home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Game Fest 1994
/
gamefeststgcomputerlimited1994.iso
/
files
/
game_vga
/
jsqdos
/
jsq.doc
< prev
next >
Wrap
Text File
|
1994-01-13
|
23KB
|
547 lines
tm
JumbleSquares
-------------
Fun Software From ComputerEase
*** PROGRAM DESCRIPTION
JumbleSquares is a new word puzzle for the IBM PC and compatible
computers. It's a word game with a twist - combining the knowledge
required for crossword puzzles with the skill necessary for building
magic squares. You are given ten word definitions, the answers to
which ALL contain exactly five letters. As you answer a definition,
you transfer each of the five letters of the answer onto a five-by-
five grid, forming a perfect "magic square".
Here's the twist: the letters of the words must be "jumbled" in
order to fit...if the answer to the THREE ACROSS word definition
is YOUTH, for instance, when the letters are placed onto the square
they may have to be in the order UOHYT!
For added fun, compete with your family and friends! As you solve
each puzzle you are scored on your accuracy and speed. If you
answer the definitions and move the letters onto the grid correctly,
points are added - if you guess wrong, points are deducted. If you
get stumped on a word, you can ask for help - but it costs you
points! You may also guess at grid square letters - for a price!
*** FILES REQUIRED
An evaluation copy of JumbleSquares contains the following files:
JSQ.EXE The JumbleSquare program.
JSQ.DOC This documentation file.
README Quick load-and-go instructions.
FILE_ID.DIZ The standard shareware description file.
PACKING.LST A file listing the JumbleSquare files.
VENDOR.DOC Distribution information for vendors,
BBS sysops, etc.
VOL01.PZL A volume of ten JumbleSquare puzzles.
When executed, the program may generate the following files:
SCOREBD.DAT Contains the names of players and their
scores.
REGISTER.FRM A blank form to be used by evaluating
users for registering their copy of
JumbleSquares and receiving Volume 1
of the puzzle set.
ORDER.FRM A blank form to be used by registered
users for ordering new volumes.
*** INSTALLATION
RUNNING FROM A FLOPPY.
Insert the floppy containing the Jumblesquare files into a drive,
ensure that the floppy is the DOS working directory, and type JSQ
to execute the program.
HARD DRIVE INSTALLATION.
Create a DOS subdirectory (i.e. C:\JSQ), and copy all files into
it. From this point, you ensure that the subdirectory is the DOS
working directory (i.e. CD C:\JSQ), then type JSQ to execute the
program.
RUNNING UNDER WINDOWS.
This version of JumbleSquares is not a Windows version (a
compatible Windows version is forthcoming!), but it will run
perfectly well as a DOS application under Windows. The only
thing to understand and remember is that Windows has its own
mouse driver which will NOT work with JumbleSquares. You must
load the mouse software (MOUSE.COM, MOUSE.SYS, etc.) that came
with your mouse.
*** HARDWARE AND SOFTWARE REQUIREMENTS
JumbleSquares will run on any IBM PC compatible system which has,
as a minimum, EGA color graphics and a mouse.
*** RUNNING THE PROGRAM
The DOS command is JSQ. There are a couple of command-line
parameters which you may want to use:
/ng No graphics. Bypasses the opening
copyright screen.
/ns No scores. If two or more players are
playing in competition, they may wish
to hide the scores on the scoreboard.
This parameter inserts, in place of the
player's score for a puzzle, the word
"OKAY", if the player has NOT worked
this puzzle, or "DONE", if he has.
/nd No diagonal letters. When the puzzle
is first displayed, it "gives" you the
grid squares on one diagonal for a
start. If you prefer, this parameter
will inhibit the free letters.
Here are examples of entering any or all of these parameters
on the command line:
JSQ /ng
JSQ /ns /nd /nd
*** FIRST EXECUTION OF THE PROGRAM
The first time the program is run, the operator will be asked to
enter his or her name. From this point, new players may be added
at any time on the SCOREBOARD (see below).
*** THE SCOREBOARD
The scoreboard keeps track of players, puzzles, and scores.
MOUSE OR KEYBOARD
Either the mouse or the keyboard may be used to negotiate this
screen. If you're using a mouse, simply click on the buttons
or player name. If you prefer using the keyboard on this screen,
you may use the LEFT and RIGHT arrow keys to scroll through
puzzle numbers, the UP and DOWN arrow keys to select a player,
and the highlighted first character of the command for any of
the buttons.
SELECTING THE PUZZLE
On the upper left center of the screen is a box labeled "PUZZLE
NUMBER". Use the mouse to scroll forward and backward through
the available puzzle numbers. The evaluation copy provides
VOLUME 1, with puzzles numbered 1 through 10; subsequent volumes,
each containing 30 puzzles, are numbered consecutively. See the
section entitled "PURCHASING ADDITIONAL VOLUMES" for information.
