What To Do After You Hit Return


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English Pages vii;157 [159] Year 1975

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Table of contents :
Introduction
Preface
Welcome to the Games Book
Acknowledgments
Number Guessing Games
Number: A simple number-guessing game.
Abase: Guess my number…in base 2 or 5 or 8 or…
Trap: Trap my number. Then make the trap smaller and smaller and…
Stars: Guess the cosmic number. Win some stars for yourself.
Clocks: Read the metric code words and guess what time the computer has in mind.
Bagels: The Pico, Fermi, Bagels game—guess a three-digit number.
Quadgt: Bagels too easy? Try Quadgt.
Button: Button, button, who's got the button?
Word Games
Letter: There are 26 letters in the alphabet, but only 1 of them is it.
Abagel: Like Bagels, but here you try to guess the computer's 3-letter word.
Hangmn: The game of Hangman—guess the secret word, letter by letter.
Madlib: Complete a zany story by filling in the blanks—before you see the story.
Word: A scrambled word appears and you must unscramble it before your time runs out.
"Nimlike" Games
23Mtch: Starting with 23 matches, you and the computer take turns removing them.
Batnum: Set up your own game, then play against the computer.
Nim: You and the computer take stars from piles.
Chomp: The board is a big cookie, but one square is poison. Any number can chomp.
Zot: Use you zotter to your best advantage.
Hide & Seek in 2-Dimensional Grids
Hurkle: The Hurkle is a happy beast—find him if you can.
Mugwmp: Circles crossing circles will tell you where the Mugwump hides.
Snark: Catch the Snark with a well-placed circle.
Pattern Games
Dangle: Use the computer to make a dangling string of stars. For the very young.
Sunsgn: Your name and sunsign are used to create a unique artistic pattern.
Biosin: Charts your life's physical, sensitive, and cognitive cycles.
Mandal: Create your own Mandalas by choosing design parameters.
Life: John Conway's cellular board game.
Amaze: Creates a random maze. You choose how big.
Board games
Qubic5: 3-D tic-tac-toe. Choose a strategy level for the computer, then try to win.
Gomoku: The traditional Japanese game of five-in-a-row. Only here, you play the computer.
Teaser: Try to fill the 3-by-3 board with 1's everywhere except the center. Good luck!
Rover: Guide Rover Robot across a grid.
Welcome to the Caves
Caves1: Find your way out of the Caves. Three levels of difficulty.
Wumpus: Hunt the Wumpus in its world of caves, superbats, and bottomless pits.
Caves2: Like Caves1, but you set up the caves for a friend to solve.
Business & Social Science Simulations
Hamrbi: You are Hamurabi, the governor of ancient Sumeria.
King: If you survive your eight-year term, we congratulate you.
Civil2: A two-team simulation which recreates 14 Civil War battles. You can change the course of history.
Market: Two companies compete in a business simulation.
Stock: Play the Stock Market.
Policy: Six teams interact trying to manage the U.S. economy.
Polut: A Real-life simulation that permits you to create a water pollution situation and try to clean it up.
Science Fiction Games
Trader: Star Trader is an interstellar game of mercantile skill. Can be played lightly, or with passion.
Sttr1: You captain the starship Enterprise in interstellar battle.
Last Chapter
Crash: Land a space module on the planet of your choice.
Lunar: Try to land a spaceship on the moon.
Revers: Unscramble a list of numbers with your ingenuity and lots of patience.
Zeros: Two players build bridges until one player cannot move.
Taxman: Try to beat the Taxman. Factors are the keys to this one.
Selected Listings
Number Guessing Games
Number
Abase
Trap
Stars
Clocks
Bagels
Quadgt
Button
Word Games
Letter
Abagel
Hangmn
Madlib
Word
"Nimlike" games
23Mtch
Batnum
Nim
Chomp
Zot
Hide & Seek in 2-D
Hurkle
Mugwmp
Snark
Pattern Games
Dangle
Sunsgn
Mandal
Life
Amaze
Board Games
Teaser
Rover
Business & Social Science Simulations
Hamrbi
King
Civil2
Science Fiction Games
Trader
Last Chapter
Crash
Lunar
Revers
Zeros
Taxman
Order Information
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Take turns being the computer. The “computer” compares the secret number with each guess and always tells the truth,

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NIM IS PLAYED WITH PILES OF STARS (YOU DECIDE HOW MANY PILES AND HOW MANY

STARS IN EACH PILE).

