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- LEARN TO GUESS
- GUESS TO LEARN
- (C) 1988 D. Bodnar
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- The Learn to Guess series is a set of four programs that are designed
- to develop problem solving strategies and reinforce whole number concepts.
- Each of the programs is complete in itself and uses the computer's secretly
- chosen number as a means to challenge student's mathematical and analytical
- abilities at a range of difficulty levels. The series is composed of the
- following programs:
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- GUESSME
- GUESSME, for from one to four players, is designed to help students in
- grades 1-8 to develop problem solving strategies while trying to guess the
- computer's secret number. It also serves as an introduction to the
- concepts and procedures used in the other programs in the series.
- Depending on the difficulty level, the numbers chosen by the computer may
- be positive and/or negative.
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- ROMAN GUESSME
- This program is identical to GUESSME, except that all of the numbers
- used in the game are displayed as, and must be entered as, roman numerals.
- ROMAN GUESSME is appropriate for students of all ages.
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- NEAREST
- At first glance NEAREST, a game for from two to four players, seems to
- be a simple number guessing game, but it has a diabolical twist. Rather
- than telling if a guess is too high or too low, the computer uses a high
- resolution display to indicate which of the guesses that was made is
- CLOSEST to the computer's secret number. This program is appropriate for
- grades 2-8.
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- SUPERGUESS
- SUPERGUESS, for two to four players, is a program designed to help
- students in grades 3-12 to develop problem solving strategies in this most
- challenging number guessing game.
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- Students must call upon all of their knowledge of prime numbers,
- composite numbers, factors, multiples, sums, differences and products as
- they compete against one another in a race across the computer's screen.
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- The series requires an IBM-PC or compatible with 256K and a CGA or EGA
- display monitor and one disk drive.
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- GUESS is distributed under the SHAREWARE concept. This simply means
- that I have given you the right to use this software, evaluate it and share
- it with your friends. All that I ask in return is that you register the
- program with me by sending a check for $15.00 to:
- David G. Bodnar
- 26 Ralston Place
- Pittsburgh, PA 15216
- In return you will receive the latest version of the program, a
- complete, printed manual, an additional program, MATHDUEL, and a catalog of
- other educational software.
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- LEARN TO GUESS
- (c) 1988 D. Bodnar
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- Table of Contents
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- GETTING STARTED . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
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- GUESSME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
- OBJECTIVES . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
- GUESSME - Part 1 . . . . . . . . . . . . . . . . . . . . . . . . . 2
- GUESSME - Part 2 . . . . . . . . . . . . . . . . . . . . . . . . . 4
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- ROMAN GUESSME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
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- NEAREST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
- NEAREST - Part 1 . . . . . . . . . . . . . . . . . . . . . . . . . 6
- NEAREST - Part 2 . . . . . . . . . . . . . . . . . . . . . . . . . 7
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- SUPERGUESS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
- OBJECTIVES . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
- SUPERGUESS - Part 1 . . . . . . . . . . . . . . . . . . . . . . . 8
- SUPERGUESS - Part 2 . . . . . . . . . . . . . . . . . . . . . . . 11
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- LEARN TO GUESS
- (c) 1988 D. Bodnar
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- GETTING STARTED
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- Boot the computer as you normally would. Once the A> prompt is
- displayed on the screen type GUESS and press the ENTER/RETURN key.
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- The program selection menu will appear. It looks like this:
-
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- 1. GUESSME ON THE NUMBER LINE
- (1-4 players)
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- 2. ROMAN GUESSME ON A NUMBER LINE
- (1-4 players)
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- 3. NEAREST NUMBER
- (2-4 players)
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- 4. SUPER GUESS!!!!!
- (2-4 players)
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- 5. end
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- You may choose one of the five options by pressing the number to its
- left or by typing its initial letter. For example, you may choose GUESSME
- by pressing 1 or G.
