COMPLETE GUIDE TO OVER 200 JUMBO HARD DRIVES!

COMPUTE

JULY 1991

TIPS FOR TECH SUPP "THE BODY SILICON ROBOTS IN THE LINE OF FI

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64/128 VIEW

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n the recent Readership Survey, I asked you how you use your com- puters. Personal home finances, games, education, and word pro- cessing are the big four computing ac- tivities among Gazette readers. Programming and using databases and other application programs for home or office also are popular.

Some of you went into detail about how your 64 or 128 plays an important part in your daily activities. One reader in Maine had quite a list: letters, labels, budget on a spread- sheet, stamp inventory, household in- ventory, name-and-address databases, family newsletter, games, family tree, greeting cards, horoscopes, bio- rhythms, amortization schedules, and Christmas name tags with a graphic clue as to the contents of the package. “With all this and more, who needs an Amiga?” he asked.

A reader from Kansas City, Mis- souri, who’s employed by a large greeting card company uses three 128s and nine disk drives at home to sup- port his work at the office. GEOS han- dles about 99 percent of his chores.

We received surveys from all across the country, Mexico, and Cana- da, plus a good number from Austral- ia and New Zealand, A subscriber in Sweden had trouble finding software for his 128 until he discovered Ga- zette and started buying items by mail. He uses his computer to keep track of the addresses of friends and relatives and members of his radio club. He says his 128 is also useful for creating party and fox-hunting invitations.

A good many use the 64 for inter- esting and unusual applications. One Canadian reader uses his to pick lot- tery numbers, although he didn’t say if it helped select winning numbers. Another reader has two 64s at work connected to a magnetic-strip reader that controls the electronic locks on two doors. These security-conscious computers have been on the job 24 hours a day since 1985.

If you put your 64 or 128 to an unusual use, why not tell us about it? Describe your application in 500

words or less and send it to me on disk (Commodore ASCII) or printed double-spaced. I’ll print the more in- teresting items in this column or ina separate article. Be sure to include your name, address, and telephone number, preferably one where you can be reached during the day. Send them to Gazette Editor, COMPUTE Publi- cations, 324 West Wendover Avenue, Suite 200, Greensboro, North Caroli- na 27408.

In the survey, I also asked you what you'd like to see in Gazette in the way of articles and programs. Your suggestions covered everything from more beginner material to more advanced programming information. Some wanted more games, while oth- ers asked for anything but games. Re- quests covered the software spectrum.

Games are popular, but many of you want more application software. You want programs that will make your life simpler, tackle some job around the home or office, or control appliances. There were many requests for programs that you could use with hobbies, such as amateur radio, pho- tography, or baseball cards.

In June we published CoilCalc, a CAD program for designing coils for electronic circuits. We liked CoilCalc but felt it would appeal only to ham radio operators. I would appreciate your comments on this type of pro- gram. Should we publish similar niche applications or stick to programs with more universal appeal?

GEOS is another area of strong interest. Since many of you asked for GEOS-related programs and articles, I’m seeking qualified writers and pro- grammers to supply material. Several GEOS columns are already in the works and should be ready soon.

Here’s your chance, program- mers. Games, GEOS programs, and application software for the 64—and especially the 128—are in big de- mand. Send your programs, with in- structions printed out and saved on disk, to Gazette Submissions Review- er at the above address. We want to purchase and publish your programs. O

JU Lay,

CONTENTS

64/128 View G-1 TOM NETSEL How do you put your 64/128

to use around the home or office? Write and share your interesting and unusual uses with other Gazette readers.

News & Notes G-2 EDITORS New products for GEOS, new

features on Quantum Link.

Spotlight on Adventure G-6 RUSS CECCOLA

Magical kingdoms and mysti- cal creatures await stalwart players of adventure games.

Reviews G-12 REVIEWERS

Teenage Mutant Ninja Turtles, Printed Circuit Board-64, Blockout, and Double Dribble.

Feedback G-16 EDITORS and READERS Converting SpeedScript files

for Amiga, screen dumps,

Jiffy DOS, and more. Programmer’s Page G-19 RANDY THOMPSON Machine Language G-20 JIM BUTTERFIELD

Beginner BASIC G-22 LARRY COTTON ‘D’lversions G-24 FRED D’IGNAZIO TYPE-INPROGRAMS G-25 Moons of Jupiter G-25 Noah's Arc G-27 Miner G-30 Dungeon Trials G-34 Meteor Math G-37

1991 COMPUTE G41

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NEWS & NOTES

What’s New on Q-Link?

Interactive game players and casino fans have something new to check out on Quantum-Link. Puzzler is a word game for two to four players. Contes- tants spin a slot machine and guess the letters in a puzzle that appears on the tile board. Correct guesses cause the corresponding tiles to turn, reveal- ing their location. The object of the game is to solve the puzzle before your opponents do and to earn as many points as possible in the process.

Players appear as animated con- testants behind podiums. Online and offline character editors are available for Q-Link members to design and ani- mate their own contestants. They can also create and submit their own puz- zles for inclusion in the game’s database.

Puzzler, Puzzle Editor, and Con- testant Editor can all be downloaded from the Backstage Puzzler support area in Just for Fun. Other information and instructions can be found there, also.

Q-Link has also added enhance- ments to its four popular casino games. These new tools give the casi- No staff the opportunity to change the stakes in Blackjack, Poker, Bingo, and Slots. In addition, they have two new options in Bingo—the new Cover All game, where the entire card must be covered, or the standard Straight Line play.

In order to make distinctions be- tween the kinds of games being played and the amount of Q-Chips needed to register or ante, check the color of the background screen or the dealer's hand. Various screen colors identify the different games and amounts. Check with Q-Link for com- plete details.

Quantum-Link (8619 Westwood Center Drive, Vienna, Virginia 22182; 703-448-8700) is a Commodore 64/128-specific online service.

Tee Up!

Are you an average golfer aware of your imperfections? If so, then check out Personal Pro ($39.95) from MicroLeague Sports (2201 Drummond Plaza, New- ark, Delaware 19711-5711).

This interactive instructional golf package, which is due out in October, ana- lyzes, diagnoses, and corrects your problem areas. Personal Pro displays ani- mated diagrams of problems and solutions, records a file of your personal golf history, and prints out problem/solution checklists that you can take with you to the course or practice tee.

Unlike ordinary golfing manuals and instructional videos that try to teach you how to build a perfect swing—someone else’s swing—Personal Pro is designed for the average golfer. It reviews the mistakes of each round and offers instant advice on how to correct them. Handicapping disks will also be available.

Hummingbird

Hummingbird by Robert Woodall of Rural Hall, North Carolina, is this disk’s Picture of the Month.

Each month Gazette Disk features a collection of the best 64/128 artwork submitted by our readers. We pay $50 for each piece of art we accept for “Gazette Gallery” and an extra $50 for the one selected as Picture of the Month. Send original art to Gazette Gallery, COMPUTE Publications, 324 West Wendover Avenue, Suite 200, Greensboro, North Carolina 27408.

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(a $19.95 Value) PACKAGE PACKAGE PACKAGE Commodore 64C Commodore 64C Commodore 64C ecomeltay sere Computer Computer Disk Dive Commodore 1541 Commodore 1541 Ace Joystick Disk Drive Disk Drive 128D COMPLETE 128D DELUXE Quantum Link ie eae Printer a Secon Software " Monitor ‘olor Monitor pPbelteldatel es Be Keeper leo PACKAGES THCTLDES: aoe ok ite ak with Bullt-in Disk Drive with Built-in Disk Drive fennel rate ETO IE) 80 Column Printer RGB Color Monitor ania Crazy Cale 12" Monitor 80 Column Printer

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NX+1000C.nannsnen.$1 66,08 SPECIALS ¥x-1000¢ Raintow.$195.95 > NX+100f ronnnnn $158.08 NX-1020Rainbow.....$195.95 NX-2420, $279.95 COMMODORE NX-2420 Rainbow....$299,95 MPS-1270 Inkjet....$159.95

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DISK DRIVE DISK DRIVE

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PERIPHERALS FOR COMMODORE

APROTEK 2400 Baud Modem for 64/128. TEN 95 64, 64C Power Suppl $29.95

[95 COMMODORE 1351 Nate INKWELL LIGHT PEN. $45.95 SUPER SNAPSHOT 5. I XETEC S. Graphix Jr. Int COMMODORE 1660 Modem... $14.95 XETEC S. Graphix Sr. Interfac COMMODORE 1670 Modem... $79.95 Micro C-128 Power Supply. XETEC LT. KERNAL 20MB HARD DRIVE FOR 64, 121 XETEC LT. KERNAL 40MB HARD DRIVE FOR 64, 12% EXCELLERATOR PLUS FSDII Power Supply.

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NEWS & NOTES

Color Me Ninja

Those turtles are back! Merit Software (13635 Gamma Road, Dallas, Texas 75244) has released Teenage Mutant Ninja Turtles’ World Tour ($14.95). This Electronic Crayon Deluxe release contains 30 pictures of those reinforced rep- tiles visiting famous world landmarks such as the Statue of Liberty, Mount Rush- more, and Stonehenge.

Children can color each picture again and again. They can also print ban- ners, as well as posters and calendars, of their favorite turtle scenes.

Bible Study

SOGWAP Software (115 Bellmont Road, Decatur, Indiana 46733) is now ship- ping Bible Search version 3.1 ($79.95) for the 64 and 128. Bible Search is de- signed for general Bible study and in-depth Bible research. Its versatile search option can find any word or verse in the Bible in five seconds or less using a 1541. No hard disk or additional RAM is required for this fast performance.

Bible Search comes on seven double-sided disks with both 64 and 128 pro- grams. Nearly 4.5 megabytes of Old and New Testament ASCII text has been compressed and indexed for use.

Other features include instant spelling check of the entire word list of more than 12,800 words. Search features include pattern matching, plus AND, OR, and NOT Boolean operators. Text can be displayed and scrolled in any direction. Printer and disk output are available for any verse. Disk output produces stand- ard sequential text files for use with word-processing programs.

Bible Search is available in either the Authorized King James Version or the New International Version. It includes programs for the 64 and 128, a user's guide, and a disk storage case.

Trouble with a Capital B

UBI SOFT and Electronic Arts (1820 Gateway Drive, San Mateo, California 94404) have released B.A.T., which stands for the Bureau of Astral Trouble- shooters. You become one of the bureau's agents as you try to save the planet Selenia's only city, Terrapolis, from extinction.

Vrangor, a top scientist, and Mergio, a small-time crook, have announced their intention to set off bacterial bombs all over the city. This ultimatum leaves the government only ten days to evacuate the city and draw up a deed of owner- ship in Vrangor's name. Selenia contains vital energy matter that makes space travel possible. It's up to you to try to foil Vrangor’s evil plans.

In this game, which comes on two double-sided disks, you can visit more than 1100 different locations, including discos, gunsmiths, restaurants, arcades, and parks. You can also program a computer implanted in your arm to under- stand extraterrestrial languages or to warn you when enemy robots approach. Create your own character or select one ready to go into action. You can also pi- lot the DRAG, a genuine flight simulator, across the planet's desert.

New Distributor

The DMBBS bulletin board program for the 64 or 128, formerly owned and dis- tributed by ARTISoft, is now owned and distributed by A & C Enterprises, P.O. Box 71, Beachwood, New Jersey 08722-0071; (908) 349-9187 (voice), (908) 341- less (BBS).

How McFly Times

You won't need a DeLorean to take Marty McFly and Doc back and forth through time in this game. With a little help from Konami (900 Deerfield Park- way, Buffalo Grove, Illinois 60089), all you'll need is Back to the Future II ($29.95) and your 64.

Go back to 2015 to help save Marty and Jennifer's kids from them- selves, the police, bully Biff and his gang of hoodiums, and Griff—Biff's evil grandson. You'll have lots of “items o' energy,” ‘products o' points," and momentum boosters like plutonium, beverage cans, and your trusty tennies.

Featuring authentic re-creations of scenes and items from the film, Back to the Future II is really five games in one with each level—such as Jennifer's House of Fate and the Chase of a Lifetime—depicting a new chapter in the story.

Levels 1, 3, and 5 include arcade action where you'll need your hover- craft to fend off Biff's band of thugs. Levels 2 and 4 are logic puzzles that test your memory and ability to antici- pate events. If you've seen the movie, you're one step ahead.

in Orbit

Edgeworth Software (44 Bower Street, Bedford MK40 3RE, England) has an- nounced E.S. Realorbit ($7), a gravita- tional orbit simulator. Use your thruster jets to steer a spacecraft through a star’s gravitational field. Try to achieve circular and elliptical orbits; then maneuver through a double star system. You can trace orbits and se- lect jet power, star mass, distance be- tween binary stars, and colors with this entertaining and educational simulator.

Edgeworth Software has recently left the U.S. and opened shop in Eng- land. Simon Edgeworth assures his 64/128 customers that all his products are still available and will remain com- patible with U.S. computers. He ac- cepts U.S. funds, either check or money order, and will ship all orders by airmail at no extra charge.

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Printin full color! Near-letter quality at 36 cps and high- speed draft at 144 cps features the new paper parking function. Convenient front panel controls. Great for extra-impact graphics and text. This is the Commo- dore-ready version—no additional interfaces or cables are required. Sug. Retail $379.00 NX-1000C Rainbow Color Printer, Commodore Ready 75783 LOWEST PRICE EVER! $199.95

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Both the Minimodem-C and C24 are completely Hayes compatible (not just partially compatible like the 1670 and some Avatex models) and 1670 compatible. This means they'll work with ALL communications software for the 64, 64C, and 128, Key features include seven status indicators, Busy Detect, DIR signal support, High Speed Detect Line, and Auto Answer/ Auto Dial. Includes Multiterm 64 and 128 software so you can start communicating right away, plus a free trial hour on CompuServe! Full-year warranty.

Best Buys on Commodore Hardware

64C Computer 54574 $129.95 1670 Modem, 1200 Baud 36952 $69.95 1351 Mouse C64/C128 37885 $32.95 1084S RGB Composite Monitor 74095 $319.95 1541 II Disk Drive (Includes GEOS) 54586 SCALL 1764 RAM Expansion C64 72513 $114.95

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MAGICAL KINGDOMS AND MYTHICAL CREATURES | ARE JUST A FEW OF THE EXCITING PLACES AND:THINGS AWAITING STALWART PLAYERS OF ADVENTURE'GAMES

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dventure games make up almost a third of the game releases for

all computers. Arcade/action games make up another third, and the remaining third is divided between sports and simulations. These percent- ages apply to 64 software as well. Let’s take a look at the interesting adventure-game segment of the indus- try and see what’s happening.

Because of their complexity and the demands they can make on play- ers, adventure games are not for everyone. Still, there are some recent games that deserve mention. B.A.T. from UBI Soft, Bill & Ted’s Excellent Adventure from Capstone, and The Keys to Maramon from Mindcraft are all fun games that cover a broad range of subject matter and difficulty levels. True adventure fans will want to check out several SSI releases and the latest from Origin, Ultima VI.

Save the City

B.A.T. stands for Bureau of Astral Troubleshooters, of which you are a member. Your job is to save the city Terrapolis on the planet Selenia from destruction at the hand of Vrangor, a mad scientist, and his crooked side- kick, Merigo. This evil duo plans to detonate nucturobiogenic bombs within ten days unless the city and all its assets are turned over to them.

Visit more than 1000 locations in B.A.T. and interact with seven species.

The game has a futuristic setting and an unusual interface that actually works well. B.A.T. is played with a point-and-click interface that uses menus and icons. In addition, items found in the game can be examined by clicking on them. Indeed, only by examining everything you see on the screen will you be able to play B.A.T. successfully. The game is huge. The game box claims 1100 rooms, and from what I’ve seen, this figure could be accurate. This variety keeps B.A.T. interesting for hours.

The first thing you do in B.A.T. is create your character. As is not the case ina lot of other games, your alter ego in B.A.T. is extremely well developed.

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It takes a while to set up your charac- ter, but the time spent will surely re- sult in a better representation of yourself. In addition to all of the standard adventure-game options that can be brought up in the menus, you also have access to B.O.B., a bidirec- tional organic bioputer that connects to your arm. B.O.B. lets you translate languages and examine your statistics and health. You program B.O.B. with a rudimentary language that will in- form you of various conditions and enable it to perform other functions.

The graphics in B.A.T. are pretty good for the 64. And even after you’ve managed to defeat Vrangor, you can still have fun exploring the city.

Adventure Calls

Bill & Ted’s Excellent Adventure is primarily a movie tie-in, but the game is still worthwhile because of its ran- dom elements and the different skill levels allowed. In this game, you con- trol the title characters as they attempt to collect “historical dudes” from the past for a school project. Different skill levels determine how many peo- ple you must collect. As you gather these historical characters, you return them to the San Dimas Mall. When you’ve gotten your quota, you take them to school.

You control Bill and Ted from a three-dimensional side view, using a telephone booth and circuits of time to travel throughout history. Some of the destinations involve completing arcade sequences. Others only require the use of a correct object to attract one of the “historical dudes.” The quicker you reach your goal, the more points you earn.

I'll be honest. The graphics in B & T leave a lot to be desired. The 64 can handle better. Music and other sound are almost nonexistent. The game does not look appealing, yet gameplay is addictive. I found myself wanting to play B & T again at a high- er difficulty level to see how quickly I could finish the game. Because each game of B & Tis different, it’s worth- while playing again and again. A typi- cal game doesn’t take very long.

B & Tisa great diversion, if you don’t mind graphics that look like they were poorly ported from the IBM version.

Rampaging Monsters

Mindcraft has a different way of thinking about adventure games. Its games take almost no effort to play yet have a lot to make them interest- ing. In fact, much about The Keys to Maramon is not evident on the sur- face. The manual is brief and explains only the basics. The rest of the game is left for you to discover. You can al- most play Keys without reading the

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instructions at all, but it’s still wise to go through them.

Keys puts you in the role of an adventurer who must save the town of Maramon from the monsters that rampage every night after dark. The game takes place in town and in the dungeons beneath. It requires a quick hand and well-balanced character to confront the monsters.

The game takes place in pseudo realtime. You have 12 hours to kill all of the monsters each night, or a build- ing will be damaged. If they do too much damage to the town, the game’s over. Budgeting your time is impor- tant, so don’t think too long while the clock is ticking.

Champions of Krynn cuts unnecessary violence from many of its scenarios.

Keys is a fast-paced game. You have potions and herbs to increase speed, strength, dexterity, armor, and life points. As the nights wear on, you'll need these aids to help you clear the town. Character interaction in the game is limited to conversation, but most people you encounter will offer valuable information. This moves the plot along.

You move your character around from an overhead view of the town and dungeons. Movement is quick and smooth. The graphics are nice, and you can easily identify each object and monster. After a couple of nights pass, you will know the town well enough to put away the map in the manual. Keys is not very difficult and can be played rather quickly. Explor- ing Maramon and discovering new things makes Keys enjoyable.

Advanced Dungeons & Dragons One company that still supports the 64 is Strategic Simulations, Incorpo- rated, more popularly known as SSI. With over ten years in the business and a large library of titles, SSI has journeyed through time with Commo- dore computers. In the past two years, SSI has produced a number of fine role-playing adventure games for the 64, most of which have been in its Ad- vanced Dungeons & Dragons line of

GAZETTE DISK L/BRARY

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All Gazette disks are menu-driven for ease of use—and they feature complete documentation. Just load and you're ready to go!

SpeedsScript $11.95 COMPUTE Publications’ most popular program ever, Powerful word processing package includes SpeedScript for the 64, SpeedScript 128, spelling checkers for both 64 and 128 versions, plus an additional dozen support programs, including mail-merge and word-count utilities.

Gazette Index $7.95 Every article and department from Gazette—July 1983 through December 1989 issues—is indexed: features, games, reviews, programming, ‘“Bug- Swatter,” Feedback,’ and the other columns. Disk features pull-down menus, help screens, superfast searching/sorting capabilities, and much more.

Best Gazette Games $9.95 Best dozen arcade and strategy games ever published in Gazette all on one disk. All games for Commodore 64, Titles: Crossroads ||: Pandemo- nium, Basketball Sam & Ed, Delta War, Heat Seeker, Omicron, Powerball, Q-Bird, Trap, Arcade Volleyball, Mosaic, Power Poker, and Scorpion II.

Gazette’s Power Tools $9.95 Fourteen of the most important utilities for the

64 ever published in Gazette. For serious users. Titles: MetaBASIC, Disk Rapid Transit, Mob Maker, Ultrafont+, Quick!, Disk Editor, Basically Music, PrintScreen, 1526 PrintScreen, Fast Assembler, Smart Disassembler, Comparator, Sprint H, and Turbo Format.

The GEOS Collection $11.95 Gazette’s best 13 programs for GEOS and GEOS 128 users. Selection includes utilities, applications, and games. Titles: Super Printer Driver, Skeet, File Saver, Help Pad, Word Count, Directory Printer, Quick Clock, SlideShow, File Retriever, Screen Dumper, Font Grabber, GeoPuzzle, and GeoConverter.

128 Classics $11.95 Thirteen of Gazette’s best 128 programs, including utilities, games, and applications. Titles: MetaBASIC 128, RAMDisk 128, 80-Column Disk Sector Editor, MultiSort, Block Out, Miami Ice,

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games. Using different-colored boxes to represent different types of

AD & D adventures, SSI has a good variety of adventures.

The gold boxes contain large role- playing epics. Avoid two early games, Pool of Radiance and Curse of the Azure Bonds, unless you like an inor- dinate amount of combat. Two later games, Champions of Krynn and Se- cret of the Silver Blades, eliminate un- necessary combat and significantly improve the interface.

The two silver-box products are action games, with less role-playing el- ements and more arcade elements. Both are good, but Dragons of Flame is a big improvement over Heroes of the Lance.

War of the Lance in the green box is a war game in the fantasy world, so don’t be deceived. The white-box game, Hillsfar, combines arcade and role-playing elements in a game with low difficulty and high fun factors.

HIGHLORD HOVENntnT SEP/0CT 353

SSI's War of the Lance is a war game set in the world of fantasy.

Finally, SSI’s latest AD & D game is Dragon Strike, a dragon flight simulator in the Dragonlance gaming world. It’s more arcade game than anything else; don’t let the word simu- /ator throw you. If AD & D games aren’t your bag, try some of the older SSI titles, like Phantasie, Wizard's Crown, and the Questron series.

Lord British

Origin has also been a strong support- er of the 64. Almost all of its past games have been converted from IBM versions or developed on the 64.

Given the amount of time and re- sources required to develop adven- tures on the scale of Origin’s Ultima series, it came as a surprise to me when Origin announced Ultima VI for the 64 before it released the Amiga version.

The Ultima series is one of the most popular adventure game series, and much of the credit for that success is due to the creativity and imagina- tion of chief designer Richard “Lord British” Garriott. Each game in the se-

G10 COMPUTE LU a

ries has far surpassed the previous one in most areas, including size, plot, in- terface, and graphics. Ultima VI is no different in this regard. As far as 64 adventures go, Ultima VI is at the top. This game can take months to ex- plore, and all the time you're getting your money’s worth. That’s value.

Through a Moon Gate

In Ultima VI, your character must stop the spread of gargoyles that have slipped through a moon gate into the realm of Britannia. That’s the basic plot, but more unfolds as you enter the game. Britannia is about as large as it was in Ultima V, but this time, instead of playing the game on two scales, you play it entirely from an overhead view of the characters and their surroundings.

The graphics are smooth, and it feels more natural to move around in one scale than it does in previous Ul- tima games that only show the indi- vidual characters in towns, dungeons, and other buildings. The past games jump to a map view of the game whenever the party travels into the wilderness. Because you can’t see far ahead in Ultima VI, the cloth map comes in handy.

In addition to the overhead view- point, the objects and other graphics in Ultima VI are very nice. You can’t distinguish objects in your inventory as well as you can larger objects in rooms, but this is no problem since you can examine objects effortlessly.

The interface in Ultima VI is an improvement over that in earlier epi- sodes. Unlike the IBM version, which employs icons for all of the game commands, the 64 version requires keystrokes for commands. However, the number of commands has been re- duced by the addition of a Use com- mand, which replaces many others.

To use an object, just hit the U key and move the crosshairs to select an object from your inventory or one next to your character. This is the way to open doors, move levers, throw switches, and equip your character with weapons, armor, and other items necessary to survival and success.

Old Friends Return Accompanying you in Ultima VI are characters from past games, namely Shamino, Iolo, and Dupre. Lord Brit- ish starts you on your quest and can be consulted at any time for infor- mation. Object manipulation is easily accomplished from an inventory screen that readily identifies which object your character is carrying and which ones are nearby. It is best to distribute supplies to each character so no one is weighed down and you don’t have to keep switching objects.

