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   SUPER MASTER-MIND V2.5    
         LIBRARY (961)       
          WRITTEN BY         
   INGMAR (INGO) STROMBACK   
     IN THE YEAR OF 1991     
   LULEA  1992-01-25 SWEDEN  
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   THIS GAME IS SHAREWARE    
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 Mini-instructions: Arrows & 1-8 to guess; ENTER to check guess.  -jkh- 


This version of SUPER MASTER-MIND includes Full screen graphics,
8 colors and 5 holes making 32768 possible permutations.

This is the first time I've written to comp.sys.hp48, and here's
my contribution. I have compared my library (961) to the library 
(960) written by Phillipe Colbach. This game is a graphical one, 
ie. my pegs are grobs with different patterns, I also have a nice 
gameboard where the action take place, with 9 rows of guesses.
	
I've been working on this game on and off for the last year,
(mostly off) and I haven't tried to make it as small and fast as
possible, maybe I will....
	
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              Super Master-Mind v2.5 (library 961)            
             is copyright by Ingmar Stromback 1992.           
              Non commercial distribution allowed.            
                                                              
 I take no responsobility to damage etc. altough it's written 
 in strictly rpl and converted to library using amiga.usrlib. 

	
			    RULES

The codemaker (your HP-48SX) hides a 5 Code Peg combination 
behind the shield marked 'MASTERMIND'. 
Your task is to duplicate the exact colours and positions of
the hidden code. You may use any combination of the 8 colours.
Use 2 or more Code Pegs of the same colour if you wish.
When you are done with your guess press 'ENTER,.

The calculator will now give you information by placing black
and white Key Pegs in the holes alongside the Code Pegs, or by 
leaving holes vacant.

A BLACK KEY PEG is placed by the calculator IN ANY of the 5 
		small holes for every Code Peg that has the 
		right colour AND is in the right position.

A WHITE KEY PEG is placed by the calculator IN ANY of the 5 
		small holes for every Code Peg that matches
		in colour, but not in position. For example,
		one white Key Peg is placed if only one red
		Code Peg is hidden and you have placed 2 or
		more red Code Pegs in the wrong positios.

A VACANT HOLE   is left for every Code Peg that is incorrect.

!!!!!!!  WHITE AND BLACK KEY PEGS POSITIONS HAS  !!!!!!!
!!!!!!!	 NOTHING TO DO WITH CODE PEGS POSITIONS  !!!!!!!
			   
			     KEYS	
				
Use up/down arrow keys to move peg. (A dot shows you the row.)
Use key 1-8 to change colours.
When you are done with your guess strike 'ENTER'.
If you give up (OHH MY GOD, NO!!) strike 'BACKDEL') 
Turn sound on/off with '+/-'

Future versions (if any) may be smaller, faster and/or
include Time limit, Score, 2 player game, etc. 

RCL and BYTES --> Size: 3437 bytes  Checksum: # 9184h  

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     If you want to contact me (ideas, bugs, etc), please    
                email to: d91-isk@sm.luth.se                 


Write this small program in your game directory:
    
<< 961 ATTACH smm >> 'SMM2.5' STO

Enjoy!!
