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Dazzle Dart - video game.
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doc/hal/dazzl.dart
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doc/hal/dazzl.dart
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.xgp
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.font 0 30vr kst
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.font 1 30vri kst
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.font 2 36vbee kst
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.spw 16
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.adjust
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.ds
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.ce
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2Dazzle Dart:
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.ce
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Reflections on Computer Games0
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.ce
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Harold Abelson
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.ce
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;Copyright (C) 1975 -- Harold Abelson, Andy diSessa, Nat Goodman
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.sp
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One of the striking things about the current crop of
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"educational computer games" is the generally tame and above
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all 1stingy0 way in which they use computational resources.
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Computer programs select random numbers, display game boards, and
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prompt players to guess secret words or numbers. In almost
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every case these things can be done, not
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to mention done better, without using a computer
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at all. It is
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short-sighted and wasteful to have powerful machines simply replace
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spinners, game boards and flash cards.
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The game of Spacewar is a notable
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exception. It is exciting, fast-moving and uses
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the unique capabilities of computer-controlled graphics.
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It is also anathema to large time-sharing systems and other
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CPU-second Scrooges, and perhaps this is the reason why, in almost
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fifteen years, Spacewar is the only game of its caliber which
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has become widely known. We would like to offer
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Dazzle Dart as another illustration of a game which makes
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effective use of interactive
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computation.
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Dazzle Dart was designed and implemented at M.I.T.'s LOGO Lab by Hal
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Abelson, Andy diSessa, and Nat
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Goodman. The basic idea
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for the game, and the name as well,
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come from Malcolm Jameson's 1941 science fiction story "Bullard Reflects."
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Briefly, Dazzle Dart is a team game similar to hockey. Instead of hitting a
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puck, the attacking team tries to shine a "beam of light" into a goal.
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The players control moveable mirrors which are used to deflect the beam. Since
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the beam moves "instantaneously" players must react to the entire
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configuration of all the "men" on the field. The rules require teammates
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to score, not
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by "direct hits," but by setting up reflection patterns
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among all the players.
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(Figure 1)
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.block 15
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.sp 15
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The rules and
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parameters (size of playing field, size and speed of the pieces, etc.)
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in the current M.I.T. version of Dazzle Dart have been arranged to
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make a good game for two teams of two players each, although we intend to experiment
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with larger teams. Players can move vertically or horizontally
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(or both at once),
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rotate clockwise and counterclockwise,
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and the player controlling the beam fire it or pass
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it to his teammate. All the action happens in "real time"
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and with our current speed settings it takes about 5 seconds
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for a player to move down the field or to rotate through 180 degrees. The
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playing field and starting positions are shown in Figure 2.
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Players may not move off the field or into the semicircular "forbidden zone" in front of
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each goal. A team has 30 seconds in which to score, after which it loses control of the beam.
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.block 15
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.sp 15
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.ss
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.rline 16
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1. Goals count for one point. In order to score, the beam must be
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reflected at least once before hitting the goal. The defending team can
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score a two-point "touchback" by deflecting the beam into the attacker's home goal.
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.sp
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2. The beam will reflect at most twice. If a player
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is hit on the "third bounce" he gains
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control of the beam. This not only discourages firing at random but also allows the
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defending team to "steal the beam." One effective way
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to do this is to guard the player who has the beam
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and move directly in front of and parallel to him at the moment of firing. Stealing the beam resets the clock and
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starts a new playing period.
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.sp
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3. The player with the beam can instantaneously "pass" it
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to his teammate by pressing a switch. This
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feature makes both team members equally dangerous. In fact, a good
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scoring tactic is for the
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attacking player who does not have the beam to set up for a shot and
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then rapidly pass and
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fire.
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.sp
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.ds
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.rline -16
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Here are some examples of how Dazzle Dart is played. Figure
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3 shows how the triangle team can score with a fast break from the
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opening position. In Figure 4, however, we see that this allows double-square
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to not only block the shot but to steal the beam for his teammate. Figure
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5 shows how the triangles could lose a point by both guarding single-square,
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who has the beam. A pass would allow double-square
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to easily score by
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reflecting off the back
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of single-triangle. Finally in Figure 6 we see how a skillful block could turn this
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goal into a touchback.
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.block 15
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.sp 15
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There are, of course, many possible variations on
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these rules. We urge you to explore some of them, as well
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as to invent even better computer games. There is a serious issue
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here for research in computers in education where "frivolous games"
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often serve as models for more serious work. As technology
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makes the use of small
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stand-alone computers more feasible than in the past, we
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can begin to appreciate how often our work is limited, in
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imagination as well as performance, by the economics of
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time sharing. Too much current work in CAI is modeled upon
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Twenty Questions
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and Tic-tac-toe.
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@@ -67,6 +67,7 @@
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- D, SUDS drawing program
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- DATE, print date and time.
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- DATSRV, server for RFC 867 Daytime protocol.
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- Dazzle Dart, video game.
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- DCROCK, digital watch.
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- DDTDOC, interactive DDT documentation.
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- DECUUO, TOPS-10 and WAITS emulator.
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