showing 1 - 50 of 107 gameschevron_right
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3D Tic-Tac-Toe | Creative Computing | 1975 | [spoiler=SourceCode;Close]1 REM QUBIC - 3 DIMENSIONAL TIC-TAC-TOE 5 INPUT 'DO YOU WANT INSTRUCTIONS';C$ 7 IF C$='NO' THEN 20 8 IF C$='YES' THEN 13 9 PRINT 'INCORRECT ANSWER - YES OR NO' 10 GOTO 5 13 PRINT 'THE GAME IS TIC-TAC-TOE IN A 4 X 4 X 4 CUBE,' 14 PRINT 'EACH MOVE IS INDICATED BY A 3 DIGIT NUMBER, WITH EACH' 15 PRINT 'DIGIT BETWEEN 1 AND 4 INCLUSIVE. THE DIGITS INDICATE THE' 16 PRINT 'LEVEL,ROW,AND COLUMN RESPECTIVELY, OF THE OCCUPIED PLACE.' 20 DIM X(64),L(76),M(76,4),Y(16) 21 FOR I = 1 TO 16 22 READ Y(I) 23 NEXT I 24 FOR I = 1 TO 76 25 FOR J=1 TO 4 26 READ M(I,J) 27 NEXT J 28 NEXT I 35 FOR I=1 TO 64 40 X(I)=0 50 NEXT I 54 Z=1 55 INPUT 'DO YOU WANT TO MOVE FIRST';S$ 66 IF S$='NO' THEN 110 67 IF S$='YES' THEN 70 68 PRINT 'INCORRECT ANSWER, TYPE YES OR NO' 69 GOTO 55 70 PRINT ' ' 72 PRINT 'YOUR MOVE'; 80 INPUT J1 85 GOSUB 1800 90 K1=INT(J1/100) 95 J2=(J1-K1*100) 96 K2=INT(J2/10) 97 K3=J1 - K1*100 -K2*10 98 M=16*K1+4*K2+K3-20 99 IF X(M)=0 THEN 109 100 PRINT 'THAT SQUARE IS USED, TRY AGAIN' 101 GOTO 70 109 X(M)=1 110 GOSUB 1050 180 CC=1 181 IF CC=4 THEN 400 190 FOR I=1 TO 76 200 IF CC=1 THEN 210 201 IF CC=2 THEN 220 203 IF CC=3 THEN 235 205 NEXT I 206 CC=CC+1 207 GOTO 181 210 IF L(I)<>4 THEN 205 211 REM 214 PRINT 'LOOKS LIKE YOU WIN THIS ONE...' 215 GOSUB 3000 217 GOTO 500 220 IF L(I)<>15 THEN 205 221 FOR J=1 TO 4 222 M=M(I,J) 223 IF X(M)<>0 THEN 227 224 X(M)=5 225 PRINT 'MACHINE MOVES TO'; 226 GOSUB 1000 227 NEXT J 228 REM 230 PRINT 'I WIN! AS YOU SEE UPON CLOSE EXAMINATION!' 231 GOSUB 3000 234 GOTO 500 235 IF L(I)<>3 THEN 205 236 PRINT 'NICE TRY, MACHINE MOVES TO'; 237 FOR J=1 TO 4 238 M=M(I,J) 239 IF X(M)<>0 THEN 245 240 X(M)=5 241 GOSUB 1000 243 GOTO 70 245 NEXT J 248 GOTO 400 250 FOR I=1 TO 76 251 L(I)=X(M(I,1))+X(M(I,2))+X(M(I,3))+X(M(I,4)) 252 L=L(I) 255 IF L<2 THEN 290 260 IF L>=3 THEN 290 265 IF L>2 THEN 1600 270 FOR J = 1 TO 4 275 IF X(M(I,J))<>0 THEN 285 280 X(M(I,J))=1/8 285 NEXT J 290 NEXT I 295 GOSUB 1050 300 FOR I=1 TO 76 305 IF L(I)=1/2 THEN 1700 310 IF L(I)=1+3/8 THEN 1700 315 NEXT I 320 GOTO 1300 360 Z=1 362 IF X(Y(Z))=0 THEN 380 365 Z=Z+1 368 IF Z<>17 THEN 362 375 GOTO 1200 380 M=Y(Z) 381 X(M)=5 385 PRINT 'MACHINE MOVES TO'; 389 GOSUB 1000 390 GOTO 70 400 X=X 410 FOR I=1 TO 76 412 L(I)=X(M(I,1))+X(M(I,2))+X(M(I,3))+X(M(I,4)) 415 L=L(I) 420 IF L<10 THEN 455 425 IF L>=11 THEN 455 430 IF L>10 THEN 1600 435 FOR J=1 TO 4 440 IF X(M(I,J))<>0 THEN 450 445 X(M(I,J))=1/8 450 NEXT J 455 NEXT I 470 GOSUB 1050 475 FOR I=1 TO 76 480 IF L(I)=.5 THEN 1700 485 IF L(I)=5+3/8 THEN 1700 490 NEXT I 492 GOSUB 1800 493 GOTO 250 500 PRINT ' ' 505 PRINT 'DO YOU WANT TO TRY ANOTHER GAME'; 510 INPUT X$ 515 IF X$='YES' THEN 35 516 IF X$='NO' THEN 520 517 PRINT 'INCORRECT ANSWER, TYPE YES OR NO' 518 GOTO 510 520 STOP 1000 K1=INT((M-1)/16)+1 1010 J2=M-16*(K1-1) 1030 K2=INT((J2-1)/4)+1 1035 K3=M-(K1-1)*16-(K2-1)*4 1040 M=K1*100+K2*10+K3 1042 PRINT M 1043 GOSUB 3000 1045 RETURN 1050 FOR S=1 TO 76 1060 J1=M(S,1) 1070 J2=M(S,2) 1080 J3=M(S,3) 1090 J4=M(S,4) 1100 L(S)=X(J1)+X(J2)+X(J3)+X(J4) 1110 NEXT S 1120 RETURN 1200 FOR I = 1 TO 64 1210 IF X(I)<>0 THEN 1250 1220 X(I)=5 1225 M=I 1226 PRINT 'MACHINE LIKES'; 1227 GOSUB 1000 1228 PRINT ' ' 1230 GOTO 70 1250 NEXT I 1252 PRINT 'THE GAME IS A DRAW' 1255 GOTO 500 1300 FOR K=1 TO 18 1305 P=0 1310 FOR I=4*K-3 TO 4*K 1315 FOR J=1 TO 4 1320 P=P+X(M(I,J)) 1325 NEXT J 1330 NEXT I 1345 IF P<4 THEN 1390 1350 IF P<5 THEN 1400 1355 IF P<9 THEN 1390 1360 IF P<10 THEN 1400 1390 NEXT K 1395 GOSUB 1800 1396 GOTO 360 1400 S=1/8 1405 FOR I=4*K-3 TO 4*K 1410 GOTO 1703 1415 NEXT I 1420 S=0 1425 GOTO 1405 1500 DATA 1,49,52,4,13,61,64,16,22,39,23,38,26,42,27,43 1510 DATA 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20 1520 DATA 