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!4Square
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1995-01-23
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!4Square
FourSquare
By D. Salt.
The objective is to move all the tiles in the store (right, cream
background) to the playing board (left, grey background)
However, there is one small problem...
Adjacent triangles of tiles in play must contain the same value!
(You may have noticed that when a tile is on the left-hand board, it is in
play.)
For example,
+---+---+
|\2/|\5/|
|3X6|6X8|
|/1\|/0\|
+---+---+
is valid (two '6's together), but
+---+---+
|\5/|\2/|
|6X8|3X6|
|/0\|/1\|
+---+---+
is not (8 and 3 together). In the store area, of course, any combination
is allowed.
Invalid moves are beeped at.
Use the mouse to indicate your move. Drag the tile you want to move to where
you want it. The tile will be highlighted, and an outline box is displayed
representing its current position.
If you have RISC OS 3 (and DragASprite is active and configured for use),
then the tile will not be highlighted because you will be able to drag it,
not its outline. I've been a bit clever with this, but I hope it works well
enough.
It is possible to swap two tiles by dragging one to the other.
Clicking on an empty board square, or SHIFT- clicking on a tile in play,
causes those tiles in store which will fit in that square to be highlighted.
Click anywhere in the game window to clear the selection.
The board size and range of tiles may be altered via the 'New game' submenu.
The board size varies from 3x3 to 8x8 and is always square, with a store
area to match it. The tile range (number of digits) varies from 4 (use 0 to
3) to 10 (use 0 to 9). The arrows either side of each option affect that
option. Click on 'OK' (or 'New game') to set the size and start a new game.
If you look at the game sprite file, you will see only a base sprite, a set
of digit sprites, and two blank squares. The base and digit sprites are used
to make up the icons used in the game; only those combinations actually in
use are defined. Thus, on a 8*8 board, the playing pieces only take up 38¾K
(for TV modes - double it for VGA & multisync modes). Think about this. Each
playing piece takes up 620 bytes. There are 10 digits, and any four may be
used on a playing piece. Therefore there are 1000 possible playing pieces.
All defined, they would take up nearly 6Mb!