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- ┌──────────────────────┐
- │ THE FASTAID CO. │▒
- │ presents │▒
- │ │▒
- │ DIVERSIONS DISK │▒
- │ FEATURING │▒
- │ GAMES GALORE │▒
- │ FOR THE HP 95LX │▒
- └──────────────────────┘▒
- ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
- I. INTRODUCTION
- A. Thank you for previewing The FastAid Co.'s DIVERSIONS DISK:
- FEATURING GAMES GALORE.
- ┌────────────────────────────────────────────────────────────┐
- │ NOTE: This DIVDISK.DOC file is designed to be viewed and │
- │ printed from a computer with an 80 column screen. The file │
- │ is an ASCII text file. It contains no printer control char-│
- │ acters nor escape sequences. However, it does contain │
- │ characters that will not print correctly on some Epson- │
- │ compatible printers. To print the file you may, certainly, │
- │ use the standard "copy divdisk.doc prn" command. However, │
- │ we recommend that you use a text editor to load the docu- │
- │ ment, insert page-break commands, where appropriate, and │
- │ print it. │
- │ This file is only for the shareware version of the │
- │ DIVDISK suite of programs. Registered users will receive │
- │ a printed, and bound, version of this file. │
- └────────────────────────────────────────────────────────────┘
-
- 1. This disk contains more than 15 games, puzzles, and
- interesting things to do with your HP 95LX.
- a. Many of the programs are "classic games" which have been
- popular on computers long before there was an MS-DOS
- operating system.
- b. Reversi (RVR95), also known as Othello (tm), and
- Mastermind (FMD95) fall into this "classic game" category.
-
- 2. Other programs on this disk might be classified as puzzles
- rather than games. "Petals Around the Rose" (PTLS95), "Ye
- Olde Block Game", formerly know as Merlin(tm), and
- "Unscramble," are examples of such puzzles.
-
- 3. Finally, several programs are strictly diversions. They
- present little or no mental challenge. We feel they have a
- purpose: to divert your mind and let you be entertained
- and mildly amused. After a long meeting you can watch free
- form verse scroll up the screen or observe interesting
- graphics being produced by 1-2-3.
-
- 4. All of the games have been kept small, so that several of
- them will fit in a stock HP95 LX without requiring an extra
- memory card.
-
- B. DISCLAIMER
-
- 1. All of the programs on this disk have been thoroughly
- tested to insure that they are free of any known viruses
- and that they work correctly. To the best of our knowledge,
- none of the programs will cause the HP95 to lock up or stop
- functioning.
-
- 2. Having said this, we must also state that the programs are
- offered "as is" with no claims about their merchantability
- or fitness for a particular task.
-
- 3. Neither The FastAid Co. nor the author of the programs will
- be held liable for any consequential or incidental damage
- or loss incurred from using these programs.
-
- 4. Just a word of warning. Some of these diversions can be
- downright addictive. As a result, you may notice that your
- batteries will wear out sooner than if you were using the
- HP95 strictly for business. Be sure to have a spare set of
- batteries handy, just in case.
-
- 5. For more about licensing, registration, and ordering, see the
- file AGREEMNT.PRN, in this suite of files.
-
- C. EXECUTABLE PROGRAMS ON THIS DISK
-
- 1. All of the executable programs on this disk are .EXE files.
- This is the type of executable program that will work on
- either the HP95 or on any PC compatible computer.
- a. One of the advantages of .EXE files is that you can try
- the programs on your desktop or portable PC before
- transferring them to the HP95.
- b. All of these ".EXE" files will work on a computer with
- at least 128K bytes of memory.
- c. They will appear in the upper left corner of the PC's
- screen and may, or may not, clear the entire screen
- before starting.
-
- 2. To use these .EXE programs on the HP95, just transfer
- them to the palmtop and use the FILER to highlight the
- file's name and press the F4 function key to run the game.
-
- 3. Many of the programs on this disk were written and compiled
- using Turbo Pascal ver 6.0.
- a. As a result, they are not yet able to be converted to
- "system compliant" programs.
- b. Other programmers are in the process of writing the
- necessary code that will permit Pascal programs to be
- converted to .EXM files. If, and when, such code is
- available, many of the programs on this disk are slated
- to be made into .EXM files. Stay tuned.
-
- 4. SHAREWARE
- a. This entire disk is offered, on a trial basis, to users of
- the HP 95LX Palmtop Computer.
- b. The suite of programs is classified as shareware. This
- means that you have the right to try the programs before
- you buy a license to use them.
- c. You are allowed up to 30 days to evaluate any and all
- programs on this disk.
- d. If you find that you are using one or more of the programs
- on a regular basis, then you will want to register and
- become a licensed user.
- e. Registration for the entire disk is $29.95. (Less than
- $2.00 per game.)
- i. This fee entitles you to use, copy, and distribute the
- disk: in whole (not in part) for NO fee other than a nom-
- inal disk copying fee.
- ii. You will also receive a disk containing the latest
- versions of the programs in this set plus a handsomely
- printed GAMESTER'S MANUAL. On the disk will be copies
- of several more programs for the HP 95LX. The new
- programs perform text editing, text formatting, and
- play other games on the 95LX.
- iii. Your name and address will be added to a private mailing
- list and you will be notified when, and if, newer
- versions of these programs become available. You may
- request one update at no extra charge.
-
- 4. All of the files on this disk, including this documentation
- file, are copyrighted by The FastAid Co.
-
- 5. And, now, "let the games begin..."
-
- I. ALPHABETICAL LISTING OF GAMES
-
- A. CHECKERS [CHKRS95.EXE]
-
- 1. Checkers is, for many people, the classic board game. Here it
- is, in a miniature version, for the HP 95LX.
-
- 2. This particular version of checkers plays a fair, novice
- game. If you're not alert, it may just beat you.
-
- 3. To play checkers on the HP 95LX, transfer CHKRS95.EXE to the
- palmtop. Use the FILER to highlight the CHKRS95.EXE file and
- press F4.
-
- 4. After a slight pause, the following screen will appear.
-
- ╔══════ Checkers For The HP 95LX ══════╗
- ║ 12345678 ║
- ║ ┌────────┐ ║
- ║ A│▒O▒O▒O▒O│▄ ***WELCOME*** ║
- ║ B│O▒O▒O▒O▒│█ ║
- ║ C│▒O▒O▒O▒O│█ Human always ║
- ║ D│ ▒ ▒ ▒ ▒│█ plays ■ ║
- ║ E│▒ ▒ ▒ ▒ │█ ║
- ║ F│■▒■▒■▒■▒│█ Do you want ║
- ║ G│▒■▒■▒■▒■│█ to go first? ║
- ║ H│■▒■▒■▒■▒│█ ║
- ║ └────────┘█ ║
- ║ ▀▀▀▀▀▀▀▀▀▀ ║
- ║ 12345678 ║
- ║ Press F1 For Help Press ESC to Quit ║
- ╚══════════════════════════════════════╝
- FIGURE 1. OPENING SCREEN IN CHECKERS
-
- 5. The opening screen sets up the checkerboard.
- a. The normally black checkers are represented by the small,
- dark squares. The red pieces are shown as circles.
- b. Back kings are shown as large, dark squares. The red kings
- show up as asterisks.
-
- 6. To quit the game, press the ESC key whenever the computer has
- paused for input.
-
- 7. Also, whenever the computer is waiting for your response, you
- may press the F1 key to get the following two screens of
- help.
-
- ┌──────────────────────────────────────┐
- │ The human opponent always uses the │
- │ ■ checkers. Moves are made diagonal- │
- │ ly forward on blank squares only. │
- │ You may NOT move to a square that │
- │ contains an opponent's checker. BUT │
- │ you may jump over (capture) a piece, │
- │ if there is a diagonal square that is│
- │ empty just beyond the piece. If you │
- │ jump and then see that you can jump │
- │ again, you may do so. Moreover, you │
- │ must make a jump if there is one. │
- │ If you fail to make a first jump, │
- │ the 95LX will take your checker. │
- │ <Press any key.> │
- └──────────────────────────────────────┘
- FIGURE 2. HELP SCREEN FOR CHECKERS: 1 of 2
- ┌──────────────────────────────────────┐
- │ If your piece makes it across the │
- │ checkerboard, it becomes a King and │
- │ can move forward or backward. It can │
- │ then make jumps in either direction. │
- │ You win by capturing or blocking │
- │ all the 95LX's pieces. │
- │ Indicate your move by Letter and │
- │ Number: i.e. row-column. Do this for │
- │ both the From and To prompts. If you │
- │ make a jump, the 95LX will ask if │
- │ want to make several jumps. Answer │
- │ Y, only if you intend to do so. │
- │ <Press any key> │
- │ │
- └──────────────────────────────────────┘
- FIGURE 3. HELP SCREEN FOR CHECKERS: 2 of 2
-
- 8. As mentioned, you always play the black (square) pieces.
- Typically, you will make the first move. However, to give the
- computer a slight edge, you may choose to let it go first.
-
- 9. There is only one level of play in this version of checkers.
- All of my attempts at making the HP 95LX play a tougher game
- of checkers only resulted in making it more predictable.
-
- 10. Instead, this version of checkers has a random move-maker.
- This means that, sometimes, the computer will make a really
- stupid move and you will get a better chance to beat it.
-
- 11. You MAKE YOUR MOVE by keying in a letter and a number
- indicating the row and the column of the square FROM which
- you want to move and TO which you want to move.
-
- 12. The HP 95LX will wait for you to press any key before making
- its move. Without this extra keystroke, you might miss what
- happens. The 95LX is pretty fast in making its moves.
