SINCLAIR PROGRAMS, January/February 1983
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15 PUZZLE
DEATH RUN
DROP 4
GOLF '80
HEXLOADER (ZX-80)
JUGGLER
KALEIDOSCOPE (16K ZX-81)
KINGDOM for Sinclair ZX-81
QUICK TAPE for Sinclair ZX-81
RABBIT RUN
SPACMAN 2 for Sinclair Spectrum
UTILITY DRAW


--

Ive noticed TTFn has a few ZX80/81 programs that arent in the standard .O
and .P formats, so I thought I would convert them as appropriate so that
they can be used with the widest range of emulators. Ive attached new
versions of each program, although for some it was only necessary to rename
the file extension. [ PF ]

.TZX
Ive converted tape files in .TZX format to .P format:
- SP8301w005035DeathRun.tzx

Many emulators now support .TZX format for ZX81 files, but it isnt clear
from the file name that the file is for the ZX81; the .P format clearly
identifies the file as being for the ZX81. The only advantage of .TZX
format is the ability to embed metadata into the file, e.g. authors name,
date, publisher, etc, but no such data is included in this particular file.
So I feel it would be more consistent to present the program in .P format.
[ PF ]

--


15 PUZZLE
---------
The display will show a grid of 16 squares. The grid contains the first 15
letters of the alphabet and one space. Slide the letters around in the grid,
using the space, and the puzzle is solved when the letters are in their
correct order.
The letters are moved with the usual cursor controls and a count is kept of
the moves taken. Your task is to complete the rearrangement in as few moves
as possible.
A diverting little routine, worth having on a tape. Submitted by W.G.Davies
of Hereford for the 16K Spectrum.


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DEATH RUN
Sinclair Programs, Jan/Feb 1983

DEATH RUN just about fills 1K of the ZX-81. Your speed is displayed in miles
per hour, starting at zero and rising in tens. When it reaches 80 your score
begins to rise in tens. Be careful; if your speed exceeds 90 and "OILY ROAD"
is displayed in the top left-hand corner you are very likely to add to the
accident statistics. So slow down by pressing 1. You can also increase speed
by inputting 0. When you exceed 90mph the variable Q increases by one, and
when Q reaches 40 you have finished and your score is displayed, along with
high score and the highest speed achieved. Some skill is involved, since you
must stay between 80 and 90 mph for a high score; the highest score possible
if you exceed 90 mph all the time is 410. You have to finish the course for
your score to be considered for high score status. Darren Fleming of Halifax,
West Yorkshire, who submitted the program, reports the best high score as
510. (1K ZX-81).


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DROP 4
------
Drop 4 simulates a well known parlour game in which you are required to
complete a row of four counters. The display simulates neatly the frame used
to hold the counters and the slow motion fall of the counters down the
screen. An enjoyable and diverting game of tactics from Arthur Douglas of
London E4 (16K Spectrum).


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GOLF '80
--------
It IS DIFFICULT playing a game of golf inside a ZX-80. The version submitted
by S Hughes of Bushey, Hertfordshire, is entertaining but obviously very much
condensed.
You are told the number of the hole, its distance and par, and asked to
select a club. At the end of the game, the course par and your score are
displayed. The program is set for nine holes but can be changed to 18 by
replacing line 815 with "A = 19 THEN GO TO 830".


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HEXLOADER (ZX-80)
by A Goodright
from Sinclair Programs 5 (January/February 1983), page 24

Hexloader works on the ZX-80, which is something of a rarity. The REM in line
one must contain more characters than there are bytes in the machine code
program. The number code 118 must not be used in machine code routines or all
kinds of strange things will start to happen to the listings.

To remove the REM statement from line one, POKE 16403,10. This program will
help many people who still own a ZX-80 to obtain more power from it using
machine code. Machine code programming is something which has not been
entered into any great depth with the ZX-80.

The Hexloader was sent by A Goodright of Sutton, Surrey.


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JUGGLER
-------
W.G.Davies of Hereford has sent a frivolous but funny game for the 16K
Spectrum. It is called Juggler and requires you to keep three coloured balls
in the air by manoeuvring the juggler's ape-like arms with keys 1 and 0.
The listing is complete with sound effects and a running score. It would be
ideal for keeping children entertained on wet winter afternoons.
For graphics in lines 1040, 1460, 1640 and 5030 enter 0 in graphics mode.


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KALEIDOSCOPE (16K ZX-81)
by Matthew Calveley
from Sinclair Programs 5, January-February 1983, page 24

The author of Kaleidoscope, Matthew Calveley, of Lytham, Lancs, claims
amazing results with this ZX-81 program. It will generate a random number of
dots at random points on the bottom left of the screen and then re-create
that pattern on the other quarters of the screen. All the patterns created
will be symmetrical.

