==============================================================================
GAME INFO:
------------------------------------------------------------------------------
Name:              Swap
Published:         1984 Grisewood & Dempsey Ltd.
Developer:         (Unknown)
Coding:            Pat Grady, Paul Greet, Doug Gregory, Gordon Lee, Paul McGee & Malcom Neave
Graphics:          (Unknown)
Music:             (None)
Language:          English
Genre:             [uncategorized]
Players:           1P Only
Control:           Keyboard
Comment:           from the book "The Rainbow Book of BASIC Programs"
SID:  
==============================================================================
VERSION INFO:
------------------------------------------------------------------------------
Cracked/Crunched:  Rio Baan
Game Length:       5 Blocks
Trainers:          0
High Score Saver:  No
Loading Screen:    No
Included Docs:     No
True Drive Emul.:  No
Pal/NTSC:          PAL+NTSC
Comment:           
==============================================================================
NOTES:
------------------------------------------------------------------------------
INTRODUCTION

In this program the computer presents you with a list of six numbers that are in jumbled order. You must rearrange them into numerical order from left to right so that they read:

10 20 30 40 50 60

With each move you must tell the computer how many numbers to reverse, counting from left to right. For example, you may find that the jumbled order is as follows:

30 20 10 40 50 60

The computer asks how many need to be reversed. If your answer is three then the first three numbers will be swapped around and the new sequence will look like this:

10 20 30 40 50 60

The numbers are now in order.

Obviously you cannot reverse only one number since that will not change its position. The most you can reverse is six -- the entire line.

The object of the game is to unscramble the jumbled numbers in as few moves as possible.

The best strategy to use is to bring the largest numbers to the front of the row, and then to swap them into their correct positions.

HINT

The formula 2N-3 (where there are N numbers in the row) predicts the total number of moves you would need to win the game if you yourself were a computer. Of course you should be able to do much better than a mere machine!

==============================================================================