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- Next you must type in the player information that is needed for each
- game. The number of players is one to four for GUESSME and ROMAN GUESSME
- and two to four for NEAREST and SUPERGUESS. A single player can use either
- of the last two games by entering two names and competing against
- himself/herself, perhaps while using two different strategies.
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- After the number of players and their names are typed the difficulty
- level for each game must be chosen. A detailed description of each level
- is given in the section that describes each program.
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- The following manual is tutorial in nature and assumes that you are
- running the programs as you read.
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- LEARN TO GUESS
- (c) 1988 D. Bodnar
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- GUESSME
-
- GUESSME is a program designed to help students to develop problem
- solving strategies while trying to guess the computer's secret number. It
- also serves as an introduction to the concepts and procedures used in the
- other programs in the series.
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- Student guesses serve to limit the range within which the computer's
- secret number is located. With practice, a strategy should evolve that
- will allow as student to rapidly and consistently discover the secret
- number. Once the number is discovered the student plays a 'Hangman' style
- game that challenges him to discover a number-word that the computer has
- chosen.
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- OBJECTIVES
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- The following objectives were used in the development of GUESSME:
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- 1. Students will develop problem solving strategies that will allow
- them to systematically discover the computer's secret number.
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- 2. Students will recognize a number line and the relationships of
- numbers on a number line.
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- 3. Students will develop problem solving strategies that will allow
- them to discover the secret number-word that the computer has
- chosen.
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- 4. Students will be able to work with negative numbers on a number
- line.
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- GUESSME - Part 1
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- Once GUESSME has been chosen from the first menu and the number of
- students and their names have been entered, the difficulty level must be
- chosen. The difficulty levels determine the size of the number line and
- the range of numbers that will be used by the computer. The levels are as
- follows:
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- Difficulty Level 1 -- numbers between 1 and 10
- Difficulty Level 2 -- numbers between 1 and 100
- Difficulty Level 3 -- numbers between 1 and 1000
- Difficulty Level 4 -- numbers between 1 and 10,000
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- Difficulty Level 5 -- numbers between -5 and 5
- Difficulty Level 6 -- numbers between -50 and 50
- Difficulty Level 7 -- numbers between -500 and 500
- Difficulty Level 8 -- numbers between -5000 and 5000
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- LEARN TO GUESS
- (c) 1988 D. Bodnar
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- After the difficulty level is entered the playing field is displayed.
- Is consists of a number line displaying numbers in the range indicated by
- the difficulty level. The bar above the number line indicates that the
- computer's secret number could be anywhere on the number line. This bar
- will shrink as guesses are made.
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- If two or more students are
- competing, one of their names will be
- chosen at random and he/she will be
- asked to make a guess. If a guess is
- out of the range that is indicated by
- the bar above the number line, a tone is
- sounded and the guess may be reentered.
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- Once an acceptable guess has been
- entered one of three things will occur.
- First, if the guess is correct, a line
- will be drawn to the correct spot on the
- number line. If the guess is too large,
- the part of the bar above the number line to the right of the guess will be
- erased. Similarly, if the guess is too small, the part of the bar to the
- left of the guessed number will be erased.
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- Guess-by-guess the bar above the number line will shrink until the
- correct number is chosen. If the number line is greater than 100 the
- screen will periodically 'zoom' in for a more detailed display. This
- 'zooming' will occur until the range of the number line does not exceed 100
- units in size.
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- If two or more students compete, their names are chosen at random.
- Occasionally the same student will have two consecutive turns, but each
- student will receive the same number of guesses.
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- Once students have had an opportunity to play the game a few times
- they may wish to see how well they can do at guessing the number in the
- number of guesses indicated under # TO BEAT = at the top of the GUESS
- NUMBER box. This number is the most guesses it will take to guess a number
- if a pure 'binary' search strategy is used. A binary search always guesses
- the exact middle number in the range of possibilities. For 100 numbers the
- # TO BEAT is 7 guesses, for 1000 it is 10 and so on.
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- In levels 1 and 2 the computer continually displays the range of
- acceptable guesses above the guesser's name. If a student in level 3 or
- above needs this type of help he/she may type H or HELP when asked to make
- a guess.
