Classic MasterMind adaptation adds timed challenges and clear peg feedback, optimized for PalmPilot touch interface
Classic MasterMind adaptation adds timed challenges and clear peg feedback, optimized for PalmPilot touch interface
Vote: (14 votes)
Created: 2002-05-31
MD5: f0dcec7348bfb810f61411de16edb3f9
Size: 37.4 KB
Vote
(14 votes)
Created
2002-05-31
MD5
f0dcec7348bfb810f61411de16edb3f9
Size
37.4 KB
A MasterMind game for the PalmPilot.
Guess: A MasterMind Game for the PalmPilot platform.
Author: Michael Winikoff, [email protected], http://welcome.to/winikoff Date: April 1999
In the game of MasterMind the computer picks a code and you try to guess it. A code consist of four numbers, each in the range 1-6. Duplicates are permitted so, for example, 1233 is a valid code.
You get ten guesses (and a time limit of 3 minutes in this implementation just to spice things up :-).
After each guess you get some feedback: the computer will place some white and black pegs. Each white peg means that a number in your guess exists in the computer's code but is in a different location to your guess. Each black peg means that one of the numbers you guessed is write *and* in the correct location. Note that the position of the pegs is irrelevant - they do not in any way correspond to the positions of your guess.
For example if the computer's code is 1346 and your guess is 4326 then you get a two black pegs (for the three and six) and a white peg (for the four) this score (which will be rendered as BBW_) tells you that three of your guessed numbers appear in the computer's code and that two of those are in the correct positions - it doesn't tell you which ones though.
Where a code contains duplicates black pegs are used in preference to white pegs, for example if the computer's code is 4314 and your guess is 4115 then your score is two black pegs: one for the second one and one for the four. You don't get a peg for the first one in your guess.