Manage
General: Education · ZX-Spectrum 48K · 1 players · English
CCS · 1983 · Pound sterling 5.95
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- Manage.tzx.zipTape image English11 KB
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- Manage.txtInstructions English4 KB
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- G.R. Berrycredited
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In the magazines 3
Crash #40May 1987 · p.105
Rosetta McLeod
CRASH COURSE By Rosetta McLeod BUSINESS IN THE CLASSROOM Cases Computer Simulations have produced a range of educational software programs covering a variety of subject disciplines, including 'minority' subjects such as agriculture and political studies. The programs follow a set format, involving assimilating a wealth of information, and using it to make correct decisions at critical moments. Relevant information is presented in a variety of ways: bar charts, histograms and maps are used to very good effect, and maintain the players' interest throughout. Different levels of difficulty are also offered, and the games can be used by one player at a time or by small groups working on competition. Aimed at older pupils and college/university students, these programs are realistic simulations of real-life situations, providing the user with valuable practice in the application of the their acquired knowledge. Schools and Colleges are placing more and more emphasis on the importance of information skills, and CCS's range of educational software certainly fills a gap in the market - there are very few educational programs available for college students, and fewer still for the minority subjects. The programs are all for the 48K Spectrum and cost £5.95 each. They can be obtained from CASES COMPUTER SIMULATIONS, [redacted]. AIRLINE If it's your ambition to be the chairman of a large company, now is your chance to assess your potential. In this simulation, you adopt the role of chairman of L-Air, an airline which starts up business with £3 million. You have 7 years to increase your net assets to the £30 million necessary to take over British Airways! You have to decide on the number of aircraft to operate, whether to buy or charter the level of staffing and maintenance necessary, the duration of fuel contracts and when to repay loans. Problems encountered include tax demands, increases in fuel costs. and loss of revenue resulting from cancelled flights, strikes, hijacks, air crashes and sabotage. The information is presented through histograms., bar charts and graphics. The first chart displayed is a bar chart showing a forecast of the passenger payload for each level of activity. Using this information, the player must decide on the best aircraft to use, and then finalise his choices after looking at the level of revenue expected. When this is above normal, it may be cheaper to borrow money and buy aircraft instead of chartering. The market rate for each DC10 is £10 million, and when aircraft are purchased for more than this amount, the additional cost is debited against the capital reserves. thus reducing net assets. Crew costs are fixed at £50.000 per DC10 while the cost of maintenance is £90.000 for each aircraft. Results of trading are shown in the form of profit and loss accounts and balance sheets. The graphics are excellent, and the player's interest is maintained throughout by the constantly changing information - you can even read Financial Times reports and receive Telex messages. If you succeed in reaching the target of £30 million. then perhaps Richard Branson may have a rival! CORN CROPPER Aimed at students of Geography or Agriculture, Corn Cropper is a simulation of a commercial wheat farm. The player begins with cash resources of £50,000, 30 acres of rich arable land, a tractor and two farm workers. He must then build up his assets to £250.000. The menu allows the user to call up information of different types: the weather forecast shows the likely rainfall and average temperature for each month, but - as with all weather reports - this cannot be relied upon totally: the crop status histogram shows the stage of growth that the crops have reached, together with information on whether or not a fertiliser has been used; a farm map, showing the cultivated areas, must be referred to before decisions to plant are made; and the cash account shows the monthly expenditure and receipts. All in all, a wealth of information must be accessed before the player decides to take any action. A report is shown at the end of each month. detailing the results of the decisions taken. Unforeseen problems arise from time to time, including such disasters as frost damage, rats eating the seed corn, and even the dreaded fire. The accompanying notes include some useful hints: players are told for instance, that crops need an optimum level of water each month, and that fertilising two month old crops doubles the yield. The program contains five levels of difficulty, providing students with a very realistic and comprehensive simulation. It certainly drives home the point that farming is a highly technical and specialised industry! Corn Cropper is currently used for the secondary school Geography syllabus and in Agricultural Colleges. Amazingly enough, a French version is also available! OLIGOPOLY According to my dictionary, 'oligopoly' means "a market situation in which control over the supply of a commodity is held by a small number of producers, each of whom is able to influence prices and thus directly affect the position of competitors." This game is a management simulation for one to six players, and the objective is for each participant to create wealth at a faster rate than his competitors. The computer gives each player a balance sheet for the year, generates a forecast for demand and costs, and tells each manager about the capital goods industry. Using the computer's information on price, production, marketing, research and development, new equipment and dividends, the managers have to make decisions. When each has done so, the computer compares these and displays two reports for all firms. Results may be kept secret by agreement, as the program