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Master Games 

for 

Master Players 




The best games in the known 
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12-13 Henrietta Street, 
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& Video Games 1983 
pionships were only 
decided duiing Ihe last few seconds 
of the action in July's thrilling final 

day. 

Eighteen finalists were invited to 
the plush Xenon nightclub to com- 
pete against one-another and 
Hadio 1 DJ Dave Lee Travis. 

Some of the finalists got up early 
!hot day to appear on the BBC's 
morning programme Breakfast Time 
tor an unofficial championship 
warm-up. 

Then the 18 split into six groups of 
three to tackle their favourite 
machines with the highest scorer 
moving onto the next stage of the 
competition. 



Julian 
takes the 
arcade crown 



This was played on a new 
machine saved especially for this 
competition by co-sponsors, arcade 
manuacturs Taitel. This was the 
graphically and musically awesome 
Gyruss unveiled by radio Luxem- 
bourg DJ Tony Prince and none of the 
finalists had a chance to play on it 
before the final. 

Hot favourite from the Isle of 
Wight. David Rossset then set the 
pace with a 72.000 score on the 
machine and it seemed cut-and- 
dried until the last finalist, Julian 
Rignall from Wales started to battle 
his way close to David's score. 

And at the last gasp he overtook it 




to notch 73.110 points and take the 
title. 

Julian took a cocktail table version 
of Galaga back back to his home in 
Llangeitho in Dyfed, Wales. He won 
his place in the final of the ever- 
green defender game which still 
attracted the most entries from 
arcade players across the country. 
The other games which made up the 
final were: Donkey Kong, Donkey 
Kong Junior, Mr Do, Robotron and 
Amidar. 

Dave Lee Travis turned up at the 
end of the day to present the finalists 
with certificates. Donkey Kong 
Junior hand-held games-watches 
from CGL and Julian with his Gala- 
ga machine. 




WELCOME TO THE YEARBOOK 



Unfolding beiore your very oyes is the first-ever 
Computer & Video Games yearbook. 

We've used some of Computer Si Video Games 
magazine's most potent resources to put together a 
book we think computer buffs will love. 

The jewels of this collection are four marvellous 
games set in another distant galaxy and setting your 
computer alive with intrigue, action and adventure. 

Keith Campbell wrote the fascinating adventure 
The Vczspozian Affair, set on a spacecraft. 

Mike Singleton came up with Interstellar Intrigue, 
a game of diplomacy on a galactic scale, simple to 
play but so difficult to win. 

Ron Potkin contributed The Beacon Star Wars, 
where two alien races struggle to capture the energy 
giving beacon stars. 

And Pat Norris was the brains behind Pirates 6V 
Polyps, space arcade action but with room to think 
out your tactics. 

We were so pleased with those games that we con- 
verted as many as were practical over a range of 
computers which include the BBC, Atari, Spectrum, 
Dragon and Vic-20. 

In the spaces between the games we packed in 
features about computer gaming and the people who 
made the industry what it is. There's plenty of car- 
toon fun with those horrors the Bugs and Trevor 
Truran sets you Puzzling with his brain teasers. 



mm 



J 



It's not often that the special delivery rocket arrives on this 
lonely outpost of the galaxy. But when it does there's always 
a rush to see the latest issue of C&VG. This photograph was 
captured by the lens of Mike Goss and the two aliens were 
put together by Dorian Cross. We hope you get as much out 
of the yearbook as Dorian put into this marvellous model. 



INTERSTELLAR INTRIGUE 21 

Five hardened diplomats meet lo share out the galaxy but 
each hopes to wrest complete control for himself. Take the 
part of Grakta the Bloodline delegate or Maachen the lizard 
from the Water Empire (up to five can play) as the late of suns 
planets and fleets rests on your negotiating. Mike Singleton 
wrote this novel and tactical game for the Spectrum. And there 
are versions for the Dragon. BBC and Atari too. Illustrated by 
Stephen Gulbis. Can you take control of the galaxy when the 
might of four other empires is ranged up against you? 





BEACON STAR WARS 38 

Two alien tribes discover the secret of the beacon stars and 
realise that whoever controls this sector of space will have a 
say in the running of the galaxy. Their fleets of mining ships 
and gun ships help the race to produce stargates around the 
discovered stars. But what are the incredible space scaven- 
gers and how will they affect the outcome? Written for the 
Dragon by Ron Potkin, it's a well balanced and tactical 
strategy game tor two players. Converted onto the Spectrum 
too. Illustrated by John Higgins. Can you out-think and out- 
fight your opponent? 



PIRATES & POLYPS 52 

The polyps are a rare and precious space commodity which 
you hope to attract down to your planet with a deep space 
scanner. But the pirates are out to steal the polyps away and 
to wreck your scanner and ground lasers. It's a battle of wits 
as you try to draw a bead on the pirate ships in the atmos- 
phere and blow them out of the skies before they make off with 
a polyp — or worse — dive bomb your defences. Written by 
Pat Norris for the Spectrum we also have conversions for the 
Atari, Vic-20 and Dragon. Illustrated by Peter Harris. Do you 
blow up a pirate or pull down a polyp? It calls for fast wits as 
well as quick reactions. 




GAMES EXTRA 



YAHTZEE 92 

Come on Bud, roll them dice! 
You know this game 'aint 
fixed. Join our disreptable 
team of dice-men. 

3D MAZE 100 

Get lost! And then find your 
way home again. That's the 
aim of this challenging maze 
escape game. Mind-boggling 
frustration for Sharp owners. 

METEOR ATTACK 

....110 

Your city is in danger. A 
heavy shower of meteors is 
heading straight for it from 
the depths of space. Your 
mission is to destroy them 
before they destroy you! 
Space action on the Atari. 

TRACKER 112 

Androids are on the loose 
again and threatening the 
safety of everyone in Vic- 
ville. 

PAC-MAN 116 

A heart-rending tale of a Pac- 
Man who thought he was 
going to be left out of this 
Yearbook. Fun on the Spec- 
trum. 

Computer and Video Games Yearbook 



EIMTS 



THE VESPOZIAN AFFAIR 68 

D'Taan knew lhat she was on the verge of a greal discovery, 
all the information was at her fingertips she just had to put 
two and two together. But if she makes her discovery will she 
be able to persuade Captain Bezel to change course to the 
right planets in time? How far can she trust Grakta — will he 
turn her over to the Bloodline Empire and can Machen be 
persuaded onto her side? An adventure with a real difference 
by Keith Campbell, where the action moves through space, 
goes beyond the ship and where some of the characters move 
independently. It was written for the Dragon but we converted 
it to the Atari, Dragon and BBC. Illustrations by David Pugh. 






FEATUR 



MEET OUR ARCADE CHAMP 3 

The page you've already passed. Read about the thrills and 
spills of our 1983 Video Games Championships and the skills 
of Julian Rignall, our worthy winner. 

EVOLUTION OF THE SPACE 
INVADERS 6 

We shed new light on the real strategies and motives behind 
the great invasion and find out that despite suffering enor- 
mous losses, the green meanies actually won. 

GAMES DESIGNER INTERVIEW 1 0 

Eugene Lacey talks to Dave Lawson, the programming brains 
behind Imagine Software. 



THE BIGGEST GAMES FACTORY 1 6 

When it comes to games, more games come out of the Atari 
factory in California than anywhere else. But how many ideas 
finish up in the bin and how do they spot the winners. 

SOFTWARE HOUSE 65 

The processes which could put your game on the streets. How 
a software house deals with your tape and what you could 
earn. We talked to Visions about their games and program- 



mers. 





TIPS ON VIDEO GAMES 96 

How do you get to the final screens of Raiders of the Lost Ark? 
What's the best way to tackle Pitfall Harry. Eugene Lacey tells 
you how to tackle your favourite games. 

LICENCING 104 

It's big business and it's really taking off. Soon all your 
favourite book and film characters will be appearing on the 
small screen in computer or games centre form. Read about 
the million dollar deals which take them there. 

THE FUTURE OF GAMING 107 

In the future you will surrender all your senses to the game 
that comes into your home through a cable 

PINB ALL CRAZY 109 

Tim Metcalfe is pinball crazy, but he's not the only one. We 
sent him down to meet a family who think more about flippers 
and drop targets than even he does. 

DARK CRYSTAL 129 

We asked our magazine readers to draw a character or a scene 
from the fantasy Muppet movie, The Dark Crystal. Alan Outter 
was the winner and you can see just how he reproduced Jen 
the Gelfling on page 129. Then try it yourself on a BBC. 




THE REST 



PUZZLING 8 

We asked Trevor Truran to 
set your Earthling brains 
enough puzzles to keep them 
busy until this time next year. 
Trevor starts Puzzling on 
page 8 and there are more on 
pages 12. 20. 106 and 128. 




THE BUGS 9 

Every-so-often we have to 
kick ourselves to remember 
that the Bugs are the crea- 
tions of cartoonist Elphin 
Lloyd-Jones They don't really 
exist in your computers. They 
go into action on pages 9. 14, 
15 and 20. Ruining program- 
mes, blowing up computers 
and planning chaos, just like 
they did in our computer 
room only last week. Maybe 
they are real after all! 

EXPERTS 18 

Would you like to add some 
professional gloss to your 
computer programs? We 
asked some software experts 
to tell us how on their compu- 
ters. Malcolm Evans of New 
Generation Software gets to 
grips with the Spectrum on 
page 18. Simon Hunt of En- 
glish Software explains how 
to get the best from the Atari 
on page 66. And Nat and 
Franklin of Salamander Soft- 
ware tame the Dragon on 
page 90. 

GLOSSARY 120 

Puzzled by computer jargon? 
We'll put a stop to all that. 
Robert Schifreen has com- 
posed the definitive computer 
glossary to take the jargon 
out of computers. 



Editor Jerry Pratt. Art editor Linda Freeman. Production Tim Metcalfe. Stall writer Eugene Lacey. Glossary Robert Schifreen 
Advertisement manager Rita Lewis. Assistant advertisement manager Rob Cameron. Advertisement executive Louise 

Matthews. Advertisement assistant Louise Flockhart, Publishing director Tom Moloney. Published by Computer and Video Games 
Dunant House. 8 Herbal Hill, London, EC1R 5EJ. Copyright r 1983 EMAP National Publications Ltd., Peterborough. Printed by East Midland 

Litho Printers. Peterborough. 



Computer and Video Games Yearbook 



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EVO 



Was there motive behind the mad- 
ness of the great 70s space invasion? 

Alter some early success against 
the "untrained" defence forces, the 
later waves took an awesome ham- 
mering. Wave after wave was wiped 
out. sacrificed for the odd laser-base 
scalp — and still they kept coming. 

For years the slaughter went on, 
some of the aliens began to look like 
the raw recruits they must have 
been, barely trained in the use of 
their lightning bolt missiles, before 
being rushed to the front line. 

Reports of the carnage must have 
found their way back to the alien 
generals (or did too few saucer mes- 
sengers get through), news that 
Earth's unofficial defenders were 
getting their collective eye in. Could 
it be that these losses were accept- 
able? 

The common or guardian invader 
(Invadus Nipponicus) was having a 
hard time of it and then a new breed 
emerged in the scene. The advent of 
wings made saucers unnecessary 
and this new species made use of 
the swaiming principle to become 
Galaxians. No longer the steady 
trudge through the stratosphere 
accompanied by the inevitable 
grunts, these aliens wheeled down 
depositing a steady stream of 
bombs, trapping defenders in cor- 
ners and diving kamikaze-like upon 
them. 

A new mutation and the world fell 
victim to Defendus Americaans. The 
first game of a great series by Wil- 
liams former designer Eugene Jar- 
vis, he followed it with Stargate and 
finally Robotron, as the aliens 
switched their base from Japan to 
the U.S. for a short while. 

But while the new aliens took over 
the space invaders' traditional terri- 
tory in the arcades, the old enemy 
was planning a new campaign. It 
moved straight into the Earthly 
homes and setting up residence in 
the humans' previous major defence, 
the telly ... a master stroke. 

No more escaping from the 
meanies by rushing home to watch 
Coronation Street, the little devils 
were their waiting for you, courtesy 
of the home TV games centres. 

Atari VCS aliens were a different 
shape but undoubtedly the same 





breed: antennae wriggling, legs 
twitching and fighting in profile but 
invaders none-the-less. 

And susceptible to earthly defen- 
ders, who cut them down in their 
droves. Could it be that the distant 
intelligence behind this concerted 
onslaught had made yet another 
error or tactical judgement — or was 
this manoeuvre more evidence of the 
subtle planning going on in some far 
corner of the cosmos? 



The green 
meanies' w»ft w 

plan 
By Terry Pratt 



Maybe so, because the next ave- 
nue of attack was a complete switch 
in tactics. No longer could mankind 
justify the slaughter of the galactic 
innocents by claiming that death 
was too good for the 'orrible little 
alien insects, who only had destruc- 
tion in mind. 

Pacman was different, all the 
characters were lovable. Here was a 
hero you could really relate to: a 
yellow featureless blob continually 
opening a black maw to sate his 
massive appetite. 

Even the villains, the ghouls, were 
pretty cute: big doleful eyes and 
sweet names like "Blinky ". Their 
mission might even have been mis- 
interpreted as reasonable to pre- 
vent Pacman from eating their world 



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to destruction, Subtley mankind hadj 
been switched from the side of the 
good guy to become the destroyer of : 
good guys. 

We took this change in good stead 
and soon ghosts were disappearing; 
almost as fast as invaders had oncej 
done. But in Pacman we had a game; 
which could actually cause usj 
physical injury. Games were inters- 
persed by finger soothing sessions, 
when caloused and bruised joints 
were nurtured back into shape ready 
for the next bout. 

While Pacman took over our hearts 
in the arcades, the space invaders 
had found a new realm to conquer as 
they blasted their way into the home! fen 
computer circuits. I ca; 

At first this latest manifestation of I the 
invader was barely recognisable as bu. 
the real thing. Many of them were caa 
featureless, even more, suffered I sta 
from a slowness and jerkiness of 1 
movement which made them easy ant 
and unsatisfying targets. 

Worse still, many of the early vewpre 
sions, could not even fire back andfpoc 
merely relied on getting to the bot- doc 
torn of the screen. her 

But they were still thriving in thisiate 
new medium, and people were T 
crying for more and better versions pro 

— eventually these poor recruits tion 
were replaced by creatures that han 
could pass for the real thing and the gan 
galactic invasion continued apace was 

— although still more young invad- It 
ers were destined never to see their thoi 
mothers again. out 

Computer and Video Games YearboolComp* 



space mvi 




Pacman's insatiable appetite was 
also outgrowing the arcades as he 
munched and chewed his way onto 
the home screens. First he ignored 
the TV games centres by moving 
straight onto a variety of home com- 
puters. Then he backtracked to the 
Atari VCS system and arrived with a 
bang. 

A whole new maze to wander and 
some flickering opponents to negoti- 
ate but Pacmcm was not a creature to 
let a change of environment ruin his 
appetite and the alien attack iound 
itself with a new hero. 

A heroine was not long in emerg- 
ing as the attack was launched on 
the other half of humanity. Could 
women be tempted into the arcades 
by relating to Ms Pacman? Hardly a 
feminist heroine, despite insisting 
on the "Ms" part of her title. She had 
a bow in her "hair" and really just 
wanted to settle down and have 
baby Pacmen. 

If women were the real target of 
Ms Pacman, then this was a setback 
to the cosmic intelligence's master- 
plan. Perhaps the real aim was to 
find a way of propagating Pacmen 
faster. Anyway, the male of the spe- 
cies took readily to Ms Pacman with- 
out worrying about role reversal, 
and turned it into a success. 

Role reversal was fast 
approaching in another form. Donk- 
ey Kong pitted us against one of our 
favourite horrors, a mighty gorilla 
capturing a starlet and escaping to 
the top of a tall — if unfinished — 
building. We took the role of the poor 
carpenter Mario as he rushed to the 
starlet's rescue. 

Then came Donkey Kong Junior 
and Mario was the enemy. A villain 
of the first degree, actually given the 
prefix wicked, who had locked up 
poor old Kong and was dealing out 
doom and destruction to the gorilla's 
heroic offspring as he tried desper- 
ately to rescue his Pa. 

The Donkey Kong duo of games 
proved how fickle mankind's affec- 
tions could be, we were putty in the 
hands of the great intergalactic 
game designer, if he told us black 
was white, we'd believe him. 

It also reversed the trend of 
thousands of the enemy being wiped 
out for the odd one or two human 

Computtf md Vldao Games Yoarbook 




hero casualties. Now we were wit- 
ness to the destruction of many 
Mario's without ever quite getting to 
grips with Kong. 

And it also showed that the aliens 
producing these games had disco- 
vered our love of the cinema. They 
were giving us sequals like Space 
Invaders Part II and they were giving 
us heroes we already knew. 

This trend continues to this day 
with Buck Rogers, Star Wars and 
Star Trek, being among the latest 
titles produced. 

And the cinema played an even 
greater role in Tron, where the game 
was based on a film which was 
based on the game. And that fiction 
of film stars going inside the 
machine, is no being turned into fact 
by laser disc technology which uses 



film clips to build up a game which 
switches the action to match the 
player's shooting and manoeuvring. 

The alien intelligence has also 
moved back into its true colours, 
space creatures, as the new games 
prove: Xevious, Astron Belt, Mad 
Planets, Zaxxon, ( Gyruss . . . 

The space invasion has been long, 
and it's been hard-fought and the 
casualties have been horrifying. But 
what have the invaders achieved at 
the end of it all? 

Well, they succeeded where 
almost every film and fiction alien 
failed. They wormed their way into 
our culture, set up bases in our 
homes and in our social haunts and 
we've not only accepted their pre- 
sence, we actually want to take the 
credit for it — in short, THEY WON! 




CRAZYKONG 

Once again Dolores Devine has been 
foolish enough to join Crazy Kong on 
a sightseeing tour oi the Empire 
State Building and is now standing 
somewhat reluctantly on the root 
garden with her hairy host as he 
plays with a helicopter. 

Only Lizardlcgs can scale the 
building in time to save her and 
there just happens to be one safe 
way to the top. 

Fortunately, by a coincidence a 
rare that you may be tempted not to 
believe it. the Christmas decorations 
in the office windows do mark out 
the route he must take. 

Each symbol has a meaning. One 
represents UP, another DOWN, a 
third BIGHT and the fourth LEFT. 

Just one snag — the symbols 



change their meaning at each level 
and never have the same meaning 
again. So, whatever is, say UP on 
level one cannot be UP on levels two 
or three. 

It may look an impossible task to 
find the only route and Lizardlegs, 
so adept at adhering to glass, is at a 
loss as to know how to begin his 
task. Can you help by marking out 
the one pathway? 

It isn't as difficult a task as it looks 



and the grid may help — enter a 
cross for an impossible meaning hi 
a sign and a tick when you know it 
for sure. 

A little thought and you can guide 
our window wiping friend to the root 
— but hurry, Dolores is screaming 
again and her voice has already put 
two TV stations off the air. . . / 



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DAMAGED GOODS !endin 9 a hand, you can name all 

twelve games and restore order from 



Another failing of the McCoy Co is 
their employment of drivers who be- 
lieve that corners are optional. As 
you can see, the latest consignment 
of video favourites has arrived at the 
rear of the premises in something of 
a mess. 

When the lorry set out each layer 
contained three types of cartridge 
but the collision with the wall has 
concertina-ed the contents. 

The only good thing is that the 
letters of each game are still in their 
correct order, so, if you don't mind 



chaos. 

Otherwise the world will have to 
get used to KOGRZERSH in thi 

Top Ten and no one will play a game 
with that name, will they? 
Top Layer: BERZERK TRICKSHd^S 
FROGGER 

2nd Layer: GALAXIANS 
UTOPIA 

3rd Layer: PHOENIX DRACULA P/T-£ 
FALL 

4th Layer: MEGAMANIA STARMAS- ■ 
TER DEFENDER 



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•I 



The 
New 
Heroes 



We take you to 
Liverpool to meet 
Dave Lawson 
the designer/ 
programmer of 
Arcadia, 
Spectral Invaders, 
Spectral Spectres, 
Ah Diddums, 
and Schizoids. 



IF there is one person in England 
who you could describe as the 
country's top games programmer 
it must surely be Dave Lawson. 

Like a top pop star Dave, co- 
founder of Imagine, the Liverpool 
software house, can look back on a 
string of number one hit games. 

But Dave's successes have not just 
been top selling games they have 
also been first in other respects. 

Spectral Invaders was the first 
commercially produced game for the 
Sinclair Spectrum, Space Warp the 
first commercially produced game 
for the BBC, and Dave was also 
heavily involved in the controversial 
Vic Men, the first game for the Vic- 
20. 

Soon after these games were pro- 
duced Dave wrote one of Bug Bytes' 
all time greats — Spectrum Spectres. 
The money earned on Spectres en- 
abled him to go into business for 




Lawson: "I knew my work would be valuable one day" 



himself with another ex-Bug Byte 
employee — Mark Butler — and so 
Imagine was born. 

Shortly after the split with Bug 
Byte Dave was back at the keyboard 
but this time writing games for his 
own company. By last Christmas Im- 
agine were able to launch their first 
game — Aracdia. The game was an 
instant hit on the Spectrum and has 
since been converted for the Vic-20 
and the Commodore 64. 

Pressure of running an expanding 
company has forced Dave away from 
the computer though he still found 
time to write Ah Diddums, released 
in January. 

I managed to steal an hour out of 
his hectic schedule to find out a little 
about the man behind the games. 

Born twenty-three years ago in 
Liverpool and educated at Quarry- 
mount Secondary Modem, Dave left 
school and home at 15. "I lived with 



friends and did odd jobs — anything 
really. It's easy to get jobs if you gel 
the technique right. I spent the next 
two years hitch-hiking, sometimes 
by myself and sometimes with other 
people. 

"When I was seventeen I joined 
the merchant navy as a trainee en-! 
gineer. The next year and a half 
were spent at various colleges. It I 
was boring. They make you spend 
about four years at college before 
you get anywhere near a ship." 

The navy and Dave parted com- 
pany in the summer of 1979 and he 
was back in Liverpool, back to the 
odd jobs and the hitch-hiking but 
this time much further afield —I 
Spain, Italy, France and Germany. I 

He shrugs at the suggestion that ■ 
hitch-hiking can be a lonely way of I 
travelling: "It teaches you to be inde- 1 
pendent." 

It was at this time that Dave's 



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Computer and Video Games Yearbook 



interest in computers began. "I'm a 
compulsive reader. I read anything. 
I started reading electronics maga- 
zines especially Electronics Today 
International. I got interested in it 
because it seemed difficult. Even- 
tually 1 saw an advert for a kit com-' 
puter — a Nascom. I went straight 
out and bought one from Microdigit- 
al in Liverpool." 

"It took me about a week to learn 
machine code. I didn't bother with 
basic. I couldn't see the point." 

Dave was soon writing his own 
programmes and developed a sharp 
disapproval for the professional soft- 
ware currently available in the en- 
tertainment field. Of his own work at 
this time he was more confident. "I 
knew it would be valuable one day". 

Valuable could be taken as some- 
thing of an understatement from a 
man who has just taken delivery of a 
brand new Ferrari Mondial!. 

A Ferrari is hardly the choice of a 
modest man, although Lawson in- 
sists that the money is not his main 
motivation. "The money means no- 
thing to me. It's the satisfaction of 
being the best. I feel proud of our 
games and proud of Imagine. We are 
also providing people with good 
quality products, which also gives 
me pleasure". 

His current project is the setting up 
ol what Dave calls a "software de- 
velopment environment". This is an 
ideal set of circumstances, tools, 
working conditions, programmers, 
and artists which collectively pro- 
duce a good computer games pro- 
duction line. 

"There is no quick way of writing a 
good game. We brain storm our 
programmers all day. Fire ideas at 
them. We now have two artists work- 
ing on graphics for the games. In the 
ideal programming environment the 
artists and programmers would work 
together throughout the course of the 
project." 

Since Imagines launch less then 
twelve-months ago the company has 
spawned an advertising agency and 
there are half a dozen other com- 
panies in the pipeline. 

Lawson believes in himself and 
partner Mark Butler. "I think we 
make a great team. I met him in 
Laskys. I was playing Star Raiders 
at the time and he came up to me as 
a salesman. Good game, he said. 
I'm going to write one much better I 



Arcadia, Spectres, 

and Spectral 
Invaders, "classics' 
that every 
Spectrum owner 
would want in his 
collection. 



*_ 



Ah Diddums 



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Spectral Invaders 



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Spectres 



said." 

In the short term Imagine will be 
continuing to produce games for the 
Spectrum and also for the Commod- 
ore 64 before the end of the year. 

Lawson says his long term plans 
are: "To become the biggest software 
company in the world and to become 
a public company by 1985." 

And with what he has achieved so 
far we're convinced that this soft- 
ware supremo will do just that. 

Lawson's first job in the computer 
games came as a result of seeing an 
article about a comparatively un- 
known firm that had just moved to 
Liverpool. 

The firm was called Bug Byte and 
Dave was invited to join the team 
after showing the firm's bosses how 
to use one of their new computers. 

When the Spectrum first appeared 
all the software houses were racing 
to get the first game on sale. 

Dave was Bug Byte's main hope in 
this race and after thirteen failed 
production models managed to write 
the game from a pre-printers copy of 
the Spectrum Users Manual. Bug 
Byte were gambling that the manual 
and Lawson's interpretation of it 
were one hundred per cent accurate. 
The gamble paid off and Spectral 
Invaders is to this day the most accu- 
rate copy of arcade Space Invaders 
available for the Spectrum. 

Dave's talent for arcade cloning 
was to pay off again for Bug Byte 
when Dave wrote Vic Men, a straight 
take-off of Pac Man. for the then new 
Commodore machine. Unfortunately 
for Bug Byte the game had to be 
withdrawn in the face of a threat of 
legal action by Atari — the holders 
of the Pac Man copyright. 

For Imagine the past nine months 
has been a period of unprecedented 
growth. 

They have gone from a small office 
with three employees to a large 
office block in the centre of Liverpool 
with twelve employees. 

Imagines General Manager Bruce 
Everiss boasts proudly of "taking 
scousers off the dole". When we set 
up our own production and packag- 
ing facility we will take "first seven 
and then forty scousers off the dole". 

Here at Computer and Video 
Games we reckon that Lawson and 
Imagine will be creating games that 
will keep them in the limelight for 
years to come. 



Computer ind Video Games Yearbook 



11 



THE SPLURGS OF MOG 

The story so far: 



YOU are at the spot X 
surrounded by the usual mist which is 
so dense vou cannot even sec the feature 
you are on. You can go NORTH, SOUTH, 
EAST or WEST, tn each direction there is 

another location and feature. 
Each location contains a right NASTY and all 
but one is armed with a fearful weapon with 
which to bnng about your immediate des- 
truction. 

The odd creature out keeps a somewhat 
ineffective guard over a GOLD CASKET^ 
SPACE BAR 



BUT. . 

it is not sufficient to locate it, grab it and exit! 
Your nearest and dearest companions are 
following behind and you must leave them 
complete details of just who is where and 

armed with what. 
After studying the data you may find our grid 

helpful in sortng out the logical tangle. 
Put a X where a combination is impossible 

and a for a positive connection. 
The immediate results from the first clue is 
already entered for you. 
SPACE BAR 




1. The GORGON is found in the SWAMP 

which is not to the SOUTH. 

2. The MOUNTAIN is due EAST of where you 

will find BEELZEBUB. 

3. The VAMPIRE has the GOLD CASKET and 

is not in the LAKE. 
SPACE BAR 




■ 




4. The SWORD will be used against you in 
the FOREST and MEDUSA hangs about in 

the CAVES. 

5. The HYDRA, which doesn't have the 
SWORD, is to be found to the NORTH-WEST 
of the spot where the POISON will have to be 

swallowed. 

6. To the NORTH you will encounter an 
attack to the outer flesh and to the SOUTH 

you are up against an EVIL SPELL 



FOREST 

MOUNTAIN 

CAVES 

SWAMP 

LAKE 



CO 

< CD 
CO 



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MEDUSA 

BEELZEBUB 

HYDRA 

VAMPIRE 

GORGON 



GOLD CASKET 
POISON 
EVIL SPELL 
FIRE 
SWORD 

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DIRECTION LOCATION WHAT WITH 




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BEELZEBUB 








HYDRA 








VAMPIRE 








GORGON 









Computer and Video Games y« 



ARE YOU OUT OF 
THIS WORLD? 

SOFTWARE PROGRAM WRITERS 

SILVERSOFT want to hear from you. 

We are looking for out of this world, original, 
creative arcade action games utilising cosmic graphics 
written for any of the popular range of 
home computers. 
If you think the games you have invented would 

challenge other space travellers contact: 
Dougie Bern at SILVERSOFT LIMITED, now, 
London House 271/273 King Street London W6 
Telephone: 01 .748 4125. 



n 



^ C4.//V&OA/. 



*e/9Z>Y MR 
CHECKOUT 



' 'LL NO &e 



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C*f>N 



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M 1 



The Biggest 
Games Factory 
in the World 

More games ideas are suggested. 



investigated and discarded at the Atari 
research and development complex at 



Sunnyvale in California than anywhere else 
on this planet. Eugene Lacey looks at the 



way the games are thought up, the 



processes they go through and why the 
Ideas that survive have to be among 
the best around 




The biggest games factory in the 
world is to be found at Sunnyvale, 
California, on the west coast of 
America. 

That's the home of Atari's video 
games design plant where a team of 
over one hundred programmers, de- 
signers, and artists work unceasing- 
ly thinking up new ideas for/and 
developing video games. 

The man responsible for running 
the whole operation is 37-year-old 
Condon Brown. 

While many of you were asleep in 
your beds Computer and Video 
Games spoke by telephone to the 
man behind the games. 

Fifteen years of experience in the 
computer business, that involved 
working as a programmer and even- 
tually running his own consultancy, 
led Condon to be offered what many 
people consider as the top job at 
Atari one-and-a-half years ago. 

"We eat, sleep, and breathe 
games at Sunnyvale . . . and it's not 
just at work ... I seem to spend a lot 
of time at the breakfast table discus- 
sing a game ... or some part of a 
game with my wife." 

Does she ever get sick of it? Loud 
laughter. "Just occasionally." 



The game design process is a mix- 
ture of formal, and informal discus- 
sion, involving a set team of people 
and a floating pool of specialists. 

Brown sees three main categories 
of game: The coin operated arcade 
game conversions, such as Pac Man 
and Space Invaders, licensed games 
where the company buys the rights 
to use a well known character or 
story line, and totally original 
games thought up by Atari's desig- 
ners. 

Atari keep the numbers of games 
they have sold a very closely 
guarded secret though it is known 
that the arcade conversions are the 
best sellers. Pac Man is the most 
successful to date and is thought to 
have sold more than 10 million 
copies world wide. 

Brown believes that the penchant 
for arcade conversions will not al- 
ways be what the public wants and 
that the original games will become 
more popular. 

To find good original ideas he 
arranges "brainstorming sessions" 
to attempt to tease out an idea from a 
group discussion. Between eight and 
10 designers and programmers 
attend the meetings. "I use the terms 



designer and programmer inter- 
changeably . . . we try to set a theme 
for the meetings. It might be space 
adventure, maze, children's, or ac- 
tion games. These session can last 
anything from W2 hour to all after- 
noon. Apart from time, place and 
theme we try to keep it informal." 

Brainstorming sessions are an im- 
portant part of the games factory 
output though Brown also stresses 
the importance of the individual 
flash of inspiration, "as many ideas 
come purely from one person as do 
from the brainstorming sessions". 

Brown would like to see the whole 
company involved in the origination 
of new games process: "I regard the 
wider company as a potentially un- 
tapped resource." 

Although the original games are 
often the most time consuming 
licensed titles and arcade conver- 
sions also present difficulties. 

"We have to work within the 
limitations of the hardware — which 
usually means within the confines of 
the Atari VCS. Unlike the arcade 
machines which can constantly be 
improved in terms of their capabili- 
ties the VCS always remains the 
same. 

"There is also the problem of 
trying to decide how licensed titles 
like ET & Raiders of the Lost Ark for 
example can best be used." 



tin 
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the 
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16 



Computer and Video Game* Yearbook Com| 




When Atari are convinced that an 
idea for a game is a good one the 
project is then handed down to a 
Cluster Group. 

Each cluster group is made up of 
between five to eight people under 
the control of the cluster leader who 
in turn is responsible to Condon 
Brown. 

Before an idea is assigned to a 
certain Cluster Group to turn it into a 
game a detailed Story Line and de- 
scription of the game has to be pro- 
duced for management approval. 

This will contain detailed descrip- 
tion of the gameplay, difficulty 
levels, and graphics together with 
precise market research to describe 
exactly whom the company believes 
will buy the game and why. 

The next stage is to decide on a 
time scale for the completion of the 
project. This has to be flexible and 
games have taken from as little as 
five weeks to a year and a half to get 
into the shops. It is not only unfore- 
seen technical difficulties that can 
put a project back — Atari also give 
careful thought to when is the right 
moment to put any given game on 
sale. 

"We have to ensure that there is 
not a glut of games at one point in 
the year and a shortage at another." 

There are usually as many as 10 
games being developed at the same 

Computer and Video Games Yearbook 



time though not all of these are des- 
tined to go into full scale production. 

The cluster groups are teams 
made up of various specialists: a 
sound engineer who works on sound 
effects, a graphic artist who works 
with the programmers, and a com- 
poser to make up musical jingles, 
theme pieces for the games. There 
are also individual specialists whom 
the cluster can seek advice from on 
any point. 

These specialists often have long 
term projects of their own but are 
regarded as a shared resource by the 
cluster groups. 

When a project is underway its 
progress is constantly monitored by 
the cluster leader. "There is lot of 
input into the group . . . particularly 
from software marketing ... but the 
final responsibility for what the 
game will be like rests with the de- 
signers." 

Condon Brown stresses the team 
approach to design but also believes 
that there is room within the struc- 
ture for designers who prefer to work 
by themselves. He cites the case of 
Howard Warsaw who developed the 
Raiders ol the Lost Ark game by 
himself. In an earlier interview War- 
saw told C&VG how he worked out 
the conversion of the film into a 
video game after sitting through four 
screenings of the film. 



The quality of Atari's games, like 
that of any other video game manu- 
facturer, depends on the strengths of 
the design team. One thing. Brown 
has to come to terms with, is the 
tremendous amount of poaching that 
goes on in the industry. 

"We pay very well and generally 
have the pick of the industry." 

He does not believe there is any 
set type of designer that fits into the 
Atari mould. "They come from many 
different walks of life . . . and range 
from 17-year-olds to PHD's ... the 
one thing they all have in common is 
an abiding fascinating and love for 
computers." 

"We try to select people with a 
proven track record and would nor- 
mally expect some knowledge of 
advanced languages such as 
assembler language, and sequential 
processes ... it is not important for 
a good designer to have a strong 
mathematics background." 

The advanced knowledge the de- 
signers attain in the existing range 
of Atari computers means that their 
opinions are highly valued by the 
hardware researchers. "Because 
they have to work within the con- 
fines of set system they quickly start 
to think how much more they could 
put into a game if the computer had 
extra capacity in certain areas." 

The conversion of games is a re- 
cent problem for the designers and a 
feasibility study has to be produced 
as early as possible in the develop- 
ment of the game if it is likely that 
Atari would want to market the 
game for other computer systems. 

Not only games for specific sys- 
tems but games for specific parts of 
the world designed to cater for the 
different culture and tastes. 

The first of these games Astrisk 
and Obelisk was currently being 
under development when we spoke 
to Condon Brown. "It's based on the 
cartoon characters and is designed 
with the European market where 
they are particularly popular. It will 
be test launched in France later this 
year." 

With several million Pac Man, 
Space Invaders, Galaxians and 
others too numerous to mention now 
in millions of homes there can be 
little doubt that the Sunnyvale plant 
is quite definitely the biggestgames 
factory in the world. 

And what does the man in charge 
of it all like to do to relax? "I enjoy a 
game of Defender". Careful with 
those smart bombs Condon. 



17 



Presentation on the 



Malcolm Evans gets things moving 



£Tn C « 7. EVanS °' Mew C enera. 
he P ' obnb, V hnows 

any,„ S e PCC,PUm ° S we » « 

Here. Malcolm gives you the 
bene,., all .ha, experience^ 
os he undertakes to get a little 

t < rum ,a,i0n 90i " 9 °" ,hc 



Spec- 



Although the Spectrum has a char- 
acter set fixed in its ROM. certain 
ASCII codes are not assigned to a 
particular character. 

These can be defined by the user 
to be any chosen character and can 
then be printed either by entering 
graphics mode and using one of the 
letters from A to U. or by printing the 
character using CHRS which will 
output the specific ASCII code. 

There are 20 user definable char- 
acters on a Spectrum and they 
occupy ASCII codes 144 to 164. 

If you type PRINT USRC'A") the 
machine will give the location of the 
first byte of graphics data. The first 8 
bytes including that one will hold 
the data for the first character and so 
on. There are 20 characters which is 
160 memory locations. 

To calculate the actual data for the 
characters, you first need to design it 
on a piece of 8x8 squared paper. 
Each of the 64 squares can either be 
coloured in or left unshaded. 

When you have finished designing 
your character you need to convert 
each horizontal row of coloured and 
empty squares into a binary number. 
To do this use the BIN function. Use a 
1 for each coloured square and a 0 
for each unshaded square. When 
you have your eight binary numbers 
then you simply poke the data into 
the memory like this . . . 
POKE USR("A"),BIN 10100010 
POKE USR("A")+1.BIN 10001100 
POKE USR("A")+2.BIN 01101100 

And so on until you have poked in 
all 8 rows. This will continue until 
you reach USR("A")+7. 

This defines user defined graphic 
character A. To define any others 
simply use USRC'B"). then USR("C": 
and so on: 

This article outlines the use of user 
defined graphics, to achieve smooth 




ILLUSTRATION 1 

Illustration one shows two 
characters which form a lar- 
ger figure. 

Illustration two then gets 
him moving through four 
walking positions. 

ILLUSTRATION 2 




Position 4 



animation to enhance the graphics 
in your own programs, and con- 
tinues to show how to extend the 
user defined graphic symbols far 
beyond the 21 characters in the Spec- 
trum specification. 

Pages 92-93 of the Spectrum manu- 
al outline the use of user defined 
graphics characters. 

It is simple to combine such de- 
fined characters to form a larger fi- 
gure. Figure 1 shows two such char- 
acters arranged to produce the fi- 
gure of a walking man. If we were to 
draw such a figure on the screen and 
attempt to move it to the right it 
would appear to hop. Listing 1 
shows a program to do just this. 

Ideally we need to draw the figure 
moving smoothly across the charac- 
ter boundaries. This we can do by 
adding intermediate figure positions 
using four characters (2 wide by 2 
high). Even when the figure is within 
the pair of characters, 4 are still 
necessary since a trailing pair of 
characters is required to blank out 
the remains of the figure as it is 
moved forward to the next character 
position on the screen. 

Listing 2 shows one way of achiev- 
ing the required animation. Lines 
10-70 convert the picture data into 



the user defined graphics A-P. 

Another graphics character has 
been introduced to provide a ground 
plane. They have been entered in 
this manner so that it is easy to 
modify the pictures at any time. Line 
1030 draws the four characters that 
make up the man quickly. There are 
two FOR-NEXT loops. N determines 
which of the four intermediate pic- 
tures is to be drawn, and M the 
position across the screen. 

Using a similar method, it is possi- 
ble to animate the figure to move in 
any direction. Each direction re- 
quires further User defined graphics 
characters. Since we have already 
taken up 17 of the 21 available, we 
must find some way of extending the 
capabilities of the Spectrum. 

The beginning of the character set 
used by the Spectrum system is 
pointed to by a system parameter 
called CHARS at location 23606 and 
23607. 

This good piece of foresight of the 
Spectrum programmers allows the 
user to POKE into these locations to 
produce new character sets. 

Listing 3 introduces another six 
characters to provide the pictures of 
the man falling. Since the size of the 
figure is one character wide and two 
high, by previous arguments it is 
necessary to use a set of characters 
three high to move the figure up or 
down. These additional characters 
are available since CHARS has been 
POKED to 30208 (location 23607 hav- 
ing been POKED to 118). The first 
usable character (CHrS 32) is at 
30464. Only two intermediate posi- 
tions are provided this time to speed 
up the fall rate. 

To add some humour (even if it is 
sick) lines 1100-1240 have been intro- 
duced to complete the demonstration 
loop. The POKE at line 1200 is to 
amend the scroll count SCR CT to 
ensure that the subsequent prints of 
charS 36 (a blank) result in the screen 
being scrolled. 

When you press BREAK to leave 
the loop you will still be in the 
alternative character set. Don't 
panic. Simply poke 23607,60, trying 
to ignore the gibberish that the basic 
system puts onto the screen, and the 
system will regain some form of in- 
telligence. 



18 



Computer and Video Games Yearbook Com 



SPECTRUM 



no 



1 REM "graphics 3"- , n9 .- {l mu 

10 FOR n-0 TO 183 
j f REflD POKE 30464+n,dr hex 

3,0,0,0, 0.0, 0 , 0i0; REM positior( 
2 ' 24 20 af ' °A 0 ' 0 ' 0 - 8 ■ 8 , 9 . 42 ,7 

80 drtr 0, 0 ,0,0,0, Cl ; 0 41 J ; 0 8j84 

^6,56,16, 16,43,43. 112. set 80 t-S> 
128.0,0,0,0,0: REM poi,uXo' t f ' 
90 ORTR 0.0,0,0,0^,0^;-,' " 

1 * 2 ' 128: REM Position f2 
BOO POKE 23607, us 

909 FOR x=0 to 30 

910 PRINT RT 9,*; CHRS 48 NEXT 

1000 LET 2=31 
1020 PAUSE 5 

•<35*n>. NEXT r, : NEXT m ' " 

I STEP ? y=? T ° 18 ; F0R r '= 0 TO 3 
105O PHUSE 1 

1060 PRINT RT y, 31, CHRS <49-HO;fl 
a* 1 ■ 31 . CHRS ( 5 0+, > i HT y+2 3, r 

Tj?- +n>: HE> ' T r - NEXT y 

IS 8 ™ T-r 0 T0 1 : PfluSE 1 • F0R 

1110 PRINT FIT I9 + r,,3l ;C HR* <49 +M 
U20 FOR y= z TO z-9 STEP -1 



; CHRS 



3, INK 2.; CHRS 48 ; RT 20 *1 
5: AT 21,31, CHRS 3? ' ' 
1290 POKE 23692.13 
1205 FOR r,=0 TO 11 
1210 PRINT CHRS 35. NEXT « 
1220 FOR r,=22316 TO 22848 
1230 POKE n,56: NEXT n 
1240 GO TO 1000 

1900 REM POKE 23607,60 to 9 »fc 

10 FOR r,=e ?6 *?§ 1 - M *« 

Exf r, RERD d: P0KE USR N 
60 DRTR 0,0,0, BIN NMMae.SXN 

M « i or , r 9 1 > «•* BI N 00 1 0 1 0 1 0 » J 

WIOO.EIN 0010010© , BIN 01000010 R 
10000010, BIN 1000001 J - J1J ' B 
1020 FOR 0=0 TO 30 

1030 PRINT RT ?,«;•« " ; CHRS 144 fl 
T 8,r,;" "^HRS ,45: PftUSE V ^ 

^ 1 REM ".archies 2"- Mto w , u , j 

10 FOR n=0 TO 135 

Exfr, RERD ^ P ° KE USR N 
30 DRTR 0,0,0.1,!. 2 . 2 6 Q 0 - 

0,0,0.0,0,0,0,0,0: rem Positlor , 

^ 4 L°?J? 0 ' 0 • 0 ' e - 0- 0- 0, 0 ■ 0 . 0 , 0 
f6 ; 96, 128, 128 , 128, 0.0,0,0,1 1 l ' 

REM d 1 1 28 ., 1 28 , 1 28 ,, 1 28 ' 1 92 ! 0 ' 
KEM Position 2 

posi on^3^ 0 136, 138^4^ 128 •' REM 

5 Si ™ 3 :? b ' 0 ' 0 ' 0 -0^..0. 0,0.42. 7 

-24,.0,..6,66, 130,131: REf1 po3 . t 

90n EE" 2 « 5 

900 FOR x-0 TO 30 
910 PRINT RT 9, x; CHRS 160. NEXT 

J e s?EP°; "' =G T ° 39 : F ° R "= 0 TO 1 
1020 PAUSE 5 

1O30 PRINT RT 7, m;C HRS Cl44*r,>;C 

rHRS , l^ T1, ' RT 8 '"»^HR* <14 6+n >7 
' 147 ^">: NEXT ,-•: NEXT m 



PUZZLE PROG 

This very basic computer program 
which, with very little adaptation, 
should run on most machines, asks 
you to sort out a tangled mess into 
four eight-lettered words. 

At present the letters are stored in 
pairs in an array and you could, of 
course, produce the words: 
COLOSSAL 
CRIMINAL 
COMPUTER 
CALAMITY 

on your screen just by changing the 
order of the pairs in the DATA state- 
ment. 

This is definitely NON-U and is 
frowned upon. Anybody who would 
sink that low would never reach 
their keyboard again! 

You are invited having typed in 
the program, to RUN it; your screen 
should produce the array: 



ss 


MI 


AL 


IN 


LO 


CO 


CA 


IM 


UT 


AL 


TY 


ER 


MP 


CO 


CR 


LA 



At each turn enter three INPUTS; A 
and B give the column and row of the 
array pair to be moved and C the 

DUCKSHOOT 

McCoy's, despite the name, is prob- 
ably the cheapest software house 
ever to rent an accommodation 
address in downton Dorking. 

Indeed, the most expensive part of 
all their products is the cassette 
holder. 

Still their fairground replica does 
actually run although the ducks 
don't even waddle and only three 
players can fire their six shots before 
the inevitable program crash. 

It so happened that Nigel, Jane 
and Tracey in their first attempt 
managed to hit one duck with each 
shot; the bird, quite properly, dis- 
appearing from the screen. After the 
final shot had demolished the eight- 
eenth duck the display briefly 
showed that they had each scored 
the same total before all went blank. 

If Tracey hit more 20's than Nigel 
who hit more W's than Jane you can 
work out which six ducks each shot, 
can't you? 

20 




^QJce A ? of 



orb 

>y P . 

rom 
*or s , 



»o, s f, ®» "? error 



orc/ s 



Put **Hp the 



10 DIM AS (4,4) 
20 FOR J= 0TO3 
30 FOR K= 0TO3 
40 READ AS(J,K) 
50 PRINT TAB (4 'J, 4'K) AS(J.K) 
60 NEXT K 
70 NEXT J 

80 DATA SS, LO, UT, MP, ML CO, AL, CO, AL, CA, TY, CR, IN, IM, ER, LA 

90 PRINT: PRINT 
100 INPUT A.B.C 
110 MS=A$(A,B) 

120 IF C=0 THEN A$(A,BhAS(3-A,3-B) : A$(3-A,3-B)= MS: GOTOI70 
130 IF C=l THEN ASfA.Bh ASiB.A): AS(B,A)=MS: GOTO170 
140D=A+1 : IFD>3 THEN D=4-D 
150 E=B- 1 i IF E>0 THEN E=4+E 
160 AS(A,B)=A$(D,E): A$(D,E)=MS 

165 —REM Whatever you need to CLEAR THE SCREEN HERE 
170 FOR J = 0TO3 
180 FOR K= OTO 3 
190 PRINT TAB (41, 4'K)A$(J,K) 
200 NEXT K 
210 NEXT J 
220 GOTO 90 




Five of the most powerful 
and influential beings in 
the galaxy meet on board 
'he orbiting space station 
of Far Funus. 

Their declared intention 
is to bring peace to the 
galaxy by settling their 
differences, over the nego- 
tiating table, diplomati- 
cally. Secretly, each of 
these warlike beings 
hopes to outwit the other 
four and seize control of 
the galaxy for his empire 
once and for all. 

There's Bezel from the 
Pirate Empire resplendent 
in his burgundy and 
magenta robes but a crea- 
ture none of the others 
would trust as far as they 
could have thrown his 
feared and awesome ship, 
the good vessel Vespo- 
zian. 




INTERSTELLAR 
INTRIGUE 



Negotiate and 
manoeuvre your way to 
control of the galaxy 

By Mike Singleton 



All of the others are 
at a disadvantage when 
haughly Shazaz-Ka looks 
them in the eye. They dare 
not return the stare of this 
subtle diplomat from the 
powerful Sun Empire, for 
fear of being permanently 
blinded. He uses this 
advantage sparingly but 
his terrible frown falls 
most regularly on the ill- 
mannered Bezel. 

In contrast, the brutish 
gesturing and roaring 
Irom infamously ill- 
tempered Tiaithan Lizard 
delegate Maachen, threat- 
ens to disrupt the pro- 
ceedings at every turn. 
The others excuse his be- 
haviour by making allow- 
ances for his being out of 
his natural amphibious 

Compute and Video Gomes Yearbook 



environment but they are 
not so quick to dismiss the 
threat his numerous blue- 
emblemed Water Empire 
forces pose. 

No-one has ever disco- 
vered the name of the 
anonymous Ice Warrior, 
whose features remain 
hidden behind a glacier 
mask and whose grating 
voice is disguised by 
the crackling breathing 
apparatus that serves him 
on this mission. He repre- 
sents the weak and much- 
scattered Dead Empire, 
whose voice at these pro- 
ceedings is only heard be- 
cause no other empire can 
take control of the inhos- 
pitable planets and dying 
stars where they live. 
But while they look 



down on the primitive re- 
sources of the Dead 
Empire and the irony that 
these most lifeless of 
beings have chosen vib- 
rant green as the disting- 
uishing colour of their 
poorly-equipped fleets, 
the others keep one wary 
eye on his ice-axe. And all 
know the value of an ally 
capable of inhabiting 
planets where no-one else 
can visit — let alone live. 

Lastly comes Grakta of 
the Bloodline Empire. Tra- 
ditionally the rulers of this 
galaxy and let none esti- 
mate his cunning which is 
the result of 27 genera- 
tions of careful cloning. 

His power relies on the 
Bloodline's long control of 
the stellar energy, but 



now it is under fierce 
attack from all sides — yet 
knowing Grakta he may 
still win the day. 

The five are sat around 
a board, with their base 
stars, outlying stars and 
fleets on it. As the fortunes 
of galactic war ebb and 
flow before them they 
argue, connive, ally and 
betray to gain the upper 
hand for their respective 
empires. 

Any is capable of wrest- 
ing complete control, but 
each must use the others 
in brief alliances, all will 
try to prevent any other 
from becoming too power- 
ful. It's diplomacy on a 
cosmic scale for two-five 
players and no holds are 
barred. 



21 



THE RULES 



Players take it in turn to make their moves. The order of 
play is decided randomly by the computer at the begin- 
ning of the game- For each star a player owns at the 
beginning of his turn, he gets one movement point. 

During his turn he uses these movement points in 
moving fleets, rotating fleets and firing at other fleets. 

The player does not have to use all his movement 
points and in fact can use none if he so wishes. Move- 
ment points, however, cannot be "saved up" for the next 
turn. If they are not used, they are lost. 

A player with no movement points misses his turn. This 
does not necessarily mean he is out of the game. If he 
still has some fleets left, the actions of another player 
may still enable him to capture a star without even 
moving and then he will find himself back in the game! 



Moving a fleet one space costs one movement point. A 
fleet can only move into an adjacent empty space. A fleet 
must move forward, left or right. 

It cannot move backwards. Once it has moved, it will 
be pointing in the direction it travelled. A player, of 
course, can only move his own fleets. 

New fleets can be created at stars a player owns. To 
bring a new fleet into existence, the player simply makes 
a move from the star into an adjacent empty space. This 
move can be in any of four directions, north, east, south 
or west. 

a fleet 'HHHHHHHi 

Rotating a fleet costs one movement point. The fleet can 
rotate through 90 or 180 degrees. When rotating, the fleet' 
remains in the same space and simply changes direc- 
tion. To rotate a fleet, the player must own it. 

FIRING AT A FLEET 

Firing at a fleet costs one movement point, A player can 
fire from any star or fleet he owns at a fleet in an adjacent 
space. If he fires from a star, he can fire north, south, east 
or west. If he fires from a fleet, he must fire in the 
direction the fleet is pointing. The target fleet is always 
destroyed, even if it belongs to the player himself! Stars 
cannot be fired at or destroyed. 

CHANGE OF OWNERSHIP 

Ownership of a fleet or star can change as a result of 
movement, rotation or firing. It always depends on the 
new situation created by. a player's action and any 
changes of ownership take effect immediately. 

Ownership is determined by the fleets "attacking" that 
star or fleet. A fleet is said to be attacking another fleet or 
star when: 

I J It is adjacent to that fleet or star. 

2) It is pointing directly at that fleet or star. 

3) If it is attacking a fleet, the two fleets are not pointing 
towards each other. A fleet cannot attack a fleet that is 
pointing towards it. Therefore, fleets pointing towards 
each other do not affect each other. 

The following rules govern the ownership of stars and 
fleets: 

1) If no fleets are attacking, ownership of a fleet or star 
does not change. 



2) If there are ONLY neutral fleets attacking it, the fleet 
or star becomes neutral itself. 

3) If each of the attacking players has an equal number 
of fleets attacking it, the fleet or star becomes neutral. 

4) If any player has more fleets attacking it than any 
other player, then the star or fleet is captured by that 
player and becomes his star or fleet. 

5) Neutral fleets are only counted as attacking fleets if nol 
other players' fleets are involved. 

Each move a player makes involves a potential change] 
in ownership of surrounding fleets and stars. In certain! 
situations, chain reactions can occur. Imagine, for exam- 
ple, a line of fleets pointing towards each other, 
ownership of the first fleet in the line changes, this wil 
cause ownership of the next to change and then the next 
again. Such changes take effect immediately, not ji 
at the end of a player's turn. 



1) Removes fleet from map. Checks for changes. 

2) Puts fleet in new position. Checks for change 
ownership of that fleet. 

3) Checks for changes in ownership of newly attacked| 
fleet or star and any connected fleets. 



1) Rotates fleet. Checks for change in ownership of 
star or fleet that was under attack. 

2) Checks for change in ownership of rotated fleet. 

3) Checks for change in ownership of newly attacked | 
fleet or star. 



AFTER 



1) Check for change in ownership of fleet or star that tl 

destroyed fleet was attacking. 

All checks for changes in ownership always involve 
check on any connected fleets or stars, so chain reactioi 
may occur in any stage of the checking. 



The object of the game is to bring peace to the galaxy, 
The winner, therefore is the only player left who 
make a move. To win, you must leave the other playei 
with no stars and thus no movement points. 



THE CONTROl 

C = CHOOSING 

M = MOVING 

R = ROTATING 

F = FIRING 

E = END YOUR TURN 

S = SAVE THE GAME 

ON TAPE 

CURSOR KEYS are used 
for direction of movement, 
rotation or firing. They are 
also used to control the 
movement ol the square 
cursor during the CHOOS- 
ING option 

In the CHOOSING op- 
tion you can move the 
square cursor to any fleet 
or star you own. You can 
also choose any of the 
other options. When you 
choose to move, rotate or 



fire, the fleet or star will 
begin to flash. Then you 
press a direction key and 
the action will occur. You 
return to CHOOSING auto- j 
matically after rotation or 
firing but during MOVING 
you must return by press- 
ing C. 

E enables you to end 
your turn at any stage. 
But only when CHOOSING, 

S enables you to save 
the game on tape at any 
stage. When loaded back 
in, the program will recre- 
ate the exact conditions 
that held when you press- 
ed S. All you need to do 
after pressing S is give the 
saved game a filename. 

Computet and Video Games Yearbook 



FOR 2-5 PLAYERS. RUNS ON SPECTRUM IN 16K . 





