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Yacht-Zee.README!
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1995-10-07
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============================================================================
Yacht-Zee!, v1.1 README! by Dotoran of Frontiers BBS
============================================================================
If you've ever played the dice game Yahtzee, then you'll know this game.
This is a dice game played with five dice. Complete rules are included within
the game itself, so I won't rehash the rules again here.
To install the game, simply place the "Yacht-Zee" Arexx Command file
somewhere in your PFILES: directory and run it as an ARexx Pfile.
NOTE: This pfile uses 24 ROWS to create the Game Display, instead of 23,
which is used by most other "stationary" types of games. Ken Pletzer
made a change in the way he calculated the raster display used for
the LOCAL MODE display for SysOps using 640x200 displays. In order to
play this game CORRECTLY, you will have to slightly increase the value
of your vertical dot rows using the "ScreenMode" preferences utility
of your WorkBench. It will most probably be set to 200. You'll need to
increase this value to 203 or 205 dots in order to correctly view the
game screen. This is NOT a bug in Yacht-Zee, but in CNet Amiga itself.
Once run, a second file "Yacht-Zee.Highs" will be created in your PFILES:
path. This file contains the Top 5 Highest Scores for the game.
NEW: Newer error handling is now in place.
v1.1: There was an error in the BONUS AWARD coding that would NOT give the
: player their bonus if they exceeded 63 points. Now fixed! :-)
: The random statement is now seeded ONCE at the start of the game, so
: you should see a slightly different angle to the randomization. I'm
: referring to the FIRST method of rolling the dice.
: I didn't include the High Scores file this time, so your users can get
: a chance to become the "masters of the game", instead of trying to
: beat my scores(or scores from my users).
Presently, v1.0 only uses the Top 5 Scores as a way of beating another
player, although you'll notice columns for two additional players. In a
future version of this game, I would like to see two additions:
- One or Two Computer Opponents to play against.
- Ability to play Yacht-Zee! "head to head" against another port.
These additions will take awhile to complete, so I decided to release
this version as a "stand alone", single player game. I believe it to be the
best game of it's kind written for CNet Amiga, but if you know of a better
one, please let me know as I'd be interested in taking a look at.
Lastly, I'd like to talk about the dice for a minute. There are two
dice routines in this game. The game is set to use the second of these two
routines, but you may wish to use the first...
Generally, to "roll" a die, the computer simply needs to select a number
between 1 and 6. This game uses a string of numbers: "123456" to accomplish
this task.
The first randomization method(the one NOT set by default), simply takes
a random number out of this string to use as the dice value. This is ok, until
you begin to look at the "big picture" of dice throws way down the line. If
you're familiar with the "bell curve" basis in statistics, then you'll begin
to understand what happens. The computer has a better chance of choosing a
number in the MIDDLE of the range 1-6 than it does picking from one extreme
or the other, so lets say you rolled 1 die 100 times, the results might look
like this:
33x 34x
# #
12x # # 11x
# # # #
4x # # # # 6x
# # # # # #
1 2 3 4 5 6
It's easy to see in this diagram that you have a better chance of rolling
3's and 4's than you do 2's and 5's, while it's almost impossible to roll a
1 or a 6. That's what makes the first method not very effective for a good
dice routine.
The second method(the one used by DEFAULT) is similar to the first, but
something happens BEFORE the random number is chosen. We still start with the
"123456" string, but we toss in the random possibility that the string may
not follow the same ORDER all of the time. Here's what I do for this new
method of "rolling" the dice:
- First, choose a random number from 1 to 6.
(Remember this number. We'll call it "A".)
- Now, using the "123456" string, take the LEFTMOST "A" numbers, and
MOVE them to the RIGHT side of the string.
- NOW, choose a random number from this string, just as above.
So, lets say 2 was the random number chosen, the string would look like
this: "345612" before the first random number was chosen.
I do this at the beginning of every FIRST THROW, so the ORDER of this
string CHANGES at the beginning of every turn. "BELL CURVES" are still being
created, but NOW the High's and Low's will be different for each curve.
If anyone knows of a BETTER way to write a DICE routine, PLEASE let me
know! This was the best I could come up with, but who knows!
- Dotoran
============================================================================
-End