This program is Copyright © 1976 by Hewlett-Packard and is used here by permission. This program was originally published in the HP-67 Games Pac 1.
This program is supplied without representation or warranty of any kind. Hewlett-Packard Company and The Museum of HP Calculators therefore assume no responsibility and shall have no liability, consequential or otherwise, of any kind arising from the use of this program material or any part thereof.
QueenBoard | |||||
Shift | |||||
Label | Move→ | ||||
Key | A | B | C | D | E |
This game is based on the moves of a chess queen. A queen will be allowed to move only to the left, down, or diagonally to the left. The object of the game is to be the first player to move the queen to the lower left-hand corner of the chess board (square 158), by alternating moves between you and the calculator. You start by placing the queen on any square on the top row or right-hand column. This is your first move. The play then alternates.
The playing board is numbered as follows with possible starting positions shown in blue italic and the winning position shown in bold:
-- S t a r t -- | ||||||||
81 | 71 | 61 | 51 | 41 | 31 | 21 | 11 |
| S t a r t | |
92 | 82 | 72 | 62 | 52 | 42 | 32 | 22 | |
103 | 93 | 83 | 73 | 63 | 53 | 43 | 33 | |
114 | 104 | 94 | 84 | 74 | 64 | 54 | 44 | |
125 | 115 | 105 | 95 | 85 | 75 | 65 | 55 | |
136 | 126 | 116 | 106 | 96 | 86 | 76 | 66 | |
147 | 137 | 127 | 117 | 107 | 97 | 87 | 77 | |
158 | 148 | 138 | 128 | 118 | 108 | 98 | 88 |
You tell the calculator your moves by keying in the number of the square you start on or move to. Press A and the calculator responds with the square it moves to. Square 158 is the winning square.
DSP 0 mode should be used, so only integers will be displayed. If the program is written to a magnetic card, set DSP 0 before recording.
This program is based on an HP-65 Users' Library program by Jacob R. Jacobs.
Step | Instructions | Input Data/Units | Keys | Output Data/Units |
1 | Load side 1. | |||
2 | Key in your starting position (first move). | Move | A | Calculator's move |
3 | Repeat step 2 until someone wins |
Load side 1.
Keystrokes Outputs 55 A 75. (You start on 55, and the calculator, after deep and careful thought, moves to 75). 97 A 127. (You respond with 97, and the calculator, showing no mercy, moves to 127). 148 A 158. (You try 148, hoping the calculator's batteries run down before it can respond, but no luck--it wins by moving to 158).
LINE KEYS 001 *LBL A Current position. 002 STO 1 RI 003 GSB E 004 1 005 X=Y? 006 GTO 2 007 7 008 STO I 7→RI 009 *LBL 1 010 RCL 1 011 RCL I 012 EEX 013 1 014 × 015 + 016 STO 2 10K + R1→R2 017 GSB E Position good? 018 1 019 X=Y? 020 GTO 0 Yes, recall R2. 021 RCL I 022 STO + 2 K + R2 → R2 023 RCL 2 Position good? 024 GSB E 025 1 026 X=Y? 027 GTO 0 Yes, recall R2. 028 RCL I 029 EEX 030 1 031 × 032 STO + 2 033 RCL 2 034 GSB E 035 1 036 X=Y? 037 GTO 0 038 DSZ I 039 GTO 1 040 RCL 1 041 *LBL 2 042 EEX 043 1 Default move. 044 STO + 1 10 + R1 → R1 045 RCL 1 046 RTN 047 *LBL 0 048 RCL 2 049 RTN 050 *LBL E Test for good position. 051 1 052 5 053 8 054 X=Y? 158 = R2? 055 GTO 9 056 3 057 1 058 - 059 X=Y? 127 = R2? 060 GTO 9 061 1 062 - 063 X=Y? 126 = R2? 064 GTO 9 065 5 066 1 067 - 068 X=Y? 75 = R2? 069 GTO 9 070 2 071 - 072 X=Y? 73 = R2? 073 GTO 9 074 2 075 9 076 - 077 X=Y? 44 = R2? 078 GTO 9 079 3 080 - 081 X=Y? 41 = R2? 082 GTO 9 083 RTN 084 *LBL 9 085 1 086 RTN
R1 Used R2 Used I K
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