NBSIR 73-108

CITY 1

COM-74-10701-2

OPERATOR'S

MANUAL

C TY GAMES
National Technical Information Service

U.S. DEPARTMENT OF COMMERCE

P.O. Box 1551

Springfield, Va. 22151

(

Price of City Games

Computer Files Includes

Related Manuals
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 FRCM 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 TFIE COMPUTER 13

VII. OUTPUT PROCEDURE 17

VIII. COPYING DATA (end of output) 20

11
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 outlined by the Game Director (See Director's Nknual) and the players respond

utilizing information supplied by the Director and Players' Manual. The

primary role of the conputer 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.

1
II. NDDEL 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 tlie 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.

2
DOH

Cm

CPC

in e ^ u

Eh CP 0 Q) W CP

Pm (d -1 e V+.

(d 0 0 u n 4J ^ 14-1 to
All main programs, except CITYX and MUN, return to the lEM monitor

when they are finished. Another main program can then be called. At any

time the program will return to the IBM monitor if Interrupt Request is hit on the console. But, such an action garbles the contents of core and

should be avoided when a program is operating.

CITYI and MUN are the main input programs . Each contains several

programs which must be specifically addressed in order for particular

decisions to be processed. These input programs are called with a dollar sign proceeding the name.^ For example, bXEQbCITYI $SB

calls the program that accepts decisions to grant subsidies. When

all subsidies have been input, a card with two asterisks returns control

to CITYI, and another CITYI program can then be called.

Control can be returned to the IBM monitor through both CITYI and

MUN by the special code $XT when either of the two main programs is in

control

.

The following example shows a call from the IBM monitor to two CITYI

input programs and a return to the IBM monitor.

//bXEQbCITYI

$SB

Subsidy decision cards (any number)

**$CT (another type of economic decision)

decision cards

**$XT

Because operators may want to transfer from CITYI to MUN often during

input, there are special programs that connect the main programs directly

and allow the transfer without requiring a return to the IBM monitor. From

MUN to CITYI the program is $CI ; its opposite is $Mf. In the previous example,

$XT could have been replaced by $MU and followed directly by $RM, for example.

The command //bXEQbAS is used after all decisions have been processed.

It automatically calls the post-process programs and produces output for the

players. FETCH is usually used only at the very beginning of input and STASH

is usually used only at the end of output.

'If the decisions are entered through the console, omit the dollar sign.

The end of a line is specified by hitting the EOF button ( EOF )

.

Note: The entire program is well protected against typing errors, so if

any are made, nothing is affected. Just try again.

4
III. GENERAL INPUT PROCEDURE

A. Preparing the Computer for Input

First, the disc containing the City I program must by put on the

machine. Turn the file on and wait for the FILE READY light to glow on

the console. Make sure that all console switches are down. Then, cold

start the disc by putting a cold start card and a blank card in the

reader, turning the reader and printer on, and hitting IMMEDIATE STOP,

RESET, and LOAD, in that order, on the console. If typewriter control

is desired, put a //bTYPE card in the reader, followed by a blank.

(A blank should always be the last card in the reader .) Hit START on

the reader and PROGRAT^ START on the console.

Copy the data base on which the decisions are to be run into the

game area. (See Retrieving Data from Storage-Ill).

B. Processing Decisions

After a round is in the Game Area, data switches must be set for

input of the new round's transactions.

All switches except the following should be down:

Messages regarding transaction success or failure appear on the printer.

Messages printed on console typewTiter. This is

useful when decisions are not on cards

Residential growth restrictions in effect.

Growth restrictions omitted.

Typewriter prints messages specifying what information

must be given for each transaction. An operator un- familiar with all the programs and not using card

input should have this switch down.

f^s sages not printed.

Information is to be input through the console typewriter.

Information is to be input through the card reader.

If control is at the console keyboard and decisions are to be input

by cards, make sure that Switch 14 is up and type //bXEQbCITYI or //bXEQbMb'N,

whichever applies to the first decision. Hit EOF on the console and START

on the reader. The first card in the reader should be a $ card, i.e., a program within whichever main program name was typed on the console. A

blank card must follow the last typed card in the reader.

