCA1OE2,318
1330 DATA ACFC02A9FF8DFC82B179C931900B
C93BBO07291F8DAF33D012C964DOOEA900858D
A903858E4C79264C8B25AD84,579
1340 DATA O2F060AD2E02D0F3AD1FD0C9G6F0
5429064906F0E6C906FOE2C902F815EE8E3318
AD8E336D7A33C9A59823A950,162
1350 DATA 8D8E33D81CEE7A33AD7A33C95598
87A9518D7A33D80B186D8E33C9A59003CE8E33
2O4E264C8B25A985AO28A200 , 883
1360 DATA 2O5CE4A9018D2EO2602O4E26AD7A
33290F858DAD8E33290F858E18658DC9O1DOO4
858EA9028589C689A20O20E4.364
1370 DATA 2FE828E42FA95A8582A9338583A9
0A8584A9358585A281A084B1829184E684DO02
E6859184C8D8F1E683E685CA, 714
1380 DATA 10EAA9868584A9388585A04FA900
91848816FBA90O858AA98A8584A9388585A58D
F00D858CA95A8582A9358583,454
1398 DATA 2OC528A58EFO0D858CA9728582A9
3585832OC528A689A90O95DO95B89590A90395
B0A9O595B4200E2FE48D9OOB,929
1400 DATA A91BEDAF3395B0A9O195DOCA10DB
A58DDOO4A903858D20FF28A9BC8D3O02A9338D
3102A9CO8D0ED4AD2E02D019,31O
1410 DATA AD1FDOC9O7F0122OO529AD1FDOC9
07DOF9AD8482FOF44C1625A689B5B8F839BC9A
3118799138999138A90095B8,827
1420 DATA A901858BB99138F022C9DA9019E9
OA99913888C68B3849B99138D0O2A9DO186901
999138DODEC8E68BD0D9CA1O , 807
1430 DATA COADFCO2C9FFD0O34C3O272O0529
A9FF8DFC82A90O8DO1D28D03D28D05D28D07D2
ADFC02C9FFF0F920FF28A9FF, 865
1440 DATA 8DFC824C3O27868E200529A90O8D
O1D28DO3D28D65D28D87D2A68EA003BD9A3118
69988584A93885859802E685,767
1458 DATA B98A359184881OF8A98O9590868E
A689E48EFOOB20E42FA9029590A90995ACCA10
EEA514C514FOFCA9OO858AA6,708
1466 DATA 89A58A187590858A20B830CA10F3
A58AC589DOE1A68E2OE42FBDC0O28DC082A996
8DC102A92A8DC202A9348DC3.592
1470 DATA O2A97F8582A9248583B5A40AOAOA
1869208584A93C8585A903858AAO07B1829184
881OF9B5AOOA0AOA18693OA4,225
1480 DATA 8A9988D0A58218696885829O02E6
83E685C68A10D9A910858AA203BDC40229GFD6
O59DC402FOO3DEC4O2A414C8, 537
1490 DATA C8C414D0FCCA1OE6C68A10EOA907
858CA2FFA0FFAD1FDOC907D0OA88DOF6CAD0F1
C68C10EB4C1625A900858BE6,192
1560 DATA 8BA206A48AB1829184C8CADOF8C8
A58B09D09184C8C8C8C8A9DO9184A58A1869O6
858AA58418690E85849OO2E6,485
1510 DATA 85A58BC58CD0CB6OAO0EA229DO04
AO62A2E4A9074C5CE4A51429O7D026AE0O21A0
01B900216A2A858C29O1658C248
1520 DATA 88990021C8C8C008DOEB8AOA2A85
8C2901658C8DO721A689B59O29O3FOO34C2D2A
D6A8F00FB598DOO88A8AA8A9,281
1538 DATA 0099O1D24C2D2AB5BO95A8B5ACF0
862OF82D4C2D2AB5D0FO034CF82CBD7882490F
D0034C2D2AA8B97731C984DO,276
1540 DATA 1E848C98B494399231A8B9773195
942O2630FOODA58CB494399231A8B977319594
A9OO854DBD84O2FO1D2O2630,291
1550 DATA FOO620912E4C2D2A20D12DB4B4C8
CO179002A0169895B44C2D2AB59029F0D06226
912EB4B48888COO5BO02AOO5,263
1560 DATA 9895B4B59495BC282630DO28A584
95C4A58595C8B59809809590A90095C8A9OC95
CCB4BCB982311869DE8582A9, 379
1570 DATA 312OOO2F4C162BC986BO0EA58495
C4A58595C0200D314C162BB59C95C48584B598
95CO85854CA42AB59O3OO34C310
1580 DATA 162BB5C8D605201930D05ED6C8B5
C8290195C8F011B4BCB5C41879733195C4B5C8
79693195C0B5C48584B5C085,355
1598 DATA 85B5C88A6A75BC0A0A69DE8582A9
3169OO8583B5BC20682EB5C8D6OEB4BCB5C418
79713195C490O2F6COF6CC8A,114
1600 DATA OAA8B5CC990OD2A9C699O1D24C16
2BB590297F95982OB72FB4BC20193OC9FD9O24
A00OB184297F9184C8B18429,531
1610 DATA 7F9184B598892O9590A93695CCA5
8495C4A58595C04C162BC9869002BO34200D31
868CA689B5901021B5C48582,986
1620 DATA B5C88583B5C8F80A20913OFO0AB4
BC2O9C3O209130D00620B72F280D31CA10D8A6
8C4C162BC9C09OO7C9E0BOO3,157
1630 DATA 2O4730A5142901F0034CEF2CB59O
2901D0834CD42B8A8A0AOA6940858269208588
A92085838581B5A8858CAO08, 561
1640 DATA 88AD8AD23938209182AD0AD23938
20918OC48CDOEBB5AC2908D030B5AC858CA008
88B980229182B908229180C4,878
1650 DATA 8CD0F1B5A4OA0A0A692085848A18
693C8585AOO888B900249184C48CD0F6B5A8FG
02D6A88A0AA8B5AC2901FO09,354
1660 DATA B5AC6A0A0A098OD0O5B5AC6A6906
189988D2B5AC1O01386A492769019901D2D6AC
D01A20912E8A6AA8A9O09901 J ,544
PAGE 44 / NOVEMBER 1985
ANALOG COMPUTING
1670 DATA D2B59029FE9590B5B095A8D0O328
B83OB59O291ODOO34CA82CB5C810034C662C8A
0AA8B5C849O3OA0AOA0A691Q,253
1680 DATA 990OD2B5C80AOA696299O1D2A903
858FB5BC858E468E9O56202431203F30FO32C9
9B9O04C99E9O2AA48FB99631, 312
1690 DATA 496F35BC95BC204730A48FA58438
F96D318584A585F969318585A900A001918488
1OFBDO1CB5C829010AOAO58F,265
1700 DATA 0A69FE8582A93169O08583A8O1B1
8291848810F9C68F1OA2F6C8B5C82905DO1BA9
03858FB5BC858E468E900B20,748
1710 DATA 2431A980A89184C89184C68F10ED
D6C8D6C8B5C8C9FEFO04B5BCDO0E8A0AA8A9OO
9901D2B59O290F959O4CEF2C, 899
1720 DATA B5902920FO418AOAA8F6CCB5CC8D
C602298FF0160A0A493C6920990OD2B5CC290F
4A18692099O1D2D01DA9O099,664
1730 DATA O1D2A8B5C48584B5C08585989184
C89184200D31B5BC49OF95BCCA30834C3C294C
62E4868CA48DB5A4883016C4,276
1740 DATA 8CF0F9D9A400D0F4B5A0D9AOOOA9
00901FA902DO1BA48DB5A8883021C48CF0F9D9
AO00D0F4B5A4D9A400A9019O,763
1750 DATA 02A9039594B59C8584B59885854C
C529A9FF858FA48D883014C48CF0F926B42D18
658EC58FB0EF858F848A9OE9,985
1768 DATA A48A20B42DC58EB0162O942DF027
A48A20A42DFO2OA48A20942DB5944C322D2OA4
2DF011A48A20942DF00AA48A.4
1770 DATA 20A42DB5944C322D4CB329B5A0D9
A00OA9009002A90295944C263OB5A4D9A400A9
O19002A9O395944C2630B5A0,718
1780 DATA 38F9A0801O0549FF186901858EB5
A438F9A4881O0549FF18690160B49418B59C79
7331959CB5987969319598B5, 695
1790 DATA A01879663195A0B5A41879653195
A49829020A95ACB5942902D0O4F6ACD802D6AC
B59C8584B5988585B5AC2903,135
18O0 DATA OAOA75940A0A699E8582A9316900
8583B59420682E20A82EB5AC290395ACD01EB4
94B59C18797131959C9002F6,935
1810 DATA 98B5A01879643195A8B5A4187963
3195A4B59029B0DO138A0AA8B5AC2981F00AA9
049901D2A92O9900D260858C182
1820 DATA A0OOB1829184C8B1829184A58C29
01F0OBA584186926858490O2E685C8B1829184
C8B182918460B59C8584B598, 145
1830 DATA 8585B494B9823118699E8582A931
200O2FB5AC2903186A6A15946A6A6A6A8582A9
248583B5A40AOA0A18692085,577
1840 DATA 84B5942901F0O8B5ACOA18658485
848A18693C8585A008B18291848818F9B5AO0A
0A0A18693O8584B5942901D0, 351
1850 DATA 08B5AC0A1865848584A5849D0OD0
6069O08583A001B18291848810F96OAD0AD229
1FC913B0F795A0AD8AD2291F,495
I860 DATA C912B0EC95A48582A90O85848585
8583A928858OA0064680900DA5841865828584
A585658385858682268388D0, 919
1870 DATA E8B5A8OA65849O02E68518698E85
84A585693585852O3F3OD0A9A584959CA58595
98A90O95948AOAOA0A694085,159
1880 DATA 826928858OA92085838581A90OA0
07918291808818F98A186908A0O09184C86904
9184B5A00A0A0A1869309D0O,702
1890 DATA DOB59029FD09019590A9OF95ACA9
0795A860B5C48580B5C08581A900A89188C891
80B5C8F010B5BC29O1FO04AO, 734
1900 DATA 27A90OC89180C8918O8AOAA8A900
99O1D260B59C858OB5988581A900A8918OC891
80B5ACFO10B5942901F004A0,493
1910 DATA 27A900C89180C8918O8A18693C85
81A90O8580A8918888D0FB60B5C48584B5CO85
85B4BC4C3030B59C8584B598 , 554
1920 DATA 8585B494A58418796D318584A585
7969318585A0O0B184C8118460868CA689B590
29OFD03AB59C8582B5988583,187
1930 DATA B5ACF0OA209130F00AB4942O9C30
2O9130D01F2OE42FB5900902959OA9O995ACE4
8CF00DA68CB5B81875B495B8,674
1940 DATA A9O595B46OCA1OBDA68C60A584C5
82D004A585C58360A58238F973318582A583F9
69318583A582187971318582,495
1950 DATA 9OO2E6836OB59O29O2D0O16OB5A4
OA0AOA692085848A18693C85858AOAA8D6AC30
29A90A9900D2848CB4ACB986, 417
1960 DATA 31A48C99O1D2B5AC290E8A0A699F
8582A9248583A007B1829184881OF960A90O99
01D2A00791848810FB4C0E2F,323
1970 DATA B59O290FO910959OB5BC49e2A8B9
963195BCA90395C86OB5C84A49011869O1858A
B5C48584B5C08585A48FA584 , 787
1980 DATA 18796D318584A5857969318585C6
8AD0ED6048A9C88D16D0A9868D17D0A9588D18
DOA9288D19DO684O00O10O0O,94O
1990 DATA 0OFF0O0OFFFF0228FED802280O00
FED804O30ie402O4O404eoe404O206O8OC0406
O8O886O664Q40402020203OC,862
2000 DATA 030C08040201O4182C400000C0C1
0OOOC3C5D2D30OOOC0DE8O0ODFC2DFDFC6C7C8
C9DFD4DFDFDCDDC8C9DFC3C4.638
2010 DATA DFCACBCCCDDFD5D6DFCAD9DADBDF
DFC2DFCECFD0D1DFDFD4DFCECFD7D80OOO8182
000084008182000000840000,604
2020 DATA 0082810883808500008281000083
0085009B9C9C9BO09D9D9B0O9D9DOO9B9C9C70
707070704228320202700670,476
MAC/65
The most popular macro assembler avail-
able on the Atari market. MAC/65 can per-
form assemblies at the rate of hundreds of
lines per second, is compatible with Atari's
Assembler Editor Cartridge and includes an
excellent debugger.
See why, more and more programmers and
software developers are making MAC/65,
their choice for assembly language pro-
gramming $79.00*
* 10-day, money back guarantee!
Call or write for a free brochure today!
®SS
Optimized Systems Software, Inc.
1221 B Kentwood Ave., San Jose, CA 95129 (408) 446-3099
CIRCLE #115 ON READER SERVICE CARD
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 45
i£p
Maze War continued
2830 DATA 7005707086700404047006067082
418E32OeeO00O0000O0OOO6O61626364656667
66616263686966666A6B6C63, 129
2040 DATA 6A6D6E6F6688888e866888886686
00008800880070717273707475737071727370
76777876797A73767B7C7386, 346
2050 DATA 0000000000888068888000000080
00eoe00886868886232F2D3835342?2E278608
866866008000000000008686, 752
2666 DATA 8888886e8O868688F0F2E5F3E5EE
F4F3808e8eO6ee66686000OOee68688866eee6
66e89E9FA6A8AABlB6B888BB,723
2670 DATA BCBDBEBF06000808eO08O0000060
86666888888622398866202132288838322923
258686866868686888868866,954
2688 DATA 8886000000000008888886668860
868e6868e888686668886668688886666686FD
FDFDFDFDFDFDFDFDFDFDFDFD,243
2898 DATA FDFDFDFDFDFDFDFDFDFDFDFDFDFD
FDFDFDFDFDFDFDFDFDFDFDFDFDFEFEFEFEFEFE
FEFEFEFEFEFEFEFEFEFEFEFE,646
2168 DATA FEFEFEFEFEFEFEFEFEFEFEFEFEFE
FEFEFEFEFEFEFEFE8888888088F7E9FAE1F2E4
F3DA88516868686868888888,841
2116 DATA 868e3A2F2D222925331A6858680O
0eO00O6688886866868868eee866663A2F2D22
29258833382525241A80O015,778
2128 DATA 8866688886688688666668887876
76448E3504048484846 4846484646464646484
848464F846863866668641BC.228
2130 DATA 33AOAOA0AOA0AOAOA0AOA6A6A0A8
A0A0A6AeA8A8A8A680e688FDFD888866866888
80888686668680 A0A068FE68, 711
2140 DATA 86FE88FEFEFEFE8eFEFEFEFEeeFE
FEA0A666FF88FFFF886666FF688888FF868B86
FF0eA0Ae86FDe8668688FD6e,181
2156 DATA 8866FD686806FD80FD88A6A6FEFE
00FEFEFEF£FEFEFEFEeeFEFEFE8eFE88A6Aeee
6886FF888OOO00O0e8FF000e,646
2166 DATA 8668886686A6A866FDFDFD88FDFD
6eFD86FD68FDFDFDFDFDFDA6A6668e886868e6
FE68FE668888FE8888686686,337
2176 DATA A8A8FFFF68FFFFe6FFe6FF8eFFFF
FF68FFFFFFFFA8A66866886866e66668886688
68e868FD688866A6Aee8FEFE,373
2186 DATA FE86FEFEFEFE86FEFEFEeeFEFEFE
88A8A888FF888886866e886868FF8668e8668e
FF68A8A888FD68FDFDFDFDFD,98
2196 DATA FD88668eFDFDFDe88888A6A886FE
8e00FEOe8888FE88FE688e868888FEFEA6A888
FFe8FFFF8eFF8eFF8eFFFFFF,366
2286 DATA FFFF866668A8A688FD6688FD86FD
0OFDO0FD00ee0OFDFDFD88A8Aee8868868e686
0e66688e8866FE606ee66888,734
2218 DATA A8A8A8A6A6A8A8A6A6A6A8A8A6A6
A8A6A8A6AeA8Ae37293A21322477697A617264
B7A9BAA1B2A4F7E9FAE1F2E4,496
2226 DATA 3A2F2D2229257A6F6D626965BAAF
ADA2A9A5FAEFEDE2E9E537292E336888888866
668886868866886868688888 , 35
2236 REM * 5535 BYTES
CHECKSUM DATA.
(see page 16J
18 DATA 737,351,496,811,423,729,260,60
3 , 555 , 573 , 694 ,613,29, 265 , 262 , 7221
168 DATA 761,198,962,633,491,36,155,18
8,291,931,926,498,357,585,639,7565
1866 DATA 34,388,152,2,154,492,948,669
,164,912,832,779,616,174,497,6719
1216 DATA 262,39,796,815,776,792,961,9
67,761,738,4,839,157,988,866,9667
1368 DATA 852,854,916,848,33,984,957,1
55,918,85,928,644,746,211,931,18838
1518 DATA 775,875,5,648,813,849,735,96
9,5,826, 688 , 776 , 624 , 886 , 845 ,18171
1668 DATA 899,699,778,749,847,128,926,
837,55,85,751,698,781,828,842,9861
1818 DATA 715,693,786,581,813,566,753,
526 , 897 , 747, 784 , 674 , 788 , 669 , 786 , 18684
1968 DATA 788,818,754,233,186,457,337,
972,64,511,253,773,375,135,782,7272
2118 DATA 882,815,346,75,87,768,897,28
6,23,341,929,786,646,6789
Listing 2.
Assembly listing.
# *
• "MAZE WAR' »
• Bv
•
• M*rk
Prlc« *
*
*
1
I8YBTEM EQUATES
(
ATRACT
*4D
AUDCTL
• D2B8
AUDC1
• D2B1
AUDC2
• D2B3
AUDC3
• D203
AUDC4
• D2B7
AUDF1 '
•D2M
CHBASE
•B2F4
COLORS
•B2C4
C0L0R1
• B2C3
C0L0R2
»B2C6
COLORS ■
»»2C7
C0LOR4 ■
*B2ca
COLPFB ■
»DB16
C0LPF1 '
»DB17
C0LPF2 ■
•Dflia
C0LPF3 ■
• D819
CONSOL ■
•DB1F
DLI8T
*B23B
DMACTL
»B22F
OPRIOR
• B26F
QRACTL ■
•DB1D
HPOSPB
*DBBB
KEYC0D6B ■
*79
KEYIN
*B2FC
NMIEN ■
•D4BE
PCOLR0 ■
»B2CB
PC0LR1 ■
• 02C1
PC0LR2 ■
M2C2
PC0LR3 ■
«B2C3
PMBA8E ■
»D4B7
RANDOM ■
*D20A
RTCLOK ■
• 14
8IZEPB
•OMB
SKCTL ■
•D2BF
STICKS ■
••278
STRI8B <
• B284
VDSL8T
•S2BB
CDTHF3
•B22E
8ETVBV ■
•E43C
X1TVBV ■
•E462
1PM GRAPH
ea
1
PMAREA
(C
*3B0S
ds
M4M
PLB
as
•BIBB
PL1
DS
• BIBB
PL2
DS
• BIBB
PL3
1
(COLORS
1
PFCOL0
r>a
• BIBB
• 96
PFC0L1 ■
*2A
PFC0L2 ■
•••
PFC0L3
•34
PLRBCOL ■
• C8
PLR1C0L "
• 86
PLR2C0L ■
»3S
PLR3C0L ■
•28
1 ZERO PAGE
ALLOCATION
i
=
•SB
1 POINTERS
POINTR0
DS
2 (BENL PURPOSE
POINTER .
DS
2
9CRPTR
DS
2 (8CREEN POINTER
(VARIABLES
COUNTER .
DS
3 (AUTO DEMO COUNTER
ACTIVE
DS
1 (NUMBER IN USE
NEAREBT (
ZOMBIE MOVE CLOSE HAN'S •
COUNT
BS
t (SENL PURPOSE
SCORE KEEPIN8
DISITNO |
CURLINE .
DS
t (B0T8CRN LINE NO
PAGE 46 / NOVEMBER 1985
ANALOG COMPUTING
HOLD IT
.DS
1
■ SENL PURPOSE
PLYR3
.D3
1
■• OF PLAYERS
DIRSHFT
1
BACKLASH DIRECTION RES
DX
1
ZOMBIE HOVE X DI8T
SAVE IT
1
WINNER • SAVE
ZH8YS
.DB
1
■• OF ZOMBIES
ZOMBIE MOVE CRNT 8H0RT DI3T
DI8T
!
DIREC
. D3
1
■BACKLASH DIRECTION
■ DATA FOF
EACH
PLAYER
ACTFLAB
.08
4
■WHAT HE'S DOINB
DIR
. D3
-1
■DIRECTION POINTINB/HOVINB
LOCHI
,D3
4
■ABSOLUTE MEM LOC HI
LOCLO
.08
4
■ABSOLUTE MEM LOC LO
LOCK
.DS
4
IX LOCATION <0-l9>
LOCY
. DS
4
|Y LOCATION (0-18)
HOVCLOK
.DS
4
■TIME TILL NEXT MOVE
H0VE8T
.DS
4
■8TATU3 IN MOVE
MOVRATE
.DS
4
■MOVEMENT RATE
NXTSCR
.DS
4
■3C0RE FOR NEXT KILL
8CRPND
.DS
4
■SCORE HAITINB ADDITION
9H0TDIR
. D3
4
■SHOT MOVE DIRECTION
3H0THI
.DS
4
■8H0T AB8 MEM LOC HI
SHOTLO
.OS
4
■SHOT ABB MEM LOC LO
BHOTMST
.DS
4
■SHOT STATUS IN MOVE
SOUND
.DS
4
■SOUND HOLDINB REBISTER
TYPE
.DS
4
■WIZARD-*, ZOMBIE-1
1
»»
• 2000
■CHARACTER SET
I
DATA
i
CHRBET
.BYTE
0,0.0
0,0,0,0.0 (SPACE
.BYTE 0.40,86 2*, 0.0.0.0 I SHOTS
.BYTE 0:60,191.40,0.0,0.0
.BYTE 0,0,0.32.188,188,48
.BYTE 11,88,86,32
.BYTE 32,188,188,48
.BYTE 16,83,88,32,0,0,0,0
.BYTE 3,3,3.63.31
.BYTE 3,3,13 I C0ALE8CE MASKS
.BYTE 1*2,192,13,232
.BYTE 192,192,48,60
.BYTE 0,0,0,0,0,0,0,0
.BYTE 0,0,0,0,0,0,0,0
.BYTE 0,0,0,0,0,0,0,0
.BYTE 0,0,0,0,0,0,0,0
.byte e,a,e,e,9,e,9,0
•BYTE 0,0,0,0,0,0,0,0
.BYTE 0,0
.BYTE 0:0:0:0:0,0.0,0
.BYTE 0,126,102,1*2,102
.BYTE 102,126,0 I NUMBERS
.BYTE 0,24,24,24
.BYTE 24,24,24,0 |1
.BYTE 0, 126.6, 126
.BYTE 96,102,126,0 |2
.BYTE 0,126,6,30
.BYTE 6, 102,126,0 13
.BYTE 0,96, 108.108
.BYTE 126,12,12,0 14
.BYTE 0, 126,96, 126
.BYTE 6,102,126,0 IS
.BYTE 0,126,96,126
.BYTE 102,102,126,0 16
.BYTE 0,126,6,12
.BYTE 24,24,24,0 17
.BYTE 0,126,102,126
.BYTE 102,102,126,0 18
.BYTE 0,126, 102, 126
.BYTE 6, 102,126,0 |9
.BYTE 0,0,24,24
.BYTE 0,24,24,0 (COLON
.BYTE 141,34,108,73,44,210
-BYTE 1B2|73 (EXPLOSION CHARS
.BYTE 0,0,0,0,44,210,182,73
.BYTE 141,34,108,73,0,0,0,0
.BYTE 0,0,0,2, 10
.BYTE 43,173,60 (TITLE CHAR
.BYTE 0,2,138,171
.BYTE 239,204,0,0 ITITLE CHAR
.BYTE 94,91.94,83,229
.BYTE 181,229,83 (OUTER WALL
•BYTE 0,24,60,102,102
.BYTE 126.102,231 ILETTER8 A
.BYTE 0,232,102,102
.BYTE 124,102,102,124 IB
.BYTE 0,126,198,192
.BYTE 192,192,198,126 IC
.BYTE 0,232,102,102
.BYTE 102,102,102,232 ID
-BYTE 0,234,102,96
.BYTE 120,96,102,234 IE
.BYTE 128,176,176,176,178
.BYTE 186.171,63 (TITLE CHAR
.BYTE 0.126,198,192
.BYTE 206,198,198,126 |S
.BYTE 2,10,42,174,170
.BYTE 234,194:0 (TITLE CHAR
.BYTE 0,60,24,24
.BYTE 24,24,24,60 II
.BYTE 42,207.192,194,202
.BYTE 233,234,207 (TITLE CHAR
.BYTE 0,206,216,240
.BYTE 232,204,204,206 )K
.BYTE 0,240,96,96
.BYTE 96,96,102,234 |L
.BYTE 0,99,119,127
.BYTE 107,99,99,99 IM
.BYTE 0,198,102; 11B
.BYTE 126.126.110.230 |N
.BYTE 0.124.198.198
.BYTE 198,198,198,124 |0
.BYTE 0,232,102.102
.BYTE 124,96.96,240 |P
.BYTE 168,233,173,190,240
.BYTE 192,168,233 JTITLE CHAR
.BYTE 0,232.102,102
.BYTE 124,108,108,230 IR
.BYTE 0,126,198,192
.BYTE 124,6,198,232 IS
.BYTE 0, 126,90,24
-BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
-BYTE
-BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
-BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
24,24,24.60 |T
0,231,102,102
102,102,102,60 IU
10,43,173, 170
173,40.10!3 ITITLE CHAR
0,99,99,99
I*7,l27:il9,99 IN
0,192,0,0
192,0:0,192 ITITLE CHAR
0,231 1*2,60
24,24,24,40 |Y
0,234,204,24
48,96:198,234 |Z
128, 176,178, 186,170
174,190:48 (TITLE CHAR
0,2, 10,233,173
190,23*, 193 (TITLE CHAR
160 190 230,233,170
191,240,192 ITITLE CHAR
136,186,186, 187, 186
187,187,31 (TITLE CHAR
0.0, 128, 160,188
160 40, Is ITITLE CHAR
3,3,3,21,49
l,i;i* » PLAYERS /ZOMB I E8
192, 192,3,92
64,64, 16,40
60,60,48,20,20,32,16,40
3,3,3:2i:i7;i7:i,l0
192; 192, 12,84
64,64,16,4*
192, 192,192,84
76,l6,4*,0
0,*, 313, J, 21, 17,4
0,0,192,192
192 '84, 76, 64
0:0:0:0:0:0! 192,192
3 2l 17 4 4*,0.*,0
192,84,76:64,64,160,0,0
3, 3:b*:s3, 1,1,4:40
192:192,192:84
76,64,64, 16*
60:60:12:20,20,28,4,40
THE WRITERS TOOL
The most "natural" and complete word pro-
cessor available for the Atari Computer.
You'll be amazed at how easy it is to use THE
WRITER'S TOOL, without sacrificing quality.
Why settle for anything less, because you
too could be producing professional -looking
documents with very little effort.
THE WRITER'S TOOL comes complete with
integrated spelling checker (including a
20,000 word dictionary), step-by-step tuto-
rial, printer drivers for most popular printers
and a custom printer driver for those not-
so- common printers $69.00*
* 10 -day, money back guarantee!
Call or write for a free brochure today!
OSS
Optimized Systems Software, Inc.
1221B Kentwood Ave., San Jose, CA 95129 (408) 446-3099
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 47
3
CD
m
O
<
m
CD
m
30
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BWTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
PH IHABE DATA
3 .3,48 21, 1,1,4, 40
192. 192, 192184
68,48,44, 160
1.21,49.4 40.0,0
44,84,68,44,44, 140,0,0
0,0,0 0,192 196,68,84
49,1.1.10.0.0,0:0
64 16,40,0.0,0,0,0
0,0,3,3,1.21,49,4
0,0,192,192,64,84,68,64
192 196168,84
64,16,44.0
0,0, 010, 0.0, 0.0
3' 13,43, 233, 234, 232
232,233 s A.N. A. L. 0.8.
233,233,233, 128,0
0,0,233 I CHARACTERS
233,233,233,13
13,13, 13,207
0, 192.192,192
192, 192, 192, 192
233,233,233,233
233:234,2341233
240' 248 '232, 234
63,31,13,7
7. 13,13,13
13,143,207,239
128, 192, 192, 192
192: 192; 1921 192
24812321232,232
232 234 233 233
63,233,233,233
234,232,232,234
233! 2331 233, 128
0,0 0.0'
2331233,233,13
13. 13. 13,13
233,233.233,128
0,0,0,13
2331233,233,0
0,0,0,233
0' 192' 192. 0,0. 0,0,0
233,233,233,233
233,233,233,63
2331 2331 192l 224
240,248,2481240
239 207,13,13
13, I2. 12,7
192,192, 192,192
192,192, 192,128
131,193 2241224
2241224,2241128
233, 2331 2331 127
63.28,12,7
192,224,240,248
232,233,233,233
0,0,0,010,233,232,233
0,0, 0,0, 0,1 28, 192, 128
0,128. 192! 224
240,233.233,233
13, 13,13,13
13,232,232,233
7,131.192.224
240,233,233,233
233,233,13,13
13.232,2321233
170,234,234,170
239,239,1701234 (HALLS
234, 170 2391239
170 23412341170
23912391 1701234
234;i70;239;239
(EVAPORATION DATA
i
>
Z
>
I -
o
o
o
o
<:
c
H
Z
O
WIZARD/ZOMBIE "SUITS"
UITS .BYTE 0,0,0,124,24,24,20,0
.BYTE 010 0124,24,8, 16,0
.BYTE »,e 0;i26,24.24,20,0
.BYTE 0,0,0;24,24.8, 16,0
.BYTE 0,0 124,24,20, 16,0
.BYTE 0,0,0 126 24 40 8,6
.BYTE 0,0 126 24 20, 16,0
.BYTE 126,24 40 8,0
.BYTE 0,0,0 62,24,24,40
.BYTE 0,0,0, 24124116 8,0
.BYTE 0,0,0,126,24,24,40,0
.BYTE » B » 24,24,16,4,1'
.BYTE 0,0 24, 126, 24,20:16,0
.BYTE 0,0 241 126 24 40,8,0
.BYTE 0,0 241126,24 20| 16,0
.BYTE 0,0,24; 126, 24| 40, 8
[WINNINB PLAYER ALL IN PH
MINPLYR .BYTE 0,0,0,124,24,24,20,0
.BYTE 0,0 3 0,0 0,0,0'
.BYTE B.I II I »« 54
.BYTE 24,24 16,2,64 0,0,0
I
.BYTE »1C,»66,»73,»IC
.BYTE •0C,»1B,»0C,0
.BYTE »3B,»6E,»D71»FE
.BYTE •181*10, »18,0
.BYTE »3C,»7E,»FF,»FF
.BYTE »DB,»18,»18,*18
.BYTE »3C,»7E,»FF,»FF
.BYTE »FF,»3C.»3C, »3C
.BYTE 0,»4c,»7E,»7E
.BYTE »7E,*3C,*3C,*7E
I COLOR DATA
I
.BYTE »C8,«86,»38,»28
.BYTE »96,»2A;»00;»34
STA
LDA
STA
8TA
STA
STA
STA
STA
LDA
STA
LDA
STA
STA
LDA
STA
STA
JSR
DIR-t-1
•
DIR
ACTFLA8 (SET ACTIONS
ACTFLAB-t-1
HOVEST ICLR MOVE STATUS
HQVEST-H
LOCK
• 19
LOCX+1
• 13
LOCY
LQCY+1
• 10
HOVCLOK
MOVCLOKi
3T1NER
(SET X-LOCATIONS
(AND Y-LOCATIONS
(SET • OF STEPS
5
( »»»*»«**.*..».....
(*» MAIN PROBRAN »•
( *»»»•*»***.»».»»»*
(
( INITIALIZATIONS
I
t
INIT LDA KEYC0DE8 I CHECK ATASCII
ORA KEYCODES+1 (CONVERT TABLE
BNE INITPLR I IF SET, 00 ON
LDA »»FE (INIT TO «FEFE
STA KEYCODES
STA KEYC0DE8*1
i
INITPLR LDA »0 (INIT PLAYERS
LDX »3
3TWIDTH STA SIZEP0.X (BET WIDTHS
DEX
BPL 8TWIDTH
STA AUDCTL
STA C0L0R4 (COLOR 4-BLACK
LDA • >PHAREA (SET PHBASE,
STA PHBASE ( DHACTL, BRACTL,
LDA #»3E ( AND BPRIOR
STA DHACTL
LDA *»03
STA BRACTL
STA SKCTL (INIT SOUND
LDA »»01
STA BPRIOR
LDA • >CHRBET I SET CHRSET
STA CHBA8E
LDA »»40 (DI8ABLE DLI
8TA NNIEN
LDA • <DLI (SET DLI VECTOR
STA VDSL8T
LDA • >DLI
STA VDBL8T-H
I
(TITLES/SAME OVER ENTRY
I
1
RESTART LDA **40 (DISABLE DLI
STA NHIEN
LDA • <TITLDISP I TURN ON THE
STA DLIST (TITLE DISPLAY
LDA • >TITLDI8P
STA DL1ST-H
LDY «7 (SET COLORS
SCOL LDA COLTBL.Y
STA PCOLR01Y
DEY
BPL SCOL
LDA »0 (CLR PH 8RAPHICS
TAY
CLEARPH STA PL0.Y
BTA PL11Y
STA PL21Y
STA PL31Y
DEY
BNE CLEARPH
STA AUDC1 (TURN OFF SOUND
STA AUDC2
STA AUDC3
STA AUDC4
STA COUNTER (INITIALIZE DEMO
STA COUNTER+1 (WAIT COUNTER
LDA «10 (FOR 30 SECONDS
STA COUNTER+2
I
(SETUP TITLE WALKERS
I
LDA • <HLKL!NE I SET HEM LOCS
STA LOCLO
LDA • >MLKLINE
STA LOCHI
LDA • <WLKLINE+38
8TA LOCLO+1
LDA • >MLKLINE+38
STA LOCH I -M
LDA *2 (SET DIRECTIONS
!
(TITLE
I
I
3EL0OP
SCREEN LOOP FOR SELECTIONS
WKSHDIR
DNXHLKR
CKDEHO
STDEMO
SEJUHP
j
QTCNBL
DEC
BNE
DEC
BNE
DEC
BEQ
LDA
BNE
LDA
AND
BNE
8TA
STA
LDA
AND
BNE
LDX
LDA
BEQ
JSR
JMP
DEC
BNE
LDA
EOR
STA
LDA
STA
JSR
DEX
BPL
LDY
LDA
STA
LDA
CHP
BCC
CMP
BCS
AND
BTA
BNE
CMP
BNE
LDA
8TA
LDA
STA
JMP
JMP
LDA
BEQ
LDA
BNE
LDA
CMP
BEQ
AND
EOR
BEQ
CHP
BEQ
CMP
BEQ
INC
CLC
LDA
ADC
CHP
BCC
LDA
STA
BNE
INC
LDA
CHP
BCC
COUNTER (COUNTDOWN TO
MVWLKRS (AUTO DEMO START
COUNTER+1
MVWLKRS
COUNTER+2
STDEMO (-0 START UP DEHO
COUNTER (MOVE WALKERS
CHKKEYS [EVERY 8TH PASS
COUNTER-H
••03 (TURN OFF SOUND
CHKKEYS (EVERY 4TH PASS
AUDC1
AUDC2
COUNTER+1
• ••7
CHKKEYS
•1 (TWO TO MOVE
MOVEST, X (BET MOVE STATUS
STWLKMV (ZERO? START NEW
MOVE I H (ELSE CONTINUE
DNXNLKR (DO NEXT
HOVCLOK.X (COUNT OFF STEP
WKSHDIR (IF >0, SKIP
DIR.X (REVERSE DIR
•••2
DIR.X
•9 (RESET STEP CNT
HOVCLOK.X
IN1TMVE [START NEW HOVE
(DO NEXT WALKER
HVWLKLP
KEY IN
• »FF
KEYIN
(KEYCODES)
[BET KBD INPUT
ICLR REB FOR NEXT
„j,
(ATA8CII
. . "9"?
