Readers Speak Out On Software Piracy!
COMPUTE'S
June 1988
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To redeem your free software, simply fill out either your retailer's coupon or the coupon in this ad, and mail it with your proofs of purchase (see requirements on coupon) olong with S3 for shipping and handling. If you can't find a participating' retailer, order direct by calling 800-245-4526 (in CA, call 800-562-1112\ Just tell us which products you want to buy, ana what you wont for free, Have your Visa/MC numbers ready
YOUR CHOICES
• Amnesia
• Arcticlox
• The Bard's lole
• The Bard's Tale II
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• Demon Stalkers
• Dragon's Lair
• Earl Weaver Baseball
• EOS: Earth Orbit Stations
• Get Organized
• GfondSlam Bridge
• Instant Music
I Instant Pages
< Intelinype
' Legacy of the Ancients
> Marble Madness
' Potton vs. tommel
> PHM Pegasus
' Return to Atlantis ' Skate or Die • Skyfox II ' Starflight ' Strike Fleet ■ Woria Tour Golf
• B/Graph
• The Consultant
• DEGAS Elite
• DtskTools Rus
• Homepak
• IS Tolk
• Outrageous Pages
• PoperCllp Publisher
• Paperclip with Spellpak
• Paperclip 111
• Thunder!
• Timelink
Product availability varies by computer formot. Ask your retailer or coll (415) 572-2787 for detaila
AND YOUR
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ELECTRONIC ARTS^
AI products are registered/trcxtennorfe of Electronic Arts
MAIL- IN COUPON
Pteose send mf tee softwoie to the fotowng oddresi I hcve enclosed I he required poofs of pichose (specified below) and S3 (check or mone/ ORJer pa/able to Elect(or»c Arts) for shipping ond handing.
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My free sofhwore choice .
The computer l own ^
ITOOf OF PURCHASE REQUIREMENTS: Sand tho Poiowna ofigiry* rtem i).me dol^ CCfih register topefs) o" soles fficeipt[$) shcMng The Two producTs yaj pi/- ctoied arid 2). find The Convrtmd Summoy Card or ITie Manual (whof9 no Com- mond Surrmofv Card eiSts) InskJa each ptKkage. cut off the port nurrto on the bock, Icwef portion oT The Cofd or Mont^
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Improved 3D animation techniques provide drama- ticilly faster frame rates for all cockpit views. Multiple external viewpoints ;ire also availalile. And Stealth Mission includes complete VOR, ILS, ADF, and DME avionics for cross-country navigation.
Stealth Mission, the ultimate strategic simulation. From SubLOGIC.
See Your Dealer...
Stealth Mission is a\'ailahle on disk for the Commo- dore 64/128 computers for the suRgested retail price of $49.95. For direct ordere please include $2.00 for shipping (outside U.S. $6.25) and specify Ui'S or first clas.s mail deli\'er\'. Visa, MasterCard, American Ex- press, and Diners Club charges accepted.
Introducing a new generation of strategic gaming excellence from SubLOGIC! Stealth Mission redefines the state of the art in simulation .sophistica- tion and playabilitv.
Easy flight and navigation controls, automatic land- ing and refueling .systems, and a realtime pause fea- ture allow you to exercise your strategic skills to the fullest. Qualic>' programming eliminates anno>'ing dLsk access. ]
Stealth Mission lets you fly three different jets; an F-19 Stealth fighter, the experimental forward-swept wing X-29, and a Navy F- 14 Tomcat. Different fl\ing techniques and weapons maximize the effectivene.ss of each aircnift. Even the Stealth fighter can he deteaed if you're not careful.
Selea from eight different missions and ten skill levels. Choose the most effective ordnance to accomplish your mission goals. A targeting computer helps you detect, track, and lock onto enemy targets. Electronic Counter-Measures protect you from land, sea, and airborne enemy threats.
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Pop-Up Inslrument Pansl
COMPUTEi's
mmtTt
©@01lt^©Kl^i
June 1988 Vol. 6, No. 6
features
Commodore-Ready Printers; The New Generation Tom Netsel . . A Buyer's Guide to Commodore-Ready Printers Mickey McLean A Guide to Commodore User Groups, Part 2 Mickey McLean . . .
12 16 63
reviews
Super Snapshot 3.0 and SItdeshow Creator
Kung-fu Master Robert Bixby
Skyfox II: The Cygnus Conflict Ervin Bobo Tetria David and Robin Minnick
Art Hunkins
22 64
26 64
27 64 27 64
games
Square Logix Leonard Morris
Arcade Volieybali Rhett Anderson and David Hensley, Jr. Jericho Robert Bixby
30 128 32 64 66 64
programming
Ramdisk 64 Bruce Thompson
Big Screen Converter Robert Bixby
Pointer Charles Prince ,
Graphics Wedge Philiip A. Gilley
Exceifont 80: Super Character Editor lor the 128 Daihung Do . . . .
Eight Thousand Dragons Paul Carlson
BASIC tor Beginners; My Dear Aunt Sally Larry Cotton
(Machine Language Programming: Where to Locate Jim Buttertieid 3-D Bar Grapher for the 128 Jon Atkinson
44 64
45 64 52 64 54 64 56 128
59 64
60 128/64/+4/16 62 128/64
67 128
departments
The Editor's Notes i.arjce Elko
Letters to the Editor
Gazette Feedback Editors and Readers
D'lverstons: 8K Memory Is Enoughl Fred D'Ignazio
Horizons: Piracy — The Readers Speak Out Todd Heimarck .
Simple Answers to Commori Questions Tom R HalfhitI
The GEOS Column: g&oPaInt Super Chart E. Wliliam Huffman Bug-5watter: Modifications and Corrections
. 4 *
, 6 *
, 8 *
37 *
38 *
40 •
41 64
42 *
program listings
How to Type In COMPUTEi's Gazette Programs
The Automatic Proofreader
MLX: Machine Language Entry Program for Commodore 64 and 128
Advertisers Index
. 84 *
. 86 126/64/+4/16
. 88 128/64
100
=General. 64=Commodore 64. +4= Plus/4, 16=Commodore 16, 128=Commodc^e 128
COMPUTEI'S GAZETTE (ISSN 073?-371 6) is a COMPUTE! Publcatton, and is puWishiHl monthl/ by ABC Consumer Magazines, (nc. 825 Sevonlh Avo., Now Yorh, NY 10019, n Oivisron of ABC PuWistimg, Inc, a Capilal Cities^ABC Inc., company. S) 1988 ABC Consumer Magailnas, Inc, All rlghls reserved. Editorial oflicea are located al Suila 200, 324 West Wondo/er A»e Greonsbofo. NC 2740S Domeslic siit>scrl|jtions: 1 2 issues, $24. POSTMASTER: Sand address clianges to COMPUTEi's GAZETTE. P,0, Box 10957, Des Moines. lA 5C340 Sooond class postage paid al Mew Yori<. NY and addtttonal mailing olfices.
Everyone has to take science courses in high school. The big problem for me started with chem- istry class. A barrage of elements, minerals, and chemicals, each with strange, cryptic abbreviations. Then came the bizarre chains that represent the various molecular structures: If u-e add H; here, will oxidation take place? If so, how is the carbon chain affected? Draw the new chain. You may recall the strange little diagrams that looked like many strings of pearls after several hours in a clothes dryer.
It was then that I began to sus- pect the Great Scheme. All of this information was too abstract, too far removed from the real world 1 thought I was beginning to under- stand through history, English, geography, even math. Well con- trived, 1 thought, but not clever enough. People who had little or no talent for self-expression — writing, music, and art, for example — had long ago invented a secret society for the institution of bogus scientific systems and subsystems which has continued to expand and codify over the decades and centuries.
The culmination of my expe- rience with that chemistry class was a drawing I made in answer to a fi- nal-exam question requiring one of those molecular chain contrivances. I drew a picture of bacon and eggs.
Freshman year, college. Re- quired: Chemistry 101, with a two- hour lab every Friday. In the labs, 1 remember pouring combinations of oddly colored solutions together to make an even stranger-colored one with, maybe, some smoke rising. On paper, the string of pearls be- came even more convoluted. My Great Scheme suspicions were now zealous convictions.
While I held these beliefs closely over the years, I never shared them until many years later. My wife is very strong in the sci- ences and had taken a lot of chem-
4 COMPUTErs Gazette June 1988
istry and related courses in college. She was, by then, a clinical dieti- tian. One day after work, she was discussing how a certain hospital patient required this and that, but no potassium — and an IV solution because of electrolyte imbalance. I let loose. The restraining walls that had held my pet theory for so many years erupted. I accused her of propagating the confounding con- spiracy, the Great Scheme. She laughed, hard. But I knew her to be an honest woman — and this added to my confusion.
In January 1983, intrigued by a new mass-market product — the per- sonal computer- — I splurged and pur- chased a Commodore 64 for $400. Computers fascinated me. After learning to program, I was hooked.
The following Thanksgiving, having been at COMPUTE! since the previous spring, I returned home with my wife for the holi- days. Sitting around the table, some curious family members asked me questions about how these new computers worked. As the ques- tions and answers became more complex, I heard myself explaining things about serial and parallel data transfer, raster interrupts, data stor- age, binary math, and electron guns used with RGB monitors. Electron guns? The great revelation, 1 had become a co-conspirator with my wife and old chemistry teachers. I was now part of the Great Scheme.
Welcome to the wonderful world of science.
(\ua jJh
Lance Elko Senior Editor
COMPUTEI's
FOR COMMODORE -E'-JSONAL COM°UTE(; USEIK
Editor |
Lnncs Elko |
Aft Director |
Janice R. Fary |
Features Editor |
Keith Ferrell |
Teennieal Editor |
Patrick Perrlih |
Assistant Editors |
Hhett Anderson |
Clifton Kernel |
|
Assistant Technical Editor |
Dale McBane |
Assistant Features Editor |
Tom Netsel |
Assistant Editof. |
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Submiillons & Disit Products |
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Editorial Assistant |
Mickey McLeen |
Copy Editors |
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Lori Sonoikl |
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Pfogramming Assistant |
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Contnbtrting Editors |
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Jim Butterfield |
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(Toronio, Canatla) |
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Fred □'Ignailo |
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(E. Lansing, Ml) |
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ART DEPARTMENT |
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As&DC^Ee Afl Directof |
Lea Noel. Jr. |
Mechanical Artists |
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PflODUCTION |
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DEPARTMENT |
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Typesettrng |
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Advertising Production |
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COMPUTEI PUBLICATIONS |
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Group Vice Presaeni. |
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PuWishor/Editoriat Director |
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Managif>g Editor |
Kathleen Mirtlnek |
Senior Editor |
Lance Elko |
Editorial Operations Director Tony Robefts |
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Editor, COMPUTEI Books |
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Irii Brook* |
ABC CONSUMER M^AZINES Senior Vjce PresiiJeni Marc R&kach Sailor Vice Pre^idgnl,
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CIRCULATION DEPARTMENT
Vice President Rob«rtl. Qursha Sub^nptton Staff Ors GLackman-OoBrown Mitch Frank Tom Slater Jamtta J. Smith Customer Service Kay Hams SiriQle Copy Sales A. Heathar Wood
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Plain Vanilla Reviews
Let's discuss your software reviews. They are much too vanilla. What is sorely needed is a rating system that will rate software in several categories, including a warning if the product's copy-protection scheme will rattle the disk drive head.
Robert Nellist Brockport, NY
We've heard this complaint off attd on over the past five years, and we addressed it way back in the ]u\y ISSi issue. We haven't stated our position on software re- vicivs in recent years, so since it remains the same, here's how we addressed it four years ago in the July 19S4 "Editor's Notes."
"A number of readers have asked why we dort't 'grade' our reviews or 'de- grade' some products. Essentially, any product we review is, in our opinion, of rtierit. We feel that it's only worth your time and space in GAZETTE to review products that are tvell designed. The mar- ket is flooded with products, and we'd rather tell you about the good ones.
"While the grading of products may be helpful to some readers, it is often un- fair to the product, if you've ever read re- views of records you really like, only to see a thumbs down or a poor grade, you prob- ably wondered if the critic heard the same thing you did. The goal of quantifying a product with a letter or number grade is to be objective, yet it's often subjective and arbitrary. If me look a poll of our staff, we'd have a number of different answers."
To augment this position, it remains true that our staff and outside reviewers have varying opinions on software prod- ucts. If there's a general consensus among our staff that a product is not good, we'll pass on it (regardless of who published it). Whether a good product should get a B or an A— is eternally debatable.
Our revieioers are sensitive to prod- ucts that are abusive to the disk drive. And many have made notes to that effect in a number of reviews in the past year.
WordStar for CP/M
I've just read the excellent article in the March 1988 issue entitled, "Super CP/M Software for the 128, Part 1: Writer's Toolbox," by Clifton Karnes. I have always wanted to purchase Word- Star, but I didn't think I could afford its hefty price tag. Your article got me to thinking. If 1 could purchase WordStar 2,26 from PDSC at $39.95, f could then upgrade to WordStar 4.0 for $89.
Then I saw an article in FOGHORN that said WordStar 4.0 was now avail- able to all registered CP/M users for $89. I couldn't believe that this word proces- sor was available to 128 users for less than $100. 1 thought your readers might like to know about the new ver- sion of WordStar and its new low price,
fohn L Gordon Chadds Ford, PA
When MicroPro first released the CP/M version o/ WordStar 4.0, it was available only as an upgrade for owners of previous versions. As you stated in your letter, it's now available to any CP/M user at a bar- gain-basement price of $89. You can order WordStar 4.0 from MicroPro at (800) 227- 5609, extension 761.
SpeodScript Copyright
What is the present copyright status of SpeedScriptl A couple of our user group members say they have seen a notice releasing the program to public domain,
fames C. Ladd San Antonio, TX
We have not released SpeedScript to the public domain, nor do we have plans to do so. While we own the copyright to Speed - Script, we do grant permission for user groups (or any individuals or organiza- tions) to provide disk copies of Speed- Script — or any of our programs — to individuals who own a copy of the issue in tohich the corresponding article was print- ed. Version 2.0 of SpeedScript is in the January 1984 GAZETTE; version 3.0 is in the March 1985 COMPUTE!; and version 3,2 is in the May 1987 GAZETTE. Each of these issues contains full documentation.
Copying GAZETTE Disks
1 would like to know how to copy my COMPUTEi's Gazette disks. Are they write -protected? If so, why?
Peter f. Cotton Waukesha, WI
The GAZETTE Disk is write-protected as a result of a damaging incident several years ago. A program on a 1985 disk, which was rwt write-protected, ittcluded a feature which reformatted the current disk in the drive. A number of subscribers loaded the disk menu, then pressed a key to load the program, which itself con- tained a metm. After pressing a number corresponding to the menu selection which reformatted the disk, they lost everything. We had a large number of re- turns— and a lot of phone calls. We decided at that time to write-protect the disk as a safeguard for both ourselves and subscrib- ers. In retrospect, we're glad we did. Since that incident, we've published dozens of programs that are designed to write to disk. When those programs are published on disk, we ittclude a message screen to re- mind the user that disk is write-protected. While the disk is wnte-protected, it IS not copy-protected. Any GAZETTE program can be saved from memory di- rectly to a blank, formatted disk. Over the years, we've published a number of copy programs that can help with this. The most recent is "Disk Rapid Transit" (De- cember 1987) which is easily the fastest copier program we've published. In gen- eral, copy programs are available — with varying quality— in the public domain and in user group libraries.
6 COMPUTEI'S Gaiotta June 1988
High Seas Adventure
^^ Relive the
, swashbuckling era of the buccaneer as a 17th century ;;;.;^.j5- I privateer captain ' in PIRATES 'It's a if- unique gaming ' ' blend of simuta- '^tion, adventure !P, and role-playing.
WUUt!
iiam>, 5i>j'i" "'^ ■-■■ -., -i. wealthy town, explorethe Carib- bean, and search for lost treasure.
^Sran'd'SfsERVICEfame,
•J"W
':.!"^;.';7„;»'«-'-»...
Top Secret Air Strike !
Invisibility is your greatest weapon in PROJECT:
. ''T ^Tf'ALTH FIGHTER, '^.'; a simulation of
the Air Force's ^- unacknowledged it super-tech jet ...-;■■ fighter of tomor- row. You're the pilot on top-secret missions to ^ world troublespots-
Daring Solo Missions
Become one of , America's most elite soldiers in AIRBORNE RANGER Cunning and fast reflexes r ^ are needed to '" 1 succeed on 12 solo missions deep be- hind enemy lines.
rtw*'-.!!
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}m
I ^^C^-^
atm> aAt»r».>
owmim a.K*l
Available at a Valued Microprose Retailer
(VMR) near «ou. Call for locations. If rot
found locally, call for MDVISA orders.
PIRATES! now hr Comrrodore 64 \2i. Apple (I. IBM-PC- XT AT PS.' li~.'.-i J^a f rirros; 5'ES SuOOestHl (HJil S39 95 PBDJECT: STEALTH FIGHTER lSiJ?g«te(l rcljil S39 95| aiM AlllBOflNE RANGER ISugoestoD MsA S3J 951 IDT
CDmriKifltire Ca 1?9 Coinrng soor loc IBM-PC Tandy cpmpalibics
» SOFTWAftl
IBO UkefrOfi! Ome • Hunt VaSev. MD ?1Wa • (Mil nM151
Editors and Readers
Do you have a question or a problem? Have you discovered something that could help other Commodore users? We want to hear from you. Write to Ga- zette Feedback, COMPUTEI's Gazette, P.O. Box 5406, Greensboro, NC 27403. We regret that, due to the volume of mail received, jve cannot respond indi- vidually to programming ijuestions.
Stop Scrolling
! adapted (he algorithm for scrambling the random numbers I-IOOO in the March 1988 "Gazette Feedback" col- umn to pick random numbers in the range 1-48 for the New York state lotto. One minor problem presents itself. The column of numbers scrolls out of si^ht before the program reaches the 48th number. Could you print an addi- tion to this program that would print the numbers in four or more columns across the screen?
Robert G. Farricy Syracuse, NY
A variety of soiutious present themselves. If you're using a 128, you can press the NO SCROLL key to freeze the screen. Press it again to unfreeze il. On the Plus/4 and 16, use CTRL-S to freeze and CTRL-Q to unfreeze.
