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Video Easel – Atari 8-bit Manual – English

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Platform
Atari 8-bit
Language
English
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1.59 MB
Filename
video-easel_atari-8bit_manual_en_3nu.pdf
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•400/800"

EASE L

A

ATARP A

Model CXL4005
Use with
Warner Communications Company

ATARI® 400™ or ATARI 800™
PERSONAL COMPUTER SYSTEMS

TABLE OF CONTENTS

INSERTING THE CARTRIDGE
This cartridge runs on the ATARI® 400^^ or the ATARI 800^'^
Personal Computer System. On the ATARI 800 system, insert
the cartridge in the LEFT CARTRIDGE slot. Be sure the
POWER ON/OFF switch on the right side of the console is

I.

ON. The ATARI 400 and ATARI 800 systems automatically

II.

INTRODUCTION
What Can You Learn From VIDEO EASEL^*^?
The Rules of "Life"

SAMPLE EXERCISES

shut off whenever the cartridge door is lifted. This prevents

A.

damage to the computer and to the cartridge.

B.

The power indicator light on the console should be on when
the power is ON and the cartridge door is closed, and off

D.

C.

when the door is open.

E.

CARTRIDGE

LIFE

SEQUENCE OF IBEAMS
SIMPLE GEOMETRIC FIGURES
FOUR-QUADRANT SYMMETRY (QUAD XY
CURSOR)
CREATE A COMMUNITY

Ml.

CONSOLE/KEYBOARD CONTROLS

IV.

USING THE CONTROLLERS

V.

MAIN LISTING
A.

LIFE

B.

RESET COLOR

C.

DRAWING

D.

QUAD DRAWING

F.

CLEAR
START

G.
H.

ERASE
PAINTING 1

E.

CARTRIDGE
I.

INTRODUCTION

Welcome to the world of "video art," or, "computer video
art," to be exact. This is your opportunity to create imaginative and colorful graphic designs. You can create a
design on the screen using the Joystick and/or keyboard,
ihen observe in amazement as the cu ii ipute r expands on the
original pattern. Between the patterns already programmed
imagination, your
cartridge and your own
into this

possibilities are limitless.

VIDEO

EASEL"'^'^ is a unique combination of art and
mathematics. It is also a terrific opportunity to learn about
the fascinating game called "Life" (see below). You will be
able to explore the nature of symmetry, while creating artistic designs which change or evolve according to certain
rules or laws. You DO NOT have to be a mathematical
wizard to use and enjoy this cartridge.

General Information About VIDEO EASEL^'^

Age Range: ages 8 to adult
This cartridge encourages:
•

Visual Thinking

•

Experimentation/Exploration
Creative Play

•

•

Understanding mathematical models and games.

•

Creating and identifying shapes, patterns, and "repeating

There ^re two "menus" in this cartridge which cause different displays to be shown on the screen. Each item in each
menu is either an activity or an editing command. Using the
keyboard, you instruct the computer what to display on the
screen. When the cartridge is first powered up or turned on,

cycles."

you will see the following screen display:

It

•

develops skills in:

Understanding symmetric relationships.

VIDEO EASEL may be associated with the following subject
areas:

f

(primarily at the secondary and college levels)

r

•

Mathematics
Biology and other life sciences

•

Art, aesthetics, visual

•

Interdisciplinary studies
Systems theory (especially

•

•

'

perception
physics,

chemistry,

and

medicine.)

Category of Use:

•
•

•

Education
Recreation
Simulation

Equipment required: 1-4 Joystick Controllers

Number of Users: 1-4

\

MAXN
RESET COLOR
DRAMXNG
QUADi DRAMXNG
CLEAR
START
e:rase
PAINTING dL
TVRE A RETURN AF^TER
ALL COMMANDS
life:

COPVR±GHT F^TARI
1

i.'SJ''?^^

J

As the MAIN "menu" for VIDEO EASEL, it contains the titles
of all items in the cartridge. To display the menu for LIFE on-

ly,

press L on the keyboard. You will then see the following

display:

"Life'' is a one-person game or activity of exploration and
discovery. It has been described as a noncompetitive activity

which is played with simple rules. It is based on creating patterns or "colonies" and trying to predict what forms they will
take as they "evolve" from one generation to the next.

