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-
- M A S T E R M I N D
-
- A game from Invicta Plastics Inc. (C) 1972
- Computer version by Kristian Halle 1989
- Version 3.1 3 January 1992
-
- If you have made a copy of this program,
- kindly send a postcard stating version number,
- where the copy is geographically located
- and where you copied it from, to
-
- Kristian Halle
- Stud.post 65
- N-7034 Trondheim-NTH
- NORWAY
-
-
-
-
- For those with access to e-mail:
- krist@solan.unit.no
-
-
- Chapter 1 - How to get started
- ------------------------------
-
- MasterMind comprises 5 files in all:
-
- mmind.exe
- mmind.pix
- readme.exe
- mmind.nor
- mmind.usa
-
- mmind.exe is the MasterMind program proper, while mmind.pix contains
- various images and other data used by mmind.exe.
-
- readme.exe is a help program for MasterMind, and mmind.nor and mmind.usa
- are text files used by readme.exe in Norwegian and American, respectively.
-
- To play MasterMind, both mmind.exe and mmind.pix must be present in your
- current directory. To run readme.exe the relevant text file must also be
- in the current directory.
-
-
-
- NOTE: MasterMind should not be played on write-protected diskettes, as the
- program at termination updates various data in mmind.pix.
-
- When you start MasterMind an opening page will be drawn, and after a while
- a Norwegian and an American flag will apppear. By using the arrow keys you
- can choose whether to use Norwegian or American texts during the game. After
- you have chosen language, the opening screen will gradually be replaced by
- the game screen proper. You may skip this gradual sequence at any moment by
- pressing any key. This applies also to similar sequences later in the program.
-
- If error messages should appear during the opening sequences, see
- Chapter 6 - Error messages.
-
-
-
-
-
-
-
-
-
-
-
- Chapter 2 - Game rules
- ----------------------
-
- The main point of MasterMind is in a minimum of attempts to crack the secret
- color code hidden by the screen on top of the game board. The program sets
- the code, you are to solve it. In the menu [Setup][Duplic colors] you decide
- whether the code may comprise two or more identical colors.
-
- To guide you towards the hidden code, each attempt returns a message from
- the program in the form of small white and black pegs. These are placed on
- the left-hand side of the game board, and indicate how close to (or far
- away from) the solution you were.
-
- The significance of the colors is as follows:
-
- White peg: A code spot has the correct color, but is in the wrong hole.
-
- Black peg: A code spot has both correct color and position.
-
- Where no pegs are displayed, one of your colors is not represented
- in the code.
-
-
- Please note that the placement of the white and black pegs is independent
- of which color and hole they represent; you must use your brains to figure
- out the correct sequence!
-
- To give an example: Two white and one black pegs are returned. This
- indicates that you have guessed three of the colors correctly, but only one
- of them is in the correct position. Your next task will be to find out which
- code spot is the odd one, and which of the three is in the right hole.
-
- Get four black pegs, and your task is completed!
-
-
-
-
-
-
-
-
-
-
-
-
-
- Chapter 3 - Game functions
- --------------------------
-
- Arrow keys are used to place color spots in the different holes, and to
- choose from the menus. The menus are activated with <F2>, and terminated
- with <Esc> or by choosing an item in them. To choose from the menus, place
- the bar on the item you want, and press <return>. Before the action is
- carried out, you will have to confirm your choice. If you regret, choose
- "No" or press <Esc>. After a normal selection from the menus, the keypads
- return to managing the choice of colors and holes.
-
- The two black blocks on the game board indicate the current hole and the
- current color. To change the color in a hole, you move to the hole with the
- left/right arrow keys, and select a color with the up/down arrow keys.
-
- Having filled the holes with the colors you think make up the code, you
- select [Continue] on the menu bar. The three menues [Continue], [Miscell]
- and [Setup] can all be activated by the hot keys <c>, <m> and <s>. Because
- of this, all you really have to do to continue is pressing <c>...
-
-
-
-
- If you think a solution is near, or you are sure that a color is correctly
- placed, a color can be automatically duplicated into the next row. This is
- done by pressing <Ins>. Move to the spot you want to duplicate, and press
- <Ins>. A small triangle at the bottom of the screen will then indicate that
- the spot is to be set automatically in the next attempt. To remove this
- marking, use <Del>. The triangle will then disappear.
-
- In [Setup] special functions apply. In the top two lines, [Num of colors]
- and [Num of rows] you increase or decrease the chosen values by pressing
- <+> or <->. When the lower limit for the value is reached, only the "+"
- remains, and at the upper limit, the "-" is left.
-
- In [Duplic colors] you must choose whether the code may consist of two
- or more identical colors. If you choose "No" this cannot happen; "Yes"
- allows it. To switch between "Yes" and "No", just press <return> and the
- setting will jump between yes and no.
