ROBOCRAP.V94 - TRIAL VERSION
/*Welcome to the RoboCrap.v94 Crap Table Simulator!

  RoboCrap.v94 is a fully-implemented, Las Vegas-style crap
  table simulation with all the action and excitement of
  Craps, one of the fastest moving and most exciting games
  in the casino.

  With each roll of the dice, RoboCrap.v94 indulges up to 3
  players in all the action and variety of crap table
  wagering just as they would find gathered around the table
  in Las Vegas, Atlantic City or other such centers of
  traditional casino gaming.

  Beginning or inexperienced Craps players will find the
  RoboCrap.v94 Crap Table Simulator a great way to learn
  the game without the many distractions inherent in the
  fast pace of the casino.  Experienced players as well will
  find the program a handy vehicle to hone their method, in
  a purely simulated environment and with no risk of real
  financial loss, as they experiment with variations and
  combinations of the multitude of wagers at their disposal.

  Type "?" at any time to receive on-line, context-sensitive
  help on any topic.  Type "?" a second time to receive
  general program operations information.

  This is a trial version of the RoboCrap.v94 Crap Table
  Simulator; it is not free software.  It is copyright (c)
  1995 and is the intellectual property of its author.
  Non-registered users are granted a limited license to
  use the RoboCrap.v94 program on a trial basis for the
  purpose of determining whether it is a suitable product
  for their needs.  Use of the RoboCrap.v94 program, except
  for this limited purpose, requires registration.  Extended
  use of non-registered copies of RoboCrap.v94 by anyone is
  strictly forbidden.

  To become a registered user of the program, see the
  enclosed READ.ME file for information.
*/Help

ROBOCRAP.V94 - REGISTRATION
/*Thank you for trying the RoboCrap.v94 Crap Table Simulator!

  If you haven't registered your copy yet, don't forget to
  read the "REGISTRATION" sections of your RoboCrap.v94
  program documentation.

  If you have registered, thank you for your support!
*/

NUMBER OF PLAYERS
/*Enter the total number of players to be participating in
  the next game.

  Anywhere from 1 to 3 players may play at one time.

  This value may be entered directly from the keyboard as
  digits or the "+" and "-" keys may be used to advance or
  decrease a current value.
*/

PLAYER NAMES
/*Enter the name of each participating player.

  Names are limited to 9 characters.  The first letter of
  each name entered will be automatically capitalized.

  Player names may be entered directly from the keyboard or
  the "+" key may be used to create a system-generated
  default name.
*/

PLAYER INITIALS
/*Enter the unique personal player code by which this player
  will be identified to the program.

  Player initials are automatically generated when a player's
  name is entered, however, if a duplicate initial is
  encountered, a substitute initial must be entered.

  Player codes must be single letters between "A" and "Z".

  Upper/Lower case is not significant in player code entries.

  Press ENTER to accept the current code.
*/

ROLL DICE
/*Press ENTER to roll the dice.

  All players should complete their wagers before each roll
  of the dice.  To enter a wager, each player enters his or
  her personal player code, assigned at the start of the
  game.  Navigate to the desired wager area and enter the
  amount of the wager.  Return to the "Roll Dice" prompt when
  all players are ready.

  To view the entire table, use the PageDown or PageUp keys.

  Press ESCAPE to end the game.
*/

PASS LINE
/*The Pass Line bet is a wager with the Shooter, the person
  rolling the dice.  If the Shooter rolls a "natural", either
  7 or 11, on his or her first or "come out" roll, the wager
  wins.  If the "come out" roll is a "craps", either 2, 3 or
  12, the wager loses.  Any other roll (4, 5, 6, 8, 9 or 10)
  establishes a "point" which must be repeated on some
  successive roll before a 7 is rolled.  If the "point is
  made" before a 7 is rolled, the Pass Line wager wins.  If a
  7 is rolled and the "point is missed", the wager loses.

  The Pass Line bet may be made only before the Shooter's
  "come out" roll.

  To place a Pass Line bet, enter a wager amount in the space
  labeled "Pass".  Wagers may be for any amount between $1
  and $99.

  The Pass Line bet pays even money.
*/

COME BET
/*The Come bet is identical to the Pass Line bet except that
  it can only be placed after the Shooter's point has been
  established.

