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- W O R D S M I T H
-
- by Fender Tucker
-
-
- WORDSMITH is taken from an old game from one of the very first
- LOADSTARs. In fact, Knees Calhoon is the guy who took it. He uses
- "dictionary 9400" which is a handy file full of almost all of the four- and
- five-letter words in the English language. In the game Knees will present
- a word and then challenge you to create a new, real word from it by changing
- one (and only one) letter. Then you and Knees take turns doing this until
- one of you can't find a word.
-
- The original WORDSMITH worked because the dictionary it used was very
- small. Since this version has a fairly good dictionary I decided to skew
- the game a little in your favor. The only way Knees can win is if:
-
- (1) You can't find a real word so you press F7, but Knees finds one.
-
- You, on the other hand, can win in three ways:
-
- (1) Knees can't find a word, or
-
- (2) You can't find a word (so you press F7), but Knees also can't find a
- word, or
-
- (3) You make it to Word #200.
-
- As with most of my games like this, it asks you for your name. This is
- so that anyone who plays the game can have their own scores file. To keep a
- running total, just use the same name. To clear a file, scratch it or just
- use another name. There are just a couple of blocks free on this side of
- LOADSTAR 128 #25. Each scores file takes up 1 block so please don't play
- too many games under different names or you'll get a "disk full" error.
- It's always a good idea to copy a LOADSTAR program to a disk with plenty of
- blocks free.
-
- There are two modes to the game: four-letter and five-letter. The five-
- letter game may actually be easier because you probably won't get into a
- marathon game as you can in the four-letter mode. The program keeps track
- of your stats for both modes and displays them when you select SEE YOUR
- SCORES from the menu. You, of course, are trying to win more than you lose.
- The AVERAGE TIME is the time it takes to decide to press F7, indicating that
- you can't come up with a word. You are rewarded by deciding swiftly and
- penalized if it takes you a long time. You are given a RATING based upon
- this formula:
-
- RATING = ((GAMES WON-GAMES LOST)*1000)/AVERAGE TIME
-
- so you'll have a positive rating if you have won more than you have lost;
- negative if you have lost more than you've won. To really get a high rating
- you have to have a low AVERAGE TIME. I'd be interested in hearing how high
- you are able to get your RATING.
-
- To switch to another player, select NEW PLAYER from the Main Menu.
-
- The play screen shows Knees' words on the left and yours on the right in
- big letters. When it's your turn move the cursor with the CRSR RIGHT or
- LEFT keys to the letter you want to change and press the letter you want it
- changed to. If it's a word in Knees' dictionary, it's his turn. If it's
- not a word, or if the word has been used before in the same game, you will
- be told and the word disallowed.
-
- You can look at the list of words used so far by pressing F1. Your
- words will be highlighted (except for maybe the last one).
-
- Knees has a diabolically incomplete vocabulary, especially with four-
- letter words. He knows thousands of words, including some strange ones, but
- may surprise you by not knowing something simple. That's all part of the
- game.
-
- The only strategy I can think of is to use oddball letters like J, Q, X
- or Z whenever possible, hoping that there won't be another word to follow.
- After you've played a few games you might memorize some patterns that can
- lead to a win. Winning by the 200-word rule is a possibility but I wouldn't
- try it often. It's almost impossible in the five-letter game. The best way
- to get a high RATING is to be accurate when you decide there are no words
- (and press F7), and be quick about it. If you ponder all of the 26*4 (or 5)
- possibilities before pressing F7 you'll have a positive rating, but a low
- one.
-
- DISCLAIMER AND APOLOGY
- ----------------------
-
- Finally, I was able to find a potential bug in the dictionary program
- when it's called over and over as it is in this game. Everytime it's
- called, between 200 and 400 bytes of variable space are used up in BANK1.
- Since the dictionary file takes up 25K or so of BANK1, variable space is
- less than usual. Sooner or later, space will run out and garbage collection
- will take place. This is ordinarily no problem -- the C-128 does it VERY
- FAST. But the bug shows up (in the form of garbage characters) if space
- runs out WHILE the dictionary routine is being called. It can't handle
- garbage collection.
-
- I think I have come up with a way to keep the bug from happening. When
- variable space gets below 500 bytes I have the program create some dummy
- variables, FORCING garbage collection. This prevents the garbage collection
- from happening during the dictionary routine. I tried using FRE(1) to force
- garbage collection but it didn't stop the bug. If you do somehow get
- garbage on the screen (or an abrupt crash), please accept my apologies and
- reset and reRUN the program. Only the last game will be lost.
-
- I think this is a great vocabulary-building game. I hope you like it
- and can soundly defeat Knees Calhoon over and over again.
-
- FT
-
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