Back to Main page. Back to Main tapes page. 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@`0CCCCCC@`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.