UG? ii

When the time comes, it’s easy to fight in Ultima VI. Just choose a com- bat option and use the cursor to select a monster. Each monster has its own representative theme.

Ultima VI is a game chock full of characters, objects, locations, and dungeons. Characters follow a certain daily pattern. Some game objects are hidden behind paintings, under plants or crates. Discovering new things is what Ultima VI is all about.

You may never finish the game because of its size and scope, but de- signer Garriott doesn’t care. (He'll give you a synopsis of this game in the manual of his next one.) Garriott be- lieves it’s more important for you to enjoy yourself exploring a rich world full of adventure. He’s confident that there is much that you can do and gives you lots of room for discovery and pleasure.

HAUGHTY

SSI's Curse of the Azure Bonds is a role- playing epic filled with combat.

Ultima VI meets Garriott’s crite- ria, and the game may be the largest adventure for the 64. It definitely is the most ambitious. Disk swapping is kept to a minimum in order to de- crease the frustration factor. Sounds are appropriately scattered throughout the game, and the music is infectious. What results is a graphically rich world, full of places to go and things to see, where you can escape for min- utes or hours. Plus, if you act now, you can probably still get the Special Edition of the game, celebrating the tenth anniversary of Ultima. This ver- sion is signed by the author and box artist. It contains an audio cassette of the history of Ultima narrated by Gar- riott and a higher-quality gemstone than that found in regular versions.

As you can see, adventure gam- ing for the 64 is alive and well. These are just a few of the many games out there. Ultima VI is my favorite, but the others are all fun and can be com- pleted in a reasonable amount of time. In any case, if you’re looking for a quest, try an adventure game. They’re better than they were just a year ago. Happy questing! ic)

The Gazette > jenopepannag. al Manager

(Formerly PowerPak)

Harness the productivity power of your 64 or 128!

Turn your Commodore into

a powerful workhorse, keep track of finances, generate reports in a snap, manage your money in minutes—

all with the new 1991 Gazette Productivity Manager! Look at all your 64/128 Productivity Manager disk contains.

ORDER YOUR 1991 GAZETTE PRODUCTIVITY MANAGER TODAY!

GemCalc 64 & 128—

A complete, powerful, user-

friendly spreadsheet with all the features you’d expect in an expensive commercial package (separate 64 and 128 versions are included). Most commands can be performed with a single keypress!

Memo Card—Unleashes the power of a full-blown database without the fuss! Nothing’s easier—it’s a truly simple computerized address file. Just type in your data on any one of the index cards. Need to edit? Just use the standard Commodore editing keys. Finished? Just save the data to floppy. What could be

(MasterCard and Visa accepted on orders with subtotal over $20).

easier? OYES! Please send me _ Productivity Manager disk(s) G ($14.95 each). Financial Planner—Answers all of those questions Subtotal

concerning interest, investments, and money manage- ment that financial analysts charge big bucks for! You can plan for your children’s education and know exactly how much it will cost and how much you need to save every month to reach your goal. Or, decide whether to buy or lease a new car. Use the compound interest and savings function to arrive at accurate

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estimates of how your money will work for you. iene Teequiredy Compute the answer at the click of a key! Seal DON’T MISS OUT ON THIS | 2: Taw

Send your order to Gazette 1991 Productivity Manager, 324 W. Wendover Ave., Ste. 200, Greensboro, NC 27408.

POWERFUL WORKHORSE!

a 3 WW 5 a ° = = 8 Wu fen - a N of 6

TEENAGE MUTANT NINJA TURTLES

ey, dudes, how would you like to battle evil enemies in New York’s dangerous sewers? Sure it’s a dirty job, but that doesn’t mean you won’t enjoy playing Ultra’s Teenage Mutant Ninja Turtles.

MUA

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NA 1 UAE

Based on the famous movies, TV show, and comic books, this action- packed arcade game will give you hours of enjoyment. Raphael, Michel- angelo, Leonardo, and Donatello are ready for your control. As the game begins, you must help these four pizza-loving turtles rescue their be- loved friend, April O’Neil, who was abducted by the evil villain Shredder. You must rescue April, destroy Shred- der, and take his life transformer gun to win.

Along the streets and sewers of New York, you guide the turtles to where April may be held hostage. You control their every move. Many evil creatures lurk about, so be prepared to fight. Mousers, Roller Cars, Foot Clan Soldiers, and many more foes are waiting to capture your reptilian war- riors. Some enemies are easily de- stroyed, while others are not.

Strategy is important. Each of the four turtles has unique skills and weapons. Thus, one turtle may be bet- ter able to handle a particular enemy

REVIEWS

CRIME-FIGHTING TURTLES ¢ PRINTED CIRCUIT CAD PIECES FALLING INTO A PIT ¢ BASKETBALL MANIA

or situation than another. For ex- ample, Leonardo would be the best choice for battles in the sewers, since he’s expert at using a Katana Blade.

Besides the multitude of enemies, there are many useful items to be found during your quest. These in- clude various weapons, rope, a party wagon, and best of all... awesome pizza!

An information screen can be ac- cessed at any time during the game. This important screen will help you throughout the game, and you should check it on a regular basis. Turtle information includes those who are available and what weapons they are using. There’s also a map that shows your position. Messages from your friends give you useful hints on what to do next.

Your turtles must make it through six levels of combat without being captured. Each level has differ- ent phases to complete before you can move on to the next level. Looking at playability from this standpoint, the game can be rather difficult. Joystick movements for combat and travel throughout the game are, however, generally basic and simple. In this re- spect, I find the game easy to play.

After reading the short manual that comes with the game, you'll quickly be on your way to action and adventure. The manual is easy to un- derstand and provides you with the necessary information. It tells you about the game controls, displays sample screens, lists the useful items to be found, and describes each ene- my you will combat.

The sound and graphics are good. Most characters and items in the game are displayed clearly on the screen, and the background music is entertaining as well.

While it does not get high marks for plot originality, this arcade game is fun to play and provides many hours of entertainment. So, dudes, if you’re up for some radical ninja action, just

G@iz2 COMPUTE JULY

slip Turtles into your 64, grab your joystick, and go to town! CHRIS STAWASZ

————_H-____

Commodore 64 or 128—$29.95 Ultra Software

900 Deerfield Pkwy.

Butfalo Grove, IL 60089-4510 (708) 215-5100

PRINTED GIRCUIT BOARD-64

nce again, I’ve stumbled across a

64 program that takes that won-

derful machine into an entirely

new area: printed circuit board (PCB) design and layout. Although it lacks some of the power and options of PCB programs used in the work world, Printed Circuit Board-64 from MicroSentinel Systems does an im- pressive job on a 64 or 128.

This program is designed for the electronics hobbyist. If you need to put together a simple circuit board for some home project, it should take no longer to enter it into the computer than it does to devise it in the first place.

I must make a confession. I make a living as an engineer, and I’m famil- iar with circuit boards from college classes and from fixing arcade games and pinball machines for my brother’s

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GAMES, GAMES, GAMES! | “J (6102) ADVENTURE ROAD / 1 - Contains 4 adventure games: Scary, Affica, Adventure & more. | 7 (6123) ADVENTURE ROAD /2- 10 textgraphic adventure games including SLEUTH. 71 (6124) ADVENTURE ROAD / 3-8 text/graphic adventure games including HACKER

71 (6049) C-128 GAMES / 1 - 40 col- umn Galactic, Castle and Damsels. 80 column Star Trek. | = (6058) c-128 GAMES 2-80cot | p= Norad, Wargames, not Lunar | Land. Print Spock8 Kirk TT (6088) C-64 GAMES / 1 - Action games like Robbers, Whirly Bird, Blue Thunder & more. 77 (6089) C-64 GAMES / 2 - Lotto, Attack Force, Star Trek, Joust, Derby, Defcon & more. 7 (6097) IN THE MALL / 1 - Contains 14 arcade games. Try your skill on these gems. 77 (6099) IN THE MALL /2 - Contains 14 arcade games. Includes Moondog, Skiing, & more. 77 (6142) IN THE MALL / 3 - 12 more arcade games including BOULDER DASH and KANGA. “J (6100) IN THE PITS / 1 - Contains 7 car games. Includes Dragster, Dodge Cars & more. 71 (6101) LADY LUCK / 1 - Contains 10 casino games. Roulette, Craps, BJ, Poker & mora. | 7 (6202) LADY LUCK /2- 10 gambling games including ONE ARMED BANDIT, and 21. 7 (6203) LADY LUCK / 3 - 17 gambling games including DODGE CITY POKER and KENO. 77 (6098) ON THE BOARDS / 1 - Contains 11 board games. Includes Yahtzee, Battleship & more 57 (6119) ON THE BOARDS / 2 - 12 board and card games including battleship and chess.

71 (6120) ON THE BOARDS / 3 - 17 more board and card games including CRIBBAGE and BINGO. jae 18) PUB/BOARD GAMES - Darts, Bowling, Pool, Checkers, Backgammon, Chess, and more. “J (6204) THE FINAL FRONTIER / 1 - 10 action filled space games including METEOR SHOWER.

| 7 (6206) THE FINAL FRONTIER / 3 - 18 action filed space games including CANYON RUNNER. 71 (6207) THE FINAL FRONTIER / 4 - 18 action filled space games including SPACE DEFENDER. 1 (6104) THE SPORTING LIFE - Contains Golf, Miniature Golf, Baseball 64, Boxing and Trap. 7 (6208) THE SPORTING LIFE / 2 - 19 games relating to sports including BOWLING and BOXING. 27 (6108) VICTORY SOFTWARE | 1 - The frst disk of shareware games by Victory Software,

|Please send order, payment, name, address and daytime phone # to:

C/O CCC 2500 McClellan Ave. Pennsauken, NJ 08109

“Residents of NC, NY, and NJ add appropriate sales tax for your area.

Canadian Orders add 7% goods and services tax.

All orders must be paid in U.S. funds drawn on a U.S, bank. Please allow 4-6

weeks for delivery.

former vending business. For this rea- son, I expected to have no problem with PCB-64, but I wasn’t too sure about people who lack those skills. What I found is that the program is easy for anybody to use, regardless of level of experience. PCB-64 is best suited for hobbyists and circuit-board designers who want to get a head start on a project at home without having to use the company computer.

The package contains two main parts: the Layout Editor and the Art- work Editor. The former contains the tools and options to create your print- ed circuit board. The latter lets you add text, tweak the pad, trace sizes, and optimize the sizes of all compo- nents. Both programs are very simple to learn. You almost don’t have to use the concisely written manual. With each program, you see a portion of the circuit board in the viewing screen and a list of commands along the right side of the screen. Select these com- mands with the keyboard and draw with the mouse or joystick.

A circuit board consists of pads (terminal points), traces (wires), and components (integrated circuit chips, resistors, and so on). The purpose of PCB layout is to design the board to accommodate the most electronic

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components in the smallest space pos- sible. You could almost make a game out of PCB layout, with the object being optimization of space using a certain number of components.

PCB-64 lets you design two-sided circuit boards that can be as large as 8.8 X 6.4 inches. An important feature of PCB-64 is that it allows you to scale the board to meet the specifications of many types and brands of printers. With a paint program interface that gives you pads and traces to define a board, the program is complete.

The other big feature of PCB-64 is a list that the program generates upon request of all of the labels associ- ated with components and their coor- dinates on the screen. Although PCB- 64 is not a program many people would use, it’s a great little niche product. It lives up to its claims and will more than meet the specifica- tions of someone who needs a low- cost circuit-board editor.

RUSS CECCOLA -

Commodore 64 or 128—$75

MICROSENTINEL SYSTEMS P.O. Box 4135

San Pedro, CA 90731-4135 (213) 831-2101

BLOCKOUT

or a perplexing challenge that ex-

ercises the brain instead of joystick

reflexes, try Blockout. I highly rec-

ommend it to those of you who are looking for something more than just another shoot-’em-up.

Block Out will tax your hand-eye coordination. (IBM version pictured.)

This game has a lot to offer—and it’s not another Tetris clone. By taking the Tetris concept and making it three-dimensional, Blockout expands the old concept and takes it the next logical step.

As in Tetris, the object of the game is to drop irregularly shaped pieces into a pit. If you manage to fill

FUTONS

ISIRO COMPUTE G13

a level across the pit, that level van- ishes, and you win bonus points.

Sounds simple, huh? It’s not. Simplicity disappears as you advance and the game picks up speed. Pieces that used to float into the pit like feathers begin to drop like stones. I was quite happy reaching level 5, the pinnacle of my Blockout career.

Blockout’s graphics are relatively simple but more than adequate for gameplay. The blocks themselves are 3-D, starting out as rotatable wire- frame objects that solidify into col- ored layers as they reach the bottom of the pit. Your goal is to fill a layer so that it can be removed. If the shapes pile up and reach the top of the pit, you lose.

Blockout expands on the Tetris concept by offering you a selection of three sets of blocks. The sets range in

Some of the predefined games are de- scribed as Flat Fun (flat blocks), 3-D Mania (3-D blocks), and Out of Con-

shape from the simple to the complex.

REVIEWS

trol (abnormal blocks). You can create a pit of your own dimensions and make a custom game. Any of the three block sets (Flat, Basic, or Extended) can be used in your custom pit.

Parameters for rotation speed and sound can be customized. Prac- tice mode lets you play Blockout with- out having the pieces fall into the pit, thus giving you time to get used to the keyboard controls. Demo mode lets your computer show you how to play. Help is available to display the game’s controls.

Blockout keeps track of your score. The ten high scores for each kind of pit (dimensions and block set) are saved to disk. The game’s play- ability is good, but a little less key- board control would’ve been nice. While this isn’t a great handicap, using a joystick to control the game would’ve made it easier to play. As it stands, the joystick is used only for the program’s menus, and some of the menu options are not even available

to the keyboard user.

One thing I can say about Block- out is that if you don’t own it, get it. It’s a most perplexing puzzle that will be a favorite for years to come. So toss out those boring shoot-’em-ups and head for the computer store. Pick this one up—you won’t regret it!

DAVID W, MARTIN

Commodore 64 or 128—$29.95 CALIFORNIA DREAMS: Distributed by Electronic Arts 1820 Gateway Dr.

San Mateo, CA 94404

(415) 571-7171

DOUBLE DRIBBLE

re you a true basketball fan? If your answer is Yes, then check out Konami’s Double Dribble. Double Dribble is a five-on-five pro-style basketball game for the 64. It turns your computer screen into a

G AZ E T T E commopore 64/128

Yes, save time and money! Subscribe to the Gazette Disk and get all the exciting, fun-filled Gazette pro- grams for your Commodore 64 or 128—already on disk!

Subscribe today, and month after month you'll get all the latest, most challenging, and fascinating programs published in the corresponding issue of COMPUTE.

New on the Gazette Disk! In addition to the programs that appear in the magazine, you'll also get outstanding bonus programs. These programs, which are often too large to offer as type-ins, are available only on disk—they appear nowhere else.

As another Gazette Disk extra, check out

“Gazette Gallery,” where each month we present the very best in original 64 and 128 artwork.

So don’t waste another moment. Subscribe to- day to COMPUTE’s Gazette Disk and get 12 issues for only $49.95. You save almost 60% off the single- issue price. Clip or photocopy and mail completed coupon today.

Individual issues of the disk are available for $9.95 (plus $2.00 shipping and handling) by writing to COMPUTE, 324 West Wendover Avenue, Suite 200, Greensboro, North Carolina 27408.

YES! Start my one-year subscription to COMPUTE’s Gazette Disk right away for only $49.95.*

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VIDEO BYTE Il the only FULL COLOR! video digitizer for the C-64, C-128

Introducing the world’s first FULL COLOR! video digitizer for the Commodore C-64, 64-C, C-128 & 128-D computer. VIDEO BYTE can give you digitized video from you V.C.R., LASER DISK, B/W or COLOR CAMERA or OFF THE AIR or CABLE VIDEO (thanks to a fast! 2.2 sec. scan time). New version 3.0 software features full RE-DISPLAY with MULT] CAPTURE MODE, MENU SELECT PRINT- ING, EXPANDED COLORIZING FEATURES, SAVE to DISK feature and much more! FULL COLORIZING! Is possible, due to a unique SELECT and INSERT color process, where you can select one of 15 COLORS and insert that color into one of 4 GRAY SCALES. This process will give you over 32,000 different color combinations to use in your video pictures. SAVES as KOALAS! Video Byte II allows you to save all your pictures to disk as FULL COLOR KOALA'S. After which (using Koala or suitable program) you can go in and redraw or color your V.B. pic's. LOAD and RE-DISPLAY! Video Byte !! allows you to load and Te-display all Video Byte pictures from inside Video Byte's menu. MENU DRIVEN! Video Byte Il comes with easy to use menu driven UTILITY DISK with V3.0 digitizer program. (64 MODE ONLY). COMPACT! Video Byte II's hardware is com- pact! In fact no’ bigger than your average cartridge! Video Byte comes with it’s own cable. INTEGRATED! Video Byte || is designed to be used with or without EXPLODE! V5.0 color cartridge. Explode! V5.0's menu will return you to VIDEO BYTE II's menu. EXPLODE! V5 is the PERFECT COMPANION! Video Byte II users are automatically sent FREE SOFTWARE updates along with new documenta- tion, when it becomes available. PRINT! Video Byte I! will printout pictures in BLACK and WHITE GRAY SCALE to most printers. However when used with Explode! V5.0 your printout’s can be done IN FULL COLOR 8 by 11's SIDEWAYS on the RAINBOW NX-1000, RAINBOW NX-1000C, JX-80, Seikosha 3000 Al. (OKIDATA 10/20’s (print larger 6” by 9”) USER SLIDE ONLY SHOW program w/auto or manual display is standard $ 95 with VIDEO BYTE program. And can be backed up!) 79 Why DRAW a car, airplane, person or for that_matter sia a hing when you can BYTE it. . .VIDEO BYTE it

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PLUS A FREE UTILITY DISK w/SUPER EXPLODE! MAKE YOUR C-64, 64-C or C-128*, D-128* SUPER FAST and EASY to use. THE BEST THING of ALL. . .1S THE PRICE!!! still ONLY

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All units come wi90 day WARRANTY. All orders add $3 for UPS BLUE LABEL S/H. UPS BLUE available only in 48 states. FOREIGN ORDERS are US FUNDS +$635 S/H. ORDER BOTH EXPLODE! V5 & VIDEO BYTE Il together and receive FREE! UPS S/H. ***Note all SALES are FINAL, 90 DAY WARRANTY covers PARTS & LABOR ONLY. All SOFT GROUP UTILITY DISKS COME w/built-in CATALOG of PRODUCTS.

WORKS WITH P.A.L. ALSO +x IN 64 MODE ONLY TO ORDER CALL 1-708-851-6667 IL RESIDENTS ADD 6% SALES TAX PLUS $3.00 S/H. NO C.0.D'S. FOREIGN ORDERS U.S. FUNDS ONLY $6.35 S/H. Personal Checks 10 Days to Clear

THE SOFT GROUP, P.0. BOX 111, MONTGOMERY, IL 60538

REVIEWS Circle Reader Service Number 123 Ye) FTWA RE basketball court for fast action. player with the ball and pressing the Cc LOS E @) U TS This program’s excellent graphics | fire button, you can steal the ball from and sound effects make you feel ike your opponent. The joystick also lets For Commodore 64 & 128 you're right there on the court. You you pass the ball to another player of $51 BARGAINS, Your Cholce hear the clock ticking away and the your choice with the press of the fire Heder procter ean referee blowing his whistle. You can button. To take a shot, just aim the Telit dal Merk see your teammates’ positions as well | joystick toward the hoop and press Pop ere boy eee grene st epeirdeoed ki nents as the opposing team’s players on the | the fire button. It’s that easy. Lrgan, Parr a awe as. due fae court as they pass the ball. Cheerlead- There are several types of shots INFOCOM BARGAINS, Deadline, Starcross, Suspended, Zork 2 or 3... $$ each ers appear at halftime to root for you. | that you can take. These include foul or Tes Sue daes Grand Pre Best of all, you can see your points shots, three-pointers, jump shots, set Fn hig Sone & Votey, Danbustrs. mounting on the scoreboard each shots, as well as three types of slam Sarein ced War volume t 2013. Fis King xia, time the ball passes through the hoop. | dunks. A closeup of these slam dunks Eanaoe Buttes, Mache Vie, Henin tas i orn Aes Double Dribble is a game for one | appears in detail as a team scores. Super Sounder 64 Caige enone. or two players. However, for two play- | Double Dribble also follows the same haborne fang re eed ers, you'll need a second joystick. rules and regulations as pro-style ren Playing against the computer is quite | basketball. Your blocking or charging Assembler by Commodore challenging, since the computer can will give an opposing team member a Congo Bongo, by Sega eared) nn match your every move. As the game | chance at the free throw line. Erameianen cheoned W Vaan begins, use the joystick to select such Overall, I found this game to be GO.tye yun (00 Cnese bone x options as the number of players, the | quite challenging and entertaining. I Hone Meso by Vobewasiocesestecee amount of time for each of the four didn’t play like Michael Jordan or Master, CAL (Oravig & pang graphic system) Pi quarters, and the NBA team that you | Larry Bird, but I did manage to score Manis: trotie Beret foleceten aeirereeas ry want to represent during the game. a few points. So if you love basketball, Mardereh ie Mesissipt Sao You also have the option of selecting | give Double Dribble a shot! Practeai it by Practoory 370 one of three levels of difficulty. If you | cyrisstawasz Spats & Maker Sty Cosi oh find that you want to change any of | yan “Wath 9 Boer these settings during a game, you can Nak Meare NAR ee $00 do so with a touch of the f3 key. Commodore 64 or 128—$14,95 TO ORDER, SEND CHECK OR MONEY ORDER To: Your joystick controls all aspects Konami DRAWER COMPSULT. 93403-5160 of the game, and you can move across 900 Deerfield Pkwy. Ince $4 fr shipping charges in US $8 for Canada $10 forint CA oroers ad 6% sales tax the court in eight directions. By put- SE NC NE) 1-800-676-6616 ting your player in the path of the (Os\2iorat a sores wo lor 28 et te ea ses ache mind cca

Circle Reader Service Number 161

© ~ 3 rs 3 Qa ° = = ° 3) WwW f= j= My N <q 6

Fel bie 1K

Ch Uf apeib @

N S FROM Oumar

[een Seaoe

in the February 1991 issue of COM- PUTE, a reader would get the idea that there are both Amiga and Gazette sections in each issue, but there aren’t. Why the discrepancy, and how often will a section turn up missing?

TODD MOORE PIEDMONT, MO.

This was explained last year in “64/128 View” (October 1990), but since there still seems to be some con- fusion, we'll repeat it. After General Media purchased the four magazines we produced at COMPUTE! Publica- tions, the four were merged into one basic COMPUTE magazine. There are different versions, however.

Ifyou are a Gazette subscriber, we send you COMPUTE with the Com- modore 64/128 material in the Ga- zette section. Amiga Resource subscribers get COMPUTE and the Amiga section. PC subscribers get COMPUTE with the PC section. If you subscribe to COMPUTE, you get all the sections, but without the Ga- zette type-in programs. For those peo- ple who may have several different computers, including a 64 or 128, we offer a multiversion edition that con- tains all the material, including the type-in programs.

Until recently, the Gazette and Amiga sections were also available in the newsstand editions. Now they are available only by subscription and in certain computer stores: Babbage’s, Software Etc., and Software Boutique. From time to time some editions may contain additional sections. Since we use the same advertisers index for all editions, you'll see the references to all the different editions. On occasion, subscribers may receive the wrong ver- sion. If this happens, please contact our subscription office at (800) 727- 6937.

From SpeedScript to Amiga Ihave been using SpeedScript 64 for a number of years, and I have written a large number of files that I'd like to

READ ee Rees)

Amiga. Unfortunately, the terminal program I have for the 64 doesn’t seem to be able to transfer the Speed- Script files. What do you recommend?

MICHAEL W. BELL ROCKFORD, IL

The problem of converting Commo- dore-specific text files to true ASCII (American Standard Code for Infor- mation Interchange) is a recurring one. The reason for making the con- version usually involves transferring files from one brand of computer to an- other. The 64 and 128 derive their character set from a time when ASCII wasn't the de facto standard it is today, and the big players took no pride in be- ing compatible. Consequently, the 8- bit Commodores confuse upper- and lowercase, neglect common characters such as the brace and underscore, and even assign some odd character codes to the characters that they do have. The remedy is to run a program that converts Commodore character codes—commonly called PETSCII after the original Commodore PET— into true ASCII.

