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Processor Technology GAMEPAC2 User`s Manual

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1. 1 1 GAMEPAC2 Alternatively you can type GET a space Carriage return If you select this alternative the program will not actually start the system will give you another prompt gt after which you must type EXEC 0 if you want to execute the program If all has gone well you should soon see a menu of options for HANGMAN or a playing grid for QUBIC on the display screen the program name anda GAMEPAC2 SECTION 2 HANGMAN 2 A TALE You are about to undergo an ancient ordeal You have probably undergone it before and many a mythical hero has undergone it too not your own fate but that of a chosen scapegoat depends on your ability to answer a difficult riddle More specifically you will have to guess the one WORD that will avert misfortune How have you gotten yourself and your scapegoat into this difficult position Your father the mad emperor of this land has decreed that hanging shall be the punishment for any inconvenience to his Majesty Every few days since the time of the decree another man or woman has been arrested and sent to the gallows Now you the emperor s own child are the accused person your crime is left to your imagination and a special exception has been made not you but rather a close friend of yours will suffer for your indiscretion You have this one opportunity to set him free The only
2. 2 4 6 D CHANGE THE DIFFICULTY FACTOR You can change the difficulty factor to make the game harder or easier by pressing D and then typing a number from 1 to 9 Changing the difficulty factor does not change the word list or the way that words are selected from it all that changes is the number of guesses that you are allowed before the fateful hand appears from the right side of the screen A difficulty level of 1 or 2 allows 11 guesses to be made A level of 9 allows anywhere from 2 to 5 guesses 2 9 GAMEPAC2 2 4 7 MODE SELECT or CTRL and keys EXIT THE PROGRAM Press MODE SELECT to exit the HANG program When you exit you will lose the word list in memory unless you have Saved it on cassette tape or unless it is the standard word list Immediately after you exit you will get the SOLOS CUTER prompt gt 2 10 GAMEPAC2 SECTION 3 QUBIC Sl WHAT IS QUBIC QUBIC is very much like TIC TAC TOE Remember that in TIC TAC TOE you start with a 3 by 3 cell grid You and another player decide which of you will use an X and which will use an 0 to represent a move Then you take turns placing your respective markers X and 0 in the cells on the grid No marker may be placed in a cell that is already occupied The object of the game is to build a straight line across the grid with your own markers without allowing your opponent t
3. could tell how many letters there would be Letters could be repeated though three of those twelve dashes might be E s The word was usually something long a word like encyclopedia which was never too hard to guess because it had so many common letters in it and anyway the word was so often encyclopedia A student was allowed to draw the parts of the 2 1 GAMEPAC2 hangman usually the teacher did the gu there was some person who could both draw better than and reach the top of the chalkboard and rest of to add a part to the hangman essed B Th nos any the wha Language in wonder triguing efforts are made to demyst this wonder and the way It is e interesting thing about HANGMAN is that talgic associations less fun to play as you grow older game as an English or foreign language exercise t is appealing about i and we d all glower at the perso even apart from i Of course a teacher c but essen that pleasant contex t for it that makes the gam is b regardless wh we retain some of and the fact that HANGMAN provides ndur A computer version of HANGMAN can offer a number of convenient features to draw all of having The next 24 3 LOAD The most obvio the computer supplies its own whimsical graphics and makes the
4. t IS possible to win a game of QUBIC against the computer Occasionally the computer will cheat at the end of a close game by changing one of your markers to its own It will never cheat in your favor of course At the end of the game you can select to play again or to exit the program At the beginning of each game you will be able to select whether to play against another person or the computer 3x3 PLAY QUBIC The first decision that you will have to make after loading the program is how to answer the question CPU HUMAN 3 2 GAMEPAC2 If you want to play against the computer want to play against another person provided by you type the letter H If you type C you will be assigned the 0 markers and the computer will take the X markers type the letter C if you O moves first regardless of the option selected corner of the screen you will s the messag Near the bottom right O MOVE How will you describe to the computer where you want your marker to be placed Moves ar xpressed as a series of numbers not separated by blanks Let us use the letters A B and C to represent the numbers The figure shows what direction is represented by each of these letters this information does not actually appear on the video display ne ann in 312 113 14 121 122 123 Jade da d32 33 Ba da jaz das jas bn S12 B13 Dia 221 222 223 bam ba p32 233 Dia
