showing 51 - 61 of 61 gameschevron_left
name arrow_downward | publisher(developer) | year | description | platform | |
---|---|---|---|---|---|
Space War | Author | 1973 | Space War also known as Orbit tasks the player with destroying a Romulan space ship that flies in a constant orbit around the player's planet. The ship is cloaked so the player doesn't know where it is, but the player's instruments can tell the distance between a photon bomb explosion and the enemy ship. The player has seven shots before the Romulans will attack. To fire the player needs to give an angle and distance to determine where the photon bomb should explode. If the explosion is within 5000 miles the Romulan ship is destroyed. | custom | labelminimizesubject |
Stars | People's Computer Company | 1972 | Stars is a number guessing game. The computer thinks of a number and the player must guess it within 7 turns. Instead of telling the player if the number is higher or lower the computer displays a number of stars (joined with bells from the Teletype) to indicate proximity to the number. 1 star being far away, 7 being very close. | custom | labelminimizesubject |
STTRK | Author | 1972 | In STTRK the player is tasked with destroying a Klingon ship while controlling the Starship Enterprise. The player can fire phasers and torpedoes, both to the rear and to the front of the ship. The player can also fire a drone which deals damage if it hits another ship. The game plays in turns and during a turn the player can move, rotate, or fire one of the weapons. If the player doesn't move inertia still makes his ship move a little bit. Movement speed is also dependent of how much of the shields of their ship are still up. Shields can be redirected to face the enemy. The player can also surrender or bluff (called cloak in later versions), but both only once per game or the actions will fail. | custom | labelminimizesubject |
STTRK | Author | 1979 | In STTRK the player is tasked with destroying a Klingon ship while controlling the Starship Enterprise. The player can fire phasers and torpedoes, both to the rear and to the front of the ship. The player can also fire a drone which deals damage if it hits another ship. The game plays in turns and during a turn the player can move, rotate, or fire one of the weapons. If the player doesn't move inertia still makes his ship move a little bit. Movement speed is also dependent of how much of the shields of their ship are still up. Shields can be redirected to face the enemy. The player can also surrender or bluff (called cloak in later versions), but both only once per game or the actions will fail. | Sol-20 | labelminimizesubject |
T.E.M.P.E.R. | Raytheon BBN | 1963 | Source https://www.mobygames.com/game/90031/temper/***T.E.M.P.E.R. (Technological Economic Military Political Evaluation Routine) is a military simulation game used by the United States Department of Defense/Joint Chiefs of Staff. It was the first world model of international conflict. The game was the first dynamic interdisciplinary mathematical model of long-term global Cold War conflict. Multiple countries and blocs are simulated in the game on an economic, military and political level. The computer makes decisions for a nation for all these models including interaction with other nations. The user can set an initial set of conditions and the model will generate a hypothetical history for a time span of roughly a decade. Ten to twenty nations could be simulated at a time. | custom | labelminimizesubject |
