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-
- *** FRAZZLE! (v3.10) *** 12 Jul 90
- A Game of Dice Strategy
-
- Mark L. Bakke
- 14309 Fairview Lane
- Dale City, VA 22193
- (703) 680-2628
-
-
- ***
- *** INTRODUCTION AND BASIC RULES
- ***
-
- FRAZZLE! is a dice strategy game where the object is to be the first
- player to reach 10,000 points. It may be played by any mix of up to
- four human and/or computer opponents.
-
- Players alternate turns rolling the dice and saving scoring
- combinations. Dice that are saved on one roll may not be used again
- on the next roll. If all six dice score points, they may all be used
- again for the next roll and the turn score accumulates. A player may
- continue to roll as long as he wishes to, or, until he fails to roll
- at least one scoring die (called a "zonk"). If a player is zonked,
- he forfeits his turn and loses his score for that turn.
-
- Alternatively, you may choose to play a 30-turn solitaire game and see
- how high you can score. The solitaire rules are the same as for the
- regular game, including special 500+ point first-turn rule (see pg.5),
- except the game does not end at 10,000 points, but continues on for 30
- turns with the object being to achieve as high a final score as
- possible.
-
- Changes to this documentation from previous versions are denoted by a |
- '|' character on the right side of the lines that contain additions or |
- changes. This will allow veteran FRAZZLE! players to quickly scan |
- this document and find all the newest goodies. |
-
- Veteran FRAZZLE! players may notice that the v3.10 FRAZZLE.EXE file is |
- over 60K smaller than in previous versions. About half of this is due |
- to extensive reorganization of some of my library source code modules |
- that enabled me to use Microsoft C's 'small' memory model. The rest |
- comes as a result of a superb .EXE file compression utility from |
- France called LZEXE v0.91. The result is a substantially smaller |
- program that has more features and runs as well or better than its |
- previous versions. |
-
-
-
-
-
-
- ***
- *** TABLE OF CONTENTS Page 2
- ***
-
- FRAZZLE! Distribution File ............ 2 |
- Installing FRAZZLE! ................... 3 |
- Verifying Your Version of FRAZZLE! .... 3 |
- Getting Started ....................... 4
- Scoring Points in FRAZZLE! ............ 5
- Special First Turn Rule ............... 5
- FRAZZLE! Playing Commands ............. 6
- Getting Help .......................... 6
- Using a Mouse with FRAZZLE! ........... 7
- FRAZZLE! Color Configuration .......... 8 |
- The Computer Player ................... 11
- Computer Player Basic Strategies ...... 12
- Computer Player Game Strategies ....... 12
- Computer Player Turn Strategies ....... 13
- Winning FRAZZLE! ...................... 14
- Hall of Fame .......................... 15
- Play Again? ........................... 16
- Registration Info ..................... 16
- FRAZZLE! Support and Newest Versions .. 17 |
-
- *** |
- *** FRAZZLE! DISTRIBUTION FILE |
- *** |
- |
- The complete distribution file for FRAZZLE! v3.10 should contain the |
- following files: |
- |
- FRAZZLE.EXE -- This is the FRAZZLE! executable file |
- (40585 bytes, dated 07-12-90) |
- |
- FRAZZLE.DOC -- FRAZZLE! documention |
- |
- FRAZZLE.AD -- A one-page game description and registration |
- order form |
- |
- SUPPORT.BBS -- Where to obtain the newest versions of FRAZZLE! |
- and my other shareware programs. This is also |
- where you can contact me with questions, |
- comments, suggestions, and orders. |
- |
- My original FRAZZLE! distribution file is a PKZIP-created archive |
- file named FRAZL310.ZIP. The unarchiving utility PKUNZIP is required |
- to recreate the four original files from this archive. If you do not |
- have PKUNZIP, you will need to obtain it from your favorite BBS. The |
- current version of this utility should be contained in a file called |
- "PKZ110.EXE". |
-
-
-
-
-
- *** |
- *** INSTALLING FRAZZLE! Page 3 |
- *** |
- |
- You may run FRAZZLE! from your hard drive or from a floppy disk. To |
- install FRAZZLE!, you need only copy the distribution file to the |
- desired directory or sub-directory and enter the command, "PKUNZIP |
- FRAZL310" to recreate the FRAZZLE! files. For example, if you have |
- the disk containing the distribution file in floppy drive A: and you |
- wish to install FRAZZLE! on your hard drive C: into a new directory |