SELECTING THE PLAYER
Current players are listed in an array in the center of the
screen, with their scores for the selected puzzle. A yellow
marker appears at the beginning and end of the CURRENT PLAYER
(the person who will solve the puzzle when the button "PROCEED
TO PUZZLE!" is selected).
Notice that, if a different player is selected, the program goes
automatically to the first puzzle in the available puzzle set
which that player has not solved.
SCOREBOARD BUTTONS
PROCEED TO PUZZLE! - Once the player and puzzle have been
selected, click this button (or press the letter P or ENTER)
to begin working on the puzzle. Note that the program will not
allow a player to work on a puzzle he has previously solved. The
reason for this restriction is to ensure that players who are
competing against one another are not tempted to cheat - by
reworking a puzzle for a higher score!
ADD PLAYER - New players (up to a maximum of 12) may be
added on this screen by selecting the "ADD PLAYER" button.
Type the name of the new player in the space provided.
HOW TO REGISTER (Evaluation copy only) - Clicking this
button displays a screen showing how to register. It also
creates a file named REGISTER.FRM, a registration form which the
user may direct to his printer.
MORE PUZZLES (Registered version only) - Once registered,
the user may click this button to learn how to receive more
puzzles. It also creates a file named ORDER.FRM, an order form
which the user may direct to his printer.
EXIT - Clicking this button unloads the JumbleSquare
program.
*** SOLVING JUMBLESQUARE PUZZLES
The JumbleSquare puzzle screen shows five ACROSS and five DOWN
WORD DEFINITIONs in boxes on the left of the screen. Adjoining
each of these boxes is an ANSWER BOX, wherein the word answers
will be typed. These boxes are colored WHITE when play begins.
On the right of the screen is the five-by-five grid where the
jumbled letters of the answers to those clues must go in order to
complete the puzzle. These boxes are also WHITE when play begins.
At the top center of the screen, the player's name, the puzzle
number, and the score are displayed.
SOLVING THE WORD DEFINITIONS
Play must begin by successfully answering a word definition.
Word definitions may be answered in any order you choose. To do
so, move the mouse cursor to the box containing the definition
and click. At that point, the mouse cursor will disappear, a
text cursor will appear in the ANSWER BOX, and control is
transferred to the keyboard. Type the word that you think is
correct in the box.
If the word you enter is incorrect, the ANSWER BOX turns black.
Points are deducted for an incorrect word. You may make as
many attempts as you like, but it costs you points?
If the word you enter is correct, the ANSWER BOX turns blue and
points are added to your score.
If you're at the point where you need help (don't do this unless
you are stumped on all remaining word definitions!) you may
simply type a question mark (?) in the ANSWER BOX. You will be
given the word, but points will be deducted.
For more information about how your score is determined, see the
section entitled "SCORING" below.
FILLING OUT THE GRID
When a word definition is correctly answered, the five grid boxes
for that word will turn from WHITE to RED. This means that you
may now begin assigning letters to the squares.
*** YOU MAY CLICK ON ONLY THE RED SQUARES !!! ***
If you click on one of the red squares a vertical box appears
on the left of the screen with the letters that may possibly
fit in that grid square. There may be as few as one (if the
two intersecting words have only one letter in common - such
as WORLD and CREAM), or five (if the two intersecting words
have ALL letters in common - such as TRACE and CRATE). Your
objective is to select the correct one. This is a moot point,
of course, if there is only one choice. If there are more
than one and you guess wrong, however, you lose points from
your score!
If you answer two intersecting word definitions correctly,
creating a JUNCTION, you are rewarded by having the common
letters displayed in the red square.
COMMON LETTERS EXPLAINED
If the answer to THREE ACROSS is the word MUSIC, and the answers
to ONE thru FIVE DOWN are: then the common letters are:
WIRES I, S
OPENS S
OPIUM I, M, U
SCREW C, S
LUNGS S, U
When you are sure of a letter, use the mouse to "plug it" into
the grid. To do this, simply select the grid square by clicking
the mouse button on it. A "PICK A LETTER" box will be displayed
on the screen from which you may select the letter for the square.
Simply click the mouse button on the letter of your choice. If
you choose, you may click on the "ESC" button and escape with no
penalty.
Note that in the example above, the grid square at coordinates
THREE ACROSS and TWO DOWN contains only the letter S! This means
that the S is the only common letter between the two words, and
therefore MUST belong in that grid square. While these freebies
occasionally occur, you will find that they are limited to no
more than one per puzzle!
If you select an INCORRECT letter, a message will appear on the
screen to that effect. The program will then place the CORRECT
letter in the square, and deduct some points from your score.
