& &HELP WELCOME TO CASINO DIGITAL THE FOLLOWING GAMES ARE AVAILIBLE FOR YOUR ENTERTAINMENT To play, type "EX" NAME ... where "NAME" is the game you want "HELP" NAME ... for instructions to play a game "CHESS" - bet you can't beat the computer at this game ! "HELLO" - answer the questions ... get the computer's response ... "ROCKET" - can you successfully land a rocket on the moon ? "SPACWR" - you must save the galaxy from the Klingon menace ! "WUMPUS" - hunt the terrible Wumpus in his underground liar "BLKJAC" - Casino Rules ... the game is 21 ... "ROULET" - another casino game to loose your shirt at ! "TICTAC" - so you think Tic Tac Toe is easy ?? Try to win this one . "CRAPS" - roll the dice ... loose your money ... "FOOTBL" - gridiron action with you as the quarterback "SNOOPY" - print a picture of the dog "BANNER" - makes a banner of your choice "LOAN" - figures compound interest on a bank loan "ADVENT" - the infamous game of "Adventure" ! (only on 32K systems) &GAMES &FUN FUN and GAMES --------------- There are several Basic Games on this Diskette To run them, follow the rules for running BASIC.SV ie: for "SPACWR" .EXEC SPACWR (or) .BASIC OLD OR NEW -- OLD PROG NAME -- SPACWR READY RUN will get you on the air ... Most of these games have instruction files that may be accessed by typing, for example, "HELP SPACWR" to get the instructions on the terminal, or "HELP SPACWR-L" to get them on the line printer. &WUMPUS WUMPUS.BA - A "HUNT THE WUMPUS" GAME YOU ARE A FAMOUS HUNTER DESCENDING DOWN INTO THE CAVES OF DARKNESS, LAIR OF THE INFAMOUS MAN-EATING WUMPUS. YOU ARE EQUIPPED WITH FIVE BENT ARROWS, AND ALL YOUR SENSES. THERE ARE TWENTY CAVES CONNECTED BY TUNNELS, AND THERE ARE TWO OTHER KINDS OF HAZARDS: A) PITS, WHICH ARE BOTTOMLESS, AND USUALLY FATAL TO FALL INTO. THERE ARE THREE SUCH PITS IN THE NETWORK. B) SUPER-BATS, WHICH IF YOU STUMBLE INTO THEIR ROOM WILL PICK YOU UP AND DROP YOU IN SOME RANDOM ROOM IN THE NETWORK. YOU MAY SHOOT SUPER-BATS, THERE IS ONE IN EACH OF THREE OR FOUR ROOMS WITHIN THE NETWORK. THE SUPER-BATS GENERALLY STAY IN THEIR OWN ROOMS, EXCEPT WHEN DISPOSING OF INTRUDERS OR SCAVENGING FOR FOOD IN THE PITS. IF YOU BLUNDER INTO THE SAME ROOM AS THE WUMPUS, YOU LOSE.... THE NORMALLY SLEEPING WUMPUS DOES NOT MOVE (HAVING GORGED HIMSELF UPON A PREVIOUS HUNTER). HOWEVER SEVERAL THINGS CAN WAKE HIM UP: 1) WALKING INTO HIS ROOM, 2) SHOOTING AN ARROW ANYWHERE IN THE NETWORK, 3) TRIPPING OVER DEBRIS (CLUMSINESS), 4) TURNING ON THE LIGHTS, IN ORDER TO SEE WHERE YOU ARE HEADED. IF HE WAKES UP THERE'S A POSSIBILITY HE WILL MOVE, HOWEVER, HE'S TOO LAZY TO MOVE MORE THAN ONE ROOM BETWEEN SNOOZES. THE WUMPUS IS TOO BIG TO BE PICKED UP BY SUPER-BATS AND HAS SUCKER FEET, SO HE DOESN'T FALL INTO THE PITS. YOU CAN SMELL THE WUMPUS FROM ONE OR TWO ROOMS AWAY. YOU WILL TREMBLE WITH FEAR WHEN HE MOVES ABOUT. YOU CAN HEAR SUPER-BATS FROM ONE ROOM AWAY, AND FEEL DRAFTS (FROM BOTTOMLESS PITS) FROM ONE ROOM AWAY (AND TASTE THE FEAR...). TO SHOOT AN ARROW TYPE "SHOOT" INSTEAD OF A MOVE, AND THEN SPECIFY WHICH ROOMS THE ARROW SHOULD PASS THROUGH. YOU ARE STRONG ENOUGH TO SHOOT IT THROUGH AS MANY AS FIVE ROOMS. BENT