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ZX81 PROGRAM LIBRARY - DISK 1

INFO about the ZX81 programs (.P) suitable for XTricator & XTender
Version 0.15 as of 93.04.05

Compilation & Descriptions (c) by Carlo Delhez, April 1992.

The programs on this library disk as well as this text file are part
of a registered copy of XTricator or XTender and may NOT be further
distributed in any way!

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4-IN-ROW	* 4 in a Row, author unknown, undated
		* brain game, in Basic
		* a two-player game in which each player must try to get four
		  blocks of his colour in a straight line (horizontally,
		  vertically or diagonally)
		* players take turns, no check on winner
		* exit any time by Break

8K-TOOLK	* 8k ToolKit, compilation by Martin v.d. Zwan, undated
		* toolkit for 8-16k memory area, machine coded
		* after loading, the toolkit is automatically copied to the
		  8-16k memory area and the character set is changed to inverse
		  lower case; next, a screen with the main addresses of the
		  toolkit is shown; these are:

		   #  8192-8703    : the inverse lower case character set
		   -  9350	   : a fastload utility (for tapes)
		   * 10295,"addr"  : disassembler (very fast!)
                   * 10220,"addr"  : character dump
		   * 10260,"addr"  : hex dump
				   > "addr" is a 4-digit hex number
		   - 11500/11575   : scroll screen up/down
		   - 11527/11550   : scroll screen right/left
		   - 11605	   : invert screen
		   * 11626	   : print free memory
		   # 11650-13697   : 4 other character sets, 512 bytes each
				     (lower case, future, greek and symbols)
		   - 13710	   : use character set at address 8192
		   - 13762	   : show 8k-ToolKit help page
		   - 14570/14582   : store/show screen page 1
		   - 15389/15401   : store/show screen page 2

		   Note: #  =  data area
			 -  =  use: RAND USR x	  e.g. RAND USR 13762
			 *  =  use: PRINT USR x   e.g. PRINT USR 10295,"0000"

		* the disassembler/character dump/hex dump routines show one
		  page; continue by pressing any key; fast continue by Shift;
		  exit by Break
		* the new character set is kept until NEW or reset

ADVENT-A	* Adventure-A by Artic Computing, 1981
		* text adventure, machine coded
		* adventure is located in mountainous surroundings
		* aim of the game is not clarified
		* over 100 words are recognised
		* no official exit (only reset)

ADVENT-B	* Adventure-B (`Inca Treasure') by Artic Computing, 1981
		* text adventure, machine coded
		* your aim is to collect as much treasure as you can from
		  the Inca Temple
		* over 100 words are recognised
		* don't restore or save a game!
		* no official exit (only reset)

ADVENT-D        * Adventure-D (`Espionage Island') by Artic Computing, undated
		* text adventure, machine coded
		* you are sent on a reconnaissance mission to observe an
		  enemy island; the adventure starts in your plane as it
		  is hit by enemy fire
		* don't restore or save a game!
		* no official exit (only reset)

ANIMATE         * Animate, author unknown, Sinclair Programs, undated
		* drawing and animation program, in Basic
		* the user can create 5 graphical drawings by using
		  a simple plotting routine and subsequently show the
		  drawings in an animation
		* exit any time by Break or Stop

ASTRCONV	* Astral Convoy by C. Panayi, Vortex Software, 1982
		* space/shooting game, machine coded
		* protect your space convoy by destroying the alien attack
		  ships, while avoiding alien space mines
		* named player, pleasantly scrolling screen
		* steering: instructed
		* requires copy of ZX81 font table (address 1E00h) to be
		  present at address 3E00h also
		* exit when name is requested by STOP

BOMBER          * Bomber by P. Hofstra, RAM, 1984
		* flying/shooting game, in Basic
		* fly close above the targets and then drop bombs to destroy
		  them; don't crash into the walls
		* display looks 3D, in fact the game is played as 2D
		* avoid any black wall, grey is OK
		* steering: instructed
		* exit any time by Break

BOWLING         * TS-Bowl, author unknown, TIMEX, undated
		* ball game, in Basic
		* you control the ball in a game of bowling
		* 10 frames per game, official scoring including strike
		* steering: instructed
		* exit any time by break

