               AMSTRAD COMPUTER 1989 USER LISTINGS AND 10-LINERS
                         Compiled by Nicholas Campbell
               -------------------------------------------------

This instruction file is broken down into monthly sections. The programs from
January to June 1989 can be found on the file ACU1989A.DSK, and the ones from
July to December 1989 are to be found on the file ACU1989B.DSK. The file name
for each program is written in square brackets, and you can run each program by
typing RUN"filename" at the Ready prompt. A list of all the files on a .DSK
file can be shown by typing CAT at the Ready prompt. My own rating out of 5 for
each program is shown in stars. There are also brief comments on how to use
each program if it is not already explained in the program itself, and any
major changes from the original listing (e.g. bug fixes, error checking,
compatibility with BASIC 1.0) are also mentioned. I have also made changes to
the presentation of several listings by adding PAPER and PEN commands where
necessary, as well as the use of CALL &BC02 to reset the colours, but such
alterations are not mentioned.

A few programs have been omitted because their alleged authors stole someone
else's code and claimed it as their own. This is plagiarism and I do not
condone it. Sadly, ACU seemed to be very lax about this.

                                     * * *

                                  January 1989

VAX'S SILLY SNOWFLAKE PROG by Vax [SNOWFLAK]                                ***
-------------------------------------------------------------------------------
A small graphic demo which draws snowflakes. Each snowflake takes about 30
seconds to draw.

EXCAT by Matt Cawley [EXCAT]                                                ***
-------------------------------------------------------------------------------
Reads the headers of files and displays the start address, length, execution
address and file type. Type CALL &9000 to run it.

ACU PROOFREADER by Aimo Niemi [PROOF]
-------------------------------------------------------------------------------
ACU's program to check that you've typed in listings from ACU correctly. Type
in your listing, and after typing each line and pressing RETURN, a proofcode
appears in brackets. If it doesn't match the proofcode printed in the magazine,
you've typed that line wrongly.

BASIC BUGBUSTER by Jeff Walker [BB]                                         ***
-------------------------------------------------------------------------------
A programming aid that displays helpful messages when it encounters an error in
a BASIC program - instead of displaying "NEXT missing in 3", for example, it
prints the error message "Line 3 - Basic cannot find a NEXT to match this FOR
command." It takes up a lot of space, though. To use BASIC Bugbuster, type
DELETE 2-4, then type MERGE"filename", where filename is the name of the BASIC
program you're writing. Note that CPC464 owners will have to save their BASIC
program in ASCII format by typing SAVE"filename",A.

Some lines were cut off in the original listing, but I have fixed this.

SANTA CLAUS KIDZ by Alastair Scott [SANTA]                                 ****
-------------------------------------------------------------------------------
Help Santa collect sacks of presents before he sets off to deliver them to
children around the world. On each level, Santa is given a target number to
reach, and each sack has a number printed on it. At the top left of the screen,
there is a symbol which is either +, -, * or /. When Santa collects a sack, the
current total is either added to, subtracted from, multiplied by or divided by
the number on the sack. There is a time limit of two minutes on each level.

Keys: Cursor keys or joystick.

                                     * * *

                                 February 1989

ESCAPE FROM STINGY'S CASTLE by Paul Robson [STINGY]                           *
-------------------------------------------------------------------------------
Help the bouncing snowman escape from Stingy's castle. You control a candle
which can metamorphose into a jelly (!), and to guide the snowman out of each
room, you must use jellies and snowballs to force him to change direction - but
make sure he doesn't touch any of the many walls of fire! You've only got one
life as well, and watch your 'meltometer' which melts away as time goes by.
Unfortunately the game crashes when you enter certain rooms, making it
impossible to complete. Wait 15 seconds for the program to set up.

Keys: Cursor keys or joystick - move candle, COPY, Fire - turn candle into
jelly (press COPY or Fire again to turn back into candle), P - place
snowball/jelly in room, Q - quit.

