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Slots
dem001.b960
Simulates a one armed bandit.
Craps
dem001.b960
Plays a game of dice.
Qubic
dem001.b960
Plays three dimensional Tic-Tac-Toe.
Sign
dem001.b960
Produces a sign of your message(for tty's with paper).
Tic-tac-toe
dem001.b960
Plays a game of Tic-Tac-Toe.
Guess
dem001.b960
Try to guess the number that the computer has picked.
Moon
dem001.b960
Try to land on the moon.
Hangman
dem001.b960
Try to guess the word that the computer has picked.
Battleship
Dem001.b960
Play a game of Battleships with the computer.
Chomp
DEM002.b960
A poison cookie game for two or more players.
Love letter
dem002.b960
Write a love letter to a friend with Hewpee.
Flight
dem002.b960
Try to land an airplane without cracking u
Flight
dem002.b960
Try to land an airplane without cracking up.
Blackjack
dem002.b960
Play a game of blackjack against the computer.
Biorythm
dem002.b960
Plot your biorythm chart for the next month.
Wumpus
dem003.b960
Hunt the wumpus in it's caves.
time
dem003.b960
produces a clock in the teletype.
STAR TREK
STRTRK.B900
Fight an exciting battle agai
Fight an exciting battle against the klingons.


CCCC@`0{O@@@@yCCCCC~CCC@`0CCCCCC@`0CC@@@@CC@`0x$$BPROGRAM: BLACKJACK

    THIS IS THE GAME OF BLACKJACK.  USING CARDS OF DIFFERENT FACES,
YOU TRY TO BEAT THE COMPUTER BY TRYING TO GET CARDS THAT ADD UP AS
CLOSE AS POSSIBLE TO 21, WITHOUT GOING OVER.  WHOEVER GETS THE
CLOSEST WINS.

END OF TEXT.
PROGRAM: CRAPS

    MAKE A BET FROM ONE CENT (.01) TO THE AMOUNT OF MONEY THAT YOU
HAVE.  TO WIN YOU MUST HAVE A 7 OR AN 11 ON YOUR FIRST ROLL
OF THE DICE, OR YOU MUST GET THE SAME NUMBER ON ONE OF YOUR
FOLLOWING ROLLS.  IF YOU ROLL A 7 BEFORE YOU GET YOUR NUMBER,
YOU LOSE YOUR BET.  ROLLING A 2, 3 OR 12 ON YOUR FIRST ROLL IS AN
AUTOMATIC LOSS.

END OF TEXT.
PROGRAM: TIC-TAC-TOE

    THE OBJECT OF THIS GAME IS TO GET THREE 'X'S IN A ROW OR
COLUMN BEFORE THE COMPUTER GETS THREE 'O'S IN A ROW OR COLUMN.
HERE IS AN EXAMPLE:

     [ ][X][ ]
     [ ][O][ ]
     [ ][ ][ ]

    THE 'X' IS ON POSITION 2 AND THE 'O' IS ON POSITION 5.
P.S.  EXPERTS CAN TYPE 'N' BEFORE THEIR NUMBER TO SPECIFY NO BOARD
IS TO BE PRINTED, AND TYPE A 'B' TO RECIEVE A BOARD AS THE GAME
PROGRESSES.

WARNING:  THE COMPUTER HAS NEVER LOST THIS GAME.

END OF TEXT.
PROGRAM:GUESS

    THE COMPUTER WILL PICK A NUMBER BETWEEN 0 AND 1000.
IT WILL BE AN INTEGER, AND YOU WILL HAVE TEN GUESSES TO FIND THE
NUMBER.  YOU WILL BE INFORMED IF THE NUMBER IS TOO HIGH OR TOO LOW.

END OF TEXT.
PROGRAM: MOON

    IN THIS GAME YOU TRY TO LAND A SPACE SHIP ON THE MOON AND
MAKE A SOFT LANDING.  YOU DO THIS BY FIRING BURST EVERY TEN
SECONDS.  YOUR BURST MUST BE BETWEEN 0 AND 400.

END OF TEXT.
PROGRAM: HANGMAN

    YOU HAVE TEN WRONG GUESSES TO GUESS THE WORD THAT THE COMPUTER
HAS PICKED.  YOU MAKE BETS ON YOUR GETTING THE WORD.  THE ODDS ARE
FROM 1 TO 4, 1 BEING THE EASIEST AND 4 BEING THE HARDEST.