WHEN IT IS YOUR TURN, YOU MAY TAKE ASMANY +s AS YOU LIKE BUT FROM ONE

PILE ONLY. f

THE PLAYER WHO TAKES THE LAST * WINS.

FOR EXAMPLE, SUPPOSE THE PILES ARE: PILEl: PILE2: PILE3:

|

« =» % * =x =

8

TO TAKE THREE *s FROM PILE 2, YOUMOVE 3,2 . THAT LEAVES

RILEY:

»

PILE 2: PILE 3:

x

NOW IF I MOVE 2,3 (TAKING 2 *s FROMPILE 3)

YOU WIN BY MOVING 2,1 (2 *s FROM PILE 1) !! HEREWEGO . . .

HOW MANY HOW MANY HOW MANY HOW MANY

:

PILES? 3 +s INPILE 1? 3 =s INPILE 2? 5 =*s IN PILE 3? 7

DO YOU WANT TO GO FIRST (YESOR NO)? YES PILE1l:

=*= x %

PILE2: * % % % * :

PILE3: # % * % % % *

:

YOUR MOVE? 3,2 IMOVE 6,3

f

;

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:

PILE1: = # = PILE2: = +

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THE SIMPLEST CASE -

”: take as many from any ;,, the Jast * and you can to is e gam the of ect Remember, the obj

Wow, we've solved an infinite

the winning as you want. So what's

of cases already number

NIM with one pile only but

i

an arbitrary with

. . afe. h only one pile left is uns 0.K., so every position wit

of cases, an infinite number

we must be done, right? Well, that's another subject . .

NEXT - TWO PILES LEFT.

\

tinuin ples yourself before consize - hc piles left? Try some exam same when there are only two 15safe if they are the ition pos the left, s there are tWO pile , I can play symmetrically ang a chsopoaing? If n with two piles of the same size

th

\) q \ \_[)

Ia

i

move

: wo Jo yo el “42mHEY

number of

© init hice Nie.sd

:

ONLY ONE PILE.

positio it's unsafe. After leaving a safe

Vad

win. Watch.

Gls

PILEl: PILE 2:

* * * * * ok oXEE KEE

fe position (two Imove 3,2 changing an unsa

piles of different size) into a

safe position (two piles of

e thing to the other. one pile, 1 do the sam whatever you do to the same size). Now

3

1: PILE PILE2:

-

xx * * * * * *

e changes ve 2,2. My symmetric mov If you move 2.1 then Imo s). pile a safe position (even

s)

an unsafe position (uneven pile

into

E PILES LEFT. MOVING ALONG - THRE We'll discover safe positions

in the other pile, leaving two piles everything

f

|

Er di

}

By [1,2,3] wemean |in second, borg the 2 inthird. the In the in

i

got

ohpo io reds

8

started with [3,5,7 1

4

hy

1

A

:

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B

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p HRIIRNE. 5:

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RTT ge :" d | NN ; o NEE i

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re one ofsthe piles has only all the positions with 3 piles whe ‘Now, let's analyze t. ear abou

k] we weal ,3,k1 and [1,3,

&

\

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1) ced to | 23Sh Ek)

redu tion can beSS resu the©uns 3 posi mov rany,5] t is (afte , righ issafeand : eare afelting [1.4. [1,9 SRE5],10 ] ea So [1,4

Sh 2 re [1,6,7] issafe (ean

Next-

vA

2

is [1.5.6] unsafe! ?). Why sonuse she last examples to show why :

00 : 7 edit- [1,891ing51on¢ safe. You guessers are 1 ,67 {1 hav s pile 3 h e wit be Se aad ; safe (for any positive integer k) and all oth HE aNor ied Tee !

-so [ 0K.

Air

a aa eg, To TE 1% NN i Va

one *. [1.2.k]

dy know

Lh: 1 [o-

I

Neen

14, i

: al d

of the same size. Se [1,2,4]. you move, I can leave two piles [1,2,3] issafe. Whatever changed to [1,23 by the be safe because each can Cd

j

1} ®

‘E fge

taking is unsafe - it is made safe by same size, then the position the have piles three the of If two with the same size.