BREAKOUT        * BreakOut by Michael Orwin, undated
		* ball game, machine coded
		* bounce the ball back with your bat to destroy the bricks
		  of the wall in front of you
		* variable speed, up to 9 balls, 2 skill levels
		* steering: instructed
		* exit when speed/balls/level is requested by STOP

BUGBURST	* BugBurst by Hogroprog, undated
		* pacman-alike game, combined Basic & machine code
		* extinguish the flashing objects but watch out for the bugs
		  dancing around you
		* interesting animation, 15 screens, demo mode
		* steering: instructed
		* large delays before game starts; wait patiently
		* exit any time using Break

CBI		* Coral Basic Interpreter version 7.0 by Carlo Delhez,
		  Terminal Software, 1987
		* extension of ZX81 Basic and editor, machine coded
		* type POKE 16388,8 \ POKE 16389,107 \ NEW before loading
		* when having started CBI with RAND USR 27400, useful commands
		  to type are ERR MSGS ON \ NOSTALGIC OFF
		* pseudo screen editor, no tokens but full typing, space
		  insensitive commandline interpreter
		* many new commands available, e.g. for structured loops,
		  procedures, renumbering, indentation, graphics, debugging
		  and machine code utilities; manual available on request
		* user-friendly syntax check returns cursor near or at error
		* exit by typing EXIT or NEW

CBI-DEMO	* Coral Basic Interpreter Demo by Carlo Delhez, 1987
		* demonstrates some features of CBI, in Basic and machine code
		* load program only when CBI is active (otherwise error C)
		* demo is mainly intended for studying the new features of
		  CBI, not as a serious toolbox

CBI-KEY 	* Coral Basic Interpreter Key Repeat by Carlo Delhez, June 1990
		* alters key repetition of CBI, in Basic
		* load program only when CBI is active (otherwise warning)
		* the normal keyrepeat of CBI may not function well on fast
		  computers or on computers with dirty key switches; the code
		  of CBI is changed for more reliable repetition
		* line 130 holds the start address of the CBI code, line 140
		  represents a delay factor (try 15 first, then change)
		* with altered key-repeat you cannot type quicker than the
		  POKEd delay factor!

CBI-REL 	* Coral Basic Interpreter Relocator by Carlo Delhez, undated
		* adapts code of CBI so that it can be moved to another address
		* first load CBI and then this relocator (CBI inactive!)
		* the relocated version can be SAVEd as a code file or be
		  moved to the required address immediately; you must do this
		  yourself

CENTIPED        * Centipede by Jeff C. Minter, LLamasoft, 1982
		* space shooting game, machine coded
		* your base is being invaded by hostile segmented aliens; if
		  shot in the middle, they break into two independent halves.
		  You must shoot all segments before they land
		* 20 speed levels, up to 5 bases
		* steering: instructed
		* exit at the end of a game by Break

CITYPATR	* City Patrol by Don Priestley, Macronics, 1982
		* shooting game, machine coded
		* destroy the aliens attacking the city but save the buildings
		* nice 3D scrolling effects, 3 levels
		* steering: instructed
		  note: A = surrender, Space (and many others) = fire
		* exit after surrender using Break

CLCKFREQ        * Clockfrequency by Carlo Delhez, October 1991
		* benchmark program to determine effective processor speed
		* does some simple printing and plotting and counts the number
		  of frames needed; this is compared to the original ZX81;
		  the result gives a rather good indication of emulator speed
		* requires Frames to be emulated (OK on XTender & XTricator)

CRICKET         * Martian Cricket by Michael Orwin, undated
		* evasive game, machine coded
		* in the game of cricket as played on Mars the bowler rolls
		  explosive balls onto the pitch; you must cross the pitch
		  as many times as possible before running into a ball
		* 9 speed levels (very slow thru very fast)
		* personal report after each game
		* steering: instructed
		* exit at instruction page by Break

DEMOLITN	* Demolition by Dr. David P. Nowotnik, Phipps Associates,
		  January 1982
		* ball game, combined Basic & machine code
		* launch oscillating balls in order to destroy the bricks
		  of a wall before it reaches the top of the screen
		* a simple yet original variation of breakout
		* steering: instructed
		* exit any time using Break