On the 64, you can build your own print-freezing routine. If you want to check for a keypress between It ties 60 and 70, add these lines:
65 GET A$: IF A$~"" THEN 70
66 GET AS: IF A$<>"" THEN 66
In line 65, the program checks for a keypress. If the user didn't press a key, the program jumps fonvard to line 70. At line 66, it xoaits for another keypress and doesn't break out of the loop until the user hits a key. Note thai both lines use two double quotation marks with nothing be- tween them. This is a null string, a string that contains no characters.
A quicker way to freeze the screen is to press the RUN/STOP key. When you want the program to continue, type CONT.
If you'd prefer to see all 48 numbers on the screen at the same time, you can print them in columns, fust add a comma after the variable name in the PRINT stateme7it. Substitute PRINT X(I), (with a comma) for PRINT I,X(I} and you'll see 12 tines of four columns.
B COMPUTE! s Gazeue June 1968
Doctor, Doctor
1 have recently purchased a 1581 disk drive. I can't get my directory organizers and disk cataloger programs to work with it. i guess this is because there are twice as many tracks, which makes pro- grams for the 1541 incompatible with the 1581. Can you help?
Seth Meashey Woodb ridge, VA
A disk operating system (DOS) stores infor- mation in two sections: the directory and the rest of the disk. DOS designers can make disk access slightly faster if the direc- tory IS located on the middle track. A 1541 disk puts the directory on track 18 because there are a total of 35 tracks. When a pro- gram is found in the directory, the drive's read /write head will move a maximum of 17 tracks to track 1 or track 35.
A 1581 disk has 80 tracks, and the di- rectory is located on track 40 (the middle of the disk). If you happen to have a disk doc- tor or directory organizer program for the 1541, it probably expects to find the direc- tory on track 18. The programmer assumed the directory would always live on track 18.
Two suggestions come to mind: Either modify the program to look for the directo- ry on 40 instead of 1 8, or write to the com- pany that released the original program and ask them if they are working on a new version for the 1581 drive.
The Best Language?
1 was wondering which language the creators of commercial games use — ma- chine language or BASIC or some other language 1 don't know about? 1 was also wondering if a person like me could learn how to create games like the ones on the market today.
Craig CassaCa Orland Park, IL
Although some smaller software compa- nies sell programs written in BASIC, most commercial software for the 64 and 128 is -iuritten in machine language (ML) because it doesn't use up much memory and it's very fast. On computers such as the IBl^ PC or Amiga, C language is popular be- cause it's almost as fast as ML and it's fair- ly portable, meaning that you can write a program for the PC and then "port" it over to the Amiga or another computer. Pascal,
Modula-2, Forth, and various other lan- guages are also u.sed for comtnercial development.
Some software companies assign an entire program to one programmer, but, on complicated projects, the work is some- times split up between people who special- ize in sprites, sound, and other aspects of a project. Some companies use expensive — and very fast — minicomputers to develop Commodore software (imagine a $20,000 computer running an emulator that makes it act like a $200 Cotnmodore 64). Infocom has its own language for writing adventure games, the Zork interactive Language (ZIL). After creating a game and the generic packaging and documentation, they can quickly comfdle it into setjeral dozen ver- sions for different computers. The resulting program is machine language, but il wasn't written directly in ML.
Some companies write all of their pro- grams in- house, but others hire freelance programmers. Still others will evaluate software and buy il if they like what they see. If you're interested in freelance pro- gramming, write to various software com- panies and ask for their Author's Guide- lines. Another avenue is writing for GAZETTE. Many of our programs are written by readers like yourself
Vexed by Hex
My printer has many capabilities that 1 have been unable to use, as I am unable to give the proper commands with the information 1 have available. The user's manual gives commands such as this:
CHRS(&HE} Set enlarged characters CHR$(&H4E) Select pica cKaracters CHR$(&H51) Select condensed characters
Is there any cross-referencing infor- mation available for translating these codes to the 64?
Paul Offutt Louisville, KY
Some cotnputers, but not the 64, use the &H prefix to mark hexadecimal (base 16) numbers. You'll have to translate the hex values into decimal, fust remember that the hex numerals A-F correspond to the decimal values 10-15 and that the second number from the right is the sixteens' place (not the tens' place).
The three CHR$ codes you listed translate into CHRSiW, CHR$(4*16-\-U), and CHR$f5*I6+ Ih-or 14. 78, and 81.
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CHm78) and CHR$(S1) are the ASCII values of the letters n and q. If you send these characters to the printer, it will just print an nor a q. It's likely that you'll need to send an Escape code, a CHJ($(27), first. Try this: OPEN 4,4.7: PR;NT#4, CHR$(27k"N": CLOSE 4. If your interface automatically translates from Commodore ASCII to true ASCII, you may need to ex- periment with using uppercase or lower- case for the letters like n and q.
Commas Instead of Periods
1 have a question concerning ihe keypad and the 128. When inputting a program with numerous DATA statements, I have found it easier to use the numeric keypad. Is there some way to redefine the decimal point to a comma? If so, I wouldn't have to reach across to hit the comma key,
Donald Hebert APO, NY
The 128 uses five lookup tables to translate keyscan codes to ASCII values (for more information, see the entry at location 830 ifj Mapping the 128 from COMPUTE! Books). The five tables correspond lo the five keyboard maps: plain (unshifted), SHIFT. Commodore. CONTROL, and All. The default location for normal, unshifted keys is 64128. The first thing to do is copy the table from ROM down to RAM. Line 20 does this in the program below. The period (decimal point) on the numeric keypad has a keyscan code of 82. A period is ASCII 46. We want to change it to a comtna, which is ASCII 44. Line 30 modifies that character in the table. Then, in line 40, ihe pointer for the unshifted keys is moved to point to the brand new table at 6912. When you press the period on the numeric keypad, you'll get a comma instead. See the next letter for another idea.
BQ 10 RAM=6912: ROM=64128
XP 20 FORJ=0TO88: POKERAM+J, P
EEK(ROM+J): NEXT AG 30 POKE RAM+82,44 CH 40 HI = INT(RAM/256) : POKE
{SPACEl830,HAM-HI*256: P
OKE 631, HI
DATA and Commas
Many BASIC programs have an exten- sive DATA section. It would be easier for 128 users if a one-handed entry fea- ture could be incorf)Orated into "The Automatic Proofreader." I'd suggest that one of the function keys be reassigned to a comma (Fl, maybe?), 1 don't have a machine language assembler/disas- sembler, and my ML is a little rusty, but the change should only be a few lines, Charles F. Oiler Warwick, RI
You don't need ML. You can do everything in BASIC 7.0. Look up the two commands
10 COIvlPUTErs Qaiette June 1988
KEY and AUTO in your System Guide. If you want Fl to print a comma and F7 to print DATA, type these two lines:
KEY!,"," KEY7,"DATA"
If the DATA statements are nuinbered by tens, use the AUTO command to put the 128 into autonumbering mode. Type a line, press RETURN or ENTER, and the next line number will appear. Press ¥7 for DMA and Fl to print the commas between numbers.
Using "Countdown Timer"
I am trying to write a BASIC program that will determine typing speed. I'd like to use "Countdown Timer" from the April GAZETTE, but when it's running I can't type on the keyboard. How can 1 use the Countdown Timer to stop all keyboard entry after one or five minutes?
Steven Schulte Long Beach, CA
From your description, it sounds like you're attempting to build your program around the five-line demonstration pro- gram included in Ihe article. This demo displays the current internal clock reading as it counts down from one minute. Near the end of the article is a description of haw to incorporate the Countdown Timer into your own BASIC programs.
To do this, you'il need to include the lines from Program 1 (for the 64) or 2 (for the 128) in your program. These lines POKE the ML routine into memory. Start up Countdown timer with SYS 679 on the 64 or SYS 3072 on the 128. Next, set the internal clock using the reserved variable Tl$ (either TI$^"OQ0100" or TI$="00050(r').
Follow this with your typing input routine. Include a line near the end of the routine to check the timer. If it has wrapped around from "000000" to "235959" or something lower, the time is up and you can rate and display the user's typing speed. Otherwise, loop back to the beginning of the typing input routine.
Note that we didn't suggest that you look for exactly zero ("000000") on the timer each time through the loop. If you did this, chances are you'd miss it since the input routine may take longer than a second to execute.
Locating the Hi-Res Screen
I have a question regarding location 53272, which is used to select base ad- dresses for bitmap mode on the Com- modore 64. Most references I've seen will POKE 53272,29 (binary 00011101) to put the graphics screen at $2000 (8192) and color memory at $0400 (1024). The low nybble of this number is 13 in decimal. Shouldn't the low nybble
be 8? POKEing a 29 in 53272 would seem to put the bitmap at 13*1024 (13312). Could you explain what they're
doing here?
Wayne Dooley Winchester, VA
Locations 53248-53294 are registers in the VIC-II chip, which is responsible for the 64's video display. Die VIC chip can address only 16K of memory at a time. Data for anything shown on the screen must be located within this 16K of memo- ry. Any of the four 16K blocks fO-163S3, 16384-32767, 32768-49151, 49152- 65535) can be chosen for video memory. Location 56576 (bits 0-1) determines which 16K video bank the VIC chip addresses.
The VIC chip register at 53272 does several different things. In text mode, it contains the offset address within the cur- rent video bank for the character set in the low nybble and the address for the text screen in the high nybble. The character set is 2K in length, so the low nybble (in bits 1-3) must hold an even number from 0 to 14, representing a 2K offset (since the number is always even, bit 0 is unused). Similarly, the text screen is IK in length. So, bits 4-7 hold a number from 0 to 15, representing a IK offset.
In normal bitmap mode, bits 4-7 still point to the offset address for the text screen. But in this case, the text screen provides color data for ihe graphics screen. As for the low nybble (bits 0-3) in this mode, only bit 3 is significant. It pro- vides the 8K offset for the bitmap screen from the beginning of VIC memory. If this bit contains a 0, the offset is OK, and if it contains a 1, the offset is 8K (8192).
Now, to consider your example. POKEing a 29 (binary 00011101) into 53272 sets bit 3. Assuming the VIC-II chip is in video bank 0 (0-16381), the bit- map screen is positioned at 8192 because bit 3 is turned on. The other bits in the low nybble arc ignored. You could get the same result by POKEing a 24 (binary OQOUOOO) into 53272.
Color memory for this hi- res screen is at 1024. A value of 1 is stored in the high nybble of 53272. and 1 X 3024 = :024.
COMPUTEl's Gazette is looking for utilities, games, applications, educational programs, and tutorial articles. If you've created a pro- gram that you think other readers might enjoy or find useful, send it to: Submissions Reviewer, COMPUTE! Publications, P.O. Box 5406, Creensfcrnro, NC 27403. Please enclose an SASE if you wish to have the materials returned.
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Commodore-Ready Printers: A New Generation
Much More — For Less
Tom Netsel, Assistant Features Editor
Sales of more than seven million 64$ and 128$ have had a major impact on the printer market. The result: Printer manufacturers now offer 64 and 128 owners a wide choice of Commodore-ready printers that are filled with features un- dreamed of just a few years ago.
After a disk drive, a printer is the most popular computer peripheral bought by home computer users. About 65-70 percent of the people who buy a computer for personal use also buy a printer, according to Rick Lamb, product manager for Okidata, a major printer manufacturer.
For Commodore owners, there are more than 100 different printers on the market, made by 20 different companies, all listing for less than $500. Virtually any of them can be connected to a 64 or 128 with a sep- arate printer interface. But it's not always a simple matter to achieve compatibility among printer, inter- face, computer, and software.
Uniquely Commodore
At one time, only a Commodore printer would connect directly to Commodore's unique serial port, There wasn't much of a choice, and special features were limited. Any- one who wanted underlining, mul- tiple pitches, subscripts and superscripts, or a choice of type styles had to buy a printer with a standard Centronics parallel port. Then a separate interface was still needed to connect the printer to the 64 or 128.
As the base of Commodore owners grew, however, more and more manufacturers began offering ready-tO'Use printers packed with a full range of features. Now 64 and 128 owners have a wide choice of
1 2 COMFU TEl's Gazette J u ne 1 988
Commodore-ready daisywheel, dot- matrix, and thermal -transfer print- ers to handle their black-and-white and color printing needs. (See the accompanying buyer's guide for de- tails about Commodore-compatible printers.)
Last year, Okidata introduced a universally compatible dot-matrix printer featuring both a Commo- dore serial and a Centronics parallel interface. The Okidata 180 is com- patible with every major personal computer. If, for example, you buy an Amiga or IBM PC, you don't have to buy another printer or interface.
Determine Your Needs
Dot-matrix and thermal printers are the most popular choices among Commodore owners. Key ingredi- ents to their popularity are versatili- ty and low cost. Cost alone, however, should not be the decid- ing factor in choosing a printer. If a bargain printer doesn't meet your printing requirements, it isn't much of a bargain.
"Too many times the printer- purchase decision is dependent upon how much money is left over in discretionary income," Lamb says. "The buyer has $120 left, so he buys a $120 printer. Often there is some buyer remorse. After he lives with the print quality for a while, he realizes he needs some- thing better."
Ask yourself what you want the printer to do. Decide how you plan to use the printer; then pick the one that has the features you need. If you primarily want to print graphics, you have different needs from those of the person who works with spreadsheets and needs a printer with 136 columns.
Daisywheels
If you write business reports, term papers, or other important corre- spondence requiring a professional look, a daisywheel printer offers the sharpest type. Your papers will look as though they've been typed on a quality typewriter, but you'll have to wait for them. Daisywheels are notoriously slow. Most daisy- wheels priced for the home market operate at speeds in the 10-20 cps (characters per second) range. That's fast for a human typist, but the daisywheel is the tortoise of the printer world.
The printing element of a daisywheel is a flat metal wheel that has approximately 90 spokes. It's about three inches in diameter, and gets its name from the fact that it looks something like a daisy. At the end of each spoke or "petal" is a bossed letter, number, or punctua- tion mark. As the wheel spins, the characters are pressed against a rib- bon, which transfers ink onto the paper. You can buy additional print- wheels if you want to change to a different style of type or a different font. Since its basic printing element is a fixed alphanumeric character, the daisywheel cannot print graphics.
If you're looking for quality type, and you don't need speed or
graphics-printing capabilities, then a daisy wheel may suit your require- ments. Blue Chip, Brother, and Silver Reed each sell Commodore-ready units. The Silver Reed EXP 420 and the Brother HR-IO/C offer a choice of pitches in the 10-15 cpi (charac- ters per inch) range. Their top speed is 12 cps, while the Blue Chip D 20/10 is a little faster, at 20 cps.
Paper Handling
The method used for feeding paper in and out of a printer varies be- tween models. Friction-feed print- ers move paper around the platen somewhat the way a typewriter does, while tractor-feed printers en- gage the holes at the edge of fanfold paper. Tractor feeds are usually more reliable when it comes to han- dling long printouts on continuous or fanfold paper. Many printers of- fer both methods, but tractors are often sold as options.
Some models, such as the Sei- kosha SP-IOOOVC, have an auto- matic loading feature for single sheets of paper: When the paper is inserted behind the platen, the printer automatically advances it to the proper starting position. This feature can speed up long printing jobs. The NX-IOOOC from Star Mi- cronics America comes in two Commodore-ready models. Each employs a unique paper-parking feature that allows users to feed single-sheet paper into the printer without removing tractor-fed paper.
Dot-Matrix Printers
If the daisywheel is the tortoise of the printer world, then the dot- matrix printer is the hare. This ver- satile machine offers speed plus the ability to produce complex graphic printouts. Instead of printing with preformed characters, dot-matrix printers use a row of vertical pins that strike the paper through an inked ribbon.
Dot-matrix printers generally fall into one of three printhead con- figurations; 9-pin, 18-pin, or 24-pin, Printers with 24 pins offer letter- quality type, as opposed to the near- letter-quality (NLQ) mode found on 9-pin printers. Their ability to print out letter-quality correspondence at 100 cps makes 24-pin printers popu- lar in an office environment. Their relatively high cost, however, has limited consumer interest.
The Okidafa 180 is compatible with every tnajor perBotial computer.
Printheads with nine pins are the standard with the Commodore- ready models. A vertical column of nine pins prints across a page in both directions in draft mode, at speeds ranging from 100 to 180 cps. This process is considerably slower in NLQ mode.
An early drawback to dot- matrix printers was print quality. The printheads formed characters ina5X7or8X8 matrix. There was often considerable space be- tween the dots, making the letters look porous and ill-defined. Up- grades in printer electronics and printheads, however, have im- proved print quality tremendously.
Most printers now have sever- al print modes. Draft mode is usually the fastest, but produces a rougher, fainter type. NLQ, or cor- respondence mode, takes longer to print, but it produces a more pol- ished print quality,
NLQ is achieved in a variety of ways. Spaces between the horizontal dots of a letter can be filled in by printing the same column of dots twice while the printhead is travel- ing at half-speed across the page. This is sometimes called emphasized type. Spaces between vertical dots can be eliminated by making a sec- ond pass over the line after moving the printhead or paper half a dot vertically.
NLQ printing uses these multi- strike techniques and special letter shapes to improve print quality. Unfortunately, improvements in one area often force a decline else-
where. A tradeoff for improved print quality is a reduction in print- ing speed, by 50-300 percent. Most NLQ printing is done at speeds of 25-30 cps.
Until recently, changing from draft to NLQ mode required chang- ing the printer's DIP switches. This often meant turning the printer around or opening an inside panel to access the switches. Then you had to check the manual for the proper sequence, since DIP switch- es were seldom marked. Most printers today simplify this chore by providing front panel buttons that allow instant access to fre- quently used print functions. You can switch from emphasized to double width to italics at the touch of a finger.
Some high-end printers allow the user to change fonts by plug- ging in ROM cartridges, but multi- ple fonts are also available on some printers in the Commodore price range. The Star NX-IOOOC Multi Font printer has four onboard fonts that are selected from the front con- trol panel,
A Splash of Color
Another Commodore-compatible version of Star's Multi Font is the NX-IOOOC Rainbow. In addition to the multiple internal fonts, the Rainbow provides seven-color printing capabilities, and prints at 144 cps in draft mode and 36 cps in NLQ mode at 12 cpi. It prints black, red, yellow, blue, orange, green, and violet,
COMPUTEfs GazBttB Juna 1988 13
"We believe [the NX-IOOOC Rainbow] will be a significant factor in the Commodore market," says Brian Kennedy, product manager at Star Micronics. "It's going to be the lowest-priced color impact printer on the market."
