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Disk 3 News


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At the All Formats Show on the 4th November, Dr. Andy Wright was
showing off the finished version of his new DOS .  It  has  many
more commands than the standard DOS, and allows RAM discs of any
size to be set up. This will tie up nicely with Samco's 1meg ram
upgrade, which although was not on show, is rumoured to be  very
near completion. The Sam mouse was also said to be nearly ready,
and will hopefully be present at the next show in December.  The
Sam was being sold at the remarkable price of 179.00,  including
a drive, which makes the Speccy 128+2 seem a  little  overpriced
at 159.00 with only a tape system.                              
While on the subject of price, I  was  talking  to  GBS  at  the
Alternative micro fair, who told me that 179.00 was their normal
shop price for the Sam.                                         
Alan Miles and Bruce Gordon have kindly let the "Supplement" put
application forms into the boxes of new Sams  being  despatched,
and we are also going to put a trial copy of the  Supplement  in
too, to  see if it brings us even more members. By the time  you
read this, we should have close to 200 paid  up  members,  which
should make for some really interesting letters, tips,  programs
etc. in the future.                                             
                                                                
Don't forget the next All Formats  Show,  at  the  Horticultural
Halls, on the 15th December, Brian Mumford and myself (ED)  will
be there, and hope to meet some of you.                         
                                                                
I don't usually know what is going to be in the next  issue,  as
articles etc are coming in thick and fast, but  I  can  say  for
definite that in the next issue there will  be  a  screen$  code
compressor written by Steve Nutting plus an update of Samscratch
which was done by  Darren  Talbot,  and  has  many  professional
features added.                                                 
                                                                
                                                                
On the software front, Enigma will have Trivial Pursuits out  at
the begining of December, and have yet again  made  improvements
to "SPHERA", their mega shoot em up. Mark  Greenshield  told  me
that when it is released early  next  year,  it  will  be  truly
mindblowing.                                                    
                                                                
Enigma have also asked me to remind you of their software  club.
For a fee of 10 pounds per year, you will get discount  software
plus up-to-the-minute news of forthcoming releases.             
For those of you out there who still  haven't  upgraded  to  the
newer 3.0 ROM, Enigma will not be writing software for the older
ROM from the new year. This is because it take twice as long  to
test out programs on both  ROM  versions,  and  also  there  are
certain things that the older ROM will not cope with.           
Although it doesn't affect anyone reading this, they  also  tell
me that  early  next  year,  they  will  cease  publishing  tape
versions of their software. As the machine  is  now  being  sold
with a drive, the sales of tape based software  will  fall,  and
Enigma don't think it will be a  worthwhile  venture  to  supply
tapes.                                                          
               FIVE ON A TREASURE ISLAND by Enigma              
                     Reviewed by Les Phillips.                  
                                                                
Not as yet having become 'hooked' on adventure type  programmes,
It was perhaps appropriate that I should try out  this  game.  I
was pleased to read in the instructions that - "No knowledge  of
the book is assumed at any point, enabling people who have never
read any of the Famous Five books to get to grips with the  game
without difficulty". All this did for me, however, was  to  deny
me a  ccnvenient  excuse  for  the  difficulties  I  confidently
forecast for myself!                                            
                                                                
The role you start with is that of Julian - one of  the  Five  -
but you can switch to any one of three of the others if you wish
by using the command "BECOME ....". The fifth member of the Five
is the dog, TIMMY, and there is apparently  no  interpreter  yet
available  for  canine/basic  languages.  The  multiplicity   of
characters makes it possible for several players to  take   part
in rotation, each assuming one (or  more)  roles, and making  an
agreed number of entries.                                       
The instructions  provided  are  quite  comprehensive  in  their
coverage of the operation of the parser which  deals  with  your
commands. For example, attention is  drawn  to  the  effects  of
prepositions in altering the normal meaning of verbs, e.g. "Turn
the wireless set", compared with "Turn ON the wireless set".    
Sequential actions can be linked together using the word  'and',
or the character '&', or by the simple use of  a  comma  between
commands.  The  words  'ALL'  and  'EVERYTHING'  are   akin   to
wildcards, applicable to almost any verb, not, as usually found,
only to 'TAKE' and 'DROP'. Abbreviation of all  words  to  their
first four letters is acceptable.                               
                                                                
A neat touch is the definition of the function keys  to  provide
one-key operation of several frequently used commands, and  when
SHIFT is pressed, they become compass direction keys. There  are
also several help commands, and facilities for saving  the  game
at any point - an absolute MUST for such a large game. (But  see
footnote!!). There is a facility for  checking  your  score  in 
terms of %  game  completed,  but  I  found  use  of  this  most
depressing.                                                     
A feature of all adventure games is that  of  becoming  familiar
with the language, and I spent some considerable  time  changing
my personality, trying to persuade other characters to  eat  the
sandwiches etc, during this process.                            
                                                                
