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Precision Software Appli…tions Silver Collection 1
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Precision Software Applications Silver Collection Volume One (PSM) (1993).iso
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READ.ME
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1990-06-10
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How to Play
The Computerized Game of Fencing
Version 1.0, June 1990
I. OVERVIEW
A. Object of the Game
The computerized Game of Fencing is a board game played by two
opponents designated RED and BLUE. The board (your computer
screen) is sectioned into a rectangular grid on which players claim
points and enclose area by making triangles. The object of the
game is to enclose significantly more area (and thus score more
points) than your opponent in the allotted time. You win if your
score exceeds your opponent's score by an amount agreed upon at the
start of the game. You lose if you run out of time. You also win
if you enclose more than 2391 points (one third of the total area).
B. The Grid
There are three classes of objects in Fencing: visible points,
concealed points, and triangles. The interaction of the three
leads to the game's strategic complexity. All points and triangles
exist within the context of the board which has 101 columns labeled
AA, AB, . . . , AZ, BA, . . . , BZ, . . . , DZ, EA (excluding the
letter I) and 71 rows labeled 01 to 71. A point is described by
its column and row. AA01 is the upper left hand corner and EA71 is
the lower right hand corner of the grid.
C. Visible Points
A visible point appears as a RED or BLUE dot on the screen.
It represents one player's claim to a grid coordinate.
D. Concealed Points
Concealed points represent coordinates claimed by a player but
do not appear on the screen. These points have great strategic
value because they are revealed when the opposing player declares
his or her intention to make a triangle.
E. Triangles
Your triangle must have three vertices all belonging to you
and must contain no part of any other triangle and no points
claimed by your opponent. The difficulty of making triangles is
that, by claiming your intention to triangulate, all your
opponent's concealed points will first be revealed and, if they are
located on or within your intended triangular boundaries, your
originally intended triangle will not be valid. Thus, you must
attempt to make a different (probably smaller) triangle, if indeed
there are any valid triangles left to make.
The computer will automatically decide whether your triangle
is valid. It will allow you to scroll through your list of visible
points until you have chosen three valid vertices, and then it will
draw and fill in the resulting triangle with your designated color,
RED or BLUE. (See "The Turn" for more triangle information).
F. Scoring
Only by making triangles can a player score points. The
computer automatically handles all scoring by incrementing a
player's score by the number of grid points enclosed within each
new triangle made by that player.
G. The Turn
1. The First Part: A player's turn consists of two
parts. The first part is to mark a visible point on the grid. A
legal visible point is one that does not have the exact same
coordinates as any existing visible point or lie within an existing
triangle. The computer will not accept any illegal visible points;
instead, it will await for the player to make another choice of
coordinates until a valid point is chosen.
2. The Second Part: Until each player has entered five
visible points, the second part of the turn is to enter the
coordinates of a concealed point. Just as with visible points, the
computer will not accept illegal concealed points, and will await
the entry of a valid set of coordinates. (Thus, you cannot forfeit
the opportunity to mark visible or concealed points by having
entered invalid coordinates).
After both players have entered five visible points, the
computer will automatically allow the second part of a turn to
begin with a choice of concealing a point or attempting to make a
triangle.
If the choice is to conceal, the player enters the coordinates
of a legal point. (A player's points are stored alphabetically in
that player's list, but concealed points are not normally displayed
on the list or the grid).
If the choice is to triangulate, then the opponent's list of
concealed points is revealed. If the same set of coordinates had
been chosen as both a visible point and a concealed point, the
visible point will take precedence, and the concealed point will be
deleted. After the opponent's concealed points have been turned
into visible points, the player may designate three of his or her
own visible points to become endpoints (vertices) of a triangle.
3. No Triangle Found: If the player chooses to
triangulate but can find no triangle, the player shall abort the
attempt. The referee (the computer) will also check for a triangle
and will enter the largest one it finds, for which the player will
get no score. If the referee can not find a triangle, the computer
will reveal all of the concealed points of the player who aborted
the triangulation attempt.
The referee's check of a player's aborted triangulation
attempt prevents strategic self-revelation of an opponent's
concealed points.
4. End of Turn: The turn ends when either: a) the
concealed point is entered, b) the third vertex of a valid triangle
is entered, or c) a triangle is aborted. When one player's turn
ends, the other player's turn begins. (Also, his or her timer
immediately starts counting, and the opponent's timer immediately
stops). The current player's color is displayed on one side of the
game board/computer screen to indicate whose turn it is.
II. GETTING STARTED
A. System Requirements
1. DOS 2.1 or greater.
2. Minimum of 256K RAM - less may be possible but is
not advisable.
3. VGA or EGA - to display the colors with the
appropriate board size and resolution.
