The Move Toward Integrated Software

COMPUTEi's

$2.95

January 1985 ®

Issue 19, Vd. 3, No. 1

02220 £3.50 Canada

"ForOwnersAnd'Osers Of Commodore VIC-20 And 6^ Personal Computers

Math Dungeon

When the Math Monsters give you a quiz, you'd better know the answers. That's the only way out of the dungeon. An exciting, educational text adventure with five difficulty levels. For the VIC and 64.

To The World:

Modems In The Home

More than a thousand useful services are just a phone call away. Here's how they can make you more productive while educating your family and helping with routine house- hold tasks.

0 1

Also iifi tilis Issue:

Computing For Families

Debugging BASIC, Part 1

r VIC Magic Draw

Plus Games, Reviews, And More

Magazine Indexer

Instantly reference all those important articles with this easy-to-use computerized filing system for the VIC and 64.

Trap 'Em

Build fences around your opponent without getting hemmed in yourself. An exciting one- or two-player game for the VIC and 64.

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RAID ON BUNGELING BAY™

Wlicn you shopped for a computer, you vvanted one with a lot of intelli- gence. Thih game may lead you to regret that choice, as your friendly little computer becomes the brains behind the most fantastic enemy you will ever face: The War Machine.

A monstrous artificial intelligence directs an endless army of self- replicating robot weapons and a complex of factories hidden on six heavily defended islands. Even as you strike at one island, robots beyond your field of vision continue to multiply. . .to repair the damage you've done. . .to attack and destroy.

Before all of Humankind is crushed beneath the Bungeling Empire's iron heel, one faint hope remains: you in your helicraft.

THE CASTLES OF DOCTOR CREEP"

liver dream that you were locked in a h,iun[ed castle, wandering blindly through darkened corridors, never knowin;; tvhat ghastly demons await you? Then you'll feel right at home in The Castles of Doctor Creep.

It's a maddening maM of 13 separate castles, more than 200 rooms in all. Sinister surprises await you behind every door: mummies and monsters, forcefields and death rays, trap doors and dead wry dead— ends. Remember where you've been and watch where you're going. . . there's got to be a way out soiHcu'/iere!

Better hurry, or you'll wind up playing a rather unpleasant role in one of Doctor Creep's experiments.

SPELUNKER™

Who knows what fabulous treasures— and unspeakable dangers— await you in the world's deepest cave? This is one game you can really get into. . . and into. ..and into.

Wander through miles of uncharted passageways, swinging on ropes and ladders, tumbling over subterranean falls and plunging to the very depths of the earth on an abandoned mine railroad. Deadly steam vents and boiling lava pits threaten you at every turn. Chattering bats and the Spirits of dead Spehmkers beg you to join them, permanently.

Let's face it; you're in deep, deep trouble.

WHISTLER'S BROTHER™

You're the star of a full-fledged arcade adventure— and the big question is whether it'll turn out to be a comedy or a tragedy. That's because your co-star and beloved brother. Archaeologist Fenton Q. Fogbank, is rather absent- minded and extremely accident-prone.

As you search for priceless ti^easures in steaming tropical jungles, ancient cliff villages, musty old tombs and glittering crystal caverns, you control both your character and your brother. The only way to keep him on track and out of trouble is to whistle and pray that he follows you to safety.

Poison arrows, runaway boulders, fearsome frogs and mysterious mummies are only a few of the hazards that'll make you wish you weren't your brother's keeper.

STEALTH™

You're all alone on a strange and forbidding planet. On the distant horizon, looming thousands of meters above the blasted landscape, lies your destina- tion: The Dark Tower, home of the mysterious Council of Nine, cruel overlords of a conquered world.

You must maneuver your Stealth Starfighter through an unending assault by the Council's automated arsenal jets and heat-seeking missiles, photon tanks and anti-aircraft batteries, vaporizing volcanoes and deadly energy fields. Outgunned and outmanned, you must press ever onward, with only your stealth to rely on.

You must reach the Tower. You must destroy it. There's no turning back.

Aii litlf^tit'tiihihU' on Liittjttimiini' li-L CHjmpsonslim l.otit Runner tiKji ai^uhhic cti Af^fih U + . th\ lie. Whistlfr's HriMhrr. Spelunkpr tjiul SUmMIi a/^^> *irnjJiii>fi^ tor AtiJri Home CcifFi^JijItv*. Commntlme ti-i u tnitU-ttitiFk ofCononotion^ t-hctroiuctj Lul. A[itth' isn trtidcnujrk of A^^h CotttjJitlvr, Inc. Atnii if a trtidenitttii i^f Atiiti CaFjton^lion.

NO MERCY

FOR COMMODORE."

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CHAMPIONSHIP LODE RUNNER™

It has come to our attention that some of you out there think you're pretty good at Lode Ruiwer, 198 3 's best computer game. For those foolhardy feiv, we offer a challenge of a higher order; Championship Lode Rwnier.

With fifty fiendish Treasury Chambers: more intricate, more elaborate, more insidious than anything you've seen before. You'll need lots of skill, lots of smarts, and every ounce of your lode-running experience to have any hope at all of survival.

And if you haven't yet paid your dues on the original Lode Rittuiet; don't even think of attempting this championship round.

Brrjderbund

f-iir miijr rri/i.rrrNitiii.i nJjdi.J linidi-ilniiul .mtl iinr /ijiiiljic/n, uiiili' III iiMit: 17 f'lilil UriW, Siipi Knfiik'J, CiiIjjDirifil V-l'W.i HI I'.lfJ H15J ■J7?-n70, C i'W'l Ihf^tk-ibimil Softu-mi; Inc.

Computer pro

daVinci, ShaKesp Al Capp would ha

;rams for kids that eare, Dickens and ve loved.

If they were starting out today this is what they could start with. Pixelwerks. THE OTHER WAY TO DRAW AND WRITE Instead of a brush and canvas, a pen and papei; they'd create on a com- puter Because Rxelwerks is the first medium that can keep up with their imaginations.

MR. PIXELS PROGRAMMING PAINT SET With Mr Rxel's Programming Paint Set, da Vinci (or any 8-year old) could do more than paint a picture. He could also enlarge it, repeat it, move it around, and change colors. Instantly

And at the same time, he developing his programming skills. Painlessly. SHOW DIRECTOR On the other hand, Shakespeare would love to play around with Show Director

He'd use it to create plots and think up one scene after an- other; and he'd get a big cast of characters, lots of backgrounds, props, and musical sound effects to act them out.

BANK STREET STORYBOOK

Dickens wouldn't be able to keep his hands off Bank Street StoryBook by George Brackett.

Not only could he write his own story but he could also illustrate the scenes and characters he sees in his mind.

MR. PIXEIIS CARTOON KIT

Maybe Al Capp wouldn't be satis- fied with cartoons that just sit on the page after he tried Mr Pixel's Cartoon Kit. Because he could make his car- toons come to life by animating them. His characters could move around, and even react to each other

Every kid has a touch of creative genius buried inside. Tne job of Rxelwerks is to

bring it out, with more features, more options and more flexibility than j other programs.

In short, we supply the tools. Kids supply the imagination.

□##l|PIXEiWERKS

PtigliwW»pisU«ltvUnlsclpc. tc,3444a>ilMnu(l. IWVtraoli.tWlK Fi> nm Mbrmilin cM 16002219884 In BIOS S BOO 942 7315

Quick.

How many plates can the Juggler juggle?

Chinese Juggler

# hat depends on you. You are K the Juggfer and your act is the delicate art of plate spinning. Yours will be a tough act to follow if you succeed in matctiing colors and spinning plates on all 8 poles at the same time.

As your skill increases, so does the pace and the challenge of the game. You must act with speed and precision or the curtain will come down and your act will be all washed up!

Chinese Juggler is a refreshing departure from the usual shoot- em-ups and strategy games. It's fun, fast-paced and will delight players of any age. For Commodore 64. New from Creative Software.

$24.95

"ComrrtO(forD64"i3n

ImcJomurk of Gorrtmodorfl Electrohk^a, Ltd,

How do you

moonwalk, snake

and tut?

Break Street

ou'll soon become a break dancing expert with our latest bestseller. Break Street. Now that combination of gymnastics, mime, funk, and just plain show-off, leaves the sidewalks and comes home to your Commodore 64.

Individual play guides you through the footwork of moonwalk, backspin, windmill, tut, and the rest of those sidewalk moves. Slow motion and lively musical accom- paniment help you perform each move step by step. String together a whole series of moves and record them for future replay.

Catch the beat of the street with Break Street. For individual or team play. New from Creative Software.

$24J

The answers are at your finger tips.

What's the capital of Alaska?

Roll Call USA

^^\ O you know? Get ready to * 'outwit your family and

friends with Roll Call USA's fun facts on states.capitals and major industries.

Roll Call USA combines history and geography facts into a colorful question and answer game that challenges your knowledge of the 50 states, their capitals, major industries and statehood dates.

Feel confident? Drill yourself with a Flash Test. The game is speeded up, so think fast. Your answers are tallied up at the end for a final score.

Roll Gal! USA, a game of USA trivia for team or individual play. For Commodore 64. New from Creative Software.

s»iH..95

Call and order today! Use your Visa, MasterCard or personal check. Toll Free 1-800-331-7990 (outside California), 1-800-448-1001 (in California), or 1-408-745-1655. MONEY BACK GUARANTEE. If not completely satisfied, return within 10 days for full refund.

CREATIVE SOFTWARE

230 East Caribbean Drive, Sunnyvale. CA 94089

fgil984 Creative Software

The Move Toward Integrated Software Se!by Bateman

Inside View: Bruce Artwick, The Designer Betiind Flight Simulator II A Window To The World: Modems In The Home Sharon Darling . .

January iBBS Vol. 3, No. 1

26 32 38

Kathy Yakat

Seven Cities of Gold Gregg Keizer 98

Childpace C. Regena 104

Also Worth Noting 110

84 64

Trap 'Em Jon Rhees 54

Chomper George Hu 56

Kablam! Stephen Resster 60

V/64 V/64 V/64

EDUCATION/HOME

Computing For Families: A Visit With Sweetums The Ogre

VIC Magic Draw Kevin Gough

Math Dungeon Richard Lowe

Magazine Indexer Daniel Miller

Fred D 'tgnazio 44

52

62

66

V

V/64 V/64

PROGRAMMI

BASIC Magic: Using Variables In 1985 Michael S. Tomczyk

Hints & Tips: Double Duty Variables William A. Yarberry, Jr.

Machine Language For Beginners: ML Mailbag Richard Mansfield

Debugging BASIC, Part 1 Todd Heimarck

Power BASIC; Stop And Go Jim Pejsa

Baker's Dozen, Part 1 Lawrence Cotton

Disk Merge Robert D. Riemersma, Jr

. 72 . 90 115 125 132 133 135

V/64/ + 4/16

V/64

V/64

V/G4

V/64

64

V/64

^^pEPARTMENTS

The Editor's Notes Robat C. Lock

Gazette Feedback Editors And Readers

Simple Answers To Common Questions Tom R. Halfhitt Horizons Charles Brannon

6

10

66

80

User Group Update 94

News & Products 137

V/64/ + 4/16

PROGRAM LISTINGS

How To Type In COMPUTEI's Gazette Programs 142 *

The Automatic Proofreader 143 V/64

Bug-Swatter; Modifications And Corrections 144 V/64

Tiny MLX 145 V

C/G BBS Robert Sims 146 64

Product Mart 190 *

Advertisers Index 192 *

=GeneraI, V=VIC-20, 64=Commodore 64, +4= Plus/4, 16=Commodore 16.

COSIPUTEri CAZETTEi^ published monlhlj' by COMPUTEl ruWicationi. Inc., Post Office Box 5406. GtMnslwro. NC 27403 USA. Thont (919) 2/5.9909. Ediloria! offices arc locjEcd at J24 West WeinJOV*r Avenui*. Grcensborii, N'C 2--10S. DflTneslic irub^nptioni: 12 ts^u«. 524. Send subscription ordrra or chjn^oof addresi (P.O. Form 3579J to Ciiculalion Dejil,, COMPUTB'S CAZETTt!, P.O box 961, FjtmmRdalf, NY 11737. Secund (Ijss jppilcalion pending at Greensboro. NC 27403 and aitdilionji mailing officii Enure lonlenti fiipyrighl 9'iVtm b>' COMPUTEI Publicaiions, Int. All rij>hls ri'served. ISSN 0737-3716. KOi?*t\

OOMPUTEI Publlciilom, Ire, One oflhe ABC Publljhlng CompjnIfS: ABC PubUlhing, Tf widen!, Hobflt G. Burton; 1330 Avcnuf cl I he Americas; Ntw Yorii. New VorV; 100 19

THEEDnOR'S

Whither

Commodore?

By now, or perhaps »of by now, the Plus/4 and the 16 are mak- ing their long awaited debut across the retail frontiers of America. From what we can tell so far, this debut may well be an "emperor's new clothes" phenomena, with lots of debut, and not much else. Our old friend Jim Dijon, a Commodore marketeer and survivor, was re- cently quoted as suggesting that if the marketplace so wished, Commodore would be happy to make the 16 and Plus series compatible with the 64. One would hope the marketplace wouldn't have to wish too hard for such compatibility, what with at least a million or so 64s out there. On top of all this wishing. Commodore has some- how managed to devise an en- tirely unique plug for the Plus/4, thus insuring that exist- ing peripherals won't be compatible.

Why do we feel that we've written this editorial seventeen times or so in the last five years?

Hope?!?

Rumor now has it that perhaps the 16 and Plus/4 are already being "de-emphasized," giving way in turn to the even newer 128 series. Ah. More memory? Yes. Software compatible? Yes, Peripheral compatible? Yes. Plus, some new peripherals, no- tably a dual disk drive . . . now those are pluses we can ap- plaud. Lest we sound totally like sour grapes this issue, we'll re- mind our loyal readers that this is the company that has been responsible for much of the home computer industry, and we feel, correctly we think, that they have a continuing obliga- tion to help drive and nurture it. Commodore's potential success with the Lorraine is something we're anxiously awaiting.

We've seen successive itera- tions through hardware and software "breakthroughs" in this industry, and we think the Lorraine has the potential for achieving several breakthroughs at once. The significant power this computer can cost- effectively bring to the market- place will, in our opinion, define a new benchmark for price and performance in the entire indus- try. No one in the market was selling a color computer with reasonable memory for less than $1000 until Commodore broke the price and hardware con- straint barriers. With the power of Lorraine: 128K RAM, built-in drive, 4096 colors, 68000

microprocessor, multicolored sprites, maximum hi-resolution of 640 X 200 pixels ... the list goes on, including built-in speech synthesis and built-in modem. These are only high- lights of the features of the Lorraine prototype demon- strated by Amiga before they sold their company to Commo- dore. This unit was preproduc- tion priced at $1200-$! 400.

Of course, Commodore may change some of these features before product introduction. Pricing will probably change as well. But we've seen enough to call the Lorraine a significant price/performance break- through, and we think it will spark a new plateau in the in- dustry. We expect to learn more about the configuration of the "real" system at this month's Consumer Electronics Show in Las Vegas. We'll keep you posted.

Kd^frA

6 COMPUJB's Gazette January

How the JViVe FamiUf Helped Tiieir Gotnl Neifjhbors

It was after Christmas. The Nice larnily was still enjoying all the w^onderlul presents tliey received from on(» another. But next door, at tlie home of theii' Good neighbors, thmgs weren't all that wonderful.

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You see, IVliv and Mrs. Good {Htury and Betty) had given a new home computer to their twins (Kim and Ken-y). It was a very good gill, but they cUdn't know what to do with it. Harry Good thought video games were bad because the twins couldn't

play them together. Betty Good thought

all \ideo games were too violent. And the Good twins thouglit anytli i ng but giunes were lx>ruig! Then, one day, Bettys Good was talldng to Janet Nice over morning coffee. "We have this wondcn*-

Ilil computer, and nothing lo do with iti" luoaned Bettjc Janet just smiled, and told Betty all vdMwi Admntures In Nmmicu a new st;ries of LifeWiu'e' computer games ft'om Word Publishing. These games are the fhst ones the whole family can sluu*e. And they're based on the fimious stories oCNarniaby C.S. I^wis, which tx'ach lasting values good Ibr' evet^yone to k*arn. Well, VI \ <— ^x^ the Goods rushed out and ixiught Narnia and DaivnTreader. And )] ) J ^"^ now tlie Good twms play with theu- new computer all the

( I ( / ^ A time. Hai'ry and Betty Good play with them, too. And

they all Jigree Adventures In Narnia are the best games th(^y could have. Maybe Uiey'd be good for yom* family, too!

gVrirriiVi and DiiwuTriVHtf)* iirt avulLiililr ut i^>JEi]HLUT.<^j>e<'hiJi Hluresuiid :lU Hih' thHikstori All Adi'iiiturfji hi Sarnia fi,aiucs are t'onipatihtt* with Apple II seri^' aiut ruimiHHioir 64" honif^ifinipuierH.

