Fred 40
Disk Magazine
Submitted by Dan Dooré on Monday, May 21, 2018 - 18:48.
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Release Year
1993
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Description
Issue 40
| Item | Author | Description |
|---|---|---|
| Menu | Steven Pick | |
| Magazine | Networking And Vdu Articles | |
| Letters | Search: “Stylewriter” Bug Fix | |
| Prisoner | Neil McCLean | Sam (Not Speccy!) Megademo |
| Go! | Guy Inchbald | Shareware Strategy Game |
| Vector | Robert van der Veeke | Wireframe Animation |
| Sampaint | Graham Burtenshaw | Screens From Sampaint |
| Adventurer | Cameron Patterson | Adventure-Game Creator |
| E-Tunes | John Hutchings Roger Hartley | Music Done On E-Tracker |
| Dishcloth | Matt Round | Draws 3d Mathematical Graphs |
| Santa | Matt Round | Excellent Games Master Shoot-Em-Up |
| Sesame | Cameron Patterson | Adventure Game Based On Famed Street |
| Banzai | Dan Dooré | Solitaire + E-Player By Banzai |
Magazine
BM Editorial
Merry Christmas readers! Yet another festive season is now upon
us, and the SAM is not only still going strong but is getting
even stronger with the release of Lemmings and SAMPaint - have
you bought your copy yet?
This Christmas should prove very interesting for the world of
computers in general, with the CD32 and the Mega CD vying for
top spot in the CD games market. The CD32 wipes the floor with
the Mega CD and should in theory do a lot better, but hey, this
is SEGA we're talking about, and we all know what their ad
campaigns are like (pretty damn good, basically). According to
some rumours I heard, Atari released their 64-BIT Jaguar at the
end of November, but I haven't heard much about it... The thing
I can't understand is what is the point in having a 64-BIT games
machine? CD32 games are going to be pretty incredible and that's
only (ha!) 32 bits. 64 BITS is by no means futile in the world
of "real" computers, but for a games thing? Waste o' time.
Whatever, Christmas is going to be make-or-break for Commodore,
whose future really depends on the 1200 and CD32 selling loads.
BM Editorial
Back in the world of SAM though, remember that we may not have
32 bits to play with, and CD drives are not exactly imminent,
but do Amiga or Megadrive owners have FRED to look forward to
each month? I think not.
We are going to try to get this issue to you before Christmas,
but the distributors warned us that there'd probably be some
delays due to the rush to get software in the shops before
Christmas. Unfortunately, an Amiga software house getting 50,000
discs run off takes priority over a small SAM disc magazine
getting about 12 done. So, apologies if this arrives after
Chrimbo, but we tried.
Nothing else for me to say except the obvious - have a great
Christmas, and we'll see you in 1994!
CM Show Report
Ahem, I did promise last month to do a full report of the
FORMAT's Gloucester Show (13/11/93). I was planning on writing
it while the events were still fresh in my memory. So when Brian
phoned this afternoon to ask whether I'd done it I had a heart
attack, and on top of a hangover that's not very advisable.
Thank you very much Mr Editor.
Sadly, the train times (and prices) down to Gloucester from
Dundee were not workable so good ol' Colin commits to spending
10 hours each way in a bus.
Arrive Birmingham at 7am. Aaaggghhh! It's cold, wet, dark and
I've only had two hours sleep. A pleasant (!) few hours are
spent sitting in the station whilst the trains are delayed and I
pay close on a pound a time for a cup of coffee.
NOW do you see why I rarely cover costs at these shows?
Anyway, to cut a long story short, I got to the show at 10am.
CM Show Report
For the first hour or two, the show wasn't that busy, but by the
time lunch came around I was rushed off my feet! People had to
queue for up to 15 minutes at peak time just to buy from the
FRED stand!
By way of SAM representation, most people had stands :
Adrian and Mark from Blue Alpha
Revelation Software FORMAT (obviously!)
Hilton Compter Services Andy Wright from BetaSoft
Derek Morgan's PD service SAM Supplement
SAM Prime Flexibase
There was also a "bring and buy" stall which did remarkably well
I'm told and a few other companies that were selling Spectrum
stuff.
Two products made their debut at the show : Driver from
Revelation and the "Two-Up" from West Coast.
CM Show Report
I'm probably going to regret this because there will be some
people I've forgotten out, but I'll try to remember most of the
people whose name's you'd recognize were there :
Bruce Gordon Neil Holmes Simon Cooke
Simon Goodwin Steven Pick Marc Broster
Ian "AXE" Slavin Dave "SCAC" Whitmore Derek Morgan
Bob Brenchley Adrian Parker Mark Hall
Steve "Driver" Taylor Jack "Hilton" Gibbons Jupiter Software
Carol Brooksbank Jenny "FORMAT" Bundock and family
Every single person I spoke to about the show was overwhelmed
with it's success and was looking forward to the next time.
Amazingly, this went for the organizers, stand holders AND the
visitors - a rare occurance!
All I can say is that FRED will undoubtedly be attending the
next one (hopefully dragging Brian down as well!) so we'll keep
you posted on all the details.