                                     * * *

                                   March 1989

METAMORPHOSIS by Simon Watson [METMORPH]                                   ****
-------------------------------------------------------------------------------
Create your own animated sequences with this utility. The program lets you draw
the start and end frames and calculates the frames in between. You can then
view the animation at three different speeds and save and load your animations,
which are saved with the .DES extension. Note that if you select option 6 on
the menu to return to BASIC, the current animation will still be available if
you type RUN.

Keys: Create design: Cursor keys - move cursor, SPACE - draw line, F - finish
frame, Q - return to menu; Animate design: 1 - slow, 2 - medium, 3 - fast, Q -
return to menu.

SCREEN COMPRESS by 'Auntie' John Kennedy [SCRCOMP]                          ***
-------------------------------------------------------------------------------
A short machine code routine which compresses and decompresses screens. To
compress a screen, type:

LOAD"filename",&C000:CALL &8000

The compressed screen is stored at location &4000 in memory. To save it, type:

length=PEEK(&8060)+PEEK(&8061)*256:SAVE"filename",b,&4000,length

To decompress a screen, type:

LOAD"filename",&4000:CALL &8045

An example is included with the program.

CATCH by David Hall [CATCH]                                                 ***
-------------------------------------------------------------------------------
Catch the falling apples with your bat. If you miss, the game is over. The
controls are reversed to make the game more difficult.

Keys: Joystick.

VALENTINE by David Hall [VALENTIN]                                         ****
-------------------------------------------------------------------------------
A Valentine's Day graphic demo which draws a heart on the screen and saves the
screen to cassette or disc, allowing you to load it into an art package or
BASIC. After the heart has been drawn, press SPACE to save it. The screen can
be loaded from BASIC by typing:

MODE 1:INK 0,0:BORDER 0:INK 1,16:INK 3,6:LOAD"VALENT.BIN",&C000:CALL &BB18

The heart takes 7 minutes and 29 seconds to draw.

STRANGE CUBE by David Mortell [CUBE]                                      *****
-------------------------------------------------------------------------------
Now here's a smart one - a cube that can't actually exist in real life! Take a
close look at it, and you'll see that it's all an illusion.

NATIONAL ANTHEM by Fergus Leen [ANTHEM]                                     ***
-------------------------------------------------------------------------------
A very good rendition of God Save the Queen in full stereo. The program also
shows some stick men standing up when the anthem starts playing, and sitting
down again when it's finished - nice.

BLOCKIT by Ian C. Sharpe [BLOCKIT]                                         ****
-------------------------------------------------------------------------------
Starting with a 4x4 grid containing ten blocks of different colours and sizes,
marked A to J, move the biggest block, labelled B, into the flashing red square
on the right of the grid. There is no time limit and you can make as many moves
as you like. Apparently it can be done, but I don't believe it myself!

FUZZY by Matt Cawley [FUZZY]                                                 **
-------------------------------------------------------------------------------
A short program that creates a fuzzy screen, like a TV that isn't tuned. It'll
work in any screen mode. Press ESC to return to BASIC, and CALL &8000 to see
the effect again.

                                     * * *

                                   April 1989

SOLITAIRE by Vincent D'Haeyere [SOLITAIR]                                    **
-------------------------------------------------------------------------------
Remove the pegs from the board by moving one peg over another, eventually
leaving just one peg in the centre. I've never managed it, although I have come
close. To move a peg, you must enter its x- and y-coordinates, separated by
commas, and then you have to specify the coordinates to move the peg to, again
separated by commas. Press TAB to quit and start again.

The original listing lacked some error-checking routines, but I have added
some.

3D CONE by David Hall [3DCONE]                                               **
-------------------------------------------------------------------------------
A graphic demo which draws a 3D shape on screen and changes its colour. It
takes 6 minutes and 44 seconds to draw, but it's not very impressive.

SOUND EFFECTS by David Hall [SOUNDFX]                                       ***
-------------------------------------------------------------------------------
Some sound effects to amuse yourself with - some birds 'singing', a police car,
someone or something falling over a cliff (!), R2D2, and some scary sounds.
Press SPACE when you've finished listening to each sound effect.

