SINCLAIR PROGRAMS, July 1984
============================


BATTLE - Gary Winstanley (Sinclair Programs-July 84-Page 54)

BATTLE is a game for two players, written for the 16K Spectrum by Gary Win-
stanley, aged 13, of Wigan, Lancs. The object is to calculate your move so
that you get within four squares of your opponent, providing it is your move,
and destroy him. Player 1 moves using the cursor keys and 0 to fire and pla-
yer 2 uses keys O,P,Q,A and M.


This info file was typed by Michael Bruhn


**********************************************************************


CHIRPER
-------
PLAYING the part of Chirper, you look after your nest in which four eggs are
about to hatch. Unfortunately, there is some fungus preventing you from
tending the nest, so you have to destroy it with egg bombs. If you are
successful you will see your eggs hatch before passing to a more difficult
round. If you crash or fail you will be taken away by the angel bird. Written
for the 16K Spectrum by Toby Smith, aged 12, of Basingstoke, Hampshire.


**********************************************************************


CRABS
-----
PLAYING the part of a crab you must eat as many starfish as you can before
you run out of time or lives. Avoid the waves which will wash you away if you
are caught. The game has very good graphics and sound. Crab was written for
the 16K Spectrum by P Hammond of Ipswich, Suffolk.


**********************************************************************


DALEK RAID
----------
PREVENT the Dalek releasing the other Daleks you are holding prisoner by
firing at it with your twin lasers. If the Dalek reaches the bottom it will
open the gate and your prisoners will escape. Dalek Raid was written for the
48K Spectrum by Melvin Carter of Aston, Birmingham.


**********************************************************************


DETECTIVE
---------
A MURDER has been committed in your town and it is your job to find the
killer and put them behind bars, thus ensuring the safety of other residents.
You are given the name of the victim, the time and place of the murder, and
also the murder weapon. There are 19 suspects and you can choose to name the
murderer in three to 40 questions. Detective was written for the 48K Spectrum
by David Pankhurst of Strood, Kent.


**********************************************************************


DINOSAUR MUNCHER - Lawrence Wood (Sinclair Programs-July 84-Page 38)

STEER your car across the screen, munching the dinosaurs as you meet them.
Avoid the little men dotted round the screen as you will lose a fuel point
if you eat them. A fuel point is also lost for each journey made.
 Dinosaur Muncher was written for the 16K Spectrum by Lawrence Wood of Abing-
don Park, Wolverhampton.


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


**********************************************************************


FUTURE WAR for Sinclair ZX-81
by Jerome Laskowski
from Sinclair Programs, July 1984

Future War is a game of strategy which requires thought and cunning.
The computer force is shown on the left of the screen and the white
force on the right is the one you move. Each force has 11 pieces made
up of 10 lasers and a king. There are also some shields which can be
moved by either player.

You have to input three characters to move. The first decides which
column of the shields to move, the second the direction in which they
will move and the third determines the laser to be fired. Remember
that, although you move first, the computer always fires before you
and also that your king will move in the opposite direction to the
shields. If a shield is directed to move off the bottom of the field
it will appear at the top and vice versa. Your king is able to fire,
so if you shoot at one of your own lasers it will be lost.

Future War was written for the 16K ZX-81 by Jerome Laskowski of London SE6.


**********************************************************************


LADDER ATTACK - Andrew Bradford (Sinclair Programs-July 84-Page 17)

PREVENT the ladders coming down and picking up your humanoids by hitting them
with your bullets. If the ladder hits a humanoid it will take it to the top
of the screen. Be careful not to run into the ladder, as doing so will take
one of your three lives.
 Ladder Attack was written for the 16K Spectrum by Andrew Bradford of Birstall,
Leicester.


This info file was typed by Michael Bruhn


**********************************************************************


MAD JUMPER for Sinclair Spectrum
by Henning Jon Grini
from Sinclair Programs, July 1984


MAD JUMPER is a very addictive game in which you have to move along
the walls collecting fruit you can reach only by jumping at it. Avoid
the creature which follows you and watch your time limit. On reaching
stage three the game becomes more difficult, as the ladders increase
and the creature is able to fire at you if you are both on the same
wall. Mind where you jump, as you knock off bricks when jumping and
cannot land twice in the same place.

The program is in two parts to enable it to fit into the 16K Spectrum.
Type in the graphics program and SAVE it. Then type in the main
program and SAVE. Both programs can be SAVEd by entering GO TO 9999.
Mad Jumper was written by Henning Jon Grini of Bergen, Norway.

Never let it be said that it is impossible to write good games in
Basic. After playing Mad Jumper for a time, it can be said that it is
of commercial quality.

The object is to gain as many points as possible by collecting the
fruit which is hanging from the roof. You do so by jumping about left
to right or merely by moving in the mentioned directions. You can also
go up and down ladders. Things are not so easy, though, and the danger
is the little monster which is constantly chasing you. Should you be
touched, you lose a life.

