                               FLIPPIT



*FLIPPIT* is a game of logic and patience in which you juggle nine *FLIPPIT* pieces to form a magic square - so that every row, column and diagonal adds up to the same number.



Starting off

After the Lez Peranto symbol, you will see the *FLIPPIT* grid with the nine squares marked A - I.

The words SHUFFLING - PRESS ANY KEY TO START will be flashing. So press a key, and the display will then ask DISPLAY DOTS OR FIGURES? D OR F Select D or F, and the display will fill in appropiately. 



What does it all mean?

MOVES    tell yopu how many moves you have made as you work towrds your          solution 

TARGET   reminds you how many moves you have to try to beat if you are           playing competitively



You may

ALTER    a piece - select A to I for further instructions

NEW RUN  press L to start a new game with a shuffle

RERUN    press W to reset the pieces as they were at the start of the            game for competitive playing.



The object of the game is to make the number of the dots or figures in each row and column, and the two longest diagonals, total NINE.



Down the right hand edge and along the bottom of puzzle are numbers, some in inverse red, and some normal. These represent the difference between the actual total of all the dots along a particular row, column or diagonal, and the required total - NINE. If the total is nine, no number appears.



How to play



You solve the puzzle by swopping, turning ofr flipping the *FLIPPIT* pieces. Each piece is 'transparent', with the dots 'visible' from either front or back. No matter how you turn or flip a *FLIPPIT* piece it will never show the same pattern as one of another colour (try it!)



Every square has a reference letter from A to I in the middle of it so that you can tell the computer which piece you want to move. Suppose you want to work on A, the piece at the top left corner. Press A.



What does this mean?

         the piece you want to work on will be flashing in reverse.

SWOP     Press the letter of another square to interchange those two             pieces.



TURN     M turns the selected piece clockwise through a right angle

         K turns it anticlockwise through a right angle

         P turns it thriugh two right angles.



FLIP     enables you to see the 'other side' of a piece

         R flips it about its NW-SE diagonal axis

         S flips it about its vertical (N-S) axis

         T flips it about its horizonal (E-W) axis

         U flips it about its NE-SW axis



NEW RUN  (Press L) start a new game with a shuffle



RERUN    (Press W) restarts the same game for competitive playing. When          the pieces have moved, the score is recalculated; when the          computer beeps, it is ready for you next choice. Any piece of          the a particular colour can be flipped or turned to match a          piece of the same colour. so there is no point in swopping two          pieces of the same colour. If you tell a piece to swop with its          own position, nothing will be changed - but it will cost you a          move!



When you have found a correct solution, all the pieces will turn red, a musical trill will sound, and the computer will congratulate you.



If you are playing competitively, and better your opponet's score, you will be rewared witha border that changes colour as well as the music and the congratualtions.



                                 Good Luck!





First Published in 1983

Sinclair Research Ltd

25 Wills Road Cambridge CB1 2AQ England



© Copyright Lez Pernato Ltd., 1983