There are several such programs available, and usually they read from and write to sequential files. But SpeedScript adds a little more com- plexity to the situation by using its own special codes for formatting, han- dling text itself in an atypical fashion, and writing program files instead of sequential files. SpeedScript does offer two ways around this problem. It will write PETSCII sequential files if you print the file to the disk by pressing Shift-Control-P and then D (for disk) at the prompt. If you press Control-£ and then the A key on the first line of your document and then print it to disk, the file will be saved as a true ASCII file and will be easy to upload .

Screen Dumps and Errors

I have a 64 and a Cardco Card B inter- face. The Cardco manual has a screen- dump program, but it doesn’t seem to work. Is there a screen dump available

ee keep. I also own an Amiga 1000, andI | from any vendor? I need one for my From looking at the advertisers index | would like to transfer these files to the | BASIC programs.

Also, I have a Blue Chip (BCD 5.25) disk drive that gives erroneous characters when I add a spreadsheet or game scores. I have several spread- sheets that will not work. I would ap- preciate hearing from other people who may have similar problems with their Blue Chip drives.

DENNIS LONG MANASSAS, VA

Cartridges, such as the Soft Group's Super Cartridge Explode V.5 and LMS's Super Snapshot V5, offer screen dumps and many more fea- tures. CMD’ JiffyDOS also has a screen-dump option. Advertisements for these products can be found in re- cent issues of this magazine. If you have back issues of Gazette, check for a type-in program called PrintScreen (December 1987). It also offered a cus- tomizer program for different printers. There was also a program called Hi- Res Screen Dump (October 1984) for 1525 or compatible printers.

We have never heard of a disk drive's being responsible for erroneous characters in spreadsheets or game scores. Are you certain you’ve entered the formulas correctly? If any other readers have experienced similar prob- lems, we'll be happy to pass their infor- mation on to you.

Nifty Jiffy

I was pleased to see Art Hunkins’s fa- vorable review of Creative Micro De- sign’s JiffyDOS 6.0 in the December 1990 issue. It’s a terrific system, but I have to take issue with him on several points.

First, his apparent horror at the idea of replacing soldered-in ROM chips. What’s the big deal? I did it twice in old 64s. No sweat. Just use common sense and a good soldering tool to pull the ROMs, a low-watt iron to solder the new sockets, and gentle- ness when inserting the new chips. It’s nothing that an experienced amateur or technician couldn’t do in ten min- utes. That’s all it took me, and I’m no

G16 COMPUTE JULY

W GE 1}

_ sae FEEDBACK

whiz kid.

Second, save-with-replace routine. That com- mand works fine in my machine. All I do is have the révised program in memory, hit fl for the direc- tory, cursor to the filename, insert three spaces be- tween the open quotes and the filename, type @0:, hit f6, and then hit Return. It’s quite convenient.

Third, validate and format speeds. They defi- nitely are improved on my 1541.

I do have some minor bones to pick with CMD. I wish it had retained the function-key RUN and LIST commands as in previous versions and relegated TLIST and LOAD ML to program-mode commands.

Otherwise, all’s great, and kudos to COM- PUTE for the new design.

RICHARD VAN FRANK. MONTCLAIR, NJ

Once you have some experience with a soldering iron, removing ROM chips and soldering in new ones without damaging anything may not be such a difficult task. But it’s not the place for a beginner to start. If you have a newer 64 with chips that slide in and out of their sockets, installing the JiffvDOS re- placements is a snap. CMD recommends you check to see which type you have before ordering JiffyDOS.

Reader-to-Reader Help

I am desperate and don’t know where to turn next. I am looking for a 36-pin plug so I can print docu- ments in Epson mode for my SR 2000 Dual Inter- face printer. I have a 64 and a 1541 disk drive. Does anyone know where I can purchase this plug?

BOB CHALFANT. 12229 SE 196TH ST. RENTON, WA 98058-7518

The information about my modem was recently destroyed, so I wrote a letter to the company re- questing a copy. My letter was returned, since the company apparently has gone out of business. Can anyone help me find an instruction manual for a Westridge Communications modem, model MFJ-1237?

GARY LEE REYNOLDS 15 DANIEL ST. UNIONTOWN, PA 15401

Blasts from the Past I read in one of your magazines that you could or- der a back issue of COMPUTE, but I was wonder- ing if it’s possible to order a full year’s worth. Also, is it possible to get back issues of the disks?

ERIC SCHNEIDER KILLEEN, TX

We have back issues of many magazines

and disks, but supplies vary. If you contact

Single Copy Sales, COMPUTE Publications,

324 West Wendover Avenue, Suite 200,

Greensboro, North Carolina 27408,

(919) 275-9809 and specify which issues you want, we'll see what we can do. Back issues

3-D GRAPHICS DESIGN

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For Commodore 64/128 in 64 mode View Designs in Multiple Perspectives

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Big Blue Reader 128/64 is a fast, easy-to-use, menu driven program for novice and expert alike. Transfers word processing, text, ASCII, and binary files between Commodore 64/128 and IBM PC compatible 360K 5,25" and 720K 3.5" disks. Includes both C64 & C128 programs. Requires 1571 or 1581 Disk Drive. Does not work using 1541.

BBR 128 Version 3.1 upgrade, $18+ original BBR disk.

Big Blue Reader 128/64 only $44.95

Bible Search 3.1

The only Bible Study Program with:

1) Entire Old and New Testament on (4) 1541/71 or (2) 1581 disks. 2) An Exhaustive English Concordance on (2) 1541/71 or (1) 1581

disks; includes more than 700,000+ references. 3) Incredible five (5) second look-up time, per/word, per/disk. 4) Instant, automatic spell checking of more than 12,800 words. 5) Boolean Search operators including AND, OR & NOT logic. 6) Search entire Bible in 5 seconds with 1581 or Hard Drive (v3.5). 7) A Money Back Guarantee! Includes: Easy-to-use, C64 and C128 (40/80 column) programs, printer and disk output, users guide, disk case, and more.

tx Available on (7) 1541/71, or (4) 1581 disks. (Demo disk $5)

KJV $49.95 vxvkxxdeve NIV $59.95 sx Any questions? Call or write for more information. ex NOW Available! AMIGA Bible Search

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115 Bellmont Road; Decatur, Indiana 46733

SS of magazines are $6.00, and disks are $9.95. There are no issues for July, August, or September 1990, as we did not publish during those months.

Final Help This is in reply to David Richards’ Final Cartridge III question in the February 1991 issue about the Help and Replace commands. There is a slight difference in the way the commands act in 64s with different ROM versions, but all commands work. Enter PRINT PEEK(65408) to see which version you have. I have com- puters with versions 0 and 3.

Help is useful in debugging BASIC. It lists the last executed line. Just enter HELP after pressing Stop or after an error occurs.

io Professional-Educational-Home Applications

Architects, Engineers, Designers, Programmers, Students

CAD-3D!! enter me into the fastest growing field in

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ORDER LINE ¢ (415) 923-1081 FAX ¢ (415) 923-1084 Dealers/Distributors inquiries welcomed.

Circle Reader Service Number 184

a 3 rs re) a re) = = 9 cs) tu f= = ul N | Lo)

It’s nice when you can’t see an error message onscreen.

Replace is my favorite command. It changes BASIC commands, num- bers, or anything in quotes, excluding commas and quotation marks. For ex- ample, if you were to enter REPLACE “FOR J”, “FOR K”, it would change J to K in FOR-NEXT loops.

BRIAN KISSINGER EVANSVILLE, IN

Software Resource

Here’s a hint for your readers who want to find certain software for the 64, Amiga, Plus/4, VIC 20, or PET. It will also help you find the names and addresses of companies that produce that software. It’s a book called Soft- ware Information for Commodore Computers by Menu. It can be found at public libraries. It’s up to date and extensive.

JOHN REALING

SPOKANE, WA

You're right, John. We use it quite ‘often. Menu, which is a division of Black Box, sold this 400-page directo- ry to Commodore, which is now dis- tributing it. If you would like to purchase a copy, write to Commo- dore—The Menu, Attention Customer Support, 1200 Wilson Drive, ‘West Chester, Pennsylvania 19380. The cost is $12.95 plus $3.00 for shipping and handling.

Mangled Memory

Iam working on a game program that uses redefined characters on the 64. The program also uses three-dimen- sional arrays. I have a problem with the screen elements turning to garbage after it runs for a while. A few reverse characters can be identified, but that’s it. Can you help? Is it a problem with memory?

AL FREEMAN MIAMI, FL

It sounds like you are experiencing a memory conflict. You've put new char- acter shapes used in your game into a certain block of memory. As the pro- gram runs and uses different variables, BASIC stores these variables in the same memory where the character shapes are stored. This causes the indi- vidual character shapes to turn to gar- bage. Reverse character shapes are in the second half of the character set, so they are the last ones to be garbled.

Gi8 COMPUTE UEUS ES Y?

FEEDBACK

The Video Interface Chip (VIC- II) handles all the video-related chores, including the display of character shapes. This chip can access only 16K of memory at atime. The default video bank is 0 (from location 0 to 16383), which means the screen, custom char- acter shapes, and sprites must all re- side in that same 16K block. Since a complete character set uses 2048 bytes, it’s common to use the 2K at the top of the video bank for that purpose. This puts the custom characters at 14338-16383.

A 64’s BASIC is built into a con- tinuous section of memory. The 64 uses locations 0-1023 for its own pur- poses, and screen memory and sprite pointers occupy 1024-2047. The first byte available for BASIC is 2048. Read Only Memory (ROM) starts at 40960. So under normal circum- stances BASIC controls the 38,911 bytes of the memory from 2048 to 40959,

What about the custom charac- ters that are stored at 14336-16383? They are in the middle of the block of memory BASIC expects to use as its own. This is where the problem arises with your custom characters turning to garbage when your program runs. BASIC expects to use this area for its own purposes. As it uses more and more variables, memory fills up, and before long your character shapes have been overwritten by BASIC.

There are a couple of things you can do to get around this problem. Move the characters to another loca- tion, or move BASIC. Moving the character sets requires moving the vid- eo banks, which also means you have to move the screen and the HIBASE pointer at 648. If you do this, then you have to either disable the Restore key or avoid pressing Run/Stop-Restore. Most programmers find it easier to move BASIC to another location. To transfer the start of BASIC from 2048 to 16384 (which is just past the end of your character set), enter the following lines in direct mode before you load your program:

POKE 43,1:POKE 44,64: POKE 16384,0: NEW

An ST Magazine? First of all, I want to say that I’m not precisely happy with your decision to

TSS ST

integrate Gazette into COMPUTE. Of course, I understand your decision, since there are fewer 64 owners; that means fewer subscribers. But I think you're going to lose more subscribers with this decision. Time will tell. Any- way, I’ll probably renew my subscrip- tion, since I don’t know of any good Commodore-only magazine other than yours.

The main purpose of this letter is not to complain, however. I’ve just bought an Atari 520 ST (I'll keep my good old 128), and I was wondering if you publish any ST-specific maga- zines or books.

JOSE LUIS REGUEIRO MONTEVIDEO, URUGUAY

As 8-bit Commodore users upgrade to other systems, they also make changes in the computer magazines that they buy. It’s true that Gazette doesn’t have as many subscribers as it did when in- terest in the 64 was at its peak, but a more significant problem is the shrink- ing number of advertisers. For most publications to remain healthy, they must have advertisers as well as sub- scribers. Look at a Gazette from a few years ago and then look at this issue. Compare the number of ads for Com- modore-related products.

By combining Gazette with COMPUTE, which now has a PC fo- cus (and more advertisers), we can somewhat offset the loss in 64 advertis- ing revenue and yet still provide Com- modore owners with the useful, entertaining, and informative material that they want.

From 1986 until 1988, we pub- lished COMPUTE!’s Atari ST Maga- zine with a companion disk. It failed to attract sufficient advertisers or a large enough base of subscribers to re- main profitable. Back issues of the magazine and disk are still available. The price for each magazine and disk combination is $8. Foreign orders should add $6 for postage. To order back issues of any of our magazines, write to our Greensboro, North Caroli- na, address printed below.

Ifyou have a question, comment, or problem, we want to hear from you. Send your letters to Gazette Feedback, COMPUTE Publications, 324 West Wendover Avenue, Suite 200, Greens- boro, North Carolina 27408. o

PROGRAMMERS PAGE

R AN D Y

T HOM PS ON

aa

his month “Programmer’s Page”

presents 128 programming tipsp—

that is, programming tips for the

Commodore 128 (not 128 tips). Got it? Good!

Taking It with You

Like to move to 64 mode without los- ing the current BASIC program? It’s easy. Simply enter the following commands:

POKE 43,1 POKE 44,28

These POKE statements tell the 64 portion of your computer that the current BASIC program may be found in memory at 7169 ($1C01), the de- fault location in 128 mode.

HENNING VAHLENKAMP MATAWAN, NJ

Timely Program Saves This util.ty programs one of your computer’s function keys so that it saves the current BASIC program to disk. To keep successive saves sepa- rate, the elapsed time is added to the end of the program’s filename.

When you run this utility, you are asked to enter a filename and a function-key number. As an example, enter MYPROGRAM,, 5 (the 5 speci- fies the f5 key). Answer Yes at the RE- SET CLOCK prompt. Next, load the program you want to edit, make your changes, and then press f5. If 20 min- utes and 32 seconds have elapsed, your program will be saved to disk using the filename MYPROGRAM 002032. Now let’s say you make addi- tional changes which take exactly 5 minutes. When you press f5, the pro- gram is saved with the filename MYPROGRAM 002532.

10 C$=CHR$(34):BL$=“ 9

20 INPUT “PROGRAM NAME, FUNCTION-KEY NUMBER”;P$,K

30 P$=LEFT$(P$+BL$,10)

40 PRINT “RESET CLOCK?”

50 GET K$:IF K$<>“Y” AND K$<>“N” GOTO 50

60 IF K$=“Y” THEN TIS=“000000"

70 KEY K,“DSAVE” +C$+P$+ C$+TIS+CHRS(13)

In addition to providing a way to differentiate between multiple ver- sions of the same program, this utility also allows you to see how much time you spend between programming sessions.

JAMES A. SWIFT ORLANDO, FL

HANDY PROGRAMMING

FOR THE

128 ONLY

In Focus

To increase the readability of the 128’s 80-column screen, try entering the following POKEs:

POKE 54784,9 POKE 54785,232

This smooths out the vertical ap- pearance of the 128’s slightly grainy 80-column character set.

JESSE SIEHLER CUMBERLAND, MD

Undocumented Info

Although it’s not mentioned in the 128 System Guide, you can use CTRL-S instead of the Scroll Lock key to pause screen scrolling. Press any other key to continue scrolling. Another undocumented keyboard tip is the ESC ESC sequence. Hitting the Escape key twice provides an alterna- tive to the traditional ESC O sequence for canceling quote mode.

If you have a 128D or 128 witha ROM upgrade, enter the following instructions.

BANK15:FOR L=25589 TO 25611:PRINT CHR$ (PEEK(L));:NEXT

It reveals a secret message.

HENNING VAHLENKAMP MATAWAN, NJ

Double-Spaced Listings

With the 128’s expanded memory, programs can reach enormous lengths. Large BASIC listings can be- come quite a headache to debug, too. The following function-key definition can help out. After executing the code below, pressing the f7 key prints a double-spaced program listing to the screen.

KEY 7,“OPEN128,3: CMD128:LIST:CLOSE128: A?+CHRS(13)

Note the A at the end of the func- tion-key string. This forces a syntax error which resets the computer’s text output to normal, single-spaced print- ing. Without this A, strange side ef- fects occur. If you’d like the option to list a specific range of program lines, use these function-key definitions:

KEY 7,“OPEN128,3: CMD128:LIST” KEY 8,“:CLOSE128: A”+CHRS(13)

To use these keys, press f7, enter the line-number range you want to list (or don’t enter anything if you want to list the entire program), and then press f8.

ARTHUR MOORE ORLANDO, FL

“Programmer’s Page” is interested in your programming tips and tricks. Send all submissions to Programmer's Page, COMPUTE’s Gazette, 324 West Wendover Avenue, Suite 200, Greens- boro, North Carolina 27408. We'll pay $25-$50 for each tip we publish. o

JULY

IOC a COMPUTE G19

1 3 Ps 3 a ° = = 8 UL [= j= Lu N < 6

MACHINE LANGUAGE

Jol

fm EL WY ae As TS tl

Esai, -.D}

rogramming hi-res graphics on

the Commodore 64 or 128 (in 40-

column mode) has always been a

mystery to newcomers. The most confusing thing about the Commo- dore hi-res screen is the fact that it isn’t laid out the way you might ex- pect. The eighth pixel on the top row of the screen appears next to the ninth, but they are actually eight bytes apart. As you might expect, plotting points on a screen like this can in- volve some pretty complicated math.

This month’s column should make it crystal clear. Given X (0-319) pixels from the left of the screen, and Y (0-199) pixels from the top, the cal- culation goes as follows. Divide X and Y by 8 (keeping the remainders XR and YR). The quotients represent the row (0-39) and column (0-24) of the character cell in which the pixel is lo- cated. Multiply the Y quotient by 40 and add the X quotient; that gives the character cell number. Multiply this result by 8 to get the byte number for the start of the graphics cell memory; add YR to get the actual byte. The re- sulting number, from 0 to 7999, deter- mines the byte within graphic memory. Add the graphics base to get the actual address. The XR value will tell us which of the eight bits will be involved.

It sounds complex, but it can be worked out neatly in machine lan- guage. Multiplying and dividing by 8 is just a matter of three shifts, left or right. Dividing by a value such as 8, the remainder is even easier: The AND function will extract it for us. Looking more closely, we see that a division by 8 is followed by a multi- plication by 8; that provides another shortcut.

In fact, multiplying by 40 seems to be the hardest part, and that’s just multiplying by 5 and then by 8.

Assuming that the graphics base is at address $2000, and that the user will POKE values of X into addresses 78 (high byte, $4E) and 79 (low, $4F), and POKE Y into address 80 ($50).

LDA $50

033C AS 50

033E 29 07 AND #$07 0340 85 52 STA $52

Note that the EOR command will produce the equivalent of INT(Y/8)*8 ina single instruction. We'll do this again later for X.

0342 45 50 EOR $50 0344 85 FC STA $FC 0346 A2 00 LDX #$00 0348 86 FD STX $FD

CALCULATING HI-RES SCREENS

IT ALL

ADDS UP

We'll multiply by 4 and add the original value to get the effect of mul- tiplying by 5. We're arriving at the equivalent of INT(Y/8)*40.

034A 06 FC ASL $FC 034C 26 FD ROL $FD 034E 06 FC ASL $FC 0350 26 FD ROL $FD

The earlier value is still in A, so we may add immediately. Can you see why we may be sure that the carry flag is clear?

0352 65 FC ADC $FC 0354 90 02 BCC $0358 0356 E6 FD INC $FD

The calculated value is in the A register (low) and address $FD (high). Next you want to multiply by 8, so

continue to use A. A loop is possible, but straight code is easy.

0358 OA ASL 0359 26 FD ROL $FD 035B 0A ASL 035C 26 FD ROL $FD 035E 0A ASL 035F 26 FD ROL $FD 0361 85 FC STA $FC

Time to work on X.

0363 AS 4F LDA $4F 0365 29 07 AND #$07 0367 85 51 STA $51 0369 45 4F EOR $4F

The three low bits of the A regis- ter must be 0. We want to add the val- ue in A to the value in $FC and $FD, and then add the Y remainder that we stored long ago in address $52. These values have no bits in common, so we can combine them and save a step using the ORA instruction.

036B 05 52 ORA $52 036D 65 FC ADC $FC 036F 85 FC STA $FC

Video base address is assumed as $2000.

0371 A5 4E LDA $4E 0373 09 20 ORA #$20 0375 65 FD ADC $FD 0377 85 FD STA $FD 0379 60 RTS

In the above coding, the carry flag has been doing exactly the right thing ev- ery time. A happy occurence.

Address FC/FD contains the ad- dress of the byte for manipulation. You'll need this bit-lookup table.

037A 80 40 20 10 08 04 02 01

Finally, this calling routine will calculate the location and set the pixel.

0382 20 3C 03 JSR $033C 0385 A6 51 LDX $51

G20 COMPUTE JULY

WEN 4

MACHINE LANGUAGE

0387 AO 00 LDY #$00 0389 B1 FC LDA ($FC),Y 038B 1D 80 03 ORA $037A,X 038E 91 FC STA ($FC),Y 0390 60 RTS

POKE 78,X-high (0 or 1); POKE 79,X-low; POKE 80,Y and then SYS 898 (that’s address $382), and the pixel will be plotted. Although the above might seem like a lot of code, it’s surprising how much good math you can pack into a relatively brief machine language program.

The following BASIC program may seem slow, but that’s the fault of BASIC, not the ML code. Note that address 8192 (hex 2000) is with- in the activity area of the BASIC lan- guage; a larger program using this kind of code would need to look carefully so that the screen would not collide with BASIC.

108 DATA 165,80,41,7,133,82 118 DATA 69,88,133,252,162,0 128 DATA 134,253,6,252,38,253

1308 148 158 168 1708 188 198 2008 210 2208 230 308 3108 320 330 348 408 4168 420 458 460 476 486 490 506 5168 526 538

DATA DATA DATA DATA DATA DATA DATA DATA DATA

6, 252,38, 253,101,252 144,2,230,253,10,38 253,10,38,253,18,38 253,133,252,165,79, 41 7,133,81,69,79,5,82 101,252,133,252,165 78,9,32,101,253,133 253,96,128,64,32,16,8 4,2,1,32,68,3,166,81 DATA 160,0,177,252,29,122 DATA 3,145,252,96

FOR J=828 TO 912

READ X:T=T+X

POKE J,X

NEXT J

IF T<>9391 THEN STOP

REM SWITCH IN HI-RES

POKE 53272,24

POKE 53265,59

REM CLEAR COLOR

FOR J=1024 TO 2047

POKE J,118:NEXT

REM CLEAR CHARACTER

FOR J=8192 TO 16383

POKE J,@:NEXT

FOR X=30 TO 200 Y=20:GOSUB 900 Y=X-10:GOSUB 900

54 Y=X-9:GOSUB 900

550 NEXT X

798 FOR J=1824 TO 2047

800 POKE J,32:NEXT

REM SWITCH OUT HI-RES POKE 53272,20

POKE 53265,27

END

POKE 78,X/256

POKE 79,(X AND 255)

POKE 88,¥:SYS 898

RETURN a

818

828 838 846 906 910 920

938

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1990 Gazette Index

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BEGINNER BASIC

Ithough we studied this not long ago, we'll continue our BASIC math with a review of the some- what arcane, but nevertheless

quite useful, trigonometric functions sine, cosine, and tangent (or SIN, COS, and TAN, as they are used in BASIC). But first a brief course in trigonometry.

Triangles are the reasons trig ex- ists. Without those ubiquitous three- sided figures, SIN, COS, and TAN probably would never have been in- vented. In the good old days, you had two methods for finding various sides and angles in triangles: trigonometry tables in books and a slide rule. Thanks to calculators and computers, trig functions are now a mere keypress away and more accurate than either the slide rule or tables. SIN, COS, and TAN can handle most triangulation problems you’d want to solve. Yes, there are more trig functions, but most of them can be derived from these basic three functions.

To use trig to discover unknown sides or angles, the triangle must be a right triangle—that is, one angle must equal 90 degrees. (In this column, tri- angle means “right triangle.”’)

You must also know at least two

Figure 1

other things about it: the length of one

[ESP AR Raney,

Cc OTTON

side and the size of one angle, or the length of two sides. However, know- ing all the angles is not sufficient to calculate the sides. Possibly the most common triangle is a 45-45-90 (so called because of its angles); both its short sides are the same length.

The next most common is a 30- 60-90. The length of its shortest side is always half the length of its longest. Notice that the sum ofa triangle’s an- gles is always 180 degrees; if you know two angles, just subtract their sum from 180 to find the third angle. By knowing the lengths of any two sides ofa triangle, you can find the length of the third side by using squares and square roots (see last month’s col- umn). Here’s an example:

10 PRINT“[CLR|[DN]IF YOU DON’T KNOW A SIDE,”

20 PRINT“JUST PRESS RETURN.” :PRINT

30 INPUT“LONGEST SIDE”;SL

40 INPUT“SHORTEST SIDE”;SS

50 INPUT“SECOND LONGEST SIDE”;SM

60 IFSL=0THENUS=SQR(SSt2+SM12)

70 IFSM=0THENUS=SQR(SLt2—SS?2)

80 IFSS=0THENUS=SQR(SLt —SM1 2)

100 PRINT:PRINT“UNKNOWN SIDE IS"US

When running this program, just press Return to denote the side you’re trying to find. For instance, if you press Return at the first prompt, the value of the longest side will be 0. Then, after you enter the values of the two other sides, line 60 will execute. It detects that SL (the longest side) is 0, or unknown, and calculates its value.