FACTORV AT
GLIDER AT
BIG X AT
START
X V CURSOR
IBEAM AT
DIAG AT
ROW AT
VERT AT
QUAD X V CURSOR
TYPE A RETURN AFTER
ALL COMMANDS
CORVRIGHT ATARI i-gi^J-SYou

will learn all possible commands and displays by
reading through the instructions contained in this booklet.
The following diagram is a general outline of the menus in

VIDEO EASEL.
1.

Power up Cartridge

MAIN menu is displayed

is not a game in the usual sense. There are no "opponents," nor are there any "strategies" for winning. It is
rather, a simulation of cellular growth and evolution. You
begi n as the creator and then become an observer as the
computer takes over. There is potential for an endless series
of symbolic patterns which appear to have a life of their

"Life"

own.
John Norton Conway, a British mathematician, invented the
rules of "Life" with great care, basing it on a mathematical
model. This model can be related to a number of areas of
study, including ecology, economics, biology, chemistry,
cybernetics and computer science, biochemistry and physics.

popularity has much to do with use of the modern
computer. The speed and accuracy of the computer are
necessary for continually executing the genetic "laws of
Life," which you are about to learn. Combined with high
quality, color graphics, "Life" makes learning about patterns
an aesthetic experience. The role of symmetry in the evoluLife's

tion of these patterns

MAIN
RED BOXED
ITEMS ARE

MENU
SELECTIONS

BLUE BOXED
ITEMS ARE
EDITING

COMMANDS

is

of special interest.

(Symmetry

is

defined in Webster's New Collegiate Dictionary as "balanced proportions," or, "beauty of form arising from balanced proportions")

^f

IBRAWING
[QUAD DRAWJM^
CLEAR
START
ERASE

TYPE A RETURN AFTER

ALL COMMANDS

COPYRIGHT ATARI 1979

Life is played on a rectangular grid.

A "colony" of organisms

will eventualy appear on the grid as you program them.

Each
organism can be represented by a single symbol, such as *.
The colony of organisms will be a collection of these symbols on the grid. The configuration or arrangement is up to
you and the computer.
Imagine an immense gridwork or checkerboard. Each square
the checkerboard is a cell, and the entire board is a
cellular space. The cells are all identical and can perform a
number of specific functions. Each cell can sense its eight
neighboring cells (see diagram on next page), and each cell is
in

either alive or not alive (quiescent).
2.

Press L on keyboard for

The cellular space changes with time; time advances over
the entire space at once, in steps. As mentioned before, each
step is called a generation (GEN).

LIFE menu

LIFE

RED BOXED
ITEMS ARE
LIFE

MENU

COMMANDS
BLUE BOXED
ITEMS ARE
EDITING

COMMANDS
GREEN BOXED
ITEM
DISPLAYS

MAIN

MENU FOR
LIFE

CLEAR

MAIN
FACTORY AT
GLIDER AT
BIG X AT

The RULES of Life
Each successive generation of a colony (or cell),
duced according to the following "laws of Life":
1.

is

repro-

The Law of Survival
Each organism with 2 or 3 neighbors survives to the next
generation. For example

—

START
XY CURSOR

IBEAM AT
DIAG AT
ROW AT
VERT AT

*
***

QUAD XY CURSOl

*

TYPE A RETURN AFTER

ALL COMMANDS

COPYRIGHT ATARI 1979

Each organism with 4 or more neighbors dies from "overcrowding."
Each organism with

What Can You Learn From VIDEO EASEL?

1

or fewer neighbors dies from

"isolation."

VIDEO EASEL is designed for use by children and adults
Depending on age, interest, and experience, each user
be able to learn something new and different. (See the
bibliography at the end of this instruction booklet for a list
of references to guide you in your explorations.)
alike.

will

2.

The Law of Birth
Each empty space (cell) with exactfV 3 neighbors has a
birth of a new organism in the next generation. For ex-

ample—

II.

41

SAMPLE EXERCISES

•

Before we get into a detailed description of the entire
VIDEO EASEL cartridge, some experimenting might be a

m

good idea. Try the following exercises and keep in mind that
whatever you do not understand will be explained later in
these instructions.

*

The following series of experiments will help you get acquainted with the game of "Life." They can be done by
children and adults alike.

Births occur where there is optimal "nurture'' or growth

potential

in

the neighborhood.

LIFE

A.

BIG X AT 40,40 RETURN
Note that a "neighbor" is defined as an organism present in
any adjoining space — horizontally, vertically, or diagonally.
There are a total of eight such adjoining spaces (marked
below):

START

Press L (LIFE) on the keyboard.

1.

Press B (BIG X).

2.

*

The screen display will show "BIG X AT" near the bottom left corner.

