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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
! !
! RoboCrap.v94-1.00 Crap Table Simulator !
! Copyright (c) 1995 by H. Andrew Solomon !
! !
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
INTRODUCTION
Welcome to the RoboCrap.v94 Crap Table Simulator!
This is the RoboCrap.v94 operations manual in the ROBOCRAP.DOC
file. It contains all the information you will need to install
and run your RoboCrap.v94 program.
If you would like to print this file, type:
COPY ROBOCRAP.DOC PRN:
at the DOS prompt.
ABOUT THE ROBOCRAP.v94 PROGRAM
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.
ABOUT THE AUTHOR
The author is a professional Software Engineer (a fancy name
for Computer Programmer) who has been programming computers
since before PCs even existed. His first horse race handi-
capping program was written on punch cards in a batch job
entry mainframe environment. He has worked for years as a
defense contractor, writing programs for highly sophisticated,
high-tech defense and intelligence projects.
He has also been developing handicapping software for horse
and dog races for many years and is the author of the
TURF.v93 Thoroughbred Handicapping System, a powerful,
yet easy-to-use, automated race handicapping system. His
interest in gaming has also taken him to the casinos in both
Las Vegas and Atlantic City and has inspired casino game
simulation software projects such as this, the RoboCrap.v94
Crap Table Simulator.
ABOUT CASINO GAMING
Gambling is defined as "playing games of chance, taking a
risk, for money or some advantage". Note that a key word
here is "chance", also known as "luck". Most people who go
to casinos to gamble do so for fun. Those who haven't done
their homework and don't really understand the games they
play truly are "gambling" because they are risking their
money almost entirely on "luck". Remember, casinos are not
in business to give away money. They are in business to make
a profit, a large profit at that, in return for providing
entertainment and the "prospect" of winning.
Every wager in every casino has a known probability of
success. Likewise, every payoff in the casino has a
calculated relationship to the probability of success of
that wager. When the payoff odds are identical to the
probability of success, which is an almost non-existent
occurrence in a casino, there is no "edge" or advantage to
either the player or the casino. The farther the payoff odds
diverge from the actual probability of success, the greater
the advantage to the casino. The secret to success in casino
gaming is knowing where the payoffs don't correspond to the
probabilities, i.e. the "sucker bets", and staying clear of
them. Identify the wagers with the lowest edge to the casino
and the player can compete.
You now have an important tool to help you towards that goal
of success at the casino. Practice the game of Craps with
the RoboCrap.v94 Crap Table Simulator, in a fun, risk-free
environment, and future trips to the casino just might not
be so much of a "gamble".
WARRANTY
This program is provided "as is" without warranty of any
kind, expressed or implied. The author cannot be responsible
for any damage or loss, indirect or consequential, resulting
from the use of this program.
BACKING UP THE ROBOCRAP.v94 MASTER DISK
Please be sure to make a backup copy of the master disk
before proceeding with installation. This is your safety
net in case anything should ever happen to your original
disk. In case of an accident, you'll be glad you have it.
To make a backup copy:
>Type:
DISKCOPY A: A:
and press ENTER. Follow the prompts, inserting the
RoboCrap.v94 master disk when the SOURCE disk is requested
and your backup disk when the TARGET disk is requested.
When the copy is completed, press "N" for "No More Copies".
(If you have two floppy disk drives you may be able to
substitute the command:
DISKCOPY A: B:
for the above.) See your DOS manual for more details on
the DISKCOPY command.
INSTALLING THE ROBOCRAP.v94 PROGRAM
The RoboCrap.v94 master disk contains the following files:
INSTALL.EXE - a generic installation program,
RBCRAP94.EXE - a program-specific automated installation
procedure,
READ.ME - a quick-start, informative introduction to
the RoboCrap.v94 program,
README.BAT - a simple listing utility to assist in the
reading of the READ.ME file,
VENDOR.DOC - basic licensing information and a notice to
vendors to see the VENDINFO.DIZ file,
ASP.DOC - a file containing information about the
Association of Shareware Professionals,
FILE_ID.DIZ - a brief program description file describing
this distribution package, and
VENDINFO.DIZ - a VENDINFO data record containing software
product information and detailed use and
distribution requirements.
