COMP III

Requires 16K

by David Boh1ke


COMP III is a 'break the code' game similar to Mastermind. In this version, the code to decipher must be a three digit number. The number cannot contain a zero; and repeating decimals are not allowed. COMP III is actually two games. In one portion of the program, the player attempts to guess the computer's number, and play can be reversed with the computer attempting to crack the player's code.

TO begin play, plug a joystick into Slot # 1. Then use the SELECT key to choose the game you wish to play. That is, whether the human or computer will guess the other's number. Next, press the START key to initiate your selection.

There are three responses used as clues to aid you in finding the number - Zip, Par, and Ace. A Zip clue indicates that all three of the digits you have guessed are incorrect. The clue Par means that one digit is correct, but in the wrong location. An Ace indicator means that a digit is both correct and in the proper location. The clues Ace and Par may be used together in several combinations as responses to a given guess.

As an example, suppose the hidden number is 123. Following are several sample guesses with the proper clue responses:

869 Zip (all digits incorrect)
437 Par (one digit correct, but in the wrong location)
215 Par, Par (two digits correct, but each in the wrong location)
826 Ace (one digit correct and in proper location)
143 Ace, Ace (two digits correct and both in the proper location)
327 Ace, Par (one digit correct and in proper location, one digit correct and in wrong position)
231 Par, Par, Par (all three digits correct, and each in the wrong position)
321 Ace, Par, Par (one digit correct and in the proper position, and two digits correct but in the wrong position)

When you are guessing the computer's number, these clues will be displayed to the right of your guess. If the computer is guessing your number, then this entire list of possible responses will be printed on the screen. You will need to use the joystick to move the cursor along side of the proper response to the computer's guess, then press the Fire button. If the number is not guessed in nine attempts (for either code breaker), a new game will be initiated. The Atari can usually guess your number in four to six tries - and with a little practice you should be able to become just as efficient.

COMP III Listing Description

10-32 initialization
20 A $ (1000) holds possible picks for the computer's guess, B$(5) is used in prints
27 set screen display
30 get game selection
32 branch to player's guess
45-260 computer to guess player's number
45 initialize array - NG is the number of the guess
50-90 pick a random guess from the array
130 A,B,C are the digits of the guess
134-154 print prompts
200-222 get player's response, CP is the position of the cursor
250-254 print old guess
260 get next guess, loop through sequence
400-625 player to guess computer's number
400-420 computer selects number to be guessed - GN is the guess number
422-425 player didn't get the number in nine attempts
430-455 input player's guess
500-560 print response for player's guess
600-625 STICK controls for player's guess
700-810 computer's guess logic
700 check each remaining number - X,Y,Z are the possible guess digits
720 possible guess if Zip response
730 possible guess if Ace response
740 possible guess is Par response
750 possible guess if Par, Par response
760 possible guess if Ace, Ace response
770 possible guess if Ace, Par response
780 possible guess if Ace, Par, Par response
790 possible guess if Par, Par, Par response
850-870 initial array A$(N,N) =1101, if number is eliminated by logic in line #720-790, else A$(N,N) = 1
900-932 select game
950-974 screen display


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Original text copyright 1984 by ANALOG Computing. Reprinted with permission by the Digital ANALOG Archive.