  If the Shooter's very next roll is a "natural", either 7 or
  11, the wager wins.  If the next roll is a "craps", either
  2, 3 or 12, the wager loses.  Any other roll (4, 5, 6, 8, 9
  or 10) establishes a "point" for the Come better, NOT
  related to the Shooter's point.  The Come point must be
  repeated on some successive roll before a 7 is rolled.  If
  the "point is made" before a 7 is rolled, the Come wager
  wins.  If a 7 is rolled and the "point is missed", the
  wager loses.

  The Come bet may be made at any time except on the
  Shooter's "come out" roll.  There is no limit to the number
  of consecutive Come bets that may be made.

  To place a Come bet, enter a wager amount in the space
  labeled "Come".  Wagers may be for any amount between $1
  and $99.

  The Come bet pays even money.
*/

DON'T PASS
/*The Don't Pass bet is a wager against the Shooter, the
  person rolling the dice.  If the Shooter rolls a "natural",
  either 7 or 11, on his or her first or "come out" roll, the
  Shooter wins but the Don't Pass wager loses.  If the "come
  out" roll is a "craps", either 2, 3 or 12, the Shooter
  loses but the Don't Pass wager wins.  (Actually, the Don't
  Pass wager wins only if the "craps" is 3 or 12.  There is a
  limitation called "Bar Aces", occurring when the "craps" is
  a 2 (1&1), which results in a "push", a standoff or tie,
  and the wager neither wins nor loses.)  Any other roll
  (4, 5, 6, 8, 9 or 10) establishes a "point" which the
  Shooter must repeat on some successive roll before a 7 is
  rolled.  If the "point is made" before a 7 is rolled, the
  Shooter wins but the Don't Pass wager loses.  If a 7 is
  rolled and the "point is missed", the Shooter loses but the
  wager wins.

  The Don't Pass bet may be made only before the Shooter's
  "come out" roll.

  To place a Don't Pass bet, enter a wager amount in the
  space labeled "(Don't) Pass".  Wagers may be for any amount
  between $1 and $99.

  The Don't Pass bet pays even money.
*/

DON'T COME
/*The Don't Come bet is identical to the Don't Pass bet
  except that it can only be placed after the Shooter's point
  has been established.

  If the Shooter's very next roll is a "natural", either 7 or
  11, where the Pass Line or Come bets would win, the Don't
  Come wager loses.  If the next roll is a "craps", either
  2, 3 or 12, where the Pass Line or Come bets would lose,
  the Don't Come wager wins.  (Actually, the Don't Come wager
  wins only if the "craps" is 3 or 12.  There is a limitation
  called "Bar Aces", occurring when the "craps" is a 2 (1&1),
  which results in a "push", a standoff or tie, and the wager
  neither wins nor loses.)  Any other roll (4, 5, 6, 8, 9 or
  10) establishes a "point" for the Come or Don't Come
  better, NOT related to the Shooter's point.  If the Come
  point is repeated on some successive roll before a 7 is
  rolled, the "point is made" and, where the Come bet would
  win, the Don't Come wager loses.  If a 7 is rolled and the
  "point is missed", where the Come bet would lose, the Don't
  Come wager wins.

  The Don't Come bet may be made at any time except on the
  Shooter's "come out" roll.  There is no limit to the number
  of consecutive Don't Come bets that may be made.

  To place a Don't Come bet, enter a wager amount in the
  space labeled "(Don't) Come".  Wagers may be for any amount
  between $1 and $99.

  The Don't Come bet pays even money.
*/

TRUE ODDS
/*The Odds bet, "True Odds" or "Free Odds", is the only wager
  not marked on the Las Vegas/Atlantic City crap tables.
  This is because it is the best wager in the entire casino
  and taking advantage of it severely reduces the casino's
  profit margin.

  The Odds bet is an  auxiliary  bet  available  to  all
  Pass/Don't Pass and Come/Don't Come betters once a point is
  established and a base wager has been made on that point.
  If the base bet wins, due to either making or missing the
  established point, the Odds bet also wins.  If the base bet
  loses, the Odds bet also loses.

  The Odds bet may be made at any time once a point has been
  established.  The amount of an Odds wager is normally
  limited to one or two times the amount of the base wager,
  although this restriction varies from casino to casino.
  This program does not impose any such restriction.  You may
  impose your own limitation, if any, at your discretion.

  To place an Odds bet, first enter a wager amount in the
  space labeled "Odds".  Wagers may be for any amount between
  $1 and $99.  Next, press the Tab key to move to the next
  space marked "on ..".  Enter the point on which the Odds
  bet is being wagered.