CM Software Report
As I write, the first pre-release copies of SAMPaint are just
about to go out. The response to last month's news of Lemmings
and SAMPaint has been great, it's wonderful to see so many
people still care enough about the future of SAM to buy the
licensed software. If sales keep up, it shouldn't be too long
before we start talking about the next big licence!!
Unfortunately, we still can't give a guaranteed release date for
Lemmings. Any orders received before Christmas will be sent the
latest version in time for Christmas with the final copy
following soon after.
We've included some SAMPaint screens on this issue to let you
see some of the hundreds of features it has. A full list of
features is available on request (or see FRED39). Although
neither Lemmings nor SAMPaint need the mouse, it does improve
them drastically so they can be purchased with one for £55 and
£60 respectively regardless of whether you are a FRED
subscriber or not.
Networking Article by Malcolm Perry
Has anyone tried using or doing anything with the SAM network?
My experiences linking two SAMs may be of interest:
Firstly the connecting lead. The handbook (p171) shows a lead
that has pins 1&6, 3&7 joined at one end but only pins 6&7 used
at the other. This single lead will give data transfer in one
direction only.
A clue! P108 vaguely shows the SAMs connected in a closed loop,
use a second lead and providing they're connected the right way
round so that each SAM has an end that has the pins linked then
two way transfer is possible.
We can now use LOAD/SAVE "n:XXXX" to transfer Basic, Code,
Screens etc between the computers.
Incidentally, the data leaves the SAM via pins 6&7 and receives
via pins 1&3. I have not worked out the implications of the same
SAM having data fed back into itself by the linking of pins 3&7.
Networking Article by Malcolm Perry
Unfortunately, a lot of programs seemed to lock up when both
leads were connected. I found that many routines trigger the
Network output and leave it high. It seems that if pin 3 is
taken high then the keyboard is locked out, no doubt to prevent
data corruption during network use. However, as pin 3 is
connected to pin 7 then when the programs drive an output on
network and leave it there things come to a halt and the
computer is locked up.
Investigating Outwrite I found that it is the MC menu option
routine that triggers the network. So selecting option "O" and
returning to BASIC the network is held high and unuseable
together with the keyboard locked up. Many other menu options
also do the same.
However the BASIC command MODE resets the Network output to
zero. The Network can now be used normally. Therefore using the
MODE command in your Network programs frequently should solve
this problem.
Networking Article by Malcolm Perry
It was not at first obvious to me that Network and Midi are in
fact one and the same as far as the computer is concerned in
sending and receiving data. Using different pins on connectors
only gives different levels of signal to suit use. The actual
form of data is decided by the software/ROM/DOS routines to suit
use. However input is via the same input circuit and seems to go
to same input in ASIC. Likewise output is from the same point in
the ASIC and just goes via different coupling cicuits to Network
or Midi.
So the info in the ATM P3 as to ports is valid for networks.
The following test routines will generate a value in one SAM and
display it on the second.
SAM 1 : 10 FOR x=0 TO 255: OUT 253,x: NEXT x: GOTO 10
SAM 2 : 10 LET A=IN 253: PRINT AT 0,0;A: IF A=255 THEN CLS
20 GOTO 10
Networking Article by Malcolm Perry
Not very exciting, but at least it's a start!
I am still trying to find out if the network as such has been
included as stated in the handbook where it refers to Channel 0
and 1 to 15 as stations, how "device n5 uses network station 5"
and so on relate and how to define which station it is supposed
to be.
I have in fact found that it is more reliable to use a 2 core
plus screen cable for two machines where pins 1&6 connect to
screen at each end but then each core connects to only pin 3 at
one end and to pin 7 at the other end. This means that the
machine does not lock out it's keyboard when pin 7 goes high and
most times the system can be freed.
----------
Since writing the last letter I think I have found the problem
in Outwrite when I said the network output was being driven
during certain programs and menu selections.
Networking Article by Malcolm Perry
In Outwrite it is PORT 252. Bit 7 of 252 is used for
MIDI/Network.
This port as example in MODE 3 can hold 222 ie PRINT OUT 252
IN 252,222 Drives network O/P high and leaves it there
IN 252,222-128 " " " low " " " "
However an IN with bit 7 set to zero is not permanent as if the
network output is off then it sets bit 7 back high it seems.
My conclusion is that OUT 252 to avoid triggering network should
be bit 7 to zero even if the vale is obtained from the port in
the first place.
ie.
IN a,(252)
Set bit 7 to zero (whether high or low)
OUT (252),a
CM Network Reply
When at SAMCo last Summer, Adrian, Charles and myself did some
experimenting and besides having fun we did actually produce
some interesting results!
Yes, there does seem to be a problem with two SAM's in a closed
loop but we didn't investigate as far as Malcolm as done. We
successfully "daisy-chained" four SAMs together with each one
being a different station number.
We wrote a message sending program which allowed one SAM to have
control of the network. It could send a message to one specific
machine, to all of them at once, or it could pass the control to
another machine. If I remember correctly, this program worked
on the network side of things as opposed to MIDI ie the messages
were loaded / saved as code files between machines. Although I
don't have a copy of this program, it is believed to be lying
deep in Adrian's collection of discs so I'll try and get hold of
it for a future issue.
