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II Computing Vol 1 No 2 Dec 85 Jan 86

  • PublicationApple Periodicals
  • Date1985-12-01
  • Pages104
  • SourceII_Computing_Vol_1_No_2_Dec_85_Jan_86.pdf
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Source: Internet Archive — Aggregated Apple-era periodicals, 1981–2012.
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USERS COMPU TING U.S.A. $2.95 CANADA $3.50 DECEMBER / JANUARY 1986, New Apple Products Steve Wozniak Talks About Apple, Jobs Sysop Santa’s Computerized Gift Selector Motion Analysis Starter Program The casa Business Computer Insights on AppleWorks The 65C816 Chip— Core of a New Apple? Paul Revere Meets George Boole 7447017795 hea Siccm inet ia a latices Tee Ve hell el lee Semmes An Apple IIc abe Apple Ic on the right works exactly the same as the Apple Ic on the left. Almost. The Apple on the right ha powerful memory expansion coprocessing card called 2 From Applied Engineering. Which means the Apple on the right can completely load AppleWorks into RAM—and then run it up to thirty times faster than the Apple on the left Z-RAM also acts as a solid-state disk drive. Which means the Apple on the right will load and store programs up to 30 times faster. And, our included RAM disk is compatible with Applesoft, PRO-DOS, DOS 3.3, PASCAL and CP/M. Turbo Charged AppleWorks. Even a 256K Z-RAM can completely load AppleWorks into RAM. With Z-RAM, the moment your fingers touch the keyboard AppleWorks responds. A 256K Z-RAM lets your IIc run AppleWorks up to 30 times faster, incre: vailable desktop to 235K and maximum number of records from 1350 to over 16,000, doubles the number of lines allowed in the word processor, provides a print spooler, and auto segments large files so they can be saved on two or more disks. A 512K Z-RAM boosts AppleWorks desktop to an incredible 4. Take a closer look. 4 There’s more. AM has a built-in high speed Z-80B microprocessor that allows you to run CP/M sg programs. Which means you now hav ss to the single largest body of software in existence, including popular packages like WordStar, dBase II, Turbo PASCAL and Microsoft BASIC. A 16 bit option is also available. And still more. Z-RAM is compatible with all Ic software and hardware, installs easily in just ten minutes with a screwdriver (slightly longer without), is available with 256K or 512K of additional memory (a 256K Z-RAM can be upgraded to 512K at any time). Z-RAM is easily handled by the IIc power supply with our patent pending power saving design The only thing better than that would be a recommendation from Steve Wozniak. “Trecommend Applied Engineering products whole- heartedly,” (Of course, Steve's Hc has a Z-RAM installed.) Steve Wozniak, the creator of Apple Computer x _ For fast response. AM comes complete with simple instructions, RAM disk re, Z-80 operating system, CP/M manual. And a five year ssle free” warranty. Make a good Apple great. With 256K Z-RAM “384K total” ($359); with 512K “640K total” ($419), 16 bit option may be added later ($89). If you want to run CP/M software, but don’t need more memory, we suggest our Z-80c card. The Z-80¢ has no memory expansion ports and is priced at only $159. Call 214-241-6060 TO ORDER TODAY. 9 a.m. to s, or send check or money order to Applied Engineering. MasterCard, Visa and C.O.D. welcome. Texas residents add 516% sales tax. Add $10.00 outside U.S.A. Applied Engineering P.O. Box 798, Carrollton, TX 75006 (214) 241-6060 SET YOUR CREATIVITY IN MOTION WITH FANTAVISION,™ THE MAGIC MOTION/SPECIAL EFFECTS GENERATOR. ‘Its Ait Ud Aeeesige how much fun it would be to take a simple drawing and make it come alive, dancing across the screen of your computer. To draw an egg, and transform it into a fire-breathing dragon. To invent weird characters and strange, alien worlds. Then, to combine all this into your own incredible cartoon or movie. : : oo P - YOU CAN even add Text with Fantayision ia viaaliyadtomales ~ Now, imagine if you could do all that as easily as pressing Souashe oe pore grea a button: PEO TL ILE peatne en falta Know what? With Fantavision, you can. Eascravisicae IS A REVOLUTIONARY SOFTWARE BREAKTHROUGH that, for the first time, brings to home com- puters the special powers known to computer animators as “tweening” and “transforming.” YOU CAN create weird monsters by simply YOu don't need any artistic ability or computer programming, Sraseng circles argund the sereensandusing skills, Anything you draw in one frame can be fluidly “trans- formed” into something else in the next frame. For example, draw a plane in the air in your first frame, and a plane on the runway in your second frame. With Fantavision, your computer can instantly generate —in real time —up to 64 “in-between” frames so that your plane appears to come in smoothly for a realistic, three-point landing. IT TAKES ONLY a few simple steps to create intriguing three-dimensional effects. YOU DON'T HAVE TO be an artist to create Wee YOU SEE THE MAGIC of Fantavision, you LOAD HI-RES 5 from other pro- Bion SautSreate arate make east,” — wont believe it. When you play with it, you won't be able to stop. £ivour’umatinationand tase =" Bruderbund: FANTAVISION is available for Apple personal computers. Look for it at your favorite Brdderbund Software dealer. For more information about Bréderbund products, please write us at 17 Paul Drive, San Rafael, California 94903-2101. Apple is a registered trademark of Apple Computer, Inc. © 1985 Bréderbund Software, Inc. THE MOST CHALLENGING GAMES ATTHE MOST REASONABLE PRICES UST OUR ELECTRONIC ARTS price price Adventure Construction Set $50 $34 Archon $36 $24 Archon Il: Adept $40 $27 Cut & Paste $36 $24 Financial Cookbook $50 $34 Murder on the Zinderneuf $36 $24 Music Construction Set $40 $27 One on One $40 $27 Seven Cities of Gold $40 $27 Sky Fox $40 $27 Wilderness $50__$34 UST OUR SSG PRICE PRICE Carriers at War $50 $33 Europe Ablaze $50 $33 Reach for the Stars 2nd Ed. $45 $30 usT OUR ust OUR SSI PRICE PRICE INFOCOM PRICE PRICE Baltic 1985 $35 $23 Cutthroats $40 $27 Battle for Normandy $40 $27 Deadline $50 $34 Bomb Alley $60 $40 Enchanter $40 $27 Breakthrough/Ardennes $60 $40 Hitchhikers Guide/Galaxy $40 $27 Broadsides $40 $27 Infidel $45 $30 Carrier Force $60 $40 Planet Fall $40 $27 Cartels & Cutthroats $40 $27 Seastalker $40 $27 Computer Ambush (2nd Ed.) $60 $40 Sorcerer $45 $30 Computer Baseball $40 $27 Starcross $50 $34 Computer Quarterback $40 $27 Suspect $45 $30 The Cosmic Balance $40 $27 Suspended $50 $34 50 Mission Crush $40 $27 Wishbringer $40 $27 Fighter Command $60 $40 Witness $40 $27 Gemstone Warrior $35 $23 Zork | $40 $27 Geopolitique 1990 $40 $27 Zork Il, Il $45 $30 Germany 1985 $60 $40 Four-in-one-Sampler $8 $6 Imperium Galactum $40 $27 Invisiclues $8 $6 yamplorappe $60 $40 i ust OUR Mestbrigade =~ $6) gay.—S« LSIR-TECH FRE PRICE North Atlantic 1986 $60 $40 = 2 . Norway 1985 $35 $23 Wizardy-Knight of Diamonds $35 $23 Objective Kursk $40 $27 Wizardy-Lgcy of Llylgamyn $40 $27 Operation Market Garden $50 $33 Wizardy-Proving Grounds $50 __ $33 Phantasie $40 $27 ea Frojessionat Tout Golt eh et MICROPROSE PRICE PRICE Rails West $40 $27 RDF 1985 $35 $23 Crusade in Europe $40 $27 Reforger 88 $60 $40 “15 $35 $24 Ringside Seat $40 $27 Nato Commander $35 $24 Six Gun Shootout $40 $27 Solo Flight $35__$24 War in Russia $80__ $53 TEVEX INCORPORATED 1710 Wilwat Drive, Suite Norcross, GA 30093 404-441-3045, 1-800-554-1162 BEST SELECTION — We have carefully selected the best titles from the most challenging software available. CALL TOLL-FREE — Callus anytime to place an order or just to ask a question. Every call is always welcome on our 800 line. SAME DAY SHIPPING — We ship every order the same day it's placed. Just call before 4:00 and we'll ship your order via UPS DISCOUNT PRICES — Save up to 4 off the retail price when you buy from Tevex. Why pay more for the same software? FRIENDLY, KNOWLEDGEABLE STAFF — We are always available to answer your questions and keep you up to date on new & upcoming games We also carry software for Atari, C-64 and IBM CALL TOLL FREE 1-800-554-1162 SAME DAY SHIPPING* Georgia residents call 404-441-3045. ORDERING AND TERMS. C00 personal check or money order. Include phone number SHIPPING: Add Apple I APO. FPO orders is $3.00 or 5% of order. Shipping for all other foreign orders is $10.00 or 15% of order “On all orders before 4 00 pm eric computer” List OUR ETC. PRICE PRICE Competition Karate $35 $25 Dreadnoughts $30 $20 rilgnt Simulator II $50 $36 GATO $40 $27 Lordlings of Yore $40 $30 Micro League Baseball $40 $27 Mindwheel $45 $30 Sun Dog $40 $30 Ultima III $60 $40 Under Fire $60 $40 Universe $98.50_$75 Blank Disks —Bonus Disks SSDD $12/box of 11 He and 111 (with exceptions.) oul jor shipping and hand} $® = Open 9-6 Mon. - welcome. When ordering by phone use Ge CALL FOR FREE CATALOG 1A or MASTERCARD. When ordering by m: ia residents add 3°» sales tax. Shipping fo Tevex. Inc. 1985 Fri. 10-4 Sat. Lissner on AppleWorks... page 26 FOR APPLE II USERS COMPUTING ‘Volume 1, Number 2, December/January 1986. IT Computing— For Apple IT Users is published bimonthly by Antie Publishing, Ine. Editorial offi cisco, CA 94107. Second class postage applied for at San Fran are located at 524 Second Street, San Fran- and additional mailing offices. POSTMASTER: Send address changes to IT Computing, P.O. Box 1922, Marion, OH 43306. FEATURES 16 Motion Analysis Text by Mike Fleischman Program by David Empey Every Little Movement Has an X,Y All Its Own 26 Five Favorite Features of AppleWorks As Told to IT Computing by Rupert Lissner and Steve High Handy Time-Savers from AppleWorks’ Creator 31 Doing Business with the Apple Ic by Charles Rubin A Many-Faceted Machine 40 Boolean Logic and Paul Revere by Ron Lichty and David Eyes Logical Operators in Assembly Language 52 Sysop Santa by Scott Anthony Electronic Bag of Gifts DEPARTMENTS 11 Profile: Steve Wozniak Speaks Out 48 Graphics: Deck The Hall With Computer Printouts by Kendra R. Bonnett 55 Game Frame: Marble Mania by Bill Marquardt 78 Education: The New Electronic Libraries by Ann Garrison 82 Sneak Preview: Hardware The WDC 65C816 by Jeff Hurlburt 87 Sneak Preview: Software Perry Mason Returns to the Screen by Elizabeth Metzger Armstrong 88 Reviews: The Advisor; Wishbringer; Muppet Learning Keys—More Software to Choose from 95 Product News From Apple: New, Exciting World of Solutions by Anita Malnig Perry Mason returns ........... page 87 COLUMNS 9 Sotto Voce by Margot Comstock Reflections by a Former Softalk Editor 23 For the Fun of It by Neil Shapiro Games & Entertainment Software Up and over +. page 16 35 Advanced Computer Concepts by Daniel Wolf, Ph.D. Multiply Big Numbers 45 Tales from the Crypt by Caxton C. Foster Cracking Ciphers with Computers SOFTWARE LIBRARY 57 Type-In Listings READER SERVICES 8 Editorial 58 Typo II Typing Checker 76 Football Prognosticator Statistics 94 Advertisers’s List 98 New Products Meet RamWorks II" The Recognized Industry Standard For Memory Expansion of the Apple Ie. 3 PATENT/Feh RAMWORKS DING wADPLIED ENGINEERING™ Ramworks IT. A Generation Ahead. Again. he best selling expansion card for the Apple Ile just got even better. With RamWorks II, expand your He to an incredible 3 megabytes of usable RAM. Turbo Charged AppleWorks, RamWorks II plugs into the He auxiliary slot and acts just like Apple's extended 80 column card, only better—. because if you buy a 256K or larger card, AppleWorks will automatically load itself into RamWorks II. This dramatically increases AppleWorks’ speed and power: because it effectively eliminates the time required to access disk drive 1. Now, switch from word processing to spreadsheet to database management at the speed of light. AppleWorks responds the moment your fingers touch the keyboard. But AppleWorks has certain internal limits, independent ¢ lable memory. Fear not. Only RamWorks II (and the original RamWorks of course) removes those limits. Only RamWorks II increases the maximum number of records available from 1,350 to over 16,000. Only RamWorks I actually increases the number of lines permitted in the word