Most of the time if average beats you hard will beat you by more, but if you can beat average you can beat hard. As of right now, Average and Hard are pretty much the same level. The difficulty set how hard the computer is to play against. Difficulty goes directly with the number of players, but it only matters if a one player game is selected. The user can either play against another person ( 2 players) or against the computer ( 1 player). This screen contains all the options that the user can choose from. It displays whose turn it is, the result of the move (ie, normal move, free turn, etc.) and who is currently winning in that order. The "Turn Result" section of the screen displays the current information on the game. There is a message right underneath the game board letting the player know that they can only select yellow boxes. In the "Settings" screen you can change this. The checkbox lets you know that, in this particular case, the pieces will be moving clockwise and you cannot change that. The first play controls the top siz pots, with his/her store on the right of the scrren, and the second player controls the bottom six with a store on the left. Each button represents a pot, and the number on each button represents the pieces in the pot. To do this, you select one of the yellow buttons that is not empty. This screen is the screen where you actually make your moves. I will describe each of the three screens you will see in the game. The user interface is simple and easy to use, but provides a lot of information and options. Mancala5000 is a game which is playable on the Sahrp Zaurus. So, without any further pre-amble, I present Fiferboy's Mancala5000! Screenshots Back to Top There are, however, many options the user can turn on that make the game far more challenging and fun. The version I used is the standard version, so is a lot simpler. I could not think of anything to write for my program, so I decided to go with something I kenw. There are some fantastic prizes (which I am going to try to win -D ) for any program that is written using their development tools and runs on the Zaurus. Trolltech, the writers of the QT design tools for the Zaurus, started a contest to build developer support for the device. This is all leading up to my program that I have written for the Sharp Zaurus. There was only one particular case where ours made an illegal move, and that is saying a lot because some teams never made it through a single game! In my own defense, our strategy was not the most complicated, but was the most error-free. Teams that made illegal moves were removed from the contest, and there were no remaining teams after the contest was over. When the kernel worked properly, not one team went through the entire tournament without making an illegal move. So much more complex, in fact, that when the tournament came around, the kernel written by fifth year students, had to be rewritten twice during the contest. The version of Mancala we were working on had some serious modifications, and was much more complex than the standard version. This was the only course in University where I actually applied programming knowledge! All the strategies had to be able to communicate with one another, and all the modules within one strategy had to interface together in a certain was, designated by the league (there were three leagues). This wasn't a test in programming (though it turned out to be) so much as a test in group work. In the end, there was to be a big tournament in which all the strategies competed against each other to see which was the best. It was a large project, with many groups working toward the same goal. I first became interested in the game of Mancala when I was given an assignment to create a computer strategy for the game in University.
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