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Commodore  64 


COMPUTB'^ 


VIC -20' 


2.00 
July  1983 
Issue  1  Vol.  1,  No.  1 

63380 


For  Owners  And  Users  Of  Commodore  VIC-20™  And  64" 'Personal  Computers 


SKYDIVER 

An  Exciting 
Action  Game 
ForyiC&64 


fttn  iiiHSWuiwawti^' 


Using  Joysiieks 

On  The 
Commodore  64 

A  non-technical  expla- 
nation of  how  joysticks 
work  on  the  Comnno- 
dore  64,  and  the  use  of 
joysticks  in  your  own 
programs.  Complete 
with  diagrams,  exam- 
ples, and  ready-to-use 
program  routines. 


*ir«,."-»^ 


COMPUTING  FOR  KIDS 

At  last,  a  monthly  col- 
umn especially  for  the 
people  who  will  inherit 
the  com  puters  of  the 
future:  the  children  of 
today. 


Simple  Answers 

To  Common 

Questions 

For  Beginning  Connpufer  Users 


74470"63380" 


07 


An  Introductien 
To  BASIC 
Programming  On 
The  VIC-20  &  64 

The  Beginner's  Corner, 
and  other  monthly  col- 
umns and  articles,  show 
how  programming  your 
own  Gomputer  can  oe  not 
only  easy,  but  fun. 

Also  In  This  Issue 

Does  Your 
Comiiuter  Need 
A  Cassette 
Recorder? 

The  Programmer 
Behind  C^alaeHc 
BiHx 

Liven  Uip  VIC  &  64 
Programs  With 
Sound 


Braderbimd 

nmERicfl  5  ravoftiTE 
compifTER  mm 


Now  for  the  Commoiloro  64 

CHOPLiFTER!'"  It  s  the 

best  selling  game  ever  for  the 
Apple.  In  its  Atari  400/800 
version,  it  zoomed  to  the  top 
of  the  charts.  Now  CHOP- 
LIFTER!™  is  available  for 
the  Commodore  64. 
Your  challenge  is  to  rescue 
peace-conference  delegates 
held  hostage  behind  enemy 
lines.  Amid  heavy  fire  from 
tanks,  missiles  and  planes,  you  heroically  maneu- 
ver your  daredevil  chopper  You'll  need  all  your 
courage  and  sKili  to  survive  against  treacherous 
odds.  The  game's  remarkable  graphics  and  realistic 
joystick  control  won't  let  you  give  up.  Afler  all,  vrarld 
peace  rests  in  your  hands! 
Ask  your  nearest  Broderbund  dealer 
for  a  sneak  preview  of  Choplifter!^"  and  our 
other  Commodore  64  games;  David's 
Midnight  Magic,'"  Seafox,'"  and 
Serpentine.'" 


And  (or  VIC-20  owners,  tea 


A.EJ"  A  runavray  best-seller  for  thej 

Apple  11  and  the  Atari  400/800,  is  a 

winner  for  VIC-20. 

Giant  robot  stingrays  designed  to 

fight  pollution  have  run  amok  and 

are  attacking  in  waves  from  the  sky, 

A.E.'"  ("stingray"  in  Japanese)  is  a  graphic 

masterpiece,  with  screen  after  screen  of 
spectacular  3-D  effects.  The  arcade-style  action  is  masterful  too.  as  you  launch 
your  remotely-triggered  missiles  and  detonate  them  precisely  to  coincide 
with  the  swooping,  diving,  constantly  changing  flight  patterns  of  the  deadly  A.E.'s! 
Ask  your  nearest  Br0derbund  dealer  for  a  sneak  preview  of  A.E/"  and  our 
other  VIC-20  games:  Martian  Raider/"  Multi-Sound  Synthesizer,"*  Seafox/" 
Shark  Trap/"  and  Sky  Blazer/" 


«« 


mi 


rbundSoftiuare 


MnrK  Applu.  V>C-?0.  Cofnmodofo  a*  a^d  IBM  PC.  am  toqtsMtmi 
iTfldirrTi/irks  qI  Mm.  IrK  ,  Apph^  Computor  frx; ,  CumnyxkifO 
Bluclrunfcn,  {.Hi ,  tim\  IntorniilionJil  Uufiimn^j*)  MttohimifiCorp 
pompnciivQry 


Br0derbund  Software    1938  Fourth  Street    San  Rafael,  CA  94901 


the» 


^NE^ 


Wis  i$  i 


SK 


Acdon! 

Planet  Earth  is  under 
attack  by  ruthless 
aliens  who  hurl  heat 
missies  at  our  polar 
ice  caps.  Will  the  Earth 
flood?  As  the  orbiting 
Space  Sentinel,  the 
Earth's  fate  is  up  to 
you.  If  you  can  hold 
out  against  the 
merciless  attackers, 
Earth's  population  will 
have  time  to  escape 
,  and  colonize  a  new 
home  planet. 


ON  SPA^^ 


gaME 


,mMod 


OBE6*'- 


$29.95 


Vi.,_. 


Complete  sprite  &  character  araphics  with  3-voice 
sound.  Joystick,  EHskdrive  &  Commodore' 64  required. 


Available  at  finer  Software  Stores  euerx^where. 

OR  CALL  (213)  501-5845  FOR  THE  NAME  OF  YOUR  LOCAL  DEALER  OR  DISTRIBUTOR. 


T&F  Softu'are  Compam  10902  Riverside  Drive/  North  Hollywood,  Califomici  91602.  (213)501-5845 

«il982  MEGAJEM.  SPACE  SENTlNa  IS  A  TRADEMARK  OF  T&F  SOFTWARE.  COMMODORE  M  IS  A  REG  TRADEMARK  OF  COMMODORE  COMPUTERS,  INC. 


SPINNAKER'S  UNE  OF 
EARLY  UARNMG  GAMES 

ISGR0WMG 

ASIASTASYOUR 

CHILD'S  MIND. 


Watching  your  kids  grow  up  is  a  lot  of  fun.  But 
making  sure  their  minds  grow  as  fast  as  their 
bodies  is  even  more  rewarding.  That's  where  we 
can  help.  With  a  growing  line  of  Early  Learning 
Programs  that  are  not  only  lots  of  fun  to  play  but 
also  educational. 

Some  of  the  gannes  you  see  on  these  two  pages 
help  exercise  your  child's  creativity.  Others  help 
improve  vocabulary  and  spelling  skills.  While  others 


improve  your  child's  writing  and  reading  abilities. 
And  all  of  them  help  your  child  understand  how  to 
use  the  computer. 

So  if  you're  looking  for  computer  programs  that 
do  more  than  just  "babysit"  for  your  kids,  read  on. 
You'll  find  that  our  Early  Learning  Programs  are  not 
only  compatible  with  Apple:"'  Atari?'  IBM"*  and 
Connnnodore  64^"  computers,  but  also  with  kids 
who  like  to  have  fun. 


HEY  DIDDLE  DIDDLE^"  Poetry  in  motion.  Ages  3  to  10. 

Kids  love  rhymes. 
And  since  HEY  DIDDLE 
DIDDLE  features  30  classic 
rhymes  with  full  color 
graphics  and  the  neatest 
computer  music  you've  ever 
heard,  it  makes  rhyme  games 
more  fun  than  ever  before. 
Plus,  it  makes  it  fun  for  kids  to  read,  helps  them 
understand  how  words  and  rhymes  create  poetry 
and  lets  them  take  fragmented  thoughts  and 
rearrange  them  to  form  coherent  verse. 


Apple,  I BM  sno  Aun  are  regtsterM  trMemarto  of  Apf^e  Computer.  Inc  Interridtiofial  Btatness  Machines  Corp.  an)  Atari,  [nc.  respectively 
Commodore  64  Is  a  trademark  of  Qxnmodorv  ElectfWto  Ljmltetl. 


V 


The  story  of  STORY  MACHINE™  Ages  5  to  9. 


STORY  MACHINE  is 
like  a  storybook  come 
to  life.  Using  the  key- 
board, your  children 
write  tiieir  own  fun 
little  stories.  The 
computer  then 
takes  what  they've 
written  and  animates  their 
story  on  the  screen,  com- 


plete with  full  color 
graphics  and  sound, 
STORY  MACHINE 
helps  your  children 
learn  to  write  correctly, 
become  familiar  with 
the  keyboard,  and  lets 
them  have  fun  exercising 
their  creativity  at  the  same  time. 


KINDERC0MP7"  Numbers,  shapes,  letters,  words  and 
drawings  make  fun.  Ages  3  to  8. 


KINDERCOMP  is 
a  game  that  allows 
very  young  children 
tD  start  learning  on 
the  computer  It's  a 
collection  of  learning 
exercises  that  ask 
your  children  to  match 
shapes  and  letters,  write  their 
names,  draw  pictures,  or  fill  in 
missing  numbers.  And  KINDER- 
COMP will  delight  kids  with  color 


ful  rewards,  as  the 
screen  comes  to 
life  when  correct 
answers  are 
given. 

As  a  parent, 
you  can  enjoy 
the  fact  that 

your  children  are  having 

fun  while  improving  their 

reading  readiness  and 

counting  skills. 


PACEMAKER '"  makes  faces  fun.  Ages  4  to  1 2. 


PACEMAKER  lets  chil- 
dren create  their  own 
funny  faces  on  the 
screen.  Oncea  face  is 
completed,  your 
children  will  giggle 
with  delight  as  they 
make  it  do  all  kinds 
of  neat  things:  wink,  smile, 
wiggle  its  ears,  or  whatever 
their  imagination  desires. 


Plus.  PACEMAKER  helps 
children  become  com- 
fortable with  computer 
fundamentals  such  as: 
menus,  cursors,  the 
return  key.  the  space  bar. 
simple  programs,  and 
graphics.  PACEMAKER 
won't  make  parents  frown  because 
their  children  will  have  fun  making 
friends  with  the  computer. 


SPI/iNAiim 


)  1863.  Spinnaker  Software  Corp.  All  rtghts  reserved. 


We  make  learning  fun. 


CREATIVE  SOFTWARE 

-the#1*  independent  VIC-20  full-line  sof^AfQre 

publisher  in  the  U.S.  -  1$  proud  to  announce 
4  new  Gome  Cartridges  &  5  Home  Applications 
for  the  COMMODORE  64:  i 


iVE 
-TWARE 


A  OAME  ON  CAATN&GE  HJHTHE  COMMODOU  64' 


ARE 
A  GAME  ON  CARTMOOI  FOU  THE  COMMODOU  64' 

SAVE  HEW  YORK 


^^^  loyittdi  controller  required. 


,  Joystldi  coniToller  required. 


»!£AT1VE 
— SOFTWARE 


/ISTROBLITZ: 


A  GAME  OH  CAnmi[}GE  FOR  THE  COMMODOKE  64  " 


^ 


Joyifldi  controller  required. 


OHATIVE 
L^n  SOFTWARE 


A  eiiME  OH  OUOMPeE  fOK  TIE  OOMMODOAE  64  " 


^ 


Jojnfldi  controller  required. 


THIS  GAME  IS  ALSO  AVAILABLE  FO«  THE  VlC-fiO.  THIS  GAME  )S  ALSO  AVAItABlH  FOR  THE  VIC-20. 


CREATIVE 
SOFTWARE 

A  OnrrsKin  qt  ASCI  Ire 
230  East  Caribbean  Drive 
Sunnyvale,  CA  94086 


*Based  on  survey  of  distributors  and  retailers. 

Copyright  19S3  by  Creative  Software,  All  rights  reserved. 

"VIC-SO,"  "COMMODORE"  and  "COMMODORE  64" 
are  trademarics  of  COMMODORE  ELECTRONICS,  LFD. 


'    ••      •       ■      ■■'■' .f-i.!..! I 


l(y»      OT>      30^  J 


These  Home  Appli- 
cation Programs 
are  also  available 
for  the  VIC-20. 


July  1983    Val.1,No.1 

FEATURES 

Does  Your  Computer  Need  A  Cassette  Recorder?    Tom  R.  Halfhill   

Commodore  64  Video  Update   Tom  R.  Halfhill 


GAMES 


Inside  View:  Programmer  Jimmy  Huey  John  Blackford 

Skydiver  Alan  Crossley    

Snake  Escape   Daryl  Biberdorf .  .  .  . 


28 

40 

64 

49 
52 
54 

* 

V/64 
V/64 

58 
63 

V/64 
V 

REVIEWS 

Exatron  Stringy  Floppy  For  VIC-20  And  64   Tom  R.  Halfhill 

Deadly  Duck  Cartridge  Game  For  Unexpanded  VIC-20   Tom  R.  Halfhill    63 

EDUCATION/HOME  APPLICATIONS 

Computing  For  Kids:  Computer  Adventures  Fred  D'Ignazio   34  * 

Alfabug  Michael  Wasilenko   66  V/64 

VIC  Marquee  Louis  Mendelsohn 68  V 

Word  Hunt:  A  Puzzle  Game  Eric  Jansing  &  Bob  Meyers,  Jr 70  V/64 

VIC  Timepiece  Joseph  Wright 74  V 

PROGRAMMING 

The  Beginner's  Corner:  Learning  To  Program  In  BASIC   C  Regena 20  V/64 

Commodore  Classics:  Quickfind   Harvey  B.  Herman 46  V/64 

Power  BASIC:  64  Paddle  Reader  Routine  Bobby  Williams     83  64 

Machine  Language  For  Beginners:  A  Hidden  World   Richard  Mansfield    84  * 

Hints  &  Tips:  Accelerated  IFs   Kurt  Carpenter 88  V/64 

Enlivening  Programs  With  Sound   Gregg  Peels    88  V/64 

Using  Joysticks  On  The  64:  A  BASIC  Tutorial   Charles  Brannon     90  64 

DEPARTMENTS 

The  Editor's  Notes  Robert  Lock   6 

Gazette  Feedback   Editors  &  Readers 10  * 

COMPUTEI's  Gazette  Author  Guide 14  ' 

Simple  Answers  To  Common  Questions   Tom  R.  Halfhill 16 

VICreations   Dan  Carmichael    76  V 

64  Explorer  Larry  Isaacs    78  64 

News  &  Products 96  * 


PROGRAM  LISTINGS 


A  Beginner's  Guide  To  Typing  In  Programs 112 

How  To  Type  In  COMPUTERS  Gazette  Programs    113 

Program  Listings    1 1^ 

Product  Mart    1 26 

Advertisers  Index     1 29 

•  =  General,  V  =  VIC-20,  64  =  Commodore  64.  


COMI'Uny'i  Cii-plii'  is  .nibUfiliL'd  [wtlve  tirrfs«H-ii  Vf.irbv  COMPUTE!  Publjci lions.  Inf.,  I'list  Offici.-  Bo)c.54(l6,  Greensboro,  NC27'«n3  USA.  Phone 
(9iyi  2754m   rililori.il  iiffiCL-s  .iro  locitfii  at  5(1';  ndw.lrtlia'Privo,  Grccnsburo,  NC  27-im.  HonU'Stlc  sutacriptions:  12  isstios,  S2I1.  iond  subscription 
orLiers  <jr  clLinsi.-  o(  .itKlress  (P.O.  Tntrn  .1579)  lo  Cirail.ilion  i\-pi..  COMPUTr.r^  Gt,z,'ll>:  P.O.  liox  >m.  Grcmsboro,  NC  27Am  Si^cond  c  .iss  applicilion 
m.iidmK  al  Grwnsboro,  NC  37.1(11  ,ind  .iddiHoiiol  m,ii1iiii;  ..Ifi.fs.  Tnlire  contcnls  ciTyfiRlH  ''  I'W''  I'v  COMPUTE!  r.ibl.i.itu.ns,  Iric   All  riRhls  ri:si.-r%f.i. 
iHSN(1737-37lb.  . 


Jul/ 1983    COMPUTEi'iGaisHe    5 


IHE  EDirOR'S 


Welcome  to  the  premiere  issue 
t)f  COMPUTE!'?  Cnzi'ttc  for  Com- 
modore VIC-20  and  64  personal 
computers.  You  are  participating 
in  one  of  the  most  successful 
launches  of  a  personal  computer 
magazine  in  the  history  of  our 
industry-  Press  run  for  (his  initial 
issue  is  1 73,000  copies  (up  from 
an  originailv  planned  75,000). 

Where  is  the  demand  com- 
ing from?  Well,  we  estimate  that 
Commodore  is  currently  selling 
over  100,000  V'lC-20s  and  64s  a 
month.  Dozens  of  sol t ware  and 
other  support  vendors  are 
rushing  to  supply  products  for 
these  rapidly  growing  markets. 
Persc^nal  computing  power  is 
now  expanding  at  a  rale  far  past 
that  predicted  bv  industry  obser- 
vers. With  (he  recent  price  de- 
creases in  the  VIC-20  and  64,  we 
expect  this  trend  to  continue  its 
dynamic  escalation. 

Whv  COMPUTEI's  Gnzrtle? 
As  publi'shers  of  COMPUTE! 
Magazine,  we've  been  well 
aware  of  the  need  for  clear 
explanalit)ns  and  support  for 
beginning  personal  computer 
owners.  COMPUTE!  has  done  an 
excellent  job  of  building  and 
maintaining  leadership  in 
bridging  the  gap  in  information, 
applications,  and  support  of  a 
wide  range  of  personal  computer 
users.  In  looking  at  the  mar- 
ketplace, and  in  studying  the 
feedback  from  our  readers,  we 
realized  that  our  Cnzctlc- 
positioned  to  support  readers 
not  yet  ready  for  some  of  tlv 
more  sophistica(ed  features  of 
COMPUTE!  -was  our  missing 
link  to  the  emerging  consumer 
marketplace. 

COMPUTEI's  Gi!zcftcw\\[ 
maintain  the  Ljuality  and  editorial 

6     COMPUTEI'iCazefle    July  1983 


Standards  of  COMPUTE!.  It  will 
be  written  to  support  a  broader 
mix  of  beginning  and  interme- 
diate computer  users.  In  every 
issue,  you'll  find  interesting 
tutorials,  exciting  games  and 
applications,  hints,  and  much 
more. 

A  Call  For  Articles 

Now  that  we've  briefly  explained 
the  goal  and  cfirection  of  COM- 
PUTE!'s  Gaziili',  we  invite  you  to 
consider  submitting  an  article  or 
program.  For  more  information, 
see  the  author's  guide  in  this 
issue. 

User  Groups,  Where 
Are  You? 

As  a  regular  feature  of  the 
Gazette,  we  plan  to  publish  the 
names  and  addresses  of  local 
user  groups.  Send  in  the  follow- 
ing information,  addressed  to 
Gazette  Ui^er  Gronf^s:  Group 
Name,  mailing  address,  contact 
person,  and  local  telephone 
number  (if  desired).  Please  in- 
clude a  brief  description  of  your 
group,  including  date  founded, 
sponsoring  company  if  any,  fre- 
quency of  meetings,  number  of 
members,  and  any  other  perti- 
nent inftirmation  you  think  use- 
ful (such  as  composition  of 
group,  etc.). 

An  Introduction  To 
The  Editors  And 
Columnists  Of 
COMPUTEI's  Gazette 


Tom  flalfhill,  Iklitor,  is  a  jour- 
nalism graduate,  with  honors, 
from  Kent  State  University.  After 
several  years  t)f  newspaper  and 
regional  magazine  work,  Tom 
initially  joined  COMPUTE!  in  the      Hdi tor-In-Chief 


spring  of  1982  as  Features  Editor 
of  COMPUTE!. 

D<m  Carmichael,  Assistant 
Editor,  has  a  background  in 
writing  and  programming  sup- 
port, lie  is  quite  knowledgeable 
about  the  VIC-20  and  64. 

Richard  Mansfield,  Senior 
I-ditor  of  COMPUTE!  Publica- 
ticMis,  is  also  the  author  of 
Miuiuuc  Lauguai^c  for  Begi)t}icrs,  a 
recently  introduced  COMPUTE! 
Book.  He'll  be  writing,  in  his 
usual  clear  prose,  a  mon(hIy 
coktmn  on  the  same  topic. 

F'red  D'Ignazio  is  a  prolific 
and  frequently  published  author 
in  the  personal  computer  field. 
We're  sure  you'll  appreciate 
Fred's  ability  to  write  clearly  for 
both  children  and  adults. 

C.  kegena  (Cheryl)  has  been 
best  known  to  COMPUTE!  readers 
as  a  strong  columnist  for  readers 
at  all  levels  who  use  the  TI 
personal  computer.  With  this 
issue,  she  makes  her  debut  using 
the  same  writing  skills  and  pro- 
gramming e.xpertise  with  the 
VlC-2t). 

Larry  Isaacs  is  a  BSFIi  who 
originally  worked  for  COMPUTE! 
when  COMPUTE!  was  starting 
up.  Now  a  sol t ware  specialist 
with  Mi cro  Fech nol ogy  Un- 
limited in  Raleigh,  NC,  Larry  is 
bringing  to  the  Gnzelie  his  ability 
to  clearly  explain  the  sometimes 
unexplainable. 

Fnjoy  the  premiere  issue  of 
COMPUi'E!'^  Gazette,  and  please 
use  the  Etlitor'a  Feedbnck  postcard 
in  the  back  of  the  magazine  to  let 
us  have  your  thoughts  and  input. 


K](o 


FROGGER'f'^  ■  The  popular 

coin-op  comes  home!  Action 

so  fast  and  graphics  so  brilliant, 

you'll  swear  you're  at  an  arcade! 

$34.95 


3^ 


CROSSFIRE™  •  Attacking  aliens  surround 
you  tn  a  game  of  speed  and  accuracy!  An 
ever-dwindling  supply  of  ammunition  Is 
your  only  defense!  $34.95  cartridge 


JAWBREAKER  -  No  more  stale  mazes! 
They're  for  mice  and  other  pests! 
Everything  moves  in  a  flurry  of  color  - 
even  the  walls!  $34.95  cartridge 


►>hc«* 


These  smash  hits  on  other  computers  are  now  available  for  the  Commodore  64! 
And  it's  just  a  start.  The  best!  The  brightest!  The  fastest!  That's  our  promise.  Get 
your  Frogger,  Crossfire  or  Jawbreaker  from  your  local  dealer  or  order  directly  from 
Sierra  On-Line,  Inc.,  Sierra  On-Llne  Building,  Coarsegold,  Calif.  93614  (209)  683-6858. 


ADD  ONE  DOLLAR  FOR  SHIPPING 
VISA  •  MASTERCARD  •  CHECK  •  COD  ACCEPTED 


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SIERRAVISION  tS  A  TRADEMARK  OF  SIERRA  ONLINE.  INC. 
FROGGER  IS  A  TRADEMARK  OF  SEGA  ENTERPRISES,  INC.   JAWBREAKER  IE  A  REGISTERED  TRADEMARK  OF  SIERRA  ON-LINE.  INC.     CROSSFIRE  IS  A  TRADEMARK  OF  SIERRA  ON-LINE,  INf 


COMPUTE!  Publications,  Inc. 


Editor  in  Cliief/ Publisher  Robert  C.  Lock 
Publisiter's  Assistant  Alice  S.  Wolfe 

Senior  Editor  Kieh.ird  M<iiisfield 
Manoging  Editor  Kallileon  H.  Marliiiek 
Art/Design  Director  Georgia  PiipLtdupoulos 

Editorial 

Tom  R.  Halfliiil,  Gazette  Editor;  Orson  Scott  Card, 
Editor,  COMPUTH!  Books  Division;  Gail  Walker, 
Product itrn  Hditor;  Ottis  R.  Govvper,  Technical  Editor; 
Charles  I^rannon,  Prograni  lidilor;  Tony  Roberts, 
Assistant  VIanaj;ini;  liditor 

Assistant  Editors 

Dan  Carmichael  (Publications),  John  Blackford 
(Features),  Stephen  Levy  (Books);  Lance  Plko 
(Publications),  Kathy  Yakal,  Editorial  Assistant 
(Features) 

Programming  Assistants 

Patrick  Pa rrish,  Clre^j;  Peele,  Jonathan  Byrd 

Copy  Editing/Proofreading 

Juanita  Lewi?,  (Assistanl),  Beck)  i  lall,  Sarah  Johnston, 
Linda  Shaw 

Administrative  Staff 

Vicki  Jennings,  Laura  MacF'adden,  Carol  Eddy 

Associcrte  Editors 

Jim  Biitterfield  (Toronto),  I  lan'ey  Herman 
(Greensboro),  Pred  D'lj^na/.io  (Roanoke),  David 
Thornburg  (Los  Altt)s),  Bill  Wilkinst>n  (Cupertino) 

Production 

Irma  Swain,  Assistant  Production  Manager;  De  Potter, 
Mechanical  Art  Supervisor;  Terry  Cash,  Typesetting 

Artists 

Jean  Hendrix  (Publications),  Janice  P'ary  (Books); 
Todd  [  leimarck.  Promotions  Assistant;  Marry  Blair, 
Illustrator 

Operations/Customer  Service 

Carol  Lock,  Manager;  Assistants:  Patty  Jones, 
Shannon  Meyer;  Dealer  Coordinator,  Pran  Lyons; 
Assistants:  C^ail  loni's,  Sharon  Mini>r 

Customer  Service  Staff 

Chris  Gordon,  Dorothy  Bt)gan,  Cassandra  Robinson, 
Chris  Patty,  Rhontla  Savage,  Lisa  I'laharty,  Anita 
Roop,  Mary  Sprague,  Jim  Coward  (Warehouse 
Manager),  Larry  O'Connor,  Chris  Cain,  Dai  Rues, 
Jack  McConnelf 

Data  Processing 

l^eon  Stokes,  Manager;  Joan  Compton,  Assistant 

Accounting 

W,  Jerry  Day,  Manager;  Ellen  Day,  Bookkeeper; 
Assistants:  Linda  Miller,  Doris  Hall;  Staff:  Ruth 
Granger,  Anna  Harris,  Em i lie  Covil,  Anne  Ferguson 

Advertising  Sales 

Andy  Meehan,  National  Sales  Manager;  Patti 
Williams,  Production  Coordinator;  Bonnie  Valentino, 
Accounting  Coordinator;  Rose  marie  Davis,  Sales 
Assistant 

Sales  Representatives 

Jerrv  Thompson  415-348-8222 

Phoebe  Thompson  408-354-5553 

JoAnn  Sullivan  213-373-0397 

Ed  Winchell  2L3-378-8361 

Harry  Blair  919-275-9809 

8     COMPUT£ri  Gazette     July19e3 


Jules  E.  Thompson,  Inc. 

National  and  Canadian  Sales  Representatives 

1290  Howard  Avenue,  Suite  303 

Burlingame,  CA  94010 

Address  all  advertising  materials  to: 

Patti  Williams,  COMPUTE!'^  Gm'ite, 

505  I-dwardia  Drive,  Greensboro,  NC  27409 

Sales  Offices,  The  Thompson' Company 

New  England  617-720-1888 

Mid -Atlantic  212-772-0933 

Southeast  919-275-9809 

Midwest  312-726-6047 

Texas  713-731-2605 

Northwest  408-354-5553 

Northern  CA  415-348-8222  or 408-354-5553 

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COMPUTE!  Publications,  hie.  publishes 

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Post  Office  Box  5406,  Greensboro,  XC  27403 

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Office  Hours:  8:30  AM  to  4:30  PM  Monday-Friday 

President/Chief  Executive  Officer  Robert  C.  Lock 
Vice  President  and  Comptroller  W.  Jerry  Day 
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E.  Norman  Graiiam 
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Authors  of  ni.iniisiTi[-ils  wnimiil  th.it  .ill  m.itfriiils  submittud  to 
COMPL/TiJ/'s  C(i;d(i' .iro  orij^in.il  iiuili-ri.ils  u'iti)  full  ovvnersliip 
rifjhls  rt'sklt'iil  in  s.iid  .iiithurs.  liv  siibmitling  .irtidrs  to  COMPLIl'LI'f. 
Ciliiitt',  iiiitliors  .icktii>vvk'dj;i'  Ihal  siii'h  nnlcri.iK,  upon  lUix'pt.uicf 
for  publiLMlkiii,  U'comi'  llirfxcliisivi'  nropsTly  of  COMPUTE!  f'uliti- 
Ciitions,  Inf.  No  porlion  of  Ihis  nvig.i/.iiiL'  m.iy  tx'  R'prodiRod  in  .iny 
form  without  wiiltcn  pi'iniissioii  from  the  piiblisfiur.  Hntiri?  contents 
copyrii^lit  <■  I'W.l,  COMPUTE!  I'lrblitMtions,  hu-.  Rights  to  programs 
dcvf  lopod  and  submittt'ci  bv  .luthors  are  explained  in  our  author 
conlroft.  Unsolicited  m.iterials  not  acceptecf  for  publication  will  be 
returned  if  .luthor  provides  a  self-addressed,  stamped  envelope. 
Where  prof;rainf>  are  included  in  an  article  submission,  a  tape  or  disk 
must  accompany  the  submission,  Printed  listinj^s  cire  optional,  but 
helpful.  Articles  should  W  furnished  as  typed  copv  (upper  and 
lowercase,  please)  with  double  spann^,  t'.M'h  article  paf;e  should 
bear  the  title  of  the  article,  date,  and  name  of  the  author.  COMPUTE! 
Publications,  Inc.,  assumes  no  liatiility  for  errors  in  articles  or  adver- 
tisemi-nls.  Opinions  expressed  hv  autliors  are  not  necessarily  those 
of  COMPUTi!  f'ublicalions.  Inc. 

PET,  CUM,  VIC-20,  and  Commodiire  64  arf  trademark.s  of  Commo- 
dore Business  Machines,  Inc.,  and  or  Commodore  Electronics 
Limited.  Other  than  as  an  independent  supplier  of  quality  informa- 
tion and  services  to  owners  and  users  of  Commodore  prtxiucts, 
COMPUTE!  I'ublications,  Inc.,  is  in  no  way  associated  with  Commo- 
dore Business  Machines,  Inc. ,  or  any  of  its  subsidiaries. 


WordPro  3  Piiis/64' 

The  Best  Word  Processor  for  your  Commodore  64^" 


When  choosing  a  Word  Processor  for  your  Commodore  64  com- 
puter, there's  no  reason  to  settle  for  anything  but  the  best— in  a 
word WordPro™, 

With  over  30,000  happy  WordPro  clients  churning  out  letters  and 
documents  all  over  the  world,  the  WordPro  Plus™  Series  is  un- 
questionably the  #1  selling  software  package  on  Commodore 
computers!  So  when  you  choose  WordPro,  you  know  you're  in- 
vesting in  a  trial-tested  program  that's  a  real  winner.  And  Word- 
Pro 3  Plus/64  is  NOW  available  for  your  Commodore  64  com- 
puter at  prices  as  low  as  $89,95, 

Designed  for  the  novice  user  with  no  computer  or  word  process- 
ing experience  whatsoever,  WordPro  3  Plus/64  brings  a  whole 
new  dimension  to  the  term  "user-friendly."  More  than  just  easy 
to  use,  WordPro  3  Plus/64  is  a  commercial  level  word  prKessor 
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Headers  and  Footers,  Math  Functions,  Global  Search  and 
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much,  much,  more. 

Best  of  all,  WordPro  3  Plus/64's  powerful  arsenal  of  features  can 
be  put  to  use  almost  immediately— by  even  the  novice  user.  So 
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Invest  in  the  best. .  .WordPro  Plus.  In  a  class  by  itself. 

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WordPro  3  PIus/6'ITm  is  a  trademark  of  Professional  Software  Inc. 

The  WordPro  Plus  Series  was  designed  and  written  by  Steve  Punter  of  Pro-Micro  Software  Ltd. 

Some  printers  may  not  support  certain  VVordPro  3  Plus/64  functions  and/or  require  an  interface.  Please  check  with  your  dealer. 

Commodore  64"^^  is  a  trademark  of  Commodore  Electronics  Ltd. 

Oea(er  and  Distributor  inquiries  are  invited. 


GAZETTE  FEEDBACK 


EDITORS  AND  READERS 


Do  you  have  a  iftiestiou  or  a  pwbleiu?  Or  have  you  discovered 
fitmifthing  that  could  help  otiicr  VlC-20  ami  Commodore  64 
users?  Do  i/ou  have  a  conuiwid  alnrnt  something  you've  read 
in  COMPUTEI's  Gazette /or  Commodore?  "Gazette  Feed- 
hack"  wants  to  hear  froai  you.  For  our  first  issue,  ioc've 
asscinbled  so!uc  ijuestiaus  imitteu  to  our  couipanion 
magazine,  COMPUTE!. 


Automatic  RUN 

I  own  a  VIC-20  persoiinl  computer.  I  have  yet  to 
find  an  explanation  of  just  how  to  get  a  BASIC 
program  to  run  automatically  after  it  has  been 
loaded  from  tape.  Can  you  help?  Thanks, 

Tim  S.  Hallen 

As  you  know,  when  i/ou  type  LOAD  and  prc^s  RE- 
TURN on  cither  a  VIC-IO  or  Commodore  64,  the  next 
program  on  the  cassette  tape  is  entered  into  tlw  com- 
puter's inrnwrif.  You  must  tiien  type  RUN  and  press 
RETURN  to  act ualhi  start  thepro^rafu.  But  there  is  a 
way  to  LOAD  and  RUN  programs  autottuitictdly. 

Instead  of  typing  LOAD,  hold  down  the  SHIFT 
key  and  press  the  rUn/STOP  kcif.  The  next  program 
on  tiie  tape  will  i^e  LOADed  a)ui  then  RUN  autonmti- 
cally.  If  tfie  cassette  has  hcen  reioound  to  its  beginning, 
the  program  LOADed  ami  RUN  ioill  be  the  first  program 
on  the  tape. 

Commodore  39? 

1  have  been  thinking  about  purchasing  the  Com- 
modore 64  computer  for  home  use  and  to  play  video 
games.  But  I'm  a  little  skeptical  of  the  64K  RAM 
advertised  by  Commodore.  Does  the  Commodore 
64  have  64K  RAM  that  can  be  used  in  a  program 
written  by  the  owner?  If  the  64K  RAM  is  available, 
how  is  it  used?  Since  t>nlv  39K  RAM  is  available  for 
BASIC  programs,  is  there  a  way  to  add  a  memor)' 
expansion  cartridge  to  expand  the  BASIC  RAM  to 
64K?  Does  such  a  cartridge  exist  or  dt>es  Conunodore 
or  a  second-party  manufacturer  plan  to  produce 
one? 

I,t.  Melvin  S.  Swain 

We've  received  several  hiters  on  this  question.  It's  trite 
that  tiie  Conunodore  64  has  64K  (64000  Injtes)  of  Random 
Access  Meuuny  (RAM).  But  it's  also  true  that  "only" 
about  39K  (3891  i  bytes,  to  be  exact)  are  available  for 

10     COMPUTEI'i  Caiette    Jolyl983 


BASIC  language  progrannning. 

At  thelieart  of  all  personal  computers  is  a  silicon 
chip  called  a  microprocessor.  This  "coiiiputer-on-a-chip" 
is  what  makes  computers  such  as  the  Conmwdore  64  and 
VIC-20  fTossihle.  Vie  64's  microprocessor  is  a  chip  called 
the  6510.  It  is  a  miriation  of  the  popular  6502  chip  found 
in  the  VIC-20,  Atari,  Apple,  and  other  small  computers. 
One  characteristic  of  this  chip  is  that  it  can  address 
(access)  oidy  64K  of  memory  at  a  time. 

If  the  designers  of  the  Conunodore  64  simply  filled 
tlw  computer  with  G4K  of  empty  memory,  the  machine 
would  be  iielpless.  Computers  need  certain  built-in  pro- 
grams to  function  aiul  to  make  them  easier  to  use,  Don't 
confuse  these  built-in  programs  with  the  jirograms  i/ou 
Torite  yourself  or  load  into  the  computer  from  tapes  or 
disks.  The  built-in  programs  are  permanently  stored  in 
special  meimm/  chij>s  called  ROMs  (Read  Only 
Memories).  Unlike  ottier  programs,  they  remain  safe  in 
their  ROM  memory  chips  even  when  power  is  turned 
off.  The  I^ASIC  language  itself  is  one  of  these  pro- 
grams. Another  is  //ic  operating  system,  which 
performs  "housekeeping"  duties  that  you're  not  usually 
aware  of. 

These  internal  programs  need  some  of  the  64K  of 
space  that  the  6510  microprocessor  chip  can  address.  To 
make  room  for  them,  the  Commodore  64  designers  used 
some  of  the  RAM  area.  That's  lohy,  when  progranmung 
in  BASIC,  you  have  only39K  of  memory.  The  "missing" 
15 K  RAM  is  taken  up  ?'v  the  BASIC  language,  the  oper- 
ating system,  and  other  things.  This  design  is  common  in 
personal  computers.  What  is  less  conmion  is  that  the 
designers  made  it  possible  to  temporarily  "stoitcfi  off"  the 
Commodore  64's  ROM,  thus  freeing  the  full  64K  of  RAM 
underneath. 

Unfortunately,  when  i/oii  switch  off  BASIC  and  the 
operating  system,  you  are  left  with  an  "unconscious" 
computer.  It  has  no  tasks  to  perform  at  all,  knows  nothing; 
it's  pure  memory  with  no  thought  patterns  at  all.  You 
must  replace  the  operating  system  with  one  of  your  own 
that  lakes  care  of  the  necessary  housekeeping  tasks.  Since 
BASIC  is  gone,  too,  this  replacement  must  be  machine 
language.  'Therefore,  the  full  64  K  of  RAM  is  directly 
available  only  to  very  advanced  programmers.  Average 
users  will  benefit  from  this  feature  indirectly.  Even- 
tually, there  wdl  be  some  commercial  programs  with 
their  own  custom  operating  systems  h)  take  luLvanlagc 
ofthefAK. 


I 

Don't  let  price  get  in  the  way 
of  owning  a  quality  printer. 


Adding  a  printer  to  your  computer  makes 
sense.  But  deciding  which  printer  to  add  can  be 
triclty.  Do  you  settle  for  a  printer  with  limited 
functions  and  an  inexpensive  price  tag  or  buy  a 
more  versatile  printer  that  costs  more  than  your 
computer?  Neither  choice  makes  sense. 

Here's  a  refreshing  option— the  new,  compact 
STX-80  printer  from  Star  Micronics.  It's  the  under 
$200  printer  that's  whisper-quiet,  prints  60  cps 
and  is  ready  to  run  with  most  popular  personal 
computers. 

The  STX-80  has  deluxe  features  you  would  j 


P> 


expect  in  higher  priced  models.  It  prints  a  full  80 
columns  of  crisp,  attractive  characters  with  true 
descenders,  foreign  language  characters  and 
special  symbols.  It  offers  both  finely  detailed  dot- 
addressable  graphics  and  block  graphics. 

And,  of  course,  the  SJX-BO  comes  with  Star 
Micronics'  180  day  warranty  (90  days  on  the  - 
print  element). 

The  STX-80  thermal  printer  from  Star  W 
Micronics.  It  combines  high  performance  with 
a  very  low  price.  So  now,  there  is  nothing  in 
the  way  of  owning  a  quality  printer. 


'Manufacturer's  suggesled  retail  prige. 


micronici'inc 

THE  POWER  BEHIND  1HE  PRINTED  WORD. 

CompulGf  Per Iphi^ra Is  Division,  1 120  Empire  Central  Place, 
Suite  216.  Dallas.  TX  75247  (214)  631-B&GQ 


The  newS1X-80  printer 

£9  V         J^-m  ^^  ^^^ 


for  on^r  $1991 


■^m^, 


The  fiiii  that  /cs.s  tlnui  64K  is  available  fa  theavenii^e 
user  is  iwi  peculiar  to  the  Conunociore  64.  All  computers 
hazv  van/ill}^  amounts  of  "overhead,"  incmorij  which 
the  computer  consumes  for  its  own  purposes,  for  emm- 
ple,  although  the  VIC-20  is  advertised  with  5K  of  RAM, 
only  ?>.5K  058^  bytes)  are  available  for  BASIC  pro- 
i^rammin;^.  This  is  true  of  other  brands  as  well.  The 
nezv  64K  Atari  1200X1  has  about  38K  for  BASIC  pro- 
gramming; so  does  a  4SK  Atari  400  or  800. 

Since  the  Connnodore  64  already  contains  all  the 
memory  it  can  address  at  once,  there  are  no  memory 
expansion  cartrid;^es  from  Connnodore  or  other  com- 
panies. But  such  a  cartrid;^e  isfcasil'le  usini,;  a  special 
technique  called  "bank selection."  Extra  memory  in  the 
cartridge  would  be  "swa})ped"  with  existing  memory  in 
the  computer.  For  instaiwe,  such  expanders  make  it 
possible  to  put  96K  in  a  Commodore  Super  PET,  128K 
in  an  Apple  lie,  or  160K  in  an  Atari  800. 

Adding  VIC  Memory 

I  own  a  VIC-20  computer  and  would  like  to  add 
some  memory.  The  problem  is,  where  does  one 
start  with  memory  on  the  VIC  -  with  3K,  8K,  16K, 
or  a  combination  thereof?  Would  it  make  a  difference 
which  memory  1  added  first,  and  what  would  be 
the  most  efficient  first  addition? 

Russell  C.  Waters 

Perhaps  you  could  start  off  by  asking,  "How  much  memory 
do  I  need?"  Many  conmiercially  available  games,  word 
processors,  financial  programs,  ami  so  on  will  state  on 
their  i^ackages  something  like:  "Requires  3K  Exitansion," 
or  "Requires  At  Least  SK  Expansion."  The  best  answer  to 
this  question  is  to  buy  ivhat  your  specific  needs  demand. 
You  may  never  require  more  than  8K,  3K,  or  even  the 
standard  5K. 

if  you  plan  to  cx^mnd  your  VIC  to  large  amounts  of 
menHwy  -  JSK,  24K,  or  the  full  32K  -  it  is  usually  more 
ccaiuymical  to  buy  it  all  at  once  on  a  single  plug-in  ex- 
paiuier.  One  16K  expander  is  usually  less  cxpcnsiiK  than 
two  SK  expanders.  A  single  expander  also  is  easier  to  use; 
tzvo  or  nwrc  smaller  expanders  ivould  require  a  special 
expa>!sion  board  with  enough  extra  slots  to  plug  them  hi 
at  once. 

If  you  are  iiderestcd  in  j^rogrnmnnng,  or  if  you  use 
BASIC  programs  7orilten  In/  others,  there  is  something 
else  to  consider  when  adding  memory  to  the  VIC:  the 
screen  and  color  RAM  kvations  can  change.  Screen 
and  color  RAM  are  the  areas  in  memory  -where  you 
can  use  the  POKE  statement  to  place  characters  and 
colors  on  the  TV  screen.  (For  an  explanation  of  screen 
and  color  RAM,  see  "Cununodorc  64  Video  Update" 
elseivhere  hi  this  issue.)  'Fhe  PRINT  statement  loorks  the 
same  on  all  VlCs,  but  if  you  POKE  to  the  screen,  you 
must  adjust  your  programs  to  work  on  the  various  memory 
configurations. 

Ill  Itte  unexpaftded  VIC,  the  screen  )neinoiy  starts  at 
location  7680  and  ends  al  8191,  and  the  color  memon/  is 
located  from  38400  to  3891 1 .  When  you  add  the  3K  e.x- 

12    COMPUTEl-s  Gazette    July  1983 


pander  or  the  Super  Expander,  these  locations  do  not 
change.  However,  if  you  add  8K  or  more  of  expansion 
tncinon/,  the  locations  do  change.  Screen  memory  will 
reside  from  4096  to  4607,  and  color  memon/  will  move 
from  37SSS  to  38399. 

This  coidd  cause  some  minor  difficulties  if,  for  in- 
stance, i/ou  have  a  program  that  was  written  for  the  un- 
expanded  VIC,  and  you  tn/  to  run  it  in  a  VIC  with  8K  or 
more  expansion.  It  might  tn/  to  POKE  characters  to  the 
screen  at  the  uncxpanded  loadions  (76S0-8191),  but  the 
screen  is  mno  at  4096-4607.  This  would  cause  some  errors, 
and  could  cause  the  program  to  abort. 

Here  is  a  formula  you  can  use  in  your  BASIC  pro- 
grams to  automatically  set  i/oitr  screen  and  color  memory 
Ixations: 

10  SC=7680:CL=38400:IF  4* (PEEK{ 36866 )  AND  1 
28) +64* (PEEK (36869)  AND  112) =4096  THEN  SC 
=4096:CL=37888 

This  formula  will  set  the  variables  for  the  screen 
memory  (SC)  and  color  memory  (CL)  to  the  proper  values. 
For  example,  if  this  were  run  on  a  VIC  loith  8K  or  more 
expansion,  SC  (screen)  would  be  set  to  4096,  and  CL 
(color)  ivoiild  beset  to  .V888.  Then,  whenever  POKEing 
to  screen  or  color  memon/,  you  would  use  these  variables. 

If  i/ou  are  having  problems  with  a  VIC  program,  this 
"moving  memory"  might  be  the  culprit.  If  you  have  SK 
or  more  expansion,  try  the  program  without  the  expander; 
likewise,  if  the  program  fails  on  a  VIC  with  less  than  SK, 
tn/  plugging  in  an  expander. 

Computer  Compatibility 

If  I  buy  pre-programmed  cassettes  from  Timex  or 
Atari,  can  I  play  them  on  my  VIC-2t)?  If  I  can,  do  I 
need  an  adapter? 

Robert  McClenahan 

Unforlunalely,  programs  on  cassette  or  disk  for  one  type 
of  computer  are  not  compatible  wdh  other  computer 
brands.  If  a  program  is  not  specifically  labeled  for  your 
computer,  it  will  not  load  into  memory. 

Tinicx  and  Atari,  for  utstance,  record  programs  on 
tape  (and  disk)  infonnats  ivhich  Commodore  computers 
cannot  recognize.  Similarh/,  Commodore  tapes  cannot  be 
loaded  on  Timex  or  Atari  computers. 

If  you  can  find  a  program  listing  -rt  printout  of  a 
BASIC  program  -  you  could  try  typing  it  into  your 
computer  and  modifi/hig  it  to  xvork.  Although  different 
computers  use  different  ivrsions  of  BASIC,  they  are 
remarkably  similar.  But  unless  you  are  knowledgeable 
about  both  computers,  you  might  have  to  spend  some 
time  adjusting  things,  especially  aspects  of  the  program 
which  involve  the  TV  screen. 

Computers  made  by  the  same  company  usually 
have  more  in  conunon.  Tapes  and  disks  for  Commodore 
PET  computers  will  load  on  VlC-20s  and  Commodore 
64s.  With  a  few  modifications,  they  can  usually  be  made 
to  work.  Connnodore  plans  to  sell  an  adapter,  called  a 
PET  Emulator,  which  loill  allow  the  64  to  run  almost 
all  PET  programs.  9 


^^^B^||f^||^^n-^"^'?^ivi^<^'^e^  i"^'  •  xk': ^    ■  ■:-"-Z-  •■  ■'^•!;K?''^'f^:?"^'^^^:i:i^'^^ 


Tired  of  chasing  your  tail? 

IfyoureloakingforCammadare  64torVIC'20^ 
software^  loak  na further  than  Svnansel 


I  B^ 


J 


^S^7 


r,H* 

n     irt 

kk        kk 

kk            kk 

••       Y           »•    ' 

•*                   ..   ** 

«      :                    '-**-* 

s:e5   b:3  eBl, 


«.„.„.,.,.«»«.,.«« 


THE  PHARAOHS  CURSE 
ijA  fortune — yours  for  the  tak- 
,^3-  But  can  you  avoid  the 
'^osl  of  Rama  and  the  evil 
immy?  Arc  you  nimble 
Dugh  to  leap  the  chasmsi 
d  avoid  the  booby  traps 
Uidlng  between  you  and 
Cdom? 


URViVOR 

he  first  multi-player  coop- 
ratlue  ipace  adventure, 
..lone  or  with  your  hand- 
picked  crew  (1  to  4  players) 
you  must  out-maneuver  the 
Xenogryph  fleet  and  destroy 
their  space  fortresses.  Can 
you  train  yourself  and 'or  your 
:>icr«w  to  survive? 


SHAMUS 

The  odor  tells  you  the  Shad- 
ow's there  —  in  one  of  four 
levels  of  32  rooms,  each  bris- 

"ing  with  danger.  You  know 
won't  be  a  high  school 

rom,  but  there's  no  turning 

Mck,  Shamus  —  the  sleuth 

idventure  classic. 


FT.  APOCALYPSE 
Your  mission— fly  your  heli- 
copter to  capture  fuel  and 
weapons  from  the  Kraalthan 
Iprds  ol  inner  Earth,  ftec  the 
slaved  masses  and  desitroy 
■'-rtress  Itself.  Will  you 
ph  or  be  crushed  by  its 
^h  defenses?  Encounter 
^ocalypset 


ROTECTOR  II 

'---  ~T«  the  last  hope!  The 
llan  Slime  hordes  are 
ling  your  cities  and 
ng  off  their  citizens, 
bu  gel  your  people  to 
*ns  volcanoes  erupt  and 
forces  conspire  to 
...your  every  eflort? 


5221  Central  Avenue.  Richmond,  CA  94S04  *  (415)  527-7751 


COMPUTEI's  Gazette  for  Commodore 

AUTHOR  GUIDE 


COMPUTE!'^  Ctizetfe  for  Commodore  is  looking  for 
interesting,  useful  artiL'les  aimed  at  beginning  In  inter- 
mediate VEC-20  and  Commodore  64  users.  If  you  havu 
an  article  idea  or  a  good  original  program,  we'd  like  to 
see  it.  Don't  worry  if  you  are  riot  a  professional  writer. 
We  are  more  concerned  with  the  content  of  an  article 
than  ils  style.  Simply  try  to  be  clear  in  your  writing 
and  check  your  program  for  any  bugs, 

COMPllTFJ's  Giiii'tti.'  for  Commodore  is  a  con- 
sumer-oriented magazine  for  VlC-2n  and  Commodore 
64  users  who  want  to  get  the  most  out  of  their  com- 
puters in  a  non-technical  way.  It  is  aimed  primarily  at 
home  users,  nt)t  all  of  whom  neces.snrily  want  to  be- 
come expert  programmers.  If  your  article  covers  a 
more  ad\'anced  or  technical  topic,  you  may  choose  to 
submit  it  to  our  companion  publication,  COMPUTE!.  If 
you  submit  an  article  to  one  of  our  magazines  and  we 
believe  it  woukl  be  more  suilable  to  the  other,  we  will 
transfer  your  submission  to  the  right  etiitors.  The  basic 
editorial  reijuireinents  for  publication  are  the  same  for 
both  magazines;  so  are  the  payment  raScs. 

The  following  guidelines  will  permit  your  good 
ideas  and  programs  to  be  more  easily  edited  and  pub- 
lished. Most  of  these  suggestions  serve  to  improve  the 
speed  and  accuracy  of  publication: 

1.  The  upper  left  corner  of  ihe  first  page  should 
contain  your  name,  address,  lelephone  number,  and 
the  date  of  submission, 

2.  The  iollowing  information  should  appear  in  the 
upper  right  corner  of  the  first  page.  If  your  article  is 
specifically  directed  to  either  the  \TC-20  or  Commodore 
64,  please  state  which  one.  In  atldition,  please  indicate 
the  memory  rei|uiremenls  of  prografiis. 

3.  1  he  niulerlined  title  ol  the  article  should  start 
about  2/3  of  the  way  down  the  first  page. 

4.  Following  pages  should  be  typed  normally, 
except  that  in  the  upper  right  corner  there  should  be 
an  abbreviation  of  the  title,  your  last  n.nne,  and  the 
page  number.  Tor  example:  Memory  lVlap/SmiUi/2. 

5.  Short  programs  (under  20  lines)  can  easily  be 
included  within  the  te\t.  Longer  progr.mis  should  be 
separate  listings.  //  (s  tv^t'iiliiil  Itinl  we  liavr  a  n)/»i/  ofllw 
pw^niiii,  rcconlcil  tiriiv.  on  n  Inpcoriii^k.  The  tape  or 
disk  should  be  labeled  with  your  name  and  the  title  of 
the  article.  Tapes  are  fairly  simdy,  but  disks  need  to  be 
enclosed  within  plastic  or  cardboard  mailers  (.ivailable 
at  photography,  stationery,  or  computer  siippK' 
stores). 

It  is  far  easier  ior  tithers  to  type  in  your  program  if 
you  use  CHRS(X)  values  and  rAB(X)  or  SPC(,X)  instead 
of  cursor  manipulations  to  format  your  output.  Tor 
five  carriage  returns,  FOR  i  =  1  TO'5:I'RlN  r;NFXT  is  far 
more  "portable"  to  other  computers  with  other  BASlCs 
and  also  easier  to  type  in.  And,  instead  of  a  dozen 
right-ciu-sor  symbols,  wiiy  nol  simply  use  I'RINT 
SPC(12)?  A  quick  check  through  your  program - 

14    COMPUTE! 'iCa2BHe    July  1983 


making  these  substitutions-  would  be  greatly  ap- 
preciated bv  your  editors  and  by  your  readers. 

6.  If  your  article  is  accepted  and  you  have  since 
made  improvements  lo  the  program,  please  submit  an 
entirely  new  tape  or  disk  and  a  new  copy  of  the  article 
reflecting  the  update.  VVe  cannot  easily  make  revisions 
to  programs  and  articles.  11  is  necessary  that  you  send 
the  revised  version  as  if  it  were  a  new  submission  en- 
tirely, but  be  sure  to  indicate  that  your  submission  is  a 
revised  version  by  writing  "Revision"  on  the  envelope 
and  the  article. 

7.  All  lines  within  the  text  of  the  article  shtiuld  be 
spaced  so  that  there  is  about  1/2  inch  between  them.  A 
one-inch  margin  should  be  left  at  the  right,  left,  top, 
and  bottom  of  each  page.  No  hyphens  should  be  used 
at  the  ends  of  lines  to  break  words.  And  please  do  not 
justify.  Leave  the  Hnes  ragged. 

8.  Standard  typing  paper  should  be  used  (no 
onionskin  or  other  thin  paper)  and  typing  should  be 
tvn  one  side  of  the  [ia[ier  only  (upper-  ancl  lowercase). 

9.  Sheets  should  be  attached  together  with  a  papt-r 
clip.  Staples  should  not  be  used. 

10.  A  good  general  rule  is  to  spell  out  the  numbers 
zero  through  ten  in  your  article  and  write  higher  num- 
bers as  numerals  (1024),  The  exceptions  to  this  are: 
Figure  5,  Table  3,  TAB(4),  etc.  Within  ordinary  text, 
however,  the  zero  through  ten  should  ajipearas  words, 
nol  nu rubers.  Also,  symbols  and  ablireviations  should 
nol  be  used  within  te\t:  use  "and"  (nol  &),  "reference" 
(not  ref.),  "through"  (not  thru). 

11.  For  greater  clarity,  use  all  capitals  when  refer- 
ring to  keys  {RLFURN,  TAB,  LSC,  SI  IIFT),  BASIC 
words  (LIS! ,  RND,  CXTI'O),  .^nd  three  languages 
(BASIC,  Al'L,  I'lLOT),  i  leadlines  and  subheads 
should,  however,  bv  initial  caps  only,  and  emphasized 
words  are  not  capitalized.  If  you  wish  to  emphasize, 
underline  the  word  and  it  will  be  italicized  during 
typesetting. 

12.C0Mrt./TE.''s  Gazette  for  Commodore  pays 
between  $75  and  £1000  for  published  articles.  In  gen- 
eral, tiie  rate  reflects  Ihe  length  and  cjualily  of  the  article. 
Payment  is  made  upon  acceptance  of  an  article,  !'"ol- 
lowing  submission  (F.ditorial  Department,  COM- 
PlirU's  Giizdtr  for  Commodore,  P.O.  Box  5406, 
Greensboro,  NC  27403)  it  will  take  from  four  to  six 
weeks  for  us  to  reply.  !f  your  work  is  accepted,  you 
will  be  notified  by  a  letter  which  will  include  a  contract 
for  you  to  sign  and  return.  Rejected  manuscripts  are 
returned  to  authors  who  enclose  an  SASE.  We  do  not 
consider  articles  which  are  multiple  submissions.  If 
you  wish  to  send  an  article  to  .mother  magazine  for 
consideration,  please  do  not  submit  it  lo  us. 

13,  Articles  can  be  of  any  length  -  from  a  single-line 
routine  to  a  multi-issue  series.  The  average  article  is 
about  four  to  eight  dout>le-spaced,  typed  pages. 

14.  If  you  want  to  include  [ihotographs,  they 
should  be  5x7,  black-and-white  glossies,  @ 


WE  DIDN'T  MAKE  IT  CUTE, 


t 


^^;^& 


m 


/r-ty 


cr«riir 


WE  MADE  IT  TOUGH! 


i'eGrfely'*,-EPO'SUninterrLipt- 
Qu.d  power  system  is  as  lough  as 
the  animal  it  was  named  after.  Like 
its  narhesake.  don'i  let  its  looks 
deceive  you.  This,  compact  system 
plugs  directly  into  any  standard 
outlet  and  is  ready  to  go.  All  you 
need  to  do  is  ptug  what  needs  pro- 


tection into  It.  flip  The  Grtzzly. 
and  proceed  with  your  norrrt.^.....,,, 
routine.  In  the  event  of  a  power- 
line  problem  such  as  a  brownout 


-,.« ..,„., .tenance-free.  warran- 
take  over  Instantly  deliver-     teed  for  one  year  and  backed  by 
ing  power  at  full  load  for  up  to  EPD's  Lloyds  of  London-insured 

twenty  minutes.  Simultaneously,        guarantee.  It's  tough.  It's  The  Grizzly, 
its  sonar  alarm  will  sound  signaling  Available  through  your  local  dealer, 
you  to  close  out  files  and  shutdown 
or  giving  you  the  option  of  allowing 
line  power  to  return. 

Functioning  as  a  source  of  back- 
up or  simply  removing  submicro- 

second  overvoltage  line  transients 

"spikes"  or  "glitches"  from  electrical 

"'"~,uits,  The  Grizzly  gives  you  con- 

_Jice  in  your  ability  to  operate  at  ei^^^p,^^, 

peak  performance  and  eliminate  rq  q^x.  era  Watthatij'^ 

data  base  loss.  (617)891-6602  .  i-soCKi 


SIMPLE  ANSWERS  TO  COMMON  QUESTIONS 


TOM  R.  HALFHILL,  EDITOR 


QA 


Each  month,  COMPUTERS  Gazette  for  Com- 
modore will  tackle  some  questions  we  are  com- 
monly asked  by  new  VIC-20/Commodore  64 
owners  and  by  people  shopping  for  their  first 
home  computer. 


a 


A  her  purchasing  a  Commodore  64,  f  am 
curious  as  to  the  differences  in  programming  the 
VIC-20  versus  the  Commodore  64.  Is  the  VIC-20 
BASIC  the  same  as  the  64's?  If  not,  what  changes 
must  be  made  to  run  VIC-20  programs  on  the  64? 
I  have  seen  several  programs  listed  for  the  VIC'20, 
and  have  not  read  if  they  can  be  used  on  the  64  or 
not. 


The  Commodurc  64  does  indeed  have  the 
same  BASIC  programming  language  as  the  VIC- 
20.  It  is  a  version  of  the  widely  used  Microsoft 
BASIC,  originally  written  for  Commodore  by 
Microsoft,  Inc.  Most  home  computers  use  some 
version  of  Microsoft  BASIC.  To  Commodore  users, 
the  version  in  the  VIC-20  and  64  is  known  as  Up- 
•^rmic  ROM,  or  sometimes,  BASIC  2.0.  Upgrade 
ROM  derives  its  name  from  the  fact  that  it  is  an 
upgraded  version  of  the  BASIC  found  in  the  orig- 
inal Commodore  PET  computer  introduced  in 
1977.  The  BASIC  is  stored  in  a  Read  Only  Memory 
(ROM)  chip  which  was  upgraded  in  later  PETs. 
Commodore  chose  to  equip  the  VIC-2()  and  64 
with  this  upgraded  version.  Some  other  Commo- 
dore computers  have  an  even  newer  version, 
known  as  BASIC  4.0. 

So  what  does  all  this  mean  to  the  VIC-20  and 
64  programmer?  Fundamentally,  the  B ASICs  arc 
the  same.  But  this  docs  not  mean  that  programs 
written  for  one  computer  will  automatically  run 
on  the  other. 

The  problem  is  that  the  VIC-20  and  64,  though 
nearly  identical  in  appearance,  are  very  different 
computers  inside.  One  major  difference  is  their 
memories.  Of  course,  the  64  comes  with  more 
than  a  dozen  hmes  as  much  memory  as  the  stan- 
dard VIC.  Bui  the  differences  go  even  deeper. 
The  internal  arrangement  of  the  memory  is  not 
the  same.  I'or  instance,  the  screen  memor\/  -  an 

1 6    COM FUTEI's  Gozetle    J u I y  1 98 3 


area  of  memory  set  aside  f*)r  staring  characters 
displayed  on  the  screen  -  is  not  in  the  same  place 
on  both  computers.  This  means  programs  which 
use  screen  memory  will  have  to  be  adjusted,  or 
they  will  not  work. 

Another  difference  is  in  the  way  the  VIC 
and  64  create  soimds.  The  64  has  an  advanced 
synthesizer-on-a-chip  which  is  much  more  flexible 
(and  complicated)  than  the  VIC's  tone  generator. 

Still  another  difference  is  in  the  two  com- 
puters' .screen  formats.  The  VIC  can  display  only 
22  characters  across  the  screen,  while  the  64  dis- 
plays 40,  Programs  written  for  one  computer  will 
not  work,  or  at  least  will  look  very  strange,  if  run 
on  the  other  computer. 

There  are  other,  similar,  differences.  Trans- 
lating programs  between  the  two  computers  is 
basically  a  matter  of  tediously  resolving  these 
differences.  It  will  be  easier  to  convert  VIC  pro- 
grams for  the  64  than  vice  versa,  since  the  64  has 
special  features  not  available  on  the  VIC. 

We  intend  to  have  continuing  coverage  of 
this  subject  in  COMPilTEI's  Gazette  for  Commo- 
dore. Also,  when  we  publish  programs  for  the 
VIC  and  64,  whenever  practical  we  will  print  a 
translated  version  for  the  other  computer. 


Can  the  VIC-20  be  upgraded  to  a  Com- 
modore 64?  If  so,  does  Commodore  plan  to  make 
available  such  an  upgrade? 


The  answer  to  both  questions  is  a  pretty 
certain  "no."  Don't  underestimate  the  differences 
between  the  VIC-20  and  Commodore  64.  The  two 
computers  appear  almost  identical  -  sharing  the 
same  housing  and  keyboard  -  and  some  people 
mistakenly  refer  to  the  Commodore  64  as  the 
"VlC-64."  But  as  explained  above,  the  VIC  and  64 
have  significant  internal  differences.  "Upgrading" 
a  VIC  to  a  64  could  more  accurately  be  described 
as  "rebuilding."  It  would  probably  cost  more  in 
parts  and  labor  than  what  a  new  64  sells  for. 

However,  some  upgrades  for  the  VIC  are 
theoretically  possible.  For  instance,  the  64's  syn- 
thesizer sound  chip  could  be  built  into  a  plug-in 
cartridge  for  the  VIC.  Also,  the  microchip  which 


You  need  more 
than  ABC,  BPI,  MAS, 
BEC,  EBS,  XYZ... 


Workhorse  solutions 
for  tough  questions. 


There  are  iots  of  bookkeeping  and  business  systems  for  your 
Commodore  axnputen  Maybe  they  all  seem  about  the  same. 

Ours  Is  different:  real  business  software  fbr  reai 
computers,  with  capabilities  you  need,  at  a  price  you 
can  afford. 

When  professional  computer  dealers  who  were 
dtssatisified  with  their  current  accounting  software  were 
allcwed  to  trade  it  in  for  our  System  III.  we  were 
inundated.  We  got  practically  everything  —  BPI, 
EBS.  MAS  ^  just  about  everycne's.  ^^ 

We  have  general  ledger  accounts 
receivable,  accounts  payable,  payroll,  inventory, 
mail  list  management  and  much  more. 
There  are  special  packages  for  oil 
accounting,  chunrh  records, 
encumbrance  accojnting.  f^rmacy 
management  etc. 

\bu  will  lite  our  user-defined 
reports.  You  decide  what  your 
Balance  Sheet  PSL  Budget 
Analyas.  etc.,  wifl  look  like. 

If  you  have  purchased  a 
Commodore  64*,  you  will  be 
pleased  v^tien  you  see  our 
complete  line  of  txjsiness 
software  for  the  '64.  This 

software  is  no  rinl^clink,  rip- 

off  software  ftat  is  an  upgrade 
from  the  VIC.  These  an?  real 
wofWioree  programs  that  use  file 
structures  developed  for  the  big 
boyb. 

You  have  purchased  the  right 
computer  when  you  bought 
Connmodore.  Now  do  it  again.  Buy 
the  right  software.  Buy  it  from  the  right 
place:  your  professional  computer  dealer 
Thats  where  youll  get  the  hdp  you  need 
as  you  start  c 

Call  or  write  for  the  name  of  the 
dealer  nearest  you. 