We're using the Pythagorean theorem, which says that the square of the longest side of a triangle is the sum of the squares of the other two sides. Look at line 60. US (the unknown side) is calculated by taking the square root of the sum of the squares of the other two sides. Remember that math inside parentheses is done first. There- fore, SS (the shortest side) is squared first; then SM (the next longest side) is squared before those two numbers are added. The square root of that num- ber is taken, giving the length of the longest side.

Line 70 or 80 is used if the long- est side and one of the shorter sides are known. The longest side is squared first; then the known short side is squared. The latter result is

KNOWN ANGLE

ADJACENT

OPPOSITE

Figure 2

G22 COMPUTE JULY

NOR

BEGINNEI BASIC

subtracted from the former, and the square root of that result is taken to get the answer. One of the IF-THENs will always be true if two legal values are entered. Even though three ques- tions are always presented, only two positive values can be entered. Line 100 always prints the answer.

Try entering 5 for the longest side and 3 for the shortest. The second longest side will be 4. Another whole- number triangle is one whose sides are 5-12-13. In other words, if you just press Return at the first prompt and then enter 5 and 12, the answer will be 13. If you enter 13, skip the next, and enter 12 for the second longest side, the answer is 5.0000001, which should be exactly 5.

The reason for the very slight mathematical error is that the com- puter converts every decimal number you enter to a binary number, does the calculations in binary math, and then converts the binary answer back to decimal form. Some accuracy is

COMPUTE’s

lost in this conversion process.

SIN is simply a ratio of the lengths of two sides ofa triangle. Ina 30-60-90 triangle, ifthe shortest side is 5 feet, the longest will be 10 feet. The ratio of the two sides is 5:10, which can be written 5/10 or .5. The shortest | angle is called the adjacent side, and side will be opposite the 30-degree an- | the long side is the hypotenuse. (See gle. The SIN of 30 degrees is .5. The SIN of any angle is the ratio of the side opposite the angle to the longest side. (See figure 1.)

To find this value using the com- | 10 INPUT“{CLR][DNJSHORT SIDE”;SS puter, try entering the following in the | 20 INPUT“[DNJANGLE OPPOSITE immediate mode.

PRINT SIN(30)

Surprisingly, the computer spits out —.988031623. What gives?

The computer calculates trigono- 1S"SM metric functions in radians. There are | 80 PRINT:PRINT“SHORT SIDE IS”SS pi (about 3.14) radians in 180 degrees; | 90 PRINT:PRINT“ANGLES ARE 90,"KA“, one degree equals about .017 radian. Therefore, in order to calculate SIN in degrees we must type the following:

PRINT SIN(30*7/180)

This will yield the correct answer, .5. The side opposite the known an-

gle is called, appropriately, the oppo-

site side. The side next to the known

figure 2.) As an example, if you know one angle and its opposite side, you can calculate everything else.

SHORT SIDE”;KA 30 SL=SS/SIN(KA*r/180) 40 AN=180-90-KA 50 SM=SQR(SL112-SSt12) 60 PRINT:PRINT“LONG SIDE IS’SL 70 PRINT:PRINT“NEXT LONGEST SIDE

AND” AN

Next month: more trig!

SpeedScript Disk

A powerful word processing package for Commodore 64 and 128 owners

A Great Deal for Commodore Users!

° SpeedScript for the 64

¢ SpeedScript 128—80-column version ¢ Spelling checkers

* Mail merge

° Date-and-time stamp

¢ 80-column preview for the 64

¢ Turbo save and load

¢ Plus more than a dozen other SpeedScript support utilities all on one disk (includin full documentation)

| YES! Send me SpeedScript Disk.

| I've enclosed $11.95 plus $2.00 postage and handling. (Outside U.S. and Canada add $1.00 for surface mail or $3.00 for

| airmail.)

copies of COMPUTE’s

Amount

Total

: ORDER NOW! Sales Tax

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Mail personal check or money order to

Commodore SpeedScript Disk l 324 W. Wendover Ave., Ste. 200 Greensboro, NC 27408

| Residents of North Carolina and New York, add appropriate tax for your area. Canadian orders, add 7% good and services tax.

Please allow 4-6 weeks for delivery. Program available only on 5%4-inch disks.

VeUG Lye slmOmone COMPUTE G23

a 3 te ° Qa ° = = 8 ua j= = Wy N | 6

DIVERSIONS

ALS 1)

DiaesG NGA zo

°

bout a year ago I wrote a column

announcing the Design-a-Robot

Contest. Shortly after that piece

appeared, COMPUTE! Publica- tions went through major changes, and the Design-a-Robot Contest had to be postponed. Recently we’ve had a resurgence of interest in this contest, so we've decided to run it again.

When I was a little kid, the only robots I saw were on TV and in the movies. Back then there were no real robots, only robots of fantasy and sci- ence fiction—robots like Robbie, To- bor, Klaatu, and Gog. That didn’t stop me from trying to build a robot of my own. I scavenged parts from old bicycles, washing machines, photo- copiers, and toasters. I once even used a bedpan as a robot's body. During school I daydreamed about building a robot of my own—a man Friday, a servant, a buddy, a friend.

When I grew up, I learned that while I was dreaming up make-believe robots, real robots were being built in the U.S., Europe, and Japan. The real robots looked like long skinny sea monsters with pliers for jaws. They were called robot arms and were bolt- ed to factory floors. They painted cars, welded, and lifted heavy objects.

NASA built other robots and launched them into outer space. In space or on earth, robots journeyed where humans could not go—into the poisonous atmosphere of Venus, the crushing gravitational pressure of Jupiter, and the cores of nuclear reac- tors. They became a sort of human telepresence that could explore the universe and take risks we humans dared not take.

Robots began doing jobs that were dull, dirty, or dangerous. Robots never got sick, didn’t take coffee breaks, had an infinite attention span, and could work three shifts without dropping. Bosses liked them because they never talked back, didn’t go on strike, and didn’t belong to a union.

All these outer space, undersea, and factory robots were neat, but they weren’t what I really wanted. I wanted a robot like C3PO, R2D2, or Vincent

in Walt Disney’s The Black Hole.

For a while, in the early 1980s, it looked as if I would get my wish. As personal computers grew in populari- ty, a new field of personal robotics emerged. An International Personal Robotics Congress was held in Albu- querque, New Mexico, in April 1984. Thé following two years personal ro- bots were everywhere. Every week new robots came to my house so I could re- view them for COMPUTE!’s Gazette or for the TV program I was on, “The New Tech Times.” When the show's TV crew arrived, I would plug the ro- bots into my Commodore 64, turn them on, and let them roam the house.

THE CONTEST RETURNS:

DESIGN AROBOT

For one of the TV shows I had 27 ro- bots (monkeys, turtles, and robo-balls) all running at the same time.

I was in seventh heaven. My childhood dreams had (almost) come true. But then the bottom fell out in the personal robotics business. No new robots came to stay. I was sad. I missed the whir and buzz of the little motors, the tire tracks across my scrambled eggs, and the occasional wandering robot who ended up stuck in the bathtub, wedged under the toi- let, or lost among the galoshes in the back of the closet. I missed their chip- per voices, their songs (like “Old Mac- Donald Had a Robot”), and their clever remarks when they encoun- tered the broom or the cat. “Hi!”

they'd say. “Are you a human being?”

I can’t wait around any longer. If the robot revolution isn’t going to happen on its own, I’ll make it happen with the Design-a-Robot contest.

Entering the contest is easy. All you have to do is invent a new per- sonal robot on paper. It can be com- pletely original or a combination of all the robots you’ve seen, dreamed about, or imagined. Draw a picture of the robot, label all of its interesting parts, and describe what each part does. Show me how the robot relates to your computer. Does the computer control the robot? Does it program the robot? If so, how? How are the signals and commands transmitted and re- ceived? What kind of programming language should the robot use? Can you invent commands of your own?

Along with the robot’s diagram I would like a short description of what robots mean to you. Reach down into your heart. What would you do if you had a robot just like the robot you’ve designed? Be specific. Be imaginative. Be wild. Send me your creations.

All entries must be received by August 30, 1991, and winners will be selected by October 15. The first-place winner will receive a model robot val- ued at $200; five runners-up will each receive a smaller robot valued at $30.

Please send me your contest en- try (pictures, labels, description, and so on) to Design-a-Robot Contest, COMPUTE Publications, 324 West Wendover Avenue, Suite 200, Greensboro, North Carolina 27408. Be sure to include your name, ad- dress, and telephone number. Win- ners must consent to have their robots featured in a future “D’Iversions” col- umn without additional compensa- tion. The odds of winning a prize will be determined by the number and quality of entries. The decision of the judges will be final, and COMPUTE Publications cannot be held responsi- ble for entries misdirected in the mail. Entries become the property of COM- PUTE Publications and cannot be re- turned. Employees of COMPUTE Publications are not eligible. o

G@24COMPUTE JULY

Ch al

PROGRAMS

sil

n ancient times humans regarded

Jupiter as the ruler of the sky. Re-

cently, interest in the giant planet

has rocketed due to the wealth of new information discovered by the Voyager spaceships. This program displays the 16 major moons and their { orbits around Jupiter.

The program consists of two modules: JUP.BAS and JUP.ML. The first is written in BASIC. To avoid typing errors, use The Automatic Proofreader to type it in; see “Typing Aids” elsewhere in this section. When you’ve finished typing it in, be sure to save a copy of the program.

The second part of the program, JUP.ML, is written in machine lan- guage. Enter this module with MLX, our machine language entry program; again, see “Typing Aids.” When MLX prompts you, respond with the values given below.

Starting address: C000 Ending address: C18F

When you've finished entering JUP.ML, be sure to save it with that name to the same disk as JUP.BAS. Load and run JUP.BAS; it will auto- matically load JUP.ML.

Choosing Moons

After a short pause, the main menu will appear. You'll see a list with Jupi- ter at the top, then the 16 moons, starting with Metis (the moon closest to the planet) and ending with Sinope (the moon farthest from Jupiter).

Use the up- and down-cursor keys to select which moon orbits you wish to see. Discs on the left of the screen will indicate which moons are currently selected. You can choose a group of either four or eight moons. Press the G key to display the moon orbits. After a pause for calculations, the graphic screen will appear.

Orbit Graphics

Jupiter is shown in the center of the screen. The scale depends on which moons you select, so Jupiter will ap- pear as a circle when you select the in-

Mr 0..NU> cE

ner moons and as a dot when you select the outer moons.

The moons are shown as dots at various distances from the planet. Press G, and the moons will move around the planet in their orbits, leaving a trace behind them. You can adjust the speed of the graphics by pressing the F key (faster) or the S key (slower).

At the lower left corner of the screen, a readout shows how many earth days have elapsed. The innermost moons take only a few hours to com- plete an orbit. The outermost moons take more than an earth year. To halt the moons, press X.

MOONS OF JUPITER

LEARN MORE ABOUT

THE NUMEROUS MOONS THAT ORBIT AROUND THE PLANET JUPITER WITH THIS ASTRONOMY PROGRAM FOI THE 64

Names and Facts While the graphic screen is halted, you can identify the moons shown by press- ing the N key. A moon will flash while its name appears on the screen. To identify the next moon, press N again. When a moon is flashing, you can press I to view information about it. To exit from any part of the pro- gram, simply press X. It will take you back to the previous screen.

DGEwoOR

TH

Comparing Moons

Go back to the main menu and press

the C key. The comparison menu will appear. Now hit P, D, E, or S to com- pare period, distance, eccentricity, or

size, respectively. To make the figures more meaningful, the corresponding

data for our own moon is also shown

for comparison.

Customizing

You can easily change the program’s colors on line 380. CO is the border color, Cl is the screen color, C2 is the text color, and C3 is the color used for Jupiter and moon traces. Similarly, you can change the 16 moon colors on line 390, but don’t make anything the same color as the screen, or it will be invisible.

Callistro’s orbit should appear circular on your screen. If not, try slightly adjusting the value of SC on line 380.

If you want to tinker with the or- bits, here’s the data format in lines 110-270: name, diameter, semimajor axis, eccentricity, period, longitude of perihelion, longitude at start.

Notes

The graphics show views approxi- mately from the ecliptic north. When viewed from the north, all the planets and most of the moons in our solar system orbit counterclockwise. Notice that four of Jupiter’s moons orbit the other way around. One possible expla- nation is that they might have been asteroids captured by Jupiter’s gravi- tational field.

JUP.BAS

RF 166 REM COPYRIGHT 1991 - CO

MPUTE PUBLICATIONS INTL LTD ~ ALL RIGHTS RESER

VED

DATA METIS,40,128,9,.29 5,6,0

DATA ADRASTEA, 40,129,6, +295,8,126

DATA AMALTHEA, 276X165X1

50,180,.003,.489,0,281

DATA THEBE,80,222,.013, -678,6,331

DATA 10,3646,422,.004,1 -77,6,233

JK 116

DX 126 PF 136 MD 146

XP 156

JHU LOY,

THORS S) COMPUTE G25

@ ~ 3 Wi « 3 Qa ° = = ° cs) ky in fies i] N I Lo)

PROGRAMS

RS

FS

RF

EK

PG

KA BR BS JA

KM BS

KH

PM KP

FC QQ KP CB

JD

G26 COMPUTE

166 176 186 196 266 216 226 236 246 256 260 276 286 296 300

316 326 336 346

356 366

378

386 396 400 41d 426 430 446 456

466 476

486

490 508

516 526 536 546

550

DATA EUROPA, 3100,671,.8 1,3.55,8,273

DATA GANYMEDE ,5276,1670 1 -001,7.16,0,81

DATA CALLISTO, 4996,1885 1 -007,16.69,8,332

DATA LEDA,16,11116,.147 1240,280,309

DATA HIMALIA,96,11476,. 158,251,249,101

DATA LYSITHEA,16,11719, -107,266,11,297

DATA ELARA, 32,11746,.26 7,266,149,81

DATA ANANKE,16,21200,.1 7,-610,186,36

DATA CARME,16,22660,.21 17698,6,239

DATA PASIPHAE,16,23508, -38,-734,6,90

DATA SINOPE,16,23706,.2 8,-760,226,243

DATA OUR MOON, 3478,384, -055,27.32,0,0 IFI=Q@THENI=1:LOAD"JUP.M L",8,1

POKE55 ,@: POKE56,136:CLR 7Q=16

DIMSN (255) ,CS(255) ,NAS(

Q) ,DI$(Q) ,CR(Q) ,RA(Q) ,E

C(Q) ,PE(Q) ,PA(Q) ,EA(Q)

V=53248: PP=34816:SP=368 56 $1=53200:S2=S1+8:S3=S2+ 8 ¥C=139.5:XC=173.5:MI=G: RJ=71.6

TTS$="{RVS} THE MOONS OF JUPITER {OFF}

{2 SPACES}" t CPS$="COMPUTE PUBLICATIO NS INTL LTD (C) 1991"

WT$="{3 DOWN}CALCULATIO

NS WILL TAKE A FEW SECO NDS ...":CMS="COMPARISO "

N

DJ$=" DISTANCE FROM CEN TER OF JUPITER": TKS="TH OUSAND KM" CG=66:C1=6:C2=14:C3=11: SC=1.3

DATA 2,3,4,5,6,7,8,9,16 712,13,14,15,4,3,2 PRINT" {CLR} "CHRS$ (142) CH R$ (8) :CT=11 POKEV+32,C@: POKEV+33,C1 2 POKE646,C2

PRINT CPS$:PRINT PRINTTAB (8) TT$: PRINTWTS FORI=6T0255: J=1*J/128 SN (I) =SIN(J) :CS (TI) =COS( J) NEXT

FORN=8TOQ READNAS (N) ,DIS(N) ,RA(N) rEC(N) ,PE(N) -J,K

PA (N) =(J*256/360+.5) AND 255

EA (N) =(K~J) /366:NEXT FORN=@8TOQ-1:READCR(N) :N EXT

FORI=PPTOPP+126: POKEI,@ :NEXT POKEPP+28,112:POKEPP+31 7112 POKEPP+34,112:POKEPP+89 7112 POKEPP+92, 248: POKEPP+95 7248 POKEPP+98 , 248: POKEPP+1G

JULY

MS

RC BE

PE

JB

EK AQ CK KP DB

JF

MX XD GJ sp xd

PE

AF AG sp BJ QP MC EM xc HF FH GS AR FE BD BQ sQ BX MF AS QP PH GK FP

MM DS

JH SG PE MJ

sG

56a

576 580

590 668 610 620 630 646 659 666 676 680 690 700 716 726 736 748 750 760 776 788 798 868 816 826 830 840 850 860 876 886 890 900 910 920 936 940 958

966 9768

986 998

1,112

T=G: PRINT" {CLR} "TTS"MAI N MENU": PRINT PRINTCHRS (113) "JUPITER" FORI=GTO15: PRINT" "NAS ( I) NEXT

PRINT: PRINT"UP/DOWN=SEL ECT MOONS"

PRINT"G=GO": PRINT"C=COM PARE": PRINT"E=END PROGR Am"

IEMI>6THENMI=@ IEMI<OTHENMI=6 BI=(6ANDMI) *2 BO=BI+3+4* (1ANDMI) PRINT" {HOME} {2 DOWN}":F ORI=0TO15 J=113:1IFI<BIORI>BOTHENI =32

PRINTCHRS (J) :NEXT POKE198,0

GETK$: IFKS="G"THEN756 IFKS="C"THEN1200 IFKS="{DOWN} "THENMI=MI+ 1:GOTO614 IFKS$="{UP}"THENMI=MI-1: GOTO616 IFKS<>"E"THEN696

PRINT" {CLR}":END

PRINT" {CLR} "TT$:PRINTWT $ ONMI+1GOSUB776,786,796, 800,816,826,830:GOTO84G TL=.0004:TS=.005:TH=.04 : RETURN TL=,0065:TS=.62:TH=.1:RE TURN TL=,02:TS=.1:TH=.4:RETU RN TL=.1:TS=.2:TH=.7:RETUR N

TL=.4:TS=3:TH=12:RETURN TL= 'S=4:TH=16:RETURN TL=1.5:TS=6:TH=45:RETUR N

MA=RA (BO) * (1+EC (BO) ) YS=99/MA:XS=YS*SC QB=BO-BI:CN=9 FORN=0TOQB: POKEV+39+N,C R(N+BI) :NEXT FORI=0T023:POKES1+I,@:N EXT:SYS49281 POKE53247,C1+C3*16:SYS4 9521 FORI=368G8TOI+63:POKEI, 32:NEXT

SYS49268

IFMI<3THEN968 FORI=158T0160:FORJ=98TO 166 POKE253,1:POKE254,0:POK E255,3 SYS49373:NEXT:NEXT:GOTO 1666

FORI=0T0255 POKE253,159.5+XS*RJ*SN( I) : POKE254,¢ POKE255,99.5+YS*RJ*CS (I

) SYS49373:NEXT

1668 GOSUB1986:GOSUB1699 1619 FORN=@TOQB:M=N+BI:E=EC

(M)

=EA (M) +T/PE (M)

1626 A=((A-INT(A))*256+.5)A

ND255: IFE<.1THENX=-CS ( A) :Y=SN(A) :GOTO1@5@

QD 1038 2=(E*E-1)/(E*CS(A)-1):

X=2*E-Z*CS (A) :Y=Z*SN(A )

XE

MF

1646

1058 1666

1676

1686 1096 1166 1110 1126 1136 1146 1158 1160 1176 1186

1196 1266

1216 1226

1230

1246 1256 1266 1276 1286 1296 1368 1316 13208 1336 1346

1350 1366

1376 1386

1396

1466 1416

1426 1438

1446 1456

1466 1476 1486 1496 1566

1516

I=PA(M) :J=X*CS (I) +¥*SN (1) :¥=¥*CS (I)-X*SN(I): X=J

Y=INT (YC+Y*RA (M) *YS) 2X = INT (XC+X*RA (M) *XS) IFY<4GORY>2390RX<140RX >333THENY=0:X=0

POKES 1+N, INT (X/256) : PO KES2+N, XAND255: POKES 3+ N,Y:NEXT SYS49281:SYS49331:IFHF THEN115@

PRINT" “RIGHTS(" "+STR $(INT(T)) ,3) "{UP}" GETKS$: IFKS$=""THENT=T+T $:GOTO1616 IFKS$="X"THENGOSUB1600: GOTO115¢ IFKS="E"THENTS=TS*1,5: IFTS>THTHENTS=TH IFKS$="S"THENTS=TS/1.5: IFTS<TLTHENTS=TL GOTO1106

POKE198,0

GETKS$: IFKS="N"THEN1666 IFK$="G"THENGOSUB1630: GOTO1166 IFKS="X"THENGOSUB2016: GOTO566

GOTO1168

PRINT" {CLR}"TT$"COMPAR E MENU": PRINT PRINT"P=PERIOD": PRINT PRINT"D=DISTANCE": PRIN

T PRINT"E=ECCENTRICITY":

SIZE":PRINT MAIN MENU" POKE198,9

GETK$: IFKS="X"THEN560 K=VAL (KS) IFKS="P"THEN1340 IFKS="D"THEN1410 IFK$="E"THEN146G IFKS="S"THEN15206 GOTO1276 PRINT" {CLR} "TTSCM$: PRI NT

PRINT"ORBIT PERIOD" PRINT" (EARTH DAYS)":PR INT

FORI=6T016 PRINTNAS (I) ,ABS(PE(I))

; IFPE (I) <@THENPRINT"RET ROGRADE";

PRINT: NEXT:GOTO1570 PRINT" {CLR} "TTSCM$: PRI NT

PRINT"AVERAGE DISTANCE FROM PLANET CENTER" PRINT" (THOUSAND KM) ":P RINT

FORI=6T016 PRINTNAS$ (I) ,RA(I) :NEXT :GOTO1576

PRINT" {CLR}"TTSCM$; PRI NT

PRINT"ORBIT ECCENTRICI wpa

PRINT" (CIRCLE=@) ": PRIN 7

FORI=@T016 PRINTNAS (I) ,: IFEC(I)<. G1THENPRINTG:NEXT: GOTO 1578 PRINTEC (I) :NEXT:GOTO15 76

THOSOs }

PROGRAMS

DG 1520 PRINT" {CLR}"TTSCM$: PRI NT NT DC 1836 PRINT™AVERAGE"DJ$:PRIN SB 1536 PRINT"DIAMETER" TRA (CM) TKS: PRINT JS 1540 PRINT" (KM) ":PRINT DR 1846 PRINT"MINIMUM"DJS$:PRIN QM 1554 FORI=6T016 TINT (RA (CM) * (1-EC (CM) ) HE 1560 PRINTNAS(I) ,DI$(I) :NEX +.5)TKS$: PRINT C658:06 DD A9 8C 8D 88 G2 6G 42 T:GOTO1570 HD 1850 PRINT"MAXIMUM"DJ$: PRIN CG66:78 AY 7E 8D GD DC AY Bl 81 PG 1570 PRINT: PRINT"X=MENU":PO TINT (RA (CM) * (1+EC (CM) ) KE198,@ +.5)TKS$:PRINT FA 1586 GETK$:1FK$="X"THEN1206 AM 1860 PRINT"ORBIT ECCENTRICI IM 1598 GOTO1589 Ty" AB 1668 GOSUB1796 CK 1870 IFEC(CM)<.@1THENPRINTO FG 1610 PRINT"G=GO N=NAME X=ME : PRINT :GOTO189G NU{UP}" EK 1886 PRINTEC(CM) : PRINT CC 1626 HF=1:RETURN HC 1890 PRINT"ORBIT PERIOD" XC 1630 GOSUB1796 EE 1909 PRINTABS (PE (CM) ) "EARTH JQ 1640 PRINT"{4 SPACES}EARTH DAYS": PRINT {SPACE}DAYS{2 SPACES}F RK 1918 PRINT"DIAMETER™ =FAST S=SLOW X=HALT BX 1920 PRINT" "DI$(CM)" KM":P {uP}" RINT BA 1650 HF=@:RETURN QxX 1938 PRINT"X=CONTINUE" XS 1666 POKE198,0 BB 1948 POKE198,9 QM 1676 GOSUB1790:CM=CN+BI PK 1958 GETKS FK 1686 PRINT"*"NAS (CM) "*"TAB ( JS 1966 IFKS$="X"THENGOSUB1986: 11)"I=INFO N=NEXT X=CO GOTO1668 COFG:A6 G2 86 FC GA 26 G2 BA DD NTINUE{UP}" XC 1979 GOTO1956 6 62 18 65 FB 85 FB AS FA QB 1699 J=9 HF 1986 POKE8G@8,234:SYS49232:S 2 65 FC 85 FC A5 FD 29 79 AP 1768 J=J3+1:1FJ=1GTHENPOKESP ¥S49248 8 18 65 FB 85 FB A5 FE EG +CN,33 FG 1990 POKEV+21,2f (QB+1)-1:PR 5 FC 85 FC A5 FF 29 67 8C FS 1710 IFJ>19THENJ=G:POKESP+C INT" {HOME}" 8 65 FB 85 FB AQ AG 65 G6 N,32 AP 20600 FORI=2T024:PRINT" Cc 85 FC A5 G1 29 FE 85 AD DD 1720 GETK$:IFKS$=""THEN1799 {DOWN}"; :NEXT: RETURN 1 A5 FD 29 @7 AA AO GO 1E PX 1730 POKESP+CN, 32 RX 2010 SYS49474:SYS49497:POKE 8 6A CA 10 FC AG GG 11 40 XS 1740 IFKS="I"THEN18GG 868,237 . B 91 FB AS @1 G9 G1 85 AB QE 1750 IFK$="X"THENGOSUB16@G: 2026 POKEV+21,0:RETURN 1 66 78 A9 OG BD 1A DB 41 GOTO1150 9 31 8D 14 G3 A9 EA 8D G2 KK 1760 IFKS<>"N"THEN1696 JUP.ML 5 63 A9 81 8D BD DC 58 1F FQ 1770 CN=CN+1:IFCN>QBTHENCN= . 6 AD GG DD G9 G3 8D BG C4 G ID AQ 14 8D 18 DG AD G4 F3 MH 1788 GOTO1666 CGGG:A9 C168:8D 88 G2 A9 1B 8D 11 DG Bl HK 1790 PRINT"{37 SPACES}{UP}" : C176:66 A9 OG 85 FB AQ 8C 85 GC :RETURN C178:FC AD FF CF AG @G A2 G4 31 KC 1806 GosUB2016 C186:91 FB C8 D@ FB E6 FC CA 32 PRINT" {CLR} "TT$: PRINT C188:D8 F6 68 G6 BG BO OO BO 3E PRINT" *"NAS (CM) "*": PRI

bs GT Nim iE ert

NOAH S ARG

rate and save its individual files to disk, ready for running.

f you call an electronic bulletin board system (BBS) and browse through its library of programs available for downloading, chances

are that many of the files have been

archived—that is, several programs and instruction files may have been combined into one master program.