The Rainbow can be used as a conventional printer for word pro- cessing and similar functions when color is not wanted or needed. "If you want to use it in the mono- chrome, or black-only mode, that's no problem," Kennedy says. "When you print out a hardcopy, just omit the color commands."
Barriers to Color
Printer manufacturers expect color to play an important role in the fu- ture of all printers. Several obsta- cles presently stand in the way. The first is the lack of color copiers. While they are available, the cost is prohibitive. A color printout may look great for a business presenta- tion or meeting, but without the ability to make color copies, its val- ue is greatly diminished.
Another obstacle is the lack of software support for color printers. Most printing packages simply do not support color printers. To cir- cumvent this problem, Kennedy says the Rainbow recognizes em- bedded color commands. For ex- ample, if it sees ((CI)) in a letter or memo, the Rainbow recognizes that code and changes accordingly to color number 1.
"If you're typing a report and want a heading in a different color, type in ((C3)) followed by the head- ing," Kennedy says. "Then type in ({C2)) to change back to blue or black. You can embed these com- mands in any standard word pro- cessing or software package."
Kennedy notes that the aver- age life of the color ribbons on a dot-matrix printer should be a cou- ple of hundred pages. It can be con- siderably shorter on other types of color printers.
Thermal-Transfer Printers
Another Commodore-ready color printer is Okidata's Okimate 20. It uses a different print technology called the thermal-transfer process. Instead of using pins to strike an ink-coated ribbon, the Okimate 20 briefly heats the pins. The heat transfers to a ribbon coated with a
14 COMPUTE'S Qazoae June 1988
The Star Micronics NX-WOOC Midti Font includes four onboard fonts that are selected from the front control panel.
waxlike ink that melts, forming a character on the paper.
The thermal-transfer process has several advantages over the dot-matrix and daisywheel method. One is quietness. The Okimate 20 makes a slight whirring sound, and is practically silent compared to im- pact printers.
A third obstacle to the expand- ed use of color in printers is the high price tag — but not so with thermal-transfer printers. The Oki- mate, with a plug-in Commodore interface, has a suggested retail price of $268, while the dot-matrix
The Okimalc 20 offers vibrant color and grapliics capabilities.
Rainbow (which includes the multi- ple fonts) lists for $379. There are a few other color printers in the $500-$700 range, but then prices jump quickly to $6,000 and $7,000.
"There's a big gap there," says Star's Rick Lamb. "Virtually all the large players are starting to add color to their line of printers, al- though very few are serial thermal- transfers such as the Okimate 20."
Another advantage to the color thermal-transfer process is its vibrant color. Dot-matrix printers put color to paper with ink, which lacks the hi^-gloss factor that ugx achieves.
Unfortunately, thermal-transfer printers gobble up ribbons rather quickly, and they also require a very smooth paper for best results. A black ribbon may last for 75 pages of text, but expect only 10-15 pages when printing color graphics.
More Features in the Future
A few years ago, a basic dot- matrix printer cost about $500 and offered little in the way of extras. Now you can find models for half that price that are loaded with advanced printing features. There have been modest price increases recently on Japanese-made printers because of the dollar/yen exchange rate, but there are still many exceptional printers available at attractive prices for Commodore users.
"The number-1 thing to re- main competitive," says Star's Brian Kennedy, "is to introduce
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new price/performance machines," As manufacturers battle for a greater share of the printer market, printer buyers are reaping the ad- vantages. And most manufacturers say this trend will continue.
As the prices of 24-pin ma- chines come down, Kennedy be- lieves they are going to force 9-pin machines out of the marketplace. "I think that over the next two or three years, 24-wire printers are go- ing to come down so much in price that only the real down and dirty printers — in terms of price — are go- ing to be 9-wires," he says.
Epson and NEC already have introduced 24-pin printers selling for $499. Breaking the $500 price barrier was a major step, and Ken- nedy expects to see them selling for $399 in a couple of years, in order to compete, 9-pin printers will have to sell for $299 and less. The 24-pin printers will be the standard for home users, and 9-pins will be bargain-basement items.
Looking to Lasers
On the other side of the coin, laser printers have come down in price so
quickly that they are overtaking the high-end 24-pin market. Lasers print spectacular graphics and pro- duce text at near-typeset quality. They are quiet and fast. Instead of being rated at characters per second, lasers are rated at pages per minute. Most of today's models crank out eight to ten pages per minute.
The street price for a Hewlett- Packard LaserJet Plus is around $ 1 ,500. That's only a couple of hun- dred dollars more than a 300-400 cps 24-pin printer, When people consider what an extra $200 can buy, most wrill lean toward the laser.
It may be a few years before the average 64 owner buys a laser printer, but the marketing battles in the high-end business environment ultimately filter down to benefit the home-computer user. Most industry representatives say these advances in technology and reductions in price will be passed on to the Com- modore market.
"We have plans to support the Commodore for years because of its installed base," says Okidata's Rick Lamb. "There's still one heck of a lot of them out there." •
Excellence,,.
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Super Graphix - an enhanced printer interface including NLQ, an 8K buffer,
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16 COMPUTEfs Gazene June 1968
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|||
NC— Add 5% Tax: |
|||
TOTAL: |
' Magazine pncfis ara S5.00
' Disk prices oro SI 5,00
' Dish/Magaiir»e cfxnbirtations are S1B.D0
snipping and handkng irxAjded.
NO CREDIT CARD ORDERS ACCEPTED.
with proven software and books from Abacus.
Super C
Pascal
$1
.■jij-tesa^
lur :i'4 C::.'T]ircdcf(] fl
■'M
Abacus
Super Pascal — Ge! the fastest and complete Pascal for your computer. Super Pascal is a full implementation of standard Pascal. Extensive editor features searcti, replace, etc. Even add machine language routines with the built- in assembler. Fast graphics library. C-64 version tias high-speed DOS for faster access. More than just a compiler- Super Pascal is a complete system that gives you programming results. C-64 $59.95 C-128 $59.95
rJew!
Cadpak — The professional design tool. Enter simple or intricate drawings with the l<eyboard, lightpen or 1531 mouse. With the flexible object editor you can create libraries of furnilure. electronics, etc. as intricate as screen resolution permits. Zoom in to do detailed work. Produce exact scaled output to most printers in inches, feet, etc. Get design results fast with Cadpak and your Commodore® computer. C-64 $39.95 C-12B $59.95
Super C — You can now develop software or just learn C on your computer. Easy-to-use and takes full advantage of this versatile language. Produces 6502 machine code and is many times faster than BASIC. Includes full-screen editor (search, replace and block operations), compiler, linker and handbook. Libraries for graphics and advanced math are included. Whether you want to learn C, or program in a serious C environment for your Commodore, Super C is the one to buy. C-64 $59.95 C-128 $59,95
BASIC Complter— Now anyone can make their BASIC programs run faster I Easily converts your programs into fast machine language or speed code, Even speed up programs written in Simon's Basic, Video Basic etc. If your program walks or crawls, give it speed to RUN! C64 $39.95 C12e $59.95
GEOS'" Tricks & Tips— A new book with something for everyone. Contains over 50 tricks and tips that you can use everyday. Converts any word processor file into geoWrite format; edit existing GEOS fonts or create your own; Write in machine language or explore the internals of GEOS. $16.95
ew!
'Xi^
■«*,;"
Please now our new address and phone numbsrs
Abacusiii
Dept, G1 • 5370 52nd Street SE • Grand Rapids, Ml 49508 Phone 616/698-0330 • Telex 709-1 01 • Telefax 616/898-0325 Call or write today for your free catalog or the name of your nearest dealer. Or you can order direct using your Visa, American Express or MasterCard. Add $4.00 per order for shipping and handling. Foreign orders add $12.00 per item. 30-day money back guarantee on software. Dealer inquiries welcome— over 2400 dealers nationwide.
P'ex searches. Very 11mm. ^' ^'^^ capacity. Perfo,ms
AssomPro Ami S79.9S
A Buyers Guide to Commodore-Ready
Printers
Mickey McLean
There is a good selection of printers designed to work specifi- cally with the Commodore 64 and 128-~with no separate inter- face required. This buyer's guide represeiits a comprehensive list and description of all those available. Included are catego- ries describing speed, pitch, buffer, paper feed, graphics capa- bility, warranty, and price. Be sure to see the previous article, "Commodore-Ready Printers: A New Generation," for more details.
Explanations of Terms
The following list contains definitions of terms used in the buyer's guide.
Compatibility. Because of Com- modore's unique serial-data com- munications format, printers with standard serial or parallel connec- tions will not work with a 64 or 128 without first being connected to a separate interface. All printers in this buyer's guide work directly with Commodore computers and do not require a separate interface. As noted in the buyer's guide, some of these printers are compatible with other formats as well.
Printer type. There are three types of print technology available for Commodore computers: daisy- wheel, dot matrix, and thermal transfer. Daisywheel printers form characters by striking the paper through an inked ribbon with a small wheel whose spokes have let- ters and numbers at their tips. Dot- matrix printers also use impact, but employ a printhead that contains either tiny wires or pins that form characters or graphics, A printer with thermal-transfer capabilities uses heat to melt a waxlike ink onto
18 COMPUTErs GBZette Juna 1988
the paper.
Speed. In this category, users can determine how fast a printer prints. Most printers offer users a range of speeds measured in characters per second (cps). The slower modes can provide near-letter-quality printing (like a typewriter), whereas the faster modes produce rougher or fainter type in what is usually re- ferred to as draft mode. Some print- er speeds vary depending on the type of font used such as pica or elite.
Pitch. The pitch determines how many characters can fit on a line and is measured in either characters per inch (cpi) or characters per line (cpl). If larger- or smaller-than-nor- mal characters are being printed, the pitch can vary.
Buffer. This is amount of text the printer can store while it is operat- ing, allowing the computer to per- form other work. Add-on buffers can be purchased to increase the printer's memory capacity.
Paper feed. The two basic feed types are friction and tractor. Friction-feed printers grip the paper and move it around the platen like a typewriter.
while tractor-feed printers grab the holes at the edge of the paper with teeth at either side of the platen. Many printer manufacturers offer single -sheet feeders and additional tractors as optional equipment.
Graphics capability. Because of the limited number of characters on a daisywheel, printers with daisy- wheel technology cannot usually produce Commodore graphics characters. Dot-matrix and thermal- transfer printers do not have these limitations and therefore have the capability to print graphics.
Manufacturer Names and Addresses
Blue Chip Electronics 7505 W. Boston Ave. Chandler, AZ 85226
Brother International 8 Corporate PI. Piscataway, NJ 08854
Commodore Business Machines
1200 Wilson Dr.
West Chester, PA 19380
Okidata
532 Fellowship Rd. Mt. Laurel, NJ 08054
Seikosha America 1111 Macarthur Blvd. Mahwah, NJ 07430
Silver Reed America 19600 S, Vermont Ave. Torrance, CA 90502
Star Mi cronies
200 Park Ave., Suite 2310
Pan Am Bldg.
New York, NY 10166
Htm |
Mmjfactunf |
ConipniWIIty |
PrintBTtypv |
S(IMd |
PMch (CM |
Butltf |
MpofMd |
Qnphka |
WamiTty |
Pila |
Cofflmditi |
DlZ/tO |
Blue crap |
CommoSore inttrtaca JncludKl |
03is>vft)ee< |
12 |
10 |
» |
Fhctnn. traflor optional |
No |
6 fnontlis |
««9 |
Comes wrth FkBtwntsf H! vmrd pcDcossof |
Dffl/tO |
EMirario |
BljH VI CofTHDCMlore and |
OjBjwheel |
20 |
10 |
2K |
Of!(iDn2l |
Nb |
D iTionttis |
S2T9 |
Canes wifi fif^fw^Eiy /V |
Ut2aM.D |
Electonics |
CommoiJof^ ^eflace ISM/compalibte cjbte |
Do( iratm |
?5-ia |
ID |
2K |
Friction and tracta |
*s |
5 months |
S299 |
Comes wrtfi /TwftHTter /ff word prQc«ssv |
HR-10/C |
Biother |
CcxTtmodora senad. paradteJ |
DasywheeJ |
12 |
10-15 |
ai |
Fndjoo and doctor |
No |
1 year to parts. 90 days to labor |
S349 |
|
MPS 1250 |
Commodoie Busoess MKtiines |
CWnmalotB scnal. Centrofiic^ piafatid |
Dot rrarU |
24-120 |
5-12 |
mHibH) |
vas |
90 days |
$2M95 |
||
OMnieo |
Otaba |
CefiTonics tiafallel |
30-190 |
17 |
2K |
Fiiann and pin, tractOi Dptoial |
M |
lyeai |
S329 |
||
0kitTiite2(] |
OkiOiitii |
Seiiaf. paraltel (Cknmoilwe mterfaiz w9h Hug 'N Pith let) |
ThBiral tran^ef |
40-ao |
17 |
8K |
Vte |
90 days |
S26a |
Color printing capabiities |
|
1200 VC |
S«flista Amgnca |
Comrodore slsnd<rt |
Dot maUu |
25-120 |
10-15 |
Z3K |
Friction and tractor |
Vte |
Jyears |
S299 |
Forls cfwscn. from from panel |
SP-1000 VC |
Setosha Amefei |
Convnixiwe stanlaid |
DM maMi |
20-100 |
10-15 |
1.5K |
Ftictionanl iracMr |
m |
2jMrs |
(270 |
Modes Imeteed and marfp^ settiriQ |
SP-1B0VC |
Selcsha AiTKnca |
ComnodM! sumtenl |
Dot (nstmt |
20-100 |
10-15 |
1^ |
fts |
2yMra |
S249 |
||
EXP4M |
Silvor Bwd |
Biiiitin Commodote intertsce |
Daisytvhm^ |
12 |
10-15 |
1 lira |
sheet feed optkmal |
No |
todays |
J299 |
|
ra-iK |
SorMicronics |
Commatore sera! |
DMnatiK |
30-120 |
5-17 |
1 tn |
m |
lyear |
S349 |
||
NX-IODQC Hufli-Fort |
Star Microncs |
CommodOfB s?nci |
Dot malii* |
36- W |
12 |
1 1ma |
Fnctwi. tractcx, and sin0e-slw«l toed; opDDnal autornallc |
ya |
lyw |
$299 |
|
NX-tOOOC Ranlxiw |
Star Merona |
ComrodDn unt |
Dot ritfiu |
3e-w |
(2 |
1i» |
Fnetidn. tnau. and ui^ sheet iMd^ sheet feeder |
>ts |
1)«r |
a79 |
Cokx pn«ig ta(iatiM«s |
COMPUTEfs Qazette June 1938 19
DON'T SETTLE FOo ii^^*^
154111 DISK DniVE $169.95
1802C MONITOR $189,00
64Cw/1541IIDriwa S317.00
64C W/SW41 DrIvBL S259.00
iao2C with eliher package S184.00
128K Memory
Built In 1571 Disk Drive
Datatchable Keyboard
128Dw;i084Monilor. S719.0O
1280 w/Thomson 4120 $649.00
I ( I \l M tl U 1 1 H 1
FOR ALLYOUR AMIGA NEEDS CALL
^
tcp
51 2K RAM Upgrade.. $159.00
1010 EXT DRIVE $219.00
1680 MODEM ..$139.00
TUSSEY'S SPECIAL PACKAGES
GAME GALLERY
Educational Software too!
All Gamos stocked (or quick ship!!!
ACCESS
Echelon $29.95
Laader Board SB4,9S
Lea<f Qr Board Ts^rn. Disk $ 1 6 .95
ACCOLADE
Apollo le II9.9S
Comics ,.,„ ,...„ S19.9S
41h & inchei »aS95
Hafd Ball 122,95
Kiiv«iUnijlO«aa S12-95
Miniputl $24.95
Tost Dfiva $2«.9S
ACTIONSOFT
UEI Niflja J24 95
ThunOer Ctioppot 124 95
UpP«r1»C0«» J19 95
ACTIVISION
Alf Rally -, S24.95
Atiens I2B.95
Gamgrmikflr Pad^ga
wiin all Library; S39.95
Maniac Mansion $27.95
MusioStuaio ....S27.95
Shanghai $24.95
AVALON HII>L
NBA $r9.95
ISRODEIUJUND
LodaRunnar $24.35
Mo«tiiUi $27.95
Superbaha Challanga $19.95
UBimaV $39.95
CINEMAWARE
Dafendar of Iha Crowo ,. S22-95
MnBolClwago S32.9S
SOI $27.96
The Thfos Stoojes $27.95
COSMI
Oaf Con S $17.95
DATA EAST
Comrnando $17.95
Karale Champ $24.95
KidMkI $19.95
Speed Buofly $19.95
DATASOPr
AN Raality/Dunjaon $24,35
Bismatk $24.95
DarhLoid $19,95
FonM7 $19.95
Hum For Had Octstxr $32.95
ToOnik.., $27,95
Tomahawk .$24,95
Video Trllo Shop $25,95
BUY 2 GET 1 FREE!