The laws of Life are applied simultaneously or all at once.
This means that one generation of a colony gives way to the
next generation. For example:

GENeration 1:

*
*
*
*

becomes

RETURN

Follow these instructions, step by step, for the above program.

3.

Type 40,40 (don't forget the comma) and hit RETURN

4.

Press S (START), then hit

A BIG X will generate beautiful patterns somewhat resemblyou want to stop a pattern temM (MAIN) on the keyboard.
To begin the pattern again on the screen, press S (START),
and RETURN
ing stained glass windows.

GENeration 2:

**
*

RETURN

If

porarily to take a look at it, press

To remo ve the pattern from the screen, press C (CLEAR), and
Try two BIG X's, one at the top of the screen and
one at the bottom. Using the same procedure just describ;i^iii;K^i

.

input the following information through the keyboard:

ed,

Births

BIG X AT 80,60 RETURN
BIG X AT 80,20 RETURN

Deaths
I

START

RETURN

Outcome

Note the symmetry in this exercise. It is a result of the symmetry of the X, and of having two X's on the screen, each a

The game of Life goes through generation after generation,
until one of the following outcomes occur:

reflection of the other.

SEQUENCE OF

1.

All of the organisms die, in which case the game is over.

B.

2.

The colony reaches a stable configuration. This could
occur when the pattern of organisms in one generation

First, try

produces the same pattern in the next generation, or
when any one of the previous patterns is repeated,
which would produce periodic "cycling" of generations.

I

BEAMS

a single IBEAM, such as:

IBEAM AT 80,5 0 ESEEEI
START ESinni

(Press I, type 80,50, hit

RETURN

(Press S, hit

RETURN

)

VIDEO EASEL version of Life, the GENeration number

How many objects are there after 10 generations? (...after 20
generations? 30 generations? 100 generations?)

continually increases regardless of what happens on the
screen display. It is up to the user to give a new command to
change the display when a configuration stabilizes ar dies

Can you predict what the pattern will look like after 200
generations? (You can stop the program at any time by press-

In the

ing S on the keyboard. Hit

out.
3.

The colony grows

indefinitely. (Although indefinite
growth of a colony is theoretically possible, such a pattern has not yet been produced.)

As you will eventually see for yourself, some patterns exist
which continue indefinitely, forever evolving. On the other
hand, a pattern may die, leaving you with an empty display.

A curious property in the evolution of many patterns is their
tendency to gain symmetry. There will always be another
pattern that you'll want to try in your search for unusual, unpredictable, and attractive patterns.

to restart it.

Try placing several IBEAM's side by side:

IBEAM AT 20,40 RETURN
IBEAM AT 30,40 RETURN
IBEAM AT 40,40 RETURN
IBEAM AT 50,40 RETURN
etc.

START

RETURN

What do you think will happen? Will the design continue to
be symmetric forever?

C. SIMPLE GEOMETRIC

FIGURES

^

ROW AT 40,40 RETURN (Press R, type 40,40 and hit RETU RN

.)

LENGTH J 5| RETURN

When the computer asks for length,
press 5 and hit RETURN

START

(Press Sj hit

RETURN

RETURN

•5f

%
•3f

)

After trying this exercise, repeat it with varying lengths (2, 10,
20, etc.). How does varying the length affect how long this
colony can survive?
like this demonstrate the concept of "oscillating patterns.'' Oscillating patterns repeat

ROWS

instead of like this, as they are on typical streets.

themselves after a specific amount of generations. For example, how many patterns are in each repeating cycle for a row
of 5? a row of 10? Does it make any difference whether there
are an odd or even number of elements?

*

Try making a square and see what happens:

*
*

ROW AT 40,40 RETURN
LENGTH,# 10

It

ROW AT 40,49 RETURN
LENGTH,# 10
VERT AT 40,40
LENGTH,# 10

VERT AT 49,40
LENGTH,# 10
START RETURN

Or imagine that parallel lines are freeways. Place a factory
RETURN

here and there. Put a few gliders or spaceships like those

II

shown below.

RETURN
II

*

How long does the "square" last? Does it produce repeating
or oscillating patterns?

* ***

***

D. FOUR-QUADRANT SYMMETRY (QUAD XY CURSOR)
If you enjoy symmetric patterns, you can take advantage of
DRAWING XY CURSOR mode. This mode copies
the
designs you draw (using the Joystick and controller button),
into each of the four quadrants on the screen:

QUAD

.

