Mastermind Help Contents

Click an icon or underlined text to jump to a topic. To get Help on Help, press the <F1> button.

 	Program Basics

	Examples and Tactics:          First example: 3 colors, 3 columns         Second example: 5 colors, 4 columns         General Tactics
 	Registering Mastermind

 	Glossary


Help File supplied with:

Mastermind

Version 1.01

Copyright © 1996 R.P. Gerrets. All rights reserved.


Program Basics

The goal of Mastermind

The goal of Mastermind is finding the hidden color code. This code looks like this (but doesnt really appear on the screen):

In the sample above the code consists of four spots. When Mastermind is started, the screen will appear like this:

For more information about parts of the screen, click on them.

Playing the game: concept

On top of the window you see four gray spots. Now have a go in guessing the right code by doing the following:

1.	Click on a color on the Color Panel at the bottom of the window; thus you select this color.

2.	Now click one of the gray square spots to fill it with the selected color.

3.	Repeat these steps until all spots are filled. Note that a single color can occur more than once!

4.	Enter your guess by pressing the <Enter> key or by clicking the right mouse button.

Now on the right side of the code you entered two numbers will appear:

Header	Meaning

Colors on right spots	the number of right colors on their right spots

Colors on false spots	the number of right colors on false spots

These data will be a clue for a next guess. By entering more guesses you will eventually be able to enter the hidden code.

Next:		Examples and Tactics


Example 1: 3 colors, 3 columns
Examples and Tactics (1)

   First example: 3 colors, 3 columns

Setting the difficulty

In this first example we will use 3 colors and 3 columns: in the menu click Options, then Difficulty... and change both Number of Colors and Number of Columns to 3. Now click the New Game button to start a new game.

Playing the game: first example

As a start we will find out how many spots are red-colored. Select the color red in the color bar (in the screen sample below the selected color is yellow). Now click all three (dark grey) spots, so that your screen will look like this:

Now press the <Enter> button or click the right mouse button to enter your first code. Suppose the result is displayed below:

This result tells us that there is exactly one red spot in the hidden code: one right color - red- on its right spot and none on a false spot. Of course any spot could be the right one for red, but for now will will suppose that the first spot is the red spot, so in your second turn color the first spot red.

To gather more information we will color the second and third spot green, like this:

The result is as shown in the next screenshot: 2 Colors on right spots, 0 Colors on false spots (2, 0). As we already knew, the red color must be in the hidden code. If it were on a false spot, Colors on false spots would be zero, but it isnt. Therefore the conclusion must be that red is on its right spot.

The other color on its right spot is one of the green, but we can be shure which one. Lets choose the second spot. As the third spot must not be red or green, it is yellow (the only possibility):

As a result you will find 1, 2. What does this tell you? Well, only one color is placed as it should be (as we already found out, the red). The other two colors are situated on false spots. The only solution for the right code is to change places between the green and yellow spot and thus we will find the hidden color code in our fourth turn:

That wasnt too difficult, was it?

Next:		Second example: 5 colors, 4 columns
Previous:		Program Basics


Example 2: 5 colors, 4 columns
Examples and Tactics (2)

   Second example: 5 colors, 4 columns

Playing the game: second example

We will now suppose that we have starte a game with 5 colors and 4 columns. To find some useful information we will use the following tactics: make one code using the colors red and green, then make a code using yellow and blue. Why we do this will be clear after entering the second turn. Lets start with red - red - green - green:

In the next screenshot you can see that there is only one color on its right spot, so there must either be exactly one red or exactly one green spot in the right code. Now enter two yellow and two blue spots:

The result is as shown below, with our next try already filled in. What do these first to turns tell us? Well, there are only two right colors used in our first two turns, so there remain two spots in a color that hasnt been used yet: this must be fuchsia. Summarized, we now know three things:

1.	one spot is either red or green;

2.	one spot is either yellow or blue;

3.	two spots are fuchsia-colored.

Now enter a code that reflects these requirements:

Take a look at the next graphic:

We already entered two purple spots, but how to proceed?

