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25 



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August, 1 983 

Vol. 3 rlo/8 




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* .S:'¥*-^y^ *:*-*sM»«e 



MACE PRESENTS 
THE WORLD'S FIRST 
ATARI-ONLY COMPUTER CONVENTION 

TARICON '83 

OCTOBER 21-23. 1983 

SOUTHFIELD CIVIC CENTER PAVILLION 

SOUTHFIELD, MICHIGAN 



The First Mcuor Consumer Computer Convention 
Devoted Exclusivelj; To Atari Home Computers 

and Related Support Products 





CONVENTION FEATURES 


• 


Over 50 Exhibit Booths with Atari-Related Products 


• 


Giant 20' x 40' Atari Display 


• 


Over 50 Seminars and Workshops Devoted to Helping You Get Maximum Use from 




Your Atari 


• 


Many, Many Noted Software Authors Speaking on Game, Business and Educational 




Programs 


• 


Special How-To-Get-Started Seminars 




New Product Introductions 


• 


Game Tournaments 


• 


Seminars/Meetings by MACE's Special Interest Groups 


• 


Pre-Convention Banquet Friday Evening 


• 


Displays by Software, Peripheral and Accessories Companies 


• 


Product Demonstrations and Workshops 


• 


Door Prizes and Raffles 


• 


Thousands of Atari Computer Enthusiasts 



For more information, send for our full pre-registration flyer: 
TariCon '83 Info, MACE. Box 2785, Southfield, Michigan 48037 



Atari is a registered trademark of Atari, Inc. 
MACE, Michigan Atari Computer Enthusiasts, an independent non-profit organization devoted to users of Atari home computers, 

is not affiliated with Atari, Inc. 



LIGHT I=»E1M FRIMER 
By Marshall S« Dubin 



A light pen is a device which can "read" 
the location of the electron beam on your 
tfitevision screen* This information is 
interpeted by your computer as an X^Y 
locationi and as a result^ the computer is 
capable of knoftiilfig exactly where the pen is 
pointed on your TV screen at any given 
moment* Knowing this, your software can 
react to the position of the light pen# and 
perform accordingly* 



Light pens are useful in many different 
applications* For example^ in programs 
featuring menu options» the uwr Immi only 
to point the pen at the selected option* The 
computer # by reading the X#Y coordinates of 
the pen can brancJi ta the option selected* A 
typical program might be structured like 
this! 



POSITION and PRINT to the screen? 



O Selection A 
O Selection B 
O Selection C 
Touch pen to your selection 



Your program then interprets the light pen 
coordinates as follows* 

***IF PENy=2fl im BRtfCH SELECnON A 
*t*IF Pmp^i nCN BRANCH SELECIHW B 
t*«IF PENifM ITEM BRANCH SELECTBM C 

The X coordinates are ignored for this 
example (X refers to the horizontal axis)* 



There are also numerous educational 



applications* For example, a pre-schooler 
might ufte the pen to select between different 
letters, numbers, words, and shapes* The light 
pen has also found extensive use in the areas 
of l^dystrial trainii^^ grapMcs design » medical 
applications, design applications, and much 
more* They are especially suited for 
applications with the hafidk:apped, since they 
are easier to manipulate than a keyboard or 
joystick* For example* you could display the 
letters A-Z, and the user could point the pen 
at them one at a time* The computer would 
accept them, possible put then into a command 
stringt and thus one could interact with the 
computer without ever needing to use keys* To 
someone with limited physical ability, this 
would be useful* 



BASIC THEORY OF OPERATION 



The light pen works by reading the TV 
screen* A television picture is put on the 
screen by a "beam" of electrons* This beam 
starts in the upper left hand corner of the 
screen and scans accross each row 
horizontally* When it finishes a row, the beam 
pff^s all the way to the left and down to the 
next row* It then scans across that row. When 
all rows have been scanned, the beam jumps 
back up to the upper left comer to begin again* 
The process happens 60 times a second, so to 
your eyes it looks as if there is continuous 
picture* Actually, as the beam scans, it lights 
up one small spot on the screen at a time* This 
is turned off when the beam leaves it to scan 
the next spot, etc* So for any given moment, 
only one tiny part of the screen is actually lit* 
This is an ON/OFF situation, especially suited 
for use with a computer* 



When the beam lights up part of the screen, 
a light sensing devicse in the pen sends a pulse 
to the STRIG pin of the Atari* This is pin 6 of 
the front port jacks* The pulse pulls this pin 
low, which causes the light pen registers 
located at 564 and 565 (decimal) to be updated 
with current information about the TV screen's 
current scan position* This information is 
geared to the time synchronization of your TV 
signal* 



Returned in the light pen registers will 
be the approximate values 71-227 
horizontal (564)f and 19-111 vertical (565}« 
Aciually the horizontal values will begin at 
the far left with the value of 71, and at the 
far right of the screent mil pass 227 and 
begin with !♦ This is a form of scrolling 
which results from the delay incurred from 
the time the TV signal is detected to the 
time your computer records the value in the 
light pen registert 



So, the light pen detects the TV beann 
and this tells the computer exactly where 
your pen is pointing ♦ Thus the exact 
position of the TV beam is knownt So now 
what? Here's what a typical skeleton 
program would look like* 

IN REH REM) PEN REGISTERS 

110 X=PEEK 56i:y=PEEK(565) 

115 REH«t*USE THE DATA AS YOU SEE fIT 
121 F X»28a AND Ys98 THEN 
130 F X=80 THEN 

The IF/THEN statements can be used to 
branch to a routinet plot or draw a graphics 
screen, turn on a relay, or you name itt 

When calibrating your pen to the screen, 
use the statement! 

10 PRINT PEEK(564),PEEK(56S):G0T0 10 

This will tell you the pen's locationt 
Knowing where you will want the user to 
point the pen, just note the values from 564 
and 565 in your IF/THEN statements* Then 
if the values returned by the user while 
pointing the pen matcti the values you have 
pre-recorded and entered in your IF/THEN 
statements, the computer will branch 
acxordingly* 



A PRACTICAL EXAMPLE 



The program listing contains an example 
light pen drawing routine for graphics mode 
7* It reads the values of the light pen 



registers several times and determines an 
average value* This value is then used to 
PLOT a line on the screen* 



To clear the screen, just move the pen into the 
text wimtow and press the trigger (assuming 
you have one)* Speaking of triggers, different 
light pens use different triggiring points* For 
example the SYMTEC light pen uses the 
joystick trigger STRIG(0)# A 15 in this location 
indicates the trigger is pressed* You must 
first determine which location your light pen 
uses for a trigger* Next you need to know the 
value of that location when the trigger has 
been pressed* This gets entered on line 160 of 
the program listing* 



By the way, you really don't need a trigger at 
all* Mtematively you could just read the 
keyboard instead of the trigger with the 
commands* 

160 POKE 761,255 

165 IF PEEK(764)0255 THEN 160 

You can change the program to work in 
GRAPHICS 8 by substituting these lines for 
lines 280,285 and 290 in the listing: 

280 H=INT((H1«2)+H2)/3J 
285 «=INI((Vli2)+«2)/3 
290 H=(ft-71>«2:M=(V-17)x2 



LIGHT PEN DEMO PROGRAM 



10 KEH 

20 REH Bdsic Light Pen Defio Routine 
30 REN for Graphics 7 Drauing 

40 REH ~ 

50 POKE 82,0 {GRAPHICS 7JP0KE 752,1 

55 SETCOLOR 4»3»6:SETC0L0R 3»2fliCaL0R 2 

60 PRINT "DRAHJ Position pen and press trigger" 

70 PRINT "aEAR: Position at text, press trigger*" 

80 PRINT "EXn: Pras^ ESCAPE Ke^." 

n REN 

100 REH 

110 REH Line m idles prograM until 

120 REH the pin triiger is prtfsed* 

130 REH 

160 IF SnCK(0)»15 THEN 160 



i / 



178 REM 

180 REH 

190 REH Unes 260 to 310 read the 
200 REH pen registers^ sveraae the 
210 REM vslues of two readings for 
220 REH stabilitii, then plots the 
230 REM locaiion on the scram* 

2« REH 

250 REH 

260 TRM> WMHSOSM miHL'mm=v 

m QBBiB mi¥2FHtV2r*/ 
280 H=INT((Hli7)4H2)/8 
285 V»=INr((Vil7)4V2)/8 
290 l^(H-71):V=(V-17) 
300 TRAP 260:f>LjOT H,V 
310 GOTO 160 
320 REH 

330 REH — : 

310 REH Routine gitt pm coordinates 
350 REH and coMpensates for hardware 
360 REH scrolling on the Hor* value* 

370 REM 

380 REH 

390 H=PEEK(561):F tKI TIEN IHH227 
101 IF H<^ BBi3M 

410 V=PEEK(565){F V<17 OR V>112 THEN 410 
420 F U>95 MD STICK(0)OlS THEN SOiREH Clear 



THE COMPUTER 



430 RETURN 



THE MOST IMPORTANT 
PERIPHERAL YOU'LL EVER OWN 

Because the Michigan Atari Computer Enthusiasts 
provides you with information about your personal 
computer system. There are special interest groups 
in Forth, 6502 Assembler, Basic, Games, Educsfion, 
Business Applications and more. Our monthly meet- 
mg offers exciting, informative presentations in the 
very latest hardware and software products, games 
and techniques. Our 24 hour Electronic BuHetin 
Board System becoming a standard for other Atari 
groups across the nation. A growing diverse local 
and international membership and award winning 
proprietary scrftware — all dedicated to providing 
you with the finest Atari* user support system any- 
where. 

And don't forget M.A.C.E. Magazine stimulat- 
ing, timely, informative. Quality product reviews, 

interesting tutorials and 'how to do it' articles offer 
you page for page one of the most comprehensive 
Atari® related publications available. 

Why not give us a try? Your $20.00 memt>er8hip 
also includes a subscription to M.A.C.E. magazine. 
Plug us in and boot us up! We think you'll agree that 
M.A.C.E. is the most important peripheral you'll ever 
own. 

Send check or money order to: M.A.C.E., P.O. 
Box 2785 Southfield, Michigan 48037. 



COMPUTER PRODUCTS 
4T DISCOUNT PRICES 

375-2171 



SPECIAL 

AAACE MEMBERS $5.00 OFF 
850 INTERFACE WITH ID CARD 

COMING SOON 
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546 ROCHESTER ROAD 
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ELECTRONIC ART IN STOCKII! 

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20% OFF SUGESTED LIST PRICE 

DISCOUNT COMPUTER FURNITURE 
BUSH, O'SULLIVAN, 
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PRINTER PACKAGE 
GEMENI TOX, ATARI INTERFACE 

AND CABLE $525. 

