--------------------------------------------------------------------------- SORRY.DOC --------------------------------------------------------------------------- SORRY! Version 1.04 EGA Equipment requirements: IBM/compatible with 384K of Memory. EGA card with 256K memory. EGA monitor. This MS-DOS adaptation of the game of SORRY! is played intuitively, using the same rules as the board game - with only ONE Option: Since the rules for SLIDES is a bit ambiguous when it comes to an 11 or a Sorry Card, I have made the following a variable: Answering Yes to the Option allows a player, who during a Card 11 Exchange or a Sorry Card Bump lands on the beginning space of a different colored Slide, to Slide to the end of that Slide. Answering No voids this Option. When in doubt about your response, answer YES - it is much more exciting that way! This version does not have a Save Game feature. I have planned that for a forthcoming version. Please let me know if you find any logic errors, if you have any requested improvements, or if you just enjoy the game. FEEDBACK makes all this very enjoyable! Do not send any money. I have programmed this game for the enjoyment of doing it! This EGA version of the game was programmed using TurboPascal verion 4.0. In the near future, I am starting a CGA version of this game. The main drawback is the VARIETY of different COLORS necessary to differentiate between all the tokens and the slides, etc. We'll see!! Also available, for Tandy 1000 owners, is my SORRY ver 1.0 - that edition of the game was my first attempt at programming a game. The following is some history on that file: Some background on what got this whole thing started. Around the first part of 1987, I became very interested in the Tandy 1000's Mode 9 -the Medium Resolution 320X200 graphics screen. But since no software vendor, except GW- Basic, made anything that could program this Mode, I decided to undertake a large challenge - to make my own software. I had just been introduced to TurboPascal version 3.0 and wanted to stay with that language. During the summer of 1987, I programmed 17 different assembly language graphics routines for use with TurboPascal. The 17 routines have been entitled TGRAPH - for Tandy Graphics. These Mode 9 Graph procedures are currently available on several bulletin boards. After seeing how a graphics screen programmed in 16 colors appears - great! - I wanted to try my hand at programming an actual game. I decided on SORRY! to begin with. Hopefully, the game can be gradually improved, with input from the players. This version of SORRY! has been programmed using TurboPascal Version 4.0 and my TGRAPH routines. ****** HISTORY of Sorry! EGA versions ****** EGASORRY ver 1.01 : released 3/7/88. First release of the EGA version. EGASORRY ver 1.02 : released 3/9/88. This version improved the game speed by allowing the player to select Viewing the Card or not. If player answers NO to the query, the game stays with the EGA screen and does NOT have to redraw the board after each turn. The only time that the screen goes to a TextMode, is during Deck Reshuffle. Also, this version has the Text Characters and EGA Driver "included" into the ".exe" file - thereby not needing the extra "EGAVGA.BGI and TRIP.CHR" files. EGASORRY ver 1.03 : released 3/16/88. This version was a tremendous improvement over the past - due to excellent input from players. Improvements include: (1) detailing the Hot Keys on the graphics screen. (2) Removed the ambiguity in how I was signifying which token was available for movement or exchange. Now, only the "available" token and its number are detailed on the right-hand side of the screen. (3) If only ONE token is available for a particular move, the computer will automatically MAKE the move! (4) When you are prompted for a Token Number or Number of Spaces, just pressing the appropriate key (without an ) will start movement. Try to streamline and speed up the game - with much less keystrokes. (5) In past versions, I used Dark Grey coloring to BLOCKOUT any option that was NOT available - but NOW, I have completely Deleted the unavailable option(s). This was done so that a player could not be confused on what option is available. (6) Blue Danube is a beautiful song. BUT not that often! I have deleted it from the first three tokens entering HOME. I only play the tune when the FINAL TOKEN has entered HOME. The Auto-Select and Auto-Move improvements have been completed on all card numbers except for "11". After I get some more input from players on how the improvements have been received so far, then I will consider doing the "auto" routines on all cards. EGASORRY ver 1.04 : released 3/21/88. This version corrected a glitch in the Split 7 routine. Now, if you move from a location and then want to have your other token come to the location previously occupied by your first token, you can do it. The logic in past versions locked out all possibility of doing this. Also, I corrected a spelling error on one of the "continuing on" screens. The last improvement was to automate card number 11. The game played so much better with the Auto-Move and Auto-Select! I have not included any Save Game feature up to this point. Since the game is fairly short in duration of play, the added increase in file size (which is large already) is not necessary. Any disagreements? Enjoy the game! Joe Glockner 141 Circle Drive, Denison, Tx 75020 March 21, 1988