CM Network Reply
When at SAMCo, myself and Adrian enjoyed playing computer
Othello. So when the network was experimented with the first
thing we did was create a networked version of Adrian's Othello
program that was published in FORMAT some years ago. Because all
that needed to be transmitted was the new position ie "C4" I
think it was sent by MIDI ie simply using IN and OUT on port
253. Again, I'll try and get hold of the program sometime
because although it was nothing exceptional, it was nice to
experiment.
Thanks for your research Malcolm, if anyone else has experience
in SAM networking I'd love to hear about it.
Colin Macdonald
FROM SQUINT TO SKINT!: buying a new VDU
------------ by Matt Round ------------
For some time I'd used a trusty old 14" colour portable TV for
computing, firstly with a Spectrum and then SAM. It had a fairly
clear picture & good sound, and was fine for most things...
except for SAM's mode 3! The text was readable, but I found I
was getting eyestrain from the blurring and distortion. Indeed,
even mode 4 wasn't much fun when doing graphics, so I felt I'd
reached the point where the discomfort had to stop!
I had two main options: a monitor, or a TV with a monitor socket
of some sort (almost certainly a SCART/Peritel connection
nowadays, as this is firmly established as a standard).
Why a special monitor socket rather than just a better TV? Well,
in order for the aerial cable to carry all the different
channels at once, the signals are modulated and carried at
different frequencies, which is why you have to tune the
television.
This process (and the reverse process which separates out one
signal) inevitably causes distortion and limits the clarity of
the picture, so no matter how good the TV is it will always be
restricted. A SCART input bypasses this system and takes a 'raw'
video signal, usually either as 'composite video' (which is
simply the same signal as it'd extract from an aerial lead but
of better quality due to bypassing the modulation) or as 'RGB',
where the red, green and blue signals are carried along separate
wires. RGB is a 'purer' signal, but either is better than the
standard aerial input.
So what are the pros and cons for a monitor? You're virtually
guaranteed a sharp picture, and the main contenders offer stereo
sound, but the colour balance may be very different from what
you're used to and if you also want to watch TV then you'll have
to have two things cluttering up your space.
And for a TV? Obviously, you can watch 'Neighbours' (hmm... is
that a pro or a con?) or whatever on it, and the colour is more
likely to be the same as that which most people see on their SAM
(quite important if you're designing things to be published).
But, it's likely to have a less sharp picture and stereo sound
would be expensive.
Having dithered for months, and after looking through lots of
magazines and shop windows, I got down to a shortlist...
Monitors:
* Philips CM8833 Mk2, nice design, stereo sound, sharp picture,
around £180 mail order or £200 in shops.
* Commodore 1084S, a rebadged Philips Mk1, so it's similar but
slightly inferior, generally £10-or-so cheaper.
Apparently you can also somehow connect up a colour monitor from
an old Amstrad CPC, but I don't know for certain.
TVs:
Most manufacturers now make televisions with SCART/Peritel
sockets, but many restrict it to their expensive models (£300+).
Of the cheaper ones (under £200).
In my High St. I could only order a couple of models and wait
for them to arrive (Ferguson and someone else, each around
£180), or go for a Sony KVM1400U for £200 (minus the usual 5p,
of course).
The Sony is a 14" Black Trinitron set, with remote control,
on-screen display, good sound (but not stereo), and a SCART
socket. Trinitron is a special kind of picture tube which is
flat vertically (i.e. the screen is a section of a cylinder
rather than a sphere) and has much better contrast than an
ordinary tube. Also, on this set black really is dark, not the
medium-grey you get on normal sets; turn off a TV and look at
the screen - that's your deepest black. I've had trouble with
other SCART TVs in the past (the brightness control wouldn't
work with the SCART input, the colour was terrible, I couldn't
leave the aerial connected and switch between the two at will,
etc.) but was assured I'd have no such problems with the Sony.
The Dixons assistant said I could bring it back within a week if
I didn't like it, so I handed over my £199.95 and wandered home
with a heavy cardboard box...
What do I think of it? I'm a perfectionist (=fusspot!), but I
can't really fault it. The remote control is a bit of a
monstrosity, but that's because it's designed to also control a
video recorder & Teletext (which is an option for £40 more), and
the buttons you need most are well-positioned. The styling of it
is lovely, and the television picture is great, as is the sound.
Connected to the SAM using the standard SAM-to-SCART lead the
picture is wonderful, with just slight imperfections (where
there's black on white, for example, there's sometimes
noticeable 'shadowing', but I can live with that). Even in mode
3 individual pixels are clearly distinguishable (which takes a
bit of getting used to!), and the colour is strong yet nicely
balanced. I haven't had eyestrain with it, and it's enabled me
to do far more programming.
Overall, I'm very happy with what I got for my money. If I
didn't want to watch television I'd have gone for the stereo
Philips (everyone I know who's got one loves it), but as it is
I'll settle for being seduced by a stylish Sony...
Matt Round -- Malevolent -- '93.
BM Disc Contents
Thanks for that Matt. I'm actually thinking of getting a new
monitor (or telly) myself, as I myself am getting really miffed
with the quite ludicrous "shadowing" that my current telly gives
me. Christmas for me is either a new monitor or an accelerator
for my Amiga. Or lots of beer. I can't decide.
But without further ado, here are the contents of our lovely
Christmas issue:
PRISONER is a megademo, BUT! it ain't a Spectrum conversion!
