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Educational Software Cooperative 4
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hurkle3.doc
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1994-06-27
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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!