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-
-
- SHERLOCK 1.1
-
-
- A Shareware game for EGA
-
-
- Copyright 1991 Everett Kaser
- All rights reserved.
-
-
- May 11, 1991
-
-
-
-
- This is a game of logic and deduction for the IBM PC family of
- compatible computers.
-
- REQUIREMENTS: IBM PC compatible computer with at least 512K of RAM.
- EGA/VGA compatible display with at least 128K or RAM.
- Microsoft compatible mouse.
-
- The program will not function with CGA, MDA, or Hercules display
- adapters, nor will it work without a mouse.
-
- Sherlock is a game of deduction. It is your task, based upon the
- information available in provided clues, to determine the locations
- of 36 blocks. Every puzzle can be solved by using the clues to
- eliminate possibilities until the location of a specific block can
- be determined. Sherlock may be played by a SINGLE person, or a
- TOURNAMENT may be set up, with each person in the TOURNAMENT
- attempting to solve the same puzzle as quickly as possible. A
- TIME LIMIT may be set if desired.
-
- _________________________________
- ALSO AVAILABLE FROM EVERETT KASER
- ________
- SOLITILE is a game of solitaire, played with "tiles". It derives
- from several similar games, such as "Shanghai", "Gunshy", and
- "Mahjongg", which are played with Mah-Jong tiles. Solitile plays
- the same game, but adds new starting layouts and the ability for the
- player to create new layouts and/or modify the layouts provided. It
- also uses new "westernized" pictures on the faces of the tiles.
- Best with mouse, but works well from keyboard, too.
- _____
- SNARF is an arcade style game where you have to run around through
- various mazes (levels) picking up treasure (rings and crowns) while
- avoiding the Snarfs. You can shoot the Snarfs, but you only get points
- for the treasure, not for the Snarfs. Each time you're touched by a
- Snarf, you're "tagged". You start with a "tag count" of 50. Each time
- you're tagged the count is decremented. If you get tagged when the
- count is 0, the game is over. You can get "healed" at a first-aid
- station (your tag count is pumped back up to 50). There are more
- than 30 levels in the registered version of the game, and the user
- can create more levels with the built-in Level Editor.
-
- Print the file REGISTER.DOC for ordering information.
-
-
-
- SHERLOCK is being distributed as SHAREWARE. You may use the program
- for a period of 7 days, after which you must either register the
- program with the author or stop using it. To register the program,
- send $15 in U.S. funds to:
-
- Everett Kaser
- Sherlock
- 35405 Spruce St
- Albany, OR 97321
-
- A registration form is included to help with the registration process.
- To print the file REGISTER.DOC, ensure that your printer is turned on,
- that it's on-line, and then type:
-
- PRINT REGISTER.DOC
-
- Registered users may receive an update at any time by sending $5 to
- the same address. Registered users may write or call at any time to
- find out the latest revision date or to receive other support.
-
- I can be contacted via U.S. Mail at above address, via email on
- Internet at
-
- hplabs!hp-pcd!everett or everett%hpcvlx@hplabs.hp.com
-
- or by phone at (503) 928-5259 (not before 8:30am or after 9:30pm,
- Pacific Time, please).
-
- The game package, which MUST include the files SHERLOCK.EXE (the game),
- SHERLOCK.DOC (this file), and REGISTER.DOC (the registration form) may
- be freely copied and distributed. These three files may be re-archived
- to better suit a given distribution system, but the files may not be
- modified in any other way. No distributor may charge more than $6 for
- the distribution of this program, and that fee in no way reduces the
- shareware registration fee owed to the author by the user.
-
- Bug reports, suggestions, and comments are always welcome.
-
- __________________________________
- I. GETTING STARTED: ABOUT THE GAME
-
- This game is based upon a puzzle that I remember from my high school
- days. In that puzzle you were told that there were six different
- colored houses side-by-side, in a row. A person lived in each house,
- and each person had a different pet, drank a different drink, drove
- a different car, etc. Then you were given a list of clues, such as:
-
- "The person who drinks orange juice lives next to the red house."
