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Scrabble Deluxe by Remember

Scrabble DeluxeNSTRUCTIONS FOR - - NTRODUCTION - ULES FOR PLAYING - ND OF THE GAME - TRADE MARK AND COPYRIGHT LICENSED BY - . - . - AMES. - - - IS A HIGHLY SOPHISTICATED COMPUTER PROGRAM WHICH ALLOWS YOU AND OTHERS TO PLAY - ON OR AGAINST YOUR COMPUTER. - HE PROGRAMCAN PROVIDE YOU WITH UP TO 3 OPPONENTS IN ANY ONE GAME - EACH COMPUTER OPPONENT CAN BE ASSIGNED ONE OF 8 SKILL LEVELS. - LL YOU NEED IS THE - PROGRAM AND YOUR COMPUTER SYSTEM. - HE PROGRAM PROVIDES AN 'ON-SCREEN' BOARD AND ALL THE FACILITIES OF THE BOARD GAME. - PROGRAM INCLUDES APLAYING VOCABULARY OF OVER 20.000 WORDS. - HESE HAVE BEEN CAREFULLY SELECTED FROM - ICTIONARY (WHICH IS THE REFERENCE USED IN THE OFFICAL - TOURNAMENTS) TO ENSURE A CONSISTENT AND COMPETITIVE LEVEL OF PLAY FROM THE - N ADDITION, THE PROGRAM WILL CHECK WORDS THAT YOU PLAY AGAINST ITS VOCABULARY AND CHALLENGE ANY WORDS IT DOES NOT 'KNOW' - AS ITS VOCABULARY IS FINITE YOU ARE ABLE TO EITHER ACCEPT OR REJECT ITS CHALLENGE. - HE PROGRAM HAS PLAY LEVELS 1 TO 8 WITH LEVEL 1 BEING THE LEAST SKILLED OPPONENTAND THE HIGHEST LEVEL BEING THE MOST SKILLED. - S AN INDICATION, THE - PROGRAM IS TUNED TO ACHIEVE AVERAGE SCORES (IN A 2-PLAYER GAME) OF 150 POINTS AT LEVEL 1 AND OVER 350 POINTS AT LEVEL 8. - KILL LEVELS 1-4 ACCESS A SELECTED SUBSECTION OF THE DICTIONARY WHILE LEVELS 5-8 ACCESS ALL ACCEPTABLE 2, 3, AND 4 LETTER WORDS AND EXTENSIONS - - ! - O ADD TO THE EXCITEMENT AND REALISM OF THE GAME, A CLOCK FACILITY IS INCLUDED -YOU CAN CHOOSE A MAXIMUM ALLOWABLE TIME PER TURN, RANGING FROM 'LIGHTNING' AT 10 SECONDS TO A LEISURELY 9 MINUTES 59 SECONDS. - PROGRAM INCLUDES A FACILITY FOR INTERRUPTING ANDRESUMING A GAME AT A LATER DATE. - - IS A WORD GAME FOR TWO TO FOUR PLAYERS. - HE PLAY CONSISTS OF FORMING INTERLOCKING WORDS, CROSSWORD FASHION, ON THE - PLAYING BOARD USING LETTER TILES WITH VARIOUS SCORE VALUES. - ACH PLAYER COMPETES FOR A HIGH SCORE BYUSING THEIR LETTERS IN COMBINATIONS AND LOCATIONS THAT TAKE BEST ADVANTAGE OF LETTER VALUES AND PREMIUM SQUARES ON THEBOARD. - HE COMBINED TOTAL SCORE FOR A GAME MAY RANGE FROM ABOUT 500 POINTS TO 700 OR MORE, DEPENDING ON THE SKILL OF THE PLAYERS. - -------- - ACH PLAYER HAS SEVEN LETTERS IN THEIR RACK AT THE START OF THE GAME, AND AFTEREACH PLAY THEY DRAW ENOUGH NEW LETTERS TO MAINTAIN THEIR SEVEN. 1. - HE FIRST PLAYER COMBINES TWO OR MORE LETTERS TO FORM A WORD AND PLACES THEM ON THE BOARD TO READ EITHER ACROSS OR DOWN WITH ONE LETTER ON THE CENTRE SQUARE. - IAGONAL WORDS ARE NOT PERMITTED. 2. - PLAYER COMPLETES THEIR TURN BY COUNTING AND ANNOUNCING THEIR SCORE FOR THE TURN. - HEY THEN DRAW AS MANY NEW LETTERS AS THEY HAVE PLAYED, THUS ALWAYS KEEPING SEVEN LETTERS IN THEIR RACK. - HE SECOND PLAYER, AND THEN EACH IN TURN, ADDS ONE OR MORE LETTERS TO THOSE ALREADY PLAYED SO AS TO FORM NEW WORDS. - LL LETTERS PLAYED IN ANY ONE TURN MUST BE PLACED IN ONE ROW ACROSS OR DOWN THE BOARD. - HEY MUST FORM ONE COMPLETE WORD AND IF, AT THE SAME TIME, THEY TOUCH OTHER LETTERS IN ADJACENT ROWS THEY FORM COMPLETE WORDS, CROSSWORD FASHION, WITH ALL SUCH LETTERS. - HE PLAYER GETS FULL CREDIT FOR ALL WORDS FORMED OR MODIFIED BY THEIR PLAY. - EW WORDS MAY BE FORMED BY: A. - DDING ONE OR MORE LETTERS TO A WORD OR WORDS ALREADY ON THE BOARD. B. - LACING A WORD AT RIGHT ANGLES TO A WORD ALREADY ON THE BOARD. - HE NEW WORD MUST USE ONE OF THE LETTERS OF A WORD ALREADY ON THE BOARD OR MUST ADD A LETTER TO IT. C. - LACING A COMPLETE WORD PARALLEL TO A WORD ALREADY PLAYED ON THE BOARD SO THAT ADJOINING LETTERS ALSO FORM COMPLETE WORDS. 