PROWRITER 10, ATARI INTERFACE 
AND CABLE.... $585. 

COMPUTER PAPER 
1500 SHEETS $14.95 

AUGUST ATARI SPECIALS 
ATARI 600XL..,,,,.$149.00 
ATARI 800W/48K...$245.nrt* 

*AFTER REBATE 



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SXJGGESXIOlSt BOX 



Do you sometimes find that you have Atari 
related questiofis but aren't sure who can 
provide the answers? 

Do you have a suggestion cBnceming 
something that could be presented at the 
monthly meeting? (Software* hardware* 
programming techniques* eto) 

Have you written a program or demo that 
you would be willing to share with fellow 
M«A»C*E» members? 

Do you have a favorite game that you'd like 
to demonstrate? 

If you answered "yes" to any or all of the 

above questions, then the M#A»C»E# Suggestion 
box is just what you've been looking for* 

The M»A»C#E» Suggestion Box is an attempt 
to provide members the opportunity to 
participate in the planning and presentation of 
the general membership meetings* 

Ke will try to use sdbmitted programs* 
demos* and/or game demonstrations that we 
feel are appropriate for general membership 
viewing* However* all such items will be 
reviewed by M*AtC*E* officers before any 
decision is madet 

When possible* we will answer your 
questions within a meeting or two of their 
submission* Some of these questions and 
answers may also appear in the M*A*C*E* 
Journalf 

Each month the M*A*C*E* Suggestion Box 
will be located near the M*A*C«E* Journal 
table* Just fill out one of the forms that 
you'll find there and deposit it in the box* 
Please prpyide your name and telephone 
number in case we need any additional 
information* If you can't submit your question 
or suggestion at a meeting* then you can mail 
it to Tom Sturza* 18684 Fyrlingbrook* 
Livonia* MI 48152* 



By Todd Meitzner*Secretary*SIGASM 
September Meeting 

This time we have obtained a meeting place 

for the September Ist meeting before the 
MACE meeting* This meeting will take place in 
Panko Musyk's house in Detroit* The 
directions to this house were given in the 
August meeting or are available from one of 
the officers of the SIG-ASM group* They are 
Al Melocke, 775-6895, and Todd Meitzner* 
542-1752* Hope to see you there* 

JylACE XJlStCLASSIF^IEOS 

SOFTWARE AUCTION! To benefit CHAOS 

(Capitol Hill Atari Owners Society)* September 
10, 9:00 AM* Foster Community Center* 
Lansing* MI* Call 1-51 7-351 -»>92 for more 
information* 

COMPLETE ATARI SYSTEM! Atari 800/48K* 

810 Disk Drive - only four months old in 
original cartons* Programmer kit* 2 joysticks* 
PacMan* Star Raiders* Missile Commmd 
cartridges, and much more software* Extended 
one year warranty still in effect* Best offer 
over $1100 takes it all* Call Allan after 6PM - 
(313)-357-5799* 

ATARI 1025 PRINTER! Only 4 weeks old* Still 

under factory warranty* Remember, NO 850 
INTERFACE NEEDED* $400 - Call Don at 
(di9H^l«^32 or 348-4232# 

USED DISK SOFTWARE** Fonetone* Race In 
Space* CopyCat* Pre-School Games - $5 each* 
747 Flight Simulator, Space Shuttle, Galahad & 
the Holy Grail, Jawbreaker* Space Eggs* Apple 
Panic* Protector* Caverns of Mars* 
TumbleBugs, My First Alphabet, CompuRead 
3*0 - $10 each* S*A*M* speech synthesizer - 
$25* Tricky Tutorials 1-6 in binder - $45* All 
originals with documentation* (313)-731-8179 
after 6PM* Bob Mahler* 

FOR SALE! Atari 400/16K and 410 recorder. 
Including lots of cassette based software^ all 
originals. «99 takes it all* Pianwr RT707 
Reel-to-Reel professional tape deck. Used 
twice - $349. Call Fred at l-(313)-375-1225 
after 6PM. 



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4 n 
1 0 


DAC T P 

dAoI u 


ft ft ^ 
UUo 


CA 

EA 


T AD 4 
lABl 72 


DAOC 4 T^O 

PABE 1 72 


DDft ATn 

PKb AIU 


4 n 
I U 


DACT P 

dAoI L 


ft ft o 

UUo 


CA 

EA 


T AD 4 "70 
lABl 73 


DA<^C 4 "70 

PABE 1 73 


DDf2 ATn 

PKB AIU 


4 n 
I 0 


DACT P 

dAoI L 


ft ft o 

UUiC 


CA 

tA 


TAD 1 "7 A 

IAdI /*♦ 


DAf2C 4 "7 A 

PAbt 1 /H 


Doa ATn 
rKb HIU 


1 n 
1 U 


PACT P 
DHDi L 


uuo 


CA 

tA 


TAD 4 ■7ylD 

IAdI /*tD 


DA^C i "JA 

PAbt 1 /4 


DDR ATn 

PKb AIU 


I 0 


DAC T P 

dAoI b 


ft ft 4 

UU4 


CA 

tA 


T AD 4 "7yil^ 

lABl 74C 


DAr^C 4 *7>l 

PABE 1 74 


DDC ATn 

PKb AIU 


1 0 


DACT P 

DHbl L 


ftft Q 
UUo 


CA 

EA 


T ADvl O 

IAB48 


DA^^C A O 

PABE 4o 


DDf^ AT n 

PKB AIU 


4 n 
1 0 


DAC T P 

dAoI L 


ft ft o 

UUo 


CA 

tA 


T ADC 4 
I AB51 


DAAC C4 

PAbt DI 


DDC ATn 

PKb AIU 


1 n 
1 0 


DACT P 
DHoI L 


ftft Q 
UUo 


CA 

tA 


T ADCO 

I AdDo 


DACC CO 

PAbt Do 


DDC ATn 

PKb HI U 


1 n 
I U 


DAC T P 

dAo J L 


ftft Q 
UUo 


CA 

tA 


T ADCil 

IAdDH 


DAQC C4 

PAbt DH 


PPC ATn 
rKu HiU 


1 n 
i u 


PACT P 
DHO i Lr 


uut 


CA 

tA 


T ADCC 

I AdDD 


DAf^C CC 

PAbt DD 


PPC ATn 
rKb HIU 


1 n 
i u 


PACT P 
DHbl L 


UUH 


CA 

tA 


I AdOo 


DA<^C 

rHbt Do 


PPC Ain 

rnU HiU 


1 n 

i u 


PACT r 

DHDi L/ 


uuo 


CA 

tA 


T ADC? 
I AdD/ 


DACC C7 

PAbt D/ 


PPC Ain 
rKb HJU 


1 u 


DACT P 
DHbl w 


uuz 


CA 
tA 


T AD^Q 
IHdDD 


DA^C 

rHbt Do 


PPC ATn 
r r\U HIU 


1 n 

1 u 


PACT r 

DHD i U 


uuo 


CA 
CM 




rHbC D7 


PPC ATn 
r nu HIU 


1 n 

i u 


PACT P 
DHO i L> 


nnx 

uuo 


CA 
CH 


T AD>t 4 
IHDOi 


rHDC Ol 


PPC ATn 

r i\u HiU 


1 n 

i u 


PACT r 

DMD i Lr 


nn'^ 

uuo 


EA 


IAB62 


PAGE 62 


PR6 AID 


10 


BASIC 


003 


EA 


IAB63 


PAGE 63 


PRG AID 


10 


BASIC 


004 


EA 


IAB68 


PAGE 68 


PR6 AID 


10 


BASIC 


002 


EA 


IA669 


PAGE 69 


PRG AID 


10 


BASIC 


007 


EA 


IAB72 


PAGE 72 


PRG AID 


10 


BASIC 


005 


EA 


IAB73 


PAGE 73 


PRG AID 


10 


BASIC 


Oil 


EA 


IA678 


PAGE 78 


PRG AID 


10 


6AS I C 


004 


EA 


IAB79 


PAGE 79 


PRG AID 


10 


BASIC 


002 


EA 


IAB80 


PAGE 80 


PRG AID 


10 


BASIC 


003 


EA 


IAB82 


PAGE 82 


PR6 AID 


10 


BASIC 


003 


EA 


IAB89 


PAGE 89 


PRG AID 


10 


BASIC 


004 


EA 


IAB90 


PAGE 90 


PRG AID 


10 


BASIC 


00^ 



»»* MACE PROGR^VI LIBRARY »»» 



DISK PROGRAM 

AA AM0DEM42 

M BI6FAST 

AA FIRSTAID 

^ FR06GIE.0BJ 

AA FRQG6M0D 

AA MANIAC. OBJ 

AA MENU 

AA 0IL6AME 

AA POUER 

AA SOUNDEMO 

AA SPEDEMON 

AA SPLINE 

AA SUNRISE 



DESCRIPTION 
YOU NEED A MODEM 
LARGE LETTER ON SCREEN 
DOCTORS ADVICE 
UNBELIEVABLE • ! ! 
DATA FILE FOR FROGGIE 
SHOOT YOUR WAY OUT 
DISK DIR LOAD/GO 
DRILL FOR OIL 
YOU ARE THE GENERAL 
USE YOUR PADDLES 
DRIVE CAR THRU COURSE 
DRAU CURVED LINES 
REVISED SUNSET 



GROUP 


RATING 


TYPE 


SECTORS 


UTIL 


10 


BASIC 


065 


DEMO 


8 


BASIC 


007 


EDUC 


9 


BASIC 


087 


GAME 


10+ 


OBJ 


040 


GAME 


NA 


OBJ 


002 


GAME 


10 


OBJ 


032 


UTIL 


9 


BASIC 


009 


G^E 


9 


BASIC 


100 


STRAT 


7 


BASIC 


062 


DEMO 


8 


BASIC 


012 


GAME 


8 


BASIC 


051 


DEMO 


7 


BASIC 


020 


DEMO 


9 


BASIC 


022 



««* MACE PROGR^ LIBRARY *** 



DISK PROGRAM 

BA BALLOONS 

BA BUMBOOG.DAT 

BA BUMB006.PLA 

BA CAMEL 

BA COMMANDS 

BA DRAUGTIA 

BA GTIADEMO 

BA MAGIC 

BA MENU 

BA PIXELSAV 

BA POLYS 

BA RNDNUMBR . REV 

BA SCREENDU.MP 

BA SPASOUNO 

BA THEARC 

BA THUNDERS . I RO 



*** MACE PR06RM1 LIBIMRY ««« 



DISK PROGRAM 

CA ADDITION 

CA AUTORUN .MKR 

CA BOGGLER 

CA CLOSEOUT 

CA COUNT 

CA FILLERUP.BAS 

CA FILLERUP.OBJ 

CA HARVY.OBJ 

CA HOLLYMED . OBJ 

CA MENU 

CA MUNCHERS 

CA SIMON 

CA SORT 

CA ST(JNTMM4 

CA suBTivwrr 

CA SY8TAT 

CA WRITER 



»»» MACE PROGRAM LIBRARY »«» 