21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38 1521 DATA 39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56 1522 DATA 57,58,59,60,61,62,63,64 1523 DATA 1,17,33,49,5,21,37,53,9,25,41,57,13,29,45,61 1524 DATA 2,18,34,50,6,22,38,54,10,26,42,58,14,30,46,62 1525 DATA 3,19,35,51,7,23,39,55,11,27,43,59,15,31,47,63 1527 DATA 4,20,36,52,8,24,40,56,12,28,44,60,16,32,48,64 1529 DATA 1,5,9,13,17,21,25,29,33,37,41,45,49,53,57,61 1532 DATA 2,6,10,14,18,22,26,30,34,38,42,46,50,54,58,62 1534 DATA 3,7,11,15,19,23,27,31,35,39,43,47,51,55,59,63 1536 DATA 4,8,12,16,20,24,28,32,36,40,44,48,52,56,60,64 1538 DATA 1,6,11,16,17,22,27,32,33,38,43,48,49,54,59,64 1540 DATA 13,10,7,4,29,26,23,20,45,42,39,36,61,58,55,52 1542 DATA 1,21,41,61,2,22,42,62,3,23,43,63,4,24,44,64 1544 DATA 49,37,25,13,50,38,26,14,51,39,27,15,52,40,28,16 1546 DATA 1,18,35,52,5,22,39,56,9,26,43,60,13,30,47,64 1548 DATA 49,34,19,4,53,38,23,8,57,42,27,12,61,46,31,16 1550 DATA 1,22,43,64,16,27,38,49,4,23,42,61,13,26,39,52 1600 FOR J=1 TO 4 1605 IF X(M(I,J))<>1/8 THEN 1650 1610 X(M(I,J))=5 1615 IF L(I)<5 THEN 1625 1620 PRINT 'LETS SEE YOU GET OUT OF THIS: MACHINE MOVES TO'; 1622 GOTO 1626 1625 PRINT 'YOU FOX. JUST IN THE NICK OF TIME MACHINE MOVES TO'; 1626 M=M(I,J) 1630 GOSUB 1000 1640 GOTO 70 1650 NEXT J 1660 PRINT 'MACHINE CONCEDES THIS GAME.' 1665 GOTO 500 1700 S=1/8 1703 IF I=INT(I/4)*4>1 THEN 1715 1705 A=1 1710 GOTO 1720 1715 A=2 1720 FOR J=A TO 5-A STEP 5-2*A 1725 IF X(M(I,J))=S THEN 1750 1730 NEXT J 1735 GOTO 1415 1750 X(M(I,J))=5 1755 M=M(I,J) 1760 PRINT 'MACHINE TAKES'; 1770 GOSUB 1000 1780 GOTO 70 1800 FOR I=1 TO 64 1810 IF X(I)<>1/8 THEN 1850 1815 X(I)=0 1850 NEXT I 1860 RETURN 2000 END 3000 REM---PRINT BOARD--- 3010 FOR P1=1 TO 4 3020 FOR P2=1 TO 4 3030 FOR P3=1 TO 4 3040 IF X(P3+((P2-1)*16)+((P1-1)*4))<1 THEN PRINT '. '; 3050 IF X(P3+((P2-1)*16)+((P1-1)*4))=1 THEN PRINT 'X '; 3060 IF X(P3+((P2-1)*16)+((P1-1)*4))=5 THEN PRINT 'O '; 3070 NEXT P3 3080 PRINT ' '; 3090 NEXT P2 3100 PRINT ' ' 3110 NEXT P1 3120 RETURN 4000 FOR P4=1 TO 64 4010 PRINT X(P4); 4020 NEXT P4 4040 RETURN[/spoiler] [Zerothis] | Altair 8800 | labelimagesubject |
Acey Deucy | Creative Computing | 1975 | Source (for MAINFRAME BASIC) http://www.bitsavers.org/pdf/dec/_Books/101_BASIC_Computer_Games_Mar75.pdf***This is a simulation of the Acey Ducey card game. In the game, the dealer (the computer) deals two cards face up. You have an option to bet or not to bet depending on whether or not you feel the next card dealt will have a value between the first two. Your initial money (Q) is set to $100; you may alter Statement 170 if you want to start with more or less than $100. The game keeps going on until you lose all your money or interrupt the program. | Altair 8800 | labelminimizesubject |
Algebra Arcade | Wadsworth | 1983 | C64 | labelminimizeminimize | |
Amazing | Creative Computing | 1979 | This program will print out a different maze every time it is run and guarantees only one path through. You can choose the dimensions of the maze--i.e. the number of squares wide and Iong- | Apple II E | labelminimizesubject |
Awari | The Memory Merchants | 1975 | Awari is a digital version of the game Kalah. In the game the player must beat the AI opponent. In turns players can pick up seeds in one of the "houses" in their control. Seeds that are picked up have to be redistributed by placing one in each adjacent house in counter-clockwise fashion. If the final seed falls in the player's scoring house the player is awarded an additional turn. If the final seed falls into an empty house owned by the player, that seed and any seeds in the opposing house are added to the scoring house of the player. The game ends when one player no longer has any seeds in his houses. The player with the most seeds in his scor***I'm not sure it was played on this platform; I suppose that its inclusion in it was made on the basis that it is programmed in BASIC, and BASIC can be run on any computer platform. | Altair 8800 | labelminimizesubject |