Usually, the process of elimination will indicate the correct
letter for a grid square. Occasionally, however, you may be
forced to guess from two or more letters. Smart, logical play
will reduce the number of these occurrences.
STRATEGY
The best strategy is to answer as many of the word definitions
as possible before moving to the grid. When you have a JUNCTION
on the grid (with the possible letters displayed in a red square),
don't be too quick to select a letter for that square - having
the letters displayed may help eliminate possibilities for other
squares.
SCORING
Each puzzle begins with a score of 200. Points are then awarded
or deducted as follows.
CORRECTLY ANSWERING WORD DEFINITION PLUS 50 POINTS
INCORRECTLY ANSWERING WORD DEFINITION MINUS 30 POINTS
LETTING JUMBLESQUARES PROVIDE A WORD MINUS 50 POINTS
CORRECTLY ASSIGNING A LETTER TO THE GRID PLUS 20 POINTS
INCORRECTLY ASSIGNING A LETTER TO THE GRID MINUS 20 POINTS
EVERY SECOND IT TAKES TO FINISH MINUS 1 POINT
COMPLETING THE PUZZLE
When all word definition ANSWER BOXes and GRID SQUARES have been
entered (all are colored BLUE!), the score is recorded and from
this point will be displayed on the scoreboard for the player.
---- OR -----
QUITTING THE PUZZLE
If a player chooses to quit the puzzle (clicking the QUIT button)
before he has completed it, he will be asked if he really intends
to do this, and if the score he has at this point is sufficient.
If he clicks on the "N" (for NO) button, control is returned to
the puzzle; if he clicks on the "Y" (for YES) button, the puzzle
is considered complete, the score recorded for the player, and
control is returned to the SCOREBOARD.
COMPETITION AMONG PLAYERS
Family members and friends may compete with one another by
comparing scores on the same puzzles. Of course, this means that
opponents should not be allowed to watch as puzzles are being
solved!
Some system should be derived for scoring which will make it fair
for all contestants. The player going last has a small advantage
because of the way JumbleSquares allows quitting an incomplete
puzzle (see above "Quitting the Puzzle"). For example, if player
A attempts puzzle 3 and records a score of 252, then player B,
knowing that he has to score only 253 to win, may elect to QUIT
the puzzle before completion when he sees that his score is that
high. One solution for this would be to have someone select
puzzle number 3 from the scoreboard for player B so that he
cannot see his opponent's score.
If desired, the program can be run with scores hidden so that
competitors cannot see his opponents' scores. Use the /ns
parameter on the DOS command line. (See the section "RUNNING
THE PROGRAM" above.)
*** REGISTRATION
Please read the section on shareware ("Some Words About
Shareware") elsewhere in this manual, to find out what shareware
is and why you should register.
To register, select the "HOW TO REGISTER" button on the
SCOREBOARD screen. A registration form will be generated on your
computer, in the subdirectory from which JumbleSquares was
executed, with the name REGISTER.FRM.
We have chosen a very low registration fee for JumbleSquares in
order to encourage as much use as possible. When you submit the
$8.00 registration fee, you will immediately be sent Volume 1 of
the puzzle set. You may also want to order additional volumes
at $4.00 apiece, at the same time.
Be sure to read the section below entitled "Method of Payment and
Delivery".
*** PURCHASING ADDITIONAL VOLUMES
Once registered, users may purchase additional fifty-puzzle
volumes for the low price of $4.00. This price includes free
first class postage in the U.S. Priority mail may be chosen if
expeditious service is desired.
To order more puzzles, select the "MORE PUZZLES" button on the
SCOREBOARD screen. An order form will be generated on your
computer, in the subdirectory from which JumbleSquares was
executed, with the name ORDER.FRM.
THE FOLLOWING IS EXTREMELY IMPORTANT:
New volumes must be consecutive in order for program puzzle
selection to work properly!!! In other words, you may not have
Volume 3 loaded, but not Volume 2.
When the order form is generated, the program examines your
computer to see what volume numbers you have previously ordered.
For example, if you have purchased and loaded volumes 2 and
3, this will be stated on your order form, along with the
instruction "I WOULD LIKE TO ORDER ____ VOLUMES, BEGINNING WITH
VOLUME 4".
For this reason, NEVER DELETE A PUZZLE VOLUME!
*** METHOD OF PAYMENT AND DELIVERY
You may use an editor to edit the REGISTER.FRM or ORDER.FRM file
prior to printing on your printer, or print first and complete in
pen or pencil. Then simply remit with the registration fee to
the address on the form.
Please remit a personal check or money order. Do not send cash
through the mail. We regret that credit card registrations for
this product cannot be accepted, due to the low price. While
ComputerEase does accept credit cards for purchase of other, more
expensive software, the flat rate presently being paid to a third
party credit card agency would make it prohibitive for this
product.