ARROWS HAVE NO PROBLEM ROUNDING CORNERS OF LESS THAN 98.6 DEGREES. IF YOU SPECIFY AN IMPOSSIBLE PATH THE ARROW WILL RICOCHET OFF THE WALLS OF THE ROOM, LOSING SPEED, AND WILL EVENTUALLY COME TO REST IN ONE OF THE ADJOINING ROOMS. THE PATH MAY BE TERMINATED BY SPECIFYING ROOM 0. EACH ROOM IS CONNECTED TO THREE OTHER ROOMS BY THREE TUNNELS A, B AND C. YOU MUST ALWAYS MOVE BETWEEN ROOMS BY SPECIFYING WHICH TUNNEL YOU WISH TO EXPLORE. YOU CAN ALWAYS RETRACE YOUR FOOT STEPS BY MOVING BACK USING THE SAME TUNNEL DESIGNATOR. IF YOU WISH TO SEE WHICH ROOMS ARE AT THE ENDS OF THE TUNNELS YOU MAY TYPE "LIGHTS ON" INSTEAD OF A MOVE. THIS MAY BE AN UNHEALTHY LUXURY HOWEVER BECAUSE THE LIGHT GIVES THE WUMPUS INSOMNIA. TO EXTINGUISH THE LIGHTS SIMPLY TYPE "LIGHTS OFF". GOOD LUCK HUNTING!! &SPACWR INSTRUCTIONS FOR SPACWR THE GALAXY IS DIVIDED INTO AN 8,8 QUADRANT GRID WHICH IS IN TURN DIVIDED INTO AN 8,8 SECTOR GRID. THE CAST OF CHARACTERS IS AS FOLLOWS: <*> = ENTERPRISE +++ = KLINGON >!<=STARBASE * =STAR COMMAND 0 = WARP ENGINE CONTROL: COURSE IS IN A CIRCULAR NUMERICAL 4 3 2 VECTOR ARRANGEMENT AS SHOWN. \ ^ / INTEGER AND READ VALUES MAY BE \^/ USED. THEREFORE COURSE 1.5 IS 5 ----- 1 HALF WAY BETWEEN 1 AND 2. /!\ / ! \ A VECTOR OF 9 IS UNDEFINED, BUT 6 7 8 VALUES MAY APPROACH 9. COURSE ONE WARP FACTOR IS THE SIZE OF ONE QUADRANT. THEREFORE TO GET FROM QUADRANT 6,5 TO 5,5 YOU WOULD USE COURSE 3. WARP FACTOR 1 COMMAND 1 = SHORT RANGE SENSOR SCAN PRINT THE QUADRANT YOU ARE CURRENTLY IN. INCLUDING STARS, KLINGONS, STARBASES, AND THE ENTERPRISE, ALONG WITH OTHER PERTINATE INFORMATION. COMMAND 2 = LONG RANGE SENSOR SCAN SHOWS CONDITIONS IN SPACE FOR ONE QUADRANT ON EACH SIDE OF THE ENTERPRISE IN THE MIDDLE OF THE SCAN. THE SCAN IS CODED IN THE FORM XXX, WHERE THE UNITS DIGIT IS THE NUMBER OF STARS, THE TENS DIGIT IS THE NUMBER OF STAR- BASES. THE HUNDREDS DIGIT IS THE NUMBER OF KLINGONS. COMMAND 3 = PHASER CONTROL ALLOWS YOU TO DESTROY THE KLINGONS BY HITTING HIM WITH SUITABLY LARGE NUMBERS OF ENERGY UNITS TO DEPLETE HIS SHIELD POWER. KEEP IN MIND THAT WHEN YOU SHOOT AT HIM, HE GONNA SHOOT AT YOU, TOO! COMMAND 4 = PHOTON TORPEDO CONTROL COURSE IS THE SAME AS USED IN WARP ENGINE CONTROL IF YOU HIT THE KLINGON, HE IS DESTROYED AND CANNOT FIRE BACK AT YOU. IF YOU MISS, YOU ARE SUBJECT TO HIS PHASER FIRE. NOTE: THE LIBRARY COMPUTER (COMMAND 7) HAS AN OPTION TO COMPUTE TORPEDO TRAJECTORY FOR YOU (OPTION 2). COMMAND 5 = SHIELD CONTROL DEFINES NUMBER OF ENERGY UNITS TO BE ASSIGNED TO SHIELDS ENERGY IS TAKEN FROM TOTAL SHIP'S ENERGY. NOTE THAT TOTAL ENERY INCLUDES SHIELD ENERGY. COMMAND 6 = DAMAGE CONTROL REPORT GIVES STATE OF REPAIRS OF ALL DEVICES. A STATE OF REPAIR LESS THAN ZERO SHOWS THAT THE DEVICE IS TEMPORARALY DAMAGED. COMMAND 7 = LIBRARY COMPUTER THE LIBRARY COMPUTER CONTAINS THREE OPTIONS: OPTION 0 = CUMULATIVE GALACTIC RECORD WHICH SHOWS COMPUTER MEMORY OF THE RESULTS OF ALL PREVIOUS LONG RANGE SENSOR SCANS OPTION 1 = STATUS REPORT WHICH SHOWS NUMBER OF KLINGONS, STARDATES, AND STARBASES LEFT. OPTION 2 = PHOTON TORPEDO DATA GIVES TRAJECTORY AND DISTANCE BETWEEN THE ENTERPRISE AND ALL KLINGONS IN YOUR QUADRANT COMMAND 8 = BEGIN NEW CONTEST (WITH NEW GALAXY LAYOUT). &BLACKJACK &BLKJAC &BLKJAK BLACKJACK --------- This is a game of Blackjack, Las Vegas sytle. Here are the rules of the house: - The dealer must hit on 16 or less and will stay on 17 or more - You may split a pair and play a hand with each of them - You may double your bet and revieve exactly one more card any time on your first hit The typing instructions are: (0) No hit (1) Hit (2) Double your bet (3) Split a pair When the dealer has an exposed ace, he will ask you for an insurance bet that will risk half your bet for the amount equal to your bet if you win. You win if the dealer has a Blackjack, and lose if he doesn't. The house limit is $500.00 ... Good Luck !! &CRAPS CRAPS ----- This is a Craps game, with the computer as your opponent. The rules are: - a 7 or 11 on the first roll wins - a 2, 3, or 12 on the first roll loses - any other number rolled becomes your "point" and you continue to roll ... if you make your point, you win, if you roll a 7, you lose. - the die change hands when you lose &FOOTBALL &FOOTBL FOOTBALL -------- Responses requiring a YES/NO answer are (0) NO or (1) YES On offense you are permitted to: (10) Run (11) Pass (12) Sweep (13) Screen Pass (14) Long Pass (15) Draw Play (16) Punt (17) Fieldgoal On defense you may: (4) Normal - good against sweep & screen (5) Hold - good against run, pass, or draw (6) Blitz - good against pass or long pass (7) Intercept - increase your odds at interception (8) Block - gives a chance to block kick, but decreases the runback distance. To call a play, type its code. Also, time out may be called 3 times per half by typing a (2). Have fun ....... &ROULET ROULET ------ Betting Layout Types of Bets (* = RED) -------------- (1)-(36) signify a straight bet 1* 2 3* on that number 4 5* 6 pay off is 35:1 7* 8 9* The 2:1 bets are: 10 11 12* (37) 1-12 (40) First Col. -------------- (38) 13-24 (41) Second Col. 13 14* 15 (39) 25-36 (42) Third Col. 16* 17 18* 19* 20 21* The even money bets are: 22 23* 24 (43) 1-18 (46) Odd -------------- (44) 19-36 (47) Red 25* 26 27* (45) Even (48) Black 28 29 30* 31 32* 33 (49) 0 and (50) 00 pay 35:1 34* 35 36* but 0 and 00 do not count under -------------- any bets except their own When asked for a bet, type the number and amount bet, seperated by a comma <,> ... minimum bet is $5 ; maximum is $500 &TICTAC TIC TAC TOE ----------- The move positions are: 1 2 3 Computer = "X" 4 5 6 You = "0" 7 8 9 type a (0) if you want the computer to move first, a (1) if you want to. &CHEKMO &CHESS CHEKMO-II Chess Program for the PDP-8 PAGE 1 ABSTRACT -------- CHEKMO-II is a chess playing program which will run on any PDP-8 family computer. The program will play either the white pieces or the black pieces, and will play and accept all classes of legal moves, including, castling both short and long, en passant pawn captures, and pawn promoting moves to any legal promotion piece. The program prints out its moves in Algebraic Notation, and accepts moves using Algebraic Notation. Included in the command structure of the program are commands which allow you to input board positions using Forsyth Notation, and