If you have the ShareWare distribution disk for the
RoboCrap.v94 program, your master disk should also contain
the files:
REGISTER.DOC - the program registration form, and
UPGRADE.DOC - the version upgrade registration form.
The following is the recommended procedure for installing
your RoboCrap.v94 program on a hard drive; you may need to
tailor it somewhat to your particular needs:
>At the DOS prompt, create a subdirectory called ROBOCRAP.
To do this, type:
MD \ROBOCRAP
and press ENTER.
>Go to the subdirectory you just created by typing:
CD \ROBOCRAP
and pressing ENTER.
>Insert the RoboCrap.v94 master disk in drive A and type:
A:INSTALL RBCRAP94
and press ENTER.
(If you use drive B for your installation disk,
substitute "B:" for "A:")
>When the installation is complete, your ROBOCRAP directory
will contain at least the following files:
ROBOCRAP.EXE - the RoboCrap.v94 program executable file,
ROBOCRAP.HLP - an on-line help file,
ROBOCRAP.DOC - the RoboCrap.v94 operations manual
(this file),
READ.ME - a quick-start, informative introduction to
the RoboCrap.v94 program,
README.BAT - a simple listing utility to assist in the
reading of the READ.ME file,
VENDOR.DOC - basic licensing information and a notice to
vendors to see the VENDINFO.DIZ file,
ASP.DOC - a file containing information about the
Association of Shareware Professionals,
FILE_ID.DIZ - a brief program description file describing
this distribution package, and
VENDINFO.DIZ - a VENDINFO data record containing software
product information and detailed use and
distribution requirements.
If you have the ShareWare version of the RoboCrap.v94
program, your ROBOCRAP directory will also contain the
files:
REGISTER.DOC - the program registration form, and
UPGRADE.DOC - the version upgrade registration form.
If you have the enhanced program version, RoboCrap(Plus).v94,
your ROBOCRAP directory will also contain the files:
AUTOCRAP.EXE - the AutoCrap program executable file, and
AUTOCRAP.DOC - the AutoCrap operations manual.
Your RoboCrap.v94 program is now ready for use. Store
your original disk in a safe, clean place.
CONFIGURING YOUR SYSTEM
Depending on how your system is configured for video display,
you may need to install the video driver ANSI.SYS. You will
know if your system requires ANSI.SYS if, when you start the
program, you get "garbage" (actually "Escape sequences") all
over your screen instead of neat, organized display. The
basic procedure for installing ANSI.SYS is to include the
following command in your CONFIG.SYS file:
DEVICE=ANSI.SYS
You may need to include a "path" to ANSI.SYS if your system
can't otherwise find it. See your DOS manual for more
details on the installation of ANSI.SYS.
OPTIMIZING PROGRAM PERFORMANCE
If your computer system uses a RAMDrive, you will want to
configure your RoboCrap.v94 program to optimize performance.
Assuming your RAMDrive is logical drive D (if it is any
other letter than "D", just substitute that letter for the
letter "D" in the following command), do the following:
>At the DOS prompt (or in your AUTOEXEC.BAT file), type:
SET TEMP=D:\
Note that there are no spaces in this command except
between "SET" and "TEMP".
If you would like to create a RAMDrive for optimization,
refer to your DOS manual on the use of the "RAMDRIVE"
command and the "CONFIG.SYS" file. This is entirely
optional, however.
RUNNING THE PROGRAM
Start the program from the ROBOCRAP subdirectory. If you
are not certain which directory you are in currently, type:
CD \ROBOCRAP
and press ENTER. Now simply type:
ROBOCRAP
and press ENTER.
(The program assumes, by default, it is talking to a color
monitor. If you have a monochrome monitor, or you expe-
rience display problems, replace the "ROBOCRAP" command
with:
ROBOCRAP /NC
and the program will proceed on the assumption it is now
talking to a monochrome monitor.)