5. E Increasing _ N PRA _ 2 241 242 243 2494 an Ye 313 314 E s x e nor Be oe de Busbalul y vial 322 323 Som l 331 532 333534 oe 234 342 343 344 0 MOVE 324 j r r D 7 41 412 413 aids G21 422 423 22 05431 32 433 434 i i i 44 Age 443 444 A SAMPLE MOVE MAP OF THE PLAYING SPACE ABC is a legal move where is a number designating the playing level bottom is 4 is a number indicating how many positions the marker should be brought TOWARD the player from the BACK of the indicated playing level the closer edge of a playing level is the one represented LOWER on the screen and is a number indicating how many positions the marker should be moved in a RIGHTWARD direction from the LEFT side of the indicated playing level top is 1 GAMEPAC2 Since ther none of the numbers used to represent a position will than 4 To enter y a differen ar our move t place question mark covers be recorde you notice d Tex immediat As the gam side of th list Eve take turns the screen e proceeds e screen ntually entering moves option gam and lets you enter a carriage re hit want to pl Os ay again only four playing levels and each level is only 4 by 4 ver be greater just typ which you want your marker to be
6. Hit the ESCape key to return to the menu If you want the additions to become a permanent part of the list you will have to Save the list again Otherwise the words will disappear when you leave the hangman program 2 4 5 E EDIT A WORD LIST You might find that a particular word list has some words in it that are too hard too easy misspelled or otherwise objectionable The E option permits you to review the word list in memory and delete any words which are no longer useful to you Step 1 Read the word list into memory unless it is already there Step 2 Press the space bar to look at the next word If you want to delete the word that is displayed press the DELete key on your keyboard If you want to keep the word just press the space bar and move on to the next word Step 3 When the whole list has been displayed the menu will again be visible on the display screen If you finish Editing somewhere in the middle of the list and you want to move quickly through the rest of the list press the space bar and the REPEAT key simultaneously If you want to change a word rather than simply delete it i e if the word was just misspelled you have to delete it using the E option and then add it in its correct form with the A option As with the A option if you want the changes you have made to be permanent you will have to Save the list again
7. If you want to use a word list other than the one that is in memory you can use the S option before you use R Reading a new list like Creating a new list makes in memory disappear The only list that you can regard as the list already list that is part of the HANGMAN progran Saved unless you have Saved others yourself is the standard Step 2 Insert the tape that has the desired word list Step 3 Unplug the REMOTE jack and position the tape to the beginning of the list Hopefully you noted this position when you Saved the list Step 4 Push down the PLAY key on the cassette recorder and plug the REMOTE jack back in Step 5 Type the letter R During the reading of the list you will see a polite message on the display screen The longer the list is the longer it will take for reading to be completed When reading is completed you will again see the menu of options If you decide to Play the game HANGMAN will choose words from the list that you have just Read 2 8 GAMEPAC2 2 4 4 A ADD TO WORD LIST If you want to add to a list of words you should use the A option Step 1 Read the list into memory using the R option Of course if the list is already in memory you don t need to do this Step 2 Type the letter A Step 3 Type in the additional words terminating each entry with a carriage return Step 4
8. careful read a methods and you need to know what to expect when you try to manufacturer s tape or your own The following methods ar 1 Use only a recorder recommended for digital usage Processor Technology Sol or CUTS CTR 21 is recommended 2 Keep th recommended For use with the the Panasonic RO 413AS or Realistic recorder at least a foot away from equipment containing power transformers picked up by 3 Keep th or other equipment which might generate magnetic the recorder as hum manufacturer s instructions 4 tape tape heads Use high Poor tape can give poor results preferably low noise and rapidly wear down quality brand name tape 5 Bulk 6 when not in use and physical abuse liquids 7 8 ras want in a jumble of old file pieces noise level of Keep cassettes in their protective plastic covers Experimentally determin tone controls On some cassett through the AUX input manufacturer tapes before reusing fields tape heads cleaned and demagnetized in accordance with the high output a recorder s It can be hard to find the file you Bulk erasing also decreases th the tape Cassettes are vulnerable to dirt th and use these settings only recorders s instructions a dummy plug into 9 END name If you record more than one file