• 49
CKDEHO
• 39
CKDEHO
••IF
ZOMSPD
STCNSL
• ■a
BTCNSL
•
PLYR8
•3
ZHBYS
SETACT
SELOOP
STRIB0
8TART
CDTMF3
SEJUHP
C0N80L
•6
START
••06
••06
SEJUMP
•6
SEJUHP
•2
CNBPLYR
ZOHBIES [ADD 1 TO • OF
IZOHB1E3
I IF TOTAL ZOHBIES
I AND PLAYERS <3,
[WE'RE DONE
(YES, BET ZOMBIE
(SPEED AND
(CHECK CONSOL
[CHECK FOR "D"
(NO. CHECK CONSOL
[YES, START DEHO
[PLAYERS-0
IZOMBIES-3
(AND BO
[START SAME IF
[STRIB PRESSED
[8YS TIMER FLAB
■BOUNCE OVER? NO
[SET CONSOL KEY
[IF 8TART, DO IT
I INVERT THE REST
( IF NONE OR BOTH
(KEYS PRESSED,
[LOOP BACK
[SELECT PRESSED?
[CLANBE *PLYR8
ZOMBIES
PLAYERS
• •A3
WTCN8L
• •30
ZOMBIES
WTCNSL
PLAYERS
PLAYERS
• *3S
CKZMBIE
(ELSE, SET • OF
I ZOMBIES TO ZERO,
(WAIT FOR RELEASE
[ADD 1 TO • OF
[PLAYERS
[IF <3, CHECK ON
{• OF ZOMBIES
#•
N
pT
a
5
>
z
>
r~
O
o
o
o
T>
c
H
z
o
CKZHBIE CLC
LSA »»31 I3ET • PLAYERS TO
8TA PLAYERS |1 AND WAIT FOR
BNE HTCNSL I C0N80L RELEASED
■IF ZOMBIES PLUS
ADC ZOMBIES |PLAYERB>3, WAIT
CMP t*A3 ICONSOL RELEASE
IEL8E, DEC I OF
I ZOMBIES
BCC HTCNSL
DEC ZOMBIES
HTCNSL JSR STIMER
JMP 8EL00P
I
STIMER LDA t3
LDY t <4»
LDX • >4»
JSR SETVBV
LDA tl
STA CDTHF3
RT8
I
I GAME START SETUP
I
ISOTO TOP OF LOOP
(SET TIMER 3
12/3 SEC DELAY
I8ET FLAB FOR
IT1MER «S
J8R STIMER
LDA PLAYERS I SET PLYR8
AND t»*F
STA PLYRS
LDA ZOMBIES
AND t»»F
STA ZMBY8
CLC
ADC PLYRB
CMP tl
BNE 8ETACT
BTA ZMBYS
LDA 12
STA ACTIVE
DEC ACTIVE
LDX •*
J8R ERASMAN
INX
JSR ERASMAN
I AND ZMBYS
IIF TOTAL-l,
IBET ZOHBIE8 TO 1
I AND UP TOTAL
ISET • OF ACTIVE
IPARTICAPANT8
I ERASE WALKERS
1
I SETUP SAME SCREEN
I
LDA I <IMAZEDAT-*84]
8TA POINTER
LDA t >EHAZEDAT-»B4]
8TA POINTER-M
LDA t <CBAMEBCR-»B4]
BTA SCRPTR
LDA t >C8AME8CR-»B4] | DEST
8TA 8CRPTR-H
LDX *1
LDY »»84
STSCRLP LDA (POINTER), Y I 8ET A BYTE
8TA <8CRPTR),Y I SAVE IT ONCE
INC 8CRPTR (ADD 1 TO DEST
BNE ST8CP2
INC 8CRPTR+1
STSCP2 STA (SCRPTR). Y I SAVE TWICE ♦
1NY jCOPY THE NXT ONE
BNE STSCRLP
INC POINTER*!
INC 8CRPTR+1
DEX
BPL STSCRLP
I
■ERASE 8CREEN BOTTOM
I
LDA • <BOTBCRN
BTA SCRPTR
LDA t >BOTSCRN
STA SCRPTR*!
LDY B79
LDA ••
ERASBOT STA <8CRPTR),Y
DEY
BPL ERASBOT
I
ISET SCREEN BOTTOM
1
LDA •• I8ET COLOR COUNT
STA COUNT
LDA * <CB0T8CRN*4] UNIT 8CRN
STA SCRPTR
LDA • >CBOT8CRN*43 I PNTR
8TA SCRPTR-H
LDA PLYRB I SET I OF PLAYER8
BED 8TZMTXT I IF a(DEMO), SKIP
STA HOLDIT I SAVE IT
LDA • <PLRTXT |8ET PTR TO
STA POINTER I "WIZARD- TEXT
LDA B >PLRTXT
STA POINTER-M
JSR SETBOTH I AND SET 'EM
STZMTXT LDA ZMBYS BET • OF ZOMBIES
BEO PUTMIN IIF ■, 8KIP
STA HOLDIT IELSEJ SAVE IT
LDA B <ZOHTXT ISET PTR TO
STA POINTER {."ZOMBIE" TEXT
LDA B >ZOMTXT
STA POINTERS
JSR 8ETB0TM I AND SET 'EH
I
UNITIALIZE ACTIVE PARTICIPANTS
PUTMIN
SETALLP
ISET ALL ACTIVE
I TYPE ■ PLAYER
LDX ACTIVE
LDA #•
STA TYPE.X
BTA SCRPND.X IB SCORE TO ADD
STA ACTFLAB.X | ACTION TO NONE
LDA »3 I MOVE RATE -3
8TA HOVRATE.X I (PLR DEFAULT)
LDA »3 INEXT HIT 8C0RE-3
8TA NXT8CR.X
J8R FND8P0T ISET MM ON SCRN
CPX PLYRS IIF THIS 18 A
BCC STNXPLR I PLAYER, SKIP
LDA at IB I SET MOVE RATE
SBC ZOMSPD | BY ZOMBIE SPEED
8TA HOVRATE.X
LDA Bl
STA TYPE.X
DEX
BPL SETALLP
LDA PLYRS
BNE PUTINVB
LDA »3
STA PLYRS
JSR ST8AMVB
LDA • <BAME
STA DLI8T
LDA t >QAME
BTA DLI8T-H
LDA »«C»
STA NMIEN
I MAIN PROSRAM LOOP
PUTINVB
•TYPE ■ ZOMBIE
IPLAYERB-0? THI8
I IS A DEMO. SET
IPLYRS-3 TO FOOL
I ZOMBIES
I INSTALL SAME VBI
I PUT UP SAME SCRN
■ENABLE DLI
9
m
S
m
u
5
m
I
o
3
06
K
o
2
2
CHKSCR8
UD8CORS
SCD8TNZ
I
LDA CDTMF3
BNE CHKSCRS
LDA CONSOL
CMP •••7
BEQ CHKSCRS
JSR VBI OFF
LDA CONSOL
CMP »«»7
BNE EXITLP
LDA 8TRIBB
BEO EXITLP
JMP RESTART
LDX ACTIVE
LDA SCRPND.X
BEQ DONXSCR
LDY SCRINDX
CLC
ADC SCORE, Y
STA SCORE, Y
LDA ••
STA SCRPND.X
LDA tl
STA DIQITNO
LDA SCORE, Y
BEO DONXSCR
CMP t»DA
BCC SCUNDX
SBC tl*
BTA SCORE, Y
DEY
DEC DISITNO
BMI 8AME0VR
LDA SCORE. Y
BNE SCD8TNZ
LDA ttD0
CLC
ADC tl
STA SCORE. Y
BNE ADDSCR
INY
INC DISITNO
BNE ADDSCR
DEX
BPL UDSC0R8
I CHECK CONSOL
I AFTER 2/3 SEC
I IF CONSOL KEY
I NOT PRESSED.
IKEEP PLAYING
I TURN OFF VBI
I HA IT FOR CONSOL
■KEY AND STRI8 •
I TO BE RELEASED
■AND 80T0 TITLES
ISET B TO DO
■SET t TO ADD
I IF -0, DO NEXT
X | BET BASE INDEX
ITO SCORE AND ADD
I TO 8C0RE
ICLR 8CORE TO ADD
•DIBIT t FOR END
I8AME DETECTION
I D0NE7
IYES, DO NEXT
ITHI9 DIBIT >1»?
INO, 80 TO RIGHT
I YES, SUBTRACT IB
IFROM THIS DIBIT
IPOINT TO NEXT
I OVER 100! END IT
I8ET NEH DIBIT
I IF BLANK.
I8ET TO ZERO
I ADD 1 TO IT
■SAVE IT
I AND LOOP
ISO RI8HT 1 DIBIT
I CHECK NEXT ONE
I TRY ADD TO
INEXT SCORE
I CHECK FOR AND PAUSE SAME
LDA KEYIN
CMP B233
BNE PAUSE
JMP 8TRTCN
PAUSE JSR VBIOFF
LDA #233
STA KEYIN
I CHECK KBD
I ANY PRESSED?
ISO TO TOP OF
■MAIN LOOP
I TURN OFF VBI
I CLEAR KBD INPUT
I
m
O
<
m
D3
m
J3
LDA ••
STA AUDC1
BTA AUDC2
8TA AUDC3
STA AUDC4
LOA KEYIN
CMP #233
EEO HLDPTRN
JSR STBAMVB
LDA #233
8TA KEYIN
JMP STRTCN
■TURN OFF SOUND
[AND WAIT FOR
I A KEY TO BE
IPRE88ED
IRE-SET BANE VBI
(CLEAR KBD INPUT
I SOTO TOP OF LOOP
I SAME END HANDLING ROUTINES
SANEOVR STX 8AVEIT
JSR VBI OFF
LDA •*
STA AUDC1
STA AUDC2
STA AUDC3
STA AUDC4
6
I8ET WINNER HES9ASE
J
LDX SAVE IT
LDY #3
| TURN OFF VBI
■AND ALL SOUND
9TENDTX
■INDEX - TEXT 8ET
LDA SCRINDX.X I SET POINTER TO
CLC | WINNER'S SCORE
ADC • <SCORE-l
STA SCRPTR
LDA • >SCORE-t
STA SCRPTR+1
BCC STENDTX
INC SCRPTRf 1
LDA ENDTXT.Y I AND 8ET IT
STA (SCRPTR), Y I TO "WINS"
DEY
BPL 8TENDTX
I EVAPORATE ALL LOSERS
LDA #« (CLEAR
STA ACTFLAS.X (WINNER ACTION
STX SAVEIT (SAVE WINNER •
LDX ACTIVE (SET • TO DO
CPX SAVEIT I IF 'WINNER,
SEO STNXTEV (DO NEXT ONE
JSR ERASMAN I ELSE ERASE MM
LDA #2 (ACTION-EVAPORATE
STA ACTFLAO.X
LDA #9 J(
DOALLEV
D0AL2
INOVEST FOR EVAP
STA HOVEST.X
DEX (DO THE NEXT ONE
BPL 8TALLEV
LDA RTCLOK
CMP RTCLOK
BEO D0AL2
LDA •»
STA COUNT
LDX ACTIVE
LDA COUNT
CLC
UNIT END COUNT-*
(LOOP FOR ALL
(ADD THIS ACTFLAB
(TO COUNT
ADC ACTFLAS.X I (FOR END CHK)
STA COUNT
JSR EVAPRTE (AND DO EVAP
DEX
BPL EVAPEM
LDA COUNT
CMP ACTIVE
!
8TA (SCRPTR I, Y
DEY
BPL 8ETPRTS
LDA LOCX.X (SET HORIZ LOC
ASL A (TO XL0C»B+4B
A8L A
ASL A
CLC
ADC IMS
LDY COUNT
8TA HPOSP*,Y
LDA POINTER (POINT TO NEXT
CLC (COLOR'S IMAGES
ADC tS
8TA POINTER
BCC UDWNSCP
INC POINTER-H
INC SCRPTR-M (POINT TO NEXT
DEC COUNT (PLAYER
BPL SETHINR (AND DO IT
(FADE ALL COLORS TO BLACK
I
LDA #16
STA COUNT
FADEALL LDX #3
FADACOL LDA COLOR*
AND •OF
(SET COLOR LUM
(LEVELS TO 16
(FADE C0LR8-*. .3
X (BET THE COLOR
(IF LUM <>•, CUT
BNE CUTCOLR ( IT DOWN
8TA COLOR*. X (SET TO BLACK
BEQ FADNXCL
DEC COLOR*. X
LDY RTCLOK (WAIT FOR A BIT
I NY
INY
CPY RTCLOK
BNE FADN2
DEX
BPL FADACOL (FADE NEXT COLOR
DEC COUNT
BPL FADEALL (AND DO NEXT LUM
BIT TO SHOW OFF SCORES
LDA #7
8TA HOLD IT
LDX #»FF
LDY t»FF
LDA C0N80L (END DELAY EARLY
CMP *7 ( IF A CONSOL KEY
BNE ENDSOBK (HAS BEEN PRESSED
DEY
BNE WAIT2
DEX
BNE WAIT1
DEC HOLDIT
BPL WAIT*
ENDSOBK JMP RESTART (SOTO TITLES
I
(MAIN PROBRAM SUBROUTINES
I
s
(SET SCREEN BOTTOM LINES (1 TYPE ONLY>
CUTCOLR
FADNXCL
(WAIT A
i
WAIT*
WAIT1
WAIT2
8ETB0TM
LDA ••
STA CURLINE
(SET TYPE'S LINE
COUNT TO •
SETLNLP INC CURLINE (ADD 1 TO LINE
LDX #6
LDY COUNT
(DO NEXT
I IF COUNT-ACTIVE,
(WE'RE DONE,
(NORMAL PF COLORS
>
Z
>
P"
o
Q
O
o
<■:
TJ
C
d
2
Q
BNE DOALLEV I OTHERWISE LOOP
(
(SET WINNER AS ALL PH
i
LDX SAVEIT (SET WINNER •
JSR ERASMAN (ERASE ■ IM ♦ SET
LDA PCOLR*,X (1ST PM COLOR
STA PCOLR* (TO WINN1NB COLOR
LDA #PFCOL* (AND OTHERS TO
STA PCOLR1
LDA »PFCOLl
STA PC0LR2
LDA #PFC0L3
STA PC0LR3
LDA • <WINPLYR (SET POINTER
STA POINTER (TO ALL PM IMABES
LDA • >WINPLYR
STA POINTER+1
LDA LOCY.X (SET SCRPTR
ASL A (TO LOC
ASL A
ASL A
CLC
ADC »»2B
STA 8CRPTR
LDA • >PL*
STA SCRPTR*1
LDA #3 (COUNT THRU
STA COUNT (ALL 3 PLYRS
LDY #7 (SET ONE COLOR
LDA (POINTER) ,Y
(SET LENSTH INDEX
(SET COLOR INDEX
LDA (POINTER), Y (SET TYPE
STA (SCRPTR), Y [TEXT LINE
INY
DEX
BNE SETALIN
INY (SET TYPE NUMBER
LDA CURLINE
ORA #»D«
BTA (SCRPTR) ,Y
INY i INIT SCORE FOR
INY |" IM TO ZERO
INY
INY
LDA #*D0
STA (SCRPTR), Y
LDA COUNT [ADD 6
CLC (TO COLOR INDEX
ADC #6
STA COUNT
LDA 8CRPTR
CLC
ADC #14
STA 8CRPTR
BCC CHKDONL
INC SCRPTR-M
LDA CURLINE I IF WE'VE SOT
CMP HOLDIT (MORE LINES TO
BNE SETLNLP I DO? DO 'EM
(POINT TO NEXT
(LINE
8ETNINR
SETPRTS
RTS
:
I INSTALL SAME VBI
!
STBAMVB LDY • <V»I
LDX # >VBI
BNE VBI1
(RETURN
(TURN OFF VBI
(
VBIOFF LDY * <XITVBV
LDX • >XITVBV
VBI1 LDA #7
JMP 8ETVBV
(
[•» VERTICAL BLANK ROUTINE »•
I (All of th« g»«« but ■caring)
(MOVE OUTER MALL
I
VBI LDA RTCLOK (TIME TO MOVE?
AND #»»7
BNE MOVBUYB (NO. MOVE PLAYERS
LDX OUTWALL (SAVE FIRST BYTE
LDY #1 (OF MALL AND LOOP
MOVMALL LDA OUTWALL, Y (CHANGING REST
A8L A (BET BYTE + SHIFT
ROL A [IT LEFT I PIXEL
STA HOLDIT
AND #*01
ADC HOLDIT
DEY (AND HOVE IT UP
STA OUTWALL, Y (1 LINE
INY
INY
CPY #8
BNE MOVWALL [LOOP FOR NEXT
TXA [SET BACK FIR8T
ASL A (SHIFT OVER FIRST
ROL A
STA HOLDIT
AND «»»1
ADC HOLDIT
BTA OUTWALL+7 [SAVE AT END
I
[HOVE PLAYERB/Z0HBIE8
[
((Include! ■hot Initialization)
I
HOV8UY3 LDX ACTIVE ( INIT LOOP COUNT
CKMVLP LDA ACTFLAS.X I IF HE IS
AND ***3 IEVAP0RATIN8 OR
BEQ CHKTIME I COALESCING , SKIP
JMP CHK8H0T [MOVE * DO SHOTS
I
(CHECK TIME TO MOVE
I
CHKTIME DEC MOVCLOK, X [TIME TO MOVE?
BEQ 8ETIM6 [YES. RESET TIME
LDA ACTFLAO.X I IF NO SOUND
BNE CKTIMND [MAKING THINS IS
TXA | GOING ON, TURN
ASL A (OFF THE SOUND
TAY | (THIS FOR BETTER
LDA •• | SOUND INS WALK)
STA AUDC1.Y
CKTIMND JMP CHKSHOT [AND DO SHOTS
•;
[RESET MOVE TIMER AND PARSE
[TO MOVE ROUTINES
■
SET I ME LDA MOVRATE.X [RESET MOVE
STA MOVCLOK, X [TIMER
LDA MOVEST, X [NOT MOVINB? TRY
BEQ 8TRTHOV [MOVINB S0HETHIN8
J8R MOVEIM I ELSE, UPDATE
JMP CHKSHOT (AND DO 8HOTS
t
STRTMOV LDA TYPE, X [IF ZOMBIE THEN
BEQ PLRMVE [JUMP TO THEIR
JMP ZOMOVE [MOVE ROUTINES
I
I READ STICK AND SET DIRECTION IF
(IT HAS BEEN MOVED. ALSO, DO ZIGZA8
I
PLRMVE LDA STICK*,X [READ THE STICK
EOR #»»F I IF IT IS MOVED,
BNE TRYDIR (DO IT
JMP CHKSHOT [ELSE, DO SHOTS
I
TRYDIR TAY (CONVERTED DIR
LDA CONVERT. Y
CMP #4 '[IS IT DIASONAL?
BNE 3ETDIR [NO, SET IT
STY HOLDIT [SAVE IT
TYA [SET LAST DIR
LDY DIR.X [FOR ZI8ZAB MASK
AND XYMA8K.Y [TRY IT ON NEW
TAY (CONVERT TO NORM
LDA CONVERT, Y
STA DIR.X (SAVE IT ♦ CHECK
J8R BETAHEDM [IF THERE'S ROOM
BEQ CHKTRIB [YES, LOOK TRIB
LDA HOLDIT ( USE OTHER DIR
LDY DIR.X
AND XYMABK.Y
TAY
^
B3
H
Hi
—
s
s
2-
>
LDA
Z
SETDIR STA
>
IREAD TRI8BER
O
ISHOT OR HOVE
CHKTRIO LDA
o
8TA
o
LDA
BEQ
<:
JSR
TJ
BEQ
C
J8R
H
JMP
Z
1 BEGIN A HOVE
CONVERT. Y (CONVERT IT
DIR.X [AND BET IT
AND PARSE TO INIT
ROUTINES
• • |
ATRACT |
STRIBB, X
INIT8HQT
BETAHEDM
INITMOVE
BET8TIL I
CHK3H0T |
CYCLE
CLR ATRACT SINCE
STICK MAS MOVED
iTRia PRESSED?
IYE8, START SHOT
I LOOK FOR ROOM
I FOUND. DO MOVE
NONE. POINT ■ IM
AND DO SHOTS
INITMOVE JSR INITMVE I DO LOC ADDS AND
LDY NXTSCR.X |START IT OFF.
INY | ADD I TO NEXT
CPY »23 INEXT KILL VALUE
BCC STNXSC
LDY »22
STNXSC TYA
8TA NXTSCR.X
JMP CHKSHOT I DO SHOTS
I
IFIRE OFF A SHOT IF ME CAN
i
INITSHOT LDA ACTFLAB.X {ARE ME BEIN8
AND »»FB I PREVENTED FROM
BNE CHKSHOT (FIRINS? YE8.
J8R 8ETSTIL (SET PLYRS DIR
LDY NXTSCR.X (SUBTRACT 2 FROM
DEY (NEXT KILL VALUE
DEY
CPY »3
BCS STNSCDN
LDY M
STNSCDN TYA
8TA NXTSCR.X
LDA DIR.X (SET SHOT DIR
8TA SHOTDIR.X
JSR BETAHEDM I ANYTHING THERE?
BNE FSKILL (YES, KILL IT
LDA BCRPTR (SET SHOT'S
8TA SHOTLO.X (LOCATION
LDA 8CRPTRM
STA SHOTHI.X
LDA ACTFLAB.X (BET ACTION
ORA #»8B (SHOOT FLAB ON
STA ACTFLAB.X
LDA »S (INIT SHOT
8TA 9H0TMST.X (MOVE STATUS
LDA »»BC I BEGIN 80UND
STA 80UND.X
LDY BHOTDIR.X (SET SHOT
LDA SH8T0FS Y (ON SCREEN
CLC
ADC • <SHOT8HP
STA POINTER
LDA • >8H0T8HP
JSR 8HRTSET (EXIT TO SPECIAL
JMP C0LE8CE (EFFECT8 ROUTINES
!
ISHOT IMMEDIATE HIT
i
FSKILL CMP t*86 (DID IT HIT
BC8 FSKNRM I ANOTHER SHOT?
LDA SCRPTR (YES. START OFF
STA SHOTLO.X I A BACKLASH AND
LDA SCRPTR+1 UUMP TO 8PFX
STA SHOTHI.X (ROUTINES
J3R STBKLSH
JMP COLESCE
FSKNRM LDA LOCLO.X |NO, SET 9H0T LOC
STA 8H0TL0.X (AND JUMP TO HIT
STA SCRPTR (CHECK ROUTINES
LDA LOCHI.X
STA SHOTHI.X
STA SCRPTR* 1
JMP CHKMALL
I
(MOVE SHOTS
(
CHKSHOT LDA ACTFLAB.X (IS THERE ONE
BMI CHKHIT8 |OUT THERE?
JMP C0LE8CE (NO. DO 8PFX
CHKHIT8 LDA SH0TM8T.X (IF MOVE STAT-B
BNE MOVSHOT [THEN LOOK AHEAD
JSR BETAHEDS lANYTHINB THERE?
BNE 8H0THIT (SQTO SHOT HIT3
M0V8H0T DEC BHOTHST.X (UPDATE 8HOT
LDA 8H0TMST:x (MOVE STATUS
AND OBI
8TA 8H0TM8T.X I OB?
BEQ 8ET8H0T (YES, HE CROSSED
LDY BHOTDIR.X (A LOCATION, SO
LDA SHOTLO.X (UPDATE IT.
CLC
ADC PRVADLO.Y
STA 8H0TL0, I
I
LDA SHOTHI.X
ADC PRVADHl.Y
STA SHOTHI.X
LDA 8H0TL01X (SET POINTERS
STA SCRPTR (TO SHOT ON 3CRN
LDA SHOTHI.X (AND SHOT IMASE8
STA SCRPTRl-1
LDA SH0TH8T.X
A8L A
A8L A
ADC SHOTDIR.X
ASL A
ASL A
ADC » OHOTSHP
8TA POINTER
LDA • >8H0T8HP
ADC »»
STA POINTER*!
LDA SHOTDIR.X [SET THE NEM
JSR 8ETM0VE [ IMAOE
LDA SH0TM3T.X (IF 8H0T MOVE
BNE SH0T9ND [STATUS-B, THEN
LDY SHOTDIR.X I UPDATE LOC
LDA SHOTLO.X ((PART 2)
ADC AFTRADD.Y
8TA SHOTLO. X
BCC 8HOT8N0
INC SHOTHI.X
INC SOUND, X (UPDATE SOUND
TXA
ASL A
TAY
LDA SOUND, X
8TA AUDF11Y
LDA *»C6
STA AUDC1.Y
JMP COLESCE [EXIT TO 8PFX
(8H0T HIT CHECKS/HANDLING
,
I
SHOTHIT LDA ACTFLAB.X [CLEAR SHOOTINB
AND »»7F [FLAB.
STA ACTFLAB.X
JSR ERA8H0T I ERASE SHOT
t
[CHECK HIT ON MALL
5
CHKMALL LDY SHOTDIR.X [BET CHR ME
J8R BETAHEDS [RAN INTO
CMP »«FD [IF NOT MALL,
BCC CHKH8HT I TRY SHOT
LDY • »•» (CHANGE MALL'S
LDA (SCRPTR), Y [BRICK COLOR
AND t»7F
STA (SCRPTR), Y
INY
LDA (SCRPTR), Y
AND »»7F
STA (SCRPTR), Y
LDA ACTFLAB.X I SET
ORA »»2B (EXPLODE FLAB
8TA ACTFLAB.X
LDA »»36
STA SOUND, X (INIT FOR SOUND
LDA SCRPTR [SAVE MALL'S LOC
STA SHOTLO.X [FOR EXPL08ION
LDA 8CRPTRJ-1
STA SHOTHI.X
JMP COLESCE (EXIT TO 8PFX
I
(CHECK HIT ON ANOTHER SHOT
!
CHKHSHT CMP 0*86 (DID IT HIT SHOT?
BCC ST8HBKL I IF NO, CHECK
BC8 CHKHMAN [AGAINST A MAN
STSHBKL JSR STBKLSH [SET FOR BACKLASH
STX HOLDIT [SAVE LOOP CNTR
LDX ACTIVE [FIND MHO HE HIT
CHKSHLP LDA ACTFLAB.X (IF NO 8H0T
BPL CHKN8HT [FIRED. TRY NEXT
LDA SHOTLO.X [SEE IF THEY
STA POINTER I ARE IN THE 8AME
LDA SHOTHI.X [POSITION
STA POINTER-H [(TRY UP/LEFT)
LDA SH0TM8T.X
BEQ CKSHT2
J3R SCPCMP
BEQ FND8H0T (SAME! KILL IT
LDY SHOTDIR.X [(TRY DN/RT)
J8R 8ETPTR
CKSHT2 JSR SCPCMP
BNE CHKN8HT (TRY NEXT
FND8H0T JSR ERASHOT [SAME, ERASE IT
JSR STBKLSH [SET FOR BACKLASH
CHKN8HT DEX [TRY NEXT ONE
BPL CHKSHLP
LDX HOLDIT (RESTORE CNTR
JMP COLESCE (EXIT TO BPFX
[CHECK SHOT HIT PLAYER/ZOMBIE
CHKHMAN CMP **CB [IF CHR HIT 18 IT
CMS .SeB 8 " iFgRTSft. ""*
SS8 mnhIcSk ' <8UB " BEUD> "
SPECIAL EFFECTS
PLAYER/ZOMBIE RE-INTE8RATI0N
COLESCE
CHKC0L8
SETFUZZ
UDCPTR8
CLSC8ND
CL8TYP2
CLSVOLM
LDA
AND
BEQ
JMP
LDA
AND
BNE
JMP
TXA
ASL
ASL
ASL
ADC
STA
ADC
STA
LDA
8TA
STA
LDA
STA
LDY
DEY
LDA
AND
STA
LDA
AND
STA
CPY
BNE
LDA
AND
BNE
I
LDA
STA
LDY
DEY
LDA
STA
LDA
STA
CPY
BNE
LDA
ASL
ASL
ASL
ADC
STA
TXA
CLC
ADC
8TA
LDY
DEY
LDA
3TA
CPY
BNE
LDA
BEQ
DEC
TXA
ASL
TAY
LDA
AND
BEQ
LDA
A8L
ASL
ASL
ORA
BNE
LDA
ASL
ADC
CLC
BTA
LDA
BPL
SEC
ROR
EOR
ADC
STA
DEC
BNE
JSR
TXA
RTCLOK [TIME TO DO IT
•»BI [YET? NO, THEN DO
CHKC0L8 [NEXT PLAYER/
DONXTMN [ZOMBIE
ACTFLAB.X [IF HE ISN'T
t»Bl (COALESCING, TRY
SETFUZZ [FOR EVAPORATION
TRYEVAP
[BET PNTR8 TO
A [EACH OF THE
A I COALESCING CHARS
t <PL0CHR
POINTER
•32
POINTRS
• >PL»CHR
POINTER-H
POINTRBH
MOVCLOK.X (BET FUZZ TOP
HOLDIT [AND SET A CNTR
•8
(FUZZ UP TO IT
RANDOM [MASKED INTO THE
MASKL.Y (CORRECT SHAPE
(POINTER) ,Y
RANDOM
MASKR.Y
(POINTRB).Y
HOLDIT
DOFUZZ
M0VE8T.X [NOT YET TIME
•BBS (FOR THE NORMAL
UDCPTRS [PART, 8KIP TO
UPDATE COUNTERS
MO VEST, X [8ET NORM TOP
HOLDIT (AND SET A CNTR
•8
(8ET THE NORMAL
8TLCHR.Y IIMA8E TO THAT
(POINTER), Y [POINT IN
STRCHR.Y [CHAR
(POINTRB).Y
HOLDIT
SETNORH
LOCY.X
A
A
A
•*2B
SCRPTR
• >PLB
SCRPTR-H
•8
8UIT8.Y
(SCRPTR)
HOLDIT
SETCOAT
MOVCLOK,
CL8C8ND
MOVCLOK,
MOVEST.X
•»B1
CLSTYP2
MDVEST.X
A
A
A
• *8B
CLSVOLM
MOVEST.X
A '
06
AUDF1.Y (,
MOVEst.X
CLSB1
A
••27
• 1
AUDC1.Y
I AND IN
IPH OVERCOAT
X | IF PART t
ICOUNTROB. 8UB
X (1 FROM IT
[SET SOUND. (IN
(TMO ALTERNATING,
[INDEPENDENT
(RANGES OF
(FREQUENCY
. .AND TONE)
AUDC1.Y
MOVEST.X [COUNTDOWN CNTR2
BCKLA8H (OB? EXIT.
3ET3TIL (C0L8 OVER, SET
(NORMAL AND
ASL A I TURN OFF SOUND
TAY
LDA 00
ST A AUDCl.Y
LDA ACTFLAB.X I CLR COALESCE
AND *»FE (FLAG
8TA ACTFLAB.X
LDA NOVRATE.X I RESET
STA HOVCLQK.X I HOVE TIMER
BNE BCKLASH [SOTO SPFX PART 2
I
I ZOMBIE/PLAYER EVAPORATION
I
TRYEVAP JSR EVAPRTE
I
I SHOT BACKLASH * HALL EXPLOSION PART 2
I
BCKLASH LDA ACTFLAB.X I IF IT ISN'T
AND #»1B I BACKLASH INS.
BNE DOBKLSH (EXIT TO CHK FOR
JMP HLXPLOD I WALL EXPL0DIN8
DOBKLSH LDA SHOTMST , X I IF BCKLASH
BPL BKLSND I OVER. ERASE IT
JMP ERBKLSH I AND LEAVE
BKLSND TXA I SET BACKLASH
A3L A I SOUND
TAY
LDA SHOTMST, X
EOR »»93
ASL A
ASL A
ASL A
ASL A
ADC #16
STA AUDF1.Y
LDA SHOTMST, X
ASL A
ASL A
ADC #2
STA AUDCl.Y
LDA #3 (INIT DIRECT
STA DIREC I LOOP CNTR
LDA SHOTDIR.X I AND DIR FLABS
STA DIRSHFT
8TBKSLP LSR DIRSHFT I BACKLASH IN THIS
BCC STBKNDR I DIR? NO.
JSR ADBLOFS I ADD DIR OFFSET *
JSR SETHERE I LOOK FOR OEHPTY
BEQ STNRSBL I IF EMPTY, SET IT
CMP #»96 I ELSE. AS LONB AS
BCC NRSBLHT I IT IS A BCKLASH
CMP #»?E ICHR, SET IT.
BCC STNRSBL
NRSBLHT LDY DIREC I OTHERWISE, CLR
LDA DIRBIT.Y ITH1S DIR BIT
EOR **0F
AND SHOTDIR.X
STA SHOTDIR.X
J8R MNHTCHK I CHECK FOR HIT
LDY DIREC I A SUY. ERASE THE
LDA SCRPTR I BACKLASH IMAGE
SBC DIRADLO.Y
STA SCRPTR
LDA SCRPTR+1
SBC DIRAOHI.Y
STA SCRPTR*!
LDA #0
LDY #1
ERBLHT STA (SCRPTR), Y
DEY
BPL ERBLHT
BNE STBKNDR I AND DO NEXT DIR
STNRSBL LDA SHOTMST , X I SET THE
AND *»»1 (BACKLASH CHARS
ASL A
ASL A
ORA DIREC
ASL A
ADC » <EXPLSHP
STA POINTER
LDA • >EXPLSHP
ADC *»
STA POINTER*!
LDY #1
LDA (POINTER), Y
STA ( SCRPTR >,Y
DEY
BPL 3TBKLP
DEC DIREC |DO NEXT DIR
BPL STBK8LP
INC SHOTMST, X
LDA SHOTMST. X I TIME TO ERA8E7
AND #»03
BNE UDBKLST (NO. UPDATE 8TAT
LDA #3 I SET LOOP COUNTER
STA DIREC
LDA 8H0TDIR.X I AND DIR FLABS
8TA DIRSHFT
L8R DIRSHFT IS0IN8 THIS NAY?
