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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 • ■ • • 



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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 









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»& ■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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address changes to ANALOG Computing. P.O. Box 625, Holmes, PA 19043. 



ANALOG Computing . . . 

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At your fingertips, you'll find: 
The best programs from 
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A long list of 
Updates anc 
Feedback froJ 
The latest Hews on / 
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User grcmp support 
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omputing magazine 



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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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Eastern News Distributors. Inc.. 

Ill Eighth Ave., New York, NY 10011 

ANALOG Computing magazine 
(ANALOG 400/800 Corp.) is in no 
way affiliated with Atari. Atari is a 
trademark of Atari Corp. 



WHERE TO WRITE 

All editorial material (programs, articles, letters and press releases) should 
be sent to: Editor, ANALOG Computing, P.O. Box 23, Worcester, MA 01603. 

Correspondence regarding subscriptions, including problems and changes ' 
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An incorrectly addressed letter can be delayed as long as two weeks before 
reaching the proper destination. 



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Home Office 
Michael DcsChenes 
National Advertising 
(617) 892-9230 



raid F.CSweeney & Assoc. 
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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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ANALOG Computing 

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or call our toll-free number: 

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Please allow four to six weeks for 
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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- 
grams, program listings should be 
provided in printed and magnetic 
form, if possible. Articles should be 
furnished as typed or printed copy 
in upper and lower case with double 
spacing. If submissions are to be re- 
turned , please send a self-addressed , 
stamped envelope. 



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) 




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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 | 

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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 

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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 
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Printer 
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micronici-inc 

THE POWER BEHIND THE PRINTED WORD. 



SG-10 

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215 

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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 
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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 
Inquiries, or for Wise. Orders 

414-351-2007 

ORDERING INFORMATION: Please specify system 
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 
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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 

"Where Prices Are Born, Not Raised" 

Toll Free 1-800-351-3442 

PA Call 1-717-322-7700 



— PA Residents FREE Shipping 



PRINTERS 



MONDAY-FRIDAY 
9 AM - 6 PM 



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Q$ 



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POLICY: No deposit on COD orders. 

Free freight on all prepaid cash orders 
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 


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FX 85 


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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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DX 10 Daisywheel .... 


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HS 80 Letteriet 


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ATARI 

XTM 201 99.95 

XTC 201 109.95 

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STD 121 219.95 

SMM 801 279.95 

STAR MICRONICS 
SG-1 21 4.00 

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SD-10 345.00 

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Powertype 307.00 



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1 30 XE 1 39.95 

520 ST Color RGB Monitor & More 

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Happy 1 050 335.95 

Happy Enhancer 1 60.95 



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SKC Lifetime Warr. 

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BONUS Lifetime Warr. 

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MD 1 15.95 

MD 2 20.95 



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Synfile 32.95 

Syncalc 32.95 

Syntrend 27.95 



SOFTWARE 



Proofreader 19.95 

Codewriter 42.95 

Filewriter 24.95 

Reportwriter 24.95 

Menuwriter 24.95 

Small Bus. Inv 17.95 

Saleman's Expenses. ... 1 7.95 
Ace. Receivable/Pay. ... 1 7.95 

The Learning Phone 23.95 

CALL FOR OTHER 
SOFTWARE! 



BRODERBUND 



Print Shop 28.95 

Graphics Library I 1 7.50 

Graphics Library II 1 7.50 




INTERFACES 


MODEMS 


MONITORS 




850 108.95 

U-Print w/port 49.95 

U-Print w/16k 69.95 


MPP 1000E 69.95 


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ZVM 122 Amber 

7\/M 1 23 Grppn 




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Hayes 300 149.95 

Hayes 1200 385.95 


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80 Columns 


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Bl 80 Column Card 99.95 


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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 '" 

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Sottuare. ir;i i: i ^i:-iti:''-;^^-h' ::"i;ni:y a' 



- Erase ill text 

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- 5fT aafoihs 

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ESC - Setorn 10 word orecesser 



and boos other functions. < 

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-;. 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 





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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! 

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A collection of eight programs enlivened by sound 
and graphics to help your preschooler learn letters 
and nuibers. 

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* 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. 




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(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 



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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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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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demos, and text LISTER. Works with most 
popular printers. 