9. clue that you have been given is the number of letters in the crucial word On a platform near the gallows is a row of flat tablets Each of these tablets lies face down and each represents one of the letters of the word You must guess the word one letter at a time Every time you guess a letter that is actually in the word the emperor s henchman will raise the tablet or tablets whose position in the row corresponds to that of the letter in the word Every time you guess an incorrect letter you see the henchman take a long rod and draw something in the dust at the foot of the gallows He is drawing the figure of a man at the first incorrect letter he draws a body at the second a head then various arms legs hands and feet You know that when the drawing is complete the man on the gallows will be hanged You also know that the only way to thwart th vil emperor is to discover the secret word Every guess is critical 2 2 WHY A COMPUTER HANGMAN Did anybody NOT play HANGMAN in elementary school It brings to mind rainy days when nothing wonderful could be done outdoors but indoors there were word games which were always amusing The teacher or a student would draw the gallows on the chalkboard and would figure out a word for us to guess Next he or she would draw a row of dashes our only initial clue each dash represented one of the letters so we
10. necessary notes on advantage is that you can create lists of words from which somebody else plays the game alone on a rainy day us of thes or at to make up each word right before trying to guess it features is that you don Chalkboard An alter and again save the electronic save the computer will select whenever yo So that you or somebody else ca four o clock in the morning witho us would try to remember to raise our hands before blurting out the next letter Most people were pretty good about guessing vowels first then common consonants and we would all get excited when the teacher wrote the letter in the right place or places along the row of dashes that represented the letters of the word But there were always one or two people who never got the idea that you just DON T guess something like B first Then the teacher would instruct the chalkboard monitor n who ts there is nothing about the game that makes it an use tially t has nothing to do with its practical value letters combine to make words Regardless what we learn in school tify words for us asically at the a t have other the u or n play ut few pages provide the information that you will need to use the HANGMAN program PLAY HANGMAN If you have carefull ING HANG OR QUB the display screen ly followed the steps outlined in Section 1 C you should soon see this menu of
11. on a side for example you will know not to search beyond it for files you are the microphone jack SAVE an empty after the last file of interest Once you One way to avoid having to search for files is to record only cassette at Cassettes the beginning of the tape if you can afford the Al 1 in a cool place high temperature most reliable settings for volume and the microphone can be live while recording Deactivate the mike in accordance with the In some cases this can be done by inserting file named read its seeking one file per extra GAMEPAC2 10 Do not record on tape at the ends gets trying to read the first file on a tape pre recorded program beginning 11 Record a file more than once redundancy can protect you from bad tape accidental erasure 12 Most cassett recorders hav the first or last the most physical may have recorded te of Do or minut abuse You tape the manufact on a side The not be impatient when urer of a a lot before it leaves memory equipment malfunction a feat cassette from accident tape are the casset tte is u to press this protect the exposed each end of of the casset not allow yo will remove 139 Use the tape coun cassette first putting a casset note on all cassettes the reading of the counter tal erasure tte wri If one of