Theaterspiel | Operations Research Office | 1962 | Source: https://www.mobygames.com/game/90770/theaterspiel/ https://apps.dtic.mil/sti/tr/pdf/AD0295735.pdf***Theaterspiel is a military training simulation game similar to Hutspiel. The primary difference is that it models an entire theater of war. It was used by the United States for studying Army problems with a focus on ground combat operations, but it also includes air operations, air defense and logistics. All the bookkeeping and most of the assessment procedures are handled by the computer. The player takes the role of the theater commander and must make all the decisions. Combat results are generally resolved on division level. Input for the game is handled with punch cards and the results are printed using a line printer. Each player is supplied with a status of all forces at the start of the game and a map and intelligence which differs between the two teams. In each turn a team generates orders (movement, posture, designation, etc.) for its units. A third "control" team has to inspect the validity and feasibility of the orders and compares the orders with the other team's orders and determines the outcome of the combined orders. The computer then further processes that data and updates and prints the battlefield status. The game ends after a predetermined number of days or a specific event such as being overrun. | custom | labelminimizesubject |
Time-Sharing Tic-Tac-Toe | Digital Equipment Computer Users' Society | 1970 | Time-Sharing Tic-Tac-Toe is a simple Tic-Tac-Toe game played against the computer. The player chooses to go first or not and can enter his mark on the fields named 1 through 9. Whoever gets three in a row wins.***Videogame Programm Files [spoiler=show source code;hide source code] 100' NAME--TICTAC 110' 120' DESCRIPTION--PLAYS GAME OF TIC-TAC-TOE 130' 140' SOURCE--UNKNOWN 150' 160' INSTRUCTIONS--TYPE "RUN" AND FOLLOW INSTRUCTIONS. 170' 180' 190' * * * * * * MAIN PROGRAM * * * * * * * * * * * 200' 210 PRINT "WELCOME TO TIME-SHARING TIC-TAC-TOE. THE BOARD IS LAID OUT" 220 PRINT "AS FOLLOWS:" 230 PRINT 240 PRINT "1 2 3" 250 PRINT "4 5 6" 260 PRINT "7 8 9" 270 PRINT 280 PRINT "WHEN THE MACHINE ASKS FOR YOUR MOVE, RESPOND WITH THE NUMBER" 290 PRINT "WHICH CORRESPONDS TO THE INTENDED SQUARE." 300 PRINT 310 DIM B(2,2) 320 FOR I = 0 TO 2 330 FOR J = 0 TO 2 340 LET B(I,J) = 0 350 NEXT J 360 NEXT I 370 LET P = 1 380 PRINT "DO YOU WANT ME TO GO FIRST (1 FOR YES, 0 FOR NO)"; 390 INPUT F 400 IF F = 0 THEN 430 410 PRINT "I PLAY X, YOU PLAY O" 420 GO TO 540 430 PRINT "YOU PLAY X, I PLAY O" 440 PRINT "YOUR MOVE: "; 450 GOSUB 780 460 GOSUB 1100 470 GOSUB 2290 480 GOSUB 1500 490 IF M <> 0 THEN 710 500 GOSUB 2290 510 GOSUB 1500 520 GOSUB 2290 530 IF M <> 0 THEN 710 540 LET M = 5 550 IF B(1,1) = 0 THEN 710 560 LET M = 1 570 IF B(0,0) = 0 THEN 710 580 LET M = 3 590 IF B(0,2) = 0 THEN 710 600 LET M = 7 610 IF B(2,0) = 0 THEN 710 620 LET M = 9 630 IF B(2,2) = 0 THEN 710 640 LET M = 2 650 IF B(0,1) = 0 THEN 710 660 LET M = 4 670 IF B(1,0) = 0 THEN 710 680 LET M = 6 690 IF B(1,2) = 0 THEN 710 700 LET M = 8 710 GOSUB 790 720 PRINT "I MOVE"M 730 GOSUB 910 740 GOSUB 1100 750 GOSUB 2290 760 GOTO 440 770 REM SUBROUTINE TO INPUT MOVES 780 INPUT M 790 IF M > 9 THEN 810 800 IF M > 0 THEN 830 810 PRINT "MOVE NOT ON BOARD. MOVE AGAIN: "; 820 GOTO 780 830 LET M1 = INT((M-1)/3) 840 LET M2 = M - 3*M1 - 1 850 IF B(M1,M2) = 0 THEN 880 860 PRINT "SQUARE ALREADY TAKEN. MOVE AGAIN: "; 870 GOTO 780 880 LET B(M1,M2) = P 890 RETURN 900 REM SUBROUTINE TO PRINT OUT T-T-T BOARD 910 FOR I = 0 TO 2 920 PRINT 930 FOR J = 0 TO 2 940 IF B(I,J) <> 0 THEN 970 950 