DISK PROGRAM 

DA BLOCKADE 

DA CHOPSTKS.MUS 

OA CRICKETS 

DA DEFEND. OBJ 

DA EGGS 

DA HOUSETOP. MBD 

DA JA2Z.MUS 

DA KNIGHT 

DA MENU 

DA SANTA 

DA SANTA. MUS 

DA TIMETRLS 



DESCRIPTION 


GROUP 


RATING 


TYPE 


SECTORS 


SHOOT FLYING OBJECTS 


GAME 


10 


BASIC 


090 


BUMBOOG.PLA DATA FILE 


DEMO 


10 


BASIC 


056 


MUSIC BY POKEY PLAYER 


DEMO 


10 


BASIC 


086 


TAKE A WALK 


STRAT 


7 


BASIC 


070 


ABBREVIATIONS—ATARI 


PRO AID 


8 


^SIC 


015 


DRAW WITH JOYSTICK 


DEMO 


8 


BASIC 


017 


GOOD EFFECTS 


DEMO 


9 


BASIC 


010 


3-D EFFECTS 


DEMO 


10+ 


BASIC 


019 


DISK DIR LOAD/GO 


UTIL 


9 


BASIC 


021 


RETRACES YOUR PATH 


DEMO 


8 


BASIC 


010 


USE WITH ADV MUSIC SYS 


DEMO 


10 


BASIC 


027 


PICKS RANDOM NUMBER 


DEMO 


8 


BASIC 


008 


SCREEN TO PRINTER 


DEMO 


8 


BASIC 


Oil 


SPACE SOUNDS 


DEMO 


6 


BASIC 


007 


SHORT DEMO 


DEMO 


7 


BASIC 


004 


BREAKOUT TYPE 


GAHE 


10 


BASIC 


Q67 



DESCRIPTION 


GROUP 


RATING 


TYPE 


SECTORS 


LEARN TO ADD 


EDUC 


9 


BASIC 


021 


MAKES AN AUTORUN. SYS 


UTIL 


10 


BASIC 


026 


5 IN ROW WINS-2 PLAYER 


GAME 


8 


BASIC 


026 


GO SHOPPING FOR DOTS 


6^ 


7 


BASIC 


056 


LEARN TO COUNT 


EDUC 


9 


BASIC 


029 


BUILD WATER RESERVOIRS 


GAME 


10 


BASIC 


067 


BUILD WATER RESERVOIRS 
GRAB #'S SHOOT WALLS 


G^E 


10 


OBJ 


026 


GAME 


10 


OBJ 


013 


MUSIC PLUS 3-D ROADWAY 


DEMO 


9 


OBJ 


063 


DISK DIR LOAD/GO 


UTIL 


9 


BASIC 


Oil 


^010 THE MUNCHERS 


GAME 


9 


BASIC 


048 


FOR PRE SCHOOL AGE 


GAME 


8 


BASIC 


015 


SORTING ROUTINE 


UTIL 


10 


BASIC 


007 


MAN IN BUILDING 


GAME 


7 


BASIC 


054 


LEARN TO SUBSTRACT 


EDUC 


9 


BASIC 


021 


CHECK OUT YOUR SYSTEM 


UTIL 


9 


BASIC 


031 


PRE SCHOOL TYPE TUTOR 


EDUC 


9 


BASIC 


009 



DESCRIPTION 


GROUP 


RATING 


TYPE 


SECTORS 


BLOCK YOUR PARTNER 


GAME 


8 


BASIC 


021 


EVERYONE KNOW THIS 


DEMO 


8 


BASIC 


012 


ANOTHER GREAT ! ! ! 


GAME 


10+ 


BASIC 


095 


DEFEND YOUR PLANE 


GAME 


10 + 


OBJ 


013 


CATCH THEM OR SPLATTT! 


GAME 


8 


BASIC 


052 


DATA FILE FOR SANT^VIUS 


DEMO 




BASIC 


005 


READ THE TITLE 


DEMO 


8 


BASIC 


015 


YES THERE IS A WAY OUT 


GAME 


8 


BASIC 


091 


DISK DIR LOAD/GO 


UTIL 


9 


BASIC 


034 


DATA FILE FOR SANT/5*1US 


DEMO 




BASIC 


056 


ONE OF THE BEST 


DEMO 


10+ 


BASIC 


056 


DRIVE A RACECAR 


GAME 


10 + 


BASIC 


058 



««» MACE PROGRAM LIBRARY •** 



DISK PROGRAM 
FA README . 1 ST 

FA ATARI 3D. CAS 

FA ATARI 3D. DSK 

FA ATARI 3D. SHP 

FA DATAMAKR . CAS 

FA DEM69 . CAS 

FA DEMG9 . DSK 

FA DEM69 . SHP 

FA MENU 

FA SHAPED IT 

FA SHAPED IT. CAS 

FA SHAPEDIT.DOC 

FA SHAPED I T.USR 

FA SHAPTAB 

FA SHAPTAB.DOC 

FA SW^PTAB.LST 

FA USESIMPE.DOC 



««« MACE PROGfMM LIBIV^RY «»« 



UtSCKl rTI uTm 


GROUP 




TYPE 


SECTORS 


RtAD BtruRE USING ! I I 


INFO 


BASIC 


968 


UAbocTTE vcRSIUN 


DEMO 


4 A 

IB 


BASIC 


614 


ncRGc WITH SHAPTAB 


DEMO 


4 A 

16 


BASIC 


A A ii 

664 


UAIA rlLt FUR ATARI 3D 


1 IT T 1 

UTIL 


4 A 

IB 


BASIC 


664 


HAT A PCrK.ICDATnD 

DATA GcNtRATUR 


UTIL 


10 


BASIC 


A 4 A 

618 




DenU 


Iff 


BASIC 


A A y 


MERGE UITH SHAPTAB 


DB10 


It 


BASIC 


884 


DATA FILE FOR DEM89 


UTIL 


18 


BASIC 


882 


DISK DIR LOAD/GO 


UTIL 


9 


BASIC 


812 


CREATE YOUR OUN SHAPES 


UTIL 


18 


BASIC 


852 


CASSETTE VERSION 


UTIL 


18 


BASIC 


667 


SFMPEDIT INSTRUCTIONS 


INFO 


18 


853 


DATA FILE FOR SHAPEOIT 


UTIL 


18 


BASIC 


885 


mSTER SfMPETAB FILE 


UTIL 


18 


BASIC 


897 


SHAPTAB INSTRUCTIONS 


INFO 


18 


118 


SHAPETAB LISTED FILE 


UTIL 


18 


BASIC 


887 


HOU TO USE SHAPE 


INFO 


18 


838 . 