FILL ROUTINES by Jeff Walker [FILL1A, FILL1B, FILL2A, FILL2B]               ***
-------------------------------------------------------------------------------
While BASIC 1.1 comes with a FILL command, the 464 doesn't. On the other hand,
the FILL command can only fill areas in one colour; it can't fill areas with a
pre-defined pattern. These four listings perform these functions, although
since they're written entirely in BASIC, they are much slower than BASIC 1.1's
built-in FILL command. Examples are included in all of the programs.

There were some errors in some of the original listings, but I have fixed all
of them.

DATAGEN by Anthony Shaw [DATAGEN]                                          ****
-------------------------------------------------------------------------------
Typing in listings with long lists of DATA statements is a chore - and then
there's the problem of checking that it's all correct; if there's one wrong
byte, it could crash the computer! This program lets you enter hex DATA lines
and check them as you go along, and it features a host of options that cater
for almost every type of DATA line you'll come across. After entering each
line, it displays a checksum in hex and asks you if it is correct; if it isn't,
you can edit the line again. Press R to enter a REM statement and X (on an
empty line) to save all the lines and allow you to load them later and type in
the rest of the program.

                                     * * *

                                    May 1989

ARCADE TENNIS by David Hall [ARCADTEN]                                     ****
-------------------------------------------------------------------------------
A Pong clone for two players. Player 1 controls Rocky (on the left of the
screen), and player 2 controls Arnie (on the right). The first player to score
nine points wins. Wait 7 seconds for the program to set up.

Keys: Rocky: Q - up, Z - down, or joystick 0; Arnie: ] - up, \ - down, or
joystick 1; SPACE - start game.

WORDSEARCHER by David Hall [WORDSRCH]                                       ***
-------------------------------------------------------------------------------
Find hidden words in wordsearches more easily. This utility allows you to enter
a wordsearch with a maximum of 36 columns and 21 rows, and you can then enter a
word and the program will show you where it is located. Unfortunately, you
can't delete any mistakes you make while entering the wordsearch, and the
program is a bit slow - it can take up to two minutes for it to find a word if
your wordsearch is large.

SPACE STORM by David Hall [SPACEST]                                         ***
-------------------------------------------------------------------------------
Guide your spaceship through the oncoming meteors - well, little red blobs. If
you crash, the game is over. This is the first of three Space Storm games.

Keys: Joystick.

                                     * * *

                                   June 1989

NOTE: A 10-liner called Hypercube by Bill Hamley was published in this issue.
However, the listing was so full of errors that I could not get it to work at
all, so it's not on the disc. Bill actually wrote a letter to ACU complaining
about the errors in many of his listings that were published in this issue.

SOLITAIRE by Marion Clarke [SOLITAI2]                                     *****
-------------------------------------------------------------------------------
Four card games to play in this excellent listing - Klondyke, Spaces, Accordion
and Poker Solitaire. Klondyke is actually taken straight from Robin Nixon's
"Patience" in the June 1987 issue of Computing with the Amstrad CPC, which is
naughty, but the addition of three more excellent card games means that I'll
excuse this program from being removed because of plagiarism!

Klondyke is also known as solitaire and patience. 28 cards are arranged in
seven columns, and only the bottom card in each column is revealed - the rest
are shown face down. The first part of the game involves stacking cards in
descending order, and the second part involves removing them from the columns
by stacking them into four piles, in ascending order. Only cards that are
revealed can be moved to a pile. You can add a card (either from another column
or from the deck of cards that have not been dealt yet) on top of another card
in a column if its rank is one lower than that card and its suit is of the
opposite colour e.g. if the bottom card in a column is the 7 of Spades (which
is black), you can only put the 6 of Hearts or the 6 of Diamonds (which are
red) on top of it. You can move more than one card at a time if you are allowed
to. In moving a card to another columns, the card underneath it is revealed.