PRINT "- "; 960 GOTO 1040 970 IF B(I,J) <> 1 THEN 1000 980 PRINT "X "; 990 GOTO 1040 1000 IF B(I,J) <> 2 THEN 1030 1010 PRINT "O "; 1020 GOTO 1040 1030 PRINT "? "; 1040 NEXT J 1050 NEXT I 1060 PRINT 1070 PRINT 1080 RETURN 1090 REM SUBROUTINE TO DETECT THAT PLAYER P HAS WON 1100 IF B(0,0) <> P THEN 1170 1110 IF B(0,1) <> P THEN 1130 1120 IF B(0,2) = P THEN 1390 1130 IF B(1,0) <> P THEN 1150 1140 IF B(2,0) = P THEN 1390 1150 IF B(1,1) <> P THEN 1170 1160 IF B(2,2) = P THEN 1390 1170 IF B(0,1) <> P THEN 1200 1180 IF B(1,1) <> P THEN 1200 1190 IF B(2,1) = P THEN 1390 1200 IF B(0,2) <> P THEN 1250 1210 IF B(1,1) <> P THEN 1230 1220 IF B(2,0) = P THEN 1390 1230 IF B(1,2) <> P THEN 1250 1240 IF B(2,2) = P THEN 1390 1250 IF B(1,0) <> P THEN 1280 1260 IF B(1,1) <> P THEN 1280 1270 IF B(1,2) = P THEN 1390 1280 IF B(2,0) <> P THEN 1310 1290 IF B(2,1) <> P THEN 1310 1300 IF B(2,2) = P THEN 1390 1310 FOR I = 0 TO 2 1320 FOR J = 0 TO 2 1330 IF B(I,J) <> 0 THEN 1350 1340 RETURN 1350 NEXT J 1360 NEXT I 1370 PRINT "***** DRAW *****" 1380 GOTO 1430 1390 IF P = 2 THEN 1420 1400 PRINT "***** X WINS *****" 1410 GOTO 1430 1420 PRINT "***** O WINS *****" 1430 PRINT 1440 PRINT 1450 PRINT 1460 PRINT "NEW GAME:" 1470 PRINT 1480 GOTO 310 1490 REM SUBROUTINE TO DETERMINE WINNING MOVES AND FORCED BLOCKS 1500 IF B(0,0) <> P THEN 1630 1510 IF B(0,1) <> P THEN 1530 1520 IF B(0,2) = 0 THEN 2140 1530 IF B(0,2) <> P THEN 1550 1540 IF B(0,1) = 0 THEN 2120 1550 IF B(1,1) <> P THEN 1570 1560 IF B(2,2) = 0 THEN 2260 1570 IF B(2,2) <> P THEN 1590 1580 IF B(1,1) = 0 THEN 2180 1590 IF B(1,0) <> P THEN 1610 1600 IF B(2,0) = 0 THEN 2220 1610 IF B(2,0) <> P THEN 1630 1620 IF B(1,0) = 0 THEN 2160 1630 IF B(0,1) <> P THEN 1720 1640 IF B(0,0) <> P THEN 1660 1650 IF B(0,2) = 0 THEN 2140 1660 IF B(0,2) <> P THEN 1680 1670 IF B(0,0) = 0 THEN 2100 1680 IF B(1,1) <> P THEN 1700 1690 IF B(2,1) = 0 THEN 2240 1700 IF B(2,1) <> P THEN 1720 1710 IF B(1,1) = 0 THEN 2180 1720 IF B(0,2) <> P THEN 1810 1730 IF B(1,1) <> P THEN 1750 1740 IF B(2,0) = 0 THEN 2220 1750 IF B(2,0) <> P THEN 1770 1760 IF B(1,1) = 0 THEN 2180 1770 IF B(1,2) <> P THEN 1790 1780 IF B(2,2) = 0 THEN 2260 1790 IF B(2,2) <> P THEN 1810 1800 IF B(1,2) = 0 THEN 2200 1810 IF B(1,0) <> P THEN 1880 1820 IF B(2,0) <> P THEN 1840 1830 IF B(0,0) = 0 THEN 2100 1840 IF B(1,1) <> P THEN 1860 1850 IF B(1,2) = 0 THEN 2200 1860 IF B(1,2) <> P THEN 1880 1870 IF B(1,1) = 0 THEN 2180 1880 IF B(1,1) <> P THEN 1970 1890 IF B(2,2) <> P THEN 1910 1900 IF B(0,0) = 0 THEN 2100 1910 IF B(2,0) <> P THEN 1930 1920 IF B(0,2) = 0 THEN 2140 1930 IF B(2,1) <> P THEN 1950 1940 IF B(0,1) = 0 THEN 2120 1950 IF B(1,2) <> P THEN 1970 1960 IF B(1,0) = 0 THEN 2160 1970 IF B(1,2) <> P THEN 2000 1980 IF B(2,2) <> P THEN 2000 1990 IF B(0,2) = 0 THEN 2140 2000 IF B(2,0) <> P THEN 2050 2010 IF B(2,1) <> P THEN 2030 2020 IF B(2,2) = 0 THEN 2260 2030 IF B(2,2) <> P THEN 2050 2040 IF B(2,1) = 0 THEN 2240 2050 IF B(2,1) <> P THEN 2080 2060 IF B(2,2) <> P THEN 2080 2070 IF B(2,0) = 0 THEN 2220 2080 LET M = 0 2090 RETURN 2100 LET M = 1 2110 RETURN 2120 LET M = 2 2130 RETURN 2140 LET M = 3 2150 RETURN 2160 LET M = 4 2170 RETURN 2180 LET M = 5 2190 RETURN 2200 LET M = 6 2210 RETURN 2220 LET M = 7 2230 RETURN 2240 LET M = 8 2250 RETURN 2260 LET M = 9 2270 RETURN 2280 REM SUBROUTINE TO FLIP-FLOP PLAYER P 2290 IF P = 1 THEN 2320 2300 LET P = 1 2310 RETURN 2320 LET P = 2 2330 RETURN 2340 END [/spoiler] | DEC PDP-1 | labelminimizesubject |
