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Magic Numbers & Mind Reader & Nim

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Magic Numbers & Mind Reader & Nim Magic Numbers & Mind Reader & Nim игра
 
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  • Система: Fairchild Channel F
  • Жанр: Edutainment, Multigame
  • Игроков: 1
  • Рейтинг:  50%
  • Издатель: Fairchild
  • Год выпуска: 1977

Описание:

Не по мне такие игры, думать трудно :)

1. Mind Reader. Учимся читать мысли компьютера. Он загадывает число, а мы его отгадываем.
На приглашение "М?" жмём кнопки от 1 до 4 и получаем 2-5 разрядное число соответственно.
Количество попыток изменить нельзя, их всего 20.

Лево-Право - двигают курсор под цифрами, поворот влево-вправо меняет нужную цифру.
Вниз - закончить выбор. Тут компьютер говорит насколько вы близки к правильному результату.

"H" - вы 100% угадали цифру, и она на своём месте
"T" - такая цифра есть загаданном числе, но она не на своём месте.
"_" - сами понимаете


2. Nim
Детская игра, все её помнят. На столе лежат 15 спичек. По очереди убирается одна или несколько штук. Кто последний. тот и победил. Тут всё то же самое, но чуть-чуть посложнее.

Мануал не перевожу, сами разбирайтесь.

Setting Up The Game. Press RESET then button 2. An S? will appear asking
you if you are ready to start. Press START for a 3-pile, no time limit game.

OPTIONS: Number of Piles. You have a choice of 3, 6, or 9 piles to play
with. The more piles, the harder the game.

Press RESET, then button 2 to get Nim on the screen. When the S? appears,
press button 2 (MODE), then button:

1 or 2 for 3 piles.
3 for 6 piles.
4 for 9 piles.

PLAYING THE GAME. Let’s assume a 3-pile, no time limit game is on the
screen. (Press RESET, then buttons 2 and 4).

How the Hand Controllers Work. There are three squares on the screen. These
are piles. Each square contains a number. This is the number of objects in
that pile.

The pile with the small square under it is the pile that you are working
with (this square is red on color TVs and light grey on black & white TVs).
This is the pile you have chosen to take objects out of.

Pushing Left or Right -- moves the small indicator dot (called a ’cursor’)
right or left from square to square. This lets you choose which pile you
want to take objects out of.

Pushing Forward or Back (for 6 or 9 pile games only) -- this moves the
cursor up or down from square to square. In a 6 or 9 pile game, you can
move from square to square by going right, left, up or down.

Twisting Left -- decreases the number of objects in the pile. Decreasing a
square from 12 to 7 means that you have taken 5 objects out of that pile.

Twisting Right -- increases the number of objects in the pile. This is in
the case you have taken too many. You cannot increase the number in a
square past what was previously there.

Pushing Down -- tells the computer that you are satisfied with the number of
objects you have taken. You cannot skip a turn.

At the end of a game, PUSHING DOWN clears the screen and sets up a new game
with the same variables.

After you have taken a number of objects out of a pile, it is the computer’s
turn. It will move the cursor to the square of its choice and remove some
of the objects. After that, it is back to you!

SCORING. Scoring depends on the number of piles in the game and whether or
not there is a time limit.

The number in the lower left corner of the screen is the computer’s score.
The number in the lower right corner is your score.

No Time Limit
3 pile games score 2 points.
6 pile games score 5 points.
9 pile games score 8 points.

Time Limit

2-minute games
3 piles scores 10 points.
6 piles scores 17 points.
9 piles scores 25 points.

5-minute games
3 piles scores 8 points.
6 piles scores 14 points.
9 piles scores 20 points.

10 or 20-minute games
3 piles scores 4 points.
6 piles scores 7 points.
9 piles scores 10 points.

In summary, the less time and more piles, the higher the score. The first
player to reach 100 (you or the computer) wins the game. When either
player reaches 100, the screen will clear and a G? will appear asking if
you want to play another game.

STRATEGY. There is no "winning strategy" in Nim. People have been thinking
up ways to beat this game for centuries and will probably continue to do so
for centuries to come. The best "winning strategy" is to find one that works
for you!

One method you can use to beat this 21st century version of an old game is to
think the way the computer does -- in BINARY.

Binary numbers use only two digits to make up the number -- 0 and 1. The
binary numbers from 0 to 15 (the limits to this game of Nim) are all 4 digits
long -- 0000 to 1111.

It helps if you think of the digits of a binary number as placeholders, that
is, they stand for something else. The placeholders in the binary digits
0000 to 1111 stand for 8, 4, 2, and 1. Lets see some examples

PLACEHOLDERS
8 4 2 1

Binary number: 1 0 1 0 stands for: 8+0+2+0 = 10!