Ultima II 'ST' 
Kings Quest 'ST' 
Business Tools 
Calc/Clk/Breakol 
Centipede 
Missle Command 
Star Raiders 
Battlezone 
Astriods 
Gem Write 
Professional 
DB Master 
2 KeyAccounfing 
Gem Painl 
Valdocs II 
ST Cobol 
Check Minder 



59.95 
49.95 
59.00 
19.95 
26.90 
26.90 
26.90 
26.90 
26.90 
CALL 
87.90 
87.90 
69.50 
CALL 
CALL 
44.90 
69.50 



C Compiler 


69.50 


Solutions (Wills) 


44.90 


Solutions (Lettr) 


44.90 


Super Mailer 'ST' 


49 95 


tnfocom 1s! level 


34.90 


Infocom Intermed 


39.90 


Infocom Advanced 


44.90 


PARTS & 


MISC 




Disk Cleaner 


13.95 


800 Power Supply 


24.95 


10 Disk Mailers 


6.50 


10 Generic Disks 


13.95 


Ten Key Pad 


39.95 


Indus Dr stacker 


19.95 


Oak Monitor Std 


29.95 


Printer Stand 


24.95 


Disk Bank(50) 


15.95 


Regular Joystick 


9.30 


Swivel Base 


39.95 


Joystick Cord 


2.95 


Joystick Handle 


1.49 


Joystick Board 


2.49 


Printer Imerface 


49.95 


Relax 


99.95 



BOOKS 

De Re Atari 17.90 

Tech. User Notes 26.90 
COMPUTE BOOKS: 

1 St Bk of Atari 12.95 

2nd Bk of Atari 12.95 

3rd Bkol Alan 12.95 



VOICE BOX II 

NOW AVAILABLE!! 

Voice Box Speech Synthesizer . . . 4BK D $99.95 

The ALIEN VOICE BOX has been gone for awhile but 
now is back. The Voice Box is a very good Speech 
Synthesizer that connects to the Atari computer 
through the serial I/O port. One advantage Voice 
Box has over S.A.M. is that you can have graphics 
on the screen at the same time you have speech and 
singing through the synthesizer. Included with the 
Voice Box alsd is a 48K disk packed with programs 
in graphics to run as Sddn as you get it. This is the 
best synthesizer for the ATARI computers. 



One of the most versatile data-base programs available. 

* r IplusI New Enhanced Version 2.0 



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Includes: 



$39.95 



• ON-SCREEN PROMPTS 

• HELP SCREENS 

• STATE ABBREVIATION TABLE 

• PRINT LABELS 1. 2. or 3-UP 

• REDEFINABLE FIELDS 

• MERGE-CREATE COMBINATION FILES 

• DELETE DUPLICATE-AUTO or MANUAL 



Features: 48 K Disk 

• LIGHTNING FAST RETRIEVAL, 

• FAST SORTS ON ANY FIELD 

• SUPPORTS UP TO 4 DRIVES 

• SINGLE OR DOUBLE DENSITY 

• STORE ABOUT 1200 RECORDS 
PER DISK SIDE IN DOUBLE DENSITY ,. 

• much more' New! Mail Merge Utility $19.95 

Now ydu can use your Super Mailer + records with Atarwriter and Letter Wizard. 
Use names and addresses td create form letters. Input special characters into the 
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 
Templates. 

• Easy to use. ..Just 
load them from 
Syncalc and enter 
your data. 

• Save hours of 
tedious spreadsheet 
setup. 

• All formats are pre- 
tested for accuracy. 



ONLY $19.95 

• Templates 
included: 

- Loan Amorization 
Sclifi Ink- 

- Net Present Value 

- Future Value 

- Personal Financial 
Statement 

- Alternative 
Investment Analysis 

■ Check Register 

- Personal Register 
(Roster) 

- Depreciation 
Schedule 



SUPER SAVINGS saveupto80%. 

BUY TRICKY TUTORIALS #1-#6 or #7-#12 

FOR ONLY $24.95 Graphic Labels $2.95 

Here are the titles that we have in stock NOW! ! 



