Arcadian, Volume 1, Issue 08

OCR'ed and cleaned up
by Richard C. Degler
on February 28, 2011
[note: _underscore_]


------------------------- [arcadian Vol. 1, Issue 08] -------------------------
Page 55 - [originally at the bottom.]

VOLUME ONE                      July 20, 1979                  Number 8

_PROGRAMMABLE KEYBOARD_ is still up in the air with nothing new to report in
that area.  I have received some positive responses to my query on projects
in work, having to do with adding a keyboard and with adding memory - if there
are any more workers out there, please let me know.  I am now thinking that it
would probably be a good idea to consider a backup plan in case the Bally
output is delayed even more.  This plan would provide us with a full size
keyboard and added memory, but without the GRAFIX or ZGRASS features.  This
would come about by the concentrated effort of a number of subscribers who
currently are working independently on either a keyboard or memory addition.
With a common goal in mind, coordination of effort among the individuals, and
probably a deadline (Jan 80), we should be able to progress faster than we
are now.  One important question is cost, and I am going to ask for a show of
hands on the following which will enable us to determine the amount of memory
capability that can be incorporated plus other 'goodies'
   1. Assume that the Bally Keyboard is available with full capacity
      (ref. pg. 21 ).  Are you ready to pay $650. for it?
   2. Assume that the Bally Keyboard is available with partial capacity
      (ref. pg. 54).  Are you ready to pay $350. for it?
   3. Assume that we develop a keyboard that would have 16K RAM with
      upgrading capability to 24+ RAM, and some form of resident BASIC in
      16K ROM, along with some features as cassette motor control, word
      processing capability, etc.,  Are you ready to pay $350. for it?
      (Assuming that Bally does not produce in the same time frame.)
A postal card with numbers down the side and yes/no opposite each is all
that is necessary, but suggestions are certainly welcome.  Also, tell me
Model Number and Serial Number of your machine if you haven't done so yet.

_INPUT DOUBLING_ has been reported by Kirk Gregg.  He notes that you can
include as many as 35 variables in an INPUT statement, separated by commas.
That way you can INPUT A,B,O,U, @(9),@(6),etc., saving a few bytes,

_DIRECT OPERATION_ of equipment is one of my pet goals for this machine.
Some time back Mitt Nodacker sent me a scheme for detecting a specific tone
output of the tone generator using a phase lock loop (PLL) decoder.
This device listens for a tone of specific frequency and creates an output
when the tone is detected.  The output can then drive another device.  The
circuits are covered in such documents as: FM AND REPEATERS, by ARRL, pg. 120;
INTEGRATED CIRCUIT PROJECTS Vol 3 by Radio Shack, pg. 57; or INTEGRATED CIRCUIT
PROJECTS by Sams, ch.3., all using the NE567 PLL device and a few resistors/
capacitors.  I tried the circuit without any success, but a letter from
Rich DeLong and Dan Zielinski stated that a frequency counter is most useful,
so maybe I was just out of adjustment.  But along with their letter came a
similar circuit with a two-step amplifier and relay with which they have had
success.  I'll work on this and give you a report next time.

_TRUTH_ of a statement can be directly displayed by the use of the PRINT
command, reports Marc Gladstein.  This is an adjunct to the IF discussions
of pp. 52 + 53, where the machine decides if a statement is true (1) or
false (0).  The answer can be displayed, if you are interested, as follows:
            PRINT 1 = 2              display 0
            PRINT 3 = 3              display 1
            PRINT 1 [.ne.] 2         display 1
            PRINT 5 > 6              display 0

-------------------------------- arcadian -------------------------------------
Page 56 -

_TUTORIAL #1_. Some material for the beginner in programing and computer usage.