5. - O LETTER MAY BE MOVED AFTER IT HAS BEEN PLAYED. - HE TWO BLANK TILES MAY BE USED TO REPRESENT ANY LETTER DESIRED. - HEN PLAYING A BLANK THE PLAYER MUST INDICATE WHAT LETTER IT REPRESENTS, AFTER WHICH IT CANNOT BE CHANGED DURING THE COURSE OF THE GAME. 7. - NY PLAYER MAY USE THEIR TURN TO REPLACE ANY OR ALL OF THE LETTERS ON THEIR RACK. - FTER DISCARDING THE LETTERS THE PLAYER DRAWS THE SAME NUMBER OF TILES AND THEIR DISCARDED ONES ARE THEN MIXED WITH THOSE REMAINING IN THE POOL. - HE PLAYER THEN AWAITS THEIR NEXT TURN TO PLAY. - NY WORDS FOUND IN THE STANDARD DICTIONARY ARE PERMITTED EXCEPT PROPER NAMES ETC. (USUALLY COMMENCING WITH A CAPITAL LETTER), THOSE DESIGNATED AS FOREIGN WORDS, ABBREVIATIONS AND WORDS REQUIRING APOSTROPHES OR HYPHENS. - ONSULT A DICTIONARY ONLY TO CHECK THE SPELLING OR USAGE. - NY WORD MAY BE CHALLENGED BEFORE THE NEXT PLAYER STARTS HIS TURN. - F THE WORD CHALLENGED IS UNACCEPTABLE, THE PLAYER TAKES BACK ALL TILES USED AND THEY LOSE THEIR TURN. 9. - LAY CONTINUES UNTIL ALL TILES HAVE BEEN DRAWN AND ONE OF THE PLAYERS HAS USED ALL OF THE LETTERS IN THEIR RACK OR UNTIL ALL POSSIBLE PLAYS HAVE BEEN MADE. - ------- 10. - HE SCORE VALUE OF EACH LETTER AND THE LETTER DISTRIBUTION IS INDICATED IN THE TABLES IN SECTIONS - OTE THAT THE VALUE OF A BLANK IS ZERO. 11. - HE SCORE FOR EACH TURN IS THE SUM OF THE SCORE VALUES OF ALL THE LETTERS IN EACH WORD FORMED OR MODIFIED IN THE PLAY PLUS THE PREMIUM VALUES RESULTING FROM PLACING LETTERS ON PREMIUM SQUARES. - SQUARE WITH A LITTLE BLACK POINT IN THE MIDDLE - THIS SQUARE DOUBLES THE SCORE OF THE LETTER PLACED ON IT. - SQUARE WITH A CROSS IN THE MIDDLE - THIS SQUARE TRIPLES THE SCORE OF THE LETTER PLACED ON IT. I.E. - ' WILL SCORE NINE (3 X 3) IF PLACED ON A TRIPLE LETTER SQUARE. - WHITE SQUARE IN A SQUARE - THE SCORE FOR THE ENTIRE WORD IS DOUBLED WHEN ONE OF ITS LETTERS IS PLACED ON THIS SQUARE. - BLACK SQUARE IN A SQUARE - THE SCORE FOR THE WORD IS TRIPLED IF A LETTER IS PLACED ON THIS SQUARE. - NCLUDE PREMIUMS FOR DOUBLE OR TRIPLE LETTER VALUES, IF ANY, BEFORE DOUBLING OR TRIPLING THE WORD SCORE. - F A WORD IS FORMED THAT COVERS TWO PREMIUM SQUARES THE SCORE IS DOUBLED AND THEN RE-DOUBLED (4 TIMES LETTER COUNT), OR TRIPLED AND RE-TRIPLED (9 TIMES LETTER COUNT) AS THE CASE MAY BE. - OTE THAT THE CENTRE SQUARE IS A DOUBLE WORD SQUARE AND THEREFORE DOUBLES THE SCORE FOR THE FIRST WORD PLAYED. - HE ABOVE LETTER AND WORD PREMIUMS APPLY ONLY IN THE TURN IN WHICH THEY ARE FIRST PLAYED. - N SUBSEQUENT TURNS LETTERS COUNT AT FACE VALUE. 15. - HEN A BLANK LETTER TILE FALLS UPON A PREMIUM WORD SQUARE THE SUM OF THE LETTERS IN THE WORD IS DOUBLED OR TRIPLED EVEN THOUGH THE BLANK ITSELF HAS NO SCORE VALUE. 16. - HEN TWO OR MORE WORDS ARE FORMED IN THE SAME PLAY, EACH IS SCORED. - HE COMMON LETTER IS COUNTED (WITH FULL PREMIUM VALUE, IF ANY) IN THE SCORE FOR EACH WORD. 17. - NY PLAYER WHO PLAYS ALL SEVEN OF THEIR TILES IN A SINGLE TURN SCORES A PREMIUM OF 50 POINTS IN ADDITION TO THEIR REGULAR SCORE FOR THE PLAY. - T THE END OF THE GAME, EACH PLAYER'S SCORE IS REDUCED BY THE SUM OF ALL THEIR UNPLAYED LETTERS, AND IF ONE PLAYER HAS USED ALL OF THEIR LETTERS, THEIR SCORE IS INCREASED BY THE SUM OF THE UNPLAYED LETTERS OF ALL THE OTHER PLAYERS. - N THE FOLLOWING, EACH WORD ADDED IN SUCCESSIVE TURNS IS SHOWN IN A BOX. - HE SCORES SHOWN ARE THE CORRECT SCORES IF THE LETTER ' - ' IS PLACED ON THE CENTRE SQUARE. - ; IN TURN 2, - ; IN TURN 3, - ; IN TURN 4, - . - - 4 - 1 4 1 1 1 - 1 - 3 4 1 1 1 - - - - - - 4 4 1 1 4 1 1 1 4 1 1 1 3 3 1 3 3 1 1 1 1 3 1 1 1 1 - 1. - NCE LOADED, THE PROGRAM WILL PROMPT WITH - F YOU HAVE NOT PREVIOUSLY SAVED A GAME SIMPLY TYPE ' - KEY. - F YOU WISH TO RESUME A PREVIOUSLY SAVED GAME, TYPE ' - ' AND INSERT THE DISK HOLDING THE SAVED GAME. - HE PROGRAM RESPONDS WITH - : AND YOU MUST ENTER THE NAME OF YOUR SAVED GAME. - FTER LOADING THE PREVIOUSLY SAVED GAME THE PROGRAM WILL RESUME AT THE POINT AT WHICH THE GAME WAS SAVED. - T IS USEFUL TO HAVE A BLANK DISK TO SAVE YOUR GAMES TO. 2. - OW YOU MAY ENTER THE PLAYER'S NAMES. - IMPLY TYPE UP TO 8 LETTERS OF THE PLAYER'S NAME AND PRESS THE - KEY. - HE ENTRY OF THE PLAYER'S NAME IS FOLLOWED BY A REQUEST FOR A PLAY LEVEL. - F THIS PLAYER IS A - F THIS PLAYER IS A - THEN PRESS ONE OF THE KEYS 1-8 AT THE TOP OF THE KEYBOARD FOR THE APPROPRIATE SKILL LEVEL OF THIS COMPUTER PLAYER. 