Switch 10: Down -

Up -

Switch 11: Down -

Up -

Switch 13: Down -

Up -

Switch 14: Down -

Up -

5
The conputer will process the cards in the reader until all cards

have been read or a data error is encountered. Hie program pauses when it

finds a data error. Either find the error and correct it or ignore it,

in which case the decision with the error won't be processed. To get

the program restarted, hit START on the console.

After all decisions have been processed, return control to the IBM

monitor. (See Program Design.)

6
IV. RETRIEVING DATA FROM STORAGE Cbefore input)

When a data base is to be copied into the game area in order that

operations may be performed on it, the name under which it was originally

copied out must be known. Occasionally the operator may forget what

name he assigned to it. If the data was copied on cards, the name can

be found in the last columns. If it was stored in the Users' Area, it

can be found by typing:

//bDUP

*DUMPLET

This prints the names of programs and data bases stored. The list

of data base names has DDF in the format column in LET.

If the data is to be copied from cards, type:

//bDUP

*STOREDATAbbCDbbWSbbXXXXXbYYYY

XXXXX is the name of the data base. YYYY is the number of binary

cards in the deck. This number is punched on the last card of the deck.

If the data base is to be copied from the Users' Area, type:

//bDUP

*DUMPbbbbbbbUAbbWSbbXXXXX

Whether the data was copied from cards or from the Users' Area,

the next step is

//bXEQbFETCH

V/hen this process is conplete, the data is in the game area, ready

for input.

The methods of copying data are illustrated in Figure 2.

7
0)u3

•H 8
V. INPm CODES AND FORMATS

A. Ordering the Data

The order in which decisions are processed by the computer can be

very important for their success or failure. Player decisions are not

related to each other until post-process. The input programs only check

that each line of information is meaningful, e.g., that the typed coordinates

are in fact on the board, and that the attenpted transaction is legal. For

example, a construction decision will be rejected if the team constructing

does not have sufficient funds. If the team made a decision to borrow

money to finance the construction, the loan decision would have to be

processed first in order for the construction to be accepted by the

computer.

Input programs change the data files whenever the computer accepts a decision. When an economic team or government department makes a decision

which involves an expenditure or receipt of money, its cash account is

changed accordingly by the input program. So, if for some reason the

operator wishes to rerun an entire set of inputs , he mist call a clean

data base from the Users ' Area or cards

In general, because the operator does not always know whether the

order of decision inputs is inportant for a particular round, all

government decisions should be processed before economic ones are. The suggested order is

1. Government Sector

a. Budget

b. Land purchases

c. Road construction

d. Teiminal construction

2. . Economic Sector

a. Loans, cash transfers, subsidies

b. Land purchases

c. Demolition

d. Construction*

NOTE: Dollar amounts, when typed for the computer, are not preceded

by a dollar sign. None of the digits in one number should be

separated by commas. For example, $1,200 must be expressed

as 1200.

Construction of low- income residences should precede any low-incom.e

demolitions

9
B. Summaiy of MUN Input Programs

Call Letters Function

LB Load

Budget

TR Tax Rates

& Base

PU Purchase

Land

BU Build

Utilities

ZO Change

Zoning

BS Build

Schools & Change

School

Employment

RS

BM Build MS & Change MS

Employment

Format

Appropriations for PW, SC

,

HY, PZ/1000

(1) Tax rates for property,

sales, income in tenths

of percents.

(2) Tax base for property,

sales, income/1000

Location, bid/100, purchaser,

seller, 1 if part square, 1

to assure purchase, (Twoletter codes for department

names: Highway, HY; School,

SC; Public Works & Safety,

PW; Planning, PZ)

Location of plant, 1 (build)

or 0 (add to existing plant)

/squares to be serviced

(divided by slashes and end

with /**)

Location, new zoning code,

1 if more than 5 changes

are to be processed this

round

.