- called "frazzle", you should put the diskette into drive A: and issue |
- the following commands: |
- |
- c: (make hard drive C: the current drive) |
- cd \ (change to the root directory) |
- md frazzle (create the new sub-directory "frazzle") |
- cd frazzle (change to the new sub-directory) |
- copy a:frazl300.zip (copy the distribution file from diskette) |
- pkunzip frazl310 (recreate the FRAZZLE! files) |
- |
- NOTE: PKUNZIP must be in the current directory or in a directory that |
- is accessible through your PATH environment variable. |
- |
- *** |
- *** VERIFYING YOUR VERSION OF FRAZZLE! |
- *** |
- |
- If you use the VALIDATE.COM utility to verify the integrity of |
- executable files, it should produce the following output for |
- FRAZZLE.EXE -- |
- |
- VALIDATE 0.3 Copyright 1988-89 by McAfee Associates. (408) 988-3832 |
- |
- File Name: frazzle.exe |
- Size: 40,585 |
- Date: 7-12-1990 |
- File Authentication: |
- Check Method 1 - EB1F |
- Check Method 2 - 1905 |
- |
- If the FRAZZLE! distribution file you received or downloaded does not |
- contain the four files listed above, if it is not named FRAZL310.ZIP, |
- or if VALIDATE does not produce the results listed above when run on |
- FRAZZLE.EXE, please contact me via a bulletin board or phone number |
- given in the "FRAZZLE! Support and Newest Versions" section of this |
- document. Let me know the details of the discrepancy and where you |
- obtained the incorrect distribution file and I'll ensure that a |
- correct and authorized FRAZL310.ZIP file is made available to you |
- either by mail or by uploading it to your favorite BBS. I will |
- require either a fully paid registration or $3.00 to cover costs of |
- disk, mailer, and postage before I can mail you a new program disk. |
- I'll upload to your favorite BBS in exchange for the phone number of |
- that BBS. |
-
-
-
-
-
-
- ***
- *** GETTING STARTED Page 4
- ***
-
- To start the game, type "frazzle" at the DOS prompt and press <ENTER>.
- If you are playing on a laptop or other computer that does not use a
- color monitor, type "frazzle -m" to tell FRAZZLE! to use monochrome
- (black-and-white) colors.
-
- The file "FRAZZLE.EXE" should be in your current working directory for
- best results. The game will also maintain two data files, one for the |
- Hall of Fame information (described on page 15) called "FRAZZLE.HOF", |
- and one for game configuration information called "FRAZZLE.CFG". Both |
- the current working directory and the root directory will be checked |
- to see if these files already exist. If they are found, they will |
- continue to be maintained where they are. If either or both files are |
- not found, they will be created and maintained in the current working |
- directory. If you have been playing an earlier version of FRAZZLE! |
- that maintained the "FRAZZLE.HOF" file in the root directory only, you |
- should copy that file to the current working directory. |
-
- Once you have started FRAZZLE!, you will be asked whether you want a
- two-player, four-player, or one-player game. After you make your
- choice, you will be asked whether each player, in turn, will be played
- by a human or by the computer. If it will be a human player, you will
- be asked to enter that player's name. If it will be a computer
- player, you will be asked to select one of five possible game
- strategies for the computer to use (see page 12 of this document).
- If you have selected at least one computer player, you will be asked
- whether you would like to have the computer player use "Fast Play".
- If you use "Fast Play", the computer players will roll continuously
- either until their turn is over, or until they suffer a 'zonk'. If
- you choose not to use "Fast Play", you will be asked to press a key
- after each time the computer player rolls the dice. "Fast Play" will
- greatly speed up the game play, but, not using it will allow you to
- better examine the computer player's strategy. The choice is yours.
- Try it both ways and see which is preferable.
-
- If you choose to have a four-player game, the screen will be divided
- into four player windows if you have an EGA/VGA monitor capable of 43
- or 50 line extended text displays. Otherwise, the screen will display
- only two windows at a time and will alternate them between the players
- in the game, as appropriate, and a scoring recap line will be
- displayed at the bottom of the screen to help you keep track of all
- players' scores.