BCC ERBKNDR I NO. DO NEXT
JSR ADBLOFB IYE8, ADD OFFSET
ERBKNDR
UDBKLST
>
Z
3>
8TBKLP
U
O
STBKNDR
ERBKL8H
• )
o
<
TJ
c
H
LDA
TAY
STA
I NY
STA
DEC
BPL
DEC
DEC
LDA
CMP
BEQ
LDA
BNE
TXA
ASL
TAY
LDA
STA
LDA
AND
STA
JMP
•0 (AND ERASE IT
( SCRPTR >,Y
( SCRPTR ),Y
DIREC iDO NEXT DIR
ERBKSLP
SHOTMST,
SHOTMST,
SHOTMST,
t-2
NRBBLND
SHOTDIR,
BKLEXIT
X I UPDATE STATU8
X
X
I IF AT END, OR
X | NO DIRS LEFT
I TURN OFF SOUND,
AUDCl.Y
ACTFLAB,
•*0F
ACTFLAB,
DONXTMN
X | AND CLR ACTION
(BACKLASH FLA8
X
(EITHER HAY, EXIT
BKLEXIT
J
(HALL EXPL08ION PART 1. BUILD UP
HLXPLOD
LDA
AND
BEQ
TXA
ASL
TAY
INC
LDA
STA
AND
BEQ
A8L
ASL
EOR
ADC
STA
LDA
AND
LSR
CLC
ADC
STA
BNE
LDA
STA
TAY
LDA
STA
LDA
8TA
TYA
STA
I NY
STA
JSR
LDA
EOR
8TA
actflab.x (if hall is not
*»20 (exploding, do
donxtmn (next player/
(zombie, set
a (Sound Index
SOUND, X
sound: x
COLOR*
»»0F
(AND UPDATE COLOR
8TFBLEX [ IF NOT AT END,
(SET SOUND
A
A
0»3C
0»20
AUDFI.Y
SOUND, X
»»0F
A
t*20
AUDCl.Y
DONXTMN (AND EXIT
*0 (TURN OFF SOUND
AUDCl.Y
SHOTLO.X (ERASE THE HALL
SCRPTR
SHOTHI.X
SCRPTR* 1
(SCRPTR), Y
(SCRPTR) ,Y
STBKLSH tINIT BACKLASH
SHOTDIR.X ((ALL DIRS BUT
#»0F (FROM SHOT)
SHOTDIR.X
(DO NEXT
i
DONXTMN
PLAYER/ZOMBIE
DEX
BMI EXIT
JMP CKMVLP
JMP XITVBV
ZOMBIE MOVEMENT HANDLING
OMOVE STX HOLDIT (SAVE IDENTITY
SHOOT AT ANYONE IN A 8TRAIBHT LINE
AHAY FROM THE ZOMBIE
LDY
LDA
ZCKY8HL DEY
BMI
CPY
BEQ
CMP
BNE
LDA
CMP
LDA
BCC
LDA
BNE
(
Z8HD0Y LDY
LDA
ZCKX3HL DEY
BMI
CPY
BED
CMP
BNE
PLYRB
LOCY.X
ZSHDOY
HOLDIT
ZCKY8HL
LOCY.Y
ZCKYSHL
LOCX.X
LOCX.Y
•0
ZM8H00T
•2
ZMSHOOT
PLYRS
LOCX.X
ZMTRYMV
HOLDIT
ZCKXSHL
LOCX.Y
ZCKXSHL
( 18 THERE ANYBODY
I IN A 8TRA18HT
(LINE FROM THE
(ZOMBIE IS THE X
(DIRECTION?
(SHOOT AT HIM
(OTHERWISE, WE'LL
(TRY UP AND DOWN.
( IS THERE ANYBODY
( IN A STRAIGHT
(LINE AWAY IN
(THE Y DIRECTION?
( IF NO, THEN TRY
LDA LOCY.X
CMP LQCYIY
LDA tl
BCC ZMSHOOT
LDA 03
!
ZMSHOOT BTA DIR. X
LDA LOCLO. X
8TA SCRPTR
LDA LOCHI.X
STA BCRPTRft
JMP INIT8HOT
(FIND NEAREST PLAYER
;
ZMTRYMV LDA #233
STA DIST
LDY PLYR8
ZMCKNXM DEY
BMI ZMFDIR
CPY HOLDIT
BEQ ZMCKNXM
JSR BETDXDY
CLC
ADC DX
CMP DIST
BCS ZMCKNXM
BTA DIST
STY NEARE8T
BCC ZMCKNXM
(AND MOVE TO HIM, IF
(CLEAR AWAY A WALL IF
5
ZMFDIR LDY NEAREST
JSR 8ETDXDY
CMP DX
BCS CKYLONB
JSR CHKXDIR
BEQ ZMMOVE
LDY NEARE8T
JSR CHKYDIR
BEQ ZMMOVE
LDY NEAREST
JSR CHKXDIR
LDA DIR, X
JMP ZMSHOOT
(ELSE, SET UP
[AND SHOOT
(8ET DIST TO MAX
( IF ON 8ELF, SKIP
(SET DISTANCE
( IF <CURRENT, BET
IAS THE NEW LOW
(AND DO NEXT
POSSIBLE
NOT.
(FIND L0N8ER DIR
I IF Y IS LONB
(DIR, SKIP TO IT.
( IS AREA BLANK?
(IF YES, MOVE
(OTHERWISE, CHECK
(Y (SHORT)
( IF BLANK. MOVE
(ELSE, SHOOT OUT
(THE X-HALL
^
ft
I
5
B
ft
!
CKYLONB
JSR CHKYDIR
BEQ ZMMOVE
LDY NEAREST
JSR CHKXDIR
BEQ ZMMOVE
LDY NEAREST
JSR CHKYDIR
LDA DIR. X
JMP ZMSHOOT
JMP INITHOVE
(IF L0N8 Y 18
(BLANK, THEN MOVE
(ELSE, CHECK X
( IF BLANK. MOVE
(EL8E SHOOT OUT
(THE Y-HALL
ZOMBIE HOVE SUBROUTINES
18 THERE AN 0PENIN8 IN THE X DIR
HKXDIR LDA LOCX.X (FIRST, SET LEFT
CMP LOCX.Y (OR RIBHT
LDA 00
BCC 8TXDIR
LDA #2
8TXDIR 8TA DIR.X
JMP BETAHEDM (THEN LOOK
?
(IS THERE AN OPENING IN THE Y DIR
I
CHKYDIR LDA LOCY.X (FIRST, SET DIR
CMP LOCYIY (UP OR DOWN
LDA 01
BCC STYDIR
LDA #3
STYDIR STA DIR.X
JMP BETAHEDM (THEN BO LOOK
I
(SET X It Y DI8PLACEMENT8
!
8ETDXDY LDA LOCX.X
SBC LOCX.Y
BPL SAVEDX
EOR #»FF
CLC
ADC #1
SAVEDX STA DX
LDA LOCY.X
SEC
SBC LOCY.Y
[SUBTRACT TARGET
[X FROM ZOMBIE X
[AND TAKE
(ABSOLUTE VALUE
DXDYEND
I
(»* SUBROUTINES
[SAVE IT IN DX
[THEN. SUBTRACT
(TARGET Y FROM
w»w .-ww... (ZOMBIE Y
BPL DXDYEND (AND TAKE THE
EOR »»FF (AB80LUTE VALUE
CLC
ADC 01
RTS
>
z
>
—
o
o
o
o
s
~0
c
H
Z
o
(MOVEMENT RELATED
I
IBE8IN MOVE
i
INITHVE
MOVE I M
HVR8DN
3ETPLR
Z
o
<
en
m
33
1
m
LDV DIR.X 1ADD ON THE
CLC I MOVE PRECEDED
LDA LOCLO. X ILOCATION CHAN8E8
ADC PRVADLO.Y I TO THE ACTUAL
STA LOCLO, XI ADDRESS,
LDA LOCHI.X
ADC PRVADHI.Y
3TA LOCHI.X
LDA LOCX.X ITHE X-LOCATION,
CLC
ADC PRVXADD.Y
STA LOCX.X
LDA LOCY;X ITHE Y-LOCATION
ADC PRVYADD.Y
STA LOCY.X
TYA UNIT MOVE 8TATUS
AND »»02
ASL A
STA MOVE8T,X
ICYCLE PLAYER/ZOMBIE HOVE
LDA DIR.X IUPDATE HOVE STAT
AND »»02 I <UP FOR RT/DN.
BNE HVR8DN I DOWN FDR LF/UP)
INC HOVEST.X
BNE SETPLR
DEC HOVEST.X
LDA LOCLO. J ISET POINTER TO
STA SCRPTR I SCREEN IHA8E
LDA LOCHI.X
STA 3CRPTR+1
LDA HOVEST.X I AND ANOTHER TO
AND »»03 ITHE SHAPE TABLE
ASL A I SOURCE
ASL A
ADC DIR.X
ASL A
ASL A
ADC t <SHAPEB
STA POINTER
LDA t >SHAPE9
ADC ••
STA POINTERS
LDA DIR.X
JSR SETNOVE ISET NEW IHA8E
JSR SETSUIT I (CHAR 4c PH)
LDA M0VE8T.X I KEEP 8TATUB IN
AND »»03 ITHE 0-3 RAN8E
STA HOVEST.X
BNE HOVSND I OB. DO SOUND
LDY DIR.X ITHI8 HOVE'S OVER
LDA LOCLO, X ISO DO THE POST-
CLC I HOVE LOC CHANBE8
ADC AFTRADD.Y IFOR AB8 HEH
STA LOCLO. XI LOCATIONS
BCC UDTLOCS
INC LOCHI.X
LDA LOCX.X IX-LOCATION
CLC
ADC AFTXADD.Y
STA LOCX.X
LDA LOCYIX | Y-LOCATION
CLC
ADC AFTYADD.Y
STA LOCY.X
LDA ACTFCA8.X I IF 80HE OTHER
AND t*B* I SOUND IS ON
BNE MOVMXIT I RETURN
TXA ISET SHUFFLE
ASL A | NOISE ON AN
TAY IEVEN HOVE STATUS
LDA HOVEST.X
AND »»01
BEQ HOVMXIT
LDA #*04
STA AUDC1.Y
LDA *»20
STA AUDF1.Y
MOVHXIT RTS
PLACEHENT
SET THE CHR IHABE FOR PLAYER OR SHOT
8ETH0VE STA HOLDIT I SAVE DIRECTION
LDY •• ISET BYTES 1,2
LDA (POINTER*. Y
STA (SCRPTR), Y
INY
LDA (POINTER), Y
8TA (SCRPTR), Y
LDA HOLDIT (IF DIR IS UP OR
UDTLOCS
HOVSND
SETM0V2 INY
AND »»»1 IDOMN THEN ADD TO
BEQ SETH0V2 I BERN PNTR TO 80
LDA 8CRPTR IDOMN 1 LINE
CLC
ADC *»26
STA SCRPTR
BCC SETM0V2
INC 8CRPTR+1
I8ET NEXT 2 BYTES
LDA (POINTER), Y
8TA (SCRPTR). Y
INY
LDA (POINTER). Y
STA (SCRPTR). V
RTS
I
ISET STATIONARY PLAYER/ZOHBIE
i
8ETSTIL LDA LOCLO, X ISET POINTER
STA SCRPTR | TO SCREEN FOR
LDA LOCHI.X I8UBR0UTINE
STA SCRPTR+1
LDY DIR.X | SET POINTER TO
LDA SHSTOFS.Y {APPROPRIATE
CLC I IHA8E IN THE
ADC • <8HAPES | SHAPE TABLE
STA POINTER
LDA » >SHAPES
JSR SHRT3ET | AND SET AWAY
S
ISET PH PORTION OF PLAYER/ZOHBIE
I
LDA H0VE8T.X IFIND MHAT SUIT
AND »»03 | IHASE TO USE AND
CLC | POINT TO IT
ROR A
ROR A
It <8UITS
ORA DIR.X
ROR A
ROR A
ROR A
ROR A
STA POINTER
LDA t >SUITS
STA P01NTER+1
LDA LOCY.X ICALC PH
ASL A
ASL A
ASL A
CLC
ADC «32
STA SCRPTR
LDA DIR.X
AND »»0l
BEQ FNDDHI
LDA HOVEST.X
A8L A
CLC
ADC SCRPTR
STA SCRPTR
TXA
ADC • >PL0
STA 8CRPTR+1
LDY t*08 ISET THE IHABE
LDA (POINTER). Y I (DATA HAS
STA (SCRPTR), Y |0'B IN IT TO
DEY (ERASE OLD IHA8E)
BPL READPIC
LDA LOCX.X
I8ET FOR
FND3P0T
SETSUIT
ADC
Y START
IBA8E-Y«B+32
I IF 80IN8 UP/DN,
I ADD ON MOVE
I STATUS »2
FNDDHI
READPIC
ASL A
A8L A
ASL A
CLC
ADC t48
STA SCRPTR
LDA DIR.X
AND ••01
BNE STHORZ
LDA HOVEST
A8L A
CLC
ADC SCRPTR
STA SCRPTR
LDA SCRPTR
3TA HPO8P0.X
RT8
ISET HORIZ LOC
|BA8E=X»8+48
I IF 80INS LF/RT,
I ADD ON HOVE
|STATU8>2
£
|86T SHOT/PLAYER USINB PRESET POINTERS
I
3HRTSET ADC 00 I FINISH SETTIN8
STA POINTER-!-! ISOURCE PNTR
LDY 01
8ETLP LDA (POINTER), Y I AND 8ET IT
STA (SCRPTR),?
DEY
BPL SETLP
RTS
IFIND A RANDOH PLACE TO PUT A
I PLAYER/ZOMBIE ON THE 8CREEN AND
LDA
AND
CMP
BCS
STA
LDA
AND
CHP
BC8
STA
STA
LDA
STA
STA
STA
LDA
STA
LDY
LSR
BCC
LDA
CLC
ADC
3TA
LDA
ADC
STA
ASL
ROL
DEY
BNE
LDA
ASL
ADC
BCC
INC
CLC
ADC
STA
LDA
ADC
STA
JSR
BNE
LDA
STA
LDA
STA
LDA
8TA
TXA
ASL
ASL
ASL
ADC
STA
ADC
STA
LDA
9TA
STA
LDA
LDY
STA
8TA
DEY
BPL
TXA
CLC
ADC
LDY
STA
INY
ADC
STA
LDA
A8L
A3L
ASL
CLC
ADC
STA
LDA
AND
ORA
STA
LDA
9TA
LDA
STA
RTS
ISET A RANDOH X
IHASK UPPER BITS
I IF NOT IN RAN8E,
I TRY ABA IN
I BET A RANDOH Y
IHASK UPPER BIT8
I IF NOT IN RANBE
ITRY ABAIN
RANDOM
••IP
• I?
FNDSPOT
LOCX.X
RANDOH
•»1F
• 18
FND8POT
LOCY.X
POINTER I8ET Y»40
•0
SCRPTR
BCRPTR+1
POINTER+1
••28
POINTR0
«<4
POINTR0
FND8PT2
SCRPTR
POINTER
SCRPTR
SCRPTR-H
POINTER+1
SCRPTR+1
POINTER
POINTER+1
MULTPLY
LOCX.X I ADD X*2
A
SCRPTR
ADDSCRN
BCRPTR+l
I ADD SCREEN ADDR
• <8AME8CR
SCRPTR
SCRPTR+1
• >8AMESCR
SCRPTR+1
BETHERE I SEE IF IT IS
FNDSPOT I EMPTY? NO, A8A1N
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A I CHARS FOR THIS
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A
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• *FD I TO TRUE
• *01
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HOVEST.X
•7
MOVCLOK, X
ERA8E A SHOT
LDA 8H0TL0.X ISET POINTER TO
STA POINTR0 ITHE 8H0T LOC
LDA SHOTHI.X
STA POINTR0+1
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BEO ER8HXIT
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I YES. DONE
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I TURN OFF SOUND
S
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LDA LOCHI.X
8TA POINTR*
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i
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AND ••■!
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LDA ••
8TA POINTR*
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■SET A POINTER
I TO THE 8CREEN
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1
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.ERASE PLAYER'
(ENTIRE PH
>.v
LOOK AHEAD SUBS
SETAHEDS
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LDA
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LDA
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Z
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I ADD ON TO PNTR
■BY DIR PASSED
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8CRPND.X
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RT8
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8TA POINTER
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NTER OFFSET FROM BACKLASH BASE
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SmarTerm:
An Intelligent Terminal Program
for the Atari® 800XL and 130 XE
* Autodial from a menu of 26 telephone
numbers or from a manually entered
number
* Automatically dial, rcclial or cycle
through a telephone number list
* Multiple baud rates from 110 to 9600
* Transfer files as either straight text or
using Ward Christcnsen's XMODEM
protocol
* Creat files offline for later uploading
* File size limited by disk space only
* Online printing or Screendump to the
printer
* Online/Local toggle for Itx-al screen
editing
* Read screen and send to the modem
* Easier to use then AMODEM
SmarTerm is available Tor cither RS-2.12C com-
patible modems or direct connect serial bus
mixlcms and comes complete with a 12 page
manual.
To order specify Ihe modem type you have:
| | Hayes" . [ | Mkntpcripberal' 1 direct connect,
I | Atari" 10.10. | | Alari" 850 interface
and send a check or money onler for $29,95
(C.O.D. (inters add 52(X) and Washinglon state
residents add 7.8% sales lax) lo:
SmarTerm
Piigct Sound Software
P.O. Box 88512
Seattle, Wa. 98188
(206) 244-8259
CIRCLE #116 ON READER SERVICE CARD
ComputerEyes™
CALL
TOLL
FREE
1 (800)
523-2445 7 X4?
In PA 1 (800)
346-7511
• Make Custom T-SHIRTS
• Take Computer Portraits
• Interface to ANY Standard Video
Source (ex. VCR, Video Camera, etc.;
Computer Eyes™
$109.00
Software interface to:
Print Shop 12.00
Double Hi-RES (He) 12.00
Newsroom 12.00
Panasonic/lkegami Commercial
grade B/W video camera 139.00
Special Hook-up cabling with
instructions 29.00
UNDERWARE ribbons to make
custom heat iron-on transfers
for T-Shirts, scarves, etc 12.00
Color Pens 12.00
Also Available for ATARI and C-64
HAL Systems, PO Box 293,
Scotch Plains, N.J. 07076
* * DEALER INQUIRIES INVITED * *
CIRCLE #117 ON READER SERVICE CARD
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 55
A
88K Lowest Price In The USA! 152K
ATAR , Computer System Sale
• Students * Word Processing • Home * Business
LOOK AT ALL YOU GET FOR ONLY
LIMITED QUANTITIES SYSTEM PRICE
©Atari 800XL 88K Computer
©Atari 1050 127K Disk Drive
©Atari 1027 Letter Quality 20 CPS Printer
Letter Perfect Word Processer
Atari BASIC Tutorial Manual
LIST PRICE
$179.00
299.00
299.00
59.95
16.95
INDIVIDUAL
SALE PRICE
$ 69' 5
179"
199' 5
39 9S
12"
SAVE $100
All 5 ONLY
$34900
SYSTEM
SALE PRICE
All connecting cables & T.V. interface included.
V Monitors sold separetly.
TOTALS
$852.90 $482.75
152K SYSTEM
*399°°
Other Accessories List Sale
"r 12" Hi Resolution Green or Amber Screen Monitor $199.00 69.95
ft 13" Hi Resolution Color Monitor $399.00 179.95
* ATARI 130XE 152K Computer $249.00 134.95
Add $9.95 for
Connection Cables
(Monitors Only)
(Ltd. Qty)
Add $10 for UPS
15 DAY FREE TRIAL. We give you 1 5 days to try out this ATARI COMPUTER SYSTEM ! ! If it doesn't meet your expectations, just send it back to us prepaid
and we will refund your purchase price! ! »0 DAY IMMEDIATE REPLACEMENT WARRANTY. If any of the ATARI COMPUTER SYSTEM equipment or
programs fail due to faulty workmanship or material within 90 days of purchase we will replace it IMMEDIATELY with no service charge! !
Best Prices • Over 1000 Programs and 500 Accessories Available • Best Service
* One Day Express Mail * Programming Knowledge • Technical Support
Add $25.00 for shipping and handling!!
Enclose Cashiers Check. Money Order or Personal Check. Allow 14
days for delivery. 2 to 7 days for phone orders. 1 day express mail !
We accept Visa and MasterCard. We ship C.O.D. to continental
U.S. addresses only. Add $10 more if C.O.D.
COMPUTER DIRECT
We Love Our Customers
22292 N. Pepper Rd., Barrington, III. 60010
312/382-5050 to order
CIRCLE #118 ON READER SERVICE CARD
FLOPPY DISKS SALE *69 c
Economy Model or Cadillac Quality
We have the lowest prices!
^ECONOMY DISKS
Good quality 5Vi" single sided single density with hub rings.
Bulk Pac 100 Qty. 69' ea.
10 Qty. 89' ea.
Total Price
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$69.00
8.90
CADILLAC QUALITY (double density)
• Each disk certified • Free replacement lifetime warranty • Automatic dust remover
For those who want Cadillac quality we have the Loran Floppy Disk. Used by professionals because they can rely on Loran
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Just like a record needle, disk drive heads must travel hundreds of miles over disk surfaces. Unlike other floppy disks the
Loran smooth surface finish saves disk drive head wear during the life of the disk. (A rough surface will grind your disk
drive head like sandpaper). The lint free automatic CLEANING LINER makes sure the disk-killers (dust & dirt) are being
constantly cleaned while the disk is being operated. PLUS the Loran Disk has the highest probability rate of any other disk
in the industry for storing and retaining data without loss for the life of the disk.
Loran is definitely the Cadillac disk in the world
Just to prove it even further, we are offering these super LOW INTRODUCTORY PRICES
List $4.99 ea. INTRODUCTORY SALE PRICE $2.49 ea. (Box of 10 only) Total price $24.90
$3.33 ea. (3 quantity) Total price $9.99
All LORAN disks come with hub rings and sleeves in an attractive package.
^^^^^^^[)ISK DRIVE CLEANER $19.95 ■
Everyone Needs A Disk Drive Doctor
FACTS
• 60% of all drive downtime is directly related to poorly maintained drives.
• Drives should be cleaned each week regardless of use.
• Drives are sensitive to smoke, dust and all micro particles.
• Systematic operator performed maintenance is the best way of ensuring error free use of your computer system.
■ The Doctor disk drive cleaner can be used with single or double sided 5%" disk drives. TheB
I Doctor is an easy to use fast method of maintaining efficient floppy diskette drive operation.
|The Doctor cleaner comes with 2 disks and is packed in a protective plastic folder to prevent!
Icontamination. List $29.95. Sale $19.95. * Coupon $14.95.
Add 53.00 lor shipping, handling and insurance. Illinois residents
please add 6°. tax. Add S6.00 lor CANADA, PUERTO RICO, HAWAII,
ALASKA APO-FPO orders. Canadian orders must be in U.S. dollars.
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days lor delivery. 2 to 7 days lor phone orders. 1 day express mail !
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CIRCLE #118 ON READER SERVICE CARD
COLOR MONITOR
gj& SALE!! !
(Premium Quality)
* Built in Speaker and
Audio
* Front Panel Controls
* For Video Recorders
* For Small Business
Computers
* Apple - Commodore -
Atari - Franklin - etc.
(Premium Quality)
Beautiful Color
Contrast
High Resolution
Separated Video
Sharp Clear Text
Anti-Glare Screen
40 Columns x 24 Lines
Supports 80 Columns
IBM, C-128,
Atari ST
13" Color Computer Monitor
'Connecting cable $9.95 Stt I f^
List $329 00
$
169 95
13" RGB & COMPOSITE COLOR MONITOR
Allows use of C-l 28 and C64 mode - composite and 80 column RGB
mode. Must be used to get 80 columns in color with 80 column
computers (IBM, C-128 & Atari ST), (add $14.50 shipping)
List $399.00
Sale s 279 00
14" COMMODORE 1702 COLOR MONITOR C«l^ $ 17Q 00
(add $14.50 shipping) List $299.00 3QIC I # M
15 Day Free Trial - 90 Day Immediate Replacement Warra nty
12" XTRON SUPER HI RESOLUTION MONITOR C-l^ $1 AQ 95
80 Columns x 24 Lines, Super Hi-Resolution 1000 lines Green or Amber ••'■IC I ^^ M
Super-Clear "Easy to Read" text with special anti-glare screen ! (Ltd. Qty.) List $249.00
TkNUH HI-RESOLUTION GREEN OR AMBER TEXT DISPLAY MONITOR
80 Columns x 24 Lines, Hi-Resolution, crisp clear easy to -^ ■ $^)tf%95*
read text with anti-glare screen! A MUST for word processing. (Ltd. Qty .) List $1 99.00 ^ f| | f^ f|<f
12" MONITOR GREEN OR AMBER TEXT List$15900 e fl | p $AQ95
80 Columns x 24 Lines, easy to read up front controls (Ltd. Qty.) &\A I MSP \0 m
* Connecting cable $9.95
• LOWEST PRICES * BEST SERVICE IN U.S.A. • ONE DAY EXPRESS MAIL • OVER 500 PROGRAMS * FREE CATALOGS
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Famous Canon National Brand
10" Carriage
HI-SPEED
15" Carriage
PRINTER SALE
Below Wholesale Cost Prices!!!
• 160-180 CPS • High Speed Dot Matrix • Letter Quality Modes
• Tractor/Friction • 4 Character Styles * Business or Personal
• Programmable Characters * 2K Buffer • 15 Day Free Trial
• ONE YEAR IMMEDIATE REPLACEMENT WARRANTY
Cheek these features & prices
10" Printer
List $499.00
-' ""' ' '
pjEBI * I ^m ^m
Super Graphics!
Print Sample
*** NLQ PICA
PRINTING ***
CANON IMPACT
MATRIX PRINTER
CANC
CANON
ILIVIIP AO T
MATR
Call for Volume Discounts
15" Printer
List $699.00
$249
00
(IBM - Commodore)
Printing Method
Impact dot matrix
Printing Speed
160 CPS at standard character printing
27 CPS at NLQ character printing
Printing Direction
Text Mode — Bi-directional
Graphic Mode — Unidirectional
Print Head Life
100 million characters
Printing Characters
Standard 11x9 dot matrix
NLQ 23 x 18 dot matrix
Character size: 2 x 2.42 mm (standard)
Character set: Full ASCII character set (96),
32 special European characters
Call for Volume Discounts
SPECIFIC ATIONS(Appk -Atari Etc.)
Down Loading
11 x 9 dot matrix; NLQ 23 x 18 dot matrix
optional
Print Buffer
2K-byte utility buffer
Image Printing
Image Data: Vertical 8, 9 and/or 16 dot
Resolution: Horizontal 60 dots/inch
Horizontal 120 dots/ inch (double density)
Horizontal 240 dots/inch (quadruple density)
Interface
8-bit parallel interface (Centronics type)
Paper
Plain paper, Roll paper, Single sheet,
Fanfold, Multipart paper: max. 3 sheets
(original plus 2)
Interfaces
IBM $89.00
Apple $59.00
Atari $59.00
Ink Ribbon Cartridge
Ribbon Life: 3 million characters/cartridge
Maximum Number of Characters
Standard: 10 cpi 80 cpl
Enlarged: 5 cpi 40 cpl
Condensed: 17.1 cpi 136 cpl
Condensed enlarged: 8.5 cpi 68 cpl
Elite: 12 cpi 96 cpl
Elite enlarged: 6 cpi 48 cpl
NLQ pica: 10 cpi 80 cpl
NLQ pica enlarged: 5 cpi 40 cpl
Physical Dimensions
Size: 15 3 /."x 12 5/8" x 4 3/8" (10")
Weight: 17.6 lbs. (10")
Cartridge Ribbon.
List $29.95. Sale $19.95.
Commodore $39.00
Add $13,50 ($15.00 for 15" Printers) for shipping, handling and
insurance. Illinois residents please add 6% tax. Add $20.00 for
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CIRCLE #118 ON READER SERVICE CARD
iji^
Sneak Attack
continued from page 37
PROC HoveShotsO
jMoue the fired bullets
BYTE lp
FOR lp=8 TO 29 DO ; f or each shot
IF MisStatUS(lp)=l THEN
Plots (Misx(lp) .MisyClp) ,8)
IF Stick=ll THEN
MiSXClpJ==-l
ELSEIF StiCk=7 THEN
MiSX(lp)"+l
EL5E
Misytlp)"-1
FI
IF <MiSXllp)<>39 AND
HisyClp}<>255 AND
MiSXClp)<>8) THEN
MissileHit(lp)
ELSE
MisStatUS(lp)=:8
FI
FI
OD
RETURN
PROC HoveExplosionsO
,-Move the explosions
BYTE lp
FOR lp=0 TO 59 STEP 2 DO
IF ExpStatUS(lp)=l THEN
Pl0t6(Expx(lp),ExpyClp) ,8)
PlotO (Expx (lp+I) , Expy Clp+1) , 0)
Expy(lpJ—+l
Expy<lp+l)"+i
Expxtlp)— -1
Expxtlp+1)— +1
IF ExpyClp)<>22 AND Expx(lp)<>8
AND ExpxUp+i)<>39 THEN
Pl0t8CExpx(lp),Expy(lp),6)
P 1 OtO tExpx t lp+I) , Expy ( lp+U , 6)
Exp5tatus(lp3=0
ExpStatus(lp+i)=o
FI
FI
OD
RETURN
PROC BaseExplodeO
;explode the base
BYTE ARRAY endx(8)=[16 24 17 23 201,
endy(8) = [22 22 19 13 171
BYTE lp,ti*ie=28
color=38
FOR lp=8 TO 4 DO
Pl0t(28,22)
DrawTo(endxdp) ,endy(lp))
OD
FOR lp=8 TO 16 DO
Sound 48, Fate, 8, 16- lp)
Sound CI, Fate, 8, 16- lp)
tiHe=8
DO
UNTIL tiMe=15
OD
OD
SndRstC)
color=32
FOR lp=8 TO 4 DO
PlOtC20,22)
DrawToCendxClp) ,endy(lp))
OD
RETURN
PROC EndRightC)
;nove the troopers from the right
;to the base
BYTE lp,lq,nn,tiMe=28
FOR lp=8 TO 19 DO
IF Rr(lp)=l THEN
lq=21+lp
WHILE lq>28 DO
IF nn=12 THEN
nn=13
ELSE
nn=12
FI
Plot8Clq,22,nn)
tiMe=0
D8
UNTIL tine=18
OD
P10t8Clq,22,8)
lq—-l
OD
P10t8C21,22,ll)
FI
OD
FOR lp=0 TO 3 DO
PlotOC21,22-lp,ll)
tiHe=8
DO
UNTIL tine=18
OD
OD
BaseExplodef)
RETURN
PROC EndLefto
;Move the troopers froH the left to
;the base
BYTE lp,lq,lc,nn,tine=28
FOR lp=0 TO 19 DO
lq=19-lp
IF LlClq)=l THEN
FOR lc=lq TO 19 DO
IF nn=12 THEN
nn=13
ELSE
nn=12
FI
Plot8Clc,22,nn)
ti*te=8
DO
UNTIL tine=18
OD
P10tOClC,22,8)
OD
P10t8 C19, 22, 11)
FI
OD
FOR lp=0 TO 3 DO
PlOtO C19,22-lp, 11)
tine=8
DO
UNTIL tiMe-18
OD
OD
BaseExplodef)
RETURN
PROC EndPrintO
;print the end of ga*ie Message and
jtest for new game
BYTE trig=644,lp
PositionC10,7)
PrintCGane Over..,
PositionC15,8)
PrintCCScore)
Position 115, 9)
Print C-FINAL LEVEL
PrintB (Level)
■Final Score:")
PAGE 60 / NOVEMBER 1985
ANALOG COMPUTING
Position CIO, 28J
PrintC'Press \*i'A4 to play again"!
DO
UNTIL trig^O
OD
DownL=8
DownR=8
PutC125)
FOR lp=0 TO 19 DO
LlClp)=G
Rr(lp)=0
OD
Score=0
Level=l
DrawBaseC)
Update O
Hard=15
RETURN
PROC GaweOverTwoC)
;gane over when four troopers down
BYTE lp
SndRstO
ClearScreeno
Loud=o
Loudi=B
Freq=169
FOR lp=0 TO 19 DO
IF LI Clp)=l THEN
PlOtOClp, 22,11}
FI
IF RrClp)=l THEN
PlotOClp+21,22,11)
FI
OD
IF DownL=4 THEN
EndLeftC)
ELSE
EndRightC)
FI
EndPrintC}
RETURN
PROC GaneOverOneC)
;gaMe over when trooper lands on base
BYTE lp
SndRstO
ClearScreenC)
Loud=0
Loudl^o
Freq=169
FOR lp=0 TO 19 DO
IF LlClp)=l THEN
PlOtOClp, 22, 11}
FI
IF RrClp}=l THEN
PlOtOClp+21,22,11}
FI
OD
BaseExplodeC}
EndPrintC}
RETURN
PROC TrooperDownCBYTE wh}
;redraw trooper wh at botton of screen
BYTE CC
TrstatusCwh)=e
cc=TrxCwh)
Plot© CTrx Cwh} , Try Cwh} ,0} ;erase chute
PlotOCTrxCwh} , Try Cwh} +1,11} jreplace
IF TrxCwh}<20 AND L1CCC)=8 THEN
LlCcc}=l
DownL"+l
ELSEIF TrxCwh}>20 AND
RrCCC-21}=0 THEN
RrCcc-21)=l
DownR—+l
ELSEIF TrxCwh}=28 THEN
GaHeOverOneO
FI
IF DownL=4 OR DownR-4 THEN
GaMeOverTwoC)
FI
RETURN
PROC TrooperFallC)
;wake trooper fall when chute hit
BYTE lp,qq,CC
FOR lp=0 TO 29 DO
IF TrStatusCip)=2 THEN
PlotO CTrx Clp}, Try Clp} +1,0}
TryClp}==+l
IF TryClp)=21 THEN
cc=TrxClp)
IF TrxClp}<20 AND L1CCC}=1 THEN
DownL"-l
L1CCC)=0
ELSEIF TrxClp}>20 AND
RrCcc-21}=l THEN
RrCcc-21}=0
DownR~-l
FI
FI
IF CTryClp}<22 AND TrxClp}<>20}
OR CTryClp}<20 AND
TrxClp}=20} THEN
PlotO CTrx Clp}, Try Clp} +1,10}
ELSE
TrStatusClp}=0
FI
FI
OD
RETURN
PROC MoveTroopersO
;Houe paratroopers down screen
BYTE lp,qq
BYTE ARRAY Trooper C0}=
160 126 255 255 195 66 36 24
60 36 24 255 68 24 36 182
0888688 83
FOR lp=0 TO IndX DO
CharsetC56+lp}=8
OD
HoveBlockCCharset+56+Indx+l,
Trooper, 16}
indx— +i
IF lndx<8 THEN
RETURN
FI
lndx=0
FOR lp=8 T8 29 DO
IF TrStatUSClp}=l THEN
PlotO CTrx Clp), Try Clp}, 8}
TryClp)— +1
IF TryClp)=21 THEN
TrooperDownClp)
FI
FI
IF TrStatUSClp)=3 THEN
Trstatuscip}=8
Plote CTrx Clp), Try Clp) +1,8)
FI
OD
MoveBlockCCharset+56, Trooper, 24)
FOR 1P=0 TO 29 DO
IF Tr5tatUSClp)=l THEN
PlotO CTrx Clp), Try Clp), 7)
Plote CTrx Clp), Try Clp) +1,8)
Plote CTrx Clp), Try Clp) +2, 9)
FI
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 61
^fe
Sneak Attack
continued
OD
RETURN
PROC NewLeveio
;go to higher level
BYTE lp,tiMe=20
Level==+l
IF LevelMOO THEN
Level^ieo
FI
SndRstCl
LOUd=8
Loudi=e
Freq=169
Comp==+380
FOR lp=10 TO 150 STEP 10 DO
SoundtO, lp,10 1 4)
5ound(l,lp+10,10,4)
tiMe^O
DO
UNTIL ti«e=2
OD
OD
Position C25, 23)
Prints (Level)
IF Level>8 THEN
Nardil?
FI
SndRstC)
RETURN
r\
PASCAL
For the Atari
kyan pascal is the most complete package available for learn-
ing and using the Pascal language. And now, it's available for
the Atari family of computers.
kyan pascal is easy to use, lightning fast, and loaded with fea-
tures. It's a full Pascal implementation and perfect for both be-
ginning and advanced programmers.
kyan pascal features:
• Optimized Machine Code Compiler;
• Built-in Full Screen Text Editor;
• String-Handling, Chaining, Include File, and Other
Powerful Extensions;
• 13-Digit Arithmetic Precision and Full Graphics
Support;
• Built-in Assembler (Allows Full Hardware Control); and,
• Tutorial Manual with Sample Programs.
kyan pascal requires 48K of memory and a single disk drive.