First off, the machine is ignorant, totally ignorant with no imagination.
It works only when you tell it to, and it only does what you tell it to do.
It will do nothing by itself, or arbitrarily.
Everything that you tell it to do must be done in a step-by-step fashion.
There are a couple of short-cuts available, but in general you must state
everything that must be done and in the order in which it must be done.
As an example of the machine's 'dumbness', it won't do anything if you key in a
command on the keypad.  All that happens is that the screen will show the keys
that were pressed.  The information is stored in a space called a "buffer", and
you have the opportunity to look over the entry and make corrections if needed.
When you are happy with it, press GO, which moves the entry from the buffer
into the machines memory and/or executes it. (Execute meaning 'perform')
To create some sort of order, we generate a 'program' which is a total list
of orders to the machine to tell it what to do, plus the permanent data it
needs for the solution, and provisions for entering data of a variable sort.
To get to the program, one first starts with the step of 'naming the problem'.
Then one makes up a 'flow chart' to get the general sequence of operations,
and then finally the detailed program.  When the program is printed (either
on the screen or by hand, etc.,) it is 'listed', or you make a 'listing'.
Here is an example of the above in the addition of numbers, five in this case:

                  PROBLEM            ADD FIVE NUMBERS
                                        ---------------
                  FLOW CHART           | INPUT NUMBERS |
                                        ---------------
                                       | ADD NUMBERS |
                                        --------------
                                       | PRINT ANSWER |
                                        --------------
                 PROGRAM             INPUT A        GO
                                     INPUT B        GO
                                     INPUT C        GO
                                     INPUT D        GO
                                     INPUT E        GO
                                     F = A + B + C + D + E        GO
                                     PRINT F                      GO
(From now on, I won't print GO for every line entry, it should be a reflex.)

With the program shown above, the problem will work only once.  To keep the
program in the machine's memory, it is necessary to prefix each line with a
'line number'.  These are usually shown in increments of 10 , as follows:
           10 INPUT A
           20 INPUT B
           30 INPUT C
           40 INPUT D
           50 INPUT E
           60 F = A + B + C + D + E
           70 PRINT F

Now, to make it operate, you command RUN and then press GO which in this case
makes it execute.  The computer looks for the lowest line number, reads the
instruction there, and reacts.  When it has finished reacting, it looks for
the next line number, reacts, etc., etc.
You have probably noted that it does not make any difference in what order you
enter line numbers, the machine will automatically put them in numerical order,
a blessing.

-------------------------------- arcadian -------------------------------------
Page 57 -

In our example, line 10 says INPUT A so the internals of the machine,
constructed by the engineer, decide that the keypad will provide a numerical
value, and it will be identified as 'A' and placed in a memory slot, or
"register" entitled A.      It tells you this by printing the letter A on the
screen followed by the cursor, indicating that it is waiting for you to pump
in the first number.  When you do, and follow it with GO, the machine has then
completed its line 10 task and moves on to line 20.  And so forth.  At line 60
it sees that it has to set up a new register, F, and it must sequentially add
the contents of registers A through E together, and place them in F.  This job
completed, it looks at line 70 and sees that it has to print the contents of F,
which it does on the screen.

