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Byte vol.5 №12 December 1980
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Foreground
24 MULTIMACHINE GAMES by Ken Wasserman and Tim Stryker
The most exating computer games are those with two machines and two or more players.
44 COMPUTERIZED TESTING by Steve Ciarcia
A computer is useful for automating any process—even hardware testing.
96 GRAPHIC COLOR SLIDES, PART 2 by Alan W Grogono
This month we demonstrate the use of subroutines to generate equation plots, histograms, regression and monthly analysis graphs.
120 MICROGRAPH, PART 2: VIDEO-DISPLAY PROCESSOR
by E Grady Booch
Part 2 details more about this surprisingly simple high-resolution video display.
192 PIRATE S ADVENTURE by Scott Adams
The man who first brought Adventure games to microcomputers gives us an entire listing of one of his most enjoyable games.
244 A POCKET COMPUTER? SIZING UP THE HP-41C by Bruce Carbrey
This device comes close to being the world’s first pocket-sized personal computer.
268 LOST DUTCHMAN’S GOLD by Bob Liddil and Teri Li
Applesoft BASIC is well suited to the writing of games, as this program shows.
Background
142 A SIMPLIFIED THEORY OF VIDEO GRAPHICS, PART 2
by Allen Watson III
Explanations of color-video techniques and some of the quirks of microprocessor systems are provided.
158 ON THE ROAD TO ADVENTURE by Bob Liddil
Along with a survey of the major Adventure games, here’s an explanation of how to play them.
172 ZORK AND THE FUTURE OF COMPUTERIZED FANTASY
SIMULATIONS by P David Lebling
One of the authors of Zork describes his game and how similar games may appear in the future.
186 CHARACTER VARIATION IN ROLE-PLAYING GAMES by Jon Freeman A variable set of character traits can be used to create a game of high adventure that is different every time you play it.