Shock! Horror! This was done by the Doogle, Neil MacLean. It's
been sitting in the FRED disc box for ages, unnoticed and hence
unused, and only now is its full glory unleashed upon FRED
readers. Press SPACE to move between sections.
GO is a shareware game by Guy Inchbald. It's a strategy game in
the way that chess is a stragety game, and needs two players.
Full instructions upon loading.
BM Disc Contents
VECTOR by RJV is another of those wire-frame animations which
went down so well last time. This one features a formation of
ships flying through space.
SAMPAINT. You know that excellent new art package we've been
publicising like there's no tomorrow? Well, now's your chance to
get a wee look at it. This isn't a rolling demo or anything;
unfortunately we're limited to just a couple of screens showing
off some of its features. We think you'll be suitably impressed
even by these, though. There are a lot of screens, so we'll be
putting half on this month (if there's enough room for 'em all)
and another lot on in issue 41.
E-TUNES is back again, with tunes by John Hutchings and one by
Roger Hartley. Don't load it up expecting to find a huge, witty,
well written, punchy scroller, because I didn't have time to
write one. You can just pretend, or something, or read a good
book to the music. Or just sit and vegetate in front of the
screen. I don't mind which.Just make sure you LISTEN!
BM Disc Contents
ADVENTURER is one of those very "special" items we only
occasionally manage to get for FRED. It is, in fact, an
adventure game creator, and as such allows you to produce
complete adventure games with which you can "stun and amaze"
your friends! This was written by Cameron Patterson, who is also
planning to release an even more powerful version of this
creator. Keep your eyes peeled for more details in a later FRED,
adventure fans. Instructions are provided.
DISHCLOTH. I don't know why it's called Dishcloth, but never
mind. This is the first of Matt Round's contributions this issue
and is for mouse owners only, I'm afraid. It allows you to plot
3D graphs of mathematical functions, but isn't nearly as stuffy
and dull as that description might suggest. See the example pics
for inspiration and then jump right in! Examples of some of the
more spectacular graphs are provided, so let them guide you
initially. Again, help is available on-line (that seems quite
standard practice, these days - and thank God for it! Cheers
programmers!).
BM Disc Contents
Matt Round's other contribution is SANTA GOES PSYCHO, a game
which certainly doesn't fail to capture the true tranquility and
spiritual purity which Christmas is all about. Santa Claus, you
see, is a bit peeved at his never-ending chore of present
delivering and has frankly gone off his nut. Joystick or QAOPM
control the bearded assassin as he tries to terminate flocks of
warlik birdies, snowballs lobbed up from below, and even some
nasty visiting martians! This is undoubtedly one of the best
shoot-em-ups on the SAM, and shows exactly how powerful
Gamesmaster is when used by a true master of games. I can quite
confidently predict a rocket in Gamesmaster sales after people
see this game.
SESAME - Written by Cameron Patterson and D Noble, this is short
for Nightmare on Sesame Street, a great example of what can be
done using the Adventurer (Item H this issue, for those of you
who are information-retentionly-challenged). Explore and enjoy
it for yourselves.
BM Disc Contents
ADVERTS is its same old self.
BANZAI is a couple of programs from Dan Doore, the old FRED
champion of the people. Solitaire is another mouse program,
although it is possible to use keys on this one. The old story -
leave the board with just the one peg at the end. The second
program is yet another E-Tune player, which will appeal to those
of you who like to get all your tunes on the one disc. Menu
driven for your convenience.
And that's our Christmas FRED folks. A couple of games, a demo,
a couple of utilities, some music, some screens (by Andrew
Hodgkinson - I've remembered this month!) and of course this
texty bit. What more could you want over the festive period?
Finally, apologies to all of you who wanted to meet this
spritely young lad at the Gloucester show. Wm Low simply refused
to give me the weekend off. After hearing about it though I'm
determined to be at the next one - roll on February! Byeeee!
BM Credits
Editor - Brian "penniless student" McConnell
Thanks and extra helpings of Chrissy Pud to:
Neil MacLean Roger Hartley
Steve Pick John Hutchings
Guy Inchbald Matt Round (new rival with Stefan
RJV to take over FRED??)
Andrew Collier D Noble
Cameron Patterson Banzai
Andrew Hodgkinson
FRED Publishing Phone: (not at 8am, 1st Jan) [redacted]
[redacted]
>>> Music as usual >>>
BM Music Section
I've been meaning to get the new Lemonheads and Pearl Jam CDs,
but you know what student incomes are like. Not e-sodding-nuff.
And now we're to get 10% less. Cheers Govt., much appreciated.
At least we don't have to put any VAT on FRED.
But enough whinging, onto the music.
Nirvana - In Utero
Revolting Cocks - Linger Fickin' Good
A distinctly indi-ustrial (ho ho!) flavour to this month's music
secion. Is it as good as Nevermind? That's the question you're
all desperate to find the answer to, so turn the page to find
out...
BM Nirvana - In Utero
Months before this was released the press speculation was huge.
Would it be unlistenably rough? Or would the band sell out
completely? Most people, quite correctly, predicted that it
would be much less commercial.
First track is "Serve The Servants" and like the rest of the
tracks on the CD, your guess is as good as mine as to what it's
about. Quite good, with a simple tune to it. The next one,
"Scentless Apprentice" is a bit crap. It is a bit too tuneless
and rough to enjoy.