SUB 609 

11 GO SUP MO 

12 GO SUP 100 

13 GO SUP no 

14 GO SUB 130 

15 GO SUB I'M) 
IS GO SUE 190 

17 PAPER 0 BRIGHT 1 BORDER 0 
CLS 

18 GO SUB 1 60 
I? LET LET lp-1 

29 LET m=k,vp.. if „=o THEN 
TO 23 

21 GO SUB ITU. GO SUB 269 
i^-s" THEM ...j 10 to 
[22 LET lp> P 

23 LEJ p=p4i ir p=7 THEN LE 
P'2 

24 GO TO 20 

27 REM 

28 PEN save -3*m* on tape 
2? REM 

30 INPUT "SAVING! GRME NRME 
if* IF LEM f* 10 THEN GO T( 



31 ^HVE tS LIIIE -10 

32 GO TO 21 

37 REM 

38 REM *utostart saved Qame 

39 REM '- 

40 PAPER 0 BRIGHT 1 BORDER O 

as 

41 RESTORE GO SUB 10©: GO 
160 

42 GO TO 21 

97 REM __ 

98 REM read in graphics data 
I 99 REM 

I 100 FOR b=0 TO 159; p E flD „. Poy 
E U5R "J"*b.„ NEXT b RETURN 
I 107 REM 

I l©8 REM read in block data 

109 REM 

110 FOR b=l TO ,* FOR y«l T 0 2 

I *Eftt> b«Cb,y >. NEXT y. NEXT b: R 
ERJRN 

117 REM 

118 REM print block 

119 REM 

126 INK c PRINT ftT y*2.**2-2,b 
*b.l> PRINT AT y»2M..:*2-2,b»< 
P>2> RETURN 

127 PEM 

128 REM read in start positions 

129 REM 

130 FOR TO 6 READ x,y: LET 
!«<.,ym»V IF m'.cW THEN GO 
TO 132 

1 31 LET c«< . , y )=STR» c 

132 ne;:t r RETURN 

137 REM 

138 REM set up arrays 

139 REM 

140 DIM b«<7,2,2.> 

141 I 1 in 3*- lb. lu « 
WZ l'IM ..$• 16. lo ■ 

M5 FOR --I lu i... LET z%< --6 
S66b6j€" LET c»<! . •=■"777777777 

[ ME::r return 

147 REM - 

148 PEM generate starmjp 
1*9 REM — _. 



THEN GO TO 13, *****UX>*6« 
Vm, NEXT s: R E 

isr REM 

GO SUB 1 20 ke^Z C " V ^t 
y RETURN E * T x; HEX 
167 REM 

!3 rem ^n^»r^w 

170 BORDER p PRPFa'Z' rTZ — 

■LHR INTRIGUE « '"TERSTE 

iStnUl™ " e '«."-10VES- 

'htV'return - THEM PfiPER 0 



BR1 



RflPI 
WINNERI 



ind Video Games Veerboofc 



175 GO TO 175 

177 PEM ••*-* — ** — — — — ■ " — — •■ — 

178 REM flash block & key test 

is! nSmir-iaa ^ ter b-vR L 

181 LET i«=lNKEY« IF i*» M *" 0R 

THEN RETURN 

182 GO TO 181 

187 REM 7~TT"*.- 

188 REM generate neutral t leet, 

139 REM 

190 FOR s=l TO 79 

191 LET x-l + INT <RNP*16.>; LET y 

-J + IMT <PND*10> IF »«<x,yK> 6 

THEN GO TO 191 
92 LET b-l + INT < RND*4 > LET W 

AScbT let ny-imiCb>i | tmfm 

OR nx-17 OR ny-0 OR ny«ll THEN 
GO TO 134 

}93 lh c*<.nx,«« K>"/- iHtN Lb i 

?94*LET s»<x.y>-STR» b: NEXT 
RETURN 

197 REM " 

198 REM select move location 

199 REM 

one. LET > y S LET y^S 

Si PRINT RT O.10, FLASH 1. PflP 

ER 0, INK 7," CHOOSING 

.5,9 

202 GO SUB 500 

205 IF I**""" THEN GO SUB 250 

206 IF «-V" THEN GO SUB 30© 

207 IF l»="f" THEN GO SUB 350 
2^0 IP »-«•" OR 1*-"*" THEN P 



23 



SPECTRUM CONTINUED 



iF-TlfPN 



PflP 



rt e. 16; 

FLEET" 
IP < i»<"3- 0 
" THEN GO T 

RETURN 



20 GO TO 201 

247 REM 

248 REM wove Fl«*t 

249 REM 

250 FLASH 1 PRINT 
ER O, INK 7, "MOVING 

251 LET 1«"1MKEY« 
R 1»>"8" > AND l*. >»< 
O 251 

252 IF i»*» C " THEM 

253 LET i*VflL i»-4 

254 LET 0>«*K?i>: LET nw=y+y< i 
>■ IF nx*G OR n>:*17 OR nu«Q OR n 
y=ll THEN GO TO 251 

255 IF s*< nx , ny K>"6" THEN GO 
TO 251 

256 IF b»5 THEN FLHSH O. GO SU 
B 120. GO TO 261 

25? IF i+b=5 THEN GO TO 251 

258 LET cb-b: FLRSH 0 LET c*7 
LET b*G GO SUB 129 

259 LET c«'.k, U ^"7": LET s*<x.y 
?«STR« b 

260 LET b-ob GO SUB 409 

261 LET X-nx: LET y»ny : LET c»p 
LET b-i FLRSH |! GO SUB 120 

LET c«(>. iy ^STR$ c. LET s*' - , y )= 



b 

GO SUB 401 LET x«nx: LET 
LET c»VflL CXXiU? LET b« 
GO SUB 400 



FLRSH 0: LET 
BRIGHT 0, 



r.»=ft,-l PRINT R 
PAPER 8, INK O 



STR* 

262 
»riy : 
263 
268 
T 0.3O; 

269 BEEP .4, 12 

270 IF m=0 THEN 
RSH 0 GO SUB 120 

275 IF c«<x,yX>STR» p THEN 
RSH 0 GO SUB 126. RETURN 
280 GO TO 251 



LET t»="e" 
RETURN 



FL 



FL 



29? REM 

298 REM rotate fleet 

299 REM 

306 FLASH 1 PRINT AT O.10. PAP 
ER 0. INK ?;" ROTATING " 

391 LET i«-INKEY»: IF <i»<"5" 0 
R i»>"8".» AND i»<>"c" THEN GO T 

0 301 

302 IF i«»"c" THEN BEEP .3,9: 
RE 1 URN 

303 LET i-VftL i»-4 IF i«b THEN 
GO TO 301 

304 LET ob«b FLASH O LET b«i - 
GO SUB 120- LET 3*< - , y ?«STR» b: 
LET b»ob GO SUB 400 LET b*i 

GO SUB 401 i GO SUB 408 

305 LET HWrtl PRINT AT 0 , 30 . F 
RIGHT 9. PAPER 8; INK Qito." " 

386 BEEP .4,12 

307 IF H*0 THEN LET i»="e" 
3©e RETURN 

347 REM 

348 REM fire at fleet 

349 REM 

338 FLASH 1 PRINT AT 0,10, PAP 
ER 0, INK 7, " FIRING 

351 LET i*=INKEY* IF «1»<"5" O 
R 1*>"8"> AND i«< "e" THEN GO T 
0 331 



IF i«=*"c" THEN BEEP .5,9 



RETURN 

353 LET 1=VAL i»-4 IF b< >5 AND 
iOb THEN GO TO 351 

354 LET nx»x*x( J LET ivj-y+yv i 
>: IF rtx-0 OR rik»l7 OR r.y»8 OR r. 
y*ll THEN GO TO 351 

355 IF s*<nx,r>y»"4" THEN GO T 
0 351 

356 LET ob*b LET oc*c i LET ox» 
;< : LET ©y=y LET x-v»x : LET y*ny 

337 FOR f=l TO 10 BEEP .05,13: 



BEEP .05, 10 NEXT f 
358 LET i»VAL s»tx,y>: FLASH « 
LET b*6 GO SUB 120. LET * 
>-"€". LET c«(x,y) 3 "0". LET b-i 
GO SUB 424 

339 LET c=VAL c»<x,y>: GO SUB 
20. LET : PRINT AT 0,30; 

IGHT 0, PAPER 8, INK 9,P»,» " 

360 IF M*0 THEN LET 

361 RETURN 

397 REM 

398 REM check fleet or star 

399 REM 

408 LET ox=x; LET oy-y : LET ot 

b: LET oc a c: GO TO 424 

401 LET ox-x: LET oy»y. LET of 
LET oc»c 

402 FOR I.-2 TO 7. LET i* k «0 I- 
EXT k. LET cl>=0 LET c2->0: LET 

>=0: LET hc-c LET en-1 

403 FOR d B l TO 4: IF d-b THEN 
GO TO 410 

404 LET *x"x*Wd): LET ay=y+-j'd| 
IF #*=0 OP *x-17 OR ay=8 OR *! 

U»l 1 THEN GO TO 410 

403 LET ab-VRL s»(ax,ay>' IF d- 
ab< >5 THEN GO TO 410 

40G LET *c*VAL c«Ca*,ay>: LET l 
t*c >n< jc>+1; IF fnicKhn OR ac= 
- THEN GO TO 4I0 
46? IF nfK.'-hn THEN LET er.=I .1 
GO TO 410 

408 LET hiv=nCac> LET hc»ac: 
T &n=Q 

411 IF eit-0 THEN GO TO 420 

412 IF hn>0 OR n<?>>0 THEN LET 
he =7 

420 IF hc-c THEN GO TO 430 

421 IF b-5 THEN LET n.tc>-m<c>- 
LET t<& he he )* 1 



RUNS ON A BBC MODEL B. CONVERTED BY STEVE WILLIS 



Loaded in two parts 1- "INTRIGE" 2. (loaded automatically by 1.) 

"INT#2" 

The major problem with this conversion was the need to use 
the BBC MODE2 to gain the required colours for more than two 
players. Again this led to ihe further problem of needing 32 
character width on a 20 character display. 

The games uses all 32 characters, by displaying pair 
together, to give 16 large characters. Rearranging the charac- 
ters to only use 16 meant a rather sick display. In the end ! 
redesigned the Spectrum characters so that they can be over- 
lapped. 

This overlap is achieved by printing the left-hand character, 
then back spacing (using the VDU5 graphics motion of the 
cursor} by a character width. Finally the right-hand half ol the 
character is printed. Thus 2 characters which would take 128 



pixels (2x64J now take 96 pixels (64 - 32 ^ 64). With 1280 pixeli 
across this still isn't enough. 

By then reducing the 'used' amount ol each character in thel 
direction to 5 8ths we further reduce the character to 80 pixels 
wide. This gives us 32 across! In the Y direction we have 32 
available lines so there is no problem except to match the find 
shapes. This all sounds complicated but is achieved in the ent 
by rewriting the character definitions in "INTRIGE" and then 
line 120 in "INT#2" does everything! 

Now the second effect ol using MODE2. is the lack of spa« 
available for variables; or to be more precise for string vari- 
ables. This game in its original form used two large string 
arrays and this proved impossible on the BBC. This has been 
overcome by storing the display information, previously held is 
SSIX.Y) & CSfX.Y), by POKEing in the spare areas of the 



10MODE? 

20BIMP«<6>,J13C<7> 

30REM" **ENTER PLAYERS**" 
40CLS 

50PRIHTTREC0, 2 )CHR*< 131 >CHP*< 

137 > 

o*. fo^° R 1 ' :=3TD4 : p * I NTTflBC 9 , I >; >CH 
^rili/*"** 1 4 1 )CHR '< 255 >CHR«< 25 
ptpmp 5 INTERSTELLAR INT 

S' 255 > : NEX^ HR5< >CHR * C >CHR 



24 



7GPRIHTTflB<0,5>CHR*C 131 >CHR*< 

1 ' 80PRINT' ' TRB<! 4 >" Design^ by 
Mike Si ndetor, f or" " ■ F0RIK-6T07 
:PPIHTTRB< 7>CHR*< 141 >* COMPUTER 

% VIDEO GAMES"; NEXT; PRINT B 

BC micro trarislation by Stev© Wi 

Ul ?0PRIHTTRB<0, 19 >" THIS GRME C 
RH BE PLAYED BY RS FEW RS TWO 
PLAYERS. OR AS MANY AS FIVE, 



« IF b-5 THEM CO TO 430 
*N GO TO 430 W 8 0R «"H T 

P LE ' GO TO 40 

318 LET .r=IHKEY» IF f «-<»,. n 
RJ 51© b RND U " 10> T HEN Co 

g M SUB 128 OVER 0 

CO SUB 120 BEEP ,5*9. RETUR 

P5 REM enter P Uy«r S 
§9? PEM _ _ 

Eft? ~ ^ s?a 



604 PRINT AT 0,3; INK O, PAPER 
6; " " 

605 PRINT HT 1,3.; INK O; PAPER 
6;" INTERSTELLAR INTRIGUE " 

606 PRINT AT 2,3, INK 0, PAPER 
6;" 

610 PRINT PRINT "D*s I gn«d bg 
Mifc* Singleton for" 
615 PRINT PRINT " COMPUTER 
8* VIDEO GAMES" 

620 PRINT AT 10,0;"Thi* g*ro* c« 
n be Played by *s few is two p 
layers or is many as five. Pie 
ase enter how war.y are people a. 
re 00ift9 tc> play. " 

625 INPUT "Number of players a 
";r.p; IF npOINT np OR np<2 OR .1 
P>5 THEN GO TO 625 

630 PRINT Al 1O.0, "You h«v# Ghp 
sen a np, "-player 9af<ie. Pleas* 
enter each player's name. Up to W 
ItM letters are allo'^ed for ea.c 
h nai-ie. 

635 PRINT At 15,0, 

640 FOR p«l TO np 

645 INPUT "flayer's n ai«i« ■ " , n« 
IF LEN n* $ OR f|«- rt " THEN GO 
TO 645 

650 LET c-INT •RNt>*5,'+2 IF p»< 
C ><>" " THEN GO TO 650 

655 LET M<C>*1 LET p*< c •=■!-.* P 
PINT p»Cc? 

660 NEXT p 

665 PRINT PRINT "ThankyOu. PI 
ease J t a. r.icf..«?nt„ . " 
RETURN 

4957 REM 

4*398 REM *pHlC* data ' 

4^99 REM 

5000 WITH 0,1,3,7.15,31,63,127 
5010 DATA 0 , 128 . 192. 224 , 240, 248 . 

49C . »- J** 

5020 DATA 254 . 252. 248 , 240 , 224 . 19 
2 i 1 28 i 0 

5030 DATA 127 .63. 31 , 15, 7, 3 . I .0 

5040 Oflffl O.i", 31.63,63. 127, 127,1 



^DftTfl 0.224,240.2^2,252,254 
DftTfl 127. 127. 1^.63.^31.; 

^'o^ ' >*» ■ 254 ' » • . 24 

3060 DH.it t5 # X3,ISyla, 1S - 

5100 r.-HlH U.IS.l&.i* ... ,„ 

:;' '"UN UV.I27.U.7 >l27 , 0 . rj<0 
>140 OftfB 0.0,0,1'.. 254. 254. 2*4 S 



0 



150 DATA 254.254 



'54 , 254 . 0 , * t , 0 



sj-3! 1 .1.1. .1.1.1 1 

51*7 REM iZ ***** 

5199 REM block .J*t* 

5199 REM - - 

5200 DATA " ao » , ..,,,..„ 
5210 DRtA "k i ■• , 
5220 DATA %b".", ~," 
52:;u DATA "f..b" . »nc- 
524o DATA ".,f" . »^ h .. 
5c'50 DHTA " " , - » 
5260 DATA ".••-*« 
5297 REM - 

REM it. 1 1 l.o.p .jjta. 
5293 REM - - 
5300 DA I A i 
5310 DATA 1 ,4 
5320 DATA |6.4 
5330 DATA 4,10 
5343 DATA 13, 10 



computer where no Basic may venture. 

For this I have used &A00 to &BFF and the program now 
PEEKsand POKEs these areas. The relationship is as follows: — 
S&X.Y) becomes 7(2816 + 10"X% + Y%) 
CSX.Y) becomes 7(2560 + 10'X% + Y%) 
As X= 16 & Y= 10 are the maxima, one can calculate that there 
ban unused gap from 2731 to 2826. In fact these locations are 
used when saving a game (we will discuss this in a minute). 

Thus the SS(X.Y) & C$(X.Y) strings have been replaced 
throughout and. as in all the games. X% 8f Y% etc. (integer 
variables} have been used. In fact as the data storage is 
numeric in the game this is more efficient than evaluating VAL 
(string) all the time as in the SPECTRUM version. 

Now to SAVEing and LOADing games. SAVEing a game is 
achieved by storing a machine code dump of locations &AOO to 
' ■'- " ' in the file named "INTINT" on tape or disc. At the time a 



achie; 

Imaa 



V „ P C LE "^ ENTER THE NUMBER OF P|,R 

THIS QflME - \ S 

FOR R SAVED GAME)" 

95INPUTTRB' 13,23>" " . NS 
| 1 00 1 FN$* " S " THEN N*-"0" ELSE IF 
E?noS K2 ° R VRL <N«>>5 THENVDU7 : 

110701123,224,0,0,6.6,14, 30, 62 



62 



120VDU23 . 225 , 0 , 0 , Q , 96 . 1 1 2 , 1 20 , 
1^4,1 24 



SAVE is requested, the player's names, number of moves 
allowed, and player colours are loaded as an ASCII dump into 
the spare area from 2731 to 2816 (lines 31 to 38). The whole data 
stream is then SAVEd. 

The option of LOADing a saved game is selected at the start 
of the first program. If an "S" is entered instead of the number of 
players, then when the main program has loaded the player 
puts a previously saved game tape in the recorder and it will be 
loaded. The game is then running. 

With tape storage several saved games can be stored on one 
tape or several tapes. However they are all called "INTINT' 
this could be modified if you wish quite simply. Both SAVE & 
LOAD work correctly to a disc system. 

Finally PAGE has again been set to &1200 if a disc system 
interface is in use, or &EOO if not. This allows the use of 
MODE2 with disc versions of the game. 



1 30VDU23 . 226 , 1 24 , 1 24 . 1 20 , 1 1 2 , 9 
6,96 ,0,0 

1 4GVDU23 , 227 , 62 , 62 , 30 , 1 4 , 6 , 0 , 0 

,0 

1 50VDU23 , 228 ,0,15,31 , 3 1 , 63 , 63 , 
127, 127 

160VDU23, 229, 0, 240, 248, 248, 252 
.252. 254,254 

1 70VDU23 . 230 . 1 27 , 1 27 , 63,63,31 , 
31, 15.0 

1 80VDU23 . 23 1 , 254 , 254 , 252 , 252 , 2 



25 




BBC CONTINUED 



48.248,240,0 

210VDU23,234,0..e. 6 .6,6 J 6 6 6 

^3970023,236.0,0,0,0.0, 12gjl26 

, 0 f J 0 VDU23 ■ , 1 26 . 1 26 , ! 26 ., 0 , 0 ., 0 
, 2 || 0VDU23 • 238 , 0 , 0 . 0 , 0 , 0 , 252 , 252 
' 0 2«JVDU23 . 239 , 252 . 252 .. 252 , 0 .. 0 , 0 

288VDU23. 24 1,255. 1.1. i.i , , . 
3007^23,243,1,1.!,!,! i , 

340END 

>LIST 

0MODE7 

r 9 i f*SJ 1 >=a " 1 1 Y5S< 1 ;>=a 0 ; 2 >=0 ; 
*< 4 >i@ 3 >=e : VSS< 3 >E ~ 1 : %< 4 >=1 : V 

7< 2560+1% >«0 5 NEXT 

GOTO^T^* : 008051 10 : IFN^-OTHEN 

3FLASH-0 
1 ©GOSUB 6 00 
1 1 GOSUB 145 
14GOSUBX30 
15GDSUB150 
16G0SUB190 

17REM*#SCREEN COLOURS** 
1SGOSUB160 
19P5S*2:LP5i-l 

Zm>^M>X PH > : IFM*=9THEN23 
HEH30 G ^ 

LP-^P?"" 9 : B ^ =/ : FLflSH=0 : GOSUB 1 29 : 

23P3fi-PSC+;l . IFP>;=7THENP*=2 
24G0TO88 

30MODE? : PRINTTAB< 3, 7 V THE pr 
, IE WILL BE SAVED WITH" < TRB< 9 T 
HE HflME I NT I NT" ' ' " PLEASE STRPT 
TAPE RECORDER AND WHIT" 

3i?aei6-NP% 

_32F0RI*ilT0NP* : IF LENC P*< » 




<10 THEN P»<I*>«P»<I*>+STRING*< 1 
0-LEM<P»< " " > : NEXT | 

33F0R1H-2T06 i FORJ*=lTQ10 i ?<2< 
3 1 ♦ J5C+ 1 fc* 1 0 >=RSC< M I D*C P*< 155 >; J* 
1 ) > . NEXT ! NEXT 

' 34?2802=LP* . ?2803=P* i FOR I *«21 
06 ?< 28Q4+ 1 X >«M«< VA> ■ NEXT 

35*SRVE"IHTINT" QR00 +01 FIR 0H 

37PRINT"" PLEASE STOP THE 
TRPE RECORDER " 
38END 

40CLS:PRINTTAB<2,6>" POSITION 
THE >ILE I NT I NT .. THEN" ' 
PLERSE STRRT THE TRPE RECORDER" \ 

*LOAD" I NT I NT" 
41NP":=?2316 

42 FORI^2TO6:FORJ^1TO10^P*O 
X >=P*C 1% >+CHR*< ?< 2731+.r/.+ I/-*10 ?> 

•NEXT: NEXT _ 

43LP^«T2B02 • P'^?2S03 i F0RI5£»2T 
06 : NK< I*/- >■?< 2904+ VG ) ! NEXT 
46FLRSH»0 GOSUB 160 
47G0T021 
103REM" **RERD IN BLOCK DRTR** 

" 1 10RESTORE5200 ■ P0RB»*1T07 ' FORY 
I 5S-1T02 ■ READB*< «6/W > ! NEXT I NEXT R 
I ETURN 

14 8REM" **PRIHT BLOCK** 
120GCOLQ . CV.+FLRSH*8 ! nOVEX%*80- 
|80 . < ;*43+43.F ^IN^HR^^ 

iput«r «nd Video Gam« V| 



'B$CB*, 1 .O+ISSO; :PLOT0^^w^ 
NTCHR0C RSC< RI GH T*< fi*^ . fV J jj} 

1 31 ?< 25ib9+X";* 1 0+Y"-: >»C?i 

132NEXT: RETURN 
138REM" **SET UP RRRRY3**" 
MSFORY^ITOIO : FORX^lTOKS . 7 r o 

i«i? 5I ^ 10THENIF?<28 i6 + ^*ie^ 

|Y'.+ [ .' .K .J6THEN131 

KJRN 56 ' ' 2816+X: '-*10+Y^ >=3 : NEXT : RET 
J38REM" **PRINT STRPMRP**" 

^leBREM" **PRi NT TITLE 8, PLAYER 

1?0PROCWIPE< 190 > : GCOL0 . PX ■. MOVE 
£56, 10MQ PRINT" INTERSTELLAR" MOW 
k 84 . 564 PR I NT » I NTR I Q, | » Jn VE S , 

1^1, 2IPLP:,< >P>:THENGCOL0., 1 28 : RETU 

I i 1 o^ R ° CWIPE< 32 > 1 GC OL0, 9 : MOVES 
p:PRIHTTRB<6>"WINHER" nU/E0 ' 

1 5 JI 4 ^, 1 -: 1 5 . 1 00 . 50 : S0UND2 , - , 

Cfj« ^ - 1 5 ' 75 • 50 = SOUNDS . 

|« £ REM **WINHING TUNE** 

173EHC- 

ITeIS'"'" ** FLRSH BL0CK "» KEY 

^UB120 =P: " B ' := ^ ' 28 1 6+X ' ; * 1 Q+ ' f '< ■' ■ G 
«J"-INKEY»< 5 > : IFI*="N"ORIS=" 

^ S n ;f i,= .,,. 0RI4= .. E ,, H - RE 

>88RErr** GENERflTE NEUTRAL FL E 

CampMtw «nd Video Gamw Yeoi 



EXAMPLES OF ATTACKS 



Dcrint 

BEFORE 


AFTER 




»• 




|* 


M 


M 






>•« 




10 « 

TV" 


▼ ~ ▼ 






♦2* 





No change because fleets are 
pointing towards each other. 

Only a neutral fleet is involved. 
Therefore it effects ownership. 



The red fleet is not actually 
attacking because the central 
fleet is pointing at it. 

The red fleet is also attacking. 
Therefore the neutral fleet has 
no effect. 

Red has a majority of attacking 
fleets, so ownership goes to 
red. 

Example of a chain reaction. 



l*0FORS';; = lTO7i;.i 

191>tt-RNP< 16 > i Y%«RND< 10 >= IF?< 2 
1 8 1 6+X3S* 1 >< >6THEN 1 '3 1 

192B^ a RNEX 4 > - NX5fi""X5fi+X5fi< Btt ) : NY* 
«Yfc+Y«< 8* > : IFNX*=0ORNX:'.*17ORNYV.== 
leORNY5«»llTMEN194 

193IF?< 256Q+NX**10+NY* X > 7TH6 

iS47< 2816+X^*10+V:-: >=B>: : NEXT ! RE 
ITURN 

198REM" **SELECT HOVE LOCATION 

90 1 PROGM I PE< 32 ) : M0VE384 , 32 : GCO 
L0.8GCOL0, 128; PR I NT "CHOOSING" V 

202GOSUB500 

205 IF I*"" M " THENGOSUB250 
206 I F I *= " R " THENGQSUB300 
207 IF I*="F " THENGOSUB350 
210IFI*="E"ORI*= ,, S , 'THEN RETURN 

ELSE201 
248PEM" **MOVE FLEET**" 
230PROCWIPE< 32 ) M0VE236, 32 GCO 
|l0 . 8 ; GCOLO.. 128 ! PR I NT "MOVING FLEE 

T ?51I«=INKEY$<3>: IF< I*<"5"0RI*> 
"8" >RNDI*< >"C"THEN : G0T0251 

252 I F I *= " C " THEN FLRSH-0 I C*=P H 
B"'i=I": ! GOSUB120 i RETURN 
253I>:=VflL< I*>-4 

; iFNXJs=0ORNX'i*17ORHY^*0ORMY5s«l IT 
HEN VDU7:G0T0251 



27 



BBC CONTINUED 



2580B*«BSi : FLASHY K»8 K.* u 

*£««»»«« > : GOSUB120 - : B ?. B ^ 0 - B ° 

26f)E.v=0E:: ! GOSUB4Q0 

262G0SUB401 : MtfHttft : Yv-u— • r- - 

263GOSUE400 
268GOSUB20Q0 

' GOSUB 1 20 ! RETURN ' *"<* 
280GOTO231 

.iSSREM" **ROTRTE FLEET**- 

305GOSUB2000 
308RETURN 

340REM" **FIR E R T FLEET**" 

.^J.^.^C-THENVDUr: RETURN 

•ictf » — . _ " * *y -* < G0T09S 1 

3573OUNO0,-i 5 . 6 , 2a 
^5ai;:«?< 231 6+ 1 B*X5«+VJ! > • BJio tv-p 

igggwg ? cosusiga , ffiaggy 



%+Y :-. )=6 i ?< 2560+1 0*XV.+W. >=0 : GOSUB 

359C("?< 2560+10*X"«'.+Y>: > : GOSUB 12 

0 : GOSUB2000 

360IFMV.-0THENI*- M E" I RETURN 

lleREM" **CHE(i* FLEET OR STRR* 

*"400ox;;=x« ; OYV.-YV. i W&m i ocx-cx 

' S 40lOx5-X54 : WW ; 0B5S-BX : OC«*G54 
402FQRKK-2TO7 i HW l« >*0 : ME»T XI 
v=w : C2':=0 : HHK-> i HCfc-C* : ENH- l 
' 403FORDK-1TQ4 : IFDX-B5STHENGOT04 

1O 404FlXV.=XV.+X-';f. PS > : RY«"Y54+Y5S< D« > 
. IFRX5S-0ORRXJJ-17ORRY54-0ORRY5S-11T 

405flB5S*?< 2816+lQ*RX'S+flY^ > ■ IW>* 
+RB"'-O5THEN410 

406RC**?< 2560+ 1 0*flWS+«« 3 i N*< fl 
>vHVfl < fie% >+l : IFH3« flCSfi KMNSSORRGtf 

" 7 407IFN*< RC'i >=HN"iTHENEH"C= 1 i GOTO 

40SHN**N%< Rt» > i HCV.-RC* : EN**0 
410NEXT 

41 1 IFEH« BS 0THEH420 
4131 FHN8 >00RM5C< 7 ? >OTHENHC W 
420IFHCV,=C5STHEN430 
*2i IFB-/.«5THENM5«< « >»H*K GS >-l : M 

X<L HC5S >*l*tf HC5S >+ 1 

422C**HC>; i ?< 2560+10*X**Y?i >*C<: 
FLflSH =0 . GOSUB 1 20 : SOUND 1,-1 5 ■ 1 < ■ * 
423FLRSH=0 i gCX*C3 ' S»3C*W s C^«0 : 
B X«7 : GOSUB 120 : BV.-SBX : C^=SC>; IfBM 
-STHEH430 . . T 

FKr^0OR^-17ORYr^0ORY^=llTHEN430 
425B:^?< 2316+10*X«+Y% > : 

HE 3S?^?<: iKtawm^ > : GOTO402 
430Xv=OX^ : Y*»OY* : C":=OC^ : B^=OB- : 

R 4SeM" **CURSOR & KEY TEST'*'*" 
B00C5S-8 B5S-7 ■• FLRSH-0 • GOSUB 1 20 
^iriI$=IHK.EY*<5>:IFO*<"3"0RI*> 

' »« >RND 1 *< > " R " RHD I *< > " M " RHO I «< > 
: - AND I «< > "E" RHD 1 »< > " 3 " TMEN5 1 0 

S15IF< t«- ,, 5"RHPX5S-l ?0R< I»« ,, e' R 
^DX5S«16 >OR< I*="7"RMDY>;«1 >OR< 
6 " RNDYH" 1 0 >tHENS 1 0 ^ liS ^ 

•520 TF< I^ ^S^ORI^^" >RND r< 2560 
+ 10*X5fi+Y* x >p-:rndi*<>"E"RNDI*< >" 

;;"THEN510 

52 1 1 F I *= " R " RHD ? 1 ' 23 1 6+ 1 0*X^+ M > 

ATHENS 10 

525GOSUB120 . 4 
526 1 F E " OR r r THEHFLR8H^0 



28 



Computer and Video Games Vearboo* Comp 



- v ^ 0 ^ + yv . . r ' o I HEME 
*» SOUND!, - 1 S-^ n ^RSH =] 

540C^«0 ; E ;._.; •' 1 0 RETURN 

SKT PLflVERS ^.. 

S^^3 6 >» VOU HHVE 

6 n» »9o«£; TH ;;; DD i NwmKwJ 



6S0CH-RND< 5 >+ 1 : I FP«< C5fi X > " 11 THE 
N650 

633N5SC C5fi >-l i P»< G« >*N* 
660NEXT 

663PRINT"* THRNK YOU. PLEAS 
E WRIT fi MOMENT - 11 
690RETURH 
10O9DEFPROCWIPEC U* > 

1 9 1 0MOVE0 , U* : GCOL0 , 0 
1029FORZ5S-0TO19 i PRINTCHR* 244 >; 

: NEXT 

1030ENDPROC rt 
2000PROCWIPEC 100>:M".=M*-1 : GCOL0 
pK : MOVE0 j 100 : PRINTP«<: P'4 > : M0VE78 
4 100: PR I NT "MOVES- " ; M^ ; RETURN 
4233F0R I'/.- 1 TONPV. : FORJV.= 1 TO 1 0 : 
3200DRTRRO , DP , KL , DC , RB , IJ , MB , NG 
EF , GH , t ,QR>ST 

3300DRTR8, 1, 1,4, 16,4,4, 10, 13, 10 



i00'800. CO! 



Ai^inthetoUoW »ess ^ ^ 
She turned S^c^ 



2^9^^ 

This^hould be turned back ,o characters by 



176 FOR J=CHB+24 TO J+87:REA0 ft: POKE J.fi 

:HEXT J : OPEN tl*4#N#"K" 

180 DATA 0,16,48, 126*254* 126,48, 16 

130 DATA 0,28,28,28,127,62,28,8 

200 DATA 8,28,62,127,28,28,28,0 

210 DATA 0,8,12,126,127,126,12,8 

220 DATA 0,24,60,126,126,60,24,0 

230 DATA 0,16,48,94,130,94,48,16 

240 DATA 0,28,20,20,119,34,20,8 

250 DATA 8,20,34,119,20,20,28,0 

260 DATA 0,8,12,122,65,122,12,8 

270 DATA 0,24,60,102,102,60.24,0 

280 DATA 146,212,9,38,192,40,66.137 

80* J= 1 536 : DL=PEEKX 560 HPEEK< 561 >*256; 

KE DL+3,199SP0KE DL+15, 135: POKE 1790,1 

POKE 1791,234: POKE 1788,N 

ftl6 READ A: IF A<>-1 THEN POKE J*fl:J=J* 

60TO 810 

815 J=170w 



fpui«» and Video Games Yeirboos 



29 



ATARI CONTINUED 



fi<>-l THEN POKE J.flSJ=JH: 



320 READ ft: IF 

GOTO 820 

1887 DflTfi -1,0,0,1,0,-1,!- 

1012 position n,n!? KIJSaKT^ ^ 

1013 POKE 512.N:P0KE 513,6:P0KE 54286,19 

J®* 7 . 60SUB U60:P=2: LP =i 
10^0 Pl=n<P>:iF H=N THEN 1023 

1022 lSp B 11?0:G °SUB 128? 

1023 P=P+1!IF P=? THEN P=J> 

1024 GOTO 1020 

IMPOSITION X,V : iFB=6 THEN? #6,- - :R 

( C^=N THEN~f 1 32 6:RE0D X '*S<X,Y>=5: if H 

1131 C<X,Y>=C 

1132 NEXT C: RETURN 

1152 IF X>i THEN IF 3<X-1,V><>6 THEN 115 
IF X<16 THEN IF S<X + 1, VX >6 THEN 11, 
IF V>1 THEN IF S<X,V-1X>6 THEN 115 
IF V<10 THEN IF S<X,V + 1X>6 THEN 11 



U53 
51 

1154 
1 

1155 
51 

1156 

1160 



FOR V=l TO 10: FOR X=l TO 



™ IS,:NE<T J: 'F P£EK( 53279 ) 



1 bseWTn wj 



.ten n 



RETURN 

US2 GOTO 1131 

1 1 93IF a NX .MY X >7 THEN 6=5-6 f 
50M 




> 05 IF I$= -n" THEN GOSUB 2000:6OSUB 124 
206 IF I*="R U THEN GOSUB 2600: GOSUB 138 



1207 
10 



30 



IF £ *=»F" THEN GOSUB 2000-.GOSUB 135 

1208 POKE 1?88,N: POKE 704.88 
1210 IF I*»"E" THEN RETURN 

ii42 GET #l,0:I*=CHR«n>sIF I«='C THEN 

BJPlF THEN 1=1 : GOTO 1254 

fie IF *="=" THEN 1=2: GOTO 1254 
liJl IF 1*="-- THEN I=3:G0T0 1254 
[g| Jf }*=-*" THEN I=4:G0T0 1254 

IF b=5 THEN GOSUB Hi*: GOTO 1261 

1257 IF I+B=5 THEN 1242 

1258 OB=B: r:=7i B=6: GOSUB 1120 

Computer and Vidoo Game* Year 



}258 C<X,V>=7:S<X,Y>=B 
lAy B=OB:GOSUB I486 

Ip IF n=N THEN I*=»E":GOSUB 1120:R£TUR 
p IF C<X.VX>P THEN GOSUB 11 28: RETURN 
§280 GOTO 1242 



13*3 POSITION 3. 



N:? #6. 



:- - u 



ROTATING 



u£ c TtCN 1=3= GOTO 1320 

E£ri*3i" THEN I=4:60T0 1320 

1320 IF I=B THEN 1361 

I asHsaa UKNurar" 

1323 IF fT=N THEN I*="E U 

1324 RETURN 

JSJ «- bE ' * 1 * ft : I $=CHR* < Q >: if T*="r ■ tuci. ■ 
^H^RE^ 58 50: NEXT SO 
135^ IF I$=" + » THEN 1=1 : GOTO 1357 
Bm " f = : ™ 1=2= GOTO 1357 
7^ r f THEH I=3:G0T0 1357 

Em T n*T2; TH£N 1357 
bUTu 1351 

Eg IF B<>5 AND IOB THEN 1351 
359 IF S<NX,NV>M THEN 1351 

m fS B: ^°^ : ^ :X=NX!V ==w 

ff4M&KSgW H28.8CX.V«.CC 

Kl^&H?- 6 *** »2e:n=f1-l:P0SITI0N 
4364 IF n=N THEN I«="E" 
[365 RETURN 

JJ* ™ D =l TO 4: IF 0=8 THEN 1410 
J«fi&=S<ftX,ftV>:iF D+fl6<>5 THEN 1416 
IF N< AC >=HN THEN EN=l:fiflm 1410 



1408 HN=N<flC>:HC=flC:EN=N 

1410 NEXT D 

1411 IF EN=N THEN 1420 

1412 IF HN>N OR N<7»N THEN HC=7 

1420 IF HC=C THEN 1430 

1421 IF B=5 THEN PKO=TKC>-l:rKHC)=rKHC) 

1422 SOUND N, 180,8, 15: C=HC:C<X,V>=C:GQSU 
B 1120: SOUND N,N,N,N 

1423 IF B=5 THEN 1430 

1425 B=S<X,V>:IF B=6 THEN 1430 

1428 C=C<X,V>:GOTO 1482 

1430 X=OX:V=OV:C=OC:B=OG: RETURN 

1500 RET! CURSOR 

1501 I=N:GET #1,A: I$=CHR*<A> 

1502 IF I$= u +" THEN 1=1: GOTO 1515 

1503 IF I*="=" THEN I=2:GGT0 1515 

1504 IF 1*="-" THEN 1=3: GOTO 1515 

1505 IF 1$=-*" THEN I=4:G0T0 1515 

1510 IF I*<>"R" AND I$OVT AND I$<>"F- 
AND !*<>«£" THEN 1501 

X515 IF (1=1 AND X=l> OR < 1=4 AND X=16> 
OR < 1=3 AND V=l> OR < 1=2 AND V=10) THEN 

15k)l 

i^P-if I=N mD C<X.VK>P AND I*<>"E- TH 
EN 1561 

1521 IF I$="R" AND S<X,V»4 THEN 1501 
1526 IF l*=»E" THEN RETURN 

^-JEri" 1 ! 1^ B=S<X,V>:C=P:SOUhCJ N,58 
,4,15:FUR J=l TO 10:NEXT J : SOUND N,N,N,N 

i KETURN 

1540 X=X+X<I>:POKE 53248, 48+X*8: IF V< I >= 
N THEN 1500 

1550 A$< PY,PY-*-9 >=S*: PV=PV+8*V< I >: A* PV,P 

V+9>=B*:V=V+V<I>:G0T0 1588 

1600^ POSITION 3,7:? #6; tt P?ess i*iy key": 6 

1620 7 #6i">THIS GflFlE IS FOR 2 TO 5 

PLAYERS": ? #6:? #6; U H0H HANV SHALL PLAV 

?":N$=" 

1630 GET #1,A:A=A^8:IF A<2 OR A>5 THEN 

1638 

L640 NP=A:? #6; "PLEASE ENTER EACH PLAV 

ERS NAHE - UP TOsix LETTERS ARE ALLO 

TiED":X=N:V=10:L=l:P=l 

1650 POSITION X,V:? #6i"*" 

1660 GET #1,A:IF A=126 THEN 170© 

1662 IF A=155 AND L=l TTCN 1660 

1665 IF A=155 THEN L=l:GOTO 1886 

1670 N*<L,L>=€HR$<A}:L=L+l: IF L>6 THEN L 
=l:GOTO 1S00 

1680 POSITION X,V:? #6;CHR*< A>:X=X+1:G0T 

u lt>5y 

1700 POSITION X#V:? #6;" ":L=L-l:X=X-l: I 
F X<N THEN X=N:L=1 

1710 GOTO 1650 

1800 C=INT<RND<N>*5H2:IF Z(CX>N THEN 1 

886 

1 8 i 0 PK C >= 1 : Z< C ;•= 1 : P*< C*6-5 , C*6 >=N* : P=P+ 
is IF P>NP THEN 1900 

1820 X=N:V=10: POSITION X,V:N*=" ■s'? 
#6;N$:G0T0 1650 

1300 ? #6i">PLEASE NAIT 20 SECS": RETURN 
2000 POKE 1787,7: POKE 704,4: POKE 1788,1: 



•nd Vi^«o Gimes Voatbooh 



31 



1 CLEAR5000,&H7000:POKE65495 t 0:GR=&H7000:ML=&H7020:GOSUB60100 

2 DIMX<4) ,Y<4) ,N<7> ,M<7) 

3 XU>-liYU)»(l 

4 X<2)=0: Y(2)=l 

5 X(3>=0!Y(3)=-1 

6 X<4>=1:Y(4)=0 

7 DEF FNCC(0)=VAL<MID*<C*<X),Y,1>> 

8 DEF FNSS<0)=VAL<hID$<S*<X),Y,l>> 

9 DEF FNCL<0>=VAL< n &H M +MID*< M .AAFFA5F5AO",2*<P-l) ( 2>> 

10 DEF FNIK(0)=<I$="")OR(INSTR<AR*+"C" ,I*> )=0 

11 AR*=CHR*<8)+CHR$(10 ) +CHR* < 9 > +CHR$ ( 94 > 

12 DEF FNAR<0)=VAL(MID$("5687" ( INSTR<AR$,I*) ,1) )~4 

15 GOSUB60 0 :GQSUB140:GOSUB110 !G0SUB13Q JGOSUB150 

16 GOSUB190 ' NEUTRAL FLEETS 

17 PH0DE3 , 1 : PCLS2 ! SCREEN1 , 0 ! CL-85 ♦ GOSUB60 0 05 ; M$= M INTERSTELLARGIN 
TRIGUE" * GOSUB61 0 0 0 

18 G0SUB16& 

19 p=2:lp=i 

20 h=M;(P> :IFM=0THEN23 

21 Q*=INKEY*:GOSUB170;GOSUB200 

22 LP=P 

23 P=P+1!IFP=7THENP=2 

24 GOTO20 

so oc=c:ob=bsc=1!B=6:gosubi2o ic=oc:b=ob:return 

55 GOSUB50 J GOTO120 
110 GOTO5200 

120 DRAW ,, BM ,, +STR$(16*(X-1) ) +' V'+STR$ < 16* < Y-l > >+B*(B,C> ; RETURN 

130 NA*=" START" ! GOSUB60 0 1 0 5 F0RC=2T06 I READX , Y J MID$ (S*(X)>Y#1)="5" 
SIFh<C)=0THEN132 

131 mid*(c$(x> »y»1>=mid*<str$(c> ,2) 

132 nextc:return 

140 DIhB*(7,7) 

141 DIHS*<'16> 

142 DIMC*<16) 

145 forx=lto16;s*<x)=string$(10, h 6 m ) :c*(x)=string$(10 t ,, 7") :nextx 
: return 

150 F0RS=1T025 

151 X=RND(16>:Y=RND<10>:IF FNSS(0X>6THEN151 

152 IFX>1THENIFMID$(S$(X-1) ,Y, 1 ) <>"6"THEN151 

153 IFX<16THENIFMID4(S*(X+1) , Y, 1 ><>"6 M THEN151 

154 IFY>1THENIFMID$<S$(X) ,Y-1, 1 )<>"6 ,, THEN151 

155 IFY<10THENIFhID*(S$(X) ,Y + 1 , 1 )<>"6 H THEN151 

156 MID$ <S$(X>»Y#l)="5"t NEXTS I RETURN 

160 LINE < 0 » 161 >-( 255# 161 ) » PSET • FORY-1T01 0 • FQRX=1T016 • B- FNSS(O) : 
C= FNCC ( 0 > : GOSUB120 : NEXTX , Y ! RETURN 

170 IFLP=P THEN173ELSECL=FNCL( 0 ) 5 GOSUB60Q 05 ! CL-85 S G=l 0 0 I G0SUB185 
:GOSUB60 005:h*^P*(P) + ,, @MOVES ,, +STR$(M) 

171 IFINKEY*= M,, THENGOSUB6100 0:GOSUB185;GOTO170 

172 RETURN 

173 CL=85:G=100:GOSUB60 005:GOSUB185:Mt=P*(P)+"@WINNER ,, ;GOSUB610 0 
0 :GOSUB185:PLAY ,, T50ABCDE":IFINKEY*= h "THEN173ELSERUN 

176 q$ = inkey$:ifq$= m,, then176elsereturn 
185 forgi=itog:nextgi:return 

190 FORS=lTO70 

191 X=RND(16) :Y=RND(10) !IF FNSS(0)O6THENl?l 

192 B = RND ( 4 ) :NX=X+X<B> t NY=Y + Y ( B ) I IFNX=0ORNX = 17ORNY=0ORNY = l 1THEN1 
94 

193 IF FNCC(0)<>7 THENB=5-B 



t9* MID$ 



201 
202 
205 
206 
207 
210 
20 



$='Tnnncr v,.... - 



_rFi*=.. M M THFNG0 
IFIJ* R-THEM60SOB3O0 

SgSK" 



gg XP I ^^ R ^XK<0> rHE NMS U B55!GOTO25l 
4^3 I=FNAR(0) 



^7 XFI+B=STHEN250 

22 KISS 2j: ;J •""'•'""""'•»*~««™.<...» 

®9imn ,y " ny:c=fnc c<o>:b=i 

268 M-M-1IC08UB699 
!78 5^1SS5»*»" 



280 GOTO250 

301 GOSUB50JB*?r THEN30 0 

306 PLAY"T50AF" 

307 IFM--=0THENI$.»E" 
J 08 RETURN 

BH». " >X '" >Y ' ll '""«'-"'«>, liIFW , flc , <u „ „„ bc _ 7th 



^PutaftndVidw, Games Yearbook 



l»>l>»» 



DRAGON CONTINUED 



423 
424 
425 



500 
503 



10 



NEXTD 

IFEN=0THEN420 

IFHN>0 OR N(7)>0THENHC=7 

IFHC=C THEN430 

■I 

B-FNSS ( 0 ) : IFB=6THEN430 
C=FNCC(0> IGOTO402 

x=ox : y=oy : c=oc : b=ob : return 



ffv. 



525 GOSUB120 ° MID * < < X ) , Y , ! »"« " THEN503 

J» Jgff: cOMPIJTFR^e ^'^ SINGLETON POR 

617 PRINT" (rS25ER^n N *cv IDEO GAMES " 
«0 PRIN T01 92 " ?HIS GAM F E r ™ N P °TKIN>« 



ENTER EACH 



638 F0RP=1T0 NP ' 



► ►►> 








When only 

(he BEST terminal 
is good enough 

Games for the 

VIC 20, Commodore 64, 
Spectrum, Dragon 32, BBC... 

TERMINAL SOFTWARE. 28 CHURCH LANE. PRESTWICH. MANCHESTER M25 5AJ. TEL 061 773 9313 



► ► > 



DRAGON CONTINUED 



III ™ao=hn thenen=i:goto4io" 

£ retuJn THANKY ° U * "*CHR*(i3) please: hait a moment ...„, 

vnn ^ 85l M*="«PVE3» + lTRi?; ^ N<M * > + 1 ' ' 186 > 'PSET, B F:GOTO61030 
/UU GOSUB6 0 0 05 

702 GOTO61000 

5210 B*(1,2)="C3"+AL* 
•^212 B*<3,2)="C3"+AF$ 
5219 'GREEN 

5225 ^' 7> = " C1 " + AL *^*<3,7)-C1" + AF$ 

5226 B»q,3)-C4"+ftL«l ft *,» tQ% .„ nr ,, ftrT 



»1S S^S,U) t . 2 "^:B,3,,.M3,,vxr, 

5234 'BLUE/GREEN m- * • r« < 3 . 6 5 "B1> ( 3 1 2 ) * CI 



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UK 'STARTUP DATA 
52?9 OAT A START 
53ft0 DATA 9;#1 
5318 DATA1 . 4 
S320 DATAH>*'' 
3330 DATA'* * 10 

5340 DATA13,l0 « n epn=:GR:US«USR0 t 0 ) iPOKEGR* 



f 85: RETURN 



60009 
60010 
' 60020 
60098 
60099 
60100 
60110 
60120 
60130 



60200 
60210 o$ 

60220 



'FIND DATA 
RESTORE 

DA TA GRAp H ' ' ' 

HSSssssgssffisssjaassE. 



■M 



6 °240 DATA 33761F 



0250 



60290 
60997 
61000 

61010 
61020 

61030 
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Ccmpuie, and V.dw Games V Mr book 



37 




All over the galaxy con- 
tests like this are being 
fought, each unique in its 
own way and ye' each 
similar in so many 

^Wto was to guess that 
,he emnity between he 
forces oi Bluu.on and ^Ihe 
crimson ships o Redare 
would last thus long and 
be so intense? But greed I is 
a strange thing and both 
ol these ambitious space 
tribes knows the full worth 

of the riches which are 
being uncovered before 
their very eyes. 

Both know that they 
must keep the secret from 
the mighty empires which 
would rush in and swal 
low the prize and wipe out 
the squabbling tnbes like 
so much space dust 

And both tribes know 
that if they can harness 
this wealth of energy for 
themselves <" e " 
tnbe might one d°Y rank 
as high as those great 

their rivals. , 
The Beacon Stars, nch 
in stellar energy, had lain 
there for eons bu their 
light had been stifled by 
the darkness and their 
power remained undisco- 
vered in the blackness of 
the "Dead Areas into 
which no spacecraft dared 

U Then came the Scaven- 
gers, a strange space phe- 
nomena, no-one ever saw 
them none knew where 
they would strike next and 
few could but wonder at 
the results they produced. 



The tirst sign was a 1 ■ " ^ button on the 



The first sign was a 
strange green glow in the 
night sky where a Dead 
Area" had been before 
and then the blackness 
was gone forever and 
sometimes a bright 
Beacon Star shone out 
from where the darkness 
had been. 

The Beacon Star Wars 
are fought out between the 

fleets of Redare and 
Bluuton as they rush to 
capture the stars and use 
them to produce the stel- 
lar-energy creating Star- 

9a Their fleets are made up 
of Miner ships fast and 
useful for exploration and 
Gun ships, slow but 
mighty in battle. 

And each has a base 

stargate, immovable but 
strong in defence and able 

to produce new ships to 
add to the fleets. 

Other stargates can ae 
built on the sites of cap- 
tured Beacon Stars by hav- 
inq a Miner ship and a 
Gun ship adjacent to the 
Beacon Star and canniba- 
lising these to create a 

star qate. 

Every star gate pro- 
duces three E.R.Us every 
turn and these are he 
mark of who is winning 
L game. These are also 
the basis of new ships, 
? 0 m the cheap to produce 
Miners, to the expensive 
Gun Ships. 



■ |«ni"«'"" button on the 

tss"= ^ SrsS- * - si 
SEbshsssks -» » — - H 

sage: BLUUTON 

PRESS ENTER 
The Bluutons always move first 



THE RULES OF_PLAY 



1. Objective. 

To earn the most number 



2 Sequence of play. 

! )Th e B.ue .aver n^oves his Piece, The co^ 
^-uSWntbersltoe cor 
S^upy a Beacon Star JeU 

^U^Uc^Tne computer will deter- 7 , 

result of all attacks. d trom the board. The£ 

c, One Dead are» «s removed ^ painied Dr, 

rtSSPSSMS are determined an, ^ 
Re Bed player now plays and steps ,., » ^ £ 

Unsl 
lips 



tl 

JB. 



3 - The Pieces. 

^SMSM,,*^ P'eces. These may 
°* SMeen. P ay De '"creased up to a maximum 

capab,i t ie S of each piece are: 

^™»~ Attacx Defence JumpsCos. Prod 



Attacks I Defence! 
^^fa^LjumpJ^ 



Prod 



* Other Pieces. 

•«er these hex. Ye "° W heX " Pieces -ay normal, y only 
b ' Oead Areas — thp 

9^e commences 0n7irril eX T h u ere are 30 when the 

underneath the Dead T" StarS - There are 10 
^^^^^^ - 

Stf""" 9 " h * " °- too S c a o 9 s r e e ? o n h6X - " 

Br*-™ 

^ta*^ messa9e 

l"dex number XXX S 
Moves XX 
Attack Factors XX 
Defence Factors XX 
ft Mow'ng. 

" w 'o an opponent. " '" usl st0 P w hen it 

moves 

7 Production. 

y mere ar e three restric- 

BW fhm.- . 




*»S aiwnrto en"r„ 0f fOUr d ° CKS - 0cc ^ 

of p^rs^rds 

To produce ships tvDe "P" a „w 

*.K*ar type ^ ^^^'he number of free 
^ip. Provided sufficient Em ^ h,P ° r " G " f ° r a 

be p,aced in a S ^wCSfti 



may be moved into anri . d a star tne n a miner 

around the star. ake P ' ace an opponent is in orbit 

r MBJ3 r ^-s-s — «, 

• Jumps 

£St %r^^»^-«e ■ may jum p 
destination is not under ar^if D St8rfl8,e P^ded the 

" you wish to jump To 'that s^™ - * ,n turn ' Pres s "Y" 
not. Press ENTER or • "A'" 0 " N " " you d ° 

. " the distance between the I 8 ,Ump com mand. 
I™" allowed. (here «en the go hex exceed, the max- 
Each hex over the maxim Z V ? ,ne ,um P may fail 

~ s lSs ~»' 

Th.s however is rather slow T„h p f rev,ous turn, 
there are no potential at£c£ nl be seen that 

°nn 9 s the p , aye , s turn^^f Jg^ ™ S 



»> 




Enter a number from 1 to 6. 

^rcotbarodds'are based on the ratio of the attack 
ine C0 ™ Da * attacker and the defender. Any pieces 

Assistance may only be given to one defender. 

the outcome o. an attack, take the .higher 
number divide it by the other and round I! down. The 
resulting number will indicate the column to be usee I m 
he able below. If the defender's points are . higher use 
he left side. If the attacker's are higher . use the r*ht side 
The computer now selects a number from 1 o lu ana 
selects the appropriate row to obtain the resu t. O dds 
greater than six mean automatic elimln ion. If as the 
Result, the defence factors fall to zero or below, a piece is 
eliminated. 

mTheaUacker's points total 10 points; the defender has 
po^s 0 divided by 4 gives 2.5 which is rounded down 
to 2- The odds therefore are 2-1 in favour of the attacker. 



Runs a Dragon in 32K 



Assuming a dice roll of 8. the outcome is 4 - the attacker 

^3 is an outcome of 5 - both lose two points. 




M LE«ReiCLC*R900.«HTO00lCU8JCO«UPJ790 ! r.nTO10/.' 
•^0 F'OKE*fit9'».15' ,F -" r,,, '' N 

70 px=rNHW<XX>:BY=f'NMN<YY>:Kril»RN 
fill FL*^C*<:«*PL*I ;, NMN(TT>> 
90 COStiB70 , a " 

• nn i-x=io.i6*BnPYr?«eY4? 

$ ^^ffiS^Cn. r BY 5 RETURN 

s tasa»^^^»g«^ MI(IIin .www.™ > 

1AI) COLOR CRtFOR->?.TO0 STfT -1 .LJNtll * * 

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IK Sone.N^O Friend, NH-t Opponent 



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Computer and Video Games Y 



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BUS-—-— ,=ra 

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3 2 



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5 7 
5 6 



8 



7 



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2460 

2^70 

2180 

2500 

2509 

2510 

2520 

2530 

2540 



155 



2560 
2570 
2580 

259 0 

260 0 
2610 
2620 
2630 
2640 
2650 
2660 
2670 
2680 
2690 
2700 
2.710 
2720 
2730 
2740 
"750 
?760 
T765 
2766 
2767 
2770 
2780 
279 0 
2800 
2810 
2820 
2330 
2840 
2850 
2860 
*'87 0 

12" 



FORI=lTO-HHOTOROM:FORJ=nO2500?W 
C3AVF"SPACE"*B*+CHR»<«+I)JMtX1 
PRTNT"DONE M :STOr-' 
STOP 

'All Messages 
HE*<G>="*LUUTON" 
MEtt 1 > =" RED ARE" 
SI#Ca>»-JUHP STARGATES 
ME*(3)="0PRESS ENTER 
Mrt , fls="BEACON STAR@OCCUFltl> 
S»t»^WraS ABGUHSHIPBTO LAND" 

ME* (10° = "NO^STARGATESB AVAILABLE'' 

ME*(15) = , 'MVeAT0DF'' 
ME»<16)="PR0DUCT10N 
HE*<17)="tANDIKG" 
MEt(18>-~-"ATTACK" 

HE* ( 19 ) ="HYPER JUMP 
M E4<?-0)="C;OMBAT" 

MF*<22)=" YNA " 

Sl« o/U-'STARGATEeCAPTURED" 
UUcSeU-Six FLEETBNO CAPTURE 



XT'.tlOVUKDr F 



I PRINT! J 



IMPLODES 



RTt ( l^ == ATTACKERGELI^INATED 
RT* ( Z > = " ATTACKERBLOSES 



""A ACKERBLOSES THREE" 
RT* M > =" ATTACKERBLOSES TWO" 
RT*(5)="B0TH LOSE TWO" 
RT*(6)="N0 DAMAGE" 

r , « 1 7 ) -- " DEF ENDERBLOSES 
RT* < 8 ) = " DEFENDERBLOSES 
rt*(V>- 'DEFENDERBLOSES ... --• 



TWO 

THREE" 
HALF" 



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3noo 
3010 
3020 
3029 
3030 
3040 
3050 
3060 
3070 

3oeo 

3090 
3100 
3110 
3120 
3130 
3140 
3150 
3160 
3170 



asassss: 




£ Wh ose move? 
These are set fo 00rd ' na,es ' 

-»-» » «,. «< "J OV. The 

or '— points to 




FUNCTIONS 




e.g. 