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Wonl. iJic. VViui). 'fX 70706

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OneontK' AUC I'lihllsliiit); Q ('<iit)|iui]Ii's

Wcridenbooks

Aval Eablt* 111 all !«ti>r<>s luitinnwUU'.

Mft'Wure l.H II tnuii'inark of Wiinl. liir,

A])|it<' 1 1 fktIi's Ihii n'){lHt('ri'<! tniiU'iimrkorApjili'Coiiijiutrr, IiK-.

Curiitiiu<l()rr 04 Ihii tnuir]ti]irk<^]'<'oniniciittirr MlfMstniiilcs^ LUL

COMPUTElPublicationsJna®

Publisher Gnry R. Ingersoll

Editor in Chief Rubort C. Lock

Director of Administration Alice S. Wolfe

Senior Editor Riclwai Mansfield

Managing Editor Kathleen Martinuk

Editor Lana- Ftko

Assistant Editor Todd Heitnarck

Production Director Tony Roberts

Editors

Tom R. Halfliill, Editor, COMPUTE! Mrtga/.ine; Stephen Levy, Editor,

COMPUTE! 0()i>ks Division; Gail Cowpcr, Production Editor; Ottis R.

Covvper, Technical Editor; Charles Brannoii, Program Editor; Selby

Bateman, i'oatvirL's Editor

Assistant Editors

Gre^g Kei/.er, J. Blake [^imbert (Books); John Krause, George Miller,

Philip Nelson (Technical); Kathy Yakaf, Eealurc Writer; Sharon

Darling, Research Assistant (Features); Randall F'osner, Assistant

Managing Editor (Books); Mark Tuttle, Submissions Reviewer

Editorial Programmers

Patrick Parrish (Supervisor), Gregg Peule (Assistant), Tim Victor,

Kevin Mykytyn, Gary Black, Kevin Martin, Rob Terrell

Programming Assistants

David l-lora nee, Susan Doss, David Hensley

Copy Editors

Juanita Lewis, Jojn Rouleau, Ann Davies

Proofreaders

Ethel Silver, Dwight Smith, Marty Selby

Administrative Staff

Vicki Jennings, Laura MacFadd en, Julia Fleming,' Susan Young, Iris

Brooks, Jan Kretlow

Production

Irma Swain, Production Manager; Janice Fary, Art & Design Director,

Li-e Noel, Assistant Editor, Art & Design; Do Potter, Mechanical Art

Supervisor; Terry Cash, Carole Dunton, Typesetting

Artiste

Leslie Jessup, Larry Sullivan, (Publications), Debbie Bray (Books);

Harry Blair, Illustrator

Associate Editors

Jim Butterfield (Toronto), Harvey Herman (Greensboro), Fred D'Ignazio (Koanoko)

Circulation

Charles C, Post, Circulation Manager; Patlv Jones, Assistant Circula- tion Manager; Fran Lvons, Single Copy Sales Super\'isor; Jill Pope,

Fulfillment/Subscription Super\'isor

Customer Service

Philippa KinK, Customer Service Manager; Gail Jones, Dealer Sales Supervisor; Dorothy Bogan, Customer Service Supervisor; Dealer Sales Staff; Sharon 'Mi nor, Rhonda Savage, Debi Goforth; Customer Service Staff: Bettv Atkins, Gayle Benbow, Rosemarie Davis, Chris Cordon, Marv Hunt, Liz Krusenstjerna, Jenna Nash. Chris Patty, Anita Roop, Judy Taylor

Jim Coward, Warehouse Manager; Staff: John Archibald, Jack McConnell, Earn- O'Connor, Sam Parker, Dai Rees, Eddie Rice, Eric Staley; Mary Sprague, Mail Room, Coordinator,

Data Processing

Leon Stokes, Manager; Chris Cain, Assistant

Accounting

Paul J, Mecliola, VP, Finance it Planning; R. Steven Vetter, Director,

Finance & Planning: Robert Bean, General Accountant; Karen K,

Rogalski, Financial Analyst; Staff: Jane King, Dale Roberts, Shannon

Rocsler

Credit

Barry L. Beck, Credit Manager; Staff: Sybil Agee, Susan Booth, Anne

i-erguson, Pat Fuller, Doris Hall, Linda Miller, Mary Waddeil

Purchasing

Gregory I.. Smith, Purchasing Manager; Anna Harris, Assistant

Promotion

Mindy K. Kutihei, Promotion Manager; Caroline Dark, Assistant Advertising Sales

Ken Woodard, Director of Advertising Sales: Bonnie Valentino, Assis- tant Advertising Manager; Patti Williams, Production Coordinator; Joyce Margo, Production Assistant; Kathleen Hanlon, Sales Assistant Sales Representatives Jerry Thompson 415-348-8222

Phoebe Thompson 408-354-5553

Ed Winchell 213-378-8361

Harry Blair 919-275-9809

Jules E, Thompson, Inc. National and Canadian Sales Representative.? 1 290 Howard Avenue, Suite 303 Burlingame, CA 94010

Address all advertising materials to:

Patti Williams, COMPUTEi's GAZETTE

324 West Wendover Ave., Suite 200, Greensboro, NC 27408

Sales Offices, The Thompson Comttany

New England

Mid-Atlantic

Southeast

Midwest

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Northwest, Nevada

Northern CA

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Arizona

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Colorado

617-720-1888 212-772-0933 919-275-9809 312-726-6047

713-731-2605

408-354-5553

415-348-8222 or 408-354-555

213-378-8361

213-378-8361

213-378-H361

303-595-9299

COMPUTEI Publications, Inc., publishes

COMPUTE! COMPUTEI Books COMPUWs GAZETTE

Corporate Office:

324 West Wendover Ave., Suite 200, Greensboro, NC 27408

Mailing Address:

Post Office Box 5406, Greensboro, NC 27403

Distribution Center

5 00- A Radar Road. Greensboro, NC 27419

Telephone: 919-275-9809

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

Chief Executive Officer Robert C. Lock President Gary R. Ingersoll

Vice President, Finance & Planning Paul J. Megliol Executive Assistant Debi Nash

Assistant Cassandra Robinson

Subscription Information

COMPUTE!'s GAZETTE Circulation Dept. P.O. Box 540£, Greensboro, NC 27403

TOLL FREE Subscription Order Line

800-334-0868

In NC 919-275.9909

COMPUTEI's GAZETTE Subscription Rates

(12 Issue Year): US (one year) S24. Canada, Mexico and Foreign Surface Mail $30, Foreign Air Mail $45.

The coMruTi=rs CA/i;m; subscriber list is made available to carefully screened organizations with a product or service which may be of^ interest to our readers. If you prefer not to receive such mailings, please send an exact copy of your subscription label to: COMPUTK's GAZETTE, P.O. Box 961, Farmingdale, NY 11737. Include a note in- dicating your preference to receive only your subscription.

Authors of manuscripts warrant that all materials submitted to COMPUTE' 5 GAZETTt are original materials with full ownership rights resident in said authors. By submitting articles to coMPUTEr* gazette, authors acknowledge that such materials, upon acceptance for publication, become the exclusive property of COMPUTEI Publica- tions, Inc. No portion of this magairine may be reproduced in any form without written pi'rmission from the publisher. Entire contents copyright & 1985, COMPUTEI Publications, Inc, Rights to programs developed and submitted by authors are e,\plained in our author contract. Unsolicited materials not accepted for pubhcation will be returned if author provides a self-addressed, stamped envelope. Where programs are included in an article submission, a tape or disk must accompany the submission. Printed listings are optional, but helpful. Articles should be furnished as typed cony (upper and lowercase, please) with double spacing, nach article page should bear the title of the article, date, and name of the author, COMPUTEI Publications, Inc, assumes no liability for errors in articles or advertisements. Opinions expressed by authors arc not necessarily those of COMPUTEI Publications, Inc.'COMPUTBI Publications as- sumes no responsibility for damages, delays, or failure of shipment in connection with authors' offer to make tape or disk copies of pro- grams published herein.

PET, CB.M, VIC- 20, and Commodore 64 are trademarks of Commo- dore Business Machines, Inc., and/or Commodore Electronics Limited. Other than as an independent supplier of quality information and services to owners and users of Commodore products, COMPUTEI Publications, Inc., is in no way associated with Commodore Business Machines, inc., or any of its subsidiaries.

^^^^^ "The Hot

Trimt

fever

inii KJ ganne or „led trivia. _

Hottest New Game In Ibwn

n

W//f//.'/.

W

Trivia Fever is absolutely unique It's the only software entertain- ment package that can be enjoyed w/th or ^N\thoutii home com- puter! When played on your home computer, Trivia Fever is a refreshing alternative to all those shoot'em up games. An elected "Master of the Game" uses the computer to randomly select sub- ject categories, handicap players, generate questions and answers, keep score automatically, and more! Instructive by its very nature. Trivia Fever can be enjoyed by up to 8 individuals or teams. And when played without a computer. Trivia Fever has all the best fea- tures of the "popular" trivia games plus more all without the cumbersome board, cards, and little game pieces. You can play in a car, on vacation, anytime, anywhere! And Trivia Fever is by iarthe best Trivia game available anywhere. Here's why:

Trivia Fever offers thousands of challenging questions in 7 inter- esting categories, so there's something for everyone. Each category has questions with 3 lev- els of difficulty, which score comparable points. What's more, Trivia Fever allows players to HANDI- CAP all those so-called "trivia experts" three dif- ferent ways, giving every- one a chance to win. And players can easily control the length of play from quick thirty minute games to multi-hour party marathons!

Trivia Fever is unique, entertaining, educational, and most of all FUN. And at $39.95, Trivia Fever is destined to quickly become the best selling software entertainment package of all time. There's even a S5 rebate available to any non-computer users who return

the computer diskette.

Trivia Fever can be enjoyed on the Commodore 64, IBM PC & PCjr and compatibles, Apple II series, and others. So don't delay. Catch Trivia Fever at your favorite software retailer today!

For additional information call 6T7-444-S224, or write to:

AX $39.95, Trivia Fever comes complete with Question and Answer Bool<, Category Selector, and Tally Sheets to be used when played without a computer.

APSI

P.O. Box 533 Needham, MA 02194

InviA F^ihTf II ji EMdiffmirk of Pro'e«ion*l Sottwafp, in?

GAZETTE FEEDBACK

EDITORS AND READERS

Do you have a question or a problem? Have you discovered something that could help other VIC-20 and Commodore 64 users? Do you have a comment about something you've read in COMPUTEl's GAZETTE? We want to hear from you. Write to Gazette Feedback, computers GAZETTE, P.O. Box 5406, Greensboro, NC 27403.

Note: ht the November "Buyer's Guide To Modems," the Mitey Mo Modem was listed as being RS-232 compatible. It is actually Commodore 64 compalible and phi^s directly into the user port. It does not require an extra interface.

Where's The Printer?

Several readers have written asking where they can get Okidata's neio color printer, the Okimate 10 (see the Consumer Electronics Show report in the September gazette for details). According to an Okidata representative, there had been problems with the supporting softivare. As this issue went to press, li'e received an Okimate 10. It loill be covered next month in Charles Brannon's "Horizons" column.

Woming Light

Could you write a short set of directions that ex- plain what to do when the red light on a disk drive begins blinking? Also, why does the man- ual say (on page 8) "Never remove the diskette when the green drive light is on."? The green light comes on when the drive is turned on and stays on.

Evelyn M. Arnold

The green light indicates the disk drive is turned on. You can safely insert and remove disks white the green light is on. In fad, you should wait until the drive is on before inserting a disk. Don't turn it on with a disk inside; it's possible the initial surge of power loill scramble some data on the disk.

The latest editions of the 1541 manual have been corrected to say "never remove the diskette while the red light is on." This is the proper advice.

When you load or save a program to disk, the red light comes on to indicate disk activity. If you open a data file, the red light will stay on until the file is closed. In these cases, there's nothing to worry about. The red light means the drive is doing its job.

10 COMPUTE rs Gazelto January

But use an incorrect disk command and the red light will begin flashing rapidly, signaling a disk error.

If you type in a BASIC command incorrectly or make some other programming error, your computer ivill respond zoith 7SYNTAX ERROR or another such message. If you encounter a disk error, how- ever, there is often no warning on the screen to alert you that something has gone awry, but the red light on the drive will flash.

The 1541 disk drive is an intelligent device, containing its own microprocessor, ROM, and RAM. It also has error-handling routines in ROM similar to the routines in the VIC and 64. A tape drive doesn't have its own microprocessor, so messages about tape errors are built into the computer. But disk error messages are found in the disk drive. When the light flashes, you can read the error mes- sage. But first you must instruct the computer to ask the disk drive what the problem is.

You must always communicate with (he disk drive over one of the 16 available channels. Clian- nel 15 is reserved as the command channel. It's used for formatting disks, scratching files, and vari- ous other tasks. It is also the channel for reading disk errors.

To find out why the red light is flashing, enter this short program:

10 OPEN15,8,15

20 INPUT#15,E,E$,T,S

30 CL0SE15

40 PRINTE;E$;T;S

Line W OPENs channel 15, the command chan- nel. Line 20 INPUTs the information concerning the error from the disk drive into the 64. E is the number of the error, E$ is a short description in text of the error, T is the track number on which the error oc- curred, and S IS the sector number of that track. Since INPUTi^ is not allowed in immediate mode, you must read the error from within a program.

Normally, this program will display:

OOKOO

To generate an error condition, remove your disk from the drive, turn the drive off, then back on again and enter:

LOAD"*",e

The disk drive will whir and clatter, then stop, with the red light flashing. Now run the error chan- nel program, and the computer screen will display:

21 READ ERROR 18 0

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The number 21 indicates the type of error en- countered, READ ERROR is a brief description of the error, 18 is the track which the disk drive was attempting to read, and 0 is the sector lohich the disk drive was attempting to read. Since no disk was in the drive, there was nothing to read, causing a READ ERROR.

In most cases you don't need to knoiv the track and sector where the error happened, so you can leave off the T and S. And you can get the error- reading routine doiun to a single line: 10 OPEm5,8,15: INPUT#15,E,E$: PRINTE;E$: CL0SE15.

A handy utility is included on the disk which is packaged with your disk drive, the DOS Wedge. Load and run the DOS Wedge loader program, then you can read the error channel by just pressing the @ or > key on the computer.

For information about the errors likely to be encountered lohile using your disk drive, consult your 1541 User's Manual.

VIC Expansion Memory

When programs in your magazine point out that at least 3K or 8K expansion is needed, does that mean that these programs will run on a 16K VIC without making any changes in the POKEs?

N. C. Barrows

BASIC programs with no POKEs which work with 3K or 8K will run fine with 16K. If a program con- tains POKEs to screen or color memory, however, it may work only tvith a specified amount of expan- sion memory. This is because the location of screen and color memory changes as memory is added.

There are three possible memory configurations depending on the amount of memory added: un- expanded, 3K expansion, and 8K or more expansion (this third category includes 1.6K and 24K). Using 3K expansion moves the start of BASIC lower by 3K. Adding at least 8K expansion memory moves the BASIC program area, screen memory, and color memory. When 8K or more is added, BASIC can't use the 3K expansion area. Also, BASIC can't use any expansion memory above 24K. Expansion mem- ory not used by BASIC can be used for machine lan- guage programs.

The key phrase in this case is "at least." Any program which runs on a VIC with 8K will also run with 16K or 24K. That's lohy we usually say "at least 8K" for VIC programs.

The following table gives the starting addresses for BASIC, screen memory, and color memory for any amount of expansion.

Expansion BASIC Screen Color

none 4097 7680 38400

3K 1025 7680 38400

8K+ 4609 4096 37888

12 COMPUTErs Gazetw Januaiy

Turn It Off, We're Trying To Watch TV

When [ turn on my Commodore 64 and the tele- vision nearby is tuned to channel four, diagonal lines appear on the screen. If anybody is watch- ing TV, they complain they can't see the picture, I switched the computer to channel three and the same problem occurs. How can I solve this problem?

Michael Miller

In order to get a picture onto a television screen, a computer sends out a television signal. The RF modulator in your 64 acts like a miniature tele- vision station, with limited range.

The problem you're having is that the signal is a little too strong. The best solution is to shorten the cord which goes from the 64 to the TV. If you don't want to cut it yourself you can probably find one with the appropriate connectors at a local electronics stare. A shorter cord allows less of the TV signal to leak out. You might also wrap the switchbox (the one labeled TV /Computer) with alu- minum foil.

Here are some other things to try: Move the computer as far as possible from the family tele- vision, or to another room. Try using different elec- trical outlets, preferably on different lines one for the television, another for the computer. Or put some tiling metal, like a metal bookshelf, between your 64 and TV to act as a shield.

Before a computer can be said in the U.S., if has to be tested by the FCC far its effective radio/TV interference. If you look on the inside front cover of the manual zvhich came in the box with your VIC or 64, you'll see the statement of FCC certification. It also lists a pamphlet about solving interference problems, which is available from the Government Printing Office.

Special Effects On The 64?

Is there any way I can turn my 64 into a special effects generator? I want to connect one or more VCRs as inputs to make split screens, borders, and windows, combining the video picture with a text overlay.