Quy any two Elacnonic Art^ Titles'
Betwttn Apiltl, IMS and Juno 20,
IMS and oil a third lilio
ABSOLUTELY FREEIt
' "OasHC" TA]^t Do No) Qtitlily
Electronic arts'
BartfsTaio $2795
BaitftTaieil $29,95
Clia9smasti!r2O0O„ $2e,9S
Demon S[«iiKorEi $24.95
Droaon'sLair $19.95
Dunfjaon Runnan $19,95
EOSfEarin OrW Slal'n) „$I9 95
Instant Music $24,95
Legacy ol the Ancianis $19,95
Martiie Madness $23,95
ktester Ninja $24,95
Monopoly $22 96
Outrageous Page* $39,96
PHM Pegasus $24,95
Roodwars $24,9$
Rociilord $24,95
ScratJblB $27.95
SlulaorOia $24 95
Sliy Foill $24.95
Slarfieell $29,95
SlhheFtael $29,95
World ToufGoil $27,95
YeaflerArr $24.95
Bmx
SOOXJJoysKV $14.95
Ca'itorn.fl Goirej $24.95
Champ'ship Wrestling $2795
Create a Calendar $19.95
Deysiroyar $24.95
Movie ^A5nstor $15.95
street sports Basabafl...... $29.95
S; Sporis Basiiettiali $^9 95
Sub Battle $24,95
Summer Games $16,95
SummerGEimes II $26,95
Super Cycle $14,95
WinlerGa™» $24 95
World GainOT $2995
World's onesl Baseball... $24 ,9 5 Woiid's Qrlatl Football $28,95
FIREBIRD
Elite $22.95
Guild otThievas $24,96
Knlgni ORG $29,95
SlarGlidar $24.95
ThaSamry $27,95
Champlonstilp Baseball $27.95
Cn»mpionsi»p Football $27 95
GBA BasKelbail 2 on 2 $24 95
Top Fuel Eiamanalor $19.95
INFOCOM
Beyond Zo(1< $34.95
H itch hiKers Guide $22 96
lANCEHAFNERr„ In ■fMrttfirilFisT iJmulnEIAn |
Lhrltr.1 ,,$29 95 $2996 $29 95 $29 95 |
BaBkeltjaii.iNProiHrw., FmalFour Baidotbali ,,, Full Count Baiaoail .... |
MICROLEAGLIE Baseball |
$27.95 |
Wrastling |
. .,$24 95 |
AfCRO PROSE
Airtjome Ranjers, $24,95
F.isStnkeEagia $21 95
Gunship $2295
KqnnedyAosfOach $17.95
NATO Com mafioor $24 95
Pirnlos $24 95
Silent Service $24.95
Solo Flight $24.95
Steaiih Fijhtef $29.95
MINDSCAPK
Gauntlet $29.95
Indiana Jones $22.95
Indoor Sports $22.95
Infiltrator II $21,95
Papertwy,- $24,95
Perfod Scots SAT prep $44,95
Superstar HocJiey $24,95
UchiMatfl $1995
Uridium „ $19,95
SIMON & SHUSTER
StarTrakProraetnian Adv .,,$24 96
Star Trak-, Rebel Unjvarse $24 95
Typing Tutor IV $2996
SPECTRUM HOLOBYTE
FakKsn $22 95
Intnfluo ...,._.„.,.„.^ $22,95
PT109 $27,95
SoiiOBan ,...$17,95
SOPI'WfUlE SIMULATIONS
FoOltHll $24,95
Pure St« Saseftaii $28.96
Pure Sl« Co«*oe QB $32.95
SSI
3-24 $24.95
Eternal Dagger $2795
Phantasia I, ill (eacti) $24 95
Realmsol Darkness $27 95
Rings of ZiPlin $24,95
Roadwar Europa $29,95
Sfiard ol Spring $24,95
Wargame Const Sat $22,95
Wraih of Kicaoamui t27.«S
Wijarils Crovwi $24.95
SUB LOGIC
Fiigtil Simulator II $32.95
Jet $29.95
SleaNh Missioti $37 95
G4C BUSINESS AND PRODUCTIVITY
(i.iC DATABASES
Bunk Slfoel Filer $34,95
Data Manager II $19.95
(MC INTEGRATED PKCS VliaslarB4 4K $39.95
(MC SPREADSHEETS
Swincak:64 w/tidSHBys $19,95
S«daw3ys S19 9S
6.1 C WORD PROCESSORS
Banli Street Writer $32,95
Font Master II $34.95
Pspeioiip w/spellpack $49.95
Papereiip III $39.95
Pocket Wnter D<ctianary $12.95
WordPro 3+*4 $14.95
Word Writer 64 w/speller $34.95
FINANCIAL & ACCT. Timeworks Eiectr Chtckbk. $1S95
Timaworks Money Mgr $19 95
CMS Acct Pkg(e4 $1 19,95
MISC. HARDWARE
Estes pwr supply lor C-64 $54.95
MaveronaSSioteipafider ,..$27.95
UTILITIES
TtiinklnflCap,,, $32.95
Toy Shop $42.95
Copy tl 64/12* $24 IX)
CSM 1541 aitgn „ $34 85
Fast Load ; ,124 85
Bobs Term Pro $32.95
oonuioDOREiae
SOFTWARE
WORDPROCESSOR
Fleet System 4 ..„ $56.95
Fonl Master 128 ...$44,95
Paperclip II $54,95
Paperclip III $39.95
Superjcnpt 128 , $S9.95
Torm Paper Wrtlar ,..$34.95
Viiawrite 1 26 $CALL
Woidwrilar 1 23 W'^ptll ..$34.9!
SPREADSHBFrrS
SwiNcalo 123 .-M.*!! ....$49.95
DATA BASES
Daia Manager 128 $34.95
Partecl Filer. — ..$49.95
Superbsse 12S ,.,,$64.95
MISC. 128 SOFTWARE
Accountant I no $69,9$
Bobs Tami Pro 128 $47.9$
CMS Acci Pkgr 1 28 $1 24.fS
Mach 128 „.,. „$3B.95
Pannar 128 $54,95
Persona! Aoct 123 $34,95
Sylwa Porter's Personal Finance Planner $54,95
Viiastor 128 $CALL
rfjltr*
Batt4?n(;s Inc]iirlc!<i
Paperclip PublaShsr $39.95
BcrkclGV Soflwarks
GEO PuWt&h W4,95
Hmdcrbunct
Graphics Library Ml or III St6.9S
Print Shop $25.B5
ElectronicB Arts
Oulr3{}«ous Pagas $39.95
Springboard
CertEficaEfl Malter $3£r.95
Clip An S19.95
Newsroom...... $34.95
Time works
Oatklop Publisher , ...539.95
OnjRon World
Pnnimattar Pkjs S29.9S
TUSSEY COMPUTER PRODUCTS
P.O.BOX 1006, STATE COLLEGE, B4 16804
tCp SHIPS IT
PRINTERS
Panasonk..
Office AuiomalionjT^Ci
2 yr warranty
1080111 $CALL
1091ltl FOR
10921.. PRICING
Ab 1 1 r_»"BTi~i~*"i II i
iNX-1000 $169.9S
NX lOOOC $CALL
NX-1000R $CALL
(Rainbow Color Printer) Call (tst latest price on
ND'10 ND-15
NB SERIES
SEZKOSHA
2 yr warranty
SP-180VC ....$139.00 SP-1200VC....SCALL
SP-1200A1.... $169.00
120cps, NLQMode
CITIZEN
120D ...$144.95
180D $159.95
MSP-40 $294.95
Tribute 224. $629.95
$229
■ Built in COMMODOHE" and EPSON'Inlertac*
■ iao CPS PimlSpeod Citl For Other OhidmU Pilnlen
INTRODUCING ...
Technologie/ Disk Drives
Commodore ® compatible
SW41
Commodore ® 154111 compatible
Full 1 year warranty Suggested Retail
SW71
Commodore® 1571 compatible Full 1 year warranty Suggested Retail
SUPER GRAPHIXJR Pfirjter lntdrfac<» ., . |
.539.95 ,534.95 |
^ |
w/Printer from Tussey |
||
SUPER GRAPHIX Inteilaca wiSK butlar down loadable fonts |
.SS9.9S .SS4.9S |
|
1 *4i^rr,.«^AL. r^ 1 m |
||
w/Printer from Tussay |
||
SUPER GRAPHIX GOLD w/Prinlar from Tussey |
.S99.95 .599.95 " |
RGB/COMPOSITE COLOR MONETORS FOR THE 128 COMMODORE ia&4
$299.00
MAGNAVOX 8762
(U3 N 2-40 nt»^l:lori
$249.00
THOMSON 4120
»0 p 24a HttdlLflion 4Mpdas.1 VTWimnty
$219.00
AJE 3 rnafiitoTS inciuda cabiss to Commodoro 1 23
n Berkeley boftworks
NEW!!... GEO PUBLISH (B4/128) $44.95
GEOS 128 .„.. S44.9S GEOS
Geo Calc 1 28 $47.95 Geo Calc ...
Geo FIlB 1 28 $47,95 Geo File
Geo Programnier...$49.95 Geodex
Deskpack 12a $44.95 Deskpack..
Geo Write 128 S44.9S Fonlpack...
Geo Spoil S24,fl5 Geo WtitO..
..$39.95 ,.$34.95 ..S34.9S ..S27.95 ..$22.95 ..S22.95 ..S34,9S
Software orders over $100 and Accessories under 6 pounds will be shipped Federal Express
(Even at these prices) You only pay TCP's standard shipping charge of $4.00 per order. Orders arriving before 3:00 PM our time will be shipped out same day. If part of your order Is backordered the remain- der will be shipped UPS Ground FREE!
SECURITY
■ Your Credit Card is not diargad until your order is shippad.
■ We insure your order at no extra cost to you,
■ Tussey is e tinanciaily strong and well ostablisliod company.
CUSTOMER SUPPORT
■ Alter safes support.
■ Knowledgeable statl. all graduates o( Tussey's "Computer Boot Camp".
■ Our advanced warehouse/materials handiing system assures your order is shipped out accurately & on time.
■ Our IBM 53G0 allows mstant order and inventory status.
To ofd«r by mill; w» accept money ordtr, cat'ied chKK, personal cr^«c^ Alkjw 2 wooKs lor porsonal & comply cr>9CK( Iq cle^r. Shipping: S4. DO T{>r
!otiw.in! . rn Ft Ai 1 HAn dwarf «n]nANYAr.p.Fr;snFivrw/FF;ftin.! can ou r Toll Fjea Nufrt>gr 1 ,aoo,4€8,^044 tor srilppifiQ crvargoa, AcVt W 00 pst bojt shippod'COD. Additional srupplnQ r^uir«d EK^ APO. FPQ.AK, fil.^rxl foreign crdois Terms; PRICES BEFLECT CASH DISCOUNT. ADD t.»% FOR
MASTERCARD OH VISA.
ALL SALES ARE FIMAL ^Sfl 'flSJM
Deleclit» itents replaced or r^^rcrd at wr ■■■ l^VV^
diseroton. Pennsylvania residems add G% sjiles lax. Prices and Ecrms sub^lect to cTiarioe without nq^e*. , .
Panasonje
Otiice AutoiTi3tii:Kijr^\yj;
A. ft- ^■''
1080(11 Printer
■ tSOcpaldiari)
■ NLQMod*
■ SyrWiri.nly CALL FOR BEST PRtCEt
CMS
ACCOUNTING SVSTEfifl
Pkg, Pfice (or all Modules:
C1 28 version $124.95
C64 version $119.95
OCEANIC
FSD.2 DISK DRIVE
1£41IIComp3litili
$149
O COMMODORE
1764
256 K RAM EXPANSION
$119
& COMMODORE
1581
3111" DISK DRIVE
$197
f/ Disilol ^ Solutioni 7. Inc.
Pocket Wfiter 2 $42.95
Pooket Filer 2 $39.95
Poctiet Planner 2. ..$39.95 Olgltel Superpak ..,$74,95 Dictionary $12.95
DISKS
par box of 1 0 BONUS DISKS
ssioa $fi.4S
DS.'DD tfi.95
TUSSEV DISK CLOSEOUTS!!!
SSDO S4,49
DS'OD M.99
Cftll fOf Prkw on Vvftullm und Miitll OlikiM
Regular Mrs: 8:OOAM-9:O0PM Mon-Fri, 10:00AM-6:00PM Sal. 12:00PM-8:00PM EST
CALL TOLL FREE 1 •800-468-9044
FOR INFORMATION CALL 814-Z34-2236 FAX: 814-237-4450 m
Super Snapshot 3.0 and Slideshow Creator
The 64 utility-cartridge war has intensi- fied markedly in the past year, I recent- ly counted at least ten "fast load plus" cartridges on the market. Several, in- cluding Super Snapshot, are in their third incarnations. Though one of the most technologically advanced, even a quality product like Super Snapshot needs something special going for it in a crowded market. And this "something special" is a gem of a companion: Slide- show Creator.
Dependent entirely on the car- tridge for slide preparation. Slide- show's Projector program does not require Super Snapshot to run. Essen- tially, Slideshow Creator enables you to turn DOODLE! and/ or Koala Psi'm im- ages into a series of "slides," either in a stand-alone show, or as part of your own BASIC or machine language pro- gram. (Demos are included illustrating all possibilities.) All applications should be easily understood by intermediate programmers.
One of Super Snapshot's many fine features is its screen copy (dump) capability, which permits any screen (minus sprites — we are promised these in version 4.0) to be captured on disk as a DOODLE! or Koala file, among other formats. Screen dumps can also be sent in three sizes, and in normal or reverse format to a variet>' of printers.
Once saved, screens can be modi- fied by their respective programs. Slide- show allows for sequencing any set of DOODLE! or Koala images, specifying their timing, and entry/exit mode (wipes). It also offers a scrolling text overlay option.
Scrolling text (which can be quite long) is either of two sizes, in any of ten fonts, and may be placed anywhere on the screen. (It can appear either in front of or behind the graphic, in a variety of user-specifiable colors.) The show itself can be set either to run once and stop or to repeat infinitely. To display a large number of slides, up to four disk drives of any type may be chained together.
Slideshow Creator is a versatile program. It's highly appropriate for window displays and for both business
22 COMPUTE! $ Gazette June 1988
and educational presentations. This ability alone is nearly reason enough to purchase a Super Snapshot cartridge (the combination costs less than $70). Super Snapshot has many other features going for it as well. With a 32K ROM and an 8K RAM, it — uniquely among utility cartridges— permits plug- in ROM upgrades. Company policy is to upgrade cartridge ROM for $20 plus $3 shipping and handling; all you do is send in your old cartridge. (The original Snapshot 64 is not upgradable). It re- places the ROM (you can do it yourself as easily), and includes the current "pa- rameters" disk and documentation, which is quite good.
Super Snapslwt is one of the
most technologically advanced
cartridges for the 6i — and it
has a gem of a companion:
Slideshow Creator.
Users familiar with version 2,0 should be aware that 3.0 is a significant upgrade. Among the many new fea- tures are turbo save and a faster turbo load, (Now, 60 blocks load in 6 seconds instead of 8.5, and we are promised fur- ther improvement in %'ersion 4,0,) Ver- sion 3.0 includes turbo routines unique to the 1571 drive, (The manual shows how to use these even on the 64). Also, there is sprite collision disabling (sever- al varieties), and an Extended Life func- tion that locks in your attained level in a game. Should a game "death" occur, upon restart, the game resumes at the previously attained level. This is one of several reasons for the on-board 8K RAM. Indeed, dedicated hacker/ gamers can freeze a program at any point, enter the machine language monitor, modify code, and return to the running program with memory other- wise uncormpted. This is a capability
unique to Super Snapshot.
One of the features 1 particularly like is the easily programmable function keys. Cartridges typically offer prepro- grammed keys, but this is the only one I've seen that allows you to modify them. And who doesn't want to change one or two? Particularly well-designed is function key loading from an on-screen disk directory, accessible via another function key. (1 only wish that a DSAVE command made saving from a directory as simple.)
The cartridge contains so many useful features, I cannot begin to name them all. Two, however, merit special mention: the accessible — through the ML monitor — and user-friendly track- and-sector editor, and the turbo file and disk copy utility. The file copier permits fast copying of selected files from any model disk drive to any other, includ- ing the 1581. (Turbo and copy utilities for the 1581 are rare.) The disk copier purportedly copies disks between like drives only, t could not test this copier; my review ROM lacked this feature.
A parameters disk — the latest one from Kracker Jax — is included with Super Snapshot for those relatively few programs the cartridge cannot back up by itself. (According to the publisher. Software Support International, no car- tridge can back up all programs.) The disk includes both a nibblor for pro- grams that require one (Kracker Jax identifies them) and a set of disk-based Turbo*25 utilities that permit you to re- format your backups — on the 1541 only — and to load very fast, with or without Super Snapshot,
Every reviewer has a wish-list of desirable features, and 1 am no excep- tion. 1 miss a set of BASIC aid utilities, a reset button available during system crash, and an OLD command to recover a lost BASIC program. On the other hand, a complete disk wedge is always available, even at snapshot time. This wedge, turbo load and/or save, and the programmed function keys may be turned on or off at any time. 1 would also appreciate a turbo Scratch and Val- idate to go with the fast l-ormat. Load, and Save (maybe in 4.0?).
There's a lot of power in these two packages. Both are well-designed and packed with useful features. Software Support International (formeriy Com-
kEEPit
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THE FINAL CAITTRIDGE III
A POWEBFtFL S4K ItOH BASED OPGRJXmS SISTEM FOB fBB Ce4AHI}CUa
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Gnciiit^iila Ul UONITSR isctadu;g LB41 dnvB tooesE iDd opriSMditinl, a HOTEMJ/TTORDPftOCESSOR wilt praporHon&l olwaotere, 2 DISK J IflMJEHS with sjKWls, up to 16 ttaos t-uitivr and a scale of tlie aK FREEZER. liuiEknn jnur '.v^mnxxkav IcXo a eofopleite nnr-AUUUlOK AUKE ' ^steai.
THE FINAL CARTRIDGE III
nia til^ nsilutiiiii bit ma]iii«i wliuiiiiis are s^iSiA {ram » jkeu tar An unliralted niaitar of vbdoKS can bt opoi on th« eesvia at Uie tiae The windnn oa tM fiwjy nrainl on U» screen.
The lollnnnj wiitilows Et» EilniVly li]]pletiienl»d in ROM: rBurmuici wnrotm SalKtK iTBXiu port, Jq^Udi port, iDcun smd Bcnen Gotoars, pclntar douis. IteybDATd click, t^tsaM repeat. cucuuiiros
Complete slinuhtion of a 1£1>-
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[cam. jojaiok or t^yta.-';
The niiinfli^clmypado*'-.',
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■DnuD
Easy ti UM MxntpKcessor with pniportunal
cbaiuiben enables ^ to EtDr« and pnnt small
noi^. leuare. etc.
f
niiusimiEf wmnawg
Enahles you to open directories frcm dUTerent tilaka and drivss, sort and print dliectories. Dtsxwmcnrs
[All Run, Bfloamc. ^UKtala. Scratch, Ihltla]^, VhA lirmal disks.
nfEwnroow
Af^v^^ ^st and n^rcial modes,
FmnTiiH wnmows
Select different printers, such as Commodore
serial, Centnjnlc£, Rfi £32. (l>]our pi*lhtetB.
hkijuksiki wiuMwa
sum; us£I) nsEB vnxiKnrs
ciooi
EM 1ta» Occlt. Willi AliRB,
-^HJEBOJ^-
TW.
i3GE III
luunativt luiitwm, comblnad with »aun Hftwm, allow jim to fn«u ud MntinBe eveiy well-kmnrn CM-pn^nm.