How to proceed

The third code tells us that one fuchsia spot is placed as is should be and one fuchsia spot isnt (third conclusion). Keeping this in mind and reminding the first and second conclusion, it isnt too hard to come to the idea that the other two spots must be red and blue.

However, the placement of the two purple spots above doesnt allow us to use a red color on its right spot (have a look at the first turn). Now try the sample below:

Which color should be on the first spot, red or blue? Turn one tells us that red is the right one, turn two says blue. Conclusion: fuchsia placed on spots two and four can never bring us the right code. Simularly, fuchsia cant be placed on spots one and three (verify that!).

The only possibility is to place fuchsia on the third and fourth spot and place the colors red and blue on the first two spots:

If blue - red -fuchsia - fuchsia isnt the right code, there is only one possiblity left, being the right code:

For more information about tactics read the next topic.

Next:		General tactics
Previous:		First example: 3 colors, 3 columns


General tactics
Examples and Tactics (3)

   General tactics

How to improve your score

The less turns you use to find the hidden color code, the higher your score will be. Increasing the number of colors and/ or the number of columns will improve the valuation of the number of turns you need. The default score is set to 1000 and can be reached by using the default difficulty settings and finding the code in six turns.

Tactics

A number of general tactics to use as little turns as possible will now be presented to you, yet playing quite some games is probably the best way to find out whats the most efficient way of finding the code.

*	Start the game by entering only one or two colors in the first turn(s); using too many colors in the first couple of turns usually wont giveyou  very useful information.

*	First find out which colors (and how many of each color) are used in the right code, then try to find their places by one color at a time.

*	When trying to find the right place of a certain color, follow some system, for example: first enter that color on the first spot, in your next turn on the second and so on until you have found its right place. Fill all other spots with a color that is not used in the code to be found.

*	Take your time!

*	Double check the code you are about to enter with the results already found. Dont they speak against your new code?

Next:		Registering Mastermind
Previous:		Second example: 5 colors, 4 columns


Registering Mastermind

Help, Register...

Mastermind is are shareware program and must be registered. You can try it for 14 days. Local copyright regulations apply. The registered version features the possibity to permanently bypass the introduction screen and disable the Register message when the trial period has expired.

To register please do the following:

Send a postcard to:

R.P. Gerrets

Burg. Van der Feltzlaan 45

8162 MA  EPE

Netherlands

or

E-mail: gerrets@student.tn.tudelft.nl

Please supply your details:

Name

Address

Country

E-mail address if applicable

Desired account name (at least 8 characters, including spaces)

Important notes:

1.	Registration costs:

Only 10,-- US Dollars or the equivalent in local currency

2.	Pay By:

Cheque or Money Order

3.	Registration gives you:

 	a legal Mastermind account;

 	lifetime email support;

 	free upgrades to newer versions  (if released);

 	the additional features of the registered version.

4.	As soon as possible you will receive a unique User ID.

Next:		Glossary
Previous:		General tactics


Difficulty Settings Dialog

Options, Difficulty...

The Difficulty Settings dialog enables you to set the number of possible color and the number of columns in the hidden code. These settings can then be made the default settings by saving the current settings.

Steps:

1.	Select from these options:

 	Number of Colors

 	Set the number of possible colors in the hidden color code. This must be between 2 and 14.

 	Number of Columns

 	Set the number of columns (the number of spots) in the hidden color code. This must be between 2 and 8.

2.	Choose:

 	New Game

 	Start a new game using the new color and column settings. Note: the current game will be discarded.


Window Settings Dialog

Options, Window Settings...

If you want to override the default window settings, the number of colors and the number of columns, you can use the Window Settings Dialog to do so.

Steps:

1.	Select from these options:

 	Save current window, color and column settings

 	Save the current placement and size of the Mastermind main window; the number of colors and the number of columns.

 	Reset to defaults

 	Place the Mastermind main window in the upper left corner and resize it. Reset the number of colors to 7 and the number of columns to 4. When Mastermind is started, the introduction window will be shown.