-
- FRAZZLE! will automatically detect a Microsoft-compatible mouse and
- let you use it if one is attached (see page 7 of this document).
- FRAZZLE! is also DESQview-aware and will run in a small window with a
- minimum of 96K of memory. If you are using an EGA or VGA monitor, you |
- will need to set the Window Position - Maximum Height value to 43 (for
- EGA) or 50 (for VGA). Also, for best performance, I recommend that
- you set "Writes text directly to screen" to 'Y'. While FRAZZLE! will
- still run properly if that parameter is set to 'N', its visual
- appearance and performance will be noticeably degraded.
-
-
-
-
- ***
- *** SCORING POINTS IN FRAZZLE! Page 5
- ***
-
- The folowing table shows how points are scored in FRAZZLE!. Rolling
- three or more of the same value will score the highest number of
- points. You must save at least one scoring die on every roll or you
- are "zonked".
-
- NUMBER OF MATCHING DIE VALUES ROLLED
- 1 2 3 4 5 6
- --------------------------------
- 1 -- 100 200 1000 2000 4000 8000
- 2 -- 0 0 200 400 800 1600
- DIE 3 -- 0 0 300 600 1200 2400
- VALUE 4 -- 0 0 400 800 1600 3200
- 5 -- 50 100 500 1000 2000 4000
- 6 -- 0 0 600 1200 2400 4800
-
- For example, at the beginning of your turn you roll all six dice and
- roll the following numbers: 4,5,3,3,1,6. The single '5' is worth 50
- points and the single '1' is worth 100 points. If you select both of
- them you will score 150 points and have the opportunity to roll the
- other four dice again. You decide to roll again and you get these
- numbers: 3,4,3,3. Now you have rolled three '3's which is worth 300
- points. If you select them, you now have a total of 450 points for
- this turn and have one die remaining. You may roll that die again,
- hoping for a '1' or a '5', or you may end your turn and take the 450
- points. If you roll that one die again and obtain either a '1' or a
- '5', you will have scored with all six dice. This allows you to
- continue your turn by rolling all six dice again. You may continue
- your turn as long as you wish (see "Special First Turn Rule" below),
- or, until you score no points on any roll and get "zonked".
-
- FRAZZLE! watches out for human players who might experience temporary
- brain cramps after rolling the dice (like the game's author). If you
- roll any scoring dice, but, fail to select at least one scoring
- combination, you will be reminded of that oversight and asked to "Try
- again". Also, any non-scoring dice that you may select will be
- ignored.
-
- "FRAZZLE!" is the feeling you get when you're rolling up a big turn
- score and suddenly get "zonked"! Or, when you're way out in the lead
- and your opponent fires six '1's!
-
- ***
- *** SPECIAL FIRST TURN RULE
- ***
-
- A player must score at least 500 points on his first turn to get on
- the board and begin his quest for 10,000. You will not be allowed to
- end your first turn before you have either accumulated at least 500
- points, or, you have gotten zonked.
-
- "FRAZZLE!" is the feeling you get when you are seemingly unable to get
- started while an opponent is building up a big lead.
-
-
-
- ***
- *** FRAZZLE! PLAYING COMMANDS Page 6
- ***
-
- The following commands are available when it is your turn to play:
-
- <1-6> Select die
- <'A'> (A)uto-select dice
- <ENTER> Play selected dice
- <ESC> Clear selections
- <'Q'> (Q)uit game
-
- Press '1', '2', '3', '4', '5', or '6' to toggle the selection status
- of the correspondingly-numbered die. A selected die will change color
- from cyan to green and will also have "SCR" displayed underneath it to
- show that it will be scored this turn. Press <ENTER> to finish
- selecting dice and compute your score for this roll. Press <ESC> to
- clear all of your selections and start again. Press 'A' to
- automatically select all of the scoring dice from the current roll.
- After selecting scoring dice, you will be asked if you wish to roll
- again. If you roll again, all dice that have been scored will change
- colors to red and have "HLD" displayed underneath them to remind you
- that they will be held out from the current roll. If you should want
- to quit the game at any time during your turn, press 'Q'. You will be
- asked to verify whether or not you actually wish to quit the game.
