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- ++--------------------------++
- || WORDS*WORDS 1.1 ||
- || (C) Copyright 1989 ||
- || Blanchard Software ||
- || All rights reserved ||
- ++--------------------------++
-
-
- WHAT IS WORDS*WORDS?
-
- WORDS*WORDS is a word game for the IBM PC and clones. The
- program selects a five letter puzzle word, and you must try to
- identify the word in 18 guesses or less. For each of your guesses
- the program will tell you how many letters are common to the
- puzzle word. If you solve the puzzle, the program displays a
- comment or quotation based on the puzzle word.
- Some simpler versions of this game allow you to guess
- arbitrary combinations of letters instead of words. That makes
- the game childishly simple. WORDS*WORDS uses a dictionary of more
- than 6000 five letter words to make sure that you guess real five
- letter words. This makes the game challenging enough for an
- adult. It places a premium on your ability to make rational
- deductions and to do logical manipulation of words and letters.
- This is a challenging puzzle. It requires a good bit of
- concentration, careful logic and a facility with words and
- letters. It is not a game for children.
-
-
- GETTING STARTED
-
- In the discussion below the symbol <CR> refers to the Carriage
- Return or Enter key. This is the large key marked with an angled
- arrow on the IBM keyboard. The function keys are identified with
- square brackets, as in [F5].
- WORDS*WORDS runs on an IBM PC or clone with color or
- monochrome display. It requires 86k of storage and one floppy
- drive.
- The first thing to do is to make a backup copy of the
- WORDS*WORDS disk. This is standard operating procedure, and I
- assume you already know how to do this. If you use a hard disk,
- then choose a directory and copy WORDS*WORDS. All of WORDS*WORDS
- and it's files must be in the same directory. Then you are ready
- to run the game.
- If you are running WORDS*WORDS from floppy disk drive A, then
- type A:<CR> to make A the current drive. If you are running
- from a hard disc, then make the hard disc the current drive, and
- choose the directory that holds WORDS*WORDS.
- Then type WW<CR> to start the program. The program will
- display a screen with instructions for the game. The instructions
- are brief, but they will be adequate for many people to begin the
- game.
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- After you have read the instructions, press any number or
- letter key. The next screen shows a registration message while
- the program loads it's dictionary file. Then press any key again
- to go on to the game display.
- The game display shows function key reminders in the upper
- right corner of the screen. These notes tell you what the
- function keys do and how to enter a guess.
- Below the horizontal line on the screen is the "Letter Pool".
- It initially shows all the letters in the alphabet. When you
- identify a puzzle word letter, move the letter from the pool to
- the "Part of Word" display line. Just type the letter or letters
- and press function key [F7].
- When you identify a letter that is not part of the word, move
- it to the "Eliminated" display line. Just type the letter or
- letters and press [F9].
- You can move individual letters back to the pool with the [F5]
- key. The [F3] key moves all letters back to the pool.
- To guess a word, just type the word and press<CR>. The program
- will check the word against the dictionary. If the letter
- combination is not in the dictionary, it will display a message
- on the next line. You can correct the letters and press <CR>
- again.
- When you guess a word, the program compares it with the puzzle
- word and counts the number of common letters. It displays your
- guess and the number of common letters below the data entry line.
- All 18 of your guesses and their numbers of matching letters are
- shown.
- When you correctly guess the puzzle word, the program displays
- a message in the area below your guesses. The message may be
- congratulatory, an explanation of why the word was chosen for the
- puzzle or some suggestions for game strategy. Most often it is an
- interesting or humorous quotation based on the puzzle word.
- If you don't get the puzzle word in 18 guesses, WORDS*WORDS
- displays a message and shows you the puzzle word. Sometimes it is
- useful to review your guess strategy at this point.
- When you are ready to go on to the next puzzle word, press
- any key. WORDS*WORDS will refresh the screen and randomly select
- a new puzzle word.
- You can get out of WORDS*WORDS at any time by pressing the
- <Esc> key once or twice.
-
-
- RULES
-
- The rules are simple. You must guess 5 letter words.
- WORDS*WORDS will check to be sure they are valid words.
- Hyphenated words and abbreviations are not allowed. Proper nouns
- such as names of people and places are allowed. Most trade names
- are not allowed.
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- STRATEGY
-
- Part of the challenge of WORDS*WORDS lies in working out a
- strategy to use the 18 guesses efficiently. I don't believe there
- is a neat algorithmic approach that will always solve the puzzle
- in 18 guesses. However, there are some useful observations and a
- general approach that works.
- First you have to be aware of letter frequencies. The letters
- ETAOINSHRDLU are the most commonly used letters in the English
- language, arranged in order of decreasing frequency. All words
- include at least one vowel, and all of the vowels are in this
- list. (But Y is sometimes used as a vowel).