The software will run on 8086, 8088, through 80486. The
computer player will run faster on the faster processors or with a
math coprocessor. When playing with two people (i.e., using the
computer as a referee, but not as a player), there are only a few
floating point operations and the response is always reasonably
quick.
B. Installing the Software
1. No Hard Disk: The program can be run from a floppy. No
installation is needed.
2. Hard Disk: Create a directory. Copy all the software from
the Fencing disk into that directory. That is it.
III. PLAYING COMPUTERIZED FENCING
A. Starting a New Game
Enter the command FENCING. A logo screen will then appear
with the name of the game. Hit any key to bring up the main menu,
which will display NEW GAME as an option. Use the arrow keys to
highlight this option and hit ENTER.
The user will then be queried to enter the following
information for each player:
Player Level: 0-5, where 0 is a human and 1-5 represent novice
through master levels for the computer.
(Player Name): The computer names itself.
Time Limit: in seconds. Allow 900 seconds for a short game;
1800 seconds for a half an hour per player; and 7200 for a
leisurely long strategic struggle.
Point Spread: The player loses if he or she falls behind by
more than this amount. Only experts can win with a spread of less
than 200 or so. Novices should set this from 500 to 1000.
Play begins immediately after the point spread is set for BLUE.
B. Ending the Game
1. The game will end automatically when a player wins
by exceeding the chosen point spread or the one-third area (2391)
mark, or when a player loses by running out of time.
2. A game may be saved prior to quitting.
3. Typing <ESC> to return to the main menu,
highlighting the QUIT option, and hitting ENTER will end the game.
4. Simply turning off the computer will end a game
without causing any damage to the program.
C. Interrupting or Pausing A Game
There are two ways to pause a game. One way is to use the
PAUSE function from the main menu. The other way is to hit the F9
key while in a data entry mode. When this function is invoked,
time will not be counted and the board will be erased. A password
is requested. That password must be reentered to restart the game.
When restarted, the user is returned to the main menu.
The PAUSE function via the F9 key allows a human to interrupt
a game between two computer players. After the PAUSE password is
given, the user will be at the main menu bar and will be able to
save the game, change player levels, quit, or any other function
available from the main menu.
D. Entering Points
There are several mechanisms for entering grid points while
playing the computerized Game of Fencing. The mechanism you choose
will depend on what type of point is being entered and personal
taste.
1. Keyboard Data Entry: One can simply type in the
coordinates. Two letters followed by two numbers is all that is
required. The computer checks for legal entries. The backspace
key may be used to erase. Hit ENTER to make the selection.
2. Using the Crosshairs: The crosshairs provide an
alternate mode of data entry. The arrow keys move the crosshairs.
The intersection lies at the upper left hand corner of the grid
point selected. The corresponding coordinates will automatically
appear in the data entry box. Hit ENTER to make the selection.
3. Scrolling the Point List: Since potential triangle
vertices must already be on the list of visible points, a function
was written to allow the selection of a point off this list. Use
the arrow keys to scroll up or down the list, and as you scroll to
a point, that point will be highlighted both on the grid and on the
list. Hit ENTER to select the highlighted point. (Triangle
vertices may also be selected using the crosshairs or keyboard data
entry methods).
E. Hints
For entering points, the system defaults to the mechanism that
seems to be the most reasonable data entry method. Scrolling the
point list is the default method for triangulating. The default
method for entering visible or concealed points is using the
crosshairs. For concealment purposes, the coordinates are not
normally displayed in the data entry box when choosing concealed
points.
It is often inconvenient to have your opponent turn away from
the screen to allow the entry of a concealed point. A practical
solution is to plan where you want to place your concealed point
while using the crosshairs to mark your visible point. Then, when
it is time to enter the concealed point, type <F1> to allow
keyboard data entry and type in the coordinates of the point you
want to conceal. This allows the game to go much faster.
F. Entering Visible Points
There are two techniques: the crosshairs or the keyboard.
They are described in the section on entering points. F1 toggles
between these two modes of data entry. You may use the F2 key to
toggle your concealed points which may be of use in placing a new
point.
G. Entering Concealed Points
There are two techniques: the crosshairs or the keyboard.
They are described in the section on entering points. F1 toggles
between these two modes of data entry. The big difference between
entering concealed points and visible points is that the concealed
points are not displayed on the board or in the data entry box.
You must use the F2 key to display the current concealed point and
any existing concealed points.
It is a good idea to plan your concealed point while placing
your visible point. By doing this you will not require your
opponent to turn away when you quickly enter the coordinates of the
concealed point.
H. Using the Line Function
The Line Function allows you to draw a line between two points
to help verify the legality of a triangle or to check how to block
or make a potential triangle. Select this function from the turn
menu by typing <ESC> to get to the menu bar, using the arrow keys
to select LINE, and then pressing ENTER. Once the function is
selected, you must try to make a line before you can return to the
menu via the <ESC> key.
