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-
- TRIPPPIN
- (second release)
-
- This is a game based on a commercial board game that was called TRIPPPLES ®,
- which was marketed by some game company years ago. I do not remember who
- sold it and I cannot find a copy of the game. If somebody knows where it
- came from please tell me. This version is based solely on memory of having
- played the game back in the seventies or whenever it was.
-
- The game is played on an eight by eight grid of square tiles which are placed
- in random positions except for six special ones that go in fixed positions.
- There are two players, each having one playing token that moves from square
- to square. They start side by side on two tiles with square shapes in them,
- in the middle of the bottom edge of the board. The four other fixed squares
- are marked with circles, and they are located near each corner of the board,
- one square inward from the edges. The object of the game is to move your
- piece from the starting square to the nearest circle, from there to the
- circle above that, across the top to the opposite circle, down the other side
- to the circle nearest where your opponent started, and finally to the square
- your opponent started on. Whoever gets around the course first wins. A move
- consists of moving your piece to one of the eight squares immediately next to
- it, vertically, horizontally, or diagonally.
-
- The tricky (and fun) part is this: most of the other squares have arrows
- marked on them. Each has arrows pointing in three directions, out of eight
- possible directions (up, upper right, right, lower right, etc). These arrows
- limit the directions in which YOUR OPPONENT is allowed to move, when you are
- on that square. If you make a move onto a square that has arrow pointing
- downward, leftward, and to the upper right, then the only moves your opponent
- is allowed to make in response are to the squares immediately downward,
- leftward, or to the upper right of the square he's on.
-
- When you are on a square that does not have arrows (the two starting squares,
- the four circles, or two blank squares which are randomly placed), then your
- opponent can make any of the eight moves. BUT he cannot move off the edge of
- the board, and he cannot move onto the same square you are on. So the number
- of legal moves available is often less than the eight or three allowed by the
- other player's square. In fact sometimes a player is left with no legal move
- at all. In this case the other player wins. Strategically, it is dangerous
- to be on the edge of the board, especially to be in a corner, because of the
- possibility that your opponent might find a move which "pushes you off the
- edge", leaving no legal moves.
-
- To play the game, run the program TRIPPPIN from Workbench or CLI. It will
- open a window on the Workbench screen, and fill in the 64 squares with a
- random arrangement of arrows. (Each possible combination of three arrows out
- of a possible eight is present exactly once.) The program will automatically
- detect whether the workbench screen is interlaced or not, and adjust the
- proportions of the squares to suit. It will show the two pieces on the
- starting squares, and will show the present status of the game to the right
- of the board. At the top it shows whose turn it is to move. This is
- indicated by the color of the piece. They are the same shape but the one on
- the right is color 3 (orange in the default 1.2/1.3 workbench) and the one on
- the left is color 0 (blue in default 1.x). Below that it says either "MAKE A
- MOVE" or "thinking..." depending on whether the piece to move next is
- controlled by a human player or by the computer. This is written on a
- background of the color of the piece due to move. This text can also read
- "CAN'T MOVE!" if a player has no legal move, or "Game over." if the other
- player reaches the final goal.
-
- Below that it shows the directions in which this piece can legally move,
- displayed as a set of arrows similar to a square of the board. Below that it
- says "Try to reach the flashing X of your piece's color." Two X's, one the
- color of each piece, are blinking on the circles that the pieces have to
- reach. When you reach the circle that X is blinking in, it moves to the next
- circle you have to get to, or to the square your opponent started on if you
- have reached the last circle. If you reach that, you win. When someone wins
- the area where the words "Try to reach the flashing X ..." were gets filled
- in with an announcement of who won.
-
- To move a piece, click the mouse on it and drag it to the square you want to
- move to. If the move is illegal, the screen will flash ("beep") and the
- piece will go back where it was. Otherwise it becomes the other player's
- turn.
-
- When the game first starts, the right hand piece (orange by default) is under
- human control and the other piece is played by the computer. When your piece
- is moved the computer will think a bit and then move the other one. How long
- it thinks depends on the difficulty level you set.