processing mode. And only RamWorks II features a built-in printer buffer, so you no longer have to wait for your printer to stop before going back to AppleWorks (256K or larger RamWorks II required). With RamWorks II, you won't have to split your data into 2 or more separate files because you'll have the necessary memory to access ALL your data ALL the time, quickly and conveniently AppleWorks RamWorks II Desktop 128K 101K 256K 188K 512K 378K 1 MEG 758K 1.5 MEG 1136K 3 MEG 2277K The Most Friendly, Most Expandable Card Available. RamWorks II is compatible with more off-the-shelf software than any other RAM card. Popular programs like Advanced VisiCalc, Magic Office System, Flashcalc, The Spread Sheet, Diversi DOS, Supercalc 3A, Magicalc, etc. (and hardware add-ons like Profile and Sider hard disks). Fact is, only RamWorks is 100% compatible with all software written for the Apple 80 column and extended 80 column cards. In addition, RamWorks I. can emulate most other RAM cards, so you can use programs written for them without modification. And any size RamWorks I can be user upgraded later to any larger size. RamWorks II was designed so you could take full advantage of future developments in 16 and 32 bit microprocessors. As your needs grow, so can RamWorks IL. A handy coprocessor connector allows the latest and greatest coprocessor cards to access all 3 MEG of RamWorks I memory. And speaking of more memory, RamWorks I has a memory expansion connector on board so a low profile (no slot 1 interference) memory expansion card can add another 512K or 2 MEG of memory. Should you ever run low on memory with RamWorks II (unlikely) you can add th pander cards to your RamWorks IL at any time. And of course, these expander cards are compatible with original RamWorks too. It’s In Color. The same slot that’s used for memory expansion is also the slot that’s used for RGB color display: RamWorks II lets you decide later to add RGB color. For only $129, an RGB option can be added to RamWorks II to give you double high resolution color graphics and 80 column text. All with razor sharp, vivid brilliance that's unsurpassed in the industry. The RGB option does not waste another valuable slot, but rather plugs into the back of RamWorks I with no slot 1 interference (works on the original RamWorks, too) and attaches to any Apple compatible monitor. And remember. You can order the RGB No problem. The memory chips on the card that you now have, which is where most of the money is, can be unplugged and then plugged into the expansion sockets on RamWorks I It's Got It All. + 15 Day Money Back Guarantee + Super sharp 80 column text (patent pending) with or without RGB option * Double high resolution graphics (with or without RGB option) * Expandable up to 1 Meg (1024K) on main board option with your RamWorks IL. Or add it on ata later date. It Corrects Mistakes. Let's say you bought some other RAM card (and that’s a mistake) and your RAM card is not being recognized by AppleWorks, Advanced Visicalc, Flashcalc, Supercalc 3A, or other programs, and you want RamWorks IL. * Expandable to 3 Meg (3072K) with expander (piggyback) card * Can use 64K or 256K RAMS in any combination * Linear addressing coprocessor port * Automatic AppleWorks expansion up to 2205K desktop * Accelerates AppleWorks. * Built-in AppleWorks printer buffer + The only large RAM card that’s 100% compatible with all Ie software 512K Expander + RAMDRIVE™ the ultimate disk emulation software included free * 16 Bit option * Compatible RGB option + Built-in self diagnostics software * No slot 1 interference * Lowest power consumption (patent pending) + Takes only one slot * Software industry standard * Advanced Computer Aided Design * Used by Apple Computer, Steve Wozniak and virtually all software companies * 5 Year no hassle warranty RamWorks II with 64K $ 179 RamWorks II with 256K $ 219 RamWorks Il with 512K $ 269 RamWorks Il with 1 MEG $ 389 RamWorks Il with 1.5 MEG $ 549 RamWorks Il with3 MEG $1699 RGB Option (may addlater) $ 129 16 Bit Option (may add later) $ 89 RamWorks II. Like the original, it’s rather extraordinary. But then some things never change. ORDER YOUR RamWorks I TODAY. 9am. to 11 p.m. 7 Days, or send check or money order to Applied Engineering. MasterCard, Visa and C.O.D. welcome. Texas Residents add 514% sales tax. Add $10.00 outside U.S.A. AE Applied Engineering P.O. Box 798, Carrollton, TX 75006 (214) 241-6060 FOR APPLE Il USERS Tfompctinc Pi blisher DeWitt Robbeloth, Editor; Anita Malnig, Assistant Editor; Michael Biancalana, Technical Assistant; Re= becca Hale, Editorial Assistant Art & Production Marni Tapscott, Art Dirctor; Linda Tapscott, Preduc- tion Supervisor; Julianne Ososke, Production Assistant; Deborah Onodera, Production Assistant Contributing Artists Bud Thon (cover), Beatrice Benjamin, Marcia Stieger, Sarah Waldron ‘ulation Les Torok, Manager; Cathy Sulak, Subscription Coor dinator; Steve Randall, Dealer Sales; Eve Gowdey, Dealer Sales; Daniel Salazar, Shipping Marketing Gary Yost, Dincior; Lisa Wehrer, Mgr. Product Distri- bution; Brad Kershaw, Product Specialist; Sherrill Spurgeon, Sales Manager Administration Clay Selland, Controller; Lorene Kaatz Manager; Juanita Melrose, Personne! Manager; Brenda Oliver, Accounts Receivable; Griselda Lopez, Accounts Payable; Nelly Rodriguez, Data Processing: Fidez Bituin, Clk pit Maria Chaves, Onder Pocasing Adver John Harvey Ber 419-957-0886 Garland & Associates Receptionists, Mary Jan fanyo & Josie Miranda General Offices (415) 957-0886 Subscription Customer Service (614) 383-3141 Credit Card Subscriptions (800) 433-0100 ext. 700 Continental U.S. and Hawaii Copyright 1985 by Antic Publishing, Inc. All rights, reserved. Printed in USA Editorial submissions should include program list- ing on disk and text on disk and paper if prepared with a word procesor. Media will be returned if a self-addressed stamped mailer is supplied. Antic Publishing assumes no responsibility for unsolic- ited editorial mat No part of this publication may be stored in an elec- tronic retrieval system except by the purchaser for his own use, nor reproduced by any means (elec- tronic, magnetic, mechanical, optical, photo- graphic, or other) by anyone without prior written permission of the publisher. 11 Computing — for Apple Il Users is an indepen- dent periodical not affliated in any way with Apple Computer, Ine. Apple, Apple II, Apple II+, Apple He and Apple i/c are registered trademarks of Apple Computer, Inc. All references to Apple prod- ucts are traclemarked and should be so noted. Antic isa registered trademark of Antic Publishing Inc EDITORIAL ll Err Is Human by DeWITT ROBBELOTH, Editor One of the constant problems for computer magazine editors, at least those who publish programs, is the inevitable bug or error in a listing. To pre- vent this we test all our programs on our Apples, and then prepare them for presentation in the magazine. This includes editing, renumbering, gener- ating checksums and codes (see Typo II, page 58), formatting, generating printouts, pasteup and proofing. But as careful as we try to be, some prob- lems do escape our scrutiny. So, we take this occasion to introduce a new “reader service” we call II Err is Human. Under this heading in each issue you will find correc- tions and enhancements to programs from past issues. Fortunately, the programs in our premiere issue were remarkably clean, but there were some minor inconsistencies. In the Halley’s Comet pro- gram, line 120 is correct but the Typo II code for it should be VZ and the checksum should equal 3895206. Also, users of the Halley program probably have discovered that the program requires a 24-hour clock, i.e., 23 instead of 11 p.m. Similarly, the date must contain the century digits as well as the decade, ie., 1985 instead of 85 or ‘85. The program can be very slow for certain dates. The following changes submitted by Ronald Bushyager of Paoli, PA, will speed things up: 990 GS = GS/360 1000 GS = (GS—INT(GS)) * 360 delete line 1020 DOS 3.3 users who typed in the Hi-res Labeler program need to change line 1080 to : 1080 DS$ = CHR§(4): C$=“CATALOG” : DIM B§(61) (DOS 3.3 does not recognize the ProDOS command ’CAT’) And for our NFL fans, Bill Marquardt has submitted the following enhancements to his Football Prognosticator program: 820 GAME = 0: MV = 0: IF W < 5 GOTO 880 1080 IF MV THEN GOTO 1240 3880 PRINT LEFT$(BL$,5—LEN( STR$ (SD(1))));SD() 3890 NEXT : GOSUB 4500: PRINT D$;“PR#0”: GOTO 3910 4510 FOR R = 1 TO 67—LP 4520 PRINT : NEXT R: LP = 0: RETURN 4870 FOR J = 1 TO GAME: PRINT PRED§(J): NEXT J: LP = GAME + 3 continued on page 76 I COMPUTING The Beguiling Brilliance of Bill Budge by MARGOT COMSTOCK Early Apple owners who used their machines at all were aware of Bill Budge. At a time when other programmers’ identities were unknown —at best picked up when users listed a program to resolve a problem — Bill Budge’s name was part of the title of every commercial product he wrote. The credit for this, incidentally, belongs to Budge’s publisher at the time, Al Remmers, whose rise-and-fall story might be a column in itself. Rem- mers saw the potential of the star system in soft- ware practically before Trip Hawkins learned to input a-p-p-l-e, and Budge was his first star. As a result, Bill Budge’s Trilogy, Space Games, 3-D Graphics System, and Raster Blaster, the first realis- tic pinball simulation, created—or revealed—a legend. GRAND ILLUSION Before the press introduced the public to software publishers and programmers, misconceptions abounded where there were any conceptions at all. Budge, because of his strong presence seemingly from the beginning of time —at least Apple time — appeared in the minds of many users as a patri- arch, a gray-haired pillar of the industry. Sometime in 1981, when Sofialk had just begun, we learned that Bill Budge was in Los Angeles and planned to visit our offices. We were terribly excited, and quite nervous, about meeting this much admired and revered old-timer. When Budge arrived, much later in the day—and much earlier in his life—than we had expected, he apologized for the delay by explaining how nervous he'd been about meeting the people who wrote Sofialk. He seemed barely out of his teens, a young man of dewy good looks and warm, if shy, manner. BEING AND NOTHINGNESS No longer dewy nor shy, Bill Budge remains good- looking, warm, benevolent and brilliant. Never a prolific product-maker, Budge hasn't entered the market with a new individual package since early 1983, when he introduced Pinball Construction Set, which continues to sell as one of the five or six most popular programs ever. (He did Mousepaint for Apple Computer, Inc.