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 
Word Processor • Grade Book • Fone Tone • 
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 

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I8ET NEXT 2 BYTES 

LDA (POINTER), Y 

8TA (SCRPTR). Y 

INY 

LDA (POINTER). Y 

STA (SCRPTR). V 

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LDA LOCHI.X I8UBR0UTINE 

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LDY DIR.X | SET POINTER TO 

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ADC • <8HAPES | SHAPE TABLE 

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ISET PH PORTION OF PLAYER/ZOHBIE 

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LDA H0VE8T.X IFIND MHAT SUIT 

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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 

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LDA HOVEST.X 

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CLC 

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DEY (ERASE OLD IHA8E) 

BPL READPIC 
LDA LOCX.X 



I8ET FOR 
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I IF 80IN8 UP/DN, 
I ADD ON MOVE 
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A8L A 

ASL A 

CLC 

ADC t48 

STA SCRPTR 

LDA DIR.X 

AND ••01 

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LDA HOVEST 

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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 

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STA (SCRPTR),? 

DEY 

BPL SETLP 

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IFIND A RANDOH PLACE TO PUT A 

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AND 
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BCS 
STA 
LDA 
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BC8 
STA 
STA 
LDA 
STA 
STA 
STA 
LDA 
STA 
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BCC 
LDA 
CLC 
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3TA 
LDA 
ADC 
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ROL 
DEY 
BNE 
LDA 
ASL 
ADC 
BCC 
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CLC 
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LDA 
ADC 
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BNE 
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LDA 
STA 
LDA 
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ASL 
ASL 
ASL 
ADC 
STA 
ADC 
STA 
LDA 
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LDA 
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CLC 
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ISET A RANDOH X 
IHASK UPPER BITS 
I IF NOT IN RAN8E, 
I TRY ABA IN 

I BET A RANDOH Y 
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POINTER+1 

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FND8PT2 

SCRPTR 

POINTER 

SCRPTR 

SCRPTR-H 

POINTER+1 

SCRPTR+1 

POINTER 

POINTER+1 

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A 

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BCRPTR+l 

I ADD SCREEN ADDR 

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• >8AMESCR 
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LOCLO, X I TO IT 

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•0 

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ICLR COALESCE 
A I CHARS FOR THIS 
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A 

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•0 

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A 

a 

A 

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ACTFLA8.X I COALESCE FLAB 

• *FD I TO TRUE 

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»»0F ISET ITS CNTRS 

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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TAY 

STA (POINTR* 

INY 

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LDft 8HQTDIR, 

AND »»ei 

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2 INY 

STA (POINTR* 

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STA (POINTR* 
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TAY 

LDA »f> 

STA AUDC1.Y 

RT8 

j ERASE PLAYER/ZOMBIE 



■ERASE 2 BYTES 
>,V 

>.* 

X IMOVE STAT"*? 

I YES. DONE 

X |ADD A LINE 

I IP UP/DOWN 



I ERASE 2 BYTES 
>.Y 

I TURN OFF SOUND 



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LDA LOCHI.X 

8TA POINTR* 

LDA »» 
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STA (POINTR* 

LDA HOVEBT.X 

BEB ERHNXIT 

i 

LDA DIR.X 

AND ••■! 

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LDY »»27 

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RSMAN2 INY 

STA (POINTR* 

INY 

8TA (POINTR* 
RHNX1T TXA 

CLC 

ADC • >PL* 

STA POINTR** 

LDA •• 

8TA POINTR* 

TAY 

R8UTLP 8TA (POINTR* 

DEY 

BNE ERSUTLP 

RT8 

COLLISION DETECTION 



■SET A POINTER 

I TO THE 8CREEN 

■CHR IHA8E 

1 

I ERASE 2 CHARS 

>,V 

ilF N0VE8T-B, 
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ERASE PH 
(ADD 1 LINE IF 
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ERASE 2 CHARE 

.ERASE PLAYER' 
(ENTIRE PH 



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LOOK AHEAD SUBS 





SETAHEDS 


LDA 
STA 
LDA 
STA 
LDY 
JMP 










8ETAHEDH 


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STA 
LDA 
STA 
LDY 




BETAHED 


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CLC 
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LDA 
ADC 
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SCRPTR 



