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-
- F i d d l e ..... A game of visualization and logic for VGA MS-DOS systems
- ----------------------------------------------------------------------------
- by Doug Beeferman, January 1992. See end of file for distribution info
-
-
- O V E R V I E W
-
- You've probably seen the likeness of this game in the tangible world, a plastic
- puzzle with a million pieces that challenged you to arrange the pieces into a
- square. Soon after you picked it up you probably became miserably frustrated.
- Don't let bad memories scare you from Fiddle, because although this game has
- a goal in common with its Toys'R'Us counterpart, its method of play makes
- it a new challenge entirely.
-
- Completion of Fiddle with a high score requires a fusion of visualization
- skill and the ability to logically break down a problem. You will win it
- primarily with technique rather than trial and error.
-
-
- S T A R T I N G F I D D L E
-
- Fiddle requires a VGA 640x480 display. An enhanced keyboard is helpful but
- not required. Switch to the directory to which you unzipped FIDDLE.ZIP and
- execute the batch file FID.BAT by simply typing "FID". On machines with
- MS-DOS 4.0 or higher, the "typematic" speed will be changed to make keyboard
- repeats a bit faster. The game will then load.
-
- Type in your first name at the login prompt. Your entry will serve as a
- filename under which to save your progress. (If your name happens to be CON,
- use Conrad instead. If it's PRN, well, get your name changed!)
-
-
- P L A Y I N G T H E G A M E
-
- At the left of the screen is the levels bar. Fiddle is comprised of
- twenty-six levels lettered A through Z, all of which you must complete in
- order to win the game. After you complete a level, a checkmark and the word
- "DONE" will appear next to that level in the levels bar. Your score, printed
- at the bottom left of the screen, starts at zero and increases after each
- level you complete by the number of points shown in the appropriate row of the
- levels bar.
-
- The selection screen is the game's "lobby". From here you can choose any of
- the uncompleted levels to work on. Newcomers should start with level A; do
- this by simply hitting "A". During the course of this "orientation" level,
- bonus points will NOT be deducted every 12 seconds as they will be for
- subsequent levels.
-
- Each level is a collection of pieces which you must slide and rotate to make a
- square. As you can see, level A has three pieces. In the other levels there
- will be as many as nine. There is important information printed above and
- below the game grid. Above is the letter of the level you're working on, the
- name of the level, and its dimensions. Below is the legend to which you will
- refer in order to select pieces to manipulate.
-
- Level A, "Orientation", is 6x6. This means that the completed square will
- have 6 rows of 6 unit squares on the game grid. All of the pieces provided
- with each level go into exactly completing the square; there are never any
- extra pieces or unit squares.
-
- Select pieces to move using the number keys as shown in the legend. The red
- piece is always number 1, the blue piece is number 2, the green piece is number
- 3, and so on (you'll meet the rest of the colors later.) The selected piece
- flashes, and its corresponding legend entry is boxed. (If the flashing of the
- pieces distracts you, hit "0".)
-
- You can do two operations on a selected piece: translation (sliding) and
- rotation. These are radically different operations, of course. Look closely
- at any piece and you will see that one of its unit squares is in fact a
- circle with an X through it. This unit square is the piece's CENTER OF
- ROTATION.
-
- Sliding a piece moves every unit square in a piece; rotating moves every
- square EXCEPT the center of rotation. Rotating a piece clockwise moves every
- unit square in a piece 90 degrees clockwise WITH RESPECT TO THE CENTER OF
- ROTATION, and rotating counterclockwise moves every unit square
- counterclockwise with respect to the center of rotation.
-
- To slide the selected piece up, down, left, and right, hit the corresponding
- arrow keys. To rotate the piece clockwise, hit the "PageDn" key, or "X". To
- rotate the piece counterclockwise, hit the "End" key, or "Z". If you're using
- an extended keyboard you'll find that things will go smoothly if you use your
- right hand to access the arrow keys, PageDn, and End, and your left hand to
- make selections using the row of number keys. With extended keyboards you can
- slide pieces faster (3 movements at a time) by holding down the ALT key while
- you hit the arrow keys. (Your left thumb on the left ALT key will work well
- for this purpose.) These key commands are briefly described at the top of
- the screen for your reference.
-
- You can only rotate or slide a piece IF THERE IS AVAILABLE ROOM FOR THE
- destination piece. (If you attempt an illegal move, the border will flash.)
- Thus a piece cannot slide through walls or other pieces, and it cannot be
- rotated if its new image would take up a square that is already occupied. It
- is VERY important to realize that it is still possible to rotate THROUGH
- things. As long as there is room for a piece's new image, it does not matter
- what the surroundings look like. For example, suppose the "@" and "X"
- characters in the diagram of two pieces below represent unit squares, where the "X" characters are the centers of rotation. If the L-shaped piece in
- [1] is rotated once clockwise, then the new image will be that of [2]:
-
- @@@@@ @@@@@
- @ @@X@@ @ @@X@@
- @ @@@@@ @ @@@@@
- @@X X@@
-
- [1] [2]
-
- This concept is critical in more than half of Fiddle's levels, and it's part
- of what makes the game different from anything in the physical realm.