No additional hardware is necessary. And, it comes with kyan's
MONEY BACK GUARANTEE . . If not completely satisfied,
return it within 15 days for a full refund.
kyan pascal lor the Atari S69.95
lAdd S4 50/copy lor handling S12 00 outside North America California
residents add S4 55/copy tor sales taxi
Send Check/Money O rder to: kyan software, Dept. M
Call: (415) 775-2923 '^m^_^ 1850 Union St.. Ste. 183
MC/Visa Accepted l -r™H San Francisco, CA 94123
PROC MainO
BYTE ti»e=20,lp,Ch=764
Titlet)
GrOInitO
5ndl=0
Snd2=3
Download O
Modify!)
DrawBaseO
ScoreLinef)
DO
LaunchChopperO
MoveChopperO
MoveExplosionsO
Noise O
TrooperFall ()
MoveTroopersO
Position<8,23)
PrintCCScore)
IF 5core>CoHP THEN
NewLevel o
FI
tiMe=8
FOR lp=2 TO 6 STEP 2 DO
AiMGtlllO
Shoot t)
MoveShotsO
DO
UNTIL tine=lp
OD
OD
0D
RETURN
CIRCLE #119 ON READER SERVICE CARD
PARTS / SERVICE FOR ATARI*COMPUTERS
Flat Service Rates Below Include Parts * Labor, 60-Day Warranty
800 Computer Repair $49.50
850 Interface Repair $49.50
600XL Computer Repair $49.50
1 200XL Computer Repair $49.50
810 Disk Drive Repair $79.50
800XL Computer Repair $49.50
1 050 Disk Drive Repair $85.00
800 Keyboard Repair $35.00
Above units repaired or exchanged with rebuildable exchange. Include $7.00 return shipping and
insurance.
INTEGRATED CIRCUITS
GTIA Chip -C01 4805
upgrade with instructions $1 1 .50
1 0K Rev. B OS Upgrade - lor 400/800
3 Chip ROM set with instructions . . $10.00
C012294 $8.50
C012296 $9.50
C014795 $8.50
C014806 $9.50
C010745 $10.00
C010750 $9.50
MODULES/CIRCUIT BOARDS
complete with ICs
16KRAM Memory Module CX853 . $15.00
800 10K Rev. B OS Module $15.00
800/400 CPU Board with GTIA .... $1 9.50
800 Main Board $24.50
400 Main Board $20.00
800 Power Supply Board $1 0.50
810 Data Separator Board
upgrade with instructions $25.00
810 Side Board w/o Sep • & 1 771 . . $43.50
810 Rear Power Board $25.00
810 Analog Board $16.00
810 Rear Board/Analog Board Upgrade
with 10-pin jumper
and instructions $37.50
800 OK Board Set $65.00
810 Board Set $99.50
800 48K Board Set $79.50
BARE BOARDS
With parts lists
850 INTERFACE BOARD $16.50
Build your own interface!!
810 Analog Board $3.50
810 Rear Board $5.00
DISK DRIVES, Etc.
810 Cujlom Disk Drive $145.00
850 Cuilom Interfice $79.50
Replacement B10 Drive Mech $70.00
Replacement transformer tor 800/400,
810, 1050, 1200XL, 1020 $15.00
800XL/600XL, 130XE
Power Supply $25.00
SAMS Service Manual
for 800/400 or 800XL $19.95
DeRe Atari $12.50
Inside Atari Basic $6.50
SOFTWARE
Basic Cartridge $15.00
Editor/Assembler $1 5.00
0"Bert Cartridge $12.50
Popeye Cartridge $12.50
Kindercomp Cart $1 0.00
Buck Rogers Cart $7.50
Jumbo Jet Pilot $1 0.00
Crossfire Cart $5.00
Chicken Cartridge $5.00
— 415-352-3787
Mail Order and Repair 15338 Inverness St., San Leandro, CA 94579
Retail Store 1988 Washington Avenue, San Leandro, CA 94577
Terms: We accept money orders, personal checks or C.O.D.s. — VISA, MasterCard okay on
orders over $20.00 . No personal checks on C.O.D.
Shipping: $4.00 shipping and handling on orders under $1 50.00. Add $2.00 lor C.O.D. orders.
California residents include 6'/2% sales tax. Overseas shipping extra.
Prices subject to change without notice. We reserve the right to limit quantities. Sales limited to
stock on hand. Foreign shipping extra.
Much more!
Sent SASE tor free price list. 'Atari is a registered trademark of Atari Corp.
AMERICAN TV
CIRCLE #120 ON READER SERVICE CARD
PAGE 62 / NOVEMBER 1985
ANALOG COMPUTING
REVIEW
COMBAT CHESS
AVALON HILL
MICROCOMPUTER GAMES
4517 Harford Road
Baltimore, MD 21214
48K Disk $39.95
by Patrick J. Kelley
It must be getting pretty tough to be
a computer game designer these days.
After all these years of variation upon
variation, and looking at the countless
products of other designers, it seems to
me that it would be next to impossible
to come up with an original game.
Now the trend seems to be to take the
old favorite board games, revamp them
and add a touch of shoot-'em-up, then
market them and hope they sell. One of
these games is Avalon Hill's Combat
Chess, its derivative nature self-evident
in the very title.
Taking the strategic elements of chess,
Combat Chess evolves into a classic war-
game, complete with hit points, terrain
difficulties and tactical objectives.
The goal of this game is simple: elim-
inate your- enemy through attrition or by
destroying the opposing side's nerve cen-
ter, the battle cruiser. A computer im-
posed time limit ticks away as you do
battle, racing the clock to avoid a stale-
mate and defeat your enemy.
Disposition of forces.
The actual playfield of Combat Chess
divides the opposing armies by a wide
river and two mountain ranges. To cross
the river and reach your enemy, you
must traverse three small bridges. These
bridges are important to the outcome of
the conflict, as their status will define
the nature of the combat — either a set-
piece moving battle or an across-the-
river artillery duel.
The opening moves of any game be-
gin with you winding your way through
heavy woods to face off with the oppos-
ing forces. The armies depicted are des-
ignated by their color as Red or Black
armies. Each side has pieces of varying
movement and armament capabilities,
which can be computer selected.
F THE AVALON HILL GAME COMPA
The armies are made up of tanks, ar-
mored cars and the all-important battle
cruiser. Each of these pieces can with-
stand a certain number of hits before it
vaporizes and ceases to be. Proportion-
ally, they also have range limitations and
movement limits within a given "turn."
By using the joystick, you can select the
unit's function, be it move, fire or hold
position.
At this phase, Combat Chess becomes
something akin to the Muhammed Ali
vs. Joe Foreman boxing match: "Bop till
you drop." Once you've contacted your
enemy, all finesse and skill goes south,
and the only sound that can be heard is
the boom of cannon fire.
Peace through fire superiority.
As the game progresses, you'll get a
better sense of your unit's strengths and
weaknesses. Armored cars are usually
the first to go, their weak armor a major
drawback. The tanks are slow and use
mucho fuel, but are the most versatile
of all the pieces. Their range is great,
and their firepower is impressive against
the smaller armored cars, while they use
only a modicum of fuel.
The real slugger of both sides is the
battle cruiser, a gas-guzzling titan that
moves like a slug. The battle cruiser is
most effective in delivering a coup de
grace to a wounded unit, or in long-
range bombardment.
Options provide you with a choice of
terrain, heavy or light to your tastes.
More esoteric players might prefer the
option that puts you on a real chess-
board. This option gives the game a
more surreal flavor, reminiscent of Elec-
tronic Arts' Archon.
Also, you may select the number of
tanks and armored cars to each side, and
whether you wish to take on a human
opponent or the computer. As is the case
in many games with this option, I do not
recommend that novices tangle with the
computer until they have their moves
down.
The computer is a decent adversary
and tries a lightning blitz in the open-
ing moves of the game. A good strategy
at this point would be to blow up the
bridges, to prevent the assaults on your
battle cruiser that a setpiece battle will
bring. Instead, upon eliminating the
bridges, align your heavy guns on the
shoreline and pummel the tar out of the
enemy.
Blowing up the bridges also sends the
computer into a momentary tizzy, since
its programming sets up an assault as a
priority to win the game. The enemy
forces will mill about for a few moves,
giving you ample time to "get some" off
of the computer.
However, don't assume that you'll pre-
vail every time with this strategy. The
(continued on next page)
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 63
E3
Review
A continued
Catalog of Computers and Supplies
Our Prices are WHOLESALE +10%
&UI. TViite an.
&etd <xh. £-£etten. fiyi our
"ptee, (2*Ualtxp{
We support the complete ATARI and COMMODORE
product lines Ask for our free price list.
(408) 353-1836
(;4<iJi a&sut out *?%ee SaftaHAKc. )
Instant shipping (or as last as we can). Mastercard &
Visa accepted (no extra charge). Shipping & handling
add 6%. California customers add 6.5% sales tax. Order
by phone (Mon. - Fri. 10 am - 5 pm PST). Order by
modem (daily 6 pm-9am) from ouronlineTeleCatalog.
Prices subject to change without notice.
COMPUCAT
24500 Glenwood Hwy., Los Gatos. CA 95030
CIRCLE #121 ON READER SERVICE CARD
ATTENTION
Atari 520ST Owners
InSoft Corp. is presenting a monthly
newsletter covering just the new Atari
520ST.
Each month, the newsletter will cover
in detail ways of unleashing the hidden
power of what Jack had in mind when
designing the 520ST. Complete soft-
ware programs and subroutines will be
included.
Subscription rates are:
$18 for 6 months
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Can you afford not to accept this offer
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CIRCLE #123 ON READER SERVICE CARD
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computer is always a better shot than
you are, and a better all-around tacti-
cian.
Placement for optimum firepower is
also a strong suit of your computer op-
ponent. Notice how the computer tries
to get you to use as much fuel as possi-
ble. Finally, the computer has an advan-
tage of quicker "decision" time, finding
rapidly which of your pieces to victim-
ize. The most important strategy to use
is your human unpredictability — and a
strong desire to get even.
Summary.
In closing, I'd say that Combat Chess
is an adequately entertaining game. Its
blend of themes is interesting and well
suited to my tastes. The tactical side of
me appreciates the chess aspects, while
the bloodthirsty side derives gobs of glee
from watching the other side's hapless
tanks blow up.
Where Is that program going wrong?
BASIC VIEW helps you locate troublesome
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•Works with all Graphic Modes.
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CIRCLE #124 ON READER SERVICE CARD
The game is well detailed in the right
places. It does a good job of letting you
know the particulars of each piece (fuel,
ammo, etc.) via a text window that acti-
vates when you place the cursor over it.
On the down side, Combat Chess has,
in my opinion, below average graphics
and a woefully paltry information man-
ual. Another recommendation would be
to increase the ammunition quotient giv-
en to each vehicle and step down the ex-
cessive fuel expenditures. A "return to
base to reload" feature would be most
welcome — it would make the job easier
for us "armchair generals."
Combat Chess is certainly not a great
game, but it grows on you and will do
until something better comes along.
Patrick /. Kelley, ANALOG Comput-
ing's Circulation Manager, is a car nut,
film buff and amateur military histori-
an, with an interest in the Third Reich.
Besides his reviews for us, Pat has writ-
ten Free-Fire, an unpublished Vietnam
war novel.
PAGE 64 / NOVEMBER 1985
ANALOG COMPUTING
REVIEW
m
HEX
MARK OF THE UNICORN, INC.
222 Third Street
Cambridge, MA 02142
520ST $39.95
by Monte Bank
There is no doubt in my mind that,
if God had not created the unicorn, man
would have invented it. So singular is
the unicorn that it seems appropriate for
it to assume one's persona in this spe-
cial game. It's difficult to be totally ob-
jective in reviewing the first game to
come to life on the new Atari 520ST, but
we'll give it our best shot.
Hex is a game played on a field of
nineteen hexagonal pillars in a magical
arena. Landing on the tops of these pil-
lars changes their color. The hues vary
in sequence from green to red to purple
to blue, and back to green. The object
of Hex is to turn the entire field green.
A group of mystical opponents try to
turn it purple.
The game has a number of features
that make it quite a challenge. If hexes
of like color are adjacent to each other,
they're considered "locked." All the hex-
es in a locked group must be jumped on
before they all flip to the next color. As
the game progresses, larger and larger
groups are formed until the entire com-
plex is one color, and the round ends.
A green or purple arena results in a
victory for the one of the two main com-
batants, as mentioned above. A complete
field of red or blue, or failure to turn the
entire field a single color by one hun-
dred moves, results in a tie.
Quite a diverse crew of adversaries
confront your best laid plans at every
turn. Whether facing a centaur, jaguar,
wasp, animated mushroom or Portu-
guese man-of-war, you have to stay alert.
There is even a Claude Raines look-alike
invisible man (or is it, therefore, a "look-
unlike"?).
You face twelve different opponents,
one at a time initially, then in pairs as
the game progresses. To win the game,
you have to advance through 120 levels
of combat.
The principal feature of this game is
magic. The magic, though an enigma
most of the time, is what makes winning
possible. With each victory, you're of-
fered a new magical spell. A total of five
of these spells may be kept in your ar-
senal at any on time. More than a hun-
dred spells are available for use by you
and your opponents.
Hex.
Simple spells enable you to flip a hex
multiple times, jump several hexes, or
move several hexes in one turn. The
spells can take on much greater com-
plexity, allowing you to alter the actual
color of a hex by putting a "fake" on it,
or even making a group of hexes entire-
ly disappear. Need help? Just summon
up a Phantom Partner or create an ex-
act clone to team up with against that
dastardly lot of miscreants.
These spells are great when you get
to use them, but when your rival starts
dealing out a few of his own, it's a differ-
ent matter. Just as you're about to flip
the last group of hexes green and win,
your opponent casts a random flip spell
and changes the color of several to pur-
ple or red. I hate when that happens!
Winning a round and creating green
hexes generates an energy store. The
energy is needed to move and to use the
magical spells. A victory sends you to
the next level; a loss sends you back to
face the previous opponent.
Hex ends if you complete the 120 lev-
els, or if you run out of energy. I made
it to level 61, but only by using every
possible spell I could — and eventually
depleting all of my energy stores. It's go-
ing to be tough to get to the final level.
With such a long session necessary
for success, a save option has been pro-
vided. You can stop play and continue
from that point later.
The documentation could be clearer
in explaining the different spells. Also,
I'd like the different characters identi-
fied, just for fun. If the programmers are
planning a "Son of Hex" or "Hex II," an
option allowing two people to compete
against each other would be great.
In summary, I think this game is just
super. It's as challenging a game as I've
seen since Archon. The graphics, as
viewed on Atari's SC1224 color monitor,
are fantastic. Oh yes, I also got to use
a mouse for the first time, and loved it.
Outmaneuvering a puckish leprechaun
with a mouse-controlled unicorn . . .the
future is here. H
Monte Bank is a rock group backup
singer and a game freak. In fact, he's al-
ways been a freak. He does not have a
cute name for his computer, and his fa-
vorite game is Pong. (He usually writes
in the guise of a Kindly Pediatrician.)
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 65
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CIRCLE #142 ON READER SERVICE CARD
GRAPHICS
m
LOGO Demos
for the 520ST
by Sol Guber
Ah, sweet mystery of life, at last I've found you . . .
Atari has brought out a monster of a computer, and
I've fallen in love with it.
How's that for a beginning of an article on the new
520ST? Yes, the machine is very nice. Yes, it's very
effective. But there's not much available for it, except
a cute little mouse and a language called LOGO that
comes with it.
Isn't LOGO a "kids" language? Why is Tramiel
packaging this fine high-tech machine with a kids
language? Well, because LOGO is more than that.
This LOGO is one with a Ph.D. It's a good subset
of LISP and has many fine touches in it.
This LOGO just cries out for demos, and the best
demos are graphic — the ones that show off the capa-
bilities of the machine. I've written two little demos,
mainly because I was waiting for my C package to
arrive, to show off for all my friends who wanted to
know: why did I have to buy another computer?
The first is a simple little demo. All that's done is
fifteen circles of random radii, drawn on the screen
at random locations. They are then filled in with
colors.
Big deal, you might say, with sixteen colors avail-
able it might be nice, but all good systems could do
this now. However, this LOGO has more than sixteen
colors to fill in. There are thirty different patterns
that can be used to fill in, and each of these thirty
patterns can have one of the sixteen colors. You can
even have overlays of patterns.
Okay, you might say, so it would be nice, but it
has to be slow, doesn't it? No, it doesn't! This is not
a Macintosh; this is a Jackintosh. It's quick. To fill
the whole screen with a pattern takes three seconds.
To put fifty different patterns on the screen takes
about a minute. Right, you think, so it's quick, but
is it easy? This program has to be complicated and
hard to understand. No. That's part of the genius of
the system. Listing 1 shows the whole program.
Before I start to explain Logo Demo, let me give
you a little information about LOGO. It's not like BA-
SIC; it's very modular and much simpler to use.
There are three kinds of words: those that start
with a blank, those that start with a double quota-
tion ("), and those that start with a colon (:).
The ones that start with nothing are things that
need to be done, known as procedures. Those that
start with a double quotation are variables; things are
stored under that name. Those that start with a col-
or are the values found under the variable's name.
Thus, things look more realistic, and you're not
confused with algebraic statements that don't make
sense. In BASIC, you can have the statement X =
X + 1. This means that it takes the value stored at
X, adds 1 to it, then stores the result back at the spot
X. In LOGO, this is simply: MAKE "X :X + 1. Make
the variable name X ("X) equal the value at X (:X)
plus 1. A great deal easier to explain to children, and
it also makes sense to unsophisticated adults.
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 67
m
LOGO Demos
continued
Now that a little of the theory of how things look
in LOGO is known, some explanations of the pro-
gram are needed. First, four new procedures or words
are defined. These are RCIRCLE, COIN, PLAID and
FILLIT. After these words are defined, they can be
used anywhere in the program to do something. But
what are they doing?
Well, let me explain the shortest and easiest one,
COIN. It simply flips a coin and gets a 1 or a 0. When
a procedure is to be defined, it must start with a TO,
then the name is written and, at the end, END is
typed. The middle is always different.
The middle, in this case, is merely MAKE "C RAN-
DOM 2. This almost makes sense just the way it is:
find a random number less than 2 and make C equal
to it. The only random numbers less than 2 are and
1. Thus, it's as if we're flipping a coin, with heads
being 1 and tails being 0. It is just that easy to write
procedures.
EXPRESS FOR THE
ATARI "ST" SERIES
WORD PROCESSOR
•Wordwrap
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MAILING LIST
•Standard Format
•Multiple Files
•Capacity: Disk Size
•Auto Sort (Last Name)
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MAIL MERGE
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TYPEWRITER
•Memory Typewriter
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ELECTRONIC MAIL
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•Echo to Disk
For Information:
(800)641-1441
In California, call:
(800)641-1442
"Trademark of Atari, Inc.
Suggested List: $49.95
concept
4055 W. Shaw '108 • Fresno. CA 93711
CIRCLE #126 ON READER SERVICE CARD
Now that the easiest one has been described, let
me tell you about the other three procedures. The
first is RCIRCLE, which makes random circles on the
screen.
There are three new words to this procedure. The
first is the easiest. There is a "circle" function that
will make a circle if given a list of three components:
the X-position of the center, the Y-position of the cen-
ter and the radius.
Again, this sounds much more complicated than
it really is. LOGO has a little pointer called a "tur-
tle," which has a pen in its mouth. When the turtle
walks, it draws a line with the pen. It starts out at
HOME, a spot called X = and Y= 0. If it walks one
step to the right, then the new position is X = 1 and
Y= 0. If it takes a step from here, the new position
is X = l and Y=l. If it's at HOME and takes a step
to the left, the new position is X = - 1 and Y= 0. Thus,
to tell the turtle to make a circle, you can tell it how
far to the right or left, up or down from HOME to
put the center.
Now we go on to a "list," which is just some items
grouped together. In LOGO, a list always has brack-
ets around its contents, like [REBECCA JASON LAU-
REN DANIEL]. The list has a first member (REBEC-
CA), a last member (DANIEL), and contains four
members. All these things can be determined by spe-
cial operators in LOGO. Lists can be made up by put-
ting words together with the SEntence command.
One last item is the IF test in RCIRCLE. It looks
similar to any other IF test, but there's no THEN, just
statements surrounded by brackets. Yes, that's right.
The IF test in LOGO is much simpler than in BA-
SIC. First, there's the test. If it's true, then do what-
ever is in the first set of brackets. If it's false, then
do whatever is in the second set of brackets. Very easy
and very neat!
Now we can explain both the procedures RCIRCLE
and FILLIT. First, for RCIRCLE, flip the coin. If the
answer is 0, then make "X a random number between
and 80; otherwise, make "X a random number be-
tween - 80 and 0. Flip the coin again and make "Y
a random number between and 150 or - 150 and
0. Make "R a random number less than 150. Make
"FC a SEntence with the values of :X and :Y. Then
make a circle with the list makeup of the sentence
of :FC and the random radius.
FILLIT is very similar to RCIRCLE. There are two
new commands: SETPOS and SETFILL. SETPOS
moves the turtle to any spot on the screen. Two ran-
dom points are picked for this location. SETFILL tells
the system which of the many patterns are to be used
PAGE 68 / NOVEMBER 1985
ANALOG COMPUTING
for the fill operation. It's also possible to pick any
of the sixteen colors for the pattern.
FILL just tells the system to fill in with the pat-
tern determined from the SETFILL parameters, and
it fills until it reaches a boundary. It's very similar
to the Atari BASIC fill command. So, this procedure
picks a random point on the screen, then picks a ran-
dom pattern with which to fill up a portion of the
screen.
One procedure to go. This is PLAID, the calling
procedure for the whole operation. It contains several
new words. The first is "GFILL, an internal variable
in the system. If it's true, then all circles are filled
in as they're drawn. If it's false, then they're not. This
is used to control parts of the fill operations.
The next two commands are common LOGO com-
mands, "clear screen" (CS) and "pen up" (PU). These
are, respectively, to start over and to have the turtle
move without drawing.
The next command is REPEAT. It does just what
it says it will. It needs a number and a list of opera-
tions. Thus, it will perform RCIRCLE thirteen times.
"GFILL is made "TRUE. Then FILLIT is done fif-
ty times. Finally, there's a strange command before
the END. This is PLAID — the same command that
was used to start the program. The program will then
go into an endless loop and keep showing off all the
colors and patterns that the 520ST is capable of.
Okay, okay, you might say, you make it look a great
deal easier than it probably is, and the first demo
used lots of the built-in functions of the ST LOGO.
I don't think that you could do another demo relying
so heavily on the built-in functions.
But that's just the point of the built-in functions:
they let you do other things easily. Figure 2 shows
another demo called FLAKE, which is made up of
many of the same functions that PLAID had. Let's
go through it in detail, so you can see how nice
LOGO is. First, though, I'd like to thank Tom Hud-
son for this little program, which he wrote in BA-
SIC several years ago.
All right, let's START. This just initializes several
variables and makes "X and "Y empty lists. Then it
repeats ten times the word INITIAL. INITIAL picks
two random numbers and puts them into a list un-
der the names "X and "Y. It uses the sentence com-
mand to make the list.
SEGMENT performs PUTl ten times and incre-
ments a counter, "DUM. In PUTl, there is a new idea.
It's that of a variable passing. The value of :D is put
into :A spot, and it's used interchangeably. Thus, a
procedure can be used in various parts of a program
without having to remember the names of all the vari-
ables used.
PUTl is a little more complicated. First, it uses
a new command: ITEM. ITEM expects a number and
a list. It then returns the member of that list at that
number. So, if the list were [REBECCA JASON LAU-
REN DANIEL], then ITEM 3 would be LAUREN.
Thus, what the procedure does is take two num-
bers in each list and, using SIN and COS functions,
calculates a point. A constant corresponding to the
HOME value is added to each number. The turtle is
made to move to that point with the SETPOSITION
command. SEGMENTl and PUT2 correspond closely
to SEGMENT and PUTl.
FLAKY simply REPEATS SEGMENT six times, in-
crementing :ANGLE by 60 degrees. SEGMENTl is
also REPEATed six times, but it does the mirror im-
age. This is what gives the nice snowflake effect.
FLAKE is the controlling procedure. It's the one
that makes the snowflake on the screen and uses
some of the joys of LOGO. What's drawn on-screen
is a random snowflake. The turtle is then moved
slightly, and another snowflake is drawn in a differ-
ent color. Finally the turtle is moved in between the
two starting points, and a third color is used. This
gives the picture a three-dimensional effect. It's all
done easily and quickly with the LOGO system.
Now that you've seen these two demos and under-
stand how nice the LOGO system can be, why wait?
Go out and buy your 520ST now! Soon, you too will
be singing the praises of this fine computer, even if
you don't notice the sweet mysteries of life. S
Sol Guber discovered computers, music and girls
in college. Not having time for all three, he had to
give up computers. After five years of marriage, he's
given up girls and is back to programming an Atari.
Listing 1.
TO START
MAKE
"D
n
MAKE
"H
[]
MAKE
"Y
o
MAKE
"HM CO 03
REPEAT 10
INITIAL]
END
TO INITIAL
MAKE
«.p
RANDOM
60
MAKE
"X
SE
:X
:P
MAKE
"P
:P
* 2
.5
MAKE
"V
SE
:V
IAND0M
END
IP
TO SEGMENT
MAKE "DUM 1
REPEAT 10 CPUT1 :DUM MAKE "DUM :DUM *!
13
END
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 69
m
LOGO DemOS continued
TO PUT1 :A
MAKE "PI ITEM :A :X
MAKE "P2 ITEM :A :V
MAKE "P3 :P1 * COS : ANGLE
MAKE "P3 :P3 + C:P2 * SIN
: ANGLE)
MAKE "P4 :P2 * COS : ANGLE
MAKE "P4 :P4 - CP1 * SIH
: ANGLE)
MAKE "P3 :P3 + ITEM 1 : HM
MAKE "P4 :P4 + ITEM 2 :HM
5ETP05 SE :P3 :P4
END
TO FLAKE
SETBG 1
5ETPC 4
CS MAKE "ANGLE
START FLAKY
PU HOME FD 1 MAKE "HM CO 51
SETPC 12 PD
FLAKY
PU HOME MAKE "HM CO 31
SETPC 10 PD
FLAKY
END
TO SEGMENT1
MAKE "DUM 1
REPEAT 18 CPUT2 :DUM HAKE
"DUM :DUM *!
11
END
TO PUT2 :A
MAKE "PI ITEM :A :X
MAKE "P2 ITEM :A :Y
MAKE "P3 :P1 * COS : ANGLE
MAKE "P3 :P3 - :P2 * SIN :
ANGLE
MAKE "P4 :P2 * COS : ANGLE
MAKE "P4 :P4 + :P1 * SIN :
ANGLE
MAKE "P4 :P4 * -1
MAKE "P3 :P3 + ITEM 1 :HM
MAKE "P4 :P4 + ITEM 2 :HM
SETPOS SE :P3 :P4
END
TO FLAKY
REPEAT 6 [SEGMENT MAKE "ANGLE : ANGLE !
+ 60 SETPOS :HM3
MAKE "ANGLE
REPEAT 6 ISEGMENT1 MAKE "ANGLE : ANGLE!
+ 68 SETPOS :HM3
END
MAKE "GFILL "TRUE
MAKE "ANGLE 360
MAKE "DUM 11
Y [3 86 6 1 1 8 35 24 80 1ST
MAKE
MAKE
3
MAKE "P 82.5
MAKE "K
MAKE "D
X 13 56 41 41 26 36 57 22 51 33!
[5 53
[]
MAKE "HM £8 33
MAKE "P4 22.578835
MAKE "P3 32.888451
MAKE "P2 18
MAKE "PI 33
Listing 2.
TO RCIRCLE
COIN
IF :C = 8 [MAKE "X RANDOM 803 [HAKE "!
X RANDOM -883
COIN
IF :C = 8 [MAKE "Y RAND8M 1583 [MAKE !
CIRCLE SE :FC :R
END
T6 COIN
MAKE "C RANDOM 2
END
TO PLAID
MAKE "GFILL "FALSE
CS PU
REPEAT 13 [RCIRCLE1
MAKE "GFILL "TRUE
REPEAT 58 [FILLIT3
PLAID
END
TO FILLIT
C6IN
IF :C = 8 [MAKE
X RANDOM -881
COIN
IF :C = 8 [MAKE
"Y RANDOM -1583
SETPOS SE :X :Y
MAKE "X RANDOM 2
MAKE "X :X + 2
MAKE "Y RANDOM 13
MAKE "R RANDOM 16
X RANDOM 883 [MAKE "!
Y RANDOM 1583 [MAKE !
MAKE "FC SE
5ETFILL SE ;
FILL
END
X
FC
:R
'FALSE
MAKE "GFILL
MAKE "Y 58
MAKE "X -51
MAKE "R 125
MAKE "C 8
MAKE "FC [-51 583
ATARI PRODUCTS FROM CAL COM
"THE OMNIVIEW XL/XE"
The Omniview XL7XE Features Include:
1: The Omniview 80 Column Display by David Young
2: The Fastchip Floating Point Package
3: Cal Corn's OCS Operating System (No Translator Needed!)
4: Resident Ramdisk Handlers for use with most Atari DOS's
5: Now Included 'Speedscript 80' an 80 Column Word
Processor Free!
The Omniview XL/XE .
*59.95
Atari 130XE $ 149.95
Atari 130XE with Omniview XL/XE Installed . . . $ 219.95
Atari 520ST Package $ 749.00
Atari 1050 Disk Drive M65.00
Happy 1050 Drive (Complete) $ 329.95
Happy 810/1050 Enhancement's $ 165.00
Indus GT Drive (Atari) $ 225.00
Atari 850 Interface $ 99.00
US Doubler for the 1050 Disk Drive $ 56.00
Teknika MJ-10 Color Monitor $ 199.00
Volksmodem 12 (1200 Baud) M89.95
CAL COM
5295 Cameron Drive #505
Buena Park. CA 90421
(714) 994-2678
P.O. Box 2601
Silver Spring, MD 20902
(301| 681-9121
CALL THE CAL COM BBS (24 HOUR (300/1200 BAUD)) (301) 681-8933
VISA/MC Accepted (Add 4%). COD. and prepay Cashiers Check or Money Order.
Add $5.00 per order for shipping. Sales lax: CA Add 6%-MO Add 5%
F¥«GE 70 / NOVEMBER 1985
CIRCLE #145 ON READER SERVICE CARD
ANALOG COMPUTING
BASIC
16K Cassette or 24K Disk
GAME
fijgft
you . Welcome to the v arrnuaVl
St, Patrick's D ay-*wn-man Rafferty^un .. "JUii^-ve
finalists are: in the blue, Paddy O'Blfen (
Top o' the mornin*
plaW\U.i
and in the pink, Larmy McErly (playel^l)). V- b V
The object in this traditional Irish" sp'dft, \piayed\
at the famed Rafferty Downs, is to be t^e first player
to fill his pot with ten gold coins. The winner is
awarded with a case of Irish Cream and becomes a
full-fledged Leprechaun.
Game play.
Use your joystick (player - port 0; player 1 - port
1) to move your man along the path in your quest
for gold. To pick up a coin, simply touch it, and it
will disappear. A bar then appears under your bucket,
indicating you're carrying a coin.
Mr One 'cppf fya tirftej jaridy you
st deposit it inyour pot in carder to re(ceiwi credit
r it. Each player's'total number of roin| is* located
at the bottom of the screen. After depositing a coin,
you'll b@ placed, on the roath wnerjs you started the
game. This prevents cither player from quickly grab-
bing up all the coins.
If you go to your pot without a coin, one will be
deducted from your total, and you'll again return to
your original starting position. Your total can never
go below zero. . <
Whoever is carrying a coin will lose it if they run
into their opponent. So, if yOur opponent starts get-
ting too many coins, you can try to bump into him
and cause him to lose the coin he's carrying. But,
remember, this will make you lose your coin, also,
if you're carrying one.
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 71
^£p0
Raff erty Run
continued
The challenge.
The challenge in Rafferty Run lies in the cross-
roads. Initially, you can't run freely along the paths,
because not all of them are connected. If a crossroad
is blocked or doesn't connect to another section, you
cannot go through.
Rafferty Run.
The only way to open or close these crossroads is
by touching a shamrock. There are four different
types, each controlling four different crossroads. With
practice, you'll soon learn which crossroads each
shamrock governs.
When you touch a shamrock, your fate lies in the
hands of Lady Luck, because all four crossroads
change. You never know which way they'll turn. If
the Luck of the Irish is with you, the crossroads could
open up a path to a coin or to your pot. If not, you
could block your own path or open one up for your
opponent.
Once a shamrock is used, it becomes inactive and
can't be used again for about two seconds. Occasion-
ally, after you've touched a shamrock, the paths will
disappear for a few seconds. You can still get around
when this happens, if you know where to go.
If you happen to be on one of the crossroads when
your opponent touches the corresponding shamrock,
you'll disappear. Just move your joystick in any direc-
tion, and you'll reappear.
Program description.
Lines 250-710 — This checks which direction
you want to move and whether it's a legal move,
then sees what's located there and, finally, moves
your man accordingly.
Lines 300-330 — Check to the right for your
opponent and coins.
Lines 400-430 — Check to the left for your op-
ponent and for coins.
Lines 500-530 — Check up for your opponent
and for shamrocks.
Lines 600-710 — Check down for your oppo-
nent and for the pot, check if it's the correct pot
and whether or not you're carrying a coin. Check
if your total equals max.
Lines 800-835 — Routine which changes the
crossroads.
Lines 845-860 — Make path disappear.
Lines 900-910 — Randomly plot coins.
Line 975 — Randomly pick which section of
crossroad to plot when a shamrock's touched.
Lines 1000-1200 — Winning routine.
Lines 24995-25070 — Draw main screen.
Lines 27995-28120 — Draw title screen, initial-
ize variables and set up the game to begin.
Lines 28995-29030 — Set up the display list
interrupt.
Lines 31995-32231 — Redefine the character
set.
List of variables.
COIN(G) . . .Holds total number of coins deposited.
CTEMP(G). .Equal to 1 if you're carrying a coin, if
you're not.
DARK If dark equals 1, the path disappears.
G Determines which player is moving
(player or 1) and in which variables
the resulting information is to be
stored. G is always switching back and
forth between and 1.
K Depending on the direction you want to
move and what's located there, K holds
the line number where the program
transfers to.
MAN(G) . . . Holds the number of the redefined
character used to represent each player.
MAX The number of coins you must deposit
to win.
PATH Determines what type of path section
will be plotted at the crossroads when
a shamrock is touched.
POT(G) .... Holds the number of the redefined
character used to represent each pot.
X(G}, Y(G). .Holds the X and Y position of each
player.
XC(G), Holds the X and Y position of each of
YC(G) The eight possible places a coin can
appear.
XD(J) Holds what direction the joystick is
moved.
Z The computer looks in the direction
that you intend to move, finds out what
is located there (i.e., pot, coin, etc.)
and stores this information in the
variable Z.
PAGE 72 / NOVEMBER 1985
ANALOG COMPUTING
ZT(G) Holds which section of the path you're
on. This determines which direction
you can move.
Well, that's about it. Good luck to the both of you,
and, as the saying goes, "May the roads rise to meet
you, and may the wind be at your back." PI
Chuck Rosko is a Medical Technologist from Pitts-
burgh who's been programming for three years. His
Note Master appeared in issue 33 of ANALOG Com-
puting, and he is the author of two educational pro-
grams available through T.H.E.S.I.S., Number Blun-
der and Smart Shopper.
Listing 1.
BASIC listing.
