SINCLAIR PROGRAMS, March/April 1983
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COLOUR MIXER
------------
COLOUR MIXER enables the user to expand the colours available from the
Spectrum to 64 shades. When run, a remarkable display appears like a paint
manufacturers catalogue with 64 numbered boxes and the option to obtain a
screen fill of the desired shade by entering the appropriate number.
M.D.Wornham of Droitwich, Worcestershire, who sent the listing, points out
that it would be a useful subroutine in longer programs. (16K Spectrum).
Graphics notes:
9745  REM RUN before typing more.
9820  Graphic A.


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GOLD DIGGER for Sinclair Spectrum
by Stephen Lathrope
from Sinclair Programs, March/April 1983

Digger is an excellent arcade-style game for the 16K Spectrum. It is
based on an already popular routine and requires you to take your
user-defined man up several ladders to a treasure chamber on the top
floor.

When you arrive, the CARRYING sign will flash, indicating that the man
has picked up a bag of gold. There are three bags to retrieve, but it
will be a very skilful player who can grab them all, because there is
a snag - a hungry but stupid beast concerned to eat you.

Evade the monster if you can, or dig a hole which you can leap but it
cannot, by pressing the 0 key. Meanwhile your oxygen supply is
diminishing rapidly.

This is a very professional looking routine, though there are two
possible improvements to keep the tinkerers interested. It was
submitted by Stephen Lathrope, of Beaconsfield, Bucks.


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JELLYMEN
--------
R BUNET of Barking, Essex, sent Jellymen, which bears some resemblance to a
Spacman routine but has a character of its own. Your monster is controlled by
the usual cursor keys and must travel round the maze consuming food pellets,
with a bonus of 50 points for the larger pellets. Jellyman ghosts wait to
attack you, though occasionally a bold frontal attack on them will enable you
to survive. A running score is kept and the game stops when a monster catches
you. (16K Spectrum).
Graphics notes:
  2 - Graphic G; graphic A.
 30  Larger dots should be entered as graphics.
315  Graphic B.
320  Gtaphic C
325  Graphic D
430  Graphic E


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LURE
----
LURE is a game in which you, bipedal mammal with the opposable thumb and
wrinkled cortex, attempt to prove your evolutionary superiority over a dumb
dinosaur. You are trapped in a maze with the beast, whose minimal
intelligence is sufficient to track you down. As you flee the creature you
are able to consume power pills; 20 of them give you sufficient energy to dig
a trap. Then employ that over-developed fore-brain to lure the muscle-head
into the hole.
Q and A send you up and down; O and P manoeuvre you left and right and you
dig with M. You have three holes per monster but your supply of holes and
pills is renewed if you can trap the beast. If the dinosaur catches you he
will erect a little cross and you lose one of your three lives. The game was
sent by A Ward of Aldridge, West Midlands. (16K Spectrum).
Graphic notes:
120  Graphic A, graphic B
605  Graphic D.
700  Graphic C.


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NOUGHTS AND CROSSES
-------------------
M GROOCOCK of Leicester has sent us a Noughts and Crosses game which requires
the player to answer a simple arithmetical question before being allowed to
make a move. So it is a kind of educational board game. Naturally the
difficulty level of the questions can be changed to suit the student. It
would probably be a good idea to arrange for the most difficult question to
appear in the centre square.
Sinclair Programs has not yet received a noughts and crosses game in which
the computer takes part. Can anyone supply one? (16K Spectrum).
Graphics notes:
Numbers marked with "S" should be entered in graphic shifted mode; otherwise,
simple graphic mode should be used.
1010  S6; four S8s; 6
1020  S8; S6; two 8s; 6; S8
1030  Two S8s; S6; 6; two S8s
1040  Two S8s; 6; S6; two S8s
1050  S8; S6; two S8s; S6; S8
1060  6; four S8; S6
1110  S8; S4; 6; S7
1120  S4; S2; two S8s; S1; 7
1130  6; four S8s; S6
1140  S6; four S8s; 6
1150  S1; S7; two S8s; S4; S2
1160  S8; S1; S6; 2; S8
1200  "(three spaces) Press (four spaces)" ... "(three spaces) ENTER (four
spaces)" ... "(four spaces) for (five spaces)" ... "(two spaces) another
(three spaces)" ... "(three spaces) game. (four spaces)"


