 C                                                                 g the level of play, the first cannoneer must make his decisions as to the angle of the barrel (from 00 to 90 in increments of 5) and how much powder (from 00 to 99 in \r~05,80\\ 
\P\Q\CPAGE 12.\\ 
\r~05,40\\ 
\K\Q\AARTILLERY DUEL CONT.,\\ 
\\ 
After choosing the level of play, the first cannoneer must make his decisions as to the angle of the barrel (from 00 to 90 in increments of 5) and how much powder (from 00 to 99 in increments of 1).  The player moves the cursor with his joystick to select his choices.  You only have 50 seconds in which to make your decision.  As soon as you have made your choice press the fire button to fire.  Your opponent then has the same opportunity to blow your cannon away.  If either cannon has in any way been shot, the screen will show a damage report. The damage could be anywhere from 1% up.\\ 
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When one side succeeds in blowing up the other side's cannon, the screen explodes.  Then to the beat of the drums, out march a group of the winning side's soldiers.  Sometimes they must be suffering from shell shock as they forget which way they're marching and get out of formation.  The sounds used are terrific 
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This is a terrific game except for one problem.  When does it quit?  We've played to a score of 15 to 20 (35 battles in all) without any indication that the game was getting any nearer to the end.  For adults, this possibly wouldn't be a problem, but it begins to get old after about 20 games for children.\\ 
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The foregoing Game Reviews were authored by Carol Tapia who has several young children, whose input is always included in these reviews.\\ 
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FROM THE METRO-ORLANDO AUG (MOAUG) NEWSLETTER.\\ 
\\ 
The first in a series of articles on LOGO by RICKI GERLACH.\\ 
\\ 
\CLEARNING WITH LOGO\\ 
\\ 
PART 1\\ 
\\ 
BY: RICKI J. GERLACH\\ 
\\ 
WHAT IS LOGO ?\r~05,40\\ 
\K\Q\A\\ 
Logo has been described as being both a computer language and a philosophy of learning. The major theme of Logo's philosophy is to learn by doing, to learn by trial and error, to learn by exploring and discovering. Errors do not reflect failure, but 'bugs' that can be analyzed and fixed.\\ 
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The language itself was designed to reflect this philosophy by being easy to use and powerful enough for sophisticated applications. Logo achieves these two seemingly opposing goals by incorporating several major design characteristics.\\ 
\\ 
\r~45,80\\ 
\K\Q\A\\ 
\\ 
The most important Logo feature is its ability to respond to new user-created words or programs in the same way Logo responds to its built-in words. Every computer language has certain 'reserved' words that the computer knows and responds to. In Logo, these key words are called PRIMITIVES, and include such commands as, MAKE, AND, IF, REPEAT, FORWARD, and RIGHT.  For example, the command\\ 
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FORWARD 50\\ 
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will cause the turtle to draw a line 50 steps long on the screen, while the command\\ 
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RIGHT 90\\ 
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will turn the turtle 90 degrees to the right. We can create some rather interesting programs using these primitives. Here is one of the easiest programs to visualize.\\ 
\\ 
TO BOX\\ 
REPEAT 4 [ FORWARD 50 RIGHT 90 ]\\ 
END\\ 
\\ 
Remember to push SmartKey VI after typing this, so that ADAM will store it in the memory, for later recall. Think of it as ADAM remembering what BOX is. Now the key point here, is that we can run this program, called a PROCEDURE in Logo, just by typing its name, the same as we run a Logo primitive. We can even include this newly defined procedure into other procedures. For example, here is a simple procedure that uses our BOX procedure.\\ 
\\ 
TO STAR\\ 
REPEAT 20 [ BOX RIGHT 18 ]\\ 
END\\ 
(SMART KEY VI)\\ 
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Now just run STAR, and watch what happens.\\ 
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The primitive TO is used to enter the Logo editor in order to define new 'vocabulary' words. When a language uses new words just like it uses its built-in words, we say the language is 'extensible' and uses the same 'syntax' for procedures as for primitives.\\ 
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Some words may be abbreviated, as\\ 
RIGHT or RT\\ 
FORWARD or FD\\ 
LEFT or LT \\ 
BACKWARD or BK\\ 
This means that the procedure you entered for BOX, could also be entered as \\ 
TO BOX\\ 
REPEAT 4 [ FD 50 RT 90 ]\\ 
END\\ 
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AM will store it
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