
AIR SEA RESCUE (16 ZX-81)
A-LANDER (1K ZX-81)
BOMB RUN (16K ZX-81)
BRICK CATCHER (1K ZX-81)
BUILDER (1K ZX-81)
CLIMBER (1K ZX-81)
LASER CANNON (1K ZX-81)
LIGHTNING (1K ZX-81)
SKITTLES (1K ZX-81)
TOMBOLA (1K ZX-81)
TREASURE HUNT
TRUE OR FALSE (16K ZX-81)



AIR SEA RESCUE (16 ZX-81)
by Andrew Blackburn
from Sinclair Programs 3, September/October 1982, page 13

The object of Air Sea Rescue is to rescue a sailor bobbing around below your
helicopter. You must hook him to safety before you run out of fuel. You steer
the whirly-bird with the usual cursor keys and you will crash if you get too
close to the water.

A time is given for completing the rescue. Andrew Blackburn of North Hykeham,
Lincoln, who submitted the program, reports his fastest time as 15. We did
not manage anything better than 30. (1K ZX-81).


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A-LANDER (1K ZX-81)
by Gavin Cheshire
from Sinclair Programs 3, September/October 1982, page 49

This is a short game to test your eyesight. The aim is to have a row of As
along the bottom of the screen. To do it you press key 6 to stop the As as they
come from either side and then fall to the bottom of the screen. If they hit
another A on the bottom the game ends.

A Lander was sent by Gavin Cheshire, of Leighton Buzzard, Bedfordshire. It will
fit in the unexpanded ZX-81.

[The description listed in the magazine does not match the actual game play]


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BOMB RUN (16K ZX-81)
by Andrew Kelcey
from Sinclair Programs 3 (September/October 1982), page 23

Your mission is to fly at wave-top height and launch your bomb with the 0 key
at a submarine hiding in a cave. After releasing your bomb you must climb
steeply with the 7 key to avoid the cliffs above. Do not climb too soon, as
there is a cliff-top radar station capable of arranging your instance
destruction.

The composer of the program, Andrew Kelcey of Bewdley, Worcestershire, says
that removing lines 20 to 27 will enable it to be fitted into an unexpanded
ZX-81. He has obviously limited the complexity of the graphics and, though
pleasing, they are in our opinion capable of improvement. You might also try
to devise a scoring line.

[There appears to be a bug in the listed program - line 11 should print a
space to remove the trail of the bomber.]


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BRICK CATCHER (1K ZX-81)
By Grahame Chidwick
from Sinclair Programs 3, September/October 1982, page 45

Brick Catcher is a smashing game. You are protecting a greenhouse at the bottom
of the screen from the destructive attentions of some Dennis the Menace figure.
He is hurling bricks at your charge and it is your unfortunate duty to catch
them.

You can move by means of the cursor keys 5 and 8 but if you fail to stop one of
these projectiles, the game ends and the enraged owner emerges, clutching his
head.


A neat game for the 1K ZX-81 sent by Grahame Chidwick of Grimsby.


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BUILDER (1K ZX-81)
by Julian Smith
from Sinclair Programs 3 (September/October 1982), page 25

At last there is a program which takes only five minutes to key-in but which
will provide you with hours of annoying enjoyment. It is also likely to make
you very unpopular with the rest of the family if you are using the
television set and they want to watch something else.

Despite its simplicity, it takes a long time to achieve the aim, which is to
build a row of = signs. Start by pressing run and then hold down any key
until the screen is filled with greater than signs with = at the end of each
line. Then keep a key pressed down to move the = sign along a line to try to
add it to the other = sign. Releasing the key stops the = sign.

You have one attempt at each line as you go down the screen, the inverse
space showing which line you are on. When you reach the bottom you start
again at the top. This clever game for the basic ZX-81 was sent by Julian
Smith of Maidstone, Kent.


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CLIMBER (1K ZX-81)
by David Stewart
from Sinclair Programs 3 (September/October 1982), page 19

Your aim is to climb a 1,000-metre mountain in 10 days. If you fail to finish
in the allotted time or run out of supplies, the trip is cancelled and
abandoned. Bad weather may hinder your progress.

When the program is run, an input mode will await the highest previous score
- enter 0 on your first run. The display will then show the climbing day,
distance to the summit, number of supply units from 75 to zero, and the
weather on a scale of awfulness up to 10.

As group leader you must enter the distance you wish to travel on that day,
the maximum being 300 metres. Remember that you will use more supplies in
bad-weather climbing and that in the worst conditions it may be advisable to
stay in the tent.

When the distance reaches 0, enter zero to obtain your final score. That is
dependent on the number of supply units and days expended; David Stewart of
Darlington, who submitted the program, reports that his best result is 251.
The program runs on a 1K ZX-81.