Dealer  Hotline:  1-800-527-4548 


•Commodore  64  is  a  registered 
trademarK  of  CommodorB 


PC  Box  p.  M'-'Khificy,  Terns  jydi)- (214)  1^42- 027S 


is  the  VlC's  ct-Mitral  "brain"  is  capable  of  addres- 
sing a  total  of  64K  of  memor>',  twice  as  much  as 
thf  current  m;iximLim  on  the  computer. 

Commodore  has  hinted  recently  that  an  up- 
graded version  of  the  VIC  is  at  least  a  possibllily. 
This  might  be  something  as  simple  as  1  hK  standard 
memory  instead  of  the  current  5K.  VVIiether  it 
actually  happens  depends  partly  on  the  competi- 
tive situation  in  the  !ovv-end  home  computer  mar- 
ket, partly  on  declining  manufacturing  costs,  and 
partly  on  what  Commodore  perceives  as  gaps  in 
its  product  line.  W 


Attention  Writers 

COMPUTERS  Gazette  is  looking  for  well- 
written,  clearly  explained  articles  for 
beginning  and  intermediate  users  of 
VIC-20  and  Commoflore  64  personal 
computers.  II  you  have  an  idea  for  a 
feature  article  or  tutorial,  submit  a 
manuscript  or  send  us  a  query  letter. 
See  the  Author  Guide  elsewhere  in 
this  issue, 


For  your  Commodore  64 

For  only  $12,95  each,  our  CURSOR 
64  tapes  are  your  best  buy  for  the 
Comrnodore  64.  They  take  advantage 
of  the  color,  sourid,  and  sprites  that 
make  the  64  sucti  a  delight  to  use. 
Most  of  our  packages  include  three 
excelioni  Basic  programs  on  one  cas- 
sette tape.  The  programs  are  not  copy 
protected,  so  you  can  look  at  Iho 
sourco  code,  and  learn  how  to  make 
the  64  do  its  tricks. 

We  don't  have  room  to  describe  all 
25  of  our  CURSOR  64  programs  here. 
As  a  sample,  you  may  want  to  order 
tape  64-5  with  the  exciting  Godzilla 
program.  You'll  tje  challenged  as  you 
try  to  save  Tokyo  from  from  the  ram- 
paging Godzilla,  Or  try  tape  64-3  with 
the  popular  Miser  text  adventure  that 
will  take  you  hours  to  solve  (even  if  you 
cheat  and  read  the  program  source}. 

Wo  have  super  programs  for  the 
VIC  20,  such  as  Dungeon  ($12,95),  a 
visual  adventure  tor  16K  VICs,  Our 
VIXEL  programs  are  also  popular  with 
VIC  owners.  And.  we  still  sell  all  30  of 
the  original  CURSOR  cassettes  for  the 
original  PET  and  CBf^/l. 

Call  or  wrile  for  a  catalog  today.  Bo 
sureandlolluswhotheryouhavea64, 
a  VIC,  or  a  PET,  We  welcome  credit 
cards,  and  ship  most  orders  the  same 
day  they  are  received.  Dealer  inquiries 
invited, 

CURSOR  S4.  Box  6905 

Santa  Barbara.  CA  93ttO 

805-683- 1 585 


18     COMPUTEViCozene    July  1983 


PLAYFUL  MADE  USEFUL 


Stop  playing  games  and  start  programming  your 
Commodore '"  with  PC-DocuMate™,  the  keyboard 
template  designed  with  the  new  programmer  in 
mind.  PC-DocuMate™  surrounds  the  keyboard 
with  logically  formatted,  comprehensive  reference 
data.  The  essential  informalion  you  need  is  at  your 
fingertips.  Programming  your  VIC-20*'  or  Commo- 
dore 64*=  has  never  been  easier.  Order  your  PC- 
DocuMate'"  today  for  only  $1 2.95! 

BASIC  statements  and 
options  are  documented 


Complete  reference  for 
MUSIC  programming 


FEATURES 

•  Control  keys  defined 

•  BASIC  language  reference 
(Commands  /Statements  / 

Functions) 

•  fvlusic  programming  guide 

•  Screen  memory  map 

•  Color  graphics  reference 

•  VIC-20'*'  and  CBM-64'a 
versions 


Color  and  ctia racier 
SCREEN  map  defined 


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A       'llie  Iriterbus  Series.  Tliree  interfaces  for  liie  VIC  20  aiKi 
Commodore  64;  one  for  IEEE  488,  one  for  RS  232  and  one 
for  Parallel, 

The  VIE  and  OE  are  IEEE  488  interfaces  for  the  V!C  20. 
When  plugged  into  the  expansion  port,  the  cartridge  is 
"tran^jareni,"  that  is,  the  user  can  still  attach  other  peripherals 
without  any  interference.  Devices  such  as  4040,  80.50,  2031,  2032, 
4022  and  8023  caii  be  controlled.  Hie  IEEE  software  caai  be  called 
by  using  the  'SYS'  command,  even  In  the  middle  of  a 
BASIC  program. 

Tlie  V232  and  C232  are  serial  interface  cartridges  which 
allow  connection  of  various  input/output  devices  such  as  printers, 
modems,  plotters,  etc,  to  VIC  20  or  ComnwKlore  64  computers. 
Features  include:  positive  and  negative  voltage  swings  to  meet  full 
ElA  standards,  straps  and  jumpers  to  allow  reconfiguration  to  meet 
pinouts  for  any  RS2:J2  device,  and  software  selectable  reconfigura- 
tion such  as  baud  rate,  parity,  and  duplex  mode. 

The  VPI  and  CPl  are  parallel  interfaces  for  the  VIC  20  and 
Commodore  64,  These  interlaces  provide  direct  BASIC  use  of  the 
parallel  printer  bus  and  give  "invi^ble"  access  to  the  bus,  'Hie 
VPI  CrUi  te  used  only  on  the  VIC  20  and  uses  the  expansion  port. 
The  CPI  will  work  with  both  the  VIC  20  and  Commodore  64  and 
does  not  use  the  expajision  port  The  CPI  also  has  switches  for  set- 
ting insertion  or  deletion  of  line  feed,  converaon  of  Commodore 
ASCII  into  standard  ASCII  or  visa  versa,  addresses  printer  to  device 
4,  5,  fi  or  7,  and  allows  normally  unprintable  Commodore  characters 
to  be  printed  in  a  recognizable  form. 

B        Exjjandoport  Series.  Expandoport  3  and  E)cpandojx)rt  6  are 
three-  and  sbs-siot  expansion  boards  for  the  VIC  20.  Each  slot  on 
the  Expandoport  6  has  a  switch  for  controlling  power  to  that  con- 
nector. The  switch  allows  the  use  of  cartridges  which  respond  to  the 
same  memory  space.  The  Expandoport  6  dso  has  a  fuse  and  reset 
switch.  The  fuse  prevents  excessive  current  drain  from  the  VIC  20 
and  protects  it  from  'short.s'.  The  reset  switch  allows  the  user  to 
'Restart'  the  VIC  20  without  turning  power  off.  This  feature  allows 
RAM,  which  is  located  in  the  ROM  expansion  area,  to  be  protected 
during  'Restart'. 

Expandoport  4  is  a  four  port  expansion  board  for  the 
Commodore  64,  It  has  the  same  features  as  the  Expandoport  6  and 
even  allows  for  the  use  of  varying  width  cartridges. 

C       Terminal  Pak  Series,  llie  VfE  40  Toininal  Emulator 
(VTE  40)  is  a  hardware  and  software  package  which  converts  the 
VIC  20  into  a  40-column  communications  terminal.  The  VTE  40 
cartridge  is  complete.  Various  set-up  parameters  .sucli  as  Ijaud  rate, 
parity,  duj}lex,  and  bits  per  character  can  1x3  .selected  through  a 
'menu'  format.  VTE  40  features  are:  40  x  25  text  display,  user 
definable  communication  specs,  smooth  or  normal  scroll,  print  infor- 
mation to  printer  or  disk,  generation  of  control  codes,  selective 
omission  of  data,  continuous  status  line. 

'llie  CTE/VTE  Terminal  Emulator  (CTE/VTE)  is  a  software 
program  which  a)nverts  the  VIC  20  or  Commodore  64  into  a  ter- 
minal, 'Die  user  can  '.soltware  select'  the  baud  rate  compatible  with 
the  nmdan  wsd  Full  upper  and  lower  case  characters  are  supported. 

D       Audio  Link.  An  audio  cassette  adapter  interface  for  the 
VIC  20.  Features  include;  use  of  regular  cassette  recorders,  conver- 
sion of  VIC  20  distal  data  to  audio  and  visa  versa,  normal  and 
inverted  cassette  signal,  remote  on/off  control  and  control  of 
external  devices. 


A   Int^tus  Series. 


B   Expandoport  Series. 


C  Terminal  Pak  St'ries, 


D  Audio  Link. 


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E        VRAM.  These  memory  expansion  modules  are  designed  to 
provide  additional  user  programming  space  for  the  VIC  20  system. 
VRAM  plugs  into  the  memory  expansion  port  and  requires  no 
additional  power  or  modification  to  the  VIC  20  system,  llie  units  are 
packiiged  as  3K,  8K,  16K  and  24K  modules.  Str^^ing  is  provided 
for  mapping  8K  blocks  of  memory  into  the  various  available 
memory  blocks. 

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MICRO         BYBTEMS  DEVEtX3PMENT,  INC. 

111C3B  BHAOY  TRAIL     •    SUrTE  104     •     DAU-AS,  TEXAS  TSSSS 


THE  BEGINNER'S  CORNER 


C.  REGENA 


Learning  To  Program 
In  BASIC 


I'm  happy  to  be  writing  a  monthly  column  on 

beginning  progrnniming  for  the  VlC-20  and  Com- 
modore 64  computers.  1  own  several  microcom- 
puters and  have  published  programs  and  articles 
in  several  national  magazines  for  the  TI-99/4A, 
TRS-80  Color  Computer,  and  VIC-20  computers, 
and  I  publish  "Tidbits"  for  the  Tl-99/2.  I  have  also 
w^ritten  two  books  on  programming  BASIC,  one 
for  the  TI-99/4A  and  one  for  the  TRS-SO,  whicli 
are  published  by  COMPUTE!  Books. 

1  enjoy  programming  and  helping  others 
learn  how  much  fun  it  is  to  get  a  computer  to  do 
what  i/()»  want  it  to  do.  The  main  goal  of  this  col- 
umn will  be  to  discuss  programming  concepts  as 
they  apply  specifically  to  Commodore's  BASIC 
which  is  built  in  the  VIC-20  and  Commodore  64. 
With  each  column,  I'll  try  to  include  a  short  pro- 
gram for  you  to  type  in  and  RUN, 

In  future  columns,  I'll  try  to  cover  interactive 
programming,  colors,  graphics,  sounds,  DATA 
statements,  arrays,  built-in  functions,  strings, 
and  programming  techniques  and  hints  to  help 
you  with  your  own  programming.  I'll  assume 
you  have  available  the  guide  that  comes  with  your 
computer.  If  you  want  more  advanced  informa- 
tion, you  should  have  the  VIC  or  64  Programmer's 
Refcrcm'c  Guide  published  by  Commodore.  Have 
your  computer  handy  while  you  read  my  articles, 
and  actually  try  things  on  your  computer  while 
you  are  reading. 

I'll  rarely  mention  hardware  (another  section 
of^this  magazine  will  cover  that)  unless  it  is  really 
necessary  for  a  particular  application.  But  you 
should  have  the  Commodore  Datassetteora  1540/ 
1541  disk  drive  to  save  your  programs  for  Inter 
use.  All  programming  in  this  column  can  be  done 
on  the  standard  VIC  or  64  with  no  expansion 
memory  or  other  peripherals. 

First,  Commands 

Let's  get  started  on  an  actual  program.  A  computer 

20     COMPUTEt'iGozelte    Jul^- 19B3 


"program"  consists  of  numbered  statements  or 
commands.  You  may  type  the  statements  in  any 
order,  and  the  computer  will  keep  them  in  mem- 
ory. However,  it  is  less  confusing  if  you  type  them 
in  the  proper  order.  When  the  program  is  RUN, 
the  computer  executes  the  statements  in  numerical 
order.  If  you  type  a  command  without  a  line 
number,  the  computer  will  execute  the  statement 
immediately  (and  the  statement  will  not  be  saved 
in  memory).  This  is  called  immediate  mode  or  direct 
mode.  When  I  start  to  program,  I  often  number 
the  lines  in  increments  of  ten  -  10,  20,  30,  etc.  -  so 
later  linos  may  be  inserted  between  existing  state- 
ments if  necessary. 

The  PRINT  statement  is  one  of  the  easiest  to 
start  with.  It  is  used  to  print  something  on  the 
screen.  At  the  beginning  of  a  program,  I  usually 
like  to  clear  the  screen  so  there  is  a  blank  screen 
to  draw  a  title  or  start  printing.  To  clear  the  screen, 
use  the  following  statement: 

10    PRINT    "ECLR} " 

In  listings  in  this  column,  and  throughout 
the  magazine,  the  braces  will  indicate  keys  or 
special  function  keys  to  be  pressed.  In  this  case, 
hold  the  SHIFT  key  while  you  press  the  CLR/ 
HOME  key.  An  inverse  heart  will  be  printed. 

Now  try  a  few  more  PRINT  statements.  Re- 
member, as  long  as  there  is  a  line  number  before 
the  command,  you  will  not  see  results  until  you 
RUN  the  program.  Remember  to  press  RETURN 
after  typing  each  line. 


20 

PRINT 

"HELLO" 

30 

PRINT 

"EXAMPLES:" 

40 

PRINT 

"HOW  ARE  YOU? 

50 

PRINT 

60 

PRINT 

"JOHN"; "DOE" 

70 

PRINT 

"JANE", "SMITH 

80 

END 

Now  RUN  this  program. 

You  will  notice  that  the  screen  clears,  then 


ti:^Tf^M^M^Wf^^' 


Monsters  Is  No  Game 


^^ 


-v^S^ 


i^i^ 


Role-ptaying  games  are  a  serious  business.  They  require  thought  and  strategy,  skill  and  luck.  But  the  programmers  of  computer 
role-playing  games  haven't  taken  them  seriously  enough.  Until  now.  Now  ScreenPlay'"  does  role-playing  right  — 
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Dunzhin  leaves  you  in  a  multi-level  maze  of  rooms,  full  of  traps,  treasures,  and 
i,;.  dangerous  monsters.  Volume  II,  Haiv,  places 

^^  your  warrior  in  a  cavern,   complete  with 

magic,  bats,  cave-ins,  and  dozens  of  objects 

to  buy,  collect  and  use  to  survive.  Each 

Warrior  of  RAS"*  game  can  generate 

millions  of  unpredictable  games, 
h.     Not  just  data  bases,  but  new 
^  mazes.  New  caverns.  New 
challenges.  i& 


np^u 


m^^ 


« 


I 


K 


r     are     some 
^...ngs   our   games 


/O  delays  while 

:       computer 

!S  up  informs- 

.    Or    hours 

spent  poring  over 

rule  books  trying  to  figure 

out  how  to  play  the  game.  Or 

boring  pauses  while  the  computer 

tries  to  figure  out  what  to  do  next. 

The  Warrior  of  RAS'"  games  are  fully 

implemented  in  machine  language, 

with  lightning-speed  "from-above" 

graphics.    They're   fast,    powerful, 

and  easy  to  use.  Even  if  you  have 

never  played  a  role-playing  game 

before. 

Since  a  Warrior  of  RAS'"  explora- 
tion may  last  many  days,  games 
.^  c0  be  saved  directly  onto  your 
-,  ■■'}<     tape  or  disk.  And  the  charac- 


(  saved,  and  can  be  loaded 
],.';  into  other  Warrior  of  R  AS'" 
;;•  'games.  The  Warrior  of  RAS'" 
;,ieries  was  created  by  Randall 
iiMastetler,  author  of  several 


.non-computer     role-playing 
mes. 

le  Warrior  of  RAS'"  series, 
fhy    settle    for    anything 
less? 


•  The  Warrior  of  RAS'"  games  require  48K. 

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'^--i 


i 'T-f~^l/l'~^~M  ^  I  "T^- 


Fi 


last  action.  Complex  strategies. 

Interesting  characters.  Supe-^7-^ 
rior  sound  effects.  Multiple  levels       ■ 
of  play. 

These  are  the  things  you  want 
fronn  your  VIC  20™  "t^i^-l 

They're  also  the  things  you  get 
from  Tronix.  From  the  people  who 
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You  shouldn't  settle  for  any- 
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-/ 


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-^^ 


Hi 


• 


r-H~^. 


VIC  20'"  is  a.ifademark  of  Comrrioctote  Elecifonics  Lid. 


;20" 


demarkof 


■-i 


f        I 


J       I    '^- 


the  messages  within  the  quotation  marks  are 
printed,  starting  at  the  top  left  of  the  screen.  Each 
message  is  on  a  separate  line.  The  PRINT  state- 
ment starts  a  new  line  and  begins  printing  at  the 
left  margin.  If  you  wanted  the  word  HELLO  on 
the  top  line,  you  could,  include  HELLO  in  the 
quotes  of  line  10  right  after  the  ECLRl . 

Careful  With  Punctuation 

Lines  30  and  40  show  that  you  may  print  punctu- 
ation marks  if  they  are  included  iuside  the  quote 
marks.  Line  50  is  just  tiie  word  PRINT  and  prints 
a  blank  line.  Lines  60  and  70  show  the  difference 
in  printing  items  separated  by  a  semicolon  or  a 
comma  (called  "print  separators").  Notice  how 
they  are  outside  the  quotahon  marks.  The  semico- 
lon puts  the  second  item  right  next  to  the  first. 
The  comma  indicates  to  print  in  the  next  print 
column,  sort  of  like  the  TAB  key  on  a  typewriter. 

Line  80  is  an  END  statement.  Although  in 
Commodore  BASIC  the  program  will  end  by  itself 
anyway,  it  is  good  programming  practice  to  use 
END  as  the  very  last  statement  in  your  program. 
Some  forms  of  BASIC  require  it. 

Try  a  few  statements  with  messages  of  your 
own  in  queries.  Notice  that  if  you  have  a  long  mes- 
sage, longer  than  22  characters  on  the  VIC  or  40 
characters  on  the  64,  the  printing  simply  goes  to 
the  next  line.  When  you  are  printing  messages  on 
the  screen,  you  may  use  extra  spaces  between 
words  so  that  you  don't  divide  a  word  between 
two  lines. 

Another  way  to  print  a  blank  line  is  to  use 
the  down  cursor  key.  Add  this  line,  then  RUN: 

72    PRINT    "{2    down) GO    DOWN" 

(Press  the  down  cursor  twice.  A  reverse  Q 
will  be  printed  for  the  cursor,) 

You  may  use  the  right  cursor  key  to  position 
words  so  tliey  aren't  at  the  left  column.  Try  adding 
this  line,  then  RUN: 

74  PRINT  "{3  RIGHTImOVE  RIGHT" 

(Press  the  right  cursor  three  times.  A  reverse  left 
bracket  will  be  printed  for  the  cursor.  In  listings, 
this  may  also  be  expressed  as  I  RIGHT  31 .) 

Another  way  to  move  something  to  the  right 
is  to  use  the  TAB  function.  The  columns  on  the 
screen  are  numbered  0  to  21  on  the  VIC,  and  0  to 
39  on  the  64,  with  the  left  column  zero.  You  may 
TAB  over  to  a  certain  column,  and  your  printing 
will  start  in  that  column.  Add  this  fine  and  RUN: 

76    PRINT    TAB(6); "SIX" 

You  can  see  there  are  many  ways  to  print. 
Different  methods  or  combinations  of  commas, 
semicolons,  TABs,  and  cursor  controls  will  accom- 
plish the  same  visual  effect.  Some  methods  may 
use  more  memory  (and  that's  a  subject  of  a  whole 
column),  but  there  is  really  no  "wrong"  way  if 
the  end  result  is  what  you  want  it  tc*  be. 

24    COMPUTEI'i  Gazatle    July  1983 


'I'lh'  saiiijiic  pivf^rmu  ii^cfi  PRINT  sttitciucut^  mid  the  hiiilt-iii 
^niphicfi  cluumicra  to  arate  tliis  scaw  ou  tlif  VIC-IO.  Tlic 
progratn  also  works  on  tlie  64,  but  looks  sli;^htly  diffen'tit  due 
to  the  screen  variathvis  between  the  computers. 

Now,  Color 

Now  let's  add  some  color.  Changing  colors  is  very 
easy  to  do  on  the  computer. 

First  type  NEW,  then  press  RETURN  to  get  rid 
of  the  old  program  and  start  a  new  program.  If  you 
also  want  to  start  with  a  clean  screen,  press  SHIFT 
and  CLR/HOME. 

To  change  colors  in  a  program,  you  still  use 
the  PRINT  statement,  but  press  CTRL  and  one  of 
the  color  keys  on  the  top  row  of  keys  just  before  the 
word  you  want  printed.  Be  sure  the  color  is  inside 
the  quote  marks.  You'll  notice  (hat  the  color  keys 
print  an  inverse  symbol  -  it  may  be  difficult  for  us 
to  remember  what  symbol  goes  with  which  color, 
but  the  computer  keeps  track  with  just  the  one  sym- 
bol. Whatever  you  print  will  be  the  new  color  until 
you  change  colors  again.  Here  is  a  sample, 
10    PRINT    "ICLr!" 
20    PRINT    "HELLO" 
30    PRINT    "{RED 3 THIS    IS    RED." 
40    PRINT    "{GRNItHIS    IS   GREEN." 
50    PRINT    "(BLK)" 
60    END 

As  you  are  programming,  your  cursor  will  not 
change  colors.  You  are  writing  statements  that  tell 
the  computer  to  change  colors  when  you  RUN  the 
program.  By  the  way,  if  the  cursor  does  change 
colors  while  you're  typing,  it  means  you  have  made 
a  typing  error  and  did  not  put  the  color  change 
within  quotes.  The  easiest  thing  to  do  is  press  RE- 
TURN and  type  the  line  over. 

Now  RUN  the  program.  Notice  that  line  50 
said  to  print  in  black.  TJie  next  line  ends  the  pro- 
gram; since  I  didn't  return  to  blue,  all  printing  now 
will  be  black.  If  you  really  want  to  get  back  to  blue, 
press  CTRL  and  BLU.  CTRL  and  RVS  ON  will  make 
the  letters  print  with  reversed  colors,  and  CTRL 
RVS  OFF  returns  the  printing  to  normal. 


Here  they  are  —  the  players'  games  from  CDSI 
Faster  action  , . .  nearer  misses  . . .  more  heart- 
stopping  wins  I 


All  CDS  games  are  written  In  machine  farrgtiagi 
to  keep  you  playing  faster  and  betterl 

Check  'em  out . . . 


Strap  on  your  lasers,  squad,  because  this  one  Is': 
going  to  stretch  you  to  your  limits  I  ^ 

Changing  screens  and  fast-paced,  norvstop  action 
keep  you  long  on  fun  and  short  on  flngemallst  | 


i. 


Can  VX'ally  fight  his  way  to  the  top  and  save  his 
true  love???  The  way  looks  simple  enough,  but 
.  .  .  Uh  oh  . . .  LOOK  OUT  FOR  THE  WITCHIII 

Its  a  multl-ievel,  multi-screen  boggleri  Super 
game  power  requires  an  8K  expanderl 


The  COS  wfnnerj  for  the  Commodore  V1C20,  ,™™ 

lAlsosome  (torCommodoreMI  Suggested  retail  ^^^»;;;^^M..  -  .\: 

S29.9S  US  Icasiette).  Ask  for  them  at  your  c^M^^^W 

Commodore  store.  Or  write  to  ui.  Dealer  ^vaSn\\™\..\s.v,^.v; 
Inquiries  also  welcomed. 


>^^^^m^  Commercial  Data  Systems  Ltd., 

■^^^^^;  730  Eastvlew  Avenue,  Reglna,  Canada  S4N  0A2 


@immm 


Can  our  hero  make  it  across  the  freeway  without 
getting  that  run-down  feeling  77 

And  If  he  does  .  .  .  does  he  know  he  can't 
5wJm7l7l  ^ 

It's  the  thrlH  of  victory  and  watch 


Keep  your  eyes  open  —  there's  a 
tasty  treasure  In  cheeses  Just  ahead  I 
But .  .  .  there's  hungry  cats  around 
every  comerl 

One  wrong  move,  and  you'rej|'i» 
hickory  dfckory  dead  I 


VK  n  Jiral  CeSMJUOOOAt  M  n^.  VJd*  iMihd  CAWBOtfort 


- -'"^^ 


Note:  To  save  typing  effort  and  memory,  you 
mav  leave  out  the  space  after  the  line  number  and 
after  the  word  PRINT.  To  abbreviate  the  word 
PRINT  and  save  even  more  memory,  use  the  ques- 
tion mark.  Line  20  above  may  be  typed: 

20?"HELLO" 

If  you  list  the  program,  even  though  you  used 
the  question  mark,  the  listing  will  show  the  word 
PRINT.  However,  the  computer  remembers  the 
question  mark  (or  "token").  If  you  are  typing  in 
listings  from  this  magazine,  you  may  freely  substi- 
tute the  question  mark  for  the  word  PRINT. 

Enough  Words 

Let's  get  to  graphics.  You  have  probably  already 
discovered  that  SHIFT  plus  a  key  will  print  the  sym- 
bol on  the  right  face  of  the  key,  and  the  Commo- 
dore key  plus  a  key  will  print  the  symbol  on  (he 
left  face  of  the  key.  To  draw  graphics  in  a  program, 
just  PRINT  combinations  of  graphics  symbols. 

I  usually  like  to  sketch  on  graph  paper  the  pic- 
ture I'm  going  to  draw.  For  the  VIC,  either  mark  off 
graph  paper  in  22  columns  by  23  rows  or  use  a  copy 
of  page  144  in  the  VIC  manual.  For  the  64,  mark  off 
graph  paper  in  40  columns  by  25  rows.  Sketch  your 
picture  on  the  graph  paper,  then  try  to  decide  which 
grapihics  characters  would  best  fit  your  design.  Use 
colored  pencils  to  make  it  more  attractive. 

Now  for  your  program,  go  down  the  graph 
paper  line  by  line  with  PRINT  statements  to  match 
the  graphics.  Remember,  you  may  change  colors 
before  any  printed  graphics  character.  You  may 
also  wanton  experiment  with  CTRL  RVS  ON.  By 
the  way,  once  you  turn  the  reverse  ON,  all  charac- 
ters in  that  set  of  quotes  will  be  reversed  unless  you 
turn  it  back  OFF.  The  next  PRINT  statement,  how- 
ever, will  autotnatically  return  characters  to  normal. 
Rather  than  using  separate  PRINT  statements,  it 
may  be  more  convenient  to  use  the  cursor  keys  to 
move  around  as  you  draw.  To  move  tiic  cursor  up 
or  left,  be  sure  to  press  the  SHIFT  key  as  you  press 
the  appropriate  CRSR  key. 

To  keep  your  design  on  the  screen  without  the 
word  READY  appearing  at  the  end  of  the  program 
(or  without  scrolling),  use  a  line  such  as 

900  GOTO  900 

To  stop  the  program,  press  the  RUN/STOP 
key.  Line  900  here  tells  the  computer  to  go  to  line 
900,  which  just  keeps  the  computer  endlessly 
looping  on  that  line  until  yuu  "break"  or  STOP  the 
program. 

Here  is  a  simple  graphic  design  using  PRINT 
statements.  You  may  type  it  in  and  try  it  -  but  by 
next  month's  issue  you  should  be  proficient  in  your 
own  graphics  or  printing  programs. 

Line  10  clears  the  screen  and  moves  down  two 
lines.  Line  30  illustrates  the  use  of  cursor  keys  rather 
than  separate  PRINT  statements.  Line  40  is  the 

26    COMPUTE!',  Coielte    July  1983 


Commodore  key  and  the  minus  sign.  Line  50  uses 
two  reversed  characters,  then  CTRL  RVS  OFF  to 
get  back  to  normal.  Line  70  uses  spaces  to  move 
over  three  spaces.  You  could  also  use  the  right  cursi)r 
to  move  over.  Line  130  will  print  the  symbol  across 
the  screen.  Line  140  holds  the  picture  on  the  screen 
until  you  press  STOP. 

See  prognm  listing  oit  piigc  V)4.  @ 


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Does  Your  Computer 

Need 

ACassette  Recorder? 


Tom  R.  Halfhiil,  Editor 


Maybe  you're  shopping  around  for  your  first 
home  computer,  or  perhaps  you've  just 
bought  a  new  VIC-20  or  Commodore  64. 
Usually  the  advertised  price  does  not  include 
any  "extras."  Probably  the  salesperson  tried 
to  sell  you  a  cassette  recorder  to  plug  into  the 
computer.  But  what  accessories,  if  any,  do 
you  really  need?  What  is  a  cassette  recorder 
good  for?  Most  new  home  computer  owners 
do  end  up  buying  a  recorder,  and  here's 
why. 


Those  magazine  and  newspaper  adver- 
tisements sure  make  home  computers 
look  attractive:  VIC-2()  computers  are 
selling  for  less  than  half  their  price  of 
two  years  ago,  and  prices  of  Commodore  64  com- 
puters have  plunged  about  $200  since  Christmas. 
But  does  a  $149  computer  really  cost  $149?  As 
you've  probably  already  discovered,  it  really  costs 
only  $149  if  you  can  resist  the  sales  pitch  to  buy 
some  soflwiur  (programs)  and  peripherals  (acces- 
sories). You  might  be  thinking  that  this  is  just 
another  sales  gimmick  -  advertise  an  inexpensive 
computer,  then  tack  on  all  kinds  of  expensive 
extras.  Naturally,  it  is  a  salesperson's  job  to  sell. 
But  the  fact  is,  if  you  want  to  get  the  most  out  of  a 
home  computer,  you  zvHt  need  at  least  some  pro- 
grams and  peripherals, 

2B    COMPUTEI'i  Gaiette    July  1983 


Programs  And  Peripherals 

Without  programs,  a  home  computer  is  little  more 
than  a  fancy  calculator.  A  computer  needs  pro- 
grams the  way  that  a  game  machine  needs  car- 
tridges, or  a  stereo  needs  records  or  tapes.  Since  a 
program  is  just  a  series  of  instructions  which  tell  a 
computer  what  to  do  (and  how  to  do  it),  you 
choose  programs  based  on  what  you  want  to  do 
with  the  computer.  If  you  bought  the  computer  to 
play  games,  keep  track  of  your  household  budget, 
and  help  teach  a  child  the  alphabet,  you'll  need 
some  game  programs,  a  budget  program,  and 
educational  programs. 

Deciding  which  peripherals  to  get  is  not  much 
different.  Once  you  know  what  you  want  to  do 
with  the  computer,  you'll  know  (or  at  least  be 
prepared  to  ask)  what  peripherals  you'll  need. 
The  most  common  peripheral  found  on  computers 
is  some  sort  of  device  for  storing  programs  and 
other  information  for  later  use  -  a  mass  storage 
device.  And  the  most  common  mass  storage  de- 
vice for  home  computers  is  a  cassette  recorder. 

Two  Kinds  Of  Memory 

Without  a  mass  storage  device,  you  have  no  way 
of  storing  programs  while  the  computer  is  not  in 
use.  The  part  of  a  computer's  memory  where  pro- 
grams are  run  -  Random  Access  Meimm/  (RAM)  -  is 
erased  whenever  the  power  is  turned  off.  That's 
because  RAM  chips  need  a  constant  flow  of  elec- 
tricity to  maintain  their  information.  Each  time  a 


Technological  Innovations  for 
the  VIC  20®  and  Commodore  64 


Designed  by  RAK-Ware 


EXPAND-0-RAM 


ViC20 


UNIVERSAL  TAPE  INTERFACE 


No  need  to  purchase  an  expensive  data  recorder  tor  your  VIC  20'" 
or  Commodore  64'^.  The  Tymac  Universal  Tape  Interface  and 
Duplicator  will  allow  you  to  load,  save  and  even  duplicate*  your 
programs  and  data  cassettes  with  virtually  any  portable  home 
'tape  recorder.  To  insure  positive  LOADS  and  SAVES,  a  special 
audio  enhancement  circuit  is  provided  in  the  interface.  Three  LED 
indicators  monitor  the  status  at  all  times  and  provide  a  visual 
indication  of  loads  and  saves.  A  parity  switch  will  also  insure  that 
all  types  of  data  tapes  can  be  successfully  loaded.  Operator 
controlled  action  of  the  recorder  is  another  desirable  feature. 
Finally,  you  can  easily  make  back-up  tapes  without  the  need  of 
loading  your  software  back  into  the  computer.  A  unique  switch 
function  will  allow  you  to  make  direct  recordings  to  another  tape 
recorder.  A  great  duplication  device  for  the  user  who  may  want  to 
start  a  software  business  at  home.  The  TYIVIAC  UNIVERSAL  TAPE 
INTERFACE  AND  DUPLICATOR  is  way  ahead  of  the  competitors  in 
features  and  quality. 


ALL  THIS  FOR  OUVf.. 


,.S49.00 


'NOTE:  Duplication   requires  the  use  of  Two  Standard   tape 
recorders. 


EXPAND-0-RAfVI  is  truly  a  multifunction  memory  expansion  board 
that  provides  2  switch  selectable  slots  to  double  the  capacity  of 
your  computer.  In  addition  to  these  important  features,  a  RESET 
button  has  been  provided  to  allow  you  to  regain  control  of  a 
"hung"  or  unstoppable  program.  A  bank  of  mini-switches  control 
memory  addressing  on  the  board  so  that  you  can  use  EXPAND-O-, 
RAM  as  a  useful  tool  for  cartridge  development  and  debugging.  A 
write  protect  function  is  even  provided  so  that  you  can  simulate  a 
ROM  environment  or  investigate  a  previously  programmed  ROM 
Cartridge  Pack.  A  quick  summary  of  the  features  are  as  follows: 

A)  16K  of  additional  Memory. 

B)  Compatability  witfi  additional  Memory  &  Games 
Cartridges. 

C)  Two  Additional  Switch  Selectable  Slots. 

D)  Reset  Switch  for  warm  starts. 

E)  Slide  Switch  lor  easy  selection  of  Cartridges  or 
memory  packs.  ' 

F}     Switch  selectable  Memory  Ma;)  selections  of  the 

16K  memorv. 
G)    Use  as  a  Program  and  Cartridge  development  tool. 
H)    Write  protection  of  memory  area  for  cartridge  simulation 

and  investigation. 


ALL  THIS  FOR  ONLY. 


..$119.00 


Ualnrul 

ZAnmurAoi 


DISTRIBUTING  INC. 

1342  B  Rt.  23,  Butler,  NJ  07405 
201-838-9027 


Dsaier  and  Distributor 
inquiries  invited 

NOTE:  We  soiFCH  tiafdware  and  sotlwate  ilenis  lor  Ihe  VIC  ZD'  and  CBM  M'   Royallies,  \Ktnte  IMS,  of  outiigm 
purcfiases  can  be  neQOtiaW  CBM  64'  4  VIC  20"  are  Registeied  Ttadennflrks  of  Commixime  Business  Machines  Inc 


computer  is  turned  on,  the  program  you  want  to 
run  must  be  entered  into  RAM  from  a  mass  storage 
device.  Without  such  a  device,  there  are  only  two 
ways  to  enter  a  program  -  plug  in  a  cartridge,  or 
copy  it  from  a  program  listing  by  typing  it  on  the 
keyboard. 

Cartridges  are  the  easiest  way  to  enter  pro- 
grams. They  are  quick,  handy,  and  require  no 
additional  devices.  Cartridges  contain  a  circuit 
board  withKcnr/  0;i/i/Mt'»f()n/ (ROM)  chips.  Unlike 
RAM  chips,  ROMs  permanently  store  their  infor- 
mation even  when  power  is  turned  off.  Plugging 
in  the  cartridge  alitiws  the  computer  to  read  the 
chips  and  run  the  program.  Since  the  computer 
can  read  the  chips  directly  -  as  if  tliey  were  built 
into  the  computer-  the  program  enters  the  com- 
puter's memory  instantaneously. 

On  the  other  hand,  typing  a  program  listing 
on  the  keyboard  is  the  hardest  way  to  enter  a  pro- 
gram into  a  computer.  The  program  must  be  typed 
exactly  as  listed,  or  it  proL">ably  will  not  ixm  cor- 
rectly. A  very  long  program  could  take  a  couple 
of  hours  to  type  in.  And  when  the  computer  is 
turned  off,  the  program  is  erased  and  all  your 
work  is  lost.  That's  why  you  need  a  mass  storage 
device. 

There  are  two  main  types  of  mass  storage 
devices:  cassette  recorders  and  disk  drives  (for  an 
explanadon  of  a  third  type.  Stringy  Floppy  drives, 
see  this  month's  review  of  the  Exatron  Stringy 
Floppy  elsewhere  in  the  magazine).  Each  type  of 
mass  storage  device  has  ils  advantages  and  disad- 
vantages. Cassette  recorders  are  the  least  expen- 
sive of  these  devices  and  they  are  the  most  popular 
with  home  computers. 

Putting  Them  In  Storage 

In  general,  though,  all  these  devices  share  one 
thing  in  common  -  they  allow  you  to  .save  a  pro- 
gram for  later  use  by  copying  it  from  the  com- 


puter's memory  onto  tape  or  disk.  For  example, 
to  save  a  program  onto  tape  with  a  VIC-20  or 
Commodore  64,  you  can  simply  type  5AV0  and 
press  the  RETURN  key.  When  a  cassette  is  inserted 
in  the  recorder  and  the  PLAY  and  RECORD  but- 
tons are  pressed,  the  computer  converts  the  pro- 
gram in  its  memory  into  sound  pulses -something 
like  Morse  code  ~  and  records  them  on  the  tape. 
Once  the  program  is  saved,  you  can  safely  shut 
off  the  computer.  When  you  want  to  run  the  pro- 
gram again  at  a  later  time,  you  type  LOAD,  press 
the  RETURN  key,  insert  the  cassette  into  the  re- 
corder, and  press  the  PLAY  button.  The  computer 
then  reads  the  program  off  the  tape  and  loads  it 
into  memory  again.  The  program  remains  on  the 
tape  and  can  be  used  over  and  over  until  it  is 
erased. 

With  Commodore  computers,  you  can  also 
save  programs  on  tape  with  a  filoiame.  This  is  a 
title,  up  to  16  characters  long  (including  spaces), 
that  sets  a  program  apart  from  others  on  the  same 
tape.  For  example,  vou  can  save  a  program  on 
tape  by  typing  SAVE  "PROGRAM  ONE",  pres- 
sing the  RETURN  key,  and  pressing  the  recorder's 
PLAY  and  RECORD  buttons.  The  program  is 
saved  on  tape  under  the  title  "PROGRAM  ONE" 
(note  that  because  spaces  are  counted  as  charac- 
ters, this  is  an  11-character  filename).  If  it  happens 
to  be  the  first  program  on  the  tape,  you  can  load 
it  by  just  typing  LOAD  as  usual.  But  if  there  are 
many  programs  on  the  same  tape,  you  can  find  it 
by  typing  LOAD  "PROGRAM  ONE".  The  com- 
puter will  search  the  tape  until  it  finds  "PRO- 
GRAM ONE",  and  then  load  it. 

Disk  drives  work  in  a  similar  way,  only  much 
faster  than  cassettes.  On  the  VIC-20  and  Commo- 
dore 64,  you  use  the  same  SAVE  and  LOAD  com- 
mands, except  that  programs  saved  on  disks  must 
always  be  given  a  filename.  Also,  a  comma  and 
the  numeral  "8"  must  be  appended  to  the  SAVE 


New  model  Commodore  Datassettes  have  a  streamlined 
appeanince. 

30    COMPUTEIS  Gazette    July  1983 


The  Commodore  Dulasselte:  it  am  remember  what  your 
computer  forgets. 


No  one,  not  even  the  author,  has 
ever  achieved  the  last  Grtdrunner.  It 
is  an  extremely  fast-paced  arcade- 
quality  game  designed  to  test  your 
coolness  under  fire  and  challenge 
your  reflexes. 


As  the  pilot  of  the  Gridrunner,  a 
combat  ship,  you  must  annihilate 
the  various  enemies  traveling 
along  the  "Grid."  High  scores  are 
possible  only  through  the  mastery 
of  the  patterns  of  the  X/Y  Zappers 
and  the  Gridsearch  Droids  which, 
when  destroyed,  mutate  into 
potentialiy  lethal  Pods. 

Gridrunner  has  32  levels  of  diffi- 
culty (20  levels  in 
the  VIC  20  ver- 
sion). To  this 
date,  the  13th 
level  has  been 
the  highest 
achieved, 


Gridrunner 
is  available 
for  VIC  20, 
Cammodore 
64  and  Atari 
400/800. 

Can  you  beat 
Gridrunner? 
See  your  local 
computer  or 
games  deafer 
and  find  out. 


Human  Engineered  Software 
71  Park  Lane 
Brisbane,  CA  94005 


HS 

a  iMvlalDn  of  USI 


^i/^^  i/"^^^ 


EiQfit  screens  eacPi  more  di'- 
licuLt  than  Ihe  lasr.  uttm  ia3t 
aclioriwim-^jp^fti  color  ijnd 
sotjnd.  tor  Iht»  e»pt*rt  yafnc 
pfaycrooly  Thiiigiiiiie  i^  very 
ha'tJifitieed  [omasit'r  Each 
SCrt'fcn  H  {JiMor^nl  opponf-nt, 
wilh  umqu<}  bautt^  Ijcltcn 
andmibsiIt'S  Vouwilfnot  tire 
of  Ihiii  game  in  «i  huffy, 
Cassette  £20  00 

U r-e:< pa nriRd  VIC  30 
Keyboard  or  Joyshck 


A  v(?ry  fast  aclior.  gamt? 
bar«t?(i  upon  [h<?tamhl)aF  mazc- 
themn  supii^ichafger  doss 
[jOfOi  rJol  3.  random  fr  uit  bonus 
CJtiTii  Mc  alter  ISOO  poinls. 
higri  scoie  haW.  music,  sound 
L'ltects,  etc  All  this  on  an  un- 
expanded  VIC  20  m  :^uper 
V^fA  htgh  resoluhon  graphics 
Cassette  S20  00 

Un-t?xpjinded  VIC  20 
Key  hoard  or  poystfck 


PANIC 

A  Eadae/  and  plattoiTti  enyimn 
rneni  where  aliens  pur&uo  a 
shovel  wi^kJcnrj  cn*w  jriem- 
beraround  Ihe  screen  Arinud 
only  with.a  space  shovel  set 
traps  tor  Ihe  uliun^  tiy  iJitj- 
^ng  holes  m  iht*  pJaMormi^  th*'p> 
pound  them  lodealhyvulhlhu 
shovel  Miutltiple  screen,  hi  scof  e, 
unlim  hted  play,  thfe*j  *ilief  >  typos 
Cassette  S24  00 

Un-enpandod  VIC  KO 
"eyboard  or  Joystick 


k 


•^i/W^  ^^^^ 


•j^<^ 


,<<^ 


«^' 


METEOR 

You  r  sJi  I  p  15  b^^f>9  approached 
fay  deadly  meteors,  your  Pong 
lange  scan  localesapptoaeh- 
ing  meteor  and  indrcaLes 
lange  Your  (ask  is  lo  spot 
Ihe  approac;hmg  meleo's 
deslTOy  il  with  laser  lire  beloie 
Impact.  Beauhful  graphics, 
damage  indicator,  tull  color 
tilTsKilution  graphics  and 
sound. 

Cassetle  SI  2.00 

Un-expanded  VIC  20  or 
Commodore  64 
Keytraaid  or  JoyslUk 


BUNNY 

Usjng  the  loyshcK  move  Ihe 
bunny  across  lour  lanes  of 
speeding  Iratltc.  dodging 
trucks  and  cars  Then  hoe 
across  a  swillly  Itowing. 
piranha  inlested  nrar  tyy  lump- 
ing on  lloating  logs  and  friend- 
ly lurllea  to  batety.  Full 
colof  high  resolution  action 
game  with  sound  eltocls. 
Cassetle  S20.00 

Un-expanded  VIC  20  or  Com- 
modore €4  Joystick  required 


SKi-RUI^ 

Three  different  games  tn  one, 
Domihill.  Sialom.Gi3ntSla  tom. 
Each  game  with  nine  skill 
levels  A  race  against  the 
clock  tor  the  fastest  time.  In 
Downhill,  dodge  Ihe  many 
trees  and  snowdrifts  keep- 
ing between  the  pat  hmarkers 
Statom  ailds  a  new  dimension 
to  Iho  game  with  StaJom  gates 
Cassette  S2000 

Un-expanded  VIC  20  or  Com- 
modore 64    Keytioard  only 


and  LOAD  commands:  SAVE  "PROGRAM 
ONE", 8  or  [.OAD  "PROCKAM  ONE", 8.  The 
niimeriTl  "H"  is  a  ticviir  luiiiilvr  which  tells  ihc  com- 
puter that  the  command  refers  to  the  disk  drive, 
and  not  the  cassette  recorder. 

Why  A  Datassette? 

Mass  storage  devices  make  computers  so  much 
more  usei'ul  that  most  people  consider  them  in- 
dispensable. Without  one,  you  would  have  to 
buv  all  vtnir  pruH''ams  on  cartridges  or  else  Ivpe 
them  on  the  keyboard  lor  e.ich  use.  With  a  cassette 
recorder  or  disk  drive,  you  can  buy  commercial 
programs  on  tapes  or  disks,  which  are  more  com- 
mon than  cartridges.  You  can  also  accumulate  a 
program  library  by  trading  programs  you've  writ- 
ten with  frientls,  typing  and  saving  programs 
from  maga/.ines,  anci  saving  your  own  programs. 

Since  cassette  recorders  are  much  less  expen- 
sive than  disk  drives  -  averaging  about  S75  versus 
$375  -  most  home  computer  users  choose  tape 
over  disk,  at  least  for  starters.  There  are  many 
other  factctrs  to  weigh  besides  cost  when  deciding 
between  cassette  ancJ  disk,  and  we'll  explore  these 
alternatives  further  in  future  articles.  Most  people 
who  have  disk  drives  also  own  cassette  recorders 
anyway,  either  because  they  started  with  one  or 
because  some  commercial  programs  are  only  avail- 
able on  cassettes. 

So  let's  assume  that  you're  interested  in 
adding  a  cassette  recorder  lo  your  VIC-2()  or 
Commodore  64.  Which  one  should  vou  buv? 

There's  not  much  to  consider,  because  Com- 
modore users  basically  have  only  one  choice  -  the 
Commodore  Datassette.  The  Datassette  is  a  special 
cassette  recorder  made  by  Commodore  specifically 
for  Commodore  computers.  Some  home  com- 
puters, such  as  the  Texas  Instruments  I'l-WMA 
and  I^adio  Shack  TRS-SO  Color  Computer,  can 
use  ordinary,  high-quality  audio  cassette  recor- 
ders. Rut  these  recorders  will  not  work  with  a 
V]C-2{)  or  64  (although  some  companies  make 
adapters  for  this  purpose).  Commodore  elected  to 
design  a  system  which  requires  (he  Datassette. 

Contrary  lo  the  opinion  of  some  skeptics, 
this  decision  wasn't  just  a  scheme  to  force  Com- 
modore users  to  buy  their  rect)rders  from  Com- 
modore, because  the  Datassette  is  optimized  fur 
computer  use,  it  is  more  reliable  than  most  cassette 
recorders  on  other  computers.  With  good  tape, 
and  proper  maintenance  of  the  Datas.sette,  pro- 
grams are  almost  never  lost  by  accident. 

If  you  want  to  get  the  most  out  of  your  VIC-20 
or  64,  you  should  serit)usly  consider  buying  a 
Datassette  or  disk  drive.  Without  one,  your  selec- 
tion of  programs  -  and  therefore,  the  number  of 
applicatiiins  for  your  computer  -  is  very  small. 
But  with  one,  there  are  a.s  manv  uses  for  your 
computer  as  there  are  programs.  Q 


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July  !  983     COMPUTE!  'i  Gozetle 


FREDD'IGNAZIO 


COMPUTING 

3®s  Mdl 


Computer  Adventures 


You  can  use  this  corner  of  COMPUTIl'.'s  Gtizette  ns 
a  launch  pad  to  send  you  blasting  away  each 
month  on  a  new  computer  adventure  with  your 
VIC-2Q  or  your  Commodore  64  computer. 

One  month  I'll  show  you  how  to  set  up  a 
secret  phono  lino  between  your  computer  and 
your  friends.  We'll  see  how  you  can  invent  a  secret 
language  on  your  computer  that  only  your  friend 
can  decode.  You  can  send  each  other  messages 
and  play  games,  all  in  your  secret  language. 

Another  month  I'll  show  you  how  to  set  up 
video  games  on  your  computer.  Then  I'll  show 
you  how  to  use  the  video  games  to  help  you  with 
your  homework. 

Let's  spend  at  least  a  couple  of  months  using 
our  computers  to  create  adventure  games  and 
dangerous  missions.  I'll  show  you  how  to  invent 
games  where  you  get  to  be  the  hero  and  fight  evil 
creatures  and  discover  fantastic  treasures. 

We  should  also  spend  some  time  trying  to 
answer  some  popular  questions  kids  have  about 
computers.  For  example: 

Should  1  learn  to  program? 

Which  language  is  best  -  BASIC,  Logo,  or 

PILOT? 

What  kind  of  computer  career  should  I  aim 

for? 

Are  video  games  good  for  you  or  bad? 

How  can  I  lobby  for  more  computers  in  my 

school? 

Why  are  mv  parents  scared  of  computers? 

I  low  can  my  computer  help  me  study? 

Who's  better  at  computers  -  girls  or  boys? 

Also,  in  a  section  entitled  "Can  You  Im- 
agine?" I'll  tell  you  about  some  of  the  latest  de- 
velopments in  computers  and  some  of  the  exciting 
things  you  can  expect  in  the  future. 

34     COMPUTer^  Gaiette     July  1983 


Who's  Out  There? 

And  I'd  like  to  get  to  know  you.  Write  and  tell  me 
who  you  are  and  why  computers  turn  yuu  on.  1 
want  to  hear  from  you.  It  may  take  me  awhile,  but 
I'll  always  write  back. 

If  you  have  any  good  programs,  tricks,  or  ideas, 
write  and  share  them  with  me.  Til  print  the  best 
ones  in  this  column  each  month  under  the  heading: 
"Kids  Know  Best." 

Also,  if  I  say  something  that  makes  you  mad, 
write  me  and  tell  me  why.  You  can  reach  me  by 
writing: 

Fred  D'l^^nnziu 

c/o  COMPUTE!'^  Qjzetlc  for  Commodore 

P.O.  Box  5406 

Greensboro,  NC  27403 

This  column  is  for  everyone  -  big  kids,  little 
kids,  fat  kids,  skinny  kids,  and  kids  with  green 
polka  dots  on  their  feel,  1  want  it  to  be  the  column 
you  turn  to  every  month  as  soon  as  you  get  your 
new  issue  of  the  GnzctlL'.  You  can  help  me  do  this 
by  writing  and  telling  me  what  you  most  w^toI  to 
see. 

Who  Am  I? 

Who  ami? 

I'm  a  computer  nut.  I  love  computers-  even 
more  than  pizza,  steak  sandwiches,  or  spaghetti. 

Once,  several  years  ago,  my  wife  bopped  me 
on  the  head  with  a  pillow  because  she  was  jealous 
of  mv  computer.  Actually  it  wasn't  a  computer,  it 
was  a  computer  terminal  that  talked  on  a  tele- 
phone with  a  big  computer  thousands  of  miles 
away.  The  terminal  was  neat  because  it  fit  into  a 
briefcase.  1  used  to  slay  up  all  night  programming 
the  computer  on  the  kitchen  table.  Lots  of  nights  1 
got  so  carried  away,  I  forgot  to  go  to  bed. 


6TEPBY6TEP 

fl  Progromminq  Cour6e  For  Beginner6 


What  is  ihc  best  way  to  learn 
how  to  use  your  PET®  or 
COMMODORE  64    computer? 


You  couid  enroll  in  a  class — ar- 
ranged at  someone  else's  con- 
venience, given  by  a  technician 
who  may  not  be  a  very  good 
teacher.  Or  you  could  read  a 
book — written  by  a  program- 
mer who  may  not  be  a  very 
good  writer.  Or  you  could  learn 
in  your  own  home,  on  your  own 
computer  a(  your  own  conven- 
ience, using  the  course  that  has 
become  a  standard  of  the  indus- 
try. 

Introducing  STEP  BY  STEP 
a  programming  course  for 
beginners 

In  1978,  PDI  introduced  the 
original  Step  by  Step.  The  stu- 
dent learned  by  interacting  with 
his  or  her  computer,  Thousands 
oi  .students  learned  how  to  use  a 
PET  computer  and  the  BASIC 
language  with  Slep  by  Step.  Now 
the  course  has  been  revised  and 
updated.  Versions  arc  available 
lor  both  PET  cassette  and  disk, 
A  vei.sion  lor  COMMODORE  64 
will  be  ready  by  the  time  you 
read  this  ad. 


How  does  ST£P  BY  STEP  work? 

The  computer  program  shows 
screen  displays  or  sample  pro- 
grams. Alter  each  instructional 
segment,  the  student  is  asked  a 
([uestion  or  asked  to  solve  a 
problem.  The  computer  checks 
the  student's  work. 

The  student  uses  the  Slep  by 
Slep  workbook  to  review  and 
piaetice  the  material  covered  in 
the  lesson.  After  the  practice  as- 
signment has  been  completed, 
the  student  takes  a  quiz. 

Periodic  e.xams  are  given. 

What  does  STEP  BY  STEP  teach? 

There  are  about  twenty  hours 
oi  instruction.  Topics  covered 
include: 

•  Writing  simple  programs 

•  PRINTing  Characters 

•  Mathematics 

•  PRINT  Statement 

•  RUN,  LIST  Commands 

•  SYNTAX  ERRORS 
STOP  END  Statements 
NEW  Command 
Numeric  Variables 
INPUT  Statement 
GOTO,  IF  .  .  .  THEN  Statements 
ON  .  .  .  GOTO  Statement 
Relational  Operators 
Counting,  REM  Statements 


PKT'  aiiJ  COMMODORE  64'  arv  iVfiislLTL'd  u;i(.leiiiaik(.  of  CoitiiiiihIiiii.'  BiiMtii-ss  MiiLliitit's,  hit 


•  INTeger,  A B Solute, 
RaNDom  Functions 

•  PRINT  Formatting:  Comma, 
Semicolon,  and  TAB 

•  String  Variables 

•  GOSUB  Statement 

•  READ,  DATA,  RESTORE  State- 
ments 

•  FOR  .  .  .  NEXT  Statement 

•  Arrays 

•  DIM  Statement 

•  Nested  Loops 

•  PRINT  Formatting 

•  Cuj'sor  Control  Keys 

•  Lower  Case  Letters 

•  Graphics-Animation 

•  Multiple  Line  Statements 

•  FRE  Statement 

•  Scientific  Notation 

How  con  STEP  BY  STEP  be  used? 

Schools  can  use  Step  by  Step  lor 
individualized  instruction  in 
programming  in  BASIC  and  in 
computer  literacy  program.s. 

Families  can  use  Slep  by  Slep  to 
ensure  that  all  family  members 
can  use  the  family  computer. 

Businesses  can  use  Step  by  Step 
to  train  thcii'  personnel. 

COMMODORE  dealers  can 
use  Step  by  Step  to  introduce 
prospective  customers  to  either 
the  PET  or  COMMODORE  64 
computer. 

Step  by  Step  is  available  at  retail 

outlets  or  from  PDI. 

The  cost? 

PET  vcr'sion  on  cassette    $49.95 

PET  version  on  disk  .S9.95 

COMMODORE  64  version  on 

disk  59_.95 

Add  $.3 .00  lor  shipping  and 
handling. 


Program  Design,  Inc. 
95  East  Putnam  Avenue 
Greenwich,  CT  06B30 
203-661-8799 


And  computer  fantasies?  Wow!  I  used  to 
dream  of  computers  even  before  I  ever  met  one. 
But  now,  nt  long  Inst,  my  dreams  have  come  true. 
I  have  n  house  full  of  computers  ~  computers  in 
the  bedroom,  in  the  dining  room,  in  my  study, 
and  in  the  play  room.  This  morning  1  took  a  com- 
puter with  me  into  the  bathroom.  Yesterday  I  was 
really  proud  because  1  got  six  computers  running 
programs,  all  at  the  same  time.  One  was  playing 
music,  two  were  talking,  one  was  spitting  out 
words,  one  was  drawing  crazy  turtle  pictures  all 
over  the  TV  screen,  and  one  was  controlling  a 
robot. 

A  Robot  Pterodactyl 

1  have  written  15  books  about  computers  and 
robots,  including  Kiilic  niul  Uw  Con)piilcr,  Workiii;^ 
Robola,  the  Slur  H'drs  Quc^^tion  and  A}tsuvy  Book 
Ahoiii  Coi!tj>tilfrii,  and  a  new  solve-it-yourself 
mystery  series.  The  first  book  in  the  series  is  Chip 
Mitdwll:  The  Case  of  I  he  Stolen  Computei'  Brauis.  It 
just  came  out  this  spring. 

1  really  envy  the  hero  of  the  series.  Chip 
Mitchell.  Chip  has  even  more  computers  than  1 
have.  And  he  has  a  talking  pet  robot  named  Sher- 
win,  456  snakes,  nuinkeys,  lizards,  wallaroos, 
gerbils,  and  frogs,  all  living  in  his  bedroom.  Of 
course  Chip  doesn't  have  something  1  have:  a 
pterodactyl  robot  that  sleeps  under  my  desk  and 
nips  my  knees  while  I'm  writing. 

We  Were  Kids  Together 

Computers  and  I  go  way  back,  I  was  bt>m  on  January 
6,  1949,  at  Bryn  Mawr  Hospital,  just  outside 
Philadelphia,  As  I  was  l>'ing  in  the  nursery,  crying, 
slobbering,  and  gooing  along  with  a  dozen  other 
babies,  1  didn't  realize  there  was  another  baby  just 
up  the  road  that  was  already  beginning  to  make 
history.  That  baby  didn't  slobber  or  cry.  With  its 
2t),00t)  glowing  vacuum  tubes  the  size  of  pickles,  it 
was  hot  stuff.  Who  was  the  baby?  It  was  ENIAC, 
the  world's  first  modern  computer. 

As  the  years  went  by,  computers  and  I  grew 
up.  We  were  neighbors,  but  we  still  hadn't  met,  I 
grew  bigger,  like  a  normal  kid.  But  while  1  was 
growing  big,  computers  grew  enormous.  By  1959, 
when  I  was  ten  years  old,  some  computers  were 
bigger  than  a  brontosaurus.  One  computer,  tlie 
Whirlwind  I,  in  Massachusetts,  occupied  a  two-stor)' 
building  the  size  of  n  cit}^  block. 

During  the  19r->()s  I  still  hadn't  heard  about  com- 
puters. But  1  was  getting  ready  for  them.  1  had  a 
bedroom  in  the  attic  of  an  old  stone  house.  Off  the 
corner  of  (he  bedroom  was  my  "Monster's  Den."  It 
was  really  a  giant  closet,  bull  called  it  my  Monster's 
Den  because  that's  where  I  kept  all  the  creatures  1 
had  invented  -  clay  aliens,  plastic  dinosaurs,  and 
robots  made  out  of  old  go-cart  motors,  motorcycle 
batteries,  anti  dryer  hoses. 

36    COMPUTEls Gazette    July  r5>83 


1  read  comic  books,  saw  monster  movies,  and 
stayed  up  late  for  the  scary  movies  that  came  on  TV 
after  midnight. 

At  night  1  dreamt  about  monsters,  and  about 
building  a  machine  someday  that  would  obey  my 
orders -just  like  Dr.  i'rankenstein's  creature.  Except 
not  like  Dr.  Frankenstein's  e.xactly,  since  his  crea- 
ture didn't  listen  too  well. 

Little  did  1  know  that  I  was  dreaming  about 
computers.  And  while  I  was  dreaming,  computers 
were  undergoing  an  almost  magical  change.  They 
were  like  Alice  in  Wonderland.  At  first,  they  had 
grown  really  big.  Then,  one  day,  after  eating  a  piece 
of  cake,  they  grew  very,  very  small. 

What  happened? 

In  California,  an  engineer  named  Ted  Hoff  did 
the  impossible.  He  squeezed  hundreds  of  computer 
circuits  onto  a  tiny  square  of  silicon  the  size  of  a 
baby's  big  toenail,  Ted  had  invented  the  world's 
first  chip  "brain."  He  had  started  the  personal  com- 
puter revolution. 

This  was  about  the  time  1  first  bumped  into  a 
computer.  1  met  the  computer  at  college,  I  taught  it 
to  tell  me  hi)w  many  Chinese  were  visiting  Latin 
America.  At  the  time,  1  thought  this  was  an  impor- 
tant subject.  The  computer  added  up  the  number 
of  Chinese  visitors  and  helped  me  make  k>ts  of 
pretty  graphs  to  impress  my  professors. 

Dreams  To  Magic  Words 

I  was  hooked.  When  1  programmed  the  computer, 
1  felt  like  a  lion  tamer  in  a  circus.  With  just  a  few 
commands,  typed  into  a  typewriter,  I  was  able  to 
control  a  machine  that  was  bigger  than  my  college 
dorm,  and  faster  than  greased  lightning, 

I  especially  liked  computers  because  I  could 
control  them  with  words  instead  of  with  screw- 
drivers, wrenches,  pulleys,  and  gears.  It  made 
me  feel  like  a  magician.  If  I  said  the  magic  word, 
the  computer  would  turn  cartwheels.  Of  course, 
sometimes  1  said  the  wrong  magic  word,  and  the 
computer  stood  on  its  head  or  rolled  over  and 
played  dead. 

In  the  1970s,  I  went  to  work  for  a  company 
programming  computers  full-time.  I  worked  on  a 
computer  in  the  basement  of  the  Pentagon,  in 
Washington,  D.C,  Just  to  get  into  the  con^puter 
room  each  dav  I  had  to  wear  five  securitv  badges 
hanging  from  my  neck  like  dog  tags.  My  job  was 
so  top  secret  I  never  even  got  to  see  the  real  data 
for  mv  programs.  AH  1  knew  was  that  mv  programs 
had  somelliing  to  do  with  sending  soldiers'  socks 
and  underwear  all  over  the  world. 

The  basement  of  the  Pentagon  was  a  gloomy 
place.  Everyone  frowned  and  carried  rifles.  Pipes 
hung  from  the  ceilings.  After  only  a  couple  of 
weelcs  there,  I  devised  a  plan  to  escape.  One  day, 
1  took  my  briefcase  computer  terminal,  slipped  out 
the  back  door,  and  started  visiting  elementary 


mi^m 


^C  commodore 

COMPUTER    «>«**»<»<»«**■ 


HARD\A^ARE 


1 525  80  Column  Printer S339,00 

1600  VIC  Modem $95.00 

1610  VIC  Term  40 $49.00 

1650  AD/AA  Modem  $159.00 

1 701  1 4"  Color  Monitor S269.00 

1 31 1  Joysticks  (each) $5.99 

1312  Paddles S11.99 

1  1 1 0  VIC  8K $42.00 

11 11  VIC  1 6K $69.00 

1011  RS-232  Interface S42.00 

1211  Super  Expander $53.00 


1541 
SINGLE  ClISK  DRIVE 


1520 

COLOR 

PR  I IM  TE  R/P  LOTTE  R 


n69 


aa 


1530 
□ATASETTE 


69 


SOFTAA/ARE 


commoclope 

1 906  Super  Alien S23.00 

195  0  Radar  flat  Race S23.0O 

1917  VooDdo  CastlH $23.00 

1922  Cosmic  Crunclier S3  5.00 

1923  Gort £29.00 

1924  Omega  Race $30.00 

110  VIC  Helorence  Guide SI  5.00 

CBM  64  HetBience  Guida Sia.OO 

EASV  BUSINESS  SERIES 

C'64  Dlsl<s 

Easy  File S79.00 

Easy  Finance ..S39.00 

Easy  Mull $39.00 

Easy  Scflpl S79.0O 

Wor!l/^amB  Machine S23.0O 

pnOeRAMMER  SERIES 
C-64  Disks 

Asaembler S3a.oo 

Logo S79.00 

Pilot S79.00 

P«t  Emulator S25.0O 

Screen  Editor,.. .... , S25.00 

Video/Music  Support , ,  ,S39.0O 

ART  S.  MUSIC  SERIES 
C'64  Disks 

Music  Machine  ..S25.0O 

Music  Composer S2S.00 

Meta  Music  I S79.00 

FLOPPY  DISKS 

Maxell $32.00 

Verbatum $2e.00 

Elephant $1 9.99 

CARDCa. 