Bagels | Creative Computing | 1975 | Bagels is a mastermind game where the player must guess the computer's code. Codes consist of three numbers. After each guess of the player, the computer answers fermi (one digit is at the right position), pico (one digit is in the code but on a different position), or bagels (none of the digits are correct). The goal is to guess the number in as few tries as possible, so players must use the answers to infer the right code. | Altair 8800 | labelminimizesubject |
Bagels | Creative Computing | 1981 | Bagels is a mastermind game where the player must guess the computer's code. Codes consist of three numbers. After each guess of the player, the computer answers fermi (one digit is at the right position), pico (one digit is in the code but on a different position), or bagels (none of the digits are correct). The goal is to guess the number in as few tries as possible, so players must use the answers to infer the right code. | Sol-20 | labelminimizesubject |
Basketball | Creative Computing | 1975 | In many sources it says that it was created in 1978 or 1979, but that is the date of the publication of David Ahl, in 101 Basic Games.***This program simulates a game of basketball between Dartmouth College and an opponent of your choice. You are the Dartmouth captain and control the type of shot and defense during the course of the game. There are four types of shots: 1. Long Jump Shot (30 ft.), 2. Short Jump Shot (15 ft.), 3. Lay Up, and 4. Set Shot. Both teams use the same defense, but you may call it: Press (6), Man-to-man (6.5), Zone (7), or None (7.5). To change defense, type "0" as your next shot. Note: The game is biased slightly in favor of Dartmouth. The average probability of a Dartmouth shot being good is 62.95% compared to a probability of 61.85% for their opponent. (This makes the sample run somewhat remarkable in that Cornell won by a score of 51 to 35. Hooray for the Big Red!)***Source: http://www.bitsavers.org/pdf/dec/_Books/101_BASIC_Computer_Games_Mar75.pdf | Altair 8800 | labelminimizesubject |
Batnum | Creative Computing | 1975 | Batnum is a "battle of numbers" against the computer. There is a distinct number of items on a pile and the player and computer take turns removing items. Depending on the choices made at the start of the game whoever picks the first or last item wins the game. The player can also determine the maximum number of items that can be taken in a turn. | Altair 8800 | labelminimizesubject |
Battle | Creative Computing (The Lawrence Hall of Science.) | 1975 | Battle is an implementation of the pen and paper game Battleship. The computer has set up its fleet of 6 ships of varying sizes randomly in a 6x6 grid and the player must destroy them by giving coordinates. The player receives a splash/hit ratio. | Altair 8800 | labelminimizesubject |
Blackjack | Creative Computing | 1975 | Blakjack is a fully text-based blackjack game. The player plays against the computer (bank) which adheres to Las Vegas style rules. The goal is to get a total of 21 points of cards (or as close to) without going bust (over 21). Whoever has the highest wins that round. The computer will hit at 16, but stay on 17. Double cards can be split. | Altair 8800 | labelminimizesubject |
Blockade | McPheters Wolfe & Jones | 1977 | custom | labelminimizeminimize | |
Bombardment | Creative Computing | 1975 | Salvo1 is a Battleship variant. The player plays against the computer. Both hide four platoons on a separate 5x5 grid. The player and a computer take turns firing missiles trying to hit the enemy platoons. Whoever kills the enemy platoons first wins the game. | Altair 8800 | labelminimizesubject |