S

Now give your community life by STARTing

it.

Watch it

Does the placement of objects change? Will the
freeway stay the same? Here's where your imagination can
grow.

run rampant.

-

III.

CONSOLE/KEYBOARD
CONTROLS

When the cartridge is first powered up your screen display
will

show the following menu of commands:

MAIN
reset color
orawxng;
QUAD DKAWXNG
CLEAR
START
ERASE
PAINTING i
TYRE A RETURN AFTER
ALL. COMMANDS
L-IFE

LIFE

You will therefore get a design which is both horizontally
and vertically symmetric, with each quadrant being a mirror
image of its neighboring quadrant.
This

is

effective

especially

when

mixed

with

COPVRIGHT ATARI d.'^T-S^

other

preprogrammed patterns. Remember that you can mix any
number of these shapes together. Instead of pressing S (for
START), after putting in a shape, use another of the menu
commands for another shape. For example:

IBEAM AT 40,40 RETURN
BIG X AT 80,60
DIAG AT 20,20 RETURN
It
LENGTH 10
START RETURN
II

E.

CREATE A COMMUNITY

Imagine you are designing a community. Suppose you want
to see the effects of setting it up in a specif ic way. For example,

what would happen if houses were grouped like this:

The above display is the MAIN Listing for all items containThe
ed in VIDEO EASEL.
button on the
keyboard console will return the screen display to this listing
at any time when pressed. Any designs or patterns stored in

EEEJESS

the computer are NOT lost, but rather retained in the computer's memory when f!rHnTIH3;ffl is pressed.

The OPTION

SELECT

and START buttons have no effect in

VIDEO EASEL. Your most important tools for instructing the
computer will be some of the letter and number keys and the
^^KQS key on the console keyboard. Each item in the
MAIN (menu) Listing may be accessed and displayed on the
screen by pressing the FIRST letter of that item. (e.g. Press L
for LIFE; press R for RESET COLOR, etc )

IV. USING THE
^

MAIN. Press M on the keyboard to bring up the

CONTROLLERS

MAIN display in your LIFE program. It is also
possible to use this function to stop the computer

Be sure the Joystick cables are
firmly plugged into the CON-

without taking the design off the screen. It is not
necessary to hit l;Udj;l!l after pressing
for

M

TROLLER JACKS at the front of

MAIN.

your computer console. Joysticks
are used for LIFE, DRAWING,
and QUAD DRAWING, in Life, a
Joystick is used to control the XY
CURSOR and the QUAD XY CUR-

3.

FACTORY

A

AT.

FACTORY

is

a

special

preprogrammed design. To display a FACTORY on
the screen you must press F on the keyboard, and
then select a set of coordinates for its location.
The screen contains an invisible grid of horizontal
and vertical coordinates. The horizontal or X coordinates range from 0 to 159. The vertical or Y
coordinates range from 0 to 95.

SOR, which are similar, but not
identical, in DRAWING and

QUAD DRAWING.
Move the Joystick in the directions shown in the diagram to
move the dot or cursor in the same directions on the screen.
To make or "draw'' a line on the screen, press the Joystick

After pressing F, use the number keys and select
two sets of numbers or coordinates for X and Y.

controller button while simultaneously moving the Joystick.
Release the button to move the dot without making a line.
The cursor can be moved anywhere but will not "draw" until
the button is pressed once. From that point on, releasing the

button "erases." (This procedure oj moving the dot or cursor
is explained in more detail later in these instruc-

to erase
tions.)

MOVE UP

MOVE

MOVE

LEFT

RIGHT

MOVE
DIAGONALLY

r

J

You might select for instance, FACTORY AT 25,35.
Be sure to separat e each set of numbers with a
comma. Then hit EQ^QZI and a FACTORY will
be displayed on the screen in the location you

MOVE DOWN

NOTE: There
general

in

is
more information on Joystick usage
Section V. MAIN LISTING.

in

have se lected. T o START the FACTORY, press S
and hit
This will signal the computer to
take over. The GENeration number will be
displayed at the bottom, left side of the screen.

V. MAIN LISTING

.

This section will provide you with a breakdown of all items
contained in the MAIN (menu) Listing for VIDEO EASEL.