Location, number high,

medium employees, 0 (build)

or 1 (change employment)

Location, number medium, low

employees, 0 (build) or 1

(change employment)

Renovate Location, new value ratio

Schools

RM Renovate MS Location, new value ratio

DS Demolish MS Type (MS or SC) , location

or School

10
Call Letters Function Format

CH

UR

RR

BT

Change

Public

Salaries

Department code (PW or SC)

,

new salaries for low, medium

or high/100

Build and Segment location, new type

Upgrade Roads

Renovate

Roads

Segment location, new value

ratio

Build Intersection location, new

Terminals type

C. Summary o£ City I Input Programs

Call Letters

HD

Function Format

LO

CT

SB

IN

RS

PU

DR

Game Heading Heading (maximum 80 characters)

Loan

Cash

Transfer

Subsidy

Outside

Investment

Team borrowing, amount/100,

lender (OU or team) , (if

team) term, interest rate in

tenths of percents.

Team giving (team name or OU)

team receiving (team name

or OU) , amount/100

Team receiving, amount/100

Team, amount/100, SP (Speculative) or BC (Conservative)

Restore Slum Owner, location

Land Bid or

Land

Transfer

Demolish

Residences

Location, bid (in hundreds)

,

purchaser, seller (if seller

is county, type CI), 1 to

buy part or -1 to buy all

parkland on parcel, 1 to

assure purchase or -1 to

assure bid failure

Owner, location, new level.
Call Letters Function Format

DB Demolish

Businesses

Owner, location, new level,

RN

BR

BB

UB

CS

Renovate

Build

Residences

Build

Businesses

Upgrade

Businesses

Change

Prices or

Salaries

Team, location, new value

ratio

Team, location, number new

R's, class (1 = low, 3 = high)

(1) Team, location, building

type (two letter code),

leva 1

(2) Salaries to low, medium,

high employee/100

(3) Charges to LIl, HIl, PGl,

PSl/10

(3) Charges to low, middle,

high/10

Team, location, new level

(1) Location, 1 to change

prices, 2 to change

salaries

(2) New charges to LIl, HIl,

PG, PS/10

(2) New salaries to low,

medium, high/100

12
VI. SAMPLE TRANSACTIONS WITH THE COMPUTER

Delow is a listing, from cold start to beginning of

output, of all transactions with the computer if the

decisions used as examples in the next section were

put in as one round's decisions and the procedures

described were followed.

Console: All switches down

Cards in card reader: Cold start card

//bTYPE

blank card

Hit on card reader: START

Hit on console: IMMEDIATE START

RESET

LOAD

Control is sent to console typewriter.

Type on console: //bDUP EOF

*DUMPbbbbbbbUAbbWSbbSAMPL EOF

//bXEQbPETCH EOF

The round called SAMPL (fictional round stored in

Users' Area) is now in the game area.

Set data switches for card input: Switches 13 and 14

up, others down.

Put input cards in card reader. The cards are:

//.bXEQbCITYI

$LB

102,132,97,22

**$TR

29,15,20

7875,74,452

**$PU

9014,10,HY,F,1

**$BU

9735,0/9432/9430/**

$BU

7713,0/7620/7622/**

$BU

10331,1/10430/10630/**

13
$zo

7412,10

$BS

8418,400,300,0

7412,200,400,1

**$RS

7412,95

**$BM

10238,400,300,0

9636,500,200,1

* * $RM

9636,97

* * $DS

SC,7412

MS, 9636

* * $CH

SC,0, 52 ,104

* * $UR

8413,1

8613,2

* * $RR

7413,97

7613,97

* * $BT

8317,1

* * $CI

$HD

ECONOMICS 104 CLASS ***** *

$L0

B, 250 , OU

C, 340 , D, 5, 60

* * $CT

E,F,46

OU,G, 850

B,OU,6 00 *

$SB

14
A, 45

$IN

H,120 ,BC

C,-30,SP

C, 30 ,BC

$RS

D, 7412

**$PU

9214 , 50 ,E , OU

10032 , 12 ,G,CI ,

9216 , 50 ,A, OU, 0 ,

* * $DR

B, 7414 ,1

* * $DB

H, 7416 ,0

* * $RN

B, 7412 ,95

D, 7618, 100

**$BR

A, 10038 , 2,

F, 9438 , 2 ,

* * $BB

A, 10038, BG,

26,51,100

2700,1900,450

E, 10034 , HI ,1

25,50,100

D, 9830 ,PG,

26,52,104

90,160,315

* * $UB

G, 7014,

E, 9836 ,2

* * $CS

9834 ,2

27,54,100

7810,1

2100,1700,400

* * blank card

15
The CITYI monitor is in control. If any cards require

correction, and just as a precautionary measure, now

return input control to the console.