get a printout of the board at your terminal. EQUIPMENT --------- CHEKMO-II will run on any PDP-8 family computer with a minimum of 4k of memory, and an ASR33 Teletype(1) or equivelent terminal. EXECUTION TIME -------------- The time that CHEKMO-II takes to calculate its moves, is highly dependent upon the position of the pieces. It is generaly within the range of 20 seconds, to 2 minutes per move. In "blitz mode" (see the "BM" command), CHEKMO-II makes its moves much more quickly, but at the cost of reduced playing strength. Note: All times quoted are assuming that CHEKMO-II is being run on a stand alone PDP-8/E(1.2 us Cycle time). LOADING AND STARTING CHEKMO-II ------------------------------- The CHEKMO-II binary tape is a standard binary tape and can be loaded using the BIN Loader program(DEC-08-LBAA-PM), or the OS8 "ABSLDR" program. The starting address for CHEKMO-II is 0200. At any time, CHEKMO-II can be halted and restarted at location 0200. -- -- -- -- -- (1) Teletype is a registered trademark of the Teletype Corporation. CHEKMO-II Chess Program for the PDP-8 PAGE 2 ON LINE OPERATION ----------------- Before continuing be advised that all lines of input to CHEKMO-II must be terminated with a carriage return. Typing a CTRL/U character echos "^U" and erases anything typed so far on a line. Typing a RUBOUT character deletes the last character typed and prints a "\" character to indicate the deletion. CHEKMO-II has an input buffer with room for 24 characters. If more than 24 characters are typed on a line(not counting rubouts and the "rubbed out" characters), a "^U" is printed and the entire line is deleted. When CHEKMO-II is started at location 0200 it will print... CHEKMO-II to identify itself and setup the pieces on its internal board to thier original squares. Then it will ask... W. YOUR MOVE? The "W. " at the begining of the line is to indicate that it is whites move. The "YOUR MOVE?" indicates that CHEKMO-II is waiting for you to input a move for white, using modified algebraic notation (Described on Pg 6). If the move that you type in is illegal or impossible CHEKMO-II responds with... ? W. YOUR MOVE? Asking again for you to type in a legal move. If a legal move is typed, CHEKMO-II will make the move on its internal board, then ask... B. YOUR MOVE ? CHEKMO-II is now waiting for you to type in a move for black(note the "B. "). As before, typing in an impossible move causes CHEKMO-II to... ? B. YOUR MOVE ? Ask again for a legal move. A legal move causes CHEKMO-II to make that move on its internal board, then ask for a move for white. Play continues in this manner until a move is made that checkmates or stalemates. At that time CHEKMO-II will print... CHECKMATE CHEKMO-II Chess Program for the PDP-8 PAGE 3 Or STALEMATE In either case the final position is then printed -- ** -- BK -- ** -- ** ** -- ** WQ ** -- ** -- -- ** -- ** WK ** -- ** ** -- ** -- ** -- ** -- -- ** -- ** -- ** -- ** ** -- ** -- ** -- ** -- -- ** -- ** -- ** -- ** ** -- ** -- ** -- ** -- CHEKMO-II now restarts itsef at location 0200, and is ready to play another game. CHEKMO-II Chess Program for the PDP-8 PAGE 4 SPECIAL COMMANDS ---------------- At any time when CHEKMO-II is waiting for you to type in a move, you may instead type in one of the 10 special commands currently implimented. Each special command consists of 2 characters and is described below. PW -- CHEKMO-II is instructed to play the white pieces. Whenever it is whites turn to move CHEKMO-II will printout and make a move for white instead of asking "YOUR MOVE ?". PB -- Same as "PW" except that CHEKMO-II makes a move for the black pieces every time it is blacks turn to move. PN -- CHEKMO-II plays niether white nor black. This cancels previous "PW" and "PB" commands BD -- CHEKMO-II will print out the current board position MV -- Causes CHEKMO-II to printout and make the next move for the side whose turn it is SK -- Skip the move that CHEKMO-II is asking for, and make it the other sides move. Note: According to the laws of chess, "The 2 players must alternate in making 1 move at a time". The SK command is included because it can somtimes be fun to use in "non serious" games. RE -- Stands for "Reset" (or "Resign"). It resets CHEKMO-II's internal board to the initial starting position, and begins a new game. BM -- Puts CHEKMO-II into "Blitz mode". In Blitz mode, CHEKMO-II does not think very deeply about its moves, but instead, makes them in 3 seconds each on the average. TM -- Resets CHEKMO-II to its regular "thoughtful" mode of play. IP -- Instructs CHEKMO-II to accept the input of a position using Forsyth notation(Described on Pg 7) CHEKMO-II prints a ">" to indicate that it is ready for you to enter a line. If you violate the rules of Forsyth notation, an error message is printed, and CHEKMO-II waits for you to enter the error line again. If you enter in a good line, CHEKMO-II prints a ">" and waits for the next line. When all 8 ranks are entered successfully, CHEKMO-II Chess Program for the PDP-8 PAGE 5 the board position just inputed gets printed out. Possible error messages and thier causes are discribed below. Message Cause 1? More than 8 squares specified 2? Less than 8 squares specified 3? Piece color not "W" or "B" 4? Unknown piece letter CHEKMO-II Chess Program for the PDP-8 PAGE 6 ALGEBRAIC NOTATION ------------------ Algebraic notation is the system recommended by the International Chess Federation(F.I.D.E.), for the recording of chess moves. Since in regular Algebraic notation, both upper and lower case letters are used, and since most teleprinters output only upper case leters, CHEKMO-II uses a modified form of algebraic notation to accept moves, and to print out its own moves. This modified Algebraic notation is described here. The ranks(horizontal rows of squares) are numbered from 1 to 8 starting from whites side of the board. The files(vertical rows of squares) are numbered from A to H starting at the left(blacks right) hand side of the board. The intersection of the file letter and rank number gives each square a unique name. For example, In the initial position, whites king occupies square E1, blacks king occupies square E8, and the pawn in front of blacks queen occupies square D7. Whites knight on square B1 and can move to squares A3 and C3. A8 B8 