^EK^r-'^ contents oft H ehex 
p 'ece Table. 

8 ft?* ° f Par — Piece « abIe 
^% , 0 de AdSr f es Urre f m P,ece - 



Com W>* VWeo Games Yearbook 



JD>[> 

47 




Converted by f 





Runs on a 48K Spectrum 



r to resave this P r °9' a ^ffi" SecondW 

command. "CLEAR" gffiJgSSmm and 
?ype, as a direct command . pom sw „ (_|NE 1 

!;„ ENTER. Finally type &« vt 
Ind slve in the normal way. 



LET 

<"7" 



?5tN LET 

THEM POKE 3 



1 



FN 
FN 

FN 



DEF 
DEF 

* OEF gN 

5 DEF FN 

I DEF FN 

7 DEF FN 

R| 

C'EF FN 

DEF FN 

DEF FN 

DEF FN 



10 

li 

13 



10 j 

(0> 

to* 

(O^ 



1* 



= o < c on o 

■URL 



a© 00 



9. 



rrr »l 



DEF FN 



IS CL 



POKE 



-EAR 



ID SUB 



POKE ^659. 



3C3TNT in 
RETURN 

1 St 9-2*' 

RN0 a* 

RETURN 234 . 

2 ~ 253>-F THEN RETURN' 

^sQIm^ Ler ***** 

5^KF R FN PIXX).^ 



30 
9 . 0- 
50 

a* 

L S3 
3S||. 

70 

00 
90 
100 

1 10 

120 

l $4o 



FN P 



-2#j 



1 +?> 



20 L 



ET P I 



LET S 



P* 



go 



sue _ al- 



io?© 



GO TO 



4.0; GO 



9U0 S2 



50 eb ^L'B 



r-Q TO 20© _ 



GO 



LET 



PRINT PHRER 



c * 



r.Ti 



46 



Computer and Vidno Game* YMrboo* 



LET 



N JI T ^- T' b,i,: xp <w=o the 

a ||3a ( LE RETURN 1: IF »■« THEN LET 

cri^Cl r tr , . . , — . . 



° f poke F ri sis\is%.i t go* **&T 



r 

D 



1 CMP* a ■ 1 ■ " aj< - n r - - ■> 



fir 



£35 PR XNT AT a.. *!?S ° 



ML- 

I— ■ . 



Z $ c '» " t- c- . , " ~' ' 



J£d .• PEEK ( i ♦ rd^ ptifp' ^ - POKE r 
XT' RETURN POKE NE 

SIS x° S^,WLS»j» »a« 

3SS LET cr-4 ™ EN RETURN 



rR a ± BT M»4, for P=cl TO 4: 



GO SUB Si«»f tO T 

LE 



SIS" a^WUi»u»l* 



i-ET p l =c. p • 



RETURN ' p 

|S| ? |SS fe^rfE ^ J g H 

* S „ RETUR N Pl ' F " I'O.'-l: LET „ 
~ j -» ™ POKE P N pr 




R£0 LET s, = „. 

6S3 LET a - a *T T£ 6;?1 -' 

0 sae •"**»* JF THEN GO 

e?f Z, LEf T q ^= SJ i p F oR,*^ TO FN u 

1 tt )«3 THEN LET t v -F/ « BND F ''' » 
63S GO TO 720 

'rffeir.^g ° R THEN LET r = 

9 S?fsS9 r fHe.3B: PRXNT « JO »p u „ 

sea go sue so rS s -rX 

til pfeni?-*" 

r»|||, || Ih'In^It ™ 

0 7 ?? B LET —1 " THEN SO T 

©00 GO SUB i fx kv^ 

b Mf*» ( ? RETURN LET 

9q=S: GO SUB 70 LrF , T ° 
S4.0 LFT hv.L 'HEN GO TO 

ET fgS§ IF n ^=l THEN L.ET iW- L 
880 IF fl= * THEN PRINT «T £C ,, 0 ; 



1 / 

e 



Si 



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•ndVidw Games Yearbook 



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f re 



0 




print 
go to 

PRINT 

GO TO 



■prodUCtiO 
[..it 



beep %*tmJFt&'&U& 

fcjfftW^S^W*. » SUB SB 

Tp e e = Iize deploy^" 
ill© *S U 2v-«BS ts*-**> > E I d <l 

1020 LET d *- R F?r i =dK/2+W>2: V E 
RB8 «^-«l>2^SxarT LET *=dx + .- 
T jaflBS iff i FT »n=i *J 

isfs ra« A w ks 

LET ss=da Q soe 380 : XT FN 

THl?i T 00 TO^il^ ^ , 

F GO J TO 113<9 )=S5; POKE FN £ '| 0 

ooaui* J *w" <-ET cr=*. so 

"*r?f X ?N J i«S^n?-Pl THEN BO TO 

1180 Pg»«r -9Eb , !*ir*ff5ew 

U^tSS ?i?"0« f fSVe f.«to« -FN 



+ 110* <a* 

1230 GO SUB & 3g: 

1320 GO SUB S0- „ . pETL'ftN _ - 

figs waM®^ 



POKE FN J 



(Bid) > 1 



c ^ — • 
GO TO 



N 1360 J „ PRINT AT 

N§if% THEN let cr=e-- BO sue 



LET hh = 



i=FN i - GO SUB 



sue 



Sht LET aP=«: LET W* 

1390 IF FN 
q+l; GO TO 
14.00 >ET a 
o> ,aj. POK 

lt?S let q*if22S a: XF 

I2P IF FN H»-j THENeO 
nipt GO TO . - .FT bh=*>b4 

^l^ol. lil^THEN^ET rt-M 

?=INT '-S'J'fHEN GO SOB V71«» 
ill! IF J > THEN POKE FN P J 



1 



i30 



15S0 
1560 



NEXT e. 
LET *=3 



RETURN 
GO TO 



50 



Computer and Video Games Yearbook 



lis ff^K* ! 
Jtsi hi? M ° TO 1650 

- K J > k THEN POKE pm ~, 

l"^^, GO TO l 6So 

J?ae return 

: LET ~5 ~ . LET yurf? i '"" = 

1821 DRTB - SUe 3® 



i83e f6»^ -33. is*-' 8 *' 

LET «*»-. J ^JI _ E * * 

sssS^ :* Ie ~ 



«*" 5 - ?ee TC 3 R 



LET * 

then let 

§ifg Ha.*! 14 **"'" 



3040 PR5£ T "658/e i " e; -twk a 

^S^xS^Jr; ^ ^ w w 

gKS> - w w w w a. 

J 100 fc PRINT . - . . 

RETURN Wel1 there ai/.-, dn 



i ARCADE ACTION IN THE HEAVENS. BY PAT NORRIS | 
k RUNS ON A SPECTRUM IN 48K I 



2 PRINT FLASH I jftT 19.3. "STO 
P THE TAPE" PAUSE 206 CLS PL 
FISH 6 

5 BORDER 0 PAFER O 1 10. ? C 
LS LET Z »s» 

16 OVER 0 LET r.>d-0 LET hpt-0 
LET b-0 LET r. P *7. LET o*0 LE 
T pc*6: LET k«0 LET g-k LET z» 
k LET t£=2 LET tl-t* LET ssat 
s LET sl^ss 

15 FOR *«1 TO 56 PLOT INT < RN 
0*247+8 > , INT < RND*151 + IS ;> : NEXT 
9 PL 01 6,16 DRAW 255.0 PLOT 0 
, 16 LET e*5 ; LET a-0 : FOR u-8 T 
0 255 LET f»INT RND* 1 2+1 > : LET 
*-*+f . IF *>255 THEN GO TO 25 
( ~0 DRAW . .? LET e— <« NEXT W 
25 DIM *f 7 > DIM f<7> ; FOR a = l 
TO 7. LET e-<a>*a*2 NEXT a; FOR 
s*l TO 7 LET f<.*>«IHT ( RND*2SM 
2!>: NEXT *: 

30 FOR a-=l TO 7: PRINT A X 

OVER 1. INK 6;"B": NEXT 9 
! FOR ft-e TO 31 PRINT FIT 0.*; I 
NK 7; "K" NEXT * . FOR »-l TO 19 
PRINT FIT j.O, INK 7; "K" : NEXT 9 
35 PRINT FIT 26.7, INK 4;"I",AT 
21,7;"J",AT 26.25; ; "I";AT 21,25 
"J"- PRINT AT 19,16, INK 5, "P" . 
FIT 26 , 15 ■ "COE" . AT 21,15:"FGH" 

40 OVER 1: IF HTTP 'sa,t:S.>-3 T 
HEN LET nmsiwi-1 LET rnd-nd+1 Q 
0 SUB 535: PRINT RT S3 , t« . OVER 
0; INK 7, " •• 

45 RANDOM I ZE : LET q=l 

50 IF k-1 THEN LET h-INT ( RND 
*18+12>: GO TO 55 

51 IF u -i THEN LET h-INT < RND 
*20+l >! GO TO 55 

53 LET h-INT CRND*30+1 > 
55 LET nrn=q LET s-0; LET m-1 
LET 9-19 LET i«INT <RND*9+1> 

60 GO SUB 230; LET pc=pc* 1 : GO 
SUB 505 REN **MAIN LOOP** 
65 IF pc>4 AND b=l THEN GO SU 
B 425 LET pc*0 

70 IF pc>4 THEN LET p C -0 
75 IF np=0 THEN GO TO 556 
60 IF rt»0 THEN GO TO 125 
e5 IF s=50 THEN GO TO 165 
96 IF s~10O THEN GO TO 145 
95 IF t«9 THEN LET *-50 PRIN 
T AT 9.h."M";AT 9,h;"N": LET z»l 
0'10 PRINT AT 9.hj INK ?,"N";fiT 
9.h, INK. 3, "O" ; GO TO 120 
ISO LET 9^-1 If ATTR <>5,h>'=70 
AND AND ft-tj AND b- 1 THEN 

RANDOMIZE USR 32555 RANDOMIZE 
USR "J2505 GO SUB 455 LET b-0 
LET **jL00 GO TO 140 

105 IF ATTR <9,h>«6 THEN LET s 
a 100 RANDOMIZE USR 32555. GO TO 
140 

HO IF 9-I8 THEN PRINT AT .g,h, 
INK 3. "M" GO TO 120 
115 PRINT AT *,h; INK 3."M".AT 
9*1. hi INK 7.1 "II" 
120 IF np-0 THEN GO TO 550 
125 IF n*-0 THEN GO TO 45 
130 GO SUB 230: GO SUB 210 



i: 



GO TO GO 



140 PRINT AT *,h. INK 7, "B" i AT 
. hi "M" . AT g/h; BRIGHT 1, INK 
2; "0" . GO SUB 415 GO TO 120 

145 LET 9=9~1 IF 9-1 THEN PRI 
NT AT 9+1 ,h. BRIGHT 0, INK 7;"Q" 
LET W"0i LET np«op-j LET nrn-n 
fn-1 IF np-0 THEN GO TO 550 
156 IF rn=0 THEN GO TO 120 
155 PRINT AT *.h. BRIGHT 1. INK 
2,"C»".AT 9+1. h. BRIGHT O, INK 7 
, -O" GO TO 120 



52 



160 PRINT AT 9,h. BRIGHT 0. INI- 
7 i "B" , AT 9-1, h; "0";AT 9 ,h; BPIG 

HT 1, INK 2,"0"; GO SUB 415: GO 

TO 120 

165 LET d-9 LET t»h: LET 9=9*1 

170 IF A I TP CO>h>»?0 AND 9" si A 
NO h=-tl AND b=l THEN RANDOMIZE 
USR 32555 RANDOMIZE USR 32505 
GO SUB 455: LET b=0 : LET s=10O 
GO TO 160 

175 IF ATTR C*/h>€ THEN LET 9 
=100 RANDOMIZE USR 32555: GO TO 

160 

ISO IF ATTR (0><.h<}*4 THEN GO SU 
B 480 GO TO 120 

105 IF ATTR < 9,h>*5 THEN GO SU 
B 480 GO TO 545 

196 IF 9>20 THEN PRINT AT grlj 
Hj INK 7."0".AT 9-h, INK 2. BRIG 
HT 1 ; "L" LET 1..-0 LET nfti»rw*-l 1 
RANDOMIZE USR 32505. PRINT AT 9, 
h; OVER O, INK 2;" ". GO TO 120 

195 IF h>l AND h<30 AND 9<18 TH 
EN LET h-h+INT < PND*3-1 > PRINT 

FIT 9>h; INK 3;"0",AT d,t, INK 7 
."0". GO TO 120 

200 PRINT AT 9.h. INK 3,"0".AT 
d.t. INK 7;"0". GO TO 1 20 
216 IF lNKEY»»"z" AND k=0 THEN 
GO SUB 200: RETURN 
215 IF INKEY*«"0" AND b-0 THEN 
GO SUB 375 RETURN 

£20 IF IHkEY«- B W" AND y-0 THEN 
GO SUB 346 RETURN 
225 RETURN 

230 LET ts-ts+»; INKEY*-"p" >?•< INK 

EY*="o" > 
235 IF ts>36 THEN LET ts»'*0 
246 IF ts$l THEN LET fcs-J 
245 LET i~.=$s*< INKEY*-"a" >— < INK 

EY*^"q" > 

250 IF nH8 THEN LET ss=10 
255 IF ss<l THEN LET ss-l 
266 PRINT OVER 0,AT O.ts. INK 

7,"A","K",AT 0,ts~l."K" 
265 PRINT OVER 0 ; AT SS-1,0; IN 

K 7;"K-.flT S£.0."A";AT ss+1.0 ; »K 

270 RETURN 

280 BRIGHT 6: PLOT 66,16 DRAW 

INK S.Cts-7 >*8,< 19-ss '»*0 : RANDO 
MIZE USR 32400 IF ATTR <as.ts>" 
6 THEN GO TO 325 

235 IF ATTR C»S>t*>*66 THEiH GO 

SUB 306 GO TO 325 



296 IF ATTR <**,t«>«3 THEN Gfl 
SUB 365 GO TO 336 

295 GO SUB 326 GO TO 330 

366 PRINT AT ss.ts; INK 7,"9'| 
GO SUB 535. GO SUB 395 RETURN 

365 LET tfWkVrttt-li LET md»md*l: 

0 SUB 535 

316 IF s-U THEN PRINT AT as, 
. INK 7,"M" GO TO 326 

315 IF s-50 THEN PRINT AT if J 
*; INK 7. "O" 

320 PRINT AT ss f t£, INK 2, BR" 
HT l."L". RANDOMIZE USR 3250? 
ETURU 

325 LET t=0 : LET d"t 1 RANDOM !■ 
USR 32505 PLOT INVERSE 1 ,60 

6 DRAW INK 8,<ts-7)*8 J < 13-M 

8: RETURN 

336 PLOT INVERSE 1.60,16: Dft 
INK 8,<ts-7>*8,< 19-sa)*8 
UB 335 RETURN 

335 PRINT AT ss.tf, INK 7; J 
HT 0; "L" RETURN 

34G BRIGHT 0: PLOT 204.16 
INK 8;^t*-25>*8,< 19-33 •*8 
DOMIZE USR 32480 IF ATTR C»s, 
>-6 THEN GO TO 366 

345 IF RTTR f.s*.ts)-66 THEN 

SUB 3O0: GO TO 360 

350 IF ATTR ( ss , t» >*3 THEN 
SOB 305 GO TO 365 

355 GO SUB 320 GO TO 365 

360 RANDOMIZE USR 32503 PLO 
INVERSE 1; 204, 16 DRAW INK 6, 
s-25 19-ss>*S. RETURN 

365 PLOT INVERSE 1,264,16 
U I NK 8 , < ts-25 >*8 . ' 1 9--3S 

SUB 335 RETURN 

375 BRIGHT 6 PLOT INK 3.132; 

1 DRAW INK 8;< t*-16>*8,( I8-m! 
*8. RANDOMIZE USR 32530 

380 IF ATTR ( »s . ts '-6 THEN 
DOMIZE USR 32555. GO SUB 460 
TURN 

3e5 LET xz»5"5. PLOT INVERSE 
INK 5 . 132, 21 DRAW INK 3.(tl 
16>*8,( 18-as>*8: RETURN 
390 REM **RESTORE POLYPS** 
395 LET ft«»j>m-ll LET md=md+l 
40O FOR p-1 TO 7 IF •Cp>-30i- 
EN LET *(p)*as LET f<p>tti II 
INT AT ss, ts, INK 6, "B" RETUR" 
465 NEXT p RETURN 
415 F06- p-l TO 7 IF e-;p>«=H Pt 
fcp>=ib THEN LET tffp>=30 RE1 

Computer and Video Games Yw 



N 

«8 NEXT p RETURN 
42?. PLOT INVERSE 1, INK 5.132, 
21 DftflU INK 8;Ctl-16>*8,c 16-»1 
*8 PRINT AT sl,tl, BRIGHT 8; X 
"B": RANDOMIZE USR 32533 
IF tl<16 THEN LET tl-tl+1 
IF tl>16 THEN LET tl«tl-l 
LET sl=sl*l; IF sl>18 THEN 
11-18 

IF sl-18 AND tl-16 THEN LE 
LET np=rip-l : LET npc-npc+ 



IN 



* 7, 
430 
435 
440 
LET 
44? 

T b-0 

I RETURN 

430 LET b-1 PRINT RT st.tl 

• 5. BRIGHT 1; "B" 

4K PLOT INVERSE 1, INK 3,132, 

II DRRU INK 8,<tl-16>*8,C18-*l 
*S RETURN 

460 LET b-1 PRINT AT *S,t«; IN 
PRINT AT ss.ts. INK 6; 
"8" GO SUB 413: LET si 
tl-ts 

P-l TO 7: IF e<p)-sl AN 
THEN LET #< p >«30 . RET 



K7,"B" : 
WIGHT 1 
•sj LET 
463 FOR 
|f<p)-tl 
URN 

470 NEXT p. RETURN 

480 PRINT AT Q-l, h; INK 7;"0";A 
W.hi INK 2, BRIGHT 1;"L";AT 9+ 
l,h;"L" RANDOMIZE USR 32303: RA 



Sun Polyps are one of the 
jalaxy's many natural 
phenomena. Clouds of 
these small creatures drift 
In the outer atmospheres 
of planets, enriching and 
Increasing it. 

But planets fortunate 
tnough to have these mi- 
nute beings in orbit 
oound them, now find the 
more mercenary elements 
fli the galaxy eager to get 
ma hands on them. 

In Pirates and Polyps, it 
li your job to protect the 
polyps from a band of pi- 
rales. 

You control a scanner 
and two laser bases on the 
wriace of the planet and 
must stop pirate vessels 
trom destroying and steal- 
ing polyps. 

If both your laser bases 
* the projector are hit, 
ten the game is lost. And 
Ball the polyps are stolen 
the game is also over. 

But you can collect the 
polyps yourself, by aiming 
Tour scanner at one and 
enticing it down to earth. 

h order to collect a 
polyp or destroy a pirate 
ressel radar scanners at 
the top and left side of the 
ween must be lined up 
onto the appropriate 
targets Key "Z" will fire 
the LEFT laser base, key 
V will fire the RIGHT 

flMprtirind Vk*»o Games Yearbook 



NOOMIZE USR 32330: PAUSE 40: RAN 
DQMIZE USR 32380: IF h-7 THEN L 
ET k-1 

483 IF h-23 THEN LET y=l 
490 IF k-1 AND y-I THEN GO TO 
560 

493 LET M-0; LET nw-nm-1 1 LET z 
x-10^10: PRINT OVER 8, AT 9.h;" 



"iAT 9*1, hi" »: 
385 LET o-O+l : 



RETURN 

IF o>7 THEN 



LET 



O-l 

510 IF e<O>-30 THEN RETURN 
515 PRINT AT e<o>,f<o); INK 7;" 
B" 

328 LET f(o)-f<o>-l: IF f C o >< 1 
THEN LET f<o>-31 

525 PRINT AT eCo^fCo); INK 6;" 
B" : RETURN 

533 IF ss-9 AND t«-h THEN LET 
rn-0: RETURN 

540 RETURN 

545 CO SUB 353: PRINT AT 18.0; 
INK 6; "GAME OVER PROJECTOR DESTR 
OYED" : GO TO 363 

330 GO SUB 355: PRINT AT 18,0; 
INK 7; "GAME FINISHED" 1 GO TO 365 

535 OVER 8: PRINT AT 18,0;z»;AT 

19,0,Z»,AT 20,0, z», AT 2l,0;z»: 



PRINT AT 18,8; 
LASERS DESTPOYE 



RETURN 

360 GO SUB 333 
INK 3; "GAME OVER 
D" : GO TO 365 

565 PRINT AT 20,8, INK 7 . "POLYP 
S SAFE ; AT 21 ,0, "POLYPS LOST - 
" ; AT 20, 19, "MISSILES", AT 21,18;" 
DESTROYED «" 

570 PRINT AT 20,14; INK 7,nPC.A 
T 21, 14;7-npc,AT 2l,28,wd 

575 PRINT AT 7,2;"Pre*« »«p»» f 
or another 9*">e" 

588 IF npc>© AND npc<3 
T p*— "Not very 900d are 

585 IF rrPC>2 AND npc<6 
T p»="You need a little 



THEN LE 
you ( . " 
THEN LE 
pf act ice 



390 IF npc«6 THEN LET p»«"Not 
bad at all. " 

393 IF npc-7 THEN LET p»="BRIL 
LI ANT Play. " 

600 IF npc-0 THEN LET p«-"YOU' 
RE HOPELESS try tiddly winks" 

605 PRINT AT Z, 1 , p* 

610 IF INKEY»-"p" OR INKEY*»"P" 

THEN CO TO 626 

613 GO TO 600 

620 CLEAR RUN 3 





laser base Key "O" will 
bring the PROJECTOR into 
operation. 

TOP SCANNER 
KEY O = LEFT 
KEY P = RIGHT 

SIDE SCANNER 
KEY Q = UP 
KEY A ■ DOWN 

When a pirate vessel 
lands on a polyp it will be 
captured. The pirate will 
change to red and proceed 
to the top of the screen. 
You will lose the polyps if 
the pirate reaches the top 



of the screen. 

But a "stolen" polyp can 
be saved by destroying 
the pirate with laser fire. 

Pirates come in four 
different guises, so don't 
be fooled by them. If the 
pirate ships cannot find a 
polyp then they turn and 
head back to earth bent on 
destruction. If they man- 
age to hit your scanners or 
a laser base, it will be 
destroyed. 

If a laser base is des- 
troyed then it is not us- 



able. If the projector has 
locked onto a polyp, then 
the polyp will be drawn 
into the projector auto- 
matically, unless a pirate 
ship intervenes. 

Laser fire destroys pi- 
rates but has no effect on 
the polyps. The projector 
has no effect on pirate ves- 
sels. 

It's a hard game to win 
but the tactics will soon 
become clear when you've 
had a few turns at polyp- 
collecting. 

53 



Runs on a Dragon in 32K. 



3 <J <| On the Dragon. Pirates & Polyps has undergone a few 
changes in the use of keys. 

It uses the arrow keys to move the laser base sights, 
rather than Q.A.O.P and B rather than O. 
The bit configuration is used on the screen to 

flaThes 7 ^ b^a l ° QVOid COnf usion the Potion 



Converted by Ron Potk 



i 

2 
3 
1 
5 
6 
7 
8 
9 



I PSET i RETURN fi+SS > PSET S RETURN 



16 

20 

30 

10 

90 
92 
91 
96 
98 



ODTOi0 5 .tl=. 120, 105. 105-105. 105 
180,105,185 



COLOR 

RESTORE T HENRETURNELSE30 
^^!M-rAr0VER'-:OOTO 6 l010 

x=ti;v=si:gotoioo 

y=TI Y=D'.GOTOlOO 

$Jf;o>^=e (o):goto100 

Xb «H.Y«G:GOTO10Q 

x=ts:y=ss 

100 ON A8C(P*)-a; 
0,165, 170, 175. 10^, 
105 RETURN pepi« -RETURN 

120 PUT<X,Y - *?f i T.PSETIRETURN 

130 PUT<X,Y)-(X+9,Y + lu>»-»- pSET '.RETURN 

140 PUT<X.Y>-<X+9,Y+/ r pSET I RETURN 
PUT < X , Y > - ( X+9 • Y+7 ) ' MM ' PSET J RETURN 
PUT < X » Y > " J*''y*7) ,NN »PSET '.RETURN 

^T<X,Y>- So PSET. RETURN 
PUT(X.Y)- X+9,Y+7),uu £TURN 

PUT(X, Y)-<X+9,Y+7^ 00, PSET I RETURN 
PUT ( X ' J' j5*o' y+7 ) ,RR ,PSET .RETURN 
PUT < X ' ^ . y*o* y+7 ) i TT ( PSET « RETURN 

prTix;^)::^;^^):^^^^^ 

**i START GAME 

pmode3,i:pcl 
md =o:ps=o:b= 
colori:line(25 



105 



,130, 105, 1^0, 1^5,150, 15 



5,16 



110 
115 
150 
155 
160 
165 
170 
175 
180 
185 
190 
200 
201 
205 



• F-RND^B > +^ ' A=ft*F : IFA>255THEN215 

1f>.PSET!E=5«<E=0>:NEXTW .,„ o . nC TFPlQ:G0SUE10 




x=TS!Y lss:iFFN A T(0>=20THE NNM = 
2 ,5 R=RND ( ^""JiiSo ( 15 ) +7 ) : G0T0255 

253 n=RNl ■ t23>«» (9>tt 
255 Nh=Q-.S=o:M-l.G : 152^1 

z 4 5 r F rcf;-^ F ^uSsu e6 25-. F .c=o 

270 IFPC>1THENPC==0 
275 IFNP=0THEN750 
280 IF«=0THEN32^ 
->B5 IFS=50THEN365 

290 IFS=1 0 0THEN3« C0B UB96 1 P* 

795 IFI=G THENS-50.r* " Y 7) 

30 0 G-C-8tX«H»Y«e»SETtX^Y> 



" N »iGOSUB96'.Z=10 



AND 



Computer and Video Games Veai 



pset (H+9 ' g+15 >'W,pset:get<h a* ru ^ . 

BSSSSSS ""•■'-~~».»..™.» .«.,„.„.„.„. 

330 Gosu^rcosue^io 

335 GOT02dO 
340 X»HJY»G:PUTfM 

PSSSB55... 

^i^ T T H H E E N N x G .° H S Vf V 80:GOTO 7 ^ 

fSmxiiffiBmm**^ - 

IF < PEEK ( 3 «3 ^ B-0THEM57S 

J25 RETURN Z * 7> YY = ° THEN510 

llIliP=r ! -"'--'='— 

I Cp IgoI^ U ' « R ««T » RETURN 

■-;;»«-.:»„.,„„ > p SET SRETUfii 




55 



I« 



Dragon continu 



56 



71 

750 



S COSU^O : AVOS I H« = " P *OOECTOR.»DESTKOYED" : GOSUM1 1 1 0 : C0T076S 



ELSEIFPS<6 THENM* 
ILL. I A NT FLAY" 
790 AY=130:GOSUB61010 
800 FORI=lTO20000:lFINKEY* 
810 PMODE3,5:SCREEN1,0:GOTQ200 
2C00 GOT061100 
*»999 ' GETS 

P0KE65195.Q 

CLS !PRINT@260 , "PLEASE WAIT 

AR* = " "+CHR*<8>+CHR*<9>+CHR*<10) 
DIMAA<6>,BB<2>,CC<12>,DD<6),II<1>.» 
?),TT(2>,UU<2>,E<7),F<7),VW<2> 



p m thennext:au=ielseau=o 



5000 
5001 
5002 
5005 
,RR( 



C HR % ( 91 ) 

"(K(2> f LL(Z>,nH<2)»NN<2),00(2) 



5006 '9=6=P0LYP, 19=5^ 



PROJ, 26=1=LASER, 20=3=MISS/TY , 



,PP(2> ,QG<2 
33=2-WITH P0LY,12=7=CAUGHT 



POLYP 
50 0 7 DEF 



F NAT<0>=8*PP0INT(X+2,Y + 2>+PPQINT(X+1,Y+2> 

5015 NA*="AA":GOSUB20:GOSUB5100:GET(0,0)-<25,7> t AA ( G 

5020 GOSUB5100:GET(0,0>-<9,7>,BB,G 

5030 GOSUB5100;GET(0,0)-(29,15>,CC,G 

5010 GOSUB5100:GET(0,0>-<9,23> ,DD,G 

5015 GOSUB5100:GET(Q,0>-<9,15> ,II,G 

5055 GOSUB5100:GETC0,0)-(9,7>,KK,G 

5060 GOSUB510 0 lGET(0,0>-<9»7) »LL , G 

5065 GOSUB51 0 0 I GET ( 0 , 0 ) - <9 » 7 ) , MM , G 

5070 G0SUB51 0 0 I GET <0,0>-<9,7)»NN,G 

5075 GOSUB5100:GET<0, 0>-<9,7) ,00,G 

5080 GOSUB5100:GET<0,0>-(9,7>,PP,G 

5095 GOSUB5100:GET<0,0>-<9,7),QQ»G _ 



;n<t* = "V15L15 
:h7*="L20001V 



5091 RETURN 

5100 pcus2:readi: j=o;k=o 
5105 readf:iff=othenreturn 

5110 
5115 
5116 
5120 
5125 
5130 

85,93,85,85, 85,93,0 
5131 ' BBB - POLYP 
513 



POKE&H600+K+J*32,F 
K-K+1IIFK-I THENJ=J+i:K=0 
GOTO5105 

DATA AA 

DATA1,85,85,85,85, 85,127,80,8^, 



85,93,85,85, 117,93,85,213, 117,93,85,213, 



SS:S!S^^^ 101,35,85.101,1 



DATA 2,85:85,93,85,61,85,121,85,121,85,61,85,93,0 

5139 'CDE - PROJECTOR 
5110 DATA1 
0,170 ,169 
5, 86,89 
9,85,85,169,0 

KKK 



117,85,117 



5150 
89,85 
5159 
5160 
5161 
5165 
5169 
5170 



DATA2, 85, 85, 85, 85, 85, 85, 93, 85, 93,0 
;kTA"Kll3.n»,85,85.8 5 .»3. 21 3, Dtt .85,85.8=, 119 .85.218.213. 0 



'MMM-MISSILE <<ri 
DATA2, 85, 85, 85, 85, 93, 85, 93, 85, 119,0 

;r A 2^8 5 .8 5 .B 5 .221.213.221.213,2 55 .213.2 55 .213,221,213.213.0 
5179 'OOO - PIRATE 



171 
il75 



Computer and Vld*o Gimn Ywfboo* 



AN 



.S:M*="PIRATES AND POLYPS" : GOSUB690 0 S M$="BY PAT NORRIS"SGOSUB6900SM$="INST 



5180 DATA2, 85*85, 213 ,213, 221 ,2X3, 255 , 213, 255 ,213, 221 * 213,221 , 213, 213 , 21 J , u 

5181 'PPP - TOP OF PROJ 

5183 0ATA2, 85, 85, 85, 85, 89, 85, 89, 85, 89, 85* 106, 85* 106, S3, 102 *U 

5189 'OOG - WITH POLYP 

5190 DATA 2,221,213, 127*85, 112, 85 ,127,85,127, 83, 64, 83, 93,0 
51*H TAUGHT POLYP 

5195 DATA 2,85,85,93,85,77,85,124,85,121,85,64,85,93,0 
5?99 ' INSTRUCTIONS 
6000 PCL S2 i GOS Ufc: 6 0 0 0 0 

£0(15 AY=10:M*^"COMPUTFR AND0VIDEG GAMES" SGOSUB61 010 
601.0 AY=40?M$="PRESENT"JGOSUB63 040 

6020 AY=A5:M$ = "PIRATES(? 0AND8 0POLYPS" IGOSUB610 10 
603tt AY=1.25:M*«"BY PAT NORRIS" SGOSUB610] 0 
6H0 AY-16R:M$-"00NVFRTED BYGRON POTKIN":GOSUB61010 
A043 C0I.0R4M INF <1 0,37) -(246, 140 >,PBET,B 

6*45 PM0DF3 , 5 * PCI. S2 S FORI=l T04 : PCOPYI TO 144 J NEXT : SCREEN 1 , 0 S RETURN 
6890 IFAU THENAU-fl SRETURNELSECL5 1 PRINT6258, " PRESS I FOR INSTRUCTIONS - 
Y OTHER KEY TO pi.AY" 

6095 A*=INKEY* I IFA*--" "THEN6Q95ELSEIFA*<>"I"THENRETURN 
610 0 C 

RUCTIONS" S GOSUB69O0 
AtlO PRINT-OBJECTIVE" tPRINT" «TO STOP PIRATE VESSELS FROM" 

4120 PRINT" DESTROYING YOUR BASE AND" SPRINT" STEALING THE SUN POLYPS. IF" S PRINT" 

E01H YOUR LASER BASES ARE "SPRINT " HIT THEN THE GAME IS LOST . " 
61,:W) PRINT" .WHEN ALL THE SUN POLYPS ARE"SPRINT" COLLECTED OR STOLEN THE GAME 
P INISHES . " 

mO PRINT" .SCORES ARE SHOWN AT THE END" SPRINT" OF THE GAME." 

61 ;,0 GO SUB A 9 1 0 

jyiZ^lLJJr, ° RDER T0 C0LLECT A POLYPS" SPRINT" OR DESTROY A PIRATE THE" SPRIN 
T RADAR SCANNERS AT THE TOP AND" SPRINT" LEFT SIDE OF THE SCREEN MUST" 5 PRINT" BE 
LINED UP ON THE TARGETS . " 

6170 PRINT" *TOP SCANNER - USE LEFT/RIGHT ARROWS" S PRINT " .SIDE SCANNER - USE 
UP /DOWN ARROWS" 

A175 - F USE T B" * LEFT LASER " USE Z ' V ' * RIGHT LASER " USE M" SPRINT" .PROJECTOR 
6180 G0SUBA91 0 

t l $L*BS£* " WHEN A PIRATE LANDS ON A" SPRINT" POLYPS, IT IS CAPTURED AND" I PRINT 
HE PIRATE PROCEEDS TO THE" S PRINT" TOP OF THE SCREEN. YOU WILL" S PRINT " LOSE TH 
E POLYPS IF IT REACHES- SPRINT" THE TOP." 

NT»°| A^ErV * T » E *'° L ' Yf>S MAY BE SAVED BY" SPRINT" DESTROYING THE PIRATE WITH-SPRI 
6205 GOSUB6910 

621.0 PRINT" *A LASER IS NOT USEABLE WHEN HIT" SPRINT" *WHEN THE PROJECTOR IS" 
l™ 1 "!" '-OCKtD ONTO A POLYPS, THE" S PRINT" POLYPS WILL BE DRAWN INTO" SPRINT" THE 
PROJECTOR. SPRINT" .LASER FIRE HAS NO EFFECT ON POLYPS." 
6220 PRINT" .THE PROJECTOR HAS NO EFFECT 
6230 PRINTSTNPUT"PRESS ENTER TO START" J A* 
630 0 RETURN 

691)0 I =LEN ( Mt ) :PRINTTAB(16~L/2) SM*SRETURN 

6910 PRINTSINPUT-PRESS <ENTER>" S A$ S CLS S PRINT S RETURN 

60 0 00 MI ^&H7000 

60200 CH$-"0123456789ABCDEPGHIJKLMNP RSTUVWXY." 

60210 D$-"EEEEEMEGEEMEEOEEOMCEEGGEGMEGMMGOEGOMMEEMEMMGEMGMMMEMMMOEEOEMOGMOOEOOM" 
60220 S*="KNNNNNKDIDDD DKKNB KMMWWCDCBNKCEHOWCCWMVBBNLKMMVNNKWBBCDGMKNNKNNKKNNLBBV 
KNNWNNNVNNVNNVKNMMMNKVNNNNNVWMMVMMWWMMVMMMKNMPNNKNNNWNNNKDDDDDKFCCCCOINOQSQQNMMM 

NNvtNl-ODO" NNNTTRr "' F ' NV 
60230 DATA ML 

6024O DATA 33761. F34BAA I 4/8 1 4327 05BO8B3020 0 3BDB3ED 1F0 1 1 0AE02ECA 1 ED4 0 ECA1 ED42ECA IE 

M4ECAIED46F684C0083404A647C6203DC3060 01F01E6463AAF484FAE40E6A4C14F2711E680C12A2 
6B431212050E1A427034C20EF31 21342 OC6073D10AE44 

60250 DATA 31 ABC60 73404A6A0 8041C6033DAE42308B3420 1 0 AE48EC8 1834 04 0 4848484834 0 4ABE 

60260 IF< Pfl!EK ( ML ) "51 ) AND < PEEK (ML + 1 > = 1 18 ) THEN6Q280ELSENA*="ML " I GOSUB20 

60270 C=OSFORI=1T02SREADA*SFORJ=1TOLEN( A1>/2SP0KEML+C, VAL("&H"+MID*(","+A$,2«J,2 

>) sn=c+i : next j, i 

60280 AD«="":U-VARPTR(CH*)SGOSUB60290SU-VARPTR<D*):GOSUB60290SU=VARPTR(S») 
6D,'90 AD*=AD$ + CHR* < PEEK ( U+2 ) > + CHRt < PEEK ( U + 3 > ) S RETURN 
60797 ' PRINT ALPHA GRAPHICS 

61010 T:=INSTR(Mt,"e">SIFIO0THENX*-MIDt(Mt,I+l>SM$=LEFT»(M*,I-l) S G0SUB6 1 0 4 0 S M*=X 
*.AY*AY+<10-4*<J=1 ) ) SGOTO61010ELSE6104 0 

61035 MS*=AD*+CHR*(AX)+CHR»(AY)+M$:DEFUSRO=MLSUS=USRO<VARPTR(MS*) ) S RETURN 
61010 AX~INT( 16--LEN<M*) ) SGOTO61035 



ON PIRATES." 



»»l> 



57 



Runs on an Atari 400/800. 



Converted by Simon Goo 



' 3<]<] The PRINT statements in the line below include 

special control characters, which do not come in the 
J printer listing. 

l zYZ < CONTROL to) 



LINE 

Line 

LlHE 
LlHE 
LINE 
LiHt 
LINE 
Li HE 
LINE 
LlHE 
LINE 
LiHt 
LINE 
LiHfc 
LIME 



n 



&U6 1383 



n 

io6,r 

'4,64 



.*Efl PIRATES AND POL VPS - 
2® REM Author p. Morris 
36 REP! Atari conversion by c Goo** 

T-yrbRfiPHics 13:POKE 16,^?Poi£^ 

14* FOR J= r Q8 TO ->3:REA0 ft: poke J,A:NEX 
LSfi DATA 56,234,120,74 

!9fffi TO J+ 11 9: READ A: POKE J 



172 DATA 
174 DATA 
176 DATA 
17-9 DATA 
180 DATA 



A ri* * :S i 5 '^ 5 *^ 42 ' 196,56,224 

M if'^f 6 '^.253,245.249.98.66 
uhih y,W,8,b,y,24,24 52 

"Press .any key -J SET #1 o 3.11:? #e. 

•6,-HOTT BE AUAILABLE^ INST ^TIONS 



236 ■ #6* "DURING THE GATE AND" : ? #6j 
P1AV BE WISE T0"s? *Gi m t%* 

240 *' #6;" press any key": GET #1*8= 
PHiCS Ns POKE 106*RT-8:POKE 7 %2flfe ri 
^6.RT-4:P0KE 32,N:P0KE 752,1 = ? 
245 POKE 16,64: POKE 53774,64 
250 ' " OBJECT I UE: To stop Pi rat* 
=>sels fr ^destroy in* yo*_»r base and >tj 
in9 the sun polyps." 
oca 7 :? "If both your laser bases 
t, or iheprojector is hit then the 
is lost. ■:? _ • 

»7fi ? "When all the sun polyps are cj 
cted or stolen then the game fi-ni 1 

joystick to move* the scanner 



appropr i ate tar yet . " : 
"pre-ss the tri99 er ^° 



Computer and Video Games Yean 



■ate 



»■ ;_ ~ X.-. w,t; =-pace bar to operate tP! 

"Vou win i ose t> , e polyp if 
reaches the tbpV":? :? 
#" Press any key ":GET*#1,A: ? '•> 

"The polyp may be saved by destrou 
the pirate with laser fir**t*t% 

mt- P .^ er ' SS* P°iyp up in be drau. 
"La =er > ^ a'-'tomat i c a 1 1 u. 

La * er r,r * destroys p, rates but" 

" has no " :? Effect on the polyps 

pl^flll;^. 30 ' 63 ' 63 ' 127,127.255.2 
|o1* P:IF fi<> " 1 THEN POKE J.fi:j=. J+1: 

g^JTION F<fl),E<0>.. ? " " : NEXT fl:TX= 



Mr* 



24, 36, 60,24,24, 36,24,24,60,36 



l'P.Th 

l|§T F 3^rivlTV^ fi:E *<^>=CH***> 
1865 DhTh 126,66,66,66,66,126 
4l§0 IF K=1 THEN H=INT<RND<N^:23+l >:GOT0 
1120 H=INT< RNCK N >t36+l ? 

JJjg M>N THEN 0=0-3: SOUND 3,N,8,U 

1145 60SUB 58*0: PC=PC+i: GOSUB 6000 

U50 IF PC>4 AND B=l THEN GOSUB 7000:PC= 

1166 IF PC>4 THEN PC=N 
1170 IF NF*=N THEN 38808 
UtfO IF H=N THEN 2000 
1190 IF S=50 THEN 3000 
1^0y IF S=100 THEN 4000 

ro%hl 1=6 THEN s=50:W <nv,nv-f3>=ri2t:Go 

1230 IF 56364 THEN 3=108: GOTO 9500 
1240 IF 6=18 THEN GOSUB 1400: GOTO 1956 

to TsSF nv+4 ' nv+ ^>='3*: **< nv,nv + 3 >=fii*:eo 

Tu8n ?W - , ' LULn:nX ^ 6+H - 4:p 0KE 53249,P1X:RE 

1950 IF NP=N THEN 30000 
2000 IF NH=N THEN 1100 

GOTO nlo 8 500e:GOS,JB 5500:POKE 764,255: 

3OO0 6=6+ 1 : HV=ITV+4 : A* HV-4 ,f1Y- 1 >=S$ 

rl??IJ 1 f W H :H ? ND n£ <; £ AND G<1S THEN H=H+I 
NT'.RN0(N^3-1 >:ITX=46+H*4:P0KE 53249, HX 

3010 S6=PEEK<SCRN+H+G*40>:IF 86=84 AND 6 
=S1 HND H=T1 AND B=l THEN 3400 

3020 IF SG=64 THEN S= 180: GOTO 4160 

3030 It- 86=71 THEN GOSUB 9800: GOTO 1950 

WSHJEJEtTZJ* <SG>64 AND SG<71) THEN 
BOSUB yy0y:GOTO 30208 

W$ g*'"V.nV'+3>=n2f:GOT0 1950 



'#1 







• IT* 



•nd Video Games Yearbook 



» 



59 



Atari continued 



ma IF THEN 1950 
88 ^rW»^ 1350 

N.THEN BONukaW?-? "WW IF BONUS> 

fftKHJ" 8 ' 23!? ^-.-POSITION 17,23: 
Eg i^^f&P* * ST=9 OR ST= 
4*0 OV-T$^i F J T ^5 THEN R ETURN 

M^^f^r^fS.! : twh, i F SS 

SB STK***, „ 

10000: RETURN "' b4j= ^' flND B=N THEN GOSUB 

le 8 IF STR1G<N >=N AND ION THEN GOSUB 11 

-'520 RETURN 

it if r| BfltfiVASiF F< 0 >=F<. 0 >- 

: NPC=NPC ;'] : P§kF ^Ufe l S J HE N B=N: N P=NP _ , 
' 040 E:= l : PnS t t t r» i t « - JKN 



Runs on a Vic-20 in 3.5K. 



Type m the first part of the program and save it before 
running. Make sure you do not alter anything, especially 
the "load" part of the program. 

Save the second part of the program after the first and 
save it as "&POLYPS" in caps without a space. 

When using the program, load and run the first part 
and leave the Play button on the cassette recorder down. 

A lot of gibberish will appear on the screen which is 



ION H : 6:? » »:IF H=l@ THEN K=K-1 

9813 IF H=28 THEN K=K-2 

j|4h BC,NUS=eCrNI -lS-10e.:IF BONUS<N THEN 

9815 FOR .J =25 TO 22% STFP 9-onifcvri u 
Wfi TO N,N»N#N: SOUND 2,N,N,N: IF K 

e 10200: RETURN i*«=w*b,i^. 
RETWN F ° R J=1 T ° 5!NEXT J:S0UND N 'N,N 

10210 NEXT P: SOUND N,N,N,N: RETURN 
11000 FOR J=-14 TO 14 STEP 4:STHM1 n 
7^-10' 15: NEXT J: SM^SCRnVtS?SS, 

EN J RETURN ND N ' N ' N ' N! 1F TS<>H 0R SS<>6 
±*±fg POKE 704,N:h=121:F0R J=l TO ?fl: 

11102 fi=i2l 

11110 NEXT J: POKE lr i3249.N:sriiihn w - i 
Nri=Nf1-l : P1=N: nO=f"lD+i rpQKE »ETK 3.'& h 
}8j IF fl« nv,nv + 3 >=fl3* THEN 1 1200^" 

i^R^UR'N^'^ 3 ^^ SCRM* 

11IO0 FOR p=l TO 7: IF E<P>=50 THFN fyp 
SS : Ft p )=TS : POS I T I ON TS , SS : ? " - ip= 8 E< P 
-l-lti NEXT P:H*<nV,HV+3>=S*: RETURN 

6HTE t-INIbhtD u :tiOTO 30408 

30 ! 00 GOSUB 30300:7 #6»-"6flfTE OUER - "i 

*6, lasers destroyed" : GOTO 30488 

If^rS^fJ 03 ^? #6' u GmE OUER - -i 

Projector destroyed": GOTO 38488 
30300 FOR J=H TO 3: SOUND J,N,N N-Pf*F I 
-4_ ^ J,N: NEXT J: GRAPHICS 18: RESTORE ^50 
30395 POKE 16,64: POKE 53774,64: FOR J=3 

TO J+3:REflD ft: POKE J , fl : NEXT J : RETURN 
3L131M ? #6: ? #6;" score - iSC :5 #T 

#b'fRETURN 6i " P ' rateS blasted "'»«? Kg 
30480 GOSUB 38310:? #6;" popec 
"iT ft *|;: TO PLfiV PGfiIN":PC^764 b 

S'Mfya*™ i0!next j:if peek < 

30420 RUN 



Converted by Paul Jay 



the machine code to be used in the second part of 
program. 

When the second part is loaded, the cursor should 
flashing next to the word "RUN". Press the return butt 
and the game will begin. 

Do not clear the screen or change the display or 
game will crash. The game runs on a standard Vic- 
with a joystick. 



60 



Computer and Video Games Yi 



I BON 

N>*1 

K=H 

POSI 

s+ss 

GOSU 
N,N: 

HNO 



*40> 
S TH 

:POK 

=121 



=SC+ 
CRM 



M- ? 

>• • -7 

e 53 

5:? 

r^RT 

.255 
5279 




E the 

d be 
itton 

- the 
ic-20 



•I IL'I.'P 



10 P0KE36,28:P0KE52,28:CLR UE plRflTE SHIP IS " 

h PRINT-* SUN POLVPS FLORT ^OSSTHE ^REEN. R BL Ifr E0TH „ 

12 PRINT"TRVING TO STEAL THEM. VOU HAVE 2 LAbfck ^ UR lRSER SIGHT" 

13 PRINT"BRSES OR THE PRMECTORfiRI « T '™| T 5J* flLSO BO THE SAME TO COLLECT" 
S HKBM" ' SCORING IS UNUSUAL 4 SuR «N TACTICS FOR" 
g PRINT"HIGH SCORES MUST BE USEB.**PRESS ANV KEV" : GQSUB25 
!fi ^Jm™^!* TH IS-":PRINT:PRINT"BLUE PIRATE HIT-PRINT 

22 PRINT KHTOFRESS ANV KEV TO BEGIN" : G0SUB25 

23 GETA* : IFA$=""THEN23 

24 PRINT'TFLEASE UAIT":G0T03- 

25 FORI=1TO10^GETA*; NEXT RETURN 

37 FORI=0TO463 : P0KE7168+I ; PEEK<32 TeB+IVNEXT 

38 FORI=0TO111 : REABPB ! P0KE7432+ I , PB ■ NEXT 

% S^^SSSS^' 255, 83, 0, 130, 40, 105, 20, 85, «. 124, 159, 23, 69, 18, 
;r D ATA6,l,0,3,13^2,l 6 ,84 )2 0,l 3 0,235,17 0 ,105,20,e,0,144,64,0,192,112,28,4,21,12 

60^255,190,186,40,32,40,40,^^ 

?iBATA0, 0 ,0,0, 12,59,213, 148,0,0,0,0,240, 140,27,97,0,0,0,0,0- 12,51- 222,48,252,18 
V " ; M* 

100 FORBE=1TO300:NEXTDE,I 
105 FORBE=1TO3000 ; NEXTBE 

110 BAT A "SB ^ * ▼ ^ r Z"„ , , * ■ < mvi m 
20 BATA" SB !S!«» ! 2,1- , 

130 BAT A "SB mi "."EL 
140 .BRTR-SBi SI I ^ 8 2 ! 2 ! 2 « . 21 ■ 
150 BAT A "SB 1 31 I B^S ? 5 « S 2 1» 
160 BAT A "SB 1 aiiSliSiSi* S^S ^ 

180 BATA" «T ^ ^ I ^ 
190 BATA" Sffl i 8 I I 8 8 § u 

200 BRTR" " 

210 bata" sn i a 1 1 i a ■ 

220 BATA" m ■ * I ' ■ 

230 bata" sn i a 1 s^a i ^ 

250 BATA" SW ▼ ^ i a i 8 I ▼ J „ 

260 brtr" sn i a 1 i a 1 i a § a 1 s 
270 brtr" sw ra ■ a 1 ■ "<a ysi mf* » 
see bata" sw i aiaii a i a § ^ 

23 0 BATA" SW i 31 I J I ! a i * ■ MM ■ 
300 BATA" SW ■ "'a ITS I I a B ^8 

323 BATA"lBV PAUL JAV. ABAPTEB 
530 BATA"lliFROM THE SPECTRUM GAME" 
340 BRTR"«V P.W.MORRIS. " 
400 PR I NT "T 

f 2 i 9 BATR162,222,173,78,3,201,10,176,9,238,78,3,238,10,144,76,116,3,140,10,144,23 
6,78,3 



61 



42 
46,3 



19' 144, 173,79,3,201,25. 



« m™, si . J34 . 169 e 14 , „ , 9 13 '""'- 23£ ' 8 '- 3 -^.6.»e. 8 ..3. 1 4 J , 13 ,, 



1 



=811 



VIC-20 continued 



5 POKE 193, 66 

IHHbsi 

1090 1FQ=ORNDDP=OTHEN1020 
1010 GOSUB20O0 

1050 K=K-0 : IFK<OTHENK=0 
1060 GOTO 1080 

60 

flWWKEG+M.T : P0KB3*WC. 0 = POKEG+B.SH ■ POKSWJ+B, BC 



62 



11S0 NEXT 



Computet and Video Games Vea 



1190 P<PC>=P(Q>. L ,p r) _ | " " . 

1209 BC=BL ■ PC=9 i PEV m °~° : IFl3= 0THEN800O 

3040 PfCP>=PfG)v< /rns r, -^'+L,CV 
3950 CP= 0 ; RETURN L<Q> : : **WHEN8W0 

if? s^^^ass^^^^ 

4060 iSKSSSS : J2 081 THEh «=21 
4030 JSggj^WlSlMSSs 

M0 o4S DU=40 SN=200 : GOSUB7900 ( D=S88 . r-p 4 , , rnc 

-'050 GOSUB6000 : BC=BL : BD-n •' A 

p safe a 

9000 HH=36864 : W-9Sh« ■ rn OTT 



'0. 



<9.e> 



Cwpulw ano Video Games Vearfaook 



CREATING 



ttPiTriPtN seu 




The inner workings of a software 

house 



Software houses have had 
to learn their trade last. 

Two years ago. games 
programming companies as 
successful as Bug-Byte, 
Psion, Quicksilva and Im- 
agine were unthinkable. 
Now games software is big 
business and new software 
houses are appearing at! 
the time. We asked one ol 
these. Visions, to tell us ab- 
out their operation, so if you 
send away a tape for con- 
sideration, you'll under- 
stand just what processes it 
has to go through before it 
finds its way into the local 
W.H. Smiths. 

Visions was set up in West 
London last summer by lour 
people with a background 
in different areas of the 
software industry: Sean de- 
'Bray was previously in- 
volved in commercial soft- 
ware consultancy; Roz 
Evitts comes from a public 
relations company which 
specialised in computer 
clients; John Burnham is the 
production director with a 
background in the audio in- 
dustry and Martin Parmiter 
is the financial director. 

They pooled their talents 
to become Visions and start 
producing games for the 
home market. 




Any software house is ultimately 
only as good as its programs so Vi- 
sions treat theirs with special care. 

The company aims to have six 
programmers employed when it gets 
into full swing, but like many other 
games companies, a lot of the ideas 
are sent in by freelance writers. 

These are tested and evaluated 
quickly. The accompanying informa- 



tion is read and the game cassette 
loaded on the required machine. 
Some games have an initial impact 
and the testers take to them straight 
away, others only become compul- 
sive when they have been played 
with for a while. 

Any that show promise are looked 
at by other members of the Visions' 
staff — four people usually test each 
game and give their comments, and 
they're all keen games players. 

As soon as it gets the go-ahead, 
the team start working on whether 
the game needs tidying up or if there 
are a few areas which need improve- 
ment. The programmer is contacted 
straight away and invited down for a 
chat — young programmers are 
asked to bring a parent. The sche- 
dule of the game is already being 
drawn up, with thought going into a 
possible release date, when adverts 
would need to be put into magazines 
and what sort of artwork will be used 
in presenting the cassette. 

On meeting the programmer, the 
suggested improvements are talked 
over and Visions try to discover if he 
is capable of doing these himself or 
whether he will need help from the 
programmers on staff. Does he need 
any additional equipment to make j 
the improvements, are there any 
books which might help. 

At the end of the meeting, he is 
offered a contract. The company 
pays 25% royalties but will also pay 
an advance if extra work is involved. 

Visions' designer asks an artist in 
to look at the game and work on 
some ideas for the cassette inlay. 

Presentation of the cassette is an 
important factor in how it sells so a 
great deal of thought goes into the 
name of the game, the images which 
appear on the cassette packaging 



and how it will be represented A 
advertisements. 

If the formula is right, the cod 
pany can end up with a top-sellinJ 
cassette, finding its way into l3 
15,000 homes. 



HOW 



Visions put great stress on the way 
freelance programmer presents 
games cassette. 

The more information they h 
the quicker Visions' testing and , 
duction team can go into action. 

Professional presentation can 
long before the games tester e ._ 
loads the cassette. One obvious re- 
quirement is to make sure you in- 
clude your name and address andd 
phone number if you have one. 

Explain what machine your game! 
works for, whether it needs memori 
expansion, joysticks or any specidl 
cartridge to run. 

Give its title, a brief write up on 
what kind of game it is and a runj 
down on the key controls. Full ij 
structions should be included. 

Is it written in Basic or Machine! 
Code and what other machinal 
might it be possible to transfer tbJ 
game to? 

Have you sent the game any where! 
else and if so, is it on offer? 

Before the tape goes in the post! 
check that it loads, try it on moie! 
than one tape machine. Now it's tiroef 
to include some personal details. 
Give your age if you're still an 
school, add a biography of your coin 
puter experience and (if you think m 
will help) where the idea for the 
game came from. 