"Heart Shaped Box", the single, is the best on the CD. It's
great. Following that is "Rape Me" which could be construed as a
bit controversial. This is Nirvana though, and I doubt they're
too bothered about causing public moral outrage. This
manipulates the opening guitar bit on "...Teen Spirit" from
Nevermind. Lesser bands would be accused of lack of ideas, but
since this is, after all, Nirvana, it's an artistic look back at
the naivety and relative innocence of Nevermind, etc etc. Yawn.
BM Nirvana - In Utero
Poor excuse. I could go on detailing every track, but I won't.
I'll just say that this album is a disappointment. After
Nevermind, it was a very hard act to follow, and they've not
managed to pull it off. This does have some good music on it,
but it's few and far between. Nirvana are trying a little too
hard to become respectably hard core again, but while it may be
infinitely cool to do so, it's not so nice to listen to.
To be honest, I think Nirvana have had their finest moments and
this could be the start of the downward slide.
6 out of 10.
BM Revolting Cocks - Linger Ficken Good
The Revolting Cocks (get your titters and giggles out of the
way now, please) are Al Jourgensen's "other" band, the main one
being Ministry.
The Cocks' style is, I suppose, "industrial" in that it sounds
very modern, intense, somehow mechanical, and pretty heavy in
places. The sort of music you can get completely lost in after a
few beers, and happily dance away to. That's how it comes across
to me, anyway.
Combining the strong, repetitive baselines of dance music with
Faith No More-like punchy guitars, this is good music. Add in Mr
Jourgenson's intense, angry, screaming vocals (Cobain is no
match for this man) and what you get is an excellent album.
Joining the ranks of GNR's "Live and Let Die" and "My Girl" by
the Mary Chain is "Do Ya Think I'm Sexy" - yes, Rod Stewart's
one. And suprisingly, it's excellent! They played it at the
local indie place last weekend and oh, 'twas brill!
BM Revolting Cocks - Linger Ficken Good
The other tracks worth special attention are Creep, because
it's superb, and the title track because it is WEIRD. For the
most part it consists of a jazz riff (quite a cool little chap
as well) with the most anarchic spoken accompaniment I've heard
in a long time. It ends with a couple of young girls singing
"It's a RevCo world..." for about a minute. Strange!
I can recommend this album. 8 out of 10.
No wrestling or comix this month. Bummer huh? Come on Bunj and
Daz H - get writing! Your public needs ya!
Me go bye-bye.
Letters & Reviews
Letter from Robert van der Veeke
For those at FRED,
Hello again! Thanks for placing my pictures in FRED #38, but one
thing - WHERE WAS MY NAME IN FRED 38? Alright I'll be calm now
(I don't need that nice white jacket with those funny sleeves
on it!).
The real reason I am writing this letter is because I am now the
proud owner of an Amiga 2000 which I bought second hand for
the amazingly low price of £75. It has a hard disc, 1 meg memory
and a second 3.5" disc drive. See what I mean by amazingly low?
A few issues ago one of you mentioned a program to convert Amiga
screens to SAM format, so my question is how can I get hold of
that nice program?
Why? It's quite simple: Flash! is a nice program, but it's a bit
hard to use. On the Amiga there are lots of art packages which
are much better than Flash. See my point...?
BM Reply to Robert van der Veeke
I really must apologise, not only to Robert but to everybody
whose screens have been used in FRED but to whom no credit has
been given. The reason for this is that I write the main
magazine before compiling the screens so that I know I'm
actually going to have enough room for the magazine. Only once
this has been written and compressed do I know how much disc
space is going to be available to put the screens on, and so I
can't give credits in the main magazine. Okay, yes, maybe I
could go back and re-edit and re-compile the main magazine once
I've done this, but it's usually such a relief to have finished
another issue that this task takes on the appeal of a 12000 word
essay on Russian politics.
From now on, I think it might be best if I gave credits in the
actual screen section. Once again, sorry to all our artists!
There is a secondary reason for not giving credits: often
screens are either digitised or sent in by somebody other than
the original artist (I know that Robert's stuff was all his own
original work, but this is not the case with all screens).
BM Reply to Robert van der Veeke
The Amiga Screen convertor is going nowhere fast, unfortunately.
I know how useful this would prove to many people.
All is not lost though - you can of course buy SAMPaint! This is
not only comparable with DPaint in terms of features and
options, it's also only about a quarter of the price. It makes
Flash! look as appealing as the PLOT command in BASIC for
producing screens and graphics, and is basically just an amazing
art package.
By the Robert, if you could send us that report of the show in
Holland, we'd really appreciate it.
- BRIAN
Letter from Wayne Coles
Dear Colin or Brian,
I was extremely pleased to find a review of my first game
(Trident Adventure) on issue 39 of FRED magazine, written by
Bunj Wobl. Some nice things were said about it but in the end it
received only 4/10. The reviewer said it would have been
reviewed more favourably if it was only half the price.
So, never let it be said that I don't listen to critics. If
anyone orders it and mentions FRED in their letter they can buy
it for only £2.00 including p+p - that's half price! I'd
appreciate it if you could mention this in an issue of FRED.