While the above is acceptable for a small number of input values, the program
length (and therefore memory) can be prohibitive if you had the 26 maximum
values you could enter (letter A - Z).  In such instances, the FOR-TO loop is
useful.  we can also take advantage of being able to modify a register.  The
program is:        10 A = 0
                   20 FOR B = 1 TO 5
                   30 INPUT C
                   40 A = A + C
                   50 NEXT B
                   60 PRINT A
(note that there are only 6 lines to the whole program.)
Analysis:
Line 10 is not really a part of the program, its intent is to make sure that
there is no 'left-over' from some other program residing in A when you start.
It is called "initialization".
Line 20 starts the FOR - T0 loop, and eventually needs line 50 to make the
loop work.  The machine reads that you will make 5 entries.  They will be
numbered 1, 2, 3, 4, 5.  It will not work if you have less than 5 entries
(you may have to enter zeros to make up 5), and it will not accept more than 5.
The numbering is arranged through a function called "STEP".  If you don't
define a value of STEP, the machine automatically picks "1".  So, the value
of B will start at 1 and automatically STEP by ones up to the value of 5.
Line 30 asks for inputs as before, but will always assign the input to
register C (and wipe out what was there before).
Line 40 operates on register A in the modification mode as was mentioned above.
What this says in English is that the New value in the A register is equal to
the Old value in the A register plus the value in the C register.
In the beginning of the program, the Old value in the A register is zero
(Line 10).  You now input C and in line 40 it calculates C + 0 so that now
the New value of A is numerically C.
Line 50 completes the FOR-TO loop instruction.  Now is the time for the value
of B to change per the STEP function.  The machine then goes on to line 30
again, and again, etc., until it runs out of B values, when it goes out of
the loop and on to line 60.
Line 60 tells it to print whatever is in register A on the screen.
Lets add up the following numbers: 5, 12, 13, 26, 6 in an extended example:
                   loop         loop         loop         loop
10   A=0         __>          __>          __>          __>          __>
20   B=1 (1<5)  / B=2 (2<5)  / B=3 (3<5)  / B=4 (4<5)  / B=5 (5=5)  / B=6 (6>5)
30  C inputs 5 / C inputs 12/ C inputs 13/ C inputs 26/ C inputs 6 /       /
40   5 = 0+5  /  17 = 5+12 /  30 = 17+13/  56 = 30+26/  62 = 56+6 /       /
50   B=2     /    B=3     /    B=4     /    B=5     /    B=6     /       \/
60      \___/        \___/        \___/        \___/        \___/  PRINT 62

-------------------------------- arcadian -------------------------------------
Page 58 -

While the FOR-TO loop saves space, it does so at the expense of loseing the
identities of the inputted numbers.  With the longer system, you could always
call up a value, for example: PRINT D and the fourth value would show up.
So each has its usage.
Suppose we want to make a small addition to the program, adding one line
         25 PRINT B
Note that since we have used line numbers with an interval of 10, it is easy
to slip the addition into the program.  The keypad simplifies the 10 interval
by having the +10 on the GO key - when you have finished a line, press
WORDS +10GO and there it is.

_BANGMAN_ change was suggested by Rory Wohl as line 2000 was giving him some
fits:     2000 E=E+1 IF E=9 GOTO 9000; IF Q [.ne.] 1 GOSUB 9600 + (Ex10)
[penciled in note: Do not use this Bangman fix, see page 78 for explanation.]

_aMAZEd in SPACE_ game included in this issue is a rocketship-thru-the-maze
challenge with a number of levels of difficulty.  One problem is that I've lost
the name of the originator.  I sent the material to Dick Hauser who made a few
modifications and prepared the descriptive material.  Note how he has separated
the listing into blocks that correspond with the flow chart.  The program lines
marked C are just for information and do not go into the machine.

_PROGRAMMING SHEETS_ that I use in these issues are available from Chuck Thomka
1228 W 222 St. Torrance, CA 90502 at 20 for $1, add'l sheets at .05 each.  He
also has the GRAPHICS GRID per the sample shown, for those of you who need an
accurate layout of the screen for your graphic displays, same price.
     1    2    3    4    5    6    7    8    9   10   11   12   13   14   15
    -77  -71  -65  -59  -53  -47  -41  -35  -29  -23  -17  -11  -5    1    7
   +----+----+----+----+----+----+----+----+----+----+----+----+----+----+--->
 1 |++++|++++|++++|++++|++++|++++|++++|++++|++++|++++|++++|++++|++++|++++|++++
40 |++++|++++|++++|++++|++++|++++|++++|++++|++++|++++|++++|++++|++++|++++|++++
   +----+----+----+----+----+----+----+----+----+----+----+----+----+----+--->
 2 |++++|++++|++++|++++|++++|++++|++++|++++|++++|++++|++++|++++|++++|++++| ...