-
- From the list of clues, you had to decide which things went where.
-
- Sherlock implements basically the same thing, but done in a graphical
- environment where you use the mouse to organize the clues, keep track
- of possibilities and impossibilities, and mark the deduced locations
- of objects. There are 65,536 different puzzles, enough to keep you
- occupied well into the next century.
-
- It would be best to start the program at this point, so you can refer
- to the display and try things as you read through these instructions.
-
- Before you get to the game display, you're faced with the either
- the MAIN MENU or the PLAYER SELECTION display. If this is the first
- time you've run Sherlock and your copy didn't come with a file called
- SHERLOCK.CFG (it normally doesn't), then the PLAYER SELECTION screen
- is displayed. At this point you MUST enter a NEW PLAYER name before
- going further. Click either mouse button on the NEW PLAYER box, type
- in your name, and then press the ENTER key. Next click either mouse
- button on the DONE box. This will bring you to the MAIN MENU.
-
- The MAIN MENU has a number of things to select from, most of which we
- will ignore at this point. The items of primary interest are:
- PLAY: this starts the game.
- EXIT_TO_DOS: this exits the program.
- Click either mouse button on the PLAY box. This will bring up the
- game display. The program must first "generate" the current puzzle.
- It does this by first randomly scrambling all of the items within each
- row. It then generates random clues until there are sufficient clues
- to correctly solve the puzzle. Lastly, it draws the board and clue
- areas onto the display, at which point it's ready for you to begin
- solving the puzzle.
-
- The game display has four major areas:
- 1) The playing board which consists of six rows, each row containing
- six related pictures (six people, six numbers, six different street
- signs, etc). Initially, each location in a row shows all six
- possibilities for that row as half-sized images. The half-size
- indicates that they are only possibilities. When a row-column
- location is inhabited by a single full-sized image, that indicates
- that the block is (or is BELIEVED to be) located there. As you
- deduce that an item can't be in a given square, the RIGHT mouse
- button can be used to remove that possibility from that location.
- When you've deduced that a specific item HAS to be at a specific
- location, the LEFT mouse button can be used to signify it. The
- correctness (or the incorrectness) of your deductions is not checked
- or displayed until you have specified locations for all 36 items, at
- which point the game is over, and you will have won or lost.
-
- 2) Below the playing board is a menu and information area. This area
- lets you get back to the main menu, undo up to 25 of your most
- recent actions, get a hint (which costs 30 seconds of "time"), or
- see the clues that you have moved to the "OTHER CLUES" bank. This
- area also displays the current player's name, the current game time,
- and the current puzzle number.
-
- 3) To the right of the playing board is the "horizontal clue" area.
- These clues show relationships between items that are in different
- columns.
-
- 4) Across the bottom of the display is the "vertical clue" area. These
- clues show relationships between items that are in the same columns.
- ______________
- II. THE CLUES
-
- There are two basic groupings of the clues.
-
- Horizontal, or multi-column, clues consist of three pictures of blocks,
- and they indicate how certain blocks are located relative to each
- other when those blocks are in different columns.
-
- Vertical, or single-column, clues consist of two pictures of blocks,
- and they indicate either that two blocks ARE or ARE NOT in the same
- column. Most puzzles will have some blocks that are not included in
- any of the clues (there position becomes apparent through a process of
- elimination). These are shown individually in the vertical clue area
- for reference.
-
- A third type of clue is the most helpful. Many puzzles will have from
- one to three blocks shown at their actual positions on the board. When
- this occurs, those blocks are not shown as possibilities at the other
- locations in their rows, and they're shown as a large picture at their
- actual location. These blocks cannot be moved or changed.
-
- After reading through this description of the clue types, a good way
- to get a feeling for how to apply the clues to solving the puzzles is
- to use the hint feature to play all the way through a puzzle. In this
- way the game will show you how it solves the puzzle.
