Stimulating simulations by C William Engel

By C William Engel

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Be sure you return to the dock before six hours have elapsed. Your rating as a fisherman will be the number of pounds of fish you catch divided by five. 6 to record the best fishing spots. A small marker can be used to keep track of your location on the grid. Gone Fi s hing Sample Run RUN NO BITES AT LOCATIOII 1 1 TOTAL LBS. THIS TRIP IS O. YOU HAVE FISHED FOR 0 HOURS. fI0VE(rl,S,E,\~,F ,G)? E flO BITES AT LOCATION 1 2 TOTAL LBS. THIS TRIP IS O. 1 HOURS . tI0VE(N,S,E,\J,F,B)? S YOU CAUGHT 1 FISH, EACH WEIGHING 2 LBS.

Have one or more of the paintings that have a low purchase price be very valuable. Have more opponents bid against you. Ar t Auct ion ART AUCTI ON FLO\~CHART 10 SET PRICES AND RANGES 140 500 W1RMAL DISTRIBUTION SUBROUTINE 160 BUY PAINTING 180 240 270 ~10RE OFFERS ? N 310 ? Y >----+-1 23 24 MONSTER CHASE Scenario In this simulation you are locked in a cage with a hungry monster who has a life span of ten turns. Your movement and that of the monste takes place on a 5X5 grid. You may move north, east, south, or west by entering N, E, S, or W.

During each time interval, you will be able to determine the following information: 1. 2. 3. 4. 5. 6. Total time elapsed Location in terms of X and Y coordinates Amount of fuel left Speed The angle at which you are moving Your distance from the planet. To change direc t ion or to increase or decrease speed, you can fire one of two kinds of rockets : main (M) and half (H). These rockets take one unit and 1/2 unit of fuel, respecti ve ly . A "e" wi 11 allow you to coast for five time i ntervals. Once you decide how much fuel you are going to burn , you must decide on the direction in which you will be firing the rockets .

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