- If you are playing using the monochrome colors, dice will start out
- white and change color to black when they are "held".
-
- *** NOTE: The die colors described above are the defaults used by |
- FRAZZLE!. If you utilize FRAZZLE!'s configuration option to |
- change the die colors, you should substitute your new colors |
- as appropriate into the above paragraph.) |
-
- There are two other commands that are available to you during your |
- turn. Pressing 'F9' will bring up FRAZZLE!'s configuration option. |
- (This is completely described on page 8). The other command was added |
- at the request of FRAZZLE! users who use multi-tasking or task |
- switching environments or TSR's that can change the video mode from |
- 43/50 lines to 25 lines while playing a game. If you began a 4-player |
- game and FRAZZLE! is using the EGA/VGA 43/50 line display and you find |
- your screen switched back to 25-line mode at any time, you may now |
- press 'F10' and restore the proper video mode. |
-
- ***
- *** GETTING HELP
- ***
-
- Help panels that present short synopses of the rules of FRAZZLE! are
- available at any time during your turn by pressing the 'F1' key. A
- small "F1 => HELP" reminder flag will light up when this feature is
- available.
-
- Help is available for the basic rules of FRAZZLE!, the scoring table,
- and the commands available during your turn. Also available are a
- synopsis of the one-player game and the Hall of Fame display.
-
-
-
-
-
- Page 7
-
- Press the highlighted letter corresponding to your desired choice, or,
- use the left/right arrow keys to move the selection box to your
- desired choice and press <ENTER> to bring up the appropriate help
- panel. Press any key when you are done reading the help panel.
-
- ***
- *** USING A MOUSE WITH FRAZZLE!
- ***
-
- FRAZZLE! will automatically detect and allow you to use a Microsoft or
- compatible mouse. Keyboard commands and mouse usage may be freely
- intermixed as you see fit.
-
- When FRAZZLE! detects that a mouse is available, one of the numbers
- '1' through '6' above the dice in your playing window will be
- bracketed by this symbol -- ' ' (the "mouse cursor"). Moving the
- mouse left or right will shift the mouse cursor in the corresponding
- direction through the numbers. To select any die, place the mouse
- cursor around the die's number and click the left button. You may
- de-select a die by using the same procedure. When you have selected
- all the dice you wish to play for the current roll, click the right
- button and answer the "Roll again?" dialog window. The "Redo" option |
- in this window provides you with the opportunity to change your mind |
- about which dice you want to select. |
-
- If no dice have yet been selected this turn, you may immediately click
- the right mouse button to choose all of the available scoring dice -
- just the same as you would do by pressing 'A' (auto-select) on the
- keyboard.
-
- You can also answer all dialog windows that will appear during the
- game by using the mouse. Move the mouse left, right, up, and/or down
- to move the highlight box within the dialog window and press the left
- button when your desired choice is highlighted. Additionally, any
- time you see a "Yes/No" dialog window, without having to move the
- highlight box you may choose the default response by pressing the |
- left button or choose the opposite response by pressing the right |
- button. Once you begin to move the highlight box, the selection is |
- made as was previously described.
-
- Any time you see "Press any key to continue", you may also press the
- left mouse button to continue.
-
-
-
-
-
- ***
- *** FRAZZLE! COLOR CONFIGURATION Page 8
- ***
-
- FRAZZLE!'s color configuration routine allows you to change the
- program's various dice, background, and text colors to conform to your
- particular preferences. It also allows you to restore the beginning
- default colors should you want to do that. The color configuration
- routine is disabled if you start FRAZZLE! in black-and-white mode by
- using the '-m' command line switch.
-
- FRAZZLE! maintains a file called "FRAZZLE.CFG" which contains the
- color combinations in use at the end of the last game played. This
- file is read in when you start FRAZZLE! in color mode and is updated
- as part of the program's exit routine. It is not used if you start
- FRAZZLE! in black-and-white mode.
