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WORDPLAY.DOC
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1986-07-04
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19KB
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318 lines
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WORDPLAY (c) 1986 Jerry Schonewille version 1.01 July 3, 1986
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This program is shipped with the following four files
WORDPLAY.COM
WORDPLAY.000
WORDPLAY.DOC
WORDPLAY.PUZ
It may be that by the time you get this game additional files with
the 'PUZ' extension are included. It is also possible that a file
"WORDPLAY.PRM' is included. The latter is a parameter file that
remembers how the game was set up the last time it was played. If
it does not exist then the program will create it for you. Before
you do anything else I suggest you make backup copies of these
files.
This game will run on the IBM-PC/XT/AT and true clones equiped
with a color graphics card.
BACKGROUND
Like many of my friends, and apparently a lot of people across the
country, I found myself becoming addicted to the "Wheel of Fortune"
game on television. My addiction was related to solving the
puzzles. Yes, I like watching Vanna White turn letters and I enjoy
Pat Sajak's charm but I really didn't care who won the game and I
certainly didn't care who won the ceramic Dalmatian. And how many
people do you know who would spend $14,000 for a watch? Give me a
break please! I just wanted to solve the puzzle's. To overcome
these distractions I began video taping the show and watching it
later so that I could fast forward through all but the puzzle
solving. Having now reduced this game to it's basics , it occurred
to me that it should be a simple thing to write a computer program
to do the puzzles.
Well, it wasn't that simple but that's what I did and that's what
this is. Funny thing, now that I've written it I wish I could
figure out how to get Vanna to turn the letters.
THE PLAY
If you're like me then you're probably tired of reading this
"document file" at this point and want to jump in and start playing
the game. I've attempted to write this game so you can do just
that. Before you do however, please note that in adapting 'The
Wheel of Fortune' to the computer there are some necessary
variations should be aware of. You might want to read the 'Getting
Started' section as well.
o The focus of this game is puzzle solving rather than buying
prizes. While you do accumulate points (dollars) in the
style of the TV game you does not pause to spend it on prizes
after solving a puzzle. Nor are there commercial breaks
(except when you quit playing). Accordingly, there are no
bonus rounds or other variations that show up when time runs
out. Every time a puzzle is solved a new one shows up.
o To maintain the spirit of competitiveness you have the option
of setting up a game timer. I suggest you keep the timer off
until you get the feel of the game. After that you can set
it according to your skill, from an extremely fast 5 seconds
per move to an anemic 45 seconds per move.
o The TV show changes wheels after each game with progressively
higher values and increasing risk of loosing your turn or
going bankrupt. This game contains the three wheels as
seen on the nighttime show and it selects the first one at
the start of play. Whenever a puzzle is solved the next
wheel is selected. After all three wheels have been used the
first one is selected and the cycle repeats.
o The wheel will spin continuously as long as you hold down the
'SPIN' button. Once you release the button, the wheel slow
down and eventually come to a stop. If you are playing with
the timer on, the wheel will slow down and stop by itself if
you hold the 'spin' button down for more than 3 seconds. The
timer will pause while the wheel is spinning.
o Unlike the TV show where diction is important to solving the
puzzle, your ability to spell is required to win here. Close
doesn't count. You have to be exact. A former boss of mine
once told me that if you can't fix it FEATURE it. The
requirement that you have to be able to spell the puzzle as
well as pronounce it is a great educational FEATURE. It
doesn't matter if you mix upper and lower case letters and
extraneous spaces before, after, or between words don't
matter either. But you better get the letters right or you
won't win.
o Whenever you give a keyboard entry that is inappropriate to
the particular situation the program will either ignore it or
give you a friendly message and then patiently wait for you
to do the right thing. Just keep trying until you get it
right. That's how Pat would want it. Note however, that if
the timer is turned on, the clock keeps ticking away.
o You will eventually get tired of the puzzles I've supplied
with this game and want to create your own. The reason the
code for this program is twice as big as it should have been
and took 4 weeks longer to write than planned is because I
decided at the last minute to include a puzzle editor. Once
having made that decision I was faced with a moral dilemma.