  The Odds bet pays variable odds depending on the point on
  which the wager was made:

     4 or 10 pay 2 to 1
     5 or 9  pay 3 to 2
     6 or 8  pay 6 to 5
*/

PLACE BETS
/*The Place bet is a wagering proposition that says a
  selected number (selected among 4, 5, 6, 8, 9 or 10) will
  be thrown on some successive roll before a 7 is rolled.  No
  numbers other than the selected number or 7 have any effect
  on this bet.  If the selected number is rolled before a 7,
  the wager wins; any 7 rolled before the selected number
  loses.

  The Place bet may be made or removed at any time.  There is
  no limit to the number of concurrent Place bets that may be
  made.

  To place a Place bet, first enter a wager amount in the
  space labeled "Place".  Wagers may be for any amount
  between $1 and $99.  (Enter a wager amount of $0 to remove
  or "take down" a previously made wager.)  Next, press the
  Tab key to move to the next space marked "on ..".  Enter
  the number on which the Place bet is being wagered.

  The Place bet pays variable odds depending on the number
  on which the wager was made:

     4 or 10 pay 9 to 5
     5 or 9  pay 7 to 5
     6 or 8  pay 7 to 6
*/

TWO ACES
/*The Two Aces bet is a single-roll wagering proposition that
  says the next roll will be a 2 (1&1).  Any other number
  loses.

  To place a Two Aces bet, enter a wager amount in the space
  labeled "1 & 1".  Wagers may be for any amount between $1
  and $99.

  The Two Aces bet pays 30 to 1.
*/

TWO SIXES
/*The Two Sixes bet is a single-roll wagering proposition
  that says the next roll will be a 12 (6&6).  Any other
  number loses.

  To place a Two Sixes bet, enter a wager amount in the space
  labeled "6 & 6".  Wagers may be for any amount between $1
  and $99.

  The Two Sixes bet pays 30 to 1.
*/

ANY CRAP
/*The Any Crap bet is a single-roll wagering proposition that
  says the next roll will be one of the "Craps" numbers.
  "Craps" numbers are 2 (1&1), 3 (1&2) and 12 (6&6).  Any
  other number loses.

  To place an Any Crap bet, enter a wager amount in the space
  labeled "Any Crap".  Wagers may be for any amount between
  $1 and $99.

  The Any Crap bet pays 7 to 1.
*/

ELEVEN
/*The Eleven bet is a single-roll wagering proposition that
  says the next roll will be an 11 (5&6).  Any other number
  loses.

  To place an Eleven bet, enter a wager amount in the space
  labeled "Eleven".  Wagers may be for any amount between $1
  and $99.

  The Eleven bet pays 15 to 1.
*/

SEVEN
/*The Seven bet is a single-roll wagering proposition that
  says the next roll will be a 7 (6&1, 5&2 or 4&3).  Any
  other number loses.

  To place a Seven bet, enter a wager amount in the space
  labeled "Seven".  Wagers may be for any amount between $1
  and $99.

  The Seven bet pays 4 to 1.
*/

FIELD
/*The Field bet is a single-roll wagering proposition that
  says the next roll will be one of several "Field" numbers.
  "Field" numbers are 2, 3, 4, 9, 10, 11 and 12.  Any other
  number, namely 5, 6, 7 or 8, loses.

  To place a Field bet, enter a wager amount in the space
  labeled "Field".  Wagers may be for any amount between $1
  and $99.

  The Field bet pays even money for the numbers 3, 4, 9, 10
  or 11.  Two Ones (1&1) or Two Sixes (6&6) pay double.
*/

BIG 6
/*The Big 6 bet is a wagering proposition that says a 6 will
  be thrown on some successive roll before a 7 is rolled.  No
  numbers other than 6 or 7 have any effect on this bet.  Any
  6 rolled before a 7 wins, any 7 rolled before a 6 loses.

  The Big 6 bet may be made or removed at any time.

  To place a Big 6 bet, enter a wager amount in the space
  labeled "Big 6".  Wagers may be for any amount between $1
  and $99.  (Enter a wager amount of $0 to remove or "take
  down" a previously made wager.)

  The Big 6 bet pays even money.
*/

BIG 8
/*The Big 8 bet is a wagering proposition that says an 8 will
  be thrown on some successive roll before a 7 is rolled.  No
  numbers other than 8 or 7 have any effect on this bet.  Any
  8 rolled before a 7 wins, any 7 rolled before an 8 loses.

  The Big 8 bet may be made or removed at any time.

  To place a Big 8 bet, enter a wager amount in the space
  labeled "Big 8".  Wagers may be for any amount between $1
  and $99.  (Enter a wager amount of $0 to remove or "take
  down" a previously made wager.)