-
- You may call the color configuration routine by pressing 'F9' when it
- is your turn to play. A series of dialog windows will appear and
- guide you through all of the various options. These dialog windows
- and the choices available in each are described below:
-
- *** FRAZZLE! CONFIGURATION *** -- The dialog window with this title
- is the starting point for the color configuration routine and is
- the first one you will see after pressing 'F9' while it is your
- turn to play. The choices available from here are:
-
- Dice Colors -- Select this option to change the background colors
- used to display 'held', 'selected', and 'rolled' dice. When
- you select this option, another dialog window will appear with
- the following choices:
-
- Held Die -- Change the background color used to display
- dice that have been saved from previous rolls. The
- default color for held dice is red.
-
- Selected Die -- Change the background color used to display
- dice that have been selected during the current roll.
- The default color for selected dice is green.
-
- Rolled Die -- Change the background color used to display
- dice that have been rolled, but, have yet to be either
- selected or saved. The default color for rolled dice
- is cyan.
-
- Quit -- Select this option when you have completed making
- changes to the dice colors.
-
-
-
-
-
-
-
- Page 9
-
- Background Colors -- Select this option to change the background
- colors used by FRAZZLE! for the player windows, the screen
- background, and the title banner. When you select this option,
- another dialog window will appear with the following choices:
-
- Screen Bkgrd -- Change the color used for the screen
- background. The default color is cyan.
-
- Player Bkgrd -- Change the color used for the background in
- the player windows. The default color is blue.
-
- Titles Bkgrd -- Change the color used for the background of
- the program's title banner and "F1 => HELP" flag. The
- default color is magenta.
-
- Quit -- Select this option when you have completed making
- changes to the background colors.
-
- Text Colors -- Select this option to change the foreground colors
- used by FRAZZLE! to display text in the player windows and
- the title banner. When you select this option, another dialog
- window will appear with the following choices:
-
- Player Window -- Select this option to change the various
- foreground colors used to display text within the player
- windows. When you select this option, another dialog
- window will appear with the following choices:
-
- Text Color #1 -- Change the foreground color used to
- display the following text items in each player
- window:
-
- "TURN: 1000 points RISK: 57"
- "HLD" and "SCR" (dice status indicators)
- "I'll take 3 ONES for 1000 points"
- The Commands available to the Human Player
- "** ZONK **"
- "Press any key to continue" (computer player)
-
- The default color for the examples given above
- is high-intensity yellow.
-
- Text Color #2 -- Change the foreground color used to
- display the following text items in each player
- window:
-
- "1 2 3 4 5 6" (the dice numbers)
- "It's Computer Player #2's turn"
- Computer Player's game strategy (e.g, "RKLS")
- Commands descriptions in Human Player window
-
- The default color for the examples given above
- is high-intensity green.
-
-
-
-
- Page 10
-
- Text Color #3 -- Change the foreground color used to
- display the following text items in each player
- window:
-
- "SCORE: 10000 points"
- "** THIS ROLL'S SCORING **"
- "*** PLAY OPTIONS ***"
- "I will roll again"
-
- The default color for the examples given above
- is high-intensity white.
-
- Text Color #4 -- Change the foreground color used to
- display the following text items in each player
- window:
-
- Computer player current strategy (e.g, "CAU")
- "What will you do?"
-
- The default color for the examples given above
- is high-intensity cyan.
-
- Quit -- Select this option when you have completed
- making changes to the foreground text colors in
- the player windows.
-
- Titles Text -- Select this option to change the foreground
- color used to display text within the program's title
- banner and "F1 => HELP" flag. The default color is
- high-intensity white.
-
- Quit -- Select this option when you have completed making
- changes to the foreground text colors.
-
- *NOTE*: Some text color changes will not show up in the
- computer players' windows and the inactive human players'
- windows until the next time those windows become active.
- All changes will be immediately implemented in the active
- player's window at the time they are made.
-
- Restore Defaults -- Select this option to change FRAZZLE!'s
- color scheme back to the original program defaults. The
- various default colors are listed in the appropriate
- places in the preceding paragraphs.
-
- Quit -- Select this option when you have finished making changes
- to FRAZZLE's color scheme and wish to return to your game.
- Any color changes that were made will be saved to the file
- "FRAZZLE.CFG" when you have finished playing and exit the
- program. These changes will be read in and used the next
- time you play FRAZZLE!.