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t»*F 

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RT8 

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LDA POINTER I SUB PRIOR TO 

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LDA POINTER+1 

SBC PRVADHI.Y 

8TA POINTER+1 

LDA POINTER (ADD AFTER MOVE 

CLC I ADD AMOUNT 

ADC AFTRADD.Y (WEIRD, BUT 

8TA POINTER 
BCC STPTRND 
INC POINTER+1 
RTS 



SPECIAL EFFECT8 



EVAPORATION OF PLAYER/ZOMBIE 



I IF NOT HQVINB, 
■CHECK IT ONCE 
■TRY ONCE, 



EVAPRTE LDA 
AND 
BNE 
RT8 

I 

DOEVAP LDA 
A8L 
ASL 
ASL 
ADC 
8TA 
TXA 
CLC 
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STA 
TXA 
ASL 
TAY 
DEC 
BMI 
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STA 
STY 
LDY 
LDA 
LDY 
STA 
LDA 
AND 
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ABL 
ADC 
STA 
LDA 
STA 
LDY 

READSMK LDA 
STA 
DEY 
BPL 
RTB 



ACTFLAB, X I 8EE IF HE IS 
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DOEVAP I IF NOT, RETURN 



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A 

A 

A 

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BCRPTR 



• >PL* 
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■ELSE, SET PNTR 
I INTO PLAYER X 



I SET SOUND INDEX 



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ENDEVAP I IF AT END 

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HOLDIT 

HO VEST, X 

EXPNVLP.Y 

HOLDIT 

AUDC1.Y 

MOVEST.X IFIND WHAT CLOUD 

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A 

A 

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•7 | AND SET IT 
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■SETUP A 
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DEY 

BPL CLRSMOK 

JMP FND8P0T IFIND SPOT TO 

| PUT HIM BACK IN 

SHOT FOR BACKLASH 



|8ET POI 
ADBLOFS 



LDA ACTFLAB, X |SET FLAB "TRUE 

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ORA «*1* 

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LDA SHOTDIR.X |TURN SHOT DIR 

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TAY 

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STA SHOTDIR.X I FASHION 

LDA #3 I 8ET SHRAPNEL 

STA SHOTHST.X I DISTANCE TO 3 

RT8 

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LDA 3H0TM8T.X IFIOURE OUT HOW 

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CLC 

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LDA SHOTHI.X 

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RTS 



*» DLI ROUTINE +# 



LDA »PLR*COL I SET COLORS FOR 

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STA COLPF1 IPLAYER/ZOMBIE 

LDA »PLR2C0L ISUIT COLORS 

8TA C0LPF2 

LDA »PLR3C0L 

STA C0LPF3 

PLA 

RTI 



•• PROSRAH DATABASE »* 



NUMERICAL DATA 



LOCATION ADDITIONS TO BET NEW 
LOCATIONS (8EPARATED BY DIR) 



AFTYADD 
AFTXADD 
PRVYADD 
PRVXADD 
DIRADHI 
DIRADLO 
AFTRADD 
PRVADHI 
PRVADLO 



II,*,* 

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-i i* 

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.BYTE 2,4* I*,* 

DIRADHI 
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.BYTE • 

.BYTE 1 

.BYTE • 

.BYTE »,*,- 

■5XIE »•?,. 



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CONVERT .BYTE 4, 3, 1 , 4, 2, 4, 4, 4,*, 4, 4 
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SH8T0F8 .BYTE 2,6,8,12 
I EVAPORATION VOLUMES 

EXPNVLP .BYTE 4,6,8,8,6,6,4,4,4,2,2,2 
IZIBZAB DIRECTION MASKS 
XYHA8K .BYTE »*3, »*C, »*3, »*C 
■BACKLASH DIRECTION BIT8 



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l->l->-»>l-»- 


>o>>>o 


u 


>■ (d > (D en (q in > >• 


MfllAIBS 


m 


A 0) n (0 0) 01 0) A a 



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 
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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 
Total Price 


$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 
Disks to store important data and programs without fear of loss! Each Loran disk is 100% certified (an exclusive process) 
plus each disk carries an exclusive FREE REPLACEMENT LIFETIME WARRANTY. With Loran disks you can have the peace of 
mind without the frustration of program loss after hours spent in program development. 

