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Assassins - Ultimate CD Games Collection 1
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Assassins - Ultimate CD Games Collection (1994)(Weird Science)(Track 1 of 2)[!][Amiga-CD32-CDTV][CDD5332].iso
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31_CARDS - Welcome to Thirty-One
The object of the game is to collect three cards of the same
suit, with a point total of 31 points. This is done using
rummy-style turns. Point values for the cards are as follows:
2 - 10 : card value.
J Q K : 10 points.
Ace : 11 points.
Thus, to get 31 you must have an Ace and 2 face cards of the
same suit. If your hand totals 21 points or more, you have
the option of Knocking. (INSTEAD of drawing a card...) If
you knock, the computer gets one final turn to beat your
score.
When prompted, click on the desired deck, (only the Player's
gadgets will work for this. The cards will autmagicly (and
rather quickly) be shuffled and dealt. In the center of the
board is a gadget (which may or may not be enabled.) which is
used to Knock. if it is possible for you to knock, the gadget
will be enabled, and show the current value of your hand!
Otherwise, click on the card you wish to draw. You will then
be prompted to select a discard.
40_THIEVES - This game is called 40 thieves and is played with two packs of cards.
The aim of the game is to place all 8 suits into piles, in order, at the
top of the screen starting with the aces.
At the start of a game you will have 40 cards dealt out, and you can
deal more by clicking on the pack.
A card can be picked up if it is on top of a pile.
These can be moved onto cards which are of the same suit and the next
highest value (e.g. 4 spades onto 5 spades)
Or onto a top pile if it is of a lower value. (e.g. 4 spades onto 3 spades)
Cards cannot be removed from the top piles.
Only 1 card can be moved at once.
HOW TO PLAY
~~~~~~~~~~~
To move a card:
Hold down the left mouse button and drag or Double click on the card.
To turn over a new card:
Click once on the face down card (Bottom left)
Press the SPACE-BAR to pause the game.
MENU FUNCTIONS
~~~~~~~~~~~~~~
NEW GAME Starts a new game.
HI-SCORES Displays the top ten scores.
ABOUT Displays version number etc.
INFO Displays text giving brief descriptions.
QUIT Exit the program.
UNDO Returns the last moved card. (up to 10000 undos!).
CLEAR HIGH SCORES Obvious really.
SUGGEST MOVE Highlights possible moves.
HELPING HAND The pointer changes to a thumbs-up if the card will move.
SHUFFLE SOUND The sound when a new game starts.
DEAL SOUND The sound when moving a card.
COLOUR For use on a colour monitor.
GREY For use on a monochrome monitor.
FULL CARD Displays the full card when being moved otherwise an
outline is used. (The full card flickers because of a
limitation of AMOS, which is that a double buffered
screen cannot be used with menus!)
HINTS
~~~~~
If the mouse is not responsive enough:
There is a cure! If the SUGGEST MOVE or HELPING HAND is enabled
then the positions are checked constantly to see if a move is
possible. Unfortunately this slows the mouse movement down so just
turn both options OFF.
Beginners:
If you are still unsure where cards will move to, make sure the
suggest move is turned on.
SCORING
~~~~~~~
The scoring system for this game works by adding the value of the card to
the total when it is moved onto a top pile.
An ace is worth 1 point
a 2 is worth 2 points
a Jack is worth 11 points
etc.
Also a bonus of 500 points is given when the game is finished.
But 1 point is subtracted every 4 seconds, which means a top 10 score table
is possible. (The highest possible score is 1228 if no time is taken!!)
AMIGA_COLUMNS - Welcome to Amiga Columns! This game is similar in some respects to
Tetris(tm). In this game, a set of three blocks fall from the top of the
screen. These pieces fall towards the bottom of the screen. Unlike Tetris,
the pieces can only be rotated vertically, that is to say that only the
order of the pieces may be changed. The object of the game is to match
three or more of the same pieces horizontally, vertically, or diagonally.
There are a couple of twists thrown in to make the game interesting, more
on that later. Once pieces are removed, those blocks that are left
floating succumb to gravity, also unlike Tetris. In this way, a chain
reaction can be started. One set of blocks can knock out many other
blocks!
Columns is supposedly based upon a game which was originally developed
for X-windows. I've never seen that version, so I can't attest to the
similarity between my version and that one. This one is most closely
related to a version on the Apple IIgs called (oddly enough) Columns GS.
The Blocks
----------
There are five regular blocks and two special blocks. Lets discuss the
special blocks, since the regular blocks need little attention. The two
special blocks are the Magic, or Rainbow, block and the Evil block. As
the names suggest, one is good and one is bad. The Evil blocks always
come in pairs accompanied by one of the other regular blocks. Evil blocks
cannot be removed by any means excluding the Magic block. Fortunately,
these blocks only appear two percent of the time. The Magic blocks always
come as a set of three. These blocks will remove all of the blocks which
match the block upon which it falls. In other words, if the Magic block
falls on an Evil block, all Evil blocks will be removed from the board.
The Magic block is very useful for removing a large portion of the
screen all at once. The magic blocks appear one percent of the time.
The regular blocks always come in groups of three, as mentioned above.
The assortment of blocks is completely random. You could get three
different blocks, two of the same block, or even three of the same block
(although, due to some quirk in the random number function, I have never
seen this happen).
The Scoring
-----------
Scoring is based upon the number of blocks removed. One point is
awarded for each block removed. Also, for each block simultaneously
removed above three, another point is rewarded. Therefore, if five blocks
were removed at one time, the score for that move would be seven.
Additionally, a bonus of two points is awarded for each chain reaction
started. In addition to the score, the number of blocks removed is
displayed at the bottom of the screen. Each one hundred blocks removed
causes the game to speed up.
The Keys
--------
The controls for Amiga Columns are very simple. By default, the 'j'
key moves the blocks to the left, the 'l' key moves them to the right,
and the 'k' key rotates the blocks. In addition to this, the space bar
quickly drops the block. Once you've pressed the space-bar, you cannot
control the blocks movement until it hits something. The 'q' key is used
to quit the current game. Pressing the 'q' key while not playing the game
will exit the game. Pressing the 'm' key will toggle music on and off.
The Menus
---------
The menus are pretty self-explanatory. The file menu contains About
and Quit. The game menu contains "New Game". There are keyboard
equivalents for all three. (Right Amiga-A, Right Amiga-Q, and Right
Amiga-N respectively).
BLACKJACKLAB - contains the following features:
The ability to simulate nearly any casino blackjack game in the world
(and allow for future rule changes). Registered users receive rules for
10 casinos from around the world.
Allow the use of the most popular playing strategies (basic strategy and
card counting) and allow modification to them.
Color-coded strategy tables to enhance the learning of the strategy.
Tracking of play statistics (# of hands played, bankroll limits,
casino profitability and others).
Computer monitoring of blackjack play, and informing the player when
an incorrect play has been made.
Allowing from 1 to 7 players to play the game, and the computer can be
allowed to play any or all of the hands at the table using a user-defined
playing strategy, simulating other players at a real casino table.
An interactive on-line help facility.
A special practice mode, which drills the blackjack student with various
hand combinations (determined in advance by the user), keeping track of
incorrect plays and repeating them until correct.
A self-running demo mode.
The ability to customize the program to meet the needs and preferences of
the player.
Digitized sound and card dealing animation.
* Tour of Blackjack Lab *
1. Type "BJL:Blackjack" from the CLI, or double-click the "Blackjack" icon
from the workbench. press "OK!" gadget when the "About Blackjack Lab"
window appears. The game play table has the name of the casino and
the payout odds at the top, and the play gadgets at the bottom.
The lower right corner shows the number of cards and the equivalent
number of 1/4 decks in the discard pile. This information is
useful to the card counter. When the discard pile turns yellow, the
deck will be shuffled after completion of the current game. The deck
of cards is spread across the table, signifying this table is open
and is ready to receive players.
2. Select "New Game/Bets" under game menu. Click at "Player 4", then
again at the edit box. Change the name to your own name, and press
<RETURN>. Click at the Bet total for Player 4, then the top half
of the blue chip. This will increase your bet by $10. Clicking on
the lower half of the chip will decrease your bet by the same
amount. If you hold down the mouse button when you click on a chip,
the chip amount will repeat. Modify your bet to show $25. Press
the "New Game" gadget, and the dealer will begin a new game, discarding
any current game in progress. The "Current Game" option is used if
you wish to modify the parameters and return to the current game.
3. Play a few hands, by pressing the gadgets at the bottom, or by
using the function keys on the keyboard (F1 for Stand, F2 for Hit,
etc.). In a two person game, one person can use the mouse while the
other person uses the keyboard. Now, click on the monitor gadget for
player 4 the next time the bet window appears. Now, if you do not
pick the best play, the computer will inform you what the best play
is for that hand. You can find out what the best play is anytime by
choosing "Hint" from the game menu. Choosing "Shuffle" from the game
menu will force a shuffle of the cards after the current game, not
immediately. You should notice that the discard pile has turned yellow,
signifying a shuffle will occur.
4. Select "Preferences" from the project menu. Choose one of the card
backs and press the USE gadget. Play a few more hands.
5. We will now change casino rules. From the function menu, select
"House Rules". Then from the project menu, choose Open, switch
to the Rules drawer, and pick the "Hard Luck Casino" rules, and press
the OK! gadget.
6. Switch back to the Game Play Screen using the function menu. The casino
name will change to "Hard Luck Casino" and both the surrender and
split gadgets will disappear the following game. This is so because the
Hard Luck Casino does not have either the surrender or split rule, so
there are no gadgets for them.
7. From the Bet window, enter $25 bets for players 3 and 5. Toggle
the HUMAN gadgets to ROBOT for these two players and press "New Game".
Now, you have two robot players playing on either side of you!
The program will pause when it is your turn, and will play the
robot hands automatically. This closely simulates a real casino
where other players are seated at the same table with you. Toggle
the ROBOT gadget for your seat, and the computer will play all
three hands. Toggle the Bet Window option in the game menu to
disable the bet window, and the computer will play indefinitely
until you re-enable the Bet Window option.
8. Press "Current Game" from the Bet Window, and choose Game Stats from
the game menu. Blackjack Lab has been watching you! This screen shows
the maximum and minimum bets and bankrolls for each player,
as well as the number of hands played and the casino
profitability.
9. Select the Practice option in the function menu, then select the
"New Drill" option from the drill menu. The computer will test you
with various play combinations, remembering your mistakes and
repeating problem hands. Use the Drill Stats option in the
drill menu to check on the problem hands and to see how well you are
doing.
10. From the function menu, select "Help". Blackjack Lab contains an
easy to use, interactive help facility. To find an index of the topics
available, click on the words "Help Index" at the top left of the
help window. If a topic is longer than one screen can display, you
can "turn the page" by clicking on the page gadgets in the lower
right of the help window. Click on "Quit" to quit the help facility.
11. Other features of the program include customizing the casino rules,
playing strategy and card counting (card counting is for the advanced
player), which you may want to check out.
===========================================================================
* General Notes *
Rule changes do not take effect in game play until the next round. Rule
changes for the deck (for example, number of decks) do not take effect
until the next time the deck is shuffled. Shuffling can be forced by the
user, however.
BLUEMOON - is a solitaire or patience game played with a full 52 card deck.
After shuffling the deck thoroughly, deal the entire deck out face up,
into four rows of 13 cards. Find the Aces and move them to the left end of
the layout, so that each row begins with an Ace, reading Hearts, Spades,
Diamonds and Clubs from top to bottom.
Now play may proceed. You may move cards into the empty spaces, subject
to the proviso that you may only move into any space the card that is
exactly one higher in rank, and of the same suit, as the card to the left of
the space.
As Aces are low, Kings are high, and may not have any card moved into a
space to their right. Thus spaces to the right of Kings are considered to
be dead.
Your aim is to end up with the four rows reading Ace to King in sequence.
Since it is virtually impossible to get this out in one deal,this is not a
requirement of the game. Instead, at the end of the play, leaving those
cards that are in sequence from an Ace alone, gather up the rest of the cards
and reshuffle them. Deal the shuffled cards face up after the ends of the
partial sequences, leaving a card space after each sequence, so that each row
reads 'A partial sequence', 'A space', 'enough cards to make a row of 14',
then proceed to play as before. Repeat as often as necessary. A moment's
reflection will show you that this game cannot take more than 13 deals.
A good score is 1 to 3 deals, 4 to 7 is average, 8 or more is poor.
BRIDGE - How hands are valued
--------------------
o Honor points (hp).
ACE => 4 hp, KING => 3 hp, QUEEN => 2 hp, KNIGHT => 1 hp.
There are a lot of special cases where other values should be
used. However, for simplicity the special cases are ignored.
o Distribution points (dp).
The calculation of distribution points (as described in the books
I've read) is complicated. It gives a different number of points
depending on the progress of the bidding.
I have chosen a simple approximation:
All suits with less than 3 cards => (3 - number of cards) dp.
o Points (also refered to as "normal points").
This is the sum of the honor points and the distribution points.
o Trick points (tp).
The number of trick points for a hand depends on the selected trump.
It represents how many tricks we should be able to secure with
the specified trump (8 tp <=> 8 probable tricks).
A table is used to find the offensive value of the honors.
Suits with more than 3 cards give 0.5 (1 for trump) tp for each
additional card. Only the integer part is used.
o---------------------o-----------------------o
| 3 E-K-Q | 1 1/4 E-Kn-x | "x" represents any
| | K-Q-x | card less than 10.
| 2 1/2 E-K-Kn | |
| E-Q-Kn | 1 E |
| | K-Q |
| 2 1/4 E-K-10 | K-Kn-x |
| | Q-Kn-10 |
| 2 E-K | |
| E-Q-10 | 3/4 K-Kn |
| K-Q-Kn | K-10-9 |
| | |
| 1 3/4 E-Kn-10 | 1/2 K-x |
| | Q-Kn-x |
| 1 1/2 E-Q | Q-10-9 |
| K-Q-10 | |
| K-Kn-10 | 1/4 Q-x |
| | Kn-10-x |
o---------------------o-----------------------o
The bidding system
------------------
The bidding system is probably the most complex part of Amiga Bridge.