Cheques/P.O.s payable to Wayne Coles, letters addressed to:
[redacted]
Letter from Douglas Murdoch
Dear Brian and Colin,
Do not fear, your Guardian Angel is here! (Well at that's an
original opening line I s'pose).
After reading your plea for more contributions, I've come up
with the perfect solution. This solution takes the form of a
small plastic diskette I've enclosed with the words "The Crap
Demo" written on it.
By simply sticking "The Crap Demo" onto FRED, you should
suddenly find thousands of contributions arriving by the
bucketload with letters promising to send in regular
contributions as long as you don't put any more of my "work"
onto FRED.
If that doesn't work, you could threaten to publish the "Crap
Games Trilogy" featuring such delights as Advanced Modern Art
Simulator, Advanced Football Manager Simulator, or perhaps even
Letter from Douglas Murdoch
Advanced Sound Making Simulator, with over 3 different drum beat
variations (E-Tracker look out!).
If it STILL looks like FRED could be forced to go bi-monthly
(sob) then why not threaten to put me in charge of converting
the next big licence - Advanced Flashback Simulator?
If this cunningly conceived plan doesn't work, then Bert the
flying purple guinea pig doesn't exist (and he does you know,
despite Dr Fitzpatrick, my psychiatrist, saying that it's all
just a figment of my imagination. Poor guy, all this
psychiatring must have sent him quite mad...).
PS Are you still happy to hear ideas for games (even from
completely hatstand lunatics who believe that they're chipmunks
from the planet Quibble?)
PPS Don't worry, I don't really believe I'm from Quibble (but I
do have a cousin who used to live there).
BM Reply to Douglas Murdoch
Well. Erm, thanks Doug. Great plan! There is just one small
problem. Thing is, if we publish the Crap Demo, and then the
Crap Games Trilogy, it may indeed get us hundreds of
contributions, but it would more probably just stop everybody
from re-subscribing and so only you would ever read it, and
hence only you would ever be in a position to send in
contributions, and the mag would become slightly less good, if
you get my meaning.
I don't know though. Maybe that's where Colin and I have been
going wrong - maybe you readers all secretly WANT crap demos,
and also belong to some strange S & M club?
We are always on the lookout for game ideas, graphics,
musicians, etc., yes, so even if you are two bits short of a
byte, get in touch (and we can discuss the relative fashion
merits of wearing socks as gloves and saying "Half past cider?
Not much rain then today, I'll wager!" at regular intervals.
- BRIAN
Letter from Phil Glover
Dear Colin and fellow FRED helpers,
Thanks for issue 39, which is well up to the standard I've come
to expect. A good mixture of material, demos and games, and with
plenty of encouraging news of SAM software. Even if SAM sales
don't improve, at least we'll have loads of software to enjoy.
I really hope that other SAM owners decide to buy Lemmings if
it's as good as reported. After using a PC at work and having
seen the prices of PC software, SAM Lemmings is very fairly
priced, considering the royalties involved. Good luck with the
game and your other titles.
As you may know, the SAM Adventure Club disc magazine, which I
edit, will cease publication in December, with issue 13. The
club will continue, though, and I'd be happy to try and give
advice to any FRED readers who may be stuck in a SAM adventure,
as long as they send me an SAE for reply. I'll soon be starting
work on my own attempts at adventure-writing (YOU HAVE BEEN
Letter from Phil Glover
WARNED!).
I know that arcade-gamers think that adventure games are played
by rather odd people, but it has its own fascination, and helps
widen the range of SAM software. I'd like to see the widest
possible range of software on SAM, so there's something to
appeal to all tastes.
We'll still be selling all of our discs as back issues, and
there's a good chance that we'll publish more club discs on an
irregular basis, when the fancy takes us. I'll also do my best
to to let all SAM magazines know what happens on the adventure
scene as and when news happens. I'd be only too pleased to hear
from any of your readers who are interested in adventures if
they think I may be of help in any way.
All the best, and merry Christmas!
BM Reply to Phil Glover
Sorry to hear you've closed the magazine, Phil. I was never much
of an adventure gamer, but I know that a lot of people get a lot
out of them. I myself found that I spent too long trying to
discover the right word rather than solving problems so the
whole thing revolved around sitting down with a good thesaurus.
Lemmings is of course extremely good value for money, and the
SAM version is (of course) by far the best version of all, no
other game comes close, it's great, buy it, etc etc. We need
your money!!!!!!!
Readers who are interested in adventuring can find Phil at:
[redacted]
Letter from Carol Brooksbank
I discovered recently that there is a bug in the multiple copy
printing routine of STYLE WRITER. If you ask for, say, 10
copies, you get 1 copy and 9 blank sheets of paper. This is
because the variables set up at the printing menu are not all
preserved as they should be by the printing routine, and after
the first copy all you get are form feeds. It can be put right,
though. Load the program (it doesn't matter whether you load the
colour or monochrome version). Use CNTRL-B to exit to BASIC.
