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Scram (video game)

Scram (video game) is a physics topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Scram (video game) rather than just read about it. In short: Scram: A Nuclear Power Plant Simulation is an educational simulation video game developed for Atari 8-bit computers by Chris Crawford and published by Atari, Inc. in 1981. Written in Atari BASIC, Scram uses differential equations to simulate nuclear reactor behavior.

Scram (video game) — main illustration
Scram (video game) — illustration

Key takeaways

  • Scram (video game) belongs to physics; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Scram (video game) to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Scram (video game) from memory before moving on to harder problems.

Reference excerpt

Scram: A Nuclear Power Plant Simulation is an educational simulation video game developed for Atari 8-bit computers by Chris Crawford and published by Atari, Inc. in 1981. Written in Atari BASIC, Scram uses differential equations to simulate nuclear reactor behavior. The player controls the valves and switches of the reactor directly with the joystick. This game's title, "SCRAM", is taken from the term for an emergency shutdown of a nuclear reactor. It refers to immediately inserting all control rods into the reactor core to stop the reaction process. The game also recreates the Three Mile Island Unit 2 nuclear reactor and allowed players to recreate the events that took place there in 1979.

Gameplay The game display shows a schematic-like representation of a light water reactor, typical of nuclear reactors in use in the United States at that time. The reactor core is on the left of the screen, with the primary coolant loop to its immediate right. Further right is the secondary cooling loop, and finally the tertiary cooling loop and its associated cooling tower. The user interacts with the game by moving the joystick, which makes a cursor jump from one "hot spot" to another on the screen, each one controlling one part of the reactor systems. There are hot spots for the control rods, cooling pumps and valves. The user can experiment with the reactor systems by moving the joystick up and down, operating the equipment. It is possible to simulate a meltdown by shutting off the primary cooling pumps and withdrawing the control rods all the way. The game has several skill levels, which control the frequency of earthquakes and the obviousness of the damage. In the event of an earthquake the screen shakes, and a breaking sound is heard if there is damage. The user then has to watch the on-screen displays to try to isolate where the problem is.

Reception One big fan of Scram was Harold Denton, the Director of the Office of Nuclear Reactor Regulation at the Nuclear Regulatory Commission. In an interview with Atari Connection magazine, he called it "a fascinating game" and "a great tool for learning what goes on in a reactor." Enter gave it a mixed review, with one reviewer calling it "not fun" while another stated it "was not fast-paced... but it's good." He concluded that "If you buy this game to learn about nuclear reactors, you'll get your money's worth and then some." while the co-reviewer concluded "But if you're buying it to have fun, you're going to be disappointed". Softline in 1981 seemed to enjoy the game overall, but criticized the documentation, calling it "needlessly wordy and confusing". In contrast, a review in the New Jersey Atari Computer Group (JACG) newsletter praised the extremely detailed documentation, but concluded that the game itself might be too technical for some players. InfoWorld's Essential Guide to Atari Computers recommended the game among educational software for the Atari 8-bit.

Legacy In 2013 Crawford released the source code of several of his games, including Scram, to the public.

References

External links Game review in the light of Fukushima

Worked examples

Example 1 — a first encounter with Scram (video game)

Start with the simplest possible case. Write down what Scram (video game) claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In physics, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Scram (video game) before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Scram (video game) ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Scram (video game)

In research
Scram (video game) appears in physics research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Scram (video game) in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Scram (video game) is common in secondary-school and first-year university syllabi. It links to neighbouring topics 1981 video games, Atari 8-bit computer-only games, Atari 8-bit computer games, so understanding it makes those chapters shorter.
In everyday life
Look for Scram (video game) outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Scram (video game) in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Scram (video game) means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Scram (video game) out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Scram (video game) in simple terms?

Scram: A Nuclear Power Plant Simulation is an educational simulation video game developed for Atari 8-bit computers by Chris Crawford and published by Atari, Inc. in 1981. Written in Atari BASIC, Scram uses differential equations to simulate nuclear reactor behavior.

Why does Scram (video game) matter?

Because it connects several physics ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Scram (video game)?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Scram (video game).

Tags

  • 1981 video games
  • Atari 8-bit computer-only games
  • Atari 8-bit computer games
  • Chris Crawford (game designer) games
  • Commercial video games with freely available source code
  • Educational video games
  • Nuclear power
  • Video games about nuclear technology
  • Video games developed in the United States

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