4. - HE PROGRAM REPEATS THE PROMPT ASKING FOR THE NEXT PLAYER'S NAME. - P TO 4 PLAYERS CAN BE ENTERED AND - OF THEM MAY BE - . 5. - FTER TWO PLAYERS HAVE BEEN ENTERED, YOU MAY PRESS - INSTEAD OF TYPING A THIRD OR FOURTH NAME. - HIS TELLS THE PROGRAM THAT ALL PLAYERS HAVE BEEN ENTERED AND THAT YOU ARE NOW READY TO START PLAYING. - HE NEXT PROMPT IS - ? AND IF YOU PRESS - ' THEN THE CLOCK IS DISABLED. - ', THE PROGRAM FOLLOWS WITH - (0-9); TYPE A VALUE BETWEEN 0 AND 9 FOLLOWED BY - ON ITS OWN DEFAULTS TO 2 MINUTES). - HE NEXT PROMPT IS - (0-59): AND YOU MUST TYPE IN A VALUE BETWEEN 0 AND 59 FOLLOWED BY - . - COMPUTER PLAYER WILL - TILES IF IT RUNS OUT OF TIME WITHOUT FINDING ANY REASONABLE WORD TO PLACE ON THE BOARD. - PROGRAM FOLLOWS WITH A SERIES OF - QUESTIONS WHICH CAN BE ANSWERED WITH ONE KEYSTROKE (' - ' FOR NO). - ACH QUESTION HAS A DEFAULT VALUE WHICH MAY BE ENTERED BY PRESSING - HE DEFAULT VALUES ARE SHOWN BELOW IN PARENTHESIS. A) - O YOU WANT TO WATCH ME THINKING? ( - ) - HILE THE COMPUTER PLAYER CHOOSES ITS WORD, IT IS POSSIBLE TO SEE ITS 'THOUGHTS' AS IT TRIES AND SCORES DIFFERENT WORDS. - O YOU WANT TO SEE ALL THE RACKS? ( - ) - HILE OTHERS (OR THE COMPUTER) ARE PLAYING, YOU MAY WANT TO SEE YOUR CURRENT RACK AND THE PROGRAM CAN DISPLAY IT CONTINUALLY ON THE SCREEN. - OWEVER THIS MAY MEAN THAT ANOTHER PLAYER CAN SEE YOUR LETTERS AND ALTER STRATEGY - IN PRACTICE WE HAVE FOUND THAT MOST PLAYERS FIND LITTLE ASSISTANCE FROM BEING ABLE TO SEE THE OTHER PLAYERS' RACKS. - ' TO THIS QUESTION, THE PROGRAM WILL PAUSE EACH TIME A PLAYER STARTS AND ENDS A TURN. - NOTE CAN THEN BE MADE OF THE NEW RACK. - LAYERS CAN TAKE TURNS USING THE SCREEN AND KEYBOARD - EFFECTIVELY HIDING THEIR RACKS. - HE LAST PROMPT; - (0 - 9) DEALS WITH THE SPEED AT WHICH THE PROGRAM PLACES WORDS ON THE BOARD - NOT THE TIME IT TAKES THINKING. - HE DELAY BETWEEN LETTERS CAN BE VARIED FROM 0 (MINIMUM DELAY) TO 9 (MAXIMUM DELAY) - IF YOU ARE WATCHING THE PROGRAM 'THINKING' THEN 3 OR 4 ARE GOOD VALUES TO TRY. - 1. - HE CURRENT PLAYER'S RACK AND NAME ARE DISPLAYED AT THE TOP RIGHT OF THE SCREEN. - HE PLAYER MUST THEN ENTER A WORD, OR ONE OF THE OPTIONS DISPLAYED IN THE RIGHT-HAND SIDE OF THE SCREEN. - F THE CLOCK IS ENABLED, IT APPEARS ON THE SCREEN. - S SOON AS THE LAST 10 SECONDS OF A TURN ARE REACHED, THE CLOCK TURNS RED - THE PLAYER MUST THEN ENTER A WORD OR MISS A TURN! - NCE YOU HAVE ENTERED A WORD WHILE THE CLOCK IS FLASHING, YOU ARE GIVEN AS LONG AS YOU LIKE TO PLACE IT ON THE BOARD BUT YOU CANNOT CANCEL THAT WORD AND START AGAIN! 3. - HE OPTIONS ARE NUMBERED 1-8, - 3 AND ARE USED AS FOLLOWS: 1. - HIS MEANS THAT YOU WISH TO STOP PLAYING IMMEDIATELY WITHOUT COMPLETING THE GAME. - OU WILL BE PROMPTED - ? AND YOU MAY THEN SAVE THE GAME FOR LATER RESUMPTION. (SEE SECTION - !!! 2. - F YOU CANNOT FIND A PLACE TO PLAY ANY OF YOUR TILES TO FORM A WORD, THEN YOU CAN SKIP A TURN BY PASSING. - ORMALLY THIS IS ONLY USED AT THE END OF THE GAME, WHEN THERE ARE NO TILES LEFT WHICH COULD BE EXCHANGED. - F YOU PRESS THE PASS KEY WHILE A COMPUTER PLAYER IS TAKING A TURN, YOU WILL - IT TO PLACE THE WORD THAT IT IS CURRENTLY THINKING OF. - HIS IS USEFUL IF YOU WISH A COMPUTER PLAYER TO ' - URRY UP' WITH ITS TURN. - HE PROGRAM RESPONDS TO THIS OPTION BY DISPLAYING THE PREMIUM SQUARES WITH THEIR VALUES. - LACK SQUARE IN A SQUARE - - RIPLE WORD - HITE SQUARE IN A SQUARE - - OUBLE WORD - ROSS IN A SQUARE - - RIPLE LETTER - OINT IN A SQUARE - - OUBLE LETTER - HE FULL SET OF TILES IS DISPLAYED IN THE RIGHT-HAND SCREEN AREA SHOWING THE TILE VALUES. - 1 - 1 - 3 - 1 - 3 - 3 - 2 - 10 - 1 - 1 - 4 - 1 - 2 - 1 - 4 - 1 - 1 - 4 - 8 - 4 - 5 - 8 - 1 - 4 - 3 - 10 - LANK 0 - HE FULL SET OF TILES IS DISPLAYED, SHOWING THE DISTRIBUTION OF TILES. - - - UANTITY - 9 - 6 - 2 - 8 - 2 - 2 - 4 - 1 - 12 - 6 - 2 - 4 - 3 - 6 - 2 - 4 - 9 - 2 - 1 - 2 - 1 - 1 - 4 - 2 - 2 - 1 - LANK 2 - HIS OPTION ALLOWS YOU TO EXCHANGE 1-7 TILES FROM YOUR RACK FOR FRESH TILES. - T ALSO COUNTS AS A TURN. - FTER CHOOSING THIS OPTION, TYPE IN THE LETTERS IN YOUR RACK WHICH YOU WISH TO EXCHANGE, FOLLOWED BY - HE PROGRAM WILL REMOVE THOSE AND PICK NEW TILES FOR YOU. 7. - HE PROGRAM WILL JUGGLE THE LETTERS IN YOUR RACK GIVING A NEW ARRANGEMENT. - HIS IS HELPFUL AS A WAY OF LOOKING FOR PLAYABLE WORDS. - F YOU ARE STUCK, THE PROGRAM CAN GIVE YOU A HINT OF 1 PLAYABLE WORD. - HE PROGRAM LOOKS AT YOUR RACK AND THE BOARD AND DISPLAYS A PLAYABLE WORD AND POSSIBLE POSITION ON THE BOARD. ( - THE OPTION MENU FOR THE PLAYERS TO VIEW. ( - THE PLAYERS NAMES AND SCORES ( - PTION WINDOW). 4. - , SIMPLY TYPE THE WORD IN FULL INCLUDING ANY LETTERS WHICH MAY APPEAR ON THE BOARD. - FTER YOU HAVE TYPED THE WORD, PRESS - HIS WILL ALLOW YOU TO POSITION THE WORD ON THE BOARD. - IS ENTERED BY PRESSING THE - AT THE BOTTOM OF THE KEYBOARD AND FOLLOWING WITH THE LETTER IT REPRESENTS. - T WILL DISPLAY ON THE BOARD IN INVERSE OR A DIFFERENT COLOR FROM THE OTHER TILES. 5. - APPEARS ON THE BOARD AT THE TOP LEFT-HAND CORNER. - SING THE CURSOR KEYS, POSITION THE CURSOR WHERE THE FIRST LETTER OF YOUR CHOSEN WORD SHOULD GO. - ' FOR ACROSS OR ' - ' FOR DOWN AND THE PROGRAM WILL DISPLAY YOUR WORD ON THE BOARD. - ' TO CANCEL YOUR CHOICE OF WORD. 6. - FTER DISPLAYING THE WORD, THE SCORE IS CALCULATED AND DISPLAYED AND YOU MAY TRY A DIFFERENT WORD - YOU MAY DO THIS AS OFTEN AS YOU LIKE (TIME PERMITTING). - F NO OTHER ATTEMPT IS DESIRED, THE PROGRAM WILL CHECK THE WORD PLAYED AND ANY OTHER WORDS FORMED AGAINST ITS OWN VOCABULARY. - PROGRAM WILL CHALLENGE THE VALIDITY OF ANY WORD IT FAILS TO RECOGNIZE. 8. - HEN THE PROGRAM CHALLENGES, IF YOU ACCEPT THE CHALLENGE AS VALID (I.E. THE WORD WAS INDEED WRONG), THEN YOU LOSE BOTH YOUR TURN AND THE SCORE ACHIEVED FOR THAT TURN. - OWEVER, IF YOU REJECT THE CHALLENGE (IT IS QUITE POSSIBLE TO PLAY A VALID WORD THAT THE PROGRAM DOES NOT RECOGNIZE - AS THE PROGRAM HAS A FINITE VOCABULARY), THEN THE PROGRAM WILL ACCEPT THE WORD PLAYED AND ANY WORD GENERATED. - HEN THE PROGRAM ASKS - ? FOR A PARTICULAR WORD, YOU CAN OVERRIDE THE CHALLENGE BY PRESSING ' - ' - IT WILL THEN ACCEPT YOUR PLAY. 9. - FTER YOUR WORD IS PLAYED, THE SCORES ON THE SCREEN ARE UPDATED AND NEW TILES ARE GIVEN TO REPLACE THOSE YOU HAVE USED. - 1. - S SOON AS THERE ARE NO TILES LEFT TO DRAW, AND ONE PLAYER HAS USED ALL THE TILES IN THE RACK THE GAME ENDS. - PROGRAM ALSO RECOGNIZES THE END OF THE GAME BY THE FACT THAT THERE ARE NO NEW TILES LEFT TO DRAW AFTER A TURN, AND EACH PLAYER HAS PASSED ONCE IN A FULL ROUND. - HEN THE END HAS BEEN REACHED, THE PROGRAM ADJUSTS EACH PLAYER'S SCORE BY THE LETTERS LEFT IN THE RACKS AND ANNOUNCES THE WINNER. 