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-
-
-
- HURKLE
- Version 2.2
- Copyright 1993
-
- CASTLE OAKS COMPUTER SERVICES
- Post Office Box 36082
- Indianapolis, IN 46236-0082
-
-
- If you want to fool your friends, you may wish to withhold this document from
- them. In this document I give you the secret of how to win this game on the
- very first move.
-
- Notice that this version puts a fancy border around your screen. The purpose
- of this border is twofold. First, it provides a "glitzy" display of the
- capability of your color monitor. But, secondly, it provides a hiding place
- for the solution to the "game."
-
- The program randomly selects characters, foreground colors, and background
- colors to create the border. Since the program "knows" the coordinates of
- the hiding place, it can mark the hiding place so that you can find it (if
- you know the secret.)
-
- Now, the secret. The program randomly selects from all possible characters
- to make the border except for the characters: !, ", and #. These are reserved
- for marking the solution. One of these characters is randomly selected to
- mark the column of the solution in the top border. Another of these
- characters is randomly selected to mark the row of the solution in the left
- border. Suppose that an ! appears above column 12 of the grid and a # appears
- to the left of row 7 of the grid. You could move the cursor to this location
- on the very first move and win. If you are trying to fool another observer,
- I suggest you do not win on the first move. Make one or two wrong moves and
- then make the winning move. Also, making wrong moves gives you more time
- to study the border without being obvious about it.
-
- Don't cheat in a manner that hurts someone else (such as gambling for money.)
- You might even admit that you are cheating and challenge the person watching
- to find out how you do it. Have fun!