I'm not going to describe it here.
There are two menu items in the "Game" menu ("Opening bids" and
"Response bids") that will help you with details about the implemented
opening & response bids possible.
However, there are other bid classes.
o Blackwood (4 NT, 4 NT - ? - 5 NT).
The first blackwood question asks partner for number of aces,
the second for number of kings. The second question gives the
additional information that all the aces are accounted for.
Amiga Bridge doesn't treat trump king (queen) as an ace (king).
The responses are:
4 NT: 5 C <=> 0 or 4 aces, 5 D <=> 1 ace, 5 H <=> 2 aces,
5 S <=> 3 aces.
5 NT: 6 C <=> 0 or 4 kings, 6 D <=> 1 king, 6 H <=> 2 kings,
6 S <=> 3 kings.
o Normal bids. A bid that doesn't fit any convention is normal.
o Illegal bids. All unsupported bids are illegal. They don't give
any information whatsoever. The computer never makes illegal bids.
To find the correct bid (and to learn the system), experiment!
Make a bid, then select "Display info" from the "Game" menu.
If you made the wrong bid you can always select "Restart" (or
"Restart game" from the "Game" menu) and try again.
You can also select "Auto bidding" from the "Preferences" menu and
bidding will be handled automatically.
Preferences
-----------
o Computer cheating When selected, the computer will cheat & look
at your cards. This results in faster (and
sometimes better) moves. Normally the computer
calculates simulated distributions, based on the
information obtained from bidding.
o Auto bidding The computer handles the bidding automagically.
o Award honor bonus In the good old days, bonus points were awarded
for having all the honors (or all honors in
trump).
o Delay obvious moves When an opponent (or your partner, when your
opponents have claimed a contract) has but one
card in a suit, the computer doesn't have to
think, the move is obvious. When this item is
selected the computer will pretend to think,
keeping the actual distribution a secret.
o Alternate colors How do you want your cards to be sorted?
The hands are not redrawn at once.
o Change colors Now why would you want to do that?
o Evaluation
- Number of deals The number of simulated distributions that should
be tried. Low values will result in some rash
moves, but (much) faster evaluation.
Default setting: 3.
Personally I use a value of 9. A 25 MHz A3000
has some benefits...
- Weight, heuristics The weight for the heuristic part of the evaluation.
Amiga Bridge makes a (clever?) guess about the
best card to play. Default setting: 3.
- Weight, search The weight for the search part of the evaluation.
Each card is tried in turn, the max/min number
of won tricks is calculated. Default setting: 9.
CARDGAMES - This game is based upon a game I found on an IBM PC for which I could find no
counterpart in the Amiga world.
The game contains 6 different solitaire type card games called Pyramid,
Golf, Klondike, Corners, Calculation and Canfield each of which can be
selected for play on it's own.
The game has a further option called the Grand Tour in which all 6 games are
played one after the other.
Each of the 6 games game is described in detail below.
Note. with the Grand Tour option the program maintains a high score table
where the score is the accumulation of the score on each game (if a
game is won - score 52 - then a bonus of 50% is given - 26 points) -
the maximum score is then 6 * (52 + 26) = 468.
The games are played completely with the mouse by simply clicking on the
card to be moved and clicking on where to move it. The game selection is also
done using the mouse to simply point at which game is to be played and
clicking the left mouse button.
Pyramid.
--------
The objective of Pyramid is to move all cards to the foundation pile (one
pile in this case).
Twenty-eight cards are dealt into a pyramid-shaped tableau with the rows of 1
to 7 cards overlapping. Only the fully exposed (uncovered) cards are
"available" to be played (with one exception, noted below).
The cards are moved to the foundation (automatically) in pairs which total
13 points (the point value of each card is equal to it's face value, i.e.
Ace=1, Jack=11, Queen=12, King=13 regardless of suit/colour).
As the King has a value of 13, it is moved to the foundation bt itself (not
as a pair).
The Queen (12) is moved with an Ace (1) as it's pair, the Jack (11) is moved
with a 2, 10 with a 3, etc.
Cards are moved by first selecting an "available" card (it will flash when
selected) and then selecting it's "available pair. If the two cards selected
total 13 points they will be moved to the foundation pile otherwise man error
message will be displayed and the first selected card remains selected.
To unselect a card simply select it a second time.
The exception to the "available card" rule on the tableau is if the card
selected is the only card covering it's pair, then the covered card may be
selected as the pair for the first selected card.
Play begins by selecting all pairs (or Kings) that can be played from the
tableau. Then, turn the cards from the stack (by simply selecting the stack)
and pair the top stack card with either an available card from the tableau or
with the top card of the waste pile. (The top cards from the stack, the waste
pile and available cards from the tableau are all playable). If the stack
card cannot be played, it must be placed on the waste pile.
The game ends when no more pairs can be selected to be moved to the
foundation pile. To win you must have moved all cards from the stack, the
waste pile and the tableau to the foundation pile.
Golf.
-----
The objective of Golf is to move cards to the foundation pile (one pile in
this case).
The tableau is dealt with thirty-five cards (7 columns with 5 cards in each
column). Only fully exposed (uncovered) are available to play on to the
foundation pile.
Cards are moved from the tableau in either ascending or descending order
(regardless of suit or colour) according to the top card on the foundation
pile. Aces are considered low and Kings high (therefore, one an Ace has been
played onto the foundation pile only a 2 not a King may be played onto it).
Play begins from the top card of the foundation pile. For example, if the top
card of the foundation pile is a 5, then a 4 or a 6 may be moved from the
tableau to the foundation pile. (Simply select the card to be moved and then
select the foundation pile). If a 4 is moved to the foundation pile, then a
3 or a 5 may be moved from the tableau to the foundation pile. Play
continues in this way until none of the fully exposed tableau cards can be
moved to the foundation pile.
At this point, the top card of the stack is played to the foundation pile
(this is done by simply selecting the stack) and play from the tableau can
then be resumed.
Whenever a King is played onto the foundation pile, play from the tableau
stops and the next card must be selected from the stack before play can be
resumed from the tableau.
The game ends when there are no more cards in the stack and no cards can be
moved from the tableau to the foundation pile. To win you must move all cards
from the stack and from the tableau to the foundation pile.
Klondike.
---------
The objective of Klondike is to move all cards to the foundation piles (four
piles in this case).
Twenty-eight cards are dealt into a tableau of 7 columns, the first column
containing one card, the second containing two cards, and so on to the
seventh column containing seven cards. When the game begins all cards in the
tableau are face-down except for the fully exposed (bottom) card in each
column which is face-up. Only fully exposed (face-up) cards in the tableau
are available for play.
The stock is "turned" (by simply selecting the stock) 3 cards at a time onto
the waste pile. If the top card of the waste pile can be played onto a
foundation pile or onto tne tableau, the next waste pile card becomes
available for play and so on. When the entire stock has been turned onto the
waste pile, it is available to be turned again by selecting the blank space
where the stack would normally be located. This process may be repeated until
no more available cards can be played to the foundation piles or the tableau.
Cards are played on each other in the tableau in descending order (i.e. King,
Queen, Jack, Ten, etc) alternating red (hearts and diamonds) with black
(clubs and spades). As long as this pattern is maintained in each column,
cards can be played to the tableau from the top of the waste pile or from
"available" cards from other columns in the tableau.
Cards are "available" in the tableau to play to other columns if they are the
first face-up card in the column (the bottom card). If this card has other
cards already played on it (i.e. there is more than 1 face-up card in the
column) then all face-up cards move as a unit to the new column. Kings may be
played to vacant columns emptied by the movement of cards to the foundation
piles or to other columns in the tableau.
When an available card (or unit of cards) is moved from a column the next
face-down card in the column (if there is one) is turned over (i.e. is made
face-up).
The foundation piles are built up starting with Aces and continuing in
ascending order according to suit in the spaces above the tableau. Cards may
be played to the foundation piles from either the waste pile or the tableau.
The game ends when no more moves are possible from the waste pile or from the
tableau to the foundation piles. To win you must move all cards from the
tableau and the waste pile to the foundation piles (i.e. four foundation
piles with 13 cards in each for the four suits).
Corners.
--------
The objective of Corners is to move all cards to the foundation piles (four
piles in this case).
The playing area consists of a 3 by 3 box where the corners of the box are
the foundation piles and the "cross pattern" left is the tableau. 5 cards are
dealt to the "cross pattern" and the first foundation pile card is dealt (to
the top left hand corner). The other 3 foundation piles must then be started
with the same face value as has been dealt to the first foundation pile card.
The stock is turned (by selecting the stack) 1 card at a time onto the waste
pile from which the top card is available to be played onto the tableau or to
one of the foundation piles. In this game, the waste pile cannot be turned
over and replayed (as in Klondike). The only way to play from the waste pile
is with the current topmost card. When the entire stock has been turned over
to the waste pile and no more cards can be played (from the waste pile or the
tableau), the game is over.
Cards are played to the tableau in descending order regardless of suit/colour
(i.e. King, Queen, Jack, etc). As long as this pattern is maintained in each
tableau stack, cards can be played onto the tableau from the top card of the
stock, the top card of the waste pile or "available" cards from other tableau
stacks.
Cards are "available" in the tableau to be played onto other tableau stacks
or onto foundation piles if they are the topmost card in the tableau stack.
Cards are played to the foundation piles in ascending order according to suit
(i.e. Ace, 2, 3,...,Jack, Queen, King).
Note: in Corners, Aces and Kings are considered neither high nor low, they
are merely part of a cycle whose order depends on whether play is to the
tableau or to a foundation pile. Therefore if a tableau stack contains a 2,
then you can play an Ace on it followed by a King on the Ace, Queen on the
King, etc. If a foundation pile starts with a Queen, you can play a King on
it followed by an Ace on the King, a 2 on the Ace, etc.
The game ends when the entire stock has been "turned over" to the waste pile
and no more moves are possible. To win you must move all cards from the
stock, the waste pile and the tableau to the foundation piles.
Calculation.
------------
The objective of Calculation is to move all cards to the foundation piles
(four piles in this cases).
The game begins with a tableau of 4 columns containing no cards at the
outset. The four foundation piles have been dealt with 1 starting card in
each pile (Ace, 2, 3 and 4). The foundation piles are built (regardless of
suit/colour) by 1's in the first pile (Ace, 2,3,4,etc), 2's in the second
pile(2,4,6,8,etc), 3's in the third pile (3,6,9,Queen,etc) and 4's in the
last pile (4,8,Queen,3,etc). The name of this game is derived from the
necessity to "calculate" which card to play next onto each foundation pile.
The complete order for each foundation pile is as follows :
pile 1.. A,2,3,4,5,6,7,8,9,10,J,Q,K
pile 2.. 2,4,6,8,10,Q,A,3,5,7,9,J,K
pile 3.. 3,6,9,Q,2,5,8,J,A,4,7,10,K
pile 4.. 4,8,Q,3,7,J,2,6,10,A,5,9,K
The stock is "turned" (by selecting the stock) 1 card at a time and this card
must be played either onto a foundation pile or played onto one of the four
tableau stacks. The tableau stacks follow no order and no colour pattern,
they are simply used to "hold" cards until they can be played onto a
foundation pile.
Once a card has been placed in one of the tableau stacks, the card can then
only be moved to a foundation pile (not to another tableau stack) and only
the fully exposed (bottom) card of each tableau stack is available for play.
The game ends when the stock is exhausted and nor more moves can be made to
the foundation piles. To win you must move all cards from the stock and from
the tableau to the foundation piles.
Canfield.
---------
The objective of Canfield is to move all cards to the foundation piles (four
piles in this case).
The cards are dealt into a tableau of 4 columns (with the four foundation
piles immediately above) with each column containing 1 card dealt face-up at
the outset. The game uses 2 stocks; the main stock at the top left of the
screen and a holding stock below the main stock (the holding stock initially
contains 13 cards).
The main stock is "turned" (by selecting the main stock) 3 cards at a time
onto it's waste pile. If the top card of this waste pile can be played onto
the tableau or onto a foundation pile then the next card in the waste pile
becomes available for play. When the entire stock has been turned onto it's
waste pile, it is available to be "turned again" by selecting the blank space
where the main stock would normally be (in a similar manner to Klondike).
The holding stock is "turned" (by selecting the holding stock) 1 card at a
time onto it's waste pile. If the top card of this waste pile can be played
onto the tableau or onto a foundation pile then the next card the the waste
pile becomes available for play. When the holding stock has been turned onto
it's waste pile it cannot be "turned again", it is now exhausted and only the
top card in it's waste pile is available for play.
Cards are played onto the tableau in descending order (K,Q,J,10,etc)
alternating red (hearts and diamonds) with black (clubs and spades) in a
similar manner to Klondike. As long as this pattern is maintained in each
tableau column, cards can be moved to the tableau from the "main stock" waste
pile, the "holding stock" waste pile or from "available" cards in other
tableau columns. Vacant tableau columns emptied by moves to other columns (or
the foundation pile) may only be filled from the "holding stock" waste pile
until the "holding stock" and it's waste pile have been exhausted at which
time Kings from the "main stock" waste pile may be played to these vacant
columns.
Cards are "available" in the tableau to play to other columns if they are the
first face-up card in the column (the bottom card). If this card has other
cards already played on it (i.e. there is more than 1 face-up card in the
column) then all face-up cards move as a unit to the new column.
The foundation piles are built up in ascending order according to suit
starting from an Ace. Cards may be played to the foundation piles from the
"main stock" waste pile, the "holding stock" waste pile or from the tableau.
The game ends when no more plays are possible from the waste piles or from
the tableau. To win you must move all cards from the stock, waste piles and
tableau to the foundation piles.