3. - OU THEN HAVE THE OPPORTUNITY TO PLAY AGAIN WITH THE SAME, OR DIFFERENT PLAYERS AND LEVELS. - HESE DOCUMENTS WERE TYPED IN BY - OOMER FROM THE ORIGINAL LATE IN THE NIGHT (2:15 - 5:45 AM) ON THE 14TH OF - ARCH IN 1998. - - NSTRUCTIONS FOR - ULES FOR PLAYING - TRADE MARK AND COPYRIGHT/G LICENSED BY - IS A HIGHLY/K SOPHISTICATED COMPUTER PROGRAM WHICH/D ALLOWS YOU AND OTHERS TO PLAY - ON OR AGAINST YOUR COMPUTER. - HE PROGRAMCAN PROVIDE YOU WITH UP TO 3 OPPONENTS IN ANY ONE GAME - EACH COMPUTER/I OPPONENT CAN BE ASSIGNED ONE OF 8 SKILL LEVELS./ - LL YOU NEED IS THE - PROGRAM AND YOUR COMPUTER SYSTEM. - HE PROGRAM PROVIDES AN 'ON-SCREEN' BOARD AND ALL THE FACILITIES OF THE BOARD/E GAME./ - PROGRAM INCLUDES APLAYING VOCABULARY OF OVER 20.000 WORDS. - HESE HAVE BEEN CAREFULLY SELECTED FROM - ICTIONARY (WHICH IS THE REFERENCE USED IN THE OFFICAL - TOURNAMENTS) TO ENSURE A CONSISTENT AND COMPETITIVE/E LEVEL OF PLAY FROM THE - N ADDITION, THE PROGRAM WILL CHECK WORDS THAT YOU PLAY AGAINST ITS VOCABULARY AND CHALLENGE ANY WORDS IT DOES NOT 'KNOW' - AS ITS VOCABULARY IS FINITE YOU ARE ABLE TO EITHER ACCEPT OR REJECT ITS CHALLENGE./; - HE PROGRAM HAS PLAY LEVELS 1 TO 8 WITH LEVEL 1 BEING THE LEAST SKILLED OPPONENTAND THE HIGHEST LEVEL BEING THE MOST/D SKILLED. - S AN INDICATION, THE - PROGRAM IS TUNED TO ACHIEVE/D AVERAGE SCORES (IN A 2-PLAYER GAME) OF/G 150 POINTS AT LEVEL 1 AND OVER/J 350 POINTS AT LEVEL 8./ - KILL LEVELS 1-4 ACCESS A SELECTED/F SUBSECTION OF THE DICTIONARY WHILE/F LEVELS 5-8 ACCESS ALL ACCEPTABLE 2, 3, AND 4 LETTER WORDS AND EXTENSIONS - - O ADD TO THE EXCITEMENT AND REALISM OF THE GAME, A CLOCK FACILITY IS INCLUDED -YOU CAN CHOOSE A MAXIMUM ALLOWABLE TIME PER TURN, RANGING FROM/W 'LIGHTNING' AT 10 SECONDS TO A/J LEISURELY 9 MINUTES 59 SECONDS./, - PROGRAM INCLUDES A FACILITY FOR INTERRUPTING ANDRESUMING A GAME AT A LATER DATE./ - IS A WORD GAME FOR TWO TO FOUR PLAYERS. - HE PLAY CONSISTS OF FORMING INTERLOCKING WORDS, CROSSWORD FASHION, ON THE - PLAYING BOARD USING/E LETTER TILES WITH VARIOUS SCORE VALUES./) - ACH PLAYER COMPETES FOR A HIGH SCORE BYUSING THEIR LETTERS IN COMBINATIONS AND LOCATIONS THAT TAKE BEST ADVANTAGE OF LETTER VALUES AND PREMIUM SQUARES ON THEBOARD. - HE COMBINED TOTAL SCORE FOR A GAME MAY RANGE FROM ABOUT 500 POINTS TO 700 OR MORE, DEPENDING ON THE SKILL OF THE PLAYERS./ - ACH PLAYER HAS SEVEN LETTERS IN THEIR RACK AT THE START OF THE GAME, AND AFTEREACH PLAY THEY DRAW ENOUGH NEW LETTERS TO MAINTAIN THEIR SEVEN./8 1. - HE FIRST PLAYER COMBINES TWO OR/H MORE LETTERS TO FORM A WORD AND/I PLACES THEM ON THE BOARD TO READ/H EITHER ACROSS OR DOWN WITH ONE LETTER ON THE CENTRE SQUARE. - IAGONAL WORDS/D ARE NOT PERMITTED./; 2. - PLAYER COMPLETES THEIR TURN BY/H COUNTING AND ANNOUNCING THEIR SCORE/E FOR THE TURN. - HEY THEN DRAW AS MANY/D NEW LETTERS AS THEY HAVE PLAYED, THUS ALWAYS KEEPING SEVEN LETTERS IN THEIR RACK./ - HE SECOND PLAYER, AND THEN EACH IN/E TURN, ADDS ONE OR MORE LETTERS TO/G THOSE ALREADY PLAYED SO AS TO FORM/F NEW WORDS. - LL LETTERS PLAYED IN ANY/D ONE TURN MUST BE PLACED IN ONE ROW/F ACROSS OR DOWN THE BOARD. - HEY MUST/E FORM ONE COMPLETE WORD AND IF, AT/G THE SAME TIME, THEY TOUCH OTHER/I LETTERS IN ADJACENT ROWS THEY FORM/F COMPLETE WORDS, CROSSWORD FASHION,/F WITH ALL SUCH LETTERS. - HE PLAYER/G GETS FULL CREDIT FOR ALL WORDS/J FORMED OR MODIFIED BY THEIR PLAY./ - EW WORDS MAY BE FORMED BY:/5 A. - DDING ONE OR MORE LETTERS TO A/I WORD OR WORDS ALREADY ON THE/L BOARD./ - LACING A WORD AT RIGHT ANGLES TO/G A WORD ALREADY ON THE BOARD. - HE/H NEW WORD MUST USE ONE OF THE/L LETTERS OF A WORD ALREADY ON THE/H BOARD OR MUST ADD A LETTER TO IT./, C. - LACING A COMPLETE WORD PARALLEL/H TO A WORD ALREADY PLAYED ON/M THE BOARD SO THAT ADJOINING/M LETTERS ALSO FORM COMPLETE WORDS./, 5. - O LETTER MAY BE MOVED AFTER IT/I HAS BEEN PLAYED./ - HE TWO BLANK TILES MAY BE USED TO/F REPRESENT ANY LETTER DESIRED. - HEN/F PLAYING A BLANK THE PLAYER MUST/I INDICATE WHAT LETTER IT REPRESENTS,/E AFTER WHICH IT CANNOT BE CHANGED/H DURING THE COURSE OF THE GAME.