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Flight sim, etc.
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CUBE WAR
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Cubewar is a computer game played on conventional terminals
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between from two to eight players. It has been transmitted through
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the ARPANet from its originator, Jim Sulzen at UC-at-Irvine.
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It is a highly interactive program,
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which will be kept quite busy handling all of its
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terminals. Thus, it will often be a load on the system,
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and a moderately used system may not be able to provide adequate
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response to Cubewar. According, it should be used during idle
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time whenever possible.
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The game is played within a cube of space, from 6
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to 8 cubes on a side. Each player is a 'ship' in this cubical
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space, provided with simple means of locating others, and armed
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with a 'blazer' to attack other ships. The cubes which make up
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cubical space might be thought of as quarants in StarTrek, within
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which a ship may have varying locations. This is not the case.
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A ship is either in one cube, or it is not; there are no variations
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on the fact of being 'in' a particular cube.
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A ship has a particular direction in which it is facing,
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one direction which is directly in 'front' of the ship.
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This is one of the six possible directions relative to the cube,
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with no grades in between. Consider a left-handed Cartesian
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coordinate system. The direction directly in front of you
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is 'plus-X', while the opposite is 'minus-X.' To your right
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is the 'plus-Y' direction, to your left is 'minus-Y,' upward is
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'plus-Z' and downward is 'minus-Z.' This is the system used in
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defining Cubewar directions. In addition, a cube has a three-digit
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address, from (1,1,1) to (8,8,8) assuming a size-8 cube.
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In addition to a 'forward' direction, the ship has a definite
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'upward' direction. The two facings, forward and upward, are used
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to specify what area of space is examined by the Radar commands.
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The two facings, of course, will be 90 degrees apart.
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You have six commands to alter the orientation of your ship:
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Right Turn (RT), Left Turn (LT), UP, Down (DN), Rotate Right
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(RR), and Rotate Left (RL).
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The ships have movement ability, through the Move (MV)
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command. This causes the ship to take one step in the 'forward'
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direction. There is no way to order the ship to 'keep moving,'
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you must issue a MV for each step. The ship will not be permited
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to leave the cube; there is nowhere else to go.
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Radar: There are two commands available to let you see
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what is outside of your ship. These are Forward Radar and
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Mobile Radar. Both of these show you a grid of nine squares,
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giving you the contents of nine cubes in space. What is shown
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is either an asterisk, a dash, or a number. An asterisk indicates
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that the cube section is outside the cube, and the dash indicates
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that the cube section is empty. A one-digit number indicates that the
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cube section is occupied by a ship, and the number shows which
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ship. By this you may recognize you, your friends, and your enemies.
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The difference between the Forward and Mobile Radars is in
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which cube sections are shown. The simple one is the Forward radar.
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It takes a parameter, entered like 'FR2', which gives the distance
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between your ship and the start of the display. For example,
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a 'FR' command alone would produce something like
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- - -
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- 1 -
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- - -
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which means that you (ship #1) have nothing around you. With forward
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radar the nine locations shown will be in the same 'plane' as your ship.
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Consider your orientation, with a specific forward and upward direction.
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Forward radar shows you what is in front of you or just on each side of
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you, and never what is above or below you. For reasonableness it will
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also not show you what is behind you. This means that the bottom line shown
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is waste; you can make better use of the display by pushing the scan forward
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a few cubes, like 'FR1', which might show
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- - 5
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- - -
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- 1 -
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which shows your ship one step backwards. It also shows ship #5 two
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cubes ahead of you and one to the right. Recall the commands given
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above. Perform a RT, an MV, and a LT. Where are you now?
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Another 'FR1' gives you
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- 5 -
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- - -
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- 1 -
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so you are on the same plane, but one step to your right.
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You have on the front of your ship a Blazer which will project
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directly in front of your ship until it hits something. It will enter
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each cube in front of you until it finds a ship, or the edge of the cube.
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Since ship 5 is right in front of you, typing 'FB' will result in the
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message 'BLAZER HIT ON PHANTOM' or something like it. This means that you
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hit him. It also tells you 'his' name, the name he typed what the game
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started up. Now if you FB again, if he hasn't moved yet, you will get
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another similar message. A ship can take two blazer hits. The third
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time it gets hit, it is 'destroyed', and disappears, with the message
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'PLAYER PHANTOM KILLED BY NOVICE' sent to all the players.