Mike Winderman

The signal sent out by a VIC or 64 is TV-compatible, ivhich means it is also VCR-compatible. There are two ways to hook up your computer to a VCR. If the VCR has an input jack for cable TV, you shoidd have received a small 75/300 ohm converter loifh the VCR (so you can attach an antenna in place of tiie cable). Disconnect the computer cable from the two antenna screws in back of the television and attach the two prangs from the switciibox to the 75/300 ohm converter. Then plug it into the VCR.

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Most VCRs also have two other inputs: one for audio in, one for video in. If i/ou have a monitor cable (which plugs into the front of a 1701 or 1702 monitor), you can plug the tivo xvires into the back of your VCR, audio to audio, video to video. This re- sults in a better picture than the first method.

Why connect your computer to a VCR? There are several reasons. If you don't have a printer, i/ou can list a program lohile the VCR is recording. You then use reverse, fast fonvard, and freeze to look at the program listing. Or use graphics and color screens (generated by the computer) as titles and credits in homemade videos. And if your tele- communications software cannot doivnload, you can record conversations or electronic mail to look at later (although you still can't download programs).

Recording the computer's video output, while using a separate microphone for audio could be use- ful in a class on programming.

And finally, you might record a videogame, so you can later study your moves and the computer's responses. Recording the score would also be a way to prove to friends that you really got five million points in your favorite action game.

So it is possible to put the audio and video sig- nals from a VIC or 64 onto videctape. Unfortunately, the special effects you mention, windows and text overlays, require a specialized video-editing machine. You can't create them with just your 64.

If you have both a VCR and a color monitor, there's another possibility you might not have considered. One of our editors has his Commodore 1702 monitor hooked up to a VCR. The 1701 and 1702 have a much higher resolution picture than a color television in the same price range, but they don't have tuners. The VCR does have a channel selector, and many have video and audio output jacks (as well as inputs). By routing these signals to the monitor, he gets much sharper, clearer pictures than are possible on a conventional television. Thus, when he's not using the monitor to display com- puter programs, he can use it to loatch his favorite television programs.

Elusive Characters

I've run into a problem typing programs from your magazine. The answer is not listed in "How To Type In cOMPUTEI's GAZiilTH Programs." How do you type {SHIFT-SPACE} or {2 SHIFT- SPACE}?

James LitreH

Commodore computers have two different space characters. You get the first by simply pressing the space bar. The second, a SHIFT-SPACE, is entered by holding down the SHIFT key while you type a space. Think of it as a "capital space." A regular space has an ASCII value of 32, a SHlFTed space is

14 COMPUTE!'s Gazmie January

ASCII 160. And if you PEEK the screen, they have two different values, 32 or 96.

As explained in "How To Type In computei's GAZCTTE Programs" in the back of the GAZETTE, any time you see a number X preceding a special character in brackets, it means to type that charac- ter X number of times. So {2 SHI FT -SPACE \ means you should type two SHlFTed spaces— hold down the SHIFT key and press the space bar twice.

There are two reasons lohy a SHlFTed space might appear in a listing. If the program runs in upper- /lowercase mode (as opposed to uppercase /graphics) and a message contains all cap- ital letters, it's easiest to type it with the SHIFT LOCK key down. You could type the message "PRESS ANY KEY" with the SHIFT LOCK key en- gaged, and the spaces between the loords would ac- tually be capital spaces.

Second, if a program uses redefined characters, there might be one new shape for a space and a dif- ferent shape for a SHlFTed space.

In the first case (uppercase messages) it wouldn't matter much which space character you used. They look the same on the screen. In the sec- ond (custom characters), it makes a big difference which character is which.

One other character in our listings which gives some readers trouble is the left-arrow, just above the CTRL key, in the upper left-hand corner of the keyboard. The printer used for GAZETTE listings does not have this character, so when it appears in a program, it's listed as a less-than sign with a hy- phen through the middle. It looks a little like the tracks of a chicken walking through snow.

Relocatable Machine Language

I'm a fanatic about writing machine language programs which are totally relocatable within RAM. As such, I tend to rely on relative address- ing as much as possible, using multiple branches to make longer jumps. As of yet, 1 have not found a method of branching to subroutines which has worked satisfactorily. I'd like to know if it's possible to access the program counter so that its contents may be pushed onto the stack prior to a relative jump to a routine which ends with the RTS instruction,

Donald E. Cook

Certainly there are advantages to relocatable ma- chine language, but what you're proposing is fairly advanced. Fhe longer your ML program, the more difficult it becomes to make it relocatable.

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;get low byte of return address— I

;snvc it

;get high byte of return address— 1

;savc it

;put high byte back on stack

;get low byte back into the accumulator

;put it back so address is restored

routine hits the RTS, executiott is returned just after the instruction that called the subroutine.

There is a trick you can use to deduce the cur- rent value of the program counter. When you jump to a subroutine with jSR, the address of the next instruction is pushed onto the stack high byte first, then low byte. The actual value is one less than the address of the next instruction. RTS pulls the two bytes off the stack, adds 1 to the value, then stores this in the program counter, effectively returning from the subroutine.

Since JSR stores this address on the stack, the address can be examined in a subroutine zvith PLA. This small subroutine performs the "where ant I?" task. After the bytes are examined, they have to be put back onto the stack so that the "where atn I?" subroutine can return to the main program.

WAI PLA

TAX

PLA

TAY

PHA

TXA

PHA

SEC

SBC #2 ;gL'l address of the JSR opcode

TAX ;]()w byte is in X

TYA ;get high byte

SBC #0 ;adjust for carry

TAY ;high byte back in Y

RTS ;return with address in X and Y

When you want to know the value of the pro- gram counter, JSR WAI. The WA! subroutine itself cannot be relocatable, of course, since your program must know the address of WAI in order to JSR to it. Once you have this current address, you can tlien create a return address for the instruction following a bra7ich to a subroutine. Remember that the return address is the actual address minus one. Push it onto the stack high byte first, then loio byte. You can then branch to a subroutine, and RTS will re- turn execution as you desire. This can be extremely cumbersome, though.

Tiie "Where am I?" technique can also be used to calculate the address of a data table. You must know the offset betioeen the address of the }SR WAI and the location of the data table. You add in the value returned by WAI, and you have the absolute address of the data table. Again, though, the work needed to set up relocatable code is hardly worth the effort. A relocating loader that moves and ad- justs an absolute program can often be far more use- ful. Some assemblers can generate object code that can be loaded anywhere by a relocating loader. Even though tnost advanced programmers know about this theoretical loay to achieve true relocatability, few programmers consider it xvorthwhile. You'll just have to wait until home computers use a micro- processor like the 68000, which supports full relocatable code (and then some).

16 COMPUTE! 's Gazette January

Locating A Program On Tape

I have a tape problem. Some of your programs come in two parts. I type in Program 1 and save it, then type in Program 2 and save it. Then I discover an error in Program 2. How should I fix it? If 1 load it, debug it, and save it back to tape, it will be one program away from where it should be. The tape will have Program 1, Pro- gram 2 (with errors), and Program 2 (corrected). Should I look at the tape counter? Or is there a better way?

John C. Onken

When you're trying to position a tape to a specific location, you can use the tape counter. But it is not entirely accurate, and you may encounter problems if you accidentally record over the end of a previous program.

Another solution is to load Program 1, save it at the beginning of a brand new tape, followed by the correct version of Program 2. The disativantage, of course, is that it's time-consuming to load and save two programs, especially if you have to do it more than once.

The best answer is to use the VERIFY com- mand. The purpose of VERlFf is to make sure that a program has been saved correctly. But it also po- sitions the tape just past the verified p}rogram.

So, after you've corrected Program 2, rewind the tape and enter VERIFY. The computer will try to verify the first program an the tape (Program 1). Program 2 (in memory) won't match up and you'll see 7VER1FY ERROR on the screen. Ignore the error message. The tape will have advanced past Program 1 to the place you want to put Program 2. You can now save it.

VERIFY can also be used to find out tuhich programs are on a specific tape, without disturbing the program in memory. Make up a name, one that you're certain has not been used, like QWERTllll and try to verify it. Type VERTFY"QWERT1U1" and the computer will respond SEARCHING FOR QWERTllll, followed by FOUND PROGRAMNAME (or whatever the first program is called). It will keep searching for the nonexistent program name, while listing each of the programs it has found on the tape.

A Solution For The Unscratchable Comma File

In your October 1984 issue, you published a let- ter from a reader who had an unwanted disk file named ",". I've experienced the problem several times and suspect it is very common. It's usually the result of accidentally typing RETURN when prompted by a program to input a name for a file to be saved.

The comma file can be deleted using the

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Bally Midway's Up 'N Down by Sega. In this game, a crash is no accident.

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Crashing, bashing Up 'N Down. It's one smash hit that really is a smash.

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Sc'ga's Congo Bongo focketl the hottie game world when it shot up to Number 3 on the Billboard chart this spring.

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Congo Bongo. It's fast and it's fun. But be careful. It'.s a jungle in there.

Sega'sZiix.\on. If you haven't played Zaxxon, you must have been living on atiother planet for the past few years.

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Zaxxon killed them in the arcades. But compared to what it will do to you at home, that was child's play.

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SCRATCH command and entering ? as the name. This also scratches all files with a single character name, and care should be taken to rename or duplicate them before scratching the "," file.

Fred Q. Hickam

You're right. Many readers wrote to tell us of this solution. The question mark is described in the 1541 User's Manual as a "wild card," which can stand for any other character. So, if you type LOAD "P?N",8 the computer will load the first program with a name lohich fits that pattern: PEN, PIN, PAN, P9N, etc.

For readers who arc new to disk commands, here's a quick explanation of how you scratch and rename:

OPENl 5,8, 1 5, "S0;filename";CLOS£3 5 scratches a file from disk. And with the question- mark wild card, OPEN15,8,15,"S0:?":CLOSE'i5 will s^cratch all files with one-ietter names. If you have a file called "Q" you don't want scratched, you can rename it with 'OPEN]5,S,I5/'R0.-newname = Q" :CL0SE15 before scratching the one-letter files.

Chained Programs

What statement is used in a program to call an- other program? What this command should do is load another program and run it automatically,

Sandra Rodriguez

Is there a way to add the BASIC line SYS XXXXX to machine language programs that start at 49152 or elsewhere (so I could type RUN without having to remember the SYS number)?

S. J. Carpenter To load a BASIC program from within another BASIC program, simply put the LOAD command in a line inside the first program. When you load from direct mode, the program goes into memory but does not automatically run. But if you load from inside a program, it loads and runs.

Since BASIC programs always load into the beginning of memory, the second program will over- write the first. Variables may be erased, depending on how long the programs are. If the first is larger, ail numeric variables will be available for use in the second program. String variables are passed to the second program only if they are dynamic. To be sure they make it, add a null string to the end of each string variable. Instead of AS ^" HELLO", use A$= "HELLO" + "" to force the computer to store the string in high memory.

If the second program is larger, all variables will be lost when it is called by the first.

You can load a machine language program from a BASIC program, but a small problem must be overcome. Remember that loading from within a program automatically runs the second program. But something unexpected happens if you try

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Usmg Ihe Bank Street Writer is almost as iimpte (w sitting down with a blank sheet of paper— jtist load the program ami start uviting.

n the weeks following its intro- duction, the Bank Street Writer became a leading best seller, and for some very simple reasons.

Here, finally, is a word processor that lives up to its promise to be easy to use. Most people (children included) can begin using it in a matter of minutes.Yet it puts you in full control of the powerful fea- tures most wanted in a sophisticated word processing program. All at a price that makes it as easy to buy as it is to use.

SIMPLY MORE SIMPLE.

The Bank Street Writer was developed in association with the Bank Street College of Education in New York. Designed to be its own tutor, the Writer will guide you along with on-screen prompts and easy- to-follow menus so you can concentrate on what you're doing instead of horn On-screen prompts and selections are in plain English, so there's no memori/;inj; complex computer codes, keys or sym- bols. You'll be writing, correcting and rearranging your words with just a fevv keystrokes.

of L'ach line. Never worry about chang- ing your mind you can add, move, insert or delete single words, lines or even entire blocks of text and then restore the deleted copy if you want it back. Using the search and replace option, the Bank Street Writer will scan your document for a particular word, replace it with another, and then verify the replacement. And when you're ready to print, you can format your text in any way you'd hke. Answer a few simple questions and you can set margins and line spacing. The Writer will number pages either at the top or bottom or not at all— whichever you prefer. You can easily save your text on a disk, then retrieve it later to re-read, print or do more editing.

And to make your writing letter perfect, soon there will be a spelling checker available for use with the Bank Street Writer, Bank Street Speller finds errors instantly and corrects them by looking up entries in its electronic dictionary.

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Best of all, Bank Street Writer's suggested retail price of $49.95 Jbr tfjc Cmmtwdoiv 64 makes it simply the best word proces- sing value around. And it comes with everything you need, including complete documentation and a free back-up disk, to begin simplifying your life today.

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something like this:

10 LOAD "MLGAME",8,1 20 SYS 49152

Tape users should change the 8 in line 10 to a I. The program MLGAME loads into its proper place in menwnj, but then the computer tries to run the program in BASIC memory. So it loads the pro- gram again (and again and again and again). It never reaches line 20.

Variables are kept intact, so you can make a small change:

10 IF L = 0 THEN L = l: LOAD "MLGAME",8,1 20 SYS 491S2

The first time through, the variable L equals 0, so the game is loaded. After the LOAD, the program is run again, but this time L is 1, so it skips to line 10, which activates the ML program.

You can't really add the SYS line to an ML program at 49752 (to save as one complete program) because BASIC ROM gets in the way. But you can create a short ML loader program which loads and activates the program. And you don't have to remember the SYS iiuinber. it's built into the loader.

To load a program from loithin an ML program, simply call the three Kernal routines SETLFS, SETNAM, and LOAD. Details about these and other Kernal routines are in the Programmer's Reference Guide.

An Equivalent POKE?

On the ViC-20 there is a POKE 650,128. I'd like to know the equivalent of this POKE on the Commodore 64.

Ted Kalamvrezas

// you use that POKE with a VIC-20, all keys will repeat when held down. The 64 equivalent is POKE 650,128. The same POKE does the same thing.

With a few exceptions, memory locations 0-1023 have the same functions on both the VIC and 64. For example, locations 43-44 point to the beginning of BASIC program storage. The values found there xoill be different between the two computers, because BASIC programs start at dif- ferent locations on the VIC and 64. But the two bytes serve the same function (a pointer to the beginning of the BASIC program storage area).

In any case, you can't do any harm to your computer by experimenting. If you know about a POKE for the VIC, try the same thing on a 64. The worst that could happen is the computer would lock up and you'd have to turn it off and back on.

User memory, screen and color jnemory, BASIC ROM, interface chips, and other locations occupy memory from 1024 to 65417. There are not a lot of similarities here. You can usually find an equivalent POKE or SYS, but the locations might he quite different.

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From 65418 io the end of memon/ is the Kcrnal Jump Table, which vmy con tabs different values on a VIC or 64. But the functions are exactly the same. The location ivith the hexadecimal address $FFD2, decimal 65490, is one example. It's the location for printinfi a character in machine laui^uagc. Other Kernal routi]ics are explained iu the VIC and 64 Programmer's Reference Guides.

Entering Long Programs

I'm just beginning to type in a program. Because it is rather long, I decided to type in a little each day then save that day's work.

But when I try and go back and load the dif- ferent sections together, 1 encounter a problem. Each successive section I load erases (loads over) the previously loaded section. Is there any way to load all the sections together without erasing the section you just loaded?

Brad McCollum

The problem you're having stems from the fact that you're treating each day's work as a separate mod- ule, or program, and saving them that way. When you reload the sections, the computer thinks they are separate programs, and loads one on top of the other.

This is supposed to happen. When you use the BASIC LOAD command, many subroutines (in

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24 COMPUTE) 's Gazette January

BASIC and Kerual ROM) arc performed to execute the LOAD. One of these is the PARSL routine at 57809 (SEIDI) in the VIC, and 57812 ($E1D4) in the 64. in a nutshell, this subroutine sets the X and Y registers ivith the values found in tnemorif locations 43 and 44 which point to tlie start of BASIC. This is tvherc it will load the program. This is similar to a NEW command, and it's the reason your program modules are being overzorittcn.

When you type in long programs in modules, do not save each one as a separate program.

After entering the first session's work, save it to tape or disk. When you wish to continue, load the latest version back into the computer, and continue to enter the program starting at the point where you left off After the session is over, save the program (now the combined first and second sessions) to tape or disk. If you're not done yet, continue repeating the same cycle until you've finished.

Reading DATA Strings

I'm having a slight problem with DATA state- ments. When 1 run the following program, it prints "A$" instead of "HELLO"

10 AS = "HELLO" 20 READ li$ 30 PRINT BS 40 DATA AS

My question: Is there a way for the computer to see A$ as "HELLO" in a DATA statement after having previously defined it as such {A$ = "HELLO")?