-
- 13. If you attempt to make an illegal move, the program will
- flash one of several error messages.
- a. "Illegal move". This occurs when you try to move to a
- shaded square. This message will happen right after you
- key in the first part of a move.
- b. "Illegal jump". This message appears when you try to jump
- the wrong piece. (See more about jumping below.)
- c. "You have to make the jump". Occurs when you jump ON an
- opponent's piece rather than over it.
- d. "Only your kings can move backwards". This message reminds
- you to move forward rather than backwards.
- e. "Must move YOUR piece to the next blank space". This
- message occurs for several instances of illegal moves.
- f. "Diagonally only". If you attempt to move vertically or
- horizontally, you'll get this message.
-
- 14. All error messages are cleared after the next valid move is
- made.
-
- 15. You can use you mistakes to your advantage.
- a. CHKRS95 does not have a "take-back" feature.
- b. Once you start to key in a move, you are not able to
- backspace, nor change, the move in any way.
- c. However, you can make the second part of the "Move from"
- prompt generate an error message by keying in the same
- square twice. For example "Move from F1: to F1".
- d. When this happens, the CHKRS95 program will give an error
- message, clear the prompt, and let you start the move over.
-
- 16. Making Jumps.
- a. You must jump (capture) an HP95 checker whenever this is
- possible.
- b. If you miss the jump, the computer will detect this, point
- it out to you and take your miscreant checker.
- c. Each time you indicate that you are going to jump a piece,
- the computer will ask the question "Several jumps?" It does
- this whether there really are several jumps that you can
- make or not.
- i. If there are several pieces that you can jump in the same
- move, AND the last jump does NOT put your piece in
- jeopardy, you should answer Y.
- ii. If there are several possible jumps, AND the last jump
- will put your piece in a position to be jumped, you
- should answer N. This will allow you to make the first
- jump and not be penalized for passing up the other jumps.
- iii. If there is only one jump to make, answering Y to the
- "Several jumps?" prompt does no harm. The computer will
- let you make the single jump and then make its move.
-
- 17. Assuming that you pressed Y at the opening screen, CHKRS95
- will prompt you for your move. Figure 34 shows that you chose
- to move from square F1 to E2. The computer updates the board
- and then prompts you to <Hit a key> so that it can move.
-
- ╔══════ Checkers For The HP 95LX ══════╗
- ║ 12345678 My move:<Hit a key> ║
- ║ ┌────────┐ ║
- ║ A│▒O▒O▒O▒O│▄ ║
- ║ B│O▒O▒O▒O▒│█ ║
- ║ C│▒O▒O▒O▒O│█ ║
- ║ D│ ▒ ▒ ▒ ▒│█ ║
- ║ E│▒■▒ ▒ ▒ │█ ║
- ║ F│ ▒■▒■▒■▒│█ ║
- ║ G│▒■▒■▒■▒■│█ ║
- ║ H│■▒■▒■▒■▒│█ Your move: A-H 1-8 ║
- ║ └────────┘█ Move from: F1 to: E2 ║
- ║ ▀▀▀▀▀▀▀▀▀▀ ║
- ║ 12345678 Score: 95LX= 0 You= 0 ║
- ║ Press F1 For Help Press ESC to Quit ║
- ╚══════════════════════════════════════╝
- FIGURE 4. HUMAN HAS MADE THE FIRST MOVE
-
- 18. In the following picture, the play proceeds with the computer
- moving its piece from D1 to C2. It then prompts you for your
- next move.
-
- ╔══════ Checkers For The HP 95LX ══════╗
- ║ 12345678 My move:<Hit a key> ║
- ║ ┌────────┐ I move from D1 to C2 ║
- ║ A│▒O▒O▒O▒O│▄ ║
- ║ B│O▒O▒O▒O▒│█ ║
- ║ C│▒ ▒O▒O▒O│█ ║
- ║ D│O▒ ▒ ▒ ▒│█ ║
- ║ E│▒■▒ ▒ ▒ │█ ║
- ║ F│ ▒■▒■▒■▒│█ ║
- ║ G│▒■▒■▒■▒■│█ ║
- ║ H│■▒■▒■▒■▒│█ Your move: A-H 1-8 ║
- ║ └────────┘█ Move from: ║
- ║ ▀▀▀▀▀▀▀▀▀▀ ║
- ║ 12345678 Score: 95LX= 0 You= 0 ║
- ║ Press F1 For Help Press ESC to Quit ║
- ╚══════════════════════════════════════╝
- FIGURE 5. HP 95LX RESPONDS WITH ITS MOVE
-
- 19. Continuing the CHKRS95 game.
- a. As the game proceeds, the computer will update the board to
- reflect the current positions of all checkers.
- b. If you or the HP 95LX capture a piece, the computer will
- update the score at the bottom of the screen.
- c. If you move one of your pieces to row A, the computer will
- make it a "king". Kings have the ability to move forward
- and backward. The Black Kings look like large, dark
- squares.
- d. If the HP 95LX moves one of its pieces to row H, the piece
- will change to a Red King. The piece changes into an
- asterisk.
-
- 20. Ending the CHKRS95 game.
- a. The game ends when one side has captured or blocked all the
- other side's checkers.
- b. When this happens, the computer will announce the winner or
- concede the game.
-
- 21. CREDITS
- The CHKRS95 game is based on a very old BASIC program written
- for the CP/M operating system. It was converted to Turbo
- Pascal 3.02 by passing the BASIC code through a program
- called BAS-PAS. The result was used as the basis for a total
- rewrite of the program, in Turbo Pascal 6.0, for the HP 95LX.
-
-
- B. CONCENTRATION [CONCEN.EXE]
-
- 1. CONCENTRATION is a memory exercising game. The HP95
- presents you with a field of 52, face down, playing cards.
- You can move the arrow pointer to any card and press ENTER
- to flip the card.
-
- ┌───────────────────────────────────────┐
- │┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐│
- ││░││░││░││░││░││░││░││░││░││░││░││░││░││
- ││░││░││░││░││░││░││░││░││░││░││░││░││░││
- │└┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘│
- │┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐│
- ││░││░││░││░││░││░││░││░││░││░││░││░││░││
- ││░││░││░││░││░││░││░││░││░││░││░││░││░││
- │└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘│
- │┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐│
- ││░││░││░││░││░││░││░││░││░││░││░││░││░││
- ││░││░││░││░││░││░││░││░││░││░││░││░││░││
- │└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘│
- │┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐│
- ││░││░││░││░││░││░││░││░││░││░││░││░││░││
- ││░││░││░││░││░││░││░││░││░││░││░││░││░││
- │└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘│
- └───────────────────────────────────────┘
- FIGURE 6. OPENING SCREEN FOR CONCENTRATION
-
- ┌───────────────────────────────────────┐
- │┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐│
- ││░││░││░││░││░││░││░││░││░││░││░││░││░││
- ││░││░││░││░││░││░││░││░││░││░││░││░││░││
- │└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘│
- │┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐│
- ││░││░││░││░││T││░││░││░││░││░││░││░││░││
- ││░││░││░││░││││░││░││░││░││░││░││░││░││
- │└─┘└─┘└─┘└─┘└─┘└─┘└┘└─┘└─┘└─┘└─┘└─┘└─┘│
- │┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐│
- ││░││░││░││░││░││░││░││░││░││░││░││░││░││
- ││░││░││░││░││░││░││░││░││░││░││░││░││░││
- │└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘│
- │┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐│
- ││░││░││░││░││░││░││░││░││░││░││░││░││░││
- ││░││░││░││░││░││░││░││░││░││░││░││░││░││
- │└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘│
- └───────────────────────────────────────┘
- FIGURE 7: FLIP ONE CARD, MOVE TO ANOTHER
-
- 2. Then move the pointer to another card and press ENTER. If
- the card has the same numeric value (suits don't count) as
- the exposed card, both cards will be removed from the
- field.
-
- 3. The OBJECT OF THE GAME is to match all cards and empty the
- field with the fewest possible moves.
-
- 4. The game is very easy to beat: just write down where the
- cards are located. However, that would defeat the secondary
- purpose of the game: to strengthen your concentration.
-
- 5. CREDITS: This version of Concentration is based on a couple
- of similar programs: one by Cliff Looyenga for the HP
- Portable Plus and another one from the pages of PC
- Magazine.
-
- C. FOX 'N' HOUNDS [FOX95.EXE]
- 1. FOX 'N' HOUNDS is a game of strategy in which you pit your
- skills against those of the HP95. The interesting feature
- of this game is watching the computer learn from its
- mistakes. The program does this so quickly that it soon
- becomes unbeatable.
-
- 2. The opening screen of the game presents an eleven position
- playing field in which the Fox [F] is located at position
- 6. Three hounds are located at positions 1, 2, and 4.
- The computer asks if you want to "View Instructions?"
-
- ┌──────────────────────────────────────┐
- │ 11[ ]11 MOVES HOUNDS FOX │
- │ / | \ 1 0 0 │
- │ 8 / |9 \ 10 │
- │ [ ]---[ ]---[ ] │
- │ |\ | /| │
- │ 5| \ |6 / |7 │
- │ [ ]---[F]---[ ] │
- │ | / | \ | │
- │ 2|/ |3 \|4 │
- │ [H]---[ ]---[H] │
- │ \ | / View Instructions? │
- │ \ | / │
- │ 1 [H] 1 │
- └──────────────────────────────────────┘
- FIGURE 8: OPENING SCREEN FOR FOX 'N' HOUNDS
-
- 3. If you press Y, you will get the following screen of
- information.