Light  Pen S32.00 

Cassette  Interlace   S29.00 

Parallel  Printer  Interface $64.00 

3-Slot  Eipunaloa  lntsrtsc«(ViC)  . .  .$32.00 
6-Slol  Eipnnilon  Intsrtacs  IVICI . . .  $79 .00 


ARTWOnX 

c-64  Cassettes 

BridBoS.O S14.95 

C.64/VIC  20  Cassetlei 

ToBchors  Pet S1 1 .95 

BROOERBUIND 
VIC  20Cas$otte9 

Martian  Haid SI  6.00 

Shark  Trap SI  6.00 

Multlsound  Synthesizer  ,...,,516.00 

COMMERCIAL  OATA 

VIC  20  Cassettes 

Motor  Mouse S23.O0 

Centipede $23.00 

Froggee ... . S23.0O 

C-S4  Caasettei 

Froggee ..S23.O0 

CREATIVE  SOFTWARE 
VIC  20  Cassettes 

Home  Finance $16,00 

Homo  Inventory... S16.0O 

VIC  20  Cartridges 

Astro  Blitz $32.00 

Black  Hole 132.00 

Trashman S32,0O 

EPYX 
VIC  20  Cassettes 

Sword  0(  Fargoal  $24,00 

Rescue  at  Rigel $24.00 

Ricochet S1 6.00 

CaUICK  BROWN  FOX 
VIC  20  Cartridge 

Word  Proceaaor $49.00 

UMI 
VIC  20  Cartridges 

Amok S30.IXI 

Meteor  Run S40.00 

Alien  Blitz $30.00 

VtC  20  Cassettes 

Vlterm  A SI  6.00 

The  Allen SI 6.00 


HES 

VIC  20  Cassettes 

Torg $1 4.00 

Skier $14.95 

Tank  Wars.. SI 4.95 

Pah  Bomber $12.95 

Dom  Somber , $12.95 

Maze  of  Mikor , S14.95 

Laser  Slitz  ..,..$14.95 

Pinball SI  2.95 

Tank  Trap..,, 514.95 

VIC  20  Cartridges 

VIC  Fortti , $47.95 

HES  Mon $31.95 

HES  Writer.. $29.00 

Aggressor $31-95 

Synthesound S47.9S 

Shamus $29.00 

Protector S32.0O 

Turtle  Graphics S31 .95 

C-64  Cartridges 

HES  Mon , .  $29.00 

HES  Write* S35.00 

NUFEKOP 

VIC  20  Castelles 

Alien  Panic $1 0.00 

Race  Fun-Drag  Race SI  6.00 

The  Catup St  0.00 

Exterminator SI  9.00 

C<64  Cassettes 
3D  Man S1S.0O 

ROMCX 

VIC  20  Cartridges 

Princess  and  Frog $36.00 

Anteater $36.00 

Typo S36.0O 

RAINBOW 
C-64  Disks 

Personal  Finance $48.00 

Writer  s  Assistant $95.00 


MICROSPEC 

VIC  20  Cassettes 
Spaillng  Bee-Crades2.3.4,Sor  6 , , .  S8.00 

Math  Drill sa.OO 

pDrKoiio  Manager  $16,00 

Data  Manager $16.00 

VIC  20  Disks 

General  Ledger $69.00 

Mailrng  List  Manager $35.00 

Inventory  Package ..S69.O0 

Payroll S69.00 

Data  Base $49,00 

C-64  CasBBttos 

Black  SoK   S12.00 

Color  Sketch (20.00 

Match  Maker S16.00 

C-64  Disks 

Mailing  List  Manager..... $45.00 

Inventory  Package $79.00 

General  Ledger S7g.00 

Data  Base $69.00 

Block  Boi $16.00 

Color  Skotcti $22.00 

Match  Mailer $20.00 

TRONIX 
VIC  20  Cassettes 

Galactic  Blitz  $19.95 

Swa  rm $22.95 

Sidewinder $22.95 

VICTORY 

C-64/VIC  20  Cassettes 

Adventure  Pack  I  (3g»mos)  —  SI  2.00 

Adventure  Pack  II  (3  games) ..  .512.00 

Annihilation ,. $16.00 

Grave  Robber $11.00 

Kongo  Kong S16.00 

Trek $11.00 

PROFESSION  Al_ 

SOFT^A/ARE 

Word  Pro  64   $79.95 


computer  mail  order         west 


800-233-8950 

Dept.706A,  In  PA  Call  (71  7)327-9575 
477  E.  Third  St.  Wllllamspoft,  PA  1 7701 


No  risk,  na  daposit  on  C.OrD.  ordefs,  Pre-paid  Grd^rs  receivs 
Iree  shipping  wUhkntha  UPS  CDntinflnlariJr>Jt«d  States  wbth  no 
wsilttng  period  lor  corilfied  checks  or  monay  orders.  Add  3% 
|mlir>lmum  S3.00|shiJpping  drid  handling  on  all  CO-O,  ordert 
and  cntdlit  card  orders.  Largvf  shipmanti  mbyr^mjiTm  oddLtfanil 
chgfget.  NV  «nd  PA  reildtnTs  ttfd  f  »l*i  Ibk-  All  ktami  lutitjecl 
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P.O.  Box  eeas,  Statellne,  NV  89449 


schools  around  Washington. 

When  I  arrived  in  a  classroom,  1  plugged  the 
terminal  into  a  telephone,  and  the  kids  and  I  called 
up  my  company's  big  computer  in  Chicago.  We 
bought  Bob  Albrecht's  book,  Whal  Do  You  Do  Aft n 
Yiiii  Hit  Rcluru?,  and  we  used  il  to  leach  us  how 
to  program  in  BASIC. 

It  was  a  great  thrill.  Here  we  were  in  a  school 
classroom  playing  with  a  company's  giant  com- 
puter. 1  was  supposed  to  be  working.  The  kids 
were  supposed  to  be  working.  Instead  we  were 
playing  games  like  Mk^^'ec'""/',  Hurklc,  and  Hunt 
The  Wiiiiipu<>.  \i  was  a  nice  break  from  pro- 
gramming socks  and  underwear. 

My  company  didn't  let  me  stay  in  the  class- 
rooms too  long.  They  decided  to  use  the  top-secret 
military  programming  skills  1  had  developed  at 
the  Pentagt)n  and  put  me  to  work  programming 
Bicentennial  military  bases.  I  wrote  a  program 
that  automatically  produced  a  letter  to  Con- 
gressmen congratulating  them  on  having  a  new 
Bicentennial  military  base  in  their  district.  When  1 
finally  got  the  program  debugged,  it  was  one  of 
my  proudest  moments  in  top-secret  military 
programming. 


A  Bonk  On  The  Nose 

Soon  after  this  success,  my  wife  and  I  moved  to 
North  Carolina.  We  had  a  baby  daughter  named 
Catie.  Shortly  after  Catie  was  horn,  1  had  her  sit- 
ting al  the  computer  in  my  study,  banging  happily 
on  the  keys.  We  used  to  spend  hours  in  this  crea- 
tive form  of  free  play.  One  night,  however,  all  of 
a  sudden,  Catie  lost  her  balance,  fell  forward,  and 
bonked  her  nose  on  the  picture  screen. 

Oh,  how  she  howled! 

My  wife  came  running  and  veiled  at  me  for 
almost  letting  Catie  fall  into  the  computer.  This 
was  such  a  good  idea  for  a  book  that  I  immediately 
sat  down  to  write  it.  Two  years  and  99  rejection 
letters  later,  the  bt)ok  was  published.  It  was  called 
Katie  and  the  Compuicv.  It  was  about  a  little  girl 
named  Katie  who  fell  inside  her  family's  computer 
and  found  a  magic  land  kntiwn  as  Cybernia. 
Katie's  adventures  inside  the  computer  included 
riding  down  a  mountain  on  a  btibsled,  meeting  a 
ferocious  robot  spider,  parachuting  out  of  an 
airplane,  and  getting  fired  out  of  a  pirate's 
cannon  in  tiie  midst  of  a  big  glob  of  goopy 
green  paint.  Q| 


VIC-20 


SOFTWARE 
SPECIALS 


CBM-64' 


NEW. 

CARTRIDGE  GAMES 

FROM  TRONfX 


SCORPION 


$34.95 


Full  4way  scrolling,  last  action  pre- 
dator game  where  its  you  against 
killer  frogs,  siimy  worms,  slaikcr 
tlies,  dragons  and  hatoher  pods. 
Witfi  32  tevels  0)  pi  ay. 

GOLD  FEVER    ..  $29.95 

Explore  a  deadly  mine  searching  for 
vaiuable  gold  deposits.  Avoid  roam- 
ing mine  carts,  rolling  boulders  and 
a  crazy  claim  jumper!  With  9  Jevefs 
of  pi  ay. 


DEADLY  SKIES 


$29.95 


Ffenetic,  last  paced,  action-packed 
game  where  you  are  the  Rebei 
tigfiler  attacking  the  hostile  military 
base.  Avoid  S  A,M  "s.  smart  tximbs 
and  deadly  radioactwe  douds!  Over 
to  levels  ol  play. 


From  Interesting  Software 

Cassette  SI 5.95 

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^^^  Bring  the  fun  of  Ihe  shooting 

gallery  into  your  home,  Wilh 
music  arid  colorful  graphics. 

CBM-64  &  VIC-20  MINI-MONITOR 

AM  machine  code  monllor  which  will 

disassemble    code,    do    text    dump, 

move   memory,   hex   to   decimal   and 

decimal  lo  hex  conversion  as  well  as  a 

mini-assembler! 

VIC-20  version  requires  8K  expansion. 

Cassette S24.95 

Disk     $29.95 

CREATIVE  SOFTWARE 

GAMES  ON  CARTRIDGE 

CHOPLIFTER    S39.95 

SERPENTINE S39.95 

APPLE  PANIC    $39.95 

ASTROBLITZ       ..,.. S39.95 

TRASHMAN ,„..  S39.95 


Stellar  Triumph 

Great  new  ijll  machine  code  game  tor  your  CBM-6'1.  Two 
player  game  wilh  many  varialions.  Enciting  hires  color 
graphics  and  spectacular  sound  etiects  Prepare  yourself 
into  an  all-oul  space  battle  I 

From  H.A,L,  Labs    ,..  tape  or  disk  $24,95 


New  Dust  Covers 

Water  resistant .  DurablQ  -  Altractive  brown  canvas 

ForcompulEjr   S7.95        For  disk  drive $7,95 

Oldstyledalasolle  ...S5.95        Newstylodalasefle    ...$595 


KIDS  &  THE  VIC 

Great  new  book  to  add  to  your  library, 
only    ,  $14.95 


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38     COMWTB's  Gazette    July  1983 


VIC  20 

40-80  COLUMN  BOARD 

only  ^99«« 


Now  you  can  get  40  or  80  Columns  on  your  T.V.  or  monitor  at  one  time!  No  more 
running  out  of  hne  space  for  programming  and  making  columns.  Just  plug  in  this 
board  and  you  immediately  convert  your  VIC-20  computer  to  40  or  80  columns! 
PLUS,  you  get  a  Word  Processor,  Mail  Merge  program,  Electronic  Spreadsheet  {like 
VISICALC)  and  Terminal  Emulator!  Tfiese  PLUS  programs  require  only  8K  RAM 
memory  and  comes  m  an  attractive  plastic  case  with  instructions. List$149  Sale $99 


•COMMODORE  64  COMPUTER  —  "80  COLUMN  BOARD"  LIST  $275  SALE  $179 

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VOICE  SYNTHESIZER 

You  can  program  an  unlimited  number  of  wordi  and  sentences  and  even  adjust  volume  and  pitch. 
You  can  make:  •   Adventure  games  thallalk         •    Real  sound  action  games 

This  voice  synthesizer  Is  VOTRAX  based  and  has  features  equivalent  to  other  models  costing  over 
$370.00.  To  make  programming  even  easier,  our  unique  voice  editor  will  help  you  create  words  and 
sentences  with  easy  to  read,  easy  to  use  symbols.  The  data  from  the  voice  editor  can  then  be  easily 
transferred  to  your  own  programs  to  make  customized  talkies. 

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Commodore  64 
Video  Update 


Tom  R.  Halfhill,  Editor 


There  are  some  ongoing  upgrades  that  are  im- 
proving the  Commodore  64's  video  quality, 
and  another  recent  change  which  is  causing 
problems  with  some  commercial  software. 


One  nf  the  facts  of  life  in  personal  com- 
puting is  that  new  and  improved 
models  are  constantly  coming  along. 
Technology  is  advancing  taster  than 
you  can  say  "stalc-of-the-art." 

Not  onlv  is  tills  true  of  personal  computers  in 
general,  but  also  of  specific  models  of  personal 
computers.  Many  modifications  are  made  between 
the  time  a  new  personal  computer  is  first  rigged 
up  on  "breadboards,"  then  assembled  as  a 
working  prototype,  then  moved  into  full  produc- 
tion, and  then  dropped  from  production  a  few 
years  later  when  it  becomes  obsolete.  St)nietimos 
entirely  new  features  are  added.  But  usually  the 
changes  involve  fixing  bugs,  correcting  quirks, 
and  making  small  improvements.  Otten  the  mod- 
ifications are  made  quietly,  and  few  outsiders  are 
aware  of  them. 

Both  the  VlC-2()  and  Commodore  64  have 
been  undergoing  such  subtle  changes  since  their 
introductions.  For  example,  late-model  VlC-20s 
are  being  shipped  with  new  keyboards.  All  the 
same  keys  are  there,  and  the  keys  still  perform 
the  same  functions,  but  the  new  VIC  keyboard  is 
identical  to  the  one  found  on  the  Commodore  64. 
fhe  keyboard  is  sculpted  into  a  "dish"  shape,  like 
IBM  Selectric  typewriters,  so  that  keys  on  the 
lower  rows  are  tilted  slightly  toward  the  top  of 
the  keyboarci.  Older  VIC  keyboards  are  "stepped," 
arranged  like  flat  terraces  on  a  hillside.  ALso,  the 
new  keyboard  has  pebble-surfacecl  keycaps  to 
reduce  glare.  The  keyboard  upgrade  was  made  a 

40    COMPUTEI's  Gazette    July  1983 


few  months  ago  without  fanfare  -and  went  un- 
noticed by  most  people. 

Problems  With  Sparkle  Artd 
Sprites 

Numerous  other  changes  have  been  made  to  the 
VIC-20  and  Commodore  64,  mostly  to  improve 
their  video  quahty.  Early  models  of  both  com- 
puters were  troubled  by  TV  interference  problems, 
although  they  passed  all  applicable  Federal  Com- 
munications Commission  regulations.  This  inter- 
ference, called  RF  (radio  frequency)  intcrfercinv,  is 
caused  by  the  stray  emissions  from  computer 
circuitry.  The  amount  of  RV  that  escapes  a  com- 
puter and  interferes  with  nearby  TV  sets  depends 
upon  the  computer's  circuit  design,  internal 
shielding,  anti  the  arrangement  of  its  TV/monitor 
cable.  Also,  some  TVs  are  more  susceptible  to 
interference  than  others.  RF  interl'erence  usually 
shows  up  on  a  TV  as  overall  fuzziness,  or  as  "her- 
ringbone patterns"  (rows  of  wavy  lines,  sort  of 
like  a  weather  map). 

Recently  purchased  VICs  and  64s  show 
markedly  improved  video  quality  over  earlier 
models.  Peeking  inside  their  ca.ses  reveals  that 
both  computers  now  come  with  extra  metal  shield- 
ing. Also,  their  video  circuitry  has  been  redesigned 
to  reduce  interference. 

64s  in  particular  have  been  extensively  mod- 
ified, mostly  because  early  production  models 
suffered  from  various  video  problems,  not  just  RF 
interference.  One  of  these  problems  is  sometimes 
called  "sparkle."  This  shows  up  as  flickering 
points  of  light  on  screen  characters  while  a  pro- 
gram is  running.  To  test  lor  this,  fill  up  the  screen 
with  characters,  perhaps  by  LISTing  a  long  BASIC 
program.  Then,  in  direct  mode  (i.e.,  without  using 


r 


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a  line  number),  type  FOR  X  =  ITO  10000:NEXT 
and  press  RETURN.  This  puts  the  computer  in  a 
running  program  loop.  Watcli  the  characters  on 
the  screen  for  flickering  points  of  light.  Early  64s 
nearly  fill  the  screen  with  sparkle;  on  newer 
models,  it  is  hareiy  n{)ticeable. 

Sparkle  is  more  llian  an  annoyance;  some 
users  have  reported  that  it  interferes  with  sprites, 
the  programmable  animated  objects  that  are  one 
of  the  64's  advanced  features.  Special  memory 
locations  in  the  64  detect  collisions  between  sprites 
and  other  screen  objects,  and  the  sparkle  has  been 
blamed  for  registering  collisions  when  none  have 
occurred. 

If  you  have  an  early  64  that  suffers  from  seri- 
ous sparkle  or  RE  interference,  there  arc  some 
possible  repairs.  Ilovvever,  not  all  the  remedies 
are  sanctioned  by  Coiimiodore.  Some  of  these 
repairs  involve  soldering  capacitors  and  resistors 
between  various  pins  within  the  computer,  and 
should  be  attempted  only  by  qualified  personnel. 
Check  with  Commodore  or  your  local  service 
dealer  if  you  are  having  video  problems. 

The  Story  Behind  Blank  Screens 

In  an  attempt  to  imprtive  the  video  on  early  Com- 
modore 64s,  Commodore  began  modifying  the 
chip  that  produces  the  computer's  TV  output. 
This  chip  is  called  the  6566  Video  Interface  Chip, 
or  sometimes,  the  VIC  II  chip  (the  VIC  I  is  the 
VIC-20  computer's  video  cliip). 

These  modifications  started  soon  after  the  64 
entered  production  in  August/September  1982. 
Although  the  computer  is  not  yet  a  year  old,  the 
VIC  II  chip  reportedly  is  already  in  its  eighth 
revision. 

As  noted,  these  revisions  have  dramatically 
improved  the  video  quality  on  late- mod  el  64s. 
I  lowever,  one  of  the  latest  revisions  to  the  com- 
puter inadvertently  made  recent  64s  incompatible 
with  some  existing  commercial  software,  if  you 
loaded  a  commercial  program  into  a  new  64  re- 
cently and  were  surprised  by  a  blank  screen, 
you're  probably  a  victim  of  this  mix-up. 

To  fully  comprehend  what  happened,  let's 
look  brielly  at  how  the  64  displays  information  on 
the  TV  screen,  it  might  seem  like  heavy  going  for 
those  of  you  who  are  not  programmers  (or  don't 
want  to  be),  but  the  concepts  are  essentially  easy 
to  understand. 

Picture  the  screen  as  a  "window"  looking 
onto  a  section  of  memor\'  within  the  computer. 
This  section  o\  memory  is  called  screen  nieinon/, 
and  any  number  placed  in  these  memory  locations 
shows  up  on  the  TV  as  a  character.  "Screen  mem- 
ory" is  just  like  regular  memory,  except  that  what- 
ever is  sttjred  there  will  also  appear  on  the  screen. 
It  is  set  aside  to  "hold"  the  image.  The  64's  screen 

42     COMPUTEIi  Colette    Jufyl983 


memory  consists  of  UlOO  such  locations,  because 
in  text  mode  the  computer  displays  25  horizontal 
rows  of  40  characters  (25  x  40  =  1000).  In  a  standard 
64,  screen  memory  starts  at  location  1024  and 
ends  at  2023  (1000  locations,  inclusive). 

For  example,  let's  say  we  want  to  make  a  tiny 
white  ball  character  appear  in  the  middle  of  the 
screen.  We  could  do  this  with  the  PRINT  statement 
in  BASIC,  but  it's  also  ptissible  to  do  it  another 
way:  by  inserting  the  proper  number  directly  into 
screen  memory.  Screen  memory  starts  at  the  upper 
left  ci)rner  at  loc<Uti)n  1024,  so  the  middle  of  the 
screen  would  be  about  1.524.  First,  clear  the  screen 
by  holding  down  the  SiilFT  key  and  pressing  the 
CLR/HOME  key.  To  make  the  ball  appear,  put 
the  charadcr  code  number  for  a  ball  at  location  1524 
by  typing  POKE  1524,81 .  Press  RETURN.  Presto! 
A  tiny  white  ball  appears. 

What's  that,  you  say?  The  ball  did  not  appear? 
If  you're  still  staring  at  a  blank  screen,  you've  got 
one  of  the  newer  64s  with  a  revised  VIC  II  chip.  If 
the  white  ball  did  appear,  you  have  an  older  64 
with  a  previous  VIC  II  chip. 

And  if  this  little  exercise  sounds  familiar,  it's 
because  the  .same  exercise  is  found  on  page  64  of 
your  Cotmiiodorf  64  User's  Guide.  If  you  tried  that 
exercise  when  you  lirst  brought  home  your  com- 
puter and  didn't  see  the  white  ball,  rest  assured 
that  your  Coiiiniodotv  64  is  not  broki'ii.  The  chip  revi- 
sion has  made  this  part  of  the  manual  incorrect. 

It  also  made  some  commercial  programs  ob- 
solete -  those  programs  whicli  printed  characters 
on  the  screen  by  putting  numbers  directly  into 
screen  memory.  The  result  is  the  same:  a  blank 
screen. 

The  Invisible  Characters 

Actually,  the  screen  isn't  truly  "blank."  The  ball 
character  is  there,  but  it's  invisible,  because  it's 
the  same  color  as  the  background.  Here's  why: 

Most  computers  use  similar  types  of  screen 
memory  to  create  (heir  video  displays.  However, 
the  64  (and,  incidentally,  the  VlC-20)  also  use 
another  section  of  memory  for  the  screen  -  color 
tnemoryf  or  color  RAM  (Random  Access  Memory). 
The  64  has  1000  locations  of  color  memory,  one 
for  each  screen  memory  location.  Color  memory 
starts  at  location  55296  and  ends  at  56295. 

Now,  this  is  important:  the  number  stored  in 
color  memory  determines  the  color  of  the  character 
in  screen  memorv. 

The  older  64s  automatically  filled  all  1000 
color  memory  locations  with  I's  when  the  screen 
was  cleared  (f  is  the  color  code  for  white).  So,  any 
character  placed  in  screen  memory  automatically 
showed  up  as  white. 

But  the  newer  64s  do  not  fill  the  color  memory 
with  white.  Instead,  they  fill  color  memory  with 


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July  1983    COMPUTE!'!  Goistle    43 


whatever  color  code  happens  to  be  hi  the  back- 
groiniil  color  register.  Normally,  this  is  6,  the  color 
code  for  dark  blue.  That  means  any  character 
placed  in  screen  memory  aiso  will  show  up  as 
dark  blue  -  so  it  won't  show  up  at  all.  It  will  blend 
into  the  background. 

Conclu.sion:  any  program  that  creates  screen 
displays  on  new  64s  by  putting  numbers  into 
screen  memory,  without  also  putting  a  avitraf>tiiig 
color  nuiiibcr  into  color  memory,  will  wind  up  with  a 
"blank"  screen. 

(To  prove  Dial  the  ball  is  really  on  the  screen 
in  the  above  example,  repeat  the  exercise  on  a 
new  64  with  one  additional  instruction,  POKE 
55796,1.  Press  RETURN.  The  ball  will  now  appear 
as  while  against  the  dark  blue  background,  be- 
cause we  put  the  color  code  for  white  into  the 
corresponding  location  in  color  memorv.  PRINT 
statements  in  BASIC  work  the  same  on  both  old 
and  new  64s,  because  they  automatically  take 
care  of  such  details.) 

One  of  the  commercial  programs  affected  by 
the  revision  was  V^ordPro  3  +/64,  the  word  pro- 
cessor by  Professional  Software,  Inc.  As  .soon  as 
Professional  Software  became  aware  of  the  prob- 
lem, il  immediately  revised  WoniPro  and  allowed 


previous  buyers  to  exchange  their  disks  for  new 
ones.  Luckily,  WordPro  had  just  been  released  for 
the  64,  so  not  many  original  copies  were  sold. 
(The  revised  WordPro  still  works  on  earlier  64s, 
too.) 

When  Comnn)dore  learned  of  tlie  compat- 
ibility problem,  it  sent  letters  explaining  the 
revision  to  all  the  outside  software  companies 
developing  programs  for  the  64.  If  you  have  some 
software  which  seems  to  suffer  from  this  problem, 
contact  the  producer  for  a  revised  version. 

In  some  cases,  the  problem  can  be  fixed  by 
typing  FORX^l  TO  1 000:  POKE  55295 -hX,l: 
NEXT  and  pressing  RETURN  before  loading  or 
running  the  program.  This  fills  the  color  memory 
with  I's  for  white. 

This  revision  is  a  perfect  example  of  how  a 
seeminglv  minor  change  in  a  computer  can  have 
widespread  consequences.  In  this  case,  the  revi- 
sion actually  was  made  to  a  part  of  the  64  known 
as  the  kcriml.  The  kernal  is  mostiv  of  interest  to 
machine  language  programmers.  It's  basically  a 
set  of  entry  points  into  the  64's  BASIC  language 
and  opcrntiiig  si/fitciti  (the  built-in  program  that 
performs  a  computer's  routine  housekeeping 
chores).  W 


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11       d 

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looJ. 

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P4ckd|^r  H.\yD  ha%  hj.n^'^^o-bcat  mpahiii^v  and 
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today t 


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44     COMPUrEi'i  Gazette    July  1983 


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Jul/ 1953    COMPUWs  Gazatte    45 


Commodore  Classics 

QUICKFIND 


Harvey  B.  Herman,  Associate  Editor 


Since  the  Commodore  PET  was  introduced  in 
1977  as  one  of  the  first  personal  computers, 
hundreds  of  handy  programs  and  routines 
have  been  written  in  Commodore  BASIC. 
Many  of  these  programs,  when  translated  and 
updated,  are  equally  handy  for  users  of  today's 
VIC-20  and  Commodore  64  computers.  From 
time  to  time  we'll  feature  some  of  these  "Com- 
modore Classics."  This  one  was  adapted  from 
a  program  and  article  by  Harvey  B.  Herman, 
an  associate  editor  of  COMPUTE!. 


If  you  Lisr  l.ipt',  VDii'll  love  "Qiiickfind," 

Quicklind  lets  yuii  looitt'  nnd  load  programs 
off  cassette  tape  in  a  snap.  Although  it's  still  not 
as  good  as  owning  a  disk  drive,  it  does  remove 
much  of  the  frustration  of  storing  many  programs 
on  tape  -  and  it's  a  lot  less  expensive, 

Quickfind  permits  programs  to  be  loaded 
after  tlie  tape  has  been  positioned  bv  ['ast  F^orward 
under  caniptitfr  caiilral.  It  was  originally  written  for 
the  Commodore  PET  back  in  the  days  before 
floppy  disk  drives  were  available.  The  Datassette 
recorders  made  then  did  not  even  have  tape 
counters.  I'inding  programs  on  a  cassette  tape 
was  a  time-consuming  task.  Although  today's 
Datasseltes  have  digital  tape  counters,  Quickfind 
is  still  a  useful  utilitv.  It  works  bv  storing  a  direc- 
torv'  as  the  first  program  on  each  tape.  I'his  direc- 
tory calculates  the  proper  amount  of  time  to  Fast 
Forward  to  Icvcate  each  file.  Quickfind  is  self- 
prompting  and  easy  to  use,  even  for  beginners. 
Two  updated  versii>ns  of  Quickfind  are  in- 
cluded here,  for  the  VIC-20  and  C(Mnmodore  64. 
Be  sure  to  carefully  type  the  right  listing  for  your 
computer  and  read  the  following  instructions. 

How  To  Prepare  A  Tape 

1 .  hoad  a  copy  of  Quickfind  into  the  computer 

».6    COMPUTE!'!  Coiene    juiv  1983 


and  change  the  program  names  in  line  350  to  those 
of  your  own  programs.  AfUctmiiic,  as  it's  called, 
may  be  up  to  16  characters  long  (including  spaces). 
Do  not  remove  the  word  DATA  from  line  350.  The 
first  word  on  this  line  must  be  DATA  so  the  com- 
puter knows  that  tlie  subsequent  characters  are 
data  to  be  read.  A  VIC  or  64  accepts  only  80  char- 
acters per  program  line,  so  if  you  rim  out  of  room, 
start  a  new  line  360  with  DA'FA  as  the  first  word 
and  continue  etitering  your  filenames. 

2.  At  line  140,  set  the  variable  N  equal  to  the 
number  of  programs  you  arc  storing  on  that  side 
of  the  cassette  {in  other  words,  the  number  ol 
program  names  you  included  in  line  350).  For 
instance,  if  you  are  recording  six  programs,  change 
line  140  so  N  =  6.  This  tells  the  computer  to  expect 
six  programs  on  that  side  of  the  tape. 

3.  Now  SAVt-  your  modified  version  of  Quick- 
find as  the  first  program  on  a  new  tape.  Do  iiol 
ivioiitti.  Remove  this  tape  and  in.sert  the  cassette 
from  which  you  want  to  load  voiu'  first  program. 

4.  LOAD  the  program  into  the  computer. 
Remove  the  cassette. 

5.  Insert  the  Quickfind  tape  and  SAVE  the 
program.  It  should  now  be  recorded  just  following 
the  Quickfind  program  itself  on  the  new  tape. 

6.  Rewind  the  tape,  LOAD  and  RUN  Quick- 
find. Select  the  next  program  and  let  tlic  computer 
fast  forward  to  the  proper  place.  Do  not  rewind. 
Remove  the  Quickfind  cassette,  and  again,  insert 
the  tape  fn^m  which  you  want  to  load  the  next 
program, 

7.  LOAD  the  next  program. 

8.  Put  back  the  Quickfind  tape  and  SAVE. 

9.  Repeat  steps  6  through  8  as  many  times  as 
necessary.  (This  will  depend  on  how  many 
programs  you  are  storing  on  tliat  side  t)f  the 
cas.sette.) 


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You  can  keep  track  of  expenses, 
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of  customers. 


Alphabetize  lists,  and  rearrange 
long  rows  of  numbers  -  instantly. 

Even  turn  numbers  into  graphs.* 

PractiCalc  makes  it  practical  to 
play  with  numbers,  in  a 
way  you  never  could 
with  pencil  and  paper. 
Sit  down  at  your  VIC, 
put  in  PractiCalc,  and 
tasks  that  would 
normally  take  hours, 
take  minutes. 

PractiCalc.  If  you're 
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This  procedure  is  easier  than  it  appears  and 
will  become  second  nature  if  you  do  it  often. 

How  etuickf  ind  Works 

You  can  skip  this  part  if  you  want.  You  already 
know  everything  you  need  to  use  Quickfind. 

But  for  those  who  are  interested,  Quickfind 
works  because  the  Commodore  Datassette  is  more 
sophisticated  than  it  might  appear  at  first  glance. 
The  computer  can  control  its  drive  motor  and 
detect  if  a  switch  is  pressed.  It  cannot  differentiate, 
however,  between  the  press  of  Fast  Forward  or 
Flay.  That's  why  after  running  Quickfind  and 
selecting  your  program,  Quickfind  prompts  you 
to  press  the  right  buttons.  Here  are  the  steps  in 
that  sequence: 

1 .  Is  a  button  pressed?  If  yes,  prompt  for  re- 
lease and  wait  until  no.  If  no,  continue. 

2.  First  program?  If  yes,  skip  ahead  to  step  8. 
If  no,  continue. 

3.  Prompt  for  press  of  Fast  Forward. 

4.  Fast  Forward  pressed?  If  yes,  continue.  If 
no,  wait  until  yes. 

5.  Turn  off  Datassette  motor  when  time  is  up. 

6.  Prompt  for  release. 

7.  Fast  Forward  released?  If  yes,  continue.  If 


no,  wait  until  yes. 

8.  LOAD  program  using  "dynamic  keyboard" 
technique. 

The  programs  arc  spaced  six  seconds  apart  in 
this  version  of  Quickfind  (see  line  280).  Time  is 
kept  by  the  built-in  "jiffy  clock,"  (A  jiff}/  is  a  sixtieth 
of  a  second.)  The  variable  Tl  always  contains  the 
value  of  this  clock. 

"Dynamic  keyboard"  is  a  technique  for 
loading  programs  from  within  another  program. 
It  is  similar  to  the  trick  the  computer  uses  when 
you  press  the  SHIFT  and  RUN/STOP  keys  and 
get  an  automatic  LOAD  and  RUN  (see  this 
month's  "Gazette  Feedback"),  if  you  want  Quick- 
find to  do  automatic  LOADs  and  RUNs,  you  can 
change  the  13  in  line  340  to  a  131 . 

Don't  be  discouraged  if  you  fail  to  understand 
any  or  all  of  the  technical  details.  We  were  all  in 
that  boat  at  some  point.  Quickfind  can  be  used 
even  if  you  don't  understand  all  the  tricks.  Keep 
in  mind  that  as  you  continue  to  use  your  VIC  or 
64,  what  now  seems  to  be  arcane  black  magic  may 
become  clearer  to  you.  At  that  time  you'll  be  able 
to  refer  back  to  teciihical  discussions  for  help  with 
your  own  programs.  It  may  happen  sooner  than 
you  think. 

See  program  listings  on  page  114.  9 


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48     COMPUTE!'!  Gazette     Jiil>- 1983 


-'HI.14'JU'.'. 


JIMMY  HUEY 

The  Programmer  Behind  Galactic  Blitz. 
Sidewinder,  And  Swarm! 


John  Blackford,  Assistant  Features  Editor 

A  good  game  programmer  can  squeeze  arcade- 
quality  action  even  from  a  computer  with  very 
limited  memory,  such  as  the  VIC- 20.  Quality 
game  programmers  arc  hard  to  come  by  and 
are  in  increasing  demand  by  software  pro- 
ducers. Each  month,  "Inside  View"  will  high- 
light some  of  the  best  programmers  in  the  field. 


Programmer  Jimmy  Huey  is  an  old-timer  at 
22  years  of  age.  The  other  two  program- 
mers who  work  with  him  at  Dragonfly,  a 
small  software  development  firm,  are  17 
and  18.  One  of  them  is  still  in  high  school.  Often 
the  top  people  in  professional  game  programming 
are  quite  young. 

Huey  got  his  start  in  junior  high  school  in 
Los  Angeles  around  1974.  "That  was  a  long  time 
ago,"  he  notes.  "Back  then  we  didn't  have  any  of 
those  Apples  or  Commodores.  All  we  had  were 
100-baud  teletypes  connected  to  a  Hewlett- 
Packard  computer  u.sed  by 
the  school  administration. 
We  could  use  it  for  about 
an  hour  a  day.  Only  about 
two  or  three  people  in  the 
whole  school  were  inter- 
ested in  computers  then. 
"We  didn't  have  any 
games  to  speak  of  -  at 
least  no  graphics  -  because 
the  only  output  from  the 
teletypes  was  paper."  The 
paper  spewed  out  in  a 
continuous  roll,  just  as  it 
used  to  from  wire-service 
teletypes  in  the  newsrooms 
of  big-city  newspapers. 


SQiTsis       naxx*         eiiooee 


Galactic  Blitz 


Huey  has  finished  four  games  for  the  VIC- 20 
in  the  year  since  he  started  programming  seri- 
ously. The  four  -  and  all  other  games  produced 
by  Dragonfly  to  date  -are  marketed  by  Tronix 
Publishing,  Inc. 

The  games  are  fast-paced,  machine  language 
programs  with  smooth,  arcade-like  action.  Three 
of  them  -  Sidewinder,  Caliuiic  Blitz,  and  Sumrtri!  - 
are  available  on  cassette,  while  the  fourth  (Scorpion) 
is  sold  as  a  plug-in  cartridge.  Galactic  Blitz  and 
Swarm!  require  no  memory  expansion,  while  Side- 
winder needs  an  8K  expansion  module.  Sidewinder 
features  horizontal  scrolling  and  several  types  of 
aliens,  including  one  thai  appears  suddenly  on 
the  screen  and  homes  in  rapidly  on  your  rocket- 
equipped  helicopter. 

The  trick  to  beating  the  game,  according  to 
Huey,  is  to  keep  moving  fast.  "The  game  has  a 
time  limit,"  he  advises.  "If  you  spend  too  much 
time  in  one  place,  the  aliens  will  get  you.  Go  for- 
ward as  fast  as  possible,  then  flip  back  and  fire." 

The  first  game  Huey  wrote  for  the  VIC-20 
was  Galactic  Blitz.  It  features  bomb-dropping  aliens 
that  swoop  around  the  screen 
in  changing  patterns,  'I!he 
aliens  consist  of  a  special 
four-character  set  that  Muey 
designed. 

Huey  had  just  acquired 
the  VIC  and  wanted  to  do 
some  machine  language  pro- 
gramming when  he  started 
Blitz,  but  he  didn't  have  a 
full-featured  assembler 
(software  that  makes  it  easier 
to  write  a  machine  language 
program).  All  he  had  was 
Commodore's  mini-assembler, 
VICMON,  which  doesn't  use 
labels  (for  variables)  or  move 

July  1933    COMPUTEI's  Gozelte    49 


blocks  of  code  very  easily.  Still  he  created  the  entire 

game  with  it,  using  only  cassette  tape  as  a  storage 
medium. 

"I  would  test  a  subroutine,  then  record  it  on 
cassette,  adding  it  to  (he  mntn  program,"  he  ex- 
plains. "Then  I'd  test  Hie  main  program.  1  built 
up  the  whole  thing  little  by  little. 

"Working  with  the  mini-assembler,  1  wasn't 
sure  how  much  memory  1  had  left.  You  only  have 
about  3.5K  of  usable  RAM.  [The  VIC-20  comes 
with  5K,  but  some  is  used  for  internal  housekeep- 
ing functions  of  the  computer.  I  Of  course,  I  knew 
how  many  subroutijies  I'd  need,  so  I  allocated  a 
certain  number  of  bytes  tor  each  one," 

But  what  would  happen  if  he  found  out  later 
that  a  subroutine  needed  more  space  than  he  had 
allocated?  That  could  cause  problems.  "You  can 
gel  kind  of  lost  when  you  start  moving  blocks  of 
code,  because  the  jump  routines  will  gt)  lo  the 
wrong  places.  You  have  to  make  a  lot  of  changes 
lo  make  it  work." 

I'o  avoid  such  trouble,  he  left  code  between 
the  subroutines  that  was  essentially  free  space  —  it 
wasn't  part  of  tlie  program,  but  it  didn't  interfere 
with  the  program,  either.  Using  that  method,  if 
he  later  found  that  a  subroutine  required  more 
memory  than  he'd  allovveti,  he  could  type  over 
the  dummy  code,  replacing  it  with  the  extra  part 
of  the  subroutine. 

"First  1  did  the  ship,  then  the  shooting 


routines  for  it."  Next  came  the  star  field  that  forms 
the  background  for  Gnlactk  Blitz,  then  the  aliens, 
and  finally,  the  bombs  that  the  aliens  drop.  "After 
the  main  program  was  finished,  I  started  filling 
up  the  spaces  made  by  the  dummy  code  with 
some  of  the  sound  routines." 

Since  there  is  no  space  to  spare  in  the  unex- 
panded  VIC,  Huey  wasn't  entirely  sure  there 
would  be  enough  memory  for  the  program  until 
it  was  done  -  but  it  ran  without  difficulty,  a  testa- 
ment to  both  the  potential  of  a  modest  computer 
without  costly  peripherals  and  to  its  programmer. 


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add  to  any  program.  Included  are  three  games, 

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THE  MOST  VALUABLE  REFERENCE  BOOK  YOU  CAN  BUY 

The  MASTER  MEMORY  MAP  is  a  guide,  for 
twth  beginners  and  experts,  to  most  memory 
locations  in  the  computer  and  their  functions.  By 
simply  altering  the  locations  with  POKE  and  PEEK 
statements,  you  can  get  some  amazing  and  very 
creative  effects  with  your  computer. 
Written  in  a  friendly  and  concise  manner,  the  300- 
plus  page  Master  Memory  Map  covers  a  rainbow 
of  subjects.  The  memory  locations  are 
grouped  into  several  sections  including: 
how  to  PEEK  and   POKE,  paddles  and 
joysticks,  color  locations,  single  and  mul- 
tiple sound  registers,  graphics  registers, 
sprites,  character  graphics  registers  and  a 
host  of  others.  There  is  also  a  section  on 
how  to  make  sounds  and  sprites. 
This  manual  is  loaded  with  Illustrations  and 
plenty  of  examples,  which  are  written  in 
Earthling  Language,  not  Computerese. 


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A  revolutionary  new  game  requir- 
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Ak-Ak  Man  —  The  Amazing  Maze 
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by  Brian  Wagner  Vic  20 

The  old  standby  with  a  nev*^  twist 
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Casseffe p4^    $9.99 


COMMODORE 

Clowns  Commodore  64 
Try  to  pop  the  target  balloons  without 
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Radar  Rat  RaCQ  Commodore  64 
Steer  your  rat  through  the  maze  in  search 
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Lead  a  battleship  fieet  against  the  evil 
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Tbpb S?*S5_    SI  5.95 


EPYX 

Sword  of  Falgoal 

byJeffMcCord  Vic20<+16Kj 

A  word  adventure  game  with  color 
graphics  and  sound.  Search  the  dungeon 
for  the  Sword,  then  get  out  alive!  Playing 
lime:  30  minutes  to  hours.  Book  of  Lore  and 
program  included.  v     /* 

Tape ^t^    $25.99 

UMI 

Sub  Chase  Vic20(  +  aK) 

Guide  your  sub  chaser  in  pursuit  of  the 
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Taps :^pis&     S21.99 


Motor  Mania  Commodore  64 
A  new  dimension  )n  road  racing.  Rack  up 
miles  while  monitoring  fuel,  spaed  and 
course  —  and  keep  your  eyes  on'the  road! 
Tape , 5|9?Sl5.    $25.99 

HES 

Tank  Trap  Vic  20 

Use  the  Joystick  to  design  the  perfect 
trap  For  the  enemy  tank  —  just  you  against 
the  computer.  .,.,^  ^ 

Tape S7>^    $13.99 

Aggressor  Vic  20 

Protect    the    precious    ore    fields    of 
Freeworld  6  in  your  advanced  VX6  Marauder 
Ramjet  fighter.  10  levels  of  difficulty. 
Cartridge S3>!^     $32.99 

Grldrunner     Vic  20  and  Commodore  64 
Combat  the  enemy  drolds  on  the  Grid,  a 
huge  orbiting   solar   power   station,   In   a 
specially    constructed    Grldrunner   ship. 
Joystick  required.  / 

Cartridge $^SQ     $32.99 

ALSO  AVAILABLE: 
Zwark  Commodore  64 
A  variable  difficulty  game.  Unpredictable 
Zwarks  descend  singly,  then  In  groups  to 
threaten  your  defense  station.  Use 
keyboard  or  joystick.  j^ 

Disk.... S2?!S^     S19.99 

My  ABC's  Vic  20  and  Commodore  64 
Software  designed  to  help  young  children 
get  a  head  start  in  language  as  well  as 
familiarize  them  with  the  potential  of  the 
computer.  ..^ 

Tape $1/^     $8.99 


Mailflle  Vic  20  and  Commodore  64 
A  software  directory  for  your  home  com- 
puter, Mailflle  stores  and  retrieves  names, 
numbers  and  addresses  by  name  and  zip 
code.  V  > 

Tape $13^    S9.99 

Sprite  Editor  Commodore  64 
Moveable  high  resolution  graphics  are 
made  simple  with  this  editing  program. 
Open  new  creative  avenues  with  this  multi- 
function tool.  Capabilities  include  colora- 
tion, expansion,  and  others.  ^  y 
Tape  or  disc $1^4§     $15.99 

Introduction  to  Basic  #1  and  #2        Vic  20 

Alf  material  and  software  necessary  to 
learn  how  to  program  the  Basic  computer 
language  on  your  Vic  20  computer.  The 
course  requires  no  prior  knowledge  of  com- 
puter programming.  Contained  in  each  kit 
are  manuals  vi^ith  step  by  step  Instructions, 
explanations,  exams,  practice  drills,  and 
two  software  cassettes.  »  y" 
Tape i2f*35     $20.99 

Multi-Sound  Synthesizer  Vic  20 

fvlultiple  voice,  rhythm,  sustain  and 
vibrato,  and  sound  effects  combine  to  turn 
your  Vic  Into  a  musical  Instrument,  Four 
memory  tracks  and  taping  capability  to  save 
your  fine  creations.  v   ^ 

Tape $M?S^     S17.99 

f/onitorCables,  all  types S9.95 

Cable  wrapups 5  for  $1.19 

Many  programs  available  on  disk 

Deaier/Dlstributors  inquiry  welcome. 
Attention  Programmers:  Top  dollar  for 
original  programs.  We  provide 
copyright  assistance. 


^^H 

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Other  major  credit  cards  accepted 

AdVENTURES 
Call  Toll  Free 
1-800-835-2222 

In  D.C.  Metro  area 

703-360-0301 

8718A  Richmond  Highway 

Alexandria,  Virginia   22309 

©Copyright  19B3  Venture  Mail,  Inc. 


SKYDIVER 


Alan  Crossley 


"Sky diver"  is  an  arcade-style  game  for  the 
unexpanded  VIC-20.  We've  added  a  version 
for  the  Commodore  64,  and  for  the  VIC-20 
with  a  Super  Expander  cartridge.  All  versions 
require  a  joystick. 


"Skydiver"  is  a  game  of  skill  and  luck  in  which 
you  try  to  control  a  parachutist  to  a  safe  landing. 
It's  up  to  you  to  choose  when  to  jump  and  which 
liinding  pad  to  try  for.  You'll  also  have  to  learn  to 
compensate  for  varying  winds. 

There  are  three  landing  pads  to  choose  from 
-  labeled  2X,  5X,  and  lOX.  Each  pad  is  more  diffi- 
cult to  land  on  than  the  previous  one,  and  there- 
fore scores  more  points  (2X  is  the  largest  pad,  lOX 
the  smallest).  If  you  land  successfully,  you  are 
rewarded  with  a  tune  and  bonus  points.  If  you 
miss,  you  lose  one  of  your  three  skydivers.  At 
5000  points  you  are  awarded  an  extra  skydiver. 


Each  time  you  make  two  successful  landings,  the 
game's  difficulty  level  increases  and  the  bonus 
value  goes  up  50  points. 

To  play,  press  the  joystick  button  to  clear  the 
title  screen,  Next,  choose  which  landing  pad  to 
try  for  by  manipulating  the  joystick  to  indicate 
your  selection.  If  you  don't  choose  before  the 
countdown  timer  expires,  the  computer  will 
choose  for  you.  Pressing  the  joystick  button 
chooses  the  landing  pad  you  want  and  starts  the 
game. 

Watch  carefully  as  the  airplane  emerges  from 
the  left  side  of  the  screen.  Gauge  the  distance  to 
the  landing  pad  you  want  to  try  for  -  taking  into 
account  the  wind  -  and  press  the  joystick  button 
to  jump.  Your  skydiver  will  leap  into  a  freefall. 
The  parachute  will  deploy  about  halfway  down, 
and  the  joystick  will  control  the  remaining 
descent. 

See  program  listings  on  page  115. 


The  airplane,  bearing  a  parachutist,  flies  over  the  targets  in 
the  VIC-20  version  of  "SkytUver." 

52     COMPUTEI'i  GazoHe    Julyl9B3 


'  'Sh/dive r,"  Coninioclore  64  versio)!. 


SNAKE  ESCAPE 

Action  Game  For  VIC-20  And  64 


Daryl  Biberdorf 


In  "Snake  Escape/'  your  goal  is  to  move  a  snake 
out  of  a  poisonous  garden.  Tliere  are  approxi- 
mately 150  poisonous  plants  on  the  screen  after 
you  enter  your  skill  level.  The  snake  appears  in 
the  upper-left  corner  after  all  poisonou.s  plants 
have  been  placed.  You  then  attempt  to  get  the 
snake  to  the  escape  hole  within  the  time  liniil  you 
chose  earlier. 

The  snake  must  reach  the  hole  without  hitting 
a  poisonous  plant,  running  into  itself,  or  running 
out  of  time.  If  it  reaches  the  escape  hole  safely, 
you  will  receive  a  bonus  in  addition  to  your  score. 
The  snake  grows  as  it  moves  along;  you  receive 
one  point  for  each  body  segment  it  adds  while 
moving.  If  it  runs  into  itself  or  a  poisonous  plant, 
a  cross  will  appear  in  the  center  of  the  screen  with 
your  score  and  the  number  of  remaining  snakes. 
You  may  slop  the  snake  if  you  wish  by  simply 
releasing  all  keys,  but  remember  this  costs  you 
time. 


Strategy 

If  you  are  runningyour  snake  near  the  left  or  right 
edges  of  the  screen,  remember  that  both  the  VIC 
and  64  have  horizontal  screen  wraparound.  You 
may  end  up  hitting  a  poisonous  plant  on  (he  other 
side  of  the  screen,  so  be  careful!  Occasionally,  the 
snake  will  be  cornered  between  plants  and  itself 
due  to  a  miscalculation  in  maneuvering.  Try  to  fill 
up  all  the  spaces  you  can  in  the  cornered-off  area. 
You  may  lose  a  snake,  but  you  will  still  receive  a 
few  extra  points.  Alst),  try  to  keep  moving  at  all 
times.  And  watch  where  you're  going! 

The  direction  the  snake  moves  is  determined 
in  lines  200  through  230  in  both  versions.  As 
written,  keys  I  (up),  J  (left),  K  (right),  and  M 
(down)  move  the  snake.  If  you  aren't  comfortable 
controlling  the  snake  with  these  keys,  you  can 
easily  change  the  program  to  accept  other  key 
commands. 


77jt'  miiUicolorcii  snake  xniuh  its  wmf  ituou^fh  tlw  poisonous 
musl}rooii!s  toivartt  llw  goiil  in  "S)itih'  f.^cnpe,"  VlC-20 
vcniio)!. 

54    COMPUTEI's  GaiBtte    Julyl9B3 


{ 


♦  *     f«  4 

}  «     4  i  ♦ 

4     «       t  f     «  t 

I  -  *     *  * 

14*  ' 

i  4*  ft      «   HIM  IK  I  4 

.^^44  1     4t  fc 

*  j^       ^*^  *  *  *       f4  •  i 

4t       *  tt       i  t:«o4t 

...         *^  ♦                  ; 

4           4  4«t-**^: 

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4  4                          *; 

♦     4*  *  f*  *         f         ' 

4  4  «  4 

^t     *        4*  «♦***♦       **♦♦     'M 


'Snake  Escape"  for  ttw  Coininotiorc  64. 


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MAIL  ORDERS:  Send  cheek  or  M.O.  tor  lotal  purchase  price, 
plus  S2.00  postage  &  handling.  D.C.,  MD  &  VA:  add  sales  lax. 
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Available  in  selected  cities. 


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THE  PROGRAM  STORE  •  Dept.  11-07-3  •  Box  9582  •  4200  Wisconsin  Avenue,  N.W,  •  Washington,  D.C,  20016 


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Name_- 

.  Address . 

City 


.D  CHECK     n  VISA 

.n  MASTERCAFID         Card* 

.  Computer . 


.  Stats - 


.Zip__ 
.  Exp. . 


standard  VIC  20 

no  additional  memory  needed 

(CG008)  Alien  Panic     $12.95 

Race  against  time  as  your  guy  digs  holes  to  trap 
aliens  in  4  floor  laddered,  brick  construction  site. 
Requires  joystick. 

(CG096)  Antimatter  Spiatter     S24.95 

Ttiis  game  is  as  good  as  its  name.  Another  pure 
machine  code  game,  this  one  is  fast!  The  alien  at 
the  top  of  the  screen  is  making  a  strong  effort  to 
rid  the  world  of  humankind  by  dropping  anti- 
matter on  them.  The  splatter  cannon  and  you  are 
our  only  hope  as  more  and  more  antimatter  falls. 
Joystick  again  is  optional  equipment. 

{CG026)  Coilide     $12.95 

"Vic"  controls  one,  you  the  other  as  cars  go 
opposite  directions  on  4  lane  track.  Requires 
joystick. 

(CG094)  Exterminator     $24.95 

Recently  scoring  a  rating  of  10  out  of  a  possible 
10  this  game  was  praised  as  "one  of  the  best  I've 
seen  on  any  computer"  by  a  prominent  reviewer 
in  a  leading  magazine.  The  idea  is  to  shoot  a 
centipede  before  it  overuns  you,  the  problem 
being  every  time  you  hit  it,  it  divides  into  two 
separate  shorter  ones.  Several  other  little 
creatures  bounce  around  during  this  struggle.  All 
of  them  lethal.  100%  machine  language  makes 
the  rapid  fire  action  very  smooth.  A  joystick  is 
optional,  but  as  always,  recommended,  (a  trac 
ball  is  also  very  nice!). 

{CG054)  Krazy  Kong     $12.95 

Three  screens,  a  gorilla,  barrels,  and  changing 
difficulty  levels  help  to  make  this  one  of  our  most 
popular.  Joystick  optional. 

(CG098)  Racefun     $19.95 

Extensive  use  of  multicolored  character  capabili- 
ties of  the  "Vic"  make  this  one  very  appealing  to 
the   eye.    Fast   all    machine    language 
action,  quick  response  to  the  stick  o 
keyboard  controlled  throttle,  combine 
with  the  challenge  of  driving  in 
ever  faster  traffic  to  make  it 
appeal  to  the  rest  of  the  body. 
Joystick  controlling 
is  an  option. 


(CG058)  Rescue  From  Nufon     $12.95 

iVlust  find  30  hostages  in  this  100  room,  6  story, 
alien  infested,  graphic  adventure  game.  A 
continual  big  seller.  Keyboard  only  (n.  =  north  w  = 
west  etc.) 

(CG068)  The  Catcti  .  .  .     $12.95 

Another  all  machine  language  game  based  on  the 
principle  that  one  person  with  one  joystick 
guiding  one  catch/shield  can  catch  everything 
that  one  alien  can  throw  at  one.  The  action  comes 
slowly  at  first  but  by  the  fourth  wave  you'll  be 
aware  of  .  .  .  "The  Catch"  .  .  . 

Expanded  Memory  Vic  20  Games 

(CG090)  Defender  On  Tri     S19.95 

Pilot  a  defender  style  ship  on  mission  to  save 
trapped  scientists  from  a  fiery  fate  (they  are 
aboard  an  alien  vessel  deep  in  the  gravity  well  of 
sol).  Excellent  graphics.  Short  scene  setting  story 
in  the  instructions.  "Defender  On  Tri"  requires  at 
least  3K  added  memory. 

(CG092)  3D  IWan     S19.95 

The  maze  from  probably  the  most  populara.rcade 
game  ever,  with  perspective  altered  from  over- 
head to  eye  level.  The  dots,  the  monsters,  the 
power  dots,  the  side  exits,  the  game  is  amazing. 
"3D  Man"  requires  at  least  3K  added  memory. 

(CG088)  Space  Quest    S19.95 

Our  first  8K  memory  expander  game  and  its  a 
beauty.  The  scene  (a  short  story  is  included)  is  far 
in  the  future,  a  time  when  man's  knowledge  has 
reduced  an  entire  galaxy  into  a  mapped  series  of 
quadrants.  This  game  has  stratagy  (you  plot  your 
own  hyperspace  jumps  on  Galaxy  map),  action 
(against  a  starry  background  you  find  yourself 
engaged  in  a  dogfight,  laser  style),  exploration 
(you  must  fly  your  ship  deep  into  caverns  to  pick 
up  necessary  fuel).  "Space  Quest"  requires  at 
sast  8K  memory  expansion  and  a  joystick. 

Commodore  64 

(CG602)  3D-64,  IWan     $19.95 

This  available  on  the  expanded  "Vic  20" 
game,  has  been  completely  rewritten  for 
the  64  and  uses  sprites,  sounds,  and 
other  features  not  available  onthe"Vtc" 
This  one  requires  a  joystick. 


P.O.  Box  1 56,  Shady  Cove,  Oregon  97539-01 56      Masiercafd  and  Visa  cards  accepted      C.O.D.  Orders...call  (503)  878-21 1 3 

VIC  is  a  trademark  ot  Commodore  Business  Machines,  Inc.         Games  will  be  on  tape  unless  you  request  disk.  Ask  (or  our  FREE  catalog! 


For  instance,  suppose  you  want  to  use  the  Z 
key  rather  than  the  J  key  to  move  the  snake  left. 
Since  location  197  reads  the  keyboard  on  the  VIC 
and  64,  you  must  first  determine  the  number 
which  is  POKIZd  into  this  location  when  Z  is 
pressed.  Type  the  following  line: 

1  PRINT  PEEK  (197):FOR  I  =  1  TO  400:NEXT  I: 
GOTOl 

and  then  RUN  the  program.  Next  press  the  Z 
key,  and  the  number  in  location  197 corresponding 
to  the  Z  key  will  print  repeatedly  on  the  screen. 
The  VIC  will  print  33,  the  64  will  show  12.  Try 
some  other  keys,  noting  their  values,  then  hit  the 
RUN/STOP  key. 

You  are  now  ready  to  make  the  modification 
in  line  200.  In  the  VIC  version,  replace  20  with  33, 
and  in  the  64  version,  substitute  12  for  34.  RUN 
the  program  (after  deleting  line  1,  of  course);  you 
can  move  the  snake  left  with  the  Z  key. 

If  you  don't  want  to  type  in  the  program,  I 
will  make  a  copy  of  it  for  you.  Send  $3  and  a 
stamped,  self-addressed  mailer  to: 

Diin/I  Biberdoff 
1008  Molmwk  Dr. 
Iiviii<i:,  TX  75061 

Sec  program  listings  on  page  118.9 


24K 


MEMORY 

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SPRITE 

DESIGNER 
by  Dr.  Lee  T.  HUI 

$1 6.95^rape)  $21 .95(D}sk) 

Create  and  Ihen  transform  sprites  automatically.  We 
have  the  other  sprite  making  programs,  Dut  this  is  the 
one  we  use  to  make  sprites.  The  automatic  transfor- 
mations aregreat! 

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56    COMPUTEI'sGoZBlle    July  1983 


Skyles  Electric  Works  Presents 


The  VicTree" 


. ,, Leaves  your  new  Vic  (or  CBM  64)  with  35  additional  commands. 
.  ..Branches  out  to  most  BASIC  4.0 programs. 
.  ..Roots  into  most  printers. 

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REVIEWS 


Exatron  Stringy  Floppy  For 
VIC-20  And  64 


Tom  R.  Halfhill,  Editor 

One  of  the  most  common  dilem- 
mas faced  by  home  computer 
owners  is  whether  to  invest  sev- 
eral himdreci  dollars  in  n  disk 
drive  or  to  stick  with  cassette 
tapes  for  storing  programs. 

A  lot  of  trade-offs  are  in- 
volved: cassette  recorders  are 
much  cheaper  (under  $75  for  a 
Commodore  Dalassetle),  goner- 
ally  reliable,  and  the  cassettes 
themselves  are  fairly  rugged. 
But  thev  are  also  slow. 

Disk  drives  are  very  fast, 
can  store  many  programs  per 
disk,  run  a  wider  varielv  of  com- 
mercial software,  and  make  pos- 
sible certain  advanced  tech- 
nk]ues  with  the  new  "expanded" 
memory  available  to  the  com- 
puter. But  they  are  also  expen- 
sive ($375  and  up). 

Some  people  have  sought 
alternatives  to  both  storage 
methods,  turning  to  add-on  de- 
vices which  speeti  up  cassette 
recorders,  among  other  things. 
The  newest  alternative  for  VIC- 
20  and  Commodore  64  users  is 
the  Exatron  Stringy  Floppy, 

The  Exatron  Stringy  Floppy 
isn't  really  new;  it's  been  widely 
used  since  1978,  mostly  by  own- 
ers of  Radio  Shack  TRS-HO  com- 
puters. It  was  only  recently  made 
available  for  the  VIC-20  and  64. 
At  $199.50,  it  could  be  an  attrac- 
tive alternative  to  a  disk  drive. 

The  Idea  Behind 
Stringy  Floppies 

Exactly  wliat  is  a  Stringy  Floppy? 

58    COMPum'iCazene    July  1983 


It's  a  mass  storage  device  that's 
sort  of  halfway  between  a  cas- 
sette recorder  and  a  disk  drive, 
althougii  it  has  more  in  common 
with  recorders.  In  some  cases,  a 
Stringy  Floppy  is  faster  than  a 
disk  drive,  although  in  other 
cases  it  can  be  as  slow  as  a  cas- 
sette. For  media,  Stringy  Flop- 
pies use  a  small  tape  cartridge 
called  a  iviifcr.  Wafers  are  ex- 
tremely small  and  light  -  about 
tv^^o-thirds  the  size  of  a  credit 


rewound  for  repeated  use.  But 
the  tape  in  a  wafer  is  one  long 
continuous  loop,  very  much  like 
the  tape  in  audio  eight-track 
cartridges.  A  wafer  is  never 
flipped  over  or  rewoimd.  It 
winds  in  one  direction  only. 

Because  Stringv  Floppies 
use  tape,  even  though  it  is 
wound  continuously,  they  share 
one  important  characteristic  with 
conventional  cassette  recorders: 
they  are  sequential  access  devices. 
This  point  is  important  because 
it  dictates  how  Stringy  Floppies 
must  operate.  A  sec]uential  ac- 
cess device  stores  programs  se- 
quentially, one  after  the  other. 
To  get  to  a  program  somewhere 


Actual  Size 


Capstan 
Pindi 
Roller 


Head  Window 

And 
Pressure  Pad 


Sensor 

Window 

For 

Splice  Marker 


Inside  View  Of  A  Wafer 


card  and  about  three  credit  cards 
thick.  Inside  the  wafer  cartridge 
is  digital-quality  magnetic  tape 
only  1/16-inch  wide. 

The  tape  in  a  wafer  is  wound 
differently  than  tape  in  a  regular 
cassette.  Cassette  tape  is  wound 
end-to-end  on  spools,  and  the 
cassette  must  be  flipped  over  or 


in  the  middle  of  tiie  tape,  it  must 
first  wind  past  all  the  intervening 
tape.  On  the  other  hand,  a  disk 
drive  is  a  random  access  device. 
The  movable  read/write  head  in 
a  disk  drive  finds  a  program  in 
tiie  middle  of  a  disk  and  moves 
to  it  directly. 

A  good  analogy  is  to  think 


REVIEWS 


of  stereo  systems.  To  play  a  song 
in  the  middle  of  a  cassette  tape, 
you  first  must  press  Fast  Fonvard 
and  wind  past  all  the  precedinj; 
songs.  But  to  play  a  song  in  the 
middle  of  a  record,  you  need 
only  lift  the  tone  arm  (o  the 
proper  band;  the  preceding 
songs  are  bypassed.  Disk  drives 
work  on  the  same  principle. 

Stringy  Fk)ppies,  however, 
record  programs  and  data  se- 
quentiallv,  beginning  at  the  start 
of  the  tape  loop  and  continuing 
until  the  end.  The  Stringy  Floppy 
drive  is  an  "inlelligent" 
peripheral  device,  and  it  knows 
where  this  tape  loop  begins  and 
ends.  This  is  accomplished  with 
a  shiny  metal  marker  that  splices 
the  tape  loop  together.  On  top 
of  the  wafer  is  a  small  circular 
window,  and  a  sensor  within 
the  Stringy  Floppy  drive  peers 
through  this  window  to  detect 
the  marker  as  the  tape  winds  by. 

Usually  Far  Faster 
Than  Tape 

Wafer  tape  winds  very  fast  - 
eight  inches  per  second  (conven- 
tional cassette  recorders  wind 
tape  at  only  1%-inches  per  sec- 
ond). It  transfers  data  quickly, 
too.  that's  why,  under  ideal 
conditions,  a  Stringy  F'loppy  can 
outperform  a  VIC-i54{)/i341  disk 
drive  (which  admittedly  is  a  bit 
slower  than  some  other  disk 
drives).  However,  because  the 
Stringv  Floppy  is  inherently  a 
sequential  access  device,  it  can 
be  as  slow  as  a  cassette  recorder 
for  some  operations.  In  the  vast 
majority  of  cases,  though,  it  will 
prove  much  faster  than  cassettes. 
The  amount  of  data  that  can 
be  stored  on  a  wafer  depends  on 
the  length  of  its  tape  loop.  Wafers 


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July  1983    COMPUTEI'i  Gazette    59 


REVIEWS 


The  Exntnm  Striit^i/  Hopin/,  until  ti  wafer  iiiaerted  in  Ihrfnwt  tilol. 


are  available  from  Exatron  in 
lengths  of  5,  1 0,  20,  35,  and  50 
feet.  The  shortest  wafer  holds 
4000  bytes  {4K),  whicJi  is  enough 
to  store  the  longest  program 
possible  in  an  im expanded  VIC- 
20  (which  has  3583  byles  free  fc^r 
program ming).  The  longest 
wafer  holds  40K,  which  is 
enovigh  to  store  the  longest  pro- 
gram possible  in  a  64  (which  has 
38911  bytes  free  for  BASIC). 

Speed  Vs.  Economy 

The  Exatron  Stringy  Floppy  drive 
itself  is  a  light,  compact  unit 
about  a  third  the  size  of  a  VIC- 
1540/1541  disk  drive.  Hooking  it 
up  is  simple  -  just  plug  in  two 
cords.  The  first  one,  a  coiled 
cord,  plugs  into  the  same  input/ 
output  port  on  the  back  of  a  VIC 
or  64  that  is  used  by  the  disk 
drive.  (If  your  system  already 
includes  a  disk  drive,  the  Stringy 
Floppy  plugs  into  the  back  of  the 
drive,  forming  what  is  called  a 
daisy  chain.) 

