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This book introduces all the features of the Spectrum you need to write games programs that are fun to watch and exciting to play.
Chapter Two introduces low resolution color graphics. Chapter Three explains how to use the random number generator and we return to graphics, this time in high resolution, in Chapter Four.
Chapter Five explores the Spectrum’s sound capabilities.
Dynamic Graphics is the subject of Chapter Six while Chapter Seven explains two very powerful commands, PEEK and POKE.
Chapter Eight is devoted to the Spectrum’s internal timing mechanism and in Chapter Nine we take a look at its facilities for string handling.
Finally, in Chapter Ten, graphics is again the topic under consideration, this time at a rather advanced level.