CARDS_O_RAMA - Have you got a photographic memory? Well with Cards'O'Rama you can test it
or, at least, improve it! In fact Cards'O'Rama is a simple game that let's
you push your memory and it's played with a deck of 32 cards grouped in 16
pairs. Though each pair is totally different from the other for the colors
and the patterns being used, sometimes you can get a little bit confused...
The cards are shuffled and then displayed at the beginning of each game:
watch them carefully and try to remember their position 'cause after a while
the only thing you'll see will be their deck. Your goal is to pick up more
pairs as you can, until there are no cards left on the screen.
The game it's easy to play and very user friendly, so I guess there's no
need to say something more, except for a pairs of things:
1) Moving first is much better, so the Amiga picks up randomly the first
player. If you play against the Amiga you are always the blue player and
it's (she's?) always the yellow player. If you play in two players mode,
decide by yourself who's gonna be the blue player and who's gonna be the
yellow player.
2) You score 1000 points for each pair but if you can pick more than a
pair without making mistakes, this bonus it's increased by 1000 points
(i. e. 1000 points for the first pair, 2000 for the second, 3000 for the
third and so forth).
CARDS'O'RAMA MENUS:
When Cards'O'Rama is running press the right mouse button to display the
menu bar and its four menus: Program, Game, Level and Opponent. This is a
brief description of each menu and its items.
Program
-------
Thanks Try it and see it!
About Just for your information...
Exit Exit Cards'O'Rama (a requester let you reconsider)
Game
----
Start Begin a new game (See the Level and the Opponent menus)
Peek If you peek, the remaining cards are briefly redisplayed and
then are covered once again. This might refresh your memory
and... the opponent's memory too (Amiga included!) so you
better use it this one sparingly. By the way, you can't peek
while your score is zero and you can't peek more than three
times. A requester tells you something more...
Quit If you're not satisfied with the going of the game, you can
quit it and Start a new one. A requester let you reconsider.
Level This items set how long the cards are displayed at the
---- beginning of the game, how long the cards are displayed when
you peek and, if you play against the Amiga, how strong is
its memory.
Easy Display Time: 30 secs. Peek Time: 18 secs. Memory: ???
Normal Display Time: 24 secs. Peek Time: 12 secs. Memory: ???
Strong Display Time: 18 secs. Peek Time: 6 secs. Memory: ???
Opponent
--------
Amiga The Amiga plays always as the yellow player
Human Sure! Your opponent can be a friend, a brother or whoever
wants to test his or her memory...
CHALLENGER_QUIZ - Challenger is a quiz program with 500 internal stored questions. You can
play it alone or against up to 5 other persons. At each question four ans-
wers are displayed; only one of them is the right one. Input is possible
with the mouse or alternatively with the keyboard. The program also keeps
a highscore-list, where the ten best players are stored.
After the start of the program a window appears a few seconds later; from
here you can start four actions. Per menu you can only choose "About". A
window with some Copyright informations appears.
The other three actions are started by mouse-clicks. If you click the right
box ("QUIT"), the program is terminated.
If you click the box in the middle ("HIGHSCORES"), then the ten best pla-
yers with their respective per cent numbers appear.
After clicking on the left box ("TEST") the Challenger-Test begins. At
first it is to determine how many persons are participated in the game
(1 to 6). Clicking on "Forget it" will break the test.
If you have clicked on a number between two and six, you are asked if there
should be the same questions for all players or if every player should be-
come different questions. For example: if there are three players selected,
"same" means that there is the same question for all three players in a
round; "different" means, that there are always three different questions.
At next you are asked, how many questions per player should be asked (10 to
30).
At last the names of the players are asked. If no names are stored, the
first player must type in his name directly in the appearing window. In the
other case you have to click on "NEW", if you want to type in a name which
is not yet stored.
All names which are typed in are stored in a file and are visible on the
left side of the window. So if your name is already stored, you just have
to click on "CHOOSE" (only if this word is not written in red) and then
click on the desired name.
All stored names can be changed. Click on "CHANGE" and then on the desired
name. Now type in the changed name.
If all players have entered their names, the quiz begins.
For each player appears the name and the current number of points. If there
are same questions for all players, then the question which is relevant for
all is written on the top of the window. In the other case the questions
are written directly under the names of the players. The sequence of the
players is drawed before each round. The questions are internal grouped in-
to five difficulty levels. Each player has per five questions to answer one
question of every difficulty level. The five questions are sequenced by
random. Thus the quiz is for all players even at different questions of the
same difficulty.
For all questions there are four answers, numbered by 1 to 4. You can enter
the desired number on the keyboard or click on the equivalent box. After
that the right answer is lighted up in red color (in the case of several
players with same questions not before the end of the round) and either
null or one point is added to the players score. If all players are ready,
the next round begins.
After the selected number of rounds the final result is displayed. If one
or more players reached new highscores, the new highscore-list appears. The
new highscores are written with red color.
CLASSIC_SOLITAIRE - Object of the game
The object of Classic Solitaire is to move all of the cards from the deck
and playing area onto the piles marked "Suits". One pile of cards will be
used for each of the four suits. If you manage to form fours piles (one
for each suit) consisting of all 52 cards, you have won (which is easier
said than done).
Rules
When the cards are dealt, you will see seven columns of cards, with a
different number of cards in each column. Column one has one card, column
two has two cards, and so on. The top card in each column is shown face
up.
You are permitted to move any face up card from one column to another
providing that the card you are moving is one less in denomination, and
of a different colour to the card you are moving it to. For example, you
may move a black nine onto a red ten, or a red Queen onto a black King.
Moving a card will move that card, and any other face up cards which are
in the same column and below the card you are moving.
Only a King (of any colour) may be moved to a column which is empty.
Cards may be moved to a suit pile providing that the top card on the suit
pile is of the same suit, and one less in denomination than the card you
are moving. If the suit pile is empty, only an Ace may be moved there.
In other words, you are trying to build four piles of cards, from Ace
through to King in each suit.
You may only move one card at a time to a suit pile.
When the game is dealt, you will see the deck of cards with the top card
of the deck shown face up. Cards may be moved from the deck to either the
columns or a suit pile, using the same rules as listed above.
Clicking on the deck will turn over the next card or third card in the
deck, depending on the option selected in the "Settings" screen (Draw one
is disabled for the Shareware Version).
When you get to the end of the deck, clicking on the space will flip the
deck over, and you can go through the deck again.
The game is over when all cards have been moved to the suit pile, or there
are no more valid moves.
How to Play
Only mouse clicks are required to play Classic Solitaire.
To move a card from one position to another, click on the card that you
wish to move, then click on the destination location.
If you are moving a card to a suit pile, you can double click on the card
you wish to move (when moving an Ace, Classic Solitaire will find the
first available suit pile and put the Ace there).
To flip over the next available card in the deck, click on the deck.
To turn over the deck when the deck is finished, click on the space where
the deck was.
Menus
A number of menu items are available with Classic Solitaire. Clicking on
the right mouse button will make the menus appear. The menus have been
programmed to appear wherever the mouse pointer is currently located.
Available menu items are coloured dark green and will change colour to
light green when they are selected.
A grey menu item means that the item is not available
The available menu Bar looks something like this:
-----------------------
| Solitaire | Options |
-----------------------
Under the "Solitaire" menu item, there is a submenu wich looks similar to
this:
--------------
| Solitaire |
--------------
| End Game |
| New Game |
| About |
| Credits |
| Quit |
-----------
End Game
Select this to End the current game.
New Game
Select this menu item to begin a new game (when the previous game has been
ended). This menu item is not available when playing a current game.
About
Displays information about Classic Solitaire
Credits
My credits screen - I've got people to thank!
Quit
What can I say? Quit means exit.
Under the "Options" menu bar item, there is a sub menu which looks similar
to this:
-------------
| Options |
--------------
| Sound |
| Settings |
----------
Sound (On, Off)
Selecting "Sound" will pop up a sub menu to allow you to turn the sound on
or off. The current status is marked by a tick.
Settings
Use this menu item to change the settings for Classic Solitaire. This
menu item is not available until the current game is completed.
The Settings Screen
Items which can be altered from the settings screen are:
Sound
Buttons are available to turn the sound on or off (this will alter the
sound menu items described above). The pitch of the bell which sounds
when a card is selected (Bell 1) and the pitch of the bell which sounds
when the card is placed (Bell 2) can be adjusted using slider bars. The
volume of the sound can also be adjusted using a slider bar.
Draw
One or three - determines how many cards are to be flipped when clicking
on the deck. If draw three is selected, every third card will be
available. If draw one is selected, every card will be displayed as you
click on the deck. (Draw one only is available in the Shareware Version).
Passes
One, Three or Many - controls the number of times that Classic Solitaire
will allow you to go through the deck. ("Many" is disabled in the
Shareware Version).
Pointer
None, Outline or Card - this setting determines how the mouse pointer will
look after clicking on the first card. The standard mouse pointer is used
by itself, or in conjunction with a card outline, or an image of the
selected card.
Title
On or Off - if this option is set "On", the title screen will be shown
when starting Classic Solitaire. When set to "Off" the title will be
skipped (Disabled in the Shareware Version - I'm going to make you sit
through the title unless you register!!).
Backs
Clicking on the "Backs" button allows you to select which of the 13 card
backs you wish to display during your game. Once selected, this back will
be used until you "Quit" (in the case where you don't save your settings),
or until you select another card back. To select a card back, just click
on the back you want. To use random card backs (ie,have Classic Solitaire
choose one at random for you) click on the box marked "Random".
(The ability to select card backs is disabled in the Shareware Version -
the "Random" option applies).
Default
Clicking on this button resets everything back to the default values.
Defaults are:
Sound On
Bell1 50
Bell2 60
Volume 32
Title On
Draw One
Passes Many
Backs Random
Pointer Outline
Save
This button saves your solitaire settings to disk. They are automatically
loaded and used next time. (Disabled in the Shareware Version).
Use
This button allows you to use your settings, without saving them to disk.
They will be lost when you "Quit" from Classic Solitaire.
CRIBMASTER - is a Cribbage player that is rather simple to run. It only
plays HUMAN -v- COMPUTER with full muggins and bar rules.
If you don't know the rules of Cribbage you will need to find a
reference for that. This article is only to tell you how to run the program.
Start CribMaster by either double-clicking on the icon or by running it
from the CLI. CribMaster will then open six windows and a requester talking
about CribMaster.
After you click CONTINUE in the requester you will see the windows.
They are:
3]MAIN WINDOW: Title display "CribMaster - Copyright..."
This window is where you will be doing all of your input and where your
hand will be displayed. We will get back to this one.
3]PLAY WINDOW: Title display "The Play"
This window is where the "Play" of the hand happens. Your cards will
pile on the left and the computer's cards will pile on the right.
3]UPCARD WINDOW: No title, too small for that.
This window will display the upcard when it is available.
3]COMPUTER'S WINDOW: Title display "My Hand"
This window will display the computer's cards. During play they will be
face down but when he counts, they will be face up.
3]GAMES WON WINDOW
This is the pegging board where the games won is stored.
3]BOARD WINDOW
This is a full-sized cribbage board. You are in the "top" track at the
starting line.
3]IN PLAY
The game, at the start, will ask you to "Click GO to cut for deal." The
time at which you click on the GO gadget will initialize the random number
generator and will cut the deck for deal. The cards are then dealt out and
you are then to pick the two cards you wish to throw into the CRIB. Clicking
on a card throws that card. You cannot get back the card once it is thrown,
so be sure of what you wish to do. If you need help, the HELP key or the "?"
gadget will display the nine best hands to keep. It may not display them in
any real order as it is very simple help. The crib you are throwing into is
displayed under your cards.
After throwing the cards into the crib, the "play" of the hand starts.
Follow the messages to do this. Points you get during the play are
automatically given to you. You do not need to keep track of them. The "GO"
gadget is needed to continue the play at various points including when you
can not throw a card.
After the play of the hand, the hands are counted. The player without
the crib counts first. When you count, you just need to click on the number
of points that are in you hand. If you click on "10" and you hand has 12
points, the computer will call muggins and claim the two points you missed.
When the computer counts, it will tell you how much it had in its hand and
you will then need to press "GO" to continue.
Note, that at any stage in the game, you can press the HELP key or the
"?" gadget to get some form of help on what to do next. At the end when you
are counting, the help will count your cards and show you the count. If you
have a very large hand, it may not show all of the count but will show your
score and all you would have to do is to use that value. This can help you
learn your game. Note that full counting rules are used.
Hope you enjoy this implementation. I feel that it plays a good game
and will challenge even die-hard cribbage players.
DRAWCARDS - has all features of the popular coin-op game (except it won't drain your
wallet :-). It has a "feature" (read: "bug") that introduces extra 2's of
spades after a while - I have resolved this, but have left it in this version to
encourage people cough-up the shareware fee.
Drawcard is a gambling game that involves one player (gee, must be easy
to cheat, huh?). The player is dealt five cards, is allowed to discard any
amount of cards once (then re-dealt that number of cards), and must make a poker
hand from the cards (two pair, three of a kind, straight, flush, full house,
four of a kind, straight flush, five of a kind and royal flush). The player
starts the game by gambling between 1 and five coins on a hand, the score
achieved for a hand is multiplied by the number of coins gambled. Having
achieved a scoring hand, the player can bet half or all of the money won on the
colour of a new card (i.e. the player chooses the colour first, then the card
is revealed). If the player bet right, they'll recieve the amount they risked,
if they were wrong, then they loose that amount. The player is allowed up-to
five such gambles on a given winning hand.
For this game to work, you will need the set of IFF card images I have created
(they should be included in this release). These images should be placed in a
subdirectory of the CD called "CardImages" (If this archived, then the archiver
program will probably prompt you if you want to create this directory, if it
isn't present).