The  second  cord  is  for  power 
-  unlike  the  Datassettc,  the 
Stringy  Floppy  does  not  draw  its 
power  from  the  computer.  The 

60    COMPUTE!'!  Gazette    Julyl?83 


power  cord  has  a  transformer 
that  plugs  into  the  wall  socket. 

There  are  no  switches,  but- 
tons, or  controls  of  any  kind  on 
the  Stringy  Floppy.  It  comes  on 
when  it's  plugged  in,  and  one  of 
the  two  red  lights  on  the  front 
panel  lights  up  brieflv  to  let  vou 
know.  It  blinks  again  when  the 
computer  is  switched  on.  You'll 
hear  a  quiet  whir  as  the  Stringy 
Floppy  initializes  itself.  The  next 
step  is  to  insert  a  wafer  by  sliding 
it,  topside-up,  into  the  front  slot 
until  it  snaps  into  place. 

The  Stringy  Floppy's  com- 
mands are  straightforward,  and 
are  similar  to  the  standard  VIC/64 
commands  for  saving,  loading, 
and  verifying  programs  and 
data.  The  main  difference  is  that 
the  Stringy  Floppy  is  addressed 
as  device  number  20,  so  a  comma 
and  20  must  be  tacked  onto  each 
command.  The  27-page  manual 
explains  all  of  this  in  a  step-by- 
step,  easily  understood  manner, 
with  examples. 

For  instance,  calling  up  a 
directory  for  a  wafer  is  very  much 
like  the  procedure  on  a  disk 
drive.  You  type  LOAD"$",20 
and  press  RETURN.  When  the 


directory  is  loaded,  you  read  it 
by  typing  LIST.  This  shows  all 
the  files  stored  on  that  wafer.  Of 
course,  since  the  directory  itself 
is  loaded  as  if  it  were  a  file,  it 
erases  any  program  currently  in 
memory. 

To  load  a  file,  you  type 
LOAD"filename",20.  The 
Stringy  Floppy's  second  LED,  a 
busy  light,  blinks  on  as  the  unit 
speeds  through  the  wafer  in 
search  of  that  file.  The  drive 
searches  sequentially  through 
the  tape,  pausing  brieflv  at  the 
start  of  each  file  to  check  if  it's 
the  right  one.  When  it  finds  its 
target,  it  loads  the  file  in  a  matter 
of  seconds  (often  faster  than  a 
disk  drive). 

Bui  the  key  factor  here  is 
the  search  time.  Remember,  the 
Stringy  Floppy  cannot  rewind  its 
tape  -  it  must  always  search  for- 
ward through  the  tape  loop. 
Although  the  unit  loads  files 
very  quickly  once  they  are  found, 
the  search  time  depends  on 
where  the  tape  happens  to  be 
positioned.  Under  ideal  condi- 
tions, when  the  tape  is 
positioned  just  before  the  file 
you  want,  the  whole  loading 
procedure  takes  only  a  few  sec- 
onds. The  extreme  case  is  when 
the  tape  is  positioned  jusi  after 
the  hie  you  want.  Then  the 
Stringy  Floppy  must  search  the 
entire  length  of  the  tape  loop. 
This  happens  every  time  you 
VERIFY  a  previous  SAVE,  and 
every  time  you  call  up  a  direc- 
tory. Since  the  Stringy  does  not 
store  its  directory  in  one  place, 
as  a  disk  drive  does,  it  must 
search  the  entire  wafer  for  the 
filename  headers  which  precede 
each  file. 

The  time  consumed  by  these 


REVIEWS 


searches  depends,  of  course,  on 
the  length  of  the  wafer.  On  a 

medium-length  wnfer  (20  feet, 
or  16K),  one  complete  cycle 
through  the  tape  loop  takes  55  to 
65  seconds  (the  exact  time  de- 
pends on  the  number  of  files 
stored,  since  the  Stringy  pauses 
briefly  to  read  each  flic  header). 
So  when  you  SAVE  a  short  pro- 
gram on  a  long  wafer,  the  VER- 
IFY procedure  could  take  as  long 
as  rewinding  a  conventional 
cassette  and  then  VERlFYing. 

Thus,  it  seems  shtjrter 
wafers  would  be  the  answer. 
But  there's  a  trade-off  involved  - 
there's  not  much  difference  in 
price  between  the  shortest  and 
longest  wafers.  The  lowest  price 
for  a  five-foot,  4K  wafer  is  $2.50, 
while  a  50-foot,  40K  wafer  is 
$3.50.  Since  wafers  always  store 
data  in  IK  blocks,  no  matter  how 
short  the  actual  program  is,  a  4K 
wafer  is  pretty  "much  limited  to 
one  or  two  short  files.  This  makes 
short  wafers  significantly  more 
expensive  than  disks  or  cas- 
settes. Long  wafers  are  a  much 
better  bargain,  but  also  require 
much  longer  search  times. 

So,  the  trade-off  is  between 
the  convenience  and  speed  of 
short  wafers  versus  the  economy 
of  long  wafers. 

Keeping  Track  Of 
Files 

Another  factor  to  consider  when 
weighing  the  merits  of  a  Stringy 
Floppy  is  the  convenience  of 
storing  multiple  files  on  a  single 
wafer.  Disk  drives,  of  course, 
automatically  keep  track  of 
where  files  are  stored.  With  cas- 
settes, you  have  to  manually 
keep  track  of  what  files  are  on 
which  tapes,  usually  by  jotting 


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Julyl9B3    COMPUWiGa^ene    61 


REVIEWS 


down  the  tape  counter  numbers. 
With  a  Stringy,  you'll  probably 
have  to  keep  a  similar  log.  Here's 
why: 

There  are  two  SAVE  com- 
mands for  theStringy.  The  first 
is  SAVE"filcnanie",20  (filenames 
up  to  eight  ctia meters  are  al- 
lowed). Phis  automatically  stores 
the  file  as  the  fty$t  file  on  the  tnpf 
loop  foUowiiig  llw  splice  iimrker. 
The  Stringy  does  not  check  to 
see  if  a  file  is  already  there,  so 
one  (5r  more  files  can  be  over- 
written if  you  use  this  command 
carelessly.  (However,  theStringy 
docs  check  to  see  if  the  end  of  the 
tape  loop  has  been  reached  -  if 
so,  it  will  stop  recording,  and 
your  subsequent  VERIFY  will 
tell  you  that  the  SAVE  was 
interrupted.) 

The  second  command  is 
SAVE"#filenam",2n  (only 
seven-character  filenames  are 
allowed  because  of  the  #  sign). 
The  #  sign,  which  is  stripped  off 
the  filename  by  the  Stringy,  tolls 
the  Stringy  to  store  the  file  wher- 
ever file  tape  /s  ciimiith/  posithndi. 
Important:  It's  up  to  you  to  in- 
sure the  tape  is  positioned  after 
the  end  of  the  last  file  on  the 
wafer.  Othcrwi.se,  existing  files 
may  be  overwritten. 

Unfortunately,  there  is  nt> 
special  command  to  position  the 
tape  past  the  last  file.  The  best 
way  is  to  VERIFY  the  last  file. 
Since  the  last  file  will  be  different 
than  the  file  you  want  to  save,  a 
? VERIFY  liRROK  will  result. 
This  is  just  what  you  want;  the 
tape  is  now  properly  p(.)sitioned 
for  a  SAVE  with  the  #  sign.  Then 
you  VERIFY  witl\  the  proper 
filename  to  double-check  the 
SAVE.  This  is  the  procedure 
recommended  by  Fxalron,  al- 

62     COMPUTB'sGa!a»B    July  1983 


though  it  is  not  mentioned  in 
(he  manual. 

This  whole  procedure  also 
depends  on  your  knowing  the 
filename  of  the  last  file;  other- 
wise, vou  can't  get  the  ? VERIFY 
ERROR  you  want.  That's  why 
you'll  have  to  keep  a  careful  log 
of  the  files  on  each  wafer.  You 
can't  discover  the  filename  by 
calling  the  directory,  because 
loading  the  directory  will  erase 
the  file  in  memorv  that  you  want 
to  save  (as  it  does  on  the  disk 
drive). 

Does  all  this  soimd  con- 
fusing? Exatron  advises  new 
users  of  Stringy  Floppies  to  store 
only  one  file  per  wafer  unfil  they 
get  the  hang  of  it. 

Other  Considerations 

As  a  general-purpose  mass  stor- 
age device,  the  Stringy  I'loppy 
supports  the  same  commands  as 
the  Datassette  and  disk  drive, 
including  OPEN,  PR1NT#, 
IN!'UT#,  GET#,  CLOSE,  CMD, 
and  STATUS.  This  means  you 
can  store  data  files  on  wafers  in 
addition  to  programs,  perform 
input/output  during  program 
execution,  and  so  on.  The  Ex- 
atron  manual  explains  these 
operations. 

Fxatron  warrants  (he  Stringy 
F'loppv  for  one  year,  part.s  and 
labor,  and  offers  a  30-dav  money- 
back  guarantee  of  satisfaction. 
Unlike  a  disk  drive,  the  Stringy 
does  not  have  a  movable  read/ 
write  head,  and  theotily  moving 
parts  are  the  tape  transport 
mechanisms,  so  it  should  be  a 
reliable  device.  The  onlv  mainte- 
nance it  rec^uires  is  an  occasional 
head  and  capstan  cleaning. 

Besides  convenience  and 
cost,  another  majtir  factor  to 


consider  is  commercial  software 
availability.  Software  is  widely 
available  on  cassettes  and  disks, 
but  this  is  not  yet  the  case  with 
wafers.  That  might  well  change 
soon,  ho^vever,  if  Stringy  Flop- 
pies become  a  popular  alterna- 
tive for  VIC  and  64  users.  In  the 
TRS-8t)  commimity,  some  soft- 
w  a  re  ha  s  bee  n  m  a  de  a  vail  a  b  I  e 
on  wafers.  Also,  Exatron  is  trying 
to  collect  public  domain  software 
for  VlCs  anci  64s  to  distribute 
free  with  sales  of  blank  wafers. 

New  Moment um 

' I'll e re's  evidence  that  Stringy 
Floppies  are  picking  up  momen- 
tum among  other  computer 
users,  too.  A  new  line  of 
peripherals  introcluced  by  Texas 
Instruments  for  its  new.$9y  'ri-99/ 
2  computer  includes  a  VVafertape 
drive,  which  is  an  Exatron 
Stringy  Floppy  licensed  to  TI. 
The  VVafertape  drive  also  works 
on  Tl's  new  Compact  Computer 
40  and  -  with  an  adapter  -  on 
the  Tl-4y/4A.  A  recently  an- 
noimced  portable  business  com- 
puter also  has  a  Stringy  Floppy 
for  mass  storage.  The  Stringy's 
small  size,  speed,  and  rugged- 
ness  make  it  ideal  for  portables. 
Whether  you  go  with  a  cas- 
.setle,  disk  drive,  or  Stringy 
Floppy,  remember  that  the  mass 
storage  device  is  probably  the 
most  important  peripheral  you'll 
buy.  All  have  acivantages  and 
disadvantages;  which  one  is 
"best"  depends  mostly  on  your 
needs.  Hxatron's  Stringy  Floppy 
is  clearly  a  viable  alternative. 

Exainm  Stringy  Floppy 
Exatron  Corporation 
181  Cimiinfrcial  Street 
Sumn/i'iile,  CA  94086 

$199:50  m 


REVIEWS 


Deadly  Duck  Cartridge  Game 
ForUnexpanded  VIC-20 

Tom  R.  Halfhill,  Editor 


For  a  while,  most  of  the  best 
computer  games  were  available 
only  for  such  machines  as  the 
Apple  II  or  Atari  4()0/800.  Partly 
this  was  for  marketing  reasons: 
these  computers  have  what's 
called  a  large  "installed  base," 
and  the  major  software  com- 
panies naturally  preferred  to 
make  games  which  would  sell  to 
the  most  customers, 

Bui  lliat's  been  changing 
now  tha(  the  ViC-20  and  Com- 
modore 64  compLitcrs  have  been 
selling  like  hotdogs  at  the  World 
Series.  The  major  software 
houses  are  recognizing  that  a 
significant  new  market  is  de- 
veloping. Companies  once 
known  primarily  for  their  Apple 
or  Atari  games  are  moving  to 
support  Commodore,  loo. 

One  of  these  companies  is 
Sirius  Software,  Inc.  Sirius  may 
be  a  new  name  to  Commodore 
users,  but  it's  well-known  among 
Apple  and  Atari  game-players 
for  such  classics  as  Sfwcc  Es^gs 
and  Snaikrrs.  U  was  also  the 
stomping  ground  t)f  such  famous 
game  programmers  as  Nasir 
Gebelli. 

Deadly  Duck  is  one  of  a  new 
line  of  games  introduced  by 
Sirius  for  the  VIC-20  and  Com- 
modore 64.  Although  Dnitlhf 
Duck  is  avaikible  only  for  the 
VlC-2()  at  present,  a  Commodore 
64  version  is  in  the  works  (in 
fact,  the  game  instructions  refer 
to  the  64  version). 

Dciuliy  Duck  maintains  the 
standards  set  by  Sirius's  previous 


products:  the  game  program  is 
fast  {all  machine  language)  and 
bug-free,  makes  excellent  use  of 
the  computer's  color  graphics 
and  sound,  includes  multiple 
difficulty  levels  and  other  op- 
tions, and  is  supported  by  solid 
documentation.  The  game  was 
designed  by  Cd  llodappand 
programmed  for  the  VIC-20  by 
Jeremy  A.  Jones. 

Big  Duck  In  A 

Small  Pond 

Although  the  title  Deadhj  Duck 
might  imply  that  your  enemy  is 
.some  sort  of  fearsome  watertowi, 
!/()»  are  actually  "Deadly"  the 
Duck.  Using  either  a  joystick  or 
the  keyboard,  you  control  a  mul- 
ticolored duck  which  can  swim 
back  and  forth  on  a  pond  along 
the  bottom  o(  the  screen.  You 
begin  the  game  with  a  supply  of 
four  ducks;  your  three  spares 
are  displayed  below  the  pond. 
You  can  acquire  any  number  of 
bonus  ducks  throughout  the 
game,  but  no  mi)re  than  three  of 
these  spares  are  displayed  at  a 
lime. 

The  object  of  Deadly  Duck  is 
to  retain  control  of  your  pond 
while  battling  pesty  enemies. 
During  the  first  level,  the 
enemies  consist  of  flying  crabs 
which  try  to  drop  bricks  on  your 
head.  Mtire  enemies  appear  in 
the  higher  levels. 

Besides  evasive  action 
{swimming  back  and  forth),  you 
have  another  way  of  defending 
yourself.  Woe  unto  the  unsus- 


pecting hunter  who  tries  to  bag 
Deadly,  because  this  is  one  duck 
who  is  literally  armed  to  the  teeth 
-  or  bill.  Inside  Deadly's  bill  is  a 
hidden  gun  which  fires  "bill 
bullets."  You  can  fire  one  bill 
bullet  at  a  time  by  pressing  the 
joystick  fire  button  {c}r  space 
bar).  Each  shot  is  accompanied 
by  a  very  realistic  "quack." 

To  aim  your  shots,  you  ma- 
neuver Deadly  directly  beneath 
your  target.  Naturally,  this  ex- 
poses him  to  the  falling  bricks. 
This  means  you  have  to  become 
adept  at  swimming  beneath 
the  flying  crabs  {which  are  con- 
stantly changing  direction),  fir- 


'MIGHTY  V 
IS  HERE 
TO  SAVE 
THE  DAY! 

BUSINESS 

&HOME 

SOFTWARE 

*  Commodore  64 

*  Vic  20 

*  TRS  80  Color 
Computer 

*  Apple 

FREE  CATALOG 

POWERBYTE 

2CHIPLEYHUN 

WESTBEHLIN,  N.J.  08091 

(609)  346-3063 

July  1983     COMPUTEt'sCazeUe     63 


REVIEWS 


w&y;iSS;3'S;',iSfiSSS'S';S;i-;ES'iJ^^^ 


ing  a  quick  bill  bullet,  and  then 
dodging  the  falling  bricks.  When 
a  brick  misses  Deadly  and  hits 
the  pond,  it  floats  on  the  water 
for  a  few  seconds,  blocking 
Deadly  from  swimming  past  it. 
If  several  bricks  fall  at  once,  he 
can  be  trapped  between  them, 
or  against  one  side  of  the  screen, 
which  makes  you  even  more 
vulnerable  to  the  falling  bricks. 

One  solution  is  to  shoot  the 
bricks.  You  also  score  more 
points  this  way,  but  it's  a  hazard- 
ous tactic  since  Deadly  must  be 
positioned  directly  beneath 
them.  And  in  the  higher  levels, 
the  bricks  drop  much  faster. 

More  Formidable 
Foes 

To  advance  to'  each  succeeding 
level,  you  must  destroy  all  eight 
flying  crabs.  This  wins  you  a 
bonus  duck.  Getting  past  the 
first  level  isn't  too  difficult  after 
a  few  tries.  Beginning  with  the 
second  level,  though,  you  en- 
counter even  more  formidable 
foes.  Tliese  are  the  constantly 
increasing,  hovering 
dragonflies. 

Two  of  these  dragonflies 
appear  in  the  second  level.  They 
hover  just  over  Deadly's  head, 
below  the  crabs.  Since  they  don't 
move  very  fast,  they're  quite 
easy  to  shoot,  and  each  hit  is 
worth  ten  points.  Unfortunately, 
shooting  a  dragonfly  doesn't 
make  it  disappear,  because  the 
dragonflies  are  invulnerable. 
What's  worse,  shooting  the 
dragonflies  only  angers  them, 
and  they  retaliate  by  dropping 
bombs  on  Deadly.  Each  bomb 
consists  of  a  slowly  descending 
cloud  of  tiny  fragments.  The 
slightest  touch  of  one  of  these 

64     COMPUTE!'}  Gaietie    July  1  ?83 


wiwB'T:  ji'".'~rn'-^-.r,i'i?i  c-.'j  ■>\»b  ■*-—,_ ... 


' ' Di'ii dli/"  the  duck  szviiiiH  between  Iwo 
floating  Imch  while  evadiiii^  the  flying 
cnibs  and  hovering  dragonflies. 

fragments  is  deadly  to  Deadly. 

The  bombs  arc  relatively 
easy  to  dodge  in  the  second  level, 
since  there  are  only  two 
dragonflies  dropping  only  one 
bomb  at  a  time. 

If  you  survive  long  enough 
to  reach  the  fifth  level,  the  bricks 
start  falling  faster.  And  in  the 
sixth  level,  the  crabs  start  flying 
as  fast  as  mosquitoes  around  a 
light  bulb.  The  crabs  are  always 
worth  30  points,  and  the 
dragonflies  ten  points,  but  you 
do  get  more  points  for  shooting 
bricks  in  the  higher  levels  -  up 
to  ten  times  the  50  points  that 
bricks  are  worth  in  level  one. 

Attention  To  Detail 

All  of  the  animation  in  Deadly 
Duck  is  extremely  smooth  and 
swift.  You  don't  expect  slow, 
jerky  motion  in  a  good  commer- 
cial game  program,  and  none  is 
evident  here.  What's  more,  all  of 
the  main  characters  -  Deadly  the 
Duck,  the  flying  crabs,  and  the 
dragonflies  -  are  finely  detailed 
and  multicolored.  This  is  espe- 
cially impressive  since  the  VIC 
does  not  support  sprites  or  bit- 
mapped graphics  modes. 

Deadly  Duck  also  has  several 
convenience  features  which 


should  perhaps  be  standard  on 
all  games  of  this  type.  The 
keyboard  control  option  will  be 
appreciated  by  people  without  a 
joystick,  or  by  those  who  prefer 
the  feel  of  "buttons"  for  this 
game.  The  f5  function  key  allows 
more  advanced  players  to  skip 
the  lower  levels  and  begin  im- 
mediately at  the  higher  levels. 
The  RESTORE  key  ends  any 
game  in  progre.ss  and  returns 
you  to  the  "demo  mode,"  in 
which  the  high  score  is  displayed 
and  the  screen  colors  cycle  end- 
lessly. The  RUN/STOP  key  in- 
stantly freey.es  the  action  in  case 
the  phone  rings  or  some  other 
momentary  distraction  arises. 
Pressing  RUN/STOP  restarts  the 
game  where  you  left  off.  And 
finally,  the  (7  function  key  helps 
clear  up  fuzzy  images  on  some 
color  TV  sets  which  are  slightly 
out  of  synchronization  with  the 
VIC's  video  signal. 

The  thoughtful  design  of 
this  product  extends  even  to  its 
plug-in  cartridge.  The  decision 
to  put  the  game  on  a  cartridge 
makes  it  convenient  to  load  and 
accessible  to  any  VIC  owner. 
Deadly  Duck  is  enclosed  in  a 
sturdy  plastic  case  with  indented 
and  ridged  finger-grips.  If 
you've  ever  struggled  to  extract 
a  reluctant  cartridge  from  the 
back  of  your  VIC,  you'll  ap- 
preciate this. 

For  fans  of  arcade-style  ac- 
tion games.  Deadly  Duck  should 
be  a  welcome  addition  to  the 
growing  selection  of  VIC-2G 
software. 

Deadly  Duck 

Sirius  Software,  hic. 

10364  Rockingham  Drive 

Sacrameulo,  CA  95827 

$34.95  m 


BaSIWRITER 


BUSIWRITER  A  Honey  of  a  Word  Processor 

Why  word  processors? 

Word  processors  allow  the  user  to  quickly  and  easily  create  letters, 
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ten  Information  using  the  memory  of  the  computer  as  a  pencil  and 
paper.  The  computer  display  or  terminal  acts  as  a  window  through 
which  the  user  views  the  information  as  it  is  entered.  The  outstanding 
advantage  of  using  BUSIWRITER  Is  that  it  acts  not  only  as  a  pencil  and 
paper  but  as  a  perfect  eraser  and  automatic  typewriter. 


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BUSIWRITER  has  more  functions  than  any  other  known  microcomputer 
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ALFABUG 


Michael  Wasilenko 


"Alfabug"  is  a  colorful,  exciting  game  that 
helps  your  three-  to  six-year  olds  learn  the  al- 
phabet. The  program  was  originally  written 
for  the  unexpanded  (5K)  VIC-20,  and  there's 
also  a  version  for  the  Commodore  64. 


In  an  effort  to  make  my  VlC-20  something  more 
than  just  n  keyboard  far  my  young  dn lighters  to 
bang  on,  1  wrote  this  little  program  to  make  it  do 
something  and  at  the  same  time  provide  an  op- 
portunity to  practice  the  alphabet.  Consequently, 
"Alfabug"  is  for  relatively  young  people,  three  to 
six  years  old.  To  a  child  learning  the  alphabet,  the 
accomplishment  of  pressing  the  correct  key  to 
initiate  a  bug  race  is  quite  exhilarating. 

The  object  of  (he  game  is  to  press  the  same 
letter  of  the  alphabet  on  the  keyboard  that  the 
computer  displays  on  the  screen.  When  the  correct 
letter  is  pressed,  a  bug  race  starts  -  five  different- 
colored  bugs  race  across  the  screen.  If  the  wrong 
letter  is  pressed,  the  computer  responds  with  a 
toot  and  then  waits  for  the  correct  letter.  The  order 
in  which  the  bugs  finish  is  marked  at  the  end  of 
each  lane,  so  the  player{s)  can  also  compete  for 
points  bv  guessing  the  winner.  Upon  completion 
of  each  race,  the  player  is  asked  if  another  race  is 
desired.  At  this  point,  a  "Y"  or  "N"  for  "yes"  or 
"no"  is  expected.  Again,  a  toot  is  heard  when  an 
invalid  answer  is  given. 

In  the  following  program,  the  computer  will 
select  the  letters  alphabeticallv  beginning  with 
"A"  (of  course),  and  will  reset  to  "A"  after  "Z"  is 
reached.  By  simply  deleting  the  remark  statement 
(REM)  from  line  76,  the  program  will  select  the 
letters  randomly.  You  could  also  modify  the  pro- 
gram so  it  asks  the  player  for  the  method  of  letter 
selection.  But  I  have  found  that  the  fewer  the 
prompts,  the  easier  it  is  for  the  child.  Remember, 
this  is  for  young  children  who  are  just  learning 
their  alphabet  or  who  are  just  learning  to  read. 
For  instance,  with  the  selection  method  fixed  in 
the  code,  my  five-year-old  daughter  can  load  and 
run  the  program  without  anv  assistance. 

This  simple  program  can  provide  hours  of 
fun  for  young  children  while  helping  them  practice 
the  alphabet.  But  watch  out!  You  may  not  get  to 
use  your  computer  again,  unless  they're  all  asleep. 

Sec  pn\^riu!i  lint  in  s^  on  pii;^e  120. 

66     COMPUret'i  Gazette     July  1983 


Little  critters  race  to  the  finish  line  in  "Alfnlnii(,"  VIC -20 
version . 


'Alfabug,"  Commodore 64  version. 


COMPUTE rs  Gazette 

Toll  Free  Subscription  Order  Line 

800-3340868 

In  NC  919-275-9809 


VIC-20  -  GAMES  -  VIC-20 

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PAflATROOPER  a  High  Resolution  game  that  doesn't  tet  you  make  anii  mistakes.  You 
are  in  command.  Helvcopiefs  fill  the  sky,  (and  we  mean  (ill  the  sky!),  dropping 
paratroopers.  Your  mission  is  to  keep  3  paratroopers  Itom  hilting  Ihe  ground  on  eilher 
side  of  your  gun.  But  that's  just  the  beginning  Vou  score  by  hitting  the  helicopters  or  the 
paratroopers,  but  if  you  miss  a  shot  it  subtracts  (rom  youi  score.  Therefore,  you  must 
make  every  shot  count  to  make  a  high  score!  IT  HAS  FOUR  FAST  ACTION  LEVELS 
TO  CHALLENGE  THE  BEST  PLAYER  The  High  Resolution  graphics  helicoptors  ate 
fantastic.  They  bok  exactly  like  helicopters!  The  paratroopers  arc  super  realistic  Their 
chutes  open  and  then  they  drift  down  to  earth.  If  this  weren't  enough  Ihc  sounds  are 
fantastic.  There  are  helicopter  blades  whirring  and  you  can  hear  the  howitzer  pumping 
shells  This  game  really  show  off  the  sound  and  graphic  capabilities  of  you  VIC 
PARATROOPER  IS  OUR  *  1  SELUNG  ARCADE  GAME,  you've  got  to  see  this  game  to 
believe  it,  $19,95 


Order  your  copy  today  or  see  your  dealer. 
Will  you  set  the  top  score? 


COMPUTERMAT  •  P.O.  Box  lewU*  Lake  Hauasu  City,  AZ  86403 


RULES 


L.  AltcniTHMmuti  he  m^iWd^dt  pCHtmdrkidrerequtr«d  [^determine  Ihc  tarlwtt  Winning  tntry.  In  the  I 

vvtni  o}  A  t*  [K*  pDtimdf  k  will  detfrmiTw  ihf  wmrvfr 

2.  (Vflrflifw  for  cntTtf*  ts  JuK^  M.  198J 

3.  Proof  of  pijfcfu«Fi>mufE  bv  provided  KdurnyourenErvwiihpibckA^e  tronl4l^4dpTuolc;(pu^chd&elltp  I 
dnd  fnfiota 

4.  ENTRrES  MUST  BE  MAILED  TO:  PARATROOPER  CONTEST.  P  O.  Box  388^  Lake  Hftviiu  | 
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5.  Gair\e  canifji  v^>id  where  prohibil«d. 

6-  Contest  bv^im  ApirJ  2.  L983.  Atl  cntrm  muit  b«  pot1frwk«d  by  July  21, 196XContff«l  vndi  JuV  3L, 
I9ft3 

7-  Winnrri  udl  bt  iwldied  by  nuul  Pubhc  nole*  of  winnf ri  will  Lw  pirtn[«l  in  [hii.  and  mhrr  compulvf  I 
TTvi9>n/irvf 

8.  Only  orw  entry  P*t  pttjoa  pW^iv  -  ttH  duptcdiei  wda  b*  diUL&tAmi. 

9.  "Dwfe  tt'JI  be  lOwmrxrs  for  a  1st,  2nd  &  ^d  pftie   Pr ties  f err  4(h     lOili  wiU  be  krr  wftwdre 
10,  Contest  it  limiiled  lo  USA..  Properltes  arKl  CanadA  only. 


Write  for  a  FREE  catalog  of 
VIC  COMMODORE  64  Software 


VIC  Marquee 


Louis  Mendelsohn 


With  this  program,  you  can  display  a  moving 
message  across  the  top  or  bottom  of  your  VIC 
screen  while  another  program  is  doing  some- 
thing else.  Although  it  does  this  trick  with 
machine  language,  you  don't  need  to  under- 
stand machine  language  to  use  it.  It  is  provided 
in  the  form  of  a  BASIC  loader  program. 


"VIC  Marquee"  is  a  modification  of  a  program  for 
generating  moving  marquees  on  the  Commodore 
PET.  The  beauty  of  this  program  is  that  the  mar- 
quee, a  moving  billboard  display  across  the  top  of 
the  screen,  is  generated  in  machine  lanji^Ltage  as 
part  of  the  screen  interrupt  task.  This  means  that 
the  marquees  arc  created  as  a  background  task 
while  the  primary  (BASIC)  program  can  be  doing 
something  else. 

Many  modifications  to  the  original  program 
were  required  for  VIC-20  operation.  The  screen 
edge  location  had  to  be  moved  to  memory  location 
SIEOO  (hexadecimal)  and  the  number  of  columns 
changed  from  40  to  22.  In  addition,  t!ie  hardware 
interrupt  vector,  IRQVEC,  had  to  be  changed 
from  50090  to  3031 4,  while  the  interrupt  handler, 
OLDIRQ,  was  relocated  from  $7003  to  the  VIC 
KERNAL  location  SCABF.  The  speed  was  slowed 
from  5  to  15  to  allow  for  easier  reading.  The  mod- 
ified program  was  kepi  in  tiie  original  PET  cassette 
buffer  (locations  864  through  1015)  since  it  coin- 
cides with  the  VIC  buffer.  But  the  sample  message 
was  moved  to  830.  The  message  is  stored  in  ASCII 
code  and  terminated  with  a  CHR$(0).  The  high 
byte  and  low  byle  defining  the  start  of  the  mes- 
sage, stored  in  locations  U)09and  1011,  were  ad- 
justed accordingly. 

One  final  modification  must  be  made  in  using 
the  VIC  Marquee,  since  the  technique  employed 
will  produce  white  letters  on  the  normally  white 
VIC  screen.  Either  the  screen  color  can  be  changed 

68     COMPUTEI-i  Gazette     July  1983 


or  colored  messages  can  be  produced.  The  pro- 
gram provides  a  BASIC  loader  for  the  VIC  Mar- 
quee with  a  blue-lettered  message. 

The  VIC  Marquee  program  will  display  the 
message  across  the  top  of  the  screen.  But  the  loca- 
tion of  the  message  is  easily  modified  by  changing 
the  data  specifying  the  left  edge  of  the  display 
area  (which  is  stored  low  byte,  high  byte  in  loca- 
tions 875  and  876)  and  the  data  specifying  the  left 
edge  minus  one  (stored  in  locations  878,  879,  and 
906,  907,  and  915,  916).  The  color  screen  memory 
must  also  be  adjusted  to  provide  a  visible  message. 
These  changes  to  the  program  are  required  to 
display  the  message  across  the  bottom  of  the 
screen: 

21  :  POKE  38884  +  r,  6  : 


11  FOR  I 
NEXT 
870  DATA 
876  DATA 
906  DATA 


=  0 

I 

15, 

31, 

227, 


TO 


22,  160,  1,  165,  228 
153,  227,  31,  200,  204 

31,  96,  172,  96,  3 

32,  153,  227,  31,  230 


912  DATA  169, 

See  progmiH  listing  o)i  page  121. 


Bap  i :c    ^fi=^R<^UE:l^   Bv'ncx>Ti~^re:MjH 

^gREr^DV.                                                                   ''-'''■■ 

BtTt^^  I  r^g^Mk^^gei?  .1"^        ■ 

^H"Bf=«Cl<<3ROUND"      BV                            .^H 
KSSr^MEI      TIME.           EKl^MRLE  =        jj 

l^eeo      l=RIMT      -HErL-L-O"                 ^1 

^pEL^O^®^^                                                      11 

With  "VJC  Marquee"  i/on  cuii  put  movinj^  messages  across  the 
top  of  your  TV  screen.  41 


ta/DPU  SEf\lSEi:.>' 


C-64 

VIC-20e 

VIC-1515 

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VIC-1541 

VIC-1010 

VIC-1311 

VIC-1312 


$399.00 

147,00 

334.95 

67.50 

347.00 

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to  I  a  I. 
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119.95 
39.95 

Provides  mterUoQ  between  ttie  VIC-;^D  and  RS232  lelecommunication^ 
moderns  Connecis  to  VIC'S  user  poM. 

PETSPEED  -  BBJic  Compiler  lor  CommoiJore  140.00 

COF^piie  any  Pel  Sasic  program.  ThA  only  opttmizing  compiler.  Programs 
compiled  wilh  Petapeed  run  up  10  40  times  Tester.  Pelspeed  code  is  unlisteble 
and  compiled  progrims  cannot  be  tempered  with.  No  security  device  required 
for  cpmptled  programs  AvAilable  NOW  for  the  Commodore  64. 


Computft 

Personal  Computer 

Printer 

Dataiette 

Olak  Drive 

Expanalon  Module 

Joytltck 

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VIC  3K  Memory  Expander  Cart 

Plugs  direClly  into  Ihe  Vic  i  u^pjinjinn  j)E:rl   Expands  10  flK  RAM 

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3K  FIAM  expansion  cartridge  ptugi  directly  into  the  VIC. 

CM102  24K  Memory  Expander  Cart. 

VIC-1011A        RS232C  Terminal  Interface 


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CS1  QUICK  BROWN  FOX  $55.00 

Ttio  Word  Processor  o)  ttiis  decadef  For  the  VIC-ZO  end  C-64. 


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COMMODORE  SOFTWARE 
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ploKlng.  All  commands  may  be  typed  as  new  BAStC  commands  or  Accftssed 
by  hitting  one  o1  ti^e  VIC'3  9peciat  function  kayr  Inciuda^  lutorfal  instruction 
book.  Excellent  for  all  programming  levals. 

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It  exacutes,  pause  to  edit  Special  KEY  command  (ets  pfogrammers  redehne 
funclton  keys  as  BASIC  commands,  subroutines  or  new  comimands. 

VIC-1213VICMON  Machine  Unguage  Monitor  $48.99 

Helps  macbina  coda  programmers  write  fasf.  alhcient  &507  assembly  lan< 
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Atari  Adapter  •  piay  your  jeoo  gsmes  on  ihe  vtc-zo  $79.95 

CARDBOARD  6  $87.50 

An  expansion  interlace  lor  the  VIC' 30  Allows  enparisiori  lo  40K  or  accepts  up 
to  SIX  games   May  be  dAisy-chamed  lor  rnore  verutilily. 

CARDBOARD  3  $35.95 

Ecariomy  f>xpan$ion  interface  for  the  Vic-?0 

CARD  "?"  CARD/PRINT  $76  00 

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Data  Files  -  your  storage  is  unltmileO  14.95 

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keep  records  ol  ell  your  household  expenses 

8sr-Chart  -  alsplayyour  numerical  data  8.95 

Turtle  Graphics  -  learn  pro^rammln;^  34.95 

VIC  Forth  -  a  powerlul  lenguage  lor  49.95 
BASIC  programming 

HES  MON  -  a  6S02  macMne  lenguage  34.95 

moniior  wiiri  e  mini.asseriibler 

HES  Writer  •  time-wung  word  process  tool  34.95 

Encoder  -  keep  your  p«rsonal  records  34.95 
away  from  prying  eyes 

statistics  SadlStlCS  -  slallstlcal  analysis  14.95 

Total  Time  Manager  2.0  -  creates  15.95 

personal  or  business  scnedijies 

TotI  Label  -  a  mailing  list  &  label  program  13.95 

TotI  Text  BASIC  15.95 

Research  Assistant  -  keep  track  or  oaia  17.50 

TotI  Text  Enhanced  29.95 

GrafIX  Designer  -  design  grapnic  cnaraclert  12,95 

MInlmon  -  allows  you  to  program,  load,  13.95 
save,  or  execute  machine  language  programs 

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Monks  -  a  devilish  game  ol  logic 

Bomber  *  you  must  decide  who  you  wer>t  to  riy 
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Exterminator  -  a  game  full  of  bugs  20.95 


We  have  over  400  programs  for  your  VIC-20 
and  over  250  programs  for  your  C-64! 


Shipping  A  Handling  Chargei; 

First  two  (2)  Items  -  $2.00  per  item. 

Three  (3)  or  more  items  -  $1.00  per  item. 

For  orders  over  J1D0  total,  surface  shipping  will  be  paid  by 

CcmpuSenae.  Blue  Label  or  apeciai  handling  wit!  be  paid  by 

the  customer. 
Additional  $2.00  C.O.D,  tee  on  all  G.O.D.  orders. 
MasterCard  and  Visa  accepted.  Give  card  number  and  expiration 

date  on  order  form. 
Allow  three  (3)  weeks  for  personal  ctiecks. 


Write  for 


TO  ORDER: 
P.O.  Box  187653 
Wichita,  KS  67218 
(316)  263-1095 


Catalog! 


Prices  subiect  to  change. 
VIC-ZO'  IS  a  registered  trademark  of  Commodore 


JiSf^^^-^^S!!*???!^ 


t*»=WSSSS««****«SStl 


^St* 


Word  Hunt 


A 

Puzzle  Game 

For  VIC-20  And  64 

Eric  Jansing  and  Bob  Meyers,  Jr. 


This  VIC-20  translation  of  a  popular  Commo- 
dore PET  program  shows  how  screen  compati- 
bility problems  can  be  overcome.  It  requires 
an  8K  memory  expansion.  We've  also  added  a 
version  for  the  Commodore  64, 


Word  Hunt"  is  a  great  game 
that  appeared  in  the  March 
1982  issue  of  COMPUTE!,  the 
Gazette's  comp'anion 
magazine.  The  game  was  written  perfectly  except 
for  one  thing  -  it  couldn't  be  RUN  on  a  VIC  without 
some  problems.  I  put  the  game  on  the  PHT 
and  liked  it  so  much  that  I  decided  to  translate  it  for 
the  VIC. 


After  days  of  problems,  I  was  ready  to  give 
up  completely  until  1  met  Bob  Meyers.  He  too  had 
a  VIC.  I  told  him  about  the  game  and  he  agreed 
that  it  would  be  a  good  project.  Bob's  solution 
was  to  use  a  VIC  8K  expander. 

Screen  Compatibility 

The  expander  gave  us  enough  memon,',  but  it  didn't 
solve  the  screen  compatibility  problem.  The  original 
program  was  written  for  a  40-colunin  screen;  VIC's 
screen  is  22  columns  wide.  In  the  end,  wo  took  out 
a  few  words  and  abbreviated  some  others  to  make 
the  program  compatible  with  the  VIC's  screen. 

In  the  original  program,  the  puz/Je  was  placed 
on  the  screen  by  a  subroutine  (line  1700).  The  vari- 
able G  determined  where  the  puzzle  board  was 


aWHl=VT      SK  ILL     LEVEL 

hL<E:eiSV>       TO      S<HRRD>      ?     3 

■lEMTER       10      WORDS, 
rMPiKE:      E:f=iCH      W0RI>     3      TO     8 
*  CHPiRPlOTERS      LONG. 
iJWORr*       i  -P      WORDHUNT 

lwORI>      3  •?      FIND 


(jHORD       ^ 


■i^Sf' 


The  first  step  in  "Woni  l-liuit"  is  to  enter  ten  imrdsfor  the 
puzzle.  The  Coninioiiorc  64  ivrsion  is  similnr  to  this  VIC-20 
scrtvn. 

70     COMPUTEI's  Gazette     July  1983 


w^^m& 


STSS 


c iRCysKFsa 

VREPAP VLFK 
HORRO  IDRRL 
J-RLj^IEICNOC  I 
VRTNUHDROW 
OCOMRUTERO 
EHOR3>HU^^TV 
LFIECMOCBWO 
RERf^lRVLFf^lG: 

<3e:  vqruopr  V 


LOC. 
I-'OW  ,COL 


Hunting  for  the  ward  "flypaper,"  VIC-20  version.  The  next 
etitr:/  would  be  "6"  to  indicate  the  word  is  spelled  iwfavnrds  in 
roxvl,  colnttnt  8. 


LUNA 


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diverse  line  of  softv^/are.  Call  us  today  and  shoot  for  the  stars 
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San  Jose,  CA  95159-6922 

(408)  378-7793 


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Vic-20-'      Commodore-      P«t  4064*'      C-128-       B-700- 


*     *  1  *    I    *        *       *    I  * 

I  *  ^ *  I  *  1^   *  j^^  I 
Lli.^_l'~'  I'LL 


SHIFTV  (c)  By  Kavan 

Watch  the  maze  chfintje  as  you  pass  through 
the  revolving  doors.  Can  you  keep  ahead  of  the 
bandits?  "Shifty  is  really  nifty"  and  a  lot 
tougher  than  it  looks.  Machine  language. 
Keyboard  or  joystick.  11K~. 
Cassette S20.00 


This  and  other  great  games  and  programs  arc  available  fron-i  DES-SOFT.  home  of 
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See  your  LOCAL  DEALER  for  our  Programs 
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Juiy1983    COMPUTEI's  Gazette    71 


lluiiliii^  for  the  word  "y'i)t/s//cA-,"  d-i  vcrsiou.  Tlw  iifxt  t'ltlri/ 
would  k'  "4"  to  iudicatc  the  ivard  runs  downward  from 
row  J ,  column  9. 

located.  That  is  mainly  what  is  changed.  Also,  in 
line  260  of  the  original  program,  the  FOR-NEXT 
statement  caused  the  variable  Q  to  overflow.  It 
now  reads:  260  X  9  =  0:  FOR  Y  =  1  TO  X. 

When  you  RUN  Word  Hunt,  you  get  a  catchy 
title  with  lots  of  color.  The  compLiler  then  asks  you 
the  skill  level,  1  being  easy  and  5  being  hard.  Then 
the  computer  asks  you  to  input  ten  words.  When 
the  computer  finishes  the  puzzle,  you're  asked  to 
press  any  key  and  the  game  begins. 

The  computer  writes  the  puzzle  on  the  screen 
and  displays  the  word  you  must  hunt  for.  Then 
you  are  asked  the  starting  location  of  the  word 
(ROW,COLUMN),  and  the  computer  will  ask  you 
the  direction.  The  direction  box  is  located  at  the 
bottom  left  of  the  screen.  To  answer  the  direction, 
just  look  at  the  word  and  match  its  direcHon  at  the 
bottom. 

if  you  are  correct,  the  computer  will  respond 
"yes"  and  give  you  points.  The  number  of  points 
you  get  is  determined  by  the  time  you  took  to 
answer. 

Sec  program  listings  on  page  122.  9 


FOX 


UpryteQyter' 


Presenis,.. 

For  the  Commodore  64 
The  user  affectionate  sprite  development  progfam.  Menu- 
driven,  mono/rrulticolor  sprites,  joystick/keyboard,  tape/disk 
20K  w/FAST  machine  language  routines.  Over  60  commands: 
ROTATE  (any  angle  0-360),  INVEFIT/OBVEFIT,  SHIFT,  SYM- 
I^ETRY,  AND/OR,  REVERSE.  REVIEW.  MOVIE  (animation). 
Create  and  edit  up  to  128  sprites  per  tite.  For  programming 
efficiencyandFUN'  indudesttieGams Maker-  automalicat^^ 
prepares  a  tiase  for  game  development. 
Cassette  £29.95 
Disk  $34.95 


(U.S.  Funda) 


Faxg®iiir'" 

P.O.  Box  507 

Deer  PafK  Texas  77536 

(7 13}  473-6723 


72    COMPUTEI's  Goiette    July  1983 


Commodore  ViC20/64  1541  Single  Disk  Drive 325.00 

K-  Commodore  VIC20/64  1530  Datassette 62.00 

■  Commodore  V1C20/64  1525  Printer,  ,  ,  , 325,00 

Commodore  V(C20/64  1701  Color  Monitor 245,00 

Commodore  V)C20/64  1600  Vicmodem  (Telephone 

Interface). 91.00 

•When  purchased  with  1530  Datassette  and  VL1 10  Refer- 
ence Programmers  Guide, 


VICinOViC8K  Memory  Expander  Cartridge. .....  41.00 

VtCI  n  1  VIC  16K  Memory  Expan(ier  Cartridge 65.00 

VIC1923  Gorf 28.00 

V!C  1924  Adventure  Land  Adventure 28.00 

VlC1917The  Count 28.00 

VIC1929  Personal  Finance 28,00 

VIC1211A  VIC  20  Super  Expander 53,00 

VIC1212  Programmers  Aid  Cartridge 44,00 

VIC1213Vtcmon  Machine  Language  Monitor 44,00 

VL102  Introduction  to  Basic  Programming-Partf,  .  , .  18,00 

VL103  Basic  Programming-Part  tl 18,00 

VT107A  Home  Calculation  Program  Six  Pack 42.00 

VT164  Programmable  Character  Set/ 

Gamegraphics  Editor 1 1,00 

VM 100  Personal  Computing  On  The  VIC20 4.50 

VL1 10  V1C20  Programmers  Reference  Guide 13,00 

Maxell.  Minr-Drsks.  B%". 

MD-2D  Double  sided,  double  density.  For  use  on  Tl,  Shugart 
or  eauivalent  ( 10  pkg,) $47,50 

MD-1     Single  sided,  single  density  for  mini  floppy  disc 

drives  (10  pkg.) 533,50 

Cardco,  Creative  Software,  EPYX, 
HES,UMlWICO,Romox. 

Get  the  ttest  prices  on  hardware  and  software.  For  a  com- 
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I 


s  m  a  amoEiianofaiina 

a  OB  aaBaaaaaaa  ibi  ea  fi 


BUSICALC/BUSICALC  II 

BOSICALC  A  Honey  of  an  Electronic  Spreadsheet 

Why  electronic  spreadsheet  programs? 

Electronic  spreadsheet  programs  allow  the  user  to  create  a  gridsheet, 

spreadsheet,  worksheet,  or  any  other  table  of  information,  using  the 

memory  of  the  computer  as  pencil  and  paper  The  computer  display  or 

terminal  acts  as  a  window  through  which  the  user  views  the  information         ^  _^V 

as  it  is  entered.  Textual  information  (such  as  headings),  numerical  values, ^^^A  *\t 

and  formulas  can  easily  be  entered  into  the  spreadsheet.  .^^^^T^    Cl/ 

For  Commodore  64  ^f^    W^  C^ 

For  Commodore  VIC  20  ^  O     v  (V    m^^ 

^^^  For  Commodore  PET/CBM  40  columns  w    -4%    ^V*'^^ 

For  Commodore  CBM  80  column/SuperPet  >        C5 

^^   \ 

BGSICALC  Your  Computer  Drone  for  Repetitive  Calculations        \     C^^ 

The  outstanding  advantage  of  using  a  computer  Is  that  It  acts  not  only      ^  ^.    ^ 
as  a  pencil  and  paper  but  as  a  perfect  eraser  and  an  automatic  calculator.    V  *■   /^V 
The  user  can  quickly  and  easily  make  any  number  of  alterations  to  the  fs^^ 

data  within  the  table.  The  BUSICALC  will  evaluate  any  formula  using  the      ^  ^' 
data  that  has  been  entered.  Further,  it  retains  the  formulas  and  displays       ^ 
the  resulting  value.  With  BUSICALC  controlling  the  entry  of  data,  provid- 
ing a  comprehensive  memory,  and  performing  arithmetic,  the  preparation 

f^j  of  a  spreadsheet  is  faster  and  more  accurate  than  if  it  were  prepared 

'^^  by  hand. 

BUSICALC  With  the  Sting  Removed  from  the  Prices 

BUSICALC  20 only  $49.00  for  the  VIC  20 

BUSICALC  64 only  $69.00  for  the  CBM  64 

BUSICALC  40 only  $79.00  for  the  original  40  column  PET/CBM 

BUSICALC  80 only  $89.00  for  the  original  80  column  CBMs  and  SuperPets 

^         ^^         BUSICALC  AVAILABLE  NOW  FROM  YOOR  LOCAL  DEALER 
-^^         G  ^^  (^^0)  227-9998  ^r. 

.0^^  qO  for  the  name  of  yogr  nearest  dealer    ^m^ 

^Ni  c,9^  *  California,  Canada,  Alaska  and  Hawaii  please  call  (415)  965-1735 

rj])      Skyles  Electric  Works 

W        231G  South  Whisman  Road 
Ji         Mountain  View,  CA  94041 

Europe  please  contact  SuperaofI,  Winchester  House,  Canning  Boad,  Harrow  Weeldstone,  Middlesex,  England  HA3  7SJ,  Tel.  01  661 1166 


VIC 

Timepiece 


Joseph  D.  Wright 


With  this  program,  your  VIC  becomes  a  clock 
complete  with  sound  and  colors.  And,  when 
you  prefer  quiet,  you  can  turn  the  sound  down. 
For  the  unexpanded  VIC.  If  you  have  an  ex- 
panded VIC,  unplug  the  memory  cartridge 
before  loading  and  running  the  program. 

What  do  you  do  with  your  computer  when  you're 
not  using  il?  Why  noi  lei  it  display  tlie  tiiiu* 
and  slit)w  oi'f.somo  of  its  talents  during  your 
"downtime." 

This  program  was  fashioned  after  the  plastic 
rolling-liall  clocks.  [3ii(  with  this  clock,  you  can 
turn  (he  soinui  down  when  you  sleep  or  watch  TV. 

Patterns,  Sound,  Colors 

Tlic  first  step  in  designing  tiic  clock  was  to  lay  out 
different  patterns  on  the  screen  until  a  feasible  de- 
sign was  found.  The  next  step  was  to  draw  the 
screen  display  on  graph  paper  (5  x  5  Quadrille), 
making  it  easier  to  list  all  screen  coordinates  to  which 
the  ball  could  move. 

The  screen  locations  were  put  in  an  array,  A(40), 
in  the  order  they  would  be  encountered;  from  the 
lower  right  of  the  screen,  up  the  "elevator,"  and 
across  the  top  ramp  to  where  the  ball  falls  to  the 
second  ramp  and  continues  tti  the  position  where 
the  first  hall  might  be  located.  Another  array,  B(48), 
siiows  the  route  all  extra  ha  I  is  take  to  the  bottom  of 
the  screen . 

A  delay  was  added  to  the  sound  routine  to 
slow  the  ball  to  a  reasonable  speed.  The  program 
worked  fine  without  a  deiay  when  only  one  ball 
was  involved,  hut  when  five  halls  started  rolling, 
things  got  a  little  hectic.  It  would  have  been  nice  to 
have  the  balls  fall  at  a  faster  rate  than  they  rolled 
the  rest  of  the  way  down  the  clock,  but  memor)' 
restrictions  dampened  any  chance  of  such  intrica- 
cies. I  decided  to  increase  the  overall  speed  of  the 
balls  so  the  "fall"  speed  would  be  close  to  normal. 

The  sound  routine  is  designed  so  any  condition 
that  warrants  a  "hit"  sound  is  sent  to  that  section  of 

74     COMPUTEI's  GaietiB    JuIyl9B3 


the  routine.  Otherwise,  control  falls  through  to  the 
"roll"  sound.  Two  sounds  were  tied  together  to 
approximate  the  sound  of  a  rolling  Liall, 

Usually  I  prefer  the  orange  background  because 
it  gives  more  color  to  work  with.  The  dark  color 
also  allows  POKEing  into  screen  memory  without 
also  POKEing  a  color  into  color  memory.  By  the 
way,  a  simple  way  to  add  color  is  to  add  CO  to  the 
previously  POKEd  location,  where  CO  equals  30720 
(38400-7680,  which  is  the  beginning  of  color  memory 
minus  the  screen  memory),  inir  example,  I'OKE 
SC -I- {var),81:POKE  SC -I- ^'ar) -I- CO,(color). 

A  Little  Ingenuity 

To  convert  this  program  to  another  computer,  try 
using  the  same  program  lines  and  change  only 
the  variables  to  allow  for  voin'  screen  size  (for 
instance,  to  allow  for  the  Commodore  64' s  40- 
column  screen).  Ifyour  computer  addresses  screen 
locations  with  X  and  Y  coordinates,  try  changing 
the  DATA  statements  to  four-digit  numbers,  such 
as  0215  where  02  is  the  X  value  and  15  is  the  Y 
value.  These  values  can  be  obtained  bv  the  for- 
mulas: X  =  VAL(LEFTS(B(X),2))  and  Y  =  VAL 


At  12:59,  the  clock  is  fully  racked  loith  (mils. 


(RIGHT$(B(X),2))  in  Microsoft  BASIC.  The  DATA 
statements  would  have  to  be  READ  in  as  strings. 
For  tliosc  of  you  with  PRINTfa  statements,  similar 
results  can  be  achieved  by  PRlNTing  an  "o"  or  an 
"*"  (or  anything  else  that  belter  resembles  a  ball) 
at  the  proper  locations. 

With  n  little  ingenuity,  this  clock  could  be 
displayed  on  any  computer,  although  it  might 
require  some  fancy  manipulating  of  PRINTTAB 


or  other  statements. 

If  you'd  rather  nut  type  this  program  listing, 
just  .send  $3  and  a  stamped,  self-addressed  mailer 
with  blank  cassette  (no  disks)  to: 

j.D.  \\'n<iht 
10M)auir!c^  Street 
Lotiisvi!k\  KY  40204 


Sec  program  listing  on  page  124. 


As  tlic  liitit  luiiiiiti'  of  the  hour  expires,  the  bath  i'i\^i}i  their 
descent,  tri;^j^ering  chain  reactions  among  Itie  other  racks. . . 


until  only  one  ball  remains  on  titehour  rack,  iiulieating  it 
IS  nou'  1 :00.  ffl 


We're  Compuscope,  Inc.,  a  leading  producer  of 
computer  peripheral  products  for  the  VIC-20. 


No  one 
delivers 
more  from  a 
VIC-20 
than  we  do. 

And 

who  are  we? 


Wft'ra  proud  to  put  our  name  on  tha  most 
comptala  expansion  interfacfi  board  svat 
(^e^tgnfld  for  iria  VIC  20  Pflraanal  Computer 
Tha  Compulcopo  SUPERMOTHEK 

No oth«rexpander  board  auppllea  aomuch 
entiancflmetni.  With  Compuscopfl's 
SUPERMOTHER,youcHn: 


•  Add  up  1035K  of  marnory  to  vour  VIC-20. 

•  Copy  gimecertrldgaa  and  othar  oohwairg  to 
proiacl  yoursolf  against  lost  program^. 

"  Frasze  gama  acLion  and  hold  a  slnole  frame 
until  you're  ready  to  conUnue. 

No  other  expander  board  Includafl  ttft  many 
unique  lealures.  Wllh  Compu$cop*'s 
SUP£RWOTHER,youoei: 

•  d  »vi^llch  aeleclable  slots,  Our  clo>«9l 
competlilor  has  only  six.  Run  sing  la  or 
multlplfl  VIC-20  proflram  cartrldgfls;  add 
mflmory;  run  utility  programs  —  all  at  iho 
same  time. 

•  Syalem  reset  button.  Eliminate  wear  and 
fear  on  your  VIC-20. 

>  Pause  t3utton.  Stop  a  program  In  progress 
and  start  It  up  again  at  your  leisure. 

•  Rspiecoabie  fuse.  Protectsyour  ViC-2g's 
power  supply  from  accidental  damage. 

•WMIa  ProtecHon  5 wit cfi.  Lets  you  make 
back^up  copiaa  of  cartridge  programs  on 
lapeoTdisketla. 

»  Fuli^  buffered  lo  Insure  accurate  data 
transmission  ffom  ibe  board  to  the  ViC-20. 

Suggasled  RelaM:  £149.95 


6400  Signal  Street,  Tillamook,  Oregon  97141 


SUPER  SK  EXP  AN  DABUE 
MEMORY  CAHTRIOaE 

Simply  plug  Into  th6  VIC.20  expansion  port 
and  memory  expands  lo  12K  total,  pius  3 
unique  functions,  easily  expandable  lo  1GK, 
plug.in  socltets.dKternai  memory  switching 
and  Wille  Protection. 


SUPERIBK 

iMEiMORY  CARTRiDOE 

Easily  expand  your  VIC-20  to  20K  lotai,  plus  II 
also  Incorporatss  External  Memory  Switctiing 
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EXPANDER  EXPANSION  INTERFACE 
Several  unlqua  lealures  makes  this  4'Slot 
board  Ihe  perfect  add-on:  case  design 
matches  your  VIC-20,  System  Pause 
Function,  Write  Protection  Syslem,  Fully 
Butlered,  and  Gold  Connectors  trrroughout 
for  eriiclent  and  long  lite. 


July  1983     COMPUTEI's  Gazette     75 


VlCreations 


DANCARMICHAEL 


sv:^\Na«oSxiM«JSS>iiSiSc;iiV;;:^ 


Let  me  tell  you  a  little  about  myself  first  and  then 
we'll  get  down  to  an  interesting  technique  you 
can  use  -  how  to  speed  up  your  BASIC  programs. 

After  studying  computer  science  in  the  late 
1960s,  I  entered  the  world  of  "data  processing"  at 
a  relatively  early  stage  in  the  computer  revolution. 
My  first  job  in  the  field  involved  what  were  then 
considered  ultra-giant  computers  -  IBM  370  168's. 
With  a  memory  capacity  of  around  eight  million 
bytes,  the  168's  provided  the  programmer  with  a 
lot  of  room  to  work  in, 

I  was  so  used  to  the  large  memory  of  these 
machines  that  when  the  first  personal  computers 
hit  the  consumer  market  around  1977,  I  was  hesi- 
tant to  buy  one.  After  all,  I  figured,  what  can  16K 
offer  to  a  programmer  who  is  accustomed  to  work- 
ing with  millions  of  bytes  of  memory?  I  continued 
to  resist  home  computers  until  1981  when  the 
VIC-20  hit  the  market.  Its  price  -  $300  then  -  was 
low  enough  to  justify  the  experiment. 

I  bought  one,  and  was  pleasantly  surprised. 
Amazed  might  be  a  better  word.  To  put  it  simply, 
the  VIC  turned  out  to  be  a  sea  led -down  version  of 
the  IBMs  I  loved  so  much.  Just  less  memory,  that's 
all.  The  VIC  screen  editor  was  surprisingly 
sophisticated.  You  can  easily  and  quickly  move 
the  cursor  anywhere  you  want  to  and  change 
things  efficiently  on  screen.  (Many  other  com- 
puters have  cumbersome  editing.)  And  the  other 
internal  workings  of  the  VIC  turned  out  to  be 
similar  to  the  IBMs.  Even  the  BASIC  language  in 
the  VIC  was  very  much  like  the  BASIC  emulator 
in  the  large  IBMs.  I've  been  fascinated  with  my 
VIC  ever  since.  Like  a  good  book,  it's  hard  to  pull 
yourself  away  from  it. 

Future  Columns 

This  monthly  column  will  contain  everything 
from  useful  bits  of  information  for  the  beginner 
(did  you  know  that  if  you  type  POKE  650,128  and 
hit  RETURN,  every  key  on  the  keyboard  will  "re- 
peat" if  you  continue  to  hold  it  down?)  to  helpful 
tutorials  for  the  intermediate-level  programmer. 

We'll  look  at  the  best  VIC  software  as  it  comes 
on  the  market  and  talk  about  the  best  new  games. 
We'll  even  get  into  how  to  go  about  writing  some 
games  of  your  own.  And  there'll  be  useful  pro- 
grams and  utilities  to  help  you  get  the  most  out  of 
your  amazing  "little"  computer. 

76    COMPUWiGoiette    July  1983 


Above  all,  we'll  explore  the  programs,  tech- 
niques, new  products,  and  discoveries  that  should 
make  for  many  hours  of  fun,  and  fascination, 
with  your  VIC. 

Speedy  Variables 

Sometimes  one  of  the  biggest  problems  when 
programming  with  BASIC  (especially  in  writing 
games)  is  figuring  out  how  to  make  the  program 
run  fast  enough.  It's  no  good  playing  slow-motion 
Ping  Pong.  There  are  ways,  however,  to  squeeze 
more  speed  out  of  your  BASIC  programs.  One 
simple  way  is  to  use  more  variables.  The  following 
programs  will  demonstrate  this.  The  programs 
will  fill  the  screen  with  dots  and  then  tell  you 
how  many  seconds  it  took  to  finish  the  job. 

Carefully  type  in  Program  1,  type  RUN,  and 
press  the  RETURN  key.  (To  type  the  clear-screen 
character  [CLR]  in  line  10,  hold  down  the  SHIFT 
key  and  press  the  CLR/HOME  key.  You  should 
then  see  a  reversed  heart  character.  If  you  have  a 
problem,  see  "How  To  Type  In  COMPUTE'.' s 
Gazette  Programs"  elsewhere  in  this  issue.) 

Program  1 

i0    PRINT" {CLR)":A=0:TI$= "000000" 

20    POKE    7680+A,81:POKE    38400+A,6:IF  A=505 

THEN   GOTO   40 
30    A=A+1:G0T0    20 
40    PRINT    TI/60:END 

The  running  time  for  Program  1  is  approxi- 
mately 12.16  seconds.  The  only  variable  used 
here  is  the  variable  "A",  which  serves  to  increment 
both  the  screen  (7680  +  A)  and  color  (38400  +  A) 
memory  locations. 

Now  type  in  Program  2,  and  RUN  it. 

Piogram  2 

10  PRINT  "{CLRl "sA=0!B=7680:C=38400:TI$=" 

000000" 
20  POKE  B+A,81:P0KE  C+A,6:IF  A=505  THEN  G 

OTO  40 
30  A=A+l:GOTa  20 
40  PRINT  TI/60:END 

The  running  time  for  Program  2  is  approxi-  . 
mately  8.53  seconds,  an  increase  in  speed  of  30 
percent!  The  only  changes  we  made  in  Program  2 
were  to  define  the  numbers  7680  and  38400  as 
variables  ("B"  and  "C")  during  the  initialization 
(the  preliminary  definitions  and  instructions  to 
the  computer)  in  the  program.  Then  we  used  these 


variables  in  the  program  itself. 

Now  enter  Program  3,  and  RUN  it. 

Program  3 

10  PRINT" {CLR} " :A=0!B=76a0:C=38400:D=81 :E 

=6 :F=505:TI$= "000000" 
20  POKE  B+A,D:POKE  C+A,E:IF  A=F  THEN  GOTO 

40 
30  A=A+1:G0T0  20 
40  PRINT  TI/60:END 

In  Program  3,  we  have  replaced  tiiost  of  the 
numbers  in  the  program  with  variables.  Re- 
member that  the  variables  were  first  defined  fur 
the  VIC  during  the  initializntiaii  phase  of  the  pro- 
gram. Witliout  first  being  defined,  a  variable 
would  mean  nothing  to  the  computer  later  on  in 
the  program.  The  variable  would  just  be  a  zero, 
and  that  would  cause  havoc. 

The  running  time  of  Program  3  is  approxi- 
mately 6,7  seconds,  almost  twice  as  fast  as  Program 
1,  and  a  marked  improvement  over  Program  2. 

The  trade-offs  here  are  obvious.  By  using  a 
Bttle  more  of  the  VlC's  memory  to  define  variables, 
you  can  greatly  increase  the  swiftness  of  your 
programs.  Also,  if  these  variables  are  used  more 
than  once  in  your  program,  you  can  save  memory 
at  the  same  lime  you're  increasing  speed.  So  you 
cnii  have  your  cake  and  eat  it  too. 

Speedy  BASIC 

You  could  also  try  the  FOR/NEXT  structure  instead 
of  the  POKE  we've  been  using  so  far  (in  Programs 
1-3).  Here's  how. 

Enter  Program  4,  and  RUN. 

Program  4 

10  PRINT  "[ CLR} ":A=7680! 8=38400 :C=8l!D=6: 

F=505:TI$="000000" 
20  FOR  E=0  TO  F:POKE  A+E,C:POKE  B-»-E,D!N 

EXT  SPRINT  TI/60:END 

This  version  runs  in  just  over  four  seconds. 
It's  the  fastest  version  yet. 

Programming  with  the  FOR/NEXT  technique 
might  be  a  bit  more  difficult.  But  in  some  cases, 
where  speed  is  important,  the  extra  effort  would 
be  worth  it. 

