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-
-
- F O U R C E L L
-
- Program and Text by Kate and Ron Slaminko
-
-
- OVERVIEW
- --------
-
- FOURCELL is a logic puzzle in the form of a solitaire card game. All
- the cards are dealt face up, so there is no luck involved after the initial
- shuffle. It is believed (but not proven) that every game is winnable.
-
-
- GETTING STARTED
- ---------------
-
- (1) Enter your name at the prompt. FOURCELL keeps a file of your
- statistics. The name you enter is used as part of the filename so multiple
- players can have their own stats.
-
- (2) Choose an input device: (1) for a 1351 mouse, (2) for a joystick in
- port 2, or (3) for the keyboard. You move the pointer by rolling the mouse,
- manipulating the joystick, or using the cursor keys, respectively. To
- "click", use the left mouse button, the joystick fire button, or the RETURN
- key.
-
- The game screen is then presented. The FOURCELL screen consists of a
- menu bar, four "cells" (places where you can put a card), four accumulation
- piles or foundations (top right of screen), and eight tableau (columns of
- cards). All are initially empty. To start a randomly selected game, click
- on the "New Game" option on the menu bar. This will shuffle and deal the
- cards to the eight tableaux. See "Menu Options", below, for other start
- game choices.
-
-
- PLAYING THE GAME
- ----------------
-
- The object of the game is to move all the cards into the accumulation
- cells, piling up cards of the same suit starting with the ace. You win the
- game when all 52 cards are played up. You lose if you run out of legal
- moves. There are three types of legal moves:
-
- (1) Move the bottom card from any tableau into an empty cell or an empty
- tableau (empty cells and tableau show up as light green).
-
- (2) Move the bottom card from any tableau or the card from any of the
- four cells onto the accumulation pile of matching suit, if the card
- is one greater in rank, starting with the Ace. The accumulation piles
- initially display a card back, just to show where they are. Each suit
- goes in a specific place so it won't matter which accumulation pile
- you click on, the card will end up in the right place.
-
- (3) Move the bottom card from one tableau to another, if the card being
- moved is one lower in rank and opposite color from the bottom card of
- the target tableau. No tableau can hold more than 17 cards, however.
-
- To make a move, position the arrow pointer over the card to be moved
- and click. The pointer will change to a box. Move the pointer to the
- destination and click again. A bell sounds for legal moves, a buzzer for
- illegal ones. To de-select the card you're trying to move, click on it a
- second time. If you double click on a card (two clicks less than 1 second
- apart), it will be moved to an empty cell, if one exists.
-
-
- MULTI-CARD MOVES
- ----------------
-
- You can move multiple cards from one tableau to another, subject to
- these limitations:
-
- - All the cards being moved must be of a legal sequence (that is,
- alternating suit and decreasing rank).
-
- - The cards being moved must create a legal sequence when attached to the
- bottom of the target tableau (or the target tableau must be empty).
-
- - You must have enough space to move the desired number of cards. The
- maximum number of cards you can move to an occupied tableau can be
- calculated as (1 + number of empty cells) * (1 + number of empty
- tableau), so if you have two empty cells and one empty tableau, you can
- move up to 6 cards. If the move you're attempting requires more space
- than is available, an error message is given. If moving to an empty
- tableau, the maximum number of cards you can move is (1 + number of
- empty cells) * (number of empty tableau). If the target is an empty
- tableau and a multi-card move is possible, you will be given a choice
- of moving only one card or as many as is possible. Remember that the
- maximum number of cards in a tableau is 17.
-
-
- HIDDEN CARDS
- ------------
-
- Because of the way the cards are stacked, you can only completely see
- the bottom cards in each tableau. If you want to temporarily see a hidden
- card, click on it and it will be briefly displayed.
-
-
- AUTOMATIC PLAY-UP
- -----------------
-
- After each move, any playable, unneeded cards are automatically moved
- to the accumulation piles. A card is unneeded if there are no lower-rank
- cards of the opposite color left in the playing area. You can toggle the
- auto play-up (and auto loss check) feature by calling up the STATS page and
- pressing F1. Turning auto play-up/loss check OFF will speed up game play,
- since this uncompiled BASIC program requires a couple seconds to make these
- checks. Super CPU users will probably want to leave this feature ON. This
- setting is stored in your personal STATS file, so once you set it, it'll
- remain the same each time you play, unless you change it again.
