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- * HOCKEY *
-
- a card game for the Amiga
-
- copyright 1987
-
- John A. Samuels
- 2121 South 12th Street
- Allentown, PA 18103
- (215) 797-6000
- CIS: 71066,307
- PLINK: BATMAN
- GENIE: BOYWONDER
-
- version 1.0
-
- This game is SHAREWARE. You can send me all your money if you like but what
- I'd really rather have is PRAISE and ADULATION. After all, money disappears
- so quickly but a large ego is forever. So, if you like this game, spread it
- around (wash it off first!) and send me your comments.
-
- Also, please let me know if you find any bugs or would like to see some added
- features.
-
- Ok, enough of that self-serving claptrap!
-
- .............................................................................
-
-
- * HOW TO PLAY *
-
- HOCKEY is a card game. It's called HOCKEY because each game has three (3)
- periods and the winner is the one who scores the most GOALS. This flimsy
- analogy goes one step further - you must PASS immediately prior to scoring.
-
- You will be matched against a superior opponent - the Amiga.
-
- The Amiga has superior logic, an infallible memory and unwavering hostility
- toward all humans.
-
- You have emotion and illogic on your side. Use your human skills to your
- advantage or you will lose approximately 60% of all games!
-
- Oh, yes, to prove this, we'll be keeping an eternal running score. After the
- end of each game, we'll record the essential statistics of the game to disk.
- You can then use the program STATS to view your lack of progress against the
- Amiga.
-
- - A period consists of one DECK of cards (52 cards). There are three (3)
- periods in the game. If the score's tied at the end of three periods,
- there will be a SUDDEN DEATH overtime (first to score wins).
-
- - There are five HANDS in each period. In the first four hands, both you
- and the Amiga are dealt five (5) cards each. In the fifth hand, both you
- and the Amiga receive six (6) cards. If you're paying attention, you'll
- notice that that adds up to 52 cards. If you're not paying attention,
- don't worry - the Amiga takes care of shuffling and dealing.
-
- - You'll start a game by "cutting" for the deal. If you win the cut, the
- Amiga leads (plays the first card of each hand) in the first and third
- periods and you lead in the second. If the Amiga wins the cut, you lead
- in the first and third periods and the Amiga leads in the second period.
-
- Your strategy will vary depending on whether or not you are to play first
- in a period.
-
- - You and the Amiga alternate play. You play a card by clicking on the card
- with the left mouse button.
-
- The Amiga will then play its card in turn.
-
- * PASS *
-
- - If you MATCH the card your opponent just played you have a PASS! By the
- same token, if the Amiga matches the card that you just played, the Amiga
- has a PASS.
-
- To MATCH a card, you must play a card with the same "face value" of your
- opponent's previously played card.
-
- Suits are irrelevant but may help you to remember how many of each card
- has been played within the period (deck).
-
- If the Amiga plays the three of clubs and you next play the three of hearts
- you have PASSED. If you play the King of spades and the Amiga plays the
- King of diamonds, then the Amiga has a PASS. Get it?
-
- - Jacks and Twos (2) are AUTOMATIC PASSES. That is, anytime either of you
- plays a Jack or a Two, even if it does not match the card your opponent
- just played, you have a PASS. (To help you remember this, the 'J' and '2'
- on these cards are blue instead of black or red).
-
- - BUT, you cannot SCORE with a Jack or a Two! Only pass.
-
- * SCORE *
-
- - To SCORE, you must match the card your opponent just played AFTER your
- PASS.
-
- You must have a PASS to SCORE.
-
- If you do not score on the very next sequence after your pass, you no
- longer have a PASS.
-
- * STEALING A PASS *
-
- - Let's say you play the four of diamonds. Then the Amiga plays the four
- of clubs. PASS - Amiga! If you then play the four of hearts, it's
- YOUR PASS and the Amiga NO LONGER HAS A PASS OF ITS OWN. You have stolen
- the Amiga's pass.
-
- Your chances of doing this is pretty good if you have a PAIR of something
- in your hand.
-
- * OTHER STUFF *
-
- - A PASS at the end of a hand is still active in the beginning of the next
- hand. So, if you PASS at the end of your hand and five more cards are
- dealt, your PASS is still in effect.
-
- But at the end of a period, all passes disappear and everything starts
- over.
-
- * STRATEGY *
-
- - The best way to learn strategy is to note how the computer plays over
- the course of several games. But here's some things to think about:
-
- * what to do when you have more than one Jack/Two in your hand?
-
- * how does strategy change as more cards out of a 52-card deck become
- revealed?
-
- * how can you use a pair in your hand to lure the computer into a
- pass?
-
- * does the computer's relentless logic allow you to take chances
- and "steal" a goal?
-
- * when you deal (and play the first card of each hand within a period)
- the Amiga will play the last card of each hand. How can you use
- this to increase your odds of a goal early in the next hand?
-
- - Because of the nature of a card game, luck of the draw is a large factor.
- But careful strategy and card-counting will allow you to beat the computer
- ALMOST as many times as it beats you.
-
- * WHAT THE COMPUTER KNOWS *
-
- - The computer knows many maneuvers to increase its chances of success. The
- computer knows when to get rough with you and when to run scared. And the
- computer knows how to win more often than not.
-
- Most important, the computer counts cards and calculates odds.
-
- But the Amiga DOES NOT know what cards you have in your hand. The
- decision-making and planning routines of this program do not "look at"
- what cards we've dealt you.
-
- However, once you play a card, the Amiga remembers it.
-
- * HOW TO WORK THE PROGRAM *
-
- - Simply click on the card you want to play. The Amiga will do the rest.
- PAY ATTENTION. The Amiga is VERY QUICK in decision-making and playing its
- cards.
-
- I could have slowed it down a little to make the computer a little more
- human-like. But if you wanted SLOW, you should have bought an IBM!
-
- In the menus are the following:
-
- QUIT ........ This will ABORT the program without recording
- your FUTILE attempts at success.
-
- ABOUT ........ More self-serving garbage about who my Amiga
- refers to as "The BOSS".
-
- SPEECH ON ........ I've always found that verbally humiliating
- your opponent gives you a DEFINITE edge over
- the long haul. Look at John McEnroe or
- Rickey Henderson. Keep the speech on and
- you'll see my point.
-
- SPEECH OFF........ If you can't take the HEAT!
-
- .............................................................................
-
- * THE ARC FILE *
-
- - Hockey.ARC includes:
-
- RULES.TXT ..... But you know that already.
-
- HOCKEY ..... The executable progam.
-
- STATS ..... A program that digs up game-by-game statistics
- and spits them back at you in relatively
- meaningful ways.
-
- Sorry, no icons. Draw them yourself if you prefer the workbench.
-
- When you're done with a game, some vital statistics are written into a data
- file called SCORES. This file will be created in the current directory if
- it doesn't exist there already.
-
- If you want to copy HOCKEY into RAM: before playing, you should also copy
- SCORES into RAM: and then cd RAM:
-
- In this event, you should also copy SCORES back to disk before turning your
- Amiga off for the night.
-
- Type STATS to view these so-called "meaningful" statistics. Again, SCORES
- must be in the same directory as STATS and that must be the current
- directory.
-
- If you fail to pay attention to these instructions, the Amiga will remember
- and simply humiliate you unmercifully in the next game!
-
- .............................................................................
-
- Good luck! Let me know if you're winning more than 50% of the games - I'll
- remove one or two of the "humane" routines in a version 2.
-
- .............................................................................