A  Word  About  Machine 
Language 

For  maximum  efficiency,  for  programs  that  run  at 
lightning  speed,  machine  language  is  the  way  to 
go.  Machine  language  is  the  VIC's  native  lan- 
guage. It  talks  to  it ^tif  in  machine  language;  BASIC 
has  to  be  "interpreted"  while  a  program  is  run- 
ning. This  translating  process  can  significantly 
retard  progress  from  one  instruction  to  the  next. 
Of  course,  computers  are  so  fundamentally  fast 
that  many  programs  don't  require  any  extra  speed. 
But  some  do.  Thai's  when  the  techniques  we've 
looked  at  this  month  are  worth  knowing.  Even 


so,  in  certain  cases,  machine  language  is  the  only 
solution.  To  see  the  spectacular  speed  of  machine 
language,  try  Program  5: 

Program  5 

10  FOR  A=7168  TO  7200: READ  BiPOKE  A,B:NEX 

T 
20  PRINT"tCLR)"  PRESS  ANY  KEY,",,, "BUT  DO 

N'T  BLINK  1  I" 
30  GETA5:IF  A$=""THEN  GOTO  30 
40  TI$"000000":SYS7168: PRINT  Tl/60:END 
50  DATA  162,0,169,81,157,0,30,169,6,157,0 

,150,232,224,0,208,241,169,81 
60  DATA  157,254,30,169,6 
70  DATA  157,254,150,232,224,0,208,241,96 

After  many  years  oi  programming,  I  am  still 
fascinated  by  the  extraordinary  speed  of  machine 
language. 

As  you  can  see,  this  program  runs  in  just 
over  1/100  of  a  second,  approximately  730  times 
faster  than  Program  1,  which  is  written  in  BASIC. 
For  those  of  you  who  are  unfamiliar  with  machine 
language,  there's  no  trick  here.  As  a  matter  of 
fact,  this  program  could  have  been  written  to  run 
even  faster,  but  you  get  the  idea. 

Machine  language  is  an  advanced  topic  and 
won't  be  covered  in  any  detail  in  this  column,  but 
if  you're  interested,  COMPUTE'.'fi  Gnzetk'  for 
Commodore  has  a  column  on  the  subject, 
"Machine  Language  For  Beginners,"  elsewhere 
in  this  issue. 

If  you've  got  questions  or  ideas  about  subjects 
you'd  like  to  see  covered  in  this  column,  write  to: 
VlCreations,  P.O.  Box  5406,  Greensboro,  NC  27403. 


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July  1983     COMPUTED  Goielte     7? 


LARRY  ISAACS 


64  EXPLORER 


"64  Explorer"  will  be  a  regular  column  dealing 
with  topics  of  interest  to  Commodore  64  users. 
Since  this  is  Ihc  premiere  column,  perhaps  a  little 
bit  about  my  backgrtmnd  is  in  order  (mixed  with 
a  few  items  of  historical  interest)  before  we  begin 
our  first  explorations  of  the  64's  BASIC  language. 

Eight  Years  Ago 

1  ha\'e  had  an  interest  in  microcomputers  since 
they  first  became  available.  At  that  time  (around 
1975),  I  was  still  in  college,  so  naturally  I  couldn't 
afford  one  of  my  own.  Instead,  I  had  to  be  ct)ntent 
reading  all  the  literature  and  magazines  1  could 
lay  my  hands  on.  In  those  days,  you  had  to  know 
a  lot  about  how  your  microcomputer  worked  in 
tirder  to  use  it.  Plus,  you  would  typically  have  to 
do  a  lot  of  your  own  programming.  Back  then  a 
microcomputer  with  as  much  memory  as  the  64 
would  have  been  L]uite  expensive.  And  it  would 
have  weighed  a  ton,  because  at  that  state  of  tech- 
nology it  would  have  required  a  very  large  power 
supply. 

It  was  during  this  time  that  1  picked  up  most 
of  my  hardware  design  experience.  This  experi- 
ence included  designing  a  bit-slice  (i.e.,  custom) 
minicomputer  and  working  on  some  peripheral 
controllers  for  DEC  minict)mputers.  Unfortu- 
nately, 1  wasn't  able  to  pick  up  much  experience 
on  microcomputers. 

Then  came  the  Apple  and  Commodore  PET 
computers.  Tiiey  were  the  first  nias.s-market 
microcomputers  for  beginners  as  well  as  for  more 
experienced  people.  Actually,  the  PET  (short  for 
Personal  Electronic  Transactor)  could  he  consid- 
ered the  great-grandfather  of  the  Commodore  64. 
When  the  PET  was  first  introduced,  there  weren't 
many  hcvoks  or  publications  to  help  beginners 
learn  about  computing,  and  fewer  still  ready-to- 
run  programs,  so  it  was  quite  a  challenge  for  a 
beginner  to  use  a  PET.  Fortunately,  things  began 
to  immediately  improve  with  the  formation  of 
user  clubs  and  the  publication  of  a  number  of 
small  but  informati\'e  newsletters. 

It  was  a  short  time  later  (the  spring  of  1979) 
that  1  joined  Small  System  Services,  which  a  few 

?8     COMPUTEI's  Gazatta    July  1983 


months  later  began  publishing  COMPUTE!  (the 
parent  magazine  of  C0M/-'U7'E.''s  Gazetlc).  It  was 
at  Small  Svstem  Services  that  1  got  my  first  hands- 
on  experience  with  microcomputers.  Most  of  that 
experience  was  with  the  Commodore  PHTand 
CBM  computers,  though  the  Atari  was  not  far 
behind. 

I  had  been  with  Small  System  Services  about 
a  year  when,  in  an  effort  to  further  my  program- 
ming skills,  I  left  to  work  for  Micro  Technology 
Unlimited.  I^ir  the  past  three  years,  I  have  been 
writing  or  adapting  programs  almost  exclusively, 
though  my  work  still  exposes  me  to  a  good  deal 
of  hardware.  Most  of  my  programming  involves 
machine  kinguage,  but  I  have  also  done  a  fair 
amount  of  programming  in  BASIC.  And  I  have  at 
least  a  little  experience  with  some  of  the  less  wide- 
spread languages,  such  as  Forth,  Pascal,  and  C. 

Virtually  all  my  programming  experience  has 
involved  the  6502  microprocessor.  The  6510, 
which  is  the  microprocessor  chip  at  the  heart  of 
the  Commodore  64,  is  identical  to  the  6502  except 
for  a  few  mitior  changes.  For  programming  pur- 
po.ses  they  can  be  considered  virtually  identical. 

Tips,  Translations,  Small 
Applications 

In  this  column,  I  plan  to  cover  topics  for  all  levels 
of  users,  but  primarily  for  the  beginner-  to 
intermediate-level  user.  1  will  try  to  provide 
programming  tips  as  well  as  useful  informa- 
tion about  the  computer.  Where  feasible,  1  will 
discuss  how  to  convert  programs  from  other 
home  computers,  especially  the  VIC,  I'or  use  on 
the  64,  and  I'll  try  to  keep  you  up-to-date  on 
new  hardware  and  software  products  for  the  64. 
From  time  to  time,  1  will  try  to  present  small 
applications  of  my  own  which  I  hope  will  prove 
useful  and  instructive  to  you.  Since  this  column 
is  for  your  benefit,  I  invite  you  to  send  in  your 
suggestions  for  subjects  you  would  like  to  see 
covered. 

Now  let's  move  on  to  something  you  can  put 
to  use.  As  you  may  know,  the  64  represents  the 
state-of-the-art  in  inexpensive  home  computers. 


NOW  THE 
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and  most  versatile  word  processor  running. 
Now  you  should  know  about  three  new 
software  rascals  that  make  the  Commodore 
64  even  more  wily  and  clever 
First,  there's  QuickFlnger.'"  In  the  most  cunning 
Fox  tradition,  it's  both  a  game  and  a  teacher — for 
both  children  and  adults.  It  makes  a  sport  out  of 
learning  to  touch-type  on  a  computer  keyboard  by  showing  letters 
on  a  screen.  The  letters  move  faster  and  faster  until  pretty  soon 
you're  typing  quick  as  the  devil, 

■Second,  there's  QuickSpell.'"  It's  compatible  with  Quick  Brown  Fox 
word  processing.  )ust  in  kase  your  won  of  those  fokes  what  makes  spel- 
ing  airors  or  trypos  every  now  and  them,  QuickSpell  checks  them  for  you 
without  your  having  to  live  with  a  dictionary  on  your  lap. 
Third,  there's  QuickMail.'"  It's  the  foxy  way  to  keep  your  mailing  lists  up  to 
-date — easily,  tidily,  and,  of  course,  quickly. 

So  now  you  have  four  ways  the  friendly  Fox  makes  your  computer  more 
cute,  clever,  and  cuddly  But  don't  stop  counting.  Deep  in  its  lair,  the  Fox  is 
getting  ready  to  trot  out  more  beguiling  new  programs  for  you. 

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80     COMPUTEI'sGozttte    Julyl9B3 


Yet  it  still  shares  a  lot  of  similarities  with  Commo- 
dore machines  that  have  preceded  it.  An  advan- 
tage you  have  over  owners  of  the  early  Commo- 
dore machines  is  the  availability  of  helpful  books 
and  publications.  This  should  make  it  easier  to 
learn  how  to  get  more  out  of  your  computer.  Your 
64  came  with  a  small  book  called  the  Coiimiodarv 
64  User's  Guide.  It  is  written  in  tutorial  style  and 
provides  a  very  brief  introduction  to  the  BASIC 
language.  In  most  cases,  it  doesn't  go  into  enough 
detail  to  prepare  you  to  do  actual  programming. 


If  you've  never  written  any 

programs  before,  you  will 

soon  learn  that  some  of  the 

things  you're  used  to  doing 

may  not  be  acceptable  to  BASIC. 


If  you  do  plan  to  do  some  of  your  own  program- 
ming, a  book  you  should  buy  is  the  Cottiiiiodon'  64 
Progmmnier'^  Referemr  Guide.  It  provides  informa- 
tion on  a  wide  variety  of  subjects,  and  in  much 
greater  detail.  In  my  next  column,  I  will  briefly 
review  this  book,  and  in  the  future  I  will  try  to 
mention  sections  of  this  book  where  you  can  find 
additional  information  related  to  subjects  covered 
in  the  column. 

Microsoft  BASIC 

If  the  64  is  your  t'irst  computer,  and  you're  plan- 
ning on  doing  some  of  your  own  programming, 
then  chances  are  that  BASIC  will  be  your  first 
computer  language.  Several  different  versions  of 
BASIC  have  been  developed  by  various  com- 
panies. Each  has  its  own  style  or  flavor. 

The  BASIC  which  is  built  into  the  64  comes 
originally  from  Microsoft,  Inc.  It  is  an  early  version 
of  Microsoft  BASIC,  which  means  that  it  is  missing 
some  features  sometimes  found  in  newer  or  "ex- 
tended" BASICS.  But,  for  most  applications,  this 
simpler  version  will  prove  sufficient,  and  it  has 
the  advantage  of  taking  up  less  memory.  En- 
hancements to  BASIC  have  already  begun  to  hit 
the  market,  so  those  who  would  like  some  of  these 
extra  features  will  not  have  to  do  without.  1  will 
try  to  keep  you  posted  on  the  enhancements  as 
they  become  available. 

Some  Terms 

Before  discussing  some  things  concerning  the  64'. s 
BASIC,  I  had  better  define  a  couple  of  terms  first. 
Some  of  the  time  I  may  refer  to  BASIC  coiinutuuis, 
and  other  times  I  may  refer  to  BASIC  slatemcnts. 
Some  of  you  might  wonder  what  the  difference 


is.  Generally  speaking,  there  isn't  any  difference. 
Strictly  speaking,  a  BASIC  statement  is  any  "sen- 
tence" which  is  executable  by  BASIC,  and  is  thus 
the  more  general  term.  BASIC  commands  are 
typically  those  BASIC  statements  which  are 
executed  as  direci  commands  (that  is,  instructions 
typed  in  without  line  numbers  for  immediate 
execution).  This  implies  that  the  other  statements, 
not  called  commands,  are  typically  used  within 
programs. 

The  CoDDttoiiive  64  User's  Gki'A' categorizes 
CONT,  LIST,  LOAD,  NEW,  RUN,  SAVE,  and 
VERIFY  as  commands,  and  the  rest  as  statements. 
1  will  try  to  follow  this  terminology,  but  in  some 
cases  it  isn't  obvious  whether  a  statement  is  being 
used  as  a  command  or  not.  In  such  cases,  my 
choice  will  depend  mostly'on  my  mood.  For  ex- 
ample, it  may  seem  more  natural  to  say  "OPEN 
command"  rather  than  "OPEN  statement"  if  it  is 
being  executed  as  a  direct  command. 

Another  important  term  I  will  be  using  in 
this  column  is  the  word  "enter,"  1  use  "enter"  to 
refer  to  a  line  or  lines  that  should  be  typed  into 
the  computer  with  each  line  being  terminated  by 
pressing  RETURN.  So,  if  I  indicate  that  you  should 
enter  "NEW,"  you  should  type  "NEW"  followed 
by  a  RETURN. 

If  you've  never  written  any  programs  before, 
you  will  soon  learn  that  some  of  the  things  you're 
used  to  doing  may  not  be  acceptable  to  BASIC.  A 
prime  example  is  the  use  of  commas  in  numbers. 
When  writing  numbers  for  other  humans,  we  are 
taught  to  place  commas  in  the  number  for  the 
millions  and  thousands  (i.e.,  l,00t),tKK)).  But,  in 
BASIC,  the  comma  is  used  to  separate  various 
items  from  one  another;  you  write  3101),  not  3,100. 
BASIC  would  interpret  3,100  as  three  followed 
by  100. 

CHRGET  Routine 

One  of  the  things  that  gives  the  64's  BASIC  its 
flavor  is  a  routine  called  the  CHRGET  routine. 
This  is  not  a  BASIC  routine,  but  a  machine  lan- 
guage routine  which  is  part  of  the  BASIC  inter- 
preter program.  For  those  new  to  programming, 
the  BASIC  interpreter  program  is  the  program  the 
64  is  executing  while  you  are  using  BASIC.  The 
computer  chip  in  the  64  isn't  made  to  execute 
BASIC  statements  directly,  so  a  program  is  needed 
which  can  interpret  the  BASIC  statements  and 
perform  the  specified  action. 

The  CI-IRGET  routine  is  used  by  the  BASIC 
interpreter  to  fetch  the  next  character  from  your 
BASIC  program  or  direct  command.  It  isn't  the 
only  way  the  BASIC  interpreter  fetches  the  next 
character,  but  it  is  the  one  used  in  most  situations. 
Thus,  the  characteristics  of  this  routine  have  a 
major  effect  on  the  way  certain  things  operate  in 
this  BASIC, 

July  1983    COMPUTSIS  Gazette    81 


For  example,  the  CHRGET  routine  will  skip 
spaces.  If  the  character  fetched  is  a  space  character, 
the  CHRGET  rtuitine  will  throw  it  away  and  fetch 
the  character  following  the  space.  It  will  repeat 
this  process  until  a  non-space  character  is  found. 
The  result  is  that  the  BASIC  interpreter  won't  see 
any  difference  between  "FOR  I  =  1  TO  10"  and 
"FORI  =  ITOIO".  There  are  other  times  where  the 
results  can  he  somewhat  unexpected.  For  e.xam- 
p!e,  BASIC  also  uses  the  CHRGET  rtiutine  to  fetch 
the  digits  found  in  numbers.  Consequently, 
BASIC  doesn't  see  any  difference  between  "'■)99'-)" 
and  "99  99".  Enter  the  following  to  see  this  for 
yourself: 

PRINT  VAL("9999"), VAL("99  99") 

It  must  be  nt)ted,  though,  ilia  I  the  spaces  are 
thrown  away  only  when  the  statements  are  being 
executed,  and  not  when  they  are  entered. 

Statement  Terminator 

Another  characteristic  of  the  CHRGET  routine  is 
that  it  will  signal  when  the  end  of  a  statement  has 
been  reached.  It  decides  that  it  has  reached  the  end 
of  a  statement  when  it  finds  a  colon  {:)  or  a  /.ero-byte 
character  (i,e.,  a  character  whose  ASCII  value  is 
zero,  not  to  be  confused  with  a  "0"  character  which 
has  an  ASCII  value  of  49).  You  need  not  concern 
yourself  with  the  zero-bvte  character  since  it  is  au- 
tomatically put  at  the  end  of  each  line  by  the  BASIC 
interpreter.  This  is  not  the  case  v\  ilh  the  colon, 
whose  special  status  as  a  statement  terminator  can 
also  cause  imexpected  results.  For  example,  tr\' 
entering  and  running  the  following  one-line 
pR)gram: 

10  INPUT  T$:I'RINTT$ 

The  INPUT  statement  will  make  the  computer 
display  a  question  mark  and  pause  while  it  awaits 
some  response  from  you.  Then  enter: 

ABCD:EFG 

as  your  resptJnse  to  the  INPUT  statement.  The  64 
will  display: 

7EXTRA  IGNORED 
A  BCD 

As  you  can  see,  the  colon  in  your  response  had 
the  effect  of  terminating  input  into  the  TS  variable. 
The  "EXTRA  IGNORED"  message  is  to  let  you 
know  that  there  was  more  on  the  line  which  was 
not  used.  You  might  expect  that  changing  the 
program  ti>: 

10  INPUT  T1$,T2S:PR1NT  T1$,T2S 

and  entering  the  same  response  would  get  rid  of 
the  "EXTRA  IGNORED"  message,  but  this  is  not 
the  case.  If  you  enter  the  same  input,  BASIC  will 
display  "??"  indicating  that  the  INPU'f  statement 
wants  more  data.  This  happens  because  the  colon 
doesn't  just  separate,  but  terminates  the  input  for 

82    COMPUTEI's  Gazette    July  1983 


that  lino  as  well.  It  is  as  if  you  entered  a  RETURN 
after  the  "D"  instead  of  the  colon. 

As  previously  stated,  the  comma  is  the  charac- 
ter used  to  separate  items  from  one  another.  If  you 
enter  "ABCD,EFG"  in  the  two  examples  above, 
yt>u  would  find  that  the  first  example  wt>iks  the 
same,  but  the  sectJnd  works  as  expected,  "ABCD" 
and  "DEE"  are  read  into  Tl$  and  T2$,  respectively. 
The  comma  does  not  have  the  terminating  charac- 
teristic that  the  colon  does. 

Special-Purpose  Characters 

With  this  special  treatment  given  to  the  comma 
and  colon,  it  would  appear  that  using  them  as 
normal  characters  would  be  difficult.  However, 
this  is  where  another  character  wliich  receives 
special  treatment  comes  in  handy.  This  character 
is  the  quote  iiaark  (").  Any  seqLience  of  characters 
found  between  quotes  will  be  interpreted  as  a 
literal  string,  which  means  that  BASIC  won't  use 
the  CI  IRGET  routine  to  fetch  the  characters.  As  a 
result,  the  comma  and  colon  won't  receive  the 
usual  special  treatment.  The  only  difticultv  that 
remains  is  embedding  quotes  within  a  string. 
This  is  accomplished  by  specifying  the  c|uote  as 
CI  1R$(34)  (the  character  code  number  for  ")  and 
combining  it  into  the  siring  at  the  desired  places. 
For  example,  the  statements: 

PRINT  CHRS(34);"PRINT  THIS  WITHIN 

QUOTES";CHRS(34) 
TS  =  CHRS(34)  +  "PRINT  THIS  Win  II N 

QUOTES"  +  CHR$(34):PRINT  r$ 

will  both  print  a  sequence  of  characters  between 
quotes.  The  first  statement  prints  it  directly;  the 
second  places  the  string  into  a  variable  first,  then 
prints  the  variable. 

The  moral  of  tliis  story  is  that  BASIC  may  not 
always  do  what  you  might  expect.  The  Microsoft 
BASIC  in  the  64  uses  some  characters  t'or  special 
purposes,  which  in  other  situations  can  give  im- 
expected results.  As  you  become  better  acquainted 
with  BASIC,  these  surprises  will  occur  less  often, 
1  will  try  to  cover  more  of  these  operational  details 
in  future  columns. 

One  Final  Tip 

As  one  final  tip  tor  this  month,  I  would  like  to 
point  out  that  FN  is  a  rcscrocd  kci/woni  -  it  may  not 
be  used  as  a  variable  name.  Remembering  this 
could  save  a  lottif  time,  and  a  lot  of  hair-pulling. 
On  more  than  one  occasion  1  have  tried  to  use 
FNS  as  a  string  variable  to  hold  a  file  name.  The 
result  is  a  SYN'I'AX  ERROR  which  can  be  very 
difficult  to  see  if  you  forget  that  I-N  is  reserved.  I 
have  stared  at  the  offending  statements  for  longer 
than  I  would  care  to  admit  before  remembering 
this  simple  fact.  1  hope  you  won't  make  the  same 
mistake,  at  least  not  more  than  once.  0 


POWER  BASK 


64  Paddle 
Reader  Routine 


Bobby  Williams 


Bcf^iiiniu^  thin  month,  "Power  BASIC"  irill  be  a  scriiV  of 
short  iitililics  luitl  rontiiifn  ic/kV/i  use  Dmchinc  liiit^iun^f  to 
othntn-i.'  tin-  jnturr  iiiitl  iiM'fiiliu'^n  ofipiircoiiipiitcr'n  BASIC. 
You  do  not  mril  to  tutiU'r^tniid  iiiticliim'  hiit^^tia^c  to  use 
these  routines  -  eueh  will  he  presented  in  the  fonu  of  a  short 
BASIC prof^raiii  ready  to  ti/pe  i)i  luid  use. 


If  you've  ever  tried  io  use  the  Commodore  (vl 
piiddle  controllers  in  n  BASIC  progr^im,  you  m.iy 
have  noticed  how  the  value  you  PEEK  to  read  the 
paddles  "jitters"  or  jumps  around  even  when  the 
paddle  isn't  touched.  This  is  due  to  the  ana  log-to- 
ri igilal  conversion  going  on,  plus  the  paddle's 

sensitivity. 

The  VIC  doesn't  seem  to  suffer  as  much  from 
this  "jitter."  So  what  can  we  do  to  get  the  64's 
paddles  to  "calm  down"? 

One  way  is  to  read  the  paddle  several  times 
and  average  the  results.  This  could  be  done  with 
a  short  loop  in  BASIC.  But  even  a  very  short  loop 
in  BASIC  is  relatively  slow,  especially  if  you're 
trying  to  read  the  paddle  very  fast,  as  in  a  game. 
The  answer  is  to  use  machine  language. 

256  Readings  Per  Split  Second 

Don't  worry  -  you  won't  need  to  understand 
machine  language  to  use  the  following  program. 
It's  been  converted  into  a  BASIC  hymicr,  a  short 
BASIC  subroutine  which  loads  the  machine  lan- 
guage into  memory  as  part  of  your  regular  BASIC 
program.  The  routine  reads  the  paddle  256  times 
in  a  split  second  and  takes  the  average  as  the  final 
value. 

All  you  need  to  do  is  add  these  lines  to  the 
beginning  of  any  new  or  existing  BASIC  program 


that  uses  the  paddles; 

10  PR=49152tFOR  1=0  TO  16: READ  A i POKE  PR+ 

I,A:NEXT 

11  DATA  169,0,170,168,24,109,25,212,144,1 

, 200, 202, 208,247, 132, 251 ,96 

When  you  want  to  read  the  paddle,  simply 
type: 

SYSPR:PA^PnEK(251) 

We  are  IM-.EKing  memory  location  251  instead 
of  the  actual  paddle  location  (542^7)  because  that 
is  where  the  subroutine  stores  the  average  that 
you  want. 

X  And  ¥  Coordinate  Readings 

If  you  want  the  paddle  reading  to  be  an  X  or  Y 
coordinate  ot  a  sprite,  simply  use  these  lines  in- 
stead of  those  above: 

10  PR=49152:FOR  1=0  TO  17: READ  A: POKE  PR+ 

I, A: NEXT 

11  DATA  169,0,170,168,24,109,25,212,144,1 

,200,202, 208,247, 140, LO, HI, 96 

Fill  in  "LO"  with  the  low  byte  and  "1 11"  with 
the  high  byte  of  the  sprite's  X  or  Y  address.  This 
will  automaticallv  update  your  sprite  position 
when  vou  type  SYS  PR  (either  as  a  line  in  your 
program  or  directly  from  the  keyboard). 

Both  of  these  roLi tines  read  the  X  paddle.  If 
you  want  to  read  the  Y  paddle,  change  tlie  25  in 
the  DATA  statements  to  a  26.  Also,  the  variable 
I'k  in  line  10  may  be  any  value  where  you  have  17 
available  memory  locatitvns.  For  example,  to  store 
the  routine  in  the  cassette  buffer,  make  PR  =  828. 

This  machine  language  routine  is  so  fast  that 
even  though  it  reads  the  paddle  256  times  during 
each  call,  if  is  only  about  eight  microseconds 
slower  than  a  single  PEEK  in  BASIC.  0 

July  1983     COMPUm'sGoietle    83 


MACHINE  LANGUAGE  FOR  BEGINNERS 


RICHARD  MANSFIELD,  SENIOR  EDITOR 


A  Hidden  World 


There's  something  amazing  beneath  BASIC. 

Each  month  in  this  column  we'll  explore  (he 
mysterious,  powerful  world  of  machine  language. 
Along  the  way,  we'll  try  some  fascinating  tricks 
and  techniques.  Evcrytliing  will  be  designed  to 
give  you  hands-on  experience  using  ready-made, 
easily  typed-in  examples.  1  hope  that  you'll  soon 
come  to  feel  that  machine  language  is  not  much 
more  difficult  to  learn  or  to  use  than  BASIC. 

From  time  to  time  you'll  hear  someone  say 
that  they  could  never  learn  to  program  in  BASIC 
because  they  aren't  good  at  math.  If  you've  done 
any  BASIC  programming,  you  know  (hat  math 
has  little  to  do  with  it.  You  can  chtni^n'  to  write 
complicated  mathematical  programs,  but  few 
home  computerists  want  to  or  need  to.  Instead, 
most  of  us  write  games,  practical  applications 
programs,  music,  or  whatever  interests  us.  But 
not  math.  BASIC  commands  such  as  SIN,  TAN, 
and  COS  just  sit  there  unused. 

Going  Below  BASIC 

Likewise,  many  BASIC  programmers  hear  about 
this  mysterious  machinL'  language  and  think  that 
it's  only  for  physicists,  engineers,  or  advanced 
professional  programmers.  For  example,  an  au- 
thor will  explain  that  he  or  she  wrote  a  game  in 
BASIC,  but  added  machine  language  in  certain 
places  for  speed.  Somewhere  in  the  same  article 
you  might  see  a  "program  listing"  of  the  machine 
language  part  and  be  convinced  that  it's  a  lot  less 
understandable  than  BASIC.  After  all,  machine 
language  uses  special  three-letter  abbreviations 
instead  of  the  English  words  of  BASIC. 

It  is  somewhat  easier  to  learn  the  meaning  of 
the  STOP  command  than  its  machine  language 
equivalent,  BRK.  But  they  do  pretty  much  the 
same  thing  -  they  slop  a  running  program  -  and 
it's  not  that  hard  to  remember  that  BRK  is  just 
shorthand  for  BREAK.  But  we're  getting  ahead  of 

84     COMPUTEI's  Gazette    July  1983 


ourselves.  Let's  first  tr)'  to  define  what  machine 
language  is  and  also  try  out  some  easy,  prelimi- 
nary excursions  "below"  BASIC.  To  understand 
the  meaning  of  machine  language  we  should 
first  take  a  brief  look  at  how  BASIC  itself  works. 
Try  typing  in  and  RUNning  the  following: 

VIC  Version: 

10?CHRS(14) 

20  FOR  I  =49310  TO  49610:  ?  CHRS(PEEK(I));: 

NEXT 

64  Version: 

10?CHR${:4) 

20  FOR  I  =  41 160  TO  41560:  ?  CHRS(PEEK{I));: 
NEXT 

Here  we  are  PEEKing  into  the  section  of  your 
computer's  memory  which  contains  BASIC  as  a 
progmm  on  a  Rend  Only  Mamvy  (ROM)  chip  - 
which  is  never  erased.  In  the  VIC,  BASIC  takes 
up  memory  locations  49152  through  57343,  and  in 
the  64  it  goes  from  40960  through  49151 .  In  both 
cases,  BASIC  uses  up  8K  of  memory,  somewhat 
more  than  8000  bytes.  What  we're  PEEKing  here 
is  a  list  of  the  BASIC  command  words.  Also,  at 
the  end  of  that  list  is  another  "table"  of  words 
which  are  the  computer's  error  messages.  (Notice 
that  the  computer  can  tell  when  a  word  ends  and 
a  new  one  begins  because  the  last  letter  is 
capitalized.) 

BASIC  is  just  another  program  -  albeit  a  very 
large  program.  But  BASIC  itself  is  not  wrilicn  in 
BASIC.  BASIC  i$  a  inacliinc  liingtuigc  pivgram. 

Following  The  Trail 

BASIC  is  a  language  that  both  you  and  your  com- 
puter can  easily  understand.  It's  the  way  you 
communicate  your  instructions  (your  programs) 
to  the  VIC  or  64.  That  list  of  words  we  just  ex- 
tracted is  sometimes  called  a  lookup  tabtc  and  con- 
tains the  50  or  so  commands  that  you  can  use  to 


geat^' 


dc- 


WordSforrh 

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fU/C-20  ComparisonJ                  ChetKEasei 

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Print  by  Check  or  Calesory 

YES 

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YES 

NO 

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Configure  far  Serial  or  Parallel  Printer 

YES 

NO 

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Upgrade  from  Cassette  to  Disk 
(later  withnut  losing  data) 

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program  in  BASIC.  Let's  see  roughly  what  hap- 
pens when  you  communicate  with  your  computer 
in  BASIC,  How  i.s  the  word  "Utah"  printed  on 
the  screen? 

First  we  type  in: 

10  PRINT  "UTAH" 

Then,  if  we  announce  to  the  computer  that 
there  is  a  program  in  memorv'  to  RUN  (bv  typing 
RUN),  it  will  look  for  the  lowest  line  number  and 
then  lutnlyzc  the  meaning  of  your  instructions 
following  the  line  number.  In  this  case,  it  would 
find  a  match  to  liie  instruction  "PRINT."  After  it 
located  the  match,  it  would  then  look  down  a 
separate  list  of  memory  addresses.  If  PKIN  T  is  the 
sixth  word  on  the  "words  list,"  then  the  computer 
would  count  down  to  the  sixth  word  on  the  "ad- 
dresses list"  and  would  send  control  of  your 
machine  to  the  address  it  found.  At  that  address 
is  a  machine  language  program  which  handles 
PRINT  commands. 

Now  we  can  begin  to  see  why  programmers 
want  to  learn  machine  language -programs  rim 
far  more  efficiently  than  they  ever  could  in  BASIC. 
Why?  Because  BASIC  is  an  "interpreter."  BASIC 
must  interpret  each  instruction  -ivhilv  li  }'iv;^rijiii  is 
rti}iHi!ig.  What's  more,  a  command  like  PRINT  is 
very  general.  Not  only  does  BASIC  need  to  find  out 
where  {in  ROM  memory)  the  PMNT  instructions 
are  located,  it  must  then  also  interpret  a  number  of 
additional  things.  What's  tlie  format  for  the  re- 
quested PRIN  Ting?  Is  there  a  TAB  or  SPC  to  deal 
with?  A  comma  or  semicolon? 

In  our  Utah  example,  there  isn't  any  special 
formal  so  BASIC  must  then  decide  if  this  is  a  re- 
quest to  print  a  literal  string  (something  inside 
quotes),  a  variable,  or  a  number.  And  so  on.  Each 
question  must  be  answered  by  the  computer  be- 
fore it  can  start  putting  something  on  the  screen. 
And  all  this  takes  time. 

BASIC  always  has  to  keep  track  of  the  current 
location  of  the  cursor  on  the  screen.  This  is  how  it 
knows  where  to  put  the  next  item  it  PRINTs.  By 
the  way,  you  can  directly  control  the  location  oi 
your  cursor  by  POKEing  new  numbers  into  the 
place  that  BASIC  looks  for  this  information.  On 
both  the  64  and  the  VIC,  the  line  location  is  held 
in  address  214  and  the  position  on  that  line  is  in 
address  211,  You  could  type:  POKE  214,  12  and 
the  cursor  would  be  iiKived  down  to  the  twelfth 
line.  Or  try  POKE  21  i.  It):  PRINT  "X". 

We've  just  followed  the  trail  of  the  PRINT 
instruction,  from  lookup  through  execution.  Re- 
member that  all  of  these  events  are  going  on  while 
BASIC  is  executing  a  program.  This  approach  is 
tolerably  fast  for  many  applications.  After  all,  the 
computer  can  fly  around  asking  and  answering 
questions  at  impressive,  electronic  speeds. 

Yet,  because  BASIC  is  all-purpose  -  it's  the 

86     COMPUTEI'i  Gazette     July  1983 


Beginner's  All-purpose  Symbolic  Instruction  Code 
-  it's  never  as  fast  as  machine  language.  Machine 
language  can  be  hundreds  of  times  faster  because 
you  can  print  U  TAl  I  without  needing  to  check  for 
a  quote  or  find  a  variable  somewhere  else  in  mem- 
ory or  whatever.  You  write  a  machine  language 
program  which  is  customized,  tailored  to  serve 
no  other  function  than  to  put  the  word  U  I'Al  1 
where  you  want  it.  In  one  sense,  printing  Utah 
via  machine  language  means  that  you  are  con- 
structing a  new  BASIC  command  word  which 
might  be  called  PRINTUTAH. 

An  Experiment  In  High  Velocity 

Here's  one  final  experiment.  You'll  see  what's 
meant  by  machine  language  speed  and  how  valu- 
able it  is  when  you're  writing  games.  It  will  also 
illustrate  the  wav  that  machine  language  can  be 
aniihiiii'il  with  a  iiABIC  host  program.  The  machine 
language  part  is  that  series  of  numbers  in  the 
DATA  statements.  When  RUN,  these  numbers  are 
POKEd  into  memoiy  to  form  a  short  machine  lan- 
guage program  that  will  fill  your  screen  with  what- 
ever key  you  press.  And  it  will  change  the  entire 
screen  instantly  when  you  hit  a  different  kev. 

64  Version 

10  FOR  ADDR  =  40000  TO  40017:  READ  NUMBE 

R:  POKE  ADDR, NUMBER:  NEXT 
20  DATA  173,0,4,160,0,153,80,4,153,80,5 
30  DATA  153, 8a. 6, 200, 208, 244, 96 
40  GET  A?! IFA$=""GOTO40 
50  POKE1024,ASC(AS)  :SyS40000  :  GOT'J40 

VIC  Version 

1  FOR  A=O2  0  TO  B69:READ  QtPOKld  A,BlNKXT 

2  DATA  160,0,177,251,145,251,200,208,251, 

162,255, 134,2  51,145,2  51,200,208,251,16 
9,6,145 

3  DATA  253,230,208,251,162,255,134,253,14 

5,2  5  3,200,208,251,162,0,134,251,134,25 
3,96,234 
10  PRINT " I CLR) {down) PRESS  ANY  KEY"; POKE  2 

51,0: POKE  252, 30: POKE  253,0: POKE  254, 

150 
20  IF  4*tPEEK(36866)ANR  128 )+64* ( PEEK( 368 

69)AND  L12)=4096  THEN  POKE  252,16:POK 

E  254, L48 
30  GET  AS: IF  A$=""  THEN  30 
40  PRINT" (home) "A?:SYS82B:GOTO  30 

After  the  numbers  are  POKEd  into  place,  the 
computer  executes  the  machine  language  program 
by  a  SYS  command.  This  is  essentially  a  GOSUB, 
but  the  target  isn't  a  BASIC  line  number.  Rather, 
it's  the  starting  address  of  a  machine  language 
routine.  When  finished,  control  is  returned  to 
BASIC  just  as  if  the  machine  language  routine 
had  ended  with  a  RETURN,  The  VIC  version  is  a 
little  longer  to  allow  the  program  to  work  correctly 
on  any  memory  configuration. 

VVe'll  get  into  further  explanations  in  the 
months  to  come,  but  you  might  want  to  write  a 
short  BASIC  program  to  accomplish  the  same  fill- 
the-screen  task.  You'll  then  know  why  many 
people  find  that  learning  machine  language  is 
well  worth  their  time.  ® 


BE  CREATIVE  WITH 
YOUR  CO"""n"n"=» 


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COMMODORE  64 5389 

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1541  DISK  DRtVE  S329 

1S25  GRAPHIC  PRINTER     $329 
1600  MODEM S  89 


COMMODORE  64 
SOFTWARE 

Avalon  Hill  Game  Company 

180-?01  B-i  Nucipai  Bomber  (C| SIZ 

160-?02  Midway  Cnmpaign  (C) i12 

\Ba-70'S  NorlHAIIilnlic 

CornQ^  iinidni  (C)  $li 

160-701  Nukewar  (C) I1Z 

lftO-706  Planel  Minuts  (CI $12 

ISO-712  Computur  Stocks  £  Bonds  {Cj  SIS 

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161-721   Compuler 

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161-732  TelpngaFd  (C| $16 

EPYX/Aulomated  Simulations 

ueoae  jump  hUn  ID)  .  S27 

Human  Engineered 
Software  (HES) 

HEE-307  6502  frotcasional 

De»  System  (C| S?3 

HEE-4CI0  Retio  Ball  iCil} S27 

HEE-401  Hcsmofi  (Ctl) S27 

HEE-402  TurllB  Gfiiphics  II  (Crt) M5 

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HEE-412  Gtrflrijoaw  (Crtf S2? 

Inlocom 
63E-001  zcxki  ID) ia? 

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536-004  Starcioss  (D) S27 

63E-006  Zork  lit  (O)  $27 

Sierra  On-Line 

ME-04B  r>0<5i]i-t  (131 523 

SIrius  Sollware  Co-op! 

7UE-036  Blade  u(  (ikickptiolc  jD|   $27 

70E-037  Type  All.ick  (Citl   $27 

70E-043  RejJlOfl  (Dl  S27 

J0E-OJ6  Ciitical  Mass  (0) t27 

70E-424  Snake  Bylo  (Cfll S23 

70E-44i  Spider  Clly  (CrtI $27 

70E-447  Squish  em  (Crl)  S23 

70E-44B  final  OeBit  ICd) i23 

Spinnaker 

SKE-OOl   Snooper  1™u|js  "MD) $30 

SKE.004  Faccm.ikm  (D)  $23 

SKE-OOG  Kindercumi)  (D) $20 

SKE-OOe  Hey  Ciddle  Dtddle  (D) $20 

SKE-009  in  Seafcti  ol  ihe 

Most  Amgfing  Thing  <D)  J27 

Snyapse  Software 

SSE-Oll   Fl  Apocolyso  (D) SB3 

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United  Microwave 
Indifslries  (UMI) 

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e2E-331  Motor  Mania  (C) $20 


Creative  Software 

Black  Hole  (CT> S36 

Tfashm»n(CT) ■ *3* 

AstrobiilUCTI , ,  .$» 

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Chopillter(CT) $36 

Serpentine  (CTl $36 

Videomania  (CT)  $36 

Terraggard  {CTj 136 

Thorn  EMI 

River  R(iacuB(CT} J29 

VIC  Music  Composer  (CT)  $29 

MulantHerd(CT)  $29 

Automated  Simulations 

ftescuoatRlgellC)  $20 

Ricochet  (CI $15 

Monster  Maze  (CT)  $27 

Sword  of  Fargoiil  ...  ,  , $27 

Spectravlslon 

Ca*eln(CT|   $27 

Number  Crunch  (CT) $27 

Reaganomlcs(CT). , , $27 


Tronix 

Galactic  Blili(C) , $17 

Svfarm  (CI $20 

Sldawlnder  (C) $20 

HES  Software 

VIC  Fortti  (CT)  $45 

HESMon(CT)., $29 

Turtle  Graphics  (CTX S29 

HES  Writer  (CT> $29 

Aggressor  (CT) , , $29 

Shamus(CT) $29 

Protector  (CT) $33 

Synthasound  (Music  Synlhesl/er) 

(CT) Si9 

Sklar(C) $16 

Maze  ot  MIkOf  (C) $15 

Tank  Wars  (C) $15 

Viclrek(C) $15 

Pinball  (CI $13 

Simon  (C) $13 

Fuel  Pirates  (C| $13 

Pak  Bomber  (C( $13 

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•  SPECIALS  OF  THE  MONTH  * 

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KIDS  &  THE  VIC S  18 

PHOGflAMMER'S  REFERENCE  GUIDE  (VIC) $  14 

PROGRAMMERS  REFERENCE  GUIDE  (64) S  18 

SLAGH  24K  MEMORY  BOARD S14S 

CARDCO  6  SLOT  EXPANSION  MOTHERBOARD   S  79 

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CARDWRITER  LIGHT  PEN $  29 

CARDETTE  PARALLEL  INTERFACE   S  59 

DATA  20  40/80  COLUMN  16K  BOARD S219 

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5  59 

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VL  102  Introduction  to  Basic 

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# 


Tfio  CotJifjuler  Outtof  ts  an 

associaio  of  The  CompulBr 

Lc^rritng  Center Pai  CMdten. 

We  dre  extteiis  m  odticauonai  tvcttnot- 

ogy  fo3iuring  our  dwn  CampLitfjT  LvAtning 

C^Tttet  eaucattonai  soft-watt;.  Dtsatots  m- 

qmrxss  tnvifed. 


Enlivening 
Programs  With  Sound 


Gregg  Peele,  Programming  Assistant 


Have  you  been  to  a  coin  arcade  lately?  If  you 
have,  then  you  know  the  impact  that  sound 
has  on  the  excitement  of  a  video  game.  Whiz- 
zes, bangs,  and  explosions  of  all  sorts  are 
mixed  with  melodies  and  other  special  effects. 
Although  the  visuals  provide  most  of  the 
stimuli  within  a  game,  good  sound  effects  add 
that  final  professional  touch. 


How  can  sound  be  used  effectively  within  a  pro- 
gram? Naturally,  collisions,  explosions,  and  other 
climactic  events  occurring  on  the  screen  need  the 
added  realism  of  sound.  But  don't  limit  its  use  to 
these  special  effects. 

Sound  can  add  n  spark  of  interest  to  a  par- 
ticularly dull  section  of  a  game.  Maybe  it  takes  ten 
or  20  seconds  to  set  up  the  screen  for  your  game. 
By  adding  sound  to  this  part  of  your  program, 
you  can  maintain  the  interest  even  thouj^h,  visu- 
ally, not  much  is  happening. 

Sound  can  also  serve  more  practical  purposes 
within  other  types  of  programs.  A  small  beep  can 
signal  an  error  condition  or  remind  the  user  that 
the  computer  needs  attention. 

Fortunately,  Commodore  has  built  excellent 


sound  capabilities  into  both  the  VIC-20  and  the 
Commodore  64.  The  64,  in  fact,  contains  one  of 
the  most  sopliisticated  sound-producing  systems 
of  all  personal  computers,  a  true  "synthcsizer-on- 
a-chip."  Commodore  plans  to  use  the  full  potential 
of  the  64's  sound  capability  when  it  releases  its 
plug-in  synthesizer  keyboard  later  this  year. 
Commodore  also  is  readying  a  plug-in  drum  syn- 
thesizer for  both  the  64  and  the  VIC. 

With  these  new  peripherals,  a  revolution  in 
sound  is  beginning  for  Commodore  users.  We'll 
be  covering  this  subject  regularly  in  COMPUTE!'s 
Gazette  for  Commodore. 

Fanfare 

This  month,  here's  a  sound  effect  which  may  be 
used  to  add  a  bit  of  excitement  to  almost  any  pro- 
gram. There  are  two  listings  -  one  for  the  64  and 
the  other  for  the  VIC.  The  routine  produces  an 
arcade-style  "fanfare"  for  some  triumphant  mo- 
ment within  a  game. 

The  addition  of  sound  can  enhance  almost 
any  computer  program.  Don't  neglect  the  added 
dimension  that  .sound  can  add  to  your  computing. 

See  program  listings  on  page  114.9 


HINTS&TIF 


Accelerated  IFs 

Kurt  Carpenter 


If  you've  discovered  a  clever  time-saving  fechuicjtte,  or  a 
\       brief  bat  effective  progrannnirtg  stiortcut,  send  it  in  to 
"Hints  &  Tips, "  c/o  COMPUTEl's  Gazette  for  Com- 
modore. If  we  use  it,  we'll  pay  you  $35. 

;  Microsoft  BASIC  for  the  VIC-20  and  Commo- 
dore 64,  and  probably  for  other  computers  as 
well,  will  always  execute  an  entire  IF-THEN 

I  statement  before  rendering  a  decision.  For 
example: 
IF  (A  =  l  AND  B  =  2  AND  C  =  3)  THEN  X  =  l 
!       In  this  statement,  even  though  A  is  not 
.aaMiHiTiawriwiiwimw^i^MIMpmgia^Bna 

88    COMPUTEl-iGozene    Julj-lSftS 


equal  to  one,  B  is  still  checked  for  two  and  C 
is  checked  for  three  before  this  statement  is 
found  to  be  false. 

Therefore,  you  can  speed  up  a  program 
by  replacing  an  IF  statement  of  this  type  with 
multiple  IF  statements,  including  the  most 
likely  to  fail  first,  the  next  most  likely  second, 
etc.  The  above  example  would  be  changed  to: 

IFA  =  1THENIFB  =  2THEN1FC  =  3 
THENX  =  1 


This  costs  only  one  byte  of  memory  per 
each  additional  IF.  In  programs  where  execu- 
tion speed  is  critical  (such  as  games),  the  time 
savings  are  worth  it. 


WIN! 


If  you  own  o  ViC  20  or  Commodore  64 
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"IVlore  than  a  game,  COLORCRAFT 
is  on  educational  toy"—  George 
Barnes,  Software  City  Stores,  NJ 
For  the  VIC  20  or  Commodore  64- 
avoiioble  on  cassette  or  disk.  Ask 
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ORDER! 


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your  local  dealer,  order  direct  from 
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"Simply  the  besi   &   nicest  VIC  terminal  software  I   have  seen." 

Greg  Yob,  CREATIVE  COMPUTING 

We  created  quite  a  flurry  and  earned  rave  reviews  with        "  '    ^ 

Tetminal-40.  the  unique  software  ttial  transforms  the    ,   v. 

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•  And  now  there's  even  MOREIM  SuperT^rm  for  the 
VIC  and  '64  supports  text  storage  to  disk  or  tape 
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supports  popular  parallel  printers.  —    -^ 

Choose  the  one  right  for  you.  Call  or  write 
today  for  the  "best",  then ... 


for  the  VIC: 

TerminaMD  ffKj  SK  aip)  .$29.95 

SuperTerm  (rm  isKesp).  $99.95 

For  the  Commodofe  64: 

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REACH  OUT       - 
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(13.50  for  C.O.D.):  VISA/Masterosrd  add  3%  (card# 
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July  1983    COMPUTEI'sGaze»e    89 


Using  Joysticks  On 
The  Commodore  64: 

A 

BASIC  Tutorial 


Charles  Brannon,  Program  Editor 


Taking  advantage  o(  the  Commodore  64's 
fascinating  capabilities  often  involves  PEEKs 
and  POKEs  which  can  be  confusing  at  first. 
This  article  explains  the  essentials  of  using 
joysticks  in  your  own  BASIC  programs. 


First  of  all,  if  you  don't  yet  own  a  Commo- 
dore joystick,  you  can  usu  the  readily 
available  Atari  joysticks,  or  any  Atari- 
compatiblc  joystick  -  which  gives  vou  quite 
a  choice.  A  number  of  "custom"  sticks  are  avail- 
able from  outside  companies.  (This  is  fortunate, 
because  Atari  recently  won  a  court  order  blockinj^ 
Commodore  from  selling  its  Atari-lookalike  joy- 
sticks, so  it  may  be  awhile  before  we  see  a  rede- 
signed model.) 

The  Inside  Story 

To  really  understand  joysticks,  you  have  to  know 
how  they  work.  Don't  worry;  joysticks  are  no 
more  complicated  than  a  light  switch.  In  fact, 
inside  the  base  t>f  the  joy.stick  are  five  switches 
that  act  like  pushbuttons.  When  you  press  the 
joystick  north  (up),  south  (down),  east  (right),  or 
west  (left),  or  press  the  joybutton,  a  switch  is 
closed. 

You  can  also  move  the  stick  diagonally  (NE, 
SE,  SW,  NW).  1  low  can  four  buttons  give  you 

90    COMPUlEn  Gazette    July  1983 


eight  direclitms?  Simple.  The  joystick  is  designed 
so  that  diagonal  movement  closes  twi)  switches 
simultaneously. 

Joy  Bit 

Each  switch  controls  one  part  of  a  memory  location 
inside  your  computer.  These  are  called  h'tls.  A  bit 
can  hold  only  two  values  -  either  zero  or  one. 
Zero  normally  means  nothing,  false,  empty,  off. 
One  means  positive,  true,  on.  Although  it  may 
seem  contusing  at  tirst,  the  joystick  bits  are  re- 
versed. When  the  joystick  is  centered  (not  de- 
flected in  any  direction),  all  the  bits  are  "on." 
They  are  all  ones.  But  if  you  move  the  joystick 
up,  the  "north"  bit  will  become  a  zero.  If  you 
move  the  joystick  diagonallv  to  the  lower  right, 
both  the  "south"  and  "east"  bits  will  become 
zeros. 

Siliconomics 

Joysticks  would  be  easier  to  use  if  each  direction 
had  its  own  separate  memory  location.  That  way, 
you  could  check  the  north,  soutli,  east,  west,  and 
joybutton  bits  separately,  but  to  economize  (and 
you  always  do  when  designing  microchips,  where 
the  cost  is  more  than  proportional  to  the  amount 
of  silicon  used),  all  the  bits  are  grouped  together 
int<i  a  single  memory  byte  (eight  bits  =  one  byte). 
The  bits  are  ordered  like  this; 


Will  This  Happen 


to  You?  r 

► 


•.-^- 


NOT  IF  YOU  BUY  YOUR  PRINTER 
FROM...      ^^^--^^S^k 


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Direction 

North: 

South: 

West: 

East: 

Buttun: 


Value  When  Off 

(Zero  When  On) 

1 
2 
4 

S 

16 


As  we'll  explain  shortly,  your  program  will 
detect  which  way  the  joystick  is  deflected  by  look- 
ing at  this  byte.  The  number  in  the  byte  will  be 
the  sum  oi  all  these  values.  Here's  how  it  works. 

Let's  ignore  the  joybutton  for  a  moment.  If 
the  stick  is  not  moved,  the  summed  value  in  the 
byte  would  be  15  (1  +  2  +  4  +  8  =  15).  If  the  stick 
were  moved  up  (north),  the  north  value  would 
become  zero,  and  the  remaining  numbers  would 
add  up  k)  14.  If  the  joystick  were  moved  left  (west), 
the  west  value  would  become  zero,  and  the  re- 
maining numbers  would  add  up  to  11. 

The  easiest  way  to  use  the  joystick  is  to  read 
the  memory  location  with  the  BASIC  command 
PEEK  and  use  IF/THEN  statements  to  take  appro- 
priate actions  for  each  direction.  Refer  to  this 
diagram: 


10 


11  <- 


14 

<^ 


15 


13 


■^  7 


A  series  of  IF/THEN  statements  might  look 
like  this: 


10  V=PEEK 
20  IF  V=l 
30  IF  V=l 
40  IF  V=7 
50  IF  V=l 
60  IF  V=6 
70  IF  V=5 
80  IF  V=9 
90  IF  V=l 
100  IP  V= 
110  GOTO 


(56321)AND15 
4  THEN  PRINT 
3  THEN  PRINT 

THEN  PRINT 

1  THEN  PRINT 

THEN  PRINT 

THEN  PRINT 

THEN  PRINT 

0  THEN  PRINT 

15  THEN  PRIN 

10 


"NORTH" 

"SOUTH" 
"EAST" 

"WEST" 
"NORTHEAST" 
"SOUTHEAST" 
"SOUTHWEST" 

"NORTHWEST' 
T  "CENTER" 


Line  10  reads  the  value  of  the  joystick  byte 
and  keeps  it  in  a  variable,  V.  The  number  56321  is 
the  memory  location  for  joystick  port  #1,  I^EEK 
reads  this  location,  but  you  won't  get  just  values 
from  0-15.  Other  functions  are  also  read  here, 
such  as  the  joybutton.  The  "AND15"  isolates  the 
values  we're  looking  for  bv  turning  off  all  the  other 
unwanted  bits.  I  won't  explain  here  why  this 
works  ~  just  take  my  word  for  it! 

Who's  On  First? 

You  can  read  the  second  joystick  (port  #2)  by 
substituting  the  number  56320  for  56321  in  line 

92     CQMFUTErs  Gazette    July  1983 


10.  It  might  seem  logical  that  the  joystick  which  is 
read  by  PEEKing  location  56320  should  be  the 
"first"  joystick,  since  it  has  the  lower  number, 
but  that's  not  the  way  it  works.  You  can't  argue 
with  the  lettering  on  the  side  of  your  Commodore 
64  which  clearly  shows  which  is  first  and  which  is 
second. 

Also,  you'll  notice  that  the  first  joystick  will 
seem  to  "press"  certain  keys  on  your  keyboard. 
This  is  a  hardware  anomaly,  but  you  can  play 
some  joystick  games  by  pressing  keys  in  the  upper 
left  part  of  your  keyboard.  It  is  not  a  reliable 
method,  however. 

Another  Way 

Although  the  sample  program  above  will  read  the 
joystick,  it's  not  necessarily  the  best  way.  IF/THEN 
statements  arc  among  tiie  slowest  statements  in 
BASIC,  so  if  speed  is  important  (as  in  games), 
there  are  better  ways  to  go.  Here's  a  faster  method. 
Change  line  10  to: 

10    V=1S-(PEEK(56321)AND15) 

Now  the  values  returned  will  be: 

1 

•1* 


4^ 


->  8 


10 


Notice  that  the  range  is  smaller  here.  You  can 
now  use  the  values  as  the  index  to  an  array.  Watch 
how  it  works.  Let's  shorten  the  example 
program: 

10 


20 


30 
40 


FDR    1=0    TO    10: READ   A$ : 

MESSAGES ( I )=A$: NEXT    I 

DATA    CENTER.NORTH, SOUTH, , WEST, 

NORTHWEST , SOUTHWEST , , EAST , 

NORTHEAST , SOUTHEAST 

V=15- { PEEK { 56321 )AND15} 

PRINT    MESSAGE? (V): GOTO    30 

MESSAGES  (prt>nounced  "message-string") 
is  a  slriu^  aniiy.  A  string  array  is  a  single  variable 
name  that  holds  a  whole  list  of  strings  (a  string  is 
any  series  of  characters).  Each  string  has  its  own 
box  or  place  in  the  array.  We  address  the  item  in 
the  list  by  calling  its  number.  The  READ  loop  on 
line  10  fills  the  MESSAGES  array  with  the  ten 
strings.  If  we  .sav  PRINT  MESSAGES(O)  we'll 
get  "CENTER". 'print  MESSAGES(5)  gives 
"NORTHWEST" 

Some  of  the  DATA  items  are  followed  by  two 
commas,  which  are  separators.  The  computer 
interprets  this  to  mean  that  between  the  commas 
there  is  a  "null"  (empty)  string.  It  saves  us  from 
having  to  include  items  we  don't  need  (since  some 


of  the  numbers  in  the  range  0-10  don't  correspond    Ifs  A  Naturol 

to  any  joystick  direction). 


Table  Look-Up  For  Speed 

Printing  tiie  messages  indirectly  by  using  the  joy- 
stick number  is  a  form  of  table  look-up.  Instead  of 
having  the  computer  go  through  a  bunch  of  IF/ 
THENs,  or  searching  a  list  for  an  answer,  table  look- 
up is  direct  and  fast.  All  the  answers  are  already 
determined.  This  is  especially  useful  for  games, 
where  speed  is  important.  For  example,  you  could 
use  a  different  character  for  any  direction  the  player 
is  facing,  and  put  them  into  an  array  to  be  selected 
by  the  joystick  number. 

Tricky  Techniques 

You  can  also  read  the  joystick  by  "masking" 
(isolating)  the  bits  you  are  looking  for.  Remember 
that  each  direction  has  a  number  associated  with 
it.  If  we  want  to  check  for  north,  we  just  check  to 
see  if  the  north  bit  has  turned  to  zero.  If  we're 
checking  for  north  this  way,  we'll  capture  north- 
east and  northwest  as  well,  which  we  wouldn't 
have  caught  with  a  mere  IF/THEN  statement. 
Here  we'll  "mask"  out  the  north  bit: 

V=(15-PBEK{56321)AND15)    AND    1 

If  V  =  0,  the  joystick  is  not  deflected  north.  If 

V  =  1,  the  joystick  is  being  moved  north,  northeast, 
or  northwest. 

To  check  for  left  (west): 

V=(15-PEEK(56321)AND15)    AND    4 

If  V  =  0,  there  is  no  movement  to  the  left.  If 

V  =  4  (yes,  4,  not  1),  then  the  stick  is  being  pressed 
left,  northwest,  or  southv/est.  See  how  you  can 
separate  the  original  four  directions  from  the  eight 
possible  ones? 

So,  to  check  for  any  direction,  use: 

V=PEEKC15-PEEK{56321)AND15J    AND   number 

V  (or  whatever  variable  you  use)  wilt  be  either  zero 
(not  deflected)  or  non-zero  (deflected).  Substitute 
1,  2,  4,  or  8  for  number  (1  =  up,  2  =  down,  4=  left, 

8  =  right). 

The  Joybution 

You  can  check  for  the  joybutton,  also  called  the  fire 
button  or  trigger,  with: 

B1=PEEK(56321)AND16    (for   port:    #1) 
B2=PEEK{56320)AND16    (for   port    »2) 

A  zero  value  means  the  button  is  pushed.  A 
non-zero  value  (16)  means  the  button  is  not 
pushed.  For  example,  if  you  are  waiting  for  the 
user  to  press  the  button  to  begin  a  game,  you  could 
use  a  loop: 

500    IF    CPEEK( 56321 )AND16)<>0   THEN    500 


Using  a  joystick  in  your  next  game  will  make  it  easier 
to  play,  since  joysticks  seem  more  "natural"  than 
pressing  keys  on  the  keyboard.  I  Jut  remember  that  a 
joystick  is  just  a  tool.  It  will  not  move  objects  around 
for  you  -  it  will  just  tell  you  how  the  user  is  deflecting 
the  joystick.  Watch  for  future  articles  on  how  to 
achieve  joystick-controlled  animation. 

There  are  other  uses  for  joysticks  besides 
games.  Unlike  the  keyboard,  with  its  50-odd  keys  to 
deal  with,  the  joystick  limits  input  to  just  nine  pos- 
sibilities (the  eight  directions  and  the  joybutton).  The 
joystick  can  be  used  to  select  menu  options,  answer 
simple  questions  (left  =  no,  right  =  yes),  and  even 
enter  text  {as  you  do  with  arcade  games  when  you 
set  the  high  score).  Study  the  following  example  pro- 
gram for  more  ideas. 

See  program  listiug  on  pa^^e  125.  ^ 


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July  1983    COMPUTE! 'sGaiette    93 


COMPUTEi's 
Fiist  Book  Of  VIC 


Authors:  COMPUTE!  Magazine 

contributors 
Price:         SI  2.95 
On  Sale:    Now 


I 


V  tmoducvon 


tobcfi  Lock 


Chapter  One;  Getting  Started 

3  rhcSroryOf  fhcVfC 

1 1  Compijicf  Genesis:  Michc:K'l  S,  Tomc^yk 

FfotTi  Sncki  And  Slo/ipt  Tn  uir  r-. 

20Sup.,C^fcularor  "^  ■■       °°'°'"y'^"*"Heto/Dav,dThcmburg 

24  Large  Alphabet  Jim  Butterfieid 

26  Usrng  A  Joysiick  ...... .\ Doug  Ferguson 

39  Extended  Inpur  Devices- '-'^^'^  Malmberg 

Peddles  And  Tft(.-  KfybcMrd 


Mike  Bassman  /  S.iJDfnon  Leden 


Finally,  it's  VIC's  turn! 

Users  or  other  popular  personal 
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ming The  PET/CBM.  and  others. 

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exclusively  to  the  Commodore  VIC- 
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Magazine  -  the  leading  resource  for 
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46  0,1  me  P.iddles 

Chapter  Two:  Diverxicinc     r»- °^'""  '^''^'"^'''9 

67  ZAPU      "'°'  '^''"      ■  P-auI  L  Bupp  /  Stepbe,  i  P  Drop 

72  S7-ARFIGHT3    ',[[[ Dub  Scrogqin 

78  AiphahvUzei    ^         ■ David  R  Mizner 

SO  Count  The  Hews  .*' •* JimWifcox 

97  I  f.iin  rour  PET  To  Run  V)C  PfOQMms -^''"'^  ^  McCallisier 

99useMnp„t ^    ™    •■•■ LyleJofd.iri 

lOiAmomzc     ..._         -._- U'ayneKo,?un 

l°°  ^PP^'Kl - .V. .,^..ri,. ,. /\niih,)i  Glazer 

1 09  f  ;if  iting  The  Screen   ••••••" Wayne  Kozun 

!:f  "i<^"  Confusing  Quote ' C  D,  L^ne 

"5  AltemjiteScfceni      ,  '■■'■' ■■' ^ Charles Bunnon 

119  (,/nekeeping   Jm Bu((eif,eld 

1 25  ^e,  ,umbn  BASIC  L.nes  The  Ea^y  Way '^'"'^  ^^^'''■''"<'' 

1  ^f  Automarit  Line  Numbers  ^    Charles  H  Gould 

J  29  Pultmg  The  Squeeze  On  Your  V(C-20       J""  ^''cO't 

Oetiing  )he  Mosi  Out  Of  5OD0  Bytes ' 

On  Otfier  Commodore  Computers 


■■■■--      Stanley  M  Berlin 
G'cg  arid  Ross  Sherwood 


M7T!^!" ''°'""-  *^°'"^  ^""^  Graphics. 

'*H  f  (igh  KL'M>lumn  PJottino  '^^■'"'1 

»S4  WCCrjIoMjps  ..         • r'aulf 


ips 
'S7  Tile  Window 
160  Custom  Characlers'ror  7t,e  WC 
Chapter  Five 


Maps  And  Specifications. 


Ill  Knox 

Charles  Branriori 

Ch<irles  Brannon 
Dat/id  Malmberrj 


1 73  How  To  Um.  TfK.  6560  WSvn  inu'^facTom 
1 79  Browsing  The  WC  Chip  '^ 

lit  )!'f-  '"'■■""">'  -  ""'  U'ic'i."t«(  Advf.nturc 
189  Memory  M,:,p  At,nve  Page  Zer„  " 

Chapter  Six:  Machine  Lanquaae 

22isr:?^i--e!^ooitorpf'^ 


•  •  ■  • Dale  Gilbert 

„     „„  J'm  Butterfield 

Dawd  Batrorr  /  Michael  Ktemert 

-Jirn  BuHerfield 


21  T  ifioex 


■nng  PNVfWON  I  Directly  imo  your  vic-20" 


Jim  Butteffield 
ftjssel)  Kavjnagh 


I 


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COMPUTERS 
Machine  Language  For  Beginners 


Table  of  Content 


Author:  Richard  Mansfield 
Price:        SI  2.95 
On  Sale:  Now 

One  of  tl  If  most  excitiiig  moments  in  com- 
puting is  when  a  beginner  wfiles  his  or  iier 
first  progfam  which  actually  works...  usually 
after  hours  of  effort.  A  new  world  opens  up. 

Bu!  as  beginners  grow  into  interrnedJate 
programmers  and  become  more  fluent  in 
BASIC,  [tiey  realize  the  L^nguarje's  limitations 
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over  the  inner  operations  of  the  computer. 
They  often  develop  an  admiration  for  the 
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programs  [liat  mark  commercial  software. 
Unfortunately,  too  many  people  view  ma- 
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COMPUTE!  Books'  latest  release. 
Machine  l.juqu.-ige  For  licqinnas,  by 
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For  Beginners  uses  BASIC  to  explain  how 
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terms  of  equivalent  BASIC  commands.  If 
you  know  how  to  do  if  in  BASIC,  you  can 
see  how  it's  done  in  machine  language 

Machirie  Language  For  Beginners  is  a 
general  tutorial  for  all  users  of  computers 
with  6502  microprocessors  -  with  examples 
for  the  Commodore  M,  VlC-20,  Atari  400/ 
800/1200X1 .  Apple  II,  and  PET/CBM.  Tfie 
numerous  machine  language  programs 
will  work  on  all  these  computers. 

As  a  bonus,  Machine  Language  For 
Beginner<,  includes  something  that  all  fledg- 
ling machine  language  programmers  will 
need  to  get  started  -  an  assembler.  The 
"Simple  AsscrTibler."  written  in  BASIC  for 
the  various  computers,  rakes  the  tedium 
out  of  entering  and  assembling  short 
machine  language  programs  Tfie  book  even 
explains  fiow  to  use  the  built-tn  machine 
language  monitors  on  seveial  of  the  com- 
puters. And  it  includes  a  disassembler  pro- 
gram and  several  monitoi  extensions. 

