[Blindapple] Pick a Dilly Instructions

Jayson Smith jaybird at bluegrasspals.com
Sat Oct 17 05:13:25 EDT 2015


Here's the original forum post talking about this game, from the AG forum.

Hi folks. Here's the disk image for a little game I used to play called 
Pick-A-Dilly. This game is not on speaking terms with Textalker. 
However, it did
utilize apples minimal sound capability with a lot of two toned tunes, 
and the concept is such that it can be played without speech. After it 
boots up
and does it's little number, you'll hear a high-pitched beep and 
silence. Turn off capslock for this game. Enter the number for a game 
type 1-6 and press
return. Option 1 is standard game, and 6 is music only. Next, enter 
number of players 1-6 and press return. Enter names for each player, and 
the game will
start.

At this point, each player takes a turn at picking two numbers from 1 to 
36. After each number, you'll either hear a little tune, or an error 
sound if
that number is out of play. You pick a second number, and if you hear 
the same tune you heard before, you've scored a point. There are two 
guesses per
turn unless the error tones are sounded in which case you can keep 
guessing until a tune is played. Obviously, you'll have to keep score 
and track of who's
turn it is, but at the end of the game, you'll hear a little fanfare. Enjoy!

Now here is my rewriting of these instructions, assuming a blind player 
in single-player mode.

1. Boot the disk. Wait for it to play its little song, do those blips, 
and make the really high beep.

2. Hit 6 and then return.

3. Hit 1, then return.

4. Enter your name, then hit return. Since the name is only displayed on 
the screen, you don't actually have to enter your name, but you do need 
to type something!

5. The game is now started. Enter a number from 1 to 36 and hit Return. 
Listen to the tune it plays, then enter a different number between 1 and 
36 and hit Return. If it plays the same tune, you get a point, and those 
numbers are out of play. You get two tries to guess each tune you 
specify with your first number. If you pick a number that's out of play, 
out of range, or otherwise invalid, you'll hear an error sound and that 
doesn't count as a guess. The game is over, and you hear a little 
fanfare tune, when all tunes have been matched.

Here's an explanation of the point of the game.

There are eighteen tunes, and each tune is represented twice, thus the 
reason for numbers 1 through 36. The tunes are totally randomized so the 
matching tune could be anywhere. Imagine a situation where someone is 
setting up a game. This person sets up a board with holes numbered 1 
through 36. He or she then makes two complete sets of slips of paper 
with numbers from 1 through 18 on them, then puts both sets of slips of 
paper into a container, then shakes it up so all the slips are shuffled. 
He or she then removes one slip of paper and, whatever it is, puts it in 
the number 1 hole on the board. The next slip goes into the number 2 
hole, and so on, until the board is completely filled.

Hope that helps!

Jayson



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