— hardly a simple task— but grinned at the news that David Snider had saved him the effort of a double hi-res version with Broderbund’s Dazzle Draw.) But Budge is hardly forgettable; and consumers and industryites alike are frequently asking, what’s Bill Budge working on these days? What’s Budge doing? The clear implication in their tone is that whatever it is, it must be good, it must be desira- ble, it must be what will show us the next state of the art. And everyone already wants it. All those people frequently ask, but apparently they seldom ask Budge. Their intuition, however, is right on. What Bill Budge is working on is very good, exciting, and it may indeed lead the way to a new state of the art. THE EVERYTHING CONSTRUCTION SET “Making whatever you want on the computer shouldn't have to be a big programming task,” says Bill Budge. “I want to do a construction set that makes it easy for anyone to build whatever pro- gram he wants — from pinball pieces for a pinball game to little spheres a physics teacher might use to simulate tiny worlds or an atomic nucleus.” The premises upon which Budge’s construction set is based would allow the building of such pro- continued on next page Margot Comstock was cofounder and editor of Softalk. It was great fun, but it was just one of those things. DECEMBER / JANUARY 1986 grams as word processors or spreadsheets, given the appropriate primitive commands to work with. But Budge wants the most possible expandability, and that still resides in the kinds of programming that first gave us games and graphics. “T want it to make toys,’ Budge says, “but maybe I mean something a little different from what people will think” To Budge, a toy is anything that’s fun to tinker with, play with, learn through; toys arouse curiosity, inspire experimentation —lots of very good things. That, too, is where progress has traditionally come from in software. New and exciting changes come through pushing the frontiers of versatility, simplicity of use through graphics, and simulation. With that in mind, the Universal Construction Set will provide the primitive commands suitable for designing any sort of video games and any kind of simulation. THE ART OF THE STATE “All it really is is a state machine,” Budge explains. ‘State machine is a term used in computer science to describe a system of discrete points within a prescribed area that interact according to given rules. You can picture such a system to look like a network connecting numerous points, or states. The point that can move around among the other states is the current state; it can output or assimi- late input at each state. How you arrange the net- work and what rules you give for moving among the states determine what kind of a program you end up with. “I want to expand the state machine beyond the finite examples traditionally used in computer science. My machine will have broad states and transitions so that what you define is a space with infinite points. Then you set its dimen- sions, define its parts, and set rules so it can run. “It’s like being able to build little synthetic machines that you can play with. The games pro- vide the model—simulations like the atomic nucleus. Anything mechanistic—you can build a model of any machine.” Discrete state machines can define animation — or play music. Any video game, Budge says, is just a state machine, with collisions, inputs, outputs. It’s also an example of cellular automata. The game of Life* is a two-dimensional exam- ple of the same thing. Each point, object, cell, has two possible states: on or off, being or not being. And which state a point is in depends on simple rules. In the game of Life, the rules are usually that a living point dies of crowding when three or more adjacent points are on and dies of loneliness if alone or if only one adjacent point is on. With the Universal Construction Set you could produce Life in this form or create a similar simu- lation in one-dimensional form. Life in one dimension consists of a row of points with left and right neighbors only. Each point might have four states of being, such as different colors, determined by a set of rules. So the simulation would draw one row, then determine the next row by the rules applied to the first row, and the next row, getting a sequence and potentially very interesting results. FLY ME TO THE MOON “You can get very complex behavior or very sim- ple depending on the rules you set;’ Budge says. And this is the way computer simulation can be used to attack complex math problems, called chaotic systems. For instance, mathematical anal- ysis fails when it comes to defining the behavior of water coming from a tap when it’s neither drip- ping steadily or flowing with some consistent force. That’s an example of a chaotic system, and com- puter simulation can define it far more workably than math has been able to. The computer makes it possible to search for automata that have simi- Jar behavior. The universe of mathematics greatly expands by including these machines. So, no, the Universal Construction Set is not just a fancy video-game generator. “Tt could be called the Simulation Construction Set. You create a discrete number of objects in a world, give them rules, and watch what happens.” Who knows what you might be so inspired to cre- ate or design. “Leonardo was the first to see that machines could be designed for specific tasks. Then he went to work designing machines for everything he could think of?’ Budge says, sounding as though Leonardo were a personal friend, rather like, well, Woz. The helicopter and the diving bell are just two of the machines whose first design and concept are attributed to da Vinci. With Bill Budge’s Universal Construction Set, people won't have to be programmers to design machines for any task they think of, and maybe some they don’t. Budge has an interesting perspective on programming ability, however. He believes that eventually almost everyone will be able to program; programming will be similar to reading today. The Universal Construction Set will make it easy for everyone to get started by doing things that won't even seem like programming as we now think of it. “Like programs such as J-2-3, the set will have continued on page 47 1 COMPUTING [Rowrutine | LOMPUTING . Charter rate over 35% off cover price SPECIAL CHARTER RATE! Y ES } Send me 6 issues of // Computing m at the special introductory (charter) subscription rate of $11.97. 0 Check enclosed ( Billme CO Bill my credit card O VISA 0 MC Name Company Address City State Zip Credit Card # Exp. Date. Cin Please allow 4-6 weeks for delivery of your first issue. Canadian and Mexican residents add $5.00 E161 _per year. Other Foreign subscriptions add $10.00 per year. —— ‘oon nae em (Soe os ie ae es a nH et FOR APPLE Ii USERS: | [Bonririne- ‘Magazine + Disk SEASONS GREETINGS! SPECIAL CHARTER RATE. 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Box 1922 Marion, OH 43306 NO POSTAGE NECESSARY IF MAILED IN THE UNITED STATES NO POSTAGE NECESSARY IF MAILED IN THE UNITED STATES PN cee NO NO POSTAGE NECESSARY IF MAILED IN THE UNITED STATES | L PHOTOGRAPHY RICK BLAIR PROFILE Steve Wozniak Speaks Out by MIRIAM LISKIN, LYNNE VERBEEKE and STAN POLITI Steve Wozniak, the young engineer who designed the original puters, and who teamed up in 1976 with friend Steve Jobs to start Apple Computer, Inc., left the company in February 1985 and shortly began a new venture, Cloud 9. This interview was conducted in August, 1985, and first appeared in longer form in Computer Currents, publication serving the San Francisco Bay Area, It appears here courtesy of Computer Currents’ publisher Stan Politi and the other interviewers. Apple com- a biweekly Interviewer: How did you get involved with Cloud 9? Wozniak: | started this company because it has a real neat product that had to get done, and I wanted to do anything I could to help a couple of other people start up a company for it. Then I got so intrigued by the product that I wanted designed, based on what Td learned at Apple about the human interface. I wanted it done so well that rather than hire some- body to do the circuit design and the microcode, I wound up doing it mys some input into how it v Int: What are you working on at Cloud 9? Woz: Programmable remote control. A versatile unit that you can program to control all of your equipment by pushing one button. If you have a satellite receiver, and a million people do, you could need up to seven remote controls to operate your TV. Life wasn't made to be that difficult. You should have just one piece of equipment that lets | you push one button to turn on three things, and set them all so you're watching NBC. Int: Did you get tired of computers? Woz: Yes. I mean, I use them day in and day out, and I love them, but I just got tired of working with them intensely. I could get interested in some type of computer, but not what computers are today, and only for my own interest, not as a new product. Of course, now I am theoretically design- ing a computer, because this new product is pro- grammable, but it doesn’t do any of the same things that computers today can do. It could be expanded into a computer, because it’s got a programming very powerful, even though it has no variables. But I will point out that we made this product open. You can unplug the infrared input and output, and there’s a 12-pin connector that connects right to a built-in 6502-equivalent processor, with 8K of CMOS RAM. We put a little mini-jack on the side so you can actually con- nect it to any terminal and have a 6502 monitor up and running, to write your own test programs. You've got an LCD display to work with, and it’s a real neat development system. language which i Int: What do you think is the future of home computers? Woz: I think we've got to admit to ourselves that it’s intriguing, that it’s fun and entertaining to use a clean, modern technology to do something. I can honestly say that the computer is so much better continued on next page DECEMBER / JANUARY 1986 than the typewriter I had before, but it’s dishonest ina way to say it’s so productive, or that it’s changing me asa person. In the end, it’s really a more mod- ern tool for doing the same work. Int: Can you visualize what the ultimate computer for the home market would be like? Would it be tied in with a home entertainment. system? Woz: Mmm, everybody would pretty much say the same things, you know, it would be tiny, with a flat backlit LCD screen, and it would plug into every TV and control all your appliances, and have huge amounts of memory, and a hard disk built in, and it would be the size of a book... Int: Who should have a Mac, who should have an Apple Te and who should buy a Ic? Woz: Well, anybody who's going to be using the computer to help them in a hardware lab should have an Apple Ile. I designed the Ie for basically two things, and that was one of them, because that’s what I did in my life. To write BASIC programs, or write assembly language programs to solve engi- neering problems, plug in cards to burn EPROMs, test out microprocessor circuits, there is no better alternative, period, in the world. The IBM PC is much more difficult to use for those things. I wouldn't recommend the IIc for any use other than at home, where you'd want to save space. I designed all the desks here to give huge amounts of desk space so you have a working desk and a separate desk for your computer. But a IIc takes up less of your life, it takes less of your space away. If you're going to be doing the normal business work, spreadsheets, word processing, a little bit of graphics and telecommunications, Macintosh is the place to start. The only reason for any other com- puter is that you've already got one that you're familiar with and you like, which is a good rea- son. It’s not as if you can say somebody is wrong to get almost any computer that exists. [m probably more productive to this day on an Apple II than on anything else, even though Macintosh is better. Int: What’ the morale at Apple after reorganization? Woz: Right now they're going through a lot of changes, and whenever there's a change there’s an upset in morale. After a while it gets back to nor- mal. What I hear from a lot of departments at Apple right now is real rapport with the reorgani- zation, and I think it'll become stable. Int: Do you think Sculley’s the one to bring Apple back to its peak again, or beyond? Woz: Yes, largely by his understanding of the total operation of the company, how manufacturing relates to engineering, to marketing, and being able to put them all together and keep them working well together. And right now his management team is the finest. His technical leader, Jean-Louis Gaassee, is the finest manager I ever knew at Apple, just for common sense thinking about what you need to sell, what will sell, what you need to do to make it sell. Int: Jn some interviews I've read the impression created was that Jobs wanted to build this corporate culture, and Sculley was running it like most bottom-line, straight companies are run. Woz: In the end, Sculley is running a business. The owners of the business are the shareholders, and he's going to do everything he can to make them the winners. Jobs had too much of his own ego and personal directions involved that didn't have to do with whether the decisions were good for the business. It was more what was good for what he conceived of as his own image in the world. Scul- ley probably feels sort of sorry about swallowing a lot