Kaleidoscope occupies 1.2K of memory but can be squeezed into 1K by removing
lines 120 onwards, using VAL where numbers are used and by changing line 10
to:

   10 LET N=INT (RND*25)+25

[The program does not clear the screen after selecting RUN from the menu that
appears on line 23, which results in the screen pattern becoming ever more
filled with black dots.]


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KINGDOM for Sinclair ZX-81
by Andrew Johnson
from Sinclair Programs, January/February 1983

Five-year plans, monetarism, the green revolution, laissez faire and
the dictatorship of the people. You can try them all.

Kingdom gives you a rural realm to regulate and five years in which to
increase your personal wealth and protect your people against flood,
famine and the depredations of the ruthless local banditry.

You are first given instructions for the game and asked to input your
name, age and sex. Depending on the information you supply, you will
be dubbed king, queen, prince or princess, and then asked to decide
how best to divide your available workforce in the season ahead.
Consider the crops or your subjects will starve. Bear the bandits in
mind or your minions will be murdered. Delay on the dykes and they
will drown.

It is reasonably difficult. Our 1,000 subjects were reduced to single
figures in the first year.

Any number can play and you have five years in which to justify your
kingship and to amass as much money as possible by the judicious
selling or surplus grain.

Good luck, your highness, and thanks to Andrew Johnson of Amersham,
Bucks, who submitted this excellent listing (16K ZX-81).


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QUICK TAPE for Sinclair ZX-81
by K S Beddoe
from Sinclair Programs, January/February 1983

[Requires edition 2 ZX-81 ROM. A patch for the edition 1 ZX-81 ROM
appeared in Sinclair Programs, March/April 1983]

Quick Tape, a machine code tape routine, will allow you to save and
load 16K programs on the ZX-81 in less than a minute. In technical
terms the program increases the machine baud rate to 1,500.

When you run this program it will SAVE itself on to tape and then
NEW automatically. The machine code routine is then stored above
RAMTOP ready for use.

To SAVE a program, type RAND USR 32512 and to LOAD, type RAND USR
32525. When you want to use the program LOAD it normally and RUN.
The Basic will destroy itself after transferring the machine code
above RAMTOP. The routine will then be ready to use on your faster
computer.

Quick Tape was sent by K S Beddoe of Botley, Southampton and is
proving very useful.


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RABBIT RUN
----------
A RABBIT is in one of your fields eating your crops and you have to get rid
of it by throwing objects at it. The game runs on the 16K Spectrum and uses
user-defined graphics to create the field and our little furry friend.
You throw an object at the rabbit by putting into the computer the
coordinates of where you think it is on the screen. If you are correct and
your object hits the rabbit it will run away but if you are incorrect your
crops will continue to disappear.
The user-defined graphics are set up using a subroutine at line 2000. The
graphics characters used are:
Lines 200,210 graphic A.
Lines 320,535 graphic B.
Line 430 graphic C.
To set up the graphics, type RUN and then to run the game type RUN 50.
The program was sent by David Price, of Caerphilly, Glamorgan.


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SPACMAN 2 for Sinclair Spectrum
by Nicholas Lock
from Sinclair Programs, January/February 1983

Our tireless quest for that arcade-quality Pacman continues, this time
led by Nicholas Lock of Faversham, Kent. In our last issue we showed
S.J. Stearn's version, but pointed out that it lacked exits and power
pills. The missing items are both supplied here, but at the cost of a
listing that needs only to be tied around a puppy's middle to look
like something out of an Andrex advertisement.

Now the bad news. The maze is rather simple and the ghost have no
hunter-killer capability and can therefore be toyed with in a way
which would amount to committing Atari-kiri on the arcade version.
[They seemed to chase me quite effectively when I played it, but the
fact that they restored the pills so that it's impossible to clear the
screen I found quite annoying. JimG]

We seek him here, we seek him there - that cursed, elusive Pacman (16K
Spectrum).


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UTILITY DRAW
------------
PETER SAFRANEK of Ashford, Middlesex, has sent a very useful graphics program
for the 16K or 48K Spectrum. Commands available are "o" to input the over;
"d" to draw for inputted x and y and draw x and draw y; "c" to draw a circle
around inputted x and y coordinates and inputted radius; "s" to save the
design on the screen as a SCREEN$; and "r" to re-set the flashing pixel
cursor to inputted x and y co-ordinates.
The pixel cursor is moved in any one of eight directions using the eight
letters around "H" on the keyboard; ie. T, Y, U, G, J, B, N and M. Once you
have entered the program you can SAVE it by entering "RUN 55O".
Practice and patience can produce displays like the map of Europe shown; an
outline on the screen in washable ink was a help for this, Safranek reports.
The advantage of such a saveable display for educational purposes is obvious
(16 or 48K Spectrum).


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