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- LEARN TO GUESS
- (c) 1988 D. Bodnar
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- GUESSME - Part 2
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- The student who correctly guesses the secret number will be given the
- opportunity to win the game by guessing the second secret number, a number-
- word between 1 and 100. (In levels 1 and 6 the range is 1 to 10.)
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- This number-word, such as SEVENTEEN or THIRTY-SIX, must be guessed
- letter-by-letter. The number of letters in the word will be indicated by a
- set of blanks across the center of the screen. To discover the word the
- student must choose a letter that he/she feels is included in the word. If
- the letter is in the word it will be inserted at the proper position. If
- the word contains more than one of the letter all of the occurrences will
- be displayed. Note that if the word contains a hyphen that it must also be
- guessed.
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- An incorrect guess will end the student's turn at guessing the word
- and the game will continue with a second try at the number line.
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- This routine continues until someone guesses the secret number-word in
- the second part of the game. The number line number changes each time the
- number line part of the game begins, but that the number-word remains the
- same until it is guessed.
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- Once the game is completed an option of stopping or playing again is
- given. Answering Y to AGAIN(Y/N) will start the game from the beginning,
- using the same players and difficulty level. A response of N will return
- you to the first menu where a different game or set of players may be
- chosen.
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- A player may quit the game and return to the main menu by typing the
- word END when asked for a guess.
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- LEARN TO GUESS
- (c) 1988 D. Bodnar
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- ROMAN GUESSME
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- This game is identical to GUESSME, except that all of the numbers on
- the number line are displayed as ROMAN NUMERALS. In addition guesses must
- also be entered as ROMAN NUMERALS.
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- ROMAN SCREEN
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- The difficulty levels are as follows:
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- Difficulty Level 1 -- numbers between 1 and 10
- Difficulty Level 2 -- numbers between 1 and 100
- Difficulty Level 3 -- numbers between 1 and 1000
- Difficulty Level 4 -- numbers between 1 and 2000
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- To select a number it must be entered as a ROMAN NUMERAL. That
- is, if you wish to guess 47 for your first guess, you must enter it as
- XLVII. An incorrect ROMAN NUMERAL will be ignored.
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- With the exception of difficulty level 4 and the ROMAN NUMERALS, all
- facets of the game are identical to GUESSME.
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- LEARN TO GUESS
- (c) 1988 D. Bodnar
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- NEAREST
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- NEAREST is best when played by two or more different students compete.
- Again a secret number has been chosen by the computer. The student's
- guesses are compared to the secret number and to each other. The computer
- reports, not if a guess is too high or too low, but which of the guesses is
- closest to the secret number. This report is given in sentence form and on
- a graphic display.
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- The difficulty levels for NEAREST are as follows:
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- Difficulty Level 1 -- numbers between 1 and 10
- Difficulty Level 2 -- numbers between 1 and 25
- Difficulty Level 3 -- numbers between 1 and 50
- Difficulty Level 4 -- numbers between 1 and 100
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- NEAREST - Part 1
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- The game screen shows the players' names, the current guess number and
- a number line whose size is determined by the difficulty level.
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- One of the players will be chosen at random and a question mark will
- be displayed next to the name. Once that student's guess is entered
- another student will be chosen and so on
- until each has guessed. Each guess will
- be shown at the appropriate point on the
- number line as a dot. After all of the
- guesses are entered one or, in the case
- of a tie two, of the dots will be
- circled. If, for example, the guesses
- for a three player game were 18, 12 and
- 7 and the computer's secret number were
- 11, the dot over the 12 would be
- circled. If the secret number had been
- 15, both 12 and 18 would have been
- circled since they are an equal distance
- from 15. If a tie is indicated this can
- be a powerful clue that should allow the
- next player to win.
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- The game continues in a similar fashion with each succeeding series of
- guesses being indicated higher and higher above the number line. An
- examination of the circled dots will help in finding the secret number.