// 7. - NY PLAYER MAY USE THEIR TURN TO/H REPLACE ANY OR ALL OF THE LETTERS ON/D THEIR RACK. - FTER DISCARDING THE/H LETTERS THE PLAYER DRAWS THE SAME/G NUMBER OF TILES AND THEIR DISCARDED/E ONES ARE THEN MIXED WITH THOSE/J REMAINING IN THE POOL. - HE PLAYER/G THEN AWAITS THEIR NEXT TURN TO PLAY./ - NY WORDS FOUND IN THE STANDARD/I DICTIONARY ARE PERMITTED EXCEPT/I PROPER NAMES ETC. (USUALLY/N COMMENCING WITH A CAPITAL LETTER),/F THOSE DESIGNATED AS FOREIGN WORDS,/F ABBREVIATIONS AND WORDS REQUIRING/G APOSTROPHES OR HYPHENS. - ONSULT A/G DICTIONARY ONLY TO CHECK THE/L SPELLING OR USAGE. - NY WORD MAY BE/F CHALLENGED BEFORE THE NEXT PLAYER/G STARTS HIS TURN. - F THE WORD/L CHALLENGED IS UNACCEPTABLE, THE/I PLAYER TAKES BACK ALL TILES USED AND/D THEY LOSE THEIR TURN./8 9. - LAY CONTINUES UNTIL ALL TILES HAVE/E BEEN DRAWN AND ONE OF THE PLAYERS/G HAS USED ALL OF THE LETTERS IN THEIR/D RACK OR UNTIL ALL POSSIBLE PLAYS/H HAVE BEEN MADE./ - HE SCORE VALUE OF EACH LETTER AND/F THE LETTER DISTRIBUTION IS INDICATED/D IN THE TABLES IN SECTIONS - OTE THAT THE VALUE OF A BLANK/J IS ZERO./ - HE SCORE FOR EACH TURN IS THE SUM/F OF THE SCORE VALUES OF ALL THE/J LETTERS IN EACH WORD FORMED OR/J MODIFIED IN THE PLAY PLUS THE/K PREMIUM VALUES RESULTING FROM/K PLACING LETTERS ON PREMIUM SQUARES./ - SQUARE/H WITH A LITTLE BLACK POINT IN THE/H MIDDLE - THIS SQUARE DOUBLES THE/H SCORE OF THE LETTER PLACED ON IT.// - SQUARE WITH A CROSS IN THE/L MIDDLE - THIS SQUARE TRIPLES THE/H SCORE OF THE LETTER PLACED ON IT./G I.E. - ' WILL SCORE NINE/E (3 X 3) IF PLACED ON A TRIPLE LETTER/D SQUARE./ - WHITE SQUARE/D IN A SQUARE - THE SCORE FOR THE/I ENTIRE WORD IS DOUBLED WHEN ONE OF/F ITS LETTERS IS PLACED ON THIS/K SQUARE./ - BLACK SQUARE IN A SQUARE - THE/H SCORE FOR THE WORD IS TRIPLED IF A/F LETTER IS PLACED ON THIS SQUARE./H - NCLUDE PREMIUMS FOR DOUBLE OR/J TRIPLE LETTER VALUES, IF ANY, BEFORE/D DOUBLING OR TRIPLING THE WORD SCORE./D - F A WORD IS FORMED THAT COVERS TWO/E PREMIUM SQUARES THE SCORE IS DOUBLED/D AND THEN RE-DOUBLED (4 TIMES LETTER/E COUNT), OR TRIPLED AND RE-TRIPLED/G (9 TIMES LETTER COUNT) AS THE CASE/F MAY BE. - OTE THAT THE CENTRE SQUARE/E IS A DOUBLE WORD SQUARE AND/M THEREFORE DOUBLES THE SCORE FOR THE/E FIRST WORD PLAYED./ - HE ABOVE LETTER AND WORD PREMIUMS/F APPLY ONLY IN THE TURN IN WHICH THEY/D ARE FIRST PLAYED. - N SUBSEQUENT/I TURNS LETTERS COUNT AT FACE VALUE./* 15. - HEN A BLANK LETTER TILE FALLS UPON/E A PREMIUM WORD SQUARE THE SUM OF THE/D LETTERS IN THE WORD IS DOUBLED OR/G TRIPLED EVEN THOUGH THE BLANK ITSELF/D HAS NO SCORE VALUE./9 16. - HEN TWO OR MORE WORDS ARE FORMED IN/D THE SAME PLAY, EACH IS SCORED. - HE/F COMMON LETTER IS COUNTED (WITH FULL/E PREMIUM VALUE, IF ANY) IN THE SCORE/E FOR EACH WORD./> 17. - NY PLAYER WHO PLAYS ALL SEVEN OF/G THEIR TILES IN A SINGLE TURN SCORES/E A PREMIUM OF 50 POINTS IN ADDITION/F TO THEIR REGULAR SCORE FOR THE PLAY./ - T THE END OF THE GAME, EACH/L PLAYER'S SCORE IS REDUCED BY THE SUM/D OF ALL THEIR UNPLAYED LETTERS, AND/F IF ONE PLAYER HAS USED ALL OF THEIR/E LETTERS, THEIR SCORE IS INCREASED BY/D THE SUM OF THE UNPLAYED LETTERS OF/F ALL THE OTHER PLAYERS./6 - N THE FOLLOWING, EACH WORD ADDED IN/D SUCCESSIVE TURNS IS SHOWN IN A BOX. - HE SCORES SHOWN ARE THE CORRECT SCORES IF THE LETTER ' - ' IS PLACED ON THE CENTRE SQUARE./ - /D 1/J 4 1 1 1/M - NCE LOADED, THE PROGRAM WILL PROMPT/D WITH - F YOU HAVE NOT/E PREVIOUSLY SAVED A GAME SIMPLY TYPE/E ' - F YOU WISH TO RESUME A PREVIOUSLY/F SAVED GAME, TYPE ' - ' AND INSERT THE/E DISK HOLDING THE SAVED GAME. - HE/H PROGRAM RESPONDS WITH - : AND YOU MUST ENTER THE NAME OF/D YOUR SAVED GAME. - FTER LOADING THE/F PREVIOUSLY SAVED GAME THE PROGRAM/G WILL RESUME AT THE POINT AT WHICH THE GAME WAS SAVED. - T IS USEFUL TO HAVE/D A BLANK DISK TO SAVE YOUR GAMES TO./* 2. - OW YOU MAY ENTER THE PLAYER'S NAMES. - IMPLY TYPE UP TO 8 LETTERS OF THE/F PLAYER'S NAME AND PRESS THE/M - HE ENTRY OF THE PLAYER'S NAME IS/G FOLLOWED BY A REQUEST FOR A PLAY/H LEVEL. - F THIS PLAYER IS A - F THIS/F PLAYER IS A - THEN/F PRESS ONE OF