 
    
    PRELIMINARY INFORMATION
CONVENTIONS
        AND DEFINITIONS
TWO-KEY
        COMMANDS
OTHER VERSIONS OF
        BASIC
SOME SPECIAL FEATURES
        OF THE SORCERER
DIRECT AND INDIRECT MODE
      
DIRECT MODE
      INDIRECT MODE
EDITING AND CORRECTING YOUR
        PROGRAM
 CHARACTER
        ERASE
 LINE ERASE OR
        CORRECTION
 LINE INSERTION
      LIST COMMAND
INFORMATION INPUT AND OUTPUT
        (I/O)
THE INPUT
        STATEMENT
MORE ABOUT PRINT
        STATEMENTS
DATA, READ AND
        RESTORE S'TATEMENTS
LOOPS AND BRANCHES
THE
        GO TO STATEMENT
THE
        FOR...NEXT LOOP
THE
        IF...THEN S'TATEMENT
END
        AND STOP
NUMERICAL EXPRESSIONS AND
        OPERATIONS
FLOATING
        POINT NUMBERS
NUMERICAL
        CONSTANTS AND VARIABLES
NUMERICAL
        OPERATIONS
ORDER OF
        PREFERENCE
THE CONDITIONAL
        GOTO
NUMERICAL ARRAYS
LINEAR
        ARRAYS
HIGHER DIMENSIONAL ARRAYS
LOGIC
NUMERICAL
        RELATIONS
LOGICAL OPERATORS
MORE
        ABOUT PRECEDENCE
COUNTERS,
        ACCUMULATORS AND FLAGS
MORE ABOUT
        BRANCHING INSTRUCTIONS
FLOATING POINT
        CONFUSION AND DECISIONS BASED ON RELATIONS
NUMERICAL FUNCTIONS
FUNCTION
        NOTATION
THE DEF STATEMENT
THE
        INT FUNCTION
THE SGN
        FUNCTION
THE RND FUNCTION
STRINGS
THE
        CHR$ FUNCTION
STRING
        CONSTANTS AND VARIABLES
PUT
        AND TAKE WITH STRINGS
STRING
        RELATIONS AND EXPRESSIONS
STRING
        FUNCTIONS
STRING SPACE
STRING
        ARRAYS
SUBROUTINES
THE
        CONDITIONAL GOSUB
STORING ON AND LOADING PROGRAMS
        FROM CASSETTE TAPE
CHECKING
        YOUR HARDWARE
TO RECORD A
        PROGRAM
TO REPLAY A
        PROGRAM
SAVING AND LOADING
        NUMERICAL ARRAYS
GRAPHICS
USER-DEFINED
        GRAPHICS
USING THE MONITOR
        TO DEFINE YOUR GRAPHICS CHARACTERS
DEFINING
        CHARACTERS IN A PROGRAM
THE
        USR FUNCTION
PLACING YOUR
        OWN SPECIAL CHARACTERS ON THE SCREEN
ANIMATION
CURSOR
        CONTROL
TIPS ON DEBUGGING
ERROR
        MESSAGES
PROGRAM
        DOCUMENTATION
MODULAR
        PROGRAMMING
TRACE
        STATEMENTS
COMMANDS AND STATEMENTS
COMMANDS
STATEMENTS
SPECIAL
        FUNCTIONS
USING INP, OUT
        AND WAIT
POKE, PEEK
DERIVED MATHEMATICAL FUNCTIONS
ERROR MESSAGES
ONE-STROKE INSTRUCTIONS
ASCII CHARACTER CODE
FIRST ADDRESSES IN EACH LINE OF VIDEO
DECIMAL DESIGNATIONS OF THE STANDARD CHARACTERS
STANDARD ABBREVIATIONS FOR ASCII CHARACTERS 00 THROUGH 31
CURSOR PLACEMENT
USER-DEFINED GRAPHIC CHARACTERS: ASCII NUMBERS 128 TO 191
USER-DEFINED GRAPHIC CHARACTERS: ASCII NUMBERS 192 TO 255
ONE-STROKE BASIC INSTRUCTIONS