Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!ames!ncar!ico!ism780c!dougl From: dougl@ism780c.isc.com (Doug Leavitt) Newsgroups: comp.windows.x Subject: Re: Dragon Message-ID: <27046@ism780c.isc.com> Date: 4 May 89 22:27:10 GMT References: <8905031837.AA07741@hemuli.atk.vtt.fi> Reply-To: dougl@ism780c.UUCP (Doug Leavitt) Organization: Interactive Systems Corp., Santa Monica CA Lines: 26 In article <8905031837.AA07741@hemuli.atk.vtt.fi> tml@hemuli (Tor Lillqvist) writes: .... >An then, the game seems too simple... I mean, more or less randomly >selecting tiles to remove with no strategy I ``win'' every time. > >Any clues? I too brought up the game today and noticed the same problems. Having had some experience in playing Mah-Jongg at home (on my amiga), I think I can shed some light on what's going on. The code that checks for legal tile removal seems to be broken. The main problem as I see it is that the program currently allows the second chosen tile to always be moved even when it is located in an illegal position. I currently do not know how often the code will fail, but I was able to remove a Crak and a bamboo at the same time. Something that is definitely illegal in the game. I was also able to pull pieces out from the center of the playing field. If I can solve the problems before the author can make the appropriate bug fixes, I'll pass them along. If we can get the nit's cleaned up, I'm sure the game could be at least as addicting as xconq... Doug Leavitt Interactive Systems Corp. dougl@ism780c.isc.com