ROLL FIVE (YAHTZEE) Copyright 1983 by PEWTERWARE (Tom Krohn) One of the first programs donated to the official US TI99/4 user group, also released commercially. Object of the Game: To score the most points by rolling the best dice combinations. Number of Players: Any number from 1 to 4. In the normal manner call up the program. Play: Each player must try to obtain the thirteen combinations called for by rolling the five dice. At the beginning of each player's turn, the player must decide which combination to try for and then select which dice to save by entering the numbers of those dice. The numbers of the saved dice will be displayed in the upper left portion of the screen. Pressing the space bar will roll the dice that have not been saved. You may then save additional dice by entering their numbers, or you may change the dice that you are saving by entering "0" (zero) and then entering the numbers of the new dice to be saved. Pressing the space bar again rolls the unsaved dice for the final time. The player's turn is completed by positioning the pointer on the left margin of the screen to the combination to be scored. This is done by pressing "E" to move the pointer up or "X" to move the pointer down. (On the TI99/4a the far left column was invisible on UK tv screens, therefore I moved the arrow inwards somewhat- press E or X to see it appear!) When the pointer is at the desired combination, the player presses "ENTER" to compute the score. EXAMPLE: First roll shows: 6,5,5,1,2 You decide to save 5's so you enter 2 and 3 on the keyboard (these numbers will then be displayed) and then press the space bar. The first, fourth, and fifth dice will change, but the 5's will remain on the screen. The second roll shows: 1,5,5,4,5 You now enter 5 to save the fifth die and press the space bar. (Notice that you do not need to enter 2 and 3 again.) The final roll shows: 5,5,5,6,5 You have a choice of where to score this combination. You could position the pointer next to FIVES, 3 OF A KIND, 4 OF A KIND, or CHANCE. Position the pointer using the "E" or "X" key and then press "ENTER" to compute your score. (NOTE: You can position ihe pointer and take your score after the first, second, or third roll.) Scoring: The ONES through SIXES are scored by counting the totals of the die required. For example, the final roll described above would score 20 (4 x 5) in the FIVES row, 6 (1 x 6) in the SIXES row, or 0 (0 x 4) in the FOURS row. The combinations of 3 OF A KIND, 4 OF A KIND, and CHANCE score the total of all five dice. Three of a kind must have at least three dice the same and four of a kind must have at least four dice the same. CHANCE scores all the dice no matter what they are. The roll above would score 26 for 3 OF A KIND, 4 OF A KIND, or CHANCE. FULL HOUSE scores 25 if the combination has three of a kind and one pair. For example: 6,5,5,6,5 SMALL STRAIGHT scores 30 if the combination has 1,2,3,4 or 2,3,4,5 or 3,4,5,6 in any order. For example: 1,4,2,4,3 LARGE STRAIGHT scores 40 if the combinalion has 1,2,3,4,5 or 2,3,4,5,6 in any order. For example: 6,2,3,5,4 YAHTZEE scores 50 for five dice the same. For example: 1,1,1,1,1 or 4,4,4,4,4 NOTE: You may score each combination only once! BONUS: If the ONES through SIXES (Top Score) add up to at least 63, you will score a bonus of 35 points. A score of 63 represents 3 of each combination (3 x 1) + (3 x 2) + (3 x 3) + (3 x 4) + (3 x 5) + (3 x 6) = 63. Of course, you may score as many as 5 for any one ot these and obtain more than 63 on the Top Score! End of Game: The game ends at the completion of the last player's thirteenth turn. (In 1983 Pewterware were located at Gulf Breeze, Florida)