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- Introduction
- ============
-
- This is another implementation of the well known game. Don't expect anything
- fancy, with awsome graphics and impressive sounds; my main concern was to
- write portable code that could be compiled on any machine, with minimal changes.
- Initially I wrote the game on the Unix BSD 4.3 operating system...I just
- recompiled it with Mark Williams C on my ST.
-
-
-
- The Gameplay
- ============
-
- For those who have never played master-mind let me say a few words.
-
- Master-Mind requires a lot of thinking, logical deductions and luck.
- The player is called to guess (in 10 turns max) a 5-symbol pattern generated
- by the computer.
-
- After each guess the computer gives some hints, in the form of two symbols:
-
- * means that the guess contains a correct symbol which is placed at
- the correct position.
-
- # means that the guess contains a correct symbol but it is misplaced
-
-
- Examples:
- --------
-
- 1. Hidden Pattern: ebhhg
- Guess : agaah
- Hints : ##
-
- (the guessing pattern contains 2 misplaced symbols: h and g.
- so the computer displays 2 sharp signs (##), one for each
- misplaced symbol)
-
-
- 2. Hidden Pattern: ebhhg
- Guess : gdhde
- Hints : *##
-
- (the guessing pattern contains three correct symbols: g, h and e.
- the symbol e is placed correctly, so the computer displays a star
- refering to that symbol. The symbols g and h are misplaced so
- the computer displays two sharp signs, one for each misplaced symbol
- So the hint pattern for that particular guess is *##)
-
-
- 3. Hidden Pattern: ebhhg
- Guess : ggggg
- Hints : *
-
- (*** EXCEPTION ? ***
- -------------------
- Here we have an "exception" to the rules. "Normaly" the above
- guessing pattern should lead to the following hint pattern: *####
- meaning that the guess contains 5 correct symbols, with only one
- of them placed correctly (the last g) and the rest being misplaced.
-
- Well the above way of thinking is WRONG, and the reason is very
- simple:
- the hint pattern *#### gives the impression that the player has
- found all the symbols of the hidden pattern, and he only needs
- to rearrange them in order to construct the hidden pattern.
- Obviously this is not the case. He has only found ONE symbol of
- the hidden pattern, which is placed correctly in the pattern.
-
- That's why the program displays only ONE star (*), refering to the
- last g in the hidden pattern.)
-
-
-
- ** IMPORTANT POINTS **
- ----------------------
- - Keep in mind that the order of the symbols in the hint-pattern has nothing
- to do with the order of the symbols in the guessing pattern. (i.e. if there
- is a star in the second place in the hint-pattern, it does not necessarily
- mean that the 2nd symbol in the guessing pattern is the same with the 2nd
- symbol in the hidden pattern)
-
- - When displaying hints, the program displays the stars (*) first, and
- then the sharp signs (#).
-
- - If the hint-pattern is empty, then the hidden and the guessing pattern
- have NO symbols in common
-
-
-
- The Implementation
- ==================
-
- When launched, the program displays the table of high scorers, and asks for
- the name of the player. Just type in your name and hit <Return> (or <Enter>).
-
- Now you should be in the main screen of the game. At the top left of the
- screen there is the name of the last player along with his score. Just below
- that there is the name of the current player. The meaning of the hint symbols
- appears at the top right portion of the screen.
-
- The rest of the screen is arranged in tabular form with the following headers
- for each column (from left to right):
-
- - SCORE : your current score. The formula for calculating the score is:
- score = score - 100 * (number of turn) + 5 * (number of stars)
- + 3 * (number of sharps)
- Of course high score indicates high performance.
-
- - PATTERN : the guessing pattern you just entered. If instead of
- a valid pattern you see: xxxxx, then you have made a
- mistake. To see what that mistake was, just type r in
- the input column. (see below)
-
- - HINTS : the hint-pattern generated by the computer
-
- - This column is used for INPUTing the guessing pattern.
- o You can type your guess in either upper or lower case.
- o If the column under the header PATTERN contains 5 x's (xxxxx)
- you can type here the character 'r' (no quotes) in order to
- figure out what went wrong.
- o When things get confusing you can quit prematurely by typing
- 'quit' or just 'q' (no quotes)
-
-
- When either the hidden pattern has been found or 10 turns have been completed
- the program asks the player if it is supposed to run again. The valid reponses
- are:
-
- - y (yes) : the program asks for a new name and starts over again
- - n (no) : exit to the desktop
- - a (again): start again using the name of the current player
-
-
-
- Epilogue & Disclaimer
- =====================
-
- Super Master Mind is in the Public Domain, which means that you can do
- whatever you want with it, except from using it for making profit. It also means
- that I don't take any reasponsibility for any damages the usage of the program
- may cause to your system. _Use_it_at_your_own_risk_.
-
- Since I include the source code, I will not bother to fix bugs (I haven't
- found any so far). Of course you can always try to convince me to fix a bug
- for you.
-
- Although I don't demand it, I would appreciate it if you mention my name when
- you distribute an enhanced version of the game (which will be based on my code)
- Lastly, I would like to ask from anyone who may enhance the game to send me a
- copy so we can all play the same game.
-
-
- Well, this is it folks, have fun.
-
-
-
-
-
-
- -------------------------------------------------------------------------------
- NEW REALEASE
- -------------------------------------------------------------------------------
-
- Available now....
-
- A T Z E N T A ver 2 . 0 0, the complete Phone/Address + Calendar program
- for the ST computer series. ATZENTA is an outstanding application that helps
- you organize and keep track of the records of all your friends,customers,etc.
- Its powerful features include:
- - up to 4 different files on screen
- - records are displayed inside GEM windows
- - easy access to any record with just a keypress
- - 10 different sorting options
- - auto dial the telephone number of any record (local & long distance)
- - copy/move records from one file to another
- - merge 2 files to 1
- - output filtered lists of records to the screen, printer or ASCII files
-
- ...plus a lot more
-
- It comes with a complete C A L E N D A R inspired from the unix program 'cal'
- Featuring:
- - american and european date format
- - memos for any day in the present month
- - calculate the difference between any two dates
- - search operation for any string in all memos
- - print calendars for any year or month
-
- ...plus a lot more
-
-
- A demo version of the program has been posted to Usenet; you should also be
- able to find it at any BBS in the Boston area. ATZENTA ver 2.00 is Shareware
- with suggested registration fee $15 (US).
-
- For more information, or a free (usable) demo of the program
-
- call : (617) 787-1648
-
- e-mail : CSCRZCC@BUACCA.bu.edu
-
- or post: Harry Karayiannis
- 15 N. Beacon, #316
- Allston, MA 02134
- U.S.A.
-
- (please include a self addressed envelope)
-
-
- If you decide to purchase the program and want to speed things up, you can
- deposit $15 (US) directly into my bank account:
-
- Haralabos Karayiannis
- National Bank of Boston
- Kenmore Sq. Branch
- Checking account number: 912-35792
-
- (please write your name and address in the comments-field)
- -------------------------------------------------------------------------------
-