-
- --- VERTICAL CLUES ---
-
- The first type of vertical clue is known as IS_SAME_COLUMN:
-
- ┌─────┐ This clue tells us that the RED_HOUSE and the STOP_SIGN
- │ │ are in the same column. So, if we know where the
- │ RED │ RED_HOUSE is, then we know where the STOP_SIGN is,
- │HOUSE│ since we always know what row a given block is in, and
- └─────┘ this along with the known position of the RED_HOUSE
- ┌─────┐ would tell us which column it's in. The reverse, of
- │ │ course, is also true. If we know where the STOP_SIGN
- │STOP │ is, then this clue tells us where the RED_HOUSE is.
- │ │
- └─────┘ Conversely, if the RED_HOUSE is known to NOT be in a
- particular column, then this clue tells us that the
- STOP_SIGN can't be in that column either, since they have to
- both be in the same column. Also, if the STOP_SIGN can't be
- in a given column, then the RED_HOUSE can't be in that column.
-
- The second type of vertical clue is known as IS_NOT_SAME_COLUMN:
-
- ┌─────┐ Imagine that the clue to the left has superimposed over
- │ │ it a red circle with a slash through it (the standard
- │GOLDI│ symbol for DON'T or NO). This would indicate that
- │LOCKS│ the S block is NOT in the same column as GOLDILOCKS
- └─────┘ (and vice versa). This clue isn't of any use to you
- ┌─────┐ until you know the location of one of the blocks. At
- │ │ that point, you can use this clue to eliminate that
- │ S │ column as a possible location for the other block.
- │ │
- └─────┘
-
- Again, a single block appearing in a vertical clue by itself means that
- block is not involved in any clues.
-
- --- HORIZONTAL CLUES ---
-
- The first and most common horizontal clue is known as IS_NEXT_TO:
-
- ┌─────┐┌─────┐┌─────┐ This clue means that the 5 block and the
- │ ││ ││ │ GREEN_HOUSE block next to each other (the
- │ 5 ││GREEN││ 5 │ phrase "next to" means that they're in adjac-
- │ ││HOUSE││ │ ent columns; since they're different "types"
- └─────┘└─────┘└─────┘ of blocks, they can't be in the same row).
- But, the clue doesn't tell you whether the 5 is on the left of the
- GREEN_HOUSE, or if the GREEN_HOUSE is on the left of the 5. That's
- why the 5 is shown on both sides of the GREEN_HOUSE, because it's
- next to the GREEN_HOUSE, but it could be on either the right or left.
-
- The second horizontal clue type is known as IS_NOT_NEXT_TO:
-
- ┌─────┐┌─────┐┌─────┐ Imagine that the NOT symbol (the red circle
- │ ││ ││ │ with the slash through it) is superimposed
- │ 5 ││GREEN││ 5 │ over the GREEN_HOUSE in this clue. This
- │ ││HOUSE││ │ would indicate that the GREEN_HOUSE is *NOT*
- └─────┘└─────┘└─────┘ next to the 5, neither on the left or the
- right. This clue is usually not of much use until the location of one
- of the two blocks is known. At that point the other block can be
- removed as a possibility from the adjacent columns.
-
- The third horizontal clue type is known as IS_LEFT_OF:
-
- ┌─────┐┌─────┐┌─────┐ This clue tells you that the DEAD_END sign is
- │ ││ ││ │ in a column somewhere to the left of the
- │ DEAD││ ... ││ M │ column in which the M is located. The DEAD_
- │ END ││ ││ │ END may be immediately adjacent to the M on
- └─────┘└─────┘└─────┘ the M's left, or the DEAD_END may be in the
- left-most column while the M is in the right-most column, or anywhere
- between these two extremes. But, the DEAD_END is *NOT* in the same
- column as the M, and the DEAD_END is not to the right of the M. The
- three dots in the center block of the clue is being used as the
- IS_LEFT_OF symbol.