If all of a program’s related files have been combined, a caller has only to download one file to obtain all the programs, modules, sprite data, music files, and instructions required for proper operation. Archiving (or arcing as it’s often called) is a convenient method for uploading and download- ing BBS files.

Some archived files need a spe-

Typing It In Noah’s Arc is such a program. It cre- ates SDA files that separate automati- cally. It is written entirely in machine language, but it loads and runs like a BASIC program. Use MLX, our ma- chine language entry program, to type it in; see “Typing Aids” elsewhere in this section. When MLX prompts, re- spond with the following values.

ARCHIVE FILES FOR EASY UPLOADING AND DOWNLOADING

Starting address: 0801 Ending address: 1298

Be sure to save a copy of the program

cial rate program to separate (or before exiting MLX. dearc) the files into their original WITH THIS UTILIT V FOR form. Others are self-dearcing (SDA), THE 64 Using the Program

Noah’s Arc will load a collection of files and save them in a single master

meaning that one has only to load and run the master program for it to sepa-

JHURL Vio TGS On

COMPUTE

G27

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Tate : file. It accepts program, sequential, or

user files, and it does not matter if dif- ferent types are loaded together. In ad- dition to making it convenient for sending files via modem, SDA files are also useful for creating backups.

When you run Noah, it asks for the number of files you wish to ar- chive. Respond with a number less than 100. Try not to use more files than will fit into memory at one time. Noah can handle about 160 disk blocks, depending on the number of files, not the file size. Noah reserves 25 bytes of memory per file in its own directory located at $0960 hex or 2480 decimal. This directory has to be saved along with the SDA file.

If you aren’t sure of the number of files, you can check the directory by entering $ and pressing Return. The directory listing can be stopped and started by touching any key. This is useful in determining which and how many files you wish to load.

After you enter the number, Noah asks for the filenames. It will then ask if it is a program, sequential, or user file. Just press the correspond- ing number. Noah checks the disk for that file and returns the disk error sta- tus. If all is well, it continues loading the file into memory.

This process repeats until the memory is full or all the files have been loaded. Anytime you are asked for a filename, you can enter $ to get a directory or enter @ to abort and save the files already loaded.

When all the files have been load- ed, Noah asks for a master filename. At this point make sure that the disk has enough room on it for the file you are saving. Noah appends an SDA suf- fix automatically to the file name. Ifa disk error occurs during a save, Noah lets you try the procedure again.

Noah can be useful as a file copier as well. If you enter @ when Noah prompts for a Save filename, it will dump all files in memory to disk in their original form. To make more copies of these files, when Noah comes back with a prompt asking if you wish to create more files, press N, and you will be returned to BASIC. Put another disk in the drive and en- ter SYS2088. You can repeat this pro- cess as many times as you like. Noah always saves to drive 8.

If you load an SDA file and list it,

you'll see the number of files the SDA 2S

PROGRAMS

file contains. To dearc an SDA file, just load and run it. If you wish to save an SDA file to another disk, load it and enter SYS2088.

Most smaller SDA files can be loaded and saved like BASIC pro- grams, but some larger ones may pose a problem because Noah stores files under BASIC ROM. If you try saving a file that is too big, you’ll get an OUT OF MEMORY message. Noah’s Arc itself can be loaded and saved like a BASIC program, but do not try to save it after it’s been run. If you wish to restart it at any time, enter

GA29:4C GA31:CA

G28 COMPUTE

SYS50675 and press Return. NOAH’S ARC 9801:22 G8 GA GG 9E 32 30 38 BB @809:38 26 28 3A 31 39 39 31 F6 @811:20 43 4F 4D 58 55 54 45 86 9819:2E 2E 2E 20 20 20 20 20 75 9821:00 6@ 09 GB GA F3 C5 AD 3B apeP ie) EE 9829:24 G8 8D B2 G2 AD 25 BB 43 Has @831:8D B3 G2 AD 26 G8 85 ED 6A Hae @839:AD 27 68 85 FE AQ 8E 85 84 6841:FB A9 G8 85 FC 18 A5 FB A2 D B3 @849:6D B2 02 8D B4 G2 AS FC CB 2 aD 6851:6D B3 G2 8D BS G2 AG GG 15 5 FE 6859:Bl FB 91 FD 18 AS FB 69 @C 7 4c @861:01 85 FB AS FC 69 @0 85 4 Fag @869:FC 18 A5 FD 69 @1 85 FD EA 8 AD @871:A5 FE 69 @@ 85 FE AS FB BG 2 85 @879:CD B4 62 F@ G3 4C 88 G8 4F B C8 @881:A5 FC CD B5 G2 FG 63 4C DE B 69 @889:59 G8 6C 26 G8 AD GE DC 28 9 66 @891:29 FE 8D GE DC AS G1 29 31 F Hs @899:FE 85 @1 AD GE DC 69 G1 7C D @8A1:8D GE DC 26 CC FF A9 GG 53 F is @8A9:8D B4 62 8D 20 DG 8D 21 47 H ae @8B1:D6 A9 GB 85 73 A9 CD 85 Bl @8B9:74 20 F9 CC A9 36 85 73 BC 7 C6 @8C1:A9 CD 85 74 26 F9 CC 26 B4 @ EF @8C9:6A C9 AD 35 G3 C9 24 DG E2 @ 6A @8D1:46 2@ 84 CC 4C 22 C6 AD EF Cc 26 @8D9:34 G3 C9 G3 BG DE C9 6G C2 1 v6 @8E1:FG DA AG GG B9 35 G3 C9 AT @ 6D @8E9:30 96 D1 C9 3A BG CD CB 06 B 8D G8P1:CC 34 63 DG EF 26 34 CA 16 Bap iia @8F9:26 45 CB 20 76 CA C9 27 8g | 9B61:Cl 26 @9G1:F@ BA 26 E8 C9 AG GG Ag 47 | 9B69:46 85 6909:61 85 FB AS G8 85 FC B9 21 | 9B71:F9 CC @911:64 CD 91 FB C8 CG CB DB 66 9 C2 @919:F6 AG @@ A9 C9 85 FB AQ 6F 9 F9 @921:08 85 FC B9 2C CE 91 FB 8F 5 an @929:C8 CB E9 D@ F6 AD BS G2 FS 6931:8D B@ 09 A9 BG BD BA G2 25 5 es 9939:A9 69 8D BB G2 AG GG 18 7A ee @941:AD BA 62 69 19 8D BA 62 26 uae @949:AD BB 62 69 GG 8D BB 62 A7 alee @951:C8 CC B5 G2 DG E9 18 AY D9 et 6959:BG 69 G1 8D B2 G2 a9 G9 11 | OBC GiER oF 8961:69 G6 8D B3 G2 AD C5 G2 69 | JBC ICE Ae 8969:8D 16 88 AD C6 G2 BD 17 14 | JBDI:B> BO 6971:68 26 F4 CC 26 D2 FF 20 67 3 0979:6A CA 20 F4 CC 26 6A C9 4c 4 a @981:AD 34 63 C9 G1 DG 14 AD 95 D 6989:35 G3 C9 40 FG GA C9 24 9B . Ee 0991:Dd G9 28 86 CC 4C D7 C6 68 ayes 6999:4C DE CB 26 34 CA 20 76 28 te G9A1:CA C9 27 FG CC AG BG BO 22 3 G9A9:E4 CF 20 D2 FF CO G5 FG 51 | SCLL:3E 26 UMUNL ye NibooN

c7 34

Fo 3B 5 8D 62 c3 cg cD 62 B2 FC AS 62 8D 8D BB co AD cD 26 cc CA 6A 14 Ag 82 26 Dg 73 26 85 cc FG FG 4c AD 38 cg 36 38 BA 26 AQ E4 De AD E6 @D F4 D2

268 3

2c 4c c8 B2 AD 62 cs c8 4c 62 AG FE 8D B3 BA 62 @D B4 Bg F4 Ag 26 cg AD 9E 69 76 CA ag 5E 73 20 14 69 9E B4 E9 69 8D 8D 20 96 26 G2 F2 ES 62 60 ce FF

PROGRAMS

GC19:FF A9 00 8D 34 63 20 £4 47 | BE89:CF 85 74 4c F9 CC AD 97 30 ; Gepitee: calagteeteolcs aa Falcael| ga9ses7 73 nal Cen ds/i7a sacl ro ciol||Seasncs core eo oacoeoaeeaeS 1101:AE C6 G2 AC C7 62 26 BD 7B 6C29:4G C9 7B BG F1 C9 11 FG 18 | GE99:CC A9 AC 85 73 AQ CF 85 DB : 1109:FF A9 G2 A2 GB AG G2 28 E6 GC31:ED C9 13 FG E9 C9 1D FG C5 | GEA1:74 4C F9 CC 20 EF CC AQ 1B E a 1111:BA FF 26 CO FF A2 G2 28 4F C39:E5 C9 22 FG E1 C9 2c FG 89 | GEA9:GG 8D D3 G2 AS FC AG FB 2E : 1119:C9 FF AG GG AD C@ G2 85 2E @C41:DD C9 GD FG 1G AC 34 G3 GA | GEB1:8D Dl G2 BE DG G2 A2 O9 GF ; 1121:FB AD Cl @2 85 FC AD C2 43 0C49:C@ 16 FG D2 26 D2 FF 20 7D | GEB9:8E D2 G2 AG BG AD D@ G2 FB | 1129:92 85 FD AD C3 G2 85 FE 78 GC51:C5 C9 4c 84 C9 AC 34 G3 FC | BEC1:DD F3 CF AD Dl 62 FD F4 26 | 333]:8] FB 20 D2 FF 18 AS FB 04 GC59:CO 9G FG C2 4c D2 FF AC 76 | GEC9:CF 90 GF 8D Dl G2 AD DG 6F : fi 1139:69 @1 85 FB AS FC 69 GO B4 C61:34 63 99 35 G3 EE 34 63 1A | GED1:62 FD F3 CF 8D DG G2 CB 66 3 fe 1141:85 FC A5 FB C5 FD FG 63 E4 C69:68 AC 34 G3 CO Gl BG G3 G2 | BED9:DG E3 98 CA FG 11 C9 BG 27 . ean 1149:4c 33 @9 A5 FC C5 FE F@ C7 :4C 84 C9 26 D2 FF 38 AD CG | GEE1:F@ 63 8D D2 G2 2C D2 G2 7E = 4 1151:03 4C 33 69 A2 6G 20 C9 1E 0C79:34 03 E9 G1 8D 34 G3 4C 49 | GEE9:30 65 AD D3 02 FG G5 29 59 | 11s9:FF AD G2 26 C3 FF 20 83 GA GC81:84 C9 AD 34 G3 C9 Gl FG 79 | GEF1:7F 20 D2 FF CA 16 C4 68 BG | 1161:99 4c 6F @8 AD GE DC 29 12 6C89:05 C9 G2 FG 13 6G A9 2G 73 | GEF9:AG GG 26 F4 CC AQ Fl 85 36 |1)69:FE BD GE DC AS G1 G9 G1 42 @C91:8D C5 62 AD 35 G3 8D C6 94 | GFG1:FB A9 C5 85 FC 38 AS FB AB i ; 1171:85 @1 AD GE DC 89 Gl 8D C7 0C99:02 38 E9 36 8D BS G2 60 AS | GFG9:ED BA 62 85 FB AS FC ED C3 | 1179:gE DC CE BG G9 4C E2 FC FA @CA1:AD 35 @3 8D C5 62 38 £9 A7 | GF11:BB G2 85 FC 26 GA CC 4C 1D | }381:29 cc FF AS BA 20 B4 FF @l GCA9:3@ A8 A9 OG 8D BS G2 18 98 | GF19:FF CB A9 Gl A2 GB AG GG E5 | 13g9:a9 GF 85 BO 2G 96 FF AS AD @CB1:AD B5 @2 69 GA 8D BS G2 DB | GF21:20 BA FF A9 Gl A2 EE AG AQ 5 1191:9D 26 D2 FF 26 AS FF C9 FD @CB9:88 CO 66 DG F2 AD 36 @3 11 | GF29:CC 20 BD FF 20 CG FF A2 14 | 1199:gp D@ F6 20 D2 FF 4C AB 32 @CC1:8D C6 G2 38 E9 36 18 6D C3 | OF31:01 20 C6 FF 26 E8 CC 26 GF | j{iai:FF GD 53 41 56 49 4E 47 41 GCC9:B5 62 8D BS G2 6G 26 F4 11 | @F39:DA CC FG 3@ AS C6 FG 12 55 | 11a9:2 2c 50 2C 57 2C 55 2C FS @cD1:CC 26 EF CC AG GG B9 35 DG | GF41:A9 GG 85 C6 AS CB C9 OD 4E | 3—1:57 2c 53 2C 57 50 52 4F AT GCD9:03 26 D2 FF C8 CC 34 63 BA | GF49:FG 22 AS C6 FO FC AY GB 58 | 1159:47 52 41 4D GB 55 53 45 52 GCE1:D8 F4 66 A9 1B 85 73 A9 C5 | GF51:85 C6 2G F4 CC 20 CF FF BD | 13¢1:52 gg 53 45 51 55 45 4 B4 GCE9:CF 85 74 4C F9 CC AD 23 18 | GF59:AA 206 CF FF 20 16 CC 26 El | }3¢9:54 49 41 4c GG 81 20 46 EL GCF1:85°73 A9 CF 85 74 4c F9 6C | GF61:EF CC 20 CF FF FO DG 2@ 31 | 33p1:49 4c 45 4E 41 4D 45 26 23 GCF9:CC A9 28 85 73 AS CF 85 A7 | GF69:D2 FF DG F6 A9 G1 26 C3 CF | }3p9:3F go GD GD 1C 20 4F 55 63 @D81:74 4C F9 CC A9 33 85 73 GD | GF71:FF 4C CC FF 26 CF FF 85 82 | 13p1:54 26 4F 46 20 4D 45 4D 92 @D09:A9 CF 85 74 4C F9 CC 66 28 | GF79:FB 20 CF FF 05 FB 66 90 | 11f9:4F 52 59 GD GG 2G 46 49 9A @D11:A9 85 73 A9 CD 85 74 FE | GF81:E8 CC 20 CF FF 4C CF FF 19 | }}F1:4c 45 53 G@ 20 53 2B 44 EB4 @D19:26 F9 CC AS CB C9 19 FG SE | GF89:24 AS 20 4C D2 FF AQ GD E3 | 11¢9:28 41 2E 26 46 49 4C 45 80 @D21:EE C9 27 FG EA 26 £4 FF BA | GF91:4C D2 FF 98 AA AG GG Bl 9D | 1291:53 26 46 49 4B 49 53 48 BA @D29:4C 81 CA AC 34 G3 A2 6G EG | GF99:73 FG G7 CB 26 D2 FF 4C B3 | 12g9:45 44 GG 2G 46 4F 52 26 17 @D31:BD OF CF 99 35 03 C8 8C 55 | GFAL:FD CC 8A A8 66 93 96 BD 59 | 1211:53 41 56 45 26 GG 9A 20 A4 @D39:34 63 E8 EG @4 DO F1 66 G1 | GFA9:GD 26 26 26 12 26 4B 4F 59 | 1319:43 52 45 41 54 45 26 4D 75 @D41:AC 34 @3 A2 GO BD 17 CF 3E | GFB1:41 48 53 2B 41 52 43 26 C9 | 1>0;:4r 52 45 20 46 49 4C 45 61 9D49:99 35 63 CB &C 34 G3 £8 BE | GFB9:43 4F 5G 59 52 49 47 48 7B | 1559:53 24 96 59 2F 4E 20 3F 99 GD51:EG G4 DB F1 66 AC 34 G3 37 | GECL:54 20 31 39 39 31 20 43 DD | 1533: ap 2 4c 4F 41 44 49 B2 @D59:A2 66 BD 13 CF 99 35 63 FF | GFC9:4F 4D 50 55 54 45 28 GG 3A | 1>39:4m 47 28 G9 GD 26 53 41 2B @D61:C8 BC 34 G3 E8 EG G4 DO 5D | GFD1:GD OD 99 20 48 4F 57 26 3D | }541:56 49 4E 47 26 GO 20 Bl E3 GD69:F1 66 AC 34 63 A2 BG BD CD | GFD9:4D 41 4B 59 20 46 49 4C 47 | }549:42 59 54 45 53 20 52 45 CB @D71:BE CF 99 35 63 C8 8C 34 ED | OPE1:45 53 26 3F GD GG GD GD FE | y551:4p 41 49 4E 49 4E 47 GO BC 9D79:03 E8 EG G4 DG Fl 60 AG 5B | GFE9:99 20 41 52 45 20 59 4F D6 | }>e9:08 53 44 41 GD GD 26 12 FA @D81:00 AD B2 62 8D CO G2 85 76 | BFF1:55 24 53 55 52 45 20 3F AD | 1>¢1:9a 29 53 2D 53 41 56 45 AD GD89:FB AD B3 G2 8D Cl G2 85 AG | GFF9:20 96 59 2F 4E GB 22 G8 AA | 15¢9:9g 41 2D 41 42 4F 52 54 EF @D91:FC 18 AD 34 G3 91 FB AS 25 | 1001:GA GG 9E 32 30 38 38 26 16 | 11:29 43 20 43 4F 4E 54 49 FS 6D99:FB 69 G1 85 FB A5 FC 69 5E | 1009:4E 4F 41 48 27 53 26 53 EA | 3579:4p 55 45 20 GD GG GD @D 54 1011:44 41 26 26 26 26 46 49 G1 | 1281:92 2@ 31 26 aD 20 32 20 92 1019:4C 45 53 20 20 20 00 G0 SE | 13g9:gp 20 33 20 GD GD G1 GB 43 1621:06 2F 66 GG 6G AD GE DC BC | 1>91:ga ga 64 GO EB G3 10 27 El 1629:29 FE 8D BE DC A5 G1 29 DB 1031:FE 85 @1 AD GE DC G9 G1 24 a 1039:8D GE DC 18 EE BO 69 EA F7 1041:EA A9 G8 85 BA A9 GF 85 BA 1649:B9 AG GG AS GG BD 26 DG 5G ; ' 10651:8D 21 D@ A9 93 20 D2 FF F7 Gazette is looking for utilities, i8s9:29 a8 80 82 42 18-89 88 2F || games applications, edvcaiona 10969:G8 8D BF G2 AD BE @2 85 F6 programs, and tutorial articles. If se Leo reRieanaae at ReRERELT. Lie ae eae eau ou 1981269 61 85 FB 8p G2 as 3a | | think other readers might enjoy or 1089:FC 69 GG 85 FC 8D C7 G2 8A find useful, send it on disk to 1091:18 A5 FB 6D C4 @2 85 FB B2 EE yore evimL rates | CR a Al: 'B ie y ind,80 Cl a2 c8 B1 FB sp C2 29 | | COMPUTE Publications 106B1:@2 C8 Bl FB 8D C3 62 18 92 324 W. Wendover Ave. 10B9:A5 FB 69 G4 8D BE 62 AS 2A | | Ste, 200 16C1:FC 69 GO 8D BF G2 EE B2 2A 19¢9:62 aD B2 2 cb Ba a9 Da = | | Greensboro, NC 27408 10D1:63 4C 67 @9 AD C6 62 85 16 : 4 19D9:FB AD C7 G2 85 FC AG OO DD Please enclose an SASE if you wish 1GE1:B9 A4 G9 20 D2 FF C8 CO 14 to have the materials returned. 10£9:48 DO F5 AG 66 Bl FB 26 E9 19F1:D2 FF C8 CC C4 @2 DG F5 27

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PROGRAMS

ining for precious metals is a

tough and dangerous occupa-

tion that’s part skill and part

luck. Miner is an arcade-style game that requires some skill and a lot of luck. It can also be dangerous for your onscreen miner.

The action is simple and straight- forward. Use a joystick plugged into port 2 to control your miner as he digs around the screen searching for gold nuggets. Each screen contains 40 nug- gets, and you must collect at least 20 of them in a specified amount of time in order to advance to the next screen. That’s the simple part.

In addition to the gold, the earth your miner tunnels through contains a couple of deadly hazards—namely, pockets of methane gas and deposits of highly radioactive uranium. You want your miner to collect the gold and make it back to the surface with- out succumbing to these subterranean perils or running out of time.

Miner is written entirely in ma- chine language, but it loads and runs like a BASIC program. Enter the pro- gram with MLX, our machine lan- guage entry program; see “Typing Aids” elsewhere in this section. When MLX prompts you, respond with the values given below.

Starting address: 0801 Ending address: 1BB0

Be sure to save a copy of the program before exiting MLX.

Starting the Game

The game begins with one of your three miners standing in the doorway ofa local bank. The bank is where you sell your gold for cash. You'll collect any gold nuggets that your miner un- covers, but you must deliver them to the bank before time runs out, or you'll lose whatever he’s found.

Push the fire button to start the game and pull down on your joystick to have the miner dig straight down; push forward to move him up. Push left or right, and he’ll dig in that direc- tion in search of gold. You'll have to

GuUéss VAK ALIS

maneuver him around boulders that you see scattered across the screen. Occasionally he’ll uncover immoy- able blocks of granite and have to make a detour around them.

DIG FOR GOLD BUT

WATCH OUT FOI DEADLY SUIRPIRISES IN THIS ARCADE GAME

FOR THE 64

Deadly Perils

There’s more than gold and granite waiting for your miner to uncover. The two hazards, as mentioned earli- er, are methane gas and uranium de- posits. The number of hazards per screen is proportional to the skill level you’ve selected. Skill level 1 contains one or two uranium deposits and two to four methane pockets. Skill level 2 has two to four uranium deposits and four to six methane pockets, and so on up to skill level 5. Methane pockets appear as blue bubbles, and uranium deposits appear as gray oblong balls, not to be confused with the gray boul- ders that litter the screen.

When you first expose a hazard, you'll have about one second to get away from it before it becomes lethal. Once the grace period expires, the methane bubble will begin to move through the tunnel network that you’ve dug. Uranium deposits remain stationary at first, but they soon begin to flash and emit deadly radiation. This radiation slowly spreads throughout the tunnel system unless you can seal off tunnels with some of the boulders you’ve uncovered. Posi- tion your miner next to a boulder and

1

push it in the desired direction.

If the gas or radiation reaches a miner or if he’s below ground when time runs out, you'll lose one miner. You can play with a longer time limit, but nothing is free. Gold nuggets are worth 100 points in the 150-second game, 75 points in the 200-second game, and 50 points in the 250-second game. Before you start a new game, you can buy more time by pressing the 1, 2, or 3 key to select either a 150-, 200-, or 250-second game.