- Words made up entirely of the most common letters are useful.
- Examples are DEATH and LIONS. Words made up mostly of the less
- common letters are also useful.
- Once you have identified some included or excluded letters, it
- pays to review your other guesses. You may be able to use the
- eliminated letters to make new words, related to your other
- guesses. This can help resolve individual letters in the other
- guesses.
- A pool of excluded letters is very useful. Solving a puzzle is
- considerably easier once you have some excluded letters to work
- with. It usually pays to start the puzzle by finding one or two
- words that have no letters in common with the puzzle word. Be
- aware of letter frequencies in formulating these early guesses.
- Then you must do the logic carefully.
- Suppose you have guessed LIGHT and found it has only one
- letter match,
- LIGHT 1.
- Then you guess RIGHT and find that it has one letter in common
- with the puzzle word,
- RIGHT 1.
- All you can deduce here is either L and R are both part of the
- word, or neither L nor R are part of the word. Not much help.
- Letter frequencies can help you make probabilistic inferences,
- but a pool of excluded letters is most useful.
- Suppose you had already excluded the letters F and M. Then you
- could guess FIGHT or MIGHT and interpret the result with
- certainty.
- MIGHT 0, L is part of word.
- MIGHT 1, L is not part of word.
- With more excluded letters, you can make better guesses that
- eliminate two or three letters at a time.
- Some of the puzzle words have repeated letters. If the puzzle
- word has two X's and your guess has a single X, you will get only
- one match (assuming no other letters match). If you guess a word
- with two X's, then WORDS*WORDS will tell you there are two
- matches. It is up to you to figure out when there is a repeated
- letter, and it isn't difficult.
- If there is still a letter missing after you have accounted
- for all of the common letters and most of the uncommon letters,
- then you should suspect a repeated letter. For example, if you
- have identified ACRY and you have eliminated almost all of the
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- other letters, then you might suspect that the puzzle word has a
- double R (CARRY). Usually you don't have to eliminate all of the
- other letters before deciding that there is a repeated letter.
- There are three reasons why a word is difficult to solve in
- WORDS*WORDS. These observations should suggest some strategies
- for the game.
- Reason number three is that the word may have several
- anagrams. Even when you have identified all of the letters it may
- take several guesses to get the right word. WORDS*WORDS does not
- exploit this possibility in most of the puzzle word sets. When a
- word has several anagrams, one of the more common words is
- usually the correct word. Unusual or obscure words are used only
- in the most difficult word sets.
- Reason number two is that the word may have one or two double
- letters or a triple letter. If you are not aware of this
- possibility, you may use up too many guesses trying to identify
- the missing letter. It is usually possible to identify three or
- four included letters and to exclude most of the remaining
- letters of the alphabet in 10 to 12 guesses. Letters can usually
- be eliminated three or four at a time once you have a small group
- of included and excluded letters to work with.
- The most important factor in determining puzzle word
- difficulty is the puzzle word letter frequencies. We do exploit
- this factor in choosing words for the WORDS*WORDS puzzle.
- Puzzle words that are made mostly of the infrequently used
- letters are generally easier to solve. There is a good chance
- that some of your early guesses will turn out to have zero
- letters in common with the puzzle word. This gives you a known
- set of excluded letters that are a powerful tool in selecting
- subsequent guess words.
- Puzzle words that contain the most frequently used letters are
- more difficult. It is less likely that you will find words with
- no common letters. Therefore, you won't get the bonus of a set of
- excluded letters, and you will have to exclude letters one or two
- at a time.
- Consider an example. The word ANISE is made up entirely of
- high frequency letters. If you select a 5 letter word at random,
- you have about one chance in twenty of picking a word that has no
- letters in common with ANISE. The actual count is 323 words out
- of 6200 words in the WORDS*WORDS dictionary.
- Thus if ANISE was the puzzle word, most random early guesses
- would have one or two letter matches. But if you guessed one or
- two low frequency letter words you would quickly find a zero
- letter match word.
- Words which have the vowel U, such as PLUCK or JUMPY, are
- useful. I am sure you can find others.
- The word PLUCK is mostly low frequency letters. There are 2347
- five letter words that have no letters in common with PLUCK. So
- there is about a 40% chance of zero letter matches with a
- randomly selected puzzle word.
- Well, forewarned is forearmed. Your word arsenal should
- include a few words made mostly of low frequency letters and a
- few words made entirely of high frequency letters. This will help
- you in sorting out the possibilities. The WORDS*WORDS puzzle sets
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- are salted with a few special cases just to keep you on your
- toes.
- The more difficult word sets also include a few obscure words.