-
-
-
-
- ***
- *** THE COMPUTER PLAYER Page 11
- ***
-
- FRAZZLE! will provide you with computer opponents to complete a
- two-player or four-player game. The computer opponents have their own
- built-in strategies that should provide you with a formidable
- challenge. When it is a computer player's turn, the dice will roll
- and he will tell you what scoring decisions he has made for that roll.
- He will also tell you whether or not he wishes to roll again.
-
- ***
- *** COMPUTER PLAYER BASIC STRATEGIES
- ***
-
- Actually, the computer player mixes and matches three different types
- of strategies in order to decide what it wants to do. These are:
-
- PLAYING STRATEGY - The strategy used to determine which
- scoring dice combinations are saved for each roll. You
- cannot modify the computer's playing strategy.
-
- GAME STRATEGY - The computer player's over-all approach to
- playing the game, i.e., the level of risk it is willing to
- accept for each game turn in general. You select the
- computer player's game strategy immediately after choosing
- a computer player at the beginning of a game.
-
- TURN STRATEGY - The computer player's specific approach to
- playing the current game turn, e.g., when to roll again and
- when to stop and accept the current turn's score. Turn
- strategies are modified in accordance with the game strategy
- you select for each computer player.
-
-
-
-
-
-
- ***
- *** COMPUTER PLAYER GAME STRATEGIES Page 12
- ***
-
- There are five different game strategies that you may select from for
- each computer player. These game strategies and their effects are:
-
- NORMAL - The default game strategy. This strategy will not
- modify the computer's turn strategy in any way. Choose this
- strategy to let the computer play completely on its own.
-
- AGGRESSIVE - If you choose this strategy, the computer player
- will tend to take more risks. It may achieve higher turn
- scores, but, will also suffer more zonks.
-
- RECKLESS - If you choose this strategy, the computer player
- will always tend to play for the "big turn". It may pile up
- some very high turn scores, but, will suffer a large number
- zonks in the process.
-
- CAREFUL - If you choose this strategy, the computer player
- will tend to take fewer risks. Its turn scores may be lower
- but, it will suffer fewer zonks.
-
- WIMPY - If you choose this strategy, the computer player will
- always tend to avoid the "zonk". It will take very few risks
- and may achieve low turn scores, but, it will rarely suffer
- any zonks.
-
- Any of these game strategies may be used with any of the computer
- players in a game. You could even play a four-player game with all
- computer players where each used a different game strategy. The
- computer player's game strategy will modify its turn strategy
- throughout the game. The computer player's game strategy will be
- displayed (using 4-letter abbreviations) in the upper right-hand
- corner of its playing window. For NORMAL strategy, nothing is
- displayed. The other abbreviations are "AGGR", "RKLS", "CRFL", and
- "WIMP" for the other four available strategies.
-
-
-
-
-
-
- ***
- *** COMPUTER PLAYER TURN STRATEGIES Page 13
- ***
-
- The computer player is programmed with 8 different specific turn
- strategies that it will switch between depending on its current game
- situation. Its current turn strategy is displayed in the upper
- left-hand corner of its playing window (using 3-letter abbreviations).
- If no turn strategy is displayed, the computer is using "NORMAL"
- strategy.
-
- The different turn strategies available to the computer player are:
-
- GO FOR BROKE (GFB) - Another player is so close to winning
- that the computer has decided that its only chance is to
- continue to roll until it either reaches 10,000 or zonks.
-
- PANIC (PAN) - The computer player is considerably behind
- and/or another player is threatening to win the game. The
- computer will now attempt to play for the "big" turn to try
- to make up some ground.
-
- DESPARATE (DES) - The computer player is significantly
- behind and will accept a fair amount of extra risk in order
- to try to make up the difference.
-
- AGGRESSIVE (AGG) - The computer is beginning to fall
- uncomfortably behind and will accept a small amount of extra
- risk in order to try to catch up.
-
- NORMAL (nothing displayed) - Normal playing strategy is in
- effect.
-
- CAUTIOUS (CAU) - The computer player is beginning to feel
- that it is comfortably ahead and will start reducing the
- amount of risks it will take with its playing decisions.
-
- CONSERVATIVE (CON) - The computer player feels that it is
- well ahead or that it is threatening to win the game. Its
- risk-taking will be significantly reduced as it strives to
- maintain the lead and avoid zonks.
