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Hopefully, sufficient background

Many years ago (40-45), I used to play "Sea War" on a good sized time-share system. It was a text/adventure war game between a couple remote players, played over a 100x100 "board" (ocean) via TTY (or later terminals eventually). Each player had five or six ships of different types and capabilities, and a "Home Base" at some coordinate point in the 'ocean'. The objective was to locate and destroy the opponent's Home Base, IIRC, by launching a nuke/missile from your nuke/missile/radar-ship to the proper coordinates.

This game was definitely not the easily found 'SeaWar' (nor seawar2) game that is little more than an automated version of the common Battleship board game ("You sunk my battleship!"), nor any similar variant. This game allowed players to enter course/direction orders for each ship as well as give firing orders when an opponent ship was sighted. Firing orders had to be given with attention to the course the firing ship was moving since that determined where shells would land.

Different ships had more or less firing power with greater/lesser min/max ranges and different manpower, ammo and fuel supplies. After enough time out at sea, supplies would run low and ships needed to return home to resupply. Fuel is used simply by moving while ammo is used in combat. Manpower can be used by being hit by enemy shells. Structural damage can also need home-port repair.

So, one thing that made it interesting was that you could only input orders when invited by the program. You had no way to know if your remote opponent was getting more 'invites' unless perhaps you kept getting status updates indicating that more and more shells were falling closer to one of your ships. But if you kept a good mental map of your heavy cruiser moving on a heading of 115° and you had reason to think that that last barrage came from 10 miles out due east of the ship, and got an invite, you could enter firing orders that would put your shells right on the probable originating coordinates... depending on whether or not the enemy ship was also moving and in what direction.

It was very likely that enemy ships would all be moving because a weather front could pass by and damage, possibly swamp, a stationary ship.

You had to keep all your ships in mind because the boundaries of the 100x100 grid brought danger of running aground for any moving ship. The one-order-per-invite, with multiple ships needing orders and orders often being used to load another unit of fuel or food or ammo or to repair a unit of damage or get personnel back up to operating level or to try a radar sweep of some grid area with the single ship capable of doing it in hopes of finding where enemy ships might regularly be visiting, kept you busy for such a very simple interface.

And you didn't dare keep a ship in port for long. Stationary ships seen on radar multiple times at the same coordinates was the prime clue about a home port location.

TL,DR:

Anyway, maybe as late as 20 years ago, I had at least most of the BASIC programming for the game. I haven't actually dug through everything that I have, but I didn't find it in a couple places I thought it should be.

Sound familiar to anyone? Anyone have an idea if any early source is available?

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  • So I guess this is not what you're looking for? Commented Jul 21, 2016 at 1:25
  • @JAL Definitely "No"... Commented Jul 21, 2016 at 9:13
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    @JohnBurger Not it, BUT the text description from JAL's comment references the "origin of SEAWAR" plus a 7-second timer. The timer gets closer maybe to a version I remember. The one I used had no subs/U-boats either. Maybe "David S. Paxton" knows something. And maybe I can still dig it out of my paper archives. (I even had it on paper tape early on.) It was used before microprocessors, so really "retro". Commented Jul 22, 2016 at 11:19
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    OCEAN, ancestor of MegaWars? "The first large-scale serial sessions using a single computer were STAR (based on Star Trek), OCEAN (a battle using ships, submarines and helicopters, with players divided between two combating cities) and 1975's CAVE, created by Christopher Caldwell (with art work and suggestions by Roger Long and assembly coding by Robert Kenney) on the University of NH's DECsystem-1090. The games had a program running on each terminal (for each player), sharing a segment of shared memory (known as the "high segment")." en.wikipedia.org/wiki/Multiplayer_video_game Commented Jul 26, 2016 at 3:39
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    Is it the one mentioned in The Crash of the Ten and Eleven in the haenssgen.de/uni/compsongs/computersongs-1.4 compilation? Commented Aug 31, 2016 at 16:07

1 Answer 1

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In the original write up, the question "Anyone have an idea if any early source is available?" was posed.

The source code as described below is single player, simpler than that described by the OP above (as pointed out by wizzwizz4 in the comment below), but perhaps this was the "earlier version", as one is more likely to write a simple implementation as proof of concept, and find new possibilities as one plays the game, then the game was later fleshed out to include more gameplay.

Three examples of source code have been found, see below. The reference in the magazine is more likely to be earlier, as it was a piece submitted by the author, but then again, maybe it was tidied up for publication.

The two source code files come from a zip file containing not only the source but also precompiled executables, so I guess the next question needs to be "has anyone got a machine?" (Maybe DOSBOX?)

There are details about the game on this page

VideoGameGeek.com, Seawar

It features on this compendium of games (maybe a shareware disc?)

More BASIC Computer Games

Page 32 of this magazine has the source code

Creative Computing magazine, v01n04 MayJune 1975

And this link has the source written in two variations classic.bas, and modern.bas, formatted for Quickbasic

Files containing the code

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  • I'm not sure if that is the entire code though Commented Apr 18 at 17:33
  • On pondering how to continue this search / why the search didn't yield better results, it dawned on me that mainframe was well before the advent of any form of searchable data, as a search is not able to be performed on a backup tape that has not been digitised, and I'm fairly certain that, while the tape itself may exist on some dusty shelf, the contents would never be considered for digitisation and therefore cannot be expected to be found. (Certainty based on my years working with backup media on mainframes). Commented Apr 19 at 22:03

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