  The Big 8 bet pays even money.
*/

HARDWAY 2 & 2
/*The Two Twos Hardway bet is a wagering proposition that
  says a pair of twos (2&2) will be thrown on some successive
  roll before either a 7 is rolled or a 4 is rolled in any
  other pairing (i.e 3&1).  No numbers other than 4 or 7 have
  any effect on this bet.

  The Two Twos Hardway bet may be made at any time.

  To place a Two Twos Hardway bet, enter a wager amount in
  the space labeled "2 & 2".  Wagers may be for any amount
  between $1 and $99.

  The Two Twos Hardway bet pays 7 to 1.
*/

HARDWAY 3 & 3
/*The Two Threes Hardway bet is a wagering proposition that
  says a pair of Threes (3&3) will be thrown on some
  successive roll before either a 7 is rolled or a 6 is
  rolled in any other pairing (i.e 5&1 or 4&2).  No numbers
  other than 6 or 7 have any effect on this bet.

  The Two Threes Hardway bet may be made at any time.

  To place a Two Threes Hardway bet, enter a wager amount in
  the space labeled "3 & 3".  Wagers may be for any amount
  between $1 and $99.

  The Two Threes Hardway bet pays 9 to 1.
*/

HARDWAY 4 & 4
/*The Two Fours Hardway bet is a wagering proposition that
  says a pair of Fours (4&4) will be thrown on some
  successive roll before either a 7 is rolled or an 8 is
  rolled in any other pairing (i.e 6&2 or 5&3).  No numbers
  other than 8 or 7 have any effect on this bet.

  The Two Fours Hardway bet may be made at any time.

  To place a Two Fours Hardway bet, enter a wager amount in
  the space labeled "4 & 4".  Wagers may be for any amount
  between $1 and $99.

  The Two Fours Hardway bet pays 9 to 1.
*/

HARDWAY 5 & 5
/*The Two Fives Hardway bet is a wagering proposition that
  says a pair of Fives (5&5) will be thrown on some
  successive roll before either a 7 is rolled or a 10 is
  rolled in any other pairing (i.e 6&4).  No numbers other
  than 10 or 7 have any effect on this bet.

  The Two Fives Hardway bet may be made at any time.

  To place a Two Fives Hardway bet, enter a wager amount in
  the space labeled "5 & 5".  Wagers may be for any amount
  between $1 and $99.

  The Two Fives Hardway bet pays 7 to 1.
*/

HELP
/*This is the RoboCrap.v94 Context-Sensitive, On-Line Help
  Utility!

  It will introduce you to the RoboCrap.v94 Crap Table
  Simulator program and guide you through its various
  functions and features.

  This section of the utility covers general program
  operations.  Subjects covered in the following pages
  include:

            Making Wagers
            Rolling the Dice
            Auditing Wager and Roll Histories
            Restarting the Game
            Getting More On-Line Help
            Navigating Displays for Keyboard Entry

  Press the ENTER key to page through the help screens and
  return to the playing of the game.

  For more details on selected topics, navigate to the
  display area of interest and type "?" for context-sensitive
  help.  Detailed information is also available in the
  program documentation file, RoboCrap.Doc.
*/Making Wagers

MAKING WAGERS
/*Wagers are made before each roll of the dice.  Each player
  begins by entering his or her personal player code,
  assigned at the start of the game.  That player then
  navigates to the display area of the wager of interest and
  enters a value.  The wager is registered after either the
  ENTER key is pressed or the player navigates out of the
  wager area.  When all players have completed wagering,
  return to the "Roll Dice" prompt to roll the dice.  (The
  last player to wager may jump directly to the "Roll Dice"
  prompt by again entering his or her personal player code.)

  The entire display representation of the game table is
  divided into two pages.  The first page contains all wagers
  oriented towards matching established points and variable
  odds payoffs.  Page 2 contains all the proposition bets
  independent of established points and based on fixed odds
  payoffs.  To change pages, use the PageUp and PageDown
  keys.

  Acceptable wagers may be for any amount between $1 and $99.
  Where permitted, a wager amount of $0 may be entered to
  remove or "take down" a previously made wager.
*/Rolling the Dice

ROLLING THE DICE
/*The player rolling the dice is called the "Shooter".  To
  roll the dice, the Shooter places the cursor on the "Roll
  Dice" prompt and presses ENTER.