The registration and order fees include free first class postage
in the U.S. Priority mail may be chosen, if expeditious service
is desired. All orders are mailed the following day.
Note on the registration and order forms that an option is
available for direct transmittal of JumbleSquare volumes via
CompuServe file transfer, at no cost! These transfers will
normally take place the day the payments are received; no later
than the following day, in any event.
*** TECHNICAL SUPPORT
Technical support is provided for both registered and evaluation
copies of this program.
MAIL: ComputerEase
7204 John Elizabeth Place
Prince George, VA 23875
TELEPHONE: (804) 458-2212
This phone is normally manned only
between 5 and 10 p.m. Monday-Friday. At
other times, an answering machine will
take your message. Leave your name,
phone number where you may be reached
between 5-10 p.m., and as much detail as
possible as to the problem you are
having.
CompuServe: Address e-mail message to DOUG PATRICK,
71221,2766.
PRODIGY: Address e-mail message to FFMV24A.
*** ASP OMBUDSMAN STATEMENT
This program is produced by ComputerEase, a member of the
Association of Shareware Professionals (ASP). The ASP wants to
make sure that the shareware principle works for you. If you are
unable to resolve a shareware-related problem with an ASP member
by contacting the member directly, ASP may be able to help. The
ASP Ombudsman can help you resolve a dispute or problem with an
ASP member, but does not provide technical support for member's
products. Please write to the ASP Ombudsman at 545 Grover Road,
Muskegon, MI 49442 or send a CompuServe message via CompuServe
Mail to ASP Ombudsman 70007,3536.
*** SOME WORDS ABOUT SHAREWARE
Shareware, or user-supported software, is a means for the
computing community to receive quality software while directly
supporting software authors. It is based on the ideas that:
(1) The value and utility of software is best assessed by
the user on his or her own system. Only after using a program
can one really determine whether it serves personal applications,
needs and tastes.
(2) The creation of independent personal computer software
can and should be supported by the computing community.
Copying of programs is encouraged, rather than restricted. The
ease with which software can be distributed outside traditional
commercial channels reflects the strength, rather than the
weakness, of electronic information.
Under the user-supported concept, anyone may request a copy of a
user-supported program by sending a blank, formatted disk to the
program author together with an addressed, postage-paid return
mailer and a nominal fee to cover shipping and handling costs. A
copy of the program, along with documentation on disk, will be
sent by return mail on the user's disk.
This program carries a notice suggesting registration for the
program. You should register if you are going to use the program
on a regular basis. Regardless of whether you register and use
the program, you are encouraged to copy and distribute the
program for the private, non-commercial, trial use of others.
User-supported software is generally not public domain material;
most programs of this nature carry a copyright notice. Rather,
the author has licensed you to copy and use the program under
certain conditions. Likewise, user-supported software is not
intended to be free software; it is an experiment in economics,
not altruism. It is intended to provide quality software at a
low price, while directly supporting the author, without the
overhead of distributors, dealers and advertising that produces
$200-500 software packages.
User-supported software is having a hard time. More and more
packages are being taken out of this market, and offered as more
traditional, and expensive, products. The reason for this is
simple: lots of people are using the packages but very few are
paying for them. Software authors go to considerable expense to
make their programs available to the public; consider the cost of
postage and/or telephone charges to get a software product up on
the thousands of bulletin boards!
Bottom line: without user support, there is absolutely no
incentive for software authors to provide their programs in this
fashion.
There are many good reasons to register. Besides supporting the
author (that is, paying for the software you use), you generally
get better support and receive mailed notification of updates and
other products. In conclusion, if you regularly use a
user-supported program and have not sent in a registration to the
author, please do so now. Only through the financial support of
users will this kind of inexpensive software continue to be
available.
** Thanks for using shareware...and for trying JumbleSquares! **
*** WARRANTY DISCLAIMER
ComputerEase makes no warranty of any kind, express or implied,
including without limitation any warranties of merchantability
and/or fitness for a particular purpose, other than to guarantee
that this product, at the time of its creation, was delivered in
good faith with no subversive motives such as computer viruses.
ComputerEase shall not be liable for any damages, whether direct,
indirect, special or consequential arising from a failure of this
program to operate in the manner desired by the user.
ComputerEase shall not be liable for any damage to data or
property which may be caused directly or indirectly by use of the
program. IN NO EVENT WILL COMPUTEREASE BE LIABLE TO YOU FOR ANY
DAMAGES, INCLUDING ANY LOST PROFITS, LOST SAVINGS OR OTHER
INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF YOUR USE OR
INABILITY TO USE THE PROGRAM, OR FOR ANY CLAIM BY ANY OTHER
PARTY.