:

;

we've already learned. by building on information

EH a Shas

i al

CE a

5

pros

"he

]

is the piles. [2 3k] 4,5 allest number [eft in anyt of[24 ] 2. [ ll, We ity and 2 is the sm k]? safe. Whatabou ich whis

| es it safe but after any v4 61 is safe - no move mak 1 SE lie ca lca Sg resultin out. We are building on what itck n - che

esis 1] pn

move

the

RE El le erockd ;

1

web

sid cacphiece

RR;

#5ufe positio

5,k1? over another. How about [2 8 us discps “ea‘hel , iss ,7) p-12,5

6 1 image. Yo

use of is unsaf WER i eLime »

RE

A Apu! (for any |! .

|Hie RSE

126,31 bent

positive integer k) are safc.

3 sc .):

8,439,216 AM

CO

ct Bs a

:

ver

~

AND

TWOHUNDRED SIXTEEN? Cl gy -t

|

SH Gt Ps COM

Sh Sy ees]

.

NN Now, you might be ready to consider attempting to construct the general case. See the difference between giving the answer when NIM is introduced vs, analyzing some special cases first and then generalizing? How do you think the formula was discovered in the first place? (If you're interested

a

zr 0”

Martin Gardner also gives some references for N/M in his book we mentioned.)

v4

B84 Rah ¢

There is a simple modification of strategy in the case where the player to take the last object is the loser, instead of the winner. At some point only one pile will have more than one * - you must take either all or all but one so as to leave an odd number of one * piles. (Thanks again, M.G.)

By p How about some variations that :

preps =de

Another nice modification that you can analyze in the same way: Instead of removing from only one pile, a player may remove #*s from any number of piles not exceeding some designated number, N, and as many from each pile as he wants.

SR a a = pr take from one pile phi he from P piles)?

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Here are some operators we've made up! eC RE

Ci

TS SR [kPy ,kPy, ... ,kP_|for any positive integer k

Example: 6¢(1,2,2,3] =[6,12,12,18])

PEs QS E= RPS Bs LP

O. [Py,Py,...,P,] EAR

01, gs oc QT

Example: [fl 25258 10H 557 0= [152,27 3,,/5(,7 1

[Py,Py, ..- Py) #£1(Q,Q, ...,Q] = [P1+Qq,P3+Qy, ... \P;+Q,]

2 :

Example: [1,2,3] #[2,4,6]1 =1[3,6,91] ;



.

| BER !

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| You make up a way which makes sense to you!

CE EE.

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See what effects theseoperators have on safe and unsafepositions. Since we just made these up, we trongly

suspect that this

athematis

is in unsolved probler . You too can make original contributions to

a Wy

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THE MUNCHIES

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Let's look at a few of the simpler safe positions for the 2 player game, (The pages on 2 MATCHES

explain safe and unsafe positions.)

1284 1 Px ww 2 3 ow 4 »

Let's call this position [4,4]. Is safe. Just play symmetrically to the other player, In general | kk | issafe for any positive integer k,

Notice that [ 1,1] is

1 Let's call 127%

18 which is obviously a safe

1P » * 2 Wk

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BIBLIOGRAPHY

find out what books and This is where you go [0 er. We got all of

you furth magazine articles can help of items

CAR: fit

our information from

NTIFIC, AMBRI in October, 1970, SCIE

end alin Comuy BER 0L olspr obs n given names like bee ve y The . erns patt E interesting LIF

ry and Ap ber, 19703 January, Februahematical Games” Novem s have an article called “Mat copie

discoveries are mentioned wherein all sorts of glorious ART AND SCIENCE 5 SERIOUS GAMES:THE

"

page are some of those. The pattems and ideas on this rns, YOU'LL be able to 1cin ltd new patte

E. Written by OF GAMES THAT SIMULATETheLIFViking Press, 1970,

ished by Clark C Abt and publ

i

Lh «fi

ES EE EEE EES EEE REFERE H OUND GR E TH F OF ING TT GE i e H|g are a couple H| Ty some isolated trip. lets and see what they do. Her

i

NAL string of CELL Remember the FUSE? t'sa DIAGO “a

of one last page at both ends. There's an example that “burn”