2.	Choose OK.


About dialog;Introduction dialog
About Dialog/ Introduction Dialog

Help, About...

The Introduction Dialog is (when not disabled) shown when Mastermind is started. It contains account information and some program basics. The About Dialog is similar, but it lacks the Always hide this screen option.

Elements of this window:

User registration tab

To enter your account info, edit the Account name and User ID fields and press the OK button. To receive an account you must register Mastermind. Note: the account name and user ID must match, otherwise they cant be saved. To discard the changes made to the Account name and User ID fields, press the Cancel button.

 	Account name

 	This field shows the name of the person this copy of Mastermind is licenced to.

 	User ID

 	This field shows the registration number corresponding to the account name.

 	Register...

 	When this button is pressed, Mastermind help will show information about registration of Mastermind.

Program basics tab

On this tab you can read some basics of Mastermind. For more information, press the button below:

Always hide this screen

Enabling this checkbox will prevent the Introduction dialog from showing up when the game is started. To reenable the Introduction dialog, go to the Window Settings dialog and choose Reset to defaults.


Code Information Dialog

Game, Show Code...

By choosing Show Code... from the Game menu, the hidden color code of the current game will be displayed. Note: if you do so, the current game will be discarded.

This dialog will also be shown when you have entered the right code. If you made a high score, you will be noted and the New Game button will be disabled until you have entered your name in the High scores dialog. The High scores... button will show this dialog.


High Scores Dialog

Game, High scores...

This dialog shows the four highest scores and the name of the persons who achieved them. A score is a high score if it is higher than one or more other scores in the list, so equalling a high score will not always result in a new high score. High scores cant be erased.

If you made a high score, you can enter your name in the name in the selected field. Press OK to accept this name.

Related topic:		General tactics


The statusbar shows information about the item the mouse is currently pointing to.


This box shows the currently selected color. Other colors can be selected by using the arrow keys of clicking on them in the color bar.


These colors can be selected by using the arrow keys of clicking on them in the color bar. Gray spots are disabled colors. A different number of colors can be selected by setting the difficulty.


The menu headings follow:

Game	Options	Help

New game	Difficulty...	Contents

Show Code...	Window Settings...	Search for Help On...

High Scores...	How to Use Help

Accept Code	Register...

Exit	About...


The black square marker shows the currently selected color. Other colors can be selected by using the arrow keys of clicking on them in the color bar.


This is the code area. There may be slidebars to display all parts of it.


These first five guesses have already been entered. The results are shown at right of those codes.


The sixth guess of the hidden code is already partly filled out. The dark gray spots are not filled yet. Other spots in the code can simply be changed by choosing a new color and clicking on the spots.


Colors onright spots are the number of right colors on their right spots. Return to the Program Basics and the Examples in this Help file for more information.


Colors on false spots are the number of right colors on false spots. Return to the Program Basics and the Examples in this Help file for more information.


The number of spots in the hidden code is shown in brackets. It can 2 to 8. Spots placed exactly below each other form the different columns. A different number of columns can be selected by setting the difficulty.


These counts show the turns of all guesses.


Glossary

- A -

account

author

- B -

basics

- C -

code

color

Colors on right spots

column

Colors on false spots

- D -

difficulty

- E -

- F -

- G -

goal of the game

- H -

hidden color code

high score

- I -

- J -

- K -

- L -

- M -

Mastermind basics

Mastermind, info about this Help file

- N -

- O -

- P -

- Q -

- R -

registration of Mastermind

- S -

score

status bar

- T -

turn

- U -

- V -

- W -

window settings

- X -

- Y -

- Z -

Previous:		Registering Mastermind


The less turns you use to find the hidden color code, the higher your score will be. Increasing the number of colors and/ or the number of columns will improve the valuation of the number of turns you need. The default score is set to 1000 and can be reached by using the default difficulty settings and finding the code in six turns.


The goal of Mastermind is finding the hidden color code. This code looks like this (but doesnt really appear on the screen):

In the sample above the code consists of four spots.