This  book  fills  the  need  for  a  solid,  but 
understandable,  guide  for  personal  com- 
puting enthusiasts.  Mansfield  is  Senior 
Editor  of  COMPUTE!.  His  inonthly  column, 
"The  Beginner's  Page,"  has  been  one  of  COMPUTEI's  most  popular  features. 

In  the  COMPUTE!  tradition.  Machine  Language  For  Beginners  has  been  written 
and  edited  to  be  straightfoiward,  clear,  and  easily  understood.  It  is  spiral-bound  ' 
ro  lie  flat  to  make  it  easier  to  type  in  programs. 

Available  at  computer  dealers  and  bookstores  nationwide.  To  order  directly  call  TOLL  FREE  800-334-086S.  In  North  Carolina 
call  919-275-9809.  Or  send  check  or  money  order  to  COMPUTE!  Books,  P.O.  Box  5406,  Greensboro,  NC  27403. 

Add  S?  shipping  iWd  fwndlirtg.  Ouisifle  trie  U.S.  «Jd  S5  (cm  air  mail,  S2  (or  suitiice  mail  All  wtJeis  prepaid.  US  (undi  only 

•^  '  July  1983    COMPUTEnGoiane    95 


Preface 

Introduction  -  Why  Machine  Language 
Chapter  [ :  How  To  Use  This  Book  .  ,  . 

Chapter  2:  The  Fundamentals 

Chapter  3:  The  Monitor 

Chapter  4:  Addressing 

Chapter  5:  Arithmetic 

Chapter  6:  The  Instruction  Set 

Chapter  7:  Borrowing  from  BASIC 

Chapter  8;  Building  A  Program 

Chapter  9;  ML  Equivalents 

Of  BASIC  Commands ..,, 

Appendices 

A:  Instruction  Set 

B:  Maps   

C;  Assembler  Programs 

D:  Disassembler  Programs 

Number  Charts   

Monitor  Extensions. 

The  Wedge 

Index    .  .  . 


E 
F: 
G 


.  .  .  V 
.  .vii 
I 

7 
23 
37 
53 
63 
91 
97 

21 


149 

167 

223 

237 

243 

253 

335 

339 


NEWSSc 
PRODUCTS 


Software  Menu 
For  VIC-20 


VIC  Pak  #7,  a  scries  of  seven 
elementary  programs  for  the 
VIC-20,  has  been  introduced  by 
Computer  Software  Associates. 
The  package  is  described  as  an 
"introduction  for  the  novice  com- 
puter user," 

VIC  Piik  #7  comes  on  cas- 
sette with  a  suggested  price  of 
$19,95.  It  loads  seven  programs, 
ail  of  which  are  written  in  BASIC. 
They  are: 

•  Mortgage  -  a  program 
that  allows  the  user  to  find  the 
unknown  variable  for  the  princi- 
pal, monthly  payment,  term, 
and  annual  interestof  a  mortgage 
loan. 

•  Elements  -  a  quiz  on 
naming  the  chemical  symbol 
associated  with  each  of  the 
chemical  elements. 

•  Statistics  -  an  introduction 
to  using  the  VIC-20  as  a  sophisti- 
cated calcidator. 

•  Calendar  -  a  program  that 
produces  any  calendar  month 
from  AD  1  to  AD  9999. 

•  Marblestat-a  program 
that  il  hi  si  rates  tlie  computer's 
ability  to  imitate  real-life  events 
via  programming, 

•  Fxpectancy  -  a  formula  to 
calculate  a  rough  life-expectancy 

96    COMPUTEI's Gazette    July  1983 


estimate, 

•  U-Draw  -  a  simple 
graphics  drawing  program  in 
eight  colors. 

MkroSofhvare  htkrnaimml 
50  Tivd  Dihv 
Randolph,  MA  02368 
(617)961-5700 


VIC-20  Hardware 
Products 


World  Electronics  has  released 
three  hardware  products  for  the 
VIC-20  -  the  UCA-20  Universal 
Cassette  Adapter,  the  Universal 
Parallel  Printer  Cable,  and  the 
Memory  Port  Expander.  Each 
sells  for  $19. 95. 

The  Universal  Cassette 
Adapter  plugs  into  the  cassette 
port  of  the  computer  and  into 
anv  cassette  recorder  througii 
the  MIC  and  MONITOR  jacks. 
The  adapter  has  Biters  and 
amplifiers  to  improve  the  tape 
signal.  However,  the  adapter  is 
un^iblc  to  duplicate  the  Commo- 
dore Datassette's  ability  to  signal 
the  computer  if  a  button  has 
been  pressed.  The  computer  will 
always  assLune  a  button  has  been 
pressed. 

The  Universal  Parallel  Print- 
er Cable  plugs  into  the  user  I/O 
port  and  allows  the  VIC  to  print 


on  any  Centronics  standard 
parallel  printer.  The  documenta- 
tion includes  a  BASIC  listing 
that  allows  anything  printed  on 
the  screen  to  go  to  the  printer  as 
well,  and  an  assembly  listing 
with  lour  optional  modes,  in- 
cluding one  that  adds  PRINTCff 
and  LIST@  commands  to  BASIC. 
The  routine  also  is  available  on 
cartridge. 

The  Memory  Port  Expander 
plugs  into  the  memory  expan- 
sion port  and  duplicates  that 
port  to  three  connectors.  Each  of 
the  newly  created  ports  has  all 
of  the  address,  data,  and  signal 
lines  of  the  original.  A  row  of 
DIP  switches  allows  the  u.ser  to 
disconnect  power  to  any  of  the 
connectors. 

World  nU'ctwtikii 
n?  27 Ui  Street 
Brookli/ti,  NY  11232 
(212)499-5400 


Nine  Programs 
For 
Commodore  64 


Creative  Software,  a  publisher  of 
software  for  the  VIC-20,  is  en- 
tering the  Commodore  64  market 
with  nine  titles  -  five  home  ap- 
plications programs  and  four 


Qcommodore 

NEW  COMMODORE  PRODUCTS 

CBM  64 Coll 

CBM  B500 S  695 

CBM  B700 2990 

CBM  5520  Plotter 259 

CBM  1701  ColOf  Monitor 279 

8  Series  Softvrare Doll 

SOFTWARE  FOR  CBM  64  ^T 

Word  Processing  (WordPro  3') S  69 

Wofd-Poc  (tope) 60 

Vne  Assistant  Series 

Wrtter's  Assistant  (easy  and  flexible), . .  99 

FlleAssistont(datot>osewttfimerge),  99 

Spreadsfwet  Assistant 99 

Pare.  Finance  Asisi.(great  reports) ...  45 

BusiHilc  (SprBodstieet) 55 

Coco  II  (build  your  own  games  eosity). . .  45 

Home  Accounting  Pockoge 39 

General  Ledger,  A/R.  WP 

(witti  check  wrtting) ea.l39 

CBM  EosyFlnance 50 

CBM  EosyScript BO 

CBMEosyFile 80 

Data  Manager 70 

Stock(  investment  ona lysis) 80 

Pet  Emulator  (emulates  4,0  bosic) ....  30 
Sprite- Magic  {use  joystick 

to  design  sprites) 19 

Assembler  Package  (cassette  or  disk, 
compiled.  Includes  editor,  loader. 

dlstKsemtitflr) 39 

Spocabel 20 

Retroboil 34 

INTERFACES  A  ACCESSORIES 

80  Column  Expander. SI 59 

VIC  1600  Modem 95 

VIC  1 650  (auto  answer,  auto  dial) 1 50 

VIC  1 525  Gtoptiic  Printer 329 

VIC  1 530  Dotosette  Recorder 65 

VIC1541  Disk  Drive 329 

VIC  awitcti  (connect  8  64's  or  Vies 

lo  printer,  dd) 1 49 

IEEE  Interloce  (64) 85 

PET-IEEE  coble 33 

IEEE-IEEE  coble  (2m). 43 

Parallel  Interfoce  (Epson,  Okldota 

IDS,  NEC) 80 

RS-232  Printer  Inlertoce  (Okldota 

DIoblo,  eta) 60 

Progrommers  Reference  Guide 18 

VertKitim  Diskettas  (10  pef  box) 26 

Vlctree  (Programmers  Utility) 75 

VIC  PRODUCTS  A  ACCESSORIES 

8K  RAM  MemofY  Expansion  CorlTltJge . . .  S  40 

IBKRAM 70 

24KRAM 105 


VIC  IEEE  Interlace 75 

VIC  3  Slot  Expander. 27 

VIC  6  Slot  Expander 70 

RS-232  Printer  Interloce 65 

Cossette  Inlertoce 27 

Home  Finance  Pockoge  (6  topes) 47 

Gort  (64  olso) , , . .  30 

Omego  Race 30 

Arcade  Joystick  •  Heovy  duty  w/2  firing 

buttons!  Great  lof  tne  VIC  or  64  ... .  25 

MONITORS  -  GREAT 
RESOLUTION  (64  OR  VIC) 

Amdek  Color  I S  299 

Amdek  II  or  III coll 

Ponosonic  CT160 , 279 

Comrex  6500  -  1 3"  Color 299 

Tronstof  20  (High  Resolution 

Green  Ptiosptior) 1 29 

Video/ Audio  Coble 15 

PRINTERS  -  LETTER  QUALITY 

CBM  8300,  40  cps S1450 

Diablo  620,  25  cps  949 

ComRiter,  17  cps 819 

Tronstor  130,  16  cps  (aulo  load, 

wp  leolures!) 769 

NEC  7700  series. 2350 

NEC  3500  series 1600 

PRINTERS  -  DOT  MATRIX 

CBM  8023,  1 50  cps/groptiics 589 

Epson  FX  Printer,  160  cps 529 

Epson  (itX-80  w/Grolfrox 349 

CBM  Graphics  tor  Epson 65 

Okidoto  82A  1 20  cps  (serial 

and  parallel) 429 

NEC  8023 A  (pofollel)  . ." 439 

Okidata  92 559 

Star  Gemini,  10. 360 

Stor  Gemini,  15 499 

COMMODORE  BUSINESS 
SERIES 
SuperPet  (5  languages, 

2  processors) SI 409 

CBM  8032  Computer,  80  Column  ...  1029 

CBM  Memory  Exponsion,  64  K 359 

CBM  8050,  1  mg.  Dual  Drive 1 259 

CBM  8250,  2  mg.  Dual  Drive 1 500 

CBM  D9060,  5  mg.  Hard  Disk 2240 

CBM  D9090,  7.5  mg  Hard  Disk  ... .  2500 

CBM  2031,  170K  Single  Drtve  (NeW)  489 

DC  Hayes  Smart  Modem 220 

BUSINESS  SOFTWARE 

WordPro  4*  or  5* S  309 

Administrator 489 

VIslColc  (expended) 1 99 

TTie  Manogef  (databos«). 1 99 

BPI  A/R,  G/U  Job  Cost,  inventoty. 
Payroll ea325 


MasterCard,  Visa, 
Money  Order,  Bank  Check 

COD  (odd  S5)  occepled. 

Add  3%  suichorge  tor  credit  oortte. 

In  stock  items  shipped  within  48  hours, 

F.O.B,  Dallos,  Texos 

All  products  shipped  with  monutocturefs 

wofionfy. 

Prices  ore  subject  to  change  without  notice 

TO  ORDER 

CALL  TOLL  FREE 

600-92  7-4893 

800-442-1048 

(Within  Texas) 

Business  Hours 
Mon.-  Fri.  8  to  6,  Sat.  1 0-2 

Write  tor  tree  catalog. 

GAME  OF  THE  MONTH 

Adventu- Writer  (moke  your 
own  odventure  gome) 39 


SJB  DISTRIBUTORS  INC. 

10520  Piano  Rood,  Suite  208 

DolkJS.  Texas  75238 

(214)  343-1 328 


NEWSScPRODUCTS 


games. 

The  five  home  applicntion 
UUes  are  tmnslalitins  of  current 
VIC-2()  prDgnuns.  They  arc: 
HousL'Jiohi  finaiia',  Home  hwen- 
lovy,  Lofiii  Aiinhfzcr,  Car  Costs, 
and  Dccifiioii  Maker. 

Of  the  four  game  titles,  two, 
Astroh!il2  and  'Vrashmau,  are 
translations  of  VIC-2()  games, 
and  two,  Moomiiist  and  Save  New 
York!,  are  original  works. 

The  home  applications  pro- 
grams arc  available  on  tape  and 
disk,  and  the  games  come  in 
cartridge  format. 

Creative  Software 
230  E.  Caribbean  Drive 
Stinm/vale,  CA  940S6 
(408)745-1655 


Commodore  64 
Word  Processor 


Professional  Software  has  re- 
leased WordPro  3  PUt^/64,  a  word 
processor  for  the  Commodore 
64.  Described  as  an  easy-to-use, 
commercial -level  word  proces- 
sor, WordPro. ^  PIh^/64  includes 
auto  page  numbering,  headers 
and  footers,  math  functions, 
global  search  and  replace,  un- 
derlining, boldfacing,  super- 
scripts and  subscripts. 

WordPro  3  Plufi/64,  selling 
for  $89.95,  joins  the  more  than 
30,000  copies  of  other  WordPro 


word  processing  packages  al- 
ready in  use  worldwide. 

Pnift'f^^iona!  ^ofhvare,  l)ic. 
51  I'reiiiout  Street 
Needltam,  MA  02194 
(617)444-5224 


Graphics  Editor 
For  VIC  And  64 


A  machine  language  graphics 
editor  for  the  VlC-2()  and  Com- 
modore 64,  Colorcraft,  has  been 
introduced  bv  Sim  Computer 
Products.  Colorcraft  allows  you 
to  create  designs  using  the 


Ml 


WORLD 
NIX 


U.S.  Distributors  for: 


PROGR€XriV€ 
P€RIPH€RfiLr 
a  /"OFTlJUfiRe 


'iMiLzr. 


VIC.ZO/64  Parallel  Printer  Interface 


WnrkH  with  all  Centronics  type 
parallis!  urintErs  anti  plotters 
includinn' 

Ep^uii 

C  Itoh 

OkidMla 

Nee 

Gemini  10 

TP-l  Smith  Corona 

•  Hardware  driven  —  works  oil  ot  the  senal  port. 

•  Oiiality  construction  [Sleel  DIN  connectors  and  Shielded  csbtesl 

•  Switoli  yelectahle  options. 

—Device  d.  5.  6,  or  7  — Uppor  and  lower 

—ASCII  or  PET  ASCII  or  upper  casu  onlv 

—  7  bit  or  8  t)il  output 

RECOMMEMDED  BV  PROFESSIONAL  SOFTWARE  (or 

WordPro  3  Plus  lor  the  S4. 

MW-30S    51 1 9.95 


THE  AUTO  CLOCK' 


Turn  your  UIC-20/G4  into  a 
real  time  intelligent  controller, 

•  Switch  your  \/\C-20/GA  or  other  AC  devices  on  and  of(  under 

software  control. 

•  25B  year  clock/calendar 

•  3K  CMOS  battary  backed  up  RAM 

•  Menu  drivcfO  software. 

•  Plays  into  thd  huss  enpanaion  slot. 

•  Cartridge  style  case. 

•  19  user  accessible  subroutines 

•  30  psge  illustrated  manual  with  detailuti  nrogr;!riiniiii!i  exaiiiplcs. 
AUTO  CLOCK 5129.95 


UIC-20  /  PET 

DIGITAL  TO  ANALOG  and 

niUALOG  TO  DIGITAL  COUUERTER 

•  IJ  l:i  Ti  »uH  r.iruii: 

•  inclijijeb  cirivor  '^ultware  and  documentatian 


MW.304 


sias.ss 


STAR  LIGHTER  " 

A  iL(i[}hisjtDCEJtprt  computer  [jfiMnitGcl  popLeiIjI*! 
'Aatic  liulitifKi  controlitjr  witn  tlu!  fijulurc?*  (if 
*i?0  DGQ  thnjiLri!  iiistnllnuiii',  Umlor  S1 .000 
iViirJ'.  ivilh  UiL-  VIC-SO 

C«tl  far  specifications  and  quotas  of  tho 
Starlighter  sv^tnm. 


GOTHMOG'S  LAIR 

•  9rn  Aclventura  Sfinfls  for  the  tk3mrnador«  64 

•  Suund  and  Culur-  Graphics 

•  ncHiHtrtjlKinsiyG  mnriuill  with  fold  out  Mlnjl;. 

•  Tlie  ultimate  chijll^ngo  Id  tht;  serious 

coniputer  ddvRntunsl 

World  1  GOTHMOG'S  LAIn  S3S.95 


;rWurtlF^''y  3  Plusi  is  a  ti'Elctrmrirk  uf  PruFy&Sion^l  SoftWdrti 
■tS-Auto  Clodt  ant)  SlETlishler  are  trademarks  ol  PP&S 


90  day  parts  and  labor  guarantee. 

MICRO  WDRtO  ELECTFIONIX  will  beat  any  adtprtiscd  onre  (unaer  simitar  mstock  conditions) 
cnCOMMODOflE/EPBON/KAYPfin/C  iTOHarWor.iiri-r,ne?i  CTitorauotK  DLMipr,nquii.i><, 
inv  ti":."l    V^i"   hUrvlce  ■hV'..'^  as  bfili 

MICRO  WORLD  ELECTROMIX,  INC. 

3333  South  Wnd;;wOi-t.h  Blvd  ,  «C105,  Lakt^auod.  Colorado  80227,  (3D31  934-1  973  or  i:iU3)  9B7-2671 


98    COMPUTE!'!  Ga^tette    J u I y  1 9 8 3 


VK-20  and  Commodore  64 
AREWUA      w 


SMART  BUYER? 

MINI  JINI"  for  $89.95  is  a  smart  buy! 


Keep  records  for  home,  school,  club,  or  office 
better  and  more  quickly  than  by  hand 
Hold  50-500  records  on  tape  or  disk 
Have  the  plug  in  ease  of  a  cartridge 
Put  addresses,  books,  and  more  in  order 
Track  appointments,  meetings,  valuables 
Print  any  number  of  reports  and  labels 
Do  checkbook,  class  or  sports  statistics 

•  Make  lists  for  letter  writing  software 
Available  now,  in  plain,  simple  English. 

•  Visa  —  Mastercharge  —  C.O.D. 

•  Dealer  inquiry  welcome 

IrruTiOdtattf  jhjprfK^tiE  If  III  Mnc^-  \i  pvminril  ch«^ck  H  lent.  fi[\nvi  dciditlonal  2  wcirlu. 
f'ri.-'o^  (uhfcct  tti  cK^ngi^   Shlpnurnt  tuh^i'cl  10  dvaildbLjltV-  Ships  UPS  frt  collpct 


JINI  MICRO- 
SYSTEMS, INC, 

RO.  Box  274  •  Riverdale,  N.Y.  10463 
PHONE;  (212)796-6200 


It's  Time  for 
TOTL  SOFTWARE! 

for  the  VIC  20^"  and  COMMODORE  64™ 

WORD  PROCESSING  AND  MAILING  LIST  &  LABEL 
nou,  aaatlaMe  with  CfJJ£J^SPEED 

FAST  PRINTING  •  LIGHTNING  LOADS  •  SIMPLE  COMMANDS 

All  programs  work  with  40/80  column  (VIC)  and  80 
column  (64)  adapters  — compatible  with  tape  or  disk 
systems  —shipped  on  cassette  tape — available 
on  disk  S<1.00  extra. 

QtiAltty  You  Can  Afford 

Aoaltable  »t  your  local  dernier 
or  by  phone  order 


TOTL.TEXT  2.0  +  CS  VIC +8K  expansion  $25.00 

TOTL.TEXT  2,5  +  CS  VIC  +  16K  expansion  $35.00 

TOTL.TEXT  2.6 +  CS  Commodore  64  $40.00 

TOTL.LABEL  2.1  +  CS  VIC  +  16K  expansion  $20.00 

TOTL.LABEL  2.6  +  CS  Commodore  64  $20.00 

TOTL  TIME  MANAGER  2.1    VtC  +  8K  expansion     $30.00 
TOTL  TIME  MANAGER  2.6  Commodore  64  $35.00 

lime  management,  scheduling,  reports 
RESEARCH  ASSISTANT  2.0  VIC  +  8K  expansion  $30.00 
RESEARCH  ASSISTANT  2.0  Commodore  64         $35.00 

key  word  cross-reference  research  tool 
TOTL.BUSINESS  3.0  VIC  +  16K  expansion  S85.00 

TOTL.8USINESS  3.6  Commodore  64  $95.00 

business  programs  reguire  disk  and  are  shipped  on  disk 
One  Megabyte  Fuzzy  Diskette  $25.00 

computer  novelty  pillow 


software  inc. 


1555  Third  Ave.,  Walnut  Creek,  CA  94596 


V^^        .^^:^         ^^    ^^    Call  (415)  343-7877 

Commodore  64  and  VIC  20  are  registered  trademarks  of  Commodore  Electronics,  Ltd. 


NEWS&PRODUCTS 


graphics  nnd  color  keys  on  the 
Cum  mod  ore  kcybi)nrds.  The 
designs  can  be  copied,  edited, 
and  run  back-to-back  in  the  form 
of  an  electronic  Clipbook,  making 
you  an  animator  in  your  own 
home. 

Colorcraft  for  the  64  is  avail- 
able on  disk  for  $34.^35,  or  cas- 
sette for  $29.95.  The  VIC-20  cas- 
sette version  is  .f24.95. 

Shit  Coinpiilcr  Products,  Inc. 
P.O.  Box? 
Miqiion,  PA  19452 


Three  Games 
For  VIC 


Tronix  Publishing  has  intro- 
duced three  new  fast-action 
video  games  for  the  Commodore 
VIC-20. 


^faefi-Hf 


eese 


ox VGEM 


Gold  hVver 


Dcmili/  Skies  is  a  "shoot-'em- 
up"  game  in  which  the  player. 


eeeso 


Deadly  Skies 

!00  co.:',ri;r:::c^.uita  juiy  ;9G3 


equipped  with  a  squadron  of 
five  helicopters,  tries  to  destroy 
an  enemy  miUtary  base. 

Each  sophisticated,  highly 
maneuverable  helicopter  must 
be  alert  to  such  enemy  weapons 
as  ground  fire  missiles,  which 
shoot  straight  out  of  the  cloud 
layer;  smart  bombs,  which  track 
the  sky  seeking  the  helicopter; 
asteroids,  which  dart  around  the 
skies;  and  UFOs,  which  travel 
through  the  upper  atmosphere 
dropping  bombs. 

Dead!}/  Skies  features  32  play 
levels.  As  each  of  the  first  16 
levels  is  played,  additional  ob- 
jects enter  the  screen,  making 
each  level  more  difficult.  As  the 
player  progresses  to  the  top  16 
skill  levels,  action  is  twice  as  fast 
as  at  lower  levels. 

hi  Gold  Fever!,  the  player  is  a 
geld  miner  who  muat  gather 
gold  in  a  mine  shaft  wliile 


VIC-20  Users: 
You're  Not  Alone  Anymore! 

Now  you  can  get  a  full  range  of  support  services  from 
our  International  VIC-20  Users  Group,  including  a 
free  newsletter,  special  sale  prices  on  software  and 
hardware,  and  inexpensive  rentals  of  all  VIC-20 
cartridge-based  programs.  Look  at  these  sample 
prices. 


List        Sale 


COMMODORE 


Rental 
(One  Month) 


Programmer's  Aid 
VIC  Mon 

59.95 
59  95 

47.96 
47,96 

6.00 
6.00 

■  SuDer  Alien  ^^^^^F 

29.95 
29.95 

23.96 
23.96 

3.00 

3.00 

Radar  R;h  Race 
GORF 

29  95 
39  95 

23.96 
31,96 

3.00 

400 

(Raid  on  Fort  Knox 
;  Omega  Raca 

29.95 
39.95 

23.96 
31.96 

3.00 
4.00 

Sargon  II  Chess 

Scotl  Adams  Adventures 

HES 

39.95 
39.95 

31.96 
31.96 

4.00 
4,00 

fNES  Writer 

1  VIC  Forth 

"WW 

59.95 

3  !.'{*« 

47.96 

~"  4.00 
6.00 

HES  iVIon 
Turtle  Graphics 

39,95 
3995 

31.96 
31  96 

4,00 
4.00 

;  Aggressor  <||Hlllfe 
I  Gridrunrter^^l^B 

39,95 
39.95 

31.96 
31.96 

4.00 
4.00 

THORN  EMI 
River  Rescue 
VIC  Music  Composer 

CREATIVE 


39.95 
39.95 


31.96 
31.96 


4.00 
4.00 


:  Choplifter 

!  Trashman     ^^^H 

39,95 
U-      39,95 

31.96 
31.96 

4.00 
4.00 

Ser|)ennne 
Astrobliiz 

39  95 
3995 

31  96 
31.96 

400 
400 

1  Black  Hole 

■^■^9.95 
39,95 

31.96 
31.96 

4.00 
4.00 

Videomania 
Terraguard 

UMI 

39.95 

39.95 

31 .96 
31.96 

400 
4.00 

;  Spiders  of  Mars 
;  Meteor  Run-,^^^ 

49.95 
m      49.95 

39.96 
39.96 

5.00 
5.00 

Renaissance 
Skibbereen 

4995 
3995 

39.96 

31.96 

500 
400 

f  Outworld     ^^^^1 

[video  Vermin 

IF       39.95 
39.95 

31.96 
31.96 

4.00 
4.00 

Amok 
Cloudburst 

39.95 
39.95 

31.96 
31.96 

4.00 
4.00 

^<  Sats  and  Mets 
r  Alien  Blitz 

49.95 
39.95 

39.96 
31.96 

5.00 

4.00,^ 

Membership  fee  only  $1  5  to  join,  plus  SI  0 
dues  (total  of  S25  first  year).  Call  or  write 
detailed  information 


per  year 
for  more 


1964  OAK  RIDGE  TURNPIKE  OAK  RIDGE,  TN  37B30 

616-4B2.9592 

VISA  AND  MASTERCARD  ACCEPTED 


VIC-20  ..  CBM  64 

EXPRNDER   BaHRDE 


4  Slot  for  th«  64.  Toggle  swilches  and 

reset  switch, 

p/N  C64  "eg.QS 


PTI  offers  the  finest  selection 
of  expander  boards  available 
for  the  VtC-20  and  CBIvl  64, 
The  design  features,  quality 
construction,  and  competitive 
prices  make  any  of  them  an 
exceptional  value.  New  pro- 
ducts are  boing  added  monthly, 
so  write  for  complete  catalog. 


6  Sloi  (or  the  VIC.    Toggle  switches 

rinrt  reset  switch 

P/N  V36  '79.95 


Slot  lof  the  VIC,  No  switches,  reset,  ci 

luse, 

P/N  VI 3  '49.95 


4  Slol  lor  Ihe  VIC.  Toggle  switcnes  and 
reset  sw.i[ch 

P/N  V24  »69.95 


PRECISION  TECHNOLOGY.  INC. 

COMPUTEH  PROOUCrS  DIVISION 
P  O   BOX  1S»S4 
I  SALT  tAKE  CITT.  UTAH  «<t15 

(801|JST6;$t 


3  Slot  toi  the  Vic.  Slice  switches,  no 

r&set  switch 

P/N  V23  '59.95 

See  your  dealer,  or  place 
your  order  direct 

VISA-M/C-CHECK-GOD 


cobSiar 


AIR*  SHIPPING  WITHIN  2  DAYS 


VIO20 


IBKRAM    $69 

CARDBOAflD  |3  SLOT  EXP  33 

KESCARD  [5  SLOT  EXP]  45 

VIDEOPAK  (40/80  COLUMNS] 99 

m  RABBIT  (EASTERN  ROUSE]  35 

HES  (VIOOEM  [WITH  SOFTWARE] B9 

HES  IVION  ASSEIVIBLEft  (C]    29 

DUST  COVER    , 7 

QUICK  BROWN  FOX  |C]   54 

80  COLUMN  PRINTER 225 


SHAWLS  Id 
PFIOTECTDfl  Id 
TOFIG  jT]  5K 
CHOPLIFTER  |C| 
CLOUnflJRSTjCI 
ASTROBUTZ  |C] 
RQBDT  PANIC  10 
DEADLY  DUCK  (C| 
SHARK  TRAP  |T|  5K 
VIEAT  [T|  BK 
KESWHITER  [C| 
VIC  FORTH  |CI 
TYPE  ATTACK  |C! 
TRASf«IAN  Id 
SPIDERS  DF  lyiARS  ICI 
OLTWORLD  ICI 
SWARM  [T]  5K 

C  -  [(RTniOQE 


s;9 

33 
15 
33 
23 
31 
29 

za 

17 
19 
29 
« 
2% 
33 
2S 
29 
23 


D     DISK 


HEWPDRT  PRQSTICK  SZ5 

BK  RAM  45 

CAHDETTE  |CASS  INTERFACEI  33 

PRINTER  INTERFACE  55 

STARFIGHTEfi  JOYSTICK  14 

VIDEDPAK  WITHSK  ftAM  135 

UIDEDPAK  WITH  I6K  RAM  175 

VIDEDPAK  WITH  &4K  HAM  319 

65D2  PflOF  DEU.  SYS.  (T|  8K  23 

TURTLE  GRAPHICS  (C|  29 

TDTL  MAIL  LIST  [T|  13K  19 

MARTIAN  HAIDER  |T(5K  17 

SWORD  OF  FARGOAL  (Tj  21K  23 

HOUSEHOLD  FINANCE  |T|5K  28 

MUSIC  COMPOSER  |C|  31 

SKIIERITI5K  17 

PINBALL  [T|  5K  IS 
^     CASSETTE             ■  MOST  ITEMS 


C0M<7TgR  OftlERS  ONLY:  80D-558-B8D3 

nn  nnv  ninnnirT.  n.nni.r.  Of SBHtl cliEtk Or money Order, VISA, ME stld 

P,D.  BOX  I73UG0L£TA.CA93I16  3^  Stiippln[|-$2  lor  software  (call  lor 

1805]  964-4660  hirdwarc]  Calll  add  G'l  lai.  COD  add  !Z  50, 


July  1983    COMPUTE! 'sCozetie    101 


NEWSScPRODUCTS 


Scorpion 


avoiding  runawav  boxcars,  boul- 
ders and  claim  jumpers.  In  addi- 
tion, the  miner  must  cope  with  a 
short  supply  of  oxygen. 

Gold  i'eiicr!  features  two  al- 
ternating mazes  and  nine  skill 
levels. 

Scorpion  pits  a  scorpion 
struggling  for  survival  against 
dragons,  frogs,  Venus's-flytraps, 
stalkers,  worms,  and  pods. 

To  siu'vive,  the  scorpion 
must  gather  eggs  and  stun  frogs 
and  take  them  to  its  house  for 
food.  Scorpion  has  32  pla\'  le\'els 
with  four  modes:  demonstration, 
easy,  normal,  and  hard. 

The  games  sell  for  $39.95 
each. 


7>onj.v  Pul'lif^hin^,  Inc. 
8295  S.  Ill  Ck'iH'i^ti 
In-^lcuvod,  CA  9(W1 
aU)07hii44O 

102     COMPUTEI'sGaielfe     July  1983 


New  Programs  For 
Commodore  64 


Three  new  programs  for  the  Com- 
modore 64,  the  ArciJik'  Pak,  Gatuc 
Pak,  and  the  Ed-il-Pak  are  now 
available  from  ComputerMal. 

The  Arctiili'  Pak  challenges 
the  players  with  three  high- 
resokition  arcade  games:  Alien 
Invasion  can  he  played  with  one 
to  four  players;  I  lead-On  pits 
you  against  the  computer  car  in 
a  maze  race  for  time;  and  Target 
Command  challenges  you  to 
protect  the  cities  against  attacks 
from  space.  The  Arcaitf  Piik  is 
priced  at  524.93  for  tape,  $29.95 
for  disk. 

The  Game  Pak  includes  three 
maze  and  strategy  games.  In 
Dragon  Chase  you  race  against 
the  dragon  through  several 


mazes.  Flip-It  is  a  200-year-old 
strategy  game  that  has  a  way  of 
turning  the  tables  on  you.  Defied 
puts  you  in  llie  driver's  seat  as 
you  hit  selected  objects,  rhe 
price  is  $14.95  for  tape. 

Tiie  L'(/-t/-P(iA'contains  four 
programs.  Ruler  puts  you  in 
charge  of  a  country  and  lets  you 
rule  as  long  as  \'0u  can.  Micro 
lets  you  trv  to  make  a  million  t»y 
running  a  computer  manufac- 
turing plant.  Dungeon  of 
Mathacos  is  an  adventure  that 
has  you  searching  for  treasure 
and  answering  math  problems. 
In  Geography,  vou  match  loca- 
tions around  the  world  and  in 
the  United  States.  The  cost  is 
S24.95  for  cassette, 

CiWipiilerMnl 
P.O.  Box  ■1664-FIi 
Lake  HaiHiau,  AZ  S6403 


Software 
Converted  For 
Commodore  64 


Spinnaker  Software  is  making  its 
entire  line  of  educahonal  and 
entertainment  game  programs 
available  for  the  Commodore  64. 

Six  games  are  available  for 
the  64.  They  are:  Fiwcmaker, 
Story  Machine,  In  Search  Of  Tin- 
Most  Amazing  Thing,  Hi  Diddk 
Didtih',  and  S)ioopcy  Trooj>>  I  &  U. 

Spinnaker  also  intends  to 
introduce  new  products  for  the 
VIC- 20  and  Texas  Instruments 
computers  in  the  near  future. 

Spinnaker  Soft  u '« re 
213  First  St  I  cct 
Candyrid^c,  MA  02142 
(617}S68-4700 


COMMADORE  S4 
VIC-SO 


D 

^ 

0) 

< 
u 

£ 

L 

0 
TJ 

C 
0 


in 

(U 

^ 
X 
0 
ID 

d 


8  Expansion 
Connectors 


Each  Switched 
Individually 


Fully  Enclosed 
Chassis 


Master  Power 
Switch  with  2 


HOvACOUTLETS 
for  computer 


and  accessories 
RIBBON  CABLE 


Connection 

for  convenient 

placement 


LED  DISPLAY 
RESET  Button 


120  day  chassis 

1  yr  power  supply 

WARRANTIES 


finger  tip 
selection  of 


game  and  other 
Cartridges 


Optional  5  volt 
Power  Supply 


removes  power 

load  from  your 

computer 


THE 
SOFT-AWARE  BOX 
the  most  advanced 
expansion  chassis 


$149.00  each 
Power  Supply 
.$35.00  each. 


^ 


e 

TJ 

t. 

Q 
>t- 
0 

n 

L 
3 

d 

i: 

09 

c 

X 

u 


■a 

e 

a 

5- 

£ 
CO 


SOFT -AWARE 

C71  4}  BB^'SBOS 


P.D,  Bost  725,  Glendora,  CA  91 740 

VIC^&O  mnii  CBM  B^sra  cradsmarkB 
of  CommDdDPB  BMBln«ii«  Manhln** 


VIC-20*  OWNERS 


Thf  Cfi-2  is  a  complete  ti;iril'.v,iii:  Mrnl  sdiA'arc  package  Itol 
.illows  you  1(1  easily  ana  erricic  nilvin.ikiMiiacK -Mil  Cfipyot  your 
v,iliifilirESollw.ire(ilitary  Nuwyiiiiiiimproliitlyniirinvcsliiiwit' 

Itninue  tcatutcs' 

•  Allows  cnnnEtllori  lor  tiiic  or  Iwu  R.tiasctie  itmnteis  (or 
pfluiuslEnl)  TifinrecoKlcis  requited  lor  ilmpltback-iipcopies 

•  Enciusiw  statc-ol-ilm-.iil  tiituiliy  li-ls  you  icteillK  hear  ino 
ut  lap?  dnifl  heing  loadcti  oi  mvbJ 

•  SpNtiil  wave  siiaping  ciituiitv  rtHke!  a  back-up  copy  as 
iiood  or  beitet  mar)  Itie  or  omai 

•  CB?  s  Sufief  Btockuwr  soltwarcmil  inleitace  card  allow  you 
To  niaite  3  hack-up  copy  of  your  urtridfjc  programs 

il  CB-ZAssembfBd    .  S89JS5 

iSuggfstPitBflail  Price    Sm95) 
h|  SoEtiai  CE-2  System 

Igr  Oalaspm  20/50  owntrj  S79.95 

(PltjSB  snscify  wtiich  mailtl  mhfrnrilerliiol 

iBiii|i|i:sti(ilii'l,iill'ritn    Sin.t55i 
c|  CB  7  lift  Unll 
fiiiCBMCr  S69.B5 

B.  Champagne  Memory  on  a  Beer  Budget 

H;[triest(iuaWyalassepoiiy16Kmfmoiyl>oai(l«'itrigo'tilinr|ris 

Sfovides  lull  Block  swiichinQ  and  wnlc-proieciion  on  eatii  flK 
lock  AilblockswIchesareccinvtniflillylacalMatdffilogcdgE 
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OmtiiRAM 

)|  BirE  mfmry  hoard  IH«M.'nOM|  S1335 

hi  H Are  rne^nory  board  kil  S17.95 

inqiude^  all  compnoenls  except  RAtt/HOM  chips 

OalilRAM  8 

c)  Oiurd  witti  SK  RAM    Cnmplele  XII      .  S3-4.9S 

[||  Diurn  wiih  8K  RAM  AHembleil         S37,35 

!  S I ,  I  n;  t;  hi  I  il  lit!  l.i  1 1  Pii  f.c  As  sc  inlilHl    M7  95 1 

OntnRAM  IE 

t]  Surd  with  IflK  RAM '  Complele  Kll   .      .  SA»35 

II  Board  with  leK  RAM  Asseirbled  $S4JS 

( S  up  oirslcd  fif  la  1 1  h  I  c  i-  A5  se  mbled    569  S5s 
"TiaCemarl".  Cairr'tiiilc^'f  Bps  ^*ac^^lr^^^ 


A.  Dataspan-SO 

Tlie  Dlt)Spin'50  expansion  tinatil  i5  Ihe  cmnersWfie  lor 
txpanilinq  tfie  VIC-20 10  its  maximum  !;.i|i.i!iililii.'S  11  is  Ihe  most 
advanced  ycl  easiest  louse  cxiMnsion  tsaud  .ivailablc  Inlike 
OWetcxpnosionUoartls.  Use  Datasiun  Ml  lias  Ihe  lollowing 
eitluslvt  fealures: 

•  5  slot  combinaKon  roljry  .iiid  rocker  swllcti  seleciatile 
ExpanMon  lioard  coriveini'iitlv  covers  all  swllchinq  rteeltt  now 
and  la  Itie  liilure  withoul  lisiiiij  niminon  h,i;arilous  slol  tiv 
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•  Conibrnation  swilcnes  allow  lolal  conlrol  belweeo  'Con^pulei 
tartrdje?  Imetnorv  cioiinsiOn  Piorirafflmn's  Aid"  Vic-Mon' 
and  othef  ulilitiesi  andtiaon!  carlridries 

•  Dialaspan  50  allows  suihiinci  ot  memory  urtrMges  op  lo  29K  m 
BASICamHOK  rn  mactiirie  lanflijati!; 

•  Fully  ijuHered  tiv  live  ni-iccn  low  power  mitijiaied  circuits 
that  help  prtveril  erraStc  openllon  ind  Ign  nl  dili  comriion  in 
typical  unpultcred  expansiorr  boards  anti  isolates  Ihe  VICs' 
1lllcropT[;c':^^Pr  Irom  accfdcnial  [tamaqii 

•  tdoheil  quallly  circuil  bppril  willi  gald  contKlt  tlirnudtioul 

•  Fused  til  piolecf  IMr.'  VIC-20'  ppwr7  supply 

•  Masliii  resDl  tutton  climitiales  lutniiiri  compuloi  ntl  and  on 

•  inili'pi'ndiriii  wiiiu  piotficlion  on  two  slots 

Dllilpan  M  Kll  $69.95 

Oiliipin  M  Aiiemtiled       iSAM 

iSucQcsscdHciailPrictAssemblKl   Sll»9!i' 

OiliiptnJDS  Slol  Surd  Call 

C.  D.  &  E.:    See  lalesl  COMPUTE! 

What  Makes  The  VIC  Tic? 

llyoothirikcompulettiardwarerneaoiOulsarKHniltstliistraok 
lilor  you'  Written  especially  lot  itie  beqtoiicr  try  VIC  enthusiasts 

WhalHahsTtieTOTIt?   .      .  S  735 

iSfiippmrfiniiimlr'El  I 

Dleltnl  lntcrlai:c  Systom  Co.  TERMS 

HO  BiiifiriS  No  CO  I)  Oidijis 

Porllind.OB  9TM;  StiippindailLlHandlmiiaM 

|M3l?g6M90  VISAfMASIf  BCARD  -  Add  r. 

Most  orders  shipped  within  JS 

twins 

rpi" '  Dial  t-t-^- 1  s-  a  I  'ow  ?  wf  ?V  s  i 


VIC-20- 

caHUDoottc 


COMMODORE 


TREK"  $11.95 

1'hu  cliisbic:  >>jiniE?  \\uil  hss 
fai^rJnated  cnnijmtori.sts  for 
over  3.  dccmiii.  (^ciiniiuiTui- 
inj*  Ihe  briilge  nf  your  sUir- 
ship^  you  explore  thu  ^ii];ixy. 
Tending  uff  tht"  Klin^oci  in- 
vasiun  wilh  ytiur  pliiisprs 
nnd  phnlon  lorpi'dn4^<>>  M  tKo 
same  lime  conserving  your 
limited  time  and  RnorKy.  A 
rejsl  bargain  at  Sl2.H^- 

LUDWIG'S 

LEMON  LASERS  $14.95 
You'd  nevftr  Jhink  hListtng 
ksmons  uut  of  the  sky  i;(>uEd 
bn  so  much  fun!  Kiist  tiia- 
chint!  codn  sctiun.  Unn  or 
two  players.  WfiHiMi  Ity  Iho 
dfimentud  ddclor  who  guvr 
us  "Hospitid  Advfintur«"', 

COSMIC  DEBRIS  $14.S5 
This  highly  ^^ddictivr  i\r- 
c.^de  type  game  will  k&iip  you 
batlling  the  iihens  for  days. 

-ONLY  ADVENTURES  ARE 

AVAILABLE  FOR  THE 

COMMODORE  M 


SOPTWAnEiiJ 


ADVENTURES' 

The  besi  advunlnrtrs  iit  the 
bcsl  pricL^sf  Conlrollud  from 
tht"  fci-ybiJitrni 

GRAVE  ROBBERS*  $14.95 
ImrodutiJnH  tbr  firslGKAMUlC 
ADVENTUKK  twar  nvjiiljihle 
on  tht;  'V\C'2iV.  Ivxpinn;  Ein  old 

deserted  graveyiird.  A<:)n-d]y 
see  thc!  perils  iIihiI  Mir  bi^yond. 

ADVENTURE  PACK  1* 

(^ProgramsJ  $14,B5 

MOON  BASE  ALPHA- 
Desiray  \hv  mtsrinsrthiil  U  rac- 
ing towiirds  your  bnse. 
COMKUTRR  \DVEmURR- 
Re-iivc  the  excitement  of  gel- 
ling your  first  compulcr. 
RIG  BAD  WO[>K-I)t)n'l  let 
th{;  Avntf  gfjhhh;  y«>ii  up. 

ADVENTURE  PACK  11* 

|3  f'roKranisj  $14.95 

AFRICAN  HSCAI*E-Kind 
yaur  way  off  ihii  i^nnlinfint 
after  survivlruK  n  plane  crash. 
HOSPITAL  ADVKKTURE— 
Written  by  a  medical  doctor. 
Don't  check  into  this  hospital! 
BOMR  Ti  IREAT-(inl  back  to 
town  in  time  to  warn  the 
bomb  squad  of  the  bomb. 


ANNtlMLATOK  St9.95 
l^rotn  I  ytuir  jilanet  against 
hostile?  alien  >i  in  this 
dftfenderlike  k""!©-  All 
n^acbinc  code  for  fast  ar- 
cEide  a<;tion.  [oy  stick 
refold  red. 

KONGO  KUNO  $ie.95 

Cliinh  J^idders^  avoid  Uir''els 
(hr  E:ni/y  ape  t<i  rolling  a1 
yotJ,  Ki?^[:iiirtht:itjirn-^e].  Par- 
tially niitrbine  code  fnr 
smoothn  fa.st  at:  I  ion.  Key- 
hoard  or  joy,stic;k. 

fieni!  for  free  Cidialng 

All  t>ro!iriim!i  fie  in  the  sEandard 

Vir  mcsmury^  nntj  i;{imc  on 

mSMlttft  UlJW. 

Drderin>t-PlfMi»n  ndd  $1.^ 

pf)}iaj^n  h  hdndljnx  fwr  urder, 

PA  ratulrntt  add  0"^  aalir^  IAt^- 

Fatrtinn  atiivt*  mun  bd  drawn 

in  U.S.  funds  ot  uw 

crfulll  CArd. 

Credil  card  uwd— Sndude 

number  and  frxplrBlitin  datv. 

victory  software  corp. 
7  vai.IhEY  brook  road 

PAOLI,  VA  19301 
(215\  298-3787 


JuJyl9B3    COMFUTEl'i  Gazette     103 


NEWS8cPRODUCTS 


}-our  neio  progrnnis  for  the  Coiuuiodoi e  64  from  Tiiueworks,  Inc. 


Eleven 

Commodore  64 
Programs 


Eleven  nuvv  programs  for  the 
Commodore  64  are  being  intro- 
duced nationally  by  Timeworks, 
Inc.,  independent  publisher  of 
personal  computer  software. 
The  first  four  of  these  programs 
which  are  now  available  arc  Wui! 
Street,  a  com peli live  game  of 
financial  speculation;  Robbers  of 

104     COMPUTEriGgzetle     July  1983 


the  Lost  Toitib,  an  adventure 
search  for  the  Sacred  'I'ablets 
from  a  lost  100-room  Egyptian 
lomb;  The  Mo)ie\/  Mnun^er,  a 
home  and  business  budget  and 
cash  flow  system;  and  Data  Man- 
n;^cr,  a  general  information  stor- 
age and  retrieval  system  with 
features  usually  found  in  much 
more  expensive  program.^. 

Time  works's  new  Commo- 
dore 64  programs  come  with 
complete  and  comprehensiv^e, 
yet  easy-to-undersland  manuals; 
are  simple  to  operate,  and  are 
complete  with  sound  effects  and 


color.  They  are  available  on  both 
cassette  and  disk. 

Suggested  retail  prices  range 
from  S21.95  to  S29.95.  The  bal- 
ance of  the  programs  are  to  be 
introduced  at  the  rate  of  four  per 
month. 

Timeworks  publishes  per- 
sonal computer  software  in  these 
categories:  entertainment,  edu- 
cation, programming,  and  home/ 
small  business  utility. 

TiDh'U'orkfi,  l)i€. 
40r>  I. ah'  Cook  Rontt 
Ihiihli)!'^  A 
IM-rfield,  !L  60015 


PROCR€//IV€ 
P€RIPH€RfiL/ 
a/OfTUIP»R€  . 


THE  AUTO  CUaCK' 


A  TRUE  MULThFUNCTtON  CARD 

•  Switch  your  VlC'Z(l/64  or  omer  AC  devptc&  on 
an.d  olt  under  soltWiirG  control 

•  356  y«?ar  clock/calendar 

•  2K  CWOS  bntteiy  backed  up  RAM 

•  Menu  dTiven  sollwflre 

•  Plu^i  knit)  tne  duss  espanjicm  slot 

•  Gaftndge  slyie  case 

•  19  u^f  .icceisi&i**  50t>rout«ne$ 

•  20  page  ilKisiratriJ  rminual  with  deTflifed 
;]irogram(rnnq  tjAJimpiea 

AUTO  CLOCK   S129.95 


CJlathmag's  Jlmv 

•  State  ol  (tie  art  Pro-Ar1ven1ure  Senea  for  tN* 
Comniodore  64, 

•  Reiiii5tic  sound  ellvcis  and  animated  colof 
graphics 

«  0^4«r  fiigmy  areas  70  ot>|ecis.  and  40 
commands 

•  A    reai't<fne    adventufp  wit^i  a  user'triflndly 

heFp  featum,  iipdalud  consi^ntly 

•  Com p rein engive,  illuslraled  manual  wiiri  ■■ 
fold-out  map 

•  Your  success  \n  Gothmog's  Lair  wiJI  depend  on 
your  si(ill  and  rosoyrcefulness.  NtDT  on  pure  luck 

•  Prepare  ^or  ihc  moM  challenging  adveri1ur«» 
you  will  evet  undorlnkc  as  you  enter 
GOTHM0G5  lAlR         cas^tta  ver^ton  -  S39  9^ 

diskette  vfirsiqn  —  539  95 


n^ALER  INOUIRIES  iNViTCn 
OnOER  FROM: 

PROGRESSIVE  PEF^lPHERALS  &.  SOFTWAflE 
6340  West  Mississippi  Avenue      ^^^^M  f/^'v"^ 
Lakewoort.  Colorado  80226  i^^^^i^  m 

(303)  77B-V312 


^^ 


PUT  SOME  MUSCLE 
IN  YOUR 

VIC  20 

16K  RAM  EXPANSION 

59.90 

8K  RAM  EXPANSION 

39.90 

•  DIRECT  FROM 

MANUFACTURER 

•  HIGH  QUALITY 

•  LOW  POWER 

•  6  MONTH  WARRANTY 

III!  ^^'^'T^^^' 


MICRO 


7881  La  Riviera  Drive,  Suite  131 

Sacramenlo.  CA  95B26 

(916)  386-0711 

CO  D  Orders  Welcome 

Add  S2  (or  sfiipping  &  handling 

California  residents  add  6%  sales  tax. 

Checks/Money  Orders  OK 

(Allow/  3  weeks  for  checks) 

DEALER  INQUIRIES  WELCOME 


THE  COMPLETE 


VIC 


WIC.  VIC-ZO  S  64  aic  Iraddmarlis  ol 

CommodOfe  Business  Machinos 

AT  LAST:  A  Definitive  Resource 
Direclory  (or  the  VIC-20*  Computer. 
Find  out  what's  available  for  the 
VIC-20*,  where  to  find  it,  what  it 
costs,  and  what  other  VIC  owners 
think  of  It!' 

THE  COMPLETE  VIC^ 

INCLUDES: 

•  DuHuriplive  hstmQ  a1  over  500  products 
an£]  programs. 

•  liidopondenl  program/ product  revlows, 

•  Gross- retarenced  by  name  and  rn^inutacturer. 

•  Untjound  and  pre-puncfied  lor  siancJard 
3'nng  tiindgr. 

•  Reader  lorum  lor  reviews I'CQimfn^n I g^etc 
-  T#ice  yeafijr  updates 

•  Names,  addresses,  and  pfior^fi  numbers  o^ 

ViC  20'  vendors  and  mail  order  housoi  carrying 
VtC  20-  products 

Fn  the  Spring  Upddtu 

Qkpriograpriy  of  VIC-20"  magazine  arhdes  and 

tKJok  and  a  'unctiorial  trosS'rdlercnCK. 

COMING  SOON:  THE  COMPLETE  64*. 
ih(>  Compleie  VIC  is  available  Ipr  SU.SO  t  St.&O 
PjH  An  atlraclive  vm^i- covered,  J^rmy  binder  15 
avaniable  tor  15.00.  [Postpaid  w»tn  Tho  Complete 
VIC  MOT  sotd  separately)  CA  le&idenis  add  B^^« 
^alas  tan    Send  check  Or  money  orUflr  lo 

MACRO  DYNAMICS 

8950  Villa  La  Jolla  Dr.,  Ste.  1200 

La  Jolla,  CA  92037    allow4weeks 

FOR  OELIVERY 


Attention 
Users  Groups 

COMPUTEI's  Gazette  is 
compiling  a  nationwide 
guide  of  VIC-20  and  Com- 
modore 64  users  groups 
vvrhich  will  be  published 
periodically.  Please  send  us 
your  group's  name,  address, 
the  name  of  a  contact 
person,  and  a  phone 
number  (optional).  Also 
include  any  other  relevant 
information:  the  group's 
membership,  when  it  was 
founded  whether  it  operates 
■a  phone-in  bulletin  board 
system  for  modem  users,  etc. 

Address  to: 
Kathy  Yakal, 
Editorial  Assistant 
COMPUTEI's  Gazette 
P.O.  Box  5406 
Greensboro,  NC  27403 


Programming  a  VIC  20 
or  a 

COMMODORE64™? 


PAL® 

Programtners 
Aids  &  Logs 


is  here  to  help  YOU! 

Tr^-j  f^Qt^^  cU'Viiilciv  ■vO'i'CilJ'O'*  O'  IHQJ-'lI  1- 1! --ij  .1 
vvoK^^ThiriTl^  -mit  \iHf\  tu  tw  fotjnci'  SvnrvliiiniD  vou  nood 
BciLjrri'ncr  or  if«p#rt  inciud*^  luU  colO''  Chan.  B.*»it:'A.<i 
r-^twrem;!*  c^rsl,  EI^-Kffyciuic^tjujde,  £Z  Nolti.  S'CfOunlJvOuT 
jrt..t  ttuaitiTt  (orms,  diizEionaiy.  riociirr^'ninjntn  sfiJtwti, 
■inriwdrr>  Aftii  <i:as,&&uo  lofls  inci  much  marc'  Hiilps  vau 
■.i<dim%  d(3s>^^n  anii  ^\ticutvnii\^  yen"  prcj^jr^rrts  Ewf  rybodv 
needs  3  PAL'  Specitv  PAL-20  or  PAL  84 

SJEisi.i.'Eion  ^lujrjnieed  dp  yauf  money  t>sz^' 

Si^rul  S9,95  cfu!ck  or  MO   plus  S2  shipping 
To    PM  Products  (CIA  res  adc  6%  laxj 

4455   Torr.iricf?  Blvd.,    *f  1  77 

Tarf,ince,  CA  90503 


"CARD/?" 
(CARD/PRINT) 

UNIVERSAL  CENTRONICS 
PARALLEL  PRINTER 
INTERFACE  FOR  THE  VIC-20 '- 
Now  you  can  use  your  VIC-20*  with 
an  EPSON  MX-SO  printer,  or  an  OKI- 
DATA  printer,  or  a  TANDY  printer,  or 
|ust  about  anybody's  printer.  And  you 
don'i  have  to  give  up  the  use  of  your 
user  port  (IVIODEM),  or  change  to 
special  printer  commands,  or  load  any 
special  software  driver  programs  to  do 
it. 

•  Outputs  standard  ASCI!  codes  to  | 
the  printer. 

•  Plugs  m  the  VIC-20*  printer  serial 
1/0  port 

•  Understands  all  standard  VIC-20- 
print  commands. 

•  No  modification  to  your  VIC-20* 

•  No  special  programs  required. 

•  Includes  all  necessary  cables  to 
hook  up  a  standard  printer  using 
Centronics  parallel  input 

•  f^ADE  IN  THE  U.S.A. 

fd...    CAFID.''  isaproauclolCARDCO.  Inc 

$76.00 

TO  ORDEH 
P.  O   UOX  Ifi7fi5 
WICHIIA.  KSG7218 
(316)  263- TD95 

Person,il  chtjcks  accepted 
{^llaw  3  WF^pksl  or 
coo   (AOt!  S?  00) 
H^nilling  clijtgas  52  00 
VtC'^O'  15  ^"1  rflg^slorOil  tradumark  ol  Conimodere 

July  1983    COMPUTEI'i Gazette    105 


NEWS8<PRODUCTS 


Home  And 
Business 
Software  For 
The  64 


Quick  Brown  Fox,  developer  of 
word  processing  programs  for 
the  Ct>mniodure  64  and  VIC-20, 
has  announced  a  line  of  home 
and  business  software  for  the 
Commodore  64, 

The  products  are: 

•  QiiickSjii'U,  a  spelling- 
checker  for  the  Quick  Brown  Fox 
word  processor; 

•  Qiiickfinger,  an  educa- 
tional game  designed  lo  (each 
keyboard  skills  to  bolh  children 
and  adults; 

•  QtiickMtiil,  a  program  for 
generating  and  sorting  mailing 
lists  for  home  or  business  use. 

Quick  Bwwii  Fox 
548  BwtuiuHiy  Suite  4F 
Ntnv  York,  NY  WOTZ 


VIC-20  Guide 


Osborne/McGraw-l  [ill  has  re- 
leased a  handbook  for  users  and 
potential  buyers  of  Commo- 
dore's VIC-20.  Written  by  John 
Heilborn  with  Ran  Talbolt,  the 
VIC-20  User  Guide  addresses 
users  at  all  levels  of  computing 
ability. 

For  tiiose  who  use  commer- 
cial software,  the  authors  prt)vide 
operating  instructions  for  this 
computer  and  its  periplierals, 
including  disk  drives,  printers, 
and  modems.  For  beginning 
programmers,  there  are  tutorials 

106    COMPUTEViGozene    July  19B3 


Jbi'  VIC-20  User  Guide. 

in  VlC-2()  BASIC,  including  in- 
structions for  color  graphics  and 
sound.  For  experienced  pro- 
grammers, this  book  serves  as  a 
reference  manual  and  includes 
detailed  coverage  of  VIC-20 
BASIC  statements  and  functions, 
including  a  chapter  on  advanced 
color  graphics. 


Appendices  in  the  $14,95 
book  offer  information  on 
trigonometric  functions,  sys- 
tem architecture,  a  complete 
memory  map,  tables,  charts, 
and  illustrations. 
Oabonid  McCvtrn'-Uiil 
2600  Tenth  Sinvt 
Ikikclqf.  CA  94701 


CASSETTES  !  !  ! 

FOR  YOUR  COMPUTER 

•  Computer  Grade     •  Wide  Dynamic  Range 

•  100%  Error  Free  •  5  Screw  Housing 

•  Fully  Guaranteed  •  Carefully  Packed 

All  Prices  Include  Shipping 
•  Phone  Orders  Add  $f.SOC.  0.  D.  Fee  " 

COMPUTER  TAPE  PRICES 

Lfjngth         12  LOT         24  107  100  LOT 

C-5  .52/6.24       .38/9.12       .35/35.00 

C-10  .55/6.60       .40/9.60       .35/35.00 

C-20  .50/7.20       .45/10.80     .40/40.00 

BASF  DPS  Tapes  Add  ,05  Cents  Per  Tape 

—  Custom  L  ongths  A  vailabte  — 

. . .  Writo  For  Volume  Prices, , . 

Noreico  Cassette  Cases  and  Labels 

[with  Cassette  Orders  Or^ly] 

1 2-249  Cases    20  Ea  250-.13Ea 

12  Labels  lor  .20  1 20  (or  1 .70 

1000  Pinfeed  Labels  14.50 

SEND  MONEY  ORDERS  OR  CHECKS  TO: 

CASS-A-TAPES 

BOX8123-C 

Kansas  City,  Mo  64112 

816-444-4651 


"■"CQiDPU  5Er\i5Ei:.' 


QUICK  BROWN  FOX         $55.00 

Thr  ii\  worJ  Ofocessor' 

GENERAL  LEDGER         $19.95 

(VIC-JO) 

CHECK  MINDER 

VI  c-20  $14.95  c-6'(  $24.95 

HOME  INVENTORY        $17.95 

(VIC-20) 

CENTIPOD        $27.95 

Like  CentJped,  only  beller' 

FROGEE        $27.95 

The  exciting  arcade  yari>e  of  Froggcr 

MOTOR  MOUSE        $29.95 

Wnnt  a  ctiocse'ee  game' 

■       CRIBBAGE 
VIC. 20  $14.95  0-64  $17.95 

Triis  Is  iric  game  of  CTibtagf? 

STAR  TREK 

VIC-3D  $12.95         c-64  $17.95 
EKcellenf  advenfurf?  game! 

MASTER  MIND 
VIC-20  $12.95        c-64  $19.95 

Makes  you  think 

ROACH  MOTEL        $9.95 

Kill  liie  liiigsi 

YAHTZEE  1.1         $12.95 
YAHTZEE2.1         $14.95 


TO  ORDER 

P  O.  BOX  16765 

WICHITA.  KS  67210 

(aiS)2S3-1095 

(Personal  checks  iiccapled 
^AI^ow  3  weeks)  Of 
CO  D   (A<id  S2.00) 
Handling  eharges  S2  00 
VlC-20'  IS  a  registered  trademark  of  CommodoTe 


Commodore  64  Software 


"SPRITEWRtlER" 

MuMicalor  and  Single  Color 

Sprite  Edit/Oesign 

Ttie  sprite  generation  package  with  the  most 

features  available. 

Appendspritedatastatementstoanyprogram 

Test  your  sprites  -  up  to  8  sprites  displayed  at 

the  X.Y  location  you  choose  Manipjiate  color 

of  sprites  and  background.  X.Y  scaling  and  X,Y 

coordinates. 

Ojr  price  is  $24.95  on  cassette  or  $29.95  on 

diskette  +  $1.00  (or  shipping  and  handling. 

Several    naw    software    packages    will    be 

available  by  the  time  this  ad  runs. 

Pixell  Now  sells  Hardware! 

CBM  64  and  peripherals 
Amdek  Monitors  and  Plotters  -  lowest  prices 
available 

Corvus  Disk  Drives 
The  complete  NEC  product  line 
NEC  6000  and  6000  Personal  Computer 

NEC  eaoo 

The  APC  '  the  best  personal  small  business 

machine  built 

Call  for  the  most  competitive  prices 

MasleTcaid/Visa 

Dealer  inquiries  wolcemo 


o  pixel!  software 


6595  W.  Mississippi  PI,  Lakewood,  CO  80226 
(303)  922-9197 


DEL  GAMES,  INC. 

^0i       FOR  VIC  20      %^ 

PERSONALIZED  GAMES 
STARRING  "YOU"  ON  TV! 

"BLACKOUT' ' ©By  Gere  Deutch 
Ages  8  to  Adult . .  .  shoot  saucefS 

Strategy  Game        16.95 

INCLUOm  YOUR  NAME  IN  GAM^i  ''''" 

"ATLANTIC  CITY" 

■S^Gamblirg  craps  tor  adults 
You  can  bet  a  rrillion 
&  take  the  casino  home  with  you  14.95 
INCL  UOmCi  YOUR  NAME  /W  GAME!    '"''" 

"CAPTAIN  SPACE" 

Battle  with  mat)  bomber 
ActionGarre..  .INCLUDING      12.95 
YOUR  NAME  IN  '  IIGHTS"  IN  GAME'  '"'''^ 

'■COLORED  LIGHTS" 

©Fantasy  —  needs  3K  Expander 
Not  a  game,  tjuthrs.  of  relaxing,  color- 
changing,  nnoving,  Op-Art  scenes! 
Ideal  for  TV  cable  stations, 
hospitals,  Dr's  offices,  etc.         18.95 
INCLUDING  YOUR  NAME!  ''''° 


SEND  PROPER  AMOUNT  WITH  NAME  OF  GAME 
PLUS  NAME  WAt^TED.  (UP  TO  15  LETTERS)- 

™:  DEL  GAMES,  INC.  P.O.  BOX 
33,  HOWELL,  NJ  07731  PH. 
201-364-1973 

DEALEH  INQUIRIES  INVITED. 

NJ  RESIDENTS  ADD  e<H>  SALES  TAX 

VIC.?C(  is  3  registered  tradentark  Qt  CommodDiG  ausmcss  Macrtines 


{  •  ATTENTION  •      * 

I  •  VIC  USERS  •    t 

*  * 

*  t 

*  FOR  FIRST  ISSUE  OF       J 

*  GAZETTE  * 

?  3-SLOT  EXPANSION  BOARD    * 

i  i 

t  $28.50             t 

*  IFLA.  RES.  ADD  S%  SALES  TAX)                 J 
J  JULY  ISSUE  OtJLy:!                             I 

*  t 

*  t 

*  t 

■>(  We  also  do  custom  programming    * 

j  forlhe  VIC.  Send  us  a  description    J 

^  of  the  program  you  want,  we  will    * 

■k  send  more  information  and  cost    * 

J  for  us  to  create  the  program,            ^ 

*  t 

*  i 

^  Our  catalog  is  in  cassette  form,      -^l 

*  For  the  VIC  20  * 
J  Send  $2.00  for  a  copy            { 

*  t 

*  t 


HUNDREDS  OF  PROGRAMS 

AVAILABLE  FOR  THE 
COMMODORE  64  &  VIC  20 


Aualon-ttill  •  HES  •  Commotlore  •  Creative 

Software  •  Epyx  •  Spinnaker  •  Nufekop  •  Sinus 

Star  Tech  •  UMI  •  Comm'Data  •  Vicville  •  Viclory 

and  Much  More 

ALL  PRICES  UP  TO  30%  BELOW  RETAILII 

OUR 

HETAIL  PfllCe 

HESMON                                           39.95  29.95 

HESWritef                                         3995  29.95 

Quick  Brown  Fox  (Word  Ptoc)            65  K)  47.50 

Gridrunner                                      39.95  29.95 

Clioplifter                                       44.95  36.50 

Spiders  01  Mars                                49.95  37  50 

Hang  Ma n/ttang Math                        14.95  1125 

ACCESSORIES  AVAILABLE  ALSO 

Moflilors  *  Primers  •  Expansion  Beards 
Cables  •  Interlaces 


CABOCO 

Cat d board/ 6 

99  95 

77  9^ 

Card  ?  (Printer  Inlertace) 

79.95 

62.95 

DATA  20 

Video  tek  (Expansion  Carl., 

199.95 

159.95 

16K  Mem.,  40/60  col.. 

includes  tree  word  processof) 

16K  Memory  Cart 

99.95 

?9.95 

Printer  Interlace 

69.95 

55% 

DYTEK 


*  (813)323-6139  * 

*  P.O.  Box241. Pinellas  Park  FL3356S     * 

*  i 


Write  or  call  for  FREE  CATALOG 

TO  ORDER:  CALL  1-7 14451 -5596 

800  AM  .flOOfM     PSI    Men -Sat 
or  send  check  or  credit  card  no  .  signature.  ^  eip  dale 

CEKTURY  MICRO  PRODUCTS 

P.0.60XZ520 

MIttlon  VieiD,  CA  mm 

Visa/Mastercard  add'  3%.  Personal  checks  allow  2 
weeks  to  clea  r   CA  lesidenis  add  sales  tax    Shipping 
and  fiandlmg  add  S3  00  (hardware    extra!   Prices 
siibiect  to  change    . 