Torpedo | Unknow | 1972 | Torpedo is an educational game in which the player controls a submarine. On the ocean's surface ships appear which need to be shot. Fish and other marine animals swimming in the sea can block the shot. The submarine is moved back and forth by entering an amount to move. Negative numbers move the submarine back and positive move it forward. To reach the correct locations fractions need to be used. It can be played against the computer or with two players. | custom | labelminimizesubject |
USC CP | University of Southern California | 1972 | USC CP is a chess program developed at the University of Southern California. The program participated in two North American Chess Championships in 1972 and 1973. The AI uses pattern recognition of various manually entered patterns on the board which are scored. | custom | labelminimizesubject |
War | Digital Equipment Computer Users' Society | 1970 | [media=youtube]zP8OwG3Ysl0[/media]***War simulates the card game of the same name. Both the player and the computer get half a deck of cards and show the top card on their deck each turn, whoever has the highest card wins that turn. When cards of equal value are placed each player draws another card and whoever wins that battle wins all previous cards. The game continues until a player has ran out of cards or the player decides to stop.***Videogame Programm Files [spoiler=show source code;hide source code] 100' NAME--WAR 110' 120' DESCRIPTION--PLAYS THE CARD GAME OF WAR. 130' 140' SOURCE--UNKNOWN 150' 160' INSTRUCTIONS--TYPE "RUN" AND FOLLOW INSTRUCTIONS, A TIE 170' MAKES NO SCORE AT ALL. 180' 190' 200' * * * * * * MAIN PROGRAM * * * * * * * * * * * * 210' 220 PRINT "THIS IS THE CARD GAME OF WAR. EACH CARD IS GIVEN BY SUIT-#"; 230 PRINT "AS S-7 FOR SPADE 7. "; 240 PRINT "DO YOU WANT DIRECTIONS"; 250 INPUT B$ 260 IF B$="NO" THEN 330 270 IF B$="YES" THEN 300 280 PRINT "YES OR NO, PLEASE. "; 290 GO TO 240 300 PRINT "THE 625 GIVES YOU AND IT A 'CARD'. THE HIGHER 'CARD' "; 310 PRINT "(NUMERICALLY) WINS. THE GAME ENDS WHEN YOU CHOOSE NOT"; 320 PRINT " TO CONTINUE OR WHEN YOU HAVE FINISHED THE PACK." 330 PRINT 340 PRINT 350 DIM A$(52), L(54) 360 FOR I=1 TO 52 370 READ A$(I) 380 NEXT I 390 RANDOM 400 FOR J=1 TO 52 410 LET L(J)=INT(52*RND+1) 420 FOR K=1 TO J-1 430 IF L(K)<>L(J) THEN 460 440 LET J=J-1 450 GO TO 470 460 NEXT K 470 NEXT J 480 LET P=P+1 490 LET M1=L(P) 500 LET P=P+1 510 LET M2=L(P) 520 PRINT 530 PRINT 540 PRINT "YOU: ";A$(M1), "625: ";A$(M2), 550 LET N1=INT((M1-.5)/4) 560 LET N2=INT((M2-.5)/4) 570 IF N1>=N2 THEN 610 580 LET A1=A1+1 590 PRINT "625 WINS. YOU HAVE";B1;"; 625 HAS";A1 600 GO TO 660 610 IF N1=N2 THEN 650 620 LET B1=B1+1 630 PRINT "YOU WIN. YOU HAVE";B1;"; 625 HAS";A1 640 GO TO 660 650 PRINT "TIE. NO SCORE CHANGE." 660 IF L(P+1)=0 THEN 730 670 PRINT "DO YOU WANT TO CONTINUE"; 680 INPUT V$ 690 IF V$="YES" THEN 480 700 IF V$="NO" THEN 770 710 PRINT "YES OR NO, PLEASE. "; 720 GO TO 660 730 PRINT 740 PRINT 750 PRINT "YOU HAVE RUN OUT OF CARDS. FINAL SCORE: YOU--";B1; 760 PRINT "; 625--";A1 770 PRINT "THANKS FOR PLAYING. IT WAS FUN." 780 DATA S-2,H-2,C-2,D-2,S-3,H-3,C-3,D-3,S-4,H-4,C-4,D-4,S-5,H-5,C-5 790 DATA D-5,S-6,H-6,C-6,D-6,S-7,H-7,C-7,D-7,S-8,H-8,C-8,D-8,S-9,H-9 800 DATA C-9,D-9,S-10,H-10,C-10,D-10,S-J,H-J,C-J,D-J,S-Q,H-Q,C-Q,D-Q 810 DATA S-K,H-K,C-K,D-K,S-A,H-A,C-A,D-A 820 END [/spoiler] | DEC PDP-1 | labelminimizesubject |
Wita | Author | 1970 | Wita (later renamed to Awit) is a chess program. Starting development in 1968 the program first played publicly at the first American Computer Chess Tournament in 1970. It played its last tournament in 1986. Initially the game was written in Algol W and later ported to C. | custom | labelimagesubject |