of Jobs's bull, because he’s so eloquent about speaking it. Sculley started saying exactly the same things as Jobs for the last year, because Jobs always came up with the words that would grab you. It's like a politician saying “trust me,’ and you believe him. For some reason, if they say it the right way, you believe them. Int: Would you care to comment on your relationship with Steve Jobs at this time? Woz: Well, when I left Apple to start Cloud 9 I expressed some negative feelings about the mar- ket, usage of computers, some of the things I’ve said to you. Then recently, he went to the plastics outfit we'd selected [to make the case for our new product] and he said, “Look, it's CL9 or it's Apple” They had a contract that said they could not do anything that competes with Apple. We have it in writing from Apple that our product does not relate to anything Apple does, and this outfit knows that, so they were not in violation of any contract. But Steve went there on a weekend and saw that they were doing our product, and he told them, “you cannot do it or you'll lose Apple’s business.” It was just personally driven. He told us on the telephone I COMPUTING that it was because when I left Apple, I had kicked Apple. And my attitude is, maybe I kicked Apple, trying to kick it in a good direction, but the big fat cat didn’t even wake up. Anyway, that’s what he told us privately, but he would never say it pub- licly. His reason for doing it was to try and get me, so I really could not phone him or initiate a conversation at this time. I run into him on occa- sion, and we'll talk peacefully, but it was a very, very wrong case of using power and money to manipulate those who didn’t have as much. That’s the sort of person he actually is inside. Aside from not being able to trust him, he will use anyone to his own benefit. Int: Was this something you were ever able to perceive about him way back when? Woz: Yeah. Oh yeah. Int: But it was a good marrage at the time? Woz: Yeah. We got along, we were great friends. But once he had me design a product for Atari called Breakout, for the arcades, and he said, “Til split the money with you, 50/50. They’re paying us $700, so you'll get $350. And fine, I got my $350. Later I learned, from reading a book, that they'd really paid several thousand. He said simi- lar things to other people at the time. He said, “Well, I buy something for $10, and so-and-so wants it for $100. It’s worth $100 to him so I'll sell it to him for $100, without even telling him I bought it for $10” And that’s really indicative of what's inside of him. I would not allow that to have con- trol over what I was doing. There are different types of people in the world—there are some that will be very friendly and honest, and you can count on them for what they say, and there are others that use their strength any way they can. Int: If you had to do it all over again with Apple, what would you do differently? Woz: I'd be very outspoken about what Apple should be doing with its product line relative to the real world, to build the company and build sales. We were going to have very large revenues coming in between 1980 and 1983 from the Apple II, and Apple didn't allow any project at all on the Apple II, especially an expansion, for the sake of one product—the Apple III. The Apple II was the largest selling computer in the world. I travelled a lot on the outside then, to a lot of user groups and clubs, and I knew what people were doing in the real world. But inside Apple, nobody then knew of any product you could plug into the Apple II to add memory or mass storage. There were no 64K Apple IT systems inside Apple, period. No Apple II was allowed to have more than 48K of memory or to have more than one floppy disk, because then it could do the same thing an Apple III could. Int: All those businesses that should have been buying Apple IITs were buying Apple I's and putting as much other stuff on them as they could--- Woz: And Apple didn't support them, deliberately, very deliberately. The ProFile was designed for the Apple II, but Marketing said “No, no, we can't have a concept in peoples’ heads that an Apple IT can do this. We're only going to aim the Apple II towards low-end uses, and we will put the ProFile only on the Apple II”” But then to stick with that for three years was wrong. Maybe stick with it fully for a half a year, then they should have started merging the two. To stick with it for a whole year and try to make the III go is reasonable, it’s under- standable. But three years? There’s no way in the world to understand why every ad for three years was Apple III. It was three percent of our business. Only a few percent of the engineers at any one time were working on Apple II development projects, until products like the Ie had to get phased into production. It’s an untold story. The Apple TH had a poor introduction, and they could have either dropped it or let it remain very small and supported it at that level forever. They put all the money into making the Apple III compete head to head with the IBM PC for the sales that occurred in 1983. The Apple IT should have shared those, and Apple was the only company that absolutely never allowed the Apple IT to be expanded. They made enemies — anybody who expanded it in an outside company was an enemy of the system soft- ware and the system engineering people inside the company, and we would sometimes turn them off and not talk to them. Apple totally disallowed the Apple II because the Apple III failure was kind of a personal failure to Steve Jobs and Mike Markula, and they tried with hundreds of millions of dollars to buy success for their ideas. Int: Do you think there’ a place for very small companies, like two guys in a garage, the way you started out, making software or add-on products for computers? Woz: Yes, there’s always going to be a place for continued on next page DECEMBER / JANUARY 1986 a couple of people to write a good general-purpose program, with enough sales to support up to a cou- ple dozen people. If you're lucky and happen to come up with a good product, you can make money, but I wouldn't urge anybody to go in that direction. The image that got built up in the last few years that any two people that had some omputers and software should start ‘elated to computers. So all the engi- neering and software talent went in one direction — PC’s—and it took away from other kinds of prod- a company ucts. Now, all those companies are wondering if they can make the next payroll, and there's a big ike the one we're doing here, that could have started a few years earlier. vacuum for good products Int: Can one person design a computer these days, the way “you say you like to work? Woz: Oddly enough, a lot of it can be done. Nowa- days we [Apple] have gotten to the point where Hewlett-Packard was before Apple started. H-P didn’t want an Apple, because they knew a com- plete computer meant various pieces of hardware, operating systems, some languages, applications software. We thought, “We're just going to start up a little company selling compute! do all these other things eventually:’? But now to Apple, “computer” means a lot more than just a PC board with a CPU and I/O on it, so one per- son couldn't do that whole task. One person could doa very tight CPU design and a lot of the ROM code. , and welll Int: Would it take too much time? Woz: No. If you get the right one or two people, very motivated, time doesn’t have the same meas- urement. There's never a way to put a fixed time on how long a computer design takes. For a full computer project that Apple would do, you'd need ten man-years at least, along with everything that they'd have to do to feel they're introducing enough of a product that it will somehow sell. Apple could never go back. It’s like H-P—you couldn't go down and start a little hobbyish project that might build into a huge business. Apple could never start with a new technology right now that was only going to be small sales, because they could never justify the cost of managing it, even though it might in a few years be worth billions. Every single new tech- nology promises that in a few years it will be worth billions, but it’s hard to show which ones are really going to make it. Int: Does it feel strange to have started out that way your self and now your child grew up and changed completely? Woz: Not strange. ..I had designed those com- puters before there was an idea to start a company, and I demonstrated them for a long time before Steve came by and said, “let’s start a company.” My motivation just to design neat products and stuff. It was done as a hobby, in the days when you shared a lot of the technology with other hackers and you went to clubs, and it was the intrigue of your life that you’ve got something real special. I worked for H-P even when I was design- ing this stuff at night as my hobby. So, I would say not strange at all. It was unusual to have been 11 so fast—it was a huge success. Int: You didnt have any idea that might happen? Woz: No, no way at all. And how large is large? A million dollars was large to me when we started—it was so huge it was unbelievable. Int: Youve been so successful, have you ever thought of retiring? Woz: What I want right now is to make a really good product. Working hard all those nights is not A lot of programmers say it is, but you joy having to stay up late, always thinking the goal is one hour ahead of you when lly 20 of those one-hour fixes. Programming you to keep very i the way the goals set themselves up, and it is one of the hardest types of work during those periods. Int: John Dvorak got us on a running joke about the kind of car people drive. What do you drive? Woz: I drive a Datsun 300 ZX (not turbo charged), a four-seater for my two kids, with baby seats in them. It’s about the greatest car in the world. I also have a new Porsche. But the Datsun is a bet- ter car almost every way around except looks, and it only cost half as much. Int: Do you have one definitive statement youd like to make to the world? Woz: Always enjoy what you're doing. Busine: wise, always be honest with yourself and the world about what someone's going to buy. Not what has value because your special expertise went into it, but what is going to be of value to an end user. Some common sense thinking.