_SPECIAL EFFECTS_ that you may come up with, either visual or aural, are
requested.  These would be short programs that give you a 'shot' sound, or
a 'starburst', or similar enhancement that could be used in a game, etc.
I would also keep these in a separate document, and probably make it
available later, with an index.

_TELEPHONE DATA COUPLER_ article in KILOBAUD, June '79 has been tried by
B. Reany and found to be a workable unit.  It uses a Radio Shack 43-230
telephone amplifier and a few parts

_COLOR_ values requested in the last issue brought forth the following
response from Don Wurst.  "I used a Tektronix 520A vectorscope with a
standard TV to be as close as possible to the demodulator and found
the following BC's to be as close as possible to the standards."

         Luminance value Y        Color          BC
         -----------------       ------          --
            100                 White             7
             89                 Yellow        126 or 134
             70                 Cyan          205 or 221
             59                 Green            172
             41                Magenta            43
             30                  Red           82 or 90
             11                 Blue             249
              0                 Black              0

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_TUTORIAL_ 2. - The Music Synthesizer [Part 1], by Chuck Thomka

     The synthesizer circuit, which is contained wholly within the 40 pin
custom I/O chip, is a very versatile circuit which contains counters and
amplifiers to give the programmer tremendous control of the three voice output
along with a tremolo, vibrato, and even a noise generator.  The output
frequency range is very accurately adjustable from less than 14 hertz to
ultrasonic frequencies.  The upper limit may be set by the capacity of your TV
sound system.

     Toward the end of this article I'll give you some examples of figuring out
an accurate oscillating frequency, and two programs.  One to play the entire
synthesizer via the &(16) through &(23) registers, and the other to simulate
the Bell Telephone Touch Tone sound.  By holding a telephone mouthpiece at the
TV speaker, you can dial a telephone number.  Refer to the logical diagram
included to fix in your mind just what is happening.

     The operation goes like this.  The clock triggers the Master Counter which
counts, starting from zero, the pulses up to the number set into the &(16)
register.  When the Master Counter reaches that number, it puts out a pulse and
then the counter will either reset to zero or preset to the number from the
&(20) or &(23) register (these will be explained later) and then starts the
count up all over again.

     The pulse coming from the Master Counter goes to the inputs of the
identical A, B, and C Counters.  While all three counters are identical, the
number that each counts up to is individually adjustable by using the &(17),
&(18), and &(19) registers.

     Each of these counters, upon reaching its count number, will "toggle" its
output.  Toggle means to change its output once; if it was low, it will go high
and if it was high it will go low.  Since the counter has reached its assigned
count level, it will reset to zero at the next pulse from the Master Counter
and start counting up again so that it can once again toggle.

     Each of the outputs of the A,B, and C Counters goes to its own amplifier.
That amplifier is the volume control of that counter (or voice) and it has 16
levels of output.  While the lowest level isn't absolutely zero, it is almost
inaudibly low.  The &(22) register controls Volume A (the four least
significant bits (=LSB)) and Volume B (the four most significant bits (=MSB))
while half of register &(21) (the four LSB) controls Volume C.

     There is one more amplifier.  The is the Noise Volume.  But it must be
'enabled,' to work (that is, turned on).  Only one bit is the enable, bit 32 of
the &(21) register.  This bit must be high for the Noise Generator to be heard
at the volume setting of the &(23) register (the four MSB).

     &(20) is the Vibrato control register.  What it will do to the final audio
output is make the sound shift from one frequency to another frequency at a set
rate (1 of 4).  This makes it very useful for sound effects.  How it does this
is by not allowing the Master Counter to reset to zero once the Master Counter
has reached the &(16) value.  Instead, at that time, on the following clock the
Master Counter will preset to the value set into the 6 LSB's of the &(20)
register.  This means instead of the next count cycle of the Master Counter
starting at zero, it will start at some number from 0 to 63.  This could
greatly reduce the time required for the Master Counter to reach its &(16)
value.  For example, if the &(16) is set to 14, which would normally take 15
clocks (0 to 14 is 15), and the 6 LSB's of the &(20) were set to 10, then this
would triple the normal output frequency.  This is because now the Master
Counter would only have to count from 10 to 14, a total of five clocks, or
three times faster than normal.