12. opti GAMEP 2 on ons on AC2 Just to refresh your memory of the game and to make the acquaintance of your scapegoat after all HE s the one who gets hanged when YOU can t guess the word why don t you press P and play the game onc before using any of the other options As you probably remember the dashes on the screen let you know how many letters there are in the word that the computer has in mind AAA Every time that you guess a letter that is actually in the word the computer will display that letter wherever it appears in the word and as many times as it appears Pr Jf un migas A ess the bey of your aes SSS SS O o 2 3 GAMEPAC2 Tf the letter that you guess as part of a list of letters receive a body is not in the word it will be displayed already tried and the hangman will a head GAMEPAC2 2 5 GAMEPAC2 or whatever part he is due to receive next depending on how many guesses you ve made so far You ll as parts are added to him nervous Watch his eyes L notice that the hangman looks progressivel ly more Finally either you guess the word GAMEPAC2 or the fully assembled hangman meets his doom Press the key of your guess STATIC You have been hanged amiin ALREADY TRIED XVIPLEEOH INN LE MENU The menu consists of eight single letter codes that you have in using HANGMAN the options
13. placed If you have followed all look much like the samp wit If you selected of th le figure above the position yo return to finalize the move space followed by ano i ther three digit probably as O MOVE Once a carriage return is entered to finalize a move in the indicated position on the display the computer will move very fast and blink its move at you The computer will ly below the line on which the code for the O MOVE is displayed the record of moves will be pushed up the right th each new move appearing at the bottom of the moves will start scrolling out of sight off the top of th the thr numbers that point to the spot at DO NOT TYPE A CARRIAGE RETURN e instructions so far the display will the question mark will appear in depending on what three numbers you typed If the u wanted to indicate type a carriage f you want to change your move type a number Notice the right side of that your move will the screen the marker appears If you selected the C option to make sure its own move as the X MOVE on display SOLOS back If yo will be printed over the O MOVE or X MOVE messag CUTER to the QUB u enter a n If you hit erroneous code was typed disappear position wit When somebody wins he MO the H option you and your opponent simply h the list of moves forming just as in
14. te protected the record but tion con te into the record later referenc written over 14 files on a casset Befor few counts beyond the end of the last file to insure Le beginning of the each file is read have recorded th tape to search no further with the tape counter readings and a brief descript and press PLAY on D If you write down will be able to locate any file quickly 15 much work An ur of empty tape at that allows you On the edge of the casse two small cavities covered by plas the tabs is broken interlock the This and to protect te opposite tic tabs one at out then one sid in the recorder will a A piece er as suggest Before beginning work after any modification to the syst SAVEing and GETting a short test program In addition to using the above procedures methodically This could prevent of tape over the cavity ter to keep track of the position of files on the Always rewind the cassette and set the counter to zero when Time the first 30 seconds and Always begin recording after this count Record the beginning and ending co recording a new file after other files unt of each file for advance a that it will not be The SOLOS CUTER command CATalog can be used to generate a list of all In SOLOS CUTER type CAT lt CR gt the recorder information will be dis
15. used one of these codes at some of the others that is P 2 4 1 CREATE A WORD LI ST As you surely noticed if you played for Play the game the gam o u a 3 i I t y I K x s These codes represent You have probably already Now let s look a few times HANGMAN starts with a standard word list that may eventually bore you or simply not correspond to your The C option permits you challenge you HANGMAN word list list with one of your own Th fail to you load the program from the cassett idea of the perfect to replace the standard replacement is temporary every time tape the original list will be used again After typing C with a carriage return finished typing the list Tf you now choose to play the game will select not from the original just typed into the memory list that Unless of course have brought it into memory by Reading type in the desired word list Use only capital letters press ESCAPE to get back to you will find of the computer remember that the computer can only deal with one word list at once if you want to enter a new list without memory you will have to Save the old list you have Saved it on some earlier occasion terminating each entry When you are the menu that the computer the list that you It is very important to so is in but fro
