Text content (OCR)
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
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Tee Ve hell el
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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
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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.
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Seven Cities of Gold $40 $27
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50 Mission Crush $40 $27 Wishbringer $40 $27
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Six Gun Shootout $40 $27 Solo Flight $35__$24
War in Russia $80__ $53
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eric computer”
List OUR
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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
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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
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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
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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
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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,
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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
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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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