H

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RE AEEGa 7

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:

on the ;you design your own in Caves2, Wumpus is played - the computer sets them up for you in Caves) Explore tree-structures of a dodecahedron. vertices i Eo 5 These games can be played without a computer, but quite a bit of preparation and bookkeeping is necessary. Discuss

ways to

and play. generate the random numbers needed for the set-up

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CAVESI

FhyeompiseiDe

So you've decided to visit the CAVES, have you? Come in,

come in! But remember, there's only one way out ... hope you

:

find it! WELCOME TO THE CAVES

(I1=YES,

IS THIS YOUR FIRST VISIT

INTRODUCTION

DO YOU WANT AN

@=N0)>?1 B=N0)>71

Cl1=YES,

IMAGINE YOURSELF AN EXPLORER OF THE FAMOUS YOU'VE BEEN UNDERGROUND DUZZLEDORF CAVES. FOR DAYS, TRIPPING THROUGH THE CAVERNS AND UNFORTUNATELY, YOU'RE LOST, AND TUNNELS. YOUR FOOD HAS RUN OUT. THERE

)

IF YOU

SEE

IS ONLY ONE PATH OUT.

J

CAN FIND IT.

WHEN I TYPE A '2?', YOU GIVE ME THE NUMBER OF THE CAVERN YOU WANT TO GO TO. LIKE THIS:

WHERE NEXT?

This is a map I drew when I visited the CAVES. The sideways

7

box wd under a cavern tells you it'sa DEADEND. ADVICE: MAKE A MAP AS YOU GO - IN THE HARDER CAVES YOU SOMETIMES HAVE TO GO BACK AND TRY ANOTHER WAY. GOOD LUCK! YOU'RE IN CAVERN # F 2 ¢ 3 #4

1

(1) ARE WHERE YOU CAN *0

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Maps are neat ‘cause they show what you've found out

so far. Like in the map last page, you know caverns #4, #, and # 10 were never visited.

visit #9? If you were still in # 8, would you go back to # 4? to back way your find you Could

E

In CAVES], you get three flavors of CAVES -- each is

bigger than the last. They're called usual, harder, and !!!

Here's a partial map of a harder flavor I was playing 1]

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Pig Pe

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can Here are some waye you and a friend

anjoy playing CAVES] together, CER EARRR EES

TART EI EE

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En

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* NEW OUT

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Malo a map but don't go OUT. Pick a new OUT and retyry

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to cavern # 1.

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but be careful! Don't get out yet. #0 you gal make a map When you're near where you think OUT ix, go back to cavern

|

If your friend can now find your new OUT before finding

:

# 1 Tor off the sheet and lot your friend try It

to the old OUT (which ends the game), he wins. and he gets

-

find a now OUT next game for you.

p "

Now comes the fun, Each time your friend moves, say

:

HOT or COLD.

* pemreeeeempeeeere

ape

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© RENUMBLR )

a table of cavern #u, like this : Make

j

(24 ]25[26| 27/28 |29]30]31 w|i] al alas lel [wlofrofon vais] 1ajas]ref17{18[19 [20121 22(23 old new #

Now fill the lower boxes with numbers randomly, liken this

| |

10]11] 12] 13 14] 15] 16] 17] 18] 19] 20( 21] 22] 23] 24] 25] 26{ 27] 28] 29] 30] 31

4 67

old # |

7

new # ||}

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7 where next? you take over here

\

start

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Sit at the computer and have your friend sit away so

a

he/she can't soe, Your friend plays the game, but YOU

Interprot with your table. 1f your friend is in cavern # 7

JE.

Ee 0 4 ITER.

8

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ATTENTION WUMPUS BUFFS:

:

bl

*t shoot is one room away, don’t shoo * When the WUMPUS unless you're sure which room he's in. =. ge

:

2 = :

way, can back up a room and then copwil aw be two rooms

:

i i away when the arrow wakes him up

:

i

you miss, at least the WUMPU

|

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Cahn

A

1 FEEL A DRAFT

You ARE IN ROOM TUNNELS LEAD TO

do Se 5

ie

18 9

(S-MI?M

SHOOT OR MOVE

i

pe

5 Re

3 ie Bs . . . FELL IN PIT : HA HA HA = YOU LOSE!