- You could come across a word or two that you don't recognize even
- when you have all the letters. I picked a few of these words
- because of their novelty. None of the obscure words are
- scientific or technical words.
- The word set included with WORDS*WORDS 1.1 includes three
- words with a double letter and one word with a triple letter.
- These words may give you some problems. Otherwise you should be
- able to solve all of the words in 18 guesses or less by
- straightforward logic. An experienced player with a good arsenal
- of guess words can solve all of the puzzles in 15 guesses or
- less.
- Each of the puzzle words typically takes about 15 to 20
- minutes to solve. The program selects words at random from a list
- included with WORDS*WORDS. The list includes enough words for
- more than 10 hours of play. However, if you play the game long
- enough, you will begin to remember the words. By that time, of
- course, you will have registered and gotten Volume 2.0 of
- WORDS*WORDS with more than 200 new puzzle words.
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- REGISTRATION
-
- Shareware effectively gives you "free home trial" of new
- software. If you don't like the program or don't plan to use the
- program, then there is no obligation to pay for it. If you play
- WORDS*WORDS, then you should register your copy with the program
- author and pay the fifteen dollar registration fee.
- The author receives no payment from shareware libraries or
- bulletin boards that distribute copies of the program.
- Send your $15.00 check payable to Walter Blanchard, along with
- any comments, suggestions or complaints to
-
- Walter Blanchard
- Blanchard Software
- P.O. Box 1650
- Norristown Pa. 19401
-
- I will send you Volume 2.0 of WORDS*WORDS with more than 200 new
- puzzle words and commentary. I will keep you informed of program
- improvements or new word sets.
-
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- APPENDIX - ERROR MESSAGES
-
- Comments file is not correct.
- Has file been renamed or contents altered?
- The program has detected an error in reading the comments
- file. Restore NOTES(1).WSL from your backup copy.
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- ENCODING ERROR ?????
- This error can only come from a defective copy of the
- program. Restore your copy from your backup or get
- replacement from your source.
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- ERROR. Cannot find WORDS(1).WSL file.
- WORDS*WORDS checks the current drive and directory for it's
- support files. The file is not present. You may have to
- reset the drive, change the directory or copy files from
- backup disk.
-
- ERROR. Cannot open NOTES(1).WSL file.
- WORDS*WORDS checks the current drive and directory for it's
- support files. The file is not present. You may have to
- reset the drive, change the directory or copy files from
- backup disk.
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- ERROR. Cannot open WORDFIL.UNF file.
- WORDS*WORDS checks the current drive and directory for it's
- support files. The file is not present or is present but not
- readable. You may have to reset the drive, change the
- directory or copy files from backup disk.
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- ERROR in reading the NOTES(1).WSL file
- The file is present on the disk, but WORDS*WORDS find
- something wrong in the file. Restore the file from backup.
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- ERROR in reading the WORDFIL.UNF file
- The file is present on the disk, but WORDS*WORDS finds
- something wrong in the file. Restore the file from backup.
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- ERROR in reading the WORDS(1).WSL file
- The file is present on the disk, but WORDS*WORDS find
- something wrong in the file. Restore the file from backup.
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- Not a valid word. Please try again.
- Your guess word is not in the dictionary. Check spelling.
- Try again. This does not count as a guess.
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- Unable to select a puzzle word.
- The program cannot successfully make a random selection of a
- puzzle word. Most likely cause is that the word file
- WORDS(1).WSL has been corrupted. Restore the file from your
- backup copy. If error persists, restore WW.EXE also. If
- error continues, you have a defective copy of the program.
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- WORDS*WORDS abnormal termination.
- The program has terminated operation and returned control to
- DOS. You may now take steps to correct the error condition.
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- 5 letter limit for puzzle word. Some letters dropped.
- You used [F5] function key to post too many letters to the
- "Part of Word" display line resulting in more than five
- letters on the line. Clear with [F3] and post letters again.
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- REGISTRATION FORM
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- I have enclosed a check payable to Walter Blanchard for the
- WORDS*WORDS fifteen dollar registration fee. Please send Volume
- 2.0 of the program.
-
- Name: ________________________________________________
-
- Company:________________________________________________
-
- Street: ________________________________________________
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- City: ________________________________________________
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- State: __________________________ ZIP _____________
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- Telephone: __________________
- (Optional)
-
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- I run WORDS*WORDS on an:
-
- [ ] IBM PC [ ] IBM XT [ ] IBM AT
- [ ] OTHER (please specify):
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- Hard disk? (Y/N):
- Monitor? [ ] Monochrome [ ] Color
- Printer:
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- Where did you get your copy of WORDS*WORDS?
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- Suggestions/Comments/Complaints:
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- Mail to: Walter Blanchard
- Blanchard Software
- P.O. Box 1650
- Norristown Pa. 19401
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