Trivia 2000 is an attempt by TAK Theory to simulate the board game of Trivial Pursuit on the IBM Personal Computer and compatables.
The idea of Trivial Pursuit on a personnal computer was a natural one. Since the game of Trivial Pursuit seems to be associated with "Yuppies", and "Yuppies" seem to be associated with personnal computers, TRIVIA 2000 was born.
By the way, TAK Theory fully recognizes the inventors, designers, the authors and the marketers as being the creators of Trivial Pursuit. TAK Theory in no way means to take any credit away from these fine folks. TAK Theory only wishes credit for the trans- lation and eventual merging of this fine product with the computer.
This personal computer simulation variation has all the aspects of the original board game, plus enhancements over and above its predecessor. Placing the game on a personal computer combines high tech with game excitement to put players right into the computer age.
Added features are things like the ability to "freeze" games, [in case you do not finish one you wish to restart at a later date], play with less that 2 players [one player can play the game alone], have the ability to make almost any change in the middle of the game, and other niceties.
The ability to "freeze" games as mentioned above allows a certain mobility. That is, a game may be transfered from one computer to another, via a floppy disc. A floppy disc is much easier to carry around than the board game! And a game may be stopped and restarted after lunch, or after a nights sleep, or after the weekend camping trip, or after the next full moon, or after...
The ability to play the game with from one to six players adds a twist not found in the board game. When one might not be able to find a partner to stay up late one night and play, that person may play him/herself, as in a game of solitare.
Having the computer keep score and interagate a players answer to a question relieves the players of the task. Of course, the players can determin things like how many spelling errors to allow within an answer and how many retries [if any] to allow all the players. And these things can be changed at any time during an on-going game or stored in a frozen game.
Having the computer maintain the score eliminates the needed for tangable pies [they could get lost, then what would you use]? The score and other game statistics can be accesses [displayed] when needed and/or saved/retrieved in/from a frozen game. The other game statistics are information like how many turns, how many answer retries and how many overrides for each player. Also things like how many pies needed to win, how many spelling errors allow within answers required to get the question correct, computer responce time delay and even back- ground color are stored along with begin changable and freez- able. The computer will notify the players when there is a winner, and offer to stop, freeze or continue the game for the remaining players.
The players can choose how many retries to allow all players in case their answer is wrong. This can be changed at any time.
The players can choose to override the computers decision of a wrong answer. In fact, an answer may be correct, yet found to be wrong by the computer just by nature of how it is keyed in.
If the players want to finish the game, but do not have the time needed, they may change the number of pies needed to win. This number may be from 1 to 6 pies, but never less than the number of pies of the leading player.