* What happens if you shoot an arrow across a Bottomless Pit? Anything?

bs i

HUNT THE WUM

with Superbats?

i

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Fe pas

:

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2

i

7 & Ro ES (18) :

x :

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* Does the WUMPUS ever hide in a Bottomless Pit?

i

(\1) Spall 1123 §

CRETE

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SAME SET-UP (Y-N)?N

2

b

HUNT THE WUMPUS

I FEEL A DRAFT YOU ARE IN ROOM TUNNELS LEAD TO

(19)

START

SHOOT OR MOVE

18

20

12

19

yl

Syg

14

20

(S=-M)?M

WHERE TO0?11

5 A,

(19) :

PZ

(19)

19 11

11

TUNNELS LEAD TO

12

SHOOT OR MOVE WHERE TO?M

(29)

Y (1)

YOU ARE IN ROOM

(S-M)?M

2212

YOU ARE IN ROOM

4 SME

BY

|

SHOOT OR MOVE WHERE TO0?13

Hm OF .

(3)

(S-M)?M

I SMELL A WUMPUS! YOU ARE IN ROOM 13 TUNNELS LEAD TO

12

NO. OF ROOMS(1-5>?1 ROOM #214 AHA! YOU GOT THE WUMPUS! HEE HEE HEE - THE WUMPUS'LL GETCHA NEXT TIME!! SAME SET-UP (Y-N)?N

HUNT THE WUMPUS

1 FEEL A DRAFT

AT CA

4 3

YOU ARE IN ROOM TUNNELS LEAD TO

5

14

TERE

{00T OR MOVE (S=M)>?M

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TUNNELS LEAD TO 3

& OP

(12)

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TumELs LEAD TO 4

13

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ARE IN RooM 1S You 'UNNELS LEAD TO 6

14

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gi gpm coo HPQICO ERE

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YOU ARE IN ROOM

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Here is what the WUMPUS CAVES look like ma

(25

In geometry, it's called a DODECAHEDRON . That means it has 12 sides. 12 sides? But the WUMPUS CAVES has 20 rooms. Aha! Look at the vertices - where the corner s meet - there are 20 of them. Now each vertex has 3 edges leading to other vertices. Begin to get the picture? Each VERTEX is a room of the CAVES and the edges connecting it to others are the TUNNELS. To makea DODECAHEDRON, cut this figure along the solid lines. Fold along the dotted lines, and scotch tape the edges together :

NN

(hy

aaa i 2

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+ A spider from the Bottomless Pits

\iz, 7

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FR E74

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| | :

(1)

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Old cavern

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(7) YOU'RE IN CAVERN ¢ 3 THEY LEAD TO # 10 # 11 YOU'RE IN CAVERN # 10

be

AL 16

HOW MANY TUNNELS?2

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by the Huntington Project staff, a National Science Foundation project currently located at the State Uniree sty of New York, Stony Brook. The programs represent a sample of the sophisticated simulations that are available

from the project.

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PERSEPHONE as our location. Here's how:

INITIAL HEIGHT (FEET)? 24.5 INITIAL VELOCITY (FEET/SEC) TOTAL FUEL SUPPLY (UNITS)? MAXIMUM BURN (UNITS/SEC)? AMOUNT OF BURN TO CANCEL

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with 17 numbers, then moving 9 would create two partitions, cach containing (If we started 7 numbers.)

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250 260 270

280

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290

PRINT TAR(26);'"SONTH™

310 320

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300 230 340 350 360

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PRINT “THE RURKLE 1S HIDING. HOMEBASE 1S POINT

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PRINT “THE SECOND NHMHER TELLS HOY FAR AHMOVE HOMEHASE Yon

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460

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830 835 840 845

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23" 22" 21" 20" 19" 20"

2020

RETURN REM REM s#% FETCH STRING ss»

200 285 210 215 220 225

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3018 3020 3030 3040 3050 3060

230

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4010 4020 4830 4340 4950 4068 4870 4980

275

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280 285 298 295

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1020 1038 1840 1050 1060 1070 1080 1090 1100 1116 1120

158 160

235 240 245 250 255 260 265 270

REM s+» CONVERT INPUT STRING TO NUMBER ##¢

1218

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129

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800

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4990

RETURN

4100 9999

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at ERA gs - ad

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INPUT MS

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PRINT "WOULD YOU LIKE A CLUE (YES OR NO)“;

