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-
- SWITCHBOX
- (COMPUTE! March 1986 by Todd Heimarck)
-
- Switchbox is like putting dominos in place for a chain reaction --
- either you're setting them in position or you're knocking them over.
- Winning requires skill and a sense of when to go for points and when to
- lay back and wait for a better board. You score points by dropping
- balls into a box full of two-way switches. Each switch has a trigger
- and a platform. If the ball lands on an empty platform, it stops dead.
- But if it hits a trigger, it reverses the switch and continues. In
- many cases dropping a single ball creates a cascading effect -- one
- ball sets another in motion, which sets others in motion, etc., all
- the way down.
-
- Each switch has two parts, two positions, two states, two paths
- in, and two paths out. The two parts are the platform and the trigger.
- A switch can lean to the left (platform left, trigger right) or to the
- right (platform right, trigger left). The trigger is weak, and always
- allows balls to pass. But the platform is strong enough to hold a
- single ball. So the platform either holds a ball, or it does not and
- is empty. When a ball sits on a platform, the switch is loaded. At
- the beginning of the game, there are no balls on the field -- all
- platforms are empty -- and the position of each switch is chosen
- randomly.
-
- Players alternate dropping balls into one of eight entry points.
- There balls (and others) may or may not make it all the way through
- the switchbox, to one of the 16 exit paths. Balls fall straight down
- (with one exception), so a ball's movement is always predictable. When
- it hits an empty switch, one of two things can happen. If it lands on
- the empty platform, it stops dead in its tracks. But if it lands on a
- trigger, it falls through to the next level below.
-
- Moving balls always makes it through loaded switches. Triggers
- allow balls to continue, and move the switch to the other position.
- If it's loaded, the dead ball on the platform is put into motion and
- it hits the trigger that just moved over. This makes the switch go
- back to its original position, but with an empty platform. So when a
- ball hits the trigger of a loaded switch, its motion continues
- unabated. The switch moves, the ball on the platform begins to fall
- and it hits the newly placed trigger. The newly emptied switch moves
- back again, and the two balls drop to the next level.
-
- There's one more possibility: a ball dropping onto a platform
- that already holds a ball. A platform can't hold any more than one
- ball, so when this happens one of the balls slides over to the trigger.
- So the ball does not move straight down -- it slides over to the next
- pathway. This is the exception to the rule that balls drop in a
- straight line. Of course, when the ball hits the trigger, the switch
- changes position, causing the other ball to drop and hit the trigger.
-
-
-
- At game's start, all platforms are empty, so four of eight entry
- paths are blocked. Remember that your turn ends when a ball hits an
- empty platform and stops. As the switches fill up, the chances
- increase that a ball will descend through several levels. The goal
- is to score points by getting balls to pass all the way through the
- maze of the switchbox. The best way to collect a lot of points is to
- cause a chain reaction.
-
- A ball that hits a loaded switch from either side continues on
- its way. And the previously insert ball on the platform starts moving.
- One enters, two exit. If both of those balls encounter full platforms,
- four drop from the switches. The pathways are staggered, so the
- effects can spread outward, with more and more balls cascading toward
- the bottom.
-
- Rather than taking an easy point or two, it's often worthwhile to
- build up layers of loaded switches. Watch out for leaving yourself
- vulnerable, though. Because players take turns, you'll want to leave
- positions where your opponent's move gives you a chance to create a
- chain reaction. The best strategy is to play defensively. Look ahead
- a move or two, and watch for an opening that allows you to score
- several points at once.
-
- A game of Switchbox always lasts four rounds. In the first
- (equality), each exit counts for two points. You goal is to score
- ten points. The second quarter has more points available, as well as
- a higher goal. If you look at the exits, you'll see that the further
- away from the middle, the higher the point value. The numbers increase
- in a "Fibonacci" sequence: 1, 2, 3, 5, 8, and so on. Each number is
- the sum of the previous two (1 + 2 is 3, 2 + 3 is 5, 3 + 5 is 8, etc.).
- The target score in round two is 40.
-
- In round three the numbers are a bit lower. They increase
- arithmetically (1, 2, 3, 4, up to 8 in the corners). A goal of 20
- points brings you to round four, where you can score big. Here the
- numbers are squares: 1, 4, 9, 16, 25, all the way to 64 at the edges.