THE KEYS 1-8 AT THE TOP/D OF THE KEYBOARD FOR THE APPROPRIATE/E SKILL LEVEL OF THIS COMPUTER PLAYER./) 4. - HE PROGRAM REPEATS THE PROMPT ASKING FOR THE NEXT PLAYER'S NAME. - P TO/G 4 PLAYERS CAN BE ENTERED AND - OF THEM MAY BE - FTER TWO PLAYERS HAVE BEEN ENTERED,/D YOU MAY PRESS - INSTEAD OF/I TYPING A THIRD OR FOURTH NAME. - HIS/E TELLS THE PROGRAM THAT ALL PLAYERS/F HAVE BEEN ENTERED AND THAT YOU ARE/F NOW READY TO START PLAYING./ - HE NEXT PROMPT IS - ? AND IF YOU PRESS - ' THEN THE CLOCK IS DISABLED./5 - ', THE PROGRAM FOLLOWS WITH - (0-9); TYPE A/H VALUE BETWEEN 0 AND 9 FOLLOWED BY/G - ON ITS OWN/F DEFAULTS TO 2 MINUTES). - HE NEXT/H PROMPT IS - (0-59): AND/E YOU MUST TYPE IN A VALUE BETWEEN/H 0 AND 59 FOLLOWED BY - COMPUTER PLAYER WILL - TILES IF IT RUNS OUT OF TIME WITHOUT/D FINDING ANY REASONABLE WORD TO PLACE/D ON THE BOARD./ - PROGRAM FOLLOWS WITH A SERIES OF - QUESTIONS/G WHICH CAN BE ANSWERED WITH ONE/J KEYSTROKE (' - ACH QUESTION HAS A DEFAULT/H VALUE WHICH MAY BE ENTERED BY/K PRESSING - HE DEFAULT VALUES/E ARE SHOWN BELOW IN PARENTHESIS./1 A) - O YOU WANT TO WATCH/T ME THINKING? ( - HILE THE COMPUTER PLAYER CHOOSES/G ITS WORD, IT IS POSSIBLE TO SEE/I ITS 'THOUGHTS' AS IT TRIES AND/J SCORES DIFFERENT WORDS./ - O YOU WANT TO SEE/V ALL THE RACKS? ( - HILE OTHERS (OR THE COMPUTER) ARE/F PLAYING, YOU MAY WANT TO SEE YOUR/G CURRENT RACK AND THE PROGRAM CAN/H DISPLAY IT CONTINUALLY ON THE/K SCREEN. - OWEVER THIS MAY MEAN THAT/F ANOTHER PLAYER CAN SEE YOUR/M LETTERS AND ALTER STRATEGY - IN/I PRACTICE WE HAVE FOUND THAT MOST/H PLAYERS FIND LITTLE ASSISTANCE/J FROM BEING ABLE TO SEE THE OTHER/H PLAYERS' RACKS./ - ' TO THIS QUESTION,/F THE PROGRAM WILL PAUSE EACH TIME A/F PLAYER STARTS AND ENDS A TURN. - /H NOTE CAN THEN BE MADE OF THE NEW/H RACK. - LAYERS CAN TAKE TURNS USING/F THE SCREEN AND KEYBOARD -/O EFFECTIVELY HIDING THEIR RACKS./ - HE LAST PROMPT; - (0 - 9) DEALS WITH THE SPEED AT WHICH THE PROGRAM PLACES WORDS ON THE BOARD - NOT THE TIME IT TAKES/K THINKING. - HE DELAY BETWEEN LETTERS/E CAN BE VARIED FROM 0 (MINIMUM DELAY)/D TO 9 (MAXIMUM DELAY) - IF YOU ARE/G WATCHING THE PROGRAM 'THINKING' THEN/D 3 OR 4 ARE GOOD VALUES TO TRY.// - HE CURRENT PLAYER'S RACK AND NAME/F ARE DISPLAYED AT THE TOP RIGHT OF THE SCREEN. - HE PLAYER MUST THEN ENTER A/D WORD, OR ONE OF THE OPTIONS DISPLAYED IN THE RIGHT-HAND SIDE OF THE SCREEN./ - F THE CLOCK IS ENABLED, IT APPEARS/E ON THE SCREEN. - S SOON AS THE LAST/F 10 SECONDS OF A TURN ARE REACHED, THE CLOCK TURNS RED - THE PLAYER MUST/G THEN ENTER A WORD OR MISS A TURN!/G - NCE YOU HAVE ENTERED A WORD WHILE/F THE CLOCK IS FLASHING, YOU ARE GIVEN/D AS LONG AS YOU LIKE TO PLACE IT ON/F THE BOARD BUT YOU CANNOT CANCEL THAT/D WORD AND START AGAIN!/8 3. - HE OPTIONS ARE NUMBERED 1-8, - 3/D AND ARE USED AS FOLLOWS:/8 1. - HIS MEANS THAT YOU/J WISH TO STOP PLAYING IMMEDIATELY/H WITHOUT COMPLETING THE GAME. - OU/H WILL BE PROMPTED - ? AND/I YOU MAY THEN SAVE THE GAME FOR/J LATER RESUMPTION. (SEE SECTION - F YOU/J CANNOT FIND A PLACE TO PLAY ANY OF/F YOUR TILES TO FORM A WORD, THEN/I YOU CAN SKIP A TURN BY PASSING./I - ORMALLY THIS IS ONLY USED AT THE/G END OF THE GAME, WHEN THERE ARE NO/F TILES LEFT WHICH COULD BE/O EXCHANGED./ - F YOU PRESS THE PASS KEY WHILE A/G COMPUTER PLAYER IS TAKING A TURN,/G YOU WILL - IT TO PLACE THE/J WORD THAT IT IS CURRENTLY THINKING/F OF. - HIS IS USEFUL IF YOU WISH A/H COMPUTER PLAYER TO ' - URRY UP' WITH/F ITS TURN./ - HE PROGRAM RESPONDS TO/G THIS OPTION BY DISPLAYING THE/K PREMIUM SQUARES WITH THEIR VALUES./. - LACK SQUARE IN A SQUARE -/N - HITE SQUARE IN A SQUARE -/N - ROSS IN A SQUARE - - OINT IN A SQUARE - - HE FULL SET OF TILES/F IS DISPLAYED IN THE RIGHT-HAND/J SCREEN AREA SHOWING THE TILE/L VALUES./ - HE FULL/I SET OF TILES IS DISPLAYED, SHOWING/F