924 IF MSL1,1) “Y' THEN 960 926 ZI=INT(C/2-1+2%RND(0)) THEN 944 se Sadie11=5 = T 936 940 Fl.

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REM ®*x GO STARTING POSITION AND ¢ STOPS, # CHECKS, # MAPS

920

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NUMERICAL REPRESENTATION OF WHERE ROVER STOPPED

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104 DIM MS (721,05 (6),E$(3)

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REM

Ba REM z9 => RETURN CODE: O CONTINI/E GAME; 100 REM =»x DIMENSIONS AND GLOBAL VARIABLES

e=1

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PASSING COLUMN BETWEEN HOUTINES

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NUMHER OF COLUMNS IN GRID CURRENT COLUMN YOU ARE IN

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C

REM REM 76 REM 77 REM 78 REM

70

72 74

2190 GOTO 2210 2200 IF WIR,S+1) THEN 2220 2218 GOTO 2478 2228 Sato nl

vik ' {

STRING FOR DECODING COMMAND STRING FOR DECODING DIFFICULTY OF GRID NUM3ER OF ROVS IN GRID CURRENT ROW YOU ARE IN PASSING ROV HETVEEN ROUTINES

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B i 1 J 4

=> => =>

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REM wwa GASED ON AN IDEA BY JEFF SUMAERG, RIDGEWOOD, NEV JERSEY

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1236 PRINT Go» 1280 RETURN 1246 PRINT “sTop" 1250 RETIRN 1300 REM x=» LOOK COMMAND 1304 z1=0 1366 FOR I=Ri+) TQ R 1312 IF FUISC1) P THEN 1320 1316 Zl=21+1 : 1320 NEXT 1 1324 PRINT “THERE ARE™;Z1;"STOPS STRALGHT AHEADa 1328 z1=0 1332 FOR I=1 TO C 1336 IF FERI+1,1) P THEN 1344 1380 Z1=71+1

\ UC

1334 NEXT 1 1348 PRINT “THERE ARE";Z13“STOPS IN ROW'JR1+] 1352 RETURN x. 1400 REM »=» MAP COMM

~

I THEN 1420

" is pri “SORRY, BUT YOU'VE ALREADY USED ALL YOUR MAPS 1416 RETURN

1420 Mi=ml-1 1a2a

REM »»x THE MAP 1S PRINTED FROM ROV

1428 1436 1500 1504 1508 1512

i 10 ROW RO

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600

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2016 es 2028 2032

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10 com SC12,183,7012,12,15 1721,8(

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3, 123 com YsD9:K9»X9.D 1, X1,P9,19, 59, Yo, H com Y1.R9,69,0,M06,31,

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30 REM wa» STAR TRADER S =ws SO REM MAIN moDULE 120 REM SET UP CALENDAR AND STAR SYSTEM NAMES 130 pim Cs(361,53(607

30 35

| i

140

|

1S0 160 170 180 190 200



lb. }

210

i :

220 230 240 250 260 270

;

280

290 300

|

310

320 330 320 350

k [ i

360 370

I

LET C3 ="JANFEBMARAPRM I

YJUNJIILAUGSEPOCTNOUDEG" Ss=vsqL YORKBOYD LUAN REEF HOOKS TANTASKS INKSANDQU INGAOLK IR!i S$(53)="KRISFaTE" S IS THE STAR SYSTEM 1nF T IS THE TRADING SHIp INFo ARRAY O ARRAY TS 1S THE TRA SHIp NAME STRI NG (6 CHARS PER SHIP) P CONTAINS THEDING FAIR REM Q HAS THE FIXED PRIC PRIGES ON THE LOCAL PLANET ES REM B CONTAINS THE BANK ACCOUN TS DIM PL61,A(6) DIM AS(6),DS(5),NS(36),606) RESTORE 270 MAT READ A . DATA 5000,3500,4000.4500.,3000,3000 LET Ng=" UR MET MED SOFT GEMS" REM FNZ COMPUTES THE PRICHE E WINDOW THROUGH WHICH A BID 1S REM ACCEPTABLE FOR FURTHER hAGG LING DEF FNZCX)=(FNY(X)%e5+¢ NOT DEF FNY(X)=X >= ABS(SC11,513)FNY(X))wX/(2%ABS(SC11,5132))/K1 REM R9 IS THE SPEED OF A SHIP IN LIGHT YEARS PER DAY REM D9 IS THE MINIMUM DISTA ALLOVED BETWEEN STARS REM Q IS THE PROBABILITY OFNCE A DELAY REM K9 IS THE

LET LET REM REM REM REM

a

400

402

404 406 408 410 2 f ae 420

{ : !