- The fourth (and generally most useful) horizontal clue is IS_BETWEEN:
-
- <-------------> Imagine that the double-headed arrow is
- ┌─────┐┌─────┐┌─────┐ actually superimposed over the tops of the
- │ ││ ││ │ three clue blocks. This clue means that the
- │ L ││APPLE││BLUE │ APPLE column is between the L and BLUE_HOUSE
- │ ││ ││HOUSE│ columns, and that the L and BLUE_HOUSE columns
- └─────┘└─────┘└─────┘ are immediately adjacent to the APPLE column.
- However, the arrow means that the L could be on the left and the
- BLUE_HOUSE on the right, *OR* the L could be on the right and the
- BLUE_HOUSE on the left. This clue also tells you that the APPLE can
- not be in the left-most *OR* right-most columns, since then it would
- only have one adjacent column. Also, as soon as the location of any
- one of these three blocks is known, then there are at most only two
- possible locations for each of the other two blocks, either to the
- right or left of the known block. This clue can also be used to
- eliminate possibilities. For instance, suppose that the APPLE is still
- shown as a possibility in the second column from the left, but neither
- the L or BLUE_HOUSE is a possibility in the left-most column. Since
- either the L or the BLUE_HOUSE *HAS* to be to the left of the APPLE
- and neither of them can be (in this scenario), then the APPLE can't be
- in the second column from the left.
-
- The fifth (and last) horizontal clue type is IS_NOT_BETWEEN:
-
- <-------------> Imagine that the double-headed arrow is
- ┌─────┐┌─────┐┌─────┐ actually superimposed over the tops of the
- │ ││ ││ │ three clue blocks, and that the red NOT symbol
- │ L ││APPLE││BLUE │ is superimposed over the APPLE. This means
- │ ││ ││HOUSE│ that the L and the BLUE_HOUSE have one column
- └─────┘└─────┘└─────┘ between them (just as in the IS_BETWEEN clue)
- and that the L could be to the left or to the right of the BLUE_HOUSE,
- but the APPLE is *NOT* between them. Again, this clue doesn't tell us
- anything about the location of the APPLE until the locations of both
- the L and the BLUE_HOUSE are known. But, this clue does tell us that
- the L and BLUE_HOUSE are two columns away from each other.
-
- --- MANAGING THE CLUES ---
-
- The clues can be moved around to better group them, so that clues with
- common blocks can be placed together. To do this, use the mouse to
- point to any one of the blocks in the clue. Press and hold either
- mouse button, then move the mouse, dragging the block to its new
- location (within that group of clues; you can't move a HORIZONTAL clue
- to the VERTICAL clue group or vice versa). When it's positioned where
- you'd like the clue to be located, release the mouse button. If the
- new location was empty, the clue will be moved there. If the location
- was not empty, all clues below and to the right will be moved "down"
- to make room before the clue is moved.
-
- Notice that if you select a clue block with the left mouse button that
- the block remains full-sized. If you select the clue block with the
- right mouse button, it becomes half-sized. Either way works fine for
- moving clues. Should you realize that you've incorrectly removed a
- block as a possibility from a given location on the board, you can use
- the right mouse button to select the block from a clue and drag it to
- the location on the board where you feel it should still be a possibil-
- ity. You can similarly pick and drag possibilities from the board
- itself. Usually, this feature won't be of much use, as UNDO is handier.
-
- Another feature that is very useful in managing the clues is the
- "OTHER CLUES" bin. Initially, all clues are shown on the display. You
- can think of this as the "GAME CLUE" bin. As you play the game, some
- clues will become "used". In other words, the clue will be of no
- further use because all of its information has become used on the
- board. You can click the right mouse button on the clue, and it will
- disappear, moved to the "OTHER CLUES" bin. This keeps the "GAME CLUE"
- bin as un-cluttered as possible, letting you focus just on the clues
- that still have useful information.
-
- However, you may occasionally move a clue to the "OTHER CLUES" bin
- before you've actually used all of the information in the clue. The
- "GAME CLUES" bin and the "OTHER CLUES" bin can be swapped by clicking
- either mouse button on the "OTHER CLUES" menu box.