Your prize game may still not find 
its way into the shops but now yooi 
have at least given it every chancel 



64 



Computer and Vid»o Games Vm 



MAL FUNCTION 



r. w/rcw 



snag jmr 



SCREAMING, 
FOUL UP 



3V 



- a . a 



/ 3>OHT THINK THOSE 
SOVS CGN TAk? MUCH 

none, go and Gf r 

FOUL-(JP SNRG. WELL 
0UT H STOP TO THIS s?. 



SEVEN HOOP* OF 
COSMIC &C/?S7£RI#tfS. 
/ &OA/T rtt/XK HES 
£ve& GOIHO no 

UP: 



? ( HMM / THRT THE 



FUST&ST HES 



SOU RELEASED SCRfRMlN^) EVEn STOPPED 
FOUL-UP. WHATEVER /? GAME. 

possessed you 9 



lfi$T TIME THRT 
SCRBRMlNG FOUL ' UP 
k 50T OOT IT TOOK- 'jm 



... r** MICROS 



COME QUICKty. tTS 
FOUL UP HE'S ERR 
HE'S ERR 



HOLD ON -: 



1m- 



vfHPT 
NPPF>£N£Z> 



m 



GOSH! HE LOOKS 

/3flz>, /r y<yc/« thropt 

FOOL-OP ? Dip you SCPEPM 
TOO LOUD f £OM£ CN 
OPEN UP. 



TU^wJ^i \0UP PRO&RPM.MER MAKCS 



discovery / 



/3QV/ TH0TS 
MVHI9T / CRLC & 
TOUGH gume 
i I 



Presentation on the 



Simon Hunt talks colour and sound 



The tips on Atari presentation come 
courtesy of English Software. 

Simon Hunt is the programmer 
giving you the benefit of his know- 
ledge of the Atari machine. He is 
responsible for the jewel in English 
Software's collection, Diamonds. 

Diamonds is written in purely 
machine code, but Simon has repro- 
duced the title sequence in Basic 
and uses it to illustrate a number of 
techniques which you can adapt to 
your own programs. 

Variables used In the listing 
REGBKGD. REGDIAM. HEGBKG2. REGNAME. REG- 
TEXT: These deline the addresses of the colour 
registers corresponding to the colour ol the back- 
ground, diamonds, author's name, and the other 
text. 

COLBKGD. COLD [AM. COLNAME. COLTEXT: define 
the actual colour value. 

LABEL 1b used to read some ol the Data: I have 
appended labels to (he ends of data statements to 
show what the data is. 

RAM TOP defines the register which points to the top 
of usable memory. 

CHBAS defines the register which points to the 
beginning ol the character set table. 
SETP points to the area of memory IK below Ramlop: 
this is where my new character set will be placed. 
SETMEM is the actual value of the first memory 
location in the new character set table. 
CHAR controls the input of the 44 re-defined charac- 
ters. 

BYTE controls the input ol the eight bytes which 

deline each character. 

DATA is used to read in the data values. 

I is just a general variable. 

DUST defines the memory location at the start of the 
display list. 

DUSTP. DLISTP + 1 define the registers which tell the 
Atari where to find the display list. 
DELAY is used to control the speed at which the 
colours change. 



Figure 1: Bit values of a 


data value would 


be 


byte 


2*64 (66). 






128 64 32 16 8 4 2 1 


Figure 3: 


Structure 


of 


Figure 2: Character set 


the display 




table 


Graphics 


Data S< 


ran 


Character 0 


Mode 


value Lines 


Byte 0 Setmem 


2 


7*64* 


16 
B 


Byte 1 Setmem - 1 




112 


Byte 2 Setmem +2 


2 


7 


16 


Byte 3 Setmem +3 




112 


Byte 4 Setmem +4 




112 


16 


Byte 5 Setmem *5 


1 
1 
1 


6 


B 


Byte 6 Setmem +6 


6 


S 


Byte 7 Setmem -7 


6 


B 


Character 1 


1 


6 


e 


Byte 0 


112 




Byte 1 




112 


16 


Byte 2 


2 


7 


16 


•NB The 64 is the part ot 




112 




the instruction which 




112 


16 


says the following two 


2 


7 


16 


bytes define the start 




112 


B 


address of the display 


2 


7 


16 


data. The 7 Is the mode 




112 


6 


value. If the first line 


0 


2 


8 


was a mode 0 line, this 




Total 


192 



The success or failure of any prog- 
ramme usually depends upon its 
"POP". This stands for Presentation, 
Originality and Playability and I be- 



THE ENGLISH SOFTUftRE 
COMPANV PRESENTS 

H X R I'-'i O :o 3 

AUTHOR: SIMON HUNT 
© 1983 
ALL RIGHTS RESERVED 



lieve Presentation is the most impor- 
tant consideration of the three. In 
this listing below I'll start by show- 
ing how the colours are set up be- 
tween lines 600 and 720. 

Register 708 is colour register 0; 
register 712 is Colour register 4. The 
values of any combination of hue 
and luminance can be calculated by 
multiplying the hue value by 16 and 
adding the luminance level. This 
value is them poked directly into the 
colour register. So SETCOLOUR 
1.4.8, can be replaced by Poke 709, 
4*16+8 or Poke 709,72. 

Note that in Graphics mode 0 col- 
our register 2 (location 710) defines 
the colour of the background, but in 
graphics modes 1 and 2, colour reg- 
ister 4 (location 712} defines the 
background colour. 

Since the title page uses modes 0, 
1 and 2 all at once, registers 2 and 4 
have been set to the same colour to 
keep the background uniform; regis- 
ters 0, 1 and 3 define the colours of 
the Text. 

Lines 1000 to 1100 load in the char- 
acter set. 

The Atari's default character set is 
stored in IK of ROM starting at loca- 
tion 57344. The register CHBAS (756) 
points to the first page of the charac- 
ter set data, (a 'page' is used to 
describe 256 bytes of memory). At 
power-up PEEK (756) will return the 
value 224 since 224'256= 57344. If we 
POKE CHBAS with a different page 
number (in multiples of four) the 
Atari will use the data in the follow- 
ing IK of memory to display the char- 
acters. 

Now each character is displayed 
as an 8 x 8 grid. Each row of pixels is 
defined by one byte of data and 
where the bits are set to 1 in the byte, 
the corresponding pixel in the char- 
acter will be lit. 



So each character is defined by 
eight bytes. The first byte is the top 
row, the last byte is the bottom row, 
The bit values are shown in fig 1 - 
to calculate the value of the byte 
add the bit values together. (A row 
with the end bits lit has the vahw 
128+1 = 129). These bytes are 
arranged in the character set table 
as shown in figure 2. 

Programme lines 1060 to 1090 load 
the character set data into RAM IK 
below Ramtop while line 1100 acti- 
vates the new character set. 

Lines 2000 to 2040 load the titlf 
page data. 

The area of RAM used to store the 
data telling the Atari which charac- 
ters to display on the screen, is loca- 
tion 1536 to 1755. This is part of page 
six (page six runs from 1536 to 179! 
The rest of page six will be used to 
store the display list. 

Page six is an area of RAM which 
is not used by Basic or the operating 
system and so is free to be used by 
the programmer. 

The display list is set up between 
3000 and 3090. 

It is a list of instructions which tell 
the Atari the types of graphics mode 
lines to use for a screen, and where 
the screen data may be found in 
memory. 

When you execute a GRAPHICS 
command in Basic, an area at the top 
of RAM is cleared and used to store 
the screen data, and a display list is 
generated just below this area to 
define which mode lines to use in 
displaying the data. GRAPHICS 0 
produces a display list that defines 
24 mode, 0 lines. GRAPHICS 1 pro- 
duces a display list which defines 22 
mode 1 lines than 4 modes 0 lines for 
the text window. 

By choosing the right instructions 
we can write our own display list to 
create whatever pattern of mode 
lines we require, remembering that 
the size of the screen must never 
exceed 24 mode 0 lines of 12 mode 2 
lines, or the equivalent. 

A 'SCAN' line is the name given to 
a line 1 pixel high. So a mode 0 line 
is eight scan lines high; a mode 2 
line is 16 scan lines high. Thus the 
maximum number of scan lines in a 
display is 24'8=192. My Display lis! 
is structured as shown in figure 3. 




Com purer and Video Games Y 



ATARI 



lie repi =^===== =: 

REP 

TEXT OOTO 

REn 

W» CHORflCTER SET DOTft 

own 0.0.0.0.0,0.9,0,* 
^-i 12.32.0.0,0,0,0.x 

SIS e.e.e.e.32,ii2.32.8-x 

.M™ 34-119,34.0.32., !2,32.e,X 

Em 9 ; e.e.e,2.?.2,e,x 

S?- 2 S;-S' e ' x 

j™».!19**.B.34,119,34.8,X 
«TO 56,40,108.108,68.254. 138.0. 
'WW 134^38.192.192.192,239.124.8 
'MTft 252,119,182,192,192,118,252,8 
l«rfl 254.224.192.252.192.224,254.8 
»Tfl 254,224,192.252,192,132.192,8 
MTfl 124,238.192.206,198,238.126,9 
fc» 196.198.198.254.238.198.198.0 

WTfl 68,24.24-24.24.24.68-0. 
>»™ 1^.192,132.132.192.224.254,0 



70070 OOTO 198,238,254,214.214,198.198.8 
3O072 OOTO 230.230.246.214.222,206.206,0 
30874 DQTO 124.233,198.198.198.238.124.0 
300,-6 DOTO 252.238.198,252.192.192,192.0 
7007S DOTfl 252.238.138.252.248,228.286.0 
3*888 OOTO 124.238.192.124.6.238.124.0, 
70882 DOTO 126.60,24,24.24.24,24.9, 
30984 DOTft 198,198.138.198,198,238-124,0 
38988 DOTft 130,198,68,108,188.40.56,9. 
?9988 OfiTfl 198,198.198.214.214,254,108.0 
70890 DOTft 102.102.102,60.24,24,24.0, 
70092 OPTO 0,0,24.24.9.24.24.9, 
78894 OOTO 69.66,153.161.161.153.66.69. 
38996 OfiTfl 24,56.24.24.24.24-60,0- 
yj98 DOTO 124.238,198.126.6-238.124,8- 
3gl«8 DATA 124,238.138.124,198.238.124.8 
31102 DOTft 124,238,6,28.6.238.124,0. 
30104 DATA 56. 108.56,1 12, >22,204. 118,0, 
38106 DOTft 102,102.102.0,0,0,0^, 

19 rem t»» » 1 1 my t$ *» rtmtrti m n rt 
i« 2£ *** SInoN HUNT at 

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510 REH 

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71» POKE REOOIon.COLPIon 
729 POKE REG TEXT, COL TEXT 
970 RET) 

938 PER 

990 REP * 

ieS R£? ~~~ LOfi0 CHARACTER SET — 

Pi" LfieE L*<24^:RESTt?RE 70c*20 
1078 KQnTOP=106:CHEWS=?--: 



oown 



Lines 3040 to 3060 load the display 
"data into page six and line 3090 
■Ihe Atari to start using this list 
J address in the Atari's memory 
Wined by two bytes - the first is 
n as the least significant byte 
and the second the most signi- 
t byte (MSB). The address is 
dated by multiplying the MSB 
. Z* and adding the LSB. 
The first three bytes of the display 
* cause 24 scan lines to be skip- 
tthis defines the top border of the 
- The next byte says to use a 



mode 2 line and that the next two 
bytes give the start address of the 
screen data. These bytes point to 
location 1536: 0 (LSB) =6 (MSB)*256. 
So the first 20 bytes of page six are 
displayed in mode 2 at the top of the 
screen. 

The next byte says skip eight scan 
lines — this leaves a gap between 
the mode 2 lines. The next byte says 
use a mode 2 line, so the second 20 
bytes of page six are displayed on 
this line. 

The last three bytes of the display 



'040 5€TP=PEEKtRM1T0P>-4 
1858 ?ETnEPfcSETPt25fi 

1888 POKE &ETrlEn*CHflft»3*©VTE .OflTfl 

next bvte:reod tSSSSmaam 

1188 POKE C H60S.SE TP 

1970 Pfn 

R£n 

!»90 • 

H!e re" ~~~ LOfi0 w ™ INT0 * — 

2828 RESTORE 29010 

2838 FOR 1=9 TO 219:RErd dot* 

?040 POKE ! 536*1 .DOTO: NEXT I 

7060 PE^ 
?O^0 REH 
?09O REH 

ml 2f! ~ 867 * D1SPU * list — 

?£j'? RESTORE 3288:1=8 

^ ^ n LflBEL *<>"-E»" THEN 30^0 

me JS 6 OLISTP '^ !p o« dlistp+1,6 

3128 REn ° ISPLflV L1ST DhTh - 

?3O0 OOTO 112. -SKIP 0 SCON LINES 
3318 OOTO 7.-O0DE 2 LINE 

^ ^ 3&T*^» ™ ^ DLIST 
7500 REH 
7510 RE/1 



CYCLE THE COLOURS 



7520 REn 
*880 RED - 
4010 REn 

•828 FOR ixj ro 30 
4300 C0LDIftn=C0LDItt1*l6 
*31| IF C0L0Ifln:.256 THEN COLDIOW-COLOIfifl 

*SS P«E REGDIOTl.CXDIftn 
4341 NE^^ 0 ^ 1 T ° 4:MEXT ^ftY 
^350 C0LTEXT-C0LTEXT*16 
if& 1F C0LTEXT>25€. THEN C0LTE>:T=C0LT E - 



.12 2S ftEer EXT.COLTEXT 
4'P0 6O T 0 4020 

^0000 RET1 



r«nd Video Games Yearbook 



list tell the Atari to jump to the be- 
ginning of the display list again. The 
first of these bytes is the jump com- 
mand; the other two bytes give the 
start address of the Display List 

Lines 4000 to 4380 of the listing 
alter the colours of the text, and 
gives a sparkling effect to the Di- 
amonds. The hue is changed by the 
luminance level is kept the same; 
this is achieved by adding 16 to the 
previous colour value lines 4310 and 
4360 make sure the value to be 
POKED is within the range 0-255. 



67 



VESPOZIAN 

■ An ad 

AFFAIR 



adventure 
set on a spacecraft 
soaring between star systems 
By Keith Campbell 



RUNS ON A DRAGON IN 32K. 



THE VESPOZIAN AFFAIR" PRINT PRINT i PRINT" fl COMP 

ADVENTURE BY" i PRINT" KEITH CAMPBELL AND TERR 



SCIENTIFIC: OFFICER ABOARD THE SPRC 



1 CL3 PR I NT PR I NT : PR 1 NT " 
UTER & VIDEO GAMES" PRINT" 
Y PPRTT " : FOR I -0103000 i NEXT 

2 CLS: PRINT "YOU PLAY THE ROLE OF D'TAflN. 
ESHIP VESPOZIAN. " 

3 PRINT "YOUR < PRIVATE > MISSION IS TO OBLITERATE THE BLOODLINE STAPGflTE 
J HLL THE INFORMATION YOU NEED TO DO THIS IS AVA I L ABLEW I TH I N THE GAME I " 

4 PRINT PRINT" USE 1-WORD OR 2-WORD COMMANDS" : PRINT PRINT" GOOD LUCK - D'Tfl 
HN" :FORI=OTOS0OO MEXT 

5 CLEAP5O0 

10 D I ML** 14>, L im 14 > , E*< 1 4 > , D*< 1 4 > . 0*«C 1 3 > , PT 1 8 , C< 1 3 > , NBC 1 1 > D*r 4 V*< & > 
EXT F F0Rr=0?0U^ 

"^T=l ^-ll^q'"^^ -I : PVS!6 ' CV=143 : PFas60 ® : CDas2 ; «T»="A THOUGHT IS FRAMED IN YOUR MIND 

60 WV*= " TAKDROL I FLOOEXAOPCUNLLOCCLOWEAREM I HSR A I PPEK I LSLE " 
70 WG*= "PORSTAFORAFTUP DQWQUTBUNSHUHOREASWESBULDOOCRAVES 

89 UD*="PSFAUDOBTNEWLRCV" 

90 WN*= " SHUDE VPOLCRAASBSPACONC YLTONBEZGRAMAC00500 1 082003004KE YROCD I SP I LDOOBUTARO 
SCRBUNSHE " 

§S G*<; 1 >=" COMPUTER I VIDEO GAMES" : Q*< 2 >- "WELCOMES YOU TO" : Q¥< 3 >-"THE SEVENTH EMP 
IRE ADVENTURE" 

100 IFPN-5ANDPL=S>THENRT=5ELSEIFPN< >STHENRT=0 

101 I FP< ? >*9QR< P< 6 >=9AHDCC 6 > > 2>THENSF«0 

102 IFPV-SRNDPv £ >=S<9THENPC. 2 >=4 

193 IFPN=2RHDC< 9 >=-4AHDC< 4 >< .>5THEHGO3UB3530@ : GOTOSQ030 

1 ® 4 r . , ;I^ ,:: I +1 IFC< 6 >-3RNDPl 6 >*9THENC< 6 >=4 PF*PF+2009 : Q»< 3 >*"NEW FUEL LOADED" : 0*< 6) 
- METAL CONTAINER" 

105 IFST=1THEHJE=JE«-1 IF.JE>24THENJE~JE~25 : PV=PV+JM : CLS : IFPV-CD THENST=2 : PF-PF-19 

0 PRINT "VESPOZIAN IN " , NB*< PV >. " ORBIT" I PLAY " L404 V3 1 AP75AP75L3A* " ELSEPR INT" VESPO 
, INN PASSING » j NB9< PV > : PLAY"L404V31AP75AP73L3A#" 

106 IFRT=5THENP<:9 >=99:P< 10 >=6EL3EIFPN==5RNDRT=0THENP< 9 ?*5 : P< 10 >*B 
10? IFCT>2O0THENCT=1 :CY=CY+1 

108 IFCD=PV THENST=2 

109 I F3T=2THEN0DS= "ORB I T I NG " ELSEOD*« "BEAR I NG ON" 

1 10 1FPN-9ANDCX 4 >< >4THENGOSUB353@0 601060018 
120 IFPV=2ANDPN-4ANDP<: 12 ?*»99THENP< 12 >~4 

125 IFP< 2 >=13THEHP<; 2 >=*83 ; PI-CY : CMC 3 POLYPS VANISH INTO THE ROCKS" 

126 IFCY>PI+X:9 THENP<; 18>-13:PI=CY 

123 IFP<1>=PN AHD< PH=80RPH«13 >RND< P< 18 >< >130RP< 6 K>13 >THEHO*< 3 SWITCH STARTS M 
OTOP. DRILL" : Q9K 4 X" N ENGAGES AND SPRRYS DUST'" 

1 JO 1FP< 18 >=13ANDP< 1 >»13AHDP< 6 >=13ANDC< 6 >=2THENP< 1S>*88 ■ 0»C 6 >«"FUEt CONTAINER" :C 
if g"lFP?i? >»53THE^ | TflRT ® M0T0R - CRILL":Q»<4>*"EHGRGES AND FILLS CONTAINER" 

140 I FCC 4) > 3AND< PN* 1 0RPN«60RPN=70RPH* 1 © >THEH I G= I G+ 1 ELSE I G-0 

145 IFIG > OTHENF": 10>=PN IFIG=7THENGOSUB333O0:GOTO60070 

146 IFP<10>=PN THEHIFRNDC 6 >=3THENQ*<. 1 >="EVER GET THE FEELING . . ?" 

I 150 IFp,;: 4 >< >™ ANDP< 4 )< >88RNDP< 4 K >55ANDP< 4 >< >1 1ANDP< 4 >< >66THENP< 4 >-83 : GMK 1 >-"ST 



Computer and Video Games YearbOfl^pOn 



ie Seventh Empire is 
iminated by the Blood- 
fte race, a tyrannical reg- 
ie headed by hereditary 
mes. They alone control 
Jhe 'greenhouse effect' 
planets, those rich in stel- 
nr energy — energy espe- 
cially useful for interstellar 
wvel. And interstellar 
ifravel means power. 

Bloodline Scientists 
|bve developed a theory 
"lai "greenhouse effect" 
iets are created by 
olyps" — small organ- 
is that are the nomads 
space. The theory holds 
if a new generation of 
ps form on a dead 
let, their activity turns 
over a period of time, 
a greenhouse effect 
met. The time scale for 
m process is estimated 
20 years. 

he Bloodline Empire 
« therefore chartered a 
ice exploration vessel, 
Vespozian, skippered 
Captain Bezel from the 
ile Empire, to investi- 
ite ihe Funus solar sys- 
to test their theories. 
On board The Vespozian 
D'taan, a female human 
tentist, charged with the 
onsibility of conduct- 
this investigation, 
ten is ambitious, and 
Uld risk a lot to gain 
trol of a source of stel- 
energy. 

However, to do this, she 
Wld need to break free 
the influence of the 
dline Empire, by 
eating the Bloodline 
gate currently sta- 
ted in the Funus Sys- 
and to which the 




DTaan (ell sure someone was watching net 



Vespozian is now return- 
ing at the end of its 
voyage. 

Nearing the end of its 
journey, Vespozian is low 
on fuel. Each change of 
course uses 100 picaroth 
of fuel, and Vespozian's 
only weapon, a laser can- 
non, uses a massive 1000 
Picaroth each time it is 
fired. 

D'taan is uneasy. She is 
convinced that there is a 
Bloodline spy aboard. 

In "The Vespozian 
Affair", you become the 
cautious D'taan. 

To play this Adventure, 
enter 1-word or 2-word 
commands when promp- 
ted by "WHAT NOW?". 
Bear in mind that to move 
to a different location you 
must always use the verb 
"GO" followed by a direc- 
tion or location. And be 



careful — I think you're 
being followed , , . 

SEVENTH EMPIRE 
ADVENTURE NOTES 

Scenario 

ird the Vespozian heading through the Funus system 
jnto orbit around Gyrates, and there to dock with the 
Odlme Stargate, also in orbit aound Gyrates. As the 
ie starts, the Vespozian is between the orbits of Great 
|en and Bulgen. 

• Mission 

Obliterate the Stargate using the Vespozian's laser 
■aoon As D'taan, you must do this covertly, avoiding 
Jicion by the Bloodline spy Grakta, and without the 
* or help from Captain Bezel. 

■tor md Video Games Yearbook 



3. Game Description 

This follows the usual Adventure format, but breaks out 
this mode for control of the ship, and view of the naviga- 
tional details. 

3.7 Navigational Details 

These are reported on a screen in the Navigation Room. 

The screen is not visible from "Adventure" mode, but a 

"LOOK AROUND" clue mentions the screen. "LOOK 

SCREEN" will display it. Details given are:— 

CLONE-YEAR ZONETIME 

CURRENT BEARING OR ORBIT OF VESPOZIAN 

ETA AT BEARING (IN ZONETIME) 

FUEL LEVEL (IN PICAROTH) 

LASER OPEARTIVE OR INOPERATIVE 

• Note that 1 clone-year = 200 Zonetime. 1 Zonetimes = 

1 player's command. 

At start, the fuel level is 600 picaroth. Picaroth is the 
energy unit, and usable as follows:— 
To change ship's course — 100pR 
To freeze crew cryogenically — 10pR Clone-year 
To fire laser — lOOOpR 

3.2 Control of Vespozian 

Normally from Bridge, where LOOK AROUND clue says 
'Button marked Thought Control". Pressing button is 
impossible, as player is restrained by Machen, the pilot. 

A metal lined gangway near the door of the suit room 
reveals via "LOOK AROUND" a hidden bulkhead which 
can then be entered. It contains a duplicate control. No 
button is visible, so the player must deduce there is a 
button from his look at the Bridge. Pressing the button 
puts the game in "control mode" eg- 

A THOUGHT IS FRAMED IN YOUR MIND 
HEADING, CRYOGEN, LASER or END? 
To change the ship's direction, a touch of the "H" key 
will cause the current location and heading to be display- 
ed, and a request for new destination. 

The reply is validated against known planets and stars, 
and against the current fuel level. If OK, the course 
correction is applied and confirmed, and the fuel de- 
creased by 100pR. 

As the ship passes each planet, between moves, the 
screen is cleared and: 

"VESPOZIAN PASSING say ROTH" [>£>£ 



DRAGON CONTINUED 



,S5ftMDP 



- „ c \ cciFP< 5 ><" >PN flNDP - 

lis sffiKSfeWSre S5SBS5SU-«*» 

I FM I om E»C PN > , 1 , 1 >- B THE £ , 4 .. up . u 

IFM ID.<E.CPM>, 1,1 :..^..Se X *-EX.*"OUT. " 

IFMID»<: E»C PN ?, 1 . 1 >" 0 Mt " & SEHEXT : GOTO330 

350 NEXT 



>30 
240 
250 
260 
270 



(60 



5*fe :^HT-~^«T «*T; | NEXT Rl* = " " =* 



2*' 



R3 *=" ■•■.fl4»»" 



I DON'T 



KNOW HOW TO "♦fll».G0T01» 



NEXT ... lfrM0 ..» T MEHPRXNT >YOO SHID 

370 NEXT 



F INSERT, UIM, WMll ■ • 



am 



'EXAMINE THINGS. TRY WORD* 



Computer and Video Game* Yw 



7090 IFK2O20ORPM< >14THEN400O0EL3EQ*<> 2 >="N0THING ! " F0RI=0T018 IFF' I >~66THENP< I > 
K4:0»<2>»"IT WAS STILL THERE I " 
|7010 NEXT : GOTO 103 

|£000 IFK2O23THEN8010ELSEIFPN=*7THENQ*<:2>="I SEE BUTTON MARKED" i Q%( 3 >="-THINK CON 
TROL-" : GO TO 1 O0ELSE I FPN= 1 0ANDLEN< E»C 10 > )=2THENE*C 10 )=E*C 10>+"L" Q*< 2 >■" WOW ! " :*,*•< 
ft0)=Ll»< 10H H AND HIDDEN BULKHEAD" : GOTO & 00 

18005 IFPN*9ANDE*< 9 >="S"THENE»< 9 >«"SC" : P< 3 >=9 Q»< 2 >-"AHA ! " : GOTO 1 OOELSE I FPN-6THENQ 
m 2)=" COURSE DATA ON SCREEN" GOTO 100 

18O07 IFPN=2THENIFC<0>»- 3THENQ»<.3?«"INNER DOOR OPEN" : 9»C 4 >-"OUTER DOOR CLOSED": GO 
fTO4Q020ELSEIFCC0>=-4THEN0*<3>="INNER DOOR CLOSED" Q»C 4 >»"OUTER DOOR 0PEN"G0T040 

'ftj'fa lhK£=l'J IHLN4y0^ytLbblhK-;»l IHbNlhH<. 1 >O35flN0P< 1 K>PN 1 HtN4003t»b.Lbty*<. d IT 
(HAS HOLLOW CYLINDRICAL CUTTER" Q»C 3 >=" AND PRESSURE-SENSITIVE SWITCH" .GOTO 100 



8015 
B02O 
18740 



IF<PN*20RPN«1 >ANDK2=22THENQ*t 2 ?-"SIGN -AIRLOCK CONTROL-" GOTOIOO 
IFK2<17ANDK2>11THENIFP<K2>O55THEN400?0ELSEON K2- 1 1GOTOS70O, 3710, 3720, 3730, 



I FK2=20RNDPN= 1 4 THENQ9C 3 >= 
IFK2=24ANDPN=6THEH45000 
GNK 3 >=" NOTHING SPECIAL":! 



"LOOKS STRANGELY LUMPY 



.OTO4002O 



G0T040020 




haven't seen the Bloodline disc have vou?" grated Grakta 



B720 



Q»'2;="LRBEL 
Q«':.2>="LABEL 
Q*<2>="LABEL 
Q«-;2>«="LABEL 
2>="LABEL 



-YU3ES-" .GOTO 100 
-POLYPS-" : GOTO 100 
-FUNUS-" : GOTO 100 
-CONFIDENTIAL-" i GOTO 1 00 
-BLOODLINE-" :GOTO1O0 
IFK2< >21THEN40O00ELSEIFPN< >10THEN40059ELSEIFCC 17 >=2THENQSC 2 >="LOCKED 1 " : GOTO 
£EIFC< 17>=4THENQ«<2 >«" ALREADY OPEN * " GOTO100ELSEIFP< 7 >*10THEN600O0 
C<. I7>p4?E»< 10 >=E«< 10>+"R" . GOTO40920 

I IFK2<>21THEN40O00ELSEIFPNO10THEN40050ELSEIFC< 17 »2THEN400S»OELSEIFP< 17K >Z 
■1HLH ii3060ELSEC< 17 ?=3 ! GOTO40020 
11000 in;.^ . ^1THEN4000OELSEIFPN< ^10THEN40050ELSEIFCC 17><>40RP< 17)< >55THEN4006OEL 
|EC< 17 >=2 ' GOTO4O020 

|20OCi 1FK2O21THEN40000ELSEIFPNO10THEN40050ELSEIFC< 17 >< >4THEN40060ELSEC( 3 > a 3 E* 
110 >=LEFT«< ES< 10 > , 3 : GOTO4002O 

■08 IFK2< >4ANDK2< >5THEN40000EL3EIFP< K2 X >55THEN4OG70ELSEIFC<; 4 >=K2 THENQ*< 2 >= u 
[HAT'S THIS I'M WEARING THEN" 7 " : GOTO 100ELSEIFCC 4 >>2THEN0*C 2 > s " WEARING " +LEFT«< 0*< C 
|4).'.LEM' 0*< -J 1 ■ ■ -7 - GOTO100ELSED 4 2 O* 1 K2 >»0*< K2 • • " 1 NORN >" ■ GOTO4O020 
U4O00 IF< K2< >4ANDK2< >3 >ORC< 4 P=2THEN4008OELSECC 4 >=2 0»< K2 >=LEFT*< Q*t. K2 > . LEN< 0«< K2 
B-7)GOTO4002O 

15600 I F \ 1 '3THEN40030ELSE I FK2< 1 20RK2 > 1 6THEN40000ELSE I FP< K2 X >55THEN40070ELSE I FP 

R>6THEN0*f 2>*"N0 COMPUTER TO TAKE IT":GOTO10O 

(45005 1FP<: 10 >=6ANDK2>1 1ANDK2< 17THENGOSUB35300 : GOTO£0030 

15010 CLS3PRINT0*(K2>; " SPINS IN IT'S DRIVE . . " PLAY"L101A" PLRY"O5L100F«" . CLS 
ON K2-11GOTO15050, 15100, 15200, 15250, 15400 
1505O PF:INT"-YUSES SYSTEM- PR I NT "STAR SYSTEM ADJACENT" 
fNElS " PR1NTNB*< 11 >; " - BALL OF FIRE" : PRINTNB*<; 9 >, 



PR I NT "TO FUNUS. HAS 3 PL 
- INHABITED BY MINING" i 

COLONY, NO FINDS" 
15060 PRINTNBSv 8 > ; " - REMOTE DEAD PLANET" : GOTO15500 

PR I NT "-POLYPS-" : PR I NT "FREQUENT GALAXY IN MILLIONS" : PR I NT "AROUND ENERG Y-R I C 
H PLANETS, " : PR I NT "REGENERATE EVERY 20 YEARS. H ! PRINT"ACTIVE POLYPS CAN TURN DEAD" 
;PRI(U"[--LHNET INTO GREENHOUSE-EFFECT H : PR I NT " PLANET , RICH IN STELLAR ENERGY" 
15110 PRINT "AFTER 20 YEARS . . ":GOTO15500 

J3290 PRINT"-FUNUS SYSTEM-" :PRINT"STAR WITH 7 PLANETS- " PRINT " IN ORDER FROM FUNU 



;PRINTNB*'. 1 



- '» MOLTEN ROCK>" • PRINTNBSK 2 > i " - ' UNINHABITED >" PRINTNB»< 3 >. 



and Video Games Yearbook 




71 



DRAGON CONTINUED 



•• - (LUMP OF ROCK>":G| 
BLOODLINE" PR I NT " STRRGA| 



- (GREENHOUSE EFFECT >»: PRINTNBW 4 >; " - c INHRB "|^" , M , 
15218 PRINTNB»<3>:PRINTNB<K6>;" - < ICY URSTE > : PRINTNBX 

ET RID OF" PRINT"HIM - 2^ T SV?J^^"^M«e^Sl»iHfi- S |*INT-CONTROL OF ENEMi 

PSpBSTSB^^ ,NTERSTELLRR TRWEL " 

! PR 1 NT" DEPENDS. "PR INT" STRRGRTE IN FUNUS SYSTEM 



15410 
15500 

II 

■ ■ 



JUMH0H8 CRUISERS TO" : PR I NT "QUELL 
PLAY"O5L100F*" : FOR I =0101000. NEXT 



REBELS." GOTO 15590 
NEXT0«C2>="V0U REMOVE THE D19 



THE LIZARD PILOT" : Q*< 3 >="RH 



I 00 



PR I NT "CRN 
F0RJ=9T0? 
GOTO 190 

i F FRN^TNENIFPO0%7THEN600O0ELSEQ»C 2 >="MRCHEN, 

.,HB,CCD,INPUT"NE W DESTINRTIO,,, 1 

gS?^Iw!t^^ NOT ON DWTRBRSE" :FORI*0TO20O0 NEXT GOTO 1601 

?61ie IFJ=CD THEN16020EL3EIFJ.PV R ™EHJ«-1ELSEJM--1 APPLIED" • PR I NT "HEM, 

B^WSSS^ IFPF<1THEN.,, ( 

K5?Ku«w.. print *j£'*g™™g^^ IRESAS^tSSrI J 

UB35200 GOTO160 rt 
1 62 1 0 PF=PF- 1 0*Vft*< AA» > : CV«CV'*VWW AH* 

14 0»<2>«"YAWN . ." G0T0100 

NTAR* i " OUT OF RANGE " ootut»* nPFR'OTION ABORTED *" i GOSUB3520D GOTO 161 

15 &SS»iS "EXT UOSUB35300 F OR 



PRINT "STAND BY" GOSUB35290 GOSUB35390 W 



=0 FORI^OTOll 



0 NEXT IFAA*<>"STARGATE"THEN60039ELSE69040 



^NTT* OPERHTIOH ABORTED *" G0SUB352W - U)T01- 



PRINT " DOCK I NG " GOSUB35200 • P< 0 >=2 ■ D« 



72 



16400 IFPN=lTHEN1660S 
16410 IFPN«2THEN16600ELSEIFPN 
16429 G0SUB35 100 INPUT" THINK 
IFP< 0 }=2THENPR1NT "AT VESPOZIA 
LSEPRINT" IN FLIGHT VESPOZIAN" GOSUB35200 
"2*" :G0T016420 

16425 IFLEFT*< AR*, 1 > bM E"THEN40020 

iBtawc 

.^XS^K^-SS'SSUP^ , PRINT-LRNDING ON " , RR* P< 0 >=8 D,< 

GOSUB35209 GOTO100 mj _ r . a _ r| i >-"BLUE BUTTON BY OPEN BULKHEAD" b*i 

16609 IFP"-!^ 1 ^ 8 ^"™^^":^- 2 li»0 -"BLUE BUTTON BY CLOSED BULK* 
= "PFL" r.nTn40029ELSElFC< 0^-3THENC^.O /— * L1V 1 , f^uc 

Computer and Video Gaines Vi 



16430 
16440 
16450 
16550 



BORT0 



FOR SHUTTLE" PPU 



.="81 



:E*( 1 >="PF" ; GOTO40020 

16610 IFPN=2RNDC< 9 >*-3THENC<: 0 >«-4 : E*< 2 j= M OT" ■ D»C 2 >^ M 4*3*" ! Q4< 3 ><=" INNER DOOR CLOS 
ES" Q*<. 4>="0IJTER DOOR OPENS" : GOT 040020 

IFPN=2ANDC<. 9 )=-4THENC< 0 >*-3 : E*C 2 }»"TP" : D*< 2 >"="3*1 *" • Q»< 3 >* M OUTER DOOR CLOS 
ES" Q*K4;'="INNER DOOR OPENS" : GOTO40020 

\srm GOT04oe5ei 

17060 Q*K 2 >="TQQ RISKY ! " ; GOTO 100 
18900 Q*>2;>="I'M NOT TIRED? " ■ GOTO 100 

35800 J=9 ! F0RI*>1T0LEM< X* >STEPLEN< V* > : IFY*=MID*< X* . I . LEN< Y» ? > THENJ=I : I--LEN- > 
35010 NEXT: RETURN 

il0O PLAY CLS . PLRY"05G#L255V39 M : PRlNTflT* . PRINT RETURN 

35260 FORI -0T04009 i NEXT : RETURN 

35300 FORI«0TO1G0 : CLSS : PLRY"05L255RV39" i CLS3 - PLAY"O1L255A#V30" NEXT RETURN 
"5000 Q*<. 2 >*" IMPOSSIBLE! M : GOTO 109 
♦OOIO Q*e2>«"l CAN'T GO "•+•83* .GOTO 199 
B028 Q*< 2 ;>="0K" : GQT0199 



;.m -:i 



Q*< 2 >=" REFERENCE DISC BY NUMBER" • GOTO 109 



Q*<2>«"I'M ALREADY RCRRYIG IT ! " . GOTO109 

*005O 0*<2;-="I DON'T SEE IT HERE" 1 GOTO 100 

■060 Q*ce>« H l CRN ' T - YET i " : GOTO 199 

70 (MK2>*n*t1 NOT CARRYING IT ! " ; GOTO 1 00 

03O Q*« 2 - ■ "YOU MUST BE JOKING! " . GOTO 100 

?0 Q»< 2>="0K - NOTHING HRPPEHS" : GOTO 100 

1O0 W2?«tflP'N WINKS TO ME AND" Q*C 3 >*" GLANCES RT GRAKTA " ■ GOT 0 1 00 

401 10 Q»< 2 .'-"HUH?" ! GOTO 190 



T : PRINT "CLONE YEAR ■ " , CY; " 



ONETIME • " , CT ! PRINT PRINTSTRING9K 32, 13 



Www} CLS : PP 

[)i : PR I NT PR INT" VESPOZ 1 RN " , OD* ; " TAB< 29 >NB*< Ct 

'2 I F3T= 1 THENPR INT "ETA : »; CR-INTt! < CT+RBS< CD-PV >*25-JE >S&$& ) : CB*< CT+flBSf CD-PV '■' 
m JE CR*20O > PR INI IHBC 12 >8T R*< CR " . " ; RIGHT *< 5TR*< CB LETK STR*< CB > :-l > 

PRINT "NEAREST BODY : ; TABC 9 .>NB1K PV > : IFPV«=2THENPRI NTTRB-C 9 >" BLOODLINE STRRGAT 

fceiO PRINT "FUEL ; " . TAB', 12>PF, " PICRROTH" : PRINT "LASER " | IFPF< 1990THENPRIHT TAB\ 13 
& INOPERRT L Vt. " EL'l.LPR 1 Nil MB' 13 >« OPERATIVE " 

PRINT PRINTSTRINGS'. 32, 131 >, .PRINT: PRINT" THINK CONTROL REPORTING" PLAY" A 
L1V1B" PLAY"01L1V1B" PLAY "01HV1B" : PLAY "OIL I V 1 B " G0T049Q29 
060 MlTFtTHE CREW ' S QUARTERS .. L I NED WITH BUNKS DSB , 1*14, IN I ML RESEARCH LAB. W 
IITH.BLUE tUll UN BY CLUSED BULKHEAD , PF , 0*6*2*, IN THE SHUTTLE BAY . BLUE BUTTON ON U 
;flLL.P.l*,lN II SHUTTLE. WITH -THINK CONTROL- BUTTON, 0, 2*, OUTSIDE THE HULL, OF THE V 
;ESFUc. I flN v' j ..' t 

IjBJQ DflTBIH THE CTiPTulN'S CABIN, , OC . 6*9*, IN THE NAVIGRIION HMD . COMPUTER ROOM . RF 
P,Um05*.UN THE BR1DU... ,AU,6*U*,0N YUSES FAR UNDER, AH INDIGO SKY . TE . 3*13 . AT V 
PPCCIHM'E, FUEL CORE . 1 CAN FEEL HEAT, S, 193* 

3 DATA IN R METAL GANGWAY WITH A , DOOR , PD , 9*6* 1211 . IN A SUIT ROOM. .P. 10. IN A S 
KftET CONTROL ROOM, WITH DUPLICATE CUN1 kOLS, O, 10. ON YUSES FAR , UNDER RN INDIGO SKY 
.HEW . 1 3138* , 1 N MY BUNK • I I HAS CLEAN, SHEETS & LARGE PILLOW.U.H* 

P 030 DOT A AUTO - SI HJTTLE . 2 . -2 , STRANGE DEVICE .1,2. *POLYPS* . 99 , 2 , CRAWL NAY . 99 . -2 , ASBE 
pOS SUIT, i 1 . 2, SPACB SUJ T, 1 1 , 2, ME TAL CONTAINER . 5, 2, FUEL CYL1NDLR, 9 . 2 . INSNl RTED T 
*.1.2,CAF"H BEJLL . 5 . -2£, GRRKTH, 6, - 2 , MACHEN . 7 , -2 .DISC 095,66.2 

DAT AD ISC 091 . 1 . 2. DISC 092.7,2. DISC 003, 5, 2, DTSC 994, 6, 2, KEY, 12, 2, GLOWING R 

R 050 ^'ATRFUNUS, LITTLE rUHUS., GYRATES, ROTH, B1LGEN . GREATER BILGEN . OUI LP I UNUS . FAR 
FUIUS , Vlj-ilLS I- HP, HID YUSES, YUbES HEAR, YUSES 



mm CLS l-RINI "GRRKTA, BLOODLINE SPY. BLASTS" PRINT "YOU WITH IS LASER" ; PR INI "YD 
UrtRE NOW R PILE OF YUSES DUST!" . GUTO620O0 

i LS PRINT"ARRGH . . !" PR1HT"WEHT 1NTU FUEL CORE W t THUUT " PRIN I "PROTL< T H HI 
f SEARING ITLi il . . " . GO 1 U*>209U 

6U0^y CLS PR I NT" WITH NO FUEL. THE VESP02IAN" PRINT "WANDERS AIMLESSLY OUT" PRINT" 
Or CONTROL, LUST IN SPACE" GOTO62099 

68039 CLS: PR I NT "TOO CLOSE PROXIMITY" - PRINT " THE VESPO^IRN 1 3 RIPPED APART" .PPINI " 
BY THE EXPLOSION" GO I 0620043 

I 040 LL -' RR 1 NT "WHMM ! " PRINT" THE BLOODLINE STARGAIE IS" PRINT" VAPOUR I SED. YOU HA 
K SUCCEEDED" PRINT"IN YOUR MISSION'" : FRINT"CONGRATULAT IONS ! " G0T062999 
60U^ <f\ PRINT "INNER DOOR CI OSES" PRINT"R1R EVACUATED" . PRINT"OUTER DO«'R » M LNS" : 
E im .^] U : ' |,H '- L : -:'JlTi" PRINT "YOU PERISH, AND DRIFT OUT" PRINT" INTO SPACE . . » " G 

Bee CLS PRINT "PRESSURE SWITCH OPERATES" . PR I NT "DRILL ENGAGES AND BORES THROUGH" 
PRIIIT-VESPuiCJilN'S HULL." II -I >^5THENPRINT"Y0U DRIM OFF INIU SPACE" PRINT "AND 
remtl WIILU YUUR" PR J HI "U:.r,\iEN RUNS OUT" gotocsooo 



1«< 



Y " | HENRUNELSEEI ID 



The Spectrum version of The 
Vcspoxian Affair will auto RUN 
from line 7000. It can be slopped al 
any time by use of the BREAK hey 
and to rcsave use SAVE "ADVEN- 
TURE" line 7000. 



INK 



FOP 1=1 TO I 
1 

FOP I-l TO 1 



FOP 1=1 TO 
NEXT 1 

FOP 1*1 TO 
I 



1 



If 



TO 15 



R 



TO 19 



DIM 09' 



B BORDER 0 PAPER 0 
RIGHT 0 FLASH 0 CLS 

10 DIM L*'. 15.25* 
5 REHC' U»< I ) : NEXT 

11 DIM B»f 15,32V 
5 : READ B*< I > NEXT 

12 DIM 09< 19, 15 5 
? : READ 0»< I > 

13 DIM R*C 12. 14 t 
2 : READ P»c I > NEXT 

14 DIM EC- 15. 4 > FOR 1=1 TO 
READ E*C I > NEXT I 

15 DIM D«' 15,4 > FOP 1-1 
RERD D«< I > i NEXT I 

16 DIM P< 13> FOP l-l TO 1? 
EAD P< I 5 - NEXT I 

1? DIM C< 19' FOR 1-1 
EAD C I 3 NEXT I 

18 LET PG-0 LET GP*0 
3,32> DIM U«< 1 . 14 > 

19 LET F»-"": LET G**"" 
««•■•• LET I *= " " LET ?«-"" 

20 LET X»-"" LET LET Ft 
NOTHING^ LET LET Kl-1 

: LET K2-1 „ r „ 

25 FOR I-l TO 4 LET G»C 1 
NEXT I 
30 LET IM-0 

50 LET TE-0 LET PN=2 LET PL- 
PN: LET CT=0: LET JH-r LET PV- 
6: LET CY-143 LET PF-600 LET C 
D-2 LET K»«"fl THOUGHT IS FRAMED 
IN YOUR MIND" ! LET ST-1 • LET PI 
=33*- LET SF-1 

60 LET M«- ,, TRKDROLIFL00EXA0PEO 
NL LOC CLOWE APE M I NSRA I PREK I LSLE " 
70 LET N»="PORSTAFORAFTUP POMP 
tTBUNSHUN0PEASWESBULDOOCRAVES• , 
90 LET p»«"PSFfiUDOBTHEWLRCV 
90 LET T«="SHUDEVPOLCPAASBSPAC 
ONCYLTONBEZGPAMAC0O5001O020O30O4 
KEYROCO I SP I LDOOBUTAROSCRBUNSHE 

100 IF PN-6 THEN IF PU-I« OR P 
flO-99 THEN LET PC 18 5-99 = LET 
p( 11 5-99 GO TO 103 

102 LET P< 10 5-6- LET PC 1 1 5—6 

103 IF PC 8 5-18 OR <P<?>*te AND 
CC7»2 5 THEN LET SF-1 GO TO ! 

5 

104 LET SF»0 

105 IF PV-4 AND PC 3 5-99 THEN 




fx 



ET PC 3 >=5 

106 IF PN-3 AND C< 1 5— 4 AND CC 5 
5<3 THEN GO SUB 3330 GO TO 605 

0 

107 IF C<7 5-3 AND PC 7 5-10 THEN 
LET CX7 5-4: LET PF-PF+2880 ; LET 
Q»C3 5«"NEW FUEL LOADED" 

108 LET CT-CT+1 ! IF ST-1 THEN 
LET JE-JE+1 

109 IF JE<25 THEN GO TO 113 

110 IF ST=1 THEN LET JE-JE+1 : 
IF JE524 THEN LET JE-0 I LET PV- 

PV+JM: IF PV=CD THEN GO TO 112 

111 CLS - PRINT INK 2, BRIGHT 
l."VESP02IAN PASSING — " PRINT 

PRINT INK 3.R«'PV>; PAUSE 80 
I GO TO 113 

112 LET ST-2- LET PF-PF-108 CL 
S PRINT INK 2. BRIGHT 1,"VESP 

QZIAN IN " PRINT . PRINT IN 

K 3.;R«<PV5," ORBIT"; PAUSE 80 

113 IF CT52O0 THEN LET CT-1 : L 
ET CY-CY+1 

114 IF CD-PV THEN LET ST-2 

115 IF ST=2 THEN LET W»""QPBIT 
ING" GO TO 117 

116 LET W*=" BEAR ING ON" 

117 IF PN-10 AND C<5><3 THEN G 
0 TO 6010 

lie IF PN-14 AND A*="GO NORTH" 
THEN GO TO 6053 

120 IF PV-3 AND PN-5 AND PCI3 5« 
99 THEN LET P< 13 >=5 

125 IF PC35-14 THEN LET Pf.35-8 
8: LET PI=CY: LET Q«C 3 .'-"POLYPS 



VANISH INTO ROCKS " 

126 IF CY5PI+19 THEN LET 
»I4 LET PI*CY 

129 IF P<2>»PN AND C.PN-9 (X 
14 ) AND <PC195<>14 DP P<7 
THEN LET 0*< 3 >» "SWITCH STfll 
OTOR. DRILL": LET 0*<4>»"ENI 

AND SPRAYS DUST 

130 IF PC 13. = 14 ftHD p^ £lsH J 
PC7/-14 AND CC7 5«2 THEN U. 

19>«86 LET 0»<7.)«"FUEL COM! 
P" LET 0«'. 8>-" " LET Ck. 
ET W<35-"SWITCH STARTS MOT* 
RILL" LET Q*C 4 >«=" ENGAGES *i 
LLS CONTAINER" 
135 IF POB5-35 THEN 

148 IF C<3?>4 AND C<55<7«J 
N=2 OR PN=7 OP PN-»8 OR PN*IlT 
EN LET IG-IG+1 : GO TO 145 
141 LET IG»0 

145 IF IG^O THEN LET Pdljj 
IF IG-5 THEN GO SUB 3330 

0 6070 

146 GO TO 170 IF PC 11 >-PN 4 
IF INT CRND*7+1>«3 THEN U- 

«<:i;="EVER GET THE FEELING 7| 
130 IF PC55088 AND PC550I* 

0 PC53055 AND PC5><>12 AND A 
< >66 THEN LET PC 3 >-88 LET 
5-"STRANGE FEELING . GO H 
60 

135 IF P<65<>PN AND PC6)<5*-> 
15 P<65<>33 AND P<65<>12 fiNDfl 
<>66 THEN LET P( 6 >»88 LET 
-•""STRANGE FEELING . ." 
160 IF C<4m2 flND P<ie5<^35, 

pt''^,o >66 HNt> Pf »S5<>99 THEN 
ET PC 18 5-88 LET Q»< 1 >«" S TRf 
SOMETHING SEEMS MISSING" IA 
< 1 8 5"3 

170 IF PC 1 1 >m% AND PN-2 HND 
14 THEN GO SUB 3330: GO TO 

175 IF PH-7 OR PN«8 OR PNMlL 
PN=2 THEN IF INT 'PND*3+1-3| 

HEN LET PC 1 1 ^PN GO TO 160 

176 IF PN-6 AND PLOIO THEM 
TO ISO 

1 77 LET PC 1 1 .i*88 
130 IF P. 18 5-55 AND CC185-4- 
P* II 5-Jl ftHD -PN-12 OP PH-11)] 

HEN GO SUB 3530 GO TO 6100 1 

181 IF PC 18:— 55 AND C'13 >*4 
T q I\q~ U THEN G0 SUB 3338: .1 

185 IF C< 1 >«3 RND PHOZ AND pJ 
3 THEN GO SUB 3530 GO TO 6& 
20O FOR I«l TO LEN E«( PN ) 1 
218 IF E«CPN 'C I >m"P" THEN in 



|S*"5«+"pOffT. 

P.i» F ^r^. 1> - F " THEN LET 

I^U^ THEN LET 
A-c"n: N ? 1 > "" D " ™ E " LET 

|6»«S»*«OUT '■ u ™EN LET 

I 280 NEXT J 

' PRINT : IF L LEN M T"" B " P " 
"■"I IF «.<,-. , 



TO "+G» GO 



TL 



SU 



I DON'T KNOW HOW 
100 

416 LET Kl-INT C(M)/3*1J 
B 4 3^00 ET >:, " T * LET ™ 

/?* l r ..£2 THEN LET w2>-'*whr 

T IS fl »*1«+« T «. G0 ro 1Q0 
420 LET K2-XNT C<J-1V3>+1 
4*J GO TO -:Kl-X«43e+<Kl-2J*45a 

o*v k i «6 J*90o+c k i -7 i eoe-K ki =e >* 

1 00*< K 1 -9 >* 1 2 00+< K 1 - 1 0 >* 1 30O+< K 
1 = 16 >*1300 

R 4 ^ ET ,L"T N * LET Y«=J» GO SU 

4^6 LET Kf-E*CPN>; LET Y*-P»<<J 
Z^'ll 1 *'- G0 S UB 35G0 IF .1=0 TH 
EN GO TO 4010 

GO TO 4020 

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P< 1 1 >«PN THEN 



IF 



INK 



YOU SAID 



INK 



B-T^r 0 "«-«*" THEN 
£™ T ' "«NT INK 7 . 

Bol^"' ' F LEN "*< 3 THEN 

fii? «1^; H ; C " TH L E " ^t « 

* * THEN S? ™ <* 

K IF HBa"Qijt ii ,I HE " G 0 TO 100 

fa TO £00 °" H »-HEL" THE 

£ TO 4%'" G °" °* H ""<*T" THEN 
P3 LET , FT 

EL" then '*: H V ^ 



K2M3 
Pv K2 >* 



431 

I 0 

432 
433 

0 

434 
50 
435 

0 

436 

O 

440 IF 

3>1 PND 

-"TO HOT TO HANDLE 

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TO 
GO 



403© 
TO 608 



IF 
IF 

IF 

IF 



THEN GO 
55 THEN 



TO 
GO 



40; 
TO 



O 

■104 



PtK2X.>PN THEN GO TO 40 
CiK2>— 2 THEN GO TO 400 



IF C K2>— I THEN 



GO TO 406 



<K2«e OF 
P<SX .55 



<K2*7 AND C<7^>= 
THEN LET C>»C2> 
: GO TO 10O 
LET Q»< 2>b» i • 



GO TO ID 



TO 4070 
GO TO 40 



M OVERLOADED ALREADY 

450 IF K2;l3 THEN GO 
^451 IF PfK2X>55 THEN 

f 0 

t^-JL^S m ° <PM< > 9 «HD PNO 
14 > THEN GO SUB 3530 GO TO 606 

U?T JM-INrJ IF PN-15 THEN 
P(h.2*=S6 LET 09'. 3 >»"SL IPPE 
UNDER PILLOW- 
LET PCK2 >«PN 
GO TO 4020 
PRINT INK 3: 



433 
LET 
D IT 
434 
433 
460 
NG: ' 

461 IF IN 
THING": GO 

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463 FOP I 



GO TO 4020 



■0 THEN 
TO 1O0 
■1 

'1 TO 13 



""I RM CARRY I 
LET Q»C2>-"N0 



1 



^464 IF P<I»33 THEN Pp lNT OKI 
470 NEXT I PRUSE 200 
_5O0 LET CT-CT-US: IF ST-X THEN 



GO TO 10 




I m 



m 



LET JE-JE*13 — 

510 GO TO 4020 

O 7 T 0 r!iU 2 ° 2 * 0RP »<>'=THEN Q 
-Pto'w ^'^-"WTHING!" for , 
• T J?- , ,' F PC 1 ? " 66 THEN LET P 

^•" : G^T T o°ro0 2, - ,,iT,s sti - 

7g NEXT I : GO TO 100 

-PW- .2?^ LET E «'U.K1 TO 3>* 
BULKHERD fl HIDPEN 

THEN 'MfxeW 1 ?^ 
-10 LET Q, <2 ,... flH fl(.. GO TO 10 

308 IF PN-3 THEN IF C< I ,.-4 TH 

- let ™ , l 3,= " ImER w aiS 

ao to T 40*0 4 -' = 0UTER "«» °™r ED 

III fc Iif°S e THE " G0 TO 4030 

I FE lunri'' ", R r Nr ' T ^" S ' 1 1 VE P ^^0 
I SWITCH GO TO 100 

CONTROL-^ ^10^ Un,RUX * 

S&ITJSri! WD THEN ,F 

SSPg'g THE " 20 TO 4070 

TO cMtiL2*^«2 THEN GO 

WtX"^^ 

« MN K2=25 ^ THEN GO 

8 G0 T^ T 4^0 3> - NOTH '^ »W 
GO 7 T 0 O LE 0 T 0 Q ' <2> - ,LRBEL 

C r?o LE e T 0 O,<2) -"^ BEL 

873 LET Q»< 2J ."LFIBEL -CONFIDENT 




1 «« «m down IO the murky surface of Fa, Funus 
'■nd Video Games Yearbook 



• • ' • . 



