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CD ROM Paradise Collection 4 1995 Nov.iso
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rbcrap10.zip
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RBCRAP94.EXE
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1995-01-02
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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.
*/