Bombs Away | Creative Computing (Author) | 1975 | Bomber places the player in a World War II bomber for either the Allies, Japan, Italy, or Germany. In this text-based game the player must enter a series of light-hearted multiple choice questions that affect a random generator. The random generator determines if the player hits the target and escapes unharmed. | Altair 8800 | labelminimizesubject |
Bowling | Creative Computing | 1975 | The Alley is a text based bowling game. All the players have to do is type "roll" to roll the ball. The outcome is completely random. The game detects spares, strikes, and gutter balls. | Altair 8800 | labelminimizesubject |
Boxing | Creative Computing | 1975 | Olympic Boxing simulates a three-round Olympic boxing match in a text-only game. The player plays against the computer and must decide which punch to make. The player can choose between a jab, uppercut, full swing and hook. At the start of the match you must enter your advantage and vulnerability. For the opponent you will only learn his advantage, the vulnerability you need to find out through trial and error. | Altair 8800 | labelimagesubject |
Bug | Creative Computing | 1975 | Bug is a game of chance. The player and computer alternate in rolling a dice. Each number represents a body part of a bug. When that number is thrown the corresponding body part can be drawn, but only if the body part it connects to is already drawn. The first player to draw the bug wins the game. | Altair 8800 | labelminimizesubject |
Bullfight | Creative Computing (author) | 1975 | Bull is a text-based bull fighting game. Each turn the bull's action is described and the player has the option between five different moves, three waves of the cape of various difficulties and two methods of going for the kill. The player will be rated on his bravery, posthumously if necessary. | Altair 8800 | labelminimizesubject |
Bullseye | Creative Computing (Author) | 1975 | Bullseye is a simple text-based simulation of the perennial pub game of Darts, for up to 20(!) players. The target board is divided into zones of 10, 20, 30 and 40 points, and each player in turn selects a move: fast overarm, controlled overarm, or underarm - the type of throw dictates the probable outcome. Once all throws have been scored, a new round begins, until one or more players win by reaching 200 points. | Altair 8800 | labelminimizesubject |
Checkers | Creative Computing (Author) | 1975 | BASIC INTEL 8080***Checkers is a simple implementation of the classic board game in BASIC. The player plays against the computer, moving pieces diagonally and jump over the opponent's pieces to remove them from the game. The rule that lets players do multiple jumps in one turn is omitted. | Altair 8800 | labelminimizesubject |
Chemist | Creative Computing | 1975 | The fictitious chemical, kryptocyanic acid, can only be diluted by the ratio of 7 parts water to 3 parts acid. Any other ratio causes an unstable compound which soon explodes. Given an amount of acid, yo~ must determine how much water to add for dilution. If you're more than 5% off, you lose one of your nine lives. The program continues to play until you lose all nine lives or until it is interrupted | Altair 8800 | labelminimizesubject |
Chief | Creative Computing | 1975 | In the words of the program author, John Graham, "CHIEF is designed to give four operations (addition, division) • people (mostly kids) practice in the multiplication, subtraction, and It does this while giving people some fun. And then, if the people are wrong, it shows them how they should have done it. It is mostly a game, but can be used by teachers to test the kids ... | Altair 8800 | labelminimizesubject |