Edit line 1700 to read:
1700 IF q=201 THEN delfunc:message"PLEASE WAIT":lastline: INPUT
:prmenu: LET xprin=PRIN, xlast=LAST, xpic$=PICTURE$,
xnl$=NLQ$: FOR cop=1 to copies: LET PRIN =xprin,
LAST=xlast, PICTURE$=xpic$, NLQ$=xnl$: prfile: NEXT cop:
insfunc
While you're in BASIC you can, if you like, customise the
printer codes found in the DATA statements between lines 3200
and 3360 so that the default codes on loading the program will
Letter from Carol Brooksbank
be the ones you require. You have four codes in a sequence, and
if your sequence requires less than four numbers, you must fill
the sequence up with -1 for each unused one. (The codes for a
true A4 page length for instance are 27,67,70,-1).
Now put your working disc of Style Writer in drive 1 and, still
in BASIC, type RS and the customised copy will be saved.
BM Reply to Carol Brooksbank
Thanks Carol. I'm sure other readers will agree that Carol must
surely take the award "Most Thorough Beta Tester Ever" This lady
find the bugs and produce code to fix them before most people
get their discs out the jiffy bags!
I can think of a certain SAM game with a definite Persian
influence that should have been shipped down to Carol...
- BRIAN
Letter from Brian Lycett
As the sun gives its final burst of light before setting over
the horizon, and the evening wind whips up into a frenzy
stimulating howls from the canine predators out in the vast
prairies, the animals outside are sleeping restlessly.
It's time to cuddle up in a nice comfortable chair by the
firplace in my log cabin, and to type out this letter, protected
from the harsh elements by the strong wooden walls of my home.
All I want to say is that time isn't static. It may seem to go
slowly, for certain phases of time to seem to be eternal, but
time progresses as does society and technology.
We've all lived through a decade wherein the eight bit computer
was the most popular games machine, but now it's past us. The
fashion of the new phase in time is, unfortunately, the console.
It's no good wanting the eight bits to become dominant again:
they won't.
Letter from Brian Lycett
It's just asking for us to take a step backwards technology-
wise. This is no good, you should want us to progress faster in
this respect.
It may seem unfair to the SAM, a computer that could, with a bit
of support from software houses, easily match the capabilities
of other home computers. But, as I've said: time and society
advance.
But the problem is the future. If so many people are being
raised on the home console, who's going to design and program
the computers of the future? Our generation is the first and
last to be given the opportunity to develop programming habits.
Computers like the Amiga have no "attractive", easily accessable
languages.
The PC however, has many true languages (Pascal, C) but it is my
experience that only the people who were born to program, as it
were, can actually get the machines to do what they want.
Letter from Brian Lycett
For example, in my A level computer science group, there are a
dozen students, only three of which (including my good self) can
actually do interesting things on Turbo Pascal. And of course,
all three of us learnt to program on the good old Spectrum (and
the group contains perhaps the only two people in Northampton to
own a SAM). The rest are console people.
If this is what it's like now, what's going to happen when we
need software written for missions to colonise/explore the Solar
System?
I am looking towards a career in Artificial Intelligence, but if
it wasn't for the good old SAM here, I wouldn't be able to do
it. That doesn't mean that I want the University to have a
network of SAM's instead of PC's. I can't wait to use the latest
in computing technology.
Finally, I'm going to keep my SAM: it's great fun to program on.
Letter from Brian Lycett
So I'd like to see some games for it. A good idea would be a
version of the game Eric and the Floaters/ Dynablaster/ Bomber
Man: the multiplayer game where you try and kill aliens / player
2 with bombs in a maze type thing. It could be easily written on
GamesMaster and released on budget for around three pounds.
Well, I must get up to close the rattling shutters and tend
to the horses.
Goodnight.
Brian Lycett.
BM Reply to Brian Lycett
Yup. Got it in one. The sad truth is that kids of today are
becoming used to computers in a completely "closed" environment.
By that I mean a Megadrive with a game in it is limited to
playing that game. On a SAM, PC, Amiga, whatever, you can play
games, draw pictures, write music, and of course, program. The
option to program a console simply isn't there even if the child
did want to do so.
The future isn't completely bleak though. Computer Science
courses at universities and colleges all specify that no former
knowledge is needed (though it undoubtedly does help - some
people on my course are struggling already) and teach
programming from the very basics upwards. There is an advantage
in that "properly" taught programmers don't have all the little
habits that self-taught people sometimes develop. As people
become more used to computers, but less able to actually program
them, academic courses are going to adapt to reflect this.
Remember GSCE or Standard Grade computing? A complete doddle for
computer-literate people, excluding console owners.
BM Reply to Brian Lycett
Something else - computers are, in theory, becoming more and
more user friendly. Having spent the past three months wrestling
with Unix I'd say that that's extremely debatable, but never
mind. It's not inconceivable that someday computers will become
able to actually generate programs themselves, given all the
necessary program specifications. Who knows?
I have to take issue with the way you claim that Amigas have no
accessable programming languages but PCs have both C and Pascal.
Sorry to be pedantic and nit-picky, but Lattice C and HiSpeed
Pascal for the Amiga are both highly thought of packages amongst
Amiga owners. The Amiga OS was WRITTEN in C! (I think...)
This is a SAM magazine so I won't go on about that. I could, but
that would simply descend into the old "my computer's better
than yours" situation. So I won't. Really, the matter's over.
Finished. Never to be brought up again. Ever.
- BRIAN
THE ADVENTURER
THE ADVENTURER- A Text Adventure Creator for the SAM Coupe.