Buddy Fieri

No, there's no method to do what you ask. It might help to imagine a variable as a box. On the outside you paste a label, the variable name. Inside the box is a string or numeric value. In line 20, you're read- ing information from a DATA statement. The name of tlie variable is B$ (the outside label), the contents of B$ is "A$" (a string containing two characters). As far as your computer is concerned, the strijig "A$" has no real connection with A$ tiie variable name. You can't pull a label off a variable and use it as a value, and vice versa.

Probably the best solution to your problem is to use arrays. A numeric variable can be an index to an array. In this way, one variable pwints to an- other, fry the following program:

10 AS<1) = "HELLO" 20 READ B 30 I'RINT A$(B) 40 DATA 1

In I hie 20, the value 3 is read into B from a DATA statement. That value can then be an index to the array and in line 30, "HELLO" is printed be- cause A$(l) holds that string. If you changed the value of B, line 30 would print something else from the array. ffl

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Don't let the title fooi you.; COM- PUTErs Kids and the Com- modore 64 was written for . children from ages. 10 to 14. but : anyone interested in learning BASIC programming will find' this series of lessons tun and easy Id use. : ; ; ,

You'll leani exactly how to get the most out of your Comrnodore 64. Everything is explained in non- technical terms, and the many illustrations and program exam- ples quickly show you the ins and outs of BASIC. You may be a ' beginner i when you; pick; up ttiis i book, but before you know it; you'll be programtriing your cJwn exciting games and applications.

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Word processing, record keeping, budgeting— you can accomplish each of these everyday tasks with your Commodore 64. Software producers are now offering new personal productivity programs which bring those separate functions together for even faster and more efficient use.

Selby Bateman, Features Editor

Imagine yourself at a desk. There are four drawers, each containing one of the following items: a type- writer, a calculator, a file box with folders, and a drawing kit of pens and markers. You take out the typewriter and begin to compose a letter. Suddenly you realize that you need a couple of records from your file box to include in the correspondence.

So, you put your typewriter in its drawer, pull out the box, find the files, take them out, re- turn the box to its drawer, and retrieve your typewriter. A few moments later, you want several budget totals which are still stored in the calculator's mem- ory. The cumbersome procedure begins all over again as you place the calculator on your desk, sliding the typewriter out of the way in order to use the other item. The same situation applies if you want to draw a graph of those figures.

The Move

Of course, no one actually follows such a strange and un- wieldy process. Why not use all four of those items together, integrating the information and the procedures in a productive manner? When it comes to com- puters, that's exactly what the more powerful business ma- chines do accomplish multiple tasks with integrated software programs.

But for the most part, that hasn't been the case with home computers. Say you use a data base for keeping track of your stamp collection. If you then want to write a letter offering some of the stamps for sale, you'll probably have to type them in again, because your data base files aren't compatible with your word processor files. While many word processors, data bases, and spreadsheets perform their respective reper- toires quite well, their acts have most often been workhorse so- los rather than lilting duets or rich concertos.

Integrated Software

26 COMPUTEl's Gazelle January

While a symphony of inte- grated movements on the Commodore 64 has yet to be composed in the personal pro- ductivity area, that is dearly the goal toward which an increasing number of companies are headed.

One such company is Arktronics Corporation, with a new package called Jane.

"The idea behind Jane is to give professional features in the home market by making it very easy to use," says Howard E. Marks, the 22-year-old co- founder of Arktronics. Jane is an integrated productivity software package scheduled to be re- leased for the Commodore 64 by the time you read this. The price is expected to be about $80. First available on the Apple lie, the program has a Macintosh-like iVoH-based envi- ronment, using pictures and symbols to guide the user, as well as onscreen windows for displaying information. "Jane has three applications the word processor, the spreadsheet, and the data base on a disk. The system is on a (32K plug-in) cartridge... which boots up auto- matically when you turn on the computer," says Marks.

The program includes the applications disk, a data disk containing tutorial files and util- ides, and the cartridge. The sys- tem is designed to work with a mouse a desktop pointing de- vice most associated with Ap- ple's Macintosh computer as well as the keyboard, joystick, or touch pad, Arktronics is working with several companies now as they develop mice for the Commodore 64. Jane also contains utilities which will con- figure the system for your par- ticular printer.

The package is designed to be particularly easy to use by people new to computers, says Marks. (Hence, the name, which comes from the familiar Dick

. , we^ll get

more personal.

The idea is

to go toward

intelligent

systems that

are easy

to use*

and Jane kindergarten reading characters.) "With the word pro- cessor, what you see is what you get. So you see boldface, underlining, superscripts, sub- scripts, and all the accents for any language on the screen. We use the full-color bitmap, the same technology as the Macin- tosh. You can see 80 columns on the screen, 64, or 40 columns."

And, importantly, the sys- tem allows you to move from one application to another. You can shift information from one window to another, thus inte- grating the three programs. For example, suppose you have a letter you want to write in one window and a budget in the other. By moving an electronic symbol of a hand over the type- writer and calculator icons, you can take the numbers out of the budget window and insert them anywhere you want them in the letter. By using the mouse, or

one of the other input devices, you can carry out the process without touching the keyboard.

"One of the big problems that computers have today is that they're not easy to use," says Marks. "People who are afraid of computers^who have computerphobia are not going to buy them because they are difficult."

That sentiment is echoed by David Johnson of California- based International Tri Micro. He designed and programmed the ROM -based integrated applications software which comes built into the new Com- modore Plus/ 4 computer,

"The original concept was to provide as powerful and as friendly a work space as possi- ble for the average user, a general-purpose work space which a large segment of the population would be able to use," he says.

Originally called 3-Plus-l when planned for the Plus/4 to reflect the word processor, file manager, and spreadsheet, plus bar charting capability the same programs are available on disk for the Commodore 64 in separate packages. Your Home Office is a word processor and spreadsheet, The Write File is a word processor and data base, and Plus Graph adds the ability to produce pie charts and vari- able bar and line charts from ei- ther spreadsheet or data base information,

"To make a truly software- driven machine, the idea was that these throe categories repre- sent the majority of what the first-time computer user wants to do with the machine, or will have some need to do," says Johnson. "What will happen, as we get more room [computer memory] available, is we'll get more personal. The idea is to go toward intelligent systems that are easy to use. That's still quite a distance on,"

COMPUTEI's Gazette January

27

The more integrated a series of programs becomes, the greater the memory require- ments. Packages which gobble up thousands of bytes of mem- ory for their systems are fine for high-end business computers. But home computers with 64K must make tradeoffs. Arktronics' Jane attempts to solve the prob- lem by adding a 32K cartridge to allow more capabilities. Most commercial packages for the

Commodore 64 try to work within the available memory by drawing limits where necessary and by offering some integration in the most frequently used applications.

For example, while }auc has enough space in memory to allow you to type the equivalent of ten to twelve pages of text per file, Johnson's system in both the Plus/4 and for the 64 permits only 99 lines of text for

each file. To get around that limitation, the user can link in- dividual text files together for a printout.

There are too many per- sonal productivity programs available for the 64 to list them all in one article. Most of the better known systems have at least some integration of fea- tures. The Insfa series from Microsci Corporation's Cimarron Division, consists of nine

The following companies are among those with personal productivity software for the Commodore 64, with some degree of internal integration of features:

Arktronics Corporation 520 E. Liberty Street Ann Arbor, MI 48104 (313) 769-7253 Jane, approximately $80.00

Arrays, Inc./Corttinattal Software

11223 South Hindry Avenue

Los Angeles, CA 90045

(213) 410-3977

Get Rich Series, suggested $49.95 each

Batteries Included

186 Queen Street West

Toronto, Ontario

Canada M5V IZl

(416)596-1405

Home Organizer Series, $29.95 each

Cardco, Inc.

313 Malhewson

Wichita, KS 67214

(316) 267-6525

Write Now ($49.95), Mail Now, Spell Now, File Now,

Graph Now, Calc Now (all $39.95 each)

Commodore Computer Systems Division

1200 Wilson Drive

Westchester, PA 19380

(215)431-9100

Magic Desk I, apptro.ximately S30.00-$35.00

Creative Software

230 East Caribbean Drive

Sunnyvale. CA 94089

(408)' 745-1 655

Creative Writer, Creative Filer, Creative Calc, $49.95

each

Electronic Arts

2755 Campus Drive

San Mateo, CA 94403

(415) 571-7171

Financial Cookbook, $50.00

2% COMPUTErs Gaiene January

Handic Software, Inc.

520 Fellowship Road

Mt. Laurel, N} 08054

(60$) 866-1001

Word Result ($195.00), Calc Result Easy ($49.95), Calc

Result Advanced ($99.95)

International Tri Micro

1010 N. Batavia, Suite G

Orange, CA 92667

(714) 771-4038

The Write FUe ($49.95), Your Home Office ($49.95).

Plus Graph ($39.95}

Microsci Corporation

Cimarron Division

2158 South Hathaway Street

Santa Ana. CA 92705

(714) 662-2801

Insta-Writer f549.95J, Insta-Mall ($19.95), Insta-Calc

($39.95), Insta-File ($49.95)

Prentice-Hall Home Software

P.O. Box 819

Englewood Cliffs, NJ 07632

(201) 592-2611

IMS! Home Library, $39.95 each

Sierra, Inc.

P.O. Box 485

Coarsegold, CA 93614

(209) 683-6858

Homeword ($69.95), Homeword Finance (price not

available), Homeword Tax (price not available)

Timeworks, Inc.

405 Lake Cook Road

Deerfield, IL 60015

(312) 291-9200

Word Writer ($49.95), Data Manager ($24.95), Data

Manager 2 ($49.95), Electronic Checkbook, Money

Manager ($24.95 each)

TOTL Safttuare. Inc.

1555 Third Avenue

Walnut Creek. CA 94596

(415) 943-7877

TOTL.Text ($43.95), TOTL.Speller ($34.95), TOTL, Label

($23.95)

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packages for the Commodore 64 based around its Insta-Wrifer word processor on cartridge. With the word processor, you can also use the lusta-Matl mail- ing list program and the lustn- File data base management program. The spreadsheet and investment programs in this se- ries can be used with the graphing package as well.

Creative Software offers three interactive packages, Crt'- ative Writer, Creative Filer, and Creative Calc, which also let you use files in an integrated manner.

Sierra's Homeword series, built around the Hoiiu'word word processor, includes an in- tegrated filing system as well as a spelling checker. Other inte- grated packages which are scheduled for release as this is written include Homeword Fi- nance, a home finance package; Homeword Tax, a tax preparation program; Homeword fyper; and even a Homeword Gardener.

Commodore's Magic Desk I: Type and File is a good example of how ease-of-use can be com- bined with limited multiple functions to provide basic appli- cations. Using icons, or symbols, to direct the user, the program lets you type and file letters, memos, notes, and the like a simple word processor and file manager in one.

3ersonal finances are well suited for integration since a common chart of accounts can be used with a variety of differ- ent programs, whether it's bal- ancing a budget, planning future investments, buying property, or figuring interest rates.

That idea is the premise be- hind the new Get Rich financial series from Arrays, Inc./ Continental Software, available for the Commodore 64.

"The first module coming out, called Get Rich: Strategies, addresses what people do once they have discretionary dollars, those dollars people have left

over once they've paid for all their necessities," says Hank Scheinberg, executive vice president.

"Integrated is too strong a word, right now. This is more like a series of books," he adds. "Once you go through Strate- gies, and you have some ideas of amortization schedules, com- pounding interest, inflation rates, real buying power, and the like, then the second mod- ule is Get Rich: Real Estate Plan- ning." Subsequent modules include insurance planning and retirement and estate planning, he notes. Each of the subject- specific volumes is designed to work in tandem with the origi- nal Strategies program, which gives the user an overall finan- cial picture.

"These modules are set up in a question-and-answer situa- tion. You're constantly asked questions, and the user just fills in the blanks and then picks the choice which is most benefi- cial," he says. 'Tt asks questions which the uninitiated perhaps would not know enough to ask,"

Whether the format is question-and-answer prompts, icon-based menus, information windows, or easy-to-remember commands, software designers are emphasizing a mix between ease of use and flexibility, that is, how easy it is to use a sys- tem versus how powerfully and flexibly it operates. That's good news for Commodore 64 own- ers who want productivity pack- ages that will let them really get down to business.

In addition, software com- panies realize there is still a large untapped consumer mar- ket for computers, What will make people buy a computer? Perhaps the answer lies in the initial responses Hank Scheinberg has received: "The comments we're getting back are that this is a real reason to have a home computer." Q|

30 COMPUTE! s GaiattB January

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Ihc ( alKit problem-solving packa);e includes built- in templates for the most important boinc and busi- ness needs. ()*i-r 2(1 rcady-to-use, real-life applica- tions on one disk. Ihe rows, columns and cakuta- lions are already defined. No need for timc- consuminj; initial set-ups - all you do is enter your data. Other CalKit features, like on-screen menu and simple commands, make it ctcn easier.

An easy and comprehensive manual with tutorials on each application are included. You'll tic usiiij^ (alKit like a pro, ri(>ht out of the box. And once you've mastered the built-in templates, you'll be ready for ytmr own unique spreadsheet programs.

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Bruce Art wick,

The Designer Behind Flight Simulator It

I I I I I I I

Kathy Yakal, Feature Writer

I I i I I I I

There must be a lot of would-be pilots out there Flight Simulator 11, a microcomputer-based flight simulator, has sold a quarter of a million . copies and stayed on the best-seller charts since it was introduced. Here's a look at the program and the designer,

I I I

You've seen those air dis- aster movies where the pilot and co-pi!ot are suddenly stricken with a mysterious ailment, or injured in a struggle with a hijacker. A stewardess or even a passenger must take over and fly the plane to safety

There might have been a little less sweating in all of those movies if the substitute pilots had used Flight Simulator 11 from subLOGIC. It turns your Commodore 64 into a flight simulation lab, and puts you at the controls of a small aircraft. The tremendous success of Flight Simulator U may be a bit surprising to those of us who are a bit phobic about flying. Even with our feet on the ground and hands on the key- board, the illusion of flying can bring back memories of white- knuckled flights.

Bruce Artwick, the designer

32 COMPUTE! s Gazette January

and programmer of Flight Sitnu- lator U, says it appeals to people for different reasons. "Some buy it just for the fun of flying around. A lot buy it because they like the graphics," he says. "There's an arcade game built into it, so some people buy it for that. And some people actu- ally want to use it to practice flying. All of these elements the game, flying, and nice scen- ery combine to attract a few from here and there."

Flying is an avocation for Bruce Artwick (he's had a pilot's license for several years), but his real interest is computer graphics. Raised in the Chicago area, Artwick went to school at the University of Illinois at Champaign-Urbana. While fln- ishing his master's thesis there, he worked on 3-D graphics sofl- ware for real flight simulators at the school's aviation research

laboratory.

He took a job at Hughes Aircraft in California in the late seventies, about the time the microcomputer industry started to pick up speed. Interested in the possibilities of graphics on the new machines, Artwick started programming small 3-D graphics packages for them, He formed subLOGIC in 1977, and moved back to Illinois at the urging of his partner, Stu Moment.

His first demo program for the new Apples was a small flight simulator. "1 was sur- prised at how successful it was. It made me realize there was a lot of consumer interest in flight simulation," says Artwick. Flight Simulator 1 for the Apple hit the bestseUer charts and stayed there.

In late 1981, Artwick was

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Ready to tackle more ad- vanced projects? In COM- PUTE'sl Gazette, you'll learn how to use tope and disk files, how to program the function keys, writing transportable BASIC, how to make custom graphics characters, new ways to enliven programs with sound, one-touch commands for the 64, how to use ma- chine language, speeding up the VIC-20 and much more!

Chiidren will learn and deveiop new skills with States &. Capitals Tutor, Wordmatch, fyiunchmath, Wordspell, Con- nect the Dots, Aardvark Attack, and Alfabug, Comput- ing for Kids, a regular monthly feature, will uncover new ways to involve your children in computing.

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You'll profit from comprehen- sive reviews of everything from dota-quaiity cassette tapes to software to graphics plotters and modems. Virtually any- thing that's compatible with your Commodore is reported on in COt^PUTEI's Gazette. With this kind of expert help, every computer purchase you make can be the right one!

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Two views of Neiv York City from the cockpit: the Empire State Building and Manhattan Bridge.

approached by IBM and Micro- soft. Both wanted him to trans- late his program for a new machine that would be coming out the next year, a microcom- puter with a powerful new pro- cessor that would allow him to do more than he was able to on the Apple.

He finally went with Microsoft, which published Flight Simulator //, an upgrade of the original Apple version, for the new IBM PC. It was so popular that people at Commo- dore and Apple went after him to translate it for their new computers.

"Back then, I didn't think it was possible to bring that kind of graphics performance down to the smaller machines," he says. "But we gave it a try and did the best we could."