16. GAMEPAC 2 User s Manual Describes HANG Release 1 0 QUBIC Release 1 0 Processor Technology Corporation 7100 Johnson Industrial Drive Pleasanton CA 94566 Telephone 415 829 2600 Copyright C 1978 Processor Technology Corporation First Edition First Printing August 1978 Manual Part No 727161 All Rights Reserved IMPORTANT NOTICE This manual and the program it describes are copyrighted by Processor Technology Corporation All rights are reserved All Processor Technology software packages are distributed through authorized dealers solely for sale to individual retail customers Wholesaling of these packages is not permitted under the agreement between Processor Technology and its dealers No license to copy or duplicate is granted with distribution or subsequent sale TABLE OF CONTENTS SECTION PAGE 1 EN PRODUCTION pre as ae Spear a Tata den 1 1 CONTENTS AND HARDWARE REQUIREMENTS 1 2 LOADING HANG OR QUBIC ooooooooooooooooooo 1 1 2 HANGMAN 2 0 sep des seh sec sorte e aaa Se i GW a o are las We e a a e aa en 2 Dado Rs TAE Ste sedge hs Re tay ev we ae AS MN Say eee Whee Rae See lentes 2 2 2 WHY A COMPUTER HANGMAN ooooooooooooooooo 2 243 PLAY HANGMAN is ee Oe Ee we ee Se ee E 2 2 Dr eG E MENU E da O as OY ee ai OS Da ON GO Roget 2 7 ZG
17. a C the computer displays the message A WINNER turn to start a new came If you do not SELECT or CTRL and keys to return to DE nove that is unacceptable kind of error you have made and then give you another chance the three numbers that you enter is greater than 4 the computer will BAI D CELI N DEX MODE SELECT key accidentally C program by typing EXEC 0 and a carriage return you can get after which tell you what If one of the message the After a few moments the error message will and the O MOVE or X MOVE message will reappear in its former Type the code for the move that you intended to make GAMEPAC2 If the numbers that you enter point to a position that is already occupied either by your marker or by that of your opponent the message OCCUPI E D will be printed over the words O MOVE or X MOVE on the screen When the O MOVE or X MOVE message reappears type the code for another move If you want to discontinue the game and start over type the ESCAPE key if you want to discontinue and return to SOLOS CUTER type the MODE SELECT key Have fun GAMEPAC2 Successful and reliable results with cassett require a good deal of care APPENDIX RECORDERS AND CASSETTE FI ABOUT CASSETTE LES You need to use consistent recorders and cassette files and
18. m losing the one that on cassette tape and it from a tape GAMEPAC2 2 4 2 Step 1 Step 2 counter step 3 contains S SAVE A WORD LIST Unplug the REMOTE jack rewind the tape and clear the digit Position the tape to an area that you know is blank or that If you want to Save the current word list on a Cassette tape Insert the tape on which you want the list to be recorded information that you don t mind losing Make a note of this position so that you will know where to find the word list when you want to use it Step 4 Push down the PLAY and RECORD keys simultaneously on the cassette recorder Plug the REMOTE jack back into the recorder Step 5 Type the letter s The word list in current use will be recorded on the tape A message will be displayed on the screen while the list is being recorded when the process is complete you will again see the menu on the screen Saving a word list does not remove it from If you continue to Play after Saving a list you will find that the computer selects from the list that you have just Saved 2 4 3 R READ A NEW WORD LIST and if you have a substitute list Saved on cassette tape this opt Step 1 ion to make the replacement If you want to Save the word list in memory use the memory of the computer
19. number which is compared with a correct value If the numbers match the program in memory is correct Nothing is displayed when the numbers match but if they do not match the message CHECKSUM TEST FAILED or a similar message is displayed The message may be followed by two numbers representing the correct and incorrect checksum numbers Even though the checksum test was failed it may be possible to enter th program anyway by typing the carriage return key The bad data may not even be apparent if it is in a portion of the program you do not use It is best however to try to find and correct the problem causing the error so the checksum test is passed The error can be caused by the cassette inteface circuitry bad memory locations bad tape a faulty recording improper alignment or settings on the cassette recorder or other equipment problems Al 3 GAMEPAC2