-
- Take time to play around with level A until you get the hang of the keys. You
- should find it fairly easy to solve. Once you do you'll be praised and
- returned to the selection screen. You cannot return to a level you've solved,
- because you only get one shot at doing it quickly. (With level A, your
- quickness doesn't matter.) You can put an unsolved level on "pause" at any
- time by hitting ESC, and you can come back to it at any time; if you come back
- to it during the same session the pieces will be as you left them, but if it's
- a later session they'll return to their default configuration.
-
- Work through the levels in any order you choose, but be advised that they're
- arranged in order of increasing difficulty; it's helpful to complete them in
- roughly that order. Completion of Z, for example, requires a few techniques
- you'll use in earlier levels.
-
- I've written the text file METHODS.TXT (included in FIDDLE.ZIP) to describe
- systematic solutions to five of Fiddle's levels: E, M, T, W, and Y. Most of
- the levels can be solved systematically (that is, without having to rely on
- trial and error), and the purpose of METHODS.TXT is to explain how this can be
- so. Print this file out if you intend to use it, especially for level Y.
-
-
- S C O R I N G
-
- You are awarded points for each level upon its completion. The levels bar at
- the left of the screen details the distribution of the 2000 possible points.
- For each level you are awarded a fixed number of points and a variable number
- of bonus points. The bonus is equal to the fixed value minus one point for
- every twelve seconds you spend solving the level, not to fall below zero.
- (It makes no difference how fast your computer is, by the way.)
-
- Level A is the orientation level and its 15 bonus points will be awarded to
- you regardless of your speed. If you finish every level your score will
- therefore fall between 1015 and 2000.
-
- 1600-2000 "EXCELLENT"
- 1400-1599 "GOOD"
- 1015-1399 "FAIR"
-
- Your score will of course improve if you play the game under a new login after
- finishing it once. Even so, scores above 1900 are very hard to achieve. (My
- highest is 1953, but I'm at a rather unfair advantage.) If you're a real
- keyboard jockey, try to score higher than your year of birth. If you do,
- notify me with your final score code.
-
-
- T E C H N I Q U E
-
- 1. The most primitive jigsaw puzzle method is try every possible pair of
- given pieces for a fit. In Fiddle this will take a toll on your bonus
- score and will eventually drive you to intense frustration. Instead,
- look through the pieces and decide first which MUST fit where.
-
- 2. If the initial setup of a level seems to suggest something about the
- solution, e.g. if a piece cries out to be put in the center, go for it.
- There are few deliberate attempts to waste your time. Maybe.
-
- 3. Always know what the dimension of the completed puzzle square is to be.
- You'll know you're on the wrong track if the greatest dimension of your
- construction exceeds the square's. If one of the pieces has a dimension
- that matches the square's, you can build around it because its placement
- matters very little.
-
- 4. Understand the center of rotation concept, since it plays a role in most
- of the levels.
-
- 5. You cannot get "trapped" in this game because every operation has a well-
- defined inverse. But that does NOT mean that clockwise and
- counterclockwise aren't distinct kinds of rotation. In other words, you
- will need both the PageDn and the End keys to win certain levels.
-
-
- S O R T A F R E E W A R E N O T I C E
-
- This game can be distributed freely and played free of charge, but if you
- finish and/or enjoy the game you are encouraged to send a small donation
- (whatever the game is worth to you) to the following address:
-
- DOUG BEEFERMAN
- 904 W. GREEN ST. RM 215
- URBANA, IL 61801
-
- A donation of $5 or more will get you:
-
- 1. the latest version of Fiddle;
- 2. both Gripple, a small, unsuccessful puzzle game, and
- Cyberbox, a small, successful puzzle game;
- 3. the source code in C to all of these programs. This
- will allow you to edit your own Fiddle and CyberBox
- levels if you have Borland's Turbo C++;
- 4. notification of any other programs I write while at the
- University of Illinois.
-
- Please specify 5.25" or 3.5" disk format when you donate. If you don't want
- to donate, please consider sending comments to the address above or by e-mail
- (GEnie: H.BEEFERMAN; Internet: dhb57706@uxa.cso.uiuc.edu) If you have donated
- for Cyberbox and would simply like the source code to Fiddle, send either a
- stamped mailer with a disk or $2 to cover these expenses. Thanks!
-
-
- A C K N O W L E D G M E N T S
-
- Thanks to Dale G. Shields and Glenn W. Ulrich, both members of GEnie, for
- their beta testing and support!
-
- This program was compiled with Turbo C++, which is copyright (C) 1990 by and
- is a registered trademark of Borland International, Inc. "Fiddle" isn't a
- registered trademark of anyone. In fact, it's an utterly stupid name,
- especially since its definition ("to move something about aimlessly")
- completely contradicts the intended spirit of this game. I think "Complete
- the Square" would have been better, and it would have made for some nifty
- algebra jokes as well. Too late to change now, I'm afraid... the end of the
- documentation is near!
-
- 12-Jan-92
-