-
- PREVENT (PRV) - The computer player feels that it is so far
- ahead or so close to winning the game that preventing zonks
- should be its top priority. It will take very few risks
- while using this strategy.
-
- If the computer player suffers two or more consecutive zonks, it will
- begin to shift its turn strategy towards a more conservative approach
- in order to score some points and get back on track. This "zonk"
- modifier is applied to what would otherwise be the computer player's
- current turn strategy. Also, the computer player's game strategy will
- modify the current turn strategy.
-
-
-
-
-
- ***
- *** WINNING FRAZZLE! Page 14
- ***
-
- The first player to end his turn with a total game score of 10,000 or
- more points is the winner! The winner's name and score will be
- displayed along with those of his opponents. Also displayed will be a
- game analysis, including the number of turns each player had after
- getting on the board, the average score per turn, the number of zonks
- suffered by each player, the total points lost via zonk, the highest
- turn score achieved by each player, and a number indicating the
- relative "risk level" each player obtained during play.
-
- You might notice that the average score per turn is not equal to the
- player's game score divided by turns played. This is because the
- score you had to roll to get "on the board" is not included when
- computing the average. For example, if you achieved a game score of
- 10,000 points in 20 turns and had scored 1000 points to get on the
- board, the average score per turn would be shown as:
- (10,000 - 1000) / 20 = 450 points
- This does not apply to the solitaire game as it is a fixed 30 turns,
- regardless of how long it takes you to get on the board.
-
- The "Risk" number is an evaluation of the level of risky rolls that
- each player made during the game. Higher numbers mean riskier play.
- The index runs from the lowest possible value of '0' to a virtually
- unlimited high value. Watching the risk numbers that you achieve for
- for each game should give you an idea of whether you take too many
- chances, or don't take enough. Compare against the numbers obtained
- by the computer player for each of its different game strategies.
- The numbers result from the game's internal probability calculations
- and roughly correspond to the cumulative ratio of points risked with
- each roll to points earned via successful rolls. As the risk number
- approaches or exceeds 100 it's an indication of a very high level of
- risk. The risk number displayed in the upper right-hand corner of the
- player's window is the risk assumed if the player chooses to roll
- again. The risk number shown for each player at the end of the game
- is the overall risk level achieved during the entire game.
-
- The computer's different game strategies should produce the following
- average risk values:
-
- RECKLESS - 55
- AGGRESSIVE - 40
- NORMAL - 35
- CAREFUL - 30
- WIMPY - 25
-
- "NORMAL" strategy will produce a wider range of risk values since the
- computer player is not restricted in any way. The other game
- strategies limit the computer player's options in different ways and
- result in narrower average risk value ranges. ("RECKLESS" strategy
- may produce some extremely high risk values.)
-
-
-
-
- ***
- *** HALL OF FAME Page 15
- ***
-
- FRAZZLE! maintains a "Hall of Fame" file of superior achievements. At
- the end of each game, you will be informed as to whether or not your
- game has resulted in any new Hall of Fame scores being achieved. If
- any new high scores have been achieved, you will get the option of
- displaying only those newly-achieved scores, displaying all Hall of
- Fame panels, or bypassing the Hall of Fame displays altogether. If
- you did not achieve any new high scores, you will be given the option
- to either look at all of the Hall of Fame panels or bypass them. You
- may also look at the Hall of Fame at any time during your turn by
- pressing 'F1' and choosing "Hall of Fame" from the help screen dialog
- window.
-
- There are three normal game Hall of Fame categories that can be
- displayed. These categories are Highest Turn Score, Highest Average
- Turn Score, and Highest Margin of Victory. The top 20 scores
- in each category are maintained. When any panel is displayed, any
- newly-achieved high scores will be highlighted. If the same player
- achieved more than one in the same category in the same game, only the
- highest score will be highlighted.
-
- If you play the 30-turn solitaire game, a special Hall of Fame panel
- will be displayed showing the top 20 scores that have been achieved.
- In this case, the Highest Margin of Victory panel will not be shown.