Crunching the program down for Commodore, Apple, and Atari "...was a major project," says Artwick. "We knew that we were very tight on memory. One of the most important things to have would be good software tools to do it, a good assembler and debugger. We couldn't do development on the machine we were designing it for. Like on the Apple, we couldn't have the Apple do as- semblies and load it into itself

34 COMPUTErs GaiettB January

and run it because it takes up all of memory, almost every last byte." They spent a half year setting up that development system on an IBM PC with hard disk drives. Once they got the basic simulation going, they started packing in as many fea- tures as possible. "We used to have meetings and say, 'We have 30 systems we have to add and only 1300 bytes left,' " says Artwick. "We packed it tighter and tighter until we had just about everything we wanted."

And those features that had to be left out are basically cos- metic, "like the windshield cracking on the IBM version," says Artwick. "It took up a lot of memory, but we had it,"

The sequel was just as pop- ular as the original. Flight Simu- lator I was finally knocked off the bestseller charts by Flight Simulator H.

The control panel of Flight Simulator II resembles the instruments of a Piper PA-28- 181 Archer II, a single-engine, nonretractable gear aircraft, it was chosen because it offers- good performance, yet is un- complicated and easy to fly.

You control the aircraft by pressing designated keyboard letters. The right bracket (]) in-

creases your throttle. F makes it bank, and G controls the bank- ing. Press B for a view out the back of the plane, and T for a front view. You'll need to spend a couple of hours learning all the various commands, maybe more if you know nothing about flying. (The program comes with a user's manual and a booklet explaining the concepts of flight physics and aircraft control.)

The first time you take off, you leave Meigs Field in Chicago. From there, you can fly to a number of airports in downstate Illinois, or set the controls to take you to one of the other three designated "scenery" ar- eas: Seattle, New York, or Los Angeles. Flight is in realtime, so if you take off from Chicago before you go to work or school and leave the program running, you can come home for lunch in time to land on the West Coast.

The flying environment is more than ten thousand by ten thousand miles square. It en- compasses the entire continental United States and includes more than 80 airports, winds, clouds, time of day (for day, dusk, and night flight), and navigation aids. You can select the flight conditions^even choose be- tween easy mode, which makes the aircraft more forgiving of

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pilot blunders, and reality mode, which adds more sophisticated factors.

If you tire of the challenge of keeping a plane in the air, you can play WWI Ace, the game option which equips the plane with bombs, machine guns, and a radar screen, and pits you against other WWI fighting planes.

More memory, for the engi- neers at subLOGlC, means faster simulations and more complex scenery (they're al- ready preparing new scenery disks for San Francisco, Wash- ington, D.C., and the Denver/ Rocky Mountain area). "We're trying to stay updated on new machines, because we think this is an area of interest that will stay around for a long time," says Artwick.

The Apple lie has already spawned an enhanced edition called Flight Simulator UM, to be

released sometime in 1985. It's a multi-player game. By linking two or more Apple He's (either in the same room or via modem), you can fly around in the same air space and see each other, "...go on flights together and hide behind mountains," says Artwick.

In the meantime, f(i*^/if Simulator // still appeals to a wide age group, "from kids writing in to tell us how well they did on the game to middle- aged pilots who tell us we ought to have more ILS ap- proaches," says Artwick.

And it's being used in train- ing, he says, but not like you might think. "When it comes to training a guy to fly a jet fighter or something, it's not really very good because there are no real flight controls." But flight in- structors and national institu- tions are using it to show students how the gauges and other navigational instruments

look and how they work. "In that respect, it's pretty useful, a lot more useful than a textbook."

Artwick has received re- quests from such far-off custom- ers as the Singapore Air Force, and from people working on re- search projects for their organ- izations who want him to make modifications to the program.

And there's one more inter- esting application for Flight Sim- ulator Jl: Along with Lotus 1-2-3 and dBase U, it's known as a compatibility test for IBM PC compatibles. When Compaq Corporation was testing its ma- chine, the designers found that Flight Simulator 11 wouldn't run. "They had a whole roomful of testers testing it, and it turned out to be a bug in one of Intel's chips," says Artwick. "In their hardware design, it was more sensitive than IBM. Compaq ac- tually had to change their ROMs." 9

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ThB ALL NEW "MICROGFtAFIX" paratlel imertace byMicto World EleclroniK Inc., is a complalo switch sslactablo irlartace with lull graphic capabilities for IhB VIC 20'"^ and Cotnmodoto B't'M. ||'b truly ttie most uniuersal ol Interlaces with (he capacily to prim Ihe Commodore' graphics set, since it is switch soleclable forvinually all cenlronics compatible parallel printers irciucling Daisy wheel primers. Features:

1) Fully Intelligent Interface that plugs into ihs Standard Com- modore' prinlBf socket. 2} Complete graphics capability that wilt allow popjiar matrix printers 10 lylly pass the Commodore' Printer test (including Inverse text, tabbing, cursor up/down, etc.),

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Most printers don't woric with Commodore or Atari. And to get one ttiat does, costs too much. That's why the enghieers at Blue Chip designed a new personal printer called the M120/10. U you own a computer read on: Of the ten high speed dot matrix printers most often used with Commodore, Apple, and Atari, none is less expensive than the Blue Chip M 120/ 10, Or mure powerful. Fully equipped, it's about $50 less expensive than a comparable, yet much slower CommtKlore printer. And in the vicinit>' of S3(K) less than an Epson* set-up to work with a Commodore.

Despite its low price, the Biue Chip Ml 20/ 10 is not a stripped down, bargain basement printer.

In fact, when you judge it by the same stringent standards computer professionals use by weighing total

performance against cost it's difficult to find a printer that com- pares to the Blue Chip Ml 20/ 10.

Top speed with a Blue Chip Ml 20/ 10 is 1 20 ctwracters per second. 'I'o beat that in any other make of printer, you have to speiid about $400 more.

Special print modes on an Ml 20/ 10 include graphics; condensed, bold- faced and expanded characters; as well as sufjerscripts and subscripts, and near letter quality characters. And to beat that in any other make of printer you have to spend nearly S300 more.

And since it also has the IBM-PC*, Apple Macintosh* and IIC*, Serial, and Centronics interfaces**, you can use the Blue Chip MI20/10'with just about any computer you may eventually own.

The Blue Chip Personal Printer cosLs a lot less than anything similar... without compromise in quality. Higlily ixjwerful and relentlessly practical.

See one today. Blue Chip printers are available at Best Products, LaBelle's, Jafco, Doigin's, Miller Sales, Rogers. Great Western catalog stiow- ruoms, and other fine stores. Or call (800) 55frl2:i'l Ext. 540. In California, call (800) 441-2345, Ext. 540, for more information and name of your closest Blue Chip dealer

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Sharon Darling, Research Assistant

With the advent of telecom- munications services and on-line data bases, comput- ers can give you a "window to the world" from your home, offering hundreds of productivity and entertain- ment services.

If you own a Commodore 64 and a modem, perhaps you've considered subscrib- ing to an on-line telecom- munications service. Is it worth the investment? Let's imagine the following scenario:

It's seven o'clock on a Thursday night. The library closed at five, and Sammy Jordan has a school report due tomorrow on a subject he hasn't yet researched. Dad has been dabbling in the stock market, studying which stocks he'd like to buy. Now he's ready to plunge ahead, but can't place an order with a stockbroker until 9 a.m. Friday. And he's leaving on a business trip at 8 a.m. Mom meant to stop at the bank on her way home from the office, but left work too late to get there before the bank closed.

To top it all off, Sally's birthday is coming up, and her birthday present wish list con- tains an item not available in their hometown. The closest store that carries it is 50 miles away.

Such a situation could cause a lot of stress and worry.

38 COMPUTErs Gazette January

If practice makes perfect,

buy the SAT and typing programs

that make practicing easier.

Hsrcoiirt Brace Jovanovich

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Studying with a computer program nial<es rrore sense than using a manual. But Harcourfs Computer SAT ($79,95) gives you a fat manual and just 2 double-sided disks.

For $89.95, Barron's Computer Study Program gmes you an even fatter manual, plus 3 double-sided disks.

Why not buy a computer program that's a computer program?

Ours has 5 double-sided disks arKJ a skinrry manual. And costs just $69.95.

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Unlike Keyboard Cadet. Master Type doesn't show you the correct finger positions on the screen. So you might ttecome a fast hunt-arxJ-peck typist instead of a fast typist.

As long as you're learning how to type, why not learn how to type the right way? Keyboard Cadet, $39.95.

The Perfect Score and Keyboard Cadet from Mindscape

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But not for our fictional family. They recently subscribed to an on-line telecommunications ser- vice for use with their Commo- dore 64. Now, they're going to put their investment to good use.

Sammy logs on first and gets the information he needs for his report from an on-line encyclopedia, then looks through a special interest group (SIG) data base to get a few more facts. He downloads the data, prints it out, and starts writing his report. Next, Dad ac- cesses the financial services sec- tion and places his stock order. He can now leave for his busi- ness trip without worrying. He knows the stockbroker will re- ceive instructions as soon as the office opens and will immedi- ately place his order. Dad will later receive confirmation of the purchase.

While he's on-line. Dad also checks the weather forecast for the city he's going to on his business trip. Since the report is calling for rain, he packs a rain- coat and umbrella.

It's Mom's turn next. She visits the bank, which is a mem- ber of the telecommunications service, and transfers money from savings to checking. She also looks through merchandise available in the service's on-line shopping mall and orders a birthday present for Sally.

While this is only a fictional scenario, the services described are used every day by thou- sands of computer owners who log on rigiit from their homes. Today, there are a growing number of companies offering well over a thousand different on-line services and data bases which can make many routine household tasks more conven- ient— even fun.

n-line services have come a long way in a relatively short period of time. Take, for example, CompuServe, the larg- est of all such home-based tele-

40 COMPUTEI's Gazette January

communications systems, with 145,000 subscribers. Started as a time-sharing service for busi- nesses, home computerists were first allowed access to the sys- tem in 1979.

At the time, it was a data base for hobbyists says Paul Battaglia, a CompuServe spokesperson. A CB radio own- ers' interest group was one of the most popular services. There were under one thousand sub- scribers, and on]y about 25 dif- ferent data bases which could be accessed. By 1980, the num- ber of subscribers had increased to about 5,000. Today, there are more than 800 different data bases, special interest groups, and services, covering almost every topic, from aviation to world news.

The Source, another popu- lar system, has roughly 60,000 subscribers right now, and offers hundreds of data bases in six major categories business and finance, travel, games, consumer services, news and sports, and communications. Dow Jones has well over 120,000 subscribers. While most of its offerings are geared toward business users, there are several services which appeal to the home computerist, such as movie reviews, sportr and weather reports.

If you've been looking for additional uses for your com- puter, joining an on-line service could be one of the most re- warding. Let's take a look at some of the options available.

Buying stocks, bonds, and other securities on-line is a rela- tively new concept for the ser- vices. It is currently available to subscribers of The Source and CompuServe, for example, through different brokerage firms.

You open an account with either Max Ule & Company, if you are a CompuServe sub- scriber, or Spear Securities, Inc., if you have joined The Source. The brokerage houses are mem- bers of these two major services.

With CompuServe, you must also have access to its Executive Information Service. Security, accessibility, and guaranteed service are very important in any of these computerized sys- tems. For example, subscribers must clear a number of security levels before placing their buy and sell orders. This makes the chances of illegal entry "minute," according to Richard A, Baker, CompuServe's director of corporate communications.

Besides buying stocks, other financial information is available on The Source and Compu- Serve, as well as Dow Jones News/ Retrieval, one of the most respected business- oriented telecommunications networks.

Computerized banking, while still in its infancy, is a fast- growing service. CompuServe, Chemical Bank's Pronto Home Information and Banking Sys- tem, and a few others let you do your banking from the comfort of your living room. Right now, CompuServe has agreements with three banks (Shawmut in Boston, United American Bank, Memphis, and Huntington Na- tional Bank, Columbus, Ohio). Baker says more banks will probably be added to the net- work later.

Chemical Bank's Pronto system, which can be used by Commodore 64 owners, topped 10,000 subscribers last summer. It offers users the ability to pay bills, transfer funds, get bal- ances, see electronic statements, track budgets, and balance checkbooks.

In addition, the bank has li- censing agreements with eight other banks coast-to-coast. An- other on-line system, Keyfax Interactive Information Service, based in Chicago, offers home banking, educational packages, data bases, and financial op- tions. A home shopping service is planned as well.

While The Source does not

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Reading dynamically is more enjoyable than reading the old way Complete thought patterns and ideas emerge from the written material in a smoothly moving picture. Instead of perceiving individual bits and pieces of information and putting them together as best you can, you will see total concepts. Reading dynamically is like living in the material.

The Evelyn V\tood Dynamic Reader provides you with the exercises and tools you need to help you increase your reading «■:

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have home banking yet, it prob- ably will be added in the future, says JoAnne Montgomery, a Source spokesperson.

There are many types of at- home shopping services avail- able. Perhaps the best known is Comp-U'Card's Comp-U-Store, which is available on Compu- Serve, The Source, and Dow Jones.

Subscribers to these services pay an additional fee to belong to Comp-U-Store, which offers more than 60,000 items from national manufacturers and stores. Comp-U-Store also offers discounts of up to 40 percent on its merchandise.

Right now, Comp-U-Store has 16,000 on-line subscribers and 800,000 telephone subscrib- ers who do not have access to a computer, says Lynn Booth, di- rector of corporate communica- tions for Comp-U-Card International. She says the popularity of the service is growing because "more and more people have home com- puters, and they find they don't have the time to spend brows- ing or comparison shopping, so they use a service Uke ours,"

CompuServe introduced the Electronic Shopping Mall last April, which offers goods from about 90 national merchandisers like Sears, Bloomingdale's, and Waldenbooks. Battaglia says that while the electronic mall is popular, "I don't think it's ever going to replace going out to the store and buying goods there's a certain social function in- volved (in shopping), and I think this (the mall) is a conven- ience factor."

Use of such services should grow though, he adds, as people get accustomed to shopping by computer. "Right now, it's a unique thing," Battaglia says, "and I think there are more products that are sold more readily over this kind of me- dium than other kinds of products.

"A designer dress, for ex-

42 COMPUTEI's Gazette January

ample, would be difficult to sell to the pubhc right now because they're not acclimated to mak- ing purchases with just that information at hand."

Shopping by computer should really take off, Battaglia says, when home computers are able to receive sophisticated enough graphics that can show what a product will look like, versus a word description of the merchandise.

X^W hether it's financial infor- ^ ® mation you need, or ma- terial for a school paper, or even the answer to a trivia question, you can probably get the facts you need from one of the on- line services. Sports news, ency- clopedias, weather reports, news items from national and interna- tional wire services, movie re- views, and newspapers are all examples of information you can access with your computer.

And there are special inter- est groups of every type avail- able as well, ranging from people who own specific kinds of computers, to pilots, to home canners.

If you're planning a trip, you can check the Official Air- line Guide (OAG) to find the best ticket prices. Even making airline reservations from your home has become a simple pro- cedure with your computer.

Another popular feature which ties directly into your home is electronic mail. Accord- ing to Montgomery, The Source's electronic mail service "gets the most use from con- sumers and business." CompuServe's Battaglia also at- tests to the popularity of the service. Electronic mail is "hot" right now, for both consumers and business users, he says.

Unusual subject areas can be accessed. CompuServe, for instance, offers an advice col- umnist. Aunt Nettie, as well as information on PGA golfers, in- surance, humor, and human sexuality.

On The Source, categories include collectibles, classified advertisements, teens, and schedules of the U.S. House of Representatives. Those services are but a sample of what's available. To list every subject category offered by the various services might take an entire magazine.

Of course, it costs money to join any of the on-line services. A basic subscription will cost you roughly the same price as a piece of commercial software. The Source reduced its subscrip- tion fee this fall to $49.95. Get- ting on-line with CompuServe costs about $40, although many modem manufacturers offer a free subscription to CompuServe as part of the package.

Dow Jones has three differ- ent levels of membership, with prices ranging from $50 to $75. In addition, there are charges from each service for the amount of time spent on-line. Some of the services, such as sending an electronic mail letter, also require an extra fee.

In addition to the sign-up fee, most services charge an hourly rate for time spent on the service. It generally costs more during business hours, but in the evening, the rates may be as little as six dollars an hour. And if you have to call long- distance, the time is charged against your phone bill (many services have local numbers you can call, so you can avoid pay- ing long-distance bills). The telecommunication options available by home computer are expanding every day, and there are no signs of slowing down. Modems remain one of the most popular peripherals for Commo- dore 64 owners, a fact not lost on the major on-line systems. Will this expansion continue? CompuServe is already planning to increase its mainframe com- puter capacity by 90 percent over the next two years. And everyone else seems to be fol- lowing suit, W

Wedoritcare which computer you own.

AWU help you get the most out of it.

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CompuServe puts a woM iof InlBrmation, commutiii

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sophisticated financial data. Plus, a communications network for electronic mail, a bulletin board for selling, swap- ping, and personal notices and a multi- channel CB simulator.

You get games on CompuServe, too. Classic puzzlers, educational, sports and adventure games and fantastic space games featuring MegaWirs, the "ultimate computer conflict."

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COMPUTING

for families

A Visit With Sweetums

The Ogre

Fred D'Ignazio, Associate Editor

I had the thrill of my life last week.