Onscreen Info

At the top of the screen, you'll see a readout of the number of miners you currently have, the number of gold nuggets that the active miner is carry- ing, the time remaining on the clock, and your score. Also displayed are the skill level and whether you’re playing screen | or 2 of that level. You must complete two screens at each skill lev- el in order to advance to the next lev- el. You'll receive an additional miner for every 5000 points.

Once you deposit some gold in the bank, a counter will appear in the bank itself displaying how much gold you’ve deposited. Once this counter reaches 20, you can advance to the next screen by pressing the fire button. You may continue to mine the pre- sent screen, but be sure to deposit any gold you have before pressing the fire button.

Press the space bar to pause the game. When the border turns red, the game is paused. Press the space bar again to resume play. The Restore key resets the game to the title screen.

Strategy Avoid digging large cavernous rooms, since the more surface area the radia- tion has, the more quickly it spreads. Try to protect the entrance to the bank, or you won’t be able to deposit your gold. Remember that the clock is just as deadly as the radiation or methane, Don’t let time run out on you.

After playing a few games, you may discover that some areas are

G30 COMPUTE OmULay

The a|

PROGRAMS

usually free of radiation or methane. Gold nuggets are distributed random- ly over the screen as are boulders and the immovable granite blocks. Methane bubbles tend to move in a counterclockwise direction and al- ways start by moving to the left. When a methane bubble encounters an obstruction and cannot move in any other direction, it will then double back on itself. Knowing this may en- able you to dig traps for the bubbles so they can’t follow you through the tun- nels. You may also want to block off tunnel sections with boulders as you dig them; then, should you uncover a uranium deposit that you can’t quick- ly seal, radiation won't spread throughout the entire tunnel.

MINER

@801:6B 68 GA GG 9E 32 38 36 2E @809:31 G6 GG BB AD 93 26 D2 6G @811:FF A9 G6 8D 26 DG 8D 21 E4 @819:DG 26 GG 14 AD BF 8D 18 97 @821:D4 AS 9D 29 7F 85 9D AY 42 @829:86 8D 91 G2 78 AS Gl 29 B4 @831:FB 85 G1 A2 6G BD GG D8 BA 9839:9D 66 38 BD 88 DI 9D BB 9D 0841:39 BD 6G DA 9D 86 3A BD 2A 9849:06 DB 9D 66 3B BD @@ DC Bl @851:9D 66 3C BD 68 DD 9D GG 46 @859:3D BD 68 DE 9D @@ 3E BD 8C @861:06 DF 9D @@ 3F E8 DG CD 2A @869:A2 G@ BD 4F 15 9D D8 3A 82 @871:E8 EG AG DG F5 AS Gl G9 AG 9879:04 85 61 A9 FF 8D 7E 18 F2 @881:A9 72 8D 14 63 AO 14 8D 6A @889:15 63 58 A9 FF 8D 6D 18 B3 @891:A9 41 8D 18 63 AD 15 8D 78 G899:19 03 AD 18 DG 29 FG G9 44 @8A1:GE 8D 18 D@ AD FF 8D 7E 13 G8A9:18 8D 6D 18 AX GG 8D 20 EG @8B1:D@ AY 93 26 D2 FF 18 A2 72 @8B9:63 AG GD 26 FO FF A2 G6 E3 @8C1:BD EF 15 26 D2 FF E8 E@ 9A @8C9:B8 DG F5 18 A2 16 AG G5 46 @8D1:206 FO FF A2 @@ BD A7 16 B4 68D9:26 D2 FF E8 E@ 76 DG F5 9D @8E1:A9 67 8D EB DA A9 GG 8D G4 @8E9:70 18 A9 EB 85 G3 AI DA 92 @8F1:85 64 26 B9 16 26 9D Bl @8F9:AD 6E 18 F@ 52 AD 6F 18 CE 0901:4A BG F2 4A BO EF 4A BO FL @909:06 4A BG 22 4C F6 G8 AD E4 @911:76 18 FG El AG GB AD GE FB 9919:91 93 CE 76 18 C6 63 C6 3E @921:63 AS 67 91 G3 26 57 14 74 @929:26 F6 GE 4C F6 G8 AD 78 33 9931:18 C9 64 FG CB AB BB AD 83 @939:66 91 63 EE 78 18 E6 63 B6 @941:E6 63 AI G7 91 G3 28 57 5D @949:14 28 F6 GE 4C F6 B8 AD 25 G951:93 26 D2 FF A9 33 8D 9F 64 @959:18 A9 G1 8D AA 18 8D AD 59 @961:18 A9 GG 8D 8E 18 8D 8F 42 0969:18 8D 99 18 8D 96 18 8D 63 @971:97 18 8D 98 18 AQ FF 8D 85 @979:7E 18 18 A2 GB AG BB 20 AG @981:F@ FF A2 @@ BD 17 17 26 F8 @989:D2 FF E8 E@ 59 D@ FS AD D7

@991:9F g999:81 @9A1:8D G9A9:11 @9B1:66 G9B9:61 69C1:69 @9C9:4C @9D1:6F G9D9:68 G9E1:04 G9E9:F7 GOF1:F7 G9F9:68 GAG1:A2 GAG9:54 @GA11:A9 @A19:9D

@BC1:18 @BC9:66

'D @

@BF1:B

18 18 78 26 8D De cg CF 26 85 8D cs 69 85 oa 65 69 36

26 85 AG 91 FFE 74 EE

@D11:59 @D19:A5 @D21:18 @D29:16 @D31:12 @D39:1F

NOYOTMOHRQVAILCIWVDORSUN®HODOCOW

A5 69 DS 18 AD cD 26 85 AG 91 28 AS 69 De 18 46 co 4 8D 1A 54 13 FF FF 8D 16 8E 65 85 Bl 18 G4 E5 64 18 13 4 FO AD AS 18 96 4c GE 06 A7 AB AB 4c 85 18 ec 8D 18 cg co co 5D @D D3 69 85 8D 18 (ek) cg cg 5D @D D3 E9 85 8D 18 c9 cg cg

URURLAVe E929 NT

dVeap t=

G-31

a 3 Ld 5 a ° = = 8 hu] he in Wu N Z )

PROGRAMS

GE61:C9 GE69:67 GE71:26 GE79:63 GE81:00 GE89:00 GE91:A7 GE99: 0B GEA1:1C GEA9: 67 GEB1:C9 GEB9:67 GEC1:26 GEC9:85 GED1:63 GED9:D4 GEE1:5C GEE9:AG GEF1:76 GEF9:FF GFO1L:A9 GFG9:A9 @F11:85 @F19:85 GF21:D6 @F29:54 GF31:66 OF39:85 GF41:91 GF49:EE GF51:D8 GF59:61 GF61:24 OF69:85 GF71:C9 GF79:B9 GF81:00 GF89:A9 @F91:AD @F99:8C GFA1:D8 OFA9:00 GFB1:18 GFB9:18 GFC1:6D GFC9:8D GFD1:18 GED9:AD GFE1:36 OFE9:G6F GFF1:76 GFFI:04 1601:4A 1609:AD 1011:4B 1619:69 1621:8D 1629:26 1631:FA 1039:18 1041:1B 1649:18 1651:C9 1659:4C 1661:18 1069:A9 1671:A9 1679:85 1981:30 1689:69 1691:6D 1699306 16A1:18 16A9:8D 16B1:6F 16B9:AD 16C1:6A

Dg 4c 13 61 6c AS 26 5c SE 69 Dg 4c 13 AS Go a8 BD AD 91 DG 8D ac ce AG AC 3c 16 AG EE 18 AD Ag 85 FG DG 54 65 EE 18 cg GF A2 61 06 95 18 OF 18 14 36 E8 AD 16 18 66 8D 18 16 oo cD cg 1B 99 16 AG 69 6D i) 7E 85 18 G4 oo 18 E9 Dc F8

G32 COMP

1@ 4C C4 | 19C9:16 FB ED 66 A5 C5 C9 48 GA ID 26 BD 19 AS G9 85 G3 8E 1c 11 CF | 1gp1:D@ FA 6@ AG 6G Bl 99 FO FB A5 GA 85 G4 AQ 5E 8D 76 FD 18 A5 FE | 16D9:6B C9 63 FG GC C9 64 FG AE 18 26 C7 GE 26 F2 19 AS FD 64 69 4A | 1¢£1:16 4c F7 1@ A9 5C 4c F7 6C | 1349:66 8D AS 18 8D AG 18 8D CD 6@ AI 75 | 16£9:18 20 6C 12 AO 63 4C F7 34 | 1351:A7 18 8D AB 18 4C D1 @D 30 18 8D G4 | 16F1:16 20 8B 12 A9 64 8D 83 32 | 1359:A9 FF 8D 7E 18 8D 7E 18 F9 68 Bl A7 | 16F9:18 26 BD 19 A5 GB 85 G3 DE | 1361:26 BD 13 CE 9F 18 AD 9F AE SF F@ 38 | 1191:A5 GC 85 G4 AD 83 18 8D 23 | 1369:18 8D G8 G4 C9 36 FG 29 SA 65 96 44 | 1169:76 18 26 C7 GE 26 F2 19 DC | 1371:18 A2 GA AG GA 26 FG FF 4A 59 13 3B | 1111:AD 83 18 C9 5C DB G3 4C G3 | 1379:A2 GG BD 70 17 26 D2 FF 8E 1@ 4C 15 | 1119:D3 13 6@ F8 18 AD 81 18 18 | 1381:E8 EG 16 D@ F5 AD OF 18 El 1c 11 A9 | 1121:69 G1 8D 81 18 D8 26 2D 93 | 1389:8D AD 95 26 BO 146 26 9D 76 A5 @3 C7 | 1129:11 4C Dl GD A9 20 8D GB E5 | 1391:16 AD 6E 18 D@ F8 4C 76 F3 18 AS F8 | 1131:04 8D GC G4 AD 81 18 4A 68 | 1399:09 18 A2 GA AG GA 28 FA 9D O4 69 62 | 1139:4A 4A 4A FG 1@ G9 30 8D FD | 13A1:FF A2 G@ BD 86 17 26 D2 EF 38 E9 OC | 1141:0B O64 AD 81 18 29 GF G9 44 | 13A9:FF E8 EG 15 DO F5 26 BY CF 77 18 77 | 1149:38 8D GC 64 6G AD 81 18 7D | 13B1:16 26 9D 10 AD GE 18 DG C4 97 AD 46 | 1151:29 GF 69 36 8D OB G4 606 FG | 13B9:F8 4C AS G8 18 A2 GB AG AG 68 AG D@ | 1159:AD 82 18 FG 1B 4A 4A 4A E5 | 13C1:68 26 FG FF A2 GG BD B4 57 F8 68 1E | 1161:4A G9 36 8D 63 G4 AD 82 D2 | 13C9:17 26 D2 FF E8 EG BY DG EC G1 8D B6 | 1169:18 29 GF G9 30 8D 64 G4 DB | 13D1:F5 66 AY 5C BD 76 18 20 9C @@ 54 2E | 1171:A9 67 8D 63 D8 8D 64 DB BG | 13D9:C7 BE AS GB 85 G3 AS GC SC FG@ 3A 18 | 1179:60 F8 AG G2 18 BY BE 18 1B | 13E1:85 G4 AI 62 8D 76 18 20 BD C9 63 17 | 1181:79 91 18 99 8E 18 88 18 57 | 13E9:C7 GE 20 21 14 66 26 GG EF B9 G6 72 | 1189:F4 AG G2 18 B9 96 18 79 El | 13Fl:14 A9 FF 8D GE D4 8D GF 53 @@ AD 49 | 1191:91 18 99 96 18 88 10 F4 17 | 13F9:D4 AQ 86 8D 12 D4 6G A2 25 69 D4 89 | 1199:38 AD 81 18 E9 Gl 8D 81 E4 | 1401:08 8A 9D GG D4 EB EG 18 AZ 49 GE E@ | 11A1:18 18 AD 82 18 69 G1 8D AQ | 1409:D8 F8 60 AY 30 BD G6 D4 17 AQ 18 8C | 11A9:82 18 D8 AD 97 18 C9 5G GA | 1411:A9 11 8D 84 D4 A2 G4 2G 9D C9 1F 87 | 11B1:96 20 AD 9F 18 C9 39 FG 1F | 1419:F8 GE A9 GB BD G4 D4 6G FC 4@ A9 A4 | 1189:99 EE 9F 18 AD 9F 18 8D 3B | 1421:26 GG 14 AQ 5G 8D GG D4 a4 18 B9 68 | 11C1:98 G4 AS GB 8D 96 18 FB GE | 1429:A9 21 8D Gl D4 AQ 44 BD 93 24 54 22 | 11¢9:38 AD 97 18 E9 58 8D 97 2B | 1431:85 D4 A9 20 8D G6 D4 AD 20 Bl 16 D7 | 11p1:18 D8 2@ 59 11 2@ 2D 11 44 | 1439:68 8D 16 D4 A9 G1 8D 17 8c 18 88 5D | 11D9:20 E9 11 26 57 14 A2 GA G5 | 1441:D4 AQ 4A 8D 18 D4 AO 81 49 68 A@ 79 | 11E1:26 F8 GE AD 81 18 D@ 91 SE | 1449:8D G4 D4 A2 G6 20 FB GE AE 16 EE B8 | 11£9:A@ @@ A2 GG BD 8E 18 4A 53 | 1451:A9 86 8D G4 D4 68 20 GB cB AQ 18 E2 11F1:4A 4A 4A 99 99 18 C8 BD 2B 1459:14 A9 55 8D 61 D4 4C BC 79 C5 AD 36 | 11F9:8E 18 29 GF 99 99 18 E8 CB | 1461:14 26 G6 14 A9 40 8D Gl 47 AD 8C EC | 1261:C8 EG @3 D@ E7 A2 GB BD B6 | 1469:D4 AO G8 BD G5 D4 4c GC 6G 6@ AS 6B | 1269:99 18 DG G7 E8 EG G6 DGB 32 | 1471:14 AD AC 18 DB G3 4C Fl 43 AD 95 9A | 1211:F6 A2 @5 A@ GB BD 99 18 46 | 1479:14 A5 C5 C9 38 DG G6 20 9B AD 94 4C | 1219:49 30 99 21 G4 E8 C8 EG 49 | 1481:9D 14 4c EB 14 C9 3B DG D4 D8 DG BE | 1221:66 D@ F2 CG G6 FG GA AO 98 | 1489:G6 24 B7 14 4c EB 14 C9 FB AQ FF FF | 1229:2@ 99 21 04 C8 CG G6 DG 4E | 1491:08 De G6 20 D1 14 4c EB 18 AD 94 EC | 1231:F8 6@ AD 82 18 C9 20 BG AG | 1499:14 4c 31 EA A9 G1 8D AD CD 13 64 9A | 1239:63 4c 67 GD AD 76 18 C9 D8 | 14A1:18 AO G1 8D 92 18 AD BB 81 4a 69 F4 | 1241:64 F@ 1A F8 18 AD AA 18 5B | 14A9:8D 93 18 AQ G1 8D 94 18 9A 18 29 5B | 1249:69 G1 8D AA 18 D8 C9 G3 79 | 14B1:A9 5G 8D 95 18 6G AQ G2 65 66 AE D8 | 1251:D@ 16 A9 G1 8D AA 18 EE DE | 14B9:8D AD 18 A9 GG 8D 92 18 25 8D 2F 67 | 1259:74 18 4c 69 12 F8 18 AD 2E | 14C1:A9 75 8D 93 18 A9 G2 8D FF 4A 4A 5B | 1261:AA 18 69 G1 8D AA 18 D8 3E | 14C9:94 18 AO GB BD 95 18 6G CA 4A 04 65 | 1269:4C 76 69 AG G2 BY GB 54 C7 | 14D1:A9 G3 8D AD 18 AY BB 8D ll 36 8D CA 14D9:92 18°A9 5@ 8D 93 18 AS 26 29 OF D5 14E1:62 8D 94 18 A9 58 8D 95 Cl AS PF 15 14E9:18 60 20 CF GF 4C 31 EA 2E 26 DB 9C 14P1:AD 7E 18 F@ G3 4C 31 EA 39 3C D@ C7 14F9:26 31 15 EE AG 18 EE Al F4 8D 7E EF 1501:18 EE A2 18 AD AG 18 C9 B2 @D AD 3F | 12A1:24 54 88 AQ G@ 99 24 54 9B | 15G9:78 DG GB AI FF 8D AB 1B EL 8D 7F Fl | 12A9:66 AG GG 98 99 GB 54 99 BE | 1511:4C 31 EA AD Al 18 C9 19 F6 99 OB F8 1519:96 66 26 G1 GF 4C 31 EA 18 99 26 GE 1521:AD A2 18 C9 3C 96 G6 26 BA DG E9 29 1529:A8 GF 4C 31 EA 4C 31 EA DD 85 03 4D 1531:A2 @@ FE @@ 54 FE 24 54 C7 66 18 Al 1539:E8 E8 E8 EG 24 DG F3 60 E9 63 A9 AC 1541:48 AD 6D 18 D@ G6 68 68 G2 18 AS 4A 1549:68 4C A5 G8 68 46 3C 42 EE A9 06 18 1551:99 Al Al 99 42 3C G6 GG 81 AQ F8 FE 1559:48 66 GB GO GB GB E7 BE 12 66 69 D7 1561:CA ED 7F B3 39 CF 3C 72 8B 8D 6E 78 1569:7A DF DD ED 72 1C 60 18 7F DG 64 36 1571:3C 6C 76 3C 38 G6 9G 3C 65 Dc 29 85 1579:7E 7E 7E 7E 3C @6 CF E6 A2 18 66 50 1581:23 BO 7E 9F 83 F9 18 18 7F F9 A2 B9 | 1321:C9 5C F@ G3 4C 67 GD AD 59 | 1589:66 FF DB 3C 66 E7 88 3C 35 DC 29 3F | 1329:A4 18 C9 63 BG G3 4C 67 A2 | 1591:7E 7E 7E 7E 3C @@ 38 44 E8 SAUTE Yo 9959.7

PROGRAMS

1599342 15A1:42 15A9: 42 15B1:98 15B9:C3 15C1:66 15C9: 66 15D1:78 15D9:FF 15E1:3E 15E9:FF 15F1:20 15F9:D2 1661: 20 1669: 26 1611:26 1619:49 1621:26 1629:41 1631:26 1639:20 1641:26 1649:48 1651:31 1659: 26 1661:CF 1669:55 1671:4F 1679352 1681:4C 1689: 26 1691:20 1699347 16A1:45 16A9:4C 16B1:59 16B9:4E 16C1:26 16C9: 26 16D1:D3 16D9:26 1661:45 16E9: 20 16F1:26 16F9:26 1761:D6 1709:49 1711: 42 1719:49 1721: 26 1729: 26 1731:26 1739:45 1741:26 1749:4Cc 1751:26 1759:26 1761:D3 1769:26 1771:26 1779352 1781:47 1789:26 1791:26 1799:D2 17A1:53 17A9: 9A 17B1:4E 17B9:Al 17C1:Al 17C9:Al 17D1:1D 17D9:1D 17E1:26 17E9:26 17F1:26 17F9:1D

20 26 26 1p 1p 26 26 26 1D 1D Al Al Al oo oo oo oo oo og oo oo oo GE Dd Ag 26 Bl FO BF E5 6B 26 19 13 6B 12

1861:1D 1869:26 1811:26 1819:26 1821:1D 1829:1D 1831:26 1839:28 1841:28 1849:1D 1851:1D 1859:Al 1861:Al 1869:Al 1871:66 1879:66 1881:68 1889:69 1891:66 1899308 18A1:66 18A9:60 18B1:07 18B9:67 18C1:77 18C9:AG 18D1:26 18D9:66 18E1:99 18E9:A5 18F1:19 18F9:39 1991:26 1969:19 1911:E0 1919:FO

194 1949:12 1951:66

A5 AS

19A9:8D 19B1:66

8D G3

1B Bo 26 1B 63 26 1B 23 4c 1B F3

BO 26 1A 23 4c 1B E3 20 1B 23 26

1A69:A7 1A71:4A 1A79:1A 1A81:23 1A89: 26 1A91:1B 1A99:63 1AA1:26 1AA9:1B 1AB1:23 1AB9: 28

1AE9:FF 8D 7C 18 A9 G1 8D 7D 7C 1AF1:18 66 A9 28 8D 7B 18 A9 36 1AF9:68 8D 7C 18 A9 G2 8D 7D 96 1BG1:18 68 A9 G1 8D 7B 18 AQ D4 1B9d @ 8D 7C 18 AO B4 8D 7D AD 1B1 8 66 AI D8 8D 7B 18 AD 62 1B1 F 8D 7C 18 A9 @8 8D 7D C9 1B2 8 66 18 AS BD 6D 7B 18 66 1B2 5 6B AS GE 6D 7C 18 85 8D 1B3 iC AG GG Bl BB C9 5C FO DI 1B3 4 C9 62 FG 57 68 AC AA 8F 1B4 B AD 7D 18 99 48 54 EE 27 1B4 9 1B EE AQ 1B EE A9 1B 96 1B5 D A9 1B C9 25 FO G3 4C BB 1B5 cc 1A 4C F2 19 68 68 A5 CD 1B6 D 85 G3 AS GE 85 G4 AO 72 1B6 (Cc 8D 76 18 20 C7 GE A5 63 1B7 IB 85 OD A5 GC 85 BE AC C9 1B7 9 1B A5 BD 99 24 54 85 5C 1B8 3 C8 A5 BE 99 24 54 85 8C 1B8 4 A9 65 8D 76 18 26 C7 CD 1B9 E 4C 3F 1B 68 68 AQ FF B3 1B9 D 78 18 8D 7E 18 20 F2 18 1BA 9 68 68 4C 59 13 68 BG 67 1BA9:06 GB 66 GG GB GB GB BB DF

io}

When you buy Gazette Disk ($9.95 plus $2.00 shipping and handling), you not only get all the type-in programs found in that month’s magazine, you also get “Gazette Gallery,” bonus programs, and more. To order, write to Gazette Disk, COMPUTE Publications, 324 West Wendover Avenue, Suite 200, Greens- boro, North Carolina 27408, Here's a description of this month's bonus.

Sector Patrol Grant Young

Battle Thraxion space fighters in this fast-paced arcade game in a race to collect four quarters of a magic crystal of unlimited power. For each fighter you destroy, you'll collect one bomb to be used against the renegade unit patrol- ling that sector. Destroy a unit and tele-

port to a new sector.

THOROLD COMPUTE G33

a 3 Ww 5 8 = = 8 1a f= i hel N of 6

PROGRAMS

ou and your allies have been ac-

cused of murdering the king of

Acacia. Due to uncertainty about

your guilt among the High Coun- cil judges, you and your party have been locked in a maze filled with mag- ical doors and powerful demons. Leg- end has it that the gods of the underworld will determine who is guilty and who is not.

Here is where you will be tested. Those who are untruthful have their fates sealed from the beginning. It will only be a matter of time before it’s apparent who among your party is innocent and who is guilty. Those who escape the dungeon trials alive will be excused of all charges, and their names will be cleared.

Typing It In

Dungeon Trials is written entirely in BASIC. To avoid typing errors, enter the program with The Automatic Proofreader; see “Typing Aids” else- where in this section. Be sure to save a copy of the program when you’ve finished typing it in.

Enter the Dungeon

Plug a joystick into port 2 to play Dungeon Trials. Load and run the program; then wait for a minute while the computer reads the sprite data. When the main screen appears, you'll see what your party sees.

There are doors on all sides of each room. These doors match a com- pass rose in that north is straight ahead, east is to the right, and west is to the left. South is always behind you and can’t be seen. Above the room are the six members of your party.

As you search for the exit, a vari- ety of evil foes will appear, blocking your path. You can’t leave a room un- til you’ve defeated each demon in combat. Even after one of your party has defeated a foe, another one may appear immediately.

When you select Fight from the menu, you'll be asked which of the six members of your party will engage the monster. Enter that member’s num- ber and press Return. At this point the

background screen will clear, anda crosshairs pointer will appear. Try to maneuver the crosshairs over the head of the demon, and press the fire button before the demon can move away. The head is the only vital spot, and your timing is very important.

DUNGEON TRIALS

DEFEAT THE POWERFUL DEMONS THAT BLOCK YOUR WAY TO SAFETY IN THIS ADVENTURE GAME FOR THE 64

The snake is the exception. You must aim just over its head and strike the lower part of its tail. If your blow strikes it there, the snake will be ban- ished to its realm.

You get only one chance to defeat a demon. If you miss, your party member dies. The maze has 150 rooms; the object is to reach the last one. There are five magical doors that will teleport you to other parts of the dungeon, but you won’t be able to re- turn to the teleport by retracing your steps.

