Scram Atari Game
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Right now, your donation will be matched 2-to-1, so your $5 gift becomes $15 for us! That's right, all we need is the price of a paperback book to sustain a non-profit library the whole world depends on. We have only 150 staff but run one of the world’s top websites. We’re dedicated to reader privacy so we never track you. We never accept ads. But we still need to pay for servers and staff. If the Wayback Machine disappeared tomorrow, where would you go to find the websites of the past?
I know we could charge money, but then we couldn’t achieve our mission: building a special place where you can access the world’s most trustworthy knowledge forever. If you find our site useful, we ask you humbly, please chip in. Help us reach our goal today! Thank you.— Brewster Kahle, Founder, Internet Archive.
Donor challenge:This is the last day your donation will be matched 2-to-1. Triple your impact!To the Internet Archive Community, Time is running out: please help the Internet Archive today. The average donation is $45. If everyone chips in $5, we can keep our website independent, strong and ad-free. Right now, your donation will be matched 2-to-1, so your $5 gift becomes $15 for us! That's right, all we need is the price of a paperback book to sustain a non-profit library the whole world depends on. We have only 150 staff but run one of the world’s top websites.
We’re dedicated to reader privacy so we never track you. We never accept ads.
But we still need to pay for servers and staff. If the Wayback Machine disappeared tomorrow, where would you go to find the websites of the past? I know we could charge money, but then we couldn’t achieve our mission: building a special place where you can access the world’s most trustworthy knowledge forever. If you find our site useful, we ask you humbly, please chip in. Help us reach our goal today! Thank you.— Brewster Kahle, Founder, Internet Archive. Donor challenge:This is the last day your donation will be matched 2-to-1.
Triple your impact!To the Internet Archive Community, Time is running out: please help the Internet Archive today. The average donation is $45. If everyone chips in $5, we can keep our website independent, strong and ad-free. Right now, your donation will be matched 2-to-1, so your $5 gift turns into $15 for us! That's right, all we need is the price of a paperback book to sustain a non-profit library the whole world depends on. We’re dedicated to reader privacy so we never track you. We never accept ads.
But we still need to pay for servers and staff. If the Wayback Machine disappeared tomorrow, where would you go to find the websites of the past? I know we could charge money, but then we couldn’t achieve our mission: building a special place where you can access the world’s most trustworthy knowledge forever. If you find our site useful, we ask you humbly, please chip in. Thank you.— Brewster Kahle, Founder, Internet Archive. Scram is a game designed by Chris Crawford for the Atari 800 and released by Atari.
Written in Atari BASIC, Scram utilized differential equations to simulate reactor behavior. In the game, the player controlled the valves and switches of a nuclear reactor directly with the joystick. Occasionally, earthquakes would occur and the player would analyze the heat readings and dispatch repair crews to the affected area of the plant.The game display showed a schematic-like representation of a light water reactor, typical of nuclear reactors in use in the United States at that time. The reactor core was on the left of the screen, with the primary coolant loop to its immediate right. Further right was the secondary cooling loop, and finally the tertiary cooling loop and its associated cooling tower.The user interacted with the game by moving the joystick, which made a cursor jump from one 'hot spot' to another on the screen, each one controlling one part of the reactor systems. There were hot spots for the control rods, cooling pumps and valves. The user could experiment with the reactor systems by moving the joystick up and down, operating the equipment.

It was possible to simulate a meltdown by shutting off the primary cooling pumps and withdrawing the control rods all the way.The game had several skill levels, which controlled the frequency of earthquakes and the 'obviousness' of the damage. In the event of an earthquake the screen would shake and a breaking sound would be heard if there was damage. The user then had to watch the on-screen displays to try to isolate where the problem was.From Softline Magazine, Issue #2:SCRAMAtari (Sunnyvale, CA).Scram presents a simulation of a nuclear power facility, modeled after the Three Mile Island Nuclear Power Plant Unit 2. The various mechanisms of the plant appear in brilliant blues, reds, greens, and yellows. As you might imagine, the game is considerably more difficult to play in black and white than in color; the valve settings and water circulation levels are harder to see.After studying the Environmental Impact Report and Final Safety Analysis Report, the Nuclear Regulatory Commission steps in to issue a safety license to the plant. Players with a vehement dislike for government red tape will get a vicarious thrill here; the entire licensing procedure takes only five seconds, hardly leaving protestors time to paint their signs.The major components of the pressurized water reactor are the reactor core, generator, hyperbolic cooling tower, and three circulating water loops.
These are interconnected by a series of pumps and valves. Temperatures at seven major sites are displayed, and the net energy of the system (your score) is indicated at the lower right of the screen. Left to its own devices, the station, as in reality, will produce megawatt hours of energy at a uniform rate. This would not make for a particularly interesting or eventful game, so Nature steps in to liven things up a bit, providing earthquakes in the form of loud rumbling noises from the audio and tremors in the visual display. Every quake breaks one pump or valve which must be repaired before disaster strikes. Or rather, melts down. Determining which valve or pump needs repair calls for careful attention to the temperature gauges and testing of all systems to be sure each performs its specified function.A work force of eighty men stands ready to help.
After a break has been located, five men are sent to repair it. Having suffered their maximum allowable exposure to radiation, these men will never return. In locating the trouble spot, you're allowed a total of sixteen guesses, right or wrong; a wrong guess uses men just as irreversibly. After these have been used up, there is no way to repair a break. The object of Scram is to produce as much net energy as possible while repairing all breaks.
