\documentstyle{article} \title{STrabble\\User Manual} \author{Warwick Allison} \newcommand{\strabble}{{\bf STrabble}} \newcommand{\scrabble}{{\bf Scrabble\copyright}} \newcommand{\button}[1]{\framebox{\tiny #1}} \begin{document} \maketitle \section{Overview} \strabble\ is similar to the crossword game \scrabble\ from Murfet (Australian version). The primary difference being that this version can be played with just one player --- against a computer. The initial release runs only on a {\bf monochrome monitor}. Due to the size of the dictionary, a 45000 word monster in a highly sophisticated structure, this program will not execute on a machine with less than {\bf one megabyte of memory}. A smaller dictionary will be made available if any interest is shown. \section{Quick clues} In order to let you avoid reading this manual, you can just take note of these few clues: \begin{itemize} \item Select \button{PLAYERS} from the \button{GAME} menu, then click on the top two \button{CPU3} buttons. Once you press \button{OKAY}, the two super-brainy computers will battle it out. Click on \button{END GAME} to stop them --- you will have to wait until they are not thinking. \item To play, click on tiles in the lower-left corner, then click-and-hold on the square of the board you want to put your word at, then drag in the direction you want to place the word. \end{itemize} The program has many other features, so you should experiment with the menu options. Some menu options may be disabled. This has {\em not} been done to hide or disable features, it's just that these features have not been implemented yet! Without doubt, those and many other features will be implemented in due course --- keep an eye on your software source! \section{Playing \strabble} \strabble\ is a game for up to six players. The game centres around forming words from a group of letters, producing something like a crossword puzzle display. If you are unfamiliar with the game of \scrabble, we suggest you read the short description in section \ref{rules}, or better still, buy the board game! \subsection{Starting} The initial game setup is for one human player against a moderately powerful computerised opponent, with both players given tiles. The human player will be able to go first. We describe play from this point now, and leave the description of changing the setup until later. \subsection{Choosing your word} In the lower right side of the screen is a box, which we will call the {\em edit box}, containing your seven tiles. The top seven squares form an area we will call the {\em active} area. Immediately below the {\em active} area is a small arrow, the {\em cursor}, pointing up at the {\em active} area. The bottom seven squares --- which initially contain all seven of your tiles --- we will call the {\em inactive} area. The {\em edit box} is used to choose the letters you intend to use on the board. Clicking on different parts of the {\em edit box} will produce different results. The actions are very intuitive, but we will explain them all, to make sure you don't miss a useful one: \begin{description} \item[Inactive area] You may either click on a tile or a blank space in the {\em Inactive} area. \begin{itemize} \item Clicking on a tile in the {\em inactive} area will cause it to be moved up into the {\em active} area, at the current position of the {\em cursor}. \item Clicking on a blank space in the {\em inactive} area will cause all of the tiles in the {\em active} area to be moved down into the {\em inactive} area. \end{itemize} \item[Active area] Clicking on a tile in the {\em active} area will cause it to be moved down into the {\em inactive} area, and the {\em cursor} to be moved to the point of removal. \item[Cursor] Clicking on the area just below the {\em active} area will move the cursor to that position --- but not past the end of the tiles in the {\em active} area. \end{description} Also available, are {\em keyboard equivalents} for the above functions, and these we list below: \begin{description} \item[A to Z] Pressing a letter key will cause a tile with that letter to be moved into the {\em active} area. Of course, if your don't have such a letter in your {\em inactive} tile, nothing will happen. \item[Space] Pressing the space bar will move a {\em blank} tile into the {\em active} area, provided you have one. \item[Escape] Pressing ESC will cause all tiles from the {\em active} area to be moved into the {\em inactive} area. \item[$\leftarrow$ and $\rightarrow$] Pressing an arrow key will move the cursor, but not past either end of the {\em active} tiles. \item[Backspace] Pressing the backspace key will cause the tile to the left of the {\em cursor} position to be moved down into the {\em inactive} area. \item[Delete] Pressing the delete key will cause the tile to the right of the {\em cursor} position to be moved down into the {\em active} area. \end{description} When choosing letters for your word, you will usually be intending to use a letter or some letters on the board as part of the word. Just leave those letters out of those you put in the {\em active} area, and they will be filled in when you place your word. \subsection{Placing your letters on the board} To place your word on the board, move the mouse pointer to the point on the board where you want to place the first tile in your {\em active} letters. Then click and drag in the direction you want the word to go --- a rubber box will show you what your doing. Release the mouse button when you have sufficiently described the direction you want. You {\em do not} have to drag a rubber box to the exact size of the word you are placing, just enough to give an indication. If you just click and release, your word will be placed acrosswards on the board. You {\em do not} have to worry too much, because if you misplace your word, it will probably indicate rubbish words on the board, which the computer will check and refuse. \subsection{Automatic spell-checking} If you attempt (perhaps accidentally) to place a word on the board which is not in the \strabble\ dictionary, the computer will display a warning alert, allowing you to change your mind about the placement by pressing the \button{CANCEL}, to ignore the fact that the word is nonsense (\button{IGNORE}), or to actually add it to the dictionary (\button{ADD})! Unlike \scrabble, there is no penalty for attempting to use a wrong word. The spell checking feature can be disabled by clicking on the \button{CHECK SPELLING} button in the \button{OPTIONS} menu. You might wish to do this just to experiment. The ability to add words to the dictionary can be disabled by clicking on the \button{LOCK DICTIONARY} button in the \button{OPTIONS} menu. You might do this when people who are unfamiliar with the game are playing. \subsection{Swapping tiles} Occasionally you will not be able to think of a word to play because of poor available tiles. You may swap from zero to all of your tiles with new ones\footnote{not necessarily new --- if you are nearing the end of the game, you may get the same tiles back!} by moving them into the {\em active} area, then clicking on the \button{SWAP} button on the desktop. Some players like to do this even when they can go, with a small score, in the hope of collecting better letters --- for example if you have six E's and a C, you might think you are better off swapping some of the E's for new tiles. \subsection{Your new tiles} After playing your tiles, you will be given new ones to bring your total back to seven. The next tile it is your turn, the new tiles will be in the {\em active} section so that you know what they are. There are only one hundred tiles available, so if there are insufficient tiles, then you will be given as many as possible (see section \ref{endgame}). \section{Loading and Saving games} Games can be loaded and saved freely. Two particular games are kept recorded by the computer: \begin{enumerate} \item The game with the highest combined score of all players. \item The game with the highest score for a single player. \end{enumerate} These two special games are stored as {\tt BESTGAME.SAV} and {\tt TOPSCORE.SAV} respectively, and are stored in the {\tt DATA} directory. All other games will be stored in the {\tt GAMES} directory --- unless you change the path in the fileselector when you save them! \strabble\ games are pretty important things, so the computer keeps track of whether you have saved the game, so if you stand to lose it, you will be warned and given the option of saving. For example, if you quit or attempt to load another game without ending the current game, you will be warned. {\em Please note that this feature is NOT one of those `dumb' ones where the computer just mindlessly asks for confirmation} --- if the computer says you haven't saved the game, then you haven't. \section{The Dictionary} \strabble\ is supplied with a 45000 word dictionary to give the excellent performance achieved by the computer opponents, to check your spelling without annoying you with checks on words that are real, and to let you peruse the dictionary to help you play. \subsection{Searching for words} You may search the dictionary at any time by clicking on the \button{SEARCH DICTIONARY} option under the \button{WORDS} menu. The window you are given may be left on the screen, and moved around like any normal GEM window. To use the dictionary, click in the area at the top, and type your word just as you would with any normal edit line in a GEM dialog box, with the exception that you must press RETURN before you can do anything else\footnote{This must be done, because this is a {\em window}, rather than the usual {\em form} --- forms cannot be moved around.} As well as simply typing a word to search for, you can also you special characters (wild cards): \begin{itemize} \item The character `{\tt *}' represents any 1 or more letters, except when used at the end of your word, when it means 0 or more. \item The character `{\tt ?