     I mentioned a rate selection of 1 out of 4 choices that the Vibrato will
'vibrate' at.  This is selected by the remaining 2 bits of the &(20) register,
the 2 MSB's.  The four combinations of these 2 bits are 00, 01, 10, and 11,
in increasing value.  These rates are (approximately) 18.5 milliseconds, 37
milliseconds, 74 milliseconds, and 148 milliseconds, respectively.  What
happens during this rate time is that for rate 00 the Master Counter will work
normally and be allowed to count up to its determined value and then reset to
zero for a period of 18.5 milliseconds; then, for the next 18.5 milliseconds
the counter will not reset to zero but instead preset to the value of the 6
LSB's in the &(20) register.  Of course, if that value is also zero (000000)
then there is no difference between reset and preset, hence no vibrato.  Each
of the other rate selections work in a similar manner except that the duration
of normal count time and preset count time will be longer, which is a slower
vibrato effect.

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Page 63 -

     My wording earlier was that this preset value could greatly reduce the
time required for the Master Counter to reach its &(16) value.  It is also
possible that the preset value could greatly increase the time, thus making the
vibrato shift in audio frequency go lower instead of higher.  This is possible
when the vibrato value (range 0 to 63) is set to a higher value than the number
in the &(16) register.  For example, in my previous example I had &(16) set to
14 (or 15 counts) and the 6 LSB's of &(20) set to 10, showing that the
resultant vibrato shift would be three times greater than normal.  Now in this
new example lets have &(16) still at 14 and put &(20) (the 6 LSB's) to 15.
During the time of vibrato preset operation, when the Master Counter finally
gets to 14, its determined value, at the next clock the counter will preset to
15.  The counter has no way of knowing that it is now at a count greater than
its determined value, it is still looking for the value 14, and 15 is not 14 -
so as the counter receives more clock pulses it will continue to count up.
And up to count 255 (binary 11111111) it continues.  The next clock will
overflow the counter to zero (no provisions for carryover are made) and still
continue - 1, 2, 3, etc.  And it finally reaches count 14 to output the Master
Counter Pulse.  The next clock repeats the reset to 15 and another long count,
"round the horn", to 14.  So how many clock pulses does this take?  Well,
counting 15 to 255 is 241, plus 0 to 14 is an additional 15 for a total of 256.
Instead of the normal reset time of 15 clocks, the preset time will take 256
clocks in this example, or over 17 times longer.  The longer time for the
output pulse from The Master Counter results in a much slower rate of toggling
of the A, B, and C counters, which results in a much lower output (voice)
frequency.

     A Tremolo would be a warble effect in the tone of a note.  This is
controlled by &(23), but it must first be enabled by &(21) bit 16.  This bit
acts like a switch.  When it is off, &(20) -the Vibrato Register- can be
engaged.  If &(21) bit 16 is on, the Vibrato will not work and the Tremolo
register is engaged.  The Tremolo and Vibrato cannot be engaged at the same
time, but as you become more familiar with the sounds out of the Sound
Synthesizer, and their ranges, you'll see it is not really necessary anyway.

     The operation of the Tremolo is similar to the Vibrato in that it also
presets the Master Counter to some number before it starts its count.  But,
whereas the Vibrato had a rate control (the period of which the counter would
alternately reset or preset), the Tremolo always presets.  The number to which
it is preset is randomly selected and only limited to a maximum number as set
into &(23).  All eight bits of &(23) are used for the Tremolo preset.  But
remember that the four highest bits are also used for the Noise Volume, in case
you try to use the Noise along with the Tremolo.  Also remember that the Noise
is switched in by &(21) bit 32.