July  1983    COMPUTEI's  Gazelle    107 


NEWSScPRODUCTS 


VIC-20  Cassette 
Interface 


The  VIK  Dubber  cassette  inter- 
face allows  VlC-20  and  Commo- 
dore 64  users  to  save  and  load 
data  using  any  standard  cassette 
recorder.  The  VIK  Dubber  cir- 
cuitry tillers  and  enhances  the 
cassette  data,  virtually  elimi- 
nating bad  loads.  The  VIK  Dub- 
ber also  includes  several  features 
to  allow  easier  cassette  use.  The 
VIK  Dubber  allows  you  to  con- 
nect two  cassette  recorders  to- 


"■"'COiDPu  5Ef\i9Ei:.'; 

CARDBOARD  3 

An  Economy  Expansion  Interface 

(Motherboard) 

ForttieVIC-20«  Personal 

Computer 

The"CARDB0ARD.'3'  IS  an  expansion  inter- 
lace designed  to  allow  tne  user  to  access  more  ' 
than  one  ol  ll^c  plug-in-Iype  memory  dr  ulility 
cartridges  now  available  It  will  accept  up  lo  3  i 
RA^A  or  ROM  cailndges  at  orrce  For  eiampie 

•  16k  HAM  •  16k  RAM  •  3k  RAM 

•  16k  RAM  ■  Sk  RAM  -  Super  E«panaer 

•  16k  RAM  ■  8)t  RAM  *  Vic-Mon 

•  16k  RAM  •  3k  RAM  *  Programmers  Aid 

•  Hign  quality  TRW.  gold  plated  connectors 

•  This  board  is  fused 

•  90  day  tree  replacement  warranty  coveririg  j 
eireryttiing  exceoi  the  (use 

$35,95 

CARDBOARDS 

An  Expansion  Interface  tor  VlC-20> 

•  Allows  memofy  expansion  up  to  -lOK 

•  Accepis  up  to  siK  games 

•  Includes  a  system  reset  button 

•  AN  slots  are  swilctr  selectable 

•  Datsy  chain  seversl  units  lor  even  more 
verSfiEi'ily 

$87.50 


TO  ORDER 
*    P  O   BOX  18765 
WICHITA.  KS  67218 

(316)  263-1095 

Personal  checks  accepted 
(Allow  3  weeks)  or 


VISA      I 


COD.  (AdQS2) 
Handling  charge  SZOO 

VIC'20"  IS  a  regisicinn  liacJemaik  ol  Commodotp 


108     COMPUTEI's  Gazette     July  1983 


VIK 
DUBBER 

■VTCSIZE  MICRO  TECH 


SEATTUe  WA  9S1TI 


lOI^-^   -1^ 


VIK  Diibk'f  OJfi^vltc  iiifcrfiice  for  VlC-ZihCoiiiimuhm-  64. 


gether  to  make  high  quality  back- 
up copies  of  cassette  programs, 
even  those  written  in  machine 
language.  The  VIK  Dubber  aiso 
has  an  indicator  light  and  a  quiet 
audible  tone  to  help  you  adjust 
the  cassette  volume  for  proper 
use  and  to  allow  you  to  monitor 
the  cassette  data.  The  VIK  Dub- 
ber gets  its  power  from  the  com- 
puter, so  no  batteries  are  needed. 
It  sells  for  $34.93  postpaid  in  the 
U.S.,  Canada,  or  Mexico. 

Bytes ize  M  icro  Tech  i wlog  1/ 
P.O.  Box  21123 
Dept.  FC 

SeaHk'.WA9Sin 
(206)2.%'ByTE 


Game  Book 
For  VIC 


Sliiiiiilnlii!^  Sinudnlioiiii  for  the 
VIC  is  a  handbook  of  j 2  simula- 
tion game  programs  written  in 
VIC  BASIC. 

Each  program  in  the  $6.50 
book  is  presented  with  a  listing, 
sample  run,  instructions,  and 
program  documentation,  in- 
cluding a  flowchart,  and  ideas 
for  variations.  Each  game  can  be 
played  by  one  or  more  players 
and  can  be  modified  to  a  variety 
of  difficulty  levels. 


^  commodore 


$99 


$427 


MEMORY  EXPANSION 


$69 


$39 


SOFTWARE  FOR  THE  VIC-20 

WORD  PROCESSING $23.00 

ADV  WORD  PROCESSING $32.00 

MAILING  LISTS $20.00 

SOFTWARE  FOR  THE  COM-64 

WORD  PROCESSING  $38.00 

MAILING  LISTS  $20.00 

Call  for  other  software  items. 

VIC  1541  DISC  DRIVE $339.00 

VIC  1 530  1 530  DATASSETTE    $   64.95 

VIC  1 525  GRAPHIC  PRINTER  $339.00 

2hO(8  STATIC  RAM  CHIPS  (aoo  nseC)  QTY.   ea  $     7.95 

^g^  . ORDER  FORM ggi 

■■■U  (Circle  Above  Items)  [wMT] 

CHECK  ONE 

NAME DVISA      □  MASTERCARD 

STREET D  Check  Enclosed    D  C.O.D. 

CITY Credit  Card  # 

STATE ZIP -  Expiration  Date 

PHONE Cfsdil  Cards  add  3% 

Add  3%  Shipping  Charge 
Personal  cnecks  accepted  COD's  add  Si  50  plus  20%  Deposil 

(Allow  3  weeks  extra)  Requireil  CA  Res  S'.^%  Tai 


U.S.  TECHNOLOGIES 


1 625  W.  OLYMPIC  SUITE  800 

LOS  ANGELES,  CA  9001 5 

(213)383-8127 

(Information  &  Orders) 

CREDiT  CARD  ORDERS  ONLY  CALL  TOLL  FREE: 
1  -800-824-7888 #  (48  States)  1  -800-824-7919  *  (Alaska  &  Hawaii}  4r  Ask  for  Operator  #649 


NEWSScPRODUCTS 


The  12  programs  include: 
Art  Auction,  Monster  Chase, 
Lost  Treasure,  Gone  Fishing, 
Space  Flight,  Starship  Alpha, 
Forest  Fire,  Nautical  Navigation, 
Business  Management,  Rare 
Birds,  Diamond  Thief,  and  The 
Devil's  Dungeon, 

The  11 2-page  book  was  writ- 
ten by  C.  W.  Engle. 

Hayden  Book  Compamj 
50  Essex  Street 
Rochclk  I'ark,  N}  07662 


MODEM  INTERFACE 

FOR   THE  \/ICEaG.VlCOA 


CARDBOARDS 
$87.50 

An  expansion  interlace  for  the  VIC-20. 
Allows  expansion  to  40  Kor  accepts  up 
to  six  games.  May  be  daisy  chained  for 
more  vorsatility. 

CARDBOARD  3 
$35.95 

Economy  expansion  interface  for 
the  V!C-20 

CARD  "?"  CARD/PRINT 

$76.00 

Universal  Centronics  Parallel  Printer 
Interface  (or  the  VIC-20  or  CBW-64, 
Use  an  Epson  MX-80  or  OKIDATA  or 
TANDY  or  just  about  any  other. 

CARDETTE 
$30.95 

Use  any  standard  cassette  player/re- 
corder with  your  VIC-20  or  CBM-64 

LIGHT  PEN 
$29.95 

A  light  pen  with  six  good  programs  to 
USB  with  your  VIC-20  or  CBM-64 


Pfices  subject  to  change 
TOOROEH:     P  O.  BOX  18765 

WICHITA,  KS67K18 
(316)  263-1095 
f  cr  jonfll  Checlis  Acceptor  (Allow  "i  Weeks) 
Of  C  O  O   (Ada  S!)  Handlmg  Chniges  S2  00 


The  Modem  hiferface  allows  Ihr  VIC-20  and  Commodore  64  to  opemie  toith  any 
standaid  ttnulfui. 


Modem 
Interface 


The  Modem  Interface  offers  VIC- 
20  and  Oimmodore  64  users  the 
cost-saving  convenience  of  con- 
necting virtually  any  modem  to 
their  computers.  The  Modem 
Interface  is  compatible  with  the 
Microconnection,  Hay<-'s 
Smart  modem,  Novation  CAT, 
etc.  A  three- foot  cable  with  a 
standard  DB25  connector  is  in- 
cluded. The  Modem  Interface 
allows  use  of  your  modem's 
auto-dial/aiito-nnswer  features. 
Included  with  the  Modem  Inter- 
face is  an  autti-dial  terminal  pro- 
gram. The  cost  is  $21  .'^JB  postpaid 
in  the  U.S.,  Canada,  or  Mexico. 

Biftesizc  Micro  Tecluiolo^iy 
P.O.  Box  21123 
Depl.  DM 
Seattle,  WA9Srn 
{206}Z36-BY!'E 


Cartridge 
Programs  For 
VIC-20  And  64 


Creative  Software  has  released 
three  new  cartridges  for  the  VIC- 
20  and  Commodore  64. 

Rat  Hold  is  an  arcade-style, 
"httie-and-seek"  game  for  the 
VIC-20  in  which  the  player  takes 
the  role  of  Ermine  the  Rat,  a 
cheese-seeking  inhabitant  of  the 
Hotel  Paradisio  who  is  pursued 
by  Waldo  the  Maintenance  Man. 

Using  a  jtiystick,  the  player 
maneuvers  the  Rat  from  the  attic, 
down  six  floors  and  into  the  base- 
ment where  he  can  eat  he  Grand 
Clieeseball.  The  Rat  must  reach 
the  basement  within  three 
minutes.  Reaching  the  cheese  at 
the  very  bottom  enables  the 
player  to  reach  the  next  difficulty 
level.  There  are  five  levels  in  the 


1 1 0    COMPUrffi  Gaiuite    J u I y  1 983 


NEWSScPRODUCTS 


RatHolel  for  the  VlC-20. 

game. 

Tension  is  created  when  the 
Rat  encounters  the  Viirious  ob- 
stacles in  his  path.  The  elevators 
that  allow  the  Rat  to  move  down 
each  floor  will  stop  for  him  only 
if  he  has  eaten  all  the  cheese  on 
the  floor  he  wishes  to  leave.  The 
cheese,  depending  on  color,  will 
either  give  the  Rat  energizing 
points  or  leave  him  paralyzed 
for  a  few  seconds.  In  addition, 
traps  are  strategically  placed  in 
the  Rat's  favorite  dining  spots 
and  hiding  places. 

i'he  second  new  cartridge  is 
Pipes,  a  home  education  prograni 
for  the  VIC-2Q.  IDesigned  and 
written  by  John  Doering,  Pipes  is 
the  first  in  a  series  of  programs 
intended  to  join  the  worlds  of 
education  and  games.  Pipe^i  plays 
like  a  game  while  teaching  the 
concepts  of  spatial  relationships 
and  economics. 

The  object  of  Pipes  is  to  con- 
nect all  the  houses  in  town  to 
the  main  water  supply.  A  joy- 
stick is  used  to  direct  Arlo  the 
Plumber  from  the  factory  where 
he  carefully  selects  the  right  pipe 
to  the  work -site  where  he  installs 
it.  Arlo  can  select  elbow-joints, 
T-joints,  and  valves,  each  with 
differing  dollar  values  and  in- 
ventory limitations,  to  create  a 


Pipes /or  f/jt' V''/C-2(J. 

cost-effective  and  efficient  water 
system.  If  the  pipes  are  not  con- 
nected and  sealed  properly,  leaks 
will  spring  and  the  game  will 
end.  The  challenge  of  Pipes  is  to 
connect  all  the  houses  without 
running  out  of  the  right  kind  of 
pipe  or  using  too  much  money. 

PijH'ii,  now  available  for  the 
VIC-20,  will  be  available  for  the 
Commodore  64  in  August. 

The  third  new  cartridge  is 
Mooiidust  by  Jaron  Lanier,  a 
science-fantasy  game  for  the 
Commodore  64. 

Mooiidiisl  challenges  the 
player  to  draw  colorful  trails  of 
moondust  crystals  through  the 
heart  of  glowing  concentric  cir- 
cles. It  is  a  true  computer  game 
utilizing  a  full  range  of  sound 
and  color  capability.  Music,  com- 
posed according  to  joystick 
movement,  accompanies  every 
action. 

Moondust  features  the 
friendly  Spacewalkcr,  who  is  the 
master  painter  for  the  Moondusl 
Pleet.  The  game  begins  when  he 
dnips  moondusl  to  be  spread 
across  the  screen.  I^epending 
upon  how  far  away  from  the 
center  the  moondust  is  dropped, 
a  certain  number  of  possilile 
points  will  appear  on  the  screen. 
The  Spacewalker  directs  his  col- 


Moondust  for  the  Counnodore  64. 

orful  tleet  to  drag  the  moondust 
toward  the  center.  As  they  whirl 
aroimd  the  screen,  they  leave 
trails  of  aqua,  emerald  green, 
cobalt,  coral,  and  purple.  The 
player  has  to  watch  for  the  fleet's 
flying  patterns  in  order  to  protect 
the  Spacewalker  from  being 
bumped  three  times  and  ending 
the  game. 

Suggested  retail  price  for  all 
the  cartridges  is  $39.95. 

Creative  Softwiin' 

230  llasf  Oirilibeaii  Drive 

Sunmjvttie,  CA  94086 


COMPUTf'I's  Gazellu  for  Commodore 
loelcomes  aiuioiinceiiients  of  new  pro- 
ducts for  VIC -20  ami  Coiuiiiodore  64 
computers,  e^peeiidly  products  uimcd  at 
Ije^^iuui)!;^  to  iiiiermediote  Hirers.  Please 
send  press  relenscs  and  photos  uyII  in  ad- 
vance to:  Tony  Roberts,  Assist iV it  Man- 
agin^^  Editor',  COMPU'l'HI's  Gazette, 
P.O.  Box  5406.  Greensboro,  NC  27403. 


New  product  retenses  are  selected  from 
subniissions  for  reasons  of  timeliness, 
available  space,  and  i^enemi  interest  to 
our  readers.  We  regret  that  we  are  unable 
to  select  all  neio  product  sulwussions  for 
publication.  Reath'rs  slioulil  be  aware 
that  we  presoil  liere  some  edited  version 
of  materitd  subiintted  by  vendors  and  are 
uualile  to  vouch  for  its  accuractf  at  lime  of 
publication. 

July  1983    COMPUWi  Gatette     Ml 


A  Beginner's  Guide 
To  Typing  In  Programs 


What  Is  A  Program? 

A  computer  cannot  perform  any  task  by  itself, 
Like  n  car  without  gas,  a  computer  has  pofentin!, 
but  without  a  program,  it  isn't  going  anywhere. 
Most  of  the  programs  published  in  COMPUTEI's 
Gazette  for  Commodore  are  written  in  a  computer 
language  called  BASIC,  BASIC  is  easy  to  iearn 
and  is  built  into  all  VIC-20s  and  Commodore  64s. 

BASIC  Programs 

Each  month,  COMPUTERS  Gazette  for  Commodore 
publishes  program.'?  for  both  the  VIC  and  64.  To 
start  out,  type  in  only  programs  written  for  your 
machine,  e.g.,  "VIC  Version"  if  you  have  a  VIC-20. 
Later,  when  you  gain  experience  with  your  com- 
puter's BASIC,  you  can  try  typing  in  and  converting 
certain  programs  from  anotiier  computer  to  yours. 

Computers  can  be  picky.  Unlike  the  English 
language,  which  is  full  of  ambiguities,  BASIC  usu- 
ally has  only  one  "right  way"  of  stating  something. 
Every  letter,  character,  or  number  is  significant.  A 
common  mistake  is  substituting  a  letter  such  as 
"O"  for  the  numeral  "0",  a  lowercase  "1"  for  the 
numeral  "1",  or  an  uppercase  "B"  for  the  numeral 
"8".  Also,  you  must  enter  all  punctuation  such  as 
colons  and  commas  just  as  they  appear  in  the 
magazine.  Spacing  can  be  important.  To  be  safe, 
type  in  the  listings  cxacth/  as  they  appear. 

Brackets  And  Special  Characters 

The  exception  to  this  typing  rule  is  when  you  see 

the  curved  bracket,  such  as  "{DOWN}".  Any- 
thing within  a  set  of  brackets  is  a  special  character 
or  characters  that  cannot  easily  be  listed  on  a  print- 
er. When  you  come  across  such  a  special  state- 
ment, refer  to  "How  To  Type  In  COMPUTEr$ 
Gazelle  Programs." 

About  DATA  Statements 

Some  programs  contain  a  section  or  sections  of 
DATA  statements.  Tliese  lines  provide  information 
needed  by  the  program.  Some  DATA  statements 
contain  actual  programs  (called  machine  language); 
others  contain  graphics  codes.  These  lines  are  espe- 
cially sensitive  to  errors. 

If  a  single  number  in  any  one  DATA  statement 
is  mistyped,  your  madiine  could  "lock  up,"  or 
"crash,"  The  keyboard  and  STOP  key  may  seem 
"dead,"  and  the  screen  may  go  blank.  Don't  panic 
-  no  damage  is  done.  To  regain  control,  you  have 

11!    COMPUTE!-!  Gazette    July  1983 


to  turn  off  your  computer,  then  turn  it  back  on. 
This  will  erase  whatever  program  was  in  memor\', 
so  it}im\ji^  SAVE  a  ivpy  ofijonr  ptv^iwu  before  \/oh  KUN 
it.  If  your  computer  crashes,  you  can  LOAD  the 
program  and  look  for  your  mistake. 

Sometimes  a  mistyped  DATA  statement  will 
cause  an  error  message  when  the  program  is  RUN, 
Tlie  error  message  may  refer  to  the  program  line 
that  READS  the  data.  The  envf  is  slill  in  the  DATA 
statements,  though. 

Get  To  Know  Your  Machine 

You  should  familiarize  yourself  with  your  com- 
puter before  attempting  to  type  in  a  program. 
Learn  the  statements  you  use  to  store  and  retrieve 
programs  from  tape  or  disk.  You'll  want  to  save  a 
copy  of  your  program,  so  that  you  won't  have  to 
type  it  in  every  time  you  want  to  use  it.  Learn  to 
use  your  machine's  editing  functions.  How  do 
you  change  a  line  if  you  made  a  mistake?  You  can 
always  retype  the  line,  but  you  at  least  need  to 
know  how  to  backspace.  Do  you  know  how  to 
enter  inverse  video,  lowerca.se,  and  control  char- 
acters? It's  all  explained  in  your  ct)mputer's 
manuals. 

A  CLuick  Review 

1)  Type  in  the  program  a  line  at  a  time,  in  order. 
Press  RETURN  at  the  end  of  each  line.  Use  back- 
space or  the  back  arrow  to  correct  mistakes. 

2)  Check  the  line  you've  typed  against  the  line  in 
the  magazine.  You  can  check  the  entire  program 
again  if  you  get  an  error  when  you  RUN  the 
program. 

3)  Make  sure  you've  entered  statements  in  brack- 
ets as  the  appropriate  control  key  (see  "How  To 
Type  COMPUTEI's  Gazette  Programs"  elsewhere 
in  the  magazine.) 


I 


VVt'  regret  that  we  are  not  able  to  respond  to  indiminal 
incHtiriea  about  progranif,,  protiiicti:,  or  scn'ices  ap- 
penrin;^  in  COMPUTEf'.s  Gazette  for  Commodore 
due  to  increasing  publiaitioii  activity.  On  tliose  in- 
frequent ik'cafioiii:  wlicn  a  pabtifilied  program  conlain$ 
11  ti/po,  the  correction  leill  appear  in  the  nuiyaziiie, 
sisuaihj  within  eight  unvks.  If  you  have  specific 
tpicstions  about  items  or  programs  which  \jou've  seen 
in  COMPUTE!'s  Gazette  for  Commodore,  please 
send  tliein  to  Gazetle  firdbnck,  P.  O.  Box  5406, 
Greensboro.  NC  27403. 


How  To  Type  In 
COMPUTEI's  Gazette  Programs 


Many  of  the  programs  which  are  listed  in  COM- 
PUTEl's  Cazeltc  contain  special  control  characters 
(cursor  control,  color  keys,  inverse  video,  etc.). 
To  make  it  easy  to  know  exactly  what  to  type  when 
entering  one  of  these  programs  into  your  com- 
puter, we  have  established  the  following  listing 
conventions. 

Generally,  any  VIC-20  or  Commodore  64 
program  listings  will  contain  bracketed  words 
Which  spell  out  any  special  characters:  {DOWN} 
would  mean  to  press  the  cursor  down  key.  {5 
SPACES)  would  mean  to  press  the  space  bar  five 
times. 

To  indicate  that  a  key  should  be  shifted  (hold 
down  the  SHIFT  key  while  pressing  the  other 
key),  the  key  would  be  underlined  in  our  listings. 
For  example,  S  would  mean  to  type  the  S  key 
while  holding  the  shift  key.  This  would  appear 
on  your  screen  as  a  "heart"  symbol.  If  you  find 
an  underlined  key  enclosed  in  braces  (e.g.,  {10 
N  1),  you  should  type  the  key  as  many  times  as 
indicated  (in  our  example,  you  would  enter  ten 
shifted  N's). 

If  a  key  is  enclosed  in  special  brackets,  \c^, 
you  should  hold  down  the  Coiwnadore  key  while 
pressing  the  key  inside  the  special  brackets.  (The 
Commodore  key  is  the  key  in  the  lower  left  corner 
of  the  keyboard.)  Again,  if  the  key  is  preceded  by 
a  number,  you  should  press  the  key  as  many  times 
as  necessary. 

Rarely,  you'll  see  a  solitary  letter  of  the  al- 
phabet enclosed  in  braces.  These  characters  can 
be  entered  on  the  Commodore  64  by  holding  down 


the  CTRL  key  while  typing  the  letter  in  the  braces. 
For  example,  (A)  would  indicate  that  you  should 
press  CTRL-A.  You  should  never  have  to  enter 
such  a  character  on  the  VIC- 20,  hut  if  you  do,  you 
would  have  to  leave  the  quote  mode  (press  RE- 
TURN and  cursor  back  up  to  the  position  where 
the  control  character  should  go),  press  CTRL-9 
(RVS  ON),  the  letter  in  braces,  and  then  CTRL-0 
(RVSOFF). 

About  the  quale  mode:  you  know  that  you  can 
move  the  cursor  around  the  screen  with  the  CRSR 
keys.  Sometimes  a  programmer  will  want  to  move 
the  cursor  under  program  control.  That's  why 
you  see  all  the  {LEFT}'s,  {HOME]'s,  and 
{BLUl's  in  our  programs.  The  only  way  the  com- 
puter can  tell  the  difference  between  direct  and 
programmed  cursor  control  is  the  quote  mode. 

Once  you  press  the  quote  (the  double  quote, 
SHIFT-2),  you  are  in  the  quote  mode.  If  you  type 
something  and  then  try  to  change  it  by  moving 
the  cursor  left,  you'll  only  get  a  bunch  of  reverse- 
video  lines.  These  are  the  symbols  for  cursor  left. 
The  only  editing  key  that  isn't  programmable  is 
the  DEL  key;  you  can  still  use  DEL  to  back  up  and 
edit  the  line.  Once  you  type  another  quote,  you 
are  out  of  quote  mode. 

You  also  go  into  quote  mode  when  you  IN- 
SerT  spaces  into  a  line.  In  any  case,  the  easiest 
way  to  get  out  of  quote  mode  is  to  just  press  RE- 
TURN. You'll  then  be  out  of  quote  mode  and  you 
can  cursor  up  lo  the  mistyped  line  and  fix  it. 

Use  the  following  table  when  entering  cursor 
and  color  control  keys: 


When  You  Read 

Press: 

Sea: 

When  You  Read 

Piess: 

See: 

When  You  Read: 

Piess: 

See: 

(clear! 

Ei 

tCYN} 

Eiao 

k 

173 

BD 

□ 

[HOME} 

m 

[PUR] 

■Hl;th  Q 

m 

§ei 

QO 

Eupj 

m 

(GRNt 

Q9  D 

u 

iFll 

EO 

5 

iDOvrat 

QESXI 

m 

[BLU} 

tsmu 

E3 

tF2l 

EE 

a 

I  LEFT ! 

i^mm  HiFHjgi 

n 

iYELJ 

cniD 

m 

lF3t 

r^< 

■ 

Iright) 

Frmra 

Hi 

QD 

El 

IF4} 

rzi 

Ifl 

(RVSl 

m:l«  Q 

CSS 

121 

ma 

IS 

IPS) 

1^ 

n 

{off! 

QQI  Q 

9 

ni 

QQ 

@ 

{F6] 

1^ 

51 

[blk; 

ESI  O 

E4i 

so 

m 

tF7} 

r*ii 

■1 

{WHTl 

■HI.W  Q 

M 

151 

□  B 

B 

tF8l 

eh: 

m 

tREDl 

iitm  Q 

m 

163 

QQ 

■i 

July  1983    COMPUm'iCazene    113 


Enlivening  Programs 
With  Sound 


ATTENTION  PROGRAMMERS 

Before  typing  in  programs,  please  refer  to  "How 
To  Type  COMPUTES's  Gazette  Programs"  and 
"A  Beginner's  Guide  To  Typing  In  Programs" 
that  appear  before  the  Program  Listings. 


Program  1 :  Fanfare  For  64 

10  REM:MUSIC  PROGRAM  FOR  64 

20  BEGIN=54272:FORCLEAR=BEGTOBEGIN+24:POK 

ECLEAR,0:NEXT 
30  POKEBE+5 , 85 : POKEBE+6 , 85 : POKEBE+12 , 85 : P 

OKEBE+13,85 
40  POKEBE+24,15 
50  POKEBE+4,33:POKEBE+ll,17 
60  F0RX=1T06 : READHl , LI , H2 , L2 : POKEBE+1 , HI : 

POKEBE, LI : POKEBE+8 , H2 : POKEBE+7 , L2 

65  IFH1=50THENFORT=1TO200:NEXT 

70  FORT=1TO100:NEXT 

80  DATA25,30,18,209,33, 135,25,30,42,62,31 

,165,50,60,37,162,42,62,31,165,50 

,60 
85  DATA37,162 
90  NEXTX 
100  BEGIN=54272 :FORCLEAR=BEGTOBEGIN+24 : POK 

ECLEAR,0:NEXT 

Program  2:  Fanf aie  foi  vie 

0  REM: FANFARE  FOR  VIC 

10  51=36876 

20  32=36875 

30  V=36878 

40  P0KEV,15 

50  F0RX=1T06 : READPl ,P2 : POKESl , PI : P0KES2 , P 

2 
60  FORT=lTO150:NEXT 
65  IFPl=235THENFORT=lTO200:NEXT 
68  NEXT 
70  POKEV,0 
8  0  DATA21 5, 2 1 5, 225, 225, 231, 2 3 1,235, 235, 23 

1,231,235,235 

The  Beginner's  Corner 

Graphics  With  PRINT 

10  print"{clr1 (2  down)" 

20  PRINTTAB(ia) ?"(YEL)qID0WN1" 
30  PRINTTABO);  "(CYN}uTD0WN1  {2  LEFT} 
U[D0WN)[2  LEFT)U" 

40  PRINTTAB(7); "E-3" 

50  PRINTTAB(5) ; " (GRN) IrVS}§ 

E*3{0FF} {CYN)i-§" 
60  PRINTTAB(4); "[GRN} {RVSlfe 

12  SPACES} g*g" 
70  PRINT" (3  SPACES} [RVS}fe 

1 4  SPACES} g*3" 
80  PRINT"(4  spaces}  [RED}H  +§" 


90  PRINT" {4  SPACES  J N  +8" 
100  PRINT"l4  SPACES) E+8tBLK} 

E2  BE {red} 1+3" 
110  PRINT"[4  SPACES)|i-3[BLK) 

i2    BEiRED)E+3" 
120  PRINT" [4  SPACES) E+3[BLK) 

E2  b3{red)E+3" 

130  PRINT"iGRN]E22  eHBLU)" 
140  GOTO  140 
150  END 

UNDERLINE  =  SHIFT, 

E  3  =  COMMODORE  KEY, 

[  }=  SPECIAL. 

REFER  TO  LISTING  CONVENTIONS 

Commodore  Classics: 
CLuickfind 

Program  1 :  vic-20  GLuickfind 

140  N=5:DIM  A$(N):REM  N  IS  #  OF  PROGRAMS 

ON  TAPE 
150  FOR  1=1  TO  N:READ  A${l):NEXT  X 
160  PRINT  CHR$(147);CHR?(144) ;  " 

(2  spaces} PROGRAM": PRINT  "NUMBER/NAM 

E": PRINT 
170  FOR  1=1  TO  N:PRINT  CHR? ( 157 ) ; I; " 

(2  SPACES} ";A${I ) :NEXT  I : PRINT 
180  INPUT  "FIND  NUMBER" ; J : PRINT 
190  IF  J<1  OR  J>N  THEN  160 
200  IF  J=l  THEN  330 

210  REM  START  OF  FAST  FORWARD  ROUTINE 
220  REM  WAIT  FOR  RELEASE  IF  NECESSARY 
230  IF  (PEEKt37151)  AND  64)=0  THEN  PRINT 

"PRESS  STOP  ON  CASSETTE" 
240  IF  (PEEK(37151)  AND  64)=0  THEN  240 
250  PRINT  "PRESS  FAST  FORWARD" ! PRINT 
260  IF  (PEEK(37151)  AND  64)=64  THEN  260: 

REM  CHECK  FOR  PRESS 
270  PRINT  "OK": PRINT: A=TI 
280  IF  ABS{TI-A)<{J-1)*360  THEN  280 : REM 

FAST  FORWARD  6  SEC  PER  PROGRAM 
290  POKE  37148, PEEK( 37148)  AND  247:REM  S 

TOP  MOTOR 
300  PRINT  "RELEASE  FAST  FORWARD" 
310  IF  (PEEK(37151)  AND  64)=0  THEN  310:R 

EM  WAIT  FOR  RELEASE 
3  20  REM  DYNAMIC  KEYBOARD  LOAD 
330  PRINT  CHR?(147);CHR$(17);CHR$(17);CH 

R5(17) ; "LOAD  " ;CHR? ( 34) ; A? C J ) ; CHR? ( 3 

4);CHR$(19) 
340  POKE  198,1: POKE  631, 13: END 


Attention  Young  People 

COMPUTER'S  Gazette  wants  to  Icnow 
wliat  today's  young  people  are  doing 
with  connputers.  We  want  our  readers 
to  know,  too.  It  you've  written  an  in- 
teresting program  lor  the  VIC-20  or 
Commodore  64,  share  it  with  us.  See 
the  Author  Guide  elsewhere  in  this 
issue,  and  tell  us  your  age  when  you 
submit  on  article. 


114    COMPUJEi'iGozene    July  1983 


350  DATA  P ROG RAMI, PR0GRAM2, PROGRAMS, PROG 
RAM4, PROGRAMS 

UNDERLINE  =  SHIFT, 

13=  COMMODORE  KEY, 

[  3=  SPECIAL. 

REFER  TO  LISTING  CONVENTIONS 

Program  2:  commodore  64  GLuickflnd 

140  N=5:DIM  A$(N):REM  N  IS  #  OF  PROGRAMS  O 

N  TAPE 
150  FOR  1=1  TO  N:READ  A$(I):NEXT 
160  PRINT  CHR?(147) ;CHR5(18) ; "   PROGRAM   " 

!PRINT"NUMBER  NAME": PRINT 
170  FOR  1=1  TO  N: PRINT  I;"     ";A$(l):NEXT 

: PRINT 
180  INPUT  "FIND  NUMBER"; J :PRINT 
190  IF  J<1  OR  N>N  THEN  160 
200  IF  J=l  THEN  330 

210  REM  START  OF  ROUTINE  TO  FAST  FORWARD 
220  REM  WAIT  FOR  RELEASE  IF  NECESSARY 
230  IF  (PEEK{ 1 )AND16)=0   THEN  PRINT  "PRESS 

STOP  ON  CASSETTE" : PRINT 
240  IF  Cpeek{1 )AND16)=0  THEN  240 
250  PRINT  "PRESS  PAST  FORWARD  NOW" : PRINT 
260  IF  (PEEK(1)AND16)  THEN  260 
270  PRINT"OK. . .SEARCHING"; PRINT ;A=TI:P0KE1 

92,1 
280  IF  ABS(TI-A)<(J-1)*360  THEN  280 : REM  FA 

ST  FORWARD  6  SEC  PER  PROGRAM 
290  POKEl, {PEEKtl)OR32) :REM  STOP  MOTOR 
300  PRINT"PRESS  STOP  ON  CASSETTE" 
310  IF  (PEEK(1)AND16}=0  THEN  310 
3  20  REM  DYNAMIC  KEYBOARD  LOAD 
330  PRINTCHR?(147);CHR?(17) ; CHR$ ( 17 ) ;CHR? ( 

17); 
3  35  PRINT"LOAD  " ;CHR$ C 34) ; A? { J ) ;CHR$ ( 34) ;C 

HR?(19) 
340  POKE  198,1: POKE  631, 13: END 
350  DATA  PROGRAMl,PROGRAM2,PROGRAM3,PROGRA 

M4, PROGRAMS 


Skydiver 


ATTENTION  PROGRAMMERS 

Before  typing  in  programs,  please  refer  to  "How 
To  Type  COMPUTE! 's  Gazette  Programs"  and 
"A  Beginner's  Guide  To  Typing  In  Programs" 
that  appear  before  the  Program  Listings. 


Program  1 :  vic-20  version 

8  P1=37151:P2=37152:P3=37154:T7=30720:NE 

=2 
10  PRINT" ECLR3":GOTO60100 
12  A(l)=7772:A(2}=7778:A{3)=7782 
14  SC=0 : BO=100 : BA=3 : WA=7 : W=8 : EX=0 
16  PRINT "[home! SCORE:  000 {3  SPACES}" 

20  GOSUa5000 

21  PRINT" EHOME) ";TAB( 14); "l3  SPACES} 
13  LEFT}";A$ 

22  CT=21+INT(RND(TI)*20+1):CC=0 
30  A=0 

100  PRINT" EHOME} {down} ";TAB( A); " {off} 
[RVS}E*§!2  LEFT} {DOWN] t off} 
{RVS}E2  I3":A=A+1 


102  CC=CC+1:IFCC>=CT  ANDA<21ANDA> 1THEN12 

0 
105  IFA>=20THENPRINT"tHOME) [DOWN} " ; TABCa 

);"  (down) {left) {2  SPACES) ":A=0 
110  GOSUB  1000:IFR<>128THENFaRI=lTO50!NE 

XT: GOTO 100 

112  IFA>20ORA<1THEN100 

120  PRINT" (home) {down} ";TAB( A);"  {lEFT} 

[down) [2  SPACES}" 
200  B=7747+A:T=INT(RND{TI)*S+1) !T=T+1 
210  CH=46:C=0 

212  C=C+1 

220  POKEB,CH:POKEB,32:B=B+22 

230  POKEB+T7,4:POKEB,CH: IPC<TTHENF0RY=1T 

O80:NEXT:GOTO212 
300  CH=65 

305  P0KEB+T7,4:P0KEB,CH 
310  GOSUB1000:C=C+1 
320  IFC>=WTHENIFR=4THENP0KEB,32:B=B-1:P0 

KEB+T7,4:POKEB,CH:C=0 

330  IFC>=WTHENIFR=8THENP0KEB, 32:B=B+l ; PO 

KEB+T7 , 4 ! POKEB, CH : C=0 
340  D=D+1 

350  IFD>=WATHENP0KEB,32:B=B+22 
3S5  IFD>=WATHEND=0:IFPEEK(B)<>32THEN3000 
360  P0KEB+T7,4!P0KEB,CH 
370  WI=WI+1 
390  IFWI>=SANDDI=-lTHENPOKEB,32:B=a+DI:P 

OKEB+T7,4:WI=0 

395  IFWI>=SANDDI=1THENP0KEB,32:B=B+DI:P0 

KEB+T7,4:WI=0 
400  TFPEEK{B)  <:»32ANDPEEK(B)  OCHTHEN3000 
410  POKEB, CH 
500  GOTO300 
1000  P0KEP3, 127:X=NOTPEEK(Pl)AND60-[ (PEE 

K(P2)AND128)=0) : POKEP3 , 255 
1010  R=-( (XAND4)=4)-2*( {XAND8)=8}-4* ( (XA 

ND16)=16)-a*( (XAND1)=1)-128*( (XAND3 

2) =32) 

1020  RETURN 

3000  POKEB+T7,4 

3010  IFP=1THENIFB=81240RB=8125THENP0KEB, 

CH:GOTO4000 
3020  1FP=2THENIFB=8130THENPOKEB,CH:GOTO4 

050 
3030  IFP=3THENIFB=813  50RB=81360RB=813  7TH 

ENPOKEB,CH:GOTO4100 
3040  POKEB, 170 :GOTO12000 
4000  PRINT" {home}  {a  D0WN){S  RIGHT} 5  X";B 

0;"=";5*B0 
4010  VA=5*BO:GOTO10000 
4050  PRINT" {HOME} {8  DOWN) (4  RIGHT} 10  X"; 

BO; "=";10*BO 
4060  VA=10*BO:GOTal0000 
4100  PRINT" [HOME) {a  DOWN ) { 5  RIGHT  3 2  X";B 

0;"=";2*B0 
4110  VA=2*BO:GOTO10000 
5000  PRINT" {HOME) {19  DOWN)" 
5020  PRINT" [3  SPACES} {BLK)gL3(YEL) 

E2  l3[BLK}iJ3{2  SPACES) 

[aLK)iL3{YEL)ilHBLK} 

EjE{2  spaces) El|{yel} 
63  i31blk}Ej3{blu}" 

5030  PRINT"{RVS) {4  SPACES )5X[ 3  SPACES} 10 
X{4  SPACES }2X{ 4  SPACES) {OFF} " ; 

5040  FORI=ai64T08185!POKEI+T7 , 6 : POKEI ,16 
0:NEXT 

5041  1FBA<=-0THEN60000 


July  1983    COMPUTEI'sGoiette     115 


5042  PRINT" [home} ";TAB(17); "14  SPACES}" 

5043  IFBA>1THENPRINT" tHOME)";TAa{ia); : FO 
RI=1T0BA-1 : PRINT"A" ; : NEXT : PRINT 

5045  SS=INT(RND{TI)*3+1};DI=INT(RND{TI)* 
2+1 ) t IFDI=2THENDI=-1 

5048  IFSS  =  lTHt:NS=5;SD=15 

5049  IFSS=2THENS=I0:SD=10 

5050  IFSS=3THENS=15:SD=5 

5052  D$="RIGHT";IFDI=-1THEND5="LEFT" 

5053  IFNJ>=NETHENSO=BO+50: PRINT "{home} 
[7  DOVW} BONUS  ADVANCE  TO{RED}"fBO 
RINT"{BLU}" 

5054  IFNJ>=NETHENIFWA>4THENWA=WA-1 

5055  IFNJ>=NETHENNJ=0:IFW<18THENW=W+1 

5056  PRINT" [HOME) {2  DOWN) " ;TAB( 3 ) ; "WIND: 
";SD"TO  ";D?:GOSUB50000 

5037  FORK=1TQ1000:NEXTj PRINT" {HOME} 

[down) [20  SPACES) " 
5060  F0RI=7724T08141STEP22  sPOKEI , 96  sPOKE 

I+21,96:NEXT 
5070  RETURN 
10000  JM=JM+1:NJ=NJ+I 
10100  FORP=1TOVA/10: PRINT" [HOME) EBLU}SC0 

RE ! i  RED ) " ; SO ! P0KES3 , 0 : SC=SC+10  j  NEX 

T : PRINT " I HOME }[bLU} SCORE! [RED}";SC 
10110  FORID=1TO1000:NEXT:IFEX=0ANDSC>=50 

00THENBA=BA+1 : EX=1 
10120  PRINT" [HOME) (8  DOWN] (21  SPACES) "jG 

OTO20 
12000  PRINT" i HOME) (8  DOWN) [3  RIGHT} SORRY 

NO  B0NUS1":BA=BA-I 
12010  FORID=1TQ500:NEXT 
12120  POKES, 32 : PRINT" [HOME) {B  DOWN} 

[21  spaces] ":GOTO20 
50000  REM  SELECTION 
50010  PRINT" [HOME] [4  DOWN} [RED} 

[4  SPACES }5X( 3  SPACES }10X 

[2  SPACES}2X[bLU}":P=1:Z=P 
50020  TI$="000000" 
50025  POKEA(P),PEEK(A{P) )+128AND255 

50027  TM=15-VAL{TI9) 

50028  PRINT"(H0ME}  [12  DOWN}  "  ;TAB(  10  )  ,- " 
{2  SPACES)  {3  LEFT]",-TM:IFTM=0THENP 
=INT(RND(TI) *3+l } ;GOTO30100 

50030  GOSUB1000 ; I FR=40RR=aTHENX=PEEK ( A( P 

)) :IFX>129THENP0KEA(P) ,X+128AND255 
5003S  IFR>127THEN50100 
50040  GOSUB1000! IFR=4THENP=P-1; IFP<1THEN 

P=3 
50045  IFR=8THEKP=P+l!lFP>3THENP=l 
50050  FORID=1TO100:NEXT:GOTO50025 
50100  A$="2X":IFP=1THENA$="5X" 
50110  IFP=2THENA$="10X" 

50120  PRINT "[down)  YOU  MUST  LAND  ON  ";A$ 
50140  FORID=1TO1500:NEXT 
50150  PRINT" f HOME) " :F0RID=1T018: PRINT" 

{21  SPACES) ": NEXT: RETURN 
60000  PRINT" (HOME) {7  DOWN} [6  RIGHT) GAME 

OVER":IFSC>HITHENHI=SC 
60010  FORHD=1TO2000:NEXT 
60020  PRINT" [home] [7  down} [6  RIGHT} 

[9  SPACES}" 
60100  POKE36879, 188: PRINT" [HOME] [2  DOWN] 

[6  SPACES) {RED} SKY  DIVER" 
60110  PRINT: PRINT  SPRINT: PRINT 
60120  PRINT"  (PUR)USE  JOYSTICK  TO  PLAY" 
60130  PRINT: PRINT: PRINT  J  PRINT 
60140  PRINT" {6  SPACES) {CRN  3  HIGH  SCORE 

{RED}": PRINT 
60150  XX=LEN(STR$(HI) ) /2 : PRINTTAB(10-XX) 

fHI 


60160  GOSUB1000:IFR=0THEN60160 
60170  PRINT" [HOME) ": F0RK=1T018: PRINT" 
[21  SPACES] ":NEXT:G0T012 

UNDERLINE  =  SHIFT, 

E  3  =  COMMODORE  KEY, 

{  ]=  SPECIAL. 

REFER  TO  LISTING  CONVENTIONS 


P       Program  2 :  For  vie  with  Super  Expander 

Adiiitkms  and  tiiodificatiims  to  Pn\'^nv!i  1.  The   4-    in 
lim's  12010,  63000,  and  63010  indiadcfi  CTRL-hil 
arrow. 

4  REM   SUPER  EXPANDER  VERSION 
6  51=36874 !S2=36875:S3=36876sPOKE3687B, 15 
1 10  IFRJOY ( 0 ) <>128THENFORI=1TO50 : NEXT :GOTO 

100 
310  R=RJOYC0)!C=C+1 
5053  IFNJ>=NETHENBO=BO+50:PRINT"[HOME) {07 

down) BONUS  ADVANCE  TO [ RED) "; BO: PRINT 

"[BLU}"!G0SUB  63000 
10000  REST0RE:JM=JM+1:NJ=NJ+1 
10002  READN,M!lFN=999THEN10100 
10004  POKESI , N ; P0KES2 , N : P0KES3 , N : P0RI=1T0M: 

NEXT 
10006  P0KES3 , 0 : POKESI , 0 ; P0KES2 , 0 : FORK=1TO20 

;NEXT!GOTO10002 
10100  FQRP=1TOVA/10:POKES3,220:PRINT"{HOME} 

[ BLU ) SCORE ! [ RED ] " ; SC : P0KES3 , 0 :NEXT ; 

PRINT" (home) [BLU) SCORE: [RED] ";SC 
10110  FORID=lTO2000:NEXT!lFEX=0ANDSC>=5000 

THENBA=BA+1:EX=1 

12010  PRINT"  {*-)3T2GRT1DT0RT1DRT3ERDRT3R#FR 

G" 
25000  DATA  217,400,213,400,223,400,227,200 

,234,200,230,400,227,200,234,200,230, 

400 
25020  DATA  223,400,227,400,217,400,213,400 

,236,400,234,1000,999,0 
50030  R=RJOY(0) : IFR=40RR=8THENX=PEEK(a(p) ) : 

IFX>129THENPOKEA(p),X+128AND2  5  5 
50040    IFRJOY(0)=4THENP=P-1:IFP<1THENP=3 
50045    IFRJOY(0)=8THENP=P+1:IFP>3THENP=1 
60160    IFRJOY (0)=0THEN60160 
63000    PRINT"  {♦•}S2T3EFT4GEFDECT5D" 
63010    PRINT"  [•-}S3T3EFT4GEFDECT5DT3" 
63020    RETURN 

Program  3:  commodore  64  version 

5  T7=54272:  E=2 
10  PRINT" {CLR]":GOTO60100 
12  A(I)=1192:A(2)=1202:A(3)=1209 
1 4  SC=0 : B0= 100 : BA=  3 : WA=7 : W=8 : EX=0 
16  PRINT" {home] {2  DOWN) {3  RIGHT) SCORE:  0 

00[3  SPACES]" 

20  GOSUB5000 

21  PRINT" {HOME} {2  DOWN] {3  RIGHT] " ;TAB( 14 
);"{3  SPACES} {3  LEFT}"; A? 

22  CT=39+INT[RND(TI)*20+1) :CC=0 
30  A=0 
100  PRINT" [home) [D0WN}";TAB(A) ;"(0FF) 

{RVS)6*3{2  LEFT] [down] {off} 

{rVS)E2  i3":A=A-H 
102  CC=CC+1:IFCC>=CT  ANDA<39ANDA>1THEN12 

0 
105  IFA>=38THENPRINT" [hOME] [DOWN) ";TAB( A 

);"  [down) [left) {2  SPACES] ":A=0 
110  GOSUB  1000:IFFR<;>0THENFORI  =  1TO50:NEX 


116    COMPUTE!')  Colette    July  1983 


T:GOTO100 
112  IFA>38ORA<1THEN100 
120  PRINT"IhOHE} (D0WN1";TAB{A); "  {LEFT) 

{down} {2  SPACES}" 
200  B=1146+A!T=lNT(RND(TI)*8+i) :T=T-H 
210  CH=46:C=0 
212  C=C+1 

220  POKEB,CH:POKEB,32:B=B+22 
230  P0KEB+T7 , 4: POKEB, CH: IFC<TTHENF0RY=1T 

O80:NEXT!GOTO212 
300  CH=65 

305  P0KEB+T7,4:P0KEB,CH 
310  GOSUB1000:C=C+1 
320  IFC>='WTHENIFR=4THENP0KEB,  32  !B=B-1 !  PO 

KEB+T7 , 4 1 POKEB, CH : C=0 
330  IFC>=WTHENIFR=8THENP0KEB, 32  t  B=B+1 1 PO 

KEB+T7 , 4  X POKEB , CH : C=0 
340  D=D+1 

350  IFD>=WATHENPOKEB,32:B=B+40 
355  IFD>=>WATHEND=0!lFPEEK(B)<>32THEN3000 
360  POKEB+T7,4:POKEB,CH 
370  WI=WI+1 
390  IFHI>=SANDDI=-1THENP0KEB,32!B=B+DI;P 

OKEB+T7,4!WI=0 
395  IFWI>=SANDDI=lTHENPOKEB,32:B=B+Dl!PO 

KEB+T7,4:WI=0 
400  IFPEEK(B) <>32ANDPEEK(B} OCHTHEN3000 
410  POKEB, CH 
500  GOTO300 
1000  R=PEEK( 56321) 
1010  FR=RAND16 
1020  R=15-(RAND15): RETURN 
3000  POKEB+T7,4 
3010  IFP=1THENIFB=18310RB=1832THENP0KEB, 

CH:GOTO4000 
3020  IFP=2THENIFB=1842THENPOKEB,CH:GOT04 

050 
3030  IFP=3THEN1PB=18510RB=18530RB=1855TH 

ENPOKEB,CH:GOTO4100 
3040  POKEB, 170SGOTO12000 
4000  PRINT" {home} {8  DOWN} {11  RIGHT] 5  X"; 

BO; "="j5*B0 
4010  VA= 5* BO: GOTO 10000 
4050  PRINT"  {home}  {8  DOWN}  £9  RIGHT}  10  X",- 

BO; "=";10*BO 
4060  VA=10*BO:GOTO10000 
4100  PRINT"!hOME} [8  DOWN} (11  RIGHT} 2  X"; 

BO;  "  =  ";2*B0 
4110  VA=2*BO:GOTO10000 
5000  PRINT" {home} [19  down}" 
5020  PRINT" (6  SPACES] £bLK}^L3{YEL} 

§4  l3{BLK}EJ3t5  spaces} 

tBLK}gL3{YEL}B3  I8{BLK) 

Uin   SPACES  }El3(yel} 

%s   i3{blk}Bj3[blu} " 

5030  PRINT"{RVS]{8  SPACES}5X{9  SPACES}10 
X{10  SPACES }2X[ 6  SPACES} {off}"; 

5040  FORI=1984TO2023 : P0KEI+T7 , 6 ; POKEI , 16 
0 ! NEXT 

5041  IFBA<=0THEN60000 

5042  PRINT" {HOME] ";TAB(17) ; "{4  SPACES}" 

5043  IFBA>1THENPRINT"{4  DOWN  3 [ HOME  J "; TAB 
(18); sFORI=lTOBA-l:PRINT"A"f ! NE 

XT: PRINT 
5045  SS=INT(RND(TI}*3+1):DI=INT(RND{TI}* 
2+1 ) : IFDI=2THEND1=-1 

5048  IFSS=1THENS=5:SD=15 

5049  IFSS=2THENS=10:SD=10 

5050  IFSS=3THENS=15:SD=5 

5052  D$="RIGHT":IFDI=-1THEND$="LEFT" 

5053  IFNJ>=NETHENBO=BO+50: PRINT" {home} 


[5  right} {7  DOWN] BONUS  ADVANCE  TO 
£  RED } " ; BO : PRINT " [ BLU } " 

5054  IFNJ>=NETHENIFWA>4THENWA=WA-1 

5055  IFNJ>=NETHENNJ=0!lFW<:18THENW=W+l 

5056  PRINT" [home] [5  DOWN  3 " ; TAB(8} ; "WIND: 
";SD"TO  ";D$:GOSUB50000 

5057  FORK=1TO1000:NEXT:PRINT" {home} 
£  down} (20  SPACES)" 

5060  FORI=1104TOia64STEP40 : POKEI , 96 : POKE 

I+39,96!NBXT 
5070  RETURN 
10000  JM=JM+l!NJ=NJ+l 
10100  FORP  =  1TOVA/10 : PRINT" £  HOME} { BLU 3  SCO 

RE : { RED } " ; SC : P0KES3 , 0 : SC=SC+1 0 ; NEX 

T : PRINT " { HOME } ( BLU  3  SCORE ! { RED  3 " f 
10110  FORID=1TO1000!NEXT:IFEX=0ANDSC>=50 

00THENBA=BA+1 :EX=1 
10120  PRINT"{H0ME3 {8  down] {21  SPACES) ":G 

OTO20 
12000  PRINT" (home) (8  DOWN) {3  RIGHT] SORRY 

NO  BONUSr':BA=BA-l 
12010  FORID=1TOS00!NEXT 
12120  POKEB, 32:PRINT"{H0ME}{8  DOWN ) 

(21  SPACES) ":GOTO20 
50000  REM  SELECTION 
50010  PR1NT"(H0ME} (5  RIGHT}(4  D0WN3{RED} 

{4  SPACES}5X(3  SPACES ] 10X 

{2  SPACES}2X{BLU]":P=1:Z=P 
50020  TI$="000000" 
50025  POKEA(P) ,PEEKCaCP) )+128AND255 

50027  TM=15-VAL(TI$) 

50028  PRINT" {home} (12  DOWN) " ;TAB( 10} ; " 
{2  SPACES) {3  LEFT)";TM:IFTM=0THENP 
=INT(RND(TI}*3+1) !GOTO50100 

50030  GOSUB1000:IFR=4ORR=8THENX=PEEK{A{P 

}) :IFX>129THENPOKEA(P),X+128AND255 
50035  IFR>127THEN50100 
50040  GOSUB1000:IFR=4THENP=P-liIFP<lTHEN 

P='3 
50045  IPR=8THENP=P+1:IFP>3THENP=1 
50050  FORID=lTO100:NEXT:GOTO50;a25 
50100  A$="2X"!lFP=lTHENA$="5X" 
50110  IFP=2THENA$="10X" 

50120  PR1NT"{D0WN}  YOU  MUST  LAND  ON  ";A? 
50140  FORID=1TO1500:NEXT 
50150  PRINT" {home} "!F0RID=1T018 SPRINT" 

(30  SPACES) ":NEXT: RETURN 
60000  PRINT"{HOME) (7  D0WN}(6  RIGHT]GAME 

OVER" : IFSC>HITHENHI=SC 
60010  FORHD=1TO2000:NEXT 
60020. PRINT" [HOME) (7  DOWN) {6  RIGHT] 

(9  SPACES}" 
60100  POKE53281,l  : POKE53280 , 6 { 3  SPACES) 

! PRINT" (HOME) {4  DOWN] (11  SPACES] 

(BLK)  SKY  DIVER" 
60110  PRINT! PRINT: PRINT: PRINT" {2  DOWN)" 
60120  PRINT" (8  SPACES) (2  BLUjUSE  JOYSTIC 

K  TO  PLAY" 
60130  PRINT: PRINT: PRINT  SPRINT" {2  DOWN)" 
60140  PRINT" (12  SPACES] £GRN)HIGH  SCORE 

(RED) "; PRINT" £2  DOWN)" 
60150  XX=LEN ( STR$ { HI ) ) /2  s  PRINTTAB ( 1 6-XX ) 

;HI 
60160  GOSUB1000:IFFR<>0THEN60160 
60170  PRINT" (CLR) " : FORK=lTOia : PRINT" 

£21  SPACES}":NEXT:G0T012 

UNDERLINE  =  SHIFT, 
I    I    -    COMMODORE  KEY, 
{  )=  SPECIAL- 
REFER  TO  LISTING  CONVENTIONS 


July  1983    COMfUm'iGaiene    \\7 


Snake  Escape 


ATTENTION  PROGRAMMERS 

Before  typing  in  programs,  please  refer  to  "How 
To  Type  COMPUTE! 's  Gazette  Programs"  and 
"A  Beginner's  Guide  To  Typing  In  Programs" 
that  appear  before  the  Program  Listings. 


Program  1 :  vie  Version 

100  SO=0jSR=3;S1=36875:V=36878 

110  GOSUB30000:GOSUB29000 

120  PRINT"(CLR}" 

1 30  GOSUB2a000 : GOSUB8000 : GOSUB9000 : GOSUB 

28000 
140  TI$="000000" 
150  CL=INT ( RND( 1 ) *7 }+l : IFCL=50RCL=3THEN1 

50 
160  IFTI?=L$THENGOSUB7000:GOTO130 
170  IFDH=0THENPOKEB,HC 
180  POKEB,HC:POKECO,CL 
190  K=PEEK(197) 

200  IFK=20THENDR=-1:GOTO2  50:REM  LEFT 
210  IFK=44THENDR=1:GOTO250:REM  RIGHT 
220  IFK=12THENDR=-22:GOTO2  50:REM  UP 
230  IFK=36THENDR=22:GOTO2  50:REM  DOWN 
240  GOTO160 

250  POKEB,BC:B=a+DR:CO=CO+DR:SO=SO+l 
260  IPPEEK(B)=a8THENDH=0:GOTO9500 
270  IFPEEK(B)=160THENGOSUB5000:GOTO120 
280  IFPEEK(a)=81THENGOTO9500 
300  IFB<7680ORB>81S5THENB=B-DR:CO=CO-DR 
310  GOSl'B10000iGOTO150 
4000  REM  PRINT  INSTRUCTIONS 
4010  P'{INT"{clr}  (down}  {blu}  YOUR  GOAL  IS 
TO  MOVE (2  SPACES] THE  SNAKE  OUT  OF 
THEt2  SPACESIpOISON  PATCH." 
4020  PRINT"(D0WN) (GRN)  TRY  TO  AVOID  ALL 
(6  SPACES] POISON  ( t BLK3x{CYN} ) . 

II 

4030  PRIMT"{D0WN) { red) CONTROLS: ": PRINT" 
(pur)  J=lRVS) left": PRINT" tGRNl  K= 
{RVSJ RIGHT" 

4040  PRINT"{CYN]  I=(RVS}UP":PRINT"{RED! 

m=(rvs)down" 
4050  print" (down] (red) point  values:" 

4060  PRINT"  {blu] BODY  SEGMENT=IrVS]1 

{off}  point" 

4070  PRINT" { DOWN] {YEL]  YOU  WILL  RECEIVE 

a{4  spacesIbonus  for  escaping." 

4080  PRINT" { DOWN ] {CYN] {RVSl [RIGHT]  HIT  A 

KEY  TO  START  " 
4090  GETA$:IFA$=""THEN4090 
4100  RETURN 

5000  VB=0:POKE36879,27 
5010  IFS=1THENVB=20 
5020  IFS=2THENVB=30 
5030  IFS=3THENVB=40 
5035  IFS=4THENVB=50 
5040  BN=FNSC(VB) 
5050  PRINT"[CLR} {6  DOWN ]{ RIGHT ]{ BLU ] YOU 

HAVE  ESCAPEDl  1  I" 
5060  SO=SO+BN 
5070  PRINT" {2  DOWN] [6  SPACES }{ RED) { RVS 3 B 

ONUS [OFF] : { RVS j {CYN} "BN" {OPF] " 
5080  PRINT" {2  DOWN] [6  SPACES] { RVS ){ PUR] S 

CORE (off} : ( RVS } (GRN}"S0 


5090  PRINT" (2  DOWN] {RIGHT] {CYN]"SR" [RED] 

SNAKES  REMAINING" 
5100  FORPI=1S0TO250STEP5 : P0KES3 , PI :POKEV 

,15 
5U0  FORT=1TO50:NEXTT:NEXTPI  !POKEV,0:POK 

ES3,0:DH=2 
5120  FORT=1TO2000:NEXTT: RETURN 
6000  PRINT" (CLR] (10  DOWN) (4  RIGHT] {BLU) 

vvvvvvy 

yVVVVV": PRINT" 

{4  right) (blu]v(rvs} [cyn] 

{11  RIGHT) {OFFT{blU}V" 
6005  PR1NT"{4  RIGHTJVVVV 

VVVVVVV 

VV" 
6010  PRINT" {home) {11  down} (5  RIGHT) { RVS ] 

(cyn)  game" 
6020  pokev,1s:poke36874, 175 : fort=1to1000 

: NEXTT 
6025  POKE36874,150:PRINT"{HOME]{11  DOWN] 

{10  RIGHT] (RVS ] (cyn)  OVER  " : F0RT=1T 

01000 :NEXTT 
6030  POKE36874,0:POKEV,0 
6040  PRINT" (3  down) {5  RIGHT] ( RED] PLAY  AG 

AIN  ?" 
6050  GETP$:IFP$=""THEN6050 
5060  I FPS= "Y"THENSO=0 : SR=3 :LK=0 : GOTOl 20 
6070  IFP$<>"N"THEN6050 
6080  PRINT" (3  down) {9  SPACES ] BYE i {HOME] " 

:END 
7000  SR=SR-l:POKE36879,27 
7010  PRINT" (CLR} "SPC( 23) "{cyn] WHEWl  YOU 

HAVE  JUST {3  SPACES] DIED  OF  EXAUSTIO 

Nl" 
7020  PRINTSPC(49) " (RVS] ( PUR) SCORE {OFF] : 

(RVS) {GRN) "so 
7030  PRINTSPC(67)"(RED]"SR"EBLU3SNAKES  R 

EMAINING" 
7040  FORVD=13TO0STEP-1 : POKE36874 , 200 : POK 

EV , VD : FORT=1TO100 : NEXT : NEXT : POKE36a 

74,0 
7050  FORT=1TO2000:NEXT 
7060  IFSR=0THEN6000 
7070  RETUFIN 
8000  POKE36879,218:PRINT"{CLRJ (2  D0WN)"S 

PC(24) "(RED}cH00SE  YOUR  SKILL:" 
8005  PRINT" (2  SPACES) El7  t3 " 
8010  PRINTSPC(45) "{BLU)LBVEL  1=60  SECOND 

S" 
8020  PRINTSPC(23) "(RED)LEVEL  2=45  SECOND 

S" 
8030  PRINTSPC(23) "{grn)LEVEL  3=30  SECOND 

S" 
8040  PRINTSPC{23) "(PUR)LEVEL  4=15  SECOND 

S" 
8045  PRINT" (2  DOWN) (7  RIGHT) EYEL)l{BLU3 E 

(GRN]V(PUR)e{CYN)L  (RED)?" 
8050  GETS$:IFS$=""THEN8050 
8060  S=VAL(S$) 

8070  IFS=1THENL?="000100": RETURN 
8080  IFS=2THENL?="000045": RETURN 
8090  IFS=3THENL?="000030": RETURN 
8100  IFS=4THENL5= "00001 5 " : RETURN 
8110  GOTO8050 

9000  POKE36879,i38:PRINT"{CLR] " 
9010  FORF=lTO150:D=INT(RNDCl)*4a9)+7697 
9020  POKED, 88 :POKED+30720,0:NEXTF 
9030  P0KE8185, 160:POKE8184, 160:POKE8163, 

i60:POKE8162,160 
9040  POKE38905 , 4 : POKE38904, 4 : POKE38883 , 4 

:POKE388S2,4 


lie    COMPUTEI'sGozetle    July  1983 


9050    POKE8141,32jPOKE81B3,32 

9060    RETURN 

9500  POKEV, 15 : POKESl , 200: FORT=1TO500 :NEX 

TT 
9510  POKESl , 175:FORT=1TO500 : NEXTT 
9520  POKESl, 150 J FORT  =  1TO600: NEXTT 
9530  POKESl, 0:POKEV,0 
9540  SR=SR-1 
9550  PRINT" [home) "SPC{208) "Irvs] [WHT) 

(right)  (right) "SPC(19}"RIP"SPC(19) 

"[right)  (right] "spc(i9)" [right) 
(right) (off) " 

9560  FORT=1TO1000:NEXTT 

9570  P0KE36879,27:PRINT"{CLR)" 

9580  PRINTSPC(45) "{yEL)TOO  BADli" 

9590  PRINT" 12  DOWN) [6  RIGHT) { RVS 3 [BLU)SC 

0RE[0FF) : [RVS] (PUR) "SO" (OFF) " 
9600  PRINTSPC(67) " (GRN) "SR" (BLU)SNAKES  R 

EMAINING" 
9610  FORT=lTO2000:NEXTT!lFSR=0THEN6000 
9620  GOTO120 
10000  POKEV, 15:POKES3,217:POKES3,217:POK 

EV, 0: P0KES3 , 0 : RETURN 
28000  BC=81 :HC=87 : B=7680 : 33=36876 ;C0=384 

00 :LK=0: RETURN 
29000  DEFFNA{L)=INT(RND(i)*L)+7702 
29010  DEFFNSC(L)=INT(RND(l)*L)+5: RETURN 
30000  POKE36879,27 
30010  PRINT"[CLR] {8  down) [2  RIGHT] ( RVS ) 

(red) (17  SPACES)" 
30020  PRINT" [2  right] (RVS ) [red)  (GRN) 

[15  SPACES) (RED]  " 
30030  PRINT" [2  right) [RVS ) (red)  (gRN)  SN 

AKE  ESCAPE!  (RED]  " 
30040  PRINT" (2  right) [RVS] [red]  [GRN] 

[15  SPACES) (red)  " 
30050  PRINT" (2  right) [RVS] [red] 

[17  spaces)" 
30060  PRINT" [2  down] (2  RIGHT) [GRN] BY 

(CYN)DARYL  BIBERDORF 
30070  PRINT" (2  down) (4  RIGHT) [YEL] INSTRU 

CTIONS  ?" 
30080  GETI$:IFI$=""THEN30080 
30090  IFI$="Y"THENGOSUB4000:GOTO30120 
30100  IFI$="N"THEN30120 
30110  GOTO30080 
30120  RETURN 

UNDERLINE  =  SHIFT, 

E  3  =  COMMODORE  KEY, 

(  )=  SPECIAL. 