Good luck—I hope you have been truthful.

DUNGEON TRIALS

xG 166 AP 116 PF 126 MM 136 KE 146 CM 1568

LVL=1:RM=5 MF=12:TSF=63 FOR T=1T06

CH (T) =@

NEXTT

PRINTCHRS (147);

G34 COMPUTE J AU Y!

\

IE OES) 1

166 176 186 196 298 2190 226 236 246 256 266 276 286 298 308 310 326 336 346 356 360 376 386 398 409 419 426 436 449 456 468 4768

480 499

560

519 528

536 546

556 568 578 586

POKE53281,@:POKE53280,1 1 PRINTTAB (12) ;"{YEL}READ ING DATA..." FORCA=12672T012734:READ QA: POKECA, QA:NEXT FORCB=12736T012798:READ QB: POKECB, QB:NEXT FORCC=12866T012862:READ QC: POKECC, QC:NEXT FORCD=12864T012926:READ QD: POKECD,QD:NEXT FORCE=12928T01299@:READ QE: POKECE, QE:NEXT FORCF=12992T013054:READ QF: POKECF,QF:NEXT FORDA=12288T012350: READ ZA: POKEDA, ZA: NEXT FORDB=12352T012414: READ 2B: POKEDB, ZB: NEXT FORDC=12416T012478:READ ZC: POKEDC, ZC: NEXT FORDD=12480T012542:READ ZD:POKEDD, ZD:NEXT FORDE=12544T012606:READ 2E: POKEDE, 2E:NEXT FORDF=12688T012670:READ ZF: POKEDF, ZF: NEXT PRINTCHRS (147) ;

v=53248

POKEV+23,TSF POKEV+28 , TSF: POKEV+37,7 : POKEV+38,10 POKEV+6 , 50: POKEV+1,58 POKEV+2, 86: POKEV+3, 58 POKEV+4 110: POKEV+5,58 POKEV+6, 14: POKEV+7 , 58 POKEV+8 , 176: POKEV+9, 58 POKEV+16, 260: POKEV+11,5 8 POKE2040,198:POKE2641,1 99 POKE2042, 200: POKE2643,2 61

POKE 2044, 262: POKE2645,2 03

POKEV+21,TSF POKEV+39,5:POKEV+46,6 POKEV+41,8:POKEV+42,4 POKEV+43,6:POKEV+44,5 PRINTCHRS (19); POKE214,6:PRINT

PRINT" {WHT} {4 SPACES}1 {3 SPACES}2{3 SPACES}3 {2 SPACES}4{3 SPACES}5 {3 SPACES}6"

PRINT"{2 SPACES}{RVS} {wHT}{24 SPACES}" FORT=1T08

PRINT"{2 SPACES}{RVS} {WHT} ";TAB(25) ;"{RVS} {WHT} "

NEXT

PRINT"{2 SPACES}{RVS} {WHT}{24 SPACES}" PRINTCHRS (19) ; POKE214,8:PRINT FORT=1T08

PRINT"{3 RIGHT}{RVS}

PROGRAMS

{BLU}{22 SPACES} {WHT}" RJ 1060 POKE214,7:PRINT KA 1598 POKE1@24+(PY*4G) +PX,32 JH 590 NEXT CB 19616 PRINTTAB (29) ;"{WHT} HJ 1600 PX=PX+WX QK 606 PRINTCHRS (19); {OFF }OPTIONS" XR 1616 PY=PY+WY MP 616 POKE214,8:PRINT PX 1626 PRINTTAB (29) ;"{WHT} XJ 1626 POKEPC+(PY*4G)+PX,3 SM 620 PRINTTAB(11);"{RVS}{5} {OFF}{7 T}" KE 1636 POKE1G24+(PY*4G)+PX,91 TEP{RILEF{RILEP LR" RD 1638 PRINTTAB (29) ;"{WHT} :WX=G:WY=G KC 630 PRINTTAB(11);"{RVS}{5} {RVS}F{OFF}IGHT" CF 164@ POKEV+12,MY:POKEV+13,1 {RP{EP {OFF} E{*}{RVS} QX 1649 PRINTTAB(29) ;"{WHT} 40 {RP{E}" {RVS}N{OFF}ORTH" XM 1650 GOTO 1456 CR 648 PRINTTAB(11) ;"{RVS}{5> KD 1058 PRINTTAB(29) ;"{WHT} CB 1660 SWxX=1664 {E}{R}{OFF}{2 SPACES} {RVS}S{OFF}OUTH" KS 1670 FX=SWX+PX {RVS}{E}{R}" GA 106@ PRINTTAB(29) ;"{WHT} SE 1680 FOR FY=FX TO (1624+46* JS 650 PRINTTAB(11);"{RVS}{5} {RVS}E{OFF}AST" PY+PX) STEP~4G {RP{E}{OFF} {2 SPACES} PB 1878 PRINTTAB(29) ;"{WHT} AC 1696 POKEPC+(FY~1624) ,WC {RVS}{R}{E}" {RVS}W{OFF}EST" MJ 1700 POKEFY,CW MX 660 PRINTTAB(11);"{RVS}{5} CK 1680 GETKYS$:IFKYS$=""THEN1@88 | SJ 1710 FORGJ=1T016:NEXTGI {E}{R}{OFF}{2 SPACES} BJ 1696 IF MCS="{5 SPACES}NONE DE 1726 POKEFY,32:NEXTFY {RVS}{E}{R}" " THEN 1126 BB 1736 IF MDR=l THEN MY=MY+8 RX 670 PRINTTAB (10) ;"{BLU}E Ps 11606 IF KYS="E"THEN 1176 HR 1740 IF MDR=2 THEN MY=MY-8 {6 SPACES}{*}" JG 1116 GoTo168¢ SG 1750 HM=INT (MY/8) GR 680 PRINTTAB (9) ;"{BLU} {OFF} BH 11206 IF KY$="S"THEN2046 JH 1766 IF PY=1l THEN 1790 £{8 SPACES}{*}" PQ 1130 IF KYS="N"THEN2200 AP 1776 IF PY=12 THEN 1798 SM 696 PRINTTAB(8) ;"{BLU} {OFF} AD 1140 IF KYS$="E"THEN235@ BJ 1786 GOTO 1896 £{10 SPACES}{*}" KG 1150 IF KYS="W"THEN2496 SF 1790 IF PX+1=HM THEN 1820 JD 760 PRINTCHRS(19); KM 1166 GOTO 1086 KF 1800 IF PX+2=HM THEN 1820 SS 710 POKE214,10:PRINT FG 1176 PRINT CHR$(19); MP 1816 GOTO 1896 DP 726 PRINTTAB (8) ;"{BLU} {OFF} ED 1188 POKE214,18:PRINT BG 1820 FORGJ=1T010:FORT=6TO15 £";TAB(19) ;"{BLU} {OFF} DA 1196 PRINTTAB(2) ;"{WHT}CHAR XR 1838 POKE V+45,T t*}" ACTER TO" XC 1846 NEXTT:NEXTGJ AG 730 PRINTTAB(7) ;"{BLU} {OFF} PG 1206 INPUT"{2 SPACES}FIGHT MD 1858 POKEV+21,TSF £ ";TAB(19) ;"{BLU} {SPACE }WITH";C FE 1866 POKE53275,0 TorF} <¢*}" FC 1216 IF C>6 THEN 1256 QX 1876 PRINTCHRS (147); DJ 746 FORT=1T02 EX 1226 IF C<l THEN 1250 PH 1888 GOTO 476 GD 750 PRINTTAB(7) ;"{OFF} SQ 1236 IF CH(C)=255 THEN 1256 | QA 1890 IF C=l THEN VP=39:TSF= {2 SPACES}";TAB(19);" BX 1249 GOTO 1320 TSF-1 {OFF}{2 SPACES}" SJ 125@ PRINTTAB(2);"THAT CHAR BH 1966 IF C=2 THEN VP=40:TSF= FP 760 NEXTT ACTER DOES NOT EXIST!" TSF-2 RR 774 PRINTTAB(7) ;"{BLU} {OFF} XM 1266 PRINTTAB(2);"CHOOSE AG BB 1910 IF C=3 THEN VP=41:TSF= 42 P}";TAB(19) ;"{BLU} AIN." TSF-4 {OFF}{2 P}" FG 1276 FORO=1T0O1606:NEXTO KJ 1920 IF C=4 THEN VP=42:TSF= CF 786 PRINTTAB(7);"{OFF} AK 1286 PRINTCHR$(19) ; TSF-8 {2 SPACES}";TAB(19);" KP 1296 POKE214,18:PRINT FA 1930 IF C=5 THEN VP=43:TSF= {OFF}{2 SPACES}" GA 136G FORO=1T04:PRINT" TSF-16 BX 790 DM=INT(RND(@) *MF) +1 {34 SPACES}":NEXTO BB 1940 IF C=6 THEN VP=44:TSF= AK 800 IF DM>6 THEN MCS=" SF 1316 GOTO 1176 TSF-32 {5 SPACES}NONE" JX 1326 PRINTCHR$(19); XS 1959 CH(C)=255 DB 810 IFDM=1THENSM=192:MNC=12 KC 1336 POKE214,8:PRINT XX 1960 FORGJ=1T010:FORT=0TO15 :MC$="{4 SPACES}SHADOW" RJ 1346 FORT=1T08: PRINTTAB (3) 7 HH 1976 POKE V+VP,T PF 826 IFDM=2THENSM=193:MNC=1: "{22 SPACES}":NEXTT FP 1980 NEXTT:NEXTGJ MCS$="{4 SPACES}GHOST" QE 1356 PL=1024:PC=55296 AR 1996 POKE53275,0 HD 830 IFDM=3THENSM=194:MNC=5: QQ 1360 MY=124 CM 20600 POKEV+21,TSF MCS="{3 SPACES}SERPENT" DJ 1376 PX=14:PY=13 AF 2016 IF TSF=6 THEN 2816 PF 846 IFDM=4THENSM=195:MNC=6: DJ 1386 IF C=l THEN CW=30:WC=9 FH 2026 PRINTCHRS (147); MC$="WINGED WARRIOR" EH 1396 IF C=2 THEN CW=66:WC=6 | CJ 2038 GOTO300 XM 850 IFDM=5THENSM=196:MNC=1: DK 1466 IF C=3 THEN CW=3G:WC=9 | SP 20640 IF RM=1 THEN 2646 MCS$="{3 SPACES}SKELETON PX 1416 IF C=4 THEN CW=42:wC=4 PJ 2050 IF RM=4 THEN 2646 " BF 1426 IF C=5 THEN CW=43:WC=7 AS 2066 IF RM=5 THEN 2646 SA 860 IFDM=6THENSM=197:MNC=2: GF 1436 IF C=6 THEN CW=36:WC=9 EX 20670 IF RM=16 THEN 2640 MCS="_ VAPOR DEMON" DJ 1446 POKE53275,255 QS 2086 IF RM=1l THEN 2640 BX 874 PRINTCHRS (19); DD 1456 MDR=INT (RND(G) *2)+1 EQ 2696 IF RM=12 THEN 2646 HX 880 PRINT PM 1468 IF MDR=1ANDMY-4<5@THEN FD 2160 IF RM=15 THEN 2646 CP 8996 PRINTTAB (31) ;"{WHT} MDR=2 AB 2110 IF RM=17 THEN 2646 {OFF} FOE" MJ 147@ IF MDR=2ANDMY+4>192THE JA 2126 IF RM=18 THEN 2640 MD 960 PRINTTAB (31) ;"{WHT} N MDR=1 JQ 2130 IF RM=26 THEN 2646 {OFF}{3 U}":PRINT KR 1486 IF MDR=1 THEN MY=MY-8 RB 214@ IF RM=23 THEN 2640 DM 916 PRINTTAB(26);"{WHT}";TA PQ 1490 IF MDR=2 THEN MY=MY+8 FH 2156 IF RM=24 THEN 2640 B(26) ;MCS$ RM 1566 JY=PEEK (56328) RG 2160 IF RM=25 THEN 2640 CX 920 IF DM>6THEN99G GC 1516 IF J¥=127 THEN1620 XP 2176 IF RM=28 THEN 2640 HM 936 POKEV+23,TSF+64:POKEV+2 KD 1526 IF J¥=119 THEN WX=1 AS 2186 IF RM=29 THEN 2760 8, TSF+64 RQ 1536 IF J¥=123 THEN WX=-1 FP 2196 RM=RM+1:GOTO306 XB 940 POKEV+37,7:POKEV+38,16 AD 1546 IF J¥=125 THEN WY=1 FB 2200 IF RM=l1 THEN 2640 MA 950 POKEV+12,124:POKEV+13,1 RK 1556 IF J¥=126 THEN WY=-1 SG 2216 IF RM=5 THEN 2646 40 AG 1566 IF J¥=111 THEN 1666 BE 2226 IF RM=6 THEN 2646 BG 960 POKE2646,SM XQ 1576 IFPEEK(1024+PY*4G+ (PX+ CF 2236 IF RM=1l1 THEN 2646 FP 976 POKEV+21,TSF+64 WX) ) =16GTHENWX=G ME 2246 IF RM=12 THEN 2646 PA 986 POKEV+45,MNC QP 1586 IFPEEK(1024+(PY+WY) *49 CM 2256 IF RM=13 THEN 2640 DH 994 PRINTCHRS (19); +PX)=160THEN WY=0 EX 2269 IF RM=16 THEN 2640 UU RLY hi) ‘i390 COMPUTE

G-35

nN 3 WW 4 3 Qa ° = = 8 uJ - f= ia} N & co)

PROGRAMS

DR 2276 IF RM=18 THEN 2640 Cs 2866 PQ 2280 IF RM=19 THEN 2646 MJ 2296 IF RM=21 THEN 264¢ EM 2876 JX 2360 IF RM=24 THEN 264¢ AR 2310 IF RM=25 THEN 2646 EA 2886 JQ 2326 IF RM=26 THEN 2640 FC 2896 PB 2330 IF RM=29 THEN 2646 XB 2966 KB 2346 RM=RM-1:GOTO306 KM 2916 MS 2350 IF RM=2 THEN 2640 JK 2926 RR 2368 IF RM=3 THEN 2646 PA 2376 IF RM=9 THEN 2646 BS 2939 QD 2380 IF RM=1l THEN 2646 GX 2946 SA 2396 IF RM=14 THEN 2640 GJ 2958 QH 2400 IF RM=17 THEN 2640 EF 2419 IF RM=18 THEN 2640 QA 2960 QE 2420 IF RM=19 THEN 2646 CH 2436 IF RM=22 THEN 2640 FX 2976 KE 2440 IF RM=26 THEN 2640 BM 2450 IF RM=27 THEN 2640 DG 2986 KK 2460 IF RM=28 THEN 2646 JX 2470 IF RM=25 THEN 2760 MD 2996 PS 2480 RM=RM+5:GOTO300 PF 2490 IF RM=l THEN 2646 XK 3000 AF 2500 IF RM=2 THEN 2646 KE 2510 IF RM=3 THEN 2646 MC 3016 CM 2520 IF RM=4 THEN 2646 PK 253@ IF RM=5 THEN 2640 FG 3626 MX 2546 IF RM=7 THEN 2640 DR 2556 IF RM=8 THEN 2646 QQ 3030 KS 2560 IF RM=14 THEN 2646 KD 2570 IF RM=16 THEN 2646 IS 3046 HB 2580 IF RM=19 THEN 2640 SQ 2590 IF RM=22 THEN 264 AP 3656 CQ 2660 IF RM=23 THEN 2646 FD 2616 IF RM=24 THEN 2646 ED 3069 DA 2620 IF RM=27 THEN 2646 PE 2630 RM=RM-5:GOTO30G ID 3076 PD 2649 PRINTCHRS (19); XG 2656 POKE214,8:PRINT QB 3086 XP 2666 FORT=1T04 PB 2670 PRINTTAB(3);"{RVS}{5} AS 3096 tEP{RILEP{RILEP{RILE} {RICEP{RILEP{RILEP{R} SG 3106 fEF{RI{EF{RILEF {RPE} {R}" RQ 3116 RB 2686 PRINTTAB(3);"{RVS}{5} {RPLEP{RI{EP{RI{EP{R} GM 3126 fEP{RICEF{RILEF{RPLEF ceeteree teat DB 3136 E QP 2690 NEXTT Qs 3140 KA 2760 PRINTCHRS (19); XR 2716 POKE214,11:PRINT EX 3156 SA 2726 PRINTTAB(7);"{WHT}A WA LL BLOCKS" BG 3160 AP 2736 PRINTTAB(7);"{WHT} {2 SPACES}THIS HALL MG 3176 {2 SPACES}" AM 2748 FOR O=1T01600:NEXTO Gx 3186 DG 2758 GOTO 300 FB 2766 IF LVL=l1 THEN LVL=2:RM | KE 3190 =3:GOT0300 RK 2776 IF LVL=2 THEN LVL=3:RM | SQ 3200 =18:GOTO380 QA 2786 IF LVL=3 THEN LVL=4:RM | GK 3216 =11:GOT030G SA 2796 IF LVL=4 THEN LVL=5:RM | HE 3226 =28:GOTO3G0 SG 2806 IF LVL=5 THEN 2886 QF 3236 QK 2816 PRINTCHRS (19); DF 2826 POKE214,11:PRINT JP 3246 DX 2836 PRINTTAB(7);"{WHT} {2 SPACES}GAME OVER" XJ 3256 RH 2846 PRINTTAB(7) ;"{WHT}REST ART (¥/N)" AK 3260 GD 2856 GETKY$:IF KYS=""THEN28 56 MK 3276 Les

G36 COMPUTE

JaUcl

Te91

IF KYS<>"v 8

IF KYS$="Y"THEN RESTORE :GOTO1G8

FOR J=1T016:FORT=6TO15 PRINTCHRS (19) ; POKE214,11: PRINT POKE646,T PRINTTAB (6) ; "CONGRATUL ATIONS!"

NEXTT:NEXTJ

“THENSYS6473

GOT0284¢

REM--ARCHER (GIRL) *LE FT=-~ DATA1,6,0,4,0,0,4,85,8

a DATA16,63,80,16,15,64, 16,63,8 DATA16,12,0,62,176,160 130,171,232 DATA16,42,224,16,42,8, 16,8,

DATA4, 34,0,4,176,128,1 176,128 DATAG,170,128,3,192,24 6,3,192,240 DATA3,192,240,10,0,48, 42,6,168 REM=-HUNTER (GIRL) GHT-- DATA128,0,0,128,0,0,12 8,21,80

DATA128 ,87,192,64,31,0 ,128,95,192 DATA129,95,192,128,12, 6,131,191,128 DATA131,239,176,143,17 1,172,240,42,172 DATA128,15,204,128,10, 128,128,58,246 DATA128,62,240,128,68, 246,128,252, 252 DATA128 ,240,60,128,166 740,128,168,42

*RI

REM~~ARCHER (GUY) *RIG HT-~ DATA1G,160,32,42,168,8 134,252,8

DATA2,192,2,0,252,2,8, 48,2 DATA1@,138,2,14,171,2, 63,175,194 DATA246,168,254,192,16 8,2,0,168,2 DATAG,32,2,6,168,2,8,1 68,2 DATA2,176,2,2,138,8,19 ,138,8 DATA1G,16,32,12,3,6,15 73,192

REM--WIZARD (GUY) *RIG HT-- DATA2,166,6,10,168,8,8 ,188,8

DATA4, 246,8,6,252,9,0, 48,8 DATAG,168,38,2,176,8,1 @,170,172 DATAL@,170,172,56,176, 46,55,178,8 DATAG,136,8,10,34,8,19 7176,8 DATA1G,1706,8,16,176,8, 42,176,8 DATA42,176,8,176,171,8 ,66,3,208 REM--WANDERER (GUY) *L

GA

JG

3286 3296 33668 3316 3326 3336 3346 3350 3360 3376 3380 3390 3466 3416 3420

3436 3446

3456 3460 3476 3486 3496 3566

3519 3529

3538 3546 3556 3568 3578 3580

3590 3666

3618 3626 3630 3646 3656 3660

3678 3686

EFT-- DATAG,G,9,9,42,6,6,168 7128 DATAG,248,9,9,56,8,6,2 48,0 DATAG,48,6,2,186,192,1 5,171,246 DATA62,34,48,48,136,16 ,8,168,68 DATAG,168,9,0,32,0,0,1 68,0 DATA2,176,9,2,138,0,10 716,68 DATA16,2,128,15,3,192,

63,15,192 REM-=-HUNTER (GUY) *RIG HT--

DATA2,9,9,106,160,0,8,1 68,6 DATAG,172,0,0,176,6,8, 252,06 DATAG,32,6,3,168,80,95 7 233,16 DATA93,85,85,0,164,64, @,165,9 DATAG,168,6,0,32,8,0,1 68,6 DATA2,176,6,2,138,6,190 716,6 DATA16,10,0,12,3,0,15, 3,192

REM--~SHADOW-- DATAG,0,9,0,32,6,0,32, 6

DATAG,136,6,6,136,6,2, 76,08 DATA2,2,9,0,136,0,0,16 8,0 DATA2,176,169,10,176,1 69,16,42,46 DATA16,138,8,10,106,6, 1,166,08 DATA2,176,6,16,176,6,1 0,170,8 DATA42,176,128,42,176, 128,176,176,128 REM~-GHOST-— DATAG,46,9,6,176,6,0,1 76,6 DATA2,46,128,10,46,166 142,176,168 DATA42,176,168,40,176, 48,160,176,16 DATA162,170,138,162,17 0,138,136,176,1306 DATA162,176,138,34,176 7136,2,176,128 DATA1G6,176,160,16,176, 166,10,176,166 DATA42,176,168,19,176, 166,6,9,8 REM-~~SERPENT-~ DATAG,G,6,6,166,32,2,1 68,160 DATA16,176,176,16,138, 192,42,6,0 DATA42,10,128,42,42,16 G,42,22,86 DATA168,38,96,168,42,1 66,168,32,32 DATA168,19,128,170,15, 192,42,175,192 DATA42,191,0,19,191,6, 2,252,6 DATAG,G,4,4,0,0,0,0,8 REM-~-WINGED WARRIOR-- DATAG,@,9,0,9,0,5,65,8

PROGRAMS

6 DATA21,125,84,21,255,8 4,21,60,84 DATA21,255,84,21,125,8 4,23,191,212 DATA95,191,245,127,239 7 253,125,251,125 DATA117,254,93,125,178 7125,85,176,85 DATA86,13G0,149,70,136, 145,76,136,145 DATA66,130,129,2,6,128 710,0,166 REM-~SKELETON-~~ DATAG,170,0,2,176,128,

SS 3698 DR AA PQ Gx PM

KS 3758 MS

he Meteor Mining Company is hiring pilots to fly a fleet of ships for collecting asteroids in outer space. It has devised a test to dis- cover people who have the necessary talents to pilot a spaceship while si- multaneously solving problems to de- cide which asteroids are valuable.

The object of Meteor Math is to collect correct answers to simple math problems while avoiding the incorrect ones. You'll be given the first number in an addition or multiplication prob- lem and its answer. It will be your job to maneuver your ship through a field of moving numbers to collect the one that completes the problem.

Getting Started

Although Meteor Math loads and runs like a BASIC program, it’s written en- tirely in machine language. Use MLX, our machine language entry program, to type it in; see “Typing Aids” else- where in this section. When MLX prompts you, respond with the values given below.

Starting address: 0801 Ending address: 1658

When you've finished typing, don’t forget to save a copy of the program before exiting MLX.

Playing the Game When you run Meteor Math, the title screen will offer you several options. Press fl and f3 to set the beginning and top levels. The level is the first number in the math equation. You can solve problems that start with the same number each time or cycle through them in consecutive order. Press T to set the game’s time limit. Games can last from one to nine minutes and will continue until

2,406,128

PD 3776 DATA2,G,128,2,176,128, G,176,6

RP 3780 DATAG,136,6,8,46,32,34 748,136

KE 3798 DATAG,136,9,32,46,8,32 7136,8

JD 3868 DATA32,40,8,32,136,8,8 48,0

XR 3810 DATAG,136,0,0,138,6,6, 136,8

GR 3826 DATA2,@,128,2,0,128,16 79,168

FR 383@ REM--VAPOR DEMON--—

PC 3846 DATA2,176,128,16,178,1

K

that time limit has been reached or three ships have been destroyed.

You set the speed at which the answers scroll by pressing B for begin- ner, N for normal, or E for expert. This option always defaults to nor- mal, although the other options will remain as you've set them.