To start a new pile, you need to have an Ace. A card can only be added to a
pile if its rank is one higher than the top card in the pile and it is of the
same suit e.g. if the top card in the Diamonds pile is the 3 of Diamonds, you
can only add the 4 of Diamonds to the pile. The aim is to stack all of the
cards into the four piles. It's very difficult to do and requires a lot of luck
as well as strategy - I've never managed to complete it.

In Spaces, the cards are arranged randomly in a 14x4 grid, with four spaces
left over, one in each column. The aim is to rearrange the cards into four
rows, each in ascending order and consisting of 13 cards of the same suit. You
can only move a card into a space if its rank is one higher than the card to
the left of the space, and it has the same suit. When you cannot move any
cards into the spaces, the cards that have not been sorted are reshuffled and
you must again attempt to sort the cards. This process is repeated a third
time, and you're still stuck, you must start again. It is possible to sort all
the cards - I've done it a couple of times - but like Klondyke, it requires
both luck and strategy.

In Accordion, two cards are dealt out initially, and the aim is to get rid of
as many of the 52 cards as possible. You can add as many cards to the line as
you wish. To remove a card, you can move a card that is either one or three
places to the right of it, and put it on top of the card, but you can only do
this if it either its rank or suit are the same. All the cards to the right of
the card you just moved are shifted to the left. However, before you play the
game, the computer has a go, and when you cannot remove any more cards, the
game ends and your score is compared to the computer's; of course, you win the
game if you beat the computer's score. Accordion relies less on luck and more
on strategy than Klondyke and Spaces.

The final game is Poker Solitaire. Starting with an empty 5x5 grid, you must
place 25 cards (which are dealt randomly) in the grid, one at a time. When you
have placed 25 cards, each row and column is examined and a score is allotted
depending on the combination of cards in the row or column. The scoring
combinations are shown on the screen, and they are (lowest score first):

1 pair         - two cards of the same rank (1 point)
2 pairs        - two sets of two cards of the same rank (3 points)
flush          - five cards of the same suit (5 points)
3 of a kind    - three cards of the same rank (6 points)
full house     - 1 pair and 3 of a kind (10 points)
straight       - five cards in ascending rank (12 points)
4 of a kind    - four cards of the same rank (16 points)
straight flush - five cards of the same suit and in ascending order (30 points)

The rules for all four games may seem confusing at first, but take the time to
play them and you will eventually get the hang of it. Poker Solitaire is the
easiest to understand, while Klondyke is the hardest, both to understand and to
play!

Keys: Klondyke, Spaces, Accordion: 0-9, A, J, Q, K - select rank, C, D, H, S -
select suit, SPACE - twist/select card, E - end game; Poker Solitaire: A-Y -
place card on grid, Z - end game.

KALAEDOSCOPE by Bill Hamley [KALSCOPE]                                       **
-------------------------------------------------------------------------------
The first of several programs from Bill Hamley, which mimics a kaleidoscope
(that's the correct spelling, by the way). After 37 seconds, you can press Q to
return to BASIC, or any other key to continue watching.

BIG PRINT by Willie Lawrie [BIGPRINT]                                       ***
-------------------------------------------------------------------------------
A routine which prints large text on the screen. The routine is stored in lines
70 to 100. The text to enlarge must be printed at the bottom left of the
screen in pen 1. a is the length of the text, h and w are the height and width,
and b and z are the x- and y-coordinates to print the enlarged text. An example
is included in the program.

FLOWER by Bill Hamley [FLOWER]                                              ***
-------------------------------------------------------------------------------
A graphic demo which draws flowers on the screen. Enter the number of petals
the flower will have, and after the program has finished drawing it, press Q to
return to BASIC, or any other key to draw another flower.

CURTAINS by Bill Hamley [CURTAINS]                                          ***
-------------------------------------------------------------------------------
Another colourful graphic demo from Bill, but this one is difficult to
describe.