A major criticism, which  became  apparent  after  some  aimless
wandering in and out  of  a  grocer's  shop  after  successfully
getting off the train (by waiting for it to stop!),  and  coming
to blows with George (several times, she's that sort  of  girl),
is the lack of a defined objective to  the  adventure.  This  is
inconsistent with the statement that no knowledge of the book is
necessary to get to grips with the game. I   reached  the  stage
where I felt that  if I was to get much further I really  needed
to know what I was supposed to  be  looking  for  or  trying  to
accomplish!                                                     
                                                                
It is not easy  to  define    what  are  the  essentials  for  a
successful adventure game. Convenience of communication must  be
an important feature and TREASURE ISLAND  scores  very  well  in
this respect. Complexity must be desirable to  the  extent  that
the adventure will take some  time  to  complete,  and  TREASURE
ISLAND will have no  difficulty  in  meeting  this  requirement,
judging by my - admittedly limited - experience.                
                                                                
If you enjoy conversing with your computer, you will enjoy  this
game and particularly so if, despite what the instructions  say,
you have some foreknowledge of the motivation of the Famous Five
in this particular adventure. A predominantly text adventure  of
this sort does not provide the Coupe with  opportunity  to  show
its  comprehensive graphics and sound capabilities, but that  is
no fault of the game.                                           
________________________________________________________________
                                                                
A footnote to this review comes from D.Hall, who contacted me to
say, that although he found the game very  good,  the  LOAD/SAVE
option only works with tape. This mars  the  game  slightly  for
him. (ED.)                                                      
________________________________________________________________
                                                                
                                                                
               VOICE BOX by Blue Alpha Electronics              
                    Reviewed by D.Tonks                         
                                                                
Except for the extra drive and the memory upgrade, the  Voicebox
is the first true hardware extra for the Sam.                   
It comes in a plastic package, complete with a small booklet  of
instructions for a cost of 39.99.                               
The device itself is in the same cream coloured box as  the  SDI
or the Comms box, and fits to the euro  connector  in  the  same
way. This brings me to the first problem, in that  there  is  no
through port, and only one device can be fitted at a time.  This
involves keep turning the machine off  to  swap  over.  The  Sam
could really do with a motherboard, or the peripherals could  do
with a through port.                                            
                                                                
Once fitted, the device is ready to run, requiring  no  software
to drive it. There is a disc provided, which has a  demo  on  it
which involves you typing in  a  message  for  the  voicebox  to
repeat.                                                         
                                                                
The voicebox use the allophone system,  where  speech  is  split
into several parts, and those parts are added together  to  give
the words required. The voicebox can be diven directly from your
BASIC program, and a small subroutine is printed in the  booklet
for this pupose.                                                
For those of you who owned a Currah Speech for the Spectrum, you
will find that the Voicebox is not as easy to use.  It  requires
that you send the allophone via PORT 65407 as a numbered code. A
complete list of these codes  are  given  at  the  back  of  the
booklet for reference.                                          
As to the quality of the speech, the main problem  I  found  was
that there was not enough volume to hear it properly if  the  TV
or monitor was used. If I turned up the volume on  the  TV,  the
Sam's inherent hum got worse, which didn't help the voicebox. If
however, an amplifier was connected to the sound output  at  the
back of the Sam, a much improved sound was heard. I  think  that
part of this problem lies with the rather noisy Sam.            
The speech itself was quite understandable, if a little  machine
like. With careful selection of  the  allophones,  it  would  be
possible to get quite good results. The paucity of  instructions
make life a little frustrating. There must be a  way  of  adding
inflection and pauses into phrases, but  the  booklet  makes  no
mention of this. I also think that there is  a  mistake  in  the
BASIC listing given in the booklet as I couldn't get it to  work
unless I changed The "24" in line 1020 to  "126.  Maybe  it's  a
different number for different ROMs?                            
                                                                
The main test will be if any commercial software  islwritten  to
take advantage of this add on. If not, it will have to  rely  on
homegrown stuff, which will mean that fewer people will buy  it.
I talked to Enigma Variations about this, and they told me  that
they would support it, if the quality was improved.  Overall,  a
nicely put together add on, that is fairly easy to use, and with
slight improvements and a much better instruction book, could be
a worthwhile addition to your Sam.                              
________________________________________________________________
                                                                
                                                                
                                                                
                                                                
                  PIPEMANIA Reviewed by R.Evans                 
                 ------------------------------                 
                                                                
You have probably seen this game on the Spectum ,ST etc.. It's a
nice little game, the Sam version has been well thought out, the
title music is not bad and the options are brilliant, they  have
thought of every thing, one/two player, expert, and best of  all
A TRAINER MODE!!!!!...                                          
                                                                
     I really wish all games had a trainer mode  built  in,  and
the other software houses should take note of  this  and  follow
suit! Anyway back to the game. The general layout is  good,  the
use of colour, sprites and spot sounds are also of a  very  high
quality. The game is easy to get into  and is  fairly  adictive.
Not a bad game, and well worth buying.                          
                                                                
A good tip for you when playing, is to ignore the pieces on  the
left of the screen, and just concentrate on the  place  you  are
putting the piece. Just keep placing pieces until  the  one  you
want comes along.                                               

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