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LASER CANNON (1K ZX-81)
By C J Barnatt
from Sinclair Programs 3, September/October 1982, page 47

We do not often print Space Invaders games but because this is so neat and
because it fits on a 1K machine we decided to give the old routine another
airing.

"A fleet of 20 'X' ships is attacking you," writes C J Barnatt of Worcester.
"You must destroy at least 15 of them or be destroyed."

The cursor arrows move you up and down and the 8 fires your laser. Every time
you move or fire you use one fuel unit out of 200. If you destroy all the 'X'
ships, the amount of fuel remaining is displayed.


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LIGHTNING (1K ZX-81)
from Sinclair Programs 3, September/October 1982, page 32

Often we receive letters from computing novices asking for straightforward
games which are as much exercises in programming as arcade-style diversions.

Lightning is an uncomplicated program using 1K of a ZX-81, containing most of
the more common functions and producing a moving display under cursor control.

Drive your car left and right across the screen with the 0 and 1 keys and
hope that you are not struck by lightning - a kind of meteorological Russian
roulette.


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SKITTLES (1K ZX-81)
by Philip Teakle
from Sinclair Programs 3 (September/October 1982), page 25

We will say nothing about being bowled over by this game, or about going down
like nine-pins, or about it being right up our alley. It is a 1K game for the
ZX-81 called Skittles but the title is somewhat misleading, since the eight
balls are steered after they are released, not before.

They are amazingly responsive, maneuvered with the 6 and 7 keys to a target
of 15 pins.

It is a highly-enjoyable game submitted by Philip Teakle of Bristol.


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TOMBOLA (1K ZX-81)
by R S P Humpleby
from Sinclair Programs 3 (September/October 1982), page 36

Here is a program which is essential for all club secretaries who do not like
drawing the numbers in the tombola. All you have to do is to enter the lowest
and highest ticket numbers and the numbers of winners and the computer does the
rest.

Although short, it includes checks to prevents incorrect numbers being drawn.
One problem is that when there is a small number of tickets and a relatively
high number of winners, there is a danger that it will repeat numbers. No doubt
some readers will be able to find a way to deal with that.

It was sent for the ZX-81 without the RAM pack by R S P Humpleby, of
Heckmondwike, West Yorkshire.


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TREASURE HUNT
Sinclair Programs, Sep/Oct'82

TREASURE HUNT is a game of almost arcade quality. You are in a system of 21
underground caves filled with monsters and poisonous fungoids. The aim is to
collect treasure, by running over the asterisks, and deposit it in Cave 0.
You cannot carry more than five bags of treasure at a time and even one will
slow your progress.

The display is of the current cave-  see the illustration. You are able to
move around with the cursor keys and the exits are represented by the areas
of graphic A at the top and bottom of the screen. It is not possible to
return to the previous cavern.

To protect yourself against monsters and to clear a path through the fungoids
you can loose an arrow, with F followed by the appropriate cursor key.
Remember, though, that new arrows are obtainable only in the entrance cave in
exchange for captured treasure.

In Cave 21 there is a hoard of treasure guarded by a growing serpent which
will attempt to seal off exits. Shooting a hole in it is usually only a
temporary measure, unless you also shoot at something else, in which case the
serpent will attach itself to the other target.

The score is calculated by Monsters killed x 5 + treasure captured x 10 =
arrows bought x 4. Reincarnation is granted if you score more than 50 between
deaths.

A fine program, to be typed and taped, from Paul Sherwood of Hartlepool,
Cleveland. 16K ZX-81.


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TRUE OR FALSE (16K ZX-81)
by Neil Pick and Rae Bryant
from Sinclair Programs 3 (September/October 1982), page 33

We feel that many of the education games sent to use ignore the crucial place
of good graphics in the interest of the young learner.

True or False is a program for teaching multiplication. The authors, Neil Pick
and Rae Bryant of Horrogate, obvioulsy worked hard to accompany the didactics
with a lively display and a line in cheery patter.

The operator has a very limited time in which to judge the displayed arithmetic
as true or false and to input 7 or 5 accordingly. Error or delay will advance a
decrepit-looking automobile further and further towards a brick wall. There are
three levels of difficulty and a running score for every correct answer.



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SPACE MISSION (16K ZX-81)
by Mark Philips
from Sinclair Programs 3 (September/October 1982), page 18

Space Mission was written by Mark Philips of Streatham, London, for an
expanded ZX-81. The object is to guide your star ship "A" through a cloud of
roaming aliens. If you succeed you will be re-positioned on the surface of
Planet X, ready to try again. That continues for as long as the program does.

Points are scored for staying alive and are reduced by 10 for hitting an
alien. Both the score and the elapsed time are displayed. Key 1 moves you
left and key 0 moves you right. You can increase the difficulty of the game
by changing line 80 to "LET C=C+C1+(RND*2-1)". That randomizes the movements
of the aliens.


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