To be effective I felt the editor should give you complete
access to the puzzles. In doing so, it leaves itself open to
abuse by those who are inclined to cheat. I finally reasoned
that people who enjoy cheating probably wouldn't enjoy this
game anyway. I won't try to stop them. Should you be
basically honest but in a moment of weakness jump into the
editor that's Ok. In doing so however, you will find that
when you return to the game everything will have been reset
just as if you just started playing from scratch.
GETTING STARTED
The files WORDPLAY.COM, WORDPLAY.000, and WORDPLAY.PRM (if it
exists) must be in the same directory. The puzzle file(s) - those
with the '.PUZ' filename extension - may be in any directory,
though you will probably want to keep these in that same directory
as well. To start the game type WORDPLAY. After a short pause,
the length of which will depend upon whether the program files are
on floppy disk, hard disk, or RAM disk, you'll see and hear a
little message announcing who wrote the program, followed a few
second later by a program information screen. When you're done
reading that, or if you already read it before, just press any key
to go into the setup screen. If you are a fast reader, there may
be a slight delay before the setup screen appears after you press a
key. The reason is that the program is busy at work in the
background creating some of the game screens you will see later on.
The setup screen will show you what the current default values are
and allow you to change them before proceeding. As will be the
case for all screens in this game, there is an information line at
the bottom that informs you of your options and what keys you need
to press. In most cases, the defaults will have been set by you in
a previous session (the program remembers what you did last time
and stores the information in the WORDPLAY.PRM file) and there is
no need to change them. From this screen you can turn the sound
effects ON or OFF, set the duration of the timer - or turn it OFF,
set the number of players and their names, define the disk and
directory where the puzzle file(s) is located, enter the editor, or
play the game.
THE GAME
As you jump into the game several things happen, and they happen
quickly. The game screen appears, the wheel is spun to get it
ready for action, and a player is selected to start the game. You
might be overwhelmed by all this the first time you see it so lets
review, slowly, the individual elements of the game screen.
The upper left hand corner contains what I call the 'prompt
window'. If somehow Pat Sajak could have been programmed into this
a game he would appear in this prompt window. The type of things
that you would normally expect Pat to say will appear in this
window. Play the game for a while and you'll see what I mean. The
top bar of the prompt window informs you of how many puzzles are in
the current puzzle file and how many are available for use. The
game selects a puzzle at random, and once it is solved that
particular puzzle is marked. It won't be used again until all the
puzzles in the file have been solved. At that point all the marks
are removed. The prompt window also keeps track of elapsed time if
you have the timer turned on.
To the right of the 'prompt window' are the player boards. There
will be one, two, or three of these depending on how many players
are playing the game. The board corresponding to the active player
(the player who's turn it is) will be highlighted by a unique color
(red in the current release). Each player board is divided in two
sections, the top half showing the player name and his/her total
account, the bottom half showing the account for the current game.
Whenever you are awarded a 'free-spin', that information is shown
above your player board.
Below the prompt window and player boards is the puzzle board
itself. Each letter in the puzzle is represented by a black box
which is filled in as you guess the letters. The lower right hand
corner of the puzzle board show what type of puzzle is being
played.
To the right of all this is the 'wheel'. It's just like the wheel
you see on TV except that instead of having a top view, you get an
end view. You'll quickly become accustomed to this perspective.
There are pointers near the top of the wheel corresponding to the
number of players. Whenever you spin the wheel the ending square
will be highlighted.
As with all screens,the bottom contains a help line. During the
course of play this line will keep you informed of your options for
each situation.
As you begin choosing letters a line just above the puzzle board
will keep you informed about which letters have been chosen so far.
You can quit the game any time by pressing the <ESC> key. This
will place you back to the setup screen. From here you can re-
enter the game but remember that doing so is just like starting
from scratch.
THE EDITOR
It is possible that by the time you got this program it may
include other puzzle files. The editor imbedded in the program
allows you to create your own puzzle files. If you're proud of
that file you can, and in fact are encouraged, to give a copy of it
to the next person - just as you are encouraged to pass this
program along to others. The editor will automatically assign the
filename extension of '.PUZ' to any puzzle file that you create and
the program will read/load any puzzle file created by the editor.
To my way of thinking, the more '.PUZ' files the better.