DISK 


PROGRAM 


DESCRIPTION 


GROUP 


RATING 


TYPE 


SECTORS 


GA 


ALOAD . 32K 


AUTOLOAD 32K 


UTIL 


18 


BAS 


A+ 


993 


GA 


AL0AD.48K 


AUTOLOAD 48K 


UTIL 


18 


BAS 


A+ 


993 


GA 


ALOAD. 48K 


AUTOLOAD 48K 


UTIL 


18 


BAS 


A4 


993 


GA 


ALOAD. ASM 


AUTOLOAD ASM 


UTIL 


18 


BAS 


A+ 


951 


GA 


BPATCH . SAV 


UPDATE BASIC A* TO 3.4 


UTIL 


18+ 


BAS 


A+ 


925 


GA 


BRUSH. DEM 


SHOU AND TELL 


DEMO 


18 


BAS 


A+ 


986 


GA 


DECHEX.DEM 


DEC TO HEX CONVERSION 


UTIL 


18 


BAS 


A+ 


993 


GA 


DEM0.COM 


COMMAND FILE 


UTIL 


18 


BAS 


A+ 


948 


GA 


DEMO.SAV 


INSTRUCTIONS 


INFO 


18 


BAS 


A+ 


996 


GA 


DUPFILE.COM 


COMMAND FILE 


UTIL 


18 


BAS 


A+ 


913 


GA 


EGGS. DEM 


USES JOYSTICK 


GAME 


18 


BAS 


A+ 


921 


GA 


FREUD. DEM 


ANALYSIS ALA ELIZA 


GAME 


18 


BAS 


A+ 


974 


GA 


HEXDEC.DEM 


HEX TO DEC CONVERSION 


UTIL 


18 


BAS 


A+ 


983 


GA 


MDRIVER.ASM 


MEMORYCMs) AS A DEVICE 


UTIL 


18 


BAS 


A+ 


866 


GA 


MDRIVER.COM 


COI^rWND FILE 


UTIL 


18 


BAS A+ 


992 


GA 


PHOOK.ASM 


HOOKS PRINTER TO SCRN 


UTIL 


18 


BAS 


A+ 


928 


GA 


PH00K.COM 


COMMAND FILE 


UTIL 


10 


BAS 


A+ 


882 


GA 


PICOADV.DEM 


SMALL ADVENTURE 


STRAT 


19 


BAS 


A+ 


127 


GA 


RENUM.32K 


RENUMBER 32K 


UTIL 


18 


BAS 


A4 


885 


GA 


RENUM.4eK 


RENUMBER 48K 


UTIL 


18 


BAS 


A+ 


995 


GA 


RENUM . 48K 


RENUMBER 48K 


UTIL 


19 


BAS 


A+ 


995 


GA 


RENUMBER. DEM 


RENUMBER PROGRAM 


DEMO 


19 


BAS 


A+ 


965 


GA 


SHI P. DEM 


SHOU A^'ID TELL 


DEMO 


19 


BAS 


A+ 


999 


GA 


STOMP . DEM 


ARROW KEYS W/0 CONTRL 


GAME 


19 


BAS 


A+ 


965 


GA 


XREF.DEM 


VAR CROSS REFERENCE 


UTIL 


18 


BAS A* 


843 



*** MACE PROGRAM LIBRARY *** 



DISK 


PROGRAM 


DESCRIPTION 


GROUP 


RATING 


TYPE 


SECTORS 


HA 


ATARI 490 


DRAW ATARI 499 


DEMO 


18 


BASIC 


945 


HA 


BATGIRL.PTR 


USE YOUR PRINTER 


DEMO 


8 


BASIC 


948 


m 


MENU 


DISK DIR LOAD/60 
ALMOST 'X' RATED 


UTIL 


9 


BASIC 


915 


HA 


NUDE . PTR 


DEMO 


18 


BASIC 


983 


HA 


RAQUEL.PTR 


USE YOUR PRINTER 


DEMO 


9 


BASIC 


973 


HA 


SCIQUIZ 


QUIZ TYPE GAME 


EDUC 


8 


BASIC 


949 


HA 


SPEAKER 


INTERNAL SPEAKER DEMO 


DEMO 


7 


BASIC 


096 


HA 


STARBLAS . ER 


DEFENDER TYPE 


GAME 


9 


BASIC 


053 


HA 


TIGER. BAS 


JOYSTICK REQUIRED 


GAME 


7 


BASIC 


958 


1^ 


U I LOWEST 


USE YOUR PADDLES 


6M1E 


18+ 


BAS I C 


865 



««« mCE PROGRAM LIBRARY *** 



Ui OtS 


r f\UUf\Rri 


nPQPPT PTT nw 


npniiP 

Or\UUr 


PAT T MR 
nH 1 inu 


TYPP 
1 1 rc 


QPPTnPQ 
wCU 1 Ul\0 


T A 


PCTAnMtr 1 QT 
rCcRUric • 1 O 1 


PPAH PPPHPP IIQTMR TPPM 


TMPn 

inr u 




RAQT r 

DriO X w 


flfl7 


IM 


RU 1 Uf\UiN • DDO 


TPPMTMAI AIITHPIDsl QYQ 


IITTI 

U 1 1 L 




UDU 


flflS 


1 A 
IR 


unLril LRL • riN 1 


PkATA PTI P POP POMTPI TP 
URIR rlLC rUrC ruflMlrLlr 


1 ITT I 
U 1 1 L 




PT 1 F 
r 1 LC 




T A 
IH 


uunru I ci\ •riM 1 


HATA PTI P POP PHMTPI TP 
URIR r 1 LC rUrC rUnirl-ir 


1 ITT 1 
U 1 1 L 


1 fl 


PTI P 
r 1 LC 


flflQ 


T A 


ncrci cpT 
L/crLciL 1 


i^PYPnAPn pniiMrp 


RAMP 
Urfl jC 


Q 


PAQT r 

DriO 1 U 


fl9d 


TA 




PMPPnT7P TPAMQPnPTPP 


nPMH 
UCI jU 


1 fl4> 


RAQT r 
Driw I L 




T A 
IR 


CAKirY PsJT 


rVATA PTI P POP PfUSlTPI TP 
URIR riLH rUi\ PmNlrUir 


I ITT f 
U 1 1 L 


1 fl 


PTI P 

r 1 LC 


flflQ 

w t/ 7 


T A 
IR 


UnKlTIII TP 

ruiN 1 rL.1 r 


ruAMQP PnMTQ PAQTIY 


IITT 1 
U 1 1 L 


1 fl4 


RAQT r 

Driw 1 L 


fl 1 7 
D X / 


T A 
IR 




PTI P PHP TPPMTMAI PPHR 


IITT 1 
U 1 1 L 


1 fl 


FT! F 
r i LC 


V D £ 


TA 




nATA PTI P PnP PfHsTTPI TP 
i/M 1 M 1 i uc run rui>iirL.*r 


IITT 1 

U 1 1 L 


1 fl 


FTLF 

1 X I.C 


flfl9 

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T A 
IR 


niiDr\Cw • rn i 


HATA PTI P POP POMTPI TP 
UH 1 M r 1 L.C ruf\ rui>iirL.ir 


IITT 1 

U 1 i L 


1 fl 


PTI F 

r X LC 


flflP 

w O 7 


TA 
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UPl P 

nCLr 


PTI P PHP TPPMTMAI PPHR 


IITT 1 

U 1 X L 


1 fl 


FT! F 

1 X LC 


flfl'S 

V V wr 


T A 
IR 


UTPPn CKTT 
n J CKU • rri 1 


rvATA PTI P POP PfWTPI TP 
URIR r 1 LC r\Jt\ rUnirLlr 


1 IT T 1 
U 1 i L 


1 fl 


PTI F 
r X LC 


flflQ 


TA 
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TCPPY CMT 


nATA PTI P POP POMTPI TP 
l/R I R r i LC PUr\ PUnirLlr 


IITT 1 
U 1 I L 


1 fl 

X o 


PTI F 

1 1 LC 


flflQ 

O u 7 


TA 
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TTftQAIJ PWT 


HATA PTI P PnP PnMTPI TP 
l/RIR r 1 LC rUf\ PUniPLlr 


IITT 1 
U 1 i L 


1 fl 


PTI F 
r 1 LC 


flflQ 
w O 7 


TA 
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TtMP TAPl^ 


1 Annpp TYPP/.TfiYQTT ri^ 

LR1/I/Cl\ 1 T rC/ uUT O 1 1 LIS 


RAMP 
uRI^C 


o 

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RAQT r 
DriO X Lr 


O Oik 


TA 
IR 


MATU CKIT 

PiR 1 n • rn i 


rVATA PTI P POP PflWTPI TP 
URIR PILC PUI\ PUniPklr 


IITT 1 
U 1 1 L 


1 fl 
X o 


FT 1 F 
r 1 LC 


flflQ 


lA 


MENU 


DISK DIR LOAD/60 


UTIL 


9 


BASIC 


816 


lA 


MINI AMIS. BBS 


TERMimL PR06RM1 


BASIC 


le 


BASIC 


665 


lA 


MINIMIS. DOC 


INSTRUCTIONS 


INFO 


9 


FILE 


815 


lA 


MXLIST.BAS 


MX PRINTER PROG 


UTIL 


8 


BASIC 


824 


TA 

IR 


MVI TCT 1 CT 


1 TCTCn tJCDCTIIM Kiyi TCT 
LIOlcU VCKblUn nALlDl 


IITT 1 
U 1 1 L 


o 


PAQ T r 




TA 
Iff 


MVI T CT no T 


MArU 1 AMIS MYI T CT 

nRLH LRnu nALidi 


iffTTI 
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0 


UDv 


AA1 
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T A 
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MCI .III 

ncwu 


PTI P CtYU TPPMTMAI PPfYQ 

riLc rUK iCKninRL rr\i#ii 


III ilm 


1 fl 
X o 


PTI P 
r X LC 


AA9 


T A 
IR 


OKIPflKI DKIP 

UNcun • unc 


PnitJrP TYPP/9 PI AYPP 
DUUnuC ITrC/-^ rLRTCrl 


RAMP 


9 


onox u 


fl'^? 


T A 
IR 


QTAPTIIP PRC 
9 1 His 1 Ur • DDd 


PAPT nP TPPMTMAI PPflR 
rRI\ 1 Ur 1 CfuTinRL rl\UU 


IITTI 


1 A 

X V 


UDv 


AA7 


T A 
IR 


IJAPTAP! P 1 QT 
VRK 1 ROUCl t Ld 1 


1 TCT liAPTPI PC Pyn 
Li 91 VRI\1DLC9 "U 


U 1 1 L 


O 

7 


DriwX w 


AI3 

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T A 
IR 




PTI P PHP TPPMTMAI PPflQ 

riLC rur\ 1 crininRL. ri^uu 


IITTI 

U 1 1 L 


X 9 


PTI P 
r I wc 


AA3 

O V V 


MJtift 1 
HHW 1 


stArp ppnr^PAM 


1 T PPAPY ««« 










HT QJ^ 


ppnr^PAM 


nPcrPT PTT nM 

L/CwLIM 1 t i Ui^ 




RATING 


TYPP 


SECTORS 

www 1 wIa W 


TA 


AIMTT 
RIN 1 i 


HAT^ PTI P 
L/ri 1 ri r i LC 


GAMF 

urv It— 


P 


FILE 


065 

www 


TA 
UR 


PAKll^ 

DRni\ 


HAT^ PTI P 
l/r1 1 ri r 1 LC 


R^F 


Q 
w 


FILE 


A05 

www 


TA 
wR 


PHAT 
DUR 1 


nATA PTI P 
L/ri 1 ri r i LC 


urii itm 


Q 


FILE 


005 

www 


TA 
OR 


PPT n 


DATA PTI P 
L/ri i ri r i LC 


wTTI II. 


Q 
w 


FILE 


005 

www 


TA 
wR 


PT pr 


nATA PTI P 

i/n 1 R r 1 LC 


RAMP 


Q 
O 


FTLF 

r i L.C 


005 

Www 


TA 
UR 


Lunu 


nATA P T I P 
UR I R r 1 LC 


R^F 


O 


PTI F 

1 1 L.C 


005 

www 


TA 


CT T DC 

r 1 Kt 


r\ATA P T f P 
UR I R Pi LC 


RAMP 
OHI iC 




PTI F 
r X LC 




TA 


cm c 
bULr 


nATA C T 1 P 
UR I R PI Lc 


RAMP 


Q 
0 


PTI P 
r X LC 


flflS 

O V %J 


TA 
UR 


UAMD 

nRrlD 


nATA P T 1 P 
UR 1 R r i LC 


RAMP 
Urf jC 


ft 
O 


FTi F 
r 1 uc 


005 

w W lJ 


TA 
JR 


uni ic 
riUUb 


nATA C T I C 
UR IR P 1 Lc 


RAMP 


Q 
0 


FTI P 
r X LC 


flfl"^ 

v V O 


TA. 

uR 


INrL fl Cr5 


PACCCTTC liCDCTrHsJ 

LRboc i i c vcKolUn 


RAMP 
uRriC 


Q 
0 


PAQT r 

DRO X L 


i 7R 
X f o 


JA 


INFLATIO 


1-6 PLAYERS/ JOYSTICK 


GAME 


8 


BASIC 


157 


JA 


MALL 


DATA FILE 


GAME 


8 


FILE 


883 


JA 


MENU • 


INSTRUCTIONS & RULES 


INFO 


8 


BASIC 


846 


JA 


MINE 


DATA FILE 


GAME 


8 


FILE 


884 


TA 

JA 


O T C'T 

PICT 


uRiR rlLc 


RAMC 
ORrlC 


Q 
O 


PT I P 

r 1 LC 


flfld 


TA 
JA 


D T r^TT CI IC 

PI CT .SVk 


PDCATC DTPTMDCC 

CKcRic rlLluKcb 


IITT 1 
U 1 i L 


0 

7 


RAQT r 
0RO i L 


flflS 


TA 
JR 


DCAP 


nATA P T I P 
UR 1 R PI LC 


RAMP 


Q 
0 


PTI F 
r X LC 


fl05 


TA 
JR 


DCC T 

Ktr 1 


nATA P T I P 
UR 1 R Pi LC 


RAMP - 

Wine 


Q 
0 


FTI F 
r X LC 


005 

V V W 


TA 
JR 


DCCT 


nATA P T 1 P 
UR 1 R PI LC 


R^F 
Urv IC 


P 


FTLF 


005 

www 


TA 
JR 


TDAT 

1 KRi 


nATA P T 1 P 
UR 1 R PI LC 


RAMP 
Uriinc 


Q 
O 


FTi F 
r i L.C 


005 

www 


TA 
JR 


TDI ir 
1 KUw 


nATA P T 1 P 
UR IR r i LC 


R^F 
urii IC 


Q 
w 


FILE 


005 

www 




MATP PPHf^PAM 


1 T PPAPY 










HT Ql^ 


ppnnPAM 


nP^PRT PTT nN 


GROUP 

W I\ W W i 


RATING 


TYPE 


SECTORS 


k'A 


ANITMAt 


RRFAT RAMF PGR ALL 
wixCri 1 urn lu r ur\ riL.L. 