// I COMPUTING QUESTHON™ {5 available on ABK diskette for APPLE®I with Applesoft ROM, Apple 1+, Me, and the ($49.95), On ADK diskette for ATARE® home computers (840,95), On GAK diskette for COMMODORE 64" ($39.95). QUESTRON” A role-playing game so spell-binding, it suspends reality and con- Jures up an enchanted world whose only hope against the forces of evil is you. GEMSTONE WARRIOR” A lightning-fast action strat- egy game that will leave you breathless with excitement as it takes you through the BROADSIDES STRATEGIC SIMULATI IONS INC labyrinths of the Nether- world on a noble quest, Open them up and step through the gateway to your fantasies, At your local computer/software or qame store today. If there are no convenient stores near you, VISA & M/C holders can order direct by calling 800-227-1617, ext. 335, (toll free). In California, call 800-772-3545, ext, 535, Please specify computer format and add $2.00 for ship- ping and handling, To order by mail, send your check to: STRATEGIC SIMULATIONS, INC,, 883 Stierlin Road, Bldg. A-200, Mountain View, CA 94045, (California residents, add 7% sales tax.) All our games carry a “14-day GEMSTONE WARKIOR™ 95) fs available on GK diskette for aprueen win yeeeite ROM, Apple 114, He, and He On 128K and 512K diskette for MACINTOSH On ADK diskette for ATARI home computers, On 64K diskette for COMMODORE 64 satisfaction or your money back” quarantee, WRITE FOR A FREE COLOR: CATALOG OF ALL OUR GAMES, | ef | ©1985 by Strategic Simulations, Ine AIL rights reserved APPLE/MACINTOSH, ATARI and COMMODORE 64 are trademarks of Apple Computer, Inc. Atari, Inc. and Commodore Electronics, Ltd. respectively. Motion Analysis Every little movement has an XY all its own Breath condensing in the frosty air, the skiier springs from the starting house, thrusting poles into the crunchy snow to gain speed for the downhill test of courage and control. The golfer pulls the club into the backswing, elbow stiff, then zzzzzzap, the arcing clubhead smacks the ball into a glorious trajec- tory. In a froth of spray, the swim- mer coordinates a swirl of arms and legs driving through the water. These images remind us that in competitive sports these days the difference between a winning and losing performance is often minis- cule, a subtle advantage of energy, psychology or technique. Athletes and their trainers explore every method to be best prepared for a contest, and one of these avenues is computer-assisted motion analysis. Everyone, it seems, is familiar with the concept, but few are skilled in the practice. The science, we learned, is known as kinesiology, the study of human movement in terms of time, distance and force. I live in Colorado, not far from the Olym- DECEMBER / JANUARY 1986 Text by MIKE FLEISCHMAN Program by DAVID EMPY pic Training Center and the Univer- sity of Northern Colorado — another hotbed of this kind of research. At these locales I got a grounding in what's involved in this study, and eventually met with Dr. Jerry N. Barham, author of Mechanical requires filming the athlete, trans- ferring the data from film to com- puter, and processing the data. He helped me understand how to make a start in this field, but the programs. for this presentation. Nevertheless, we do he uses are far too comple C subject camera 1 i camera 2 Y eg Figure 1 Camera arrangement. Kinesiology (Mosby, 1978), whose book you will find invaluable if you pursue this project. Dr. Barham does many of his studies with an Apple I computer. Stated simply, the process he uses have a program for you (see List- ings, page 64) that is at least a start- ing point for some simple analyses. Ideally, you should film the sub- ject of your study with two cameras continued on next page that are 90 degrees apart (see Fig- ure 1). This captures all three dimen- sions of the movement. The cameras should be synchronized so that each frame from one camera matches the corresponding frame from the other. The subject should wear tight-fitting clothes so that the body joints can be clearly seen. Some method to highlight the joints on the subject’s costume eases the later task of data entry. After filming, develop the film normally, and prepare to enter data into the computer. The professional way to enter data is with a device like the Vanguard motion analyzer. This projects the film on a screen frame by frame, and of the camera. Project the film frame by frame on a graphics tablet. Touch the points with a stylus in the order the computer asks for them. Of course, this assumes you have an appropriate program, such as ours, to accept the data. The data is entered directly and the computer calculates the points for you. It isn’t necessary to use every sin- gle frame in an analysis. Movie cameras normally run at 24 frames per second. Our program will ana- lyze as few as two frames per sec- ond, so a reasonable compromise might be four frames per second, or every sixth frame of film. Once the data is in the computer, Figure 2 position the cross hairs on of interest, read off the X and Y coordinates, and write them down. After doing this laboriously for all frames, you enter the data manu- ally into the computer. This is an expensive and time-consuming process. Fortunately for the amateur, there is an easier way. One camera is sufficient to give you good images of actions taken essentially in a ver- tical plane parallel to the film plane you can begin to use it. The com- puter models the human body as a stick figure with points representing the joints of the body (see Figure 2). ‘These points are used to measure the movement of the different parts of the body relative to other parts of the body. Objects associated with the body, such as skis, poles, bats, clubs, etc. are represented as additional points connected to the body. The computer can use this data to determine such things as the speed and direction of a point, and can trace the path taken by a point dur- ing the period under study. The significance of this information varies. In tennis, for instance, a serve goes fastest when the velocity of all points peaks at the time the racket meets the ball. In bowling, you might want to analyze arm swing for smoothness. The kind of analysis you will do depends on the sports that interest you, but all such problems boil down to three major components: timing, movement and force. Some guiding principles are: all actions must come in the proper sequence for the result to be optimum; only those move- ments that contribute effectively to the desired result should be included in the action; the coordination of movements in a time-frame affects the force of actions; in any move- ment there will be a moment when the force is greatest, after which it declines. F=(m*VA 2)/2 is the equation for force where m = mass and V = velocity. In most sport situations the mass doesn’t change, so force depends largely on velocity. Of course, the strength of muscle groups and the linkages of the body parts also affect the points in a movement where maximum force can be applied. Now that you know a little about motion analysis, you might want to experiment with it yourself. Here is a list of the equipment you will need. ¢ Apple computer & disk drive © Graphics tablet (we used Koala Pad) © Movie camera (16mm is best) © Movie projector (must have freeze frame) ¢ Programs listed on page 64 Several difficulties are inherent in this setup. First, the field of the Koala Pad is very small, therefore the image projected on it must be very small, and some projectors will not focus this close. The program can be modified to accept data from a larger touch-se1 can project on graph paper and enter the coordinates manually from the keyboard. Also, with such small ive panel, or you I COMPUTING. tolerances, the points identified for the figure are extremely hard to get right; so both the projector and projecting surface must be secured against movement. Warning: freezing frames of cel- luloid film subjects them to unusually high heat from the projec- tion bulbs of many projectors. If this doesn’t actually ignite or melt the film, it can warp it, thereby distort- ing the figure. The Kodak Analyzer projector is made for this work and interposes a heat filter between the bulb and film. Some 8mm projec- tors also have this feature, but are not intended for continuous freeze- frame work. T suggest you experiment with the graphics tablet or graph paper before taking any movies. Draw a stick figure like the one above, in several successive stages of p ment, and enter the data points into the computer. The program accepts X coordinates from 0 through 279 horizontally, and Y coordinates from 0 through 191 vertically. Be sure to give youself some margin room at the top, bottom and sides. This will familiarize you with the features, limitations and potential of the program. Tf you decide to actually film some action, set up to get the best continu- ous view of the significant points of the body, while keeping them approximately equidistant from the lens. You don’t want the action to come significantly towards the cam- era because the program cannot handle perspective. The animation is slow due to the limitations of BASIC, and the ana- lyses lack sophistication. However, the kernel of the idea is here. Per- haps you can devise ways to improve the program, or tailor it to your own sports interest. IZ Computing will gladly receive any improvements to the program and share them with our readers in future issues. I want to thank Dr. Jerry Barham for his help with this article, and thank the U.S. Olympic Commit- tee in Colorado Springs for their information on current motion anal- ysis projects.// Mike Fleischman is a programmer/analyst who summers in Colorado and winters in West Palm Beach. David Empy received a BS in computer science and mathematics from UC-Davis. He programs for the Apple and other computers Explanation of Program: This is a general program, adapta- ble to many different sports situa- tions. Essentially, it accepts data points for each frame, gives an opportunity to change (edit) any frame, saves sequences to disk, and displays a stick figure for each frame. You tell the program how many frames occur per second (minimum of two), and give it a standard dis- tance by which to scale the activity. ‘Two analyses are possible: the ity of any given point can be charted or graphed relative to any other point; and the path of any given point can be traced. In order to leave enough RAM space in 64K machines running under ProDOS, this program is divided into two listings. Listing 1 initializes the variables, allocates array space, sets the “start of pro- gram’ location pointer to the mem- ory above the two hi-res pages, and sets the input mode (keyboard or Koala Pad). Listing 2 contains a ten- option main menu and the corre- sponding subroutines. Under DOS 3.3 the two list- DECEMBER / JANUARY 1986 ings can be entered as one listing by removing the REM statement in line 80 and deleting line 220. Under ProDOS, line 220 chains to Listing 2. The program does not recognize perspective or three dimensions. All motion is assumed to occur in a sin- gle vertical plane perpendicular to your point of view. The computer can determine the speed of a point and trace the path of a point in motion. The Koala Pad takes input from. a 256 X 256 point grid. The hi-res screen displays 280 points horizon- tally and 192 points vertically. There- fore, when displaying the animated figure and velocity points, lines ex- tending below row 192 will be truncated. Each motion sequence is stored as a separate BASIC file on disk, and each frame is stored as a separate record in the file. The program accesses the disk for each record —a slow proce animation. The velocity plot actually calcu- lates speed. It uses the three-point formula: s. This is not real-time d(x idx = (F(x + h)—F («—hy/2h This appears slightly disguised in lines 2980 and 2990. The drawing routines only con- nect the 20 identified points of the body. Any additional points for poles, bats, rackets, etc. require new program lines of the type seen in lines 1980-2150. Adjust the FOR/NEXT loops in lines 1870, 1900, 1920 to read and plot the addi- tional points. Listing 1 Line 60 sets up the error-handling routine (lines 470-560). continued on next page 20 Line 70 relocates the program above the second page of hi-res graphics so the hi-res pages can be used for animation and velocity plots. Lines 100-130 set up the array PT$ which labels the 20 points of the body whose coordinates are input for each frame of film. If more points are defined, label them here. Lines 140-180 set up default values for the scale factor SF and the num- ber of frames per second, FPS. Listing 2 Lines 80-230 are the main loop of the program. They print a menu of ten options and prompt the user for a choice. The choice causes a branch to one of ten subroutines. Lines 250-350 create a data file. The program asks for a file name, then creates the file with that name. Data files are random-aci text files, with records 280 characters long. Record 0 holds NF%, the number of the highest numbered record in the file, and NP%, the number of XY coordinate pairs stored in each record. Each of the other records represents a frame of the file, and can contain up to 35 XY pairs. After this routine is called, data will be read from and written to the file created by it, until the file name is changed by another call to this routine or to 370. The variable FL$ holds the name of the current data file. Lines 370-480 are like the previous subroutine, but it assumes that the file whose name is input already exists. It reads in the values of NF% and NP% from the data file. Lines 470-560 are a short error- handling routine. Errors in the append routine (lines 370-480) involving non-existent or misnamed files cause an error message and return to the main loop. Other errors