The controls are as thus:
c : insert a coin
F1-F5 : Bet the number of coins corresponding to the F-key number.
or Hold that card number corresponding to the F-key number.
return,
space : discard and redraw, having held desired cards.
t : take win (having drawn a scoring hand)
h : half gamble (having drawn a scoring hand)
f : full gamble (having drawn a scoring hand)
r : bet on red card (having gambled)
b : bet on black card (having gambled)
right-Amiga + Q : exit game
help : give a short helpline (telling you how to quit)
GAMBLERS_SOLITAIRE - is easy to learn and difficult to master. The game
uses a standard deck of cards, dealt face up in four rows of 13 cards each.
The aces are then removed from the table, leaving four empty boxes. Clicking
the mouse pointer on an empty box will move a card into that box. The object
of the game is to get 12 cards in a row by suit from deuce through king.
Four completed rows is a perfect game.
The card to the left of the empty box determines which card is moved.
It is always the next card in suit of the card to the left. For example, if
the card to the left of an empty box is the nine of clubs, clicking the box
will bring the 10 of clubs from wherever it is on the board, creating an
empty box where the 10 was. If the leftmost box is empty, a deuce goes into
that space. If the card to the left of an empty box is a king, nothing can
be moved into that box. The game ends when you have no more moves.
You pay $50 per deck to play the game. Every card in place pays $5. At
the end of the game all the borders of the cards in place will turn red and
your score is computed. Obviously, you need to average 10 cards in place per
game to break even.
If you get an empty box in the leftmost column, you must fill that box
with a deuce before you make any other move. If, at the opening move more
than one deuce must be moved, the boxes fill bottom to top. You may select
any deuce you want by clicking on that deuce.
That's enough to get started. The most important thing to remember is
that deuces start every row and no card higher than a deuce can pay off
until you get the deuces into the lefthand row. If you make an error, a beep
will sound and a short message will be displayed above the board.
If your bankroll falls below $50, the program exits. Click on the icon
to re-start with a fresh bankroll.
HEARTS - This program was written so that each computer player knows only their own
cards. Thus, they do not "cheat". They do have a perfect memory, however.
I have included a menu option called "count cards", which lists for you
the cards not yet played by the other players. Since this option is not
available to you when you play humans (unless you have a perfect memory),
I don't recommend you use it.
Levels:
Expert The computer players sometimes go after the human
player. They do not, however, cooperate with
each other, or cheat in any way.
Advanced Each computer player plays to win, and they
treat the human player the same as they do the
other computer players.
Intermediate The computer players are "nice" to the human
player, and go after the other computer players.
Beginner and Easy levels are not yet implemented. There could also be a
level harder than "expert", where the computer players always go after the
human player.
RULES TO HEARTS
Hearts is a four player card game. For each hand, the players are dealt
13 cards. Each player then passes three cards to the left the first hand,
to the right the second, and across the third. Every fourth hand is a hold
hand, where no cards are passed. To pass your three cards, place them on
the table, and click the pointer on the "ready" square. The three cards
passed to you are flagged by a letter representing the player who passed
them to you.
Each heart is worth one point, and the Queen of Spades is worth 13 points
(thus the name "Black Lady"). The object of the game is to have the fewest
points at the end of the game. The game ends when any player reaches 100
or more points.
After passing cards (if it is a pass hand), the player with the two of clubs
begins play by leading that card. Each player after the lead (in a clock-
wise order) must play a card in the suit led if he has one. If a player
does not have a card in the suit led, that player may "dump" a card from
any suit. After all four players have played a card, the player who played
the highest card in the suit led takes the "trick", and that player must
now lead a card.
You may not lead a heart until hearts are "broken". Hearts are broken by
someone dumping a heart or the Queen of Spades, or by leading the Queen of
Spades. If you have only hearts in your hand, you may lead a heart.
One of the most important aspects of this game is "running". Running
entails taking all 26 points (all 13 hearts and the Queen of Spades). The
player that runs then subtracts 26 from his score, or adds 26 points to
everyone else's score. The computer automatically adds 26 points to the
other player's scores if that places you in first place, or if your score
is lower than 26. Otherwise, it will subtract 26 points from your score.
This hearts program will not allow you to play an illegal card, and this
may help you to learn the rules. Future versions will also include a tutor
mode, where the computer will suggest a card and give you the reason it chose
that card.
HI_AND_LO - When you double click on it`s icon the title screen will be loaded.Next
press your left mouse button to display the play screen.It is very easy to
play as the only things you can click on are the buttons where the text is
highlited in blue.
Below is a list of the buttons in the game and what they do.
START:
~~~~~~
Click on this to start the game and turn over the first card.
CHANGE:
~~~~~~~
If the first card you turn over is a middle card,you are advised to use
this button,but remember it can only be used with the first card.
QUIT:
~~~~~
Click on this to escape from the game.
HI & LO:
~~~~~~~~
Once the first card has been turned over,use your skill to guess if the
next card will be higer or lower than the previous card. e.g. The first card
you got was 3 of hearts then the chances are that the next card will be
higer.
CONT.:
~~~~~~
If you get to the end of the row of cards or the computor wins,clicking
your left mouse button over the CONT. button,resets the screen and cards.
RULES:
~~~~~~
1. ACE IS LOW
2. IF YOU GET TWO CARDS THE SAME THEN YOU LOSE
3. IF YOU DO NOT GET TO THE END OF THE ROW,YOU LOSE
HOLLYWOOD_TRIVIA - is a very easy game to play, simply double click on the
icon and follow the prompts. After the opening screen is displayed click
the left mouse button to continue. Once the game screen has scrolled open,
go to the subject menu and choose a topic. Each topic contains fifty
questions and a related picture. After a few seconds of disk access the
first question will appear, along with four possible answers. Now just
click on the gadget next to the answer you want. Every time you answer a
question right you will be shown a small portion of the picture in the
blue graphics box. Once you have answered all fifty questions the entire
picture will be displayed and you will be asked to choose another subject.
There are eight subjects containing a total of 400 questions.
** MENUS **
PROJECT
About - This opens a window and begs for money.
Quit - Quit the game. You may choose this option at any time.
CONTROL
Hint - If you come to a question that you find very difficult,
pick this option and you will be given a hint. One of
incorrect answers will be eliminated, leaving you with
only three answers to choose from.
Sound - Toggles the sound on and off.
Show Answer (3) - If you come to a question that you find impossible,
pick this option and you will be shown the correct
answer. You may use this option only three times
during each subject. The number (x) indicates how
many free answers you have left.
Show Title - This displays the games title bar. The screen can now
be pushed to the rear, giving you access to Workbench.
SUBJECTS
This menu is a list of available subjects. You may choose a new
subject at any time.
JBPOKER - After the prog has loaded and given a short introduction, the Poker screen
will appear. There is a playing area (covered in green felt, of course), a
control panel with four buttons, the area where your money is displayed at
the bottom, and the pointer hand, which can be moved using the mouse.
If there is a saved game on the disk, You will be asked whether you want
to start a new game with ten dollars, or load the saved amount from disk.
Just click on the appropriately coloured button to continue. I'll assume you
are starting a new game.
You will be given ten $1 coins (we're in the big time now remember!) By
clicking on the bottom of the screen, these can be picked up with the mouse,
a la Dungeon Master. You can enter from 1 to 5 credits into the slot at the
right. Pressing the coin reject button under the money slot will eject the
coins.
Press the DEAL button and you will be dealt five cards. You can turn over
any of the cards by clicking on them. Press DEAL again and the upside-down
cards will be replaced with new cards from the deck. Your hand will then be
checked for winning combinations.
Good hands will give you a multiple of your credits:
Rubbish cards .................... you lose your credits.
One pair, of 2's to 10's ......... you lose your credits.
One pair, of J,Q,K or A .......... you keep your credits.
Two pairs ...................... you double your credits.
Three of a kind ........... you get 5 times your credits.
Straight .................. you get 8 times your credits.
Flush .................... you get 12 times your credits.
Full house ............... you get 25 times your credits.
Four of a kind ........... you get 50 times your credits.
Straight flush ........... you get 75 times your credits.
Royal flush ............. you get 100 times your credits.
If you do not lose your credits, you will be given a chance to gamble
your winnings. To gamble, press either the red or black button. The cards
will be shuffled and a random card dealt. If the card is the same colour
as the button you picked, your credits will be doubled. If not, all your
credits will be lost. This can be repeated as many times as you dare. If you
want to stop betting, or don't want to bet, press the DEAL button. All your
credits in excess of 5 will then be chucked out of the machine.
When you press the QUIT button (you cannot do this in the middle of
a hand) the prog will ask you if you want to save your money. If you save,
your money will be saved on the system (boot-up) disk, so make sure it is
unprotected.
There are also several short-cuts to speed up the game. The right
mouse button emulates the DEAL button when starting a new hand or after
selecting cards, and, when entering credits, picking up a coin and pressing
the right mouse button will put it into the machine. (To enter credits
quickly move the mouse over the credits and press the left and right buttons
alternately, press the right button twice in a row to deal.) For those who
prefer keyboard commands:
F1-F5 .... enter that number of credits
Return .................... DEAL button
F1-F5 ............... flip cards 1 to 5
Left shift ............... Black button
Right shift ................ Red button
F9 ....................... Music on/off
KINGHIGH - is a card game. Put simply the idea is to guess
what will come next, that is whether the next card will be higher or
lower than the previous card. The game is divided into five sections
as outlined in the PLAYING THE GAME section which follows.
The game was written in AMOS and compiled using the AMOS
compiler. For the AMOS users among you I include the source code.
PLAYING THE GAME
****************
The game is controlled using the Joystick with occasional
keyboard input.
On opening you are asked to press the fire button at which
point a pack is chosen for you. The pack should vary each game due to
the coding used. A scrolling message is then displayed followed by a
demo of the first part of the game. To leave the scrolling message
press the fire button.
In the first part of the game a card is displayed and you
must guess if the card which follows will be higher in value or lower
than that first card ( ACE IS ALWAYS LOW ). If correct then you guess
if the next card will be higher or lower than the new one displayed
and so on until all five blank cards are replaced. If you are correct
every time then you get a chance to gamble or save the ten points you
have won up to a maximum of 100 points.
CONTROL is by joystick. When choosing high or low move the
joystick left or right until your choice is highlighted and press the
fire button. To choose gamble or save use the same method and then
press the fire button during the gamble sequence to earn extra points.
Should you fail to get four correct choices FIVE times in a
row OR should your score drop to 0 points the game finishes.
Once 200 points is reached ( or later in the game your score
becomes 200 points higher than before ) you move to part two of the
game.
In part two - the fastcard section - the same rules apply
only this time you have to choose your cards quickly as only a limited
time is allowed for each choice. If you are too slow then you lose a
turn. For each correct answer you win 100 points. The maximum you can
score each turn is 1400 points and should you get all fourteen correct
then you get another turn. Once ten incorrect turns pass then you move
to part three of the game. When prompted by the words - Again Y/N -
PRESS THE FIRE BUTTON for Yes, you don't have time to go to the
keyboard. If you want to quit press the key 'n'. To quit the game at
any other time press 'ctrl' and 'c'.
In part three the roles are reversed in that you must guess
wrongly - If you guess higher and the next card is higher then you are
WRONG ( This section should be fine for negative thinkers ). Again
after 200 points have been earned you move to part four of the game.
Part four is a fastcard section with the rules of part three
in that to be right you have to get the answer wrong.
Once this part is completed you are returned to part one.
If your score has reached 20000 points OR more as you enter
the first or third parts of the game a new pack is chosen and you are
taken to part five - KINGHIGH PONTOON.
CHEAT - If you have trouble with the gamble part i.e. its too fast try
pressing F1.
KINGHIGH PONTOON
****************
As with Pontoon itself the idea is to get as near 21 points
as possible. In this game the Player is you and the computer is the
Bank. The rules are as follows:-
1. Ace always counts as 1. Royal cards all count as 10. The remaining
cards take their face value.
2. If the Bank equals your score then the Bank wins.
3. Five card tricks are allowed but if the Bank gets one it beats
yours and anything else you might have.
4. Use TWIST to choose another card and STICK if you do not want
another card.
5. You always play first.
6. Each time you beat the Bank you earn 1000 points.
After ten runs through you return to the section of the game
from whence you came and must earn a further 20000 points using the
new pack before getting another chance at KINGHIGH PONTOON.
KINGS_KORNER - Solitaire is a simple little solitaire game that is
quick to play and contains several levels of difficulty.
King's Korner Solitaire is played with a standard deck of 52 playing
cards. Cards are turned over one at a time from the DECK and placed
onto a 4 x 4 GRID according to the following rules:
1. No card may be placed on a space already occupied by another
card.
2. Face cards must be place on spaces labeled for their type and
suite (in accordance with rule #1). Kings are placed on the
four corners (thus the name of the game), Queens on the top and
bottoms rows, and Jacks on the sides.
3. Non-face cards may be placed on any space (in accordance with
rule #1).
Once place on the GRID, no card may be moved to any other space on the
GRID. Cards are discarded from the GRID to the DISCARD pile according
to the following rules:
1. No card be be discarded while a DECK card is face up until that
DECK card has been played.
2. No face card may be discarded.
3. Any TEN may be discarded by itself.
4. Any two cards whose face value equals 10 may be discarded.
Aces count as 1
If the GRID is full and no discard is possible, then the game is over
and you lose....
If a face card is drawn and its space is occupied, then the game is over
and you lose....
If all cards have been played and all non-face cards have been discarded,
then the game is over and YOU WIN!!
Use the Mouse to select the DECK or any space on the GRID. You can
also press any key to select the DECK. You will find that this will
save some wear and tear on your Mouse. Be careful when selecting the
DECK, because once a DECK card is face up, it must be place on the
GRID before further discards are possible.
The center spaces of the GRID are known as FREE SPACES. When the program
starts and after the introduction screen is cleared, you must select
the number of these spaces. Four FREE SPACES is the easiest to win and
no FREE SPACES is almost impossible. The "NEW GAME" menu has two
choices. The first choice will allow you to play another game with the
same number of FREE SPACES and the second choice will return you to the
title screen where you can change the number of FREE SPACES.
