Here is a collection of BASIC/5 programs; most have been contributed by Ralph Hopkins. Ralph wrote some of the programs, and ported many of them from their original source to run under BASIC/5.
The programs are presented in ASCII format. These can be loaded into the emulator as follows. After starting BASIC/5, load a program by using the File/Script... menu option. This causes the emulator to read in the file as if the user was typing it by hand. Note that BASIC/5 assumes your computer has 8KB of memory. If you need to work with programs larger than that, you must give a command "SET M=49000" (or whatever you want the top of memory to be) before running the program.
Programs are presented in one of two formats, or both: tokenized or
ASCII. The majority of the programs are presented as straight ASCII,
and have an extension of either
These can be loaded as follows. After starting BASIC/5, load a program
by using the File/Script... menu option. This causes the emulator
to read in the file as if the user was typing it by hand. Note that
BASIC/5 assumes your computer has 8KB of memory. If you need to work
with programs larger than that, you must give a command "SET M=49000"
(or whatever you want the top of memory to be) before running the program.
A couple programs in this section, contributed by Paul Schaper, have
.ent extension. These are BASIC/5 programs that
contain embedded machine language routines inside of a REM statement.
Also note that normally you can't just use the File/Load Program...
menu item to load the source code
-- BASIC needs to monitor the loading of the source. However, Paul
has supplied two versions of the following programs. The
programs are "straight" code, and is also what appears on the .SVT tape.
binaries below have been massaged by Paul
to automatically set the memory size of the program and to diddle the auxiliary
memory locations so that you can "File/Load Program..." from within
BASIC/5. Ignore the warning that pops up about running one program
while another is already running. Paul had this to say about
Lunar and Mtchs are the same from Processor Tech. I modified the beginning so that you can load and run them. In Solace, load and run Basic5. Then load Lunar within Basic5 and run it. The first line in the .ent file (1AD3: FF 3F) causes Basic5 to increase its memory usage from 8K to 16K. It is as if you typed in the command SET M=16384. The second line (1AD7: 2B 24) tells Basic5 where the end of the program is. One nice thing about this way of doing it, you can go from game to game and not have to leave Basic5. Just make sure that Basic5 has stopped interpreting the basic program.
Traditional text lunar lander (as distinguished from the ASCII-graphic one available for Extended Cassette BASIC).
21 matches; you play against the computer; last one to pick up a match loses.
Bomb a dam while under enemy fire. Makes extensive use of hidden assembly language routines, and isn't entirely LIST'able.
(Paul Schaper quote):I saw on a PET computer and got it to work. it uses several machine language routines.
Modified version of BOMB.ENT that can be loaded from within BASIC/5.
|BOMBR.ENT||101 BASIC programs/Paul Schaper
This is a program from 101 BASIC Programs, entered by Paul Schaper and modified for the SOL. Due to a short assembly language routine embedded in a REM statement, the program isn't entirely LIST'able.
(Paul Schaper quote):This program uses Basic5's ability to call a machine language routine to poll the keyboard. The routine is near the beginning of the program hidden in a REM statement. Because of this, the beginning of the program is not editable and the whole program is not relocatable (can't move it from 1AD9 to say 2D00).
Modified version of BOMR.ENT that can be loaded from within BASIC/5.
This is a zip file of the programs contributed by Paul Schaper, including a .SVT file for use with Solace.
|BALIS.BS5||Author and source unknown
Simulation of ballistics
|BANDT.BS5||from MERITSS : Author unknown 12-14-77
Pseudo slot machine game
|BASBL.BS5||from MERITSS : Author = User UCC6050 12-19-77
Minnesota Twins vs. The Chicago White Sox
|BKJK.BS5||Author and source unknown
|BLJAK.BS5||from MERITSS; written by JLL : GAME 12-14-77
This is blackjack for one or two players
|BOMRN.BS5||Jim Prelesnik Rev.A 2-2-78
Bombing run simulation.
This one requires the extended (trig) functions to work.
|DARTS.BS5||Steven V. Case; Rosemount Senior High School, 12/8/77
Simulation of --> Darts
|DICEG.BS5||from MECC : Author = User H1C1120 1-13-78
Simulates a dice number game
|DRAGR.BS5||from MECC : 12-15-77; HP BASIC PROGRAM LIBRARY
Simulates a drag race
|FIGHT.BS5||Hanson, around Jan. 1, 1977
This is a program about 5 fighter airplanes attacking your P-52.