GAME 


10 


BASIC 


039 


l^A 
r\R 


AKITh'IAI HAT 
Hn 1 iTHL. ■ l/ri 1 


CAUP YnilR MAC5TPR FILE 
Orivi. 1 uui\ 1 iriw I d\ i A L»b 


DATA 


10 


FILE 


002 

W W mm 


i\R 


AM T MAI TMQ 
RnirlRL ■ irMO 


TMCTRIIPTT riNC 
mo 1 i\uL 1 i ui^o 


INFO 




BASIC 


08? 

WW/ 




AMTMDAT STA 


INITIALIZE DATA FILE 






BASIC 


985 


KA 


JUGGLER 


JUGGLE BALLS 


GAME 


6 


BASIC 


644 


KA 


LAUNCH 


SHOOT SPACESHIPS 


GAME 


9 


BASIC 


868 


KA 


LUNARLOR 


LAND YOUR SPACESHIP 


GAME 


6 


BASIC 


848 


KA 


MENU 


DISK DIR 


UTIL 


6 


BASIC 


885 


KA 


PANTHER. PTR 


PICTURE OF PANTHER 


DEMO 


6 


BASIC 


838 


KA 


POLYGON. FIL 


STRANGER BY THE RIVER 


DEMO 


8 


BASIC 


831 


KA 


SPACECDT 


SAVE THE PEOPLE 


GAME 


8 


BASIC 


871 


KA 


SPIDER 


DRAW UITH JOYSTICK 


DEMO 


9 


BASIC 


816 


KA 


STELLAR 


SHOOT THE INVADERS 


GAME 


7 


BASIC 


858 


KA 


YAHT2EE 


GOOD WORKING VERSION 


GAME 


10 


BASIC 


868 



««* MACE PROGRAM LIBRARY *«* 



DISK 

V A Wit 


PROGRAM 


DESCRIPTION 


GRniiP 




TYPF 

1 1 1 w 




LA 


BEE.V 

mtm mm mtm ■ Tr 


MUSIC 


DEMO 


10 

Jl V 


FILE 

1 1 wLb 


013 

V 1 w 


LA 


BLUES. V 


MUSIC 

9 9 \^ \mr A \^ 


DEMO 


18 


FILE 

1 4 w W 


001 


LA 


BUMBOOG.V 


MUSIC 


DEMO 


10 


FILE 

1 X WW 


0l4^ 


LA 


CAPRICIO.V 


MUSIC 


DEMO 


10 


FILE 

1 (1 La W 


017 

V X € 


LA 


DCOMP 


READ INSTRUCT I »4S 

• ^ tail 1 Jl i ^ W 1 1 > ^# W 1 A ^/I 1 W 


UTIL 


10 


BASIC 

wrn w X w 


041 


LA 


DPLAYER 


POKEY PLAYER MAY 1983 


UTIL 


10 


BASIC 

w a w 


022 


LA 


DPLAYER . DAT 


DATA FILE 


DATA 

VI I 1 1 1 




FILE 

1 J w l» 


007 


LA 


EDITOR 


REVISED MAY 1983 

• • ▼ • mmr mm mr 9 m 9 m m r ^tr 


UTIL 

9 A 9m 


18 


BASIC 

1^1 1 W A W 


1 42 


LA 


FACE.y 


MUSIC 

■ 9 mm mm m mm 


DEMO 

V Ihi I w 


10 


FILE 

1 « w w 


003 

V W W 


LA 


HBDAY.V 


MUSIC 

• • mm W m mr 


DEMO 


10 


FILE 

1 A w w 


002 

\Jf \f tm 


LA 


HIGHNOON.V; 


MUSIC 

• 9 mr mm m mr 


DEMO 


10 


FILE 

1 X WW 


008 

V V w 


LA 


IBELIEME.V 


MUSIC 

• ■ mr mr m mr 


DEMO 


10 


FILE 

1 A W W 


004 


LA 


IFYOUCAN.V 


MUSIC 


DEMO 


10 


FILE 

1 A W W 


003 

w V w 


LA 


INFO 


INFORMATION 


INFO 


10 

X V 


BASIC 

wn w a w 


005 

Www 


LA 


INFO. TXT 


DATA FILE 

mr 9 9 9 9 9 9 m mm mm 


DATA 


10 

A V 


FILE 

1 A W W 


080 

V W V 


LA 


LONDON. V 


MUSIC 

■ • mr mr m mr 


DEMO 

mr mmf 9 


10 


FILE 

1 <1 w w 


003 

w V w 


LA 


LOVING. V 


MUSIC 

• ■ mm mr m mr 


DEMO 


10 


FILE 

1 A W W 


007 


LA 


MANGER. V 


MUSIC 

1 ■ mr ^mr -m mr 


DEMO 


10 

A V 


FILE 

1 4 Lb W 


002 

V V Am 


LA 


MATHILDA. U 


MUSIC 

1 V mm m mr 


DEMO 


10 


FILE 

1 A W W 


003 

V V W 


LA 


MEANDBOB.V 

• • m 99 9 mr mm m^ mm m ▼ 


MUSIC 

1 I mr mr A mr 


DEMO 

V wl 1 w 


1 0 


FILE 

1 Jl W w 


00<^ 

V V \J 


LA 


MUSETTE. V 

* * «MF mm mm 9 9 9m^ m « 


MUSIC 

V 1 mr mr m \m 


DEMO 

V Wl 1 w 


10 


FILE 

1 <1 w w 


003 

V w w 


LA 


OLITTLt .y 

■■r mm m 9 9 mtm 9mm m w 


MUSIC 

■ I mr ^tr m mr 


DEMO 

V WI 1 w 


10 


FILE 

1 A W W 


002 

V V JL 


LA 


POLKSALA.V 

V mm mtm 9 > f mmm mm" 


MUSIC 


DEMO 

Vr Lmt 1 W 


10 

X V 


FILE 

1 1 w w 


003 

V V w 


LA 


PPDEMO 


POKEY PLAYER DEMO 

1 1 \ Im I 1 InV i 1 InlA mr 9mm9 9\r 


DEMO 

V Wl 1 w 


104 

XV' 


BASIC 

WTl >J X \m' 


041 

W ~ X 


LA 


RITWRONG.V/' 

■ ■ • • » > mm9 m mm m " 


MUSIC 

1 I mr \ir A \^ 


DEMO 

t/^WI iw 


10 

X w 


FILE 

1 A w w 


004 


LA 


ROCKCAS.V 

• » •■r 9 ^ ^tr9 9 \m m ▼ 


MUSIC 


DEMO 

V wl iw 


10 


FILE 

1 Jl w w 


01 1 

VAX 


LA 


SCIPIO.V 


MUSIC 


DEMO 

vwl Iw 


10 

X \3 


FILE 

1 X WW 


005 

V w w 


LA 


SHERIFF. y 

mr 9 9 mm ■ * «i f I v ▼ 


MUSIC 


DEMO 

V wl Iw 


10 

X V 


FILE 

1 J w w 


004 


LA 


STORYEND.V 

mm 9 mm 9 m 9 mm9 m mm ■ ▼ 


MUSIC 

I I \^ \ar A mr 


DEMO 

hfVmt 1 W 


10 

X V 


FILE 

1 1 WW 


005 

V V W 


LA 


SUNSHINE.V 

^ \tr 9 m m 9 m mm m V 


MUSIC 


DEMO 

wi 1 w 


1 0 


Fl LE 

1 i w w 


008 

vi V w 


LA 


TENDER. V 

■ mmmm m mm mm 9 \ m 


MUSIC 

• 9 mr \r A 


DEMO 

V Wl 1 W 


10 

X V 


FILE 

1 1 WW 


002 

V V 4U 


LA 


TEXAS. V 

• wmr m9 9 mr m ▼ 


MUSIC 


DEMO 

V Wl I w 


1 0 

A V 


FILE 

1 <l W W 


004 


LA 


V^ERGE 


READ INSTRUCTIONS 

V « ^^mm 9 mm wm w m w V mm ^^r ^m^ v ^m mmw m mm 


UTIL 

mm 9 m mm 


10 

mm yr 


BASIC 

mmr 1 Ig^ A mr 


005 

\r ^r mr 


LA 


UABASH.V 


MUSIC 


DEMO 


18 


FILE 


883 


LA 


UALL.V 


MUSIC 


DEMO 


le 


FILE 


08? 


LA 


WATER .V 


MUSIC 


DEMO 


16 


FILE 


883 


LA 


WHYME.V 


MUSIC 


DEMO 


18 


FILE 


883 


LA 


YESTERDY.V 


MUSIC 


DEMO 


18 


FILE 


883 



»»» MACE PROGRAM LIBRARY »»» 



DISK 


PROGRAM 


DESCRIPTION 


GROUP 


RATING 


TYPE 


SECTORS 


MA 


BASECNVT 


CONVERT BASE tt'S 


BASIC 


18 


UTIL 


832 


m 


DEFLECTR 


USE / KEY TO DEFLECT 


GAME 


9 


BASIC 


824 




DIGIDRFT 


USE J/STK TO DRAW 


UTIL . 