- ┌───────────────────────────────────────┐
- │ HOW TO PLAY │
- │The Fox (F) starts at [6]. It can move │
- │in any direction along the paths. The │
- │hounds can move along the paths, but │
- │they may not move backward. The goal │
- │is to corner the fox. The hounds can't │
- │pounce on the fox:just box it in. The │
- │goal of the fox is to learn how to win.│
- │It wins if it sneaks by the hounds and │
- │gets to square [1]. If you can't trap │
- │the fox in 20 moves, you lose. You may │
- │be able to trap the fox three times in │
- │a row,but you won't catch the fox │
- │after that. Enter 0 for FROM,TO to │
- │stop the chase. <Press any key> │
- └───────────────────────────────────────┘
- FIGURE 9: RULES FOR FOX 'N' HOUND
-
- 4. You play the part of the three hounds. You get them to move
- by keying in the current position of a hound, pressing the
- ENTER key and then keying in the position you want the
- hound to move to. Press ENTER again.
-
- 5. If the move is illegal, the HP95 will inform you of this.
- ┌──────────────────────────────────────┐
- │ 11[ ]11 MOVES HOUNDS FOX │
- │ / | \ 2 0 0 │
- │ 8 / |9 \ 10 │
- │ [ ]---[ ]---[ ] │
- │ |\ | /| Hounds at 3,2,4 │
- │ 5| \ |6 / |7 Fox at 5 │
- │ [F]---[ ]---[ ] │
- │ | / | \ | Move FROM? 3 │
- │ 2|/ |3 \|4 Move TO? 6 │
- │ [H]---[H]---[H] │
- │ \ | / │
- │ \ | / │
- │ 1 [ ] 1 │
- └──────────────────────────────────────┘
- FIGURE 10: AFTER TWO MOVES THE HOUND AT POSITION 3 IS TO
- MOVE TO POSITION 6.
-
- 6. To terminate the game at any point, press 0 for both the
- current and destination positions. The computer will ask if
- you want to chase the fox again. Answer N, if you want to
- stop playing. The computer will then ask if you want to
- SAVE the current skill level of the fox.
- a. If you answer Y, the program will create a 5K byte file
- on the RAM disk of the HP95, if there is room. The next
- time you start to play the game, the computer will start
- from this skill level.
- b. Either answer N, or, later, erase the FOX.DAT file from the
- computer. Either method will return the fox to its
- beginning level of play when you restart the game.
-
- ┌────────────────────────────────────────┐
- │ 11[ ]11 MOVES HOUNDS FOX │
- │ / | \ 3 0 0 │
- │ 8 / |9 \ 10 │
- │ [F]---[ ]---[ ] │
- │ |\ | /| Hounds at 6,2,4 │
- │ 5| \ |6 / |7 Fox at 8 │
- │ [ ]---[H]---[ ] │
- │ | / | \ | Move FROM? 0 │
- │ 2|/ |3 \ |4 Move TO? 0 │
- │ [H]---[ ]---[H] │
- │ \ | / │
- │ \ | / Chase me again? │
- │ 1 [ ] 1 SAVE? │
- └────────────────────────────────────────┘
- FIGURE 11: END GAME FOR FOX 'N' HOUNDS
-
- D. GOMOKU [GO95.EXE]
- 1. GOMOKU, also known as "Five In a Row," is a classic board
- game. It is similar to Tic-Tac-Toe except that the playing
- grid is larger. To win you must get 5 pieces in a row
- before than the computer does.
-
- 2. In GO95, the playing grid is 16 X 17.
-
- 3. The game does not contain any built in help screen.
- However, the game is so simple that it hardly warrants a
- help screen.
-
- 4. The game opens be presenting the following screen.
-
- ┌────────────────────────────────────┐
- │+++++++++++++++++ │
- │+++++++++++++++++ │
- │+++++++++++++++++ GOMOKU │
- │+++++++++++++++++ │
- │+++++++++++++++++ N ew │
- │+++++++++++++++++ │
- │+++++++++++++++++ Q uit │
- │+++++++++++++++++ │
- │+++++++++++++++++ A uto │
- │+++++++++++++++++ │
- │+++++++++++++++++ P lay │
- │+++++++++++++++++ │
- │+++++++++++++++++ │
- │+++++++++++++++++ │
- │+++++++++++++++++ │
- │+++++++++++++++++ │
- └────────────────────────────────────┘
- FIGURE 12: OPENING SCREEN IN GO95
-
- 5. The word "GOMOKU" and the first letter of each of the
- command words appear as light on dark. You may press the
- first letter of any of the command words to activate the
- command.
- a. "New" starts a brand new game with a clean board.
- b. "Quit" exits the game gracefully.
- c. "Auto" lets the HP95 play the game against itself
- d. "Play" is like a single-step Auto command. You may use
- it to get the HP95 to make your next move for you.
-
- 6. The OBJECT OF GO95 is the same as that of Tic-tac-toe: beat
- the HP95 before it beats you. You are up against a
- formidable opponent.
-
- 7. You make your move by using the cursor movement keys to put
- the cursor at the position you want and then pressing the
- ENTER key.
- 8. You win by getting five of your pieces in a row,
- vertically, horizontally, or diagonally.
-
- 9. You may have to play defensively to keep the HP95 from
- getting five in a row before you.
-
- +++++++++++++++++
- +++++++++++++++++
- +++++++++■+++++++ GOMOKU
- ++++++■++O+O+++++
- +++++++O■O■■■O+++ N ew
- ++++++++■OO■O■+++
- +++++■*OO■O■■O■■+ Q uit
- +++++■*■■■■O+OO■+
- ++++++*O+■OOOO■OO A uto
- +++++■*OOO■■O■++■
- ++++++*+O■+OO++++ P lay
- ++++++■■■O■+■++++
- +++++++■++■++++++ I won!
- ++++++O++++++++++
- +++++++++++++++++
- +++++++++++++++++
- FIGURE 13: SAMPLE AUTO PLAY SESSION OF GO95.
-
- 10. NOTE: In Figure 13, the winning run of 5 "O's" has been
- overwritten with asterisks. This is just for easy visibility.
- This does not happen on the screen. Rather, on the screen,
- the five-in-a-row characters blink on and off until you press
- a key.
-
- 11. CREDITS: The GO95 game is adapted from a similar game in
- the Turbo Pascal Game Pac from Borland International.
-
- E. MINI ADVENTURE [MINIADV.EXE]
-
- 1. There is a whole genre of classic games for most computers:
- the text-based, adventure game. Some of these games are
- quite elaborate and allow you to specify characters and
- shape their playing personalities.
-
- 2. Miniadv is a very simple version of a text-based adventure
- game. It does not have all the extra features.
-
- 3. THE OBJECT OF THE GAME is to move through a series of
- scenes, find the hidden treasure, and bring it back to the
- starting point.
-
- 4. Of course, there are obstacles to surmount and dangers to
- be avoided.
-
- 5. The adventure begins with the following two screens of
- instructions.
-
- ╔══════Welcome to Miniadventure!═══════╗
- ║Your goal will be to find a treasure ║
- ║and bring it to the starting point. ║
- ║You will also get points for finding ║
- ║each location in the adventure. You ║
- ║lose points for various undesirable ║
- ║happenings: waking the ogre, getting ║
- ║eaten, getting toasted, etc. ║
- ║I will guide you and be your eyes and ║
- ║ears, I will describe your location ║
- ║and give you special instructions ║
- ║from time to time. ║
- ║To command me, tell me a direction to ║
- ║take: North, South, East, West, Up ║
- ║or Down. <Press a key> ║
- ╚══════════════════════════════════════╝
- FIGURE 14: INSTRUCTIONS FOR MINIADV 1 OF 2
-
- ╔══════Welcome to Miniadventure!═══════╗
- ║NOTE: I only look at the first letter ║
- ║of the command, so just press a ║
- ║single letter for each command. ║
- ║To quit, press Q. ║
- ║To start <Press a key.> ║
- ║ ║
- ║ ║
- ║ ║
- ║ ║
- ║ ║
- ║ ║
- ║ ║
- ║ ║
- ║ ║
- ╚══════════════════════════════════════╝
- FIGURE 15: INSTRUCTIONS FOR MINIADV, 2 OF 2
-
- 6. Note that there are only seven commands in the game. U,D,
- N, S, E, W, Q (Up, Down, North, South, East, West, and Quit).
-
- 7. There is another hidden command: Ctrl-C or Ctrl-Break,
- which will terminate the game immediately.
-
- 8. Here's a hint to get you started. Go for the maze, but
- don't get lost therein.
-
- ╔════L-X Through The Looking Glass═════╗
- ║You are standing by a hole in the ║
- ║ground. It looks big enough to ║
- ║climb down. ║
- ║Where to, now? >> ║
- ║ ║
- ║ ║
- ║ ║
- ║ ║
- ║ ║
- ║ ║
- ║ ║
- ║ ║
- ║ ║
- ║ ║
- ╚══════════════════════════════════════╝
- FIGURE 16: OPENING MOVE IN MINIADV.
-
- F. FASTERMIND [FMD95.EXE]
-
- 1. FasterMind is yet another rendition of the classic game of
- MasterMind(tm).
-
- 2. In this version of the game, the HP95 generates a hidden
- code made up of numbers. THE OBJECT OF THE GAME IS TO
- DEDUCE THE CODE within ten guesses.
-
- 3. When the game begins, the following screen appears.