You enter the editor from the setup screen by pressing <F5>. With
the editor you can add, change or delete puzzles, you can reformat
them (change the way they appear on the puzzle board) and you can
create you own puzzle files. As with the game itself, I intended
for the editor to be self-explanatory. While on the one hand I'm
pleased with its power, its friendliness and intuitiveness leaves
something to be desired. I have decided to release it in its
present form because without feedback from you (i.e. 'user-
supported') I'm not sure how to go about making it better. It is
fully functional however, and with some practice you will be able
to master it.
SOME THINGS YOU SHOULD KNOW
The puzzle file name itself (without the .PUZ extension) is limited
to 8 characters, a restriction imposed by MS-DOS/PC-DOS, not me.
The editor automatically assigns the '.PUZ' extension so you do not
need to include it in your filename - if you do it is ignored
anyway. To insure the integrity and consistency of this game I
request that you name your files anything you want, given the
restrictions, but leave the file WORDPLAY for me. This is release
1.00 of WORDPLAY and as much as I've tried, it would be foolish to
assume that it is bug-free. Those of you ever involved with having
to "debug" a program know that step one is to duplicate the
sequence of events that caused the bug and step two is to eliminate
the variables. It is for this reason that I request you do not
modify WORDPLAY.PUZ. Feel free however, to copy this file under a
different name and do with it what you want.
The editor will not allow you to save the puzzle file WORDPLAY.
Those of you who are clever will find ways to circumvent this
precaution but please bear in mind my reasons for asking you to not
do so.
About the puzzle files themselves, each can store up to 250
puzzles. At the start of play the entire puzzle file is loaded
into memory and one of the puzzle's is randomly selected. When
that puzzle is solved, it is marked and will not be selected again.
Another puzzle is then selected at random and the cycle repeats
itself. When you quit the game, the puzzle file is updated
(written to) to indicate which puzzles have been used since it was
loaded. For this reason make sure that if your puzzles are stored
on a floppy that the floppy is in the drive when you end the game.
Eventually, all the puzzles will have been used and when that
happens, all the puzzles will be automatically cleared and made
available for use. You can also clear all puzzles from within the
editor should you so desire.
The parameter file WORDPLAY.PRM is created or updated when you quit
the game. As a result, whenever you start off a new session of
WORDPLAY, you will "default" to the same environment that existed
the last time you played. The same comments about keeping the
floppy in the drive when you quit apply here.
It is possible to keep your puzzle file(s) in a different directory
or even a different disk drive from the disk\directory containing
WORDPLAY.COM. Being a hard disk user I always want to see programs
offer that flexibility and I put it into all the programs I write.
For this game however, there is probably is no need to take
advantage of this feature and it can cause confusion. I suggest
you keep the puzzle(s) and program in the same directory. The
program defaults to looking for puzzle files in the same disk drive
and directory from which you started the game. If you want to
restore this mode after having changed it then go into the setup
screen and press <F5>. In the next menu select either <F1> (change
disk) or <F2> (change directory) and then just press <ENTER> when
prompted.
I COULDN'T HAVE DONE IT WITHOUT THEM
It has occurred to me that the development of this program would
not have been possible if it were not for a few things,
circumstances, and people. I would like to acknowledge them.
My computer, a ZENITH-151 PC Clone running under MS-DOS 2.11
equipped with 10 Mb hard disk, one 5 1/4" floppy, 640K RAM, color
Graphics card, and Hayes 1200 Baud Modem. A steady workhorse and
flawless performer. State of the art just a few years ago, rapidly
becoming obsolescent. Isn't that the way with computers.
The software, Borland's Turbo Pascal version 3.0. The best
software value ever and a powerful program development tool for the
PC. I would not have attempted this program nor completed it
without TURBO. If you are still programming in BASIC then you are
inflicting needless pain upon yourself. No, I'm not a Borland
employee or stockholder, just a testimonial from a satisfied
customer - though I did long for an incremental compiler once the
source code got beyond 2000 lines.
My good friends Amrish Patel, Paul Hock, and Randy Proal who took
the time to give me unbiased views, suggestions and encouragement
from the early stages of development to the final debugging state.
I want to single out Randy for both his subtle perspective and
painstaking detail that went into his analysis and suggestions. I
suspect I won't be getting that $10.00 from him.
A long time acquaintance Jim DeRosa who turned me on years ago to
the underground world of telecommunications and the evolving public
domain software concept.
Merv Griffin, Pat Sajak, and Vanna White - for obvious reasons.