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- LEARN TO GUESS
- (c) 1988 D. Bodnar
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- NEAREST - Part 2
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- Once the secret number has been found, the second game screen will be
- displayed. Here the player who successfully guessed the secret number must
- accomplish a task similar to, but more difficult than, that used in GUESSME
- and ROMAN.
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- A secret number-word, in the same range as that chosen under
- difficulty level, must be found. This time, however, no indication of the
- word's length is given. As a letter is guessed, it is placed on the screen
- if it is in the word. The correctly chosen letters are placed on the
- screen in the order in which they are guessed, not necessarily in the order
- in which they appear in the secret word.
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- A player may continue guessing letters until an error is made or until
- all of the word's letters have been discovered. (Don't forget the hyphen!)
- Once all of the word's letters are on the screen, a box will be drawn
- around them to indicate that the guessing is complete. Now the player must
- determine what the screen number-word is. If, for example, the letters in
- the box on the screen were ITTLYSREEV-HN the correct guess would be 37.
- Notice that the final guess must be given as a numeral, 37, not as a word,
- THIRTY-SEVEN.
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- LEARN TO GUESS
- (c) 1988 D. Bodnar
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- SUPERGUESS
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- OBJECTIVES
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- The following objectives were used in the development of SUPERGUESS:
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- 1. Students will develop problem solving strategies that will allow
- them to choose among the clues that the computer has to offer.
- 2. Students will use their knowledge of the following concepts to
- help them to deduce the computer's secret number:
- A. Prime numbers have only two factors.
- B. Composite numbers have three or more factors.
- C. Zero and one are neither prime nor composite.
- D. A sum is found by adding numbers.
- E. A difference is found by subtracting numbers.
- F. A product is found by multiplying numbers.
- G. A number is even if it is evenly divisible by two.
- H. A number is odd if it is one more that an even number.
- I. Factors of a number are those numbers that divide evenly
- into the number.
- J. Multiples of a number are found by multiplying the number by
- 0, 1, 2, 3, 4, 5, ... and so on.
- 3. Students will develop problem solving strategies to help them to
- beat their opponent(s) in a race across the computer's screen.
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- SUPERGUESS - Part 1
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- SUPERGUESS differs from the other games in this series in that the
- student buys clues to help him/her to discover the computer's secret
- number. It is also the only one of the games where each player may choose
- to work at a different difficulty level. This allows students of different
- ability or experience to compete.
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- The difficulty levels are:
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- Difficulty Level 1 -- numbers between 1 and 25
- Difficulty Level 2 -- numbers between 1 and 75
- Difficulty Level 3 -- numbers between 0 and 100
- Difficulty Level 4 -- numbers between 0 and 150
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- The first game screen shows one of the player's names, his/her
- difficulty level and that he/she starts the game with 40 points. It also
- shows eight different clues that can be used to discover the secret number
- that the computer has chosen.
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- LEARN TO GUESS
- (c) 1988 D. Bodnar
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- Each player may use his/her points to buy clues in their quest to
- discover the number. The number to the left of each clue is its 'cost' in
- points.
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- (1) Prime/Composite
- (10) Digit Sum
- (10) Digit Difference
- (15) Digit Product
- (2) Number of Digits
- (1) Odd/Even
- (5) Number of Factors
- (2) Multiple of
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- A clue is selected by pressing the
- UP and DOWN arrow keys until the marker
- is next to the clue that you wish to
- buy. Pressing ENTER will select the
- clue. The following is a brief
- description of what each clue means:
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- *** Prime/Composite
- A number is prime if it has only 2 factors, 1 and itself.
- 7 and 13 are both prime numbers.
- If a number has more than 2 factors it is composite.
- 15 and 24 are composite numbers because they have many factors.
- 1 and 0 are neither prime nor composite.
- When this clue is chosen a P, C or N is displayed.
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- *** Digit Sum
- To compute the digit sum the computer takes the digits that make
- up a number and adds them.
- The digit sum of 25 is 7 since +5=7.