includes the option of using a punter for annual reports, forecasts and newsflashes. A bar chart compares the share values for each firm, and a pie chart shows each firm's share of the market. Occasionally, news of imports, overtime and changes in taxes may be flashed up on screen, and this new information may make it necessary to alter decisions. A duration of between 2 and 50 years is selected before play begins, and a useful feature is that even if a game were to be played twice with exactly the same decisions, the results would be likely to differ as the computer generates random factors. I also like the way in which shareholders demands have to be taken into consideration as the managers decide how much of their profits to share with them! If you think you have entrepreneurial skills, try them out with Oligopoly! PRINT SHOP A simulation aimed at Business Studies students, Print Shop covers a period of 12 weeks in which the student becomes sole proprietor of a small printing works. The prospective businessman is asked to make judgements on the following: the number and category of staff to employ: the amount and type of paper to purchase: the quotation for each job and the scheduling of work in an optimum week. The objective is to produce a net profit of over £4,000 in the first three months of trading, making decisions based on the weekly trading accounts, profit and loss, and balance sheets. A great many factors must be taken into account when, for example, hiring staff. A supervisor must be employed for every five production staff, and new premises are required (at double the rent) when this number rises to ten. It has to be remembered that additional staff will be needed when orders start to increase, but as it takes three weeks to train new employees, production will not increase immediately. It may therefore be necessary to contract out certain jobs. This is a particularly good simulation, in which students have to make a large number of decisions after having assessed a wealth of information. The information is presented clearly both on the screen and in the brief accompanying notes. There are three levels of difficulty, but I'm afraid I wasn't even successful at the easiest of these - to be honest, I managed to incur losses, which resulted in the net assets becoming negative. The banker foreclosed and the business ceased! Print Shop certainly tests your business acumen to the full, and creates a feeling of true involvement in the world of commerce. An enjoyable and challenging program. SUPERPOWER Superpower is a strategy game showing the superpowers' influence over Third World countries, and is intended to supplement a Political Studies course. Each player runs the intelligence agency of a major world power, with the ultimate aim of protecting his power's assets in a continent of developing countries. At the beginning, each player has assets in the nine Third World countries, and each is struggling to achieve the highest rate of profit growth. This might be brought about by peaceful strategies, such as building a defensive alliance among the strong countries, or by more aggressive means such as encouraging nations to nationalise a rival's assets. A variety of information is available: a report on any country shows its stability, wealth, foreign relations and government spending: a comparison can be obtained between nations in terms of industry, debt and government spending; or a study can be made of a superpowers' assets table. This information should help the player to make decisions, including what to do about investment, foreign policy, taxes and the armed forces. Annual budgets must be adhered to, and the players must therefore indulge in a variety of strategies, either to maximise the growth rate of their own country or to minimise that of the others. A player might, for example, find himself weighing up the arguments and counter-arguments for persuading a friendly nation to spend more on welfare. While this might reduce expenditure on the hated police force, it could mean that the country is left unprotected from coup or assassination attempts. A detailed understanding of political theory is a pre-requisite for the successful tackling of this program, but it is useful in extending a student's depth of understanding. MANAGE This is an interactive management game for two players which can be used to supplement a Business Studies curriculum. Alternatively, it could have a part to play in management training and economic studies. The aim is to teach the users, by placing them in a role-playing situation, about the significance of pricing policy and the correct allocations of cash resources. Participants begin with £7,601 in cash, and 71 units of stock valued at £35.35 each. They must then make decisions covering the price of goods, marketing expenditure, production/research costs and plant additions. The results of trading are shown by statements and by a line graph of orders and sales. An excellent feature is that the players' decisions interact with each other, leading to a strong element of competition. It's Interesting that players are forced to make immediate decisions, while always bearing in mind the long-term objectives for improving the performance of the company. Although no detailed financial knowledge is required, it is assumed that players will be able to assimilate the fairly detailed information supplied. The game may be played with or without a printer, but if one is used, the results are not displayed on the screen, thus ensuring the confidentiality of information, and making things more difficult for an opponent! The instructions are clearly explained on the inlay, and as this game does not depend on luck, the winner can be sure that it is his knowledge and acumen which has made him successful'. COMMENTS Control keys: clearly explained and kept as simple as possible Keyboard play: very good Graphics: sensible use of graphs and tables in most programs. The graphics in Airline are particularly good Use of Colour: limited
Feature1
- Your Computer #5May 1984 · p.74
Review1
- Home Computing Weekly #52Mar 1984 · p.34
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