MAX NUMBER OF BIDDING ROUNDS REM V IS THE MAX VEIGHT OF A

REM »»x BLOCK #5

IF R=0 THEN 430

GOSUB 3860 GOSUB 5190 FOR T2=1 TO T9 IF T2=T1 THEN 420 L=C(T2-1)%6+] Fs tag 1S ENROUTE TO “3SS[T(8,T2), TL8,T2)+3] NEXT iL br ©

=(T1=]1) po Ro = %6+ AND “3TS(L,L+5);" IS ABOUT TO LEAVE “3S3 : J y : CTCE,T1 1,TL8,T1 1+3)

428 ora 2040

:

xe GOSSUB : UB Ste, 3190

y

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a HI

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434 S1=Ti=Li=| aso a “ALL SHIPS START AT SOL" re = Se ADVICES visit THE CLA 1470 SS LL PRINTT “SOL /ANDUCEIV)ALOT SYSOF AND TEM THE S! AND" GLAS ANDS S I1 370 11 STAR PRIN S PROD THE THE CLA HE.MSip) 480 PRINT “SOL “SAND ST SS : OFT, WHIC H POOR ER aio (CLA ITIEDAND " falas SSJr

"

lle wei PEN ARIE ee i I U) NEED. ALSO, THE POOR STARS PRODUC THE SL E RAVGOODS ~~ S00 S00 PRI “UR.MEhat PRINTNT * T,GEMS THAcLT Ee aR YOU GA BRI N NG BA

|

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2

TRADING SHIP'S CARGO 380 REM X9 CONTROLS THE PROFIT MARGI N? HIGH X9 LIMITS THE % 390 REM G9 IS THE STELLAR DEVELOPEMENT # INCREMENT |

+

bs

1860 TCHLATIINTCLILTIIwY

14 C11,851)=8011,851)4X Jl=Jlee 480 1490 NEXT 11

k kn

oT. ok

PRINT TAHCS) IMWECLL Buy

(118) 1850 TE72T1IeTI7.T1)=Xe

3

-

. To f a do Tei =a. an

ST CaXa #1) IMAGE DDXDDDXDDD

HIRO

i (

1

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1 1 i

1

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NET WT ON BOARD INS) UMING PL002T 00 baT ia EhaTida ieida laut eT ta, T1)aTIs.710

Ms

1350 1360 1360 1364 1366 1370 1360 1390 1400 1410 1480

1 |

LOST.S0RRY'™

‘VE GOT

=

500 PRINT

;

A510 REN wax BLOCK e8 1520 PRINT “WE ARE SELLING" a. 1530 Jis1 ea

i



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eo codll FOF ob isso F GC11) Rl

i

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3180

REM #%% GOSuB

3190 |

GOsuB aso0 PRINT TABC10);"JAN 1, 3210 PRINT 3220 PRINT 3230 IF Y1>2070 THEN 3450 3200

a Re

!Y

ir

3240

PRINT “STAR SYSTEM CLASSES:"

3260 3270 3280

PRINT * PRINT “ PRINT

3320 3330 3340 3350 3360

PRINT PRINT PRINT PRINT PRINT

3390

PRINT

3400 3410 3420

PRINT TAB(S) “EACH TRADING SHIP CAN CARRY MAX "3W;" TONS CARGO." PRINT "STAR GEMS AND COMPUTER SOFTWARE, WHICH AREN'T SOLD BY THE" PRINT "TON, DON'T COUNT."

