(5/5)

# For this assignment, you will design a game called ThePlaceMatch. In this game, here is one player who is playing against the computer

INSTRUCTIONS TO CANDIDATES

For this assignment, you will design a game called ThePlaceMatch. In this game, here is one player who is playing against the computer. The game presents the player with a grid with numbers shown in a 3 x 3 chart as in Figure 1 below.

 1 2 3 4 5 6 7 8 9

Figure 1

Please note that the chart shown is labeled with numbers for visual clarity, for the purpose of explanation, and to guide play. The game must show the numbers to the users in the given positions.

Step1: At the start of the game, the game will print a message to explain ThePlaceMatch to the player, welcome them, and ask them for the three first letters of a country. The game will then use a random number generator to generate six numbers between 1 and 9. The player will NOT be shown the six numbers. The game will use the six numbers to place the letters from the country name twice in the chart at the given positions.

So, for example, if the country that the country thinks of is Mauritius the first three letters entered will be MAU. Then, the game’s random number generator might generate the numbers: 9 5 6 7 8 1. The letters entered would then be assigned by the game (but hidden from the user) as shown in Figure 2.

 1 U 2 3 4 5 A 6 U
 7 M 8 A 9 M

Figure 2

The game will still show the user the chart as in Figure 1. Please note that in Figure 2, positions 9, 5 and 6 are the first, second and third initials respectively and positions 7, 8 and 1 are the repeats of each respectively.)

Step 2: The game will then ask the player to guess positions for matching country letters by choosing two numbers between 1 and 9.

Step 3: The game will show the user the letters in the given position. If the position is empty it will show a question mark (?) in the position. So for example if the player chooses 1 and 2 as the positions. The game will show the chart as follows:

 1 U 2 ? 3 4 5 6 7 8 9

Figure 3

Step 4: The game will pause and so that the user can view the results for a few seconds. Then the game will show the chart as shown in Figure 1 again and ask the player to guess again, by giving two positions.

Step 5: When the user finds that there are letters on the chart that are the same, for example chooses the coordinates for the two occurrences of the first letter as in Figure 4. The game will continue to show the two same initials as the user views the chart and continues to guess the other initials.

The play, requesting positions and displaying results, Steps 2 through 5, will repeat until the player wins.

 1 2 3 4 5 6 7 M 8 9 M

Figure 4

The player wins when all of the three letters from the country have been matched. At each point when the player finds two of the same letter, that letter will be maintained on the screen until the game is completed. The game must let the player know that they have won with a suitable message.

You are required to develop a COMPLETE pseudocode algorithm solution for  ThePlaceMatch. You can use simple variables for this and are not required to use any variable types beyond simple variable types like int, char, float etc. Arrays are NOT necessary.

1. A commented pseudocode algorithm
2. A flowchart for the algorithm
3. One test plan comprised of a desk trace with a set of data showing the walkthrough of how variables change as the algorithm Specifically, the desk trace must show the inputted data, the values in the variables, and then outputs to the screen. Use MSExcel to show this.
4. An innovation beyond these specifications. State its necessity and novelty in the comments.
(5/5)

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