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(The name NOVICE was what ever you said you were.) Your victim got
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recreated someplace else in the cube.
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Mobile Radar: This is rather more complicated than Forward
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Radar. This takes a three-digit number as parameter. These numbers
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give the location of a cube in space, with the given displacement
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from your ship. The first digit is the X-displacement, the second Y,
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the last Z. Thus, 'MR300' refers to the third cube in front of you.
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What does it do with this cube? It takes a cross-section of the
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cube around that cube section, at right angles to the line between you
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and that section. That is, it shows what is above and below the given
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cube section. Consider the previous example with FR. Given the situation
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- 5 -
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- - -
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- 1 -
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the command 'MR200' will give the display
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- - -
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- 5 -
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- - -
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which means that ship 5 is at range 2 (since MR200 found him) and
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directly in front of you (which you knew). Now do a DN (Down), Move,
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and UP. Consider where you are now. FR finds nothing, since the
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enemy is not on your plane, but on the one above you. But 'MR200' gives
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- 5 -
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- - -
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- - -
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which means that he is still 2 steps in front of you, but, as you see,
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one level above you.
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This permits you to examine much more space than FR permits.
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You can use FR to look for ships to shoot at immediately. Mobile
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Radar will permit you to examine a whole 'tunnel' in front of you
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to find someone who can't see you on Forward Radar. To give him
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a warning, whenever anybody is shown an a Mobile Radar scan be gets
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the message '***BEING SCANNED' which gives him a chance to move.
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Scoring: To give some way of comparing the performances of
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the many players, points are scored for each player. Two points are
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scored for hitting somebody with a blazer, and ten for killing him.
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The 'Name' command, NM, gives a display of the performances of all
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the players. For instance,
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RATING HITS BLZRS DEATHS
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1) NOVICE 16 0 13 0
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2) LORD BALTIMORE 48 1 19 0
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3) AVENGER 5 2 7 1
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4) PIMPERNEL - 41 0 9 3
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5) PHANTOM - 28 0 6 2
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Observe the Rating column. Every time you get two points,
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your opponent loses two points. The hits column shows how many
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hits the ship has taken, towards the limit of three. The BLZRS
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column shows how many Blazer fires the ship has left. Each ship
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starts with 3 times as many blazers as there are players, and
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get 3 as a bonus whenever it kills another ship. The Deaths column
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shows how many times the player took his three hits and had to be
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recreated.
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EtCetera: The Message command permits you to send messages
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to other players, or to all the players at once. The formats are
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MS phant:got you!
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or MS *:everyone after number 5!
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where the player's name is given followed by a colon and the message.
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In some versions the first five letters of the name are required,
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in others the first three. To send the message to everyone
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the player name is given as an asterisk.
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The Trace command (TR) may be issued when you see somone
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on the Mobile radar. Thereafter, you can issue Print Trace (PT) and be
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told where in space that ship has gone to. It is given in cube-relative
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locations, so you must know where you are to make use of the information.
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The Facing command (FA) gives a display like
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+Z
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+X => (4,6,1)
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which means that your ship is at X=4, Y=6, Z=1, and that +X is in
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front of you and +Z is above you.
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Due to all sorts of reasons you may be disenchanted with the
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name you gave when you started the game. To change it type
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RNnewname
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and it will be announced to everyone to keep things straight.
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The default Cube size is 6X6X6. If there are 5 or more
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players it goes up to 8X8X8, which is the absolute limit.
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Should you wish to change the size, the player who started the game
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can say
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CU 7
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for instance, to change the size to 7X7X7.
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The game may be in progress when another player arrives.
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Rather than restarting the game, the person who is running it can issue
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NP25newplayername
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to define TTY25, for instance, to be player 'newplayername'.
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If he doesn't like his name, after all, he can change it.
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CubeWar is started by a RUN CUBWAR[A630DK32].
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Answer the question "How Many Players?" with the number 1 through 8,
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no CR required. Provide the TTY numbers as two digits each, no more
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no less, no delimiters, no carriage return. If it says you blew it,
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and asks again, retype all the TTY numbers. CUBWAR is maintained
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and developed by Dave King, KING@CMUA or KING@CMUB.
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