THE DISTRIBUTION OF TILES./: - HIS OPTION ALLOWS/H YOU TO EXCHANGE 1-7 TILES FROM/J YOUR RACK FOR FRESH TILES. - T ALSO/F COUNTS AS A TURN. - FTER CHOOSING/H THIS OPTION, TYPE IN THE LETTERS/H IN YOUR RACK WHICH YOU WISH TO/J EXCHANGE, FOLLOWED BY - HE/G PROGRAM WILL REMOVE THOSE/O AND PICK NEW TILES FOR YOU./2 7. - HE PROGRAM WILL/K JUGGLE THE LETTERS IN YOUR RACK/I GIVING A NEW ARRANGEMENT. - HIS IS/G HELPFUL AS A WAY OF LOOKING FOR/I PLAYABLE WORDS./ - F YOU ARE STUCK, THE/F PROGRAM CAN GIVE YOU A HINT OF/J 1 PLAYABLE WORD. - HE PROGRAM LOOKS/F AT YOUR RACK AND THE BOARD AND/J DISPLAYS A PLAYABLE WORD AND/L POSSIBLE POSITION ON THE BOARD./1 ( - THE OPTION MENU FOR/M THE PLAYERS TO VIEW./5 ( - THE PLAYERS NAMES/O AND SCORES ( - PTION/N WINDOW)./; 4. - , SIMPLY TYPE THE WORD IN FULL INCLUDING ANY LETTERS WHICH/E MAY APPEAR ON THE BOARD. - FTER YOU/F HAVE TYPED THE WORD, PRESS - HIS WILL ALLOW YOU TO POSITION THE/E WORD ON THE BOARD./ - IS ENTERED BY PRESSING THE - AT THE BOTTOM OF THE/F KEYBOARD AND FOLLOWING WITH THE/I LETTER IT REPRESENTS. - T WILL DISPLAY ON THE BOARD IN INVERSE OR A/L DIFFERENT COLOR FROM THE OTHER TILES./( 5. - APPEARS ON THE BOARD AT THE/D TOP LEFT-HAND CORNER. - SING THE/I CURSOR KEYS, POSITION THE CURSOR/H WHERE THE FIRST LETTER OF YOUR CHOSEN WORD SHOULD GO. - ' FOR/F ACROSS OR ' - ' FOR DOWN AND THE/J PROGRAM WILL DISPLAY YOUR WORD ON THE BOARD. - ' TO CANCEL YOUR/I CHOICE OF WORD./> 6. - FTER DISPLAYING THE WORD, THE SCORE/D IS CALCULATED AND DISPLAYED AND YOU/E MAY TRY A DIFFERENT WORD - YOU MAY DO THIS AS OFTEN AS YOU LIKE (TIME/I PERMITTING)./ - F NO OTHER ATTEMPT IS DESIRED, THE/E PROGRAM WILL CHECK THE WORD PLAYED/F AND ANY OTHER WORDS FORMED AGAINST/F ITS OWN VOCABULARY. - PROGRAM WILL CHALLENGE THE/E VALIDITY OF ANY WORD IT FAILS TO/H RECOGNIZE./ - HEN THE PROGRAM CHALLENGES, IF YOU/E ACCEPT THE CHALLENGE AS VALID (I.E./E THE WORD WAS INDEED WRONG), THEN YOU/D LOSE BOTH YOUR TURN AND THE SCORE/G ACHIEVED FOR THAT TURN. - OWEVER, IF/E YOU REJECT THE CHALLENGE (IT IS QUITE POSSIBLE TO PLAY A VALID WORD THAT/F THE PROGRAM DOES NOT RECOGNIZE - AS/E THE PROGRAM HAS A FINITE VOCABULARY), THEN THE PROGRAM WILL ACCEPT THE WORD PLAYED AND ANY WORD GENERATED./ - HEN THE PROGRAM ASKS - ?/E FOR A PARTICULAR WORD, YOU CAN/J OVERRIDE THE CHALLENGE BY PRESSING/F ' - ' - IT WILL THEN ACCEPT YOUR PLAY./) 9. - FTER YOUR WORD IS PLAYED, THE SCORES ON THE SCREEN ARE UPDATED AND NEW/G TILES ARE GIVEN TO REPLACE THOSE YOU/D HAVE USED./ - S SOON AS THERE ARE NO TILES LEFT TO DRAW, AND ONE PLAYER HAS USED ALL THE TILES IN THE RACK THE GAME ENDS. - PROGRAM ALSO/J RECOGNIZES THE END OF THE GAME BY THE FACT THAT THERE ARE NO NEW TILES LEFT TO DRAW AFTER A TURN, AND EACH PLAYER HAS PASSED ONCE IN A FULL ROUND./ - HEN THE END HAS BEEN REACHED, THE/F PROGRAM ADJUSTS EACH PLAYER'S SCORE/E BY THE LETTERS LEFT IN THE RACKS AND/D ANNOUNCES THE WINNER./8 3. - OU THEN HAVE THE OPPORTUNITY TO PLAY AGAIN WITH THE SAME, OR DIFFERENT/G PLAYERS AND LEVELS./ - HESE DOCUMENTS WERE TYPED IN BY - OOMER FROM THE ORIGINAL LATE IN THE NIGHT/E (2:15 - 5:45 AM) ON THE/Q 14TH OF -

Scrabble Deluxe by Remember

Scrabble Deluxe BROKEN AND ALL THE REST BY - GREETINGS TO: BOOMER, ------------- EMULATORS, NOSTALGIA, CYBERPUNX, MANIK/LAXITY, CUPID/PADUA/HITMEN GOAT/FAIRLIGHT/LAXITY, - "_[$ ["_"_[ _[ _ _[ _[ _[ - TO FREEZE SCROLL... WELCOME TO RELEASE NUMBER 111 - (C) BY LEISURE GENIUS 1984/1985/1986 ORIGINAL SUPPLIED BY - DOCUMENTS TYPED BY - BROKEN AND ALL THE REST BY - GREETINGS TO: BOOMER, ------------- EMULATORS, NOSTALGIA, CYBERPUNX, MANIK/LAXITY, CUPID/PADUA/HITMEN GOAT/FAIRLIGHT/LAXITY, THE COLLECTOR, NOMAD/SUNRISE, DOUBLE ARTISTRY, RACOON/HITMEN ...AND THE FORGOTTEN REST... - KH PLEASE WAIT, DE-CRUNCHING MEMORY !!! - RPP//Z///V///V///Z// -