I'm the "children and computers" com- mentator and product reviewer for The New Tech Times TV show (each week this fall and next spring on PBS), and I got to visit Jim Henson's Muppet Mansion in New York City to review the Muppcf Learniiii^ Km/s, a new computer keyboard for children from Henson Associates, Sunburst Communications, and Koala Technologies.

When 1 stood outside on the street, the Muppet Mansion looked to me like any other posh dwelling on Manhattan's upper Cast Side. But when 1 walked through the front door, I left the city behind and entered the world of Jim Henson's imagination.

The mansion's foyer is dominated by a three-story-high muppet balloon rather, bal- loons on top of balloons on top of balloons stretching up to the distant ceiling. Tiny muppets cling to the balloons and float around them on all sides.

The muppet puppeteer's room is around the corner, behind the stairs, and there I saw a drawer full of Kermit heads and Gonzo perched lazily atop a bookshelf.

i left the balloons, the puppeteers, and the Kermit heads behind and climbed the stairs, Sweetums the Ogre was waiting for me on the second floor. Sweetums is a tall (very tall) ogre whose film career dates back to a monster "ex- tra" part he played in Kermit the Frog's movie debut. The Frog Prince, in 1971.

Sweetums is not the sort of creature I'd like to bump into on a dark night. He's big, hairy, and all mouth. And he doesn't walk, he gallops. When he saw me, he galloped across the floor and gave me a friendly, bone-stretching ogre hug. 1 felt like I'd been swallowed by a furry rug.

Sweetums volunteered to be my child tester

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mone tiiing3. you can organize

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and help me review the Muppet Learning Keys. I've worked with lots of children, but I've never worked with an ogre before, so there were a few things we had to get straight. First, I had to tell Sweetums not to eat the floppy disk that comes with the keyboard (he got the disk stuck on his snaggle tooth). Second, we had a very un- dignified tug-o'-war when we first got the key- board. Sweetums wanted to play with the keyboard first, and when 1 told him I needed the keyboard, he turned his back to me and pouted. Third, Sweetums does not speak English. He only speaks "ogre." So I had to learn what things like "Grrrr . . . Mmmmm . . . Hrrumph . . . Um-Be-Dum-Be-Dum-Be-Dum-Be-Dum" meant. I paid attention (it's hard not to pay attention to Sweetums), so I eventually caught on.

My favorite part of the review was when Sweetums picked up the Commodore 64 key- board and tried to press the keys, His big, furry monster fingers squashed six or seven keys at a time. So now I know. If you have an ogre in your family, a Commodore 64 keyboard is not adequate.

But you might look into the new Muppet Learning Keys. Sweetums' fingers worked flne on the big, widely spaced keys. And so did my adult fingers, too. When I played with the keyboard 1 learned how nice it was to have big keys in bright colors. My fingers were tired of cramped computer keyboards. The keys are arranged in alphabetical order, so they are not suited for touch typists. But they are great for the one-

46 COMPUTSrs Gaielte January

fingered typists of the world, kids or adults.

There were two things about the keyboard I liked in particular. First, it was like a non- computer person's version of the Macintosh "desktop" environment. The Macintosh, as you probably know, has a display screen that shows little icons, or pictures, that are supposed to re- semble items found on a person's desk at his or her office, including a wastebasket, file folders, an alarm clock, and so on. This "desktop" meta- phor is all right for someone in an office, but it's not very exciting for little kids and for people who don't get that turned on by desks. And, be- sides, it's not really a desk, it's a picture screen. And the pictures are black and white and so tiny yoLi have to squint to see them.

The "Anywhere" Desk

The Muppet Lcar}ung Keys also pretend to be a desktop. They plug into the Commodore 64 key- board in joystick port 1, The keyboard is 14 by 15 inches, and about an inch high. You can prop the keyboard in your lap, or better yet, you can dive to the floor, and set up your "desk" there.

On top of your desk is a ruler, marked in inches, with big numbers, from 0 to 9. The numbers are really the number keys on the key- board—rounded bumps on a flat, membrane keyboard.

Beneath the ruler is a paintbox with lots of watercolors, including yellow, orange, blue, red, and violet. Each color has a label beneath it. To select a color, you just stick your finger in the appropriate paint dish,

A little green chalkboard sits beneath the paintbox. Written in white chalk are the let- ters of the alphabet, in capita! letters, and in alphabetical order. Underneath the chalk- board is one of those marbly assignment books with a Space key (it looks like outer space, with a comet and stars), and round arith- metic keys: plus, minus, multiplication, and division.

On the right side of your desk is a button that looks like you could pick it up and pin it on your shirt. It says "Zap" and you use it to escape from an activity and go back to a menu.

Beneath the Zap key is an eraser, so you can back up and erase mistakes. Next to the eraser is a compass. It's like a real compass that tells you North, South, East, and West, with arrow keys pointing up, down, to the right and left. It's an official Frog Scout Compass, You know that for sure because there's a famous green frog's face in the center of the compass.

In the lower righthand corner of the desk is a comic book. It's opened to the middle (you can see the staples). There are four cartoons showing,

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There is a picture of Super Gonzo being launched by a cannon toward a brick wall shout- ing, "Oops!" When you press this picture, you can undo a mistake you've made.

There's a picture of Miss Piggy tied up on the railroad track crying, "Help!" If you use computers regularly, it's not hard to figure out what this key is for.

A cartoon of Fozzie Bear with a police cap and STOP sign and a picture of Kermit on a motorcycle underneath a green traffic light that says GO disguise keys that enable you to start and stop activities and animate pictures on the screen.

To make your desk work, you need soft- ware. And now we've come to the Muppet Learn- ing Keys' chief drawback. For $80, the keys come with a "Muppet Discovery Disk" created by Sun- burst Communications. But that's it for now. According to Koala, many more disks are on the way, as well as overlays that fit on top of the keyboard so you can use it for different activities with different aged children. But no more soft- ware now is a real limitation, since the Muppet Learning Keys are a real keyboard, and it would be great if children and adults could use it as an alternative to the standard keyboard. But to do that, they need software.

The software that comes with the keys is limited, but it's also good. And this brings me to the second reason why I like the keyboard: It has succeeded in turning the computer into an elec- tronic playground. I've claimed in many of my columns in the GAZETTE that my children (ages 8 and 5) spend most of their time on our Com- modore 64 just banging on the keyboard and not using any software whatsoever. They know the computer far better than 1 do, just by experimenting with the different keys and look- ing at the display screen to see what pops up. This is "discovery learning" at its best, and it's also what you get with the Muppet Learning Keys.

To find out more about the Muppet Learning Keys, contact:

Koala Tcduioloiiies 3700 Patrick Henry Drive Santa Clara, CA 95052-8100 (408) 986-8866

When yoLi call Koala, tell them Sweetums and Fred sent you. And tell them to get busy making new software!

The Computer Book Shelf

When I'm not in faraway places playing with ogres, I'm back in my house in Roanoke, Vir- ginia, writing and reading. Here are some of the books I've looked at recently that I recom- mend to families.

48 COMPUTE! 's Gazette January

Scholastic Books has a new series of four computer activity books which are popular with me and my eight-year-old daughter. Each book costs only $4.95 and contains dozens of pro- grams that kids will like to enter into their Com- modore 64.

The books are all written by Paul Somerson and Stephen Manes and are titled Computer Space Adventures, Computer Craziness, Computer Olympics, and, my favorite. Computer Monsters.

The books don't start with a boring table of contents. Instead they begin with messages like "Greetings, Earthling!" or "Welcome, Human!" Then they tell kids the basics they'll need to know to enter a program on the computer. And they start showing kids programs, sample output, and weave it all into scenarios starring silly crea- tures, secret space missions, nutty numbers, and magic codes a delightful smorgasbord for your 8- to 12-year-old.

When you get tired of monsters and rocket ships, you can come back to earth and try 1, 2, 3, My Computer & Me! by Jim MuUer (Reston, 1984, 96 pages, paper, $12.95). Muller is the Honorary Turtle and co-founder of the Young Peoples' Logo Association (P.O. Box 855067, Richardson, TX 75085— or call the Midnight Turtle bulletin board on your computer by dialing 214-783-7548).

1, 2, 3, My Computer & Me! is a workbook that children (ages 5 and up) can do with their parents. The book is an introduction to Logo thinking, programming, and playing. There are lots of exercises and experiments to do, and lots of blank space in the book for children to draw their own pictures, take notes, color, and just doodle. If you and your children are just begin- ning to use computers, I recommend this book as a very gentle introduction.

If your children are even younger and your wallet is flatter, you might want to look at COMPUTERS! (Golden Book, 1984, 32 pages, pa- per). This book, at only $1.95, has to be the least expensive computer book on the market, and one of the best buys.

As with Muller's book, the emphasis in this book is on parents and children working at home together. The book is suitable for children ages five and up, and has two pages of stickers, games, experiments, and lots of other activities that par- ents and children can do with or without a com- puter. So get your pencils, glue, scissors, and crayons, Mom and Dad, and begin computing!

After you've been down in the trenches with your kids for heavy-duty glue-and-sticker computing, you may want a change of pace food for thought instead of something gooey to stick to your fingers. In this case, you might look at Buy A School For Your Home by Judy Lower with Ed Neil and Tim Finger (Reston, 1984, 265

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Start your subscription to COMPUTE!'s 'Gazette Disk. Each month you can re- ceive a fully tested 5V4" floppy disk to run on either your Commodore 64 or)

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■of COMPUTE!' s Gazette Disk will contain all the programs appearing in the f corresponding issue of COMPUTEI's Ga- zette magazine. So, now you can have_ ■all the quality programs found in each month's COMPUTEI's Gazette ready-to- load on a disk. Send in the attached coupon and subscribe today!

£all toll-free 1-800-334-0868

or send your prepaid coupon to: / COMPUTEI's Gazette Disk ' P.O. Box 5406

Greensboro, NC 27403

pages, paper, appendices, bibliography, $14.95) or Bank Street's Family Computer Book by Barbara Brenner with Marl Endreweit (Ballantine, 1984, 251 pages, appendices, bibliography, indexes, paper, $8.95).

Both books are intended for families who are just beginning. They answer your basic ques- tions—for example, "Why should we buy a home computer?" And they give you plenty of information about how to buy a computer, how to shop for software, and most important, how to use the computer and software once you've got them home.

Buy A School has separate chapters on using computers with different aged children, and car- ries with it a strong emphasis on families using computers together and using computers as a learning tool. It also contains a 110-page section reviewing some of the better family programs.

Family Computer Book is rich with case his- tories about real families who have begun computing, based on the extensive experiences of the researchers at Bank Street College's Center for Children and Technology. It guides parents through the ins and outs of computer jargon and offers specific tips on how to select the right computer equipment and software for the family.

Both books are especially helpful, however, because they don't just keep to the specifics the logistics of family computing. They also have the insight and sensitivity to explore the bigger issues parents face when they invest in a com- puter for their family.

For those families who are past g!ue-and- crayons computing, and have already mastered the fundamentals, I recommend Eugene Galanter's Kids & Computers: Advanced Program- ming Hamiiwok (Putnam/Perigee Books, 1984, 224 pages, appendices, index, paper, $8.95). This is the third in the series of Kids & Computers books by Galanter and is intended for the older child, age 12 and up, who is already program- ming. I liked the book because it reminded me of a junior version of my computer science courses back at the University of North Carolina. This book is a home-study course in computer science for a student to take to supplement a course he or she is taking in school, or to read alone to pick up some new programming tricks and tech- niques like structured programming, using files and data structures, and creating basic sorting and searching algorithms. The book is thorough, but 1 offer one warning: It reads like a textbook. It's for the child who is already motivated, and not for the hesitant beginner.

Catalog Time!

Each month 1 get a bushel basket full of new computer catalogs brimming with new software

so COMPUTE! s Gai:ette January

m

suitable for the family. I recommend that you take a look at several of these catalogs because they give you the chance to comparison shop for different kinds of software right in your own home.

Here are the best catalogs I've received: "';!a

special Leartiiug Ed Software (SLED)

(specializing iti spelling programs)

P.O. Box 16322

Minneapolis, MN 55416

(612) 926-5820

Selected Microcomputer Software /Elementary

Opportunities for Learning, Inc.

8950 Lurline Avenue

Dept. 2P

Chatsworth, CA 91311

(818)341-2535

Quality Educational Miaocamputer Softioare

Chart es Clark Co., Inc.

168 Express Drive

South Brentwood, NY 1171?

(516) 231-1220

The Children's Software Catalog Evanston Educators, Inc. 1718 Sherman Avenue Evanston, II 60201 (312) 475-2556

Sunburst Educational Computer Courseware

(preschool to adult)

Sunburst Communications

Room BC39

Washington Avenue

PleasantvilU; NY 10570

(800) 431-1934

Microcomputer Educational Programs MCE, Inc.

157 South Kalamazoo Mall

Kalamazoo, Ml 49007

(800) 421-4157

(in Michigan, 616-345-8681, collect)

Scholastic Microcomputer Instructional Materials

(grades K-II)

Scholastic, Inc.

P.O. Box 7503

2931 E. McCarty Street

Jefferson City, MO 65102

(800) 32.5-6U9

(in Missouri, 800-392-2179)

1984 Instructional Materials Catalog

DLM Teaching Resources

P.O. Box 4000

One DLM Park

Allen, TX 75002

(800) 527-4747

(in Texas, 800-442-4711)

Time Saver U

(preschool to adult educational software)

The Micro Center

P.O. Box 6

Pleasantville, NY 10570

(800) 431-2434 or ($14) 769-6002 ffl

Educational Software That Works:

SpeU It!

Spell.

Spell expertly 1000 of the most misspelled words, Learn the spelling rules. Improve with 4 exciting activities^ Including a captivating arcade game! Add your own spelling words.

ages 10 - adulc / 2 disks; S49.95

Math

Math Blaster!

Master addition, subtraction, multiplication, division, fractions, decimals and pjercentages - by solving over 600 problems. Learn your math facts with a motivating activities, Including a fast-action arcade game! Add your own problems,

ages 6 - 12 / 2ctlskS: $49.95

<C-^-:.<-

u

Word.

Word Attack!

Add 675 new words to your vocabulary - with precise definitions and sentences demonstrating usage. Build your skills with a fun-filled activities, including an arcade game! Add your own words.

w

ages 8 - adult / 2 disks: S49.95 ^

Bead.

Speed Beader II

increase your reading speed and improve comprehension! Six exercises designed by reading specialists vastly improve your reading skills. Chart your own progress with 35 reading selections and comprehension quizzes. Add your own reading materials.

high school, college 8. adult / 2 dIskS: $69.95

The Davidson.

Best Seller Tradition.

For your Apple, ism or Commodore 64. Ask your dealer today.

Davidson.

For more information call: in California call;

(800) 556-6141 (213) 373-9473

Davidson & Associates 6069 Croveoak Place ffl2 Rancho Palos Verdes, CA 90274

N H a"

Apple. IBM and CommoaotQ &4 are trademarks respectlvflry ot Apple Computara, inc., tnternational Business Machines Carp., and Commodore Sustness Machlrtea, lr\c

VIC Magic Draw

Kevin Gough

Turn your computer into a high-resolution sketchpad with this program. The pictures you create can be saved to tape or disk. Requires at least 8K of expansion memory.

Here's a program that lets you create high- resolution pictures on a 176 X 160 dot grid. "VIC Magic Draw" requires 8K or more expan- sion memory. After the program is typed in and saved to disk or tape, you must change the start of BASIC and the screen, before loading the program.

There are two ways to do this: manually or with a boot program. Manually, type POKE 648,30;SYS 58648 and press RETURN. Now type POKE 642,32:5YS58232 and press RETURN. Your VIC will display the usual "CBM BASIC V2" at the top of the screen, except the number of bytes free is 3584 less than when you turned your VIC on. That's because the start of BASIC and variables have been moved (to 8192).

The other method for moving memory is a boot program that automatically loads Magic Draw. Program 1, "Magic Draw Boot," does this for you. It consists of five lines of BASIC. If you're using a disk drive, enter and save it as is. If you're storing Magic Draw on tape, change the device number at the end of line 30 from 8 to 1. Make sure you store this boot on your tape before the Magic Draw program. If you're storing Magic Draw on disk, then change the device number at the end of line 30 from 1 to 8.

62 COMPUTE! s Gazello January

Three simple machine language programs are automatically POKEd into certain areas after running Magic Draw. They have the functions of saving and loading hi-res pictures that you cre- ate, from disk or tape, and clearing the screen of any extraneous matter. These routines are DATA statements in the BASIC program, so take care typing them in. A checksum is performed to make sure the data was typed in correcdy, so if there is any wrong data you will be notified.

Here's a list and explanation of Magic Draw control keys.

SHIFT/CLR: This clears the high-resolution screen of any plotted dots. After the first run of Magic Draw, you'll want to clear the screen of any random garbage. After clearing it, you'll see the flashing pixel at the center of the screen.

SHIFT/CRSR {up): This moves the pixel cursor up one dot.

CRSR (down): Moves the pixel cursor down one dot.

SHIFT/CRSR (left): Moves the pixel cursor left

one dot.