When the first card of a pair is chosen for discard, it will be moved
to the DISCARD pile face up (unless, of course, it is a TEN). Click
on another card for discard or click on the DISCARD pile to replace the
first card and start over.
The numbers to the right of the DECK and DISCARD piles indicate the
number of cards left in each.
The program will not allow illegal moves and will sound a beep if one
is attempted.
KLONDIKE_AGA - In the initial setup of klondike there are seven rows in the
upper of the screen. In the first row lies one card, in the
second two and so on, until in the last row there are seven. You
can only see the front side of the first cards in one row.
In the stock which is in the lower left corner of the screen,
are the rest of the cards. You can now put a card of one color,
on the other color, but these cards must follow up eachother.
e.g. You can put a red three, on a black four. Types of cards
are not very important at this point. You can get cards to do this
from an other row or the stock in the lower left of the screen.
If you can't change something in the upper of the screen. You
must click on the stock to rotate the cards in the stock and you
get a new card on top of the stock. Dependent of the level the
stock turns with one or three cards. On the four ace places in the
lower right of the screen you can put the aces, followed by a two,
three and so on. This must be the same type of card. e.g. spades.
If you have a king you can put it on an empty place in the upper
screen. You can only do this with a king !!!!!
If you played it right all cards of one kind lie on eachother
from ace to king. If everything went right only the four
ace places are filled with all the cards and the rest of the
screen is empty.
KEYS.
-----
During the game you can change some things :
Press <s> for super72 screen mode. (Not available on a 1942)
Press <v> for multiscan screen mode.
Press <p> for pal screen mode (Default)
Press <d> for double pal screen mode.
Press <a> for level a.
Press <b> for level b.
Press <c> for level c.
Press <w> for closing/opening workbench.
Press <m> for music on/off
Press <0> to <9> for different card sets.
Press <r> to restart a card game.
Press <Esc> to stop playing.
GENERAL.
--------
Level A : the stock turns 1 card at a time. And you can move part
of a row.
Level B : the stock turns 3 cards at a time. And you can move part
of a row.
Level C : the stock turns 3 cards at a time. And you can't move
part of a row.
To move cards you first must select a card by clicking on the left
mousebutton and then you must click on the destination card with
the left mouse button.
Some little things:
- You can move cards automatically to the ace places by double
clicking on the left mouse button.
- You can deselect a card with the right mouse button.
- If you make a wrong card move the source card will be deselected.
- You get only the bonus if you play it in level C.
- Wrong choises 'Screenflash'.
- Don't choose a resolution which isn't mounted. The programme
will terminate.
- It is possible to choose a lower level while playing. If you choose
a higher level the game restarts.
MONTANA1.2 - is a simple but rather addictive remotely patience-like card game
for the (most excellent!) Amiga computer.
The basic idea of Montana is to arrange the cards in numerical order (from 2
to K and from left to right) with each suit on it's own row.
Playing Montana is simple! :) You'll notice 4 holes (instead of aces) on the
'table'. Choose one hole at random :) and look at the card on the left side
of the hole. Now find the card which is of the same suit and the next in
numerical order and click it with the mouse. Hey presto! The card you clicked
is moved (if it was the correct one...) to the hole! In this way you can
arrange the cards until...
Sooner or later you'll get stuck because of the K's. Then you can re-shuffle
the cards by selecting the 'Shuffle 1' or 'Shuffle 2' actions and try
again. NOTE! The cards which are already in the correct place and order will
NOT be shuffled! You can re-shuffle the cards twice and _WHEN_ you get stuck
after that, you can only select the 'Result'-action to see your score. Or
you could start a 'New game' or 'Quit'... :)
There are 2 special cards: 1) a 2 can only be placed in a hole at the left
edge of the table and 2) you can't place anything after a K (of course).
PATIENCE - Gameplay is along the rules of 'Klondike' Solitaire (or Patience). You draw
3 cards off the deck at a time, and can only use the upper visible card in
gameplay. Blacks on reds, reds on blacks, and a smaller card on the next
card higher than it (ie. a black 3 on a red 4, but not a red 4 on a black 3).
When possible, you can move cards to the 'stack' starting from ACE, the
objective of the game being to get the whole cardset over onto the stack
in the shortest time possible.
On 'Patience' the screen is divided into the playing area on the left of the
screen, the 'hand' in the top right, and the stack in the bottom right.
To move cards, click the left mouse button once on the 'source' and then
once on the 'destination'. Patience will work out how many cards can be
moved etc, or beep if an error (if sound is on !).
To deal 3 new cards, click in the 'hand' area twice quickly.
You can move a card to the stack by double clicking it -> NOTE ! Don't
confuse this with the above double click ! If you try and double click
a card in the 'hand' hoping to move it to the 'stack' then 3 new cards
are dealt, the card is NOT moved to the stack.
Menu options :
Restart as it suggests, restart the game -> note you can only do this
twice with the demo, the third time shows the crippled message.
About Displays info message, the space that indicates that this is
a demo version is reserved for the address of the distributor.
Quit Exit out of Patience.
Reveal Cards In case of frustation, simply flips the cards that
are face down over, to help you realise we aren't
cheating with dealing/shuffling !
View Best Times Display the high score table. Note that best times
are stored in the file 'patience:patience.scores' !
CleanUp Only becomes active when there are no more cards
in the deck. If all cards in the playing area
are faceup, selecting this will move them to the
'stack', completing the game for you.
Pause Timer In case you need to leave the game for a second.
Reset Best Times Restores all BUT the highest score on the table,
in case the scores are just TOO hard to beat, so you
can bring some competition back in, without losing
the all-time best score.
Music Plays a neat, original song by Rodney Coleman.
Sound Plays some sound samples at various times in the game,
specifically a card flipping sound and an error indicator.
Card Back Lets you select between 9 different card backs, just for
a little variety.
Palette Set up your favourite colour combination with this.
King Rule A little rule variation, with this ON, then you can only
move a King into a blank column, with it OFF, then you
may move any card into a blank column.
Save Config Saves all the above 'preference' options to the
file 'Patience:patience.config'.
PROKER - is the Poker game you'll want to play and LEARN from no matter
what skill level your at. Among many features you can even change the rules at
will, even have the computer tell you what cards to discard for a MAXIMUM
chance of winning.
Menus
Project
Restart a Game = Restarts a game from scratch.
You must also use this option if you change the rules,
since you can't change them in the middle of a game..
About = Everything you ever wanted to know about Proker but
didn't dare asking...
Quit = This will transform your 68000 into a nice 68060 for
10 minutes.. ;-)
When you quit, the configuration is also saved in the
'Proker_Data/Proker.config' file.
-
Preferences
-
Change Prefs = Change your preferences.
( more below on the window that is brought up )
Change Rules = Change the rules of the game..
DeActivated when your in the middle of a game
( more below on the window that is brought up )
Load a Saved Game = Load a previously saved game.
Save your Game = Save the game your playing in.
Only active when your in the "place your bet" stage.
Change Preferences
Human - Computer
Who plays.
French - English
All around language to be used.
Display the best card.
When you choose this option, the computer will do its choice of
best cards by placing an X under the card.
( Of course when its finished calculating it, but meanwhile you
can still play, its doing it in the backround...)
Last Card
Only used in Computer mode and the Rules are "With Last Card".
The number you enter here is the minimum percentage value the
computer will risk.
ex. In the Higher or Lower sequence, when the number is -> 4,
there are 9 chances out 13 (69%) if the computer chooses 'Higher'
which means if your minimum setting is 62%, computer will Risk.
With the 8
Only used in Computer mode and the Rules are "With the 8".
The number here is the amount of times the computer will Risk
before keeping his gains.
Change Rules
PayOffs
You can change the payoffs of each categorie.
Risk
Three possible choices:
With the 8 -> Risk will always be with the 8.
With Last Card -> Risk will be with Last Card drawn.
No Risk -> No Risk ;-(
Equal Card
Three possible choices: 'Win', 'Loose' or 'Restart'
ex. The card to beat is 8 and you draw 8, well you will either
Win, loose or tie depending on the Rules chosen.
Nb Hand
Maximum number of Deals. (0 for unlimited)
Credit Max
Maximum Credit line. (0 for none)
OK
Use these Rules.
Load
Load previously saved Rules.
Save
Save these Rules.
Cancel
Cancel changes made to the Rules.
1, 2, 3
Predefine Rules.
Screen
At the top of the screen there is 7 gadgets, they are also
accessible through the F1->F7 Keys.
- Prob * PayOffs = The numbers are going to show winnings
per categories.
- Probability = The numbers are reflecting the probabilities
per categories in percentage ('%'),
in fraction ('Total') or in Easy fractions
('Easy Total', ex. 2/4 -> 1/2).
- Wins = Reflects Winnings in each categorie, in Percentage,
Fraction or Easy fraction.
- PayOffs = Shows the PayOff for each categorie.
Its on the Blue Line in the middle of the screen that all help
and information messages are displayed in.
Cards in the Black display area can be selected with the 1->5 Keys.
You can use The up/down arrow keys to simulate High/Low Arrows.
Beneath the cards is all your richness, each gold bullion is
worth 500$.
Next is the black line filled with information. You will find
the number of the hand, your percentage of winning hands, money
you have (the same as your richness gold bullions+coins) and your
Risk winnings (ex. if it shows +300$, that means you have won 300$
at Risk).
Gadgets & Keys
Replay - <RETURN>
Quit - 'Q'
Draw - <RETURN>
Deal - <RETURN>
Best Choice - 'B' 'M'
Keep - <RETURN> 'K' 'G'
Up arrow - Up arrow key
Down arrow - Down arrow key
QUIZMASTERII - The game is simple enough try and answer as many questions as possible. You
get ten points per correct answer and three lives to play with (one is
lost every time you get a question wrong, or you run out of time).
Your answer is picked by using the "1", "2" or "3" keys on the numeric
keypad.
The idea behind Quiz Master was simple, I'd had enough of pumping coins into
pub quiz machines and getting sod all out. "Hold on", says I. "If I enjoy
playing these games no matter if I win money or not, then it'll be a lot
cheaper to write a similar game on the Amiga." And so Quiz Master was
born.
RUEDA - This game is based on Wheel of Fortune, but with a lot of bells and
whistles added (actually just nice graphics).
This version of Rueda can be played by one or two players. If one player
chooses to play solitaire, he competes with the computer in three rounds of
fun to see who can accumulate the most money..if the human wins, he gets to
play the final round!
If two players is selected, two humans compete in the same fashion of three
rounds of blood and sweat to an exciting finish in the final round!
The rules are the same as the Wheel of Fortune game show..pretty much, you
spin the wheel, guess a consonant, and you get the amount on the wheel
times the number of that letter in the puzzle. Example: say the puzzle is
"AMIGA COMPUTER". You spin and get $200, then choose an M. You would
receive $400. Simple, huh?
You can buy vowels for $250, which will get you as many letters as there
are in the puzzle. (If there are 4 A's, you don't have to pay $1000, just
$250.)
You can solve the puzzle anytime you want, and the current version does not
have a time limit. Future versions will allow about 20-25 seconds to type
in the puzzle. If you guess the puzzle, you win that round, and
your current score is added to your total score. Whoever has the most
after three rounds plays the Final Round.
In the Final Round, you first must choose a letter out of RUEDA to decide
your prize. Then you are given a puzzle to solve in 15 seconds. You
will first be shown the letters R, S, T, L, N, and E in the puzzle. Then
you choose 3 consonants and 1 vowel. After these are shown, you have 15
seconds to solve the puzzle!
RUMMY - The game is for either two or three players. A game consists of a
number of rounds (or hands), the overall objective being to achieve a
score lower than that of the other competitors (see scoring). The defualt
number of rounds is seven, but this can be easily changed.
At the start of each round, seven cards are dealt to each player
taking part. The players take turns to go first (round 1 player 1,round
player 2...). After dealing the top card of the pack is turned over to
form what will be referred to as the face up pile of cards, and the
remaining cards are placed to the left of this, face down, to form the
face down pile.
The objective in each round is for the players to get rid of
all their cards by forming sets of three or more cards and submitting them,
or by adding cards to sets which have already been submitted. Sets for
submission must consist of 3,4,5,6, or 7 cards which share some common
property, for example they may have the same number (such as 3diamonds,
3clubs, 3spades) (these are referred to as numsets in the coding), or
they may be a run of cards of the same suit (e.g. 5clubs, 6clubs, 7clubs)
(these are referred to as suitsets in the coding). For sets of the same
suit the ace can come before the two or after the king.
Cards to be added to an existing set must continue the progression of
cards already in the set. For example 3c (c means clubs, etc for d,s,h)
could be added to a set of 3d-3h-3s or 4c-5c-6c, but not to 5d-5s-5h
or 4d-5d-6d. The following lists some other examples
SET POSSIBLE ADDITIONS
1. jd-qd-kd 10d,ad
2. ad-ac-as ah
3. 2h-3h-4h-5h ah,6h
It is possible to add more than one card at a time, so if a player
had the 9d and 10d, then both could be added to the set 1 above. For sets
of the same suit, cards can be added to either end. Any number of valid
additions can be made to any number of sets while it is a players turn.
However a player can only add or submit cards when it is his turn, and
not when it is that of another player.
If a player cannot get rid of all his cards when it is his turn then
he has the option to exchange one of them for another card in one of the
following ways :
1. Take the card on the current face up pile, and replace it with one of
his own cards which is of no use;
2. Take the card on the current face down pile, and place one of
his own cards which is of no use on the face up pile;
3. If after seeing the face down card it is thought to be of no use, he
may place this on the face up pile.
Any one of the above can be chosen, but after seeing the face down
card it is only possible to take it in exchange for another, or put it
directly on the face up pile: i.e. the face up card is no longer
available.
After one of these actions has been taken the player has a second
opportunity to add or submit cards if this is possible.