DISASS		* Disassembler by Campbell Systems, undated
		* simple yet sufficient, combined Basic and machine code
		* decimal addresses, hexadecimal dump, decimal disassembly
		* generates non-standard Z80 mnemonics sometimes
		* instructions given in load screen

DODGEMS         * Dodgems by Michael Orwin, undated
		* evasive game, machine coded
		* you control a car on a 5-way racetrack and have to destroy
		  the dots while looking out for the computer car(s)
		* 9 speed levels
		* steering: instructed
		* exit at title page by Break

EB2		* Extended Basic Level 2 by Frits Beniest, 1983
		* REM-based ZX81 Basic extension, machine coded
		* new commands are written in REM-lines preceeded by GOSUB 0
		* example:
				10 GOSUB 0
				20 REM FIL;1,25,1,33,*,

		* see `EB2-DEMO' for a demonstration of most features

EB2-DEMO	* Extended Basic Level 2 Demo by Frits Beniest, 1983
		* demonstration of REM-based ZX81 Basic extension,
		  combination of Basic and machine code
		* the use of Fill, In/Out, Read, Data, Cls, Draw/Undraw,
		  Scroll, Circle and many more are shown
		* Dutch texts
		* exit any time using Break

EDITOR		* Editor, author unknown, undated
		* Disassembler, machine coded
		* after loading, the program is copied above RAMtop (address
		  29692); type CONT to get menu and choose 0 to 2 (plus Enter)
		  or Shift-Space to exit
		* option 0: print code: disassembler; type start and end
		  addresses in hex and type 0 for `no printer'; at the end of
		  each disassembled page, type CONT to see next page
		* option 1: print data: hex dumper; use similarly to option 0
		* option 2: write: poke values in memory; type numbers in hex,
		  at most 4 bytes each time (8 nibbles); Shift-Space to return
		  to Basic

EGG             * Egg, author unknown, ZX COMPUTING, undated
		* evasive game, combination of Basic and machine code
		* pick up the egg at the right and return it to your base
		  while avoiding the invaders; you can't shoot
		* simple yet difficult and addictive
		* steering: 5 and 8 for left and right
		* exit any time using break

ENGLAND 	* England, author unknown, undated
		* educational program on towns in England and Wales, in Basic
		* graphical display of the map
		* 3 modes: teach, choice and name-it
		* exit any time by Break

ENTERPRS        * Enterprise, author unknown, undated
		* graphical adventure, combination of Basic and machine code
		* you have landed your spaceship the Enterprise on Procyon.
		  Half the crew suffers from the rare Ulcus Curis disease;
		  its your mission to get the medicine Aquamarijn from the
		  planets interior
		* many different tasks to be fulfilled
		* Dutch texts
		* steering: instructed
		* exit at title page by Break or during input by Stop

EUROPE		* Europe, author unknown, undated
		* educational program on European geography, in Basic
		* treats European countries and their capitals
		* 6 modes: teach, select and name country or capital
		* distinguishes East and West Germany and contains Russia
		* exit any time by Break

EVENTS		* Events, author unknown, undated
		* educational program on events in British history, in Basic
		* treats events in British history from 1066 to date
		* period divided in three sub-periods
		* 4 options: chronological teaching, random teaching,
		  events game, dates game
		* exit any time by Break

FARMER		* Farmer by D. Fortune, C.C.S., February 1983
		* text adventure, in Basic
		* in this simulation you are the manager of a commercial
		  wheat farm and it is your duty to see that the farm is run
		  to its greatest capacity
		* 5 levels (playing period 50 thru 75 weeks)
		* options include plant seeds, sell harvest, buy land,
		  spray against insects, irrigation, purchase combine etc.
		* weekly status report
		* extensive instructions included
		* exit any time by Break or Stop

FLIGHT          * Flight Simulation by Psion Computers, 1982
		* flight simulator, machine coded
		* choice between the full feature or only the final approach
		* wind effects can be on or off
		* steering: 5/6/7/8 : left/down/up/right
			    O / P   : power up/down
			    D / F   : flap control
			    G	    : gear up/down
			    V	    : present full view
			    B	    : change reference destination
			    M	    : show navigation chart
		* exit any time by break

