social.solarpunk.au

social.solarpunk.au

https://vidakovich.itch.io/corralbas
https://vidakovich.itch.io/corralbas

CORRAL

CORRAL is a game program inspired by Harry (short for Aragon), a horse acquired in a rash moment of indulgence for a teen-age daughter. Harry, in his own inimitable style, taught us much about the care, feeding and psychology of the equine species. Some of that hard-won psychology has found its way into CORRAL, which is a one-dimensional simulation of the two- (and almost three-) dimensional problem of catching Harry for anything other than food. The main reason for confining Harry’s alter ego in the computer to only one dimension is simply to conserve paper on hard-copy terminals. Even so, the presentation is very effective on a video display unit.

The corral itself is bounded by a pair of side-rails represented by upper-case I characters separated by 21 spaces. The cowboy C always enters beside the leftmost rail while the horse H is happily mooching somewhere between positions 1 and 1 8 with a bias towards the right. This bias and the various other behavioral peculiarities of the horse are governed by two data matrices (statements 90 and 100) which may be altered to vary the beast’s temperament from wild to docile depending on the data distribution.

If the horse bolts, a check is made (line 450) to ensure that it does not reach a position less than one space away from the cowboy. Occasionally, the horse bolts to a position more advantageous to the cowboy, just as in real life, but usually the opposite is true, particularly when it bolts as a result of an incautious approach by the cowboy. So heed with care the advice for the cowboy not to advance by more than half the separation in any one move except when adjacent to the horse, of course!

The probability that the horse may kick when the cowboy moves close is set by the IF statement at line 500. The cowboy is immobilized for from one to five moves, while the horse canters happily away from the scene of his triumph. If this happens more than a certain (random) number of times the round-up is terminated by the departure of the cowboy in an ambulance.

Occasionally the horse decides to engage in a friendly dance around the cowboy, but remember that random number generators have no soul and the result is often vile treachery as the horse delivers a fatal kick at the very moment when a successful catch seems assured. On the other hand, the skill of an accomplished CORRAL cowboy can result in a catch within three moves with no injuries sustained. You either have it or you have not, as the saying goes. In the latter case the program allows a maximum of 100 moves before relegating the luckless cowboy to cookhouse chores.

Computer freaks with multi-color graphics will no doubt be dissatisfied with such prosaic symbols as H and C for the horse and cowboy. A fully animated CORRAL in living color (with sound effects by a music or speech synthesizer— a talking horse yet!) should not be too difficult to achieve.

Program and description are by Colin Keay.
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