100% CERTIFICATION TEST 

Some floppy disk manufactures only sample test on a batch basis the disks they sell, and then claim they are certified. 
Each Loran disk is individually checked so you will never experience data or program loss during your lifetime! 

FREE REPLACEMENT LIFETIME WARRANTY 

We are so sure of Loran Disks that we give you a free replacement warranty against failure to perform due to faulty 
materials or workmanship for as long as you own your Loran disk. 

AUTOMATIC DUST REMOVER 

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. 
WE DO NOT EXPORT TO OTHER COUNTRIES, EXCEPT CANADA. 
Enclose Cashiers Check. Money Order or Personal Check. Allow 14 
days lor delivery. 2 to 7 days lor phone orders. 1 day express mail ! 
VISA MASTERCARD COD. 

No C.O.D. to Conoda. APO-FPO 



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312/382-5050 to order 



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 

COMPUTER DIRECT 

We Love Our Customers 
Box 1001, Barrington, 111.60010 

312/382-5050 to order 



Add S10.00 for shipping, handling and insurance. Illinois residents 
please add 6% tax. Add $20.00 tor CANADA. PUERTO RICO, HAWAII, 
ALASKA. APO-FPO orders. Canadian orders must be in U.S. dollars. 
WE DO NOT EXPORT TO OTHER COUNTRIES. EXCEPT CANADA. 
Enclose Cashiers Check, Money Order or Personal Check. Allow 14 
days for delivery, 2 to 7 days tor phone orders, 1 day express mail I 
VISA MASTERCARD — CO. D. 

No C.O.D. to Canada. APO-FPO 



CIRCLE #118 ON READER SERVICE CARD 



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 
CANADA, PUERTO RICO, HAWAII, ALASKA, APO-FPO orders. 
Canadian orders must be in U.S. dollars. WE DO NOT EXPORT TO 
OTHER COUNTRIES, EXCEPT CANADA. 

Enclose Cashiers Check, Money Order or Personal Check. Allow 14 
days for delivery, 2 to 7 days for phone orders, 1 day express mail ! 
VISA — MASTER CARD — C.O.D. No C.O.D. to Canada, APO-FPO 



COMPUTER DIRECT 

We Love Our Customers 

22292 N. Pepper Rd., Barrington, III. 60010 

312/382-5050 to order 



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 

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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 




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CIRCLE #121 ON READER SERVICE CARD 



ATTENTION 

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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? 
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Debugging does not have to be a painful, 
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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. 




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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 



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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 
continental USA 

• 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 



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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 

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FOR ATARI 400, 800, XL, XE 
Complete documentation includes detailed 
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lists, household inventories, magazine 
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SING-ALONG $11.95 

Play your old favorites! Or create your own! 
Displays lyrics & graphics while music plays 
» Encompasses entire bass & treble 
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Online terminal program, sector copier, DOS 
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(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 



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MICROLEAGUE BASEBALL $24.95 

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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 

set of recipes! (And its very easy to add your own.) 

Automate your kitchen with 
The Computer Gourmet 

Available on disk lor Atari- computers (requires 48K). 
Send S29.95 Dlus $2.00 for postage to: 

NEW HORIZONS SOFTWARE 

P.O. Box 180253 

Austin, Texas 78718 

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 



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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 



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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 



From the editors of 
A.N.A.L.O.G. Computing 



ANALOG 



COMPENDIUM 



The best ATARI® Home Computer Programs from the first ten issues of A.N.A.L.O.G. Computing Magazine. 






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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- 



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CIRCLE #135 ON READER SERVICE CARD 



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 



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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- 




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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 



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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. 



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4BK RAMPOWER 79.93 

32K RAMPOWER 39. 93 

I CD INC. 