C + DRAGON by Bill Hamley [C, DRAGON]                                       ***
-------------------------------------------------------------------------------
Or Two for the Price of One, because Dragon uses the same code as C, but with
one extra command added. Both programs draw lines which gradually progress to
complex curves. C draws a curve which has the shape of a C on its side (hence
the name), while Dragon produces a dragon curve which has a spiral shape.

ARNOLD'S JEWELS by Bill Hamley [ARNJEWEL]                                  ****
-------------------------------------------------------------------------------
Much the same as Kalaedoscope (sic) except that this program draws patterns of
dots instead of rectangular blocks. It stops after about 36 seconds; after
that, press Q to return to BASIC, or any other key to draw another jewel.

RECURSIVE SQUARES by Bill Hamley [RECSQUAR]                                 ***
-------------------------------------------------------------------------------
An interesting graphic demo. Draw a large square, then draw four small squares
at each corner of the larger square, then draw four smaller squares at each
corner of all of the small squares, and so on... if this process is repeated,
there will be 341 squares. This program demonstrates this and takes 45 seconds
to draw all of them.

                                     * * *

                                   July 1989

WHAT AM I? by Marion Clarke [WHATAMI] - BASIC 1.1 only                     ****
-------------------------------------------------------------------------------
A quiz game for very young children who are just learning new words. Select any
of the six groups, each of which contains six words. A picture is drawn on the
screen and the child has to select the word which matches the picture. A
correct answer is rewarded with a jolly tune. It's far too easy for grown-ups,
but young children should enjoy it.

Keys: Small ENTER - select word.

                                     * * *

                                  August 1989

PUZZLE by Bjornar Grandalen [PUZZLE]                                      *****
-------------------------------------------------------------------------------
Eight brain-teasing puzzles to challenge you. Select any one of them, from A to
H, and try to memorise the pattern. Press any key and wait (for a maximum of 14
seconds) while the sixteen pieces are jumbled up, and then rearrange them by
shifting rows and columns. A is the easiest puzzle, while H is the hardest.
I've only managed to complete the first three puzzles. This is a brilliant game
and an excellent example of what can be achieved in ten lines of BASIC.

Keys: A-H - push column/row, DEL - quit.

EYE by D. Wood [EYE]                                                       ****
-------------------------------------------------------------------------------
A beautiful graphic demo which draws an eye and lots of starbursts in glorious
colour. It has to be seen to be truly appreciated.

HELL AWAITS by David Hall [HELLAWAI]                                        ***
-------------------------------------------------------------------------------
Percy the pumpkin has been sent to hell for being such a good boy, but he wants
to escape. Avoid touching the two inverted crosses and the green spikes, or
the game is over! To make the game more difficult, the left and right controls
have been reversed. This is the first of three games starring Percy. Wait 8
seconds for the program to set up.

Keys: Joystick.

SOUTH OF HEAVEN by David Hall [SOUTHOFH]                                    ***
-------------------------------------------------------------------------------
Having escaped from the wrath of hell, Percy now finds himself south of heaven
in the second of three games starring Percy. The aim, as in the previous game,
is to dodge the two crosses which move from left to right, or it's the end for
Percy. The left and right controls are again reversed. Wait 7 seconds for the
program to set up.

Keys: Joystick, SPACE - start new game.

The original listing didn't work at all, but I obtained this working version
from another source.

HOT CITY LIGHTS by David Hall [HOTCITY]                                     ***
-------------------------------------------------------------------------------
Another little graphic demo which draws kaleidoscope effects. You can choose a
speed from 1 to 50, which determines how often the colours change.

KILL 'EM ALL by David Hall [KILLEMAL]                                        **
-------------------------------------------------------------------------------
Shoot the blue aliens as they fly along the top of the screen using your gun.
If an alien makes it to the other side of the screen, the game is over. Wait 18
seconds for the program to set up; the background turns black after 10 seconds.

Keys: CONTROL - left, COPY - right, SPACE - fire, or joystick, RETURN - start
new game.

A correction for this listing appeared in the October 1989 issue of ACU, and I
have amended the listing accordingly.

