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- BLACK BOX 1.2
-
- Copyright (c) 1993 Michael Haugrud
-
- Black Box 1.2 is a DOS adaptation of the game by Parker Brothers.
-
- System requirements: EGA or VGA monitor, mouse, 512K RAM, and at
- least one of the following: extended memory, expanded memory, or
- a hard disk.
-
- The black box is a square matrix, 8 by 8. The computer will hide a
- number of balls in this matrix. Your assignment, should you choose
- to accept it, is to find the locations of these hidden balls. This
- is done by shooting rays into the black box from its sides.
-
- These rays will give you clues about the hidden locations. A ray can
- either be a hit (it stays inside the box), a reflection (it comes out
- of the box at the same place it entered), or a detour (it leaves the
- box from some other location).
-
- Locate the hidden balls with as few rays as possible to achieve the
- lowest (best) score. Hits and reflections each cost 1 point. Detours
- cost 2 points each. Each incorrectly placed ball costs 5 points.
-
- To play Black Box 1.2, type "blackbox" <ENTER> at the command prompt.
- The black box and menu area will be drawn on the screen. Use the left
- mouse button to make any selections. By default, 4 balls will be
- hidden. This can be changed by clicking on "Difficulty". The colors
- used can also be customized by clicking on "Colors". When ready to
- play, click on "Play".
-
- Click on one of the squares surrounding the matrix of rings to shoot
- a ray from that point. The results of the shot will be displayed: a
- hit with an "H", a reflection with an "R", or a detour with symbols.
- Continue to shoot rays into the black box until you can identify a
- ball's location. Then mark that spot. This is done by clicking on the
- desired ring. In the same way, locations can be unmarked. When you
- have marked the positions of all the hidden balls, click on "Check".
- The program will compare your solution with the actual pattern and
- notify you of any discrepancies.
-
- Here are some examples to help you better understand how the
- placement of balls affect rays:
-
- LEGEND
- o ball
- . empty location in box
- H hit
- R reflection
- A, B, C, D, E entry and exit points for detours
- -, | ray paths
-
- HIT EXAMPLES
- Rays sent from any of the points marked 'H' are hits.
-
- H
- | . . . . . . .
- | . . . . . . .
- H o - - - - - - - H
- | . . . . . . .
- | . . . . . . .
- | . . . . . . .
- | . . . . . . .
- | . . . . . . .
- H
-
-
- DETOUR EXAMPLES
- A ray shot from 'A' will be deflected by the ball and leave the box
- at the other location marked 'A'. Similarly, rays shot from the other
- letters will be detoured to their matching letter. ('E' is a miss and
- passes straight through the box.)
-
- D A
- | . | . . . . .
- D - . | - - - - - A
- . o . . . . . .
- C . . . . . . . . B
- . . . . . . . .
- . . . . . . . .
- E - - - - - - - - E
- . . . . . . . .
- C B
-
-
- REFLECTION EXAMPLES
- A ray shot from either 'R1' or 'R2' encounters the 2 balls. Both of
- these balls would like to cause the ray to detour. By doing so,
- they cause the ray to reverse direction and leave the box from their
- entry point. A ray shot from either 'R3' or 'R4' is a different case.
- A ray cannot travel past the ball so it is forced to remain at its
- starting point.
-
- R1
- . . . . . . | .
- . . . . . . | .
- . . . . . . | .
- . . . . . . | .
- . . . . . . | . R3
- . . . . . o . o
- . . . . . . | . R4
- . . . . . . | .
- R2
-
-
- FURTHER HIT AND REFLECTION EXAMPLES
-
- R H
- H . . . . . . . o H
- H - - - - - - - o H
- H . . . . . . . o H
- . . . . . . . . R
- . . . . . . . .
- . . . . . . . .
- . . . . . . . .
- . . . . . . . .
-
- MULTIPLE DETOURS
- The results of encountering several balls can be misleading.
-
- A
- . . | . . . . .
- . . | . . o . .
- . . | _ _ . - - B
- . o . . | . | .
- . . _ _ | . - - B
- . . | . . o . .
- . . | . . . . .
- . . | . . . . .
- A
-
-
- . . . . . . . .
- . . . . . . . .
- . . . o . . . .
- . . . . ------- R
- . . . . | . . .
- . . . . | . . .
- . . . o . o . .
- . . . . . . . .
-
-
- . . . . . . . .
- . . . . . . . .
- . . . o . . . .
- . . . . ------- H
- . . . . | . . .
- . . . . | --- o
- . . . o . . . .
- . . . . . . . .
-
- Black Box 1.2 was developed using Borland C 3.1 and TEGL Windows
- Toolkit 3.0.
-
- The author makes no warranty about the fitness of Black Box 1.2 for
- any purpose, nor does he guarantee that it will not crash your system.
- Nevertheless, every attempt has been made to insure that Black Box 1.2
- is a robust, user-friendly game.
-
- Anyone with a copy of Black Box 1.2 is encouraged to distribute it to
- others for their evaluation, provided that 1) no price is charged,
- other than nominal distribution or media charges, and 2) the software
- is not modified in any way.
-
- If you find that Black Box 1.2 is a worthy addition to your game
- collection, please send $5.00 to:
- Michael Haugrud
- 2542 26th Ave S
- Fargo, ND 58103
- USA
-
- (Internet address: haugrud@plains.nodak.edu)
-
- Thank you for your support!
-
-