-
- ______________________
- III. NOTES ON PLAYING THE GAME
-
- The whole object of the game is to correctly locate all 36 blocks.
- This is done through a process of deduction and elimination, using
- the clues as a guide. When a clue tells you that a particular block
- can not possibly be located at a particular square on the board, point
- to the block with the mouse and then click the right mouse button. The
- image of the block that you pointed to will disappear. When there's
- only one small image left, it MUST be the block that is located at that
- square. When that happens, point to it with the mouse and click the
- left mouse button. The block will be made full-sized and all other
- half-sized images of that block in the row will disappear.
-
- Also, watch for situations where a particular block exists as a
- possibility at only one location. This means that it HAS to be located
- there, so it can be enlarged.
-
- While you're first learning the game, in order to keep the mouse
- buttons straight, think of the left button as BIG/KEEP and the right
- button as SMALL/REMOVE.
-
- In order to solve the puzzle, you must repeatedly scan through the
- clues, testing each clue to see if it will eliminate any more possibil-
- ities in each column. Each time you remove one possibility from the
- board, that may cause other clues to become useful in removing further
- possibilities. Remember, all boards are guaranteed to be solvable with
- the provided clues.
-
- When you locate the last of the 36 blocks the game is over, and the
- program will tell you whether your deductions were correct or not.
-
- --- HINT ---
-
- The HINT menu box is a very good way to quickly get a feeling for how
- the puzzles are solved. Click either mouse button on the HINT box.
- The program will draw a box with a HINT in it, blinking a box around
- the associated clue and an arrow pointing to the appropriate clue on
- the board. When you click a mouse button a second time, the HINT box
- goes away and the appropriate action for the HINT is automatically
- performed for you (usually removing a possibility or locating a block).
-
- So, by repeatedly clicking on the HINT menu box and reading the HINTs,
- the program will teach you how to use the clues to solve the puzzles.
-
- If you're trying to solve the puzzles as fast as possible, you should
- use HINT very sparingly, as each HINT costs you 30 seconds. If you're
- playing the game with NO TIME LIMIT, then 30 seconds is added to the
- "game time". If you're playing with a TIME LIMIT, then 30 seconds is
- subtracted from your remaining time. But, used at a critical point,
- HINT can be used once or twice, very strategically, to get you past
- a particularly difficult spot.
-
- --- UNDO ---
-
- Sherlock keeps track of the last 25 actions you've taken and can undo
- those actions. If you realize that you've made a mistake, you can
- repeatedly click on the UNDO menu box until you reach the point at
- which you made the mistake (assuming that it was within the last 25
- actions). UNDO cannot be UNDOne (except by repeating the action which
- UNDO UNDid).
-
- _______________________
- IV. THE MAIN MENU
-
- The Main Menu contains a number of options to allow you to configure
- the game to your preferences. Any of the menu boxes is activated by
- clicking either mouse button on the desired box.
-
- --- PLAY/RESUME and RESTART ---
-
- This box will say PLAY if the game has not been started yet. Clicking
- on the PLAY box will cause the program to generate the next puzzle and
- display it (this process can take anywhere from 3 or 4 seconds up to
- 20 seconds or more, depending upon the puzzle and the speed of your
- computer). Once the game has been started, the player can return to
- the Main Menu by clicking on the MENU box. At this point, the PLAY
- box is re-labeled as RESUME, and a RESTART menu box is also shown.
- RESUME will take you right back to your game. RESTART will start the
- puzzle over in its initial state. Once a puzzle has been started,
- the only Main Menu entry that will have any effect on a RESUMED game
- is SOUND. TIME, COLORS, IMAGES, BACKGROUND, PUZZLE, and PLAYER are
- modifiable, but only affect the configuration file and/or future
- puzzles, and should generally only be changed in between puzzles. HELP
- can be used at any time, as can RESUME, RESTART, and EXIT_TO_DOS.