- The digit sum of 148 is 13 since 1+4+8=13.
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- *** Digit Difference
- The computer subtracts the smallest digit of a number from the
- largest.
- The digit difference for 84 is 4 since 8-4=4.
- The digit difference for 48 is also 4.
- The digit difference for a one digit number is the number itself.
- The digit difference for a three digit number is the difference
- between the largest and smallest digits.
- The digit difference for 138 is 7 since 8-1=7.
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- *** Digit Product
- The computer multiplies all of the digits of the number to
- compute the digit product.
- The digit product of 17 is 7 since 1X7=7.
- The digit product of a one digit number is the number itself.
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- LEARN TO GUESS
- (c) 1988 D. Bodnar
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- *** Number of Digits
- This is the number of digits that make up the number.
- The number of digits for 25 is 2, for 421 is 3.
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- *** Odd/Even
- A number is even if it is evenly divisible by 2.
- A number is odd if it is one more than an even number.
- 3, 11, 83 and 133 are odd numbers.
- 4, 12, 5 and 130 are even numbers.
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- *** Number of Factors
- This is the number of numbers that will divide evenly into the
- number.
- 12 has 6 factors. They are: 1, 2, 3, 4, 6 and 12.
- 50 has 6 factors. They are: 1, 2, 5, 10, 25 and 50.
- 17 has only 2 factors, 1 and 17, since it is a prime number.
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- *** Multiple of?
- This clue allows you to choose a number and the computer will
- tell if the number that you choose divides into the secret number
- evenly. In other words, it tells if the secret number is a
- multiple of the number you select.
- If the number you pick is a factor of the secret number it is
- printed on the screen directly below Multiple of.
- If it is not a factor it is printed with an X.
- If the secret number were 24 and you picked 5 for 'Multiple of?'
- the computer would print '5X' since 24 is not a multiple of 5.
- If you chose 8 it would print '8' on the screen since 24 is a
- multiple of 8.
- This is the only clue that may be chosen more than once. It may
- be used up to four times.
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- Each time a clue is chosen you are given the opportunity to make a
- guess. After the guess has been entered the computer will tell you if you
- are correct. If you are incorrect each guess that you make will be
- displayed at the bottom of the screen.
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- Each time a clue is selected the number of points is reduced by the
- cost of the clue. If you run out of points your turn will end.
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- LEARN TO GUESS
- (c) 1988 D. Bodnar
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- SUPERGUESS - Part 2
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- Once you have successfully found the secret number you will be shown
- the second game screen. This screen shows a square board with randomly
- chosen barriers through it. Your task is to move across the board from the
- side where your name is displayed to the opposite side before any of your
- opponents move across the board.
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- On the left side of the screen you
- will see the words Blast and Escape.
- Next to the words a vertical line
- indicates how far the points that you
- have remaining will take you across the
- board.
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- Use the arrow keys to move the
- flashing cursor from the side of the
- board with your name to the opposite
- side. Holding an arrow key will cause
- it to repeat.
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- When you come to a barrier, one
- placed there by the computer or an opponent's line, you may go around it
- or, if you have at least 20 points remaining, through it.
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- To go through a barrier line you must move up to it, as close as you
- can get, and press the B key. B stands for Blast and it allows you to
- expend 20 points at one time to blast through a line. Once B has been
- pressed a buzzing sound will be heard. At this point you must press one
- arrow key and you will be moved one space in that direction regardless of
- what is in your path. Once you use blast the vertical line that shows your
- remaining points shrinks significantly since each blast uses 20 points.
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- Once your points are exhausted your turn is over and the game
- continues until someone makes it to the other side.
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- If you should come up against a barrier and not have sufficient points
- to blast you may press the E key to escape and save your points for the
- next turn.
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- At the end of each round you will see the current standings displayed.
- They show how far each player has moved and, after the '+' sign, any points
- that they have saved by using escape. Three start indicate the player or
- players who lead.
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- The game is over when one or more players reach the far side of the
- board. A winner is not declared until each player has completed a round of
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