-
- ┌───────────────────────────────────┐
- │ ***WELCOME TO FASTERMIND*** │
- │ AN EXERCISE IN DEDUCTIVE LOGIC │
- │Do you want to see the rules (y/n)?│
- └───────────────────────────────────┘
- FIGURE 17: OPENING SCREEN IN FASTERMIND
-
- 4. If you press Y, you will get the following screens
- containing the instructions for the game.
-
- ╔═══════FASTERMIND INSTRUCTIONS═══════╗
- ║Fastermind is a game wherein you ║
- ║try to guess a simple code.The ║
- ║computer will tell you how close you ║
- ║came by telling you how many digits ║
- ║were of the right value and in the ║
- ║right position, and how many digits ║
- ║were of the right value, but the ║
- ║wrong position. For each digit in ║
- ║the right position you receive a ║
- ║black. For each digit of the right ║
- ║value, but in the wrong position, ║
- ║you receive a white. By using this ║
- ║ <Press a key.> ║
- ╚═════════════════════════════════════╝
- FIGURE 18: FASTERMIND INSTRUCTIONS, 1 OF 3
-
- ╔═══════FASTERMIND INSTRUCTIONS═══════╗
- ║information you can deduce the ║
- ║secret code. ║
- ║For example: If the secret code was ║
- ║ 1 2 3 4 and you guessed : ║
- ║ 1 1 3 2 ║
- ║You would receive 2 blacks for the ║
- ║ 1 and 3 and 1 white for the 2 ║
- ║ ║
- ║ <Press a key.> ║
- ║ ║
- ║ ║
- ║ ║
- ║ ║
- ╚═════════════════════════════════════╝
- FIGURE 19: FASTERMIND INSTRUCTIONS, 2 OF 3
-
- 5. To conclude the instructions, you will be asked to specify
- how many digits you want to include in the hidden code. You
- will also be asked the maximum value for any digit in the
- code. Key in your response to each of these questions and
- press ENTER after each entry.
-
- ╔══════════FASTERMIND SETUP═══════════╗
- ║How many digits would you like in ║
- ║the code ? Enter a number between ║
- ║1 and 10. The greater the number ║
- ║of digits,the harder the code is ║
- ║to break.Try 4 for the first time. ║
- ║Number of digits ? 4 ║
- ║What is the highest value that ║
- ║should be allowed ? (between 1 and ║
- ║9). The higher the value of each ║
- ║digit, the harder the code is to ║
- ║break. Try 6 at first. ║
- ║Highest digit ? 4 ║
- ║ ║
- ╚═════════════════════════════════════╝
- FIGURE 20: FASTERMIND INSTRUCTIONS, 3 OF 3
-
- 6. The playing screen for FasterMind consists of a two column
- grid which will contain your guesses and the computer's
- responses to each of the guesses.
-
- 7. You enter your guess in the upper right hand segment of the
- screen. You may correct any mistake by pressing the backspace
- key and rubbing out digits and then re-entering the correct
- digits.
-
- 8. When you press ENTER, your guess will be loaded into the
- grid. The HP95 will then inform you how may digits were
- correct, and in the correct position, and how many digits
- were simply correct.
-
- ┌──────────────────┬───────────────────┐
- │FASTERMIND:HP 95LX│Guess:2232 │
- ├─┬────────────────┼─┬─────────────────┤
- │1│ 1123 1 1│6│ │
- ├─┼────────────────┼─┼─────────────────┤
- │2│ 2234 2 1│7│ │
- ├─┼────────────────┼─┼─────────────────┤
- │3│ 2231 2 0│8│ │
- ├─┼────────────────┼─┼─────────────────┤
- │4│ │9│ │
- ├─┼────────────────┼─┼─────────────────┤
- │5│ │0│ │
- ├─┴────────────────┴─┴─────────────────┤
- │2 digits completely right: │
- │0 digits right but in wrong place. │
- └──────────────────────────────────────┘
- FIGURE 21: FASTERMIND, KEYING IN GUESS #4
-
- ┌──────────────────┬───────────────────┐
- │FASTERMIND:HP 95LX│Guess: │
- ├─┬────────────────┼─┬─────────────────┤
- │1│ 1123 1 1│6│ │
- ├─┼────────────────┼─┼─────────────────┤
- │2│ 2234 2 1│7│ │
- ├─┼────────────────┼─┼─────────────────┤
- │3│ 2231 2 0│8│ │
- ├─┼────────────────┼─┼─────────────────┤
- │4│ 2232 2 0│9│ │
- ├─┼────────────────┼─┼─────────────────┤
- │5│ │0│ │
- ├─┴────────────────┴─┴─────────────────┤
- │2 digits completely right: │
- │0 digits right but in wrong place. │
- └──────────────────────────────────────┘
- FIGURE 22: FASTERMIND, THE HP95 RESPONDS
-
- 9. Granted, you may never be able to guess the code for 10
- digits with a dynamic range of 9 values in just 10 tries,
- but who knows?! I've allowed for that option just in case
- your powers of deduction are superb.
-
- G. REVERSI [RVR95.EXE]
-
- 1. Reversi is a classic board game that is marketed under the
- trade name "Othello".
-
- 2. Reversi, for the HP95, pits you against the computer. The
- computer has two levels of play, and, at the second level,
- will play a fairly good, novice game. If your powers of
- concentration aren't up to par, it will beat you. You can
- make the game even more challenging by letting the computer
- go first.
-
- 3. The opening screen for Reversi asks if you want help. If
- you press Y, you will get the following help screens.
-
- ┌────────┤Reversi for the HP 95├───────┐
- │Reversi is played on an 8 x 8 board. │
- │The rows are numbered 1 to 8 and │
- │columns A to H. The start-up board is │
- │almost empty, except for the center │
- │four squares which form the pattern │
- │ o ■ │
- │ ■ o │
- │Try to place your piece so that it │
- │outflanks one or more of the compu- │
- │ter's pieces. This will create a │
- │horizontal,vertical,or diagonal run │
- │of pieces. │
- │ <Press a key> │
- │ │
- └──────────────────────────────────────┘
- FIGURE 23: REVERSI INSTRUCTIONS, 1 OF 2
-
- ┌────────┤Reversi for the HP 95├───────┐
- │When you have surrounded the compu- │
- │ter's pieces, this will capture them │
- │and turn them into yours. You must │
- │take at least one of the computer's │
- │pieces. If this is impossible to do, │
- │you may forfeit your turn by typing │
- │00 for your row column move. │
- │Of course,the HP95 will be trying to │
- │capture all your pieces. The winner │
- │is the one with the most pieces at │
- │the end of the game. <Press a key> │
- │ │
- │ │
- │ │
- └──────────────────────────────────────┘
- FIGURE 24: REVERSI INSTRUCTIONS, 2 OF 2
-
- 4. The computer will then ask if you want it to play its best
- strategy. If you press N, you will limit the HP95 to a very
- simple strategy.
-
- 5. The HP95 will then ask if you want to use the circular
- pieces [o]. If you press N, you will play the square pieces.
-
- 6. Finally, the computer will ask if you want to go first.
- Pressing Y will let you make the first move in the game.
-
- 7. When the game begins, the screen will show two 8 X 8
- boards. The one on the left will show the current move.
- The one on the right shows the move immediately preceding
- the one on the left. (Clever, what say?)
-
- 8. You make your move by pressing a number key and a letter
- key to indicate the row and column you wish to occupy. DO
- NOT put a comma between the number and letter.
-
-
- ┌┤Curr Move├───┤Reversi├───┤Prev Move├─┐
- │╔═════════╗ ╔═════════╗ │
- │║ ABCDEFGH║█ ║ ABCDEFGH║▓│
- │║1++++++++║█That gives you║1++++++++║▓│
- │║2++++++++║█1 of HP95's ║2++++++++║▓│
- │║3++o+++++║█pieces. ║3++++++++║▓│
- │║4++■o■+++║█ ║4++■■■+++║▓│
- │║5+++■o+++║█HP95 moves to ║5+++■o+++║▓│
- │║6++++++++║█3C taking ║6++++++++║▓│
- │║7++++++++║█1 of your ║7++++++++║▓│
- │║8++++++++║█pieces. ║8++++++++║▓│
- │╚═════════╝█ ╚═════════╝▓│
- │ ███████████ ▓▓▓▓▓▓▓▓▓▓▓│
- │ Your move:(Row,Column) │
- │ │
- └──────────────────────────────────────┘
- FIGURE 25: YOU HAVE OPENED BY MOVING TO 4C AND CAPTURED 1
- PIECE (See board on right). THE HP95 MOVES TO 3C AND TAKES
- ON OF YOUR PIECES.
-
- 9. If you try to move to an illegal position, the HP95 will
- inform you of this and try to tell you why that move is
- illegal.
-
- ┌┤Curr Move├───┤Reversi├───┤Prev Move├─┐
- │╔═════════╗ ╔═════════╗ │
- │║ ABCDEFGH║█ ║ ABCDEFGH║▓│
- │║1++++++++║█That gives you║1++++++++║▓│
- │║2++++++++║█1 of HP95's ║2++++++++║▓│
- │║3++o+++++║█pieces. ║3++++++++║▓│
- │║4++■o■+++║█ ║4++■■■+++║▓│
- │║5+++■o+++║█HP95 moves to ║5+++■o+++║▓│
- │║6++++++++║█3C taking ║6++++++++║▓│
- │║7++++++++║█1 of your ║7++++++++║▓│
- │║8++++++++║█pieces. ║8++++++++║▓│
- │╚═════════╝█ ╚═════════╝▓│
- │ ███████████ ▓▓▓▓▓▓▓▓▓▓▓│
- │ Your move:(Row,Column) │
- │ That doesn't flank a row. │
- └──────────────────────────────────────┘
- FIGURE 26: HAVING JUST TRIED TO MOVE TO 4B, THE HP95 SAYS
- THAT THIS IA A NO-NO: YOUR MOVE DOES NOT "FLANK" (BRACKET)
- A ROW OF THE OPPONENTS PIECES.
