NUMBER RACE (ZX-81)
by Philip Taylor
from Sinclair User 27 (June 1984)

Number Race is a simple program written for the ZX-81 by Philip Taylor of
Rowlands Castle, Hants. Once the program is RUN you will be asked to input
the lane in which you think the winning number will run. There is a choice of
nine lanes. The results of the game are given on completion and you will be
told if you have won or lost.


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LANDER (1K ZX-81)
by Colin Flisk
from Sinclair User 27 (June 1984), page 103

As your starship hurtles to the ground leaving behind a trail of asterisks, you
must attempt to dock on the moving landing pad.

Use key 5 to move left and 8 to move right. Lander was written for the 1K ZX-81
by Colin Flisk of Altrincham, Cheshire.


Variables used by the program:
S = score.
A = landing pad position across screen.s
B = ship's position across screen.
C = ship's position down screen.
Z = landing pad position down screen.

 10 Make the starting score 0 and ...
 20 Clear the screen.
 30 Print the score.
 40 Start the landing pad at the left of the screen.
 45 Find a random position for the landing pad down the screen which is at least seven lines down but not more
    than 20.
 50 Start the ship in the middle of the screen.

This is the start of the main play loop. The program works its way through all
the lines to line 140 and then returns to that point and loops through again,
unless told to do something else.

 60 Increase the position of the landing pad across the screen.
 70 Find the new position of the ship across the screen. If you are pressing the 8 key, the expression
    (INKEY$="8") will be true and will equal 1; if not, it will equal 0. The same applies to the 5 key. If
    both are being pressed, the INKEY$ function will not work, as it can recognise only one key at a time.
    That kind of mathematics is known as Boolean algebra; for more information see chapter 10 of the manual.
 80 Increase the position of the ship down the screen.
 90 Prints the trail left by the ship.
100 Prints the ship.
110 If the across and down positions match, the ship has landed, so go to the extra lines which increase the
    score and start a new game.
120 If the ship has reached the bottom of the screen, go to the end of the game.
130 Prints the landing pad.
140 Go back to the start of the play loop.

The increase score routine. If you landed in line 110 the program goes to line
150 to increase the score and start a new game. When writing a program it is
best to put all routines which are not often used outside the main play loop.
In that way the game will be a little faster as it does not have to look
through so many lines.

150 Increase the score by 10.
160 Returns to the start of the game but does not re-set the score.
170 The end of the game. Print the crashed ship.


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SPECTRUM COLOUR (72 Colours)
by Christopher Smith
from Sinclair User 27 (June 1984)

Christopher Smith of Dagenham, Essex wrote 72 Colours for the 16K
Spectrum. Once RUN, the colours appear on the screen and the two squares
at the top show which of the eight Spectrum colours are being used to
achieve that colour.


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MISSION (ZX-81)
by Colin Flisk
from Sinclair User 27 (June 1984)

Ten points are gained each time you shoot the invader heading towards earth
intent on taking over. Use keys 5 and 8 to move left anf right and 0 to fire.

Mission 1 was written for the 1K ZX-81 by Colin Flisk, of Altrincham, Cheshire.


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--
Another Fine Product transcribed by:
Jim Grimwood, Weardale, England (http://www.users.globalnet.co.uk/~jg27paw4/)
--