Chomp | People's Computer Company | 1975 | This program is an adaptation of a mathematical game originally presented in Scientific American, Jan., 1973. Up to a 9x9 grid is set up by you with the'upper left square a pOison square. This grid is the cookie. Players alternately chomp away at the cookie from the lower right. To take a chomp, input a row and column number of one of the squares remaining on the cookie. All of the squares below and to the right of that square, in- cluding that square, disappear. Any number of· people can play -- the computer is only the moderator; it is not a player. Two-person strategies are in- teresting to work out but strategies when three or more people are playing are a real challenge. | Altair 8800 | labelminimizesubject |
Cube | Creative Computing | 1975 | Cube is a minefield traversal game. On a 2x2x2 five random mines are hidden. The player must try to go from one corner to the opposite without running into a mine. Before each run the player can make a wager on whether he will make it. The eventual goal is to earn as much money as possible. | Altair 8800 | labelminimizesubject |
Deflection | 1001001 | 1978 | custom | labelminimizeminimize | |
Depth Charge | Creative Computing | 1975 | DESCRIPTION In this program, you are captain of the destroyer, USS Digital. An enemy submarine has been causing trouble and your mission is to destroy it. You may select the size of the "cube" of water you wish to search in. The computer then determines how many depth charges you get to destroy the submarine. Each depth charge is exploded by you specifying a trio of numbers; the first two are the surface coordinates, the third is the depth. After each depth charge, your sonar observer will tell you where the explosion was relative to thesubmarine. | Altair 8800 | labelminimizesubject |
Depth Charge | Creative Computing | 1974 | DESCRIPTION In this program, you are captain of the destroyer, USS Digital. An enemy submarine has been causing trouble and your mission is to destroy it. You may select the size of the "cube" of water you wish to search in. The computer then determines how many depth charges you get to destroy the submarine. Each depth charge is exploded by you specifying a trio of numbers; the first two are the surface coordinates, the third is the depth. After each depth charge, your sonar observer will tell you where the explosion was relative to thesubmarine. | custom | labelminimizesubject |
Digits | Creative Computing | 1975 | This is a type of mastermind game, but it is inverted. Three times in a row, the player creates a 10-digit ternary number (0,1,2, trits instead 0,1 bits) that the computer attempts to guess in ten tries or less. If the computer less than gets 1/3 correct, the player wins. Exactly 1/3 is a tie. More than 1/3 means the computer wins. (A ternary numeral system makes it very easy to use thirds compared to a binary, octal, decimal, or hexadecimal system) | Altair 8800 | labelminimizesubject |
Disney's DuckTales: The Quest for Gold | Disney Interactive Studios (Incredible Technologies) | 1990 | MS-DOS | labelimageminimize | |
Early Games for Young Children | Learning Tools;Springboard Software | 1982 | Tandy/PCjr Graphics did not exist until 1984, so the game was patched or republished for this. | MS-DOS | labelimageminimize |
Encounter! | Objective Design | 1977 | Altair 8800 | labelminimizeminimize | |
Even Wins | Creative Computing | 1975 | Even Wins is a game in which the computer and player take turns picking a number of items from a limited odd-numbered stack. Each turn a participant can take between one and four objects. When all objects are gone, whoever has an even number wins. The computer uses an optimal strategy. | Altair 8800 | labelminimizesubject |
Fisher-Price: Firehouse Rescue | GameTek | 1988 | MS-DOS | labelimageminimize | |
Flip Flop | Creative Computing | 1975 | Flip-Flop Game is a puzzle game in which the player needs to change a row of Xs to Os. To do so the player can flip one to the other. To make it difficult, some positions are tied to others and thus will flip two locations at a time. The goal for the player is to get a row of Os in 12 turns or fewer. | Altair 8800 | labelminimizesubject |