A successful end to the game is achieved with a cold shutdown, accomplished by dropping the control rods into the reactor core. Be forewarned, however; it takes approximately five minutes to reduce the reactor temperature from 655 degrees to 200, and earthquakes are not obliging enough to allow an uneventful shutdown.Scram has nine risk/skill levels, with the higher levels experiencing more frequent earthquakes. Producing five hundred megawatt hours of energy at level nine qualifies the player as a senior reactor operator. Most players will make rapid progress through the first several risk levels.
A bar that appears above or below each temperature reading indicates rises or drops in temperature and serves as a handy visual aid. When speed is important, the bars appear much faster than degree changes.
There are also two very important pumps which, when inactive, rapidly produce a condition known as steam voiding (very serious), and from there, a quick meltdown. It would obviously he quite helpful to the novice to know the locations of these two pumps ahead of time. But why interfere with the thrill of discovery?The Scram instruction manual is needlessly wordy and confusing. The author (whom Atari keeps anonymous) has an annoying habit of using too many abbreviations in too short a time. Only a reader with perfect retention will be able to avoid flipping back and forth, while struggling to recall the meanings of PWR, RCS, HPI, and LOCA. Understanding is desirable, hut such a level of comprehension is not essential to a successful run at the game. Since the game itself is a series of cause/effect steps, it's not necessary to remember what a valve is called to know when it needs to be closed.Scram will run on either the Atari 400 or 800 computer.Tape only.
$19.95.NotesFloppy Directory:DOS.SYS (039 sectors)DUP.SYS (042 sectors)SCRAM.BAS (104 sectors)SCRAM.BAK (104 sectors)AUTORUN.SYS (002 sectors).
Scram Atari Game Download
Gamephemera is an intermittent look at the documentation, paperwork and sundry other bits that were lovingly crafted to accompany the publishing of a video game.1979: A partial-core meltdown occurs at a nuclear power plant located on Three Mile Island, Pennsylvania, panicking the public and instilling distrust concerning our ability to keep nuclear power in check.1980: Gaming luminary Chris Crawford starts molding a game out of a nuclear power plant simulator to illuminate and educate people concerning nuclear power safety. This game is entitled SCRAM, after the inaugural nuclear reactor 'safe-word' coined at the University of Chicago in 1942. It stands for 'Start Cutting Right Away, Man' and refers to cutting a reactor's control rods loose, halting the nuclear reaction process. Crawford's SCRAM recreates the Three Mile Island Unit 2 nuclear reactor, and even allows you to put into action the events that took place there in 1979.Apart from being one of the first nuclear power plant simulators for a home computer (a simulator for the Apple II called Three Mile Island was released roughly at the same time), SCRAM isn't all that notable – even Crawford himself calls it 'a stupid game devoid of entertainment value.' Regardless, I can't help but applaud the effort, even if it's been largely forgotten, and a good deal of my respect for it comes from the quality of the game's manual.
This cover art is available as a desktop wallpaper in the following resolutions: Compared to the, SCRAM's is a hefty tome, and a surprisingly detailed one at that. An intimidating 55 pages long (counting the cover, notes pages and bibliography), it's obvious that SCRAM would be unnavigable and unplayable without it.
It's more than just a cursory primer for the game, it's a mock-nuclear power plant operator training walkthrough, going as far as to include a brief lesson on thermodynamics. It also explains the individual parts of the reactor and, instead of dealing only in conclusive goals and objectives like most standard manuals would, the documentation spells out exactly why each part functions they way it does. Although SCRAM's manual is very intensive, it goes through the plant's operational process in an extraordinarily straight-forward manner, one that's easy enough to follow along with even if you don't have the game booted up in front of you. In fact, even the game's loading instructions are similarly vast, although to be fair, a good deal of the 18-step loading process is due to the game's cassette-based nature.
Of course, this column is about video game ephemera and SCRAM does include a game, even if it's just tacked onto the end of the simulation. The game portion, referred to as 'The SCRAM game', is to be completed by the player once they're comfortable enough overseeing the plant's operations and entails troubleshooting a reactor as its constantly pummeled and damaged by earthquakes. When an earthquake occurs, you have to isolate the problem and send in plant employees to make repairs. Point these workers towards a functioning section of the plant and you've just wasted time, resources, and power. Send them to the right section and they'll fix the problem, re-igniting the plant's ability to function properly and pump out substantial amounts of power, at least until the next earthquake strikes. These events continue until you're out of resources and are unable to keep the plant working. When it gets to that point, it's up to you to safely shut it down.
You're judged by the net megawatt hours your plant is able to output during this emergency: output enough and you're deemed good enough to be employed as plant operator!If the game's situation sounds vaguely unrealistic and like fodder worthy of a SciFi Saturday night film, you're right on both accounts (the film's called and I highly recommend you avoid it). Crawford devotes a section of the manual describing the game's inaccuracies, several of which were compromises made to keep the 'game' portion fast-paced and entertaining, while many of the inaccuracies are intentional oversights that allow the user 'full control' over the plant itself. What fun is letting safety devices do all the work for you?Last, but not least, there's the matter of the strikingly solemn cover. A contemplative thinker, possibly intensely concentrating on overseeing the power plant's controls, or perhaps mulling over the pros and cons of nuclear power. The plant's venting towers loom over the composition, casting an intimidating silhouette against the overcast sky. Plant workers are deeply immersed in their consoles, not unlike those manning their helms on. It's an exquisitely crafted piece for the subject material – it's tasteful, but still manages to impact the viewer with the seriousness of the nuclear issue.
I'd personally tint the SCRAM some red shades to make it fit even better, and reverse them, so that the guys are staring menacingly at each other!man, a nuclear reacter sim. That thing rivals the flight sims in dryness (apologies to those who like realistic flight sims). Still, it seems to intrigue me, if only to get a cague sense of how actual civil engineering software worked back then.and to gleefully send repair workers to their death! For the greater good, they must contract radiation poisoning to save the island!
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