FORTH2		* ZX81 Fig Forth V1 by Artic Computing, 1983
		* Fig Forth interpreter, machine coded
		* type `VLIST' to see the predefined set of functions
		* line editor supports only backspace for corrections
		* characters not available on the ZX81 (like `#' and `@') are
		  represented by inverse characters (use Shifted keys)
		* only simple Forth programming is possible; storing and
		  loading a `program screen' (or even the editor) is not
		  supported by the emulator
		* exit by typing `BYE'

FROGGER         * Frogger by Cornsoft, undated
		* evasive game, machine coded
		* guide the frog through heavy traffic and over a river
		  with floating tree trunks to his homes
		* 1 or 2 players, 5 skill levels, nice graphics
		* steering: A/Z = up/down
			    N/M = left/right ; note: non-repetitive!
		* no official exit

FUNGALDS        * Fungaloids by Michael Orwin, 1982
		* shooting game, machine coded
		* fungaloids are growing and when they reach the sky they
		  produce deadly spores. You control a flyer and its your
		  mission to destroy the fungaloids by dropping bombs
		* extensive instructions, variable speed level
		* steering: instructed
		* almost impossible to play, even at lowest speed level
		* exit at the end of a game using Break

GALAXIAN	* Galaxians by William J. Wray, Artic Computing, 1982
		* space invaders game, machine coded
		* prevent an attack of an hostile group of galaxians by
		  zapping them as they break out of formation and hurtle
		  towards the earth
		* steering: 5/8 = left/right
			    0	= shoot (zap)
		* no official exit

GALAXY          * Galaxian Invaders by J. Steadman, 1982
		* space invaders game, machine coded
		* 7 alien craft can fire at your laser base or crash into it;
		  the base can withstand 7 hits before it is destroyed
		* variable speed, wildly moving aliens
		* steering: instructed
		* exit at title page by Stop

GASMODEL	* Gasmodel by Ch. Zwirschke, March 1983
		* simulates kinetics of a gas, machine coded
		* using diffuse reflections and collisions, the kinetic
		  behaviour of the molecules of a gas in a closed box
		  is simulated
		* speed of the molecules can be varied
		* program text in German
		* exit any time using Break

GAUNTLET	* Gauntlet by Colourmatic Computing, 1982
		* shooting game (scramble), machine coded
		* move your ship through the caverns and try to destroy
		  the enemy installations while avoiding their projectiles
		* 1 or 2 players, 6 phases, very smooth scrolling
		* steering: instructed
		* processor frequency independent operating speed
		* exit at one of the intro pages by Break

GRAFFITY	* ZX81 Graffity 1989 by Carlo Delhez, February 1989
		* painter-like game, machine coded
		* try to paint all the city walls but watch out for
		  the cleaners, tourists, police and super-brush
		* 10 screens, 10 speed levels, large sprites, fast action
		* steering: A & D : left & right
			    9 & K : up & down
		* steering also user-definable (`change keys')
		* exit at main menu by pressing `Q'

GRANDPRX        * 3D Grand Prix by M.E.Wright, DK'Tronics, 1983
		* three dimensional car racing game, machine coded
		* you are in the driving seat of a formula 1 racing car with
		  a full perspective view of the track and the other cars
		* weather effects, mechanical failures and pit stops included
		* control of 6 gears, throttle, break and steering
		* bend-signs with maximum speed indication
		* 5 laps, difficulty adjusted to success rate
		* steering instructed
		* exit by blowing up your engine & then pressing Break

GUNFIGHT        * Gunfight by J. Steadman, 1982
		* shooting game, machine coded
		* kill your enemy before he kills you
		* 1 or 2 players, 3 levels, 6 speeds, 6 shots per round
		* automatic demo mode
		* hide behind cactusses or moving coach
		* exit at title page by Break

GUZZLERS	* Guzzlers by DataBase, undated
		* pacman game, machine coded
		* eat the pills, but look out for the ghosts; you can eat the
		  ghosts after having taken one of the special pills
		* up to 4 players, 3 choices for number of lives (Oh-Shits)
		* steering: instructed
		* ignore the message `please stop the tape' (small delay)
		* no official exit

INVADERS        * Invaders by J. Steadman, 1982
		* space invaders game, machine coded
		* destroy the space invaders but protect yourself against
		  their attack with your deflector shield
		* variable speed, 3 lives, flying saucer
		* simple but realistic version of the original game
		* exit when speed is requested by STOP