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 list)
GETTING ON-LINE HELP
Typing "?" at any time during the running of the program
invokes the context-sensitive, on-line help utility.
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 screen sequence.
STARTING THE GAME
The following pages detail the various screens provided by
the RoboCrap.v94 program. A sample screen is included for
each display function with detailed instructions for each
field on that screen. The screens are presented in the order
they will be seen.
RoboCrap.v94-1.00 - Copyright (c) 1995 by H. Andrew Solomon
───────────────────────────────────────────────────────────────────────────────
┌──────────────────────────────────┐
│ │
│ Enter number of players... [3] │
│ │
│ List player names: │
│ │
│ 1. <Moe > (M) │
│ │
│ 2. <Larry > (L) │
│ │
│ 3. <Curly > (C) │
│ │
└──────────────────────────────────┘
───────────────────────────────────────────────────────────────────────────────
Press ENTER to continue...
The first screen you will see after program startup is the
"Setup Screen". It provides the opportunity to list the
players who will participate in the game. Enter the players
as follows:
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.
When all entries required by the "Setup Screen" have been
entered, press the RETURN or ENTER key to begin play.
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.
┌───────────┬───────────┬───────────┬───────────┬───────────┬───────────┐
│ │ │ │ │ │ │
│ │ │ │L: $10+10 │ │ │
│ │ │ │ │ │ │
├───────────┼───────────┼───────────┼───────────┼───────────┼───────────┤
│M: $10 │M:$10+10(P)│ │ │ │ │
│ │ │ │ │L: $10 (P) │ │
│ │ │ │C:$10+10+10│ │ │
└──── 4 ────┴──── 5 ────┴─── Six ───┴────*8*────┴─── Nine ──┴─── 10 ────┘
┌─────┬─────┬─────┐ ┌───────────┐ ┌───────────┐
(Don't) │ $.. │ $.. │ $.. │ │ $.. on .. │ │ $.. on .. │
├─────┼─────┼─────┤ └───────────┘ └───────────┘
Come: │ $ 5 │ $.. │ $.. │ Odds: Place:
├─────┼─────┼─────┤
(Don't) │ $.. │ $10 │ $.. │ ┌───────────────────────────────┐
├─────┼─────┼─────┤ │ ┌─────────┐ ┌─────────┐ │
Pass: │ $.. │ $.. │ $10 │ │ │ * * │ │ * │ │
└─────┴─────┴─────┘ │ │ │ │ * │ │
(M) (L) (C) │ │ * * │ │ * │ │
│ └─────────┘ └─────────┘ │
Press ENTER to Roll Dice... [ ] └───────────────────────────────┘
───────────────────────────────────────────────────────────────────────────────
(M)Moe: $25 (L)Larry: ($150) (C)Curly: $0
The display representation of the game table is divided into
two pages. The main screen represents that portion of the
table which includes "Pass Line", "Come" and "Place" bets.
These are the 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. The wagering and roll procedures
described below apply identically to either screen, however.
To change pages, use the PageDown or PageUp keys.
ROLLING THE DICE
The player rolling the dice is called the "Shooter". To
roll the dice, navigate to the "Roll Dice" prompt and press
ENTER. All players should complete their wagers before each
roll of the dice.
Press ESCAPE to end the game.
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.)
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.
MAIN SCREEN WAGERS
The following are the wagers available on the main display
screen:
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
Recommendation:
The variable odds payoffs on "True Odds" bets are the only
payoffs in the game which equal the actual probabilities of
success. (Refer to the section on "ABOUT CASINO GAMING".)
It is for this reason that Pass/Don't Pass and Come/Don't
Come bets, followed by Odds bets, should be the Craps
player's wagers of choice. While the casino's advantage
can never be eliminated entirely, it is in these bets that
the advantage is trimmed to its lowest possible percentage.