are listed by code number and the line number in which they occurred. Lines 570-600 are a routine that changes the value of FPS, the num- ber of frames per second assumed by the velocity routine. It prints the current value of FPS and asks for a new one. Lines 620-940 set a scale factor SF, used in the velocity routine. It asks for two points to be input on the Koala Pad, or the keyboard. To input the points, press a point on the Pad and press the left-hand button (button 0); or if you are using the keyboard, type in the XY coordinate values separated by a comma and press RETURN. Then it asks for a distance, and calculates the scale factor, used for finding the ‘real’ dis- tance between any two points on the It all boils down to three components: timing, movement and force. pad. Lines 620-790 accept Koala input. Lines 800-940 accept key- board input. Lines 950-1440 are the routine for adding data to the data file. For this routine, you must project a still frame from your film on the pad, or if you are using the keyboard, project the frame on a sheet of graph paper. The program checks if the current data file has any data; if not, it asks for a value of NP%, the num- ber of points per frame. Then it asks for the input of that many points. The first twenty correspond to cer- tain joints of the body, the rest are unassigned. After all NP% points have been input, save them in a new record of the data file. Lines 1450-1570 compute the posi- tion of three points: between the shoulders, between the hips, and the top of the pelvis. Lines 1580-1700 allow the user to reenter a previously entered frame. Line 1640 prompts the user for the frame number, sets the variable E to 1 (enables edit mode), and calls the input routine. Lines 1650-1680 open the file and replace the frame with the new points. Lines 1730-2160 are the animation subroutine, which displays an ani- mated version of the motion of the figure in the film, as input by the user. The animation proceeds by drawing on one page of hi-res while displaying the other. It is regretta- bly slow. Lines 1980-2150 are a short subroutine to draw the figure, except for lines which go beneath row 192. Lines 2180-2210 are a routine to catalog the disk. CNTL-S stops the listing from scrolling and CNTL-C breaks the listing. Lines 2240-2470 are the subrou- tine to trace the path of a point. The routine lists the possible points to trace, asks the user to pick one, and displays a trace of its path on the hi- res screen. To end the display, hit any key. Lines 2510-2900 are a subroutine to plot the speed of any point with respect to any other point. For exam- ple, you can plot the speed of the left wrist with respect to the left elbow. ‘The data can be displayed as a table or a graph of speed vs. time. The graph is unlabeled and unscaled, good only for qualitative analysis. Lines 2940-3020 are a subroutine to find the speed of any point at a specific time, e.g., the 14th frame. Lines 3030-3080 are a subroutine to find the x, y coordinates of any point at any time. Given CF and P it finds the X%,Y% value of point number P in record CF of the cur- rent data file FL$. The coordinates are stored in the variables X%,Y%. Listing on page 64 1 COMPUTING There’s More to Managing Your Money Than Dollars & Cents 51433 The Home Accountant The all-time #1 best-selling home finance package. The Home Accountant will wisely manage your money on a daily basis as well as plan your financial future. The Home Accountant lets you flag trans- actions for tax time, print net worth and other financial statements, handle multi- ple credit cards and checking accounts and can have up to 100 budget categories. Available for Apple II/Ile The Home Accountant Expanded The Home Accountant and Designed for each of use on Apple lic/Ile computers. Beside all the great Home Accountant features, the new ProDOS feature provides speedy and accurate disk access, amemo module for appointments and pending bills, and 80-column display. “Home Accountant is considered the granddaddy of personal finance packages." —San Jose Mercury News Voted ‘Best Software of the Year’ by A+ readers. The Home Accountant” FCM FCM (Filing, Cataloging, and Mailing) is the perfect mailing list manager for your personal computer. Prints mailing lists and labels, and it’s terrific for other applications such as organizing your record collection or keeping track of party guest lists. Financial Planner for the Macintosh One of the few programs designed for the Macintosh that fully employs its unique capabilities. It’s great for running a small business or for department project accounting in a large business. The Home Accountant and Financial Planner for the Macintosh will enable you to wisely man- age your money on a daily basis as well as help you plan your financial future. ‘rca Cara SB an aes Get Rich: Financial Strategies (Module 1) It’s a competitive world. Do you have the financial tools to survive? Get Rich, a handy “reference” program, will give you the right tools to organize your finances. Real Estate Planning (Module 2) For most of us, a home is the biggest investment we ever make. Don’t make a mistake! Consult Real Estate Planning, Insurance Planning (Module 3} = We insure our cars, our homes, and our lives, but are we properly covered? Is there a less expensive way? Insurance Planning concentrates on different types of insurance, including life, social security, disability, property, auto, and health. = ae Arrays, Inc. © 671] Valjean Avenue @ Van Nuys, California 91406 © 818-994-1899 Why Are Apple Owners So Loyal? Pe who have the best often are, but in the case of Apple there’s more. Apple own- ers think back to how Apple got started in 1977, just two people working out of a garage and what happened is the talk of Wall Street and the computer industry as well. Many like the fact that Apple only makes computers. Unlike their compe- tition they don’t make typewriters, copiers or telephones. They do just one thing and that’s one reason they do it so well At Applied Engineering we think the same way. You see, Applied Engineering is the only major hardware manufacturer totally dedicated to the Apple computer. Whereas most of our competitors must divide their customer support and engi- neering time between IBM, Atari, Radio Shack or other computers, our engineers only design products for the Apple. This dedication allows us to be much more familiar with the Apple and the people who use them. We don’t expect you to buy an Applied Engineering peripheral on loyalty alone, but when you compare our products to those made by QUADRAM, MICROSOFT, AST and others you'll find out why Applied Engineering means a quality design, innovation, craftsmanship and total Apple compatibility. The other guys do pretty well considering how busy they are with IBM. But at Applied Engineer- ing, ALL of our work involves the Apple. In fact, all of our employees were Apple owners before they came to work for us. The people in shipping, engineering, quality control, order entry, all use Apples at work and at home. This one track mindedness of ours allows us to offer the largest storage with AppleWorks and Supercalc and our Z-80 card now includes the new 4.0 operating system. We can expand the Apple Ie to over 3 MEGABYTES of memory and we've got clock cards, music cards, A to D You see, our competition has it a little easier, converters, digital controllers, and a BSR system so your Apple can control your whole house with no additional wiring! Applied Engineering recognizes that we've got to do a better job than our IBM counterparts because we know you're smarter than the average computer buyer, you bought an Apple. their customers aren't as smart as you. After all, they bought the wrong computer. So if you need more memory, or 80 columns, or RGB color, double hi res graphics, if you want to know the time and temperature or other “real world” conditions, if you'd like to run CP/M software, have a RAM disk, increase the storage of AppleWorks and other programs, if you want your Apple to play music, talk and sing, if you'd like your Apple to control the lights and appliances in your house, then do what NASA does, what Ford does, what the U.S. Government, Hughes Aircraft, Honeywell, Westinghouse, AT&T, Apple Computer, and even what Steve Wozniak does, call Applied Engineering. Then you will discover what thou- sands of companies and over a hundred thousand Apple owners already know, that you can be smart and loyal all at the same time. We Set the Standard APPLIED ENGINEERING (214) 241-6060 For information and specifications on Applied Engineering's line of Apple peripherals, please see our ads in this magazine. Prices are given. POR 1HE FUN OF IT Sound Light and Now Software by NEIL SHAPIRO Good news this month: The Force is with us! George Lucas, of Star Wars fame, has entered the software arena with two games for the Apple. Created by the new Games division of Lucasfilm, both Ballblazer and Rescue on Fractalus (Epyx) have many of the same cinematic qualities of story- line, action and involvement that have character- ized the master director's movies. Both games push the Apple's animation and graphics abilities in an artistic and state-of-the-art way that can’t fail to catch the eye of anyone walk- ing by the computer, and that makes the person lucky enough to be holding the joystick feel envel- oped in the play. These are the kind of games that define computer gaming today and point the way to tomorrow’s games. A CHECKERED FUTURE In Ballblazer, a split-screen technique is designed to let two players compete head-to-head, or for one player to go against the computer. Each horizon- tal half-screen shows an out-the-windshield view of a huge, green-checkerboard playing field. Each player is inside a high-speed ground vehicle that pushes a ball-shaped playing piece before it, within the pocket of an invisible force field. The player who has the ball attempts to propel it through goal- posts that, in turn, move about the field while the player on defense madly tries to steal the ball while blocking all attempted shots. Although the manual goes into great detail about the history of the Ballblazing sport, the various galactic races who play and why they play, the game is simple. Words cannot capture the flow of the animation. The insanely gyrating, checkerboarded playing field whips by while a sleck-lined oppo- nent’s ship tries again and again to slide under your tactical maneuverings to steal the ball bouncing in midair in front of your ship's nose. There are four built-in Droids or computer opponents. Each one has its own style of play, level of intelligence and challenge. Droid One is a bit of a pushover, but Droid Four can drive all but the best Ballblazers absolutely batty! The only problem with the game is that players on the Apple II probably have to settle for the com- puter opponents. Although two human players can compete, the Apple does not support this feature as well as some of the other systems that Ballblazer runs on. The Apple does not (without special hard- e or wiring) support two joysticks, so the game's igners have attempted to divide the keyboard into two control panels. But two players of this fast game cannot sit side-by-side and share a keyboard to control the movements of the ships nearly as well as they could individually with a joystick. I hope the next Apple version will support one of the popular and widely available two-joystick inter- faces for the Apple! Meanwhile, the Droid opponents more than make up for the two-player problems. Ballblazer is a visual treat for the jaded senses of any arcader looking for the next long-lasting thrill. WATCH OUT FOR THE JAGGIES! The second Lucasfilm game, Rescue on Fractalus, is reminiscent of the atmosphere of the Star Wars movies, although the plot is entirely different. An overwhelming sense of good vs. evil, and an aura of bravery and derring-do are attached to this game just as to the Star Wars movies. In fact, if you had three hands, this would be a most enjoyable pro- gram to play while eating popcorn. Unfortunately, any two-handed