Simulation: a pro football game : Minnesota Vikings and 25 teams
|FURS.BS5||Marge Kosel/MECC Hibbing, MN
Corrected and reformatted by Steve G. Woodward; CDC CYBER 70/73-26 BASIC 3.1
Simulation: you are the leader of a French fur trading expedition
|GOLFR.BS5||Author and source unknown
Simulation: exercise in spherical ballistics
|GUNNR.BS5||Author and source unknown
Simulation: Firing a field artillery weapon
|HOCKY.BS5||from MECC : Author = User H5K3005 1-18-78
Simulates a hockey game (Minnesota North Stars)
|HRASE.BS5||from MERITSS : 12-20-77; Author unknown
CDC'S KRONOS TIME-SHARING SERVICE
Simulates a horse race
|HRKEL.BS5||from MERITSS : 12-15-77; Author unknown
Hunt the Hurkle on a 10 x 10 grid.
|KING.BS5||from MERITSS : Author = User SCS0001 12-15-77
SIMULATION: SUMER clone
AFRIKA KORPS pits you as a 1942 German Commander against British armored units. This game was inspired by SeaWolf (SWOLF.BS5). You are randomly assigned one of ten tanks or vehicles to oppose one-to-many enemy units. Like SeaWolf, you NEVER see a 'MAP' of WHERE the enemy really in relation to you. You only get a numbered 'LIST' of 'Description' and 'Range'. There are some commands like 'Status', 'Scan', 'Points', 'Enemy Info' that do not result in you losing your turn to enemy movement. But once you move, shoot or wait you allow the enemy to take their turn to move, shoot or wait!
To avoid a very pointless exercise in ballistic mathematics, you just do a 'shoot' command. (When more than ONE target exists, you will be asked to select it's 'target number'.) It is always assumed that you are an EXPERT gunner. It may take you up to around 3 shots for YOU to get the correct target angle and elevation. For an equal opponent, they may need up to 4 shots to get YOUR range and trajectory! If you really are 'The Commander' then you will just give the order to shoot and let your crew do the work.
When they get within about 10 meters / yards of you, then you must decide between moving or shooting. (If you are an 88mm Flak Gun, decide sooner!) Do you chance one more shot to *STUN*, +* DAMAGE *+ or DESTROY the opposing vehicle? Or do you try an evasive move? Maybe you just retreat; especially, if you are out-gunned or out numbered. Or ... do you advance and try to run over Trucks?! You can even try a shoot-and-retreat pattern - until you escape.
Remember, Firepower and accuracy double at ANY unit's 1/2 range. Check 'Enemy Info' to determine how dangerous an enemy unit really is. Compare that with YOUR 'Status' to see how dangerous YOU are! 'Points' gives you a quick and simple idea of 'dangerous units'.
Moving is like in STTR.BS5 or in number directions 1 to 8. You use numbered commands such as '4' to retreat to a randomly more fortified 'ground' that allows you more protection. (HIGH GROUND doubles and maybe triples your 'protection'). ANY unit/vehicle which is *STUNNED* loses a turn to move or shoot. Damaged units cannot move - including you! However, if you run out of shells, like Seawolf runs out of torpedoes, you may return to 'Base Camp' to re-load and live another day. If damaged, you may ABANDON you tank and escape the battlefield without penalty. ALL tanks or vehicles are worth 'POINTS' which are logged cumulatively between missions. Play wisely and you can run up a great score.
Tank armour, speed, armament, shells carried etc. are based on real data taken from board games like (I think) Steel Panthers that used cardboard tokens/units on a grid-map battlefield.
|LCMDS.BS5||Ralph Hopkins; late 1970's
LUFTWAFFE instructions (LUFTW,ECB, LUFT1.ECB, LUFT2.ECB)
|LEM.BS5||from Creative Computing-Nov-Dec 1976; Author unknown
This is a lunar landing program
|LMODL.BS5||Converted for UNIVAC by Mike van Pelt
Stolen by J. Emmett Black and implemented courtesy of the demonstration program people at the University of Alabama. Roll Tide!