┌─────┬─────┬─────┐
1 & 1: │ $.. │ $.. │ $.. │ (HardWays)
├─────┼─────┼─────┤ ──────── ┌─────┬─────┬─────┐
6 & 6: │ $.. │ $.. │ $.. │ 2 & 2: │ $.. │ $.. │ $.. │
├─────┼─────┼─────┤ ├─────┼─────┼─────┤
Any Crap: │ $ 5 │ $.. │ $.. │ 3 & 3: │ $10 │ $.. │ $.. │
├─────┼─────┼─────┤ ├─────┼─────┼─────┤
Eleven: │ $.. │ $.. │ $.. │ 4 & 4: │ $.. │ $.. │ $.. │
├─────┼─────┼─────┤ ├─────┼─────┼─────┤
Seven: │ $.. │ $.. │ $.. │ 5 & 5: │ $.. │ $.. │ $.. │
├─────┼─────┼─────┤ └─────┴─────┴─────┘
Field: │ $.. │ $10 │ $.. │ (M) (L) (C)
├─────┼─────┼─────┤
Big 6: │ $.. │ $.. │ $.. │
├─────┼─────┼─────┤ ┌───────────────────────────────┐
Big 8: │ $.. │ $.. │ $.. │ │ ┌─────────┐ ┌─────────┐ │
└─────┴─────┴─────┘ │ │ * * │ │ * │ │
(M) (L) (C) │ │ │ │ * │ │
│ │ * * │ │ * │ │
│ └─────────┘ └─────────┘ │
Press ENTER to Roll Dice... [ ] └───────────────────────────────┘
───────────────────────────────────────────────────────────────────────────────
(M)Moe: $25 (L)Larry: ($150) (C)Curly: $0
The secondary portion of the game table display is the
"Proposition Screen". It contains all the proposition bets
independent of established points and based on fixed odds
payoffs.
To change pages, use the PageDown or PageUp keys.
PROPOSITION SCREEN WAGERS
The following are the wagers available on the proposition
screen:
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.
Recommendation:
The fixed odds payoffs on all proposition bets are
substantially below the actual probabilities of success.
(Refer to the section on "ABOUT CASINO GAMING".) While
the high odds payoffs, up to 30 to 1 on certain bets, may
seem attractive, these bets are best avoided.
RoboCrap.v94-1.00 - Copyright (c) 1995 by H. Andrew Solomon
───────────────────────────────────────────────────────────────────────────────
Moe Larry Curly
Net Capital: $25.00 ($150.00) $0.00
Avg. per Pass: $0.69 ($4.17) $0.00
Avg. per Roll: $0.22 ($1.32) $0.00
Peak Loss: ($35.00) ($210.00) $0.00
Peak Profit: $80.00 $50.00 $20.00
Roll Summary:
( 2) 0 ( 3) 9 ( 4) 12 (5) 15 (6) 15 (7) 23
(12) 3 (11) 7 (10) 9 (9) 9 (8) 12
Passes: 36 (Natural) 8 (Craps) 5 (Match) 7 (Miss) 16
───────────────────────────────────────────────────────────────────────────────
Press ENTER to continue...
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.
For each player, the following values are computed:
Net Capital - the current net winnings or losses up to
this point in the current game, assuming
a starting net capital of $0,
Avg. per Pass - the average net winnings or losses up to
this point in the current game for each
"Pass" (i.e. rolls of "natural" 7 or 11,
"craps" 2, 3 or 12 or termination of
established points either matched or
missed) either completed or in progress,
Avg. per Roll - the average net winnings or losses up to
this point in the current game for each
roll of the dice,
Peak Loss - the greatest total net loss at any time
up to this point in the current game, and
Peak Profit - the greatest total net winnings at any time
up to this point in the current game.
The following roll history summaries are also displayed:
Roll Summary - the count of occurrences of each dice roll
total since the current game began,
Passes - the total number of passes, either completed
or in progress, since the current game began,
(Natural) - the total number of passes completed by
rolling "natural" 7 or 11 since the current
game began,
(Craps) - the total number of passes completed by
rolling "craps" 2, 3 or 12 since the current
game began,
(Match) - the total number of passes completed by
matching an established point since the
current game began, and
(Miss) - the total number of passes completed by
failing to match an established point
since the current game began.