ITALICS by David Hall [ITALICS]                                             ***
-------------------------------------------------------------------------------
Change the normal CPC font to an italic style. Wait 10 seconds for the program
to set up.

UPSIDE-DOWN CHARACTERS by David Hall [UPS-DOWN]                              **
-------------------------------------------------------------------------------
Change the normal CPC font so that all the characters are printed upside-down.
Wait 10 seconds for the program to set up.

SNAKX by R. Murphy [SNAKX]                                                 ****
-------------------------------------------------------------------------------
The classic snake game where you control a snake and eat pills while avoiding
collisions with walls and eating your own tail. You have ten seconds to eat a
pill; if you don't eat it in time, you lose 100 points, and if you score drops
below zero, the game ends.

Keys: Z - left, X - right, + - up, ? - down, or joystick.

VAX'S HEADERLESS FILE LOADER by Vax [VAX]                                   ***
-------------------------------------------------------------------------------
For those of you who want to crack cassette games, this is a useful utility
which patches the firmware block so that when a headerless file is loaded, it
displays information about the file. It then allows you to save the file (with
a header), find the file's entry address, or just carry on loading the next
file on the cassette.

It's also possible to save this program as a binary file. To do this, type:

SAVE"VAXCODE.BIN",B,&9F00,485

Then when you want to load the program, type:

MEMORY &9EFF:LOAD"VAXCODE.BIN",&9F00:CALL &9F00

STORE AND FETCH SCREEN RSXS by 'Auntie' John Kennedy [STORESCR] - 6128     ****
only
-------------------------------------------------------------------------------
This is a set of three RSXs which allow you to store and fetch screens in the
extra 64K of memory. Since each screen takes up 16K of memory, you can store
four screens in the extra 64K. The RSXs are |STORESCREEN, |FETCHSCREEN and
|MINISCREEN.

To store a screen in area 1, type |STORESCREEN,1. To fetch it again, type
|FETCHSCREEN,1. The |MINISCREEN RSX displays a smaller version of the screen,
so to display a miniature version of the second screen, type |MINISCREEN,2. You
can also type |MINISCREEN,0 to display all four screens at the same time.

                                     * * *

                                 September 1989

ELVIS by Martin Gillibrand [ELVIS]                                          ***
-------------------------------------------------------------------------------
Two of Elvis' tunes are rendered here - Love Me Tender, and Are You Lonesome
Tonight? And they both sound rather good.

TYPING TEST by Gillian Freeman [TYPETEST]                                   ***
-------------------------------------------------------------------------------
Practice your typing skills and type in the sentences shown on the screen as
fast as you can, without making any mistakes - a penalty of one second is added
to your time for each mistake you make.

There were some errors in the original listing, but I have fixed all of them. I
have also disabled the COPY key so that you cannot cheat by moving the copy
cursor over the sentence and holding down the COPY key!

RIPPLE by Martin Buhmann [RIPPLE]                                           ***
-------------------------------------------------------------------------------
A short demo which shows you how to make the screen appear to ripple. Three
columns of letters are written to the screen and they ripple from left to
right. It is done by using an RSX, and the best way to see how it works is to
examine the program and experiment by using your own values.

BIG PRINT by Willie Lawrie [BIGPRINT]                                       ***
-------------------------------------------------------------------------------
Another appearance for this program, which is a routine which prints large text
on the screen. The routine is stored in lines 70 to 100. The text to enlarge
must be printed at the bottom left of the screen in pen 1. a is the length of
the text, h and w are the height and width, and b and z are the x- and
y-coordinates to print the enlarged text. An example is included in the
program.

TEMPERATURE CONVERTER by Daniel Jankowski [TEMPCONV]                        ***
-------------------------------------------------------------------------------
Convert temperatures between Fahrenheit, Celsius and Kelvin easily. Enter a
temperature in one scale, and the program tells you the corresponding values in
the other two scales. Quite nice, although the colour scheme is horrible.