RMaar options Inclnde:
0»irTHOnoa/SE£IAL/RS E3E
SGUExinnos
• M A4 printing • toSable prlntBlze
• Oolour prtntln^ • Sprite printing
• Ravsrse pnntms • Oclour diai^.
UUIEKILLEB
• Kills sprite tn sprite • and/oi' cprite to b^clijKiiind colstDn • Can be started at ai;y point In your game.
AUTO FUE
• lt«na£]rms a normal }tvstlds m an advanoed ^uito fire tnjlns.
JOISriCK POBI CHAHOES
• NevBP blow up jmir oompaitor agiln by ohan^^ JciyBtlck porta whils the C64 is nianlnj.
BUTE DPS
• Dlsi to disk • Tipe to disk • Disk to tape
• Back up Dies are packed and relt>adable without the flniil Cartridge m • 60K In 15 ssc. (disk ) • £xtts to Uonttor or Bask;.
ML MONITOB
OsjnlhnaWe ML monitor Does not reside In msmory. Functions include;
• Sorelllng up and dovra • 64K ROM/RAM access • Sprits editor • Qiaractsr editor
• Drive menllor • Riet loading and saving
• Printsr driver.
PJDllDOUt
m |
|||
\i |
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§ |
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THE FINAL CARTRIDGE III
Alnoil ill coininuili and fnnctloiu that an not ictinted by windows cut be lelected fioin a menu ba^ wbicb appears on top of tbe sct«en aftet press Ln| the fiie button, either In Basic or from the fi^itt The fcUowlnl Basic CxiUdt and keybsard extra's are Included:
• Konuinlxr • Auto • Delete • Old
• Help • KOI * nnd • (ioplnoe • S4K extra BAM iijr Basle • Append • Miipand
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• Stops and {»ntlnues LsU/ijIe # ?n>, gtraimBil fundionkcyB • ftilar/Crniioher
• Hen to dectaal convorelon • RjIeb. lyieaila and variables m^' ait h^ve Koa/lectmal values • Inix. LAimp. Onter. UeiQ
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ACTIOIL. ' RBPLfflf IV THE UHraUTE UTHJTIES/BAjCKTJP CAKTBIDGE for the 64/128
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J Sinipis OperaEDn; -J'osE press '±h biiEtiin ai ai;/ point and makg i t»mp>te ban^Hiii of sr^' memory resictent program to tape or disk.
J Tlirbo Reload: H] back-ups reload ccrnplfcteiy Indepen.'ianUy of the cartrld^ at Iwbo speed, J Sprite Monisor- View the Sprite set from the frozen program - saw ths Sprae - transfer Spntes from one game to artciti^r. V^pe o\* Sprites, viesf the animaton , oh somen. CroaseouEtcm p
J SprUe Killer; Effittlve on most programs - malse
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Fbrraat
UNIQUE FEATURES:
V ^■r'-t I
datftr w» >f vf tt itiiqi -nda«dtiPniDd» •Bu^t^i jtot bu a boKit twa i^ aa ilR )n^ nCPvcU A^ TkM ta vilCH II Avtin liflijll
1_J Plus unique Code Cracker Monitor
J Compa«cr:'<0
Efficient compactlr.g tectmlques - 3 programB pe? disk side - 6 programs il jtju use both sides.
J Single Filer AD, programs saved as a single nie for maximum compatibility.
J Utility Commands: A hcst of additional commands: - Auton'jm. Append. Old. Delete. linesave, P^lnto^ lister I
J Smen Dump: Print oa aiqr Screen to Hoet or Printers. 16 Qm Scales. Double size print options,
Zl Unstoppable Reset: Reset button to RectrSeve
^pstem and Beset even so caJlKi Unstoppable
ppcgrams
J FuJly Compatible: Wbrifs w:th 154i/C. isei. 1571
and Datacassette with C64.123. laSD (in 61 Mode)
J Oompattbte ffith ftst DOS and llirto Rom ^-sterns Zs Disk Utilities: ft£t Ebrmat Directory. List. Run and manj' other iBy commands are operated by Function
JUnique Restart: Remember all of these utaitiea are avaO-
^•e at one time from a
Integrated opera'Jng system.
A running program can be Frozen
to enter my Utilitj' and the program
;s restared at the touch ol a is^ - with-
OL". oorrapton
151 Logic Processor; This Is i^ere Action
P^plaj- IV gets it's power A special cu""" chip designed to process the lo
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PLUS SUPPORT UTILITIES
J Action Replay Graphics Support Disk
Tb uif tiki 44rtKU|* a irtin tT]}[*^t xt^ti fttm M tma* aj KTMi ud un it LntB jooT tnvam* ^plici pMki|» n inn jrtpind 1 ititi af ^iii&Ie >«|ton IwlMtib
• tfrfu IRilini V^w v^ttS\* in t 'ilkla hIuk' Hqimd* - Etf^jnuck oiidrirdl mi&iile to uh • Hiuat* Ihktf Add KntUnf iMttf II u yojT MTvA Kmai irtb aiaii, vii]' h^ td um
* iMfrtll A JU VU«dttC IK^/H«.^Jr4d TNAlPi. fj3 tin bc^tM •■MtHlll9Mitwata<tfu^KndKrwaufl£]
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[J Action Replay Parameter Support Disk
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U On board opmalljig ajasm • noprocrams tokad.
y i=rojram jmi own EPROMo ustaj our EPROM prnframmer.
_J No need b!] havg loads of (^rtndges - just Elate a se3s<sion from the Superam ntanu.
_1 DirectoiyofutllltieSDiipowErup.
J Mly menu driven on poner up,
_j Sfl!»ct at^7 Blct under software controls.
J Unlqae EFItOM Jeneralor fsaturt mu ta)s pur own pnjgr^fflfi - bascc or m/c atid turn tttem tnic autustArt KVHaMt (EFROU tiurngr requlrw)).
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_j !1Ced In nunutes - no soldetlnj usualt^
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iluk h&cter. Ibcltit JV hsa more features th^ most fdr less.
J DlSKDOCrrCHVa - Read and wntBir^ tract
[ind s»:^r tncludlDf; ortja ajid renumbered tracks. Repair dAisa^ S4ctaiv Wit undiimaalb readerrorfl,
J HEADEtV/GAP EDITOR - Deccdae and dlspl^ ALL beddjsr Uiforioatji^n inctudlog off Irytes and header gap. Re'wrLtA Lbe ^nur? tisader andbe^ergap HsQunber sectors. Aleo edit a^y sector caU gap.
J DESK LOOK - Sort ilirectory B«oawr Jost Ales. Dlfl[>lay fUfl st&n./arLil addrMseA. DlfrUHEDbif anQ' nie prc^ram dUvcUy Trgin Uio duk ta SCREEN or FHDfTER tndudjni undocumented o^Kodfia. Edit Bam, Much, muicili iDore.
TURBO
ROM IT ""^^^
Ikirbo Bam II li i rajlicsment for the actiu) hanud Inalde yonr 64. It prcrvides snperfaat load/sftve toutiaES.
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normal speed.
_j Ici proved DOS eupp3rt ind-.aljflg 10 sec
fartoat
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J fMT mz DOPY - SalecttTO tUe otw Mbrks at up to 6 times normal »pe«d.
■J FOfHWTTER - 10 BMind ibnna; an enUrs disk or bnnM any Indiindual traelt or half tiaok 0Id41. Redefine aivorsOparameeere to cnstg or recreate unliiije disk formats.
JERBOREOrr - IJulcktydndandrwiwiloill read ef (tm inoludlnl eilra and rtnumbered tracks or seotm and lialt tracks bvtn 0 to 41. Even tficffi&tw data under erront and alkjns JDU to mlflflne ai;y neoessaiy paractetena.
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Kung-Fu Master
Data East is becoming a major source of games centering on Eastern martial arts. After my initial disappointment with the action and graphics found in two other Data East products — Karate Champ and Kid Niki — 1 was beginning to think that there was nothing of inter- est to be found in this genre.
It was with pleasant surprise that ! discovered Kung-Fu Master.
In this newest offering from Data East, you'll find realistic action, cun- ningly designed enemies that include stylized dragons and snakes, dwarfs, henchmen, guardians, killer bees, and jars and exploding globes raining from the sky. You would be well advised to
MAIL TO;
COMPUTEl'S GAZETTE SUBSCRIBER SERVICE
P.O. Box 10958, Des Moines. lA 50340-0958
Gtvartge of Address: Please advise as early as possible, Auacti lalrel with your old address arvd write in new address tielow
New Subscriber: Fill in your name and address btolow. Use scparalo sheel lor gift orders.
PU\CE LABEL HERE
Ronowal: Attach label.
One year $24.00 Two years S45,00
(Foreign sutiscritiers please add S6.00 per year for postage)
NAMi
STREET
CITViSTATE.'ZIP .,
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For other subscription questions or problems, please write a note and send entire lorm to the above address. OH CALL TOLL-FREE:
1 -(800) 727-6937
buy a high-quality joystick. You'll need it because the action is so frantic you'll find yourself trying to wrench the joy- stick in four directions at once. (You can also play with keyboard joystick emulation.)
When the game begins, you'll see a demonstration game. Press any key to see the options screen. You have the option of playing against an opponent (actually you'll just trade off control of the central character) or of playing alone.
Next, select your level of play. There are five floors in the wizard's temple, where you have come to rescue a maiden, and the five levels of difficul- ty correspond to these floors. The level of difficulty represents the number of enemies coming after you.
The third option is whether to play the game with the selected options or to return to change the options already mentioned. Once again, press RETURN to continue. When you are on the level you want, you can begin play after a
Buy a high-quality joystick.
You'll need it because the
action is so frantic.
loss by pressing RETURN four times. You'll probably lose often at first, so this procedure will quickly become a part of the game's rhythm.
In the first frame of the first level, jars and globes fall from the sky. They can be destroyed in midair. If they reach the ground, they burst to reveal dragons and snakes. Some globes float a moment and then explode into clouds of deadly shards.
You cannot kill the snakes, but they can kill you, so you should leap over them. Attacking a dragon is very dangerous. They breathe Oames, which you must avoid. Squat and kick for best results. Move quickly, because the drag- ons disappear after the flames go out.
Henchmen approach you individ- ually and in groups. They appear to be unarmed, but they can destroy you if they get their hands on you. Shrug off their life-draining grip by rapidly turn- ing from side to side. It will save your life, but you'll earn no points for such a maneuver. You can keep tabs on your strength, and the enemy's strength as well, by watching the bar displays at the top of the screen.
To earn points, you must kick or punch the enemy. This concept is de- ceptively simple. The fact is that, just as in real martial arts, you must develop a sense of space around yourself. When a henchman (or any one of the dozen or
so other threatening obstacles) enters that space, you must react instantly. If the enemy is too close or too far away, your aggression will have no effect.
You can select kicking or punching by pressing the space bar. You can kick or punch on any of three levels: stand- ing, squatting, or leaping. For example, you can leap over or squat-kick dwarfs. If one grabs your legs, switch the joy- stick rapidly from side to side until the dwarf falls off the surface of the earth.
Generally, you'll earn more points for defeating someone with a punch or a jumping kick than with a standing or squatting kick. Points, however, will be a secondary consideration to survival until you become very good at this game.
Guardians are the most resilient characters in this game, and they are armed. Somehow you have to avoid be- ing stabbed by flying knives or de- stroyed by bats as you kick or punch the guardian repeatedly.
You must battle your way to the stairs at the end of the corridor before the timer counts from 2000 to 0. The stairs lead you to the next floor, where you will be given additional time and energy. You begin with three lives, but you can earn extra ones for each 40,000 points scored. To earn points rapidly, concentrate on killing dragons, floating globes, and bats.
The pause feature is most wel- come— especially in a game so frenzied as this one. Another impressive feature is the ability to move in both directions. Many action games allow you to move right to left or left to right, but steadfasdy refuse to move in the opposite direction {Kid Niki and Bazooka Bill are two exam- ples). Kung-Fu Master can move away from or toward the objective, which makes the game just a little more realistic.
If you want fast, unrelenting action (and particulariy if you have been dis- appointed by other oriental combat of- ferings), Kung-Fu Master is the martial arts game you've been waiting for.
—Robert Bixby
Data East
470 Needles Dr.
San Jose, CA 95112
$19.95
26 COMPUTEl'S Gazelle June 1988
Tetris
It arrived during the first week of the Olympics. It was a simple-looking game in a red- and- ye How box. I looked it over excitedly thinking, "Aha! Here's a chance for at least someone to get even with the Soviets!"
So I thought.
Coutesy of Spectrum Holobyte, Tetris is the first game to arrive in the United States from the U.S.S.R. This in- triguing and deceptive game was in- vented by a young Soviet researcher currently working at the Computer Centre (Academy Soft) of the U.S.S.R. Academy of Scientists in Moscow. The original programmer was an 18-year- old student of Computer Informatics at Moscow University, It was developed through the joint efforts of Academy Soft (Moscow), Andromeda Software (London), and Spectrum HoloByte (U.S.A.).
The concept is relatively straight- forward. You're presented with an at- tractive picture overlaid by a tall black window in the center of the screen. This window is a "pit" into which descend six shapes composed of four tiny squares. The six shapes include a bar, a T-shape, an L-shape, a rectangle, and two zigzags. Your objective is to ma- neuver these shapes, rotating and aligning them, to create a solid row of multicolored blocks across the bottom of the pit. When such a row is created, it disappears from the screen and you ac- cumulate points. Misaligned pieces, however, stack up until they reach the top of the pit, and then the game is over.
As rows disappear, the rate at which pieces fall increases. At faster speeds, you score more points per row. Being quick at Tetris means faster scoring, b>oosting your point value per row, and keeping the pit clear for room to maneuver.
Tetris is played solely with a joy- stick. The instructions are short, con- sisting of only two pages of large print. In just a few minutes, you'll get the idea of how to play. Developing strategy takes a few more sessions. Mastering Tetris is another story altogether.
Choose your level of play at the outset from nine available levels. I've found that, in terms of effective scoring, starting at a medium level is actually more advantageous than starting at the lowest. While one shape is falling, the next shape to descend is previeu^ed in a comer of the screen. Seeing this next shape is extremely helpful in planning where to put the piece currently tum- bhng down the pit.
Musical accompaniment while you play is optional, and the program will automatically rank your score for up to 15 games. Unfortunately, the game will not save scores from session to session.
Is Tetris fun? I found it addictive on the order of Pac Mau. There's a strong pull to ti7 to stay in the game longer, a competitive desire to build up your score. Yet Tetris is mentally more chal- lenging than Pac Man. You're trying to beat time, but that's not all. Fitting those puzzle pieces together takes as much mental dexterity as physical. The game is both fascinating and unpredict- able. I've played over 15 games in a row and have never noticed the shapes fall- ing in a discernible pattern.
There's less tension in Tetris than in arcade-style games and less mental exertion than in adventure games. That makes it all the easier to while away a couple hours juggling the little tiles of color.
Is Tetris fun? Yes, addictive on the order of Pac Man — yet mentally more challenging.
I have only one real criticism of Tetris: Why weren't the details of the onscreen presentation done better? This is the second game from Spectrum I've seen that has not used the 64 to its po- tential. The outside package is mislead- ing. It features four screen shots taken from IBM PCs. (Tetris is also available for the IBM PC, Amiga, and Atari ST.) The 64 version has only one back- ground scene — and it isn't of the variety shown on the box. And while the draw- ing is quite beautiful and well-executed, it uses none of the 64's vibrant colors. Also, the musical background could be more sophisticated. Here again, the 64 is not used to its potential.
Other features listed on the pack- age aren't available on the 64 version. Different starting heights and different statistic and help screens appear in ver- sions for other machines, but it's not clear why they're excluded from the 64 version. It may be due to lack of memo- ry, why couldn't disk space bo used to store different screens which could be retrieved at random intervals, perhaps linked to the level of play?
This, of course, is the fine detailing which would simply make a good pro- gram more complete and impressive. The game itself is well-designed, chal- lenging, and fun. That, more than any- thing, is what matters.
That and my next score.
—David and Robiti Mimiick
Spectrum Holobyle 2061 Challenger Dr. Suite 325
Alameda, CA 94501 $24.95
Skyfox 11: The Cygnus Conflict
Legends and apocryphal stories abound in computer lore. One very popular sto- ry is that the Apple II became a success because of VisiCak, the first computer spreadsheet. Maybe, but I've often feh great numbers were sold because of a game called Skyfox.
Whatever the truth may be, Skyfox was eventually released for other com- puters, and now Electronic Arts has chosen the 64 for the debut of Skyfox U. A product of Dynamix — the wonderful folks who brought you Arctic Fox — Sky- fox n is worthy of the name, owing only a little to its predecessor.
You may remember that the original game took place in the air above a far planet and that your targets in the vari- ous missions were aircraft, tanks, or both. Convincing explosions, good sound effects, and the impression of rap- id flight were features that made the orig- inal a standout. These features have been carried into the new release — in spades.
Your mission now encompasses the preservation of an entire galaxy against the invading Xenomorphs, but all action will occur in the blackness of space. After selecting one of ten missions and the skill level at which you wish to fight, you'll find yourself sitting in the cockpit of a highly advanced — well, for lack of a better name — space plane.
On your windscreen, a digital countdown begins. At 0, a metal door slides open, and you are rocketed into space, powered by nuclear batteries. Your armament includes neutron dis- ruptors (lasers), photon pulse bombs, and antimatter mines.
The control console, reading from left to right, displays the number of photons, a target identifier, number of mines, a scan monitor, shield and dam- age indicators, and the energy level. Just below this, a long bar indicates the range of radar scanning. It will also alert you as to enemy craft in your neighborhood.