1 REM MXMKXXXKXXXXXXXXXXXXXXXXXXX
2 REM XXXXXXX RAFFERTY RUN XXXXXX
3 REM xxxxxx BY CHUCK ROSKO xxxxx
4 REM xxxxxxxx FOR ANALOG xxxxxxx
5 REM XXXXXXXXXXXXXMXXXXXXXXKKXXX
6 REM
8 Kl=l : K2=2 : K3=3 : K4=4 : K5=5 : K6=6 : K7=7 : K
8=8:K18=10:K11=11:KI2=12:K13=13:K14=14
: K15=15 : K16=16 : K32=32
18 DIM ZZ$CK32),XDCK15),XCCK8),YCCK8) ,
COIN CK2) , ZT CK2) , X CK2) , Y CK2) , CTEMP CK2) ,
MANCK2) ,P0TCK2)
28 POKE 559, KO: GOSUB 32080: POKE 555,34
:G0T0 28000
258 REM ^WliV EHnWIHi
268 L=L+Kl:IF INT CL/K2) =L/K2 THEN M=K1
~M:L=K0
263 MANCG)=M+254*CG=K0)+126*CG=K1) :M=K
1-M
265 G=K1~G:J=STICKCG) :0H XD C J) GOTO 30
8,488,588,688,788
388 LOCATE X CG) +K1, Y (G) , Z : K= CZT CG) =36}
+ CZTCG)=38) + CZTCG}=39) + CZTCG)=45) :IF K
=K1 THEN 260
318 K=268*CZ=K32 OR Z=43) +328#CZ=216) +
995*CZ=254 OR Z=255 OR Z=126 OR Z=I27)
:IF K=K0 THEN 330
315 GOTO K
328 IF CTEMP C6)=K1 THEN 260
325 COLOR K32:PL0T XCG) +K1,YCG) : COLOR
251-G*128:PL0T K12~G*K5, K13 : GOSUB 585:
GOSUB 910: CTEMP CG)=K1: GOTO 260
338 COLOR ZTCG):PL0T X (GJ , Y CG) :X CG) =X (
G)+K1: COLOR MAN CGJ: PLOT X CG) , Y CG) :ZT CG
)=Z:G0T0 260
488 LOCATE X CG) -Kl , Y CG) , Z ! K= CZT tGJ =35}
+ CZTCG)=36) + CZTCG)=37) + CZTCG)=43) :IF K
=K1 THEN 268
418 K=260*CZ=K32 OR Z=45) +420*CZ=216) +
995*CZ=254 OR Z=255 OR Z=126 OR Z=127}
:IF K=K0 THEN 430
415 GOTO K
428 IF CTEMP CG)=K1 THEN 268
425 COLOR K32:PL0T X CG} -Kl , Y CG} : COLOR
251-G*128:PL0T KI2-G*K5, K13 : GOSUB 985:
G05UB 918: CTEMP CG}=Kl: GOTO 260
430 COLOR ZTCG}:PL0T X CG) , Y CG) : X CG)=X C
G)-K1: COLOR MAN CG): PLOT X CG) , Y CG) : ZT CG
)=Z:G0TQ 268
580 LOCATE XCG),YCG)-K1,Z:K=CZTCG)=35)
+ CZT CG) =383 * CZT CG) =48) + CZT CG) =44) : IF K
=K1 THEN 260
510 K=268*CZ=K32 OR Z=42) +520*CZ=81) +9
95*CZ=254 OR Z=255 OR Z=126 OR Z=127) :
IF K=KO THEN 538
515 GOTO K
520 IF PEEKC540}=K0 THEN ZZ= CX CG)*K2) +
808: GOTO ZZ
525 GOTO 260
530 COLOR ZTCG3:PL0T XCG) , Y CG) : Y CG) =Y C
G)~K1:C0L0R MANCG):PLOT X CG) , Y CG) :ZT CG
)=Z:GOTO 260
680 LOCATE XCG) , Y CG) +K1, Z :K= CZT CG) =37)
+ CZT CG) =39) + CZT CG) =40) + CZT CG) =42) : IF K
=K1 THEN 260
610 K=260*CZ=K32 OR Z=44 OR Z=P0TCK1~G
))+995*CZ=254 OR Z=255 OR Z=126 OR Z=l
27)*635*CZ=P0TCG)) :IF K=K6 THEN 630
620 GOTO K
630 COLOR ZTCG):PLOT XCG) , Y CG) : V CG)=Y C
G)+K1:C0L0R MANCG):PLOT X CG) , YCG) :ZT CG
)=Z:GOTO 260
635 IF CTEMP CG)=KO THEN 640
637 GOTO 650
640 COINCG)=COINCG)-Kl:IF COINCGXKO T
HEN COINCG)=KO
645 POSITION K11-G#K10,23:? ttK6;C0INCG
) :GOSUB 990:GOTO 660
650 FOR C=K15 TO K0 STEP -fl . 25: SOUND K
2,C+C,K10,C:S0UHD K2, K0,KO,KO :POKE 711
-G-G, C127-G*K32)-C:NEXT C
651 POKE 711-G-G,127-G*K32
652 IF BW=K1 THEN POKE 711, 134: POKE 78
9,127
653 C0INCG)=C0INCG)+K1:G0SUB 985:P0SIT
ION Kli-G*K18,23:? «K6; COIN CG) : GOSUB 9
10
654 S=5+K2:P0KE 1547 , 78-S :POKE 1551,90
-S:POKE 1600, 90-5
660 COLOR K32:PL0T K12~G*K5,K13 : CTEMP C
G)=KO:GOTO 678+G*K10
670 COLOR 36:PL0T K12, Kll :X CK0)=K3: YCK
0}=21:ZTCK0)=37:COLOR MANCK8):PL0T XCK
8),YCK0) :GOTO 690
680 COLOR 36:PL0T K7,K11 :XCK1)=K16 : YCK
1)=21:ZTCK1)=39:C0L0R MANCK1):PL0T XCK
1) ,YCK1) :GOTO 696
690 IF COINCG)=MAX THEN 1880
695 GOTO 260
700 IF PEEKC54O)=K0 THEN POKE 708,288
710 COLOR MAN CG): PLOT X CG) , Y CG) : GOTO 2
60
808 rem ■n;M:n*g :Hfrf.i:nraiHi
804 GOSUB 975:PL0T K6,K7:G0SUB 988:G0S
UB 975:PL0T K8,K7:G0SUB 988
805 GOSUB 975: PLOT K6,K8: GOSUB 980:GOS
UB 975: PLOT K8,K8: GOSUB 988: GOTO 858
818 GOSUB 975: PLOT K6,K15: GOSUB 988: GO
SUB 975:PL0T K8, K15 : GOSUB 980
819 GOSUB 975:PL0T K6,K16:G0SUB 980:G0
SUB 975:PL0T K8,K16:G0SUB 980:GOTO 850
820 GOSUB 975:PL0T K11,K7:G0SUB 980:60
SUB 975:PL0T K13,K7:G0SUB 988
821 GOSUB 975:PL0T K11,K8:G0SUB 980:G0
SUB 975:PL0T K13,K8:G0SUB 988:G0T0 850
834 GOSUB 975:PL0T Kll, K15 : GOSUB 980:G
OSUB 975:PL0T K13, K15 :GOSUB 980
835 GOSUB 975: PLOT Kll , K16 : GOSUB 980:G
OSUB 975:PL0T K13, K16 :GOSUB 988:G0T0 8
50
845 REM
858 &ARK=INTCRNDCK0)*K7}+Kl:IF DARK=K1
THEN POKE 788, K8
860 POKE 540,120:G0T 268
900 REM wbiMdm&kLm
910 CH=INTCRHDCK0)*K7)+K1:CQLOR 216:PL
OT XCCCN ) ,YCCCN) :GOTO 985
970 rem ■n :m:rri^«H:t!M-i:iir:T^ai
975 COLOR 209: PLOT X CG) , Y CG) -Kl : PATH=I
NT CRND CK 0)*K5)+41:CQL0R PAT H : RETURN
977 rem ».-i»]ii:ii ».-3!i=]:nm Barren
980 FOR C=K14 TO KO STEP -K2 : SOUND K2,
K10*C,K1O,C:NEXT C: COLOR 81: PLOT XCG),
YCG)-Kl:RETURN
PATHS DISAPPEAR
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 73
^ Raff erty Run
continued
985 SOUND K2,K6,K18,K14:50UND K3,K8,K1
0,K14:58UMD K2,K8,K0,K8 :50UND K3,K8,K8
KQ l RETURN
998 - F0R C=K15 TO K8 STEP -6.4:SSUND K2
,80,K0,C:NEXT C: RETURN
995 FOR C=K18 TO KO STEP -Kl : SOUND K2,
150,K0,C:P0KE 708,288-C:NEXT C:P8KE 78
8 , 208 : CTEMP (KB) =K8 : CTEMP CK1 J = K8
997 COLOR K32:PL0T K7,K13:PL0T KI2,K13
:GOTO 260
1008 P8KE 54286, 64; FOR C=50 TO KO 5TEP
-KI:FOR J=KO TO K3: SOUND J,C+J,K10,K8
:NEKT J: NEXT C:F0R C=K1 T8 K3
1885 SOUND C, K8, KO, K8 :HEXT C:FOR C=K1
TO 22: COLOR K32:PL0T KO,C;DRAHTO 19, C:
NEXT C
1818 POSITION K3,K3:? ttK6;"THE WINNER
IS": IF C0 IN(K0 ) =MAX THE N POSITION K3,
K5;| ttK6;"flH0m ■■M1i»Mi1":G0T0 1820
1815 POSITION K3,K5:? ttK6;"lanny mc e
rly"
1828 P0SITI8N K0,K7:? 8K6;" 000
Q
8"
1038 POSITION K0,K18:? ttK6;"
00 OQQQQQ 00
QQ Q"
104O POSITION K0,K13:? 8K6;"
00
00 0"
1850 POSITION K0,K16:? 8K6 ; "
00
QQ":C=K5:F0R CC=K1 TO 100
I860 C=C+K15:IF C>245 THEN C=K5
1070 POKE 708,C:S0UND K3, C, K18, K6 :HEXT
CC:POKE 788,20O:SOUND K3,K0,K8,K8
1200 FOR C=K1 TO 1088: NEXT C: POSITION
K8,K8:? WC 6;CHR5C125) :G OTO 28800
24995 REM ■JEHMgEEHlJI
25OO0 POKE 559,K8:P05ITI0N K0,K2:? «K6
;" tt((S «((& ttit& $ $ $ $ $
5 +G3 5 5 OS +Q 5 •'
25018 POSITION K0,K5:? ttK6:" 5-5
5S 5 - $$$$$$ k + ((•
X(»" y.a-
25020 POSITION K0.K8:? «K6j" »(- «,*
«,& *t& 5 5 555 555 5 5 5 $ SS
5 5ss $ $ "
25030 POSITION KO.Kll:? ttK6|" 5 5 H$
555 5 5 505 SzS 5^5 505 $^i 5
5 5 5 555 ■"
25O40 POSITION K0,K14:? ttK6;" $$$ 5 5
5 5 555 7.*- y.f y.f +*■ "«
25058 POSITION K8.K16:? ttK6:" + ((* 8
((« tt((- j 5 5 5 S 5 5 +5
50 5 + 5
25068 P8SITI8N K8,19:? ttK6:" 5 - ^$
$ $ - $ S 5$ S 5 k *((■
y.*i' y.tf
25878 POSITION K2,K0:? 8K6;"G EEHHaB
■313 0" : PO KE 559 .34 : RETU RN
27995 REM WBSJBXBS3Ma
280O0 POKE 708,288:POKE 789,95:P8KE 71
0,46:POKE 711,143:C=K5
28818 POSITION K0,K3:? JtK6;" RAFFER
TY RUN ":P05ITI0N K3,K5:? ttK6;"by C
hUCk TOSkO" :POSITION K2,K12
28015 ?ttK6; "PRESS": POSITION K2,K14:2
«K6;"gE3B for c olor tv":P0SITI0N K2,K
16:? »K6;"g3B33E for bw tv"
28028 IF PEEK 1532793 = K6 THEN POKE 711,
143: POKE 769,95:BW=K0:G0T0 28858
28025 IF PEEK (53279 J =K5 THEN POKE 711,
134:P0KE 709,127:BH=K1:G0T0 28858
28038 C=C+K15:IF C>245 THEN C=K5
28035 P8KE 711,C:G8T0 28828
28858 POSITION K0,K8:? JtK6; CHR5 (125) :F
OR X=K5 TO K15:XD(X)=K5:NEXT X:XD(K7)=
Kl : XD (KID =K2 : XD (K14) =K3 : XD (K13) =K4
PAGE 74 / NOVEMBER 1985
£ 8 S 6 S 5 E . 5TORE 28878: FOR C=K1 TO K8:REA
D X,Y:XC(C)=X:YC(C)=Y:NEXT C:GOTO 2888
8
2*870^^4,4,14,4,5,5,15,5,4,18,14,1
28888 CCIN (K8) =K8 : COIN (Kl J =K8 : ZT (K8) =3
x 7 shsk jisjik «» =K8 ■ ctemp «« =» «
?2^?, K 5 K " - K16 : Y tK " =21 : MAN (K0> =254 : M
AN (Kl) =126 : Z=K8 : MAX=K10 : POT (KO) =250 : PO
T(K1)=122
28108 G85UB 250O0iPOSITION K8,23:? UK 6
;" corns o 993630"
28120 COLOR MAN (KO) : PLOT X (K0) , Y (KO) : C
OLOR MAN (Kl): PLOT X (Kl) , Y (Kl) : G05UB 29
O0O: GOTO 2 60
28995 REM KatTHaESM
ZfOOg £L=PEEK (560) +256*PEEK (561) : POKE
53768, KOSPOKE 53775, K3 : POKE 53761,162:
POKE 1600,9O:RESTORE 29030
29018 POKE DL+K6,134:F8R I=K0 TO 20:RE
£L£ : E°S E . 1536+1, A:NEXT I:POKE 512, KO :
POKE 513,K6:P0KE 54286,192
29828 RETURN
29838 DATA 72,206,64,6,173,64,6,141,8,
210,2Ol,70,208,5,i69,98,14i;64;67l04;6
31995 REM ■:! JJ^n jHiMrM.i J M
32O0O RESTORE 32010:F0R I=K1 TO K32:RE
AD A:ZZS(I)=CHR5(A);NEXT I
32010 DATA 104,104,133,204,104,133,203
^i°,2A 133 ' 2O6 ' 104 ' 133 '205,162,4,160,0
32020 DATA 177,283,145,285,136 208^249
,238,204,230,206,202,208,248,96
32838 P8KE 186, PEEK (186) -K5 : GRAPHICS 1
8 : START= (PEEK (186) +K1) #256 : P0KE_752 , Kl
32831 POSITION K5,K3:? »K6 : " Hilhifffi 'Ml
":P05ITI0N 4,K6:? «K6 ; "raff erty run"
32048 A=U5R(ADR(ZZ5), 57344, START) :REST
ORE 32280
IS25S«= RE S D X:IF X =" K1 THEN RESTORE :GR
vM&KXl "' S°KE ZZ* ' PEEK (106J +K1 : return
32060 FOR Y=KO TO K7:READ Z : POKE X+Y+S
TART, Z: NEXT Y:GOTO 3205O
32200 DATA 24,0,127,64,64,64,64,67,66
32201 DATA 32,66,66,66,66,66,66,66,66
32202 DATA 40, 86, 67, 64, 64, 64, 64^127 .
32203 DATA 48;0,254 2,2?2 2,194 66 '
32204 DATA 56,66,194,2,2,2,2,254,8
32205 DATA 64,0,255,0,0,0,0,255,0
32286 DATA 72,66,195,8,8,0,0,195,66
l%lll R5I fl 88,86,135,8 8 8 9 255 8
lllli £ ftTA 88-66,67,64,64,64 64,67,66
|2209 DATA 96, O, 255, 8, 8, 8, O, 195 66
32218 DATA 184, 66, 194, 2, 2,2, 2, 194, 66
32211 DATA 392,188,231,255,68,68,255,2
31, 188
Hl 1 ?^™ 4*8,68,126,231,231,231,231,
12b,6u
32213 DATA 464,0,255,60,126,251,253,25
X , lib
*Hlt RSJS ^2'S' e ' 255 ' 255 '255,255,0,0
32215 DATA 496,0,0,110,110,126,255^102
322 ,J 6 ^? TA 504 ' 118 ' 110 ' 12 6, 255, 102, 102
32220 DATA 128,127,99,99,99,99,99,127,
y,lh% 2 ,k 2 ,l2 2 7 4 ,^ 2 ' &2 ' S2 ' 9 ' 14i ' 127 ' z
H 22 {^ D ?I ft 152 - 126, 6, 6, 127, 7, 7, 127, 8,1
4lS' ' 6 » 127, 3, 3, 127, 8
i 2 ^ 2 ?,,^!^ 1 ^ 6 ^ 124 ' 188 ' 96 , 127, 99, 99, 12
7 '?J 1 ?^ 12 ?' 3 ' 3 ' 31 ' 24 ' 24 ' 24 ' 8 ' 192 '62,5
4,54,127,119,119,127,8
32223 DATA 268,127,99,99,127,7,7,7,8
I 2224 ,^ A !S. 264 ' 63 ' 5i ' 51 ' 127 'ii5,il5,ll
IiS'?Z 2 'j 26 ' 18 2,182,127,183,183;i27;8,
288,127,183,183,96,99,99,127,8
ANALOG COMPUTING
32225 DATA 288,126,182,102,119,113,119
,127,8,296,127,96,96,127,112,112,127,0
,384,127,96,96,127,112,112,112,0
32226 DATA 312,127,99,96,111,103,103,1
27,0,328,115,115,115,127,115,115,115,0
,328,127,28,28,28,28,28,127,8
32227 DATA 336,12,12,12,14,14,118,126,
0,344,102,102,108,127,183,103,103,8,35
2,48,48,48,112,112,112,126,0
32228 DATA 368,183,127,127,119,183,183
,183,8,368,183,119,127,111,183,183,183
,8,376,127,99,99,183,183,103,127,8
32229 DATA 384,127,99,99,127,112,112,1
12,8,488,126,182,182,127,119,119,119,8
32238 DATA 408,127,96,127,3,115,115,12
7,8,416,127,28,28,28,28,28,28,8,424,18
3,183,103,103,103,103,127,0
32231 DATA 432,183,183,183,183,111,62,
28,8,448,183,183,183,111,127,127,183,8
,456,183,183,183,127,28,28,28,8,-1
CHECKSUM DATA.
(see page 16)
1 DATA 255,929,972,756,263,997,633,214
,196,381,657,761,872,561,859,3306
315 DATA 718,593,293,427,553,866,712,5
95,297,435,518,842,714,252,722,8529
530 DATA 442,519,363,714,438,688,734,7
99,498,838,125,555,942,836,488,8883
678 DATA 793,915,858,745,715,327,584,2
84,369,955,74,896,15,915,86,8523
845 DATA 902,189,348,789,39,687,484,77
8,482,883,842,759,985,143,638,8788
1818 DATA 636,187,725,646,313,746,67,1
92 , 649 , 423 , 168 , 792 , 889 , 886 , 894 , 8125
25850 DATA 144,746,652,758,293,255,816
,643,548,825,481,851,739,250,695,8688
28098 DATA 587,816,247,641,168,566,73,
898,664,226,499,222,398,429,119,6465
32858 DATA 989,196,159,186,178,864,898
,584,751,880,212,873,978,646,634,9812
32213 DATA 811,25,509,54,827,772,67,97
6,957,51,782,502,108,66,623,7858
32231 DATA 942,942
^-"g&S*^
^ Your computer can talk in your own
voice. Not a synthesizer but a true digitizer
that records your natural voice quality— and in
any language or accent. Words and phrases can
be expanded without limit from disk.
^ And it will understand what you say. a
^^ real word recognizer for groups of 32 words or
phrases with unlimited expansion from disk
memory. Now you can have a two way conver-
sation with your computer!
■^ Easy for the beginning programmer
with new BASIC commands. Machine language
programs and memory locations for the more
experienced software author.
^ Exciting Music Bonus lets you hum or
^^ whistle to write and perform. Notes literally
scroll by as you hum! Your composition can be
edited, saved, and printed out. You don't have to
know one note from another in order to write
and compose!
Based upon new technologies invented by COVOX. One low
price buys you the complete system — even a voice controlled
black-jack game! In addition, you will receive a subscription to
COVOX NEWS, a periodic newsletter about speech technology,
applications, new products, up-dates, and user contributions.
You will never find a better value for your computer.
UN LY 5j>09.yt3 includes all hardware and software.
For telephone demonstration or additional information, call
(503) 342-1271. FREE audio demo tape and brochure available.
Available from your dealer or by mail. When ordering by mail add $4.00
shipping and handling ($10.00 for foreign, $6.00 Canada).
The Voice Master is available for the C64, C128, all Apple IPs; and Atari
800, 800XL and 130XE. Specify model when ordering.
' For Faster Service on Credit Card Orders only:
ORDER TOLL FREE 1-800-523-9230
COVOX INC. (503)342-12*
675-D Conger Street, Eugene, OR 97402
Telex 706017 (AV ALARM UD)
CIRCLE #127 ON READER SERVICE CARD
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 75
Software Discounters
Of AmeriCa Open Saturday
S.D. of A
For Orders Only— 1-800-225-7638
PA Orders— 1-800-223-7784
Customer Service 412-361-5291
Open Saturday
• Free shipping on orders over $100 in
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• No surcharge for VISA/ MasterCard
• Your card is not charged until we ship
ACCESS
Beach Head (D) $21
ACTIVISION
Decathalon(R) $17
Gary Kitchen's
Gamemaker (D) Call
Ghostbusters(D) $19
Great American Cross
Country Road Race (D) . $19
Hacker (D) $19
Master of the Lamps(D) . $19
Music Studio(D) $19
Mindshadow(D) $19
Space Shuttle (D) $17
artworx
Bridge 4.0(D) $16
Compubridge(D) $16
French (D) $19
German (D) $19
Ghostchaser(D) $16
Monkeymath(D) $16
Spanish (D) $19
Strip Poker (D) $21
Female Data Disk 1 or 2 . $16
Male Data Disk $16
AVALON HILL
Combat Chess (D) Call
Computer Stocks
& Bonds (D) $19
Computer Title Bout (D) . $21
Gulf Strike (D) $21
Jupiter Mission 1999(D) $33
Legionnaire (D) $21
Maxwell Manor(D) $19
Panzer Jagd(D) $21
Quest of the
Space Beagle (D) . . . .$23
T.A.C.(D) $26
Telenguard (D) $21
BATTERIES INCLUDED
B Graph (D) $47
HomePak(D) $33
Paperclip (D) $39
BIG FIVE
Bounty Bob (R) $29
BRODERBUND
Bank St. Writer(D) $33
Championship
Loderunner(D) Call
Karateka(D) Call
Loderunner(D) $23
Mask of the Sun (D) $25
Operation Whirlwind(D) .$25
Print Shop (D) $29
Print Shop Graphics
Library #1 (D) $17
Print Shop Graphics
Library #2 (D) $17
PS Paper Refill $14
Spelunker(D) $19
Stealth (D) $19
Whistler's Brother (D) . .$19
CBS
Addition/Subt.(D) $16
Astro Grover(R) $19
Big Bird's Funhouse (R). $19
Big Bird's Spc.
Delivery (R) $17
Decimals: Add/Subt.(D) .$16
Decimals: MullVDiv.(D) .$16
Dr. Seuss Puzzler (D) . . $19
Ernie's Magic Shapes (R) .$17
Fractions: Add/Subt.(D) . $16
Fractions: Mult. /Div.(D) .$16
Linear Equations (D) ...$16
Match Wits(D) $19
MulUDivision(D) $16
Quadratic Equations (D) $16
Sesame St. Letter
Go Round (R) $19
Timebound(R) $16
Webster Word Game (D) $19
CONTINENTAL
Book of Adv. Games ...$14
Home Accountant(D) . . . $44
CREATIVE
Trolls & Tribulations (D) . $19
DATAMOST
Aztec Challenge (D) $16
My Chess ll(D) $19
DATASOFT
Alternate Reality (D) $26
Bruce Lee (D) $19
Conan Barbarian (D) . . . . $19
Dallas Quest (D) $19
Elevator Action (D) $19
Letter Wizard vWSpell
Checker (D) $39
Mr. Do(D) $16
Pac Man(D) $16
PolePosition2(D) $19
The Goonies $19
Zorro(D) $19
DAVIDSON
Math Blaster (D) $33
Word Attack (D) $33
DESIGNWARE
Creature Creator (D) .... $25
Pitstop II (D) $25
Puzzle Panic (D) $19
Rescue on Fractalus(D) $25
Summer Games (D) .... $25
Temple Apshai (D) $19
The Eidolon (D) $26
• Buy 2 Epyx titles &
receive your choice ol
Jumpman Jr. or
Pitstop free.
FIRST STAR
Spy vs. Spy (D) $19
FISHER PRICE
Dance Fantasy (R) $16
Linking Logic (R) $16
Logic Levels (R) $16
Memory Manor (R) $16
SeaSpeller(R) $16
FUTUREHOUSE
Light Pen w/
Peripheral Vision(D) . $39
GAMESTAR
Baseball (D) $19
Football (D) $19
Letter Perlect(D) $39
Spell Perlect(D) .... $29
LEARNING COMPANY
Bumble Games (D) $25
Colorasaurus (D) $19
Magic Spells (D) $23
Reader Rabbit (D) $23
Word Spinner (D) $23
MISC.
Fancy Writer (D) . . $23
Gorf(R) S9
Microleague Baseball (D) .$26
Omnitrend Universe . . .Call
Personal Accountant (D) $25
Popeye(R) $9
Q-Bert(R) $9
Wizard of Wor(R) $9
MICROPROSE
Aero Jet: Advanced
Flight Simulator(D) . .Call
Air Rescue 1 (Dl $21
Crusade in Europe (D) ..$25
Decision in the Desert (D) $25
F-15 Strike Eagle (D). . $23
Basic XL Tool Kit(D) . . .$21
DOS XL (D) $21
MAC 65 (R) $49
MAC 65 Tool Kit(D) $21
Writer's Tool w/
Spell Checker (R) $44
ORIGIN
Ultima III (D) $39
PROFESSIONAL
SOFTWARE
Fleet System 2(D) $49
Trivia Fever (D) $21
SCARBOROUGH
Mastertype(D) $21
Net Worth (D) $44
SIERRA ON LINE
Dark Crystal (D) $25
Frogger(D) $12
Homeword (D) $33
Oil's Well (D) $12
Ultimal(D) $23
Ultima II (D) $39
Ulysses (D) $21
Wizard & Princess(D) . . .$19
MONTHLY MADNESS SALE!
Dakota SC-100
...we promise performance
The SC-100 is designed to work with Apple.
Atari, Commodore. IBM-PCjr, and other per-
sonal computers. Includes audio speaker and
standard earphone jack; provides the most
vibrant brilliant colors; tested, proven, and
rated as the best color monitor available.
' monitor cables available lor s 7.
List $ 299 95 Madness Price $ 159 00
Sold to first 35 customers!
Crypto Cube (D) $25
Math Maze(D) $25
Spellicopter(D) $25
ELECTRONIC ARTS
Archon(D) $17
Archon II (D) $23
Cut & Paste (D) $19
Financial Cookbook (D) . $29
Hard Hat Mack(D) $17
Movie Maker (D) Call
Murder on the
Zinderneuf(D): $19
Music Const. Set (D) ...$17
One-on-One(D) $25
Pinball Construction
Set(D) $17
Realm of
Impossibility (D) $17
Seven Cities of Gold (D) . $25
EPYX
Ballblazer(D) $25
Dragonriders Pern(D) ..$19
Gateway Apshai (R) . . . . $19
Jumpman (D) $16
Jumpman Jr. (R) $16
Koronis Rift(D) $26
Pitstop(R) $16
On Track Racing(D) . . . .$17
HAYDEN
Great Maine Race(D) . . .$19
Sargon II (D) $16
Sargon III (D) $33
HBJ
Computer SAT (D) $49
INFOCOM
Deadline (D) $29
Enchanter (D) $23
Infidel (D) $26
Hitchhiker's Guide
totheGalaxy(DI $23
Planetfall(D) $23
Seastalker (D) . . . .$23
Sorcerer(D) $26
Starcross(D) $29
Suspect (D) $26
Suspended (D) $29
Wishbringer(D) $23
Witness (D) $23
Zork I |D) $23
Zork II or III (D) $26
" All titles in stock for
520 ST— Call for prices
LJK
Data Perfect (D) $39
Gun Ship: ine Helicopter
Simulation (D) Call
Kennedy Approach (D) . $23
Mig Alley Ace(D) $23
Nato Commander(D) . .$23
Silent Service: The Submarine
Simulation (D) Call
Solo Flight (D) $21
MINDSCAPE
Bank St Music Writer (D) $26
Crossword Magic(D) .$33
Halley Project —
A Mission in Our
Solar System (D). . $26
Tink's Adventure (D). . . $19
Tink'sSubt. Fair (D) . , $19
Tonk in the Land of
Buddy-Bots (D) $19
Tuk Goes to Town (D) $19
MUSE
Beyond Wollenstein (D) . $23
Castle Wollenstein (D) . . $19
OSS
Action (R) $49
Action Tool Kit (D) $21
Basic XE(R) $49
Basic XL (R) $39
SPINNAKER
Adventure Creator (R) ..$17
Aerobics (D) $23
Alphabet Zoo(R) $17
Delta Drawing(R) $17
Facemaker (R) $17
Fraction Fever (R) $17
Kids on Keys(R) $17
Kindercomp (R) $17
Math Busters(D) 519
Rock 'N Rhythm (D) $19
Snooper Troops
1 or2(D) $19
Story Machine(R) $17
Trains (D) $19
SPRINGBOARD
Early Games (D) $23
Fraction Factory (D) . . . .$19
Make A Match (D) $19
Music Maestro(D) $23
Piece of Cake Math(D). $23
SSI
Battalion Commander (D) . $26
Battle Normandy (D) ...$26
Breakthrough in the
Ardennes (D) $39
Broadsides (D) $26
Carrier Force (D) $39
Colonial Conquest(D) ..$26
Combat Leader (D) $26
Computer Ambush (D) . $39
Computer Baseball(D) . .$26
Computer QB(D) $26
Cosmic Balance (D) .... $26
Cosmic Balance II (D). . .$26
Eagles (D) $26
Epidemic (D) $23
50 Mission Crush (D) . . . $26
Field of Fire (D) $26
Fortress (D) $23
Galactic Adventures (D) . $39
Gemstone Warrior (D) ..$23
Imperium Galactum (D) .$26
Kampfgruppe(D) $39
Knights of Desert(D) $26
Objective Kursk (D) . . $26
Operation Market
Garden (D) $33
Questran (D) $33
Panzer Grenadier (D) $26
Rails West (D) $26
Reforger '88(D) $39
Six-Gun Shootout (D) $26
Tigers in Snow(D) $26
War In Russia (D) $49
SUBLOGIC
Flight Simulator II (D). . .$33
Night Mission Pinball (D) $21
SYNAPSE
Alley Cat (D) $16
Blue Max 2001 (D) $19
Essex (D) $26
Lode Runner's
Rescue (D) $19
Mindwheel(D) $26
Quasimodo (D) $16
Syn-Calc(D) $35
Syn-Calc Templates (D) . $16
Syn-Chron(D) $26
Syn-Comm(D) $26
Syn-File(DI $35
Syn-Slock(D) $26
TIMEWORKS
Data Manager (Dl $16
Electronic Checkbook (D) $16
Money Manager (D) . . $16
TRONIX
S.A.M.(D) $39
ACCESSORIES
Alien Group Voice
Box Call
Ape Face Printer
Interface $47
Astra Disk Drive Call
Bonus Disks Cheap
CompuServe Starter
Kit (5 hrs.) $19
Digital Devices
U-Prinl A $57
Digital Devices AI6
Printer Inteface
w/16K Buffer $79
Disk Case (Holds 50l $9
Disk Drive Cleaner . $9
Dows Jones News
Retrieval Membership
Kit (5 hrs.) $19
Dust Covers Call
Full Stroke Replacement
Keyboard tor AT400 $39
Indus GT Disk Drive Cheap
MPP1000E Microbits
Modem Cheap
Sakata 13" Color
Monitor $179
Wico Bat Handle $19
Wico Boss $12
Wico Three Way $23
Wico Trackball . . $29
Gift Certificates available
—call lor Details
P.O. BOX 278— DEPT. AN— WILDWOOD, PA 15091
•Ordering and Terms: Orders with cashier check or money order shipped immediately. Personal/company checks, allow 3 weeks clearance NoCOD's Shipping- Continental
U.S.A.-Orders under $100 add $3: free shipping on orders over $100. PA residents add 6% sales lax AK. HI. FPO-APO-add $5 on all orders Sorry-no International orders Defective
merchandise will be replaced with same merchandise. Other returns sub|ect to a 15% restocking charge— NO CREDITS' Return must have authorization number (4121 361-5291 Prices
subject to change withoul notice.
CIRCLE #128 ON READER SERVICE CARD
Software Discounters
Of AmeriCa Open Saturday
S.D. of A
For Orders Only— 1-800-225-7638
PA Orders— 1-800-223-7784
Customer Service 412-361-5291
Open Saturday ^^
• Free shipping on orders over $100 in
continental USA
• No surcharge for VISA/MasterCard
• Your card is not charged until we ship
MONTHLY MADNESS SALE!
*^^™B j^P ■ ■ ^P H You'll grow with us
Tn*% VA#frll/lf1Af f/fffff Vl#tf>AAftt
I If C# t/iUI 1/VI wy II **/*?! Irf f f«
Your Personal Net Worth manages your family's most important money matters: income, expenses, investments, per-
sonal property and budgets .and shows you how to borrow, budget or invest effectively. No other program does it more
quickly, more easily, more directly. It's all you'll ever need in a home financial package.
With Your Personal Net Worth, you can record all your banking and credit card transactions and save valuable time by
reconciling statements instantly. Checks can also be printed! An up-to-date record of your net worth is available at any
time.
The software will never let you forget a lax-deductible item, either today or at tax return time.
Your Personal Net Worth tracks all of your stock, bond, or other investment transactions: and it also documents
household valuables, collectibles and important papers lor insurance and other purposes. If you wish, you may record
their locations, too.
All the important financial reports you will ever need can be displayed or printed.
If you've ever thought about putting your money to work more effectively. Your Personal Net Worth will prove to be the
easiest way ever to make sense of your family's finances.
List Price $ 79 95 Madness Price $ 39
i95
SOLD TO THE FIRST 115 CUSTOMERS!
BONUS
SS, DD, 5 1 / 4 Disks
List $ 12" Bx of 10
Madness Price s 8" Bx of 10
1000 Boxes to Sell!
A Real Classic!
Atari 400/800/1200
on cartridge
Madness Price $ 5"
This offer good while quantities last!
P.O. BOX 278— DEPARTMENT AN WILDWOOD, PA 15091
'Ordering and Terms: Orders with cashier check or money ordn;r shipped immediately Personal/company checks, allow 3 weeks clearance. No C.O.D 's. Shipping: Con-
tinental U.S.A.— Orders under $100 add $3; free shipping on orders over $100. PA residents add 6% sales tax. AK, HI, FPO-APO— add $5 on all orders. Sorry— no Interna-
tional orders. Defective merchandise will be replaced with same merchandise. Other returns subject to a 15% restocking charge— NO CREDITS! Return must have
authorisation number (412) 361-5291. Prices subject to change without notice
CIRCLE #128 ON READER SERVICE CARD
by Clayton Walnum
There's a land that exists in the unconscious flick-
ers passing through a mind embraced by sieep. It
hides in the shadows of dreams and shuns the bright
Jight of reality. It is a land called Nightshade.
Ten-year-old Denny Wayne first found Nightshade
not in the dark realm of sleep, but in a book discov-
ered tucked back on a dusty iibrary sheif. Each night,
he perches on his bed and reads, turning the pages
with trembling fingers, eyes as round as full October
moons. Periodically, he frowns and shakes his head.
It seems that the Troll King has decided that all
of Nightshade should he under his soie rule. His ar-
mies are even now preparing to march on the Elf cap-
ital of Gandolese. The city will remain under siege
until the Eives pledge fealty to the Troll King.