CRSR (right): Moves the pixel cursor right one

dot.

HOME: Moves the pixel cursor to the center of the screen.

X: Plots one dot in the current position of the pixel cursor.

Z: Erases one dot (if present) under the pixel cursor.

This hi-res castle was created 'with "VIC Magit Draw.'

D: Draws continuously wherever you move the pixel cursor. Press D again to turn this function off.

E: Erases continuously wherever you move the pixel cursor. Press E again to turn this function off.

@: The "at" key creates a box-shaped figure to the right and below the pixel cursor. The size of the box is controlled by the plus (+) and minus (— ) keys.

+ : Increases the size of the box figure by one dot each time the key is pressed. The limit is 90 dots,

: Decreases the size of the box figure by one dot each time the key is pressed. The limit here is a box two dots square.

G: Graphs a pattern of dots on the screen 8X8 dots square. This is useful for drawing precise, dimensioned pictures. Press SHIFT and G to erase the graph,

Q: Quit the high-resolution draw mode. The screen will clear and return the normal VIC cursor. You can run the program again and still retain your previously drawn picture.

S: Save a picture to disk or tape. Each picture takes up to 3524 bytes. Pressing S clears the high-resolution screen and asks for the name of your picture. You next enter 1 for disk or 2 for tape save. After it is saved, you return to the high-resolution screen and your picture. Tape users should make sure that buttons on the Datassette are pressed down. You will be prompted with TAPE OFF? before being prompted to PRESS RECORD AND PLAY ON TAPE. Just press RETURN at the tape off prompt and then the record and play buttons on the Datassette.

L: Load a picture. You'll be prompted to type in a name and then a 1 for disk or 2 for tape. If

using disk and the picture is not found, an error message is generated. After the picture is loaded, draw mode is entered and your creation is dis- played on the screen. The pixel cursor flashes in the middle of the screen.

Adding More Functions

You'll find you have a good amount of memory free after Magic Draw is up and running. Press Q and type ? FRE(O), The amount of bytes free is determined by the size of your memory expan- sion. The extra memory allows you to add new functions. A screen dump to the printer (1515 or 1525) has been added. I've used the program on page 112 of COMPUTEl's First Book of VJC. Now, suppose your screen and the bottom half was blank. You wouldn't want to wait double the time it takes to print out the entire screen. So we must add a line between Hne numbers 6 and 7. This BASIC line will also serve to end the print routine when the printer is done with the screen:

GETA$:IFA$='T4"ORL>lS4THENPRINT#4,CHR$ {15);CLOSE4:RETURN

If you press f4 while the printer is dumping the screen, the PRINT routine will end and you'll be returned to the draw mode. Printing the entire screen takes about 35 minutes.

See program listings on page 156. @

Program Your Own EPROMS

t

VIC 20 C64

$99.50

C

Q)

E

2 a

PLUGS INTO USER PORT NOTHING ELSE NEEDED. EASY TO USE. VERSATILE.

Read or Program. One byte or 32K bytes!

OR Use like a disk drive. LOAD,

SAVE. GET, INPUT, PRINT, CMD, OPEN, CLOSE— EPROM FILESl

Our software lets you use familiar BASIC commands to create, modify, scratch files on readily available EPROM chiips. Adds a new dimension to your computing capability. Worl(s witti most ML Monitors too.

Make Auto -SI art Cartridges o( your programs.

The promenade"" CI gives you 4 programming voltages, 2 EPROM supply voltages, 3 intolligent programming algorithms, 15 bit chip addressing, 3 LED's and l\IO switches. Your computer controls everything from software! Textool socket. Anti-static aluminum housing. EPROMS, cartridge PC tioards, etc. at extra charge. Some EPROM types you can use with the promenade'

27 M 2M2

2516 2732

27 1 6 27C32

27C16 2732A

4K732P 27128 5133 X2B16A'

2164 27256 51+3 628t3'

2764 68764 281 S' 4S0ieP'

27C64 68766 2816'

'D^T^H-'. rW^^kdf Hl^fAU tyfif*

Call Toll Free: 800-421-7731 In California: 800-421-7748

En JASON-RAN HEIM S 560 Parrott St., San Jose, C A 95112

Build fences around your opponent with- out letting yourself get hemmed in. This simple game includes a variety of options to keep it ever-challenging. Originally written for the 64, we've added a VIC version.

sion works. The VIC version is similar, so the program description also applies with a few exceptions.

This game puts you in the construction business. Specifically, you're building fences, and the construction code is straightforward: Fences may be built horizontally or vertically; your con- struction may not touch the outer walls, your previous work, or your opponent's work; nor can it touch any obstacles that may be strewn in your path.

You score points by outlasting your rival. If his fence crashes first, you win the round and a number of points based on the amount of time consumed by the round. The first player to reach 100 points wins the game.

The choices available in setting up the game are: one or two players; joystick or keyboard in- put; adding obstacles to the playfield; and increasing or decreasing the speed of the game.

Approximately 30 percent of the program the game action itself— is written in machine lan- guage. The sound, timing, and scoring routines are written in BASIC. Accompanying the article is a line-by-line description of how the 64 ver-

54 COMPUTEI's Gazetta January

Commodore 64 Program Description

Lines XOO-120

130

140-150 160

190

200

210^230

245-250 270-480 490-510 520-550 560-660

670-1350

Description

Call the option routines and initialize variables.

Checks for winner and jumps to win routine.

Draw screen border. Checks for barrier option, jumps to subroutine.

Positions players and directions. (Locations 251-254 hold low and high bytes of each player's position. Locations 837-838 hold player's directions.

Initializes time and calls machine language routine, which returns to BASIC when col- lision occurs. Score is then determined based on amount of elapsed time. Check value in location 834 for number of player in collision, then jump to appropriate routine to update winner's score. Flash colliding fence. Allow player to choose options. Randomly place bamere on screen. Initialize sound and variables. Print scores and totals, then jump to beginning.

Load machine language portion of Commodore 64 version.

; HIT-——' Ml MUB^:

■■■* M-^ ■■-'""

.Mifll ■!

—- ■!

II

.iMiaiMiJII.

In the two-pUv.ii-r game, Red has trapped the Blui (VIC version).

The game is best when played by two people. The one-player option was added so players could practice if no opponent could be found. You race the clock, trying to survive as long as possible. If you use the practice option, the most challenging level is nine, with obstacles. You have ten rounds to rack up as many points as you can.

Note To VIC Users

Programs 2 and 3 comprise the VIC version of "Trap 'Em." First, type in Program 2, the game loader, and save it to tape or disk. If you're using tape, change the 8 to a 1 in line 130.

Next, type in Program 3, the main game, and save it with the filename "VT". If you're using tape, be sure to save Program 3 inunedi- ateh/ after Program 2. This will automatically load Program 3. In the VIC version, the ML rou- tine is POKEd in lines 100-880 of the loader program.

See program listings on page 157.

K^ iVtVt'tVtV.'tVi't'tVV'i

1

I

VV'VWT^v ^r ^ If 4*

" *

jT* % t *********************

tj

* •*

V

II

M

1 1

t * r T

«V'^w4WV*'V#'vV'

*

1 1 1 1 Vi

It* ********* i

*J

* f

^***^»^**»^m

*■_

'I' V

•.i

■_

f 1

V V

V 1

\

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11 It

K

fi

* M

*

to»M»»t«

I%v.v.v»v»iVtVt'r»vX

m

^^^

ni

Practicing /ii the one-plajicr game, with barriers (64 version).

Chomper

George Hu

In dire need of energy crystals, your space- ship has landed on an alien planet. But the crystals are guarded by soldiers and a vicious droid. Act fast because time is running out. For the VIC and 64; joystick required.

You are a space explorer from the planet Earth. During your voyage, your ship encountered a meteorite belt and most of your ship's energy was drained in protecting the ship. You en- counter a strange planet which contains crystals that can restore your ship's power. Unfortu- nately, the planet is guarded by dormant soldiers and vicious droids. You send a probe, nicknamed Chomper, to collect the crystals.

Using your joystick maneuver Chomper across the planet's surface and gobble up as many energy crystals as fast as you can. For every crystal you collect, you receive 150 points. If you hit a soldier, you lose 450 points. If you allow a droid to catch Chomper, he is de- stroyed— and that spells doom for you and your mission.

Racing The Clock

You have 45 seconds in which to collect as many crystals as you can. If you earn 3000 points, you will be given bonus time. The first bonus is 45 seconds. Each bonus you earn decreases the next bonus time by 5 seconds. If you earn 6 bonuses, you get a new Chomper in a different section of the planet, with 45 more seconds of play. If you would like more crystals, press the fire button. But beware: More crystals mean more soldiers.

The game begins with a diagram of joystick positions. Push the joystick right for easy play; push it left for harder play. Pushing the stick up increases the number of droids: up to seven for the 64 version or two for the VIC version. After your selection, the playing field and the droid(s) are randomly placed on the screen. The score,

56 COMPUJEt's Gaietie January

Press Hie fire button to instant hi c irate more aystQls— and soldiers (VIC version).

dme remaining, and bonuses are displayed at the top.

After the game is over, you may be asked to enter your name for a high score. Type in your name and press RETURN. Another diagram will appear with the session's high score on top, Push the joystick up for the same level, right for a dif- ferent level, and down to end the game.

Variable

Contents

L

Score nwdcd for bonus

S

l'rest?iit !?core

G

Total lionus time recrived

V

Bonuses readied

R

Amounl of next bonus

W

Droid being controlled (1 or 2)

XI

Cliomper's X coordinate

Yl

Cbwmper's Y coordinate

C

Cliomper's screen location

X(N)

Droid's X coordinate

Y(N)

Droid's Y coordinate

D(N)

Droid's screen location

CI

1 or 2 droids

F

I^atio of Cliomper moves to droid moves

BS

High Scoie

N$

Name of high scorer

M

Multi-use counter

Who Invented the Submarine?

Who was the only president to serve more than 3 terms.' The purchase of what state was known as Seward's Folly?

HISTORy FLASH

These nrc [iisr a few of the fun and fascinating history ques- tions you'll find witli HISTORY iT.ASli, one of the 54 titles in the c;hallengc\X'are educational scries.

With fllSTO!^'^' I'LASII, you can explore (>\'er 400 years of facts about ihe United States, from its discovery by Clhrlstophcr Columbus in 1492 to constitutional amendments tliat effect our lives today. HkSTORY FLASH is designed to test the knowledge of two players a,s they compete to win 500 points by correctly answering random historical ques- tions...and provide valuable infortnation where answers are not known. Explorers, Inventors, Black Americans, American Women, Presidents, The Clon.stitution, and Wars are all covered in this exciting program, which will keep you challenged for hours of fun and learning.

I tt a iKtfl

ChallengeWare brings students and knt)wtedge together through exciting programs for the Commodore 64, Apple lie, and Apple 11+. Designed for ages prc-school through atlull, ChallengeWare includes programs in Pre -school Concepts, Mailiematics, Gramtnar. Social Srudies. Science. Foreign Language, Reading, Ficonomics, and 1-ogic & Strategy.

ChallengeWare is the most extensive educa- tional series available in the United States and is

For a FREE CATALOG

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Your chomper has limited fitjie to mine eiicrgi/ crystals and avoid the droids (64 version).

Customizing The Skill Level

If you find the game is too hard, or too easy, the skill level can be adjusted in several ways. The easiest way is to change the bonus time. By changing the value of R in line 390, the bonus time can be changed. By changing the 6 in the last statement in line 210, you can change the

number of bonuses required to get a bonus screen. By changing the value of F in lines 460-480, you can adjust the ratio of Chomper's moves to the droid's moves.

64 Version Notes

Other than allowing up to seven droids, the 64 version plays the same as the VIC version. If you have a black-and-white screen, press the fire but- ton at the beginning of the game until a B ap- pears. This adjusts colors so you can play on a non-color TV or monitor.

The 64 version is entirely in machine lan- guage, and MLX {elsewhere in this issue) is re- quired to enter the program. After loading and running MLX, answer the starting address prompt with 49152, and the ending address with 50891.

To run the game, type SYS49152. Also, be sure to load the game with LOAD' filcn am e",8 A-

If you'd rather not type in the program (VIC version only), send a blank tape, $3, and a self- addressed stamped envelope tot

George Hii 16212 122 Ave. SE Rentoii, WA 98055

See program liMhips <m page 165. Q

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58 COMPUTE'S Gazotr© January

Copies of articles from this publication are now available from the UMI Article Clearinghouse.

For more information about the Clearinghouse, please fill out and mail back the coupon below.

Creannglionse

Vesl I would like lo know mnrc jhuut I'MI Artkk- L'k'iirinxtiousc.

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Stephen Ressler

A prankster perched on the top of your apartment building is tossing firecrackers on to the street. Your job is to maneuver a water-filled bucket to catch and extinguish the firecrackers. An arcade-style action same with versions for the VIC and 64. A joystick is required.

Your once-quiet neighborhood

is suddenly being showered with

firecrackers. And the culprit won't

let up. You arive on the scene

in a mad dash to extinguish the

firecrackers in a bucket of water.

Take It To The Limit

When the titie screen appears, you'll be asked to

choose one of 15 skill levels, 1 being the slowest

and 15 the fastest'. You'll probably want to start

with an easier level at first to see how the game

plays. Then go up a couple of skill levels until

you have a competitive game.

Using a joystick (port 2 in the 64 version), move your bucket left and right to catch the fall- ing firecrackers. Note that your bucket can "wrap around" the screen, that is, moving to a far edge will bring you around to the opposite side of the screen. This is extremely helpful at the more ad- vanced levels.

If a firecracker reaches the ground, an

A cjuick move to the left might catch the firecracker dropped bit the prankster (64 version).

60 COMPUTED Gazeae Januaiv

The player faces a decision in the 1//C version of "Kablain!"

explosion is heard, and one of your four plays is lost. The game ends only when you're out of plays. You can then choose another level and play again.

If things get too frantic or you need a break in the middle of the game, pause the action by pressing the space bar. Press the CTRL key to re- sume the game.

If you'd rather not type in the game (64 version only), send a self- addressed stamped en- velope, a blank tape or disk, and $3 to:

Stephen Rcssler 18 Brindalc Drive Marlton, N] 08053

See program listings on page 168.

Special VIC Notes

The VIC version of "Kablam!" is simitar in play to the 64 version, but there are a few differences. You have a total of three plays rather than four, and instead of 15 difficulty levels, there are five. However, the speed of each firecracker increases with each one you catch and decreases with each one you miss a kind of self-adjusting handicap.

The VIC version also displays the high score, current score, firecracker speed, and firecrackers (plays) left. The SHIFT LOCK key serves as a pause button,

Written entirely in machine language, the VIC version must be entered using a special Kablam! version of "Tiny MLX," found else- where in this issue. Once entered and saved.

simply load and run in an unexpanded VIC.

If you have 8K or more expansion for your VIC and a copy of the full-featured VIC MLX (published last month and in earlier is- sues), you don't have to type in Tiny MLX. Insert the expansion memory, turn on your VIC, and enter this line: POKE 642,32:SYS 58232. This POKE and SYS moves the start of BASIC into the memory expander, where it won't interfere with the machine language program, You can then load the regular VIC MLX, and type in Kablam!.

The starting and ending addresses are built into the special version of Tiny MLX. If you're using an 8K or greater expander with regular MLX, use 6291 as the starting ad- dress, 7682 as the ending address. %

FINALLY, YOUR COMPUTER CAN DO WHAT YOU TELL IT

Now anyone

can use a computer.

Revolutionary Chlrpee '" lets you command your computDr by voice.

Why touch your computer when you can taik to it. Chirpee, the most exciting peripheral development of the decade, maizes it easy and completely affordable tor you to turn your computer into the tuil-tunction tool it was intended to be. Thanks to a revolutionary phonetic -based design, you can train Chirpee in any language to understand your voice or several voices. Use Chirpee's demonstration software to create your own programs with voice commands. Free your hands and your mind. You'll have more time to think, more time to program.

Suggested Retail *179''^

Run

Now everyone

will use their

computer more.

■3i

Chirpee adds a whole new dimension to your computer. It's the one peripheral that can make your system truly friendly.

Instruction book, plus 6 comprehensive

disk software programs included, More

being developed by major software

manufacturers.

G SOS Speech Operating System con- tains all training, use and file handling routines needed to generate basic Chirpee system

D CHIRPEE— the heart of all functional software applications. Allows everybody to use Chirpee tor software applications.

n SPEECH GRAPHICS— displays each phonetic utterance on colorful X-Y plot

Call toll-free t-BOO-431-3331 or 602-431-0400 for dealer location nearest you.

AERONAUT— exciting game allowa participants to drive hot-air balloon over mountainous terrain with five command words

n CARD FILE— personal filing system for _home or business programs. Allows storage, recall or printing of typed memos

WORD IvIIX a word matching game that shows beginning programmers how Chirpee is used In a BASIC program

ENG IMFG., INC, 4304 W. Saturn Way Chandler, A2 B5224 Phone 602/961 -Ot 65

Can you escape the dungeon by finding the key which opens the door? First, you must get by the math monsters who block your way, asking questions about addition, subtraction, multiplication, and division. An entertaining, educational adventure game for the vYc (8K or more expansion) or 64.