To view the "Audit Screen", enter "$". Then press ENTER to
return to the game.
** This feature is not available in ShareWare versions **
SHAREWARE
If you have a registered version of RoboCrap.v94, you may
skip these sections of the documentation. This information
is directed at those users who are using the limited-use,
trial version of the program.
Your version of the RoboCrap.v94 Crap Table Simulator is user-
supported software, or ShareWare. That is, 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.
All users are free to copy and distribute the trial version
of the RoboCrap.v94 program for the trial use of others
subject to a few restrictions:
>RoboCrap.v94 must be copied in unmodified form, complete
with all licensing and registration information.
>No fee, beyond a nominal handling charge, is charged for
its use, copying or distribution.
Distributors should read the VENDINFO.DIZ file for more
details.
REGISTRATION
A RoboCrap.v94 registration provides the user license to
use the program on a regular basis. Not only does this
registration fulfill a legal obligation for users who wish
continued use of the product, but it supports the ShareWare
system of user-supported software. Without user support
for products, the authors of this and other programs cannot
afford to upgrade and enhance their programs, not to mention
create new programs for public use.
Beyond issues of legality and clear conscience, however,
there are further benefits to registering the RoboCrap.v94
program.
>You will be eligible for technical support. If you have
any questions regarding the operation of the RoboCrap.v94
program, feel free to write. Comments and suggestions are
always welcomed.
(Sorry, as of this writing, mail support only. This staff
of one couldn't possibly afford the time to provide phone
support and still program the computer, while going to
work and occasionaly spending time with the kids. On-line
support should be available at a later date.)
>You will be able to upgrade to an enhanced version of the
RoboCrap.v94 program: RoboCrap(Plus).v94. For just a few
extra dollars, you will be sent this enhanced program with
added features not implemented in the trial version.
>>RoboCrap(Plus).v94 bypasses those introductory and
sign-off screens which, after you've read them once
or twice, you really don't need to see again.
>>RoboCrap(Plus).v94 contains a game history audit
function which will permit you to monitor the progress
of your game. You will be able to track each roll of
the dice and spot the inevitable tendencies, even in
randomly thrown, true dice. You will also be able to
track cash flow to help you better budget your wagering
in the future.
The trial version of RoboCrap.v94 does not have these
capabilities.
(Rest assured the trial version is in no way a "crippled"
version of RoboCrap.v94; the identical fully-implemented,
Las Vegas-style crap table simulation and on-line help
facility are available in each. RoboCrap(Plus).v94 is
simply a superset of the trial version.)
>You will be sent an additional program called AUTOCRAP.
The AutoCrap.v94 Automated Crap Table Simulator is an
automated version of the RoboCrap.v94 Crap Table Simulator.
Given a selection of wagers and a number of rolls to play,
the AutoCrap program will continuously roll the dice, auto-
matically placing the selected wagers before each roll,
until the selected number of passes has been completed.
AutoCrap can provide a quick look at the comparative
success of a variety of bets and bet combinations.
>You will be sent full, printable documentation for both
the RoboCrap(Plus).v94 and AutoCrap programs.
A registration form is included with the RoboCrap.v94 package
for your convenience. Please print the REGISTER.DOC file by
typing:
COPY REGISTER.DOC PRN:
at the DOS prompt. Fill in the form and send with required
registration fee to:
Second Career Software
P.O. Box 283
Sierra Vista, AZ 85636-0283
Please write all information clearly.
(REGISTER.DOC also contains a brief Market Survey form. Even
if you are not registering at this time, your response to
this survey would be greatly appreciated.)
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
! !
! Thank you for trying the RoboCrap.v94 Crap Table Simulator. !
! May all your trips to the casino be less of a "gamble" from !
! now on. !
! !
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!