-
- --- PUZZLE ---
-
- This box always shows the puzzle number that will be generated on the
- next PLAY. Clicking on this menu box will allow you to specify a
- different number. When you first start playing Sherlock, the puzzle
- number will be 0. As each puzzle is solved, the game automatically
- increments to the puzzle number. The current puzzle number for each
- player is kept in the SHERLOCK.CFG file.
-
- For tournament play, the game generates a random puzzle number, which
- can be over-ridden with a specific puzzle number before the first
- player starts, if desired.
-
- --- PLAYER ---
-
- This menu box always shows whether you're in SINGLE or TOURNEY play
- mode. By clicking on the PLAYER menu box, you'll bring up the PLAYER
- menu, which allows you to add new players, change the names of players,
- remove players from the list, and select SINGLE or TOURNEY play mode.
-
- If you look carefully, you will notice that the SINGLE or TOURNEY
- menu box appears to be "pushed in". This indicates that that mode is
- active. If you click on the other menu box, it will "go in" and the
- previous one will "come out". If you click on SINGLE or TOURNEY when
- its menu box is already "in", the program will just beep at you.
-
- When in SINGLE mode, the name of the current player is highlighted.
- A different player can be selected by pointing at the players name with
- the mouse and clicking either mouse button.
-
- When in TOURNEY mode, all of the names of those players who will be
- participating in the tournament are highlighted. Again, players can
- be selected or de-selected for participation in the tournament by
- pointing at them with the mouse and clicking either mouse button.
-
- When the SINGLE/TOURNEY mode and player(s) are selected, click either
- mouse button on the DONE menu box to return to the main menu.
-
- Each player can have his/her own set of configuration options, all of
- which is saved in the SHERLOCK.CFG file. Each player can have a
- different set of colors, background pattern, block images, time limit,
- and sound. When a player is selected, his/her configuration is
- automatically selected and used. Because of this, it's important that
- you ensure that YOU'RE the selected player before you start changing
- configuration information.
-
- --- TIME ---
-
- You can play the game with NO time LIMIT, in which case the game timer
- starts at 00:00:00 and counts upward. However, you can also set a
- time limit, in which case the game timer starts at that time setting
- and counts downward. If the puzzle isn't solved before the timer
- reaches zero, you lose.
-
- When you click on the TIME menu box, it's replaced with a two-button
- selection. Click on the desired item. If COUNT DOWN is selected,
- you will be prompted to enter a time in HH:MM:SS format (that means
- hours:minutes:seconds). At this point, use BACKSPACE and the number
- keys (and the colon) to enter a new time, then press ENTER. If the
- time is not in the correct format, the time limit won't be changed.
-
- --- COLORS ---
-
- This menu box will bring up another menu that allows you to select the
- colors that you wish to be used for various parts of the game display.
-
- By carefully selecting colors, you can come up with pleasing alternate
- color schemes. (You can also come up with some really putrid schemes,
- too!) To change colors, first point to the name of an item and click
- a mouse button. This will cause that item to be outlined with a box.
-
- Then, to select a new color for that item, point to the desired color
- in the palette and click a mouse button. The color menu will then be
- redrawn using that new color.
-
- If you decide you've really botched things, you can use the ABORT
- box to put things back to the way they were when you entered the color
- menu and then exit back to the main menu. Alternatively, you can use
- the INIT box to set the colors to the default settings that the program
- uses. When finished editing the colors, click a mouse button on the
- DONE box. The new color settings will be automatically saved in the
- SHERLOCK.CFG file for the current player.
-
- --- BACKGROUND PATTERN ---
-
- This brings up a new menu which allows you to select from one of a
- number of pre-made background patterns, shown on the right, or to
- create your own pattern by clicking on the squares of the "zoom" box
- on the left. The current pattern is shown in the box at the top of
- the menu.
-
- Again, ABORT will exit back to the main menu without changing the
- background pattern, while DONE will save any changes in the
- SHERLOCK.CFG file.
