COM 74 10701 2 CITY1 OPERATOR'S MANUAL CO •uJ c/o C5 fc CITY GAMES NTIS National Technical Information Service U.S. DEPARTMENT OF COMMERCE National Technical Information Service U.S. DEPARTMENT OF COMMERCE P.O. Box 1551 Springfield, Va. 22151 ^OVWT/O/J, /; >6-l9l fe Price of City Games Computer Files Includes Related Manuals a o u o +~ O O. © a */5 CITY I OPERATOR'S MANUAL written by John E . Moriarty Technical Analysis Division Institute for Applied Technology National Bureau of Standards Washington, D. C. 20234 October 1973 Final Report Sponsored by National Technical Information Service 5285 Port Royal Road Springfield, Virginia 22151 TABLE OF CONTENTS Title Page I. INTRODUCTION 1 II. MODEL PROCESS 2 A. The Computer 2 B. Game Sequence 2 C. Program Design 2 III. GENERAL INPUT PROCEDURE 5 A. Preparing the Computer for Input 5 B. Processing Decisions 5 IV. RETRIEVING DATA FROM STORAGE (before input) 7 V. INPUT CODES AND FORMATS 9 A. Ordering the Data 9 1. Government Sector 9 2 . Economic Sector 9 B. Summary of MUN Input Programs 10 C. Summary of City I Input Programs 11 VI . SAMPLE TRANSACTIONS WITH HIE COMPUTER 13 VII. OUTPUT PROCEDURE 17 VIII. COPYING DATA (end of output) 20 li I. INTRODUCTION City I is an operational simulation game in which participants make economic, government and social decisions affecting a hypothetical metropolitan area. Through the use of a computer, the simulated urban system responds to the participants' decisions as any real city would. Each player in City I is assigned to a team which shares an economic and governmental role. The interrelated decisions made by teams will guide the way the simulated city changes in composition and size. This Computer Operator's Manual is designed to be a reference manual for the computer operator. Although examples are given for a test program, the design of the games assumes that the operator's directions are given by the Game Director during actual game play. It is not necessary that the operator know how to play the game or that the computer be located at the game play site. Game details are out- lined by the Game Director (See Director's Nfenual) and the players respond utilizing information supplied by the Director and Players' Manual. The primary role of the computer operator is therefore to actually operate the computer, receiving playing instructions from the Game Director and to advise the Game Director of any operating difficulties that might arise during operations. If additional information is desired about the actual game play, it is suggested that the operator acquire the Director's and Players' Manuals. These Manuals are designed as reference manuals and contain instructions for gaming operations along with card formats and command instructions. II. MODEL PROCESS A. The Computer It is assumed throughout this manual that the operator knows how to cold start the 1130, change carriage tapes, and load and clear the card reader. These are simple operations, and can be learned from anyone familiar with the 1130. City I must be run on an IBM 1131 Central Processor with at least 8K core and single disc storage and the following accessories: - 1442 mod 6 or 7 card reader punch or 2501 card reader and 1442-5 card punch - 1403 printer or 1132 printer The binary decks enclosed in the City I package are already adapted to this particular user's machine configuration. Output takes approximately 30 minutes on the 1403 printer and one hour on the 1132. The time required for output increases as the city grows. B. Game Sequence Each round of City I, representing one year in the life of the simulated area, takes about two hours of players' time. When they have completed their decisions, those decisions are coded for computer input and punched on cards. After the information on the cards is put into the computer, the computer operates on the new data, relating it to the previous conditions in the city, and produces output containing detailed information about the new status of the city. The computer outputs represent yearly reports on city conditions. After output is printed, the players spend another two hours making decisions for the next year. These processes might not be performed consecutively. For example, players might spend two hours of one day making decisions. The next day, the director codes and punches the cards. Two days later the decisions are processed and output is printed. If the players were meeting only once each week, they would have a few days to examine their output before meeting with the rest of the group. C. Program Design Figure 1 illustrates the design of the City I program. There are five main programs which can be called directly through the IBM monitor. Any one can be called by a //bXEQbname command. For example: //bXEQbCITYI calls the economic decisions input programs. All commands to the computer begin in Column 1. Blank spaces are indicated by a 'V. D o H Pn tP C (1) -H e e * u