SPECTRUM CONTINUED 



IAL-" GO TO 100 
874 LET Q«C2>»"LPBEL -BLOODLINE 

: GO TO 100 
9O0 IF K2022 THEN GO TO 400O 
301 IF PNOU THEN GO TO 4838 

902 IF P<11.>*11 AND PN»11 THEN 
GO TO 6100 

904 IF C<13>«2 THEN LET 0*(2>- 
" LOCKED ! " : GO TO 130 

903 IF C<18>-4 THEN LET B*<2> 
"ALREADY OPEN" GO TO 100 

906 IF P<8? M U THEN GO TO 6000 
910 LET C<16>"4 LET E»<li:<="PD 
R" : GO TO 4020 

1000 IF K2<>22 THEN GO TO 4OO0 

1001 IF PMOll THEN GO TO 4050 

1002 IF C<18»2 THEN GO TO 4898 

1003 IF PCiBX>5S THEN GO TO 40 
60 

1004 LET C< 18?«3 GO TO 4020 

1100 IF K2<>22 THEN GO TO 4008 

1101 IF PMOll THEN GO TO 4030 
110:3 IF POl>"»U AND PN»11 THEM 

GO TO 6980 
1104 IF C<ie><>3 OP P', 18><>35 TH 
EM GO TO 4060 
1106 LET C 18 '*3 GO TO 4020 

1200 IF K2<>22 THEM GO TO 40O8 

1201 IF PNOU THEN GO TO 4050 

1203 IF P<11>-11 HMD PN-11 THEN 
GO TO 6080 

1204 IF CI 18.'.- >4 THEN GO TQ 406 
0 

1206 LET CC1S>»3 LET £«<• 1 1 
1 1 ■'- TO 3 ? GO TO 4020 

1 i00 IF K2< 5 AND K2v >6 THEN GO 
TO 4000 

1301 IF P< K2 >> >S5 THEN GO TO 40 

78 

1302 IF C€1J>-K2 THEN LET 0*r 2 
"WHAT'S THIS I T1 WEARING THEN?" 

GO TO 10O 

1303 IF CC3»4 THEN LET OS" 2 >-" 
WEARING "+0«', K2> GO TO 100 

1304 LET G<3 >«K2 LET 0*V K2 >=0V 
K2>+" < WORN>" GO TO 4020 

1400 IF < K2< >3 FIND K2< >6> OP C( 3 
>=2 THEN GO TO 4030 

1401 LET C< 3 >«2 LET 0»'K2:>*0«O 

2 > GO TO 4020 

1508 IF K2*>28 THEN GO TO 403O 
1501 IF K2<13 OR K2>i? THEN GO 
TO 4OO0 

V8Q2 If P' K2 » >33 THEN GO TO 40 

1563 IF PH<>7 THEN LET OX 2 -*"N 
0 COMPUTER TO TAKE IV GO TO 18 
O 

1583 IF PeU'>«? HMD K2>12 AND K2 
<18 THEN GO SUB 3330 i GO TO 609 
0 

131© CLS • PRINT INK 2, BRIGHT 
U0KK2): PRINT INK 3, BRIGHT 1 
, "SPINS IN ITS DRIVE . . " FOR I 
■1 TO 150 NEXT I: CLS GO TO < 
K2=13 >*1330+< K2-14 >*1361+< K2-13 > 
*1563+< K2=16 >*1563+< K2-17 ,'*1367 
1550 INK 5: PRINT "-YU3ES SYSTEM 
-": PRINT : PRINT "STAR SYSTEM A 
DJACENT TO FUNUS" : PRINT "IT HAS 
3 PLANETS." PRINT PRINT R«K 1 
1>. PRINT "- BALL OF FIRE -" PR 
INT . PRINT P»<10> PRINT " IN 
HABITED BY MINING COLONY , " PRIM 
T "MO FINDS. " • PRINT 

1560 PRINT R*'.?> PRINT " - RE MO 
TE DEAD PLANET ~" GO TO 1369 

1561 PRINT "-POLYPS-" PRINT "FR 
ECJUENT GALAXY IN MILLIONS" PRIN 
T "AROUND ENERGY RICH PLANETS." 

PRINT "REGENERATE EVERY 28 YERR 
S. " PRINT "ACTIVE POLYPS CAN TU 



RN DEAD" PRINT "PLANET INTO GPE 
ENHOUSE EFFECT" PRINT "PLANET , 
RICH IN STELLAR ENERGY" 
1562 PRINT "AFTER 20 YE f IRS . 

GO TO 1569 
136.3 PRINT " -FUNUS SYSTEM-" PR1 
NT "STAR WITH 7 PLANETS." PRINT 

"IN ORDER FROM FUNUS PRINT 
PRINT R*«.2/; " -MOLTEN ROCK" P 
PINT Pt-. ::>." -UNINHABITED" PRIM 
r RS«4«." -GP'NHUUSE EFFECT" PR 
INT R*<5>;" -INHABITED" 

1564 PRINT Rt-6.' PRIN I R* 7 » P 
PI NT " - < BOTH ICY HASTES > -" P 

R INT R*< 8 > : PRINT " - < LUMP OF R 
OCK, > -" GO TO 1569 

1565 print " captain's log- " pr 
int "bearing to dock with blood l 
inc" print "sthrgate in gyrhtes 

orbit." print "mission accumpl 
i shed - d' thau's" print "ewperj 
■ients confirm polyp" print "the 
ory. pity bloodline will" print 

"BENEFIT! " 

1566 PRINT "GLAD TO GET SHOT OF 
THIS" PRINT "CREW i. SUSPECT GRA 
KTA IS" PRINT "BLOODLINE SPY. M 
AC HEN, " PR INT " f ML !IAlrHLNLl£ 
ARC GIVES ME" PR1 NT "THE CREEPS 
. CAN'T GET RID OF" PRINT "HIM 

- THE ONLY PILOT ABOAPD ' " GO TO 
1569 

1567 PRINT " -BLOODLINE-" PRINT 
"TYRANNICAL EMPIRE KEEPING" PRI 
NT "CONTROL ON ENERGY SUPPLIES" 

PRINT "FROM GREENHOUSE PLANE I - 
-". PRINT "ON WHICH INTERSTELLAR 

TRAVEL" PRINT "DEPENDS" PRINT 

"iTARijUTE IN FUNUS SYSTEM" 
1565 PRINT "LAN SUMMON CPUJSERS 

TO" PRINT "QU2LL. REBELS. " 

1569 TNK 7 FOr* 1-1 TO 1088 HEX 

T 1 LET 0* 2>«"Y0U REMOVE THE D 

ISK . . " : GO TO 100 

160O IF K2<>23 THEN GO TO 4020 

1682 IF P<ll>-2 AND PN»2 THEN G 

0 TO 6000 

1603 IF PN«8 THEN IF P< 1 1 >-8 TH 
EN GO TO 6000 

1604 IF PN=9 THEN LET Q«< 2>="MA 
CHEN. THE LIZARD PILOT" LET OS' 
3>*"RESTRPINS YOU" : GO TO 188 

1606 CLS : IF PN013 THEN GO TO 
1661 

1607 IF PF<1 THEN GO TO 6820 

1608 GO SUB 3513 

1689 PRINT INK 3, "HEADING, < H ?" 

PRINT PRINT INK 3 , "CRYOGEN .. 
C>"i PRINT PRINT INK 4; "LASER 
,CL?" PRINT PRINT INK 6 "END 

OF INPUT , C E .>" 

1612 LET V«=INKEY»: IF V»="H" IN 
EN GO TO 1618 

1613 IF V*»"C" THEN GO TO 1633 

1614 IF V*="L" THEN GO TO 1639 

1615 IF V*-"E" THEN GO TO 4028 

1616 GO TO 1612 

1618 LET J-0 GO SUB 3515 PRINT 
INK 2, BRIGHT 1 . "CURRENTLY : 

PRINT INK 6.W* PRINT INK 6,R 
*<CD" PRINT PRINT INK 5, "NEW 

DESTINATION'"' INPUT U*< 1 > 

1620 FOR 1 = 1 TO 12; IF U*< 1 >=\<%: 

1 > THEN LET 

1621 NEXT I IF J^fl THEN PRINT 
INK 2, BRIGHT I , . UV 1 ), " NOT ON 
DATABASE" GO SUB 3327 GO TO 1 

606 

1624 IF J=CD THEN GO TO 1606 
1623 IF J>F\' THEN LEI ."1=1 GO 
TO 1627 
1626 LET JM=-1 



1627 INK 6 CLS LET ST«1 • Lti 
lE^O LET CO«J LET PF«PF-1WW F 
PINT PRINT "COURSE CORRECTION 
HF'PLIED" PRINT PRINT "NEW Btfl 
RING -" PRINT P*'-CD' PRINT 
PINT "FUEL "\PF , " PICORATH" P 

HUSE 208 „ T „ 

1628 INI- P » PF 1 THEN GO TO 

6020 

1629 GO TO 1686 

S633 GO SUB 3515 1HK 8 Pft»gM 

PRINT "CRYOGENIC CONTROL" MJ\ 
T "ENERGY TO FREEZE CREW - 10 P*l 

i-V PRINT PRINT " MOW MANY C" 
UNE -YEARS fREEZE": " INPUT F* I 

VflL CF»>*18>PF THEN PRINT P 
[NT "FUEL DEFICIENCY." PRINT ' 
NTERLQCK OVEPIDE" PRINT INK I 

BRIGHT l."» OPERmTION ABORTED I 
» GO SUB 3525 INK 7 GO TO l6f 

LET PF=PF-10*VAL LET] 
C:Y»CV+VftL ■ F* • F'PINT IN> i B* 
IUHT t , FLASH 1, "STAND BY" F'jR 
1-1 TO 188: NEXT 1 GO SUB 3330" 
LET PN-15 LET Q*<2>«"YAWH . , 
i " : GO TO 188 

1639 GO SUB 3315 PRINT INK 4; 
LASER CONTROL" PRINT 

1642 PRINT INK 4 . "TARGET? • 1* 
UT UK1J: IF U*C1 '-"STARGATE 

» THEN GO TO 1646 

1643 LET J=8- FOR 1*1 TO 12 IF 
pj. I >«U»«: 1 > THEN LET ■ LET ] 
=12. NEXT I 

1644 NEXT I 

1645 IF 1*0 THEN PRINT INK 
BRIGHT l.U*M>." NOT ON DAT ABM 
» GO SUB 3527; GO TO 1606 

1646 PRINT INK 2, BRIGHT 1 , ""Tfl 
C.ETED AN " ;U«<1> FOR 1=1 TO IS 

NEXT I- IF PF-.1800 THEM PRIlf 
INK 3. FLASH 1,"FUEL DEFICl 

[&A7 IF U*(i:'-"STARGATE 
HEN GO TO 1658 
36451 IF &m THEN PRINT "OUT 
F RANGE" GO TO 1652 

ifeae if l»< i >="stargate 

ND PVOS THEM PRINT INF G.Ul| 
> * OUT OF RANGE" GO TO 1652 I 
16.51 GO TO 1655 I 
1652 PRINT RR1MI INI - BCT 
T l. "COMPUTER OVERRIDE" PF'IMTJ 
INI. 2 BRIGHT l."» OPEPRTIOHJ 
PTED *" GO SUB 3^25: 00 TO IP 

1655 GO SUB 3548 IF U*< 1 S 
RGATE " THEN GO TO 6838 

1656 GU TO 6040 
1661 IF PN>2 THCI* GU TO 1632 

1664 IF PN-3 THEN GO 10 MZ 

1665 IF PN >4 THEN GO TO 4Wj 
1667 GO SUB 3515 PRINT i »• j 
IHINK 'DESTINATION' OR END J 

NPUT U*' 1 1 IF U«' 1 « V-2™j| 
» THEN IF PC 1 '-3 THfcH FJ 
T INK 3, BRIGHT 1 . "SHUTTLE 
ESPCCIAN" PRINT PRIMI 
BRiUHl 1."* MISSION ABORTED 
CM SUB 3523 GO TO 100 
1660 IF IJ*« 1>-"VESP0ZIAN 
HEM PRIN! INK 6 . "IN TLlGHT 
PCC1MN" GU SUl: 3520 PRINT 

4. ■"DOCKING" GO A\U 35-'»J L § 
. i -=3' LET D*<-.4--"C " GU 
i ii i 

1672 IF W*< I " 1 '""L" FHBW ■ 

16.-5 LET J=0 FUR 1*1 TO 12 
U* .1 »RW I ' I MEN LEI J=I I 
I-,.'* NEK! I IF J=0 THEN FRJ 
III) 2. BRIGHT I .F*. "NO I OH 



1 00 

INK 
SUB 

mi 



WSE" GO SUB 3527: GO TO 
1*81 IP f-. :FV THEM PRINT 
to* 1<, "OUT OF RANGE": GO 

w go io ieo 

K84 IF ST«>1 THEN PRINT 
"VESPO^IAN HOT IN » ; PRINT INK 
fc«fcl>i" ORBIT" PRINT PRINT 

II* 2. HPIi.HI 1."* OPERATION AB 
OfrTED .«": GO SUB 3523 GO TO 100 
1637 INK 5 IF /9 THEN PRINT 
CONDITIONS ON " , US' I » PRINT "N 
W SUITABLE FOR SHUTTLE" PRINT 
'LANDING " . PRINT PRINT INK 2 
BRIGHT 1;»* OPERATION ABORTED*"* 
GO SUB 3525 INK 7 GO TO 100 
1690 IF C< 1 K>-4 THEN PR INI IN 
* 4, SHUTTLE BFtV DOORS CLOSED" 

SUB 3520: PRINT INK 2. BRIGH 
mj m $ OPERATION ABORTED *'• . r.n 
6UB 3525 GO TO 100 

1651 PRINT INK -i, "HEADING - »;U 
*I ' GO SUB 3520 PRINT INK 5. 
■ LANDED ON " , U*< 1 > LET PX 1 >=>9 
fl 0«4>-"I »: GO SUB 3520: G 
TO lOO 

.©2 IF PN=2 THEN IF C< 1 >«-2 TH 
LET C<l>*-3 LET B*<2,= "BLUE 
f BUTTON BY OPEN BULKHEAD" LET E 
K2.'»"PFL GO TO 4O20 
«93 IF PN-2 THEN IF C< 1 >*~3 TH 
■H LET CC1>— 2. LET B»<2>«"BLUE 
BUTTON BV CLOSED BULKHEAD '* LET 
£*2>*"PF ": GO TO 4020 
J©4 IF PN«3 RNt> C<. 1 >— 3 THEN L 
. C<l)=-4. LET E«^3J*"0T " LE 
M-3 m"ED ". LET 0*< 3 >«" INNER 
TOP CLOSES": LET Q*< 4 OUTER 

-R OPENS" GO TO 4O20 
693 IF PN=3 AND C< 1 >— 4 THEN L 
CU>«-3: LET E«<3>* N TP ": LE 
BK3)="DB " LET 0«<3>*"0UTER 
WOP CLOSES" ; LET Q»< 4 «**" INNER 

OPENS" GO TO 4020 
,fi98 GO TO 4050 

«B LET 0»<2)-»M0 CHANCE-TOO RI I 
3" GO TO 1O0 

WO LET Q*(. 2 NOT TIRED 

TO 100 

LET J-0: FOR 1-1 TO LEN X» 
LEN Y» 

IF Y»«X»< I TO I-l+LEN Y« > 
^ LET J* I : LET I -LEN X*+3: RE 

» NEXT I : RETURN 
15 CLS : PRINT INK 6,K»: PR1N 
RETURN 

I W TO 300 NEXT I 

;3 FOR 0=1 TO 6 BEEP .1,7: 
.1,2 NEXT O PAUSE 150: RETU 

BEEP 3,20. RETURN 
FOR 0=1 TO 10. BEEP .05.6 
•65,10 NEXT O. RETURN 
fOR l-l TO 15. CLS . PAPER 
BORDER O PRINT PAUSE 5: PA 
BORDER ?■ PRINT ! NEXT I 
j*PER 9 BORDER 0: INK ?: CLS 

! *FOR I. I TO 10. CLS : PAPER 
•ORDER 0: PRINT PAUSE 5: PR 
BORDER 2 PRINT . NEXT I 



I 



ilWEP 0 
■ RETURN 

» RE TURN 
VOO Tu 4U20 
LET QS- 2 >= 
JO 109 

10 LET ti« 
ft TO 100 
-BB LET U*< 
.ET Ot< 



BORDER 0: INK ?: CLS 



IMPOSSIBLE 



GO 



2>>»"I CAN'T 



GO "+I* 



»"0K" GO TO 100 
-"REFERENCE DISC B 



T ITS NUMBER" GO TO 108 
4040 LET 0»'J'«"I'M ALREADY CflRfl 
i"ING IT" . GO 10 1O0 
4050 LET 0t',2)° ,, I DON'T SEE IT H 
ERE" GO TO lOO 

4O60 LET 0t-2i="I CAN'T YET?". 
0 TO 100 

4070 LET 0»''2.>="I'M NOT CARRYING 

IT" GO TO 100 
4080 LET Q»<2>s"Y0U MUST BE JOKI 
NG ■ " : GO TO lOO 

4090 LET Q*C2>""DK-N0TH1NG HHPpb 
NS" GO TO 1O0 
4100 LET Q»<2>-"CAP'H WINKS AT M 
E AND" LET Q«< 3 >=" GLANCES AT GR 
AKTR" GO TO 100 
4110 LET Q»<.2>="HUH?" GO TO 100 
45O0 INK 5 CLS PRINT "CLONE 
EAR " , GY; " Z0NET1ME " ; CT PR IN 
T ■ PRINT " 



4501 PRINT PRINT "VESP0Z1AM " 
W* PRINT R«(CD>: IF ST-1 THEM 
PRINT "ETA ; - ",CT+RBS < CD-PV >*23 
-JE 

4505 PRINT PRINT "NEAREST BODY 
:- ",R«<PV> IF PV»2 THEN PRINT 
"BLOODLINE I.TARGATE" 

4510 PRINT PRINT "FUEL" ",PF, 
" PICORATH" PRINT : PRINT "LflSE 
R: - ";: IF PF<1000 THEN PRINT " 
INOPERATIVE" : GO TO 4520 

4511 PRINT "OPERATIVE" 

4520 PRINT PRINT " 



4521 INK 7: PRINT PRINT INK 4 
; "THINK COHTROL REPORTING" ! FOR 
1=1 TO 550 NEXT I : GO TO 4O20 

5000 DATA "IN THE CREWS QUARTERS 
","IN THE RESEARCH LAB BY", "IN T 
HE SHUTTLE BRY","IN A SHUTTLE"," 
OUTSIDE THE HULL" , " IN THE CAPTAI 
NS CABIN" , " IN THE NAVIGATION AND 
","0N THE BRIDGE", "ON YUSES FAR 
UNDER" , "AT VESPOZIANS FUEL CORE" 

5001 DATA "IN A METAL GANGWAY UI 
TH A", "IN A SUIT ROOM", "IN A SEC 
RET CONTROL ROOM", "ON YUSES FAR" 
."IN MY BUNK- IT HAS CLEAN" 

5002 DATA "LINED WITH BUNKS", "BL 
UE BUTTON BY A CLOSED BULKHEAD". 
"BLUE BUTTON ON WALL" , "WITH-THIN 
K CONTROL-BUTTON" , "OF THE VESP02 
IAN" t mm , "COMPUTER ROOM","", "A PU 
RPLE SKY", "I CAN FEEL HEAT" 

5003 DATA "DOOR" ,"", "WITH DUPLIC 
ATE CONTROL", "UNDER AN INDIGO SK 
Y" , "SHEETS AND LARGE PILLOW" 

5004 DATA "AUTO SHUTTLE" , "STRANG 
E DEVICE" , "fPOLYPS*" . "CRAWLWHY" , 
"ASBESTOS SUIT", "SPRCE 'aUI 1 " . "ME 
TAL CONTAINER" , "FUEL CYLINDER" . " 
INSULATED TONGS" , "CAP ' N BEZEL" , " 
GRAKTA" . "MACHEN" , "DISK 005" , "DIS 
K G01 " , "DISK 092" , "DISK 003","DI 
SK 004" , "KEY" , "GLOWING ROCK" 

5005 DATA "FUNUS", "LITTLE FIJNUS" 
, "GYRATES", "ROTH" , "BULGEN" , "GREH 
TER BULGEN" , "OUTER FUNUS", "FAR F 
UNUS", "YUSES FAR" , "MID YUSES" , "Y 
USES NEAP" . "YUSES" 

5O0fc DATA "DSB" , "PF", "P" . "O" , "V" 
, "OC", "AFUP" , "AU" , "TE" , "S" , "PD'\ 
"F", ,, 0","NEW","U" 

5007 DATA "HBO" , "AGC" , "B" . "C" . "C 
","GJ", "BHKF", "GA", "*DN" , "KF " , "JG 
ML" , "K" , "K" , "NNI " , "A" 
3008 DATA 3,2,93,99,12,12,6,10,2 
,6, 7, 3, 66, 2.8, 6, 7, 13,9? 
50O9 DATA -2,2,2, -2, 2, 2,2,2.2,-2 
,-2,-2,2,2,2,2,2.2,-2 
6O0O INK 2; CLS PRINT "GRAKTA . 



nJV.deo Games Yearbook 



BLOODLINE SPY , BLASTS" PRINT " 
VOU WITH HIS LASER" PRINT "YOU 
ARE NOW R PILE OF": PRINT "YUSES 

DUST ! " . GO TO 6200 
6010 INK 2. CLS PRINT "AARGH . 
. !" PRINT "WENT INTO THE FUEL 
CORE WITHOUT". PRINT "PROTECTIO 
N - SEARING HEAT . ." GO TO 620 
0 

6020 INK 4 CLS PRINT "WITH NO 
FUEL. THE VE3P021AN": PRINT "WA 
NDERS AIMLESSLY OUT " PRINT "OF 
CONTROL, LOST IN SPACE" GO TO 6 
?0O 

603O INK 2 CLS PRINT "TOO CLO 
8E PROXIMITY" : PRINT "THE VESP02 
IAN IS RIPPED APART " PRINT "BY 
THE EXPLOSION" GO TO 6200 
6O40 INK 5: CLS : PRINT "WHAM 1 " 

PRINT "THE BLOODLINE STARGHTE I 
S" PRINT "VRPOURlSED. YOU HAVE 
SUCCEEDED" PRINT "IN YOUR MISSI 
ONI CONGRATULATIONS" GO TO 6202 
t-050 INK 5 CLS PRINT "INNER D 
POR CLOSES" : PRINT "AIR EVACUATE 
D" PRINT "OUTER DOOR OPENS - NO 

SPACE SUIT". PRINT "YOU PERISH 
AND DRIFI INTO SPRCE" GU TO 620 
0 

6055 INK 5: CLS i PRINT "YOU HAV 
E STUMBLED BLINDLY ONTO": PRINT 
"RAZOR SHARP ROCK" I PRINT PRIM 
T "YOUR SUIT HAS RIPPED AND YOU" 
PRINT "DIE FROM LACK OF OXYGEN, 
"' GO TO 62O0 

6060 INK 2 CLS PRINT "PRESSUR 
E SWITCH OPERATES" PRINT "DRILL 

ENGAGES AND BORES THROUGH" PR1 
NT "CRAFT. " 

6061 INK 4: IF C<5>-6 THEN PRIN 
T "YOU DRIFT OFF INTO SPACE" PR 
INT "AND PERISH WHEN OXYGEN RUNS 

OUT": GO TO 6208 
6065 INK 2: PRINT "YOU BURST APR 
RT WITH THE": PRINT "DEPRESSURIS 
AT I ON ! " GO TO 620O 
6076 INK 5. CLS : PRINT "WALKING 
AROUND IN ",0»<K2>; PRINT "HIGH 



PRINT "GRAKTA , 
BLASTS YOU" i GO TO 



LY SUSPICIOUS 
BLOODLINE SPY 
6280 

6080 INK 2: CLS PRINT "GRRKTA . 

BLOODLINE SPY, BLASTS" PRINT ■ 
YOU FOR TRERCHERRY AGAINST THE": 
PRINT "BLOODLINE EMPIRE!". GO T 
0 6208 

6090 INK 2 CLS i PRINT "GRflKTfl 
VAPOURISES YOU ON". PRINT "SUSP I 
CION OF SPYING BY" PRINT "RETRI 
EVING COMPUTERISED DATA": PRINT 
"YOU PERISH . . » GO TO 6208 
6100 INK 4. CLS : PRINT "GRflKTH 
NOTICES SUIT ROOM DOOR " i PRINT " 
OPEN. FINDS KEY ON YOU AND" PR I 
NT "BLASTS YOU TOWARDS FUNUS" : P 
RINT "YOU PERISH . ." GO TO 620 

0 

6110 INK 5: CLS PRINT "GRRKTfl 
NOTICES SHUTTLE BAY": PRINT "DOO 
R OPEN, RND SUSPECTS A PLOT" PR 
INT "RGRINST THE BLOODLINE EMP I R 
E" : PRINT "YOU ARE EJECTED IN TH 
E SHUTTLE" PRINT "AND FOREVER L 
OST IN SPRCE" : 
TO -5 STEP -1 BEE 
O INK 7 PRINT 
"YOUR ADVENTURE IS 
"IF YOU WOULD LIKE 
PRINT "GRME THEN PRES 
CO TO 6205 
7- GO SUB 3525: GO SUB 
SUB 3527; PRINT PRINT 
"YOUR RDVENTURE IS OVER 



6200 FOR 0=10 
P .05,0 NEXT 
PRINT . PRINT 

OVER" PRINT 

ANOTHER 

6202 INK 
3526 GO 
PRINT 



77 



SPECTRUM CONTINUED 



3<i 



IrJ^'IJJ " ,F V0U W0Ul -t> Lite RMHT 
HER". PRINT "GAME THEM Press ».-y 

6265 IF INKEV«— THEM GU TO ^ 
TlffiT***" THEN CLS : C 

^'SjSS!! «* 6, Flash 

1, "GOODBYE THEN": PAUSE 100 he 

7096 PRPER Q BORDER Q INK 2. C 

7005 PRINT PIT 2,5; " 
ii 

7010 PRINT " 
■i 

7013 PRINT " 
it 

7028 PRINT " 



U 



?G33 PRINT " 
r040 PRINT " 

n 

7045 PRINT ■ 
ii 

?050 PRINT PRINT 
7035 PRINT " 

7060 PRINT " 

^065 PRINT " 

T070 PRINT " 



'025 PRINT 
1 7030 PRINT " 



7075 PRINT PRINT **ffi*gL 
5; "By Keith CAMPbell. G QWG 1^* 

7068 PRINT RT 21.7; INK 6, "PRESS 

mipMM JO PLflY" 
7083 IF INKEY*-"" THEN GO TO 70 
85 



7090 IF INKEY*=»P" 0R 

THEN GO TO SO00 
7055 GO TO 70B3 

Jj6Q\91 THEN INK 2: CLS 
8O07 CLS : INK 2 PRINT J 

' c „ -YOUR SPECTRUM 

™E PRINT PRINT r»i 

NODE BEFORE PLRY '' 

SSflrff'lS : PRINT "CHRNCE T 
CHPITHL MODE NOW.". p RIN r 

: PRINT PRINT "PRESS 

WHEN READY" " b ff 

INPUT Of 

IF Ql>.»fi« THEN GO TU I 
GO TO 8015 
INK 2: CLS : RUN 8 

1.0; "YOU ARE 
PAUSE 200 



8015 
8017 
8018 
8020 

8030 PRINT RT 
JSING CAPITAL'S" 
NT RT 21,0-' 

" ; RETURN 



RUNS ON A BBC MODEL B. 



CONVERTED BY STEVE WILLIS 



The display of the BBC is far superior in ihe Teletext mode 
(MODE 7) and of course the BBC has its very flexible sound 
options. It is in these two areas where the BBC translation has 
been enhanced, using a set pattern of colours for the displays 
with 'meaningful^!) sounds. 

Because space is tight on the BBC, especially when a large 
number of string arrays are in use, 1 have adopted a space 
saving way of inserting coloured displays. 

This does require some work and the method for a machine 
with a 0.1 operating system is more complicated. 

In order to use the listing provided, colour is not needed but 
mods will be required in the DATA strings (lines 1520-1580). 
where I have shown words highlighted in yellow the words 
should be omitted and 1 space inserted instead. To use colour 
then the word must be replaced by its respective colour control 
character instead of a space. Following is a list of colour control 
character/keyboard equivalents: — 



div 


RED 


1 


A 


EOR 


GREEN 


2 


B 


MOD 


YELLOW 


3 


C 


OR 


BLUE 


4 


D 


ERROR 


MAGENTA 


5 


E 


LINE 


CYAN 


6 


F 


OFF 


WHITE 


7 


G 


STEP 


flashing on 


8 


H 


SPC flashing otf9 




I 



On the 1 .0 or later operating systems these can be inserted 
using the shift + a function key (where the function key number 
is the number in the 3rd column above). On 0.1 systems the 
function keys must be programmed using commands such as 
'KEY1 !!!A to give red; the remaining keys are as in the 4th 
column above, e.g. 'KEY2 M!B for green. 

Please note however that, once typed in. listing these DATA 
lines will display the keyword and not the colour. This is fine as 
long as you do not edit any part of the line. If you edit a DATA 
line showing keywords then every keyword in that line must be 
replaced by the colour again. 

For the strings in the text colour control display lines. These 
can be inserted between the first " and the first character of the 
string. The string will then be displayed in colour during listing 
as well as running. A spinoff is that the remainder of the listed 
line, after the end of the string, will also appear in colour to the 
end of the display line; this does not have any bearing on the 
operation of the program. 
78 




"You traitor", yelled Grakta, lash 



ng out 



SSxflB< 0 , 2 >CH«< 131 .>CHR*<: 
157 4fORI*=3T04 ■ PR1NTTRB<0, I* 

§S8F CHR*( 255 >CHR»< *** 

• <2 Sfe&< 0 , 5 >CHR.<131>CHR« 

157 5 0PRIt rr''TRB<4> : Written by K 

6QIFPRGEO^10THENPBGE=&1200 
reCHRIN"VESP0Z" 
80EWD n 

" Computer and Video Games Yurboatj 



1 i 



>, q»< 4 > . v»<e> ■' :< 18 : '- NB *< 1 1 

L LORDED" ■' J> " W EW FUE 

IN" NEXT -FoSSLiJ.'i VESp 02I 

141 >NB*< PV.v v " n»*T?« ' X5! >C HR*< 
«»8:C0T01J^' 0RBIT,: NEXT :G 08UB 

I ROCKS" KJL,PS ORNISH INTO T 



1 >=PNfcflND<PN?s=80RPM5:«l 
3 >AND< P*<: 1 3 ><> 1 30RP3£< 6 X > 1 3 >THEN 
SOUNDS , - 1 5 , 3 , 1 m : Q*< 3 " SW I TCH 
STARTS MOTOR. DRILL" i QSC 4 >=" ENG 
RGES AND SPRRYS DUST ! " 

259IFP%< 18>«13RMDP5fi< 1 )«13flNDP2£ 

< 6 >=13RNDC":< 6 >-2THENP5fi< 13 >=88 i 0* 
<6>=" FUEL CONTAINER" : C?i< 6 >*3 : SO 
UND0,~13,3, l&0ia*(3>«" SWITCH ST 
RRTS MOTOR. DRILL " : G*< 4 >=" ENG AG 
ES AND FILLS CONTAINER." 

260IFP^;<: 17 >=55THENC*< 3 >=3 
270IFC';< 4 >>3RND< PN^=10RPN*=60R 
PN":=70RPN:;= 1 0 >THEN I G5s- 1 G«* 1 ELSE I 

280IFIG"^>0THENP"^C 10>*PN*: IF10>. 
=5THENG03UB 1 956 : GOSUB 1 630 

29©IFP^C 10>=PN*THENIFRND< 7 >=3T 
HENQ»<1>*" EVER GET THE FEELING 
■ • ? M 

300 1 FP':< 4 X >55flNDPK< 4 >< > 1 1 RNDP 
'4< 4 X >$£THENP3< 4 >=33 : Q«C 1 >=" STR 
RNGE FEELING . . " ELSE I FP^C 5 >< >55 
RNDP*< 5 X >1 1RNDPVX 5 >< >6eTHENP^<! 3 
)=83:G!»(1)«" STRANGE FEELING . . 

3191 FCH< 3 ') =2RNDPV.< 1 7 X >55RNDP5i 

< 17X>66RHDP;;< 17 X >39THENP^< 17>= 
88:Q*<1>« M STRANGE, SOMETHING 3E 
EMS M I SS I NG " : G%< 1 7 >=3 

320 1 FP5S< 1 0 >= 1 RNDPN";= 1 RNDK 1 *«= 1 4 
THENGOSUB 1 950 : GOTO1690 

330 1 FPN'i= 1 0RPN^=60RPN";=70RPN^= 

10THENIFRND< 3 >»2TH£NP%< 10 >=PN:-sEL 
SEP5S< 10>=88 

340IFP;'X 17 >=55RNDPN";< >1 1RHDPN": 

< > 1 QRNDC^C 1 7 ) >2THENG0SUB 1 330 ! GOT 
01710 

3501 FC%< 0 :>=3ANDPN:« >1 RNDPN3«< >2 
THENGOSUB 1 : GOTO 1 720 

3G0FOR I 1 TOLEN< E*< PNSfi > > 

370IFMID*<E*< PN%>, IX, 1 >*"P M THE 
NEX*=EX$+" PORT." 

380IFMID»< E*< PN": > .. I5c, 1 >="S"THE 



C; ' 



BOARD 



390IFMID*':E*< PN*S>, I*, 1 >="F"THE 
NEX*=EX*+" FOR' D. " 

400 1 FM I D*< E*< PN5fi >, IX, 1 >="A" THE 
NEX*=EXS+" RFT. 11 

4ieiFMID»CE»<PN5C>^ 1%, 1 >="U"THE 
NEXS=EXS+" UP. " 

420IFMID*-::E*': PN5£>. V*,\ >="D"THE 
NEX*=EX*+" DOWN. " 

430 1 FM ID*'-: E*«:: PMSfi >, 1%, 1 >="0"THE 
NEX*=EX*+" OUT. " 

440NEXT 

4501 1^=0 -.V*< II>0=" VISIBLE : " 
FORI";=0TO18: IFP:-;< I % >«PN3JTHENO$5*« 
0*< 1"^: >ELSENEXT : GOTO430 

460 1 FLEhK V*< 1 1 >: > H-LEH< OS* >< 35T 
HENV*< 1 1 V. >«V«< 11^ >+0S*+ " . " : 0S$= 
" " ELSE 1 1 *;= 1 1 '-:+ 1 : G0T0469 



1«] 



470NEXT 

480CLS PRINT" I RM" ; L*C PN"; )' ' L 
1*<PN*>" : IFLENC EX* )>0THEN PRINT 
" WRYS: M ;EX*' 

490IFLEN< V*< 0 > >>9THENPRINTV*<! 0 

5e0FORI5i=lTO8; IFV*< I*K>" "THEN 
PRINTV»< I%>' 

IlePRINT'" YOU SAID ";R 

*' :F0Ri:'.= lT04: IFQ»C jSj X >" "THENPR 

intq*<. iy.y 

539NEXT 

540PRINT'" ========>WHRT NOW"; 

S50PL>.=PN'/. . F0RPS-0T04 i V*< I3£ >=" 
":QK 1',;)="" NEXT : Rl*=" " :R2*="" R 
3»= « : R4*= " " . EX*= " " : I NPUTfl* 

560 1 FLEN< R* X 3THEN 1 749ELSER2*^ 
LEFT*< R*,3> 

570 I FR2*= " I NV " THENG0T07 1 0ELSE I 
FR2*= " WR I " THENGOTO740ELSE I FR2*- " 
QU I " THEN760ELSE I FR2*= " HEL " THEN 76 
HELSEIFfl2*="3LE"THEN1510 

5©0JX-0 F0RI"/.= 1T0LEN< R» > IFMID 
*<fi*, I*, 1 >=" "THENJJfi-ISs: iSfi-CENCR 
* > 

590NEXT : IFJ5c*OTHENGOTO1850ELSE 
R 1 *=LEFT*< fl* . J V.- 1 > : R3*=R I GHT*< R* 
, LEW fl* >-r/. y R4*=LEFTS< R3», 3 ) 
690 I Ffl 1 *= " GO " 0RR2*= " GET " THEN66 

610X*=WV« Y*=R2* : GOSUB1910 : IF J 
>^0THENO»<2>=" I DON' T KNOW HOW 
I TO "+R1* GOTO90ELSEKlV.se. MM V3+ 

i 1 

620X*=WN* Y*=fi4* : GOSUB1910 
630IFJ-;=OTHENQ*C2)=" WHRT IS R 

• , ^■fl3*♦"? ,, GOTO90 
640K2>£=< J's.-X V3 

650ON KtH G0T0670, 690, 770,790, 
790.930. 950,960,970,988, 1000, 101 
0,770, 1160, 1500 

660X»=WG* Y*=R4* GOSUE1910 IFJ 
:;=0THEN1750ELSEX»=E»C PNV. > i Y*=MID 
WD* . < MS"*! V3+1, 1 >:G0SUB1919: IF 
JV.=0THEN1750ELSEPN";=VRL< MID*C D*< 
PNV. > , < JV.- 1 >*2+ 1 , 2 > ) : GOTO 1 760 

670 1 FK2':= 1 9THEN 1 770ELSE I FK25S > 1 
8 THEN 1 74QELSE I FPV.f K2* )-S5TMEN 1 78 
©ELSE I FP*< K2* >< >PN'-iTHEN 1 790ELSE I 
FCV-< KZ'< X - 1 THEN 1 740ELSE I FCW K2"/. > 
1 THEN 1 800ELSE I PPfc< 9 >«PN?STHEN 1 8 

40 

680 1 FC K2*=70R< K2>;=6RNDCV.< 6 >=3 > 
>RNDPV.<8X>55THENQ*<2>»" TOO HO 
T TO HANDLE ! " : GOTO90ELSEIFINV.>3 
THEN0*<2>=" I'M OVERLORDED RLRER 
DY ! " : GOTO90ELSE I NX* I 1 ; P*< K2* 
>=55 : GOTO 1760 

698 1 FK2SS > 1 8THEN 1 8 1 ©ELSE I FP5fi< K2 
Jfi >< >53THEN 1 8 1 0ELSE I FK&S- 1 flND< PNV. 



J%-8THeMl*- I8 : NEXT : Wt£b££ £ 

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996 1 FP?C< >< >53THEH 1 8 1 0ELSE I F 
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7THEMGOSUB1950 : GOTO 1709 

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feCHR*< 141 >0*< K2"; > : NEXT ; F0RK"i;»8T 
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TIME >500 . CLS : ONK25S- 1 1 GOTO 1 040 , 1 0 
f&, 1080, 1 100, 1120 
1040PRINTTRBC12 V -YUSE8 SYSTEM 
TRB< 6 ?" STAR SYSTEM 7 LIGHT - 
■YEARS" ' ' TAB 1 :; 6 >" FROM FUNUS - HflS 
:. 3 PLANETS. " ' " TAB< 2 )NB*< 10 >.; " - 
BALL OF FIRE"- 1 * TABC 2 >MB*< 3 ?; " 



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SE CORRECTION APPLIED" NEW BE 

BRING: ";MNCCDK>"" FUEL: iPFX 

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1260GOSUB1930 : PRINT' TRB<. 11 > CR 

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+ VfiL< RR* > : PRINT 1 TRB< 15>" STAND 
BY" : GOSUB 1 340 : G0SUB1350 i PH*-i4i Q 
«2>« M VflWN - . !":ENVEL0PE2,1,2 
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. SOUND 1,2, 122, 2O0 : GOTO90 

1290COSUB1930 • PfclNTTRK 13V 
ER CONTROL" ' 

1300IMPUT'TRK4>" TARGET «•«•-- 
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%< 1000THENPR1NT* TRB< 12 >" FUEL DE 
FICIENCY"ELSEIFJ^OPV^AND<.RA*="b 

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25" RUT OF RANGE "ELSE 1340 
' : 3 0SOUND0 , - 1 5 , 2 . 5 : PR I NT ' TABC 1 1 
COMPUTER OVERRIDE" ' 'TRB<8>' 
* OPERATION ABORTED *" GOSUB 1949 
: GOTO 1130 

1 340GOSUB 1 950 : FOR I *-0TO 1 OOO : HEX 
^O : FOR I"-=0TO 1 000 i NEXT i G 



13: 



T : GOSUB 19b 



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* OPERATION ABORTED * "SOUND 

0 .. ~ 1 5 , 2 . S . GOSUB 1 940 GOTO i gg 

1 4301 FJJ6< >8THENPR INT' " cnwn t 
TIONS ON ";RR* N0T ™™ 

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_* OPERATION RBORTED * ": SOUNDS, 



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15,2.5 GOSUB 1940: G0TQ90 
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UB23000 : FORXX5j«?T08 ; PRINTTABC 3^ 
«« >CHR«141 >» LANDED ON " ; AR $ HE 

rliotm " D,< 3 > *" 8 *" ! GOS, JBi94 0 : 

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G0T017^ 4 ' = " ° UTER &00R <W 
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.;=" OUTER DOOR CLOSES" :Q»< 4 )=* f 
NNER DOOR OPENS"; GOTO 1760 
1490GOTOI790 

1S00CW<£>- TOO RISKY ! " : G0T03Q 1 



> 



Another devastating new game from the fabulous Postern range. 



The colourful Postern range is available on a variety of micros. Write 
quantity of each game required in the boxes provided. 

release 

send 



me 



Fire Hawks 



Spectrum 
£5.95 



Vic 20 
£5 95 



Commodore 64 
£6.95 



BBC 'B' 
£6.95 



Snake Prt 

Shodowfax 

Siege 

Backgammon 

lotol £ 

Name - 

Address 



□ □ □ 

□ □ □ 

□ □ □ 

□ eockgamnvxi ovoHaUe on 4B K on* 

or AccessyVisa (d<moi»)No 




POSTERN 



POSI TO Postern Ud., P.O. Box 2. Andoversford. Cheltenham. Glos GL54 5SW 
OR PHONE: Northleach (04516) 666 Telex 43269 Presfel 37745 
| Postern is always on the look out for any new games you might have developed 




4« 



I'M NOT TIRED ! " GO 



84 



1510G*<2>» 
TQ5WJ 

1 520DflTflMOD I H THE CREWS QUART E 
RS.MGD LIMED WITH BUNKS,DSB,7 
* 1*1 4. LI HE IN THE RESEARCH LABORA 
TORY. LINE BLUE BUTTON BY CLOSED 

BULKHEAD , PF f 0*6*2* . ERROR IN THE 
SHUTTLE BAY, LINE BLUE BUTTON 0 
N THE UALL.P, l*,DIVIN A SHUTTLE , 
L I NEW I THD I V-TH I NK CONTROL-L I NEBU 
T TON, 0,2* 
1 AT AOROUTS I DE THE HULL, OR 
OF THE VESP0ZlAN,V,2*,ri0DIN T 
HE CARTA IN * S CAB I N , , OC , 6*9* , L I NE 
IN THE NAVIGATION AND, LINECO 
MPUTER ROOM , AFUP, 1*7*105*, EORON 
THE BRIDGE, , AU , 6*0*, ERRORONEOR V 
USES FAR' ERRORUNDER, ERRORA 
PURPLE SKY , TE-j 3*13 
1 540DATAD I VAT VESPQZIAN' S FUEL 
CORE, DIVI CAN FEEL THE HE A 

T,s/i05*,MODON A METAL GANGWAY W 
ITH A DOOR, ,PD, 9*6*1211, LINEIN A 

SUIT ROOM, , P, 10. DIVIN A SECRET 
CONTROL ROOM. DIVWITH DUPLIC 

ATE CONTROL .0,10, ERRORONEOR'* YUSE 
S FAR', ERPORUNDER AN INDIGO 

SKY 

1559DRTRNEW, 13138*, MOD IN MY BUN 
K - IT HAS CLEAN, MOD SHEETS 

AND A LARGE PILLOW, U, O* 

1 560DAT AEORAUTO -SHUTTLE , 2 , -2 , EO 
RST RANGE DEV I CE ,1,2 , MOD*POL VPS* , 
99., 2 f EORCRAWLWAY , 99 , -2 , E0RASBE3T 
OS SUIT . 11 .2.. EORSPACE SUIT, 11,2, 
EORMETAL CONTAINER, 5, 2, EORFUEL C 
VLINDER, 9, 2. EOR INSULATED TONGS, 1 
. 2 . EHRCAP ' N BEZEL, 5,-2, EORGRAKTH 
, 6, -2 . EORMACHEN, 7, -2, EORDISK 005 

! ,66,2 

1570DATREORDISK 00 1,1,2, EORD I 8K 
002 .7,2. EORD I SK 003 ,5,2, EORD I SK 
004 ,6,2. EORKEY ,12,2, EORGLOW I NG 
POCK .93,-2 

1580DATAEORFUNUS, EORLITTLE FUNU 
3 . EORGYRATES , EORROTH , EORB I LGEN , E 
OPGREATER B I LGEN , EOROUTER FUNUS, 
EOR FAR FUNUS, EORYUSES FAR, EGRMID 
YUSES , EORYUSES NEAR . EORYUSES 
1 590CL3 : SOUNDO , - 1 5 , 6 , 1 O PR I NT ' ' 
" GPAKTA. BLOODLINE SPY. BLASTS 
YOU"""' WITH HIS LASER.""'" 

YOU ARE NOW A PILE OF YUSES DUST 
! " : GOTO 173© 

1 600CLS ■ SOUNDO , - 1 5 , 7 , SO : PR I NT ' ' 
I" AARGH . . !"''" WENT INTO 

THE FUEL CORE WITHOUT" PROTE 
CTION - SEARING HEAT - . '"GOTO 
1730 

1610CLS PRINT" " WITH NO FUEL. 
THE VESPOZIRN" ' ' " WANDERS A 



1 IMLESSLV OUT OF 11 * * " " 

CONTROL - LOST IN SPACE" : GOTO 173 

1 620CLS ; SOUNDO ,-15,6, 100 : PRINT' 
■1AB';10>» TOO CLOSE PROXIMITY'" 

»Jt , ?M V E SP02lRN 13 DIPPED APART 
B. " THE TREMENDOUS EXPLOSION 
GOTO 1730 H 
1630CL3 ; SOUNDO, -15,6, 100 i FOOtf 
! T02 : PRINTTRB< I6,XV.>CHR»< 141 >" u 
HAM ! » : NEXT ; F0RX««4T0S : PR 1 NT TAB* 

«^£ H r55. l41> " THE BLOODLINE ST 
ARGHTE IS" ; NEXT I FQRXWT08 . PRINT 
TAB*:. 4 , X'; >CNR*< 141 > " VAPOl IR I SED 
-YOU HAVE SUCCEEDED" NEXT ' 

i640FORXJfi*10TOl i i PRINTTAB'f 2 X>A 
CHR*<14i>« in YOUR MISSION! CONG 
RATULATIONS ! " ! NEXT . GOTO 17^0 ' 

1650CLS : SOUNDO, -15, 6, 30 ; PRINT' ! 
TAB'::u>" INNER DOOR CLOSES" •' ' TAB 
<13>" AIR EVACUATED" ' ' TRBC 11 >" n 
UTER DOOR OPENS" •• 'TAB'. 12 > M NO 8 
PACE SUIT !""TAB<7.V YOU PEPISH 
, AND DRIFT OUT" * ' TRB< 11 V INTO 
SPACE . . . " : GOTO 1730 

1660CLS = SOUNDO, -15, 3, 50 PRINT' ] 
rflB<3>" PRESSURE SWITCH OPERATES 
. DRILL" "TRBC 3 >« ENGAGES AND BO 
RE* THROUGH CRAFT > " ; IFC%< 4 >«5THi 
NPR I NT TflB< 7 > " YOU DRIFT OFF INT 
0 SPflCE-''TflS<4>" AND PERISH WHE 
N OXYGEN RUNS OUT*" ! GOTO 1730 

1 670S0UND0 .-15,6, 50 : PR I NT * TAB-; 4 
>" YOU BURST APART WITH THE" ' ' Jf\ 
B-:.20>" DEPRESSURISATION ! " ; G0T01 
730 

t 6S0CLS : SOUNDS , - 1 5 , 6 , 25 : PR I NT " 
WALKING AROUND IN *RN" ;| EFT*-' 0* 
<C5<4>V14>V" HIGHLY SUSPICIOUS 

Lun^l S WIPm ' BLOODLINE SPY 
SHOOTS YOU ! " : GOTO 1 730 

" 'rISrtf : S0I ^ & '-1~> 6>25= PRINT" 
GRAKTA , BLOODLINE SPY . SHOOT 

fl s T '; T T f;J?: vou pop treachery" ag 

p!re t :- ;s?o!5« the bloodline em 

1 799CLS ; SOUND© ,-lS,6,25:PRINT" 
" GRRKTR VAPOUR I SES YOU ON" "TBI 

<4>" SUSPICION OF SPYING BY 

RETRIEVING COMPUTERISED DRTR I'" 
'"YOU PERISH . . l»s G OTOl?30 

1 ? 10CLS SOUNDO, -15,6, 20 : PRINT" 
GRflKTfl NOTICES SUIT ROOM DOOR OP 
EN.""TflBC5>" FINDS KEY ON VOU fl 
ND BURSTS " ' • " " ? 

OWRRDS FUNUS !":G0T01730 

1720CLS:PRINT" GRRKTR NOTICES R 
H l™ BRV.DOOR— OPEN , RND 
SUSPECTS H PLOT AGAINST""" 

THE BLOODLINE EMPIRE V 
OU ARE EJECTED IN THE SHUTTLE"" 
AND APE LOST FOREVER IN 
SPACE ! ■ G0SUB2300Q ; GOTO 1 7^n 



1730FGRX*«20TD2 1 * F.M HTTRB< 6 , K*£> 

r i" NEXT: IHPUTTAB< 11,23 >" WMOTH 
ER GAME" , A* i iFUEFTfS RJ** ;:<-"V" THti 
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*|S5S&SS2- IMPOSSIBLE !":C0TQ 9 

0 1?50Q*';2>=" I CAN ' T GO "*R3*?GQ 
TO90 

!^W*<2>-" REFERENCE DISK BY I 

T ;?sIS*I*=" G ? T Hlrerc.y carryin 

tSeWcSi" I CON • T SEE IT HERE 

"iSSSSta*- I CAN'T - VET |-:GO 

T ?I?0O*<2>- I'M HOT CARRYING IT 

1020Q*<2>-" YOU l**T BE JClKIWG 

'I^Stl)-" OK - NOTHING HAPPEN 

8 "lSSI^ CflP'N WINKS TO ME A 
NO" G*<3>«" GLANCES AT URRK 

Tfl" : G0T09B 
1*50Q*<2>=" HUH ?»:GOTOS0 
1860CLS i PRINT ' CLONE YEAR. , 
rY v - ZONETIME : ";CT-S j 

STRING* 38 . " " >" " VESPOZIAN ' ;.0 
['•$ TRB*24 >Nb5< CD": • IFST'.= 1THENPP 
INT ' » ETA : " ; TRB< 17 >CT«+flBS< CD<S- 

TeSSlS'" NEAREST BODY; »;TRB 



1 880PR i NT ■ ., STflRGRTE » 

" PI CfiROTH " ' ' » i ^ ' Tm< 1 7 >PF5£ ■ 

"ELSEPRintt Su^H^OPERfiTI £ 

I STRINGS -39 S J j;*'f SPRINT'' 

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I3ia.T;;==r, FnK> ... 

EN JJja i ^ ; j *=LEm * ■* * ' **< LEN<y*>>TH 

I I970GOTOI760 M ^NPNJj-Ie 
|23000ENVELOPei i „ 

, J ; 1 • 200 : sound? a J S if ' 50 • sou 

53T01STEP-1 : SOUNDl ' ' I ' 20 : FORK*. 
** **> ^ ■ NEXT : RETURN ' JWT< > 



RUNS ON AN ATARI 400/800. CONVERTED BY SIMON GOODWIN 



P REP1 yeSPOZIflM hFFhIR - C&UG 13S3 

26 REN Author P.Nc«rr.s 

38 REf'l Atari conversion by S. Goodwin 

32 READ NWH2<N3*N4-N5#Nb*Q2ft,Q2e:0P£N # 

33 DATA 1,2,3,4,5,6,65,36 

35 GRAPHICS N:POKE S2,N:P0SITI0N 9,N:?/ 
THE UESPOZIflN AFFAIR ":? :? :? "Vou pla 
y part of D'Taan, Scientific" 
40 ? "Officer aboard the Bloodline Stars 
hip Uespozi an. Vour (private) mission 
\% to blast the Bloodline Star^ate out"; 
45 7 ■ of":? "existence. ":? :? "ftll the 
information you need is availabl 
e on boar d the (jespozian. ■ 
50 poke 752#MH? :? 5? *"Good luck, O'Ta 
ani":"' :LQ=192 

55 01(1 P< 13>*C< 1S>>HU*<48>*HG*<48>,W»< 1 

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68 W«= " TPKDROL I FLCC€Xfi01^LNU_u€CLCW£HRE 

niNSRHlPREKILSLE":Q*=L*:Din fift*<LNB> 

61 MS$="PORSTflFORfiFTLf DtWOUTBUNSHUNOREfi 
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07 npTQ n-2,SPfiCE SUIT* 1 1*2* reTALCONTA 
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4*K,2*KEV*12*2*6LUHINb K0CK*99*-2 
B9 DATA FUNUS*LITTLE FUN^G^TES^FWTH* 
BILGEN* GREATER BIL6£N,0OTOR*«S,F«R FU 
%S*WSES FftR*HID VUSES*VUSES NEAR 

GI0 DATA VUSES 

I0fl ? press any tcey -:GET «&«**? 

>":POKE 752*N:P0KE 82*N4:60T0 1680 
1000 IF si*sg*sg>=" ■ THEN SG=SG-Nl:Si* 
=S1*<N1*SG>:G0T0 1080 

1010 RETURN , 

1100 36=LN6:Sl»=Ne*<S62»LN&^41*SG2W_NBH. 

HB>:60SUB 1088: RETURN j . 

":Q*<97*128>="HELC0rCS VOU TO TIC -QX1Z 
=i*160>="SEUENTH ETPIRE" 

1&80 IF PH=N5 AND PL=9 THEN RT=N5:G0T0 1 

'818 IF PNON5 THEN RT=N 
1900 SF=N:IF P<7>=9 OR <P<N6>=9 HMD C<N6 
»>N2> THEN 3F=N1 

2800 IF PU=N3 AND P<N2>=99 THEN P<N2>=N4 
2100 IF PN=N2 AND C(Nf^4flN0 C<N4X>N5 
THEN GOSUB 19000= 60T0 22506 
&0 IF C<N6M*3 ANIi KN6>=9 THEN C<N6>= 
?PF=f'F+2000:Q«97*128>=-NEH FUEL LOADE 

2330 CT=CT+Ni:IF 5TON1 THEN 2409 
2310 JE=JE+Nl:IF JE<25 THEN 2480 
£320 JE=JE-25:PU=PU+Jn:? ">" 
TZXk IF PM=CO THEN ST^iPF^-lSS:? 
PSllflN 0TOITIN6 " *NB* PV*U*^l*PV*LrtM- 
LNB >: GOTO 2396 

=340 ' "UESPOZIAN PASSING " *NB* PU*LNB*N 

1,PU*LNB+LNB) 

£398 60SUB 18988 _ Mn 

2460 IF RT=N5 THEN K9>=99:P< 18)=N6:G0T0 

,> 500 

2410 IF PN=N5 AND RT=N THEN P<9>=N5:P<10 

SSI IF CT>200 THEN CT=Nl:CY=CY+Nl 
26** IF CO=PU THEN ST=N2 _ 
2700 0D*="BEAftIN6 ON": IF ST=H2 THEN 0O*= 
"ORBITING" 

2900 IF PN=9 AND C<N4X>N4 THEN 22108 
2900 IF PV=N2 AND PN=N4 AND P< 12>=99 THE 
N P<12>=N4 „ 

3080 IF P<N2>=13 THEN F*Jg2"S& p J33ft& i( 
q7,128>="P0LVPS UANISH INTO THE ROCKS" 
3100 IF CV>PI+19 THEN P< 18>=13:PI=CV 
80 IF P<N1)=PN AND <PN=88 OR PN-13) AN 
^18X>13 OR P<N6X>13> THEN 3220 

3210 GOTO 3308 _ m 

3220 0^ 97*128>=-SHITCH STARTS ngTOR. OR 
IU_-:Q*<129*168>="ENGOG£S AND SPRAVS DUS 

3300 IF P<18>=13 AND P<N1 >=13 AND P<N6>= 

13 AND C<N6>=N2 THEN 3320 

3310 GOTO 3408 _ 

3320 P< 19 >=88: 0* N6*L0+N1 ,N6*LO+L0 g^Bfi 
L CONTAINER" : C<N6 >=N3: Q*< 97* 128 >=-SHITCH 

STARTS fTOTOR. DRILL" 
3330 0*129* 168 >="ENGHGES AND FILLS CONT 
QINER" 

3400 IF P<17>=55 THEN C<N3>=N3 
7W*0 IF C<N4»N3 AND <PN=N1 Oft PK=Nb OR 
8?? OR PN^0> THB^ I6=IG+Nl:G0T0 3688 

%m IF IF>N THEN P<10>=PN:IF I6=t© THEN 
GOSUB 19008'. GOTO 22880 rmBLMVU ^ 7> ^ 
37y0 IF P<i0>=fN TH^I^NK^ND<N>*7>=N 
3 THEN Q$< 33*64 >="EUER GET THE FEELING-. 

