1970_Sackson_223_July 22.jpg
Creator
Sid Sackson
Date
1970
Format
.jpg
Source
Box 1, Object 8, Sid Sackson collection
Item sets
Rights Statement
The Strong, Rochester, New York.
Full Metadata
1970_Sackson_223_July 22.jpg
Title
1970_Sackson_223_July 22.jpg
Creator
Sid Sackson
Date
1970
Type
image
Format
.jpg
Source
Box 1, Object 8, Sid Sackson collection
Language
English
Coverage
1970
Rights
The Strong, Rochester, New York.
transcription
WEDNESDAY 22 JULY 1970
203rd day - 162 days to come
Some info from the Irwin Pfeffer file - prior to returning it to Felicia.
From R. Lawrence Liss -Assistant Director -"Academic Games Project" (Nova Schools)
March 14, 1969: As I mentioned in my telephone conversation, I do think SPACE
RACE (later ASTRO-FLITE) has promise for both commercial market and
educational market. [crossout] Since almost anything might sell in
the commercial market, I will direct my comments to suggestions for
improving the game for the educational market. Let me say first of all
that as I see it, you have three sources for producing your game.
First, write to any of the established publishers and present the
game as it is.
Second, alter the game using any of the suggestions I make, then
proceed same as the first alternative.
Three, collaborate with me or a member of our staff on the game
and have it published through either of two outlets which we have.
Let me caution that if you select alternative three, you will have to be
very patient since our load is very heavy and our list of games to be
finished is lengthy. In any case, here are my suggestions. Overall,
I am very excited about the handling of some elementary notions of
probability and vectors. Of course, as you have pointed out, doing this
within the context of astronomy makes the subject even more exciting.
However, I think
(1) your probabilities of obtaining the correct speed and heading by
rolling only six dice (maximum) are too small as compared to the high
degree of precision meeting in an actual flight. The odds may very
well go up dramatically if you roll the dice at least ten times.
(2) the players would leave more if you let them physically determine
the velocity vector difference. That is, do not make the Propulsion Chart
a part of the gameboard by putting it in the game instruction
manual.
(3) make all players, not just the Flight Director, responsible for eval-
uating each move, put in a "challenge" system to reward the player who
detects a mistake.
(4) Let them find their own averages. They can learn more this way than
if they simply read from a chart.
(5) If at all possible, use the elliptical instead of the circular orbits. Per-
haps only part of the Saturn's orbit which is closest to the sun would
appear on the map.
(6) Many minor details should be cleared up. Among them are
(a) what happens when you go into the sun?
(b) what happens if the average of two dice is 1.5? Is it 1 or 2?
(c) Perhaps the penalty for the hazardous condition is too stiff.
(d) I could find no explanation for the purpose of keeping track of the years.
(7) Other creative games can be developed using this board such as
players creating their own course instead of following the desig-
nated one.
My mind is swimming with ideas for further developing this
game. Good luck in whatever you decide to do. I am sending
back, under separate cover, your SPACE GAME. I will send back
the HONEYCOMB RAMBLE when I have had a chance to look at it.
(cont. on 7/19)
203rd day - 162 days to come
Some info from the Irwin Pfeffer file - prior to returning it to Felicia.
From R. Lawrence Liss -Assistant Director -"Academic Games Project" (Nova Schools)
March 14, 1969: As I mentioned in my telephone conversation, I do think SPACE
RACE (later ASTRO-FLITE) has promise for both commercial market and
educational market. [crossout] Since almost anything might sell in
the commercial market, I will direct my comments to suggestions for
improving the game for the educational market. Let me say first of all
that as I see it, you have three sources for producing your game.
First, write to any of the established publishers and present the
game as it is.
Second, alter the game using any of the suggestions I make, then
proceed same as the first alternative.
Three, collaborate with me or a member of our staff on the game
and have it published through either of two outlets which we have.
Let me caution that if you select alternative three, you will have to be
very patient since our load is very heavy and our list of games to be
finished is lengthy. In any case, here are my suggestions. Overall,
I am very excited about the handling of some elementary notions of
probability and vectors. Of course, as you have pointed out, doing this
within the context of astronomy makes the subject even more exciting.
However, I think
(1) your probabilities of obtaining the correct speed and heading by
rolling only six dice (maximum) are too small as compared to the high
degree of precision meeting in an actual flight. The odds may very
well go up dramatically if you roll the dice at least ten times.
(2) the players would leave more if you let them physically determine
the velocity vector difference. That is, do not make the Propulsion Chart
a part of the gameboard by putting it in the game instruction
manual.
(3) make all players, not just the Flight Director, responsible for eval-
uating each move, put in a "challenge" system to reward the player who
detects a mistake.
(4) Let them find their own averages. They can learn more this way than
if they simply read from a chart.
(5) If at all possible, use the elliptical instead of the circular orbits. Per-
haps only part of the Saturn's orbit which is closest to the sun would
appear on the map.
(6) Many minor details should be cleared up. Among them are
(a) what happens when you go into the sun?
(b) what happens if the average of two dice is 1.5? Is it 1 or 2?
(c) Perhaps the penalty for the hazardous condition is too stiff.
(d) I could find no explanation for the purpose of keeping track of the years.
(7) Other creative games can be developed using this board such as
players creating their own course instead of following the desig-
nated one.
My mind is swimming with ideas for further developing this
game. Good luck in whatever you decide to do. I am sending
back, under separate cover, your SPACE GAME. I will send back
the HONEYCOMB RAMBLE when I have had a chance to look at it.
(cont. on 7/19)
Item sets