-
- --- IMAGES ---
-
- This allows you to modify the block images used in the game, or create
- whole new sets. Initially, a menu comes up that shows all 36 blocks
- along with the "empty" block. At this level, you can copy any block
- image into a new location by pointing to the image you wish to copy,
- then pressing and holding down a mouse button. Move the mouse to the
- location where you want the image to be copied and then release the
- mouse button. Of course, this over-writes the image that was at the
- new location. This is most useful when creating a whole new set of
- six images (a row). You can use the editor to create a common back-
- ground image, then copy it to all six locations in the row. Then, you
- can edit each of those to add the unique "foreground" image.
-
- You enter the image editor by pointing the mouse at the image that you
- wish to edit and clicking a mouse button. The image editor is then
- brought up, which shows a "zoomed" image of the block, along with a
- normal-sized and a half-sized image of the block. The current color
- is shown by a white outline box in the palette area. You can change the
- current color by pointing to a new color and clicking a mouse button.
-
- You can change the color of a pixel by pointing to it in the "zoom" box
- and then clicking either mouse button. It will be changed to the
- current color.
-
- You can "paint" by pointing to a desired area of the zoom box, then
- press and hold the left mouse button. As you move the mouse around,
- every pixel that the mouse points to will be changed to the current
- color until you release the left mouse button.
-
- You can draw lines using a rubber-band line by pointing to one end-
- point of the line, then pressing and holding the right mouse button.
- Now, as you move the mouse, a rubber-band line will follow the mouse,
- anchored at the first point. No pixels are actually changed until you
- release the right mouse button. At that point a line is drawn between
- the two end-points using the current color.
-
- There are menu boxes for ABORT, INIT, and DONE. ABORT will take you
- back to the top-level image editing menu without saving any changes
- you might have made. INIT will erase any changes you have made, set-
- ting the image back to what it was when you entered the zoom editor.
- DONE will take you back to the top-level image menu, saving the
- changes you've made.
-
- Also, there are four other menu boxes to aid you with your image
- editing. REPLACE COLOR allows you to replace all pixels of one specif-
- ied color with a second specified color. When prompted for the colors
- you can point to them either in the zoom box or in the color palette.
- The "H flip" and "V flip" will reverse the image horizontally or
- vertically. "Clear to color" is useful when first starting a new
- image; it sets the entire image to the current color.
-
- Lastly, at the bottom-middle of the image editor there is a box that
- is divided into four areas by a large X. Each area contains an arrow.
- This is an "imaging shifter" control box. Each time you click on one
- of the arrows, the image is shifted one pixel in that direction. This
- is useful for centering an image that you've drawn, or for making the
- half-size image look better. The half-size image is generated from
- the full-size image by throwing away every other row and every other
- column of pixels. Obviously, depending upon exactly which rows and
- columns the pixels of an image are in, the half-size image may come
- out looking very good or like an ink-blot. For each full-size image,
- there are four different possible half-size images, controlled by
- shifting the full-sized image left/right and up/down one pixel. You
- should position the full-sized image so as to select the most recogniz-
- able half-size image.
-
- Back to the top-level image menu. Your edited images can be saved into
- a file by selecting the SAVE menu box. The filename you specify can
- be a complete pathname (including drive and sub-directories) or just
- a filename (for the current drive/directory). However, you can not
- specify a file extension, as Sherlock always stores these images in
- files with an extension of .SHI (for SHerlock Images). The filename
- you enter is remembered in the SHERLOCK.CFG file, and each time you
- start playing the game, your image set is automatically loaded and
- used. If someone else has created an image set that you wish to use
- then just select the LOAD menu box and enter the file name of their
- images. Again, this file name will be recorded in SHERLOCK.CFG as
- your image file. However, if you plan to modify the images, you
- should probably do a STORE to a different file name after you LOAD
- them in. This way, you won't make your friend angry by modifying
- his/her copy of the images.