At the beginning of "Math Dungeon," you are asked for a difficulty level. Levels one and two deal only with addition and subtraction of pos- itive numbers. Level three adds multiplication and division (still only positive numbers). Four brings in negative numbers, covering multiplica- tion and division. And five asks all four types of questions about positive or negative numbers.

You begin at a gate outside an old mansion. First, find a way through the gate and get to the front door, which is closed. If you can get the door open, you can enter the mansion and you'll be whisked to the underground dungeon, Your adventure begins.

As you wander through the dungeon, you may find different colored keys and doors. The keys are color coded according to the door they open. One of the doors leads out of the dungeon (to end the game).

In your search for the exit, you may also find a map. It can be very helpful. Once you get it, type MAP to see where you are. The map uses

62 COMPUTB's Gazette January

R to represent rooms, H for hallways, M for monsters, and * for your location.

The Command Vocabulary

This game recognizes a limited number of words. The verbs are:

GET

Pick up an object

INV

Inventory

LOOK

Look around

OPEN

Open a door

CLOSE

Close a door

ON

Turn on a light

OFF

Turn off a light

MAP

Look at the map

N

Go North

S

Go South

E

Go East

W

Go West

The possible

nouns include:

GATE

LIGHT

DOOR

MILKBOX

NOTE

GOLD

KEY

MAP

And if you find yourself in a jam, typing ALGEBRA may get you out Certain commands need only a single word or letter, like LOOK or N. Others combine a noun with a verb, like GET GOLD. The verb usually goes first.

Information about the dungeon is kept in an array FL(10,10), which is filled with rooms, hall- ways, and monsters in lines 1620-1850. Lines 1620-1640 randomly place monsters, according to the level chosen at the beginning. Lines 1650-1680 randomly place hallways and rooms

Inside every kid there are great adventures to be told.

With Playwriter ' and your computer, now you can write your own great adventure books.

Write the adventures you've always dreamed of. And turn those dreams into illus- trated books, with Playwriter Softvrare from Woodbury.

Playwriter is the first software package that lets you write, edit, illustrate, print and bind your own books using your IBM, Commodore 64, or Apple home computer.

Live the adventure as you write it

You can travel through space and time. And go where no one has gone before— to the cen- ter of your imagination. Because Playwriter helps you create the heroes, villains and other characters in your story and lets you decide every twist and turn of the plot.

Playwriter guides you through the creative process by asking you questions about the story you want to write.

Playwriter responds to everything you tell it. And you'll see your answers turn into action as the story develops.

Built-in word processor

Playwriter's simple-to-use word processor lets you go back to fix or change any part of the story you like .

Next, just print out the story and put the book together using the hardcover jacket, colorful stickers, and full page illustrations included in each package.

When you're finished, you'll have a real book including a title page, dedication page and a page all about the author, you!

Use it again

With Playwriter you can create a whole library of books writ- ten by you. Best of all, you'll have hours of fun long after the computer is

shut off.

Apple, Crim'n(j(.Ji>'i.' and IBM are q'\ rogiitflrfid imdemarb.

Software For Success!

15 Prospect Street. Poramus, New Jersey 07652 (201) 36S-1040

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Vanquish the Mnth Monster tni answering a question cor- ircth/ (64 version).

throughout the dungeon. Lines 1690-1710 make sure a path is available to each monster. Lines 1720-1770 randomly place colored keys and doors around the array.

The game runs on both the VIC and 64. Playing it on the VIC requires at least 8K of expansion (16K or 24K will work). The SYS at line 120 determines which computer is being used {according to whether there are 22 or 40 columns on the screen) and sets the variable CC.

A map of Math Dungeon is befiind one of the doors (V!C version).

This information is used to format anything which is printed to the screen.

If you would like a copy of Math Dungeon (tape only); send a self-addressed stamped envelope, a blank tape, and $3 to:

Richard Lowe 1905 Kossuth St. Lafayette, IN 47905

See program listing on page 162. @

Enter the Age of Robotics

The NOMAD robot! Fun and Educational!

Complete with software

Moves forward, reverse, left, right

Stepper motor controlled

II

Ultrasonic

vision and ranging

FUN! Nomad has a mobile range of 25 feet. Accurate robot stepper motors control forward and reverse move- ment and left and right turning. Nomad's ultrasonic vision gives him the ability to detect objects, measure distance and sense motion. All of Nomad's circuitry and mechanics are contained within an aluminum chassis and tough plastic shell. The molded tray can be used to carry small items!

EDUCATIONAL! Teaching Nomad to find his way through a maze or trace geometrical shapes is a great way to teach programming logic to children and adults alike. And, Nomad's uitrasonlc sight taices him beyond a standard "turtle". Nomad comes complete with his own robot language, and for the 64, BASIC enhancement software which adds new robot commands. A great way to make the transition from LOGO to BASIC!

Nomad comes complete with software on cassette or disk and a comprehensive user's manual for a retail price of just $179,95.

Cat) 215-861-0850 to order direct or contact your local dealer.

Genesis Computer Corp.

P.O. Box 152

Hellertown, PA 18055

ALL TENNIS GAMES ARE NOT CREATED EQUAL

Over the years, game designers have brought several versions of "tennis" to the home screen. Unfortunately, they all resemble Atari's ten year old classic, Pdng™. Good games ail, but not real tennis.

ON-COURT™ TENNIS Actual Commodore 64™ screen -Other versions may vary

ON-COURT™ TENNIS IS UNIQUE

ON-COURT™ Tennis by Gamestar was not created equal— it was created better. Over eight months in development, ON-COURT™ Tennis captures the play and feel of real tennis, not Pong" With Player Perspective Graphics™ so realistic, you feel like you're on the court. With lull racquet control over groundstrokes (angle & spin), serves, lobs and smashes. And with the kind of strategic choices you just can't get in a Pong™-like tennis game.

PLAY AGAINST WORLD-CLASS COMPUTER PLAYERS

When you play solitaire against the computer, you'll be in for the match of your life, rookie or pro. That's because the computer players (tiiere are four to choose from) play like their real life counter- parts. And their play intelligence "floats" according to your skill. So while they like to keep you in a match, it'll take more than luck to beat them and join Gamestar's exclusive "Top Seeds" club.

ON-COURT™ TENNIS Actual Ckimmodore 64"" Screen-Other versions may vary

So whether you play tennis for a living or just wish you did, ON-COURT™ Tennis is ready now on the Commodore 64™ at your nearest software dealer. Or write GAMESTAR, 1 302 State Street, Santa Barbara, CA 931 01 or call 805-963-3487 for more information. Watch our for GAMESTAR- We play to win!

WE BRING SPORTS ALIVE

St984 GAMESTAR, INC ALL RIGHTS RESERVED

Bong andAlarieretrademarksolAlart.Int Commodor© 64isatrademart(o( Commodore Eledrontes, Lid.

"Where's that article on making backups?' If you're tired of spending time looking through back issues of magazines for an elusive article, let your computer do the searching with "Magazine Indexer." For the VIC or 64, tape or disk.

If you're like a lot of people, you subscribe to several magazines, Every month there are articles you intend to read, or games and utilities you plan to type in. But there's just not enough time, When you eventually get around to them, a new- issue has arrived. You fall behind and those in- teresting articles become lost in the shuffle.

Instant Reference

This program, "Magazine Indexer," runs on the VIC or 64 and provides an instant reference to articles you v^^ish to keep a record of. On the 64, you can store up to 500 records (adjust the DIM in line 100 for more); that is, you can store and review/ references for up to 500 articles. On the un expanded VIC, the program can store only 15 articles, although the addition of memory expan- sion (any size allowed) makes the program far more useful. With an 8K expander, approxi- mately 250 articles can be stored, and with 16K, approximately 500 articles can be stored.

Searching for an article can be done in a variety of ways: magazine title, issue date, article title, or category (article type). The program also provides for deleting references so you can keep the file up to date.

Menu Operation

All of your selections are done via the menu, which first appears when you run the program. Each choice is numbered 1-9. Simply press the number of your selection you don't need to press RETURN.

1. LOAD ALL ARTICLES

2. LIST ALL ARTICLES

3. ENTER NEW ARTICLES

4. DELETE PREVIOUS ENTRIES

5. LIST ARTICLES BY MAGAZINE

6. LIST ARTICLES BY DATE

7. LIST ARTICLES BY TITLE

8, LIST ARTICLES BY CATEGORY

9. SAVE DATA AND END

When you first use the program, select op- tion 3, To enter data, type in the information when prompted. The field length is highlighted, so you know how many characters are allowed (10 for magazine title; 15 for article title; up to 5 for issue date for example, 12/84 or 1/85; and 1 character for category). When entering the issue date, be sure to enter the "/" character to separate month and year don't use commas. For the category, use letters which are easy to associate with the articles, such as U for utilities, G for graphics, E for entertainment and games, and so on.

After you've entered all the information, use option 9 to save your data to Cassette (C) or Disk (D). The program automatically handles the cre- ation and maintenance of the data file (a sequen- tial file with the name "ARTICLES"), If you wish to change this filename, make the appropriate changes in lines 720 and 730. Tape users should insert a blank tape, rewound to the beginning, to store the data. Screen instructions are clear and should eliminate any confusion.

The next time you use the program, select option 1 to load your previous work. Then you can use option 2 to list all articles. There are ten per screen on the 64, and five per screen on the VIC. If you have a larger number of articles, the first batch (five or ten, depending on your com- puter) is displayed and you are prompted to press RETURN to see the next batch. This tech- nique is used to prevent scrolling of data up the screen.

To delete previous entries (option 4), enter the record number (corresponding to the list dis- played with option 1). All entries are automati- cally numbered sequentially when entered with option 3. Also, the program closes up the numeri- cal sequence of articles after a deletion. For exam- ple, if you delete article 7, article 8 assumes the seventh position, and the articles which follow (9 and up) move down correspondingly.

Menu items 5-8 let you search for infor- mation by entering the magazine title, date, article title, or category. It works like a small data base.

Sse program listing on page J59. Q

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Strategy Arcade Game By Bruce Carver

The Soviets launch a nuclear strike against ma)or cities | In the United States and Canada. Our only hope Is our space station equipped with stealth boiribers, which can fly undetected In Soviet airspace. As squadron leader, you must first knock out the Soviet Launch sites and then proceed Into the city of Moscow. Armed with only the weapons you can carry, you command an assault on the Soviet Defense center and destroy It to stop the attack. Top Multiscreen action!

TapM«MMn*ii Action IncljJjd In Raid OvcrHouaw

.; ^;

•Joystick Controlled Suggested Retail Price S39.95 Disk: Comodore 64 (Available soon on Atari)

i 'lay lu Lii<e i-jiei^^iNiQ iQinon w\

, «: .' . >•

, ■■■»&

Arcade Game By Bruce Carver

General Quarters I Battle StatlonsI

As chief commander of land and sea forces In the Pacific, your mission Is to obtain a quick naval victory and invade enemy territory with your land forces. Beach-Head Is a 100% machine language game and offers multiscreen action with high resolution, three dimensional graphics.

BEACH-HEAD-

TheWarGameToEndAllWarGamesr

5' «.,;

Top MahiscTCBa Action lactitd«d In B**ch-M«*d

•Joystick Controlled 'Suggested Retail Price $34.95 •Disk: Commodore 64, Atari 46K

1.1,

Available for: Commodore 64 * Atari a

Naiibal Zoa*

NavtvT C4Bipo««r

«2S Eul 900 Soulh SLC.. Uuh S410S (SUl) U2t IM

Tfafl ScraUi of Abftdon

Spetl Nov

SIMPLE ANSWERS TO COMMON QUESTIONS

Tom R. Halfhill. Staff Editor

Each mouth, COMPUTEI's gazette tackles some questions commonly asked by new Commodore users and by people shopping for their first home com- puter. If you have a qiiesfion you'd like to see answered here, semi it to this coluuiu, c/o COMPUTEI's GAZETTE, P.O. Box 5406, Crecnsboro, NC 27403.

^Oba Is it possible to build a RAM disk for the Commodore 64 and, if so, where can I find information on how to do it? Also, wouldn't a RAM disk be a better investment than a disk drive? RAM chips are so inexpensive now- adays (downright cheap, in fact) that you can purchase a 16K dynamic RAM on sale at Radio Shack for a measly $1.99 each. At that rate, you could purchase 2000K of super-fast, repair-free memory for the same $250 that you would have to pay for a Commodore 1541 disk drive. All a person would need to do is borrow a disk drive occasionally to store disk-based pro- grams. A RAM disk with 2000K of memory which almost equals 12 floppy disks on the 1541 should be plenty for the average user's needs. But if not, I assume that such a RAM disk would have unlimited expansion capabili- ties. Am I right about all this? Am I on-line or have I made a syntax error?

JsXm There's nothing wrong with your reason- ing, but we're afraid you've made an out of data error.

The chief drawback to using a RAM disk to store programs is that RAM (Random Access Memory) is volatile. That is, all the information it holds is erased as soon as the power is shut off. RAM chips must be constantly refreshed with

6fl COMPUTEI's GBiette January

electricity to maintain their active state. Even a split-second power interruption as often hap- pens during thunderstorms can wipe out all the data the chips store. RAM is intended for tem- porary storage only. It's the computer's workspace for running programs. Disks and tapes are meant for more permanent data storage.

Remember that a RAM disk isn't really a disk at all, but simply a block of memory which is set up to imitate a disk drive. The block of RAM can be extra memory that you add externally, or part of the computer's existing internal memory. A special program reserves the block of RAM, protecting it from other uses, and treats it like a floppy disk drive.

For example, the RAM disk could be set up as device #9 (a single floppy drive is normally device #8). When you type SAVE "filename" ,9 the file is saved from workspace RAM to the RAM disk. Since the RAM disk isn't really a mechanical disk drive, of course, the save is prac- tically instantaneous. Loading a file is just as fast. All you're really doing is transferring the file from one part of memory to another.

Therefore, if the power is turned off (delib- erately or accidentally), the file is wiped out. The usual practice when using a RAM disk is to copy the file from the RAM disk to a real floppy disk before ending the session and switching off the computer. Why use a RAM disk at all? Because some disk-intensive programs such as data base managers which frequently access the disk drive can run much faster with a RAM disk. But the final copy must always be saved onto an actual disk or all the work will be lost.

It would be possible to use a RAM disk for more permanent storage if it were left switched on 24 hours a day, preferably with battery back-

**Now Your Commodore 64 Can Print Like a Pror*

Grappler <!&

Printer Interface

The Revolutionary Printer Interface for the Commodore 64™

A New Era in

Commodore Printing Power.

Grappler CD offers the first complete answer to your printer interfacing requirements, with many powerful capabilities unique in the Commodore marketplace. Complete signal translation allows many popular name brand printers to operate perfectly with thie Commodore 64, or to imitate Commodore's own printer. Even Commodore's graphic character set can be reproduced on Epson, Okidata, Star, ProWriter and other popular printers.

Exclusive Grappler CD features provide a variety of graphic screen dumps, text screen dumps and formatting. No other Commodore interface can offer this.

If you own a Commodore 64. , .

If you're serious about quality, trouble free printing. . . You need the Grappler CD.

Contact your nearest Commodore dealer or call Orange Micro for a dealer near you.

Commodor* M »niJCrtrviFflod«fe xi>2i> uru (fRg&markso^ COTinlodoi'B ElKtroniCa LiTiirec) EoMH \%a fo^iiierfid rrjidemarN orfc'pson Amsrrca, Inc

A Uniquely Intelligent Interface:

Prints Screen Graphics Without Software

Graphics Screen Dump Routines Include Rotated, Inversed, Enhanced and Double Sized Graphics.

Full Code Translation From Commodore's PET ASCII to Standard ASCII, the Language of Most Printers.

Complete Emulation of the Commodore 1525 Printer for printing of Commodore's Special Characters.

Dip Switch Printer Selection for Epson, Star, Okidata, ProWriter and other popular printers.

Conversion Mode for Easy Reading of Special Commodore Codes.

Text Screen Dump and Formatting Commands

22 Unique Text and Graphics Commands

HOranqe ffllcfo

IB ^ Inc.

1400 N LAKEVIEW AVE , ANAHEIM, CA 92807 U.S.A. (714)779-2773 TELEX: 1835nCSMA

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up in case the unexpected happens. But building such a device yourself would be a formidable task.

For one thing, the 16K RAM chips you've seen on sale at electronics stores such as Radio Shack don't store 16 kilobytes. A 16K RAM chip actually stores 16 kiiobits. Since there are eight bits in a byte, it takes eight 16K RAM chips to store 16 kilobytes, commonly referred to as "16K." This alone would inflate your cost es- timate by a factor of eight. Instead of $250 for 2000K, you'd be paying $2000.

There are other considerations as well. You can't just wire up a few rows of RAM chips on a circuit board and plug them into a computer. You'd need additional chips to control the RAM chips, plus miscellaneous support circuitry (including a system