  Be sure that all players have completed their wagers before
  each roll.
*/Auditing Wager and Roll Histories

AUDITING WAGER AND ROLL HISTORIES
/*At any time during the game, players may view the game
  history "Audit Screen" which contains wager summaries for
  each player and tracking for each roll of the dice.

  To view the "Audit Screen", enter "$".  Then press ENTER to
  return to the game.


      ** This feature is not available in all versions **
*/Restarting the Game

RESTARTING THE GAME
/*At any time during the game, players may restart play
  either for the same group of players or for an all new set
  of players.

  Enter Alt-C (hold the "Alt" key while simultaneously
  pressing the letter "C") to restart the game for the same
  players.  Note that if Alt-C is entered on a field with
  data currently present, only the current field will be
  cleared.  To restart the game in this case, enter Alt-C a
  second time.

  Enter Alt-S (hold the "Alt" key while simultaneously
  pressing the letter "S") to invoke the "Setup Screen" and
  enter a new set of players.
*/Getting More On-Line Help

GETTING MORE ON-LINE HELP
/*Typing "?" at any time during the running of the program
  invokes context-sensitive help on the current display area
  of interest.

  Press the ENTER key to page through the help screens for
  the current topic and then to return to the display.  The
  help function may be aborted by pressing the ESCAPE key.

  Typing "?" a second time invokes the general program
  operations help sequence you are now viewing.
*/Navigating Displays for Keyboard Entry

NAVIGATING DISPLAYS FOR KEYBOARD ENTRY
/*The RoboCrap.v94 Crap Table Simulator screens are navigated
  by keyboard entry and cursor movement.  The cursor is moved
  by the UP, DOWN, LEFT and RIGHT arrow keys, as well as by
  the TAB, Shift-TAB, HOME and END keys.

  Numerical data may be entered either from the keyboard as
  digits or with the "+" and "-" keys to automatically
  advance or decrease current values.

  The following is a complete list of keyboard entry and
  special key functions:


   1. PageDown   : changes table display page.
   2. PageUp     : changes table display page or, if viewing
                   on-line help screens, repeats the previous
                   screen for the current topic.
   3. Tab        : moves cursor one field to the right.
   4. Shift-Tab  : moves cursor one field to the left.
   5. UpArrow    : moves cursor up one field.
   6. DownArrow  : moves cursor down one field.
   7. LeftArrow  : moves cursor one character to the left.
   8. RightArrow : moves cursor one character to the right.
   9. Home       : moves cursor to the extreme left of the
                   current field.
  10. End        : moves cursor to the extreme right of the
                   current field.
  11. Insert     : toggles between INSERT and OVERSTRIKE
                   keyboard entry modes.
  12. Delete     : deletes the character under the cursor.
  13. BackSpace  : deletes the character to the left of the
                   cursor.
  14. Alt-C      : clears current field or, if field is
                   already clear, restarts game.
  15. Alt-S      : restarts program from player setup.
  16. Enter      : accepts the current field value as is and
                   moves cursor to the next field or, if
                   located at the "Roll Dice" prompt, rolls
                   the dice.
  17. Escape     : exits program or, if viewing on-line help
                   screens, aborts help utility.
  18. "A"..."Z"  : used as personal player codes to enable
                   wagering.
  19. "0"..."9"  : used as keyboard input for numerical
                   values.
  20. "+"        : increments current numerical values.
  21. "-"        : decrements current numerical values.
  22. "$"        : invokes game history audit screen.
  23. "?"        : invokes context-sensitive, on-line help.
  24. "??"       : invokes general program operations help.
                   (including this screen)
*/

AUTO-WAGER SELECTION
/*Select wagers to be placed on each roll of the dice during
  the next simulation.  Any number of wagers, from 1 to all
  of those listed, may be placed concurrently.

  Wagers may be selected by moving the cursor to the
  appropriate bracket and typing "X".  Wagers may also be
  selected or deselected by pressing the SPACE BAR or by
  using the "+" or "-" keys.

  All wagers are assumed to be $5 bets.
*/

NUMBER OF AUTO-PASSES
/*Enter the number of automated passes to be run.

  A pass is any sequence of rolls, beginning with a
  "come-out" roll, and completed by rolling "natural" 7 or
  11, "craps" 2, 3 or 12, or by matching or failing to match
  an established point.

  The Automated Crap Table Simulator will roll the dice
  continuously, placing all designated wagers before each
  roll, until the selected number of passes has been
  completed.


  The number of passes value may be entered directly from the
  keyboard as digits or the "+" and "-" keys may be used to
  advance or decrease a current value.
*/