Designed, Programmed and Tested by: Cameron Patterson,
[redacted]
The system involves 2 BASIC programs. The player, and the
creator/editor which includes a play routine.
________________________________________________________PLAYER__
All adventures have a suffix on their filename (.adv) from which
they can be recognised. You are given a directory of all the
adventures on the disk, and you should type the name without the
suffix. eg to load Sesame.adv you would enter SESAME (This is
the convention throughout the system). You will then be welcomed
to the adventure.
The commands you can use can be listed by HELP, but briefly:
NORTH, EAST, SOUTH, WEST - Move in direction if possible.
DROP/TAKE/GET - Drop/Take an item in the location.
LOOK - Redescribe the location. QUIT - Quit the adventure.
INVENTORY - Display what you are carrying. HELP - List Commands.
USE - To solve problems: eg Dragon blocks Path..... USE SWORD!
Throughout the adventures only the 1st letter of your 1st
command is scanned, so I, inv, INVENT would all translate as
(I)NVENTORY. Also for all commands involving an object
(TAKE/DROP/USE) the object is selected from a list of possibles,
using the CURSORS.
________________________________________________CREATOR/EDITOR__
When you load this program you get the ----MAIN MENU----
1) Play Adventure - See PLAYER instructions above.
2) Edit/Create Adventure - Brings up the EDIT menu.
3) Help Pages - Brings up a brief help section, similar to this.
X) Exit Program - Drop out of the Program.
----EDIT MENU----
1) Create New Adventure - Asks if you're sure because it wipes
the memory. (You may need to re-BOOT first)
2) Load Old Adventure - Shows adventures and asks for filename.
3) Test Current Adventure - Same as player except after DEATH
you can return to the adventure before your death.
4) Save Adventure - Asks for filename and then if protection
wanted. Protection stops people loading up your game
(Option 2) and viewing or cheating in the game. The
game is still able to be played.
5) Alter Current Adventure - Brings up the ALTER menu.
0) Exit - Returns to the MAIN menu.
----ALTER MENU----
1) Add a Room - Adds a room to adventure and asks for
information about the room (see later), and local
INSTANT DEATH items (also see later).
2) Edit a Room - Edit any of the information about the room.
3) Edit Item Descs. - The Adventure's items are entered here.
4) Edit Death Messages - You can die in many ways. The reason
for your death will be printed. These are the messages
that will be printed. You can alter them here.
5) Details & Adv. Naming Menu - Brings up DETAILS & NAMES menu.
6) Printer Options - You can elect to print out a specified room
and all its' details, or all other adventure details.
Also helpful for translating into a new version?
0) Exit - Returns to EDIT menu.
----DETAILS & NAMING MENU----
1) Name Adventure and Programmer - Here the name of the
adventure and of its' author are entered.
2) Start & Completion Messages - The messages sent to the player
before the adventure begins, and on completing it.
3) Global Death Items - global INSTANT DEATH items (see later).
4) Select Endroom - This is the last room of the Adventure.
When entered,the end message & congratulations appear.
5) Number of Inventory Items - Allocates how many items a player
can hold in their inventory during the game.
6) Items in Inventory at Start of the Game - Chooses the items
the player holds at the beginning of the game.
0) Exit - Returns to the ALTER menu.
!!! SEE LATERS !!!
GLOBAL/LOCAL INSTANT DEATH ITEMS - These are items that if USEd
cause instant death. LOCAL is confined to a particular room,
where GLOBAL is effective over the entire adventure.
INFORMATION ABOUT THE ROOM - This is the data for each room:
DESCRIPTION - Description of the Location.
ROOMS(NESW) - What room number is in the specified direction.
If all set to 0, player is trapped or has died.
(You are prompted for which.)
ITEMS HERE - You can have 10 items in room. Select from list.
HAVE A LOCK?- Whether a lock in this location or not. If not
then the following can be disregarded.......
UNLOCK ITEMS- Items that when used UNLOCK room. You can have 1
or 2. If 2, then asked if either or both needed.
DIREC.LOCKED- Directions chosen which are invisible and unable
to be taken until unlock occurs.
UNAVAIL.OBJS- These items (from ITEMS HERE) can be seen but not
taken until unlock occurs.
DISAPP.ITEMS- These items (from ITEMS HERE) can be seen & taken
until unlock occurs,when they disappear from room.
HIDDEN ITEMS- These items cannot be seen or taken until unlock.
LOCKED MESS.- Extra Description printed when room is locked.
UNLOCK MESS.- Extra Description printed after unlock occurs. It
can be printed just once after unlock or whenever
the room is consequently entered.
__________________________________________________DESIGN_HINTS__
This is the method I recommend, designing on paper first:
-Design a map of the rooms and their numbers
-Make an item list and mark where they are to be found
-Mark on where locks are and what to use to remove them
-Decide which items cause Instant Death, and where
-Start to enter the adventure, beginning with the items and
reasons for death, then all Adventure Details, then the rooms.
If you wish to conceal that there is a lock in a room then:
DO NOT have Unavailable objects & DO NOT print a locked message.
I have enjoyed writing this program, and continuing to develop
it. Any comments, suggestions or ideas to the address at the top
please.
GO ON, WRITE YOUR OWN ADVENTURES. -Cameron.