-
- If you want to play with setup values that differ from the ones previously
- used, you must select the values after your wishes, and then choose
- [Setup][Use setup...] from the menu. These values will then be stored in
- mmind.pix, and will appear as defaults the next time you start MasterMind.
-
-
- If you wish to play another round without changing settings, simply choose
- [Miscell][New game]. You will then be asked if you wish to retain the old
- code or not. By choosing "Yes", two or more players can compete on equal
- terms, provided, of course, that they have not watched each others' games...
-
- If there is something you wonder about during the game, on line help is
- available by pressing <F1>. A little help window with compressed help
- information will then pop up, and by pressing <PgDn> and <PgUp> you can
- move between the different help pages. You can also choose "help" within
- the menus. To exit from the help facility, press <Esc>.
-
- During the game there will also be displayed useful information and some
- PR stuff on top of the screen...
-
-
-
-
-
-
-
-
-
-
- Chapter 4 - Screen information
- ------------------------------
-
- On the game screen you will find the following:
-
- - Game board with holes for colors, holes for black and white code pegs
- and holes for the code spots.
-
- - Screen that hides the code.
- This can be removed at any moment by [Miscell][Show code]
-
- - Color bar for color selection.
-
- - Clock that shows minutes and seconds elapsed.
- The outer ring and the long hand indicate seconds while the inner ring
- and the short hand show the minutes.
- NOTE: This is no ordinary clock with a 60-minute rotation. One rotation
- of the minute hand takes only 20 minutes here. The clock will not stop
- when the round is completed, but runs on until the code is found or the
- program is terminated in other ways. The minute hand only moves each
- time the second hand has completed a round.
-
-
- - A field indicating the number of attempts used to crack the code. This
- is the square on the lower left of the screen. When the number of
- attempts exceeds the number of rows on the game board, the rows scroll
- down. The maximum number of attempts is 99. In passing this point, the
- code will automatically be displayed, and the round terminated.
-
- - A field indicating the number of possible code combinations. This is
- the square on the lower right of the screen. The higher the number of
- possibilities, the harder the code. The number appearing in the field
- refers to the default values of number of colors etc, i.e. the values
- last stored with [Setup][Use setup...].
-
- - Small triangles on the lower part of the board (if they are switched on).
- These triangles indicate that the color of the color spot above the
- triangle is to be duplicated into the next row. This is done to
- facilitate coding, and the function is turned on and off with <Ins>
- and <Del>.
-
-
-
-
-
-
- Chapter 5 - Menu description
- -----------------------------
-
- [Continue]
- - Use when you have set up a proposal for cracking the code.
- The program will analyze your proposal and return a message
- in the form of black and white code pegs to the left on the
- board. If the board is full, the rows will scroll down.
-
- [Miscell][Show code]
- - Use if your brain collapses. (For the faint-hearted ...)
- Removes the screen that hides the code.
-
- [Miscell][New game]
- - Use to start a new round. The number of rows and the number of colors
- remain the same as in the previous game, regardless whether the setup
- values are changed. To play with other set values, see
- [Setup][Use setup]
-
- [Miscell][Quit MM]
- - Terminates MasterMind.
-
-
- [Setup][Num of colors]
- - Use to determine the number of colors the code may be made up of. The
- more colors, the harder to crack the code. By setting
- [Setup][Duplic colors] to "Yes", you allow two or more identical
- colors in the code. [Num of colors] is adjusted by tapping +/- on
- the keyboard. The lower limit is four and the upper limit ten.
-
- [Setup][Num of rows]
- - Use to determine how many rows are to be displayed on the game board.
- This is used to adjust the degree of difficulty. With fewer rows, the
- code is harder to guess. [Num of rows] is adjusted in the same way
- as [Num of colors]. The lower limit is two and the upper limit ten.
-
- [Setup][Duplic colors]
- - Use to determine whether to allow two or more identical colors in the
- code. By choosing "Yes", the number of combinations increases
- significantly, and the degree of difficulty likewise.
-
- [Setup][Use setup...]
- - Use to start a new round with the chosen values. These values will be
- used as defaults the next time MasterMind is started.
-
-
- Chapter 6 - Error messages
- --------------------------
-
- Sorry, MasterMind needs EGA/VGA!
- - To run MasterMind, you need an EGA/VGA screen.
- The program will not start without.
-
- Sorry, MasterMind needs more memory!
- - You have too little memory for MasterMind to start up.
- Remove any resident programs, buy more memory chips, or find something
- better to do than sitting indoors playing computer games ...
-
- Error reading mmind.pix. Program terminated
- - This error message indicates a write/read error in mmind.pix, which can
- have several causes. If you play from a floppy disk, it may possibly be
- write protected. This is no good, since the program updates mmind.pix at
- termination. Remove the write protection and restart. Another cause can
- be that the floppy was removed from its drive after the program was
- loaded. A third possibility is structural error in mmind.pix. In that
- case you must get yourself a new copy of that file.