Denny closes the book reluctantly, crawls beneath
his bJankets and settles back. Soon, he's asieep. In
his mind's eye, he relives each moment of the story
as if he were there. It is he who must overthrow the
Troii King. And, in his dreams, Nightshade comes
into being, begins to act out the script that has been
laid down so carefully by some Jong-forgotten author.
The book rests on the bed. Each of Denny's move-
ments nudge it closer to the edge. What secrets lay
hidden in its finai passages? The Troll King's plans
are doomed to failure. On the very last page, the Elf
armies banish him from Nightshade forever.
Denny sleeps. Denny dreams. The book fails from
the bed to the floor. The pages flutter, opening to the
final paragraphs before coming to rest.
Suddenly, a face looms from Denny's dream, the
face of the Troll King. The King sees the book, reads
the words that spell his downfall, and bellows in fury.
He will not be defeated! An idea begins to form . . .
PAGE 78 / NOVEMBER 1985
ANALOG COMPUTING
-pp
GAME
^£^
Nightshade
Yes.' That shouJd work.' He will send one of his hench-
men from Nightshade into Denny's world and steaJ
the last page. If Denny can't read it, his dreams will
take another path.
Denny wakes with a start. He scrambles up, looks
wildly about.
Nothing there.
Only a dream.
His breath whispers past his lips in a quiet sigh
as he eases back. Eyeiids creep shut. He remembers
seeing the hook lying on the floor. Wasn't there some-
thing different? Something missing, perhaps? Sieep
enfolds Denny in its dark arms, and, in his last mo-
ment of wakefulness, his mind focuses on the book.
The last page has been torn out! It's up to him to re-
cover the missing page and place it back in the book.
Only then will the Troll King's defeat he assured.
Denny sleeps. Nightshade wakes.
ANALOG COMPUTING
The game.
Nightshade is a nonviolent fantasy text adventure
suitable for the entire family. There's no fighting or
dying. If you make a "fatal" mistake during play, Den-
ny will simply wake from his dream. Your job is to
guide Denny through the realm of Nightshade, re-
cover the missing page and replace it in the book.
Do you have what it takes? Well, let's find out!
Hey! What's all this?
Type in the program exactly as it appears here. See
all that strange gobbledygook? You know, the stuff
that looks like a letter from E.T.? No, the typesetter
didn't fall asleep at the keyboard. That's just a sneaky
way to keep you from learning all the game's secrets
as you're typing it in.
I know it makes the typing a bit difficult. Okay,
a byte difficult (that's eight times a bit, get it?), but
you can't very well play the game if you know all the
NOVEMBER 1985 / PAGE 79
*&p
Nightshade continued
answers before you even start! If it will make you
feel better, you may send me nasty letters complain-
ing about the knots in your fingers and comparing
my IQ to that of an overripe tomato. I won't mind,
and, in the return post, I'll send you a copy of my
new book, A Master's Guide to Finger Untying, soon
to be published by. . . Never mind; I'm rambling. Just
type as carefully as you can, and thank your guard-
ian angel that I remembered to include a routine to
translate that stuff for you as you play.
NIGHTSHADE
Nightshade.
When you've finished typing, SAVE a copy of the
program to tape or disk, then RUN it.
Playing Nightshade.
Like most text adventures, Nightshade is open to
your communication via two-word commands. These
commands should be in a verb/noun format (i.e., GET
BOOK, GO DOOR). There are a few exceptions.
All directions should be abbreviated to a single let-
ter (N, S, E, W, U, D). There are also several single-
word commands you should be aware of. These are
SAVE, LOAD and HELP. Use the SAVE command to
store your progress on tape or disk. The LOAD com-
mand will restore the last position saved. Type HELP
any time you wish to have one of the encrypted hints
translated.
Nightshade will not understand everything you
type. To help you find the right commands, the pro-
gram will give you short messages. The message No
such verb or No such noun indicates that the verb
or noun you used isn't in the program's vocabulary.
When you see Denny can't do that!, it means that you
haven't met the conditions required for the requested
action, or that the command is beyond the scope of
the game.
Novice's corner.
If you've never played a text adventure before, you
may find Nightshade a bit (byte?) confusing at first.
You will see the message Denny can't do that! at times
when it seems completely illogical.
For instance, why can't Denny MOVE BOOK? It's
right there in plain sight! Is he just stupid? Well, yes
and no. It's important to realize that the game will
respond only to those commands it's been program-
med to accept. There's no computer in the galaxy big
enough to hold all the possible replies to all the pos-
sible commands (and you surely wouldn't want to
type a program that big). Sometimes, rewording your
command will yield a result. How about GET BOOK
instead?
Draw a map! That's the only way you can keep
track of your location. The most common mapping
technique for adventures is to represent each room
(every location is a room, even if it's outside) by a
small box.
You then write the room's name, as well as any item
found, inside the box. Each possible exit is indicated
on your map by a small line leading toward the next
room. When you enter a new room, be sure to take
note of all exits. It's imperative that you try each one,
otherwise you're likely to miss something important.
To start your adventure, try each available exit and
note any items fomid. When you can go no farther,
stop and think about everything you've discovered .
What should Denny do with the bed? Is the closet
significant in some way? How about the clothes? Are
they important?
When you solve a puzzle, repeat the process, mov-
ing from room to room, gathering items and infor-
mation until you get stuck again. Eventually, you'll
find your way to the game's solution.
Nightshade hints.
To use the following hints, type the HELP com-
mand any time during play. Find the question that
relates to your problem, then type in the first encrypt-
ed hint beneath it. Each line is a separate hint. Some
questions have several hints. After you decode the
first, try to solve the puzzle on your own. If you're
still stuck, then decode the next hint.
How can Denny get out of his room?
IF'HVTU'TMFFO/
MPPL • JO ! UIF ! DMPTFU/
HPWF!UIF!DMPUIFT/
What are the trees for?
FYBNJDF!UIFN/
POF ! DBO ! CF ! DMJHCFE/
P0F!IBT!B!EPP5/
PAGE 80 / NOVEMBER 1985
ANALOG COMPUTING
How can Denny cross the swamp?
HJTJU'UIF'FMHFT/
UBML!UP!UIF!FMWFT/
How can Denny cross the pond?
E JE ! IF » HFU ! JO ! UIF ! CPBUG
MPPL!BU!UIF!HUTJD/
EFOOZ ! JT ! B ! H5FBU ! T J0HF5=
Where's the page from the book?
J0!B!TUP0F!5PPN/
UTF!UIF!MJ55PS/
FYBH JOF ! GB JOUFE ! USPMM/
What about the dwarf?
UBMMUP'IJN/
Troll won't let Denny leave?
SFGMFDU!PO!UIBU/
IF<T!BXGVM!VHMZ/
H JHF ! I JH ! UIF ! N J55P5/
How can Denny "survive" the silver door?
IF!DBO<U/
How can Denny open the fancy box?
IBHF ! UIF ! CMVF ! TD5PMMG
TFF!XIBU!JU!TBZT/
TBZ'QSFTUP/
What about the giant?
UBNL!UP!IJN/
How can Denny get the hammer?
IF ! MVTU ! CF ! TUSP0HF5/
EPFT ! IF ! IBMF ! UIF ! OPU JPOO
FYBHJOF'JU/
E5J0L!UIF!0PUJP0/
What about the stream?
FYBNJOFIJU/
HFU!UIF!BMHBF/
What about the old hag?
UBML!UP!IF5/
CBE!JEFB-!IVI6
TIF • IBT ! OPUIJOH ! PG • VTF/
What about the boulders?
EFOOZ ! OFFET ! D5ZTUBMT/
C5FBL!UIF0!PGF0/
KJUISUIFIIBHNFS/
QUALITY
LOW COST SOFTWARE
FOR ATARI 400, 800, XL, XE
Complete documentation includes detailed
instructions with examples.
^ HOME OFFICE $15.95
£r_***-_ PRINT and MAIL newsletters, docu-
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files. WORD PROCESSOR: Center, justify, in-
dent, headers, trailers, set margins & line
spacing, page numbering. DATA BASE/ *j
MAIL-LIST for keeping name & address SB
lists, household inventories, magazine
catalog etc. Predefined formats for labels, data
base printouts. Also define customized formats.
SING-ALONG $11.95
Play your old favorites! Or create your own!
Displays lyrics & graphics while music plays
» Encompasses entire bass & treble
*ti* '$'{ clefs (C2-C6), fourvoices, rests, slurs,
*£».i=-»* sharps & flats Incremental pitch with
8 bit sound.
w
RECREATION $11.95
Exclusive collection of games, simulations,
amusements These all new programs are not
available else where.
UTILITIES $11. 95
Online terminal program, sector copier, DOS
added to BASIC, disk directory printer.
ANY three disks $24.95
ALL four disks $34.95
(ORDER LINE 1 -800-241 -6789)
Please add $1.95 for postage and handling.
Check, Money Order, VISA, MasterCard, in U.S.
Funds or equivalent.
& \ MISTY MOUNTAIN SOFTWARE
^ 10324 W. 44th Ave. #2 A
Wheat Ridge, CO 80033
ATARI 520 ST
ASTRA 2001
ASTRA "BIG D"
INDUS CT
10 M HARD DISK
- $699.95
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MICROPRINT $39.95
MPP-1150 $49.95
UPRINT A16 (inc 16K BUFFER) . . $79.95
BASIC XE $49.95
BASIC XL $39.95
ACTION $49.95
VIP PROFESSIONAL (520) $79.95
HEX (520) $29.95
ALTERNATE REALITY $29.95
COONIES $19.95
ZORRO $19.95
PARTY QUIZ $39.95
POWER STAR (Cart adventure) . $29.95
MICROLEAGUE BASEBALL $24.95
MICROLEAGUE GENERAL MGR. $24.95
MICROLEAGUE TEAM DISKS. . . $14.95
BOUNTY BOB & MINER 2049ER. $29.95
KENNEDY APPROACH $22.95
MINDWHEEL (SYNAPSE) $29.95
MINDSHADOW (ACTIVISION) ... $19.95
SKYFOX (Electronic Arts) $27.95
UNIVERSE $69.95
RETURN OF HERACLES $24.95
Please add S2.50 shipping ($4.50 outside USA)
California residents add 6%.
COMPUTER GAMES +
BOX 6144
ORANGE CA 92667
(714) 6394189
CIRCLE #130 ON READER SERVICE CARD
Need something interesting to do with that left over
hamburger? How about a dessert for someone on a diet?
The recipe you need is only seconds away with:
THE COMPUTER
GOURMET
The Computer Gourmet is your complete kitchen helper.
Twelve servings too many? A quick keystroke and your
serving size is adjusted to the number you need. Want a
shopping list of ingredients? No problem!
The Computer Gourmet even comes with its own complete
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Automate your kitchen with
The Computer Gourmet
Available on disk lor Atari- computers (requires 48K).
Send S29.95 Dlus $2.00 for postage to:
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P.O. Box 180253
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Or call (512) 280-0319.
CIRCLE #129 ON READER SERVICE CARD
New Horizons
Expanding Your Life
MasterCard and visa accepted.
Contact us lor information on all our products lor Atari Computers.
Dealer inquiries invited. Atari is a trademark of Atari. Inc.
CIRCLE #131 ON READER SERVICE CARD
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 81
;,
Nightshade continued
How can Denny make the glue?
SFBE!UIF!SFDJOF/
VTF!UIF!KUH/
QUU » FBDI ! JUFH ! JO ! UIF !
KVH/
How can Denny get back to his room?
UTF ! UIF ! CSBTT ! EPPS/
SFBE'UIFITJHO/
UTF ! UIF ! 5FE ! TDSPMM/
TBZ'TFTBHF/
How can Denny fix the book?
HFU ! CBDL ! UP ! IJT ! SPPN/
OFFE ! HMVF- ! OBHF- ! CPPL/
HMUF ! OBHF ! PS ! HMUF • CPPL/
All set? Denny's patiently awaiting your instruc-
tions. Good luck! H
Clayton WaJnum is an industrial X-ray technician
by day and a computer science major by night. He
played guitar in a rock band for twelve years before
turning his creative energies to programming. His
greatest regret is that he wasn't one of The Beatles.
Listing 1.
BASIC listing.
REM REVISED 2/16/85
1 READ N1,N2,N3,N4,N5,N6,N7,N8,N9,N16,
NU,NN,SZ,N956,N11,N12,N13,N14,N15,N16,
N17,N18,H19,N26,N6766:GBT0 5888
2 DATA 1,2,3,4,5,6,7,8,3,10,19,39,13,9
50,11,12,13,14,15,16,17,18,19.28,6760
3 A=U5R CADR CDS), ADR CAS), LEN CAS)) :? AS:
AS="": RETURN
4 POSITION N6,N10:? "Okay": RETURN
5 POKE N16,112:P0KE 53774, 112 : RETURN
45 N=NO : S=NO : E=N0 : H=N0 : U=N0 : D=N0 : GOSUB
R*N10: POSITION N11,N5:G0SUB N3:? A$:A
$=■»■: RETURN
50 AS="Jo ! E f ooz It ! c f esppn" : N=N6 : RETURN
60 AS="Jo ! E f OOZ Ct ! dMpt f U" : S-N5 : RETURN
78 AS="Jo ! E f ooz Ct • c f e" : U=N5 : RETURN
88 AS=FAS : N=N11 : H=N9 : I CN6) =-R : RETURN
98 A$=FA$ :N=N10:E=N8: I CN6)=-R: RETURN
180 AS=FAS : E=N11 : S=N9 : 1 CN6) =-R : RETURN
110 AS=FAS : S=N8 : H=H18 : 1 CH6) =-R : I C36) =-
R ! RETURN
120 AS="Cz • b ! qpoe" : N=N15 : RETURN
138 AS="Jo ! b ! tnbHM ! sppn" : S=N18 : RETURN
140 A|="Jo!b!tXbnq M :E=N15:S=Nll: RETURN
158 AS= ,, Po!b!spbe":5=N12:IC36)=-R:RETU
RN
160 AS="Jo!b!iVU":S=N15:RETURN
178 AS="Cz « u i f ! npvoub jot je f " : RETURN
188 A$="Jo ! b ! dbwf " : H=N17 : RETURN
198 Af=SAf :E=N20+N2:H=N18: RETURN
210 A|=sa£:h=N18: RETURN
228 AS="Cz!uif Inpvoubjot jef":N=H28+N4:
S=N20+N5 : W=N19 : D=N20+N3 : RETURN
230 AS-VAS : N=N20+N6 : S=N20+N7 : U=N20+N2 :
RETURN
240 AS=TA$:
5=N20+N2 : D=N20+N6 : RETURN
258 AS=TAS : N=N20+N2 : 5=N20+N10 : D=N2Q+N7
: RETURN
268 AS=VAS : S=N20+N3 : U=H20+N4 : RETURN
270 AS=VAS : N=N20+N3 : U=N20+N5 : RETURN
288 AS=" Jo ! b ! us f f " « : D=N11 : RETURN
298 A|="Jo!b!cpbU":U=Rl: RETURN
388 AS=TAS:N=N20+N5: RETURN
988 RESTORE 5821: FOR K=N1 TO 72: READ A
: CCS CX) =CHRS CA) : NEKT X
TO 77: READ A :ES CX)=CHRS CA
:Q=5Z-LEN<
:ICX)=A:NE
981 FOR X=N1 T6 35: READ A :DSCX)=CHRS CA
) :NEXT X
982 FOR X=N1
) : NEXT X
983 FOR X=N1 TO 35: READ A :LS CX)=CHRSCA
j ; NEXT X
904 FOR X=N1 TO NV:READ A : V CX)=A:NEXT
X
985 FOR X=N1 TO NN:READ AS, A:
AS) : IS CX*SZ-SZ+N1 , X*SZ~0) =AS :
XT X'.GBTO 9866
950 IF LENCAS) THEN GOSUB N3
951 IF R=H20+N9 THEN U=R1
952 IF R=N14 AND ICN10)<>-N1 THEN 4819
953 IF N8T UL THEN 1188
955 A=U5R CADR CES) , Nil , N5 , N20+N3) : GOSUB
45
960 A=U3R CADR CES), Nil, N7,N20+N3) :POSIT
ION N11,N7:IF NOT CN OR S OR E OR H
R U OR D) THEN ? "None": GOTO 970
N ":
962 IF
963 IF
964 IF
THEN
THEN
THEN
965 IF H THEN ?
966 IF U THEN ?
967 IF D THEN ?
■5
■E
■W
'U
■D
978 A=USR CADR CES) , N6,N14, N13) :A=USRCAD
R CES) , N6 , N15 , N13) : A=USR CADR CES) , N6 , H16
,N13) :A=U5R CADR CES), N6,N17,N13)
972 R0H=N14:F6R X=N1 TO NN:IF ABS CI CX)
)<>R THEN NEXT X:GOTO 974
973 AS=lSCX*SZ-SZ+Nl,X*SZ) : POSITION N6
,ROH:GOSUB N3:IT=N1 :R0H=R0U+N1 :NEXT X
974 IF NOT IT THEN POSITION N6,R0H:?
"Nothing"
986 A=USR CADR CES), N28+N1,N14,N13) :A=US
RCADRCE$),N28+N1,N15,N13)
981 A=U5RCADRCES),H28+N1,H16,N13) :A=U5
R CADR CES) , M20+H1 , N17 , N13)
982 R0M=N14:F0R X=N1 TO NN:IF ICX)<>-N
1 THEN NEXT X:GOTO 984
983 AS=ISCX*SZ-SZ+N1,X*5Z): POSITION 21
,R0H:G03UB N3 :ROH=ROW+Ni :INV=N1 :NEXT X
984 IF NOT IHU THEN POSITION H20+H1,N
14:? "Nothing"
1100 IT=N0:INV=N8:UL=N8
1268 POSITION N5,Nll:S0UND N0,N28,N18,
N8:F0R X=N1 TO N10:NEXT X:SOUND N0,N8,
N8,N8
1265 TRAP 1266: INPUT INS
1288 A=USRCADRCES),N6,N18,N20+N8) :A=US
R CADR CES),N5, Nil, N28+N9) :P0SITI0N H6,N
9:? INS:POSITION N6,N18
1488 A=USR CADR CLS) , LEH CINS) , ADR CINS) ) :
IF A=H8 THEN ? "Hhat?" :H=NO :GOTO N958
1485 IF H THEN H=N8 : AS=INS CHI, A) :GOTO
N958
1498 IF A=N1 THEN VS=INS CN1,N1) : G6T0 1
820
1586 US=INSCN1,A) :NS=INS CA+N2)
1581 IF NSCN1,N3)="D00" THEN AS="Xijdi
!eppsG":GOTO N950
1502 IF NSCN1,N3)-"SCR" THEN AS="SfgfS
■up! jUlCZ'dpHps/" :GOTO N950
1510 IF R=N6 AND IC25)=-R AND NSCN1,N3
)z"TR0" THEN I CN20+N5) =-H19 : AS="If ! svo
t ! C f i joe ! Ui f ! dHpu i f t=" : UL=H1 : GOTO N950
1520 IF VS="SAUE" THEN 7060
1540 IF US="LOAD" THEN 6820
1558 IF VS="HELP" THEN 4921
1588 IF LENCUS)=N2 THEN U$CN3)=" "
1628 V=USR CADR CCCS) , ADR CNS) , ADR CNNS) , L
A640 Z=USR CADR CCCS) , ADR CUS) , ADR CUBS) , L
EN CUB 5 } J
1641 IF Z=N15 THEN 1768
1642 IF Y=N16 AND ICN13) THEN Y=N13
1728 IF NOT V THEN ? "No such noun.":
GOTO N950
PAGE 82 / NOVEMBER 1985
ANALOG COMPUTING
1736 IF MOT Z THEN ? "No such verb.":
GOTO H950
1760 z=v(Z)
1780 ON Z GOTO 2001,2540,2740,4201,456
1 , 4661 , 4721 , 4761 , 4810 .4832 , 4872 , 4892
1820 IF R<>N19 OR (INS CN1,N1) <>"E" AND
INS(N1,H1)<>"M") OR 1(25) O-R THEN 18
23
1822 A$="USPMM ! XPO Cu ! Hf U ! E f OOZ ! Hf bwf ="
:GOTO N950
1823 IF R=N7 AND INS (N1,N1)="U" THEN A
$="U i f ! CPP 1 (t ! C f f O ! e jtUVSC f e=" : GOSUB N
3:F=N1
1830 IF U$="N" AND N THEN R=N:GOTO 196
1846 IF V$="S" AND S THEN R=5:G0T0 196
1868 IF V$="E" AND E THEN R=E:GOTO 196
6
1886 IF V$="W" AND W THEN R=H:GOTO 196
1906 IF V$="U" AND U THEN R=U:GOTO 196
1920 IF VS="D" AND D THEN R=D:GOTO 196
1940 ? "NO SUCh direction!":GOTO N958
1960 IF NOT F THEN GOSUB N4
1970 F=N0:UL=N1:G0T0 N956
2801 IF V=N1 AND I(Y)=-N1 AND NOT SL
THEN A$="Ui f ! U jUHf ! jt ! OJHIUTIBEF/" : GOT
N950
2883 IF I(V)=-N1 AND Y=N1 THEN A$="Uif
! MbtU ! qbh f ! jt ! n jtt joh/" : GOTO N950
2085 IF Y=N6 AND R=N10 AND I(N7)=N0 TH
EN A$="Ui f S f (t ! b ! epps ! jo ! ju=" : UL=N1 : 1 C
N7)=-R:G0T0 N950
2018 IF R=N11 AND Y=N6 THEN A$="Bo!bSS
px!qpjOUt!vq/":G0T0 N950
2015 IF R=23 AND Y=26 AND NOT 1(35) T
HEN AS="E f OOZ ! t f f t ! tpn f Ui jOh=" : I (35) =R
:UL=N1:G0T0 N950
2617 IF R=21 AND Y=23 AND I(Y)=-R THEN
A$="JU (t ! E f OOZ (t ! sppn=" : GOTO N950
2819 IF R=N19 AND Y=25 AND I(N14)=-R A
ND I(24)=N6 THEN A$="If ! ibt !b !cppl ! qbh
f/":I(24)=R:UL=Nl:G0T0 N950
2621 IF I(Y)=-N1 AND Y=32 THEN A$="Ju!
tbzt ; ! VTF ! CHUF ! TD5PMM" : GOTO N950
2022 IF I(Y)=-N1 AND Y=N8 THEN A$=" Ju !
tbzt ; ! BTZ ! SGTFPU" : GOTO N950
2023 IF Y=37 AND I(Y)=-N1 THEN A$="JU(
t ! b ! wf sz ! npw joh ! q j f d f /" : GOTO N950
2824 IF Y=34 AND I(Y)=-N1 THEN A$="HMU
F; !nve-!bHhbf-!dsztubH/":GOTO N950
2825 IF I(Y)=-N1 AND Y=H5 THEN A$="Ju!
tbzt; !BTZ!NTFFTB":GOTO N950
2026 IF R=21 AND YrN12 THEN A$="Ju!tbZ
t ; ! BMJ ! CBCB ! XBT ! IF5F" : GOTO N958
2027 IF R=N19 AND Y=25 AND I(Y)=-R THE
N A$="If (t!gSjhiUfOjOhHZ!VhHZ=":G0T0 N
950
2028 IF Y=24 AND I(Y)=-H1 THEN A$="Ju(
t!gspn!uif !cppl/":GOTO N950
2830 IF Y=33 AND I(33)=-N1 THEN A$="Ju
!tbZt;!GP5!TU5F0HUI":G0T0 N950
2560 ? "Denny sees nothing of value.":
GOTO N950
2540 IF R=26 AND Y=38 AND I(33)<>-N4 T
HEN fl$="Upp!ifbWZ/":GOTO N958
2560 IF I(Y)=-N1 THEN ? "Denny already
has it!":GOTO N950
2586 IF KYXN8 THEN ? "Denny can't ge
t that!": GOTO N956
2666 IF AB5(I(Y))OR THEN ? "It ■ S not
here.": GOTO N950
2620 LOCATE 21 , N17 , A : COLOR A:PLOT 21, N
17
2630 IF A<>32 THEN POSITION N6,N10:? "
Denny can't carry anyHore!":GOTO N950
ANALOG COMPUTING
2660 GOSUB N4 :I(Y)=-N1 :UL=N1 :GOTO N950
2740 IF I(YX>-N1 THEN ? "Denny doesn'
t have it!":? :? :GOTO N950
2745 IF I(N16X>-N1 OR (Y<>27 AND Y<>2
8 AND Y<>35) THEN 2758
2747 A$=" JO ! Ui f ! kvh///" : I (Y) =-N4 : UL=N1
:GL=GL+N1:IF GL=N3 THEN I (N13)=-N1 :1 (H
16)=N6
2748 GOTO N950
2750 LOCATE N6,N16, A : COLOR A:PLOT N6,N
16
2755 POSITION N6,N10:IF ft<>32 THEN ? "
There's no nore room here!":GOTO N950
2761 IF R<>N19 OR I(Y)0-N1 OR YON15
OR FT THEN 2840
2762 A$="If !tbx!i jntfHg!boe!gbjoufe=":
I (Y) =R : I (N14) =-R : I (25) =N0 : UL=N1 : FT=N1 :
GOTO N950
2846 GOSUB N4
2842 I(Y)=R:UL=Nl:GOTO N950
4201 IF R=N13 AND Y=H9 AND NOT I (N10)
THEN A$="Ui f z ! t ipx ! Ef ooz ! tpnf ui joh/" :
I(N10)=R:UL=Nl:G0T0 N950
4202 IF R=N13 AND Y=N9 THEN A$="UifZ»U
i jol ! if !tipvi«e!nf bwf/": GOTO N950
4203 IF R=26 AND Y=29 AND NOT 1(30) T
HEN A$="I f ! pgg f st ! E f ooz ! tpn f u i joh/" : I (
30)=R:UL=Nl:G0T0 N950
4204 IF R=N17 AND Y=N18 AND NOT KN19
) THEN A$="If >qpjOUt!up!tpnfUi jOh/":I(
N19)=-R:UL=N1:G0T0 N958
4205 IF (R=26 AND Y=29) OR (R=N17 AND
Y=N18) THEN A$="If ! ibt !opui joh inpsf !up
!tbZ/":GOTO N950
4220 IF R=30 AND Y=39 THEN A$="Tif!qjO
dife!Efooz=":C0L=N10:G0T0 15O0O
4580 GOTO N6760
4561 IF I(Y)=-N1 AND Y=33 THEN A$="EfO
oz ! g f f Mt ! tuspoh=" : I (33) =-N4 : UL=N1 : GOTO
N950
4586 GOTO N6760
4601 IF R=N6 AND Y=N3 AND I(25)=-N19 A
ND NOT KN4) THEN AS-"Ui fsf (t !b!tUSbO
h f ! eppsxbz=" : I (N4) =-R : UL=N1 : GOTO N950
4682 IF R=N6 AND Y=N3 AND I(N4)<>-R TH
EN tti-"E f OOZ ! t f f t ! U i f ! dHpt f U ! XbMM/" : GO
TO N950
4620 GOTO N6760
4721 IF R=N11 AND Y=N6 THEN R=28: GOSUB
N4:UL=N1:G0T0 N950
4759 GOTO H6760
4761 IF R=29 AND I(37)=-N1 THEN R1=N12
* (R1=N17) +N17* (R1=N12) : AS="Zpv ! dsptt ! U
if !qpoe=":I(N17)=-Rl:G0T0 N950
4868 GOTO N6760
4818 IF R=N5 AND Y=N2 AND NOT SL THEN
R=N7 : 1 (25) =-N6 : ttS-" £*#*********•*#**"
:SL=N1:UL=N1:G0T0 N950
4811 IF R=N15 AND Y=N11 THEN GOSUB N4 :
R=N16:UL=Nl:G0T0 N950
4812 IF R=N6 AND Y=N4 AND I(N4)=-R THE
N R=N8:UL=Nl:I(N4)=N6:G6SUB N4:G0T0 N9
58
4813 IF R=N17 AND Y=N19 AND I(Y)=-R TH
EN R=N18:UL=Nl:G0SUB N4:G0T0 N950
4814 IF Y=N17 AND I(Y)=-R THEN R=29:UL
=Nl: GOSUB N4:G0T0 N950
4815 IF R=N5 AND Y=N2 THEN A$="EfOOZ(t
!opu!tMffqz=":GOTO N950
4817 IF R=N10 AND Y=N7 AND I(N7)=-R TH
EN R=N13: GOSUB N4 :UL=N1 : GOTO N950
4818 IF (RON11 AND RON15) OR Y<>36 T
HEN 4824
4819 IF I(N16)<>-N1 THEN A$="Ef OOZ (t ! t
jol joh=":COL=Nll: GOTO 15666
4821 G6SUB N4 : R=N14 :UL=N1 : G6T6 N950
4824 IF RON18 THEN 4827
4825 IF Y=21 THEN A$="EfOOZ (t !gbMM jOh=
":COL=Nll:GOTO 15606
NOVEMBER 1985 / PAGE 83
^ Nightshade
continued
4826 R=Y-NI:UL=Ni;GOSUB N4;G0T0 N950
4827 IF R<>21 OR Y<>23 OR I(23)<>-R TH
EM 4830
4828 IF (I(N1)=-H1 OR I(N1)=H5 OR ICN1
)=N6) AND ICN13)=-N1 AND IC24)=-N1 THE
N R=N5:UL=N1:G0SUB N4:G0T0 N950
4829 A$="EfOOZ!ibt!gbjMfe!i jt!njttjpO=
=":C0L=N4:G0T0 15000
4830 GOTO N6760
4832 IF I(32)=-N1 AND I(33)=N0 AND I(N
8J=-N1 AND NS(N1,N4)="PRES" THEN A$="U
i f ■ cpy ! pqf Ot=" : UL=N1 : 1 (33) =R : GOTO N958
4834 IF R=21 AND I(N5)=-N1 AND I(23)=N
AND H$(N1,N4)="SESA" THEN IC23)=-R:U
L=N1 : A$="B ! epps ! bqq f bst=" : GOTO H950
4840 A=U5R CADR (L$) , LEN (NS) , ADR (N$) J : N$
=NS(N1,A) :? CHR$(34);N$;CHR$(34) :GOTO
N950
4872 IF R<>24 OR Y<>31 OR I(27)<>N0 OR
K38JO-N1 THEN 4898
4874 A$="Uif !cpVHefSt!CSfbl !pqfO=":IC2
7) =R : I (38) =R : I (313 =N0 : UL=N1 : GOTO H958
4890 GOTO N6760
4892 IF ICN13JO-N1 OR ICN1JO-N1 OR I
C24JO-N1 OR (Y<>24 AND Y<>N1J THEN GO
TO N6760
4893 IF RONS AND R<>H6 THEN A$="DbO(U
■ep!Uibu!ifSf=":GOTO H950
4894 GOTO 16000
4921 A$="Uzqf! jo!uif ! f odszquf e ! i jou/" :
H=Nl:GOTO N950
Programmer's TOOLBOX
The utility programs you wanted - but didn't know where to find them!
Now on ONE disk at ONE low price! Includes:
• PROGRAM LISTER - gives a neat, formatted look to your program
listing. Pr'nts program name, version number, date, page number at
top of each page. Left margin indented one inch so you can punch the
pages for insertion in a 3-ring binder.
• RE-NUMBER — lets you re-number the lines in your Atari Basic pro-
gram. Specify starting number and spacing between numbers.
• AUTO-BOOT - lets you set up a disk so the Basic program of your
choice will automatically load when the computer is turned on. Will
accept any program name. Displays name of program while loading.
• CROSS-REFERENCE - gives you a SORTED listing of all the varia-
bles in your Basic program and the line numbers on which each one
appears. Great for de-bugging and keeping track of which variables
are already in use.
• INSTANT DISK DIRECTORY - unfortunately, Atari Basic does not
have a DIR command so you must exit Basic in order to find out what
is on a disk or how much space remains. This utility eliminates that
hassle. Just "Enter" it at any time while in Basic. It will clear the
screen and display a list of the files on the specified disk drive and
the free space remaining and then clear itself without messing up any
program you might have been working on. Even works with the new
ram disk (DR:8) on the 130XE.
Get all FIVE of these programs on one disk for only $17.95. Available for
Atari 800, 800XL, 130XE, and the new ST's. Specify machine.
PRINT DRIVERS for AtariWriter - AtariWriter is a greatword processing
program but that doesn't do you too much good if you have a printer that
is not one of the four shown on the AtariWriter printer display. We have
dozens of print drivers available for the latest printers. And if we don't
have it in stock, we will be glad to custom-make one for you at no extra
cost. Price for each print driver: $9.95. Be sure to specify the complete
model number of your printer (check the serial no. plate on the unit).
More programs available! Ask for free price list.