A FACTORY will create a GLIDER (explained next)
every 28 GENerations. Many LIFE patterns die
rather quickly (within 100-200 generations). A
FACTORY therefore, may be added to the display

A. LIFE
Press L on the computer keyboard. The screen display will
show the following new menu of commands:

LIFE
CLEAR
FACTORV AT
GLXDER AT
BIG X AT
START
X V CURSOR
IBEAM AT
DIAG AT
ROW AT
VERT AT
QUAD X V CURSOR
TVF-E A RETURN AFTERALL COMMANDS
CORVRIGHT ATARI ±.'S^ir^

to supply new "life" into dying patterns.
4.

GLIDER AT. This is another preprogrammed
A GLIDER moves on a diagonal path.
GLIDERS were so named because of the way they

.design.

move, which is called glide reflection, or reflection from a diagonal line. Every four generations,
a GLIDER moves one square up and to the right.

The following descriptions include all items in the command

menu for LIFE.
1.

CLEAR. Use this command whenever you want to
permanently clear the screen. Press C on the
keyboard, then hit

•

NOTE: The CLEAR function for LIFE works differently than the CLEAR function described in
Subsection E of this section.

Another way to look at it is to say that every four
generations, the GLIDER produces a replica of
itself, facing the same direction but displaced one

square diagonally. After two generations, it is a
copy of itself pointing 90 degrees from its original
position. There are really only two unique patterns in the life history of the GLIDER but it takes
four generations for the orientation to match that
of the original pattern.

To display a GLIDER, press G on the keyboard,
select coordinates, then follow the same procedure described for FACTORY AT.
5.

BIG X AT. This is yet another preprogrammed
design or pattern. To display a BIG X press B,
select coordinates, then follow the same procedure.
10

.

ROW AT. A ROW also requires the selection of a
LENGTH number. Follow the same procedure
DIAG AT, with the exception of
pressing R instead of D to begin.

described for

6.

START. This command instructs the computer to

EQ^^a design. Press S on the keyboard (START
will

be displayed at the bottom, left side of the

screen), then hit

RETURN
e

11.

i

7.

XY CURSOR. This is your opportunity to create
your own design. Press X, then hit RETURN. A cursor will appear in the middle of the screen. Using
one or more Joysticks, draw something on the
screen. When you want the computer to take over
the design, press S (START), and hit RETURN

8.

VERT AT. Press V and since a VERTical also requires a LENGTH number, follow the DIAG AT instructions.

IBEAM AT. An IBEAM is another preprogrammed
design.

Press

I,

then follow the procedure de-

scribed for FACTORY AT.

12.

QUAD XY CURSOR. This

is

the

same as the XY

CURSOR, except that four lines are drawn o n the
screen instead of one. Press Q, hit U^ISiiUI

,

etc.

NOTE: To stop a design on the screen, press S or M on the
computer keyboard. To return to the MAIN Listing for LIFE
at any time, press L. You may display the various items in
LIFE individually or all at once.

9

DIAG AT. Although a DIAGonal is a preprogrammed design, there is an additional step in the
procedure for displaying it on the scre en. Press D,
select coordinates, then hit
The computer will then ask you to select LENGTH,#. Using
the keyboard number keys, select a random
length number. Once this has been done you can
START the design by pressing S and RETURN

G^QQ

.

B. RESET COLOR
To change the colors on the screen display, use a Joystick
plugged into the number 2 CONTROLLER JACK. Move the

when the design is stopped, and the colors will
change on the screen. To return to the original screen displa y
colors (after changing them), press M (MAIN), hit RETURN
then press R (RESET COLOR) and hit RETURN
Joystick

NOTE: You cannot change the colors when the cursor is on

the screen, nor when the design is evolving through generations.

C.

repeating and/or expanding a design on the screen. Press S
RETURN

and hit

DRAWING

D on the keyboard, and hit RETURN. Using one or
more Joysticks, draw something on the screen. When you
have wh at you want on the screen, press S (START) and hit
Press

^^1^3 The computer will repeat your pattern over and
over in different locations on the screen.
To elaborate or continue the same design, press D (DRAWING) and repeat the same procedure.
•

START is used for LIFE, DRAWING, QUAD DRAWING, and
PAINTING (PAINTING 1).
G. ERASE

function permanently ERASE's whatever is on the
screen from the computer's memory. Press E and hit
RETURN
This

H. PAINTING (PAINTING 1)

QUAD DRAWING
Press Q and use the same steps explained in DRAWING. The

D.

difference will be that you are able to draw four lines on the
screen at once, rather than one, as in DRAWING. You may
use more than one Joystick.