-
- 10. You may end the game prematurely in a couple of ways. The
- first way is to keep entering 00 to forfeit your current
- move. Once the HP95 has captured all your pieces, the game
- is over.
-
- ┌┤Curr Move├───┤Reversi├───┤Prev Move├─┐
- │╔═════════╗ ╔═════════╗ │
- │║ ABCDEFGH║█ ║ ABCDEFGH║▓│
- │║1++++++++║█HP95 WON THAT ║1++++++++║▓│
- │║2++++++++║█ONE. ║2++++++++║▓│
- │║3++o+o+++║█ ║3++o+++++║▓│
- │║4++ooo+++║█You have 0 ║4++oo■+++║▓│
- │║5++ooo+++║█pieces; HP95 ║5++ooo+++║▓│
- │║6++++++++║█has 8 ║6++++++++║▓│
- │║7++++++++║█ ║7++++++++║▓│
- │║8++++++++║█Play again? ║8++++++++║▓│
- │╚═════════╝█ ╚═════════╝▓│
- │ ███████████ ▓▓▓▓▓▓▓▓▓▓▓│
- │ Your move:(Row,Column) 00 │
- │ Forfeit your move? <y/n> │
- └──────────────────────────────────────┘
- FIGURE 27: REVERSI: HAVING ENTERED 00 A COUPLE OF TIMES
- ENDS THE GAME BY LETTING THE HP95 WIN.
-
- 11. A quick and dirty way to terminate the program is by
- pressing CTRL-C or CTRL-BREAK.
-
- 12. When all of the positions on the board have been filled,
- the game ends. The HP95 will add up the points and announce
- the final score along with a pithy comment about the
- quality of play. It will then ask if you want to play
- again.
-
- H. REVERSI REVISITED [REVREV95.EXE]
-
- 1. There is Reversi, and then there is REVERSI! What's the
- difference? Why are there two versions?
-
- a. The first rendition of this "oldie but goodie" game is a
- good way to learn how to play against the computer. The
- program is not very clever. So, after a while, you may find
- that you are winning all the time.
-
- b. When you find that you're becoming more than an amateur
- Reversi player, it's time to move up to REVREV95. This
- version is deceptive. It may let you win, if you go first
- or if you handicap the program. Otherwise, watch out, the
- computer plays a mean game of cutthroat Reversi.
-
- 2. Starting REVREV95.
-
- a. Transfer REVREV95.EXE to the HP 95LX. Use the FILER to
- highlight the name of the file and press the F4 key.
-
- ╔════════REVERSI FOR THE HP 95LX═══════╗
- ║ ║
- ║ ║
- ║ ║
- ║ *************** ║
- ║ *** WELCOME *** ║
- ║ **** to **** ║
- ║ *** Reversi *** ║
- ║ ** Revisited ** ║
- ║ *************** ║
- ║ ║
- ║ Press any key to start the game. ║
- ║ OR ║
- ║ ║
- ║ Press H for Help Press Q to Quit ║
- ╚══════════════════════════════════════╝
- FIGURE 28: OPENING SCREEN, REVREV95.
-
- b. If you press the H key, now or at any time during the game,
- you will see the following 2 screens of information.
-
- ╔════════REVERSI FOR THE HP 95LX═══════╗
- ║Reversi is played on an 8 X 8 check- ║
- ║board. You start with two pieces and ║
- ║so does the 95LX. You take turns try- ║
- ║ing to capture each other's pieces. ║
- ║You do this by bracketing a vertical, ║
- ║horizontal, or diagonal run of the ║
- ║other's pieces. You win by capturing ║
- ║all of the 95LX's pieces or by having ║
- ║more pieces when the game ends. ║
- ║ ║
- ║Indicate your move by typing a number ║
- ║between 11 and 88. The first digit is ║
- ║the row: the second is the column. ║
- ║ <PRESS A KEY> ║
- ╚══════════════════════════════════════╝
- FIGURE 29: REVREV95 HELP SCREEN, 1 of 2
-
- ╔════════REVERSI FOR THE HP 95LX═══════╗
- ║ OTHER COMMAND KEYS ║
- ║[Q] Quit the game ║
- ║[H] Help: these 2 screens. ║
- ║[R] Run freely until a key is pressed ║
- ║[W] Weight and show possible moves. ║
- ║ Best moves='A'--Worst moves='Z' ║
- ║[F] Forfeit a move (if OK to do so) ║
- ║[S] Score, at any point in the game ║
- ║[B] Board: redraw the board. ║
- ║[L] Level of play: handicaps 95LX by ║
- ║ taking 1-4 corner pieces. This is ║
- ║ only allowed at the start of the ║
- ║ game. ║
- ║ < PRESS A KEY > ║
- ╚══════════════════════════════════════╝
- FIGURE 30: REVREV95 HELP SCREEN, 2 of 2
-
- c. Press any key to proceed from one help screen to the
- other and to return to the previous screen.
-
- d. NOTE: in this game, H (not F1) is the command to get help.
- Similarly Q (not ESC nor MENU Q) lets you quit the game.
- (Future versions of the game will look and feel more like a
- typical 95LX application. But, for now, let's see if the
- logic of the game is correct.)
-
- e. Press any key to move to the next screen. It will ask if
- you want to go first. Answer the question by pressing Y or
- N.
-
- ╔════════REVERSI FOR THE HP 95LX═══════╗
- ║ ║
- ║ ║
- ║ NOTE:The player who goes first ║
- ║ always uses the square pieces. ║
- ║ ║
- ║ ║
- ║ Do you want to go first? ║
- ║ ║
- ║ ║
- ║ ║
- ║ ║
- ║ ║
- ║ ║
- ║ ║
- ╚══════════════════════════════════════╝
- FIGURE 31: PROMPT SCREEN, REVREV95
-
- f. Assuming that you press the Y key, the following screen
- will appear.
-
- ╔════════REVERSI FOR THE HP 95LX═══════╗
- ║ You go first: ║
- ║ ║
- ║ 1 2 3 4 5 6 7 8 Choice: ║
- ║ 1 + + + + + + + + ║
- ║ 2 + + + + + + + + ║
- ║ 3 + + + + + + + + ║
- ║ 4 + + + ■ O + + + ║
- ║ 5 + + + O ■ + + + ║
- ║ 6 + + + + + + + + ║
- ║ 7 + + + + + + + + ║
- ║ 8 + + + + + + + + ║
- ║ ║
- ║ ║
- ║ ║
- ╚══════════════════════════════════════╝
- FIGURE 31: REVREV95, START-UP BOARD
-
- g. The left side of the screen shows the 8 X 8 board. The
- right side of the board presents a running dialogue between
- you and the computer. At the "Choice:" prompt you may
- enter your move or any of the optional command letters.
- For example, if you press "H" you will see the help
- screens.
-
- h. You MAKE YOUR MOVE by keying in a two digit number between
- 11 and 88. The first digit represents a row and the second
- digit stands for a column. The computer will respond with
- its countermove, or it will tell you that you've tried to
- make an illegal move.
-
- i. If you press "R", the HP 95LX will Run automatically. You
- will see a screen similar to that in Figure 32. The
- placement of the pieces may be different, and you will
- have to press another key, quickly, to get the computer to
- stop after two sets of moves.
-
- ╔════════REVERSI FOR THE HP 95LX═══════╗
- ║ You go first: ║
- ║ ║
- ║ 1 2 3 4 5 6 7 8 Choice:r ║
- ║ 1 + + + + + + + + You: 46 ║
- ║ 2 + + + + + + + + Me : 36 ║
- ║ 3 + + + + + O + + You: 64 ║
- ║ 4 + + + ■ O ■ + + Me : 63 ║
- ║ 5 + + + O ■ + + + Choice:s ║
- ║ 6 + + O ■ + + + + Score: 4-4 ║
- ║ 7 + + + + + + + + ║
- ║ 8 + + + + + + + + Choice: ║
- ║ ║
- ║ ║
- ║ ║
- ╚══════════════════════════════════════╝
- FIGURE 32: REVREV95-THE R AND S COMMANDS
-
- j. One of the commands that you may use at the "Choice" prompt
- is "S". "S" tells the 95LX to show the current score and
- tell you whether you're winning or losing.
-
- k. If you press "R", once again, and let the game play itself
- to completion, you will see a screen similar to the
- following.
-
- ╔════════REVERSI FOR THE HP 95LX═══════╗
- ║ Me : 58 ║
- ║ You: 57 ║
- ║ 1 2 3 4 5 6 7 8 Me : 68 ║
- ║ 1 O ■ ■ O O O O O You: 82 ║
- ║ 2 O ■ ■ ■ O O ■ ■ Me : 88 ║
- ║ 3 O ■ O O ■ O ■ O You: 75 ║
- ║ 4 O ■ ■ ■ O ■ ■ O Me : 87 ║
- ║ 5 O ■ ■ O ■ ■ ■ O You: 77 ║
- ║ 6 O ■ O ■ O ■ O O Me : 85 ║
- ║ 7 O O O O ■ O ■ O You: 84 ║
- ║ 8 O O O O O O O O Me : 83 ║
- ║ Score: 25-39 ║
- ║ You lost by 14 ║
- ║ Another game? ║
- ╚══════════════════════════════════════╝
- FIGURE 33: REVREV95-END GAME
-
- l. At the end of a game, you will be asked if you want to play
- another game. You MUST press "Y" to continue. Any other
- key will cause the game to end. If you do press "Y", the
- computer will start a new game. This time it will make the
- first move.