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SCRUMPER
--------
YOU ARE scrumping in Mr Smiths orchard. Apples fall unpredictably and three
fallen fruit are sufficient to arouse the avaricious agriculturalist to
action. Move right and left with keys P aand O and boost your speed with CAPS
SHIFT. Beware, the extra speed will tire you extra quickly and if the energy
counter at top left reads zero you will be abble to travel only at normal
speed.
A bonus is given after you have caught 19 apples, according to the energy
reserves remaining. After cleaning two waves of fruit, an exttra man is
supplied, and the score is calculated as 10 points for each fruit fielded and
100 for the energy units unused at the end of each wave. Vegetarian thieves
must be careful. The penalty for failure is both barrels from the furious
farmers shotgun.
Submitted by S.M.Wakefield of Retford, Nottinghamshire. (16K Spectrum).
Graphics notes:
 30  Graphic A, graphic G
 70  Graphic B
140  Graphic C
150  Graphic D
290  Graphic E, graphic F.


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SPACE SHUTTLE (aka. Shuttle Master)
YOUR TASK with Shuttle Master is to blast off from NASA and rendezvous with
one of the space stations in geostationary orbit over Houston. Quick work on
the 5 and 8 keys is required as your craft heads starwards.
Collect the stations, of differing value, according to colour, and return
with them to Earth. Within 10 missions you must pick up all the space
stations without crashing on return to Earth. There is also a random
radiation hazard to contend with.
The listing was submitted by M.J.Rapps of Yate, Bristol. (16K Spectrum).
Graphics notes:
 210  Graphic F.
1025  Graphic E.


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SPACMAN 3 for Sinclair Spectrum
by Duncan Anderson
from Sinclair Programs, March/April 1983

We feel as if we are lost in a trackless maze, pursued by vengeful
ghosts and forced to consume endless quantities of your Spacman
programs - but we like it.

The latest breakthrough is from Duncan Anderson of Bishops Frome,
Worcester, who has managed to incorporate power pills and intelligent
ghosts, which pursue you alternately with carnivorous cunning or flee
from you with the agility born of terror. The maze is suitably
spaghetti-like, Mr Pacman's jaws face forward, there are exits, and a
novel feature is the bomb you can leave behind you if the ghost's icy
breath is too close on your collar.

You have only one life in Spacman III and there are only two ghosts
which do not return to the centre when killed. An additional problem
is that the ghost's direction finder becomes confused by corners. A
possible way around this problem is to use only straight lines to form
the walls of the maze, as do some of the commercial versions of the
game.

We would say this listing is a big leap forward and we feel sure that
there must be some Clive Sinclair clone who can put all the pieces
together and supply us with the real thing (48K Spectrum).


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QUICK TAPE UPDATE for Sinclair ZX-81
by D Buon
from Sinclair Programs, March/April 1983

An update of the Quick Tape listing in our last issue is provided
by D Buon of Shrewsbury. He points out that ZX-81 computers with
the old ROM have an in-built malfunction which prevents our routine
working.

[With the original program] If you enter "RAND USR 32512" and get
a report of D/0, you have the old ROM machine.

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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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WORM - Michael Andreason (Sinclair Programs-March/April 83-Page 26)

THE WORM GAME for the 16K Spectrum was just too difficult for your thick-
fingered reviewer, who could reach only the sixth of its seven stages. The
game is of the Surround type but there is only one player and you must avoid
not only your own tail but also aim to hit certain objects in the field of
play.
 In the first section, for example, your targets are contained in the tail
you leave; in the second they are the dandelions among the deadly rocks. In
the thrid, fourth, fifth, sixth and - we suppose - seventh, they are different
again.
 This listing represents an original concept in computer games, brilliantly
executed. Michael Andreason, of Alloway, Ayr, who wrote the program, reports
a staggering best score of 150,490. We wonder if he has considered marketing
the game commercially?
 Controls is by the usual cursor keys; there is a high score facility and list
of instructions.

TYPE: Arcade

THIS GAME WAS LATER RELEASED BY K-TEL TOGETHER WITH A GAME CALLED DEFUSION.


This info file was typed by Michael Bruhn


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