On the windscreen, a circle and an arrow form a Heads Up Display. The
COMPUTE!'!! Gazetta June 1988 27
arrow points the direction to the nearest target and changes color depending on the target's range. When using the neu- tron disrupters, the circle functions as a gunsight and must be centered on the target.
The scan monitor shows your ship and its relative attitude. Enemy craft are white dots, and the nearest space sta- tion is a flashing red dot. You'll need to know this when it's time for repairs or reloading of weapons, because there is little future in trying to dock with an enemy ship.
The name of the game is speed ....
Once you've docked with a Feder- ation space station, you'll want to use the Repair command to fix damaged systems. A schematic of your space plane appears on the screen with dam- aged sections indicated by a yeilow or red color. Repair is as simple as moving the cursor (now a screwdriver) to the damaged section and pressing the fire button. This process takes time, and at- tacks are still taking place. You'll want to be ready to go as soon as you can,
perhaps 'With only partial repairs.
As with the original, tne name of the game is speed. This time, instead of soft and friendly clouds rushing by, you'll find yourself in a field of meteors. No matter what direction you choose, the meteors are always rushing toward you (perhaps because you're going fast- er than they are). I think the field must be a couple of million miles across.
At any rate, they must be avoided or blasted out of the way, for too many hits will eventually destroy your shields. Subsequent hits will lead to a fiery death. Personally, 1 think the me- teors are overdone, a case of too much of a good thing. By avoiding them, however, you'll become very aware of the smoothness of screen scrolling as you whip your craft around in what really feels like 3-D space.
When your mission ends, you'll see a graphic depicting your ship as either crashed or returned home to cheering crowds. If you wish, you can see the evaluation of your mission. You are presented with a list of accom- plished objectives, enemy craft and bases destroyed, and a final point score for the entire mission. Then it's on to the next mission.
In selecting a mission, you highlight the one you wish to try. You have the op- tion of seeing a description of the mb- sion. Take it, or go back and try another.
You also have the option, at this point, of checking out the specifications of the Skyfox IL There is little point to this, since you can't do anything about them, but leafing through the specs does give you three beautiful views of your space plane. They are worth look- ing at more than once.
The graphics of Skyfox II are excel- lent, the sound good, and the documen- tation average. Fortunately, there is not a great deal of the latter. Because some missions require navigation, a star map of the Cygnus system is included, but for reasons not made clear, it's printed in dark blue on darker blue. Luckily, the same map can be called up on the Heads Up Display, where it is much easier to read.
It is also worth noting that Skyfox U requires so much memory that it will probably not run until you've discon- nected your printer, second disk drive, and any other peripherals except your monitor.
Summing up, 1 think the original Skyfox is difficult to beat, but Skyfox U certainly matches it in speed and slam- bang action.
— Ervin Bobo
Electronic Arts 1820 Gateway Dr. Sati Mateo, CA 9i406 $29.95
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Leonard Morris
Puzzle lovers of all ages zvill find this Commodore 128 game both challenging and entertaining. There are four game varia- tions and nine skill levels so every member of the family can enjoy playing. A joystick is required.
"Square Logix," is a quartet of logic games that will exercise your prob- lem-solving ability and amuse you. Each of the four games offers its own special logic test and, since each one has nine difficulty levels, players from the beginner to the ad- vanced puzzler can share in the fun. You may start playing Square Logix just for the challenge, but Square Logix quickly can become addicting. Each of the games in Square Logix involves shifting blocks in a 6 X 6 grid until they form a specified predetermined pattern. The num- ber of blocks you'll need to move to solve a puzzle is three times the lev- el number selected. At level 1, for example, three blocks need to be moved; at level 2, six blocks; and so on. It's a good idea to start at level 1 to get a feel for each of the four games and then advance to the more difficult levels.
Getting Started
Square Logix consists of three pro- grams: Two are written in machine language and one in BASIC. To en- ter Program 1 (SQRS.OP), you'll need to use "128 MLX," the ma- chine language entry program found elsewhere in this issue. When you run 128 MLX, you'll be asked for the starting and ending
30 COMPUTE'.s Gazette June 19B8
"Square Logix," a four-iti-one game, offers a challenge for every member of the family.
addresses of the data you'll be en- tering. Here are the values to use for SQRS.OP:
OBOO 0BE7
Starting address: Ending address:
Follow the 128 MLX instructions carefully and be sure to save a copy of the data with the filename SQRS .OP before you leave 128 MLX.
Program 2 (SQRS.SPR), is also written in machine language, so you'll need to enter it with 128 MLX, too. Again, when you run 1 28 MLX, you'll be asked for the start- ing and ending addresses of the data you'll be entering. Here are the values to use for SQRS.SPR:
Starting address: OEOO Ending address: 0F7F
As with Program 1, follow the 128 MLX instructions carefully and be sure to save a copy of the data with the filename SQRS.SPR before leav- ing 128 MLX.
Since Program 3 (SQUARE) is written entirely in BASIC, simply type it in and save a copy on the same disk as SQRS.OP and SQRS .SPR, Now, make sure your 128 is set up for 40 columns and your joy- stick is plugged into port 1. Type RUN to get started.
Four Games
When you first run Square Logix, you'll see the main screen with the four game variations displayed. After choosing which of the games you want to play, you'll be given the chance to select a difficulty level of 1-9.
After choosing the difficulty level, you'll see the game screen, with the puzzle block in the upper left corner, a timer on the right side of the display, and a running total of the number of turns you've taken just below the timer. From the game screen, you can press Q to quit or * to see a solution to the puz- zle {we'll discuss the solution op- tion a little later).
When you successfully com- plete a game, the difficulty level and the game's number will be dis- played at the bottom of the screen, and a colorful display will highlight the entire display. You'll then be prompted to press the fire button to start another game.
The Thrill of Victory^
Through Exclusive Arrangement with
You look up a! the clock. ..eight seconds to play. ..the score's tied, You streak towards the goal, weaving and bobbing. You fake inside.. .ttie goalie lunges.. .slapshot... score. ..the crowd goes wild! You're in a bunker just off the 'een. You need par 0 keep it even.
You swing. ..the ball floats out in a puff of sand. It rolls gently breaking towards the hole,., then drops. You've won!
HATTRICK'^' and MINI-GOLF by CAPCOM put the thrill and excitement of competitive sports in your Commodore. Vibrant graphics make these games so real that you can feel the pressure of intense athletic competition. The outcome of these CAPCOM Sports Series challenges depends upon your quick reflexes and brilliant strategy.
CAPCOM's HAT TRICK'" and ^T, MINI-GOLP"*'— games so real you ^>* can hear the roar of the crowd!
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Let's take a look at each of Square Logix's four games.
Game 1: Shifts. This is the eas- iest of the four games and the best one with which to start. As the name suggests, you use the joystick to shift columns and rows of blocks until you produce the winning pat- tern. An arrow inside the array indi- cates the direction in which the row or column will be shifted. Any block that's shifted off the array will wrap around to its opposite end.
To shift blocks, press the fire button. The arrow can be moved horizontally or vertically by mov- ing the joystick in the correspond- ing direction. Don't forget that the whole row or column moves, not just one block.
Game 2: Shuffle. This is played in much the same way as Shifts, except that the pattern you must match has a definite order, identified by letters and numbers on the blocks. This makes Shuffle somewhat more difficult than Shifts,
Game 3: Rotate 1. This game is more challenging. You must gener- ate the desired pattern by rotating a group of four blocks — indicated on the screen by a large outlined square — either clockwise or coun- terclockwise. The direction of rota- tion is controlled by holding the fire button down and moving the joy- stick right for clockwise or left for counterclockwise.
To move the outlined group either horizontally or vertically, move the joystick in that direction. It may take several games of play to unlock the secret of Rotate 1, but when you do, you'll be ready for Rotate 2.
Game 4: Rotate 2, This is the the most difficult game of the four. This variation uses the same logic as Rotate 1, but a group of nine blocks, instead of four, is rotated.
The Solution
If you decide you need a little help to solve the game you're playing, you'll need to use the asterisk (*) key. Pressing this allows you to see the solution to the game. The com- puter displays only the solution, however; it doesn't actually solve the game for you. After the com- puter shows you the solution, you can continue your game by pressing any key.
See program listings on page 69. 9
32 COMPUTErs GazBltB June 1988
Arcade Volleybalk |
Rhett Anderson
& David Hensley, Jr,
"Arcade Volleyball" is a two -player arcade-style game with colorful gra- phics and realistic sound effects. You control two high- jumping, if short, expert volleyball players. It won't be long before you're exe- cuting top-notched serves, sets, and spikes. Arcade Volleyball is written entirely in ma- chine language, so you'll need to use "MLX," the ma- chine language entry program found elsewhere in this issue, to enter it. Arcade Volleyball is compact, requiring less than 4K of memory. When MLX asks for a starting address and ending address, respond with the values indicated;
starting address: OSOl Ending address: 1688
Be sure to save a copy to disk or tape after you've finished typing.
The Big Serve
When you're ready to play, plug in two joysticks. Although Arcade Volleyball is a machine language program, it can be loaded, saved, and run just like a BASIC program. To start the game, load the program and type RUN,
In the center of the court, you'll
see the volleyball net. One player controls the side to the left of the net; the other player controls the side to the right. Above the court, you'll see the status line. Here you'll find a two-digit score for each player. The player with joystick 1 controls the yellow and green jumping heads on the left side of the screen; the player with joystick 2 controls the purple and red heads on the right.
For the first point, it's a red- head's serve. Position him under the floating volleyball and press the fire button to serve. You have three chances to get the ball over the net. If you fail, you'll lose the serve,
How do you play volleyball without hands?
Use your head, of course. You and an opponent
each control two mutant heads in this
fast-paced and rather unusual version of
America's favorite beach sport. An optional
practice mode is included. For the
Commodore 64. }oystick(s) required.
^wp
yfi^^
The joystick controls are easy to learn. You can run either left or right by moving the joystick in the appropriate direction. To jump, press the fire button. The players in Arcade Volleyball are gifted; they can move left and right while in the air. You control both of your play- ers at the same time — there's no need to switch back and forth. In time, you'll grow accustomed to the synchronized movement.
Use Your Head
You can hit the ball while you're on the ground or in the air. If you hit the ball while you're standing on the ground, the ball will neither
lose nor gain speed. If you jump to hit the ball, the ball will speed up. You are free to bounce the ball off the ceiling and the wall behind you. If you hit the ball with the left side of your head, the ball will tend to go to the left. If you hit the ball with the right side of your head, it will go right. If you hit the ball with the top of your head, the ball will continue on with the same horizontal velocity. As in real volleyball, you can receive points only during your serve. However, Arcade Volleyball differs from real volleyball in several *'3ii-- ways. First, the court is entirely surrounded by walls; there is no need to worry about hitting the ball out of bounds. Also, the same head can legally hit the ball several times in a row, as long as the three-hit- per-team limit is not exceeded. Re- member, the serve does not need to travel over the net on the first hit. Finally, the first player with 15 points wins the game — there is no need to win by 2 points as in real volleyball. When a player reaches 15 points, the game pauses. Press a key to start another game.
Over, Into, and Under the Net
When you play Arcade Volleyball, your prime concern is to get the ball over the net. If the ball hits the top of the net, it may either continue over the net or bounce back to your
side. Either way, the ball's velocity decreases. If the ball goes over the net, hits the opponent's wall, and bounces back to your side, you'll have three more chances to get the ball over the net.
If the ball hits the side of the net, it rebounds at full velocity. Don't lose your composure, though. You may still have a chance to score.
If the bail hits the floor on your side of the court, you'll lose your serve — or a point, if your opponent was serving. You must also be sure to keep the ball from going under the net. This is considered to be the same as hitting the floor.
It's heads up in this fast-miming voUey- ball game for one or two players.
Warm-Up
If you'd like to warm up with a computer opponent, you can make a special one-player version of Arcade Volleyball. To do so, follow these steps:
■ Load the program
• Type POKE 2055,1
• Save the program with a new name
• Type RUN
You won't find the computer oppo- nent especially challenging, but the one-player mode is a good way to learn how to serve and return the ball.
Playing Tips
The key to the game is learning the angles. Watch the ball carefully as you play. If you jump to hit the ball, it will speed up and the angles will change. The players' horizontal movement is limited — try to antici- pate which head the ball will come to. Be sure to use the walls and nets to your advantage. Careful use of these obstacles is the best way to confuse your opponent. See program listing an page 75. S
COMPUTE'S Gazmtg June 1988 33
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ACCESSOHIES |
|||
iS41/7)£eti3'«p«w«fCabie |
4 9i |
10 cm DiskSIDrage |
1 35 |
C 64 Color Mcmiwr Coiil |
4.9S |
SOCni Disk Storage |
S.95 |
1 G4ncpair.jDle Power Supply |
^Mi |
IDQCnl Disk SrarajBW/LOCk |
12. 9J |
nb-2Minti!rij:e |
36 95 |
3.5" Disk laoeis— 25 Cnt |
1 00 |
MW J'jQ Pjinror inlartjce |
49 8& |
5.25" Disk Laneis— 96 Cut |
t.OO |
Aorospan[|64 |
2? 95 |
3 5" OS/00 Oiikettes . |
1.^9 |
Aprospand Eitemier Catic |
IS 95 |
5.2S'' OS/ DDOiskeites— Black .. . |
49 |
l2"Pr(nt8rS1anil/Wiro |
8.95 |
5.2S" DS./ODCiskatles— 12 Colors |
79 |
romniwJore 1351 Mouse |
3? 95 |
Wnie Protects— 100 Cm. Black . |
, . . 1 00 |
PtouseMat |
. 8.95 |
Tyvek Sleeves— Higli Quality |
eacti 99 |
4i/ri/64/r;eoii5t[;ove< |
each a. 95 |
Silk Silk— Joystick |
695 |
Disi^ Notcner-SquafeCul j.2!)"Dis*(lri»9CMner |
a. 95 |
Quick Shol II— Joystick |
7 35 |
5.55 |
tac 2— Joystick |
10. S5 |
|
i [>" IJi^k [iriva Cleaner |
6.95 |
t,5c 3 -Joystick |
ri rj5 |
Hi
C^ Commodore Authorized Service by Russell & Associates
R«palri: ComimdorB
C-64 KeySsaiO
C-i2eKey5o3td
1541 Align
1541 Repair |w/aiign)
1571 Align
1571 Repaii (w/aligrt)
l70?Momtoi5
1902 Wonilois .
Commwtore Primers
J2.50 19.95 19.95
Servin:
54 95 C-iSaRonUagrade
79.95 1571 Bomtlpgiade.
39 95 C-12a64Kf(amViO«
65 00 (groal lor Basic 81
39 95 Htptin: Amlgi
89 95 Amiga 500 . 135.00
75.00 Amiga lOOO .. 135.00
85 00 Amiga 2000 135.00
85 00 AlOIOAIign 54.95
A1010 Repair 145.00
All C-64's & C'128'5 must ivave Power Supply included. Thiriy-day waiiamy oo all repairs. Buy a Power Supply (rom Soltware Support InlQTnalionai and get a 60-day warranty. Pleaso include a Oetailed description ol your ptobSam and try to isolate i( possible.
Russaii and Associates tosarves Ihs riglii to 'eluse any repair. Regair ioijs will De cnarged t3.O0 per piece tot rolum sliioiJiiigi'tiandiing.
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\BsiimxtRifsii3siamm^masmimm9imrpissm3^3im!saaBammmmm^m«ss:
■ Abacus^^ Stjftvare
Basic Compiler tj4 |
?4.97 |
Basic Compiler 123 |
36.97 |
Can Pak 64 |
24 97 |
CadPak IJa |
3«97 |
CnattPak64 |
24 97 |
CtijrtPaklJB |
?4.97 |
CMS mside& Out Book |
1297 |
GeosOiik |
997 |
Ectieion
iG^TOMin & tkGC t
Mac n 128
TentTi frame
Wotid Oais leader Bonn
W/CL/BFjm/COurlor?
24.97 12 97 30 97 24 97 2*97 12 97
Softworks
Geo1ilc64 . . . 30.97
Geotile128 42.97
Geoprinl Catjl; 24 97
GeoprogramJT.er 64 . 42.97
Geoprogrammerl28 Call
GeooutH(Sti64 42.97
CeDpubiisril28 Can
Geospeii IS.97
Ci»*ri!ti'sWwiisriop64 30.97
Geo*rm(sW(iiksn!ipl2B 42 97
'^BrwteitwfidSaftujafe'
V m~\t \ r\r-_
Ace 01 Aces 19 97
ApollolB 13.97
eubOie 13.97
Cars Status 13.97
fouttns Inches .13 97
Hardball 18.97
Kii|ea Uniii Dead 13 97
Minipull IB 97
Plasmatron 9 97
Power 31 Sbj 13.97
Proiecl Space Sl.ilion 9.97
IcstUtim 18.97
tneltain . 13.97
ACTIONSOFT
TnunOcrC Hopper IS 97
up Penscooi! 1697
Carmen Sancego tJSA
Cirmen SarKtiego Woria
Cauldron 1 £2
Magnetron
Prml Stiop
Print snopCwnpanion .
