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Free Games

For those Visitors to The Olden Days website who enjoy Word Games, such as crosswords, word-searches etc. I have created computer versions, loosely based on several of these. The computer versions have many features that could not be provided in the hardware versions, and I think you will enjoy these extra twists.

The three games are all contained within a zip file for downloading here, together with some needed source files. Unzipping these into a folder on your computer will enable all three to be played from within that folder, or "shortcuts" to the appropriate .exe file for each can be created on your desktop. The three games are:


This game, based on Word Search, is for two players. It has some "twists" (literally) that make it different from, and hopefully more interesting than the paper-based version.

A square "grid" of random letters is displayed, and these letters are changed slowly, one at a time.
The two players are each allocated a key with which to claim any word they see within the grid. When a player sees a word, they press their key, and the first player to do so has the right to claim a word, by moving a cursor to each letter of the word in turn, then pressing ENTER. If successful they score one point for each letter in the word.

The words must be formed from adjacent letters, in any direction, and any letter may be "doubled" or may be re-used by returning to it again. Re-using a letter in either of these ways doubles the points-value of the word.
For example, if a small part of the grid contained


then the word DOORS could be formed by doubling the O, or the word DONOR by returning to the O after a few twists. Both of these use the letter O twice, so score double their normal 5 points. The longer (and more valuable) word CROONER could also be formed.
As this uses both the O and R twice, there are two doubles, so the word is worth 28 points, four times its normal value.

You may have spotted the possibility of adding S to some of these words which would give an extra point, or more with doubles. Small changes like this can result in larger changes in your word-values.

When a word is claimed, the player has a fixed time to show their word. Excess time incurs a penalty; less time provides a bonus.

Once a word has been entered, it is subject to acceptance from the other player. Acceptance allocates points to their account; rejection gives them to their opponent.


This is also a two-player game. One random letter is presented on the screen, and the players take turns to add one letter at a time, building towards a word. They must not complete a word, but the group of letters must still constitute part of a word after they have added their letter. The word may (and probably will) change many times during a round.

Letters may be added to the beginning or the end of the group, or inserted at any point within it. The word value grows as letters are added.

If a player believes that their opponent has actually completed a word, or that the group of letters does not constitute part of a word after their addition, they may challenge, and if successful they are given points.

An example: the letter presented is X and player 1 adds an I in front of this to form IX, hoping that player 2 will be forced to complete a word by adding an S, F or M in front (forming SIX, FIX or MIX) or to concede the round.

But player 2 realizes that the word MATRIX would end on player 1, so instead adds a leading R, forming RIX.

Player 1 can see no alternative words, so concedes the round to avoid losing even more points.


LinkWord is a game for one player, who plays to achieve a place in the Hi-Scores list. Play may be considered similar to building a crossword puzzle without clues.

A grid of 15x15 empty cells is presented, with a random letter in the centre cell, called the link-cell. The player then creates a word containing a letter that matches that in the link-cell, and places it in the grid at the link-cell position. The programme checks that (a) the letter placed over the grid-cell matches the one already there, (b) the word can fit, either horizontally or vertically, within the grid at that position, and (c) the word does not conflict with any existing words on the grid. If all is well, the word is placed on the grid.

Cells occupied by the word become possible link-cells, and the player continues to add words in the same manner, linking to one (and only one) link-cell with each word. When they find that they can not fit any more words they end the round by pressing <ENTER> and the score, which is determined by the number of letters in each word and the number of words, is displayed.

The computer checks the score against the Hi-Score list, and if it qualifies, includes the player's name and score in this list.

The examples below, showing the lower part of the grid only, may make the placement rules clearer. The A was the original random letter, and the words in order were CAT, ATTACK, TEAM, ACCENTUATE

All the words would be accepted as they obey the rules for adding words.
The word TEAM would not be accepted as the E links with the T above it.
ACCENTUATE would not be accepted as the last letter, E, falls outside the grid.

All scoring and Hi-Score list creation are done by the programme. There is no word-list provided; words are accepted or rejected by the players, using an honor system. Full instructions are included within each of the games.

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