     The preset of a number into the Master Counter, if it is less than the
&(16) determined value of the Master Counter, will shorten the time involved in
reaching that &(16) value.  The result will be an upward shift of the resultant
A, B, and/or C frequency or pitch, and the next preset will be another randomly
selected value (up to the maximum of &(23)).  The audible result of all this
will be a tremble or quivering effect.  If the &(23) value is greater than the
Master Oscillator's &(16), the resultant may be a random long count 'round the
horn' for the same reason that the Vibrato could have a long count.  The
audible effect will be a wildly varying Tremolo sound.  One last remark about
the Tremolo is that if &(23) is set to zero, there will be no Tremolo effect at
all since a random preset of up to zero can only be zero, and that is the same
as a reset of the Master Counter.

     Now lets get into how to figure out a simple set of frequencies.  First,
the key to the whole thing is to know what the main clock frequency is.  I am
using a frequency of 1,777,940 hertz for all my figures, measured on pins 16
and 20 of the I/O chip after some warm-up.  The reciprocal of this frequency is
0.562448 microseconds.  This is the unit of time that the Master Counter
counts.  This should be 1/8 of the crystal oscillator frequency (supposed to be
14,318,180 hertz) but the error in my unit is -.0018%, a quite acceptable
figure.
     For some practice, here are some parameters:

          &(16) = 60     Master Counter
          &(17) = 99     Counter A
          &(18) = 74     Counter B
          &(19) = 49     Counter C

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     Forgetting for the moment the Vibrato, Tremolo, Noise and Volume controls,
I want to show you what the resultant A, B, and C voices would be.  First
remember that all of these counters start at count zero, which is one less than
you or I count on our fingers.  Second, since the period of total time it takes
for the A, B, or C counter to toggle is only one change of state, it will take
yet another toggle to equal one cycle of some resultant frequency.  This is why
you will find a 2 in the figures below.

     Use this formula: (Substitute counter B or C when calculating those
frequencies)
                                             1
          Freq. A = ----------------------------------------------------
                    (Master Counter+1) x (Counter A + 1) x Time Unit x 2
This converts to:
                                    1
          Freq. A = -------------------------------   = 145.7 hertz
                    61 x 100 x 0.562448 x 10^-6 x 2

                                    1
          Freq. B = -------------------------------   = 194.3 hertz
                    61 x 75 x 0.562448 x 10^-6 x 2

                                    1
          Freq. C = -------------------------------   = 291.4 hertz
                    61 x 50 x 0.562448 x 10^-6 x 2

     So there are three different frequencies, all available at one time, by
simply turning on the A,B, and C volumes.  Notice that while Counter A + 1 is
twice the value of Counter C + 1, the resultant frequencies have Freq. C twice
the value of Freq. A.  This is because Counter A has to count twice as many
Master Pulses, before toggling, as Counter C does.

     Now all that is useful if you are trying to find the resultant frequency
for some known values, but we usually want to go the other may.  As an example,
we will see the steps to find the values needed to generate the Bell System
Touch Tones, the number "0".  Bell Systems require two frequencies outputted
whenever one key is pushed on their regular pad.  When pushing "0" the two
frequencies are supposed to be 1336 and 941 hertz, with an acceptable tolerance
of +/- 5 hertz.  Calculate Freq. A values for 1336 hertz and Freq. B values for
941 hertz:

Step 1 - Find the reciprocal of the frequency.

Step 2 - Divide the reciprocal by the Time Period.

Step 3 - Divide by 2, and use the nearest whole number.  This answer is the
         total number of time periods that must be counted before having an
         output toggle for the frequency's half cycle.