184 


BASIC 


071 


MA 


FLAG 


US FLAG WITH MUSIC 


DEMO 


8 


BASIC 


822 


MA 


6RENH0LE 


GTIA GREEN HOLE 


DEMO 


18 


BASIC 


811 


MA 


HAUKS 


LOOKING FOR FOOD 


GAME 


8 


BASIC 


853 


MA 


HEARTS 


CHANGE THEIR POSITION 


GAME 


6 


BASIC 


836 


MA 


KORSRACE 


NO GRAPHICS 


GAME 


5 


BASIC 


824 


MA 


LINEDLT.LST 


MASS DELETE LINES 


UTIL 


18 


BASIC 


886 


MA 


MENU 


USE JOYSTICK TO RUN 


UTIL 


6 


BASIC 


811 


MA 


NSLAUGHT.OBJ 


SPACE GAME 


GAME 


10-1 


OBJ 


842 


MA 


OTHELLO 


CAPTURE OPPONENT 


GAME 


8 


BASIC 


847 


MA 


STATES 


STATES AND CAPITALS 


EDUC 


18+ 


BASIC 


868 


MA 


TRACE. LST 


TRACE THRU PROGRAMS 


UTIL 


18 


BASIC 


834 



»«« MACE PROGRAM LIBRARY *** 



DISK 


PROGRAM 


DESCRIPTION 


GROUP 


RATING 


TYPE 


SECTORS 


NA 


BALL 


GTIA BALL 


DEMO 


7 


BASIC 


88? 


NA 


BLUES 


FROM ATARI REF MANUAL 


DEMO 


7 


BASIC 


815 


NA 


CHICFAST 


CHICKEN FAST VERSION 


G^E 


ie> 


BASIC 


847 


NA 


CRYSTAL 


GTIA CRYSTAL 


DEMO 


6 


BASIC 


815 


NA 


CURSOR 


BLINKING CURSOR 


UTIL 


8 


BASIC 


884 


NA 


FAUCET 


GTIA WATER FAUCET 
DON'T EAT JELLYFISH 


DEMO 


18+ 


&^SIC 


82? 


NA 


JELLYFSH 


GAME 


9 


BASIC 


831 


NA 


LONEAGLE 


SAVE THE HORSES 


G<^E 


8 


BASIC 


858 


NA 


LRN2TYPE 


FOR BEGINNERS 


EDUC 


8 


BASIC 


814 


NA 


MENU 


DISK DIR LOAD/GO 


UTIL 


9 


BASIC 


811 


NA 


MICROIDS 


NEEDS INSTRUCTIONS 


G^E 


8 


BASIC 


848 


NA 


OLDMAC 


J/STK BUTTON IF RIGHT 


EDUC 


184 


BASIC 


8?6 


NA 


PEEKER 


PEEK VALUES OF RAM 


UTIL 


18 


BASIC 


833 


NA 


PEPPER 


MUSIC 


DEMO 


7 


BASIC 


853 


NA 


RING 


GTIA RING 


DEMO 


7 


BASIC 


88? 


NA 


TRAGEDY 


DICE GAME 


GAME 


8 


BASIC 


846 



««« mCE PROGI^ LIBRARY ««« 



DISK 


PR06RAM 


DESCRIPTION 


GROUP 


RATING 


"VW f*% 1^ 

TYPE 


SECTORS 


OA 


BESSEL.PIC 


PICTURE DATA FILE 


DEMO 


If 


BASIC 


JiiL ^ .JUL 

062 


OA 


DOLLAR. PIC 


PICTURE DATA FILE 


DEMO 


18 


BASIC 


062 


OA 


EYES. PIC 


PICTURE DATA FILE 


DEMO 


16 


BASIC 


062 


OA 


h.A I^K 111 

MENU 


MAIN PROGRAM FOR PIC 


DEMO 


16 


BASIC 


020 


OA 


MUSIC. PIC 


PICTURE DATA FILE 


DEMO 


16 


BASIC 


062 


OA 


ROCKY. PIC 


PICTURE DATA FILE 


DEMO 


16 


BASIC 


062 


OA 


SCROLL 


ONE PICTURE LOAD FILE 


UTIL 


18 


BASIC 




OA 


SHI FT. ASM 


SUBFILE FOR SCROLL 


UTIL 


18 


BASIC 


682 


OA 


SPIRAL. PIC 


PICTURE DATA FILE 


nPMH 

1/c.nu 


1 ft 






OA 


TEQUILA. PIC 


PICTURE DATA FILE 


DEMO 


18 


BASIC 


662 


OA 


UNCLESAM.PIC PICTURE DATA FILE 


DEMO 


18 


BASIC 


662 


OA 


UILLI^.PIC 


PICTURE DATA FILE 


DEMO 


18 


BASIC 


862 


*** MACE PR06RM1 


LIBRARY ««« 










DISK 


PROGRAM 


DESCRIPTION 


GROUP 


RATING 


TYPE 


SECTORS 


PA 


ADVENTUR 


ADVENTURE GAME 


ST RAT 


9 


BASIC 


099 


PA 


AMORTIZE 


FIGURE MONTHLY PAYMTS 


UTIL 


8 


BASIC 


040 


PA 


ASTROSTM 


GET TO OTHER SIDE 


GAME 


7 


BASIC 


021 


PA 


BIO.^S 


BIORHYTHM CHART 


DEMO 


7 


BASIC 


030 


PA 


FLAKE 


RANDOM SNOWFLAKE 


DEMO 


6 


BASIC 


008 


PA 


LASERGN2 


SHOOT THE SPACESHIP 


GAME 


8 


BASIC 


067 


PA 


LIVEWIRE.OBJ TEMPEST TYPE-AMAZING! 


GAME 


4 A ■ 

10-* 


OBJ 


037 


PA 


MATHFUN 


UUUU rlH 1 n 1 tHLncK 


FDUC 

L. 1/ W W 








PA 


MENU 


Ul oi\ UJK LURU/bU 


UTIL 


9 


BASIC 


628 


PA 


RENUM . LST 


KtrlUnDtK YUUK rKUbKMn 


1 IT T 1 
U 1 1 L 


o 

7 


DA.O T r* 

dAoI C 


014 


PA 


RESCUE 


i AMn TUC CDAPCCUTD 

LhflNL; 1 nt orMLtonlr 


GAME 


8 


BASIC 


061 


PA 


ROADBLCK 


dLULK YUUK UrrUNcNI 


GAME 


16 


BASIC 


041 


PA 


SHELL 


cnDT DniiTiKiir 
OUKI KUUI irib 


UTIL 


7 


BAS I C 


007 


««« MACE PROGRAM 


LIBRARY 










DISK 


PROGRAM 


DESCRIPTIOr^ 


GROUP 


RATING 


TYPE 


SECTORS 


OA 


BOXDEMO 


bUUU trr cL 1 o 


DEMO 


8 


BASIC 


008 


OA 


DETECTVE 


cm ijc Tuc roTMC 


ST RAT 


9 


BASIC 


ML. MK .JiL. 

070 


OA 


DOGBITE 


Vnil APP A MAT! MAM 
T UU Hr(t H riHlLririri 


ST RAT 


7 


BASIC 


064 


OA 


ELECTRIC 




ST RAT 


8 


BASIC 


091 


OA 


HOPPER. OB J 


QFI PPT PMANinPQ CPPPH 


GAME 




OBJ 


V WW 


OA 


MENU 




UTIL 


9 


BASIC 


628 


OA 


OCTADRAU 


UPRY TNTPRPQTTNR msIPP 

VC.i\i ililCrsCOl ImU LnMLrC 


UcnU 


o 
o 




0 1 D 


OA 


PMEDITOR 


rPPATP PI AYPPQ {PtA\ 


UTIL 


184 


BASIC 


020 


OA 


STARWARP 


ArRjPKITIIPP TYPP 
Hl/VUPf 1 UnC 1 T r t 


STRAT 


8 


BASIC 


150 


OA 


UA<v>ES 


UPPY Q1MP1 P 

viii\i oinrLCi 


DEMO 


3 


BASIC 


004 


»«« t 


MGE PROeMW 


LIBRARY 










DISK 


PROGRAM 


DESCRIPTION 


GROUP 


RATING 


TYPE 


jm»^ mm ^^m^ mm ml 

SECTORS 


RA 


CUBE3D 


3D CUBES 


DEMO 


7 


BASIC 


015 


RA 


GIGGLE 


RANDOM DOTS 


DEMO 


5 


BASIC 


006 


RA 


HORSE 1 


RUNNING HORSES 


DEMO 


16+ 


BASIC 


047 


RA 


UV^ES 


PM DEMO 


DEMP 


7 


BASIC 


^IL JBL JiL. 

033 


RA 


LOGOl 


ATARI LOGO 


DEMO 


16 


BASIC 


016 


RA 


MAZE 


FIND YOUR WAY THROUGH 


GAME 


7 


BASIC 


j^ WW* mm 

057 


RA 


MENU 


DISK DIR LOAD/60 


UTIL 


9 


BASIC 


031 


RA 


PMPRIOR 


PM PRIORITY 


DEMO 


9 


BASIC 


007 


RA 


RIGHT4e 


40 COLUMN TEXT 


DEMO 


10 


BASIC 


622 


RA 


SCROLL. BAS 


FINE SCROLLING 


UtnU 




DHOi L 




RA 


SOUNDEXP 


SEE 7/83 COMPUTE-INST. 


UTIL 


6 


BASIC 


658 


RA 


STARSHOT 


USE YOUR PADDLES 


GAME 


7 


BASIC 


129 


RA 


SUPCQMP3 


COMPARE FILES 


UTIL 


18+ 


BASIC 


834 


*** mCE PROGRAM 


LIBRARY *** 










DISK 


PROGRAM 


DESCRIPTION 


GROUP 


RATING 


TYPE 


SECTORS 


SA 


BLACKBOX 


LOCATE THE ATOMS 


STRAT 


5 


f*W Jk. fy Y J^V 

BASIC 


062 


SA 


BURP 


**« BE CAREFUL ! ! *** 


1 l*V V 1 

UTIL 


16 


BASIC 


A 4 4 
011 


SA 


CIRCLES 


ONE LINER 


DEMO 


7 


BASIC 


i% A 

002 


SA 


CITY 


ONE LINER 


DEMO 


7 


BASIC 


J^ jay jm^ 

003 


SA 


CLOCKCOM 


WORKING CLOCK 


UTIL 


16 


BASIC 


jm^ J mm 

017 


SA 


CREATOR 


RECREATE OBJECT FILE 


UTIL 


18 


BASIC 


019 


SA 


DICEROLL 


VOICEBOX REQUIRED 


DEMO 




BASIC 


045 


SA 


DIETY 


RECREATE SECTORS 


UTIL 


16 


BASIC 


J<^ J*^ 

025 


SA 


EIGHTBAL 


HIT THE BILLIARD BALL 


GAME 


5 


BASIC 


Jim > 

036 


SA 


FIFTEEN 


PUT IN ORDER 


STRAT 


7 


BASIC 


A n A 

836 


SA 


MENU 


DISK DIR LOAD/GO 


UTIL 


9 


BASIC 


631 


SA 


MSGDEMO 


CREATE MESSAGES 


UTIL 


18 


BASIC 


633 


SA 


RENUMBER 


GREAT RENUMBER PROG. 