6513 Lankershim Boulevard j North Hollywood, CA 91606
CIRCLE #132 ON READER SERVICE CARD
5000 GRAPHI CS MJLTjGOS UB N5: POSITION N5
,N5:? ttN6! "[TOIJSSGBEEi"' : POSITION N9,N10
:? ttN6;"laa"
56W POSITION N3,N12:? ttNej-'BDHSEGMIB
W7M DIM VB$(NU*N3),I$(NNKSZ),A$(168),
INS (261 , U$ (N10) , N$ (N10) , CC$ (77) , D$ (37)
,Z$(N1)
5800 DIM NN$(NN«N3) .1 (NN) ,E$(79) , V(NV)
, L$ (35) , FAS (N19) , SA$ (N15) , VA$ (Nil) , TAS
(N10)
5821 DATA 104, 104,133,204, 184, 133, 203,
104,133,206,104,133,205,104,104,133,20
7,162,0,142,255,6,134,213,232
5822 DATA 160,0,177,203,209,205,208,8,
200,192,3,208,245,134,212,96,173,255,6
,24,105,3,197,207,248
5823 DATA 16,141,255,6,165,205,24,105,
3,133,205,144,217,230,206,176,213,169,
0,133,212,96
5841 DATA 216,104,184,133,204,104,133,
203,104,104,133,205,160,0,177,203,201,
61,240,11,56,233,1,145,203
5842 DATA 200,196,205,208,240,96,169,3
3,208,244
5861 DATA 184,104,104,141,253,6,104,10
4,141,254,6,104,104,141,255,6,165,88,1
33,283,165,89,133,204,174
5862 DATA 254,6,240,14,165,203,24,105,
40,133,203,144,2,230,204,202,208,242,1
65,283,24,109,253,6,133
5863 DATA 203,144,2,230,204,56,165,203
,233,1,133,203,176,2,198,284,172,255,6
,169,0,145,203,136,208
5864 DATA 251,96
5881 DATA 104,184,104,141,255,6,104,13
3,204,104,133,203,160,6,177,203,201,32
,240,8,200,204,255,6,268
5882 DATA 244,168,8,132,212,169,0,133,
213,96
5898 FA$="Jo ! b ! nbh jdbH! gps f tu" : SA$=" Jo
• b ! tupo f ! sppn" : UAS^-JO ! b ! WbNMf Z" : TA$= M
POiblUSbjH"
5968 UB$="EXALOOTAKGETDROGIUPUTTALDRIM
OUCLISINGO ENTSAYHITSMAGLUHEL"
6000 NN$(Nl,93)="BOOBEDCLOGL0REDTREM0O
BLUFAMSHOHUTSIGGLUFAIHIRJUGBOADHATUNGO
LSILBRAGLAPAGTROSTRCRYMUDGIAHAMBOU"
6010 NN$(94,117)="B0XP0TCARALGSHAMUSR0
CHAG"
6060 I$=" ":I$(NN*SZ)=" ":I$(H2)=I$
6080 GOSUB 32000: GOTO 900
^0 8 ll D ll A ^2'i3 2 ' 2 ' 3 ' 3 ' 3 ' 4 ' 5 ' 6 ' 7 ' 8 ' ^ ' , '
6126 DATA CPPL,5,CFE,-5,DMPUIFT,-6,HMP
XJOH!EPPS,0,5FE!TDSPMM,25,U5FFT,0,XPPE
F0!EPP5,0,CMVF!TDSPMM,28
6125 DATA FMG 'GBNJMZ, -13, TXBNQ ! TIPFT,
,IUU,-15,TJH0,-21
6130 DATA KVH!XJUI!HMUF,0,GBJOUFE!USPM
M,fl,NJ5SPS,16,KUH,16,CPBU,-12,EXB5G,-l
7,UV00FM,0
6140 DATA HPME!EPPS,-18,TJMHFS!EPPS,-1
8 , C5BTT ! EPPS , -18 , HMBTT ! EPPS, 0, CPPL ! QBH
F,0,U5PMM,O,TUSFBN,-23
6150 DATA DSZTUBMT,0,NVE,14,HJB0U,-26,
IMHF!IBNNFS,0,CPUMEFST,-24,GBODZ!CPY,2
7,QPUJP0,0,SFDJQF!DBSE,16,BMHBF,0
6155 DATA TXBNQ, O, TIFFU ! NWTJD, 29, CJUT !
PG!5PDL,0,PME!IBH,-30
6760 ? "Denny can't do that!": goto no
6820 TRAP 7040
6840 POSITION N6,N10:? "LOAD FROM QAPE
OR 0ISK";: INPUT Z$:IF Z$="D" THEN 690
6860 IF Z$<>"T" THEN ? :GOTO 6820
PAGE 84 / NOVEMBER 1985
ANALOG COMPUTING
6880 POSITION N6,N1Q:? "CUE, PRESS RET
URN TWICE.": OPEN ttNl,N4, NO, "K : " :GET UN
1, A: CLOSE ttNI
6885 OPEN ttNI, N4, NO, "C:": GOTO 6920
6900 OPEN ttNl,N4,N0,"D:NIGHT5HA.DAT":A
£•—■111
6920 INPUT ttNl,R,Rl,GL,FT,SL
6980 FOR X=N1 TO NH: INPUT UNI, A:I CX>=A
:NEXT X
7020 CLOSE ttNI : UL=N1 : ? :? :TRAP 1260 :G
OTO N950
7040 POSITION N6,N10:? "NO GAME DATA S
AVED! ": CLOSE ttNI: GOTO 1100
7060 POSITION N6.N10:? "SAVE TO QAPE
R 0ISK"; : INPUT ZS:IF Z$="D" THEN Z$=",
":GOTO 7120
7080 IF Z$<>"T" THEN 7060
7100 POSITION N6,N10:? "CUE, PRESS RET
URN TWICE. ": OPEN ttNl,N4,N0,"K :" :GET ttN
1 A: CLOSE ttNl:Z$=" "
7110 OPEN UNIONS, NO, "C:":G0T0 7140
7120 OPEN ttNI, N8, NO, "D: NIGHTSHA.DAT"
7140 PRINT ttNl;R;Z$;RI;Z$;GL;Z$;FT;Z$;
SL
7200 FOR X=N1 TO NN: PRINT ttNI; I CXJ :NEX
T X
7220 CLOSE ttNI:? :? :A$= GOTO 1100
9000 GRAPHICS NO:GOSUB N5:P0KE 756, CHS
ET : POKE 559 , NO : DL=PEEK (560) +256*PEEK (5
61J+N4:P0KE DL-N1, 71 :POKE DL+N2,N6
10001 POKE DL+24,65:P0KE DL+25, PEEK C56
03 SPOKE DL+26, PEEK (561)
10005 POKE 82,N0:P0KE 708,136:P0KE 709
,N8:P0KE 710,N0:P0KE 712,N0:P0KE 752, N
1
10010 POSITION N5,NQ:? "NIGHTSHADE"
10028 POSITION N1,N1:? "i
1 | +*+*+*+*+*+
10030 POSITION N1,N3:? "|*
-I*
:i..-
nr
10040 POSITION NI,N5:? " *| ISH3H1
11*1
-H+
10050 POSITION N1,H7:? ■■ *M93iEE
,N9:? "|* I
10066 POSITION Nl.
i"TUi.i*i'
10070 POSITION HI, Nil:? "1*1 |
11*1 l+l
\\ +
10088 POSITION H1.N13:? " *| IEHEEIB11
10090 POSITION H1,N15:? " *
I 11*1 +11
10095 POSITION N1,N17:? "I* I I
I 11*1", ,.
10100 POSITION H1,H18:? " * '
1 1| + | |*l
1*1"
10110 POSITION N1,N20:? " | +*+*+*+*+*+*
' ii
10111 POKE 559,34
10113 R=N5 : GL=NO : R1=N12 : UL=N1 : FT=NO : SL
=NG
10120 A$="":GOTO N950
15006 GRAPHICS NO: POKE 752, Nl: POKE 710
,NO:POSITION C0L,N7:G0SUB N3:P0SITI0N
N8,N9:? "DENNY WAKES UP IN BED."
15010 POSITION N6,N15:? "Do you want t
o play again?"
15620 OPEN ttNl,N4,N0,"K:":GET ttNl,A:CL
OSE ttNI: IF A=ASCC"V") THEN POSITION Nl
7,N20:? "OKAY": RESTORE 6100: GOTO 904
15030 IF A=ASCC"N"J THEN END
15040 GOTO 15020
16000 GRAPHICS HO:POKE 710,N0:P0KE 752
,Nl:POSITIOH N9,Nll:? "You saved Night
shade!"
16016 GOTO 16010
32000 DIM MU$CN20) : RESTORE 32001: FOR X
=N1 TO N20:READ A:MV$ CX)=CHR$CA) :NEXT
X
32001 DATA 104, 162, 4, 166,0, 177,205, 145
,203,200,208,249,230,206,230,204,202,2
08,242,96
32810 CHSET=PEEK {106J -N8 : CHBASE=CHSET*
256
32015 IF PEEK (CHBASE+80) =255 THEN RETU
RN
32020 POKE 204,CHSET:P0KE 206,224:D=US
RCADRCHV$>)
32030 READ A: IF A=~N1 THEH RETURN
32040 FOR BYTE=NO TO N7:READ B:POKE CH
BASE+A*H8+BYTE,B:NEXT BYTElGOTO 32030
32100 DATA 10,255,170,170,170,170,170,
170,255
32110 DATA 11,255,85,85,85,85,85,85,25
5, — 1
CHECKSUM DATA.
(see page 16]
DATA 798,699,671,155,886,826,658,154
,868,183,52,996,886,950,509,9291
130 DATA 698,540,520,433,68,507,421,34
7,25,797,706,981,733,733,488,7989
290 DATA 666,638,672,121,137,131,255,3
87,744,567,430,141,47,685,556,6177
963 DATA 577,522,595,588,307,783,480,5
58,611,606,615,59,936,529,77,7835
1266 DATA 348,238,416,448,141,47,589,4
89,269,267,278,288,287,280,888,5187
1640 DATA 795,698,245,443,419,477,839,
951 , 773 ,644 , 846 , 887 ,777 , 923, 902 , 10619
1920 DATA 768,784,782,628,213,68,335,6
83,446,527,271,243,400,875,666,7681
2025 DATA 378,694,443,719,820,566,603,
93,226,50,350,711,813,939,993,8398
2747 DATA 853,845,513,572,319,689,958,
649,186,409,484,518,700,272,45,7924
4561 DATA 949,53,290,920,50,291,74,35,
54,940,397,696,918,603,61,6331
4817 DATA 785,757,735,518,979,267,881,
216,765,328,57,559,951,347,567,8712
4874 DATA 731,63,958,796,952,517,441,3
99,28,127,675,118,198,320,989,7312
5861 DATA 275,91,969,170,322,637,740,8
31 , 149 , 961 , 821 , 308 , 559 , 415 , 239, 7487
6130 DATA 17,788,448,607,527,721,293,5
2,937,266,149,754,868,925,649,7985
7060 DATA 47,230,706,218,532,272,242,1
24,580,607,132,639,423,598,931,6281
10050 DATA 999,798,745,279,185,510,790
,756,61,321,520,316,375,212,519,7386
15040 DATA 212,653,210,696,905,308,201
,323,679,13,824,638,5662
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 85
S7K
POWER WITHOUT THE PRICE
ATARI AT. . .COMPUTER CREATIONS!
ATARI 520 ST PRODUCTS
Atari SF 354 (3%" Floppy Disk Drive)
Atari (1) MEG Floppy Disk Drive
Atari SC 1224 (12") RGB Color Monitor
Atari SM 124 (12") Monochrome
(High-Res.) Monitor
Atari XMM 801 (Dot-Matric, Impact
80 CPS Printer
Atari XDM 121 (Daisy Wheel Letter
Quality Printer)
Atari ST 504 (Color Dot Matric, Non-
Impact 50 CPS Printer)
Call for our Low Prices!
DISKS 3 1 / 2 "
5 per box
BASF
(price per disk)
Generic
(price per ctiskl
# Boxes
SS/DD
SS/DD
2
2.99
2.89
3-6
2.79
2.69
7- 10
2.59
2.49
ATARI 8-BIT PRODUCTS
COMPUTERS
Alan 130 XI
DISK DRIVES
Alan 1050
Indus GT (Free Soltware)
Aslra 2001
Alan SF 354 |3'«" lloppy disk 500K]
Happy Enhancement/Atari 810 & 1050 Orives
PRINTERS
Alan XTM 201 (Non-impact Dpi Matrix 20 CPS)
Alan XTC 201 (Color, n/imp Opt Mat (20 CPS)
MONITOR
Alan XC 141 (14") Composite Monitor
Call for our Low Prices!
ATARI SOFTWARE
NEW ATARI PROGRAMS
Codewriter 39
Filewrlter 21
Reportwriter 21
Menuwriler 21
Home Integrator 20
Small Business Inventory 12
Salesman's Expenses 12
Accounts Rec./Pay 12
Retail Invoice 12
Final Legacy 15
Adventure Writer 18
Star Voyager 12
ACTIVISION
Mastei ol Lamps 17
Great Amer Road Rack 17
Star Bowl Football 20
Ghostbusters 20
BATTERIES INCLUDED
Paperclip (DO 41
Homepak 35
B/Graph 48
BRODERBUND
Printshop 29
Printshop Graphics Library
1. 2 or3(ea.l 18
Printshop Paper Refill 14
Mask ot the Sun 27
Championship Lode Runner 24
ELECTRONIC ARTS
Pinball Construction |D) 17
M.U.L.E. (D) 17
Murder 17
One on One (D) 24
Archon II (D) 24
Music Construction (D) 17
Realm/Impossibility (D) 17
Seven Cities of Gold 24
EPYX
Summer Games 27
Ballblazer(D) 27
Rescue on Fractalus (D) 27
INFOCOM
Cut Throats |D) 23
Deadline (D) 29
Enchanter (D) 23
Hitchhiker's Guide to
theGalaxy(D) 23
Sea Stalker (D) 23
Starcross(D) 29
Suspect (D) 27
Suspended (D) 29
Wishbringer 23
Witness (D) 23
Zorkl(D) 23
Zorkllor lll(D) 27
Invisicules Hint Books 7
Floppy Disks as low as 59<t Ea
5%"
Generic (SKQ Generic (Bulk)
# Boxes
SS/DD
SS/DD
2
9.99
7.99
3-6
8.99
6.99
7-10
7.99
5.99
ATARI 520 ST SOFTWARE
Gem Write
Professional
DB Master
2 Kay Accounting
Gem Paint
Planetarium
Cobol
Business Tools
Desk Manager
Call for availability & prices
HABBA SYSTEMS
Business Letters
Wills
Hippo-C
Check Minder
BATTERIES INCLUDED
Homepak
Portfolio
Degas
VIP TECHNOLOGIES
VIP Professional
SIERRA-ON-LINE
Kings Quest II
Ultima II
Black Cauldron
DRAGON GROUP
4X Forth
ELECTRONIC ARTS
Financial Cookbook
MICROPROSE
Gunship
Aerojet
Silent Service
STONEWARE
DB Master
INFOCOM PRODUCTS
DATASOFT
Bruce Lee
Goonies
EPSON PRINTERS
LX-80 (80 column)
LX-80 Tractor Feed
Epson FX-80+ (80 column)
STAR MICRONICS PRINTERS
SG-10 (80 column)
SG-15 (136 column)
SD-10 (80 column) Call
SR-10 (80 column) For
Powertype Daisywheel Prices
Powertype Tractor Feed
PANASONIC PRINTERS
KX- 1090
KX- 1091
KX - 1 092
Oximate 10 plus plug n' print
CALL FOR PRICES
PRINTER INTERFACE CABLES
MPP-Microprint 39
MPP-1 150 Parallel Printer
Interface Printer 54
U-Print A 69
A-16 Interface/Buffer 99
APE Face XLP 54
APE Face 12XLP 54
Microbits Microstuffer 99
MPP-1 151 62
Cardco AT 49
PRINTER RIBBONS
Gemini Printers (Black) 3
Gemini Printers (Blue/Red/
Purple/Brn./Grn.) 4
Epson Printers (80) Series 6
Panasonic Printers (Black) 8
Panasonic Printers (Color) . . . 11
MONITORS
Nap Green with/sound . ... 109
Nap Amber with/sound 119
Sanyo 12" Green 79
Sanyo 12" Amber 79
Sanyo 13" Color Comp 209
Sakata Color SC 100 149
Monitor Cable 5
MODEMS
Atari 1030 Dir. 300 BAUD . 69
Atari XM 301 Direct connect
300 BAUD Call
R-Verter 39
CompuServe Starter Kit 21
Anadex (Hayes Compatible) ... 229
Racal Maxwell XII
w/George soft 249
UPGRADES/ ACCESSORIES
Flip n' File 10 4
Flip n 1 File 15 7
Original Flip n' File 50 14
Disk Bank/5 (holds 50) . . . . 12
Disk Bankjholds 10) 5
Power Strip (6 outlet) 16
Lineguard Spike Suppressor ... 13
Disk Drive Cleaning Kit . , 6
MicroMate Paper
(20#, 540shts.) 10
Printer Stand (wire) 16
Dust Covers .... Call for availability
Disk Coupler (notch) 4
Fac Pac 5V (holds 50) ... . 15
Fac Pac 5'V (holds 10) .... 7
Fac Pac 3'/2" (holds 25) ... . 12
Fac Pac 3''!" (holds 12) .... 7
DATASOFT
Alternate Reality 27
Elevator Action 20
Pole Position II 20
Goonies 20
Zorro 20
LJK
Dataperlect 38
Letterperfect 38
MICRO-LEAGUE SPORTS
Baseball 27
Team/Player Disk 14
Manager's Disk 14
MICROPROSE
F-15 Strike Eagle ID) 23
Solo Flight (D) 23
Kennedy Approach 23
Decision in the Desert 27
Crusade in Europe 27
Gunship:Helicopter sim 23
Silent Service: Sub sim 23
OSS
Action (R0 49
Action Tool Kit(D) 19
Basic XL (R) 38
DOS XL(D) 19
Basic XE 49
Mac65(R) 49
Mac/65 Tool Kit(D) 19
Writer's Tool Kit 45
Basic XL Tool Kit 19
SCARBOROUGH
Mastertype(NEW) Call
Net Worth Call
Mastertype Filer Call
SIERRA ON LINE
Ultima I 23
Ultima II 39
SSI
Computer Quarterback 27
Kampfgruppe 39
Objective Jursk 27
Italian Commander 27
Computer Ambush 39
Rails West 27
Colonial Conquest 27
Panzer Grenadier 27
Gemstone Warrior 23
SUBLOGIC
Jet Simulator Call
Flight Simulator II 36
SYNAPSE
Alley Cat 14
Syn-File+ 34
Syn-Calc 34
Syn-Trend 27
Syn-Comm 27
Syn-Stock 27
Mindwheel (needs 2 drives) .. . . 27
Essex 27
To order call TOLL FREE
1-800-824-7506
ORDER LINE ONLY
COMPUTER CREATIONS, Inc. EB
P.O. BOX 493 - DAYTON, OHIO 45459 Ss
For information, order inquiries, or for Ohio orders (51 3) 435-6868
OrderLinesOpen9a.m. to9p.m. Mon.-Fri.; 10 a.m. to 4 p.m. Sat. (Eastern Standard Time). Minimum $1 5 per order, CO. D. (add $3. 00) Please specify computer system. Call toll free
number to verify pricesand availability of product. Prices and availability are subject to change without notice. We ship COD. to Continental U.S. addresses only! Please include 4%
shipping on all Hardware orders (min. $4.00) Software and accessories add $3.00 shipping and handling in Continental U.S. Actual freight will be charged outside US to include
Canada Alaska. Hawaii, Puerto Rico and APO. Ohio residents add 6% sales tax. Canadian orders 5% shipping. (Min. $5.00). All other foreign orders, please add 1 5% shipping. (Min.
$10). For immediate delivery send cashier's check, money order or direct bank transfers. Personal and company checks allow 3 weeks to clear. School purchase orders welcome.
Due to our low prices, all sales are final. NO CREDITS. All defective returns must have a return authorization number. Please call (513) 435-6868 to obtain an RA# or your return will
not be accepted for replacement or repair
CIRCLE #133 ON READER SERVICE CARD
REVIEW
E3
POWERSTAR
PANDORA SOFTWARE, INC.
177 Carlton Lane
North Andover, MA 01845
$39.95
by Charles Bachand
Being one of the few people at ANA-
LOG Computing who can stay seated
long enough to play a text adventure
game, the job of reviewing Powerstar fell
to me. (In other words, "Charlie, you
play games all day long; guess what
you're going to do?") Well, here I am,
with a copy of what has to be the fastest
playing, most technically interesting
graphics adventure cartridge ever to
come along!
That's right, folks — it is, indeed, a
cartridge. A 16K cartridge, to be exact,
that's so crammed with data and so
heavily optimized that I sometimes won-
der why it works at all! Just plug it in
and turn it on. A cassette or disk drive
isn't necessary.
When I first heard that this adventure
was on a cartridge, I immediately said
to myself, "Probably just another piece
of junk that will end up in the trash bin."
I couldn't have been further from the
truth.
Powerstar is a 63-room graphics ad-
venture that will amaze you with its
speed. I should really be calling it a
252-room adventure, because, once in a
room, you can look at it from four differ-
ent directions (North, South, East and
West), which all give you a different
view of the room.
Graphic data for the 252 screens (254,
if you count the extras for inventory and
getting blown up) has been tokenized
into graphic elements, such as chairs,
windows, tables, etc. These are inserted
into a picture as required.
Display list interrupts have also been
incorporated, to increase the number of
colors on the screen, and sound effects
at key locations add greatly to the game.
Text, like graphics, has been compact-
ed by replacing common words with
1-byte tokens. Common phrases, like
"you can see a" (which can contain
work tokens) are also tokenized, so that
a sentence like this: "Through the front
door you can see a spaceship," might
only take up about half a dozen bytes.
Now, a little bit about the scenario, so
the rest of you don't fall asleep. . .In the
21st century, all electrical power in the
United States is generated by one huge
nuclear fission reactor, placed within a
geo-synchronous orbiting space station
known as Powerstar. Power from the sta-
tion is beamed, via microwave, down to
the local communities.
Things have been going well with the
Powerstar, until the authorities have you
summoned. It seems that the sole hu-
man operator aboard the station (Power-
star is run mostly by robots) is not re-
sponding to any messages. As second
engineer, you've been ordered to inves-
tigate. You are deposited on the front
lawn of a government field station, a
spaceship parked directly before you.
From here, the adventure begins.
Your movements through the game
can be controlled via the keyboard, us-
ing the arrow keys for moving forward
and turning left or right. Optionally, you
can use the four keys N, S, E and W to
face you in a compass direction. But the
fastest (and laziest) method is to plug in
a joystick, sit back and let your fingers
do the walking through Powerstar.
This adventure has some interesting
puzzles to solve and traps to watch out
for. Since I usually plan on being killed
at least once while playing a new adven-
ture, I make sure that I have a format-
ted disk inserted in my drive and that
I save the game out periodically. Power-
star allows you to save up to ten differ-
ent versions of the game onto a disk.
The only complaint that anyone could
have with Pandora's first release would
be with the blockiness of the graphics,
which are produced using a multicolor
GTIA chip mode. Since the use of graph-
ics in a fast-paced game like this is
mainly as a visual aid, this fault quick-
ly disappears.
One word of warning, though. If your
machine is an early 400 or 800, you may
want to check to see if it contains the
required GTIA chip before you purchase
Powerstar. The older CTIA chips will
produce a very strange display. H
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 87
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The Solid Gold
Input Routine
by Jim Dunion
Remember that old cliche, GIGO — garbage in, gar-
bage out? Well, when I write a program, I know pret-
ty much what it expects for input and I don't try to
screw it up. However, when somebody else sits down
to use it, you can bet they're going to do everything
in the world but what I'd intended. So I'd better plan
for the program to deal with all sorts of wild and cra-
zy input.
There are a lot of things that people can do wrong
when it comes to input. I know this from long, pain-
ful experience. I used to work at the American Muse-
um of Science and Energy in Oak Ridge, Tennessee,
where we used microcomputers in energy education
exhibits.
For the first several months that I was there, we
had a running battle with local kids who would come
in and try to crash our programs. Then, they could
write their own little programs for all the nice visi-
tors to see. I'll leave it to your imagination what sorts
of things these little darlings would have popping up
on the screen.
Anyway, out of this battle, we evolved an input rou-
tine that they couldn't fold , staple or mutilate. Mat-
thew Broderick and the Whiz Kids together couldn't
break into this routine! Ladies and Gentlemen, I'd
like to introduce to you the Solid Gold Input Routine.
Breakout.
Actually, before I begin talking about input, let me
mention a couple of problem areas that aren't exclu-
sively input problems. The first of these is the BREAK
key.
Any time a BASIC program is running, merely
pressing this key will halt it. Obviously we can't have
that. A simple solution is to define POKMSK = 16, and
have a subroutine:
X=PEEK CP0KM5K3 :IF I>127 THEH I=I-128:P
OKE P0KM5K,I:P0KE 53774,1
What this does is check to see if the BREAK key is
enabled and, if so, it disables the BREAK key inter-
rupt on the POKEY chip and in the RAM shadow,
POKMSK. This statement should be set up as a
subroutine, because it must be re-executed after ev-
ery graphics command (e.g., GR.O).
The other main problem is the SYSTEM RESET
key. It's possible to trap this vector to do things like
forcing the disk to reboot. It's even possible to rerun
the BASIC program in memory. But I was never able
to find a way to make it continue executing the pro-
gram at the spot where the RESET key was pressed.
The OS just does too many things before we can get
hold of the vector.
What to do? I almost hate to tell you. We opted for
the brute strength approach and rewired the SYS-
TEM RESET key out of the computer. Not elegant,
but it worked.
PAGE 90 / NOVEMBER 1985
ANALOG COMPUTING
UTILITY
The trouble with the INPUT statement.
Okay, we need some input for our program. Let's
build an input routine for our programming skele-
ton. What? You didn't read my article on program-
ming skeletons in ANALOG Computing's issue 32?
Quick, rush out and buy a copy before it's gone for-
ever! Now then, we'll put this routine at Line 150.
150 REM THIS IS THE GENERAL KEYBOARD I
NPUT ROUTINE.
151 REM HE HILL BUILD UP THIS ROUTINE
152 STARTING AT LINE 155
153 REM
154 REM
A quick scan down the list of BASIC statements
shows that we do, indeed, have an INPUT statement.
No problem, right? Seems pretty obvious what comes
next.
Dunion's 2nd Law of Programming — Beware of
the obvious.
Let's say we'll define a general system variable, ZR,
which will ! j our general arithmetic input variable.
We start out with'
J 55 I
)3
UT ZR
'URN
Somewhere in our program (which we want to be ab-
solutely crashproof) we put a stateme. like:
GOSUB 155:VALUE1=ZR
The first problem with the INPUT statement is that
it always prints a ? when input is desired. Frankly.
sometimes I don't want a ? to show up. But the real
problem with the INPUT statement happens when
along comes Wise Guy #1, who doesn't enter a value,
just presses RETURN. Bingo! Broken routine.
ERROR- 8 AT LINE 155
CINPUT STATEMENT ERROR)
You see, that's the fatal flaw with the INPUT state-
ment. Even a simple null entry will kill it. Now, we
could use the TRAP statement and build up an elab-
orate error checking procedure, but, instead, let me
argue for a different approach: don't let them make
errors in the first place.
Let's try to build an input routine that deals rea-
sonably with reasonable input and ignores unreason-
able input — RIRO. So, no INPUT statement. That
makes things a little more tricky, doesn't it? Well, one
of the most primitive ideas in problem solving is:
when you can't solve a large problem, try to break
it down into a series of smaller problems you can
solve. Let's see where this approach gets us.
GETting one character at a time.
Whenever we go out to GET input, whether it's nu-
m< ic or text string, it still comes in one character
at a time. So, let's go at it that way. We'll use the GET
statement.
I don't know about you , but the first time I ran into
the GET and OPEN statements and IOCBs, internal-
'■ I said, "Uh-oh, I'm in trouble." Then one day, a
great thing happened to me. Chris Crawford, whom
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 91
Solid Gold Input
continued
I worked for at Atari, said, "Jim, we're going to write
a great saga about the Atari 800, called De Re Atari,
and guess who's going to write the chapter about the
operating system?"
So I had to learn about GET, OPEN and IOCBs.
GET is a command of the general form:
GET #aexpl,aexp2 where,
aexp is short for an arithmetic expression
aexpl designates which of 8 input/output
control blocks (IOCBs) to use
aexp2 is the arithmetic variable assigned
the value of the 1 byte that the GET
command gets.
The IOCB mechanism is the general way that the
Atari's OS handles input and output. In brief, an
OPEN command is used to assign any one of eight
(0-7) IOCBs to a physical input or output device. The
general form of the OPEN command is:
OPEN #aexpl,aexp2,aexp3,filespec where,
aexpl is the IOCB number we want to use
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CIRCLE #134 ON READER SERVICE CARD
aexp2 is a code number that determines
input or output
aexp3 is a device-dependent auxiliary code
filespec is the file specification for the phys-
ical device we want to use.
To use the keyboard for input, I use:
OPEN tt4,4,8,"K:"
Then, a statement like GET #4,ZR will get us one
byte from the keyboard. Later, when we're through
using the keyboard, CLOSE #4 will release the IOCB,
so that it could be used at other places in the pro-
gram.
Meanwhile, back at the input ranch, we're going
to GET input one character at a time, until we see
the RETURN character. We'll use a string variable,
ZR$, for this. By the way, I name all my system skele-
ton variables with a Z as the first letter. The R just
stands for response string.
We will dimension this string at 40 bytes. It's un-
likely that we'll want to input a value greater than
40 characters long. Now, we can look at the general
form of the input routine.
155 OPEN tt4,4,8, n K:":REM ...OPEN THE I
0CB
168 ZR$= REM ...CLEAR THE RESPONSE S
THING
165 GET tt4,ZR:REM ...GET ONE BYTE INTO
ZR
178 IF ZR=155 THEN 1.33: REM ...CHECK IF
RETURN CHARACTER
175 ZC$=CHR$CZRJ:REM ...CONVERT HUMERI
C VALUE TO A STRING CHARACTER
180 ZRSfLEHCZRSJ+U=ZC$:REM ...ADD CHA
RACTER TO RESPONSE STRING
185 PRINT ZC$;:REM ...PRINT THE CHARAC
TER JUST ADDED
138 GOTO 165:REM ...AND GO GET SOME MO
RE INPUT
19S PRINT: CLOSE 84: RETURN
There are a few things you should notice about this
routine as written. First, Line 180 is where we actu-
ally add the character just received from the keyboard
to the response string. It is an interesting example
of what's known as a "self referential" statement.
What we're telling BASIC is, "At the character po-
sition of ZR$ that is one greater than the current size
of ZR$, place the character we just picked up." Also,
since GET only inputs the character, we have to ex-
plicitly print it ourselves, hence line number 185.
Note that this statement ends in a semicolon, so
that BASIC doesn't print the next character on the
next line. The PRINT statement on Line 199 closes
out one line of print and sets BASIC up to begin print-
ing on the next line.
A few other remarks about style. . . I hate "magic
numbers" like the 155 in Line 170 (155 is the value
PAGE 92 / NOVEMBER 1985
ANALOG COMPUTING
of the RETURN character). Instead, in my initiali-
zation, I would equate CARRET=155. Also, for pur-
poses of code compaction, I would have set up ZO = 0,
Zl = l, Z2 = 2, etc. Normally, I would also not have
REMARK statements in the code lines. And I would
have tightened the code somewhat. Thus, I would ac-
tually write the routine above as:
155 OPEN ttZ4,Z4,Z8,'" , IC: ,, :ZR$= ,,,,
165 GET ttZ4,ZR:IF ZR=CARRET THEN PRINT
: CLOSE ttZ4: RETURN
175 ZCS=CHR$(ZR)
180 ZRSCLENCZRSJ+Z1J=ZC$:PRINT zc$;:go
TO 165
This routine works fine, as far as it goes. Try it.
Even if someone just pressed RETURN right away,
it wouldn't bomb. It would politely return ZR$ = " ".
To turn our returned value into a number, for in-
stance, I would normally use a statement like:
NUMBER=UAL(ZR$)
But, before I did this, I might say:
IF LEN(ZR$)=Z8 THEN
and do whatever seemed appropriate if the user had
simply pressed RETURN. Of course, it's now about
time for:
Dunion's 1st Law of Programming — Nothing is as
easy as I thought it was going to be.
Taking it off is always harder
than putting it on.
What about typos, for instance? Suppose a user
makes a mistake while entering a value. How can they
delete the bad character and re-enter it?
The obvious answer is to check for and use the DE-
LETE character, which =126. So we define DEL = 126.
Then we add a Line 170:
170 IF ZR=»EL THEN PRINT ■•* *";:ZRS=ZR
$ CZ1 , LEN (ZR$> -Zl) : GOTO 165
This line moves the cursor back one space to the
left, prints a space, moves the cursor back over one
space, and then deletes the last character from our
response string.
Not bad! Now we can delete characters. We sure
can. We can delete characters all day. We can even
delete more characters than we've entered. Whoops!
As it turns out, this method also bombs when we
try to delete the first character in the response string.
We would be asking BASIC to set ZR$ = ZR$(1,0J. It
would become somewhat confused about this and
respond:
ERROR- 5 AT LINE 170
(STRING LENGTH ERROR)
How about this? We'll put in a counter that counts
how many characters have been entered, and then
won't let more than that be deleted. It might look like
this:
155 OPEN ttZ4,Z4,Z8 J , ,, K: ,, :ZCC=Z8
160 ZR$=""
165 GET ttZ4,ZR:IF ZR=CARRET THEN PRINT
: CLOSE ttZ4: RETURN
170 IF ZRODEL THEN 175
172 IF ZCC=Z0 THEN 165
173 PRINT ■•* €■■■; :ZCC=ZCC~Z1 :IF ZCC=Z8
THEN 168
174 ZR$=ZR$(Z1,ZCC) :G0T0 165
175 ZCS=CHR$ CZR j :ZCC=ZCC+Z1
180 ZRStZCC)=ZC$: PRINT ZC$;:G8T0 165
I note in passing that we get several serendipitous
benefits from our character counter, ZCC. One is that,
when we return from the routine, we know right away
how many characters were typed. Thus, if ZCC = ZO,
we have an empty response string.
Also, the mechanism for adding and deleting a
character to the response string is made faster, since
we don't have to use a LEN function.
Old Sufi saying: The path
through excess leads to enlightenment.
About this time, I started getting smart and an-
ticipating some things that could go wrong. For ex-
ample, assume again that we're looking for a simple
number to be input. A person's age, for instance. Well,
along comes Wise Guy #2 and enters:
18008808868888808888800808888888888888
I guarantee that my little ole' routine would choke
on that quicker than you could say:
ERROR- 5 AT LINE 180
(STRING LENGTH ERROR)
Remember way back when I said, "Dimension our
input string to be forty characters; that'll be enough
for most input?" If we have any finite length, a user
could bomb the system by typing in one more than
the maximum allowed. Unless. . .
Unless we set up a maximum size that we'll allow.
We're already doing this for minimum size; just add
a maximum number of characters we will allow a user
to type. This lets us define a field size that we'll al-
low input into. As a nice sidelight, this gives us the
basic mechanism for doing a general forms entry pro-
gram. We'll pass our routine a value called ZFS (Field
Size, 0<ZFS<40) and add a new Line 178:
178 IF ZCC=ZFS+Z1 THEN ZCC=ZCC~Z1 : GOTO
165
This will ignore any input characters after we're
at our maximum field size. Note, however, that the
DELETE character will still be allowed.
Danger at the edge of the world.
By golly! If we're checking for number of charac-
ters typed, maybe we should do a little more check
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 93
Solid Gold Input
continued
ing. Suppose we're looking for numbers again, and
Wise Guy #3 starts banging in letters, punctuation
marks, etc.
If they happen to type in a numeric character first,
a VAL statement will just convert the numeric part
of the input string, up to where the first non-numeric
character occurs. If, however, the first thing typed
is not a number:
ERROR- 18 AT LIKE —
(INUALID STRING CHARACTER)
No problem. We simply pass our little routine two
more parameters, ZLO and ZUP, a lower and upper
limit for characters we will accept. Change Line 178
to read:
178 IF CZCC=ZF5 OR ZR<ZLO OR ZR>ZUP) T
HEN ZCC=ZCC-Z1:G0T0 165
We can set these limits up at program initializa-
tion time if we want, then only change them as neces-
sary. For upper case letters, ZLO = 65 and ZUP = 96.
For numbers only, ZLO = 48 and ZUP = 57. Things get
a little trickier if you want a SPACE ( = 32) or a PERI-
RENT
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OD (. =46) or a COMMA (, =44). In allowing these
values, everything else in between is also allowed.
You take me up, up, up, up.
We're getting close now, folks. Can you think of
any other things that might come screaming out of
the night at us? I couldn't, either, until one day some-
body goofed around and left the CAPS unshifted
when I was expecting upper case letters. Hmmm!
Actually, we might like to filter out upper and lower
case, control CAPS LOWR, inverse characters — and
just make everything upper case. We need to define
location 702 as SHFLOK (shift lock flag) and loca-
tion 694 as INVFLG (inverse character flag). Then
we change Line 165 a little, to read:
165 GOSUB 185: IF ZR-CARRET THEN PRINT:
CLOSE 8Z4: RETURN
and add:
185 GET 8Z4,ZR:IF ZR-CARRET THEN 195
188 IF ZR>=Z128 THEN ZR=ZR-Z128
190 IF PEEKCSHFL0KJ-Z8 AND ZR>=Z96 THE
N ZR-ZR— Z32
195 POKE SHFLOK, Z64:P0KE INVFLG, Z8 :RET
URN
Line 188 would convert an inverse character back
to normal display, while 190 changes a lower case
character to upper case. Line 195 is a precautionary
line. It automatically turns off shift lock or the in-
verse flag if they've accidentally(?) been turned on.
Just in case, you understand.
A little lace around the windows, please.
We're down to the lace and frills now. Long, long
ago, it was noticed that we often want to not only
get some input, but to also first print a message. So
why not. . .? You guessed it. I passed three more
parameters to the routine, ZXCUR, ZYCUR and ZQ$.
These determine where I want a message printed
and what I want it to say. The input field will be set
up right after the last character of ZQ$. We change
our current Line 155 to 160 and add:
155 POKE ZTXTROH, ZYCUR: POKE ZTXTCOL,ZX
CUR: PRINT ZQ$;
ZTXTROW and ZTXTCOL are the locations in the
OS database where the cursor row and column are
stored. If the routine is used for a mode text screen,
these values are 84 and 85, respectively. If you want
to use this routine with a split screen, they are 656
and 657.