3900 IF WN4KW^»X>JOm jO* 
X>55 AND PC Nt X >1 1 AND P<N4X>66 IMtN r 
(N4>=88:GGT0 3990 



?910 IF P<N5X>PN AND P<N5X>£W <*n w»* 
3920 GOTO 4188 

J?£ ?* 33,64 >='STRfiN6E FEELING.. ■ 
41*0 IF C<N3>=N2 AND Kl7X>55 f»Ti PM7* 
>66 HND P<17><>99 T HO* 4128 * 1?> 
4118 GOTO 4388 

n 3 I§sub ^m^%^' Ki*l4 t>* 

4480 IF PN=N6 OR PN=7 OR PN=10 OR PH=Ni 

INT< RNDC N Xftf3 >=4i2 THEN 



THEN P<10>=e8:rF 
P< 10>=PN 
4680 IF P<17>=55 
ND C(1?)>N2 THEN 
4780 IF C(N>=N3 



EN GOSUB 19080T6OTO 2328© 



AND PNOll AND PN<>10 Q 
&OSLB 19088^0 23180 
AND PNON1 AND PNON2 TH 



4800 

4*00 

Ml >=" 

5000 

Nl >=" 

5100 

Nl >= 
5200 



TO LE:SG=f»N*LE*i 
THEN EXK LENC EX* >♦ 

THEN EX«L£N<EX$H 

THEN EX*<LEN<EX»>* 

EX*LEN<EX*H 

U" THEN EX$<LEN<EX$H 

THEN EX*LEN<EX*H 

0" THEN EX«L£N<EX«H 



5828 
>=■ ■ 

5830 
Sl*=" 

5850 
!»■% 

S000 
6801 



e>:$=--:for I=N1 

fiifi* SG*S6^-P- 

IF E*< ^b,SG>="S" 
S'BciARD. ** 

if e$<sg,sg/="f- 

fof:^d. u 

N1 ^-^ T f»<.SG'SG>=-A" THEN 

5600 NEXT I 
5710 GOTO 6808 

SS&^f ?S«S6*SG>=- • THEN Sfi=<5fi-Mi -oq* 
=OS*<N1*SG):GOTO 5880 =*^*r-N1.0S« 

5810 IF LEN<S1*HL£N<0S*X29 THEN 5858 

»ecrro^» X32 ^ s1 *<l£n<si*>^i 

S 1 LEN< S l * HN 1 >=OS*: S IX » F>4C <; 1 * w*j 
NEXT I:S1*=L«PNW_L+N1*PN*LL+LL> 

T^JE S1*<LEN<S1*))=- - THEN Sl*=SltCN 
UL£N<S1*>-N1>:GOTO 6882 *1*=M*<N 

^»5 s | ">1 AH "*S1S:? Ll»<PN*LL-fNl,PN*U 
6810 IF LEhkEX*»N THEN ? "EXITS: ",EX»: 
^1£8 IF V*,10,l0x>- " THEN ? U*N1,32> 

6300 NEXT I 

Wg*? :IF A*<>- THEN ? >V0 U SAIO 

o808 PL=PN:0*<N1 >=-' ":i5*<l O^- -frt/How 

0*:H*=-":Alt=-MA2*=--:^fc---ft4i^if^ 
- : INPUT H$ -h^»- -H4V- -EX* 

llffl £LB***XN3 THEN 19488 
6910 A2*=H*<N1*N3) 
^'00 IF A2*=-INU- THEN 8988 
7010 IF A2*=-HAI- THEN 9388 
IF A2*=-QUI" THEN 9688 
?222 E H2*="HEL" THEN 9688 
^048 IF H2*="SLE" THEN 18488 

?,f *Tig! S 52?:gg T0 ^«*>=IF H*<I,I>= 
7280 NEXT I: IF J=N THEN 28580 
.210 Al*=*WNl*J-Nl>: fi3 »=ft«J +W l> 





Ihe first shot struck home 



I=N 



8986 0*;G2A,G28>=''I m CARRYING: -:if in 
=N THEN 0*97, 128 >=°N0THIN6-: GOTO H 

8910 8 J=N2:S1*="I ATI CARRYING: * : FOR 

9000 if p< i >=55 then aese 

9010 NEXT I:S6=L£NCQ*):IF S6<L0 THEN Q*< 
S^Nl^" ":QS<LG>=" ":Q*<S&+N2)=Q*<S&+Nl 

3620 GOTO 1866 

9656 OS*=0*I*LO+Hl,I«LO+t.O>:SG=LO 

sew if qs$<s6,s6>=" - then sg=sg-ni:oss 

=U**<Nl,Sbj:GOTO 9660 

9676 IF L£N<S1*HI_EN«:0S*X29 THEN 9166 
9695 Sl*="":GOTO 9678 



9166 

1 >=" 

6 

9366 
9466 
9666 



S1*<L£N<S1*>+N1 >=OS*:Sl*LEN<Sl*>+N 
" : &$i JtLL+Nl , J*LL+LL >=S1$: GOTO 961 

CT=CT+15:IF ST=N1 THEN JE=JE+15 
GOTO 19666 

Q*< Q2H, Q2B>="fiL>#*YS LOOK 



THEN 
'AHA' ' 



E* 



•^^Igg^'EXWniNE THINGS. TRYHORD?* 
:Q*U29,168>="LIKE INSERT. LIFT. HAIT... 

9616 GOTO 1866 

3866 IF K2<>28 OR PN<>14 THEN 19466 
9816 G*.Gr2H,Q2e>=-N0THING'-:F0R I=N TO 1 

9966 NEXT I: GOTO 1386 

18166 IF K2<>23 THEN 18486 

10116 IF PN=7 THEN 0*<d2A,G2B>="I SEE BU 

TON T PWRK£D-:€W<97,12e>=--THIM< CONTROL - 
":80T0 1868 

16126 IF PN=18 AND E* 43,43 >=" - THEN E* 

<43,43>="L":Q*<Q2fi,Q2B>= ,, H0H! , ':GOTO 1614 

o 

16136 GOTO 16268 

16146 S1*=L1*<18*U.+N1,18*U_+LL>:SG=32 
16156 IF S1*LEN<S1*>>=" ■ THEN S6=SG-N1 
:Sl*=SU<Nl,SG>:GOT0 18158 
16168 S1*<LEN^S1*HN1>=" WD HIDDEN bilk 
HEH0":Ll»<ie*U.+Nl,18«U.+LL>=^l*:G0T0 18 

16266 IF PN=9 AND E$< 37,38 >="S ■ 
< 38,38 >=-C" :P< N3 >=9: Q*<Q2ft.Q2e )= 

otu idee 

16216 IF PN=N6 THEN 0*<Q2fl,G2B>=" COURSE 
DATA ON SCREEN": GOTO 1886 
16366 IF PNON2 THEN 18488 
16316 IFCXN>=-W3 THEN Q*<97# 128 >=" INNER 
DuuR UPEN U :Q*< 129,168 >='OUTER DOOR CLOS 
ED": GOTO 19666 

TH EN G*<97, 128 >=■ INNER 
DOOR .CLOSED": Q*<129, 168 >="0UTER DOOR OP 
EN : GOTO 19688 

16488 IF K2=19 THEN 19766 

16418 IF K2<>N1 THEN 16568 

1.8428 IF KN1X>55 AND KN1 X>PN THEN 19 

, l J& 30 J?S£2£ fi * Q2B ^'' IT HOLLOW CYLINOR 
ICAL CUTTER- :Q*< 97, 128 >='»© SENSITIVE P 

RE&*JRE SHITCH":60T0 1888 

16566JF <PN=N1 OR PN=N2> PTO K2=22 THEN 

TO 1866 -AIRLOCK CONTROL-': GO 

»666 IF K2<17 AND K2>11 THEN IF P<K2X> 
55 THEN 26166 

16616 IF K2<17 AND K2>11 THEN ON K2-11 6 
OTO 11166,11288,11366,11466,11506 

10766 IF K2=20 HNO PN=14 THEN 0*97, 128 > 
=-L00KS STRANGELV LUT1PV. . . ":G0TG 19686 

10866 IF K2=24 AND PN=N6 THEN 26768 

18986 QPi 97, 128 ^"NOTHING SPECIAL": GOTO 

L3o0e 

11106 0*<02A,Q2B>=-LhBEL -YUSES-':GOT0 1 

&&& 

11266 G^C^CeB^-LABEL -POL VPS- 1 : GOTO 

1800 

11306 Q^Q2H,Q2B>= U LABEL -FUNUS-':GOT0 1 



» 



87 



ATARI CONTINUED 



■«1< 



686 



-CONFIDENTIAL-' 



114*0 C!f^u2A#G2B>="LflBEL 

U588 Lf<Q2A,Q2B>="LABEL -BLOOOLINE-":GO 



K2<>21 THEN 13488 
PNO10 THEN 19988 
C<17>=N2 THEN Q$<Q2A,Q2B>="L0CK 



TO 1880 

i 17^ IF 
11710 IF 
11720 IF 

B&TeKJU THEN |MMi>« 

ADY OPEN'": GOTO 1800 

11740 IF Pl7>=10 THEN 2208ft 

8e1 C<17>=*4:IF E*43,43>=" " THEN E* 
43,43>="R":G0T0 19688 
U810 E*< 44,44 ^"R": GOTO 19600 
IF K2<>21 THEN 19408 
IF PN018 THEN 19906 
IF Ca7»N2 THEN 20388 
IF P<1?X>55 THEN 20888 
C< 17)=N3:60T0 19688 
IF K2<>21 THEN 19488 
IF PN<>10 THEN 19988 
IF tXi?X>30 OR P<17X>55 THEN 288 



12900 
12010 
12020 
12038 
12040 
12208 
12210 

l; 



12238 
12480 
12419 
12420 
12430 
12600 
12610 
12628 



C<17>=N2:G0T0 19688 
IF K2<>21 THEN 19488 
IF PNO10 THEN 19988 
IF C(17X>N4 THEN 28888 
C<17>*3:E*< 44,44 >=■ ":GOTO 1 
IF K2<>m AND K2<>N5 THEN 19408 
IF P<K2X>55 THEN 28188 
IF f.<N4)=K2 TftN QS<(^,Q2B >="HHhT 
THIS I'H HEARING THEN?«:6OT0 1888 
19KVI IF C<N4»N2 THEN Sl*="HEfiftIN6 ":Sl 

0-7 >: 0*< Q2A,Q2B >=S1*: GOTO 1800 
12640 U N4 -K2:0»<K2«LCW.O-N6,K2*Ll>H.0>= 
":GOT0 19688 
<K20N4 ANO K2<>N5> OR C<N4>=N2 
20200 M 
C< N4 >=N2: Q$< K2tt_O+L0-6,K2*L0+L0 >= 
":GOTO 19606 
IF K2=19 THEN 19780 
IF K2<12 OR K2>16 THEN 1940*3 
IF P«.K2X>55 THEN 28188 
IF PNON6 THEN 0*65,96 ^"NU COHPU 
TAKE IT": GOTO 1888 



« <HORN>" 

12800 IF 
THEN 

12810 



1 3088 
13810 
.3020 
13630. 
T Efi TO 



13108 IF 

EN GOSUB 



PU8>=N6 AND K2>11 AND K2<17 TH 
13880: GOTO 23888 
1-.280 7 »>»:S1*=0*<K2*LO+W1,K2*LO+LCO:SG 
=L0: GOSUB' 1088 M 
13228 ? Si*i" SPINS IN ITS DRIUE. . . " = FOR 
I=N TO 100:NEXT U? ">" _ ( „ 

13238 ON K2-11 GOTO 13388,13588,13788,13 

^00 4 ?^-VUSK SYSTEIT-"^ 7 ;STARSVSTEn 
ADJACENT":? "TO FUNUS. HAS 3 PLANETS 

j^B 5 *^ FK-.S8M.606U 

t»» * SI.," c5 iN|«Mg&3 1WMB " ,? 

13488 SG2=8: GOSUB 1188:? SI*;" - RETIOTE 

DEAD PLANET" :60T0 14388 
13586 ? "-POLYPS-":? "FREQUENT GAUKVIN 

niLLIONS" : 7 "AROUND OCRGV-RICH PLANETS 

13510 ? ,, RE^Eg^.J E !^t I 

^"^T^S IN STBJgM ENERGY" 
: 7 "ftpTER 20 YEARS. . . :GOT0 14388 
1-*7«H 7 " -FUNUS SYSTETT-": ? "STAR HITHr 
PLANETS. "T? "IN ORDER FROH FUHUS:-" = S62= 

62=N3: GOSUB 1108 ^ 

13720 ? Si**" - CGREENHOUSE-EFFE 



iNHHBITED>" v 

13808 SG2=N5:G0SUB 1108:? SI ** sti?=**i" otq 
UB 1100:? S1*J= - < ICY W«TF>^^=f?m 
SUB 11O0:? Sl*i- - TlW OF ROCK)? 
13818 GOTO 14386 HOa ° 
j-^00 7 "-CAPTAIN'S LOG-": 7 "BFf»Tf*; TY1 

^^IT.^^ 1 ^"^ 51 ***^ 1 *^ 
13910 7 "HISSION ACCOnPLISHFTl - rnrnnu.o 
: ( : 7 _-EXPERinEKTS OONFim P0L*>«:9 "THEOR 
V. KITY BLOODLINE WILL" 

13928 7 "BENEFIT! ": 7 "GU* TO GFT sHiiT n 

* ? " ,creh! suspectgrakt a i s "• 7 * r 
loodline spy. ftachen^ °™m« as - 7 b 

tiaithen liziwd giues pf--? 
^i^^tr^on 7 ^^, 

S"J? -FROH 6HEB««U^«JiCTS^ SI * PLIE 
? "ON WHICH INTERSTELLAR TRflUEL— ? 
•DEPENDS."^ -STflRBfiTE IMR»IUSSV^En* 

L REBELS.^ SUm ° N CRUISERS T «" :7 -«JH- 
143we : ? "PRESS flNV KEY TO CONTINUF 

14508 IF K2<>22 THEN 19688 

Hb88 IF PN=7 THEN IF P<10)=7 THEN 22888 

1^1? IF PN-7 1>CN Gf«(Q2A,Q2e>="matN, 

14708 IF PN<>12 THEN 18588 
IF PF<N1 TfCN 22288 
GOSUB 18888 

? "HEA0IN6, CRVOGEN, LftSER OR END" 
HEN" 15100 #N1 ' S6:Z * =C HR*<SG>:IF 2*="H" T 

14918 IF 2*="C" THEN 
IF Z*="L" T>CN 
IF Z*="E" THEN 
GOTO 14988 

J f^§ :G ^ UB 18888= 7 'CURRENTLY ";f¥1 
15110 INPUT (¥»:IF LEN(fiH»>=H THEN 15110 

l ^ 0 SJlE2 I:IF ^=99 THEN 7 : 7 attj- nrr 
ON,DATABASE":FOR I=N TO 1»NEXT fseoffi 

15300 IF J=CD THEN 14708 

15318 JTC=-Nl:IF J>PU THEN JTNN1 

' : GOSUB 18988: IF PF<N1 TVCN 22288 ,CflR0 ™ 
15428 GOTO 14708 

15600 GOSUB 18888:? : 7 "CRVOeENir Prtmn 
L": 7 "ENERGV TO FREEZE CREH^ie PrTcy 5 ? 

'HON HANY CLOhC-YEWS F&EZE™ ' 
15610 TRAP 15618: INPUT S6: TTOP 48888 

15628 IF SG*10>PF THEN ? "FUEL DFFiriFhr 
V -: l? INTERLOCK OCtRR I DE " : GOTO 1 3208^^ 
j5,'0W PF=PF-18*Si3:CY=CY+SG: 7 "ST»*1 RV-- 

15880 GOSUB 18888: 7 "LASER CONTROL": 7 
15908 7 "TARGET ==>•; 

INPUT AA$:IF LENC AAf >=N THEN 
IF mm* - " ST ARGrtTE ■ THEN 16108 
i^-^ft^LNB THEN Aft$< LEN( AA$ H 

J=93:F0R I=N TO llrfF NBM ItLMB^Ni 
iHtN I = n 



14718 
14720 
14800 
14988 



14928 
14938 
14948 

15100 



15688 
15888 
19688 



15981 

15982 

15985 
Nl >=" 

15910 . 

,I»LNB-fLNE:>=HA* 

15920 NEXT I 
16008 IF J=99 THEN ? 
b£":GOSUB 18988: GOTO 
16108 ? " TARGETED ON 



15901 



"iAO*:F0R I=« TO 28 



e:wTT I:IF Pf-<iww 1 — i l 

t ":ijjGTu 

16110 IF J=PU OR <ftf**="STARGATE" AND PV= 
N2 - THEN 16388 
18128 ? AA$i" OUT OF RANGE" 
16296 ? "CCmJTER OUERfiIDE-:GOT0 19208 
:t300 GOSUB 19888:F0R I=* TO 10: NEXT 1:1 
F «WO"STARGATE" THEN 22388 

16320 GOTO 22406 
16500 IF PN=N1 THEN 17706 
L6£00 IF PN=N2 THEN 17700 
16618 IF PNON3 THEN 19906 
16700 GOSUB 18380:? "THINK 'DESTINATION' 
OF: 1 END ' " 

16705 INPUT AH*: IF LEhKAft*>=* THEN 16705 
16710 IF Aft*O"UESP0ZIAN" THEN 16800 
16760 IF P<N>=N2 THEN ? "SHUTTLE AT UESP 

0ZIAN":GOTO 1910O 

16770 ? "IN FLIGHT UESPOZIAN":60SUB 1890 
e:> -D0CKING-:6OSUe 18908:P<N>=N2:D*:N3* 
LD^Nl,N3*L0+iD>=^* - :S0T0 1888 
16880 IF AA$<N1.N1>="E" THEN 19680 
16300 IF LEWHfiSXLNB THEN Aft*< LEN< 
Nl >=" ":GOTO 16988 

16310 U=99:F0R I=N TO 11: IF AA*=NB* I*LN 
6+H 1*1 *LNB+LNB ) THEN -> 7 

17800 NEXT I: IF J=99 THEN ? Aft*;" NOT OH 
DATABASE ' : GOSUB 18988:&GT0 1888 
17100 IF JOPU THEN ? Aft*;" OUT OF RANGE 
* I GOSUB 18906* 60T0 188© 
17288 IF ST=N1 THEN ? "UESPOZIAN NOT IN 
";H«i u ORBIT": GOTO 19106 
173*8 IF <X>8 THEN ? "CONDITIONS ON " ;AA 
s: -NOT SUITABLE FOR SHUTTLE : ? "LANDIN 
S-:GOTO 19108 

17400 IF CCNX>-m THEN ? "SHUTTLE BfiV D 
MRS CLOSED" :GOSUB 18988:G0T0 19180 
17508 ? "HEAOING - ";Aft*:GOSUB 18910:? " 
LANDED ON u iHft$:P<N>=8:D*<N3*LD+Nl-N3*LD 
+LD>=' I S*":GGSUB 13918:G0T0 1888 
17708 IF PNON1 THEN 17888 
17705 IF C«.N>=-+<2 THEN C< N>=-N3:L1*< LL+N 
1,U_+LL>="BLUE BUTTON BY OPEN BULKHEAD 

:t*vl_E+NULE+LE>="PFL":GOTO 19688 
17710 IF C<N^-N3 THEN C<N.>=-N2:L1*<LL+N 
WL*-+LL.'="BLUE BUTTON BV CLOSED BULKHEAD 
B :E*<LE+N1#LE+LE>="PF":G0T0 19686 

17380 IF PN=N2 AND CCN>=-N3 THEN C<N>=-N 
4: EM N2+LE+N1 ,N2*LE+LE >="0T" : D*< N2*LD+N1 
•H3iLD ^="4*3*": GOTO 17858 
17810 GOTO 17988 

I7o50 G»i< 97, 128 >=" INNER DOOR CLOSES":Q*< 
129,168>="0UTER DOOR OPENS": GOTO 19608 
. 380 IF PN=N2 AND C<N>=-N4 THEN C<N>=-N 
3: E*< N2*L£*Ni ,N3*LE := "TP" : DSk N2*LD+N1 ,N3 

SLD/="3*1*":G0TQ 17958 
17910 6OT0 19988 

17950 Q*<97,128>="0UTER DOOR CLOSES":Q« 
129, 168)=" INNER DOOR OPENS": GOTO 19688 
t 8200 Q*<Q2A,Q2B>="T00 RISKY! ":GOT0 1888 
9*<Q2A,Q2B>="rn NOT TIRED!":GOT0 



18480 

1808 

18608 
$>:IF 



EN<X$; 
16610 NEXT 
18806 

ETURN 

18910 

19008 

SOUND 



J=N:F0R I=N1 TO LENCX*> STEP LEN< V 
V*=X*<I*I+LEN<Vt>-Nl> THEN J=IH=L 



I : RETURN 
">";AT*:? : RETURN 
: "? "press any key 1 



:GET tNl,S63:R 



FOR SG=1 TO 108: NEXT SG= RETURN 
FOR I=N TO 258 STEP N5:P0KE 718,1: 
N,I,S,15:NEXT I: SOUND N,N,N,N:POKE 
718,148:? ">": RETURN 

19108 ? "* OPERATION ABORTED *":60SUB 18 

900: GOTO 1806 

1.9200 r ■* operatic aborted *":gosub is 

908: GOTO 14700 

19400 Q*C[2A,G2B>=' , iriPOSSIBLE!":G0T0 188 

19500 S1*="I CAN'T GO ":S1*<LEN<S1$>+N1 > 
=A3*:0*«;C(2A»Q2B>=S1*:G0T0 1680 
19600 Q*G2A,G2B>="0K":6OTO 1888 

19708 Q$<. W2A,G!2B )■ "REFERENCE DISK BV ITS 
NUTBER":GOTO 1888 



I'n ALREADY CARRVIN6 



19388 0*< 02ft, 026 
IT!":GOTO 1888 

GOTfl^ 26 ' 026 ^" 1 D^'T SEE IT HERE": 
£8*88 Q*C02fl,Q2B>«-l CAN'T - YET..":GOTO 

^GGTG fRf****' 1 '" "° T ****** IT1- 
^l^^'^^VGU PIUST BE JOKING.' ": 

S ^*^>='<* - NOTHING HAPPENS" 

c'0720 IF ST=N1 THFN 7 - 
STARGATE" 



^CORE hB'-Iv'^™ INTO THE FU 
.HEAT... ".-goto 2338e.^ TECTI0N " SARINS 

S|W GOTO 22?ee 

22810 GOTO 23300 * SHOOTS V0U»" 

; BLOODLINE BTPI^^ 075 !? "-CIT HGfilMS 



SHUT 



"A 

T 



"9 



Presentation on the 



Taming the beast by Nat and Franklin 



Giving your Dragon games a profes- 
sional look are two of Salamander 
Software's top programmers. 

Writing under the obscure title of 
Nat and Franklin are Peter Neale 
and one of Salamander's other prog- 
rammers who wishes to remain 
anonymous. 

Peter Neale is Texas-born and has 
been involved in computing since 
high school in the States, where he 
learnt most of skills by playing Star 
Trek on a remote teletype link to the 
University of Texas computer. 

He arrived in England in 1974 to 
attend the University of Sussex and 
then spent four years as an IBM 
mainframe programmer, two years 
as an accounts programmer and two 
as a system programmer. 

Finally he quit to set up Salaman- 
der Software with wife and friends in 
November 1982. He has a hand in 
designing most of the company's ti- 
tles and was responsible for Dragon 
Trek and Wizard War. 

Franklin claims to have been 
raised on Betelgeuse V but his Earth- 
ly programs include: Grand Prix, 
Starjammer, Gridrunner and Frank- 
lins Tomb. He is currently working 
on the sequels to Franklin's Tomb 
and the first will be called Lost in 
Space. 

Taming the Beast 

Having spent many hours in the high 
street Jungle, you finally managed to 
cage yourself a Dragon. But now that 
it's locked up in the back room, what 
do you do with it? 

Feed it human sacrifices on the 
full moon? Not if you want to keep 
your friends. 

Subject it to the whims of other 
Dragon Masters? This can provide 
hours of harmless amusement. 

But what you really want to do is to 
become a Dragon Master yourself, 
learning to tame and control the 
majestic beast. There is only one 
way to do this. Start writing prog- 
rams. 

There is one thing that can turn a 
good game into a great game, pre- 
sentation. A player's first impression 
of a game is based almost solely 
upon what he sees, and this will 
greatly influence the player's final 



Draqor 



judgement. 

A cluttered screen, badly pre- 
sented with difficult to read- 
information, or boring graphics, can 
turn a player off, and he may grow to 
dislike what would otherwise be an 
excellent game. 

The hardest and possibly most 
misunderstood aspect of presenta- 
tion is printing. If you bought a book 
you wouldn't expect to find words 
split haphazardly, crooked margins 
and spelling mistakes. 

Neatness does, after all, count. 
When you are planning your prog- 
ram, lay all the text out on a print 
grid like the one in the Dragon 
manual. Centre the text in the mid- 
dle of each line or insert extra 
spaces to make the margins even. It 
takes more time, but the results are 
worth it. 



30 
40 
50 



To further improve the appearance 
of your text, try printing everything 20 
in a greenbox on a coloured back- 
ground. This technique is particular- 
ly effective. When printing columns 
of numbers, use the PRINTf" andtbe 60 
PRINT USING so the text is printec 70 
exactly where you want it. Using the 
semi-colon (";") in your PRINT state- 
ments allows you to print on any line 
without destroying the rest of the 
line. Use all these techniques 
together and you will find that you; 
program will begin to take on a pro- 
fessional appearance. 

It can be very useful to POKE char- 
acters directly onto the screen in- 
stead of printing (the text screen is 
located between addresses 1024 and 
1535). Sample program 1 shows you 
how you can get the complete ASC 
characters set inverse video. The in- 
verted alphabet is available normal- 
ly by pressing Shift and @. Othe: 
characters (e.g. & and %) can only be 
inverted by POKEing the corred 
values directly onto the screen. A 
particularly useful location is 1535, 
the last screen position. If you printo 
character at this location, the screen 
will automatically scroll up, but i 
you POKE the character in, you can 
avoid this. 

The low resolution graphics on the 



10 



10 CLS3 

20 FOR 1=12 TO 51 
30 FOR 1=2 TO 17 
40 FOR 1=13 TO 50 
50 FOR 1=3 TO 16 
60 G0SUB260 
70 PRINT978, "MENU"; 
80 PRINTS135, "PRESS 1 FOR POKE " I 
90 PRINTS167, "PRESS 2 FOR 
100 PRINTQI99, "PRESS 3 
110 A»=INKEY* 

120 IF A$="3" THEN CLS: END 
130 IF A»="2" THEN B«="PRINT" 
140 IF A«--I" THEN B*="POKE" 
150 G0T0110 
160 G0SUB260 

170 PRINT@105,B«i" EXAMPLES": 
180 FOR 1=0 TO 255 



RESET < 1,2) 
RESETU2.I) 

SET(I,3,5> 
SETU3, 1,5) 



PRINT"; 
FOR QUIT"; 



RESET ( I , 17) 
RESET(51, I) 
SET(I,16,5> 
SET<50, 1,5) 



NEXT 
NEXT 
NEXT 
NEXT 



GOTO 160 
GOTO 160 



220 M-XNKEV* 
230 IFB$="" THEN 
240 NEXT I 
250 GOTO 10 
260 FOR 1-71 TO 261 
270 RETURN 



STEP 32 : PRINTSI , STRING* (18, " ">j | NEXT I 



90 Computer ind Video Games Veirboot I Com pi 



e 



CLSO 

READ A, B 
IF ft=99 THEN 70 
FOR 1 = 1 TO 10 : NEXT I 
S0T020 
A$=INKEY4 
IF A$="" THEN 70 

as 

1 END 




Jon tend to be vastly under-rated 
generally pooh-poohed by peo- 
Don't make the same mistake. 
' advantage of the low-res 
?hics is that you can get all nine 
>urs and text on the same screen. 
Using the low-res graphics, you 
~ put borders around text (as in 
aple program 1), put simple 
nation in instructions (always a 
gner), or the y can be used to great 

i imj Vldto Games Yearbook 



effect in title pages. Sample prog- 
ram 2 is an example of the latter, 
where the X and Y co-ordinates, 
which are to be set on, are stored in 
DATA statements. As each position 
is set on, the impression of writing is 
given. 

There's one thing to be careful of 
when using the low-res graphics, 
each character position is divided 

|30 PCLS3 
| 40 SC*EeNI,0 

R F0R *•*<> TO 10O STEP < 

90 DRAMA* rR, '* M,t %40C2"*SP* 
90 DRAWBl 

'50 C0L0R4.3 

180 ' 
»90 C0L0R3.3 

230 6Q TQZ3Q 

into four pixels. Within one charac- 
ter position, you can have only one 
colour and black, so be sure to plan 
well in advance. 

High resolution graphics are a 
different kettle of fish indeed. The 
number of different ways of display- 
ing anything on the hi-res screens 



could fill a book. The best way to 
fully appreciate the hi-res graphics 
is to sit down and try different things 
out. The DRAW command is espe- 
cially powerful. By setting up a few 
DRAW strings at the beginning of 
your program you can very easily 
create animation effects. The only 
thing to be wary of is DRAWing off 
the edge of the screen, as this will 
distort your picture. Sample program 
3 illustrates both the DRAW com- 
mand, and the effects you can get 
using FOR/NEXT loops. The expand- 
ing CIRCLE used for the explosion 
could be easily changed to look like 
an approaching tunnel or planet. 

Treat your Dragon with respect 
and it will be a true and loyal friend. 

70-1CO _ pi 7°* 8lJ t*ouline 
J10.JSO _ wS f" ,nu cho 'Ce» 

E%2T 5."— -* - 



20-60 - plfJ^* 6 * 

I «H»dinalJ e' c X 
Value Of 99 fnr Y » 

data. ' X mean » «"d of 

,2 °->« - Sal fi^'P aCro * s ■«-„ 





10 REn***YRHT2£E BY MARK KERSHAW FQP THE DRAGON 3? ' r >83 
20 &IM NflMEBC 20 > p SC* 30' I 3 > ■ TTflL' 26 >< R' 20 > 28 ). S' 20 ■ 20 > 

S^CLSQ PPINTrJ22S,"l(l INSTRUCTIONS APE RECOUPED" , PRINTG261 , "PRESS Y < ELSE R.NY K 

40 <W«INKEY».IF A»-"" THEN 40 

43 IF A«-"Y" THEN GOSUB 2230 

SB CLSO- INPUT "HOM MANY TO PLAY", NO 

60 IF 140-0 OR NO>£C THEN 30 

70 FOR X-l TO NO 

S0 CLS8 INPUT "GIVE YOUR NAMES" ; NAMEX X > 

33 IF LENO!fiME«<X>)>?THEN CLSO ■ PRINT" TOO MANY LETTERS. AGAIN PLEASE 1 * FORZ-1 TO 
1000 HEXTZ GQTO30 
90 NEXT X 

100 FOR GI-1 TO 13 

101 FOR C-l TO NO 

110 CLS4 FOR X«I TO 1 08 PPINT3230 .NRHE»' C >> "'S G0"> •NEXT* 

120 FOP X=l TO 30B NEXT X 

123 PC 1 .'-1 *><2>M ipf 3>=1 P'4 >«1 P'S^-I 

130 FOR AT«1 TO 3 

130 FOP K-J TO 5 

160 IF P'X>-1 THEN D<X>-RNO<€f ELSE ISO 

17C ON IX X) GOSUB 2300. 2320. 2340. 23G0. 2^0-2400 

130 NEXT X 

190 PFM4DPAU BOARD 

192 PflODE 4.1 SCRFCN1 , I PCLS 

1^3 C'RAW"S4C3PM10. I 0U2D4U2L2R4BM0 . 0P2L2D20P2Bri2n . 0LPP2D2BP?" 
194 GET' 2ft. go > R,C'GETC0,l60>-f2e,13O>,S^G 

193 PCLS0 COLOR 3.0 

200 PUT< J, J J >-( J+20 • JJ+29 >j S.P'SET IF P<1">=1 THEN &RftU"'*3JBM 4 R4"*D1CEW 1 ELSE r. 
RAU"BM 10.6 S4*+MC£*<1 ) 

210 IF P-:2>«1 THEN DRAW" 380*1 3.' . E4-*DICEV 2 > ELSE nffftWFSI &*+ttt&!*'.2i 
220 IF P'.? -! THEN DfiflW«$88M 1«C . P4"+DTCE«f 3 > ELSE pPflWDM 11* * S4"*t'TCTS' 1 

230 IF P'4^=l THEN r>PAII"S^H34 . S4"*DICE*' 4 • ELSC PPAM"RM1«V* £4"+f»irE«'" 4 '» 

231 P*PEEK< 6">2:3A ) 

202 IF P'234 OR P-12G THEN SOUND I ^ 2 GOT0300 

240 IF P-:3"l THE" DRAN"S!3Br1204.?4"*riICE»'3' ELSE DPAN'T*' 2l?,« -.rt'-.^KT*' " • 

241 LIMP 0 32 •-' 234 ,32 >. PSET 

650 DPAH*'S4BM0,1^3 PIO0&3GBM4- 1 70POD3LSC3U l€OSF^l 4 . 17'*M^L*0SPr!f.ftC^PSrU^ • 17^4 
BM-'4 t r«ft8Lel>8ReiyX8fiM44i I79D1':U3RBU3D16F5M34. 17fc^ISUBU3t>8Ut*BM64, 178W XtmttSF 
SFri7C lrOPSLGDSPSLSDSPS" 

260 DPBW 0M234. 1CAL 1 04D5SBMI 7* 1 70PSL5rflPf3DPLAeH 30 !7©l>ft| 4M*FMJ 94 "•*t-KP.K\*R. 

1 70RBL8D16ReBM203. 1 70P1 SUSEeGSFfl* 

- - . . . 



"HEY bud! Want to roll some 
dice with us? All you need is 
some dough and a lot of luck. I 
know me and my friends might 
look a bit rough — but we've all 
got hearts of gold — really! 
We'll even give you a few hints 
and tips on how to play before 
you join in. The professor here 
has written down a few notes 
that give you background to 
the game. You might even 
make a few quick bucks while 
you're at it. We won't mind you 
taking our money. We're a fair 
minded bunch. All you have to 
do is let us win it back again. 
OK? Now just cast your eye 
over the professor's notes ..." 
Everything depends on the roll 
of a dice in this adaptation of 
the well known game Yahtzee. 
It is a dice game in which only 
certain combinations of dice 
score points. Once a combina- 
tion has been used it cannot be 
scored again. The object is to 
score all 13 combinations and 
make as many points as possi- 
ble. Five dice are thrown in- 1 




IMfl NEXT v. soUNO 20, ? 



£71 J- J*? JJ»JJ»4 

272 IF JJ<3« THEM Jj^n? 

if jj>160 then jj-iss 
274 if j>*234 then j-234 
280 put', j, jj >-< j»20 - jj+20 > . r. p^.et 

231 P-PEEKC £5200 > 

290 IF P»254 OP P-126 THEN SOUND 130,2 GOTO","* ELSEStt 
300 PEM*CHFCK JOYSTICK POSITION? 

MO IF J'»13 AND J>-0 AND JJ<«100 (IND W>*7C THEN W | M8 PCLS 
320 IF K"72 ONI' J>«45 AMD JJ>-7« AND JJ'MOO THEN PCL 1 " 
?30 IF J--*1I7 AND J -=99 AND JJ*»IO0 AN© JJ>«7"fi THEM P'l ^,rr E 
340 IF J'*17t At© J>=144 AND JJ>"76 AND U-"*inO Tnr-J r<" 4 r 1 ! " 
350 IF J<»2t6 AND J'-»l?p AND JJ>=7C AND J J ' - 1 00 THEN P' 5 prf 
360 IF J--10P AND .'J:-I52 THEN ?*0 

370 IF j;*M4 -AND J.'M52 THEN 390 

371 GOTO 200 
330 NEXT OT 
390 REM*SCOPES 
4rt0 FOR X-l TO 
500 CLS 

510 PPINT90. "PLAYEP- NAME "iNRWEOtO 
520 PPINTB22. "SCOPE " TTAL^O 

530 FOP X-32 TO €0 FRTNTfX . CHPV 1 4 -*96 ■ M EXT 

540 PRINT*** "ONES ' ADD ALl THE ONEC V IF SC'C 1 -1 THEN MtTNIM 

555 PPIMT(?9S 'TWOS 'ADD ALL THE TUOS t" IF S0CC,2>1 THEN PPJltW . 

556 PP I NTS 130/ "THREES ADD ALL THE THREES?" IF SCCC3V1 THEN PPTNTet-r . 
SI HIKES' Cfl0Ck THE FOUP?>" IF SCCC/4>-l THEN PPlMTPl^ ■ 
« S'" nVES < flDP THE "VE8 IF SCC C* 5 VI THE! I PPINtSiH "u« 

559 PPINT9226. "SIXES (ADD ACL THE SIXES >■ IF SCCCSVl THEN PRINT*^, »,." 

560 PRINT525S, "THREE OF A Y J ND< ALL THE DICEV IF Sr<T\7"»»i THEN PRIHTff?*W » u « 

561 PRINT32-0 "FOUP OF A K IND' A1_L THE DICEV IF SC< C C^-l THEN pSiNtJIot 
** ^; N i:S 2 -" FULL M0USE "^OPE 25- IF BKc'sjil THEN PPINT^O 
963 PPINT9354. "LOW STRAIGHT ( SCOPE 30>" IP SC r 10 ^ THEN PRINTS"^ ".,» 

564 PRINT«86,»HIGM STRAIGHT ( SCOPE 40 >- IF SCCC,U& THEN PPINTC384 "u " 

565 PRINT041B. -YAHT2EE (SCORE 50 >" i IF SC< C, 12 >"1 THEN PRI^T^ ' 

«S SS^iifSSSv^i^ THE ***** 

571 JJ-INTt JJV4MF JJ-I5 THEN JJM4 ELSE IF JJ<2 THEN i J-2 

572 PRINT(»JJ*32 *l,"C" 

573 PRlNT8JJ?32+30. "3" 

574 P-PEEKf 65200) 

600 IF J J-2 THEN CH-1 

610 IF JJ-3 THEN CH-2 

620 IF JJ-4 THEN CH-3 

630 IF JJ-5 THEN CH-4 

640 IF JJ-6 THEN CH-5 

650 IF JJ«7 THEN CH-6 

660 IF JJ-S THEN CH-7 

670 IF JJ*9 THEN CH-S 

630 IF JJ-10 THEN CH-9 

690 IF JJ-11 THEN CH-10 



■ PRIN 




«>aUy and any, all or none of 
be dice may be thrown or 
«ved on subsequent throws. 
Up to three throws are allowed 
Jo achieve any desired com- 
bination. One problem in com- 
puterising Yahtzee is the num. 
■w of inputs needed for sav- 
ing, throwing and deciding 
which combination to choose. It 



would be easier in most cases to 
just throw the dice and forget 
the computer! The author has 
got round the problem beauti- 
fully by utilising the right joys- 
tick as cursor control. This 
clever trick has enabled hi-res 
displays of the dice and very 
easy inputs. All instructions are 
included. 



Variables. 

D(l)-D(5): array to store dice. 
P(l)-P(5): array to save disc. 
SC (C» CH): array to determine 
whether a player. C. has used a 
certain option, CH. 
Name S (C): array to store 
names of players. 

TTAI (C): array to store scores 
of each player. 




700 

71 
720 
730 
7«0 



1250, 1320,1390 



M60.1S70,1670.1*50-1??OZ13« 2100 



IF JJ-12 THEN CH-11 
IF JJ-13 THEN CM- 12 
HI jj-M THEN CH-13 
IF SC<C-CH1-1 THEMWJ 
ON CH COSUB 1010-1090-1170 
750 FOR X-l TO 500 1 NEXT X 
760 NEXT C.GX 

7?| ^INT<!230,-r..«lt*-iCHR«'t28J 

780 PLAY "01 
790 FOR F-l TO 3 
800 Pl_RY"Pl~" 
2L20' r T2l-20Or tw • ■ --- 

T2L20PtT2L20FT2L20flT2U20F 

010 NEXTF 

820 fl-NO J 1 TO M 1 

S^NEX?.^ F-l THEN (MM ■GOTO M 
870 C4_S'Y-98 

ffff mnf" - "~ """"'^ ' T '" y 



*00 y-y*oT 
I 910 NEXT x 

"a RUN »»o-y. , 

sis s."r su ^n NES 
•'55 

If© C0*3 

'lee for v.. _„ 

/is 



TTftL'I*! '=P HftHE 



CO' 





1260 
1270 
\230 
1290 
1291 
1300 
1310 
1320 
1330 
1340 
1350 
1360 
1 30« 



® ?«H TTft-TTH-- 

NEXT X 

TTflL* C >"TTflL( C J+TTBL 
TTftL-0 
RETURN 

ffe| l >S THEN TTflL"TTftL*3 
NEXT * 

$&2Stt«.<c>.tt«. 

TTPlL-0 

RETURN 
CO-6 

J* j&g THEN TTRL"TTRL+6 
^^.TT^C'-TTBL 
SC(C6>-1 

TTRL-0 _ _ 

TTPL=0 
SC<C-7>«1 

OP 0,., THEN r**»«^ 




1370 

1330 
1390 
1-100 
1410 
1420 
1425 
1430 
1440 
1450 
1460 
1470 
1460 
1490 
150Q 
1S10 
1520 
1530 
1540 
1550 
1560 
1579 
1530 
159C 
l€00 

I teie 

1 if 



ft 



3 >-D<4>-KX5^L 



<4 



>*D<3> EL5E TT«L-0 



-■a 



J638 TTAL' C >"TTftLC C >+TTRL 

1£40 SCCC.P:>»1 
jlC39 TTRL-8 
flfi*8 RETURN 
ilCO C0U"T=O 

!?-?0 FOR X»l TO 5 

1698 IF DC>-'>>0DER THEN ODER-DOX) 
1700 NEXT X 
.1719 FOP X-l TO 3 
1720 IF B<X>-ODEP THEN D<X>-0 
1730 NEXT X 

||74Q COUNT-COUNT*! IF COUNT-2 THEN |7W ELSE ODER-8 G0T0I698 
1^60 TTPIL- C >-TTR \ D< 2 > " D> ' ^ > AND KO-D<5> THEN TTRL-23 ELSE TTAL-8 

* SC C 9 >■! 



irm petufn 

I960 CUM >0-l 

1919 i>0< 1 > E-DOl 

1320 FOR x-1 TO 5 

IK39 IF [X>: ><G THEN G-0( X > 

1940 IF D<X»E THEN E-D<X> 



TTAL-0 
n RETURN 
«0 CUM '0-1 
11919 " 

i«o 

11930 ir i!' i nui w—wt 
1940 IF D<X»E THEN E-P-* 
ISM NEXTX 
UKO FOR XM TO 3 
1970 IF D'X)-C*CU THEN 1390 
19S0 MEXT GOT01900 
JlSSO CU-CUMIF CU-4 THEN 1940 ELSE I860 
L9Q8 FOR X-l TO 3 
■910 IF f^X'-E-p THEN !?3« 
IRQ NEXT X'TTRL-0 CO TO 1953 
l:??0 C— r*I IF D=4 THEN 1940 ELSE 1900 
11940 TTRL-30 
XlfW SC<C18>M 
119*9 TTflL' C 1 -TTflL" C >*TTAL 
BTO TTflL-8'CU-0 D-0 E-8C8 
Il9=e RETURN 

FOR XM TO 3 
iSKl C-r ' 1 > 

iMie IF (XX KG THEN G-O'X) 
1-929 NEXT X 
I ) fop XM to 3 

■3P40 IF C'X>-G*CU THEN GOTO 2860 
■SB NEXT X TTRL-8 ■ GOT 02088 

CU-CUM IF CU-3 THEN 2078 ELSE 2838 
■2979 TTflL-40 

Iks? -Tfli_ •: c "T-r l 

Wat sec. n >-i 

!130 TTRt»0 

J>::n cu-n 00 

12129 PETiJcu 

RUB IF D<1>»0<2> RNO CK2J-D03 AND IX 3 >-£X 4 ) AND D<4>-0<3> THEN TTAL-30 
1 ELSE TT AL-8 „ 
B140 TTALtC J^TT" 

Rise sc<c.i2j»i 




2168 TTrt« « 

SCREEN n . P * £S 3 ANy ,, Fv _» ■ 




*IBC«*C%r 

2£g RETURN ' F H *-""THEN 22q. 

E9^MiM Z — ~* 




PITFALL— FUN DM THE JUNGLE! 

Pitfall was one of the smash hits of 1983 and voted 
Game of the Year at the Consumer Electronics Show — 
which is America's Chelsea Flower Show of video 
games, where all the major manufacturers show off 
their prize exhibits. 

Pitfall Harry's Jungle Adventure takes you on a peri- 
lous search for the lost treasure of Enarc. 

On your search you will encounter many dangers in 
the shape of crocodiles, snakes, scorpions, logs, and 
disappearing lakes. 

You have just three lives and twenty minutes to locate 
all the Treasures of Enarc. 

Control of Harry is simple. All you do is push the 
joystick in the direction you want him to move — right, 
left, or up and down the ladders that connect the two 
floors. Pressing the fire button makes Harry jump — 
which is the way he avoids obstacles. 

The nasties have different strengths and some of 
them are easier to avoid than others. Generally — 
timing is the key to overcoming all of these obstacles, 
time your run and leap to the split second to get over 
them. 

The other general tip is to keep a record of the screens 
that you visit, try to memorise them and note down all 
the obstacles that appear on each screen. 

The first screen is easy, simply skip Harry across a 
stationary log and one hole and your are on your way to 
the next screen. 

The first major hazard appears on screen three in the 
shape of a bog. Hop on to the vine — timing your leap 
carefully — and jump again as soon as you land on the 
far side of the bog to clear the log rolling towards you. 

Toughest of all the jungle adversaries are the crocs. 
The only way to get across a croc infested lake is to use 
their heads as stepping stones. There are two ways to 
deal with the crocs — the slow safe way, and the fast 
risky way. 

For the more cautious of you there is a safe spot at the 
back of each crocs head where you are out of reach of 
those snapping jaws. 

96 




Tips for 
tackling top 



: 



by Eugene Lacey 

Daredevils nay wish to attempt the fast method - 
time your jump so that Harry's last footstep on lane 
takes place just as the crocodiles mouths begin to close 
If your timing is sharp enough you should be lable to 
clear all three crocs in three quick hops. 

A couple of easy obstacles follow the crocodiles andiJ 
is not until screen seven that you come across your firs! 
piece of treasure. 

To claim the gold bar you must successfully negotiate 
a disappearing bog. The secret of getting past this 
obstacle is to position Harry in the space between the 
second number and the colon on the timer. When the 
bog begins to disappear make a dash to the right. This 
strategy is the best one to adopt for all diasppearing 
bogs on other screens. 

These tips if learnt thoroughly should enable you lo 
deal with all the obstacles you encounter in the follow- 
ing screens. 

For real speed in Pitfall you will have to learn when 
and where to use the underground tunnels. These take 
you through the jungle faster but be careful not to miss 
out on the treasure as well as the obstacles. 




QUEST FOR THE RINGS 



Quest for the Rings represented a totally new concept in 
games when it was launched last year. 

The first ever board game come video game all in 
one. The theme is very Tolkienesque with demons, 
dragons, hidden rings, and strange powers. 

The idea of the game is to find the 10 rings that have 
been hidden by the Ringmaster. Two people can play as 
a team against the forces of evil or there is also a single 
player version of the game. 

The video part of the game is basically a maze chase 
affair. The various screens for this action are selected 
by pressing the keys on the overlay giving you various- 
ly; The Dungeons, The Crystal Caverns, The Shifting 
Halls, and the Infernal Infernos. 

Matching of partners is the key to success in the 
Quest. Pick partners that work well together, one to 
deal with the enemy, the other to dart in and grab the- 
rings. 

You can choose to be a Wizard, Phantom, Changeling 
or an Alien. 

Each has different powers. The Warrior is armed with 
"Theor's Sword" which can slay adversaries that come 
at you on a horizontal plane only. The sword is useless 
if the creatures attack from above or below. 

Wizards can cast spells which have the effect oi 
temporarily immobilising enemies. 

Phantoms can walk through walls and Changelings 
can become invisible altogether though both only move 
at half speed when in this state. Practising each of the 
four roles is the key to mastering Quest for the Rings, on 
the Philips G7000. 

Computer end Video Games Ye»rboot 



Com pi 



URGE 



RTIME — FAST FOOD ! 

Hall the food games that have appeared since Pacman, 
Jtgertime must surely be the best. 
It's fast food at its quickest as you score points in an 
tempt to assemble four hamburgers before the peppers, 
3gs and sausages catch you. 

Burgertime is a master strategy maze game. You have 
plan your route very carefully. Unlike Pacman you 
mnot go on long sweeping runs gobbling dots — as in 
is game it's not just simple dots and slow ghosts that 
B out to get you. Those pickles are really mean and the 
Uy defence you have against them is a limited supply of 

Extra pepper can be earned by catching the tankards of 
wand cartons of french fries that appear periodically 

he secret of success in Burgertime is to get the pickles 
lollow you, position them under a burger, lettuce leaf 

bun and then splat — drop the morsel on their heads 
id send it crushing to the ground. 
One tip for dealing with fried eggs is to turn and walk 
*ay from them once they have been peppered — don't 
ilk through the points that appear, as this will cause 
e eggs to reappear. 

As you move your way up through the screens the 
-"out of the burgers gets more complex and you will 
to think even harder about the route to take. 
3 of the most dificult parts of Burgertime is learning 
control the chef with the disc controller and it may pay 
to spend an afternoon just steering the character 
"id the screen to practice tight cornering. 
— gorge yourself. 



k AIDERS OF THE LOST ARK 

*just too damn tough was many a gamers comment 

* Howard Warsaw's adaptation of the Stephen Spiel- 
ing blockbuster — Raiders oi the Lost Ark. 

f 13 screen of action with their assorted challenges 
■a many of you stumped. 

■fyou were one of those people, then help is at hand 
M if you want the satisfaction of getting there for 
■arself then turn the page right now. 
Bou are Indianna Jones — the hero of the game and 
m in search of the Lost Ark of the Covenant. 
■ The game begins in the entrance room which shows 
W. a snake, and the famous whip. Pick up the snake 
Jd dash down screen to the market place before the 
■alee gets you. 

• Once m the market place you must now assemble the 
■*syou will need for your adventure. 

Items are picked up by moving Indy around the screen 
m simply touching the item you want. Get the magic 

W, as this wil1 9 ive y°u immunity from the 
fttes. Also pick up a grenade, a key. and an eyepiece 

J Once these items are registered at the foot of the 
feen you are ready to enter the Temple of the 
■cients. To do this you must blast a hole in the side of 
^■trance room with your grenade. 

This needs to be a quick, clinical operation as once 
' whave selected the grenade you have lost immunity 
. Dm the snakes. 

You will also have to remember to dart back to the 

WltHind Video Games Yearbook 



market place before the explosion takes place other- 
wise you will be blown to bits as well. 

Pick up the timepiece in the Temple of the Ancients 
and head straight for the Blue Room — also known as 
the Room of the Shining Light. You will now find 
yourself trapped in one of the cells at the bottom of this 
room. This is your first opportunity to select the whip 
and blast a hole — Breakout style — in the wall of the 
cell. 

Once you have escaped make a dash to the right 
towards the Treasure Room. Items to pick up here are 
many and the Egyptian Ankh — persistence is required 
to win the latter as the Gods are reluctant to part with 
such a valuable item easily. 

You shold now have in your possession the Ankh. two 
bags of money, the time piece, and the eyepiece. Go 
back to the Blue Room and get yourself trapped in one of 
the cells. Select the Ankh. press the button, and hey 
presto you are teleported to the Mesa Field. 

From the Mesa you must find your way into the Map 
Room. The map will appear at the centre of the screen. 
Centre yourself on the map and move the selector dot to 
the timepiece and press the joystick fire button. 

This will make the clock appear. Just before the hands 
of the clock are vertical select the eyepiece. 

The sun will now flood in and if you look carefully 
through the eyepiece at the map you will be able to see 
a tiny flashing dot — in one of the mesas — this is the 
location of the Lost Ark of the Covenant. 

So now you know where it is the next step is to go to 
the Black Market and buy a shovel which you will need 
for the dig. 

Take the right exit from the Black Market and head for 
the Treasure Room — you will now need to recover the 
Ankh to take you back to the Mesa Field, and two more 
bags of money to buy a parachute. 

Use the parachute to arrive in the Mesa — you are 
now very close to finding the Ark and to give you further 
help would only spoil the last most exciting scene of the 
game. Go to it Indy. 



CENTIPEDE — INSECT ATTACK! 

Fun in a mushroom field can mean only one thing tol 
video gamers — Centipede. . 

This arcade game caused a real wow in the arcades as 
it was the first game to demonstrate the full potential off 
trackball controllers. . 

The key to success in Centipede is to fire quickly and 
fire accurately. 

Beware of low lying mushrooms as the Centipede 
moves down a row when it collides with a mushroom. 

The secret is to clear just the right number of 
mushrooms — don't clear all of them as if you do fleas 
will begin to appear. You must learn to look at mushroom 
configurations and act accordingly. If a formation of 
mushrooms is enabling the Centipede to fall rapidly 
through a certain part of the screen blast them away to 
slow it down. 

Not all mushroom formations are dangerous — some of 
them can actually be a bonus. The best example of this is 
the funnel formation in which the Centipede has to travel 
through a tunnel of mushrooms to advance down screen, i 
If you position blaster in just the right position at the foot 
of the funnel you can completely annihilate the Cen- 



9 7 



^ **P et ^ e w ^ich is helpless to dodge your fire. 

Large scores can only be picked up by blasting the 
spiders that drop out at you every so often — to score 
really highly let them get quite near to you before you let 
fire. 

This policy can be a bit hairy in the later stages of the 
game when the action is much faster. 

Centipede is a game of priorities — always pursue the 
highest point scoring possibility on the screen at any 
given time. Go for all the spiders, scorpions, and try to 
shoot the heads off the Centipedes. 

One tip for getting Centipedes that are near to the 
bottom of the screen is to position yourself at the very 
bottom of the screen with one mushroom one row above 
you — when the centipede head comes in between let fire 
with all you've got — the rapid fire created by the 
mushroom and Centipede sandwich will enable you to 
blast the whole thing segment by segment till it is 
completely dead. 

Be adventurous, take risks, and assert yourself. 




Demon 



A ttack 



DEMON ATTACK— TOUGH ALENS 

Demon Attack is arguably the toughest shoot 'em up 
type game available for the VCS. 

No less than 84 waves of aliens are queueing up in 
this cartridge to attack your laser base. 

This is the hybrid of two arcade games — space 
invaders and Phoenix, though unlike the official Atari 
Phoenix does not have the home base. 
The basic strategy is similar to invaders — slide and 
shoot. 

Keep constantly on the move thus preventing the 
aliens from cornering you. 

Pick off the low flying aliens first. If you kill these you 
may notice that the higher aliens flap around the screen 
harmlessly without firing back. You can now pick these 
off at your leisure. 

There are 10 game options in Demon Attack. You can 
choose one or two players, regular or advanced aliens, 
and whether or not to have guided missiles. 

If you are playing the guided missile variation, be 
reminded that the laser base moves together with the 
missile so you must be careful not to guide your base 
into an oncoming missile as you pick off the aliens. 

Speed and good hand-eye co-ordination are crucial to 
success in Demon Attack. 




Quest 




lor 




Bur 




C3 



«l the Lost Ark 
Haiders oi »• 




Computer and Video Games Yearbcml 




BY STEPHEN GODFREY 



RUNS ON A Tl 99/4a in 16K 



The baffling corridors 
of mazes seem to have 
a certain strange fas- 
cination for our read- 
ers. Maze games have 
become firm 
favourites with you 
funny people out 
there! So by public de- 
mand we bring you 
more mind-boggling 
frustration. 
Stephen Godfrey took 
a look at the 3D Maze 
game we printed for 
the Sharp MZ-80k in 
our Book of Games 
earlier this year and 
came up with a con- 
version for the TI 99 
4a. 