player will find that it’s all he or she can do just to play! continued on next page Neil Shapiro ts editor-in-chief of MacUser maga- zine and is also chief Sysop of the MAUG Apple Group on CompuServe. DECEMBER / JANUARY 1986 23 BALLBLAZER Youre an “air pilot” flying a Valkyrie rescue jet. Your mission is to rescue the “Ethercorps” space pilots who have been shot down over the planet Fractalus. Your Valkyrie fighter is equipped with a Dirac Mirror Shield for defense, powerful lasers and a complete control panel. The star of this show is the planet Fractalus itself. The rulebook bills Fractalus as “the most inhospitable planet this side of the Kalamar sys- tem” and, though Tve not been to Kalamar, that seems an accurate description. It’s bad enough that the enemy (called Jaggies) have hundreds of gun emplacements ready to shoot down the rescue craft; the planet itself is guaranteed to make any pilot long for home. Fractalus is to mountains what Beverly Hills is to swimming pools. The terrain is an awe-inspiring series of peaks and valleys, canyons and crevasses. Maneuvering in three dimensions, a Valkyrie pilot can and must swerve around mountains, duck into wingtip-threatening canyons, fly between tower- ing cliffs and always be on the lookout for the downed space pilots below. Fractalus must be named after the fractal equations that Lucasfilm coders have used to generate such a terrain. The pilots have a beacon aboard their ships that they can flash for help. But it’s not easy to see them, as Fractalus atmosphere is thick cyanitric acid. Out- the-cockpit vision is provided by an Etheric Navi- gation System, which appears as a viewscreen tak- ing up much of the gamescreen. To help locate the downed pilots, there is a long-range scanner that, like radar, helps the flyer home in on the craft to be rescued. Meanwhile, the gun emplacements atop many of the mountains fire their deadly loads of green energy, and the pilot of the Valkyrie must duck and swerve and fire back, all without crash- ing into more mountains than the Dirac Shield can handle. When you finally do land close enough to pick up a pilot, if you have positioned your ship properly, you can see the downed craft outside your Valkyrie. Then the pilot runs out of the ship and knocks on your airlock door to signal that you should let him in. The animation in this sequence is superb, and the pilots quickly become personable guys worth rescuing. FOR THE FUN OF IT At the higher levels of play there’s a nine-minute day/night cycle (Fractalus having a pretty mean rotational period) and flying rs to contend with along with everything else. The higher levels can go on for quite some time. There is no save- game option, which I missed. Oh, and meanwhile, I'm not sure if I could recommend this game to anyone with a heart con- dition. You see, every so often, the rotten old Jag- gies fake a downed spacecraft. I don’t want to spoil the surprise and tell what happens when you land on such a bogus mission other than to say I sel- dom feel an actual thrill of panic when I play a video game. Rescue on Fractalus succeeded in doing something I never thought a game could accomplish: for a moment there, I was really scared! HERE COMES THE CAPTAIN I guess this is the month for rescue missions, because here's Captain Goodnight and the Islands of Fear (Broderbund). The Federation of Evil (FO.E.) has planted a doomsday device some- where in the Fear Islands and has threatened to blow up the Free World unless they receive 200 billion dollars in gold bullion. Well, you know the Free World is not going to want to send the money, so they send Captain Goodnight instead. And, of course, Captain Goodnight is you, or at least your Rescue on Fractals! - Zs) See SD saze ASFILM LTO. ALL RIGHTS RESERVED VERSION BY TMG SOFTWARE INC RESCUE ON FRACTALUS animated alter-ego controllable via joystick and keyboard. From first to last, it’s up to you to guide the good Captain through a series of escapades to the res- cue of the Free World, before time runs out. The fact that this is a race against time rather than just a shoot-em-up adds a real element of strategy to the game. Coupled to the good, cartoon-style ani- mation, this results in a game with lasting play value. In the first scenario, for example, the Captain 24 I COMPUTING FOR THE FUN OF IT is flying a fast jet as the screen scrolls from right to left below. Cruise missiles shoot upwards while enémy aircraft twisting in from the right fire air- the Captain's plane. e back, there are no to-air Although the Captain can f points or rewards for destroying the enemy planes. ial shenanigans only slow thing down and detract from the final outcome. You’re , and if that means you have to let a few creeps go, well, that’s the situation But following scenarios feature more than ample opportunity to shoot (as well as the need). The Cap- tain must fight his way across a desert patrolled by mindless but deadeye robot guards and many other obstacles before his final goal. The included missiles directly at In fact, such ae out to save the world. map of the journey comes in handy but not as MeMLXxxv CAPTAIN GOODNIGHT handy as the Captain Goodnight Secret Decoder. et ee is a large cardboard device needed to figure out what password you must enter at various points during the game for play to con- tinue. It is so well worked into the plot and struc- tured into the rulebook that it almost seems like something other than a form of copy protection. But without the Secret Decoder, you can say good night to Goodnight THE WILD, WILD APPLE Okay, enough of the futuristic games; let’s return to the time of pioneers, of outlaws and rustlers, of badmen and lawmen, of Indians and wagon trains. Six-Gun Shootout, (SSI) subtitled Gun- fights of the Old West, is a rip-roaring new simu- lation game. Not an arcade game, Six-Gun Shootout con- tains ten scenarios that are ba tory, legends of the Old West and celluloid Holl wood dreams. Either two players or the player against the computer run the Good Guys side The se ed on events in his- against the Bad Guys. A screen i composed of various types of ter- rain. The terrain may be full walls or half walls, tall bushe: bushes, ‘s, covered or open wagons, bar- low cacti, roc rels, boxes, win- dows tables, be ds all in all, the on-screen characters may have to cope with up to 25 different And on the screen, may be upward of objects there 30 Good Guys vs. Bad Guys at the same time. Each cha an assortment of 18 possible weapons saber through pistols and shotguns, rifles and carbines. Each weapon has its own range and attack factors. ‘The characters take turns moving and firing via commands entered at the keyboard. Although the graphics are not awe-inspiring, they represent the action well, Ducking behind tables, diving through windows, dynamiting walis—an afternoon spent ‘acter may carry from and tomahawk with Six-Gun Shootout If you've ever enjoyed a Western movie or an Old West nove an American history buff or are just looking for a good game, check out this latest SSI offering. But keep your powder dry! // an exciting tim PRODUCT INFORMATION Ballblazer Rescue on Fractalus Epyx Software 1043 Kiel Ct. Sunnyvale, CA 94089 408-745-0700 From $29-$35 Captain Goodnight and the Islands of Fear Broderbund Software 17 Paul Dr. San Rafael, CA 94903 415-479-1170 $34.95 Six-Gun Shootout Strategic Simulations Inc. 883 Stierlin Rd. Bldg. A-200 Mt. View, CA 94043 800-772-3545 $39.95 DECEMBER / JANUARY 1986 SIXGUN SHOOTOUT 25 26 oa | Five Favorite Features of AppleWorks as told to I Computing by RUPERT LISSNER AND STEVE HIGH he II Computing editorial staff uses AppleWorks daily. We like tts performance and have our favorite commands but decided to go right to the source to see what shortcuts wwe might be missing Rupert Lissner, developer of Apple- Works, and PR man Steve High, who assisted Lissner with the original design of the program, have shared with us some of their prized features. And—we'e very pleased to share them with our readers. I COMPUTING LISSNER: I mostly use Apple- Works for my personal bookkeeping and these features seem to offer the most help. [@ “4 The ditto (or repeat) function. K] When used in database, this com- mand turns the database in a mini- spreadsheet to perform arithmetic operations. (@ 19) Helps find an approximate location in document. (@ F] Lets you find something very specific. (@ PI When used in the database, this command lets you print to screen before on paper. of my daily routine. I keep my calen- dar, checkbook, “to do” list, “rolo- dex;’ and timesheet on the Apple- works desktop at all times. These features help me a lot: This lets you change the name of the file while you're in the file and will let you change records in the database. This allows you to print out what- ever you might have on your screen at the moment. It’s handy for notes. Space Bar] This allows you to insert what AppleWorks calls a “sticky space.” This space prevents a combination of words from being broken, such as a person's first and last names. {@ O+EK] From the option menu “ek” will let you, when the document is printing, DECEMBER / JANUARY 1986 to enter something directly from the keyboard. [The clipboard] The handy space that lets you tem- porarily store parts of documents. II COMPUTING: Can you go into some detail of just how you use each func- tion to accomplish certain tasks? LISSNER: Here's how “Open- Apple Ditto” works when I balance my checkbook. I enter the checks in a database that looks like this: File: Checkbook Date: Check Number: Payee: Comment: Amount: Date Bank Statement: GL Account: “GL” stands for a general ledger number which in turn stands for a standard expense category such as “Snterest,’ “taxes,” or “automobile.” I enter cash receipts in another data- base, also with a general ledger num- ber designating the source of the income, and the date the deposit cleared the bank. Each month, I very easily sort “Date Bank Statement” to reconcile the bank’s computer with my Apple. Those checks that are blank in this category are the outstanding ones and need to be subtracted from the bank’s final statement. At tax time, Tcan sort by GL categories and turn over my neatly sorted records to my accountant. On bill-paying days, I use stan- dard values to automatically enter the current date for each check. With standard values you can enter the same information for a partic- ular category at one time. If I decide that December 22 will be the stan- dard date for all my new records, I press “Open-Apple-V” to get into the Standard Value mode and enter that information in the date cate- gory. As I get to each new record that information is already there. But standard values can’t do every- thing. For instance, I can’t enter the “month cleared bank” information until the statement is received from the bank, and standard values is no help for records already created. But, that’s where “Open-Apple- Ditto” comes in. I display “Date Bank Statement” on the multi- record layout, and use “Open- Apple-Ditto” to enter the date of the checks or deposits which have cleared on the same statement. Since no return key is required with “Open-Apple-Ditto;’ data entry of multiple records is very fast. “Open-Apple-K” turns the data- base into a mini-spreadsheet. This lets me do arithmetic functions from category to category by giving one or more categories simple formulas. “Open-Apple-I” will total one par- ticular category. For those people doing arithmetic functions, this command can replace a spread- sheet. /Ed. Note: “Open-Apple-K,” when used in the word processor, will show you exactly where each page breaks.] I also use “Open-Apple-1. . .9” frequently to find an approximate location in any of the three Apple- Works applications, and “Open- Apple-F” to find a specific reference. “Open-Apple-!” is the top of any file; “Open-Apple-9” is the bottom. The numbers in between represent approximate locations within the document. “Find” locates any reference any- where it is stored in the database or word processor. This is for the benefit of those who think like humans, not