Any more enhancements you need? How about
turning the cursor off when there's no input desired
and on again when some is wanted? Simple: define
ZCURSOR= 752. During initialization, POKE ZCUR-
SOR with aZl. Et voila! Our final routine, complete
PAGE 94 / NOVEMBER 1985
ANALOG COMPUTING
Lyco Computer
Marketing & Consultants
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GP700AP Apple) 439
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C. ITOH
8510Ap+ 299
1550P 437
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1550EP. . 437
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F10-40 859
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7500AP 204
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P351
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CORONA
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200361 Toner Cartridge 89
EPSON
FX85 (New) 333
LX80 212
FX185 (New) 464
LX90 (New) 226
SQ2000 (New) 1555
JX80 467
Homewriter 10 193
CR-20-Atari 153
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DX-10 (New) 207
DX-20 (New) 297
HS-80 (New) 288
LQ1500P 975
LQ1500S 1039
RX-100 356
FX-100+ CALL
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MSP-25 563
Sheetfdr (10/20) 189
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182 214
192 348
193 563
92P 349
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92 Imagewriter 349
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3151 Letter 426
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SILVER REED
EXP400 249
EXP500 295
EXP550 399
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STAR MICRONICS
SG-10 212
SG-15 373
SD-10 336
SD-15 442
SR-10 483
SR-15 583
Powertype 303
SB-10 CALL
SG-10C-64 (NEW) CALL
115 12
116 12
121 12
122 12
220 14
410 12
420 12
440 12
till Sland
TAXAN
Green Composite .CALL
Amber Composite CALL
.135
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259
329
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Amber TTL
Color Composite
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RGB Ultra Hi Res
SAKATA
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SA1000 12" Amber 109
SG1500 12" Green TTL 119
SA1500 12" Amber TTL 129
SC100 13" Color Comp 209
SC200 13" RGB 389
STSI Tilt Stand ■ 29
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DT 1300 RG1 composite 247
NEC
JB-1260 Green 95
JB-1201 Green 135
JC 1215 Color 235
JC 1216 RGB 375
JC1460 Color 265
JB-1205 Amber 139
PRINCETON GRAPHICS
MAX-12 Amber 185
HX-12 RGB 465
SR-12 RGB 595
AMDEK
300 Green 118
300 Amber 128
310 Amber IBM 155
Color 300 Audio 234
Color 500 Composite 369
Color 600 397
Color 700 495
Color 710 569
X-TRON
Comcolor I Composite Green. 177
ZENITH
ZVM 122A Amber 75
2VM 123G Green 75
ZVM 124 Amber IBM 129
ZVM 131 Color 275
ZVM 133 RGB 389
ZVM 135 Composite 449
ZVM 136 Hi Res Color 589
TEKNIKA
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MJ-22 RGB 255
MODEMS
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SMARTMODEM 300 133
SMARTMODEM 1200 377
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SMARTMODEM 2400 598
MICROMODEM HE 135
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Volksmodem 55
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Mark 12 229
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ATARI
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CIRCLE #136 ON READER SERVICE CARD
Solid Gold Input
continued
with initializations and a routine to test it out looks
like this:
THIS 15 A PROGRAM TO TEST OUT
THE GENERAL INPUT ROUTINE
THIS IS THE GENERAL INPUT ROU
THIS IS THE BREAK KEY DISABLE
1 REM
2 REM
3 REM
4 REM THE INPUT ROUTINE ITSELF IS
5 REM LINES 150 - 195
6 REM THE MAIN BODY OF THE PROGRAM
7 REM STARTS AT 1000
8 REM INITIALIZATION BEGINS AT 32000
9 REM
10 GOTO 32005
150 R EM
UuCIMI
155 POKE ZTXTROH,ZYCUR:POKE ZTKTCOL,ZX
CUR: POKE ZCURSOR.ZO: PRINT Z0$;
158 OPEN ttZ4,Z4,ZO,"K:":ZCC=Z0
160 ZR$=""
165 GOSUB 185: IF ZR=CARRET THEN POKE A
CURSOR, Zl: PRINT : CLOSE NZ4: RETURN
170 IF ZRODEL THEN 175
172 IF ZCC=Z0 THEN 165
173 PRINT "* *"; :ZCC=ZCC-Zl:IF ZCC=ZO
THEN 160
174 zr$=zr$cz1,zcc) :goto 165
175 zc$=chr$czr:>:zcc=zcc+zi
178 if czcc=zfs+z1 or zr<zlo or zr>zup
) then zcc=zcc-z1:g0t0 165
180 zrslzccj=zc$: print zcs;:goto 165
185 GET ttZ4,ZR:IF ZR=CARRET THEN 195
188 IF ZR>Z128 THEN ZR=ZR-Z128
ISO IF PEEKlSHFLOKJ=ZO AND ZR>Z96 THEN
ZR-ZR-Z32
195 POKE SHFL0K,Z64:P0KE INVFLG, ZO : RET
URN
200 REM
mnnsMna
201 REM
202 REM CALL THIS ROUTINE AFTER
203 REM EVERY GRAPHICS STATEMENT
204 REM
205 I=PEEKCPOKMSK) :IF I>127 THEN I=I-Z
128: POKE POKMSK,I:POKE 53774,1
210 RETURN
jLOoe rem ■<:».-» fcfci:i^:r;Tn:MJ:iiin:r:i;Hii]>]
1001 REM
1002 REM AFTER INITIALIZATION, CONTROL
MILL RETURN HERE
1003 REM
1004 REM
1005 PRINT "^WELCOME TO THE SOLID GOLD
BULLET"
1010 PRINT "PROOF INPUT ROUTINE TEST P
ROGRAH. "
1015 PRINT : PRINT "LET'S START OFF SIM
PLE."
1817 REM FIRST JUST GET A TEXT
STRING
1018 DIM NAMES 118J
1020 ZXCUR=5:ZYCUR=7:ZQ$="EHTER YOUR N
AME: ":ZFS=1Q: GOSUB 155
1025 IF ZCC=ZO THEN 1020
1030 NAME$=ZR$: PRINT : PRINT "THANKS FO
R YOUR COOPERATION, ";NAME$
1032 REM NOW GET A NUMBER
1035 ZYCUR=12:Z0$=:"H0M OLD ARE YOU? :
":ZFS=2:ZL0=48:ZUP=57:G0SUB 155
1040 IF ZCC=ZO THEN 1035
1045 AGE=VALCZR$)
1047 REM NOW BACK TO TEXT
INPUT
1050 ZXCUR=2:ZYCUR=15:ZQ$="D0 YOU LIKE
THE INPUT ROUTINE? : ":ZFS=3 :ZL0=65 :Z
UP=96: GOSUB 155
THIS IS THE INITIALIZATION
1055 IF ZCC=ZO THEN 1050
1060 IF ZR$C1,1)="Y" THEN 1070
1065 PRINT : PRINT "I'LL BET YOU COULDN
"T BREAK IT THOUGH. BYE, BYE.": GOTO 10
1070 PRINT : PRINT "YOU KNOH, "; NAMES;"
, YOU'RE PRETTY"
1072 PRINT "SMART FOR ";AGE;" YEARS."
1075 STOP
32000 RE M
32005 READ ZO, ZI,Z4 ,Z32 , Z64 .Z96, Z128
32010 DIM ZC$tlJ,ZRSC483,ZGSt48)
32015 READ CARRET, DEL, SHFLOK, INVFLG, ZT
XTROH, ZTXTCOL , ZCURSOR , POKMSK
32020 ZL0=65:ZUP=S6: GOSUB 205: POKE ZCU
RS0R,Z1
32599 GOTO 1005
32600 DATA 0,1,4,32,64,96,128
32605 DATA 155,126,782,694,84,85,752,1
6
There are obviously even more refinements that
could be added to this routine. We found that, some-
times, people walked off right in the middle of en-
tering a value. Thus, when a new visitor came up,
they had no idea what was going on. So, we added
a time-out counter to the routine at 185.
Instead of GETting the character right away, we
would first check to make sure that a character had
been typed. If a certain amount of time went by with-
out an entry, we recycled the program.
Be creative; add in your own enhancements. I guar-
antee that the Solid Gold Input Routine will make
your input life easier. Down with GIGO — Up with
RIRO!
Jim Dunion has worked with computers in a vari-
ety of ways: retailing, writing, using micros in ener-
gy education exhibits, lecturing on the 800, research-
ing at Atari in Alan Kay's group, and spending near-
ly a year at EsaJen Institute. He's now employed wiih
the System Works in Redmond, Washington.
PAGE 96 / NOVEMBER 1985
ANALOG COMPUTING
Boot
Camp
by Matthew J.W. Ratcliff
From time to time, the ANALOG Computing tech-
nical staff has their hands full with various tasks
around the office, preventing them from writing their
monthly magazine columns. This is one of those
times. Rather than miss an instaiiment of Boot Camp,
we decided to have Matt Ratcliff, an accomplished
assembly language programmer and frequent contrib-
utor to ANALOG Computing, sit in for Tom Hudson.
Matt's topic this month is the use of the 6502 com-
pare instruction and how to get the most out of it.
Every time I sit down to write an assembly lan-
guage program, I have to get out a reference manual
when it comes to coding IF statements. It's very sim-
ple in BASIC, as you can see below.
However, in assembly language on the Atari com-
puter, there are no IF statements. These "condition-
al" instructions must be coded with compare and
branch command sequences. Instead of having great-
er than and less than conditional branches (which
are self explanatory), the 6502 microprocessor of the
Atari requires that you interpret the state of the three
flags: Carry, Zero and Sign.
It's not always clear how to determine an IF THEN
sequence in assembly by testing these flags. After
studying some assembly manuals, I've compiled the
following guide for creating IF THEN statements at
the assembly level.
How it works.
Compare instructions are most often used in con-
ditional branch functions. We use them all the time
in BASIC, like this:
100 IF A<=35 THEN GOTO 280
110 X-K+l
120 Y=Y-1
130 GOTO 308
200 X=H+2
210 Y=Y+1
300 REM CONTINUE HERE
The code above is simple enough to follow. If the
value of A is less than or equal to 35, then continue
execution at Line 200. If A is greater than 35, then
continue execution at the next statement.
In assembly language, it isn't quite so simple . . . not
on the 6502, anyway. Some microprocessors, such
as the 6809, have instructions like BLE — Branch on
Less than or Equal (just like the BASIC instruction
above). But the 6502 has no "less than or equal" in-
structions. It has three flags that you may test and
branch on:
BCC Branch on Carry Clear
BCS Branch on Carry Set
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 97
Boot Camp
continued
BEQ Branch if EQual
BNE Branch if Not Equal
BPL Branch if PLus
BMI Branch if Minus
Now, the BEQ and BNE are easy enough to follow.
But BNE only tells you if the results were not equal;
it gives you no indication of which is the greater.
The 6502 gives you three compare instructions:
CMP MEM. . .Compare A register to a mem-
ory location or immediate value. All the usual
indexed addressing modes are supported.
CPX MEM . . .Compare the X-index register to
a memory location or an immediate value. Ab-
solute and immediate addressing are allowed for
index registers. This will be used most often to
test loop counters (what index registers are ideal-
ly suited for).
CPY MEM . . .Compare the Y- index register to
a memory location or an immediate value.
The compare instructions perform an "imaginary
subtraction." The value you're comparing TO is sub-
for the ATARI 800 or XL
Cut your programming time from hours to seconds, and have 33
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Disk directory display
Margins change
Home key functions
Cursor exchange
Upper case lock
Hex conversion
Decimal conversion
Machine language monitor
DOS functions
Function keys
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tracted FROM the specified register. The 6502 micro-
processor doesn't keep the result, but does set the
flags Carry, Sign and Zero.
With these flags set, a conditional branch, like
BNE, may be used to decide what the results mean.
Sometimes it may require two branches in combi-
nation to test for a certain condition. To summarize:
Compare instruction results.
FLAGS
N
z
c
A, X or Y < Memory
A, X or Y = Memory
A, X or Y > Memory
1*
0*
1
1
1
* Valid only for "two's complement" compare.
A small segment of assembly code for conditional
branching might appear as follows:
CNP $668 {IS A < UALUE AT $666 ?
6CC TRUE ;YE5 IF THE CARRY FLAG
JI5 CLEAR. IF A < UALUE
;IN $686 THEN GOTO 'TRUE'
FALSE. J OTHERWISE, GOTO "FALSE 1
TRUE
,■ EXECUTE THIS IF
; CONDITION MET
The table below shows how to test for common con-
ditions. If the conditions are met, the program will
branch to TRUE. Otherwise, execution will continue
at FALSE.
Use of branch instructions with
compare.
To BRANCH if
Follow compare
For Unsigned #s
instruction with:
For Signed #s
Register is LESS THAN data
BCC TRUE
BMI TRUE
Register is EQUAL TO data
BEQ TRUE
BEQ TRUE
Register is GREATER THAN
data
BEQ FALSE
BCS TRUE
BEQ FALSE
BPL TRUE
Register is LESS THAN or
EQUAL TO data
BCC TRUE
BEQ TRUE
BMI TRUE
BEQ TRUE
Register is NOT EQUAL to
data
BNE TRUE
BNE TRUE
I suggest that you keep the above table handy any
time you're doing assembly programming. It will
prove to be a very useful reference. The BASIC ex-
ample above might be coded into assembly as follows:
L106 CMP tt35 ;ls A-REG <= 35?
BCC L260 ; . . . LESS THAN 35?
BEO L28B ; . . . or EQUAL TO 35?
L110 INK ;No, then A > 35.
L120 DEY
L138 JMP L388
CIRCLE #137 ON READER SERVICE CARD
L206 INK
INK
;Acc was <= 35
PAGE 98 / NOVEMBER 1985
ANALOG COMPUTING
L210 INY
L300 . . .
; continue prograH here.
A few examples are given below for unsigned num-
bers. The comments and labels should be self ex-
planatory.
CMP DATA ;ACC < Ualue in "DATA"?
BCC LT
LT '.'.'.
CPK DATA ;X = value in 'DATA 1 ?
BEG EQ
EG ! ! ".
NGT
GT
CPY 843
BEG NGT
BC5 GT
;ls Y >
;Mot if
the number 43?
they're equal!
signed number from to 255, or a signed number
from -128 to +127. When the most significant bit
is set, the number is negative. When clear, it is
positive.
Note that I did not cover BVC (Branch if overflow
Clear) or BVS (Branch if overflow Set) . These instruc-
tions are seldom used, except in multi-precision
(multi-byte) signed math routines.
Armed with this information, you should be ready
to tackle the toughest 6502 assembly language com-
parison situation. Once you master the use of com-
parison operations, you'll find 6502 assembly lan-
guage isn't that hard, after all. B
Matthew ]. W. Ratcliff is an Electrical Engineer in
St. Louis, Missouri. He has been programming in BA-
SIC and assembly language on the Atari since 1982.
He's also active in telecommunications and is a re-
mote Sysop on the Gateway BBS, (314) 647-3290.
LE
GE
HE
CMP DATA ;A <- Value in 'DATA"?
BCC LE ;Less than?
BEG LE ;or EGual to?
CPX tt$9A ;X >= hex nunber $9A?
BC5 GE
CPY «32
BNE NE
;Y <> number 32?
To summarize the above, it might be best to explain
the meaning of each of the flags after a compare in-
struction has been completed.
If the Zero flag is set, then the register had the same
value as the data (either immediate or in a memory
location). If the Zero flag is clear, then the two were
not equal.
The Carry flag indicates a borrow (remember grade
school subtraction) . If die register had to borrow a one
to complete the subtraction, the Carry flag will be
clear. This means that the register was less than the
data it was being compared to. If the Carry is set, it
means that the register didn't have to borrow for the
"imaginary subtraction." This indicates that the reg-
ister was either equal to or greater than the data (the
Zero flag must be used to differentiate).
The Sign flag is used with signed numbers. This
flag will be equal to the most significant bit of the
result of the subtraction. A byte may represent an un-
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CIRCLE #138 ON HEADER SERVICE CARD
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 99
THE END
USER
THIS MONTH:
Close
encounters
with the
520ST —
how it
really feels
and works
Arthur Leyenberger is a human /ac-
tors psychologist and free-lance writer
Jiving in New Jersey. He has been an
Atari enthusiast for four years. When not
computing, he enjoys piaying with ro-
botic toys.
by Arthur Leyenberger
The Atari 520ST computers are here.'
Yes, that's right. In just about a year from
the time Jack Tramiel and company took
over the comatose Atari, a powerful,
state-of-the-art, inexpensive computer
has been delivered to the masses. "Pow-
er Without the Price," indeed.
Whew! Now that we've all caught our
breath, let's talk shop about the new ST
computer, its strengths and weaknesses,
competition and what Atari needs to do
to make things really happen.
Praises are definitely in order for the
520ST, but, amidst kudos, a few adverse
comments must be made. Of course, any
negative remarks are made in the spirit
of wanting Atari Corp. to succeed, so
that our Atari adventure may endure.
As a user, my first experience with the
520ST was when my local retailer re-
ceived a shipment of six monochrome
systems within a week of the highly
publicized official ST release date of July
8, 1985. Of the six systems that were
received, four of the systems were dead
on arrival and had to be returned. These
machines exhibited a variety of symp-
toms, such as TOS not loading and the
display disappearing after a few minutes.
As it turned out, the keyboards were the
problem.
About the same time, a dozen or so
similar reports were posted on Compu-
Serve and Delphi from across the coun-
try. It seems that two particular chips on
the motherboard had a tendency to be-
come loose during shipping. Several
people actually opened up their com-
puters, reseated the chips and reported
that the problems disappeared.
Atari became aware of the problem
and will have already instituted a fix by
the time you read this. Now. should
Atari be slandered because some chips
came loose? Should we immediately
jump to the conclusion that Atari's qual-
ity control is nonexistent?
The answer is an obvious no/ A few
problems like this are bound to crop up
in the very first production units of any
new item. Look at General Motors. Ford
or Chrysler automobiles. They've been
making cars for decades and they still
manage to have some problems.
The bottom line here is that Atari had
a problem with their first units; they
realized the snafu and took corrective
action. I say, "Bravo, Atari." Let's hope
they continue to be as responsive. I want
to mention that my ST system has been
working flawlessly since it arrived.
ST is a good design.
The Atari 520ST uses basically good
hardware and software design princi-
ples. On the hardware side of things,
Atari wisely chose to use unique jacks
on the back of the computer, so that the
user could not incorrectly attach the
peripherals. For example, you cannot
plug the power supply plug into the disk
drive or monitor jacks, and unknowing-
ly fry the computer.
PAGE 100 / NOVEMBER 1985
ANALOG COMPUTING
2%>28Z222SSg%%22 f ' <
The two-button mouse fits nicely in
the hand and is very responsive. Com-
pared to a mouse I've been using with
an IBM PC, the ST mouse feels and acts
much better.
Other examples of the ST's good de-
sign are the addition of cursor control
keys on the keyboard, an 18-key numeric
keypad, and the use of a Selectric-style
keyboard layout, rather than some new
and different arrangement.
The 600x400 screen resolution of the
monochrome monitor is fantastic. Char-
acters are crystal clear — black text on a
white background. The 12-inch screen
is large enough to see from typical view-
ing distances. I've spent hours in front
of that screen and have yet to experience
any eye strain or fatigue.
The only criticism I have of the 520ST
hardware design is the shape of the ten
special function keys across the top of
the keyboard. The ST is an attractive de-
sign, and the function keys definitely
add to the aesthetic appeal of the com-
puter, but their angular shape continu-
ally causes me to press two keys when
I'm trying to press only one.
If you have the same problem, I've
found a technique that helps a little.
When you start to press one of the keys,
don't aim for the middle of the key. In-
stead , aim for the key label itself (on the
top left of the function key). By doing
this, I generally press the key I was aim-
ing for and avoid hitting two at once. Try
it; you'll like it.
With respect to software — really GEM
— I've come to the conclusion that Atari
has done an excellent job here, as well.
I used to be anti-mouse, thinking that
a command-style DOS is faster and sim-
pler to use.
Well, I confess that, the more I use the
ST and its mouse, the more I like it. In
fact, I got that little rodent zipping all
over the screen. I've been pointing and
clicking and having a wonderful time.
Seriously, there are two particular fea-
tures of the GEM that are very useful to
both a novice and experienced user.
ing and the "busy bee" icon, to reinforce
the fact that the computer is doing some-
thing (see photo).
FDRHHT
FORMAT
IBRKIHB ..
s
Screen display —
Formatting a disk.
When you format a disk, in addition
to the usual (and worthwhile) messages
about destroying the existing contents
of the disk, GEM also shows you a hori-
zontal bar graph on the screen. This bar
graph fills from left to right as the disk
is formatted, so that you have a visual
indication of the formatting operation's
progress. You also see the word Work-
OISKCOPY
noun
HDRKIKG ...
SOURCE BRM
1 1 1
BESIINRflBH DRIUE
HM I
Screen display —
Copying a disk.
In a similar way, GEM shows you two
bar graphs when you're copying an en-
tire disk. The top bar graph is labeled
Source Drive, and the bottom bar graph
is labeled Destination Drive. As with the
formatting command, the partially filled
bar graphs are a useful visual indication
of the progress of your disk-copying op-
eration (see above photo).
ST GEM secrets.
Okay, I'll admit it. These really aren't
secrets. It's just that, when I read the ST
owner's manual (three times) , I couldn't
figure out how to select multiple icons.
It wasn't until I happened to be reading
the IBM GEM manual that I discovered
how to do it. Why? For one thing, the
ST manual doesn't have an index. And.
though the manual contains the infor-
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 101
THE END USER continued
ST Quick Reference Guide.
Keys Pressed
Function
ALT + Cursor Moves pointer 8 pixels.
ALT + SHIFT + Cursor Moves pointer 1 pixel.
ALT + INSERT Left mouse button.
ALT + CLR HOME Right mouse button.
ALT + INSERT + Cursor Drag an icon.
ALT + HELP Print screen.
SHIFT + Left Button Select multiple icons (noncontiguous).
Left Button and drag through icons Select multiple icons (contiguous).
Click on Scroll Arrow Directory moves one column of icons.
Click on Scroll Bar Directory moves number of columns that are visible in
window.
Drag Slider Move quickly from one end of the directory to the other.
Click on Disk Icon, then select Display number of bytes used and number of bytes
and click on Show Info available.
Click on a file or folder, then select and click on Display size (number of bytes in file or folder).
Show Info
Install Application, choose document type to Example: Install the Logo language, type LOG as
Automatically run application document type. Whenever a file with .LOG is selected,
ST Logo will run automatically.
mation, it's not presented prominently.
So if you haven't found out, here's the
method. To select multiple icons for
copying or trashing, point to and click
on the first one. Then, hold the SHIFT
key down as you point to and click on
the others. Simple? You bet.
If you want to select a group of icons,
move the pointer just to the left of the
first icon. Then, hold the mouse button
down and drag to the right. As you drag
the pointer, a rectangle appears and fol-
lows the pointer. When the rectangle
touches all of the icons you want to se-
lect, release the mouse button. You'll see
that the entire group has been selected
(the icons turn black). Easy as can be.
Table 1 lists several GEM functions
and the associated keystrokes for execut-
ing them. Although all of the informa-
tion is available in the manual, I find it
easier just to keep this list handy for
when I need to look up "mousestrokes"
for a particular function. Hope it helps
you, too.
Loneliness is an ST computer.
One of the drawbacks of being one of
the first on the block to own an Atari
520ST is the fact that there's virtually no
software available for it yet. As this is
written, the only software available is
4xForth, a FORTH language from the
Dragon Group.
ST BASIC is not yet finished; Haba
hasn't yet released their first programs;
and the Professional Spreadsheet from
VIP is due out any day. What to do? Run
demos and talk with other ST owners.
By the time you read this, of course,
there should be several programs avail-
able for the 520STs.
One you'll want to get is DEGAS, a
drawing program written by Tom Hud-
son and distributed by Batteries Includ-
ed. DEGAS works in all three ST graph-
ics modes, includes a font designer and
provides screen dumps to commonly
used printers. It should be available soon
after you read this.
If you're looking for ST demos or the
latest information about the ST, call the
Sixteen-Thirty-Two Atari Network (or
S.T.A.N.) at (415) 552-8924. This BBS is
an all-ST board (the first), with ST demo
downloads, news and other information
about Atari's newest computer.
Sysops Don Truitt and Mike Warren,
both members of the San Leandro Com-
puter Club (SLCC), tell me that their sys-
tem is currently running on a 130XE
with three Indus disk drives. Sixteen-
bit programs are transferred to the ST
via ST Kermit and the 8-bit Chameleon
Terminal Emulator. S.T.A.N. uses the
public domain FoReM software, modi-
fied to take advantage of the XE's ram-
disk capability.
Of course, ANALOG Computing's
very own TCS contains news, informa-
tion and over 3 megabytes of download-
able files. The TCS download section
has recently been rearranged to better
help you find that particular file you're
seeking.
The ST future.
I think the future of the Atari 520ST
computer is very promising. Aside from
the lack of software at the beginning,
this 16-bit computer is going to put pow-
erful, yet easy to use software in the
hands of users.
Look at the Apple Mac. It, too, suf-
fered from lack of software when it first
appeared, but it was heralded as a revo-
lutionary computer. I believe the Atari
ST is every bit as revolutionary as the
Mac. . .even more so, because it is more
affordable and will be purchased by po-
tentially more people.
Allow me a brief word on the Com-
modore Amiga. Much has already been
written about how the Amiga has a chip
set designed by the original Atari 800
chip designer, Jay Miner. Some folks
have even gone as far as to suggest that
the Amiga is the next generation Atari.
I'm not sure I buy that, for two rea-
sons. First, the latest Atari (the 520ST)
is from a new Atari, which has little but
its name in common with the previous
company. Second, because of the price
difference between the Amiga and the
ST, they're two totally different products,
aimed at two totally different markets.
For an equivalent system with 512K
RAM, one 3'/2-inch floppy drive and col-
or monitor, the ST is a $1000 system; the
Amiga is a $2000 system; and (might as
well mention Apple) the Macintosh is a
$2500 system, with no color.
Personally, I hope that all three com-
puters become successful and that the
parent companies remain healthy. Only
in this way can we be assured of hav-
PAGE 102 /NOVEMBER 1985
ANALOG COMPUTING
ing the most to choose from in terms of
software and hardware. With more to
choose from, we're all bound to benefit.
Keep in touch.
I enjoy writing The End User for AN-
ALOG Computing. I like it because it al-
lows me to share information with you,
and it lets us all participate in what I call
the "Atari adventure."
If you have any comments on the top-
ics that have been discussed, violently
disagree with something I've said, or
simply want to suggest some improve-
ments, please let me know. A letter or
postcard is okay, but I frequently visit
various bulletin boards and information
services. I can always be reached at
CompuServe (71266,46) or on Delphi
(NJANALOG). I'd love to hear from you,
so don't be shy.
Oops Dept.
In the September End User, I talked
about the excellent new Atari 130XE
computer. I mistakenly said that the XE
power supply was identical to that of the
800XL.
It looks the same, but, as Matt Ratcliff
points out, the XL power supply is good
for only Vz amp at 5 volts. The XE sup-
ply pumps out a full amp, in order to
supply enough power for the extra mem-
ory and such peripherals as the XM301
modem, which takes its power from the
XE computer.
The XE power supply is also a better
design, providing better heat sinking
(for cooling) , which will result in longer
life.
Thanks, Matt, for clearing that one up.
The End User always strives for accurate
information. H
Powerstar is an engrossing adventure
game with the most extensive graphics
yet seen on any personal computer.
Each of the 63 locations has four
views, The simulation is so real that
you turn around and move with the
flick of the optional joystick. It's
available on a I6K cartridge so you get
instant booting and no disk delays. See
the review in ANALOG Magazine. For
400/800/XL/XE computers.
Ask your dealer or send $39.95
($41.95 for Mass. residents) in a
check or M.O. to:
Pandora Software
177 Carlton Lane
N. Andover, Ma. 01845
For COD add $2. Call (617)681-8440.
Dealer inquires invited.
CIRCLE #139 ON READER SERVICE CARD
DISK WIZARD II
1984
BASIC WIZARD
1985
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• ALLOWS BACKUP OF DISKS PROTECTED BY BAD SECTORING • FAST COPY
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DISK EDIT — SINGLE/DOUBLE DENSITY • DISPLAY/MODIFY/PRINT ANY SEC-
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OUT OF BAD SECTORS • DECIMAL/HEX NUMBER CONVERSION
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For last delivery, send certified UnL/cn Ik
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MASTERCARD S VISA ACCEPTED "l — (I ( Jl J— / .
(NY Residents add 7% sales tax) ■ \J\J\J f V
Phone orders accepted on CO D
and charges. Into, and NY
ATARI is a registered trademark of Atari Corp. 1-315-4c
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Residents wo quartz way
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CIRCLE #140 ON READER SERVICE CARD
ANALOG COMPUTING
NOVEMBER 1985 / PAGE 103
»m:HkH=J;fc
READER SERVICE #
ADVERTISER
113 Allen Macroware 40
120 American TV 62
— ANALOG Publishing IFC, 2
112 Astra Systems 38
102 Atari Corp 8, 9
111 Athena Software 32
— Batteries Included OBC
145 CAL COM 70
140 C.A.R Software 103
108 CDY Consulting 26
141 Centurian Enterprises 104
121 Compucat 64
106 Computability 17
133 Computer Creations 86
130 Computer Games Plus 81
110 Computer Mail Order 30
114 Computer Palace/Royal Software 42
142 Consumer Electronics Store 104
127 COVOX 75
132 D.M.I. Services 84
137 Eastern House 98
134 Electronic One 92
105 ESP 17
138 Gizzmoz 99
104 G.T. Enterprises 15
READER SERVICE #
ADVERTISER
117 Hal Systems 55
103 Happy Computers/San Jose Computers 12
148 HSU Software 9
144 ICD/Spartan IBC
123 InSoft 64
122 Integrated Computer Equipment 64
147 Intra-Tech 9
119 Kyan Software 62
136 Lyco Computers 95
101 Microprose 7
126 Mirage Concepts 68
129 Misty Mountain Software 81
131 New Horizons Software 81
115 O.S.S 43, 45, 47, 49
139 Pandora Software, Inc 103
118 Protecto 56, 57, 58, 59
116 Puget Sound 55
— Senecom 27
124 Softview Concepts 64
128 Software Discounters 76, 77
143 Southern Software 104
135 Wedgwood Rentals 94
107 White House Computers 22
125 Xlent Software 66
This index is an additional service. IVhi/e every effort is made to provide a complete and accurate listing, Ihe publisher cannot be responsible for inadvertent errors.
CENTURIAN SPECIALS
ATARI HARDWARE & PARTS
Centurian/At.iri 810 Disk Drive $199 (7)
810 or 1050 Happy Enchantment $185 (4)
810 Analog Upgrade Kit $ 37 (3)
1050 Double Density Kit (US Doubter) $ 57 (3)
850 Interface Module $125 (5)
830 Modem (use with 850) $ 20 (4)
Atari 130XE $149 (6)
Atari 520ST Package $799 (12)
Atari 1050 Disk Drive $169 (7)
Atari Numeric Keypad w/driver $ 17 (3i
Atari 400 48K RAM Expansion $ 35 (2)
400/800 CTIA CPU Board $ 18 (2)
800 OS 10K ROM 'I)' Board S 17 (2)
16K Memory Module $ 19 (2)
400/800/810/1050/1020/850 Power Adapter $ 15 (3)
13 pin I/O Plug, cable end or port type $ 3 (1)
I/O Data Cable (6 foot length) $ 12 (2)
ALL OTHER TYPES OF PARTS AVAILABLE!
CALL OR WRITE FOR FREE CATALOG!!
ATARI SOFTWARE & ACCESSORIES
Atariwriter, Cartridge only $ 17
Microsoft Basic II, cartridge w/manual $ 27
Atari Pilot Educator's Kit $ 20
Aran Basic Cartridge Kit $ 15
Atari Assembler/Editor Cartridge Kit $ 15
Invitation to Programming 1, 2, or 3 S 13
Conversational French, Spanish or Italian $ 13
Atari Speed Reading (cassette) $ 15
Atari E.T- Phone Home (cart.) $ 5
Atari Graph-it (cassette) $ 10
Star League Baseball (cassette or disk) $ 8
Atari Touch Typing (cassette) $ 5
APX Software $5 each, Call (or titles
DE RE Atari Book $ 12
Atari Joystick $5 (2), Paddles (set) % 8
(31
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All Infocom Titles $ 27 (2)
Atari Logo Package $ 35 (2)
Atari 400 Computer Console (AS-IS) $15 (5)
Halley's Project 'NEW $ 34 (2)
DEALERS WELCOME, CALL NOW!!
Ordering Information: All boards listed are complete with
parts and are fully guaranteed, UPS shipping charges ;
shown in brackets next to the price Shipping charges must
be included with all orders. Orders may be placed by phone
using your VISA or MasterCard, or you may mail your order
in with a check or
limited.
ey order. Flurry, some suppli
CENTURIAN ENTERPRISES
(805) 544-6616
Post Of ce Box 3233
San Luis Obispo, CA 93403-3233
Sales Office: 890 Monterey Street
Suite B, SLO, CA 93401
C.E.5.
+
#
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HARDWARE net price
H/4PPY 1050. .<£PECI/4L). $145.00
HAPPY 810. ...(SPECIAL)..* 145.00
H-4PPY 1050 ttVDRieE ...$345"i
OLD 800 R/4MROD $75.00
ATARI 130XE $145 ii|
ATARI S20ST *CAlL
OMNIMON<800/400> $49.85
OMNICUE XL $45.00
OMNIKUE1800/400) $25.35
R-KERTER (MVF) $39.95
R/4MROD XL(XE COMP.)..$72.00
SOFTWARE
LJK LETTER PERFECT. ...$39. 50
LJK DATA PERFECT .$35.50
HOMEP>1K $35.00
PAPERCLIP $44.50
EDUCATION
US GOK. F*CTS $18.50
US HISTORY F*CTS $18.50
WORLD HISTORY F>»CTS$16.50
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CIRCLE #141 ON READER SERVICE CARD
CIRCLE #142 ON READER SERVICE CARD
SOUTHERIM SOETWrtRE
PHONE 20S — «5>:3<!b — 0986
CALL FOR FREE CATALOG I PRICE LIST
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ALL THIRD PARTY TITLES 307. OFF
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CIRCLE #143 ON READER SERVICE CARD
PAGE 104 / NOVEMBER 1985
ANALOG COMPUTING
When you're as compatible as P:R:
CONNECTION, ICD's new multiple
serial/parallel port interface, you're
bound to have a lot of friends. And
let's face it, when you have so many,
you can afford to be choosy.
All the best laser, letter-quality and
high-speed dot matrix printers and
all-baud modems are yours for the
asking when you have the right
CONNECTION.
And just why is this little guy so
likeable? Well, partly because P:R:
CONNECTION'S sleek, sophisticated
looks cynplement the ATAR1 130 XE
and other computers and partly
because the price is so right — but
mostly because this friendly fellow
does the work of the ATARI 850
interface while occupying much,
much less of your desktop — and
your budget.
Featuring two serial ports and c
'Centronics' parallel port, P:R: C<
NECTION is totally compatible with
software for the ATARI 850. No other
disk software is required.
And like the 850, ICD's P:R: CONNEC-
TION has a built-in expansion port
to allow "daisy-chaining" of periph-
erals. However, unlike ATARI'S now ob-
solete interface, P:R: CONNECTION
needs no power supply of its own.
That's one less cord cluttering your
work space and fighting for an outlet.
Made
in the U.S.A.
, 1985 ICD. Inc.
So stop shopping for the store
that carries peripherals compati-
ble with your computer and start
shopping for the exact periph-
erals you desire. Ask your local
dealer to introduce you to P:R:
CONNECTION today and expand
your capabilities for tomorrow.
NOW YOU CAN AFFORD TO BE CHOOSY.
P.R: CONNECTION is a trademark of ICD, Inc. ATARI is a trademark of ATARI Corporation
CIRCLE #144 ON READER SERVICE CARD
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