SPARTA DOS 34 . 93 

US DOUBLER 39.93 

CHIP FOR 810 89.93 

HAPPY ARCHI VER 49. 93 

R-TIME CARTRIDSE 69.93 

«T«RI 

1050 DISK DRIVE 159.93 

1050 W/HAPPY INSTALLED 379.93 

LIGHT PEN 39.93 

NUMERIC KEY PAD 29.93 

TOUCH TABLET 49. 95 

MISC. MERCH«IMD I SE 

PRINTERS CALL 

MODEMS CALL 

DS/DD LIFETIME DISKS (30)... 79. 93 



ALL PRICE! LISTED ARE FOR KAIL ORDERS tULY. ABO 101 
FDR CO. AND 151 FErR CREDIT CARD ORDERS. DEALER I 
USER 6R0UP 1KBUIRIES KELCOttE. SEND FOR FREE CATALOG 
AND PR1CEL1S1. ADD 13 FOR SHIPPING AND IHSURAItCE. 
FOREIGN ORDERS IIEICOHE HUH SUFFICIENT POSIAGE INCLUDED. 
HOST ORDERS RECEIVED IEF0RE NOON FILLED SAKE DAT. 
m 13 FOR. AIR KAIL OR 113 FOR OVERNIGHT SHIPMENT. 



SOUTHERN SOFTWARE 

A DIVISION OF SOUTHERN SUPPLY COMPANY 
1879 RUFFNER ROAD BIRMINGHAM. AL 35210 

24 HOUR PHONE 205-956-0986 
Order before 11 A.M for same day shipping 



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 




.ford, IL 61101-1437 
.15/229-2999 




A WORD PROCESSING PROGRAM ! 
AN INFORM A TION MAN A GEMENT PROGRAM ! 

A TELECOMMUNICATIONSTRVGRAMl 



% 



ALL THREE PROGRAMS, ON ONE DISKETTE!, FOR ONLY $49.95*1 

"Quite simply the best! The highest rating possible. . . the package should be part of every 
(computer) library."— analog computing 

"Russ Wetmore has done an EXCELLENT job! The program is flexible, powerful and 
very easy to use. $49.95 buys a heck of a lot of program."— review by arthurleyenberger 

"Performance:* • • + (Excellent)Value:ir * * • (Excellent) 
This three-in-one package is a bargain . . . one of the finest values on the market. " 



family computing 



HOMETEXT WORD PROCESSOR. 
HOMEFIND INFORMATION MANAGER. 

HGMETERM telecommunications 

Together they are HomePak: the three most 
important and most useful home computer applica- 
tions in one integrated system — on one diskette! 

The reviewers are unanimous: any one of 

these programs alone is well worth 'the price. 

So you're getting three times the computing power, 

with this exceptionally easy to use package: 

all commands in simple English; no complex 
computer jargon, no obscure instructions 
• all key commands are immediately available on 
the screen menu; additional. commands can be 
called up for the more experienced 'user 

to help you, system status is displayed right 

on the screen 
And it's easy to use the three programs together. For 
1 example*' in the "Merge" mode, you can take data 
stored in HOMEFIND and print letters and labels ' 
using HOMETEXT Or, use HOMETEXT to write 
reports based on information you've cal}ed up 
via HOMETERM. 



'NCLLD6ED 



© 



A *wah»ug h , 



' a 'e System 






**" es 

1984! 






3 in 7 

So «wa re sys tefT) 



HomeTe 



'firm* 






30 Mural Street 
Richmond Hill, Ontario 
LAB IBS CANADA 
(416)881-9941 
Telex: 06-21 -8290 



BATTERIES W INCLUDED 



"The Energized Software Company!" 



1787S Sky Park North, Suite P 
s. Irving, California 

** USA 92774 

1416)881-9816 
MS ->, Telex: 509- f 39 



21-8290 WRITE TO US FOR FULL COLOUR CATALOCUE of our products for COMMODORE, ATARI, APPLE and IBM SYSTEMS * 7S 

FOR TECHNICAL SUPPORT OR PRODUCT INFORMATION PLEASE PHONE 1416) 881-9816 »: 

•MANUFACTURER'S SUGGESTED U.S. LIST PRICE 1 ., 

Each computer system may require accessory devices such as modems, printers and cards to utilire specific features of HOMEPAK. See your dealer for details 

C 1985 BATTERIES INCLUDED. APPLE. ATARI. COMMODORE AND IBM ARE REGISTERED TRADEMARKS RESPECTIVELY OF APPLE COMPUTERS INC.. ATARI INC.. COMMODORE 

BUSINESS MACHINES INC.. AND IBM BUSINESS MACHINES INC