-
- m. Other commands that you may use are "L1, L2, L3, or L4".
- Each of these commands will give you one, or more, of the
- corner pieces. These "Levelling" commands only work at the
- start of a new game, and only in a game in which you make
- the first move. Figure 34 shows the effects of pressing
- "L4". You have pieces located at all 4 corner positions.
-
- ╔════════REVERSI FOR THE HP 95LX═══════╗
- ║ You go first: ║
- ║ ║
- ║ 1 2 3 4 5 6 7 8 Choice:l4 ║
- ║ 1 ■ + + + + + + ■ Choice:s ║
- ║ 2 + + + + + + + + Score: 6-2 ║
- ║ 3 + + + + F + + + You're winning ║
- ║ 4 + + + ■ O F + + ║
- ║ 5 + + F O ■ + + + Choice:w ║
- ║ 6 + + + F + + + + Choice:x ║
- ║ 7 + + + + + + + + Oops? ║
- ║ 8 ■ + + + + + + ■ ║
- ║ ║
- ║ ║
- ║ ║
- ╚══════════════════════════════════════╝
- FIGURE 34: REVREV95-EFFECTS OF L4 and W
-
- n. The "W" command will make the HP 95LX display all your
- legal moves and weight them. The weights are shown as
- upper-case letters: "A" through "Z". A square with a letter
- "A" would represent an excellent move. A square with "Z"
- would indicate a very poor move. (By the way, this
- weighting scheme is the same strategy that the REVREV95
- game uses to win. Once you know this, it should be
- relatively easy to figure out how to beat the computer:
- just don't be so logical.)
-
- o. The "B" command will restore the board by removing the
- "weight" letters.
-
- p. The "F" command (Forfeit a move) should only be used when
- you can't make any move at all. The computer will tell you
- that the command is "Illegal!" if you try using the "F"
- command at the wrong time.
-
- q. If you press any other key, the 95LX will respond with the
- "Oops?" prompt. At this prompt, you may enter any move or
- command letter. If you press the Enter key, the prompt
- will change to "Move?"
-
- 3. CREDITS: This version of Reversi (a.k.a. "Othello" (tm)) was
- adapted from a similar program that came with version 1.5 of
- the BDS C compiler, c. 1983.
-
- I. PETALS AROUND THE ROSE [PTLS95.EXE]
-
- 1. Once upon a time, or so the apocryphal story goes, Field
- Marshall Montgomery called his officers into his quarters
- and announced that he would give a three day pass to the
- first officer who could tell him the answer to a puzzle:
- "How many petals were there around the rose." He then
- produced 5 ordinary die and proceeded to roll them. Each
- time he rolled the die, he would ask the same question:
- "How many petals are there around the rose?" After a period
- of silence, interspersed with random guesses, he would
- scoop up the die and announce the answer. Of course it was
- too late to see the die so there was little hope of
- figuring out the puzzle after the fact. As the story
- continues, the officers were still at it long beyond the
- time during which they would have been enjoying their three
- day pass.
-
- 2. Since that fateful day, the puzzle of the "Petals Around
- the Rose" has passed from generation to generation of
- puzzle solvers. Several precocious children have solved
- it, so we can be sure that you don't need to be steeped in
- number theory or binary math to get the answer (or do we?)
-
- 3. In this version of the puzzle, the HP95 will act as the
- puzzle-master, rolling the die and announcing the correct
- response, after you have made your best guess.
-
- 4. When the puzzle begins, you will see a screen that states
- the object of the game. Type in your first name and press
- ENTER.
-
- ╔════════Petals Around The Rose════════╗
- ║ The object of the puzzle is to guess ║
- ║ the "petals around the rose". You ║
- ║ win by guessing the correct number ║
- ║ seven times in a row. ║
- ║ Quit at any time by pressing Ctrl-C ║
- ║ or by typing Q instead of a guess. ║
- ║ But,first, please enter your first ║
- ║ name : ║
- ║ ║
- ║ ║
- ║ ║
- ║ ║
- ║ ║
- ║ ║
- ╚══════════════════════════════════════╝
- FIGURE 35: OPENING SCREEN OF PTLS95
-
- 5. The HP95 will roll the die. Pay no attention to the blur of
- the dice. They will finally come to rest and you can then
- key in your guess and press ENTER.
-
- ╔════════Petals Around The Rose════════╗
- ║ How many petals are around the rose ║
- ║ Ed ? ║
- ║ ║
- ║ ║
- ║ ║
- ║ ║
- ║ ║
- ║ ║
- ║ ║
- ║ ┌───┐┌───┐┌───┐┌───┐┌───┐ ║
- ║ │o ││ ││ ││ ││o o│ ║
- ║ │ o ││ o ││o o││o o││ o │ ║
- ║ │ o││ ││ ││ ││o o│ ║
- ║ └───┘└───┘└───┘└───┘└───┘ ║
- ╚══════════════════════════════════════╝
- FIGURE 36: TYPICAL SCREEN FROM PTLS95
-
- 6. The HP95 will announce if your guess was right or wrong. If
- it was wrong, the computer will give you the correct
- answer.
-
- 7. After seven correct responses, in a row, you will have
- proved that you know how to solve the puzzle. At that
- point, the HP95 will announce your success and welcome you
- to the "Order of the Roses".
- ┌─────────────────────────────────────────┐
- │┌───┐ │
- ││ ┌───────┐ │
- │└─│ ┌───────────┐ │
- │ │ │ ┌───────────────┐ │
- │ └─│ │ ┌───────────────────┐ │
- │ │ │ │ ┌───────────────────────┐ │
- │ └─│ │ │ ┌─────────────────────────┐ │
- │ │ │ │ │ ╦ ╦ ╦ ╦ │ │
- │ └─│ │ │ ╚╦╝╔═╗╗ ╗ ║ ╦ ║╔═╗╦═╗ │ │
- │ │ │ │ ╩ ╚═╝╚═╩ ╚═╩═╝╚═╝╩ ╩ │ │
- │ └─│ │ CONGRATULATIONS │ │
- │ │ │ AND WELCOME TO THE │ │
- │ └──│ ORDER OF THE ROSES │ │
- │ └─────────────────────────┘ │
- │ (c)The FastAid Co. 1991 │
- └─────────────────────────────────────────┘
- FIGURE 37: WINNING ANNOUNCEMENT, PTLS95
-
- 8. Once you have been admitted to the Order of the Roses, you
- are sworn to absolute secrecy. You may not tell anyone else
- how you solved the puzzle. After all, why ruin someone
- else's feelings of frustration, irritation, and
- aggravation.
-
- J. POKER [PKR95.EXE]
-
- 1. Poker for the HP 95 is a simple game of 5 card draw poker.
- You start with $40.00 in your account. The HP 95 deals five
- cards face up. You can place your bet and discard any
- number of cards to try and better your hand on the second
- deal.
-
- 2. The OBJECT OF THE GAME is simple. Win as much as you can.
-
- 3. The game begins with the following help screen.
-
- ┌──────────────Poker Help──────────────┐
- │In this game you are dealt five cards │
- │and given a chance to bet from 1 to 5 │
- │dollars on your hand. Move the arrow │
- │and press the Space key to hold onto │
- │the cards you want to keep. The other │
- │cards will be replaced, and the hand │
- │will be evaluated. The scoring odds │
- │are: One pair = 1-1 : Two pair = 2-1 │
- │Three of a kind = 3-1 : Straight= 4-1 │
- │Flush = 6-1 : 4 of a kind = 25-1 │
- │Straight Fl = 50-1 : Royal Fl = 250-1 │
- │Press F1 for HELP : ESC to Quit. │
- │ <Press a key> │
- │ │
- └──────────────────────────────────────┘
- FIGURE 38: OPENING SCREEN IN POKER FOR THE HP95
-
- 4. You may use the Space Key to HOLD onto any card(s) in your
- hand. If you don't want to discard any of the cards that
- you are dealt, be sure to point at each card and press the
- Space Key.
-
- ╔═══════════Five Card Poker════════════╗
- ║ ║
- ║ $25.00 ║
- ║ ║
- ║ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ║
- ║ │ J│ │ 6│ │ 8│ │ 4│ │ T│ ║
- ║ │J │ │6 │ │8 │ │4 │ │T │ ║
- ║ │ │ │ │ │ │ │ │ │ │ ║
- ║ └───┘ └───┘ └───┘ └───┘ └───┘ ║
- ║ ║
- ║ HOLD HOLD HOLD ║
- ║ ║
- ║SPACEBAR turns HOLD on/off ║
- ║ENTER when ready to draw ║
- ║ ║
- ╚══════════════════════════════════════╝
- FIGURE 39: POKER FOR THE HP 95LX
-
- 5. When it's time to place your bet, you may press the Space
- Key to indicate that you want to bet the same amount as you
- did on the previous hand.
-
- 6. The computer will deal as many cards as necessary to fill
- in your discards. It will, then, evaluate your hand and pay
- off your bet (or take your money).
-
- 7. If you want to review the pay-offs for a particular poker
- hand, press the F1 key at any time.
-
- 8. The game ends when you run out of money or when you
- withdraw from the game by pressing the ESC key.
-
- 9. CREDITS: Poker for the HP 95LX is based on a similar game
- from the pages of PC Magazine.