1. Entering the Anchor Point: Several lines may be
drawn sequentially from the same point called the anchor point.
When the function is selected, the data entry box will be drawn in
white with the heading "Point 1 of Line". You may use the
crosshairs to select the anchor point, or you may type <F1> and
then directly enter the coordinates of the anchor point.
2. Testing Second Points: After the first point is
entered, the data entry box will be titled "Point 2 of Line". The
first point will not be shown immediately. The second point may be
selected with the crosshairs or by direct coordinate entry after
typing <F1>. When the desired coordinates are in the data entry
box, pressing ENTER will select that point. At that time a white
line will be drawn from the first point to the second. Continue
selecting new second points and pressing ENTER to draw lines. The
process ends when you type <ESC>. You are then returned to the
menu bar and may proceed with a new anchor point or finishing your
turn.
I. Conceal or Triangulate
How to use the second part of a turn is an essential strategic
question in the Game of Fencing. By concealing you may block
opponent triangles that may not be blocked otherwise. You may also
lay the foundation for future scores. On the other hand, you can
only score by triangulating and well placed triangles perform
important defensive functions.
1. Not Always an Option: Until 5 red and 5 blue
visible points are marked, triangulation is not permitted and will
not be displayed as an option on the menu bar. If there is no
legal triangle among your visible points, then concealing a point
is your only real choice, unless you simply wish to see all of your
opponent's concealed points and reveal all of your own concealed
points.
2. Choose at the Menu Bar: When it becomes legal to
triangulate, the computer will stop automatically selecting the
CONceal option at the second turn. This means that each player
must consciously select TRI or CON at the menu bar and type ENTER
to complete the turn.
J. Making Triangles
One scores by making triangles. Valid triangles consist of
three vertices that are not next to one another. No red points may
lie within blue triangles and no blue points may lie within red
triangles. The upper left hand corner marks a point's official
position, so don't be concerned if it looks like a triangle
contains a point it shouldn't.
1. Scrolling the Point List: Triangles are always
composed of existing visible points. The player may select
triangle points by scrolling up and down the visible point list.
This is the default triangle point selection option. Up arrow,
down arrow, page up, and page down will scroll the list and cause
one point to be highlighted on the screen and its coordinates
displayed in the data entry box. Pressing ENTER will select the
point.
2. Using the Crosshairs: Pressing F1 will switch the
data entry mode to the Crosshairs. Press ENTER when the
intersection of the horizontal and vertical lines is in the upper
left hand corner of the point you wish to select. Pressing TAB
will toggle back to scrolling mode while F1 will toggle to direct
coordinate data entry via the keyboard.
3. Using the Keyboard: If you prefer to using the
keyboard for entering the triangle vertices, you must first press
TAB. The default mode for triangle vertex entry is scrolling the
point list.
4. Invalid Points: A legal triangle will not include
any of the opponent's points, nor any part of any triangle. The
computer will not allow you to select a vertex that will lead to an
invalid triangle. If you try to select such a point, you will hear
a beep (if the sound is on) and will be asked to enter that vertex
again.
5. Aborting Triangulation: You may find that no
triangle is possible. This may be because of the strategic
location of the newly revealed opponent's concealed points or a
simple miscalculation about your proposed triangle. The computer
will let you try until you run out of time. The proper action when
you realize no triangle is possible is to hit F3 which aborts the
triangle and ends your turn.
If the computer manages to find a triangle, then it will draw
the largest triangle it can find and you will not get any score for
that triangle. If the computer does not find any triangle, then
all of your concealed points will be revealed.
K. Auxiliary Functions
1. Sound: Various sound effects are coded into the
game informing you of illegal moves, concealed points being
displayed, new turns, etc. You may toggle the sound on and off via
the F8 key when in the point entry mode or from the FUNCTIONS pull
down menu which is accessed from the main menu.
2. Timer: The computerized Game of Fencing comes with
a timer that may be used to track elapsed time or time remaining.
You may toggle these two modes via the F7 key when in the point
entry mode or from the FUNCTIONS pull down menu which is accessed
from the main menu.
3. Change Level: The computerized Game of Fencing lets
you change play levels during a game. The Change Level function
allows you to redefine the current player's time limit, point
spread, name, and, most importantly, player level. You can change
a "human" into any level computer player, or a computer player into
a human. You may invoke this function via the F5 key when in the
point entry mode or from the FUNCTIONS pull down menu which is
accessed from the main menu.
L. Saving a Game
Games may be saved from the main menu using the SAVE function.