P/SGrapnics 1 0'2or3
P/S Holiday Grapnics
Super&ikeCt'aiien^e
24.97 21 97 18S7 17 16
27 97 21 97 17 67 15.97
13 92
ELtCTKO^tl[^ AKTS"
Dragon's Lair EartnOfbiiSiaiion Hum For Red October in slam Music legacy oil heAnciems Marble Madness Masier Ninja Mans eeacon Tyamj Monopoly Ouiiageous Pages Pa(ier Clip 3 Paperclip PuPlisher Pegasus
P^asus Scfineno 1 RKktorO' Sanxjon
SCTUP^ileB
Skaie ot Die Skyloi 11 Strike Fleet Twiiighis Ransom WortdTourGoll
AlKaRp.RRpSE ©aflfeUDGIC
CAPCOM'
^>o>2C
Gnosis SGolilins Side Arms 1942
M
Sraaklliiu Commando KidNltil Speed Buggy
18.37 ia.97 13.97
20 40 13.92 .20 40 18. <6
DATA SOFT
Ac;r.i..v_i.ii.L)N|
Alternate Realny Oty |
.18.97 |
Alternate Reality Dungeon |
28,S1 |
Road wars |
tan |
tobtuk |
Call |
Video title Companion i ot 2 |
12.97 |
Video Til ie snop . |
18 97 |
Caiitornia Games Cham^. Wrestling Creates Calenaar Oeain Sworo Destroyer
Four X Four Racing The Games: Winter Edition Graphics Swap i or 2 or 3. Home Video Producer impossiele Mission 11 L.A. Crackdown Omnicron Conspiracy . Sporting News Baseball Spy vs. Spy 3 . .. SIteetSpons Baseball Street Sports; Baskeioali . Street Sports' Soccer SuO Baltic Simulator Summer tiames li vyinier Games Won 0 Games
Ai-ens
Gee Bee Air Rally
Latjyrinm
tasi Uti^i
Man^c Mansion
Migm & Magic
F>orial
Siiangrtai
0«sk Pat I Fofti Pak I Geos 64
Geo4i28 Geocaic fi4 Oeocaic 128 Geodei 64 Geaoei12S
21 97 18 97 18 97 2137 2197 2497 24 97 18 97
10 98 1038 J6 97 12 97
30.97 42.97
to. 98 42 97
Dvclionary D s< O^giiai Supe'pak 2. Pockeifilerz Pockel Planner ? Pocket VVnier 2
mt^nONtcABtf Alien Fires Amnesia
Bara s laie i or 2 Satne Diokis .
Cnessmasler 2O00
Cnuckyeager's AFS Deatti Lord Delta Parrot . . Detrton Stalker
9.97 .60.97 .36.97 3697
Cau 27 36 27 36 Call .24 97 .24.06 Call 14 16 16.97
rrr S "■ Ml
rtiweoiftd
Guild 01 Thieves KnigniOrc Revs + Slat Gilder Tallcing Teacher The Pawn The S*ntry Traci(4r
17.46 22.06 22.78 2076 20 76 20 76 Call
Call
27 40 33 96 33 96
Call
22 06
Call
20 80
t4 IS 24 10 20 76 20 78 1897 Call 20 76
.24.97
.24.97
18.97
. . Call
24.97
Call
Call
16 97
.Call
Call
. Call
24.97
. Call
15.97
24.97
24 97
.Call
24,97
13.92
13.92
24.97
24.97 15.97 15 97 24 97 21.97 24 9/ 24.97 24.97
Airttoine Ran get
F'i5S1iike Eagle
Gunship
(Urates
Pt0|oci Siejilh Fig met
ReO Stotm Rising
Silent Service
Bad Sireei Brawler Boo t Rumcie Sop & Wreslie Crossword Magic
Deiender ol the Crown
D«ia Vu
Gaiintiei
HariMt Combat Siim.utgT
Hem Ovei Heels
Hign Roller
imiiact
indoor Sports
inoy Jones/Temple ot Doom
iniiiliaior
inliiiraior ii
into the Eagle's Hes'
King ol Chicago
Mutants
Papstooy
RoadRunner
Supers iar Ice Hockey
SucerSlar Misi Soccer
Sui^erSiar Soccer
Taipan
I fiiee Sionges .
warp Speed 64/128 40/80.
Winlor Cnalienge
WiJban
Xevious
ORIGIN
Autoduel MoQhius Ogre Uliima I Ullima 3 Ultima 4 UltiiTia5
21.97 21 97 2197 24 97 24 97 24 97 2197
Call 18 97 1897 30 97 21.9? 2197 21 97
Call 12 97 1897
Call 18 97
Call 18.97 2197 IB. 97
Call 1297 21 9?
Call 2197
Call 21 97 12.97 21.97 30.97 12.97 12.97 18.97
33.36 25.88 20.40 26 88 26 83 39.84 Cat)
Flighl Simulaloi 11 .
fl^ni Sim Scenery 1-6
Flighl Sim Scenery 7 .
Jet
Steaim Mission
....33.97
I4.i6ea.
. .17 46
27.36
33.96
OataManager2 1716
DaU Manager 128 .33.36
DtsMopf^joiisner Can
General Leoger 33.36
Partner 64 33.36
Pinner 128 39 84
Swi llutc/ Sxteways 64 17 16
Swilicaic/Sideways128 33 36 Syi»(aPorteiF/P64 33 36
S'/iyiaPorteiF/Pi28 . 46.32
VioidWrtier3 33 36
Vtord Wnler 128 33.36
IIUI
'j*aji *ci^li »ccrw3'>^c
An Gaiieri' 1 or 2 . .
Arl Gallery American Risi. Art Gallery Fantasy Ptintmasler Plus .
15.97
Call
15.54
21 97
Mr.-S
MISCELLANEOUS
Prcfcisiooal Softvwuc Inc.
Fleet Flier 64/128 Fleet Sysiem 11 + Fiecl Syslem III 128 Fleet Syslem IV
2497 36 97 42 97 48 97
smsmff"^
Champ. Baseba'i Cnamp Basne^i^aii GFL Football Twoon Two Basketball
1897
.21.97 21.97 18 97
SPRINGBOARD
Ceriiiicate Mj>« 26.88
Cethiicate Maker L br. I 20 40
newsroom 33.36
N/RCliparl10l3 20.40
N/RCiipart2 26 88
P/S Qrapnic Eipanoei 23.64
Basic 8
Basse 8 Guide/Begmnets Bob's Pro Term 64 Bobs ProTetnil23 B/vy Business Form Shop. CSMDtiveAlignKit. CSM Proieciion Manual I CSMPioieclion Manual II Oaik Castle (3-601 Doodle . . Font Master ii Font Master 128 HesMon64(caft) . Insifle Commodore DOS JK La sset Money Manager . Merlin Assembler 64 MeiiinAsSemB1erl2S.. . Microiawyer . Microleagite WWF^ Wrestling Personal NewsDRer SltAtr'3 Classical MusK—
AUIOdsksmFMr Strip l'o*er PiAer Data Disks
t or 2 0' 3 Superoase64 Superbase 1 28 Superbase tne Book . Super Sunoay Suoerscript 64 SuiKiscriptl28 .
29.95 19.95 .30.97 .42.97 .24.97 .30.12 2255 26.16 21 97 24.97 30.97 36 97 9.95 19.95 46 32 .30.97 42.97 36.97 2495 Call
49.95 1897
12 97
43.97 48.9? 10.57 23.64 .30.97 42 97
m
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Hslper Is an oxciling new type of Soltwate (or Ihe C-1 28
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Graphic Art Disks
Top quality graphics are hatd lo lind. These will dellniiely please you,
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Elite V3.0
Elite V3 copies the ■■impossible,"
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THE CURE FOR RANDOM EXCESS
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I Single or Dual Ultra Fasi File Copier
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This is the ulltmaie label uiiliiy
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The greatesi disk library cataloger ever produced for the Coniniodore 64
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C-128 Cannon
The tolal copy/ulililies package created just tor CI 28 owners.
• Nibblers— Single or Dual
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8K Memory Is Enough!
Fred D'Ignazio Contributing Editor
A reader wrote me recently to con- fess that he once remarked "8K of RAM was all the memory anyone would ever need."
Don't laugh! Many of us old- timers are guilty of making the same statement,
I remember when 1 was getting my first computer ... 1 told the dealer that 1 needed 64K of memory because I was a writer and would be writing long chapters for books. The dealer finally gave me what I wanted, but he warned me that 1 was being extravagant. "You know, 16K would work just fine for your documents now, — and 32K would last you forever,"
Attack of the Terabytes
Last week a friend of mine, Dr. Gerri Sinclair, sent me some E-mail. "I am so frustrated," she wrote. "Now that computers are starting to plug into CD-ROM 'libraries' and are processing digital sounds, photographs, and full-motion vid- eo, a million bytes of memory just doesn't cut the mustard!"
I wrote back to Gerri asking what she thought would cut the mustard. Her reply: "Sixteen mil- lion bytes, minimum, for main stor- age, and another 80-160 megabytes on hard disk. And this is just the start. Soon we'll need gigabytes and terabytes, and even that might not be enough."
Terabytes? It sounds like an in- vasion of Japanese snapping turdes.
Have Mercy!
Computers make us lazy. Didn't you know? After all, they're sup- posed to be labor-saving devices. And the labor they're supposed to save is mental labor. So when we use computers, we think less, and we get lazy.
Simple, eh? Except it's not true.
Anyone who uses computers inten- sively will stare blcarily at you and swear that computers aren't mak- ing them work less. In fact, they're working harder — much harder.
It's true. Think about it. Hu- man bosses are just that — human. They work a full day; then they quit and go home. Even when they're at the office, they're not hanging over you every minute, tapping their fin- gers, v%'aiting for you to keep work- ing. But computers — oh my! Once you turn them on, their little crystal clocks rev up to a million beats a second, and they're ready for you to work. You can put in a solid eight- hour day, and the computer won't even be winded. It's ready for more work. So you take the computer home and try to appease it by working another four hours.
Does this satisfy the beast? Not by a long shot. It sits there with its little cursor blinking, like a perky puppy waiting for more play.
Every day we push ourselves a little harder, trying to keep up with our computers. But it's a losing bat- tle. So, computer manufacturers, hear my cry: Please make a com- puter that, after a lengthy session, flashes "Good work! 1 can see you'd like to keep going, but I'm pooped! How about a break? After all, to- morrow's another day."
Desktop Foods
By now, we've all heard of desktop publishing. It's so popular that it has spawned a lot of other terms, all beginning with the word desktop. There are desktop presentations, desktop communications, and even desktop videos.
Have you wondered where this desktop mania will end? Can you imagine the computer design- ers who spend all their waking mo- ments "on the desktop," who see the world as a giant desktop, and who are forever dreaming up new desktop applications?
We're already doing our work at the desktop. Maybe in the near future the desktop can go with us and become a part of all our daily activities. For example, imagine what "desktop eating" would be like. When we get hungry, we'll just click on a little icon of a refrigerator. The refrigerator door will open, and we'll click on pictures of soda pop, candy bars, and sandwiches, to "se- lect" our snack. Then the pictures will pop open and display the num- ber of calories consumed, and the vitamins (if any) we're getting. Pro- ductivity consultants will recom- mend desktop eating to corporate management because it will replace costly coffee breaks and lunch hours, since workers will bo able to do their eating at the desktop.
Beware of Computer Mouth!
During a busy day at the desktop, we have all experienced that awful sensation known as "computer mouth"- — a sour taste that arises from trying to find a pesky program bug or from struggling to make our printer ignore the formatting glitch- es. When computer mouth strikes, you should hightail it to the rest- room and whip out a toothbrush. But, if you have "desktop tooth- brushing" installed as a DA {Desk Accessory), you just click on the lit- tle icon of the toothbrush. Instantly you see a picture of a little person (that's you) actively brushing, and smiling a great big smile with gleaming, pearly whites.
And at the end of a long, gruel- ing day on the desktop, what could be nicer than taking your computer home, resting it on your lap in the living room, and taking in some desktop movies? Demi Moore may not look the same, but it sure beats renting a video or going to the the- ater. After all, when you're hungry, you just press RESTORE and order up a round of desktop Cokes and a tub of desktop popcorn. 9
COMPUTEfs Gazelle Juna 19Ba 37
vs(Q)m
Piracy: The Readers Speak Out
Todd Hetmarck Contributing Editor
On the subject of software piracy in this column ("The Software Police/' March 1988), many GAZETTE readers responded very passionately on both sides of the issue. Heravith, their comments.
To Pirate . . .
When I read your article on piracy, 1 almost died of laughter. I have over 300 games and around 100 more other programs. Five of them 1 bought; the rest are pirated. The pi- rated programs include GEOS, Pritit Shop, Newsroom, Project Stealth Fighter, Elite, and Fast Hack'em. I'm just a high school student, and I cannot afford to buy a $40 program. I have to dig deep in my pocket just to pitch out $3 for your magazine. 1 have over $2,000 in software; it's crazy to spend that much on soft- ware. You say I could always get public domain software. What a joke; PD programs are not worth a dime. They're the programs kids write and put up on a BBS. If they were any good, they would write to a software company or a magazine. Because of copy-protection, 1 have wanted to learn how to crack. I have become a much better pro- grammer, I've mastered BASIC, ML, and Pascal. If 1 had decided to fol- low the "law," I never would have been interested in programming.
— DL, Nebraska
I have a complete 128 system and about $2,500 worth of software. I have purchased four or five titles. For us hourly workers, there's just no other way to be able to enjoy computing at all.
— Anonymous, Alabama
Being a software pirate myself, I felt compelled to write. You're abso- lutely right, of course; piracy is thievery. Since most pirates are like
38 COMPUTErs Gazetle June 1988
me, honest enough to return a lost wallet, why do u^ do it? 1 have a few theories. First, I think a lot of us use it as a means to exercise the lar- cenous part of our nature, a chance to do something wrong, to thumb one's nose at a faceless authority. Second, it's a challenge. It's a game with few rules, fewer reliable guidelines, and only one way of winning: obtaining a working copy. There's a definite kick to seeing a copy fire up for the first time. Third, it's an ego trip. Witness the brag- ging opening graphics on many of the cracked games going around. Finally, having a huge software li- brary is usually regarded as quite a status symbol. Note that I didn't mention that it's an easy way to ob- tain programs. Most avid pirates have hundreds of disks, more than they can ever use.
Maybe the only answer is to forbid copying for any reason. 1 be- lieve the typical pirate uses one of the many nibblers and parameter copiers to make his copies. Banning nibblers would certainly cut down on your ad revenue. One of the bet- ter nibblers was advertised on the same page as your article.
— Anonymous, Ohio
To think that people will pay mon- ey when they can get something for nothing is way off. Face it, it's easy and it's free. If software companies can't come up with good copy-pro- tection, that's their problem. Morals are a thing of convenience and are best abandoned altogether.
— CE, Texas
... Or Not to Pirate?
It is unfortunate that most home computer users are not aware of the bargains in excellent commercial software available to them. Pro- grams that cost tens of thousands of dollars to produce are available for a few dollars, because of the large market for them. If piracy could be eliminated, the increased market
would reduce the cost even more, — BW, Michigan
I am writing to say that the article is the most sensible statement I've read on the subject. 1 salute you for caUing piracy exactly what it is — stealing — and, more importantly, for saying in print that it is immoral, not just illegal. This is an ethical is- sue, and it is right in front of many youngsters. How can we expect them to understand piracy is wrong when we don't tell them so, or {worse) when our example doesn't show them so? How many of us adults use pirated software {myself included)? To say nobody is hurt is foolish. There is no such thing as a free lunch. Somebody has to pay, sometime, somehow. Thanks for saying what you did.
— /D/, Pennsylvania
I have the ability to copy virtually any type of software, including some of the most highly protected, 1 back up my own programs, which I believe we all have a right to do. I don't believe copiers and protection strippers should be used to furnish everyone in town with a copy, however. Piracy not only grates against my moral attitude but, as you pointed out, it is illegal.
— RF, Kansas
I would like to clarify one point you made. Making a copy is not per se an infringement of copyright. The copyright law of 1976, which went into effect in 1978, unintentionally made it illegal to load a program into a computer, because the defini- tion of copying included the copy- ing of software from disk to memory. The law was amended in 1980. In addition to making it legal to load {copy) a legally obtained program into your computer, the amendment allows the making of an archival copy (as you noted). It also allows the revising of software, if it is necessary to do so to use it on
your computer,
I agree with all you say. If someone has the intelligence and ability to write a worthwhile pro- gram, he or she is entitled to make a profit from it. The better the pro- gram, the more the profit should be.
—EPV, Illinois
About five or six years ago, I bought my first computer, a VIC-20. I soon realized that 1 could make copies of cassette games with a dual cassette stereo. So I did, and gave all my best games to friends and sold them to kids from school, charging S3 and a blank tape. Then 1 went even further. 1 actually ran an ad in the local newspaper that offered two or three VIC games on one cassette for $5-S10. i made over $900 in three days! To a 15-year-old, that's a lot of money. Now the tables are turned. I am a programmer, devel- oping real estate applications for a small company. 1 get paid each week for the programs I write. I can imagine what it would be like to have a percentage of my pay taken away because of pirates. Now [ re- alize what harm I was doing,
—MX, Florida
Software Companies: The Real Pirates?
I do not agree with piracy. How- ever, I do have a copy program for protected software and I am plan- ning to update (Electronic Arts is driving me crazy). Why do I want to copy software if I'm against piracy? You mentioned it in your article: ar- chival purposes, I've got three kids who are real sticky-fingered threats to software, but I'm not about to ban them from the computer. They range from 4 to 13 years old. What I want are backup copies,
—DC, Texas
You seemed to miss an important point about copying — why it's done. Clearly, software is copied il- legally so that one can avoid paying for it. And you forgot to mention that the term "piracy" can also ap- ply to software pricing. If every pro- gram were $9.95, then almost nobody would be copying pro- grams illegally (except really poor people, who probably don't have computers in the first place).
—jBM. North Carolina \
I purchased my 64 several years ago, along with a few games my children requested. This introduced me to the use of disk errors as pro- tection. My disk drive was unmerci- fully beaten to a premature death by this form of protection. This forced me to learn how to crack games, to remove the errors and lengthen my drive's life. 1 wrote let- ters to all the major software com- panies, explaining that their protection schemes were beating my drive to death, 1 got one re- sponse. They said they couldn't help my problem and that their foremost concern was to protect their programs, I got fed up with the fact that software companies don't care about users and started to learn more and more. 1 put up a BBS that turned out to be one of the biggest and best in the country. I am now a major pirate and will con- tinue to be one with the same con- science that the software companies have about knocking equipment out of alignment and costing us money in repairs. 1 would not be a pirate today if it were not for the software compa- nies and their irresponsible attitude toward the users. 1 can honestly say there are no programs reviewed in GAZETTE I don't already have.
— RAF, New Ji'rscy
Recently, 1 downloaded a 128 data- base. It seemed like a very good program. The drawback was that it would only handle 20 records. I was able to run it, test it, and judge if I \vanted it. If I decided to buy the database, there was an address. For $49,95, I could purchase the full- scale program with no limits on re- cords, plus manuals, plus updates, plus support. Software publishers should consider selling a test disk at cost and then waiting for orders, —RH, UUnois
Your holier-than-thou attitude con- cerning piracy irritates me more than pirating does you, I have not pirated in the past because it might be illegal and I once thought it was immoral. However, now I have my doubts as to whether pirating from a pirate is immoral. The pirates I'm talking about are the software com- panies who sell software with bugs or the ones who misrepresent their products in advertising and packag-
ing. And those reviews in your magazine — if you told the truth about some of these products, you would not have the advertisers; therefore, you couldn't bring us those "hard-hitting" reviews.