Let’s try it again.

PLACEHOLDERS
8 4 2 1

0 1 1 0 stands for 0+4+2+0 = 6,
1 1 0 0 stands for 8+4+0+0 = 12,
0 0 1 0 stands for 0+0+2+0 = 2,
1 1 1 1 stands for 8+4+2+1 = 15!

Got it? Each ’1’ means the placeholder counts, each ’0’ means that it does
not. Just add ’em up!

Now, let’s apply the Binary Strategy to a game of Nim. Let’s assume that a
3-pile, no time limit game is on the screen. The three piles that come up
are:

---- ---- ----
|13| |14| | 1|
---- ---- ----
*

Translated to binary, that is

8 4 2 1

1 1 0 1 = 8+4+0+1 = 13
1 1 1 0 = 8+4+2+0 = 14
0 0 0 1 = 0+0+1 = 1

The trick to this strategy is to make sure you move to a ’safe’ position. To
do this, add up the COLUMNS -- the ’8’ column, the ’4’ column, the ’2’
column, and the ’1’ column. If the total of the column is 0 or an even
number, you are in a ’safe’ position. If it is an odd number, you are not
in a ’safe’ position, and need to change the binary number so you will be in
a ’safe’ position.

Let’s add up our columns to see if we are in a ’safe’ position.

8 4 2 1

1 1 0 1 = 13
1 1 1 0 = 14
0 0 0 1 = 1
-------
column totals: 2 2 1 2

We would seem to be ’safe’ everywhere except in the ’2’ column. What can we
do to make that column ’safe’? It seems teh best way would be to get rid of
the ’1’ in the ’2’ column, bringing the column total to zero -- a ’safe’
position. Removing the ’1’ means we are taking 2 away from the second
number -- 14, in other words, reducing 14 to 12.

This is our move:

---- ---- ----
|13| |12| | 1|
---- ---- ----
*

8 4 2 1

1 1 0 1 = 8+4+0+1 = 13
1 1 0 0 = 8+4+0+0 = 12
0 0 0 1 = 0+0+1 = 1
-------
column totals: 2 2 0 2 - a ’safe’ position.

The computer will try to make our position unsafe again. Its move:

---- ---- ----
|11| |12| | 1|
---- ---- ----
*

8 4 2 1

1 0 1 1 = 11
1 1 0 0 = 12
0 0 0 1 = 1
-------
column totals: 2 1 1 2 - an unsafe position!

We are unsafe in the ’4’ and ’2’ column. It doesn’t look as if taking 4 or 2
away from a number will do any good. It would make one column safe, but not
both. Since we can only work with one pile at a time, the only way to make
both columns safe is to subtract 4 from the middle number and add 2 -- in
other words, remove a ’1’ from the ’4’ column and add a ’1’ to the ’2’ column.
This is the binary equivalent of subtraction. We have reduced the 12 to 10.

This is our move:

---- ---- ----
|11| |10| | 1|
---- ---- ----
*

8 4 2 1

1 0 1 1 = 11
1 0 1 0 = 10
0 0 0 1 = 1
-------
column totals: 2 0 2 2 - a ’safe’ position.

The computer’s out to make it unsafe for us. Its move:

---- ---- ----
| 0| |10| | 1|
---- ---- ----
*

8 4 2 1

0 0 0 0 = 0
1 0 1 0 = 10
0 0 0 1 = 1
-------
column totals: 1 0 1 1 - an unsafe position.

The computer has us unsafe in every column! The only way to get back to a
safe position is to change the middle number so there is a ’1’ in the ’1’
column and get rid of the others. Our move:

---- ---- ----
| 0| | 1| | 1|
---- ---- ----
*

8 4 2 1

0 0 0 0 = 0
0 0 0 1 = 1
0 0 0 1 = 1
-------
column totals: 0 0 0 2 - a ’safe’ position.

We have maneuvered the computer into taking the next to the last object -- we
have won! The only thing it can do is take one of the ’1’s. Its move:

---- ---- ----
| 0| | 1| | 0|
---- ---- ----
*

8 4 2 1

0 0 0 0 = 0
0 0 0 1 = 1
0 0 0 0 = 0
-------
column totals: 0 0 0 1

To make it safe, and win, remove the ’1’. Our move:

---- ---- ----
| 0| | 0| | 0|
---- ---- ----
*

We have won the game.

Другие названия игры - Master Mind (Magiska Tal) (Luxor), Magic Numbers - Mind Reader + Nim
Кроссплатформенная игра! - Magic Numbers & Mind Reader & Nim

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