If the player still has cards left at the end of his turn, the next
player then takes a turn and so on until one player has no cards left.
When this happens, the players' scores are updated based on how many
cards they have left and the round is over.
Scoring.
The scores are updated at the end of each round by adding the value
of the cards held by the player together and adding that to his current
score. For this purpose the cards are valued as one to thirteen for the
cards ace,2,3,...,10,jack,queen,king. The player with the lowest score
after all rounds have been played is the winner.
Screen Layout
In the top left corner of the screen are two piles of cards, the left
of which is referred to as the face down pile, and the right the face up
pile. When the program starts both are face down (showing the reverse of
a card). During a game the right will show a card face. Just to the
right of this is an area in which messages are displayed explaining what
is happening, e.g. the next players name, what that player has done,
whether operations completed successfully or not etc. There is also a
gadget controlling the number of rounds in a game (see below for how to
change this). The continue gadget also appears here.
Below the two packs are the status areas for each of the three
players. These consist of the cards the player is holding, which may be
face up or down during a game, but are blank initially since no game is
in progress. To the right of these are five pieces of information about
each player. The player's name is in a red box; this is a gadget allowing
the player's name to be changed. Other information is the value of the
player's hand (not displayed if the player's cards are not on
view), which is the amount which will be added to the score should that
player lose before getting another turn. The number of wins that player
has had, and the current score are also shown. The number of turns taken
appear last. Player one's data is at the top, then player two, and
finally player three.
On the far right of the screen are the face up sets which have been
submitted by the players. This area of the display is managed so that the
display of sets does not overflow into the rest of the display. For this
reason when new sets are submitted or additions made to existing sets,
the order in which the sets appear may change.
Use of the Program.
This section describes an example game using the default settings.
When the program starts it opens its own screen and displays some
initial information together with a message inviting the user to "use menus
to play". The menus are described in detail below, but for now use the
project menu to select the play submenu, and then the Three player game.
Seven cards will then be dealt to each of the three players. Those of
player one (user) will be visible to you, those of Lisa and Mike will be
face down. The face up pile will now have its top card overturned.
It is initially your turn (user appears on line two, and the pointer has
a 1 under it, signifying player one).
The cards of your hand will be sorted into ascending order, by number
within suit (see Reorder option below to change the display order). At
this point, if you can identify a set of three or more cards in your
hand, you may submit it now. To do this select each member of the
set (it will then be complemented to grey). If you select a card
which is not in the set, deselect it by clicking on it again with the
mouse. Once each member of the set is selected, click on the "submit new
set" gadget. At this point, if the selected cards form a valid set they
will be removed from your hand and displayed as a "face up set" on the
right side of the screen; if on the other hand they do not form a valid
set the selected cards will remain your hand of cards, still selected. At
this point you should check that
1. All selected cards form a SINGLE valid set
2. At least three cards are selected
You may have selected a card which is not part of the set; if so deselect
it and try again. As yet there will be no existing sets, so addition is
not possible.
After submitting any sets (or before if you like) if you have any
cards left in your hand you must make an exchange, which is one of the
three action detailed in the Rules section above. The methods are as
follows:
1. To take the face up card: select it with the mouse so that it has a
box around it; then select the card from your hand which you want to
drop. The exchange then takes place.
2. To take the face down card or take no card: select facedown card and it will
be turned face up. Then to take this card select the card you want to drop
and the exchange occurs; or to take no card select the face up pile (the
right hand one) and the card from the face down pack (which is now face
up) will be copied to the face up pack, and the face down pack is once
again displayed as the reverse of a card.
Whichever of these actions is taken, a message appears asking the
player to click on the continue gadget to go on. At this point, either do
this for the next player to have his turn, or you may submit further
sets, as described before.
Pressing continue before an exchange has been made will display a
message telling you that no exchange has been made; so make one before
selecting the gadget again.
When you legitimately press continue, the pointer becomes a 2, and
the player name on line two becomes Lisa. You may at
this point see a message "... is thinking", depending on the complexity
of the situtation. When a move has been decided upon a message appears
informing you of which pile the card was taken from, and the number of
cards submitted. When you have read this hit continue again, and it will
become Mike's turn. After he has made a move a short description is again
displayed, and pressing continue again means it is your turn again.
See reference section for details of how to add cards to existing sets.
This cycle continues until one player has no cards left, at which
point the end of round requester appears to announce the winner. This
lists how many points each player has, the number of rounds in the game
and the number of the round just completed, and then waits for you to select
its 'proceed' gadget, when the next round will begin as before, if any
remain in the current game. If not the end of game requester appears to
announce which player has won the overall game. Selecting proceed from
here will return the program to its initial state, from where another
game can be started.
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Modes Of Play
The program has been designed to allow various combinations of human and
AutoPlayers to compete, of which the following is a list
3 human players
2 human players
3 AutoPlayers
2 AutoPlayers
2 human players with one AutoPlayer
1 human player with two AutoPlayers
1 human with 1 AutoPlayer
These various combinations are achieved using the SPECIAL->MANUAL CONTROL
submenu explained in the reference section below. When there is more than
one human player competing at the start of a round, in order that the
players have time to change places without cheating occuring, the program
will automatically wait for the continue gadget to be pressed before
showing the human players cards, by which time the previous player will
have turned away. As a further security measure, if when the player comes
to take his turn, the turn number shown is his status area is not the
same as it was at the end of his last turn, then the previous player must
have cheated by going around each player and looking at their cards. When
continue is selected the turn number is increased by 1.
The continuous play option (see below) is included for games with no
human players; although it can be used when there are some, doing so
means that the players will not be able to read the descriptions of what
the AutoPlayers are doing, and the round winners will not be announced.
Note that when games are played with more than one human player, all
of the viewcards menu items should be unchecked; the cards of each of the
human players are then automatically displayed at the start of their turn,
and then hidden again at the end.
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Reference.
This section gives details on how to perform actions in the game, and
on what the menus do.
actions: Making an exchange
When it is your turn, to take the face up card, click on it so that a box
appears around it, and then click on the card you want to drop.
When it is your turn, to take the face down card, click on it so that a box
appears around it, and then click on the card you want to drop.
When it is your turn, to take no card, click on the face down card, and
then on the face up card to make the exchange. (Look at it first to see
if you want it.)
Changing player names
At any time, click on a player name gadget (the name with the box
around it) and edit it to the new name.
Changing the number of rounds in a game. DEFAULT:7
During a game click on the number of rounds gadget on line four and
edit it to a new number. Entering a number less than the current round
number will cause the game to end after the completion of the current
round.
Submitting a set
When it is your turn, select the cards which form a set (according to the
rules described above) and then click on the "submit new set" gadget on
the right of the screen. If the cards selected form a valid set they will
be removed from your hand and displayed on the right of the screen. If
they do not form a valid set, you will know this because the cards will
remain selected in your hand and will not appear in the sets area. This
means that either there were less than three cards selected (at least
this many are needed for submission) or one or more of the selected cards
does not fit in with the rest. You should then check which cards are
selected, and try again after making any changes. YOU CAN ONLY SUBMIT ONE
SET AT A TIME. If you have the cards 3d-4d-5d-9d-9h-9s-9c, selecting them
all at once for submission will not work. You must select the 3-4-5,
press submit gadget, then select 9-9-9-9 and press the submit gadget
again to win.
***** The program has now been updated to display a message telling the
player whether or not the submission was accepted.
Adding to a set
When it is your turn, select the cards you want to add to a single set,
in any order, and to add to a set of cards of the same suit you can select
cards to add at both ends all in one go. After this select the set you want to
add them to by clicking on one of the cards in the set. Now any selected cards
which can be added to that set will be removed from your hand and added to
the set; any highlighted cards in your hand will return to normal. If no
highlighted cards could be added to the set the will remain highlighted
in the hand of the player. Any number of cards can be added to a set.
***** The program has now been updated to display a message to tell the
player whether or not any of the selected cards were added to the
selected set.
All other actions are carried out through menu options described below.
PROJECT->PLAY->
This submenu allows either a two or a three player game to be started
or ended. The end game option is active only during a game, and the start
game options are active only when no game is in progress.
When the exit game option is selected, a message appears in the title
bar asking you to verify your choice with the verification menu. Either
select the verify menu item to confirm, or reselect the exit game item on
this menu to cancel. Normal play can continue throughout.
PROJECT->REORDER
This item allows the cards of the current player's hand to be
reordered. When selected, you are asked to select the players's cards in
the order they should appear from left to right. As the last card is
selected the cards are redisplayed in the new order.
PROJECT->ABOUT
Description of program.
PROJECT->QUIT
Exit program. This causes a message to appear in the title bar asking
you to select VERIFY->VERIFYQUITPROGRAM to confirm. Doing this will end
the current game (if in progress) and display the result, and then end
the program. Note: the request can be cancelled by reselecting the
PROJECT->QUIT option. Normal play can continue while the message is
present in the title bar.
INTELLIGENCE-> DEFAULT:4 for each player
This menu controls the characteristics of the AutoPlayers. There is
an intelligence setting for each player: level 1 is the easiest,
and level 10 is the hardest. The level has no effect for players under
manual control.
SPECIAL->VIEWCARDS
This submenu controls whether the cards of each player are always
visible; there is a subitem for each player which, if checked, means that
player's cards are always visible.
NB: Changing these items only takes effect when the player concerned has
their next turn.
NB: If a player is under manual control their cards are automatically
displayed when it is their turn, and only hidden if their viewcards
item is unchecked.
SPECIAL->MANUAL DEAL
This item allows the player to select the cards for each player at
the start of the round. When selected, at the start of the round a
requester is displayed with every card in it. The number of the player
for whom the cards are currently being selected appears under the
pointer. Click on a card and it appears in that players hand. Click on it
again and it is removed. Once seven cards are selected no more can be
added. When you have selected all the cards for a player select ACCEPT to
select cards for the next player. After the cards for each player have
been selected, ACCEPT begins the game.
NB: any number of cards upto seven may be dealt to a player.
NB: the AUTODEAL gadget can be selected at any time to automatically deal
seven cards per player from a shuffled pack.
SPECIAL->MANUAL CONTROL
This submenu has items to determine whether each player is under
manual control or AutoPlayer control (checked means manual). Changes here
take effect at the begining of that player's next turn. Changes may be
made here at any time.
SPECIAL->MODIFYMEMORY
Each player has their own memory describing where they think that each
card is. There is an entry for each card containing the following flags
CURRPLRHOLDS Current player holds
NEXTPLRHOLDS Next player holds
PREVPLRHOLDS Previous player holds
CURRPLRDROPD Current player dropped
NEXTPLRDROPD Next player dropped
PREVPLRDROPD Previous player dropped
INFUPSET In face up set on right of screen
GONEPAST In face up Pack
The flags are used in the score function to decide which cards are likely
to still be available. The modify memory option allows you to change and
inspect the contents of each player's memory. Selecting card displays the
flags currently set for that card. At this point the gadgets can be used
to change the flags set for that card in the memory. When the changes
have been made use SAVE to store the changes before selecting another
card. After making all the changes you want to use ACCEPT exit the
requester and store the changes in the player's memory, or CANCEL to exit
and discard the changes.
NB: Intelligence levels are partially implemented by randomly corrupting
player memory.
SPECIAL->OPENNEWPACK->
This submenu allows you to determine when the a new pack is opened,
after each hand is played or after each game, or not at all. This does
not have very much effect.
NB: So far as I am aware there is no possibility of cards "disappearing",
but if you think that they are, then select AFTEREACHHAND from this menu.
SPECIAL->SHUFFLE->
This is similar to the previous option but controls when cards are
shuffled instead. Again it has little effect.
SPECIAL->CONTINUOUSPLAY
This option means that there is no delay after an AutoPlayer takes a
turn while continue is pressed, and the the round winner requester is not
displayed. I.e. if left playing with all players in AutoPlayer mode the
game will progress to completion on its own and the final result will be
displayed.
***** There appears to be an intermittent bug which causes players to
change themselves to manual control. It only appears rarely - I have only
seen it once.
VERIFY->
This contains the verification items for exiting a game and quitting
the program.
SEAHAVEN - Play SeaHaven Towers, the mindless
game for people with minds. Solitaire like you always
wished it could be.
Standard Rules
For those of you experienced at playing different
solitaire games, here is a quick summary of the rules:
The object of the game is to separate the deck into its
four suits, each in an ordered stack from ace to king.
The cards are dealt face up into ten piles, five cards per
pile, with the remaining two cards on two of the four
towers. Only the cards on the towers and the top card on
each of the ten piles can be moved. Cards of the same
suit can be stacked in descending order. Any card can be
placed on a tower, and only kings can be placed on empty
piles. For a more detailed explanation, read on.
The playing field is divided into three different
parts. The stacks, one for each suit, where the cards are
stacked from ace to king, the towers, temporary holding
places for cards, and the piles, where most of the cards
are at the beginning of a game.
SeaHaven automatically moves cards to the
appropriate stack as they are freed. For example, if the
ace of spades were on one of the towers in the beginning
of the game, the ace would automatically move up to begin
the spade stack. Then the two of spades could move up and
cover the ace, assuming it were on a tower or the top of
pile. This would continue until one of the cards wasn't
free; for instance if the three of spades were at the
bottom of a pile. This means that it is theoretically
possible for you to begin a new game and find that you've
won without making a single move, even if winning the
lottery is fourteen times more likely.
Now you may be lucky, but even an incredibly lucky
person couldn't win more than one game with luck alone.
And where luck doesn't suffice, skill and strategy must.
To win you must free the cards of each suit sequentially,
aces, then twos, threes, etc... There are two operations
that help you succeed in this task. First, cards of the
same suit can be placed on one another in descending
order. For example, the six of diamonds can be placed on
the seven of diamonds, and the five of diamonds on the
six. If either the five or six of diamonds were
previously over an ace, that card is now free and will be
moved to begin a stack by the computer. Second, any card
can be placed on a tower. For example, imagine the five
of hearts covering an ace. The only way to free the ace,
if the six of hearts is not at the top of a pile, would be
to put the five on an empty tower. The ace would then be
free to begin a stack as before.