-
- K. POKER SOLITAIRE [PKSL95.EXE]
-
- 1. The Poker Solitaire game begins with an empty 5 X 5 matrix
- that will, eventually, hold 25 playing cards. A small box
- in the matrix shows the position where a card will be
- placed. The top card in the deck is shown to the right of
- this field.
-
- 2. At any time during the playing of the game, you can press
- the F1 function key to get a limited amount of help with
- the rules of the game.
-
-
- ╔═══════════Poker Solitaire════════════╗
- ║ Move the box around the 5X5 matrix ║
- ║ of card positions. Press ENTER to ║
- ║ put the exposed card where you be- ║
- ║ lieve it will do the most good. ║
- ║ Scoring is both by rows and, then, ║
- ║ by columns of 5 cards each. ║
- ║ *** SCORING *** ║
- ║ Straight Flush = 30 ║
- ║ Four of a kind = 16 ║
- ║ Straight = 12 Full house = 10 ║
- ║ Three of a kind = 6 ║
- ║ Flush = 5 Two pairs = 3 ║
- ║ One pair = 1 <Press a key> ║
- ║ ║
- ╚══════════════════════════════════════╝
- FIGURE 40: POKER SOLITAIRE HELP SCREEN
-
- 3. You may use the cursor movement keys to move the box around
- the 5 X 5 playing field. When you press ENTER, the top card,
- from the deck, will be placed at this location.
-
- 4. Using your knowledge of poker, try to place the cards so
- that they get the most points both across and down.
-
- 5. Once a card has been dealt, it can not be moved about on
- the board.
-
- 6. The OBJECT OF THE GAME is to score as many points as
- possible.
-
- ┌───────────────────────────┐
- │ 6 9 4 K T │
- │ │ ┌───┐
- │ │ │ 8 │
- │ 6 K ┌─┐ │ │ │
- │ └─┘ │ └───┘
- │ │
- │ 8 │ F1 = HELP
- │ │
- │ │
- │ J │
- │ │
- │ │
- │ 7 │
- │ │
- └───────────────────────────┘
- FIGURE 41: POKER SOLITAIRE AFTER 10 CARDS HAVE BEEN DEALT.
-
- 7. After 25 cards have been dealt, the computer will begin to
- evaluate the board. Press the ENTER key repeatedly to get
- the computer to read the rows and the columns and show the
- total score.
-
- 8. You may press ESC twice, at any time, to end the game.
-
- 9. CREDITS: Poker Solitaire was adapted from a similar game
- described in a PC Magazine article on object oriented
- Pascal.
-
- L. TETRIS(tm) FOR THE HP 95LX [TETLIX.EXE]
-
- 1. Tetris, on the HP 95LX, is a very challenging version of
- this classic game of falling blocks.
-
- 2. The game begins by asking you for your name and the level
- of play. I would recommend that you use just your first
- name and that you set the playing level at 3, or less, to
- begin with. You must enter some set of characters for your
- name or the game will not continue.
- a. Level 0 is for rank amateurs to Tetlix. Level 9 is
- the most difficult.
- b. If you press the ENTER key, alone, a playing level of 0
- will be assumed.
-
- 3. When you press ENTER the game will begin immediately, so
- get ready to move your fingers to the playing keys.
-
- 4. I have designed Tetlix so that it can be played best by
- holding the 95LX in both hands. Your right thumb can be
- used to press the cursor keys and your left thumb can press
- the F1 and F2 function keys.
- a. F1 will rotate the falling blocks.
- b. The right and left arrow keys will move the blocks from
- side to side. The down arrow key will cause the block to
- drop to the bottom immediately.
- c. The F2 key will make the game pause. Any other key will
- make it resume play.
-
- 5. The OBJECT OF THE GAME is to fill in a row of blocks. When
- you have done that, the row will disappear and you will
- have more room in which to maneuver the falling blocks.
-
- 6. Scoring is continuous. As your score gets larger, the level
- of play increases automatically. If you start with level 3,
- you may, eventually, find yourself playing at level 6 or 7
- before you run out of rows to fill.
-
- 7. Tetlix presents its own additional challenges.
- a. There are only 16 available rows.
- b. Due to the aspect ratio of the HP 95LX's small screen,
- the blocks appear to change their shape as they are
- rotated.
- ┌───────────────────────────────────────┐
- │ █ ▒▒▒ █│
- │ Level 3 / 3 █ ▒▒▒▒▒ ▒ █│
- │ █▒▒▒ ▒▒ ▒ █│
- │ Score 210 █▒▒▒▒▒▒▒▒ ▒ █│
- │ █▒▒▒ ▒▒▒▒▒▒ ▒▒▒▒█│
- │ █▒▒▒▒▒▒▒ ▒▒▒▒▒ █│
- │ TETLIX █▒▒▒ ▒▒▒▒▒▒▒ ▒ █│
- │ Right = --> █▒ ▒▒▒▒▒▒▒▒ ▒▒▒▒█│
- │ Left = <-- █▒▒▒▒ ▒▒▒▒▒▒ ▒ █│
- │ Drop = █▒▒▒▒▒▒ ▒▒ ▒ ▒▒▒▒▒▒▒█│
- │ Rotate= F1 █▒▒▒▒▒▒ ▒▒▒ ▒ ▒▒▒▒▒█│
- │ Pause = F2 █▒▒▒▒ ▒▒▒▒▒▒▒▒▒ ▒▒█│
- │ █▒▒ ▒▒ ▒▒▒▒▒▒▒▒ ▒▒▒█│
- │ █▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ ▒▒▒█│
- │ █▒▒▒▒▒▒▒▒▒▒ ▒▒▒▒▒▒▒▒█│
- │ █ ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒█│
- └───────────────────────────────────────┘
- FIGURE 42: TETLIX END GAME
-
- 8. When there are no more rows that can be filled, the game
- ends. Press the ENTER key to have the computer show a table
- of high scores. The table will show the high score and the
- average score for each of ten different players.
-
- a. NOTE that Tetlix is the one of the few games in this
- collection which generates a file on the RAM disk of the
- HP 95LX. This additional file is called TETLX.SCR and
- contains the high scores and average scores for up to 10
- different players of the game. If you want to reset your
- average score for the game, just erase this TETLX.SCR
- file.
-
- 9. To quit the game, press ESC at any time while the game is
- in progress.
-
- 10. CREDITS: Tetlix for the HP 95LX is based on a similar
- program written for the HP Portable Plus computer.
-
- M. UNSCRAMBLE [UNSC.EXE]
- 1. Unscramble is more of a diversion than a game. The OBJECT
- OF THE PUZZLE is to rearrange the letters and numbers in
- the 6 X 6 grid so that they form an orderly arrangement.
-
- 2. The challenge to the puzzle is to figure out how to do the
- rearranging in the most efficient manner possible.
-
- 3. The game begins with the following screen.
-
-
- ╔═════════════ UNSCRAMBLE ═════════════╗
- ║ keys mark a row. ║
- ║ ┌─┬─┬─┬─┬─┬─┐ keys mark a column║
- ║ │A│B│C│D│E│F│ ESC key quits. ║
- ║ ├─┼─┼─┼─┼─┼─┤ Goal: Restore charac-║
- ║ │G│H│I│J│K│L│ ters to their origin-║
- ║ ├─┼─┼─┼─┼─┼─┤ al order in as few ║
- ║ │M│N│O│P│Q│R│ moves as possible. ║
- ║ ├─┼─┼─┼─┼─┼─┤ Mark a row or column.║
- ║ │S│T│U│V│W│X│ Press Enter to rotate║
- ║ ├─┼─┼─┼─┼─┼─┤ the characters. ║
- ║ │Y│Z│0│1│2│3│ ║
- ║ ├─┼─┼─┼─┼─┼─┤ <Press a key> ║
- ║ │4│5│6│7│8│9│ ║
- ║ └─┴─┴─┴─┴─┴─┘ # of rotations: ║
- ╚══════════════════════════════════════╝
- FIGURE 43: UNSCRAMBLE OPENING SCREEN
-
- 4. When you press any key, the computer will scramble the
- letters and numbers in a random fashion. Now it is up to
- you to put the letters and numbers back in their original
- order in as few moves as possible.
-
- 5. You rearrange the characters by using the cursor movement
- keys to point to a row or a column. Then press the ENTER
- key to rotate all the characters in that row or column.
- Each time that you press ENTER, a counter is increased by
- one.
-
- 6. If the pointer is currently pointing to a column, use the
- up or down cursor keys to move the pointer to the side of
- the display. Continue to use the up and down cursor keys to
- point to a row. Likewise, to move the pointer back to the
- top of the display, use the right or left cursor keys.
-
- ╔═════════════ UNSCRAMBLE ═════════════╗
- ║ keys mark a row. ║
- ║ ┌─┬─┬─┬─┬─┬─┐ keys mark a column║
- ║ │A│B│C│P│Z│4│ ESC key quits. ║
- ║ ├─┼─┼─┼─┼─┼─┤ Goal: Restore charac-║
- ║ │R│J│U│H│0│G│ ters to their origin-║
- ║ ├─┼─┼─┼─┼─┼─┤ al order in as few ║
- ║ │D│8│7│M│K│S│ moves as possible. ║
- ║ ├─┼─┼─┼─┼─┼─┤ Mark a row or column.║
- ║ │6│O│W│X│3│Q│ Press Enter to rotate║
- ║ ├─┼─┼─┼─┼─┼─┤ the characters. ║
- ║ │9│T│V│Y│F│2│ ║
- ║ ├─┼─┼─┼─┼─┼─┤ ║
- ║ │E│N│I│5│1│L│ ║
- ║ └─┴─┴─┴─┴─┴─┘ # of rotations:41 ║
- ╚══════════════════════════════════════╝
- FIGURE 44: UNSCRAMBLE AFTER 41 ROTATIONS
-
- 7. The puzzle ends when you either complete the puzzle or give
- up by pressing the ESC key.