Football | Creative Computing | 1975 | A text-based football game in which the player makes choices for each play. The plays available depend on whether the player is on offensive or defensive. The play made plus random odds will determine the outcome and the new game state. The player can only play against the computer. | Altair 8800 | labelminimizesubject |
Fur Trader | Creative Computing | 1975 | You are the leader of a French fur trading expedition in 1776 leaving the Ontario area to sell furs and get supplies for the next year. You have a choice of three forts at which you may trade. The cost of supplies and the amount you receive for your furs will depend upon the fort you choose. You also specify what types of furs that you have to trade. The game goes on and on until you elect to trade no longer. | Altair 8800 | labelminimizesubject |
Golden Oldies Volume 1: Computer Software Classics | The Software Toolworks;Electronic Arts (The Software Toolworks) | 1985 | From my understanding the games on this compilation are re-programmed and were not available as stand-alone products outside of this compilation release. So I decided to put up the compilation as the game entry instead of the single games. The games are version of: - Adventure - Eliza - Conway's Life - Pong | MS-DOS | labelimageminimize |
Gomoko | Creative Computing | 1975 | BASIC***Gomoko is an adaptation of the board game Gomoku. The player and computer take turns to place markers on a grid. The goal is to get five in a row. This implementation allows board sizes from 7x7 to the traditional 19x19 to accommodate for various screen sizes. The computer does not keep track of who won the game. | Altair 8800 | labelminimizesubject |
Guess | Creative Computing | 1975 | Guess is a number guessing game. The player determines the upper limit. The computer thinks of a number and the player must guess it. The computer will signal if it's too high or too low. | Altair 8800 | labelminimizesubject |
Gunner | Creative Computing (Author) | 1975 | BASIC***Gunner is a text-based artillery game. The player is given a target and must try to hit it by giving an angle to fire at. The shot must land in a range of 100 yards to the target to destroy it and the player has five shots. | Altair 8800 | labelminimizesubject |
Hammurabi | Creative Computing | 1975 | All sources point to it being released in 1975.***This game first appeared in 1969 on a DEC PDP-8, written in FOCAL, an ALGOL derivative, by the language's author, Rick Merrill (taking up 700 mighty bytes!) It gained popularity among the mainframe set after being ported to BASIC (needing to be trimmed down to 400 bytes in the process) and influenced at least one generation of game designers after its source code hit the mainstream in David H. Ahl's 1978 book BASIC Computer Games (aka 101 BASIC Computer Games), published by Creative Computing... seeing it typed feverishly, over and over again, into BASIC-interpreting microcomputers worldwide. You can see scans of the original BASIC source code publication at http://atariarchives.org/basicgames/showpage.php?page=78 or, if you prefer, a raw text conversions of them at http://www.moorecad.com/classicbasic/basic/creative/hamurabi.bas. One of the more peculiar ports of this venerable title would be Robb Sherwin's 2002 conversion of it to the Hugo Interactive Fiction language. | Altair 8800 | labelimagesubject |
Hangman | Creative Computing | 1975 | Hangman is a word-guessing game. The player must try to guess the word that the computer randomly chose, letter by letter. On each incorrect letter the player can opt to draw a picture of his current state. Unlike traditional hangman where the character is slowly built up until hanged, here the character slowly disappears until completely gone. The goal is to guess the full word before it comes to that. | Altair 8800 | labelminimizesubject |