UTIL 


164 


BASIC 


866 


SA 


STARMCH 


YOU ARE IN CHARGE 


STRAT 


6 


BASIC 


116 


SA 


TYPO 


CHECK ANTIC TYPING 


UTIL 


18 


BASIC 


618 



%mm %A0 SM^ 

4^ 4^ ^\ ^\ 


MD 


301 


-972 


-4444 


AMIS 


WARLORDS 




X 




other 


: ATARI BBSs 


}K 


MI 


313 


-274 


-3940 


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M 


X 




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% 


MI 


313-352 


-8271 


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X 






1-978- 


•8087 




MI 


313 


-427 


-1402 


AMIS 


CAPTAIN KIRK 


L 


X 




UPDATED 07/24/83 




MI 


313- 


-538 


-0197 


AMIS 


DARTBOARD 


L 


X 


notes; 






m 


MI 


313-544 


-0885 


AMIS 


M*A*C*E* 




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MI 


313 


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313^ 


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AMIS 


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313- 


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A«R*C*A«D4£* 


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24 HOUR Operation 




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517^ 


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C*H*A*0*S* 




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616- 


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X 












MO 


314- 


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CoMputerCave 


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MO 


314- 




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BBS 


313-978-8087 




MO 


314- 


-928 


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NC 


919 


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-7710 


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609- 


-267- 


-7825 


TARI 


BOB ALLE6ER 


L* 














NJ 


609^ 


-924- 


-5875 


TARI 


ELECT. CANDY 


L 


AL 


205- 


979-0513 


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Ei^AtC^E^ 


L 


NV 


702- 


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-9488 


AMIS 


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L 


CA 


213- 


271-0224 


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NY 


212- 


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AMIS 


SPIDER NEB 


xc 


CA 


2 1 *" 


•783-8373 


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L*A*A*C«E!« 




NY 




-927- 


-6919 


AMIS 


DANTE'S INF* 




CA 


408- 


•253-5216 


AMIS 


GFX 




NY 


212- 


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""AASS 


AMIS 


INFO 800 




CA 


408- 


•298-6930 


AMIS 


IBBS 


L 


NY 


212-798-2027 


ARMU 


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L 


CA 


408- 


732-1079 


• 


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yn 


NY 




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-4940 


AMIS 


LATE NIGHT 


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CA 


415- 


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SYNAPSE 


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216- 


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-9273 


AMIS 


GARFIELD 


L 


CA 


619-447-8143 


AMI8 


8*D*A*C*E* 


L 


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216- 


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AMIS 


NORTH COST 


L 


CA 


714- 


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419- 


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714- 


■973-2086 


ARMU 


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OH 


614-476 


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ATRPOST DEMO 




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805-498-2508 


AMIS 


THOUSAND OAKS? 


OK 


405^ 




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AMIS 


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215-333- 


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303- 


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•276-8342 


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RICKY MOOSE 


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1^ 



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10-9 MonrSat. 




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17- 



I 



ABC's of=^ 
t3y M^r-lc OAvicJs 



Part I 

Most programs ^rritten for ATARI use 
player missile graphics cabilities that are 
built into the computer* The problem with most 
articles is that they assume that you already 
know how to use PM graphics* Creative 
Computing had an excellent article (Sept*81 by 
Small&Small) describing how to get started* 
Compute has had a number of articles giving 
hints on using PM graphics* This program and 
article is a tutorial for the person who 
understands ATARI basic and wishes to get 
started with PM graphics* After reviewinj] this 
program^ even a novice should be able to put 
new colours and shapes onto the screen* As 
you study this programt pay particular 
attention to the REM's* 



The first step is to set aside memory for 
the players and missiles* The easiest method 
seems to be to use strings* This string 
technique first appeared in an article by 
Sheldon Leemon who gave credit to Marcus 
Watts* 



This program will produce players with 2 
line resolution* (The minimum heigM fcnr a 
player is the same as a plotted point in GR*7*) 
The PM map should start on a 1 K memory 
boundary* Line ^sures ttiat the address 

of PM$ will be on the boundary* MIS* is the 
string that holds the missiles shapes^ P0$ 
holds shape of player 0» Pi* holds the shape 
of player If etc* Line 25020 clears all players 
and missiles by filling the strings with blank 
spacses* 



Next point to our player area> indicate 2 
line resolution and turn on PM graphics* The 
POiCE 423fl7 does 2 things* sets priority for 
the players amt missiles and groups the 
missiles as a 5th player* 



Now that the requirements are met# we can 
make some shapes* (See figure 1 ) These will be 
the shapes of otr players* The collection of 
darkened squares is called a BITMAP* Each 
shape has its own bitmap* Notice that the ball 
is 7 squares tall* Notice that the string 
BALL$ is dimensioned to 7* Look closely at 
the bitmap for the ball* Add the values of the 
darkened squares in the top row* The first 
value in BALL* is the sum of these squares* 
The darkened squares on the 2nd row add up to 
give the vakie of the 2nd position in BALLf » 
etc* Line 25110 shows a simple way to put the 
shape into the string (BALL*)* 



Lines 25130-25180 use the same technique 
for 3 new shapes* You may define as many 
shapes as you need* You may put them 
onscreen f later» whenever and wherever you 
want them* Use your graph paper to bmhi your 
own shapeSf Each shape may only be 8 squares 
acrossi but may be as tall as 128 squares* Use 
the technique shown here to biMld the shapes 
into strings* Use lines 25200-25299 to make 
your own shapes* 



Let's put some shapes on the screen* Line 
110 makes player 0 colour 1 ^^sm talil##^3 on 
p*50 of ATARI Ref* Manual) with a medium 
brightness* Line 120 places the bitmap halfway 
acro^ the screen (see fig*2)i line 130 makes 
the player narrow* Line 140 puts the string 
BALL$ into the player string P0$* The vertical 
position of the ball depends on where the 
shape is put into the player string (P0$) (see 
fig*3)* 



Lines 210-240 put the pink man on the 
screen* Lines 310-340 put the blue box on the 
screen* Lines 410-440 put the white bird onto 
the screen* Study these lines until you know 
exactly what they do* LiiiM 500^840 describe 
how to change the horizontal position of a 
player* Lines 1000-1150 describe each step in 
drawing the tall^ green biolding* 

I hope that this program will allow you to 
start to play with player missile graphics* 
Please write any comments or suggestion to 
me* I will try to answer your questions in the 
next issue* Stay tuned for PART II! 



IQ 



PLAYER MISSLE DEMO 



0 REM « PMDEHO (7/27/83) 
5 REM « PART I (OF 3) 
8 REM 3K BY M* DAVIDS 

10 GOTO 250 00 :REM x SETUP PM GRAPHICS 

100 ? :? J? :list 110,150 

110 POKE COLO »l}Kl6-t-8: REM x MED* YELLOW 

120 POKE HP0,128JREM x LEFT EDGE OF BITMAP AT HOR. CENTER OF TEXT 
AREA 

130 POKE MO^OtREM x REGULAR MIDTH 

140 P0*(17,23)=BALL*:REM X PUT BALL ON SCREEN AT TOP OF TEXT AREA 
150 GOSUB WAIT:REM X WAIT FOR START AT LINE 31010 
200 ? {LIST 210»250 

210 POKE C0L1» 4x16+10 J REM xBRIGHT PINK 

220 POKE HP1,48:REM x LEFT EDGE OF BITMAP AT LEFT EDGE OF TEXT AREA 
230 POKE WP1»1{R£M x DOUBLE WIDTH 

240 PI * (64, 77 )=MAN*: REM x PUT MAN ON SCREEN AT VERTICAL MID* OF TEXT 
AREA 

250 GOSUB WAIT:REM X WAIT FOR START AT LINE 31010 

300 ? :LIST 310,350 

310 POKE C0L2,6xl6+8JREM x MED BLUE 

320 POKE HP2»48JREM x LEFT EDGE OF BITMAP AT LEFT EDGE OF TEXT AREA 

330 POKE WP2,3{REM x QUAD WIDTH 

340 P2*(107,112)=BOX*JREM x PUT BOX ON SCREEN AT VERTICAL BOT*OF TEXT 
AREA 

350 GOSUB WAIT:REM X WAIT FOR START AT LINE 31010 
400 ? JLIST 410,450 

410 POKE C0L3, 0x16+14: REM XBRIGHT GRAY (WHITE) 

420 POKE HPS, 156: REM x LEFT EDGE OF BITMAP AT 3/4 FROM LEFT EDGE OF 
TEXT AREA 

430 POKE WP3,1:REM x DOUBLE WIDTH 

440 P3*(88,91)-BIRD$:REM x PUT BIRD ON SCREEN 3/4 DOWN ON TEXT AREA 
450 GOSUB WAIT:REM X WAIT FOR START AT LINE 31010 

500 ? :? "NOTE THAT WE HAVE 4 DIFFERENT SHAPES AND 4 DIFFERENT COLOURS 

ON THE SCREEN*" 

510 ? "THERE ARE 2 EASY METHODS TO REMOVE THE PLAYERS FROM THE SCREEN." 
520 ? :? "1* POKE THE HORIZONTAL POSITION ADDRESS TO ZERO* < 

ergo POKE HP0,0)" 

525 ? :LIST 550 :? :? " keep your eye on the BALL" 

530 ? :? :? " push the option key to do this*" 

540 if peek (53279) 03 THEN 540 : REM x WAIT FOR OPTION KEY 

550 POKE HP0,0:REM x MOVE YELLOW BALL TO THE FAR LEFT EDGE (OFF THE 

SCREEN) 

560 ? CHR*(125) 

60 0 ? :? :? " HOW do we get it back ?" 

610 ? :? " LETS POKE THE HORIZONTAL ADDRESS WITH 128 ( er«o POKE 

HP0,128 ) ♦" 

620 ? :? :list 65o:? :? " push select key to move the ball back" 
640 if peek (53279)05 then 640 

650 POKE HP0,128:REM x MOVE IT BACK x 

70 0 ? CHR$<125):? *? "WAS THAT FAST ???? " 

710 ? "TO CHANGE THE HORIZONTAL POSITION OF PLAYER 0, JUST CHANGE THE 



VALUE IN HPO" 

720 ? :? JLIST 750:? J? " PUSH THE START KEY TO SEE THIS*" 

7^0 IF PEEK (53279)06 THEN 7^0 

750 FOR A=0 TO 255 J POKE HPO, A : NEXT A 

760 ? :? " SEE IF YOU CAN FIGURE OUT HOM TO MOVE THE BALL IN THE 

OPPOSITE DIRECTION*" 

770 ? SORRY, BUT I'M NOT GOING TO HELP YOU WITH THIS. WRITE DOWN 
YOUR ROUTINE AT LINE 840 . " 

780 ? J? " PUSH SELECT TO CONTINUE*" 

790 IF PEEK < 53279)05 THEN 790 1 REM x WAIT FOR SELECT KEY 
800 ? CHR*<125):? J? " DOES YOUR ROUTINE LOOK LIKE THIS ?" 
810 ? t? JLIST 840 

840 FOR As255 TO 0 STEP -i:POKE HPO, A : NEXT A 

850 ? J? J? "SEE IF YOU CAN MAKE THE OTHER OBJECTS MOVE (BOTH WAYS) 
ACROSS THE SCREEN." 