-
- At the time this documentation was written, my version 3.10
- play-testers and I had achieved the following high scores:
-
- Player Type High Turn High Avg High Margin Solitaire
- -----------------------------------------------------------------
- HUMAN PLAYER 4900 1212 9700 20850
- COMPUTER - RKLS 4950 1050 9150 15900
- COMPUTER - AGGR 4250 866 5600 16550
- COMPUTER - NORM 4450 741 4950 19050
- COMPUTER - CRFL 4750 1040 6600 16100
- COMPUTER - WIMP 4350 1383 6250 15750
-
- Can you beat these scores?
-
- Your old Hall of Fame file, ("FRAZZLE.HOF") created by versions of |
- FRAZZLE! prior to version 3.00 can still be used with version 3.00 (or |
- later) of FRAZZLE!, but, since the computer player's strategies |
- have changed significantly, your old high scores won't be able to be
- compared meaningfully to ones achieved with the new versions. I
- recommend that you either delete your old FRAZZLE.HOF file, or back it
- up to a safe place.
-
- You will notice that any time a computer player's score is listed in
- the Hall of Fame, it is now suffixed with a letter that corresponds to
- the game strategy used to achieve that score. This way you can easily
- see which strategies are producing the best results. Games that use
- "NORMAL" strategy will not have any suffix letter.
-
-
-
-
- ***
- *** PLAY AGAIN? Page 16
- ***
-
- After the Hall of Fame display, you will be asked if you would like to
- play another game. Press 'Y' or 'N', or, use the left/right arrow
- keys to move the selection box and press <Enter> to select "Yes" or
- "No" as appropriate.
-
- If you have chosen to play another game, you will be asked if you want
- to use the same setup as the previous game. If you answer "Yes", you
- will start up again immediately with the same combination of players
- and computer game strategies as before. This is a fast way to start
- another game to try to do better than last time. If you answer "No",
- then you can choose a new game setup for your next game of FRAZZLE!.
-
- ***
- *** REGISTRATION INFO
- ***
-
- FRAZZLE! is a shareware program. You may freely download, use, and
- distribute this program so long as neither the executable program nor
- the documentation are modified. The documentation must accompany the
- program if you distribute it to others or upload it to your favorite
- bulletin board service. You may not charge any fees for distributing
- this program without my written permission.
-
- As is normal for most software products, this program is distributed
- "as is". The author assumes no liabilities for the program's
- performance or damages that may possibly result from your use of, or
- inability to properly use, this program. Reported program bugs will
- be quickly attended to and fixed for the next scheduled version.
- Special versions of this program will only be available to registered
- users.
-
- If you find this program enjoyable, a small registration fee of $7.00
- is requested. This will ensure that you are notified of future
- updates and also receive information about other shareware products of
- mine.
-
-
-
-
-
-
- *** |
- *** FRAZZLE! SUPPORT AND NEWEST VERSIONS Page 17 |
- *** |
- |
- I have chosen the three Prince William County, VA, bulletin boards |
- listed below as my official sources for user support and the newest |
- upgrades for all of my shareware products: |
- |
- |
- THE BUCKET BRIGADE |
- ------------------ |
- SysOp: Pat Scanlon |
- (703) 330-9264 |
- RBBS-PC CPC 17.2 -- 24 hours |
- 300/1200/2400 |
- |
- |
- THE BREAK |
- --------- |
- SysOp: Jim Thompson |
- (703) 680-9269 |
- RBBS-PC CPC 17.3 -- 24 hours |
- U.S. Robotics Courier HST |
- 300 - 19,200 |
- |
- |
- THE PITT |
- -------- |
- SysOp: Rich Cycholl |
- (703) 335-2925 |
- Wildcat! 2.1 -- 24 hours |
- U.S. Robotics Courier HST |
- 300/1200/2400/9600 |
- |
- |
- You could also reach me by E-Mail on the Sears PRODIGY system (my |
- user ID is PGGX81A), or write me at the address below: |
- |
- Mark L. Bakke |
- 14309 Fairview Lane |
- Dale City, VA 22193 |
- (703) 680-2628 |
- |
- |
- Finally, you could leave me a message in the AUTHORS conference on |
- Public Brand Software's BBS. The number is 317-856-2087. |
- |
- Again, thanks for your support, and, I hope you continue to enjoy |
- my shareware products! |
-
-
-
-