- In rounds two through four, it's sometimes prudent to leave a middle
- path open for your opponent to score a few points, in order to gather
- a high score on the big numbers to the left and right.
-
- Each round lasts until one player has reached the goal. At that
- point the other player has one last turn before the round ends. It's
- possible to win the round on this last-chance play; watch out for
- barely topping the goal and leaving a chain reaction open for the
- other player. An arrow points to the scoreboard of the player whose
- turn it is. On the other side of the screen, you'll see a number
- where the arrow should be. That's the goal for the current round.
-
- Bonus points are awarded at the conclusion of each round. Four
- numbers appear below the scorecards. The first is simply the total
- so far. The second is the total plus a bonus of th goal for the round
- if the player's points are equal to or greater than the goal. For
- example, if the goal is 20 and you get 18, there's no bonus. If you
- score 22, the bonus is the goal for that round (20) and you'd have 42
-
- points. The third number under the scoreboard is the difference
- between scores for the rounds. If you win by two points, two is added
- to your score (and two is subtracted from the other player). The final
- number is the grand total of the first three scores and bonuses.
- Rounds one and three are fairly low-scoring with low goals. You may
- want to seed the field with extra balls during these quarters, so you
- can collect more points in the second and fourth quarters.
-
- Although the goal of the game is to score the most points, there's
- no reason you couldn't agree to play for a low score. In a "lowball"
- game, you would try to avoid scoring points. You wouldn't necessarily
- play backwards, you would have to adjust the strategy of where to place
- the balls. Fill up the board as much as possible and leave your
- opponent in a situation where he or she is forced to score points.
-
- The DATA statements at the beginning of the program determine the
- goal for each round and the point values for the exit paths. You can
- prolong the game by doubling the goals; this also dilutes the value of
- a big score at the beginning of a round, preventing one player from
- winning on the first or second turn. An interesting variation is to
- assign negative values to some slots. If some paths score negative
- points, you are forced to think harder about there the balls will drop.
-
- In addition to the number keys (1-8), the plus (+) and minus (-)
- keys are active. Pressing plus drops a ball at random down one of the
- eight entry paths. Pressing minus allows you to pass your turn to
- your opponent.
-
- Once you've mastered the regular game, you can add some new rules.
- Each player gets three passes per half, similar to the three timeouts
- in a football game. If you don't like the looks of the board, press
- the minus key to use one of your passes. After one player has skipped
- a turn, the other player must play (this prevents the possibility of
- six passes in a row). It's also a good idea to make a rule that a
- player can't pass on two consecutive turns. You can also give each
- player two random moves to be played for the opponent. In other words,
- after making a move, you could inform your opponent that you're going
- to give him one of your random moves and you would press the plus key.
-
- Here's one more change you could make: Instead of alternating
- turns, allow a player to continue after scoring. When a player drops
- a ball and scores some points, the other player would have to pass (by
- pressing the minus key). If the first player scores again, the
- opponent passes again, and so on until no more points are scored.
-
- To drop a ball, press a numbered key (1-8). By using the pass
- and random turn options, you can play against the computer. Here are
- the rules for solitaire play:
-
- 1. The computer always scores first. At the beginning of
- every round, the computer plays randomly until at least one point is
- acquired. Press the plus key for the computer's turn. You must
- continue passing (skip your turn with the minus key) until the
- computer puts points on the board.
-
- 2. After the first score by the computer, you can begin to
- play. When the computer has a turn, press the plus key for a random
- move.
-
- 3. Whenever you make points, you must pass again until the
- computer scores. When the computer gets more points, you can begin
- to play again. This rule means you should hold back on the easy
- scores of a few points; wait until there's an avalanche available.
-
- 4. If you're the first to reach the goal, the computer gets
- a last chance. Don't make this move randomly; figure out the best
- opportunity for scoring and play that move for the last-chance turn.
-
- In the interest of keeping the program to a manageable length,
- no attempt was made to provide an "intelligent" computer opponent.
- Once you become familiar with the game, you might find it an
- interesting project to try adding some routines that give the computer
- a rational basis for picking one move over another.
-