This program is Copyright © 1976 by HewlettPackard and is used here by permission. This program was originally published in the HP67 Games Pac 1.
This program is supplied without representation or warranty of any kind. HewlettPackard 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 lefthand 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 righthand 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 
 
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 HP65 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 luckit 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 x 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 x 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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