All you have to do 
is find your way 
through the maze and 
discover the exit. 
Sounds simple, but just 
try it! 

You'll soon be tear- 
ing your hair in great 



big lumps — we 
guarantee it! But 
never mind Stephen 
has come up with a 
cure for premature 
baldness. 

Stephen has also 
included an ingenious 
"cheat" command — 
but you'll have to play 
the game to find out 
just what that does for 
you. Other, more stan- 
dard controls, are; 
"L" for left, "R" for 
right, "M" to move for- 
ward and "F" to turn 
180 degrees. 
Program notes 
To make your life 
easier type in lines 14 
to 27 first and RUN. 
Then substitute the 
characters shown be- 
low — where they 
occur — with the given 
keystroke. (Note: This 
will be different if you 
have a TI 99/4.) 




1 CALL CLEAR 

2 PRINT :"3-D MAZE FOR TEXAS TI9 
9/4 (fl> " 

3 PRINT ! "BY STEPHEN GODFREY" 

4 PRINT : "ADAPTED FROM 3-D MAZE 
BY" 

5 PRINT : "MATTHEW EL A KS TAD IN TH 
E" 

6 PRINT S u 'BOOK OF GAMES'' FREE U 
ITH" 

7 PRINT : "FEBRUARY 19S3 C &/V..6. 
ii 

8 PRINT : "PRESS ANY KEY" 

9 CALL KEY<0,K ? S>:: IF NOT S THE 
N 9 ELSE CALL CLEAR 

10 PRINT "YOU HAVE TD FIND YOUR 




IvEN": :»fl 5 - D V IEW OF THE MAZE 
FROM": : "THE POINT WHERE *DU 3TA 

11 PRINT :"YOUR CONTROLS ARE:": 

; : "L - TURN LEFT": : »R - TURN p 
bHT": :«F - TURN ISO DEGREES" : 

• M - MOVE FORWARD": : «c - fHEAT 
(ONLY 5 ALLOWED !)" " 

12 PRINT : "PRESS ANY KEY " 

I CfiLL KEY<0,K,S>:: IF NOT S TH 

14 HfiTA FFFFFFFFFFFFFFFF 

15 DATA 8040201008040201 

16 DATA 01 020408 10204iWi 
BfiTA OOOOOOOOOOiXiOriFF 



IS HAT A FFOOOOOOOOOOOOOO 

19 DATA 8030308080303080 

20 DATA 010101010 101010 1 

21 DATA S0808080808080FF 

22 DATA FF010 101 01010101 

23 DATA FF808080808080S0 

24 DATA 01010101 01010 IFF 

25 DATA 1.133,232,295,20,144,237 
, 299 

26 DATA 20, 12,6,2,2,3,5,7 

27 FOR T=l TO 11 :: READ DS :: C 
ALL CHflR<i27+TVD$>:s NEXT T 

28 CALL CHAR >'■ 1 20 , " 3S3S 1 OFE 1 03844 
82") 

29 CALL CHAR<121,"001112D4F3B412 
11") 

30 CALL CHAR(122 ? ,, S2443S10FE103S 
38") 

31 CALL CHAR023, "83482E1F2E4388 
00") 

32 CALL CLEAR :: CALL SCREEN 1 ' 1 ) 

33 PRINT w \ 

34 PRINT " \ 

35 PRINT " 

36 PRINT " 

37 PRINT " I 

38 PRINT " I 

39 PRINT " I 

40 PRINT " 

41 PRINT " 

42 PRINT " 

43 PRINT " 

44 PRINT " | 

45 PRINT 11 

46 PRINT " I 

47 PRINT " I ^ " 

48 PRINT "I \ " 

49 PRINT " 

50 PRINT " / \" 

51 PRINT " / V" 

52 PRINT 



3-D MAZE 



./" 
ii 

ii 

n 



/" 

/" 
ii 



i ' 



: j i 



y 



JAIT V" 

: CALL COLORa 



/PLEASE 

54 FOR T=l TD 14 
, 16, 1>: : NEXT T 

55 DIM CL(2,4): : FOR 1=1 TO 2 : : 
FOR J=l TO 4 :: READ CLCI»J>s: 

NEXT J NEXT I 

56 RANDOMIZE 

57 LI=6+INT<RND*5): : LJ=6+INT<RN 
D*5):: DIR=INT(RND*4) + 1 :: DD=D I 
R : : CI=LI : : CJ=11-LJ 

53 DIM DI.K4):: FOR 1 = 1 TD 4 ! : R 
EAD DW<I>ss NEXT I 

59 DIM DL(2,2):: DL<1,1)=129 :: 
DL<1,2)=130 :: DL(2,1)=130 :: DL 
(2,2)=129 

60 DIM VL<2):: VL(1)=134 :: VL(2 
> = 133 

61 DIM DR<4):: FOR 1*1 TD 4 : : R 



EflD DR C I > : s NEXT I 

62 CALL COLOR <0, 16,1) 

63 DISPLAY fiT<23/2>SI2E<18>:»SB 
ECT MAZEC1-- 



L Ir 1 ^ 1 dr mz>3 then ^ 

« EJ?* 1 THEN RESTORE 204 ELSE 

ESTOrIIJ™ RESTDRE 214 ELSE_R 
65 DIM MS<10,10):s 
" FOR J=l TO 10 
>!! NEXT J :: NEXT 
CALL CLEAR 
TI=LI :: TJ=LJ 



ACCEPT AT<23, 



66 
67 
4 



FOR 1=1 TO 10 

: READ MSCT,J 
I 



FOR CA=1 TO 



C 1 o 



IF 0V=0 THE 



FOR SD=1 TO 2 
0V=DIR+<3-2*sri>: 
N 0V=4 

0 IF 0V=5 THEN 0V=1 

71 TV=MS<TI,T,l>,'DR<OV) 

72 IF INT(TV)OTV THEN 119 

4 S£m^!r ( S!: c 5 >TD cl<sd,ca> + < 

pan t twi ^-^>STEP C35-2*SD) : : 
LHLL PDKE<I,DL<SD,1)):: NEXT I 

: 6DTD C ?r THEN I=CUSD 'Cfl?I 3 2 : 

11 IV=I+<SD*2-3) : : E=0 : : FOR 1 = 
TV TO TV+32*(DW<CA)-2*f4-CR)-3>e 
TEP 32 :: E=E + 1 :: NEXT I:: fJ 

2+1 : : CALL VCHAR < Y , X , VL < SD ) , E > 
76 TV=I :: FOR I=TV TO TV+<29+2* 
^ * 4-CA)STEP <29 + 2*SD>: : CALL 
PDKE<I,DLCSD,2)):: NEXT I 

™I = 9 x= CL<SD,Cfl> + <2*RD-3'»:: 
FOR I=X TO CL<SD,Cfl)+<2*SD-3>+3 
2gW<Cfl>-32 STEP 32 : : tJSt 
NEXT I :: Y=INKX/32) + l :: v=x-T 

VLCsiffE* 32 * 1 !! CflLL VCHflR <^X' 

78 NEXT SD 

79 IF CA=4 THEN 86 

80 TV=MS(TI,TJ)xDR(DIR) 

81 IF INT<TV)=TV THEN 114 

82 IF DIR=1 THEN TI=TI-1 : : IF T 

5™l! CflLL PDKE<CL<1,4>,69):- 

bU I U or 

IF DIR=2 THEN TJ=TJ+1 
IF DIR=3 THEN TI=TI+1 
IF DIR=4 THEN T.J=TJ-1 
NEXT CA 

87 CALL CDLDRC13,16vt,14, 16,1) 
CALL KEY<0,K,S>:: IF NOT S TH 

DO 

R$=CHR$<K) 
IF AS="L" THEN TN=1 
IF A3="R" THEN TN=-1 
IF AS="F" THEN TN=2 



84 
85 
86 



B8 
EM 
89 
90 
91 

99 




THEN 101 



102 IF DIR=1 THEN LI-LI 1 
^ IF-THEN L>U + 1 
}8 IF DIR=3 THEN LI=LI + 
105 IF DIR=4 THEM LJ=LJ-1 

!07 8E |OUND<3000,262,0,330,0 ! 
fg'cfla SDUND<l-262,a,330.0.523 

$ CALL CLEAR := PR"* " CDNGRfl 
TULATI0M3! !" 

1SSSS " YOU HAVE FOUND THE EX 

111 INPUT "BNOTHER 6 F -:6S IF 
€*."H" THEN END ELSE IF 6S- 1 



102 



119 SI=TI :: S J=T I 

120 IF DV=1 THEN ST =q i , 
1=0 THEN 78 I_SI_1 :: IF S 

121 IF 0V=2 THEN «! fee u, 

122 IF 0V=3 THEN |&f£j 

l2 | 0 I=I + <29 +2 *SD):: IF Cfl=4 THEN 

130 TV»I : Pnp t-^u'^ <SD> 'E) 

N4-Cfl>STEP -DM :' T CflH J^"™ 
32):: NEXT I CfiLL PD KE<I,1 

131 GOTO 7ft 
32 PRi NT 

|J33 PRINT 
34 PRINT 

I 

J35 PRINT 

[36 PRINT 

^37 PRINT 

P PRINT 

f PRINT 
40 Print 

'11 PRINT 

« PRINT 



■ ■ ■ ■ inn i in , 
"" ■■ ii 



'iii 



■ ii 



■ ■ 



it i 



■ ■ 



■ I 



•nd Video Games Yearbook 



143 
ii 

144 

M 

145 
ii 

146 

■I 

147 
it 

148 
ii 

149 
ii 

150 
H 

151 

II 

152 
ii 

153 

154 

155 

156 
ii 

157 
ii 

153 
ii 

159 
H 

160 
ii 

161 

M 

162 
ii 

163 

164 

165 

166 

167 
H 



163 
H 

169 

170 
H 

171 



17 



173 
it 



PRINT "I II II 

print "i iiiiimmmi m 

PRINT "I I 

PRINT "Hill III milium 

PRINT "III I 

PRINT lllll I I IlllilSIl I 
PRINT "lllll I 

print "n m ■ mil i mil 

PRINT "I II 

print "imumiiiiifmiff 

PRINT 
PRINT 
RETURN 

print "iimim minimi 

PRINT "I I II 

print "i mil inn m i ■ 

PRINT "II I I I I 

PRINT I I lllllll I lllll I 
PRINT "III III I 

PRINT "I I I III I I I lllll 
PRINT "III! I I I I I 
PRINT I I I I III I I I I I 
PRINT 'III! lllll 
PRINT ■ I I lllllll I III I 
PRINT "III I I 

PRINT "I lllllllllllll lllll 
PRINT "I II I 

PRINT "lllllll III lllll I 
PRINT "I I I I I II 

PRINT "I lllllll I III I I I 
PRINT. "II II III 



Licensing video games is a 
marketing man's dieam. Theory 
and imagination meet head on as 
the most unlikely titles, characters, 
and products are "tied up" at enor- 
mous cost to be converted into 
home video games. 

It all started with arcade games. 
It was an obvious step for the home 
video games manulacturers to 
license the title of a popular arcade 
game and convert it for home use. 

Gamers now take for granted 
that successful arcade titles will 
eventually be converted for the 
home systems. But just five years 
ago it was thought very innovative 
when Atari introduced home ver- 
sions of Space Invaders and Break- 
out for home use. 

Now any arcade game which pro- 
duces the slightest tremour of 
popularity in the arcades is leapt 
on by the large firms license- 
hunters. 

Many games are tied up even 
before they go into the arcades, just 
in case they are hits. 

Licensing has been the salvation 
of the arcade game manufacturers 
many of whom receive millions of 
pounds for their games. 

Of course this has its bad side as 
well as its good side and many 
people in the arcade business be- 
lieve that quick conversions to the 
home are killing the revenues of 
the arcade proprietors. 

Whatever the effects on the 
arcade industry these games are 
key targets for the home game 
manufacturers. 

Parker Brothers spent four mil- 
lion dollars each to get Popeye, 
Q'bert and Tutankham and expect 
to have to pay at least this in the 
future for good titles. 

Colecovision could not quote an 
exact figure for licensing arcade 
games because the deals they 
make are usually tor more then one 
game. One thing is certain though 
— with two of the hottest titles of 
the year in the shape of Zaxxon and 
Donkey Kong the sums involved 
would, as with Parker Brothers, be 

104 



How your 
favourite heroes 
are turned into 
your favourite 
games. 
By Eugene Lacey 

measured in at least six figures. 

Atari are in a slightly more 
favourable position than some of 
their competitors as they have their 
own arcade division. 

This means that they already 
own the rights to several hit games. 
Centipede, Pole Position, and Xe- 
vious to name but three. 

Fortunes are made on the rights 
to arcade games but even larger 
fortunes are made on the rights to 
films. 

Mattel Electronics were the first 
company to produce a home video 
game based on a popular film re- 
lease — with their Tron games for 
the Int el li vision. 

Their deal with Walt Disney also 
enables them to produce games 
based on some of the Disney car- 
toon charaters. 

Atari followed into films in a big 
way last year with a 25 million 
dollar deal with Stephen Spielberg 
which enabled them to produce 
both ET and Raiders of the Lost 
Ark games for the V.C.S. 

The list of game-of-the-film titles 
is now a larger category than 
sports simulations. 

Like all so-called comprehensive 
lists I've probably left something 
out. However, here are all the video 
games, some of which are not 
available in the UK. based on fea- 
ture films. 

ET, Raiders of the Lost Ark, Jedi 
Arena, Return of the Jedi, The 
Empire Strikes Back, Superman, 
Spiderman, M.A.S.H., Tron — 
Deadly Discs, Tron — Maze-a-Tron ( 
Tron — Solar Sailor, Buck Rogers, 



China Syndrome and James Bond 
007. 

Before you read this there wi 
probably be half a dozen oth 
films announced for the vid 
games treatment. 

Although several films have n 
been converted by far and away t 
most expensive must surely be 
Star War games. 

The exact details of Par 
Brothers deal with George Lucca, 
the director of the Star War films, : 
not known. We do know that Par 
Brothers have the rights to produ 
all sorts of games and toys b 
on the films 

There will be dozens of Star W 
toys in the shops this Christro 
from large plastic Millenium Fd 
cons, models of R2-D2, C3-P0 
Chew Baca and the video games 
of which Parker already have thr 
with one more in the pipeline. 

Unlike Spielberg, who recei 
his money "up front" from A: 
Lucas earns a percentage of 
profits of all the Star Wars toys. 

Blockbuster films are by 
means the only areas being loo 
at by the game license hunters. 

Anything which has pop 
awareness, particularly am 
young people, can be turned into 
game. 

The Americans band Journey 
cently became the first pop group 
have their own video game and 
likely to be followed by Devo 
number two. Come on Duran [> 
let's have the first British group 
video game. 

Television programmes are 
being looked at and in America 
firm recently advertised a Dukes 
Hazard game, which should j 
beat Atari's Muppets game on 
the shelves. 

We have probably not 
scratched the surface of video 
computer game licenses. 

One clue to what to expect in 
future is a game recently gone 
sale in America with the charm 
ly ridiculous name of Attack of 
Beef Steak Tomatoes. 

Computer and Video Gamiw Y 



74 mm ■• -irn^rm 

PRINT "f 

f* print .■.■.■..„«.„„',„■ 

J 77 PRINT 
178 PRINT 

r ln SH^RN 



181 PRINT 

182 PRINT 

183 PRINT 

184 PRINT 

185 Print 



■■■■■ ■■ II 

B ■ ■ ■ inn 1 1 n 
' Bi ■■■■■ 



^ PRINT ..„. Ill ||g B-B 




PRINT 
m PRINT 
W Return 

ftr ,o.,5. 21 



206 DATA 21,21, 14*5,10* 10,2, 15,2 
1,21 

207 DRTfl 7,3,35, tO* 10,6, 35* 10, 15 
,21 

20S DRTfl 21,35,10,10,6,21,14,10, 
10, 15 

209 DATA 105, 14, 10, 10, 15, 105,35, 
10, 10,6 

210 DRTfl 70,5,10,10,10,2,10,2,10 
, 15 

211 DRTfl 14,10,10, 10,10,3,42*7*1 
0,30 

212 DRTR 35, 10, 2 ,6, 70, 15-21,21,7 
0,6 

213 DRTfl 70,10,15,35,10,10-5,5,1 
0, 15 

214 DATA 42,14,10,2,10,15,14,10, 
10,6 

215 DRTR 21,35,30,21,14,10,5,10, 
6,21 

216 DRTR 35,10,6,21,21,14,10,6,2 
1,21 

217 DRTfl 14,6,21,21,21,35,6,21,2 
1,21 

213 DRTR 21,105,21,21,35,10,15,2 
1,21,21 

219 DRTR 35,10,3,35,10,10,10,15, 
105,21 

220 DRTR 14,10,5,6,14,6,14,10,10 
,15 

221 DRTfl 21,14,6,105,21,21,35,10 
,10,6 

222 DATA 21,21,7,10,15,21,14,10, 
30 2 1 

223^DATfl 35, 15, 35, 10, 10,5*5, 10, 1 
0,15 

224 DATA 14,10,10,6,21,14,2,10,6 
,42 

225 DATA 21,14,6,21,35,15,21,42, 
21,21 

226 DATA 21,42,21,21,14,2,15,21, 
35; 15 

227 DATA 7,2,3,21,21,21, 14,3,14, 
6 

22S DATA 21,21,105,21,21,21,21,3 
5, 15,21 

229 DATA 21,35,10,15,21,35,5,10, 
10,3 

230 DATA 35,10,10,10,5,10,2,10,6 
,21 

231 DATA 42,70,10,2,10,6,21,42,3 
5,15 

232 DATA 7,21,2,3,14,5,5,5,10,6 

233 DATA 1 05 ,70,15,1 05 ,35,10,10, 
30,70, 15 

234 SUE PEJKE<A,E>:: Y=INT(fl/32> : 
: X=A-Y*32<:: CALL HCHflR< V+l , X+l 
,B)=: SUEEND 




SNA CKBITE 

Cyril the word-eating snake, takes 
his daily meal by leaving his lair 
and wandering along the tunnels 
which connect the chambers oi his 
den. At each chamber he takes a bite 



I 














E 
















I 






















E 






































I 










E 






1 






















E 







O 


o 


o 


o 


o 


o 


o 


o 


o 


o 


o 


o 




o 


o 


o 


o 
o 


o 


o 




o 



o 





at a letter and he is so intelligeni 
that his path always forms words. 

He cannot turn round in a tunnel 
and will not visit the same chamber 
more than once in any one word. 

What puts his I.Q. way above that 
ot his fellow computer asps is that 
the last letter ol one word is also the 
first letter of the next. 

Can you find the eleven words 
which he makes before returning to 
his sleeping quarters? 

PATRIOTIC 
PA CM AN 

It is only right and proper that P""£ 
W s first toddler micro should 
be accompanied by software ot a 
regal and loyal nature. 

In his version of Munchyman, the 
dots are coloured Red, White and 
Blue and the patriotic little gobbler 
always eats the dots in that order. 
Blue being followed by Bed again 
and so on. 

Once a dot has been visited H 
cannot be used or passed through 
again and the task is to consume as 
many dots as possible before becom- 
ing stuck. 

From any dot you can only move to 
a neighbouring dot — i.e. one you 
can reach without passing between 
two other dots. Starting from the 
Green dot at the centre, just what is 
the longest path you can find? 

For family fun. place a piece of 
tracing or thin paper over our picture 
and draw on that, then everyone can 
have a turn. 



PUZZLING SOLUTIONS 
ON PAGE 128 




Computer and Video Games YeaiBoo* 




INTO 
THE 
FUTURE 

what gaming's got in store 
By Terry Pratt 



iinaVr ide01 9ame W " h 9 rQ P hics ,h °> l«°ve 
nothing lo the imagination. 

It comes to your home where you sit alone but can 
Play aga«n.t other people sitting in their own living 

, II has stereo sound and the explo- 
its actually rock your chair, 
it may be science fiction at the 
■oment but it will be happening 
" shortly. All of the technology is 
3dy here and it won't be long 
wore someone packages a game 
nuch puts you on the inside with 
Be action happening around you. 
The most important development 
' laser disc games. The next gen- 
ation of arcade games will feature 
"?r disc technology with film ac- 
i reacting to the player's move- 
ment and firing. 

' ^ e f w y ° 9Qme CaIled Astron Bel1 
in UK arcades, showing what is 

ssible on laser disc. 
Astron Belt puts a computer 
iphic ship in front of a film back- 
hand, which comes from a 
flpanese science fiction film. The 
ackground consists of planets, 
i alien ships and alien land- 
es and when the computer reg- 
rs a hit on an alien craft, the 
*n dissolves into a bright orange 
plosion. 

Jhe game has plenty of flaws but 
should be corrected and im- 
w as the manufacturers under- 
i the medium better. The main 
oolem with laser disc is interrup- 
Bin the game action. 
This is due to the speed at which 
laser can search appropriate 
ies and sounds called for by the 
yers response. 
One way around the disc response 
w e is to store the information in an 
cient way so that it follows the 



games logical sequence. Another 
more expensive way is to use a dou- 
ble disc system so that one disc fol- 
lows the current action while the 
second prepares for the player's next 
move, providing a "seamless" pic- 

ro^Af? laSeF disc cabinet cost s about 
£2.000 but it is easily re-usable with 
a new game disc. 

Other examples of games using 
this technology are: Dragon's Lair 
and Eon and the Time Tunnel. 

Dragon's Lair is a fully animated 
sword-and-sorcery cartoon with the 
player taking the part of Dirk the 
Daring. He swashbuckles through a 
castle loaded with scorpions, 
snakes, trapdoors and pools of fire. 

Eon and the Time Tunnel is a simi- 
lar fantasy theme but the player 
travels through a series of movie 
scenes featuring ominous Welsh 
castles and futuristic cities. 

Astron Belt also features the vibra- 
seat. A chair which shakes and vi- 
brates in time with the action, so 
those explosions can really rock you 
to the core. 

Another arcade breakthrough is in 
allowing players to take on each 
other as well as the computer. A 
Cahfornian company, Simutron has 
just produced the Simulator game 
system which allows up to 16 players 
to interact on one tournament centre. 

Each player is sat in a cubicle with 
up to four screens of action in front of 
him. The first game using this sys- 
tem is called: Star Trek: The Motion 
Picture (not to be confused with the 








m 






li 




1 




• 



„ 8UUlt yumy me 

rounds in arcades). 

A player has four screens of in- 
formation, showing tactical displays 
and laser disc film from the movie 
Star Trek. It has a hundred buttons, 
voice synthesis and stereo sound. If 
he wants to compete against a 
friend, the other players' ships 
appear on his screen as rebel fleets. 

For the future they plan a sports 
simulation, a fantasy game and 
games based on other popular 
movies. The system can also be con- 
nected down a phoneline to other 
similar centres allowing a nation- 
wide or even worldwide tournament 
In the U.S. they are already doing 
without the phones, using cables. 
I he system is currently limited to a 
small audience served by Play- 
Cable, a New York City-based firm, 
half-owned by Mattel. This winter 
will see the launch of the Games 
Network of Los Angeles and three 
other companies (including Atari) 
are exploring the possibilities. 

PlayCable offers subscribers (SI 5 
a month) 20 video games which 
change every month. The system can 
only be used by owners of Mattel's 
Intelhvision System and games are 
downloaded into the system in about 
10 seconds. 

Games Network will place a mic- 
rocomputer in the subscribers home 
for S50 (about £35) and then it's $14 a 
month for 20 games, including some 
arcade hits. 

It's all just around the corner. 



Behind the quiet facade of 
suburban homes all over the 
country something strange 
Is going on. In the quiet cul- 
de-sacs and peaceful tree- 
lined streets of towns and 
cities you'll find ordinary 
looking homes which hide a 
secret known only to a 
select few. Venturing into 
this secret world takes you 
on a nostalgic journey — but 
if the secret gets out then 
the residents of these 
houses may have already 
discovered the shape of 
things to come! 

Keith Temple, who lives 
on the outskirts of London, 
near Croydon, is one of the 



HNBALL 
CRAZY 

lim Metcalfe finds 
he isnt the ontv one. mM 




few. The back room of his 
house is an Aladdins' cave 
of arcade memorabilia — 
with pride of place given 
over to two veteran pinball 
machines. All bumpers, 
bells and bright lights these 
machines are Keith's pride 
and joy. Along with four 
other pins and a magnificent 
50/5 style juke-box that isl 

Keith is just one of the 300 
or so members of the Pin- 
ball Owners' Association 
iwhich has kept the art of 
playing the silver ball alive 
during the lean years of the 
video boom. Now the game 
which grew up with rock V 
roll and the Cold War is 
coming of age in the era of 
synthesised pop and cruise 
missiles. 

More and more people 
are turning to pinball as an 
alternative to hammering 
the Smart bomb button on 



their favourite video game. 

Keith is pleased to see 
pinball making a comeback 
and although he is a fan of 
the older machines is ready 
to admit the modern games 
are just as good. "The older 
machines are nice to play, 
but often the modern elec- 
tronic pins are faster and 
give you a better game." 
Having said that his 
favourite pins are the 
"wooden-rail" machines 
from the 50's — so called 
because of the wooden strip 
along the sides of the 
cabinet. 

Keith's love affair with 
pinball began when he was 
still at school in Lincoln- 
shire. He used to nip down 
to the local cafe and rattle 
up a few high scores. 

Several years later he was 
passing a shop in Croydon 
and saw a pin-table Ian- 




guishing in the window. "1 
thought to myself. I've got 
to have thatl" Later, on his 
way home with a car full of 
old machinery he thought to 
himself: "What have I 



done!" 

But he 
recently 
Owners' 



learned of the then 
formed Pinball 
Association and 
realised that he wasn't alone 
in his passion for pinball. He 
joined up — becoming one 
of the first members of the 
fledgling association — and 
since then has never looked 
back. He became the asso- 
ciations' Pinball Wizard at 
their annual convention in 
1980, beating all-comers to 
that coveted prize. 

Although Keith has six 
machines he is just an aver- 
age pinball fanatic. Other 
members take their passion 
even further. Some have 
built special extensions to 



their homes to take collec- 
tions of pin-tables which 
often run into double fi- 
gures. There's a family of 
pinball fans who have a 
house full of machines and 
there's a rumour that one 
member owns an amazing 
200 pins) 

But what attracts people 
like Keith to go to such 
lengths to preserve these 
old machines and encour- 
age interest in them? "I sup- 
pose there's a certain 
amount of nostalgia 
attached to it. But really it's 
the 64,000 dollar question 
and very difficult to 
answer!" 

Keith is an art-restorer by 
trade and lavishes the same 
care and attention on old 
pintables as he does on 
Victorian paintings. 

Pinball has been thought 
of as primitive compared to 
the latest 3D stereo-sound 
video games. And admitted- 
ly many of the features 
you'll find on a modern pin 
date from the 30's and 40's. 
But pinball has made a bold 
step into the microchip age. 

Electro-mechanical 
machines are things of the 
past — replaced by chip 
controlled games. Some 
even speak to you as you 
flip the ball around. There 
are pins based on video 
game themes, like the Wil- 
liams Defender and com- 
bined video and pinball 
games like Bally's Baby Pac- 
Man. All a far cry from the 
first pin-tables which had 
light bulbs to mark up the 
score instead of digital dis- 
plays! 

Pinball has also survived 
conversion to the small 
screen. Some video games 
centres have pinball car- 
tridges produced for them 
and computer owners can 
also play pinball. 

Tandy brought out a car- 
tridge for the TRS-80 Colour 
Computer which had the 
added attraction of allowing 
the player to design his own 
playfield. T exas owners can 
also play the game. 

But for people like Keith 
their will never be a substi- 
tute for the real thing. 
They'll be Pinball Crazy until 
their flipper fingers seize- 
upl 

If you want to know more 
about pinball or the Pinball 
Owners' Association contact 
the association's headquar- 
ters at "Arcadia", 465 Cran- 
brook Road, llford, Essex. 



dmputw and Video Games Yearbook 



109 



1H FOR MP=42 TO 183 STEP H= SOUND 2.MP.0 
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Communication to Track- 
er Z680 ... unprogrammed 
android in your sector. 
Type: security droid. Sta- 
tus: control malfunction. 
Solution: terminate 
message ends. 
Another assignment for 
the overworked and 
underpaid Tracker. A 
dangerous job hunting 
down rogue androids. You 
never know just what you 
are likely to come up 
against. Some of them are 
pretty tough customers. 
But then, so are the Track- 
ers ... 

These men are the bounty 
hunters of the 21st cen- 
tury. Seeking out and des- 
troying rogue androids 
who get too big for their 
programming sequence. 
Now you can join the elite 
ranks of these modern day 
hunters and save the 
world from the dangerous 
androids. 

The fugitive android lurks 
somewhere among the 
obstacles on your Tracker 
control screen, displaying 
the sector your Tracker 
patrols. The Tracker must 
catch the android within 



18 moves or the fugitive 
realises it is being fol- 
lowed with nasty con- 
sequences for the Tracker. 
To catch the android the 
Tracker first has to work 
out the best route to reach 
his target and input them 
into his control computer. 
The complete set of 
moves must be typed in — 
up to 18 — and then just 
hit the return key and sit 
back and watch. 

The Tracker on screen 
follows the appropriate 
course step by step. 

While this is going on a 
small arrow points to the 
appropriate instruction on 
the line the player has 
keyed in, and the move 
number is shown. Inputs 
are: L = left, R = right, U - 
up, D = down. 

Remember totake care 
when you are typing the 
listing into your machines. 
If you make a mistake it 
could mean many frustrat- 
ing moments. 

So to save your sanity 
check each line carefully 
— and only turn to the 
Bug Hunter as a last re- 
sort! 




BY RICHARD BARTON 




RUNS ON AN UNEXPANDED VIC-20 



Variables 

Z = step count for display on screen. 
CO = colour address offset from character address. 
SI, S2, S3 = Vic sound addresses. 

V = volume. 

U, D, L, R = represent screen codes form various arrows 
(Tracker). 
G = Grid display. 
C = border of grid. 
Q = fugitive position. 
X = tracker position. 

Y = represents whatever arrow code is being used at 
any time (U, D, L R) (e.g. = Y = R). 
MS = special sound effect routine. 
T = time delay. 



BwBsstSBSsaM 

Sbssk sags — — 



MISS' 



112 



Computer and Video Games Yi 



20 PR I NT "T 

60 U- 1 : D-22 : L-60 : R-62 : X-7822 

120 POKED- 122 POKEG+CO,0 
140 NEXTG 

220 FORB-1TO40 
240 l1-INT<RND<I)*24l>+768e 
260 POKEM,160 P0KEM+C0-6 
280 NEXTB 

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«a E ? 22 ' 1 22 : p OKEX+CO+22 , 0 : Y-U 

X*22 POKEX-22, 122 : PQKEX+CO-22, 0 : Y-D 



and Video Games Yearbook 



360 ?/^^: 22> "i? flHIIPEE ^'><-^<>^0THENX= 

X+ 1 POKEX- 1 , 1 22 PQKEX+CO- I,0:Y«P 
335 POKEK/V-POKEX*CG/a 

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660 N-N+l 
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1 S&S-~ 

300 F0RMS-132T0240S7EP.7 
828 P0K£S2,MS 
340 NEXTNS 

330 FORT«1TO500=NEXTT 
360 POKES2,0 
330 GOT0930 

900 F0RMS-240T0132STEP-.7 
320 POKES 1/ MS 
940 NEXTMS 

930 FORT-1TO500 NEXTT 
960 POKES1,0 

$ ^J , ^r :mmia HIT R fw new p«me r 

1OG0 GETftt ■ I Fflf = " " THEN 1 000 
1020 IFflJ="R'' THENRIJN 
1046 GOTQ10OO 



113 



6 NEW GAMES FOR YOUR 
commodore (5t 



| NTERCEPTOR 



ICROS 



PRESENTS 




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PANIC dr 

IP.- . ■ . * 



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FOR FULL LIST OF GAMES 



comm<^rp5f 



|x<(SCI»TCM Ntofll 






commodore (5t 




WORD ^ANC£R 




2 NEW GAMES FOR YOUR ATARI 400/800-16K 



IKTfPCEPTOO 
1 gO* T WADE 

kflTRUDERS 




NEW GAME FOR YOUR BBC MODEL B 




■ NEW VIC 2 



Mr. Mi*. Mm, ,, i ,,,,, t i . — 
A-Mi e« . i , . . . . . i i i i i . ■ i . ■ ■ . i . i . ■ — 




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Galankora V* 70 


Efi 00 






Star Trtk 64 








Fmiuia Vic 70 


£6 00 






Froggci 64 


17.00 






Oi/v*ong Vc?0 


£6.00 






Panic 64 


f 7.00 






tiog VK 70 


|C4.oo| 






Ciflfv Kong 64 


1 1 00 






Al. on Attack Vic 20 


■352 






Sp'tl-?'" an 64 


f7.00 






V* Rwcue Vic JO 


E6 DGj 






f-QhW Pilot Atari 


€700 






Penny Slot V>f. 70 


f-l SO 






Wwdhawgw Atai 


C5.00 














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Total 


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Sond Cheque** 0 with Ordor to Interceptor Micro » l>ndon Mouse 

The Green. Tadiey. Hants 
Poitaga & Packing .50p CVG 



STOP PRESS 1 NEW VIC 20 FALCON FIGHTER STOP PRESS STOP PRESS 



The Legend continues 




irw games available from 

W.H. SMITH, Boots, ^ 
John Menzies, Dixons, 
Laskys, Leisurebase. 



md all other good 
yferarc Outlets. 



..the name 
of the game 



Any of these games '01 just 

including last class post, 
packaging, VAT and an 
UNCONDITIONAL 
LIFETIME 
GUARANTEE. 
If you have any difficulty in 
obtaining any Imagine Games 
ring Imagine Direct on 

Imagine Software, Masons Buildings, Exchange Street East, Liverpool, Merseyside L2 3PN. JJi* to place 



Any or inese games tor just 

£550 



, FOR x=65368 TO 63535 
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Late at night, when we were 
sitting around looking at 
programs for this year book 
in the C&VG office we sud- 
denly hear a mysterious snif- 
fing sound coming from the 
computer room. Expecting to 
find Mai Function up to no 
good among the software we 
crept up to the door and 
slowly pushed it open. Not a 
Bug in sight. But sitting in the 
middle of the floor was a 
small round yellow being 
with a small tear running 
down its chubby cheek. A 
Pac-man. "What's wrong lit- 
tle fellow?" we asked. "I've 
heard you are doing a great 
programs we have known 
section in the yearbook," it 
said, wiping away another 
tear. "Why, yes," we replied, 
"But why are you upset? Pac- 
men are usually happy little 
creatures." "A little ghost 
told me that I was being left 
out!", it sobbed. "How could 
we leave you out! Everyone 
loves a Pac-man!" 

Its round face brightened. 
"Really!" it exclaimed. "Of 
course!" we said. "Just wait 
until I see that ghost!" said 
the Pacman, gulping down a 



powerpill, "I'll soon sort him 
out!" And with that he dis- 
appeared in a puff of golden 
smoke, leaving behind him 
this neat little listing for the 
Spectrum. 

This program gets as close 
to the original arcade version 
as is possible within the 
limits of the Spectrum. There 
are four power pills, two 
escape tunnels, and all the 
video-pills a Pac-man can eat. 
Because of the limitations of 
Basic there is only one ghost 
— but he's a mean Pac- 
hunter. And there's a nice 
twist to the original theme 
which gives the little mun- 
cher additional problems. 
The power pills can be trans- 
formed into poisonous pills 
by the devious ghost. While 
they are poisonous to the 
Pac-man the pills stop 
flashing. You get three lives 
as in the arcade version and 
the Pac-man is controlled by 
using the "Q" key to move 
up, "2" down, "M" left and I 
"N" right. 
Program notes 
When entering the maze- 
printing section of the prog- 
ram the dots are full stops 



200 PRINT TRB 3; 



c a c 



210 PRINT TRB 5 ;"fbbt.9. S bbbr.9 

S^RIHT TRB 5;" C.C = 

| 30 pRINT TRB 5 ;"cbbr,e.fbobd. e 

sbbt" „_ 
240 PRINT TUB 5j 

■^PRINT TRB 5;» C .ft.fbd.e.fbd 

" 2g0 C pRIt'T TRB 5;"cu.c 

I70W TRB 5;»«d.e.9.fbobd.9 
" 2S0 W pRlNT TRB 5; »c. . . . c. . . C. . .c 

Sprint trb 5; •■c.fbbibd.e.fbt 

bbd.c" e , 

300 PRINT THE 5, >- 

'SPRINT TRB 5 ;"Sbbbbbbbbbbbbb 
bbbbr" LET t«0 

111 POR rS TO^- R E BC> ,: REflD 

394 BEEP *-.l,b: NEXT f 



and must be coloured with 
ink 7 (white). The maze is 
drawn using user defined 
. graphics and must be col- 
loured using ink 1 (dark blue. 
To colour the maze do not 
use the INK command Press 
CAPS SHIFT and SYMBOL 
SHIFT together. Then hold 
down the CAPS SHIFT key 
and press the appropriate ink 
I key. This method saves mem- 
I ory and is necessary if the 
progrpm is to run on a 16k 
machine. User defined 
graphics are shown as capital 
letters in quotes and should 
be entered in graphics mode. 
This program runs on a 48K 
i machine. To run in 16K add 
line 5 CLEAR 65367: LOAD 
Then type in lines 1-5 and 
save on tape. Type NEW and 
enter the rest of the program. 

To play the game, load in 
the first part and run it. This 
will then define the charac- 
ters and load in the main 
listing. 



P. 



( RT 16.. 
410 PRInj 




'U 



«* PRINT nT 0,24^ "HI-SCORE";ftT 

#5* .e.,,.«, f 

4 <5 NEXT f 

HI LET b»«» 5 » 

p RWT RT 10, 14 



INKEY»<>"" THEN LET 



'9 H THEN 



LET X* 



480 IF 
INKEY* 
482 IF b«>"4" RND b«< 

LET a«CODE b«-52 
484 BEEP .01, i/3 
510 PRINT RT y,x; " " 
520 LET yy+<*"2>-< * H 3> : 
X+CA«4 ?-< *«1 > 

530 LET c»*SCREEN* Cy*X> 
<->" " THEN GO TO 700 

PRINT INK 6; AT y,x;W*3 
PRINT OVER IjRT yl.xl : 
IF j=yl RND rn=xl THEN 
REM 3200 

LET U-tt-1* IF U>0 THEN 



IF c* 



540 
545 
550 



U=4: 
552 
TO 3200 
561 LET j=yl: LET W-Xl 
563 IF t>0 THEN LET t=t-l 
TO 3000 



LET 



GO 



GO 



165 



let yi=yi+<yi<y>-<y 1>y? 



566 IF 
0 1O00 



yl-y RND X=xl THEN GO T 



<]<1<3:| 570 IF SCREENS < yl , xl >=" " FIND fi 
TTP <yl,xlX>!34 THEM LET gl-J 
580 LET xi-XX+<Xl<X>-0<l>X> 
598 IF yl=y AND X-xl THEN GO T 

0 1000 , ^ .... nun o 

600 IF SCREENS Cyl,xl>= I 

I TTR <ylj X 1 X > 1 34 THEN LET x 1 -n 
610 INK 4: IF t>3 THEN INK j 
620 PRINT OVER 1 ; BT yl,xl; a 
fi90 GO TO 480 

%l IF C*<>"." THEN GO TO 710 
702 LET 5=s+5: PRINT AT 2,0; *= 
LET i=i+l : BEEP .01,30 
704 IF i>177 THEN GO TO 2800 

1% S SMFL**- THEN GOTO 

715 IF FITTR <U,X>-134 THEN GO 

T 717 5 IF RTTR <«,XX>J THEN GO T 

0 1000 ,CT v= 

728 LET y-U-<»-2)+<*-3> ! LET x= 
X _C g.=4>+< a=l ): GO TO 535 

749 REM 9ofc big dot 

750 FOR 9=30 TO 5 STEP -5: BEEP 
.01,9: NEXT 9: FOR 9=5 TO 38 ST 

EP 5: BEEP .01,9-- NEXT 9 
768 LET t=30 
770 LET s=S+25: PRINT FIT 

GO TO 535 

S 80 IF x=4 THEN LET X-23 
318 IF x=24 THEN LET x=5 
828 GO TO 533 

1 1091 IF SCREEN* <y,X>-". M THEN 

1 892 1 PR I NT P.T y,x; OVER l;"a": I 
F SCREENS (a,x >«"." THEN LET i= 
i + 1 




GO TO 13«r, 



FOP 9=6 TO 0 



1095 IF t>8 THEN 
1188 FOR f=l TO 4 
1105 PRINT FlT y,x; FOR 9=0 

PRINT^T 21 •**>*■ **? ! 

kkint HT y,x; p" 
TEP -2: BEEP .91,q: 
f 

1110 INK 6: DATA " i 
1115 RESTORE 1119 
1120 FOR 9=30 TO 19 
1123 READ «*: PRINT 
f 

.015,f+ 9 : NEXT f: NEXT 



NEXT 9: NEXT 



STEP -10 



1 : PAUSE 
BEEP .1 



14 



GO TO 1500 



OR f=l TO 
1130 BEEP 

1140 PRINT AT y,x; ■■ 
BEEP .1,0: PAUSE 8 : 
1200 LET 1=1-1 

1219 IF l=-l THEN 

1220 GO TO 425 
1300 PRINT OVER 1;AT y,x; «*« 

p 3 ?oi™ SextV° 49 S ' EP 5: BEE 

1310 PRINT INK 6;AT y,x;*»<*> 

LET s-s+200: PRINT AT 2.0 ;s 
LET yl=3: LET xl=14 
PRINT OVER 1; INK 4; AT 



1320 
1330 
1333 
4; "a 



3, 1 



1333 



LET t=0 

GO TO 535 
INK 7: PRINT 



FIT 10, 10; "GAME 



1340 

1500 

OVER" 

1510 IF s>hs THEN LET hs=s - PR I 
NT AT 2,24;hs: PRINT AT 14,2; «< Y 
OU have the high-score' >" 

1511 PAUSE 50 

1520 PRINT FLASH 1;RT 5,2;»Pres 

s arty key to begin..." 

1530 IF INKEY*<>»" THEN GO TO 1 

■_ic!0 

1548 IF INKEY*=" " THEN 
40 

1600 GO TO 25 
200O PAPER RND*6+1: 



GO TO 1 



FLASH 1 : CLS 

2010 FOR f=0 TO 40 STEP 10: FOR 

9=0 TO f STEP 3: BEEP . 02 . o : NEX 

T 9: NEXT f '* Nt * 
2020 PAPER 0: FLASH 0: CLS 

2040 RESTORE 

2041 INK 6 



2050 FOR f=l TO 31 : READ 



b: BEEP « 
2060 PRINT 

AT 10,f;" h " 

2870 NEXT f 
2075 RESTORE 
2077 INK 4 



15,b+6 

*T 10,f-l; 



GO 
READ 



•1 !■ 



INK 6; 



LET 9=0 



?080 FOR f=0 TO 30 



205*0 READ a: RERD b: BEEP a-. 15, 
b 

PRINT RT SIN 9*3+10, f~l ; " " 
2095 LET 9=9+. 5 

2100 PRINT RT SIN 9*3+10, f; "a" 
2110 NEXT f 

2120 PRINT INK 6;RT 10,31; "k" 

2130 INK 6: CIRCLE 199,147,23 

2140 CIRCLE 230,129,8 

2150 PRINT RT 8,39; "o M 

2160 PRINT INK 7;RT 3,2?; "Oh No 

! " 

2165 PRUSE 30 

2170 CLS : INK 6: PRINT RT 10,31 

INK 4;RT 11,30; "a" 
2180 FOR r-38 TO © STEP -1 
2190 BEEP -005,50-f: PRINT RT 10 
,f ; " j " : NEXT f 
2200 PRINT RT 10,0; " " 
2210 GO TO 50 
2999 STOP 

3010 LET yl=yl+-:yl>y >-<yl<y > 
3040 IF SCREENS < y 1 , xl >=" " RND R 
TTR <yl,xl><>134 THEN LET yl = j 
3044 LET xl=xl+<xl<23 RND xl>x>- 
<xl>5 RND XKX) 

3O50 IF SCREENS < yl , xl >=" " RND R 
TTR <yl,xl K>134 THEN LET Xi*W 
3100 GO TO 610 

3200 IF u-3 THEN LET O-INT < RND 
*4 ) 

3210 LET xl=xl+<xl<23 RND o=0 >-< 
o=l RND xl>5>: LET y l=y l+< o=2 >-< 
o=3 > 

3220 IF SCREEN* <yl,xl>="" THEN 
LET xl=xl-<o=0)+<o=l >: LET yl=y 
l-^o=2>+<o=3> 

3225 IF xt*M THEN GO TO 58Q 
3230 GO TO 610 

3510 IF c=2 THEN GO TO 4300 
3520 IF c-3 THEN GO TO 4400 
4310 FOR f*8 TO 30 
4320 RERD a: RERD b 
4322 BEEP 15, b 

4325 PRINT INK 6;RT 10,f;" h M 
4328 PRINT INK 4;RT 8,31-f;"<J. " 
4330 NEXT f 

4332 PRUSE 29 

4333 RESTORE 

4337 FOR f=30 TO 16 STEP -1 
4349 RERD *: RERD b 

4342 BEEP a-.15,b+24 

4343 PRINT INK 6;RT 10., f;"j 
INK 4;RT 8,31-f;" a" 

4355 NEXT f 

435S PRINT INK 7; FLRSH 1 ; RT 9, 

16;"!": INK 6: PRINT RT 10,16;"i 
ii 

4360 PRUSE 50: PRINT RT 9, 16; " " 

;RT 10,16; M j": PRUSE 50: PRINT R 
T 10, 16; "k" 




4370 NEXT f 

I 

"^422 PRI NT n , K 
4t *30 INK 2 

4470 FOR f=i=5 Tl , „ 

READ , pJ2® STEP 

4480 PRIWT or ,„ b: BEEP a - , l 

4, »90 NEXT f 
«492 LET c-0 
4494 GO TO 59 

^-COOE USR 



Glossary of Computer Terms 



6502 

The CPU chfp use JTh marly popular home computers, e.g. 
BBC, and Oric, also in the Atari VCS games centre. 

6809 

A newer CPU chip with some similarities to the 6502. As used 
in the Dragon-32. 

Absolute /r^. 

A way of specifying movement on the screen whicffbears no 
relation to where you are moving from. E.g., Move to 
coordinates (10,9). See also relative. 

Accumulator 

The main register in the CPU on which arithmetic and other 
instructions operate. To use certain functions on other 
registers requires copying that register into the accumulator, 
operating on it and then returning the registers to their 
original state. 




A name, number or label indi 
computer's memory. 

Adventure 

The name given to computer simulations of fantasy 
role-playing games. The machine plays the part of the 
adventurer which you control by giving instructions from the 
keyboard usually in plain English. The objective is usually to 
find treasure. 



Algorithm 



A detailed step-by-step description of a problem which can 
then be solved by translation into part of a computer 
program. 

Append ^ 

A Basic command to load data or a program into the 
computer and add it on to the end of whatever is there 
already. 



Argument 



The value on which a Basic function operates, e.g., POKE has 
two arguments: an address and its contents. 

Array / ^~ > \ 

A way of storing related pieces of information* in the 
computer, so that each element of the array shares a 
common variable name. E.g., instead of storing a list of 
addresses as A, B. C and their 'phone numbers as D, E, f, two 
arrays'couldfcfrusedjso that the addresses would be labelled 
A(l), A(2), A(3) and tfte phone numbers as P(1>, P(2) and P(3}. 
Then, finding the phone number for a known address 
becomes simple. 



asc( ) 



A Basic function to give the ASCII code of the character in the 
brackets, e.g. 

PRtlfrSSscrA") 
will print 65. If you use :ASCqn awing, the function will 
return the ASCII code of the first character in the string. 



asoi 

American Standard Code for Information Interchange. A 
standard code used in most micros to represent 1 28 
characters in a 7 bit code. 

Assembler 

A program which helps in writing machine code programs. It 
allows the programmer to enter rfoehinaxdde instructions 
using mnemonic codes which are easier to femember than 
the hex values, eg., in 6502 machine code one way of loading 
a value into the accumulator is by using hex code A9. With an 
assembler, the load-accumulator instruction is LDA. 

ATTR 

A Basic function on the ZX Spectrum used to find data about 
a certain point on the screen. For a pair of coordinates it 
returns the colour of the screen at that point, whether it is in 
extra-bright modgjnd whether that particular character is 
flashing or stqad^-^' 



\ 



Beginners' All-purpose Symbolic Instruction Code. A 
programming language invented in America in 1964 and 
available in almost all computers from those running power 
stations to those playing Space Invaders. 

BAUD RATE /p^. 

The speed at which data bits are sent down a win^rBaud rate ] 
is approximately equal to bits per second; so with an average 
of ten bits per byte an interface working at 300 baud can 
transmit or send about 10 characters per second (or CPS.) 



■"• - peo^rum and Jupiter 
Ace to Drgcttjse sound from the built-in speaker. The two 
argu rftems atafljtch and duration, where pitch is relative to 
middle-C and duration is specified in a range from 0 to 255. 



Binary 



Base two. The way in which all information is represented in 

the computer internally. The only digits used are 1 and 0 

which correspond to an electrical signal either being present 
in a wire or not. 



A short form for binary digit, a's*?I<£ie s > 1y3^0. 



An area round the edge of a playing screen which can be a 
different colour from the main playing area. Used mainly to 
ensure that the whole of the game is visible on the screen. 



Bright 

nr. 

r 



A Basic command to print on the screen in varying 
ttnmtnecft.^n Atari 800 has 16 variations while a Spectrum 
has two. 



120 



Bug 

An error in a program which prevents it from working 
properly. 

Byte 

A short form of Binary Eightt used to describe a set of eight 
bits. "S \ 

Computer and Video Games Yeirbook 



! A (usually) plastic case containing magnetic tape on which 
i programs can be stored using two frequencies. The 
computer can '^i oLo a" to a cassette and reconstruct the 
program at afatf rdajy.pne frequency is used to represent a 
1 and anojfcui fui «weroj(see binary). 

Centronics 

A form of interface for computers used in connecting 
printers. The Centronics interface is a parallel device as 
opposed to the RS232 interface. It uses eight separate wires 
for the date and a complete byte is sent at a time. Originally 
used in a range of printers by Centronics, this interface is no w 
standard or optional in most micro printers. / /*>-<~ 



Character 

A letter, number or other symbol which is represented by a 
unique code in the computer. The usual number of characters 
' S 2 j |j' wnich represent numbers, letters and other 
spe^iSES&ti control characters which mean special things like 
^urnT^ p^rter'' or "change to upper or lower case". 

Character set 

The range of characters which a coi 
Some machines have special charai 
mathematical signs or non-Em 



puter is able to produce, 
ier sets with 
adages. 



Chip 



An electronic circuit reduced photographically and produced 
on a piece of silicon of around V* inch square. The final 
version of a chip is much larger to accommodate the pins 
which are used to connect the chip to the outside world, 

CHR$( J 

A Basic function to output a character whose^AScjl code is 
known. E.g.. ' 

PRINT CHRSI65) 
willjjrjni^apital letter A. 

Qnmffy graphics 

The term used to describe graphics madrfwn whole 
characters as opposed to pixels. Theae'cKaracfcrt are often 
whole blocks with one or more quaitm-rwDoved. As found 
on machines like the ZX81. 

CLOAD 

A Basic command to load a program from a cassette as 
opposed to loading from disk. 

Command 

Astatement in Basic may be either accjj]TnafWqy a function, 
Acommand tells the computer to dCsomeThing |nd does not 
expect a numerical or alphabetical result, while a function 
does. So addition and PEEK are functions but POKE and LIST 
are comrtiatfa?^ 

Compiler ' 

A program which converts a program written in a high level 
language such as Basic to machine code. This may be useful 
because machine code programs are hard to write but run 
much faster than those in Basic. Compilers are often used in 
the writing of game programs for this reason. A compiler 
differs from an interpret er bec ause an interpeter translates 
each hne as it is encou>KS53Twhich may be many times 
during a run, while acja^iler^inslates each line once, at 
the start, before the^rogram is rJn. 

Computer Bnd Video Games Yearbook 



Copyright 



The area of the law which allows the originator of a piece of 
work the exclusive right to make copies of that work. No 
copyright laws specific to computer programs exist at 
present. The difficulties arise over the idea of a program as 
much as the program itself. Because the author of a program 
is entitled to a payment for each copy sold, copying of 
programs illegally is considered theft. 



maj n ■ h i p in a computer which 
olneCcoTi^Anents in the 



CPU 

Central Processing Unit. The maj 
organises the work of all the oifteCcoffl^n 
machine as well as perforrryfcgiogtttal anjl arithmetic 
functions. 

CSAVE 

A Basic command to save a program onto cassette. 

Cursor 

A marker on the screen of a computer to show where, if a key 
is pressed, the next character wiM appear. 



Data 

lnformatioiytf£**t» a program needs before or during a run 
E.g.. a prpt^ajjno ttfaVv a square needs to know where on the 
screen tffecorneTs arelto be. Note that data in this sense is a 
plural word as in a list of data. A single item in that list is 
called a datum. 

DATA 

A command in Basic which is used to supply data to the 
program. The word DATA is followed by the data itsplip^ith 
each datum separated by a comma. To access thia^flTS^hj 



function READ is used. 

Debug 

To ensure that a program works properly by removing the 
bugs from it. 

Decimal ^^>\ 

The m ost co mmon way of r^fTfesTTTffug nlmbers. It uses the 
digits«tfIK?*Also known as base 10, or denary. 

A command used in Basic to reserve space in the computer's 
memory for an array. Most machines will automatically allow 
for an array to have 10 elements so if you plan to have 
anything larger you must use DIM. To reserve enough space 
for array D to have 75 elements, use the command 
DIM DI75). Short for DIMension. /^P^ 

DIN ^-^-1 



Deutsche Industrie-Norm. A 



ti. A Gcpjjwi 
sivdv ifTaudj 



-designed standard of 



connections used extensively audyaequipment and, 
therefore, also in the corrfeiTflit^gf cassette recorders to 
computers. A DIN connector usually has between three and 
seven connecting pins. 

Disk (or Disc) 

An alternative medium to cassettes on which computers can 
store programs and data. It consists of a thin circle of plastic 
cgaifid in a similar substance to cassette tape and housed in a 
! C m 55'¥ 0,ecl ' ve Plastic jacket, which is why they are often 
4 -«^dTfofcpy disks or floppies. They are available either 5.25 
or 8 inches across and need a special machine called a disk 
drive for them to be used. 

Disk Drive ^=r 

The machine which is used to get inform aliorion a fTo* iff 
disks. Once a disk is inside the drive it is mtated a^ainsi a 
head similar to that in a cassette recorder. Disk storage is up 
to 50 times fasteL**j3j**ising cassettes but is also more 
expensive. An aveft ge^fre costs 10 times more than a 
cheap porta|^teTa"S5atte recorder. 



121 



44WA 




4 <T r 



*7 n"* "V A 0 



4 



4 




UNBEATABLE 





Mulberry House, Canning Place 



Edit 

To alter pari of a program while leaving the rest unchanged. 
This can range from the addition of a single character to the 
removal of a laj^j^Btpck of the program. 



A single part of an array identified by the array's name and 
the element's unique subscript. 

END 

A basic command to tell the computer that the end of the 
program has been reached. 




ENVELOPE 

A command used in Basic on the BBC micro to define the 
characteristics of a note which will be produced by the BBC's 
SOUND command. ENVELOPE defines the actual wave form 
of theooi^and can be used to simulate the sound of various 
inst/OflJPnTs^ 




PI 

Erasable Programmable Read-Only Memory. A ROM chip 
which can be re-used by exposing it to ultra-violet light which 
erases it. 




File 

A collection of related pieces of data stored for use by the 
computer on tape or disk. 



Fixed point 



The way the computer stores numbers. Inspaadjjf moving the 
decimal point around it is always placed^ft<rthe first digit. 
Then the entire number is multiplied fr<JTv+t4$dt»y^ factor of 
10 to make it the correct value. For example .7; I 

Vio=10 _1 

so 0.168 in fixed point format would be 1.68x10~' 



Floating point 



The normal way of specifying decimal fra ction s. The decimal 
point is placed between the whole part ^rffiEJ fractional part 
of the number. ^ ^ j 

Floppy disk 

see Disk, 

FOR 

A Basic command to perform part of a program a certain 
fixed number of times. The part to be reogaiad is placed 
between a FOR statement and a NEXT-rfalSm^l 



Forth 

A computerjitaaramming language. It is the language of the 
Jupiter ACe^TTOts also available for some other micros. 
Althc^gtTW»^uryTi|rder to learn than Basic it runs much 
faster and is useful lor writing games programs. Was 
originally to be known as "fourth" as in fourth-generation 
language, but the computer on which it was invented only 
allowed 5 characters for a program name) 



Function 

see Command. 