Sometimes you will want to move a series of cards.
The only way to do this is by using the towers. For
example, if you wanted to place both the six and five of
diamonds onto the seven, you would first have to put the
five onto an empty tower, move the six onto the seven, and
then move the five back onto the six. This becomes
tedious very quickly. Therefore SeaHaven gives you a
shortcut; it allows you to move both the five and the six
together. This means that you can only move at most one
card more than the number of empty towers. With all four
towers empty you can move a maximum of five cards, with
three empty towers you can move four, etc...
And finally, if during the course of a game you
empty a pile, you can start a new one with a king.
Because kings are the last cards to go up to the stacks,
they often get in the way, filling towers and covering
cards you need. By putting them on empty stacks, you
start a new pile and put them where they can do no harm.
Variations
SeaHaven Towers allows you to change its rules,
giving you a total of forty-eight different variations.
You can change SeaHaven's rules by selecting Change Rules
under the Edit menu. When you do, you see the following
options:
Cards only go on same suit
Cards go on same color
Cards go on any suit
Move one card at a time
Move multiple cards together
Cards count down only
Cards count up or down
Only kings may be put on an empty pile
Any card may be put on an empty pile
Game starts with 8 piles
Game starts with 10 piles
You can vary the game's difficulty by changing these
options, making SeaHaven challenging for anyone, from the
youngest novice to the oldest master.
The first set of options affect how cards are
stacked in piles. The standard rules only let you stack
cards of the same suit. Alternately, with the second
option you can stack cards of the same color together,
clubs with spades and diamonds with hearts. Or with the
third option you can stack cards of any suit on cards of
any other; in other words, cards are stacked by numerical
order only.
The second set controls card movement. Normally
you can only move one card at a time, meaning the only way
to move a group of cards is by using one or more of the
towers. Changing this option enables you to move a group
of cards without using the towers, making it possible for
you to move any size group of cards even if all four
towers are filled.
The third set determines the numerical order in
which cards are stacked. Standard rules only allow you to
stack cards in descending order, but by changing this
option, you can stack cards in both descending and
ascending order. This means that both a king and a jack
can be placed on a queen, both a queen and a ten on a
jack, etc...
The fourth set only influences empty piles. Under
standard rules you can only place kings on empty piles,
but by changing this option you can place any card on an
empty pile.
And finally, the last set of options varies the
number of piles the game starts with. Normally you start
with ten piles of five cards each and two full towers, but
you can start with eight piles of six cards each and four
full towers.
The Advice Column
1. If you've never played SeaHaven Towers before,
start with simpler rules. It takes a few games to get
used to SeaHaven; it is quite likely that you will lose
your first twenty games with the standard rules. Two good
rules to change are 'move multiple cards together' and
'any card may be put on an empty pile.' If the game is
still too hard, change a few more rules. The point is to
learn to play SeaHaven without getting frustrated. After
all, aren't games supposed to be fun?
2. Keep as many towers free as you can. A large
part of the game is emptying towers so you can make the
moves you need to win the game. Cards like kings, queens,
and other high cards tend to remain on the towers for a
long time. Before you place a card on a tower, find its
mate. Don't put the two of spades on a tower if the ace
of spades is at the bottom of a pile of kings. This
doesn't mean that you can't or even shouldn't do it, just
be aware that you're sacrificing a tower when you do.
Plan your use of the towers.
3. Free the aces and other low cards you can.
When the computer moves cards up to the stacks, it moves
them out of play. If you can even start one suit, you'll
find the game becomes easier.
4. Large sequences of cards can't be moved
easily. At the very most sequences shouldn't be larger
than three or four cards. Since the only way to move
sequences is with the towers and there are only four
towers, any sequence larger than five cards can't be moved
at all. Consider this example. The ace of clubs is
covered by the five and four of diamonds. This would mean
that the four of diamonds couldn't go anywhere other than
a tower, since it is already on the five. Even if the six
of diamonds were at the top of a pile you couldn't use it,
because in moving the five your must first move the four.
The solution in this instance is to empty a tower. But
for large sequences there is no solution, the cards
covered are out of play for the rest of the game.
5. Piles with only one card are good starting
points for large sequences. When a sequence doesn't cover
anything, you don't need to move it and its size doesn't
matter. So before you remove the last card from a pile,
try to start a sequence. Also see #6.
6. Put your kings on empty piles. Before you
empty a pile, decide whether it is better for you to start
a sequence with the last card of that pile or a king. But
if you do decide to empty the pile, put a king there.
7. Use Undo. Use it when you're in trouble. Use
it when you make a mistake. But use it, even if you have
to Undo to the start of a game. Undoing is not cheating.
You can always Redo an undone move.
8. If, in time, SeaHaven becomes too easy, make
it harder. You can start with eight piles instead of ten.
If you use eight piles, change a couple of the other
options as well, otherwise you may find winning
impossible.
9. And finally, take the preceding with a grain
of salt. Like many other prominent psychologists,
astrologists, and Advice Columnists, I may not have the
slightest idea what I am talking about. Use your own
judgement.
SEAHAVENS_TOWERS - The object of the game is to remove all of the cards from the playing area
and onto the four finished suit piles in sequential order from Ace to King.
The game starts with 50 of the cards placed in ten stacks of five cards each.
the remaining 2 cards occupy two of the four "Towers" located in the top
middle of the window. Cards are moved by clicking on them with the mouse
and draging them to where they are moved to. Illegal moves result in the
card returning to where it was moved from. Any single card can be moved
to any free space in the four Towers. Cards can only be moved from either
the Towers or from other stacks to the stacks if they are being placed on
the next higher card of the same suit, i.e., the 4 of clubs can only be
placed on the 5 of clubs. Multiple cards can be moved between the stacks
only if there number of cards being moved doesn't exceed the number of free
Tower positions by more than one card. As the lowest remaining cards in a
particular suit are freed, i.e., they have no cards on top of them, they are
moved to the finished suit piles automatically. When all of the cards have
been moved to these piles, the game is finished.
Help is provided by being able to start a game over or by being able to
back up 1 move at a time. Stats are kept on the number of games won
and lost and on the winning and losing streaks.
This game may not look good on machines that do not have some kind of flicker
reducing or eliminating device.
SPADES - is a program written to play the card game Spades.
This is a one player version of Spades -- you play one hand, and the
computer plays your partner and two opponents. The program plays by the
following rules adopted by my friends and I here at the University of South
Florida:
1) Four players are found, divided into two partnerships of two
players each. Partners sit opposite each other.
2) A dealer is randomly picked. Each player receives 13 cards from a
standard 52-card deck dealt clockwise starting with the player on the
dealer's left. On successive hands, the deal passes to the left.
3) Starting to the left of the dealer, each player bids the number of
tricks he feels his hand can take. Bidding passes clockwise. A
partnership's bid is the total of the two partners' bids. A partnership
must take this total number of tricks.
4) Play starts with the player to the left of the dealer and passes
clockwise. The only rule about leading is that spades may not be lead until
spades have been broken (i.e., played during a hand), unless a player holds
only spades.
5) Players must follow suit -- if you have a card of the suit lead,
you must play it. Otherwise, any suit may be played. Play ends with the
player to the right of the leader. In other words, each player plays one
card.
6) Highest card of the suit lead, or highest spade if a spade has been
played, wins the trick. Cards rank 2 lowest through Ace highest. The trick
winner scores one trick for his partnership and then leads for the next
trick.
7) After all 13 tricks in a hand have been taken, scores are totaled.
If a partnership takes at least as many tricks as they bid, they get 10
points for each trick they bid and one point for each trick they took over
their bid. If a partnership fails to take the number of tricks they bid,
they lose 10 points for each trick they bid. Negative scores are possible.
8) Deal passes to the left for another hand. First team to 500, or the
team with the highest score if both cross 500, wins.
When the program is first started, the computer will randomly deal out
cards to each player until the Ace of Spades is dealt. This player becomes
the dealer. The computer will then deal the cards. You will see your hand
at the bottom of the screen. Your partner sits across from you (at the top
of the screen), and your opponents are to either side of you. The computer
players will bid automatically. Their bids will appear as numbers in front
of the positions at which they are sitting.
When it is your turn to bid, a black bid box will appear in the lower
right-hand corner of the screen. Use the left mouse button to select your
bid. Clicking on the plus sign will raise your bid one trick. Clicking on
the minus sign will lower your bid one trick. Clicking on OK will accept
your bid. Clicking the right mouse button will cause the computer to
suggest a bid for you.
After all bids have been entered, the computer will pause for you to
examine the bids. When you are ready to play, click any mouse button.
Cards will then be played. Cards played by a computer player will
appear in the appropriate position on the screen. When it is your turn to
play, the computer will prompt you. Simply point at the card you want to
play and click the left mouse button. Again, clicking the right mouse
button will cause the computer to suggest a card for you to play (it will
mark it with an asterisk).
Note that the computer will not let you play an illegal card. If
nothing happens when you click, you are either trying to lead spades before
they have been broken or you are not following the lead suit when you can.
After all cards in the trick have been played, the computer will place
an asterisk in front of the winning card and update the trick count. If
this was also the last trick in the hand, it will update the scores. It
will then pause for you to look at all the cards that were played. When you
are ready to continue, click any mouse button.
This cycle will continue until a winner is found. The program will
then display a final score screen and ask whether or not you would like to
play again. Clicking YES will cause the game to start over. Clicking NO
will bring you back to the environment you started the game from. Note that
the game may be quit at any time by clicking the window close box at the
upper left of all game windows.
There is also a HIDE gadget in the Window TitleBar. If you click this,
the Spades screen and window are moved to the background, allowing you to
do something else without exiting Spades. It can be brought to the front
by normal Intuition means (cycling screens to the background) or by your
favorite screen management utility. No busy-waits, so it shouldn't slow
your multi-tasking down...
STREETSALLEY - BACKGROUND: Streets and Alleys is one solitaire game that is
not included in any of the commercial packages. I like the
game, so I decided to write a computer simulation of it.
INSTRUCTIONS: Just double click on the Streets&Alleys icon, the
game will display a brief greeting while it is reading data.
Then, the screen will appear, and the cards will be dealt. If
you didn't get a chance to read the entire greeting, it can be
recalled under the V2.65 menu. Rules and Strategy for the game
are also found under the V2.65 menu.
To play the game, click on a card, it will be displayed in
reverse video, then click on a destination pile, and the card
will be moved (unless you've attempted an illegal move).
Clicking twice on the same card will deselect it. You can
bypass the computer's move restrictions by selecting the 'Allow
All Moves' option in the menu (i.e. cheating). The other menu
selections are pretty self-explanatory.
SCORING: I dreamed up the scoring criteria mainly so a player
could see how many moves he's made. If you select the 'Show
Score Card' option, the score card will be displayed every time
you start a game. You can also read the score card anytime by
selecting 'Score' from the V2.65 menu.
WINDOWS: Any help window will close when the left mouse button
is clicked.
TUTS_TOMB - Welcome to Tut's Tomb, also known in some countries as 'Pyramid'.
The object of Tut's Tomb is to remove all of the cards from the 'Tomb' (or
'Pyramid'). This is done by matching pairs of cards so that the total
denomination of the pair is exactly thirteen (13). The suit or colour of the
cards is not relevant when playing 'Tut's Tomb'. When the Tomb is gone -
you win! It sounds easier than it actually is....
Rules
When the cards are dealt, you will see seven rows of cards, placed face up
onto the playing area. The first row contains one card, the second has two
cards, and so on until the seventh row.
A card is defined as being 'free' if there is no card on top of it. As an
example, all cards in the seventh row are free when they are dealt.
In "Tut's Tomb", an Ace is considered to have a value of one (1), a Jack has
a value of eleven (11), a Queen is Twelve (12) and a King is Thirteen (13).
Other cards have the value which is shown on them.
Unlike many types of card games, cards are not moved in "Tut's Tomb". The
only way of removing cards is to match cards in pairs so that their total adds
to thirteen (13). The exception to this rule is that a King may be moved alone,
as it's value is already equal to thirteen.
In "Tut's Tomb" the colour and suit of the cards are not relevant - only the
values of the cards are used.
When the game is dealt, you will see the deck of cards at the top right corner
of your screen. Cards may be used from the deck and paired with cards in the
pyramid to add up to 13.
Clicking on the deck will turn over the next card or third card in the
deck, depending on the option selected in the "Settings" screen (Draw one
is disabled for the Shareware Version).
When you get to the end of the deck, if you are playing using the draw three
option, clicking on the space where the deck was will flip the deck over, and
you can go through the deck again. If you are playing using the draw one
option, you only get ONE pass through the deck.
The game is over when all cards have been removed from the pyramid, or when
you give up and select the "End Game" option from the menu.
How to Play
Only mouse clicks are required to play Tut's Tomb.
To match one card with another, click on the first card (which must be free)
and then click on the second card. If the total adds up to 13, the two cards
will be removed from the screen. If you click on a King, it will be removed
without clicking on a second card, as a King has a value of 13.
After the first click, you will be reminded which card has been selected by
a message at the bottom right of the screen.
To flip over the next available card in the deck, click on the deck.
To turn over the deck when the deck is finished (providing you are playing
with a "draw three" option), click on the space where the deck was.
Menus
A number of menu items are available with Tut's Tomb. Clicking on
the right mouse button will make the menus appear. The menus have been
programmed to appear wherever the mouse pointer is currently located.
Available menu items are coloured dark green and will change colour to
light green when they are selected.
A grey menu item means that the item is not available
The Menu Bar available is:
------------------------
| Tut's Tomb | Options |
------------------------
Under the "Tut's Tomb" menu bar item, the following submenu items are
available:
----------------
| Tut's Tomb |
----------------
| End Game |
| New Game |
| About |
| Credits |
| Quit |
------------
End Game
Select this to End the current game.