}' represents any 1 letter. \end{itemize} for example: \begin{description} \item[\tt HE*O] Matches HELLO, HERO, HERETO, and HEREUNTO. \item[\tt MO?SE] Matches MOOSE, MORSE, and MOUSE. \item[\tt P*TR??E] Matches just PROTRUDE. \end{description} This feature is intended to help you with your game --- but you may prefer to play against a less powerful computer and not use the dictionary. In the original \scrabble\ game, the use of a dictionary was {\em strictly} prohibited, but if the computer is using the dictionary then why shouldn't you? \subsection{Changing the dictionary} Every so often, you will come up with a really good word, and the computer will not know it. You will be allowed at that time to add the word to the dictionary. You may also edit the dictionary at your leisure by selecting the \button{EDIT WORDS} option in the \button{WORDS} menu. You can add or delete words by typing the word then pressing the appropriate button. This feature is very underdeveloped, because you really shouldn't have to edit the dictionary. You should certainly be {\em very} careful when removing words from the dictionary: Honestly, `zo' is a word; Just because your dictionary does not have the word, don't delete it. Some of the words are, admittedly, obscure. For example: \begin{quote} {\bf alfa,} {\em n.} the name of a North African grass of the genus {\em Stipa}; also, its fiber, used in the manufacture of paper, baskets, etc. {\em Webster, 1960}\\ {\bf zo, zho, {\em or} dzo} {\em n., pl.} {\bf zos, zhos, dzos {\em or} zo, zho, dzo.} A Tibetan breed of cattle, developed by crossing the yak with common cattle. [C20: from Tibetan] {\em Collins, 1981} \end{quote} So you think the Tibetans must play \scrabble\ too? Fancy breeding cattle just to get rid of a Z! You may save the dictionary at any time, but if you have added (or removed) words to the dictionary and you select \button{QUIT}, then you will be warned, and given the opportunity to save the dictionary befure exiting. \section{Rules of the Game} \label{rules} In this section, we give a description of the game itself. If you are unfamiliar with the game and you find this overly brief, then we suggest you obtain a copy of the board game \scrabble. \subsection{Allowable moves} The rules for \strabble\ are very simple, basically, you may place any number of tiles on the board at once, provided: \begin{itemize} \item They are in a straight line vertically or horizontally. \item Every word on the board is a real one after your turn. \item Your word does not go off the edges of the board. \item Your word touches another tile adjacently (diagonally does not count), unless you are the very first player, in which case, your word must cover the star in the middle of the board. \end{itemize} All of these rules are enforced automatically. \subsection{Scoring} You score points for every {\em new} word you make. If you place a tile on a square marked {\em Double Letter Score} or {\em Triple Letter Score}, then that tile is worth double or triple its base value in every word it forms part of. If you place a tile on a square marked {\em Double Word Score} or {\em Triple Word Score}, then every word that tile forms part of will be worth double or triple its base value. If a word covers more than one word-bonus square (two, but possibly three --- unlikely), then the word will be worth the product of those bonuses. If you use all seven tiles from your collection in a sinlge move, then you receive a bonus of fifty points on top of the total of all your words you formed (it is not possible that this bonus be doubled or tripled). A blank --- which represents any letter chosen by the player who originally used it --- has a base value of zero points, and thus is never worth any points in total. \subsection{At the end of the game} \label{endgame} The game ends when the \button{END GAME} button in pressed, or when one player uses all of his/her tiles and no more are available to replace them. When the game ends, the total base value of each players tiles is {\em subtracted} from his/her score. If one player has no remaining tiles, then that player has the total values of all opponents remaining tiles {\em added} to his/her score. If all players are computerised, then they will end the game if none of them can find a word, just as human players may do by pressing the \button{END GAME} button. \section{Installation} Place the two files {\tt STRABBLE.PRG} and {\tt STRABBLE.RSC} somewhere on your disk (eg. in your games directory; on a blank floppy disk). Then create a folder called {\tt DATA} and place all other files there. Then create a folder called {\tt GAMES}, where your games will reside. The largest file in the distribution is one called {\tt DICT.DAT}, this is the dictionary. It can be placed in the {\tt DATA} directory, or you may like to put it elsewhere (eg. in a data directory), because a number of other programs by the author of \strabble\ will be able to use it too. Simply set the environment variable {\tt STRDICT} to be the path of the dictionary, eg. {\tt \verb"C:\DATA"} --- you may need a special program to set environment variables, but we assume that if you are using a hard disk, then you will probably already have this, if not many public domain programs exist for the purpose. \end{document}