INVASION	* Invasion Force by Simon Wadsworth, Artic Computing, 1982
		* space shooting game, machine coded
		* you are the sole defender of the earth against a huge army
		  of hostile aliens. Destroy their main ship with your laser
		  base but beware of the aliens and their moving force field
		* two levels of play, personal high score
		* steering: instructed
		* small pause after loading
		* no official exit

INVENT-1	* Inventions Volume 1, author unknown, undated
		* educational program on famous inventions, in Basic
		* competition in the form of a race with up to 4 players
		* 7 topics: what was invented by...?, what was this inventor
		  like, identity parade, what do you know about it, which
		  inventions and pot pourri
		* exit any time by Break

INVENT-2	* Inventions Volume 2, author unknown, undated
		* educational program on famous inventions, in Basic
		* competition in the form of a race with up to 4 players
		* 7 topics: what was invented by...?, what was this inventor
		  like, identity parade, what do you know about it, which
		  inventions and pot pourri
		* exit any time by Break

KRZYKONG	* Krazy Kong by C.P.Cullen, Personal Software Services, undated
		* graphical adventure-like, machine coded
		* save the princess from Krazy Kong and collect the money but
		  beware of the barrels and fireballs
		* bonus for clearing a screen
		* steering: 2 = left, 3 = right, Space = jump
		* no offical exit

LA-PULGA        * La Pulga by Paco Suarez, Indescomp, 1983
		* highly original jumping flea game, machine coded
		* a flea at ground-level has to reach the finish (`meta') at
		  high altitude by jumping from obstacle to obstacle; the
		  flea can only jump left or right at a 45 degree angle, but
		  with variable speed
		* 5 courses, 3 levels of play, modification of course
		* steering: instructed
		* exit at the main menu by Break

MAZOGS		* Mazogs by Don Priestley, Bug Byte, 1981
		* maze game, combination of Basic and machine code
		* find the treasure in the maze and return with it safely; play
		  without mazogs, with mazogs or with maniac mobile mazogs;
		  use swords to survive; prisoners will help you find your way
		* nicely animated large graphics, 3 levels, map can be seen
                * steering: instructed
		* exit any time by Break

MC2		* MCoder-II by D.C. Threlfall, 1983
		* ZX81 Basic compiler, machine coded
		* compiles existing ZX81 Basic programs into fast machinecode
		* almost all ZX81 commands are supported
		* no or limited support of floating point, arrays, strings,
		  long variable names, own machine code etc.
		* fast 2-pass compiler, very fast code produced
		* a good alternative to an assembler, provided you develop
		  the programs for compilation from scratch
		* cryptical compilation error messages
		* follow instructions given by the progam

MC2-DEMO	* Demonstration of MCoder-II by Carlo Delhez, January 1992
		* a maze generating algorithm has been written as a Basic
		  program and has been compiled using MCoder-II
		* first type `RUN' to see the original Basic program at work;
		  when finished, it will display the number of seconds needed
		  to complete the maze
		* then type `RAND USR 20500' to see the compiled version;
		  you will find that it is about 100 times as fast!
		* note: the game `red ants' uses a similar algorithm but now
		  written in machine code directly; this is about 10 times
		  faster than the compiled version

MICMOUSE	* Micromouse goes De-Bugging by Ken Riley, M.C.Lothlorien,
		  undated
		* high resolution game, machine coded
		* bugs are creeping into your program, stealing characters;
		  retrieve and restore the characters before the system
		  crashes
		* when all the boxes in the corners are empty, kill any bug
		  holding a character by applying the squirt in the DK-box
		* steering: instructed
		* no official exit

MISSILES	* Gun Command by P.E. Canter, October 1981
		* shooting game, in Basic
		* use one of your ten guns best able to hit the successive
		  missiles flying over your radar screen, all at different
		  heights
		* total of 20 missiles per game
		* the sooner the missile is hit, the larger your score
		* exit any time by Break

MONARCHS	* Monarchs, author unknown, undated
		* Educational program on monarchs of England and UK, in Basic
		* covers period 1066 to date
		* 5 modes: chronological teaching, random teaching, whose
		  reign?, when did he rule? and indentity parade
		* exit any time by Break