There was an error in the original listing, but I have fixed it.

SELECTION SORT by Willie Lawrie [SELSORT]                                   ***
-------------------------------------------------------------------------------
A nice demo which displays ten random numbers between 100 and 999 on the screen
and then sorts them as you watch. It's quite interesting to watch.

                                     * * *

                                  October 1989

NOTE: The 10-liners "National Anthem" and "Cube" made another appearance in
this issue, but under the name of Mark Crawford. It showed how incompetent ACU
were that they never even realised that the programs were not Mark's.

TRAP by Rakesh Borhara [TRAP]                                              ****
-------------------------------------------------------------------------------
This is a great Tron clone. Stay within the confines of the board and try to
avoid hitting the other player's trail. Unlike many other Tron games, though,
you are allowed to cross your own trail. You can choose the size of the board,
and the sound effects are great as well!

Keys: Player 1 (red): joystick; player 2 (green): L - up, . - down, / - left,
\ - right.

                                     * * *

                                 November 1989

FRACTAL LANDSCAPES by Dean Cracknell [2D-FRAC, 3D-FRAC]                     ***
-------------------------------------------------------------------------------
As part of a three-part feature on fractals, these programs show how fractals
can be used to create landscapes. The first program creates a 2D landscape. It
asks you for a random seed number (this can be between 0 and 32767) - entering
different numbers should produce different lines. If you want to produce a more
erratic line, replace lines 1150 and 1180 with these lines:

1150   height[midx]=( height[midx-half] + height[midx+half] )/2 +(1-2*RND)*maxh
1180 midpoint=half: maxh=maxh/2

It doesn't look very impressive, though. The second program is better and draws
a landscape in isometric 3D. You are again asked to enter a random seed number
between 0 and 32767, but this time, a 2D contour map is drawn, dot by dot, and
from that, the isometric view of the landscape is drawn. This is more
impressive, but it can typically take more than five minutes for the contour
plot and the landscape to be drawn. The program "Fractal Landscape Generator",
in the December 1989 and January 1990 sections, draws landscapes in true 3D and
does it much more quickly than this program.

FOOTBALL & TAG by Robert Fifield [FOOT&TAG]                                  **
-------------------------------------------------------------------------------
This isn't a 10-liner, but it's two games in one. Each game is for two players
and both are rather similar, except that the players move like they're on ice!
In tag, both players chase each other around the screen, while in football, the
first player to score a goal wins. The graphics are very rudimentary and both
games are nothing special at all.

Keys: Player 1 (yellow in football, @ in tag): A - up, Z - down, X - left, C -
right; Player 2 (blue/white in football, O in tag): cursor keys.

TRIANGLES by Daniel Jankowski [TRIANGLE]                                    ***
-------------------------------------------------------------------------------
A graphic demo which plots dots on the screen to eventually form an interesting
pattern called Sierpinski's triangle. You'll start to recognise it after 20 to
30 seconds, but you'll have to wait for more than 40 minutes for the program to
finish completely. Even so, it's well worth a look.

RALLY by Robert Fifield [RALLY]                                              **
-------------------------------------------------------------------------------
See how far along the off-road rally course you can go, without crashing off
the track or into the boulders that litter it. The graphics are terrible and
the sound effects are annoying, but it's not that bad a game.

Keys: Z - left, \ - right.

LC10 COLOUR DUMP by L. M. Cooper [LC10DUMP]                                 ***
-------------------------------------------------------------------------------
If you have a Star LC10 colour printer, this program will let you print out
MODE 1 screens in colour. The choice of colours you can actually use is limited
to eight, though, so you must choose which of these colours each of the four
inks will be printed in. The eight colours are black, red, blue, violet,
yellow, orange, green and white. After choosing the inks, you are then asked
for the filename the screen is saved as. The screen is loaded and if you have
an LC10 attached, it should kick into life and print the screen for you.