A Basic function to 

124 



^et tTsingle k\ 



y press from the keyboard. 



GOSUB 



A Basic command which jumps to a certain part of the 
program called a subroutine. These are useful where the 
same part of a program may be "called" several times. The 
subroutine may consist of several program lines and will 
continue until it finds a RETURN statement. Then control 
returns to the line after the initial GOSUB. 



GOTO 



Jumps to a certain point in a Bas[ 
run from that point. 



is\c pro flr. 



ram and continues to 



\ 



Graphics characters 

Characters which the computer can print apart from normal 
letters and numbers. These can be used in blocks to form 
pictures. See also Characters. 

Hardware 

The physical components of a computer which can actually 
be seen, as *Jp0o"s~fec} ^ programs and data which cannot. 

Hexadecimal 

(or Hex.) A way of specifying numbers in base 16. Hex uses 
15 digits, namely 0 to 9 and then A to F. So eleven in hex is B, 
and hex 10 is 16 in decimal. 




High level language 

A programming language in which the language itself does 
some of the work for you. For example, Basic is a high level 
language because most of the commands available in Basic 
are not available directly in the ccynpuim but must be broken 
down into many simple instructions by4He\Basic interpreter. 




cVji 




feed in Spectrum and Oric Basic to specify the colour in 
which printing on the screen will be. 



INKEY 

Similar to GET. As used on Sinclair computers 



INPUT 

A Basic function to get a key<>r feys&orn the keyboard. 
Keeps getting keys until tKe-TOTWeN orJENTER key is 

pressed. 

INT 

A Basic function to strip a number of its decimal places and 
leave the integer part. Note that INT will not round the 
number up or down so INT(5.01 ) is the same as INT(5.99). 



-fntecj 



er 



A number, positive or negative, which has no fractional part. 
1,2,3, -9, -96 are integers, whereas 7.5 is not. 



Interpreter 




The program whictwjgcodes the statements in a high level 
language. It conVerwtneJines which you type into simple 
steps which tjfce-et*t>san understand. 

Computer and Video Games Yearbook 



Jack plug 

A connector used for linking cassette recorders to computers. 

JoystldPL, \ 

A hand-opewedco?ltroller for video games. A short stick can 
be pushed in 4 or 8 directions which controls the object on 
the screen. There is also usually a "fire" button. 

K for Kb.) 

Stands for Kilobytes or a 1024 bytes. The unit used to 
measure the size of a computer's memory. Usually goes up in 
multiples of 4 or 8. One byte is equal to about 1 character. 



Language 



The set of commands with which a computer is programmed. 
Basic is the most common language for beginners but special 
languaeefcalso exist for certain jobs. Cobol is mainly used for 
writm^Dusiia^ss programs while Fortran is a science and 
rrlaths-based language. 

LEFTS 

The Basic function to take the leftmpstcharacters from a 



nrst live characters of 



i ne Basic tunction to take the leftmost charac 
string, thus LEFT$(S$.5) would tdK$fiSW fl 
string S$. ^ 

LET 

Used in Basic to assign a value to a variable, eg., LET X=10 or 
LET SS="HELLO". 

Line number 

Each line in a Basic program must have a line number. When 
the program is run the lines will be executed in numerical 
order, and not the order in which they were typed ifi. 

LIST 

A BajH^ommand to produce a copy of the current program 
oglha-acreeiroV printer. 

LLIST ^ 

List the Basic program on the printer^,..^^— * J 

LOAD 

Read a program into the computer from cassette or disk. 

Location 

The actual position in memory where a^Jftia^tored. 

Low level language -\ 

A language in which a limited number of commands can be 
handled directly and they must be broken down and 
sim pi ijied h^t^e-^dg ram mer. 

Lower case 

The small, non-capital letters available on a keyboard. The 
characters produced by pressing a key without holding down 
a shift key. 

LSI ^ 

Large Scale Integration. Getting a lot of components into a 
small area on a chip. • 

Computer and Video Games Yearbook 



LPRINT 

A Basic command to output to the printer as opposed to the 
screen. 

Machine code 

The lowest level language available on a computer. It is the 
language which the CPU can directly understand and 
because it does not need an interpreter, machine code 
programs run very fast but are complicated to write and 
rtphug A typical machine code program may run 100 times 
faster than its Basic equivalent./^ C~~* m 



Memory map 



The way in which the computer organizes its memory. The 
memory map states where the machine holds its program, 
variables and Basic interpreter. Most computers also hold the 
contents of the screen in memory as well so that altering that 
area of memory will change the contents of the screen. This 
is known as having a memory-mapped screen. 



Merger 



Loading aerogram or data without destroying the one 
already in memory. Where program lines are duplicated, the 
convention is for the incoming line to replace the one already 
there. 



Microprocessor 

A single chip which can get information in, process-ft «TYtJ 
output it. 
Similarto CPU. 

Microsoft 

A software company responsiblefor writing the Basic 
interpreters in many micros. 

MIDS 

Afunction in Basic to extract a certain part of a strmt] starling 
from a certain position and going on for a certain number of 
characters. MIDS(AS,5,3) will be a string made up from AS 
starting at position 5 and continuing for 3 characters. 



Mnemonic 

A short code which helps in remembering somettt'rrTg. For 
example, in Z80 machine code, the^code to compare the 
accumulator with a value is known by the mnemonic CP A. 

MODEM * * » 

Short for MOdulator/DEModulator. A peripheral to convert 
the signals sent from a computer to the correct frequencies to 
allow them to be sent over the telephone lines and fed into 
another computer. 

Monitor 



1 



A devtce used as the display for a computer. It is similar to ,i 
TV screen but is of much higher quality and costs more. 
Monitors cannot normally receive TV signals. A typical colour 
monitor costs at least twice the price of a portable colour TV. 

Monochrome 

Single colour. A cqraguter display which cannot show more 
than one colour. Usually black and white but can also be 
green on black, or orange oh black. 



125 



Printer 



Network 

A number of computers connected together such that each 
can communicate with any other and that they can share 
peripherals which would be too expensive to provide for 
each computer. 



NEW 

A Basic command to tell the computer to forget the current 
program and to expect another one. 

NEXT 

see FOR. 

Nybble 

Half of a byte (4 bits.) A byte is made up from two nybbles. 
The first 4 bits are called the high nybble and the last four are 
called the low nybble. 

Operating system 

The program in the computer which controls the 
coordination of all the components. Every computer has an 
operating system. Some operating systems are common to 
many computers subject to minor alterations. One such 
system is CP/M which runs on many Z80 based machines. 
CP/M controls the loading and saving of programs and also 
control of the disc drive, keyboard and printer. Commands to 
load and save on one CP/M machine will be almost identical 
on any other machine with the same operating system. 

OVER 

A Basic command to print on the screen on top of the 
character which is already there. 

PAPER 

A command on the Spectrum and Ace to specify the colour of 
the screen. 

PEEK 

A Basic function to look at the contents of a certain location in 
memory. For example, the character at the centre of the 
screen on a PET is held in memory location 33268. So to see 
what character is at the centre of the screen you would use 
PEEK (33268). 

Peripheral 

Additional hardware used with a computer but not an 
integral part of it. Eg. a disk drive, cassette recorder, printer or 
joystick. 

Phono plug 

A connector commonly used to connect a computer to a TV 
set or monitor. 

Pixel 

Short for Picture Element. 

The smallest dot which can be displayed by a computer. 
Pixels can be used individually or be placed in blocks to make 
alphabetic or graphics characters. 

POKE 

A Basic command to load a certain value into a known 
location in memory. The syntax of the command is: 

POKE address, value 
so to put character 46 (a full stop) at the centre of the screen 
on a PET, type POKE 33268,46. 
See also PEEK. 



A peripheral used to produce output onto paper which can 
then be stored, as opposed to output on a VDU which cannot. 

Program 

A list of instructions which will be executed sequentially by 
the computer. 

PROM 

Programmable Read-Only Memory. 

A ROM chip which can be programmed by a special PROM 
programming machine. One programmed a PROM cannot be 
altered or erased. 

RAM 

Random-Access Memory. 

Memory in a computer which can be altered and is therefore 
used to hold the current Basic program and data. RAM 
memory loses its contents when the power is turned off. 

Raster scan 

The way in which a TV picture is produced in the set itself. A 
single dot scans across the 625 horizontal lines which make 
up the picture. Whatever the display on the screen, the dot 
always follows the same course. It goes so fast that the 
display appears steady and stationary. 

READ 

Used in Basic with a DATA statement. It reads one item from 
the DATA list each time it is called. 

Register 

A memory location built into the CPU chip itself, used to hold 
data temporarily to perform arithmetic and logical functions. 

Relative 

A way of specifying direction which does not depend on 
where you are going but on where you are coming from. Eg., 
"move 7 positions to the left" is a relative direction. 
See also Absolute. 

RENUMBER 

A Basic command to alter the line numbers of a program so 
that they all run in even, neat steps. RENUMBER should also 
alter any GOTO or GOSUB statements as well to enable the 
program to run correctly. 

Resolution 

The number of pixels which a computer can display on the 
screen at one time. The higher the number, the better quality 
graphics can be produced. 

RESTORE 

Used in Basic with READ and DATA. RESTORE sets the data 
pointer back to the beginning so that the next READ 
statement will start reading from the first item in the DATA 
statement. 

RETURN 

See GOSUB. 

RIGHTS 

Similar Basic command to LEFT$ but takes the last characters 
from a string. Eg., RIGHTS ("therefore", 4) would be "fore". 



Computer and Video Gimts Yearbook 



RND 

A Basic function to produce a random number, used in 
games and simulations. 

ROM 

Read-Only Memory. 

, A memory chip whose contents cannot be altered. ROMs are 
used to hold such .things as the Basic interpreter and the 
! operating system. 

PCWI 

The name of an interface used for connecting computer 
peripherals together. All devices with RS232 interfaces 
should by definition have the same connections via a 25pin 
0-plug although some manufacturers vary these for their 
own use. The RS232 is a serial interface which means that 
although there are 8 bits to a byte the bits are sent one at a 
time down a single wire. 
See baud rate. 

RUN 

A Basic command to start the execution of the current 
program in the computer. 

SAVE 

A Basic command to record the current program on to 
cassette or disk, so that it can be re-used at a later date. 

Scroll 

Moving the contents of the screen up or down by a single 
pixel or character at a time. Some programs also scroll the 
screen sideways. 

Shoot- em-up 

Avideo game where the object is to shoot at aliens which are 
j above you. The first such game was Space Invaders. 

Software 

Programs for a computer. The part of the computer which 
cannot actually be seen (unless printed out on screen or 
printer) See also Hardware. 

String 

A set of between 1 and 255 characters assigned to the same 
variable name. Some Basics allow strings of unlimited 
length, but most allow 255, which is the highest number 
which can fit in 1 byte. 

Subroutine 

A frequently-used part of a program, placed, usually at the 
end, which can be called whenever needed. Thus although it 
is used frequently, it only needs to be typed in once. 
See also GOSUB. 

Subscript 

Anumber used to identify single elements in an array. 
Although each element has the same variable name they 
have different subscripts. Eg, 

LET A$(7) = "COMPUTER" 
where the variable name is AS and the subscript is 7, 

Syntax 

The composition of a statement, its arguments and any 
punctuation. Eg., a certain Basic statement may need two 
arguments, separated by commas and a semi-colon at the 
end. If this is not typed correctly it will be rejected by the 
computer with a "SYNTAX ERROR" message. 

Computer and Video Games Yearbook 



TRACE 

A command in Basic which prints out the line number of each 
statement as it is executed. This can be useful in debugging 
to check that the program lines are being executed in the 
correct order. 

Upper case 

The characters available on a computer by pressing a key at 
the same time as pressing a shift kev^The shift key usually 

punctuation and graphics for the others. 

User defined graphics 

Graphics characters made up of a block of pixels which can 
be designed by the user. Custom characters can then be 
made, like a Pacman figure or a space invader. 

User friendly 

Describes a program which is easy to operate by 
non-computer minded people. 

A good user-friendly program will help the operator and 
should produce helpful messages in response to mistakes 
from the user. 

USR 

Used to transfer execution from the Basic program being 
executed to a machine code routine written by the user. This 
may be done if a certain part of the program needs to be 
executed very fast or for certain things which Basic cannot 
do. 

VDU 

Visual Display Unit. 

A monitor or TV used as the output device for a computer. 

Vector Scan 

The alternative to raster scan. Instead of scanning the whole 
screen, the dot traces out the shape of whatever it is required 
to produce. Programming such a device needs great care 
because if the dot is allowed to stop for just a fraction of a 
second it will burn straight through the screen! Vector scan 
produces clearer, smoother graphics. 
As used in some arcade games like Atari's Asteroids, and 
also in the Vectrex. 

Verify 

Used in Basic to compare the program currently in RAM with 
one on tape or disk, to ensure that it has been SAVED 
correctly. 

Word processor 

A program to accept text from the keyboard and help in 
producing written documents. A good word processor will 
align the text to the margins, store standard letters on disk 
etc. Separate files of addresses can be stored so that a single 
letter need only be in typed once but can be printed many 
times with different addresses on top. 

Z80 

A common CPU used in many micros including the Spectrum 
and Sharp MZ80K. 

127 



CRAZY KONG 

4k 



THE SPLURGS 
OFMOG 

WHO DIRECTION LOCATION WHAT WITH 




MEDUSA 


SOUTH 


CAVES 


EVIL SPELL 


BEELZEBUB 


WEST 


FOREST 


SWORD 


HYDRA 


NORTH 


LAKE 


FIRE 


VAMPIRE 


X 


MOUNTAIN 


GOLD 
CASKET 


GORGON 


EAST 


SWAMP 


POISON 



o&zr GA ^s PACMAN 

p «omx DRAC u U PIT 

%££&gggg™ TAB. 

SNA CKBITE 



1 


c 


E 


D 








D 


1 


E 


T 








T 


1 


N 










N 


1 


E 


C 


E 






E 


N 


T 


1 


C 


E 


D 




D 


1 


N 


T 








T 


1 


C 










C 


E 


N 


T 


1 


P 


E 


D 


E 


E 


D 


1 


T 








T 


1 


P 










P 


E 


N 


C 


E 









RIGHT 




LEFT 




UP 




LEFT 




UP 




DOWN 




UP 




DOWN 




RIGHT 




DOWN 


>> 


RIGHT 




LEFT | 



PATRIOTIC 
PACMAN 



O O 

• To 



o 
o 



V 



SOLUTION TO PATRIOTIC PACMAN 
64 is the number of dots in the 
longest path. 



ZLEPRO 

At the time ot going to press 18 
moves is the best solution known 
and it can be achieved as follows: 
2,1,2 




The 



25 ^OT 



s 

2 



128 



Muppet creator Jim Honson put his puppeteers to 
work on a fantasy epic last year. 

He created a land peopled by the weird Mystics, 
cruel Skeksis and gentle Pod People. Through this 
world two Gelflings are sent on a quest to break the 
rule ol the Skeksis and return peace to the land. 

A computer program of the quest was released and 
we at Computer and Video Games asked readers to 
come up with their own graphic representations of 
the weird and wonderful creatures from the world of 
the Dark Crystal. 



head of Aughra. one of the "stars" of the film, flown 
over from America, the book of the film — beautifully 
illustrated by artist Brian Frood — and an LP of the 
film score. 

When Bruce McNally, Henson Associates* creative 
director came in to judge the entries, he found a 
runaway winner in Alan Outter's marvellous repre- 
sentation of Jen the Gelfling on the BBC. 

We show a screen picture of the winning entry over 
the page and for those who are feeling brave enough 
to key it in we reproduce the listing to show the work 




By Alan Outter 
Runs on the BBC Model B 



10 MODES GCOL0, 4: MOVE 0..0 MOV 
E1280,0:PLOT83.8, 1024 : PL0T83 , 128 
, 1024X-24 

20PR I HTTRBC 8 , 10); "JEN" F0RI«1 
TO 10000 NEXT I CLS 
38VDU19,6,4,0,8,0 
40VDU19, 3,3.0,8,8 
30 VDU19, 0,0,0,0,0 
60V DU 23.8202. O;0,0 
780NERROR G0T0120 
88 E-4 X-X+8MOVEX,0 
90GCOLO , B • READ H.B PRRW X , R*8 
-220 

100IF R«180 THEN 80 

110GOTO 90 

128END 

13BDRTR140. 1 . 143.4, 149, 1 , 131 ,4 
,180,4 

148DRTR127, 1, 139,4, 143, 1 . 149,4 
.180,4 

138DRTR124 , 1 , 137.4, 142. 1 , 144.4 
,190,4 

160DRTR123, 1 , 123, 3, 133, 1 , 142, 4 
,188,4 

17GDRTR120, 1 , 123, 3, 138, 1 , 143,4 
1 180,4 

180DRTR119, 1 . 122,3, 140, 1, 146,4 
,180.4 

190DRTR114, 3. 141,1, 147,4. 188,4 
208DRTR11O. 3, 143, 1 , 147,4, 149.. 1 

,132.4. 160. 1 . 161 .4, 130.4 

210DfiTfll86,3. 144. 1, 147,4, 148. 1 

, 161 ,4 . 180,4 

220ORTR98,O,99,4, 104,3, 143, 1, 1 
48,3, 134,4, 162, 1 , 163,4, 169,3, 17© 
,5. 172.4, 189.4 



238DRTR97.0, 180,4, 18; 



, 138,3, 



158, 1 , 154,3, 159, 1 , 164,4. 169.3, 17 

0. 3. 171.4. 188. 4 

240DRTR97.0, 188,4, 181,7, 182,0, 
108.7. 118.8, 113,7, 114,8, 113,7, 13 
8,3, 149, 1, 154, 3, 137, 1 , 161,4, 162, 

1 , 167,3, 168,3. 178.4, 188 ,4 
230DRTR95 , 0 , 184, 1, 187,8. 189.6, 

111 , 1 . 115,8. 116.7, 141 ,3, 138, 1 , 16 
0,3, 162,4, 167.3. 170,4, 180,4 

260DRTR69 , 8 . 94 , 1 ,93,8.98. 1, 184 
.3, 106, 1 , 188,6, 1 12, 1 , 1 14 .8, 1 15 . 1 



, 117,8, 118.6, 133,7. 144,3, 161 .5. 1 
63.4. 164,5, 167,4, 188 ..4 

278DRTR 58,0,78,4,73,0.77,4,87 

,0,94, 1 ,95,8.97, 1, 101 ,3, 108, 1, 11 
0,8, It 1,3, 112,6, 113, 1, 114.8, 115, 

1 . 117.8, 118.7. 132,6, 133,7, 145,3, 

161 , 1 . 163,3, 164, 1 , 169,5. 171,4, 18 
0,4 

288DRTR46 , 8 , 94 . 1 , 95 , 7 . 96 . 8 , 97 , 
1, 102.3, 105, 1, 186,6. 187,3. 188,7, 
118. 1, 112, 3, 113, 1. 115,8, 116, 6, 11 
7, 1 , 118,0, 119,6, 131,7, 133,6. 134, 
7, 148.3, 161, 1 , 163,3, 164, I, 169,5, 
171 .4. 188.4 

298 0HTR43. 8, 94, 1 ,95,8,97. 1 . 18 
2,3, 185, 1, 186,7, 107,3, 108, 1,111, 
0, 112,3, 113. 1 . 116,8, 117, 1, 118,0, 

ii9,t, v&, r+tiaa f tt,izxtf 4 U3,t>, la 

4,7, 148,3, 161, 1 . 162.3, 167, 1, 168. 
5, 169.4. 188.4 

388L I STPRTR44 , 0 , 58 , 1 . 5 1 , 8 , 92 , 1 
,93.8,93. 1 .97,5.99,7. 185. 1 , 187,3 
, 108, 1, 113,3, 114, 1. U6.0. 117,3,1 
19,8, 120,7, 124.6, 125,7, 129,6, 130 
,7, 148,3, 169,5, 170,4, 180,4 

310C»RTR43,0,50. 1,52,0,33, 1,56, 
0,86,3,90, 1,95,5.97,7,99,6, 183,7 
.185,1,107,7,189 1.111,8,112,1,1 
16,0, 117, 1, 119,8. 128,7. 124,6, 125 
,7. 128,6, 130,7, 158,3. 165.4, 169,3 
. 174.4, 188,4 

328DRTA42.8,51 . 1,53,8,54, 1,56, 
8,68, 1 ,62.0,73, 1.77,0,78, 1 .82,0, 
86,3,89,7,91 . 1 ,95,6,96,7,99.6, 18 
2,7, 105, 1 . 186,5. 187,7, 189, 1, 112, 
3. 113, 1, 116,0,117, 1 , 118,0, 119,7, 
136,6, 137,7, 131.3, 164.4, 165,3, 16 
6.4, 178,5, 172,4. 188,4 

338DRTH42,8,52, 1.53,8,54, 1 ,56. 
8,68, 1.62,0.73, 1,84,8,87,3,88.7, 
90,5,91 , 1,95,3,93, 7, 185, 1, 186,5, 
107,7, 109, 1, 1 12,7, 113,3, 114, 1, 11 
6, C, 117,7, 130,6, 131 ,7, 134,6, 135, 
7,137,6, 139,7, 150,3,170,5, 171,4, 
180,4 

340 DHTR41 .0,32, 1,54,0,55, 1 .57 
,0,38. 1 ,61 ,0,66, 1 ,68,8,74, 1,73,3 
,77, 1,79,5,88, 1,85,8,87,3.88.5,8 



9, 1 ,92,5,93,7,95,6, 182, 7, 185, 1 , 1 
07,7. 189. 1, 111,7, 113,3, 114,1,117 
,7, 131,6, 132,7, 137,6, 142,7,151.3 
,170,4. 172,5, 176,3, 179,4, 188,4 

358DRTR48 , 0 , 35 , 1 , 56 , 8 , 57 , 1 , 60 . 
8,61 , 1,67.8,78, 1 .72,5,74. 1,75.3, 
88,5, 85, 1 , 86,8. 87, 1 , 88.7,90.6, 95 
,7,194,1,107,7, 108,0, 189, 1,111.7 
, 114, 1, 116,7, 121,6, 124.7, 131 .6, 1 
33.7, 134,6, 133,7. 137,6, 148, 7, 149 
,3,169,3, 172,3, 174.5, 176,3, 179,4 
,188,4 

368DRTR48,e,42, 1 ,50,0,33, 1,56, 
0,37, 1,60,0.61 . 1,67,0,70, 1 ,72,3, 
74,3.79,7,80,3,82,7,94,6, 103, 1 , 1 
04.8, 103, 1, 106, 7, 108,0. 109. 1 . Ill 
113, 1, 113,6, 126,7, 128,6,133,7 
, 137,6, 139,7, 130,3, 168,5, 173,3, 1 
75,5, 176,3, 177,4, 180,4 

370DRTR4 1 , 8 . 43 , 1 , 52 , 0 , 55 , 1 . 37 , 
8,58, 1,71,5,72,3,78,7,98,0.92.7, 
183, 1 , 104,0, 105, 1 , 108,0, 111,7, 11 
2, 1, 115,6,126,7, 128,6, 132,7,137, 
6, 138.7, 146,3, 163,5, 167,3, 170,4, 
171 ,3, 172,3, 177,4, 188,4 

380DRTR41 .0,43, 1,33,0,37, 1,70, 
3.75,7,76,3,77, 1,83,8,86,4,93,0, 
99.7. 101, 1, 102,0, 104, 1, 107,0, 108 
, 1, 111,7, 112, 1,115,3,116,7, 128,6 
, 124,7, 131 ,6. 132, 7, 147,3, 139, 1, 1 
63,3, 166, 1,168,3, 171,3, 173,4, 188 
,4 

398 DRTR42,0,46,3,47,5,34, 1,36 
,8,38,3,68, 1 ,63,3,66, 1,69,3,70, 3 
,73,7,77,3,81,7,83,0,84,4,99,0,1 
08, 1,102,0, 104, i, 114,7, 113,0, 11/ 
,6,120,7, 123,6, 129,7, 130,6, 131,7 
,147,3, 139,5, 168.3, 171,3, 173,4, 1 
80,4 

400 DRTR42,0,46,3,34,3,37,0,39 
, 5 , 60 , 1 , 64 , 5 , 63 , 7 , 66 , 3 , 67 , 1 , 69 , 7 
, 70, 1 , 73, 7, 75, 5, 78, 7, 88, 0, 84 , 4 , 9 
8, 1,99,8, 102, 1, 183,0, 104, 1, 103,0 
,107, 1, 112,0. 113,3, 116, 1, 120,7,1 
23,6, 129.7, 138,6, 133, 7, 148.3, 139 
,3, 163, 1, 168,3, 170,4, 171,3, 173,4 
. 180,4 

410DRTH43, 0,60, 3, 63, 1,66,3,67, 
1,69,3.70,3,71,0,77,4,97,1,99,0, 



Computet and Video Games Yearbook 



129 



<l< 



1 0 1 .. 1 , 1 62 , 0 . 1 83 , 1 , 1 04 , 0 , 1 03 . 1 , 1 1 
2,0. 113, 1, 115,0, 119, 1. 120, 7, 138, 
3, 158,5. 161,3, 163,5, 165,3, 167,1, 
169.3, 171,4, 172,5, 174,4, 180,4 

420 PHTR43, 0,46, 1,51,0.57.3,58 
. 0, 59, 3, 60, Q . 62, 3, 63, 0, 68, 4, 90, 3 
,96, 1 ,97.0, 102. 1, 103,0, 104. 1, 105 
,0. 108, 1 , 109,0. 113, 1 , 115,0, 116,7 
. 137,3. 155. 1 . 158.3, 164,5, 163,3, 1 
66,5, 172,4. 173,5. 176.3. 177, 1 . 178 
,3, 179,4, 180,4 

430DRTR44 .0,49,1,55.0,57.3,59, 
0,68. 1 ,61 .5,62. 3 .63, 0. 64 ,5.66,3, 
68.0,69. I .70.4,89,1.90,3,91,0.34 
,3,95, 1 , 180,0, 101 , 1 . 182,0. 103, 1 , 
109,0. 112, 1 . 114, 7, 116,3, 125,7. 13 
4,3,158, 1, 163,3,165,5, 166,3. 167, 
4, 172,3, 175,4. 176.5. 178,4, 180,4 

440C'rt TR44 . 0 . 51 , 3 , 55 , 0 , 56 , 3 , 53 , 
O.60, 1,61,5,62.3.64,0,65,5,66,3, 
68,0,69. 1 ,70,4.89, 1 ,90,3,91,0,94 
, 1 ,99,0, 102, 1, 103,0, 106, 1, 1O7.0, 
108. 1, 112. 7. 1 15, 3, 143,5, 161 .4. 16 
2.5, 163.3, 166.5, 167.3, 168,4, 175, 
3, 176,4. 180.4 

450DRTR46,8,49, 1 ,53,6.55, I .57. 
0,60, 1 , 62.3, 63. 0.64. 5, 65, 3. 66, 1, 
67,0,68,3.69,0, 70, 1,73,4,88,3.89 
,0,91 ,3.92.0,93. 1 . 101 .0. 107, 1 . 10 
3,7. 113.3, 146.5. 152,3, 156, 1, 159, 
4, 162, 1 . 163,3, 166,5, 167,3, 169.4, 
175,3. 176,4, 180,4 

466PRTR45 . 0 . 50 , 1 , 57 , 0 , 58, 1 . 59 , 
5,62. 3,63,0,64,5.66,3.68.0, 69,3, 
78.0.72, 1,75,4,86,3,87, 1,89,0,92 
.3,94. 1 ,98,0, 184, 1. 107,4 , 118,3, 1 
44.5. 147, 1. 150,3, 151 , 4 . 155, 3 , 159 
.4, 163, 1, 164,3, 166.4, 169,3, 170.4 
, 180.4 

478DRTR45 . 0 . 55, 1 , 58, 0, 60, 3, 62, 
1 ,63,5,64,3,66, 1 ,67,0, 68, 3, 70,8, 

71,3,74, 1, 75, 0,76, 1 ,77,4,85,3,86 
, 1,88,0,91 . 1,95. 3,97,8, 101 , 1 , 184 
.3, 110,3, 125, 1 , 130,3. 141 ,5, 146, 1 
. 147.4, 157,3. 159.4. 175, 3 , 176 , 4 , 1 

>36,4 

48Ot'RTR46,0,54, I ,55,8,60,3,62. 
0,63, 1 ,67,0.68,3. 7O.0.71 ,3,74, 1, 
75,0,76,3, 78, 1 ,79.3,80,4.82, 3,85 
. 1 ,86.0.90.3,92, 1 .94.0, 1O0. 3 , 101 
, 1 , 102.4. 121 .5, 126.4, 132,3, 139.5 
. 145,4. 175.3, 176.4. 180,4 

49ur>MTfl4?,0,t>6, 3, 58,8,62, 1,66.. 
0,67.3. 70,0,71 ,3,74, 1,75,0,76,3, 
83. 1 ,85,0,90, 3,94, 1 ,95,0, 100,3, 1 
02, 1, 103.4, 175,3, 178,4, 180.4 

50CH'RTH48,0,57,3.59, 1 ,64,0,67, 
3. 68,0, 69, 7, 70, 0,71, 3, 75, 1 ,76,0, 
77,3,81, 1,82.0,85, 3,91,0.92, 1 , 93 
, 8,96, 1 ,98, 3, 103.4, 114,0, 116,4,1 
76,3, 177,4, 180,4 

510DRTR51 ,0.64,7,65.0,69,3,74, 
1,75,0, 76,3,80, 1 ,81 ,0.85.3. 89,0, 
92, 1,96,3,98,0, 108,4. 112,8, l 18.6 
, 127,4, 180,4 

528PflTfl53,0,62, 1 .64,0,68, 1,69, 
3, 75. 1 , 76.0, 77, 1 ,78.0.85.3,88.0. 
90,1,91,0.92,3,98,0, 100,7, 101,6, 
103,7,109,0, 110,7, 115,6, 118,7. 12 
2,6, 126,0, 127,6, 132.4, 180,4 

530DRTR55.0.68, 1 , 69 , 3, 72 , 7 . 74 , 
1 .75,8,76, 1,77,0,80, 1 ,83,3,37,0, 
90.3.95.0,96, 1 ,99,0. 105.7, 110,0, 
115.7. 118.0, 120.6, 124,0, 125,6, 12 
6,7, 127,0, 129.7, 132,0. 134,6. 138, 
4, ieo,4 

540DRTR56.0.66. 1 , 68, 3, 71 . 1 , 72, 
.7,73, 1. 75,8,76, 1,77,0,78. 1,79,3, 
85,0,89. 1 ,90.3,95,8,97, 1 ,98.6, 10 
4 .0, 108.6. 110,0, 117,7, 119,6, 133, 
7, 137.0. 138.6. 140.4. 130,4 



55ODRTR54,0,63, 1 ,64.0.70, 1 , 73. 
0,77, 1,79,3,83, 1,84,0,87, 1 ,88,3, 
91 ,0,92. 1,93,0.94,0, 119,7. 122,6, 
123,0, 137,6, 138,8, 140,6, 142,4, 18 
0.4 

560DRTR54 . 0 , 58 . 3 , 60 . 0 , 70 , 1 , 72 . 
0,77.3,81.0,83, 1 ,85, 0,87, 3,90,0, 
91, 1,92,3,95,6, 108. 0, 135,6, 136,0 
. 140,6, 141,0. 144,4, 180.4 

570ORTR47. 1 , 48, 0 , 55, 3, 56. 1 , 61 , 
0,65, 1 ,70,0,75, 1,76,3,80, 7,82,0, 
84. 1,86,3,89,0,90, 1,92,3,94,7,98 
,6, 188,0^121 .3, 122,7, 127,0, 135,6 
, 138,0, 139,6, 144,0, 147,4, 180,4 

580PRTR46. 1 , 48 , 0, 53, 1 , 61 , 0, 63 . 
1 ,69,0,74, 1,75,3,79,0,84,3,88,0. 
89, 1 ,91,3,92,6, 109 , 0, 1 16, 3, 120, 7 
, 138,8, 137,6, 140,0, 143,6. 145,0, 1 
48,4, 180,4 




590DRTR38. 1,47,0,50,5,54, 1,55, 
3.59. 1,61,0.63, 1,68,0.72, 1,74,3, 
78, 1,79,8,84,3,89, I , 91 , 3, 92, 0, 98 
,6,104,0, 115,3, 118,7, 122,3, 123,7 
. 138,0, 136,6, 141,0. 142,6, 144,0, 1 
50,4. 180,4 

680DRTR32 , 1 , 47 , 5 , 5 1 , 7 , 52 , 3, 55 , 
5,39,0,61,3,64,0,71, 1,72,3,77,1, 
81 ,3,85, 1,90,0, 111 ,3, 116,7, 119,3 
, 120,7, 122,3, 125,7, 131 .0, 140,6,1 
48,0, 138.4, 180.4 

618 DRTR36, 3, 36, 1,46,0,47,5,49 
, 1,31,3,38,3,59,0,61,3,63,0,70, 1 
,71,3,74, 1,79,0,80,3,64,0,85, 1,9 
1,0, 110,3, 116,7, 118,3, 123,7, 133, 
0, 140,6, 149,0, 150,6, 151,0. 152,4, 
188,4 

620ORTR29 , 3 , 33 , 1 , 4 1 , 0 , 46 , 3 , 30 , 

3, bb,0, b«i,d, 64. 0,66, 1,69,3,72, 1, 
74,0,76, 1 .78,0,79,3,84,0,85, 1,86 
,3,87. 1 .94,0, 109,3. 110,7, 115,3, 1 
25,7, 132,0, 133,7, 136, 1 . 133.0, 140 

,6, 144,0, 146,6, 149,0, 152,6, 153.8 
, 154,4, 180,4 

630DRTR3 1 , 0 , 46 , 3 . 32 , 3 . 56 . 0 , 60 , 
3,61 .0,62,3,64,0,63. 1 .66.3,72,0, 
79,3.82,0.83, 1,84,3,88, 1,92,3,94 

,0.96,3,98,3, 103,0, 109,3, 110,7,1 
15, 1, 116,3, 125,7, 130,3, 131 .0, 132 
,7, 134,0, 135,7, 137, 1, 148,6, 146,8 

. 149,6. 151 ,0, 152.6, 153-0. 154,4. 1 



80,4 

640DRTR31 ,0,46, 1 ,49,3,35,0,60, 
3,61.8,62,3,63,0,64,1,65,3,69,0, 
76,3,80,0,82, 1.84,3,94,0,96,3.97 
.3,98.5, 101 ,0, 103,3, 107,7, 108,3, 
1 10,7, 114, 1 . 115,0. 1 16, 1 , 117,3, 12 
0.7, 123,3, 125,7, 129, 1, 130,3, 131, 
0, 132,2, 134,0, 136,3, 137, 1, 139.0. 
142,6, 143,7 

650 DRTR145, 6, 147,8, 148,7, 150, 
6, 151 ,0, 152,6, 153,6, 154,4, 188,4 

660DRTR34 . 3 , 38 , 1 , 4 1 . 0 , 43 , 1 , 50 , 
7.51 ,5,54,0.55,6,56.0,62,3,65, 1, 
66,3,68,0,74,3.78,0,81 , 1 ,83, 3,85 
,1,90,3,93,7,94,0,93,5,97,3,98,3 
.99.0, 105.7. 187,3, 108,3, 109,7,11 
4, 1, 115, 0, 117, 1,118,7, 121,8, 122, 
3. 123,7, 124,3, 125,7. 129, 1, 130,3, 
132,2, 133,7, 134.2 

670 DRTR133.0. 136,3, 137,7,141, 
0. 143,6. 144,7. 148,0, 130,6, 133,0, 
155.4, 180,4 

680DRTR28.3, 35. 1 . 39, 0 . 43 . 1 , 51 , 
3.35.0,62,3,63,7,66.0,74,3,77,0, 
81, 1 ,82,3,84, 1 .90.3,93,0.94,5,93 
.3,96.3,97.0,99,3, 101 . 0 . 103 , 1 , 10 
3, 3. 106.7, 107,3, 108, 3, 109,7, 113. 
1 , 113,0, 117, 1 , 121,7, 122,3, 123,7, 
129.3. 130,3, 132,2, 133,0, 134,2, 13 
3,8, 136,3, 137,7 

690C'fiTfll 33,5, 148,6, 141 ,0, 142,6 
, 144,7, 147,6, 148,0. 150, 6, 154.8, 1 
55,4, 180,4 

700DflTR38. 3, 34,0,44,3,54,0,63, 
3,65.8,71,3,77,8,78. 1,79,3,83,0, 
84, 1,87,3,88,0,89,3,90,7,91,3,93 
,0,94.6,95,3,96,5,97,0,98.3, 106, 
0, 101 ,3, 102,3, 106,7, 107,5, 108,3, 
109,7, 113, 1 , 114,7, 115,0. 116,7, 11 
7.0, 118,1,119,3, 124,7, 129,5,131, 
3, 133,0, 135,3 

710DRTfll37,5, 139,6, 146,6, 144,7 
, 146,6, 148,0, 152,6. 154,0, 155,6,1 
56,4, 188,4 

728DR TR29 . 8 , 44 . 1 . 50 , 3 , 54 , 0 , 37 , 
1.61.6.63,3.66,0, 70, 3, 72, 1.76,3, 
77. 1 .79,3,84,0,83, 1,86,3,88,0,91 
,7,92, 1,93,0,94.5,95,3,96,5,97,1 
.38,3,99.0, 1O0, 1 , 101 ,3, 164,7. 106 
,0, 107.5, 108,3, 189,7, 113, 1, 1 13,0 
. 117, 1, 118,7, 121.0, 122,3, 123,1,1 
24,7, 138,5, 131,7 

730CiRTR 134,0, 135,7, 136,3, 148, 1 

, 143.6, 147,7, 146,8, 147,6, 150,0,1 
53,6. 134,0, 133, 7, 136,0, 137,4, 189 
,4 

740DRTR28 , 6 , 44 , 1 , 49 , 3 , 33 , 0 , 37 , 
12,60,0,64,3,66,0,68, 1,69,0,70.3 
,72, 1.73,0,75,3,76, 1,78,7,81 .3,8 
4.0,85,3,87, 1 ,88,0,90. 1 ,93,0,94, 
3,95,0,96,3,99,8, 100,3, 103,7. 196 
,0, 167,5, 108, 1, 109,3, 113, 1, 113,0 
, 116, 1, 117,7, 122,3, 123, 1,124,3,1 
29.7, 133,0, 134,3 

750DRTR127.3, 131,7, 134,3, 133, 1 
. 138.0, 144,6, 147,7, 149,0, 133,3,1 
55,0, 156,5, 157,4, 188,4 

760DRTR28.0.43, 1 , 49, 3, 52, 0, 33 . 
1,36.0,57, 1,59,0.63,3,67,6,68,3, 
70, 1,71,0,73, 1,74,3,73,1,77,7,89 
,0,84,3,87, 1,89,3,90,1,93.0,94,3 
,95,6.96,3.97,0,98, 1 .99,3. 103,7, 
187,8, 108.5. 118,3. 112, 1,113,7,11 
4, 1,115,0, 116, 7, 118.3, 119.7, 122. 
1 . 124,3, 125, 1 

770DflTR29.0,43, 1 ,49,3, 50.6,33, 
1 ,54,0,55, 1 ,60,0,64,3,69, 1,71,0, 
73,1,77,6,80,3,85, 1,88.0,89,1.99 
,3,96,0,98,3, 100,7, 103, 1 . 166,0, 1 
07, 1, 108,5, 113,7, 113,0, 116,5, 118 
,3,119,5, 121,7, 124, 1, 129.3- 137,7 



130 



Computer and Video Games Yearbook 



54,0.155,0,136,6 

7800flTfll57.4, 180,4 

3,30,0,53. 1,56.0,3?, 1,58.0,59,1 
61,0,64,3.69,0,73,1,88.0,89. 1,32 

■ .94,8,97. 3,98,7, 104,3. 195, 1,10 
6,5,lO7,0,i0 8 , 1 , 199(5jll3 3 

<3. 116. 1.1 17, 3, 120, 7, 124, 1,127, s, 

5,6,148,7, 149,0 

*00DftT«134,e. 153,0,136,4.180.4 
810t>ATR31,5,32,0.41,3,42, 1,47, 
3,4?.0,51, 1,33,0,34, 1,36,0.38,1, 
0,6,., 3. 70.0,73, 1 .80,3,88,0.89 

; 1.90. 3, 91, 1,92,3,96,1.97,3,103, 
' 10b 197.0,108, 1,109 ,5, 113 ,3, 
i 1 ?' ,-'•^,6.122,1, 128,3, 13It5> , 3 

fi'Ui 3 ^'?l 1 - 46 ' 6 - 15 »-0'>52.?,l34. 
6. 133,0, 136.4 

820DATR130,4 

-5 5 ?'^ 4 ' 1 '^,0, 67,3, 74,0. 

75.1,81,3,88,0,89,1,90.3.91 i 94 

110.5 115.3.116,1,117,3,119.6,12 
0. ^120.3,131,1;, 34, 3,137. 1.140, 

^i.'Uo 4 :- 0 ' 147 ' 6 ' 156 ' 0 ' 15 ^ 6 - 

840[-fi T fi34 , 0 , 40 , 3 , 4 1 , 1 . 46 , 3 , 48 , 
2 ^ 'j*!,' 3 ' 91 ' 1 ' 93 ^^, 0,95.1. 10 

8 i 7 : lO9 ;4 110 -5.ni, 1.13,3, 114,3 

; l ?-!:l l? - 7 ' 118 '6, 121. 1,125,5,1 

* il^'^i 34, 1 • 13? ' s - 142 ' 3 - 143 

.6 144.7,145,0,130.6,151,0, 154,6 
-136,0,157,6 

85QC.RTR158.4, 180,4 

*60L'*TR33, 0,48,3, 43, 1,43,3,46, 
S/f'.U 5 ® ^ 5, ' I '«,0,33,1,54,0. 
3j.1, J( ,0.60. 1,74, 3. 77, 0,88, 3, 83 

•?' B4 < 1.85.3.88,0,89, 1.90, 3,91,0 

i ^:?35:?;r42l ,3 ' i;: ' ? ' , ' 131 ' ? - 13 

S70t>RTR143.6. 153,0. 134,6. 157.4 
, ltU, 4 

880DATfi31, 0 ,3S, 1.37.0,40. 3.44. 
1.46.0^49.1.50.3,31.0.54,1,36.0, 
3- .1 -.8, 0.6O, 1,61, 3,67, 1,73. 3. 75 
'li 6 - 5 '^.0.8S, 3,84.0.83, 1 .86,3 
r 0.39,1, 93. 0,94. 1.95, 3,96,7 | 

'■'-"■^.l.ioe. 3, 109. 1.1, 0,3, 113,1 
■114,3 ; 115.?,ii7, 6 , 119<1 12 , 3 j 

23-7.124,3,123,3 

^90ORTR127.5, 129, 1,130,7, 134.0 

iJ^'Ui 3 !' 6 ' 137 ' 1 ' ^»w..l44, 0.1 
51,6,133,0,155,6,137.4.180,4 

90Or.flTft31,0 33.1.38,0,40,3,44, 
ii 4 ?'L 4 I* 0,5G - 3 ' 5l ' 0 'M' 1.56,0, 
58,1,39. 0,61. 1.63, 0,67.1, ? 1( 3 ;73 
• iw ' -3. 79, 1 .80,0,83,3.84, 1 ,85,0 
.86.1,87,3.88.0,89,1,90,7.92 8 9 
3-1-94.3.97,0,98,1, 105,3. 108i3M 

910ORTR125. 3, 127,5. 129, 1 , 130, 3 
131.7.132.0.133.7,134,2,135,0,1 
■8,1,137,6, 139.1 , 140,6, 141.0, 146 
■ 150, 0,154, 6, 153, 4. 180, 4 

» fj 8 ?^ 3 !' 1 ' 33 ' 0 ' 41 ' 3 ' 44 '!.^, 

P3. 1. 83,0. 87.1 .89,3.90.0,91.5.92 
.0,94,1.95,3,98,3. 100, 1. i0i 5 , 0 
4.1.103.5. 108,1, 109,3,113.7, 117 

tM^' 7 ;! 253 ' 130 ' 7 * 132 ' 1 ' 133 ' 2 - 

8.b. 15^,0, 133,6 

930DfiTfil34, 0.136,4, 180,4 
940DATR31 , 1 , 32, 3, 33 , 1 , 34 , 0, 33, 



Computer and Video Games Yearbook 



^ 3 ?'o; 4 l- 1 ' 4r ' 0,36 ' 1 ' ,8 ' 0 '69,i, 

,0,9^, 1,96,3,99,0, 100,1, 103,3. 10 
' . 132,3, 133,2, 134,7, 135,2, 136,0, 

930DRTR18O J 4 
k t'tk 5 f'i; 59 '°- 6? - 1 '68,0,69,l, 

0 3 ?;Vf i 3 ; 9 !' 0 ' 101 - 1 ' 109 ' 3 ' 11 

3 f' I? 14 ' 3 - 11 ''!. 119,7, 123, 

fl* 30 ' 7 ; 13 *^, 133,2, 134,7, 133.2, 

9 3 f'?;i 37 ' 3 ii 39 ' 6 - 140 -5.>-ȣ.0.14 
3, b, 133, 0, 157, 4 

978DRTR180, 4 
: f! 0 S fi I? 3 ?' 1 ' 31 - 3 ' 34 ->.33,0,39, 

i; 4 ?' 0 ; 4 ?' 1 ' 46 - 0 ' 53 -3-36.0.ei,3 

6 ''ii 67 ' 0,69 - 1-79,3,80, 1,83,3,8? 
-1.88,0,90,3,91,0,92,3,93.0,93,1 
.96,3,100,0,102,1,104,3.109,3,11 
8.3,113,1, 114, 3,113,1, 120, 3,122, 

1 . 123.3, l^b., .', 129,3, 1 30, 7, 1 32 , 1 , 
133,0, 136, 1 

990CRTR137, 3. 138,5, 140, 1 , ,42,6 
- 152.0, 154,6. 156.4, 1Q0.4 

1W0ODRTR31, 1 .32,3,35.0.44,3.43, 
^47.0.53.1,57,0.73,1.74.3,75,1. 
-7, j, 78, 1,79, 3,81, 1.8?, 3,88, 1,91 
.0.92, 3, 93, 0,95, 5,96. 3, 100,0, 103 
. 1. 104,5, JOS. 1 , 109,3, 110,3, 113. 1 
. U4.5, 116, 1 . 119,3, 122.5, 124,3, 1 
?. 7. 129,3, 130,7, 133. 1 . 134,0, 136 
. 1 , 142.6, 143,0 

IU10PATR149.6. 151.0, 153,6,156,0 
, 158.4, 180.4 

1 020DRTR3 1 . 1 . 32 , 3 , 34 , 1 , 35 , 0 , 43 . 
•i. 44, 1,47. 0,51. 1.55. 0,74. I,??, 3. 
< 8 , 1 , 84 . 3 , 8? . 1 , 91 , 0 . 92 . 3 , 93 , 3 , -14 
.0,96,3,99,3. 101 .0, 103.3, 104, 1, 1 
06,6, 108, 1 , 109,3,1 U . 1. l 14,5, ,1ft 
.1.119.5,124.3,126.7. 129,3,130.7 
1 134. 1, 133.0. 136, 1 , 142.0, 144,?. l 
45,6, 149.0, 153,6 
1030t)RTR136,0, 137,4, 180,4 
1040&RTR33, 3, 33 , 0 . 51 , 1 , 59, 3, 60, 
0. ?3, 1 . 76, 0, 7? , 1 , 83 . 3, 89 , 1 , 91 , 5 . 
9 2;V3. 3, 94, 0.97, 3, 100, ?. ,02,0, 
103.3. 104, 0,107, 1. ,10, 3. Hi, i,n 
4, ^, 116,0. 117. 1, 120,5. 124,7, 126, 
3.128,7.131.3.133,1,134.3,135.0, 
13. .1.141.6.142.0.145.6.147,0,13 
0,7,152,0,157,4 
I050PRTR100, 4 

1O60DRTR33, 3. 34, 0,48. 1.49,0,51, 

lU I'Si 5 ? •I' 5 *. 3. 62, 1,64.0,77,1, 
83,3,09. 1,90,7,91 . 0, 93, 3 . 95, 0 . 10 
0.7, 103.0. ,10. 1 , IJ4, 5, 113,0, 116, 
1 ■ 121,5, 124.7. 126.1 , 128.3, 130,7, 
134,0, 136, 1 , 141 .0, 146,6, 149.7, 13 
0,0. 156,7, 157,6. ,38.4, 180.4 

1O70DRTR31,0,33,3,34,0.48, 1,50, 
0.51.1,32,0,39 1.60,3,61.1,62,0. 
?b, 1 .85.0,87,3.90,7,92,0,93,3,96 
,0.100.7, 103, O.lU.l, 116 .0,118, 5 
.119.1,123,7,126,3,129,3.131,1,1 
35.3.136.1,141.0,142.6,146,0,148 
* • . 149,0, 154.6, 155.0, 136,6, 13S.0 
. 139,4, 180,4 

1O80DRTR31 , 0 . 33, 3, 34 , 0 , 48. 1 , SO 

0.51,1,32,0.38,1,39,3,60,1.62,0, 
68, 1,69.3,71,0,73, 1,84,0,88,3,90 
.7.92,0,95,7,98.0, Hi , 1 . 1118,0, l 
20.1,126,3. 128.7.130,1,133.5,137 
■ ^l^S, 146.6. 147,0, 131.6.137.0 
1 158,4, 180,4 

1090DRTR32.0, 33, 3, 34,0,44. 1,43 

^ 3 ?'iA 51,0 ' se ' 1 ' 59 ' 3 ' 6e - 1 ' 6 i'0' 

68,1.70,3,71,0,79,1,83,0,92.6,94 
.0,95,7.99,0, 104,7,103,0, 1 13.3, 1 



13.0. 150.6.133.0,137,4,180,4 
1 1O0DRTR29, 8, 30, 7, 32, O, 39, 1 , 40 

68 *-l; 4 ^!' 6 ?'i- €3 ' 0 '64, 1,63.0. 
t>8.1,, 2. 0,76, 1.83, 0,89 ,6. 92, 0,94 

:?-^ 0 ; 97 - 6 ' 101. 0.103. 7.106,0,1 

14,3.117,0,149,6,130,7,131,6.134 
.0. 156,4, 180.4 

1U0DRTR29,O,37, 1,40,0,43, 1,47. 

U.63.3.65,0,68.1 . ^,1,78,0. 

83.1 ,86,0,91,6,94.0,93,6.96,0, 9tf 
.6. 102.0.1O5 7, 10,-,0. U5i 6( I17 ; e 

. 148,6, 149,7.150.6,151 .0, 155.4. 1 
80 . 4 

1 1 200RTR32 . 1 . 33 , O , 34 . 1 . 35 , 0 , 45 
1 .47. 0,62, 1.63, 3, 65, 0.66, 1,68. 3, 
r0 'i' 7 *' 0 - 75, 1.79, 0.32, 1,83,3.85 
. 1.87, 0.91, 1,92,0, 9t., 0.97,6, 98.0 
. 100.6, 185,0. 108,6, U4.0. 116,7 1 
23.6, 137.0, 146,6, 148,7,149.6, 150 
0-154,4. 180.4 

1130DRTR33. 1.34, 0.43, 1.46. 0.62 
1 .63, 3.64,0.66, 1,68.3.69,1,70.0 
■ 3. 1,78.0.82. 1 ,83.3,83, 1 ,86,0.oi 

'^ 3 ;^ 96 ' 6 ' 99 ' 0 .102-6.12%7,13 
6.0,138,6, 142.0, 145,6.147.7,149, 
150.0. 133.4, 180,4 

1140C.RTR33.O,44. 1,45.0.62. 1,63, 
3, t>4 ■ 0 - 65 . 1 , 6S, 3, 69 , 0 , 7 1 , 1 , 79 . o . 
80.1.85.0.86.1,91,0,92,1,94.0,97 
.6 100.0.102.6,110.0.1,3,6,117,0 
. 138,6, 140.0, 143.6, 145,7. t46,6, 1 
48,0.152.4.1:30,4 

1 1 50CRTR38, 1 , 39 , 0 , 46, 1 , 47 , 0 . 68, 
1,70.0,71. 1,73.3.78. 1,82, 3. 33.0. 
86.1,90.0.91.1.93.0. 112.7. 114. n. 
131,6,138,7.139.0,141,6.142.0,14 
3.6. 144.0. 130.4. 153.6. 154.4. 180, 

ll»i:0t>flTfl4O,0.48, 1,50.0.68,3,69, 
1.70.0.71, 1,78,3,80,1 .84,3,89,0, 
86, 1.90,0,91, 1,93.0,112,7, 114,0. 
1^1 .6. 138. 7. 1 39.0, 141 ,6. 142.0. 14 
3,6, 144,0, 130,4, 180,4 

1 1 70DRTR44 , 0 . 68 , 3 .. 69 . 1 , 70 . 0 , 7 1 , 
1,75.0,76, 1,78,3,81, 1,84, 3, 85,1 ! 
94,0. 100.6.130.0.133.6.138.0,141 
'lSO* 4 ?' 0 ' 14S ' 6 ' J46 '0' 15 0-^- 153.4 

1 180CRTR47. O, 71.,, 74, 0, 73, 1 . 77, 
3, 78. 1 . 81 , 3, 82. O, 83, 1 , 85 . 3, 87, 1 . 
94. 0.99, 6. 102. 0.148, 6, 130, 7, 131, 
6* 153,4, ISO. 4 

1 1 90C-RTR58 . 0 . 71 . 1 , 73, 0, 75 , 1 . ?7, 
3.78,0,79, 1,82,0.83, 1 .86. 3.87. 1 . 
92,0.99.6,102,7. 104,6,108,7.109, 
6, 111 ,0, 112,6, 120,0, 135,3. 137.0, 
14.', 6. 149,?, 150,6. 152.4, 180,4 

12001 .flrfl63, 8, 74, 1.76,3,77,0.79, 
1 .02,0,83, 1.91,0,92,1,95,0, 102^6 
.106,0, 107,6, 110,0. 115,6. 125.7. 1 
26.0. 138,5, 141,0, 146,6,130,4, ISO 

1210DRTR63. 0,69. 1,71, 0,73, 1,7?, 
0.79,1,33.0,83,1.91,0,92,1 .93,0, 
96, 1,97.0.98,6, 102.0,130, 1 . 132,0 
140,3, 141,0, 146.6. 149,4, 180,4 
1 2200RTR6? . 0 , 71 , 1 , 72 , 0 , 79 , , , e0 , 
0.34,1 .87,0,92, 1,94,0, 100.7.102. 

f'i 0 ?' 0 ' 130. 1, 140.0, 142. 3, 143,5, 
144.6, 146,4, 180,4 

1 230[>RTR69 , O, 73, 1 , 77 , 0, 79 . I . ft0, 

0.92.1.94,0,131,1,140,0,141,3,14 
2.5. 144,6, 145.4 . 180,4 

1240DRTR73.8, 75, 1,80,0, 133, 1,13 
7,6, 139, 1. 145.4, 130,4 

1250[>RTR74. 0,89, 4, 98,0, 131,6, 13 
5,1.136.5,139.1, 144,4.130,4 

1 260 DRTR76 . 0, 80 , 4 , 85, O, 8? , 4 . 99 
.0, 125,6, 134,4, 180,4 
1270ORTR103.O, 120.6, 128,4,130 4 
128ODRTfll07,0, 116,6, 122,4. 180,4 



131 



/ 



PLAY THE VESPOZIAN AFFAIR: Keith 
Campbell's dramatic adventure set on a spacecraft on a 
deep-space mission. 

INTERSTELLAR INTRIGUE: Mike Singleton challenges 
you to outwit up to four opponents as you try to take 
over the known galaxy. 

THE BEACON STAR WAR: Mining vessels, gun-ships 
and stargates battle it out in Ron Potkin's classic 
wargame. set among the strange alien space 
scavangers. 

PIRATES & POLYPS : Arcade style co-ordination is 
needed to keep the pirates from the valuable polyps as 
you try to catch them in the rays of your space scanner. 
ByPatNorris 

PLUS Pages of Bugs 

cartoons * Pages to puzzle over 
* Tips on Spectrum, Vic, 
Atari, BBC and Dragon 
programming — from the 
experts * And a whole host of 
features from the people behind 
Britain's top computer magazine. 






I