C8 D8 E8 F8 G8 H8 BR BN BB BQ BK BB BN BR A7 B7 C7 D7 E7 F7 G7 H7 BP BP BP BP BP BP BP BP A6 B6 C6 D6 E6 F6 G6 H6 -- ** -- ** -- ** -- ** A5 B5 C5 D5 E5 F5 G5 H5 ** -- ** -- ** -- ** -- A4 B4 C4 D4 E4 F4 G4 H4 -- ** -- ** -- ** -- ** A3 B3 C3 D3 E3 F3 G3 H3 ** -- ** -- ** -- ** -- A2 B2 C2 D2 E2 F2 G2 H2 WP WP WP WP WP WP WP WP A1 B1 C1 D1 E1 F1 G1 H1 WR WN WB WQ WK WB WN WR A move is specified by the square number of the piece that is moving, an optional "-" or ":", and the square number that the piece is moving to. If the move gives check, an optional "+" character after the move is used to signify that. Using this notation, the 2 possible moves for whites knight on square B1 would be, B1-C3 and B1-A3. The symbol "O-O" is used to specify king side castling, and the symbol "O-O-O" is used to specify queens side castling. Pawn promotion moves are printed out in the same manner as any other pawn move, except that they are followed by a "=" and the initial of the piece the pawn is promoting to. For example, on an empty board, a pawn on A7 would have 4 posible moves, A7-A8=N A7-A8=B A7-A8=R A7-A8=Q On input, If no equal sign and initial are specified, the promotion is assumed to be to a queen. CHEKMO-II Chess Program for the PDP-8 PAGE 7 FORSYTH NOTATION ---------------- Forsyth notation is a shorthand method of recording or describing chess positions. Since regular Forsyth notation uses both lower and upper case letters, and most telletypes have only upper case letters, CHEKMO-II uses a modified form of Forsyth notation, a description of which follows. Using Forsyth notation the board position is described rank by rank, starting with rank 8. Each rank is described from left to right in the following manner. If a square is occupied, the initial for the pieces color(W or B), followed by the initial for the piece (R,B,K,Q,P or N), are used to describe that square. Empty squares are indicated by a number from 1 to 8, equal to the number of empty squares adjacent to one another. Every square on a rank must be accounted for in this manner, and thus each rank must total 8 pieces and/or empty squares. Here is a position accompanied by its representation in Forsyth notation... BR BN BB ** BK ** BN BR BRBNBB1BK1BNBR BP BP BP -- ** BP BP BP BPBPBP2BPBPBP -- ** -- ** -- ** -- ** 8 ** -- BB -- WP -- ** -- 2BB1WP3 -- ** -- ** -- ** -- BQ 7BQ ** -- WN WP ** -- BN -- 2WNWP2BN1 WP WP WP ** -- ** -- WP WPWPWP4WP WR -- WB WQ WK WB WN WR WR1WBWQWKWBWNWR CHEKMO-II Chess Program for the PDP-8 PAGE 8 ERROR HALTS ----------- There are 2 legitimate error halts possible with CHEKMO-II Address Explanation 5004 An unexplaned interrupt has occured. To recover, press the CLEAR and CONTinue keys(START on a non-PDP-8/E). If the error persists, try to find its cause and eliminate it. A likley cause is a DF32 Disk unit select switch set to the OFF position. 