MONSTER 	* 3D Monster Maze by M.E.Evans, J.K.Greye Software, undated
		* three dimensional maze game, machine coded
		* find the exit of the lair, but watch out for Tyrannosaurus
		  Rex, king of dinosaurs, who is hunting for you
		* fast 3D graphics, monster running stunningly towards you
		* steering: instructed (use List option, key K)
		* the mists of time will pass over you for about
		  4*(relative speed)*30 seconds; it's worthwile to be patient!
		* exit any time by Break

NOWOTNIK	* Nowotnik Puzzle by Dr. David P. Nowotnik, Phipps Associates,
		  1982
		* puzzle, combination of Basic and machine code
		* a 2D board with 4 patterns is shuffled by the computer
		  and it's your aim to return it to the original pattern
		* contains extensive tutor
		* control keys explained in tutor and displayed on-screen
		* press S and then V during a game to save it as `PUZZLE.P'
		* exit any time by break

PANEL           * ZX-Panel, author unknown, Your Computer, July 1984
		* Handy and compact memory toolkit (3.5k), machine coded
		* When LOADed it puts itself at address 29126 above RAMtop
		  and gives a NEW. The program is started by typing
		  RAND USR 29126. You get a hex memory map around address 0.
		  Using Enter and Arrow Up you can walk through memory,
		  using Arrow Down you can walk through registerpairs. At the
		  prompt you can type a hexadecimal number, which is poked
		  at the current address. The number can be 1 or more bytes
		  long. If the first character is a full stop (`.') you can
		  pass a command. Available commands are:

			.0 = set new current address
			.1 = copy block of memory
			.2 = execute program
			.3 = fill block of memory
			.4 = set breakpoint
			.5 = character dump (use e.g. keys 1, 2 and 5)
			.6 = exit panel
			.7 = alter current registerpair

		  In all cases, type addresses with four hex digits and data
		  with two hex digits.

POSSESSD        * Possessed, author unknown, SINCLAIR USER, undated
		* game of tact, machine coded
		* you are situated in a square room together with many
		  robots attacking you; you fire bullets as you walk, so
		  tactfully walk around the room to destroy the robots
		* simple but effective, Dutch text
		* exit at intro page (`any key...') by Break

PUNCT1		* Punctuation Master Part 1 by Software for Excellence, 1982
		* educational program on punctuation, in Basic
		* learn about punctuation rules, suited for grades 4 thru 12
		* 5 modes: learn the rules of periods, question marks and
		  commas, test practice and timed test
		* exit any time by Break

PUNCT2		* Punctuation Master Part 2 by Software for Excellence, 1982
		* educational program on punctuation, in Basic
		* learn about punctuation rules, suited for grades 4 thru 12
		* 7 modes: learn the rules of quotation marks, commas in
		  letters, semicolons, colons and parentheses, test practice
		  and timed test
		* exit any time by Break

PUZZLE		* Nowotnik Puzzle by Dr. D.P. Nowotnik, Phipps Associates, 1982
		* pre-shuffled version of `NOWOTNIK'; see there

QUADRAT 	* Quadrat, author unknown, undated
		* Solves second order polynomes with rational coefficients,
		  in Basic
		* Type the coeffients A, B and C of the polynome in the form
		  (numerator)/(denominator); the solution(s) (if any) and the
		  extremum are printed
		* text in German

RED-ANTS	* Red Ants by Carlo Delhez, August 1984
		* maze game, machine coded
		* walk through the giant ants nest, eating their eggs and
		  meanwhile looking out not to get stung by an ant
		* vast maze, special steady-player screen scrolling
		* steering: instructed
		* exit during title page by Break

ROCKETMN	* Rocketman by Cosmic Cockerel (Software Farm), undated
		* high resolution game, machine coded
		* collect the barrels with fuel until your tank is filled;
		  then use the rocket to collect a bar of gold from across
		  the lake; watch out for the air bubble!
		* press any key to start each new life
		* intelligent controls: you can do much with few keys
		* amusing title page
		* steering: instructed and redefinable
		* no official exit

SCRAMBLE        * Scramble by J. Steadman, 1982
		* shooting game, machine coded
		* your ship can be moved in 8 directions through underground
		  galleries in order to bomb and fire at the enemy
		  installations and to avoid obstacles, missiles or flying
		  bombs
		* 1 or 9 lives
		* steering: instructed
		* exit when the number of lives is requested by Break