It is one of those ladder types of game with five levels of playing
area. If you jump and collect a piece of fruit, the ceiling, which is
part of the floor above, disappears, and if you jump on to the
weakened floor you will lose a life, so be careful where you jump.

Note that to avoid the monster, you can go off the screen left or
right. Also there are ladders on the top and bottom levels which give
a wraparound effect. So if you go up the top ladder, you will appear
on the bottom.

You have only a certain amount of time to collect a fruit and that is
displayed, together with your number of lives and the number of fruits
to collect. After all the fruit has been collected for that stage, you
move to the next where there will be more ladders and a laser base at
each edge. Should the monster touch a base when you are on that level,
a life is lost. It is possible to jump over the monster - good luck.

The program is in two parts. First, there is the start-up section
which contains all the data for the user-defined graphics and machine
code sound routines. Be very careful when entering this section, as
some of the data is related to machine code; you could crash the
machine if any of the numbers is incorrect. After the first part has
been entered, save it to tape immediately.

Here is a very brief description of the main section. Line 100 sets up
the main variables. Lines 370-377 are checks at higher stages of the
game - stage three. Lines 393-400 are screen checks for the position
of the monster and lines 400 to 409 read the keyboard and are part of
a main loop - 370-420. Lines 500-1080 are checks on the screen
position of the man and the routine is called only after he has been
moved.

Lines 1115-1530 are a junction routine which caters for both left and
right movement of the man - this is called from the keyboard entry
routine. Lines 3100-3300 check and alter the time display and also
alter the number of lives remaining. Lines 3500-3555 print the fruit
but checks are made to see if the location is valid - ie. is there a
ladder there?

Lines 6004-6666 display the starting screen. The colour of MAD JUMPER
and the line are changed at 6333 to 6666.

An interesting point about the program is that the data used to make
up some of the UDGs is machine code. You can see the machine code in
the game, as the explosion when a life is lost is made up of all the
characters which are machine code.


MAIN ROUTINES

100       Sets up variables.
370-377   High-level routine.
393-400   Screen checks.
400-409   Read keyboard.
500-1080  Check man.
1115-1530 Check direction.
3100-3300 Print time.
3500-3555 Print fruit.
6004-6666 Display scores.
6888      Alternative coloured line as in score table.
8000-8100 Initial set-up routine.
8111-8166 Display playing area.
8177-8199 Start game tune.


VARIABLES USED

Arrays
A()  Holds top five scores.
X$() Holds top five score names.

String
C$   Holds the words "MAD JUMPER" for the score screen.
F$   Used as one-character input buffer when entering name.
G$   Temporary store for high score name.
K$   Holds user-defined character whose address is a musical routine
	 - caught fruit.
L$   Holds several men which are used in lives display.
Q$   Holds user-defined character whose address is a sound routine
	 - laser zap.
T$   Holds line display.
U$   Holds user-defined character whose address is a sound routine
	 - all other sounds.
Z$   Holds status message - "WELL DONE, NEW HIGH SCORE ...".

Numeric
A    Used as FOR ... NEXT index as well as index for AT statements.
C    Holds CODE of object.
D    Used as part of J, eg. ATTR(E,J+D).
E    Used as index for column in ATTR, eg. ATTR(X,E).
F    Used in part of score formula as well as a decision switch, IF F=...
G    Numeric constant with value of 1.
H    Flag variable used to determine whether Caps Shift was pressed.
I    Holds random number which is used as a pointer
	 for the placing of ladders, fruit.
J    As E but for row.
L    Used as index for L$ which holds number of lives.
N    Counter in FOR ... NEXT loop.
O    Numeric constant with value of 0.
P    Holds the number corresponding to the maximum number
	 of ladders on any one line.
Q    Fruit count-1.
R    Holds random number corresponding to INK colour of object, fruit.
S    Line position of man.
T    Used as an index for T$
U    Used as time counter, corresponding to U=Tx8+8.
V    Holds number corresponding to the stage the game has reached.
X    Line position of chaser.
Y    Column position of chaser.
Z    Column position of man.
HI   Holds run-time high score.
SC   Holds current score.


**********************************************************************


TRAIN JUMP - P.J.Irwin (Sinclair Programs-July 84-Page 10)

YOU ARE a train robber caught on the roof of a train. As you cannot climb down
the side of the train you must run along the roof away from the bridge which
is drawing ominously closer. Use 5 to run left and 7 to jump the carriages. A
life will be lost if you jump a carriage at the wrong time or if you hit the
bridge. (Actually, you lose the rest of your lives, when hit by the bridge).
 Train Jump was written for the 16K Spectrum by P.J.Irwin of Sherborne, Dor-
set.


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


**********************************************************************