1761 The position has gotten too complex and CHEKMO-II's push down list has overflowed. You Win!!. Just before halting, CHEKMO-II will printout... I RESIGN This error can probably only occur if one or both sides has queened several pawns. Restart at location 0200 to start a new game. Halting at any other address is extremly unlikley, and is caused either by a hardware failure, or an as yet unknown program bug. KNOWN BUGS ---------- There are no known "bugs" in CHEKMO-II Rev#63. KNOWN DEFICIENCIES ------------------ CHEKMO-II does not recognize the value of passed pawns until they reach the 6th or 7th rank. CHEKMO-II has been programed to use the same strategy throughout the game. This strategy has been optimized for good play in the Middle-game, and Opening. As a result CHEKMO-II plays poor moves in some Endgame positions. If either the white side or the black side becomes signifigantly more powerfull than the other(about 4 queens) CHEKMO-II may play some strange, but legal moves. This is caused by overflow in an internal evaluator routine. &YAHTZE INSTRUCTIONS FOR PLAYING YAHTZEE YAHTZEE MAY BE PLAYED BY UP TO 15 PEOPLE. THE OBJECT OF THE GAME IS TO GET THE HIGHEST SCORE EACH PLAYER ON HIS TURN RECEIVES FROM THE COMPUTER THE VALUES OF THE 5 PSEUDO-DICE. HE MAY THEN ROLL AS MANY OF THEM AS HE WANTS TO AGAIN. HOWEVER, HE IS ENTITLED UP TO BUT NO MORE THAN THREE ROLLS OF THE DICE. YOU TELL THE COMPUTER HOW MANY DICE YOU WANT TO CHANGE, THEN TELL IT WHICH ONES IN THE FOL- LOWING MANNER; TYPE: '1' FOR THE 1ST DIE, '2' FOR THE 2ND, ETC. AFTER THE THIRD ROLL THE PLAYER MUST DECIDE HOW HE WANTS TO SCORE HIS FIVE DICE. TYPING 'SUMMARY' WILL SHOW WHAT CATEGORIES HAVE BEEN USED. OTHERWISE, YOU HAVE 13 CHOICES, TYPE ONE OF THE FOLLOWING DEPENDING ON HOW YOU WANT YOUR DICE SCORED. THE CHOICES ARE: ACES,TWOS,THREES,FOURS,FIVES,SIXES THREE OF A KIND,FOUR OF A KIND,FULL HOUSE, SM. STRAIGHT, LG. STRAIGHT, YAHTZEE,CHANCE. WHAT THE COMPUTER WILL DO: FOR ACES IT WILL COUNT AND ADD ALL OF YOUR ONES. FOR TWOS IT WILL COUNT AND ADD ALL OF YOUR TWOS. THE SAME IS TRUE THROUGH THE SIXES THREE OF A KIND WILL TOTAL ALL OF THE DICE PRO- VIDED THAT YOU HAVE THREE OF A KIND FOUR OF A KIND IS THE SAME AS THREE OF A KIND EXCEPT THAT YOU MUST HAVE FOUR OF A KIND FULL HOUSE (3 OF ONE NO. AND 2 OF ANOTHER) WILL YIELD 25 POINTS. SM. STRAIGHT WILL GIVE YOU 30 POINTS BUT YOU MUST HAVE A SEQUENCE OF FOUR. LG.STRAIGHT WILL YIELD 40 POINTS BUT YOU MUST HAVE A SE- QUENCE OF FIVE. YAHTZEE WILL GIVE 50 POINTS IF YOU HAVE FIVE OF A KIND. CHANCE WILL TOTAL ALL OF YOUR DICE AND USE THAT AS YOUR SCORE. CHANCE IS USEFUL WHEN YOU DON'T HAVE ANY THING WORTH SCORING. ANOTHER CATEGORY, 'ZERO' WILL ZERO OUT A CATAGORY IF YOU DON'T HAVE ANYTHING WORTH SCORING BUT HAVE PERHAPS ALREADY USED YOUR CHANCE. IF YOUR ACCUMULATED SCORE OF THE FIRST SIX CATEGORIES EVER REACHES AT LEAST 63 POINTS YOU WILL RECEIVE A BONUS OF 35 POINTS! GOOD LUCK!!!!! &ADVENT &ADV &ADVENTURE ADVENTURE ! ! This system contains Dick Murphy's version of PDP-8 Adventure. It can normally be run by typing ".R ADVENT" ( ".EX ADVENT" if you are on the NED Diagnostic System). However, if you are creating it on a NEW system device, there are some things to do first. You must have Run in this sequence ------------- -------------------- FRTS.SV .R FRTS ADVENT.LD *ADVENT ADVENT.TX *ADVENT.TX/1 ADVENT.DA *ADVENT.DA/2 *$ (altmode) .SAVE SYS ADVENT Now you can run the game by ".R ADVENT". &