-
-
- WINNING AND LOSING
- ------------------
-
- You win the game if all 52 cards are played up to the accumulation
- piles. You lose if no legal moves remain, and the program will recognize
- this (if auto play-up/loss check is ON). It's possible to get into a
- situation where legal moves remain, but none of them advance the progress
- of the game (if you're just moving a red seven back and forth between two
- black eights, for example). This also represents a loss, which auto loss
- check won't recognize, and you'll have to manually terminate the game using
- one of the options on the menu bar.
-
-
- THE MENU BAR
- ------------
-
- The game number you are playing is displayed on the menu bar, along
- with these options:
-
- New Game - Randomly deals out a new game. If selected when in the middle
- of a game, you will be asked if you truly wish to give up, thus losing the
- current game.
-
- Select Game - Allows you to specify the number (1-32767) of the desired
- game. The distribution of cards is always the same for a game of given
- number. If selected when in the middle of a game, you will be asked if you
- truly wish to give up, thus losing the current game.
-
- Redeal - Redeals the current game (or the one just completed). If selected
- when in the middle of a game, you will be asked if you truly wish to give
- up, thus losing the current game. Other than this, a redeal does not affect
- your statistics.
-
- Statistics - Shows your statistics, not including the current game.
- Statistics kept are: total number of wins and losses, winning percentage,
- wins, losses, and percentages for the current session, longest winning and
- losing streaks, and current streak. The statistics are kept in a disk file,
- along with the number of the current (or last completed) game. Click when
- done viewing the statistics.
-
- Help Display - Brief play instructions. Click when done.
-
- Quit - Ends FOURCELL. If selected when in the middle of a game, you will
- be asked if you truly wish to give up, thus losing the current game.
-
-
- STRATEGY AND HINTS
- ------------------
-
- Winning at FOURCELL requires planning and patience. A common mistake is
- to make a move just because it is possible, and then to realize that it
- cuts off another move. Look for trouble spots like aces hidden at the tops
- of columns, or cards trapped behind kings. Remember there is no wraparound,
- so you can't move a king between two tableaux, unless the target column is
- empty.
-
- Use your empty cells carefully. There are only four. Try to keep them
- unoccupied as much as possible. Empty tableaux are also valuable - try to
- create them.
-
-
- PROGRAMMER'S NOTE
- -----------------
-
- I used the wonderful CONTROL 80 program to handle most of the screen
- manipulations in FOURCELL, but discovered that the SHUF command did not
- produce a repeatable card shuffle, even when given identical seed values.
- This left me in a bit of a quandary since I needed a repeatable shuffle so
- that specific game numbers would always produce the same setup. I also
- tried the RANDOM2-254 routine, but since it keys off the SID chip instead
- of the RND function, it too failed to deliver a consistent card sequence.
- I ended up writing my own routine in a mixture of BASIC and ML that
- operates acceptably fast, but wanted LOADSTAR readers to know that neither
- CONTROL 80 or RANDOM2-254 gave a repeatable shuffle.
-
-
- FENDER'S POSTMUMBLE: Well, we always claimed we wanted fair play and
- equality with the big computer boys, and now we have it; we too can ruin
- our lives by getting addicted to Free Cell. But we'll call the madness,
- FOURCELL, instead.
-
- I imagine that the Free Cell game that comes with Windows is probably the
- most-played game in history, except for maybe the Klondike solitaire game
- that comes with Windows. If you like a good challenge, you can't help but
- get into Free Cell. It's easy to learn, fast-moving, strategic, and there
- are over 32,000 puzzles to solve -- all of which are the exact same 32,000+
- puzzles that your Commodore neighbors are playing. If you find a puzzle
- that you can't solve, write down the number and send it to me so I can pass
- the word around. Maybe someone will solve it and be able to give you a hint
- to the solution.
-
- I've received many favorable comments about Kate and Ron's HEARTS game on
- LS 128 #41 and I have a feeling that even more people are going to get
- hooked on FOURCELL.
-
- \\\\\ R - Run RETURN - Menu \\\\\
-
-