-
- You can also MERGE rows of images from one file into another. After
- you select the MERGE menu box, you will be prompted for a filename
- from which you wish to merge a row of images from. Enter the name
- and press RETURN. You will then be prompted for the row where you
- wish the images to be placed. Use the mouse to click on the row of
- images that you wish to be replaced by the new ones.
-
- And, of course, we have ABORT, INIT, and DONE. ABORT will exit the
- IMAGE menu and restore your images to what they were before you entered
- the menu (discarding any changes you made). INIT will set the images
- to the default images that are built into the program. DONE is what
- you select when you want to return to the MAIN MENU and you want to
- save any changes that might have been made.
-
- Hints on making good images:
- 1) Keep them simple. You don't have many pixels to work with, and
- the simpler the images, the easier they are to recognize.
- 2) Choose your six sets of six images well, so that each of the six
- sets is EASILY and QUICKLY distinguishable from the others. This
- is very important when playing the game. Background colors and
- subject matter are very important for this.
- 3) Choose your six images within each set so that they are quickly
- and easily distinguishable from each other, even at half-size.
- This is also VERY important while playing the game. This can best
- be done with foreground colors and shapes.
- 4) Make sure that each image is best placed so that the half-size
- image is as recognizable as possible. (See the paragraph above
- on the "image shifter".
- 5) A good contrast outline on each image block really helps to diff-
- erentiate the six half-size images at each location on the board.
-
- That's about it for image editing.
-
- --- SOUND ---
-
- There are a number of sound effects during game play, and these can
- be enabled or disabled by clicking on the SOUND menu box. It's a
- simple toggle between YES and NO.
-
- --- HELP! ---
-
- This brings up a brief set of instruction screens for those that hate
- to read manuals.
-
- --- EXIT TO DOS ---
-
- This exits the program and updates the SHERLOCK.CFG file as necessary.
-
- __________________
- V. TOURNAMENT PLAY
-
- When TOURNEY is selected in the PLAYER menu, any number of the players
- can be selected for inclusion in the tournament by clicking on their
- names. (A selected player can be excluded, also, by clicking on his
- or her name.) Once TOURNEY is selected, and all desired players are
- selected, click on DONE. This takes you back to the MAIN MENU, with
- a random puzzle number selected. Should you desire the tournament
- to use a specific puzzle number, it should be selected at this point.
- Also, TIME should be set to NO LIMIT or to an agreed upon limit.
-
- When all is ready, click on PLAY. This will bring up the TOURNAMENT
- STANDINGS box, which shows a list of all involved players and their
- current standings in the tournament. Initially, all will show WAITING.
- A prompt will show who the first player is. When next a mouse button
- is clicked, the game will start for that player. All other players
- should be away from the computer at this point, as they will each be
- trying to solve the same puzzle, and they don't deserve to get a head
- start by seeing the puzzle before it's their turn.
-
- When the first player is finished, the puzzle is erased and the
- TOURNAMENT STANDINGS box is shown again, along with a prompt for the
- next player. This will stay on the display until a mouse button is
- clicked, at which point the puzzle is redrawn and the second player
- is off and running. This sequence continues until the last player
- finishes, at which point the tournament is over and the MAIN MENU is
- shown once more, along with the TOURNAMENT STANDINGS, with the players
- organized by times.
-
- During a tournament, the MENU box on the game display shows QUIT
- instead of MENU. During a tournament, you're in a race, and there's no
- getting out of it except by quitting. If you QUIT, that's the end of
- your turn and the next player starts. Needless to say those who QUIT
- come in last, next are those who complete the puzzle but get it wrong,
- and the tournament winners are those who complete it correctly, in the
- shortest amount of time. HINT is available during tournament play,
- but remember, every HINT costs you 30 seconds of time.
-
- ____________________
- VI. REVISION HISTORY
-
- Rev 1.1 May 12, 1991
- Initial release.
-
-
- ----------------------- end of file SHERLOCK.DOC ------------------------------
-