computers. For exam- ple, if I sometimes make a check payable to the newspaper and some- times to the paperboy, “O-A-F” will find all the checks, whether the news- paper’s name is entered as “payee” or under “comments.” My final favorite is the “print to screen” [Open-A-P] feature in the database. With this I can preview a report before committing it to the much slower printing process. II Computing: Both Lissner and High keep their appointment calendars in an AppleWorks database file. The file looks something like this: continued on next page 27 28 File: Appointment Calendar Date Day Time Appointment (with whom) Phone HIGH: Sorting by date presents the day’s appointments at a glance each morning. In the event of conflicts, the phone number is right there to call and reschedule. II Computing: [ve only used “Open- Apple N” in the database. How do you use it in the word processor? HIGH: “Open-Apple-N” lets me change the name of any document, experiment with it, and then either save it or throw it away without dam- age to the original file. This is espe- cially valuable to English majors, like myself, many of whom like to change what they write while still holding onto the original. I save original report formats, word processing options, spreadsheet layouts and for- mulas and create new versions with “Open-Apple-N”” II Computing: The database turns out to be particularly handy and useful, doesnt iw? HIGH: Yes, I particularly like the “date” and “time” categories. Like any computer program, AppleWorks andardization of dates and times in order to sort information chronologically. require But unlike almost every other computer program ever written, AppleWorks requires the computer, not the user, to develop a standard from izzying array of user options. For example, each of the following represents the same date: August 18, 1983 18 August 1983 8/18/83 08/18/83 18/8/83 18/08/83 With the exception of the version containing two “European-style” (18/08/83) notations, AppleWorks converts any of these (as well as other abbreviations) into this standard for- mat: Aug 18 85. The time feature is equally help- ful—and almost uncanny. In any database category called “Time,” AppleWorks can translate a “730” entry into “7:30 AM,’ recognizing that a “7” probably means 7 in the morning rather than in the evening for most business people. However, if you’re noting an evening meeting, simply type in “p” or “pm” and it'll know what you mean. LISSNER: Speaking of time, how about the actual clock you've installed? HIGH: Right ... I’ve installed an Applied Engineering Timemaster clock in my IIe that displays the date in the lower right hand corner of the monitor. In addition, an Applied Engineering software patch to AppleWorks permits entering the immediate time or date simply by typing the “@” sign in the time or date categories. Since we bill by the hour, the combination of this clock and AppleWorks is fabulous. I also like “Open-Apple-H” for “hardcopy” which prints a “snap- shot” of the screen at any place in the program without going through the print routines. “Open-Apple-H” and my Epson MX-80 are often the most convenient way to dump to paper a single bit of information, such as an appointment or phone number. II COMPUTING: How often do you use the “Open Apple-space bar” and “Open Apple O + EK”? HIGH: Not very frequently, but when I do need to use them, they're invaluable. For instance, one of my clients began doing business in 1983 as “S MOS Systems.” Often, the “S” and the “MOS” would wind up on two different lines — it didn’t look right. “Open-Apple-space bar” installed a “sticky space” between the “S” and the “MOS,” causing Apple- Works to regard the expression for what it is, one word. The company has since wisely placed a hyphen between the elements of its name, but every so often I need to use that command. With ‘Open-Apple O+EK” I can change a word dur- ing the printing process, for instance, if 'm writing the same letter to two different people. Now, let me mention the clip- board that I’m sure many users are familiar with. I frequently use it to temporarily delete words, sentences or paragraphs that I might want to retrieve. Usually, I don’t want to, but, the process is easy on a tender- hearted editor who is loathe to part with anything that has emerged from his keystrokes. T also move “labels” from the data- base “rolodex” to the clipboard for use in the word processor to print a large number of envelopes for a newsletter. II COMPUTING: Why transfer to the word processor? HIGH: It’s easier. Let me explain the process. I copy the “New Page” command between addresses, and then insert a “Pause Each Page” command at the top of the docu- ment. The AppleWorks manual shows how to do the same thing from the database, but I do find this method easier to understand and control. It also doesn’t demand any changes in printer speci! ations. High and Lissner could have gone on... but this information is meant as, well, an inspiration. Perhaps these favorite AppleWorks functions from two of the first people to use the pro- gram will spur your thinking about creative ways to put AppleWorks to work for you. Numerous third-party developers are producing programs to run with AppleWorks to further enhance it and offer you more. The book AppleWorks, Boosting Your Busi- ness With Integrated Software, by Charles Rubin (Microsoft Press), offers more ideas for you as well. So, enjoy your AppleWorks — and when you come up with your five favorites, don't hesi- tate to contact the editors at IT Computing!// I COMPUTING At Datamost we feel that your Apple computer should be your friend, ready and able to help you complete most any task. Our product line for your Apple includes books that will teach you how to get the most out of your Apple, WORKING TOGETHER? games that will entertain and intrigue you — and soon — productivity software that will aid you in completing most any task! Whatever you need, Datamost has the answer! 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Find out just what You'll also learn about BASIC programming to language instruction memory mapping, and can be done with your word processing, utility machine language examples, and detailed a thorough summary of Apple from the programs, peripherals. programming. Arranged 6502 instructions for what goes where in the complete discussion of telecommunications and in a logical step-by-step the Apple II home Apple Il computer, this available hardware and more! $14.95 manner! $14.95 computer. $19.95 book is for anyone applications. Includes serious about interviews with Steve programming Wozniak and John ENTERTAINMENT SOFTWARE Mae? ee Ankh Mabel’s Mansion ‘ Dare to adventure in In this hi-res, real time Coming soon... / the MetaReal World adventure, Barney the guiding your “surrogate Bellhop must find his 1] Other” through a maze _inheritance in his Aunt s of 64 rooms in search Mabel’s haunted house Ss of an answer to this Hidden among the 90 puzzle. Test your rooms of her house are 50 reasoning, logic and numerous treasures, yiTY intellect in this hi-res guarded by hundreds of arcade-action puzzle ghosts and worse! $19.95 7 $19.95 : Mr. Robot and his of paying $50, A $75 or even $100 ztec Robot Factory f hock Gia codiuctalé aS Guide your intrepid A 22-screen challenge or productivity) products) fobuyout AnpIEs adventurer through Jump from treadmill to Try our KWIK-WARE! products at just eight levels of an ladder to trampoline $19.95 each. All KWIK-WARE! products ancient Aztec ruin, in gathering power pills deliver high quality and compatibility at quest of the elusive and bonus reps by an unbelieveable price! golden idol. Use your _ avoiding bombs and the ef ’ wit, dexterity, and dreaded alienfire. Design KWIK-WRITE!™ — Word processor weapons to fight off and save up to 26 KWIK-SPELL!" — Spelling checker spiders, cobras, natives, screens per disk. $19.95 KWIK-FILE! — Database manager and worse, $19.95 Mychess II KWIK-PHONE!™ — Telecommunications Earthly Delights The only chess program software package Featuring the most with stunning 3-D, and more... advanced language B&W or color graphics! recognition system Play against your Apple Te WARE, RWG WATE, RW SPELL! KWIK FILE and RWI PHONE Earthly Delights is an or another human cman g uci xyyuel Sti interactive text Includes locate possible EERE aRP ica AEE GRE au adventure that takes moves, search for you around the world checkmate, hint, and Distributor and Dealer Inquiries Invited searching for a valuable examine square (to painting, Exotic locales, check safe moves) ° danger, and suspense Includes 128 games on DATAMOST. will test your powers of disk as played by 2 deduction! $19.95 former masters, $29.95 21040 Nordhoff Street, Chatsworth, CA 91311 (818) 709-1202 (800) 692-1649 STAR IN A THRILLER! An eccentric uncle dies and leaves you a painting called “Earthly Delight’—a portrait of a beautiful woman. When the painting is stolen, your decision to track down the thief catapults you into an in- ternational intrigue in which the stakes are higher than you think, and time is running out! Earthly Delights™ is an electronic novel featuring you as the hero. You decide what happens next, who to trust, and where to go. Bring your sense of humor for ex- ploring the neglected village of Artois. You'll meet some wacky characters. BREATHTAKING PACE Unlike earlier text adventures, Earthly Delights™ is not just a loosely-connected series of puzzles. Instead, itis a tightly-woven plot that com- mands your full attention. You won't need to make pencil- and-paper mapsor endlessly trace and retrace your steps. All the “busy work” has been removed so that you can concentrate on the story. ADVANCED FEATURES The sophisticated command interpreter actively tries to make sense of your English sentence instructions, even if it has to guess what some THE DEED IS DONE. THE PAINTING HAS BEEN STOLEN. WHAT ARE YOU GOING TODO ABOUTIT? of the words mean. So you don’t frustrate yourself look- ing for the ‘‘magic words” that the program will under- stand. Earthly Delights™ is completely customized for each computer model. So theMacintosh® versionuses the mouse, windows, and hi-res graphics of the Mac, while the IBM PC® version takes full advantage of the extended character set and keyboard. You spend less time typing and more time absorbed in the plot. For ex- ample, how does stopping Shorty in Chapter One affect the roulette game in Chapter Three? FUN, NOT FRUSTRATION The challenges of Earthly Delights™ are all based on situations that could hap- pen in real life. There is no magic. No hyperspace warps. So your logical thinking is tested, not your mindread- ing. Or your patience. There is no score, no monsters to kill, and no treasures to col- lect. But you do have to find acab in Paris. 30-DAY GUARANTEE We are so confident that you will love playing Earthly Delights™ that we make this unconditional guarantee: if dissatisfied for any reason, return it within 30 days of receiving it for a full refund. No questions asked. Earthly Delights™ is avail- able now for Apple Macin- tosh, all Apple //’s, and IBM PC, PCjr, and 100% compati- bles. The price is $32.95 each, including postage and handling. California resi- dents add 6% sales tax. To order, send check or money order to: Dan’! Leviton Company 2401 E. 17th St., Suite 139 Santa Ana, CA 92701 For rush service, place COD orders by phone. Out- side California, call toll free 1(800) 854-0561 and ask for extension 827. In California, call (714) NEW-TIDE. Sorry, we do notacceptcredit cards or purchase orders. Dealer inquiries welcome. Earthly Delights™ by Roger Webster and Dan’! Leviton is the trademark of Dan'l Leviton Company. Computer models are trademarks of their respective manufacturers. Doing Business with the Apple Hc by CHARLES RUBIN ince its introduction in April 1984, the Apple IIc has become the best-selling “home” computer because of its enormous software base, its ease of ust its low price. But these qualities and others can also make the IIc an excel- lent business partner. Whether

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