860 ? :? :? "USE LINE NUMBERS BETWEEN 900 AND 990 FOR YOUR ROUTINES," 
870 GOSUB WAIT 

1000 ? :? J? "WELL, HOW TALL CAN A PLAYER BE ?" 
1010 ? J? "TALLER THAN THE SCREEN WILL SHOW !!" 

1020 ? J? "EACH PLAYER LIVES IN A STRING THAT IS 128 BYTES LONG," 
1030 ? J? "THE TOP OF THE SCREEN IS POSITION 17 IN THE STRING." 
1040 ? J? "THE BOTTOM OF THE STRING IS AT POS. 112 OF THE STRING," 
1050 ? J? "LETS SEE HOW TO DRAW A BUILDING ON THE SCREEN." 
1060 GOSUB WAIT 

1070 ? J? J? " FIRST ERASE THE BIRD," 

1080 LIST 1090 J GOSUB WAIT 
1090 P3*-PM$ 

1110 ? J? " HERE IS OUR STRUCTURE," 

1120 LIST 1130,1140JGOSUB WAIT 

1130 POKE C0L3, 12*16+2: REM JKDARK GREEN 

1140 FOR A«112 TO 17 STEP -1 :P3»( A, A)=CHR*(255> JNEXT AtREM K ALL BITS 

ON ! 

1150 ? :? " NOW MAKE IT WIDER. "J? :? JLIST 1160 JGOSUB WAIT 
1160 POKE WPS, 3 {REM M EXTRA WIDE x 

1170 ? J? " ADD SOME WINDOWS."?? t? JLIST 1180 JGOSUB WAIT 

1180 FOR A=20 TO 100 STEP 5 J P3$ ( A )=CHR*( 165) JP3$ ( A+1 )=CHR» ( 165 ) JNEXT A 

1190 ? J? J? " END OF PART I" 

1200 ? t? J? » (TO BE CONTINUED)" JEN0 

250 0 0 REM 5IC SET UP PM GRAPHICS x 

25005 GRAPHICS OJPOKE 709,12JPOKE 710,0JPOKE 712,4JREM M. MAKE WHITE 
LETTERS ON BLACK SCREEN « GREY BORDER 
250 06 POKE 752,1 J REM x CURSOR OFF 
25010 DIM 

D$(l) ,FILL*( (INT(ADR(Df )/1024)+l)3Kl024-ADR(D$)-l),PM$(384),MIS$(128),P0 

$(128) ,P1*(128),P2*(128) ,P3*(128) 

25020 

PM*=CHR» ( 0 > J PM* ( 384 ) =CHR$ ( 0 ) J PM* ( 2 ) =PM* J MIS*=PM$ J P 0 *~PM* J P 1 *=PM* J P2*=PM 
*JP3*=PM*:REM X CLEAR ALL STRINGS 

25030 POKE 54279, ADR (PM*) 7256 J REM x POINT TO START OF PM AREA 
25040 POKE 559, 46 J REM * CHOOSE 2 LINE RESOLUTION FOR PLAYERS 
25050 POKE 53277, 3 J REM x ENABLE PM GRAPHICS 

25060 POKE 623,17JREM x SET PRIORITY ADDRESS (ALSO GROUP MISSILES AS 
5TH PLAYER ) 

25070 COLO=704JCOL1=705JCOL2=706JCOL3=707JREM x COLOR ADDRESSES FOR 



PLAYERS 

25080 WP0=53256JWP1=53257:WP2=53258:WP3-53259:REM x ADDRESSES FOR 
WIDTHS OF F'LAYERS 

25090 HP0=53248:HPl=532^9:HP2«53250tHP3«53251JREM x HORIZONTAL POSITION 
ADDRESSES FOR PLAYERS 

25099 WAIT=31000JREM x A USEFUL SUBROUTINE 
2510 0 REM 5K DEFINE SHAPES 

25110 RESTORE 25120 :DIM E!ALL*<7) :F0R C==1 TO 7:READ 

AJBALL»<C»C)=CHR*<A)JNEXT C 

25120 DATA AO , 126, 255,255, 255. 126,60 

25130 RESTORE 251^0JDIM MAN$<12)iF0R C=l TO 12:READ 

AJMAN*<C,C)=CHR$<A) JNEXT C 

251^0 DATA 56,56,16,12^,124,12^,12^,108,^0,^0,^0,40 
25150 RESTORE 25160 JDIH B0X*<6)JF0R C=l TO 6:READ 

a:box»<c,c)=chr*<a) :next c 

25160 DATA 255,129,129,129,129,255 

25170 RESTORE 25180 JDIM BIRD*(4)JF0R C=l TO ^JREAD 

AJBIRD*(C,C)=CHR*<A) :NEXT C 

25180 DATA 66,165,24,24 

25300 GOTO lOOJREM * LETS SEE THEh ! 

31000 REM WAIT FOR START KEY xx 

31010 POSITION 10,20 :? "Push START to continue," 

31020 IF PEEK (53279)06 THEN 31020 

31030 ? CHR*( 125) J RETURN 

31111 POKE 710,12JPOKE 709,0 



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MICROPAINTER (d) 25.00 

TAX ADVANTAGE (d ) 38.00 

HOME ACCOUNTANT (d ) ...49.50 

VOICEBOX II (d) 125.00 

FROGGER (d,t) 20.50 

SAGA ADVENTURES (d) .28.00 

VISICALC (ATARI) (d) 155.00 

TELELINK I . .23.00 

TELETALK 33.00 

BANK STREET WRITER (d) 45.50 

HOME CALC (d,t) 28.50 

LJK LETTER PERFECT (cart) . . . . 165 . 50 

REPLICATOR ONE (d ) 19.50 

REPLICATOR TWO (d) 19.50 

FILEMANAGER + (d) 79.50 

TO ORDER : Send certified check, money order, cashiers check or order C.O.D. 

Sorry no charge orders at these LOW prices. 

S 6 D SALES CO., INC. 3701 CADILLAC TOWER, DETROIT, Ml 48226 (313)963-9330 

STEVEN T. BUDAJ, PRESIDENT — MACE MEMBER 



HARDWARE 

MOSAIC 3 2K RAM $5 8,00 

MOSAIC 64K RAM ....125.001 

KEYBOARD FOR 40 0 (INHOME) 39.00| 

ASTRA-DUAL DISK DRIVE, SSSD or SSDD, 
SOFTWARE SELECTED, SAME SIZE AS 

ATARI 810, WITH OSA+ DOS 525.00 

MICROPERIPHERAL AUTO DIAL/ANSWER MODEM| 

FOR USE W/0 850 INTERFACE 245.00 

FOR USE WITH 850 INTERFACE 170.00 

INTEK 64K RAM 110.00 

INTEK 4 8K RAM 83.00 

800 MONITOR CABLE 17.50 



-Michigan residents add 4% sales t£ix. 
-$2.00 shipping for software. 
-Shipping for hardware will be C.O.D 



-Space limitations prevent us from 

listing all our products. 
-Call or write for complete catalog. 




ATARI 

A Wviw CwNmuncMwfW ComMny I 



lytic H:I<3 AIM ATARI 



735 



SoLJirl-tField ♦ IMI 



24HR BULLETIN BOARDS 544-0885/274-3940 



MACE HOTLINE (Meeting Info) 338-6837 



PRESIDENT 
Marshal Dubin 
2639 Hempstead 
Auburn Heights, MI 48057 
338-6837 

VICE-PRESIDENT 
Jerry Aamodt 
4148 Huhn 
Rochester, MI 48063 
574-1020 

TREASURER 
J ames Phillips 
40008 Cambridge 
Bldg 23 - Apt 103 
Canton Township* MI 48187 
981-1523 

CORRESPONDING SECRETARY 
Mike Lechkun 
32229 Ruehle 
Warren, MI 48093 

978-8432 
CoMPuServeJ 70655,643 



RECORDING SECRETARY 
Hilliam Black 
1251 Duck wood 

Milford, MI 48042 

887-6870 

PROGRAM COORDINATOR 
Gretchen Levitan 
12709 Borgman 
Huntington Hoods, MI 48070 
399-6964 

DISK LIBRARIAN 
Chet Gonterman 
35088 Savannah Lane 
Farmington Hills, MI 48018 

553-7443 

CASSETTE LIBRARIAN 
Paris Ajo 
6642 Leytonstone 
West Bloomfield, MI 48033 

661-0388 

NEWSLETTER EDITOR 
Arlan R. Levitan 
12709 Borgman 
Huntington Hoods, MI 48070 
Compuserve! 70675,463 
Source ID: TCT987 
Voice.' 399-6964 



MEXT IXIEETIISEG 0S>y20-/'e3 

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Ten St a Half & Evergreen 
7J00PM 



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A.C.E. 
P.O Box 2785 
Southfield, Ml 48037 



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Classes start in September 



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Sale prices not combinabie with other Specials 

Specials end 8-31-83 



24484 W. Ten Mile 
('/2 bik. W. of Telegraph) 
Southfield, MI 48034 

(313) 358-5820 





nUCTQ 

station 



RITE WAY ENTERPRISES 

EVERYTMINB DISGaUliTED EVERYDAY 

OPEN MONPAY THRU FRIDAY 10-9, SATURDAY 10^6 



YOUR ONE STOP MARKETPLACE 
FOR ALL YOUR COmPUTER NEEDS. 

THOUSANDS OF SOFTWARE PROGRAMS IN STOCK! 

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(313) 559-2980 
19783 12 MILE RD. 
SOUTHFIELD, MI. 48076 



PLAZA 



(313) 562-3178 
22027 MICHIGAN AVE. 
DEARBORN, MI. 48124 



INC.. 



(313) 751-2454 
8262 12 MILE RD. 
WARREN, MI. 48093 







MICHIGAN ATARI COMPUTER ENTHUSIASTS 
PaOa BOX 2789 

SOUTHFIELD, MICHIGAN 48037 



BULK RATE 
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PAID 
PERMIT #431 
SOUTHFIELD. Ml 




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Printing aM Biniery Smien ky • GRAPHIC ENTERPRISES. INC. Oilroit, Mickigan • 313-839-6800