Use <ESC> to get to the main menu. Use the arrow keys to highlight
the SAVE GAME function and press ENTER. A pull down menu will
appear with names of other saved games, if any, and a line reading
"Enter name." Use the arrow keys to highlight a line and press
ENTER. If you highlight "Enter name", you will be prompted for a
new name in which to store the game, otherwise the name highlighted
will be used.
Two files will be written, one with a .GAM extension and
another with an .ASC extension. The first is a binary file used
internally by the program. The second is an ASCII file that you
can read and print. It is the way in which you can show others the
moves that you made during a game.
M. Getting a Game
Saved games may be restored and continued using the "GET GAME"
function on the main menu bar.
IV. Some Quirks in the System
A. Crosshairs do not appear
Sometimes the crosshairs will not be visible when you might
expect them to be. Don't worry, they will return after you use the
arrow keys to move them.
B. Opponent's points appear to be within your triangle
An opponent's triangle may appear to contain one of your
points. To make the points more visible several pixels are used.
The number depends on what graphics card you use. To ease software
development, however, all calculations are based on the upper left
hand corner of each game point. The programs internal geometry
routines will prevent actual inclusion.
C. F9 key slow to interrupt
The PAUSE function may be a little slow acting when attempting
to interrupt a computer player because it waits for the computer to
finish its move calculations.
D. Timer skips
You may notice the timer skipping over increments of time.
This happens because the timing update function is called in
different parts of the program with no guarantee of being called at
least once a second. The internal clock is accurate even if the
displayed time is not always current.
V. The National Association of Players at the Game of Fencing
A. What it does?
The charter of the National Association of Players at the Game
of Fencing (NAPGOF) is to promote the Game of Fencing and to foster
competition and camaraderie among its Players.
B. The bimonthly Journal.
NAPGOF publishes a journal six times a year. It features
articles on strategy, interesting games submitted, announcements of
tournaments, and letters from Players at the Game of Fencing.
C. Submitting games and articles.
NAPGOF encourages the submission of games and articles. Send
in your material on a standard 5.25 inch floppy in ascii or
WordPerfect format. Letters to the Editor are also encouraged.
NAPGOF would like to be responsive to all Players, old and new.
Send your material to OR Concepts Applied, 6721 S. Washington
Avenue, Suite F, Whittier, CA, 90601, attention: NAPGOF.
D. How to Join?
A one year membership includes a subscription to the bimonthly
journal at a cost of $15. A two year membership is available for
only $27.50. Send your checks or money orders to OR Concepts
Applied, 6721 S. Washington Avenue, Suite F, Whittier, CA, 90601,
attention: NAPGOF.
APPENDIX. THE OFFICIAL RULES OF FENCING
The field shall consist of 101 parallel equidistant lines
coded AA, AB, AC ... BA, BB, BC ... to EA (omitting the letter I),
crossed at 90 degrees by 71 parallel equidistant lines 01 to 71.
The object is to enclose with triangles a greater number of
coordinate points than the opponent.
The players shall toss or draw for red or blue; red begins.
At each turn each player shall claim two points, one by
visibly marking it in the field, the other by entering its
coordinates in a list concealed from the opponent (but subject to
scrutiny by a referee in match play).
After at least 10 points (5 red, 5 blue) have been visibly
claimed, having claimed his visible point for that turn either
player may forgo the option of claiming a concealed point and
attempt to enclose a triangle by connecting three of his visibly
claimed points. Prior to doing so, the referee must enter the
concealed points of the opponent in the field. The player may then
enclose any triangle that does not include a point claimed by the
opponent. A point claimed in a concealed list, which proves on
inspection to have been claimed visibly by the opponent shall be
deleted from the concealed list. A triangle may enclose a point
claimed by the same color. A point once enclosed may not be
claimed. If a player claims such a point in error he shall forfeit
both the visible and the concealed point due on that turn.
If it is determined that a player, when the opponent's
concealed points are entered in the field, can enclose no valid
triangle, the referee shall at once enter all of that player's
concealed points, after which play shall proceed normally.
All triangles must have sides at least two units long, i.e.
two adjacent coordinates cannot serve as apices of the same
triangle, though they may serve as apices of two triangles of the
same or different colors. No coordinate may serve as the apex of
more than one triangle. No triangle may enclose a point enclosed
by another triangle. A coordinate claimed by the opponent which
lies on a line between apices of a proposed triangle shall be
deemed included and renders the triangle invalid.
Scores shall be calculated in terms of coordinate points
enclosed by valid triangles. An approved device shall be employed
such that each triangle is validly enclosed its apices may be
entered into the memory store of the device and upon entry of the
third apex the device shall unambiguously display the number of
points enclosed. It shall be the responsibility of the referee to
keep accurate record of each player's cumulative score, which he
shall display during the entire play of the game.