3440 3450

PRINT PRINT TAB(20)3"CURRENT PRICES"

3250

al :

“3Y13TAB(35) "YEARLY REPORT #'}Y|=2069

PRINT *

1 COSMOPOLITAN"

11 111 IV

DEVELOPED" UNDERDEVELOPED" FRONTIER"

3290 PRINT 3300 PRINT 3310 PRINT “MERGHANDISE:"

] i

* * * * "

3370 PRINT “ 3380 PRINT

| |

UR MET HE MED SOFT

URANIUM" METALS" HEAVY EQUIPMENT" MEDICINE" COMPUTER SOFTWARE"

GEMS STAR GEMS"

3430 PRINT

l

3460 3470 "3480 3490 3500 3510 3520 3530 3540 3550 3560 3570 3580 3590 3600 3610 3620 3630 3640 3650 3660 3670 3680 3690

|

| ]

| | |

ane 1 : hi. 3

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38

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La

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3730 PRINT

FOR 11=0 TO T9/P9-1

3760

MI=MI+TLI1,P9x11+P1)

ee gen x=l Te 6 8's 3780 M2=M2+TIK,P9*11+P1)*QlK)

~~

E

GOSUB 4380

3710 NEXT BI 3720 FOR Pl=1 TO P9

i

ae |

EER aE 5 |

PRINT PRINT PRINT “NAME CLASS";Ns PRINT FOR Sl=1 TO $9 GOSUB 3870 FOR I=1 TO 6 PU1)=SGN(S[1,511)*P(1) NEXT I GOSUB 4580 PRINT USING "#,4A,2X"3SS(S[6,S13,S5(8,511+3) PRINT USING “SA,6(SSD)*"3DS,P(1),P[2),P(3),Pl41,PI5),PL6) IF S1/2 INT(S1/2) THEN 3600 PRINT NEXT S1 PRINT PRINT “('+' MEANS SELLING AND *-* MEANS BUYING)" PRINT PRINT PRINT TAB(22);"CAPTAINS" PRINT PRINT PRINT “NUMBER $ ON SHIPS $ IN BANK CARGOES TOTALS" FOR Bl=1 TO P9

=

EO PO RNEXTXK,.

Sd 3810 3820 3630 3840 3850

Lar SE M3=M 24MIB 38303P1,M PRINT USING LILPI) 1,BC1,P1),M2,M3 IMAGE 2X,2D,2X,4 (2X,DDXDDDXDDD) NEXT P1 RETURN

3860 REM

3870

3880

x» GOSUB

RI=1+(S[7,51] >= 5)+(S(7,51) >= JO)

D2=12%(Y1-S(10.511)+(D1-59,513)/30

BFoR Ess soe GLII=C1+507,513/15)%(MTI,RII*ST

3900

x

7,S13+4CL1,R1D)

SC1,511=5GNCGT11)2(ABS(GLIIX12) MIN ABSCSC1,S10+D2+G(122) PLII=QLI1*C1=SGN(S(1, S11)%ABS(ST15511/(6L1I3X9))) PLL 00% IN (PL11/1004.5)

aoa

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S480 447% 280 A490 4500 4520 8530 4530 4550

4

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IF Bl «= ®% TEEN aden

BiI=3)-pe

4560

4S80 4590 2600 |610 4620 4630 4630 4650

d = / 1,



4660

1 \

4670 4680 4690 4700

= '

sel

5

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336833

wewr x

IF INTOO=X asp X >= 0 THEN sq80 PRINT TASCS)i~TYPE a IERD IF YOU VANT TQ PASS THIS ONE.” PRINT TASCS)iEU

T Np NEGATIVES 0R DECIMALS™ sorte axle RETURN REM wee GOSUS PRINT print PRINT TAS(20)."ess GENERAL ANN OUNCEMENT ssa~ PRINT PRINT RETURN

REM ems cosus

GOTO SU7,S13/5+1 oF 4650,4630,4610 ,45%0 Ds=> RETURN Ds== pw RETURN Dps=" ppv RETURN : Ds=" Jy= RETURN

REM ses GOSUS IF S1>1 THEN 4710 i=} GOTO 4750 I=asINT(1QsRND(O))+S

4720 FOR J=2 TO Si1-1 4730 IF 1=S(8,J) THEN a710 4720 NEXT 9 4750 S(8,S13=1 4760 RETURN

y

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a780 piece

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fe

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4790

PRINT

4840

PRINT * Se PRESS THE “RETURN® KEY"

4800 a ! PUSH THE "ON® BUTTON ON THE TAPE PUNCH ER™ 4810 dd Fs PRESS THE TERE 18 KEY (UPPER BiGUES § TIWES® seo pring =

I

3. PUSH THE "OFF BUTTON ON THE TAPE PUNCHER™

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