Hello | Creative Computing | 1975 | This is a sample of one of a great number of conversational programs. In a sense, it is like a CAl program except that its responses are just good fun. Whenever a computer is ex- hibited at a convention or conference with people that have not used a computer before, the conversational programs seem to get the first activity. In this particular program, the computer dispenses advice on various problems such as sex, health, money, or job. | Altair 8800 | labelminimizesubject |
Hexapawn | Creative Computing | 1975 | The game of Hexapawn and a method to learn a strategy for play- ingthe game was described in "Mathematical Games" in the March 1962 issue of Scientific American. The method described in the article was for a hypothetical learning machine composed of match boxes and colored beads. This has been generalized in the Program HEX. The program learns by elimination of bad moves. All positions encountered by the program and acceptable moves from them are stored in the array P$(I). When the program encounters an. un- familiar position, the position and all legal moves from it are added to the list. If the program loses a game, it erases the move that led to ·defeat. If it hits a position from which all moves have been deleted (they all led to defeat), it erases the move that got it there and resigns. Eventually, the program learns to play extremely well and, indeed, is unbeatable. The learning strategy could be adopted to other simple games with a finite nwnber of moves (tic-tac-toe, small board checkers, or other chess-based games). For complete playing directions, respond YES or Y to the ques- tion, INSTRUCTIONS? | Altair 8800 | labelminimizesubject |
Hi-Lo | Creative Computing | 1975 | https://www.imdb.com/title/tt2136981/?ref_=adv_li_tt***Hi-Lo is a guessing game. There's a amount of money in the jackpot, which is somewhere between 1 and 100. The player gets 6 guesses in which the number must be guessed or the game ends. After each guess the player learns if his guess was high or low. | Altair 8800 | labelminimizesubject |
High I-Q | Creative Computing | 1975 | Hi-Q is a peg solitaire game. Pegs are placed on a cross shaped board and the player must try to remove all (except the last one) from the board by jumping over them. Each jumped peg is removed from the board. | Altair 8800 | labelminimizesubject |
Hockey | Creative Computing | 1975 | Released as a type-in program in September 1978 inside BASIC Computer Games - Microcomputer Edition published by Workman Publishing. This book was a major revision of the author's first book published in 1973 by DEC. All programs has been converted to run on Microsoft BASIC. Be careful, the source is correct in relation to another source, https://www.atariarchives.org/basicgames/showpage.php?page=88, but the staff indicated in arcade-history is wrong. | Altair 8800 | labelminimizesubject |
Horserace | Creative Computing | 1975 | Horserace is a betting game in which up to 10 players can bet on digital horses which will race the teletype paper to the finish. Players can bet up to 100,000 on 8 horses. Each horse has its own odds which determines the payouts when that horse wins. | Altair 8800 | labelminimizesubject |
Hurkle | Creative Computing | 1975 | Hurkle is a simple game in which the player must find the location of a hidden Hurkle on a ten by ten grid. The player must select grid points and the game will tell in which general direction the Hurkle is located (north, east, northeast, etc.). The goal of the game is to find the Hurkle in as few turns as possible. | Altair 8800 | labelminimizesubject |
James Bond 007: Goldfinger | Mindscape (Angelsoft) | 1986 | MS-DOS | labelimageminimize |