END OF TEXT.
PROGRAM: CHOMP

    THE BOARD IS A BIG COOKIE - R ROWS HIGH AND C COLUMNS WIDE.
YOU INPUT R AND C AT THE START OF THE GAME.  IN THE UPPER
LEFT CORNER OF THE COOKIE IS A POISON SQUARE (P).  THE ONE WHO
CHOMPS THE POISON SQUARE LOSES.  TO TAKE A CHOMP, TYPE THE
ROW AND COLUMN OF ONE OF THE SQUARES ON THE COOKIE.  ALL OF
THE SQUARES BELOW AND TO THE RIGHT OF THAT SQUARE (INCLUDING THAT
SQUARE) DISAPPEAR --- CHOMP!!
NO FAIR CHOMPING  SQUARES THAT HAVE ALREADY BEEN CHOMPED,
OR ARE OUTSIDE OF THE ORIGIONAL DIMENSIONS.

END OF TEXT.
PROGRAM: LOVE LETTER

   THIS PROGRAM ENABLES YOU , WITH THE HELP HEWPEE, TO WRITE A
LOVE LETTER TO ANYONE YOU WISH.  INPUT ALL WORDS ONE AT A TIME,
WITH A 'RETURN' AFTER EACH.  THE STATEMENT 'BAD INPUT, RETYPE FROM
ITEM 1' MEANS THAT YOUR WORD IS TOO LONG AND SHOULD BE RETYPED.

END OF TEXT.
Program: Slots

    This program is a simulation of a slots machiene.  The computer
will randomly select the objects which will be displayedto you.
To win you must have three of a kind.  To break even you must have
two of a kind.  If none are alike then you lose your bet.  When
you win, the better the combination of objects th more you winnings
are multiplied.  The objects are listed below in decending order:

     Bar
     Bell
     Liberty
     Cherry
     Lemon

End of text.

PROGRAM: WUMPUS

 HUNT THE WUMPUS
     THE WUMPUS LIVES IN A SERIES OF 20 CAVES. EACH CAVE HAS 3 TUNNELS
  LEADING TO OTHER CAVES.

 HAZARDS:
     BOTTOMLESS PITS - TWO CAVES HAVE BOTTOMLESS PITS IN THEM,IF YOU
  GO INTO ONE OF THESE ROOMS YOU FALL INTO THE PIT AND LOSE THE
  GAME.
     SUPER BATS - TWO OTHER CAVES HAVE SUPER BATS IN THEM, IF YOU GO 
  INTO ONE OF THESE CAVES A BAT WILL GRAB YOU AND DROP YOU IN ANOTHER
  CAVE AT RANDOM. YOU MIGHT BE DROPPED INTO A BOTTOMLESS PIT.

 WUMPUS:
     THE WUMPUS IS NOT BOTHERED BY HAZARDS BECAUSE HE HAS SUCKER FEET
    AND IS TOO HEAVY FOR A BAT TO LIFT HIM. USUALLY HE IS ASLEEP
    BUT HE WILL AWAKE IF YOU ENTER HIS CAVE OR SHOOT AN ARROW.
      IF HE AWAKES, HE MOVES ONE CAVE OR STAYS WHERE HE IS.IF HE
    ENDS UP IN THE SAME CAVE YOU ARE IN THEN HE WILL EAT YOU UP AND
      YOU LOSE THE GAME.

YOU:
   EACH TURN YOU MAY SHOOT OR MOVE ONE CAVE.
      MOVING:TO MOVE TYPE IN THE CAVE YOU WISH TO GO TO(VIA TUNNEL).
      ARROWS:TO SHOOT AN ARROW TYPE AN 'S' WHEN THE COMPUTER TYPES
      'MOVE:'.

   WARNINGS:
       WHEN YOU ARE TWO CAVES AWAY FROM THE WUMPUS OR ONE CAVE AWAY
     FROM A HAZARD THE COMPUTER WILL TELL YOU BY USING ONE OF THE FOLLOWING:
         WUMPUS - 'I SMELL A WUMPUS'
         BAT    - 'BATS NEARBY'
         PIT    - 'I FEEL A DRAFT'

END OF TEXT.
PROGRAM: BIORYTHM

    THE BIORYTHM THEORY POSTULATES THAT THERE ARE CERTAIN
METABOLIC RHYTHMS THAT HAVE A CONSTANT CYCLE TIME IN THE HUMAN
BODY, AND ARE KNOWN AS INNER CLOCKS.
    TWO PHYSICIANS, ONE A CONTEMPORARY OF FREUD, CONCURRENTLY
DESCRIBED A 23-DAY CYCLE THAT CORRELATED WITH PHYSICAL 
VITALITY, ENDURANCE, AND ENERGY; AND A 28-DAY CYCLE THAT
CORRESPONDS TO SENSITIVITY, INTUITION, AND CHEERFULNESS. A
THIRD CYCLE WAS OBSERVED BY A PROFESSER AND OTHERS IN THE
1920'S AND 1930'S, AND IS A 33-DAY COGNITIVE OR INTELLECTUAL
CYCLE THAT RELATES TO MENTAL ALERTNESS AND JUDGEMENT.
    ALL THREE CYCLES START UP FROM BIRTH OR THE BEGINNING OF
INDEPENDENT LIFE.
     THE DAYS ON WHICH THE MEDIAN (0) LINE IS CROSSED ARE
CALLED CRITICAL DAYS, ESPECIALLY FOR THE PHYSICAL AND SEN-
SITIVITY CYCLES AND ARE WHEN ACCIDENTS ARE THE MOST LIKELY
TO OCCUR.  THE HIGH (+) PERIODS IN THE VARIOUS CYCLES ARE THE
TIMES WHEN YOU SHOULD HAVE THE MOST ENERGY, BE MOST CHEERFUL,
OUTGOING AND MENTALLY ALERT.  THE LOW (-) TIMES ARE REGARDED
AS RECUPERITIVE PERIODS.
     ALTHOUGH ALL CYCLES ARE SAID TO START FROM ZERO AT THE
TIME OF BIRTH, BIORHYTHM HAS NOTHING TO DO WITH ASTROLOGY.