-
- Control of the difficulty level, and of whether each piece is human or
- computer controlled, is done with a menu. The menu contains first an item
- for each piece, with a submenu that lets you pick "Human" or "Computer", with
- a checkmark showing the current selection. Then there's an item for
- difficulty level, with a submenu giving you choices from one (easy) to nine
- (takes forever). The level starts at three. A checkmark shows the current
- level. The computer uses a simple lookahead strategy. At level one it looks
- at each move only to see which move gets it closest to its goal. At level
- two it looks at how close you can get for each move it makes. At level three
- it checks how close it can get after each move you might make in response to
- each of its possible moves. And so on. The higher the level you set, the
- longer it takes to think, though the delay is hardly noticeable below level
- five or six. Don't be discouraged if you have a hard time beating even a
- moderate difficulty level; I do too. Most human players hardly look further
- than level two (if that) most of the time anyway. Often a moderate level
- setting plays just about as well as a high level one.
-
- The next menu item lets you choose whether the computer player is allowed to
- repeat a sequence of moves forever. If "Prevent loops" is checked, then if
- recent moves by both sides have been repeated two complete times in a loop,
- the computer player is not allowed to continue another repetition unless
- there is no other legal move. Loops more than twenty turns long will not be
- noticed. There is no restriction of looping for human players. If you set
- the computer to play against itself loop prevention is essential or it will
- probably get stuck before finishing a game. If you want to play against the
- toughest possible computer opponent then turn off loop prevention.
-
- Below that is "Suggest a move", with keyboard shortcut right-Amiga S. When
- you select this (if it is not the computer's turn) it will show you which
- square would be the best move for you, in its opinion. How good a suggestion
- this is depends on how long you wait before asking. Even if you only wait a
- couple of seconds it will probably give you an answer based on looking at
- least six levels ahead. It will show the suggested square with a bunch of
- colored dots moving around a square outline. Hey ... "Tripppin Has Ants."
-
- Below that on the menu is the option to take back your last move. You can
- use the keyboard shortcut right-Amiga T for this. It undoes the last move
- made by a human controlled piece, and any computer move made after it.
- Pressing it again undoes the move before, and so on. A maximum of forty
- moves can be undone. Nothing happens if both pieces are being played by
- computer.
-
- Below that is "Restart the game". It will reshuffle the arrow squares and
- put the pieces in their starting positions. This time the other piece moves
- first (it changes each time you restart). Settings of difficulty level and
- human / computer control of each piece remain unchanged.
-
- Last is "Quit the game". You can also quit by clicking the closebox or (if
- it was run from CLI) pressing control-C in the CLI window it's running from.
-
- Hopefully this will work in AmigaDOS 2.0 and later ... I went to the trouble
- of making it pay attention to the size of the current workbench font so it
- can position text nicely. It can manage font sizes up to 13, or even 15 a
- bit clumsily ... or double that on an interlaced workbench. I hope somebody
- lets me know if it doesn't work under 2.0 AmigaDOS.
-
- The source code for this game contains plenty of possibly useful example
- material. I wrote it for practice with graphics.library and with intuition
- event loops (since almost everything else I've been writing is CLI oriented),
- and it contains useful examples of Bobs, animated sprites (not VSprites
- though), basic multitasking (the lookahead thinking is done in a separate
- task so that the main program can be immediately responsive to user input), a
- tiny interrupt server (which is now present only because I'm too lazy to
- remove it now that it's no longer really needed), and menu and mouse input.
- This code, though not necessarily the actual game it plays (which I did not
- invent) is in the public domain. Tripppin is by
-
- Paul Kienitz
- 6430 San Pablo ave
- Oakland, CA 94608
- USA
-
- I can probably be reached on one of the following BBSes:
- Winners Circle 415-845-4812
- Triple-A 415-222-9416
- FAUG 415-595-2479
- The Mission 415-967-2021
-
- The differences between this second release of Tripppin and the first release
- are: two small bugs were fixed, the sprites were more obnoxious before (they
- didn't turn off when you were doing other stuff), and you couldn't turn off
- loop prevention in the first version. Also I accidentally left the file
- "trip.h" out of that distribution!
-