New Game
Select this menu item to begin a new game (when the previous game has been
ended). This menu item is not available when playing a current game.
About
Displays information about Tut's Tomb
Credits
My credits screen - I've got people to thank!
Quit
What can I say? Quit means exit, scram, Outahere, vamoose, goodbye, or
"Ausgang" for my German speaking friends.
The "Options" menu item looks something like this:
-------------
| Options |
---------------
| Sound |
| Settings |
----------
Sound (On, Off)
Selecting "Sound" will pop up a sub menu to allow you to turn the sound on
or off. The current status is marked by a tick.
Settings
Use this menu item to change the settings for Tut's Tomb. This
menu item is not available until the current game is completed.
The Settings Screen
Items which can be altered from the settings screen are:
Sound
Buttons are available to turn the sound on or off (this will alter the
sound menu items described above). The pitch of the bell which sounds
when a card is selected (Bell 1) and the pitch of the bell which sounds
when the card is placed (Bell 2) can be adjusted using slider bars. The
volume of the sound can also be adjusted using a slider bar.
Draw
One or three - determines how many cards are to be flipped when clicking
on the deck. If draw three is selected, every third card will be
available. If draw one is selected, every card will be displayed as you
click on the deck. (Draw one only is available in the Shareware Version).
Title
On or Off - if this option is set "On", the title screen will be shown
when starting Tut's Tomb. When set to "Off" the title will be
skipped (Disabled in the Shareware Version - I'm going to make you sit
through the title unless you register!!).
Backs
Clicking on the "Backs" button allows you to select which of the 13 card
backs you wish to display during your game. Once selected, this back will
be used until you "Quit" (in the case where you don't save your settings),
or until you select another card back. To select a card back, just click
on the back you want. To use random card backs (ie,have Tut's Tomb
choose one at random for you) click on the box marked "Random".
(The ability to select card backs is disabled in the Shareware Version -
the "Random" option applies).
Default
Clicking on this button resets everything back to the default values.
Defaults are:
Sound - On
Bell1 - 50
Bell2 - 60
Volume - 32
Title - On
Draw - One
Backs - Random
Save
This button saves your Tut's Tomb settings to disk. They are automatically
loaded and used next time. (Disabled in the Shareware Version).
Use
This button allows you to use your settings, without saving them to disk.
They will be lost when you "Quit" from Tut's Tomb.
ULTIMATE_QUIZ - (PLAYING INSTRUCTIONS)
----------------------
This game is played by using your Mouse.
The Intro can be skipped by pressing your Left Mouse Button.
You will then see the Game Playing Screen .....
(THE HELP BUTTON)
-----------------
If selected, you will be greeted with a neat vertical scrolly text
message on the screen.
You can quit it by pressing (as always), the left mouse button.
Or it will quit itself when the message is complete.
(STARTING A GAME)
-----------------
If you click anywhere else other than the Help Button then this
message will appear on the main screen window ...
GAME ON - PRESS START
You will also notice that the START Button is flashing and that
the mouse pointer is limited to that button only.
To display the questions - press the left mouse button when the
START Button is flashing.
O.K. The first question & three answer options will now appear
on the screen in a typewriter kind of fashion !
You will notice that the three answer options are colour coded
to match the A,B and C Buttons at the bottom of the screen.
(Good one for the kids.)
The mouse pointer will now be positioned above the A,B & C buttons.
You can now select either A,B or C to answer the question.
You are limited to the amount of time you take to answer each
question.
(THE TIMER)
-----------
The Timer Bar will start to scroll away whilst playing some
countdown music after the question has been printed on screen.
The Timer & Music will stop when you have either run out of time
or if you select A,B or C.
(SCORING)
---------
You start each game with:
0 points
3 credits
If you answer a question correctly then you will gain 10 points.
If you answer a question wrongly then you will lose 1 credit !
If the Timer runs out then you also lose 1 precious credit !
A total of 1000 points are available in each game played.
10 points * 100 questions.
Each question is picked at random. This means you won't ever play
them in the same order each time you play. This gives the game a
longer lasting appeal I think.
This also means that you have a chance of beating the HiScore
instead of only getting so far into the Quiz and getting stuck
at the exact same spot each time.
(GAME OVER)
-----------
The Game Over screen only appears when you have no more credits or
if you have attempted all 100 questions.
Your Rating will be shown at the bottom of the screen too.
The HiScore will only reach 1000 points maximum. Can you do it ?
That's basically it !
Click on START when its flashing to play the next question.
Click on A,B or C to answer it.
Watch out for the Timer.
Watch out for your Credits.
Try and reach a new HiScore.
WALLY_SOLITAIRE - The most commonly played solitaire game is known widely as Klondike. It
might also be known as Plain Solitaire, ChinaMan, Demon Patience, Fascin-
ation or others. But even more numerous than its names are the number of
different ways Klondike is played. Unfortunately, most computer solitaire
games enforce Hoyle's rules without exception. So, if you like playing by
slightly different rules, you're simply out of luck, forced to conform.
WallyWare Solitaire not only plays Klondike nicely with low memory/screen
requirements, you play by the rules of your choice. Hoyle's rules can be
either partially or entirely disabled, and there are 5 different ways of
working through the deck. Besides that, there is a Wrap-Up function for
when a win is imminent, a palette requester to fine tune the colors to
your liking, and a Save-Setup function that remembers how all of the
options are set.
Also taking a different approach to computerized Klondike, there are three
optional play modes. In Sudden-Death, if you miss a move the game ends.
In the Near-Death mode, a missed move only gets a warning. When the
Move-Indicator is ON, you're constantly informed whether a legal move is
possible.
In a Nut-Shell:
--------------
After Klondike is started and has displayed the software license, it reads
in the card image data and prompts the user to press anything to begin
playing. Once the cards have finished dealing, you're ready to play the
first game.
Cards are moved by positioning the cursor over the card to be moved, and
grabbing it by holding down on the left mouse button. Continue holding
down on the mouse button and move the card to its new position. Release
the mouse button to drop the card. Several cards can be moved in a single
motion by grabbing the deepest card of the pile to be moved.
Cards are dealt according to the dealmode when the deck or hand at the
(upperleft) is clicked. If the dealmode allows for multiple passes through
the deck, clicking the deck position when its empty will pickup the waste
pile (talon), in preparation for another pass through the deck. The menus
can be used to start new games, change the options and rules, or quit.
According to Hoyle:
------------------
28 cards are dealt to 7 piles called the tableau. The object is to move
all of the cards to the top 4 piles called foundations.
On the tableau piles, you can build in descending sequence, red on black,
or black on red. Multiple cards may also be moved in the tableau and only
Kings are allowed to be played in an open tableau pile.
When an Ace is freed, it is played in a foundation pile. Thereafter, you
may build on the foundations in ascending sequence of the same suit. Once
a card has been played in a foundation, it may not be moved.
The cards remaining after the deal are called the hand. There are two
common methods for working through the hand. In the one card mode, each
consecutive card in the hand is turned up and placed in the waste pile.
The top card in the waste pile is always available to be played. The game
ends after the stack has been gone through once. In the 3 card mode, three
cards at a time are dealt from the hand to the waste pile but you may make
as many passes through the hand as necessary.
Klondike Menus and Keyboard Shortcuts:
-------------------------------------
The Right Mouse Button can be used to activate menu items. When a check-
mark character is shown with a menu item, the option or rule is turned on.
Multiple menu selections can be made by using the left button along with
the right button. Shortcuts are available for most of the menu functions
or settings. The keyboard shortcuts can be activated the AmigaOS way, by
using the right Amiga key inconjunction with the hot key, or by simply
pressing the hot key by itself.
Game Menu Hot-Key:
-----------------------
New Game N
Each time a new game is started, your bank balance is charged 50 dollars,
the cards are reshuffled then dealt.
Chapter 7 7
Sets the bank balance to zero prior to starting a new game.
Wally Wrap-up W
This function was designed to eliminate the formality of moving cards to
foundations when a win is imminent. When activated, as many cards as
possible are moved to foundations. If all the cards make it to the
foundations, a victory is scored and 500 dollars is credited to your
bank balance. This also works nicely when a number of cards need to be
moved to the foundations and you feel lazy.
Save Setup S
This function saves the current menu options and rules so that this
arrangement is restored the next time you play Klondike. It creates a
file named Klondike.settings in the current directory.
Quit Q
Ends the Game. The inadvertant press of a bare Q key is protected by a
confirmation requester.
Options Menu Hot Key:
------------------------
1-Card 1-Pass 1
Deals 1 card at a time, and allows only one pass through the deck.
3-Card 3-Passes 2
Deals 3 cards at a time, and allows only three passes through the deck.
3-Card N-Passes 3
Deals 3 cards at a time, and allows unlimited passes through the deck.
3-Card N-P.Rev. 4
Deals 3 cards at a time, but their order is reversed as they are moved
from the deck to the waste pile. Allows unlimited passes through the
deck.
1-Card N-Passes 5
Deals 1 card at a time, and allows unlimited passes through the deck.
Rules Menu Hot-Key:
-----------------------
All Rules Off -
Turns all five rules OFF.
Non-Movable Partial Stacks
This rule prevents you from moving partial stacks in the tableau.
After cards are played in the tableau, they can be moved only a
few ways; from the top of a stack to a foundation, as part of all
the cards that are face up in that stack or to an empty tableau.
The rule is enforced by allowing you to move only cards that are
the first face-up card from the bottom (screen top) of the stack.
Non-Movable Foundations
This rule prevents you from moving cards once they have been played on
a foundation.
Kings Only on Empty Stacks
This rule allows only Kings to be played in empty tableau piles.
Normal Foundation Rules
This rule consist of two parts. An Ace must be the first card played
in an empty foundation. Afterwards, cards played in the foundation must
be one value higher and of the same suit as the card its played on.
Normal Tableau Rules
Cards played in the tableau must be of the opposite color and one value
lower than the card its played on.
All Rules On =
Turns all 5 rules ON.
There is a small quirk when this function is selected using the multiple
menu selection feature of AmigaDOS. The check marks beside the five
rules will not appear until after the mouse buttons have been released
and the menu reactivated.
Extras Menu Hot-Key:
-----------------------
Move Indicator M
When on, the Move indicator tells when a legal play is possible. Its
up to the user to find the move.
Near Death N
In this mode, you cannot deal cards from the deck until all the legal
moves have been made.
Sudden Death D
When sudden death is on, if you miss a play you're history. Be sure
all the plays have been made before clicking the deck to turn up more
cards.
Fast Moves F
When not ON, the card movements are slower.
Spread Talon T
With this option ON, the cards in the talon are spread down the screen
so you can view cards that would otherwise be hidden in the waste pile.
Palette P
A crude Palette requester to fine tune the colors for your monitor.
Rules Discussion:
----------------
Hoyle's rules are implemented in five parts so to allow for a number of
common play variations while still enforcing a set of rules. Still, you
can turn them all OFF and move cards about freely. By manually enforcing
your own choice of rules you can play a variation of Klondike called
How-Many-Times-Do-I-Have-To-Cheat-To-Win.
Don't be surprised if you get unexpected results when only a part of the
rules are disabled. While one rule might seem to allow a particular
move, another rule may still prevent it. For example, if you turn off
only the Non-Movable Foundations rule and try to move a card from a
foundation to a tableau, the move must still satisfy the normal tableau
rules.
Scoring:
-------
The scoring method employed is based on a 50 dollar charge for playing a
game, and a 5 dollar pay back for every card you move to a foundation.
If all 52 cards make it to the foundations, then a bonus is included which
makes a total score of 500 dollars.
Quirks:
------
Intuition doesn't provide a means of turning ON several menu checkmarks
internally, so using the multiple menu select feature of AmigaOS to turn
ON all the rules doesn't show the checkmarks until the right mouse button
is released and the menu is reactivated.
Too bad there isn't a MutualInclude field in the MenuItem structure that
would turn MenuItems ON the way the MutualExclude field turns them OFF.
Still a few problems (of mine) with the menu fonts under AmigaOS 2.0 if
the system default font is larger that TOPAZ 8.
WOTS_ITS_NAME - The object of the game is to be the first one to reach the end of the board.
You move around the board by giving the correct answer to the clues given.
When the game starts you will be asked for the number of players (up to 4),
and which question bank to use. There is currently 4 banks each with 50
question cards.
On your turn, click on one of the available numbered circles and the
corresponding clue will be shown. You must then enter an answer before the
timer runs out or click on the PASS icon. The timer automatically stops
when you press a key (see Notes below).
There is NO penalty for an incorrect answer or for PASSing. Some of the
numbered circles contain BONUS moves which move the player forward, or
PENALTY moves which move the player backward. Theses are shown in the clue
box and also have an appropriate sound.
SCORING
The number of squares a player moves after giving a correct answer is equal
to the number of clues remaining. For example, if you answer correctly on
the 5th clue you will move 15 squares (20 - 5 = 15).
CATEGORIES
There are four different categories: PERSON, PLACE, THING, YEAR. An icon
on the board is highlighted to show which category the current answer is in.
PERSON: These can be live or dead, male or female, real or fictional.
It also includes groups of people.
PLACE: Apart from the obvious this also includes things like rivers,
oceans, planets, or other natural locations.
THING: Things are inanimate objects, animals, events, and abstract
concepts.
YEAR: A four digit number (1976, 1988) in which events took place.
NOTES
In order to simply things I have removed words like 'A' and 'THE' from the
answers. Therefore, if you think the answer is 'A MAGNET' just enter
'MAGNET'
The backspace key can be used to correct spellings UPTO but NOT including
the first letter. The reason for this is simple. When the program detects a
keypress the timer stops, thereby giving you plenty of time to enter the
answer. However, to stop players just hitting a key to stop the timer
(giving endless 'thinking' time) it won't delete the first letter. The
chances of anyone making a spelling mistake with the first letter is fairly
minimal.