SCRMBL81	* Scramble-81, author unknown, undated
		* shooting game, machine coded
		* description same as `SCRAMBLE', see there
		* 3 lives, smooth graphics
		* steering: instructed
		* exit at instruction page by Break

SLOTMACH        * Slotmachine by Michael Orwin, undated
		* 3-roll slot-machine, combined Basic and machine code
		* keeps track of stakes and winnings
		* options include `hold', `cancel' and `nudge'
		* nice graphics and animation
		* note that the bottom line is the winning line
		* exit any time by Break

SNAKEBYT	* Snake Bite by Frank Sierowski, 1982
		* offensive/defensive game, machine coded
		* chase the snake and eat its tail and avoid it while it
		  chases you
		* alternately offensive and defensive snake
		* playing screen with walls and anthills can be designed and
		  stored by the user
		* extensive instructions, variable speed
		* steering: instructed
		* exit at end of game by STOP

SORCISLE        * Sorcerers Island by Psion, 1982
		* text adventure, in Basic
		* you are located on the sorcerers island and it is your
		  task to seek the treasure
		* surroundings include water, clear, rough, marsh and bush
		* difficult system of life-, treasure- and combat-points
		* exit any time by Break or Stop

SPACECAV	* Space-Cavern by G. de Ruiter, February 1984
		* shooting game, combination of Basic and machine code
		* simple version of Scramble; fly your aircraft through the
		  caverns which become increasingly narrow and bendy
		* personal high score, Dutch texts
		* steering: instructed
		* exit any time by Break

SPACEMIN	* Space Mining, author unknown, undated
		* space shooting game, machine coded
		* destroy the rocks growing downward from the sky before
		  they reach ground level, but beware of the bombs dropped
		  by the space ship
		* various speed levels, texts in Dutch
		* steering: instructed
		* exit at speed query by STOP

STARTRL 	* Star Trail, author unknown, undated
		* text adventure, in Basic
		* your mission is to destroy hostile klingon battle cruisers
		  in the galaxy before they attack your mothership
		* be patient before game starts; it needs far over 30 seconds!
		* exit any time by Break

STATES		* States, author unknown, undated
		* educational program on the states and capitals of the USA,
		  in Basic
		* two selections: name state or name capital
		* 50 states per game
		* exit any time by Break or Stop

STATS-1 	* Statistics Volume 1, author unknown, undated
		* mathematical program on statistics, in Basic
		* calculates standard deviation and mean of a list of single
		  observations or of (X,Y)-observations, least squares fit
		  of slope and Y-intercept, trend
		* limited number of inputs; avoid negative numbers

STATS-2 	* Statistics Volume 2, author unknown, undated
		* mathematical program on statistics, in Basic
		* calculates chi-square value of a list of observed and
		  expected frequencies (enter number of catagories first)
		* limited number of inputs; avoid negative numbers

STATS-3 	* Statistics Volume 3, author unknown, undated
		* mathematical program on statistics, in Basic
		* presents a poor graphical representation of a list of
		  (X,Y)-observations
		* limited number of inputs; avoid negative numbers

SULTNTWR        * Sultans Tower, author unknown, SINCLAIR USER, undated
		* evasive game, machine coded
		* climb the floors of the Sultans Tower, avoiding the guards
		* includes ladders, ropes and slides; 3 levels
		* use `up' key to jump over guard or to climb ladder or rope
		* steering: instructed (note: 0 = hold/resume)
		* exit at title page by Break

YAHTZEE         * Yahtzee by Carlo Delhez, September 1983
		* dice game, in Basic
		* fill your Yahtzee sheet by trying to throw the right
		  combinations of dice; rules of Yahtzee not included
		* up to 20 players, Dutch text, sorted scores
		* exit any time using Break

ZX81TIME	* ZX81timer by Carlo Delhez, November 1991
		* digital clock, machine coded
		* a sizable digital clock; accuracy of the clock depends
		  on the accuracy of Frames emulation; the clock should `flash'
		  at 1 Hz and should be as accurate as, say, 1 second/hour
		* source code of machine code included in line 2; can be seen
		  with editor of ZX Assembler
		* initial time requested by program
		* exit while clock is running by pressing Break

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