For Freq. A:
1 divided by 1336 divided by 0.562448 x 10^-6 divided by 2 = 665.39 = 665

For Freq. B:
1 divided by  941 divided by 0.562448 x 10^-6 divided by 2 = 944.7  = 945

     The values of 665 and 945 are the total number of clock periods as
mentioned above.  But recall that the Master Counter must count some of those
clocks, and it sends a pulse to both A and B Counters, so it must count a
number of clocks which have a common denominator to 665 and 945.  For ease, I
have set the Master Counter to count 5 clock periods before sending out that
pulse, so &(16) = 4 (0,1,2,3,4 = 5).  Now that means Counter A must be set to
665/5=133, therefore &(17)=132.  And Counter B must be set at 945/5=189,
therefore &(18)=188.

     If you run these results back through the first formulas, you will find
that Freq A = 1336.8 hertz and Freq B= 940.7 hertz, well within the tolerance
band.

     To have both voices come from the TV speaker at the same time only
requires that Volume A and Volume B be brought up to sufficient numbers.  Both
would be maximum if &(22) is set to 255.

     I have found two exceptions that may be unique to my own computer... One,
when &(16) is set to 0, it recognizes it as 2; and the other is when &(16) is
set to 1, it recognizes it as 3.  I can't explain why, it may have to do with
the high speed at which you are trying to make the Master Counter work.

     Load the "SOUND GRAPH" program and get some 'hands on' experience, and try
out different ideas.  Also, there is an optional modification to the program
that will display all eight binary bits of the value that the knob is adjusted
to at that time.  It does slow down the program, but it is a good teaching aid.

[Edited and proofread - AJT, 2/18/2011] [Part 2 in Vol. 1 Issue 9, pp. 71, 72]

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_ADS_
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     for listing alone.  All ten for $22.  All except Connect 4 have graphics.
     Scott Waldinger, 24740 Woodcroft Dr., Dearborn, MI 48124
_BOOKS_ that have been recommended by subscribers are: A GUIDED TOUR OF
     COMPUTER PROGRAMMING IN BASIC by Dwyer and Kaufman, and 57 PRACTICAL
     PROGRAMS & GAMES IN BASIC by Tracton.  I have received a couple of
     programs that were modified from the latter.
_SERVICES AVAILABLE_ from Tim Hays, 456 Granite Ave, Monrovia, CA 91016
     include: piano-like 3-octave keyboard; hard wired TBASIC chip into
     motherboard with switch; Sound output; special application software,
     games, music, sound effects, also sales of Bally hardware. Send for
     details 213-359-8092
_VARIETY_ is offered by W&W Software Sales, 6594 Swartout Rd. Algonac MI 48001.
     Five pre-programmed tapes with 5 programs each at $10 each tape.
     Guaranteed bug-free.  Include boards for games, colors, skill levels,
     business programs.  Send S.A.E.

_THIS ISSUE_ is pretty well packed with stuff, primarily your contributions
     of one kind or another.  I have received a lot of compliments on the
     paper, but I am only relaying the material that comes in to me, so
     the compliments really go right back out to you, the subscribers.
     On the other hand, "keep those cards and letters comin' ", so that
     we can all benefit in this endeavor.

_REWORKED GAMES_ mentioned above also have been taken from 24 TESTED,
     READY-TO-RUN GAME PROGRAMS IN BASIC by Tracton (The Tracton books
     are distributed by TAB books) and from BASIC COMPUTER GAMES by Ahl,
     editor of Creative Computing magazine.  A recommended book is THE
     BASIC COOKBOOK by Tracton, a dictionary type of book.  These have
     been reported by Bob Kelley.

_ _ _ _ _ _ _ _ _ _ _ _ _ _ [fold on the dotted line] _ _ _ _ _ _ _ _ _ _ _ _ _

ARCADIAN                                          [Place US postage stamp here]
Robert Fabris, folder [another new title]
3626 Morrie Dr.
San Jos, CA 95127

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          First Class             To: [Address label goes here]
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