                                     * * *

                                 December 1989

PAC-ED IN TEN by A. G. Hall [PAC-ED10]                                    *****
-------------------------------------------------------------------------------
Pacman in ten lines of BASIC - an extremely impressive achievement. Guide
Pacman around the maze, eating all the pills and avoiding the ghosts. There are
two invincibility pills in the maze as well.

Keys: A - up, Z - down, / - left, \ - right.

TYPE by Willie Lawrie [TYPE]                                                ***
-------------------------------------------------------------------------------
A very basic text editor. It starts in the 40-column mode, but pressing TAB
changes to 80-column mode (and erases the text!). Pressing TAB again returns
you to BASIC and lists the program. To use the program, type |TYPE,1 for the
40-column mode and |TYPE,2 for the 80-column mode.

Keys: TAB - change to 80-column mode/quit, CLR - clear text, COPY - print text.

MAGIC by Babak Sufi [MAGIC]                                                 ***
-------------------------------------------------------------------------------
A 'think of a number' game. Pick a random number, follow the instructions on
the screen, and be impressed when the computer gives you the sum at the end.

MATHEMATICS TUTOR by Matthew Pinder [MATHSTUT]                                *
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A maths quiz to test your ability to add, subtract and multiply numbers.
Addition and subtraction aren't too much of a problem, but the multiplication
questions are much harder, and if you answer a question wrongly, you have to
try again until you get it right. Rather boring.

FRACTAL LANDSCAPE GENERATOR by Dean Cracknell [FRA-A, FRA-B, FRA-JOIN,    *****
FRACTALS]
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This utility was supplied with a three-part feature on fractals and is designed
to draw realistic fractal pictures of Norwegian fjords and similar landscapes.
The programs FRA-A.BAS and FRA-B.BAS generate two binary files, FRA-A.BIN and
FRA-B.BIN. The program FRA-JOIN.BAS joins the two files together, and saves
them as one large file called FRA-CODE.BIN, which contains the RSXs used by the
main program.

A contour map is shown on the bottom left of the screen, and a list of settings
is shown on the bottom right. The top half of the screen shows the current
view. The three boxes in the view represent the highest and lowest points of
the landscape, and the position of sea level. The map is generated from two
seed values which can be changed.

There are three types of drawing mode - wireframe, solid and mixed. Wireframe
is the quickest, solid is the slowest. Use wireframe mode for rough sketches
and solid mode for the final image. The contour/shaded mode also affects the
image; contour mode colours the image by height (like the map at the bottom
left of the screen), while shaded mode gives a more 'real life' look. You can
also choose how you want the sea to be drawn. There are three types of sea
mode - below sea, fill sea and no sea. Below sea mode draws all points below
sea level; fill sea and no sea modes don't. The auto elevation mode is used
when selecting your viewpoint, and will automatically adjust your viewing
position to the height of the point that the crosshair on the map is located
at, but this can be turned off.

To switch between box mode and drawing mode, press RETURN. Be aware that
landscapes take time to draw, and if you are in drawing mode and you make any
changes, the program will draw the landscape all over again, so use box mode to
select your viewpoint before switching to drawing mode. When drawing a
landscape, the message 'Working' appears in the settings window; when the
program has finished drawing, the time it took to draw the landscape is
displayed.

Keys: Cursor keys - move crosshairs/select viewpoint (use SHIFT and CONTROL to
move more quickly), RETURN - toggle box mode/drawing mode, I, S - increase seed
values (use SHIFT to decrease), L - increase level of detail (use SHIFT to
decrease), A - toggle auto elevation mode, W - change drawing mode, C - toggle
contour/shaded mode, H - change sea mode, : - change sky colour (can also use
SHIFT), ; - change sea colour (can also use SHIFT), COPY - save screen with
filename S0xxx.SCR where xxx is the current frame number, F - increase frame
number (use SHIFT to decrease), O - switch sea/sky on/off.

CHRISTMAS MACHINE CODE LISTING by 'Auntie' John Kennedy [XMAS]              ***
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A Christmas offering which displays the message "Happy Christmas!" in large
letters and animates some snow.
