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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 ____-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 vrey 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)