METEOR MATH

PRACTICE ADDITION Ol MULTIPLICATION WHILE FLYING THROUGH SPACE IN

THIS EDUCATIONAL GAME FOR THE 64

When you're ready to begin, press f7 to complete addition prob- lems or f5 to complete multiplication ones. Control your ship with a joy- stick plugged into port 2.

As your ship flies through the field of possible answers, you want to collect the right one. Touching a cor- rect answer with your ship collects it. You'll receive two points for each cor- rect answer and a bonus for each level you complete. The amount of the bo- nus depends on the level that you’ve

G~EsAoHS ARDS

66,8,176,32 DATA1G,44,166,16,17G,1 28,2,176,166 DATA1G,136,160,19,4G,1 28,2,176,128 DATAG,170,128,2,176,4, 6,176,128 DATAG,176,4,0,176,9,G0, 49,0 DATAG,168,9,8,48,0,8,8 @

DATAG,32,136,2,32,8,32 72,32

Oo

finished. Level 9 is worth more than level 8, for example.

Running into an incorrect answer will destroy your ship. You may have to let some correct ones go by if they’re too close to other numbers. When a ship has been destroyed or you've collected the correct number, the math problem changes; stay alert.

If your ship needs extra speed to snare the correct answer, press your fire button. This engages your turbo- thruster, which doubles the speed of your ship. Turbo fuel is expensive; this speed can be maintained for only about ten seconds per ship. The game ends when either the time limit has expired or you’ve crashed three ships into incorrect answers.

There’s no real qualifying score in Meteor Math. I wrote this program to give my children practice with ad- dition and the multiplication tables and to keep them from figuring out the answers by counting on their fin- gers. I made it flexible so that they could design their own tests, spending more time practicing problems in their areas of biggest need.

METEOR MATH

G801:14 68 @809:30 3A @811:47 32 96 @819:GB D4 A2 86 @821:66 26 BD 99 13 9829:BD 99 14 9D 66 22 BD 99 78 $831:15 9D G6 23 CA D@ E5 AD 74 @839:49 A9 6G 9D BF 23 CA DG 9E @841:F8 26 44 E5 A2 2F BD F6 G1 G849:69 9D 6G DG CA 18 F7 AD 82 @851:86 8D FA @7 8D FC @7 8D DG @859:FD 97 A9 83 8D FE @7 A9 B7 @861:8B 8D F8 67 AQ 8A 8D FB BB @869:67 A9 8D 8D FF 67 AQ 8C ED @871:8D F9 67 A2 19 BD 25 OA E5 @879:9D G8 D4 CA 16 F7 AY 3E 91 @881:85 FC A9 BA 85 FD AG GG CE @889:Bl FC FG BC 26 D2 FF E6 C3 @891:FC D@ G2 E6 FD 4C 87 G8 3B

GA 66 9E 32 36 37 B3 8F 26 4D 41 52 4B 13 @@ 6G AD 8G 8D 86 BD 99 12 9D 4E 9D 66 21 BA

JUL Y

ORO COMPUTE G37

PROGRAMS

or

9899:AD 4C 11 8D 47 11 09 30 4F | 6BG1:9F 20 53 48 49 56 53 2B 3E | 9D69:11 G9 8G 8D FA G7 AD 4A G8A1:8D 29 G6 AD 4D 11 18 69 A6 | gBG9:96 11 BD 26 20 26 20 29 34 | GD71:11 36 34 BD 2B GD G9 39 G@8A9:2F 8D 51 86 AY G1 8D 48 F3 | 9B11:96 CF B7 B7 B7 B7 B7 B7 9C | GD79:8D 45 11 BD 2B OD 18 6D 98B1:11 A9 3G 8D G1 12 AO G2 39 | 9B19:B7 B7 B7 B7 B7 B7 B7 B7 2F | GD81:47 11 C9 BA 9G 11 18 69 §8B9:8D 4A 11 A9 69 8D 46 11 FB | 9B21:B7 B7 B7 B7 B7 B7 B7 B7 37 | OD89:76 8D FD G7 A9 81 8D FC G8C1:A9 GG 8D 26 18 AD GG 8D 6F | 9B29:B7 B7 B7 B7 B7 B7 B7 B7 3F | GD91:67 20 29 16 4c 5E GD G9 68C9:25 19 AJ BG BD 27 1G AY 78 | gB31:DB 286 BD 1D 1D 1D 26 96 SF | 6D99:8G 8D FD 87 AY 8G 8D FC O8D1:FF 8D 28 16 AJ 1E 8D 4B 77 | 9p39:20 A5 9E 26 46 31 2D 26 10 | BDA1:07 26 29 10 4C 5E GD 4C 49 11 69 30 8D 41 7D | gp41:53 45 54 53 26 53 54 41 4A | GDA9:1A GF 20 B7 GD 4C 5E BD 3A GD AS CB C9 16 9B | gp49:52 54 49 4E 47 20 4C 45 44 | BDB1:20 E5 BD 4C 5E GD AQ B9 C9 64 FG 34 C9 G5 19 | gB51:56 45 4C 26 20 26 31 20 73 | ODB9:8D 46 11 EE 47 11 AD 47 O8F1:FO 46 C9 G6 FG 73 C9 63 91 | gB59:26 92 96 A7 26 GD 1D 1D FD | BDC1:11 GA AA 20 A7 GF AD 47 G8F9:FG c9 1C FO 14 C9 GE 4C | gB61:1D 26 26 AS YE 2G 46 33 Al | GDC9:11 CD 4D 11 F@ GD C9 BA C9 27 FO 12 4C ES 4A | gp69:2D 26 53 45 54 53 20 45 52 | GDD1:DG 65 AY Bl 8D 47 1l 26 C5 C9 40 DG FA 4C 65 |gp71:4E 44 49 4E 47 20 4c 45 66 | GDD9:3A BD 66 AD 4C 1l 8D 47 4c 84 09 4C A8 G9 BD |9B79:56 45 4C 20 28 26 2G 26 79 | GDE1:11 4C D8 BD AY G9 8D 46 G9 4C BA 69 AE 47 7B | gBpgl:31 20 20 92 96 A7 20 @D G6 GDE9:11 26 3A @D 66 AO GB 85 9921:11 E8 EG GA DG G2 A2 G1 87 | gB89:1D 1D 1D 96 20 26 AS 20 6F | GBDF1:FC AE 46 11 36 48 EG GA 9929:8E 47 11 8E 4C 11 8A 69 24 |gp91:26 20 29 26 26 26 26 20 A7 | BDF9:BG 4A AD 47 11 G9 8G 8D 693136 29 G6 E8 4C 43 69 4C | gp99:28 26 26 29 26 26 26 206 AF | GEG1:FA 67 AD 4A 1l 36 34 BD 11 E8 EG OB DG G2 7D | gBA1:26 26 26 20 26 26 26 20 B7 | GEG9:2B GD 89 38 8D 45 11 BD 8E 4D 11 8A 18 69 18 | gpa9:26 26 26 26 26 A7 20 GD CA | GE11:2B GD AC 47 11 AO BG 18 51 96 4C GA G9 78 FS |gpBB1:1D 1D 1D 26 96 26 A5 99 5D | GE19:7D 2B BD 88 DG F9 C9 BA 9951:A9 8A 8D FB 97 26 44 ES 73 | gpB9:26 42 26 2D 20 53 45 54 74 | OB21:96 67 H6 FC E9 GA 4C 1F $959:26 Dl G9 AI GG 8D BA DC D2 | gBCl:53 26 42 45 47 49 4E 4E 7G | GE29:GE 69 8G 8D FD @7 AS FC 9961:8D G9 DC 8D 68 DC 4C SE 9B | gpc9:45 52 26 53 5G 45 45 44 B6 | GB31:69 86 8D FC 87 26 29 16 9969:0D 78 AS 8E 8D FB 87 26 C8 |gpp1:20 26 26 26 26 20 92 96 43 | GE39:4C EE OD 4C 1A GF 26 B7 9971:44 ES 26 Dl 69 AJ GB 8D BC | gBD9:A7 24 BD 1D 1D 1D 96 20 EQ | 6E41:6D 4C EE 8D 26 E5 GD 4C 9979:6A DC 8D G9 DC 8D 88 DC 14 | gBE1:26 AS 99 26 4E 26 2D 26 14 | BE49:EE OD 4C 42 68 9E 4D 49 9981:4C EE GD A9 G2 8D C9 G6 91 | gRE9:53 45 54 53 20 4E 4F 52 ES | OE51:53 53 49 4F 4B 20 43 4F G989:A9 OG 8D 48 11 AD 38 8D C3 |gBF1:4D 41 4C 26 53 58 45 45 36 | 6E59:4D 5@ 4c 45 54 45 11 9D 9991:G1 12 4C GA 69 AD BE BD 6B | gpr9:44 26 26 99 2G 26 20 4E E7 | GE61:9D 9D 9D 9D 9D 9D 9D 9D G999:C9 G6 AO G1 BD 48 11 AD BS | gcgi:2G 96 26 A7 26 GBD 1D 1D D9 | 6E69:9D 99 49 4B 11 9D 9D 11 99A1:36 8D G1 12 4C GA G9 AD BE | gcg9:1D 26 96 26 AS 99 26 45 AS | GE71:9D 9D 9D 85 20 36 3G 26 §9A9:G5 8D C9 G6 AD G1 8D 48 EF |gc11:26 2D 26 53 45 54 53 26 FF | GE79:9A 4D 49 4E 11 9D 9D 9D 99B1:11 AO FG 8D G1 12 4C BA AB | gci9:45 58 5G 45 52 54 26 53 BF | GE81:9D 9D 9D B5 36 3G 26 9A 99B9:G9 EE 49 11 AD 49 11 C9 C4 | gc21:5¢ 45 45 44 26 20 26 20 81 | gB89:53 45 43 1E AG AG AG AG $9C1:GA 96 G2 AD G1 8D 49 11 BI |gc29:26 26 26 26 92 96 A7 28 BD | GE91:A6 A6 AG AG AG AG 1l 9D $9C9:G9 38 8D 41 47 4c BA G9 BB | gc31:9D 1D 1D 1D 96 26 26 AS A7 | GE99:9D 9D 9D 9D 9D 9D 9D 9D G9D1:A2 G9 AG BB CA CA 36 18 85 | g9c39:26 26 26 26 26 26 26 26 51 | BEA1:9D AG 26 206 26 26 26 26 $9D9:8A 99 6G D8 E8 8A 99 GB CI |gc41:2G 26 2G 2G 26 2G 26 20 59 | GEA9:26 20 AG 11 9D 9D 9D 9D G9E1:D9 E8 8A 99 BG DA CA 8A 91 |gc49:26 26 26 26 26 26 26 20 61 | GEB1:9D 9D 9D 9D 9D 9D AG 26 G9E9:99 @@ DB CA C8 DG E5 68 A6 |gc51:26 26 26 26 26 20 A7 20 78 | GEB9:26 65 36 30 30 30 26 26 G9F1:A2 69 4C D5 G9 26 D2 28 BD |gc59:6D 1D 1D 1D 96 26 20 A5 CF | GEC1:1E A6 11 9D 9D 9D 9D 9D G9F9:D2 32 39 1B 57 19 6E 32 89 |gc61:9C 26 54 26 2D 26 53 45 32 | GEC9:9D 9D 9D 9D 9D Ab 2G 26 GAG1:6E 286 3C 32 4D BC 99 5D EC |gc69:54 53 24 54 49 4D 45 26 F3 | GED1:26 29 26 26 26 26 AG 11 GAG9:E2 OG FF C8 68 15 78 FB 51 |gc71:4c 49 4D 49 54 26 26 20 C3 | GED9:9D 9D 9D 9D 9D 9D 9D 9D GA11:19 76 68 GG GG G6 GB F1 5A |gc79:26 26 2G 28 32 26 96 26 GF | GEE1:9D 9D A6 2G 9C 5G 4F 49 GA19:F2 F3 G7 G4 G5 F4 G7 G4 D2 |gc81:A7 26 GD 1D 1D 1D 96 26 93 | GEE9:4E 54 53 26 1E A6 11 9D GA21:07 67 GA GE GB 3C GB GB BD |Gc89:26 AS 2G 26 26 26 26 20 G3 GEF1:9D 9D 9D 9D 9D 9D 9D 9D GA29:68 GB EO GB BB GB GB 81 FB |gc91:26 26 26 20 20 28 20 26 AD | GEF9:9D AG 2G 26 26 2G 26 20 GA31:00 FF 68 FF GG G6 86 BB 46 |gc99:26 20 26 20 26 26 26 26 Bl | GFG1:26 2G AG 11 9D 9D 9D 9D GA39:68 GG 8G G2 CA 11 9E 286 75 |gcal:26 26 26 2G 26 20 2 26 BO | GFG9:9D 9D 9D 9D 9D 9D AG AG GA41:28 26 28 26 29 26 26 26 55 |gca9:A7 26 GD 1D 1D 1D 20 81 3G | GF11:A6 A6 A6 AG AG AG AG AG GA49:26 26 26 26 26 4D 45 54 96 |gcB1l:26 AS 9F 20 46 35 2D 26 BA | GF19:G0 58 A2 G5 AG GF 18 26 GA51:45 4F 52 26 4D 41 54 48 88 |gcB9:53 54 41 52 54 53 26 4D 5B | GF21:FG FF A2 8G BD 8C GE FG GA59:6D 11 9C 28 29 26 26 20 AF |gcc1:55 4c 54 49 58 4c 49 43 40 | GF29:07 20 D2 FF E8 4C 25 GF GA61:20 26 43 4F 4C 4C 45 43 4C |gcc9:41 54 49 4F 4E 26 20 26 G9 | GF31:A9 BG BD G8 D4 8D G7 D4 GA69:54 29 43 4F 52 52 45 43 B6 |gcp1:26 92 96 A7 26 GD 1D 1D 78 | GF39:A2 GD AG GC 18 206 FO FF GA71:54 26 41 4B 53 57 45 52 99 |gcp9:1D 26 81 20 AS OF 206 46 EC | GF41:A2 GG BD 4E GE 2G D2 FF GA79:53 GD 26 26 26 26 26 26 62 |gck1:37 2D 26 53 54 41 52 54 BA | GF49:E8 EG 3E 9G FS AD 26 16 GA81:26 57 48 49 4c 45 26 41 12 |gcE9:53 26 41 44 44 49 54 49 59 | GF51:09 30 8D 2D G5 AD 25 16 GA89:56 4F 49 44 49 4E 47 26 3C |gcrl:4F 4E 26 26 26 26 26 26 2D | GF59:G9 3G 8D 2C G5 AD 27 19 GA91:49 4E 43 4F 52 52 45 43 E4 |gcr9:26 26 26 26 92 96 A7 26 8E | GF61:99 30 8D 2B G5 AQ BF 8D GA99:54 GD 9E 53:48 49 58 53 7F |gp61:6D 1D 1D 1D 96 26 28 CC AG | GF69:15 DG AD G9 DC 29 GF G9 GAAL:9C 26 26 4F 4E 45 53 OD 46 |gpg9:AF AF AF AF AF AF AF AF 23 | GF71:30 8D B9 G6 AD G9 DC 29 GAAI:GD 26 29 28 26 2G 26 26 34 |9p11:AF AF AF AF AF AF AF AF 2B GF79:76 4A 4A 4A 4A 69 36 8D GAB1:1E 54 48 45 20 46 49 52 46 |gp19:AF AF AF AF AF AF AF AF 33 | GF81:B8 G6 AD GA DC 29 GF G9 GAB9:45 26 42 55 54 54 4F 4E F6 |gp21:AF AF AF AF AF AF BA 206 Cl | GF89:3G 8D 91 G6 AD GA DC 29 GAC1:53 26 45 4E 47 41 47 45 28 |gp29:90 68 GG G1 G2 G3 G4 G5 94 | GF91:70 4A 4A 4A 4A G9 39 8D GAC9:53 GD 26 26 20 26 26 26 B2 |gp31:66 67 G8 G9 GB G1 G2 G3 AC | GF99:90 G6 EE 24 DG A5 CB C9 GAD1:26 59 4F 55 52 28 54 55 9C |9p39:04 A2 G9 AD BB 9D 2B GD EB GFA1:40 FG F7 4C 42 G8 EE 26 GAD9:52 42 4F 26 54 48 52 55 51 |gp41:cA 16 F8 A2 69 AD 1B D4 18 | GFA9:10 AD 26 14 C9 GA DO 17 GAE1:53 54 45 52 2E GD GD 9F El |gp49:c9 GA BG FO AG G9 DI 2B 88 | GFB1:A9 GO 8D 26 16 EE 25 14 GAE9:20 26 28 26 26 26 20 59 37 |gp51:9D FG F2 88 16 F8 9D 2B DF | GFB9:AD 25 18 C9 GA DG BB AD GAF1:4F 55 26 53 54 41 52 54 DC |gp59:6D CA 19 E9 60 AE 46 11 A8 | GFC1:6G 8D 25 1G EE 27 16 CA GAF9:2G 57 49 54 48 26 9E 33 95 |gp61:36 48 EG GA BG 4A AD 47 B3 | GFC9:DG DC AY 23 85 FD AQ CB

a 3 eu S e = = 8 Ww I= I= WwW N <q SG

G38 COMPUTE RUBLE YS altel 91

PROGRAMS

ED | 1239:E6 FF AS FF 9D 8@ 12 C9 62 | 14A1:F8 2E AA B8 2E 6G BBS 2E C3

1B | 1241:67 DG 86 AS FE C9 DG BG AD | 14A9:G8 BB 2E GG BS 2E GG BS FC

1B | 1249:GC Bl FC 91 FE A9 26 91 39 | 1481:2E GG BS 2F AA F8 GB FF 4A 44 |1251:FC CA 18 CC 6@ AQ G4 85 AC | 1489:EG 2F AA F8 2E OG B8 2E 14 60 | 1259:FF 9D 86 12 AD 1B D4 29 C2 | 14c1:86 BS 2E GG B8 2B GG BS 15 E4 | 1261:3F C9 28 BGO F7 85 FE 9D 19 | 14c9:2E @@ BS 2E AA BS 2F FF 99 46 | 1269:8A 12 AD 1B D4 45 A2 29 E8 | 14D1:F8 GA AA AG GG BG BG SC B4 1G |1271:6F C9 GA BG F5 G9 36 AD BB | 14D9:66 BB BG GA AA AG 2F FF DB 4B | 1279:60 4C 4C 12 4C 4C 12 64 17 | 14E1:F8 2E AA BS 2E 6G B8 2E G4 1019:D@ AI 36 8D 1C DG AY GA 2D | 1281:64 G4 G5 G5 G6 G6 G6 G7 F4 | 14E9:90 BS 2E GG BSB 2E GG BB 3D 1921:8D 2D DO 69 G6 GG GO FF 73 | 1289:67 27 77 EF 3F B7 @7 7E 4E | 14F1:2E 6G B8 2E AA B8 2F FF Cl 1029:2@ F7 11 26 4E 11 AD GA 97 |1291:CF 47 97 GG GB GO GB GG 62 | 14F9:F8 GA AA BB BG BG BS BB 73 1631:DC CD 49 11 98 63 4C 1A BG | 1299:60 GG GG G2 AA 8G GA FF 49 | 15G1:96 BS BB GB BS BB BB BSB D7 1039:GF AD 28 16 FG 19 AD GB 99 | 12A1:AG OB FF E@ 2F AA F8 2E 2B | 1569:60 G8 BS 2A AA BS 2F FF 83 1041:DC 29 16 DG 12 CE 28 16 55 | 12A9:82 BS 2E @6 BB 2E G@ BS 3A | 1511:F8 GA AA AG BB BG BG 1C BS 1049:D@ @5 AQ GC 8D 26 DG 26 B7 | 12B1:2E OG BS 2E GG BS 2E GB 26 | 1519:09 GG GB GB BB BB BB GB 43 1051:4E 11 A9 8G 8D 67 D4 AD F9 | 12B9:B8 2E OG BS 2E GG BS 2E 62 | 1521:98 GB BB BB GB BB BB BC 57 1059:1F D@ 29 G1 FG CA AO G4 7C | 12C1:66 BB 2E BG BS 2E 82 BB 16 1529:98 G8 GC BB BB BC BB BG G5 1061:85 FD A9 6G 85 FC AD 61 75 12C9:2F AA F8 GB FF E@ GA FF 97 1531:6C @@ GO 7F 88 66 7F 86 DC 1069:DG E9 31 4A 4A 4A F@ GF AZ | 12D1:AG G2 AA 8G BB GG GB CC FO | 1539:98 GC BB GB GC BG BB BC D2 1071:AA AS FC 18 69 28 85 FC 65 | 12D9:66 68 G6 GB 2A GB GB 2E 7D | 1541:00 BB GC BB BB BB BB BB EC 1079:98 62 E6 FD CA D@ F4 AD 56 | 12E1:66 9G 2E GB GB 2E GG BB 84 | 1549:G0 BG GO FF FF FF FF FF 73 1081:1¢6 D@ 29 G1 D@ 18 AD GB 55 | 12E9:2E GG GG 2E BG GG 2E GG 64 | 1551:FF FF FF FF 08 66 88 BA 36 1089:D@ 4A 4A 4A 38 E9 G3 4C 4E | 12F1:06 2E G6 GG 2E GG GG 2E 41 | 1559:98 BB GB GB GB GB BB BB 83 1691:A8 10 AD GG DO 4A 4A 4A 4E | 12F9:06 GB 2E GB GB 2E GB GB IC | 1561:48 BB GB GG GB BB GB BB 8B 1699:38 E9 G3 4C A8 16 AD G6 56 | 1361:2E GG GG 2E GB BG 2E BB 7D | 1569:G6 GB BB 18 GB BB 3C BB 8D 1GA1:D6 4A 4A 4A 18 69 1D 18 63 | 1369:66 2E GG GG 2E BG GG 2E SA | 1571:60 FF 6G G1 AS 86 G3 FF EG 16A9:65 FC 85 FC 96 G62 E6 FD 94 | 1311:66 G6 2A 66 36 GG BB 7C FB | 1579:CG 3F FF FC 11 C3 88 3F 8B 1@B1:A2 63 AG 64 Bl FC CD 45 9A 1319:66 6G @@ 2A AA AS 2F FF 38 1581:FF FC 68 G8 GB GG BB GB EA 10B9:11 FO 6F C9 28 DG 14 88 1E 1321:F8 2F FF F8 2E AA B8 2E DA 1589:66 68 86 GB GB BB BB BB B3 10C1:16 F2 A5 FC 18 69 28 85 67 | 1329:460 BS 2A 66 B8 BG GB BB 41 | 1591:66 GB GB BB GB BB BB 5B BC 10C9:FC 98 62 E6 FD CA D@ E2 DA | 1331:66 GG BB BG 3G BB BB BB 51 | 1599:6G GB GB BB GB GB BB GB C3 1@D1:4C 41 11 A9 26 91 FC A9 16 | 1339:B8 2A AA B8 2F FF F8 2E CO | 15A1:60 GO GG GB BO GB GB GB CB 16D9:60 8D 27 D@ AY 81 8D G4 Cl 1341:AA A8 2E GG 36 2E GG GO 65 15A9:06 GG GB GB GB GB GB GB D3 18E1:D4 EE 21 D@ 26 F7 11 26 7C | 1349:2E 66 GO 2E AA A8 2F FF BF | 15B1:68 66 GB GG GB GB GB FF DB 10E9:F7 11 20 F7 11 26 44 ES 45 | 1351:F8 2A AA A8 BG BG BG C4 23 | 15B9:00 GO FF GO SF FF F5 @@ CA 16F1:20 Dl 69 CE 21 D@ CE 4A D8 1359:08 6G @@ AA AA A8 BF FF Al 15C1:60 GG G8 82 26 GB GB GB 16 106F9:11 AD 4A 11 69 8@ 8D FE CC 1361:F8 BF FF F8 BA AA B8 A8 LE 15C9:9G G8 GB GB GB BB BB GB F3 1101:07 A9 G6 8D 17 DG AY G8 41 | 1369:96 BS GB BB BB GB GB BS 3C | 15D1:466 GB BB BG BB BB BB SC 58 1169:8D 1D D@ AY 76 8D 1C DG ED 1371:66 60 B8 GG AA B8 GG BF A6 15D9:08 GG GG GB GB GB GB BB G4 1111:A9 FF 8D 28 16 A9 G66 8D FC 1379:F8 68 AA B8 86 BB BS BO 6E 15E1:66 GG GB GG BB BB BB GB BC 1119:20 D@ AOI G5 8D 27 DG AY 59 | 1381:68 BB BG GG BS AB BO BB F6 | 15E9:96 GO GG 3F CO OG 7F EG ED 1121:86 8D @4 D4 EE 46 11 4C B3 1389:BA AA B8 BF FF F8 BF FF 2E 15F1:08 FG FO O61 EG 76 G1 CB