Set data switches for return to console control: All

switches down. Cards in card reader:

$XT

blank card

Hit on card reader: START

Hit on console: PROGRAM START

Input control is now at the console and the IBM

monitor is in control.

To. start post-process, type:

//bXEQbAS EOF

After all maps are printed, to store the results

of the round in the Users' Area, type:

//bXEQbSTASH EOF

//bDUP EOF

(Typewriter prints: STORE OR DUMP

042 SECTORS)

*STOREDATAbbWSbbUAbbSAML2bb0 4 2 EOF

Turn off the disc. Remove it when disc unlocks.

16
VII. OUTPUT PROCEDURE

When all transactions for a round have been entered

and output is desired, the following switches must be

set (and all others should be down)

Switch 1

Switch 2

Switch 3

Down - Economic output prints in alphabetical

order by team.

Up - Economic output prints by team in a random order.

Economic output printed in detail.

Detailed economic output omitted.

Economic suiranary printed.

Economic summary not printed.

Prints New Town Councilman Report.

New Town Councilman Report not printed,

Type through console or process from card:

//bXEQbAS Then hit EOF button EOF.

Down

Up

Down

Up

Switch 5 : Down

Up

The computer will then be occupied for at least 30

minutes. First, it runs assessments and depreciation,

printing several pages of output. Then for 10 to 15 minutes

nothing is printed while it runs the employment, commercial,

school, municipal service, and terminal allocators. Then

it begins to print the full output. Economic is first,

followed by the summary output and then the government

portions

After government output, the console typewriter prints

the following message:

PLEASE ADJUST THE PRINTER

CARRIAGE TAPE WITHOUT CHANNEL 12 PUNCH

SPACING OF 8 LINES/INCH

17
The program pauses while the operator changes

printer tapes and sets switches. The printer carriage

tape which is used for normal output must be replaced

by the map tape. The normal tape has a 1-punch in

Channels 1 and 67 and a 12-punch in Channels 62 and 128.

The cut is at 132. The map tape has a i-punch in

Channel 1 and is cut at 88. When this is complete, set

the following data switches (if a switch is down, the

related operations are not performed)

RECEIVE

If All Switches 1 status map, 1 change map, 1

Are Down: highway map, and 1 new road map

are printed. No matter which

switches are set, at least one

of each of, these maps is printed.

If Switch 7 Is

Up:

Switch 8

Switch 9:

Switch 10:

Switch 11

Switch 12:

The typewriter prints the name

of each map before it is printed.

If this switch is up before

regular output fi.nishes, the type-_

writer prints a list of the

functions of the map data sv/itches

before it prints the message to

adjust the carriage tape.

The computer repeats whatever set

of maps is indicated by switches

10, 11, 13, & 15.

If this is put up while a map is

printing, the printer stops the

map and begins printing the next

map

.

Up to 11 copies of the complete

status map are printed. To

print fewer than 11, put this

switch down when the desired

number of maps have been printed.

Up to 11 copies of the change

map are printed. The procedure

is the same as that for the

status map.

All roads are printed on the

change map. Usually, only new

roads are printed.

18
Switch 13: A map of each team's land and

developments is printed.

Switch 14: The map printing begins at the

top of a page, not in the

normal fashion of spacing.

Switch 15: Up to 11 copies of the highway

map are printed. Procedure is

the same as that for Switches

10 & 11.

Usually the only switch up during mapping is 10,

since status maps are the most useful.

After the data switches are set, hit PROGRAM START

on the console, and the computer will execute the

instructions. When all mapping is finished, hit

INTERRUPT REQUEST and the program will return to the IBM

monitor. Change the carriage tape.