Simulation: lunar landing simulation
Note: very similar to LUNER.BS5 and LUNR3.BS5
|LUNER.BS5||Author and source unknown; 07/23/77
Simulation: moon landing
Note: very similar to LMODL.BS5 and LUNR3.BS5
|LUNR3.BS5||Author and source unknown
Simulation: moon landing
Note: very similar to LMODL.BS5 and LUNER.BS5
|LUNR4.BS5||from...MERITSS : 12-15-77; by Kent Kehrberg
Adapted from Digital Equipment Corporation; 12/1972
Simulation: moon landing
|MAFIA.BS5||Author and source unknown; 8/15/77
The object of this game is to kill or be killed!
|MODLO.BS5||Author and source unknown; 8/18/77
Take coins away from a stack. Last take-away loses.
|MTCHS.BS5||Author and source unknown
This is the game of 23 matches.
|NAGS.BS5||from MERITSS : 12-15-77
Simulates a horse race
|NUMB2.BS5||from MERITSS : 12-21-77
Modified and adapted for CDC BASIC by Kent T. Kehrberg
Copyright People's Computer Company
P. O. BOX 310, Menlo Park, CA 94025
High/low number guessing game.
|PANZR.BS5||Ralph Hopkins; late 1970's
A later version of KORPS except it is late 1944 and you are a German Commander playing against the British and Americans. Like in KORPS, armor, guns, speed etc. are as realistic as possible to the actual units.
|QUEEN.BS5||Converted to UNIVAC 1106 MainFrame 12-3-71 by T.Edwards, Source--unknown
Modified August 1970 by Richard Hart; last mod. 6/23/77 R.E.H.
Plays game based on chess moves.
|SNARK.BS5||People's Computer Company, Menlo Park CA
Adapted to CDC BASIC by Kent T. Kehrberg
Snark - catch him with a well placed circle
|STRIN.BS5||from MERITSS : GAME 12-15-77
This program lists the rules for running BASIC program STARTRK
|STRWR.BS5||Robb (MITHRANDIR) Borland 10/4/77
MECC "STRWAR1" === reworked 03-20-78
Simulation: destroy the infamous 'STARWARS' Death Star.
|STTR.BS5||Ralph Hopkins; late 1970's
Classic game of StarTrek.
A SOL-20 version of Univac 1100 Basic's STTR2. The Enterprise <E> has 'xx' Stardates to clear the 8 x 8 'galaxy' of Klingons. >B< Bases provide faster damage repair and re-supply.
|SUICI.BS5||from MECC : Author = User H4U1062 Feb 78
Play Russian Roulette.
|SWOLF.BS5||by Ralph Hopkins; (Era Jun-79)
WWII Pacific Submarine game.
SEAWOLF was (I think) inspired by another program called BLUEFIN. (BLUEF.ECB) One improvement was to use numbers, not word commands. This is a write-from-scratch version that gives SEAWOLF 'xx' days and 26 torpedoes to sink some Japanese ships in World War II. From the time you start until the 'War ends' (Somewhat like 'StarDates') you can run missions to sink ships, gain 'points' and build up a LOG of 'kills'.
Each 'Day' sets up a random convoy with a of a number of ships for you to attack. SeaWolf 'loses' its turn when it dives, waits or shoots (torpedoes or deck gun). You NEVER see a 'MAP' of WHERE the enemy really is in relation to you. You only get a numbered 'LIST' of 'Ship' and 'Range'. There are commands like 'Status', 'Points', 'See kill log' that do not result in you losing your turn to enemy movement.
The skill is in knowing when to run, when to fight and WHO you can use the deck gun against to save valuable torpedoes.
|TANKS.BS5||Ralph Hopkins; late 1970's
A still later version of KORPS/PANZR except it is late 1944 and you are an American Commander playing against the Germans post Normandy.
|TANKZ.BS5||Ralph Hopkins; late 1970's
The last version of KORPS/PANZR/TANKS in which you command a Russian tank unit playing against the Germans on the Russian Front.
|TRIG.BS5||Author and source unknown
Print out trig values.
|TRKRL.BS5||by Dan Dickey Date: 27-12-77
from MECC : H4U1062 1-13-78
Instructions for the game of newtrek (STAR TREK)
|UBOAT.BS5||Ralph Hopkins; 4/25/03
German submarine commander clone of SWOLF.BS5
|WWIII.BS5||from MECC system * WW3 * Copied 3-1-78
This is simulated atomic war in the year 2005, between the USA...
This is a zip file of the programs contributed by Ralph Hopkins.