20. o block your moves Of course you must also try to block the straight lines that your opponent is trying to build There are eight ways to win in traditional TIC TAC TOE Soo A O O A A A A acs A A A A A DE Eee 3 1 GAMEPAC2 QUBIC differs from TIC TAC TOE in two respects The more obvious of the differences is that QUBIC is three dimensional there are four vertical levels instead of the one level used in TIC TAC TOE The other difference is that the grid on each of these levels is 4 by 4 rather than 3 by 3 With four playing levels each consisting of a sixteen cell grid there are not eight but seventy six ways to win in QUBIC The figures below illustrate some of these ways Notice that there are various ways to win across levels x a wm 6 i A j i no A 0 Pg Af pg mtl 157 a p gt 5 P a t A zF A F a t ye Las S f je a 1 ad y WAYS TO WIN AT QUBIC es A AA ae 3 2 8080 QUBI In this version of QUBIC the playing surfaces are represented on the video screen and you are given an opportunity to select whether to play against another person or the computer CPU stands for the computer As you or the computer make your move it is recorded on the screen the program will even place your marker in the position whose code you enter and then give you an opportunity to change your move
21. played on the screen mpty file called EN rewind to the As the header of If you ted you will know when the the catalog information along tion of the file you tem test by t the loss of you need to know the various ways in which programs may be recorded on tapes you have purchased 1 If you cannot read a file consistently and suspect the tape itself do not despair The same file may have been recorded elsewhere on the tape Processor Technology often records a second version later on the same side of the tape When you first get a tape CATalog it with SOLOS or CUTER so you will know exactly what it contains Write down the tape counter readings at the same tim Al 2 GAMEPAC2 2 An empty file named END is sometimes placed at the end of the recorded portion of a tape When SOLOS CATalogs a file the file header information is displayed as soon as the beginning part of the file passes the tape head but nothing is displayed when th nd of the program passes by If another filename such as END is displayed you know you have just passed the end of the previous file 3 Some of the programs supplied by Processor Technology contain a checksum test within their code in addition to the checksum test which SOLOS performs When a program containing this test is first executed after loading the checksum test reads all of the program in memory and calculates a checksum
22. to the computer from the cassette tape Consult your Sol manual to see that you connect your equipment properly before trying to continue It you are not very familiar with cassette recorders you might also want to look at Appendix 1 below which contains helpful hints about the use and care of cassette recorders and cassette tapes Once you nave the recorder connected to your computer you are ready to load a program All SOLOS CUTER commands and all input to either game must be in UPPER CASE if your keyboard has an UPPER CASE key you might as well set it now Step 1 Set up a cassette recorder for reading and insert the GAMEPAC 2 cassette tape To activate the motor on the recorder type the letters CA and a carriage return after the SOLOS CUTER prompt gt Using the manual controls rewind the tape and then position it a little ahead of where you expect the HANGMAN or QUBIC program to be If you do not know where the program is recorded position the tape a little past the leader Step 2 Push down the PLAY key on the recorder and hit the MODE SELECT key on a Sol keyboard or the CTRL and keys together on another keyboard to return to SOLOS CUTER command mode Step 3 Type XEQ a space and the name of the program you want to start The name of the HANGMAN program is HANG the name of the QUBIC program is QUBIC End the line with a carriage return
23. wk S Create A Word Haste elds Bede Seb a ard PS 24 2 4 2 S Save A WOR LISE ois ec e024 baled webs ines 2 8 2 4 3 R Read A New Word List o oooooooooo 2 8 2 4 4 A Add to Word LISt aiii 28 8 een 2 9 2 4 5 E BEE Ay WOR LUISE vers er Si eee we et 2 9 2 4 6 D Change The Difficulty Factor 2 9 2 4 7 Mode Select or CTRL and keys ERIC he Program 222 seeds oe oiver a rag 2al 3 QUBTE stre eie DE A Ww a a 3 1 3 1 WHAT S QU BTC a ee a ese tag ed Ben eee Boar es y ei 3 1 32 TO UC OOUR PEt Pak Ss eee a Sts ote Das dns Ghee alt WO as 3 2 343 BLAY QUBILCO sisine ee a a erh BAZ APPENDIX ABOUT CASSETTE RECORDERS AND CASSETTE FILES SECTION 1 INTRODUCTION bel CONTENTS AND HARDWARE REQUIREMENTS GAMEPAC 2 consists of two game programs HANG and QUBIC recorded on a cassette tape and designed to run on the Sol Terminal Computer or another 8680 microcomputer with the Processor Technology VDM 1 video display and CUTS cassette interface The games require 4K of random access memory beginning at location 0000H This manual is divided into three sections This section is introductory and contains information applicable to both of the games in the GAMEPAC Section 2 describes HANGMAN and Section 3 describes QUBIC 2 LOADING HANGMAN OR QUBIC In order to play either HANGMAN or QUBIC you will need to load the appropriate program in

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