Store the data. (See Copying Data)

Turn the disc off. When the DISC UNLOCK light

glows, the disc can be removed from the machine.

19
VIII. COPYING DATA (END OF OUTPUT)

The record of a round may be kept in one of three

areas on the disc, or on cards:

1. Game Area - This is where the record must be kept

while information is being processed for a round, i.e.,

all transactions occur here. Only one round's record can

be in the Game Area at a time

.

2. Working Storage - A record of a single round can

be stored here if no operations are to be performed on the

data.

3. Users Area - This is the library area where the

records for several rounds may be stored, each with a

different five-letter name. From 10 to 15 rounds can be

stored, depending on the size of the records.

4. Cards - The record for a round can be cut on a

binary deck, thus eliminating the necessity for storing

the round in the Users Area.

In order to insure that a round's decisions are processed on the data base created by the previous postprocess, a copy of the data base should be stored in the

Users Area and/or on cards.

To store a data base, put in the following cards : //bXEQbSTASH

This copies the data from the Game Area into Working

Storage. When the process is finished, the console typewriter prints^:

STORE OR DUMP n SECTORS

It is probably easier to type all of the storage commands

through the console, but cards can be used.

If the typewriter prints a message to the effect that

there is not enough room for a copy of the data, a round

can be deleted from the Users' Area. Type:

//bDUP

*DELETEbbbbbbbbbbbbbXXXXX

XXXXX is the name of the data which is to be deleted.

20
N is the number of sectors of Working Storage used by

the data.

In order to store the data in the Users' Area, enter:

//bDUP

* STOREDATAbbWSbbUAbbXXXXXbbYYY

XXXXX is the five-character name of the data base and

is assigned by the operator. It is the unique identification for the data base being stored. YYY is a three space

name of the number of sectors, the "n" printed by the console

after STASH. Each space must have a digit (e.g., 039, not

39).

When this process has completed, a copy of the data

which is still in the Game Area is also in the Users' Area.

Another copy of the data can be dumped to cards from

the Users' Area.

//bDUP

*DUMPbbbbbbbUAbbCDbbXXXXX

XXXXX is. the name assigned by the operator to the

data being called from the Users' Area. Make sure that

there is a stack of blank cards (200 to 300) in the card

punch

21
BIBLIOGRAPHIC DATA

SHEET

4. Title and Subtitle

1. Report No.

CITY GkhTf.S - cm I Operator's Manual

3. Recipient's Accession No. COM-74-10701-2

5- Report Date

6.

7. A utlu)r(,s ) Jolm E. Moriarty8- Performing Organization Rept. No.

9. Pertorniing Orf;a n i zat i on Name and Address

National Bureau of Standards

Department of Commerce

Washington, D. C. 20234

10. Project/Task/Work Unit No.

11. Contract/Grant No. 956.2106

12. Sponsoring Organization Name and Address

National Teclmical Information Service

5285 Port Royal Road

Springfield, Virginia 22151

13. Type of Report & Period

Covered

14.

15. Supplementary Notes

16. Abstracts City I is an operational simulation game in which participants

make economic, government, and social decisions affecting a hypothetical

metropolitan area. The game is run on an IBM 1131 Central Processor

with at least 8K core and single disc storage.

This manual describes the methods of operating the Central

Processor relative to the game along with the special coding required

to chajige and/or update the computer program and core mapping.

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.

17. Key Words and Document Analysis. 17a. Descriptors

City; computer; directors; economic; games; government; metropolitan;

players; sectors; simulation; social; urban.

17b. [dent if iers ,' Opcn-Ended Terms

17c. COSATI Field/Group

18. Availability Statement This manual is available only with

the lease of the CITY I Games system on IBM II30

Disk Cartridge - COM-7h-10701

19. Security Class (This

Report

)

UNCLASSIFIED

20. Security Class (This

Page

UNCLASSIFIED

21. No, of Pages

24

FORM NTIS-35 (REV. 3-72)

22. Price

iJSCOMM-DC 14952-P72