-
- N. YE OLDE TOGGLE-THE-BLOCK GAME [YOBG.EXE]
-
- 1. One of the earliest handheld computer games was called
- Merlin(tm). Merlin was packaged in a handheld unit that
- looked like a telephone handset. There was a numeric keypad
- and a set of nine light-emitting diodes. The object of the
- game was to either turn all the lights on or turn them all
- off. About all that I remember of that toy are the rules
- of play and the fact that it ate batteries at a phenomenal
- rate.
-
- 2. The game begins with the following screen.
-
- ╔══════ Ye Olde Toggle Block Game ═════╗
- ║ Extinguish all blocks. 1,3,7,9 tog-║
- ║ ┌────┬────┬────┐ ┌─┬─┬─┐ gle 4 blocks║
- ║ │████│ │████│ │7│8│9│ in each cor-║
- ║ │████│ │████│ ├─┼─┼─┤ ner. 2 and 8║
- ║ │████│ │████│ │4│5│6│ toggle rows.║
- ║ ├────┼────┼────┤ ├─┼─┼─┤ 4 and 6 tog-║
- ║ │████│████│ │ │1│2│3│ gle columns.║
- ║ │████│████│ │ └─┴─┴─┘ 5 toggles ║
- ║ │████│████│ │ center row, column. ║
- ║ ├────┼────┼────┤ Enter scrambles the ║
- ║ │ │ │ │ whole board. ║
- ║ │ │ │ │ ESC = QUIT ║
- ║ │ │ │ │ ║
- ║ └────┴────┴────┘ Num. of tries: 0 ║
- ╚══════════════════════════════════════╝
- FIGURE 45: TYPICAL OPENING DISPLAY FOR YOBG
-
- 3. The OBJECT OF THE PUZZLE is to extinguish all the darkened
- blocks by pressing the keys on the number keypad of the HP
- 95LX. For example, if you press the 7 key, the blocks in
- positions 7,8,4, and 5 will be toggled on or off.
-
- 4. You may press the ESC key to quit.
-
- 5. If you press the ENTER key, the blocks will be toggled in
- a random order and you can try to solve this new version of
- the puzzle.
-
- 6. Note that some patterns are insoluble.
-
- ╔══════ Ye Olde Toggle Block Game ═════╗
- ║ Extinguish all blocks. 1,3,7,9 tog-║
- ║ ┌────┬────┬────┐ ┌─┬─┬─┐ gle 4 blocks║
- ║ │ │ │ │ │7│8│9│ in each cor-║
- ║ │ │ │ │ ├─┼─┼─┤ ner. 2 and 8║
- ║ │ │ │ │ │4│5│6│ toggle rows.║
- ║ ├────┼────┼────┤ ├─┼─┼─┤ 4 and 6 tog-║
- ║ │ │ │ │ │1│2│3│ gle columns.║
- ║ │ │ │ │ └─┴─┴─┘ 5 toggles ║
- ║ │ │ │ │ center row, column. ║
- ║ ├────┼────┼────┤ Enter scrambles the ║
- ║ │ │ │████│ whole board. ║
- ║ │ │ │████│ ESC = QUIT ║
- ║ │ │ │████│ ║
- ║ └────┴────┴────┘ Num. of tries: 18 ║
- ╚══════════════════════════════════════╝
- FIGURE 46: TYPICAL END GAME FOR YOBG
-
- 7. FASTPOET FOR THE HP 95LX [POET95.EXE]
-
- 8. FastPoet is a diversion rather than a game or a puzzle. Its
- only purpose is to divert your mind from other worthwhile
- activities.
-
- 9. When you want to distract yourself, turn on FastPoet and
- press the ENTER key, repeatedly, to generate 14 new lines
- of nonsense(?) verse.
-
- 10. The file FASTPOET.DTA must be present in the same directory
- as the POET95 file, otherwise you will get an error message
- and the program will not run.
-
- 11. The program begins with the following screen.
-
- ╔════════FastPoet For the HP 95════════╗
- ║FastPoet is a free-form poetry writer.║
- ║ To generate 14 new lines of poetry, ║
- ║just press any key. To quit, press ║
- ║the ESC key. To save poetry on the ║
- ║ramdisk of the HP 95, press Ctrl-S. ║
- ║The next frame of verse will be saved ║
- ║in a file called "poetry". ║
- ║The raw-material for FastPoet is in a ║
- ║file,"fastpoet.dta". It was culled ║
- ║from an article by Ned J. Davison in ║
- ║Creative Computing Magazine, 1982. It ║
- ║may be changed. Just use Memo and ║
- ║your imagination. <Press a key.> ║
- ║ ║
- ╚══════════════════════════════════════╝
- FIGURE 47: OPENING SCREEN FOR FASTPOET
-
- 12. When the program begins, it will open a file called POETRY
- on the RAM disk of the HP 95LX in the current directory.
- The file will not take up any space in your computer until
- you press the CTRL-S keys. Pressing CTRL-S will cause the
- lines which next appear on the screen to be captured in the
- POETRY file as well.
-
- ░░░╔════════════FastPoet════════════╗░░░
- ░░░║while air shifted,sullen,heavy ║░░░
- ░░░║ when we're there ║░░░
- ░░░║ smooth, like sand ║░░░
- ░░░║ ║░░░
- ░░░║ ║░░░
- ░░░║ it's so simple... ║░░░
- ░░░║ forever dusk, always ║░░░
- ░░░║while air shifted,sullen,heavy ║░░░
- ░░░║ shallow trails, shadows ║░░░
- ░░░║ ║░░░
- ░░░║under velvet skies ║░░░
- ░░░║ warm earth and fields ║░░░
- ░░░║ forever dusk, always ║░░░
- ░░░║ ║░░░
- ░░░╚════════════════════════════════╝░░░
- FIGURE 48: SAMPLE SCREEN FROM FASTPOET
-
- 13. Both the FASTPOET.DTA and POETRY files may be edited with
- the MEMO program. So, if you don't like either, you may
- change them to suit your poetic sensibilities.
-
- I. LOTUS 1-2-3 DIVERSIONS
-
- A. SPIRAL FORM GRAPHS VIA MACROS
-
- 1. The files, SPFRMx.PRN, contains three macros for 1-2-3.
- Each of the macros creates a worksheet which, in turn,
- begets a "Spiralling Form" XY type graph.
-
- 2. These macros are certainly interesting diversions. Perhaps
- they also have some educational value for those who enjoy
- writing macros and for those who like to see how far they
- can stretch 1-2-3 without having it "break".
-
- 3. The HP 95LX does a fair job of presenting the graphs.
- However, you will need to press the + (plus) key several
- times to see the details in the graphs.
-
- 4. The spreadsheets show one solution to a puzzle shown on
- page 230 of the 1-2-3 Release 1A Reference Manual. Therein,
- is shown a Spiralling Form Graph. No hint is given telling
- you how to create such a graph. The same graph does not
- appear in the reference manuals for later releases of 1-2-
- 3. (Could it be that even the folks at Lotus Development
- had forgotten how to generate the graph?)
-
- 5. The first macro, SPFRM1.PRN, contains a good approximation
- to the graph in the Reference Manual. SPFRM2.PRN is a
- variation on this theme. SPFRM3.PRN is a true spiral graph.
-
- B. HOW TO USE THE MACROS
-
- 1. In a blank worksheet, move the cursor to H1 and perform
- /FIT and point at one of the .PRN files and press Return.
- Now name the range: /RNC \x and press Return twice.
- Finally, press ALT-x and stand by. If all goes well, a
- worksheet will appear and it will, in turn generate a
- graph.
-
- 2. Use /WEY to clear the worksheet and get the next macro.
- Repeat the instructions above to see the next graph.
-
- C. HERE'S THE TRICK
-
- 1. I arrived at the solution to the puzzle largely by trial
- and error. Along the way, I got a "feel" for how things
- should work.
-
- 2. It turns out that the graph is a circle whose radius is
- decreasing as it is generated.
-
- 3. Thus, the first column in the macro-generated spreadsheet,
- contains the values of the angles of a circle. These values
- are repeated four times to generate the four degenerating
- circles. The second column contains a factor which
- determines how much the circle will degenerate. The third
- column in the worksheet contains the points on the x-axis
- and the fourth column contains the y-axis points.
-
- 4. (The full spiral graph just happened. I won't even begin to
- explain how it works.)
-
- 5. It is left as an exercise for the user to modify the macros
- or the spreadsheets to generate other forms of spiro-
- graphs.
-
- V. BE SURE TO TRY ALL THE GAMES AND THEN PLEASE REGISTER. DEPENDING
- ON THE NUMBER OF PEOPLE WHO REGISTER, I WILL BE INSPIRED TO
- FINISH WORK ON SUCH GAMES AS CHESS, AN EVEN TOUGHER VERSION OF
- REVERSI, AND SEVERAL OTHER PROGRAMS. REMEMBER THAT YOUR
- REGISTRATION ENTITLES YOU TO ONE FREE UPDATE-DISK.
-
- SO, PUT A NOTE IN YOUR HP 95LX APPOINTMENT BOOK TO MAIL YOUR
- REGISTRATION FEE. MAKE THE APPOINTMENT A WEEKLY REPEATING
- APPOINTMENT, AND ATTACH A NOTE "Register Games: The FastAid Co.
- 314 SW LOGAN ANKENY, IA 50021."
-