END OF TEXT.
PROGRAM: BATTLESHIP

    IN THE GAME OF BATTLESHIP, YOU FIRE INTO UNKNOWN WATERS TO TRY TO
DESTROY ALL OF THE ENEMY SHIPS WITH 40 ROUNDS OF AMMUNITION.  YOU MUST
DESTROY A DESTROYER, A CRUISER, A SUBMARINE, AND A BATTLESHIP.  THE
COMPUTER WILL PRINT OUT A 10 BY 10 BOARD ON WHICH YOU MARK YOUR HITS AND
MISSES.  IN THE BOARD, THE SHIPS MAY BE POSITIONED HORIZONTALLY,
VERTICALLY, OR DIAGONALLY.  THE OBJECT OF THE GAME IS TO SINK ALL FOUR
SHIPS BEFORE YOU USE UP YOUR 40 ROUNDS OF AMMUNITION.  GOOD LUCK!

END OF TEXT.
PROGRAM: GUESS

     IN THE GAME OF GUESS, THE COMPUTER CHOOSES A NUMBER BETWEEN ONE
AND A THOUSAND.  THE OBJECT IS TO GUESS THE NUMBER THAT THE COMPUTER
HAS CHOSEN IN TEN MOVES OR LESS.  WHEN YOU MAKE A GUESS, THE COMPUTER
WILL TELL YOU WHETHER THE NUMBER IS TOO HIGH OR TOO LOW SO YOU HAVE AN
IDEA OF WHAT TO GUESS NEXT.  GOOD LUCK!!!!

END OF TEXT.
PROGRAM: QUBIC

     THIS IS THE GAME OF QUBIC, WHICH IS TIC TAC TOE ON A THREE
DIMENSIONAL BOARD.  THE OBJECT OF THE GAME IS THE SAME AS REGULAR
TIC TAC TOE, IN WHICH YOU ATTEMPT TO GET THREE IN A ROW.
IN QUBIC, YOU CAN GET THREE IN A ROW IN MORE WAYS, SUCH AS UP
AND DOWN, SIDEWAYS, AND FROM CORNER TO CORNER.


     TO MAKE A MOVE, YOU TYPE IN THE LEVEL NUMBER (1-3), THEN THE
SQUARE NUMBER (1-9).  FOR INSTANCE, IF YOU WANT TO MOVE TO THE SECOND
LEVEL AND THE FIFTH SQUARE, YOU WOULD TYPE 25 WHEN THE COMPUTER ASKS 
FOR YOUR MOVE.  THE COMPUTER IS REPRESENTED BY "0" AND YOU ARE 
REPRESENTED BY "X".  THIS IS WHAT A MOVE TO 25 WOULD LOOK LIKE:


[ ] [ ] [ ]    [ ] [ ] [ ]    [ ] [ ] [ ]
 [ ] [ ] [ ]    [ ] [X] [ ]    [ ] [ ] [ ]
  [ ] [ ] [ ]    [ ] [ ] [ ]    [ ] [ ] [ ]
   LEVEL #1       LEVEL #2       LEVEL #3
END OF TEXT.
Program: Qubic4

     This is the game of qubic, which is three dimensional tic-tac-toe.
The object of the game is to get four in a row (either horizontally,
vertically, diagonally, or from level to level in any of these ways).

     To make a move, type the level no. (1-4), the row no. (1-4), and
the column no. (1-4).  For example, if you want to move to the second
level, the third row, and the first column, you would type 231 when the
computer prints "Your move:  ".  The computer's moves are represented
by "O" and your moves are represented by "X".  This is what a move to
231 would look like:

. . . .   . . . .   . . . .   . . . .
 . . . .   . . . .   . . . .   . . . .
  . . . .   X . . .   . . . .   . . . .
   . . . .   . . . .   . . . .   . . . .
   level #1  level #2  level #3  level #4

END OF TEXT.