ZX Computing


The Spectrum Programmer

Publisher: Granada
Machine: Spectrum 48K

 
Published in ZX Computing #5

The Spectrum Programmer

The first two chapters of this book gently introduce you to the idea of learning to use your Spectrum, with some good advice for getting the best out of your machine.

Once set up, consult chapter three which takes you through the first steps of programming, with a look at variables, and the keywords PRINT, LET and INPUT. The following chapters concentrate on looping, handling text and numbers, and using functions and subroutines. Chapter seven introduces you to the use of graphics and completes your introductory study of programming techniques.

It is at the end of chapter seven and the following chapter that the reader is introduced to the idea of using these newly acquired skills to write a simple games program. Chapter eight deals with the use of sound on the Spectrum and ends with a simple program of the alien invader type which illustrates what you should have learnt so far.

Chapter nine deals with high-resolution graphics on the Spectrum, showing use of the graphics commands, wth sections on high-resolution colours and un-plotting. The final chapter of the book, called 'Logic and other topics', completes the Spectrum tutorial.

The Spectrum Programmer, written by SM Gee, is published by Granada Publishing. The book has 141 pages and is priced at £5.95. ISBN 0 246 12025 8,