QUAD

NOTE: In DRAWING and
DRAWING, it is possible to
use different CONTROLLER JACKS to do different things on
the screen. For example, a Joystick plugged into the number
1 CONTROLLER JACK may be used to "slow down" the
speed at which the computer repeats and/or expands a
design you have drawn. Pull the Joystick straight back to
slow down your design on the screen. This procedure will
show you how such visual effects are created on the screen.
To speed up the process again, push and hold the Joystick
forward. Whether speeding up or slowing down, this process
takes a few seconds to complete, so it is necessary to hold
the Joystick in one of the positions (forward or backward).

PAINTING (PAINTING 1) actually consists of six different
preprogrammed graphic designs. Whenever P is pressed on
the keyboar d, PAIN TING 1 will appear at the bottom of the
screen. Hit
and PAINTING 1 will be displayed and
run on the screen.

To display the other PAINTING designs, press P and the
number 2, 3, 4, 5, or 6 key, then hit l;UJI[:15i The CLEAR and
.

ERASE commands both eliminate PAINTING designs from
the computer's memory.

PAINTING designs, as well as DRAWING, QUAD DRAWING, and LIFE designs or patterns may be displayed on the
screen simultaneously. In other words, if you do not ERASE a
design from the screen, it will appear again whenever you

START another design or pattern.

You will notice that since the computer is simply repeating
and/or expanding whatever you put on the screen, the design
have a tendency to fill up the screen quickly. When this
occurs, the graphics tend to become cluttered and have a
"garbage-like" appearance.

will

One way to get around this effect and make more interesting
designs is to "erase" part or all of whatever you draw on the
screen.

Do this by going over the lines with the cursor only

(controller button released), and they will be "erased" from

the screen, but not from the computer's memory. Try this
procedure once, then START the design and see what happens. Erasing usually leads to a much more effective drawing.

procedure should not be confused with the
function described below and in Subsection G.)

(This

ERASE

You will find that the same design from a different Joystick
and jack may cause different results on the screen when the
computer takes over. To see how this works, draw something
simple on the screen and instruct the computer to run it
(press S and hit
Then ERASE (press E and hit

ESQQ

same design

1.

Martin Gardner, "The Fantastic Combinations of John Conway's New Solitaire Game 'Life,' " Mathematical Games, Scientific American, October, 1970, pp. 120-123.

2.

Martin Gardner, articles taken from "Mathematical Games"
section. Scientific American,
November, 1970 (p.
118)-January, 1971 (pp. 105-108)- February, 1971 (pp.
112-117)-March, 1971 (pp. 108-109)- April, 1971 (pp.
11 6-1 17) -January, 1972 (p.107).

).

lil^mim ) the design from the computer's
repeat the

BIBILIOGRAPHY

using a different

memory and

CONTROLLER

JACK.

3.

The final position of the cursor on the screen before you

START a design also greatly affects a drawing. Leaving the
cursor at the end point of a design will produce a different
result than moving the cursor back to the center of the
screen. Keep in mind that simple drawings usually look the
best, and are easiest to reproduce later.
E.

gramming Language (Addison Wesley).
4.

5.

CLEAR
6.

Unlike the CLEAR function in LIFE, this one only clears the
screen temporarily. It does not ERASE a design from the
computer's memory, but rather clears the screen until the
design is STARTed again. It allows you to CLEAR the screen
and draw something else without losing the original design.

To use the CLEAR function, press C and hit
F.

RETURN

Howard A. Peele, "The Game of Life," Recreational Computing, May-June, 1979, pp. 16-27. (Reprinted from forthcoming
book, Instructional Applications of Computers Using a Pro"Lifeline," Newsletter. Back issues available, Robert T. Wainwright, 1280 Eden's Road, Yorktown Heights, New York 10598.

What To Do After You Hit ''RETURN'' People's Computing Co.,
1263 El Camino Real, Box E, Menio Park, CA 94025. (Contains
information for programming Life game in BASIC.)
Mac Oglesby, "Survivor" People's Computers (now Recreational Computing], November-December, 1977, pp. 48-49. (Twoplayer version of Life.)

7.

Byte, Volume 3, No. 12, December, 1978, pp. 45-82 (Articles on
"Life" with experimental patterns and programs.) Available
from Byte Publications Inc. 70 Main St., Peterborough, NH
03458.

8.

Ruth Leavitt, Artist and Computer (Harmony Books/Creative
Computing Press), 1976.

START

The START command

PRINTED IN U.S.A.
instructs

the

computer

to

begin

©ATARI®

INC. 1980

C01 41 89-05 Rev. 1

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