REFER  TO  LISTING  CONVENTIONS 

Program  2: 64  version 

5  GOTO100 

10  POKE54296,  15  :POKE54277,  17  :POKE542 

78,  17 
15  POKE  54276,  17  : POKE  54273,  28  : P0KE5 

4272,  49 
20  POKE54276,0:POKE54273,0:POKE54272,0 
30  RETURN 
100  SQ=0:SR=3 
110  GOSUB30000:GOSUB29000 
120  PRINT" (CLR)" 
130  GOSUB28000tGOSUB8000:GOSUB9000;GOSUB 

28000 
140  TI5="000000" 
150  CL=INT(RND(1 )*7)+1 : IFCL=50RCL=3THEN1 

50 
160  IFTI$=L?THENGOSUB7000!GOTO130 


170  IFDH=0THENPOKEB,HC 
180  POKES, HC:POKECO,CL 
190  K=PEEKtl97} 

200  IFK=34THENDR=-1:GOTO250:REM  LEFT 
210  IFK=37THENDR=1:GOTO250:REM  RIGHT 
220  IFK=33THENDR=-40:GOTO25O:REM  UP 
230  IFK=36THENDR=40:GOTO250:REM  DOWN 
240  GOTO160 

250  POKES,  BC:B  =  B-*-DR:CO=CO  +  DR:SO=SO+l 
260  IFPEEK(S)=88THENDH=0:GOTO9500 
270  IFPEEK(B)=160THENGOSUB5000:GOTO120 
280  IPPEEK(B)=81THENGOTO9500 
300  IFB<1024ORB>202  3THENB=B-DR!CO=CO-DR 
310  GOSUB10:GOTOL50 
4000  REM  PRINT  INSTRUCTIONS 
4010  PRINT" [ CLR) (down) [BLU] [5  RIGHT) YOUR 
GOAL  IS  TO  MOVE  THE  SNAKE  OUT  OF  T 

HE (2  SPACES) POISON  PATCH." 

PRINT" (down) (GRN) [5  RIGHT )TRY  TO  AV 

DID  ALL  POISON  ( { BLK)x[CYN) ) . " 

PRINT" [3  down) [RED)C0NTR0LS:": PRINT 

"(PUR)  J=( RVS )LEFT": PRINT" [GRN]  K= 

[ RVS ] RIGHT" 
4040  PRINT"[CYN)  I=(RVS)UP" :PRINT" (red) 

M= ( RVS ) DOWN" 

PRINT" (down) {red) point  VALUES:" 

PRINT " { BLU ] BODY  SEGMENT= ( RVS ] 1 { OFF ) 
POINT" 
4070  PRINT"{2  down )( red } you  WILL  RECEIVE 
A  BONUS  FOR  ESCAPING." 

PRINT" (3  down) (pur) (RVS) [8  RIGHT] HI 

T  A  KEY  TO  START  " 

GETA? : IFA$= " "THEN4090 

RETURN 

VB=0:POKE53280, 3 : POKE53281, 1 

IFS=1THENVB=20 

IFS=2THENVB=30 

IFS=3THENVB=40 

IFS=4THENVB=50 

BN=FNSC(VB) 

PRINT"(CLR) [6  DOWN) (a  RIGHT) iBLU] . . 

.YOU  HAVE  ESCAPED  111" 

SO=SO+BN 

PRINT" (2  down] [15  RIGHT] (red) {RVS} B 

ONUS (off) : (RVS) [ BLU ) "BN"{0FF) " 

PRINT" (2  down] {15  RIGHT) (RVS )[ PUR) S 

CORE {OFF] : [RVS) {GRN] "SO 
5090  PRINT" (2  down) (8  RIGHT )[ BLU ) "SR" 

[red] SNAKES  REMAINING" 

POKE54296,  15  :POKE54277,  83  : P0KE5 


4020 


4030 


4050 
4060 


4080 

4090 
4100 
5000 
5010 
5020 
5030 
5035 
5040 
5050 

5060 
5070 

5080 


5100 

4278,  50 

5102  FORHI=33TO 
)+180 

5103  POKE  54276, 17: FORJ=1TO60:NEXTJ:POKE 

542  7  3,HI:POKES4272,LO:NEXT 
5106  F0RT=1T0  200  :NEXT:POKE54276,0:POKE 

54273, 0:POKE54272,0 
5120  DH=2:RETURN 
6000  PRINT" ( CLR) (10  down] {12  RIGHT) [ BLU ) 

VVVVVVV 

VVVVVV" 
6003  PRINT" {12  RIGHT] (BLU ]V( RVS) 

{CYN](11  right) (off) (BLU) V" 
6005  PRINT" {12  RIGHT JVVV 

VVVVVVV 

VVV  " 
6010  PRINT" {HOME] (11  DOWN) [13  RIGHT] 

(RVS)(BLK)  GAME" 

6020  P0KE54296,  15  :POKE54277,  53  :P0KE5 
4278,  69 

6021  POKE  54276,  33  ; POKE  54273,  3  : POKE 


57STEP2:LO=INT{RND(0)*50 


July  1983     COMPUWi  Gazette     H9 


54272,  244 
6022  FORT=lTO  900  : NEXT : POKE54276,0! POKE 
54273, 0;POKE54272,0 

6025  POKE36874, 150: PRINT" [HOMEI [11  DOWN} 

[18  right] {rvs} {blk}  over  " 

6026  poke54296,  15  :poke54277,  53  :p0ke5 

4278,  69 

6027  POKE  54276,  33  : POKE  54273,  2  : POKE 
54272,  163 

6028  F0RT=1T0  900  :NEXT:POKE54276,0:POKE 
54273, 0:POKE54272,0 

6040  PRINT" {3  DOWN) [12  RIGHT j ( RED j PLAY  A 

GAIN  ?" 
6050  GETP$!lFP?=""THEN6050 
6060  IPP$="Y"THENSO=0:SR=3{LK=0!GOTO120 
6070  IFP$<>"N"THEN6050 
6080  PRINT" {3  down! (17  RIGHT } BYE  1 (HOME} " 

:END 
7000  SR=SR-1:POKE53280, 3 ; POKE53281 , 1 
7010  PRINT" {CLRJ [6  DOWN)  [RED  J  WHEW 1  YOU 

HAVE  JUST  DIED  OF  EXAUSTIONl" 
7020  PRINTSPCtl4)"(4  D0WN}[GRN)Z 

(PUR}SCORE(OFF} : [ RVS } [GRN} "SO 
7030  PRINTSPC(9) "(5  DOWN) [RED) "SR" [ BLU) S 

NAKES  REMAINING" 
7040  POKE54296,  10  :POKE54277,  31  : POKES 

4278,  17 

7042  POKE  54276,  33  :POKE  54273,  5  :POKE 
54272,  71 

7043  FORV0=15TO5STEP-.5:POKE54296,V0:FOR 
T= 1 TO! 00 : NEXT: NEXT 

7045  POKE54276,0:POKE5427  3,0:POKE54272,0 

sPOKE54296,0 
7050  FORT=1TO2000;NEXT 
7060  IFSR=0THEN6000 
7070  RETURN 
8000  PQKE53280,4: POKE53281 , 1 : PRINT" (CLR) 

[3  D0WN}"SPC(42) "[REDJCHOOSE  YOUR  S 

KILL: " 
8005  PRINT"[2  SPACES)il7  T^ " 
8010  PRINTSPC(51) "[DOWN) {aLU}LEVEL  1=60 

SECONDS" 
8020  PRINTSPC( 51) "[red] LEVEL  2=45  SECOND 

S" 
8030  PRINTSPC(51)"[GRN}LEVEL  3=30  SECOND 

S" 
8040  PRINTSPC(51)"[PUR)LEVEL  4=15  SECOND 

S" 
8045  PR1NT"[3  DOWN] [7  RIGHT  1 [YEL}l(BLU1e 

{GRN)viPUR}E(CYN}L  [RED]?" 
8050  GETS$:IFS$=""THEN805a 
8060  S=VAL(S$) 

8070  IFS=1THENL$="000100" :RETURN 
8080  IFS=2THENL$="000045" : RETURN 
8090  IFS=3THENL$="000030"! RETURN 
8100  IFS=4THENL?="00001S"; RETURN 
8110  GOTO8050 
9000  P0KE5 3280 , 4 : POKE53281 , 8 : PRINT" [ CLR } 


9510  FORT=ITO  900  :NEXT:POKE54276,0:POKE 

54273, 0:POKE54272,0 
9515  POKE54296,  15  :POKE54277,  53  : P0KE5 

4278,  69 
9520  POKE  54276,  33  :POKE  54273,  3  :POKE 

54272,  244 
9525  F0RT=1T0  900  iNEXT: POKE54276, 0 : POKE 

54273, 0:POKE54272,0 
9530  POKE54296,  15  :P0KE54277,  53  : POKES 

4278,  69 
9533  POKE  54276,  33  :POKE  S4273,  2  :POKE 

54272,  163 
9536  F0RT=1T0  900  : NEXT : POKES4276, 0 s POKE 

54273, 0:POKE54272,0 
9540  SR=SR-1 
9550  PRINT" {HOME) {10  DOWN) "SPC( 18 ) " [ RVS) 

[WHTJ  t RIGHT)  (right) "SPC ( 37 } " RIP" SP 

c{37)" (right)  (right) "spc (37)" 
(right)  [right) [off}" 

9560  FORT=1TO1000:NEXTT 

9570  POKE53280,3:POKE53281,1:PRINT"[CLR} 

(5  down}" 
9580  PRINTSPC(14)"(RED)T00  BADU " 
9590  PRINT" (4  down) [14  RIGHT] E RVS j { BLU ) S 

COREJoFF] : {RVS} ( PUR) "SO" tOFFJ " 
9600  PRINTSPC(8) "(4  DOWN) (GRN ) "SR" [ BLU )S 

NAKES  REMAINING" 
9610  FORT=1TO2000:NEXTTj IFSR=0THEN6000 
9620  GOTO120 
10000  POKEV, 15 : P0KES3 , 217 !P0KES3 , 217 : POK 

EV , 0 : P0KES3 , 0 : RETURN 
28000  BC=81 ! HC=87 : B=1024 : 33=36876 :CO=552 

96 :LK=0: RETURN 
29000  DEFFNA(L)=INT(RNDtl )*L)+1064 
29010  DEFFNSC(L)  =  INT(RND(l)*L)-»-5:  RETURN 
30000  POKES3280,3:POKE53281,  1 
30010  PRINT" {CLR} [8  DOWN} [11  RIGHT) ErVS] 

(red) (17  SPACES)" 
30020  PRINT" {11  right} (RVSJ {red)  {GRN} 

{IS  SPACES} [red]  " 
30030  PRINT" {11  RIGHT) [RVS ] (red)  (GRN)  S 

NAKE  ESCAPE  1  {RED}  " 
30040  PRINT" (11  RIGHT) (RVS) (red]  (GRNJ 

(15  SPACES} {red)  " 
30050  PRINT" (11  RIGHT} [RVS }( RED} 

[17  spaces]" 
30070  PRINT"  {2  DOWN)  [12  RIGHTHbLU)  INSTR 

UCTIONS  ?" 
30080  GETI?:IFI5=""THEN30080 
30090  IFI$="Y"THENGOSUB4000:GOTO30120 
30100  IFI$="N"THEN30120 
30110  GOTO30080 
30120  RETURN 

UNDERLINE  =  SHIFT, 

i  3  =  COMMODORE  KEY, 

{  ]=  SPECIAL. 

REFER  TO  LISTING  CONVENTIONS 


9010  FORF=1TO150:D=INT{RND(1)*966)+1058 
9020  POKED,8S:POKED+54  27  2,l:FORJ=l  TO20 : 

NEXTJ  :  POKEDi-S4272  ,  0  :NEXTF 
9030  POKE2023, 160:POKE2022,160:POKE1983, 

160;POKE19a2, 160 
9040  POKE56295,6:POKE56294,6:POKE5625S,6 

:POKE56254,6 
9050  POKE1943,32:POKE2021,32 
9060  RETURN 
9500  POKE54296,  15  :POKE54277,  53  : POKES 

4278,  69 
950S  POKE  S4276,  33  : POKE  54273,  5  :POKE 

54272,     71 
120     COMPUTEVs  Gazette    July  1983 


Alfabug 


ATTENTION  PROGRAMMERS 

Before  typing  in  programs,  please  refer  to  "How 
To  Type  COMPUTEi's  GazeHe  Programs"  and 
"A  Beginner's  Guide  To  Typing  In  Programs" 
that  appear  before  the  Program  Listings. 


Program  l:vic-20  version 

1  POKES  1,0; POKE52 , 28 : POKE55 , 0 : POKE56 , 26 : 

CLR 
5  FORN=7168T07679 : POKEN , PEEK ( N+25600 } : NE 

XTN 
L0  PRINT" i WHT 5 { CLEAR) " : P0KE36879 ,13: P0KE3 

6878, 15 
20  DIMY{5),KC5},0(5),C0(5) jAB=64 
25  COC0)=l:CO(l)=3:CO(2)=4:CO(3)=5sCO{4)= 

7 
30  Z=05:A=45:CR=42!lN=-l 
34  SS=7168+{41*8} :FORI=0TO15:READQ:POKESS 

+1,0: NEXT I 
36  DATA  36,72,123,254,254,123,72,36,144,7 

2,123,254,254,123,72,144 
40  FORN=0TO4:READY(N) :NEXTN 
50  DATA  7835,7879,7923,7967,8011 
55  PORW=0TO4:K(W)=Y(W) :NEXTW 
57  PRINT"! WHT 3 {CLEAR} ": FOHP=0TO4 :0(P) =48 : 

NEXTP:X=7812:F=4a 
60  FORL=0TO5 : FORI=0TO2 1 : POKEX+I , A :NEXTI 
70  POKEX+I-1, 115:X=X+44:NEXTL 
7  5  FORG=0TO4  :  P.0KEY{G)-1  ,  49+G:  P0KEY(G  )  ,  CR: 

POKEY(G)+30720,CO(G) iNEXTG 

76  REM    AB=INT{RND(l)*26)+64 

77  AB=AB+l:IPAB>90THENAB=65 

78  PRINT "{home} {down} PRESS  " ;CHR? ( 18) CHR? 

(AB)CHR5(146); "  TO  START" 

79  GETA$:IFA$=""THEN79 

80  IFASC(A?)<>ABTHENGOSUB175!GQT078 

81  POKE36869,2  55:M=19:FORC=0TO4;IFKtC)=Y( 

C)+19THEN105 
85  POKEK(C),32 
90  E=INT(RND( 1)+.5):K{C)=K(C)+E:IFK(C)=>Y 

( C ) +MTHENK ( C) =Y ( C ) +M : F=F+1 
100  POKEK{C),CR;POKEK{C)+30720,CO(C) :F0R  J 

=0TO2:NEXTJ:IFK(C)=Y(C)+MTHEN105 
102  GOTO! 10 
105  IFO(C) <>1THENP0KEK(C)+1,F:P0KEK(C) ,42: 

O{C}=1:GOSUB200 
110  NEXTC 

115  CR=CR+INtIN=IN*-l:IPF<53THEN81 
118  POKE36869,240 
120  PRINT" {home] (19  DOWN} AGAIN?  'Y'  OR  'N' 

II 

130    GETY?:IFY$=""THEN130 

140    IFY$="Y"THENCR=42;1N=-1:G0T055 

145  IFY?  <  > "N"THENG0SUB1 75 : GOTOl 20 

150  END 

175  EORD=0TO30 : POKE36877 , 128 :NEXTD!P0KE368 

77,0: RETURN 
200  FORD=0TO25:POKE36875,24l!NEXTD!POKE368 

75,0: RETURN 


2, 123,254,254, 123,72,144 
40  FORN=0TO4 : READY ( N ) : NEXTN 
50  DATA  1306,1386,1466,1546,1626 
55  FORW=0TO4:K[W)=Y(W) :NEXTW 
57  PRINT" { WHT} [CLEAR} ": FORP=0TO4 :0{P) =48 : 

NEXTP:X=1264:F=48 
60  FORL=0TO5:FORI=0TO39: POKEX+I , A: POKEX+I 

+WX,0!   NEXT! 
70  POKEX+I-1,115:X=X+80:NEXTL 
74  FORG=0TO4: POKEY (G)-1+WX,0:POKEYCg)+WX, 

CR:NEXTG 
7  5  FORG=0TO4 : POKEY ( G ) - 1 , 49+G : POKEY { G ) , CR : 

NEXTG 

76  REM         AB=INT(RND{ l)*26)+64 

77  AB=AB+1:IFAB>90THENAB=65 

78  PRINT" {home} (BLK) (D0WN}PRESS  "?CHR?(18 

)CHR?(AB)CHR$(146) ; "  TO  START" 

79  GETA$:IFA$=""THEN79 

80  IFASC(A? ) <>ABTHENG0SUB174:G0T078 

81  POKE53272, (PEEK{53272)AND240)+12:  M=35 

: FORC=0TO4 : 1 FK( C ) =Y( C ) +3  5THEN105 
85  P0KEK(C),32 
90  E=INT(RND(0)+.5}+l . 5 :K(C) =K(C)+E: IFK(C 

)=>Y(C)+M-1.5THENK{C)=Y(C)+M:F=F+ 

1 
100  POKEK{C) ,CR:POKEK(C)+WX,CO(C) :FOR  J=0T 

OZ:NEXTJ:IFK{C}=YCc)+MTHEN105 
102  GOTO110 
105  IFO(C) <>1THENP0KEK{C)+1,F:P0KEK(C)+1+W 

X,0:POKEK(C) ,42 :0(C)=1 :GOSUB200 
110  NEXTC 

115  CR=CR+IN:IN=IN*-1:IFF<53THEN81 
118  POKE53272,21 
120  PRINT" {home} iBLK} [19  D0WN}AGAIN7  'Y'  O 

R  'N'" 
130  GETY?:IPY?=""THEN130 
140  IFY$="Y"THENCR=42:IN=-1:G0T05  5 
145  IPY5<>"N"THENGOSUB174:GOTO120 
150  END 

1 74  30=54272 : FORGH=SOTOSO+24 : POKEGH , 0 : NEXT 
! POKESO+24 , 15 : POKESO+1 , 34 : POKESO, 

75 

175  POKESO+5,72:PDKESO+6,72 

176  POKESO+4,129:FORT=1TO500:NEXT 

177  FORGH=10TO0STEP-1 : POKESO+24 , GH: NEXT 

178  RETURN 

200  30=54272 : FORGH=SaTOSO+24 : POKEGH, 0: NEXT 
: POKESO+24 ,15: POKESO+ 1,34: POKESO , 
75 
205  POKESO+5,72tPDKESO+6,72 
210  POKESO+4,17:PDRT=1TO500:NEXT 
215  FORGH=10TO0STEP-1: POKESO+24, GH: NEXT 
220  RETURN 


Program  2: 64  version 


0  PRINT" [clear} INITIALIZING" 

1  POKE52 , 48 : POKE56 , 48 : CLR : POKE56334 , PEEK 

{56334)AND254:POKEl,PEEK(l)AND251 

5  FORN=0TO12  79:POKEN+12288,PEEK{N+53248) 

: NEXTN : POKEl , PEEK ( 1 ) 0R4 

6  POKE56334,PEEK(56334)ORl 

10  PRINT'MbLK} {clear} ":POKE53281,l 

20  DIMY(S),K(5},0(5},CO{5):AB=64 

25  CO { 0 ) =0 : CO ( 1 ) =3 : CO ( 2 ) =4 : CO { 3 ) =5 ; CO ( 4 } = 

7 
30  Z=05:A=45:CR=42:IN=-1 :WX=54272 
.34  SS=12288+(41*8) : FORI=0TO15 : READQ: POKES 

S+I,Q:NEXT1 
36  DATA  36,72,123,254,254,123,72,36,144,7 


VIC  Marquee 


ATTENTION  PROGRAMMERS 

Before  typing  in  programs,  please  refer  to  "How 
To  Type  COMPUTE! 's  Gazette  Programs"  and 
"A  Beginner's  Guide  To  Typing  In  Programs" 
that  appear  before  the  Program  Listings. 


Moving  Message 


1  rem  vic  marquee 

2  print"{clear}" 


July  1983    COMPUTEI's Gazette    121 


10  REM  COLOR  FOR  MARQUEE 

H  FORI=0TO2 1 : POKE38400+I , 6 : NEXTI 

20  GOSUB800:REM  MARQUEE  LOADER 

30  GOSUB200q:REM  MESSAGE 

40  SYS1008:REM  STARTS  MARQUEE 

50  END 

800  REM  MARQUEE  BASIC  LOADER 

801  FORAD=864TO1015:READ  D: POKEAD, D:NEXTAD 
864  DATA22,0, 15, 191,234, 7 

870  DATA15, 22, 160,1,185,0 
876  DATA30, 153,255,29,200,204 
882  DATA96,3,208,244,32,161 
888  DATA3,205,97,3,240, 15 
894  DATA192, 255, 240, 11,200,140 
900  DATA101, 3, 172,96,3, 153 
906  DATA25 5, 29, 96, 172,96,3 
912  DATA169, 32, 153,255,29,238 
918  DATA103,3,173, 103, 3,205 
924  DATA96,3, 176,48,96, 172 
930  DATA101,3,177,0,41, 191 
936  DATA96, 141,0,0,142,1 
942  DATA0, 169,0, 141, 103,3 
948  DATA141, 101,3, 173,20,3 
954  DATA141,99,3,173,21,3 
960  DATA141, 100,3,120,169,223 
966  DATA141,20,3,169,3,141 
972  DATA21, 3,88,96, 120, 173 
978  DATA99, 3, 141,20,3,173 
984  DATA100, 3, 141,21,3,88 
990  DATA96, 206, 102,3,  16,9 
996  DATA32, 104,3,173,98,3 
1002  DATA141, 102,3,108,99,3 
1008  DATA162,3,169,62,32, 169 
1014  DATA3,96 
1016  RETURN 

2000  REM  MARQUEE  MESSAGE 

2001  FORAD=830TO859:READ  D: POKEAD, D:NEXTAD 
2030  DATA86, 73, 67, 3 2, 77, 65, 82, 8 1,85, 69 
2040  DATA69, 3  2, 66,89, 32,76,79,85,32,77 
2050  DATA69, 78, 68, 69, 76, 83,  79,  72,  78,0 
2060  RETURN 


Word  Hunt 


ATTENTION  PROGRAMMERS 

Before  typing  in  programs,  please  refer  to  "How 
To  Type  COMPUTEI's  Gazelle  Programs"  and 
"A  Beginner's  Guide  To  Typing  In  Programs" 
that  appear  before  the  Program  Listings. 


Program  1 :  word  Hunt  -vie  Version 

Mi/f:  Slv  "/ /die  / 1'  7  i/fjf  hi  COMl'UiEr>  CazcHc  Piv^^imit^' 
to  iimlcfstaiid  tlie  niuhiiiiwd  diaimiir::^. 

2  CLR 

3  A=0 

4  POKE36879,8 

5  A=A+1 

10  PRINT"lCLR] ":PRINT"[7  DOWN ) { 4  RIGHT) 
[ DOWN } [ RVS iQQQQQQQQQQQQQ" 

11  PRINT" tRVS) [4  RIGHT )qI 11  SPACES) 
Q" 

12  PRINT" (RVS) (4  RIGHT }Q  WORD  HUNT 
Q" 


13  PRINT "lRVS)l4  RIGHT}q{H  SPACES) 
Q" 

14  PRINT"tRVS) [4  RIGHT }QQQQQQQQQQQqq(off  I  " 

20  FOR  X=1TO200 ! NEXT: PRINT" ICLR)" 

25  L$="[WHT}(YEL)lGRN)lPUR)iRED) [CYN}":? 

RINT  MID$(L$,A,1) :IF  A<7  THEN  5 
70  FOR  X=l  TO  VAL(RIGHT$(TI$,2)):R=RND{1 

) :NEXT 

80  S=10:W=10:DIM  M( S, S ) , W? {W) ,P{S, S ) , L(W 
,3),F{8) 

90  POKE36879,253!PRINT"lCLR}lDOWN)lBLU)W 

HAT  SKILL  LEVEL" 
95  PRINT:PRINT:PRINT 
100  PRINT" iPUR)l{EASY)  TO  5(HARD) 

(3  SPACES)3{3  left)"; 
110  INPUTR$:X=VAL(RS) :IP  X<1  AND  X>5  THE 
N  90 

120  SL=9-X 

130  print"Iblk) [2  D0WN}ENTER"W"W0RDS, " 
140  PRINT: PRINT "MAKE  EACH  WORD  3  TO  8" 
150  PRINT: PRINT"CHARACTERS  LONG." 
170  FOR  X=1TOW:L(X,1)=0:L(X,2)=0:L(X,3}= 
0 

180  PRINT :  PRINT"  (RED)  WO RD";X;TABt  8),-" 

{2  RIGHT)?[3  left]"; 
190  INPUT  R$:Q=LEN(R?) 
200  IF  Q<3  THEN  PRINTTAB( 26 } ; " E RVS ) [ BLU) 

[up)*  too  SHORT  *[QFF)":G0T0  180 
210  IF  Q>8  THEN  PRINTTAB( 26 ) ; " t RVS } [PUR] 

lUP)*  TOO  LONG  *t0FF)":G0T0  180 
220  X9=0jFOR  Y=1T0Q!A=ASC{MID$(  "*"i-R$-t-"* 

",Y+1,1)) 
230  IF  A<65  OR  A>90  THEN  X9=1:Y=Q 
240  NEXT  Y:IF  X9=l  THEN  PRINTTAB( 26 ) " 

[up)*  BAD  WORD  *"!GOTO  180 
250  IP  X=ll  THEN  W$(X)R$+"*";GOTO290 
260  X9=0:FORY=1TOX:IFQ<=LEN{W$(Y) )-l  THE 

N  280 
270  FOR  B=XT0Y+1STEP-1:W$(B)=W${B-1) :NEX 

T:W$(Y)=R$+"*":X9=1:Y=X-1 
280  NEXT 
290  NEXT 

295  POKE36879,194 
300  PRINT"(BLU)[CLR} [4  DOWN) {23  SPACES 1T 

HAT'S  ENOUGH  WORDS  1 [23  SPACES}" 
310  PRINT" (pur) [4  down) [23  SPACES) PLEASE 

BE  PATIENT. .. (23  SPACES)" 
320  PRINT"[BLK} [2  DOWN} {22  SPACES } I ' M  MA 

KING  THE  PUZ2LE1[22  SPACES}" 
340  FOR  X=1T0S:F0RY=1T0S:M{Y,X)=42!NEXT: 

NEXT:Q=0 
360  FOR  X=l  TO  S:FORY=1TOS:P(Y,X)=0:NEXT 
370  NEXT:Q=Q+1 :IF  Q>W  THEN  760 
380  G=LEN(W$(Q) ) -2 
400  X9=0:FORX=lTaS;FORY=lTOS:IF  P{Y,X)=0 

THENX9=1;X=S:Y=S 
410  NEXT: NEXT: IF  X9=l  THEN  450 
430  PRINT" {CLR)THIS  LIST  OF  WORDS 

{4  SPACESJWILL  NOT  ALL  FIT 
440  PRINT"PLEASE  ENTER  NEW  WORDS" :G0T013 

0 
450  A=INT(S*RND(1)+1):B=INT(S*RND(1)+1) : 

IF  P(B,A)<>0  THEN  450 
460  P(B,A)=1:IF  M(B,A)=42  THEN  490 
470  IF  MtB,A)<>ASC(LEFT5(W$CQ),l) )THEN40 

0 
490  FOR  X=1TO8:F(X)=0:NEXT 
500  X9=0:FOR  X=lT08iIF  F(X)=0  THEN  X9=l; 

X=8 


i22    COMPUTErtGaxelta    July  1983 


510 
520 
530 

550 
560 
570 
580 
590 
600 
610 
620 
630 
640 
650 
670 

680 

690 

710 

720 

740 

760 

770 
775 
780 
790 

800 
810 
820 


NEXT:IF  X9=0THEN400 

D=1NT(8*RND(1)+1):IF  F(D)=1  THEN  520 
FtD)=l:ON  D  GOTO  550,590,580,620,610 
,650,640,560 

THEN  500 

THEN  500 


IF  (A+G)>S 
IF  (B-G)<1 
GOTO  670 
IF  (B+G)>S 
IF  (A+G)>S 
GOTO  670 
IF  (A-G)<1 
IF  (B+G)>S 
GOTO  670 
IF  (B-G)<1 
IF  {A-G)<1 


THEN 
THEN 

THEN 
THEN 


500 
500 

500 

500 


860 


861 
870 

880 

890 
900 
910 

920 


921 


930 


940 

950 

951 

960 
970 
980 
1000 

1020 


THEN  500 

THEN  500 

X=A: y=8 ! X9=0 { F0RN=2T0G+1 : GOSUB1550 : I 
F  M{Y,X)=42  THEN  690 
IF  M(Y,X)<>ASC(MID$tW9{Q) ,N,1))  THEN 

X9=1:N=G+1 
NEXT!X=A!Y=B:IF  X9=l  THEN500 
FOR  N=lTOG+l!lF  M(Y,X)=42  THEN  M(y,X 
)=ASC(MID$(W$(Q),N,1)) 
GOSUB  1550:NEXT 

L{Q,1)=A-1:L{Q,2)='B-1:L(Q,3)=D:IF  Q< 
W  THEN360 

FOR  Y=1T0S:F0RX=1T0S;IFMCY,X)=42  THE 
NM(Y,X)=INT(25*RND(l)+65) 
NEXT : NEXT ! WP=0 : TS=0 
POKE36879,15 

PRINT"iCYN}iCLR][5  DOWN 1 t RVS } READY " 
PRINT"[GRN) {5  DOWN} PRESS  ANY  KEY  TO 
PLAY" 

R$="":GETR?:IF  R$=""  THEN  800 
POKE36879,25 

PRINT"tBLU}{CLR}(DOWNl  {DOWN} 
{2  spaces] [RVS} column"; tab (14); " 
{CYNJ {RVS} [UP}W  0  R  D" 

print"{bluH4  down}  I  RVS  3  Rt  down} 

(LEFT)0{D0WN} {LEFT)W15  UP} {2  LEFT} 

{off} "; 

PRINT"{BLK}l4  RIGHT}"; 

FORX=0TOS- 1 : PRINTRIGHT? ( STR$ ( X  > , I ) ; : 

NEXTX : PRINT ;y=l:GOSUB1650 

FO  RY= 1 TOS : PRI NT " I RI GHT } " ; RI GHT  $ { STRS 

(Y-l),l);"-"; 

FORX=lTOS:PRINTCHR$(M(y,X) ) ; : NEXTX 

PRINT"-" !NEXTY:y=0:GOSUB1650 

PRINT"TRED}{RVS}(D0WN}(3  SPACES} 7  8 

1{3  SPACES}" 

PRINT" [RVS} {4  SPACES }M-N 

14  SPACES}": PRINT "{RvtjT3  SPACES) 6 

*Q*2{3  SPACES}" 

PRINT" ERVS} (4  SPACES }NBM 

{4  spaces} ":PRINT" [RVS} [3  SPACES} 5  4 

3(3  SPACES}" 
G=l 7 ! GOSUB1700 : PRINT : PRINT" { UP} "TAB ( 
12); : PRINT" t PUR} [ RVS 1 [2    SPACES) SCORE 
{2  SPACES} " ;PRINTTAB{ 12 );"EJ3 
(7  SPACES }ELi" 

PRINTTAB(12);"gjn3  SPACES 30 
{3  SPACES  3 ELi" 
PRINTTAB(12);"gJ3{7  SPACES} 
EL3" 
PRINTTAB(12);"g9  U3": PRINT" 

{home}" 

g=2!gosub1700!print"[9  spaces} " 

WP=WP+1 : IFWP>WTHEN1450 
Q=LEN{W$(WP) )-l 

GOSUBl 700 : PRINTTAB ( 15- (Q/2 ) ) ; LEFTS ( 

W${WP),Q) :TI$= "000000" 

G=4 : GOSUBl 700  j  PRINTTAB ( 1 5 ) ; " { BLU JlO 


1025  PRINTTAB(15)"EGRN}R0WIBLK3 , lRED}COL 

II 

1030  FORG=6TOll:GOSUB1700: 

1040  PRINT" [5  SPACES} ":NEXTG:G=6:GOSUB17 

00 
1050  B$="":GETB$!lFB5=""THEN1050 
1060  IF  ASCCB$)=13THEN1050 
1070  PRINTB$; ", "; : IFB$="0"THENB=0:GOTO10 

90 
1080  B=VALCB?) :IFB<10RB>9THENPRINT" 

12  left} (2  spaces} [2  LEFT) "; :GOTO10 

50 
1090  A$=" " :GETA$ : IFA$=" "THEN1090 
1100  IF  ASC(A$)=13THEN1090 
1110  PRINTA$:IFA$="0"THENA=0;GOTO1140 
1120  A=VAL(A?) :IFA<1ORA>9THEN1030 
1140  G=7:GOSUB1700:PRINT"DIR: "iPRINT:PRI 

NTTAB(15);"  {left}"; 
1150  GETD$:IFD$=""THEN1150 
1160  IF  ASC(D$)=13THEN1150 
1170  PRINT" (up} (right) " ; D$ :D=VAL(D$) jIFD 

<1ORD>8THEN1140 
1190  WT=TI:IF8<>L(WP,2)THEN1230 
1200  IF  A<>L{WP,1)THEN1230 
1210  IF  D=L(WP,3)THENi360 
1230  X=A+ltY=B-t-I  :G=LENCW$  (WP)  )-1  :IFH{Y,X 

)<>ASC{LEFT$(W${WP) ,1))THEN1300 
1240  X9=0:FORN=2TOG!GOSUB1550:IF  X<10RX> 

10THEN1270 
1250  IF  Y<1  OR  Y>10  THEN1270 
1260  IF  M{Y,X)=ASC{MID$(W?(WP),N,1) )THEN 

1280 
1270  X9=1:N=G 

1280  NEXTN:IF  X9=0THEN  1360 
1300  G=6: GOSUB  1700: PRINTSPC(0)  ;  !B$=STR$ 

(L(WP,2) ) :A$=STR$(L{WP,1) ) 
1310  PRINTRIGHT? (B$,LEN(B$}-1) ; ", "; RIGHT 

${A$,LEN(A$)-1) 

1320  G=8:GOSUB1700!PRINT  SPC{ 1 ) ;L(WP, 3 ) 
1330  G=10: GOSUB  1700 : PRINT" T " 

1340  G=11:GOSUB1700:PRINT"J  {RVS}  NO 
{OFF}" 

1341  G=13:G0SUB1 700: PRINT" EdOWN}HIT  ANY" 
:G=13:GOSUB1700!PRINT"{2  DOWN) 

{2  SPACES}KEY" 

1342  QW$="":GETQW$:IFQW$=""THEN1342   ' 

1343  G=10:GOSUB1700:PRINT"  " 

1344  G=ll:GOSUal700:PRINT"[5  SPACES}" 

1345  G=l 3: GOSUBl 700: PRINT "{down} 

( 7  SPACES  3 " : G=l 3 : GOSUBl 700 : PRINT " 

(2  down} {5  SPACES}" 
1350  GOTO  1420 

1360  IF  WT<(SL*60)THENWS=100:GOTO1390 
1370  IF  WT<(SL*1200)THENWS=10iGOTO1390 
1380  WS=5+INT( {SL*1200)-WT)/60) 
1390  G=10!GOSUB1700:PRINT"T" 
1400  G=11:GOSUB1700:PRINT"{RVS}y{OFF} , 

{LEFT  3 "WS : TS=TS+WS 
1420  G=17+2:GOSUB1700! PRINT  TS 
1430  GOTO  960 

1450  PRINT" (home} {15  DOWN}" 
1460  F0RX=1T06: PRINT" (12  SPACES} " :NEXTX 
1470  FORG=-2T014: GOSUBl 700 
1480  PRINT" {22  SPACES} ":NEXTG 

1490  FORX=1TO1500: NEXTX : PRINT "{CLR}" 

1491  POKE36879,76 

1492  PRINT" {home} {8  DOWN3(YEL}do  YOU  WIS 
H  to  PLAY{3  SPACES} (down} ANOTHER  GA 
ME?  IF  Y0U{2  SPACES ){ DOWN ) DO  ENTER 
Y  FOR  YES . " 


Jul/ 1983    COMPUWsGaiene    123 


1493 

1500 
1505 
1510 
1513 
1520 
1525 


1530 
1535 
1540 


1541 
1550 

1560 
1570 
1580 
1590 
1600 
1610 
1620 
1630 
1650 

1660 
1670 

1680 
1700 


PRINT" {down] IF  YOU  DON'T  ENTER  N 

{2  spaces) Idown]for  no. 

R$  =  "  "  :GETR$ : IFR$  =  " "THEN1500 

IPR$="N"THEN1520 

IP  R?  =  ."Y"THEN90 

I  FR$  <  >  "N  " ANDR$  <■  >  "V'THENl  500 

PRINT" (CLR) ":POKE36a79,42 

PRINT" [home] [7  DOWN} (cYN] THANK  YOU 

FOR  PLAYING  I DOWN } ( YEL ) WORD  HUNT 

{cyn).  hope  youU  spaces}  [down} had 

FUN. 

PRINT" {2  down] I  6  right] {GRN I  SEE  YOU 

LATER  1  I  1 " 
FORX=1TO5000 ; NEXTXs  PRINT " { CLR] " i POK 
E36879,110 

PRINT" {home} (10  DOWN] {CYN] 
U  spaces} END  OF  PROGRAM" s FORI =1  TO 

1000:NEXT  I 
PRINT" [CLR]": POKE  36879, 27: END 
ON  D  GOTO  1560,1570,1580,1590,1600, 
1610,1620, 1630 
Y=Y-1 

X=X+1: RETURN 
X=X+1 

Y=Y+1 ; RETURN 
Y=Y+1 

X=X-1: RETURN 
X=X-1 

Y=Y-1: RETURN 
PRINT" [2  right} 
Ea3"; : GOTO! 670 
PRINT"iZ3"r 

FORX=0TOS- 1 : PRINT "^" ; : NEXTX 
ITHENPRINT" |Si " : RETURN 
PRINT" IXi": RETURN 

PRINT" {home] "TAB (14); : F0RX9=1T0G s PR 
INT"{bLK} [down}"; :NEXTX9 : RETURN 


;IFY=1THENPR1NT" 


;IFy= 


UNDERLINE'  =  SHIFT, 

I    3  =  COMMODORE  KEY, 

[  }=  SPECIAL. 

REFER  TO  LISTING  CONVENTIONS 


Program  2:  Woid  Hunt  -  64  version 

Suhftitutc  the  falhwinj^  lines  into  Pro^mm  1  for  tlu'  64 
version. 

4  POKE53280,0:POKE  53281,0 

10  PRINT"{CLRJ"ePRINT"{7  DOWN} [10  RIGHT] 
{ DOWN  ]  { RVS  ]  QQQQOQQQQQQQQ  QQQQQQQ  " 

11  PRINT"{RVS]{10  RIGHT)Q{18  SPACES} 
Q" 

12  PRINT" {RVS} {10  RIGHT}Q[5  SPACES }w 
ORD  HUNT [4  SPACES }Q" 

13  PRINT" {RVS] {10  RIGHT ]q{ 18  SPACES] 
Q" 

14  print"{rvs]{10  right Iqqqqqoqqqqq 

QQQQQQQQ  Q{OFFj" 
90  POKE532e0,4:POKE53281,l:PRINT"{CLR] 

{ DOWN }[ BLU } WHAT  SKILL  LEVEL" 
295  POKE53281,l 
300  PRINT" {RVS] {BLU ) {CLR] (6  DOWN] 

{10  spaces] THAT'S  ENOUGH  WORDS  1 

{10  SPACES]" 
310  PRINT" {RVS} 1  PUR] {5  DOWN] {10  SPACES ]P 

LEASE  BE  PATIENT. .. [10  SPACES]" 
320  PRINT"{RVS]{BLK] (4  DOWN] {9  SPACES] I' 

M  MAKING  THE  PUZZLEl{9  SPACES]" 


430  PRINT" {CLR}tHIS  LIST  OF  WORDS  WILL  N 

OT  ALL  FIT 
775  POKE53280,7 

780  PRINT" {BLU] {CLR} {5  DOWN] { RVS ) READY" 
790  PRINT" [CRN] {5  down] {9  RIGHT]preSS  AN 

Y  KEY  TO  PLAY" 
810  PDKE532e0,l 
1480  PRINT" {41  SPACES] " :NEXTG 

1491  POKE53  280,4:POKE  53281,6 

1492  PRINT" [home] {8  D0WN}[WHT]D0  YOU  WIS 
H  TO  PLAY  ANOTHER  GAME?" : PRINT" 

{ DOWN ] I F  YOU  DO ,  " ; 

1493  PRINT "ENTER  Y  FOR  YES.": PRINT" 
{D0WN)1F  you  DON'T  ENTER  N  FOR  NO." 

1520  PRINT" (CLR] "JPOKE53280, 2: POKE  53281 

,10 
1525  PRINT" {HOME} [7  DOWN) [4  RIGHT] {WHT]T 

HANK  YOU  FOR  PLAYING  [YELJwORD  HUNT 

II 

1527  PRINT" [2  DOWN] [wHT] { 10  RIGHT)H0PE  Y 

OU  HAD  FUN  I  1 " 
1530  PRINT" {2  down] {11  RIGHT j ( WHT] SEE  YO 

U  LATER i 1 1" 
1535  FORX=1TO5000!NEXTX: PRINT" {CLR3": POK 

E53280,6!POKE  53281,6 
1541  SYS  2048:END 

UNDERLINE  =  SHIFT, 

§  i  =  COMMODORE  KEY, 

{  ]=  SPECIAL. 

REFER  TO  LISTING  CONVENTIONS 


VIC  Timepiece 


ATTENTION  PROGRAMMERS 

Before  typing  in  programs,  please  refer  to  "How 
To  Type  COMPUTE! 's  Gazette  Programs"  and 
"A  Beginner's  Guide  To  Typing  In  Programs" 
that  appear  before  the  Program  Listings. 


Rolling-Ball  Clock 

10  T=36874 : POKET , 0 : POKE36875 , 0 : P0KE36876 

,0 
15  5=36877 :VO=36878:POKEVO,0 
20  POKE36879,137!POKE657,128 
30  D1MA(40),B(4B} 

50  print" [clr] [rvs ) [wht] "tab( 5) "ball  clo 
ckEoff)":Print"[downJto  set  time,  pre 

SS  KEY" 
60  PRINT" [DOWNJwHEN  ENTERING  TIME, 

{3  SPACES }GIVE  hours  AND  MINUTESIN  TH 

IS  MANNER: " 
70  PRINT "{ YEL ]{ DOWN ] 91 5 { RVS ] RETURN {off} 

or" 

80  PRINT" [YEL] {down] 1231 { RVS ) RETURN { OFF] 

" :PRINTTAB(88)" {press  ANY  KEY) 
83  POKE198,0 
85  GETA?:IFA$=""THEN85 
90  GOSUB1000 
100  REM  DRAW  CLOCK 
105  PRINT" (HOME) [DOWN] {RED] {RVS) "TAB( 12 ) 

"[9  spaces]" 
110  PRINT"{BLKi {3  D0WN]{RVS}{2  SPACES] 

{up} {left) {off]Ed8{rvs} {D0WN]1 

234[red]£8  SPACES]" 


124    COMPUTE! 'sGozeMe    July  1983 


120  PRINT"l4  DOWN  1  I BLK 3 f RVS )  1122334455 

I  RED } 1 5  SPACES } " 
130  PRINT" [BLK} (rVs)50505050505ERED1 

I  5  SPACES  1  ** 
140  PRINT" {BLK} {4  D0WN}lRVSll9  SPACES}11 

i(red) (5  spaces!" 

150  PRINT"lBLK) [RVS)l23456789012lRED] 

{4  spaces! [off) 6" 

160  PRINTTAB(17)"{RED) £RVS)6 
(down) [2  LEFT)fe{OFF)& 
t  DOWN ] [ 3  LEFT ) TRVS } &ToFF 1 

S" 
170  PRINT" JD0WN1[WHT}15  spaces iQQQQQQQQQ 

QQQQQQQ  i  5  UP) " ; : POKE8185, 81 

200  REM  READ  DATA 

210  FORU=ITO405READA(U) tNEXT 

220  F0RU=1T033 : READB ( U ) :NEXT : GOTO9a0 

300  REM  START  OF  BALL  MOVEMENT  ROUTINE 

310  FORX=1TO40 

320  P0KEA(X),81 

325  IFX>22THENPOKEA(X-l),32 
330,  IFX>1ANDX<24THENP0KEA{X-1),99 
340  IFX>2THENPOKEA(X-2) , 32 
350  GOSUB2000:NEXT:POKE8185,8l 
400  REM  CONT  TO  MINUTES 

410  L=A(40) 

420  IFPEEK(L-1)=81THEN500 

430  L=L-1 :P0KEL+1, 32:POKEL,8L ! IFPEEK{L-1 

)=81THEN900 
440  IFL=A{40)-4THEN900 
450  GOSUB2010!GOTO430 
460  POKEVO,0 

500  REM  MINUTES  FULL, {9  SPACES) GOTO  5'S 
505  Z=7892 
510  FORX=5T022 : POKES (X), 81: POKES (X-5), 32 

:GOSUB2040!NEXT 
520  FORX=23T038:POKEB(X) ,81 
525  Z=Z-l:IFPEEK(Z)<>-81ANDZ>7a77THENPOKE 

Z,81 :POKEZ+l, 32 
530  POKEB (X-4 } , 32 : GOSUB2080 : NEXT : POKEVO ,0 
600  IFPEEK(7889)<>81THEN900:REM  OR  5 ' S  FULL 
605  Z=7880 
610  FORX=7889TO7892:P0KEX,81:P0KEX-12, 32 

:GOSUB20a0:NEXT 
620  FORX=18T028:POKEB(X),81 
630  Z=Z+1 I POKEZ , 32 : GOSUB2060 : NEXT 
640  FORX=29T037:POKEB(X),Bl:POKEB{X-12),32 
650  GOSUa2040:NEXT 

659  Z=Bt37-ll) 

660  F0RX=37T044:POKEB{X) ,81 : POKEB (X-11) ,32 
670  Z=Z-1:IFPEEK(Z) oSlTHENPOKEZ, 81 : POKE 

Z+1,32 
680  GOSUB2040:NEXT: 
690  IFZ-1>8009ANDPEEK(Z-1) <>81THENZ=Z-1 s 

POKEZ , 81 : POKEZ  +  1 , 3  2 : GOSUB201 5 : GOTO690 
695  POKEVO, 0 

700  IFPEEK{8022)<>81THEN900 
710  REM  HRS  PILLEDT 

720  FORX=8023TOa027:POKEX,81:POKEX-12,32 
730  GOSUB2100:NEXT 

740  F0RX=lT012:POKEB(X+26) ,81 : POKE801 5+X , 32 
750  G0SUB2 100: NEXT 
760  PORX=lTO7:POKEB{27+X),32iGOSUB2110tN 

EXT 
900  REM  TIME  FOR  ACTIONl 
905  POKEVO, 0 

910  IFRIGHT$ (TI? , 2 ) > "57"THEN300 
920  GETA$:IFA$<>""THENRUN 
930  GOTO900 

1000  REM  TIME  SETTING  ROUTINE 
1010  PRINT"{CLR3 "TABC53) "TIME? [HOME! "TAB 


1020 
1030 
1040 

1045 
1050 
1055 
1060 
1070 
1080 
1090 
1100 
1110 
1120 
1130 
2000 
2005 
2010 
2015 

2020 
2030 
2035 
2040 
2060 
2080 
2085 
2090 
2100 
2110 
2120 
2180 
2190 

7999 
8000 


8010 


8020 

8025 
8030 


8040 


(90) "(IN  3  OR  4  DIGITS)" 

INPUTA$ 

A5="0"+A$:A5=RIGHT$(AS,4) 

A=VRL(LEFT$(A$,2) ) : B=VAL( RIGHT? (AS , 

2) ) :C=INT(B/5)!B=B-5*C 

IFA>120RC> 1 1THEN1000 

REM  SETTING  CLOCK 

PRINT" tCLR}" 

FORX=lTOA : POKE8009+X, 81 : NEXT ! REM   HRS 

X=0 

X=X+1 : IFX>BTHEN1100 

POKE7769+X,81 :GOTO1080 : REM  MINUTES 

X=0 

X=X+1:IFX>CTHEN1130 

POKE7877+X,8L:GOTO1110 

GOTO100 

REM  SOUND 

GOTO2020 

IFX=37THEN2190 

POKEVO, 10 : F0RV=1T04  j  POKES , 244 : FORW= 

1T02 ;NEXT : POKES , 240 : NEXT ! RETURN 

IFX<24THENF0RY=1T055: NEXT: RETURN 

IFX>33ANDX<37THENPOKEVO,0: RETURN 

GOTO2010 

IFPEEK( 7892 )=aiTHENG0T02 190 

IFPEEK(a026)=81THENGOTO2190 

IFPEEK(BC29) )=81THENGOTO2190 

IFPEEK(B(32))=81THENGOTO2190 

IFPEEK(B(26) )=81THENGOTO2190 

IFPEEK(e071 }=81THEN2190 

IFPEEK(815  5}='81THEN2190 

GOTO2015 

IFX>4THEN2015 

POKEVO, 15 : POKET, 245 : F0RY=1T09 :NEXTi 

POKET,0 J FORY=1TO60: NEXT: RETURN 

G0T07999 

DATAai85, 8163, 8141, 8119, 8097, 8075, 8 

053,8031,8009,7987,7965,7943,7921,7 

899: REM  STND 

DATA7877, 7855, 7833, 7811, 7789, 7767,7 

745,7723,7701,7700,7699,7698,7697,7 

696,7695 

DATA7694,7693, 7692, 7691, 7712,7734,7 

756,7778,7777,7776,7775,77  74 

DATA7770, 7  7  71, 7772,7773 

DATA7774, 7775, 7776, 7777, 7778,7779, 7 

780,7  781,7782,7804,7826,7848,7870,7 

892,7893 

DATA7894, 7916, 7938, 7960,7982,8004,8 

026,8027,8049,8071,8092,8113,8134,8155 


UNDERLINE  =  SHIFT, 

i  3  =  COMMODORE  KEY, 

[  ]=  SPECIAL. 

REFER  TO  LISTING  CONVENTIONS 


Joysticks  On 


The  64 


ATTENTION  PROGRAMMERS 

Before  typing  in  programs,  please  refer  to  "How 
To  Type  COMPUTEl's  Gazette  Programs"  and 
"A  Beginner's  Guide  To  Typing  In  Programs" 
that  appear  before  the  Program  Listings. 


Jjlyl9e3    COMPUTefsGazttlte    125 


Program 
Explanation 

This  program  con  Ui  ins  ihrcu  sub  routines 
you  can  use  in  your  own  programs.  Lines 
10-70  just  test  the  subroutines  and  show 
you  how  to  use  them.  The  subroutine  at 
300  will  accept  a  yes  or  no  answer  (left  =  no, 
right  =  yes)  and  return  it  in  A$. 

IJnes  700-770  let  the  user  enter  a 
numtier  by  counting  it  up  and  down  with 
the  joystick.  The  number  can  be  found  in 
the  variable  C.  C  will  not  exceed  the  limits 
of  MN  (minimum)  and  MX  (maximum). 
The  user  presses  the  jovbutton  to  exit. 
Notice  the  POKt  198,0.'  Since  the  first  joy- 
stick interferes  with  the  keyboard,  this  POKE 
is  used  to  clear  it  out. 

You  can  use  the  subroutine  at  800  to 
accept  a  letter  of  the  alphabet.  The  letter  is 
returned  as  a  number  from  1-26  in  the  vari- 
able C.  In  the  sample  program  (line  20),  it  is 
used  to  accept  a  three-digit  string  of  initials. 


Example  Program 


10  PRINT"ENTER  YOUR  INITIALS:"; 

20  GOSUB800:N5=N$+CHR$(C+64) :IFLEN(N$) <3 

THEN2ia 
30  PRINT:  PRINT"HOW  OLD  ARE  YOU?  "fsGOSU 

B700:AGE=C 
k40  PRINT sPRINTN?;",  YOU  CLAIM  TO  BE"; AGE 

; "YEARS  OLD." 


50  PRINT!PRINT"IS  THAT  TRUE?" ; :GOSUB500 

60  PRINTA?: IFA$= "YES "THENPRINT "GOOD  FOR 
YOU": END 

70  PRINT"SO  WEIAT  IS  THE  TRUTH?"  :GOTO  30 

500  REM  SUBROUTINE  FOR  YES/NO 

505  A$="" 

510  V=15-{PEEK(56321)AND15) 

520  IF(VAND4)>0  THEN  A$="NO" 

530  IF(VAND8)>0  THEN  A$="YES" 

540  IFA$=""THEN510 

550  POKE  198,0:REN5  GET  RID  OF  ANY  EXTRA 
KEYS 
RETURN 

REM  COUNTING  SUBROUTINE 
REM  C  WILL  CONTAIN  THE  COUNT 
REM  VARIABLE  MX  AND  MN  CONTROL 
REM  THE  MAXIMUM  AND  MINIMUM 
REM  VALUES  ALLOWED, {2  SPACES lUSE 
REM  GOSUB  700  FOR  THE  DEFAULT 
REM  (1  AND  1.0),  OR  GOSUB  710 
REM  IF  YOU  ALTER  MX  AND  MN 
MN=i:MX=99 


560 
600 
610 
620 
630 
640 
650 
660 
670 
700 
710 
720 


C=MN 

PRINTRIGHT${ "[2  SPACES] "+STR5(C) ,2); 

"[2  LEFT)"; 
730  V=15-(PEEK(56321)AND15) 
740  C=C+( {VAND8)=8)*{C<MX)-( (VAND4)=4)*( 

OMN) 
750  REM  IF  FIRE  BUTTON  PRESSED,  EXIT 
760  IF(PEEK( 56321 )AND16)=0THENPQKE198,0: 

PRINT" {2  right) "; :RETURN 
770  GOTO  720 
800  REM  TEXT  ENTRY: SIMILAR  TO  NUMBER  COU 

NTING  ROUTINE 
810  C=l 

820  PRINT  CHR$(64+C};"{LEFT} "; 
830  V=15-(PEEK{56321)AND15} 
840  C=C+( (VAND8)=8)*(C<26)-( (VAND4)=4)*{ 

Ol) 
850  lt'(PEEK{56321)AND16)=0THENPOKE198,0: 

PRINT " [ RIGHT } " ; : RETURN 
860  GOTO820  ® 


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July  1983     COMFUTEVs  Gazette     137 


ADVERTISERS  INDEX 


Reader  Service  Number/  Adverltser  Page 

102  Abacus  Software     45 

103  Academy  Software   56 

104  Accolade  Computer  Products 45 

1 05  Adventures    51 

106  A-1  Computer  Services     26 

107  Arbutus  Totalsoftinc 127 

1 08  BrcJderbund  Software IFC 

1 09  Byte  Size  Micro  Tectinotogy 1 26 

T 1 0  Byte  Size  Micro  Tecfinology  ,  .  ,  .  , 1 27 

1 1 1  Cardco,  Inc IBC 

112  Cass-A-Tapes   107 

113  Century  Micro 105 

1 1 4  Comm*Data    27 

115  Commercial  Data  Systems  Ltd 25 

1 16  Commodore  Business  Machines  Inc BC 

117  Compuscope,  Inc 75 

118  Compu  Sense 69 

119  Compu  Sense .  1 05 

120  Compu  Sense    107 

121  Compu  Sense    108 

122  Compu  Sense    110 

123  Computer  Center     26 

124  Computer  Mail  Order .  37 

1 25  ComputerMat    67 

126  Computer  Outlet 87 

1 27  ComStar 101 

1 28  Creative  Software 4 

129  Cursor  64     18 

1 30  Datacopy    80 

131  Data  Equipment  Supply    71 

132  Del  Games,  Inc 107 

133  Digital  Interface  Systems    103 

134  DMI  Software  Inc 44 

135  Dungeness  Software     127 

136  Dynamic  Tectinologies 56 

137Dytek 107 

138  Educational  Software   50 

1 39  Electronic  Laboratories  Inc 1 26 

140  Electronic  Protection  Devices  Inc 15 

141  Ferris  Associates     1 27 

142  Foxfire  Systems,  Inc 72 

143  French  Silk     59 

144  French  Silk     61 

145  Gatos  International 127 

146  Genesis  Computer  Corp 48 

147  Hewitt's  Notional  Wholesale 80 

1 48  House  of  Software 43 

149  Human  Engineered  Software   , 31 

150  Interesting  Software 38 

1 51  Just  Another  Software  Co 1 26 

152  Luna  Software 71 

153  Macro  Dynamics     105 

154  Micro  Software  International  Inc 47 

155  Microspec   48 

156  Microsystems  Development    19 

157  Micro-Vic-Computers     127 

158  Micro-Wore  Distributing  Inc 29 


Reader  Service  Number'  Advertiser  Page 

159  Micro  World  Electronix  Inc 98 

1 60  Midwest  Micro  Inc 89 

161  Nufekop 55 

162  Olympic  Soles  Company    33 

1 63  Porsec  Research    77 

164  Pixell    107 

165  PM  Products    105 

1 66  Powerbyte   •. 63 

167  Practical  Applications     127 

168  Precision  Technology  Inc 101 

169  The  Printer  Store   91 

170  Professional  Software  Inc 9 

171  Program  Design,  Inc 35 

172  The  Program  Stare    53 

173  Progressive  Peripherals  &  Software     105 

174  Protecto  Enterprizes    39 

175  PRS    127 

176  Quolity  Computer 43 

177  Quick  Brown  Fox    79 

178  Rainbow  Computer  Corporation    41 

179  SAVE 72 

180  Screenplay     21 

181  Selective  Engineering  Technology   66 

182  Sierra  On-Line,  Inc 7 

183  Sim  Computer  Products  Inc 89 

184  SJB  Distributors     97 

185  Skyles  Electric  Works    57 

186  Skyles  Electric  Works    73 

1 87  Skyles  Electric  Works    65 

188  Soft-Awore 103 

1 89  Software  To  Go     1 01 

190  Southern  Solutions    17 

Spinnaker   2,3 

191  Star  Micronics 11 

192  Stortech   32 

193  Synapse 13 

194  Systems  Management  Associates     18 

1 95  T  &  F  Software  Company 1 

196  T  &  F  Software  Company    85 

3G  Company,  Inc 93 

197  Topologic    59 

198  Toronto  Pet  LIsers  Group    43 

199  Tot'l  Software    99 

200  Tronix    22,23 

201  20-64  Software   127 

202  U.S.  Technologies 109 

203  Victory  Software  Corp 1 03 

204  Voice  World    61 

205  York  1 0  Computerware    33 


COMPUTEi's  First  Book  of  VIC    94 

COMPLJTEI's  Machine  Language  for 
Beginners  . 95 


Look  to  the  future  with . . . 


Js  the  *^  selling  printer  interface  for  VIC20®  and 
^  Commodore  64  computers  because  it  works. 


The  "CARD/PRINT"  works  with  all 
of  these  parallel  printers  without 
any  modification  to  tine  printer: 
Epson  MX-80  &  EPSON  MX-100 
(with  or  without  GRAFTRAX+) , 
EPSON  FX-SO.  EPSON  FX- 100, 
STAR  MICRONICS  DP  8480, 
STAR  MICRONICS  GEMINI  10, 
STAR  MICRONICS  GEMINI  15, 
PROWRITER,C-ITOH8510, 
■■  STARWRITER,  SMITH  CORONA TP-1, 


!ITER.  MPI  88.  MPI  99, 
)ATA  IMPACT  D-92.  OKIDATA  80, 
JKIDATA  82,  OKIDATA  83. 
OKIDATA  84,  OKIDATA  92, 
"- OKIDATA  93,  TRANSTAR  130, 
TRANSTAR  140.  IDS  MICROPRISM, 
IDS  PRISM  (IDS  printers  require 
IDS  cable  P/N  603-673-9100), 
MENNESMANN  TALLY  MT-160, 
MANNESMANN  TALLY  1000, 
NEC  8023,  AXIOM  GP-1 00, 
TANDY  CGP-115  PRINTER/  PLOTTER 
and  many  more. 


INCLUDES  ALL  NECESSARY  PLUGS 
CABLES  AND  HARDWARE 
REQUIRES  NO  SOFTWARE  DRIVERS 
JUST  PLUG  IT  IN  AND  PRINT 
AU.  FUNCTIONS  ARE  UNDER  USER 
OR  PROGRAM  SOFTWARE 
CONTROL 

ADDS  SEVEN  NEW  COMMANDS  TO 
INCREASE  PRINTER  FLEXIBILITY 
SOFTWARE  SELECTABLE  ASCI! 
CONVERSION  AND  GRAPHICS 
MODES 


NOTICE:  CARDCO,  Inc.  fs  now 
Offering  the  "PRINTER  UTILITY    ' 
PACKAGE"  tape  based  program 
for  use  with  our  interface,  a 
VIC  20*  or 0  Commodore  64  and 
a  Star  Gemini  series,  and  Episbn 
MX  or  FX  80  or  100,  or  a 
PROWRITER  printer.  These 
programs  include  a  machine 
language  high-res  screen 
dump,  facilities  to  print  ^ 

Commodore  graphics,  and 
several  sizes  and  styles  of  the 
"BANNER  HEADUNE"  lype  printing 
allforS19.95. 


See  a  complete  line  of  American  made  Cardco  Products  at  a  computer  store  near  you,  today. 


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'  VIC20  It  a  ragtotarad  trodamartc  o(  Ccmmodoro  IntBrnotionoJ 


cardco.  Inc. 


APPLE'  lie  64K 


A  personal  computer 
is  supposed  to  be  a 
computer  for  persons. 
Not  just  wealthy 
persons.  Or  whiz-kid 
persons.  Or  privileged 
persons. 

But  person  persons 

In  other  words,  all  the  persons  whom 
Apple,  IBM,  and  Radio  Shack  seem  to 
have  forgotten  about  (including,  most 
likely  you). 

But  that's  okay.  Because  now  you  can 
get  a  high-powered  home  computer 
without  taking  out  a  second  mortgage 
on  your  home. 

It's  tiie  Commodore  6-1.  We're  not 
talking  about  a  low-pnced  computerthat 
can  barely  retain  a  phone  number 
We're  talking  about  a  memon/  of  64K, 
Which  tneans  it  can  perform  tasks  most 


» 


KIHIIHIIIIIIII  I 

VTIF- 


.  t-.i  > '  >*, 


$139r  $999*   $1355* 


TRS-80'  lil  16K 


tBM'PC64K 


other  home  computers  can't.  Including 
some  of  those  that  cost  a  lot  more. 
(Take  another  look  at  the  three  comput- 
ers atx)ve,) 

By  Itself,  the  Commodore  64  is  all 
the  computer  you'll  ever  need.  Yei,  if 
you  do  want  to  expand  its  capabilities 
some  day  you  can  do  so  by  adding  a 
full  complement  of  Commodore  pe- 
ripherals. Such  as  disk  drives.  Modems, 
And  printers. 

You  can  also  play  terrific  games  on 
the  Commodore  64,  Many  of  which 


Apjjio  ^&  n  rt'UiBtupyd  ir,MlofnHfk  of  Applw  Cttmin.Uii  Inc 

TR,'i.60  a  IS  roaistetsu  irad(>m«t  ot  Tjnay  Corn  IBM  is  a  losisTBred  tradorrorttol  Imorraitional  BuaUies«  Mact^irais  Corp 


will  be  far  niori:' 
challenging  than 
those  you  could 
""    ever  play  on  a 
game  machine  alone. 
And  as  great  as  all 
this  sounds,  what's 
even  greater-sounding 
is  the  price.  It's  hundreds  of  dollars  less 
than  that  of  our  nearest  competitor 

So  while  other  companies  are  trying 
to  take  advantage  of  the  computer 
revolution,  it  seems  to  us  they're  really 
taking  advantage  of  something  else: 
Their  customers. 

•Mjnuf.iciurLTi'  sutjgKiw!  i.M  •mcmjj  at  March  20. 1963 
Von>*of  i^ludeo  with  TRS  80  III  onfy  ComnxxtoPe  Qu5<nt)&^ 
Machines.  PO  BoxSmR  Conshoho<;Vo".PA1942B, 
Cdna(l3-3370  Pharmaev  AvenuD.  Af)>ncourT.  Oat ,  Can  MIVV  iK4 

fz  commodore 

COMPUTER