— }}T, West Virginia
What about the poor user who wastes hundreds of dollars on soft- ware that doesn't live up to the hype of the ads? Software that crashes with one keypress, word processors with fewer features than a typewriter, and databases that make you long for 3 X 5 index cards — that's what makes people copy software, I know several peo- ple who have pirated software. They always bought the program if they enjoyed it. If not, the disk was promptly formatted.
— }S, Man/land
On the Chin
What kind of hypocrites are you? Why do you criticize the pirates when you sell them the tools to ply their trade?
— CES, Vermont
If you want to stop piracy, the only way to do it is to stop selling nib- blers. To stop selling nihblers, you have to stop advertising them like the greedy, money -sue king scum you are! Sure, there's always a need for backup copies, but can't the rich software companies afford to pack two of the same disk in a software package? I'm sick and tired of hear- ing only one side of this controver- sy-—the side spoken by the huge monopolies. If you have any guts, you'll print this letter.
— AE, Netv Jersey
Reprint Piracy?
1 thought the March "Horizons" column was very well written and made some good points about the illegality and immorality of copying software, I liked it so much, I was going to make some photocopies and pass them along; maybe even copy it onto a local BBS. then the irony hit me. If I copied your article, even though my motives were pure, wouldn't that also be piracy?
— KL, Alabama
Written permission for reprinting is required. We may charge a reprint fee, although zoe often do not. o
COMPUTEfs GazBtro Jurw 1988 39
ft® ©©KfilKfDODT] (ojQfl
Tom R. Halfhill
Each month, COMPUTE!' s Gazette tackles some questions commonly asked by Commodore users. If you have a question you'd like to see answered here, send it to this col- umn, cjo COMPUTEI's Gazette, P.O. Box 5406, Greensboro, NC 27403.
V^" I have a Commodore 128 and have recently begun using its CP/M capabilities. In the docu- mentation for various programs, I have repeatedly come across the term overlay, I am baffled by this term. What is an overlay, and how do you find them within pro- grams? For example, my terminal program says to use the phone li- brary overlay to change the num- bers. There is no file that comes up when the DIR command is used that says anything about be- ing an overlay file. 1 am stumped.
/\» Neglecting to define a term which may be unfamiliar to the reader is a common pitfall in ex- planatory writing; we know, be- cause it happens to us all the time. In this case, the author of your ter- minal program's manual assumed you were familiar with a term that was quite common a few years ago but is seen less often now.
Until very recently, program- mers were severely cramped by the amounts of random access memory (RAM) available in personal com- puters, RAM is the part of the com- puter where a program is temporarily stored when loaded from disk or tape. As long as the computer remains powered up, RAM retains the information load- ed into it. The more RAM available in a computer, the larger the pro- grams it can run. In addition, most programs that lot you create or pro- cess information— such as word processors, spreadsheets, database managers, and so on — also use RAM as a temporary workspace to
40 COMPUTED Qazaae Juna 1988
hold your information until you save it on disk or tape.
Because RAM is so useful, the power of a computer is often de- fined in terms of how much RAM it has. The more RAM, the more power.
CP/M (Control Program/Mi- crocomputers) is an operating sys- tem that'.s been around since the late 1970s, (An operating system is a master control program that's al- ways active while the computer is switched on; it takes care of numer- ous housekeeping tasks that allow the computer to run other programs for you.) Because CP/M was de- signed in the 1970s, its power is limited by the hardware that was available then. To be specific, it was designed to run on the Z80 micro- processor chip, which can't directly access more than 64K of RAM at a time {IK = 1024 bytes, roughly equivalent to 1024 characters).
The Commodore 128, in addi- tion to having a microprocessor chip that's compatible with the Commodore 64, also has a Z80 chip. That's why this multipurpose computer can run CP/M and pro- grams written for CP/M, But even though the Commodore 128 con- tains 128K of RAM, its Z80 chip is still limited to directly addressing only 64K of that memory, just like any other Z80,
Although 64K was considered a lot of memory in the late 1970s, it ju.st isn't enough to run some large programs. For instance, your termi- nal program evidently needs more than 64K. To get around this limita- tion, the programmer resorted to a technique that was common in the days when computers had only 64K or less memory: overlays. Overlays allow a program to be much larger than the amount of memory avail- able in the computer.
An overlay is a section of a pro- gram that normally isn't loaded into memory along with the main
part of the program. Instead, it's loaded into memory only when needed. The main program is writ- ten to fit in memory with a little room to spare. Whenever neces- sary, it then loads the overlay into this spare memory to perform a cer- tain function. A program may have several overlays waiting on disk. As each overlay loads, it replaces the previous one in memory.
Overlays usually perform some auxiliary function that isn't central to the main program. That way, you don't have to wait for them to load from disk any more often than necessary. In some cases, though, a large overlay may also replace the main program in memory, requiring you to rerun the main program after using the overlay.
Overlays are less common now that personal computers routinely come with anywhere from 512K of RAM to four megabytes {one mega- byte equals 1024K). Still, overlays will probably be around as long as programmers keep writing memo- ry-hungry programs.
Generally, a program automat- ically loads the appropriate overlay when you select the function it per- forms. Some programs, however, require you to load the overlay yourself. It sounds like your termi- nal program expects this. There should be an overlay file on the disk, and it should be a program file, most likely shorter than the ter- minal program.
Check your manual again for any instructions on loading over- lays or any explanation of the files on the disk. If you draw another blank, it's possible the overlay was inadvertently left off the disk or the instructions were omitted from the manual. Your best bet would be to contact the software publisher. 41
©© ©©IJlLQDTfQra geoPa/nt Super Chart
E, William Huffman
To get the most from geoPaint you need a chart shoiving the mtiximum possible sizes for a docitment, a normal-edit tvitidoiv, a pixel-edit window, and an album page. This month's column shoivs ijou hmv to construct just such a chart.
CcoPaiut is undoubtedly one of the most-used GEOS applications, but it's sometimes difficult to get your bearings %vhen creating a docu- ment. What size, for example, is the pixel -edit window when compared with an entire document page? When you fill the normal -edit win- dow with a pattern, how much of a page will be used? The gcoPaint ref- erence chart described in this col- umn will help solve all these problems. Making a chart like this is also an excellent way to get ac- quainted with some of geoPaint's editing features.
Making the Chart
First, boot GEOS and load geoPaint, telling the program you're going to create a new file with the name SCALES. -Now, take just a moment to look at the accompanying refer- ence chart. The chart has an oudine with pixel scales along its top border and down the left side. Inside this area are scaled representations of a normal editing window, an album page, and a pixel editing window.
Start things off by outlining the document. You may want to experi- ment with both normal- and pixel- edit modes for drawing the outline. Be sure your pencil is drawing at the extreme edge of the normal-edit window to get a true size for the page. Because single pixel-width lines are very thin, you might try using a double pixel line, but for ac- curacy, measure to the outer one. The GEOS Manual explains moving windows around to make all out- side edges available.
Next, draw a short line of three pixels at ten pixel intervals along the left and the top edges. You'll need to do this in pixel-edit mode. Use the ruler or tape measure to check the scale markings or count. Make slightly longer marks every 50 pixels and still longer ones every 100. Examine the accompanying chart for guidelines. If you're ambi- tious, you might want to place
scales along the right and bottom edges of the document, too.
With the text-edit feature, place the appropriate numbers along the top and left sides of the chart. When you've finished this step, save this file (you may find a chart with just these measurements on it useful). Now, bring SCALES back to the screen and rename it CHART. Next, vw'll add the normal-
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This chart makes it cflsy ta navigale geoPaint.
COMPUiers Qazetta June 1988 41
edit window, the album page, and the pixel-edit window to the chart.
Adding the Windows
Discovering the largest possible al- bum can be time consuming. You need to make long horizontal and vertical scales and to experiment by placing them on an album page. Ex- perimentation determined that the maximum size of the page is 250 X 85 pixels, but it's impossible to place a graphic of this size in the album be- cause of limitations in the selection process. The practical limit for album pictures is about 216 X 65 pixels.
Now draw the normal-edit window using a rectangle of 262 X 143 pixels. Please note that, al- though you can fill this window with a graphic, if you do, you won't be able to rotate it. Text or any graphic larger than 125-pixels long horizontally probably can't be ro- tated to a vertical position because of the selection limitation and the more narrow window dimension.
You may find the caption "LEFT EDGE LEFT WINDOWS" a challenge to create. It's rotated in two segments and requires several
moves before everything is aligned correctly. Each move is in eight- pixel jumps, so this can be a time- consuming process.
After you've created the docu- ment, including all captions, print a hard copy and save the file to disk. Now you can visualize exactly what portion of your picture is displayed in the editing windows, an album page, or the entire document. Larger drawings are no problem, except for album pages. Segments drawn in pixel- or normal -edit modes can be rearranged to make larger pictures.
The Grid
Bring the SCALES file into geoPaint and rename it GRID (leave SCALES on the files disk for future use, how- ever). Now extend all the ten-pixel marks across the document both horizontally and vertically. Save the completed document to the files disk and print it. Next, make sever- al copies on a copy machine to use in making large pictures.
Layout and trace a drawing onto a copy of the grid. Then load GRID into geoPaint, and, with the editing pencil, make marks at all in-
tersections in pixel-edit mode. You'll need to make identification marks near key intersections so they can be seen in the pixel-edit window. With enough intersections marked, proceed to outlining the small portion of your drawing in the pixel window and watch your creation come to life in the small window to the left of the status box. When you're satisfied, erase all the unwanted grid pixels and move to an adjacent area to continue your artwork. When you've finished, you'll have mastered an important new technique.
A complicated graphic can be laid out on a hard copy of your GRID or, if you don't relish erasing all those grid lines, on a hard copy of SCALES, When the master lay- out is finished, simply load the ap- propriate geoPaint file and use corresponding reference points on the master to position graphics and text on the screen. Be sure to re- name the new document and to erase all the unwanted grid or refer- ence lines, numbers, and so on, before saving and printing. O
2)m
Modifications and Corrections
• "Easy Load" (February) has a slight bug ttiat prevents it from working cor- rectly. It adds graphics characters to the end of the program names in the disk's directory instead of appending ,6: or ,8,1. This problem makes the converted files nearly impossible to load. First, to correct the bug in Easy Load, change lines 180 and 190 as follows:
KB 180 lFCHOICE»lTHENOPENlb,B,LS, "R:"+AS+"{SHIFT-SPftCE}{D^8 e-:"+A$:CL0SE15
RG 198 :fCHOICE=2THENOPENIS,8,15, "R: "+A$+''(SHIFT-SPACE}{D}8 {D>1=:"+A$:CL0SE15
Then, to correct the filenames with graphics characters in them, type in and run the following program;
QQ 10 PRIHT"{CLR) IrVS) {5 SPACESj-E
ASY LOAD DIRECTORY CORRECTO
R{6 SPACES)" DE 20 PRINT:PRINT:PRINT"
(3 SPACES} PLACE THE DISK TO BE CORRECTED IN" MM 30 PRINT; PRINTTAB [11) "DRIVE 0
(SPACE}OF UNIT B."
QR 43 PR1NT"(3 DOWN) "TAB (6) "t RVS)
PRESS ANY KEY TO CONTINUE {SPACE)" HX 50 GETKS: IFKS=""THEN5a FE 60 OPENl,e,(l,"?0":OPENlS,S,15:
PRINT"(CLR)" FP 70 GET#l,AS,AS:REH LOCATION BY
TES RQ 80 GET#1,AS,AS:EEM link BYTES KG 90 S = ST: IFSOOTHENCLOSEliGOTOl 50: REM CHECK FOR END OF FIL E KE 100 GETI1,L0S,HIS:CS-""!RBM LO
W BYTE, HI BYTE OF THE LINE NUMBER FH 110 LO=ASC(LOS+CHRS(B) ):HI=ASC
(HI5+CHR$(0)) :LN-LO+HI*256
:LNS-MIDS(STRS (LN) ,2) DR 120 PHINTLNS+" ";:REM PRINT TH
E LINE NUMBER BB 130 GETI1,BS:IF BS="" THEN PRI
NT CHRSU3) ; !GOTO170:REM F
ILEHAHE ED 140 PRINT B3;;CS"CS+BS!GOT013a BM 150 INPUTI15,EN,EMS,ET,ES!CL0S
EIS: IFEN<>0TaENPRINTEN;EH5
;ET;ES MX 160 END PE 170 I=l!J-LEN[CS) EA 180 IF(MIDS(CS,1,1)<>CHB5(3*))
AND (I<>J)THENI-I+l!GOTOlB0 JA 190 IF(MIDS(CS,J,1)<>CMRS(34))
ANDUOJlTMENJ-J-l IGOTOIBB
DS 200 IF I=J THENB0
XS 210 J=J-4:IFMIDS(CS,J,4)-" {D} 8@"THEN240
DC 220 J»J-1:IPMID$(CS,J,5)-" <D} a<D>l''THEN250
ME 2 30 GOTOB0
GE 240 I=I+1:DS-MIDS(CS,I,J-I):PR INT#15,"R0:"+DS+" (SHIFT-SPACE}{DJ8e-"+DS+" (SPACE){O}8i":GOTO80
ftK 250 I-I + l:DS-MIDS(CS,I,J-n iPR INT»15,"R0:"+OS+" tSHIFT-SPflCE){0}3(D>l-"+DS +" {DJ8tDJl":GOTO80
You will be prompted to place the disk containing the corrupted filenames into drive 0 of unit 8 (a 1541 as it comes from the factory is drive 0 of unit 8). Place the disk to be corrected into the drive and press any key. All the file- names that were corrupted by Easy Load will be corrected. Filenames that weren't corrupted by Easy Load are not affected by the correction program, so don't worry if you place the wrong disk in the drive. •
42 COMPUT£rs Gazette June 1988
&j you can code circles around the pnjs, eh? Well, here's your chance to iirove it. it's the GKOS frofiramminK Cinuest, And all it takes t(i will is a Commodore and your skill at programming under CSKOS to win in any four categories and walk away with all kinds of prices.
[ndudinRaehHckf<ir$l,(J(X).
Just send us the {llv()S-l)aKed program
applications from Berkeley Softworks ■ Commodiire peripherals: H)7() 120O Baud Modem, Ktfil Mouse and IJftl or 1750 NAM lixpansion Module ' Six month subscription to Q-Link, the tele- communications service and Q-Link s Cub- lie Domain Software Library from Quantum Cnmputer Services ' 'IWeive inotith subscription toCompute!'s
eJiKlKitiK will be pcrfomied by the staff of • Ciiminitci'slJiiiL'tteM.-itijziiic. 'IV iliifisioiis (if ttn- jmlMfS ,'tre final in ,ill ri^sjK'Cls. This intludes litfisirais reKarditiscreativiiy, similarity among cmries and Ktneral suitability.
7Knlrits Ix'omie the properly rtf lierkcley • Stidworks, which reserses the righi lo riiiapl. use or iniblish all entries recciveil. Entries nay bcTonie \)nn ii( ii "sharowart;" library to kr distribute'tl by UiTkelcy Sudworks, Com|)utc!'s(;iii;eltcaiid (Jiiantiim CiHniiiilur Scr\'iot's. As pnrl iif ciich
YOU WMTE THE PROGRAM WEliWRITfTHICHKICS.
The GEOS Programming Contest. -',
you'ie most proud of — on disk— by August 31, 198K. There are four categories, each with an Applications' and Desk Accesso- ries- winner. Which nteans that there are eight first prixes. i-aght srrond pri/:es. And ciKht thirds.
And each prize consists of lots more prixes.
We may not be the only ones writing checks.
And that's only where the bucks start. Because if your pn>grani makes it into a GEOS Shareware Libiary, all kinds of satis- fied users in.-iy be wriliuH you cliecks.
So boot up and get down lo pumiiing out your most professional (jiCOS program. Then send it in with the information required below. Who knows? Wt- could be sending a check right bacli to you.
1. Applications are identified by the GKOS Applicaliui) h'ile 'lype, are entered from and exit to tile deskTop and conform to the Gi{t>S user interface.
2. Desk .Accessories are defined as pro- grams which are less com[)lex than applica- tions, are identified by the (SROS Desk Accessory File 'Type, may be entered and pop-up within any applicati(ai and upon exit- ing return tlie application to its prior state.
Categories
ENTCKTAINMKNT- Includes enter- tainment and games, l-or example, a Chess game (Applications Division) or a trivia game (Desk Access<n'ies Division). EDUCATION— Primarily educational and instructiiinal. Kor example, a world geogra- phy program (Applicatiotis Division) or a flash card [imgram (Desk Acces.sories Division!.
PRODUCTIVITY — I )estnns lh;il improve personal [(roductivity. Exampk's include an "outline processor" (.'\pplications Division! or a scientific or financial calculator (Desk Accessories Division). OPEN 1'K0(;KA.\I.M!NC;— Open design category that includes programs not covered in other categories. Examples include disk utilities, printer and input drivers and tele- communications programs.
Over $25,000 in cash and pri/cs!
Eight Kirst Prizes!
• $1, ()()() cash
• Annoinicement in Compute! 's Gazette Maga/!ine
• Cranplete library of C(H or Cl2f4 GEOS
(Jazette magazine l''ight Secontl Prixes!
• .Announcement in ComputeJ's Gazette Magazine
• Complete library of C(>4 or C12H CiEOS applications from fierkeley Soft works
• Commorlore peripherals: IfiZO 12U0 Baud Moden) and your choice of a 17t>l or 17!i() R.-\M Expansion Module or VA'il Mouse
• Thrve month subscription to C J- Link, the tek'Coinmunications service and (J-Link's Public Domain Software Library fnan ()uaniinii Computer Services
• Twelve montii siibscriptioji to Compute!*s Gazette magaiiine
Eight Third Prizes!
• .•\nnouncement in Ctrmputel's Gazette Magazine
• Your choice of any five C(il or C128 GEOS